| 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 | |
| Perception | +8 |
| Languages | Common |
| Skills | Athletics +7 , Intimidation +6 , Society +2 |
STR +4 , DEX +2 , CON +3 , INT -1 , WIS +1 , CHA +0 | |
| Items | Items greatclub, sap, studded leather armor |
| AC | 16 |
| Saving Throws | Fort +8, Ref +7, Will +4 |
| HP | 25 |
| Speed | 25 feet |
| Melee | Melee Greatclub +7 +2 / -3 (backswing, shove), Damage Bludgeoning ; Sap +7 +3 / -1 ( Agile, Non Lethal), Damage Bludgeoning |
| Special Abilities | 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. |
| Source Bestiary pg. 178 | |