The youngest sister, the wizard, the multi-hit, and the caster of the group.
Mindy (CR 20)
AC 34, touch 26; flat-footed 19 (+1 size, +1 dodge, +14 dex, +8 natural)
Hp 667  (23d12+184)
Fort +21, Ref +27, Will +24
Immune Berserk, Blind, Confuse, Curse, Death, Doom, Frog, Mini, Paralyze, Petrify, Poison, Silence, Sleep, Stop, Slow;
Resist Fire 25, Ice 25, Lightning 25, Water 20; SR 35
Speed 20 ft., Fly 80 ft. (good)
Melee Sting +39 (2d6+13)
Special Attacks Mega-Gravition, Needles, Passado
Special Abilities Calamity, Doublecast
Burst Mode The Wizard
Spell Known (FC CL 23rd; concentration +36)
1st (DC 24) – Aero, Blizzard, Dark, Fire, Stone, Thunder, Water
2nd (DC 25) – Aero II, Blizzard II, Dark II, Fire II, Stone II, Thunder II, Water II
3rd (DC 26) – Aera, Aero III, Bio, Blizzara, Blizzard III, Dark III, Darkra, Fira, Fire III, Stone III, Stonera, Thundara, Thunder III
4th (DC 27) – Aero IV, Blizzard IV, Dark IV, Fire IV, Ruinra, Stone IV, Thunder IV, Water IV
5th (DC 28) – Aeroga, Biora, Blizzaga, Burn, Crush, Darkga, Drain, Drown, Firaga, Freeze, Gloom, Shock, Slice, Stonega, Thundaga, Waterga
6th (DC 29) – Abyss, Burst, Flare, Flood, Glacier, Quake, Rasp, Ruinga, Syphon, Tornado
7th (DC 30) – Bioga, Burn II, Crush II, Drainra, Freeze II, Gloom II, Shock II, Slice II
8th (DC 31) – Abyss II, Burst II, Flare II, Flood II, Glacier II, Quake II, Tornado II
9th (DC 32) – Bioja, Death, Drainga
Str 28, Dex 38, Con 26, Int 36, Wis 32, Cha 30
Base Atk +23; CMB +31; CMD 55
Feats Combat Casting, Dodge, Empower Spell, Extend Spell, Extra MP, Hover, Improved Initiative, Maximize Spell, Power Attack, Spell Penetration, Quicken Spell, Weapon Focus (Sting)
Skills Appraise +39, Bluff +36, Diplomacy +33, Escape Artist +37, Fly +46, Knowledge (arcana, dungeoneering, geography, history, local, nobility, religion) +36, Knowledge (planes) +39, Perception +37, Sense Motive +37, Spellcraft +39, Stealth +44, Survival +34, Use Magic Device +39
SQ Does not Eat, Does not Sleep
Languages Common + 13 more
SU Counter Magic, Evade Master, Reflective Magic, … Spell
The Wizard (Su)
Once below 50% hp (460), This Burst Mode lets Mindy excel at her arcane arts, become a destructive force of power. For a number of rounds equal to 1 + 1 round for every four HD, Mindy gains a +2 bonus to spell DC’s, spell penetration, and reduces the metamagic level increase cost by one (minimum of 1) or by 2 if it’s more than 3. The ability Needles and Reflective Magic change during this look above. This limit break requires only a swift action to activate.
… Spell (Su)
Whenever Cindy covers for Mindy, as an immediate action Mindy can cast one single target spell at that opponent striking at Cindy.
Once every 1d2+1 rounds as a standard action, Mindy engulfs her target in various colors within 100 feet away. The opponent will be inflicted with the following status effects: Blind (Fort DC 34), Curse (Will DC 34), Poison (Fort DC 34), and Silence (Will DC 34) for 1d6 rounds.
Counter Magic (Ex)
Anytime an opponent attacks Mindy with a magic, she can make an attack of opportunity with a spell of the same spell level. She may make a number of additional attacks of opportunity for this instance, 5 times per round. She cannot counter attack the same opponent twice.
Once every 1d2+1 rounds as a swift action, Mindy can cast two spells using one standard action. Both of the spells must have the same standard action casting time. Mindy can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. Mindy receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells.
Evade Master (Ex)
Whenever anyone strikes Mindy physically, they have to reroll their attack roll and take the lower of the two.
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.
As a standard action, Mindy can shoot out needles from her stinger. If the range attack succeeds (+39), the needles reach up to 120 feet and deals 2d6+13 points of piercing damage.
During The Wizard, not only does she do her normal physical damage but she can choose to add in an additional 3d6 points of elemental damage (one element type of her picking).
Once every 1d3+1 rounds as a full-round action, Mindy can shoot out 15 needles from her stinger. If the range attacks succeed (+39, +38, +37, …, +26, +25), the needles reach up to 120 feet and deals 2d4+9 points of piercing damage per successful hit. If more than four hit, the target receives Deprotect I. If more than seven hit, the target receives Deprotect II. If more than ten hit, the target receives Deprotect III. The target can make a Will save (DC 29) to negate the status effect.
Reflective Magic (Su)
Whenever Sandy casts Reflect or Reflectga, Mindy can cast a spell on herself or ally and reflect it back at an opponent of her choice doing an extra 50% damage and increasing the spell DC by 2.
During The Wizard, she won’t dispel the Reflect effect from her ally this time and increases the spell DC by 3 instead of 2.