Tomb Raider Creature 5

NMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 217; family: Explorers

Great treasure awaits those willing to explore the hazardous depths of the world’s ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time.


Perception +13

Languages Common

Skills Acrobatics +13, Architecture Lore +11, Athletics +13, Deception +7, Engineering Lore +11, Society +9, Stealth +11, Thievery +13

Str +4, Dex +4, Con +1, Int +2, Wis +2, Cha +0

Items climbing kit, hand crossbow (20 bolts), +1 kukri

Hazard Spotter The tomb raider automatically attempts a secret Perception check to notice a hazard when they are within 10 feet of the hazard.

AC 21; Fort +10, Ref +15, Will +11

HP 75

Speed 25 feet, climb 15 feet

Melee ◆ kukri +15 (agile, magical, trip), Damage 1d6+7 slashing

Ranged ◆ hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6+3 piercing

Trick Attack ◆ The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow).