🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Diabolic MessengerCreature 4


UncommonMediumHumanHumanoid
Source Pathfinder Society Scenario #7-04: Sulfuric Negotiations
Perception +12
Languages Common
Skills Lore +14, Acrobatics +12, Deception +14, Diplomacy +12, Intimidation +12, Society +12, Stealth +14, Thievery +12
Str +0, Dex +3, Con +0, Int +2, Wis +2, Cha +3

AC 21; Fort +10; Reflex +14; Will +12;
HP 70
Speed 25 feet

Dagger One Action +14 (+10, +6) to hit (agile, finesse, versatile s) 1d4+5 Piercing
Dagger One Action +14 (+9, +4) to hit (thrown 10) 1d4+5 Piercing
Rapier One Action +15 (+10, +5) to hit (deadly d8, disarm, finesse, magical) 2d6+5 Piercing
Fist One Action +14 (+10, +6) to hit (agile, finesse, nonlethal, unarmed) 1d4+5 Bludgeoning

Hidden Blade One Action

Frequency once per round


Effect The diabolic messenger draws a weapon and then Strikes with it The target of the Strike is Off-Guard against the attack.

Sneak Attack

The diabolic messenger 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.

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.