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Bestiary: Authority Figures & High Council

Stat blocks for every Council member, Watch officer, and authority figure. These are primarily social encounters, but any of them could become combat encounters depending on party choices.


CAPTAIN HALDOR STOUT (Hobgoblin Watch Captain) -- Level 4

Unique NPC | LG | Medium | Hobgoblin | Humanoid

The honest cop. Gold Dragonborne heritage (Hobgoblin in PF2e terms -- adjust race as needed for your table). Investigating the "K" bracelets. Secret gambling addiction. Target of Splinter's ghost-sensei slurs.

Stat Value
Perception +13
Languages Common, Draconic, Goblin
Skills Athletics +12, Intimidation +11, Society +9, Diplomacy +9, Legal Lore +11, Stealth +8
Str +4 Dex +2
Defense Value
AC 22 (half plate + steel shield)
HP 62
Fort +13

| Speed | 20 ft (armored) |

Melee [1 action] Longsword +14 (versatile P), Damage 1d8+6 slashing Melee [1 action] Shield Bash +14, Damage 1d6+6 bludgeoning Ranged [1 action] Composite Longbow +10 (deadly d10, range 100 ft), Damage 1d8+2 piercing

Special Abilities

Shield Block [reaction] Hardness 5, HP 20 (BT 10).

Formation Training: Haldor gains +2 circumstance bonus to AC when adjacent to at least one Watch Guard ally.

Arrest Attempt [2 actions] (auditory, linguistic) Haldor commands a target within 30 ft to surrender. Target must attempt a DC 21 Will save or become Stunned 1 as they hesitate. On a critical failure, the target drops their weapon. Creatures immune to Fear are immune to this.

Honest to a Fault: Haldor cannot benefit from Deception and takes -4 to Deception checks. He also gains +2 to Perception checks to Sense Motive against lies.

Weakness -- Gambling: If offered a wager or game of chance during a social encounter, Haldor must succeed at a DC 18 Will save or become fascinated by the game for 1 round (social only, not in combat).


WATCH GUARD (Level 1)

NPC | LN | Medium | Various Races | Humanoid

Standard City Watch patrol. Often found in pairs.

Stat Value
Perception +7
Skills Athletics +7, Intimidation +5, Society +4
Str +3 Dex +1
Defense Value
AC 18 (chain mail + wooden shield)
HP 20
Fort +7

| Speed | 20 ft |

Melee [1 action] Longsword +8, Damage 1d8+3 slashing Melee [1 action] Shield Bash +8, Damage 1d4+3 bludgeoning

Special Abilities

Shield Block [reaction] Hardness 3, HP 12 (BT 6).

"Halt!" [1 action] (auditory) The guard blows a whistle. 1d4 additional guards arrive in 3 rounds if in the Mid-Levels or High District. In the Undercity, no backup arrives.


THRAIN IRONFOOT (Dwarf Warden) -- Level 5

Unique NPC | LN | Medium | Dwarf | Humanoid

Unofficial mayor of the Dwarven district. Guards the secrets of the deep mines. Furious about scrap theft. Xenophobic toward non-Dwarves. Desperately searching for Kings-Bane.

Stat Value
Perception +14; darkvision
Languages Common, Dwarven, Undercommon
Skills Athletics +14, Intimidation +12, Crafting +11, Survival +12, Dwarven Lore +13
Str +4 Dex +1
Defense Value
AC 24 (full plate + sturdy shield)
HP 85
Fort +16

| Speed | 20 ft (15 ft armored, but Unburdened Iron negates) |

Melee [1 action] Warhammer +14 (shove), Damage 2d8+6 bludgeoning Melee [1 action] Shield Bash +14, Damage 1d6+6 bludgeoning

Special Abilities

Shield Block [reaction] Sturdy Shield: Hardness 8, HP 64 (BT 32).

Unburdened Iron: Thrain's Speed is not reduced by heavy armor.

Mountain Stance: +2 circumstance bonus to AC and Fortitude saves against Shove, Trip, or forced movement. He cannot be moved involuntarily while standing on stone.

Dwarven Vengeance [reaction] Trigger: An enemy within reach damages one of Thrain's allies. Effect: Thrain makes a melee Strike against the triggering enemy.

Xenophobic Distrust: Thrain takes -2 to Diplomacy with non-Dwarves and +2 to Will saves against social skills from non-Dwarves. He is particularly hostile toward anyone carrying Dwarven relics they can't account for.

Weakness -- Lost History: If shown genuine Dwarven artifacts or knowledge about the deep mines, Thrain's hostility softens. He gains a -4 penalty to Will saves against Diplomacy from anyone who demonstrates respect for Dwarven heritage.


VILKAS IRON-BLOOD (Half-Orc Fighter Guild Leader) -- Level 6

Unique NPC | LN | Medium | Half-Orc | Humanoid

Old soldier. Values the letter of the law. Served in the final Siege of the Gear Icon. Night-terrors about Maliki's constructs. Harbors guilt over abandoning his men.

Stat Value
Perception +13
Languages Common, Orcish, Goblin
Skills Athletics +16, Intimidation +14, Warfare Lore +13, Survival +11
Str +5 Dex +2
Defense Value
AC 25 (half plate + heavy shield)
HP 100
Fort +16

| Speed | 20 ft |

Melee [1 action] Bastard Sword +17 (two-hand d12), Damage 2d8+7 slashing Melee [1 action] Shield Bash +17, Damage 1d6+7 bludgeoning

Special Abilities

Shield Block [reaction] Hardness 6, HP 36 (BT 18).

Attack of Opportunity [reaction]

Power Attack [2 actions] Vilkas makes a melee Strike dealing an extra die of weapon damage. (2d12+7 two-handed)

Orc Ferocity [reaction] Trigger: Vilkas is reduced to 0 HP. Effect: He drops to 1 HP instead. Once per day.

Night-Terror Trigger: If confronted with constructs that resemble Maliki's wartime units (including The General in combat mode), Vilkas must attempt a DC 18 Will save or become Frightened 2. This specifically triggers if The General rages in his presence.

Weakness -- Old Scars: Mentioning the Siege of the Gear Icon or his "abandoned men" imposes Frightened 1 (no save, social only). He becomes hostile if pressed.


HANNIBAL TRAVEN (Human Mage Guild Leader) -- Level 5

Unique NPC | LG | Medium | Human | Humanoid

Paranoid but wise. Hunts unregulated necromancy. Potential ally if he discovers Maliki's return. Maintains the anti-teleportation wards.

Stat Value
Perception +12
Languages Common, Draconic, Gnomish, Necril, Sylvan
Skills Arcana +15, Occultism +13, Society +11, Diplomacy +9, Intimidation +9
Str +0 Dex +2
Defense Value
AC 20
HP 55
Fort +9

| Speed | 25 ft |

Melee [1 action] Staff +8, Damage 1d4 bludgeoning

Prepared Arcane Spells (DC 23, attack +15)

Level Spells
Cantrips detect magic, electric arc, shield, ray of frost, prestidigitation
1st magic missile, command, grim tendrils
2nd dispel magic, resist energy, see invisibility
3rd slow, fireball, counterspell

Special Abilities

Counterspell [reaction] Trigger: A creature within 60 ft casts a spell Traven has prepared. Effect: Traven expends the same spell to attempt to counter it.

Detect Necromancy: Traven can sense necromantic magic within 60 ft at will (no action required). He immediately notices soul stones, undead, and necromantic constructs.

Ward Specialist: Traven maintains the city's anti-teleportation wards. Within city limits, teleportation magic requires a DC 25 counteract check or automatically fails.

Weakness -- Ancient Scrolls: Offering Traven genuine pre-war magical texts or scrolls gives +4 to Diplomacy checks with him.

Paranoia: Traven assumes the worst about any unregulated magic. He takes +2 to initiative in encounters involving unknown magic but -2 to Diplomacy when dealing with spellcasters he doesn't know.


CASPIAN VANE (Human Mayor) -- Level 3

Unique NPC | LN | Medium | Human | Humanoid

Career politician. Not a fighter. His power is political, not physical. Exhausted and indecisive.

Stat Value
Perception +9
Languages Common, Dwarven, Gnomish
Skills Diplomacy +13, Deception +11, Society +11, Performance +9, Legal Lore +11, Politics Lore +13
Str +0 Dex +1
Defense Value
AC 17
HP 30
Fort +4

| Speed | 25 ft |

Melee [1 action] Ornamental Sword +5, Damage 1d6 slashing (Vane almost never fights)

Special Abilities

Political Authority [1 action] (auditory, linguistic) Vane can order Watch Guards and city officials to act on his behalf. Up to 4 Watch Guards will obey his commands within the High District.

Diplomatic Immunity: While in the High Palace, Vane is always accompanied by 4 Watch Guards. Attacking him in the Palace is a city-wide criminal offense.

