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Aspis EnforcerCreature 3

Source Pathfinder Society Special #3-98: Expedition Into Pallid Peril
Perception +9
Languages Common, Mwangi
Skills Deception +10, Diplomacy +8, Performance +8, Stealth +10, Thievery +8
Str +2, Dex +3, Con +0, Int +1, Wis +2, Cha +3

AC 19; Fort +7; Reflex +10; Will +9;
HP 45
Speed 25 feet

Dagger One Action +12 (+8, +4) to hit (agile, thrown 10, versatile s) 1d4+6 Piercing
Dagger One Action +12 (+8, +4) to hit (agile, thrown 10, versatile s) 1d4 + 6 Piercing

Prepare Fangs Two Actions

The Aspis enforcer slices their palm with a dagger, and the blade glows as it absorbs some of their blood. The glow spreads to the daggers of the enforcer's Aspis allies. For 1 round, all daggers wielded by the enforcer and allies within 30 feet of them deal an additional 3 poison damage.

Effect: Prepare Fangs 3



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.