TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9310
  Lucia Krille
  e ne mie s  o f  Ne o e xo du s :
  
  enemies of NeoExodus:  
  lucia Krille
  2
  There’s a saying about those who steal for a living. You 
  hear stories about skilled thieves, and legends about master 
  thieves, but common thieves? Common thieves aren’t 
  worth so much as a whisper.
  Lucia Krille was such a thief. A pretty face, but one 
  easily lost in a crowd when she wanted to be, Krille 
  used a combination of charm and camouflage to execute 
  her craft. With thick, brown hair, bronze skin, and just 
  the right scarves and dresses, she could look like she 
  belonged anywhere... for a while, at any rate. She stayed 
  away from the wealthy, working taverns and market stalls, 
  counting on steady hands and a sense of timing more than 
  on any inherent daring or quick wits. She was practiced, 
  methodical, and treated the art of stealing more like a craft. 
  She got caught a time or two, but always found her way 
  back to another street in another town.
  In fact, her life would have been quite unremarkable if not 
  for a single crime of opportunity.
  An apprentice was off on a task for his master. It was 
  a matter of urgency, which is why he had to carry the 
  package directly to the guild. When he bumped into a man 
  on the corner, though, the apprentice dropped his master’s 
  work, and ran for his life. Krille, without even breaking her 
  stride, scooped it up and walked away.
  She hadn’t gone more than a dozen strides, though, when 
  the stolen package burst into flames, coming apart in her 
  hands. She barely had time to scream before she was 
  engulfed in hissing, sparking fire that danced in every 
  color of the rainbow. Though hot, the flames didn’t burn 
  her. They raced over her body, and seemed to wink out 
  after no more than a few seconds. She stood there in 
  an alley, her clothes singed and her skin sensitive, but 
  relatively unharmed.
  Maybe it was that bizarre experience that threw off her 
  concentration. Maybe she picked the wrong stall on the 
  wrong day, or maybe it was just good luck ebbing to make 
  way for the bad. Whatever it was, though, she got caught 
  with her hand in an ironmonger’s strongbox. The man 
  didn’t bother shouting for the guards. Instead he slammed 
  her hand down on the stall’s market board, drew a wide-
  bladed knife, and slammed it down on her wrist.
  The knife was good steel, sharpened to a keen edge. But 
  when it struck, Krille’s skin grew hard, and gray, as stone. 
  The merchant goggled, and Krille struck him in the throat 
  before he could recover. As he choked and gagged, she 
  snatched a fistful of coins from his stall, and ran.
  That was the first inkling she had that she had changed, 
  but it wasn’t the last. The patches of rock reappeared with 
  more frequency, and she slowly began to gain a kind of 
  control over them. She could almost tune her body to the 
  street around her. She’d stolen something truly valuable, it 
  seemed, but she needed more answers.
  KRILLE, THE STONESKIN THIEF
  She doesn’t look like much. The sort of forgettable pretty 
  you’d be hard pressed to remember as soon as you look 
  away. Dressed in shades of brown, her smile is empty, and 
  her eyes watchful.
  KRILLE 
  CR 4
  XP 1,200
  CN; Medium humanoid
  Init: +6; Senses tremorsense 10 feet; Perception +9
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +4 equipment, 
  +1 dodge), 22 against attacks of opportunity provoked 
  by movement
  HP 46 (6d8 + 22)
  Fort +6, Ref +11, Will +4
  DR 5/bludgeoning
  OFFENSE
  Speed 30 ft.
  Melee dagger +6/+1 (1d4+2/19-20), sneak attack +3d6
  STATISTICS
  Str 14, Dex 17, Con 16, Int 10, Wis 12, Cha 13
  Base Atk +3; CMB +5; CMD 18
  Feats Weapon Finesse, Dodge, Mobility, Toughness
  Skills Intimidate +9, Perception +9, Acrobatics +11, 
  Escape Artist +11, Sense Motive +9, Disguise +9, Sleight 
  of Hand +11, Diplomacy +9, Stealth +11
  Languages Common
  Treasure dagger, chain shirt, 25 gp, bronze hair clip
  SQ Evasion, Uncanny Dodge, Surprise Attack, Bleeding 
  Attack, Resiliency, Granite Hide
  SPECIAL ABILITIES
  Evasion (Ex) When Krille succeeds at a Reflex save 
  against an attack that deals half damage on a successful 
  save, she instead takes no damage. This ability only 
  works while she is wearing light or no armor, and 
  carrying no more than a light load.
