CREATURE 13
Perception +26; darkvision
Languages Common, Dwarven, Undercommon
Skills Acrobatics +25, Athletics +23, Intimidation +22, Society +21, Stealth +27, Survival +26
Str +4 Dex +8 Con +3 Int +2 Wis +5 Cha +3
Items +2 striking composite longbow (100 arrows), +1 striking hatchet (2), key to the Temple of All Gods, +1 resilient studded leather
AC 35; Fort +21, Ref +28, Will +23; +2 status to all saves vs. magic
HP 240
Improved Evasion When a duergar slave lord rolls a success on a Reflex save, they get a critical success instead. When they roll a critical failure on a Reflex save, they get a failure instead. Finally, when they fail a Reflex save against a damaging effect, they take half damage.
Speed 25 feet
Melee hatchet +28 (agile, finesse, magical, versatile s), Damage 2d6+10 slashing
Ranged composite longbow +29 (deadly 1d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+8 piercing
Occult Innate Spells DC 33; 2nd enlarge (self only), invisibility (self only)
Hunt Prey (concentrate) The slave lord designates as its prey a single creature that they can see or hear or that they are Tracking. They gain a +2 circumstance bonus to Perception checks when they Seek their prey and a +2 circumstance bonus to Survival checks when they track their prey. They also ignore the penalty for making ranged attacks within their second range increment against their prey. The first time a slave lord hits their hunted prey in a round, they deal 2d8 additional precision damage. A slave lord can have only one prey designated at a time.
Hunter's Flurry Frequency once per round; Effect The slave lord makes two bow Strikes or two melee Strikes, each using a different weapon. These Strikes must target the slave lord's prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses.
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