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ZerCreature 6


UniqueSmallDeroHumanoid
Source Pathfinder #215: To Blot Out the Sun
Perception +12 (darkvision)
Languages Aklo, Azlanti, Sakvroth
Skills Lore +14, Lore +14, Acrobatics +12, Crafting +16, Deception +9, Medicine +10, Stealth +14
Str +1, Dex +4, Con +4, Int +4, Wis +2, Cha -1

AC 23; Fort +16; Reflex +14; Will +10; +1 status to all saves vs. poison
HP 95
Speed 25 feet
Immunities confused
Weaknesses Vulnerable To Sunlight 10
Resistances Poison 5

Sickle One Action +17 (+13, +9) to hit (agile, finesse, magical, trip) 1d4+7 Slashing
Fist One Action +16 (+12, +8) to hit (agile, finesse, nonlethal, unarmed) 1d4+7 Bludgeoning

Unstable Collection

A reckless scientist carries a collection of poorly stowed alchemical items: 3 elixirs of life and 6 alchemical grenades. The scientist replenishes these items each day using scavenged materials. The alchemical grenades deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically the collection contains two of each grenade).

+1 Status to All Saves vs. PoisonUnstable Explosion

When an attacker scores a critical hit against the reckless scientist, one of the scientist's alchemical items bursts. The GM determines the item randomly. If it was a bomb, the alchemist takes damage from the bomb, and any creature adjacent to the alchemist takes the splash damage. Any other item is wasted.

Vulnerable to Sunlight

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

Quick Grenadier One Action

The reckless scientist Interacts to draw an alchemical grenade with an Interact action and throws it as a ranged Strike.

Reckless Alchemy Two Actions (concentrate, manipulate)

The reckless scientist attempts to combine two alchemical grenades or two elixirs of life into one item. They can Interact to draw the items if necessary. They attempt a DC 22 crafting check, destroying both component items to create one new item.


Success The new item has the full effect of both component items, and the reckless scientist can Activate it. If they don't Activate it before the end of their turn, the item explodes (as critical failure).

Failure The new item is inert.

Critical Failure The unstable item explodes, dealing 3d6 piercing damage to the reckless scientist.


Occult Innate Spells (DC 23, +15 to hit)

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


It's the reckless scientist's job to break the rules of reality, no matter the cost.


Villains pursue selfish and cruel goals, trampling over anyone in their way.


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.