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Last GuardCreature 20


Uncommon​Gargantuan​Incorporeal​Lawful​Spirit​Troop​Undead​
Source Pathfinder Book of the Dead
Perception +33 (darkvision, lifesense (precise) 60 feet)
Languages Common, Elven, Necril
Skills Lore +35, Acrobatics +38, Stealth +38
Str -5, Dex +10, Con +10, Int +7, Wis +7, Cha +6

AC 45; Fort +34; Reflex +36; Will +31;
HP 330 (void healing, rejuvenation, troop defenses)
Speed 0 feet (fly 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Area Damage 20, Splash Damage 20
Resistances All Damage 10

Battlefield Bound

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.

Form Up One Action

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.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Rejuvenation (divine)

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.

Troop Defenses

Thresholds 220 (3 segments), 110 (2 segments)


Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Frightful Battle Cry Two Actions (auditory, divine, emotion, fear, mental, sonic)

The last guards unleash a soul-shaking bellow in unison. All creatures in a 60-foot cone take 7d6 sonic damage (DC 42 will). Any creature that fails its save is also Frightened 3 (or Frightened 4 on a critical failure).

If the troop occupies 8 or fewer squares, this area decreases to a 30-foot cone.

Ghostly Blades One Action

1 to 3

Frequency once per round


Effect The last guards engage in a coordinated attack with their spectral curve blades against each enemy in a 5-foot emanation (DC 40 reflex). The damage depends on the number of actions.

1 (1d8+2)[slashing],1d8 void1d8+2 slashing and 1d8 void damage

2 (2d8+14)[slashing],2d8 void2d8+14 slashing and 2d8 void damage

3 (3d8+14)[slashing],3d8 void3d8+14 slashing and 3d8 void damage

Spectral Charge Three Actions

The last guards charge, swarming through their foes. The troop Flies up to double its Speed, dealing 4d8 void damage to each creature whose space it moves through (DC 40 reflex). Any creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). The troop can affect each creature only once in a single use of Spectral Charge.

Troop Movement

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.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

Troop

A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.