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AlignmentSizeTypeSubTypeInitSensesAuraACAC_ModsHPHDHP_ModsSavesFortRefWillSave_Mods
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2
Janiven2600humanranger 3CGMediumhumanoid(human)
+3 (+5 urban)
Perception +9 (+11 urban)
17, touch 13, flat-footed 14
(+4 armor, +2 Dex, +1 dodge)
24(3d10+3)
Fort +4, Ref +5, Will +2
45235 ft.
mwk longsword +4 (1d8/19-20)
mwk longbow +7 (1d8/x3)
5 ft.5 ft.
favored enemy (human +2)
Str 10, Dex 15, Con 12, Int 10, Wis 13, Cha 14
3316
Alertness, Dodge, Endurance, Fleet, Precise Shot
Diplomacy +3, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (history) +1, Knowledge (local) +3, Knowledge (nature) +4, Perception +9 (+11 urban), Ride +5, Sense Motive +8, Stealth +8 (+10 urban), Survival +7 (+11 urban), Swim +3
Common
favored terrain (urban +2), track +1, wild empathy +5
AP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Janiven</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>Female human ranger 3</h5><h5>CG Medium humanoid (human)</h5><h5><b>Init </b>+3 (+5 urban); <b>Senses </b>Perception +9 (+11 urban)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)</h5><h5><b>hp </b>24 (3d10+3)</h5><h5><b>Fort </b>+4, <b>Ref </b>+5, <b>Will </b>+2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>35 ft.</h5><h5><b>Melee </b>mwk longsword +4 (1d8/19-20)</h5><h5><b>Ranged </b>mwk longbow +7 (1d8/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>favored enemy (human +2)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Janiven tries to find a place to where she can safely fire her bow at enemies, preferably somewhere with cover or higher ground.</h5><h5><b>During Combat </b>Janiven prefers to fight at range and uses her great speed to keep out of reach of melee opponents for as long as she can, leading pursuers near her allies if possible.</h5><h5><b>Morale </b>Janiven surrenders at 4 hp if she believes her opponents will spare her life, otherwise she flees.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>10, <b>Dex </b>15, <b>Con </b>12, <b>Int </b> 10, <b>Wis </b>13, <b>Cha </b>14</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+3; <b>CMD </b>16</h5><h5><b>Feats </b>Alertness, Dodge, Endurance, Fleet, Precise Shot</h5><h5><b>Skills </b>Diplomacy +3, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (history) +1, Knowledge (local) +3, Knowledge (nature) +4, Perception +9 (+11 urban), Ride +5, Sense Motive +8, Stealth +8 (+10 urban), Survival +7 (+11 urban), Swim +3</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>favored terrain (urban +2), track +1, wild empathy +5</h5><h5><b>Combat Gear </b><i>potion of cure light wounds</i>; <b>Other Gear </b>masterwork chain shirt, masterwork longsword, masterwork longbow with 20 arrows, sunrod, 35 gp</h5></div>
Female
Janiven tries to find a place to where she can safely fire her bow at enemies, preferably somewhere with cover or higher ground.
Janiven prefers to fight at range and uses her great speed to keep out of reach of melee opponents for as long as she can, leading pursuers near her allies if possible.
Janiven surrenders at 4 hp if she believes her opponents will spare her life, otherwise she flees.
potion of cure light wounds
masterwork chain shirt, masterwork longsword, masterwork longbow with 20 arrows, sunrod, 35 gp
0000001Adult0200000
3
Hellknight Armigers
1/3135humanwarrior 1LNMediumHumanoid(human)0
Perception +0
16, touch 10, flat-footed 16
(+6 armor)9(1d10+4)
Fort +3, Ref +0, Will -1
30-120 ft.
longsword +2 (1d8+1/19-20)
light crossbow +1 (1d8/19-20)
5 ft.5 ft.
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
1212
Power Attack, Toughness
Climb +0, Intimidate +3, Perception +0
CommonAP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Hellknight Armigers</p><p class="alignright">CR 1/3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>135</h5><h5>male human warrior 1</h5><h5>LN Medium Humanoid (human)</h5><h5><b>Init </b>+0; <b>Senses </b>Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 10, flat-footed 16 (+6 armor)</h5><h5><b>hp </b>9 (1d10+4)</h5><h5><b>Fort </b>+3, <b>Ref </b>+0, <b>Will </b>-1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>longsword +2 (1d8+1/19-20)</h5><h5><b>Ranged </b>light crossbow +1 (1d8/19-20)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Hellknight armigers compete not only with other groups, but with each other. An armiger does not team up with others to focus attacks on single foes as a result, and if one drops a PC, he takes the next round to gloat and crow over his triumph unless there are other foes immediately adjacent to attack. He drinks a healing potion if reduced to 3 or fewer hit points.</h5><h5><b>Morale </b>Hellknight</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 11, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 9, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>12</h5><h5><b>Feats </b>Power Attack, Toughness</h5><h5><b>Skills </b>Climb +0, Intimidate +3, Perception +0</h5><h5><b>Languages </b>Common</h5><h5><b>Combat Gear </b><i>potion of cure light wounds</i>; <b>Other Gear </b>chainmail, longsword, light crossbow with 20 bolts</h5></div>
Male
Hellknight armigers compete not only with other groups, but with each other. An armiger does not team up with others to focus attacks on single foes as a result, and if one drops a PC, he takes the next round to gloat and crow over his triumph unless there are other foes immediately adjacent to attack. He drinks a healing potion if reduced to 3 or fewer hit points.
Hellknight
potion of cure light wounds
chainmail, longsword, light crossbow with 20 bolts
0000001adult0300000
4
Sewer Goblin
1/2200Goblinrogue 1Bestiary 156NESmallhumanoid(goblinoid)1
darkvision 60 ft.; Perception -1
16, touch 14, flat-footed 13
(+2 armor, +3 Dex, +1 size)
9(1d8+1)
Fort +1, Ref +5, Will +1
15130 ft.
2 broken dogslicers -6 (1d4-1)
5 ft.5 ft.
sneak attack +1d6
Str 13, Dex 16, Con 13, Int 8, Wis 12, Cha 8
0013
Two-Weapon Fighting
Acrobatics +7, Bluff +3, Climb +5, Escape Artist +7, Perception +5, Sleight of Hand +7, Stealth +15, Swim +5
+4 Ride, +4 Stealth
GoblintrapfindingAP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Sewer Goblin</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>Goblin rogue 1 (Bestiary 156)</h5><h5>NE Small humanoid (goblinoid)</h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft.; Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)</h5><h5><b>hp </b>9 (1d8+1)</h5><h5><b>Fort </b>+1, <b>Ref </b>+5, <b>Will </b>+1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 broken dogslicers -6 (1d4-1)</h5><h5><b>Special Attacks </b>sneak attack +1d6</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 16, <b>Con</b> 13, <b>Int</b> 8, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+0; <b>CMB </b>+0; <b>CMD </b>13</h5><h5><b>Feats </b>Two-Weapon Fighting</h5><h5><b>Skills </b>Acrobatics +7, Bluff +3, Climb +5, Escape Artist +7, Perception +5, Sleight of Hand +7, Stealth +15, Swim +5; <b>Racial Modifiers </b>+4 Ride, +4 Stealth</h5><h5><b>Languages </b>Goblin</h5><h5><b>SQ </b>trapfinding</h5><h5><b>Gear </b>leather armor, two broken dogslicers</h5></div>
leather armor, two broken dogslicers
0000001adult0400000
5
Shanwen Shanwen
1/2200human
cleric of Asmodeus 1
LEMediumhumanoid-1
Perception +3
18, touch 9, flat-footed 18
(+9 armor, -1 Dex)
14(1d8+6)
Fort +4, Ref -1, Will +4
4-1420 ft.
heavy mace +1 (1d8+1)
Large heavy crossbow -3 (2d6/19-20) or fire bolt -1 (1d6 fire)
5 ft.5 ft.
channel negative energy 3/day (1d6, DC 10)
Domain Spell-Like Abilities (CL 1st) 5/day-fire bolt, touch of law
Cleric Spells Prepared (CL 1st) 1st-command (DC 13), cure light wounds, burning handsD (DC 13) 0-light, mending, stabilize
(Fire, Law)
Str 12, Dex 8, Con 14, Int 13, Wis 15, Cha 10
0110
Heavy Armor Proficiency, Toughness
Heal +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +3
Common, Infernal
AP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Shanwen Shanwen</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>Male human cleric of Asmodeus 1</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>-1; <b>Senses </b>Perception +3</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 9, flat-footed 18 (+9 armor, -1 Dex)</h5><h5><b>hp </b>14 (1d8+6)</h5><h5><b>Fort </b>+4, <b>Ref </b>-1, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>heavy mace +1 (1d8+1)</h5><h5><b>Ranged </b>Large heavy crossbow -3 (2d6/19-20) or </br>fire bolt -1 (1d6 fire)</h5><h5><b>Special Attacks </b>channel negative energy 3/day (1d6, DC 10)</h5><h5><b>Domain Spell-Like Abilities</b> (CL 1st)</br><i>5/day&mdash;fire bolt</i>, <i>touch of law</i></h5></h5><h5><b>Cleric Spells Prepared</b> (CL 1st)</br><i>1st&mdash;command</i> (DC 13),<i> cure light wounds</i>, <i>burning hands</i><sup>D</sup> (DC 13)</br><i>0&mdash;light</i>,<i> mending</i>, <i>stabilize</i></h5></h5><h5><b>D</b> domain spell (Fire, Law)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Shanwen clambers up to use the Large crossbow, but if a PC makes it to his carriage, he uses burning hands against the largest group of foes. He only channels negative energy if he's surrounded by enemies and no Hellknights are in the area.</h5><h5><b>Morale </b>Shanwen is too proud to surrender, and fights until defeated.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 8, <b>Con</b> 14, <b>Int</b> 13, <b>Wis</b> 15, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+0; <b>CMB </b>+1; <b>CMD </b>10</h5><h5><b>Feats </b>Heavy Armor Proficiency, Toughness</h5><h5><b>Skills </b>Heal +6, Knowledge (planes) +5, Knowledge (religion) +5, Perception +3</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>Combat Gear </b><i>potion of cure light wounds</i>; <b>Other Gear </b>full plate, heavy mace, wooden holy symbol, prison carriage key</h5></div>
Male
Shanwen clambers up to use the Large crossbow, but if a PC makes it to his carriage, he uses burning hands against the largest group of foes. He only channels negative energy if he's surrounded by enemies and no Hellknights are in the area.
Shanwen is too proud to surrender, and fights until defeated.
potion of cure light wounds
full plate, heavy mace, wooden holy symbol, prison carriage key
0000001adult0500000
6
Arael2600half-elf
cleric of Iomedae 3
LGMediumhumanoid1
low-light vision; Perception +4
17, touch 11, flat-footed 16
(+6 armor, +1 Dex)
20(3d8+3)
Fort +4, Ref +2, Will +5
42520 ft.
mwk longsword +3 (1d8/19-20)
light crossbow +3 (1d8/19-20)
5 ft.5 ft.
channel positive energy 5/day (2d6, DC 13)
Domain Spell-Like Abilities (CL 3rd) 5/day-battle rage, touch of good
Cleric Spells Prepared (CL 3rd) 2nd-hold person (DC 14), sound burst (already cast), spiritual weaponD 1st-bless (2), protection from evilD, shield of faith (already cast) 0-guidance, light, stabilize, virtue
(Good, War)
Str 10, Dex 12, Con 13, Int 10, Wis 15, Cha 14
2213
Alignment Channel, Pick Alignment, Brew Potion, Skill Focus (Knowledge [local])
Diplomacy +8, Heal +6, Knowledge (history) +4, Knowledge (local) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +6
Common, Elven
elf blood, elven immunities
AP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Arael</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>Male half-elf cleric of Iomedae 3</h5><h5>LG Medium humanoid </h5><h5><b>Init </b>+1; <b>Senses </b>low-light vision; Perception +4</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 11, flat-footed 16 (+6 armor, +1 Dex)</h5><h5><b>hp </b>20 (3d8+3)</h5><h5><b>Fort </b>+4, <b>Ref </b>+2, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>mwk longsword +3 (1d8/19-20)</h5><h5><b>Ranged </b>light crossbow +3 (1d8/19-20)</h5><h5><b>Special Attacks </b>channel positive energy 5/day (2d6, DC 13)</h5><h5><b>Domain Spell-Like Abilities</b> (CL 3rd)</br><i>5/day&mdash;battle rage</i>, <i>touch of good</i></h5></h5><h5><b>Cleric Spells Prepared</b> (CL 3rd)</br><i>2nd&mdash;hold person</i> (DC 14), <i>sound burst</i> (already cast),<i> spiritual weaponD</i> </br><i>1st&mdash;bless</i> (2), <i>protection from evil</i><sup>D</sup>, <i>shield of faith</i> (already cast)</br><i>0&mdash;guidance</i>,<i> light</i>,<i> stabilize</i>, <i>virtue</i></h5></h5><h5><b>D</b> domain spell (Good, War)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Arael casts guidance and virtue on any unskilled rebels present and protection from evil and shield of faith on anyone he believes is especially vulnerable.</h5><h5><b>During Combat </b>Arael casts bless if he has allies, uses sound burst in the hopes of stunning multiple opponents, and hold person to disable a dangerous adversary.</h5><h5><b>Morale </b>Arael surrenders when he reaches 5 hp if he believes his foe will accept a surrender. He is willing to hold off an enemy even at great risk to himself if it gives his allies more time to succeed at a task or escape, but prefers to make a tactical retreat rather than dying needlessly.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 10, <b>Dex</b> 12, <b>Con</b> 13, <b>Int</b> 10, <b>Wis</b> 15, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+2; <b>CMD </b>13</h5><h5><b>Feats </b>Alignment Channel, Pick Alignment, Brew Potion, Skill Focus (Knowledge [local])</h5><h5><b>Skills </b>Diplomacy +8, Heal +6, Knowledge (history) +4, Knowledge (local) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +6</h5><h5><b>Languages </b>Common, Elven</h5><h5><b>SQ </b>elf blood, elven immunities</h5><h5><b>Combat Gear </b><i>potion of cure light wounds</i>, <i>potion of bull's strength</i>; <b>Other Gear </b>breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, 60 gp</h5></div>
Male
Arael casts guidance and virtue on any unskilled rebels present and protection from evil and shield of faith on anyone he believes is especially vulnerable.
Arael casts bless if he has allies, uses sound burst in the hopes of stunning multiple opponents, and hold person to disable a dangerous adversary.
Arael surrenders when he reaches 5 hp if he believes his foe will accept a surrender. He is willing to hold off an enemy even at great risk to himself if it gives his allies more time to succeed at a task or escape, but prefers to make a tactical retreat rather than dying needlessly.
potion of cure light wounds, potion of bull's strength
breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, 60 gp
0000001adult0600000
7
Tiefling Thugs
1/3135Tieflingexpert 1NEMediumoutsider(native)2
darkvision 60 ft.; Perception +4
15, touch 12, flat-footed 13
(+3 armor, +2 Dex)
5(1d8+1)
Fort +1, Ref +2, Will +2
122
cold 5, electricity 5, fire 5
30 ft.
light mace +2 (1d6-1)
light crossbow +2 (1d8/19-20)
5 ft.5 ft.
Spell-Like Abilities (CL 1st) 1/day-darkness
Str 8, Dex 15, Con 12, Int 13, Wis 10, Cha 7
0-111
Weapon Finesse
Acrobatics +5, Bluff +4, Disable Device +5, Escape Artist +5, Perception +4, Sense Motive +4, Stealth +7
Common, Halfling, Infernal
AP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Tiefling Thugs</p><p class="alignright">CR 1/3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>135</h5><h5>Tiefling expert 1</h5><h5>NE Medium outsider (native)</h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +4</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 12, flat-footed 13 (+3 armor, +2 Dex)</h5><h5><b>hp </b>5 (1d8+1)</h5><h5><b>Fort </b>+1, <b>Ref </b>+2, <b>Will </b>+2</h5><h5><b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>light mace +2 (1d6-1)</h5><h5><b>Ranged </b>light crossbow +2 (1d8/19-20)</h5><h5><b>Spell-Like Abilities</b> (CL 1st)</br><i>1/day&mdash;darkness</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>If the tieflings are aware of the PCs, they line up far from the door and load their crossbows. If it is night and they can see the intruders are bringing light, one of them uses darkness on the west end of the room (this means that if the PCs' light source would normally provide dim light in that area, it becomes darkness, which the tieflings can see through with their darkvision).</h5><h5><b>During Combat </b>The tieflings fight at range for as long as possible, then draw their maces and try to flank for the remainder of the battle. They try to make as much noise as possible, hoping to get the attention of the lookout in area B3c. If the PCs carry light, one of the tieflings uses darkness to lower the light level so they can make ranged attacks out of the darkness.</h5><h5><b>Morale </b>If two tieflings are killed, the other two try to head for the northwest stairs to warn the others in area G2. They specifically call out, "Get the mummies! We need help!"</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 15, <b>Con</b> 12, <b>Int</b> 13, <b>Wis</b> 10, <b>Cha</b> 7</h5><h5><b>Base Atk </b>+0; <b>CMB </b>-1; <b>CMD </b>11</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +5, Bluff +4, Disable Device +5, Escape Artist +5, Perception +4, Sense Motive +4, Stealth +7</h5><h5><b>Languages </b>Common, Halfling, Infernal</h5><h5><b>Gear </b>studded leather armor, light mace, 20 bolts, dagger, simple thieves' tools (-2 penalty on checks), 20 gp</h5></div>
If the tieflings are aware of the PCs, they line up far from the door and load their crossbows. If it is night and they can see the intruders are bringing light, one of them uses darkness on the west end of the room (this means that if the PCs' light source would normally provide dim light in that area, it becomes darkness, which the tieflings can see through with their darkvision).
The tieflings fight at range for as long as possible, then draw their maces and try to flank for the remainder of the battle. They try to make as much noise as possible, hoping to get the attention of the lookout in area B3c. If the PCs carry light, one of the tieflings uses darkness to lower the light level so they can make ranged attacks out of the darkness.
If two tieflings are killed, the other two try to head for the northwest stairs to warn the others in area G2. They specifically call out, "Get the mummies! We need help!"
studded leather armor, light mace, 20 bolts, dagger, simple thieves' tools (-2 penalty on checks), 20 gp
0000001adult0700000
8
Ostengo1400tieflingsorcerer 2NEMediumoutsider(native)1
darkvision 60 ft.; Perception +2
15, touch 11, flat-footed 14
(+3 armor, +1 natural, +1 Dex)
15(2d6+6)
Fort +2, Ref +1, Will +4
214
cold 5, electricity 5, fire 5
30 ft.
dagger +0 (1d4-1/19-20)
5 ft.5 ft.
Spell-Like Abilities (CL 2nd) 5/day-corrupting touch (melee touch +0, target shaken for 1 round)
Spells Known (CL 2nd; 15% spell failure) 1st (5/day)-charm person (DC 15), magic missile 0-acid splash, bleed, daze (DC 12), mage hand, open/close
Str 8, Dex 12, Con 14, Int 15, Wis 12, Cha 13
1011
Eschew Materials, Skill Focus (Stealth)
Bluff +7, Diplomacy +5, Intimidate +5, Knowledge (arcana) +6, Perception +2, Spellcraft +6, Stealth +8
Common, Halfling, Infernal
cantrips, infernal sorcery
AP 250
Variant Tiefling Ability (Ex) Ostengo has a +1 natural armor bonus to his Armor Class. This replaces the normal tiefling darkness spell-like ability.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ostengo</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Male tiefling sorcerer 2</h5><h5>NE Medium outsider (native)</h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft.; Perception +2</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 11, flat-footed 14 (+3 armor, +1 natural, +1 Dex)</h5><h5><b>hp </b>15 (2d6+6)</h5><h5><b>Fort </b>+2, <b>Ref </b>+1, <b>Will </b>+4</h5><h5><b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>dagger +0 (1d4-1/19-20)</h5><h5><b>Spell-Like Abilities</b> (CL 2nd)</br><i>5/day&mdash;corrupting touch</i> (melee touch +0, target shaken for 1 round)</h5></h5><h5><b>Spells Known</b> (CL 2nd; 15% spell failure)</br><i>1st</i> (5/day)&mdash;charm person (DC 15),<i> magic missile</i> </br><i>0&mdash;acid splash</i>,<i> bleed</i>, <i>daze</i> (DC 12),<i> mage hand</i>, <i>open/close</i></h5></h5><h5><b>Bloodline </b>infernal</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Ostengo does his best to play up his disturbing appearance; if he can trick enemies into a panic by convincing them they face a mummy, he'll play the part. Further, attempts to use fire against him are unlikely to do much damage at this low level due to his resistance. He uses charm person to take weak-willed creatures out of the fight (suggesting that the charmed person go home for more potions or try to convince his friends to stop fighting) and magic missile to damage hard-to-hit targets. When he runs out of 1st-level spells he relies on acid splash and daze in the same manner, and uses bleed on fallen opponents that any PC healers try to stabilize.</h5><h5><b>Morale </b>If reduced to 5 hp or fewer (or if only two of his thug guards are still alive), Ostengo flees into area G4 and closes the door behind him. On his next turn he uses a tanglefoot bag to seal the door behind him for 2d4 rounds (it's a DC 17 Strength check to break open the sealed door) even if this means he traps his allies on the same side of the door as the PCs. He then flees to warn the other Bastards and join his brother in defending the lair.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 12, <b>Con</b> 14, <b>Int</b> 15, <b>Wis</b> 12, <b>Cha</b> 13</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0; <b>CMD </b>11</h5><h5><b>Feats </b>Eschew Materials, Skill Focus (Stealth)</h5><h5><b>Skills </b>Bluff +7, Diplomacy +5, Intimidate +5, Knowledge (arcana) +6, Perception +2, Spellcraft +6, Stealth +8</h5><h5><b>Languages </b>Common, Halfling, Infernal</h5><h5><b>SQ </b>cantrips, infernal sorcery</h5><h5><b>Combat Gear </b>tanglefoot bag, <i>potion of cure light wounds</i>; <b>Other Gear </b>masterwork studded leather armor, dagger, 50 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Variant Tiefling Ability (Ex)</b> Ostengo has a +1 natural armor bonus to his Armor Class. This replaces the normal tiefling darkness spell-like ability.</h5></div>
Maleinfernal
Ostengo does his best to play up his disturbing appearance; if he can trick enemies into a panic by convincing them they face a mummy, he'll play the part. Further, attempts to use fire against him are unlikely to do much damage at this low level due to his resistance. He uses charm person to take weak-willed creatures out of the fight (suggesting that the charmed person go home for more potions or try to convince his friends to stop fighting) and magic missile to damage hard-to-hit targets. When he runs out of 1st-level spells he relies on acid splash and daze in the same manner, and uses bleed on fallen opponents that any PC healers try to stabilize.
If reduced to 5 hp or fewer (or if only two of his thug guards are still alive), Ostengo flees into area G4 and closes the door behind him. On his next turn he uses a tanglefoot bag to seal the door behind him for 2d4 rounds (it's a DC 17 Strength check to break open the sealed door) even if this means he traps his allies on the same side of the door as the PCs. He then flees to warn the other Bastards and join his brother in defending the lair.
tanglefoot bag, potion of cure light wounds
masterwork studded leather armor, dagger, 50 gp
0000001adult0800000
9
Dravano the Digger
1400tieflingfighter 2NEMediumoutsider(native)6
darkvision 60 ft.; Perception +2
18, touch 12, flat-footed 16
(+6 armor, +2 Dex)
24(2d10+9)
Fort +5, Ref +2, Will +1; +1 against fear
521
+1 against fear
cold 5, electricity 5, fire 5
20 ft., burrow 5 ft.
2 claws +5 (1d4+2)
5 ft.5 ft.
Str 15, Dex 15, Con 14, Int 12, Wis 12, Cha 8
2416
Improved Initiative, Toughness, Weapon Focus (claw)
Climb +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +2, Profession (miner) +5, Stealth +2
Common, Infernal
bravery (+1)
AP 250
Variant Tiefling Ability (Ex) Dravano has claws on both hands, giving him two claw attacks each round. These claws afford him a burrowing speed through soil, sand, and gravel-he can dig through solid rock at a much reduced rate (about 5 feet per hour). This replaces the normal tiefling darkness spell-like ability.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dravano the Digger</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Male tiefling fighter 2</h5><h5>NE Medium outsider (native)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +2</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 12, flat-footed 16 (+6 armor, +2 Dex)</h5><h5><b>hp </b>24 (2d10+9)</h5><h5><b>Fort </b>+5, <b>Ref </b>+2, <b>Will </b>+1; +1 against fear</h5><h5><b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., burrow 5 ft.</h5><h5><b>Melee </b>2 claws +5 (1d4+2)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Dravano likes to display his strength by tearing apart his weakest opponent. If he cannot reach that target, he challenges the strongest-looking enemy.</h5><h5><b>Morale </b>Dravano doesn't want to be imprisoned or enslaved, and fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 15, <b>Dex</b> 15, <b>Con</b> 14, <b>Int</b> 12, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+4; <b>CMD </b>16</h5><h5><b>Feats </b>Improved Initiative, Toughness, Weapon Focus (claw)</h5><h5><b>Skills </b>Climb +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +2, Profession (miner) +5, Stealth +2</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>bravery (+1)</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds</i>; <b>Other Gear </b>masterwork breastplate, 50 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Variant Tiefling Ability (Ex)</b> Dravano has claws on both hands, giving him two claw attacks each round. These claws afford him a burrowing speed through soil, sand, and gravel-he can dig through solid rock at a much reduced rate (about 5 feet per hour). This replaces the normal tiefling darkness spell-like ability.</h5></div>
Male
Dravano likes to display his strength by tearing apart his weakest opponent. If he cannot reach that target, he challenges the strongest-looking enemy.
Dravano doesn't want to be imprisoned or enslaved, and fights to the death.
potion of cure moderate wounds
masterwork breastplate, 50 gp
0000101adult0900000
10
Palaveen3800tiefling
cleric of Asmodeus 4
NEMediumoutsider(native)5
darkvision 60 ft.; Perception +6
18, touch 11, flat-footed 17
(+7 armor, +1 Dex)
33(4d8+12)
Fort +6, Ref +2, Will +7
627
cold 5, electricity 5, fire 5
20 ft.