  Uncanny Dodge (Ex) Krille cannot be caught flat-
  footed, even by invisible attackers. She still loses her 
  Dexterity bonus to armor class if immobilized, or if an 
  opponent successfully uses the feint action against her.
  Surprise Attack (Ex) All opponents are considered flat-
  footed to Krille during the surprise round, even if they 
  have already acted.
  Bleeding Attack (Ex) Whenever an opponent is 
  damaged by Krille’s sneak attack, they take a point of 
  bleed damage for every die of said sneak attack. This 
  bleeding can be stopped by a DC 15 Heal check, or by 
  any form of magical healing.
  Resiliency (Ex) Once per day, when Krille is brought to 0 
  or fewer hit points, she can gain a number of temporary 
  hit points equal to her hit dice as an immediate action. 
  
  enemies of NeoExodus:  
  lucia Krille
  3
  This can be used to prevent her from dying. If the loss 
  of these temporary hit points brings her below 0, then 
  she is unconscious and dying as normal.
  Granite Hide: Krille has limited control over her body, 
  and she can manipulate it to protect herself, and 
  to harm her enemies. As a standard action which 
  provokes attacks of opportunity, she can transmute 
  her skin to stone. This causes her to appear more like a 
  living granite statue than a person, and it alters Krille’s 
  damage reduction to DR 10/bludgeoning and magic, 
  grants her +4 natural armor, acid resistance 5, and gives 
  her two natural slam attacks at +7, each dealing 1d6+2. 
  These changes last until Krille is knocked unconscious, 
  or until she alters her form again.
  MORE THAN A THIEF...
  It didn’t take long for Krille to realize her new found gifts 
  had made her sloppy. Word got out about the woman with 
  stony skin, and she had to take more and more elaborate 
  precautions just to ply her trade. It was only a matter 
  of time before someone found her, and offered to help 
  her find answers. An alchemist by the name of Mikando 
  Moor told Krille she could help her better understand the 
  accident, and what it had done to her. Krille wouldn’t need 
  to steal anymore. Moor would feed her, house her, and 
  take care of her expenses, if she would just consent to be 
  studied.
  Krille knew the deal was too good to be true, but it still 
  caught her off-guard how fast Moor went from a benefactor 
  to a jailer. The harder Krille fought, the more intrigued 
  Moor became. She took notes, asked questions, and 
  when Krille finally succumbed to exhaustion, performed 
  experiments to see how her body would react.
  She’d been a captive for six months when the lab caught 
  fire. The inferno blazed out of control, engulfing the 
  converted warehouse and several of its neighbors. Moor 
  and her dreadful work were reduced to cinders and ash. 
  Krille walked out of the blaze singed, but unharmed.
  KRILLE, THE HARD CASE 
  CR 8
  XP 4,800
  CN; Medium humanoid
  Init: +6; Senses tremorsense, cindersight 30 feet; 
  Perception +17
  DEFENSE
  AC 23, touch 15, flat-footed 17 (+4 Dex, +4 equipment, 
  +1 dodge, +3 deflection), 27 against attacks of 
  opportunity provoked by movement
  HP 90 (10d8 + 50)
  Fort +5, Ref +7, Will +2
  DR 5/bludgeoning, Acid Resistance 5, Fire Resistance 5
  OFFENSE
  Speed 30 ft.
  Melee dagger +12/+7, unarmed strike +11/+6 
  (1d4+2/19-20), sneak attack +5d6
  STATISTICS
  Str 14, Dex 18, Con 16, Int 10, Wis 12, Cha 13
  Base Atk +7/+2; CMB +10; CMD 23
  Feats Weapon Finesse, Dodge, Mobility, Toughness, 
  Improved Unarmed Strike, Weapon Focus (slam)
  
  enemies of NeoExodus:  
  lucia Krille
  4
  Skills Intimidate +14, Perception +14, Acrobatics +17, 
  Escape Artist +17, Sense Motive +14, Disguise +14, 
  Sleight of Hand +17, Diplomacy +14, Stealth +17
  Languages Common
  Treasure masterwork silver dagger, Ring of Protection 
  +3, intricate silver ring (worth 500 gp)
  SQ Evasion, Uncanny Dodge, Surprise Attack, Bleeding 
  Attack, Resiliency, Crippling Strike, Improved Granite 
  Hide, Cindersight, Smoke Screen
  SPECIAL ABILITIES
  Evasion (Ex) When Krille succeeds at a Reflex save 
  against an attack that deals half damage on a successful 
  save, she instead takes no damage. This ability only 
  works while she is wearing light or no armor, and 
  carrying no more than a light load.
