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Troop: Hawkmoor Guard in Pathfinder 1e

Troop: Hawkmoor GuardCR 5

Members of the Hakwmoor Guard

Fighter 1
LN Huge (troop), Medium (Individual) Humanoid , Human; Troop (skirmish)
Initiative: +1
Senses: Perception +5

Defense

AC: 18; Touch: 11; Flat Footed 17
HP: 63 9
Fortitude: 10 Reflex: 3 Will: 3
Immune: Flanking; Critical hits, Grappled condition; Trip; Bullrush; Single target effects
Weaknesses: +50% damage area of effects

Offense

Speed: 20 ft.
Melee: +13 Longsword (1d8+2; Crit 19+)
Ranged: +8 Longbow (1d6+1)
Special Attacks: TROOP ATTACK: In addition to a troops full-attack routine it can also make a single attack against any target I threatens.   TRAMPLE (Ex): A mob that simply moves over a creature (3 sizes small than itself) and doesn't end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage.   CHAOS OF COMBAT: Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.
Space: 20 ft.
Reach: 5 ft.

Statistics

Str 15; Con 13; Dex 14, Int 10, Wis 12, Cha 08
Base Attack: 7 CMB: 9 CMD: 11
Feats:
Weapon Focus: Longsword; Improved Bull; Improved Overrun
SQ: TROOP CONFIGURATION: Troops take up a 20x20 area and is not considered "squeezed" if an individual creature can fit into its area. At 42 hit points the troops area decreases to 15x15 (and take -2 on all rolls) and at 21 hit points its area shrinks to 10x10 (and takes -4 on all rolls).

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