Medium Outsider (Bound, Native)
Hit Dice: 6d8+6 (33HP)
Initiative: +5
Speed: 40’ (8 squares)
Armor Class: 20 (+5 Dex, +5 natural); touch 15; flat-footed 15
Base Attack/Grapple: +6/+9
Attack: Katar +9 melee (1d4+3/×3) or Shortbow +11 melee (1d6+3/×3)
Full Attack: Katar +9/+4 melee (1d4+3/×3) or Shortbow +11/+6/+1 melee (1d6+3/×3)
Space/Reach: 5’/5’
Special Attacks: Spell-Like Abilities
Special Qualities: Alternate Form, Bound traits, Darkvision 60’, Native traits, Outsider traits, Telepathy 100’
Saves: Fort +6, Ref +10, Will +8
Abilities: Str 16 (+3), Dex 21 (+5), Con 13 (+1), Int 14 (+2), Wis 17 (+3), Cha 24 (+7)
Skills: Bluff +13, Concentration +7, Diplomacy +18, Gather Information +13, Listen +11, Perform (any) +13, Sense Motive +11, Spellcraft +8, Spot +11, Swim +9
Feats: Alertness, Negotiator, Skill Focus (Diplomacy)
Environment: any (Najmah)
Organization: any
Challenge Rating: 5
Treasure: ˝ standard
Alignment: usually Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Combat
Consorts are not suited for the battlefield, a fact that they are perfectly aware of. They are better served in other arenas, those of the mind & the senses. They are skilled at changing people’s minds, defusing a fight before it even starts. If pressed into a skirmish, they will use their magic to confuse & distract their opponents, using their normal weapons once they’ve confounded the enemies. They will surrender or flee at the first opportunity, even if they are winning a battle, so averse are they to warfare.
Spell-Like Abilities
- At Will: charm person (DC18), color spray (DC18), hypnotism (DC18), message
- 3/Day: detect thoughts (DC19), suggestion (DC20), touch of idiocy
- 1/Day: modify memory (DC21), persistent image (DC22), rainbow pattern (DC21)
- Caster level 10th. The save DCs are Charisma-based.
Alternate Form (Su): A consort can assume any Humanoid or Monstrous Humanoid form of Medium size or smaller as a standard action 3 times per day. The consort can remain in its Humanoid or Monstrous Humanoid form until it chooses to assume a new one or return to its natural form.
Outsider traits: All creatures with the Outsider type possess the following traits:
- Darkvision out to 60’.
- An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
- Proficient with all simple & martial weapons & any weapons mentioned in its entry.
- Outsiders not indicated as wearing armor are not proficient with armor or shields.
- Native outsiders breathe, eat, & sleep.
Consort Lore
Characters that have ranks in Knowledge (The Planes) can learn more about consorts. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC15: “Some creatures from other realms are forced into indenture by strange magic, employed to serve in outright enslavement, or merely to fulfill a contract.” A character making this check recalls all bound native outsider traits.
- DC20: “Some of the Bound serve as consorts, transforming constantly to please their masters while listening to all of their secrets & concerns.” A character making this check knows the workings of the Alternate Form ability.
- DC25: “Consorts have many powers to sway the thoughts of others, & they use them to great advantage.” A character making this check remembers the mechanics of a consort’s spell-like abilities.