Sylph Sneak

CREATURE 1

cg medium human humanoid sylph 

Perception +5

Languages Auran, Common

Skills Acrobatics +7, Deception +6, Diplomacy +6, Society +4, Stealth +7, Thievery +7

Str +0 Dex +4 Con +1 Int +1 Wis +0 Cha +3

Items leather armor, starknife

AC  18; Fort +4, Ref +9, Will +8

HP 17

Deflecting Gale [R] (air, evocation, primal) Trigger The sylph sneak is the target of a physical ranged attack; Requirements The sylph sneak is aware of the attack; Effect A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).

Speed 25 feet

Melee [>] starknife +9 (agile, deadly d6, finesse, versatile s), Damage 1d4+4

Ranged [>] starknife +9 (agile, deadly d6, thrown 30 feet, versatile s), Damage 1d4+1

Sneak Attack The sylph sneak's Strikes deal 1d6 extra precision damage to flat-footed creatures.

Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the sylph sneak.

Wind's Guidance When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet.

Bestiary 2, page 202.

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