Meyanda

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MEYANDA CR 5
XP 1,600
Female android cleric of Hellion 5/ranger 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
CN Medium humanoid
Init + 6; Senses darkvision 60 ft., low-light vision; Perception + 14
DEFENSE
AC 19, touch 14, flat-footed 17 (+ 5 armor, + 2 deflection, + 2 Dex)
hp 49 (6 HD; 5d8+1d10+17)
Fort + 8, Ref + 5, Will + 7
Defensive Abilities constructed; Immune disease, emotion-based effects, exhaustion, fatigue, fear, sleep
OFFENSE
Speed 30 ft.
Melee mwk spiked gauntlet + 6 (1d4+1)
Ranged + 1 inferno pistol + 7 touch (1d6+1 fire)
Special Attacks channel negative energy 3/day (DC 12, 3d6), favored enemy (humans + 2), nanite surge
Domain Spell-Like Abilities (CL 5th; concentration + 8)
6/day—vision of madness
Cleric Spells Prepared (CL 5th; concentration + 8)
3rd— dispel magicD, magic vestment, searing light
2nd— bull’s strength, cure moderate wounds, sound burst (DC 15), touch of idiocyD
1st— cure light wounds (2), divine favor, lesser confusionD (DC 14), shield of faith
0 (at will)— create water, light, purify food and drink, stabilize
D domain spell; Domains Entropy, Madness
TACTICS
Before Combat Meyanda casts bull’s strength, magic vestment, and shield of faith before combat.
During Combat Meyanda uses her magic in the first few rounds of combat, using searing light, sound burst, and lesser confusion to target foes at range while remaining mobile, moving from cover to cover and allowing her minions to engage the PCs in melee. She switches to using her +1 inferno pistol and keeps her distance once she’s cast her spells, using Deadly Aim with each shot. She uses healing (favoring her spells over her nanite hypogun) on herself whenever she’s brought below 15 hit points, and enters melee only as a last resort. Given the choice, she prefers to attack humans—more out of a strange instinctual reaction and fragmentary urges stemming from her past life, where the AI Unity used many androids as shock troops against Divinity’s human crew, than out of any conscious hatred.
Morale Meyanda fights to the death.
STATISTICS
Str 12, Dex 15, Con 14, Int 12, Wis 16, Cha 10
Base Atk + 4; CMB + 5; CMD 19
Feats Craft Magic Arms and Armor, Deadly Aim, Exotic Weapon Proficiency (firearms), TechnologistB
Skills Knowledge (engineering) + 6, Knowledge (religion) + 7, Linguistics + 6, Perception + 13, Sense Motive – 1, Spellcraft + 6, Survival + 11
Languages Androffan, Common, Orc, Undercommon
SQ emotionless, track + 1, wild empathy + 1
Combat Gear black nanite hypogun (5 charges); Other Gear chain shirt, mwk spiked gauntlet, + 1 inferno pistol, nanite canisters (2), white access card, bedroll, cold-weather outfit, flint and steel, mwk backpack, rations (5 days), traveler’s outfit, waterskin, winter blanket, 11 silverdisks, 62 gp
SPECIAL ABILITIES
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Meyanda counts as a humanoid and a construct. She gains a + 4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects; she is not subject to fatigue or exhaustion, and is immune to disease, emotion-based effects, fear, and sleep effects. She can never gain morale bonuses.
Emotionless (Ex) Meyanda has problems processing emotions properly and suffers a – 4 penalty on Sense Motive checks.
Nanite Surge (Ex) Meyanda’s body is infused with nanites. Once per day as an immediate action, she can cause her nanites to surge, granting a + 8 bonus on any one d20 roll; this ability must be activated before the roll is made. When Meyanda uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.

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Meyanda

N'wah's Iron Gods Campaign Nwah Nwah