Quara OrshendielCreature 11
Source Pathfinder #165: Eyes of Empty Death
Perception +21 (darkvision)
Languages Common, Daemonic, Elven, Undercommon
Skills Acrobatics +22, Athletics +20, Deception +22, Diplomacy +20, Intimidation +22, Stealth +20, Survival +19
Str +3, Dex +5, Con +0, Int +1, Wis +2, Cha +5
AC 30; Fort +16; Reflex +22; Will +21; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 190
Speed 30 feet
Immunities sleep
Kukri +24 (+20, +16) to hit (agile, finesse, trip) 2d6+9 Slashing
Repeating Hand Crossbow +24 (+19, +14) to hit (range increment 60, reload 0, repeating) 2d6+9 Piercing
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.
Light BlindnessWhen first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. Magic+2 Status To All Saves vs. MentalCommanding Aura (aura, emotion, mental)30 feet Aura
Drow around Quara are heartened by her presence. Her drow allies in the aura gain a +1 status bonus to attack rolls and skill checks.
Deny AdvantageQuara isn't flat-footed to hidden, undetected, or flanking creatures of 11th level or lower, or to creatures of 11th level or lower using Surprise Attack.
EvasionWhen Quara rolls a success on a Reflex saving throw, she gets a critical success instead.
Defensive ShooterQuara's ranged attacks don't trigger reactions.
Poison Weapon (manipulate)Requirements Quara is holding a piercing or slashing weapon and has a free hand
Effect Quara applies poison to the weapon.
Reloading TrickRequirements Quara is holding an unloaded repeating hand crossbow
Effect Quara Interacts to reload the repeating hand crossbow and Strikes with it.
Shootist's DrawFrequency once per round
Effect Quara Interacts to draw a loaded repeating hand crossbow and Strikes with it, or Strikes with a loaded repeating hand crossbow she's holding and then Interacts to stow it.
Skirmishing DashQuara Strides or Steps, then Strikes. This Strike deals an additional 3d6 damage.
Stupor PoisonStupor poison is a more potent distillation of Lethargy Poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.
Saving Throw DC 20 fortitude
Maximum Duration 6 hours
Stage 1 Slowed 1 and Flat-Footed (1 round)
Stage 2 Slowed 2 and flat-footed (1 round)
Stage 3 Unconscious with no Perception check to wake up (1 round)
Stage 4 unconscious with no Perception check to wake up (1d6 hours)
Divine Innate Spells (DC 28, +18 to hit)
Cantrips (6th Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)
Quara will likely become an ally of the heroes, as she knows useful partners when she sees them. She's interested in avenging her father and sister, but she knows that whatever goal her father was pursuing with the Ochre Fulcrum Lens could prove critical in freeing Yldaris from Belcorra's control forever. She has learned that the ochre lens was only one of three lenses that Belcorra entrusted to allies in the region centuries ago, and she sets the heroes on the trail of recovering them and finding out more. The most important lead Quara provides to the heroes is that her father was headed toward an ancient vault at the edge of the lake, so the heroes can find out more at that location.
The heroes might see drow as enemies and assault Yldaris. In this case, Quara does her best to protect her people, relying on the shootist training that still lingers in her quick fingers. She likely won't trust the heroes with any information after such aggressions, but they might find some clues in her quarters.
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.
ElfA creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.