CREATURE 10
Human infiltrator
Perception +18
Languages Common
Skills Acrobatics +19, Deception +22, Diplomacy +20, Intimidation +20, Religion +18, Society +20, Thievery +19
Str +2 Dex +5 Con +0 Int +2 Wis +2 Cha +4
Items dagger (4), +1 glamered leather armor, religious symbol of Saedrouk; one spy carries a greater cognitive mutagen and the other carries a vial of slumber wine, but the labels on each are switched.
Ranged Feint When the Saedroukite spy successfully Feints a creature, the target is flat-footed against the spy's ranged attacks as well as melee attacks.
AC 29; Fort +17, Ref +22, Will +19
HP 170
Reaper's Protection (manipulate) Trigger The spy is about to attempt a saving throw; Effect The spy touches their religious symbol of Saedrouk and gains a +2 circumstance bonus to the triggering save.
Speed 25 feet
Melee dagger +23 (agile, versatile s), Damage 1d4+6 piercing
Ranged dagger +23 (agile, thrown 10 feet, versatile s), Damage 1d4+6 piercing
Quick Draw The Saedroukite spy Interacts to draw a weapon, then Strikes with that weapon.
Sneak Attack The Saedroukite spy deals an additional 4d6 precision damage to flat-footed creatures or creatures within reach of at least two of their allies.
Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the Saedroukite spy.
Open Saedroukite Spy in the interactive creatures list or browse all creatures starting with S.