Corrupt Shieldmarshal

CREATURE 7

uncommon le medium humanoid 

Various law enforcers

Perception +18 (+20 to Sense Motive or vs Conceal An Object)

Languages Common, Dwarven, Koutrotrern

Skills Acrobatics +17, Crafting +15, Diplomacy +15, Legal Lore +13

Str +4 Dex +5 Con +2 Int +0 Wis +0 Cha +2

Items breastplate, +1 clan pistol or +1 clan pistol, longsword

AC  25; Fort +15, Ref +18, Will +12

HP 120

Speed 25 feet

Melee [>] longsword +17 (versatile p), Damage 1d8+7 slashing

Ranged [>] clan pistol +19 (concussive, fatal d10, magical, range increment 80 feet, reload 1), Damage 1d6+3 piercing

Ranged [>] jezail +19 (concussive, fatal aim d12, magical, range increment 90 feet, reload 1), Damage 1d8+3 piercing

Firearms Critical Specialization When the shieldmarshal makes a critical hit with a firearm weapon, the target must succeed at a DC 25 Fortitude save or be stunned 1.

Vouzirn [>] The shieldmarshal marks a foe for judgment, granting the shieldmarshal a +10-foot circumstance bonus to Speed whenever it Strides toward that creature. The shieldmarshal's Strikes against that creature deal an additional 2d8 precision damage.

Reloading Strike [>] The shieldmarshal makes a melee Strike against an opponent within reach and Interacts to reload a firearm in their other hand.

OoA3, page 7.

Open Corrupt Shieldmarshal in the interactive creatures list or browse all creatures starting with C.