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Dockhand CultistCreature 0


CEMediumHumanHumanoid
Source Pathfinder Society Scenario #1-22: Doom of Cassomir
Perception +3
Languages Common
Skills Acrobatics +3, Athletics +5, Lore +4, Intimidation +3
Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1

AC 14; Fort +7; Reflex +5; Will +3;
HP 20
Speed 25 feet

Fist One Action +7 (+3, -1) to hit (agile, nonlethal) 1d4+3 Bludgeoning
Bottle One Action +5 (+1, -3) to hit (agile, range, thrown 20) 1d6+3 Bludgeoning

Heft Crate Two Actions (manipulate)

Requirements The dockhand is adjacent to a crate


Effect The dockhand picks up a crate and heaves it up to 15 feet. Upon landing, the crate breaks open in a 5-foot burst. Each creature within the area takes 2d6 bludgeoning damage (DC 13 basic reflex save), and the area becomes difficult terrain until cleared.

Swig Two Actions (manipulate)

The dockhand Interacts to either draw a bottle of alcohol or pick up a nearby unattended bottle of alcohol and drink the whole thing. For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear, but they become Clumsy 1.



Traits

Common

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.

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.