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Kuzco Droga (Atrax Corp.) in Pathfinder 2e

Kuzco Droga (Atrax Corp.) - CREATURE 3
SMALLSKITTERMANDERHUMANOID

Perception +9; low-light vision
Languages Common, Vesk
Skills Acrobatics +7, Athletics +6, Computers +9, Diplomacy +5 Society +9

STR +1 , DEX +3 , CON +2 , INT +4 , WIS +0 , CHA +1

Items Items
Commercial Medpatch, Corporate Atrax Managerwear, tactical laser pistol, all-access datacard.
AC 19
Saving Throws Fort +11, Ref +12, Will +6
HP37
Speed 25
Melee Melee fist +10 (agile, finesse, nonlethal. unarmed) 1d4+1
Ranged Ranged tactical laser pistol +12 (expend 2, mag 10, range increment 40 feet, reload 1, tech) 1d6+4
Special Abilities Defying Glare , Trigger A creature uses a mental effect against Kuzco and fails or critically fails; Effect Kuzco Demoralizes that creature; when he does, Demoralize loses the auditory trait and gains the visual trait and she doesn’t take a penalty if the creature doesn’t understand her language.
Pleasant Distraction As a skittermander, Kuzco can lull foe creatures into a false sense of security. When Kuzco succeeds or critically succeeds on a Deception Check to Feint (Perception DC, foe) on a target within 30 feet, the target is off guard against his ranged attacks as well as his melee strikes.
Holographic Round Frequency once per round; Effect Kuzco creates a brief hologram that disappears at the end of their turn, potentially distracting his target. Kuzco makes a Deception check to Feint against a creature within 30 feet that can see him and which he can see. If his laser pistol is loaded, Kuzco then makes a ranged laser pistol shot strike against the target. 1d6+4 damage.
Sneak Attack Kuzco deals an additional 1d6 precision damage to off guard creatures.

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