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Kelorbeyan GuardCreature 4

Perception +12
Languages Common
Skills Acrobatics +11, Athletics +12, Intimidation +9, Society +8
Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +1

AC 21; Fort +11; Reflex +13; Will +10;
HP 60
Speed 25 feet

Longsword One Action +0 (-5, -10) to hit (versatile p) 1d8+8 Slashing
Sap One Action +14 (+10, +6) to hit (agile, nonlethal) 1d6+8 Bludgeoning
Composite Shortbow One Action +13 (+8, +3) to hit (deadly d10, range increment 60, reload 0) 1d6+6 Piercing

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.

Combat Grab One Action

Requirements The Kelorbeyan guard has one hand free, and their target is in reach of that hand

Effect The guard makes a melee Strike while keeping one hand free. If the Strike hits, they grab the target using their free hand. The creature remains Grabbed until the end of the guard's next turn or until it Escapes, whichever comes first.

Knockdown Two Actions

The Kelorbeyan guard makes an attack to knock a foe off-balance, then follows up immediately with a sweep to topple them. The guard makes a melee Strike. If it hits and deals damage, they attempt an Athletics check to Trip the creature they hit. Both attacks count toward their multiple attack penalty, but the penalty doesn't increase until after they've made both.



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.