Ilssrah EmbermeadCreature 15
Source Pathfinder #148: Fires of the Haunted City
Perception +29 (darkvision)
Languages Common, Dwarven, Gnoll, Undercommon
Skills Acrobatics +25, Athletics +27, Deception +26, Intimidation +28, Religion +31
Str +6, Dex +4, Con +5, Int +4, Wis +8, Cha +5
AC 40; Fort +27; Reflex +24; Will +30;
HP 270
Speed 25 feet
Fleshroaster +31 (+26, +21) to hit (disarm, finesse, magical, trip) 2d8+14 Slashing + 1d6 Fire
Returning Light Hammer +30 (+26, +22) to hit (agile, magical) 2d6+14 Bludgeoning
Returning Light Hammer +30 (+26, +22) to hit (agile, magical, thrown 20) 2d6+14 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Efficient Capture (attack, manipulate)Requirements Ilssrah has manacles in hand and is adjacent to a creature.
Effect Ilssrah attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +30 modifier against the target's AC, she applies the manacles.
Hammer the ChainedIlssrah attempts a melee Strike with Fleshroaster. If she hits, she also draws her light hammer, makes a melee Strike with it against the same target, and immediately returns it to her belt. She then resumes her grip on Fleshroaster. Both Strikes count toward Ilssrah's multiple attack penalty, but the penalty doesn't increase until both Strikes have been made. If the hammer Strike hits, it deals damage as normal and the target must attempt a DC 35 fortitude save.
Critical Success The creature is unaffected.
Success The creature is Clumsy 1 and Stupefied 1 for 1 round.
Failure The creature is clumsy 1 and stupefied 1 for 1 minute.
Critical Failure The creature is Clumsy 2 and Stupefied 2 for 1 minute.
Divine Prepared Spells (DC 36, +32 to hit)
Cantrips (8th Level): Detect Magic, Disrupt Undead, Message, Shield, Sigil
1st Level: Command, Harm, Heal, Purify Food and Drink, Ray of Enfeeblement
2nd Level: Augury, Darkness, Silence
3rd Level: Circle of Protection, Heroism, Locate
4th Level: Air Walk, Anathematic Reprisal, Divine Wrath
5th Level: Death Ward, Sending
6th Level: Blade Barrier, True Seeing
7th Level: Divine Decree, Energy Aegis
8th Level: Divine Aura, Spiritual Epidemic
1st Level: Touch of Obedience
4th Level: Commanding Lash
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
DwarfA creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.