<div class="floatright">(https://elliquiy.com/elluiki/images/d/d0/Sullen_succubus.jpeg)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Torahime Templates, Class Levels and Archfiend abilities</div><div class="spoiler_body"><strong>Torahime, CR 16</strong><br/>Succubus (CR 7) Prodigy (CR +0) Monster of Legend (CR +2) Iaijutsu Master 10 (CR +5) Archfiend (tanar'ri)<br/><strong>Additional Spell-Like Abilities</strong><br/>   At-will - <em>cloud of knives</em> (PHBII), sculpted <em>whirling blade</em> (SpC)<br/>   3/day - <em>greater magic weapon, righteous might, symbol of stunning</em><br/>   1/day - <em>blade barrier, body outside body</em> (CompArc)<br/><strong>Additional Weaknesses</strong><br/><strong>Live by the Sword (Ex)</strong> Spells with <em>blade</em> or <em>sword</em> in their name, such as <em>flame blade, mordenkainen's sword</em> or <em>blade barrier</em>, gain a +10 sacred bonus to overcome Torahime's spell resistance and a +5 sacred bonus on their attack rolls against her (if they make any).  Similarly, weapons enchanted by spells such as <em>blade of blood</em> or <em>holy sword</em> gain a +5 sacred bonus on any attack rolls they make against her, and their damage automatically bypasses Torahime's damage reduction.<br/><strong>Astral Blade Technique (Su)</strong> Through diligent training, Torahime has learned to meld teleportation magic and swordsmanship into a single seamless combat style.  Any time she uses an ability, spell, or effect with the teleportation descriptor (for example, her <em>dimension door</em> and <em>greater teleport</em> abilities), she may execute a full attack upon completion of the teleportation.  Torahime must have line of sight on her intended target from her original location, and the spot to which she teleports must be a place from which she can launch a melee attack at the intended target.<br/>   Additionally, by rapidly teleporting in place as she draws her sword, Torahime can attack her opponent from unexpected angles, allowing her to ignore the once per opponent during any single combat encounter limitation of the Flick of the Wrist feat (but not the once per round limitation).  This aspect of the special attack does not function in areas where teleportation abilities are barred or limited, such as within the areas of an <em>anticipate teleportation</em> or <em>forbiddance</em> spell.<br/><strong><em>Summon Demon (Sp)</em></strong> Once per day, Torahime can automatically summon 1d6+2 caligrostos (CR 6) or 2 advanced 20-HD caligrostos (CR 12). This ability is the equivalent of a 9th-level spell.<br/><strong>Dimension Door (Su)</strong> Torahime can teleport, as <em>dimension door</em> (caster level 16th), once per round as a free action. The ability affects only Torahime, who never appears within a solid object and can act immediately after teleporting.<br/><strong>Unearthly Dodge (Ex)</strong> Torahime cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.  She retains her Dexterity bonus to AC even if blinded or struck by an invisible attacker.  However, she still loses her Dexterity bonus to AC if immobilized.<br/>   Additionally, Torahime can avoid magical and unusual attacks with great agility.  If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage, and even on a failed Reflex saving throw she only takes half damage.<br/>   Unearthly Dodge can only be used if Torahime is wearing light armor or no armor, and she does not gain the benefit of the ability if rendered helpless.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Casket of Souls Granted Abilities</div><div class="spoiler_body"><strong>Emit Image:</strong> <em>Muramasa</em> can project a full-size image of the swordsman Sar'resh (https://elliquiy.com/elluiki/images/a/a6/Siegfried.jpg).  This image can make gestures or facial extressions to show <em>Muramasa's</em> emotions or feelings and can speak for <em>Muramasa</em>.  The image is visibly translucent and thus clearly not real.<br/><br/><strong>Oathbound Blade:</strong> Having recovered memories of his previous life as Sar'resh, Villain of the Sublime Way, <em>Muramasa</em> has regained the full mental prowess he once enjoyed in life, as well as some measure of his old martial knowledge.  <em>Muramasa</em> now has Intelligence 30 and Wisdom and Charisma scores of 20, as well as 20 ranks in the Martial Lore skill, and his improved Intelligence score grants him the ability to speak and understand Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Goblin, Ignan, Infernal and Terran.  He has an Ego score of 32.<br/>   Transformed by this restorative process and the presence of a legendary warrior's soul within it, the sword itself has now become an artifact, with the ability to double the effectiveness of any weapon-related enhancement effects cast or manifest upon the blade.  <em>Greater magic weapon</em> provides double the enhancement bonus, <em>keen edge</em> triples the weapon's threat range, and so on.  Additionally, the curse upon the blade has grown more powerful, causing its owner to draw and fight with it even in situations when it would normally be impossible to do so, such as when its owner is within an <em>antimagic field</em> or on another plane of existence.  This ability even functions when Muramasa has been destroyed, a feat only possible if the sword itself is sundered by another artifact-tier weapon, appearing fully-restored in its owner's hands the next time they attempt to draw or ready any other weapon.  This means that permanently destroying Muramasa can only be accomplished when its owner has first been permanently killed.<br/>   Additionally, <em>Muramasa</em> has gained the ability to generate Weapon Aspects of himself, <em>+1 bloodthirsty cursed -2</em> wakizashi (stats as a short sword) with Intelligence 15, Wisdom and Charisma 10, and 10 ranks Martial Lore.  <em>Aspects of Muramasa</em> can sense and communicate telepathically out to a range of 60 ft, communicate audibly in Common, Abyssal and Infernal, and have an Ego score of 10.  