Unchained Barbarian 5
Competitive and brash, Amiri is imposing in armor covered in
small trophies from her kills. She speaks little of her past, and
only her giant-sized sword gives any hint about her history.
AMIRI
Female human barbarian 5
CN Medium humanoid (human)
Init +2; Senses Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 58 (5d12+20)
Fort +7, Ref +4, Will +3
Defensive Abilities danger sense +1, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 Large bastard sword +9 (2d8+7/19–20)
Ranged throwing axe +7 (1d6+4)
Special Attacks rage (14 rounds/day), rage powers (accurate
stance, knockback)
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +9; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Power Attack,
Toughness, Weapon Focus (bastard sword)
Skills Acrobatics +8, Climb +15, Intimidate +8, Perception +9,
Survival +9
Languages Common, Hallit
SQ fast movement
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds; Other Gear +1 hide armor, +1 Large bastard
sword, throwing axes (2), amulet of natural armor +1, cloak
of resistance +1, ring of climbing, sunrods (2), 395 gp
SPECIAL ABILITIES
Rage Amiri can call upon inner reserves of strength and
ferocity for up to 14 rounds per day. She can enter a rage
as a free action, bestowing upon her additional combat
prowess. This rage grants her a +2 bonus on melee attack
rolls, melee damage rolls, thrown weapon damage rolls,
and Will saving throws. In addition, she takes a –2 penalty
to Armor Class and gains 10 temporary hit points. These
temporary hit points are lost first when Amiri takes
damage, disappear when the rage ends, and are not
replenished if she enters a rage again within 1 minute of
her previous rage. While in a rage, Amiri cannot use any
Charisma-, Dexterity-, or Intelligence-based skill (except
Acrobatics, Fly, Intimidate, and Ride) or any ability that
requires patience or concentration.
Amiri can end her rage as a free action, after which she
is fatigued for 1 minute. She cannot enter a rage while
fatigued or exhausted, but she can otherwise enter a rage
multiple times per day. If Amiri falls unconscious, her rage
ends immediately.
Danger Sense Amiri gains a +1 bonus on Reflex saves to avoid
traps and a +1 dodge bonus to AC against attacks made by
traps. In addition, she gains a +1 bonus on Perception checks
to avoid being surprised by a foe.
Improved Uncanny Dodge Amiri can no longer be flanked.
This defense denies enemies the ability to sneak attack
Amiri by flanking her, unless the attacker has at least 4 more
levels in a class that provides sneak attack than Amiri has
barbarian levels.
Potions of Cure Wounds Amiri has two potions that recover
hit points she has lost. Her potion of cure moderate wounds
cures 2d8+3 points of damage. Her potion of cure serious
wounds cures 3d8+5 points of damage.
Power Attack Before attacking, Amiri may choose to take a
–2 penalty on all melee attack rolls and combat maneuver
checks until her next turn and gain a +6 bonus on melee
damage rolls.
Rage Powers Amiri gains the benefits of special abilities called
rage powers that affect her only while she’s raging.
Accurate Stance: While raging, Amiri can enter this stance
as a move action to help focus her strikes. She gains a +2
competence bonus on melee attack rolls and thrown weapon
attack rolls. The stance lasts until her rage ends.
Knockback: Once per round, Amiri can attempt a bull rush
against one target in place of a melee attack. If the bull rush
is successful, the target takes 4 points of damage in addition
to being knocked back. This bull rush doesn’t provoke attacks
of opportunity.
Uncanny Dodge Amiri gains the ability to react to danger
before her senses would normally allow her to do so. She
cannot be caught flat-footed, nor does she lose her Dexterity
bonus to AC if immobilized. She can still lose her Dexterity
bonus to AC if an opponent successfully uses the feint action
against her.
Sajan:
Unchained Monk 5
Dutiful and dedicated to the arts of battle, Sajan is precise in
both combat and interaction. His search for his sister Sajni
defines his life.
