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Shobhad SniperCreature 17


UncommonNLargeHumanoid
Source Pathfinder #173: Doorway to the Red Star
Perception +30 (darkvision)
Languages Akitonian, Shobhad
Skills Athletics +31, Intimidation +30, Stealth +34, Survival +30
Str +6, Dex +9, Con +5, Int +2, Wis +5, Cha +2

AC 40; Fort +28; Reflex +32; Will +26;
HP 320
Speed 30 feet

Fist One Action +31 (+27, +23) to hit (agile, finesse, magical, nonlethal, reach 10, unarmed) 2d10+14 Bludgeoning
Longrifle One Action +34 (+29, +24) to hit (backstabber, concussive, fatal d12, kickback, volley 30, range increment 120, reload 1) 3d8+9 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Four-Armed

Shobhad enforcers have four powerful arms. They can Interact with and manipulate objects or perform combat maneuvers that require a free hand such as grabbing or tripping, even while wielding a two-handed weapon or carrying an object in two hands.

Four-Armed

Shobhad enforcers have four powerful arms. They can Interact with and manipulate objects or perform combat maneuvers that require a free hand such as grabbing or tripping, even while wielding a two-handed weapon or carrying an object in two hands.

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.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Sniper's Devastation Three Actions

The shobhad sniper makes a fist Strike against a Medium or smaller creature. If this attack is successful, the shobhad sniper deals no damage, but they immediately Grab and throw their target up to 30 feet in a direction of their choice and then make a ranged Strike with their longrifle against the target, after which the target falls Prone in the designated location.

As normal, the creature doesn't take any additional falling damage from the throw.

Sniping Shot Two Actions

The shobhad sniper makes a Strike with their longrifle, gaining a +2 circumstance bonus to this Strike's attack roll and ignoring the target's concealment.


Enemies rarely see a shobhad sniper before the deadly blast of their powerful rifles snatches away the offender's life. Selected from among the most talented enforcers after proving themselves in combat, shobhad snipers learn how to cross the desert sands undetected, combine their powerful ranged weapons with close-combat techniques, and survive Akiton's freezing nights for weeks on end while scouting potential settlements or enemy strongholds.


These four-armed humanoids often live as nomads on Akiton. Self-sufficient and able to construct the equipment they need to survive from natural materials, shobhads traditionally avoid large cities and the smaller people of the planet, except to engage in trade. Some shobhads eschew these traditions, finding life in urban centers to be more appealing. Rifts between these shobhads and those who continue to lead nomadic lives in the Akitonian wilderness sometimes lead to clashes when members of the two societies meet.

Shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton's wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers.


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.