Indecisive: In social encounters, Vane takes -2 to Will saves against Diplomacy checks that present multiple options. He is easily swayed by whoever argues most convincingly.

Weakness -- Family Legacy: Mentioning the Vane family name, history, or the "Mercury Pact" causes Vane to become visibly nervous. He takes -4 to Deception checks to hide his reaction.


ALYSANDE THORNE (Half-Elf Merchant Guild) -- Level 5

Unique NPC | NE | Medium | Half-Elf | Humanoid

Ruthless monopolist. Secretly funds underworld activities. Currently buying counterfeit Construct Hearts. Brilliant but will backstab anyone.

Stat Value
Perception +11; low-light vision
Languages Common, Elven, Dwarven, Gnomish, Undercommon
Skills Deception +16, Diplomacy +14, Intimidation +14, Society +13, Mercantile Lore +15
Str +0 Dex +3
Defense Value
AC 21
HP 58
Fort +9

| Speed | 25 ft |

Melee [1 action] Concealed Dagger +13 (agile, finesse), Damage 1d4+3 piercing + poison

Special Abilities

Poison Use: Thorne coats her dagger with Lethargy Poison (DC 19 Fort; Stage 1 slowed 1 for 4 hours, Stage 2 unconscious for 1 hour).

Merchant's Network: Thorne can call upon 2d4 mercenary guards (use Cartel Enforcer stats) within 10 minutes anywhere in the High District or Mid-Levels.

Ruthless Negotiation [1 action] (mental, linguistic) Thorne makes a Deception or Intimidation check against a target's Will DC. On success, the target takes -2 to their next social skill check against Thorne for the rest of the encounter.

Silver Tongue: Thorne can attempt to Lie even to creatures with magical lie detection by rolling Deception against the spell's DC.

Weakness -- Rare Gems: Presenting a gem worth 50+ GP gives +4 to Diplomacy checks with Thorne. She becomes visibly distracted and covetous.


BROM GOLDFINGER (Dwarf Engineers Guild) -- Level 4

Unique NPC | LG | Medium | Dwarf | Humanoid

Stubborn genius. Obsessed with reclaiming the failed city below. Knows Bilfur is the city's foundation-engine.

Stat Value
Perception +10; darkvision
Languages Common, Dwarven, Gnomish, Undercommon
Skills Crafting +14, Engineering Lore +14, Arcana +10, Athletics +10, Society +8
Str +3 Dex +0
Defense Value
AC 21 (heavy leather apron acts as breastplate)
HP 60
Fort +13

| Speed | 20 ft |

Melee [1 action] Heavy Wrench +11 (shove), Damage 1d8+5 bludgeoning

Special Abilities

Unburdened Iron: Speed not reduced by heavy armor or equipment.

Master Craftsman: Brom can repair constructs, mechanical devices, and structural damage. Given 10 minutes and materials, he can restore 2d6+8 HP to any construct or mechanical object.

Stubborn Will: +2 circumstance bonus to Will saves against social skills attempting to change his mind about engineering matters. Must critically succeed to sway him.

Weakness -- Hard Cider: Offering quality dwarven cider gives +2 to Diplomacy. Offering exceptional cider (25+ GP) gives +4.


MELLA IRON-WEAVER (Dwarf Crafting Guild) -- Level 3

Unique NPC | NG | Medium | Dwarf | Humanoid

Generous but vain. Treats every craft as a legacy extension. Victim of the labor fraud. Professional rival of Louis Vuitton.

Stat Value
Perception +8; darkvision
Languages Common, Dwarven, Gnomish
Skills Crafting +12, Diplomacy +10, Society +8, Performance +8, Crafting Lore +12
Str +2 Dex +1
Defense Value
AC 18
HP 38
Fort +8

| Speed | 20 ft |

Melee [1 action] Artisan's Hammer +8, Damage 1d6+4 bludgeoning

Special Abilities

Master Artisan: Mella can craft any common item of level 5 or below given time and materials. She offers crafting services as quest rewards.

Vain Pride: Flattery and praise give +4 to Diplomacy checks with Mella. Insulting her work imposes Hostile attitude immediately.

Weakness -- Praise: Genuinely complimenting a specific piece of her work (not generic flattery) shifts her attitude one step toward Helpful. She is highly susceptible to this.

Labor Fraud Blind Spot: Mella has -4 to Perception checks to notice the goblin cleaning crew substitution. She genuinely doesn't look at "the help."