Charis

Charis CR 7

CE Medium outsider (chaotic, evil, epiales)

Init +4; Senses darkvision 60ft., Perception +17

Aura Lotus Dream

Defense

AC 20, touch 13, flat-footed 17 ( +3 Dex, +7 natural)

hp 68 (7d10+28)

Fort +9, Ref +9, Will +9

DR 10/cold iron or lawful; Immune cold, poison; Resist acid 10, electricity 10, fire 10

Offense

Spd 30ft

Melee 2 Claws +11 (1d6+2)

Special Attacks: Nepenthe Embrace

Spell-Like Abilities (CL 12th)

Constant – tongues

At will - alter self (no ability score adjust), anonymous interaction (DC 19), detect thoughts (DC 20), detect desires (DC 20), guidance, hypnotism (DC 18), prestidigitation, share memory (DC 19)

3/day - charm monster (DC 21), calm emotions (DC 19), detect anxieties (DC 20), dimension door

1/day - modify memory (DC 23), persistent image (DC 22)

Statistics

Str 14, Dex 19, Con 18, Int 18, Wis 25, Cha 16

Base Atk +7; CMB +11; CMD 23

Feats Improved Unarmed Strike, Improved Grapple, Skill Focus (Sense Motive)

Skills Appraise +14, Diplomacy +13, Heal +17, Perception +17, Perform (Dance) +13, Perform (Sing) +13, Sense Motive +20,

Languages Abyssal; tongues

Special Abilities:

Lotus Dream (Su) All inanimate objects within 5ft of a charis are magically transmuted into significantly higher quality, though often fragile and overly ornate, substitutions. Mundane food and drink becomes exquisite, all materials become the rarest and most expensive equivalents (burlap to fine silk), and most objects receive a decorative makeover greatly enhancing their design and elegant complexity (a wood fork to a silver one with an inset ruby on the handle, a plain dress to a ballgown, the chair they sit in into a throne.) These changes have no mechanical impact beyond being impressive or highly pleasing, and in fact can be mechanically cumbersome as practical weapons turn into ostentatious and poorly balanced wall-hangers, tools turn into art. Any object under the influence of the charis' lotus dream gives takes -2 to any roll it is used for. Characters may makes a will save (DC 17) to spare their worn or held possessions of this effect. A charis may choose to sustain the effect on any object or closely related and clustered objects she touches so long as she can see them and maintains concentration. A charis cannot deactivate this aura.

Nepenthe Embrace (Su) A charis applies her lotus dream to a creature she embraces, whether charmed, willingly, or unwillingly via having the creature grappled. If the creature is being forced, they get a DC 17 will save to resist the embrace. A creature affected by the lotus dream gains the benefits of the glamour spell, and the charis may choose at the time of embrace to also apply the effects of the alter person spell (without ability adjustment). However, the embraced creature's is also effected as by the euphoric tranquility spell. These effects last 1 hour. Note: the halved speed from euphoric tranquility represents that the creature cannot hurry, not that they can barely walk.

Mend Mind (Su) Through 1 minute of conversation with a creature, a charis may heal that creature of 1d3 ability damage to any single mental ability score and end any of the following conditions: antagonized, confused, cowering, fascinated, feebleminded, frightened, panicked, shaken, and insanity. The charis suffers 1 charisma damage upon using this ability.