Hryngar Veteran
Creature 7 — dwarf, hryngar, humanoid
Pre-Remaster content. May include legacy alignment.
Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader. Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +14
Skills acrobatics +13, athletics +13, deception +15, intimidation +17, society +11, stealth +13, thievery +15
Str
+4
Dex
+4
Con
+2
Int
+2
Wis
-1
Cha
+4
AC 26
Fort +13
Ref +17
Will +10
HP 104
Speed 25 feet
Offense
Melee Shortsword +18, Damage 1d6+10 piercing
Ranged Sling +18, Damage 1d6+8 bludgeoning
Abilities
Deny Advantage — The gang leader isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using surprise attack.
Evasion — When the gang leader rolls a success on a Reflex save, they get a critical success instead.
Light Blindness — Light Blindness
Nimble Dodge —
Surprise Attack — On the first round of combat, if the gang leader rolls Deception or Stealth for initiative, creatures who haven't acted are Off-Guard to the gang leader.
Brutal Rally (auditory, emotion, linguistic, mental) —
Gang Up — Any enemy is Off-Guard against the gang leader's melee attacks due to flanking as long as the enemy is within melee reach of both the gang leader and one of the gang leader's allies.
Quick Draw — The gang leader Interacts to draw a weapon, then Strikes with that weapon.
Sneak Attack — The gang leader deals an extra 2d6 precision damage to Off-Guard creatures.
Spells
Blood Vendetta (rank 2)
Paranoia (rank 2)
Sigil (rank 1)
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