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Murderous Scythe

Murderous Scythe CR 16

Source NPC Codex pg. 210
XP 76,800
Half-elf druid 4/fighter 6/assassin 7
NE Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +24

Defense

AC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural)
hp 144 (4d8+6d10+7d8+57)
Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs. poison, +4 vs. fey and plant-targeted effects
Defensive Abilities bravery +2, improved uncanny dodge

Offense

Speed 30 ft.
Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison)
Special Attacks death attack (DC 19), quiet death, sneak attack +4d6, true death (DC 22), weapon training (heavy blades +1), wild shape 1/day
Spell-Like Abilities (CL 4th; concentration +6)
5/day—wooden fist
Druid Spells Prepared (CL 4th; concentration +6)
2nd—barkskinD, resist energy (DC 14), spider climb, tree shape
1st—entangleD (DC 13), faerie fire (2), longstrider, obscuring mist
0 (at will)—detect magic, guidance, light, know direction
Domain Plant

Tactics

Before Combat The assassin casts barkskin and longstrider. He applies poison to his scythe, and wild shapes into an eagle or dire rat.
During Combat In animal form, the assassin studies an enemy spellcaster for 3 rounds before casting obscuring mist to sow chaos among his foes. He then takes his real form to make a death attack against his target. In melee, he trips his foes.
Base Statistics Without barkskin and longstrider, the assassin’s statistics are AC 24, touch 12, flat-footed 24; Speed 20 ft.

Statistics

Str 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8
Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip)
Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip, Improved Critical (scythe), Improved Initiative, Improved Trip, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Skills Climb +13, Disguise +1, Fly +3, Knowledge (geography) +10, Knowledge (local, religion) +7, Knowledge (nature) +12, Perception +24, Sense Motive +19, Stealth +21, Survival +12, Swim +13
Languages Common, Elven, Goblin, Sylvan
SQ armor training 1, elf blood, hidden weapons, nature bond (Plant domain), nature sense, poison use, trackless step, wild empathy +3, woodland stride
Combat Gear potion of cure serious wounds, deathblade poison, purple worm poison (3); Other Gear +3 glamered darkwood full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of resistance +1, ring of protection +2, 402 gp

Many of these murderers serve as assassins for dark druid circles or dominate savage humanoid tribes.

Zelath the Reaper

Knowing that death is just part of the cycle of life, Zelath truly believes his murderous ways enforces the will of nature. Like a deadly gardener, he prunes those who dare thwart death’s call or despoil nature.

Combat Encounters:Zelath aids other druids in the protection of their homes, bringing his unorthodox talents for mutual defense and strategic offense.

Roleplaying Suggestions: Zelath often offers his expert knowledge of poisons to friends of the natural order.