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Umbral Gnome Scout (BB)

Creature 1 — gnome, humanoid

ShadeSniperLANDgnomehumanoid

Umbral gnome scouts patrol the tunnels that lead into their settlements. They make use of the darkness of these tunnels to hide from any would-be trespassers. While umbral gnome scouts prefer to use their stealth for reconnaissance, they aren't afraid to strike from the shadows to deal with threats. They are adept at moving between areas of darkness for hit-and-run tactics.

Source: menace-under-otari-bestiary

Perception +7; darkvision
Skills acrobatics +7, nature +5, stealth +7 (+10 underground), survival +5
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
-1
Items Sling, Sickle
AC 17 Fort +7 Ref +9 Will +5
HP 18
Speed 20 feet

Offense

Ranged Sling (propulsive, reload-1) +9, range increment 50 feet, Damage 1d6+1 bludgeoning
Melee Sickle (agile, finesse, trip) +7, Damage 1d4+2 slashing

Abilities

Hidden Movement — If the umbral gnome scout starts their turn Undetected or Hidden to a creature, that creature is Off-Guard against the umbral gnome scout's attacks until the end of the turn.
Primal Innate Spells DC 14, attack +6
1st Ill Omen

WORKS WELL WITH

AnvilLANDA durable front-line ally keeps enemies engaged while the scout snipes and repositions unseen.
SnareLANDA controller that restricts enemy movement lets the scout stay Hidden longer without being closed on.
CrasherLANDA burst attacker punishes the Off-Guard condition the scout creates against enemies who haven't noticed it.

PUNISHES

✖ low Perception✖ static positioning✖ clumped ranged targets
Avoid stacking multiple Shade-type skirmishers, since only one needs to stay hidden to grant the Off-Guard opening.
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 Beginner Box: Secrets of the Unlit Star.

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