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Captain Of The Guard

CREATURE 6

The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lowerranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.


Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3

AC 24 ((26 with shield raised)); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (aura, emotion, mental)

30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.

Effect: Under Command

Effect: Aura of Command

Bravery

When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.

Reactive Strike

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Shield Block

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Shield Warden

When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.


Speed 20 feet
Melee Longsword +18 (magical, versatile p), Damage 1d8+11 slashing
Melee Fist +17 (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoning
Ranged Crossbow +12 (reload 1, range increment 120 feet), Damage 1d8+6 piercing
Shielded Advance
Requirements The captain of the guard has their shield raised

Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.
Pathfinder NPC CoreORC