Zerzix Ak’takfa CR 15
Male Drow, Noble Fighter (Two-Weapon Fighter) 11 Rogue 4
CG Medium Humanoid (Elf)
Init +11, Senses Darkvision (120 feet), Low-Light Vision; Perception +22
AC 28, touch 18, flat-footed 20 ( +9 armor, +1 shield, +7 Dex, +1 dodge)
hp 119 (11d10 +4d8 +15)
Fort +9, Ref +14, Will +6
Defensive Abilities Bravery +3, Defensive Flurry, Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; Resist Elven Immunities; SR 26
Weakness Light Blindness
Spd 40 ft.
Melee Elghin +27/ +27/ +22/ +17 (1d10 +12/ 17-20/ x2) and
Mercury +23/ +23/ +18/ +13 (1d6 +7 +1d6 Cold/ 17-20/ x2)
or Ranged 2 +1 Keen Cold Iron Throwing Daggers of Returning +20/ +15/ +10 (1d4 +6/ 17-20/ x2) or Krzzat +3 Throwing Axe of Acidic Returning +21/ +16/ +11 (1d6 +7 +1d6 acid/ 20/ x2) and
Special Attacks Doublestrike, Improved Balance-1, Sneak Attack +2d6, Twin Blades +2
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day)
Str 15/21, Dex 24, Con 13, Int 19, Wis 15, Cha 19
Base Atk +14, CMB +19, CMD 37
Feats Combat Reflexes (8 AoO/round), Dodge, Double Slice, Exotic Weapon Proficiency: Sword, Bastard, Greater Two-weapon Fighting, Greater Weapon Focus: Sword, Bastard, Improved Critical: Sword, Bastard, Improved Initiative, Improved Two-weapon Fighting, Rogue Weapon Proficiencies, Two-weapon Defense, Two-weapon Fighting, Two-weapon Rend, Weapon Finesse, Weapon Focus: Sword, Bastard, Weapon Specialization: Sword, Bastard
Skills Acrobatics +9, Appraise +12, Bluff +8, Climb +9, Diplomacy +8, Disable Device +13, Disguise +10, Escape Artist +15, Fly +5, Handle Animal +8, Heal +9, Intimidate +12, Knowledge (Dungeoneering) +15, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Planes) +14, Knowledge (Religion) +10, Linguistics +8, Perception +22, Ride +9, Sense Motive +18, Sleight of Hand +9, Stealth +23, Survival +10, Swim +7, Use Magic Device +10
Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, Undercommon
SQ Fast Stealth (Ex), Poison Use (Ex), Ring of Freedom of Movement, Ring of Regeneration, Trapfinding +2
Combat Gear Celestial Armor, Elghin +5 Adamantite Bastard Sword of Speed, Mercury +3 Keen Silvered Frost Short Sword of Speed, Other Gear Bag of Holding II (empty), Belt of Giant Strength, +6, Boots of Striding and Springing, Figurine, Golden Lions, Medallion of Thoughts, Ring of Freedom of Movement, Ring of Regeneration
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Defensive Flurry +3 (Ex) +3 AC vs. melee when making a full-attack with both weapons.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic ( 1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor ( 1/day) (Sp) Cast Divine Favor once per day.
Doublestrike (Ex) Standard action: Attack once with each weapon (normal two-weapon penalties).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Levitate (At will) (Sp) Cast Levitate at will.
Ring of Freedom of Movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Ring of Regeneration This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, he is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Sneak Attack + 2d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (26) You have Spell Resistance.
Suggestion ( 1/ day) (Sp) Cast Suggestion once per day.
Twin Blades +2 (Ex) +2 to hit and damage when making a full attack with both weapons.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Two-weapon Rend You deal an additional 1d10 +( STR *1.5) if you hit with both of your weapons.
N Large Animal
Init +7; Senses low-light vision, scent; Perception +9
AC 15, touch 12, flat-footed 12 ( +3 Dex, +3 natural, –1 size)
hp 32 (5d8 +10)
Fort +6, Ref +7, Will +2
Speed 40 ft.
Melee bite +7 (1d8 +5 plus grab), 2 claws +7 (1d4 +5)
Space 10 ft. Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4 +5)
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3, CMB +9 ( +13 grapple), CMD 22 (26 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 ( +16 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth ( +8 in undergrowth)