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PFS StandardLast Guard

Honor and broken oaths bind a last guard to a location they failed to defend in life. There they must keep watch until their duties are fulfilled or they are swayed by a compelling call to war, departing to march to battle.

Recall Knowledge - Spirit (Occultism): DC 42
Recall Knowledge - Undead (Religion): DC 42
Unspecific Lore: DC 40
Specific Lore: DC 37

Elite | Normal | Weak
Proficiency without Level

Last GuardCreature 20

UncommonLNGargantuanIncorporealSpiritTroopUndead
Source Book of the Dead pg. 117
Perception +33; darkvision, lifesense 60 feet
Languages Common, Elven, Necril
Skills Acrobatics +38, Stealth +38, Warfare Lore +35
Str -5, Dex +10, Con +10, Int +7, Wis +7, Cha +6
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.
AC 45; Fort +34, Ref +36, Will +31
HP 330 (negative healing, rejuvenation); Thresholds 220 (12 squares), 110 (8 squares); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical); Weaknesses area damage 20, splash damage 10
Rejuvenation (divine, necromancy) 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
Speed fly 40 feet; troop movement
Form Up 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.Frightful Battle Cry (auditory, divine, emotion, enchantment, 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 basic Will save). 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 to Frequency once per round; Effect The last guards engage in a coordinated attack with their spectral curve blades against each enemy within 5 feet (DC 40 basic Reflex save). The damage depends on the number of actions.
1d8+2 slashing and 1d8 negative damage
2d8+14 slashing and 2d8 negative damage
3d8+14 slashing and 3d8 negative damage
Spectral Charge 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 (DC 40 basic Reflex save). 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.

Sidebar - Additional Lore Armies of Legend

Last guards are formed under very specific and tragic circumstances. While this last guard is composed of elves armed with curve blades who failed to defend an elven settlement, last guards can arise from any culture. They most commonly form from the spirits of dwarves, elves, humans, and orcs.