Ratfolk Shank Squad

Level 7
Creature· humanoidGargantuanRemaster
AC
24
HP
120
Speed
25 ft.
Perception
+15
Fort
+15
Ref
+18
Will
+12
Weaknesses area-damage 8, splash-damage 8
Languages common
Senses darkvision
Skills acrobatics +17, stealth +17, thievery +17, deception +15
Recall Knowledge DC 23 (society)

Abilities

Troop Defenses

HP 120 (4 segments); Thresholds 80 (3 segments), 40 (2 segments)

Troop Movement
Dirty Tricks◆◆

The ratfolk feint and trip up their foes in a 5-foot emanation, attempting a single thievery check and comparing the result to each target's Reflex DC. On a success, the target is Clumsy 1 (Clumsy 2 on a critical success) until they take an Interact action to remove the condition.

Poisoned Bolts◆◆

The shank squad draws hand crossbows to fire poisoned bolts in a volley. This volley is a 10-foot burst within 60 feet that deals 2d6 piercing 2d6 poison with a DC 22 reflex save. When the shank squad is reduced to 2 segments, this area decreases to a 5-foot burst.

Shank 'Em

1 to 3

Frequency once per round


Effect The shank squad makes a coordinated attack with shivs and daggers against each enemy in a 5-foot emanation, with a DC 22 reflex save. The damage depends on the number of actions.

1 1d6 slashing 1d4 precision

2 (2d6+3)[slashing,2d4 precision|options:area-damage]

3 (2d6+6)[slashing,3d4 precision|options:area-damage]