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Hargrit LeadbusterCreature 4

Source Pathfinder Adventure: Troubles in Otari
Perception +16 (darkvision)
Languages none
Skills Athletics +10, Diplomacy +12, Lore +10, Intimidation +10, Religion +10
Str +2, Dex +0, Con +3, Int +0, Wis +4, Cha +2

AC 20; Fort +11; Reflex +8; Will +14;
HP 65
Speed 20 feet

Dagger One Action +14 (+10, +6) to hit (agile, finesse, magical, versatile s) 1d10 Fire + 1d4+4 Piercing
Dagger One Action +12 (+8, +4) to hit (agile, finesse, magical, thrown 10, versatile s) 1d4+4 Piercing + 1d10 Fire


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.

Unburdened Iron

Hargrit ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell)

Divine Prepared Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Daze, Light, Message, Sigil
1st Level: Burning Hands, Command, Fear, Heal
2nd Level: Dispel Magic, Resist Energy, See Invisibility



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.


A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.


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