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Kemnebi's Puppet

Creature 16 (uncommon) — human, humanoid

Pre-Remaster content. May include legacy alignment.

SnareLANDhumanhumanoid

Source: blood-lords-bestiary (Pre-Remaster)

Perception +30
Languages common, necril
Skills acrobatics +28, athletics +32, stealth +28
Str
+9
Dex
+6
Con
+6
Int
-5
Wis
+5
Cha
-1
AC 36 Fort +30 Ref +30 Will +22
HP 365
Immunities mental
Speed 25 feet

Offense

Melee Fist (agile, unarmed) +32, Damage 3d6+15 bludgeoning plus Grab

Abilities

Controlled (divine) — Kemnebi can manipulate one of his comatose victims as if they were a puppet, maintaining complete control over each. Kemnebi's puppets are immune to all mental effects. Kemnebi can stop controlling one of his puppets as a free action. If he does, the puppet returns to its comatose state, becoming permanently Unconscious. Kemnebi can reassert control as a free action, causing the puppet to temporarily lose the unconscious condition.
Gang Up — Kemnebi's puppets work together to take down more powerful foes. A puppet's Strikes deal an additional 4d6 damage against a creature that's Grabbed by at least one of the puppet's allies.
Grab

WORKS WELL WITH

FlankerLANDGrabbed targets are off-guard to all attackers, granting sneak attack without requiring additional positioning.
CrasherLANDGrabbed target cannot move away from crasher pressure, guaranteeing follow-up strikes land on a pinned foe.
SniperLANDOff-guard from grab reduces the target's AC against ranged attacks, improving sniper accuracy at distance.

PUNISHES

✖ low Fort✖ isolation
Multiple grapplers compete for the same constrained targets and dilute the Gang Up damage bonus.
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 #186: Ghost King's Rage.

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