Ratajin MastermindCreature 2
Source Pathfinder Lost Omens: Impossible Lands
Perception +7 (low-light vision)
Languages Common, Elven, Gnomish, Vudrani
Skills Acrobatics +7, Arcana +7, Crafting +7, Deception +8, Diplomacy +6, Occultism +7, Society +9, Stealth +7
Str +1, Dex +3, Con +0, Int +3, Wis +1, Cha +2
AC 18; Fort +6; Reflex +11; Will +7;
HP 30
Speed 25 feet
Rapier +11 (+6, +1) to hit (deadly d8, disarm, finesse) 1d6+4 Piercing
Shortbow +11 (+6, +1) to hit (deadly d10, range increment 60, reload 0) 1d6+3 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.
OutsmartTrigger A creature attacks while the ratajin mastermind is Flat-Footed
Effect Due to planning, the ratajin mastermind can react quickly to poor situations. The ratajin mastermind isn't treated as flat-footed to the attack, and the triggering creature is flat-footed to the next attack made before the end of the ratajin mastermind's next turn.
Most commonly found in Vudra and Jalmeray, ratajin aren't so much twisted by curses as they are molded by the lingering effects of curses inflicted on generations millennia past. The difference lies in understanding the original ratajin characteristics. No curse gave ratajin four eyes on a slender face, nor triple-jointed, hypermobile legs and multiple arms. Nor did curses provide ratajin with skin tones of all hues within the color spectrum. Instead, these residual curses have given each ratajin distinctive geometric markings all across their body. Every ratajin also experiences a cursed twist on their senses, altering how they view and interact with the world around them. Some ratajin visualize the world in shifted, indescribable color spectra. For others, sounds physically manifest as feelings on their skin. Haunting melodies of past actions might whisper in the wind behind one ratajin, while another can be awake only during hours devoid of sunlight.
While particular curse manifestations are passed along family lines, each ratajin's worldview can offer a unique perspective. Ratajin tend to be receptive to new ideas, making them well-suited to tackle complex situations. They often prefer to focus on difficult problems, working without rest until they reach a solution. What satisfies the definition of a worthy pursuit varies with individual ratajin, from tinkering with new applications of technology to uncovering secrets of centuries-old magical tomes. Their intellectual approach to problems can make ratajin especially useful in situations requiring delicate words, and their quick thinking serves them well as adventurers when the time comes for action. These same characteristics also make them capable merchants and scholars.
Earning a ratajin's trust can prove difficult. Their large-scale communities often collaborate to devise clever solutions that ensure equitable treatment among people, but each community varies greatly due to the different needs of the inhabitants. Outsiders who require too much help too quickly might cause a ratajin to withdraw, believing their guest incapable of adjusting to life's many hurdles. Poorly chosen words of pity or meaningless sympathy toward the nature of a ratajin's unique sensory experience can also cause lingering resentment.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.