When this man gazes at you, you feel compelled to follow him, forgetting about the feral aspect of his person that had so disturbed you but a moment before.
Afiti CR 1
Afiti Sorcerer 2
CE Medium Humanoid (human)
Init +2; Senses Perception +1
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 18 (2d6+9)
Fort +3, Ref +2, Will +4 (see iron guts)
Speed 30 ft.
Melee bite +1 (1d6 plus disease) or dagger +1 (1d4)
Ranged dagger +3 (1d4)
Special Attacks disease
Sorcerer Spells Known (CL 2nd; concentration +5)
0—bleed (DC 13), daze (DC 13), detect magic, detect poison
1st—disguise self, hypnotism (DC 14)
Str 11, Dex 14, Con 17, Int 14, Wis 12, Cha 17
Base Atk +1; CMB +1; CMD 13
Feats Dodge, Eschew Materials (b), Toughness
Skills Intimidate +8, Knowledge (arcana) +7, Knowledge (religion) +7, Perception +1, Spellcraft +6, Use Magic Device +7
Languages Common, Southern
SQ bloodline power (undead), cantrip, eschew materials
Environment warm forests and plains
Organization solitary, pair, or hunt (1d3 afiti with 2d4 cannibals or 2d4 hyenas or jackals)
Disease (Ex) Filth Fever Bite—injury; save Fort DC 14, onset 1d3 days, frequency 1 day, effect 1d3 Dex and 1d3 Con damage, cure 2 consecutive saves.
Grave’s Touch (Sp) An afiti can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 its level (minimum 1). If the afiti touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than the afiti’s current level. The afiti can use this ability a number of times per day equal to 3 + his Charisma modifier.
Iron Guts (Ex) An afiti has a cast-iron stomach or has trained himself to withstand poisons, especially ingested ones. He gains a +1 bonus on all saves against ingested poisons as well as a +4 bonus on saves against all spells and effects that cause the afiti to be nauseated or sickened.
An afiti is a spellcaster that hypnotizes humanoids to kill and devour them and who exhumes corpses to feed on them the way a ghoul would, often with the assistance of a band of hyenas or jackals. The afiti sharpen their teeth and liberally use their bite attack before any Intimidate checks against their foes.
Afiti are defined by their class levels—they do not possess racial Hit Dice. All afiti have the following racial traits.
+2 Constitution, +2 Charisma: Afiti are resistant to disease and have cast-iron stomachs. They are very persuasive.
Immune: Afiti are immune to disease
Special Abilities: Disease (filth fever), grave’s touch, iron guts (see above)
Speed: Afiti have a base speed of 30 feet.
Weapon Familiarity: Afiti are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an afiti’s gestures, which can cause spells with somatic components to fail.
Languages: Afiti begin play either speaking the dialect of their race or Southern. Afiti with high Intelligence can choose to learn any language.
Favorite Classes: Afiti are always spellcasters able to charm or hypnotize their victims, and thus generally come from the following classes: bard, sorcerer, witch, or wizard.