Crimson Acolyte

Level 13
Creature· chaoticRareMediumLegacy
AC 34
HP 235
Speed 30 ft.
Fort +21
Ref +25
Will +23
Perc +23
Size Medium
Rare
chaoticevilhumanhumanoid
Languages akitonian, aklo, common
Skills acrobatics +24, athletics +24, stealth +24, arcana +22
Recall Knowledge society DC 36

Attacks

Melee Fist +27/+23/+19(agile, magical, unarmed)
Damage: 2d6+11 bludgeoning
Melee Thousand Wounds +27/+22/+17(backstabber, forceful, magical, unarmed)
Damage: 2d12+11 piercing
Ranged Dueling Pistol +26/+21/+16 (range 60 ft.)(concealable, concussive, fatal d10, magical, reload 1 ft.)
Damage: 2d6+10 piercing

Abilities

Agelessdefensive

The crimson acolyte doesn't age and doesn't need food or drink to survive.

Evasiondefensive

When the acolyte rolls a success on a Reflex save, they get a critical success instead.

Guarded Movementdefensive

The acolyte gains a +4 circumstance bonus to AC against reactions triggered by their movement.

Flurry of Blowsoffensive(flourish)

Frequency once per turn Effect The acolyte makes two unarmed Strikes, or one unarmed Strike and a dueling pistol Strike. If both hit the same creature, combine their damages for the purposes of resistances and weaknesses. The acolyte's multiple attack penalty applies normally to these Strikes.

Sneak Attackoffensive

The acolyte deals an extra 2d6 precision damage to Off-Guard creatures.

Thousand Ants Stanceoffensive(stance)

The acolyte takes the stance of thousand ants, a style mimicking the distracting strikes of a swarm of tiny, vicious creatures. The acolyte can make thousand wounds unarmed attacks. These deal 1d12 piercing damage; are in the brawling group; and have the backstabber, forceful, and unarmed traits. While in this stance, if the acolyte successfully Trips a target, the target is Off-Guard until the start of the target's next turn.

Traits

Chaotic
Evil