Osumare

Description:

Zenj Spirit Dancers (3) CR 3
XP 800 each
Female human bard 3/druid 1
CN Medium humanoid (human)
Init 2; Senses Perception +6
Defense
AC 15, touch 13, flat-footed 12 (
1 armor, 2 Dex, +1 dodge,
+1 natural)
hp 18 each (4d8)
Fort +3, Ref +5, Will +6; +4 vs. bardic performance, languagedependent,
and sonic
Offense
Speed 30 ft.
Melee mwk dagger +2 (1d4–1/19–20) or
whip +1 (1d3–1 nonlethal)
Ranged blowgun +4 (1d2 plus poison)
Special Attacks bardic performance 13 rounds/day
(countersong, distraction, fascinate, inspire competence +2,
inspire courage +1)
Domain Spell-Like Abilities (CL 1st; concentration +2)
At will—speak with animals (4 rounds/day)
Bard Spells Known (CL 3rd; concentration +8)
1st (5/day)—charm person (DC 16), disguise self (DC 16),
hypnotism (DC 16), lesser confusion (DC 16)
0 (at will)—dancing lights, daze (DC 15), ghost sound (DC 15),
lullaby (DC 15), message, prestidigitation
Druid Spells Prepared (CL 1st; concentration +2)
1st—calm animalsD (DC 12), cure light wounds, faerie fire
0 (at will)—guidance, mending, stabilize
D Domain spell; Domain Animal
Tactics During Combat Under Zakiyya’s domination, the dancers try
to avoid melee combat, using their spells and abilities to
support the succubus and hinder their foes. If they have
a clear shot, they use poisoned blowgun darts to knock
opponents unconscious. If commanded to enter melee,
however, they throw themselves into combat with no
thoughts for personal safety.
Morale While dominated, the dancers fight to the death. If
freed from Zakiyya’s control, they turn against their former
captor, though they flee if reduced to below 6 hit points.
Statistics
Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 20
Base Atk +2; CMB +4; CMD 14
Feats Agile Maneuvers, Dodge, Skill Focus (Perform [dance])
Skills Acrobatics +15, Bluff +10, Craft (tattoo) +8, Diplomacy
+10, Disguise +9, Escape Artist +6, Heal +6, Knowledge
(nature) +10, Knowledge (religion) +9, Perception +6,
Perform (dance) +15, Sense Motive +6, Sleight of Hand +6,
Spellcraft +6, Stealth +7, Survival +7
Languages Common, Druidic, Polyglot
SQ awaken totem spirit, bardic knowledge +1, nature bond
(Animal domain), nature sense, profane gift, versatile
performance (dance), wild empathy +6
Combat Gear blue whinnis poison (5 doses, Pathfinder RPG
Core Rulebook 558); Other Gear blowgun and 10 darts,
masterwork dagger, whip, amulet of natural armor +1,
bracers of armor +1, spell component pouch, masterwork
ceremonial tattooing quills
Special Abilities
Awaken Totem Spirit (Su) The spirit dancers can perform a
sacred ritual that awakens a creature’s totem spirit, and
allows that creature to call upon its spirit animal for aid (see
Development below).
Profane Gift (Su) The spirit dancers have accepted Zakiyya’s
profane gifts, gaining a +2 profane bonus to their
Charisma scores. This allows Zakiyya to communicate
telepathically with the girls across any distance (and use
her suggestion spell-like ability through the link). Dispel
evil or dispel chaos removes the profane gift. Zakiyya can
remove it as a free action as well, causing 2d6
2 points of
Charisma drain (no save).

Bio:

Osumare

High Seas Run Red Lyacos