pf2e.fyi
From Pathfinder Society Scenario #3-11: No Time for Treason, which isn't enabled.

Ninth Army Bodyguard

CREATURE 1

Variant bodyguard

Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons.


A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.


Perception +8
Languages Common
Skills Athletics +7, Intimidation +6, Society +2
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0

AC 16; Fort +8, Ref +7, Will +4
HP 25

Speed 25 feet
Melee Greatclub +7 (backswing, shove), Damage 1d10+4 bludgeoning
Melee Sap +7 (agile, nonlethal), Damage 1d6+4 bludgeoning
Bodyguard's Defense

The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard's next turn.

Effect: Bodyguard's Defense

Pathfinder Society Scenario #3-11: No Time for TreasonOGL