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Friday, July 15, 2016

Faerie Bestiary: Caterpillar

by Adam Frank and Tim Wallace

Caterpillar
Sitting on a giant leaf is a small blue caterpillar. You observe him smoking a hookah and he looks at you. In a smooth heavy baritone he says “recite.” You aren't sure but you think you may have also seen the smoke from the hookah spell out “recite” as well.


Caterpillar      CR 11
XP 12,800
CN Small magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
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DEFENSE
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AC 24, touch 14, flat-footed 21 (+3 Dex, +10 natural, +1 size)
hp 133 (14d10+56)
Fort +13, Ref +15, Will +9
DR 5/cold iron; Immune illusions
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OFFENSE
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Speed 20 ft., climb 20 ft.
Melee slam +14 (1d4-1)
Spell-Like Abilities (CL 14th; concentration +19)
   Constant—prestidigitation
   At will—ghost sound (DC 15), mage hand, ventriloquism (DC 16)
Special Attacks bardic performance 35 rounds/day (swift action; countersong, fascinate (DC 22), inspire competence +4, inspire courage +3, suggestion (DC 22))
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STATISTICS
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Str 9, Dex 22, Con 19, Int 17, Wis 6, Cha 20
Base Atk +14; CMB +12; CMD 28 (can't be tripped)
Feats Battle Cry, Discordant Voice, Esoteric Linguistics, Orator, Skill Focus (Linguistics), Skill Focus (Perform [oratory]), Voice Of The Sibyl
Skills Acrobatics +3 (-5 to jump), Bluff +6, Climb +21, Craft (poetry) +17, Diplomacy +6, Linguistics +23, Perception +15, Perform (oratory) +26
Languages Abyssal, Boggard, Common, D'ziriak, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Orc, Protean, Sylvan, Tengu, Treant, Undercommon
SQ bardic knowledge +7, madness
Other Gear bag of holding II, traveler’s hookah (value 1,500 gp; Alchemy Manual), writer's kit (chronicler's kit)

The Caterpillar is a strange denizen of Wonderland. The only one of his kind and yet many have professed to see him transform into a butterfly. There are a few theories for this, the most common one being that he may be a magic user of some sort who prefers the larval form of a caterpillar for whatever reason. Another common theory is that there is in fact a genus of caterpillar in Wonderland that all smoke hookah and speak with passerby condescendingly.
For reasons unknown, the Caterpillar refuses to side with the Queen of Hearts and tends to keep to himself. He does, however, enjoy the company of passerby and will often try to wrangle them into some sort of conversation, oftentimes by asking the passerby to recite something or tell him a riddle.

The Caterpillar avoids combat at any cost by disappearing into his hookah smoke or becoming a butterfly to escape. While he loves conversation, he abhors violence of any kind. An adventurer who sits with the Caterpillar can be sure that he will receive interesting poetry, intelligent riddles, and scathing personal remarks.

Thursday, June 30, 2016

Faerie Bestiary: March Hare

A personal note: I apologize for how extremely late this article is. The day before I was originally going to post this two weeks ago, I lost my job. The following two weeks have been a bit crazy as I have been trying to sort out a new schedule and figure things out.

Sincerely,
Tim

March Hare
by Adam Frank and Tim Wallace

Sitting down to tea next to the mad man with the hat is a cheery kharagosi. His sandy fur and long ears are a stark contrast to his well-tailored suit. His communication is very animated and he seems excited about everything. Suddenly from a now empty tea-pot lazily floats a small mouse that moves to perch on the shoulder of the hare.