+1 morningstar +4 (1d8+1)
5 ft.5 ft.
channel negative energy 2/day (2d6, DC 11)
Domain Spell-Like Abilities (CL 4th, +4 ranged touch) 6/day-copycat, fire bolt Racial Spell-Like Abilities (CL 4th) 1/day-darkness
Spells Prepared (CL 4th) 2nd-cure moderate wounds, hold person (DC 15), invisibilityD, spiritual weapon 1st-burning handsD (DC 14), cause fear (2, DC 14), cure light wounds (2) 0-bleed, detect magic, mending, stabilize
(Fire, Trickery)
Str 10, Dex 12, Con 14, Int 15, Wis 16, Cha 8
3314
Command Undead, Improved Initiative
Bluff +5, Diplomacy +3, Heal +8, Intimidate +1, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +6, Sense Motive +7, Spellcraft +6, Stealth +5
Abyssal, Common, Infernal
AP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Palaveen</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Male tiefling cleric of Asmodeus 4</h5><h5>NE Medium outsider (native)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 11, flat-footed 17 (+7 armor, +1 Dex)</h5><h5><b>hp </b>33 (4d8+12)</h5><h5><b>Fort </b>+6, <b>Ref </b>+2, <b>Will </b>+7</h5><h5><b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b><i>+1 morningstar</i> +4 (1d8+1)</h5><h5><b>Special Attacks </b>channel negative energy 2/day (2d6, DC 11)</h5><h5><b>Domain Spell-<i>Like Abilities</b></i> (CL 4th, +4 ranged touch)</br>6/day&mdash;copycat, fire bolt </h5><h5><b>Racial Spell-<i>Like Abilities</b></i> (CL 4th)</br><i>1/day&mdash;darkness</i></h5></h5><h5><b>Spells Prepared</b> (CL 4th)</br><i>2nd&mdash;cure moderate wounds</i>, <i>hold person</i> (DC 15), <i>invisibility</i><sup>D</sup>,<i> spiritual weapon</i> </br><i>1st&mdash;burning hands</i><sup>D</sup> (DC 14), <i>cause fear</i> (2, DC 14), <i>cure light wounds</i> (2)</br><i>0&mdash;bleed</i>,<i> detect magic</i>,<i> mending</i>, <i>stabilize</i></h5></h5><h5><b>D</b> domain spell (Fire, Trickery)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Palaveen casts invisibility on himself if he suspects battle is about to start.</h5><h5><b>During Combat </b>While invisible, Palaveen casts spiritual weapon and directs it to attack a lightly armored character. He uses his wand to heal allies and casts stabilize on any who fall beyond the range of his touch. If forced to attack he uses burning hands on a group of enemies (even if he catches another tiefling in the area, as he expects their fire resistance will protect them), fire bolt at wounded targets, and cause fear or hold person on weak-willed opponents. If he is visible and has a spare turn, he uses copycat to confuse opponents. If he wants reinforcements, he calls to the Hell dog in area 16, or moves to that area if that is a better tactical option.</h5><h5><b>Morale </b>If reduced to 10 hp and unable to heal himself, Palaveen tries to escape, using copycat if possible and his potion of disguise self to blend it with the human population of Westcrown. He may surrender if he thinks the PCs won't kill him.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 10, <b>Dex</b> 12, <b>Con</b> 14, <b>Int</b> 15, <b>Wis</b> 16, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+3; <b>CMD </b>14</h5><h5><b>Feats </b>Command Undead, Improved Initiative</h5><h5><b>Skills </b>Bluff +5, Diplomacy +3, Heal +8, Intimidate +1, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +6, Sense Motive +7, Spellcraft +6, Stealth +5</h5><h5><b>Languages </b>Abyssal, Common, Infernal</h5><h5><b>Combat Gear </b><i>potion of disguise self</i>, <i>wand of cure light wounds </i>(11 charges); <b>Other Gear </b><i><i>+1 breastplate</i></i>, <i><i>+1 morningstar</i></i>, iron unholy symbol, treasure chest key, 330 gp</h5></div>
Male
Palaveen casts invisibility on himself if he suspects battle is about to start.
While invisible, Palaveen casts spiritual weapon and directs it to attack a lightly armored character. He uses his wand to heal allies and casts stabilize on any who fall beyond the range of his touch. If forced to attack he uses burning hands on a group of enemies (even if he catches another tiefling in the area, as he expects their fire resistance will protect them), fire bolt at wounded targets, and cause fear or hold person on weak-willed opponents. If he is visible and has a spare turn, he uses copycat to confuse opponents. If he wants reinforcements, he calls to the Hell dog in area 16, or moves to that area if that is a better tactical option.
If reduced to 10 hp and unable to heal himself, Palaveen tries to escape, using copycat if possible and his potion of disguise self to blend it with the human population of Westcrown. He may surrender if he thinks the PCs won't kill him.
potion of disguise self, wand of cure light wounds (11 charges)
+1 breastplate, +1 morningstar, iron unholy symbol, treasure chest key, 330 gp
0000001adult01000000
11
Robahl Nonon
3800humanexpert 5CNMediumhumanoid-1
Perception +0
9, touch 9, flat-footed 9
22(5d8)
Fort +1, Ref +0, Will +6
10630 ft.
walking cane +3 (1d6-1)
5 ft.5 ft.
Str 9, Dex 8, Con 10, Int 12, Wis 11, Cha 16
3211
Improved Iron Will, Iron Will, Persuasive, Skill Focus (Perform [act])
Bluff +11, Diplomacy +13, Disguise +11, Intimidate +13, Knowledge (local) +9, Linguistics +9, Perform (act) +14, Profession (director) +8, Sense Motive +8
Azlanti, Common, Dwarven, Halfling, Infernal, Osiriani, Tien, Varisian
AP 260
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Robahl Nonon</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Male human expert 5</h5><h5>CN Medium humanoid </h5><h5><b>Init </b>-1; <b>Senses </b>Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>9, touch 9, flat-footed 9 </h5><h5><b>hp </b>22 (5d8)</h5><h5><b>Fort </b>+1, <b>Ref </b>+0, <b>Will </b>+6</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>walking cane +3 (1d6-1)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 9, <b>Dex</b> 8, <b>Con</b> 10, <b>Int</b> 12, <b>Wis</b> 11, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+2; <b>CMD </b>11</h5><h5><b>Feats </b>Improved Iron Will, Iron Will, Persuasive, Skill Focus (Perform [act])</h5><h5><b>Skills </b>Bluff +11, Diplomacy +13, Disguise +11, Intimidate +13, Knowledge (local) +9, Linguistics +9, Perform (act) +14, Profession (director) +8, Sense Motive +8</h5><h5><b>Languages </b>Azlanti, Common, Dwarven, Halfling, Infernal, Osiriani, Tien, Varisian</h5><h5><b>Gear </b>darkwood walking cane (masterwork club), fine silk clothing worth 600 gp, gold and pearl ring worth 1,000 gp, 50 pp</h5></div>
Male
darkwood walking cane (masterwork club), fine silk clothing worth 600 gp, gold and pearl ring worth 1,000 gp, 50 pp
0000001adult01100000
12
Delour Aulamaxa
2600humanexpert 4CNMediumhumanoid-1
Perception +1
9, touch 9, flat-footed 9
22(4d8+4)
Fort +1, Ref +0, Will +5
10530 ft.
unarmed strike +0 (1d3+1 nonlethal)
5 ft.5 ft.
Str 12, Dex 8, Con 11, Int 11, Wis 12, Cha 14
3413
Skill Focus (Bluff), Skill Focus (Perform [sing]), Toughness
Bluff +12, Diplomacy +9, Knowledge (nobility) +7, Linguistics +7, Perform (act) +9, Perform (sing) +12, Sense Motive +8
Azlanti, Common, Dwarven, Infernal, Varisian
AP 260
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Delour Aulamaxa</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>Female human expert 4</h5><h5>CN Medium humanoid </h5><h5><b>Init </b>-1; <b>Senses </b>Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>9, touch 9, flat-footed 9 </h5><h5><b>hp </b>22 (4d8+4)</h5><h5><b>Fort </b>+1, <b>Ref </b>+0, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>unarmed strike +0 (1d3+1 nonlethal)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 8, <b>Con</b> 11, <b>Int</b> 11, <b>Wis</b> 12, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>13</h5><h5><b>Feats </b>Skill Focus (Bluff), Skill Focus (Perform [sing]), Toughness</h5><h5><b>Skills </b>Bluff +12, Diplomacy +9, Knowledge (nobility) +7, Linguistics +7, Perform (act) +9, Perform (sing) +12, Sense Motive +8</h5><h5><b>Languages </b>Azlanti, Common, Dwarven, Infernal, Varisian</h5><h5><b>Gear </b>fine clothes and jewelry worth 2,000 gp</h5></div>
Female
fine clothes and jewelry worth 2,000 gp
0000001adult01200000
13
Thesing Umbero Ulvauno
1400humanexpert 3CEMediumhumanoid(human)0
Perception +1
10, touch 10, flat-footed 10
13(3d8)
Fort +1, Ref +1, Will +3
11330 ft.
masterwork rapier +4 (1d6+1/18-20)
5 ft.5 ft.
Str 12, Dex 11, Con 10, Int 11, Wis 8, Cha 13
2313
Martial Weapon Proficiency (rapier), Skill Focus (Perform [act]), Skill Focus (Perform [sing])
Bluff +7, Disguise +7, Intimidate +7, Knowledge (local) +5, Knowledge (nobility) +6, Linguistics +1, Perform (act) +10, Perform (sing) +10, Ride +6
Common, Infernal
AP 260
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Thesing Umbero Ulvauno</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Male human expert 3</h5><h5>CE Medium humanoid (human)</h5><h5><b>Init </b>+0; <b>Senses </b>Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>10, touch 10, flat-footed 10 </h5><h5><b>hp </b>13 (3d8)</h5><h5><b>Fort </b>+1, <b>Ref </b>+1, <b>Will </b>+3</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>masterwork rapier +4 (1d6+1/18-20)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 11, <b>Con</b> 10, <b>Int</b> 11, <b>Wis</b> 8, <b>Cha</b> 13</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+3; <b>CMD </b>13</h5><h5><b>Feats </b>Martial Weapon Proficiency (rapier), Skill Focus (Perform [act]), Skill Focus (Perform [sing])</h5><h5><b>Skills </b>Bluff +7, Disguise +7, Intimidate +7, Knowledge (local) +5, Knowledge (nobility) +6, Linguistics +1, Perform (act) +10, Perform (sing) +10, Ride +6</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>Combat Gear </b><i>elixir of love</i>; <b>Other Gear </b>masterwork rapier, fine clothes worth 450 gp, 25 pp</h5></div>
Maleelixir of love
masterwork rapier, fine clothes worth 450 gp, 25 pp
0000001adult01300000
14
Calseinica Nymmis
1400humanaristocrat 3NGMediumhumanoid1
Perception -1
11, touch 11, flat-footed 10
13(3d8)
Fort +1, Ref +4, Will +2
14230 ft.
unarmed strike -3 (1d3-1 nonlethal)
5 ft.5 ft.
Str 9, Dex 12, Con 10, Int 11, Wis 8, Cha 15
2112
Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus (Perform [sing])
Diplomacy +11, Disguise +8, Knowledge (nobility) +6, Perform (act) +8, Perform (dance) +8, Perform (sing) +11
CommonAP 260
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Calseinica Nymmis</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Female human aristocrat 3</h5><h5>NG Medium humanoid </h5><h5><b>Init </b>+1; <b>Senses </b>Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>11, touch 11, flat-footed 10 </h5><h5><b>hp </b>13 (3d8)</h5><h5><b>Fort </b>+1, <b>Ref </b>+4, <b>Will </b>+2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>unarmed strike -3 (1d3-1 nonlethal)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 9, <b>Dex</b> 12, <b>Con</b> 10, <b>Int</b> 11, <b>Wis</b> 8, <b>Cha</b> 15</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+1; <b>CMD </b>12</h5><h5><b>Feats </b>Lightning Reflexes, Skill Focus (Diplomacy), Skill Focus (Perform [sing])</h5><h5><b>Skills </b>Diplomacy +11, Disguise +8, Knowledge (nobility) +6, Perform (act) +8, Perform (dance) +8, Perform (sing) +11</h5><h5><b>Languages </b>Common</h5><h5><b>Gear </b>fine clothing and jewelry worth 2,400 gp</h5></div>
Female
fine clothing and jewelry worth 2,400 gp
0000001adult01400000
15
Millech the Hump
2600humanillusionist 3CNMediumhumanoid-2
Perception +3
10, touch 10, flat-footed 10
16(3d6+3)
Fort +2, Ref -1, Will +4
2-1420 ft.
dagger +3 (1d4+2/19-20)
5 ft.5 ft.
blinding ray +1 touch (6/day, blindness for 1 round [or deafness for 1 round if target has more than 3 HD], 30-ft. range)
Spells Known (CL 3rd) 2nd-minor image (DC 16), mirror image, pyrotechnics 1st-color spray (DC 14), feather fall, shield, silent image (DC 15) 0-dancing lights, detect magic, ghost sound (DC 14), light, mage hand
Str 14, Dex 10, Con 13, Int 17, Wis 12, Cha 8
1313
Alertness, Craft Wondrous Item, Scribe Scroll, Skill Focus (Stealth), Spell Focus (illusion)
Climb +8, Craft (carpentry) +9, Knowledge (engineering) +9, Profession (stagehand) +7, Sense Motive +3, Spellcraft +9, Stealth +6
Azlanti, Common, Dwarven, Infernal
arcane bond (lizard familiar named Carbuncle), extended illusions, hunchback
AP 260
Hunchback (Ex) Millech's hunched and twisted back forces him to walk with a clumsy, shuffling gait. This reduces his land speed by 10 feet and imparts a -2 penalty on Reflex saves and Initiative checks.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Millech the Hump</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>Male human illusionist 3</h5><h5>CN Medium humanoid </h5><h5><b>Init </b>-2; <b>Senses </b>Perception +3</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>10, touch 10, flat-footed 10 </h5><h5><b>hp </b>16 (3d6+3)</h5><h5><b>Fort </b>+2, <b>Ref </b>-1, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>dagger +3 (1d4+2/19-20)</h5><h5><b>Special Attacks </b>blinding ray +1 touch (6/day, blindness for 1 round [or deafness for 1 round if target has more than 3 HD], 30-ft. range)</h5><h5><b>Spells Known</b> (CL 3rd)</br><i>2nd&mdash;minor <i>image</i></i> (DC 16),<i> mirror <i>image</i></i>,<i> pyrotechnics</i> </br><i>1st&mdash;color spray</i> (DC 14),<i> feather fall</i>,<i> shield</i>, silent <i>image</i> (DC 15)</br><i>0&mdash;dancing<i> light</i>s</i>,<i> detect magic</i>, <i>ghost sound</i> (DC 14),<i> light</i>, <i>mage hand</i></h5></h5><h5><b>Prohibited Schools </b>conjuration, evocation</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 10, <b>Con</b> 13, <b>Int</b> 17, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+3; <b>CMD </b>13</h5><h5><b>Feats </b>Alertness, Craft Wondrous Item, Scribe Scroll, Skill Focus (Stealth), Spell Focus (illusion)</h5><h5><b>Skills </b>Climb +8, Craft (carpentry) +9, Knowledge (engineering) +9, Profession (stagehand) +7, Sense Motive +3, Spellcraft +9, Stealth +6</h5><h5><b>Languages </b>Azlanti, Common, Dwarven, Infernal</h5><h5><b>SQ </b>arcane bond (lizard familiar named Carbuncle), extended illusions, hunchback</h5><h5><b>Combat Gear </b><i>wand of minor image </i>(12 charges), <i>wand of invisibility </i>(13 charges); <b>Other Gear </b>dagger, spell component pouch, spellbook (contains all prepared spells, all cantrips, and charm person, disguise self, magic aura, ventriloquism, hypnotic pattern, and make whole)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Hunchback (Ex)</b> Millech's hunched and twisted back forces him to walk with a clumsy, shuffling gait. This reduces his land speed by 10 feet and imparts a -2 penalty on Reflex saves and Initiative checks.</h5></div>
Male
conjuration, evocation
wand of minor image (12 charges), wand of invisibility (13 charges)
dagger, spell component pouch, spellbook (contains all prepared spells, all cantrips, and charm person, disguise self, magic aura, ventriloquism, hypnotic pattern, and make whole)
0000001adult01500000
16
Troll Skeleton
3800trollNELargeundead(giant)7
darkvision 60 ft.; Perception +0
14, touch 12, flat-footed 11
(+3 Dex, +2 natural, -1 size)
27(6d8)
Fort +2, Ref +5, Will +5
255
5/bludgeoning
cold, undead traits
30 ft.
bite +8 (1d8+5), 2 claws +8 (1d6+5)
10 ft.10 ft.
Str 21, Dex 16, Con -, Int -, Wis 10, Cha 10
41023
Improved Initiative
AP 260
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Troll Skeleton</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Troll </h5><h5>NE Large undead (giant)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)</h5><h5><b>hp </b>27 (6d8)</h5><h5><b>Fort </b>+2, <b>Ref </b>+5, <b>Will </b>+5</h5><h5><b>DR </b>5/bludgeoning; <b>Immune </b>cold, undead traits</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +8 (1d8+5), 2 claws +8 (1d6+5)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Both skeletons immediately attack Larazod when the curtain goes up-only if he dies do they move to attack other foes, in which case they simply attack the closest target.</h5><h5><b>Morale </b>The troll skeletons fight until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>21, <b>Dex </b>16, <b>Con </b>-, <b>Int </b> -, <b>Wis </b>10, <b>Cha </b>10</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+10; <b>CMD </b>23</h5><h5><b>Feats </b>Improved Initiative</h5></div>
Both skeletons immediately attack Larazod when the curtain goes up-only if he dies do they move to attack other foes, in which case they simply attack the closest target.
The troll skeletons fight until destroyed.
0000001skeleton|Adult01600000
17
Sian Daemodus
73200tiefling
rogue 5/shadowdancer 3
LEMediumoutsider(native)3
darkvision 90 ft.; Perception +10
19, touch 16, flat-footed 15
(+3 armor, +2 deflection, +3 Dex, +1 dodge)
71(8d8+32)
Fort +5, Ref +9, Will +3
593
evasion, improved uncanny dodge, trap sense +1
2/silver
cold 5, electricity 5, fire 5
30 ft.
+1 short sword +9 (1d6+3/19-20 plus poison on first hit)
mwk hand crossbow +9 (1d4/19-20 plus poison)
5 ft.5 ft.
poison (save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save), sneak attack +3d6
Spell-Like Abilities (CL 8th) 1/day-darkness
Str 14, Dex 16, Con 16, Int 12, Wis 12, Cha 6
5720
Combat Reflexes, Dodge, Fiendish Heritage, Mobility, Spring Attack, Weapon Finesse
Acrobatics +14, Bluff +11, Climb +10, Disable Device +14, Disguise +19, Knowledge (local) +9, Perception +10, Perform (dance) +6, Stealth +16
Common, Halfling, Infernal
hide in plain sight, trapfinding
AP 260
Fiendish Heritage This feat is detailed in Pathfinder Adventure Path volume #25; Sian is a devil-spawn tiefling, which changes her racial ability modifiers to +2 Con, +2 Wis, -2 Cha; she also gains DR 2/silver from her devilish heritage.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Sian Daemodus</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Female tiefling rogue 5/shadowdancer 3</h5><h5>LE Medium outsider (native)</h5><h5><b>Init </b>+3; <b>Senses </b>darkvision 90 ft.; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 16, flat-footed 15 (+3 armor, +2 deflection, +3 Dex, +1 dodge)</h5><h5><b>hp </b>71 (8d8+32)</h5><h5><b>Fort </b>+5, <b>Ref </b>+9, <b>Will </b>+3</h5><h5><b>Defensive Abilities </b>evasion, improved uncanny dodge, trap sense +1; <b>DR </b>2/silver; <b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i>+1 short sword</i> +9 (1d6+3/19-20 plus poison on first hit)</h5><h5><b>Ranged </b>mwk hand crossbow +9 (1d4/19-20 plus poison)</h5><h5><b>Special Attacks </b>poison (save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save), sneak attack +3d6</h5><h5><b>Spell-Like Abilities</b> (CL 8th)</br><i>1/day&mdash;darkness</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>As soon as she realizes the PCs are entering the area (by hearing them or noticing their light sources), Sian drinks her potion of invisibility and her potion of levitate, then sneaks toward the PCs' location. Once she's in the same room as them, she drinks her potion of shield of faith, moves into position, and takes a shot at a PC with her hand crossbow, hoping to score a sneak attack in the surprise round.</h5><h5><b>During Combat </b>Once combat begins, Sian uses her hand crossbow again to take an attack against a foe who remains flat-footed; otherwise she makes use of spring attack to keep her distance, periodically using hide in plain sight to set up additional sneak attack opportunities if possible. She's not afraid to change the layout of the area by moving up or down through a "loop" via levitation, and knows this area well enough so that when she sees which archways open and close, she'll know the fastest route to strike at a PC who might be cut off from the rest.</h5><h5><b>Morale </b>Sian fights until brought below 15 hit points, at which point she drinks her second potion of invisibility and then her potion of gaseous form and attempts to escape back to area B1 and thence back to Aberian's Folly. In this case, she decides picking up the bonus isn't worth the risk and returns to the Council of Thieves to report her success in sabotaging the manor's infernal power supply. Sian could return at a later point in the Adventure Path, perhaps after she's gained a few more levels of shadowdancer, to become a regular and recurring villain-just because she didn't kill the PCs in their first encounter shouldn't mean she won't try again as often as she can!</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 16, <b>Con</b> 16, <b>Int</b> 12, <b>Wis</b> 12, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+7; <b>CMD </b>20</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Fiendish Heritage, Mobility, Spring Attack, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +14, Bluff +11, Climb +10, Disable Device +14, Disguise +19, Knowledge (local) +9, Perception +10, Perform (dance) +6, Stealth +16</h5><h5><b>Languages </b>Common, Halfling, Infernal</h5><h5><b>SQ </b>hide in plain sight, trapfinding</h5><h5><b>Combat Gear </b>Medium spider venom (5), <i>potion of cure moderate wounds </i>(2), <i>potion of gaseous form</i>, <i>potion of invisibility </i>(2), <i>potion of levitate</i>, <i>potion of shield of faith</i>; <b>Other Gear </b><i><i>+1 leather armor</i></i>, <i><i>+1 short sword</i></i>, masterwork hand crossbow with 20 bolts, <i>hat of disguise</i>, bejeweled bust of Asmodeus worth 800 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Fiendish Heritage</b> This feat is detailed in Pathfinder Adventure Path volume #25; Sian is a devil-spawn tiefling, which changes her racial ability modifiers to +2 Con, +2 Wis, -2 Cha; she also gains DR 2/silver from her devilish heritage.</h5></div>
Female
As soon as she realizes the PCs are entering the area (by hearing them or noticing their light sources), Sian drinks her potion of invisibility and her potion of levitate, then sneaks toward the PCs' location. Once she's in the same room as them, she drinks her potion of shield of faith, moves into position, and takes a shot at a PC with her hand crossbow, hoping to score a sneak attack in the surprise round.
Once combat begins, Sian uses her hand crossbow again to take an attack against a foe who remains flat-footed; otherwise she makes use of spring attack to keep her distance, periodically using hide in plain sight to set up additional sneak attack opportunities if possible. She's not afraid to change the layout of the area by moving up or down through a "loop" via levitation, and knows this area well enough so that when she sees which archways open and close, she'll know the fastest route to strike at a PC who might be cut off from the rest.
Sian fights until brought below 15 hit points, at which point she drinks her second potion of invisibility and then her potion of gaseous form and attempts to escape back to area B1 and thence back to Aberian's Folly. In this case, she decides picking up the bonus isn't worth the risk and returns to the Council of Thieves to report her success in sabotaging the manor's infernal power supply. Sian could return at a later point in the Adventure Path, perhaps after she's gained a few more levels of shadowdancer, to become a regular and recurring villain-just because she didn't kill the PCs in their first encounter shouldn't mean she won't try again as often as she can!
Medium spider venom (5), potion of cure moderate wounds (2), potion of gaseous form, potion of invisibility (2), potion of levitate, potion of shield of faith
+1 leather armor, +1 short sword, masterwork hand crossbow with 20 bolts, hat of disguise, bejeweled bust of Asmodeus worth 800 gp
0000001adult01700000
18
Howler3800HowlerCELargeoutsider
(chaotic, evil, extraplanar)
6
darkvision 60 ft.; Perception +13
15, touch 11, flat-footed 13
(+2 Dex, +4 natural, -1 size)
37(5d10+10)
Fort +6, Ref +6, Will +3
66360 ft.
bite +7 (2d6+4), quills +2 (1d4+1 plus pain)
10 ft.5 ft.howl
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
5921
Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Acrobatics +10, Climb +11, Perception +13, Stealth +6
Abyssal
abyssal strike, quill defense
AP 260
Abyssal Strike (Ex) A howler's bite and quills are considered to be chaotically aligned and evil-aligned for the purpose of overcoming damage reduction. Howl (Su) A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, he suffers no additional penalty for being exposed to additional howlers' howls until the current curse is lifted. This is a sonic mindaffecting effect. The save DC is Charisma-based. Howler Howl: Curse; save Fort DC 12 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save. Pain (Ex) Whenever a creature takes damage from a howler's quill attack or quill defense, he must make a DC 14 Reflex save or bits of the quills break off in his flesh, causing the target to become sickened until the quill fragments are removed. Removing quill fragments requires a DC 20 Heal check made as a full-round action-on a failed check, the quills are still removed but the process causes 1d4+1 points of damage. The save DC is Dexterity-based. Quill Defense (Ex) Any creature that strikes a howler with a non-reach melee weapon, an unarmed strike, or a natural weapon takes 1d4+1 points of piercing damage from the howler's quills.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Howler</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>CE Large outsider (chaotic, evil, extraplanar)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +13</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)</h5><h5><b>hp </b>37 (5d10+10)</h5><h5><b>Fort </b>+6, <b>Ref </b>+6, <b>Will </b>+3</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>60 ft.</h5><h5><b>Melee </b>bite +7 (2d6+4), quills +2 (1d4+1 plus pain)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>howl</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>As soon as they notice the PCs, the howlers use their howl attack on the first round of combat to alert the rest of the Asmodean Knot, then rush in to bite and thrash about with their quills.</h5><h5><b>Morale </b>The howlers fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 17, <b>Dex</b> 15, <b>Con</b> 15, <b>Int</b> 6, <b>Wis</b> 14, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+9; <b>CMD </b>21</h5><h5><b>Feats </b>Combat Reflexes, Improved Initiative, Skill Focus (Perception)</h5><h5><b>Skills </b>Acrobatics +10, Climb +11, Perception +13, Stealth +6</h5><h5><b>Languages </b>Abyssal</h5><h5><b>SQ </b>abyssal strike, quill defense</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Abyssal Strike (Ex)</b> A howler's bite and quills are considered to be chaotically aligned and evil-aligned for the purpose of overcoming damage reduction. </h5><h5><b>Howl (Su)</b> A howler's constant howling is a grating, exhausting baying that can drive listeners insane. All beings other than outsiders within 120 feet of a howling howler must succeed on a DC 12 Will save or become cursed by the creature's howl. Once a creature becomes cursed in this way, he suffers no additional penalty for being exposed to additional howlers' howls until the current curse is lifted. This is a sonic mindaffecting effect. The save DC is Charisma-based. Howler Howl: Curse; save Fort DC 12 negates; frequency 1/hour; effect 1 Wis damage; cure 1 save.</h5><h5><b> Pain (Ex)</b> Whenever a creature takes damage from a howler's quill attack or quill defense, he must make a DC 14 Reflex save or bits of the quills break off in his flesh, causing the target to become sickened until the quill fragments are removed. Removing quill fragments requires a DC 20 Heal check made as a full-round action-on a failed check, the quills are still removed but the process causes 1d4+1 points of damage. The save DC is Dexterity-based.</h5><h5><b> Quill Defense (Ex)</b> Any creature that strikes a howler with a non-reach melee weapon, an unarmed strike, or a natural weapon takes 1d4+1 points of piercing damage from the howler's quills.</h5></div>
As soon as they notice the PCs, the howlers use their howl attack on the first round of combat to alert the rest of the Asmodean Knot, then rush in to bite and thrash about with their quills.
The howlers fight to the death.