SAJAN
Male human monk 5
LN Medium humanoid (human)
Init +6; Senses Perception +11
DEFENSE
AC 19, touch 18, flat-footed 16 (+1 armor, +1 deflection, +2 Dex,
+1 dodge, +1 monk, +3 Wis)
hp 46 (5d8+20)
Fort +7, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 40 ft.
Melee +1 temple sword +10 (1d8+4/19–20) or
unarmed strike +8 (1d8+3)
Ranged shuriken +7 (1d2+3)
Special Attacks flurry of blows, style strike (flying kick),
stunning fist (5/day, DC 15)
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Combat Reflexes, Dodge, Improved Initiative, Improved
Unarmed Strike, Mobility, Stunning Fist, Toughness, Weapon
Focus (temple sword)
Skills Acrobatics +10 (+19 when jumping), Climb +11,
Knowledge (religion) +8, Perception +11, Sense Motive +11
Languages Common, Vudrani
SQ fast movement, ki pool (5 points, magic), ki power
(high jump)
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds; Other Gear +1 temple swordAPG, bracers of
armor +1, cloak of resistance +1, ring of protection +1, ring of
jumping, 120 gp
SPECIAL ABILITIES
Flurry of Blows Sajan can make a flurry of blows as a fullattack
action, which allows him to make two attacks at his
highest base attack bonus. When using this ability, Sajan can
make these attacks with any combination of his unarmed
strikes, temple sword, and shuriken. He takes no penalty
for using multiple weapons when making a flurry of blows,
but he does not gain any additional attacks beyond what’s
already granted by the flurry for doing so.
Style Strike Sajan knows one type of style strike. Whenever
he makes a flurry of blows, he can designate one of his
unarmed strikes as a style strike. This attack is resolved as
normal, but it has an additional effect depending on the
type of strike chosen.
Flying Kick: Sajan leaps through the air to strike a foe
with a kick. Before the attack, he can move 10 feet. This
movement is made as part of his flurry of blows attack and
does not require an additional action. At the end of this
movement, Sajan must make an unarmed attack against an
adjacent foe using a kick. This movement may be between
attacks, and it provokes an attack of opportunity as normal.
Combat Reflexes Sajan may make up to three attacks of
opportunity per round (instead of just one). With this feat, he
may also make attacks of opportunity while flat-footed.
Evasion Sajan can avoid damage from many area-effect
attacks. If he succeeds at a Reflex saving throw against an
effect that would normally deal half damage on a successful
save, he instead takes no damage. Evasion can only be used
if Sajan is wearing light armor or no armor. If he is helpless,
he does not gain the benefit of evasion.
Improved Unarmed Strike Sajan’s unarmed strikes don’t
provoke attacks of opportunity, and can deal lethal or
nonlethal damage as he chooses.
Ki Pool Sajan has a pool of 5 ki points, supernatural energy he
can use to accomplish amazing feats. As long as he has at
least 1 point in his ki pool, he can make a ki strike, allowing
his unarmed attacks to be treated as magic weapons for the
purpose of overcoming damage reduction. By spending 1
point from his ki pool as a swift action, Sajan can make one
additional unarmed strike at his highest attack bonus when
making a flurry of blows attack (in addition to the extra
attack granted by flurry of blows).
Ki Power Sajan has gained a new way in which he can spend
his ki points to perform extraordinary feats.
High Jump: Sajan adds his level as a bonus on all
Acrobatics checks to jump. In addition, he is always treated
as having a running start when attempting an Acrobatics
check to jump. By spending 1 point from his ki pool as a
swift action, Sajan gains a +20 bonus on Acrobatics checks to
jump for 1 round.
Mobility Sajan gains a +4 dodge bonus to Armor Class against
attacks of opportunity caused when he moves out of or
within a threatened area. A condition that makes him lose
his Dexterity bonus to Armor Class (if any) also makes him
lose this dodge bonus.
