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Palace GuardCreature 4


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +12 ((+14 when rolling initiative))
Languages Common
Skills Athletics +14, Diplomacy +8, Intimidation +8
Str +4, Dex +2, Con +3, Int +0, Wis +2, Cha +0

AC 21; Fort +12; Reflex +10; Will +10;
HP 60
Speed 25 feet

Halberd One Action +14 (+9, +4) to hit (reach 10, versatile s) 1d10+7 Piercing
Fist One Action +14 (+10, +6) to hit (agile, nonlethal, unarmed) 1d4+7 Bludgeoning

+2 to Perception to InitiativeGuard's Parry Reaction

Trigger A creature attacks the palace guard's liege, and the liege is within the guard's melee reach


Effect The liege gains a +2 circumstance bonus to AC against the triggering attack, and the palace guard gains a +2 circumstance bonus to attack and damage rolls until the end of their next turn.


Effect: Guard's Parry (Guard)

Effect: Guard's Parry (Liege)

Reactive Strike 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.

Crowd Control One Action

Requirements The palace guard's last action was a successful halberd Strike


Effect The palace guard attempts to Reposition the creature they hit using their halberd's reach. This attempt neither applies nor counts toward the guard's multiple attack penalty.


Often the younger offspring of minor nobility or those from long lines of trusted staff, palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles, and keeping those in their charge as safe as possible.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.


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.

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.