0000001adult01800000
19
The Outcast King
62400
barbazu-otyugh amalgam
Pathfinder RPG Bestiary 73, 223; Advanced Bestiary 16
LELargeoutsider
(devil, evil, extraplanar, lawful)
0
darkvision 60 ft., scent, see in darkness; Perception +10
18, touch 10, flat-footed 18
(+1 defending longsword, +8 natural, -1 size)
63(6d10+30)
Fort +5, Ref +2, Will +5
525
5/good or silver
disease, fire, poison
acid 10, cold 10
1640 ft.
+1 keen longsword +8/+3 (1d8+6/17-20 plus infernal wound), +1 defending longsword +7 (1d8+2/19-20 plus infernal wound), bite +5 (1d8+2), 2 tentacles +5 (1d6+2)
10 ft.
10 ft. (15 ft. with tentacle)
beard, constrict (tentacle, 1d6+5)
Str 21, Dex 11, Con 18, Int 5, Wis 12, Cha 8
6
+12 (+16 grappling)
22
Toughness, Two-Weapon Fighting (currently unusable), Weapon Focus (longsword)
Intimidate +8, Perception +10, Stealth +9 (+17 in lair)
+8 Stealth in lair
Common, Infernal; telepathy 100 ft.
AP 260
Beard (Ex) To use its beard attack, the Outcast King must hit a single opponent with both tentacle attacks. Infernal Wound (Su) The Outcast King inflicts infernal wounds (as per a normal bearded devil) with longswords, not with glaives.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">The Outcast King</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>Male barbazu-otyugh amalgam (Pathfinder RPG Bestiary 73, 223; Advanced Bestiary 16)</h5><h5>LE Large outsider (devil, evil, extraplanar, lawful)</h5><h5><b>Init </b>+0; <b>Senses </b>darkvision 60 ft., scent, see in darkness; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 10, flat-footed 18 (+1 defending longsword, +8 natural, -1 size)</h5><h5><b>hp </b>63 (6d10+30)</h5><h5><b>Fort </b>+5, <b>Ref </b>+2, <b>Will </b>+5</h5><h5><b>DR </b>5/good or silver; <b>Immune </b>disease, fire, poison; <b>Resist </b>acid 10, cold 10; <b>SR </b>16</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b><i>+1 keen longsword</i> +8/+3 (1d8+6/17-20 plus infernal wound), +1 defending longsword +7 (1d8+2/19-20 plus infernal wound), bite +5 (1d8+2), 2 tentacles +5 (1d6+2)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft. (15 ft. with tentacle)</h5><h5><b>Special Attacks </b>beard, constrict (tentacle, 1d6+5)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>When the battle begins, the Outcast King strikes with his tentacles first in hopes of grabbing a foe in the surprise round. After that, he uses his defending longsword to bolster his AC while thundering though the sludge to attack foes in melee.</h5><h5><b>Morale </b>The Outcast King fights to the death, and does not pursue foes out of this chamber.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 21, <b>Dex</b> 11, <b>Con</b> 18, <b>Int</b> 5, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+12 (+16 grappling); <b>CMD </b>22</h5><h5><b>Feats </b>Toughness, Two-Weapon Fighting (currently unusable), Weapon Focus (longsword)</h5><h5><b>Skills </b>Intimidate +8, Perception +10, Stealth +9 (+17 in lair); <b>Racial Modifiers </b>+8 Stealth in lair</h5><h5><b>Languages </b>Common, Infernal; telepathy 100 ft.</h5><h5><b>Gear </b><i><i>Medium +1 defending longsword</i></i>, <i><i>Medium +1 keen longsword</i></i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Beard (Ex)</b> To use its beard attack, the Outcast King must hit a single opponent with both tentacle attacks. </h5><h5><b>Infernal Wound (Su)</b> The Outcast King inflicts infernal wounds (as per a normal bearded devil) with longswords, not with glaives.</h5></div>
Male
When the battle begins, the Outcast King strikes with his tentacles first in hopes of grabbing a foe in the surprise round. After that, he uses his defending longsword to bolster his AC while thundering though the sludge to attack foes in melee.
The Outcast King fights to the death, and does not pursue foes out of this chamber.
Medium +1 defending longsword, Medium +1 keen longsword
0000001adult01900000
20
Mantrithor Thrax
73200humanconjurer 8LEMediumhumanoid1
Perception +8
20, touch 11, flat-footed 19
(+4 armor, +1 Dex, +1 natural, +4 shield)
70(8d6+40)
Fort +5, Ref +3, Will +6
536
10/adamantine
30 ft.
dimension step (240 ft./day)
+1 mithral quarterstaff +7 (1d6+4)
5 ft.5 ft.
acid dart 6/day (+5 ranged touch, 1d6+4 acid damage)
Spells Known (CL 8th, +5 ranged touch) 4th-stoneskin, summon monster IV (2) 3rd-haste, stinking cloud (DC 18), summon monster III (2) 2nd-acid arrow, bear's endurance, glitterdust (DC 17), summon monster II 1st-jump, mage armor, protection from evil, shield, summon monster I 0 (at will)-detect magic, prestidigitation, read magic, resistance
Str 14, Dex 12, Con 16, Int 16, Wis 10, Cha 8
4617
Augment Summoning, Combat Casting, Craft Wand, Greater Spell Focus (conjuration), Scribe Scroll, Spell Focus (conjuration), Toughness
Acrobatics +9, Intimidate +8, Knowledge (arcana) +14, Knowledge (local) +14, Perception +8, Spellcraft +14
Auran, Common, Ignan, Infernal
arcane bond (quarterstaff), summoner's charm
AP 270
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Mantrithor Thrax</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Male human conjurer 8</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+1; <b>Senses </b>Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +1 natural, +4 shield)</h5><h5><b>hp </b>70 (8d6+40)</h5><h5><b>Fort </b>+5, <b>Ref </b>+3, <b>Will </b>+6</h5><h5><b>DR </b>10/adamantine</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.; dimension step (240 ft./day)</h5><h5><b>Melee </b><i>+1 mithral quarterstaff</i> +7 (1d6+4)</h5><h5><b>Special Attacks </b>acid dart 6/day (+5 ranged touch, 1d6+4 acid damage)</h5><h5><b>Spells Known</b> (CL 8th, +5 ranged touch)</br>4th&mdash;<i>stoneskin</i>, <i>summon monster IV</i> (2)</br>3rd&mdash;<i>haste</i>, <i>stinking cloud</i> (DC 18), <i>summon monster III</i> (2)</br>2nd&mdash;<i>acid arrow</i>,<i> bear's endurance</i>, <i>glitterdust</i> (DC 17),<i><i> summon monster I</i>I</i></br>1st&mdash;<i>jump</i>,<i> mage armor</i>,<i> protection from evil</i>,<i> shield</i>,<i> summon monster I</i></br>0 (at will)&mdash;<i>detect magic</i>,<i> prestidigitation</i>,<i> read magic</i>, <i>resistance</i></h5></h5><h5><b>Prohibited Schools </b>enchantment, illusion</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Thrax casts stoneskin, mage armor, and shield on himself before he enters the ring-even before the battle starts, he's preparing, if unconsciously, for a worst-case scenario that sees him losing the battle and then attacking the PCs directly.</h5><h5><b>During Combat </b>Once Thrax summons his first batch of lemures (using summon monster IV to summon 1d4+1 of the devils), he casts haste on the devils on the same round they appear. Every round thereafter, he casts additional summon monster spells to call more and more lemures into the battle until he runs out with his last summon monster II spell. If things go bad for Thrax and he attacks the PCs, he casts stinking cloud into the cage with the rest of the party, and follows up with a dimension step to attack the party or (if the PCs used a champion rather than a summoned creature) the winning gladiator.</h5><h5><b>Morale </b>Once Thrax snaps and attacks the PCs, he fights to the death-he won't accept offers to surrender and must be magically or physically restrained if the PCs want to avoid killing him.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 12, <b>Con</b> 16, <b>Int</b> 16, <b>Wis</b> 10, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+6; <b>CMD </b>17</h5><h5><b>Feats </b>Augment Summoning, Combat Casting, Craft Wand, Greater Spell Focus (conjuration), Scribe Scroll, Spell Focus (conjuration), Toughness</h5><h5><b>Skills </b>Acrobatics +9, Intimidate +8, Knowledge (arcana) +14, Knowledge (local) +14, Perception +8, Spellcraft +14</h5><h5><b>Languages </b>Auran, Common, Ignan, Infernal</h5><h5><b>SQ </b>arcane bond (quarterstaff), summoner's charm</h5><h5><b>Gear </b><i>+1 mithral quarterstaff with twin rubies for eyes </i>(worth 4,100 gp in all), <i><i>amulet of natural armor +1</i></i>, <i>pearl of power </i>(1st), gold Hellcaller's Cup trophy (worth 1,000 gp), diamond dust worth 500 gp</h5></div>
Male
enchantment, illusion
Thrax casts stoneskin, mage armor, and shield on himself before he enters the ring-even before the battle starts, he's preparing, if unconsciously, for a worst-case scenario that sees him losing the battle and then attacking the PCs directly.
Once Thrax summons his first batch of lemures (using summon monster IV to summon 1d4+1 of the devils), he casts haste on the devils on the same round they appear. Every round thereafter, he casts additional summon monster spells to call more and more lemures into the battle until he runs out with his last summon monster II spell. If things go bad for Thrax and he attacks the PCs, he casts stinking cloud into the cage with the rest of the party, and follows up with a dimension step to attack the party or (if the PCs used a champion rather than a summoned creature) the winning gladiator.
Once Thrax snaps and attacks the PCs, he fights to the death-he won't accept offers to surrender and must be magically or physically restrained if the PCs want to avoid killing him.
+1 mithral quarterstaff with twin rubies for eyes (worth 4,100 gp in all), amulet of natural armor +1, pearl of power (1st), gold Hellcaller's Cup trophy (worth 1,000 gp), diamond dust worth 500 gp
0000000adult038900000
21
Sister of Eiseth
3800humanmonk 4LEMediumhumanoid3
Perception +8
16, touch 16, flat-footed 12
(+3 Dex, +1 dodge, +1 monk, +1 Wis)
29(4d8+8)
Fort +6, Ref +7, Will +5; +2 vs. enchantment
675
+2 vs. enchantment
evasion, slow fall 20 ft., still mind
40 ft.
unarmed strike +6 (1d8+2) or flurry of blows +5/+5 (1d8+2) or mwk bladed scarf +7 (1d6+3)
mwk light crossbow +7 (1d8/19-20 plus poison)
5 ft.
5 ft. (10 ft. with bladed scarf )
ki pool (3 points), stunning fist 4/day (stun or fatigue, DC 13)
Str 14, Dex 16, Con 15, Int 8, Wis 12, Cha 10
3621
Dodge, Exotic Weapon Proficiency (bladed scarf ), Improved Unarmed Strike, Iron Will, Scorpion Style, Stunning Fist, Weapon Finesse
Acrobatics +10, Intimidate +7, Knowledge (religion) +6, Linguistics +0, Perception +8, Profession (mortician) +8
Common, Infernal
AP 270
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Sister of Eiseth</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Female human monk 4</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+3; <b>Senses </b>Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +1 monk, +1 Wis)</h5><h5><b>hp </b>29 (4d8+8)</h5><h5><b>Fort </b>+6, <b>Ref </b>+7, <b>Will </b>+5; +2 vs. enchantment</h5><h5><b>Defensive Abilities </b>evasion, slow fall 20 ft., still mind</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>unarmed strike +6 (1d8+2) or flurry of blows +5/+5 (1d8+2) or mwk bladed scarf +7 (1d6+3)</h5><h5><b>Ranged </b>mwk light crossbow +7 (1d8/19-20 plus poison)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft. (10 ft. with bladed scarf )</h5><h5><b>Special Attacks </b>ki pool (3 points), stunning fist 4/day (stun or fatigue, DC 13)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Having trained together for hours on end, the Sisters work together in teams to harry their foes. Half of the Sisters fight defensively with a flurry of blows (+0/+0) using their ki pool to confer a +4 dodge bonus, further raising their total Armor Class to 23. The remaining Sisters attack from reach with their crimson habits, draining their ki pool to add a third attack to their flurry. Where possible they employ trip attacks to keep their foes off-balance.</h5><h5><b>Morale </b>The Sisters fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 16, <b>Con</b> 15, <b>Int</b> 8, <b>Wis</b> 12, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+6; <b>CMD </b>21</h5><h5><b>Feats </b>Dodge, Exotic Weapon Proficiency (bladed scarf ), Improved Unarmed Strike, Iron Will, Scorpion Style, Stunning Fist, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +10, Intimidate +7, Knowledge (religion) +6, Linguistics +0, Perception +8, Profession (mortician) +8</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds</i>, <i>potion of lesser restoration</i></h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds</i>, <i>potion of lesser restoration</i>; <b>Other Gear </b>masterwork bladed scarf, masterwork crossbow with 10 poisoned bolts (black adder venom-DC 11; 1/round for 6 rounds, 1d6 Con, 1 save)</h5></div>
Female
Having trained together for hours on end, the Sisters work together in teams to harry their foes. Half of the Sisters fight defensively with a flurry of blows (+0/+0) using their ki pool to confer a +4 dodge bonus, further raising their total Armor Class to 23. The remaining Sisters attack from reach with their crimson habits, draining their ki pool to add a third attack to their flurry. Where possible they employ trip attacks to keep their foes off-balance.
The Sisters fight to the death.
potion of cure moderate wounds, potion of lesser restoration
masterwork bladed scarf, masterwork crossbow with 10 poisoned bolts (black adder venom-DC 11; 1/round for 6 rounds, 1d6 Con, 1 save)
0000000adult039000000
22
Shadow Mastiff
51600
Shadow Mastiff
Pathfinder RPG Bonus Bestiary 16
NEMediumoutsider
(evil, extraplanar)
6
darkvision 60 ft., scent; Perception +10
17, touch 12, flat-footed 15
(+2 Dex, +5 natural)
51(6d10+18)
Fort +8, Ref +7, Will +5
875
shadow blend
50 ft.
bite +10 (1d6+6 plus trip)
5 ft.5 ft.bay
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
61022
Improved Initiative, Iron Will, Power Attack
Perception +10, Stealth +11, Survival +10
Common (cannot speak)
AP 270
Bay (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus. Shadow Blend (Su) In any condition other than bright light, a shadow mastiff disappears into the shadows, giving it total concealment (50% miss chance). A shadow mastiff can suspend or resume this ability as a free action.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Shadow Mastiff</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5><i>Pathfinder RPG Bonus Bestiary</i> 16</h5><h5>NE Medium outsider (evil, extraplanar)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft., scent; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 12, flat-footed 15 (+2 Dex, +5 natural)</h5><h5><b>hp </b>51 (6d10+18)</h5><h5><b>Fort </b>+8, <b>Ref </b>+7, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>shadow blend</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft.</h5><h5><b>Melee </b>bite +10 (1d6+6 plus trip)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>bay</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>A shadow mastiff uses its bay attack throughout combat, alerting most of the other denizens of Delvehaven that something has blundered into the lodge. They generally focus their attacks on any foe that carries a light source.</h5><h5><b>Morale </b>Shadow mastiffs fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>19, <b>Dex </b>15, <b>Con </b>17, <b>Int </b> 4, <b>Wis </b>12, <b>Cha </b>13</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+10; <b>CMD </b>22</h5><h5><b>Feats </b>Improved Initiative, Iron Will, Power Attack</h5><h5><b>Skills </b>Perception +10, Stealth +11, Survival +10</h5><h5><b>Languages </b>Common (cannot speak)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div>Bay (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus. Shadow Blend (Su) In any condition other than bright light, a shadow mastiff disappears into the shadows, giving it total concealment (50% miss chance). A shadow mastiff can suspend or resume this ability as a free action.</div>
A shadow mastiff uses its bay attack throughout combat, alerting most of the other denizens of Delvehaven that something has blundered into the lodge. They generally focus their attacks on any foe that carries a light source.
Shadow mastiffs fight to the death.
0000001Adult039100000
23
Shadowy Triceratops Skeleton
73200triceratops
Pathfinder RPG Bestiary 86, 250; Advanced Bestiary 185
NEHugeundead6
blindsight 60 ft., darkvision 60 ft.; Perception +0
15, touch 12, flat-footed 13
(+2 Dex, +2 dodge, +3 natural, -2 size)
91(14d8+28)
Fort +11, Ref +6, Will +4
1164
channel resistance +4, obscuring energy, resistant to positive energy
5/bludgeoning and good
cold, undead traits
60 ft.
gore +18 (2d10+15 plus 1d6 negative energy)
15 ft.15 ft.
charged attacks, searing darkness
Str 30, Dex 15, Con -, Int -, Wis 10, Cha 14
102236
Improved Initiative
AP 270
Charged Attacks (Su) The triceratops's gore attack inflicts an additional 1d6 points of negative energy on a hit. In addition, when it makes a full attack, it can make a second attack with its gore as if hastened. Obscuring Energy (Su) The shadowy undead triceratops is surrounded by flickering shadows and wisps of black smoke, granting it partial concealment (20% miss chance). When it stands still, the shadows grow stronger and grant concealment (50% miss chance). Resistant to Positive Energy (Ex) The undead dinosaur takes 10 fewer points of damage than normal from positive energy effects that deal damage. Searing Darkness (Sp) Once every 1d4 rounds, the undead can release a beam of searing darkness; treat this as a searing light spell (CL 14th) that inflicts negative energy damage.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Shadowy Triceratops Skeleton</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Triceratops Skeleton Negative-Energy-Charged (<i>Pathfinder RPG Bestiary</i> 86, 250; <i>Advanced Bestiary</i> 185)</h5><h5>NE Huge undead </h5><h5><b>Init </b>+6; <b>Senses </b>blindsight 60 ft., darkvision 60 ft.; Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 12, flat-footed 13 (+2 Dex, +2 dodge, +3 natural, -2 size)</h5><h5><b>hp </b>91 (14d8+28)</h5><h5><b>Fort </b>+11, <b>Ref </b>+6, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>channel resistance +4, obscuring energy, resistant to positive energy; <b>DR </b>5/bludgeoning and good; <b>Immune </b>cold, undead traits</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>60 ft.</h5><h5><b>Melee </b>gore +18 (2d10+15 plus 1d6 negative energy)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>charged attacks, searing darkness</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The undead triceratops quickly moves to attack the first foe it notices. Note that the undead dinosaur is huge and thunderous; having it make a charge attack against a PC only to miss and hit the tank of fetid water could make for an exciting development.</h5><h5><b>Morale </b>The skeleton fights until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>30, <b>Dex </b>15, <b>Con </b>-, <b>Int </b> -, <b>Wis </b>10, <b>Cha </b>14</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+22; <b>CMD </b>36</h5><h5><b>Feats </b>Improved Initiative</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Charged Attacks (Su)</b> The triceratops's gore attack inflicts an additional 1d6 points of negative energy on a hit. In addition, when it makes a full attack, it can make a second attack with its gore as if hastened. </h5><h5><b>Obscuring Energy (Su)</b> The shadowy undead triceratops is surrounded by flickering shadows and wisps of black smoke, granting it partial concealment (20% miss chance). When it stands still, the shadows grow stronger and grant concealment (50% miss chance).</h5><h5><b> Resistant to Positive Energy (Ex)</b> The undead dinosaur takes 10 fewer points of damage than normal from positive energy effects that deal damage.</h5><h5><b> Searing Darkness (Sp)</b> Once every 1d4 rounds, the undead can release a beam of searing darkness; treat this as a <i>searing light</i> spell (CL 14th) that inflicts negative energy damage.</h5></div>
The undead triceratops quickly moves to attack the first foe it notices. Note that the undead dinosaur is huge and thunderous; having it make a charge attack against a PC only to miss and hit the tank of fetid water could make for an exciting development.
The skeleton fights until destroyed.
0000001
@skeleton|negative-energy-charged|
Adult039200000
24
Hellcat73200HellcatLELargeoutsider
(evil, extraplanar, lawful)
9
darkvision 60 ft., scent; Perception +18
21, touch 15, flat-footed 15
(+5 Dex, +1 dodge, +6 natural, -1 size)
85(9d10+36)
Fort +7, Ref +10, Will +5
7105
invisible in light
5/goodfire 101740 ft.
2 claws +13 (1d6+5 plus grab), bite +13 (2d6+5)
10 ft.5 ft.
pounce, rake (2 claws 1d6+5)
Str 21, Dex 21, Con 19, Int 10, Wis 14, Cha 10
91531
Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth +17, Survival +14, Swim +17
+4 Perception, +4 Stealth
Infernal (cannot speak); telepathy 100 ft.
AP 270
Invisible in Light (Su) In bright light, a hellcat is naturally invisible. In normal light, a hellcat has partial concealment (20% miss chance), while in dim light, it has no special concealment. Darkness smothers the creature's flickering glow and conceals it normally.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Hellcat</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>LE Large outsider (evil, extraplanar, lawful)</h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft., scent; Perception +18</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 15, flat-footed 15 (+5 Dex, +1 dodge, +6 natural, -1 size)</h5><h5><b>hp </b>85 (9d10+36)</h5><h5><b>Fort </b>+7, <b>Ref </b>+10, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>invisible in light; <b>DR </b>5/good; <b>Resist </b>fire 10; <b>SR </b>17</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>2 claws +13 (1d6+5 plus grab), bite +13 (2d6+5)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>pounce, rake (2 claws 1d6+5)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Once conjured into the room, the hellcat attacks the creature closest to the red door. If a foe in a mixed group seems particularly good at hurting it, the hellcat switches to attack that enemy.</h5><h5><b>Morale </b>The hellcat fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 21, <b>Dex</b> 21, <b>Con</b> 19, <b>Int</b> 10, <b>Wis</b> 14, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+15; <b>CMD </b>31</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility</h5><h5><b>Skills </b>Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth +17, Survival +14, Swim +17; <b>Racial Modifiers </b>+4 Perception, +4 Stealth</h5><h5><b>Languages </b>Infernal (cannot speak); telepathy 100 ft.</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Invisible in Light (Su)</b> In bright light, a hellcat is naturally invisible. In normal light, a hellcat has partial concealment (20% miss chance), while in dim light, it has no special concealment. Darkness smothers the creature's flickering glow and conceals it normally.</h5></div>
Once conjured into the room, the hellcat attacks the creature closest to the red door. If a foe in a mixed group seems particularly good at hurting it, the hellcat switches to attack that enemy.
The hellcat fights to the death.
0000000adult0Hellcat39300000
25
The Mazeflesh Man
73200humanfighter 6CEMediumundead
(augmented humanoid)
10
darkvision 60 ft.; Perception +18
24, touch 17, flat-footed 17
(+1 dodge, +6 Dex, +7 natural)
61(6d10+24)
fast healing 5
Fort +7, Ref +8, Will +4
784
bravery +2, channel resistance +4
10/ magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
30 ft.
slam +11 (1d4+7 plus energy drain)
+1 repeating heavy crossbow +15/+10 (1d10+4/19-20)
5 ft.5 ft.
blood drain, children of the night, create spawn, dominate (DC 15), energy drain (2 levels, DC 15)
Str 20, Dex 22, Con -, Int 10, Wis 14, Cha 14
61128
Alertness, Combat Reflexes, Deadly Aim, Dodge, Exotic Weapon Proficiency (repeating heavy crossbow), Improved Initiative, Improved Natural Armor, Lightning Reflexes, Point-Blank Shot, Precise Shot, Toughness, Vital Strike, Weapon Focus (repeating heavy crossbow), Weapon Specialization (repeating heavy crossbow)
Bluff +10, Intimidate +11, Knowledge (engineering) +9, Perception +18, Sense Motive +12, Stealth +14
Common
armor training 1, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, weapon training 1 (crossbows +1)
AP 270
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">The Mazeflesh Man</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Male human vampire fighter 6</h5><h5>CE Medium undead (augmented humanoid)</h5><h5><b>Init </b>+10; <b>Senses </b>darkvision 60 ft.; Perception +18</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 17, flat-footed 17 (+1 dodge, +6 Dex, +7 natural)</h5><h5><b>hp </b>61 (6d10+24); fast healing 5</h5><h5><b>Fort </b>+7, <b>Ref </b>+8, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>bravery +2, channel resistance +4; <b>DR </b>10/ magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>slam +11 (1d4+7 plus energy drain)</h5><h5><b>Ranged </b><i><i>+1 repeating heavy crossbow</i></i> +15/+10 (1d10+4/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, children of the night, create spawn, dominate (DC 15), energy drain (2 levels, DC 15)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The Mazeflesh Man opens combats with his magic repeating crossbow, but rarely gets to the point in a battle where he's forced to reload the weapon since his bloodlust to wade into melee combat to smash foes with his fists takes over. He prefers to attack humans whom he loved in life, particularly Varisian women, who mock him with their beauty and curves. Against weak and helpless foes, he often assumes wolf form to lengthen the drama of his hunt, finishing his kill by draining blood.</h5><h5><b>Morale </b>The Mazeflesh Man fights until reduced to 0 hit points, at which point he retreats to one of the coffins here to recover.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>20, <b>Dex </b>22, <b>Con </b>-, <b>Int </b> 10, <b>Wis </b>14, <b>Cha </b>14</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+11; <b>CMD </b>28</h5><h5><b>Feats </b>Alertness, Combat Reflexes, Deadly Aim, Dodge, Exotic Weapon Proficiency (repeating heavy crossbow), Improved Initiative, Improved Natural Armor, Lightning Reflexes, Point-Blank Shot, Precise Shot, Toughness, Vital Strike, Weapon Focus (repeating heavy crossbow), Weapon Specialization (repeating heavy crossbow)</h5><h5><b>Skills </b>Bluff +10, Intimidate +11, Knowledge (engineering) +9, Perception +18, Sense Motive +12, Stealth +14</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>armor training 1, change shape (dire bat or wolf, <i>beast shape</i> II), gaseous form, shadowless, spider climb, weapon training 1 (crossbows +1)</h5><h5><b>Gear </b><i>+1 repeating heavy crossbow</i> with 20 bolts, <i>golembane scarab</i></h5></div>
Male
The Mazeflesh Man opens combats with his magic repeating crossbow, but rarely gets to the point in a battle where he's forced to reload the weapon since his bloodlust to wade into melee combat to smash foes with his fists takes over. He prefers to attack humans whom he loved in life, particularly Varisian women, who mock him with their beauty and curves. Against weak and helpless foes, he often assumes wolf form to lengthen the drama of his hunt, finishing his kill by draining blood.
The Mazeflesh Man fights until reduced to 0 hit points, at which point he retreats to one of the coffins here to recover.
+1 repeating heavy crossbow with 20 bolts, golembane scarab
0000001vampire|Adult039400000
26
Vahnwynne Malkistra
73200elf
ranger 4/rogue 2
Pathfinder RPG Bestiary 270
LEMediumundead
(augmented humanoid)
+9 (+11 underground)
darkvision 60 ft., low-light vision; Perception +23 (+25 underground)
26, touch 16, flat-footed 20
(+3 armor, +5 Dex, +1 dodge, +6 natural, +1 shield)
65
(6 HD; 4d10+2d8+30)
fast healing 5
Fort +7, Ref +13, Will +2; +2 vs. enchantment
7132
+2 vs. enchantment
channel resistance +4, evasion
10/ magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
35 ft.
