An Encounter: the Guardian


Homebrew and House Rules


The band of rag-tag adventurers stand at the gates to the very heart of Faerie. But the gates are guarded by an ancient power. In fact, the gates and the guardian are one and the same.

I need something suitably huge and astounding for the final session. Currently, I'm thinking of a 100-foot stone golem of sorts. But I'm going to abandon the normal rules of combat. I don't care how much damage you do with your axe, swinging it at a granite ankle that is 15 ft thick is going to do absolutely nothing.
I would like to emulate the fights from that game Shadow of the Colossus, as well as turn the monster into a sort of living dungeon.

Just wondering who out there has tried something like this and how they went about it. I have a few ideas, but I'd like to get some input first.


Make sure your players know that you'll be changing how the game works in advance, unless they're very flexible and chill.


Artofregicide wrote:
Make sure your players know that you'll be changing how the game works in advance

Are you referring to the fact that their opponent will be unaffected by combat in any normal sense?

If so, then yes, I will obviously point out to them that their foe is as implacable and invulnerable as the ancient hills, and that to bear the full brunt of it's might will certainly mean death, etc.

I don't "trick" players into wasting their time and effort. The DM is responsible for any and all sensory information the characters experience, which in this case would include "holy eff that's big. Attacking that would be like a fly attacking me."

I am just looking for suggestions on mechanics to run such an encounter. The players, thei characters and the rest of the game are just fine.


At a first pass, I'm considering this:

(note: a lot of house rules present in my games. Apologies if certain things don't add up.)

-a character may make an Acrobatics check (DC15) to climb up the guardian at one quarter speed (or half speed with DC20). Failure by 5 or more means the characters falls.

-on the guardian's turn, a character must make an Athletics check (DC15) or fall.

-a falling,character may attempt a Reflex save to catch themselves (DC15 after 10ft., 10 after 20ft.), taking falling damage for the distance traveled.
A character adjacent to a falling character (at any point during the fall) may make a Reflex save to catch the falling character. The falling character still takes damage for the distance traveled.

-a character capable of flight may make an Acrobatics check (DC20) to fly along the surface of the guardian close enough to interact with it and with other characters climbing on it. Failure by 5 or more results in a collision.

-on the guardian's turn, there is a 30% chance a character may be struck by falling debris (01-70: 2d4 rocks, +5 melee, 1 damage each; 71-100: boulder, +5 melee, 2d6+5).

-every time a character climbs up the guardian, there is a 30% chance they encounter a trap (Perception and Disable Device* DC20):
01-40: spear, +5 melee, 1d8+5
41-70: stone jaw trap, +10 melee, 1d8 and grappled, CMD20
71-90: lava spout, 4d6 fire and ignite, Reflex 14 halves
91-100: lightning bolt, 6d6 lightning, Reflex DC17 avoids.
*Disabling these traps takes one full-round action.)

-the guardian attacks a 15ft. radius area once every three rounds, dealing 5d10+10 damage (Reflex DC15 halves).
A character on the ground in a square occupied by the guardian takes 2d10+5 damage (Reflex DC15 avoids) at the end of the guardian's turn due to it's shifting mass and falling debris.

-the gateway is on top of the guardian's head, 100ft. off the ground. A character may make a Disable Device check (DC25) to open it.

I'll add some gargoyles that live on him, as well as ancient runes and signs that could give bonuses to Perception checks to see traps and Disable Device checks to disarm traps and open the gate.

Any other ideas? I want this to feel big and important and dangerous and desperate. I also don't want characters to get stuck in a rut, doing the same thing over and over. As a general rule, I don't want a character to take the same action for more than three turns in a row, on average.


Have you thought of the gigantean template?

I’m out of time for now, but that’s the first thought that comes to mind.


Tacticslion wrote:
Have you thought of the gigantean template?

I had not. After 3rd and 3.5, I stopped buying supplemental material. Eventually, I stopped even looking at it, for the most part. If I need something unique, I've found its better to make it myself.

After looking up this template...it's just a bigger version of the same monster, yeah? So it gets to act once every six seconds, just like a normal monster, and poking him in the toe with a rapier will, eventually, defeat him. They just added ruled about attacks of opportunity, occupied squares and climbing him.
It just doesn't import the immensity of the thing in the way I'm looking for.
They just began to take the steps I'm trying to take, but they didn't nearly go far enough.

