Tim will approach the party when they first appear in town, saying he doesn't recognize them and offer to show them around. At each stop he will talk about how much better things were before Minister Delta got his mistress.
Tiefling Commoner 5
Init 1; Senses Darkvision; Perception 5
DEFENSE
AC 12; Touch 12; Flat-Footed 11
HP 15
Fort 3; Ref 2; Will 1
Resist Cold 5, Electric 5, Fire 5
OFFENSE
Speed 30;
Melee +2 Dagger (1d4, 19-20x2); p or s;
Spell-Like Abilities
Darkness 1/1
STATISTICS
Str 10, Dex 12, Con 10, Int 12, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 13
Feats Athletic, Deceitful, Great Fortitude
Skills bluff +4, climb +6, craft: Weaving +6, disguise +2, handle Animal +4, perception +5, profession: Peasant +5, ride +5, stealth +3, survival +2, swim +6
Languages Common, infernal
Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp
Elam can be found in the Temple District offering enchantment services. He will offer to provide the party with Agrat-banishing weapons once they have sufficient evidence of her demonic nature and know her true name. These weapons will lose their magic after she is banished. The vampire assassins will kill Elam after her banishment.
LG Human Cleric 10/Wizard 10
Init 0; Perception +4
DEFENSE
AC 10; Touch 10; Flat-Footed 10
HP 88
Fort 11; Ref 6; Will 18
OFFENSE
Speed 30;
Melee 12 dagger (1d4-1, 19-20x2); p or s;
Spells Known/Prepared
6th — Dispel Magic, Greater, Spellcrash
5th — Fabricate, Permanency, Wall Of Force
4th — Dismissal, Terrible Remorse, Curse of Magic Negation, Dimensional Anchor, Make Whole, Greater
3rd — Damnation, Remove Curse, Remove Disease, Final Sacrifice, Haste, Keen Edge, Magic Weapon, Greater
2nd — Align Weapon, Protection from Evil, Communal, Spiritual Weapon, Suppress Charms And Compulsions, Web, Hideous Laughter, Make Whole
1st — Bane, Bless, Bless Water, Cure Light Wounds, Protection From Evil, Mage Armor, Sleep, Magic Missile
0th — Create Water, Detect Magic, Light, Mending, Detect Fiendish Presence, Read Magic, Daze, Arcane Mark
STATISTICS
Str 8, Dex 10, Con 12, Int 16, Wis 18, Cha 14
Base Atk +12; CMB +11; CMD 21
Feats Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll
Skills appraise +11, craft: engraving +11, diplomacy +10, fly +8, heal +12, knowledge Arcana +11, knowledge Dungeoneering +11, knowledge Engineering +11, knowledge Geography +11, knowledge History +11, knowledge Local +11, knowledge Nature +11, knowledge Nobility +11, knowledge Planes +11, knowledge Religion +11, linguistics +11, profession: Priest +17, sense Motive +12, spellcraft +11
Languages Common, Celestial, Abyssal, Infernal
SQ
Aura of Good (Su),
Channel Energy 5d6 5/day (Su),
Domain (Justice),
Arcane Bond: ioun weird familiar (Su),
Arcane School: Abjuration
Minister Delta was Agrat's target. The head judge of the city, he can be a little weak-willed. At the point the party arrives he is completely under Agrat's sway.
Human Aristocrat 20
Init 3; Senses ; Perception 25
DEFENSE
AC 18; Touch 13; Flat-Footed 15
HP 119
Fort 7; Ref 9; Will 14
OFFENSE
Speed 30;
Melee +20 +5 light mace (1d6+5, x2); b;
STATISTICS
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 18
Base Atk +15; CMB +15; CMD 28
Feats Leadership, Cosmopolitan, Deceitful, Practiced Leadership, Iron Will, Heroic Will, Defiant Luck, Inexplicable Luck, Alertness, Persuasive, Skill Focus (diplomacy)
Skills acrobatics +3, appraise +5, bluff +19, diplomacy +35, disguise +9, handle Animal +7, intimidate +14, knowledge Arcana +10, knowledge Dungeoneering +6, knowledge Engineering +10, knowledge Geography +10, knowledge History +10, knowledge Local +10, knowledge Nature +10, knowledge Nobility +10, knowledge Planes +10, knowledge Religion +6, linguistics +5, perception +25, perform: Keyboard +8, profession: King +23, ride +8, sense Motive +25, survival +3, swim +3
Languages Common, Infernal, Celestial, Abyssal, orc
Gear Weapon: +5 light mace (intelligent), Clothing: +5 royal outfit;
Just under three feet tall, this cute little dwarf maid generally has a sullen appearance unless she notices someone is watching, then she’s all smiles. As the newest of Agrat’s spies, she has yet to gain the leverage to avoid the undesirable assignments. She can often be found in the market after dark, apparently begging for food but actually hunting and listening to city gossip.
Female Dwarf Vampire Spy 9
NE Small undead (augmented)
Init +13; Senses Perception +14, Darkvision 60
DEFENSE
AC 31, touch 21, flat-footed 21, (+4 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 51
Fort +3, Ref +17, Will +9; +2 vs poison, spells, spell-like abilities; +4 vs charm or compulsion to act against group members; +2 vs effects to speak truth or detect thoughts, get a new save when charmed or compelled to reveal information;
Defensive Abilities Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Evasion: no damage on successful Ref save. Uncanny Dodge: never flat-footed. Improved Uncanny Dodge: cannot be flanked. channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10. fast healing 5.
OFFENSE
Speed 15 ft.
Melee keen dagger +15/+10 (1d3+10/17-20x2)
Ranged conserving hand crossbow +15 (1d3+10/19-20x2)
Special Attacks
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
Sneak Attack +5d6.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
STATISTICS
Str 12, Dex 26, Con -, Int 16, Wis 16, Cha 18
Base Atk +6; CMB +9; CMD 27
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +24, Diplomacy +16, Disable Device +14, Disguise +12, Escape Artist +20, Intimidate +12, Linguistics +15, Perception +25, Sense Motive +25, Sleight of Hand +20, Stealth +28, Use Magic Device +12; +4 to CMD to resist Bull Rush or Trip. +2 to Appraise on non-magical goods containing precious metals or gems. +2 Perception to notice unusual stonework eg hidden doors and traps in 10ft without active looking. +4 to Disguise and Sense Motive, and to Bluff checks to fool someone or deliver a secret message. +4 to forgery checks.
Languages common, dwarven, abyssal, draconic
SQ
Cover Identity.
Spy Talents: Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger, conserving hand crossbow, deathless leather lamellar, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, dark reaver powder x2, thieves' ring, cat burglar's kit, 498 gold
Slightly under four feet tall, this young elf girl can be found lurking in the city park after dark looking for playmates. She often tricks them into doing things they shouldn’t, but only rarely kills one. The rest of the time she spends as a guest in various well-to-do homes where she does her spying for Agrat.
