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Gendarme

Creature 8 — human, humanoid

Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture unusually dangerous criminals. They're also sent to deal with important cases in rural areas without substantial guards of their own. 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

Source: pathfinder-npc-core

Perception +19
Skills athletics +18, intimidation +16
Str
+4
Dex
+1
Con
+4
Int
+0
Wis
+3
Cha
+2
AC 26 Fort +19 Ref +14 Will +17
HP 120
Speed 25 feet

Offense

Melee Flail +19, Damage 2d6+10 bludgeoning
Melee Gauntlet +19, Damage 1d4+10 bludgeoning
Ranged Composite Longbow +16, Damage 1d8+8 piercing

Abilities

Nerves of Steel — When the gendarme succeeds against a fear effect, they get a critical success instead.
Reactive Strike — The gendarme can instead of Striking. Reactive Strike
Shoot Down — The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall Prone.
Stop in the Name of the Law! (incapacitation, linguistic) — The gendarme Strides twice and then Demoralizes. On a success, the target is Slowed with a value equal to its Frightened value until it is no longer frightened.

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