Reptoid

System: Pathfinder | SRD

Reptoid CR 1/2
XP 200
Init +0 ; Senses low-light vision; Perception +5
Defense
AC 11, touch 10, flat-footed 11 (+1 natural)
hp 7 (1d8–1)
Fort +1, Ref +2, Will +3; +2 vs. mind-affecting effects and poison
Offense
Speed 30 ft.
Melee bite +1 (1d3+1), 2 claws +1 (1d3+1)
Special Attacks hypnotic stare, mesmerist tricks (4/day, psychosomatic surge), painful stare
CMB +1 CMD 11
Statistics
Str 12,, Dex 10,, Con 8,, Int 14,, Wis 13,, Cha 17
Base Atk +0
Feats Great Fortitude
Skills Bluff +8, Diplomacy +7, Knowledge (local, nobility) +6, Linguistics +6, Perception +5, Sense Motive +5, Use Magic Device +7
Languages Common, Elven, Reptoid
SQ change shape, consummate liar, mental potency
Special Abilities
Change Shape (Su) A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self , except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency (Ex) A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name.

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