TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,    Mistress of Venom
  Mistress of Venom
  Mistress of Venom
  Mistress of Venom    
   
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editor): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Hugo Solis 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Hugo Solis, Jan Matejko, Sade, and Joe Calkins  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
   
   
  Faces of the Tarnished Souk: The Dark Lady Ninyantë, Mistress of Venom © 2011 Steven D. Russell,  Open Gaming License 
  Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, 
  and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.  
   
  
  1 
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,    
  Mistress of Venom
  Mistress of Venom
  Mistress of Venom
  Mistress of Venom    
   
  The Dark Lady Ninyantë, Mistress of Venom is a high-
  society femme fatale and the undisputed mother 
  superior of the Tarnished Souk’s poison trade, having 
  slithered into Dream after murdering her royal husband 
  and cruelly causing the death of half his kingdom in the 
  process. Flashing a fanged smile oozing with predatory 
  sensuality, this alabaster-skinned amazon wraps her 
  stunning seven-foot frame in sultry red silks and coils of 
  serpent-like golden jewelry worthy of a pharaoh’s queen. 
  In those rare instances where her charm, beauty, or 
  reputation do not get her everything she wants, 
  Ninyantë is capable of dealing out death personally via 
  tenebrous tricks and diabolical poisons. Concerned only 
  with her own power and pleasure, she is a vain, amoral 
  hedonist who murders and manipulates without qualm. 
  When dealing with others, she acts with haughty, self-
  assured superiority, seducing or snubbing suitors and 
  dispensing vicious, back-biting comments to rivals and 
  her inferiors. The Mistress of Venom attends nearly 
  every decent party held by the Coliseum’s elite (since 
  none dare risk her wrath by failing to invite her) and she 
  holds a disturbingly encyclopedic knowledge of the 
  favorite foods, beverages, and vices of the Coliseum’s 
  benefactors, their entourages, and even the inner court 
  of the Khan of Nightmares. Newcomers to the Souk 
  commonly mistake the Dark Lady Ninyantë for a 
  vampiress due to her deathly pale skin, unholy aura, and 
  prominent fangs - a misapprehension she finds amusing 
  and deliberately enables through affected mannerisms 
  and 
  misleading 
  double-talk. 
  Her 
  true 
  thoughts 
  inscrutable to even the cleverest mind-reading courtiers, 
  the unforgiving Ninyantë is secretly plotting to kill the 
  Pasha of Swirling Ashes as revenge for a minor slight the 
  unsuspecting efreeti playboy has long forgotten giving. 
   
  Dreamburning and the NPC
  Dreamburning and the NPC
  Dreamburning and the NPC
  Dreamburning and the NPC    
  Hope: Ninyantë ultimately envisions herself as a 
  goddess, worshipped for her beauty and feared for her 
  terrible wrath. 
  Aspiration: Ninyantë aspires to usurp the Queen of 
  Thistles and become Khanbika. She holds no adoration 
  for the Khan of Nightmares; she simply covets his 
  powers over life, death, and reality.  
  Goal: Night to night, Ninyantë dreams about taking 
  delicious revenge against anyone who disrespects her. 
  She anticipates crushing their spirits, poisoning their 
  bodies, and otherwise visiting every manner of anguish 
  upon them and everyone they love. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  The Dark Lady Ninyantë’s poison shop, The Little Drop, 
  is a tall, narrow black tent adorned with black lace and 
  tassels of living shadow. Even at midday in the 
  Tarnished Souk, it seems far away and cloaked in 
  darkness, lit by a single sputtering lantern. Inside, 
  thousands of bottles and pouches dangle from the 
  ceiling on strings, forming a sprawling chandelier of 
  toxins and tinctures. Slim, luxurious chaise lounges offer 
  guests places to sit, while the Mistress of Venom coils 
  herself on a sumptuous couch of slick eel-skin leather. 
  Ninyantë always offers prospective customers a drink of 
  fine wine or ritually prepared tea; she poisons these 
  refreshments only some of the time. 
   
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 A sultry purveyor of poisons and a catty socialite, 
  Ninyantë appears to be a vampire but is really a serpent-
  woman. 
  DC 20 A shadow assassin, she has said, “Poison is truth 
  and the truth is that most creatures are disposable.” 
  DC 25 She crafts poisons that can afflict even the un-
  poisonable. Her bracers turn into biting, snake-like 
  whips. No one can read her thoughts, but she 
  shamelessly pries into the minds of others.  
  DC 35 Many of her shadowy powers do not work in 
  well-lit areas. She is a petty, evil woman who holds 
  lasting grudges. 
  DC 40 Ninyantë has both dark naga and human blood. 
  She plots deadly revenge against the Pasha of Swirling 
  Ashes. 
   
  How to use The Dark Lady Ninyantë,
  How to use The Dark Lady Ninyantë,
  How to use The Dark Lady Ninyantë,
  How to use The Dark Lady Ninyantë,    
  • Ninyantë can serve many roles in a campaign - femme 
  fatale, black widow, social antagonist, poison dealer, 
  hired assassin, etc. While she is beautiful, skilled, and 
  useful, she is also unapologetically evil and GMs 
  should have fun with her wickedness. 
  • The Mistress of Venom crafts custom poisons capable 
  of killing even those creatures normally immune to 
  poison. For PCs looking to take down an otherwise 
  hard-to-kill target, or GMs looking to give their PCs a 
  much-needed assist, Ninyantë can provide a secret 
  weapon - for a heavy price. 
  • Ninyantë has plenty of money; she prefers alternative 
  forms of payment - favors, rare items, magical 
  services, or inroads to higher positions of power. To 
  obtain one of her special poisons, she might demand 
  that the PCs: publicly humiliate a rival (e.g. Gabriel 
  LeChance, or the Pasha of Swirling Ashes), murder a 
  competing poison trader at the Brightdocks, bring her 
  a special slave, spy on the Khan of Nightmares for her, 
  or retrieve a lost artifact from the bottom of the 
  Slumbering Sea. 
  • If 
  playing 
  “The 
  Pasha’s 
  Riches” 
  (Coliseum 
  Morpheuon, Chapter 10): Ninyantë kills the Pasha of 
  Swirling Ashes, framing the PCs for the murder. The 
  PCs are prime suspects because of their connection to 
  the City of Brass and their recent intrusions into the 
  Pasha’s apartments; they now have some serious 
  explaining to do to the Khan and the Pasha’s allies.  
  • If 
  playing 
  “The 
  Dragon’s 
  Mate” 
  (Coliseum 
  Morpheuon, Chapter 10): Hearing that he seeks a 
  mate, Ninyantë plots to seduce and marry the Dragon 
  of the Ghostdance, intent on usurping his position as 
  a benefactor. She tries to ruin (or kill) her competition 
  and any meddling matchmakers.  
   
