Gorumite Infantry

Level 14
Creature· humanUniqueGargantuanRemaster
AC
36
HP
255
Speed
20 ft.
Perception
+22
Fort
+27
Ref
+22
Will
+24
Weaknesses area-damage 20, splash-damage 15
Languages common, skald
Skills athletics +28, intimidation +22
Recall Knowledge DC 42 (society)

Abilities

Form Upinteraction
Troop Defenses

Thresholds 170 (3 segments), 85 (2 segments)


Fire Crossbows!◆◆

The gorumite infantry draw or reload their crossbows, then launch a ranged attack in the form of a volley.

This volley is a 10-foot area within 120 feet that deals 6d8 piercing damage (DC 31 reflex save). When the gorumite infantry is reduced to 8 or fewer squares, this area decreases to a 5-foot area.

Raise Swords!

1 to 3

Frequency once per round


Effect The Gorumite infantry engages in a frenzied attack against each enemy within 10 feet, with a DC 31 reflex save. The damage depends on the number of actions.

1 (1d12+4)[slashing] damage.

2 (2d12+10)[slashing,1d6 bleed].

3 (3d12+10)[slashing,2d6 bleed].

Troop Movement

Whenever the gorumite infantry Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed.

This works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the guards.

Most towns and cities on Golarion have a garrison of professional guards whose duties include patrolling the streets, assisting citizenry in need, and acting as a quick military response in times of crisis. Guards usually operate in pairs or small groups, but when a serious emergency threatens, guards muster at the nearest keep, watch station, or other rallying point and then move out in search of their quarry.Alternatively, guard troops might be stationed at important locations in the city, such as the front gates, the main prison, or the entrance to the ruler's castle.

Individual guards may not be particularly well trained or experienced, but in large numbers they can defeat bandits, wild creatures that have slipped past the city gates, or the occasional drunken ogre. A group of city guards is usually accompanied and commanded by a single captain, who does most of the talking and gives individual guards their orders. The members of this city guard squadron have trained together to perform simple tactics but not advanced maneuvers.