|He is a tall, muscular man with shaggy black hair and a fierce glare. He accents his black leather armor with a steel spider shaped shoulder baldric and a thick chain criss crossing his chest, linked together in the shape of a spider. His signature weapons—gauntlets fixed with blades over the knuckles—glisten with poison. Now and then, spiders clamber over his skin, but he takes no notice. Whispers say that Devargo has the blood of fiends in him, and that he can communicate with spiders telepathically.
Before Combat Devargo coats the blades of both of his spiked gauntlets with medium spider venom. Each lasts 2 applications.
During Combat Confident and brave, Devargo begins combat by opening the trap door and dumping anyone standing on it below. Once the trap door is triggered, Devargo leaps into the battle with his gauntlets, grinning sadistically as he fights. His enforcers are used to the sounds of battle and fights in the throne room and they don’t respond until Devargo raises the alarm or until the first hopeful thug flees. Once this occurs, enforcers arrive in this area at the rate of one every round until all 10 enforcers on duty in Eel’s End have arrived.
Morale If reduced to fewer than -4 hit points, Devargo calls out for help from his enforcers, drinks his potion of invisibility, and then flees downstairs. He drinks his potion of cure moderate wounds as soon as possible and barricades himself in his quarters, hoping his enforcers can finish off the fight for him.
Combat Gear potion of cure moderate wounds, potion of invisibility, medium spider venom (4); Other Gear +1 leather armor, mwk hand crossbow with 10 bolts, mwk spiked gauntlets (2), key, key to footlocker, 79 gp
Sneak attack (+2 steps damage)
Duel wield (+1 AP)
Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense:a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on EVD saves made to avoid traps and a +1 bonus to AP against attacks made by traps.
Uncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible.
poison lasts 2 strikes per blade, can apply poison as a free action if in hand
Level of toxicity:70
Resistance: Endurance (per round)
Onset time: instant
Duration: 4 rounds
Conditions: weakness, The bite caused the victim to become uncoordinated causing a loss of 1d2 STR per round
cure: magical healing only