Nairu

Level 8
Creature· elfUniqueMediumLegacy
AC 26
HP 130
Speed 30 ft.
Fort +12
Ref +19
Will +14
Perc +16
Size Medium
Unique
Languages common, elven
Senses low-light-vision
Skills stealth +19, acrobatics +17, thievery +15, medicine +14, athletics +13, deception +12, society +12, survival +12, diplomacy +10, intimidation +10
Recall Knowledge society DC 34

Attacks

Melee Rapier +18/+13/+8(deadly d8, disarm, finesse, magical)
Damage: 1d6+8 piercing
Ranged Composite Shortbow +20/+15/+10 (range 60 ft.)(deadly-2d10, magical, propulsive, reload 0 ft.)
Damage: 2d6+4 piercing

Abilities

Swift Sneakinteraction

Nairu can move their full speed when Sneaking.

Deny Advantagedefensive

Nairu isn't Off-Guard to creatures of 8th level or lower that are Hidden, Undetected, flanking or using Surprise Attack.

Nimble Dodgedefensive

Trigger Nairu is targeted with a melee or ranged attack by an attacker they can see. Effect Nairu gains a +2 circumstance bonus to AC against the triggering attack.

Poison Weaponoffensive(manipulate)

Requirements Nairu is wielding a piercing or slashing weapon and has a free hand.

Nairu applied a poison to the weapon.

Quick Drawoffensive

Nairu Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attackoffensive

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

Surprise Attackoffensive

On the first round of combat, creatures that haven't acted yet are Off-Guard to Nairu.

Description

Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

Traits