Potions of Cure Wounds Amiri has two potions that recover
hit points she has lost. Her potion of cure moderate wounds
cures 2d8+3 points of damage. Her potion of cure serious
wounds cures 3d8+5 points of damage.
Stunning Fist Four times per day before making an attack roll
with an unarmed strike, Sajan can use this feat. If a foe is
damaged by the attack, it takes damage as normal and must
attempt a Fortitude save (DC 15). If it fails, it’s stunned for
1 round (it drops what it holds, can’t take actions, loses its
Dexterity bonus to AC, and takes a –2 penalty to AC).
Merisiel:
Unchained Rogue 5
While perhaps not the sharpest knife in the drawer, Merisiel makes
up for this by carrying at least a dozen of them on her person at any
given time.
MERISIEL
Female elf rogue 5
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +11
DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex,
+1 dodge)
hp 41 (5d8+15)
Fort +3, Ref +9, Will +3; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge;
Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +9 (1d6+5/18–20) or
dagger +7 (1d4+2/19–20)
Ranged dagger +7 (1d4+2/19–20)
Special Attacks debilitating injury, finesse training (rapier),
sneak attack +3d6
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Toughness, Weapon Finesse,
Weapon Focus (rapier)
Skills Acrobatics +17, Climb +10, Disable Device +14, Escape
Artist +12, Knowledge (local) +8, Perception +11, Sleight of
Hand +12, Stealth +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ rogue’s edge (Acrobatics), rogue talents (slow reactions,
weapon training), trapfinding +2
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds, potion of blur, tanglefoot bag; Other Gear +1
studded leather, +1 rapier, daggers (12), cloak of resistance +1,
ring of protection +1, boots of elvenkind, 103 gp
SPECIAL ABILITIES
Sneak Attack If Merisiel can catch an opponent when he is
unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage. Her attack deals
3d6 extra damage anytime her target would be denied a
Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when Merisiel flanks her target.
Ranged attacks can count as sneak attacks only if the target
is within 30 feet. This additional damage is precision damage
and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a
sap, unarmed strike, or whip), Merisiel can make a sneak
attack that deals nonlethal damage instead of lethal
damage. She cannot use a weapon that deals lethal damage
to deal nonlethal damage in a sneak attack—not even with
the usual –4 penalty.
Merisiel must be able to see the target well enough to
pick out a vital spot, and she must be able to reach such a
spot. She cannot sneak attack while striking a creature with
total concealment.
Danger Sense Merisiel gains a +1 bonus on Reflex saves to
avoid traps and a +1 dodge bonus to AC against attacks by
traps. In addition, she gains a +1 bonus on Perception checks
to avoid being surprised by a foe.
Debilitating Injury Whenever Merisiel deals sneak attack
damage to a foe, she can also debilitate the target of her
attack, causing it to take a penalty for 1 round (this is in
addition to any penalty caused by a rogue talent or other
special ability). She can choose to apply any one of the
following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2
penalty to AC. The target takes an additional –2 penalty to AC
against all attacks made by Merisiel.
Disoriented: The target takes a –2 penalty on attack rolls.
In addition, the target takes an additional –2 penalty on all
attack rolls it makes against Merisiel.
Hampered: All of the target’s speeds are reduced by half
(to a minimum of 5 feet). In addition, the target cannot take
a 5-foot step.
These penalties do not stack with themselves, but
additional attacks that deal sneak attack damage extend
the duration by 1 round. A creature cannot suffer from more
than one penalty from this ability at a time. If a new penalty
is applied, the old penalty immediately ends. Any form
of healing applied to a target suffering from one of these
penalties also removes the penalty.
Evasion Merisiel can avoid even magical and unusual attacks
with great agility. If she succeeds at a Reflex saving throw
against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can
be used only if Merisiel is wearing light armor or no armor,
and she does not gain the benefit of evasion if helpless.
