Fear Guard

Medium undead, chaotic evil

Armor Class 13
Hit Points 58 (9d8 + 18)
Speed fly 30 ft.

6 (-2) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 18 (+4)

Saving Throws Con +2, Wis +3
Skills Acrobatics +6, Insight +5, Perception +5, Stealth +6
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages understands all languages it knew in life but can’t speak
Challenge 4 (1,100 XP)


  • Create Spawn. 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.
  • Sunlight Sensitivity. A fear guard exposed to natural sunlight suffers 7 (2d6) radiant damage per round of exposure and moves at half its normal speed.
  • Innate Spellcasting. The fear guard’s spellcasting ability is Charisma (spell save DC 14). The fear guard can innately cast the following spells, requiring only verbal components:

    • Incorporeal Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and the target loses two points of Wisdom until after it completes a long rest. A creature brought to 0 Wisdom by this attack dies.


    Fear guards are undead summoned from the depths of the vilest planes to serve as guardians of tombs, crypts, and other burial places. They are lurkers, not wardens, and prefer to wait until an intruder passes by before they strike from the shadows. Terrible foes, fear guards radiate an aura of dread that can frighten even the staunchest foe of undeath.

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