Skitterly Sage

These cat like creatures are often seen as lazy but in truth they very meticulously plan their actions and just prefer to use controlled constructs in order to carry out their dark plans.

Skitterly Sage      CR 9

XP 6,400

CN Small magical beast

Init +3; Senses darkvision 60 ft., low-light vision; Perception +10

Aura electricity (15 ft, 1d6 elec.)

Defense

AC 26, touch 17, flat-footed 22 (+2 deflection, +3 Dex, +1 dodge, +9 natural, +1 size)

hp 80 (10d10+10)

Fort +11, Ref +13, Will +7; +4 vs. psychic spells

Defensive Abilities evasion, psychic resilience; Resist cold 15 Immunities electricity

Offense

Speed 40 ft.

Melee bite +12 (1d6+1), 2 claws +12 (1d8+1)

Special Attacks blaster

Sorcerer Spells Known (CL 10th; concentration +13)


 * 5th (3/day)—dismissal (DC 18)


 * 4th (5/day)—charm monster (DC 17), telekinetic maneuver[OA]


 * 3rd (7/day)—lightning bolt (DC 16), stolen light (DC 16), vengeful comets


 * 2nd (7/day)—daze monster (DC 15), ghost whip[OA], investigative mind[ACG], paranoia[OA] (DC 15)


 * 1st (7/day)—cause fear (DC 14), mage armor, magic missile, protection from law, unprepared combatant[UM] (DC 14)


 * 0 (at will)—arcane mark, daze (DC 13), detect magic, ghost sound (DC 13), haunted fey aspect[UC], jolt[UM], mage hand, open/close (DC 13), ray of frost

Statistics

Str 12, Dex 16, Con 12, Int 6, Wis 12, Cha 16

Base Atk +10; CMB +10; CMD 26 (30 vs. trip)

Feats Ability Focus (generic ability), Combat Reflexes, Dodge, Mobility, SidestepAPG

Skills Acrobatics +8 (+12 to jump), Perception +10, Spellcraft +0

SQ energy matrix

Special Abilities

Blaster (3/day, DC 20) (Sp) Up to three times per day a Skitterly Sage and fire a bolt of energy against a creature with a ranged-touch attack. If it hits the creature must make a Fortitude saving throw or be Petrified.

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Darkvision (60 feet) You can see in the dark (black and white only).

Electricity Aura (15 ft, 1d6 elec.) (Su) Creatures in aura at the start of the skitterly's turn take electricity damage

Energy Matrix (Ex) Skitterlies often have the ability to control machines by manipulating their natural energy current to course through the object and move it in such a way, that it is almost like a marionette. Allowing them to use all mind-affecting abilities and spe

Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

Psychic Resilience (Ex) +4 to saves vs. psychic spells

Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.