Finesse Training Merisiel gains Weapon Finesse as a bonus
feat. In addition, she can add her Dexterity modifier instead
of her Strength modifier to her damage rolls when using
rapiers. If any effect would prevent her from adding her
Strength modifier to the damage roll, she does not add her
Dexterity modifier.
Potion of Blur Merisiel has a potion that grants her
concealment and makes her harder to hit. For 3 minutes
after drinking it, all attacks attempted against her have a
20% chance to miss.
Potions of Cure Wounds Merisiel has two potions that recover
hit points she has lost. Her potion of cure moderate wounds
cures 2d8+3 points of damage. Her potion of cure serious
wounds cures 3d8+5 points of damage.
Rogue’s Edge Merisiel has mastered a skill beyond its normal
boundaries, gaining results that others can only dream
about. She has focused her training on Acrobatics, allowing
her to move at her normal speed through a threatened
square without provoking an attack of opportunity by
increasing the DC of the check by only 5 (instead of by 10).
She is not denied her Dexterity bonus when attempting
Acrobatics checks with DCs of 20 or lower.
Rogue Talents Merisiel has learned a number of talents that
aid her and confound her foes.
Slow Reactions: Opponents damaged by Merisiel’s sneak
attack can’t make attacks of opportunity for 1 round.
Weapon Training: Merisiel gains Weapon Focus as a
bonus feat.
Trapfinding Merisiel gains a +2 bonus on Perception checks
to locate traps and on Disable Device checks. She can use
Disable Device to disarm magic traps.
Uncanny Dodge Merisiel can react to danger before her senses
would normally allow her to do so. She cannot be caught
flat-footed, nor does she lose her Dexterity bonus to AC if
the attacker is invisible. She still loses her Dexterity bonus
to AC if immobilized, or Merisiel can still lose her Dexterity
bonus to AC if an opponent successfully uses the feint action
against her.
Balazar:
Unchained Summoner 5
Exposure to a lethal arcane ritual drained Balazar’s hair of
all its color, but it also earned him the friendship of a powerful
outsider he created in a moment of desperation.
BALAZAR
Male gnome summoner 5
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 15 (+3 armor, +1 deflection, +1 Dex,
+1 size)
hp 41 (5d8+15)
Fort +5, Ref +3, Will +5; +2 vs. illusions
Defensive Abilities defensive training, shield ally
OFFENSE
Speed 20 ft.
Melee quarterstaff +3 (1d4–1)
Ranged light crossbow +5 (1d6/19–20)
Gnome Spell-Like Abilities (CL 5th; concentration +9)
1/day—dancing lights, ghost sound (DC 15), prestidigitation,
speak with animals
Summoner Spell-Like Abilities (CL 5th; concentration +9)
7/day—summon monster III
Summoner Spells Known (CL 5th; concentration +9)
2nd (3/day)—barkskin, bear’s endurance, glitterdust (DC 17)
1st (5/day)—jump, protection from evil, rejuvenate
eidolonAPG, shield
0 (at will)—acid splash, detect magic, guidance, light,
message, resistance
STATISTICS
Str 9, Dex 12, Con 16, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +1; CMD 13
Feats Augment Summoning, Skill Focus (Knowledge [planes]),
Spell Focus (conjuration)
Skills Acrobatics +6, Knowledge (arcana) +8, Knowledge
(dungeoneering) +8, Knowledge (engineering) +8, Knowledge
(planes) +13, Linguistics +6, Perception +2, Spellcraft +10, Use
Magic Device +12; Racial Modifiers +2 Perception
Languages Abyssal, Common, Gnome, Goblin, Protean, Sylvan
SQ bond senses 5 rounds/day, eidolon, life link
Combat Gear potion of cure moderate wounds, potion of cure
serious wounds, wand of magic missile (CL 3rd, 5 charges),
wand of dispel magic (3 charges); Other Gear +1 leather
armor, quarterstaff, light crossbow with 10 bolts, cloak of
resistance +1, ring of protection +1, 29 gp
SPECIAL ABILITIES
Eidolon Balazar can summon Padrig, a powerful outsider
known as an eidolon. The eidolon is treated as a summoned
creature, except it is not sent back to its home plane until
it would be killed (reduced to –13 hit points or less). In
addition, due to its tie to its summoner, Padrig can touch and
attack creatures warded by protection from evil and similar
effects that prevent contact with summoned creatures.
