Mirage Mullah
Medium Fey — CR 7
- 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
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
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
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