Defender Globe

Small elemental, neutral

Armor Class 14 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 5 ft., fly 40 ft.

4 (-3) 16 (+3) 12 (+1) 4 ( -3) 12 (+1) 14 (+2)

Damage Resistances cold, fire
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 11
Challenge 1 (200 XP)

Special Traits

  • Hyper-Awareness. The defender globe cannot be surprised.
  • Flight. The defender globe’s ability to fly is magical in nature and does not work in areas where an antimagic effect is active.


  • Electrical Bolt. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) lightning damage.


This small glowing orb radiates light similar to that of a lantern. Small filaments of electrical energy dance across its illuminated surface.

This small outsider is bound by spellcasters using the summon monster III or lesser planar binding spells, serving for up to 1 day per caster level.

Using more powerful incantations can bind the globes for longer periods (GM’s discretion).

They can understand but not speak, any language spoken by their summoner. The summoned globes can understand simple orders and carries out their last order until destroyed or dismissed.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb