GeffCreature 6
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
+16 (+11, +6) to hit (finesse) 1d6+5 SlashingScalpel
+16 (+12, +8) to hit (agile, finesse, versatile p) 1d4+5 SlashingScalpel
+16 (+12, +8) to hit (agile, thrown 10, versatile p) 1d4+5 SlashingVulnerable to Sunlight
Geff takes 10 untyped damage for every hour he's exposed to sunlight.
1,000 Cuts
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
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
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
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.
DeroThis 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.