Grandfather Plaque (CR 4)
Alignment: Usually neutral
Initiative: -1; Senses: Listen +15 and Spot +15
Languages: Cannot speak
AC: 16 (+1 size, -5 Dex, +10 natural), touch 6, flat-footed 17
Hit Dice: 6d10 (43 hp); DR: 10/adamantine
Fort +2, Ref -, Will +6
Speed: 0 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -2
Full Attack: -
Special Attacks/Actions: Spell-like abilities, ward of weakness
Abilities: Str 6, Dex -, Con -, Int 14, Wis 18, Cha 16
Special Qualities: Construct traits, door guardian, immobile, SR 20, telepathic link
Feats: Alertness; Improved Initiative; Negotiator
Skills: Diplomacy +14, Listen +15, Sense Motive +13, and Spot +15
Dragon Compendium Vol. 1
Grandfather plaques prefer to avoid combat. If possible, a plaque uses its Diplomacy skill to convince would-be intruders that bursting through the door is not in their best interest. If pressed, it uses its spell-like abilities to drive away attacks. Its shout spell not only harms attackers, but the noise it generates alerts other guardians in the area.
Spell-Like Abilities (Sp): At will - magic missile, shout (DC 17), and tongues. CL 7th.
Ward of Weakness (Su): While the grandfather plaque relies on its magical abilities and persuasive talents to keep creatures at bay, it can also ward the door it guards with necromantic energy. Anyone who touches the plaque's door without its permission takes a 1d6 penalty on Strength for 5 minutes. Creatures that receive permission from the plaque to touch the door avoid this effect.
Door Guardian (Su): The grandfather plaque focuses on protecting the door it is charged with watching. It has several magical abilities that allow it to deter intruders.
The plaque can cast arcane lock as a 20th-level sorcerer at will as a free action with a range of 30 feet rather than touch. It can target the door it wards along with any other eligible target for this spell within its extended range.
A grandfather plaque can also repair or replace a damaged door. The door it is linked to repairs 5 hit points of damage per round as long as the plaque is still active. If the door is destroyed, the plaque can conjure a new one that is identical in all respects to the original. This process takes 1 minute of concentration. A plaque usually pretends to become inert when its door is destroyed. It then replaces the portal once the intruders move on, perhaps sealing them within the area it guards.
Immobile (Ex): The grandfather plaque is unable to move, and in most cases is permanently mounted to a position on a wall or door. It has no Dexterity score. When determining its AC and Reflex save modifier, it takes a -5 Dexterity penalty because it cannot move. Otherwise, it treats its Dexterity modifier as +0. It takes the standard penalties of being rendered immobile, but as a construct it is immune to coup de grace attacks, critical hits, sneak attacks, and so forth.
Telepathic Link (Su): The plaque can communicate with one person, chosen at the time of its creation, via a telepathic link. This link has an unlimited range, but it cannot cross to different planes.