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Junth Rundel

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Elite | Normal | Weak
Proficiency without Level

Junth RundelCreature 9

Unique Medium Alchemical Construct 
Source The Dungeon pg. 152
Recall Knowledge DC 26 (36 if Unique applies) • Construct (Arcana, Crafting)
Variant noxious needler
Perception +6; darkvision
Skills Athletics +13, Crafting +10, Medicine +6, Occultism +10
Str +6, Dex +4, Con +3, Int +4, Wis +0, Cha +0
AC 18; Fort +11, Ref +10, Will +6
HP 150; Immunities bleed, death effects, disease, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void
Alchemical Chambers A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness, with a DC 17 Fortitude save or sickened 1 (sickened 2 on a critical failure).Alchemical Rupture When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 19 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
Speed 25 feet
Melee [one-action] syringe +13 [+8/+3] (magical), Damage 2d10+6 piercing plus alchemical injectionRanged [one-action] blood siphon +11 [+6/+1] (magical, tethered, thrown 10 feet), Damage 1d4+6 piercing plus attach siphonAlchemical Injection When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).Attach Siphon A creature that takes any damage from a blood siphon Strike must attempt a DC 19 Reflex save. On a failure, the siphon attaches to the creature. It's attached to Junth by a long length of flexible leather hose, so if he misses with a blood siphon he can retract it as an Interact action. The tether can also be severed (AC 27, Hardness 10, 10 HP), and the creature to which it has been attached can Escape (DC 19).Siphon Blood [one-action] Requirements Junth has a blood siphon attached to a target creature; Frequency once per round; Effect Junth drains blood from the target creature, dealing 5d6 bleed damage. Unlike most bleed damage, this isn't persistent damage. A creature that takes any of this bleed damage must also attempt a DC 19 Fortitude save.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and becomes enfeebled 1 for 1 hour.
Critical Failure The creature takes full damage, becomes enfeebled 2 for 1 hour, and becomes drained 1. If the creature is already drained, it instead increases the value of its drained condition by 1.

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