MARCH HARE      CR 6
XP 2,400
CN Medium humanoid (kharagosi)
Init +7; Senses low-light vision; Perception +0
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DEFENSE
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AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 40 (7d6+14)
Fort +4, Ref +6, Will +4
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OFFENSE
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Speed 40 ft., burrow 20 ft.
Melee mwk heavy mace +4 (1d8-1)
Special Attacks arcane reservoir (10/10), arcanist exploits (arcane barrier, bloodline development, familiar, first-world face thief), consume spells
Spell-Like Abilities (CL 7th; concentration +8)
   1/day—comprehend languages, detect magic, detect poison, read magic
Arcanist Spells Prepared (CL 7th; concentration +10)
   3rd (4/day)—explosive runes, illusory script (DC 16)
   2nd (5/day)—illusory maze (DC 15), pyrotechnics (DC 15), whispering wind
   1st (5/day)—animate rope, color spray (DC 14), hypnotism (DC 14), mage armor, magic missile
   0 (at will)—dancing lights, detect magic, flare (DC 13), ghost sound (DC 13), light, mage hand, prestidigitation
   Bloodline Maestro
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STATISTICS
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Str 8, Dex 16, Con 12, Int 16, Wis 7, Cha 12
Base Atk +3; CMB +2; CMD 16
Feats Alertness [B], Combat Casting, Eschew Materials, Improved Familiar, Improved Initiative, Weapon Focus (heavy mace)
Skills Acrobatics +12 (+16 to jump), Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (planes) +13, Perception +0, Spellcraft +13, Survival +0
Languages Auran, Common, Common, Gnome, Sylvan
SQ beguiling voice, bloodline (maestro)
Combat Gear potion of cure moderate wounds, scroll of animate rope, scroll of arcane disruption, scroll of blur; Other Gear mwk heavy mace, cloak of resistance +1, handy haversack, ring of protection +1, belt pouch, scroll box, travelling spellbook (contains all 0-level spells; all prepared 1st-level spells plus charm person, floating disk, protection from law; all prepared 2nd-level spells plus flaming sphere, knock; all prepared 3rd-level spells plus lightning bolt, slow), 22 gp
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SPECIAL ABILITIES
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Arcane Barrier (Su) As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist 8 temporary hit points, and lasts for 7 minutes or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1.
Arcane Reservoir Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Beguiling Voice (Ex) The March Hare can use the sound of his voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed his sorcerer level. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
Bloodline Development (Maestro) The arcanist gains maestro bloodline's beguiling voice bloodline power as though he were a 1st-level sorcerer. As a swift action, the arcanist can expend 1 point from his arcane reservoir to bolster his latent nature, allowing him to treat his arcanist level as his sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to his Charisma modifier (minimum 1).
Consume Spells (Su) Once per day, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Cursed (Sp) The March Hare has a permanent –6 penalty to his Wisdom score (reflected in the statistics above) due to being the target of a bestow curse spell.
Familiar Bonus The March Hare gains the Alertness feat while your familiar is within arm's reach.
First-World Face Thief (Su) The arcanist can expend 1 point from her arcane reservoir to assume an illusory disguise as disguise self. If she expends 2 points from her arcane reservoir instead of 1, the duration of the effect increases to 10 minutes per level.

THE DORMOUSE (FAMILIAR)
CN Tiny magical beast (air)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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DEFENSE
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 20 (3d10+3)
Fort +4, Ref +6, Will +4
Defensive Abilities wind blessed, wind form
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OFFENSE
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Speed 30 ft., fly 60 ft. (perfect)
Melee tail fan +8 (1d4-2/×3)
Ranged air blast +8 (2d6+3)
Space 2½ ft.; Reach 0 ft. (5 ft. with tail fan)
Psychic Magic (CL 3rd; concentration +7)
   5 PE—alter winds[APG] (1 PE, DC 15), gust of wind (2 PE, DC 16), whispering wind (2 PE)
Spell-Like Abilities (CL 3rd; concentration +4)
   Constant—feather fall
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STATISTICS
--------------------
Str 6, Dex 17, Con 12, Int 19, Wis 9, Cha 13
Base Atk +3; CMB +4; CMD 12 (16 vs. trip)
Feats Point-Blank Shot, Precise Shot, Weapon Finesse[B]
Skills Acrobatics +13, Climb +9, Fly +21, Perception +5, Perform (oratory) +4, Spellcraft +11, Stealth +17
Languages Auran, Common, Elven, Gnome, Sylvan
SQ basic aerokinesis, improved evasion
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SPECIAL ABILITIES
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Air Blast (Sp) A chuspiki can make a ranged attack with an intense air blast, as the kineticist wild talent of the same name, using its Hit Dice as its kineticist level.
Basic Aerokinesis (Sp) A chuspiki can use basic aerokinesis, as the kineticist wild talent of the same name.
Wind Blessed (Su) A chuspiki is treated as a Large creature for the purposes of determining the effects wind has upon it.
Wind Form (Su) Three times per day as an immediate action, a chuspiki can become insubstantial for 1 round. It gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or use any of its spell-like abilities while in wind form, with the exception of basic aerokinesis.

