Sangfrere Guard

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Sangfrere Guard (MinionCR 4)

Lawful Evil - Medium - Humanoid
Lore: Know (Local)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
19
Monster Health
1 0 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +2
Will: +2

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +1 on Cleaves

Standard Attack (Melee):

  • 1x Heavy Maul +7 (1d8/19-20 x2)
    as bludgeoning (physical, common)
    , plus Cleave

Full Attack (Melee):

  • 2x Heavy Maul +7 (1d8/19-20 x2)
    as bludgeoning (physical, common)
    , plus Cleave

Standard Attack (Ranged):

  • 1x Heavy Crossbow +7 (1d4/19-20 x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 500 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

18
STR
14
DEX
17
CON
8
INT
11
WIS
11
CHA

Skills:

Languages: Common, Fontaigne (pidgin)

Feats:

Special Abilities

Troop Formation (Ex)

If sixteen Sangfrere guards are able to gather into a 4x4 square formation, they form themselves into a troop (including full hit points, auto-hit within reach, etc.) as a swift action that ends their turn. Once formed, they retain this aspect until they are defeated. See Sangfrere Troop. Any other Sangfrere minions who are outside of the troop can form into a different troop (given sufficient numbers) but are otherwise unable to join up with an existing troop.

March of Death (Ex)

Once per round, if the Sangfrere Guard slays an enemy creature, they may slide up to 10 feet as a free action any time before the end of their current turn. This may be done in the middle of a full attack action, or even the middle of a Cleave combat maneuver. If so, any new enemy creatures brought into their reach by the move become valid targets for the remainder of their attacks this round, as though they had been adjacent to the creature that was slain.

Packed Like Sardines (Ex; Minion Role) Always On
Minions are able to fight effectively in close quarters with one another. As a result, up to two minions may occupy the same space without penalty as long as they are both the same size.

Buffs and Heals (Ex; Minion Role) Always On
Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to their Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Any buff on a Minion is treated as a Condition, and can be overwritten by any other condition in the rare case where applying that condition doesn't kill the minion.

One Hit Point (Ex; Minion Role) Always On
Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.

Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.

Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.

The personal guards of Chairman Regent Pascale Durand

Sangfrere Guard

This creature possesses the Minion role, and therefore counts as 0.25 monsters for purposes of encounter size, XP award, and treasure.

Nearly all of the Chairman Regent's personal guards are Arrakanza (bru-kin), whose loyalties have been purchased away from the Empire of the Spear. These imposing people stand around a foot taller than most other humanoids, and have a bulkiness of muscle to back up their towering height. Arrakanza are famous for their ferocity and tenacity in battle. Their culture celebrates the excision of weakness from the body and from the people as a whole, often through literal cutting rites.
The guards are dressed in heavy cloaks and masks, attempting to hide themselves within the pageantry of the Exhaltation Gala. However, the Chairman Regent has signaled them to attack, and they have thrown off their cloaks, revealing the fact that they are well armed and armored. They carry a variety of weapons, but each of them is menacing and large. They seem to favor hammers, maces, and mauls, but several swords, and even a terbutje, are present as well. Each guard is armored in heavy chain mail, with brigandine plates at the joints. Despite this, they move with surprising agility.

Combat Tactics

Sangfrere Guards are relatively predictable, if savage, foes. They are strong and fast, but largely undisciplined, when it comes to choosing targets. Everyone not on their side is an enemy, and all enemies should be slain. Rather than tactically choosing targets (like singling out the magic users first), they will systematically hew through whomever is closest. Even their March of Death power is often misused, merely letting them get closer to the next victim in their path, rather than skirting around some troublesome knot for more opportunistic targets.

The only exception to this is in the formation of troops. If given the opportunity, Sangfrere will eagerly move toward their comrades to form into a troop, and they will opportunistically use March of Death to facilitate this.

Out of Combat

Sangfrere Guards' pasttimes follow the cultural model of the Empire of the Spear, in the use of gaunts, listening to the valorous tales of the skealds, and partaking heavily of ale (but only when off duty). They take their guard duty very seriously, and cannot be bought or manipulated into betraying their contracts.

Rewards

XP: 300 (Minion role included.)

Treasure: Sellable Goods worth 297 gp.

Weight: 10 lbs.     Volume: 0.4 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
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
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
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)