Direguard (CR 3)
Alignment: Always neutral evil
Initiative: +0; Senses: darkvision 60 ft., Listen +8, and Spot +8
AC: 16 (+3 deflection, +3 natural), touch 13, flat-footed 16
Hit Dice: 6d12 (39 hp); DR: 5/bludgeoning
Fort +2, Ref +2, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: Claw +7 melee or masterwork longsword +8 melee
Full Attack: 2 claws +7 melee or masterwork longsword +8 melee and claw +2 melee
Damage: Claw 1d4+4; longsword 1d8+4/19-20 and claw 1d4+2
Special Attacks/Actions: Magic missile
Abilities: Str 18, Dex 11, Con -, Int 11, Wis 12, Cha 13
Special Qualities: Blink, force armor, immunity to cold, see invisibility, undead traits
Feats: Blind-fight; Combat Casting; Power Attack
Skills: Hide +7, Listen +8, Move Silently +7, Search +8, and Spot +8
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-10)
Lost Empires of Faerûn
Magic Missile (Sp): 1/3 rounds. Caster level 6th.
Blink (Sp): 1/10 minutes. Caster level 6th.
Force Armor (Ex): The shadowy, translucent field of force surrounding a dire guard grants it a +3 deflection bonus to AC.
See Invisibility (Su): A direguard can see invisible and ethereal creatures and objects as though it were constantly under the effect of a see invisibility spell.
Like a baneguard, a direguard can fight with any weapon or strike with its hands.
A Thayan improvement on the original baneguard, the direguard has both a more sinister appearance and greater magical powers than its lesser cousin. A direguard is surrounded by a shadowy, translucent field of force resembling black armor and red flames smoldering in its eye sockets.
A cleric of at least 16th level can create a direguard using the create undead spell.