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Corrupt Shieldmarshal

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

Elite | Normal | Weak
Proficiency without Level

Corrupt ShieldmarshalCreature 7

Legacy Content

Uncommon LE Medium Humanoid 
Source Pathfinder #180: The Smoking Gun pg. 7
Various law enforcers
Perception +11; (20 to Sense Motive or vs. Conceal An Object)
Languages Common, Dwarven, Kelish
Skills Acrobatics +10, Crafting +8, Diplomacy +8, Legal Lore +6
Str +4, Dex +5, Con +2, Int +0, Wis +0, Cha +2
Items +1 clan pistol or +1 jezail, breastplate, longsword
AC 18; Fort +8, Ref +11, Will +5
HP 120
Speed 25 feet
Melee [one-action] longsword +10 [+5/+0] (versatile P), Damage 1d8+7 slashingRanged [one-action] clan pistol +12 [+7/+2] (concussive, fatal d10, magical, range increment 80 feet, reload 1), Damage 1d6+3 piercingRanged [one-action] jezail +12 [+7/+2] (concussive, fatal aim d12, magical, range increment 90 feet, reload 1), Damage 1d8+3 piercingFirearms Critical Specialization When the shieldmarshal makes a critical hit with a firearm weapon, the target must succeed at a DC 18 Fortitude save or be stunned 1.Lawbringer [one-action] The shieldmarshal marks a foe for judgment, granting the shieldmarshal a +10-foot circumstance bonus to Speed whenever it Strides toward that creature. The shieldmarshal's Strikes against that creature deal an additional 2d8 precision damage.Reloading Strike [one-action] The shieldmarshal makes a melee Strike against an opponent within reach and Interacts to reload a firearm in their other hand.