Dother Cr 9 - Jeffrey Scott Nuttall
DOTHER CR 9
Male half-fiend sprite ranger 7 (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3)
CE Diminutive outsider (native)
Init +6; Senses detect evil, detect good, darkvision 60 ft., low-light vision; Perception +15
===== Defense =====
AC 26, touch 20, flat-footed 20 (+3 armor, +6 Dex, +3 natural, +4 size)
hp 80 (1d6+7d10+39)
Fort +10, Ref +14, Will +7
Defensive Abilities 25% chance to negate critical hits and sneak attacks, each ranged attack against Dother for which the attacker must make an attack roll has a 20% miss chance; DR 5/magic, 2/cold iron; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
===== Offense =====
Speed 15 ft., fly 60 ft. (perfect)
Melee short sword +7/+2 (1d2/19-20), bite +2 (1d2), claw +2 (1)
Ranged +1 shortbow +10/+10/+5 (1d2+5/x3) or +1 shortbow +12/+7 (1d2+5/x3)
Space 1 ft.; Reach 0 ft.
Special Attacks combat style (archery), favored enemy (humans +2, evil outsiders +4), smite good 1/day (as 8th-level paladin, but vs. good targets)
Half-Fiend Spell-Like Abilities (CL 8th; concentration +9)
3/day—darkness, poison (DC 15)
1/day—desecrate, unholy blight (DC 15)
Sprite Spell-Like Abilities (CL 5th; concentration +6)
Constant—detect evil, detect good
At will—dancing lights, daze (DC 11)
1/day—color spray (DC 12)
Ranger Spells Prepared (CL 4th; concentration +6)
1st—entangle (DC 13), magic fang
===== Tactics =====
Before Combat Dother casts barkskin on himself and magic fang on an appropriate ally, and drinks his potion of entropic shield.
During Combat Dother prefers to stay at range, letting the cythnigots and evil fey that usually accompany him engage his opponents in melee. He casts unholy blight the first round of combat, and then focuses on peppering his foes with arrows using Deadly Aim. He casts entangle if he can catch several enemies in the area of effect without entangling his allies.
Morale Dother flees if reduced to 20 hit points or fewer.
Base Statistics Without barkskin, Dother’s base statistics are AC 24, touch 20, flat-footed 18 (+3 armor, +6 Dex, +1 natural, +4 size). Without entropic shield, ranged attacks against him do not have a 20% miss chance.
===== Statistics =====
Str 11, Dex 22, Con 18, Int 8, Wis 15, Cha 12
Base Atk +7; CMB +9; CMD +9
Feats Alertness, Deadly Aim, Endurance, Improved Precise Shot, Manyshot, Point Blank Shot, Precise Shot
Skills Escape Artist +21, Fly +27, Perception +15, Sense Motive +15, Stealth +29, Survival +13; Racial Modifiers +8 Escape Artist
Languages Common, Sylvan
SQ favored terrain (forest +2), hunter’s bond (companions), luminous, track +3, wild empathy +8, woodland stride
Combat Gear evil outsider slaying arrow, potion of cure moderate wounds, potion of entropic shield, tree feather token; Other Gear +1 light fortification leather armor,+1 shortbow, arrows (40), short sword, cloak of resistance +1, flawed malachite worth 6 gp
===== Special Abilities =====
Luminous (Su) Dother naturally sheds light equal to that produced by a torch. He can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if he wishes.
Formerly an ordinary sprite living near what is now the Forsaken Mission, Dother saw many friends killed by the incubus Rakaz’greh, and resolved to destroy the demon at any cost. When the fey proved powerless to fight this foe, Dother sought other allies—and discovered the qlippoth, extraplanar horrors displaced by the demons long ago and craving revenge. Dother knew that qlippoth were at least as evil as demons, but he thought it might be worth the risk to form a temporary alliance with them against their common foe. He even let the qlippoth infuse him with their fiendish essence, confident that he had the virtue and valor to resist their influence.
He did not.
Now a ghastly parody of the sprite he once was, Dother has ashen skin, tattered (but functional) wings, wicked claws and teeth, and a grotesquely twisted form. Corrupted by the qlippoth, he shares their hatred of all life. Still, Dother hates some life more than others, and his first priority remains the destruction of Rakaz’greh. If he learns that the PCs share that goal, he may ally with them; he can be a useful source of information about the mission and its environs, and persuasive PCs might even convince him to provide some combat support. Of course, he'll turn on the PCs the moment they're no longer useful to him.