Blacklight Guard (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Blacklight Guard
Size/Type: Medium Outsider (Good, Extraplanar)
Hit Dice: 14d8+91 (147 hp)
Initiative: +
Speed: 40 feet
Armor Class: 25 (+7 natural +2 Dex +6 Armor), touch 12, flat-footed 21
Base Attack/Grapple: +14/+18
Attack: +2 Holy Halberd +20 (1d8+8) or Slam +18 (1d6+4)
Full Attack: +2 Holy Halberd +20/+15/+10 (1d10+8) or Slam +18/+13/+8 (1d6+4)
Space/Reach: 5 feet/5 feet
Special Attacks: Psionics, Repentant Darkness, Smite 3/day, Lament, Trip
Special Qualities: DR 10/evil, Darkvision 60ft, Blindsight 60ft, Power Resistance 25, Armorskin, Plane Shift
Saves: Fort +16, Ref +11, Will +12
Abilities: Str 19, Dex 15, Con 25, Int 19, Wis 14, Cha 20
Skills: Spot +19, Listen +19, Hide +19, Move Silently +19, Survival +19, Intimidate +22
Feats: Track, Combat Expertise, Improved Trip, Power Attack, Awesome Smite
Environment: Elysium
Organization: Squad (2-6)
Challenge Rating: 13
Treasure: Standard, plus +2 Holy Halberd
Alignment: Always Neutral Good
Advancement: 15-20HD
Level Adjustment: -

This creature boasts a humanoid appearance, but upon closer inspection appears as a black suit of armor held together by a darkness unmatched by any earthly darkness. It holds a halberd, as dark energy emanates off of it.

The Blacklight Guard are the personal warriors of Syn. They often appear on the material plane to force unrepentant followers to repent. They make their home in The Hall of Weeping Darkness, Syn's home and armory.


Repentant Darkness (Su): Anytime a creature strikes a Blacklight Guard in darkness, they take 3d6 points of nonlethal damage. This damage overcomes damage reduction automatically.

Smite (Su): Three times per day, a Blacklight Guard may make a smite attack. The attack bonus is +5, and the damage bonus is +14. If the Blacklight Guard utilizes the Power Attack feat with this attack, it gains a free trip attempt at a +9

Lament (Su): A Blacklight Guard is made of pure regret. They may make their attacks nonlethal at no penalty.

Psionics (Sp or Ps): A Blacklight Guard may use the following Spell-like Abilities or Psi-like Abilities, depending on the campaign: At will- darkness, Charm Monster. If the campaign does not include psionics, these are spell-like abilities. If the campaign is purely psionic or contains both psionics and magic, these are Psi-like abilities, augmented as deemed appropriate. Caster Level/Manifester Level 14, DC (15+level).

Armorskin: A Blacklight Guard has a +6 armor bonus to AC.

Plane Shift (Sp or Ps): A Blacklight Guard may plane shift at will, but only between the Material Plane and Elysium.

Trip: A Blacklight Guard has a +9 on Trip attempts

Back to Main Page3.5e HomebrewCreatures,

Home of user-generated,
homebrew pages!