These Tengu Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while.
Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14
Tengu Sneak, Criminal 2
Source Bestiary pg. 310
Perception +6; low-light vision
Languages Common, Tengu; plus two others
Skills Acrobatics +8, Athletics +6, Deception +7, Diplomacy +5, Society +5, Stealth +8, Thievery +8
Str +2, Dex +4, Con +1, Int +1, Wis +0, Cha +1
Items rapier, shortbow, studded leather armor
AC 19; Fort +7, Ref +10, Will +4
HP 27
Speed 25 feet
Melee rapier +10 [+5/+0] (deadly 1d8, disarm, finesse), Damage 1d6+2 piercing
Melee beak +10 [+5/+0] (finesse), Damage 1d4+2 piercing
Ranged shortbow +10 [+5/+0] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing
Go for the Eyes (incapacitation) Trigger The tengu critically hits with a beak Strike. Effect The tengu attempts to peck out its victim’s eyes. The target must attempt a DC 17 Fortitude save.
Success Unaffected.
Failure Blinded for 1 round.
Critical Failure Blinded until healed to maximum HP.
Sneak Attack The tengu deals 1d6 extra precision damage to flat-footed creatures.
Surprise Attacker On the first round of combat, creatures that haven’t acted yet are flat-footed to the tengu.
Jinx Eaters
Tengus occupy a unique social niche in pirate-controlled territory since many pirates believe that a tengu’s presence on board a ship wards off bad luck. Known as “jinx eaters,” these tengu are treated as mascots by their pirate crews. However, Jinx eaters don’t mind this treatment since it allows them to escape much of the drudgery associated with working on a ship. When a tengu is sailing with pirates afraid of ill fortune, the claim that “hunger leads to bad luck” secures comfort and respect for the jinx eater more effectively than any bribe.
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