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Gendarme

Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture…

commonHumanHumanoid
Lvl 8HumanHumanoid
AC
26
HP
120
Perc
+19
Fort
+19
Ref
+14
Will
+17
STR
+4
DEX
+1
CON
+4
INT
+0
WIS
+3
CHA
+2
Speed25 ft
Actions
  • flail +19 2d6+10 bludgeoning plus
  • gauntlet +19 1d4+10 bludgeoning plus
  • composite longbow +16 1d8+8 piercing 100 ft
AC
26
HP
120
STR
+4
DEX
+1
CON
+4
INT
+0
WIS
+3
CHA
+2

Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture unusually dangerous criminals. They're also sent to deal with important cases in rural areas without substantial guards of their own.

AC 26

Fort +19

Ref +14

Will +17 (nerves of steel)

HP 120

Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.

Reactive Strike [Reaction] The gendarme can Disarm instead of Striking.

Speed 25 feet

Melee

[Single Action]

flail +19 (Disarm, Magical, Sweep, Trip),

Damage 2d6+10 bludgeoning plus Improved Knockdown