Crimson Assassin CR 13
AC 23, touch 15, flat-footed 19 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 shield)
hp 101 (14d8+35)
Fort +5, Ref +12, Will +5; +2 vs. enchantment
Defensive Abilities evasion, red shroud* (1/day, 7 rounds, +1 dodge, fast healing 1), trap sense +2, uncanny dodge; Immune sleep
Speed 30 ft.
Melee +1 sawtooth sabre +14/+9 (1d8+8/19–20), +1 sawtooth sabre +14 (1d8+6/19–20) or +1 sawtooth sabre +16/+11 (1d8+8/19–20)
Ranged mwk hand crossbow +14 (1d4/19–20)
Special Attacks prayer attack* (DC 21), sneak attack +7d6
Spell-Like Abilities (CL 7th; concentration +9)
Crimson Assassin Spells Known (CL 7th; concentration +9)
Str 16, Dex 16, Con 12, Int 13, Wis 8, Cha 14
Base Atk +10; CMB +13; CMD 28
Feats Alertness, Combat Expertise, Dodge, Exotic Weapon Proficiency (sawtooth sabre), Greater Weapon Focus (sawtooth sabre), Greater Weapon Specialization (sawtooth sabre), Improved Feint, Skill Focus (Bluff), Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +25, Bluff +25, Disguise +19, Escape Artist +20, Intimidate +19, Perception +22, Sense Motive +1, Sleight of Hand +20, Stealth +25
Languages Common, Elven, Infernal
SQ elf blood, mantis form*, resurrection sense*, rogue talents (bleeding attack +7, combat trick, weapon training), sabre fighting 3, trapfinding +3
Combat Gear potions of cure moderate wounds (3), wand of see invisibility (6 charges); Other Gear +3 studded leather, +1 sawtooth sabres (2), mwk hand crossbow with 10 bolts, amulet of natural armor +1, belt of mighty constitution +2, boots of elvenkind, cloak of elvenkind, mask of the mantis, *, ring of protection +1, 114 gp
The Crimson assassin can transform into a blood-red giant praying mantis once per day as a standard action, as if using vermin shape II (caster level 7th). In addition to the normal benefits of the spell, she gains the mantis’s darkvision 60 feet, grab, lunge, mandibles, and sudden strike extraordinary abilities. If the Crimson assassin is wielding her magical sawtooth sabres, the magical enhancements apply to the corresponding claw attacks.
The Crimson assassin can hold her sawtooth sabre (or sabres) out point-down and weave the blade in the air as a standard action. She must be visible to her victim and within 30 feet. The victim is fascinated unless it succeeds at a Will save (DC 17 + the assassin’s Charisma modifier, with a +2 bonus if she’s wielding two sawtooth sabres). The assassin can maintain the fascination by concentrating. Each time a threat other than the assassin appears, the victim can attempt a new saving throw. At any point after 3 rounds, the assassin can make a coup de grace attempt against the target if it’s still fascinated. Activating or concentrating on a prayer attack doesn’t provoke an attack of opportunity.
As a move action, the Crimson assassin can create a veil of red mist. She can do this a number of times per day equal to her Constitution modifier (minimum 1). It lasts for 7 rounds, and grants the assassin a +1 dodge bonus to AC and fast healing equal to her Constitution bonus (minimum 1). If slain while this ability is active, the assassin can choose to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains.
The Crimson assassin can sense if a creature she has slain within the last year has been restored to life, as long as they’re both on the same plane.
This magic item has three charges that replenish every day. The wearer can spend a charge to gain one of the following for 30 minutes: darkvision 60 feet, the effects of see invisibility , the effects of deathwatch , or a +5 competence bonus on Perception checks. Multiple effects can be active simultaneously.
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.