Psi-Guardian (CR 9)

Large Construct
Alignment: Always neutral
Initiative: +2 (Dex)
Languages: Cannot speak

AC: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Hit Dice: 15d10 (82 hp)
Fort +5, Ref +7, Will +5
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +11; Grapple +11
Attack: Slam +16 melee, or weapon +16
Full Attack: Slam +16 melee, or weapon +16
Damage: Slam 1d8+9, by weapon (damage bonus +9 for two-handed use or +6 for one-handed use)
Special Attacks/Actions:
Abilities: Str 22, Dex 14, Con -, Int -, Wis 10, Cha 1
Special Qualities: Call weaponry, construct traits, displacement, fast healing 5, find master, forced empathic bond, guard, power storing
Feats: -
Skills: -
Advancement: 16-24 HD (Large); 25-45 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Web

Created by psions to be bodyguards, like their arcane counterparts (shield guardians), psi-guardians are constructs that protect their masters with powers and stamina.

A psi-guardian is an imposing humanoid figure of metal, stone, and crystal that, when fashioned, is keyed to a particular amulet. Henceforth it regards the wearer of that amulet to be its master, protecting and following that person everywhere (unless specifically commanded not to do so).

A psi-guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the psi-guardian from any distance, and it will come as long as it is on the same plane.


Call Weaponry (Su): The psi-guardian can manifest the call weaponry power up to 3 times per day. The guardian calls forth a weapon when it enters combat or when instructed by its master. The quality of the weapon is based on the level of the creator: If the level of the creator is unknown, it defaults to 16th level. See below for the weapon type and quality.

12+1 enhancementscimitar
13-15+2 enhancementlongsword
16-18+3 enhancementfalchion
19-20+4 enhancementgreatsword

Construct Traits: A psi-guardian is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A psi-guardian has darkvision (60-foot range).

Displacement (Su): Melee and ranged attacks made against the psi-guardian miss 50% of the time unless the attacker can locate the construct by some means other than sight. True seeing or a similar effect negates this ability. Displacement can be manifested at will.

Fast Healing (Ex): A psi-guardian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the psi-guardian to regrow or reattach lost body parts.

Find Master (Su): No matter the distance, as long as they are on the same plane, the psi-guardian can find the amulet wearer (or just the amulet if it is removed after the guardian is called).

Forced Empathic Bond (Sp): The wearer of the keyed amulet can activate this defensive ability if within 100 feet of the psi-guardian. Similar to the power of the same name, this transfers to the guardian half the damage that would be dealt to the amulet wearer. This ability functions even though the psi-guardian has no metabolism. (See the forced empathic bond power in the "Master More Powers of the Mind" article for more information.)

Guard (Ex): The psi-guardian moves swiftly to defend the amulet wearer by its side. It blocks blows and disrupts foes. All attacks against the amulet wearer suffer a -2 deflection penalty.

Power Storing (Sp): The psi-guardian can store one power of 4th-level or lower that is placed into it by another creature. It "manifests" this power when commanded or when a predetermined situation arises. Once this is used, it can store another power (or the same power).