Grizelda CR 5
XP 1600
Atomie Witch 5
CN Diminutive Fey
Init +8;
Senses low-light vision; Perception +11
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Defense
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AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 29 (7d6+7)
Fort +2,
Ref +8,
Will +8
DR 2/cold iron
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Offense
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Speed 20 ft., flight (50 feet, good)
Melee Rapier +11 (1d2-2/18-20/x2) and
. . Spear +5 (1d3-2/x3)
Ranged Heavy crossbow +11 (1d4/19-20/x2)
Space 1 ft.;
Reach 0 ft.
Special Attacks hexes (cackle, evil eye [dc 16], scar [4 at a time] [dc 16]), sneak attack +1d6
Spell-Like Abilities Dancing Lights (At will), Invisibility (self only) (3/day), Reduce Person (At will), Shrink Item (1/day), Speak with Animals (Constant)
Witch Spells Prepared (CL 5):
3 (2/day)
Bestow Curse (x2) (DC 17)
2 (3/day)
Alter Self, Glitterdust (x2)
1 (4/day)
Mage Armor (x2), Enlarge Person (x2) (DC 15)
0 (at will)
Read Magic, Mending, Guidance, Message
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Statistics
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Str 6,
Dex 18,
Con 12,
Int 18,
Wis 12,
Cha 14
Base Atk +3;
CMB +3;
CMD 11
Feats Accursed Hex, Evolved Familiar, Evolved Familiar, Improved Initiative, Weapon Finesse
Skills Acrobatics +14 (+10 jump), Bluff +7, Escape Artist +9, Fly +20, Knowledge (arcana) +13, Knowledge (geography) +13, Knowledge (local) +14, Perception +11, Ride +11, Sense Motive +5, Stealth +26
Modifiers acrobatics (jump) -4
Languages Common, Sylvan
SQ +4 bonus on initiative checks, deliver touch spells through familiar, empathic link with familiar, patron spells (transformation), share spells with familiar, speak with familiar
Other Gear Heavy crossbow, Rapier, Spear, Spell component pouch, You have no money!
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TRACKED RESOURCES
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Dancing Lights (At will) (Sp) - 0/0
Invisibility (self only) (3/day) (Sp) - 0/3
Reduce Person (At will) (Sp) - 0/0
Scar (4 at a time) (DC 16) (Su) - 0/4
Shrink Item (1/day) (Sp) - 0/1
Speak with Animals (Constant) (Sp) - 0/0
Spear - 0/1
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Acrobatics (Jump) -4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Evolved Familiar Familiar gains a summoner evolution
Evolved Familiar Familiar gains a summoner evolution
Flight (50 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scar (4 at a time) (DC 16) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
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Kryton
Scorpion, Greensting
CG Tiny Magical Beast ((vermin))
Init +3; Senses darkvision; Perception +9
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Defense
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AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
hp 14 (1d8)
Fort +2, Ref +7, Will +7
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +8 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (18 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +8, Climb +7, Escape Artist +4, Fly +8, Perception +9, Stealth +20, Swim +3
Languages
SQ improved evasion, poison
Other Gear You have no money!
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Improved Natural Armor (Evolution) Level 1
Improved Natural Armor (Evolution) Level 5