  
  2 
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,
  The Dark Lady Ninyantë,    
      Mistress of Venom
  Mistress of Venom
  Mistress of Venom
  Mistress of Venom    
      
  CR 21
  CR 21
  CR 21
  CR 21    
  XP 409,600 
  Female spellpowered amalgam human dark naga 
  shadow assassin 17 
  LE Large aberration 
  Init +8; Senses darkvision 60 ft., low-light vision, 
  detect thoughts; Perception +34 
  Aura unholy aura (DC 28) 
   
  Defense
  Defense
  Defense
  Defense    
  AC 35, touch 22, flat-footed 35 (+9 armor, +4 
  deflection, +8 Dex, +1 dodge, +4 natural, -1 size) 
  hp 310 (27d8+189) 
  Fort +19, Ref +25, Will +25 (+27 vs. charm) 
  Defensive Abilities guarded thoughts, improved 
  evasion, 
  improved 
  uncanny 
  dodge, 
  shadowmeld, 
  uncanny dodge; Immune poison; SR 25 vs. good 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 50 ft., fly 40 ft. (good) in dim or darker light 
  Melee 2 +5 ghost touch unholy wounding serpent 
  tongue 
  bracers 
  +31/+31/+26/+26/+21/+21/+16 
  (1d4+12 plus 1 bleed and poison/19-20), bite +21 (1d4+5 
  plus 
  poison) 
  or 
  2 
  +2 
  keen 
  kukri 
  of 
  speed 
  +28/+28/+28/+28/+23/+23/+18/+18/+13 (1d6+9/15-
  20), bite +21 (1d4+5 plus poison) or bite +26 (1d4+7 
  plus poison) 
  Ranged +1 shuriken +31/+26/+21/+16 (1d3+3d6+8) or 
  +1 shuriken +26/+26/+21/+21/+16/+16/+11  
  (1d3+3d6+8) 
  Special Attacks bypass DR, daggermaster +4, deadly 
  focus (1/day), greater deadly focus (2/day) 
  Space 10 ft.; Reach 10 ft. (20 ft. with whip) 
  Spell-Like Abilities (CL 27th; concentration +37) 
  Constant—spell turning, unholy aura (DC 28) 
  At will—message 
  Spells Known (CL 7th; concentration +17) 
  3rd (6/day)—fly, haste 
  2nd (9/day)—invisibility, resist energy, spider climb 
  1st (9/day)—charm person (DC 21), disguise self (DC 
  21), expeditious retreat, ray of enfeeblement (DC 21), 
  shield 
  Cantrips (at will)—bleed (DC 20), daze (DC 20), detect 
  magic, mage hand, open/close, prestidigitation, read 
  magic 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Ninyantë does her best to always 
  remain in at least dim conditions. If she believes she's 
  about to be attacked, she casts spider climb, resist 
  energy, shield, and fly. 
  During Combat If encountered alone, her first action 
  is to cast invisibility on herself, and attempt to escape. If 
  she has others with her, she casts haste on herself and 
  anyone else she considers an ally. 
  When not actively engaged in melee, she likes to harass 
  foes by making use of her cantrips. Depending on how  
   
  dangerous her attackers are, she'll either play with them, 
  using mage hand and prestidigitation to annoy them, or 
  bleed, daze, charm person, and ray of enfeeblement 
  should they present themselves as an actual danger. 
  If roused to anger, she uses her whips to trip and 
  reposition opponents, trying to throw people off ledges 
  if they're available. 
  Morale If reduced to less than 100 hit points, she 
  attempts to fly away while invisible. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 16, Dex 26, Con 24, Int 22, Wis 18, Cha 30 
  Base Atk +19; CMB +23 (+27 trip); CMD 46 (48 vs. 
  trip) 
  Feats Combat Expertise, Custom Poison, Dodge, 
  Double Slice, Eschew MaterialsB, Greater Trip, Greater 
  Two-Weapon Fighting, Improved Trip, Improved Two-
  Weapon Fighting, Mobility, Poison Use, Repositioning 
  Strike*, Spring Attack, Two-Weapon Fighting, Weapon 
  Finesse 
  *From Chapter 3 – Feats of the Pathfinder Roleplaying 
  Game: Advanced Player's Guide. 
  Skills Acrobatics +35 (+35 jumping), Bluff +48, Climb 
  +16, Craft (alchemy) +36, Diplomacy +37, Disguise +37, 
  Escape Artist +35, Fly +20, Handle Animal +30, 
  Intimidate +30, Knowledge (arcana, local, planes) +20, 
  Knowledge (history, nature, religion) +36, Perception 
  +34, Sense Motive +34, Sleight of Hand +30, Spellcraft 
  +25, Stealth +66, Swim +15  
  Languages 
  Abyssal, 
  Common,Draconic, 
  Infernal, 
  Undercommon 
  
