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Bandit SkullcrackerCreature 3


MediumEvilHumanHumanoid
Source Pathfinder Society Scenario #4-08: Battle for Star's Fate
Perception +5
Languages Common
Skills Athletics +8, Crafting +15, Diplomacy +5, Intimidation +9
Str +3, Dex +1, Con +2, Int +3, Wis +0, Cha +0

AC 19; Fort +7; Reflex +9; Will +6;
HP 30
Speed 25 feet

Light Hammer One Action +10 (+6, +2) to hit (agile) 1d6+3 Bludgeoning
Light Hammer One Action +8 (+4, +0) to hit (agile, thrown 20) 1d6+3 Bludgeoning

Dread Striker

Frightened creatures are Off-Guard to the bandit.


By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

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