Gehuil Sandstream
Male Gnoll Witch 1
Neutral Medium Humanoid (Gnoll)
Init +8; Senses Darkvision; Perception 0
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Defense
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AC 14, flat-footed 12, touch 12 (+2 natural armor, +2 Dex)
hp 9 (1d6 +3)
Fort +3; Ref +2; Will +3
Defensive Abilities:
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Offense
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Speed: 30 ft.
Melee: Longspear -1 (1d8; x3)
Special Attacks: Hexes (Cackle, Misfortune)
Witch Spells Prepared (CL 1st, +4 concentration)
1st (2/Day): Cause Fear, Ear Piercing Scream, Ray of Enfeeblement
0 (At-Will): Detect Magic, Mending, Message
Witch Spells Stored
1st: Burning Hands, Cause Fear, Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Ray of Enfeeblement
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Statistics
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Str 9, Dex 14, Con 16, Int 16, Wis 12, Cha 12
Base Atk 0; CMB -1; CMD 11
Feats: Extra Hex
Traits: Bruising Intellect, Reactionary
Skills: Heal +5, Intimidate +7, Knowledge: Arcana/Nature +7, Spellcraft +7
Languages: Common, Gnoll
Special Qualities:
Combat Gear: Longspear TBA
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Special Abilities
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Cackle (su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Familiar (ex): At 1st level, a witch forms a close bond with a familiar. (Greensting Scorpion)
A witch must commune with her familiar each day to prepare his spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by his familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to his Intelligence modifier to store in his familiar. At each new witch level, he adds two new spells of any spell level or levels that he can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Misfortune (su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. Only affects same target 1/day.