Red Mantis Assassin
CREATURE 11Human assassin
+21
Common, Mwangi
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
Sawtooth Saber (2), Shuriken (With Blightburn Resin) (5), Leather Armor, Mask of the Mantis, Potion of Flying (Standard)
AC 31; Fort +19, Ref +21, Will +19
HP 193
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)
DC 30 Fortitude
1 minute
6 rounds
6d6 poison damage (1 round)
7d6 poison damage (1 round)
9d6 poison damage (1 round)
Prayer Attack (concentrate)
The Red Mantis assassin wields a sawtooth saber in each hand
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