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Azarketi RuffianCreature 4


UncommonMediumAmphibiousAzarketiChaoticHumanoid
Source Pathfinder Society Scenario #5-03: Heidmarch Heist
Perception +14
Languages Azlanti, Common
Skills Acrobatics +10, Athletics +12, Intimidation +8, Nature +10, Stealth +10
Str +4, Dex +3, Con +2, Int +1, Wis +2, Cha +0

AC 21; Fort +11; Reflex +11; Will +8;
HP 60
Speed 25 feet (swim 25 feet)

Boarding Pike One Action +14 (+9, +4) to hit (reach 10, shove) 2d10+4 Piercing
Javelin One Action +12 (+7, +2) to hit (thrown 30) 2d6+5 Bludgeoning

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Hydration

Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water.

Submerged Stealth

While submerged in water, an azarketi ruffian gains a +2 circumstance bonus on their Stealth check, indicated above.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Azarketi

Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. Azarketi are an offshoot of humans adapted to live in aquatic communities. They have gills, webbed digits, and small fins, and they can survive in or out of water.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.