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Red Mantis ConspiratorCreature 14


RareMediumHumanHumanoid
Source Pathfinder Adventure: Prey for Death
Perception +23
Languages Common, Mwangi
Skills Lore +23, Acrobatics +25, Athletics +24, Deception +25, Religion +21, Society +23, Stealth +27, Thievery +27
Str +4, Dex +5, Con +2, Int +3, Wis +1, Cha +3

AC 35; Fort +25; Reflex +27; Will +23;
HP 255
Speed 30 feet

Shuriken One Action +25 (+21, +17) to hit (agile, monk, reload 0, thrown 20) 1d4+7 Piercing
Sawtooth Saber One Action +27 (+23, +19) to hit (agile, finesse, magical, twin) 1d6 Bleed + 2d6+7 Slashing

Blightburn Resin (alchemical, contact, poison)

Saving Throw DC 30 fortitude

Onset 1 minute

Maximum Duration 6 rounds

Stage 1 6d6 poison damage (1 round)

Stage 2 7d6 poison damage (1 round)

Stage 3 9d6 poison damage (1 round)

Prayer Attack One Action (concentrate)

Requirements The Red Mantis conspirator wields a sawtooth saber in each hand


Effect The Red Mantis conspirator attempts to Feint an enemy within 30 feet. If the Feint is successful, the conspirator's next successful Strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of the conspirator, additional Prayer Attacks against that target automatically cause them to become Off-Guard against the conspirator's attacks until the end of their turn.

Sneak Attack

The Red Mantis conspirator deals an extra 2d6 precision damage to Off-Guard creatures.

Vernai Training

In order to resurrect a creature slain by a Red Mantis conspirator, a creature must counteract the conspirator's influence over the dead's remains as they cast the spell or perform the ritual (DC 34).


Divine Prepared Spells (DC 34, +26 to hit)

Cantrips (7th Level): Figment, Sigil
1st Level: Sure Strike
2nd Level: Mist
3rd Level: Bone Flense
4th Level: Fly
5th Level: Sending



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.