Black Whale Guard (F3)

Level 12
Creature· humanUncommonMediumLegacy
AC 32
HP 230
Speed 20 ft.
Fort +23
Ref +21
Will +18
Perc +23
Size Medium
Uncommon
Languages common
Skills intimidation +24, athletics +23
Recall Knowledge society DC 32

Attacks

Melee Club +24/+19/+14(thrown 10 ft.)
Damage: 1d6+11 bludgeoning
Melee Nightmare Cudgel +25/+20/+15(thrown 10 ft.)
Damage: 2d6+11 acid
Melee Fist +24/+20/+16(agile, finesse, nonlethal, unarmed)
Damage: 1d4+9 bludgeoning
Ranged Shortbow +22/+17/+12 (range 60 ft.)(deadly d10, reload 0 ft.)
Damage: 1d6+6 piercing

Abilities

No Escapedefensive

Trigger An enemy within reach of the Black Whale guard attempts to move away Effect The guard Strides up to their Speed, following the enemy and keeping the enemy in reach throughout its movement until the enemy stops moving or the guard moves their full Speed.

Clobberoffensive

The guard makes a club Strike. On a hit, if the target is Off-Guard, the target must succeed at a DC 33 fortitude save or be Stunned 2.

Hammering Flurry◆◆offensive

The guard makes three club Strikes against a single target, ignoring the multiple attack penalty until after all three attacks are completed.

Nightmare Assault◆◆offensive

Frequency Once per day The prison guard makes a club Strike. On a hit, the target must attempt a DC 36 will save. Critical Success The target is unaffected and becomes immune to this ability for 24 hours. Success The target is unaffected. Failure The target is plagued by nightmarish visions and becomes Fatigued. Critical Failure The target becomes fatigued and is Drained 2 until no longer fatigued

Shatter Defensesoffensive(press)

Requirements A Frightened creature is within melee reach of the Black Whale guard

The guard makes a melee Strike against the frightened creature. If they hit and deal damage, the target becomes Off-Guard as long as it's frightened. If the target is already off-guard, it can't reduce its frightened value below 1 until the start of the guard's next turn.

Traits