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BLOODY BARBER GANG LEADER

CREATURE 7

RARE

CE

MEDIUM

HUMAN

HUMANOID

Recall Knowledge (humanoid) Society DC 28

Gang leader

Perception +14

Languages Common

Skills Acrobatics +13, Athletics +13, Deception +15, Intimidation +17, Society +11, Stealth +13, Thievery +15, Underworld Lore +15

Str +4, Dex +4, Con +2, Int +2, Wis –1, Cha +4

Items +1 shortsword, minor healing potion, sling (10 bullets), studded leather armor, tanglefoot bag

AC 26; Fort +13, Ref +17, Will +10

HP 104

Deny Advantage The gang leader isn’t flat-footed to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.

Evasion When the gang leader rolls a success on a Reflex save, they get a critical success instead.

Surprise Attack On the first round of combat, if the gang leader rolls Deception or Stealth for initiative, creatures who haven’t acted are flat-footed to the gang leader.

Trigger A creature targets you with an attack and you can see the attacker; Requirements You are not encumbered. Effect You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Speed 30 feet

Melee shortsword +18 / +14 / +10 (agile, magical, versatile S), Damage 1d6+10 piercing

Ranged sling +18 / +13 / +8 (propulsive, range increment 50 feet, reload 1), Damage 1d6+8 bludgeoning

Brutal Rally [ (auditory, emotion, linguistic, mental)reaction] Trigger The gang leader rolls a critical hit against a creature; Effect All allies that can see the gang leader gain a +1 circumstance bonus to attack rolls until the start of the gang leader’s next turn.

Gang Up Any enemy is flat-footed against the gang leader’s melee attacks due to flanking as long as the enemy is within melee reach of both the gang leader and one of the gang leader’s allies.

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

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 gang leader deals an extra 2d6 precision damage to flat-footed creatures.