Sylph Sneak
Creature 1- Perception
- +5
- Languages
- Common, Sussuran
- Skills
- Acrobatics +7, Deception +6, Diplomacy +6, Society +4, Stealth +7, Thievery +7
- Str +0, Dex +4, Con +1, Int +1, Wis +0, Cha +3
- Items
- starknife, leather armor
- AC
- 18; Fort +4, Ref +9, Will +8
- HP
- 17
Deflecting Gale ⟲ (air, primal) Trigger The sylph sneak is the target of a physical ranged attack
Requirements The sylph sneak is aware of the attack
Effect A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).
- Speed
- 25 feet
Melee ◆ starknife +9 (agile, deadly d6, finesse, versatile s), Damage 1d4+2 piercing
Ranged ◆ starknife +9 (agile, deadly d6, thrown 30 feet, versatile s), Damage 1d4+2 piercing
Sneak Attack The sylph sneak's Strikes deal 1d6 extra precision damage to Off-Guard creatures.
Surprise Attacker On the first round of combat, creatures that haven't acted yet are Off-Guard to the sylph sneak.
Wind's Guidance When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet.
Source: Pathfinder Monster Core 2