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Corrupt Guards

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Corrupt GuardsCreature 12

Legacy Content

Rare LE Medium Dwarf Humanoid 
Source Pathfinder #148: Fires of the Haunted City pg. 27
Perception +22; darkvision
Languages Common, Dwarven
Skills Athletics +25, Diplomacy +19, Intimidation +21, Society +20, Stealth +25
Str +7, Dex +3, Con +5, Int +0, Wis +4, Cha +1
Items +1 composite shortbow (50 arrows), +1 striking maul, +1 resilient breastplate, key to Chiselrock's Prison
AC 32; Fort +24, Ref +20, Will +21
HP 215
Attack of Opportunity [reaction]
Speed 20 feet
Melee [one-action] maul +28 [+23/+18] (shove), Damage 2d12+15 bludgeoningRanged [one-action] composite shortbow +25 [+20/+15] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d8+8 piercingImproved Knockdown [two-actions] A corrupt guard can dash their foe to the ground with a single blow. They attempt a single melee Strike. If this Strike hits, they also apply the critical success effect of a Trip. If they used a two-handed melee weapon (such as a maul) for the Strike, they can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip, and they ignore Trip's requirement to have a hand free.