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Elven Grave RobberCreature 1


UncommonMediumEvilHolyHumanoid
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 One Action +6 (+1, -4) to hit 1d6+1 Bludgeoning
Dagger One Action +6 (+2, -2) to hit (agile, finesse, versatile s) 1d4+1 Piercing
Dagger One Action +6 (+1, -4) to hit (thrown 10) 1d4 Piercing
Bottled Lightning (Lesser) (Infused) One Action +7 (+2, -3) to hit (bomb, consumable, infused, splash) 1d6 Electricity + 1 Electricity
Frost Vial (Lesser) (Infused) One Action +7 (+2, -3) to hit (bomb, consumable, infused, splash) 1d6 Cold + 1 Cold
Thunderstone (Lesser) (Infused) One Action +7 (+2, -3) to hit (bomb, consumable, infused, splash) 1d4 Sonic + 1 Sonic

Infused 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

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.

Holy

Effects 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.

Humanoid

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