  Uncanny Dodge (Ex) Krille cannot be caught flat-
  footed, even by invisible attackers. She still loses her 
  Dexterity bonus to armor class if immobilized, or if an 
  opponent successfully uses the feint action against her.
  Surprise Attack (Ex) All opponents are considered flat-
  footed to Krille during the surprise round, even if they 
  have already acted.
  Bleeding Attack (Ex) Whenever an opponent is 
  damaged by Krille’s sneak attack, they take a point of 
  bleed damage for every die of said sneak attack. This 
  bleeding can be stopped by a DC 15 Heal check, or by 
  any form of magical healing.
  Resiliency (Ex) Once per day, when Krille is brought to 0 
  or fewer hit points, she can gain a number of temporary 
  hit points equal to her hit dice as an immediate action. 
  This can be used to prevent her from dying. If the loss 
  of these temporary hit points brings her below 0, then 
  she is unconscious and dying as normal.
  Crippling Strike (Ex) Krille’s sneak attacks are delivered 
  with such precision that any target she damages also 
  takes 2 points of Strength damage from the attack.
  Improved Granite Hide (Ex) Krille has an increased 
  control over her form, and she can manipulate it to 
  protect herself, and to harm her enemies. As a standard 
  action which does not provoke attacks of opportunity, 
  she can transmute her skin into heated stone. This 
  causes her to appear more like burning granite statue 
  than a person, and it alters Krille’s damage reduction 
  to DR 10/bludgeoning and magic, grants her +6 
  natural armor, increases her acid resistance to 10, 
  and increases her fire resistance to 10. She gains two 
  natural slam attacks at +15, each dealing 1d6+2, plus 
  1d6 of fire damage. These changes last until Krille 
  is knocked unconscious, or until she alters her form 
  again. Additionally, while she is in this form, she gains 
  blindsight out to 30 feet.
  Cindersight (Ex) Krille can see through fire, fog, and 
  smoke without penalty, as long as she has sufficient 
  light to see normally.
  Smoke Screen (Ex) 3 times per day, as a standard 
  action, Krille can create a smoke screen. This ability 
  acts in all regards like the spell obscuring mist, but it 
  requires no verbal or somatic components, and it is an 
  extraordinary ability instead of a spell-like ability.
  KRILLE, THE HURRICANE
  Moor wasn’t the last person to take notice of Krille’s 
  skills, and unique talents. She worked as a bodyguard for 
  crime lords who had made enemies, as an enforcer for 
  trade guilds who wanted to cripple their competition, and 
  as an ask-no-questions transporter for cartels who needed 
  to get their ill-gotten goods from point A to point B with 
  no trouble.
  The alchemical process that first changed her didn’t stop, 
  though, and the more she used her powers, the more it 
  seemed to accelerate. In time, controlling her body became 
  more difficult. It was like a storm constantly raged inside 
  of Krille, trying to lash out at the world around her. Her 
  search for a cure took on a new desperation, growing in 
  proportion to the ferocity of the furies boiling inside her.
  KRILLE, THE HURRICANE 
  CR 12
  XP 19,200
  CN; Medium humanoid
  Init: +6; Senses tremorsense, cindersight 30 feet; 
  Perception +17
  DEFENSE
  AC 27, touch 21, flat-footed 19 (+7 Dex, +6 equipment, 
  +1 dodge, +3 deflection), 31 against attacks of 
  opportunity provoked by movement
  HP  117 (13d8 + 65)
  Fort +6, Ref +13, Will +5
  DR 10/bludgeoning, Acid Resistance 10, Fire Resistance 
  10, Electricity Resistance 10
  OFFENSE
  Speed 30 ft.
