Antinua
Female half-nymph/half-black dragon:
CR 9; Medium dragon (augmented fey); HD 6d8+12; hp 39; Init +3; Spd 30 ft, swim 20 ft; AC 22, touch 18, flat-footed 19 (+3 Dex, + 5 Deflection, +4 Natural Armor); BAB/Grapple +3/+7; Atk +7 melee (1d4+4, claw); Full Atk +7 melee (1d4+4, 2 claws) and +2 melee (1d6+2, bite); SA blinding beauty, breath weapon, spells, spell-like abilities, stunning glance; SQ DR 10/cold iron, darkvision 60 ft., immunity to sleep and paralysis, immunity to acid, low-light vision, unearthly grace, wild empathy; AL CE, SV Fort +9, Ref +13, Will +13; Str 18, Dex 17, Con 14, Int 18, Wis 17, Cha 21.
Skills and Feats: Concentration +11, Diplomacy +11, Escape Artist +12, Handle Animal +14, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +12, Use Rope +6 (+8 with bindings); Combat Casting, Dodge, Ability Focus (Stunning Glance).
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of Antinua. Those who look directly at her must succeed on a DC 18 Fortitude save or be blinded permanently as though by the blindness spell. Antinua can suppress or resume this ability as a free action. The save DC is Charisma-based.
Breath Weapon (Su): Line of acid 60 ft. long once a day. Damage 6d8 acid, reflex save DC 15 for half damage. The save DC is Constitution-based.
Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0th—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—charm animal, cure light wounds, entangle, faerie fire, magic fang; 2nd—bull’s strength, heat metal, hold animal, tree shape; 3rd—call lightning, cure moderate wounds, spike growth; 4th—rusting grasp.
Stunning Glance (Su): As a standard action, a Antinua can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su): Antinua adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Languages: Common, Sylvan, Draconic
Possessions: Pair of silver earrings (worth 525 gp), ring of feather falling, shield guardian amulet.



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