Yorulu
CREATURE 4 +10; low-light vision; +11 to find traps
Common, Tripkee
Acrobatics +10, Athletics +8, Deception +7, Society +7, Stealth +12, Underworld Lore +7
Str +2, Dex +4, Con +1, Int +1, Wis +2, Cha +1
Composite Shortbow, Sap, Shortsword, Leather Armor, Climbing Kit, Thieves' Tools, Darkvision Elixir (Lesser), Arrows (10)
AC 21; Fort +7, Ref +12, Will +10; +1 circumstance to all saves vs. traps
HP 60
+1 Circumstance to All Saves vs. Traps
Deny Advantage
Yorulu isn't off-guard to creatures of 4th level or lower that are Hidden, Undetected, flanking, or using Surprise Attack.
Nimble Dodge
Yorulu is targeted with a melee or ranged attack by an attacker it can see.
The burglar gains a +2 circumstance bonus to AC against the triggering attack.
Perception Bonus Against Traps
Perception +10 (+11 to find traps)
30 feet
Melee Shortsword +14 (agile, finesse, versatile s), Damage 1d6+6 piercing
Melee Sap +12 (agile, nonlethal), Damage 1d6+4 bludgeoning
Ranged Composite Shortbow +14 (deadly d10, propulsive, reload 0, range increment 60 feet), Damage 1d6+4 piercing
Mobility
Yorulu Strides half their speed or less, that movement does not trigger reactions.
Sneak Attack
Yorulu deals 1d6 extra precision damage to Off-Guard creatures.
Surprise Attack
On the first round of combat, if Yorulu rolls Deception or Stealth for initiative, creatures that haven't acted are Off-Guard to them.
Pathfinder #170: Spoken on the Song WindOGL