Whenever an Aspect of Torahime is slain while wielding an <em>Aspect of Muramasa</em>, the <em>Aspect of Muramasa</em> remains, becoming the property of whoever dealt the killing blow and bonding immediately to that individual with its <em>cursed -2</em> property.  Unlike a normal <em>cursed -2</em> sword, this sword may be gotten rid of by <em>remove curse, break enchantment</em> (DC 19[11+Aspect of Torahime's HD]), or by either returning it to Torahime personally or making a genuine pledge of loyal service to her as her retainer.  Unlike an Archfiend, <em>Muramasa</em> may generate any number of Weapon Aspects of himself, maintaining awareness and the ability to <em>scry</em> upon and communicate with any of them as normal for Fiendish Aspects, but each Aspect of Torahime may only carry a single <em>Aspect of Muramasa</em> at a time.<br/>   Both <em>Muramasa</em> and <em>Aspects of Muramasa</em> are Chaotic Evil in alignment, and <em>Aspects of Muramasa</em> not wielded by an Aspect of Torahime will initiate an Ego conflict if they are not used in battle regularly or if their <em>bloodthirsty</em> property is left unsatisfied for more than a week.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Torahime Statblock</div><div class="spoiler_body"><strong>Torahime</strong><br/>Succubus Monster of Legend Prodigy Iaijutsu Master 10 (tanar'ri)<br/><strong>Size/Type:</strong>    Medium Outsider (Chaotic, Extraplanar, Evil)<br/><strong>Hit Dice:</strong>    16d8+176 (304 hp)<br/><strong>Initiative:</strong>    +36<br/><strong>Speed:</strong>    30 ft. (6 squares), fly 50 ft. (average)<br/><strong>Armor Class:</strong>    40 (+13 Dex, +5 canny defense, +12 natural), touch 28, flat-footed 22 (immune to being caught flat-footed)<br/><strong>Base Attack/Grapple:</strong>    +16/+24<br/><strong>Attack:</strong>    <em>Muramasa</em> +38 melee (1d10+15+1d4 force/19-20); <em>whirling blade</em> +40 ranged (1d10+22+1d4 force/19-20)<br/><strong>Full Attack:</strong>    <em>Muramasa</em> +38/+33/+28/+23 melee (1d10+15+1d4 force/19-20)<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong>    Energy drain, one strike two cuts, raging blood, shadow pounce, spell-like abilities, strike from the void, strike with no thought, summon demon<br/><strong>Special Qualities:</strong>    Astral projection, canny defense, damage reduction 20/cold iron, magic and good, darkvision 60 ft., dimension door, enhanced attributes, immunity to electricity and poison, lightning blade, live by the sword, prodigy, reflective hide, resistance to acid 10, cold 10, and fire 10, spell resistance 29, telepathy 300 ft., tongues, unearthly dodge, weapon finesse<br/><strong>Saves:</strong>    Fort +24(+28), Ref +26(+30), Will +19(+23) (+4 vs Dark Speech)<br/><strong>Abilities:</strong>    Str 26, Dex 32(36), Con 32, Int 20, Wis 22, Cha 40<br/><strong>Skills:</strong>    Balance +10(+29), Bluff +19(+34), Concentration +19(+30), Diplomacy +19(+36)(+2 <em>muramasa</em>), Disguise +5(+20)(+2 acting in character), Hide +19(+36), Iaijutsu Focus +19(+40), Intimidate +19(+36)(+2 <em>muramasa</em>), Knowledge (The Planes) +10(+17), Listen +19(+35), Move Silently +19(+36), Sense Motive +19(+25), Sleight of Hand +19(+38), Spot +19(+35), Tumble +8(+25)<br/><strong>Feats:</strong>    Alertness(B), Combat Expertise(B), Dark Speech (http://www.realmshelps.net/charbuild/feat/Dark_Speech)(B), Darkstalker (http://www.realmshelps.net/charbuild/feat/Darkstalker)(B), Improved Initiative(B), Power Attack(B), Whirlwind Attack(B), Exotic Weapon Proficiency (Katana), Quick Draw, Weapon Focus (Katana), Item Familiar (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm), Mindsight (http://www.realmshelps.net/charbuild/feat/Mindsight), Combat Reflexes, Flick of the Wrist (http://www.realmshelps.net/charbuild/feat/Flick_of_the_Wrist), Wightblade (http://www.realmshelps.net/charbuild/feat/Wightblade)<br/><strong>Environment:</strong>    A chaotic evil-aligned plane<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong>    16<br/><strong>Alignment:</strong>    Lawful evil<br/><strong>Treasure:</strong>    215 gp in assorted gemstones<br/>Vest of Resistance +4 -16,000<br/>Vestment of Many Styles -500<br/>Masterwork Iaijutsu Focus Gloves of Dexterity +4 (+2 Iaijutsu focus) -16,050<br/>Masterwork Wakizashi -310<br/>Little Black Book of Planar References (+2 Knowledge [the planes]) -50<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Muramasa</div><div class="spoiler_body">A cursed katana forged by an incredibly brilliant craftsman of the same name, this <em>ornate +1 cursed -2 bloodthirsty blindsighted psychokinetic aptitude focus aquatic ethereal reaver</em> is the only weapon Torahime is capable of using.  The soul of a quasit was bound into the weapon during its creation, making the sword an intelligent item with Int 14, Wis 12, Cha 14, the ability to see and hear in a 60 foot radius around itself, the ability to communicate telepathically with its master out to a distance of 120 feet and speak audibly in Common, Abyssal and Infernal, and an ego score of 17.  <em>Muramasa</em> carries a reputation as the handiwork of the legendary craftsman after whom it is named, granting Torahime a +2 circumstance bonus to both diplomacy and intimidate checks against creatures who recognize the nature of her sword.  The sword is Chaotic Evil in alignment, but gets along with its master quite well nonetheless.<br/>   <em>Muramasa</em> exists on both the material plane and the ethereal plane at the same time.  As a standard action, Torahime can cause the sword to illuminate a 5’ radius area around the blade that allows her to see into the ethereal plane.  She can attack any creature on the ethereal plane as if it were on the material.  Likewise, when she is ethereal, such as after using her <em>ethereal jaunt</em> spell-like ability, she can attack any creature on the material plane.  <em>Muramasa</em>'s blade exists in both planes but the hilt and pommel only exist on the plane Torahime is on, so while it is possible for her to be disarmed by an opponent on a different plane, they cannot pick up and wield the weapon.<br/>   <em>Muramasa</em> performs well against targets in practice, but when used against an opponent in combat, it causes Torahime to take a -2 penalty on attack rolls.  