Agorron Guard

Level 15
Creature· evilUncommonLargeLegacy
AC 36
HP 340 (void healing)
Speed 30 ft.
Fort +29
Ref +23
Will +26
Perc +29
Size Large
Uncommon
Immunities death effects
Spells
Divine Innate Spells (DC 36, attack +28)
3rd Bind Undead; 1st Harm
Languages common, jotun, necril
Senses darkvision, lifesense 60 ft. (imprecise)
Skills athletics +30, medicine +30, religion +30, intimidation +28
Recall Knowledge society DC 36

Attacks

Melee Scythe +31/+26/+21(deadly-2d10, magical, reach 10 ft., trip)
Damage: 3d10+18 slashing
Melee Claw +30/+26/+22(agile, reach 10 ft., unarmed)
Damage: 3d6+18 slashing
Effect: dooming touch
Ranged Rock +28/+23/+18 (range 120 ft.)(brutal)
Damage: 3d8+18 bludgeoning

Abilities

Lifesense (Imprecise) 60 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Catch Rockdefensive

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction. Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster. Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Dooming Touchoffensive(divine)

The Agorron guard's claws carry the accursed power of their foul gods. A creature hit by the guard's claw Strike becomes Doomed 1.

Font of Death◆◆◆offensive(divine, void)

The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of void energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void energy from the corpse in an explosion that deals 10d10 void damage energy in a 15-foot burst (DC 36 fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused.

Throw Rockoffensive

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Wicked Blow◆◆offensive

The Agorron guard makes a Strike with their scythe. A creature damaged by this attack takes 3d6 bleed damage and is Doomed 1.

Description

Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery-if the rumors hold any truth at all. Still, tomb giants' power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy.

Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity.

Elder tomb giants-those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges-enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors.

A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts.


Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.

Traits