Deific Guard

What at first appears to be a simple uninteresting humanoid skull suddenly rises from its resting place, turning slowly in your direction to reveal gems inset in its eye sockets and jaw, and releasing a maniacal cackle.

Deific Guard CR 21

XP 409,600
NE Medium undead (dwarf)
Init +9; Senses darkvision 60 ft.; Perception +34

DEFENSE

AC 37, touch 19, flat-footed 28 (+9 Dex, +18 natural)
hp 425 (34d8+272)
Fort +18; Ref +20; Will +32
DR 20/—; Immune undead traits; SR 36
Weaknesses vulnerable to fire

OFFENSE

Speed 20 ft., climb 20 ft., spider climb
Melee +3 unholy gold and silver battleaxe +36/+31/+26/+21 (1d8+10/19–20/x3), unholy slam (+28 1d6+3 plus mummy rot/19–20) or 2 unholy slams +33 (1d6+7 plus mummy rot/19–20)
Special Attacks channel negative energy 10/day (DC 25, 7d6), unholy attacks
Spell-like Abilities (CL 13th, concentration +20)

Constantspider climb
At willinflict serious wounds (DC 20)
3/daymass inflict serious wounds (DC 23)
1/dayblasphemy (DC 24), harm (DC 23)

STATISTICS

Str 24, Dex 28, Con —, Int 19, Wis 18, Cha 22
Base Atk +25; CMB +32 (+36 sunder); CMD 51 (53 vs disarm, sunder, 55 vs bull rush, trip)
Feats Bleeding Critical, Combat Expertise, Critical Focus, Greater Disarm, Greater Spell Penetration, Greater Sunder, Improved Channel, Improved Critical (battleaxe, slam), Improved Disarm, Improved Sunder, Power Attack (–7/+14), Skill Focus (Perception), Spell Penetration, Toughness, Weapon Focus (battleaxe, slam)
Skills Climb +52, Intimidate +37, Knowledge (arcana, religion) +41, Perception +34, Sense Motive +41, Spellcraft +41, Stealth +46
Languages Common, Draconic, Dwarven,
SQ stability, stonecunning

SPECIAL ABILITIES

Channel Negative Energy (Su)

This ability works like the cleric ability of the same name The deific guard channels energy as a 13th-level cleric.

Gold and Silver Battleaxe

A gold and silver battleaxe provides a +2 bonus to Intimidate checks, counts as an alchemical silver weapon, is always considered masterwork, and costs 360 gp (before adding the cost of any magical enhancements).

Mummy Rot (Su)

Curse and disease—slam; save Fort DC 34; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 30 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Stability (Ex)

This ability works like the dwarf racial ability of the same name.

Stonecunning (Ex)

This ability works like the dwarf racial ability of the same name.

Unholy Attacks (Su)

All attacks from a deific guard are considered to have the unholy quality, dealing an additional 2d6 points of damage to creatures of good alignment.

ECOLOGY

Environment any tomb or Abaddon
Organization any
Treasure double (+3 gold and silver battleaxe)

As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served. While many ancient tombs are protected by lesser guardians, deific guards were chosen by truly powerful rulers to defend them on their way to the afterlife and godhood.

Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath.

A deific guard stands about 4-1/2 feet tall and weighs about 200 pounds.

Section 15: Copyright Notice

Book of Beasts: Legendary Foes, © 2013, Jon Brazer Enterprises; Authors Dale C. McCoy, Jr, Richard Moore, Editor Kevin Morris

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