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Leonora Dori

Artist	 Attributed to Daniel Dumonstier  (1574–1646) Blue pencil.svg wikidata:Q3013994 Description	 Français : Leonora Galigaï, maréchale d'Ancre. Date	circa 1614
Attributed to Daniel Dumonstier  (1574–1646)   Leonora Galigaï, maréchale d’Ancre. circa 1614

Leonora Dori is a favourite of Marie de’ Medici, mother of King Louis of France married to Concino Concini, marquis and then marshal of France, propelling them though the social orders during Marie’s reign as Queen Mother and Regent of France.

She suffers from debilitating depressions and paralyzing spasms, which the queen and her courtiers believe to be due to successfully fighting demonic possession, but which were resistant to exorcism.

Hired by the queen to perform exorcisms and white magic to counter black magic and curses. She has earned huge sums of money by these tasks, as well as from bribes for giving people access to the queen. Which she invested in banks and in real estate in France and Italy.

The husband of Marie de Médicis, was assassinated by Concino Concini to improve their influence with the Queen Mother of France.

Name Leonora Dori
Human Demon-Possessed Marilith CR 8
XP 4800
Any Medium Humanoid (Humanoid) Chaotic Subtype, Evil Subtype
Witch level 7 (skill points 63) Witch (Patron – Deception ) 
Init +1; Senses DEFENSE AC 13, Touch 12, flat footed 12 ( No Armour, Shield, none) 
(+1 Dexterity, +1 Natural, +1 deflection) 
hp 55 (0d8+7d6+21+7);
Fort +7, Ref +5, Will +11 Save Modifier 2 resistance bonus on Fortitude saves against poison.
Damage reduction 10/cold iron, Resistance to Electricity 20, Spell Resistance A marilith-possessed creature has spell resistance equal to 10 plus its character level. OFFENSE Speed 30
Melee
Single Attack Dagger +5 (1d4+2/19-20) 
or Pistol, coat +4 (1d4 X3) 
Full Attack
Dagger +3 (1d4+2/19-20)
or Pistol, coat +4 (1d4 X3) range 10 
Space 5ft.; Reach 5 
Special Attacks
Spell-like Abilities
Spell-like Abilities add +3 to concentration
Spell-like Abilities (CHR) 1st DC(13) 1/day magic weapon
Spell-like Abilities (CHR) 2nd DC(14) 1/day—align weapon
Spell-like Abilities (CHR) 6th DC(18) 1/day blade barrier
Spells Known: 

Witch Spells
CL 7 Concentration 13
Level 0 (4) DC 16
Daze(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,M rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round
SV Will negates Area: One humanoid creature of 4 HD or less Book: 
Description: A single humanoid creature with 4 HD or less loses its next action.

Detect Poison(Divination)[ ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous
SV None Area: One creature, one object, or a 5-ft. cube Book: 
Description: Detects poison in one creature or object.

Read Magic(Divination)[ ] X 1
V,S,F rng: Personal CT: Dur: 10 min./level
SV N/A Area: You Book: 
Description: Read scrolls and spellbooks.

Touch of Fatigue(Necromancy)[ ] X 1
V,S,M rng: Touch CT: Dur: 1 round/level
SV Fortitude negates Area: Creature touched Book: 
Description: Touch attack fatigues target.

Level 1 (7) DC 17
Cause Fear(Necromancy)[Fear Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: 1d4 rounds or 1 round; see text
SV Will partial Area: One living creature with 5 or fewer HD Book: CRB 
Description: The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

Charm Person(Enchantment)[Charm Mind-Affecting ] X 1
V,S (Me) rng: Close 25ft + 5ft/2 levels CT: Dur: 1 hour/level
SV Will negates Area: One humanoid creature Book: 
Description: Makes one person your friend.

Command(Enchantment)[Compulsion Language-Dependent Mind-Affecting ] X 1
V rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round
SV Will negates Area: One living creature Book: 
Description: One subject obeys selected command for 1 round

Hypnotism(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: 2d4 rounds (D)
SV Will negates Area: Several living creatures, no two of which may be more than 30 ft. apart Book: CRB 
Description: Fascinates 2d4 HD of creatures.

Sleep(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,M rng: Medium 100ft + 10ft / level CT: Dur: 1 min./level
SV Will negates Area: One or more living creatures within a 10-ft radius burst Book: CRB 
Description: Puts 4 HD of creatures into magical slumber.