Balazar can summon Padrig in a ritual that takes 1 minute
to perform. When summoned in this way, Padrig’s hit points
are unchanged from the last time it was summoned. It
remains until dismissed by Balazar as a standard action or
slain. If killed, Padrig cannot be summoned again until the
next day. The eidolon cannot be sent back to its home plane
by means of dispel magic, but spells such as dismissal and
banishment function normally. If Balazar is unconscious,
asleep, or killed, Padrig is immediately banished.
Padrig also bears a glowing rune that is identical to a rune
that appears on Balazar’s forehead as long as the eidolon is
summoned. While this rune can be hidden through mundane
means, it cannot be concealed through magic that changes
appearance, such as alter self.
Augment Summoning When Balazar uses his summon
monster III ability, the creature he summons is especially
strong and durable. This change is already included in the
sample summoned creature’s statistics.
Bond Senses Balazar can, as a standard action, share Padrig’s
senses, hearing, seeing, smelling, tasting, and touching
everything the eidolon does. He can use this ability up to 5
rounds per day. There is no maximum range to this effect,
but the two must be on the same plane. Balazar can end this
effect as a free action.
Life Link Whenever Padrig takes enough damage to send it
back to its home plane, as a reaction to the damage, Balazar
can sacrifice any number of hit points he has without using
an action. Each hit point sacrificed in this way prevents 1
point of damage dealt to Padrig. This can prevent the eidolon
from being sent back to its home plane.
In addition, Padrig and Balazar must remain within 100
feet of one another for the eidolon to remain at full strength.
If Padrig is beyond 100 feet but closer than 1,000 feet, its
current and maximum hit point totals are reduced by 50%.
Current hit points lost in this way are not restored when the
eidolon gets closer to its summoner, but its maximum hit
point total does climb to the levels indicated and eventually
returns to normal.
Potions of Cure Wounds Balazar has two potions that recover
hit points he has lost. His potion of cure moderate wounds
cures 2d8+3 points of damage. His potion of cure serious
wounds cures 3d8+5 points of damage.
Shield Ally Whenever Balazar is within Padrig’s reach,
Balazar gains a +2 shield bonus to his Armor Class and a +2
circumstance bonus on his saving throws. This bonus does
not apply if Padrig is grappled, helpless, paralyzed, stunned,
or unconscious.
Summon Monster III Balazar can cast summon monster III as a
spell-like ability 7 times per day. Drawing on this ability uses
up the same power that he uses to call his eidolon. As a result,
he can use this ability only when Padrig is not summoned.
He can cast this spell as a standard action, and the creatures
remain for 5 minutes (instead of 5 rounds). Balazar cannot
have more than one summon monster spell active in this way
at one time. If this ability is used again, any existing summon
monster from this spell-like ability immediately ends.
For this adventure, Balazar can summon a celestial
wolverine within 35 feet when he uses this ability. Statistics
for a celestial wolverine are included at the end of his
character sheet.
Acid Splash Balazar makes a ranged attack at +5 to hit against
touch AC. If he hits, it deals 1d3 acid damage.
Barkskin Balazar can touch a target and grant a +2
enhancement bonus to its natural armor for 50 minutes.
Bear’s Endurance A touched creature gains a +4 enhancement
to Constitution for 5 minutes. This grants the target 10
additional hit points (Padrig only gains 8, and the summoned
wolverine only gains 6) and a +2 bonus on Fortitude saves.
