Shadow Guard 1
20
false
false
false
false
false
false
false
Shadow Guard
1
400
N
Medium
outsider
2
darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14
(+3 armor, +1 shield, +2 Dex)
20
(1d10+1d8+6)
3
[4]
1
cold 5, electricity 5
30 ft.
light shield bash +3 (1d3+2/x2) or masterwork longsword +4 (1d8+2/19-20/x2)
sling +3 (1d4+2/x2)
sneak attack +1d6
Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10
1
+3
15
Combat Reflexes (3 AoO/round), Toughness
Acrobatics +7, Intimidate +5, Perception +6 (+7 to locate traps), Profession (guard) +6, Stealth +9; Racial Modifiers +2 Stealth
Common
trapfinding +1
Female
If the guards are aware of the PCs’ presence, they spread out throughout the room preparing to ambush the PCs as these intruders enter the laboratory.
The guards charge the nearest PC at the onset of the combat, attempting to drive the intruders out of the room and away from the slaves in area 5.
While anything but good and certainly not cowardly, the guards are merely hired mercenaries of the Onyx Alliance and surrender if brought below 7 hit points.
Alchemist's fire (2), Liquid ice; Other Gear Masterwork Studded leather armor, Masterwork Light wooden shield, Masterwork Longsword, Sling, Sling bullets (10), 42gp
shadow blending
false
true
15
14
13
10
12
10
true
Shadow Blending
Su
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
true
Acrobatics
7
Intimidate
5
Perception
6
Profession
guard
6
Stealth
9
Racial Modifiers
2
true
Toughness
true
16
12
14
0
0
1
3
0
3
15
false
false
20
0
false
0
0
true
900c5dc8-985a-4ffe-8b3c-802dc9925ddd
false
2050779456
0
17
1
389996442
Shadow Guard 2
20
false
false
false
false
false
false
false
Shadow Guard
1
400
N
Medium
outsider
2
darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14
(+3 armor, +1 shield, +2 Dex)
20
(1d10+1d8+6)
3
[4]
1
cold 5, electricity 5
30 ft.
light shield bash +3 (1d3+2/x2) or masterwork longsword +4 (1d8+2/19-20/x2)
sling +3 (1d4+2/x2)
sneak attack +1d6
Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10
1
+3
15
Combat Reflexes (3 AoO/round), Toughness
Acrobatics +7, Intimidate +5, Perception +6 (+7 to locate traps), Profession (guard) +6, Stealth +9; Racial Modifiers +2 Stealth
Common
trapfinding +1
Female
If the guards are aware of the PCs’ presence, they spread out throughout the room preparing to ambush the PCs as these intruders enter the laboratory.
The guards charge the nearest PC at the onset of the combat, attempting to drive the intruders out of the room and away from the slaves in area 5.
While anything but good and certainly not cowardly, the guards are merely hired mercenaries of the Onyx Alliance and surrender if brought below 7 hit points.
Alchemist's fire (2), Liquid ice; Other Gear Masterwork Studded leather armor, Masterwork Light wooden shield, Masterwork Longsword, Sling, Sling bullets (10), 42gp
shadow blending
false
true
15
14
13
10
12
10
true
Shadow Blending
Su
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
true
Acrobatics
7
Intimidate
5
Perception
6
Profession
guard
6
Stealth
9
Racial Modifiers
2
true
Toughness
true
16
12
14
0
0
1
3
0
3
15
false
false
20
0
false
0
0
true
ed31fcbe-f128-4fa7-9eca-c68466fd14d7
false
755031892
0
17
1
389996442
Shadow Guard 3
20
false
false
false
false
false
false
false
Shadow Guard
1
400
N
Medium
outsider
2
darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14
(+3 armor, +1 shield, +2 Dex)
20
(1d10+1d8+6)
3
[4]
1
cold 5, electricity 5
30 ft.
light shield bash +3 (1d3+2/x2) or masterwork longsword +4 (1d8+2/19-20/x2)
sling +3 (1d4+2/x2)
sneak attack +1d6
Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10
1
+3
15
Combat Reflexes (3 AoO/round), Toughness
Acrobatics +7, Intimidate +5, Perception +6 (+7 to locate traps), Profession (guard) +6, Stealth +9; Racial Modifiers +2 Stealth
Common
trapfinding +1
Female
If the guards are aware of the PCs’ presence, they spread out throughout the room preparing to ambush the PCs as these intruders enter the laboratory.
The guards charge the nearest PC at the onset of the combat, attempting to drive the intruders out of the room and away from the slaves in area 5.
While anything but good and certainly not cowardly, the guards are merely hired mercenaries of the Onyx Alliance and surrender if brought below 7 hit points.
Alchemist's fire (2), Liquid ice; Other Gear Masterwork Studded leather armor, Masterwork Light wooden shield, Masterwork Longsword, Sling, Sling bullets (10), 42gp
shadow blending
false
true
15
14
13
10
12
10
true
Shadow Blending
Su
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
true
Acrobatics
7
Intimidate
5
Perception
6
Profession
guard
6
Stealth
9
Racial Modifiers
2
true
Toughness
true
16
12
14
0
0
1
3
0
3
15
false
false
20
0
false
0
0
true
ccfad986-39df-43e1-bb16-c32ff69abf69
false
907838506
0
17
1
389996442