Ventriloquism(Illusion)[Figment ] X 1
V,F rng: Close 25ft + 5ft/2 levels CT: Dur: 1 min./level (D)
SV Will disbelief (if interacted with) Area: Intelligible sound, usually speech Book: CRB 
Description: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who

Whispering Lore(Divination)[Glamer Mind-affecting ] X 1
V, S, M/DF (an owls beak) rng: personal CT: Dur: 10 minutes/level (D)
SV None Area: you Book: Advanced Race Guide 
Description: Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment, you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrains skill bonus and gain the new bonus.

Level 2 (6) DC 18
Blindness/Deafness(Necromancy)[ ] X 1
V rng: Medium 100ft + 10ft / level CT: Dur: Permanent (D)
SV Fortitude negates Area: One living creature Book: 
Description: Makes subject blinded or deafened.

Delay Poison(Conjuration)[Healing ] X 1
V,S,DF rng: Touch CT: Dur: 1 hour/level
SV Fortidude negates (harmless) Area: Creature touched Book: CRB 
Description: Stops poison from harming target for 1 hour/level.

Detect Thoughts(Divination)[Mind-Affecting ] X 1
V,S,F/DF rng: 60ft CT: Dur: Concentration, up to 1 min./level (D)
SV Will negates, see text Area: Cone-shaped emanation Book: 
Description: Allows “listening” to surface thoughts.

Invisibility(Illusion)[Glamer ] X 1
V,S,M/DF rng: Touch CT: Dur: 1 min./level (D)
SV Will negates (harmless) or Will negates (harmless, object) Area: You or a creature or object weighing no more than 100 lb./level Book: CRB 
Description: Subject is invisible for 1 min./level or until it attacks.

Pox Pustules(Necromancy)[ ] X 1
V, S, M rng: Close 25ft + 5ft/2 levels CT: Dur: 1 minute/level
SV Fortitude negates Area: one creature Book: APG 
Description: You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 penalty to Dexterity (this penalty cannot lower Dexterity below 0). The target can spend a move action scratching furiously at the rash to remove the sickened condition (but not the Dexterity penalty) until the start of its next turn.

Zone of Truth(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,DF rng: Close 25ft + 5ft/2 levels CT: Dur: 1 min./level
SV Will negates Area: 20-ft.-radius emanation Book: 
Description: Subjects within range cannot lie.

Level 3 (4) DC 19
Blink(Transmutation)[ ] X 1
V,S rng: Personal CT: Dur: 1 round/level (D)
SV N/A Area: You Book: CRB 
Description: You randomly vanish and reappear for 1 round/level. Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane). While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against

Dispel Magic(Abjuration)[ ] X 1
V,S rng: Medium 100ft + 10ft / level CT: Dur: Instantaneous
SV None Area: One spellcaster, creature, or object; or 20-ft.-radius burst Book: CRB 
Description: Cancels one magical spell or effect.

Fly(Transmutation)[ ] X 1
V,S,F/DF rng: Touch CT: Dur: 1 minute/level
SV Will negates (harmless) Area: Creature touched Book: CRB 
Description: Subject flies at speed of 60 ft.

Suggestion(Enchantment)[Compulsion Language-Dependent Mind-Affecting ] X 1
V, M (a snakes tongue and a honeycomb) rng: Close 25ft + 5ft/2 levels CT: Dur: 1 hour/level or until completed
SV Will negates Area: One living creature Book: CRB 
Description: You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

Level 4 (3) DC 20
Divination(Divination)[ ] X 1
V,S,M (Vi, rng: Personal CT: Dur: Instantaneous
SV N/A Area: You Book: CRB 
Description: Provides useful advice for specific proposed actions.

Geas, Lesser(Enchantment)[Compulsion Language-Dependent Mind-Affecting ] X 1
V rng: Close 25ft + 5ft/2 levels CT: Dur: One day/level or until discharged (D)
SV Will negates Area: One living creature with 7 HD or less Book: 
Description: Commands subject of 7 HD or less.


