Kronthud is the most distant of the Svirfneblin accompanying the party. Almost mercenary in his attitude, he shows no real drive to get back home but revels in combat and taking risks. Loyal to Belwar though feels the group should enjoy their time away from their normal duties of scouting the Darklands.

Kronthud CR 5
XP 1,600
Shadow advanced svirfneblin brawler 3 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Bestiary 261, 288, Pathfinder RPG Bestiary 4 238)
CN Small outsider (augmented humanoid, gnome)
Init 3; Senses darkvision 120 ft., low-light vision; Perception +10 (12 to notice unusual stonework)
AC 23, touch 16, flat-footed 18 (4 armor, +3 Dex, +2 dodge, +2 natural, +1 shield, +1 size)
hp 37 (3d10
Fort 9, Ref +8, Will +5
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 14
Speed 20 ft.
Melee unarmed strike +8 (1d4
6) or
unarmed strike flurry of blows 6/6 (1d4+4) or
unarmed strike 6 (1d44), unarmed strike 8 (1d42)
Ranged mwk light crossbow 8 (1d6/19-20)
Special Attacks brawler’s flurry, hatred, maneuver training (trip +1), martial flexibility 4/day
Spell-Like Abilities (CL 3rd; concentration +4)
1/day—blindness/deafness (DC 13), blur, disguise self
Str 19, Dex 17, Con 18, Int 14, Wis 14, Cha 12
Base Atk +3; CMB +6 (
7 trip); CMD 21 (22 vs. trip)
Feats Improved Unarmed Strike, Jabbing Style[ACG], Toughness, Two-weapon Fighting
Skills Acrobatics 8 (4 to jump), Bluff 2, Climb +9, Knowledge (dungeoneering) +6, Perception +10 (12 to notice unusual stonework), Sense Motive 8, Stealth +11 (13 when underground), Swim 7; Racial Modifiers +2 Perception, +2 Stealth, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Undercommon
SQ brawler’s cunning, gnome magic, martial training
Other Gear mwk chain shirt, mwk buckler, mwk light crossbow, backpack, bedroll, belt pouch, hemp rope (50 ft.), manacles, mess kit[UE], pot, trail rations (5), waterskin
Special Abilities
Brawler’s Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler’s Flurry +1/
1 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
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.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (14) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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