Tomb Raider Creature 5
NMediumHumanHumanoidPathfinder 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).
