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Cindy

The eldest sister, the protector, the shield, and the healer of the group.

Cindy (CR 20)

XP 307,200
LN Medium Outsider (Boss, Primal, Native)
Init +10; Senses Darkvision 60 ft., low-light vision; Perception +39

DEFENSE

AC 44, touch 20; flat-footed 34 (+10 dex, +24 natural)
Hp 989 [1242] (23d12+345)
Mp 240
Fort +27, Ref +23, Will +26
DR 20/adamantine;
Immune Berserk, Blind, Confuse, Curse, Death, Doom, Frog, Mini, Paralyze, Petrify, Poison, Silence, Sleep, Stop, Slow;
Resist Earth 20, Holy 20, Shadow 20, Wind 20; SR 35

OFFENSE

Speed 30 ft.
Melee 2 Slams +36 (3d6+12 plus dispel)
Special Attacks Absorb, Camisade, Delta Attack Prime, Mega-Gravition
Special Abilities Not-So-Mighty Guard, Pray
Burst Mode The Bulwark
Spell Known (FC CL 23rd; concentration +36)

1st (DC 24) – Aero, Cure, Heal, Light, Regen, Stone
2nd (DC 25) – Aero II, Cure II, Healara, Light II, Stone II
3rd (DC 26) – Aera, Aero III, Cura, Cure III, Light III, Lightra, Regen II, Renew, Stone III, Stonera
4th (DC 27) – Aero IV, Cure IV, Esuna, Holy, Light IV, Stone IV
5th (DC 28) – Aeroga, Aura Break, Bless, Bright, Curaga, Crush, Drain, Lightga, Regen III, Renew II, Slice, Stonega
6th (DC 29) – Arise, Auto-Cure, Balance, Curada, Esunaga, Holy II, Quake, Radiance, Rasp, Syphon, Tornado
7th (DC 30) – Auto-Raise, Bless II, Drainra, Full-Cure, Regen IV, Renew III, Slice II
8th (DC 31) – Arisega, Curaja, Holy III, Quake II, Radiance II, Tornado II
9th (DC 32) – Drainga, Full-Life, Mass Full-Cure, Regen V, Renew IV, Ultima

STATISTICS

Str 34, Dex 30, Con 38, Int 28, Wis 36, Cha 24
Base Atk +23; CMB +35; CMD 55
Feats Bodyguard, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Disruptive, Extend Spell, Power Attack, Quicken Spell, Spellbreaker, Toughness, Weapon Focus (Slam)
Skills Bluff +33, Diplomacy +33, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility) +32, Knowledge (arcana, planes, religion) +35, Perception +39, Sense Motive +39, Spellcraft +35
SQ Does not Eat, Does not Sleep
Languages Common + 9 more
SU Counter, Cover and …, Fighter Training

SPECIAL ABILITIES

The Bulwark (Su)

Once below 50% hp (621), This Burst Mode lets Cindy bring up her guard and her need to protect her younger sisters. For a number of rounds equal to 1 + 1 round for every four HD, Cindy gains a +5 bonus to natural AC. The ability Cover and … and Counter change during this look above. This limit break requires only a swift action to activate.

Absorb (Su)

Once every 1d4+1 rounds as a swift action, Cindy drains the life-force from her target within 100 feet from her. The target takes 5d6 points of non-elemental damage unless they make a Fortitude save (DC 34) for half. The damage dealt this way heals the caster. The target also takes 5d6 points of MP damage unless they make a Fortitude save (DC 34) for half. Damage dealt this way heals the caster’s MP pool.

Camisade (Ex)

Once every 1d3+1 rounds as a full-round action, Cindy slams with a mighty fury hitting the closest opponent next to her. If she hits (+36), she deals 12d8 points of bludgeoning damage.

Counter (Ex)

Anytime an opponent attacks Cindy, she can make an attack of opportunity. She may make a number of additional attacks of opportunity equal to 10. She cannot counter attack the same opponent twice. A helpless Cindy (such as one who is unconscious or paralyzed) does not gain the benefit of this ability, but can use this ability while flat-footed. This ability does not stack with Combat Reflexes.

During The Bulwark, whenever she makes an attack of opportunity, she casts Cure IV on herself.

Cover and … (Ex)

Once per round and as an immediate action, Cindy can intercept an attack on an adjacent ally within 10 ft. from her, effectively moving the target out of the way, trading places with her and forcing the enemy to make the Attack roll on the Cindy’s armor class instead. This movement does not provoke an attack of opportunity for either Cindy or her younger sisters. She can only intercept physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. This action may only be taken before the result of the attack roll is determined and is chained with one of her sister’s attack.

During The Bulwark, not only does she trades places but she can try to negate the melee or ranged attack by rolling an opposed attack roll, DC = the opponent’s attack roll.

Delta Attack Prime (Su)

Once below 50% hp (any sister) and once every 1d4+1 rounds as a full-round action, when all three sisters are alive they engulf the selective area of 120 ft.-radius with glowing triangles. They deal 20d10 points of non-elemental damage to all foes within the area of effect. They must make a Reflex save (DC 34) for half damage and if they fail their Reflex save they must make a Fortitude save (DC 34) or be petrified even if they died from the previous damage. This effect ignored Evasion.

Dispel (Ex)

Whenever Cindy slams her opponent she can dispel one effect per strike. She must a dispel check (1d20 +23) vs the spell with the highest caster level (DC 11+ spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

Fighter Training (Ex)

Cindy counts half her total HD as her fighter level for the purpose of qualifying for feats.

Mega-Gravition (Su) [Only one conscious]

Once every 1d4+1 rounds as a standard action, Mindy unleashes an dark purple sphere that extends outward upon her target hitting all foes within 200-ft.-radius from themselves. All foes within the area of effect are inflicted with: Blind (Will DC 34) for 3d6 rounds, Doom (Fort DC 34) for 2d4 rounds, Silence for (Will DC 34) for 2d4 rounds, Slow (Fort DC 34) for 3d6 rounds, and Sleep (Will DC 34) for 2d4 rounds. They must also make a Fortitude save (DC 34) or take the Gravity spell effect from the black mage list.

Not-So-Mighty Guard (Su)

Once every 1d2+1 rounds as a standard action, Mindy puts down a barrier for her and her allies within 120-ft-radius from her. They gain Haste, Protect, Shell, and Regen for 2d6 rounds.

Prayer (Su)

Once every 1d3+1 rounds and by spending one full-round praying, Cindy can spend 5 MP to give her allies in the 90-ft.-radius temporary hit points equal to the 10d6. These temporary hit points last for no more than 1 hour.