Stekranith Braidaibail

CREATURE 11

unique le medium changeling elf humanoid 

Female elf changeling shieldmarshal deputy

Perception +24; low-light vision

Languages Common, Dwarven, Elven

Skills Acrobatics +26, Crafting +21, Intimidation +23, Legal Lore +19, Thievery +21

Str +3 Dex +7 Con +3 Int +0 Wis +0 Cha +3

Items blazons of shared power (attached to pistol and reinforced stock; Guns & Gears 183), +1 resilient breastplate, hex blaster (page 73, 10 rounds), infused pyronite charge (6), redeemer's pistol (page 73, 10 rounds)

AC  30; Fort +24, Ref +26, Will +21

HP 200

Stubborn Resolve [R] Frequency once per day; Trigger Stekranith fails or critically fails a saving throw; Effect Stekranith treats a critical failure as a failure, or a failure as a success.

Speed 25 feet

Melee [>] reinforced stock +24 (finesse, magical, two-hand d6), Damage 2d4+6 bludgeoning plus plant pyronite charge

Ranged [>] hex blaster +24 (concussive, fatal d12, kickback, magical, range increment 150 feet, reload 1), Damage 2d8+6 piercing

Ranged [>] redeemer's pistol +24 (concealable, concussive, fatal d10, magical, range increment 60 feet, reload 1), Damage 2d6+6 piercing

Firearms Critical Specialization When Stekranith makes a critical hit with a firearm, the target must succeed a DC 34 Fortitude save or be stunned 1.

Vouzirn's Pursuit [>] Stekranith Strides and then either Interacts to reload her gun or makes an Intimidation check to Demoralize a foe.

Mentor's Curse The grace of Stekranith's champion mentor inhabits the redeemer's pistol she carries, passing judgment on her actions. If she attempts to make a redeemer's pistol Strike against a good-aligned creature, she must succeed at a DC 5 flat check or the gun misfires (Guns & Gears 107).

Parting Shot [R] Trigger Stekranith would die or gain the dying condition; Effect Stekranith reloads her currently wielded firearm if necessary and makes a ranged Strike against an enemy, treating a successful attack as a critical hit. Whether successful or not, after making this attack, Stekranith dies.

Plant Pyronite Charge After making a successful melee Strike against a creature, Stekranith makes a Thievery check against the target's Perception DC. On a success, she activates and secretly plants a specially formulated sticky pyronite charge on the creature. This charge detonates after 3 rounds, dealing 4d8 fire damage to all creatures within a 10-foot radius (DC 34 basic Reflex save) and detonating any other pyronite charges within the area. After making a successful ranged Strike against a creature stuck with a planted charge, Stekranith can choose to shoot a bullet through the charge, dealing normal damage and detonating the charge immediately. A creature can use an Interact action to find and remove a planted charge from itself or an adjacent creature. These pyronite charges have the infused trait and are inert until activated by Stekranith.

Tormenting Shot [>>] Stekranith makes a ranged Strike and deals an additional 2d8 piercing damage on a hit. If the target is frightened, it also takes 2d6 persistent bleed damage on a hit.

OoA3, page 86.

Open Stekranith Braidaibail in the interactive creatures list or browse all creatures starting with S.