+1 wooden stakes +10/+5 (1d4+6) or slam +10 (1d4+5 plus energy drain)
5 ft.5 ft.
blood drain, children of the night, create spawn, dominate (DC 17), energy drain (2 negative levels, DC 17), favored enemy (undead +2), favored terrain (underground +2), sneak attack +1d6
Spells Prepared (CL 2nd) 1st-resist energy
Str 21, Dex 20, Con -, Int 14, Wis 14, Cha 18
51026
Alertness, Combat Reflexes, Dodge, Double Slice, Endurance, Fleet, Improved Initiative, Lightning Reflexes, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (wooden stake)
Acrobatics +14, Bluff +21, Climb +14, Intimidate +13, Knowledge (local) +11, Perception +23 (+25 underground), Sense Motive +18, Stealth +22 (+24 underground), Survival +11 (+13 underground)
Common, Elven, Infernal, Shadowtongue
change shape (dire bat or wolf, beast shape II), gaseous form, hunter's bond (companions), shadowless, spider climb, track +2, trapfinding, wild empathy +9
AP 270
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Vahnwynne Malkistra</p><p class="alignright"><i>CR 7</i></p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Female elf vampire ranger 4/rogue 2 (<i>Pathfinder RPG Bestiary</i> 270)</h5><h5>LE Medium undead (augmented humanoid)</h5><h5><b>Init </b>+9 (+11 underground); <b>Senses </b>darkvision 60 ft., low-light vision; Perception +23 (+25 underground)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 16, flat-footed 20 (+3 armor, +5 Dex, +1 dodge, +6 natural, +1 shield)</h5><h5><b>hp </b>65 (6 HD; 4d10+2d8+30); fast healing 5</h5><h5><b>Fort </b>+7, <b>Ref </b>+13, <b>Will </b>+2; +2 vs. enchantment</h5><h5><b>Defensive Abilities </b>channel resistance +4, evasion; <b>DR </b>10/ magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>35 ft.</h5><h5><b>Melee </b><i><i>+1 wooden stakes</i></i> +10/+5 (1d4+6) or </br>slam +10 (1d4+5 plus energy drain)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, children of the night, create spawn, dominate (DC 17), energy drain (2 negative levels, DC 17), favored enemy (undead +2), favored terrain (underground +2), sneak attack +1d6</h5><h5><b>Spells Prepared</b> (CL 2nd)</br>1st&mdash;<i>resist energy</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Vahnwynne casts <i>resist fire</i> on herself on the first round of combat, then uses her wooden stakes in battle. She prefers not to use her slam attack, as the act of energy draining shames and enrages her-but if faced with a particularly vexing or dangerous foe, she'll put aside her shame to use her more dangerous natural weapon.</h5><h5><b>Morale </b>Vahnwynne fights until reduced to 0 hit points, at which point she flees to area <sup>B2</sup>3 to recover.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>21, <b>Dex </b>20, <b>Con </b>-, <b>Int </b> 14, <b>Wis </b>14, <b>Cha </b>18</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+10; <b>CMD </b>26</h5><h5><b>Feats </b>Alertness, Combat Reflexes, Dodge, Double Slice, Endurance, Fleet, Improved Initiative, Lightning Reflexes, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (wooden stake)</h5><h5><b>Skills </b>Acrobatics +14, Bluff +21, Climb +14, Intimidate +13, Knowledge (local) +11, Perception +23 (+25 underground), Sense Motive +18, Stealth +22 (+24 underground), Survival +11 (+13 underground)</h5><h5><b>Languages </b>Common, Elven, Infernal, Shadowtongue</h5><h5><b>SQ </b>change shape (dire bat or wolf, <i>beast shape</i> II), gaseous form, hunter's bond (companions), shadowless, spider climb, track +2, trapfinding, wild empathy +9</h5><h5><b>Gear </b><i>+1 leather armor</i>, <i>+1 wooden stakes</i> (2)</h5></div>
Female
Vahnwynne casts resist fire on herself on the first round of combat, then uses her wooden stakes in battle. She prefers not to use her slam attack, as the act of energy draining shames and enrages her-but if faced with a particularly vexing or dangerous foe, she'll put aside her shame to use her more dangerous natural weapon.
Vahnwynne fights until reduced to 0 hit points, at which point she flees to area B23 to recover.
+1 leather armor, +1 wooden stakes (2)
0000001vampire|Adult039500000
27
Jair73200human
cleric of norgorber 6
NEMediumundead
(augmented humanoid)
7
darkvision 60 ft.; Perception +15
25, touch 14, flat-footed 21
(+5 armor, +3 Dex, +1 dodge, +6 natural)
58(6d8+30)
fast healing 5
Fort +9, Ref +7, Will +10
9710
channel resistance +4
10/magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
30 ft.
+1 short sword +10 (1d6+5/19-20), slam +3 (1d4+2 plus energy drain)
mwk hand crossbow +8 (1d4/19-20 plus poison)
5 ft.5 ft.
blood drain, channel negative energy 9/day (DC 17, 3d6), children of the night, create spawn, dominate (DC 17), energy drain (2 negative levels, DC 17)
Domain Spell-Like Abilities (CL 6th) 8/day-copycat 7 rounds/day-clairvoyance/clairaudience
Spells Prepared (CL 6th) 3rd-blindness/deafness (DC 18), dispel magic, speak with deadD (DC 18), summon monster III 2nd-darkness, death knell (DC 17), find traps, invisibilityD, silence (DC 17) 1st-command (DC 16), comprehend languages, disguise selfD (DC 16), divine favor, obscuring mist, sanctuary (DC 16) 0 (at will)-bleed (DC 15), detect magic, mending, read magic
Knowledge, Trickery
Str 18, Dex 17, Con -, Int 12, Wis 20, Cha 18
4822
Alertness, Combat Reflexes, Dodge, Extra Channel, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Stealth), Toughness, Weapon Focus (short sword)
Bluff +21, Knowledge (religion) +10, Perception +15, Sense Motive +14, Spellcraft +10, Stealth +23
Common, Shadowtongue
change shape (dire bat or wolf, beast shape II), gaseous form, lore keeper, shadowless, spider climb
AP 270
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Jair</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Male human vampire cleric of Norgorber 6</h5><h5>NE Medium undead (augmented humanoid)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +15</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>25, touch 14, flat-footed 21 (+5 armor, +3 Dex, +1 dodge, +6 natural)</h5><h5><b>hp </b>58 (6d8+30); fast healing 5</h5><h5><b>Fort </b>+9, <b>Ref </b>+7, <b>Will </b>+10</h5><h5><b>Defensive Abilities </b>channel resistance +4; <b>DR </b>10/magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i><i>+1 short sword</i></i> +10 (1d6+5/19-20), slam +3 (1d4+2 plus energy drain)</h5><h5><b>Ranged </b>mwk hand crossbow +8 (1d4/19-20 plus poison)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, channel negative energy 9/day (DC 17, 3d6), children of the night, create spawn, dominate (DC 17), energy drain (2 negative levels, DC 17)</h5><h5><b>Domain Spell-Like Abilities</b> (CL 6th)</br>8/day&mdash;<i>copycat</i></br>7 rounds/day&mdash;<i>clairvoyance/clairaudience</i></h5></h5><h5><b>Spells Prepared</b> (CL 6th)</br>3rd&mdash;<i>blindness/deafness</i> (DC 18), <i>dispel magic</i>, <i>speak with dead</i><sup>D</sup> (DC 18), <i>summon monster III</i></br>2nd&mdash;<i>darkness</i>, <i>death knell</i> (DC 17), <i>find traps</i>, <i>invisibility</i><sup>D</sup>, <i>silence</i> (DC 17)</br>1st&mdash;<i>command</i> (DC 16), <i>comprehend languages</i>, <i>disguise self</i><sup>D</sup> (DC 16), <i>divine favor</i>, <i>obscuring mist</i>, <i>sanctuary</i> (DC 16)</br>0 (at will)&mdash;<i>bleed</i> (DC 15), <i>detect magic</i>, <i>mending</i>, <i>read magic</i></h5></h5><h5><b>D</b> domain spell; <b>Domains </b>Knowledge, Trickery</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Jair relies heavily on his negative energy channeling in combat, using it to fortify himself and his undead allies or to harm living opponents. If he has the opportunity, he casts <i>divine favor</i> before entering combat, and <i>invisibility</i> or <i>sanctuary</i> once brought below 20 hit points so he can use healing to recover before continuing the battle.</h5><h5><b>Morale </b>Jair fights until reduced to 0 hit points, at which point he flees to area B23 to recover.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>17, <b>Con </b>-, <b>Int </b> 12, <b>Wis </b>20, <b>Cha </b>18</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+8; <b>CMD </b>22</h5><h5><b>Feats </b>Alertness, Combat Reflexes, Dodge, Extra Channel, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Stealth), Toughness, Weapon Focus (short sword)</h5><h5><b>Skills </b>Bluff +21, Knowledge (religion) +10, Perception +15, Sense Motive +14, Spellcraft +10, Stealth +23</h5><h5><b>Languages </b>Common, Shadowtongue</h5><h5><b>SQ </b>change shape (dire bat or wolf, <i>beast shape</i> II), gaseous form, lore keeper, shadowless, spider climb</h5><h5><b>Combat Gear </b><i>wand of inflict moderate wounds</i> (38 charges); <b>Other Gear </b><i>+1 chain shirt</i>, <i>+1 short sword</i>, masterwork hand crossbow with 10 poisoned bolts (greenblood oil; Fort DC 13; 1/round for 4 rounds; 1 Con; cure 1 save), gold holy symbol worth 200 gp, wayfinder</h5></div>
Male
Jair relies heavily on his negative energy channeling in combat, using it to fortify himself and his undead allies or to harm living opponents. If he has the opportunity, he casts divine favor before entering combat, and invisibility or sanctuary once brought below 20 hit points so he can use healing to recover before continuing the battle.
Jair fights until reduced to 0 hit points, at which point he flees to area B23 to recover.
wand of inflict moderate wounds (38 charges)
+1 chain shirt, +1 short sword, masterwork hand crossbow with 10 poisoned bolts (greenblood oil; Fort DC 13; 1/round for 4 rounds; 1 Con; cure 1 save), gold holy symbol worth 200 gp, wayfinder
0000001vampire|Adult039600000
28
Weakened Vampire Spawn
31200
Vampire Spawn
Pathfinder RPG Bestiary 271
CEMediumundead-1
darkvision 60 ft.; Perception +9
13, touch 9, flat-footed 12
(+1 Dex, +4 natural, -2 from Morrowfall proximity)
30(4d8+12)
Fort +1, Ref +0, Will +3
103
channel resistance +2
5/silver
undead traits
cold 10, electricity 10
resurrection vulnerability, vampire weaknesses
30 ft.
slam +2 (1d4+1 plus energy drain)
5 ft.5 ft.
blood drain, dominate (DC 14), energy drain (1 level, DC 14)
Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
3415
Improved Initiative, Toughness
Intimidate +7, Knowledge (local) +5, Perception +9, Stealth +14
Common
gaseous form, shadowless, spider climb
AP 270
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Weakened Vampire Spawn</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>Vampire Spawn (<i>Pathfinder RPG Bestiary</i> 271)</h5><h5>CE Medium undead </h5><h5><b>Init </b>-1; <b>Senses </b>darkvision 60 ft.; Perception +9</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 9, flat-footed 12 (+1 Dex, +4 natural, -2 from <i>Morrowfall</i> proximity)</h5><h5><b>hp </b>30 (4d8+12)</h5><h5><b>Fort </b>+1, <b>Ref </b>+0, <b>Will </b>+3</h5><h5><b>Defensive Abilities </b>channel resistance +2; <b>DR </b>5/silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>resurrection vulnerability, vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>slam +2 (1d4+1 plus energy drain)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, dominate (DC 14), energy drain (1 level, DC 14)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Eager to slay the PCs, the vampire spawn focus their attacks on the same foe.</h5><h5><b>Morale </b>The vampire spawn fight until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>12, <b>Dex </b>12, <b>Con </b>-, <b>Int </b> 11, <b>Wis </b>13, <b>Cha </b>15</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>15</h5><h5><b>Feats </b>Improved Initiative, Toughness</h5><h5><b>Skills </b>Intimidate +7, Knowledge (local) +5, Perception +9, Stealth +14</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>gaseous form, shadowless, spider climb</h5></div>
Eager to slay the PCs, the vampire spawn focus their attacks on the same foe.
The vampire spawn fight until destroyed.
0000001Adult039700000
29
Akmanya73200human
cleric of Desna 5/Pathfinder savant 3
CGMediumhumanoid(human)0
Perception +15
15, touch 10, flat-footed 15
(+5 armor)40
(5d8+3d6+8)
Fort +7, Ref +3, Will +11
731140 ft.
mwk starknife +4 (1d4-1/x3)
mwk starknife +5 (1d4-1/x3)
5 ft.5 ft.
channel positive energy (4d6, DC 15, 7/day)
Cleric Spells Prepared (CL 7th) 4th-dimension doorD, fireball (DC 18), neutralize poison 3rd-dispel magic, flyD, prayer, revelation 2nd-detect secret doors, lesser restoration, locate objectD, ray of enfeeblement, sound burst (DC 16) 1st-comprehend languages (2), endure elements, longstriderD, sanctuary (DC 15), shield of faith 0 (at will)-create water, detect magic, guidance, read magic D Domain spell; Domains Luck, Travel
Str 8, Dex 10, Con 12, Int 14, Wis 18, Cha 14
4313
Combat Casting, Extra Channel, Magical Aptitude, Run, Scribe Scroll
Knowledge (arcana) +14, Knowledge (history) +13, Knowledge (religion) +8, Perception +15, Perform (Oratory) +4, Perform (Wind) +4, Spellcraft +16, Use Magic Device +16
Ancient Osiriani, Common, Kelish
adept activation, master scholar, esoteric magic (detect secret doors, fireball), glyph-finding, scroll master, bit of luck (7/day), agile feet (7/day)
Seekers of Secrets
0
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Akmanya</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Male human cleric of Desna 5/Pathfinder savant 3</h5><h5>CG Medium humanoid (human)</h5><h5><b>Init </b>+0; <b>Senses </b>Perception +15</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 10, flat-footed 15 (+5 armor)</h5><h5><b>hp </b>40 (5d8+3d6+8)</h5><h5><b>Fort </b>+7, <b>Ref </b>+3, <b>Will </b>+11</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>mwk starknife +4 (1d4-1/x3)</h5><h5><b>Ranged </b>mwk starknife +5 (1d4-1/x3)</h5><h5><b>Special Attacks </b>channel positive energy (4d6, DC 15, 7/day)</h5><h5><b>Cleric Spells Prepared</b> (CL 7th)</br>4th&mdash;<i>dimension door</i><sup>D</sup>, <i>fireball</i> (DC 18),<i> neutralize poison</i></br>3rd&mdash;<i>dispel magic</i>, <i>fly</i><sup>D</sup>,<i> prayer</i>,<i> revelation</i></br>2nd&mdash;<i>detect secret doors</i>,<i> lesser restoration</i>, <i>locate object</i><sup>D</sup>,<i> ray of enfeeblement</i>, <i>sound burst</i> (DC 16)</br>1st&mdash;<i>comprehend languages</i> (2),<i> endure elements</i>, <i>longstrider</i><sup>D</sup>, <i>sanctuary</i> (DC 15),<i> shield of faith</i></br>0 (at will)&mdash;<i>create water</i>,<i> detect magic</i>,<i> guidance</i>,<i> read magic D Domain spell; Domains Luck</i>, <i>Travel</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Akmanya casts shield of faith on himself.</h5><h5><b>During Combat </b>Akmanya looks for good openings for area attacks, and uses scrolls and cure spells as needed.</h5><h5><b>Morale </b>If reduced below 15 hit points, he tries to escape or bribe his opponent to let him go.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 10, <b>Con</b> 12, <b>Int</b> 14, <b>Wis</b> 18, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+3; <b>CMD </b>13</h5><h5><b>Feats </b>Combat Casting, Extra Channel, Magical Aptitude, Run, Scribe Scroll</h5><h5><b>Skills </b>Knowledge (arcana) +14, Knowledge (history) +13, Knowledge (religion) +8, Perception +15, Perform (Oratory) +4, Perform (Wind) +4, Spellcraft +16, Use Magic Device +16</h5><h5><b>Languages </b>Ancient Osiriani, Common, Kelish</h5><h5><b>SQ </b>adept activation, master scholar, esoteric magic (detect secret doors, fireball), glyph-finding, scroll master, bit of luck (7/day), agile feet (7/day)</h5><h5><b>Combat Gear </b>2,000 gp worth of cleric scrolls; <b>Other Gear </b><i><i>+1 chain shirt</i></i>, masterwork starknife, <i>cloak of resistance +1</i>, handy haversack, wayfinder, everburning torch, silver holy symbol, masterwork zumm'ra, 1,551 gp.</h5></div>
Male
Akmanya casts shield of faith on himself.
Akmanya looks for good openings for area attacks, and uses scrolls and cure spells as needed.
If reduced below 15 hit points, he tries to escape or bribe his opponent to let him go.
2,000 gp worth of cleric scrolls
+1 chain shirt, masterwork starknife, cloak of resistance +1, handy haversack, wayfinder, everburning torch, silver holy symbol, masterwork zumm'ra, 1,551 gp.
0000000adult041600000
30
Torgra Stigardsdam
73200dwarf
ranger 5/student of war 3
LNMediumhumanoid(dwarf )-1
darkvision 60 ft.; Perception +13
21, touch 14, flat-footed 17
(+7 armor, +3 Int, +1 dodge)(+4 dodge vs. giants)
72
(5d10+3d10+29)
Fort +9, Ref +5, Will +6; anticipate 1/day; +2 vs. poison, spells, and spell-like abilities
956
anticipate 1/day+2 vs. poison, spells, and spell-like abilities
defensive training
20 ft.
+1 dwarven waraxe +10 (1d10+2/x3)
throwing axe +7/+2 (1d6)
5 ft.5 ft.
favored enemy (aberrations +4, giants +2), know your enemy +1, +1 on attack rolls against goblinoid and orc humanoids
Ranger Spells Prepared (CL 2nd) 1st-longstrider, resist energy
Str 12, Dex 8, Con 17, Int 16, Wis 15, Cha 8
89
19 (23 when resisting a bull rush or trip)
Combat Expertise, Dodge, Endurance, Point Blank Shot, Quick Draw, Rapid Shot, Skill Focus (Knowledge [nature])
Acrobatics +1 (-3 jump), Climb +6, Disable Device +4, Handle Animal +7, Heal +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +14, Knowledge (geography) +11, Knowledge (local) +10, Knowledge (nature) +14, Knowledge (planes) +8, Knowledge (religion) +11, Perception +13 (+15 unusual stonework), Survival +10 (+7 follow or identify tracks)
favored terrain (mountain), hunter's bond (animal companion, Steelbristles the boar), mind over metal, track, wild empathy
Seekers of Secrets
0
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Torgra Stigardsdam</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Female dwarf ranger 5/student of war 3</h5><h5>LN Medium humanoid (dwarf )</h5><h5><b>Init </b>-1; <b>Senses </b>darkvision 60 ft.; Perception +13</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 14, flat-footed 17 (+7 armor, +3 Int, +1 dodge)(+4 dodge vs. giants)</h5><h5><b>hp </b>72 (5d10+3d10+29)</h5><h5><b>Fort </b>+9, <b>Ref </b>+5, <b>Will </b>+6; anticipate 1/day+2 vs. poison, spells, and spell-like abilities</h5><h5><b>Defensive Abilities </b>defensive training</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b><i>+1 dwarven waraxe</i> +10 (1d10+2/x3)</h5><h5><b>Ranged </b>throwing axe +7/+2 (1d6)</h5><h5><b>Special Attacks </b>favored enemy (aberrations +4, giants +2), know your enemy +1, +1 on attack rolls against goblinoid and orc humanoids</h5><h5><b>Ranger Spells Prepared</b> (CL 2nd)</br>1st&mdash;<i>longstrider</i>, <i>resist energy</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Torgra uses a potion of bull's strength and her scroll of barkskin.</h5><h5><b>During Combat </b>Torgra uses her throwing axes at range and switches to her waraxe in close quarters. She keeps her boar near her side in large melees, but commands him to flank when fighting only a few foes.</h5><h5><b>Morale </b>Brave but pragmatic, Torgra requests mercy if brought below 10 hit points.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 8, <b>Con</b> 17, <b>Int</b> 16, <b>Wis</b> 15, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+9; <b>CMD </b>19 (23 when resisting a bull rush or trip)</h5><h5><b>Feats </b>Combat Expertise, Dodge, Endurance, Point Blank Shot, Quick Draw, Rapid Shot, Skill Focus (Knowledge [nature])</h5><h5><b>Skills </b>Acrobatics +1 (-3 jump), Climb +6, Disable Device +4, Handle Animal +7, Heal +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +14, Knowledge (geography) +11, Knowledge (local) +10, Knowledge (nature) +14, Knowledge (planes) +8, Knowledge (religion) +11, Perception +13 (+15 unusual stonework), Survival +10 (+7 follow or identify tracks)</h5><h5><b>SQ </b>favored terrain (mountain), hunter's bond (animal companion, Steelbristles the boar), mind over metal, track, wild empathy</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds </i>(2), <i>potion of bull's strength</i>, <i>elixir of swimming</i>, scroll of <i>barkskin</i>, <i>wand of cure light wounds </i>(40 charges); <b>Other Gear </b><i><i>+1 breastplate</i></i>, throwing axes (6), <i><i>+1 dwarven waraxe</i></i>, <i>cloak of resistance +1</i>, wayfinder, masterwork thieves' tools, studded leather barding, 100 gp worth of adventuring gear, 200 gp worth of alchemical items, 222 gp</h5></div>
Female
Torgra uses a potion of bull's strength and her scroll of barkskin.
Torgra uses her throwing axes at range and switches to her waraxe in close quarters. She keeps her boar near her side in large melees, but commands him to flank when fighting only a few foes.
Brave but pragmatic, Torgra requests mercy if brought below 10 hit points.
potion of cure moderate wounds (2), potion of bull's strength, elixir of swimming, scroll of barkskin, wand of cure light wounds (40 charges)
+1 breastplate, throwing axes (6), +1 dwarven waraxe, cloak of resistance +1, wayfinder, masterwork thieves' tools, studded leather barding, 100 gp worth of adventuring gear, 200 gp worth of alchemical items, 222 gp
0000000adult041700000
31
Seoni1/2200humansorcerer 1LNMediumhumanoid2
Perception +3
13, touch 13, flat-footed 10
(+2 Dex, +1 dodge)
8(1d6+1)
Fort +1, Ref +2, Will +3
12330 ft.
quarterstaff +0 (1d6-1)
dagger +2 (1d4-1/19-20)
5 ft.5 ft.
Spells Known (CL 1st) 1st (4/day)-mage armor, magic missile 0 (at will)-acid splash, detect magic, flare (DC 14), read magic
Str 8, Dex 14, Con 12, Int 10, Wis 13, Cha 17
0-112
Alertness, Dodge, Eschew Materials, Spell Focus (evocation)
Bluff +7, Climb +2, Knowledge (planes) +4, Perception +3, Sense Motive +3, Spellcraft +4
CommonAP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Seoni</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>Female human sorcerer 1</h5><h5>LN Medium humanoid </h5><h5><b>Init </b>+2; <b>Senses </b>Perception +3</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)</h5><h5><b>hp </b>8 (1d6+1)</h5><h5><b>Fort </b>+1, <b>Ref </b>+2, <b>Will </b>+3</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>quarterstaff +0 (1d6-1)</h5><h5><b>Ranged </b>dagger +2 (1d4-1/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Spells Known</b> (CL 1st)</br>1st (4/day)&mdash;<i>mage armor</i>,<i> magic missile</i></br>0 (at will)&mdash;<i>acid splash</i>,<i> detect magic</i>, <i>flare</i> (DC 14), <i>read magic</i></h5></h5><h5><b>Bloodline </b>arcane</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Seoni is something of an enigma-quietly neutral on most matters, bound by codes and mandates she rarely feels compelled to explain, the beautiful sorcerer keeps her emotions tightly bottled. Extremely detail-oriented, Seoni is a careful and meticulous planner who frequently finds herself frustated by the improvised plans of her more impulsive companions.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 14, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 13, <b>Cha</b> 17</h5><h5><b>Base Atk </b>+0; <b>CMB </b>-1; <b>CMD </b>12</h5><h5><b>Feats </b>Alertness, Dodge, Eschew Materials, Spell Focus (evocation)</h5><h5><b>Skills </b>Bluff +7, Climb +2, Knowledge (planes) +4, Perception +3, Sense Motive +3, Spellcraft +4</h5><h5><b>Languages </b>Common</h5><h5><b>Combat Gear </b>smokestick, tanglefoot bag; <b>Other Gear </b>dagger, quarterstaff, backpack, <i>sunrod </i>(5), rations (4), 27 gp</h5></div>
Femalearcane
Seoni is something of an enigma-quietly neutral on most matters, bound by codes and mandates she rarely feels compelled to explain, the beautiful sorcerer keeps her emotions tightly bottled. Extremely detail-oriented, Seoni is a careful and meticulous planner who frequently finds herself frustated by the improvised plans of her more impulsive companions.
smokestick, tanglefoot bag
dagger, quarterstaff, backpack, sunrod (5), rations (4), 27 gp
0000000adult041800000
32
Seltyiel1/2200half-elffighter 1LEMediumhumanoid3
low-light vision; Perception +3
15, touch 13, flat-footed 12
(+2 armor, +3 Dex)
11(1d10+1)
Fort +3, Ref +3, Will -1; +2 vs. enchantment
33-1
+2 vs. enchantment
sleep30 ft.
longsword +3 (1d8+1/19-20)
shortbow +4 (1d6/x3)
5 ft.5 ft.
Str 12, Dex 17, Con 13, Int 14, Wis 8, Cha 10
1215
Combat Expertise, Skill Focus (Perception), Weapon Focus (longsword)
Craft (alchemy) +3, Intimidate +4, Knowledge (arcana) +3, Perception +3, Spellcraft +3
CommonAP 250
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Seltyiel</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>Male half-elf fighter 1</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+3; <b>Senses </b>low-light vision; Perception +3</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 13, flat-footed 12 (+2 armor, +3 Dex)</h5><h5><b>hp </b>11 (1d10+1)</h5><h5><b>Fort </b>+3, <b>Ref </b>+3, <b>Will </b>-1; +2 vs. enchantment</h5><h5><b>Immune </b>sleep</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>longsword +3 (1d8+1/19-20)</h5><h5><b>Ranged </b>shortbow +4 (1d6/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Seltyiel grew up surrounded by shame and disgrase. Before he came of age, his stepfather attempted to kill him, but after Seltyiel turned the tables, he fled into the wild. Since then, his life has been a cruel series of betrayals and pain. Recently escaped from a period of imprisonment after his true father, a notorious bandit, set Seltyiel up to take the blame for his crimes, the halfelf longs for revenge against both his fathers.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 17, <b>Con</b> 13, <b>Int</b> 14, <b>Wis</b> 8, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>15</h5><h5><b>Feats </b>Combat Expertise, Skill Focus (Perception), Weapon Focus (longsword)</h5><h5><b>Skills </b>Craft (alchemy) +3, Intimidate +4, Knowledge (arcana) +3, Perception +3, Spellcraft +3</h5><h5><b>Languages </b>Common</h5><h5><b>Combat Gear </b>acid, alchemist's fire (2); <b>Other Gear </b>leather armor, longsword, dagger, shortbow with 20 arrows, flask of fine absinthe worth 50 gp, gold holy symbol worth 75 gp, mysterious spellbook, 8 gp</h5></div>
Male
Seltyiel grew up surrounded by shame and disgrase. Before he came of age, his stepfather attempted to kill him, but after Seltyiel turned the tables, he fled into the wild. Since then, his life has been a cruel series of betrayals and pain. Recently escaped from a period of imprisonment after his true father, a notorious bandit, set Seltyiel up to take the blame for his crimes, the halfelf longs for revenge against both his fathers.
acid, alchemist's fire (2)
leather armor, longsword, dagger, shortbow with 20 arrows, flask of fine absinthe worth 50 gp, gold holy symbol worth 75 gp, mysterious spellbook, 8 gp
0000000adult041900000
33
Seelah1/2200humanpaladin 1LGMediumhumanoid0
Perception +0
17, touch 10, flat-footed 17
(+5 armor, +2 shield)
13(1d10+2)
Fort +4, Ref +0, Will +3
40320 ft.
longsword +4 (1d8+2/19-20)
longbow +1 (1d8/x3)
5 ft.5 ft.
Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 14
1313
Power Attack, Weapon Focus (longsword)
Knowledge (religion) +3, Sense Motive +5
CommonAP 250
Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su) 1/day (+2 to attack roll, +1 damage)
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Seelah</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>Female human paladin 1</h5><h5>LG Medium humanoid </h5><h5><b>Init </b>+0; <b>Senses </b>Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 10, flat-footed 17 (+5 armor, +2 shield)</h5><h5><b>hp </b>13 (1d10+2)</h5><h5><b>Fort </b>+4, <b>Ref </b>+0, <b>Will </b>+3</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>longsword +4 (1d8+2/19-20)</h5><h5><b>Ranged </b>longbow +1 (1d8/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 15, <b>Dex</b> 10, <b>Con</b> 14, <b>Int</b> 8, <b>Wis</b> 13, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+3; <b>CMD </b>13</h5><h5><b>Feats </b>Power Attack, Weapon Focus (longsword)</h5><h5><b>Skills </b>Knowledge (religion) +3, Sense Motive +5</h5><h5><b>Languages </b>Common</h5><h5><b>Combat Gear </b>holy water; <b>Other Gear </b>scale mail, heavy steel shield, longsword, longbow with 20 arrows, backpack, rations (4), silver holy symbol, 23 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Aura of Good (Ex)</b> The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.</h5><h5><b> Detect Evil (Sp)</b> At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. </h5><h5><b>Smite Evil (Su)</b> 1/day (+2 to attack roll, +1 damage)</h5></div>
Femaleholy water
scale mail, heavy steel shield, longsword, longbow with 20 arrows, backpack, rations (4), silver holy symbol, 23 gp
0000000adult042000000
34
Aberian Arvanxi
62400humanrogue 7NEMediumhumanoid(human)3
Perception +10
12, touch 9, flat-footed 12
(+3 armor, -1 Dex)
42(7d8+7)
Fort +3, Ref +4, Will +4
344
evasion, trap sense +1, uncanny dodge
30 ft.
+1 dagger +8 (1d4+3/19-20)
+1 dagger +5 (1d4+3/19-20)
5 ft.5 ft.
sneak attack +4d6
Str 14, Dex 8, Con 12, Int 13, Wis 10, Cha 17
5717
Combat Expertise, Great Fortitude, Improved Initiative, Improved Feint, Iron Will, Persuasive, Skill Focus (Bluff)
Appraise +11, Bluff +16, Diplomacy +15, Escape Artist +9, Intimidate +15, Knowledge (local) +11, Knowledge (nobility) +8, Perception +10, Perform (act) +13, Profession (politician) +10, Sense Motive +10
Common, Infernal
rogue talents (combat trick, rogue crawl, surprise attack), trapfinding
AP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Aberian Arvanxi</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>Male human rogue 7</h5><h5>NE Medium humanoid (human)</h5><h5><b>Init </b>+3; <b>Senses </b>Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>12, touch 9, flat-footed 12 (+3 armor, -1 Dex)</h5><h5><b>hp </b>42 (7d8+7)</h5><h5><b>Fort </b>+3, <b>Ref </b>+4, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>evasion, trap sense +1, uncanny dodge</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i><i>+1 dagger</i></i> +8 (1d4+3/19-20)</h5><h5><b>Ranged </b><i><i>+1 dagger</i></i> +5 (1d4+3/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>sneak attack +4d6</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Aberian is a coward. He prefers to only make attacks when he thinks he'll be able to use his sneak attack, spending all other actions in combat trying to find a hiding space or feinting to set up such opportunities.</h5><h5><b>Morale </b>If reduced to 20 or fewer hit points, Aberian drops his dagger and begs for his life, offering all of his belongings as a payment to let him flee.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>8, <b>Con </b>12, <b>Int </b> 13, <b>Wis </b>10, <b>Cha </b>17</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+7; <b>CMD </b>17</h5><h5><b>Feats </b>Combat Expertise, Great Fortitude, Improved Initiative, Improved Feint, Iron Will, Persuasive, Skill Focus (Bluff)</h5><h5><b>Skills </b>Appraise +11, Bluff +16, Diplomacy +15, Escape Artist +9, Intimidate +15, Knowledge (local) +11, Knowledge (nobility) +8, Perception +10, Perform (act) +13, Profession (politician) +10, Sense Motive +10</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>rogue talents (combat trick, rogue crawl, surprise attack), trapfinding</h5><h5><b>Gear </b><i>+1 leather armor</i>, <i>+1 dagger</i>, <i>handy haversack</i>, copy of Liebdaga's contract, tattered noble's clothing, 460 pp</h5></div>
Male
Aberian is a coward. He prefers to only make attacks when he thinks he'll be able to use his sneak attack, spending all other actions in combat trying to find a hiding space or feinting to set up such opportunities.
If reduced to 20 or fewer hit points, Aberian drops his dagger and begs for his life, offering all of his belongings as a payment to let him flee.
+1 leather armor, +1 dagger, handy haversack, copy of Liebdaga's contract, tattered noble's clothing, 460 pp
0000001Adult042100000
35
Dottari Guard
1/2200Humanfighter 1LNMediumhumanoid1
Perception +1
19, touch 11, flat-footed 18
(+6 armor, +1 Dex, +2 shield)
16(1d10+6)
Fort +5, Ref +1, Will +1
51120 ft.
longsword +5 (1d8+2/19-20)
longbow +2 (1d8+2/x3)
5 ft.5 ft.
Str 15, Dex 12, Con 16, Int 10, Wis 13, Cha 8
1314
Toughness, Weapon Focus (longsword)
Intimidate +3, Knowledge (local) +1, Swim +2
CommonAP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dottari Guard</p><p class="alignright">CR 1/2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>200</h5><h5>Human fighter 1</h5><h5>LN Medium humanoid </h5><h5><b>Init </b>+1; <b>Senses </b>Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)</h5><h5><b>hp </b>16 each (1d10+6)</h5><h5><b>Fort </b>+5, <b>Ref </b>+1, <b>Will </b>+1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>longsword +5 (1d8+2/19-20)</h5><h5><b>Ranged </b>longbow +2 (1d8+2/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Dottari guards fight together, flanking foes and, unless lethal force is used against them, striking to subdue foes with nonlethal damage.</h5><h5><b>Morale </b>These guards are brave, but if reduced to less than 3 hit points, they panic and attempt to flee. Once a third guard flees, all remaining guards flee as well.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 15, <b>Dex</b> 12, <b>Con</b> 16, <b>Int</b> 10, <b>Wis</b> 13, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+3; <b>CMD </b>14</h5><h5><b>Feats </b>Toughness, Weapon Focus (longsword)</h5><h5><b>Skills </b>Intimidate +3, Knowledge (local) +1, Swim +2</h5><h5><b>Languages </b>Common</h5><h5><b>Combat Gear </b>breastplate, heavy steel shield, longsword, longbow with 20 arrows, 10 gp</h5></div>
Dottari guards fight together, flanking foes and, unless lethal force is used against them, striking to subdue foes with nonlethal damage.
These guards are brave, but if reduced to less than 3 hit points, they panic and attempt to flee. Once a third guard flees, all remaining guards flee as well.
breastplate, heavy steel shield, longsword, longbow with 20 arrows, 10 gp
0000000adult042200000
36
Dominated Dottari Lieutenant
2600Humanfighter 3LEMediumhumanoid1
Perception +1
20, touch 11, flat-footed 19
(+7 armor, +1 Dex, +2 shield)
36(3d10+15)
Fort +6, Ref +2, Will +4
62420 ft.
mwk longsword +7 (1d8+2/19-20)
mwk composite longbow +4 (1d8+2/x3)
5 ft.5 ft.
Str 15, Dex 12, Con 16, Int 10, Wis 13, Cha 8
3516
Cleave, Iron Will, Power Attack, Toughness, Weapon Focus (longsword)
Intimidate +5, Knowledge (local) +3, Swim +4
CommonAP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dominated Dottari Lieutenant</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>Human fighter 3</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+1; <b>Senses </b>Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)</h5><h5><b>hp </b>36 each (3d10+15)</h5><h5><b>Fort </b>+6, <b>Ref </b>+2, <b>Will </b>+4</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>mwk longsword +7 (1d8+2/19-20)</h5><h5><b>Ranged </b>mwk composite longbow +4 (1d8+2/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>A dominated lieutenant prefers to open a fight with his longbow, entering melee only against single foes or if he has a group of dottari to aid him.</h5><h5><b>Morale </b>A dominated lieutenant drinks a potion of invisibility and attempts to flee to area C if reduced to 10 or fewer hit points.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 15, <b>Dex</b> 12, <b>Con</b> 16, <b>Int</b> 10, <b>Wis</b> 13, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>16</h5><h5><b>Feats </b>Cleave, Iron Will, Power Attack, Toughness, Weapon Focus (longsword)</h5><h5><b>Skills </b>Intimidate +5, Knowledge (local) +3, Swim +4</h5><h5><b>Languages </b>Common</h5><h5><b>Combat Gear </b><i>potions of invisibility </i>(2); <b>Other Gear </b><i><i>+1 breastplate</i></i>, heavy steel shield, masterwork longsword, masterwork composite longbow (+2 Str) with 20 arrows, 10 gp</h5></div>
A dominated lieutenant prefers to open a fight with his longbow, entering melee only against single foes or if he has a group of dottari to aid him.
A dominated lieutenant drinks a potion of invisibility and attempts to flee to area C if reduced to 10 or fewer hit points.
potions of invisibility (2)
+1 breastplate, heavy steel shield, masterwork longsword, masterwork composite longbow (+2 Str) with 20 arrows, 10 gp
0000000adult042300000
37
Jerusen96400humanrogue 8
Pathfinder RPG Bestiary 270
NEMediumundead
(augmented humanoid)
9
darkvision 60 ft.; Perception +23
24, touch 17, flat-footed 19
(+1 deflection, +5 Dex, +1 dodge, +7 natural)
95(8d8+56)
fast healing 5
Fort +8, Ref +14, Will +5
8145
channel resistance +4, evasion, trap sense +2, improved uncanny dodge
10/magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
45 ft.
slam +12 (1d4+5 plus poison)
mwk hand crossbow +13 (1d4+1/19-20 plus poison)
5 ft.5 ft.
blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), sneak attack +4d6 plus 4 bleed
Str 20, Dex 20, Con -, Int 12, Wis 14, Cha 20
61127
Alertness, Combat Reflexes, Dodge, Fleet (3), Improved Initiative, Lightning Reflexes, Spring Attack, Toughness, Vital Strike, Weapon Focus (slam)
Acrobatics +16, Bluff +24, Disable Device +16, Disguise +16, Intimidate +16, Knowledge (local) +12, Perception +23, Sense Motive +23, Sleight of Hand +16, Stealth +24
Common, Shadowtongue
change shape (dire bat or wolf, beast shape II), gaseous form, rogue talents (bleeding attack, fast stealth, surprise attack, weapon training), shadowless, spider climb, trapfinding
AP 280
Poison (Ex) Medium Spider Venom-injury, save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str, cure 1 save.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Jerusen</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>Male human vampire rogue 8 (<i>Pathfinder RPG Bestiary</i> 270)</h5><h5>NE Medium undead (augmented humanoid)</h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft.; Perception +23</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 17, flat-footed 19 (+1 deflection, +5 Dex, +1 dodge, +7 natural)</h5><h5><b>hp </b>95 (8d8+56); fast healing 5</h5><h5><b>Fort </b>+8, <b>Ref </b>+14, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>channel resistance +4, evasion, trap sense +2, improved uncanny dodge; <b>DR </b>10/magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>45 ft.</h5><h5><b>Melee </b>slam +12 (1d4+5 plus poison)</h5><h5><b>Ranged </b>mwk hand crossbow +13 (1d4+1/19-20 plus poison)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), sneak attack +4d6 plus 4 bleed</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Jerusen prefers to strike from hiding. A battle against the vampire should be a frustrating and harrowing experience, with the vampire making a sneak attack on a target (using vital strike with a slam attack) and then fleeing into the shadows to hide and await a chance to strike again. The vampire's speed and Spring Attack feat make this a particularly effective tactic.</h5><h5><b>Morale </b>If destroyed, Jerusen becomes gaseous and flees to his lair in area C5 to recover. If he suspects the PCs know where his lair is, or if he knows they've already ruined it, he instead seeks out another of his many hideaways in northern Westcrown's ruins-if he manages to escape the PCs and recover, he can become a recurring villain and return to track them through the Nessian Spiral-he has no further role to play in the Adventure Path, so you can use him as you see fit to continue to vex and haunt the PCs.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>20, <b>Dex </b>20, <b>Con </b>-, <b>Int </b> 12, <b>Wis </b>14, <b>Cha </b>20</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+11; <b>CMD </b>27</h5><h5><b>Feats </b>Alertness, Combat Reflexes, Dodge, Fleet (3), Improved Initiative, Lightning Reflexes, Spring Attack, Toughness, Vital Strike, Weapon Focus (slam)</h5><h5><b>Skills </b>Acrobatics +16, Bluff +24, Disable Device +16, Disguise +16, Intimidate +16, Knowledge (local) +12, Perception +23, Sense Motive +23, Sleight of Hand +16, Stealth +24</h5><h5><b>Languages </b>Common, Shadowtongue</h5><h5><b>SQ </b>change shape (dire bat or wolf, <i>beast shape</i> II), gaseous form, rogue talents (bleeding attack, fast stealth, surprise attack, weapon training), shadowless, spider climb, trapfinding</h5><h5><b>Combat Gear </b>Medium spider venom (5 doses); <b>Other Gear </b>masterwork hand crossbow with 10 <i>+1 bolts</i> (all poisoned with a dose of Medium spider venom), <i>amulet of natural armor +1</i>, <i>cloak of resistance +1</i>, <i>ring of protection +1</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Ex)</b> <i>Medium Spider Venom</i>-injury, save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str, cure 1 save.</h5></div>
Male
Jerusen prefers to strike from hiding. A battle against the vampire should be a frustrating and harrowing experience, with the vampire making a sneak attack on a target (using vital strike with a slam attack) and then fleeing into the shadows to hide and await a chance to strike again. The vampire's speed and Spring Attack feat make this a particularly effective tactic.
If destroyed, Jerusen becomes gaseous and flees to his lair in area C5 to recover. If he suspects the PCs know where his lair is, or if he knows they've already ruined it, he instead seeks out another of his many hideaways in northern Westcrown's ruins-if he manages to escape the PCs and recover, he can become a recurring villain and return to track them through the Nessian Spiral-he has no further role to play in the Adventure Path, so you can use him as you see fit to continue to vex and haunt the PCs.
Medium spider venom (5 doses)
masterwork hand crossbow with 10 +1 bolts (all poisoned with a dose of Medium spider venom), amulet of natural armor +1, cloak of resistance +1, ring of protection +1
0000001vampire|Adult042400000
38
Thief3800Humanrogue 4NEMediumhumanoid8
Perception +8
18, touch 14, flat-footed 14
(+3 armor, +4 Dex, +1 dodge)
29(4d8+8)
Fort +3, Ref +8, Will +0
380
evasion, trap sense +1, uncanny dodge
30 ft.
mwk rapier +9 (1d6+1/18-20)
mwk hand crossbow +8 (1d4/19-20)
5 ft.5 ft.
sneak attack +2d6
Str 13, Dex 18, Con 14, Int 10, Wis 8, Cha 12
3419
Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Acrobatics +11, Appraise +7, Bluff +8, Climb +8, Disable Device +11, Intimidate +8, Knowledge (local) +7, Perception +8, Sleight of Hand +11, Stealth +11
CommontrapfindingAP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Thief</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Human rogue 4</h5><h5>NE Medium humanoid </h5><h5><b>Init </b>+8; <b>Senses </b>Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 dodge)</h5><h5><b>hp </b>29 each (4d8+8)</h5><h5><b>Fort </b>+3, <b>Ref </b>+8, <b>Will </b>+0</h5><h5><b>Defensive Abilities </b>evasion, trap sense +1, uncanny dodge</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk rapier +9 (1d6+1/18-20)</h5><h5><b>Ranged </b>mwk hand crossbow +8 (1d4/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>sneak attack +2d6</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>If the PCs attempt to enter the door at area E2 or enter area E3, the thieves swiftly move to attack, calling out an alarm after attempting sneak attacks with their crossbows. They focus their attacks on the same target, preferring obvious healers to other foes.</h5><h5><b>Morale </b>The thieves fight to the death individually, but as soon as only one remains standing, he attempts to flee into the city.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 18, <b>Con</b> 14, <b>Int</b> 10, <b>Wis</b> 8, <b>Cha</b> 12</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>19</h5><h5><b>Feats </b>Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)</h5><h5><b>Skills </b>Acrobatics +11, Appraise +7, Bluff +8, Climb +8, Disable Device +11, Intimidate +8, Knowledge (local) +7, Perception +8, Sleight of Hand +11, Stealth +11</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>trapfinding</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds</i>; <b>Other Gear </b><i><i>+1 leather armor</i></i>, masterwork rapier, masterwork hand crossbow with 10 bolts, stolen coins and jewelry worth 300 gp</h5></div>
If the PCs attempt to enter the door at area E2 or enter area E3, the thieves swiftly move to attack, calling out an alarm after attempting sneak attacks with their crossbows. They focus their attacks on the same target, preferring obvious healers to other foes.
The thieves fight to the death individually, but as soon as only one remains standing, he attempts to flee into the city.
potion of cure moderate wounds
+1 leather armor, masterwork rapier, masterwork hand crossbow with 10 bolts, stolen coins and jewelry worth 300 gp
0000000adult042500000
39
Aberten "The Dealer" Vittershins
96400halfling
sorcerer 7/harrower 3
Pathfinder Chronicles Campaign Setting 224
NESmallhumanoid3
Perception -1
23, touch 16, flat-footed 19
(+3 armor, +1 deflection, +3 Dex, +1 dodge, +4 shield, +1 size)
74(10d6+37)
Fort +6, Ref +7, Will +7; +2 vs. fear
677+2 vs. fear
fated (+2 luck bonus on saves and to AC in surprise round)
20 ft., fly 60 ft. (good)
+1 punching dagger +4 (1d3/x3)
mwk dagger +9 (1d3-1/19-20)
5 ft.5 ft.
Bloodline Spell-Like Abilities (CL 7th) 7/day-touch of destiny
Spells Known (CL 9th; concentration +13) 4th (5/day)-enervation, lesser geas (DC 18) 3rd (7/day)-dispel magic, fly, protection from energy, tongues 2nd (7/day)-arcane lock, blur, darkvision, detect thoughts (DC 16), scorching ray 1st (7/day)-alarm, comprehend languages, identify, magic missile, ray of enfeeblement, shield 0 (at will)-detect magic, dancing lights, light, ghost sound (DC 14), mage hand, mending, prestidigitation, read magic
Str 8, Dex 16, Con 14, Int 12, Wis 8, Cha 18
4216
Arcane Armor Training, Arcane Strike, Combat Casting, Dodge, Eschew Materials, Light Armor Proficiency, Toughness
Bluff +17, Fly +13, Knowledge (history) +11, Knowledge (local) +7, Spellcraft +14
Common, Elven, Halfling
blessing of the Harrow, bloodline arcana, harrow casting (towers of intelligence and strength)
AP 280
Blessing of the Harrow (Ex) Once per day, Aberten can perform a Harrow reading for himself and all allies within 20 feet-this takes 10 minutes. After the reading, count up the suits that appeared in the reading; whichever suit had the most cards showing grants a +1 bonus to all the affected creatures for 24 hours. The bonuses granted are as follows: Strength (+1 on attack rolls); Dexterity (+1 to AC); Constitution (+1 on weapon damage rolls); Intelligence (+1 on all skill checks); Wisdom (+1 on all saving throws); Charisma (+1 on all caster level checks). All of these bonuses are insight bonuses. If you don't have a Harrow deck, you can simply determine which bonus applies to Aberten and his allies for the day by rolling 1d6. Harrow Casting (Su) Up to three times a day as he casts a spell, Aberten can draw three cards from his Harrow deck. This adds a somatic component to the spell if it didn't have one already, and also adds a focus component, but does not add to the spell's casting time. For each card from the suit of Intelligence he draws, he gains a +1 bonus on caster level checks made to penetrate spell resistance. For each card from the suit of Strength he draws, the spell he casts deals +1 point of damage per die (provided the spell inflicts damage). Cards from other suits provide no bonuses, and cards that match his alignment grant twice the bonus. These bonuses stack with each other and are insight bonuses. You can randomly determine the suit of a card drawn by rolling 1d6 for each of the abilities; there's a 10% chance that a card drawn is neutral evil.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Aberten "The Dealer" Vittershins</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>Male halfling sorcerer 7/harrower 3 (Pathfinder Chronicles Campaign Setting 224)</h5><h5>NE Small humanoid </h5><h5><b>Init </b>+3; <b>Senses </b>Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 16, flat-footed 19 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +4 shield, +1 size)</h5><h5><b>hp </b>74 (10d6+37)</h5><h5><b>Fort </b>+6, <b>Ref </b>+7, <b>Will </b>+7; +2 vs. fear</h5><h5><b>Defensive Abilities </b>fated (+2 luck bonus on saves and to AC in surprise round)</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., fly 60 ft. (good)</h5><h5><b>Melee </b><i>+1 punching dagger</i> +4 (1d3/x3)</h5><h5><b>Ranged </b>mwk dagger +9 (1d3-1/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Bloodline Spell-Like Abilities</b> (CL 7th)</br>7/day&mdash;<i>touch of destiny</i></h5></h5><h5><b>Spells Known</b> (CL 9th; concentration +13)</br>4th (5/day)&mdash;<i>enervation</i>, <i>lesser geas</i> (DC 18)</br>3rd (7/day)&mdash;<i>dispel magic</i>,<i> fly</i>,<i> protection from energy</i>,<i> tongues</i></br>2nd (7/day)&mdash;<i>arcane lock</i>,<i> blur</i>,<i> darkvision</i>, <i>detect thoughts</i> (DC 16),<i> scorching ray</i></br>1st (7/day)&mdash;<i>alarm</i>,<i> comprehend languages</i>,<i> identify</i>,<i> magic missile</i>,<i> ray of enfeeblement</i>,<i> shield</i></br>0 (at will)&mdash;<i>detect magic</i>,<i> dancing<i> light</i>s</i>,<i> light</i>, <i>ghost sound</i> (DC 14),<i> mage hand</i>,<i> mending</i>,<i> prestidigitation</i>, <i>read magic</i></h5></h5><h5><b>Bloodline </b>destined</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Aberten casts alarm each morning at area E2. If Aberten suspects that trouble is afoot, he casts blur, fly, shield, and tongues.</h5><h5><b>During Combat </b>Aberten prefers to avoid melee combat, using flight to remain at range, and spells like enervation, scorching ray, and magic missile to attack while his underling thieves keep the enemy busy in melee. Forced into melee, Aberten avoids casting spells, instead enhancing his attacks with Arcane Strike.</h5><h5><b>Morale </b>If Aberten is reduced to 35 or fewer hit points, he switches his attacks to any surviving thieves and tells the PCs he wants to parlay. He also immediately lowers his attacks to parlay if all of the thieves in sight are slain and he's got any wounds at all. If the PCs aren't interested in talking with the Dealer, he tries to flee through the ruined wing of the manor, delaying pursuit where he can with arcane locks on doors as he passes through them. He hopes to emerge on the other side into area E10 after slowing the party down on a chase through the building so he can flee by flying through the alleyways to somewhere he can hide out for the remainder of this adventure's events-in this case, he can become a recurring villain, and can encounter the PCs again in the adventures to come as you see fit.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 16, <b>Con</b> 14, <b>Int</b> 12, <b>Wis</b> 8, <b>Cha</b> 18</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+2; <b>CMD </b>16</h5><h5><b>Feats </b>Arcane Armor Training, Arcane Strike, Combat Casting, Dodge, Eschew Materials, Light Armor Proficiency, Toughness</h5><h5><b>Skills </b>Bluff +17, Fly +13, Knowledge (history) +11, Knowledge (local) +7, Spellcraft +14</h5><h5><b>Languages </b>Common, Elven, Halfling</h5><h5><b>SQ </b>blessing of the Harrow, bloodline arcana, harrow casting (towers of intelligence and strength)</h5><h5><b>Combat Gear </b><i>wand of invisibility </i>(19 charges), <i>wand of lightning bolt </i>(33 charges); <b>Other Gear </b><i><i>+1 leather armor</i></i>, <i><i>+1 punching dagger</i></i>, masterwork daggers (3), <i>ring of protection +1</i>, illuminated Harrow deck worth 250 gp, pouch of gold dust (100 gp)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Blessing of the Harrow (Ex)</b> Once per day, Aberten can perform a Harrow reading for himself and all allies within 20 feet-this takes 10 minutes. After the reading, count up the suits that appeared in the reading; whichever suit had the most cards showing grants a +1 bonus to all the affected creatures for 24 hours. The bonuses granted are as follows: Strength (+1 on attack rolls); Dexterity (+1 to AC); Constitution (+1 on weapon damage rolls); Intelligence (+1 on all skill checks); Wisdom (+1 on all saving throws); Charisma (+1 on all caster level checks). All of these bonuses are insight bonuses. If you don't have a Harrow deck, you can simply determine which bonus applies to Aberten and his allies for the day by rolling 1d6. </h5><h5><b>Harrow Casting (Su)</b> Up to three times a day as he casts a spell, Aberten can draw three cards from his Harrow deck. This adds a somatic component to the spell if it didn't have one already, and also adds a focus component, but does not add to the spell's casting time. For each card from the suit of Intelligence he draws, he gains a +1 bonus on caster level checks made to penetrate spell resistance. For each card from the suit of Strength he draws, the spell he casts deals +1 point of damage per die (provided the spell inflicts damage). Cards from other suits provide no bonuses, and cards that match his alignment grant twice the bonus. These bonuses stack with each other and are insight bonuses. You can randomly determine the suit of a card drawn by rolling 1d6 for each of the abilities; there's a 10% chance that a card drawn is neutral evil.</h5></div>
Maledestined
Aberten casts alarm each morning at area E2. If Aberten suspects that trouble is afoot, he casts blur, fly, shield, and tongues.
Aberten prefers to avoid melee combat, using flight to remain at range, and spells like enervation, scorching ray, and magic missile to attack while his underling thieves keep the enemy busy in melee. Forced into melee, Aberten avoids casting spells, instead enhancing his attacks with Arcane Strike.
