Black Whale Guard

Level 12
Creature· humanUncommonMediumLegacy
AC
32
HP
230
Speed
20 ft.
Perception
+23
Fort
+23
Ref
+21
Will
+18
Languages common
Skills intimidation +24, athletics +23
Recall Knowledge DC 32 (society)

Attacks

Melee Club +24 (thrown 10 ft.), Damage 1d6+11 bludgeoning
Melee Nightmare Cudgel +25 (thrown 10 ft.), Damage 2d6+11 acid
Melee Fist +24 (agile, finesse, nonlethal, unarmed), Damage 1d4+9 bludgeoning
Melee Shortbow +22 (deadly-d10, reload 0 ft.), Damage 1d6+6 piercing

Abilities

No Escape

Trigger An enemy within reach of the Black Whale guard attempts to move away


Effect The guard Strides up to their Speed, following the enemy and keeping the enemy in reach throughout its movement until the enemy stops moving or the guard moves their full Speed.

Clobber

The guard makes a club Strike. On a hit, if the target is Off-Guard, the target must succeed at a DC 33 fortitude save or be Stunned 2.

Hammering Flurry◆◆

The guard makes three club Strikes against a single target, ignoring the multiple attack penalty until after all three attacks are completed.

Shatter Defenses

Requirements A Frightened creature is within melee reach of the Black Whale guard


Effect The guard makes a melee Strike against the frightened creature. If they hit and deal damage, the target becomes Off-Guard as long as it's frightened. If the target is already off-guard, it can't reduce its frightened value below 1 until the start of the guard's next turn.