Corrupt GuardCreature 12
Source Pathfinder #148: Fires of the Haunted City
Perception +22 (darkvision)
Languages Common, Dwarven
Skills Athletics +25, Diplomacy +19, Intimidation +21, Society +20, Stealth +25
Str +7, Dex +3, Con +5, Int +0, Wis +4, Cha +1
AC 32; Fort +24; Reflex +20; Will +21;
HP 215
Speed 20 feet
Maul +28 (+23, +18) to hit (shove) 2d12+15 Bludgeoning
Composite Shortbow +25 (+20, +15) to hit (deadly d10, range increment 60, reload 0) 1d8+8 Piercing
Darkvision
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 OpportunityTrigger 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.
Improved KnockdownA corrupt guard can dash their foe to the ground with a single blow. They attempt a single melee Strike. If this Strike hits, they also apply the critical success effect of a Trip. If they used a two- handed melee weapon (such as a maul) for the Strike, they can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip, and they ignore Trip's requirement to have a hand free.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
DwarfA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.