If Aberten is reduced to 35 or fewer hit points, he switches his attacks to any surviving thieves and tells the PCs he wants to parlay. He also immediately lowers his attacks to parlay if all of the thieves in sight are slain and he's got any wounds at all. If the PCs aren't interested in talking with the Dealer, he tries to flee through the ruined wing of the manor, delaying pursuit where he can with arcane locks on doors as he passes through them. He hopes to emerge on the other side into area E10 after slowing the party down on a chase through the building so he can flee by flying through the alleyways to somewhere he can hide out for the remainder of this adventure's events-in this case, he can become a recurring villain, and can encounter the PCs again in the adventures to come as you see fit.
wand of invisibility (19 charges), wand of lightning bolt (33 charges)
+1 leather armor, +1 punching dagger, masterwork daggers (3), ring of protection +1, illuminated Harrow deck worth 250 gp, pouch of gold dust (100 gp)
0000000adult042600000
40
Crosael84800tieflingbard 9
Pathfinder RPG Bestiary 264
LEMediumoutsider(native)3
darkvision 60 ft.; Perception +0
22, touch 15, flat-footed 18
(+5 armor, +1 deflection, +3 Dex, +1 dodge, +2 shield)
71(9d8+27)
Fort +5, Ref +9, Will +8
598well-versed
cold 5, electricity 5, fire 5
35 ft.
mwk rapier +6/+1 (1d8-1/19-20)
mwk shortbow +6/+1 (1d6-1/x3)
5 ft.5 ft.
bardic performance (move action; dirge of doom, distraction, fascinate [DC 19], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 19])
Spell-Like Abilities (CL 9th) 1/day-darkness
Spells Known (CL 9th; concentration +14) 3rd (4/day)-confusion (DC 18), cure serious wounds, dispel magic, summon monster III 2nd (5/day)-blindness/deafness (DC 17), invisibility, summon monster II, tongues 1st (7/day)-alarm, charm person (DC 16), cure light wounds, hideous laughter (DC 16), unseen servant 0 (at will)-detect magic, mage hand, mending, prestidigitation, summon instrument
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 20
6519
Combat Casting, Dodge, Fiendish Facade, Iron Will, Mobility
Bluff +17, Diplomacy +17, Disguise +17 (+20 as human), Knowledge (nobility) +16, Perform (dance) +17, Perform (sing) +10, Sense Motive +12, Stealth +4
Common, Infernal
bardic knowledge, lore master 1/day, fiendish sorcery, rakshasa-spawned, versatile performance (Acrobatics, Bluff, Fly, Sense Motive)
AP 280
Feats Crosael's Fiendish Facade feat (Pathfinder Adventure Path volume #25) grants her a +5 racial bonus on Disguise checks to impersonate humans. Rakshasa-Spawned (Ex) As a rakshasa-spawn tiefling, Crosael's ability score modifiers are +2 Dex, +2 Cha, and -2 Wis, unlike standard tieflings.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Crosael</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Female tiefling bard 9 (Pathfinder RPG Bestiary 264)</h5><h5>LE Medium outsider (native)</h5><h5><b>Init </b>+3; <b>Senses </b>darkvision 60 ft.; Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +2 shield)</h5><h5><b>hp </b>71 (9d8+27)</h5><h5><b>Fort </b>+5, <b>Ref </b>+9, <b>Will </b>+8</h5><h5><b>Defensive Abilities </b>well-versed; <b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>35 ft.</h5><h5><b>Melee </b>mwk rapier +6/+1 (1d8-1/19-20)</h5><h5><b>Ranged </b>mwk shortbow +6/+1 (1d6-1/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>bardic performance (move action; dirge of doom, distraction, fascinate [DC 19], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 19])</h5><h5><b>Spell-Like Abilities</b> (CL 9th)</br>1/day&mdash;<i>darkness</i></h5></h5><h5><b>Spells Known</b> (CL 9th; concentration +14)</br>3rd (4/day)&mdash;<i>confusion</i> (DC 18),<i> cure serious wounds</i>,<i> dispel magic</i>,<i><i> summon monster II</i>I</i></br>2nd (5/day)&mdash;<i>blindness/deafness</i> (DC 17),<i> invisibility</i>,<i> summon monster II</i>,<i> tongues</i></br>1st (7/day)&mdash;<i>alarm</i>, <i>charm person</i> (DC 16),<i> cure light wounds</i>, <i>hideous laughter</i> (DC 16),<i> unseen servant</i></br>0 (at will)&mdash;<i>detect magic</i>,<i> mage hand</i>,<i> mending</i>,<i> prestidigitation</i>, <i>summon instrument</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Every evening before bedtime, Crosael places a silent mental alarm on each of the four doors leading into her room. She also casts unseen servant every morning. If she's warned that someone's about to enter her room, she casts invisibility.</h5><h5><b>During Combat </b>If Crosael starts combat invisible, she remains silent and watches her foes, trying to determine what they want. She orders her unseen servant to open doors and then uses one open door that is unguarded to slip out of the room to gather up the thieves from area E5 or perhaps to let in the shadows from area E10. She won't initiate combat, if she can help it, until she has allies. If she has the chance in a surprise round, she starts casting summon monster III to conjure 1d3 lemures-when the summoned creatures appear on the first round of combat, she orders them to attack and uses inspire courage. She then attempts to stay at range to use spells to vex foes, avoiding melee as much as she can.</h5><h5><b>Morale </b>Crosael is headstrong and stubborn-she fights to the death as a result, but if reduced to 10 or fewer hit points and offered a chance to surrender, she takes the mercy and could become a valuable informant to the PCs if they can assure her that they'll let her go once she tells them what she knows of the Council of Thieves... which is a lot (see Gathering Intelligence on page 23).</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 16, <b>Con</b> 14, <b>Int</b> 10, <b>Wis</b> 10, <b>Cha</b> 20</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+5; <b>CMD </b>19</h5><h5><b>Feats </b>Combat Casting, Dodge, Fiendish Facade, Iron Will, Mobility</h5><h5><b>Skills </b>Bluff +17, Diplomacy +17, Disguise +17 (+20 as human), Knowledge (nobility) +16, Perform (dance) +17, Perform (sing) +10, Sense Motive +12, Stealth +4</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>bardic knowledge, lore master 1/day, fiendish sorcery, rakshasa-spawned, versatile performance (Acrobatics, Bluff, Fly, Sense Motive)</h5><h5><b>Combat Gear </b><i>wand of sound burst </i>(23 charges); <b>Other Gear </b><i><i>+1 chain shirt</i></i>, <i><i>+1 buckler</i></i>, masterwork rapier, masterwork shortbow with 20 arrows, <i>ring of protection +1</i>, <i>gray bag of tricks</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Feats</b> Crosael's Fiendish Facade feat (Pathfinder Adventure Path volume #25) grants her a +5 racial bonus on Disguise checks to impersonate humans. <h5><b>Rakshasa-Spawned (Ex)</b> As a rakshasa-spawn tiefling, Crosael's ability score modifiers are +2 Dex, +2 Cha, and -2 Wis, unlike standard tieflings.</h5></div>
Female
Every evening before bedtime, Crosael places a silent mental alarm on each of the four doors leading into her room. She also casts unseen servant every morning. If she's warned that someone's about to enter her room, she casts invisibility.
If Crosael starts combat invisible, she remains silent and watches her foes, trying to determine what they want. She orders her unseen servant to open doors and then uses one open door that is unguarded to slip out of the room to gather up the thieves from area E5 or perhaps to let in the shadows from area E10. She won't initiate combat, if she can help it, until she has allies. If she has the chance in a surprise round, she starts casting summon monster III to conjure 1d3 lemures-when the summoned creatures appear on the first round of combat, she orders them to attack and uses inspire courage. She then attempts to stay at range to use spells to vex foes, avoiding melee as much as she can.
Crosael is headstrong and stubborn-she fights to the death as a result, but if reduced to 10 or fewer hit points and offered a chance to surrender, she takes the mercy and could become a valuable informant to the PCs if they can assure her that they'll let her go once she tells them what she knows of the Council of Thieves... which is a lot (see Gathering Intelligence on page 23).
wand of sound burst (23 charges)
+1 chain shirt, +1 buckler, masterwork rapier, masterwork shortbow with 20 arrows, ring of protection +1, gray bag of tricks
0000000adult042700000
41
Jezeletrix84800
vulpinal agathion
The Great Beyond 62
CESmalloutsider
(agathion, extraplanar, good)
6
darkvision 60 ft., low-light vision; Perception +14
22, touch 13, flat-footed 20
(+4 armor, +2 Dex, +5 natural, +1 size)
100(8d10+56)
Fort +8, Ref +10, Will +9; +4 vs. poison
8109
+4 vs. poison
5/-
electricity, petrification
acid 5, cold 10, fire 5, sonic 10
16tormented20 ft.
2 claws +11 (1d3+2), bite +11 (1d4+2) or torturous touch +11 touch (2d6 plus 1d6 Dex plus pain)
5 ft.5 ft.
agonized wail, baleful gaze, pounce, torturous touch
Spell-Like Abilities (CL 8th; concentration +0) Constant-detect evil, mage armor, speak with animals, tongues 3/day-invisibility (self only), remove disease, teleport (self plus 50 lbs. of objects only) 1/day-charm monster (DC 16), dispel evil, flame arrow, holy smite (DC 16), major image (DC 15)
Str 14, Dex 15, Con 23, Int 18, Wis 16, Cha 15
8921
Combat Reflexes, Diehard, Endurance, Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse
Acrobatics +13, Bluff +13, Intimidate +10, Knowledge (arcana) +16, Knowledge (planes) +19, Perception +14, Perform (oratory) +13, Sense Motive +14, Spellcraft +15, Stealth +17, Use Magic Device +13
+8 Intimidate
Celestial, Common, Draconic, Infernal; speak with animals, tongues
bardic knowledge, lay on hands
AP 280
Agonized Wail (Su) As a standard action, Jezeletrix can unleash a terrifying shriek. This affects all creatures with fewer than 8 Hit Dice within a 120-foot burst. Affected creatures must make a DC 16 Will save or become shaken until they move more than 120 feet away from Jezeletrix. Those who successfully save are immune to this attack for 1 minute. This is a mind-affecting fear effect. The save DC is Charisma-based. Baleful Gaze (Su) Any creature within 60 feet who meets Jezeletrix's gaze must succeed on a DC 16 Fortitude save or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain. Whatever the result of the saving throw, a creature cannot be affected by the same broken soul's baleful gaze more than once per minute. The save DC is Charisma-based. Bardic Knowledge (Ex) Jezeletrix gains a +4 bonus on all Knowledge checks, and can make Knowledge checks untrained. Lay on Hands (Su) Once per day, Jezeletrix can heal 4d6 points of damage by touch (a standard action, unless she targets herself, in which case it's a swift action). This ability otherwise functions like the paladin's lay on hands ability. Torturous Touch (Su) As a standard action, Jezeletrix can attempt this touch attack. The creature touched must succeed on a DC 16 Fortitude save or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. In addition, the touched creature collapses to the ground in pain, falling prone and writhing on the ground, helpless, for 1d4 rounds. All of these effects are negated with a successful save. The save DC is Charisma-based. Tormented (Ex) Jezeletrix takes a -10 penalty on concentration checks due to her wracking pain. Her wracking pains have also removed her vulpinal calm emotions aura.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Jezeletrix</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Broken Soul Vulpinal Agathion (<i>The Great Beyond</i> 62)</h5><h5>CE Small outsider (agathion, extraplanar, good)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 13, flat-footed 20 (+4 armor, +2 Dex, +5 natural, +1 size)</h5><h5><b>hp </b>100 (8d10+56)</h5><h5><b>Fort </b>+8, <b>Ref </b>+10, <b>Will </b>+9; +4 vs. poison</h5><h5><b>DR </b>5/-; <b>Immune </b>electricity, petrification; <b>Resist </b>acid 5, cold 10, fire 5, sonic 10; <b>SR </b>16</h5><h5><b>Weaknesses </b>tormented</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>2 claws +11 (1d3+2), bite +11 (1d4+2) or </br>torturous touch +11 touch (2d6 plus 1d6 Dex plus pain)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>agonized wail, baleful gaze, pounce, torturous touch</h5><h5><b>Spell-Like Abilities</b> (CL 8th; concentration +0)</br>Constant&mdash;<i>detect evil</i>, <i>mage armor</i>, <i>speak with animals</i>, <i>tongues</i></br>3/day&mdash;<i>invisibility</i> (self only), <i>remove disease</i>, <i>teleport</i> (self plus 50 lbs. of objects only)</br>1/day&mdash;<i>charm monster</i> (DC 16), <i>dispel evil</i>, <i>flame arrow</i>, <i>holy smite</i> (DC 16), <i>major image</i> (DC 15)</h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>If she hears intruders approaching her den, Jezeletrix becomes <i>invisible</i>.</h5><h5><b>During Combat </b>Jezeletrix lost all of her gear, and without something to use <i>flame arrow</i> on, she opens combat with <i>holy smite</i>, followed by <i>charm monster</i>, in an attempt to neutralize the most heavily armored PC. She saves her agonized wail to use whenever she's surrounded, and in melee abandons her spells to focus on using her torturous touch.</h5><h5><b>Morale </b>Jezeletrix fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>15, <b>Con </b>23, <b>Int </b> 18, <b>Wis </b>16, <b>Cha </b>15</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+9; <b>CMD </b>21</h5><h5><b>Feats </b>Combat Reflexes, Diehard, Endurance, Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +13, Bluff +13, Intimidate +10, Knowledge (arcana) +16, Knowledge (planes) +19, Perception +14, Perform (oratory) +13, Sense Motive +14, Spellcraft +15, Stealth +17, Use Magic Device +13; <b>Racial Modifiers </b>+8 Intimidate</h5><h5><b>Languages </b>Celestial, Common, Draconic, Infernal; <i>speak with animals</i>, <i>tongues</i></h5><h5><b>SQ </b>bardic knowledge, lay on hands</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Agonized Wail (Su)</b> As a standard action, Jezeletrix can unleash a terrifying shriek. This affects all creatures with fewer than 8 Hit Dice within a 120-foot burst. Affected creatures must make a DC 16 Will save or become shaken until they move more than 120 feet away from Jezeletrix. Those who successfully save are immune to this attack for 1 minute. This is a mind-affecting fear effect. The save DC is Charisma-based. </h5><h5><b>Baleful Gaze (Su)</b> Any creature within 60 feet who meets Jezeletrix's gaze must succeed on a DC 16 Fortitude save or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain. Whatever the result of the saving throw, a creature cannot be affected by the same broken soul's baleful gaze more than once per minute. The save DC is Charisma-based.</h5><h5><b> Bardic Knowledge (Ex)</b> Jezeletrix gains a +4 bonus on all Knowledge checks, and can make Knowledge checks untrained. </h5><h5><b>Lay on Hands (Su)</b> Once per day, Jezeletrix can heal 4d6 points of damage by touch (a standard action, unless she targets herself, in which case it's a swift action). This ability otherwise functions like the paladin's lay on hands ability. </h5><h5><b>Torturous Touch (Su)</b> As a standard action, Jezeletrix can attempt this touch attack. The creature touched must succeed on a DC 16 Fortitude save or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. In addition, the touched creature collapses to the ground in pain, falling prone and writhing on the ground, helpless, for 1d4 rounds. All of these effects are negated with a successful save. The save DC is Charisma-based.</h5><h5><b> Tormented (Ex)</b> Jezeletrix takes a -10 penalty on concentration checks due to her wracking pain. Her wracking pains have also removed her vulpinal calm emotions aura.</h5></div>
If she hears intruders approaching her den, Jezeletrix becomes invisible.
Jezeletrix lost all of her gear, and without something to use flame arrow on, she opens combat with holy smite, followed by charm monster, in an attempt to neutralize the most heavily armored PC. She saves her agonized wail to use whenever she's surrounded, and in melee abandons her spells to focus on using her torturous touch.
Jezeletrix fights to the death.
0000001broken soul|Adult042800000
42
Avahzi Serafian
84800elf
cleric of Mammon 7/diabolist 2
Princes of Darkness 44
LEMediumhumanoid3
low-light vision; Perception +6
24, touch 16, flat-footed 21
(+8 armor, +3 Dex, +3 deflection, +1 shield)
69
(9 HD; 7d8+2d6+27)
Fort +8, Ref +6, Will +10; +2 vs. enchantments
8610
+2 vs. enchantments
sleepacid 10damned20 ft.
+1 shortspear +6/+1 (1d6)
5 ft.5 ft.
channel hellfire, channel negative energy 5/day (4d6, Will DC 15)
Domain Spell-Like Abilities (CL 7th) 7/day-acid dart, touch of evil
Spells Known (CL 9th; concentration +13) 5th-flame strike (DC 19), wall of stoneD 4th-air walk, cure critical wounds, freedom of movement, unholy blightD (DC 18) 3rd-bestow curse (DC 17), dispel magic, magic vestment, stone shapeD, summon monster III 2nd-bear's endurance, extended shield of faith, resist energy, soften earth and stoneD, sound burst, status 1st-command (DC 15), cure light wounds (2), divine favor, protection from goodD, sanctuary (DC 15) 0 (at will)-bleed (DC 14), detect magic, light, purify food and drink
Earth, Evil
Str 8, Dex 16, Con 14, Int 12, Wis 18, Cha 14
6521
Channel Smite, Combat Casting, Command Undead, Extend Spell, Selective Channeling
Knowledge (planes) +13, Knowledge (religion) +13, Spellcraft +13
Common, Elven, Infernal
elven magic, imp companion, infernal bargain, infernal charisma +2, spontaneous casting (inflict spells)
AP 280
Damned (Ex) If Avahzi is slain, her soul immediately travels to Hell. A character who attempts to return her to life must make a DC 12 caster level check or the spell fails. Infernal Charisma (Ex) Avahzi gains a +2 bonus on all Charismabased checks when interacting with devils. Infernal Bargain (Ex) Avahzi can halve the price of servitude when she casts planar ally (or a similar spell) by successfully making an opposed Charisma check against a called (but not summoned) devil. Channel Hellfire (Su) As a free action twice per day, Avahzi can alter a spell she casts that deals energy damage so that it instead deals hellfire damage. Spells altered in this way gain the lawful and evil descriptors. Hellfire damage is half fire damage and half damage from unholy energy. Evil-aligned creatures and creatures with the evil subtype take no damage from the unholy energy part of hellfire damage, but good-aligned creatures and creatures with the good subtype take double damage from the unholy energy. Protection from evil prevents all damage caused by the unholy damage portion of hellfire, but offers no protection from the fire damage.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Avahzi Serafian</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Female elf cleric of Mammon 7/diabolist 2 (Princes of Darkness 44)</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+3; <b>Senses </b>low-light vision; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 16, flat-footed 21 (+8 armor, +3 Dex, +3 deflection, +1 shield)</h5><h5><b>hp </b>69 (9 HD; 7d8+2d6+27)</h5><h5><b>Fort </b>+8, <b>Ref </b>+6, <b>Will </b>+10; +2 vs. enchantments</h5><h5><b>Immune </b>sleep; <b>Resist </b>acid 10</h5><h5><b>Weaknesses </b>damned</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b><i>+1 shortspear</i> +6/+1 (1d6)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>channel hellfire, channel negative energy 5/day (4d6, Will DC 15)</h5><h5><b>Domain Spell-Like Abilities</b> (CL 7th)</br>7/day&mdash;<i>acid dart</i>, <i>touch of evil</i></h5></h5><h5><b>Spells Known</b> (CL 9th; concentration +13)</br>5th&mdash;<i>flame strike</i> (DC 19), <i>wall of stone</i><sup>D</sup></br>4th&mdash;<i>air walk</i>,<i> cure critical wounds</i>,<i> freedom of movement</i>, <i>unholy blight</i><sup>D</sup> (DC 18)</br>3rd&mdash;<i>bestow curse</i> (DC 17),<i> dispel magic</i>,<i> magic vestment</i>, <i>stone shape</i><sup>D</sup>,<i> summon monster III</i></br>2nd&mdash;<i>bear's endurance</i>, extended shield of faith,<i> resist energy</i>, <i>soften earth and stone</i><sup>D</sup>,<i> sound burst</i>,<i> status</i></br>1st&mdash;<i>command</i> (DC 15), <i>cure<i> light</i> wounds</i> (2),<i> divine favor</i>, <i>protection from good</i><sup>D</sup>, <i>sanctuary</i> (DC 15)</br>0 (at will)&mdash;<i>bleed</i> (DC 14),<i> detect magic</i>,<i> light</i>, <i>purify food and drink</i></h5></h5><h5><b>D</b> domain spell; <b>Domains </b>Earth, Evil</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Avahzi casts status on two randomly determined thieves every morning (often one stationed in area E1 and one in F1), along with magic vestment on her armor. The status effects serve as early warnings-if the PCs kill or harm one of these thieves, Avahzi knows to prepare. If she has time to prepare for a battle (such as if she notices intruders entering area F7), she casts air walk, bear's endurance, freedom of movement, and shield of faith on herself.</h5><h5><b>During Combat </b>Avahzi hangs back in battle as long as she can, using her ranged spells to blast foes. She moves out into area F7 as soon as possible, and takes care to try to position herself so that she's between the PCs and the doors to F12 at all times (see Morale, below).</h5><h5><b>Morale </b>If reduced to 20 or fewer hit points, Avahzi casts wall of stone between herself and the PCs to block off their easy access to area F12. She then flees to that area, casts sanctuary and resist energy (fire), and trusts to this to allow her a desperate flight through area F13. She hopes to race to the center of the Nessian Spiral, reach Liebdaga, and beg his aid before the PCs reach him themselves- how far she gets is left up to you. Base Statistics hp 51; Fort +6; Con 10</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 16, <b>Con</b> 14, <b>Int</b> 12, <b>Wis</b> 18, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+5; <b>CMD </b>21</h5><h5><b>Feats </b>Channel Smite, Combat Casting, Command Undead, Extend Spell, Selective Channeling</h5><h5><b>Skills </b>Knowledge (planes) +13, Knowledge (religion) +13, Spellcraft +13</h5><h5><b>Languages </b>Common, Elven, Infernal</h5><h5><b>SQ </b>elven magic, imp companion, infernal bargain, infernal charisma +2, spontaneous casting (inflict spells)</h5><h5><b>Combat Gear </b>scroll of <i>sending</i>, <i>wand of cure moderate wounds </i>(15 charges), <i>wand of spiritual weapon </i>(7 charges); <b>Other Gear </b>masterwork breastplate, light steel shield, <i><i>+1 shortspear</i></i>, <i><i>headband of inspired wisdom +2</i></i>, gold holy symbol worth 120 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Damned (Ex)</b> If Avahzi is slain, her soul immediately travels to Hell. A character who attempts to return her to life must make a DC 12 caster level check or the spell fails.</h5><h5><b> Infernal Charisma (Ex)</b> Avahzi gains a +2 bonus on all Charismabased checks when interacting with devils.</h5><h5><b> Infernal Bargain (Ex)</b> Avahzi can halve the price of servitude when she casts planar ally (or a similar spell) by successfully making an opposed Charisma check against a called (but not summoned) devil. </h5><h5><b>Channel Hellfire (Su)</b> As a free action twice per day, Avahzi can alter a spell she casts that deals energy damage so that it instead deals hellfire damage. Spells</b> altered in this way gain the lawful and evil descriptors. Hellfire damage is half fire damage and half damage from unholy energy. Evil-aligned creatures and creatures with the evil subtype take no damage from the unholy energy part of hellfire damage, but good-aligned creatures and creatures with the good subtype take double damage from the unholy energy. Protection from evil prevents all damage caused by the unholy damage portion of hellfire, but offers no protection from the fire damage.</h5></div>
Female
Avahzi casts status on two randomly determined thieves every morning (often one stationed in area E1 and one in F1), along with magic vestment on her armor. The status effects serve as early warnings-if the PCs kill or harm one of these thieves, Avahzi knows to prepare. If she has time to prepare for a battle (such as if she notices intruders entering area F7), she casts air walk, bear's endurance, freedom of movement, and shield of faith on herself.
Avahzi hangs back in battle as long as she can, using her ranged spells to blast foes. She moves out into area F7 as soon as possible, and takes care to try to position herself so that she's between the PCs and the doors to F12 at all times (see Morale, below).
If reduced to 20 or fewer hit points, Avahzi casts wall of stone between herself and the PCs to block off their easy access to area F12. She then flees to that area, casts sanctuary and resist energy (fire), and trusts to this to allow her a desperate flight through area F13. She hopes to race to the center of the Nessian Spiral, reach Liebdaga, and beg his aid before the PCs reach him themselves- how far she gets is left up to you. Base Statistics hp 51; Fort +6; Con 10
scroll of sending, wand of cure moderate wounds (15 charges), wand of spiritual weapon (7 charges)
masterwork breastplate, light steel shield, +1 shortspear, headband of inspired wisdom +2, gold holy symbol worth 120 gp
0000000adult43042900000
43
Novankia--imp
animal companion 7
Princes of Darkness 47
LETinyoutsider
(devil, evil, extraplanar, lawful)
5
Perception +12
25, touch 18, flat-footed 19
(+5 Dex, +1 dodge, +7 natural, +2 size)
60(8d10+16)
Fort +3, Ref +11, Will +7 (+11 vs. enchantment)
311
+7 (+11 vs. enchantment)
evasion, devotion
20 ft., fly 50 ft. (perfect)
sting +13/+8 (1d4+1 plus poison)
2-1/2 ft.0 ft.
Spell-Like Abilities (CL 6th) Constant-detect good, detect magic At Will-bleed (DC 12), invisibility (self only), prestidigitation 1/day-grease (DC 13), suggestion (DC 15) 1/week-commune (CL 12th)
Str 13, Dex 20, Con 12, Int 13, Wis 12, Cha 14
6420
Dodge, Flyby Attack, Toughness, Weapon Finesse
Fly +28, Knowledge (arcana) +12, Perception +12
Celestial, Draconic, Infernal; telepathy 50 ft.
change shape (raven, beast shape I), link, share spells
AP 280
Poison (Ex) Injury-sting, save Fort DC 14, frequency 1/round for 6 rounds, effect 1d2 Dex, cure 1 save. The save DC is Constitution-based.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Novankia</p><p class="alignright">CR -</p><div style="clear: both;"></div></div><div><h5><b>XP </b>-</h5><h5>Female imp animal companion 7 (<i>Princes of</i> <i>Darkness</i> 47)</h5><h5>LE Tiny outsider (devil, evil, extraplanar, lawful)</h5><h5><b>Init </b>+5; <b>Senses </b>Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>25, touch 18, flat-footed 19 (+5 Dex, +1 dodge, +7 natural, +2 size)</h5><h5><b>hp </b>60 (8d10+16)</h5><h5><b>Fort </b>+3, <b>Ref </b>+11, <b>Will </b>+7 (+11 vs. enchantment)</h5><h5><b>Defensive Abilities </b>evasion, devotion</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., fly 50 ft. (perfect)</h5><h5><b>Melee </b>sting +13/+8 (1d4+1 plus poison)</h5><h5><b>Space </b>2-1/2 ft.; <b>Reach </b>0 ft.</h5><h5><b>Spell-Like Abilities</b> (CL 6th)</br>Constant&mdash;<i>detect good</i>, <i>detect magic</i></br>At Will&mdash;<i>bleed</i> (DC 12), <i>invisibility</i> (self only), <i>prestidigitation</i></br>1/day&mdash;<i>grease</i> (DC 13), <i>suggestion</i> (DC 15)</br>1/week&mdash;<i>commune</i> (CL 12th)</h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Novankia is aggressive in battle, eager to flap in to sting foes with Flyby Attacks. She returns to Avahzi's side to seek healing whenever reduced below 30 hit points.</h5><h5><b>Morale </b>Novankia follows Avahzi's lead, fighting as long as her mistress continues to do so, and fleeing only when she does.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>13, <b>Dex </b>20, <b>Con </b>12, <b>Int </b> 13, <b>Wis </b>12, <b>Cha </b>14</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+4; <b>CMD </b>20</h5><h5><b>Feats </b>Dodge, Flyby Attack, Toughness, Weapon Finesse</h5><h5><b>Skills </b>Fly +28, Knowledge (arcana) +12, Perception +12</h5><h5><b>Languages </b>Celestial, Draconic, Infernal; telepathy 50 ft.</h5><h5><b>SQ </b>change shape (raven, <i>beast shape</i> I), link, share spells</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Poison (Ex)</b></b> Injury-sting, <i>save</i> Fort DC 14, <i>frequency</i> 1/round for 6 rounds, <i>effect</i> 1d2 Dex, <i>cure</i> 1 <i>save</i>. The save DC is Constitution-based.</h5></div>
Female
Novankia is aggressive in battle, eager to flap in to sting foes with Flyby Attacks. She returns to Avahzi's side to seek healing whenever reduced below 30 hit points.
