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Corrupt Guards

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Elite | Normal | Weak
Proficiency without Level

Weak Corrupt GuardsCreature 11

Legacy Content

Rare LE Medium Dwarf Humanoid 
Source Pathfinder #148: Fires of the Haunted City pg. 27
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 33 (includes +5 from Rare) • Humanoid (Society)
Perception +20; darkvision
Languages Common, Dwarven
Skills Athletics +23, Diplomacy +17, Intimidation +19, Society +18, Stealth +23
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 30; Fort +22, Ref +18, Will +19
HP 195
Attack of Opportunity [reaction]
Speed 20 feet
Melee [one-action] maul +26 [+21/+16] (shove), Damage 2d12-2+15 bludgeoningRanged [one-action] composite shortbow +23 [+18/+13] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d8-2+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.

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