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Siegebreaker

Creature 14 — human, humanoid

When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in. These masters of alchemical destruction find that the bigger and more protected the wall, the more satisfying it is to break it. Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Source: pathfinder-npc-core

Perception +24
Skills acrobatics +25, athletics +23, crafting +27, stealth +25, thievery +23
Str
+2
Dex
+5
Con
+4
Int
+5
Wis
+2
Cha
+0
AC 34 Fort +25 Ref +28 Will +23
HP 300
Speed 25 feet

Offense

Melee Light Mace +27, Damage 2d4+18 bludgeoning
Melee Fist +25, Damage 1d4+18 bludgeoning
Ranged Alchemical Grenade +27, Damage 3d6 untyped plus 10 untyped plus 10 untyped

Abilities

Alchemical Grenades — A siegebreaker carries 15 alchemical grenades that deal either acid, cold, or fire damage plus 10 persistent damage and 10 splash damage of the same type (typically five of each damage type). They replenish these grenades each day.
Explosive Compounds — When an attacker scores a critical hit against the siegebreaker, one of the siegebreaker's alchemical grenades bursts. The GM determines the grenade randomly. The siegebreaker takes damage from the grenade as though they were hit by the grenade (applying their resistance normally), and any creature in a 10-foot type:emanation takes the splash damage.
Resistance 10 to Alchemical Items
Expanded Splash — The siegebreaker's grenades deal splash damage in a 10-foot emanation{10-foot radius}.
Quick Grenadier — The siegebreaker Interacts to draw a grenade, then Strikes with it.
The Wall Must Fall (exploration) —

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