Monster Dossier

Last Guard

Last Guard is a fantasy monster entry from source BotD.

Level 20

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.