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Guard Creature1

LN Medium Human Humanoid

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

Items crossbow (10 bolts), club, dagger, sap, scale mail, signal whistle

AC 18; Fort +7, Ref +5, Will +5

HP 20

Attack of Opportunity [reaction]

Speed 25 feet

Melee [one-action] club +9, Damage 1d6+4 bludgeoning

Melee [one-action] sap +9 (agile, nonlethal), Damage 1d6+4 bludgeoning

Ranged [one-action] crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing

Ranged [one-action] club +7 (thrown 10 feet), Damage 1d6+4 bludgeoning


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.

Section 15: Copyright Notice

Pathfinder Gamemastery Guide © 2020, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, John Bennett, Logan Bonner, Clinton J. Boomer, Jason Bulmahn, James Case, Paris Crenshaw, Jesse Decker, Robert N. Emerson, Eleanor Ferron, Jaym Gates, Matthew Goetz, T.H. Gulliver, Kev Hamilton, Sasha Laranoa Harving, BJ Hensley, Vanessa Hoskins, Brian R. James, Jason LeMaitre, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Stephen Radney-MacFarland, Jessica Redekop, Alistair Rigg, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Christina Stiles, Landon Winkler, and Linda Zayas-Palmer.