Captain Of The Guard
Creature 6 — human, humanoid
The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lowerranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward. Larger societies rely on those with the authority and the ability to interpret and en
Source: pathfinder-npc-core
Perception +15
Skills athletics +15, diplomacy +11, intimidation +13, society +10
Str
+5
Dex
+0
Con
+2
Int
+0
Wis
+3
Cha
+3
AC 24
Fort +14
Ref +12
Will +15
HP 95
Speed 20 feet
Offense
Melee Longsword +18, Damage 1d8+11 slashing
Melee Fist +17, Damage 1d4+11 bludgeoning
Ranged Crossbow +12, Damage 1d8+6 piercing
Abilities
Aura of Command (aura, emotion, mental) — 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.
Bravery — When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.
Reactive Strike — Reactive Strike
Shield Block — Shield Block
Shield Warden — When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.
Shielded Advance —
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