Monster Dossier
Stekranith Braidaibail
Female elf changeling shieldmarshal deputy
Traits
uniquelemediumchangelingelfhumanoid
Rules & statistics
Monster Profile
Perception
24
Senses
- Name
- low-light vision
Languages
- Languages
- common
- dwarven
- elven
Skills
- Acrobatics
- 26
- Crafting
- 21
- Intimidation
- 23
- Legal lore
- 19
- Thievery
- 21
Ability Mods
- 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)
Defenses
- Ac
- 30
- Saving Throws
- Fort
- 24
- Ref
- 26
- Will
- 21
- Hp
- Hp
- 200
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Traits
- finesse
- magical
- two-hand
- Name
- reinforced stock
- Attack
- 24
- Damage
- 2d4+6 bludgeoning plus plant pyronite charge
- Range
- Ranged
- Traits
- concussive
- fatal
- kickback
- magical
- range increment
- reload
- Name
- hex blaster
- Attack
- 24
- Damage
- 2d8+6 piercing
- Range
- Ranged
- Traits
- concealable
- concussive
- fatal
- magical
- range increment
- reload
- Name
- redeemer's pistol
- Attack
- 24
- Damage
- 2d6+6 piercing
Abilities
- Mid
- Name
- Stubborn Resolve
- Activity
- Number
- 1
- Unit
- reaction
- Frequency
- Number
- 1
- Unit
- day
- Trigger
- Stekranith fails or critically fails a saving throw
- Entries
- Stekranith treats a critical failure as a failure, or a failure as a success.
- Bot
- Name
- Firearms Critical Specialization When
- Entries
- Stekranith makes a critical hit with a firearm, the target must succeed a 34 Fortitude save or be stunned||stunned 1.
- Name
- Vouzirn's Pursuit
- Activity
- Number
- 1
- Unit
- action
- Entries
- Stekranith Strides and then either Interacts to reload her gun or makes an Intimidation check to Demoralize a foe.
- Name
- Mentor's Curse
- Entries
- 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).
- Name
- Parting Shot
- Activity
- Number
- 1
- Unit
- reaction
- Trigger
- Stekranith would die or gain the dying condition
- Entries
- 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.
- Name
- Plant Pyronite Charge
- Entries
- 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 (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.
- Name
- Tormenting Shot
- Activity
- Number
- 2
- Unit
- action
- Entries
- 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 damage||persistent bleed damage on a hit.
Background
Lore
No lore provided.