CREATURE 5
Perception +12
Languages Common
Skills Athletics +14, Intimidation +11, Settlement Lore +9
Str +5 Dex +0 Con +3 Int +0 Wis +2 Cha +2
Seek Quarry City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception against their quarry.
AC 22; Fort +14, Ref +9, Will +11
HP 75; Weaknesses area damage 10, splash
Speed 25 feet; troop movement
Fire Crossbows! The city guards draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 3d8 piercing damage (DC 19 basic Reflex save). When the city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst.
Lower Halberds! to Frequency once per round; Effect The city guards engage in a coordinated melee attack against each enemy within 10 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions. 1d10 piercing or slashing damage 1d10+7 piercing or slashing damage 1d10+10 piercing or slashing damage.
Troop Movement Whenever the city guards Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the guards.
Urban Chasers City guards ignore difficult terrain (but not greater difficult terrain) caused by crowds or from movement through narrow spaces such as alleyways.
Bestiary 3, page 47.
Open City Guard Squadron in the interactive creatures list or browse all creatures starting with C.