Female elf Vampire spy 10
NE small undead (augmented)
Init +13; Senses Perception +16; Low-Light Vision, darkvision 60
DEFENSE
AC 32, touch 21; (+5 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 63
Fort +1, Ref +18, Will +9; +2 vs enchantment. +4 to resist charm or compulsion to act against group members. Secret Keeper: +2 bonus to saves against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus.
Defensive Abilities
Immune to magical sleep.
Evasion (Ex): A spy who selects this talent can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10
fast healing 5
OFFENSE
Speed 20 ft.
Melee keen dagger +16/+11 (1d3+9/17-20x2)
Ranged conserving hand crossbow +16 (1d3+9/17-20x2)
Special Attacks
Sneak Attack 5d6.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
STATISTICS
Str 12, Dex 28, Con -, Int 18, Wis 14, Cha 20
Base Atk +7; CMB +10; CMD 27
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +26, Diplomacy +18, Disable Device +19, Disguise +15, Escape Artist +22, Intimidate +18, Linguistics +18, Perception +28, Sense Motive +26, Sleight of Hand +22, Stealth +30, Use Magic Device +14; +2 to Spellcraft to identify items. +5 to Disguise, Sense Motive, and to Bluff to fool someone or deliver a secret message. +5 to create forgery checks.
Languages common, elven , abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger, conserving hand crossbow, deathless leather lamellar +1, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, bloodwine x2, purple kief, oil of restfulness x3, thieves' ring, cat burglar's kit, 598 gold
Roughly a foot and a half tall, this gnome boy is easy to overlook. He can most often be found in the alleys after dark, waiting for drunks he can rob and drink. When he’s on an assassination mission it’s usually at an inn. He doesn’t generally get the high profile missions.
Male Gnome Vampire spy 5/assassin 5
CE tiny undead (augmented)
Init +13; Senses Perception +12; Low-Light Vision, darkvision 60
DEFENSE
AC 31, touch 21; (+4 armor, +8 Dex, +1 Dodge, +6 Natural, +2 size)
hp 63
Fort +3, Ref +17, Will +8; +2 vs Illusion. Loyal Spy (Ex): +4 to resist charm or compulsion effects that would cause him to act against members of group. Secret Keeper: +1 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. +2 save vs poison. channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10.
Defensive Abilities
Defensive Training: Gnomes gain a +4 dodge bonus to AC against the giant subtype.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
fast healing 5.
OFFENSE
Speed 15 ft.
Melee keen dagger +13/+8 (1d3+9/17-20x2)
Ranged conserving hand crossbow +13 (1d3+9/19-20x2)
Special Attacks
+1 to save DC of Illusion spells.
Hatred: +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes.
Sneak Attack 6d6.
Death Attack DC 17 Fort.
True Death: resurrection magic must make CL check DC 20 or fail.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Spells Prepared (CL 10, concentration +14)
1/day (DC15) — dancing lights, ghost sound, prestidigitation, speak with animals.
STATISTICS
Str 10, Dex 26, Con -, Int 16, Wis 14, Cha 22
Base Atk +5; CMB +7; CMD 25
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +25, Diplomacy +17, Disable Device +14, Disguise +13, Escape Artist +19, Intimidate +14, Linguistics +15, Perception +26, Sense Motive +24, Sleight of Hand +19, Stealth +31, Use Magic Device +13; +2 to Craft or Profession. +2 to Disguise, Sense Motive, and to Bluff to fool someone or deliver a secret message. +5 to Sleight of Hand to hide weapons on self.
Languages common, gnome, sylvan, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Poison Use.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger, conserving hand crossbow, deathless leather lamellar, Burglar's outfit, sleeves of many garments, Deathblade x2, bloodwine x2, thieves' ring, cat burglar's kit, 568 gold
Standing at four feet even, Bel is the tallest of Agrat’s vampire spies. He was a young half-elf before she drained him and is still fairly childish. He can be found in the sweet shops after dark until they close, when he leaves to skip stones at the bay. He’s most often relied upon to keep an up to date dossier of the docks.
Male half-elf Vampire spy 11
NE small undead (augmented)
Init +13; Senses Perception +14; Low-Light Vision, darkvision 60
DEFENSE
AC 32, touch 21; (+5 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 66
Fort +2, Ref +16, Will +9; +2 vs enchantment spells and effects. Loyal Spy (Ex): +4 to resist charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +3 bonus to saves against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus.
Defensive Abilities
immune to magic sleep effects.
Evasion (Ex): on a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +17/+12 (1d3+9/17-20x2)
Ranged conserving hand crossbow +17 (1d3+9/19-20x2)
Special Attacks
Sneak Attack 6d6.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
STATISTICS
Str 12, Dex 28, Con -, Int 16, Wis 14, Cha 20
Base Atk +8; CMB +11; CMD 32
Feats Weapon Finesse, Skill Focus (Stealth), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +26, Diplomacy +18, Disable Device +19, Disguise +15, Escape Artist +22, Intimidate +18, Linguistics +16, Perception +27, Sense Motive +25, Sleight of Hand +22, Stealth +36, Use Magic Device +14; Duplicity: +5 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Expert Forger (Ex): +5 to checks to create a forgery or fake document.
Languages common, elven , abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger, conserving hand crossbow, deathless leather lamellar +1, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, bloodwine x2, purple kief, oil of restfulness x3, handy haversack, thieves' ring, cat burglar's kit, inflict moderate wounds potion x3, 398 gold
This young half-orc was turned by mistake and knows it, Agrat only intending to drain him. She decided not to waste the opportunity and trained him in assassination. He can be found in the canals and the sewers under the city, tracking which houses he has access to and which he doesn’t. He’s an inch shorter than Bel and resents him for it.
Male half-orc Vampire spy 5/assassin 6
CE small undead (augmented)
Init +13; Senses Perception +15; Darkvision 60
DEFENSE
AC 29, touch 19; (+4 armor, +7 Dex, +1 Dodge, +6 Natural, +1 size)
hp 68
Fort +2, Ref +18, Will +8; Loyal Spy (Ex): +4 to resist any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +1 bonus to saves against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. +3 save vs poison.
Defensive Abilities
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +16/+11 (1d3+9/17-20x2)
Ranged conserving hand crossbow +16 (1d3+9/19-20x2)
Special Attacks
Sneak Attack 6d6.
Death Attack DC 18 Fort.
True Death: resurrection magic must make CL check DC 21 or fail.
Quiet Death: make stealth check to prevent observers from identifying killer when using Death Attack.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
STATISTICS
Str 10, Dex 28, Con -, Int 16, Wis 14, Cha 20
Base Atk +7; CMB +10; CMD 29
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +24, Diplomacy +16, Disable Device +15, Disguise +12, Escape Artist +20, Intimidate +15, Linguistics +15, Perception +26, Sense Motive +23, Sleight of Hand +20, Stealth +31, Use Magic Device +12; Duplicity: +2 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Hidden Weapons: +6 to Sleight of Hand to hide weapons on self.
