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Last Guard

Creature 20 (uncommon) — incorporeal, spirit, troop, undead

Pre-Remaster content. May include legacy alignment.

Source: book-of-the-dead-bestiary (Pre-Remaster)

Perception +33
Skills acrobatics +38, stealth +38
Str
-5
Dex
+10
Con
+10
Int
+7
Wis
+7
Cha
+6
AC 45 Fort +34 Ref +36 Will +31
HP 330
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Weaknesses area-damage 20, splash-damage 20
Speed 0 feet, fly 40 feet

Abilities

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.
Form Up — Form Up
Lifesense 60 feet — Lifesense
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 — Thresholds 220 (3 segments), 110 (2 segments) Troop Defenses
Void Healing — Negative Healing
Frightful Battle Cry (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 Will). 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 — 1 to 3 Frequency once per round Effect The last guards engage in a coordinated attack with their spectral curve blades against each enemy in a 5-foot emanation (DC 40 Reflex). The damage depends on the number of actions. 1 1d8+2 slashing plus 1d8 void{1d8+2 slashing and 1d8 void damage} 2 2d8+14 slashing plus 2d8 void{2d8+14 slashing and 2d8 void damage} 3 3d8+14 slashing plus 3d8 void{3d8+14 slashing and 3d8 void damage}
Spectral Charge — 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 Reflex). 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.

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

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