  3 
  SQ shadowmeld, shadow style (exotic weapon style, 
  shadowglide, shuriken style, two-weapon style), shadow 
  talent (improved uncanny dodge, style mastery, 
  uncanny dodge) 
  Combat Gear elixir of healing (4); Gear +5 glamered 
  greater shadow greater slick mithral shirt, +2 keen 
  kukri of speed (2), +1 shuriken (50), serpent tongue 
  bracer (+5 ghost touch unholy wounding, 2), belt of 
  physical perfection +6, necklace of adaptation, shadow 
  band, tiara of mental superiority +6 (Knowedge 
  [history, nature, religion]) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Bypass DR (Su) Ninyantë ignores any DR possessed 
  by targets of her greater and regular deadly focus 
  abilities. 
  Daggermaster (Ex) While fighting with light melee 
  weapons, exotic melee weapons, and shurikens, 
  Ninyantë gains a +4 bonus on both attack and damage 
  rolls. Additionally, her shadow assassin levels function 
  as fighter levels for the purpose of qualifying for feats, 
  but only with light melee weapons, exotic melee 
  weapons, shurikens, and bola. 
  Deadly Focus (Su) As a swift action once per day, 
  Ninyantë can select a single opponent. Ninyantë gains a 
  +4 bonus on all attack and damage rolls against the 
  designated opponent with light weapons, bolas, and 
  shurikens. This remains active until the target is dead, 
  or she selects a new target after resting. 
  Should her current target die, she can spend 15 minutes 
  resting to regain her use of this ability, so long as she 
  has rested since last activating it. 
  Refocusing ends her deadly focus against her current 
  target, even if they're returned to life on the same day. 
  Should her target not die, she cannot regain the use of 
  this ability until she rests. 
  Detect Thoughts (Su) Ninyantë can continuously use 
  detect thoughts as per the spell (caster level 9th; Will DC 
  33 negates). The save DC is Charisma-based. 
  Greater Deadly Focus (Su) This ability functions as 
  Ninyantë's deadly focus ability, except she gains a +34 
  bonus to damage against her target. Unlike deadly focus, 
  she cannot regain her focus should her target die. 
  Guarded Thoughts (Ex) Ninyantë are immune to any 
  form of mind reading, such as that granted by detect 
  thoughts. This ability also grants a +2 racial bonus on all 
  saves against charm effects. 
  Poison (Ex) Bite—injury; save Fort DC 30; frequency 1 
  round; effect sleep for 2d4 minutes; cure 1 save. 
  Shadowmeld (Su) When in areas of dim or darker 
  lighting, Ninyantë gains specific additional abilities as 
  listed below. 
  Camouflage (Su) While in dim or darker light, 
  shadows wrap themselves around Ninyantë, granting 
  her concealment (20% miss chance). This ability 
  functions even against creatures with darkvision and 
  other non-visual senses. 
  Living Shadow (Su) For up to 21 rounds each day, 
  Ninyantë can change herself in living shadows. This 
  functions as the gaseous form spell, except she can still 
  attack with light weapons and shurikens, though they 
  deal only half damage. The rounds of use need not be 
  used consecutively. 
  Produce Shadow (Su) Ninyantë carries a bit of 
  shadow with her wherever she goes, allowing her to 
  lower lighting conditions to dim. These shadows 
  function similar to the darkness spell, and negate any 
  light spell with a caster level of less than 17th. These 
  shadows can be negated by a light spell of 8th-level or 
  greater.  Ninyantë can produce these shadows for up to 
  21 rounds each day, but these rounds need not be 
  consecutive. 
  Skill Bonus (Su) She gains a +8 bonus on Acrobatics, 
  Bluff, Climb, Escape Artist, and Sleight of Hand checks 
  in dim or darker lighting. 
  Stealth Bonus (Su) Ninyantë gains a +17 bonus on all 
  Stealth checks in dim or darker lighting. 
  Shadow Style As a shadow assassin, Ninyantë 
  possesses certain special abilities. Her abilities are listed 
  below. 
  Exotic Weapon Style (Ex) Any shadow assassin 
  abilities limited to light weapons also function for any 
  exotic weapons Ninyantë is proficient with, such as 
  whips, etc. While using exotic weapons, she gains a +4 
  bonus to her CMD. 
  Shadowglide (Su) While in dim or darker light, 
  Ninyantë ignores the effects of difficult terrain, may 
  make a 10-ft. step whenever she's allowed a 5-ft. step, 
  and may fly with a speed of 30 ft. (good). She has 
  selected this shadow style twice, increasing her speed by 
  +10 ft. 
  Shuriken Style (Su) Ninyantë can imbue her thrown 
  shurikens with a bit of solid shadow, increasing the 
  amount of damage they deal by +3d6. 
  Two-Weapon Style (Ex) While fighting with two light 
  weapons, ribbons of shadow flow from her off-hand 
  weapon, concealing her movements with complex, 
  confusing patterns. She gains a +3 dodge bonus to AC 
  and a +6 insight bonus to her CMB. 
  Shadow Talents Ninyantë possesses one more 
  Shadow Style than normal for a shadow assassin of her 
  level, in addition to having both uncanny dodge and 
  improved uncanny dodge as the barbarian class 
  features. She has low-light vision. 
  Spells Ninyantë casts spells as 7th-level sorcerer. 
   
   
  Feats
  Feats
  Feats
  Feats    
   
  Custom Poison (General)
  Custom Poison (General)
  Custom Poison (General)
  Custom Poison (General)    
  Your poisons can be created specifically to affect certain 
  creatures. 
  Prerequisite Craft (alchemy) 10+ ranks, Poison Use or 
  Poison Immunity 
  Benefit With a successful Craft (alchemy) skill check, 
  you can modify a single dose of poison so it functions 
  against a single, specific creature. Against the target, the 
  poison DC is increased by the crafter's Intelligence 
  bonus (positive only, minimum +1), and ignore's any 
  bonus against poisons the target may possess. 
  
  4 
   
   
  Custom Poison 
   
  Custom poisons are harmless to creatures other than the 
  creature they are crafted for, and require a least a small 
  piece of whatever the poison is for. 
  Special If a creature immune to poisons possesses this 
  feat and either the Poison Use feat, or Poison Use from 
  another source (such as the assassin prestige class), they 
  can craft special poisons functional against creatures 
  normally immune to the effects of poison, such as 
  constructs, undead, etc. 
   
  Poison Use (General)
  Poison Use (General)
  Poison Use (General)
  Poison Use (General)    
  You are trained to use poisons with no risk to yourself. 
  Prerequisite Dex 13+ 
  Benefit You never risk accidentally poisoning yourself 
  when crafting poisons, applying poisons, or attack with 
  poisoned weapons. 
   
  Magic Items
  Magic Items
  Magic Items
  Magic Items    
   
  Elixir of Healing
  Elixir of Healing
  Elixir of Healing
  Elixir of Healing    
  Aura strong conjuration (healing); CL 15th 
  Slot none; Price 11,250 gp ; Weight 1 lb. 
  Description 
  This bottle contains a thick, bland tasting fluid which 
  affects the creature that drinks it with a heal spell, 
  healing 150 points of damage. Each bottle has enough 
  fluid to be drank from twice before being empty. 
  Construction 
  Requirements Craft Wondrous Item, heal; Cost 5,625 
  gp 
   
   
  Serpent Tongue Bracer 
   
  Serpent Tongue Bracer
  Serpent Tongue Bracer
  Serpent Tongue Bracer
  Serpent Tongue Bracer    
  Aura faint transmutation; CL 5th 
  Slot wrist; Price 2,301 gp; Weight 1 lb. 
  Description 
  This sleek, black leather bracer has a polished brass 
  snake wrapped down it's length. As a free action, the 
  wearer can cause the snake to extend or withdraw and 
  function as a masterwork whip dealing lethal or non-
  lethal damage as the wearer wishes, and deals damage 
  to creatures with an armor bonus of +1 or higher and a 
  natural armor bonus of +3 or higher. The bracer can be 
  further enchanted as bracers of armor when worn as a 
  pair, and the whip can enchanted as a normal weapon. 
  See the “Magic Item Creation” section in Chapter 15 of 
  the Pathfinder Roleplaying Game Core Rulebook for 
  additional information on improving existing magical 
  items. 
  Should the wear of a serpent touch bracer possess a 
  natural poison, the bracer siphons this poison, 
  delivering it with each strike of it's snake whip. 
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Wondrous Item, haste; Cost 1,301 gp 
   
