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Hryngar Assassin

Creature 7 (uncommon) — dwarf, hryngar, humanoid

Pre-Remaster content. May include legacy alignment.

ShadeSniperLANDVERTICAL

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; darkvision
Languages common, dwarven, sakvroth
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
Items Dagger, Repeating Heavy Crossbow, Grappling Gun (Clockwork), Climbing Kit (Extreme), Hunting Spider Venom (5 doses applied to first magazine) (5)
AC 25 Fort +15 Ref +17 Will +12 +2 status to all saves vs. magic
HP 115
Speed 25 feet, climb 10 feet

Offense

Ranged Dagger (agile, finesse, thrown-10, versatile-s) +17, Damage 1d4+8 piercing
Ranged Repeating Heavy Crossbow (magical, reload-1, repeating) +18, range increment 180 feet, Damage 2d10+2 piercing

Abilities

+2 Status to All Saves vs. Magic
Disengaging Shot
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
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.
Occult Innate Spells DC 25, attack +17
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil

WORKS WELL WITH

AnvilLAND / VERTICALAn anvil holds enemies at ground level, giving the assassin freedom to reposition via climb and deliver sneak attacks from elevated perches.
WeaverLAND / VERTICALA weaver's forced movement creates off-guard opportunities beyond Surprise Attack's first round, maintaining the assassin's sneak attack damage uptime.
FlankerLAND / VERTICALA flanker on the ground distracts enemies, securing the off-guard condition needed for the assassin's ongoing sneak attack damage from range.

PUNISHES

✖ poor scouting✖ melee rush✖ vertical neglect
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #195: Heavy is the Crown.

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