Svartalfar
The ancestors of the svartalfars were exiled from their primordial home for grave crimes that no fey will speak of. Fleeing to the Shadow Plane, they formed assassin clans, and now they hire their services to any who pay them. Their payment must be in secrets, bits of occult science, and obscure information to add to their huge, dark libraries in underground warrens hidden away on the Shadow Plane. Svartalfars are extremely interested in knowledge about the realm of the fey. Many fear the svartalfars are searching for a way to finally take their revenge upon those who expelled them.
These cold, calculating killers are not swayed by whimsy or deeper passions. They pride themselves on their pitilessness and inability to be bribed or dissuaded from ending a target's life once they've been contracted to do so. Once an assassination is paid for, it's the duty of all the svartalfars of a clan or cabal to make sure it gets done. If a clan or cabal fails, another one will finish the job.
Svartalfars seem to feel no love or real friendship. All of their actions are committed for practical reasons—political gain, procreation, or relieving boredom. Focused and utterly unyielding, they are considered by many to be the perfect killers, and their tenacity and mastery over magic and shadows are a death sentence for anyone who has been marked as their quarry.
- HP
- 84 (13d6+39)
- AC
- 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
- Speed
- 40 ft.
- Init
- +5
- Melee
- +1 longsword +9/+6 (1d8+4/19–20)
- BAB
- +6
- CMB
- +11
- CMD
- 22
- Fort
- +6
- Ref
- +13
- Will
- +12
- DR
- 10/cold iron
- SR
- 19
- Racial Modifiers
- +4 Acrobatics when jumping
Weapons: Simple
Bane — Once per day as a swift action, a svartalfar can imbue one of its weapons with the bane weapon special ability. It must select one creature type (and subtype, if choosing humanoid or outsider) when it uses this ability. This lasts for 1 hour. This ability only functions while the svartalfar wields the weapon.
Quickened Spell Strike — Three times per day as a free action after hitting with a melee weapon, a svartalfar can cast and deliver one of the following of its spell-like abilities through the weapon: chill touch, corrosive touch, force punch, frigid touch, or ray of exhaustion. If the attack is a critical hit and the spell-like ability deals damage, it deals double damage.
sneak attack +3d6
Agile Maneuvers, Combat Casting, Iron Will, Skill Focus (Stealth), Stealthy, Vital Strike, Weapon Focus (longsword)
<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +21(+25 when jumping), Bluff +21, Escape Artist +25, Intimidate +18, Knowledge (nature) +20, Knowledge (planes) +17, Perception +18, Sense Motive +18, Sleight of Hand +21, Stealth +31
- Type
- Fey
- Alignment
- LE
- Size
- Medium
- Environment
- any (Shadow Plane)
- Organization
- solitary, pair, cabal (3–12), or clan (10–30)
- Treasure
- NPC gear (+1 longsword, other treasure)
- Senses
- darkvision 120 ft., low-light vision; Perception +18
- Languages
- Aklo, Common, Elven, Sylvan
- Source
- Bestiary 4
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Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stealthy (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Chill Touch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Corrosive Touch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Frigid Touch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shadow Step (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Vanish (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Force Punch (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ray Of Exhaustion (Spell)House/Core — covered by the site's Section 15.
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