Seascale Bloodshadow

SEASCALE BLOODSHADOW

CR 13

Male Lizardfolk Humanoid 2 / Ranger 3 / Red Mantis Assassin 10

LE Medium humanoid (reptilian)

Init +9; Senses Perception +23,

DEFENSE
AC 24, touch 15, flat-footed 19 (+4 armor, +5 Dex, +5 natural, )

hp 156 (2d8)+(3d10)+(10d8)+30

Fort +11, Ref +13, Will +7

OFFENSE
Speed 30 ft. Swim 15 ft.

Melee sawtooth sabre +3 (bleed) +22/+17/+12 (1d8+11/18-20)

Melee claw +17 (1d4+6)

Melee bite +20 (1d4+6)

Melee sawtooth sabre +2 (paper cut) +21/+16/+11 (1d8+7/18-20)

Special Attacks Humanoid (Human) +2, Mantis Doom, Prayer Attack, Sneak Attack 4d6,

Spell-Like Abilities: creeping doom ( DC 22, 3/day) summon mantis ( 1/day)

Known Red Mantis Assassin Spells (CL 10th, concentration +15):

4th (2/day) - animal aspect (greater) (DC ), reduce person (mass) (DC 19) , modify memory (DC 19) , dimension door

3rd (4/day) - blink (DC ), devolution (DC 18) , displacement (DC 18) , haste (DC 18) , clairaudience/clairvoyance , hold person (DC 18)

2nd (5/day) - alter self (DC ), blur (DC 17) , bull's strength (DC 17) , invisibility (DC 17) , spider climb (DC 17) , darkness , fog cloud , see invisibility (DC ) , summon swarm

1st (7/day) - burning disarm (DC 16), enlarge person (DC 16) , expeditious retreat (DC ) , jump (DC 16) , magic weapon (DC 16) , obscuring mist , true strike (DC )

STATISTICS
Str 22, Dex 20, Con 14, Int 12, Wis 13, Cha 20

Base Atk +11; CMB +17; CMD 32

Feats  Alertness, Back to Back, Endurance, Exotic Weapon Proficiency (Sawtooth Sabre), Godless Healing, Greater Two-Weapon Fighting, Greater Weapon Focus (Sawtooth Sabre), Greater Weapon Specialization (Sawtooth Sabre), Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (Sawtooth Sabre), Weapon Specialization (Sawtooth Sabre)

Skills  Acrobatics +15, Appraise +1, Bluff +5, Climb +6, Craft (Untrained) +1, Diplomacy +5, Disguise +15, Escape Artist +5, Fly +5, Handle Animal +9, Heal +18, Intimidate +23, Perception +23, Perform (Untrained) +5, Ride +5, Sense Motive +3, Stealth +23, Survival +19, Swim +32,

Languages Draconic

SQ Armored Casting, Death Mantis Form, Fading, Favored Terrain (Swamp) +2, Hold Breath, Red Shroud, Resurrection Sense, Sabre Fighting, Summon Mantis, Track +1, Weapon and Armor Proficiency, Wild Empathy +8,

Possessions  scimitar +3 (bleed);  scimitar +2 (paper cut);  leather +2;

SPECIAL ABILITIES
Armored Casting (Ex)  You can cast Red Mantis Assassin spells while wearing light armor without incurring the normal arcane spell failure chance.

Death Mantis Form (Su)  You may transform into a blood-red giant praying mantis once per day as a standard action, as if using vermin shape II (CL10). In addition to the normal adjustments to Strength, Dexterity, and natural armor, you gain its darkvision 60 ft., grab, lunge, mandibles, and sudden strike abilities, and damage reduction 10/good. Your mandibles inflict 1 negative level if they hit; each negative level inflicted grants you 5 temp hps that last for 1 hour. The DC to remove these negative levels is 22. You apply the magical enhancements from any sawtooth sabre that you are wielding to the corresponding claw attack and your claw attacks also inflict 1d6 bleed on a hit.

Fading (Su)  2 times/day, you can become ethereal as a free action for an instant as you are attacked by a weapon or forced to make a Reflex saving throw (before adjudication), granting a 50% chance to avoid taking damage from the attack or effects.

Favored Terrain (Swamp) (Ex)  You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in swamp terrain

Hold Breath (Ex)  A lizardfolk can hold its breath for 56 rounds before it risks drowning.

Humanoid (Human) (Ex)  You gain a +2 bonus on Attack rolls, Damage roll and skill checks against humans.

Mantis Doom (Su)  You may use Creeping Doom as a spell-like ability 3/day to summon swarms of venomous praying mantises.

Prayer Attack (Su)  As a standard action, you can cause a victim within 30 ft. who can see you to be fascinated (Will save DC25, +2 if wielding two sawtooth sabres). After 3 rounds of concentrating, you can make a coup de grace attack against your victim.

Red Shroud (Su)  You can create a veil of red mist 2 times/day as a move action. This persists for 10 rounds, and grants a +1 dodge bonus to AC and fast healing 2.

Resurrection Sense (Su)  You sense if a creature you have slain within the last year has been restored to life, as long as you are both on the same plane.

Sabre Fighting (Ex)  You gain Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization (Sawtooth Sabre) as bonus feats.

Sneak Attack (Ex)  If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [4d6]

Summon Mantis (Sp)  Once per day, you may summon an advanced fiendish giant mantis, 1d3 fiendish giant mantises, or 1d4+1 giant mantises, as if using Summon Monster V. You can mentally direct these blood-red summoned vermin as a free action.

Track (Ex)  You gain +1 to Survival checks made to follow tracks.

Weapon and Armor Proficiency  A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Wild Empathy

Wild Empathy (Ex)  You can improve the attitude of an animal.