You are on page 1of 11

Wolf CR 1XP 400 N Medium animal

Init +2; Senses low-light vision, scent; Perception +8


Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP 14/20 (2d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Tactics
During Combat The wolves prefer to gang up on the nearest target to put them on the ground as soon as possible. They then savage the
prone target until it stops moving, at which point they move onto the next target. If presented with multiple targets, they prefer the smallest or
weakest looking foe.
Statistics
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Attack +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Small Earth Elemental CR 1 XP 400 N Small outsider (earth, elemental, extraplanar)


Init 1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (1 Dex, +7 natural, +1 size)
HP 14/22 (2d10+2)
Fort +4, Ref 1, Will +3
Immune bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take additional damage from
precision-based attacks, such as sneak attack.
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
Statistics
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Special Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish
swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does
it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the
elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an
opponent is airborne or waterborne, the elemental takes a 4 penalty on attack and damage rolls. These modifiers apply to bull rush and
overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics
block.)

Mad Slasher CR 2 XP 600 CE Medium aberration


Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
HP 24/36 (4d8+4)
Fort +3, Ref +4, Will +4
Offense
Speed 40ft.
Melee 2 claws +6 (1d6+1 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks Whirlwind
Statistics
Str 13, Dex 17, Con 15, Int 6, Wis 10, Cha 6
Base Attack +3; CMB +4; CMD 17
Feats Combat Reflexes, Weapon Finesse, Whirlwind Attack (Racial)
Skills Perception +4, Survival +4

Beetle Swarm CR 1 XP 400 N Diminutive vermin (swarm)


Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
Defense
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
HP 10/16 (2d8)
Fort +3, Ref +3, Will +0
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Offense
Speed 20 ft., climb 20 ft.
Melee swarm (1d6 plus 1d4 acid)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
Statistics
Str 1, Dex 17, Con 10, Int , Wis 10, Cha 2
Base Atk +1; CMB ; CMD
Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks
Special Abilities
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature
with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifier) negates the
effect..

Lurking Strangler CR 2 XP 600 LE Tiny aberration


Init +4; Senses darkvision 60 ft.; Perception +8
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
HP 12/18 (2d8+2)
Fort +1, Ref +4, Will +3
Offense
Speed 5ft,; Fly 20ft
Melee lash +7 (1d4-3)
Ranged 2 eye ray touch +7 (1d6+1 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks Whirlwind
Statistics
Str 5, Dex 19, Con 13, Int 4, Wis 10, Cha 10
Base Attack +1; CMB +4; CMD 17
Feats Alertness (Racial), Weapon Finesse
Skills Fly +12, Perception +8, Stealth +16
Special Abilities
Eye Rays (Su): Each of a lurking stranglers two eye rays resembles a spell cast by a 3rd-level caster. One eye acts as the cause fear spell,
and the other produces a sleep effect. Each effect is negated with a DC 11 Will save. The save DCs are Charisma-based.
Cause Fear: This ray works like the spell. It has a range of 30 feet.
Sleep: This ray works like the spell, except that it affects one creature with up to 4 Hit Dice. It has a range of 130 feet.
Suffocate (Ex): If a lurking strangler hits a helpless foe with its lash attack, it wraps itself around the victims throat and begins to choke it.
In the first round, the victim falls unconscious (0 hit points). In the following round, she drops to 1 hit points and is dying. In the third
round, she suffocates and dies.
All-Around Vision (Ex): Lurking stranglers are exception-ally alert and circumspect. Their eyes and physiology give them a +4 racial bonus
on Perception checks, and they cant be flanked.
Flight (Su): A lurking stranglers body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it
a permanent feather fall effect (as the spell) with personal range.
Description: A 3-foot-long strand of striated muscle connects two floating eyeballs. The strand flexes and twists.

Giant Bombadier Beetle CR 2 XP 600 N Medium vermin


Init +0; Senses Darkvision 60; Perception +0
Defense
AC 16, touch 10, flat-footed 16 (+6 natural)
HP 14/20 (2d8+4)
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee bite +2 (1d6+1)
Statistics
Str 13, Dex 10, Con 14, Int , Wis 10, Cha 9
Base Attack +1; CMB +2; CMD12
Special Abilities
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone
must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Description: A giant bombardier beetle is about 6 feet long.

