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Murderous Scythe (Half-Elf Druid 4/Fighter 6/Assassin 7)

Murderous Scythe
CR 16

XP 76,800
Half-Elf Druid 4/Fighter 6/Assassin 7  
NE Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +24


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


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
Domain Spell-Like Abilities (CL 4th; concentration +6)

5/day—wooden fist

Druid Spells Prepared (CL 4th; concentration +6)

Domain Plant


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.


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