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Life Stealer (Human Barbarian 15)

Life Stealer
CR 14

XP 38,400
Human Barbarian 15
NE Medium humanoid (human)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +18

DEFENSE

AC 20, touch 11, flat-footed 17 (+7 armor, +3 Dex, –2 rage, +2 shield)
hp 200 (15d12++97)
Fort +17, Ref +10, Will +10; +5 vs. spells and spell-like and supernatural abilities, +4 vs. enchantments
Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 3/—

OFFENSE

Speed 30 ft.
Melee nine lives stealer +22/+17/+12 (1d8+7/17–20) or armor spikes +20/+15/+10 (1d6+5)
Ranged mwk composite longbow +19/+14/+9 (1d8+5/×3)
Special Attacks greater rage (35 rounds/day), rage powers (low-light vision, mighty swing, night vision, quick reflexes, scent, strength surge +15, superstition +5)

TACTICS

Before Combat The barbarian uses stealth and deception to get close to enemies without them noticing, and uses his chime of opening to break into locked strongholds.

During Combat The barbarian tries to disarm opponents at the beginning of combat, using poison against a target’s weakest ability score if he knows his target in advance. He triggers his mighty swing on a sword critical that might slay his target, and uses his rage-enhanced senses to find creatures trying to hide or flee. He uses his buckler when faced with many foes, but against lone targets uses his nine lives stealer for two-handed Power Attacks.

Base Statistics

When not raging, the barbarian’s statistics are AC 22, touch 13, flat-footed 19; hp 155; Fort +14, Will+7; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee nine lives stealer +19/+14/+9 (1d8+4/17–20) or armor spikes +17/+12/+7 (1d6+2); Ranged mwk composite longbow +19/+14/+9 (1d8+2/×3); Str 15, Con 16; CMB +17; CMD 30; Skills Climb +7, Swim +3.

STATISTICS

Str 21, Dex 16, Con 22, Int 14, Wis 10, Cha 8
Base Atk +15; CMB +20; CMD 31
Feats Blind-Fight, Combat Expertise, Deadly Aim, Deceitful, Greater Disarm, Improved Critical (longsword), Improved Disarm, Power Attack, Step Up
Skills Acrobatics +18 (+22 when jumping), Bluff +18, Climb +10, Craft (alchemy) +6, Disguise +20 (+30 with hat of disguise), Intimidate +15, Knowledge (local, nobility) +5, Linguistics +7, Perception +18, Stealth +20, Survival +10, Swim +6
Languages Common, Aklo, Draconic, Dwarven, Elven, Gnoll, Goblin, Orc
SQ fast movement
Combat Gear potion of cure light wounds, potion of invisibility, potions of undetectable alignment (2), blue whinnis poison (2), giant wasp poison (2), purple worm poison; Other Gear +1 shadow breastplate with armor spikes, +1 buckler, nine lives stealer, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, chime of opening, cloak of resistance +2, hat of disguise, disguise kit, 50 gp

DESCRIPTION

Careful and cunning, life stealers often serve as assassins.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.