The March Hare is a powerful kharagosi arcanist who was cursed with madness and found his way to Wonderland with his chuspiki familiar, whom he calls the Doormouse. He has sandy fur and a constant smile. The only thing he seems to have saved from his traditionally skittish heritage is an inexhaustible amount of energy. From a simple tea party to a pitched battle the March Hare is always excited and raring to go.
He isn't overly combative and his friendship with the Mad Hatter doesn't lead to much fighting but he will fight to protect his chosen home of Wonderland and will, if necessary fight to protect the Queen of Hearts whom the mad kharagosi sees as a just and fair ruler. He has on more than one occasion served as a juror or witness at one of the Queen's mock trials.
If it comes to combat the March Hare will do his very best to fend off his enemies with his various magics and do what he can to end the hostilities. He doesn't enjoy killing and will only do so as a last resort but he does support his queen's various moods whatever they may be to the utmost of his abilities.
The Doormouse seems to constantly be drowsy as if under the effect of some drug or another. The normal skittishness of the kharagosi his master lost seems to have found a sort of home in the chuspiki and it tends to hide in various nooks or stay close to his master. He loves poetry and is commonly heard quoting it.


Friday, June 10, 2016

Kharagosi Race

by Adam Frank and Tim Wallace

Illustration by Etbaal and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)

Humanoid rabbits, the kharagosi people are very insular. They thrive best in large open areas such as the plains or high deserts. Seen as flighty and insecure, the kharagosi are simple. Despite living where they do, the kharagosi are a non-nomadic people, often living in underground warrens that house an entire clan.
Physical Description: The most striking features on the small kharagosi is its ears. Often adding a foot or more to their height, the ears of these rabbit-like people are constantly moving and twitching to catch the faintest sound. With their eyes that look like black marbles and sandy colored coats ranging from a light tan to mottled browns, the kharagosi see loud or gauche colors in clothing choices as tantamount to a sin. The primary goal of almost every kharagosi is to stay out of sight and away from the notice of strangers.
Society: Very little is known about kharagosi clans due to their seclusion from other races and people. It is known that they live in clans with a structured hierarchy with a chief at the top, always a female, under the chief is the six most elder mothers, and then the rest of the warren. They harvest and eat mostly fungi they grow underground or grasses they can plant near a burrow. The clan sees itself as a large family and they all live together in large underground runs that sometimes stretch for miles.
Relations: No one gets along well with the kharagosi as they are not social creatures. While they aren't actively disliked, since they are loathe to socialize with other people they aren't particularly well liked. A popular saying among the kharagosi is, “To stay well away from trouble, self-sustain and keep your ears moving. Curious eyes and still ears bring naught but still hearts.”
Alignment and Religion: The kharagosi will only ever follow a goddess, most commonly Padmavati, the goddess of temperance and understanding, as they believe the male gods to be too adventurous or warlike. They are a people who don't need much and try to stay out of the affairs of others; as such they tend to gravitate to the lawful and neutral alignments.
Adventurers: Another saying is “A rabbit away from the burrow is no rabbit at all.” Simply put the kharagosi don't adventure. The few that do venture out are seen as foolish, crazy, and suicidal. Even those tend towards the classes that steer clear of the front lines of combat; wizards, priests, and bards tend to suit them best.

