CREATURE 4
Perception +12; darkvision
Languages Common, Grippli
Skills Acrobatics +12, Athletics +10, Stealth +12, Survival +11, Thievery +10
Str +2 Dex +4 Con +3 Int +0 Wis +3 Cha -1
Items composite shortbow (30 arrows), kukri, leather armor, thieves' tools
Springing Step When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet.
AC 22; Fort +11, Ref +14, Will +9
HP 60
Hopping Dodge Trigger A creature misses the skirmisher with a melee Strike; Effect The skirmisher quickly takes advantage of the attacker's error and Steps.
Speed 25 feet, climb 20 feet; jungle stride
Melee kukri +14 (agile, finesse, trip), Damage 1d6+4 slashing plus baneback poison
Ranged composite shortbow +14 (deadly d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing plus baneback poison
Baneback Poison (poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 2d4 poison damage and stupefied 2 (1 round); Stage 3 2d4 poison damage, stupefied 3, and flat-footed (1 round)
Jungle Stride Gripplis ignore difficult terrain in forests and jungles.
Wily Attack The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison.
Open Grippli Skirmisher in the interactive creatures list or browse all creatures starting with G.