The material below is Open Game Content
Twizz Arglegray, “Male” Ashmalkin Wizard 18: CR 18; Diminutive fey (extraplanar); HD 18d4+54; hp 87; Init +6; Spd 10 ft.; AC 30, touch 20, flat-footed 24; Base Atk +9; Grp -6; Atk +15 melee (1d4 electrical nonlethal + 1 bludgeoning, shocklash) or +15 ranged (1d6 fire +1 piercing, flamedart); Full Atk +15/+9 melee (1d4 electrical nonlethal + 1 bludgeoning, shocklash) or +15/+9 ranged (1d6 fire +1 piercing, flamedart); Space/Reach 1 ft./0 ft.; SA alchemical weapons, spells; SQ ashmalkin traits, feather fall, low-light vision, summon familiar; AL CE; SV Fort +8, Ref +12, Will +8; Str 4, Dex 22, Con 14, Int 22, Wis 4, Cha 12.
Skills: Concentration +24, Decipher Script +9, Hide +28, Knowledge (arcana) +27, Move Silently +16, Spellcraft +29, Spot +7.
Feats: Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Familiar, Maximize Spell, Mounted Combat, Scribe Scroll, Spell Focus (necromancy), Spell Penetration, Weapon Finesse.
Feather Fall (Su): As a free action, Twizz can use a feather fall spell as per the spell cast by a 5th level wizard.
Ashmalkin Traits (Ex): Twizz has an innate kinship with stirges. He gains a +2 racial bonus to Handle Animal and Ride checks related to stirges. Twizz may select a stirge as his familiar regardless of his alignment. Twizz may treat shocklashes as martial weapons rather than exotic weapons.
Languages: Abyssal, Common, Draconic, Ignan, Infernal, Sylvan, Terran.
Spells Prepared (5/7/7/6/6/6/6/4/4/3; save DC 16 + spell level): 0—acid splash, mage hand, resistance × 2, touch of fatigue*; 1st—grease, mage armor, magic missile × 3, ray of enfeeblement*, shield; 2ⁿd—acid arrow, bear’s endurance, protection from arrows, scorching ray, spectral hand*, summon swarm; 3rd—dispel magic, fireball, gaseous form, haste, lightning bolt, vampiric touch*; 4th—animate dead*, bestow curse*, confusion, enervation*, ice storm, stoneskin; 5th—cone of cold, dominate person, feeblemind, interposing hand, symbol of pain*, teleport; 6th—chain lightning, circle of death*, create undead*, disintegrate, geas/quest, greater dispel magic; 7th—finger of death*, grasping hand, insanity, mass hold person; 8th—clenched fist, create greater undead, horrid wilting*, maze; 9th—energy drain*, imprisonment, time stop. *Necromantic spell (DC +2).
Possessions: Amulet of natural armor +3, bracers of armor +4, brooch of shielding, dust of disappearance, ioun stone (green), mask of the skull, ring of protection +3, robe of bones, cure serious wounds potion × 5. [Note: Twizz’s possessions are all Diminutive in size; with the exception of the ioun stone, none are usable by a creature of a size larger than Tiny.]
Summon Familiar: Twizz has a stirge named Mangkoon as his familiar. Mangkoon grants him the following benefits:
Alertness (Ex): While Mangkoon is within arm’s reach, Twizz gains the Alertness feat.
Deliver Touch Spells (Su): Mangkoon can deliver touch spells for Twizz. If Twizz and Mangkoon are in contact at the time Twizz casts a touch spell, he can designate Mangkoon as the “toucher.” Mangkoon can then deliver the touch spell just as Twizz could. As usual, if Twizz casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su): Twizz has an empathic link with Mangkoon out to a distance of up to 1 mile. He cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, Twizz has the same connection to an item or place that his familiar does.
Scry on Familiar (Sp): Twizz can scry on Mangkoon (as if casting the scrying spell) once per day.
Share Spells: At Twizz’s option, any spell (but not any spell-like ability) he casts on himself may also affect Mangkoon. Mangkoon must be within 5 ft. at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Mangkoon if he moves farther than 5 ft. away and will not affect him again even if he returns to Twizz before the duration expires. Additionally, Twizz may cast a spell with a target of “You” on Mangkoon (as a touch spell) instead of on himself. Twizz and Mangkoon can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Speak with Master (Ex): Twizz and Mangkoon can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Mangkoon, stirge familiar: CR –; Tiny augmented magical beast; HD 18; hp 48; Init +4; Spd 10 ft., fly 40 ft.; AC 25, touch 16; flat-footed 21; Base Atk +9; Grp -3 (+1 when attached); Atk/Full Atk +15 touch (attach); SA attach, blood drain; SQ darkvision 60 ft., improved evasion, low-light vision, spell resistance 23; AL N; SV Fort +6, Ref +10, Will +12; Str 3, Dex 19, Con 10, Int 14, Wis 12, Cha 6.
Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.
Attach (Ex): If Mangkoon hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body, effectively grappling its prey. While attached Mangkoon loses its Dexterity bonus to AC and has an AC of 21, but holds on with great tenacity. Mangkoon has a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.
Blood Drain (Ex): Mangkoon drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once Mangkoon has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, Mangkoon detaches and seeks a new target.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Mangkoon takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Spell Resistance (Ex): Mangkoon has spell resistance 23. To affect Mangkoon with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds Mangkoon’s spell resistance.