{{:random:characters:antherias_wayfinder.png}} This wayfinder seems old and worn, having survived weather and grime from untold travels. Its bland exterior belies bespoke craftsmanship on the interior resembling a normal wayfinder. The inside is inlaid with shark teeth alongside the regular lattice of precious materials. The compass' directions are embossed in a pearl disc. The first historical appearance of Antheria's Wayfinder is in the hands of loremaster Djeena. In her travels she is rarely depicted without it. Even though there is no historical evidence of the loremaster's disappearance the wayfinder later found its way into the hands of pathfinders both famous and obscure. Like a normal wayfinder it acts as a nonmagical(magnetic) compass, granting a +2 circumstance bonus on Survival checks to avoid becoming lost. With a command word the holder can use the wayfinder to shine light (as the light spell). And once per day it can be used to summon Antheria, protector of the ocean breeze as a standard action. Antheria arrives with several spells already in effect (reflected in its statblock). Antheria's halo shines light (as the light spell). Once used all functions magical and nonmagical ceases to function until the next day. The compass spins about pointing in no particular direction and she light function no longer produces any light. Atheria - CR 3 Nautical Good Large Outsider (Native). Init: +5 Speed: Fly 120', Swim 60' Senses: Darkvision 60', Blindsense 30', Keen Scent (in water), Perception +8 HP: 34+9 (4d8+16) +9 Temporary HP from Aid CMD: 23 (10Base+3BAB+6STR+2DEX+1Size) AC: 16/18 (10+2DEX+4Natural-1Size) (+2 Deflection Vs Evil) Touch: 11/13 FlatFooted: 13/15 Saves: +2 Resistance Vs Evil, +4 Racial Vs. Poison Fort: 8 (4Base+4CON) Ref: 6 (4Base+2DEX) Will: 3 (1Base+2WIS) Space: 10', Reach: 5' CMB: +10 (3BAB+6STR+1Size) Attack: 3BAB+6STR+1WF-1Size+1Morale Melee: +10 Dmg: 1d8+9 Special Attacks: Smite Evil (Swift Action 2/day, +0 Atk & +4 Dmg) Melee: +10 Dmg: 1d8+13 / 1d8+17 Vs Outsider (Evil), Evil-aligned Dragons, and Undead Special Qualities: Sheds light as torch. Spell Resistance 14 Damage Resistance 5/Magic Resist Acid, Cold, or Electricity 10, Immunity to Disease, Spells: Light At-Will Detect Evil At-Will Protection from Evil 2/day Bless 1/day Aid 0/day Statistics: STR: 22, DEX: 14, CON: 18, INT: 5, WIS: 14, CHA: 4 Feats: Flyby Attack, Weapon Focus (Bite) Skills: Fly +9, Intimidate +4, Perception +9, Swim +14 Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.