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Trained lance guard that have proven their worth for the Amalj’aa Empire.

Amalj’aa Lancer (CR 3)

XP 800
Amalj’aa Dragoon 4
NE Medium Humanoid (Amalj’aa)
Init +0; Senses Darkvision; Perception +10

DEFENSE

AC 16 (18), touch 10 (12), flat-footed 16 (+6 armor, +2 dodge in desert terrains)
HP 34 [52] (4d10+12)
Fort +6, Reflex +4, Will +2, +2 vs. necromancy magic school
Defensive Abilities Bond to the Land; Resist Shadow 5

OFFENSE

Speed 40 ft.
Melee Lance +10 (1d8+4/x3) or 2 Claws +8 (1d4+4)
Special Attacks Deadly Lancer
Special Abilities Hardly Landing (20 ft.), Pole Fighting

TACTICS

During Combat At the beginning of the fight this amalj’aa will attempt a deadly lancer move, however if not possible this Amalj’aa will usually stab from a 10 feet range away using his allies as cover. Depending on his location he will make a heroic landing and try to position himself with his allies for flanking.

STATISTICS

Str 18, Dex 11, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Power Attack, Weapon Focus (Lance)
Skills Acrobatics +7, Climb +8, Intimidate +6, Perception +10, Survival +10
Languages Amalj’aa, Common + one other
SQ Acrobatic Talent (Flexible Flanker, Heroic Landing[Fire damage, Reflex save DC 16]), Armor Training (+1), Balanced Stride (+1), Deathless Spirit, Jump, Shaft Trip, Stability, Stalker, Steadfast Pike (+1), Strengthened Agility, Vault
Gear cure potion(2), lance, scale mail