Hjort's Thug 1 15 15 0 0 true 4f43c6af-173b-4b84-8ec9-5f1b70a9ed36 false false false 0 1603834150 false 0 0 0 0 false false false false false Hjort's Thug 1/3 135 Human warrior 1 CN Medium humanoid (human) 1 Perception -1 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield) 15 (1d10+5) Fort +3, Ref +1, Will -1 3 1 -1 30 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 11 1 +2 13 Toughness, Weapon Focus (throwing axe) Knowledge (local) +0, Linguistics +0 Common, Skald PFS S2-15 0 The 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 wounds chain shirt, heavy wooden shield, throwing axes (3) 0 0 0 0 0 0 1 Adult false 0 0 true 13 12 12 9 8 11 true true Knowledge local 0 Linguistics 0 true Toughness Weapon Focus (throwing axe) true 17 11 16 0 0 2 4 0 2 13 false false Hjort's Thug 2 15 15 0 0 true 66d55d5a-5ec8-4eef-a20d-c04e61b0a05d false false false 0 746399423 false 0 0 -1 2147483647 false false false false false Hjort's Thug 1/3 135 Human warrior 1 CN Medium humanoid (human) 1 Perception -1 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield) 15 (1d10+5) Fort +3, Ref +1, Will -1 3 1 -1 30 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 11 1 +2 13 Toughness, Weapon Focus (throwing axe) Knowledge (local) +0, Linguistics +0 Common, Skald PFS S2-15 0 The 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 wounds chain shirt, heavy wooden shield, throwing axes (3) 0 0 0 0 0 0 1 Adult false 0 0 true 13 12 12 9 8 11 true true Knowledge local 0 Linguistics 0 true Toughness Weapon Focus (throwing axe) true 17 11 16 0 0 2 4 0 2 13 false false Hjort's Thug 3 15 15 0 0 true ff68b1e4-f106-41e4-9407-d03bcc02f307 false false false 0 1280656381 false 0 0 -1 2147483646 false false false false false Hjort's Thug 1/3 135 Human warrior 1 CN Medium humanoid (human) 1 Perception -1 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield) 15 (1d10+5) Fort +3, Ref +1, Will -1 3 1 -1 30 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 11 1 +2 13 Toughness, Weapon Focus (throwing axe) Knowledge (local) +0, Linguistics +0 Common, Skald PFS S2-15 0 The 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 wounds chain shirt, heavy wooden shield, throwing axes (3) 0 0 0 0 0 0 1 Adult false 0 0 true 13 12 12 9 8 11 true true Knowledge local 0 Linguistics 0 true Toughness Weapon Focus (throwing axe) true 17 11 16 0 0 2 4 0 2 13 false false Boss Thug 1 22 22 0 0 true bc61f70a-85e0-471e-b2d2-2a979432bf48 false false false 0 199019279 false 0 0 -1 2147483645 false false false false false Boss Thug 1/2 200 Human warrior 2 CN Medium humanoid (human) 1 Perception -1 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) 22 (2d10+7) Fort +4, Ref +1, Will -1 4 1 -1 20 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 11 2 +3 14 Toughness, Weapon Focus (throwing axe) Intimidate +4, Knowledge (local) +1, Linguistics +0 Common, Skald PFS S2-15 0 The 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 gp 0 0 0 0 0 0 1 Adult false 0 0 true 13 12 12 9 8 11 true true Intimidate 4 Knowledge local 1 Linguistics 0 true Toughness Weapon Focus (throwing axe) true 19 11 18 0 0 2 6 0 3 14 false false