Terrorguard

Level 14
Creature· constructRareMediumLegacy
AC
37
HP
255
Speed
25 ft.
Perception
+25
Fort
+28
Ref
+25
Will
+22
Senses darkvision
Skills athletics +28
Recall Knowledge DC 37 (arcana)

Attacks

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

Abilities

Breath of Phantasms◆◆◆

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 area. Each creature in the area is subjected to a 5th-rank Phantasmal Killer spell (DC 31 will, DC 31 fortitude).

Draw the Line◆◆

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 , 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 sa

Nightmare Essence

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.

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.