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DuhgikCreature 6


UniqueNGSmallHumanoidKobold
Source Pathfinder Blog
Perception +14 (darkvision)
Languages Common, Dwarven, Draconic, Gnomish, Undercommon
Skills Acrobatics +12, Crafting +15, Deception +12, Lore +13, Medicine +10, Stealth +14, Survival +12
Str +2, Dex +4, Con +2, Int +5, Wis +4, Cha +2

AC 24; Fort +11; Reflex +17; Will +14;
HP 66
Speed 30 feet

Dagger One Action +12 (+8, +4) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Sling One Action +13 (+8, +3) to hit (range increment 50, reload 1) 1d6+4 Bludgeoning

Cringe Reaction (emotion, kobold, mental, visual)

Trigger A creature Duhgik is aware of critically succeeds on a Strike against her and would deal damage to her


Effect With pitiful posturing, she causes her foe to pull back a deadly attack. The attacking creature takes a -8 circumstance penalty to the damage of the triggering Strike. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to Duhgik's for 24 hours.

Remote Trigger

Duhgik has learned how to trigger snares from afar, creating ranged hazards to assail her opponents and allowing her to disarm enemies' snares harmlessly. She can Strike a snare to trigger it prematurely. If she crafted the snare, she automatically hits. If someone else crafted it, she must attempt a ranged Strike against the Crafting DC, triggering the snare only if she hits.

Sneak Attack

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 1d6 precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Surprise Snare Two Actions (manipulation)

Duhgik installs one of her snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a -2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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

Kobold

A creature with this trait is a member of the kobold ancestry.