Bandit Leader
CREATURE 3 +8
Common
Acrobatics +9, Athletics +9, Intimidation +9
Str +2, Dex +4, Con +1, Int +0, Wis +1, Cha +2
AC 19; Fort +6, Ref +11, Will +8
HP 45
25 feet
Melee Sap +13 (agile, nonlethal), Damage 1d6+5 bludgeoning
Melee Naval Pike +11, Damage 1d6+5 piercing
Melee Dagger +13 (agile, finesse, versatile s), Damage 1d4+5 piercing
Melee Naval Pike +13 (thrown 20), Damage 1d6+5 piercing
Leader's Command (auditory, concentrate, emotion, linguistic, mental)
once per round
The leader orders an ally to attack or to get in position. Until the end of the ally's next turn, they gain the leader's choice of a +2 status bonus to attack rolls or a +10-foot status bonus to their Speeds.
Effect: Leader's Command
Pike and Strike
The leader Strikes with their naval pike. If this Strike hits, the leader can either move the target 5 feet within the pike's reach or make a sap Strike against the target without increasing their multiple attack penalty until after the sap Strike.
Pathfinder Society Scenario #5-14: Poisonous CouncilOGL