Naari Pyrochemist

Creature 1
  • Medium
  • human
  • humanoid
  • naari
Perception
+3
Languages
Common, Pyric
Skills
Acrobatics +6, Crafting +6, Intimidation +4, Nature +3, Survival +3, Thievery +6
Str +0, Dex +3, Con +2, Int +3, Wis +0, Cha +1
Items
alchemist's fire (lesser) (5), dagger, studded leather armor, formula book (blank), alchemist's toolkit, flint and steel, lesser elixir of life (5), smoke ball (lesser)

Infused Items A naari pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations:

Lesser Alchemist's Fire (5)

Lesser Elixir of Life (2)

Lesser Smoke Ball

AC
16; Fort +5, Ref +6, Will +3
HP
18; Resistances fire 1
Speed
25 feet

Melee ◆ dagger +8 (agile, finesse, versatile s), Damage 1d4 piercing

Ranged ◆ dagger +8 (agile, thrown 10 feet, versatile s), Damage 1d4 piercing

Ranged ◆ lesser alchemist's fire +8, Damage 1d8 fire plus 1 persistent fire plus 1 splash fire

Primal Innate Spells DC 16, attack +8; Cantrips (1st) ignition

Quick Bomber ◆ The naari pyrochemist draws an alchemist's fire with an Interact action and throws it as a ranged Strike.

Source: Pathfinder Monster Core 2

Running this fight? Add the naari pyrochemist 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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