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Castaway

Creature 5 — human, humanoid

Be it the result of shipwreck, forcible marooning, or personal choice, surviving alone on an island long enough tends to weed out the weak of body and mind. Lack of social interaction tends to breed belligerence towards outsiders, but hostilities are not a certainty. Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Source: pathfinder-npc-core

Perception +13
Skills athletics +13, crafting +12, nature +11, stealth +11, survival +15
Str
+4
Dex
+2
Con
+3
Int
+0
Wis
+4
Cha
-1
AC 21 Fort +14 Ref +13 Will +11
HP 80
Speed 30 feet

Offense

Melee Hatchet +15, Damage 1d6+7 slashing
Melee Fist +15, Damage 1d4+7 bludgeoning
Ranged Blowgun +15, Damage 1 piercing plus 2d6 poison plus 1d6 poison

Abilities

Skittish
Cockamamie Rant (auditory, concentrate, linguistic, mental) — The castaway launches into a nonsensical verbal stream of consciousness. Creatures in a 30-foot type:emanation must succeed at a DC 19 Will save or be Confused for 1 round. Once a creature has succeeded at a save against the castaway's Cockamamie Rant, they are immune to its effects for 24 hours.
Snare Master (manipulate, trap) — Frequency five times per day Effect By scrounging local materials, the castaway constructs a simple but effective deadfall without expending resources. Treat this as a snare with a DC 19 Perception check to spot, and a DC 23 Thievery check to disable. It occupies a single 5-foot square and lasts 24 hours before falling apart. The first creature that enters the space takes 6d6 bludgeoning damage (DC 22 Reflex save).
Sneak Attack — The castaways deals 1d6 extra precision damage to Off-Guard creatures.

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