All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit.  After one week in a character’s possession, <em>muramasa</em> always forces that character to employ it rather than another weapon. The sword’s owner automatically draws it and fights with it even when she meant to draw or ready some other weapon. <em>Muramasa</em> can be gotten rid of only by means of <em>limited wish, wish,</em> or <em>miracle.</em><br/>   <em>Muramasa</em> grants Torahime a +2 morale bonus on attack rolls with it, so long as she keeps the weapon's lust for blood sated.  To keep the sword sated, she must use <em>muramasa</em> to kill a creature of at least 4 HD every 24 hours. When this blood price goes unpaid, the bonus on attack rolls is replaced by a -2 penalty. The bonus replaces the penalty again as soon as she has slaked the sword's need to slay.<br/>   An adaptable sword, <em>muramasa</em> allows Torahime to take feats that affect the use of a particular type of weapon, such as Flick of the Wrist, and apply them to the demonic katana instead.  <em>Muramasa</em> grants an additional +1 bonus to attack and damage rolls to wielders who already have feats that are specifically keyed to weapons of its type, such as Torahime's Weapon Focus (Katana) feat.  Additionally, <em>muramasa</em> grants Torahime a +4 insight bonus to her Iaijutsu focus checks while she is carrying the weapon, even if it is sheathed.<br/>   A quasit skull worked into <em>muramasa</em>’s pommel constantly emits a susurrus of whispered notes (Listen DC 10).  When Torahime actively grasps <em>muramasa</em>, she gains blindsight to a range of 30 feet.  This ability allows her to see invisible creatures and objects, see through darkness, and ignore many forms of concealment, but it does not confer any special immunity to illusions or any special ability to find hidden objects.  <em>Muramasa</em>'s blindsight effect is canceled by <em>silence</em> spells and effects.<br/>   Upon command, <em>muramasa</em> glow from the inside with lethal energy.  The sword deals an extra 1d4 points of force damage on a successful hit.  This extra damage is not affected by damage reduction, and it affects incorporeal creatures even if the attack would normally miss due to the incorporeal miss chance.  The energy does not harm the hands that hold the weapon.<br/>   While wielding <em>muramasa</em>, Torahime does not incur any penalties that would otherwise apply to using the sword underwater (<em>DMG</em> 92), as though she was affected by a <em>freedom of movement</em> spell.<br/><br/><strong>Emit Image:</strong> <em>Muramasa</em> can project a full-size image of the swordsman Sar'resh (https://elliquiy.com/elluiki/images/a/a6/Siegfried.jpg).  This image can make gestures or facial extressions to show <em>Muramasa's</em> emotions or feelings and can speak for <em>Muramasa</em>.  The image is visibly translucent and thus clearly not real.<br/><br/><strong>Oathbound Blade:</strong> Having recovered memories of his previous life as Sar'resh, Villain of the Sublime Way, <em>Muramasa</em> has regained the full mental prowess he once enjoyed in life, as well as some measure of his old martial knowledge.  <em>Muramasa</em> now has Intelligence 30 and Wisdom and Charisma scores of 20, as well as 20 ranks in the Martial Lore skill, and his improved Intelligence score grants him the ability to speak and understand Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Goblin, Ignan, Infernal and Terran.  He has an Ego score of 32.<br/>   Transformed by this restorative process and the presence of a legendary warrior's soul within it, the sword itself has now become an artifact, with the ability to double the effectiveness of any weapon-related enhancement effects cast or manifest upon the blade.  <em>Greater magic weapon</em> provides double the enhancement bonus, <em>keen edge</em> triples the weapon's threat range, and so on.  Additionally, the curse upon the blade has grown more powerful, causing its owner to draw and fight with it even in situations when it would normally be impossible to do so, such as when its owner is within an <em>antimagic field</em> or on another plane of existence.  This ability even functions when Muramasa has been destroyed, a feat only possible if the sword itself is sundered by another artifact-tier weapon, appearing fully-restored in its owner's hands the next time they attempt to draw or ready any other weapon.  This means that permanently destroying Muramasa can only be accomplished when its owner has first been permanently killed.<br/>   Additionally, <em>Muramasa</em> has gained the ability to generate Weapon Aspects of himself, <em>+1 bloodthirsty cursed -2</em> wakizashi (stats as a short sword) with Intelligence 15, Wisdom and Charisma 10, and 10 ranks Martial Lore.  <em>Aspects of Muramasa</em> can sense and communicate telepathically out to a range of 60 ft, communicate audibly in Common, Abyssal and Infernal, and have an Ego score of 10.  Whenever an Aspect of Torahime is slain while wielding an <em>Aspect of Muramasa</em>, the <em>Aspect of Muramasa</em> remains, becoming the property of whoever dealt the killing blow and bonding immediately to that individual with its <em>cursed -2</em> property.  Unlike a normal <em>cursed -2</em> sword, this sword may be gotten rid of by <em>remove curse, break enchantment</em> (DC 19[11+Aspect of Torahime's HD]), or by either returning it to Torahime personally or making a genuine pledge of loyal service to her as her retainer.  Unlike an Archfiend, <em>Muramasa</em> may generate any number of Weapon Aspects of himself, maintaining awareness and the ability to <em>scry</em> upon and communicate with any of them as normal for Fiendish Aspects, but each Aspect of Torahime may only carry a single <em>Aspect of Muramasa</em> at a time.<br/>   Both <em>Muramasa</em> and <em>Aspects of Muramasa</em> are Chaotic Evil in alignment, and <em>Aspects of Muramasa</em> not wielded by an Aspect of Torahime will initiate an Ego conflict if they are not used in battle regularly or if their <em>bloodthirsty</em> property is left unsatisfied for more than a week.