Livonia Darktongue (CR 9)

Medium Outsider (Native)
Alignment: Chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2


AC: 16 (+3 Dex, +3 +1 leather armor), touch 13, flat-footed 13
Hit Dice: 8d6+8 (39 hp)
Fort +3, Ref +5, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: +1 flaming rapier +8 melee or throwing axe +7 ranged
Full Attack: +1 flaming rapier +8 melee or throwing axe +7 ranged
Damage: +1 flaming rapier 1d6+1/18-20 plus 1d6 fire; throwing axe 1d6
Special Attacks/Actions: Darkness, doom of heaven, warmage edge
Abilities: Str 10, Dex 16, Con 12, Int 16, Wis 8, Cha 16
Special Qualities: Armored mage, omen, resistance to cold 5, electricity 5, and fire 5, (Female Tiefling Warmage 8)
Feats: Combat Expertise; Sudden Empower; Weapon Finesse
Skills: Bluff +5, Concentration +10, Hide +5, Intimidate +11, Knowledge (arcana) +10, Listen +2, Spellcraft +12, and Spot +2
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary
Treasure: Standard

Source: Weapons of Legacy

Darkness (Sp): Livonia can use darkness as the spell once per day (caster level 7th).

Doom of Heaven (Su): Livonia can detect any good outsider within 60 feet, but she must concentrate (a standard action) to do so. She ignores any damage reduction of good outsiders when attacking them.

Warmage Edge (Su): Whenever Livonia casts a spell that deals hit point damage, she deals an extra 3 points of damage. This bonus damage applies only once per casting of a given spell.

Spells: Livonia casts spells as an 8th-level warmage.

Typical Warmage Spells Known (6/7/7/6/3; CL 8th): 0 - acid splash (+7 ranged touch), disrupt undead, light, ray of frost (+7 ranged touch); 1st - accuracy, burning hands (DC 13), chill touch, fist of stone, hail of stones, magic missile, lesser orb of acid/cold/electricity/fire/sound, shocking grasp (+4 melee touch), true strike; 2nd - blades of fire, continual flame, darkness, fire trap (DC 14), fireburst (DC 14), flaming sphere, ice knife (+7 ranged; DC 14), Melf's acid arrow (+7 ranged touch), pyrotechnics, scorching ray(+7 ranged touch), shatter (DC 14), whirling blade; 3rd - fire shield, fireball (DC 15),flame arrow, gust of wind (DC 15), ice storm, lightning bolt (DC 15), poison (DC 15), ring of blades, sleet storm, stinking cloud (DC 15), wind wall (DC 15); 4th - blast of flames, contagion (DC 15), Evard's black tentacles, orb of acid/cold/electricity/fire/sound, phantasmal killer (DC 16), shout (DC 16), wall of fire.

Armored Mage (Ex): Livonia suffers no chance of arcane spell failure while wearing light or medium armor.

Omen: A keening song of doom fills the air whenever good-aligned enemies are within 5 feet of Livonia.

Possessions: +1 leather armor, +1 flaming rapier, 2 potions of cure light wounds.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.