Prime Guardian
Prime Guardian [11] Immortal
CLASS & LEVEL BACKGROUND PLAYER NAME
Mammothodon Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
27 -2 40 I really loathe the idea of
+5 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
becoming close to anyone,
only to watch them die.
20 PERSONALITY TRAITS
Hit Point Maximum 126
● +9 Strength
DEXTERITY Protector - I have been upholding the law
-2 Dexterity
whenever possible, and I shall never stop.
-2 ● +9 Constitution
+0 Intelligence CURRENT HIT POINTS IDEALS
7 +1 Wisdom
+3 Charisma A Higher Power granted me my
immortality, and I must follow their will.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+4 Total 11
Acrobatics (Dex) SUCCESSES
18
"My empathy has waned over
Animal Handling (Wis)
Arcana (Int)
D12 FAILURES
the centuries"
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● Athletics (Str)
+1 ●
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Renown
+1 Shield +11 2d8+6
13 Insight (Wis)
Intimidation (Cha) +2 Shield +12 2d8+7 Size - Large
WISDOM Investigation (Int) Keen Smell
Medicine (Wis) Trunk
+0 Nature (Int)
Tusks
Stand Aside
Perception (Wis)
11 Arctic Scout
Performance (Cha)
CHARISMA
Persuasion (Cha) Master of Defence
● Religion (Int) Divine Essence [18]
+3 Sleight of Hand (Dex) Divine Aura
Helping Hand
Stealth (Dex)
16 Guardian Path of the Two Towers
● Survival (Wis)
Tower Shield Master
SKILLS ATTACKS & SPELLCASTING Shield Slam
Dual Shield Style
PASSIVE WISDOM (PERCEPTION) Impenetrable Fortress
CP Smoldering Full plate To Those in Need
Priests Pack Mighty they Stand
SP Blessing of the Divine
Armour - Medium, Heavy, Uncanny Recovery
Shields
EP
Weapons - Simple, Martial
Smiths Tools
GP 10
PP
Languages - Common, Giant,
One more
two more
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Indeterminate 10 feet 750 lbs
AGE HEIGHT WEIGHT
Brown Brown Hair Dark Brown
CHARACTER NAME EYES SKIN HAIR
Follower of Bane, God of Tyranny
NAME
Prime Guardians don't do much for Bane, God of Tyranny
attacking, they often prefer to wield
massive shields, becoming an
impregnable defense for both
themselves and others around them.
They have potent divine auras that burn
all who would dare attack one of these
holy giants. Prime Guardians often
focus on protecting and boosting their
party members, leaving any actual
fighting to his/her companions. But
don't take their lack of attacking as a SYMBOL
sign of weakness, if these divine
warriors so wished it they could
obliterate almost any enemy that would
dare face them.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Mammothodon are massive, woolly ancient relatives of Loxodons. They typically stand between nine
Whatever your reasons, your to eleven feet tall, with thick, shaggy pelts. Records show extinct Mammothodon grew to nearly
twenty-five feet in height, but that era has since passed a long time ago. Unlike their plains-dwelling
character cannot stay dead. Whether cousins, they have reduced ears to better acclimate to extreme cold weather. Their trunks typically
through a blessing or a curse, some measure around five feet - six feet long and are remarkable in their dexterity and sensitivity to smell,
kind of interaction with an artifact, despite being attached to such large creatures. Their tusks typically measure between six and seven
or just a big cosmic joke, your feet in length and curve outwards before bending back in, those pair of tusks are also highly valuable
in the black market. The saying goes that the older generations of Mammothodon sported larger and
character cannot and will not die. more impressive tusks. Mammothodon abide strictly to herbivory - they have two sets of molars on
both top and bottom jaws that are constantly replaced throughout their lifespan to cope with the strain
of chewing plant matter. Their hands consist of a rather large palm with four short, stubby digits plus
a thumb. As such, they are not very efficient at wielding dexterous weapons. Their feet consist of four
nails, are round in shape, and have thick padding on their bottoms that cushion their steps - this
padding can also detect low-pitched frequencies and allows the Mammothodon to communicate via
Infrasound, which sits just below the human range of hearing. They sport a short, poofy tail that
typically drapes out the back of whatever armor they wear, should they find any that fits their build.
Eye color appears to be limited to warm brown, like Loxodon. Typical fur colors include grey, brown,
and black, though white-fur individuals are known to exist, even being quite uncommon. The fur also
can tell the location where the Mammothodon is from: Black ones tend to be in mountainous cold
regions, Grey and White ones tend to be on Arctic regions, and brown ones tend to be on steppe
biomes with grasslands and hills.
ADDITIONAL FEATURES & TRAITS
Major rare - +2 Shield +1 Shield
Uncommon Minor (5) - Bag of Holding, Immovable Rod, Lantern of
Revealing, Potion of Growth, Potion of Greater Healing
Common Minor (5) - Smoldering Armour, [3] Potion of Healing, Orb of
Time
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Abilities, Features and Traits
Renown - You have lived for generations. You've walked the worlds and have a small casting role in many family stories. Perhaps you carved a stool that's
been in a bar for generations, or maybe a story includes a person who looks remarkably like you. If a person can pick up on these ties, they are more likely to
trust you, even if they don't know that person is you specifically. Furthermore, your learnedness means you know bits of trivia about old locations that may
even have been lost to time.
