Red Mantis Conspirator

Level 14
Creature· humanRareMediumRemaster
AC
35
HP
255
Speed
30 ft.
Perception
+23
Fort
+25
Ref
+27
Will
+23
Languages common, mwangi
Skills stealth +27, thievery +27, acrobatics +25, deception +25, athletics +24, society +23, religion +21
Recall Knowledge DC 37 (society)

Attacks

Melee Shuriken +25 (agile, monk, reload 0 ft., thrown 20 ft.), Damage 1d4+7 piercing
Melee Sawtooth Saber +27 (agile, finesse, magical, twin), Damage 1d6 bleed plus 2d6+7 slashing

Abilities

Blightburn Resin

Saving Throw DC 30 fortitude

Onset 1 minute

Maximum Duration 6 rounds

Stage 1 6d6 poison damage (1 round)

Stage 2 7d6 poison damage (1 round)

Stage 3 9d6 poison damage (1 round)

Prayer Attack

Requirements The Red Mantis conspirator wields a sawtooth saber in each hand


Effect The Red Mantis conspirator attempts to Feint an enemy within 30 feet. If the Feint is successful, the conspirator's next successful Strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of the conspirator, additional Prayer Attacks against that target automatically cause

Sneak Attack

The Red Mantis conspirator deals an extra 2d6 precision damage to Off-Guard creatures.

Vernai Training

In order to resurrect a creature slain by a Red Mantis conspirator, a creature must counteract the conspirator's influence over the dead's remains as they cast the spell or perform the ritual (DC 34).