Thug 1 false false 11 0 false 11 false false false false false false false Thug 1/2 200 NE Medium humanoid 6 Perception +0 AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 11 (2d10) 3 2 0 30 ft. club +3 (1d6+1/x2) light crossbow +5 (1d8/19-20/x2) Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8 2 +3 15 Improved Initiative, Weapon Focus (Light crossbow) Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0 Common Female The thugs apply poison to two of their crossbow bolts. The thugs start combat by firing their poisoned crossbow bolts at the least-armored characters in the group, hoping to take down one or two characters. If attacked in melee, they drop their crossbows and use their clubs instead. The thugs are not interested in a protracted fight. As soon as they feel they’ve made their point or it’s become obvious that the tide has turned, they shout a final warning and flee. Medium spider venom (2); Other Gear Studded leather armor, Club, Crossbow bolts (20), Light crossbow, You have no money! false true 13 14 11 9 10 8 false true Acrobatics 3 Climb 5 Escape Artist 1 Fly 1 Intimidate 4 Ride 1 Stealth 1 Swim 0 true Improved Initiative Weapon Focus (Light crossbow) true 15 12 13 0 0 0 3 0 3 15 0 0 true 442c0182-83c2-4739-97a9-ed6295f076a7 false 95831370 0 0 6 95831370 Thug 2 false false 11 0 false 11 false false false false false false false Thug 1/2 200 NE Medium humanoid 6 Perception +0 AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 11 (2d10) 3 2 0 30 ft. club +3 (1d6+1/x2) light crossbow +5 (1d8/19-20/x2) Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8 2 +3 15 Improved Initiative, Weapon Focus (Light crossbow) Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0 Common Female The thugs apply poison to two of their crossbow bolts. The thugs start combat by firing their poisoned crossbow bolts at the least-armored characters in the group, hoping to take down one or two characters. If attacked in melee, they drop their crossbows and use their clubs instead. The thugs are not interested in a protracted fight. As soon as they feel they’ve made their point or it’s become obvious that the tide has turned, they shout a final warning and flee. Medium spider venom (2); Other Gear Studded leather armor, Club, Crossbow bolts (20), Light crossbow, You have no money! false true 13 14 11 9 10 8 false true Acrobatics 3 Climb 5 Escape Artist 1 Fly 1 Intimidate 4 Ride 1 Stealth 1 Swim 0 true Improved Initiative Weapon Focus (Light crossbow) true 15 12 13 0 0 0 3 0 3 15 0 0 true 02904b1b-7a7f-438d-b15a-c2a0445b885d false 692552783 0 0 6 692552783 Thug 3 false false 11 0 false 11 false false false false false false false Thug 1/2 200 NE Medium humanoid 6 Perception +0 AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 11 (2d10) 3 2 0 30 ft. club +3 (1d6+1/x2) light crossbow +5 (1d8/19-20/x2) Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8 2 +3 15 Improved Initiative, Weapon Focus (Light crossbow) Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0 Common Female The thugs apply poison to two of their crossbow bolts. The thugs start combat by firing their poisoned crossbow bolts at the least-armored characters in the group, hoping to take down one or two characters. If attacked in melee, they drop their crossbows and use their clubs instead. The thugs are not interested in a protracted fight. As soon as they feel they’ve made their point or it’s become obvious that the tide has turned, they shout a final warning and flee. Medium spider venom (2); Other Gear Studded leather armor, Club, Crossbow bolts (20), Light crossbow, You have no money! false true 13 14 11 9 10 8 false true Acrobatics 3 Climb 5 Escape Artist 1 Fly 1 Intimidate 4 Ride 1 Stealth 1 Swim 0 true Improved Initiative Weapon Focus (Light crossbow) true 15 12 13 0 0 0 3 0 3 15 0 0 true b1162b90-9ea0-4fb0-b95b-4f051b34c792 false 42099159 0 0 6 42099159 Thug 4 false false 11 0 false 11 false false false false false false false Thug 1/2 200 NE Medium humanoid 6 Perception +0 AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 11 (2d10) 3 2 0 30 ft. club +3 (1d6+1/x2) light crossbow +5 (1d8/19-20/x2) Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8 2 +3 15 Improved Initiative, Weapon Focus (Light crossbow) Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0 Common Female The thugs apply poison to two of their crossbow bolts. The thugs start combat by firing their poisoned crossbow bolts at the least-armored characters in the group, hoping to take down one or two characters. If attacked in melee, they drop their crossbows and use their clubs instead. The thugs are not interested in a protracted fight. As soon as they feel they’ve made their point or it’s become obvious that the tide has turned, they shout a final warning and flee. Medium spider venom (2); Other Gear Studded leather armor, Club, Crossbow bolts (20), Light crossbow, You have no money! false true 13 14 11 9 10 8 false true Acrobatics 3 Climb 5 Escape Artist 1 Fly 1 Intimidate 4 Ride 1 Stealth 1 Swim 0 true Improved Initiative Weapon Focus (Light crossbow) true 15 12 13 0 0 0 3 0 3 15 0 0 true 1a2da184-874c-4e46-90a1-3f3904be0590 false 2009493377 0 0 6 2009493377 Thug 5 false false 11 0 false 11 false false false false false false false Thug 1/2 200 NE Medium humanoid 6 Perception +0 AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 11 (2d10) 3 2 0 30 ft. club +3 (1d6+1/x2) light crossbow +5 (1d8/19-20/x2) Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8 2 +3 15 Improved Initiative, Weapon Focus (Light crossbow) Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0 Common Female The thugs apply poison to two of their crossbow bolts. The thugs start combat by firing their poisoned crossbow bolts at the least-armored characters in the group, hoping to take down one or two characters. If attacked in melee, they drop their crossbows and use their clubs instead. The thugs are not interested in a protracted fight. As soon as they feel they’ve made their point or it’s become obvious that the tide has turned, they shout a final warning and flee. Medium spider venom (2); Other Gear Studded leather armor, Club, Crossbow bolts (20), Light crossbow, You have no money! false true 13 14 11 9 10 8 false true Acrobatics 3 Climb 5 Escape Artist 1 Fly 1 Intimidate 4 Ride 1 Stealth 1 Swim 0 true Improved Initiative Weapon Focus (Light crossbow) true 15 12 13 0 0 0 3 0 3 15 0 0 true 5165bcd7-2dd7-4d65-8736-b6afb0a422a4 false 1252803924 0 0 6 1252803924 Violent Dog false false 13 0 false 13 false false false false false false false Violent Dog 2 600 N Medium Animal 4 low-light vision, scent; Perception +12 13, touch 12, flat-footed 11 (+4 Dex, +3 natural) 17 (2d8+8) Fort +5, Ref +5, Will +1 7 7 3 40 ft. bite +5 (1d6+5 plus trip) 5 ft. 5 ft. Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 1 3 19 (23 vs. trip) Skill Focus (Perception) Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking) +4 Acrobatics when jumping, +4 Survival when tracking by scent any solitary, pair, or pack (3-12) none This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest. Dog PFRPG Bestiary 0 Larger dogs (known to Small races like half lings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check. 0 0 0 0 0 0 1 adult false true 19 19 19 2 16 10 false true Acrobatics 8 Perception 12 Survival 3 true Skill Focus (Perception) true 17 14 13 3 0 0 0 0 3 19 0 0 true 11347f9b-6184-4caa-9603-69bf761279e4 false 1910672431 0 0 4 1910672431