Last Guard
This garrison keeps reforming days after every defeat, and the only way to end it for good is to win the very battle it's bound to fight.
A spectral garrison that death could not dismiss, the last guard drifts in formation over the ground it is sworn to hold, returning again and again until its watch is finally relieved.
In play
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.
Level 20
Perception +33 · Senses darkvision, lifesense 60 feet · Languages Common, Elven, Necril · Skills Acrobatics +38, Stealth +38, Warfare Lore +35
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| -5 | +10 | +10 | +7 | +7 | +6 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 45 | +34 | +36 | +31 |
HP 330 · 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
Speed fly 40 feet; troop movement
Abilities
- 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