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There is a Legacy version here.

Sage Guide

Sage spirit guides are among the wisest spirits. They often take the forms of raptors such as owls, using their keen senses to evaluate situations from high above before swooping in to aid imperiled mortals.

Adventurers who befriend a sage guide are fortunate indeed; in addition to providing sage counsel before conflict begins, sage guides can restore and tend to their allies in the aftermath of a violent dispute.

In many stories, the sage guide assumes the form of a large owl whose proud breast is composed of hard stone. This depiction combines the wisdom commonly attributed to the owl with the strength and fortitude of the earth.

Recall Knowledge - Beast (Arcana, Nature): DC 22
Recall Knowledge - Spirit (Occultism): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Stone-Breasted OwlCreature 5

Uncommon Small Beast Incorporeal Spirit 
Source Gatewalkers (Hardcover) pg. 269
Perception +15; darkvision
Languages Common, Fey; truespeech
Skills Acrobatics +12, Diplomacy +13, Nature +14, Survival +12
Str +0, Dex +3, Con +0, Int +2, Wis +5, Cha +2
AC 22; Fort +9, Ref +12, Will +15
HP 75; Immunities disease, paralyzed, poison, precision; Resistances all damage 5 (except force, ghost touch, or spirit; double resistance vs. non-magical)
Warning Hoot [free-action] (auditory) Trigger The stone-breasted owl is about to roll a Perception or Survival check to determine initiative; Effect The stone-breasted owl lets out a hoot to warn allies, granting each ally a +1 circumstance bonus to their initiative roll.
Speed 10 feet, fly 40 feet
Melee [one-action] talon +13 [+9/+5] (agile, finesse, magical), Damage 2d6+3 forcePrimal Innate Spells DC 25; 3rd cleanse affliction, heal (Ă—2); 2nd clear mind, sound body; 1st cleanse cuisine, detect poison; Cantrips (2nd) guidance, know the way, stabilize; Constant (5th) truespeech
Bond with Mortal [two-actions] (mental, primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 14, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies.
This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage.
Bonded Strike [two-actions] Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a talon Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.Empowered Healing When the stone-breasted owl casts heal, it rolls d10s instead of d8s.

All Monsters in "Spirit Guide"

NameLevel
Cunning Guide1
Strong Guide10
Nimble Guide3
Swift Guide7
Sage Guide5
Guardian Guide14

Spirit Guide

Source Howl of the Wild pg. 182 2.1
Many of Sarkoris's fiercest defenders among the land's spirit guides died in the early throes of conflict against the demons spilling forth from the Worldwound. The mighty sunscale serpents from the family of guardian guides used to shed their light across the land, but their wings were among the first lights blackened by the hordes of the demon lord of locusts. The swift guides were first to the fray, and first to fall. With the Worldwound closed and the demons in retreat, some of these guides have returned once more, helping secure the borders of the Sarkoris Scar against demonic resurgence.

Sidebar - Advice and Rules Spirit Guide Companions

One way to gain the aid of a spirit guide is to take the scions of Domora archetype. This archetype allows character to choose a spirit guide to accompany them on their adventures—provided they first prove themselves worthy of the honor.

Sidebar - Locations The Sarkoris Scar

Some spirit guides encountered in the haunted badlands now known as the Sarkoris Scar are remnants of god calling, an ancient tradition practiced by many Sarkorian cultures. Severed from their callers by the demonic war that devastated the land for over a century, such gods now roam the blasted landscape, occasionally helping those they find worthy.

Shelyn's Corner

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