Salaisa MalthulasCreature 11
Source Pathfinder #165: Eyes of Empty Death
Perception +22 (darkvision)
Languages Elven, Undercommon
Skills Acrobatics +21, Athletics +22, Intimidation +20, Stealth +21, Survival +20
Str +5, Dex +4, Con +3, Int +0, Wis +3, Cha +1
AC 31; Fort +20; Reflex +21; Will +22; +1 status to all saves vs. magic, +2 status to all saves vs. mental
HP 200
Speed 30 feet
Immunities sleep
Longsword +24 (+19, +14) to hit (versatile p) 2d8+9 Slashing + 1d6 Acid
Hand Crossbow +22 (+17, +12) to hit 1d6+8 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. MentalAttack 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.
Attack Now!Salaisa shouts, and a drow ally within 30 feet that can see or hear Salaisa makes a melee or ranged Strike as a reaction.
Storm of BladesSalaisa Strides up to her Speed. She can make up to three longsword Strikes at any point during this movement, each against a different target within reach. These attacks count toward her multiple attack penalty, but the multiple attack penalty doesn't increase until after she makes all of her attacks. If she moves half her speed or less during , that movement doesn't trigger reactions.
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)
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.