{ "ac": 16, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": 0, "constitution": 3, "creature_ability": [ "Bodyguard's Defense" ], "creature_family": "Mercenaries", "creature_family_markdown": "[Mercenaries](/MonsterFamilies.aspx?ID=190)", "dexterity": 2, "exclude_from_search": false, "fortitude_save": 8, "hp": 25, "hp_raw": "25", "id": "creature-921", "intelligence": -1, "language": [ "Common" ], "language_markdown": "[Common](/Languages.aspx?ID=1)", "level": 1, "markdown": "[Bodyguard](/NPCs.aspx?ID=921)\r\n\r\n\r\n\r\n\r\n\r\nHired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 15\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 13\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 10\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Bodyguard](/NPCs.aspx?ID=921)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 226\n\n**Perception** +8\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +7, [Intimidation](/Skills.aspx?ID=7) +6, [Society](/Skills.aspx?ID=14) +2\r\n\r\n\r\n**Str** +4\r\n\r\n**Dex** +2\r\n\r\n**Con** +3\r\n\r\n**Int** -1\r\n\r\n**Wis** +1\r\n\r\n**Cha** +0\r\n\n\n**Items**\r\n[Greatclub](/Weapons.aspx?ID=22), [Sap](/Weapons.aspx?ID=37), [Studded Leather Armor](/Armor.aspx?ID=5)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 16 \r\n\r\n**Fort** +8 \r\n\r\n**Ref** +7 \r\n\r\n**Will** +4 \n\n\r\n\r\n**HP** 25\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\ngreatclub +7 ([Backswing](/Traits.aspx?ID=173), [Shove](/Traits.aspx?ID=193)),\r\n**Damage** 1d10+4 bludgeoning\r\n\r\n**Melee**\r\n\r\nsap +7 ([Agile](/Traits.aspx?ID=170), [Nonlethal](/Traits.aspx?ID=188)),\r\n**Damage** 1d6+4 bludgeoning\n\n**Bodyguard's Defense** The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard's next turn.\r\n\r\n\n\n", "name": "Bodyguard", "npc": true, "perception": 8, "pfs": "Limited", "rarity": "common", "reflex_save": 7, "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 226\r\n\r\n**Creature Family** [Mercenaries](/MonsterFamilies.aspx?ID=190)\r\n\r\n\r\n**HP** 25\r\n\r\n**AC** 16\r\n\r\n**Fort** +8\r\n\r\n**Ref** +7\r\n\r\n**Will** +4\r\n\r\n**Perception** +8\r\n\r\n\r\n\r\n---\r\n\r\n\r\nHired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries …\r\n", "size": [ "Medium" ], "skill": [ "Athletics +7", "Intimidation +6", "Society +2" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +7, [Intimidation](/Skills.aspx?ID=7) +6, [Society](/Skills.aspx?ID=14) +2", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 226" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 226", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "strength": 4, "strongest_save": [ "fort", "fortitude" ], "summary": "Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries …", "summary_markdown": "Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries …", "text": " Bodyguard Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Bodyguard Source Gamemastery Guide pg. 226 Perception +8 Languages Common Skills Athletics +7, Intimidation +6, Society +2 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Greatclub, Sap, Studded Leather Armor --- AC 16 Fort +8 Ref +7 Will +4 HP 25 --- Speed 25 feet Melee Single Action greatclub +7 (Backswing, Shove), Damage 1d10+4 bludgeoning Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+4 bludgeoning Bodyguard's Defense Two Actions The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard's next turn. ", "trait": [ "Human", "Humanoid", "N", "Medium" ], "trait_markdown": "[Human](/Traits.aspx?ID=90), [Humanoid](/Traits.aspx?ID=91)", "trait_raw": [ "Human", "Humanoid" ], "type": "Creature", "url": "/NPCs.aspx?ID=921", "weakest_save": [ "will" ], "weakness": {}, "will_save": 4, "wisdom": 1 }