Erylium

Description:

Erylium

Erylium    CR 4
XP 1200
Female Demon, Quasit Witch 3
CE Tiny Outsider (chaotic, demon, evil, extraplanar)
Init 4; Senses darkvision 60 ft.; Perception +9


Defense

AC 19, touch 17, flat-footed 14 (4 Dex, 2 size, +2 natural, +1 dodge)
hp 35 (3d10
3d6+9); fast healing 2
Fort 3, Ref 8, Will 6
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10

Offense

Speed 20 ft., flight (50 feet, perfect)
Melee
1 Returning Cold Iron Dagger +11 (1d2/19-20/x2) and
   Bite (Demon, Quasit) +10 (1d4-1/x2) and
   Claw x2 (Demon, Quasit) +10 x2 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison: claw—injury (dc 12)
Spell-Like Abilities Cause Fear 30 ft radius (1/day), Commune (1/week), Detect Good (At will), Detect Magic (At will), Invisibility (At will)
Witch Spells Prepared (CL 3):
2 (2/day) Hold Person (DC 14), Summon Monster II
1 (3/day) Summon Monster I, Ray of Enfeeblement (DC 13), Command (DC 13)
0 (at will) Touch of Fatigue (DC 12), Daze (DC 12), Bleed (DC 12), Dancing Lights


Str 8, Dex 18, Con 13, Int 15, Wis 10, Cha 13
Base Atk 4; CMB 6; CMD 16
Feats Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics 4 (0 jump), Bluff 10, Fly +16, Intimidate +10, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Spellcraft +11, Stealth +21
Languages Abyssal, Thassilonian; telepathy (touch)
SQ
3 bonus on diplomacy, alternate form (su), deliver touch spells through familiar, empathic link with familiar, hexes (slumber [dc 13], tongues [3 minutes/day]), patron spells (shadow), share spells with familiar
Other Gear 1 Returning Cold Iron Dagger, Black silk gown, Obsidian unholy symbol of Lamashtu, Tiara, 85 GP of Valuables

Special Abilities

3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm’s reach.
Alternate Form (Su) You can assume the form of a bat, monstrous centipede, toad or wolf.
Cause Fear 30 ft radius (1/day) (Sp) Cause Fear (DC 11) 1/day, 30 ft radius
Combat Casting +4 to Concentration checks to cast while on the defensive.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fast Healing 2 (Ex) You heal damage every round if you have > 1 Hp.
Flight (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Claw—Injury (DC 12) (Ex) Poison deals 1d2 DEX damage, 1/round for 6 rds, cure 2 consecutive saves.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Slumber (3 rds) (DC 13) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
Tongues (Comprehend Languages) (3 minutes/day) (Su) Understand any spoken language, as comprehend languages.

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Bio:

Quasit – Knowledge(The Planes) DC13
Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry.
Type: Tiny Outsider (Chaotic, Extraplanar, Evil)
Weapons: 2 Claws(poison) and Bite
Special Qualities: Alternate form, DR 5/Cold Iron or Good, Darkvision 60 ft., Fast Healing 2, Immunity to electricity, poison, Resistance to fire, cold, acid 10
Special Attacks: Poison,Spell-like abilities

Poison (Ex): Injury, Average to Tough Fortitude save, initial damage Dex, secondary damage Dex.

Spell-Like Abilities: At will – detect good, detect magic, and invisibility(self only); 1/day – cause fear(as the spell, except that its area is a 30-foot radius from the quasit). Once per week a quasit can use commune to ask six questions.

Alternate Form(Su): A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.

Erylium

Rise of the Runelords Ckorik Ckorik