CREATURE 12
Perception +23
Languages Common
Skills Athletics +23, Games Lore +17, Intimidation +24
Str +5 Dex +3 Con +5 Int -1 Wis +0 Cha +4
AC 32; Fort +23, Ref +21, Will +18
HP 230
No Escape Trigger An enemy within reach of the Black; Effect Whale guard attempts to move away; The guard Strides up to their Speed, following the enemy and keeping the enemy in reach throughout its movement until the enemy stops moving or the guard moves their full Speed.
Speed 20 feet
Melee club +24 (thrown 10 feet), Damage 1d6+11 bludgeoning
Melee nightmare cudgel +25 (thrown 10 feet), Damage 2d6+11 bludgeoning
Clobber The guard makes a club Strike. On a hit, if the target is flat-footed, the target must succeed at a DC 33 Fortitude save or be stunned 2.
Hammering Flurry The guard makes three club Strikes against a single target, ignoring the multiple attack penalty until after all three attacks are completed.
Shatter Defenses (press) Requirements A frightened creature is within melee reach of the Black Whale guard; Effect The guard makes a melee Strike against the frightened creature. If they hit and deal damage, the target becomes flat-footed as long as it's frightened. If the target is already flat-footed, it can't reduce its frightened value below 1 until the start of the guard's next turn.
AoE5, page 35.
Open Black Whale Guard in the interactive creatures list or browse all creatures starting with B.