This is not a big monster. This is a walking dungeon, a sentient mountain.


Upon further inspection, I need a way to reward them for intelligent decisions, rather than just punishing/rewarding them based on dice roles.

I think I'll draw the surface of the Guardian horizontally on the grid, with each square representing 2ft (two of the characters climb at 10/20ft a round, while the other is 12/24ft).
I'll have icons to represent different areas:

-patches of hanging ivy offer good hand and footholds, granting a +5 to Acrobatics and Athletics checks to climb.

-overhanging statuary and parapets protect those directly below from falling debris.

-spear traps are marked by signs of the Sacred Hart.

-jaw traps are marked by signs of the Hunting Hound.

-lava spouts are marked by signs of the Golden Sun.

-lightning traps are marked by signs of the Silver Moon.

-knowledge (nature) DC15 will grant a +2 on Perception to find the traps. 20 grants a +4 to disabling them. 25 grants a +4 to opening the gate. A character may learn one fact per turn per area of runes read.

Now, it's an encounter about literal path-finding; do you climb straight up, going for the quick victory, or do you move from one protected spot to the next? Do you avoid the traps and stay out in the open, or do you disable them to pave the way for your slower comrades?


What level are the characters?

Are they somehow forced to climb (or fly very close) to the Guardian rather than fly/dimension door up to the head bypassing all of the rest of the creature/dungeon. Why do I get an image of an immense hand swatting any flyer that isn't basically flying in tight against the Guardian. Maybe it blows an immensely powerful blast of air (i.e. breath weapon) at such flyers (in addition to getting a lot of Gargoyle attention). Do they even know the gate is at the top or do they have to search for it as they climb?

You mention treating the Guardian like a living dungeon, perhaps there's an interior route to the top as well as the climbing route.


Kayerloth wrote:
What level are the characters?

They are level 6.

Kayerloth wrote:
Are they somehow forced to climb (or fly very close) to the Guardian rather than fly/dimension door up to the head bypassing all of the rest of the creature/dungeon. Why do I get an image of an immense hand swatting any flyer that isn't basically flying in tight against the Guardian. Maybe it blows an immensely powerful blast of air (i.e. breath weapon) at such flyers (in addition to getting a lot of Gargoyle attention).

One of the characters can fly, but she'll need to hang back to help her comrades/avoid getting mobbed by gargoyles.

Kayerloth wrote:

Do they even know the gate is at the top or do they have to search for it as they climb?

You mention treating the Guardian like a living dungeon, perhaps there's an interior route to the top as well as the climbing route.

I have been playing around with the idea of climbing up and then walking inside, but I'm concerned about session run time; they've got to get through the haunted forest/enchanted orchard, deal with the Guardian and then have their final confrontation with Oona and Puck, all in 3 hours of real time.


Normal combat doesn't work on the golem right? What about... on it's inhabitants?

If she's a living dungeon maybe add some areas occupied buy creatures that could cling to a vertical surface - they have a Fly or Climb speed. Ideally they'd also be Small sized or smaller with a Fey theme. Gremlins and Mites leap to mind, though you might have to modify some stuff for the PCs levels.

As to how they go about defeating the golem's gate itself, I'd suggest either using a Skill Challenge mechanic or a series of riddles to further the faerie motif. Perhaps as they ascend the golem the creatures they encounter and the traps/hazards contain elements they need to complete the challenge.

5 room dungeon: The Golem of the Labyrinth

Room 1/CR 6: Beginning the Ascent - "as you approach the only gatehouse in the final wall of the labyrinth the 100' tower suddenly animates! The twin archways split and turn to reveal legs; the rising buttresses form arms holding a rapidly forming glaive of constructed stone. At the top the crenellations frame the actual gateway into the realm beyond. All along the surface of this immense creature are living vines, moss, handholds and ledges that trace a vertical path up it's surface, if you dare undertake the journey!" The CR of this first leg of the journey represents the players figuring out how to begin climbing the thing, understanding that combating the construct as a whole is worthless, and succeeding at their first skill checks if that's the path they choose.

