Belwar is the leader of a small band of shadowed Svirfneblin. After losing two of his squad to Drow in the Darklands, he is trying desperately to keep Kronthudd and Thulmarra alive long enough to find their way back home. He spends his quiet time contemplating the last several weeks, wondering where everything went wrong.

Belwar CR 5
XP 1,600
Shadow advanced svirfneblin slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 261, 288, Pathfinder RPG Bestiary 4 238)
CN Small outsider (augmented humanoid, gnome)
Init 4; Senses darkvision 120 ft., low-light vision; Perception +10 (12 to notice unusual stonework)
AC 23, touch 17, flat-footed 17 (4 armor, +4 Dex, +2 dodge, +2 natural, +1 size)
hp 37 (3d10
Fort 9, Ref +9, Will +5
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 14
Speed 20 ft.
Melee mwk kukri +5 (1d3 + 3 / 18-20) or
mwk kukri +1 (1d3 + 1 / 18-20)
Ranged mwk composite shortbow +9 (1d4 + 3 / ×3)
Special Attacks hatred, sneak attack +1d6, studied target +1 (1st, move action)
Spell-Like Abilities (CL 3rd; concentration +4)
1/day—blindness/deafness (DC 13), blur, disguise self
Str 17, Dex 19, Con 18, Int 14, Wis 14, Cha 12
Base Atk +3; CMB +5; CMD 21
Feats Point-Blank Shot, Rapid Shot, Weapon Finesse
Skills Acrobatics +9 (
5 to jump), Bluff 5, Climb +8, Heal +8, Knowledge (dungeoneering) +6, Perception +10 (12 to notice unusual stonework), Sense Motive 8, Stealth +15 (17 when underground), Survival 8, Swim +6; Racial Modifiers +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Undercommon
SQ gnome magic, slayer talent (finesse rogue), track +1
Other Gear mwk chain shirt, mwk composite shortbow (
3 Str), mwk kukri, mwk kukri, backpack, bedroll, belt pouch, hemp rope (50 ft.), manacles, mess kit[UE], pot, trail rations (5), waterskin
Special Abilities
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. Dwarves/Reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadow Blend (Su) When not in bright light, gain concealment.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (14) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

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