<br/></div></div><br/>Ethereal Reaver -32,000; Blindsighted -30,000; Aquatic -2,000; Cursed -2 Sword -1,500; Focus -640; Ornate -400; +1 Aptitude Bloodthirsty Psychokinetic Katana -32,335<br/><br/>Torahime resembles a tall, slender elven woman of exceptional beauty and charm.  Her eyes are golden in color, her skin is pale and flawless, her head is covered in a long, luxurious mane of wild black hair, and the only things that give away her inhuman nature are the leathery, bat-like wings at her back and the fact that she has both a tail and small, curling, ram-like horns protruding from her brow.  She dresses in eastern-style clothing with the pelt of a fiendish dire tiger she once slew worked into the outfit, and always carries two swords at her waist.<br/>   The listed stats assume Torahime has <em>greater magic weapon</em> cast upon her blade at CL 16.<br/><br/><strong>Combat</strong><br/>While succubi are not normally warriors, Torahime is something of a rare exception among her kind.  A competent fighter, she prefers to cast <em>unholy aura</em> and <em>cloud of knives</em> (in that order of priority) before every fight when possible, and may also cast <em>righteous might</em> or use her daily <em>summon demon</em> ability to empower her sword and gain an ally or two when facing larger groups or foes who look particularly durable.  She especially prefers to attack from surprise when she can, as at the beginning of each fight, she can use her <em>dimension door</em> and <em>greater teleport</em> abilities in conjunction with her astral blade technique and the Iaijutsu Focus skill to inflict devastating damage upon foes who have not yet acted in the first round.<br/>   Once combat has begun in earnest, she uses <em>dimension door</em> and astral blade technique together with the Flick of the Wrist feat to continue dealing Iaijutsu focus damage to her foes once per round, along with Energy Drain via the Wightblade feat, freeing up her standard action to cast other spells, such as setting up <em>unholy aura</em> and <em>cloud of knives</em> if she wasn't able to before combat, throwing out <em>telekinesis</em> or a sculpted <em>whirling blade</em>, or debuffing her foes with <em>blasphemy, charm monster, greater dispel magic,</em> or <em>suggestion</em>.  She is willing to flee if she feels that she is unable to achieve victory, using <em>ethereal jaunt, greater teleport</em>, or <em>plane shift</em> as needed to escape.<br/>   Torahime's cursed sword <em>muramasa</em>, the only weapon she is capable of wielding, is treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.<br/><br/><strong>Astral Blade Technique (Su)</strong> Through diligent training, Torahime has learned to meld teleportation magic and swordsmanship into a single seamless combat style.  Any time she uses an ability, spell, or effect with the teleportation descriptor (for example, her <em>dimension door</em> and <em>greater teleport</em> abilities), she may execute a full attack upon completion of the teleportation.  Torahime must have line of sight on her intended target from her original location, and the spot to which she teleports must be a place from which she can launch a melee attack at the intended target.<br/>   Additionally, by rapidly teleporting in place as she draws her sword, Torahime can attack her opponent from unexpected angles, allowing her to ignore the once per opponent during any single combat encounter limitation of the Flick of the Wrist feat (but not the once per round limitation).  This aspect of the special attack does not function in areas where teleportation abilities are barred or limited, such as within the areas of an <em>anticipate teleportation</em> or <em>forbiddance</em> spell.<br/><br/><strong>Energy Drain (Su)</strong> Having first come into being as a succubus, Torahime still possesses the ability to drain energy from a mortal she lures into some act of passion, or by simply planting a kiss on her victim.  If the target is not willing to be kissed, Torahime must start a grapple, which provokes an attack of opportunity. Torahime's kiss or embrace bestows one negative level.  The kiss also has the effect of a <em>suggestion</em> spell, asking the victim to accept another kiss from Torahime.  The victim must succeed on a DC 37 Will save to negate the effect of the <em>suggestion</em>. The Fortitude save to remove a negative level is also DC 37.  These save DCs are Charisma-based.<br/><br/><strong>One Strike, Two Cuts (Ex)</strong> Torahime can make two attacks with a katana as a standard action.  This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel.<br/><br/><strong>Raging Blood (Su)</strong> Torahime's blood crackles like lightning through her veins.  Each time damage is dealt to Torahime with a piercing or slashing attack, her blood sprays outward in a 5-foot cone, dealing 1d4 points of electrical damage to all within range (no saving throw).  Torahime is not harmed by her own blood.<br/><br/><strong>Spell-Like Abilities</strong> Caster level 16th, save DCs are Charisma-based (DC 29 + spell level).<br/>At-will - <em>blasphemy, charm monster</em> (DC 33)<em>, cloud of knives</em> (PHBII)<em>, desecrate, detect good, detect law, detect thoughts</em> (DC 31)<em>, ethereal jaunt</em> (self plus 50 pounds of objects only)<em>, greater dispel magic, greater teleport, plane shift, suggestion</em> (DC 32)<em>, telekinesis, unhallow, unholy aura</em> (DC 37)<em>, unholy blight</em> (DC 33), sculpted <em>whirling blade</em> (SpC)<br/>3/day - <em>greater magic weapon, righteous might, symbol of stunning</em> (DC 36)<br/>1/day - <em>blade barrier</em> (DC 35)<em>, body outside body</em> (CArc)<br/><br/><strong>Strike from the Void (Ex)</strong> Torahime adds her Charisma modifier to the extra damage dice gained from using the Iaijutsu Focus skill.<br/><br/><strong>Strike with No Thought (Ex)</strong> If Torahime begins combat (not an iaijutsu duel) within melee range of an opponent, she gains a free surprise round, even though her opponents are aware of her presence.  The only standard action Torahime can take in this surprise round is an attack action using a katana.