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GeffCreature 6


UniqueMediumDeroHumanoid
Source Pathfinder #215: To Blot Out the Sun
Perception +9 (darkvision)
Languages Aklo, Azlanti, Sakvroth
Skills Acrobatics +12, Medicine +13, Stealth +12
Str +2, Dex +4, Con +2, Int +3, Wis -1, Cha +2

AC 21; Fort +14; Reflex +16; Will +11;
HP 100
Speed 20 feet
Immunities confused, fear effects

Bonesaw One Action +16 (+11, +6) to hit (finesse) 1d6+5 Slashing
Scalpel One Action +16 (+12, +8) to hit (agile, finesse, versatile p) 1d4+5 Slashing
Scalpel One Action +16 (+12, +8) to hit (agile, thrown 10, versatile p) 1d4+5 Slashing

Vulnerable to Sunlight

Geff takes 10 untyped damage for every hour he's exposed to sunlight.

1,000 Cuts Two Actions

Geff hurls a barrage of scalpels, knives, and other nearby surgical instruments at his enemies, dealing 4d6 piercing damage to all creatures in a 15-foot cone (DC 24 reflex save).

Deep Cut One Action

Requirements Geff's last action was a successful melee Strike


Effect Geff drives his tool deeper, using his knowledge of anatomy to carve a bloody wound. Geff deals 2d6[slashing],1d6 persistent,bleed damage to the target of the required Strike.

Medical Assessment One Action

Requirements Geff is within melee reach of a target


Effect Geff Feints a target within melee reach, using Medicine instead of Deception, to graphically describe the wounds Geff longs to inflict.


Occult Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Daze, Light, Read Aura
2nd Level: Darkness, Revealing Light



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Dero

This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.

Humanoid

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