Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Aspis GuardCreature 5

Source Pathfinder Adventure: The Slithering
Perception +14 (darkvision)
Languages Common, Dwarven, Mwangi
Skills Lore +9, Athletics +15, Intimidation +10, Society +9, Survival +12
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +1

AC 22; Fort +14; Reflex +10; Will +12;
HP 80
Speed 20 feet

Battle Axe One Action +16 (+11, +6) to hit (magical, sweep) 2d8+8 Slashing
Dagger One Action +15 (+11, +7) to hit (agile, versatile s) 1d4+8 Piercing
Crossbow One Action +12 (+7, +2) to hit (range increment 120, reload 1) 1d8+4 Piercing
Dagger One Action +12 (+8, +4) to hit (agile, thrown 10, versatile s) 1d4+8 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Attack of Opportunity Reaction

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.


When the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Powerful Swing

If the guard hits with a battle axe Strike, they can choose a creature adjacent to the target and within their own reach. That creature takes slashing damage equal to the result of the battle axe's weapon damage dice.

Unburdened Iron

The guard ignores Speed reduction from armor. In addition, any time the guard takes a penalty to their Speed, deduct 5 feet from the penalty.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.