Small Water Elemental CR 1 XP 400 N Small outsider (elemental, extraplanar, water)


Init +0; Senses darkvision 60 ft.; Perception +4
Defense
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
HP 14/22 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
PA slam +4 (1d6+5)
slam +1 (1d6-1) *If either is on ground*
Special Attacks drench, vortex (DC 13), water mastery
Tactics
The Elemental waits until a torchbearer is in the middle of the room to extinguish the torch with a touch attack and a CL check so it can fight
in the dark.
Statistics
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Attack +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Special Abilities
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as
dispel magic (caster level equals elemental's HD).
Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special
attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the
opponent or the elemental is touching the ground, the elemental takes a 4 penalty on attack and damage rolls. These modifiers apply to bull
rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Ulavant CR 1 XP 400 Ghoul (lacedon) CE Medium undead


Init +2; Senses darkvision 60 ft.; Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP 14/20 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2
Offense
Speed 30 ft.; Swim 30
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Tactics
Ulavant attempts to paralyze his enemies, starting with what he assume are bards, wizards and sorcerers. Should he paralyze all of his
victims, he moves all of the bodies so they can see each other while he eats starting with their throats.
Statistics
Str 13, Dex 15, Con , Int 13, Wis 14, Cha 14
Base Attack +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
Special Abilities
Disease (Su) Ghoul Fever: Biteinjury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2
consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers
for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Grick CR 3 XP 800 N Medium aberration


Init +2; Senses darkvision 60 ft., scent; Perception +12
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
HP 30/45 (5d8+5)
Fort +2, Ref +3, Will +6
DR 10/magic
Offense
Speed 30 ft., climb 20 ft.
Melee bite +4 (1d4+1), 4 tentacles 1 (1d4)
Statistics
Str 12, Dex 14, Con 13, Int 3, Wis 14, Cha 5
Base Attack +3; CMB +4; CMD 16 (can't be tripped)
Feats Combat Reflexes, Skill Focus (Perception), Stand Still
Skills Climb +9, Perception +12, Stealth +6 (+14 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Aklo (cannot speak)

Wind Warrior CR 4 XP 800 N Medium outsider (air, elemental, extraplanar)


Init +5; Senses darkvision 60 ft.; Perception +9
Defense
AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
HP 42/72 (6d10+12)
Fort +4, Ref +12, Will +5
Defensive Abilities Immune to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take
additional damage from precision-based attacks, such as sneak attack.
Offense
Speed fly 80 ft. (perfect)
Melee longsword +8/+3 (1d8+3/19-20) and longsword +8 (1d8+3/19-20)
Special Attacks Sonic Blast (2d6 Sonic Reflex DC 15)
Statistics
Str 16, Dex 20, Con 14, Int 8, Wis 11, Cha 11
Base Attack +6; CMB +9; CMD 25
Feats Dodge, Double Slice (Racial), Lightning Reflexes, Two Weapon Fighting (Racial), Weapon Focus (longsword)
Skills Acrobatics +14, Escape Artist +13, Fly +22, Knowledge (planes) +3, Perception +9, Stealth +14
Languages Auren (Does not Speak)
Special Abilities
Sonic Blast (Su): As a standard action, a wind warrior can clang its longswords together to produce a discordant sonic blast in a 20 line.
This effect deal 2d6 Sonic damage to all in the area (Reflex DC 15). The save is Con Based.
Body Suffusion (Ex): A Wind Warriors spirit keeps its body together. If disarmed, its weapon crumbles to dust. Any time thereafter, a Wind
Warrior may generate a replacement weapon as a standard action.

Wounded Owlbear CR 3 XP 800 N Large magical beast


Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Defense
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, 1 size)
HP 20/40 (5d10+20)
Fort +10, Ref +5, Will +2
Offense
Speed 30 ft.
Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
Space 10 ft.; Reach 5 ft.
Statistics
Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
Base Attack +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Feats Improved Initiative, Great Fortitude, Skill Focus (Perception)
Skills Perception +12

