Dero Strangler
Creature 3- Perception
- +6; darkvision
- Languages
- Aklo, Sakvroth
- Skills
- Athletics +11, Intimidation +7, Medicine +6, Stealth +10
- Str +4, Dex +3, Con +3, Int +0, Wis −1, Cha +2
- Items
- hand crossbow, spiked chain, rope, cytillesh toolkit, lethargy poison (5), bolts (10)
- AC
- 19; Fort +10, Ref +8, Will +6
- HP
- 45; Immunities confused
Ill Glow (disease, light) A non-dero living creature that starts its turn Grabbed or Restrained by the strangler is exposed to the sickly blue light from the strangler's cytillesh toolkit. It must succeed at a DC 19 Fortitude save or become Sickened 1. This has no effect if the strangler isn't wearing the toolkit.
Vulnerable to Sunlight A dero strangler takes 8 untyped damage for every hour they're exposed to sunlight.
- Speed
- 20 feet
Melee ◆ spiked chain +11 (disarm, trip), Damage 1d8+6 bludgeoning
Ranged ◆ hand crossbow +10 (reload 1), Damage 1d6+2 piercing plus Lethargy Poison
Occult Innate Spells DC 19, attack +11; 2nd darkness, revealing light; Cantrips (1st) daze, light, read aura
Dero Medicine ◆ (healing, manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free
Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.
Effect: Dero Medicine
Strangle ◆ (attack, nonlethal) Requirements The dero must have two free hands or be wielding a spiked chain
Effect The dero attempts an Athletics check to Grapple with a +2 circumstance bonus. On a success, the target also takes 1d6+6 bludgeoning damage and can't speak (including to Cast a Spell) as long as they're Grabbed or Restrained.
Source: Pathfinder Monster Core