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Grippli SkirmisherCreature 4

Source Pathfinder #170: Spoken on the Song Wind
Perception +12 (darkvision)
Languages Common, Grippli
Skills Acrobatics +12, Athletics +10, Stealth +12, Survival +11, Thievery +10
Str +2, Dex +4, Con +3, Int +0, Wis +3, Cha -1

AC 22; Fort +11; Reflex +14; Will +9;
HP 60
Speed 25 feet (climb 20 feet)

Kukri One Action +14 (+10, +6) to hit (agile, finesse, trip) 1d6+4 Slashing
Composite Shortbow One Action +14 (+9, +4) to hit (deadly d10, propulsive, range increment 60, reload 0) 1d6+3 Piercing


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.

Springing Step

When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet.

Hopping Dodge Reaction

Trigger A creature misses the skirmisher with a melee Strike

Effect The skirmisher quickly takes advantage of the attacker's error and Steps.

Baneback Poison (poison)

Saving Throw DC 21 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Stupefied 1 (1 round)

Stage 2 2d4 poison damage and Stupefied 2 (1 round)

Stage 3 2d4 poison damage, Stupefied 3, and Flat-Footed (1 round)

Jungle Stride

Gripplis ignore difficult terrain in forests and jungles.

Wily Attack

The skirmisher deals an extra 1d6 precision damage to Flat-Footed creatures and creatures afflicted by a poison.

Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee.

Gripplis are small, frog-like humanoids native to tropical rainforests. Most gripplis live in tight-knit treetop villages and survive primarily as hunters and gatherers. While most communities are peaceful and harmonious, a lingering superstition has led to a unique group of these people being cut off from their communal bonds and forced to make their own way in the world.

Among the many gripplis who possess poison glands, a rare subset secrete mind-altering chemicals. These gripplis aren't immune to this toxin, and over many years it may render them erratic at best and selfishly misanthropic at worst. Other gripplis view these "banebacks" as cursed and react to their presence with fear and mistrust, which usually leads to their censure and exile. They soon find that their natural skills as hunters, combined with an unlimited supply of their potent toxin, make them ideally suited to taking on work as mercenaries, bandits, or assassins.



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.


Gripplis are a family of frog-like humanoids


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