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Elven Court GuardCreature 13


MediumElfHumanoid
Source Pathfinder NPC Core
Perception +24 (low light vision, plus vigilance)
Languages Common, Elven, Fey, Plus One Regional Language
Skills Lore +21, Acrobatics +26, Athletics +23, Intimidation +24, Society +19
Str +4, Dex +5, Con +2, Int +2, Wis +3, Cha +1

AC 35; Fort +20; Reflex +27; Will +23; +1 status vs. mental effects
HP 225
Speed 30 feet

Elven Curve Blade One Action +27 (+22, +17) to hit (finesse, forceful, magical) 2d8+12 Slashing
Fist One Action +26 (+22, +18) to hit (agile, finesse, nonlethal, unarmed) 1d4+12 Bludgeoning
Composite Longbow One Action +27 (+22, +17) to hit (deadly d10, magical, propulsive, reload 0, volley 30) 2d8+10 Piercing

Vigilance

A court guard gains a +1 circumstance bonus on Perception checks to [/act sense-motive] and [/act seek] creatures, and if they succeed, they get a critical success instead.

+1 Status vs. mental effectsInterposition Reaction

Trigger An ally within 15 feet of the guard would take damage


Effect The guard Strides. This movement does not trigger reactions, and the guard must end the Stride in a space adjacent to the ally. The guard then switches places with the ally, taking all damage and associated effects instead of the ally.

Avenge the Fallen One Action (fortune)

Frequency once per round

Requirements The guard is within 30 feet of the creature they were guarding, and that creature is either Dying or died since the guard's last turn


Effect The guard Strikes the creature that damaged their ally. They roll the attack roll twice and use the higher result.

Dancing Blade Two Actions

The guard makes a Strike against a creature, then Strides. This Stride doesn't trigger reactions. If the guard ends this Stride in a different space adjacent to the same creature, they make another Strike against it. If both Strikes succeed, the creature is Off-Guard until the start of the guard's next turn. Each attack counts toward the guard's multiple attack penalty, but the penalty doesn't increase until they've made both attacks.


In the tangled web of lineages, rivalries, and shifting alliances that is an elven noble court, aristocratic families employ bodyguards loyal to them alone.


Elves' long lives give them centuries to delve into studies, artistry, or exploration.


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.

Elf

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.

Humanoid

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