Black Whale Guard (F3)
CREATURE 12 +23
Common
Athletics +23, Games Lore +17, Intimidation +24
Str +5, Dex +3, Con +5, Int -1, Wis +0, Cha +4
AC 32; Fort +23, Ref +21, Will +18
HP 230
No Escape
An enemy within reach of the Black Whale guard attempts to move away
The guard Strides up to their Speed, following the enemy and keeping the enemy in reach throughout its movement until the enemy stops moving or the guard moves their full Speed.
20 feet
Melee Club +24 (thrown 10), Damage 1d6+11 bludgeoning
Melee Nightmare Cudgel +25 (thrown 10), Damage 2d6+11 acid
Carried by one guard only
Melee Fist +24 (agile, finesse, nonlethal, unarmed), Damage 1d4+9 bludgeoning
Ranged Shortbow +22 (deadly d10, reload 0, range increment 60 feet), Damage 1d6+6 piercing
Clobber
Hammering Flurry
The guard makes three club Strikes against a single target, ignoring the multiple attack penalty until after all three attacks are completed.
Nightmare Assault
Once per day
The prison guard makes a club Strike. On a hit, the target must attempt a DC 36 Will save.
Critical Success The target is unaffected and becomes immune to this ability for 24 hours.
Success The target is unaffected.
Failure The target is plagued by nightmarish visions and becomes Fatigued.
Critical Failure The target becomes fatigued and is Drained 2 until no longer fatigued
Shatter Defenses (press)
A Frightened creature is within melee reach of the Black Whale guard
The guard makes a melee Strike against the frightened creature. If they hit and deal damage, the target becomes Off-Guard as long as it's frightened. If the target is already off-guard, it can't reduce its frightened value below 1 until the start of the guard's next turn.
Pathfinder #161: Belly of the Black WhaleOGL