Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Fatal Axe

Fatal Axe CR 19

Source NPC Codex pg. 211
XP 204,800
Dwarf rogue 10/assassin 10
NE Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +25


AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight, +2 natural)
hp 183 (10d8+10d8+90)
Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved uncanny dodge, trap sense +3, +5 vs. poison


Speed 25 ft.
Melee +1 flaming frost shock handaxe +20/+15/+10 (1d6+5/19–20/×3 plus 1d6 cold and 1d6 electricity and 1d6 fire)
Ranged +1 returning shock throwing axe +15 (1d6+5/×3 plus 1d6 electricity)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, angel of death 1/day, death attack (DC 26), quiet death, sneak attack +10d6, swift death 1/day, true death (DC 25)


Before Combat The assassin uses Stealth or Disguise to get close to her prey so she can study and strike with her death attack.
During Combat Using her fast stealth and boots of speed to rush into the fray, the assassin attacks the most threatening target using bleeding strike. Next, she moves out of melee to soften foes with throwing axe attacks before reentering melee.


Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6
Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip)
Feats Cleave, Combat Expertise, Fleet, Improved Critical (handaxe), Improved Feint, Improved Iron Will, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (handaxe)
Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14, Knowledge (engineering, geography, history, nature, nobility, religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25 (+27 to notice unusual stonework), Sense Motive +25, Sleight of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran
SQ hidden weapons, hide in plain sight, poison use, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, weapon training), trapfinding +5
Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning shock handaxe, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +2, 2,138 gp

Surprisingly quick and nimble for dwarves, fatal axes mix melee prowess with devastating throwing axe strikes to bring down their foes.

Thelan Stonebiter

In Thelan’s mind, the task she performs serves the greater good of her clan and her fortress home. The dwarven people have many foes, from savage giants to sociopathic goblins to those capricious and deceptive elves. Her work, though unconventional, deceptive, and contrary to most dwarves’ sense of honor and fair play, is essential in evening the odds. Not entirely without honor, she refuses to use her murderous art against fellow dwarves.

Combat Encounters: Though Thelan sometimes takes freelance assignments against non-dwarven targets, her true passion is protecting her people.

Roleplaying Suggestions: When not on a mission, Thelan acts like a normal dwarf. She is loyal to friends, her clan, and the thanes of her fortress. Few who know her suspect her of dark deeds.