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From Pathfinder #218: Titanbane, which isn't enabled.

Tsemone

CREATURE 8

Scheming female human alchemist

Perception +16
Languages Common
Skills Acrobatics +18, Crafting +21, Warfare Lore +18
Str +3, Dex +4, Con +3, Int +6, Wis +2, Cha +3
Items Blowgun, Injection Spear, Alchemical Grenade (Acid) (3), Alchemical Grenade (Cold) (3), Alchemical Grenade (Fire) (3), Chain Shirt, Alchemist's Toolkit, Formula Book, Curare (Applied to a Dart) (2), Blowgun Darts (10)
Alchemical Grenades

Tsemone carries 9 alchemical grenades that deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (three of each). She replenishes these grenades each day.

Remove a Condition (concentrate)
Cost 1 Mythic Point

Effect Tsemone ends one condition affecting her.

AC 27; Fort +19, Ref +18, Will +16
HP 130; Immunities acid; Resistances mythic 8
Caustic Rebuttal (acid, alchemical)
Trigger An adjacent creature deals Tsemone piercing or slashing damage with a melee Strike

Effect Tsemone has ingested low quantities of acid over time, making her immune to acid damage and transforming her body into a trap for those that harm her. Tsemone's acidic blood sprays from the wound. The triggering creature takes 2d12 acid damage with a DC 26 basic Reflex save.

Speed 25 feet
Melee Spear +19 (injection, magical, reach 10), Damage 2d8+8 piercing plus Curare
Ranged Blowgun +18 (agile, nonlethal, reload 1, range increment 20 feet), Damage 1 piercing plus Curare
Ranged Alchemical Grenade (Acid) +19 (infused, splash, range increment 60 feet), Damage 2 acid plus 2d6 acid plus 2 acid
Ranged Alchemical Grenade (Cold) +19 (infused, splash, range increment 60 feet), Damage 2 cold plus 2d6 cold plus 2 cold
Ranged Alchemical Grenade (Fire) +19 (infused, splash, range increment 60 feet), Damage 2d6 fire plus 2 fire plus 2 fire
Curare (alchemical, consumable, incapacitation, injury, poison)
Saving Throw DC 25 Fortitude
Maximum Duration 6 rounds (but see stage 3)
Stage 1 2d6 poison damage, Clumsy 1, and Enfeebled 1 (1 round)
Stage 2 3d6 poison damage, Clumsy 2, Enfeebled 2, and Slowed 1 (1 minute)
Stage 3 4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at
Stage 3 , the poison ends and the victim is Paralyzed for 2d6 minutes.
Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Quick Grenadier

Tsemone Interacts to draw a grenade, then Strikes with it.

Pathfinder #218: TitanbaneORC