Seascale Mystic

SEASCALE MYSTIC 

CR 10

Female Lizardfolk Humanoid 2 / Oracle 10

NE Medium humanoid (reptilian)

Init +9; Senses Perception +12,

DEFENSE
AC 31, touch 18, flat-footed 25 (+4 armor, +2 *Ring of Protection +2, +5 Dex, +2 deflection, +1 dodge, +6 natural, +3 shield, )

hp 130 (2d8)+(10d8)+34

Fort +11, Ref +9, Will +10

OFFENSE
Speed 30 ft. Swim 15 ft.

Ranged javelin +1 (cold iron) +10/+5 (1d6+4)

Melee claw +7 (1d4+3)

Melee shield +2 (light/steel/mithral) +3 (1d3+1)

Melee bite +4 (1d4+3)

Special Attacks Storm of Souls,

Known Oracle Spells (CL 10th, concentration +17):

5th (4/day) - ancestral memory (DC ), telekinesis , wall of fire , cure light wounds (mass) (DC 22)

4th (6/day) - freedom of movement (DC 21), spit venom (DC 21) , spiritual ally , cure critical wounds (DC 21)

3rd (8/day) - animate dead, prayer , waters of lamashtu (DC 20) , cure serious wounds (DC 20) , heroism (DC 20)

2nd (8/day) - dread bolt (DC 19), early judgment (DC 19) , instrument of agony (DC 19) , silence , cure moderate wounds (DC 19) , flaming sphere (DC 19) , scorching ray , spiritual weapon

1st (8/day) - bless, cause fear (DC 18) , command (DC 18) , doom (DC 18) , inflict light wounds (DC 18) , unseen servant , cure light wounds (DC 18) , burning hands (DC 18)

0th (at will) - bleed (DC 17), create water , detect magic , detect poison , mending (DC 17) , purify food and drink (DC 17) , scrivener's chant (DC 17) , stabilize (DC 17) , vigor (DC 17)

STATISTICS
Str 17, Dex 20, Con 15, Int 10, Wis 15, Cha 25

Base Atk +8; CMB +11; CMD 29

Feats  Combat Casting, Dodge, Echoing Spell, Great Fortitude, Improved Initiative, Improved Natural Armor

Skills  Acrobatics +9, Bluff +7, Climb +3, Diplomacy +7, Disguise +7, Escape Artist +5, Fly +5, Heal +15, Intimidate +7, Knowledge (Religion) +15, Perception +12, Perform (Untrained) +7, Ride +5, Sense Motive +2, Stealth +5, Survival +17, Swim +11,

Languages Draconic

SQ Ancestor Mysteries, Blackened, Blood of Heroes, Hold Breath, Orisons, Spirit Shield,

Possessions  periapt of wisdom +2;  phylactery of faithfulness;  javelin +1 (cold iron);  ring of protection +2;  shield +2 (light/steel/mithral);  cloak of resistance +1;  studded leather +1;  ioun stone, clear spindle;  potion of cure light wounds;  potion of protection from energy (fire);  scroll (divine power);  scroll (protection from spells);

SPECIAL ABILITIES
Ancestor Mysteries  You draw upon the divine mystery of your Ancestors to grant your spells and powers.

Blackened  Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

Blood of Heroes (Su)  You can call upon your ancestors to grant you extra bravery in battle.

Hold Breath (Ex)  A lizardfolk can hold its breath for 60 rounds before it risks drowning.

Orisons  You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spirit Shield (Su)  You can call upon the spirits of your ancestors to form a shield around you.

Storm of Souls (Su)  You can summon the spirits of your ancestors to attack in a ghostly barrage.