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Corrupt Guards

Bribable city guards in livery answer to whoever pays best, and a maul swing can dash a troublemaker flat in one hit.

rareDwarfHumanoid

Bought-and-paid-for muscle in city livery, corrupt guards answer to whoever fills their purse — and they hit hard enough to put a troublemaker on the cobbles in a single swing.

Improved 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.

Level 12

Perception +22 · Senses darkvision · Languages Common, Dwarven · Skills Athletics +25, Diplomacy +19, Intimidation +21, Society +20, Stealth +25

STRDEXCONINTWISCHA
+7+3+5+0+4+1
ACFortRefWill
32+24+20+21

HP 215

Speed 20 feet

Actions

  • Melee Maul [Single Action] +28 (Shove), Damage 2d12+15 bludgeoning
  • Ranged Composite shortbow [Single Action] +25 (range 60 ft, deadly 1d10, reload 0), Damage 1d8+8 piercing