Splintershank
Creature 6 (unique) — fey, plant, wood
SniperCrasherLANDfeyplantwood
Source: wardens-of-wildwood-bestiary
Perception +14; darkvision
Languages common, fey
Skills acrobatics +15, athletics +13, nature +11, religion +13, stealth +15
Str
+3
Dex
+5
Con
+3
Int
+1
Wis
+3
Cha
+2
Items Wand of Hawthorn (2nd-level)
AC 23
Fort +14
Ref +16
Will +12
HP 95
Weaknesses fire 5
Speed 25 feet
Offense
Melee Claw (agile, finesse, reach-0, unarmed) +15, Damage 2d6+7 slashing
Ranged Splinter (deadly-d6) +15, range increment 30 feet, Damage 2d6+5 piercing
Abilities
Bramble Jump (plant, primal, teleportation, wood) —
Splinter Spray — Splintershank sprays a barrage of splinters and brambles from his body in a 15-foot cone, dealing 7d6 piercing damage (DC 24 Reflex save). He can't use Splinter Spray again for 1d4 rounds.
Primal Prepared Spells DC 24, attack +16
3rd Slow, Wall of Thorns
2nd Oaken Resilience, Quench
1st Fear, Heal, Runic Body, Tailwind
Cantrips (3rd) Caustic Blast, Detect Magic, Prestidigitation, Puff of Poison, Tangle Vine
WORKS WELL WITH
AnvilLANDHolds enemies stationary so the cone attack catches multiple targets and the ranged strike fires uncontested.
WeaverLANDGroups or lures enemies into tight formations before the teleport-delivered cone burst lands.
FlankerLANDEngages in melee to draw attention while the sniper repositions with Bramble Jump and fires safely from range.
PUNISHES
✖ clumping✖ low Reflex
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Splintershank in the encounter builder — free, no install.
Open in PathfinderGM →