Teflammar shadowmasters can be found in Shadow Mulsantir. That area of Shadow Mulsantir can only be entered through a portal in the Sloop.

Traits[]
- Monk 10 Shadowdancer 10
- Neutral evil
- Abilities: STR 14, DEX 30, CON 22, INT 14, WIS 12, CHA 16
- Hitpoints: 300
- Saves: Fortitude 19, Reflex 29, Will 16
- AC: 40
- AB (right hand): +18/+13/+8
- AB (left hand): +17/+12
- Damage (right hand): 1d4+6 slashing, critical 18-20/x2 (kukri +4)
- Damage (left hand): 1d6+4 slashing, critical 20/x2 (sickle +3)
- Skills: Hide 23, Listen 23, Lore 16, Move Silently 23, Parry 23, Diplomacy 23, Sleight of Hand 19, Search 23, Spot 23, Tumble 23, Bluff 4
- Feats: Armor Proficiency (light), Weapon Proficiency (simple), Weapon Proficiency (martial), Weapon Proficiency (exotic), Deflect Arrows, Dodge, Knockdown, Improved Knockdown, Two-Weapon Fighting, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Stunning Fist (10/day), Toughness, Weapon Focus (unarmed strike), Quick to Master, Skilled, Improved Initiative, Stealthy, Spring Attack, Blind Fight
- Monk: Weapon Proficiency (monk), AC bonus, Unarmed Strike, Flurry of Blows, Evasion, Monk speed, Still Mind, Ki Strike (magic, lawful), Purity of Body, Wholeness of Body, Improved Evasion
- Shadowdancer: Hide in Plain Sight, Darkvision, Uncanny Dodge, Shadow Daze, Summon Shadow, Shadow Evade, Defensive Roll, Improved Uncanny Dodge, Slippery Mind
- Freedom of Movement
- CR 18

Traits[]
- Rogue 10 Assassin 10
- Neutral evil
- Abilities: STR 14, DEX 30, CON 22, INT 14, WIS 12, CHA 16
- Hitpoints: 260
- Saves: Fortitude 15, Reflex 27, Will 10
- AC: 43
- AB (right hand): +27/+22/+17
- AB (left hand): +25/+20/+15
- Damage (right hand): 1d4+7, critical 19-20/x2, vampiric regeneration 3 (dagger +5)
- Damage (left hand): 1d4+4 piercing, critical 19-20/x2 (dagger +3)
- Skills: Disable Device 23, Hide 23, Move Silently 23, Open Lock 23, Sleight of Hand 23, Search 23, Set Trap 23, Spot 22, Tumble 23, Bluff 23
- Feats: Armor Proficiency (light), Weapon Proficiency (simple), Dodge, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Mobility, Toughness, Weapon Finesse, Improved Critical (short sword), Weapon Focus (short sword), Quick to Master, Skilled, Stealthy, Combat Expertise, Spring Attack, Feint
- Rogue: Weapon Proficiency (rogue), Sneak Attack +5d6, Trapfinding, Evasion, Trap Sense (+3), Uncanny Dodge, Improved Uncanny Dodge, Slippery Mind
- Assassin: Death Attack +5d6, Use Poison, Poison Resistance (+5), Hide in Plain Sight, Spell-like abilities (1/day each, at caster level 10): Ghostly Visage, Darkness, Invisibility, Greater Invisibility (10x duration)
- Freedom of Movement
- Can cast Cat's Grace 3/day at caster level 3
- CR 18
Notes[]
- Has 2 short sword focused feats despite using daggers.

Traits[]
- Fighter 20
- Neutral evil
- Abilities: STR 18, DEX 26, CON 24, INT 14, WIS 12, CHA 16
- Hitpoints: 360
- Saves: Fortitude 22, Reflex 17, Will 11
- AC: 37
- AB: +28/+23/+18/+13
- Damage: 1d10+9 slashing, critical 19-20/x2 (bastard sword +3)
- Skills: Concentration 1, Lore 23, Parry 23, Taunt 23, Intimidate 23, Craft Armor 20, Craft Weapon 23
- Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Tower Shield Proficiency, Weapon Proficiency (simple), Weapon Proficiency (martial), Weapon Proficiency (exotic), Cleave, Great Cleave, Disarm, Improved Disarm, Dodge, Improved Parry, Knockdown, Mobility, Power Attack, Toughness, Weapon Finesse, Improved Critical (short sword), Power Critical (short sword), Weapon Focus (short sword), Quick to Master, Skilled, Improved Initiative, Combat Expertise, Spring Attack, Whirlwind Attack, Expert Tactician
- Fighter: Weapon Specialization (short sword), Greater Weapon Focus (short sword), Greater Weapon Specialization (short sword)
- Immunity to mind-affecting effects
- Spell resistance 10
- Freedom of Movement
- CR 18
Notes[]
- Has large amount of short sword focused feats and Weapon Finesse yet uses a bastard sword.