<br/>   This ability reflects Torahime's ability to apply the principles of the iaijutsu duel in normal melee combat.  It does not give Torahime any additional benefit within an iaijutsu duel.<br/><br/><strong><em>Summon Demon (Sp)</em></strong> Once per day, Torahime can automatically summon 1d6+2 caligrostos (CR 6) or 2 advanced 20-HD caligrostos (CR 12). This ability is the equivalent of a 9th-level spell.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Caligrosto statblock</div><div class="spoiler_body"><strong>Caligrosto, CR 6</strong><br/><strong>hp</strong> 68 (8 HD);   <strong>Reflective DR</strong> 15/bludgeoning and piercing<br/><hr/>CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)<br/><strong>Init</strong> +9; <strong>Senses</strong> darkvision 60 ft.; Listen +13, Spot +13<br/><strong>Languages</strong> Abyssal, Common; telepathy 100 ft.<br/><hr/><strong>AC</strong> 21, touch 21, flat-footed 16<br/>   (+5 Dex, +6 deflection)<br/><strong>Immune</strong> acid, electricity, fire, incorporeal traits<br/><strong>Resist</strong> cold 10; <strong>SR</strong> 17<br/><strong>Fort</strong> +10, <strong>Ref</strong> +11, <strong>Will</strong> +8<br/><hr/><strong>Speed</strong> 30 ft (18 squares), fly 60 ft. (perfect)<br/><strong>Melee</strong> <em>+1 keen greatsword</em> +15/+10 (2d6+12/17-20) or touch +13 (1d6 Str damage)<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Base Atk</strong> +8; <strong>Grp</strong> +8<br/><strong>Atk Options</strong> Combat Expertise, Improved Disarm<br/><strong>Special Actions</strong> possess blade<br/><hr/><strong>Abilities</strong> Str --, Dex 20, Con 18, Int 13, Wis 15, Cha 22<br/><strong>SQ</strong> fiendish shade, infuse weapon, invisibility, martial prowess<br/><strong>Feats</strong> Combat Expertise, Improved Disarm, Improved Initiative,Weapon Focus (greatsword)(B), Weapon Specialization (greatsword)(B)<br/><strong>Skills</strong> Bluff +17, Intimidate +19, Knowledge (local) +12, Knowledge (the planes) +12, Listen +13, Search +12, Sense Motive +13, Spot +13, Tumble +16<br/><strong>Possessions</strong> <em>+1 keen greatsword</em><br/><hr/><strong>Possess Blade (Su)</strong> Unlike most loumaras, caligrostos cannot possess living creatures.  Their ability to possess is limited to slashing weapons.  A caligrosto may attempt to possess any unattended slashing weapon by taking a full-round action (this provokes an attack of opportunity).  Against nonmagic weapons, a caligrosts is automatically successful.  A magic weapon can make a DC 20 Will save (this save DC is Charisma-based) to resist the possession--if the object succeeds, the caligrosto may never again attempt to possess that particular bladed weapon.  Once a caligrosto possesses a weapon, it may come and go as it pleases, taking a move action to enter and leave the blade.<br/>   While possessing a sword, the caligrosto is immobile and cannot take attack actions, nor can it be detected by most effects that detect creatures (such as <em>see invisibility</em> or <em>locate creature</em>).  <em>Detect chaos</em> and <em>detect evil</em> reveal that the possessed weapon has that alignment, but not that a demon lurks inside.  <em>True seeing</em> reveals the weapon to be seething with coils of what appears to be mist flecked with lightning.  The caligrosto can still observe the world around it, but its ability to interact with the world is limited to telepathy.<br/>   A creature can wield a caligrosto-possessed weapon as if it were a normal weapon.  Often, the caligrosto infuses the weapon (see below) to make it more appealing and more likely that it will be used in combat.  It may even use telepathy to try to convince a creature that it is an intelligent weapon--in this case, the caligrosto tries to encourage its new "owner" to attack creatures capable of wielding weapons.<br/>   Once a caligrosto-possessed weapon strikes any creature that is capable of wielding it (regardless of the creature's size), the caligrosto can attempt to wrench free from its wielder's grasp and create a fiendish shade of that creature.  A caligrosto often tries to convince its wielder telepathically that this is merely a short-lived but potent variant of the dancing quality, hoping to let its wielder allow the effect to occur without resisting.  The wielder can attempt a DC 20 Will save to prevent a wielded caligrosto from flying out of her hands to utilize its fiendish shade ability.  This save DC is Charisma-based.<br/>   Once a caligrosto gets free of its wielder and assumes a fiendish shade, it can remain in that mode eternally.  Typically, a caligrosto helps its previous owner defeat the creature before turning on her in hopes of creating a fiendish shade of her, but sometimes a caligrosto can't wait for treachery and attacks its previous wielder as soon as it escapes.<br/>   A caligrosto can be forced out of a weapon it is possessing by <em>banishment, dismissal, dispel chaos,</em> or <em>dispel evil</em>.  When a caligrosto is driven out in this manner, the weapon it was possessing drops to the ground.  The caligrosto can attempt to re-possess the weapon on its next action (although if the weapon is magical, it gains a new Will save to resist this new possession attempt as if the demon had never before attempted to possess it).  If a caligrosto-possessed weapon is destroyed, the caligrosto is forced out of the weapon and must make a DC 20 Fortitude save to avoid being stunned for 1d3 rounds.<br/><strong>Strength Drain (Su)</strong> A caligrosto deals 1d6 points of Strength damage with its touch attack.  Whenever it deals Strength damage to a target, a caligrosto heals 5 points of damage; if the demon is healthy, it instead gains this healing as temporary hit points.<br/><strong>Fiendish Shade (Su)</strong> As long as a caligrosto is wielding a weapon, it creates a phantom image of the last creature it damage, although this incorporeal image is of a fiendish incarnation of the creature duplicated.  A caligrosto can only duplicate the image of a creature capable of wielding a slashing weapon, and it remains Medium size no matter what size the original creature was.  