All Creatures
Abilities | Monsters | NPCs


There is a Legacy version here.

Last Guard

Nethys Note: This description was taken from the legacy entry.

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

Uncommon Gargantuan Incorporeal Spirit Troop Undead Unholy 
Source Claws of the Tyrant pg. 77
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 (4 segments, rejuvenation, void healing); Thresholds 210 (3 segments), 105 (2 segments); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical); Weaknesses area damage 20, splash damage 10
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
Speed fly 40 feet; troop movement
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 basic Will save). Any creature that fails its save is also frightened 3 (or frightened 4 on a critical failure). If the troop occupies 2 or fewer segments, this area decreases to a 30-foot cone.Ghostly Blades [one-action] to [three-actions] Frequency once per round; Effect The last guards engage in a coordinated attack with their spectral curved blades against each enemy within 5 feet (DC 40 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d8+2 slashing and 1d8 void damage
[two-actions] 2d8+14 slashing and 2d8 void damage
[three-actions] 3d8+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 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 segments), then move up to their Speed. This works just like a Gargantuan creature moving.