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Yig's Faithful

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Elite | Normal | Weak
Proficiency without Level

Yig's FaithfulCreature 20

Unique Gargantuan Incorporeal Spirit Troop Undead Unholy 
Source Rotten to the Core pg. 167
Recall Knowledge DC 40 (50 if Unique applies) • Undead (Religion), Spirit (Occultism)
Variant last guard
Perception +33; darkvision, lifesense 60 feet
Languages Aklo, Necril, Sakvroth
Skills Acrobatics +38, Religion +35, Stealth +38
Str -5, Dex +10, Con +10, Int +7, Wis +7, Cha +6
Sanctum Bound Yig’s faithful can move freely throughout Yig’s avatar but can’t leave it.
AC 45; Fort +34, Ref +36, Will +31
HP 330 (4 segments, rejuvenation, void healing); 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 2297"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 Fangs [one-action] to [three-actions] Frequency once per round; Effect Yig's faithful strike out with sacred punching daggers 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 2297"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.

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