Divine Guardians and Beings – Spells for High Level Clerics – Revisited

Summon Divine Guardian
Spell Level: Cleric, 7th Level
Range: N/A
Duration: 1d6 rounds
Other:  10% for successful summon
The Cleric prays for aid in battle summoning a  divine being of the deity he or she serves. When summoned the Divine Guardian will attack any and all creatures within 90 feet of the caster who are the opposed alignment of the deity that the Guardian serves.
Once the Guardian is brought to 0 health or below it and all its possessions will vanish from the mortal plane and cannot be summoned again for 1d6 days.
Once summoned the guardian cannot be again summoned for 1d6 days. On every summon the cleric rolls a d%, with an increasing +10% for each summon attempt. If failed the Guardian will not appear. However, if the d% is 80% or above the Guardian will appear and strip the cleric of his or her mantle (power) for abusing the grace of the deity.
Divine Guardian
Hit Dice: 8
Armor Class: 3[16]
Attacks: Flaming Sword (1d10+1d6 radiant damage)
Special: Magic resistance (70%), regenerate (1hp/2 round), element resistance (60%), +2 on to-hit rolls.
Move: 30′
Saving Throw: 7
Alignment: Same as deity served
Challenge Level/XP: 8/1,000
Summon Devine Being
Spell Level: Cleric, 4th Level
Range: N/A
Duration: 1d6 rounds
Other: 40% for successful summon
The Cleric prays to his deity in battle. If successful, the cleric summons a divine being in service to his or her deity, who will attack any and all creatures within 90 feet who are the opposed alignment of the deity that the divine being services.
Once the divine being is brought to 0 health it will vanish from the mortal plane and cannot be summoned again for 1d6 days.
Roll (d10)
Divine Being
1-2
Divine Hawk
3-5
Fu Dog
6-7
Celestial Cat
8-9
Eroim
10
Etoah

Divine Hawk
Hit Dice: 3
Armor Class: 6[14]
Attacks: Radiant Claw (1d6+1 Radiant Damage)
Special: Magic resistance (30%), regenerate (1hp/4 round), +1 on to-hit rolls.
Move: 30’/90’ flying
Saving Throw: 14
Alignment: Same as deity served
Challenge Level/XP: 5/240
Fu Dog
Hit Dice: 3
Armor Class: 7[13]
Attacks: Bite(2d4+2 Radiant Damage)
Special: Magic resistance (30%), regenerate (1hp/4 round), +1 on to-hit rolls, Sonic Bark (Knocks targets prone 1d6 damage)
Move: 30′
Saving Throw: 14
Alignment: Same as deity served
Challenge Level/XP: 6/400
Celestial Cat
Hit Dice: 3
Armor Class: 6[14]
Attacks: Radiant Claw (1d6+2 Radiant Damage)
Special: Magic resistance (30%), regenerate (1hp/4 round), +1 on to-hit rolls, Hide/Back Stab (as thief)
Move: 45′
Saving Throw: 14
Alignment: Same as deity served
Challenge Level/XP: 6/400
Eroim
Hit Dice: 4
Armor Class: 5[15]
Attacks: Radiant Sword (1d6+2 Radiant Damage)
Special: Magic resistance (40%), element resistance (20%), regenerate (1hp/3 round), +1 on to-hit rolls
Move: 30’/60’ flying’
Saving Throw: 13
Alignment: Same as deity served
Challenge Level/XP: 7/600
One of the lowest ranked of the Divine Guardian order. They are young but if allowed to leave to maturity will develop into the fighting hand of the gods and protector of the agents of their deity.
Etoah
Hit Dice: 3
Armor Class: 8[11]
Attacks: Radiant light (4 Radiant Damage in 30; radius of itself to all beings of the opposite alignment)
Special: Magic resistance (40%), physical resistance (40%), elemental resistance (70%)
Move: 5’
Saving Throw: 14
Alignment: Same as deity served
Challenge Level/XP: 7/600
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