Monster Dossier

Stekranith Braidaibail

Female elf changeling shieldmarshal deputy

Level 11

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.