- Undead Fortitude. If damage reduces the Corpse Guard to 0 hit points, it must make a Constitution saving throw (DC 10 + damage taken), unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
- Eternal Vigil. The Corpse Guard does not require sleep or rest and is immune to effects that would put it to sleep.
- Chilling Presence. Creatures within 10 feet of the Corpse Guard have disadvantage on saving throws against being frightened.
- Rusty Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (1d10+3) slashing damage.
- Grasp of the Grave. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) necrotic damage, and the target must make a DC 12 Strength saving throw or be grappled (escape DC 12).
Reassemble. If the Corpse Guard starts its turn with 0 hit points due to Undead Fortitude, it can use its bonus action to regain 1d6 hit points. This ability recharges after it finishes a short or long rest.
Guard’s Reprisal. When a creature within 5 feet of the Corpse Guard makes a melee attack against an ally, the Corpse Guard can use its reaction to make a Rusty Halberd attack against the attacker.
Description
Corpse Guards are the remnants of once-loyal soldiers, bound to their post by necromantic magic. Their rusted armor and faded tabards still bear the sigil of their former kingdom. Though slow and methodical, they strike with deadly precision, carrying out orders from their master even beyond death. Their glowing, hollow eyes and unnatural movements make them eerie sentinels of the cursed lands they guard.
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