Thrune Agent
CREATURE 12 +26
Common, Diabolic
Acrobatics +23, Deception +23, Society +26, Stealth +26, Thievery +23
Str +3, Dex +4, Con +1, Int +4, Wis +2, Cha +0
AC 33; Fort +20, Ref +26, Will +23
HP 180
25 feet
Melee Rapier +24 (deadly d8, disarm, finesse, magical), Damage 3d6+8 piercing
Melee Dagger +24 (agile, finesse, versatile s), Damage 2d4+8 piercing
Melee Dagger +24 (agile, thrown 10, versatile s), Damage 2d4+8 piercing
Melee Fist +24 (agile, finesse, nonlethal), Damage 1d4+8 bludgeoning
Clever Gambit
The agent critically hits a creature that they've identified with Recall Knowledge
Consider Options
The agent Recalls Knowledge about a creature they can see. On a success, the subject is Off-Guard to the agent until the end of the agent's next turn (or for 1 minute on a critical success).
Debilitating Strike
Until the end of the agent's next turn, the target takes a –10-foot status penalty to its Speeds or becomes Enfeebled 1. The agent decides which penalty to apply.
Effect: Debilitating Strike
Deny Advantage
The agent isn't Off-Guard to hidden, undetected, or flanking creatures of their level or lower, or creatures their level or lower using surprise attack.
Sneak Attack
The agent deals an additional 3d6 precision damage to creatures that are Off-Guard to them.
Surprise Attack
If the agent rolled Deception or Stealth for initiative, creatures that haven't yet acted are off-guard to them.
Pathfinder Adventure Path: Hell's DestinyORC