Akur (3.5e Creature)

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Size/Type: Medium Humanoid
Hit Dice: 2d8+4 (12 hp)
Initiative: 2
Speed: 30ft/80ft (good)
Armor Class: 14, touch 3, flat-footed 5
Base Attack/Grapple: 2/0
Attack: +2 holy short sword 1d6 (+1d6 against evil)
Full Attack: +2 holy short sword 1d6 (+1d6 against evil)
Space/Reach: 5/5
Special Attacks: smite evil 1/day (+1d6)
Special Qualities: suggestion 1/day, command 1/day, invisiblity
Saves: Fort +4, Ref +2, Will +6
Abilities: Str 12, Dex 15, Con 18, Int 18, Wis 20, Cha 16
Skills: +8 Search, +4 Spot
Feats: weapon finesse
Environment: temperate forests
Organization: singular, squad (2-4)
Challenge Rating: 2
Treasure: standard
Alignment: lawful good
Advancement: by character class
Level Adjustment: +3

From the light of the sun comes a magical defender; a Guardian unlike any other.

Akur hail from the mystical city of Akureyri where they serve as Guardian Angels for those in need. Very similar to Angels, Akur are smaller and considerably weaker than an Angel. They do not speak any language, but rather speak telepathically through musical melodies and harmonies. They are meant to defend non-directly, not in a direct battle scenario.


Akur don't tend to stay in battle very long; they rather use Command or Suggestion to remove the enemy from the battle to indirectly defend whoever they are defending.

Suggestion 1/day - once per day, an Akur may use the spell Suggestion as a 3rd level Sorcerer.

Geas, Lesser 1/day - once per day, an Akur may use the spell Geas, Lesser as a 4th level Sorcerer.

Invisibility - at will, an Akur may go invisible; cannot go invisible if struck by an attack or makes an attack.

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