False Hellbreaker

Level 1
Creature· humanMediumRemaster
AC 16
HP 20
Speed 25 ft.
Fort +7
Ref +5
Will +5
Perc +7
Size Medium
Common
Languages common
Skills athletics +7, intimidation +5
Recall Knowledge society DC 15

Attacks

Melee Fist +7/+3/-1(agile, nonlethal, unarmed)
Damage: 1d4+3 bludgeoning
Melee Sap +7/+3/-1(agile, nonlethal)
Damage: 1d6+3 bludgeoning
Ranged Crossbow +6/+1/-4 (range 120 ft.)(reload 1 ft.)
Damage: 1d8 piercing

Abilities

+1 Bonus on Perception to Find concealed objectsinteraction
Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Block the Pathoffensive

The false Hellbreaker prepares to harry anyone who tries to move past them. If it hits a creature with a Reactive Strike triggered by a move action, the triggering creature treats any squares within the steward's guard's reach as difficult terrain until the start of the false Hellbreaker's next turn.

Description

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.