Guild Operative (Tiefling Rogue 5/Shadowdancer 3)

She is a particularly evil-looking tiefling, with blood-red hair and gray skin that shines almost like polished steel. Her horns sweep back over her head, and her eyes and mouth glow red from within. Her leather armor is black and gray.

Guild Operative CR 7

XP 3,200
Female Tiefling Rogue 5/Shadowdancer 3
LE Medium outsider (native)
Init +3; Senses darkvision 90 ft.; Perception +10

DEFENSE

AC 19, touch 16, flat-footed 15 (+3 armor, +2 deflection, +3 Dex, +1 dodge)
hp 71 (8d8+32)
Fort +5, Ref +9, Will +3
Defensive Abilities evasion, improved uncanny dodge, trap sense +1; DR 2/silver; Resist cold 5, electricity 5, fire 5

OFFENSE

Speed 30 ft.
Melee +1 short sword +9 (1d6+3/19–20 plus poison[applied])
Ranged mwk hand crossbow +9 (1d4/19–20 plus poison)
Special Attacks poison (save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save), sneak attack +3d6
Spell-Like Abilities (CL 8th)

1/daydarkness

TACTICS

As soon as she realizes the PCs are entering the area (by hearing them or noticing their light sources), she drinks her potion of invisibility and her potion of levitate, then sneaks toward the PCs’ location. Once she’s in the same room as them, she drinks her potion of shield of faith, moves into position, and takes a shot at a PC with her hand crossbow, hoping to score a sneak attack in the surprise round. Once combat begins, she uses her hand crossbow to attack any foe who remains flat-footed; otherwise she makes use of spring attack to keep her distance, periodically using hide in plain sight to set up additional sneak attack opportunities if possible. She’s very mobile via use of her potion of levitate, and prefers to strike at a PC who might be cut off from the rest. She fights until brought below 15 hit points, at which point she drinks her second potion of invisibility and then her potion of gaseous form and attempts to escape. She could return at a later point, perhaps after she’s gained a few more levels of shadowdancer, to become a regular and recurring villain—just because she didn’t kill the PCs in their first encounter shouldn’t mean she won’t try again as often as she can!

STATISTICS

Str 14, Dex 16, Con 16, Int 12, Wis 12, Cha 6
Base Atk +5; CMB +7; CMD 20
Feats Combat Reflexes, Dodge, Fiendish Heritage*, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +14, Bluff +11, Climb +10, Disable Device +14, Disguise +19, Knowledge (local) +9, Perception +10, Perform (dance) +6, Stealth +16
Languages Common, Halfling, Infernal
SQ hide in plain sight, trapfinding
Combat Gear Medium spider venom (5), potion of cure moderate wounds (2), potion of gaseous form, potion of invisibility (2), potion of levitate, potion of shield of faith; Other Gear +1 leather armor, +1 short sword, masterwork hand crossbow with 20 bolts, hat of disguise, bejeweled bust of Asmodeus worth 800 gp

SPECIAL ABILITIES

Fiendish Heritage

Shen is a devil-spawn tiefling, which changes her racial ability modifiers to +2 Con, +2 Wis, –2 Cha; she also gains DR 2/silver from her devilish heritage.

DESCRIPTION

This character is an agent of the Guild. She is a skilled infiltrator and combatant, but very little information is available about her beyond that.

Section 15: Copyright Notice

Pathfinder 26: The Sixfold Trial. Copyright 2009, Paizo Publishing LLC. Author: Richard Pett

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