Ilssrah Embermead

Level 15
Creature· dwarfUniqueMediumLegacy
AC 40
HP 270
Speed 25 ft.
Fort +27
Ref +24
Will +30
Perc +29
Size Medium
Unique
Languages common, dwarven, kholo, sakvroth
Senses darkvision
Skills religion +31, intimidation +28, athletics +27, deception +26, acrobatics +25
Recall Knowledge society DC 44

Attacks

Melee Fleshroaster +31/+26/+21(disarm, finesse, magical, trip)
Damage: 2d8+14 slashing + 1d6 fire
Melee Returning Light Hammer +30/+26/+22(agile, magical)
Damage: 2d6+14 bludgeoning
Melee Returning Light Hammer +30/+26/+22(agile, magical, thrown 20 ft.)
Damage: 2d6+14 bludgeoning

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Efficient Capture◆◆offensive(attack, manipulate)

Requirements Ilssrah has manacles in hand and is adjacent to a creature.

Ilssrah attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a efficient-capture modifier against the target's AC, she applies the manacles.

Hammer the Chained◆◆offensive

Ilssrah attempts a melee Strike with Fleshroaster . If she hits, she also draws her light hammer, makes a melee Strike with it against the same target, and immediately returns it to her belt. She then resumes her grip on Fleshroaster . Both Strikes count toward Ilssrah's multiple attack penalty, but the penalty doesn't increase until both Strikes have been made. If the hammer Strike hits, it deals damage as normal and the target must attempt a DC 35 fortitude save. Critical Success The creature is unaffected. Success The creature is Clumsy 1 and Stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1 minute. Critical Failure The creature is Clumsy 2 and Stupefied 2 for 1 minute.

Traits