Room 2/CR 6: The First Key - "as you scale the surface of the construct a sudden glint catches your eye from the heart of a thick patch of moss and vines to the (pick a direction away from the obvious pathway the PCs are following). Moving to the area will be dangerous and something about the flora's maddening colors strikes a chord of trepidation in you but the shine is the reflection of light off of a crystalline key embedded in the living wall" Throw in a CR 6 Hazard or perhaps a pair of Advanced Assassin Vines or something, guarding the key

Room 3/CR 7: The Gremlins' Key - "the tinkling sound of crystal on stone alert you to another key, this one hanging from a thong bound to the masonry on the underside of an overhang above. A difficult climb, to be certain. As you spy it you (choose a PC who might have an obvious lack of Will save, such as someone dressed as a fighter), feel a growing need to possess the key at all costs" pit the PCs against a group of Erinat Gremlins, reskinned with a Climb speed but without their SR. The Gremlins try to hide in the cracks of the masonry using their Discordant Aura to weaken PCs' saves, then casting Lesser Confusion or employing their Malicious Mischief to sow disaster for the characters

Room 4/CR 6: The Pixie Problem - "nearing the top a buzzing noise reveals a Tiny, winged humanoid hovering over the break in the crenellations which had been your final destination. 'Halt! Who goes there eh? You near the Court of the Pixie Queen Minerva and only the purest shall pass!" read the CR - this is actually a pair of pixie guards standing watch over the entrance to Minerva's Court (see below). Regardless of alignment, which the pixies can read at will, the PCs are being tested by the Permanent Image presented by the guards; if they attack on sight or are otherwise aggressive the guards will do their level best to drive the characters back. Kindness and conscience however will reward the PCs in being given an "audience" with good queen Minerva and they will also be presented with a third key.

Room 5/ The Court of Queen Minerva - "scaling over the precipice at last you find that the massive turret representing the 'head' of the construct is in fact a miniature garden. Even as you put your feet to the ground the whole place seems to spring up to larger than life size and the crystalline gate at the far end fades long into the horizon. Humming and buzzing all around indicates the presence of several more pixies all hovering about the rose bushes and hedgerows that frame an imperial courtyard rivaling the beauty of any mortal monarch. Sat upon a throne of sedge, wood and vines is a beguiling female pixie wearing a crown woven of willow branches and flower chains. 'Present to your queen the gifts which you have earned, that I might allow you passage through my realm' she beckons sardonically and you feel almost compelled to comply" I didn't put a CR on this because it might just be a talking scene or it might be a fight. If violence breaks out you can add your own twists - maybe all of this isn't real and Minerva flees; perhaps this is all a trick and Minerva is having a laugh at the PCs' expense. Whatever you want goes here.


Wow. That is a lot. Thank you for taking the time to come up with all that.
Unfortunately, I have a very clear tone, theme and mood for my settings and games, so I can't just copy and paste other people's ideas as-is. Still, it's heartening to see people on here doing more than swapping hyperlinks, running modules and trying to come up with the most "optimized" build.

As far as inhabitants for this dungeon (I imagine him as a hill, topped with ancient stones and henges, heaving up out of the ground to reveal a titanic figure of rune-covered stone and crumbling sod), I've got the stats made up for two different kinds of gargouille; one is similar to those found in the Bestiary, where the others are Tiny-sized monsters (dragons, griffons, imps, etc.) that want to latch on to the PC's and bite them/pull them down.

I think, instead of specific keys or items to find, the players will have to decipher runes to uncover secrets about how the golem works (the alchemist is the most imbalanced character in the group and has a +14 to the appropriate Knowledges), simply because there's just so much surface area to cover.

And as much as I'd like to include a whole inner-chamber element to this encounter, I need this to take 1-1.25 hours, and these players have played D&D less than a dozen times total. So, even when I push them hard to keep the pace going, things tend to drag. I mean, we're still at this stage:

"Roll initiative."

"...that's a d20, right?"

"Yup."

"...that's this one, right?"

Also, and I know this is off-topic, but "I didn't put a CR on this because it might just be a talking scene or it might be a fight..." struck a bit of a chord with me.
Any situation where there is a dramatic question of the narrative is an encounter. Be it a scene involving picking someone's pocket, a fight to the death, doing research in an old library, or even just talking.

At any rate, thank you again for your comments, your time and your effort. It's good to see that sort of thing out there on the web.

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