Witchknife (CR 4)

Medium Monstrous Humanoid
Alignment: Usually neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: low-light vision and Spot +10
Languages: Common and Undercommon


AC: 18 (+3 Dex, +1 natural, +3 masterwork studded leather, +1 masterwork light steel shield), touch 13, flat-footed 15
Hit Dice: 9d8-9 (31 hp)
Fort +4, Ref +9, Will +10
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +9
Attack: Shortspear +9 melee or shortspear +12 ranged
Full Attack: Shortspear +9/+4 melee (1d6) melee or shortspear +12 ranged (1d6)
Damage: Short spear 1d6
Special Attacks/Actions: Psionics, sneak attack +2d6
Abilities: Str 11, Dex 17, Con 9, Int 12, Wis 14, Cha 16
Special Qualities: resistance to fire 5, vulnerability to sonic
Feats: Ability Focus (command); Great Fortitude; Improved Initiative; Iron Will; Spell Focus (enchantment)
Skills: Concentration +11, Diplomacy +5, Hide +10, Sense Motive +7, Speak Language (any four languages), and Spot +10
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, pair, scouting party (3-6), or squad (8-12 plus 1 3rd-level captain)
Treasure/Possessions: Standard

Source: Monster Manual III

Psionics (Sp): At will - command (DC 16), message, silence (self only; dismiss as a free action); 1/day - greater command (DC 18). Effective caster level 9th. The save DCs are Charisma-based.

Sneak Attack (Ex): A witchknife can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied its Dexterity bonus or when the witchknife is flanking.

Witchknives use their silence psionic ability to protect themselves from sonic attacks and aid their attempts to stalk enemies. When within striking distance of a foe unaware of its presence, a witchknife attacks from hiding. Multiple witchknives attempt to flank foes.

If confronting many foes, a witchknife uses its greater command ability to have them fall prone. It then attempts to kill each foe in turn, using its command ability to delay any foe that succeeds in withstanding its greater command. If facing a spellcaster, a witchknife often dismisses its silence ability long enough to utter a greater command and then renews it to engage the spellcaster in melee.