Thriae Seer
Sought after for their wisdom and guidance as well as their enchanting beauty, thriae seers are among the most spiritually gifted members of their colony. Their prowess for foretelling the future and deciding upon the soundest courses of action in dire situations earns them respect from other thriae as well as outsiders from other societies, and seers wield their gift with a stoic humbleness. Nonetheless, most seers expect an offering before they will grant an audience a divination. These offerings usually consist of ornate jewelry and sums of gold, though some seers desire the company of humanoid male or female consorts, many of whom gladly oblige the captivating seer with their presence.
While their combative abilities mainly comprise their magical powers and they appear at first glance to be thin and frail, seers still possess the trademark strength and resilience of all thriae.
Thriae seers spend most of their time meditating in one of the many chambers in the colony's hive dedicated to such activities. Consuming large amounts of their queen's merope to enhance their powers of divination, seers ponder the best solutions to their colony's problems, and often act as a sort of spiritual political council for the queen. If a particularly wealthy group of outsiders has sought the counsel of several thriae seers, this council of prophetesses will combine their powers in order to read a difficult divination.
Thriae seers are 6 feet from head to toe and weigh 150 pounds. The thriae seer presented here represents the least of her kind. Many thriae seers take levels of monk or rogue so as to be even more adept at protecting their queen. Thriae oracles and sorcerers are also relatively common—such thriae are particularly valued by their hive for their magical abilities.
- HP
- 133 (14d10+56)
- AC
- 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
- Speed
- 30 ft., fly 60 ft. (good)
- Init
- +5
- Melee
- +2 quarterstaff +16/+11/+6 (1d6+4), +2 quarterstaff +16/+11 (1d6+3), sting +11 (1d8+1 plus mind sting)
- BAB
- +14
- CMB
- +19
- CMD
- 31
- Fort
- +8
- Ref
- +16
- Will
- +15
- SR
- 22
Weapons: Simple
Merope Consumption — Three times per day as a standard action, a thriae seer can consume a dose of merope in order to further tap into her spiritual powers for 1d6+3 rounds. Starting on the round after she consumes the merope, the thriae seer gains an insight bonus to her AC and on damage done with melee attacks equal to her Wisdom modifier (+6 for most thriae seers).
Agile Maneuvers, Alertness, Combat Casting, Combat Reflexes, Improved Two-Weapon Fighting, Lightning Reflexes, Two-Weapon Fighting
<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 +2 bonus on Perception and Sense Motive 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"> 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 may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.</p>
Bluff +22, Diplomacy +22, Fly +26, Knowledge (arcana) +18, Perception +27, Sense Motive +24, Spellcraft +18, Use Magic Device +22
- Type
- Monstrous Humanoid
- Alignment
- LN
- Size
- Medium
- Environment
- any
- Organization
- solitary, pair, or triad
- Treasure
- double (+2 quarterstaff, 3 doses of merope, other treasure)
- Senses
- darkvision 60 ft., detect secret doors, low-light vision; Perception +27
- Languages
- Common, Sylvan, Thriae
- Source
- Bestiary 3
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Uses feat: Agile Maneuvers (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Alertness (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: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Two-Weapon Fighting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Two-Weapon Fighting (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Secret Doors (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Calm Emotions (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sound Burst (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divination (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility Purge (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Locate Object (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Misdirection (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Symbol Of Sleep (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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