Elite Town Guard
Town Guard Squadron (CR 10)
Usually Lawful - Medium - Troop (Humanoid) |
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Lore: | Know (Local) | ||
18 | 38 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
30 | +20 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
210 | 105 | 16 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +12 |
Refl: | +7 |
Will: | +7 |
Strong Against:
- (Troop 1) Immune (no effect): Flanking
- (Troop 2) Immune (no effect): any attack that targets Maneuver Defense
- (Troop 3) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells
Offense
Standard Attack (Melee):
- 1x Guarding Swords (Guarding Swords automatically hits all foes within or adjacent to the troop's space once per round. -- auto-hit) (3d8+9/19-20 x2)
as slashing (physical, common)
plus Subdue
Full Attack (Melee):
- 1x Guarding Swords (Guarding Swords automatically hits all foes within or adjacent to the troop's space once per round. -- auto-hit) (3d8+9/19-20 x2)
as slashing (physical, common)
plus Subdue
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
14 |
STR |
12 |
DEX |
12 |
CON |
10 |
INT |
9 |
WIS |
11 |
CHA |
Skills:
- Knowledge (Local): 21
- Perception: 20
- Sense Motive: 21
- All other skills: 11 (no ranks)
Languages: usually Common
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Subdue (Ex) Automatic with movement |
If a town guard squadron moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the squadron's swarm-like nature. After doing so, during its attack action, the town guard squadron may also attempt a Grapple check against the target as a free action. A single town guard squadron can attempt grapples against up to two creatures, each no larger than size large, at any one time. While engaged in a grapple, the town guard squadron does not suffer any of the penalties normally associated with being in a grapple. Grappled creatures are dragged along with the squadron when it moves, but always take damage as though subjected to a full attack action (3d8+9) whenever the squadron makes an attack action (even a standard attack action). |
Rain of Stones (Ex) Standard Action |
As a standard action, the squadron may launch a hail of sling bullets into a 20' x 20' space within 100 feet of the troop. Creatures within the affected area must make a reflex save, DC 20, or take 2d8+10 points of bludgeoning (physical, common) damage from savage strikes of numerous bullets. Those who succeed on the save take only half damage. |
Take Them Alive! (Ex) Free Action 1/Rnd after inflicting damage |
Up to once per round, a Town Guard Squadron can inflict the Secured status condition on any creature they successfully damage with an attack. This condition lasts until the end of the encounter, or until the victim manages to shake it off. This allows town guardsmen to employ less lethal tactics against unruly townsfolk, when the situation calls for it. However, enemies that pose a deadly threat to the citizens, or threaten the leadership of the town with harm will likely not be granted this 'mercy'. |
Guardians of the Peace (Ex) Always On |
Troop Subtype A troop is a collection of creatures that acts as a single creature, similar to a swarm, but typically as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A troop makes saving throws as a single creature. A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. A troop has a reach equal to that of the component creatures based on size or armament. A troop can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so. A troop can move through any area large enough for its component creatures unimpeded, but must end its move in a space large enough for its size or it is considered squeezing (-4 to hit, -4 to AC). Unlike swarms, Troops can be critically hit and are subject to precision damage. Furthermore, troops do not have the swarm Distraction ability, though casting a spell while adjacent or inside of a troop requires a Combat Casting check. Multiple troops can move into, stop and occupy spaces that other troops occupy without ever suffering from the squeezing rule. However, no more than two troops can inflict damage or effects on a single target in a single round. Similar to swarms, troops deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. Damage Reduction sufficient to reduce a troop attack's damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop's attacks. Troops threaten all creatures within their reach or within their area, and make attacks of opportunity (which auto-hit) with their troop attack. Troop attacks still require a standard action or a full attack action to perform. Note that a troop's full attack is equal to the normal single attack damage for its CR, and it's standard attack is half the listed damage for its CR. This is to compensate for the auto-hit nature of the attacks. As with all creatures, a Troop's attacks of opportunity use the single melee listing.
|
Town Guard Squadron
The Town Guard represent the 'local authorities.' Frequently also called the Watch, Town Guards are the forces that maintain the peace in organized settlements, typically, but not always, of Civilization. It is possible, but rare, for monsters to have a Town Guard.
Now, in most cases, a single Town Guard can easily be represented by a Constituent, and higher-level adventurers presented with sufficient obstacles by higher-level 'Guards', since a Constituent can be generated at any level required by the Million Monster Machine. Some GM's may feel this is not as realistic as they might like, since if the Guard has level ten Watchmen on salary (or even higher!), what do they need the adventurers for?
To address this power difference, but allow the Guard to still keep their town safe against more powerful foes, we present the Town Guard Squadron. Now, this is not to say that a large city or metropolis doesn't have elite Guards of any level required, but the bulk of their forces are likely to be highly-trained more-or-less 'normal' watchmen.
A squadron of town guards is a squad of approximately 16 to 20 town guardsmen who have been trained to act as a single fighting force in combat. Because of this coordination, town guard squadrons are actually significant threats and ample defenders of a town, even against some of the mightier threats a town might face, such as ogres and orcs.
Most towns have dozens of town guard squadrons, and significant defense points, such as city gates, might have several squadrons on duty at all times. Larger villages and cities likely also utilize these squadrons to police the cities, ensuring the citizens are protected from lawbreakers and banditry. Of course, not all town guard squadrons are quite so noble, and it is not unheard of for squadrons to partake of a little banditry themselves.
Combat Tactics
While quite large, squadrons can stack with themselves without impairment and can move through narrow gaps as needed, though only two squadrons can attack a single opponent in a given round. However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies, as long as they end their move in a space large enough for their size.
Squadrons can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so. However, this lets the squadron close with the back ranks of a party easily. In combat, squadrons will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want. Squadrons are reasonably smart, so if there are multiple squadrons present, they will spread out to ensure that all targets get the full two squadron attacks each round. (Remember that the squadron attacks everyone it is sharing a square with AND everyone it is adjacent to).
Squadrons threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.
While a squadron will frequently provoke attacks of opportunity from its movement, note that it has the Mobility feat, and can only provoke once per enemy from any part of the squadron's movement -- it is a single creature making a single move action, thus it can only provoke once.
Squadrons will use their Subdue power to hamper movement and prevent their enemies from escaping. However, it is nearly always in the squadron's best interests to hold one or more squadrons in reserve (rather than attacking), because only two squadrons can ever attack the same target. Given their mobility and ranged attacks, it should be trivially easy for just a few squadrons to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.
Town Guard Squadrons are trained to never fall back or run away, so most will fight to the death. Note that "death" doesn't actually mean that the squadron is slaughtered to the last man. Like swarms, "death" just means the squadron is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.
On that note, GM's should probably encourage the party to use less lethal tactics themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight. Elite Guards (Constituents of the proper level, equipped with Patterns and Roles as desired) are likely to be hired and can cause issues with even high level parties, so politeness is encouraged.
Out of Combat
Out of Combat, a Squadron disperses into its component members and they go about their lives as any other humanoids. That said, you have to be careful starting bar fights in places with a strong town Watch, for you may throw that first punch and suddenly those fifteen or twenty scruffy fellows scattered around the place are revealed as members of the guard, and before your very gaze, they form up into a Squadron.
There's few things quite as unpleasant as being a nice, hearty fourth level hero, full of fresh vigor and new powers, and suddenly getting trounced all over the inn and tossed in the drunk tank by a Squadron of guards that were just trying to get a pint on their way home after hours....
Rewards
XP: 9,600
Treasure: Sellable Goods worth 6,875 gp.
- Weight: 100 lbs. Volume: 4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |