Security Goon Creature 1

Security goons have imposing muscles and few scruples about how they use them.

Elite Weak Security Goon Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Common
Skills Athletics +8, Intimidation +6, Legal Lore +2
Str +3 Dex +2 Con +4 Int -1 Wis +1 Cha +1

AC 14
Fort +9
Ref +5
Will +4
HP 25
Get Back! [reaction] Trigger A creature adjacent to the goon is targeted by an attack; Effect The goon jumps in the way of the attack, changing places with the original target, and becoming the attack’s new target.

Speed 20 feet
Melee [one-action] baton +8 (analogfinessenonlethalparry), Damage 1d6+3 bludgeoning plus Knockdown
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4+2 electricity
License to Break Bones [two-actions] Requirements A creature within the goon's reach is prone; Effect The goon assaults the prone creature with a flurry of stomps. The creature must attempt a DC 16 Fortitude saving throw.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes 1d4 bludgeoning damage.
FailureThe creature takes 2d4 bludgeoning damage and is suppressed until it starts its turn without being prone.
Critical FailureAs failure, but the creature takes double damage.

All Creatures in "Security Guard"

Security Guard

Every corporation, church, and upscale neighborhood on the station has its own security.