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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

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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