Felyra

## Background

The pair succubi Felyra and Ysernys were born side by side in the pale light of the Midnight Isles. From their evolution from mere soul larvae the two felt a unique kinship that was unusual for beings of their kind. Perhaps it was out of a need for survival, maybe the lives they lived connected the two out of sheer luck, but regardless the two eked out a meagre existence for themselves in Nocticula's city of wondrous horrors.

But then fortune would turn for the two blood sisters. News spread like wildfire throughout the planes, a great imbalance within the Negative Energy Plane had occurred and the resulting disaster ruptured holes within the doomed country of Lastwall not dissimilar from the Worldwound that too plagued Golarion. The Material Plane had always been an area ripe with fortune, and Felyra propositioned Ysernys that their destiny lay not in lady Nocticula's realm but instead to take advantage of the upheaval on Golarion. Together they called upon every favour owed to them, paid any cost, and seduced any demon to obtain passage to their destination.

Settling in the frontier country of Varisia they founded a bandit gang known as the Red Dawn and began to terrorize one town to the next. Using their powers of seduction the two easily grew the Red Dawn to eventually become a fully fledged criminal organization within the Varisian southlands, putting whole towns and villages under their influence from the shadows. Now the two blood sisters seeks to expand their influence throughout the whole of Varisia and beyond going as far as making precarious alliances with intelligent factions of undead, other criminal organizations, and the Gorumite Whitestone Zealots.

## Information

*Level*: 16 HD (CR 21)

*HP*: 232

*BAB*: 16

*Skill Points*: 224

*Speed*: 30ft land, 50ft fly

*Initiative*: +7

*Racial Traits*: Darkvision 60ft, Detect Good, DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18, Change Shape (*alter self*, Small or Medium humanoid)

*Languages*: Abyssal, Celestial, Common, Draconic, Tongues, Telepathy 100ft

## **Class Features and Feats**

**Sorcerer Creature**: Bloodline: Arcane, Bloodline Arcana, Bloodline Powers: (Blood Havoc, Metamagic Adept, New Arcana)

**Succubus**: Plundered Wealth - Due to their long term efforts, Felyra and Ysernys have accumulated wealth beyond the norm and have acquired gear equal to Player Characters of the same level. +1 CR

#### Energy Drain (Su)

A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a *suggestion* spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 28 Will save to negate the *suggestion*. The DC is 28 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

#### Profane Gift (Su)

Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her *suggestion* spell-like ability through it). A profane gift is removed by *dispel evil* or *dispel chaos*. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

**Feats**: Agile Maneuvers, Combat Reflexes, Weapon Finesse, Spell Focus (Necromancy), Empower Spell, Combat Expertise, Improved Trip, Improved Disarm

## **Equipment**

### *Weapons*

Modifiers
 2 Claws

*General Goods*\*: Collapsible bathtub, PAVILION TENT, Bedroll, Blanket

*Magic Items*: Belt of Physical Might +4 (Dexterity, Constitution), Headband of Mental Superiority, Cloak of Resistance +5, Quick Runner's Shirt, Ring of Freedom of Movement, Ring of Protection +3, Amulet of Natural Armor +3, Sleeves of Many Garments, Boots of Elvenkind

*Containers*:  Bag of Holding 1

*Currency*: 5,284g 4s

*Carried Weight*:

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

Spell-Like Abilities (CL 20th)

Constant—*detect good, tongues*

At will—*charm monster* (DC 28), *detect thoughts* (DC 26), *ethereal jaunt* (self plus 50 lbs. of objects only), *suggestion* (DC 27), *greater teleport* (self plus 50 lbs. of objects only), *vampiric touch*

1/day—*dominate person* (DC 29), summon (level 3, 1 babau 50%)

Level 0 Spells

1. Detect Fiendish Presence
2. Detect Magic
3. Read Magic
4. Arcane Mark
5. Prestidigitation

Level 1 Spells 14/14

1. Shield
2. Mage Armor
3. True Strike
4. Ray of Enfeeblement (DC 25)
5. Long Arm

Level 2 Spells 14/14

1. Blade Tutor's Spirit (+4)
2. Anticipate Thoughts (DC 26)
3. Mirror Image (1d4+6; Max 8)
4. Boneshaker (13d6+13, DC 27)
5. False Life (1d10+10)

Level 3 Spells 9/9

1. Haste
2. Heroism
3. Ray of Exhaustion (DC 28)

Level 4 Spells 9/9

1. Greater Invisibility
2. Boneshatter (15d6+15, DC 29)
3. Enervation

* Empowered Boneshaker (19d6+19, DC 28)

Level 5 Spells 7/7

1. Vampiric Shadow Shield
2. Waves of Fatigue