Once a caligrosto has taken on the shade of an enemy in this manner, it gains a +2 insight bonus on attack rolls and weapon damage rolls made against that target.<br/><strong>Infuse Weapon (Su)</strong> A caligrosto can infuse a magic weapon it has possessed with the keen weapon quality.  More powerful caligrostos can infuse additional weapon qualities into their blades.  A caligrosto with at least 14 Hit Dice can infuse its weapon with the keen and wounding special qualities.  The most powerful caligrostos (those with 20 or more Hit Dice) can infuse a possessed weapon with keen, wounding, and vorpal qualities.  Infused weapon qualities stack with any existing weapon qualities a weapon may have, but not with weapon qualities of the same name.  Thus, a 20-HD caligrosto that possesses a <em>+3 unholy speed longsword</em> would be able to infuse it into a <em>+3 unholy speed keen wounding vorpal longsword</em>.<br/><strong>Invisibility (Su)</strong> A caligrosto is invisible in its natural (nonshade) form when it isn't possessing a blade.  This ability is constant, allowing the caligrosto to remain invisible even when attacking.  This ability is inherent and not subject to the invisibility purge spell.<br/><strong>Martial Prowess (Ex)</strong> A caligrosto is uncannily adept at wielding bladed weapons.  Once it has possessed a blade, it is treated as if proficient with that weapon, and as if it had Weapon Focus and Weapon Specialization with that weapon type.  More powerful caligrostos gain additional bonus feats--a caligrosto with at least 12 Hit Dice also gains Greater Weapon Focus with its currently possessed weapon as a bonus feat.  Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon Specialization with its currently possessed weapon as a bonus feat.  Although caligrostos have no Strength score, they use their Dexterity modifier to modify their attack rolls with their possessed weapon, and modify damage with the weapon using their Charisma modifier (in the same manner that Strength adjusts damage with weapons).<br/><strong>Reflective Damage Reduction (Su)</strong> As long as a caligrosto's fiendish shade ability is in effect, it gains DR 15/bludgeoning and piercing.  Slashing damage negated by this damage reduction is applied to the creature whose shape is currently being mocked by the loumara's fiendish shade ability.  Nonmagic weapons cannot harm the caligrosto (due to its incorporeal traits) and thus are not affected by this unusual defensive ability.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Advanced 20 HD Caligrosto statblock</div><div class="spoiler_body"><strong>Caligrosto, CR 12</strong><br/><strong>hp</strong> 164 (20 HD);   <strong>Reflective DR</strong> 15/bludgeoning and piercing<br/><hr/>CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)<br/><strong>Init</strong> +9; <strong>Senses</strong> darkvision 60 ft.; Listen +25, Spot +25<br/><strong>Languages</strong> Abyssal, Common; telepathy 100 ft.<br/><hr/><strong>AC</strong> 21, touch 21, flat-footed 16<br/>   (+5 Dex, +6 deflection)<br/><strong>Immune</strong> acid, electricity, fire, incorporeal traits<br/><strong>Resist</strong> cold 10; <strong>SR</strong> 17<br/><strong>Fort</strong> +16, <strong>Ref</strong> +17, <strong>Will</strong> +14<br/><hr/><strong>Speed</strong> 30 ft (18 squares), fly 60 ft. (perfect)<br/><strong>Melee</strong> <em>+1 keen wounding vorpal greatsword</em> +28/+23/+18/+13 (2d6+14/17-20) or touch +25 (1d6 Str damage)<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Base Atk</strong> +8; <strong>Grp</strong> +8<br/><strong>Atk Options</strong> Combat Expertise, Improved Disarm, Spring Attack, Whirlwind Attack<br/><strong>Special Actions</strong> possess blade<br/><hr/><strong>Abilities</strong> Str --, Dex 20, Con 18, Int 13, Wis 15, Cha 22<br/><strong>SQ</strong> fiendish shade, infuse weapon, invisibility, martial prowess<br/><strong>Feats</strong> Combat Expertise, Improved Disarm, Improved Initiative, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus (greatsword)(B), Weapon Specialization (greatsword)(B), Greater Weapon Focus (greatsword)(B), Greater Weapon Specialization (greatsword)(B)<br/><strong>Skills</strong> Bluff +29, Intimidate +31, Knowledge (local) +24, Knowledge (the planes) +24, Listen +25, Search +24, Sense Motive +25, Spot +25, Tumble +28<br/><strong>Possessions</strong> <em>+1 keen wounding vorpal greatsword</em><br/><hr/><strong>Possess Blade (Su)</strong> Unlike most loumaras, caligrostos cannot possess living creatures.  Their ability to possess is limited to slashing weapons.  A caligrosto may attempt to possess any unattended slashing weapon by taking a full-round action (this provokes an attack of opportunity).  Against nonmagic weapons, a caligrosts is automatically successful.  A magic weapon can make a DC 26 Will save (this save DC is Charisma-based) to resist the possession--if the object succeeds, the caligrosto may never again attempt to possess that particular bladed weapon.  Once a caligrosto possesses a weapon, it may come and go as it pleases, taking a move action to enter and leave the blade.<br/>   While possessing a sword, the caligrosto is immobile and cannot take attack actions, nor can it be detected by most effects that detect creatures (such as <em>see invisibility</em> or <em>locate creature</em>).  <em>Detect chaos</em> and <em>detect evil</em> reveal that the possessed weapon has that alignment, but not that a demon lurks inside.  <em>True seeing</em> reveals the weapon to be seething with coils of what appears to be mist flecked with lightning.  The caligrosto can still observe the world around it, but its ability to interact with the world is limited to telepathy.<br/>   A creature can wield a caligrosto-possessed weapon as if it were a normal weapon.  Often, the caligrosto infuses the weapon (see below) to make it more appealing and more likely that it will be used in combat.  It may even use telepathy to try to convince a creature that it is an intelligent weapon--in this case, the caligrosto tries to encourage its new "owner" to attack creatures capable of wielding weapons.