Gendarme

Level 8
Creature· humanMediumRemaster
AC
26
HP
120
Speed
25 ft.
Perception
+19
Fort
+19
Ref
+14
Will
+17
Languages common
Skills athletics +18, intimidation +16
Recall Knowledge DC 24 (society)

Attacks

Melee Flail +19 (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoning
Melee Gauntlet +19 (agile, free-hand, magical), Damage 1d4+10 bludgeoning
Melee Composite Longbow +16 (deadly-d10, magical, propulsive, reload 0 ft., volley 30 ft.), Damage 1d8+8 piercing

Abilities

Nerves of Steel

When the gendarme succeeds against a fear effect, they get a critical success instead.

Reactive Strike

The gendarme can instead of Striking.


Shoot Down◆◆

The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 reflex saving throw or fall Prone.

Stop in the Name of the Law!◆◆

The gendarme Strides twice and then . On a success, the target is Slowed with a value equal to its Frightened value until it is no longer frightened.

Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture unusually dangerous criminals. They're also sent to deal with important cases in rural areas without substantial guards of their own.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.