Kullen CR 3 XP 800 Male human Barbarian 4 NE Medium humanoid


Init +1 Senses Perception +7
Defense
AC 14, touch 9, flat-footed 13 (+4 Armor, +1 Dex, -2 Rage)
HP 53/68 (4d12+20)
Fort +8, Ref +2, Will +3
Offense
Speed 40 ft.
Melee +1 greataxe +11 (1d12+10/x3)
PA +1 greataxe +9 (1d12+16/x3)
Statistics
Str 22, Dex 13, Con 18, Int 8, Wis 10, Cha 12
Base Attack +4; CMD +8 (+10); CMD 19 (21)
Base Statistics AC 16, HP 45/60, Str 18, Con 14, Fort +6, Will +1, melee +1 greataxe +9 (1d12+13/x3)
Feats Cleave, Power Attack
Rage Powers guarded life (When below 0 HPs, stabilizes and 4 points of lethal damage is non-lethal), renewed vigor (Cure 1d8+4)
Skills Acrobatics +8, Intimidate +8, Perception +7
Languages Common
Combat Gear mw Hide Shirt, +1 Great Axe, potion of cure light wounds, potion of jump, 3gp

Rastophan CR 2 XP 600 Male human Ranger 3 N Medium humanoid


Init +5 Senses Perception +7
Defense
AC 17, touch 12, flat-footed 15 (+5 Armor, +2 Dex)
HP 31/39 (3d10+9)
Fort +5, Ref +5, Will +2
Offense
Speed 30 ft.
Melee mw longsword +5 (1d8+2/19-20x2) and shortsword +4 (1d6+1/19-20)
Statistics
Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Base Attack +3; CMD +5; CMD 17
Feats Endurance (Ranger), Run, Two-Weapon Fighting (Ranger), Weapon Focus (longsword and shortsword)
Skills Acrobatics +8, Intimidate +8, Perception +7
Languages Common
SQ Favored Enemy (Human) +2, Favored Terrain (Swamp), Track, Wild Empathy
Combat Gear +1 Chain Shirt, mw longsword, shortsword, potion of cure moderate wounds, potion of bulls strength 7gp

Todrick CR 2 XP 600 Male human Fighter 3 NE Medium humanoid


Init +1 Senses Perception +6
Defense
AC 18, touch 11, flat-footed 17 (+7 Armor, +1 Dex)
HP 31/39 (3d10+9)
Fort +5, Ref +5, Will +2; +1 Saves vs fear
Offense
Speed 20 ft.
Melee mw guisarme +8 (2d4+4/x3)
Statistics
Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8
Base Attack +3; CMD +6 (+8 Trip); CMD 17 (19 vs Trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip, Stand Still, Weapon Focus (guisarme)
Skills Craft (Pottery) +5, Craft (Woodworking) +6, Knowledge (Engineering) +7, Intimidate +5, Perception +3
Languages Common
SQ Bravery +1, Armor Training 1
Combat Gear Banded Mail, mw guisarme, cloak of resistance +1, potion of bulls strength, potion of cure light wounds, potion of shield of
faith +2, 41gp

Merovinn Bask CR 2 XP 600 Male human enchanter 3 NE Medium humanoid


Init +6 Senses Perception +7
Active Spells mage armor
Defense
AC 16, touch 16, flat-footed 14 (+4 Armor, +2 Dex)
HP 20/24 (3d6+6)
Fort +2, Ref +3, Will +3
Offense
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged mw crossbow +3 (1d8/19-20)
Spells Known (CL 3rd, Ranged Touch +3, Cast Defensively +10)
2nd (DC 14) hideous laughter (DC 15), mirror image, false life
1st (DC13) charm person (DC 14), color spray, mage armor, sleep
0 (DC 12) acid splash, daze (DC 13), detect magic, resistance
Prohibited Schools Evocation and Transmutation
Statistics
Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Attack +1; CMD +0; CMD 12
Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll (Wizard), Spell Focus (Enchantment)
Skills Knowledge (Arcana) +9, Knowledge (Local) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +3, Spellcraft +9
Languages Common
Combat Gear Wand of ray of enfeeblement (17 Charges), Scroll of shield, potion of cure light wounds, mw crossbow with 20 bolts, Brooch
of Shielding (25 Charges)
Special Abilities
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than
3 are unaffected. You can use this ability 6 times per day.

Tomb Mote CR 2 XP 600 CE Tiny undead


Init +7; Senses darkvision 60 ft.; Perception +7
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 Size)
HP 21/30 (3d8+6)
Fort +1, Ref +4, Will +4
Defensive Abilities Immune undead traits
Offense
Speed 20 ft.; Swim 20
Melee bite +6 (1d4-1 plus disease)
Statistics
Str 8, Dex 17, Con , Int 10, Wis 12, Cha 14
Base Attack +2; CMB -1; CMD 12
Feats Weapon Finesse
Skills Acrobatics +9, Perception +7, Sense Motive +7, Stealth +17
Languages Common
Special Abilities
Disease (Su) Corpse Bloat: Biteinjury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves.
The save DC is Charisma-based. The skin of a diseased human turns a hue of green, bloats, and is warm to the touch.
Quickness (Su) A tomb mote is supernaturally quick. It can take an extra standard or move action every round.

