This was a fun monster to run, however, I made it way too powerful for a CR 11 creature. I initially had the damage output about the same as an equivalent CR dragon but I forgot that these guys appear in packs – four in the first encounter. Getting hit bey the equivalent of four breath weapons is a little to harsh. Especially when it is coupled with life drain. Here is the update version with the Psyker Launcher ability only usable once a day instead of recharging and the damage is halved. The party was worried and ended up using turn undead – an ability the cleric, Tufast, had never used in 17 levels – to minimise the danger of the Psyker Launchers.
The overpowered ability is inspired by the Galactic Knight class from Xenoblade Chronicles X. A game I have spent many an enjoyable hour with.
PALE SECURITY GUARD
Medium undead, neutral evil
Armour Class 19 (ruined combat armour)
Hit Points 221 (20d8 +60)
Speed 30 ft.
STR 15 (+2) DEX 25 (+7) CON 16 (+3)
INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
Skills Perception +3, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical weapons that aren’t silvered
Damage Immunities poison
Damage Vulnerabilities radiant
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 13
Challenge 11 (7,200 XP)
Stranger’s Luck (1/Turn). A pale security guard may roll an additional d20 on any attack; ability check or saving throw roll made and take the result he chooses. He may also use this as a reaction if not used in his previous turn to force an attacker to accept the same d20 result.
Stranger’s Shot (1/Turn). The pale stranger deals an extra 13 (4d6) necrotic damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the pale stranger that isn’t incapacitated and the pale stranger doesn’t have disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the pale security guard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The pale security guard makes two laser pistol attacks or Psyker Launcher attack . It can use its life drain ability as an attack rider to add an additional affect on any of its attacks.
Energy Sword. Melee Weapon Attack: +6 to hit, range 150/600 ft., one target.
Hit: 11 (2d8 +2) fire damage plus 12 (3d6) necrotic damage and Life Drain.
Laspistol. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target.
Hit: 13 (1d8 +7) fire damage plus 12 (3d6) necrotic damage and Life Drain.
Life Drain. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Psyker Launchers (1/Day). The pale security guard throws his side arms into the air where they hover above his shoulders raking the area with automatic fire as the pale security guard draws his energy sword and makes an attack. The laspistols fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one. The pale security guard also makes a free energy sword attack if any targets are available.
This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.
I see you cut the stats at CR 11. So if you think it’s too powerful for that what CR would you suggest?
The version presented here I gauge as CR 11. The original version I ran is a fine CR 11 as a solo type creature. But in packs the aoe is too dangerous. Will test th new one tonight 🙂
Pingback:From the Diary of Rikku the Thief: Iron Gods Session 35 | The Lazy Dungeon Master
You must log in to post a comment.