The following resulted in one of the most interesting combats for my PCs. I had been planning for a while to send an assassin of some kind against them. Considering they were up against the Abyss, at first I considered sending a succubus against them. Then I decided that would be too... boring.
So I put together my little friend Arandul, who uses her sorcerer spells to lure unwary victims to not being as heavily armed and armored, before using her caustic claws and blood to burn them to shreds.
The encounter was even more interesting as the PCs had just returned from a banquet with the local noble... none save the bard and the NPC fighter (another noble) had their regular weapons with them... all the rest had daggers at best.
Arandul took the form of a PC love interest, trying to lure her target upstairs. Another PC remembered the love interested had gone into the tavern kitchen, and went back there to check... the love interest was still there, and the other PCs (the target was very willing and starting to already go upstairs) put two and two together. The resulting combat was short and vicious, as the bard used numerous vivified sonic darts to take Arandul down. Nonetheless, she was a fun toy while she lasted.
Arandul (Quth-Maren): Quth-Maren Sorc 4 CR 12; Medium undead; hp 75; Init +1; Spd 30 ft.; AC 16 (+1 glamered leather), touch 11, flat-footed 17; Base Atk +7; Grp +10; Atk +11 melee (1d6+3 plus 1d6 acid, slam, 1d6+3 plus 1d6 acid, bite); Full Atk +11 melee (1d6+3 plus 1d6 acid, 2 slams, 1 bite); SA caustic blood, command undead, horrifying gaze, spit blood; SQ darkvision 60 ft., fast healing 4, immunity to acid, resistance to electricity 15 and fire 15, turn resistance +2, undead traits; AL CE; SV Fort +3, Ref +4, Will +9; Str 16, Dex 13, Con -, Int 13, Wis 14, Cha 15.
Skills and Feats: Climb +16, Hide +18, Listen +14, Move Silently +18, Search +8, Spot +14, Concentration +7, Knowledge (arcane) +3, Spellcraft +9, Disguise +5; Alertness, Blind-Fight, Power Attack, Weapon Focus (slam), Summon Familiar, Spell Focus (Transmutation).
Spells Known: Level 0: (6 times per day, 1 action to cast):
-Ray of Frost (1d3 cold damage, range 35 feet, 1 action to cast)
-Resistance (+1 bonus on saves, duration 1 minute, 1 action to cast)
Detect Magic
-Ghost Sound (illusion, Range 35 feet, duration 4 rouns, DC 14 Will negates, 1 action to cast)
-Daze (enchantment, Range: 35 feet, Duration 1 round, DC 14 Will negates, 1 action to cast)
- Flare (evocation, Range 35 feet, Duration 1 minute, DC 14 Fort negates, 1 action to cast);
Level 1: (6 times per day)
-Mage Armor (+4 to AC, duration 4 hours)
-True Strike (duration: 1 round, next single attack roll gains +20 attack bonus, 1 action to cast)
-Mirror Image (illusion, duration 4 minutes, creates 1d4+1 images, AC Figment = 15, 1 action to cast)
Level 2:
-alter self (transmutation, +12 to disguise rolls, duration of 40 minutes, can be cast 3 times/day, 1 action to cast)
SPECIAL QUALITIES
Caustic Blood (Ex): Any target hit by the quth-maren's slam attack also takes 1d6 points of acid damage from the creature's caustic blood. Opponents that strike a quth-maren with natural weapons or unarmed attacks also take this acid damage.
Command Undead (Su): A quth-maren commands undead as a 5th-level evil cleric. It cannot rebuke undead, but it can dispel turning or bolster other undead.
Horrifying Gaze (Su): Any living creature within 30 feet of the quth-maren that meets its deathless gaze must succeed at a DC 17 Will save or cower in fear. Cowering creatures lose their Dexterity bonus to Armor Class and can take no actions. While cowering, a creature takes a -2 penalty to AC and loses its Dexterity bonus (if any) to AC.
Spit Blood (Ex): Once every 1d4 rounds, a quth-maren can, as a standard action, spit a glob of its caustic blood as a splash weapon. The quth-maren must succeed on a ranged touch attack to hit its target. This attack has range increment of 10 feet and has five range increments. The glob deals 2d6 points of acid damage on a direct hit and 2 points of acid damage to all creatures within 5 feet of where it lands.
Fast Healing (Ex): A quth-maren regains 4 hp per round as long as it has at least 1 hp.
Turn Resistance (Ex): A quth-maren is treated as a 12-HD undead for the purpose of turn, rebuke, command, or bolster attempts.
Undead Traits: A quth-maren is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. Darkvision 60 ft.
Skills: Quth-marens have a +4 racial bonus on Move Silently and Spot checks.
Description: A quth-maren appears in the overall form it had in life, but without its skin -- just muscles and ligaments attached to its moist skeleton. Arandul is a special quth-maren, as she has gained from her mistress knowledge of the magic arts. She uses these to diguise her appearance, often appearing as a buxom, harmless young woman to disarm her targets before she strikes.