Human Skeleton

CR 1/3 XP 135 NE Medium undead


Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
HP 5/8 (1d8)
Fort +0, Ref +2, Will +2
Defensive Abilities DR 5/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw 3 (1d4+1) or 2 claws +2 (1d4+2)
Statistics
Str 15, Dex 14, Con , Int , Wis 10, Cha 10
Base Attack +0; CMB +2; CMD 14
Feats Improved Initiative, point blank shot, precise shot
Gear broken chain shirt, broken scimitar, shortbow and 20 arrows

Fast Zombie Troglodyte CR 1/2 XP 200 NE Medium undead (reptilian)


Init +0; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 13, 10 rounds)
Defense
AC 16, touch 8, flat-footed 16 (2 Dex, +8 natural)
HP 18/27 (3d8+3)
Fort +1, Ref +1, Will +3
Defensive Abilities undead traits
Offense
Speed 40 ft.
Melee 2 claws +4 (1d4+2), bite +4 (1d4+2) or slam +4 (1d6+2)
Statistics
Str 14, Dex 7, Con , Int , Wis 10, Cha 10
Base Attack +2; CMB +4; CMD 12
Feats Toughness
Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack
bonus.

Zombie Bugbear CR 1 XP 400 NE Medium undead (goblinoid)


Init +0; Senses darkvision 60 ft., scent; Perception +8
Defense
AC 18, touch 10, flat-footed 18 (+2 armor, +5 natural, +1 shield)
HP 24/36 (4d8+4)
Fort +1, Ref +0, Will +4
Defensive Abilities DR/5 Slashing; undead traits
Offense
Speed 30 ft.
Melee great club (metal pipe) +7 (1d10+6)
Statistics
Str 18, Dex 11, Con , Int , Wis 10, Cha 10
Base Attack +3; CMB +7; CMD 17
Feats Toughness
SQ Staggered

Filge CR 3 XP 800 Male human necromancer (Undead School) 4 NE Medium humanoid


Init +6 Senses Perception +7
Active Spells mage armor
Defense
AC 16, touch 16, flat-footed 14 (+4 Armor, +2 Dex)
HP 26/32(4d6+8)
Fort +2, Ref +3, Will +4
Offense
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged mw crossbow +4 (1d8/19-20)
Spells Known (CL 3rd, Ranged Touch +4, Cast Defensively +8)
2nd (DC 16) blindness/deafness (DC 17), ghoul touch (DC 17), scare, spectral hand
1st (DC 15) chill touch (DC 16), mage armor, ray of enfeeblement (DC 16), ray of sickening, restore corpse
0 (DC 14) detect magic, disrupt undead, ray of frost, touch of fatigue (DC 15)
Prohibited Schools Abjuration and Transmutation
Statistics
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Attack +2; CMD +2; CMD 14
Feats Alertness, Brew Potion, Scribe Scroll (Wizard), Spell Focus (Necromancy)
Skills Linguistics +11, Knowledge (Arcana) +11, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +4 (+7 sight based),
Profession (Mortician) +7, Spellcraft +11
Languages Common
Combat Gear Amulet of Natural Armor +1, potion of cure moderate wound, Syringes: false life, cure light wounds
Special Abilities
Power over Undead (Su) Filge has Command Undead as a bonus feat. He can channel energy 7 times per day, but only to use the
selected feat. There is a will save DC 16 to resist the effect.
Bolster (Sp) As a standard action, Filge can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all
attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for 2
rounds and he can use this ability 7 times per day. The bonuses and temporary hit points are immediately dispelled if the creature is within the
area of a consecrate spell.
Merrowhan Owl Familiar N Tiny animal
Init +3; Senses low-light vision; Perception +13
Defense
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 Nat, +2 size)
HP 16 (4 HD)
Fort +2, Ref +5, Will +6
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +7 (1d42)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 7, Wis 15, Cha 6
Base Attack +2; CMB +3; CMD 9
Feats Alertness, Weapon Finesse
Skills Fly +7, Perception +13, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
SQ Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells

You might also like