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From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Hryngar King's Agent

CREATURE 5

Involved in both domestic security and international espionage, the agents of King Orgukagan's secret police are skilled at capturing enemies for interrogation, infiltrating rival organizations, and fighting without weapons. When the king takes special interest in a project, event, or individual, he sends one of his specially trained agents to handle the situation.


Hryngars descend from dwarves who did not undertake the Quest for Sky and remained denizens of the Darklands. Most now worship Droskar, god of toil.

Upworlder Prejudice

Many upworlders' only experience with denizens from the Darklands come from Darklands raids. This has unfortunately caused many on the surface to believe that all Darklands peoples are murderous, which, of course, isn't the case. The Darklands are a harsh realm, and the people who live there have adapted to survive in an unforgiving environment that rewards the strong and punishes the meek. Yet despite this, there are still rich cultures and compassionate beings below the surface of Golarion.

Highhelm Propaganda

Upworlders often believe that hryngars make shoddy weapons and armor, but this is propaganda spread by dwarves on the surface. Any proud hryngar knows that if you work hard enough on a project, it will come out just as well as crafters who rely on clever secrets and modern techniques. Therefore hryngar-made products often have fewer aesthetic elements in their design. Their creations tend to focus more on pure function.


Perception +12; darkvision
Languages Common, Dwarven, Sakvroth
Skills Acrobatics +13, Athletics +13, Deception +16, Intimidation +14, Stealth +13
Str +2, Dex +4, Con +3, Int +1, Wis +3, Cha +5
Lie to Me

A king's agent uses their Deception DC when someone tries to Lie to them.


AC 21; Fort +10, Ref +13, Will +14
HP 78
Counter Feint
Trigger A creature fails to Feint the king's agent

Effect The creature is Off-Guard against the next melee attack that the king's agent attempts before the end of their next turn.
Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.


Speed 25 feet
Melee Fist +13 (agile, finesse, nonlethal, unarmed), Damage 1d6+4 bludgeoning
Melee Dagger +13 (agile, finesse, versatile s), Damage 1d4+4 piercing
Melee Dagger +13 (agile, finesse, thrown 20), Damage 1d4+4 piercing
Melee Bola +13 (nonlethal, ranged trip, thrown 20), Damage 1d6+4 bludgeoning
Melee Hand Crossbow +13 (reload 1), Damage 1d6+2 piercing
Occult Innate Spells DC 21, attack +13; 2nd Blood Vendetta, Paranoia; Cantrips (3rd) Sigil
Nerve Strike

The king's agent Strikes with their fist. If they hit, the target is Paralyzed until the end of the agent's next turn (DC 19 Fortitude negates).

Quick Arrest
Requirements The hryngar king's agent is holding manacles and is adjacent to a creature who is Immobilized, Paralyzed, or Unconscious

Effect The hryngar king's agent applies the manacles.
Sneak Attack

The hryngar king's agent deals an additional 2d6 precision damage to Off-Guard creatures.

Pathfinder #194: Cult of the Cave WormOGL