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Size/Type: Large Outsider
Hit Dice: 7d8+21 (52 hp hp)
Initiative: +2 (Dex)
Speed: 30 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +7/+13
Attack: Masterwork falchion +9(2d4+3) melee
Full Attack: Masterwork falchion +9/+4 (2d4+3) melee
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: SR 25, spell-like abilities, telepathy
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills: Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12
Feats: Expertise, Improved Disarm, Improved Feint
Environment: Any land and underground
Organization: Company (1–4 mercanes and 3–18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)
Challenge Rating: 5
Treasure: Double standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +7

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.


Spell-Like 3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 14th; save DC 12 + spell level.

Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills: Mercanes receive a +4 racial bonus on Appraise checks.


A mercane’s favored class is wizard. Player character mercanes have a level adjustment of +7.

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