  Shadow Band
  Shadow Band
  Shadow Band
  Shadow Band    
  Aura strong evocation [darkness]; CL 17th 
  Slot ring; Price 275,000 gp; Weight 1 lb. 
  Description 
  This gold band is criss-crossed with a web of solid 
  shadows. The wearer is continuously surrounded by 
  supernatural darkness, which they can suppress or 
  reactivate as a free action once per round. They also gain 
  the see in darkness ability, allowing the wearer to see 
  perfectly in darkness of any kind, even that created by 
  the ring itself. 
  Construction 
  Requirements Forge Ring, Heighten Spell, Quicken 
  Spell, deeper darkness, true seeing; Cost 137,500 gp 
   
   
   
  
  5 
  The Dark Lady Ninyantë
  The Dark Lady Ninyantë
  The Dark Lady Ninyantë
  The Dark Lady Ninyantë        
  CR 14
  CR 14
  CR 14
  CR 14    
  XP 38,400 
  Female spellpowered amalgam human dark naga 
  shadow assassin 11 
  LE Large aberration 
  Init +7; Senses darkvision 60 ft., detect thoughts; 
  Perception +27 
  Aura unholy aura (DC 26) 
   
  Defense
  Defense
  Defense
  Defense    
  AC 32, touch 21, flat-footed 32 (+7 armor, +4 deflection, 
  +7 Dex, +1 dodge, +4 natural, -1 size) 
  hp 220 (21d8+126) 
  Fort +16, Ref +21, Will +21 (+23 vs. charm) 
  Defensive Abilities guarded thoughts, improved 
  evasion, 
  improved 
  uncanny 
  dodge, 
  shadowmeld, 
  uncanny dodge; Immune poison; SR 25 vs. good 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 40 ft. 
  Melee 2 +2 unholy wounding serpent tongue bracers 
  +21/+21/+16/+16/+11/+11 (1d4+6 plus 1 bleed and 
  poison), bite +18 (1d4+3 plus poison) or 2 +1 keen kukri 
  +22/+22/+17/+17/+12/+12 (1d6+5/15-20), bite +18 
  (1d4+3 plus poison) or bite +23 (1d4+5 plus poison) 
  Ranged +1 shuriken +24/+19/+14 (1d3+3d6+5) or +1 
  shuriken +22/+22/+17/+17/+12/+12 (1d3+3d6+5) 
  Special Attacks bypass DR, daggermaster +2, deadly 
  focus (1/day), greater deadly focus (1/day) 
  Space 10 ft.; Reach 10 ft. (20 ft. with whip) 
  Spell-Like Abilities (CL 21st; concentration +29) 
  Constant—unholy aura (DC 26) 
  At will—dispel magic, message 
  Spells Known (CL 7th; concentration +15) 
  3rd (6/day)—fly, haste 
  2nd (8/day)—invisibility, resist energy, spider climb 
  1st (9/day)—charm person (DC 19), disguise self (DC 
  19), expeditious retreat, ray of enfeeblement (DC 19), 
  shield 
  Cantrips (at will)—bleed (DC 18), daze (DC 18), detect 
  magic, mage hand, open/close, prestidigitation, read 
  magic 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Ninyantë does her best to always 
  remain in at least dim conditions. If she believes she's 
  about to be attacked, she casts spider climb, resist 
  energy, shield, and fly. 
  During Combat If encountered alone, her first action 
  is to cast invisibility on herself, and attempt to escape. If 
  she has others with her, she casts haste on herself and 
  anyone else she considers an ally. 
  When not actively engaged in melee, she likes to harass 
  foes by making use of her cantrips. Depending on how 
  dangerous her attackers are, she'll either play with them, 
  using mage hand and prestidigitation to annoy them, or 
  bleed, daze, charm person, and ray of enfeeblement 
  should they present themselves as an actual danger. 
  Morale If reduced to less than 70 hit points, she 
  attempts to fly away while invisible. 
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 14, Dex 24, Con 22, Int 20, Wis 16, Cha 26 
  Base Atk +15; CMB +18 (+20 trip); CMD 40 (42 vs. 
  trip) 
  Feats Combat Expertise, Custom Poison, Dodge, 
  Double Slice, Eschew MaterialsB, Greater Two-Weapon 
  Fighting, 
  Improved Trip, 
  Improved Two-Weapon 
  Fighting, Poison Use, Repositioning Strike*, Two-
  Weapon Fighting, Weapon Finesse 
  *From Chapter 3 – Feats of the Pathfinder Roleplaying 
  Game: Advanced Player's Guide. 
  Skills Acrobatics +30 (+34 jumping), Bluff +37, Climb 
  +11, Craft (alchemy) +29, Diplomacy +29, Disguise +32, 
  Escape Artist +26, Handle Animal +23, Intimidate +20, 
  Knowledge (arcana, local, planes) +15, Knowledge 
  (nature, religion) +26, Perception +27, Sense Motive 
  +27, Sleight of Hand +20, Spellcraft +20, Stealth +42 
  Languages Abyssal, Common, Infernal, Undercommon 
  SQ shadowmeld, shadow style (exotic weapon style, 
  shadowglide, shuriken style, two-weapon style), shadow 
  talent (improved uncanny dodge, style mastery, 
  uncanny dodge) 
  Combat Gear elixir of healing (2); Gear +3 glamered 
  improved shadow improved slick mithral shirt, +1 keen 
  kukri (2), +1 shuriken (50), serpent tongue bracer (+2 
  unholy wounding, 2), belt of physical perfection +4, 
  necklace of adaptation, tiara of mental superiority +4 
  (Knowledge [nature, religion]), gold ring (50 gp, with 
  permanent deeper darkness) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Bypass DR (Su) Ninyantë ignores any DR possessed 
  by targets of her greater and regular deadly focus 
  abilities. 
  Daggermaster (Ex) While fighting with light melee 
  weapons, exotic melee weapons, and shurikens, 
  Ninyantë gains a +2 bonus on both attack and damage 
  rolls. Additionally, her shadow assassin levels function 
  as fighter levels for the purpose of qualifying for feats, 
  but only with light melee weapons, exotic melee 
  weapons, shurikens, and bola. 
  Deadly Focus (Su) As a swift action once per day, 
  Ninyantë can select a single opponent. Ninyantë gains a 
  +3 bonus on all attack and damage rolls against the 
  designated opponent with light weapons, bolas, and 
  shurikens. This remains active until the target is dead, 
  or she selects a new target after resting. 
  Should her current target die, she can spend 15 minutes 
  resting to regain her use of this ability, so long as she 
  has rested since last activating it. 
  Refocusing ends her deadly focus against her current 
  target, even if they're returned to life on the same day. 
  Should her target not die, she cannot regain the use of 
  this ability until she rests. 
  Detect Thoughts (Su) Ninyantë can continuously use 
  detect thoughts as per the spell (caster level 9th; Will DC 
  28 negates). The save DC is Charisma-based. 
  Greater Deadly Focus (Su) This ability functions as 
  Ninyantë's deadly focus ability, except she gains a +22 
  bonus to damage against her target. Unlike deadly focus, 
  she cannot regain her focus should her target die. 
  
