Mercane (CR 5)

Large Outsider
Alignment: Always lawful neutral
Initiative: +2 (Dex); Senses: Listen +13 and Spot +12
Languages: Abyssal, Celestial, Draconic, Infernal, and at least two other languages; telepathy 100 ft.


AC: 15 (-1 size, +2 Dex, +4 natural) touch 11, flat-footed 13
Hit Dice: 7d8+21 (52 hp)
Fort +8, Ref +7, Will +8
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +13
Attack: Masterwork falchion +9
Full Attack: Masterwork falchion +9/+4 melee
Damage: Masterwork falchion 2d6+3
Special Attacks/Actions:
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Special Qualities: SR 25, spell-like abilities
Feats: Combat Expertise, Improved Disarm, Improved Feint
Skills: Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, and Spot +12
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Company (1-4 mercanes and 3-18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)
Treasure/Possessions: Double standard

Source: Epic Level Handbook
Manual of the Planes

Spell-Like Abilities: 3/day - dimension door, invisibility; 1/day - Leomund's secret chest, plane shift. These abilities are as the spells cast by a 14th-level sorcerer.

Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills: Because they grow up in a mercantile culture, mercanes receive a +4 racial bonus on Appraise checks.