Languages common, orc
SQ
Cover Identity.
Fast Stealth (Ex): move at full speed using the Stealth skill without penalty.
Poison Use.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger, conserving hand crossbow, deathless leather lamellar, Burglar's outfit, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, Deathblade x2, bloodwine x2, inflict moderate wounds potion x3, 368 gold
Standing at only a foot tall, this young halfling boy doesn’t like to be outside. He prefers the undercity, especially the warehouse district. He keeps a close eye on what goods the city has available. He hates Agrat but not as much as he fears her.
Male halfling Vampire spy 12
NE tiny undead (augmented)
Init +13; Senses Perception +18, darkvision 60
DEFENSE
AC 32, touch 22; (+4 armor, +9 Dex, +1 Dodge, +6 Natural, +2 size)
hp 74
Fort +4, Ref +20, Will +11; Fearless: +2 on all saving throws against fear. Loyal Spy (Ex): +4 morale bonus vs charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +3 bonus to saves against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. Slippery Mind (Ex): If affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.
Defensive Abilities
Evasion (Ex): on a successful Reflex save throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 15 ft.
Melee keen dagger +1 +17/+12 (2d3+9/17-20x2)
Ranged conserving hand crossbow +17 (1d3+9/19-20x2)
Special Attacks
Sneak Attack 5d6.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
STATISTICS
Str 10, Dex 28, Con -, Int 16, Wis 14, Cha 22
Base Atk +8; CMB +10; CMD 29
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +29, Diplomacy +19, Disable Device +19, Disguise +16, Escape Artist +22, Intimidate +19, Linguistics +16, Perception +29, Sense Motive +27, Sleight of Hand +24, Stealth +36, Use Magic Device +15; Duplicity: +6 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Expert Forger (Ex): +6 to checks to create a forgery or fake document.
Languages common, halfling, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +1, conserving hand crossbow, deathless leather lamellar, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, bloodwine x2, purple kief x2, oil of restfulness x4, inflict moderate wounds potion x3, 708 gold
This human girl has short, spiky brown hair. She is usually found on the arm of a target, using the “help me find my mommy” scam. Trying to separate them is a good way to get on the bad side of the city watch.
Female human Vampire spy 5/assassin 7
CE small undead (augmented)
Init +13; Senses Perception +16; darkvision 60
DEFENSE
AC 31, touch 21; (+4 armor, +7 Dex, +1 Dodge, +8 Natural, +1 size)
hp 63
Fort +2, Ref +19, Will +8; Loyal Spy (Ex): +4 resist any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +1 to save against any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. +2 save vs poison.
Defensive Abilities
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +17/+12 (1d3+9/17-20x2)
Ranged conserving hand crossbow +17 (1d3+9/19-20x2)
Special Attacks
Sneak Attack 7d6.
Death Attack DC 19 Fort.
True Death: resurrection magic must make CL check DC 22 or fail.
Quiet Death: make stealth check to prevent observers from identifying killer when using Death Attack.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
STATISTICS
Str 12, Dex 28, Con -, Int 16, Wis 14, Cha 20
Base Atk +8; CMB +11; CMD 30
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +28, Diplomacy +20, Disable Device +15, Disguise +12, Escape Artist +24, Intimidate +13, Linguistics +14, Perception +28, Sense Motive +28, Sleight of Hand +20, Stealth +32, Use Magic Device +12; Duplicity: +2 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Hidden Weapons: +5 to Sleight of Hand to hide weapons on self.
Languages common, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Poison Use.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger, conserving hand crossbow, deathless leather lamellar, Burglar's outfit, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, Deathblade x3, bloodwine x4, inflict moderate wounds potion x2, flying ointment, 18 gold
This cherubic young girl can be found loitering in the temple district after dark. She maintains a small shrine to “Mother” which is in fact a font of worship for Agrat. She’s considered an orphan by passers-by, but uses their carelessness to overhear the plans of the temples.
Female aasimar Vampire spy 13
NE small undead (augmented)
Init +13; Senses Perception +18; Darkvision 60
DEFENSE
AC 30, touch 20; (+4 armor, +8 Dex, +1 Dodge, +6 Natural, +1 size)
hp 72
Fort +3, Ref +18, Will +11; Loyal Spy (Ex): +4 to resist any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +3 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus.
Defensive Abilities
Evasion (Ex): on a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
Slippery Mind (Ex): If a spy with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC.
channel resistance +4
DR 10/magic and silver
resistance to cold 10, electricity 10, and acid 5.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +1 +17/+12 (2d3+9/17-20x2)
Ranged conserving hand crossbow +17 (1d3+9/19-20x2)
Special Attacks
Sneak Attack 7d6.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Spells-Like Abilities (CL 13, concentration +17)
1/day - Daylight
STATISTICS
Str 12, Dex 26, Con 4, Int 16, Wis 16, Cha 22
Base Atk +9; CMB +12; CMD 28
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +30, Diplomacy +21, Disable Device +17, Disguise +16, Escape Artist +24, Intimidate +22, Linguistics +16, Perception +29, Sense Motive +29, Sleight of Hand +29, Stealth +32, Use Magic Device +15; Duplicity: +6 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Expert Forger (Ex): +6 to checks to create a forgery or fake document.
Languages common, celestial, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +1, conserving hand crossbow, deathless leather lamellar +1, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, bloodwine x2, purple kief x4, oil of restfulness x4, gloves of larceny, 358 gold
This young horned boy with ashen skin might actually be a distant descendent of Agrat from an earlier era. Either way, he looks up to her as the mother he can’t remember. He’s a skilled assassin who relies heavily on stealth due to the general mistrust of tieflings, even as children.
Male tiefling Vampire spy 5/assassin 8
CE small undead (augmented)
Init +13; Senses Perception +17; Darkvision 60
DEFENSE
AC 32, touch 21; (+5 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 69
Fort +3, Ref +19, Will +9; Loyal Spy (Ex): +4 to resist any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +1 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. +4 save vs poison.
Defensive Abilities
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
channel resistance +4
DR 10/magic and silver
resistance to cold 10, electricity 10, and fire 5.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +1 +18/+13 (2d3+9/17-20x2)
Ranged conserving hand crossbow +18 (1d3+9/19-20x2)
Special Attacks
Sneak Attack 7d6.
Death Attack DC 20 Fort.
True Death: resurrection magic must make CL check DC 23 or fail.
Quiet Death: make stealth check to prevent observers from identifying killer when using Death Attack.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Spells-Like Abilities (CL 13, concentration +15)
1/day - Darkness
STATISTICS
Str 12, Dex 28, Con -, Int 18, Wis 14, Cha 18
Base Atk +9; CMB +12; CMD 29
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +25, Diplomacy +15, Disable Device +15, Disguise +11, Escape Artist +25, Intimidate +18, Linguistics +15, Perception +28, Sense Motive +28, Sleight of Hand +25, Stealth +35, Use Magic Device +11; Duplicity: +2 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Hidden Weapons: +5 to Sleight of Hand to hide weapons on self. Hide in Plain Sight.
