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Corrupt Guards

AC 32

rareDwarfHumanoid
Lvl 12DwarfHumanoidRare
AC
32
HP
215
Perc
+22
Fort
+24
Ref
+20
Will
+21
STR
+7
DEX
+3
CON
+5
INT
+0
WIS
+4
CHA
+1
Speed20 ft
Actions
  • maul +28 2d12+15 bludgeoning
  • composite shortbow +25 1d8+8 piercing 60 ft
AC
32
HP
215
STR
+7
DEX
+3
CON
+5
INT
+0
WIS
+4
CHA
+1

AC 32

Fort +24

Ref +20

Will +21

HP 215

Speed 20 feet

Melee

[Single Action]

maul +28 (Shove),

Damage 2d12+15 bludgeoning

Ranged

[Single Action]

composite shortbow +25 (deadly 1d10, range increment 60 feet, reload 0),

Damage 1d8+8 piercing

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.