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Deadly Fetchling SneakCreature 3


UncommonMediumEvilFetchlingHumanoid
Source Pathfinder Society Scenario #3-06: Struck by Shadows
Perception +10 (darkvision)
Languages Common, Necril, Sakvroth, Shadowtongue
Skills Lore +7, Acrobatics +10, Athletics +6, Deception +6, Diplomacy +6, Intimidation +6, Occultism +7, Society +7, Stealth +10, Survival +6, Thievery +10
Str +1, Dex +4, Con +1, Int +2, Wis +1, Cha +1

AC 19; Fort +7; Reflex +12; Will +8;
HP 45
Speed 25 feet

Shortsword One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d6+4 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, finesse, thrown 10, versatile s) 1d4+4 Piercing

Shadow Slink Two Actions

Requirements The fetchling sneak is in an area of dim light or darkness


Effect The fetchling sneak sticks to the shadows as it moves to ambush an enemy. The fetchling sneak Strides up to half their Speed and makes a Strike. The sneak's target is Off-Guard against this attack. The fetchling sneak can choose to Stride up to their full speed, but doing causes the sneak to take a -2 penalty to their Strike.

Sneak Attack

The deadly fetchling sneak deals an extra 1d6 precision damage to Off-Guard creatures.



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.

Fetchling

A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life in the Netherworld have transformed them.

Humanoid

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