Crimson Acolyte

Level 13
Creature· chaoticRareMediumLegacy
AC
34
HP
235
Speed
30 ft.
Perception
+23
Fort
+21
Ref
+25
Will
+23
Languages akitonian, aklo, common
Skills acrobatics +24, athletics +24, stealth +24, arcana +22
Recall Knowledge DC 36 (society)

Attacks

Melee Fist +27 (agile, magical, unarmed), Damage 2d6+11 bludgeoning
Melee Thousand Wounds +27 (backstabber, forceful, magical, unarmed), Damage 2d12+11 piercing
Melee Dueling Pistol +26 (concealable, concussive, fatal-d10, magical, reload 1 ft.), Damage 2d6+10 piercing

Abilities

Ageless

The crimson acolyte doesn't age and doesn't need food or drink to survive.

Evasion

When the acolyte rolls a success on a Reflex save, they get a critical success instead.

Guarded Movement

The acolyte gains a +4 circumstance bonus to AC against reactions triggered by their movement.

Flurry of Blows

Frequency once per turn


Effect The acolyte makes two unarmed Strikes, or one unarmed Strike and a dueling pistol Strike. If both hit the same creature, combine their damages for the purposes of resistances and weaknesses.

The acolyte's multiple attack penalty applies normally to these Strikes.

Sneak Attack

The acolyte deals an extra 2d6 precision damage to Off-Guard creatures.

Thousand Ants Stance

The acolyte takes the stance of thousand ants, a style mimicking the distracting strikes of a swarm of tiny, vicious creatures. The acolyte can make thousand wounds unarmed attacks.

These deal 1d12 piercing damage; are in the brawling group; and have the backstabber, forceful, and unarmed traits. While in this stance, if the acolyte successfully Trips a target, the target is Off-Guard until the start of the target's next turn.