alignment: LE
will_save: +3
type: creature
size
creature_type
creature_subtype
source
Found 3 matches
Anchorite
CR: 4
XP: 1200
LE Medium outsider (evil)
Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +10
HP: 50
EAC: 16 KAC: 18
Fort: +6 Ref: +8 Will: +3
Speed: 30 ft.
Melee: ascetic velstrac flenser +10 (1d4+5 S & So; critical bleed 1d4)
Ranged: tactical acid dart rifle +13 (1d8+4 A & P; critical corrode 1d4) or frag grenade II +13 (explode [15 ft., 2d6 P, DC 13])
Offensive Abilities: unnerving gaze (30 ft., DC 13)
Str: +1 Dex: +5 Con: +3 Wis: +1 Int: +0 Cha: +1
Skills: Acrobatics +15, Athletics +10, Intimidate +10, Sense Motive +10
Languages: Common, Infernal; telepathy 30 ft.
Gear: velstrac harness (functions as defrex hide), tactical acid dart rifle with 20 darts, ascetic velstrac flenser (see page 129) with 1 battery (20 charges), frag grenades II (2)
Computer Glitch Gremlin
CR: 1
XP: 200
LE Tiny fey
Init.: +2 Senses: low-light vision Perception: +4
HP: 5
EAC: 9 KAC: 10
Fort: +2 Ref: +2 Will: +3
Speed: 20 ft., climb 20 ft.
Melee: bite +2 (1d4–1 P plus glitch module, DC 10)
Ranged: None
Offensive Abilities: glitch module, networked technomancy
Str: -1 Dex: +2 Con: +1 Wis: +1 Int: +3 Cha: -2
Skills: Computers +9, Engineering +4 (+9 to use computers), Stealth +9
Languages: Aklo, Common; digital telepathy 30 ft.
Tiefling
CR: 2
XP: 600
LE Medium outsider (native)
Init.: +5 Senses: darkvision 60 ft. Perception: +8
HP: 23
EAC: 13 KAC: 14
Fort: +0 Ref: +5 Will: +3
Speed: 30 ft.
Melee: tactical baton +8 (1d4+1 B)
Ranged: tactical semi-auto pistol +8 (1d6 P) or tactical shirren-eye rifle +8 (1d10 P)
Offensive Abilities: fiendish gloom, trick attack +1d4
Str: +1 Dex: +4 Con: +0 Wis: +0 Int: +2 Cha: +0
Skills: Acrobatics +13, Athletics +8, Bluff +13, Sleight of Hand +8, Stealth +8 (+12 with trick attack)
Languages: Akitonian, Common, Eoxian, Infernal
Gear: second skin (jump jets), tactical semi-auto pistol with 45 small arm rounds, tactical baton, tactical shirren-eye rifle with 25 sniper rounds