/
Showing0entries
Sorted A-ZNPCs
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
Attack of Opportunity [Reaction]
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.