Hryngar Assassin
Creature 7 (uncommon) — dwarf, hryngar, humanoid
Pre-Remaster content. May include legacy alignment.
In secret conclaves around Nar-Voth, hidden in plain sight within hryngar settlements, are the workshops and training grounds for the Darklands' most technologically sophisticated group of killers. Most hryngar assassins train from childhood, having been recruited from orphanages, and are under a life-debt obligation to their guild leader. While on contract, hryngar assassins are on the lookout for new technologies, gadgets, and alchemical creations. They bring what they find back to their guild
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +16
Skills acrobatics +17, athletics +13, crafting +13, stealth +19, survival +14, thievery +17
Str
+2
Dex
+6
Con
+4
Int
+4
Wis
+3
Cha
+2
AC 25
Fort +15
Ref +17
Will +12
HP 115
Speed 25 feet, climb 10 feet
Offense
Ranged Dagger +17, Damage 1d4+8 piercing
Ranged Repeating Heavy Crossbow +18, Damage 2d10+2 piercing
Abilities
+2 Status to All Saves vs. Magic —
Disengaging Shot —
Light Blindness — Light Blindness
Sneak Attack — The hryngar assassin deals an extra 2d6 precision damage to Off-Guard creatures.
Surprise Attack — On the first round of combat, creatures that haven't acted yet are Off-Guard to the hryngar assassin.
Spells
Blood Vendetta (rank 2)
Paranoia (rank 2)
Sigil (rank 1)
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