Hryngar Sharpshooter

Creature 0
  • Medium
  • duergar
  • dwarf
  • humanoid
Perception
+4; darkvision
Languages
Common, Dwarven, Sakvroth
Skills
Athletics +3, Stealth +5
Str +1, Dex +3, Con +3, Int +0, Wis +2, Cha −2
Items
crossbow, light mace, chain shirt, bola bolts (3), bolts (10)
AC
15; Fort +7, Ref +7, Will +4; +2 status to all saves vs. magic
HP
18

Light Blindness

Speed
20 feet

Melee ◆ light mace +5 (agile, finesse, shove), Damage 1d4+1 bludgeoning

Ranged ◆ crossbow +7 (reload 1), Damage 1d8 piercing plus Bolts

Occult Innate Spells DC 12, attack +4; 2nd blood vendetta, paranoia; Cantrips (1st) sigil

Bola Bolt This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked Prone and Immobilized until it is freed with a successful DC 15 check to Escape (DC 15). This check can be attempted either by the target or a creature adjacent to the target.

Source: Pathfinder Monster Core

Running this fight? Add the hryngar sharpshooter to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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