Monster Dossier
Last Guard
Last Guard is a fantasy monster entry from source BotD.
Traits
uncommonlngargantuanincorporealspirittroopundead
Rules & statistics
Monster Profile
Perception
33
Senses
- Name
- darkvision
- Name
- lifesense
- Range
- Unit
- feet
- Number
- 60
Languages
- Languages
- common
- elven
- necril
Skills
- Acrobatics
- 38
- Stealth
- 38
- Warfare lore
- 35
Ability Mods
- Str
- -5
- Dex
- 10
- Con
- 10
- Int
- 7
- Wis
- 7
- Cha
- 6
Defenses
- Ac
- 45
- Saving Throws
- Fort
- 34
- Ref
- 36
- Will
- 31
- Hp
- Hp
- 330
- Abilities
- negative healing
- rejuvenation
- Thresholds
- Value
- 220
- Squares
- 12
- Value
- 110
- Squares
- 8
- Immunities
- death effects
- disease
- paralyzed
- poison
- precision
- unconscious
- Weaknesses
- Name
- area damage
- Amount
- 20
- Name
- splash damage
- Amount
- 10
- Resistances
- Name
- all damage
- Amount
- 10
- Note
- except force, ghost touch, or positive; double resistance vs. non-magical
Speed
- Fly
- 40
- Abilities
- troop movement
Abilities
- Top
- Name
- Battlefield Bound
- Entries
- Without a call to war, a last guard can stray only a short distance from the location they failed to defend, typically 120 feet. Some last guards are instead bound to a province, kingdom, or nation, rather than a specific location.
- Mid
- Name
- Rejuvenation
- Traits
- divine
- necromancy
- Entries
- When a last guard is destroyed, they re-form after 2d4 days within the location they're bound to, fully healed. A last guard can be permanently destroyed and move on to the afterlife only if they successfully defend the location they're bound to from large-scale attack, or fulfill a call to war.
- Name
- Troop Defenses
- Traits
- page 214
- Bot
- Name
- Form Up
- Activity
- Number
- 1
- Unit
- action
- Entries
- The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square.
- The troop can't share its space with other creatures.
- Name
- Frightful Battle Cry
- Activity
- Number
- 2
- Unit
- action
- Traits
- auditory
- divine
- emotion
- enchantment
- fear
- mental
- sonic
- Entries
- The last guards unleash a soul-shaking bellow in unison. All creatures in a 60-foot cone take 7d6 sonic damage (42 basic Will save). Any creature that fails its save is also frightened||frightened 3 (or frightened||frightened 4 on a critical failure). If the troop occupies 8 or fewer squares, this area decreases to a 30-foot cone.
- Name
- Ghostly Blades
- Activity
- Number
- 1
- Unit
- varies
- Entry
- 1 to 3
- Frequency
- Number
- 1
- Unit
- round
- Entries
- The last guards engage in a coordinated attack with their spectral curve blades against each enemy within 5 feet (40 basic Reflex save). The damage depends on the number of actions.
- 1 1d8+2 slashing and 1d8 negative damage 2 2d8+14 slashing and 2d8 negative damage 3 3d8+14 slashing and 3d8 negative damage
- Name
- Spectral Charge
- Activity
- Number
- 3
- Unit
- action
- Entries
- The last guards charge, swarming through their foes. The troop Flies up to double its Speed, dealing 4d8 negative damage to each creature whose space it moves through (40 basic Reflex save). Any creature that fails its save is also drained||drained 1 (or drained||drained 2 on a critical failure). The troop can affect each creature only once in a single use of Spectral Charge.
- Name
- Troop Movement
- Entries
- Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving.
Background
Lore
No lore provided.