  6 
  Guarded Thoughts (Ex) Ninyantë are immune to any 
  form of mind reading, such as that granted by detect 
  thoughts. This ability also grants a +2 racial bonus on all 
  saves against charm effects. 
  Poison (Ex) Bite—injury; save Fort DC 26; frequency 1 
  round; effect sleep for 2d4 minutes; cure 1 save. 
  Shadowmeld (Su) When in areas of dim or darker 
  lighting, Ninyantë gains specific additional abilities as 
  listed below. 
  Camouflage (Su) While in dim or darker light, 
  shadows wrap themselves around Ninyantë, granting 
  her concealment (20% miss chance). This ability 
  functions even against creatures with darkvision and 
  other non-visual senses. 
  Skill Bonus (Su) She gains a +5 bonus on Acrobatics, 
  Bluff, Climb, Escape Artist, and Sleight of Hand checks 
  in dim or darker lighting. 
  Stealth Bonus (Su) Ninyantë gains a +11 bonus on all 
  Stealth checks in dim or darker lighting. 
  Shadow Style As a shadow assassin, Ninyantë 
  possesses certain special abilities. Her abilities are listed 
  below. 
  Exotic Weapon Style (Ex) Any shadow assassin 
  abilities limited to light weapons also function for any 
  exotic weapons Ninyantë is proficient with, such as 
  whips, etc. While using exotic weapons, she gains a +4 
  bonus to her CMD. 
  Shadowglide (Su) While in dim or darker light, 
  Ninyantë ignores the effects of difficult terrain, and may 
  make a 10-ft. step whenever she's allowed a 5-ft. step. 
  Shuriken Style (Su) Ninyantë can imbue her thrown 
  shurikens with a bit of solid shadow, increasing the 
  amount of damage they deal by +3d6. 
  Two-Weapon Style (Ex) While fighting with two light 
  weapons, ribbons of shadow flow from her off-hand 
  weapon, concealing her movements with complex, 
  confusing patterns. She gains a +3 dodge bonus to AC 
  and a +6 insight bonus to her CMB. 
  Shadow Talents Ninyantë possesses one more 
  Shadow Style than normal for a shadow assassin of her 
  level, in addition to having both uncanny dodge and 
  improved uncanny dodge as the barbarian class 
  features. 
  Spells Ninyantë casts spells as 7th-level sorcerer. 
   
  Ninyantë
  Ninyantë
  Ninyantë
  Ninyantë    
  CR 8
  CR 8
  CR 8
  CR 8    
  XP 4,800 
  Female amalgam human dark naga shadow assassin 4 
  LE Large aberration 
  Init +5; Senses darkvision 60 ft., detect thoughts; 
  Perception +18 
   
  Defense
  Defense
  Defense
  Defense    
  AC 23, touch 14, flat-footed 18 (+5 armor, +5 Dex, +4 
  natural, -1 size) +1 dodge with two-weapons 
  hp 119 (14d8+56) 
  Fort +8, Ref +16, Will +12 (+14 vs. charm) 
  Defensive 
  Abilities evasion, guarded thoughts; 
  Immune poison 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 40 ft. 
  Melee 2 serpent tongue bracers +11/+11/+6 (1d4+1 
  plus poison), bite +9 (1d4 plus poison) or 2 mwk kukri 
  +11/+11/+6 (1d6+1/18-20), bite +9 (1d4 plus poison) or 
  bite +14 (1d4+1 plus poison) 
  Ranged mwk shuriken +15/+10 (1d3+1) or mwk 
  shurikens +11/+11/+6 (1d3+1) 
  Special Attacks deadly focus (1/day) 
  Space 10 ft.; Reach 10 ft. (20 ft. with whip) 
  Spells Known (CL 7th; concentration +13) 
  3rd (5/day)—fly, haste 
  2nd (8/day)—invisibility, resist energy, spider climb 
  1st (8/day)—charm person (DC 17), disguise self (DC 
  17), expeditious retreat, ray of enfeeblement (DC 17), 
  shield 
  Cantrips (at will)—bleed (DC 16), daze (DC 16), detect 
  magic, mage hand, open/close, prestidigitation, read 
  magic 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Ninyantë does her best to always 
  remain in at least dim conditions. If she believes she's 
  about to be attacked, she casts spider climb, resist 
  energy, shield, and fly. 
  During Combat If encountered alone, her first action 
  is to cast invisibility on herself, and attempt to escape. If 
  she has others with her, she casts haste on herself and 
  
