False Hellbreaker
CREATURE 1Guard
Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders.
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.
+7; (+8 to find concealed objects)
Common
Athletics +7, Intimidation +5, Legal Lore +3
Str +3, Dex +2, Con +2, Int +0, Wis +2, Cha -1
+1 Bonus on Perception to Find concealed objects
AC 16; Fort +7, Ref +5, Will +5
HP 20
Reactive Strike
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.
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.
25 feet
Melee Fist +7 (agile, nonlethal, unarmed), Damage 1d4+3 bludgeoning
Melee Sap +7 (agile, nonlethal), Damage 1d6+3 bludgeoning
Ranged Crossbow +6 (reload 1, range increment 120 feet), Damage 1d8 piercing
Block the Path
The false Hellbreaker prepares to harry anyone who tries to move past them. If it hits a creature with a Reactive Strike triggered by a move action, the triggering creature treats any squares within the steward's guard's reach as difficult terrain until the start of the false Hellbreaker's next turn.
Pathfinder Adventure Path: HellbreakersORC