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Tidewater Guard

Creature 4 — humanoid, lizardfolk

AnvilWeaverLANDAQUATIChumanoid

Iruxi tidewater guards are capable fighters skilled at amphibious attacks and overpowering vessels along any shore. Because lizardfolk settlements are typically constructed partially underwater and partially above, they have need of defenders who can guard from attacks in both environments. The special spaulders tidewater guards wear set them apart from other lizardfolk warriors. These protect their shoulders from cutlass and axe strikes, and might be constructed of dragon scales, turtle or gia

Source: pathfinder-npc-core

Perception +10
Languages common, iruxi
Skills acrobatics +11, athletics +12, nature +10, stealth +11 (+12 while underwater), survival +10
Str
+4
Dex
+3
Con
+1
Int
-1
Wis
+2
Cha
+0
Items Trident with 50 feet of line (2), Studded Leather Armor
AC 21 Fort +11 Ref +11 Will +10
HP 60
Speed 25 feet, swim 25 feet

Offense

Melee Trident (tethered) +14, Damage 1d8+7 piercing
Ranged Trident (tethered, thrown-20) +13, Damage 1d8+7 piercing
Melee Claw (agile, unarmed) +14, Damage 1d6+7 piercing

Abilities

Deep Breath — A tidewater guard can hold their breath for 20 minutes.
Tethered Tridents — The tidewater guard's tridents are specially prepared to be aquadynamic and tethered by ropes. They have the tethered trait, meaning that a wielder who has a free hand can Interact to pull the weapon back into their grasp after they have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).
Reactive Strike
Reel In — The tidewater guard makes a ranged Strike with their trident. If the Strike hits, the guard can haul on the attached line, moving the target up to 30 feet in a straight line toward the iruxi.
Terrain Advantage — Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are Off-Guard to the tidewater guard.

WORKS WELL WITH

SniperLAND / AQUATICReel In yanks enemies into the Sniper's optimal range while Reactive Strike discourages them from fleeing back out.
FlankerLAND / AQUATICTerrain Advantage constantly feeds off-guard for a Flanker's precision damage when the Anvil holds position in water or difficult terrain.
CrasherLAND / AQUATICReel In groups scattered enemies for the Crasher's area burst while the Anvil's toughness absorbs the retaliation.

PUNISHES

✖ repositioning✖ water avoidance✖ clumping
overlapping Anvil creates positioning congestion when both pull enemies in conflicting directions
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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