Sharkfolk Slasher
Medium Beast/Humanoid, Sharkfolk Tiger Sharkfolk, Hunter, Sharkfolk Clans, Level 2
HP: 28 (2d10)
DgC/BC: 18/2
Speed: Normal: 6, Swim: 8
Initiative: 9
Carrying capacity: 72
Sanity: 8
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
4
STR
1
VIT
4
CHA
-3
INT
-2
WIS
2
Skills
Adventuring: 4, Allure: 1, Diplomacy: 1, Exertion: 6, Insight: 1, Intimidation: 2, Perception: 5, Precision: 1, Resilience: 1, Sleight: 1, Society: 3, Stamina: 3, Stealth: 3, Toughness: 1
Specialisations
Movement: +1, Single Handed Attacks: +1, Smell: +2, Trackers Kit: +2, Tracking: +2, Unarmed Attacks: +1
Languages
Common
Abilities
Bloodscent. Sharkfolk Slasher gains one level of advantage on Tracking checks and all attacks against bloodied creatures.
Bottom Feeder. Sharkfolk Slasher has resistance to poisons and diseases and gains one level of advantage on all checks against them.
Dual-Wielder. Sharkfolk Slasher is dual-wielding if it is holding 2 one handed weapons. Whenever Sharkfolk Slasher is dual-wielding and fully hits an attack with one of its weapons, its next attack with the other on the same turn is done with advantage.
Actions
◆◆: Bite. Melee unarmed attack, Exertion(STR) to hit. 1d8 + STR piercing damage.
Equipment
2x Daab
Level 0 Weapon, Sword
Flow Footwork. This creature can move up to 2 m as part of every action with this weapon.
◆: Cut. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI slashing damage.
◆◆◆: Z-Cut. Melee weapon attack. Make 3 cut attacks against the same target. If all 3 fully hit, the target gets one level of bleeding.
⮌, This creature is declared target of attack: Parry. This creature gains 1d6 to DgC against that attack.