Languages common, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Poison Use.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +1, conserving hand crossbow, deathless leather lamellar +1, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, Deathblade x2, bloodwine x2, 418 gold
This midnight-skinned elf child never leaves the undercity. She loves the dark and does her best to avoid even dim light. This doesn’t do much to impede her information gathering, as no one knows the undercity better. Agrat relies on her for keeping up on the city’s crime.
Female drow Vampire spy 14
NE small undead (augmented)
Init +13; Senses Perception +20; Darkvision 120
DEFENSE
AC 32, touch 21; (+5 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 68
Fort +2, Ref +22, Will +11; +2 vs enchantment. Loyal Spy (Ex): +4 vs charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +3 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, gets a new save immediately with this bonus.
Defensive Abilities
immune to magic sleep effects.
SR 20.
Evasion (Ex): make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
Slippery Mind (Ex): If affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on saving throw.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +1 +19/+14 (2d3+9/17-20x2)
Ranged conserving hand crossbow +1 +19 (2d3+9/19-20x2)
Special Attacks
Sneak Attack 5d6.
Minor Magic (Sp): gain the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the spy’s level. The save DC for this spell is 10 + the spy’s Charisma modifier.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Spells-Like Abilities (CL14, concentration +18)
1/day - dancing lights, darkness, and faerie fire
3/day - mage hand
STATISTICS
Str 12, Dex 28, Con -, Int 16, Wis 14, Cha 22
Base Atk +10; CMB +13; CMD 30
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improve Initiative, Lightning Reflexes, Toughness
Skills Bluff +28, Diplomacy +22, Disable Device +19, Disguise +16, Escape Artist +26, Intimidate +23, Linguistics +16, Perception +30, Sense Motive +28, Sleight of Hand +31, Stealth +34, Use Magic Device +15; Duplicity: +7 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Expert Forger (Ex): +7 to checks to create a forgery or fake document.
Languages Elven, undercommon, common, abyssal, draconic
SQ
Poison Use.
Light Blindness: Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +1, conserving hand crossbow +1, deathless leather lamellar +1, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, bloodwine x2, purple kief, oil of restfulness x3, gloves of larceny, elixir of truth, 548 gold
This dark-haired half-elf child can be found playing hide and seek with the guards after dark. She’s the leading cause of death for guard members, but none of them have put together that the orphan they entertain every night is the killer stalking their ranks. Most of them hope that she’ll join the guard when she grows up, with her encyclopedic knowledge of the city’s nooks and crannies.
Female half-elf Vampire spy 5/assassin 9
CE small undead (augmented)
Init +13; Senses Perception +20; Low-Light Vision, darkvision 60
DEFENSE
AC 32, touch 21; (+5 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 74
Fort +3, Ref +20, Will +9; +2 racial saving throw bonus against enchantment. Loyal Spy (Ex): +4 vs any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +1 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. +4 save vs poison.
Defensive Abilities
immune to magic sleep effects.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +1 +18/+12 (2d3+9/17-20x2)
Ranged conserving hand crossbow +1 +18 (2d3+9/19-20x2)
Special Attacks
Sneak Attack 8d6.
Death Attack DC 21 Fort.
True Death: resurrection magic must make CL check DC 24 or fail.
Quiet Death: make stealth check to prevent observers from identifying killer when using Death Attack.
Swift Death: make Death Attack without studying 1/day.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
STATISTICS
Str 12, Dex 28, Con -, Int 16, Wis 14, Cha 20
Base Atk +9; CMB +12; CMD 31
Feats Weapon Finesse, Skill Focus (Stealth), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +24, Diplomacy +16, Disable Device +15, Disguise +12, Escape Artist +26, Intimidate +13, Linguistics +14, Perception +32, Sense Motive +24, Sleight of Hand +26, Stealth +42, Use Magic Device +12; Duplicity: +2 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Hidden Weapons: +5 to Sleight of Hand to hide weapons on self.
Languages common, elven, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Poison Use.
Hide in Plain Sight.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +1, conserving hand crossbow +1, deathless leather lamellar +1, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, Deathblade x2, bloodwine x2, 418 gold
This green-skinned half-orc girl is Agrat’s spymaster, responsible for compiling everyone’s dossiers into coherent reports for Agrat to verify. She was the first child she drained when she set her plan in motion.
Female half-orc Vampire spy 15
NE small undead (augmented)
Init +13; Senses Perception +19; Darkvision 60
DEFENSE
AC 33, touch 22; (+6 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 77
Fort +4, Ref +20, Will +11; Loyal Spy (Ex): +4 to resist any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +4 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus.
Defensive Abilities
Evasion (Ex): make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save.
Slippery Mind (Ex): If affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on saving throw.
channel resistance +4
DR 10/magic and silver
resistance to cold 10 and electricity 10.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +1 +20/+15/+10 (2d3+9/17-20x2)
Ranged conserving hand crossbow +1 +20 (2d3+9/19-20x2)
Special Attacks
Sneak Attack 8d6.
Minor Magic (Sp): A spy with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Spells-Like Abilities (CL15, concentration +18)
3/day - mage hand
STATISTICS
Str 12, Dex 28, Con -, Int 16, Wis 14, Cha 20
Base Atk +11; CMB +14; CMD 33
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +31, Diplomacy +23, Disable Device +21, Disguise +18, Escape Artist +26, Intimidate +20, Linguistics +16, Perception +31, Sense Motive +31, Sleight of Hand +32, Stealth +35, Use Magic Device +14; Expert Forger (Ex): +7 to checks to create a forgery or fake document.
Languages common, orc, abyssal, draconic
SQ
Duplicity: +7 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message.
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Nondetection.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +1, conserving hand crossbow +1, deathless leather lamellar +2, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, bloodwine x2, purple kief x4, oil of restfulness x3, inflict serious wounds potion x4, gloves of larceny, 248 gold
Scratch’s older sister, Euphoria actually remembers their mother, who died giving birth to him. Her bright purple skin and curved horns mark her as a tiefling as well. She refused to let go of her brother after she became a vampire, and after he was turned she trained him in the arts of murder as Agrat trained her. She hasn’t accompanied him on a job in a while.
Female tiefling Vampire spy 5/assassin 10
CE small undead (augmented)
Init +13; Senses Perception +19; Darkvision 60
DEFENSE
AC 31, touch 21; (+4 armor, +9 Dex, +1 Dodge, +6 Natural, +1 size)
hp 90
Fort +3, Ref +20, Will +9; Loyal Spy (Ex): +4 to resist any charm or compulsion effect that would cause him to act against members of the group. Secret Keeper: +1 vs any effect that would force her to speak the truth or that would detect her thoughts. In addition, if asked or commanded to speak the truth or reveal a piece of information while under a charm or compulsion, she gets a new save immediately with this bonus. +5 save vs poison.
Defensive Abilities
Uncanny Dodge: never flat-footed.
