(CR 05) Mad Hermit

The material below is Open Game Content from a 3PP Source

Mad Hermit (CR 5; 1,600 XP)
Male old human rogue 7
CE Medium humanoid (human)
Init +6; Senses Perception +11
Defense
AC 17, touch 14, flat-footed 14
(+3 armor, +1 deflection, +2 Dex, +1 dodge)
hp 45 (7d8+14)
Fort +3, Ref +7, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge
Offense
Speed 30 ft.
Melee mwk short sword +8 (1d6/19–20) or +1 whip +8 (1d3+1)
Special Attacks sneak attack +3d6
Statistics
Abilities Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency, Improved Initiative, Improved Trip, Skill Focus (Handle Animal), Weapon Finesse
Skills Acrobatics +12, Bluff +10, Climb +10, Escape Artist +12, Handle Animal +10, Knowledge (nature) +9, Perception +11, Sense Motive +11, Sleight of Hand +12, Stealth +12, Survival +8
Languages Common, Kobold, Sylvan
SQ trapfinding, rogue talents (combat trick, finesse rogue, surprise attack), trap sense +2
Gear +1 leather armor, +1 whip, masterwork short sword, ring of protection +1

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