TriazaThis humanoid figure is garbed only in leather straps wrapped around her translucent skin, as well as scattered pieces of armor. She wields a wicked two-pronged blade.Triaza CR 10Source Darklands Revisited pg. 56 XP 9,600 Female urdefhan magus 7 (Pathfinder RPG Bestiary 2 276, Pathfinder RPG Ultimate Magic 9) NE Medium outsider (native) Init +7; Senses darkvision 120 ft.; Perception +14DefenseAC 22, touch 13, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +2 natural) hp 104 (10 HD; 7d8+3d10+57) Fort +13, Ref +8, Will +9 DR 5/good or silver; Immune death effects, disease, fear, level drain; Resist acid 10; SR 14OffenseSpeed 20 ft. Melee +1 vicious rhoka sword +16/+11 (1d8+7/15–20 plus 2d6), bite +9 (1d4+3 plus 2 Str) or bite +14 (1d4+6 plus 2 Str) Ranged dagger +11 (1d4+6/19–20) Special Attacks arcane pool (+2, 7 points), blood drain (1 Con), magus arcana (empowered magicUM, lingering painUC), spell combat, spell recall, spellstrike, strength damage Spell-Like Abilities (CL 3rd; concentration +4) At will—feather fall 3/day—align weapon, death knell (DC 12), ray of enfeeblement (DC 12) Magus Spells Prepared (CL 7th; concentration +11) 3rd—dispel magic, haste 2nd—glitterdust (DC 16), scorching ray, shatter (DC 16), spider climb 1st—shield, shocking grasp (2), true strike, vanishAPG (DC 15) 0 (at will)—daze (DC 14), detect magic, ghost sound (DC 14), mage hand, read magicStatisticsStr 22, Dex 16, Con 21, Int 18, Wis 13, Cha 12 Base Atk +8; CMB +14; CMD 28 Feats Dodge, Improved Critical (rhoka sword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (rhoka sword) Skills Intimidate +7, Knowledge (dungeoneering, planes, religion) +17, Perception +14, Ride +5, Sense Motive +7, Spellcraft +17, Survival +7, Use Magic Device +14 Languages Abyssal, Aklo, Azlanti, Infernal, Undercommon SQ daemonic pact, knowledge pool, medium armor Combat Gear scroll of animate dead, scroll of inflict critical wounds; Other Gear +1 chainmail, +1 vicious rhoka swordUE, daggers (5), belt of mighty constitution +2DescriptionTriaza is the leader of a cult of urdefhans in Varisia’s Kodar Mountains that emerged from the Darklands following a failed mission for her malefactor. She led her fellow cultists upward rather than face the repercussions of her failure. Now firmly entrenched in a network of surface caverns, Triaza and her cult prey on those passing to and from the nearest major settlement—the human city of Riddleport.
Triaza indulges the dark appetites of her underlings, even allowing her few skaveling bat riders to make short flights to pick off stragglers on the nearby roads. She has few concerns about the adventurers and mercenaries of Riddleport who investigate the attacks, but worries significantly more about retaining power. Triaza keeps the members of her cult pacified by allowing them various means of venting their depraved and violent desires, yet still worries about her tenure as ruler, given that her cult is now cut off from the rest of urdefhan society. A time may come when her underlings decide she is not fit to lead, and instead plot to push her to pair with a daemon to continue the propagation of the cult. She has no solid arguments against the importance of increasing their numbers, but is loath to accede to a plan that would take her away from the bountiful death-dealing opportunities offered by the surface world, which are the only activities in which she finds any pleasure or fulfillment.
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