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Sylvarindarian

Creature 7 (unique) — fey, sprite

SniperLANDAERIALfeysprite

Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. They take great pride in their skill at archery, even when not using their arrows to deliver magical ailments. They often practice by shooting drops of dew or severing vines and hairs. Other creatures often have trouble understanding a pixie's rapid, rambling way of speaking. Elusive, flighty, and

Source: wardens-of-wildwood-bestiary

Perception +15; low-light-vision
Languages common, fey, aklo
Skills acrobatics +17, deception +15, nature +13, stealth +17, survival +13, thievery +15
Str
-1
Dex
+5
Con
+1
Int
+3
Wis
+2
Cha
+3
Items Longbow, Shortsword
AC 25 Fort +12 Ref +19 Will +16
HP 110
Weaknesses cold-iron 5
Speed 15 feet, fly 45 feet

Offense

Melee Shortsword (agile, finesse, versatile-s) +17, Damage 2d6+6 piercing
Ranged Longbow (deadly-d10, magical, reload-0, volley-20) +17, range increment 100 feet, Damage 2d8+8 piercing

Abilities

Sprinkle Pixie Dust (manipulate, primal) — Sylvarindarian sprinkles pixie dust onto one of his arrows. If he hits a creature with that arrow before his next turn, the arrow inflicts one of the following special effects of his choice instead of dealing damage. Each effect depends on the result of the target's attempt at a DC 25 Will save. On a critical hit, the target gets a result one degree worse than it rolled.

Charm (emotion, incapacitation, mental) (DC 25 Will)The arrow has the effect of a Charm spell, except the target doesn't gain a bonus to its save if the only hostile act was Sylvarindarian firing his bow, and he can choose to direct the target's adoration toward another creature rather than himself.

Memory Loss (mental) (DC 25 Will) On a failed Will save, the target loses the last 5 minutes of its memory.

Subdual (mental, nonlethal) The target takes 6d6 mental damage, depending on the result of its DC 25 Will save.
Primal Innate Spells DC 25, attack +17
2nd Dispel Magic, Entangling Flora, Invisibility (At Will, Self Only), Revealing Light
Cantrips (2nd) Detect Magic, Figment, Light, Shield

WORKS WELL WITH

AnvilLANDA frontline body ties down melee attackers so this flying archer can keep loosing arrows from beyond their reach.
SnareLAND / AERIALA controller that roots or slows pursuers extends the window this archer has before it needs to retreat and reposition.
FlankerLANDA mobile striker forcing melee engagement distracts the party's own ranged attackers, letting this archer's volleys go unanswered.

PUNISHES

✖ melee reliance✖ clumping✖ low Reflex
Avoid stacking with another Sniper; the fight becomes a race for the same firing lines rather than complementary threats.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #202: Severed at the Root.

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