MOUSE LORD (MOUSE FORM) |
CR 13 |
XP 25,600
N Medium outsider (native, shapechanger)
Init +11; Senses darkvision 120 ft., detect evil, detect good, keen senses, low-light vision; Perception +26
DEFENSE
AC 29, touch 21, flat-footed 22 (+7 Dex, +8 natural, +4 insight)
hp 142 (15d10+60)
Fort +13, Ref +18, Will +9
Defensive Abilities immortality, rodent passivism; DR 15/magic and cold iron; Immune mind-affecting effects, psionics; SR 24
OFFENSE
Speed 40 ft., climb 30 ft.
Melee bite +22 (2d6+6 plus disease)
Spell-Like Abilities (CL 15th)
Constant—detect evil, detect good
At will—confusion (DC 18), displacement
2/day—ethereal jaunt, greater magic fang (DC 17), summon (level 5, 10d10 rats or mice, 2d8 dire rats, 1d4 wererats, or 1d4+1 rat swarms 100%)
1/day—astral projection, greater teleport (self plus 50 pounds of objects only)
TACTICS
During Combat The Mouse Lord enters combat using her bite. Most often she enters battle with greater magic fang already affecting her. When enough foes are within range, she unleashes her confusion ability and usually displaces on her next turn. If combat goes against her, she summons other rodents to aid her or to cover her escape.
STATISTICS
Str 18, Dex 25, Con 18, Int 20, Wis 18, Cha 18
Base Atk +15; CMB +19; CMD 40 (44 vs. trip)
Feats Acrobatic, Alertness, Athletic, Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +34, Climb +31, Diplomacy +19, Escape Artist +22, Handle Animal +19, Knowledge (Nature) +20, Perception +26, Sense Motive +26, Stealth +29, Survival +19, Swim +23; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages Common, Druidic, Elven, Goblin, Gnome, Halfling, Sylvan; telepathy 100 ft.
SQ change shape (human or mouse, polymorph) |
MOUSE LORD (HUMAN FORM) |
CR 13 |
XP 25,600
N Medium outsider (native, shapechanger)
Init +11; Senses darkvision 120 ft., detect evil, detect good, keen senses, low-light vision; Perception +26
DEFENSE
AC 31, touch 20, flat-footed 25 (+7 armor, +6 Dex, +4 natural, +4 insight)
hp 127 (15d10+45)
Fort +12, Ref +18, Will +9
Defensive Abilities immortality, rodent passivism; DR 15/magic and cold iron; Immune mind-affecting effects, psionics; SR 24
OFFENSE
Speed 40 ft., climb 30 ft.
Melee +4 speed dagger of venom +26/+26/+21/+16 (1d4+7/19–20)
Spell-Like Abilities (CL 15th)
Constant—detect evil, detect good
At will—confusion (DC 18), displacement
2/day—ethereal jaunt, greater magic fang (DC 17), summon (level 5, 10d10 rats or mice, 2d8 dire rats, 1d4 wererats, or 1d4+1 rat swarms 100%)
1/day—astral projection, greater teleport (self plus 50 pounds of objects only)
STATISTICS
Str 16, Dex 25, Con 16, Int 20, Wis 18, Cha 18
Base Atk +15; CMB +18; CMD 35
Feats Acrobatic, Alertness, Athletic, Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +34, Climb +30, Diplomacy +19, Escape Artist +22, Handle Animal +19, Knowledge (Nature) +20, Perception +26, Sense Motive +26, Stealth +29, Survival +19, Swim +22; Racial Modifiers +8 Acrobatics, +4 Stealth Languages Common, Druidic, Elven, Goblin, Gnome, Halfling, Sylvan; telepathy 100 ft.
SQ change shape (human or mouse, polymorph)
Gear +4 speed dagger of venom (poison DC 24), +5 leather armor
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