Long Distance Loxo Calls - Mammothodon can communicate through infrasound, much like elephants. This enables them to speak to each other, common
mammoths and elephants at distances up to 10 miles apart, as well as sense other Mammothodons from distances of over 100 miles away.
Keen Smell - Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that
involve smell.
Trunk - You have a trunk that can hold items up to thirty-five pounds. It cannot be used to wield a weapon or use a shield, but can be used for a lantern or
torch and perform simple actions.
Tusks - You have a pair of tusks, with which you are proficient. When you make an attack action, you may use your bonus action to attack with your tusks,
dealing 1d6 + Strength modifier piercing damage on a hit.
Stand Aside - When you take the Dash action, you may move through an enemies space as though they weren't there if they are Medium or smaller.
Arctic Scout - You are perfectly acclimated to the cold regions of the world, you are considered proficient in the Wisdom (Survival) skill when in a snowy or
arctic climate. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Master of Defense - You are a master at using a shield of any type and can in turn use shields to their maximum potential. You gain the following benefits:
- When you are using a Shield its bonus to your AC increases by +1.
- You are proficient in the use of shields as weapons. Any shield you wield counts as a simple melee weapon that deals 1d8 bludgeoning damage.
- You can choose to impose disadvantage on attacks made against allies within 5ft of you.
Divine Essence - You gain [18] Divine Essence points, which you can expend to activate abilities. Any expended Divine Essence points can be regained by
finishing a long rest.
Divine Aura - A god has hand picked you to be their eternal servant, they have given you strength and wisdom beyond your wildest dreams and your blood
courses with divine power, so much so that your divine energy expands outwards from you, giving you a divine aura. You can use your bonus action and
spend 1 divine essence point to activate your Divine Aura. The aura emanates in 5-foot radius around you, and lasts for 1 minute or until you are knocked
unconscious. You can end your aura early as a bonus action. When your aura is active, you can choose one of the following effects:
- You produce a warming light that mend wounds of your allies. Any friendly creature that starts its turn inside your aura regain a number of hit points
equal to 1d4 + your Constitution modifier. You can spend additional divine essence points up to your proficiency bonus when you activate this aura to
increase the amount of hit points restored in 1d4 per point spent.
- Choose two creatures inside your aura range, without spending an action. The chosen creatures gain a bonus of +1 to their AC as long as they stay in
range. You can spend additional divine essence points up to your proficiency bonus when you activate this aura to increase the bonus to the AC of chosen
creatures by 1 per point spent.
- Raw holy power pulses from you. Any hostile creature that starts its turn within your aura range takes damage equal to 1d4 + your Constitution modifier.
The damage is necrotic. You can spend additional divine essence points up to your proficiency bonus when you activate this aura to increase the amount of
damage dealt in 1d4 per point spent.
Helping Hand - Your presence on the battlefield give your allies hope and inspiration. Once on each of your turns, you can use your bonus action to chose an
ally within 60 feet and give them advantage on the next attack roll, ability check, or saving throw they make. You can use this feature a number of times
equal to 1 + your Constitution (Minimum of 2), regaining expended uses when you finish a short or long rest.
Guardian Path of the Two Towers - You have trained to not only use one shield, but two and to wield them with relative ease and grace, but also a destructive
potency. You are a walking fortress of your deity, your might towers over all others, your attacks devastate enemies and your defenses are impenetrable. It
was not easy, but your strength has surpassed that of most mortals.
Tower Shield Master - You can dual wield shields, when you do, you gain the AC benefit from both the shields equipped, not just one.
Shield Slam - You can treat any shield you wield as a simple melee weapon with the light property that deals 1d8 bludgeoning damage.
Dual Shield Style - You have learned how to swing your shields to devastate your enemies, when you take the attack action while using a shield, you may use
your bonus action to make an attack with your second shield. You may add your strength modifier to the damage of the second shield.
Impenetrable Fortress - When you are wielding a shield in both hands, you can use your reaction to take a defensive stance, if you do, you gain an additional
+1 bonus to AC and hostile creatures that start their turn or move within your reach cannot move towards any creature other than you.
To Those in Need - You can channel pure healing energy into a creature you touch. You can spend 1 divine essence point and use your action to touch a
creature, causing it to regain a number of hit points equal to 1d8 + your Constitution modifier. You can increase the amount of hit points restored by spending
additional divine essence points. You restore 1d8 additional hit points for each additional point spent. Alternatively, you can heal a disease with your touch.
Mighty They Stand - A god has given you a portion of their power, your blood runs with divine might. You gain +10 movement, and you can add a +1 to all
melee attacks with weapons you are proficient with.
Blessing Of The Divine - Divine energy is a part of you it shields your body from harm, it protects you from the evils of the natural world and of mortal
whim. You are immune to all diseases, poison damage, and the poisoned condition.
Uncanny Recovery - The divine power coursing through you mends your wounds quicker and recovers your stamina and strength fast than a normal person.
You regain all expended divine essence after a short or long rest. Additionally whenever you roll hit dice during a short rest, you may re-roll 1s and 2s.