The Eternal Guard of Enombath | New Monster for Dungeons & Dragons Fifth Edition

Coming up at the end of February, I’ll be launching two cool books for Patrons. These books will be available here on the site as well as FREE in their blog format as usual.

The first book will be an adventure set in the Patron-created world of Wandrossa. While it’s still in the works (and doesn’t have a title yet), it’s a mystery involving fey and aberrations in the Ninth Kingdom of Enombath. I expect this book to have between 15-20 pages.

The second book will be a medium-sized creature code titled Creaturepedia: Monsters of the Ninth Kingdom Vol 1. This collection will include a number of original monsters created for the setting. I’m projecting that this one will be a bit larger with 30-40 pages.

What monsters will be in the Creaturepedia?

So far, here are the monsters that you can expect. Note that many of the names are placeholders:

I’ll be statting up these monsters over the course of the next week or so. So far, these are only CR 0 – 4 creatures. But I’ll probably add in another round of higher CR monsters, too.

Creaturepedia Request

Here is a monster request from Patron Dustin:

In the ruins of Peburh Stronghold: The Eternal Guard of Enombath

The guards of the prior (I’m thinking 5th or 6th) great kingdom of Enombath. They swore their undying allegiance to the ancient lich king. Their oaths still keep them tied to the physical plane and they continue their vigil at the seat of his power.

I was thinking cr 4 creatures patrolling the remains of the royal keep in the core of Peburh. Skeletons wearing plate or splint armor. Maybe having some paladin class features.

Awesome. Lots of cool background and flavor here, too. Basically, they’re tough-as-nails skeleton knights.

Undead Nature. The Eternal Guard of Enombath does not require air, food, drink, or sleep.

 

Eternal Guard of Enombath

Medium undead, lawful evil


Armor Class 18 (plate armor)

Hit Points 45 (7d8 + 14)

Speed 30 ft.


Abilities Str 18 (+4), Dex 14 (+2), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 7 (-2)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands all the languages it knew in life but can’t speak

Challenge 4 (1,100 XP)


Terrifying Charge. If the eternal guard moves at least 10 feet straight toward a creature and then hits it with a greatsword attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or have disadvantage on its attack rolls until the end of its next turn. A creature immune to being frightened automatically succeeds on its saving throw.


Actions

Multiattack. The eternal guard makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Reaction

Sentinel. When a creature within 5 feet of the eternal guard makes an attack against a target other than it, the eternal guard can use its reaction to make a melee weapon attack against the attacking creature.

 

More to come!

This is just one of many monsters to be made this month that will be a part of Creaturepedia: Monsters of the Ninth Kingdom Vol 1.

If you would like to suggest a creature for the Creaturepedia, be sure to head over to my Patron page. It’s $3 to join and not only do you get to become a world-builder and help create Wandrossa, but you also get requests and the majority of the monthly PDFs that come through the site.

Become a DMDave patron, today!

Art by Shutterstock.

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