A quadav who wields a mace and power staff.
Amethyst Quadav (CR 1)
XP 400
Quadav White Mage 1
N Medium Humanoid (Reptilian, Quadav)
Init +0; Senses Low-light vision; Perception +3
DEFENSE
AC 11, touch 10, flat-footed 11 (+1 natural)
HP 5 [8] (1d6+2)
MP 4
Fort +2, Reflex +0, Will +4
Defensive Abilities Feathers of Gale; Resist Water 5
OFFENSE
Speed 20 ft., Swim 30 ft.
Melee Mace +1 (1d6+1)
Ranged Water Power Staff +0 (1d6+1 water dmg)
Spells Known (White Mage CL 1st, Concentration +4)
At will (DC 13) – dancing lights, daze, holy orb, message
1st (DC 14) – blind, charm, cure, dia, deprotect, deshell, fearna, heal, light, mage armor, protect, shell
STATISTICS
Str 12, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 11
Feats Combat Casting
Skills Heal +7, Spellcraft +5
Languages Common, Quadav
SQ Hold Breath, Spell Proficiency, Steel Shelled, White Magery (Increased Healing +1)
Gear cure potion(1), mace, water power staff
SPECIAL ABILITIES
Full Withdrawal (Ex)
As a full round action, quadav may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).
Hold Breath (Ex)
Quadav can hold their breath underwater for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Steel Shelled (Ex)
As a quadav gets older the harder its shell gets and gains a +1 natural armor bonus.