STATISTICS Strength 14, Dexterity 13, Constitution 17, Intelligence 22, Wisdom 18, Charisma 15
Base Attack 3 CMB 5 ; CMD 17 
Feats 
Hex – Cackle (Su): Move action. Any creature that is within 30 feet that is under the effects of an agony, charm, evil eye, fortune , or misfortune hex caused by the witch has duration extended by 1 round.,
Hex – Cauldron (Ex): Receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.,
Hex – Coven (Ex): Can use the aid another action to grant a +1 bonus to the other witchs caster level for 1 round. ,
Hex – Disguise (Su): Change her appearance for a number of hours per day equal to her class level, as if using disguise self. ,
Brew Potion,
Combat Casting: +4 Concentration checks for Defensive casting,
Greater Spell Focus: +1 DC against spells of one class,
Multiattack: Secondary Attacks are at -2 instead of -5,
Simple Weapon Proficiency,
Spell Focus: +1 to DC for save against 1 school of magic,
Spell Penetration: +2 caster level checks to defeat spell resistance,
Two-Weapon Fighting: Get extra attack at -2 to all attacks
Skills Craft Alchemy 20, Fly 11, Heal 14, Intimidate 12, Know Arcana 16, Know Nature 16, Know the Planes 16, Spellcraft 16, Use Magic Device 12
Languages Common
ECOLOGY Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES Possesed Spell Vulnerability (Ex) CR 6 break enchantment
Possessed (Su) 
Familiar – Alertness (Ex) While a familiar is within arms reach, the master gains the Alertness feat.
Familiar – Deliver Touch Spells (Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the toucher. The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability
Familiar – Empathic Link (Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the links limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Familiar – Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Familiar – Intelligence = 9
Familiar – Natural Armor Adj = + 4
Familiar – Share Spells The witch may cast a spell with a target of You on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiars type (magical beast).
Familiar – Speak with Animals of Its Kind (Ex) If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Familiar – Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Familiar – Store Spells Starting at 1st level, a witchs familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witchs familiar adds new bonus spells to the witchs spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Witchs Familiar -1 (Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizards arcane bond class feature, except as noted in the Witchs Familiar section. 

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witchs familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witchs choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Witchs Familiar -2 (Ex) Familiar Basics 

Use the basic statistics for a creature of the familiars kind, but with the following changes. 

Hit Dice: For the purpose of effects related to number of Hit Dice, use the masters character level or the familiars normal HD total, whichever is higher. 

Hit Points: The familiar has half the masters total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. 

Attacks: Use the masters base attack bonus, as calculated from all her classes. Use the familiars Dexterity or Strength modifier, whichever is greater, to calculate the familiars melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiars kind. 

Saving Throws: For each saving throw, use either the familiars base save bonus (Fortitude +2, Reflex +2, Will +0) or the masters (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesnt share any of the other bonuses that the master might have on saves. 

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the masters skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiars total skill modifiers, some skills may remain beyond the familiars ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. 

Chaotic Subtype:This subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned.
Evil Subtype:This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned.
Possesed Spell Vulnerability (Ex):Certain powerful spells have special additional effects against demon-possessed creatures. These spells must first overcome the demon�s spell resistance (if any) to have any effect. A demon-possessed creature subjected to a dispel chaos or dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the demon-possessed creature template for a number of rounds equal to the opponents caster level. The demon is immediately ejected from the possessed creatures body and appears in the nearest open square. A demon-possessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again possessed by a demon. Failure returns the demon to its home plane, as noted in the spell description. 

An antimagic field or any antimagic effect suppresses all the effects of the demon-possessed creature template. It also prevents the demon from communicating with the possessed creature, using its perceptions, and exiting its body (unless it dies) for as long as the demon-possessed creature remains in the antimagic area. 
In addition, particular spells can affect the weaker demon kinds, as noted on the following table. In each case, when the spell indicated for that demon (or any demon of higher CR on the table) targets the demon-possessed creature, the demon is expelled as described for dismissal (above), assuming that the creature fails any associated saving throw and the spell penetrates the demon�s spell resistance. Spells cast by the possessed creature do not have this effect.
Possessed (Su):Each demon-possessed creature is inhabited by a specific demon. The demon can neither control the possessed creature nor read its mind, and it perceives only what the possessed creature does. The possessed creature�s alignment changes to chaotic evil until the possession ends. The demon is in constant telepathic communication with the possessed creature, imparting its thoughts and desires regardless of language. To gain the possessed creature�s cooperation, the demon usually offers telepathic suggestions that it thinks a chaotic evil creature might find appealing. While possessing another creature, the demon does not have access to any of its supernatural, spell-like, or extraordinary abilities. It cannot cast spells or take purely mental actions beyond thinking and using Intelligence-based skills. It cannot be targeted by any spell or effect (except as described under spell vulnerability), but it can be detected normally by divination spells. Damage that harms the possessed creature does not harm the possessing demon. If the possessed creature dies, the demon appears in its square. The demon can exit the possessed creature at any time as a standard action. When it does so, it appears in the nearest available open space.
MAGIC ITEMS (max value 7800) Amulet of natural armour (+1) +1 Nat armour (2000gp) 
Cloak of resistance (+2) +2 saves (4000gp) 
Ring of Protection (+1) +1AC (2000gp) 


Total Value = 8000
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