We’re rounding out the Stone Summit today with their elite units from Sorrow’s Furnace. I haven’t covered every single Stone Summit from the game, but the Summit are already way more densely packed with units than even well-represented creature types like orcs in the standard Monster Manual. I think orcs could use a few more units to round them out (we made a few ourselves), but they don’t need twenty new unit types, which is how many would have to be added to bring them up to speed with the number of Stone Summit unit types in Guild Wars: Prophecies. Tabletop RPGs simply do not have the demand for tons of minutely tweaked versions of the same bad guy, nor is Guild Wars: Eternity intended to follow the level scaling of Prophecies (never reflected in the lore and abandoned in all other Guild Wars releases) that requires the Stone Summit of the Southern Shiverpeaks to be drastically more powerful than the ones in the Northern Shiverpeaks.
Stone Summit Deep Knight
Medium humanoid, Lawful Evil
Armor Class: 20 (plate armor)
Hit Points: 152 (16d8+80)
Speed: 25 ft.
STR: 19(+4)
DEX: 8(-1)
CON: 20(+5)
INT: 10(+0)
WIS: 12(+1)
CHA: 13(+1)
Damage Resistances: Poison
Saving Throws: STR +8, CON +9
Skills: Athletics +8, Perception +5
Senses: Darkvision 60 ft., passive Perception 15
Languages: Common, Dwarven
Challenge: 7 (2900 XP)
Dwarven Resilience. The Stone Summit has advantage on saving throws against poison.
Dwarven Battle Stance. The Stone Summit has +2 AC when wielding a hammer or maul.
Actions:
Multiattack. The Stone Summit makes three attacks with his maul.
Maul. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Stone Summit Priest of Sorrow
Medium humanoid, Lawful Evil
Armor Class: 18 (plate armor)
Hit Points: 104 (16d8+32)
Speed: 25 ft.
STR: 11(+0)
DEX: 8(-1)
CON: 14(+2)
INT: 13(+1)
WIS: 20(+5)
CHA: 15(+2)
Damage Resistances: Poison
Saving Throws: WIS +9, CHA +6
Skills: Medicine +9, Perception +9, Persuasion +6, Religion +5
Senses: Darkvision 60 ft., passive Perception 19
Languages: Common, Dwarven
Challenge: 5 (1800 XP)
Dwarven Resilience. The Stone Summit has advantage on saving throws against poison.
Actions:
Life Attunement. Spell. The Stone Summit casts this enchantment on one creature within thirty feet. So long as the spell is active, the target creature doubles all incoming healing and halves all damage they deal. As long as the Stone Summit maintains this enchantment, the range of all their recharges are reduced by one (so a recharge of 4-6 becomes 5-6, a 5-6 becomes just a 6, and so on), all actions that recharge on a 6 recharge on a Short Rest instead, and all actions that recharge on a Short Rest recharge on a Long Rest instead.
Mark of Protection (recharges after a Short Rest). Spell. The Stone Summit casts this mark upon one creature within 30 ft. The next time that creature is hit by an attack, the mark flashes and dissolves, converting all damage from the attack into healing.
Mend Ailment. Spell. Remove a single status effect from one creature within 30 ft. of the Stone Summit.
Orison of Healing. Spell. Heals one target creature within 30 ft. that the Stone Summit can see for 4d8+5.
Revive (recharges 4-6). Spell. One dying target creature within 30 ft. of the Stone Summit regains ¼ of their hit points and regains consciousness.
Wand Shot. Ranged weapon attack: +9 to hit, range 30/120 ft., one target. Hit: 15 (3d6+5) radiant damage.
Stone Summit Warden
Medium humanoid, Lawful Evil
Armor Class: 18 (plate armor)
Hit Points: 104 (16d8+32)
Speed: 25 ft.
STR: 16(+3)
DEX: 9(-1)
CON: 14(+2)
INT: 20(+5)
WIS: 12(+1)
CHA: 8(-1)
Damage Resistances: Poison
Saving Throws: INT +9, WIS +5
Skills: Arcana +9, Investigation +9, Perception +5
Senses: Darkvision 60 ft., passive Perception 15
Languages: Common, Dwarven
Challenge: 6 (2300 XP)
Dwarven Resilience. The Stone Summit has advantage on saving throws against poison.
Actions:
Obsidian Flame. Spell. Ranged weapon attack: +9 to hit, range 30/120 ft., one target. Hit: 19 (4d6+5) fire damage plus 19 (4d6+5) bludgeoning damage.
Rust. Spell. A cloud of rapidly rusting mist is created in one square within 30 ft. of the Stone Summit. Metal within that square rapidly rusts away to nothing. Any creature who passes through or ends their turn in the cloud must make a DC 17 Dexterity save to avoid entering the cloud. If they fail, the cloud rusts away at all metal weapons and armor they carry, reducing the base AC of any armor by 1 and the reducing the attack and damage of any weapons by 1.
Stoning. Spell. Ranged weapon attack: +9 to hit, range 30/120 ft., one target. Hit: 26 (6d6+5) bludgeoning damage and target must make a DC 17 Constitution save. If the target fails the save, they are knocked prone.
Wand Shot. Ranged weapon attack: +9 to hit, range 30/120 ft., one target. Hit: 15 (3d6+5) fire damage.
Siege Ice Golem
Huge construct, unaligned
Armor Class: 17 (natural armor)
Hit Points: 168 (16d12+64)
Speed: 50 ft.
STR: 24(+7)
DEX: 7(-2)
CON: 18(+4)
INT: 3(-4)
WIS: 18(+4)
CHA: 3(-4)
Damage Vulnerabilities: FIre
Damage Immunities: Cold, poison
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Passive Perception 14
Languages: Understands Dwarven but can’t speak
Challenge: 8 (3900 XP)
Actions:
Rust. Spell. A cloud of rapidly rusting mist is created in one square within 30 ft. of the golem. Metal within that square rapidly rusts away to nothing. Any creature who passes through or ends their turn in the cloud must make a DC 17 Dexterity save to avoid entering the cloud. If they fail, the cloud rusts away at all metal weapons and armor they carry, reducing the base AC of any armor by 1 and the reducing the attack and damage of any weapons by 1.
Water Trident. Spell. Ranged weapon attack: +8 to hit, range 30/120 ft., one target and two adjacent creatures. Hit: 24 (3d12+5) cold damage and 17 (3d12-2) piercing damage.
Slam. Melee weapon attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) cold damage.
Reactions:
Water Trident. Spell. The golem makes one Water Trident attack action against any creature who takes a move action within 30 ft. of its location. Any creature hit by the Water Trident attack as a result of interrupted movement must succeed on a DC 16 Constitution save or be knocked prone. If knocked prone, the creature must end their movement immediately and may not continue.