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KiruCreature 3

Source Pathfinder #170: Spoken on the Song Wind
Perception +9 (low-light vision)
Languages Common, Elven
Skills Acrobatics +9, Intimidation +9, Stealth +9, Thievery +11, Lore +8
Str +1, Dex +4, Con +0, Int +1, Wis +2, Cha +2

AC 20; Fort +7; Reflex +11; Will +9;
HP 45
Speed 30 feet

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

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Knife Jab

Creatures hit by Kiru's dagger Strike must succeed at a DC 20 fortitudeFortitude (Strike was a Success)DC 25 fortitudeFortitude (Strike was a Critical Success) save or become Clumsy 1 for 1 round (1 minute on a critical failure).

Sneak Attack

Kiru deals an extra 1d6 precision damage to flat-footed creatures.

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.

Surprise Attack

On the first round of combat, creatures that haven't acted yet are Flat-Footed to Kiru.



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 elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.


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