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Crimson AcolyteCreature 13


Rare​CE​Medium​Human​Humanoid​
Source Pathfinder #173: Doorway to the Red Star
Perception +23
Languages Akitonian, Aklo, Common
Skills Acrobatics +24, Arcana +22, Athletics +24, Stealth +24
Str +5, Dex +4, Con +0, Int +3, Wis +4, Cha +0

AC 34; Fort +21; Reflex +25; Will +23; evasion
HP 235
Speed 30 feet

Fist One Action +27 (+23, +19) to hit (agile, magical, unarmed) 2d6+11 Bludgeoning
Thousand Wounds One Action +27 (+22, +17) to hit (backstabber, forceful, magical, unarmed) 2d12+11 Piercing
Dueling Pistol One Action +26 (+21, +16) to hit (concealable, concussive, fatal d10, magical, range increment 60, reload 1) 2d6+10 Piercing

Ageless

The crimson acolyte doesn't age and doesn't need food or drink to survive.

Evasion

When the acolyte rolls a success on a Reflex save, they get a critical success instead.

Guarded Movement

The acolyte gains a +4 circumstance bonus to AC against reactions triggered by their movement.

Flurry of Blows One Action (flourish)

Frequency once per turn


Effect The acolyte makes two unarmed Strikes, or one unarmed Strike and a dueling pistol Strike. If both hit the same creature, combine their damages for the purposes of resistances and weaknesses.

The acolyte's multiple attack penalty applies normally to these Strikes.

Sneak Attack

The acolyte deals an extra 2d6 precision damage to flat‑footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Thousand Ants Stance One Action (stance)

The acolyte takes the stance of thousand ants, a style mimicking the distracting strikes of a swarm of tiny, vicious creatures. The acolyte can make thousand wounds unarmed attacks.

These deal 1d12 piercing damage; are in the brawling group; and have the backstabber, forceful, and unarmed traits. While in this stance, if the acolyte successfully Trips a target, the target is Flat-Footed until the start of the target's next turn.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

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

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