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Palace Guard (PFS 1-17)Creature 3


LNMediumFeyHumanHumanoid
Source Pathfinder Society Scenario #1-17: The Perennial Crown Part 2, The Thorned Monarch
Perception +14
Languages Common, Mwangi, Sylvan
Skills Athletics +10, Diplomacy +9, Intimidation +7
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha +0

AC 20; Fort +11; Reflex +8; Will +6;
HP 45
Speed 25 feet

Halberd One Action +12 (+7, +2) to hit (reach 10, versatile s) 1d10+6 Piercing
Sap One Action +12 (+8, +4) to hit (agile, nonlethal) 1d6+6 Bludgeoning
Crossbow One Action +10 (+5, +0) to hit (range increment 120, reload 1) 1d8 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.


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.


Traits

Common

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.

Fey

Creatures of the First World are called the fey.

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.