BodyguardCreature 1
Source Pathfinder NPC Core
Perception +8
Languages Common
Skills Athletics +7, Intimidation +6, Society +2
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
AC 16; Fort +8; Reflex +7; Will +4;
HP 25
Speed 25 feet
Fist
+7 (+3, -1) to hit (agile, nonlethal, unarmed) 1d4+4 BludgeoningGreatclub
+7 (+2, -3) to hit (backswing, shove) 1d10+4 BludgeoningSap
+7 (+3, -1) to hit (agile, nonlethal) 1d6+4 BludgeoningSling
+5 (+0, -5) to hit (propulsive, reload 1) 1d6+2 BludgeoningBodyguard's Reprisal

Trigger A creature attacks the subject of bodyguard's defense
Effect The bodyguard makes a Strike against the triggering creature.
Bodyguard's Defense
The bodyguard grants an adjacent ally a +2 circumstance bonus to AC. This lasts until the start of the bodyguard's next turn or until the ally is no longer adjacent, whichever comes first.
Effect: Bodyguard's Defense
Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's personal guards, but with special directives to safeguard their patrons.
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.
Traits
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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.