Improved Uncanny Dodge: cannot be flanked.
channel resistance +4
DR 10/magic and silver
resistance to cold 10, electricity 10, fire 5.
fast healing 5.
OFFENSE
Speed 20 ft.
Melee keen dagger +2 +19/+14 (3d3+9/17-20x2)
Ranged conserving hand crossbow +1 +19 (2d3+9/19-20x2)
Special Attacks
Sneak Attack 8d6.
Death Attack DC 22 Fort.
True Death: resurrection magic must make CL check DC 25 or fail.
Quiet Death: make stealth check to prevent observers from identifying killer when using Death Attack.
Swift Death: make Death Attack without studying 1/day.
Angel of Death: 1/day target of Death Attack turns to dust.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su): A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Spells-Like Abilities (CL 15, concentration +17)
1/day - Darkness
STATISTICS
Str 12, Dex 28, Con -, Int 18, Wis 14, Cha 18
Base Atk +10; CMB +13; CMD 32
Feats Weapon Finesse, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Bluff +27, Diplomacy +15, Disable Device +15, Disguise +11, Escape Artist +27, Intimidate +22, Linguistics +15, Perception +30, Sense Motive +28, Sleight of Hand +27, Stealth +37, Use Magic Device +11; Duplicity: +2 to Disguise and Sense Motive checks and to Bluff checks to fool someone or to deliver a secret message. Hidden Weapons: +5 to Sleight of Hand to hide weapons on self.
Languages common, abyssal, draconic
SQ
Cover Identity.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Poison Use.
Hide in Plain Sight.
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Gear keen dagger +2, conserving hand crossbow +1, deathless leather lamellar, Burglar's outfit, poisoned locket, poison pill ring, sleeves of many garments, handy haversack, thieves' ring, cat burglar's kit, Deathblade x2, bloodwine x2, inflict serious wounds potion, 468 gold
In her natural form this creature has black scales that decorate her body in place of hair, but she is rarely in either of her natural forms. In her public form she is a statuesque apparent human with wavy black hair who is the head of irrigation for the city. She occasionally indulges her dark nature by leaking poison into the water supply under the guise of an unforeseen natural occurrence.
CE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 106 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good
Immune electricity, fire, poison, sleep, paralysis, acid
Resist cold 10
SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks
energy drain - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
1/day 60ft line of acid (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
large dragon (water)
Init +6; Senses dragon senses; Perception +26; Aura frightful presence (210 ft., DC 20)
DEFENSE
AC 32, touch 11, flat-footed 30 (+2 Dex, +21 natural, -1 size)
hp 216(16d12+112)
Fort +17, Ref +12, Will +14
DR 10/magic; Immune acid, paralysis, sleep, SR 23
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +24 (2d6+12), 2 claws +23 (1d8+8), 2 wings +18 (1d6+4), tail slap +18 (1d8+12)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80 ft. line, DC 23, 14d6 acid)
Spell-Like Abilities (CL 16th, concentration +18)
At will — darkness (70-ft. radius)
Spells Known (CL 5th, concentration +8)
2nd (5/day) — blur, summon swarm
1st (7/day) — alarm, mage armor, magic missile, obscuring mist
0 (at will) — dancing lights, detect magic, mending, message, read magic, prestidigitation
STATISTICS
Str 27, Dex 14, Con 25, Int 16, Wis 19, Cha 22
Base Atk +16; CMB +25; CMD 37(41 vs. trip)
Feats Alertness, Combat Expertise, Improved Initiative, Improved Vital Strike, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Bluff +28, Diplomacy +20, Disguise +20, Escape Artist +11, Fly +15, Handle Animal +22, Intimidate +25, Knowledge (arcana) +22, Knowledge (local) +16, Perception +27, Spellcraft +22, Sense Motive +13, Stealth +23, Swim +35; Racial Modifiers +8 Swim +8 Bluff, +8 Perception
Languages Common, Draconic, Giant, ; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Corrupt Water (Sp) - Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to the dragon’s frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Speak with Reptiles (Sp) - A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.
Swamp Stride (Ex) - A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex) - A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
When not her public-facing self, Chalkris has copper scales covering her body, as well as twisting horns on her head. In her public persona, she is a copper-haired human well-situated in the public works department. She expresses her cruelty by punishing her subordinates for corners she told them to cut.
CE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 106 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good
Immune electricity, fire, poison, sleep, paralysis, acid
Resist cold 10
SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks
energy drain
profane gift
1/day 60ft line of acid (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Large dragon (earth)
Init +6; Senses dragon senses; Perception +24; Aura frightful presence (210 ft., DC 22)
DEFENSE
AC 33, touch 11, flat-footed 31 (+2 Dex, +22 natural, -1 size)
hp 169(17d12+119)
Fort +17, Ref +12, Will +14
Defensive Abilities
uncanny dodge
DR 10/magic
Immune acid, paralysis, sleep
SR 24
OFFENSE
Speed 40 ft., fly 200 ft. (poor); climb stone
Melee bite +24 (2d6+12/19–20), 2 claws +24 (1d8+8/19–20), tail slap +19 (1d8+12), 2 wings +19 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks
breath weapon (80-ft. line, DC 23, 14d6 acid), slow breath
Spell-Like Abilities (CL 17th; concentration +21)
At will — grease (DC 15), hideous laughter (DC 16), stone shape
Sorcerer Spells Known (CL 9th; concentration +17)
4th (5/day) — confusion, rainbow pattern
3rd (7/day) — dispel magic, haste, major image (DC 17)
2nd (7/day) — glitterdust (DC 16), invisibility, phantom trap, see invisibility
1st (7/day) — alarm, identify, magic missile, shield, silent image (DC 15)
0th (at will) — detect magic, ghost sound (DC 14), light, mage hand, message, open/close, prestidigitation, read magic
STATISTICS
Str 27, Dex 14, Con 25, Int 20, Wis 21, Cha 26
Base Atk +17; CMB +26 (+30 trip); CMD 38(43 vs. trip)
Feats Combat Expertise, Greater Trip, Improved Critical (bite, claw), Improved Initiative, Improved Trip, Improved Vital Strike, Power Attack, Vital Strike
Skills Bluff +28, Craft (traps) +30 (with improvised tools), Diplomacy +28, Disguise +20, Fly +16, Intimidate +17, Perception +25 (+32 vs. traps), Perform (comedy) +28, Sense Motive +25, Stealth +18, Use Magic Device +28 Racial Modifiers +8 Bluff, +8 Perception
Languages Common, Draconic, Elven, Gnome, Halfling, Abyssal, Celestial,; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Climb Stone (Ex) - A copper dragon can climb on stone surfaces as though using the spider climb spell.
Slow Breath (Su) - Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon.
Trap Master (Ex) - A juvenile or older copper dragon receives a +1 bonus per age category on Craft (traps) and Perception checks made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps as if he had the rogue’s Trapfinding class feature.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
When not acting as head clerk of the apothecary guild, Nasi has brassy scales and an abrasive personality. In her professional capacity, she appears as a human with sandy blonde hair. She occasionally allows in shipments that are impure or contaminated and pins the blame on her subordinates.
