Hjort's Thug 1151500true4f43c6af-173b-4b84-8ec9-5f1b70a9ed36falsefalsefalse01603834150false00
00falsefalsefalsefalsefalseHjort's Thug1/3135Humanwarrior 1CNMediumhumanoid(human)1Perception -117, touch 11, flat-footed 16(+4 armor, +1 Dex, +2 shield)15(1d10+5)Fort +3, Ref +1, Will -131-130 ft.throwing axe +3 (1d6+1)throwing axe +3 (1d6+1)5 ft.5 ft.Str 13, Dex 12, Con 12, Int 9, Wis 8, Cha 111+213Toughness, Weapon Focus (throwing axe)Knowledge (local) +0, Linguistics +0Common, SkaldPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by each hurling a throwing axe at the nearest target. Then they draw another and leap into melee. They save the third throwing axe for fleeing targets. If reduced to fewer than 7 hit points, they always use their next action to retrieve and drink their potion of cure light wounds.The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points.potion of cure light woundschain shirt, heavy wooden shield, throwing axes (3)0000001Adultfalse00true1312129811truetrueKnowledgelocal0Linguistics0trueToughnessWeapon Focus (throwing axe)true17111600240213falsefalseHjort's Thug 2151500true66d55d5a-5ec8-4eef-a20d-c04e61b0a05dfalsefalsefalse0746399423false00
-12147483647falsefalsefalsefalsefalseHjort's Thug1/3135Humanwarrior 1CNMediumhumanoid(human)1Perception -117, touch 11, flat-footed 16(+4 armor, +1 Dex, +2 shield)15(1d10+5)Fort +3, Ref +1, Will -131-130 ft.throwing axe +3 (1d6+1)throwing axe +3 (1d6+1)5 ft.5 ft.Str 13, Dex 12, Con 12, Int 9, Wis 8, Cha 111+213Toughness, Weapon Focus (throwing axe)Knowledge (local) +0, Linguistics +0Common, SkaldPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by each hurling a throwing axe at the nearest target. Then they draw another and leap into melee. They save the third throwing axe for fleeing targets. If reduced to fewer than 7 hit points, they always use their next action to retrieve and drink their potion of cure light wounds.The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points.potion of cure light woundschain shirt, heavy wooden shield, throwing axes (3)0000001Adultfalse00true1312129811truetrueKnowledgelocal0Linguistics0trueToughnessWeapon Focus (throwing axe)true17111600240213falsefalseHjort's Thug 3151500trueff68b1e4-f106-41e4-9407-d03bcc02f307falsefalsefalse01280656381false00
-12147483646falsefalsefalsefalsefalseHjort's Thug1/3135Humanwarrior 1CNMediumhumanoid(human)1Perception -117, touch 11, flat-footed 16(+4 armor, +1 Dex, +2 shield)15(1d10+5)Fort +3, Ref +1, Will -131-130 ft.throwing axe +3 (1d6+1)throwing axe +3 (1d6+1)5 ft.5 ft.Str 13, Dex 12, Con 12, Int 9, Wis 8, Cha 111+213Toughness, Weapon Focus (throwing axe)Knowledge (local) +0, Linguistics +0Common, SkaldPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by each hurling a throwing axe at the nearest target. Then they draw another and leap into melee. They save the third throwing axe for fleeing targets. If reduced to fewer than 7 hit points, they always use their next action to retrieve and drink their potion of cure light wounds.The thugs fight so long as their boss is alive. Should their boss fall, they flee if reduced to fewer than 5 hit points.potion of cure light woundschain shirt, heavy wooden shield, throwing axes (3)0000001Adultfalse00true1312129811truetrueKnowledgelocal0Linguistics0trueToughnessWeapon Focus (throwing axe)true17111600240213falsefalseBoss Thug 1222200truebc61f70a-85e0-471e-b2d2-2a979432bf48falsefalsefalse0199019279false00
-12147483645falsefalsefalsefalsefalseBoss Thug1/2200Humanwarrior 2CNMediumhumanoid(human)1Perception -119, touch 11, flat-footed 18(+6 armor, +1 Dex, +2 shield)22(2d10+7)Fort +4, Ref +1, Will -141-120 ft.throwing axe +4 (1d6+1)throwing axe +4 (1d6+1)5 ft.5 ft.Str 13, Dex 12, Con 12, Int 9, Wis 8, Cha 112+314Toughness, Weapon Focus (throwing axe)Intimidate +4, Knowledge (local) +1, Linguistics +0Common, SkaldPFS S2-150The boss guesses the PCs' expedition leader to be whoever has the highest Charisma, and orders the thugs not to attack that PC under any condition.The boss lets the thugs attack first, and holds back to throw axes at the easiest targets. Once either down to just one axe or directly attacking in melee, the boss shifts to close combat.The boss fights until reduced to 5 hit points or less and then attempts to flee.potions of cure light wounds (2)chainmail, heavy steel shield, throwing axes (5), 50 gp0000001Adultfalse00true1312129811truetrueIntimidate4Knowledgelocal1Linguistics0trueToughnessWeapon Focus (throwing axe)true19111800260314falsefalse