Kharagosi Racial Traits (16 RP)
+2 Dexterity, +2 Charisma (2 RP): Kharagosi are quick and charming.
Humanoid (kharagosi): Kharagosi are humanoids with the kharagosi subtype.
Fast Speed (1 RP): Kharagosi have a base speed of 40 feet.
Burrow (3 RP): Kharagosi have a burrow speed of 20 feet.
Low-Light Vision (1 RP): Kharagosi can see twice as far as a race with normal vision in conditions of dim light.
Envoy (1 RP): Kharagosi with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poisonread magic. The caster level for these effects is equal to the kharagosi's character level.
Quick Reactions (2 RP): Kharagosi receive Improved Initiative as a bonus feat.
Sprightly (2 RP): Kharagosi receive a +2 racial bonus on Acrobatics checks.
Vigilant (4 RP): Kharagosi gain a +2 racial bonus on Perception and Survival checks.
Languages: Kharagosi begin play speaking Common and Sylvan. Kharagosi with high Intelligence scores can choose from the following: Catfolk, Elven, Gnome, Goblin, and Halfling.



Thursday, May 26, 2016

Faerie Bestiary: Mad Hatter

by Adam Frank and Tim Wallace

Mad Hatter
A man with a wild look in his eyes sits at a long table in front of a haphazardly placed tea setting. The table is scattered with teapots and teacups with no matching rhyme or reason. He wears a large green top hat with a card placed in the brim reading 10/6. He peacefully drinks from his place setting and when he reaches to top off his cup you see nothing pour from the spout. 

MAD HATTER      CR 6
XP 2,400
CN Medium fey
Init +4; Senses low-light vision; Perception +10
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 71 (10d6+50)
Fort +8, Ref +11, Will +8
DR 5/cold iron; Resist fire 5
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OFFENSE
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Speed 30 ft.
Melee tea party knife +11 (1d4+4/19-20)
Special Attacks hat trick, tea party knife
Spell-Like Abilities (CL 10th; concentration +11)
   Constant—prestidigitation
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STATISTICS
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Str 12, Dex 19, Con 20, Int 11, Wis 5, Cha 12
Base Atk +5; CMB +6; CMD 20
Feats Outflank[APG], Precise Strike[APG], Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dagger)
Skills Bluff +14, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (planes) +10, Perception +10, Perform (oratory) +14
Languages Common, Sylvan
SQ madness, solo tactics
Other Gear dagger, handy haversack (in the form of a top hat), courtier's outfit, broken pocket watch (worth 187 gp, 5 sp)
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SPECIAL ABILITIES
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Hat Trick (3/day, DC 16) (Sp) This ability functions as mythic plane shift, except that the Hatter uses his hat as the focus for the spell, and he can only bring one willing creature with him. In addition, he may use this ability as part of a melee touch attack to attempt to send an unwilling target to a random location within Wonderland. The save DC is Charisma-based.
Madness (Ex) The Mad Hatter uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove the Hatter's madness. If this occurs, the Hatter gains 6 points of Wisdom.
Solo Tactics (Ex) All of the Hatter's allies are treated as if they possessed the same teamwork feats as the Hatter for the purpose of determining whether the Hatter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the Hatter to receive the listed bonus.
Tea Party Knife (DC 16) (Su) The dagger wielded by the Mad Hatter or March Hare is treated as a masterwork weapon and as the ability to bypass hardness when attacking unattended objects, ignoring hardness less than 20. Those struck by the dagger must succeed at a DC 16 Will save or be confused for 1d4 rounds. If not wielded by the Mad Hatter of the March Hare, the knife becomes an ordinary dagger. The save DC is Charisma-based.

An absurd man in an absurd land, the Mad Hatter, after years and years of living in Wonderland is said to have been driven completely insane by the corrupting influence of the plane. He is always wearing a tattered green flared top hat with a card that reads 10/6 in its tea stained band. The hat itself has a few hatters pins sticking out from it appearance for easy access.
He is obsessed with riddles and special days. He always insists that the most special of days re those without any special meaning. He will be eager to invite any adventurer to his tea party if they accept he is constantly insisting they rotate seats for a “new cup.”

The Hatter has gained a nobles standing within the Queen of Hearts' court, as well as in the White Queen's court. He has tremendous political power within both courts and will commonly work as a messenger between both queens. The Hatter has several neutral friends in Wonderland as well including the Cheshire Cat, the March Hare, and others of undecided standing within the courts. No one is exactly certain why the Queen of Hearts puts up with The Mad Hatter's dual loyalties, nor why she grants him so much power within her court.

