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Cambion Enforcer

Male Cambion Rogue 7
CE Medium Outsider (Chaotic, Evil, Extraplanar, Human, Tanar'ri)
Init +7; Senses darkvision 60 ft.; Listen +10, Spot +5
Languages Abyssal, Common

AC 22 (+3 Dex, +4 natural, +5 armor), touch 13, flat-footed 19; Dodge, Mobility; uncanny dodge
hp 38 (7 HD); DR 5/cold iron or good
Immune poison; SR 17
Resist acid 10, cold 10, electricity 10, fire 10
Fort +6, Ref +10, Will +4 evasion

Speed 40 ft. (8 squares)
Melee +1 short sword +9 (1d6+2) and claw +3 (1d4+1) or
2 claws +8 (1d4+1)
Base Atk +5; Grp +6
Atk Options sneak attack +4d6
Spell-Like Abilities (CL 7th)
3/day—cause fear (DC 12), levitate, poison (DC 15)
At will—detect magic

Abilities Str 12, Dex 17, Con 16, Int 14, Wis 10, Cha 11
SQ aligned strike, trap sense +2, trapfinding, telepathy 30 ft.
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Balance +14, Bluff +8, Climb +10, Escape Artist +12, Hide +12, Intimidate +12, Jump +16, Listen +10, Move Silently +12, Search +7, Spot +5, Tumble +14
Possessions +1 short sword, +1 chain shirt, cloak of resistance +2
Aligned Strike (Su) A cambion's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Uncanny Dodge (Ex): A cambion enforcer retains its Dexterity bonus to AC when flat-footed.

CR 9

Encounter Treasure

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Race keywords: Cambion
Class keywords: Rogue
Sourcebooks: Monster Manual, Player's Handbook

— Contributed by Guild Lieutenant Guildmaster

 

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