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The Last Guardian

Large mythic fey, lawful good

Armor Class 27 (natural armor) or 32 (Ablative Light)
Hit Points 2,484 (184d10 + 1,472)
Speed 50 ft., fly 90 ft.

STR DEX CON INT WIS CHA
28 (+9) 19 (+4) 27 (+8) 20 (+5) 28 (+9) 25 (+7)

Saving Throws Str +20, Dex +15, Con +19, Int +16, Wis +20, Cha +18
Skills Acrobatics +15, Nature +27, Perception +20, Survival +20
Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures
Damage Immunities poison
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 30
Languages Celestial, Elvish, Sylvan, Symastai
Challenge Mythic 7

SPECIAL TRAITS

  • Ablative Light. While it is not incapacitated the guardian is surrounded by a shimmering barrier of golden force in a 20-foot-radius sphere. The guardian has a +5 to its AC against attacks from outside the area and takes half damage from creatures outside the area.
  • Glorious Charger. The guardian can take the Dash action as a bonus action. Additionally, if the guardian moves at least 20 feet straight toward a target and hits it with a Horn attack on the same turn, the target is instead critically hit and the guardian may push the target ahead of it for as long as it continues to move in a straight line that turn.
  • Graceful Resilience (5/Day). When the guardian fails a saving throw, it can choose to fail gracefully. When it does so, the guardian is immune to any effects it would suffer on a failure for 1 minute.
  • Prismatic Power. The guardian’s weapon attacks are magical. When the guardian hits with any attack, it deals an extra 27 (6d8) radiant damage (included in the attack). Additionally, the attack deals extra damage based on which lights it has awakened according to its Awakened Radiance mythic action. The details of the extra damage are listed here, and its effects are cumulative with each light the guardian has awakened.
    • Red. 18 (4d8) fire
    • Orange. 18 (4d8) acid
    • Yellow. 18 (4d8) lightning
    • Green. 18 (4d8) poison
    • Blue. 18 (4d8) cold
    • Indigo. 18 (4d8) force
    • Violet. 18 (4d8) necrotic
    • Mysterious. 18 (4d8) arcane

MYTHIC ACTIONS

On initiative count 10 (losing initiative ties), the guardian takes a mythic action to cause the following effect: Awakened Radiance. The guardian awakens the magical power of light, unleashing a color of its choice from the following options. When it does so it unleashes a burst of light in a 300-foot-radius sphere. Each enemy creature in the area must succeed on a DC 28 Constitution saving throw or suffer an effect according to which color the guardian chose, as detailed here. Additionally, the guardian gains immunity to a type of damage associated with the color it chose. The benefits of this feature last until the guardian finishes a short or long rest, and the guardian cannot choose the same color more than once per short or long rest.

  • Red. The guardian is immune to fire damage. On a failed save a creature takes 65 (10d12) fire damage.
  • Orange. The guardian is immune to acid damage. On a failed save a creature takes 55 (10d10) acid damage and is blinded until the end of its next turn.
  • Yellow. The guardian is immune to lightning damage. On a failed save a creature takes 55 (10d10) lightning damage and is stunned until the end of its next turn.
  • Green. The guardian is immune to poison damage. On a failed save a creature takes 55 (10d10) poison damage and has Epic disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn.
  • Blue. The guardian is immune to cold damage. On a failed save a creature takes 55 (10d10) cold damage and its speed is reduced to 0 until the end of its next turn.
  • Indigo. The guardian is immune to force damage. On a failed save a creature takes 55 (10d10) force damage and is pushed 60 feet away from the guardian.
  • Violet. The guardian is immune to necrotic damage. On a failed save a creature’s hit point maximum is reduced to its current hit points. This effect immediately ends if the target is affected by a heal or greater restoration spell.
  • Mysterious. The guardian is immune to non-Epic spells. On a failed save a creature takes 55 (10d10) arcane damage.

ACTIONS

  • Multiattack. The guardian makes two Hooves attacks and one Horn attack. Instead of making its two Hooves attacks, the guardian can take the Dash action.
  • Gaze of Tranquility. The guardian locks eyes with a creature that can see it and attempts to inflict the creature with an Epic curse. The target must succeed on a DC 28 Wisdom saving throw or be cursed with feelings of peace and nonviolence. While so cursed the creature has Epic disadvantage on attack rolls and cannot make attacks on other creature’s turns. A targeted creature can take a reaction to automatically succeed on this saving throw by averting its eyes, but a creature that does so falls prone in shame and must remain prone until the end of its next turn.
  • Hooves. Melee Weapon Attack: +20 to hit, reach 5 ft. One target. Hit: 27 (4d8 + 9) bludgeoning and 27 (6d8) radiant.
  • Horn. Melee Weapon Attack: +20 to hit, reach 5 ft. One target. Hit: 35 (4d12 + 9) bludgeoning and 27 (6d8) radiant. If the target is a creature, the guardian can choose to instead deal no damage and instantly cast an Epic spell from the options listed. The Epic spell only affects the target of the attack, and the guardian does not need to concentrate to maintain the spell’s effects for the duration. Once the guardian has cast an Epic spell in this manner, it cannot cast that Epic spell again until it finishes a long rest.
  • Epic spell options4: antimagic ray (tier 3), determinism, planar eviction, transmogrification, venom lance (tier 3)
  • Mystical Wish. The guardian casts the spell wish (spell save DC 28, +20 to hit with spell attacks), but it cannot target itself with any effect it produces in this manner. If the guardian would suffer stress (as per the wish spell) when taking this action, it instead suffers no stress and cannot use this feature again until it finishes a long rest.
  • Sunfall (Recharge 5-6). The guardian magically teleports itself to an unoccupied space within 300 feet of it that is in the air and begins to glow like the sun, emitting daylight in a 300-foot radius until the end of its next turn. At the start of the guardian’s next turn, enemy creatures within the area of daylight that are also outside the guardian’s area of Ablative Light must succeed on a DC 28 Constitution saving throw or be stunned for 1 minute and permanently blinded. At the end of each of its turns a creature so stunned can repeat the saving throw, ending the effect on a success.

LEGENDARY ACTIONS

The guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The guardian regains spent legendary actions at the start of its turn.

  • Canter. The guardian moves up to 30 feet.
  • Hooves. The guardian makes a Hooves attack.
  • Gather the Sun (Costs 2 Actions). The guardian recharges its Sunfall action.
  • Gaze of Tranquility. The guardian uses its Gaze of Tranquility action.
  • Mystical Wish (Costs 2 Actions). The guardian uses its Mystical Wish action.

MYTHIC EFFECTS

As a mythic creature, the last guardian causes the following effects.

The Last One. The guardian is the last of its kind and is considered sacred by the universe. It cannot be returned to life by non-Deific effects, and other creatures cannot take its form or create illusions of it.

Protector of Leaf and Claw. The guardian is aware of the presence of any beasts and plants within 10 miles of it. If a beast or plant within the area dies, the guardian learns the subject’s exact location at its time of death. Additionally, the guardian can instantly identify on sight whether a creature has killed a beast or plant within the last 24 hours, regardless of what form the perpetrator has assumed.

Description

The fey creature appears as a winged unicorn with a mane and tail of shimmering, prismatic light. Its eyes burn with a vengeful flame, and its hooves emit brilliant displays of light wherever it treads. Its power is staggering and has gone unchallenged throughout its five-hundred-year tenure as warden of the wilds. The guardian can be found confidently patrolling at all hours. It is customary to avert one’s eyes while in the presence of the guardian, and those who disrespect the creature reap devastating consequences.

Section 15: Copyright Notice

Epic Legacy Campaign Codex Copyright 2020 2CGaming, LLC Author Ryan Servis

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