Thug 1falsefalse110false11falsefalsefalsefalsefalsefalsefalseThug1/2200NEMediumhumanoid6Perception +0AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)11(2d10)32030 ft.club +3 (1d6+1/x2)light crossbow +5 (1d8/19-20/x2)Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 82+315
Improved Initiative, Weapon Focus (Light crossbow)Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0CommonFemaleThe 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!falsetrue1314119108falsetrueAcrobatics3Climb5Escape Artist1Fly1Intimidate4Ride1Stealth1Swim0trueImproved InitiativeWeapon Focus (Light crossbow)true1512130003031500true442c0182-83c2-4739-97a9-ed6295f076a7false9583137000
695831370Thug 2falsefalse110false11falsefalsefalsefalsefalsefalsefalseThug1/2200NEMediumhumanoid6Perception +0AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)11(2d10)32030 ft.club +3 (1d6+1/x2)light crossbow +5 (1d8/19-20/x2)Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 82+315
Improved Initiative, Weapon Focus (Light crossbow)Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0CommonFemaleThe 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!falsetrue1314119108falsetrueAcrobatics3Climb5Escape Artist1Fly1Intimidate4Ride1Stealth1Swim0trueImproved InitiativeWeapon Focus (Light crossbow)true1512130003031500true02904b1b-7a7f-438d-b15a-c2a0445b885dfalse69255278300
6692552783Thug 3falsefalse110false11falsefalsefalsefalsefalsefalsefalseThug1/2200NEMediumhumanoid6Perception +0AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)11(2d10)32030 ft.club +3 (1d6+1/x2)light crossbow +5 (1d8/19-20/x2)Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 82+315
Improved Initiative, Weapon Focus (Light crossbow)Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0CommonFemaleThe 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!falsetrue1314119108falsetrueAcrobatics3Climb5Escape Artist1Fly1Intimidate4Ride1Stealth1Swim0trueImproved InitiativeWeapon Focus (Light crossbow)true1512130003031500trueb1162b90-9ea0-4fb0-b95b-4f051b34c792false4209915900
642099159Thug 4falsefalse110false11falsefalsefalsefalsefalsefalsefalseThug1/2200NEMediumhumanoid6Perception +0AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)11(2d10)32030 ft.club +3 (1d6+1/x2)light crossbow +5 (1d8/19-20/x2)Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 82+315
Improved Initiative, Weapon Focus (Light crossbow)Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0CommonFemaleThe 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!falsetrue1314119108falsetrueAcrobatics3Climb5Escape Artist1Fly1Intimidate4Ride1Stealth1Swim0trueImproved InitiativeWeapon Focus (Light crossbow)true1512130003031500true1a2da184-874c-4e46-90a1-3f3904be0590false200949337700
62009493377Thug 5falsefalse110false11falsefalsefalsefalsefalsefalsefalseThug1/2200NEMediumhumanoid6Perception +0AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)11(2d10)32030 ft.club +3 (1d6+1/x2)light crossbow +5 (1d8/19-20/x2)Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 82+315
Improved Initiative, Weapon Focus (Light crossbow)Acrobatics +3, Climb +5, Escape Artist +1, Fly +1, Intimidate +4, Ride +1, Stealth +1, Swim +0CommonFemaleThe 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!falsetrue1314119108falsetrueAcrobatics3Climb5Escape Artist1Fly1Intimidate4Ride1Stealth1Swim0trueImproved InitiativeWeapon Focus (Light crossbow)true1512130003031500true5165bcd7-2dd7-4d65-8736-b6afb0a422a4false125280392400
61252803924Violent Dogfalsefalse130false13falsefalsefalsefalsefalsefalsefalseViolent Dog2600NMediumAnimal4low-light vision, scent; Perception +1213, touch 12, flat-footed 11(+4 Dex, +3 natural)17(2d8+8)Fort +5, Ref +5, Will +177340 ft.bite +5 (1d6+5 plus trip)5 ft.5 ft.Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 61319 (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 scentanysolitary, pair, or pack (3-12)noneThis burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest.DogPFRPG Bestiary0Larger 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.0000001adultfalsetrue19191921610falsetrueAcrobatics8Perception12Survival3trueSkill Focus (Perception)true1714133000031900true11347f9b-6184-4caa-9603-69bf761279e4false191067243100
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