CE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 60ft line of fire (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Large dragon (fire)
Init +6; Senses blindsense 60 ft., dragon senses; Perception +26; Aura frightful presence (210 ft., DC 20)
DEFENSE
AC 32, touch 11, flat-footed 30 (+2 Dex, +21 natural, –1 size)
hp 216(16d12+112)
Fort +15, Ref +11, Will +14
DR 10/magic; Immune fire, paralysis, sleep; SR 23
Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
Melee bite +23 (2d6+12), 2 claws +23 (1d8+8), 2 wings +21 (1d6+4), tail slap +21 (1d8+12)
Space 10 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 23, 14d4 fire)
Spell-Like Abilities (CL 16th; concentration +19)
At will — endure elements, speak with animals, suggestion (DC 16)
Sorcerer Spells Known (CL 9th; concentration +16)
4th (4/day) — charm monster (DC 19), confusion (DC 19)
3rd (7/day) — displacement, hold person (DC 18), tongues
2nd (7/day) — alter self, detect thoughts (DC 15), resist energy, see invisibility
1st (7/day) — alarm, charm person (DC 16), protection from evil, shield, ventriloquism
0th (at will) — arcane mark, dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation, read magic
STATISTICS
Str 27, Dex 14, Con 25, Int 18, Wis 18, Cha 24
Base Atk +16; CMB +25; CMD 37(41 vs. trip)
Feats Alertness, Flyby Attack, Hover, Greater Spell Focus (enchantment), Improved Initiative, Multiattack, Power Attack, Spell Focus (enchantment)
Skills Bluff +28, Diplomacy +26, Disguise +20, Escape Artist +11, Fly +15, Heal +23, Intimidate +17, Knowledge (local) +16, Linguistics +23, Perception +27, Sense Motive +27, Spellcraft +23, Stealth +14, Survival +23; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Desert Wind (Su) - A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save (DC 23) or be blinded for 1d4 rounds by the sand.
Move Sand (Su) - A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell.
Sleep Breath (Su) - Instead of a line of fire, a brass dragon can breathe a 40 ft. cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6+7 rounds.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
As head of city sanitation, this apparent human has blue-black pin straight hair. When in the company of family, she has electric blue scales rather than hair and forward-swept horns. She keeps her staff overworked and reliant on bonus pay to drive down their working conditions.
NE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 60ft line of electricity (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Huge dragon (earth)
Init +5; Senses dragon senses; Perception +24; Aura electricity (5ft., 1d6 electricity), frightful presence (210 ft., DC 22)
DEFENSE
AC 32, touch 9, flat-footed 31 (+23 natural, +1 Dex -2 size)
hp 243(18d12+126)
Fort +18, Ref +12, Will +15
DR 10/magic; Immune electricity, paralysis, sleep; SR 25
OFFENSE
Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
Melee bite +26 (2d8+13), 2 claws +25 (2d6+9), 2 wings +23 (1d8+4), tail slap +23 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 24, 14d8 electricity), crush (Small creatures, DC 24, 2d8+13)
Spell-Like Abilities (CL 18th; concentration +21)
At will — ghost sound (DC 13), minor image (DC 15), ventriloquism (DC 14)
Spells Known (CL 7th; concentration +10)
3rd (5/day) — dispel magic, vampiric touch
2nd (7/day) — darkness, invisibility, resist energy
1st (7/day) — alarm, mage armor, shield, true strike, unseen servant
0th (at will) — arcane mark, bleed (DC 13), detect magic, mage hand, mending, read magic, resistance
STATISTICS
Str 29, Dex 12, Con 25, Int 18, Wis 19, Cha 24
Base Atk +18; CMB +29; CMD 40(44 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)
Skills Bluff +28, Diplomacy +20, Disguise +20, Escape Artist +11, Fly +14, Intimidate +28, Knowledge (geography) +25, Knowledge (local) +25, Perception +25, Sense Motive +13, Spellcraft +25, Stealth +14, Survival +25 Racial Modifiers +8 Bluff, +8 Perception
Languages Auran, Common, Draconic, Giant, Abyssal, Celestial,; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Desert Thirst (Su) - A blue dragon can cast create water at will (CL 18). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 24) or be destroyed.
Electricity Aura (Su) - A mature adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon’s turn.
Sound Imitation (Ex) - A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener’s Sense Motive check.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
When Arda is serving as assistant dockmaster she appears to be a tanned human with short, spiky dirty blonde hair. On her own time she has bronze scales rather than hair and coiled horns. She mostly wants to be left alone to do her job but still follows Agrat’s orders.
LN Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 156 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 60ft line of electricity (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Huge dragon (water)
Init +5; Senses dragon senses; Perception +30; Aura frightful presence (210 ft., DC 24)
DEFENSE
AC 32, touch 9, flat-footed 31 (+23 natural, +1 Dex -2 size)
hp 233(18d12+126)
Fort +18, Ref +12, Will +17
DR 10/magic; Immune electricity, paralysis, sleep; SR 25
OFFENSE
Speed 40 ft., fly 200 ft. (poor); swim 60 ft.
Melee bite +25 (2d8+13), 2 claws +25 (2d6+9), tail slap +23 (2d6+13), 2 wings +23 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 24, 14d6 electricity), crush (2d8+13, DC 24)
Spell-Like Abilities (CL 18th; concentration +23)
At will — create food and water, fog cloud, speak with animals
Sorcerer Spells Known (CL 9th; concentration +14)
4th (5/day) — ice storm, solid fog
3rd (7/day) — dispel magic, heroism, slow (DC 18)
2nd (7/day) — blur, gust of wind, invisibility, mirror image
1st (8/day) — alarm, mage armor, obscuring mist, shield, true strike
0th (at will) — detect magic, light, mage hand, mending, message, read magic, resistance, prestidigitation
STATISTICS
Str 29, Dex 12, Con 25, Int 22, Wis 23, Cha 28
Base Atk +18; CMB +29; CMD 40(44 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Vital Strike
Skills Bluff +28, Diplomacy +30, Disguise +20, Escape Artist +11, Fly +14, Handle Animal +27, Intimidate +30, Knowledge (arcana, geography) +27, Knowledge (local) +16, Perception +31, Sense Motive +31, Spellcraft +27, Stealth +14, Swim +38; Racial Modifiers +8 Swim +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Aquan, Elven, Gnome; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Repulsion Breath (Su) - Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect.
Water Breathing (Ex) - A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater.
Wave Mastery (Su) - For up to 10 minutes per age category per day, a juvenile bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
As Notary Watchlord of the city guards, Xanthe keeps her golden blonde hair in a tight braid. In her natural forms she has golden scales in place of hair and thick curved horns. She is very good at her job and resents Agrat trying to exert influence over her but still follows orders.
