Myrrhine CR 12/MR 3

XP 3,200
female medusa sorcerer 3 (guardian/trickster 3)
NE Medium monstrous humanoid
Init +26; Senses all-around vision, darkvision 60 ft.; Perception +22

Defense

AC 21, touch 13, flat-footed 18 (+3 Dex, +5 armor, +3 natural)
hp 115 (8d10+3d6+59)
Fort +7, Ref +10, Will +10

Offense

Speed 30 ft
Melee short sword +11/+6 (1d6/19-20), snake bite +6 (1d4 plus poison)
Ranged +1 longbow +14/+9 (1d8+1/19-20x3)
Special Attacks petrifying gaze
Sorcerer Spells Known (CL 3rd; concentration +5; ASF 10%)
1st 6/day— gravity bow, hypnotism (DC 13), jump, shield, vanish, ventriloquism (DC 13)
0 (at will)—detect magic, ghost sound (DC 12), mage hand, message, spark
Bloodline serpentine

Statistics

STR 10, DEX 17, CON 18, INT 12, WIS 13, CHA 15
Base Atk +9; CMB +8; CMD +20
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse, Eschew MaterialsB, Extra Arcana (shield), Extra Arcana (gravity bow)
Mythic Abilities Mythic Power 10/day (1d6), Mythic Flaw (Insanity), Hard to Kill, Amazing Initiative, Recuperation
Mythic Feats Dual Path (Guardian/Trickster), Dual Focus (Con/Dex)
Path Abilities Feat of Dexterity, Path Dabbling (To the Death), Path Dabbling (Component Power)
Trickster Attack Surprise Strike
Guardian’s Call Absorb Blow
Skills Acrobatics +14, Bluff +13, Disguise +10, Perception +22, Stealth +17; Racial Modifiers +4 Perception
Languages Common
SQ Bloodline Arcana, Serpent’s Fang, Serpent’s Friend, serpent familiar (Vexoth)
Combat Gear short sword, +1 longbow, +1 mithral chain shirt; Other Gear ring of feather falling, bracers of falcon’s aim, 2 potions of cure moderate wounds

Special Abilities

All-Around Vision (Ex) A medusa’s snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Bloodline Arcana (Ex) Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Serpent’s Fang (Ex) At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentfriend (Ex) At 3rd level, you can use speak at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.