  Melee dagger +15/+10 (1d4+3/19-20), unarmed strike 
  +14/+9 (1d4+3), sneak attack +7d6
  STATISTICS
  Str 16, Dex 20, Con 16, Int 10, Wis 12, Cha 13
  Base Atk +9/+4; CMB +12; CMD 27
  Feats Weapon Finesse, Dodge, Mobility, Toughness, 
  Improved Unarmed Strike, Weapon Focus (slam), Spring 
  Attack, Combat Expertise 
  Skills Intimidate +17, Perception +17, Acrobatics +21, 
  Escape Artist +21, Sense Motive +17, Disguise +17, 
  Sleight of Hand +21, Diplomacy +17, Stealth +21
  Languages Common
  
  enemies of NeoExodus:  
  lucia Krille
  5
  Treasure masterwork silver dagger, Ring of Protection 
  +3, intricate silver ring (worth 500 gp), mithril chain 
  shirt +2
  SQ Evasion, Uncanny Dodge, Surprise Attack, Bleeding 
  Attack, Resiliency, Crippling Strike, Another Day, 
  Elemental Hide, Cindersight, Smoke Screen
  SPECIAL ABILITIES
  Evasion (Ex) When Krille succeeds at a Reflex save 
  against an attack that deals half damage on a successful 
  save, she instead takes no damage. This ability only 
  works while she is wearing light or no armor, and 
  carrying no more than a light load.
  Uncanny Dodge (Ex) Krille cannot be caught flat-
  footed, even by invisible attackers. She still loses her 
  Dexterity bonus to armor class if immobilized, or if an 
  opponent successfully uses the feint action against her.
  Surprise Attack (Ex) All opponents are considered flat-
  footed to Krille during the surprise round, even if they 
  have already acted.
  Bleeding Attack (Ex) Whenever an opponent is 
  damaged by Krille’s sneak attack, they take a point of 
  bleed damage for every die of said sneak attack. This 
  bleeding can be stopped by a DC 15 Heal check, or by 
  any form of magical healing.
  Resiliency (Ex) Once per day, when Krille is brought to 0 
  or fewer hit points, she can gain a number of temporary 
  hit points equal to her hit dice as an immediate action. 
  This can be used to prevent her from dying. If the loss 
  of these temporary hit points brings her below 0, then 
  she is unconscious and dying as normal.
  Crippling Strike (Ex) Krille’s sneak attacks are delivered 
  with such precision that any target she damages also 
  takes 2 points of Strength damage from the attack.
  Another Day (Ex) Once per day, if Krille would be 
  brought to 0 or fewer hit points, she can tae a 5-foot 
  step as an immediate action. If the movement takes 
  her out of the range of the initial attack, she takes no 
  damage. She is staggered for 1 round after using this 
  ability.
  Elemental Hide (Ex) Krille has an increased control 
  over her form, and she can manipulate it to protect 
  herself, and harm her enemies. As a move action which 
  does not provoke attacks of opportunity, she can 
  transmute her body into a roiling, elemental slurry. This 
  causes her to appear move like a statue made of raw 
  elements than a person. In this state Krille’s damage 
  reduction to DR 10/bludgeoning and adamantine, 
  grants her a +8 natural armor bonus, increases her 
  acid, fire, and electricity resistance to 15. She gains two 
  natural slam attacks at +15, each dealing 1d6+2, plus 
  1d6 of fire or electricity damage. The choice should be 
  declared before a given attack is rolled, and is a free 
  action to change. Any creature striking Krille with an 
  unarmed strike or natural attack takes 1d6 points of 
  damage that corresponds to the element that imbued 
  her last attack.
  Additionally, while in this form, Krille has a 50% chance 
  to ignore critical hits and precision damage due to 
  her impossible form. She also gains fast healing 5, and 
  blindsight to a range of 60 feet. These changes last 
  until Krille is knocked unconscious, or until she alters 
  her form again.
  Cindersight (Ex) Krille can see through fire, fog, and 
  smoke without penalty, as long as she has sufficient 
  light to see normally.
  Smoke Screen (Ex) 3 times per day, as a standard 
  action, Krille can create a smoke screen. This ability 
  acts in all regards like the spell obscuring mist, but it 
  requires no verbal or somatic components, and it is an 
  extraordinary ability instead of a spell-like ability.
  KRILLE THE EVER-CHANGING
  It was only a matter of time until word reached the 
  alchemist who started all of this. Krille tracked him to 
  the tiny guild house he’d been hiding in, trying to stay as 
  far off the map as he could. Far from a stupid man, he’d 
  known Krille would find him eventually. Which was why 
  when she did, he had prepared a formula for her. In one 
  bottle was a reagent that would, he assured her, reverse 
  the process and turn her back into what she had been; 
  a no-name thief in a backwater city. In the other bottle, 
  though, was the final piece of the puzzle. A concoction that 
  would finish what the accident had begun.
