Naari Pyrochemist
Creature 1- 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