Palace Guard
Creature 4 — human, humanoid
AnvilLANDhumanoidhuman
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.
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
Items Halberd, Chain Mail with Palace Insignia, Manacles (Simple)
AC 21
Fort +12
Ref +10
Will +10
HP 60
Speed 25 feet
Offense
Melee Halberd (reach-10, versatile-s) +14, Damage 1d10+7 piercing
Melee Fist (agile, nonlethal, unarmed) +14, Damage 1d4+7 bludgeoning
Abilities
+2 to Perception to Initiative —
Guard's Parry —
Reactive Strike —
Crowd Control —
WORKS WELL WITH
CrasherLANDLocks enemies in place with Reactive Strike so the crasher's high-damage strikes connect reliably.
SniperLANDProtects the ranged attacker with reach and area denial, keeping the front line secure.
FlankerLANDAnchors the frontline with reach, creating space for flanking maneuvers around the guard's zone.
PUNISHES
✖ movement✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Palace Guard in the encounter builder — free, no install.
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