Dero StranglerCreature 3
Source Pathfinder Bestiary
Perception +6 (darlvision)
Languages Aklo, Undercommon
Skills Athletics +11, Intimidation +7, Medicine +4, Stealth +10
Str +4, Dex +3, Con +3, Int +0, Wis -1, Cha +2
AC 19; Fort +10; Reflex +8; Will +6;
HP 45
Speed 20 feet
Immunities confusion
Weaknesses Vulnerable To Sunlight 0
Aklys +11 (+6, +1) to hit (trip) 1d6+6 Bludgeoning
Aklys +10 (+5, +0) to hit (ranged trip, tethered, thrown 20) 1d6+6 Bludgeoning
Hand Crossbow +10 (+5, +0) to hit (range increment 60, reload 1) 1d6+2 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Vulnerable to SunlightA dero strangler takes 8 damage for every hour they're exposed to sunlight.
Strangle (attack, nonlethal)Requirements The dero must have two free hands, or be wielding an aklys and have one hand free.
Effect The dero attempts an athletics check to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning damage. Double the damage on a critical success.
Occult Innate Spells (DC 19, +11 to hit)
Cantrips (2nd Level): Daze, Ghost Sound
2nd Level: Darkness (At Will), Sound Burst
Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions.
Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.