This elven woman's allure is obfuscated by her ragged insectile wings and long, clawlike nails.

Coralilu    CR 12
XP 19,200
Vendenopterix rogue (scout) 10/shadowdancer 1 (Pathfinder Campaign Setting: Inner Sea Gods 281, Pathfinder RPG Advanced Player's Guide 134)
CN Medium outsider (chaotic, extraplanar, shapechanger)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +18

Defense

AC 26, touch 16, flat-footed 20 (+6 armor, +5 Dex, +1 dodge, +4 natural)
hp 126 (17 HD; 11d8+6d10+44)
Fort +8, Ref +21, Will +12 (+5 resistance vs. enchantment); +2 vs. enchantments
Defensive Abilities evasion, trap sense +3; DR 5/cold iron; Immune sleep; Resist electricity 10, fire 5; SR 15

Offense

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +19 (1d6+1 plus poison)
Ranged +1 phase locking composite longbow +20/+15/+10 (1d8+2/×3)
Special Attacks ability drain, poison, scout's charge, skirmisher, sneak attack +5d6
Spell-Like Abilities (CL 6th; concentration +8)
   3/day—charm person (DC 13), darkness, locate creature
   1/day—dimension door, ethereal jaunt (self plus 50 lbs. of objects only), heightened charm person (DC 16), suggestion (DC 15)
Rogue Spell-Like Abilities (CL 10th; concentration +12)
   3/day—prestidigitation
   2/day—protection from evil

Statistics

Str 13, Dex 22, Con 13, Int 11, Wis 11, Cha 14
Base Atk +13; CMB +14; CMD 31
Feats Combat Reflexes, Dodge, Extra Rogue TalentAPG, Improved Initiative, Iron Will, Mobility, Skill Focus (Stealth), Toughness, Weapon Finesse
Skills Acrobatics +26, Bluff +20 (+28 when passing hidden messages), Diplomacy +9, Disable Device +31, Disguise +9, Escape Artist +22, Fly +10, Knowledge (planes) +4, Perception +18, Perform (dance) +6, Sense Motive +3, Stealth +37, Survival +7 (+11 when following tracks), Swim +5; Racial Modifiers +8 Bluff when passing hidden messages, +4 Survival when following tracks
Languages Abyssal, Celestial, Common, Draconic, Elven; telepathy 10 ft.
SQ change shape (any humanoid; alter self), hide in plain sight, rogue talents (fast picksAPG, fast stealth, major magic, minor magic, slippery mind, umbral gear), swift tracker, trapfinding +5
Other Gear +3 glamered shadow leaf armorISWG, +1 phase locking composite longbow (+1 Str), belt of incredible dexterity +4, cloak of resistance +2, seducer's baneUE, masterwork thieves' tools

Ecology

Environment any (elysium)
Organization solitary or pair
Treasure standard

Special Abilities

Ability Drain (DC 15) (Su) Drain 1 Int, Wis, or Cha with act of passion that also acts as a suggestion (Will neg.)
Change Shape (any humanoid; alter self) (Su) You can change your form.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Picks (Ex) Can use Disable Device to open a lock as a standard (rather than full-rd) action.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fly (50 feet, Average) You can fly!
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Major Magic (Protection from Evil, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Prestidigitation, 3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison (DC 16) (Ex) Claw—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Slippery Mind (Ex) If you fail a save vs. an Enchantment spell/effect, can re-save once next rd.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (15) You have Spell Resistance.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Telepathy (10 feet) (Su) Communicate telepathically if the target has a language.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Umbral Gear (20 minutes/day) (Su) As a standard action when in shadow, form small item from whisps of shadow.

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