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TerrorguardCreature 14


RareNMediumConstructDreamMindless
Source Pathfinder #184: The Ghouls Hunger
Perception +25 (darkvision)
Languages none
Skills Athletics +28
Str +8, Dex +5, Con +8, Int -5, Wis +2, Cha -5

AC 37; Fort +28; Reflex +25; Will +22;
HP 255
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Dreamscythe One Action +29 (+24, +19) to hit (deadly d10, magical, negative, reach 10, trip) 3d10+18 Slashing
Horn One Action +29 (+24, +19) to hit 3d10+18 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Breath of Phantasms Three Actions (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-level Phantasmal Killer spell (DC 31 will, DC 31 fortitude).

Draw the Line Two Actions (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 Two Actions

The terrorguard Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll.


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.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.