  7 
  anyone else she considers an ally. 
  When not actively engaged in melee, she likes to harass 
  foes by making use of her cantrips. Depending on how 
  dangerous her attackers are, she'll either play with them, 
  using mage hand and prestidigitation to annoy them, or 
  bleed, daze, charm person, and ray of enfeeblement 
  should they present themselves as an actual danger. 
  Morale If reduced to less than 30 hit points, she 
  attempts to fly away while invisible. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 12, Dex 20, Con 18, Int 18, Wis 12, Cha 23 
  Base Atk +10; CMB +12 (+14 trip); CMD 27 (29 vs. 
  trip) 
  Feats Combat Expertise, Custom Poison, Double Slice, 
  Eschew MaterialsB, Improved Trip, Poison Use, Two-
  Weapon Fighting, Weapon Finesse 
  Skills Acrobatics +20 (+24 jumping), Bluff +25, Climb 
  +7, Craft (alchemy) +21, Diplomacy +20, Disguise +15, 
  Escape Artist +11, Handle Animal +12, Intimidate +15, 
  Knowledge (arcana, local, planes) +10, Knowledge 
  (nature) +18, Perception +18, Sense Motive +10, Sleight 
  of Hand +12, Spellcraft +16, Stealth +20 
  Languages Common, Infernal, Undercommon 
  SQ shadowmeld, shadow style (exotic weapon style, 
  two-weapon style), shadow talent (style mastery) 
  Combat Gear potion of cure serious wounds (4); 
  Gear +1 glamered mithral shirt, mwk kukri (2), mwk 
  shuriken (50), serpent tongue bracer (2), belt of giant 
  strength +2, tiara of mental prowess +2 (Int, Cha; 
  Knowledge [nature]), gold ring (50 gp, with permanent 
  darkness) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Deadly Focus (Su) As a swift action once per day, 
  Ninyantë can select a single opponent. Ninyantë gains a 
  +1 bonus on all attack and damage rolls against the 
  designated opponent with light weapons, bolas, and 
  shurikens. This remains active until the target is dead, 
  or she selects a new target after resting. 
  Should her current target die, she can spend 15 minutes 
  resting to regain her use of this ability, so long as she 
  has rested since last activating it. 
  Refocusing ends her deadly focus against her current 
  target, even if they're returned to life on the same day. 
  Should her target not die, she cannot regain the use of 
  this ability until she rests. 
  Detect Thoughts (Su) Ninyantë can continuously use 
  detect thoughts as per the spell (caster level 9th; Will DC 
  23 negates). The save DC is Charisma-based. 
  Guarded Thoughts (Ex) Ninyantë are immune to any 
  form of mind reading, such as that granted by detect 
  thoughts. This ability also grants a +2 racial bonus on all 
  saves against charm effects. 
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1 
  round; effect sleep for 2d4 minutes; cure 1 save. 
  Shadowmeld (Su) When in areas of dim or darker 
  lighting, Ninyantë gains a +4 bonus on all Stealth 
  checks. She also gains a +2 bonus on Acrobatics, Bluff, 
  Climb, Escape Artist, and Sleight of Hand checks in dim 
  or darker lighting. 
  Shadow Style As a shadow assassin, Ninyantë 
  possesses certain special abilities. Her abilities are listed 
  below.  
  Exotic Weapon Style (Ex) Any shadow assassin 
  abilities limited to light weapons also function for any 
  exotic weapons Ninyantë is proficient with, such as 
  whips, etc. 
  Two-Weapon Style (Ex) While fighting with two light 
  weapons, ribbons of shadow flow from her off-hand 
  weapon, concealing her movements with complex, 
  confusing patterns. She gains a +1 dodge bonus to AC 
  and a +2 insight bonus to her CMB. 
  Shadow Talents Ninyantë possesses one more 
  Shadow Style than normal for a shadow assassin of her 
  level. 
  Spells Ninyantë casts spells as 7th-level sorcerer. 
   
   
   
  Templates
  Templates
  Templates
  Templates    
   
  Amalgam Creature
  Amalgam Creature
  Amalgam Creature
  Amalgam Creature    
  What happens when two or more creatures are 
  combined into a single creature? You get an amalgam of 
  the two, that's what happens. 
   
  Creating an Amalgam Creature 
  “Amalgam” is an acquired or inherited template (your 
  choice) that combines two creatures (referred to 
  hereafter as base creatures). 
  An amalgam uses all the statistics and special abilities of 
  the two base creatures except as noted here. Consult 
  Appendices 1, 2, 3 and 5 in the Pathfinder RPG Bestiary 
  for any information not found below. 
   
  Challenge Rating Compare the amalgam to both base 
  creatures and select a challenge rating based on theirs. 
  Then compare the amalgam to creatures with Challenge  
   
  
  8 
  Amalgam 
  Amalgam 
  Amalgam 
  Amalgam Size & Type
  Size & Type
  Size & Type
  Size & Type 
  Base Creature 2
  Base Creature 2
  Base Creature 2
  Base Creature 2 
   
  Aber 
  Ani 
  Con 
  Drag 
  Fey 
  Hum 
  MagB 
  MonH 
  Ooze 
  Out 
  Pla 
  Und 
  Ver 
  Aber 
  Aber 
  Aber 
  Con 
  Drag 
  Aber 
  Aber 
  MagB 
  Aber 
  Aber 
  Out 
  Pla 
  Und 
  Aber 
  Ani 
  Aber 
  Ani 
  Con 
  Drag 
  Fey 
  MonH 
  MagB 
  MonH 
  Aber 
  Out 
  Pla 
  Und 
  Ver 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Con 
  Drag 
  Drag 
  Drag 
  Con 
  Drag 
  Drag 
  Drag 
  Drag 
  Drag 
  Aber 
  Out 
  Pla 
  Und 
  Drag 
  Fey 
  Aber 
  Fey 
  Con 
  Drag 
  Fey 
  Fey 
  MagB 
  Fey 
  Aber 
  Out 
  Fey 
  Und 
  Aber 
  Hum 
  Aber 
  MonH 
  Con 
  Drag 
  Fey 
  Hum 
  Aber 
  MonH 
  Aber 
  Out 
  Pla 
  Und 
  Aber 
  MagB 
  MagB 
  MagB 
  Con 
  Drag 
  MagB 
  Aber 
  MagB 
  Aber 
  MagB 
  Out 
  Pla 
  Und 
  MagB 
  MonH 
  Aber 
  MonH 
  Con 
  Drag 
  Fey 
  MonH 
  Aber 
  MonH 
  Aber 
  Out 
  Pla 
  Und 
  Aber 
  Ooze 
  Aber 
  Aber 
  Con 
  Aber 
  Aber 
  Aber 
  MagB 
  Aber 
  Ooze 
  Aber 
  Aber 
  Und 
  Aber 
  Out 
  Out 
  Out 
  Con 
  Out 
  Out 
  Out 
  Out 
  Out 
  Aber 
  Out 
  Pla 
  Und 
  Out 
  Pla 
  Pla 
  Pla 
  Con 
  Pla 
  Fey 
  Pla 
  Pla 
  Pla 
  Aber 
  Pla 
  Pla 
  Und 
  Pla 
  Und 
  Und 
  Und 
  Con 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Und 
  Ver 
  Aber 
  Ver 
  Con 
  Drag 
  Aber 
  Aber 
  MagB 
  Aber 
  Aber 
  Out 
  Pla 
  Und 
  Ver 
   
  Ratings up to 3 higher to determine whether the CR you 
  have assigned is reasonable. 
   
  Alignment 
  The 
  amalgam’s 
  alignment 
  includes 
  elements of both base creatures’ alignments. For 
  example, an amalgam created from a chaotic neutral 
  and a lawful evil base creature could be chaotic evil or 
  lawful neutral, at your option. 
   
  Size and Type Find the amalgam’s type by cross-
  referencing the two base creatures’ types on the Size & 
  Type table below. The creature retains the subtypes of 
  both base creatures unless those subtypes directly 
  conflict (fire and cold, for example). In case of such a 
  conflict, the amalgam creature loses both subtypes. The 
  amalgam is the same size as the larger of the two base 
  creatures. 
   