  It was a moment of truth, and Krille decided she had come 
  too far to go back to what she once was. She drank the 
  second bottle, and the woman who had been Lucia Krille 
  was gone. What existed in her place was something else... 
  something dangerous. Something made of equal parts 
  earth and fire, water and air. A creature who had risen 
  above, and left the petty concerns of humanity behind.
  KRILLE THE EVER-CHANGING 
  CR 16
  XP 76,800
  CN; Medium native outsider (elemental)
  Init: +7; Senses blindsight 60 feet; Perception +25
  DEFENSE
  AC 32, touch 23, flat-footed 30 (+12 Dex, +20 natural, 
  +1 dodge), 37 against attacks of opportunity provoked 
  by movement
  HP  176 (16d8 + 112), regeneration 5 (opposed element)
  Fort +10, Ref +18, Will +14
  DR 10/bludgeoning and adamantine, Acid Resistance 
  15, Fire Resistance 15, Electricity Resistance 15, Cold 
  Resistance 15, SR 25
  Immune Elemental traits
  
  enemies of NeoExodus:  
  lucia Krille
  6
  OFFENSE
  Speed 30 ft.
  Melee 2 slam attacks, +21 (2d6 + 5) , sneak attack 9d6
  STATISTICS
  Str 20, Dex 24, Con 20, Int 10, Wis 18, Cha 13
  Base Atk +15; CMB +30; CMD 37
  Feats Weapon Finesse, Dodge, Mobility, Toughness, 
  Improved Unarmed Strike, Weapon Focus (slam), Spring 
  Attack, Combat Expertise, Whirlwind Attack, Lightning 
  Reflexes
  Skills Intimidate +21, Perception +24, Acrobatics +27, 
  Escape Artist +27, Sense Motive +24, Disguise +21, 
  Sleight of Hand +27, Diplomacy +21, Stealth +27
  Languages Common, all elemental languages
  Treasure none
  SQ Elemental Aura, Evasion, Uncanny Dodge, Surprise 
  Attack, Bleeding Attack, Crippling Strike, Smoke Screen
  SPECIAL ABILITIES
  Elemental Aura (Ex) Krille’s form is constantly shifting 
  between elements. Every round as a free action she 
  selects fire, cold, electricity, or acid, and any targets 
  adjacent to her take 1d6 points of that type of energy. 
  Additionally, her slam attacks deal an additional 1d6 
  points of damage that corresponds to that choice. If 
  she is dealt damage of an opposing energy type during 
  that round, her regeneration is stopped for the round 
  following the attack.
  Evasion (Ex) When Krille succeeds at a Reflex save 
  against an attack that deals half damage on a successful 
  save, she instead takes no damage. This ability only 
  works while she is wearing light or no armor, and 
  carrying no more than a light load.
  Uncanny Dodge (Ex) Krille cannot be caught flat-
  footed, even by invisible attackers. She still loses her 
  Dexterity bonus to armor class if immobilized, or if an 
  opponent successfully uses the feint action against her.
  Surprise Attack (Ex) All opponents are considered flat-
  footed to Krille during the surprise round, even if they 
  have already acted.
  Bleeding Attack (Ex) Whenever an opponent is 
  damaged by Krille’s sneak attack, they take a point of 
  bleed damage for every die of said sneak attack (5d6 
  deals 5 bleed damage, in this case). This bleeding can 
  be stopped by a DC 15 Heal check, or by any form of 
  magical healing.
  Crippling Strike (Ex) Krille’s sneak attacks are delivered 
  with such precision that any target she damages also 
  takes 2 points of Strength damage from the attack.
  Smoke Screen (Ex) 3 times per day, as a standard 
  action, Krille can create a smoke screen. This ability 
  acts in all regards like the spell obscuring mist, but it 
  requires no verbal or somatic components, and it is an 
  extraordinary ability instead of a spell-like ability.
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  Enemies of NeoExodus:
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  f irst ones
  Ene mie s  o f  Ne o Exo du s :
  THE WORLD OF EXODUS NEEDS HEROES...
  
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  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Enemies of NeoExodus: Lucia Krille, Copyright 2017, Louis Porter Jr. 
  Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Neal Litherland
  Artwork by Alejandro García Palomares
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9310 - Enemies of NeoExodus - Lucia Krille.pdf