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From Pathfinder Society Scenario #4-02: Return to the Grave, which isn't enabled.

Grim Rictus Bridge Guard

CREATURE 1

Variant guard

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.


Perception +7; (+8 to find concealed objects)
Languages Common
Skills Athletics +7, Intimidation +5, Legal Lore +3
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1

AC 18; Fort +7, Ref +5, Will +5
HP 20
Attack of Opportunity

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.


Speed 25 feet
Melee Club +9, Damage 1d6+4 bludgeoning
Melee Sap +9 (agile, nonlethal), Damage 1d6+4 bludgeoning
Melee Club +7 (thrown 10), Damage 1d6+4 bludgeoning
Ranged Crossbow +7 (reload 1, range increment 120 feet), Damage 1d8 piercing
Pathfinder Society Scenario #4-02: Return to the GraveOGL