Dire Corby Cleric 3 CR 4
Speed 30 ft., climb 30 ft.
Melee mwk longsword +6 (1d8/19–20), claw –1 (1d4)
Special Attacks channel negative energy 3/day (DC 11, 2d6), leap, rend (2 claws, 1d4)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
Spells Prepared (CL 3rd; concentration +5)
During Combat The dire corby begins combat by casting sound burst to try to stun the PCs, then casts darkness to give herself an area to lurk in while she casts magic stone or uses other ranged spells on the PCs. If reduced to fewer than 20 hit points, she casts invisibility on herself and flees to area U5 to recruit the aid of her mobat ally, returning to this room with the giant bat to finish the fight after she uses her scrolls and spells to heal herself back to full hit points.
Morale The dire corby fights to the death.
Str 10, Dex 15, Con 14, Int 10, Wis 15, Cha 10
Base Atk +4; CMB +4; CMD 16
Feats Combat Casting, Toughness, Weapon Focus (longsword)
Skills Acrobatics +14, Climb +11, Knowledge (religion) +4, Linguistics +5, Perception +12
Languages Abyssal, Aklo, Common
Combat Gear scrolls of cure moderate wounds (2), scroll of dispel magic, wand of inflict moderate wounds (12 charges); Other Gear studded leather, masterwork longsword, silver unholy symbol worth 100 gp
Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs.