Mirage Mullah* (CR 7)
Alignment: Usually lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision and Spot +2
AC: 20 (+2 Dex, +4 mage armor, +4 shield), touch 12, flat-footed 18
Hit Dice: 5d10+5 (37 hp)
Fort +5, Ref +3, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: +1 scimitar +8 melee or javelin +7 ranged
Full Attack: +1 scimitar +8 melee or javelin +7 ranged
Damage: +1 Scimitar 1d6+2/18-20, javelin 1d6+1
Special Attacks/Actions: Spell-like abilities
Abilities: Str 13, Dex 14, Con 12, Int 14, Wis 6, Cha 16
Special Qualities: Daylight weakness, oasis dependent
Feats: Cleave; Improved Initiative; Point Blank Shot; Power Attack; Weapon Focus (scimitar); Weapon Specialization (scimitar)
Skills: Intimidate +11, Move Silently +6, Ride +10, and Spot +2
Advancement: By character class
Climate/Terrain: Warm deserts (fey oases)
Organization: Solitary, pair, or caravan (20-50)
Treasure/Possessions: Double standard
This richly dressed desert merchant has warmly burnished skin, twinkling, mischievous eyes, and a jovial tone.
This example uses a 5th-level human fighter as the base creature.
Fey nobles known as mirage mullahs rule fey oases. Unlike other sorts of fey, these seemingly jovial creatures have precious little compassion where mortals are concerned, and they delight in exacting punishment for the slightest perceived offense. Mortals who speak harsh words to a mirage mullah might be cursed with muteness. Those who raise a hand against a mirage mullah might be stricken blind. Those who accept a mirage mullahs hospitality run the greatest risk of all: A mortal who fails to leave a fey oasis before the sun rises becomes a mirage mullah himself.