Return of the Annunaki
Shetiga Lanh Ho Lei
Shetiga Lanh Ho Lei [CR 2]
Vishkanya ninja 3
N Medium humanoid (vishkanya)
Init + 3; Senses low-light vision; Perception + 9
AC 15, touch 13, flat-footed 12 (+ 2 armor, + 3 Dex)
hp 16 (3d8 + 3)
Fort + 2, Ref + 6, Will + 1; + 3 vs. poisons
Speed 30 ft.
Melee mwk wakizashi + 7 (1d6 + 1 / 18-20)
or mwk kusarigama + 6 (1d3 + 1 / 1d6 + 1; 10 ft. reach, trip), + 0 / – 4 double
or dagger + 5 (1d4 + 1 / 19–20)
Ranged dagger + 5 (1d4 + 1 / 19–20)
Special Attacks sneak attack + 2d6
Str 13, Dex 17, Con 12, Int 14, Wis 8, Cha 10
Base Atk + 2; CMB + 3; CMD 16
Feats Weapon Finesse, Weapon Focus (wakizashi)
Skills Acrobatics + 8, Appraise + 7, Bluff + 4, Climb + 8, Disable Device + 12, Disguise + 5, Escape Artist + 10, Knowledge (local) + 7, Perception + 9, Sleight of Hand + 10, Stealth + 10 (+ 1 when stationary, taking no action for 1 round), Swim + 6; Racial Modifiers + 2 Escape Artist, + 2 Perception, + 2 Stealth
Languages Minatan, Tien, Vishkanya
SQ ki pool (1), ninja trick (vanishing trick), no trace + 1, poison use, toxic, weapon familiarity (blowgun, kukri, shuriken)
Combat Gear acid (2), tanglefoot bag; Other Gear leather armor, dagger, mwk wakizashi, mwk kusarigama, universal solvent, climber’s kit, 50-ft. silk rope with grappling hook, masterwork thieves’ tools, 100 gp, Potion of CLW (1d8+3)
Toxic (Ex): 1/day, as a swift action, envenom a weapon with blood or saliva.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier (DC 15); frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
This spitfire vishkanya girl was sent to the temple complex to murder a young noble, from what turns out to be the young man’s own father. When this plot is interrupted by snooping PCs, she tries to get even (and get her belongings back), and can end up becoming an ally or cohort to the group. She has light skin, long dark hair, and nearly white eyes. She ended up enjoying her intimate times with the young noble she was supposed to murder, and is not terribly saddened to have left the job unfulfilled. She tends to giggle when people are hurt or tortured, and she doesn’t know her own limits when drinking: she always tends to end up getting overly intoxicated, and hung over, whenever she begins drinking. She is a failed merchant, a failed drug dealer, and a failed pirate, but a decent hired killer. She makes lots of threats, but often swiftly backs down if challenged.
She secretly wishes to overcome her gambling and binge-drinking addictions, and she is absolutely terrified of skum (a ship she was on as a small child was raided by them), and tends to become stricken paralyzed or shaken at the sight of them. She will kill someone for money for any ally or client.