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There is a Legacy version here.

Palace Guard

This creature did not include a description.

Elite | Normal | Weak
Proficiency without Level

Elite Palace GuardCreature 16

Uncommon Medium Human Humanoid Nephilim 
Source Among the Thorns pg. 167
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 37 (includes +2 from Uncommon) • Humanoid (Society)
Perception +28; darkvision
Languages Common, Diabolic
Skills Athletics +32, Deception +29, Intimidation +32, Legal Lore +27, Religion +27, Society +27
Str +8, Dex +2, Con +6, Int +2, Wis +4, Cha +1
Items +1 striking crossbow, +2 striking mace, +1 resilient breastplate, greater sturdy shield (Hardness 17, HP 120, BT 60)
AC 38 (40 with shield raised); Fort +31, Ref +25, Will +28
HP 295; Resistances fire 12
Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] mace +31 [+26/+21] (magical, shove), Damage 2d6+2+16 bludgeoningRanged [one-action] crossbow +30 [+25/+20] (magical, range increment 120 feet, reload 1), Damage 2d8+2+8 piercingDivine Innate Spells DC 35 (+4 dmg); 5th translocate
Hellish Determination [one-action] (concentrate) Frequency once per day; Effect The palace guard’s training allows them to shrug off debilitating effects. The palace guard chooses a nonpermanent condition affecting them. That condition ends. This doesn’t heal any Hit Points already lost from the condition, and it can’t remove conditions occurring automatically due to the palace guard’s situation or positioning (such as prone or flanked).Vicious Swing [two-actions] (flourish) The palace guard makes a melee Strike. This counts as two attacks for the palace guard’s multiple attack penalty. If this Strike hits, they deal two extra dice of weapon damage.

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