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Hryngar King's Agent

Creature 5 (rare) — dwarf, hryngar, humanoid

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDdwarfhryngarhumanoidoccult

Involved in both domestic security and international espionage, the agents of King Orgukagan's secret police are skilled at capturing enemies for interrogation, infiltrating rival organizations, and fighting without weapons. When the king takes special interest in a project, event, or individual, he sends one of his specially trained agents to handle the situation. Hryngars descend from dwarves who did not undertake the Quest for Sky and remained denizens of the Darklands. Most now worship Dros

Source: sky-kings-tomb-bestiary (Pre-Remaster)

Perception +12; darkvision
Languages common, dwarven, sakvroth
Skills acrobatics +13, athletics +13, deception +16, intimidation +14, stealth +13
Str
+2
Dex
+4
Con
+3
Int
+1
Wis
+3
Cha
+5
Items Bola (2), Hand Crossbow, Dagger, Manacles (Average), Manacles Key
AC 21 Fort +10 Ref +13 Will +14
HP 78
Speed 25 feet

Offense

Melee Fist (agile, finesse, nonlethal, unarmed) +13, Damage 1d6+4 bludgeoning
Melee Dagger (agile, finesse, versatile-s) +13, Damage 1d4+4 piercing
Ranged Dagger (agile, finesse, thrown-20) +13, Damage 1d4+4 piercing
Ranged Bola (nonlethal, ranged-trip, thrown-20) +13, Damage 1d6+4 bludgeoning
Ranged Hand Crossbow (reload-1) +13, range 60 feet, Damage 1d6+2 piercing

Abilities

Lie to Me — A king's agent uses their Deception DC when someone tries to Lie to them.
Counter Feint
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.
Nerve Strike — The king's agent Strikes with their fist. If they hit, the target is Paralyzed until the end of the agent's next turn (DC 19 Fortitude negates).
Quick Arrest
Sneak Attack — The hryngar king's agent deals an additional 2d6 precision damage to Off-Guard creatures.
Occult Innate Spells DC 21, attack +13
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil

WORKS WELL WITH

AnvilLANDA frontline blocker keeps enemy attention forward while this agent slips into position to land a paralyzing strike on an unprotected target.
SnareLANDA controller that inflicts Off-Guard first guarantees this agent's Sneak Attack bonus lands on the first exchange.
CrasherLANDA heavy striker can immediately follow up on any target the nerve strike leaves Paralyzed and unable to defend itself.

PUNISHES

✖ Off-Guard exposure✖ ranged reliance✖ low Fortitude
Avoid stacking with another stealth-reliant striker, since both need the same first-strike ambush window and lose value once combat becomes open and static.
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 #194: Cult of the Cave Worm.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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