All Creatures
Abilities | Monsters | NPCs


Naptha Asavarre

This creature's description may contain spoilers. Click to revealAs a young elf studying medicine in Lattiskar, Naptha Asavarre learned her lessons well; don't let emotions get in the way. If a limb must be sacrificed to save a life, that exchange is worth the cost. Do what must be done to save the patient. At first, Naptha found this grim pragmatism difficult to stomach—her passion was helping people, not cutting them apart. But after several disastrous procedures during which her compassion left her patient dead upon the operating table, she learned to never let sentiment override her reason. Before long, Naptha became renowned throughout the city for her medical skills, as well as for her habit of foregoing payment for those who couldn't afford her care.

Naptha's talents eventually brought her to the attention of Queen Naebora, who was looking for a tutor for her twin sons. Naptha agreed to mentor Prince Daehalyan in the ways of medicine, while at the same time remaining on hand to patch up any injuries Kajasiel sustained during his martial training. In return for her service, Naebora funded Naptha's private practice, allowing her to see more patients free of charge.

Though initially their agreement was purely transactional, over the years the relationship between Naebora and Naptha deepened, changing from that of a patron and her servant to that of a queen and her loyal advisor. Naebora shared her hopes and dreams for Lattiskar with Naptha, painting a picture of a city whose prosperity was not a byproduct of wise laws and governance, but a direct result of the perfect obedience she hoped to cultivate within her subjects. Once her sons were fully grown, Naebora gave Naptha a new position, one for which she felt the surgeon was ideally suited: overseeing the Palace of Screaming Flesh, where she could pursue her more controversial medical experiments far from the eyes of those who would judge them for their cruelty.

At first Naptha participated willingly in her new role, believing that the facility's fleshwarping experiments would give Naebora greater control over her city, resulting in an age of unprecedented prosperity for Lattiskar. However, the more time Naptha spent at the palace—time removed from Naebora's charismatic presence—the more she began to question her loyalty to the queen. Realizing what Naebora's plans would ultimately mean for Lattiskar, she returned to the city and confronted her former patron, insisting with fiery words that the experiments at the palace needed to end.

Queen Naebora was moved—not by Naptha's impassioned arguments, but by her betrayal. She sent Naptha back to the Palace of Screaming Flesh, this time not as administrator, but as a prisoner. At the palace, Naptha underwent the same process she had inflicted upon so many others. Perhaps as a nod to her heated condemnation of the palace's fleshwarping practices, Naptha was gifted—if such a word can be used—with organs that produced highly flammable carbauxine gas.

Daehalyan and Kajasiel's murder of Queen Naebora ended their mother's plans for the Palace of Screaming Flesh, but the cruel scientists in charge of the facility ignored the new kings' orders to shut down their experiments. With no reliable shipments of supplies from the city, however, guards began abandoning their posts, eventually leading the prisoners to stage a revolt headed by Naptha herself. In the role of administrator again, Naptha promised to restore the fleshwarped prisoners to their former forms. She faced a dilemma, however: not only was the facility running low on food, but few of those fleshwarped at the palace dared risk their own lives in the restoration process.

And so, Naptha's lessons as a surgical student came back to her. Put emotion aside. Make the cuts that allow the patient to live. Though she was loath to do so, Naptha arranged a deal with the corrupt administrators at the Shiv. In return for supplies, she would continue to accept prisoners from Lattiskar, gaining new subjects to fleshwarp in hopes of eventually learning to undo those very changes. Naptha is torn between emotion and intellect, making choices that horrify her while at the same time convincing herself that, one day, the ends will justify the means. Though she hates her fleshwarped body, the crimes she has committed at the palace disgust her far more. In her dealings with the PCs, Naptha struggles to maintain an air of cold logic, but she lashes out if forced to confront what was done to her.

Campaign Role

When the PCs arrive at the Palace of Screaming Flesh, Naptha is still nominally in charge of the facility, but her authority has been compromised by the recent vaultline, which has corrupted the palace's fleshwarping device and thrown her organization into chaos. The PCs can choose to work with Naptha, expediting their journey through the palace on their way to the fungus farm. Alternatively, the PCs might judge Naptha's past crimes too horrifying to consider an alliance with her. In this case, they will have to defeat Naptha and her fleshwarped allies to end her reign of scientific terror.

Elite | Normal | Weak
Proficiency without Level

Naptha AsavarreCreature 14

Unique Medium Aberration Elf Fleshwarp Humanoid 
Source Pathfinder #225: Vaultlines pg. 249
Recall Knowledge DC 32 (42 if Unique applies) • Aberration (Occultism), Humanoid (Society)
Perception +27; darkvision
Languages Common, Elven, Sakvroth
Skills Acrobatics +25, Athletics +25, Deception +23, Diplomacy +25, Fleshwarping Lore +30, Intimidation +25, Medicine +28
Str +4, Dex +2, Con +7, Int +6, Wis +4, Cha +4
Items scalpel (3^ functions as a dagger), healer's toolkit, overseer's robes (functions as +1 resilient explorer's clothing)
AC 35; Fort +25, Ref +21, Will +27
HP 315; Weaknesses fire 10
Carbauxine Backlash [free-action] (fire) Frequency once per round; Effect When Naptha takes fire damage, the carbauxine gas leaking from her ignites, dealing 10 fire damage to all other creatures in a 10-foot emanation.Emotional Control [reaction] (emotion, fortune, mental) Trigger Naptha fails or critically fails a saving throw against an emotion effect; Effect Naptha clamps down her emotions. She rerolls the saving throw, using the second result. She is then slowed 1 on her next turn.
Speed 30 feet
Melee [one-action] scalpel +27 [+23/+19] (agile, finesse, versatile S), Damage 1d4+11 piercingMelee [one-action] jaws +27 [+22/+17] (unarmed), Damage 4d8+11 bludgeoningRanged [one-action] scalpel +25 [+21/+17] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+11 piercingBloodletting [one-action] Requirement Naptha's last action was a melee scalpel Strike that did precision damage; Effect Naptha attempts a Medicine check against the target's Fortitude DC. On a success, the creature becomes drained 1 (drained 2 on a critical success) or increases its drained condition value by 1 (or by 2 on a critical success), to a maximum of drained 4.Carbauxine Breath [two-actions] (fire) Naptha exhales a gout of carbauxine gas and ignites it, creating a blast that deals 15d6 fire damage to all creatures in a 30-foot cone or 60-foot line (DC 34 basic Reflex save). Naptha can't use Carbauxine Breath again for 1d4 rounds.Surgical Precision [one-action] (concentrate) Naptha attempts a Medicine check against the Fortitude DC of one living creature she can see within 30 feet. On a success, until the end of her turn Naptha's scalpel Strikes deal an extra 8d4 precision damage against that creature; on a critical success, her scalpel Strikes against the creature also deal 4d4 persistent bleed damage. On a critical failure, the creature gains temporary immunity to Surgical Precision for 1 day.Suture Wounds [one-action] (healing, manipulate) Requirement Naptha is holding or wearing a healer's toolkit; Effect Naptha knits her own wounds or the wounds of an adjacent creature. She attempts a Medicine check with the same DC as Treat Wounds (up to DC 30) and restores the corresponding amount of HP. The target is then immune to Suture Wounds until it takes more damage.

Shelyn's Corner

×