LN Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 30ft cone of fire (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Huge dragon (fire)
Init +1; Senses dragon senses; Perception +32; Aura frightful presence (210 ft., DC 25)
DEFENSE
AC 34, touch 9, flat-footed 33 (+25 natural, +1 Dex, -2 size)
hp 290 (20d12+160)
Fort +20, Ref +13, Will +20
DR 10/magic; Immune fire, paralysis, sleep; SR 27
Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft., fly 250 ft. (poor), swim 60 ft.
Melee bite +29 (2d8+16/19-20), 2 claws +29 (2d6+11/19-20), tail slap +27 (2d6+16), 2 wings +27 (1d8+5)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, 14d10 fire, DC 26), crush (2d8+16, DC 26), weakening breath
Spell-Like Abilities (CL 20th; concentration +25)
At will — bless, daylight, detect evil
Spells Known (CL 9th; concentration +14)
4th (5/day) — divination, restoration
3rd (7/day) — dispel magic, invisibility purge, prayer
2nd (7/day) — aid, cure moderate wounds, lesser restoration, resist energy
1st (8/day) — alarm, divine favor, mage armor, shield, shield of faith
0th (at will) — detect magic, light, mage hand, mending, open/close, prestidigitation, read magic, stabilize
STATISTICS
Str 33, Dex 12, Con 27, Int 22, Wis 23, Cha 28
Base Atk +20; CMB +33; CMD 44(48 vs. trip)
Feats Alertness, Critical Focus, Extend Spell, Improved Critical (bite, claw), Iron Will, Multiattack, Power Attack, Stunning Critical, Vital Strike
Skills Bluff +28, Diplomacy +32, Disguise +20, Escape Artist +11, Fly +16, Heal +29, Intimidate +17,Knowledge (arcana, local, nobility, religion) +29, Perception +33, Sense Motive +33, Spellcraft +29, Stealth +14, Swim +42; Racial Modifiers +8 Swim, +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Halfling; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Change Shape (Su) - A very young or older gold dragon can assume any animal or humanoid form three times per day as if using polymorph.
Detect Gems (Sp) - A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.
Fast Flight (Ex) - A young or older gold dragon is treated as one size category larger when determining his fly speed.
Luck (Sp) - Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This ability is the equivalent of a 2nd-level spell.
Weakening Breath (Su) - Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half).
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
As quartermaster of the city armory, she wears a well-muscled human form with tanned skin and red hair. Her natural form has bright red scales rather than hair and straight, tapered horns. She keeps a lucrative black market going of weapons stolen from the armory.
CE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 30ft cone of fire (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Huge dragon (fire)
Init +5; Senses dragon senses, smoke vision; Perception +25; Aura fire aura (5-ft., 1d6 fire), frightful presence (210-ft., DC 22)
DEFENSE
AC 33, touch 9, flat-footed 32 (+24 natural, +1 Dex, -2 size)
hp 265(19d12+152)
Fort +19, Ref +12, Will +17
DR 10/magic; Immune fire, paralysis, sleep; SR 26
Weaknesses vulnerability to cold
OFFENSE
Speed 40 ft., fly 200 ft. (poor)
Melee bite +28 (2d8+16/19-20), 2 claws +28 (2d6+11), 2 wings +26 (1d8+5), tail slap +26 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, 14d10 fire damage, Reflex DC 25 half, usable every 1d4 rounds), crush (Small creatures, DC 25, 2d8+16)
Spell-Like Abilities (CL 19th; concentration +22)
At will — detect magic, pyrotechnics (DC 15), suggestion (DC 16)
Spells Known (CL 9th; concentration +12)
4th (4/day) — greater invisibility, stoneskin
3rd (7/day) — dispel magic, displacement, haste
2nd (7/day) — alter self, misdirection, resist energy, see invisibility
1st (7/day) — alarm, grease (DC 14), magic missile, shield, true strike
0th (at will) — arcane mark, bleed, light, magehand, mending, message, prestidigitation, read magic
STATISTICS
Str 33, Dex 12, Con 27, Int 18, Wis 19, Cha 24
Base Atk +19; CMB +32; CMD 43(47 vs. trip)
Feats Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Appraise +26, Bluff +29, Diplomacy +20, Disguise +20, Escape Artist +11, Fly +15, Intimidate +29, Knowledge (arcana) +26, Knowledge (local) +16, Perception +26, Sense Motive +26, Spellcraft +26, Stealth +15; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Dwarven, Orc, Draconic; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Fire Aura (Su) - An adult (or older) red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn.
Smoke Vision (Ex) - A very young (or older) red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
Head of the undertaker’s guild, Midori’s human form has pale skin and curled black hair with a green sheen in the right light. She keeps murders under wraps when she can, such as vampire feedings. She indulges by occasionally dissolving bodies that the families have requested and saying they were lost.
NE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks energy drain, profane gift, 1/day 30ft cone of acid (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Huge dragon (air)
Init +1; Senses dragon senses; Perception +27; Aura frightful presence (210 ft., DC 21)
DEFENSE
AC 31, touch 9, flat-footed 30 (+22 natural, +1 Dex, -2 size)
hp 229(17d12+119)
Fort +17, Ref +11, Will +16
DR 10/magic; Immune acid, paralysis, sleep, SR 24
OFFENSE
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
Melee bite +24 (2d8+13/19-20), 2 claws +24 (2d6+9/19-20), 2 wings +22 (1d8+4), tail slap +22 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 23, 14d6 acid), crush (Small creatures, DC 23, 2d8+13)
Spell-Like Abilities (CL 17th; concentration +20)
At will — charm person (DC 14), entangle (DC 14), suggestion (DC 16)
Spells Known (CL 7th; concentration +10)
3rd (5/day) — fireball (DC 16), haste
2nd (7/day) — alter self, detect thoughts (DC 15), mirror image
1st (7/day) — magic missile, shield, silent image (DC 14), summon monster I, ventriloquism (DC 14)
0 (at will) — dancing lights, detect magic, ghost sound, mage hand, message, resistance, prestidigitation
STATISTICS
Str 29, Dex 12, Con 25, Int 18, Wis 19, Cha 24
Base Atk +17; CMB +28; CMD 29(43 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Critical (claws), Iron Will, Multiattack, Power Attack
Skills Bluff +28, Diplomacy +20, Disguise +20, Escape Artist +11, Fly +14, Intimidate +17, Knowledge (arcane) +24, Knowledge (local) +16, Knowledge (nature) +24, Perception +28, Sense Motive +13, Spellcraft +24, Stealth +14, Survival +24, Swim +37, Use Magic Device +27; Racial Modifiers +8 Swim, +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Sylvan; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Trackless Step (Ex) - An adult or older green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires.
Water Breathing (Ex) - A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Woodland Stride (Ex) - A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
A captain in the city guard, she often works closely with Xanthe. In her professional persona she is a pale-skinned human with pale blonde hair in a pixie cut. She has a scar over her left eye from a time she defied Agrat in favor of serving the watch.