Novankia follows Avahzi's lead, fighting as long as her mistress continues to do so, and fleeing only when she does.
0010001Adult42943000000
44
Tiefling Tunnel Rat
2600Tieflingfighter 3
Pathfinder RPG Bestiary 264
CEMediumoutsider(native)2
darkvision 60 ft.; Perception +1
17, touch 13, flat-footed 14
(+4 armor, +2 Dex, +1 dodge)
33(3d10+12)
Fort +5, Ref +3, Will +2; +1 vs. fear
532+1 vs. fearbravery +1
cold 5, electricity 5, fire 5
30 ft.
sharpened tool +5 (1d8+3)
rock +5 (1d4+2)
5 ft.5 ft.
Spell-Like Abilities (CL 3rd) 1/day-darkness
Str 15, Dex 15, Con 14, Int 12, Wis 12, Cha 6
3517
Catch Off-Guard, Dodge, Throw Anything, Toughness
Bluff +0, Climb +6, Knowledge (engineering) +7, Stealth +2, Survival +7
Common, Infernal
armor training 1, fiendish sorcery
AP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Tiefling Tunnel Rat</p><p class="alignright">CR 2</p><div style="clear: both;"></div></div><div><h5><b>XP </b>600</h5><h5>Tiefling fighter 3 (Pathfinder RPG Bestiary 264)</h5><h5>CE Medium outsider (native)</h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)</h5><h5><b>hp </b>33 (3d10+12)</h5><h5><b>Fort </b>+5, <b>Ref </b>+3, <b>Will </b>+2; +1 vs. fear</h5><h5><b>Defensive Abilities </b>bravery +1; <b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>sharpened tool +5 (1d8+3)</h5><h5><b>Ranged </b>rock +5 (1d4+2)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Spell-Like Abilities</b> (CL 3rd)</br>1/day&mdash;<i>darkness</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The tieflings attack random targets-their madness and fear robbing them of the ability to coordinate sensible tactics.</h5><h5><b>Morale </b>These tieflings fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 15, <b>Dex</b> 15, <b>Con</b> 14, <b>Int</b> 12, <b>Wis</b> 12, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>17</h5><h5><b>Feats </b>Catch Off-Guard, Dodge, Throw Anything, Toughness</h5><h5><b>Skills </b>Bluff +0, Climb +6, Knowledge (engineering) +7, Stealth +2, Survival +7</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>armor training 1, fiendish sorcery</h5><h5><b>Combat Gear </b>hide armor, sharpened tool, throwing rocks (10)</h5></div>
The tieflings attack random targets-their madness and fear robbing them of the ability to coordinate sensible tactics.
These tieflings fight to the death.
hide armor, sharpened tool, throwing rocks (10)
0000000adult043100000
45
Joriavah96400succubuscleric 3NocticulaCEMediumoutsider
(chaotic, demon, evil, extraplanar)
134
darkvision 60 ft., detect good; Perception +23
26, touch 15, flat-footed 21
(+4 armor, +4 Dex, +1 Dodge, +7 natural)
123
(11 HD; 8d10+3d8+66)
Fort +11, Ref +11, Will +13
111113
10/cold iron or good
electricity, fire, poison
acid 10, cold 10
18
30 ft., fly 50 ft. (average)
2 claws +13 (1d6+3)
+1 frost hand crossbow +12 (2d4+7/19-20 plus 1d4 plus 1d6 cold)
5 ft.5 ft.
channel energy 11/day (2d6; Will DC 19), energy drain (1 level, DC 22), profane gift
Domain Spell-Like Abilities (CL 3rd; concentration +11) 7/day-dazing touch, touch of darkness Spell-Like Abilities (CL 12th; concentration +20) Constant-detect good, tongues At will-charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day-dominate person (DC 23), summon (level 3, 1 babau 50%)
Spells Prepared (CL 3rd; concentration +7) 2nd-calm emotionsD (DC 15), bear's endurance, cat's grace 1st-cure light wounds (2), obscuring mistD, shield of faith 0 (at will)-bleed (DC 14), detect magic, guidance, mending
Charm, Darkness
Str 17, Dex 19, Con 22, Int 16, Wis 18, Cha 27
101328
Blind-Fight, Deadly Aim, Dodge, Exotic Weapon Proficiency (hand crossbow), Mobility, Point-Blank Shot, Shot on the Run, Vital Strike
Acrobatics +9, Bluff +27, Diplomacy +16, Disguise +19, Escape Artist +15, Fly +15, Intimidate +19, Knowledge (local) +14, Knowledge (religion) +11, Perception +23, Sense Motive +15, Stealth +15
Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
spontaneous casting (inflict spells)
AP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Joriavah</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>Female succubus cleric 3 (Nocticula)</h5><h5>CE Medium outsider (chaotic, demon, evil, extraplanar)</h5><h5><b>Init </b>+134; <b>Senses </b>darkvision 60 ft., detect good; Perception +23</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 15, flat-footed 21 (+4 armor, +4 Dex, +1 Dodge, +7 natural)</h5><h5><b>hp </b>123 (11 HD; 8d10+3d8+66)</h5><h5><b>Fort </b>+11, <b>Ref </b>+11, <b>Will </b>+13</h5><h5><b>DR </b>10/cold iron or good; <b>Immune </b>electricity, fire, poison; <b>Resist </b>acid 10, cold 10; <b>SR </b>18</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 50 ft. (average)</h5><h5><b>Melee </b>2 claws +13 (1d6+3)</h5><h5><b>Ranged </b><i>+1 frost hand crossbow</i> +12 (2d4+7/19-20 plus 1d4 plus 1d6 cold)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>channel energy 11/day (2d6; Will DC 19), energy drain (1 level, DC 22), profane gift</h5><h5><b>Domain </h5><h5><b>Spell-<i>Like Abilities</b></i></b> (CL 3rd; concentration +11)</br>7/day&mdash;dazing touch, touch of darkness </h5><h5><b>Spell-<i>Like Abilities</b></i> (CL 12th; concentration +20)</br>Constant&mdash;<i>detect good</i>,<i> tongues</i> </br>At will&mdash;<i>charm monster</i> (DC 22), <i>detect thoughts</i> (DC 20), <i>ethereal jaunt</i> (self plus 50 lbs. of objects only), <i>suggestion</i> (DC 21), <i>greater teleport</i> (self plus 50 lbs. of objects only),<i> vampiric touch</i></br>1/day&mdash;<i>dominate person</i> (DC 23), <i>summon</i> (level 3, 1 babau 50%)</h5></h5><h5><b>Spells Prepared</b> (CL 3rd; concentration +7)</br>2nd&mdash;<i>calm emotions</i><sup>D</sup> (DC 15),<i> bear's endurance</i>,<i> cat's grace</i></br>1st&mdash;<i>cure light wounds</i> (2), <i>obscuring mist</i><sup>D</sup>,<i> shield of faith</i></br>0 (at will)&mdash;<i>bleed</i> (DC 14),<i> detect magic</i>,<i> guidance</i>, <i>mending</i></h5></h5><h5><b>D</b> domain spell; <b>Domains </b>Charm, Darkness</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Joriavah tries to dominate one of the PCs on the first round of combat (preferring to select a heavily armored character or an obvious healer) and orders that character to attack his friends. She then teleports away to an abandoned house elsewhere in Westcrown (one of many such locations she's already explored), where she takes the time to try to summon a babau and cast bear's endurance, cat's grace, and shield of faith before she teleports back to area F10 to attack the PCs with her crossbow at range (using Shot on the Run, Vital Strike, and Deadly Aim to full effect to maintain ranged superiority). In melee, she relies on vampiric touch each round.</h5><h5><b>Morale </b>If brought below 30 hit points, Joriavah teleports to one of her abandoned houses to recover; once she's healed up, she returns to the Nessian Spiral, becomes ethereal, and seeks out the PCs for revenge, repeating her fight-and-retreat tactics until the PCs are dead or they prevent her escape and kill her.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 17, <b>Dex</b> 19, <b>Con</b> 22, <b>Int</b> 16, <b>Wis</b> 18, <b>Cha</b> 27</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+13; <b>CMD </b>28</h5><h5><b>Feats </b>Blind-Fight, Deadly Aim, Dodge, Exotic Weapon Proficiency (hand crossbow), Mobility, Point-Blank Shot, Shot on the Run, Vital Strike</h5><h5><b>Skills </b>Acrobatics +9, Bluff +27, Diplomacy +16, Disguise +19, Escape Artist +15, Fly +15, Intimidate +19, Knowledge (local) +14, Knowledge (religion) +11, Perception +23, Sense Motive +15, Stealth +15</h5><h5><b>Languages </b>Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.</h5><h5><b>SQ </b>spontaneous casting (inflict spells)</h5><h5><b>Combat Gear </b><i><i>+1 studded leather armor</i></i>, <i><i>+1 frost hand crossbow with 20 bolts</i></i></h5></div>
Female
Joriavah tries to dominate one of the PCs on the first round of combat (preferring to select a heavily armored character or an obvious healer) and orders that character to attack his friends. She then teleports away to an abandoned house elsewhere in Westcrown (one of many such locations she's already explored), where she takes the time to try to summon a babau and cast bear's endurance, cat's grace, and shield of faith before she teleports back to area F10 to attack the PCs with her crossbow at range (using Shot on the Run, Vital Strike, and Deadly Aim to full effect to maintain ranged superiority). In melee, she relies on vampiric touch each round.
If brought below 30 hit points, Joriavah teleports to one of her abandoned houses to recover; once she's healed up, she returns to the Nessian Spiral, becomes ethereal, and seeks out the PCs for revenge, repeating her fight-and-retreat tactics until the PCs are dead or they prevent her escape and kill her.
+1 studded leather armor, +1 frost hand crossbow with 20 bolts
0000000adult043200000
46
Dargentu Vheed
96400lich shade
Tome of Horrors III 117
NEMediumundead8
darkvision 60 ft., spell sense 100 ft.; Perception +17
20, touch 15, flat-footed 15
(+4 Dex, +3 deflection, +1 dodge, +5 natural)
104(11d8+55)
Fort +10, Ref +9, Will +12
10912
channel resistance +2,
10/bludgeoning and magic
undead traits
cold 10, electricity 10
1930 ft.
2 claws +15 (1d6+7 plus 1d6 cold)
5 ft.5 ft.
chill, death throes, spell leech
Str 24, Dex 19, Con -, Int 19, Wis 16, Cha 20
81530
Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Intimidate +19, Knowledge (arcana) +18, Knowledge (religion) +18, Perception +17, Sense Motive +19, Spellcraft +18, Stealth +20, Use Magic Device +16
+2 Sense Motive, +2 Stealth
Common, Infernal
AP 280
Chill (Su) Dargentu's claws inflict an additional 1d6 points of cold damage on a hit, and any creature that takes this additional cold damage must make a DC 20 Fortitude save or be staggered for 1 round by the numbing chill. The save DC is Charisma-based. Death Throes (Su) When Dargentu is destroyed, he explodes into a burst of choking dust. All creatures within 10 feet must make a DC 20 Fortitude save or take 1d6 points of Constitution damage from the violent choking and necromantic scouring of this supernaturally vile dust. Those who fail the save are also nauseated for 1d6 rounds, while those who succeed are merely sickened for 1d6 rounds. The save DC is Charisma-based. Spell Leech (Su) Whenever a spellcaster within 50 feet of Dargentu casts a spell, the spellcaster must make a DC 20 Will save or the spell is lost, as if it were counterspelled. The lost spell's energy is transferred to Dargentu, who can use the magical energy in one of the following three ways. Dargentu can only store the energy of one spell at a time. Cast: Dargentu can cast the spell on his turn at caster level 11th. When casting spells in this manner, he ignores the spell's material component requirements, but not its focus requirements. Eldritch Bolt: Dargentu can release the spell as an eldritch bolt of pure magic energy as a standard action (range 50 ft., ranged touch +12, 1d6 damage per 2 levels of the spell used to create it). Healing: Dargentu can absorb the spell's energy to heal hit points equal to the spell's level x4. Hit points in excess of his maximum are instead gained as temporary hit points. These temporary hit points last for 1 hour before fading. Spell Sense (Su) Dargentu can automatically pinpoint the location of any spellcaster within 100 feet who has cast a spell within the previous round. He can also identify spells as they are being cast and all existing spell effects as if he were under the effects of greater arcane sight.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dargentu Vheed</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>Male lich shade (Tome of Horrors III 117)</h5><h5>NE Medium undead </h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft., spell sense 100 ft.; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 15, flat-footed 15 (+4 Dex, +3 deflection, +1 dodge, +5 natural)</h5><h5><b>hp </b>104 (11d8+55)</h5><h5><b>Fort </b>+10, <b>Ref </b>+9, <b>Will </b>+12</h5><h5><b>Defensive Abilities </b>channel resistance +2,; <b>DR </b>10/bludgeoning and magic; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10; <b>SR </b>19</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 claws +15 (1d6+7 plus 1d6 cold)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>chill, death throes, spell leech</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>As soon as Dargentu notices intruders (either with his spell sense, by someone shutting down the capacitor at area F14, or by sight), he moves at once to attack-moving to area F14 if no obvious foe can be pinpointed. He focuses his attacks on non-spellcasters, hoping to give spellcasters more opportunities to cast so he can use his spell leech powers and revel in the act of once again being able to cast spells. In most cases, Dargentu opts to cast spells he absorbs unless there's no use for them, in which case he heals (if he's damaged) or uses an eldritch bolt.</h5><h5><b>Morale </b>Dargentu fights until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 24, <b>Dex</b> 19, <b>Con</b> -, <b>Int</b> 19, <b>Wis</b> 16, <b>Cha</b> 20</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+15; <b>CMD </b>30</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes</h5><h5><b>Skills </b>Intimidate +19, Knowledge (arcana) +18, Knowledge (religion) +18, Perception +17, Sense Motive +19, Spellcraft +18, Stealth +20, Use Magic Device +16; <b>Racial Modifiers </b>+2 Sense Motive, +2 Stealth</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>Combat Gear </b><i>ring of protection +3</i>, <i>ring of wizardry I</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Chill (Su)</b> Dargentu's claws inflict an additional 1d6 points of cold damage on a hit, and any creature that takes this additional cold damage must make a DC 20 Fortitude save or be staggered for 1 round by the numbing chill. The save DC is Charisma-based. </h5><h5><b>Death Throes (Su)</b> When Dargentu is destroyed, he explodes into a burst of choking dust. All creatures within 10 feet must make a DC 20 Fortitude save or take 1d6 points of Constitution damage from the violent choking and necromantic scouring of this supernaturally vile dust. Those who fail the save are also nauseated for 1d6 rounds, while those who succeed are merely sickened for 1d6 rounds. The save DC is Charisma-based. </h5><h5><b>Spell Leech (Su)</b> Whenever a spellcaster within 50 feet of Dargentu casts a spell, the spellcaster must make a DC 20 Will save or the spell is lost, as if it were counterspelled. The lost spell's energy is transferred to Dargentu, who can use the magical energy in one of the following three ways. Dargentu can only store the energy of one spell at a time. Cast: Dargentu can cast the spell on his turn at caster level 11th. When casting spells in this manner, he ignores the spell's material component requirements, but not its focus requirements. Eldritch Bolt: Dargentu can release the spell as an eldritch bolt of pure magic energy as a standard action (range 50 ft., ranged touch +12, 1d6 damage per 2 levels of the spell used to create it). Healing: Dargentu can absorb the spell's energy to heal hit points equal to the spell's level x4. Hit points in excess of his maximum are instead gained as temporary hit points. These temporary hit points last for 1 hour before fading. </h5><h5><b>Spell Sense (Su)</b> Dargentu can automatically pinpoint the location of any spellcaster within 100 feet who has cast a spell within the previous round. He can also identify spells as they are being cast and all existing spell effects as if he were under the effects of greater arcane sight.</h5></div>
Male
As soon as Dargentu notices intruders (either with his spell sense, by someone shutting down the capacitor at area F14, or by sight), he moves at once to attack-moving to area F14 if no obvious foe can be pinpointed. He focuses his attacks on non-spellcasters, hoping to give spellcasters more opportunities to cast so he can use his spell leech powers and revel in the act of once again being able to cast spells. In most cases, Dargentu opts to cast spells he absorbs unless there's no use for them, in which case he heals (if he's damaged) or uses an eldritch bolt.
Dargentu fights until destroyed.
ring of protection +3, ring of wizardry I
0000000adult043300000
47
Achaierai51600AchaieraiLELargeoutsider
(evil, extraplanar, lawful)
1
darkvision 60 ft.; Perception +12
20, touch 11, flat-footed
18 (+1 Dex, +1 dodge, +9 natural, -1 size)
52(7d10+14)
Fort +7, Ref +6, Will +4
7642050 ft.
2 claws +10 (1d6+4), bite +10 (2d6+4)
10 ft.10 ft.black cloud
Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
71224
Dodge, Mobility, Spring Attack, Vital Strike
Acrobatics +11, Climb +14, Perception +12, Sense Motive +12, Stealth +7, Swim +14
InfernalAP 280
Black Cloud (Su) An achaierai can exhale a cloud of choking, toxic smoke three times per day. Any non-achaierai within 10 feet of the achaierai immediately takes 2d6 points of damage as its tissues burn and melt and rot away. The cloud erodes sanity as well as flesh, and anyone who takes damage from the black cloud must also make a DC 15 Fortitude save or become confused. Every round, the victim may attempt another DC 15 Fortitude save to recover from the confusion; otherwise it persists, lasting indefinitely until the condition is removed or the victim eventually makes his saving throw. The confusion element of a black cloud is a mind-affecting effect. The save DC is Constitution-based.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Achaierai</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>LE Large outsider (evil, extraplanar, lawful)</h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +9 natural, -1 size)</h5><h5><b>hp </b>52 (7d10+14)</h5><h5><b>Fort </b>+7, <b>Ref </b>+6, <b>Will </b>+4</h5><h5><b>SR </b>20</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft.</h5><h5><b>Melee </b>2 claws +10 (1d6+4), bite +10 (2d6+4)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>black cloud</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The achaierais open combat with their black clouds, then close to engage the PCs in melee. They are smart enough to try to pin down foes within the confines of the razor sharp thorns when they can.</h5><h5><b>Morale </b>The achaierais fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 19, <b>Dex</b> 13, <b>Con</b> 14, <b>Int</b> 11, <b>Wis</b> 14, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+12; <b>CMD </b>24</h5><h5><b>Feats </b>Dodge, Mobility, Spring Attack, Vital Strike</h5><h5><b>Skills </b>Acrobatics +11, Climb +14, Perception +12, Sense Motive +12, Stealth +7, Swim +14</h5><h5><b>Languages </b>Infernal</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Black Cloud (Su)</b> An achaierai can exhale a cloud of choking, toxic smoke three times per day. Any non-achaierai within 10 feet of the achaierai immediately takes 2d6 points of damage as its tissues burn and melt and rot away. The cloud erodes sanity as well as flesh, and anyone who takes damage from the black cloud must also make a DC 15 Fortitude save or become confused. Every round, the victim may attempt another DC 15 Fortitude save to recover from the confusion; otherwise it persists, lasting indefinitely until the condition is removed or the victim eventually makes his saving throw. The confusion element of a black cloud is a mind-affecting effect. The save DC is Constitution-based.</h5></div>
The achaierais open combat with their black clouds, then close to engage the PCs in melee. They are smart enough to try to pin down foes within the confines of the razor sharp thorns when they can.
The achaierais fight to the death.
0000000adult0Achaierai43400000
48
Burning Guardian
84800
stone guardian golem
Tome of Horrors Revised 220, Advanced Bestiary 111
NLargeconstruct(fire)-1
darkvision 60 ft., low-light vision, see invisibility; Perception -2
17, touch 8, flat-footed 17
(-1 Dex, +9 natural, -1 size)
96(12d10+30)
Fort +4, Ref +3, Will +2
432
fire healing, light fortification
fire, construct traits
cold 5, electricity 5
vulnerable to cold
20 ft. firewalk
2 slams +20 (2d6+9)
10 ft.10 ft.
breath weapon (30-foot cone, 6d6 fire damage, Reflex DC 16 for half, usable once every 1d4 rounds)
Str 28, Dex 9, Con -, Int -, Wis 7, Cha 3
122231AP 280
Fire Healing (Ex) The burning guardian gains fast healing 1 each round it remains in contact with fire. When struck by a magical fire effect, it heals 1 point of damage per 10 points of damage the fire effect would otherwise deal. Firewalk (Su) The burning guardian can climb on an object on fire as though it had a climb speed of 20 feet. It can fly at a speed of 20 feet with perfect maneuverability so long as it remains in contact with fire, and can walk on flames at normal speed as though walking on air via the air walk spell. Light Fortification (Ex) The burning guardian has a 25% chance to ignore additional damage caused by critical hits or sneak attacks. Ring Link (Su) The burning guardian is linked to a magic ring (see area F27). The construct will never attack any creature that wears this ring, nor any creatures within 10 feet of the ringwearer, unless one of those creatures attacks the guardian first. See Invisibility (Ex) The burning guardian constantly sees invisible creatures and objects, as per the spell see invisibility.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Burning Guardian</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Advanced Fire Infused Stone Guardian Golem (<i>Tome of Horrors Revised</i> 220, <i>Advanced Bestiary</i> 111)</h5><h5>N Large construct (fire)</h5><h5><b>Init </b>-1; <b>Senses </b>darkvision 60 ft., low-light vision, <i>see invisibility</i>; Perception -2</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 8, flat-footed 17 (-1 Dex, +9 natural, -1 size)</h5><h5><b>hp </b>96 (12d10+30)</h5><h5><b>Fort </b>+4, <b>Ref </b>+3, <b>Will </b>+2</h5><h5><b>Defensive Abilities </b>fire healing, light fortification; <b>Immune </b>fire, construct traits; <b>Resist </b>cold 5, electricity 5</h5><h5><b>Weaknesses </b>vulnerable to cold</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.; firewalk</h5><h5><b>Melee </b>2 slams +20 (2d6+9)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>breath weapon (30-foot cone, 6d6 fire damage, Reflex DC 16 for half, usable once every 1d4 rounds)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The burning guardian makes sure to stand so that at least one square of its space is one of the shallow fire pits-these pits are difficult terrain for the guardian to walk through, but grant it fast healing as long as it remains within the area.</h5><h5><b>Morale </b>The burning guardian fights until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>28, <b>Dex </b>9, <b>Con </b>-, <b>Int </b> -, <b>Wis </b>7, <b>Cha </b>3</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+22; <b>CMD </b>31</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Fire Healing (Ex)</b> The burning guardian gains fast healing 1 each round it remains in contact with fire. When struck by a magical fire effect, it heals 1 point of damage per 10 points of damage the fire effect would otherwise deal. </h5><h5><b>Firewalk (Su)</b> The burning guardian can climb on an object on fire as though it had a climb speed of 20 feet. It can fly at a speed of 20 feet with perfect maneuverability so long as it remains in contact with fire, and can walk on flames at normal speed as though walking on air via the <i>air walk</i> spell.</h5><h5><b> Light Fortification (Ex)</b> The burning guardian has a 25% chance to ignore additional damage caused by critical hits or sneak attacks. </h5><h5><b>Ring Link (Su)</b> The burning guardian is linked to a magic ring (see area F27). The construct will never attack any creature that wears this ring, nor any creatures within 10 feet of the ringwearer, unless one of those creatures attacks the guardian first.</h5><h5><b> See Invisibility (Ex)</b> The burning guardian constantly sees invisible creatures and objects, as per the spell <i>see invisibility</i>.</h5></div>
The burning guardian makes sure to stand so that at least one square of its space is one of the shallow fire pits-these pits are difficult terrain for the guardian to walk through, but grant it fast healing as long as it remains within the area.
The burning guardian fights until destroyed.
0000001
advanced|fire infused|
Adult043500000
49
Signatory Vaccha
1219200
Kolyarut inevitable
LNMediumoutsider
(extraplanar, inevitable, lawful)
8
darkvision 60 ft., low-light vision; Perception +24
26, touch 14, flat-footed 22
(+4 Dex, +12 natural)
161(14d10+84)
fast healing 5
Fort +12, Ref +10, Will +7
1210710/chaotic
construct traits
2230 ft.
2 slams +20 (2d6+6)
5 ft.5 ft.
