Grave Robber
Creature 1 — holy, human, humanoid
ShadeSnareLANDhumanholy
Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. In the underbelly of society, the lawless reign supreme.
Source: pathfinder-npc-core
Perception +5
Languages common
Skills crafting +6, deception +2, intimidation +2, society +6, stealth +5, Underworld Lore +6
Str
+1
Dex
+2
Con
+2
Int
+3
Wis
+2
Cha
-1
Items Shovel, Holy Water, Embalming Flask (4)
AC 15
Fort +7
Ref +7
Will +5
HP 20
Speed 25 feet
Offense
Melee Shovel +6, Damage 1d6+1 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +7, Damage 1d4+1 bludgeoning
Ranged Embalming Flask (alchemical, splash) +7, range increment 20 feet, Damage 1 acid plus 1d4 acid plus Alchemical Embalming
Abilities
Alchemical Embalming — The grave robber carries alchemical vials of specially prepared embalming fluid meant to hinder pursuit by anyone who interrupts their grave-robbing. A creature hit by a grave robber's embalming flask takes a –10-foot penalty to all its Speeds for 1 round. On a critical hit from an embalming flask, the target is also Clumsy 1 for 1 minute.
WORKS WELL WITH
AnvilLANDA durable frontline body holds attention so this evasive looter can slip away once the confrontation turns unfavorable.
CrasherLANDAn aggressive attacker draws focus so this lightly armored figure can disengage and use its hindering flask on any pursuer.
FlankerLANDA mobile ally can cover the retreat route while the flask's splash slows whoever tries to give chase.
PUNISHES
✖ pursuit✖ clumping✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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