Hjort's Thug Tier 4-5 1262600true57d0e75e-f359-41b7-ad1f-babf4b8d9c09falsefalsefalse0596637768false00
00falsefalsefalsefalsefalseHjort's Thug Tier 4-51400Humanrogue (thug) 1/warrior 2CNMediumhumanoid(human)7Perception +419, touch 13, flat-footed 16(+4 armor, +3 Dex, +2 shield)26(1d8+2d10+7)Fort +4, Ref +5, Will -145-130 ft.mwk battleaxe +6 (1d8+2/x3)throwing axe +5 (1d6+2)5 ft.5 ft.sneak attack +1d6Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 122+417Improved Initiative, Toughness, Weapon Focus (battleaxe)Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6Common, SkaldfrighteningPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a 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.potions of cure light wounds (2)masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe0000001Pathfinder RPG Advanced Player's Guide 135Adultfalse00true15161310812truetrueIntimidate7Knowledgelocal6Linguistics4Perception4Sleight of Hand9Stealth6trueImproved InitiativeToughnessWeapon Focus (battleaxe)true19131600240417falsefalseHjort's Thug Tier 4-5 2262600true4351b97a-7c7e-401d-8575-cb991ee04d92falsefalsefalse01386359911false00
-12147483647falsefalsefalsefalsefalseHjort's Thug Tier 4-51400Humanrogue (thug) 1/warrior 2CNMediumhumanoid(human)7Perception +419, touch 13, flat-footed 16(+4 armor, +3 Dex, +2 shield)26(1d8+2d10+7)Fort +4, Ref +5, Will -145-130 ft.mwk battleaxe +6 (1d8+2/x3)throwing axe +5 (1d6+2)5 ft.5 ft.sneak attack +1d6Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 122+417Improved Initiative, Toughness, Weapon Focus (battleaxe)Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6Common, SkaldfrighteningPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a 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.potions of cure light wounds (2)masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe0000001Pathfinder RPG Advanced Player's Guide 135Adultfalse00true15161310812truetrueIntimidate7Knowledgelocal6Linguistics4Perception4Sleight of Hand9Stealth6trueImproved InitiativeToughnessWeapon Focus (battleaxe)true19131600240417falsefalseHjort's Thug Tier 4-5 3262600true4f9b0ec0-17e6-4936-ac77-eb4e0bf56421falsefalsefalse01041754505false00
-12147483646falsefalsefalsefalsefalseHjort's Thug Tier 4-51400Humanrogue (thug) 1/warrior 2CNMediumhumanoid(human)7Perception +419, touch 13, flat-footed 16(+4 armor, +3 Dex, +2 shield)26(1d8+2d10+7)Fort +4, Ref +5, Will -145-130 ft.mwk battleaxe +6 (1d8+2/x3)throwing axe +5 (1d6+2)5 ft.5 ft.sneak attack +1d6Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 122+417Improved Initiative, Toughness, Weapon Focus (battleaxe)Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6Common, SkaldfrighteningPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a 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.potions of cure light wounds (2)masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe0000001Pathfinder RPG Advanced Player's Guide 135Adultfalse00true15161310812truetrueIntimidate7Knowledgelocal6Linguistics4Perception4Sleight of Hand9Stealth6trueImproved InitiativeToughnessWeapon Focus (battleaxe)true19131600240417falsefalseHjort's Thug Tier 4-5 4262600trueae956622-921d-4c30-b8fa-5050660068cafalsefalsefalse0208396397false00
-12147483645falsefalsefalsefalsefalseHjort's Thug Tier 4-51400Humanrogue (thug) 1/warrior 2CNMediumhumanoid(human)7Perception +419, touch 13, flat-footed 16(+4 armor, +3 Dex, +2 shield)26(1d8+2d10+7)Fort +4, Ref +5, Will -145-130 ft.mwk battleaxe +6 (1d8+2/x3)throwing axe +5 (1d6+2)5 ft.5 ft.sneak attack +1d6Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 122+417Improved Initiative, Toughness, Weapon Focus (battleaxe)Intimidate +7, Knowledge (local) +6, Linguistics +4, Perception +4, Sleight of Hand +9, Stealth +6Common, SkaldfrighteningPFS S2-150The thugs remain hidden, waiting for their boss to give the order to attack.The thugs open combat by hurling a throwing axe at the nearest target. Then they draw their battleaxes and leap into melee, always striving to pair up and flank targets. They save their second throwing axe for fleeing targets. If reduced to fewer than 11 hit points, they always use their next action to retrieve and drink a 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.potions of cure light wounds (2)masterwork chain shirt, heavy steel shield, throwing axes (2), masterwork battleaxe0000001Pathfinder RPG Advanced Player's Guide 135Adultfalse00true15161310812truetrueIntimidate7Knowledgelocal6Linguistics4Perception4Sleight of Hand9Stealth6trueImproved InitiativeToughnessWeapon Focus (battleaxe)true19131600240417falsefalseBoss Thug Tier 4-5 1292900trued3e403eb-01bb-4f4d-9ba1-10c2afb87371falsefalsefalse01160016412false00
-12147483644falsefalsefalsefalsefalseBoss Thug Tier 4-53800Humanrogue (thug) 4CNMediumhumanoid(human)2Perception +616, touch 12, flat-footed 14(+4 armor, +2 Dex)29(4d8+8)Fort +1, Ref +6, Will +216230 ft.mwk longspear +9 (1d8+6/x3)mwk hand crossbow +6 (1d4/19-20)5 ft.5 ft.brutal beating, sneak attack +2d6Str 18, Dex 14, Con 10, Int 12, Wis 8, Cha 133+719Iron Will, Toughness, Weapon Focus (longspear)Acrobatics +8, Bluff +8, Climb +10, Intimidate +8, Knowledge (local) +8, Perception +6, Sense Motive +6, Sleight of Hand +9, Stealth +8, Swim +10Common, SkaldfrighteningPFS S2-150The boss guesses the PCs' expedition leader to be whoever has the highest Charisma score, and orders the thugs not to attack that PC under any condition.The boss charges in with the thugs, using her longspear to keep the PCs at range whenever possible. The boss's masterwork hand crossbow is loaded, and should a PC attempt to flee, she uses her next action to draw it and fire at that PC.The boss fights until reduced to 5 hit points or fewer and then attempts to flee.potion of cure moderate woundsmasterwork chain shirt, masterwork hand crossbow with 10 bolts, masterwork longspear0000001evasion, uncanny dodgePathfinder RPG Advanced Player's Guide 135Adultfalse00true18141012813truetrueAcrobatics8Bluff8Climb10Intimidate8Knowledgelocal8Perception6Sense Motive6Sleight of Hand9Stealth8Swim10trueIron WillToughnessWeapon Focus (longspear)true16121400040719falsefalse