Grippli Skirmisher

Level 4
Creature· evilSmallLegacy
AC
22
HP
60
Speed
25 ft.
Perception
+12
Fort
+11
Ref
+14
Will
+9
Languages common, tripkee
Senses darkvision
Skills acrobatics +12, stealth +12, survival +11, athletics +10, thievery +10
Other Speeds climb 20 ft.
Recall Knowledge DC 19 (society)

Attacks

Melee Kukri +14 (agile, finesse, trip), Damage 1d6+4 slashing
Melee Composite Shortbow +14 (deadly-d10, propulsive, reload 0 ft.), Damage 1d6+3 piercing

Abilities

Springing Stepinteraction

When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet.

Hopping Dodge

Trigger A creature misses the skirmisher with a melee Strike


Effect The skirmisher quickly takes advantage of the attacker's error and Steps.

Baneback Poison

Saving Throw DC 21 fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Stupefied 1 (1 round)

Stage 2 2d4 poison damage and Stupefied 2 (1 round)

Stage 3 2d4 poison damage, Stupefied 3, and Off-Guard (1 round)

Jungle Stride

Gripplis ignore difficult terrain in forests and jungles.

Wily Attack

The skirmisher deals an extra 1d6 precision damage to Off-Guard creatures and creatures afflicted by a poison.

Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee.


Gripplis are small, frog-like humanoids native to tropical rainforests. Most gripplis live in tight-knit treetop villages and survive primarily as hunters and gatherers. While most communities are peaceful and harmonious, a lingering superstition has led to a unique group of these people being cut off from their communal bonds and forced to make their own way in the world.

Among the many gripplis who possess poison glands, a rare subset secrete mind-altering chemicals. These gripplis aren't immune to this toxin, and over many years it may render them erratic at best and selfishly misanthropic at worst. Other gripplis view these "banebacks" as cursed and react to their presence with fear and mistrust, which usually leads to their censure and exile. They soon find that their natural skills as hunters, combined with an unlimited supply of their potent toxin, make them ideally suited to taking on work as mercenaries, bandits, or assassins.