Kiru

Level 3
Creature· chaoticUniqueMediumLegacy
AC
20
HP
45
Speed
30 ft.
Perception
+9
Fort
+7
Ref
+11
Will
+9
Languages common, elven
Senses low-light-vision
Skills thievery +11, acrobatics +9, intimidation +9, stealth +9
Recall Knowledge DC 28 (society)

Attacks

Melee Dagger +12 (agile, finesse, versatile-s), Damage 1d4+4 piercing
Melee Dagger +12 (agile, thrown 10 ft., versatile-s), Damage 1d4+4 piercing

Abilities

Knife Jab

Creatures hit by Kiru's dagger Strike must succeed at a DC 20 fortitude save or become Clumsy 1 for 1 round (1 minute on a critical failure). If Kiru's Strike is a critical hit, the DC increases to DC 25 fortitude.

Sneak Attack

Kiru deals an extra 1d6 precision damage to Off-Guard creatures.

Surprise Attack

On the first round of combat, creatures that haven't acted yet are Off-Guard to Kiru.