Raskus

Level 10
Creature· chaoticUniqueMediumLegacy
AC
29
HP
175
Speed
25 ft.
Perception
+18
Fort
+16
Ref
+21
Will
+18
Languages chthonian, razatlani, tengu
Senses low-light-vision
Skills acrobatics +21, stealth +21, athletics +19, intimidation +19, religion +18
Other Speeds fly 25 ft.
Recall Knowledge DC 37 (society)

Attacks

Melee Rapier +22 (deadly-d8, disarm, finesse, magical), Damage 2d6 + 11 slashing
Melee Beak +21 (finesse, unarmed), Damage 2d4 + 11 piercing
Melee Spike Launcher +22 (backstabber, fatal-d12, kickback, magical, reload 1 ft.), Damage 2d8 + 9 piercing

Abilities

Snap Shot

Requirements Raskus holds a loaded spike launcher

Trigger A creature within 30 feet of Raskus uses a move action, makes a ranged attack, or leaves a square during a move action it's using


Effect Raskus attempts a spike launcher Strike against the triggering creature. This Strike doesn't contribute to his multiple attack penalty, and his multiple attack penalty doesn't apply to this Strike.

Go For the Eyes

Trigger Raskus critically hits with a beak Strike


Effect Raskus attempts to peck out his victim's eyes. The target must attempt a DC 29 fortitude save.


Success The target is unaffected.

Failure The target is Blinded for 1 round.

Critical Failure The target is blinded until healed to its maximum Hit Points.

Opportunistic Attack

Raskus's Strikes deal an additional 3d6 damage to any foe that has a reduction to its Speed, is Blinded, or is Immobilized.

Quick Spiker

Raskus requires only 1 action, rather than 2 actions, to reload a spike launcher. He can change his grip on a spike launcher easily, improving its fatal aim d12 trait to fatal d12.