Elven Grave RobberCreature 1
Source Pathfinder Society Scenario #4-99: Blessings of the Forest
Perception +5 (low light vision)
Languages Common, Elven
Skills Lore +6, Crafting +6, Deception +2, Intimidation +2, Society +6, Stealth +5
Str +1, Dex +2, Con +2, Int +3, Wis +2, Cha -1
AC 17; Fort +7; Reflex +7; Will +5;
HP 18
Speed 30 feet
Shovel
+6 (+1, -4) to hit 1d6+1 BludgeoningDagger
+6 (+2, -2) to hit (agile, finesse, versatile s) 1d4+1 PiercingDagger
+6 (+1, -4) to hit (thrown 10) 1d4 PiercingBottled Lightning (Lesser) (Infused)
+7 (+2, -3) to hit (bomb, consumable, infused, splash) 1d6 Electricity + 1 ElectricityFrost Vial (Lesser) (Infused)
+7 (+2, -3) to hit (bomb, consumable, infused, splash) 1d6 Cold + 1 ColdThunderstone (Lesser) (Infused)
+7 (+2, -3) to hit (bomb, consumable, infused, splash) 1d4 Sonic + 1 SonicInfused Items
A grave robber carries the following infused items: 2 Bottled Lightning (Lesser), a Frost Vial (Lesser), and a Thunderstone (Lesser).
These items last for 24 hours, or until the next time the grave robber makes their daily preparations.
Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for-or fear of-the dead.
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
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.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.