Palace Guard
CREATURE 15 +26; darkvision
Common, Diabolic
Athletics +30, Deception +27, Intimidation +30, Legal Lore +25, Religion +25, Society +25
Str +8, Dex +2, Con +6, Int +2, Wis +4, Cha +1
AC 36 ((38 with shield raised)); Fort +29, Ref +23, Will +26
HP 275; Resistances fire 12
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 Mace +29 (magical, shove), Damage 2d6+16 bludgeoning
Ranged Crossbow +28 (magical, reload 1, range increment 120 feet), Damage 2d8+8 piercing
Divine Innate Spells DC 33, attack +25; 5th Translocate
Hellish Determination (concentrate)
once per day
The palace guard's training allows them to shrug off debilitating effects. The palace guard chooses a nonpermanent condition affecting them. That condition ends. This doesn't heal any Hit Points already lost from the condition, and it can't remove conditions occurring automatically due to the palace guard's situation or positioning (such as Prone or flanked).
Vicious Swing (flourish)
The palace guard makes a melee Strike. This counts as two attacks for the palace guard's multiple attack penalty. If this Strike hits, they deal two extra dice of weapon damage.
Pathfinder Adventure Path: Hell's DestinyORC