Garo

Little is known about the Garo, as they are an enigmatic race. Hailing from beyond the Sands of Rage, the Garo were once at war with the Nation within Ikana Valley. Sending their elite spies to infiltrate and extract information, they had an elite code which would follow them into death. All Garo beyond the Sands of Rage are long dead*… or are they?

Die I shall, leaving no corpse. That is the law of us Garo.

GARO, NINJA CR 3

XP 600
CN Medium humanoid
Init +3; Senses see in darkness; Perception +8

DEFENSE
AC 16, touch 14, flat-footed 13 ( +2 armor, +3 Dex, +1 size)
HP 19 (3d8 +6)
Fort +3, Ref +6, Will +1

OFFENSE
Speed 30 ft.
Melee dagger +6 (1d3 / 19–20 plus poison)
Special Attacks death throes, sneak attack ( +1d6)

STATISTICS
Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +1; CMD 14
Feats Skill Focus (Sleight of Hand), Weapon Finesse
Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Ancient Hylian, Garo
SQ poison use, rag armor

SPECIAL ABILITIES

Death Throes (Su)
When a Garo is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. The save is Constitution-based.

Poison Use (Ex)
Garo are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear.

Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Rag Armor (Ex)
A Garo’s multiple layers of filthy rags function as leather armor when worn by one of their kind.

See in Darkness (Su)
A Garo can see perfectly in darkness of any kind, including that created by deeper darkness.

GARO, ROBED CR 4

XP 1,200
CN Medium humanoid (dark folk)
Init +4; Senses see in darkness; Perception +8

DEFENSE
AC 18, touch 14, flat-footed 14 ( +2 armor, +4 Dex, +2 natural)
HP 39 (6d8 +12)
Fort +4, Ref +9, Will +2

OFFENSE
Speed 30 ft.
Melee 2 short swords +6 (1d6 +2 / 19–20 plus poison)
Special Attacks death throes, sneak attack ( +3d6)
Spell-Like Abilities (CL 6th)

At willdeeper darkness, detect magic, fog cloud

STATISTICS
Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
Base Atk +4; CMB +6; CMD 20
Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills Climb +10, Perception +8, Sleight of Hand +5, Stealth +8; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Ancient Hylian, Garo
SQ poison use

SPECIAL ABILITIES

Death Throes (Su)
When a Garo is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A Garo’s gear and treasure are unaffected by this explosion. This save is Constitution-based.

Poison use (Ex)
Garos are skilled in the use of poison and never risk accidentally poisoning themselves. Garos use black smear poison on their weapons and generally carry six doses on them.

Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based.

See in Darkness (Su)
A Garo can see perfectly in darkness of any kind, including that created by deeper darkness.

GARO, MASTER CR 6

XP 2400
CN Medium humanoid (dark folk)
Init +8; Senses see in darkness; Perception +12

DEFENSE
AC 26, touch 18, flat-footed 18 ( +2 armor, +8 Dex, +6 natural)
HP 84 (8d8 +48)
Fort +8, Ref +13, Will +6;

OFFENSE
Speed 30 ft.
Melee 2 +1 Keen Scimitars +11 / +11 (1d6 +7 plus poison / 15-20)
Space 5 ft. Reach 5 ft.
Special Attacks death throes, sneak attack ( +3d6)
Spell-Like Abilities (CL 6th)

At will- deeper darkness, detect magic, fog cloud

STATISTICS
Str 22, Dex 26, Con 22, Int 17, Wis 19, Cha 21;
Base Atk 4; CMB 10; CMD 28
Feats Double Slice, Two-Weapon Fighting, Weapon Finesse
Skills Climb +14, Perception +12, Sleight of Hand +9, Stealth +12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Ancient Hylian, Garo
SQ poison use

SPECIAL ABILITIES

Death Throes (Su)
When a Garo is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 19 Reflex save halves this damage. A Garo’s gear and treasure are unaffected by this explosion. This save is Constitution-based.

Poison Use (Ex)
Garos are skilled in the use of poison and never risk accidentally poisoning themselves. Garos use black poison on their weapons and generally carry six doses on them. Black Smear-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC 4 Constitution-based.

See in Darkness (Su)
A Garo can see perfectly in darkness of any kind, including that created by deeper darkness.

*The statistics presented here are for live Garo. To create dead, apply the Ghost template.

Garo

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