<br/>   Once a caligrosto-possessed weapon strikes any creature that is capable of wielding it (regardless of the creature's size), the caligrosto can attempt to wrench free from its wielder's grasp and create a fiendish shade of that creature.  A caligrosto often tries to convince its wielder telepathically that this is merely a short-lived but potent variant of the dancing quality, hoping to let its wielder allow the effect to occur without resisting.  The wielder can attempt a DC 26 Will save to prevent a wielded caligrosto from flying out of her hands to utilize its fiendish shade ability.  This save DC is Charisma-based.<br/>   Once a caligrosto gets free of its wielder and assumes a fiendish shade, it can remain in that mode eternally.  Typically, a caligrosto helps its previous owner defeat the creature before turning on her in hopes of creating a fiendish shade of her, but sometimes a caligrosto can't wait for treachery and attacks its previous wielder as soon as it escapes.<br/>   A caligrosto can be forced out of a weapon it is possessing by <em>banishment, dismissal, dispel chaos,</em> or <em>dispel evil</em>.  When a caligrosto is driven out in this manner, the weapon it was possessing drops to the ground.  The caligrosto can attempt to re-possess the weapon on its next action (although if the weapon is magical, it gains a new Will save to resist this new possession attempt as if the demon had never before attempted to possess it).  If a caligrosto-possessed weapon is destroyed, the caligrosto is forced out of the weapon and must make a DC 20 Fortitude save to avoid being stunned for 1d3 rounds.<br/><strong>Strength Drain (Su)</strong> A caligrosto deals 1d6 points of Strength damage with its touch attack.  Whenever it deals Strength damage to a target, a caligrosto heals 5 points of damage; if the demon is healthy, it instead gains this healing as temporary hit points.<br/><strong>Fiendish Shade (Su)</strong> As long as a caligrosto is wielding a weapon, it creates a phantom image of the last creature it damage, although this incorporeal image is of a fiendish incarnation of the creature duplicated.  A caligrosto can only duplicate the image of a creature capable of wielding a slashing weapon, and it remains Medium size no matter what size the original creature was.  Once a caligrosto has taken on the shade of an enemy in this manner, it gains a +2 insight bonus on attack rolls and weapon damage rolls made against that target.<br/><strong>Infuse Weapon (Su)</strong> A caligrosto can infuse a magic weapon it has possessed with the keen weapon quality.  More powerful caligrostos can infuse additional weapon qualities into their blades.  A caligrosto with at least 14 Hit Dice can infuse its weapon with the keen and wounding special qualities.  The most powerful caligrostos (those with 20 or more Hit Dice) can infuse a possessed weapon with keen, wounding, and vorpal qualities.  Infused weapon qualities stack with any existing weapon qualities a weapon may have, but not with weapon qualities of the same name.  Thus, a 20-HD caligrosto that possesses a <em>+3 unholy speed longsword</em> would be able to infuse it into a <em>+3 unholy speed keen wounding vorpal longsword</em>.<br/><strong>Invisibility (Su)</strong> A caligrosto is invisible in its natural (nonshade) form when it isn't possessing a blade.  This ability is constant, allowing the caligrosto to remain invisible even when attacking.  This ability is inherent and not subject to the invisibility purge spell.<br/><strong>Martial Prowess (Ex)</strong> A caligrosto is uncannily adept at wielding bladed weapons.  Once it has possessed a blade, it is treated as if proficient with that weapon, and as if it had Weapon Focus and Weapon Specialization with that weapon type.  More powerful caligrostos gain additional bonus feats--a caligrosto with at least 12 Hit Dice also gains Greater Weapon Focus with its currently possessed weapon as a bonus feat.  Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon Specialization with its currently possessed weapon as a bonus feat.  Although caligrostos have no Strength score, they use their Dexterity modifier to modify their attack rolls with their possessed weapon, and modify damage with the weapon using their Charisma modifier (in the same manner that Strength adjusts damage with weapons).<br/><strong>Reflective Damage Reduction (Su)</strong> As long as a caligrosto's fiendish shade ability is in effect, it gains DR 15/bludgeoning and piercing.  Slashing damage negated by this damage reduction is applied to the creature whose shape is currently being mocked by the loumara's fiendish shade ability.  Nonmagic weapons cannot harm the caligrosto (due to its incorporeal traits) and thus are not affected by this unusual defensive ability.<br/></div></div><br/><br/><strong>Astral Projection (Su)</strong> Torahime may use <em>astral projection</em> as the spell, at a caster level equal to her Hit Dice, when within the <em>astral projection</em> room of an iron fortress or a similar locale built into her own personal domain.<br/><br/><strong>Canny Defense (Ex)</strong> When not wearing armor, Torahime adds her Intelligence bonus to her Dexterity bonus to modify her Armor Class while wielding a katana.  As with normal Dexterity AC modifications, positive modifiers are lost when Torahime is caught flat-footed.<br/><br/><strong>Change Shape (Su)</strong> Torahime can assume the form of any Small or Medium humanoid.<br/><br/><strong>Dimension Door (Su)</strong> Torahime can teleport, as <em>dimension door</em> (caster level 16th), once per round as a free action. The ability affects only Torahime, who never appears within a solid object and can act immediately after teleporting.<br/><br/><strong>Enhanced Attributes (Ex)</strong> The save DC for each of Torahime's special attacks, spells, and spell-like abilities is increased by +4.<br/><br/><strong>Fast Healing (Ex)</strong> Torahime regains lost hit points at the rate of 5 per round.  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Torahime to regrow or reattach lost body parts.