Kholo Outrider
Creature 7 — humanoid, kholo
Many kholo packs are semi-nomadic, staying in one place until they're pushed out by others, or the local resources begin to grow sparse. Before moving the pack elsewhere, the leaders send out a single kholo to blaze a trail and ensure a safe route to their next destination. These outriders are masters of the wilderness and fight better when they're alone. These pragmatic hunters have earned a very poor reputation for their brutality in battle and worship of demons. While many kholos live up to t
Source: pathfinder-npc-core
Perception +18
Skills acrobatics +13, athletics +18, intimidation +13, stealth +15, survival +18
Str
+4
Dex
+3
Con
+2
Int
+1
Wis
+3
Cha
+0
AC 25
Fort +14
Ref +18
Will +13
HP 120
Speed 30 feet
Offense
Melee Hatchet +19, Damage 1d6+7 slashing
Ranged Hatchet +17, Damage 1d6+7 slashing
Melee Jaws +18, Damage 1d6+7 piercing
Ranged Composite Shortbow +17, Damage 1d6+5 piercing
Abilities
Bloody Flurry — The kholo outrider Strikes, Steps, then Strikes again. If the kholo outrider hits the same enemy with both Strikes, that enemy takes an additional 1d6 persistent bleed damage.
Reactive Strike — Reactive Strike
Rugged Travel — A kholo ignores the first square of difficult terrain they move into each time they Step or Stride.
Solo Hunter — A kholo outrider deals 1d6 extra damage while adjacent to at least 2 enemies and no allies.
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