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Black Whale Guard (F3, Nightmare Cudgel)Creature 12


UncommonLNMediumHumanHumanoid
Source Pathfinder #161: Belly of the Black Whale
Perception +23
Languages Common
Skills Athletics +23, Lore +17, Intimidation +24
Str +5, Dex +3, Con +5, Int -1, Wis +0, Cha +4

AC 32; Fort +23; Reflex +21; Will +18;
HP 230
Speed 20 feet

club One Action +24 (+19, +14) to hit (thrown 10) 1d6+11 Bludgeoning
nightmare cudgel One Action +25 (+20, +15) to hit (thrown 10) 2d6+11 Acid
fist One Action +24 (+20, +16) to hit (agile, finesse, nonlethal, unarmed) 1d4+9 Bludgeoning
shortbow One Action +22 (+17, +12) to hit (deadly d10, range increment 60, reload 0) 1d6+6 Piercing

Items

+1 chainmail, club, nightmare cudgel (carried by one guard only), shortbow (with 40 arrows and 2 storm arrows)

No Escape Reaction

Trigger An enemy within reach of the Black Whale guard attempts to move away


Effect The guard Strides up to their Speed, following the enemy and keeping the enemy in reach throughout its movement until the enemy stops moving or the guard moves their full Speed.

Clobber One Action

The guard makes a club Strike. On a hit, if the target is flat-footed, the target must succeed at a DC 33 fortitude save or be stunned 2.

Hammering Flurry Two Actions

The guard makes three club Strikes against a single target, ignoring the multiple attack penalty until after all three attacks are completed.

Nightmare Assault Two Actions

Frequency Once per day


The prison guard makes a club Strike. On a hit, the target must attempt a DC 36 will save.


Critical Success The target is unaffected and becomes immune to this ability for 24 hours.

Success The target is unaffected.

Failure The target is plagued by nightmarish visiona and becomes fatigued.

Critical Failure The target becomes Fatigued and is Drained 2 until no longer fatigued

Shatter Defenses One Action (press)

Requirements A frightened creature is within melee reach of the Black Whale guard


Effect The guard makes a melee Strike against the frightened creature. If they hit and deal damage, the target becomes flat-footed as long as it's frightened. If the target is already flat-footed, it can't reduce its frightened value below 1 until the start of the guard's next turn.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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