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From Pathfinder Adventure: The Slithering, which isn't enabled.

Aspis Technician

CREATURE 7
Perception +15; low-light vision
Languages Common, Fey, Gnomish, Mwangi
Skills Acrobatics +15, Arcana +15, Aspis Consortium Lore +15, Crafting +17, Stealth +15, Thievery +15
Str +1, Dex +4, Con +2, Int +4, Wis +2, Cha +0
Infused Items

An Aspis technician carries the following infused items:

These items last for 24 hours or until the next time the technician makes their daily preparations.


AC 25; Fort +13, Ref +17, Will +15
HP 115; Resistances poison 5

Speed 25 feet
Melee Rapier +18 (deadly d8, disarm, finesse), Damage 2d6+8 piercing plus Hunting Spider Venom
Ranged Acid Flask +18 (splash, range increment 20 feet), Damage 5 acid plus 2d6+2 acid plus 4 acid
Ranged Alchemist's Fire +18 (splash, range increment 20 feet), Damage 2d8+2 fire plus 4 fire plus 4 fire
Hunting Spider Venom (poison)
Saving Throw DC 21 Fortitude
Maximum Duration 6 rounds
Stage 1 1d10 poison and Off-Guard (1 round)
Stage 2 1d12 poison, Clumsy 1, and off-guard (1 round)
Stage 3 2d6 poison, Clumsy 2, and off-guard (1 round)
Poison Weapon (manipulate)
Requirements The Aspis technician is wielding a piercing or slashing weapon and has a free hand

Effect The Aspis technician applies a poison to the weapon.
Quick Bomber

The Aspis technician Interacts to draw a bomb, then Strikes with it.

Sneak Attack

The Aspis technician deals an extra 2d6 precision precision damage to Off-Guard creatures.

Pathfinder Adventure: The SlitheringOGL