Summon Ibrandlin

Summon Ibrandlin
Caster Level(s): Clr 6 Innate Level: 6 School: Conjuration (Summoning) Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 10 feet forward Duration: 1 round / level Save: n/a Spell Resistance: n/a The caster summons one of Ibrandul's holy guardians, an Ibrandlin lizard. Ibrandlin, or 'lurkers in darkness' as they are more commonly known, are creatures created from fire lizards by human clerics of the god Ibrandul. They appear as extremely muscular and slippery lizards. Ibrandlin have extremely muscular gray scaled bodies which appear to shift when one gazes directly on them. Hatchlings are light gray all over, their scales darkening with age.

Ibrandlin ordinarily eat cows, lame horses, and other livestock that priests procure, and seem immune to diseases, poisons, rot grubs, and other parasites. They can be fed meat that would otherwise be buried or burned. They have no real enemies, although wyverns and dragons have been known to attack them.

The god Ibrandul imparted secret breeding processes and transformation spells to his most faithful followers over the centuries, enabling them to create loyal temple guardians from captured fire lizards. Priests of Ibrandul are very excited: after hundreds of years, their artificially-created lurkers in darkness are beginning to breed true, producing other ibrandlin rather than hatchling fire lizards! These creatures are trained from birth to revere and protect men and women wearing the vestments of Ibrandul – dark purple robes or tunics with four interlocked silver circles – and to guard a lair, usually a temple, against intruders.

Always found as guardians, lurkers are found wherever priests of Ibrandul place them. The lizards prefer subterranean lairs or dark interiors of buildings, and usually sleep 50% of the time. They can tolerate wide extremes of temperature, and they also react instantly to any situations when awakened. Hatchlings are always taken from the birthing area by priests for training.

Lurkers do not hoard treasure. They form family groups with all inhabitants of a temple, working as a team to guard the common items and splendors of their home lair. If it remains on the same plane, a lurker removed from the lair will always know the direction to its home lair and will slowly, doggedly travel back.

Lurkers who lose their masters will aggressively defend their lair, even if it is in ruins. If new individuals arrive clad in the familiar vestments of Ibrandul, such lost lurkers will readily accept new masters. Lurkers are trained to understand both one word verbal commands and gestures: Attack!, Defend!, Eat, Don’t Eat, and Stand Guard (i.e. don't let this creature move) are by far the most common.

Gameplay Notes
Note: This spell can only be learned / memorized / cast by worshipers of Ibrandul.