LN Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 30ft cone of cold (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Huge dragon (cold)
Init +5; Senses dragon senses, fog vision; Perception +27; Aura frightful presence (210 ft., DC 24)
DEFENSE
AC 33, touch 9, flat-footed 32 (+24 natural, +2 Dex, 2 size)
hp 256(19d12+133)
Fort +18, Ref +14, Will +19
DR 10/magic; Immune acid, cold, paralysis, sleep; SR 26
Weaknesses vulnerability to fire
OFFENSE
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight
Melee bite +27 (2d8+13/19–20), 2 claws +26 (2d6+9), tail slap +24 (2d6+13), 2 wings +24 (1d8+4)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 24, 14d8 cold), crush (2d8+13, DC 24), paralyzing breath
Spell-Like Abilities (CL 19th; concentration +24)
At will — detect evil, feather fall, fog cloud
Spells Known (CL 9th; concentration +14)
4th (5/day) — dimension door, restoration
3rd (7/day) — cure serious wounds, dispel magic, wind wall
2nd (7/day) — augury, cure moderate wounds, invisibility, web (DC 17)
1st (8/day) — alarm, bless, divine favor, shield, true strike
0th (at will) — detect magic, flare (DC 15), light, message, prestidigitation, read magic, stabilize, resistance
STATISTICS
Str 29, Dex 12, Con 25, Int 22, Wis 23, Cha 28
Base Atk +19; CMB +30; CMD 41(45 vs. trip)
Feats Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +20 (+24 jump), Bluff +28, Diplomacy +31, Disguise +20, Escape Artist +11, Fly +19, Heal +28, Intimidate +31, Knowledge (arcana, local, nobility) +28, Perception +28, Sense Motive +28, Spellcraft +28, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Auran, Dwarven, Giant, Terran, Draconic; tongues, telepathy 100 ft.Languages
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Change Shape (Su) - A silver dragon can assume any animal or humanoid form 3/day as if using polymorph.
Cloudwalking (Su) - A very young or older silver dragon can tread on clouds or fog as though on solid ground.
Fog Vision (Ex) - A juvenile or older silver dragon can see perfectly well in fog and clouds.
Graceful Flight (Ex) - A young or older silver dragon’s aerial maneuverability is one step better than normal.
Paralyzing Breath (Su) - Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Ever the underachiever, Bianca is a clerk in the bankers’ guild. When in public she appears as a pale human with her hair hidden under a white headscarf. In her natural forms, she has white scales and stubby horns. She keeps Agrat informed about money moving through the city.
CE Dragon/Demon
Medium dragon (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, detect good; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
hp 166 (8d10+64)
Fort +7, Ref +9, Will +10
DR 10/cold iron or good; Immune electricity, fire, poison, sleep, paralysis, acid; Resist cold 10; SR 18
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d6+5), bite +15 (1d6+5)
Special Attacks 1/day 30ft cone of cold (8d6, Ref DC 26 half)
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 21, Dex 17, Con 26, Int 20, Wis 14, Cha 29
Base Atk +8; CMB +15; CMD 26
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Large dragon (cold)
Init +6; Senses dragon senses, snow vision; Perception +24; Aura cold (5 ft., 1d6 cold damage), frightful presence (210 ft., DC 18)
DEFENSE
AC 31, touch 11, flat-footed 29 (+2 Dex, +20 natural, -1 size)
hp 202 (15d12+105)
Fort +16, Ref +13, Will +12
DR 10/magic; Immune cold, paralysis, sleep; SR 22
Weaknesses Vulnerability to fire
OFFENSE
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +23 (2d6+12/19-20), 2 claws +22 (1d8+8), 2 wings +17 (1d6+4), tail slap +17 (1d8+12)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 22, 14d4 cold)
Spell-Like Abilities (CL 15th; concentration +16)
At will — fog cloud, gust of wind
Spells Known (CL 3rd; concentration +4)
1st (6/day) — magic aura, shield, true strike
0th (at will) — dancing lights, detect magic, ghost sound, mending, ray of frost
STATISTICS
Str 27, Dex 14, Con 25, Int 14, Wis 17, Cha 20
Base Atk +15; CMB +24; CMD 36(40 vs. trip)
Feats Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff +28, Diplomacy +20, Disguise +20, Escape Artist +11, Fly +14, Intimidate +23, Knowledge (arcana) +20, Knowledge (local) +16, Perception +25, Sense Motive +13, Spellcraft +20, Stealth +16, Swim +34; Racial Modifiers +8 Swim, +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SPECIAL ABILITIES
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Ice Shape (Su) - A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon’s caster level for this effect is equal to its Hit Dice.
Icewalking (Ex) - This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) - A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.
Passion (Su) - A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half-succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
Change Shape (Su) - A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
Succubus Spy 10/Assassin 10
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good; Perception +21
DEFENSE
AC 22, touch 20; (+2 Armor, +3 Dex, +7 natural)
hp 177(8d10+20d8+40)
Fort +18, Ref +24, Will +22
Special Defenses
DR 10/cold iron or good;
Immune electricity, fire, poison;
Resist acid 10, cold 10;
SR 18;
Evasion (Ex): A spy who selects this talent can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Uncanny Dodge.
Secret Keeper +2.
Improved Uncanny Dodge.
Improved Evasion (Ex): This works like evasion, except that while the spy still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless spy does not gain the benefits of improved evasion.
OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +25 (1d6+1) or keen dagger +4 +25/+20/+15/+10 (5d4+3/17-20x2)
Ranged conserving hand crossbow +4 +25 (5d4+3/19-20x2)
Special Attacks Sneak Attack 10d6
Spell-Like Abilities (CL 12th)
Constant — detect good, tongues
At will — charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day — dominate person (DC 23), summon (level 3, 1 babau 50%)
STATISTICS
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Acrobatics +16, Bluff +44, Diplomacy +31, Disguise +21, Escape Artist +16, Fly +13, Handle Animal +16, Intimidate +31, Perception +33, Profession (Courtesan) +25, Sense Motive +30, Sleight of Hand +26, Stealth +41; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ
Change Shape (alter self, Small or Medium humanoid).
Cover Identity.
Infiltrator (Ex): The spy chooses one group to oppose. The spy gains a +2 bonus on Bluff, Diplomacy, Knowledge, Perception, and Sense Motive checks against members of the enemy group.
Additionally, she gains a +2 bonus on weapon attack and damage rolls against them. A group is one medium-sized faction, such as an army, the members of a particular noble house and their retainers, a city guild, or the local chapter of a religion.
Fast Stealth (Ex): This ability allows a spy to move at full speed using the Stealth skill without penalty.
Expert Forger (Ex): +5 to checks to create a forgery or fake document.
Nondetection.
Energy Drain (Su): A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su): Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Hidden Weapons (Ex): At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.
True Death (Su): Starting at 4th level, anyone slain by an assassin’s death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin’s level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the assassin’s level.
Quiet Death (Ex): At 6th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Swift Death (Ex): At 9th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.
Angel of Death (Su): At 10th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target’s body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.