Saboteur Creature 2

NEMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 246; family: Villains

Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies.


Perception +8 (+10 to find traps)

Languages Common

Skills Acrobatics +7, Athletics +5, Crafting +6 (+8 to Craft snares), Deception +7, Diplomacy +5, Engineering Lore +8, Intimidation +5, Society +6, Stealth +9, Survival +6, Thievery +9, Underworld Lore +6

Str +1, Dex +3, Con +1, Int +2, Wis +2, Cha +1

Items crowbar, disguise kit, hand crossbow (10 bolts), padded armor, sap, snare kit, thieves’ tools

Snare Crafting The saboteur can Craft snares and has the supplies to make up to two caltrop snares and up to two hampering snares.

AC 18 (20 vs. traps); Fort +5, Ref +9 (+11 vs. traps), Will +8

HP 27

Speed 25 feet

Melee  sap +7 (agile, nonlethal), Damage 1d6+3 bludgeoning

Ranged  hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6+2 piercing

Sneak Attack The saboteur deals an extra 1d6 precision damage to flat-footed creatures.