A bandit warlord who runs the wildlands' worst crews on nerve, not numbers. She doesn't have a monster's reserves to draw on, so she spends her own — a called shot to open, then real hit points paid out for guaranteed heavy strikes through the middle of the fight, and finally an all-in stand that trades her own defense for everything she has left.
A called shot on whoever's nearest — a failed Reflex save (DC 15) takes 3d6+4 piercing damage, a successful one still takes 3d6.
A real gamble, not free power: if she can afford it, she spends an eighth of her own current hit points to guarantee one brutal strike (3d10+8 piercing) and buys herself a couple rounds of heavy regeneration off the trade. She won't pay past a safety floor — below it, she just fights normally.
She stops guarding herself at all: permanent +2 to hit and +4 damage, paid for with a permanent −4 to her own AC. The module's first enrage with a real, lasting downside attached instead of pure upside.
Revised CR7 → CR15 after checking the Northern Wildlands' ambient table: the area's own bandit rank-and-file (Bandit Leader) already sits at CR12, and grizzlies/panthers/will-o-wisps run CR10–13 — a CR7 warlord was weaker than her own crew. CR15 puts her clearly above everything she commands.
138 hp is still deliberately lean relative to her new level — she's a duelist, not a tank, and Blood Pact only makes sense as a gamble if her hit point pool is small enough that spending it actually hurts. The 12-hp safety floor keeps a bad string of Blood Pacts from being able to kill her outright. Natural AC 2 and heavy reliance on Dexterity (23) instead of armor keeps her reading as fast and lightly armored rather than heavily plated.