  Shape The amalgam’s appearance is determined by 
  several factors. 
  Body Form The amalgam has the general body form of 
  whichever base creature has a higher character level 
  (racial and class Hit Dice). In case of a tie, the DM may 
  choose which base creature’s form the amalgam has. 
  Limbs The amalgam has the same kinds of limbs and 
  attacking appendages as both base creatures do. If both 
  base creatures have a particular kind of limb, the 
  amalgam has the same number of such limbs as does the 
  base creature with the higher character level or Hit Dice. 
  If both base creatures have the same character level or 
  Hit Dice, the amalgam has the greater number of limbs. 
  The amalgam can attack with any appendage that either 
  base creature can, even if the other base creature has no 
  attack with that limb. All limbs are sized appropriately 
  for the amalgam. For example, a Huge monstrous 
  scorpion combined with a stirge has the general body 
  form, legs, claws, and tail of the scorpion, plus stirge-
  like wings and a stirge’s proboscis—both sized to fit its 
  new body. A hill giant combined with a heavy warhorse 
  has the body form, legs, and arms of a hill giant, plus a 
  horse-like face and hoof-like feet to deliver the 
  warhorse’s hoof and bite attacks. 
  Appearance The amalgam looks like a combination of 
  both base creatures, even if its features do not retain the 
  same functions. The GM may freely assign any 
  appropriate physical characteristics to the creature 
  within those parameters. In the example of the hill giant 
  and horse amalgam above, the resulting creature might 
  be hairy like a horse. 
   
  Hit Dice The amalgam has the same number of racial 
  Hit Dice as the base creature with the greatest number 
  of racial HD. If the two base creatures have the same 
  number of racial HD, the amalgam also has that 
  number. Hit Dice gained through class levels do not 
  count for this purpose. The amalgam’s racial Hit Dice 
  are appropriate to its new type. 
   
  Saves The amalgam’s base saves depend on its new 
  type. 
   
  Armor Class If the base creatures are the same size, 
  simply average their natural armor bonuses and round 
  down to determine the natural armor bonus of the 
  amalgam. (A creature with no natural armor bonus has 
  an eff ective natural armor bonus of +0.) Otherwise, 
  adjust the natural armor bonus of the smaller creature 
  according to the following table before averaging. Apply 
  the modifiers stepwise to account for the size difference 
  between the smaller base creature and the amalgam. 
   
  Armor Class
  Armor Class
  Armor Class
  Armor Class    
  Size Change 
  Natural 
  Armor 
  Bonus 
  Increase for Averaging 
  Fine to Diminutive 
  +0 
  Diminutive to Tiny 
  +0 
  Tiny to Small 
  +0 
  Small to Medium 
  +0 
  Medium to Large 
  +2 
  Large to Huge 
  +3 
  Huge to Gargantuan 
  +4 
  Gargantuan to Colossal 
  +5 
   
  For example, if the amalgam is Huge and the smaller of 
  the two base creatures is Small, you would add +0 (for 
  Small to Medium), +2 (for Medium to Large), and +3 
  (for Large to Huge), for a total of +5, to the smaller 
  creature’s natural armor bonus before averaging it with 
  that of the larger creature. The amalgam’s size also 
  determines its size modifier to AC, as normal. 
   
  Speed The amalgam possesses the speeds and 
  movement modes of both base creatures. If both have a 
  particular mode of movement, the amalgam’s speed for 
  that mode is the higher of the two. If both base creatures 
  
  9 
  have 
  fly 
  speeds, 
  the 
  amalgam 
  has 
  the 
  better 
  maneuverability rating. For example, combining a 
  centaur and a cloaker, the resulting amalgam would 
  have the land speed of the centaur (50 ft.) and the fl y 
  speed 
  of 
  the 
  cloaker 
  (40 
  ft. 
  with 
  average 
  manueverability). 
   
  Attack The amalgam retains all the attacks of the base 
  creature with the greater racial Hit Dice. It also gains 
  any attacks the other base creature has that are 
  associated with limbs it gained from that creature, and it 
  retains the weapon and armor proficiencies of both base 
  creatures. Weapon attacks are always primary attacks, 
  and natural attacks gained from the creature with fewer 
  racial HD are always secondary attacks. Natural attacks 
  gained from the base creature with more racial Hit Dice 
  are either primary or secondary, as they were for that 
  creature. If the base creatures have the same number of 
  racial HD, the amalgam gains all the attacks of both, 
  subject to the number of appropriate limbs it actually 
  has. Th e GM chooses one kind of natural attack to be 
  the primary one if more than one option exists. 
  For example, a naga combined with a goblin would 
  possess the goblin’s arms, so it could wield weapons and 
  make attacks with those limbs. 
  The standard size modifier applies to the amalgam’s 
  attack rolls. 
   
  Damage If the base creatures are both the same size as 
  the amalgam, the base damage for its attacks remains 
  the same as it was for the base creatures. Otherwise, 
  keep the damage for the larger base creature’s attacks 
  the same and adjust the base damage for each of the 
  smaller creature’s attacks according to the following 
  table. Scale the damage once for each size category of 
  difference between the smaller base creature and the 
  amalgam. Ability score damage or drain and energy 
  damage also scale up in the same manner, but negative 
  levels bestowed via attacks do not increase. 
   
  Da
  Da
  Da
  Damage
  mage
  mage
  mage    
  Old Damage 
  New Damage 
  1 
  1d2 
  1d2 
  1d3 
  1d3 
  1d4 
  1d4 
  1d6 
  1d6 
  1d8 
  1d8 
  2d6 
  1d10 
  2d8 
  2d6 
  3d6 
  2d8 
  3d8 
  4d6 
  6d6 
  4d8 
  6d8 
   
  For example, if the amalgam is Huge and the smaller of 
  the two base creatures is Small, an attack from the 
  smaller one that originally dealt 1d4 points of damage 
  would scale up three times. Thus, 1d4 becomes 1d6 (for 
  Small to Medium), 1d6 becomes 1d8 (for Medium to 
  Large), and 1d8 becomes 2d6 (for Large to Huge). 
   
  Space/Reach The amalgam has a space and reach 
  appropriate for its size, as given in the following table. If 
  the reach for a natural attack that the amalgam receives 
  from one of the base creatures is greater than indicated 
  for its size in the chart below, extend the reach of that 
  attack by the same amount that it is extended from the 
  original creature. For instance, an amalgam formed 
  from a choker and an ogre mage would possess tentacle 
  attacks with a reach of 15 feet. 
   
  Special Attacks An amalgam retains all the special 
  attacks of both base creatures that do not depend on a 
  limb or body form the amalgam does not possess. If two 
  special attacks are similar, the amalgam has the better of 
  the two. For example, if both base creatures deals extra 
  fire damage with their melee attacks, but one deals +1 
  point and the other deals +1d6 points, the amalgam 
  deals +1d6 points of fire damage with each of its melee 
  attacks. Recalculate the save DCs for all special attacks 
  based on the amalgam creature’s racial HD or character 
  level, as applicable, and its ability scores. 
  Now evaluate your monster’s special attacks, realizing it 
  may get to use only two or three of them in a single 
  combat. If it seems as if your amalgam has too many 
  special attacks, pare them down until you are satisfied. 
   
