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FirmagorCreature 4


MediumChaoticHumanHumanoid
Source Pathfinder Society Scenario #5-16: A Lie Told to Strangers
Perception +14
Languages Common, Elven, Gnomish, Thassilonian, Varisian
Skills Lore +12, Arcana +12, Intimidation +10, Occultism +12, Religion +10
Str +2, Dex +3, Con +2, Int +5, Wis +3, Cha -1

AC 19; Fort +8; Reflex +11; Will +14;
HP 49
Speed 25 feet

Dagger One Action +9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Fist One Action +8 (+4, +0) to hit (agile, nonlethal, unarmed) 1d4+4 Bludgeoning
Dagger One Action +9 (+5, +1) to hit (agile, thrown 10, versatile s) 1d4+4 Piercing

Slip from the Back One Action

Firmagor directs his gang members to concentrate their actions to defend him. Until the start of his next turn, when an attack against Firmagor misses, Firmagor or another friendly creature within 30 feet may use their reaction to Stride.

Sneaky Cast

Foes Off-Guard to Firmagor take a –2 circumstance penalty on their saving throws against his spells.


Arcane Prepared Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Acid Splash, Detect Magic, Electric Arc, Shield, Tangle Vine
1st Level: Enfeeble, Gentle Landing, Grim Tendrils, Mystic Armor, Spider Sting
2nd Level: False Vitality, Mirror Image, Web



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.