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Kaltestrua, Governess of Casnoriva

This serpent-bodied, six-armed woman is painfully thin, haggard, and gaunt. Bloody sores dot her flesh, and the skulladorned flails she wields drip black liquid.

Kaltestrua, Governess of Casnoriva CR 21

Source Demons Revisited pg. 38
XP 409,600
Female marilith sorcerer 7 (Pathfinder RPG Bestiary 63)
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., true seeing; Perception +39
Aura unholy aura (DC 28)

Defense

AC 38, touch 19, flat-footed 32 (+4 armor, +4 deflection, +6 Dex, +15 natural, –1 size)
hp 430 (23 HD; 16d10+7d6+318)
Fort +28, Ref +22, Will +19
Defensive Abilities evasion; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 28

Offense

Speed 30 ft.
Melee +4 ghost touch unholy heavy flail +31/+26/+21/+16 (2d8+14/17–20), 4 +3 ghost touch flails +29 (2d6+6/19–20), tail slap +20 (2d6+3)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), crushing coils, infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th; concentration +26)
Constant—true seeing, unholy aura (DC 28)
At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 27), telekinesis (DC 25)
3/day—blade barrier (DC 26), fly
1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee 35%, or 1d4 hezrous 60%)
Bloodline Spell-Like Abilities (CL 7th; concentration +17)
13/day—grave touch (3 rounds)
Sorcerer Spells Known (CL 7th; concentration +17)
3rd (6/day)—haste, major image (DC 23), vampiric touch
2nd (9/day)—alter self, command undead (DC 22), false life, invisibility
1st (9/day)—chill touch (DC 21), mage armor, magic missile, shield, silent image (DC 21), unseen servant
0 (at will)—bleed (DC 20), detect magic, disrupt undead, ghost sound (DC 20), message, read magic, touch of fatigue (DC 20)
Bloodline undead

Statistics

Str 25, Dex 23, Con 34, Int 20, Wis 20, Cha 30
Base Atk +19; CMB +27 (+31 disarm, +31 trip); CMD 49 (51 vs. disarm, can’t be tripped)
Feats Combat Expertise, Critical Focus, Eschew Materials, Greater Disarm, Greater Trip, Improved Critical (heavy flail), Improved Disarm, Improved Trip, Multiweapon Defense, Power Attack, Staggering Critical, Toughness, Weapon Focus (heavy flail), Weapon Focus (flail)
Skills Acrobatics +32, Bluff +36, Diplomacy +36, Fly +30, Intimidate +36, Knowledge (engineering) +26, Knowledge (religion) +31, Perception +39, Sense Motive +31, Stealth +28
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells)
Gear +4 ghost touch unholy heavy flail, +3 ghost touch flails (4), ring of evasion

Description

Kaltestrua has been the thrall of the Whispering Tyrant for well over a thousand years, a servitude that has had a singular effect upon her appearance. While she is not herself undead (yet), she appears as if she were a bloodstarved vampire, with sallow flesh clinging tightly to her frame and a skeletal pattern of stripes along her otherwise night-black serpentine lower torso. Kaltestrua was key in the Whispering Tyrant’s conquest of the college of Casnoriva, and while the lich has now been imprisoned deep under Gallowspire for nearly 9 centuries, rule of Casnoriva has remained in the marilith’s control. In an ironic twist, her greatest enemies in maintaining this control are themselves undead—the spectral and ghostly spirits of the academy’s previous professors and arcanists continue to fight against the demon and her servants for control of the site. Led by the ghostly wizard Mistress Qais, these undead have never managed to control a majority of Casnoriva, but neither has Kaltestrua ever been able to wholly defeat them. Today, the site remains a battleground, with the marilith eagerly awaiting the return of her master so that, with his support, she might finally seize full control of the academy.

It requires a gate spell to conjure Kaltestrua, and even then the marilith is particularly ill-tempered at having been pulled away from her post in the academy. Every second she’s gone is another second the ghosts have a chance to regain ground or, in a worst-case scenario, to take control of the building. As a result, if a conjurer has a relatively short-term task (taking less than a day) for the marilith, she is more likely to agree to perform the service than most of her kind, if only so she can get started (and thus finish) the task quickly and return home. A spellcaster who thinks to keep her from returning home had best be prepared for her increasing fury, for even bound, Kaltestrua has other minions who will come to aid her if she is gone for too long. Kaltestrua prefers offerings of magical flails—ghost touch weapons are her favorite, but as long as the flails possess enhancement bonuses of at least +2, they’ll do. It’s a DC 31G check to research Kaltestrua.