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Gorumite Infantry



Recall Knowledge - Humanoid (Society): DC 42
Unspecific Lore: DC 40
Specific Lore: DC 37

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Gorumite InfantryCreature 13

Unique Gargantuan Human Humanoid Troop 
Source Prey for Death pg. 27
Variant city guard
Perception +22
Languages Common, Skald
Skills Athletics +26, Gorum Lore +18, Intimidation +20
Str +8, Dex +4, Con +5, Int +0, Wis +4, Cha +2
AC 34; Fort +25, Ref +20, Will +22
HP 235 (16 squares); Weaknesses area damage 20, splash damage 15
Troop Defenses
Speed 20 feet; troop movement
Fire Crossbows! [two-actions] The Gorumite infantry draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 6d8 piercing damage (DC 29 basic Reflex save). When the Gorumite infantry city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst.Form Up [one-action] Raise Swords! [one-action] to [three-actions] Frequency once per round; Effect The Gorumite infantry engages in a frenzied attack against each enemy within 10 feet, with a DC 29 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d12+4 slashing damage.
[two-actions] 2d12+10 slashing damage and 1d6 persistent bleed damage.
[three-actions] 3d12+10 slashing damage and 2d6 persistent bleed damage.
Troop Movement Whenever the Gorumite infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enters difficult terrain, the extra movement cost applies to all the guards.