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Prison Guard ~ CR 9

Proficiency Score: +10

Medium; Neutral/Neutral; humanoid (outsider)


Armor Class: 26 (+3 Dex, +3 Armor, +10 Proficiency Score)

Hit Points: 198 (18d10+18)

Speed: 40 feet

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
18 (+4)16 (+3)12 (+1)14 (+2)12 (+1)6 (–2)

Saves: Fortitude +11, Reflex +13, Will +11

Skills: Athletics +14, Insight +11, Intimidation +8, Perception +11

Immunities: effects with the precision tag

Senses: Passive Perception 21

Languages: Common, +2


Ferrous Growth. Once per 24 hours, as a double action a prison guard can touch a piece of non-magical metal and cause it to grow into an object of up to 2 bulk. This includes such items like a sword, crowbar, or steel shield. The object remains this way for 10 minutes or until it gains the Broken condition at which point it returns to its original form.

Ground Spells. Use of Acid Arrow and Longstrider each once per 24 hours.

Stunning Fist. Once per 24 hours a prison guard can make an attack with their fist and, if the attack hits, the target must make a Fortitude save with a DC 24 or gain the Stunned condition for a round.

Quick Reflexes. Gain 3 extra reactions each round for a total of 4 reactions per round.

Actions

Combat Hold. As part of a Strike action once per round, a prison guard can grab hold of an opponent and inflict the Grabbed condition on a successful attack.

Fist. Melee Attack +14 (agile, finesse, flurry, free hand, nonlethal, unarmed) with 1d6+4 bludgeoning damage.

Resiliency. Once per 24 hours as a reaction if a prison guard would otherwise gain the Unconscious condition from being reduced to 0 hit points, they can gain 20 temporary hit points which last for a minute.

Sap. Melee Attack +14 (agile, flurry, nonlethal) with 7d6 bludgeoning damage. On critical hits, a prison guard triples the damage.


Equipment

Sap; +2 Weapon Potency Rune


Build Notes

Heritage (Terra Influence)

  • Ability Boost (Generalist: Dex, Wis, Cha)
  • Ferrous Growth
  • Ground Spells
  • Speed

Traits (Total Spent: 105, Possible Points: 4 Unspent)

  • Ability Score Boost (Intelligence x2, Constitution)
  • Armor Proficiency (Light)
  • Armor Training
  • Combat Hold
  • Improved Combat Hold
  • Quick Reflexes
  • Resiliency
  • Saving Proficiency
  • Skill Proficiency (Athletics, Insight, Intimidation, Perception)
  • Stunning Fist
  • Uncanny Dodge
  • Weapon Mastery (Sap)
  • Weapon Proficiency (Improvised, Martial Melee, Natural)
  • Weapon Training (Club, x4)