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Blacknoon Apprentice

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Blacknoon ApprenticeCreature 3

NE Medium Dwarf Humanoid 
Source Pathfinder #193: Mantle of Gold pg. 71
Perception +10; darkvision
Languages Common, Dwarven
Skills Acrobatics +10, Crafting +8, Intimidation +9, Stealth +10, Thievery +10
Str +2, Dex +4, Con +2, Int +0, Wis +1, Cha +1
Items 3 gp, composite shortbow (10 arrows), giant centipede venom (2), leather armor, shortsword, thieves' tools
AC 20; Fort +10, Ref +12, Will +9
HP 47; Resistances poison 2
Speed 20 feet
Melee [one-action] shortsword +13 [+9/+5] (agile, finesse, versatile S), Damage 1d6+2+2 piercingRanged [one-action] composite shortbow +13 [+8/+3] (deadly d10, propulsive, range 60 feet), Damage 1d6+2+1 piercingSneak Attack The Blacknoon apprentice deals an additional 1d6 precision damage to flat-footed creatures.Toxic Treachery [reaction] (manipulate) Trigger The Blacknoon apprentice successfully Demoralizes or Tumbles Through a foe; Effect The Blacknoon apprentice applies a dose of poison to a weapon they wield.