MurschenCreature 8
Source Pathfinder #164: Hands of the Devil
Perception +16 (low-light vision)
Languages Common, Undercommon
Skills Acrobatics +16, Athletics +17, Deception +13, Stealth +18, Survival +17
Str +3, Dex +4, Con +3, Int +0, Wis +3, Cha +1
AC 27; Fort +17; Reflex +16; Will +15;
HP 140
Speed 30 feet
Fist +20 (+16, +12) to hit (agile, finesse, unarmed) 2d6+7 Bludgeoning
Red Claw +20 (+15, +10) to hit (finesse, sweep, unarmed) 2d10+7 Slashing
Shuriken +20 (+16, +12) to hit (agile, range increment 20) 1d4+7 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.
Camouflaged StepMurschen gains the benefit of the Cover Tracks action in forests and subterranean settings without moving at half Speed.
Chameleon SkinMurschen's skin shifts and changes to match the surroundings. As long as most of his body isn't covered by clothing or armor, he gains a +2 circumstance bonus to Stealth checks to Hide.
Flurry of BlowsFrequency once per turn
Effect Murschen makes two unarmed Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Murschen's multiple attack penalty applies normally to these Strikes.
Red Ruin Stance (stance)Requirement Murschen is unarmored
Effect Murschen takes the stance of the red ruin, designed to tear away chunks of flesh like a ferocious beast. Murschen can make red claw unarmed attacks. These attacks deal 1d10 slashing damage; are in the brawling group; and have the finesse, sweep, and unarmed traits.
While in this stance, when Murschen would reduce his Frightened condition value by 1, he reduces it to 0.
Sneak AttackMurschen's Strikes deal an additional 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.
The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.
Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.
Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure longlasting leadership roles.
A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.
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.