Last Guard
Level 20Abilities
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.
When a last guard is destroyed, they re-form after 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.
Thresholds 220 (3 segments), 110 (2 segments)
The last guards unleash a soul-shaking bellow in unison. All creatures in a 60-foot area 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 area.
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 area (DC 40 reflex). The damage depends on the number of actions.
1 (1d8+2)[slashing,1d8 void|options:area-damage]
2 (2d8+14)[slashing,2d8 void|options:area-damage]
3 (3d8+14)[slashing,3d8 void|options:area-damage]
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.
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.