Knight Reclaimant
CREATURE 8 +16
Common
Athletics +12, Gravelands Lore +16, Medicine +12, Nature +12, Religion +14, Stealth +14, Survival +14
Str +6, Dex +3, Con +4, Int +2, Wis +4, Cha +3
AC 27; Fort +19, Ref +14, Will +16
HP 135
Deep Resilience
The knight reclaimant's convictions steel their mind against outside influences and help their allies remain strong. The knight and their allies within 30 feet have a +1 circumstance bonus to saves against mental effects, which increases to +2 against mental effects originating from undead.
Raise a Shield
You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Shield Block
The monster has its shield raised and takes damage from a physical attack.
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.
25 feet
Melee Bastard Sword +20 (magical, two hand d12), Damage 2d8+10 slashing
Sudden Charge
Pathfinder Claws of the TyrantORC