When the spell wears off, the target loses the additional hit
points, which could kill her.
Dancing Lights Balazar can create up to four glowing lights
that resemble lanterns or globes of light. These shed light
in a 10-foot radius and move up to 100 feet per round at
Balazar’s direction.
Detect Magic Balazar can notice magic in a 60-foot-cone. If he
concentrates, he can find how many magic auras there are
on the next round. On the round after that, he can try to find
out more about one aura.
Dispel Magic Balazar’s wand can attempt to end a spell, for
which he rolls 1d20+5 against a DC of 11 + the spell’s caster
level. If successful, the spell ends immediately.
Ghost Sound Balazar can make illusory noises as loud as up to
20 humans in any spot within 35 feet for 5 rounds, but he
can’t create discernible speech.
Glitterdust Creatures in a 10-foot radius take a –40 penalty to
Stealth and lose the benefit of invisibility and the like for 5
rounds. They are also blinded if they fail a DC 16 Will save,
but at the end of each of their turns, they can attempt the
Will save again to end the blindness.
Guidance Balazar can give a touched target a +1 competence
bonus that the target can use on any attack roll, saving
throw, or skill check in the next minute.
Jump A touched creature gains a +20 enhancement bonus on
Acrobatics checks made to jump for 5 minutes. Merisiel and
Sajan already have enhancement bonuses to Acrobatics, so
their bonus on checks to jump only increases by 15 from
this spell.
Light An object Balazar touches sheds light for 50 minutes. He
can’t have more than one copy of this spell active at once.
Magic Missile Balazar’s wand shoots out 3 missiles of force at
up to 3 targets all within 150 feet of him and no more than
15 feet from each other. The missiles automatically hit and
deal 1d4+1 damage each, even to incorporeal creatures.
Balazar must succeed at a DC 20 Use Magic Device check to
activate this wand.
Message Balazar can whisper messages to the target for 50
minutes as long as they remain within 150 feet and aren’t
obstructed, and the target can respond each time Balazar
sends a whisper. Nearby creatures might be able to overhear
the messages (DC 25 Perception).
Prestidigitation Balazar can perform simple magic tricks for
1 hour, such as cleaning his outfit, chilling his drink, or
flavoring his meal.
Protection from Evil A touched target gets a +2 resistance
bonus on saves and a +2 deflection bonus to AC against evil
creatures for 5 minutes. The target cannot be touched by
a non-good summoned creature and is immune to direct
mental control and possession from evil creatures. Casting
the spell after direct mental control or possession allows the
target a new saving throw at a +2 bonus.
Rejuvenate Eidolon Balazar can touch Padrig to heal it for
1d10+5 points of damage.
Resistance Balazar can touch a target to grant it a +1 resistance
bonus on saving throws for 1 minute.
Shield Balazar gains a +4 shield bonus to AC for 5 minutes and
becomes immune to magic missile. He can instead touch
Padrig to cast this spell on the eidolon instead.
Speak With Animals Balazar can speak with animals for up to
5 minutes.
PADRIG
CN Medium outsider (extraplanar, protean)
Init +4; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 30 (4d10+8)
Fort +3, Ref +8, Will +4
Defensive Abilities evasion; Resist acid 10, electricity 10,
sonic 10
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (1d8+3 plus grab), tail slap +4 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
STATISTICS
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +6 (+10 grapple); CMD 20 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +9, Bluff +5, Climb +10, Fly +13, Knowledge
(planes) +3, Perception +7, Stealth +11
Languages Abyssal, Common, Gnome, Goblin, Protean, Sylvan
SQ evolutions (bite, flight, grab, improved damage (bite),
reach, resistance [acid], tail, tail slap), link, share spells
Other Gear amulet of mighty fists +1
SPECIAL ABILITIES
Evasion If Padrig is subjected to an attack that normally allows
a Reflex save for half damage, it takes no damage if it
succeeds at its saving throw.