Kiru
Creature 3 (unique) — elf, humanoid
Pre-Remaster content. May include legacy alignment.
FlankerSnareLANDhumanoidelfskirmisher
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +9; low-light-vision
Languages common, elven
Skills acrobatics +9, intimidation +9, stealth +9, thievery +11, Underworld Lore +8
Str
+1
Dex
+4
Con
+0
Int
+1
Wis
+2
Cha
+2
Items Dagger (6), Studded Leather Armor, Thieves' Tools
AC 20
Fort +7
Ref +11
Will +9
HP 45
Speed 30 feet
Offense
Melee Dagger (agile, finesse, versatile-s) +12, Damage 1d4+4 piercing plus Knife Jab
Ranged Dagger (agile, thrown-10, versatile-s) +12, Damage 1d4+4 piercing plus Knife Jab
Abilities
Knife Jab — Creatures hit by Kiru's dagger Strike must succeed at a DC 20 Fortitude save or become Clumsy 1 for 1 round (1 minute on a critical failure). If Kiru's Strike is a critical hit, the DC increases to DC 25 Fortitude.
Sneak Attack — Kiru deals an extra 1d6 precision damage to Off-Guard creatures.
Surprise Attack — On the first round of combat, creatures that haven't acted yet are Off-Guard to Kiru.
WORKS WELL WITH
AnvilLANDA frontline that holds enemy attention lets this skirmisher slip to an exposed flank and land Sneak Attack damage each round.
ShadeLANDAn ambusher opening the fight from stealth extends the Off-Guard window this skirmisher exploits on the first round of combat.
SniperLANDA ranged attacker can finish off a target this skirmisher has already made Clumsy, since reduced mobility makes it harder to disengage.
PUNISHES
✖ low Fortitude✖ isolated targets✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kiru in the encounter builder — free, no install.
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