HezleCreature 8
Source Pathfinder #146: Cult of Cinders
Perception +14 (darkvision)
Languages Common, Draconic, Mwangi
Skills Arcana +18, Crafting +16, Lore +16, Nature +12, Stealth +16, Survival +12
Str -1, Dex +4, Con +2, Int +6, Wis +2, Cha +3
AC 27; Fort +14; Reflex +18; Will +16;
HP 122
Speed 25 feet
Immunities poison
Dagger +19 (+15, +11) to hit (agile, finesse, magical, versatile s) 1d4+2 Piercing
Staff of Fire +13 (+8, +3) to hit (magical, two hand d8) 1d4-1 Bludgeoning
Crossbow +20 (+15, +10) to hit (magical, range increment 120, reload 1) 1d6+3 Piercing
Dagger +19 (+15, +11) to hit (agile, finesse, magical, thrown 10, versatile s) 1d4+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.
Kobold Explosives (alchemical, fire, manipulate)Cost 1 batch of infused reagents.
Effect Hezle quickly cobbles together an explosive bomb and lobs it up to 30 feet. All creatures in a 5-foot burst take 5d6 fire damage (DC 26 basic reflex save).
Smoky Retreat (manipulate)Cost 1 batch of infused reagents.
Requirements Hezle must be adjacent to at least one enemy.
Effect Hezle throws a mix of special powders centered on a corner of her space, creating a plume of smoke filling a 5-foot burst until the end of her turn that causes her to be Hidden. She then immediately Sneaks, but must end her movement in a space that's not adjacent to any enemies.
All creatures other than Hezle in the smoke cloud must attempt a DC 26 fortitude save.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is Sickened 3 and Stunned 1.
Sneak Attack2d6 precision damage
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 the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Staff MasteryAlthough Hezle does not cast spells, her obsession with fire and long hours of practice allow her to cast spells from her staff of fire as if she had the spells on her spell list and could cast them. She still must expend charges from the staff normally; when she prepares the staff each morning, she is capable of placing 4 charges in the staff.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
KoboldA creature with this trait is a member of the kobold ancestry.