Foul liquid drips in equal measure from this scorpion-woman’s fearsome spear and tail stinger.
Quick Striker CR 12
Speed 50 ft.
Melee +1 spear +20/+15/+10/+5 (1d8+7/×3 plus poison), 2 claws +17 (1d6+2 plus grab), sting +17 (1d6+2 plus poison)
Ranged +1 composite shortbow +22/+17/+12/+7 (1d6+5/×3 plus poison) or +1 spear +22/+17/+12/+7 (1d8+7×3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4), poison (DC 24), scout’s charge, skirmisher, sneak attack +4d6
Spell-Like Abilities (CL 18th, concentration +19)
Str 18, Dex 23, Con 21, Int 14, Wis 16, Cha 13
Base Atk +16; CMB +21 (+25 grapple); CMD 38 (50 vs. trip)
Feats Deadly Aim, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Point-Blank Shot, Shot on the Run, Spring Attack
Skills Acrobatics +22 (+30 when jumping), Bluff +9, Climb +20, Craft (alchemy) +16, Disable Device +15, Escape Artist +14, Heal +13, Knowledge (geography, history) +7, Knowledge (local) +15, Perception +25, Sense Motive +16, Stealth +26, Survival +24; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Girtablilu, Gnoll, +1 language
SQ rogue talents (assault leader, lasting poison, survivalist, swift poison), scorpion empathy +18, trapfinding +4, undersized weapons
Combat Gear potions of cure serious wounds (2), potion of haste, potions of invisibility (3), alchemist’s fire (2), antitoxin (3), smokesticks (5), thunderstones (3); Other
Gear studded leather, +1 spear, +1 composite shortbow with 30 arrows, amulet of natural armor +2, belt of incredible dexterity +2, elixirs of hiding (2), portable alchemist’s lab, tindertwigs (10)
Quick strikers attack and withdraw with surgical precision, serving both as assassins and cavalry among girtablilu. They spread their venom across whatever weapons they wield, trusting the poison to linger even after they vanish from battle. These girtablilu prefer to target enemy leaders before an offensive by using their stealth, knowledge of the land, and skill with poisons to eliminate dangerous foes and sow confusion.
Regardless of the range, quick strikers excel at drawing enemy ranks apart and splitting their attention to allow focused formations of allies to press into otherwise impenetrable formations.
Quick strikers are vital to helping a tribe establish its hold on new territory.
Their skills make them good at harassing monsters in newly discovered ruins and disarming any dangers left behind by past masters. Because of their knowledge of alchemy and anatomy, they may also serve as healers, treating injuries as mundane as snakebites as the tribe ekes out an existence in the desert.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.