Palace Guard (PFS 1-17)

Level 3
Creature· feyMediumLegacy
AC 20
HP 45
Speed 25 ft.
Fort +11
Ref +8
Will +6
Perc +14
Size Medium
Common
Languages common, fey, mwangi
Skills athletics +10, diplomacy +9, intimidation +7
Recall Knowledge nature or society DC 18

Attacks

Melee Halberd +12/+7/+2(reach 10 ft., versatile S)
Damage: 1d10+6 piercing
Melee Sap +12/+8/+4(agile, nonlethal)
Damage: 1d6+6 bludgeoning
Ranged Crossbow +10/+5/+0 (range 120 ft.)(reload 1 ft.)
Damage: 1d8 piercing

Abilities

Attack of Opportunitydefensive

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.

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. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.

Traits