Gorumite VeteranCreature 12
Source Pathfinder Adventure: Prey for Death
Perception +21
Languages Common, Skald
Skills Lore +20, Athletics +23, Crafting +16, Intimidation +20, Medicine +21
Str +7, Dex +4, Con +6, Int +2, Wis +4, Cha +3
AC 33; Fort +23; Reflex +21; Will +19; +2 circumstance vs. fear
HP 240
Speed 20 feet
Greatsword
+26 (+21, +16) to hit (magical, versatile p) 1d6 Bleed + 2d12+11 SlashingJavelin
+26 (+21, +16) to hit (thrown 30) 1d6+11 Piercing+2 Circumstance to All Saves Vs. FearReactive Strike

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.
ConsecratedAs long as the Consecrate ritual effects persist in Crownhold, a Gorumite veteran gains a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks; these bonuses are not calculated into the stat block.
Greatsword Critical SpecializationOn a critical hit with a greatsword, the target of the critical hit is knocked off-balance and becomes Off-Guard until the start of the Gorumite veteran's next turn.
Heavy Swing
The Gorumite veteran Strikes with their greatsword, dealing 4d12+22 slashing damage plus 1d6 persistent bleed. This counts as two attacks when calculating their multiple attack penalty.
Pinning Throw
The Gorumite veteran attempts a ranged Strike with their javelin, dealing (3d6+22) piercing damage. If the target is adjacent to a solid surface, they become stuck to that surface by the javelin. The target is Immobilized until they [/act escape dc=33]. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Traits
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.
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.