All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


PFS StandardCity Guard Squadron

Most towns and cities on Golarion have a garrison of professional guards whose duties include patrolling the streets, assisting citizenry in need, and acting as a quick military response in times of crisis. Guards usually operate in pairs or small groups, but when a serious emergency threatens, guards muster at the nearest keep, watch station, or other rallying point and then move out in search of their quarry. Alternatively, guard troops might be stationed at important locations in the city, such as the front gates, the main prison, or the entrance to the ruler's castle.

Individual guards may not be particularly well trained or experienced, but in large numbers they can defeat bandits, wild creatures that have slipped past the city gates, or the occasional drunken ogre. A group of city guards is usually accompanied and commanded by a single captain, who does most of the talking and gives individual guards their orders. The members of this city guard squadron have trained together to perform simple tactics but not advanced maneuvers.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

City Guard SquadronCreature 5

Legacy Content

LN Gargantuan Human Humanoid Troop 
Source Bestiary 3 pg. 47
Perception +12
Languages Common
Skills Athletics +14, Intimidation +11, Settlement Lore +9
Str +5, Dex +0, Con +3, Int +0, Wis +2, Cha +2
Seek Quarry City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception against their quarry.
AC 22; Fort +14, Ref +9, Will +11
HP 75; Thresholds 50 (12 squares), 25 (8 squares); Weaknesses area damage 10, splash damage 5
Troop Defenses
Speed 25 feet; troop movement
Fire Crossbows! [two-actions] The city guards 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 3d8 piercing damage (DC 19 basic Reflex save). When the city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst.Form Up [one-action] Lower Halberds! [one-action] to [three-actions] Frequency once per round; Effect The city guards engage in a coordinated melee attack against each enemy within 10 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d10 piercing or slashing damage
[two-actions] 1d10+7 piercing or slashing damage
[three-actions] 1d10+10 piercing or slashing damage
Troop Movement Whenever the city guards 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 guards enters difficult terrain, the extra movement cost applies to all the guards.Urban Chasers City guards ignore difficult terrain (but not greater difficult terrain) caused by crowds or from movement through narrow spaces such as alleyways.

Sidebar - Advice and Rules Local Guards

The guards depicted here are humans armed with halberds and crossbows. You can alter these details to match the settlements in your game, adding ancestry traits, regional languages, and other abilities as necessary, and swapping out their weaponry for ones appropriate to the local culture.