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From Pathfinder Adventure: Prey for Death, which isn't enabled.

Red Mantis Assassin

CREATURE 11

Human assassin

Perception +21
Languages Common, Mwangi
Skills Achaekek Lore +18, Acrobatics +21, Athletics +21, Deception +20, Religion +17, Society +18, Stealth +21, Thievery +19
Str +4, Dex +4, Con +2, Int +1, Wis +2, Cha +3

AC 31; Fort +19, Ref +21, Will +19
HP 193

Speed 30 feet
Melee Shuriken +21 (agile, monk, reload 0, thrown 20), Damage 1d4+7 piercing plus Blightburn Resin
Melee Sawtooth Saber +22 (agile, finesse, magical, twin), Damage 1d6 bleed plus 2d6+7 slashing
Divine Prepared Spells DC 27, attack +19; 4th Translocate; 3rd Paralyze; 2nd Mist; 1st Sure Strike; Cantrips (6th) Figment, Sigil
Blightburn Resin (alchemical, contact, poison)
Saving Throw DC 30 Fortitude
Onset 1 minute
Maximum Duration 6 rounds
Stage 1 6d6 poison damage (1 round)
Stage 2 7d6 poison damage (1 round)
Stage 3 9d6 poison damage (1 round)
Prayer Attack (concentrate)
Requirements The Red Mantis assassin wields a sawtooth saber in each hand

Effect The Red Mantis assassin attempts to Feint an enemy within 30 feet. If the Feint is successful, the assassin's next successful strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of the assassin, additional Prayer Attacks against that target automatically cause them to become Off-Guard against the assassin's attacks until the end of their turn.
Sneak Attack

The Red Mantis assassin deals an extra 2d6 precision damage to Off-Guard creatures.

Surprise Attack

On the first round of combat, creatures that haven't acted yet are Off-Guard to the Red Mantis assassin.

Pathfinder Adventure: Prey for DeathORC