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Zyss Assassin

Potential zyss assassins are selected from among the offspring of high-ranking sekmins and trained to remove threats both external and internal. In sekmin culture, to die at the hand of a zyss assassin is considered an honorable fate (though not one that's generally desired). Despite this elite status, the training zyss assassins must undergo is both rigorous and cruel. Zyss assassins train for years, learning to rely on no weapon other than those with which they were born, and submit to painful procedures to gain their most fearsome tool: their extraordinarily corrosive spit.

Although zyss assassins are perfectly happy to work alone, they're often deployed in groups of three or more. While one assailant wraps a target in their coils, their confederates strike with poisoned fangs. If their attack is successful, the target's corpse is dissolved with acid, leaving no trace behind.

Elite | Normal | Weak
Proficiency without Level

Zyss AssassinCreature 10

Rare Medium Humanoid Serpentfolk 
Source Pathfinder #225: Vaultlines pg. 235
Recall Knowledge DC 32 (includes +5 from Rare) • Humanoid (Society)
Perception +20; darkvision, scent (imprecise) 30 feet
Languages Aklo, Common, Sakvroth; telepathy 100 feet
Skills Acrobatics +22, Athletics +20, Deception +18, Occultism +19, Society +19, Stealth +24, Survival +17, Thievery +22
Str +4, Dex +7, Con +5, Int +5, Wis +3, Cha +4
AC 29; Fort +18, Ref +22, Will +17 (+4 status vs. mental); +1 status to all saves vs. magic
HP 150; Resistances poison 10
Acid Death When the zyss assassin dies, their body explodes in a burst of acid. All creatures in a 10-foot emanation take 3d8 acid damage (DC 26 basic Reflex save). The assassin's corpse and any creature that takes this damage is subjected to acid dissolution.Thin of Blood Zyss serpentfolk recover slowly from injuries. When they take physical damage from a critical hit, they gain 2d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions.Vengeful Strike [reaction] Trigger An adjacent creature hits the zyss assassin with a melee Strike; Effect The assassin makes a fangs Strike against the triggering creature. This Strike doesn't count toward the assassin's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Speed 30 feet
Melee [one-action] fangs +23 [+18/+13] (finesse), Damage 2d4+12 piercing plus assassin venomMelee [one-action] tail +23 [+18/+13], Damage 2d8+12 bludgeoning plus GrabRanged [one-action] spit +23 [+18/+13] (acid, range increment 30 feet), Damage 4d8 acid plus acid dissolutionOccult Innate Spells DC 29; 4th rewrite memory; 3rd levitate (self only; at will); 2nd blur (self only; at will); 1st illusory disguise (at will), ventriloquism (at will)
Acid Dissolution (acid) A creature damaged by the zyss assassin's spit Strike takes 1d8 persistent acid damage. If this persistent damage kills a creature or deals damage to it while it's dead, the creature's corpse is entirely dissolved, leaving behind only stone, metal, and magical objects.Constrict [one-action] 1d8+8 bludgeoning, DC 29Zyss Assassin Venom (poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d4 poison damage and enfeebled 1 (1 round); Stage 2 6d4 poison damage and enfeebled 1 (1 round)

Sidebar - Additional Lore Leave No Trace

Over the course of centuries, zyss assassins have carried out assignments for nearly every faction within sekmin culture. The common thread of these missions is that they each required plausible deniability. To that end, every zyss assassin is implanted with acid sacs harvested from a vemerak’s stomach. Not only can a zyss use their corrosive spit to dissolve their victims, but when a zyss assassin dies, their body explodes in a burst of acidic sludge that leaves behind no evidence of their existence.

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