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Grim Rictus Bridge GuardCreature 1

Source Pathfinder Society Scenario #4-02: Return to the Grave
Perception +7 ((+8 to find concealed objects))
Languages Common
Skills Athletics +7, Intimidation +5, Lore +3
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1

AC 18; Fort +7; Reflex +5; Will +5;
HP 20
Speed 25 feet

Club One Action +9 (+4, -1) to hit 1d6+4 Bludgeoning
Sap One Action +9 (+5, +1) to hit (agile, nonlethal) 1d6+4 Bludgeoning
Crossbow One Action +7 (+2, -3) to hit (range increment 120, reload 1) 1d8 Piercing
Club One Action +7 (+2, -3) to hit (thrown 10) 1d6+4 Bludgeoning

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.

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.



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.


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