Alzira MustanirCreature 3
Source Pathfinder #213: Thirst for Blood
Perception +6 (darkvision)
Languages Common, Elven
Skills Lore +5, Acrobatics +7, Athletics +5, Deception +4, Religion +9, Stealth +7
Str +0, Dex +2, Con +2, Int +0, Wis +4, Cha +1
AC 17; Fort +9; Reflex +7; Will +11;
HP 36
Speed 30 feet
Sickle
+7 (+3, -1) to hit (agile, finesse, magical, trip) 1d4+1 SlashingChange Shape
(concentrate, polymorph, primal)Alzira changes into her humanoid or hybrid shape. Each shape has a specific, persistent appearance. In hybrid shape, Alzira appears as a mix between her elf ancestry and a bat. She gains a jaws unarmed Strike resembling a bat's fangs. In her humanoid shape, she retains the appearance of her original ancestry.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Harming HandsWhen Alzira casts Harm, she rolls d10s instead of d8s.
Quick Change
Trigger Alzira rolls initiative
Effect Alzira's instincts kick in, and she takes on an aggressive stance. Alzira uses Change Shape to enter her hybrid form.
Divine Prepared Spells (DC 19, +9 to hit)
Cantrips (2nd Level): Detect Magic, Divine Lance, Prestidigitation, Shield, Void Warp
1st Level: Enfeeble, Grim Tendrils, Harm, Phantom Pain
2nd Level: Blood Vendetta, Spiritual Armament
1st Level: Cloak of Shadow
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
BeastkinHumanoids that can partially or fully transform into animal forms.
ElfA creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.