← Bestiary index

Arrester Squadron

Creature 8 — human, humanoid, troop

These guards have been extensively trained to perform complex maneuvers together. They are sent to capture accused criminals believed to be especially dangerous (whether due to their own abilities or due to their allies). Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.

Source: pathfinder-npc-core

Perception +17
Skills athletics +18, intimidation +16
Str
+6
Dex
+1
Con
+4
Int
+0
Wis
+3
Cha
+2
AC 27 Fort +18 Ref +13 Will +17
HP 135
Weaknesses area-damage 10, splash-damage 10
Speed 25 feet

Abilities

Troop Defenses — Thresholds 90 (3 segments), 45 (2 segments) Troop Defenses
Troop Movement — Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Coordinated Step — The arrester squadron Steps twice.
Fire Longbows! — The arrester squadron fire a coordinated volley with their longbows against each enemy in a 10-foot type:burst within 150 feet that deals 3d8 piercing damage with a DC 23 Reflex save. When the arresters are reduced to 2 or fewer segments, this area decreases to a 5-foot type:burst.
Seize Them! (nonlethal) — 1 to 3 The arresters attack with saps and tackle foes. Each enemy in a 5-foot type:emanation must attempt a DC 23 Reflex save. The damage and additional effects depend on the number of actions. The DC to Escape any of the following conditions is 26 (). 1 1d6+3 bludgeoning damage (plus Grabbed for 1 round on a critical failure) 2 3d6+6 bludgeoning damage (plus grabbed for 1 round on a failure or Restrained for 1 round on a critical failure) 3 4d6+9 bludgeoning damage (plus grabbed for 1 round on a failure or restrained for 1 round on a critical failure)
Sweep the Area — The arresters Seek in a 40-foot type:burst or 80-foot type:cone and Point Out up to four targets.

PathfinderGM is an independent tool and is not affiliated with Paizo Inc. Pathfinder and associated marks are trademarks of Paizo Inc., used under the Community Use Policy.

Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0.

Stat blocks are used under either the ORC License (Remaster content) or the Open Game License 1.0a (pre-Remaster content), depending on the source book. See our licenses page for the full attribution and the OGL Section 15 copyright notice.

Full licenses · Privacy · Terms

Run Arrester Squadron in the encounter builder — free, no install.

Open in PathfinderGM →