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Zuntishan Guard

Creature 6 (uncommon) — human, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilSniperLANDhumanoid

Source: blood-lords-bestiary (Pre-Remaster)

Perception +15
Languages drooni
Skills athletics +14, diplomacy +11, religion +13, survival +13
Str
+4
Dex
+2
Con
+2
Int
+0
Wis
+3
Cha
+1
Items Composite Shortbow, Holy Water, Kukri (2), Chain Shirt
AC 22 Fort +14 Ref +12 Will +15
HP 120
Speed 25 feet

Offense

Melee Kukri (agile, finesse, trip) +17, Damage 1d6+8 slashing
Ranged Composite Shortbow (deadly-d10, propulsive, reload-0) +17, range increment 60 feet, Damage 1d6+4 piercing

Abilities

Warded Ground (stance) — The guard designates a 10-foot burst{10-foot radius} area within 30 feet as a protected zone. The guard's Strikes against targets in the protected zone deal an additional 2d6 precision damage.

WORKS WELL WITH

FlankerLANDFlanker drives enemies into the guard's warded zone, solving the positioning tension between holding ground and creating off-guard opportunities.
WeaverLANDWeaver's forced movement pushes enemies into the warded ground, resolving the tempo tension of waiting for enemies to enter versus actively repositioning them.
CrasherLANDCrasher scatters enemy formations and shoves targets into the guard's warded zone, addressing the priority tension between area lockdown and disruption.

PUNISHES

✖ standing still✖ melee reliance
Stacking multiple Anvils risks overlapping warded zones, reducing area coverage and creating positioning conflicts.
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 #183: Field of Maidens.

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