Thursday, May 19, 2016

Faerie Bestiary: Card Soldier

by Adam Frank and Tim Wallace

Card Soldier
Waddling towards you is a single rectangular creature with stubby arms and legs grasping a spear. The rectangle is solid white with a large single spade printed on it. Its face is dour. As it marches to you it splits, and splits again soon you are surrounded by numerous of these soldiers, their faces all holding a similar expression, the only difference between these creatures is that each one has a different number of spades, diamonds, clubs or hearts.
  

CARD SOLDIER      CR 1/2
XP 200
NE Small construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
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DEFENSE
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AC 11, touch 11, flat-footed 11 (+1 size)
hp 15 (1d10+10)
Fort +0, Ref +0, Will +0
DR 5/slashing; Immune construct traits
Weaknesses susceptible to mind-affecting effects, unbalanced
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OFFENSE
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Speed 20 ft.
Melee spear +4 (1d6+1/×3)
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STATISTICS
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Str 13, Dex 11, Con —, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +1; CMD 11 (7 vs Trip Attempts)
Feats Weapon Focus (spear)
Skills Perception +1, Profession (soldier) +1
Languages Common, Sylvan
SQ stack 'em up
Other Gear spear
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SPECIAL ABILITIES
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Stack 'Em Up (Ex) Ten card soldiers of a single suit (spades, clubs, hearts, or diamonds) can stack themselves together as a full-round action to become larger and more powerful.
Susceptible to Mind-Affecting Effects (Ex) A card soldier is susceptible to mind-affecting effects, despite the fact that it is a construct.
Unbalanced (Ex) A card soldier takes a –4 penalty to CMD against trip attempts.

The card soldiers are a creation of the Queen of Hearts who will follow her orders without fail, if sometimes they do so ineptly. She uses these soldiers to perform duties, or guard the castle and nearby grounds. Despite their fragile appearance each is hardy. At any given time there are forty soldiers, if one is struck down another will inevitably show up soon. They are simple creatures, about four feet tall, feet at the bottoms of their large rectangular bodies and short stubby arms one of which grips a long, deadly spear. Their faces are actually on the rectangle they do not have discernible heads.
In battle they focus on their large flat bodies to block the enemy from moving or will stack themselves into groups of ten to fight better. The soldiers are hardy creatures shrugging off all but the mightiest of blows while they fiercely defend their turf. The power of a single card soldier, while negligible, becomes a frightening thing when paired with their fellows. The Queen of Hearts is willing to employ these soldiers as kingdom, army, castle guard, groundskeeper, or janitor as the mood strikes. Even when doing jobs other than soldiering, their spears are always nearby, or, if the job permits, in hand. The soldiers are always ready to do battle at a moment’s notice and will fight fiercely to the bitter end.

CARD SOLDIER STACK     CR 8
XP 4,800
NE Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
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DEFENSE
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AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
hp 95 (10d10+40)
Fort +5, Ref +7, Will +4
DR 10/adamantine; Immune construct traits
Weaknesses susceptible to mind-affecting effects, unbalanced
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OFFENSE
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Speed 30 ft.
Melee +1 spear +16/+11 (2d6+8/×3)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 20, Dex 14, Con —, Int 10, Wis 10, Cha 11
Base Atk +10; CMB +16; CMD 28 (24 vs Trip)
Feats Great Fortitude, Iron Will, Lightning Reflexes, Toughness, Weapon Focus (spear)
Skills Perception +10, Profession (soldier) +10
Languages Common, Sylvan
SQ cut the cards
Other Gear +1 spear
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SPECIAL ABILITIES
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Cut the Cards (Ex) A card soldier stack can spit into its ten component card soldiers as a full-round action.
Susceptible to Mind-Affecting Effects (Ex) A card soldier stack is susceptible to mind-affecting effects, despite the fact that it is a construct.
Unbalanced (Ex) A card soldier stack takes a –4 penalty to CMD against trip attempts.



Thursday, May 12, 2016

Faerie Bestiary: Queen of Hearts

by Adam Frank and Tim Wallace

Queen of Hearts
Approaching a tall thin woman dressed in red you start to feel fear well up from the most primal parts of your mind. Her beauty is incredible and you wonder if that is part of what you fear; perfection, a fey beauty, cold, calculating, hatred emanates forth from her.
  


