CREATURE 11
Female human Scarlet Triad agent
Perception +21
Languages Common, Dwarven, Undercommon
Skills Acrobatics +22, Arcana +15, Athletics +19, Deception +23, Nature +19, Stealth +24, Thievery +24
Str +2 Dex +7 Con +3 Int +0 Wis +4 Cha +6
Items +1 blowgun (20 darts), +1 resilient leather armor, lethargy poison (4 doses), manacles, purple worm venom (2 doses), +1 striking rapier, ruby and sapphire ring
AC 32; Fort +18, Ref +24, Will +21
HP 195
Speed 25 feet
Melee rapier +24 (deadly 1d8, disarm, finesse), Damage 2d6+8 piercing
Ranged blowgun +24 (agile, nonlethal, range increment 20 feet, reload 1), Damage 7 piercing plus poison
Arcane Prepared Spells DC 33; 3rd illusory disguise; 2nd hideous laughter; 1st fear; Cantrips (3rd) ghost sound
Efficient Capture (attack, manipulate) Requirements Khurain has manacles in hand and is adjacent to a creature. Effect Khurain attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +24 modifier against the target's AC, she applies the manacles.
Precise Debilitations Trigger Khurain's Strike hits a flat- footed creature and deals damage. Effect Khurain applies one of the following debilitations to the creature, which lasts until the end of her next turn.
Sneak Attack 3d6
Weapon Trick When Khurain critically succeeds at an attack roll against a flat-footed creature, she applies the critical specialization effect for the weapon she is wielding.
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