Hagegraf Royal Guard
Creature 5 (uncommon) — dwarf, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilLANDSUBTERRANEANdwarf
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
Source: sky-kings-tomb-bestiary (Pre-Remaster)
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
Items Guisarme, Light Hammer (2), Chain Mail, Manacles (Simple)
AC 22
Fort +14
Ref +11
Will +14
HP 90
Speed 20 feet
Offense
Melee Guisarme (reach, trip) +15, Damage 1d10+6 slashing plus Knockdown
Ranged Light Hammer (agile, thrown-20) +13, Damage 1d6+6 bludgeoning
Abilities
Iron Mind — Royal guards automatically disbelieve all illusions of 2nd level or lower.
Light Blindness — When 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! —
Tight Formation — While 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 Beating — A royal guard deals an additional 1d10 precision damage to Prone creatures.
Knockdown —
Occult Innate Spells DC 21, attack +13
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil
WORKS WELL WITH
CrasherLAND / SUBTERRANEANCrasher delivers finishing damage on prone enemies while the guard's reach-and-trip control denies enemy approach.
WeaverLAND / SUBTERRANEANWeaver difficult terrain compounds the guard's Knockdown threat zone making every approach costly.
MenderLAND / SUBTERRANEANMender healing sustains the guard's durable frontline tenure for continuous trip-and-beat pressure.
PUNISHES
✖ tumble through✖ trip vulnerability
Stacking Anvils bottlenecks damage throughput as the slow line lacks finishing power.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Hagegraf Royal Guard in the encounter builder — free, no install.
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