XP 400 DEFENSE
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size) OFFENSE
Speed 20 ft. Tactics The phoney orphan orders his minions to attack, then moves to open a nearby door to yell out an alarm and let his allies enter the fray. He prefers to use his kukri in a real fight against intruders. If reduced to 4 hit points or less, he attempts to flee. If caught, he begs for his life and promises to tell the PCs everything they want to know. He looks like an orphan child unless a PC defeats his Disguise check with a Perception check (gnome PCs get a +5 on this check). STATISTICS
Str 11, Dex 15, Con 14, Int 10, Wis 14, Cha 10 |