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Shikwashim MercenaryCreature 9


UncommonNEMediumHumanoidLizardfolk
Source Pathfinder #159: All or Nothing
Perception +18
Languages Common, Draconic, Iruxi
Skills Acrobatics +19, Athletics +19, Stealth +19, Survival +17
Str +4, Dex +4, Con +3, Int +1, Wis +2, Cha +0

AC 27; Fort +20; Reflex +19; Will +15;
HP 155
Speed 25 feet (swim 15 feet)

Scimitar One Action +20 (+15, +10) to hit (forceful, magical, sweep) 2d6+10 Slashing
Jaws One Action +19 (+14, +9) to hit 1d6+10 Piercing
Tail One Action +19 (+15, +11) to hit (agile) 1d4+10 Bludgeoning
Javelin One Action +19 (+14, +9) to hit (thrown 30) 1d6+10 Piercing

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Deep Breath

A Shikwashim mercenary can hold their breath for 20 minutes.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Coordinated Distraction One Action (auditory, concentrate, visual)

With a sharp whistle or wave of their hand, the mercenary distracts an opponent so one of the mercenary's allies can land a clean blow.

The mercenary chooses a target and an ally, both of whom must be within 30 feet of the mercenary. The target is Flat-Footed against the first Strike the mercenary's ally makes on its next turn; if the ally doesn't Strike that target, the effect is lost.

Depending on how the mercenary distracts their foe, this action gains either the auditory or visual trait.

Human Hunter

A Shikwashim mercenary's multiple attack penalty for attacks against humans is -3 (-2 with an agile weapon) on their second attack per turn or -6 (-4 with an agile weapon) on their third or subsequent attack per turn.

Powerful Swipe Two Actions

The Shikwashim mercenary makes a melee Strike. If it hits, it deals an extra die of damage.

This counts as two attacks for the mercenary's multiple attack penalty.

Terrain Advantage

Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a Swim speed are Flat-Footed to a Shikwashim mercenary.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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

Lizardfolk

These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.