Sharkskin

Level 7
Creature· nephilimUniqueMediumRemaster
AC
25
HP
100
Speed
25 ft.
Perception
+13
Fort
+15
Ref
+18
Will
+12
Languages common
Senses low-light-vision
Skills athletics +18, intimidation +18, deception +15, diplomacy +15, stealth +15, thievery +15
Recall Knowledge DC 33 (arcana)

Attacks

Melee Jaws +16 (finesse, unarmed), Damage 1d6+9 piercing
Melee Fearsome Scimitar +16 (emotion, fear, forceful, magical, mental, sweep), Damage 2d6+9 slashing
Melee Underwater Scimitar +16 (forceful, magical, sweep, water), Damage 2d6+9 slashing
Melee Crossbow +12 (magical, water), Damage 2d8+2 piercing

Abilities

Pirate Traininginteraction

Sharkskin ignores the usual penalties for using a bludgeoning or slashing melee weapon in water. In addition, xe can hold xir breath for 175 rounds before suffocating.

Deny Advantage

Sharkskin isn't off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.

Triangular Teeth

Frequency once per day

Trigger Sharkskin would be hit by an attack against xir AC


Effect Xe gains a +1 circumstance bonus to xir AC against the attack, or a +2 circumstance bonus if the attack is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, xe gains a +2 status bonus to damage with the next Strike xe makes against the attacker before the end of xir next turn.

Sneak Attack

The creature's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.

Surprise Attack

On the first round of combat, creatures that haven't acted yet are off-guard to Sharkskin.

Twin Feint◆◆

Sharkskin makes one Strike with xir +1 striking fearsome scimitar and then one with xir +1 striking underwater scimitar . If xe hits with the first attack, xir target is Off-Guard against the second attack.

You're Next

Trigger Sharkskin reduces an enemy to 0 hit points


Effect Sharkskin attempts an Intimidation check to a single creature xe can see with a +2 circumstance bonus.