Fear Guard

This incorporeal entity appears as a hooded humanoid figure clad in flowing robes of translucent gray over a suit of ghostly armor. Its facial features are a swirl of maddening images, fluctuating between a serene countenance and a face twisted into a grimace of horror and fear.
 

Fear Guard (CR 5)

Medium Undead (Incorporeal)
Alignment: Chaotic Evil
Initiative: +6
Senses: Darkvision 60 feet, See in Darkness ; Perception +10
Aura: fear aura (20 feet, DC 17)
  Speed: Fly 30 feet (good)
Space: 5 feet
 

Defense

Armor Class: 17, touch 17, flat-footed 14 (+4 deflection, +2 Dex, +1 dodge, +0 natural)
Hit Points: 51 (6d8+24)
Saving Throws: Fort +6, Ref +4, Will +6
Channel Resistance +2, Incorporeal
Immunity: undead traits
Weaknesses: daylight vulnerability
 

Offense

Melee: Incorporeal touch +7 (1d3 Wis damage)
Reach: 5 feet
  Special Attacks: create spawn
  Spell-Like Abilities (CL 8th):

Statistics

StrDexConIntWisCha
- 15 (+2) - 10 (+0) 12 (+1) 18 (+4)
Base Attack Bonus: +4
CMB +6
CMD 20 (can't be tripped)
  Feats: Dodge, Improved Initiative, Weapon Focus (incorporeal touch)
  Skills: Fly +15, Perception +10, Sense Motive +10, Stealth +10 (+18 in dim light and darkness)
  • Racial Modifiers: Stealth +8 in dim light and darkness
Languages:
 

Special Abilities

Create Spawn (Su)

Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.

Daylight Vulnerability (Ex)

A fear guard exposed to natural sunlight (not merely bright light) suffers 2d6 points of damage per round of exposure and is slowed (as the spell).
 

Ecology

Environment: Underground
Organization: solitary or group (2-5)
Treasure: standard

  Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.
  Shrouding themselves in a preternatural darkness, fear guards fight using spell-like abilities and their incorporeal touch. If guarding a particular location, a fear guard fights until either it is slain or driven away, or its opponents are slain or flee.
  If exposed to natural sunlight, fear guards either surround themselves with magical darkness for protection or flee if this unsuccessful.
  Copyright Notice Author Scott Greene.

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