Red Mantis Conspirator
CREATURE 14Human Vernai conspirator
+23
Common, Mwangi
Achaekek Lore +23, Acrobatics +25, Athletics +24, Deception +25, Religion +21, Society +23, Stealth +27, Thievery +27
Str +4, Dex +5, Con +2, Int +3, Wis +1, Cha +3
AC 35; Fort +25, Ref +27, Will +23
HP 255
30 feet
Melee Shuriken +25 (agile, monk, reload 0, thrown 20), Damage 1d4+7 piercing plus Blightburn Resin
Melee Sawtooth Saber +27 (agile, finesse, magical, twin), Damage 1d6 bleed plus 2d6+7 slashing
Divine Prepared Spells DC 34, attack +26; 5th Sending; 4th Fly; 3rd Bone Flense; 2nd Mist; 1st Sure Strike; Cantrips (7th) 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 conspirator wields a sawtooth saber in each hand
The Red Mantis conspirator attempts to Feint an enemy within 30 feet. If the Feint is successful, the conspirator'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 conspirator, additional Prayer Attacks against that target automatically cause them to become Off-Guard against the conspirator's attacks until the end of their turn.
Sneak Attack
The Red Mantis conspirator deals an extra 2d6 precision damage to Off-Guard creatures.
Vernai Training
In order to resurrect a creature slain by a Red Mantis conspirator, a creature must counteract the conspirator's influence over the dead's remains as they cast the spell or perform the ritual (DC 34).
Pathfinder Adventure: Prey for DeathORC