Ratfolk Grenadier
Creature 4 — humanoid, ratfolk
Grenadiers use alchemical techniques and stealth to defend their communities. True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ratfolk, or ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identification—if they get the chance to do so. In genera
Source: pathfinder-monster-core
Perception +10
Skills acrobatics +9, crafting +12, deception +7, society +10, stealth +12, thievery +9
Str
+0
Dex
+4
Con
+2
Int
+4
Wis
+2
Cha
+1
AC 21
Fort +11
Ref +13
Will +9
HP 60
Speed 25 feet
Offense
Melee Fangs +12, Damage 1d4 piercing
Ranged Alchemical Grenade +13, Damage 1d6 acid
Ranged Hand Crossbow +12, Damage 1d6 piercing
Abilities
Alchemical Grenades — The grenadier carries 6 alchemical grenades that deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically two of each). The grenadier replenishes these each day using scavenged materials.
Cheek Pouches — A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in their cheek pouches, their speech is noticeably difficult to understand.
Quick Grenadier — The ratfolk grenadier draws an alchemical grenade with an Interact action and throws it as a ranged Strike.
Quick Stow — Frequency once per round
Effect The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches.
Swarming — A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.
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