NWN2Wiki
2025-01-01 (1)

"Like a walking hill, the creature plods along on two legs of rock and earth. It has clublike arms of jagged stone swinging at its sides, with a featureless head."

Barrow Guardians are a type of earth elemental that inhabit and protect old burial mounds. There are four variants of this creature in NWN2:

Traits[]

Base variant[]

Variant 2[]

  • Elemental 16
  • True neutral
  • Abilities: STR 16, DEX 8, CON 10, INT 6, WIS 11, CHA 11
  • Hitpoints: 64
  • Saves: Fortitude 10, Reflex 4, Will 7
  • AC: 18
  • AB: +15/+10/+5
  • Damage:
    • 2d8+4 bludgeoning, critical 20/x2 (magic slam +1)
    • 2d8+4 bludgeoning, critical 20/x2 (magic slam +1)
  • Skills: Concentration 15, Listen 10, Spot 9
  • Feats: Weapon Proficiency (creature), Iron Will, Darkvision, Power Attack, Cleave, Great Cleave
  • Damage reduction 1/-
  • Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack
  • Energy resistance to fire, cold, electricity, acid and sound 5/-
  • CR 16

Notes[]

  • This variant is labelled "caster" internally and indeed has Concentration ranks yet is not actually capable of using magic; in practice it is just a weaker version of the base Barrow guardian.

Variant 3[]

  • Elemental 20
  • True neutral
  • Abilities: STR 20, DEX 8, CON 10, INT 6, WIS 11, CHA 11
  • Hitpoints: 65
  • Saves: Fortitude 12, Reflex 5, Will 8
  • AC: 19
  • AB: +20/+15/+10
  • Damage:
    • 2d8+6 bludgeoning, critical 20/x2, on hit: Flesh to Stone for 5 rounds, fortitude save against DC 15 negates (Flesh to Stone Slam +1)
    • 2d8+6 bludgeoning, critical 20/x2, on hit: Flesh to Stone for 5 rounds, fortitude save against DC 15 negates (Flesh to Stone Slam +1)
  • Skills: Listen 10, Spot 9
  • Feats: Weapon Proficiency (creature), Iron Will, Darkvision, Power Attack, Cleave, Great Cleave
  • Damage reduction 1/-
  • Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack
  • Energy resistance to fire, cold, electricity, acid and sound 5/-
  • CR 16

Variant 4[]

  • Elemental 20
  • True neutral
  • Abilities: STR 22, DEX 8, CON 10, INT 6, WIS 11, CHA 11
  • Hitpoints: 55
  • Saves: Fortitude 12, Reflex 5, Will 8
  • AC: 22
  • AB: +21/+16/+11
  • Damage:
    • 2d8+7 bludgeoning, critical 20/x2 (magic slam +1)
    • 2d8+7 bludgeoning, critical 20/x2 (magic slam +1)
  • Skills: Listen 10, Spot 9
  • Feats: Weapon Proficiency (creature), Iron Will, Darkvision, Power Attack, Cleave, Great Cleave
  • Damage reduction 5/-
  • Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack
  • Energy resistance to fire, cold, electricity, acid and sound 5/-
  • CR 20