Mirage Mullah

Medium Fey — CR 7

Realmshelps (RH)3.5
Hit Dice
5d10+5 (37 hp)
Initiative
+6
Speed
30 ft, 30 ft.
Armor Class
20, touch 12, flat-footed 18
Base Attack / Grapple
+5/+6
Attack
+1 scimitar +8 melee or javelin +7 ranged Full Attack: +1 scimitar +8 melee or javelin +7 ranged
STR
13
DEX
14
CON
12
INT
14
WIS
6
CHA
16
Fort / Ref / Will
+5 / +3 / -1
Challenge Rating
7
Alignment
Usually lawful evil
Level Adjustment
+3

Special Abilities

Spell-like abilities

Feats

Mirage Mullah* (CR 7)

Medium Fey
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision and Spot +2

AC: 20 (+2 Dex, +4 mage armor, +4 shield), touch 12, flat-footed 18
Hit Dice: 5d10+5 (37 hp)
Fort +5, Ref +3, Will -1 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: +1 scimitar +8 melee or javelin +7 ranged
Full Attack: +1 scimitar +8 melee or javelin +7 ranged
Damage: +1 Scimitar 1d6+2/18-20, javelin 1d6+1
Special Attacks/Actions: Spell-like abilities Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 6, Cha 16
Special Qualities: Daylight weakness, oasis dependent
Feats: Cleave; Improved Initiative; Point Blank Shot; Power Attack; Weapon Focus (scimitar); Weapon Specialization (scimitar)
Skills: Intimidate +11, Move Silently +6, Ride +10, and Spot +2
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm deserts (fey oases)
Organization: Solitary, pair, or caravan (20-50)
Treasure/Possessions: Double standard

Description

Mirage Mullah* (CR 7)

Medium Fey
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision and Spot +2

AC: 20 (+2 Dex, +4 mage armor, +4 shield), touch 12, flat-footed 18
Hit Dice: 5d10+5 (37 hp)
Fort +5, Ref +3, Will -1 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: +1 scimitar +8 melee or javelin +7 ranged
Full Attack: +1 scimitar +8 melee or javelin +7 ranged
Damage: +1 Scimitar 1d6+2/18-20, javelin 1d6+1
Special Attacks/Actions: Spell-like abilities Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 6, Cha 16
Special Qualities: Daylight weakness, oasis dependent
Feats: Cleave; Improved Initiative; Point Blank Shot; Power Attack; Weapon Focus (scimitar); Weapon Specialization (scimitar)
Skills: Intimidate +11, Move Silently +6, Ride +10, and Spot +2
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm deserts (fey oases)
Organization: Solitary, pair, or caravan (20-50)
Treasure/Possessions: Double standard

Combat

Mirage Mullah* (CR 7)

Medium Fey
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision and Spot +2

AC: 20 (+2 Dex, +4 mage armor, +4 shield), touch 12, flat-footed 18
Hit Dice: 5d10+5 (37 hp)
Fort +5, Ref +3, Will -1 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: +1 scimitar +8 melee or javelin +7 ranged
Full Attack: +1 scimitar +8 melee or javelin +7 ranged
Damage: +1 Scimitar 1d6+2/18-20, javelin 1d6+1
Special Attacks/Actions: Spell-like abilities Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 6, Cha 16
Special Qualities: Daylight weakness, oasis dependent
Feats: Cleave; Improved Initiative; Point Blank Shot; Power Attack; Weapon Focus (scimitar); Weapon Specialization (scimitar)
Skills: Intimidate +11, Move Silently +6, Ride +10, and Spot +2
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm deserts (fey oases)
Organization: Solitary, pair, or caravan (20-50)
Treasure/Possessions: Double standard