Before you floats a tall woman with golden hair several times the length of her body. The Empress of Winds, as she is called, surrounds herself with incredibly forceful winds that make her spin as though she was a tornado herself. – Manly Man
Barbariccia (CR 15)
AC 31, touch 25; flat-footed 31 (+6 natural, +5 deflection, +10 dex)
hp 528  (16d12+160)
Fort +20, Ref +20, Will +19
DR 15/cold iron and good; Immune blind, curse, death effects, disease, earth, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep, wind; Resist lightning 30; SR 26; Strong Earth, Water
Speed 40 ft.; Fly (perfect) 60 ft.
Melee 2 Claws +24 (2d8+23 plus 1d6 wind damage, grab, and Silence), Hair +22 [acts as a tentacle, deals slashing damage] (1d8+16 plus 2d6 wind damage, grab, and Silence)
Space 5 ft.; Reach 5 ft. (15 ft. with hair)
Special Attacks Calcifying Ray, Maelstorm, Twister
Burst Mode Empress of Winds
Spells Known (FC CL 16th, Concentration +25)
1st (DC 20) – aero, blast, spark, thunder
2nd (DC 21) – aero II, blast II, spark II, thunder II
3rd (DC 22) – aera, aero III, dispel, spark III, thundara, thunder III
4th (DC 23) – aero IV, thunder IV
5th (DC 24) – aeroga, fickle winds, shock, slice, thundaga
6th (DC 25) – burst, chain lightning, greater dispel, path of the winds, tornado
7th (DC 26) – blade barrier, shock II, slice II
8th (DC 27) – burst II, stormbolts, tornado II
Str 36, Dex 30, Con 30, Int 28, Wis 28, Cha 28
Base Atk +16; CMB +29; CMD 54
Feats Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Multiattack, Improved Initiative, Power Attack (included in the statistics above)
Skills Acrobatics +29, Appraise +28, Bluff +28, Diplomacy +28, Escape Artist +17, Fly +37, Handle Animal +16, Heal +16, Intimidate +28, Knowledge (arcana) +35, Knowledge (dungeoneering) +30, Knowledge (engineering) +30, Knowledge (geography) +35, Knowledge (history) +30, Knowledge (local) +30, Knowledge (nature) +35, Knowledge (nobility) +30, Knowledge (planes) +35, Knowledge (religion) +30, Perception +28, Sense Motive +28, Sleight of Hand +20, Spellcraft +28, Stealth +26, Use Magic Device +28
SQ Driving Gale, There is no Escape, Uncanny Dodge
Empress of Winds (Su)
This Burst Mode lets Barbariccia’s madness go unchained, bringing about untold devastation. For a number of rounds equal to 1 + 1 round for every four HD, Barbariccia can apply the effects of her calcifying ray ability to all enemies within a 20 ft. radius as a standard action, no saving throw. The radius of her driving gale ability is doubled, any creatures within 20 feet are treated as flying creatures (whether they actually are flying or not) being subjected to hurricane force winds, and any creatures within 10 feet are treated the same, but being subjected to tornado force winds instead. This limit break requires only a swift action to activate.
Calcifying Ray (Su)
As a swift action, Barbariccia can make a ranged touch attack against a single creature within a 60 ft. range. If it hits, the target is Petrified at the end of their next turn (no save). Items or spells that remove the Petrified status prevent the Petrified status from taking effect if used before the end of the target’s turn. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).
Driving Gale (Su)
As a standard action, Barbariccia can strengthen the winds that surround her, circling her hair around her in a cyclonic shape. While this ability is in effect, all creatures in a 15 ft. radius are given the Squalled condition. All creatures in a 10 ft. radius are given the Squalled condition and take 1d6 wind damage per round. All creatures adjacent to her are dazzled, given the Squalled condition, and take 2d6 wind damage per round. Any flying creatures within a 10 ft. radius are treated as though flying through hurricane force winds, and any adjacent flying creatures are treated as though flying through tornado force winds. All of Barbariccia’s melee attacks deal an additional 1d6 wind damage, and she gains the benefits of the Snatch feat as though she was a Gargantuan creature, with her hair being treated as a claw attack for the purposes of the Snatch feat; she may hold up to two Large creatures, four Medium creatures, eight Small creatures, sixteen Tiny creatures, thirty-two Diminutive creatures, or sixty-four Fine creatures at a time in her hair while this ability is in effect, and may choose to simply hold them instead of dealing damage, if she so wishes. As a full-round action, she may also roll a single grapple check to maintain any and all grapples she is currently making, applying the roll to each grappled creature separately. All attacks made against her have a 50% miss chance and deal half damage, and all ranged weapons (including massive weapons and artillery, such as catapulted missiles or cannonfire) automatically miss. She also gains the improved uncanny dodge ability. If an enemy successfully makes an attack from above that hits her (such as a dragoon using their deadly lancer ability after a vertical jump), this ability ends, and anything she was holding in her hair falls to the ground. She gains Wind Absorption while this is in effect. She can otherwise end it as a free action, and in either case, she cannot use this ability again for 1d3 rounds.
As a full-round action, while the driving gale ability is in effect, Barbariccia can unleash a black, draining wind upon her enemies. All enemies in a 20 ft. radius burst, with a range of 30 feet, must make a Fortitude save (DC 28) or be reduced to a number of hit points equal to their HD. Those who are already at such a level of hit points or lower are reduced to 1 hit point instead. Blue mages may learn this ability as a 9th level spell (Knowledge: Planes DC 33).
Claw and Hair — injury; save Will DC 27; frequency 1/round for 2d8 rounds; effect unable to cast spells; cure 1 save.
There is no Escape (Ex)
Whenever making a successful grapple check, Barbariccia can pin her enemy as a swift action instead of merely grappling them; the pin is an automatic success.
As a standard action, Barbariccia may target a single creature within 60 feet, surrounding them with swirling black winds. The target must make a Fortitude save (DC 25) or be reduced to a number of hit points equal to their HD. If the target is already at such a level of hit points or lower, they are reduced to 1 hit point instead. A successful saving throw reduces the enemy’s current hit points by one quarter instead. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).