Tunnel Viper
Creature 1 — humanoid, ratfolk
There is no better way for a ysoki to distinguish themself than to defend the warren, with many proving themselves by venturing out and challenging monsters they come across. Those who return triumphant from such tests find themselves among the ranks of ysoki warriors, able to wear their accomplishments as a badge of pride. They often venture out again once established and experienced to attain more notoriety as warriors. Ysoki (or, as outsiders call them, ratfolk) in their warrens have a societ
Source: pathfinder-npc-core
Perception +7
Skills acrobatics +6, athletics +6, nature +5, stealth +8, survival +5, thievery +6
Str
+3
Dex
+3
Con
+0
Int
+1
Wis
+2
Cha
+0
AC 16
Fort +5
Ref +9
Will +5
HP 20
Speed 25 feet
Offense
Melee Ranseur +8, Damage 1d10+3 piercing
Melee Jaws +8, Damage 1d4+3 piercing
Ranged Arbalest +8, Damage 1d10 piercing
Abilities
Running Reload — The tunnel viper Strides, Steps, or Sneaks, then Interacts to reload.
Swarming — A tunnel viper can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.
Tunnel Fighter — The tunnel viper deals an additional 1d6 precision damage to creatures that are Squeezing or in difficult terrain due to narrow spaces.
Tunnel Travel — Narrow spaces aren't difficult terrain for the tunnel viper, and the viper can Squeeze at 5 feet per round (or 10 feet on a critical success).
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