Courthouse Guard CR 1/2
Speed 20 ft.
Melee halberd +5 (1d10+3/×3)
Ranged heavy crossbow +2 (1d10/19–20)
During Combat The guards are badly organized and have no grasp of tactics, simply attacking the closest opponent. Giving them instructions during combat requires a DC 12 Intimidate check to get them to follow orders.
Morale If reduced to 5 hit points or fewer, the guards seek cover or try to flee.
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Intimidating Prowess, Weapon Focus (halberd)
Skills Climb +2, Intimidate +5, Perception +1, Swim +2
Gear scale mail, heavy crossbow with 10 bolts, halberd
Pathfinder 44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett