This incorporeal entity appears as a hooded humanoid figure clad in flowing robes of translucent gray over a suit of ghostly armor. Its facial features are a swirl of maddening images, fluctuating between a serene countenance and a face twisted into a grimace of horror and fear.
Fear Guard CR 5
AC 17, touch 17, flat-footed 14 (+4 deflection, +2 Dex, +1 dodge)
hp 51 (6d8+24)
Fort +6; Ref +4; Will +6
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits;
Weaknesses daylight vulnerability
Shrouding themselves in a preternatural darkness, fear guards fight using their spell-like abilities and their incorporeal touch. If guarding a particular location, a fear guard fights until either it is slain or driven away, or its opponents are slain or flee. If exposed to natural sunlight, fear guards either surround themselves with magical darkness for protection or flee if this unsuccessful.
Str -, Dex 15, Con -, Int 10, Wis 12, Cha 18
Base Atk +4; CMB +6; CMD 20 (can’t be tripped)
Feats Dodge, Improved Initiative, Weapon Focus (incorporeal touch)
Skills Fly +15, Perception +10, Sense Motive +10, Stealth +10 (+18 in dim light and darkness); Racial Modifiers Stealth +8 in dim light and darkness
Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.
A fear guard exposed to natural sunlight (not merely bright light) suffers 2d6 points of damage per round of exposure and is slowed (as the spell).
Organization solitary or group (2-5)
Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.