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Shadowdancer (Half-Elf Bard 7/Shadowdancer 2)

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Shadowdancer
CR 9

XP 6,400

Male half-elf bard 7/shadowdancer 2

CN Medium humanoid (elf)

Init +5; Senses low-light vision, darkvision 60 ft.; Perception +10

 DEFENSE

AC 21, touch 18, flat-footed 16 (+3 armor, +5 Dex, +2 deflection, +1 dodge)

hp 58 (9d8+18)

Fort +7, Ref +14, Will +9; +2 vs enchantment spells and effects

Defensive Abilities evasion, uncanny dodge

Immune magic sleep effects

 OFFENSE

Speed 60 ft.

Melee Shadow +13/+8 (1d6+1/19-20), or

Shadow +11/+6 (1d6+1) and Whisper +11 (1d6+1/19-20)

Ranged Wyvernsting +13 (1d8 plus poison)

Special Attacks bardic performance 7/day (distraction, fascinate (DC 16), inspire courage +2, inspire competence +3, suggestion (DC16))
Spells Prepared (CL 6th)
3rd (2/day) – confusion (DC 16), haste
2nd (4/day) – detect thoughts (DC 15), enthrall, glitterdust (DC 15), mirror image
1st (5/day) – alarm, charm person (DC 14), cure light wounds, silent image (DC 14)
0 – dancing lights, detect magic, ghost sound (DC 13), light, message, read magic

 

Tactics
Before Combat He casts haste and mirror image.
During Combat He goes to work with Whisper and Shadow, silencing spellcasters and using Shadow's invisible strikes. If engaged at range, the half-elf employs Wyvernsting to deadly effect.
Morale He generally favors caution, and retreats when reduced to below 20 hit points. When combating those who imprisoned his love, however, he fights to the death.
STATISTICS

Str 10, Dex 21, Con 14, Int 11, Wis 12, Cha 16

Base Atk +6; CMB +6; CMD 21

Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Stealth), Two-Weapon FightingB, Weapon Finesse

Skills Acrobatics +16, Bluff +14, Diplomacy +14, Escape Artist +16, Perception +10, Perform (sword dance) +15, Stealth +20

SQ bardic knowledge, hide in plain sight

Gear boots of elvenkind, cloak of resistance +2, gloves of Dexterity +2, bracers of armor +3, ring of protection +2, Shadow, simple black-grey tunic and pants, Whisper, Wyvernsting with 10 cold iron bolts

Weapons

Whisper and Shadow

Aura Moderate illusion; CL 10th

Slot none; Price 12,310 gp each

 DESCRIPTION
These cruel, paired +1 cold iron short swords were once wielded by the Doom Bringers at the end of the First World, and were thought to be lost. Recently, pairs of these blades have emerged once more, finding their way into the hands of men and elves. Most sages consider their reappearance a dark omen, though only the most erudite eve know these weapons’ true origins. When you use Whisper and Shadow in tandem, you gain the Two-Weapon Fighting feat (even if you do not qualify for it).

Additionally, three times per day, Whisper may be used to cast silence (CL 10th, DC 20). Three times per day, Shadow may be used to cast invisibility (CL 10th), or the blade itself can be turned invisible for one round, making it incredible difficult to parry and dodge. If your opponent cannot see invisible objects and does not succeed on a DC 25 Perception check to follow your arm motions, he is considered flat footed against all your attacks with Shadow that round.

 CONSTRUCTION
Requirements Craft Magic Arms and Armor, invisibility, silence; Cost 8,555 gp

Wyvernsting

Aura Moderate transmutation; CL 9th

Slot none; Price 8,335 gp

 DESCRIPTION

This fell +1 light crossbow, made from wyvern sinew and bone, and marked with ancient sigils, bestows a minor poison upon it’s ammunition (Type injury; Save Fortitude DC 15; Frequency 1/round for 6 rounds; Effect 1 Dex damage/1 Con damage; Cure 2 consecutive saves)

round.

 CONSTRUCTION
Requirements Craft Magic Arms and Armor, poison; Cost 5,767 gp