Hagegraf Royal GuardCreature 5
Source Pathfinder #194: Cult of the Cave Worm
Perception +16 (darkvision, iron mind)
Languages Common, Dwarven, Sakvroth
Skills Athletics +13, Diplomacy +10, Intimidation +10, Society +10
Str +4, Dex +2, Con +3, Int +1, Wis +5, Cha +1
AC 22; Fort +14; Reflex +11; Will +14;
HP 90
Speed 20 feet
Guisarme
+15 (+10, +5) to hit (reach, trip) 1d10+6 SlashingLight Hammer
+13 (+9, +5) to hit (agile, thrown 20) 1d6+6 BludgeoningIron Mind
Royal guards automatically disbelieve all illusions of 2nd level or lower.
Light BlindnessWhen first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Stop Right There!
Trigger A creature within the royal guard's reach uses a move action
Effect The royal guard Strikes the creature. On a success the target's action is interrupted; on a critical success the target is also knocked Prone.
Tight FormationWhile adjacent to another royal guard, each royal guard gains a +2 circumstance bonus to their Fortitude and Reflex DCs against attempts to Shove, Trip, or Tumble Through them.
Brutal BeatingA royal guard deals an additional 1d10 precision damage to Prone creatures.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Occult Innate Spells (DC 21, +13 to hit)
Cantrips (3rd Level): Sigil
2nd Level: Blood Vendetta, Paranoia
While the city guards patrol the Long Walk, the royal guards protect King Orgukagan and the royal family, as well as important royal interests.
Hryngars descend from dwarves who did not undertake the Quest for Sky and remained denizens of the Darklands. Most now worship Droskar, god of toil.
Upworlder Prejudice
Many upworlders' only experience with denizens from the Darklands come from Darklands raids. This has unfortunately caused many on the surface to believe that all Darklands peoples are murderous, which, of course, isn't the case. The Darklands are a harsh realm, and the people who live there have adapted to survive in an unforgiving environment that rewards the strong and punishes the meek. Yet despite this, there are still rich cultures and compassionate beings below the surface of Golarion.
Highhelm Propaganda
Upworlders often believe that hryngars make shoddy weapons and armor, but this is propaganda spread by dwarves on the surface. Any proud hryngar knows that if you work hard enough on a project, it will come out just as well as crafters who rely on clever secrets and modern techniques. Therefore hryngar-made products often have fewer aesthetic elements in their design. Their creations tend to focus more on pure function.
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.
DwarfA creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.