Witchknife Captain, 3rd-Level Rogue (CR 7)

Medium Monstrous Humanoid
Alignment: Usually neutral
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: low-light vision and Spot +13
Languages: Common and Undercommon


AC: 21 (+5 Dex, +1 natural, +4 +1 studded leather, +1 masterwork light steel shield), touch 15, flat-footed 16
Hit Dice: 9d8+9 plus 3d6+3 (63 hp)
Fort +5, Ref +14, Will +12
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +11; Grapple +12
Attack: Masterwork short sword +17 melee or masterwork shortbow +17 ranged
Full Attack: Masterwork short sword +17/+12/+7 or masterwork shortbow +17/+12/+7 ranged
Damage: Masterwork short sword 1d6+1/19-20, masterwork shortbow 1d6/3
Special Attacks/Actions: Psionics, sneak attack +4d6
Abilities: Str 13, Dex 20, Con 13, Int 12, Wis 16, Cha 15
Special Qualities: Evasion, resistance to fire 5, trap sense +1, trapfinding, vulnerability to sonic
Feats: Ability Focus (command); Great Fortitude; Improved Initiative; Iron Will; Spell Focus (enchantment); Weapon Finesse
Skills: Concentration +13, Diplomacy +4, Hide +15, Jump +3, Move Silently +15, Sense Motive +9, Speak Language (any five languages), Spot +13, and Tumble +15
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, pair, or squad (1 plus 8-12 witchknives)
Treasure/Possessions: Standard plus +1 studded leather

Source: Monster Manual III

Psionics (Sp): At will - command (DC 15), message, silence (self only; dismiss as a free action); 1/day - greater command (DC 17). Effective caster level 9th. The save DCs are Charisma-based.

Sneak Attack (Ex): A witchknife captain can make a sneak attack like a rogue, dealing an extra 4d6 points of damage whenever a foe is denied its Dexterity bonus or when the witchknife is flanking.

Witchknife captains gain advantages from patience and planning. They prefer to ambush foes and attack from hiding.