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Terrorguard

Creature 14 (rare) — construct, dream, mindless

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDconstructdream

Spellcasters who harness the power of the Dimension of Dreams may use it to fuel vicious servitors known as terrorguards-hulking terrors adorned with frames made of an Abysium alloy. Terrorguards come in many forms; creators often design the constructs' frames to mimic grotesque aberrations by mixing-and-matching parts.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +25; darkvision
Skills athletics +28
Str
+8
Dex
+5
Con
+8
Int
-5
Wis
+2
Cha
-5
AC 37 Fort +28 Ref +25 Will +22
HP 255
Immunities mental
Speed 25 feet

Offense

Melee Dreamscythe (deadly-d10, magical, reach-10, trip, void) +29, Damage 3d10+18 slashing plus Nightmare Essence
Melee Horn (unarmed) +29, Damage 3d10+18 bludgeoning

Abilities

Breath of Phantasms (death, emotion, fear, illusion, mental, occult) — Frequency once per day

Effect The terrorguard's ram-skull head opens at the jaw, allowing a horde of swirling phantasms to escape from its maw in a 30-foot cone. Each creature in the area is subjected to a 5th-rank Phantasmal Killer spell (DC 31 Will, DC 31 Fortitude).
Draw the Line (emotion, fear, illusion, mental, occult) — A terrorguard plunges its dreamscythe into the ground and rends a glowing line across the surface that reverberates with the essence of the Dimension of Dreams. Chose up to four unoccupied squares which are adjacent to one another and adjacent to the terrorguard. For 1d4 rounds, any creature besides the terrorguard who enters such a square must succeed at a DC 31 Will save or become Stunned 4 as they behold grotesque visions from the nightmare realm. A creature that succeeds at this save is temporarily immune to the effect for 24 hours.
Nightmare Essence (emotion, fear, illusion, mental, occult) — A creature damaged by a terrorguard's dreamscythe hallucinates that the environment and creatures around them have transformed into a hellscape reminiscent of their most horrifying dreams. A creature hit with a dreamscythe Strike must succeed at a DC 31 Will save or become Confused for 1 round. A creature who succeeds at this save is temporarily immune for 24 hours.
Skull Charge — The terrorguard Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll.

WORKS WELL WITH

AnvilLANDHolds the defensive line while the Crasher charges and delivers high-damage reach attacks.
FlankerLANDCreates off-guard positioning for the dreamscythe's high damage and trip utility.
ShadeLANDComplicates enemy targeting with nightmare hallucinations while the Shade exploits the confusion.

PUNISHES

✖ clumping✖ mobility reliance✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #184: The Ghouls Hunger.

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