Lychguard (3.5e Creature)
The Lychguard are not simply a formidable foe. They are nearly the formidable foe. They are equipped with the strongest skeletons the Necron Lords have to offer to better protect them.
Lychguard | |
---|---|
Size/Type: | Medium Humanoid (Necron) |
Hit Dice: | 6d10 + 20 (53 hp) |
Initiative: | +2 |
Speed: | 40 ft. |
Armor Class: | 27 (+10 Natural, +5 Shield)/ 22 (+10 Natural), touch 12, flat-footed 25 |
Base Attack/Grapple: | +4/+4 |
Attack: | 4d10 +4 (+6 Power Field) Hyperphase Sword, 3d6 +4 (+6 Power Field) Dispersion Shield /or/ 5d12 +4 (+6 Power Field)/ 2d8 + 4 Warscythe |
Full Attack: | 4d10 +4 (+6 Power Field) Hyperphase Sword, 3d6 +4 (+6 Power Field) Dispersion Shield /or/ 5d12 +4 (+6 Power Field)/ 2d8 + 4 Warscythe |
Space/Reach: | 5 ft./5 ft./10 ft. with Warscythe |
Special Attacks: | None |
Special Qualities: | Top-Tier Construction, Personality Database, Complete Devotion, Phase (Ex), Necrodermis |
Saves: | Fort -5, Ref +2, Will +0 |
Abilities: | Str 16, Dex 15, Con 0, Int 11, Wis 10, Cha 10 |
Skills: | Balance +2, Bluff +7, Diplomacy +8, Gather Information +5, Hide +2, Intimidate +4, Knowledge (Religion) +4, Search +1 |
Feats: | Combat Reflexes, Improved Unarmed Strike, Pin Weapon |
Environment: | Any |
Organization: | Squad (3-6) |
Challenge Rating: | 15 |
Treasure: | None |
Alignment: | Lawful Evil |
Advancement: | None |
Level Adjustment: | - |
The Necron Overlords and Lords have made the Lychguard as their own personal defense force. When not directly defending their leaders, these skeletal monsters patrol the galaxy in search of beings that would pose a threat to the rise of the Necron Hierarchy. They stand 8 feet tall and will not stop moving toward their target.
Given their size and strength, they can wield their larger equipment with the same ease as a human with a shortsword.
Also, when a Necron falls in battle, its allies will attempt to recover the broken body to repurpose it on their home world.
Combat
Lychguards take an aggressive but methodical frontal assault when they are sure they are the more powerful combatants. They will form a line or concave arc facing their foes and press inwards.
Those with Warscythes will attack "lesser beings" with the blade on the butt of the staff, reserving the main Phase Blade for worthy foes. These can be used as double weapons, but Lychguards do not utilize this. If the foe is worthy, it gets the heavier end. If not, it is dealt with like a rat with a broom.
Those armed with Dispersion shields will typically deflect incoming fire into their comrades. Reasons for this are unclear. It is speculated that they simply do not care about where the attacks go. It is unlikely, but not impossible, that they do this intentionally.
Equipment
Necron equipment, for combat purposes, is made for a specific type of unit and is never custom built as Necron units, excluding Lords, Overlords, and C'tan, do not vary. Only Warscythes take small exceptions to this rule, being the symbolic relics they are.
Warscythes
- 2H
- Large
- Exotic Necron
- Double Weapon
- Power Field for the Main Blade
- Virtually indestructible. Something in their construction makes these weapons more survivable than their wielders.
Dispersion Shields
- Armor Class Bonus +5, Max Dex bonus, +2
- Large, not tower
- Exotic Necron
- Dispersion field. These are a Power Field subtype that can negate incoming Power Field attacks and act like a Power Field in an attack.
- Force generators within the device deflect ranged attacks, even those from ballista or larger weapons.
- Cannot be wielded with a two-handed weapon.
Traits
- Lychguards, and all Necrons, are Constructs.
- Lychguards are too heavy to swim, but do not breathe and aren't actually machines. They can walk through and underwater.
- Lychguard class skills are Diplomacy, Escape Artist, Knowledge (Religion).
- Weapon and Armor Proficiency: Lychguards are naturally proficient with all Simple, Martial, and Necron Exotic weapons as well as shields (including tower shields).
- Top-Tier Construction: Lychguards are built with the strongest armor available as to better protect their Lords and Overlords. This gives +10 Natural Armor.
- Personality Database: All Necrons have had the capacity for deviance and treachery removed. Where this mostly leaves a speechless husk, the Lychguards are given personalities to better serve as dignitaries for their patriarch. +5 to Bluff, Diplomacy, and Gather Information
- Complete Devotion: Since Necrons have had their ability to betray their masters, they cannot be dissuaded from their missions or convinced that they should follow someone else instead.
- Phase (Ex): In the event of an emergency, a Necron will Phase. This is an instant teleportation to the nearest Tomb World for repairs, though their artificial minds are weakened by each Phase.
- Necrodermis: Necrons aren't machines. They're made of Necrodermis (literally means "corpse skin") which is a type of metal made by the C'tan that heals itself. This gives regeneration of lethal damage 10 HP per round.
- Immunity to Fire, Cold, Poison.
- Necron melee weapons have a Power Field that adds +6 to damage rolls unless otherwise stated. Weapons and armor broken by a Necron melee weapon cannot be repaired.
The Lychguard warrior presented here had the following ability scores before racial adjustments: Str 14, Dex 13, Con 0, Int 10, Wis 10, Cha 10.
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