  Special Qualities An amalgam retains all the special 
  qualities of both base creatures that do not depend on a 
  limb or body form that the amalgam does not possess. If 
  two special qualities are similar, the amalgam has the 
  better of the two. For example, if one base creature has 
  fire resistance 20 and the other has fire immunity, the 
  amalgam has fire immunity. 
   
  Abilities For each mental ability score, take the average 
  for the two base creatures, rounding down if the result is 
  10 or higher or up if it is below 10. If the base creatures 
  are the same size, follow the same procedure for each 
  physical ability score. Otherwise, adjust the ability score 
  of the smaller creature according to the following table 
  before averaging. Apply the modifiers stepwise to 
  account for the size difference between the smaller base 
  creature and the amalgam. 
   
  Abilities
  Abilities
  Abilities
  Abilities    
  Size Change 
  Strength 
  Dexterity 
  Constitution 
  Fine to Diminutive 
  +0 
  –2 (minimum 1) 
  +0 
  Diminutive to Tiny 
  +2 
  –2 (minimum 1) 
  +0 
  Tiny to Small 
  +4 
  –2 (minimum 1) 
  +0 
  Small to Medium 
  +4 
  –2 (minimum 1) 
  +2 
  Medium to Large 
  +8 
  –2 (minimum 1) 
  +4 
  Large to Huge 
  +8 
  –2 (minimum 1) 
  +4 
  Huge to Gargantuan 
  +8 
  +0 
  +4 
  Gargantuan to 
  Colossal 
  +8 
  +0 
  +4 
   
  Base Attack Bonus Recalculate the amalgam’s base 
  attack bonus for its racial Hit Dice based on its new 
  creature type and number of racial HD. 
   
  Feats The amalgam retains the bonus feats of both base 
  creatures, but it loses all other feats that the base 
  creatures had. Instead, assign feats as desired, giving 
  preference to the feats that the base creatures possessed. 
  The amalgam must still meet any prerequisites for feats 
  chosen to fill vacant feat slots. 
   
  
  10 
  Skills The amalgam retains the racial skill modifiers 
  described in the Skills section of the creature for both 
  base creatures, but it loses all skill ranks the base 
  creatures possessed. Recalculate skill points for the 
  amalgam’s racial Hit Dice according to its new type. 
   
  Languages If the amalgam can speak, it speaks a 
  number of languages appropriate for its Intelligence 
  score, chosen from the languages the base creatures 
  speak. 
   
  Environment The amalgam can exist in any 
  environment that either base creature could. 
   
  Organization An amalgam is often a wholly new and 
  strange being, so you can assign whatever organization 
  you wish. A typical amalgam, however, is organized in 
  the same manner as one of its base creatures. 
   
  Treasure Standard if both base creatures have 
  standard treasure, or as the base creature with the most 
  treasure, if both have poorer than standard, or as the 
  base creature with the least treasure if they both have 
  better than standard. 
   
  Advancement Amalgams with an Intelligence of 3 or 
  greater can advance by both hit dice and class level. 
  Amalgams with an Intelligence of 2 or less, or no 
  Intelligence at all, advance by hit dice alone. 
   
   
  Spellpowered Creature
  Spellpowered Creature
  Spellpowered Creature
  Spellpowered Creature    
  Spellpowered creatures possess inherent spell-like 
  abilities beyond those typically exhibited by other 
  creatures of their kind. 
   
  Creating a Spellpowered Creature 
  “Spellpowered Creature” is an acquired or inherited 
  template which can be added to any creature (referred 
  to hereafter as the “base creature”). A spellpowered 
  creature uses all of the base creatures statistics except 
  as stated below. 
   
  Challenge Rating For a base creature with 6 or less 
  Hit Dice, +1. For a base creature with 7-15 Hit Dice, +2. 
  For a base creature with 16 or more Hit Dice, +3. 
   
  Type Animals and vermin become magical beasts. 
  Recalculate base attack bonus, feats, saves, and skills. 
   
  Special Attacks Spellpowered creatures possess 
  spell-like abilities according to the following 
  Spell-Like Abilities A spellpowered creature gains a 
  number of points equal to twice its total Hit Dice. 
  These points are spent on spells, which cost a number 
  of points equal to their respective levels, with 1st-level 
  spells costing 1 point, 2nd-level spells costing 2, and so 
  on (0-level spells cost 1/2 a point). For example, 
  fireball costs 3 points, since it is a 3rd-level spell. 
  Regardless, a spellpowered creature cannot possess a 
  spell that has a level exceeding one-half the base 
  creature's total Hit Dice (round up). 
  Expending a number of points equal to the spell's level 
  allows the creature to use the ability once per day. 
  Paying twice this amount allows use of the ability three 
  times per day. Three times the spell's level in points 
  allows use of the ability at will. A point expenditure of 
  four times allows the effect to be continuously active. 0-
  level spells can be used at will for 1 point, and can be 
  continuously active for 2 points. 
  At will or continuous abilities may be labeled 
  supernatural (Su) instead of spell-like (Sp), at your 
  discretion. Continuous effects still have a caster level 
  and may be temporarily dispelled, but can be reactivated 
  as a free action on the spellpowered creatures next 
  action. 
  Spellpowered creatures do not need a minimum score in 
  any ability to use their spell-like abilities. The caster 
  level for all abilities gained from this template are equal 
  to the base creature's total Hit Dice. Saving throw DC's 
  are based on the spellpowered creature's highest mental 
  ability score. 
   
  Abilities Spellpowered creatures of the magical beast 
  type have an Intelligence score of at least 3. 
   
   
  Shadow Assassian Base Class
  Shadow Assassian Base Class
  Shadow Assassian Base Class
  Shadow Assassian Base Class    
  The Genius Guide To: The Shadow Assassin. 
  Copyright 2009, Super Genius Games; Author Owen 
  K.C. Stephens. 
   
  
  OPEN GAME LICENSE Version 1.0a 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. 
  Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.  
  Advanced Bestiary. Copyright 2004, Green Ronin Publishing, 
  LLC; Author Matthew Sernett. 
  Book of Templates: Deluxe Edition. Copyright 2005 
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  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, 
  LLC; Author Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Plot and Poison: A Guidebook to Drow. Copyright 2002, 
  Green Ronin Publishing, LLC; Author Matthew Sernett. 
  The Genius Guide To: The Shadow Assassin. Copyright 
  2009, Super Genius Games; Author Owen K.C. Stephens. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn. 
   
  Faces of the Tarnished Souk: The Dark Lady 
  Ninyantë,Mistress of Venom Copyright 2011, Steven D 
  Russell; Authors Matt Banach and Justin Sluder. 
   
  
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