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NairuCreature 8


UniqueNEMediumElfHumanoid
Source Pathfinder Gamemastery Guide
Perception +16 (low-light vision)
Languages Common, Elven
Skills Acrobatics +17, Athletics +13, Deception +12, Diplomacy +10, Intimidation +10, Medicine +14, Society +12, Stealth +19, Survival +12, Thievery +15, Lore +14
Str +3, Dex +5, Con +2, Int +2, Wis +2, Cha +0

AC 26; Fort +12; Reflex +19; Will +14;
HP 130
Speed 30 feet

Rapier One Action +18 (+13, +8) to hit (deadly d8, disarm, finesse, magical) 1d6+8 Piercing
Composite Shortbow One Action +20 (+15, +10) to hit (deadly 2d10, magical, propulsive, range increment 60, reload 0) 2d6+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.

Swift Sneak

Nairu can move their full speed when Sneaking.

Deny Advantage

Nairu isn't Flat-Footed to creatures of 8th level or lower that are Hidden, Undetected, flanking or using Surprise Attack.

Nimble Dodge Reaction

Trigger Nairu is targeted with a melee or ranged attack by an attacker they can see.


Effect Nairu gains a +2 ciurcumstance bonus to AC against the triggering attack.

Poison Weapon (manipulate)

Requirements Nairu is wielding a piercing or slashing weapon and has a free hand.


Effect Nairu applied a poison to the weapon.

Quick Draw

Nairu Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attack

Nairu deals an extra 2d6 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 Nairu.


Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.


Traits

Unique

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.

Elf

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

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