QUEEN OF HEARTS      CR 16
XP 76,800
CE Medium fey
Init +10; Senses low-light vision; Perception +27
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 27 negates)
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DEFENSE
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AC 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
hp 247 (26d6+156); fast healing
Fort +15, Ref +21, Will +19
DR 10/cold iron and good; Resist cold 30, electricity 30, fire 30; SR 27
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OFFENSE
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Speed 30 ft.
Melee +1 viridium light mace +20/+15/+10 (1d6+4) or 2 claws +20 (1d8+3)
Spell-Like Abilities (CL 16th; concentration +20)
   5/day—blistering invective[UC] (DC 16)
Oracle Spells Known (CL 16th; concentration +20)
   8th (3/day)—call construct[UM]
   7th (5/day)—blasphemy (DC 21), repulsion (DC 21)
   6th (6/day)—greater dispel magic, harm (DC 20), mass inflict moderate wounds (DC 20)
   5th (6/day)—greater command (DC 19), slay living (DC 19), unhallow, unholy ice[UM]
   4th (7/day)—chaos hammer (DC 18), dismissal (DC 18), freedom of movement, spit venom[UM] (DC 18)
   3rd (7/day)—deeper darkness, dispel magic, inflict serious wounds (DC 17), magic circle against law
   2nd (7/day)—bear's endurance, bull's strength, cure moderate wounds, death knell (DC 16), hold person (DC 16)
   1st (7/day)—bane (DC 15), cause fear (DC 15), divine favor, doom (DC 15), entropic shield
   0 (at will)—bleed (DC 14), create water, detect magic, guidance, light, read magic, resistance, spark[APG] (DC 14), stabilize
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STATISTICS
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Str 16, Dex 23, Con 20, Int 11, Wis 6, Cha 18
Base Atk +13; CMB +16; CMD 33
Feats Combat Casting, Dodge, Eldritch Claws[APG], Eschew Materials, Great Fortitude, Improved Initiative, Improved Natural Attack (claw), Rending Claws[APG], Thundering Spell[APG], Toughness, Traumatic Spell[OA], Weapon Finesse, Weapon Focus (claw)
Skills Bluff +33, Intimidate +30, Knowledge (geography) +29, Knowledge (nature) +29, Perception +27, Use Magic Device +33
Languages Common, Sylvan
SQ madness
Other Gear +1 viridium light mace, noble's outfit
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SPECIAL ABILITIES
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Despair (Su) All creatures within a 30-foot radius that see the Queen of Hearts must make a DC 27 Will save or be paralyzed by fear for 1d4 rounds. She can choose which creatures are affected. Whether or not the save is successful, that creature cannot be affected again by the Queen of Hearts' despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Madness (Ex) The Queen of Hearts uses her Charisma modifier on Will saves instead of her Wisdom modifier, and is immune to insanity and confusion effects. Only a miracle or wish can remove the Queen of Hearts' madness. If this occurs, she gains 6 points of Wisdom

Standing in a red gown a golden crown with heart shaped red rubies ringing it. The queen of hearts has no discernible plans or forethought; she will order death for anyone at the drop of her crown, the turn of a mood. Her hatred for existence is complete and her lust for power, all consuming. She will act only when necessary though. While she loves violence, absurdity, and giving the order to slay, she will almost never participate in the act unless forced.
A powerful sorceress, the Queen of Hearts projects fear into the hearts and minds of those she is around. She is more than willing to order the execution of any who offend, or merely annoy her and unless she changes her ever fickle mind will make sure to see the death carried out. The Queen will often hold a trial should she so desire. Everything she does is to show her power or to exercise her hatred.
She rules her kingdom with an iron fist and those who disobey her ever-changing rules rarely live to know why they were beheaded, much less regret crossing the Queen. She will constantly change the laws of her realm to suit whatever whims she may have at the moment. Her beauty is matched only by her madness. The mind of the Queen of Hearts is a terrifying thing as she is ruled as strongly as she rules her kingdom by her madness and hatred.