<br/><br/><strong>Lightning Blade (Ex)</strong> Torahime adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.<br/><br/><strong>Live by the Sword (Ex)</strong> Spells with <em>blade</em> or <em>sword</em> in their name, such as <em>flame blade, mordenkainen's sword</em> or <em>blade barrier</em>, gain a +10 sacred bonus to overcome Torahime's spell resistance and a +5 sacred bonus on their attack rolls against her (if they make any).  Similarly, weapons enchanted by spells such as <em>blade of blood</em> or <em>holy sword</em> gain a +5 sacred bonus on any attack rolls they make against her, and their damage automatically bypasses Torahime's damage reduction.<br/><br/><strong>Prodigy (Ex)</strong> Torahime is amazingly dexterous.  She gains a +2 bonus to her Dexterity score and an additional +4 bonus on any of her check modifiers that are based on that ability (including ability checks and skill checks), improving those modifiers by a total of 5.<br/><br/><strong>Reflective Hide (Su)</strong> Torahime is protected by a permanent, unlimited <em>spell turning</em> effect that can turn up to 10 levels of spells per round.<br/><br/><strong>Tongues (Su)</strong> Torahime has a permanent <em>tongues</em> ability (as the spell, caster level 12th).  She usually uses verbal communication with mortals.<br/><br/><strong>Unearthly Dodge (Ex)</strong> Torahime cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.  She retains her Dexterity bonus to AC even if blinded or struck by an invisible attacker.  However, she still loses her Dexterity bonus to AC if immobilized.<br/>   Additionally, Torahime can avoid magical and unusual attacks with great agility.  If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage, and even on a failed Reflex saving throw she only takes half damage.<br/>   Unearthly Dodge can only be used if Torahime is wearing light armor or no armor, and she does not gain the benefit of the ability if rendered helpless.<br/><br/><strong>Weapon Finesse (Ex)</strong> Torahime may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana.  This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.<br/><br/><strong>Skills</strong><br/>Torahime has a +8 racial bonus on Listen and Spot checks.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aspect of Torahime Statblock</div><div class="spoiler_body"><strong>Aspect of Torahime</strong><br/><strong>Size/Type:</strong>    Medium Outsider (Chaotic, Extraplanar, Evil)<br/><strong>Hit Dice:</strong>    8d8+40 (104 hp)<br/><strong>Initiative:</strong>    +10<br/><strong>Speed:</strong>    30 ft. (6 squares), fly 50 ft. (average)<br/><strong>Armor Class:</strong>    24 (+8 Dex, +6 natural), touch 18, flat-footed 16<br/><strong>Base Attack/Grapple:</strong>    +8/+10<br/><strong>Attack:</strong>    wakizashi +18 melee (1d6+4/19-20)<br/><strong>Full Attack:</strong>    wakizashi +18/+13 melee (1d6+4/19-20)<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong>    Summon demon<br/><strong>Special Qualities:</strong>    Damage reduction 10/cold iron and good, darkvision 60 ft., fast healing 5, immunity to electricity and poison, live by the sword, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.<br/><strong>Saves:</strong>    Fort +13(+16), Ref +14(+16), Will +9(+11)<br/><strong>Abilities:</strong>    Str 20, Dex 24(26), Con 24, Int 15, Wis 17, Cha 30<br/><strong>Skills:</strong>    Balance +5(+15), Bluff +10(+20), Diplomacy +10(+22), Hide +10(+18), Iaijutsu Focus +10(+22), Intimidate +10(+22), Listen +11(+14), Move Silently +10(+18), Sense Motive +10(+13), Sleight of Hand +5(+15), Spot +11(+14), Tumble +8(+16)<br/><strong>Feats:</strong>    Improved Initiative(B), Weapon Finesse, Quick Draw, Mindsight, Flick of the Wrist<br/><strong>Environment:</strong>    A chaotic evil-aligned plane<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong>    7<br/><strong>Alignment:</strong>    Lawful evil<br/><strong>Treasure:</strong>    540 gp in assorted gemstones<br/><em>Weapon Aspect of Muramasa</em> (<em>+1 bloodthirsty cursed -2</em> wakizashi, Int 15 Wis 10 Cha 10, Telepathy + Senses 60 ft, Speaks Common, Abyssal, Infernal, 10 ranks Martial Lore, Ego 10)<br/>Masterwork Iaijutsu Focus Gloves of Dexterity +2 (+2 Iaijutsu focus) -4,050<br/>Masterwork wakizashi -310<br/>Vest of Resistance +2 -4,000<br/>Vestment of Many Styles -500<br/><br/><strong>Combat</strong><br/><br/><strong><em>Summon Demon (Sp)</em></strong> Once per day, the Aspect of Torahime can attempt to summon a caligrosto with a 50% chance of success. This ability is the equivalent of a 4th-level spell.<br/><br/><strong>Live by the Sword (Ex)</strong> Spells with <em>blade</em> or <em>sword</em> in their name, such as <em>flame blade, mordenkainen's sword</em> or <em>blade barrier</em>, gain a +10 sacred bonus to overcome Torahime's spell resistance and a +5 sacred bonus on their attack rolls against her (if they make any).  Similarly, weapons enchanted by spells such as <em>blade of blood</em> or <em>holy sword</em> gain a +5 sacred bonus on any attack rolls they make against her, and their damage automatically bypasses Torahime's damage reduction.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Warrior</div><div class="spoiler_body"><strong>One Strike, Two Cuts (Ex)</strong> The Aspect of Torahime can make two attacks with a weapon as a standard action.  This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel.<br/><br/><strong>Dimension Door (Su)</strong> The Aspect of Torahime can teleport, as <em>dimension door</em> (caster level 8th), once per round as a move action. The ability affects only the Aspect, who never appears within a solid object and can act immediately after teleporting.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Courtesan</div><div class="spoiler_body">Replace the Masterwork Wakizashi with a Masterwork Dagger and add 8 gp in gemstones to the Aspect of Torahime's possessions.<br/><br/><strong>Spell-Like Abilities</strong><br/>At will - <em>detect thoughts</em> (DC 22); 3/day - <em>charm monster</em> (DC 24)<br/><br/><strong>Change Shape (Su)</strong> The Aspect of Torahime can assume the form of any Small or Medium humanoid. <br/></div></div></div></div>