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Sandy

The middle sister, the assassin, the support, and the vanguard of the group.

Sandy (CR 20)

XP 307,200
N Medium Outsider (Boss, Primal, Native)
Init +11; Senses Darkvision 60 ft., low-light vision; Perception +37

DEFENSE

AC 36, touch 21; flat-footed 25 (+11 dex, +15 natural)
Hp 851 [1104] (23d12+276)
Mp 213
Fort +25, Ref +24, Will +24
DR 15/adamantine;
Immune Berserk, Blind, Confuse, Curse, Death, Doom, Frog, Mini, Paralyze, Petrify, Poison, Silence, Sleep, Stop, Slow;
Resist Fire 20, Holy 20, Ice 20, Wind 20; SR 35

OFFENSE

Speed 30 ft.
Melee 2 Claws +43 (3d8+21/17-20 plus petrification)
Special Attacks Drainsickles, Mega-Gravition, Razzia
Special Abilities Elemental-Claws, NulAll
Burst Mode The Assassin
Spell Known (FC CL 23rd; concentration +34)

1st (DC 22) – Cure, Envelope, Heal, Protect, Regen, Shell, Shield
2nd (DC 23) – Cure II, Healara
3rd (DC 24) – Cura, Cure III, Envelopga, Haste, Healaga, Heroism, Protect II, Protectra, Regen II, Renew, Shell, Shellra
4th (DC 25) – Cure IV, Shieldra
5th (DC 26) – Bless, Curaga, Protect III, Protectra II, Regen III, Renew II, Shell III, Shellra II
6th (DC 27) – Auto-Cure, Curada, Greater Heroism, Hastega
7th (DC 28) – Bless II, Bravery, Faith, Protect IV, Protectra III, Reflect, Regen IV, Renew III, Shell IV, Shellra III
8th (DC 29) – Curaja
9th (DC 30) – Bravera, Faithra, Hasteja, Protect V, Protectra IV, Regen V, Reflectga, Renew IV, Shell V, Shellra IV

STATISTICS

Str 48, Dex 32, Con 34, Int 24, Wis 32, Cha 30
Base Atk +23; CMB +42; CMD 52
Feats Cleave, Combat Casting, Combat Reflexes, Critical Focus, Critical Mastery, Impaling Critical, Improved Critical (Claw), Improved Impaling Critical, Power Attack, Staggering Critical, Weapon Focus (Claw), Weapon Specialization (Claw)
Skills Acrobatics +37, Bluff +36, Climb +45, Escape Artist +37, Knowledge (dungeoneering, engineering, nature, nobility) +30, Knowledge (planes) +33, Perception +37, Sense Motive +37, Spellcraft +33, Stealth +37
SQ Does not Eat, Does not Sleep
Languages Common + 7 more
SU Counter Mirror Magic, Evade and Counter, … Claw, Fighter Training Master, Razor-sharp Claws

SPECIAL ABILITIES

The Assassin (Su)

Once below 50% hp (552), This Burst Mode lets Sandy perform better at getting critical hits and rending foes alike. For a number of rounds equal to 1 + 1 round for every four HD, Sandy critical hit range increases to 14-20 and her base damage to 4d6. The ability Drainsickles, Elemental-Claws, and Razzia change during this look above. This limit break requires only a swift action to activate.

Claw (Su)

Whenever Cindy covers for Sandy, as an immediate action Sandy can swing both claws at that opponent striking at Cindy.

Counter Mirror Magic (Ex)

Anytime an opponent attacks Sandy with a magic, she can make an attack of opportunity with exact same spell. She may make a number of additional attacks of opportunity for this instance, 3 times per round. She cannot counter attack the same opponent twice.

Drainsickles (Ex)

Sandy can attack with both of her claw attacks as a swift action. If any of the claw attacks successfully hit, she receives half of the damage back as health.

During The Assassin, she can receive the total amount of damage back as health and each successful round hitting with this ability increases her dodge AC by 1 (maximum of 5).

Elemental-Claws (Su)

Once every 1d3+1 rounds as a standard action, Mindy enchants Sandy’s claws with elemental damage. Sandy gets to pick which elemental effect for 2d4 rounds, dealing an extra 2d6 points of elemental damage per claw.

During The Assassin, she can receive two elemental enchantments per claw and the elemental damage can receive a critical hit.

Evade and Counter (Ex)

Anytime an opponent attacks Sandy and misses, she can make an attack of opportunity with both her claws. She may make a number of additional attacks of opportunity equal to 11. 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. Whenever someone successfully hits her add an additional +2 to dodge AC each time until she dodges an attack then reset it.

Fighter Training Master (Ex)

Sandy counts 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, Sandy 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 32) for 3d6 rounds, Doom (Fort DC 32) for 2d4 rounds, Silence for (Will DC 32) for 2d4 rounds, Slow (Fort DC 32) for 3d6 rounds, and Sleep (Will DC 32) for 2d4 rounds. They must also make a Fortitude save (DC 32) or take the Gravity spell effect from the black mage list.

NulAll (Su)

Once every 1d2+1 rounds as a standard action, Sandy wards her and her sisters against a single elemental-based attack per element, meaning they gain protection against one earth, fire, holy, ice, lightning, shadow, water, and wind attack. The next time a target warded by this spell takes elemental damage of the selected type, that damage is negated for just that elemental type or until it wears off after 20 rounds. This spell only negates one instance of damage, any damage taken after is treated normally.

Petrification (Ex)

Claw – injury; save Fort DC 33; frequency 1/round for 8 rounds; petrify status effect; cure 1 save.

Razor-sharp Claws (Ex)

Sandy’s claw attacks have an increase critical range by 1 and damage size increased by 2.

Razzia (Ex)

Once every 1d3+1 rounds as a standard action, gathering the very flames themselves into red knifing blades, Sandy then hurls them in the direction of her target. Sandy can makes two ranged touch attacks (+35) within 100 feet, all of which deal 8d8 points of (half fire/slashing) damage and 1d6 burning damage that stacks with other sources of burning damage. A successful Fortitude save (DC 33) negates the burning damage.

During The Assassin, increase the damage to 10d8 points of damage (half fire/slashing) and 2d6 burning damage and takes two Fortitude saves to negate the burning damage. One to reduce the damage to 1d6 and 2 to negate it.