Spell-Like Abilities (CL 13th; concentration +16) At Will-discern lies (DC 17), disguise self (DC 14), enervation, fear (DC 17), hold person (DC 16), invisibility (self only), locate creature, suggestion (DC 16), vampiric touch 1/day-hold monster (DC 18), mark of justice, quickened suggestion (DC 16) 1/week-geas/quest (DC 19)
Str 22, Dex 19, Con 23, Int 10, Wis 17, Cha 16
142034
Alertness, Combat Casting, Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (suggestion)
Diplomacy +20, Disguise +20, Knowledge (planes) +17, Linguistics +17, Perception +24, Sense Motive +24
truespeechconstructedAP 280
Constructed (Ex) Although a kolyarut is a living outsider, its body is constructed of physical components-in many ways, it functions as a construct rather than a living creature. For the purposes of a ranger's favored enemy and bane weapons, a kolyarut is treated as both an outsider and a construct. It is immune to death effects, disease, mindaffecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is not at risk of death from massive damage. Truespeech (Su) A kolyarut can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Signatory Vaccha</p><p class="alignright">CR 12</p><div style="clear: both;"></div></div><div><h5><b>XP </b>19,200</h5><h5>Kolyarut Inevitable </h5><h5>LN Medium outsider (extraplanar, inevitable, lawful)</h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +24</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 14, flat-footed 22 (+4 Dex, +12 natural)</h5><h5><b>hp </b>161 (14d10+84); fast healing 5</h5><h5><b>Fort </b>+12, <b>Ref </b>+10, <b>Will </b>+7</h5><h5><b>DR </b>10/chaotic; <b>Immune </b>construct traits; <b>SR </b>22</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 slams +20 (2d6+6)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Spell-Like Abilities</b> (CL 13th; concentration +16)</br>At Will&mdash;<i>discern lies</i> (DC 17), <i>disguise self</i> (DC 14), <i>enervation</i>, <i>fear</i> (DC 17), <i>hold person</i> (DC 16), <i>invisibility</i> (self only), <i>locate creature</i>, <i>suggestion</i> (DC 16), <i>vampiric touch</i></br>1/day&mdash;<i>hold monster</i> (DC 18), <i>mark of justice</i>, quickened <i>suggestion</i> (DC 16)</br>1/week&mdash;<i>geas/quest</i> (DC 19)</h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The kolyarut doesn't necessarily want to slay intruders-merely drive them off. It relies on <i>fear</i> and quickened <i><i>suggestion</i>s</i>, switching to more deadly methods such as its slam or <i>vampiric touch</i> to destroy foes who prove resistant to mental effects.</h5><h5><b>Morale </b>Signatory Vaccha fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>22, <b>Dex </b>19, <b>Con </b>23, <b>Int </b> 10, <b>Wis </b>17, <b>Cha </b>16</h5><h5><b>Base Atk </b>+14; <b>CMB </b>+20; <b>CMD </b>34</h5><h5><b>Feats </b>Alertness, Combat Casting, Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (<i>suggestion</i>)</h5><h5><b>Skills </b>Diplomacy +20, Disguise +20, Knowledge (planes) +17, Linguistics +17, Perception +24, Sense Motive +24</h5><h5><b>Languages </b>truespeech</h5><h5><b>SQ </b>constructed</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Constructed (Ex)</b> Although a kolyarut is a living outsider, its body is constructed of physical components-in many ways, it functions as a construct rather than a living creature. For the purposes of a ranger's favored enemy and bane weapons, a kolyarut is treated as both an outsider and a construct. It is immune to death effects, disease, mindaffecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is not at risk of death from massive damage. </h5><h5><b>Truespeech (Su)</b> A kolyarut can speak with any creature that has a language, as if using a <i>tongues</i> spell (caster level 14th). This ability is always active.</h5></div>
The kolyarut doesn't necessarily want to slay intruders-merely drive them off. It relies on fear and quickened suggestions, switching to more deadly methods such as its slam or vampiric touch to destroy foes who prove resistant to mental effects.
Signatory Vaccha fights to the death.
0000001Adult043600000
50
Zovarue109600medusasorcerer 7LEMedium
monstrous humanoid
5
all-around vision, darkvision 60 ft.; Perception +17
23, touch 15, flat-footed 18
(+4 armor, +4 Dex, +1 dodge, +4 natural)
120
(15 HD; 8d10+7d6+60)
Fort +8, Ref +12, Will +13; +2 vs. poison
81213
+2 vs. poison
fire 1030 ft.
+1 mithral dagger +16/+11/+6 (1d4+4/19- 20), snake bite +15 (1d4+3 plus poison)
5 ft.5 ft.
petrifying gaze (30 ft., DC 18), poison (DC 18, 1/round for 6 rounds, 1d3 Str, cure 2 consecutive saves)
Bloodline Spell-Like Abilities (CL 7th) 8/day-corrupting touch
Spells Known (CL 7th; concentration +12) 3rd (5/day)-displacement, suggestion (DC 18), water breathing 2nd (7/day)-acid arrow, resist energy, scorching ray, spider climb 1st (8/day)-feather fall, floating disc, grease (DC 16), mage armor, magic missile, protection from good, silent image (DC 16) 0 (at will)-acid splash, bleed (DC 15), detect magic, mage hand, mending, prestidigitation, read magic
Str 12, Dex 19, Con 18, Int 10, Wis 15, Cha 21
111226
Arcane Strike, Blind-Fight, Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Eschew Materials, Extend Spell, Improved Initiative, Weapon Finesse
Bluff +16, Knowledge (arcana) +10, Knowledge (engineering) +7, Perception +17, Sense Motive +10, Stealth +15
Common
bloodline arcana
AP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Zovarue</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Female medusa sorcerer 7</h5><h5>LE Medium monstrous humanoid </h5><h5><b>Init </b>+5; <b>Senses </b>all-around vision, darkvision 60 ft.; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 15, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +4 natural)</h5><h5><b>hp </b>120 (15 HD; 8d10+7d6+60)</h5><h5><b>Fort </b>+8, <b>Ref </b>+12, <b>Will </b>+13; +2 vs. poison</h5><h5><b>Resist </b>fire 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i>+1 mithral dagger</i> +16/+11/+6 (1d4+4/19- 20), snake bite +15 (1d4+3 plus poison)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>petrifying gaze (30 ft., DC 18), poison (DC 18, 1/round for 6 rounds, 1d3 Str, cure 2 consecutive saves)</h5><h5><b>Bloodline Spell-Like Abilities</b> (CL 7th)</br>8/day&mdash;corrupt<i>ing touch</i></h5></h5><h5><b>Spells Known</b> (CL 7th; concentration +12)</br>3rd (5/day)&mdash;<i>displacement</i>, <i>suggestion</i> (DC 18),<i> water breathing</i></br>2nd (7/day)&mdash;<i>acid arrow</i>,<i> resist energy</i>,<i> scorching ray</i>,<i> spider climb</i></br>1st (8/day)&mdash;<i>feather fall</i>,<i> floating disc</i>, <i>grease</i> (DC 16),<i> mage armor</i>,<i> magic missile</i>,<i> protection from good</i>, silent<i> image</i> (DC 16)</br>0 (at will)&mdash;<i>acid splash</i>, <i>bleed</i> (DC 15),<i> detect magic</i>,<i> mage hand</i>,<i> mending</i>,<i> prestidigitation</i>, <i>read magic</i></h5></h5><h5><b>Bloodline </b>infernal</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Zovarue casts extended mage armor when she wakes each day.</h5><h5><b>During Combat </b>In combat, Zovarue lifts her veil (a free action) and casts displacement. She follows up with her offensive spells or melee attacks using Arcane Strike.</h5><h5><b>Morale </b>Zovarue fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 19, <b>Con</b> 18, <b>Int</b> 10, <b>Wis</b> 15, <b>Cha</b> 21</h5><h5><b>Base Atk </b>+11; <b>CMB </b>+12; <b>CMD </b>26</h5><h5><b>Feats </b>Arcane Strike, Blind-Fight, Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Eschew Materials, Extend Spell, Improved Initiative, Weapon Finesse</h5><h5><b>Skills </b>Bluff +16, Knowledge (arcana) +10, Knowledge (engineering) +7, Perception +17, Sense Motive +10, Stealth +15</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>bloodline arcana</h5><h5><b>Combat Gear </b><i>wand of make whole </i>(CL 10th</i>, 16 charges); <b>Other Gear </b><i><i>+1 mithral dagger</i></i>, <i><i>headband of alluring charisma +2</i></i>, <i><i>amulet of natural armor +1</i></i></h5></div>
Femaleinfernal
Zovarue casts extended mage armor when she wakes each day.
In combat, Zovarue lifts her veil (a free action) and casts displacement. She follows up with her offensive spells or melee attacks using Arcane Strike.
Zovarue fights to the death.
wand of make whole (CL 10th, 16 charges)
+1 mithral dagger, headband of alluring charisma +2, amulet of natural armor +1
0000000adult043700000
51
Liebdaga's Cage
84800
animated object
Pathfinder RPG Bestiary 14
NMediumconstruct1
darkvision 60 ft., low-light vision; Perception -3
22, touch 10, flat-footed 21
(+1 Dex, +12 natural, -1 size)
52(4d10+30)
Fort +1, Ref +2, Will -2
12-2hardness 20
construct traits, fire
30 ft. chained
3 slams +11 (1d8+8 plus 1d6 fire plus grab)
10 ft.10 ft.
constrict (1d8+8 plus 1d6 fire)
Str 26, Dex 12, Con -, Int -, Wis 5, Cha 5
4
+13 (+17 grab)
24AP 280
Chained (Ex) Liebdaga's cage can effectively move at a speed of 30 feet as if under the effects of air walk, as it moves by shifting its position in the room by lengthening or shortening the chains that hold it in the room. It cannot leave area F37 at all.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Liebdaga's Cage</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Advanced animated object (Pathfinder RPG Bestiary 14)</h5><h5>N Medium construct </h5><h5><b>Init </b>+1; <b>Senses </b>darkvision 60 ft., low-light vision; Perception -3</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)</h5><h5><b>hp </b>52 (4d10+30)</h5><h5><b>Fort </b>+1, <b>Ref </b>+2, <b>Will </b>-2</h5><h5><b>Defensive Abilities </b>hardness 20; <b>Immune </b>construct traits, fire</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.; chained</h5><h5><b>Melee </b>3 slams +11 (1d8+8 plus 1d6 fire plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict (1d8+8 plus 1d6 fire)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The cage cannot leave this chamber, and remains animated as long as there are visible targets. The cage itself is red hot, and inflicts additional fire damage on each hit. In addition, for every cooling chamber left active, the cage gains 2 points of fast healing-the stats here assume all five cooling chambers are deactivated.</h5><h5><b>Morale </b>The cage fights until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 26, <b>Dex</b> 12, <b>Con</b> -, <b>Int</b> -, <b>Wis</b> 5, <b>Cha</b> 5</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+13 (+17 grab); <b>CMD </b>24</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Chained (Ex)</b> Liebdaga's cage can effectively move at a speed of 30 feet as if under the effects of air walk, as it moves by shifting its position in the room by lengthening or shortening the chains that hold it in the room. It cannot leave area F37 at all.</h5></div>
The cage cannot leave this chamber, and remains animated as long as there are visible targets. The cage itself is red hot, and inflicts additional fire damage on each hit. In addition, for every cooling chamber left active, the cage gains 2 points of fast healing-the stats here assume all five cooling chambers are deactivated.
The cage fights until destroyed.
0000000 advancedadult043800000
52
Liebdaga the Twin
1219200
weakened pit fiend duke
Pathfinder RPG Bestiary 80
LELargeoutsider
(devil, evil, extraplanar, lawful)
8
darkvision 60 ft., see in darkness; Perception +16
28, touch 13, flat-footed 24
(+4 Dex, +15 natural, -1 size)
137(13d10+91)
fast healing 5
Fort +10, Ref +3, Will +10
10310
tenacious soul
10/good or silver Immune fire, poison
acid 10, cold 10
22
negative levels, staggered
40 ft.
2 claws +15 (2d8+8), 2 wings +10 (2d6+4), bite +15 (4d6+8 plus poison and disease), tail +15 (2d8+8 plus grab)
10 ft.10 ft.
constrict 2d8+12, devil shaping,
Spell-Like Abilities (CL 11th; concentration +9) At Will-greater scrying (DC 20) 1/day-fireball (DC 16), greater dispel magic, scorching ray, wall of fire
Str 27, Dex 19, Con 25, Int 16, Wis 20, Cha 16
131731
Cleave, Great Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Bluff +14, Diplomacy +14, Fly -5, Intimidate +14, Knowledge (arcana) +14, Knowledge (planes) +14, Knowledge (religion) +11, Perception +16, Sense Motive +16, Spellcraft +14
Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AP 280
Negative Levels (Ex) Every cooling chamber the PCs shut down imparts a permanent negative level upon Liebdaga. This stat block assumes that all five cooling chambers are shut down, and that the pit fiend has five permanent negative levels. You should adjust his stats as appropriate if this is not the case. Staggered (Ex) Liebdaga is staggered, but as a standard action, he can focus his thoughts so that on the round immediately following he can act as if not staggered. The round after he acts as if not staggered, he becomes nauseated for 1 round, after which he returns to his normal, non-nauseated staggered condition. While focusing his thoughts, Liebdaga is considered flat-footed. Tenacious Soul (Su) As an infernal duke, Liebdaga possesses an additional power beyond most pit fiends-his tenacious soul. This grants Liebdaga complete immunity to mindaffecting effects, but more impressively it allows him to recover from even the most devastating of wounds. If reduced to -25 hit points, the pit fiend dies, but a smoky, ghostly devilish form rises from his wounds-the pit fiend's soul. On the pit fiend's next action, his soul targets the body with a breath of life spell effect (CL 12th), healing the downed pit fiend 5d8+12 points of damage. If this healing brings his hit point total back up to -25 or higher, his fast healing kicks in-if it restores him to positive hit points, he revives and can continue to fight. If his soul is unable to restore the body to at least -25 hit points, the pit fiend is truly dead. At this point, the soul shrieks in frustration and rage-all creatures within 30 feet must make a DC 19 Will save or suffer 1d6 points of Charisma damage from this soul-shattering, madness-inducing howl (the save DC is Charisma-based), after which Liebdaga's soul moves on to Hell and must begin anew as a mass of mindless lemures- this effectively ends Liebdaga for good, preventing him not only from returning to Westcrown to seek revenge, but from ever returning to power in Hell itself.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Liebdaga the Twin</p><p class="alignright">CR 12</p><div style="clear: both;"></div></div><div><h5><b>XP </b>19,200</h5><h5>Male weakened pit fiend duke (Pathfinder RPG Bestiary 80)</h5><h5>LE Large outsider (devil, evil, extraplanar, lawful)</h5><h5><b>Init </b>+8; <b>Senses </b>darkvision 60 ft., see in darkness; Perception +16</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>28, touch 13, flat-footed 24 (+4 Dex, +15 natural, -1 size)</h5><h5><b>hp </b>137 (13d10+91); fast healing 5</h5><h5><b>Fort </b>+10, <b>Ref </b>+3, <b>Will </b>+10</h5><h5><b>Defensive Abilities </b>tenacious soul; <b>DR </b>10/good or silver Immune fire, poison; <b>Resist </b>acid 10, cold 10; <b>SR </b>22</h5><h5><b>Weaknesses </b>negative levels, staggered</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>2 claws +15 (2d8+8), 2 wings +10 (2d6+4), bite +15 (4d6+8 plus poison and disease), tail +15 (2d8+8 plus grab)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>constrict 2d8+12, devil shaping,</h5><h5><b>Spell-Like Abilities</b> (CL 11th; concentration +9)</br>At Will&mdash;<i>greater scrying</i> (DC 20)</br>1/day&mdash;<i>fireball</i> (DC 16),<i> greater dispel magic</i>,<i> scorching ray</i>, <i>wall of fire</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Liebdaga opens combat by casting fireball at the densest group of PCs. On the second round of combat, he takes a round to focus his thoughts so that on the third round of combat he can make a full attack action. He repeats these tactics, saving his spell-like abilities to use against foes if he can't engage them in melee.</h5><h5><b>Morale </b>Liebdaga has no choice as long as he remains imprisoned or bound to area F37, and fights to the death as a result.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 27, <b>Dex</b> 19, <b>Con</b> 25, <b>Int</b> 16, <b>Wis</b> 20, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+13; <b>CMB </b>+17; <b>CMD </b>31</h5><h5><b>Feats </b>Cleave, Great Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike</h5><h5><b>Skills </b>Bluff +14, Diplomacy +14, Fly -5, Intimidate +14, Knowledge (arcana) +14, Knowledge (planes) +14, Knowledge (religion) +11, Perception +16, Sense Motive +16, Spellcraft +14</h5><h5><b>Languages </b>Celestial, Common, Draconic, Infernal; telepathy 100 ft.</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Negative Levels (Ex)</b> Every cooling chamber the PCs shut down imparts a permanent negative level upon Liebdaga. This stat block assumes that all five cooling chambers are shut down, and that the pit fiend has five permanent negative levels. You should adjust his stats as appropriate if this is not the case.</h5><h5><b> Staggered (Ex)</b> Liebdaga is staggered, but as a standard action, he can focus his thoughts so that on the round immediately following he can act as if not staggered. The round after he acts as if not staggered, he becomes nauseated for 1 round, after which he returns to his normal, non-nauseated staggered condition. While focusing his thoughts, Liebdaga is considered flat-footed. </h5><h5><b>Tenacious Soul (Su)</b> As an infernal duke, Liebdaga possesses an additional power beyond most pit fiends-his tenacious soul. This grants Liebdaga complete immunity to mindaffecting effects, but more impressively it allows him to recover from even the most devastating of wounds. If reduced to -25 hit points, the pit fiend dies, but a smoky, ghostly devilish form rises from his wounds-the pit fiend's soul. On the pit fiend's next action, his soul targets the body with a breath of life spell effect (CL 12th), healing the downed pit fiend 5d8+12 points of damage. If this healing brings his hit point total back up to -25 or higher, his fast healing kicks in-if it restores him to positive hit points, he revives and can continue to fight. If his soul is unable to restore the body to at least -25 hit points, the pit fiend is truly dead. At this point, the soul shrieks in frustration and rage-all creatures within 30 feet must make a DC 19 Will save or suffer 1d6 points of Charisma damage from this soul-shattering, madness-inducing howl (the save DC is Charisma-based), after which Liebdaga's soul moves on to Hell and must begin anew as a mass of mindless lemures- this effectively ends Liebdaga for good, preventing him not only from returning to Westcrown to seek revenge, but from ever returning to power in Hell itself.</h5></div>
Male
Liebdaga opens combat by casting fireball at the densest group of PCs. On the second round of combat, he takes a round to focus his thoughts so that on the third round of combat he can make a full attack action. He repeats these tactics, saving his spell-like abilities to use against foes if he can't engage them in melee.
Liebdaga has no choice as long as he remains imprisoned or bound to area F37, and fights to the death as a result.
0000000adult043900000
53
Zol109600half-orc
barbarian 1/monk 10
LEMediumhumanoid3
darkvision 60 ft.; Perception +16
25, touch 20, flat-footed 21
(+1 armor, +2 deflection, +3 Dex, +1 dodge, +2 monk, +4 natural, +2 Wis)
90
(11 HD; 1d12+10d8+33)
Fort +11, Ref +10, Will +11; +2 vs. enchantments
111011
+2 vs. enchantments
improved evasion, orc ferocity, slow fall 50 ft.
disease70 ft.
flurry of blows +13/+13/+8/+8 (1d10+4/19-20)
5 ft.5 ft.
ki pool (9 points), Stunning Fist 10/day (DC 17)
Str 18, Dex 16, Con 14, Int 10, Wis 14, Cha 8
8
+12 (+14 trip)
33 (35 vs. trip)
Dodge, Combat Reflexes, Extra Ki, Improved Critical (unarmed strike), Improved Trip, Improved Unarmed Strike, Iron Will, Step Up, Stunning Fist, Toughness, Vital Strike, Weapon Focus (unarmed strike)
Acrobatics +17 (+27 jump), Climb +18, Intimidate +15, Perception +16, Stealth +16
Common, Orc
high jump, maneuver training, orc blood
AP 280
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Zol</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Male half-orc barbarian 1/ monk 10</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+3; <b>Senses </b>darkvision 60 ft.; Perception +16</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>25, touch 20, flat-footed 21 (+1 armor, +2 deflection, +3 Dex, +1 dodge, +2 monk, +4 natural, +2 Wis)</h5><h5><b>hp </b>90 (11 HD; 1d12+10d8+33)</h5><h5><b>Fort </b>+11, <b>Ref </b>+10, <b>Will </b>+11; +2 vs. enchantments</h5><h5><b>Defensive Abilities </b>improved evasion, orc ferocity, slow fall 50 ft.; <b>Immune </b>disease</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>70 ft.</h5><h5><b>Melee </b>flurry of blows +13/+13/+8/+8 (1d10+4/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>ki pool (9 points), Stunning Fist 10/day (DC 17)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Zol moves in to fight foes in melee, spending a ki point each round to increase his AC by +4 but leaving his last point unspent for emergencies.</h5><h5><b>Morale </b>Zol fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 16, <b>Con</b> 14, <b>Int</b> 10, <b>Wis</b> 14, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+12 (+14 trip); <b>CMD </b>33 (35 vs. trip)</h5><h5><b>Feats </b>Dodge, Combat Reflexes, Extra Ki, Improved Critical (unarmed strike), Improved Trip, Improved Unarmed Strike, Iron Will, Step Up, Stunning Fist, Toughness, Vital Strike, Weapon Focus (unarmed strike)</h5><h5><b>Skills </b>Acrobatics +17 (+27 jump), Climb +18, Intimidate +15, Perception +16, Stealth +16</h5><h5><b>Languages </b>Common, Orc</h5><h5><b>SQ </b>high jump, maneuver training, orc blood</h5><h5><b>Combat Gear </b><i>potion of barkskin +4 </i>(2); <b>Other Gear </b><i><i>belt of physical might +2 (Str/Con)</i></i>, <i>bracers of armor +1</i>, <i>ring of protection +2</i></h5></div>
Male
Zol moves in to fight foes in melee, spending a ki point each round to increase his AC by +4 but leaving his last point unspent for emergencies.
Zol fights to the death.
potion of barkskin +4 (2)
belt of physical might +2 (Str/Con), bracers of armor +1, ring of protection +2
0000000adult044000000
54
Maven Mosslight
109600humansorcerer 9NEMediumundead
(augmented humanoid, incorporeal)
7
darkvision 60 ft.; Perception +21
19, touch 19, flat-footed 15
(+3 Dex, +1 dodge, +5 deflection)
94(9d6+63)
Fort +8, Ref +8, Will +7
887
channel resistance +4, incorporeal, rejuvenation
undead traits
cold 20
fly 30 ft. (perfect)
corrupting touch +7 (10d6, Fort DC 19 half )
elemental ray +7 (1d6+4 cold)
5 ft.5 ft.
elemental blast, telekinesis (CL 12th, Will DC 19)
Bloodline Spell-Like Abilities (CL 9th) 8/day-elemental ray 1/day-elemental blast
Spells Known (CL 9th) 4th (5/day)-bestow curse (DC 19), elemental body*, solid fog 3rd (7/day)-protection from energy, ray of exhaustion (DC 18), stinking cloud (DC 18), water breathing 2nd (7/day)-command undead (DC 17), gust of wind (DC 17), invisibility (DC 17), scorching ray*, summon swarm 1st (8/day)-animate rope, burning hands* (DC 16), cause fear (DC 16), hold portal, sleep (DC 16), silent image (DC 16) 0-acid splash, bleed (DC 15), dancing lights, detect magic, ghost sound (DC 15), open/close, message, prestidigitation
Str -, Dex 16, Con -, Int 12, Wis 13, Cha 21
4423
Combat Casting, Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Toughness
Bluff +12, Fly +8, Intimidate +14, Knowledge (arcana) +7, Knowledge (local) +2, Knowledge (nature) +9, Knowledge (nobility) +6, Perception +21, Stealth +15
+8 Perception, +8 Stealth
Common, Hallit
grave trappings
Classic Horrors
0
Corrupting Touch (Su) By passing part of its incorporeal body through a foe's body as a standard action, Maven inflicts 10d6 damage. This damage is not negative energy-it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC 19) halves the damage inflicted. Grave Trappings (Su) Maven bears a ghostly lantern that sheds an unnerving glow. This light functions like a candle of invocation, causing all evil creatures that come within 30 feet of Maven to gain a +2 morale bonus on attack rolls, saving throws, and skill checks. Once per day she can use the candle to summon 1d4 will-o'-wisps. Maven can interact with the lantern as though it were incorporeal. If Maven is destroyed, the lantern is destroyed as well, and reforms with her upon rejuvenating. Rejuvenation (Su) If "destroyed" through combat, Maven restores herself in 2d4 days. She can only be put to rest if her sunken, fish-eaten remains and the richly interred corpse of Lady Sylnia Whitchaste have their places swapped. Telekinesis (Su) Maven can use telekinesis as a standard action once every 1d4 rounds (caster level 12th).
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Maven Mosslight</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Female human ghost sorcerer 9</h5><h5>NE Medium undead (augmented humanoid, incorporeal)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +21</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 19, flat-footed 15 (+3 Dex, +1 dodge, +5 deflection)</h5><h5><b>hp </b>94 (9d6+63)</h5><h5><b>Fort </b>+8, <b>Ref </b>+8, <b>Will </b>+7</h5><h5><b>Defensive Abilities </b>channel resistance +4, incorporeal, rejuvenation; <b>Immune </b>undead traits; <b>Resist </b>cold 20</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>fly 30 ft. (perfect)</h5><h5><b>Melee </b>corrupting touch +7 (10d6, Fort DC 19 half )</h5><h5><b>Ranged </b>elemental ray +7 (1d6+4 cold)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>elemental blast, telekinesis (CL 12th, Will DC 19)</h5><h5><b>Bloodline Spell-Like Abilities</b> (CL 9th)</br>8/day&mdash;<i>elemental ray</i></br>1/day&mdash;<i>elemental blast</i></h5></h5><h5><b>Spells Known</b> (CL 9th)</br>4th (5/day)&mdash;<i>bestow curse</i> (DC 19),<i> elemental body*</i>,<i> solid fog</i></br>3rd (7/day)&mdash;<i>protection from energy</i>, <i>ray of exhaustion</i> (DC 18), <i>stinking cloud</i> (DC 18),<i> water breathing</i></br>2nd (7/day)&mdash;<i>command undead</i> (DC 17), <i>gust of wind</i> (DC 17), <i>invisibility</i> (DC 17),<i> scorching ray*</i>,<i> summon swarm</i></br>1st (8/day)&mdash;<i>animate rope</i>, <i>burning hands*</i> (DC 16), <i>cause fear</i> (DC 16),<i> hold portal</i>, <i>sleep</i> (DC 16), silent<i> image</i> (DC 16)</br>0&mdash;<i>acid splash</i>, <i>bleed</i> (DC 15),<i> dancing lights</i>,<i> detect magic</i>, <i>ghost sound</i> (DC 15),<i> open/close</i>,<i> message</i>, <i>prestidigitation</i></h5></h5><h5>* These spells deal cold damage and have the water subtype.</h5><h5><b>Bloodline </b>elemental (water)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> -, <b>Dex</b> 16, <b>Con</b> -, <b>Int</b> 12, <b>Wis</b> 13, <b>Cha</b> 21</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+4; <b>CMD </b>23</h5><h5><b>Feats </b>Combat Casting, Dodge, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Toughness</h5><h5><b>Skills </b>Bluff +12, Fly +8, Intimidate +14, Knowledge (arcana) +7, Knowledge (local) +2, Knowledge (nature) +9, Knowledge (nobility) +6, Perception +21, Stealth +15; <b>Racial Modifiers </b>+8 Perception, +8 Stealth</h5><h5><b>Languages </b>Common, Hallit</h5><h5><b>SQ </b>grave trappings</h5><h5><b>Combat Gear </b>lantern of souls (grave trappings)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Corrupting Touch (Su)</b> By passing part of its incorporeal body through a foe's body as a standard action, Maven inflicts 10d6 damage. This damage is not negative energy-it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC 19) halves the damage inflicted. </h5><h5><b>Grave Trappings (Su)</b> Maven bears a ghostly lantern that sheds an unnerving glow. This light functions like a candle of invocation, causing all evil creatures that come within 30 feet of Maven to gain a +2 morale bonus on attack rolls, saving throws, and skill checks. Once per day she can use the candle to summon 1d4 will-o'-wisps. Maven can interact with the lantern as though it were incorporeal. If Maven is destroyed, the lantern is destroyed as well, and reforms with her upon rejuvenating. </h5><h5><b>Rejuvenation (Su)</b> If "destroyed" through combat, Maven restores herself in 2d4 days. She can only be put to rest if her sunken, fish-eaten remains and the richly interred corpse of Lady Sylnia Whitchaste have their places swapped. </h5><h5><b>Telekinesis (Su)</b> Maven can use telekinesis as a standard action once every 1d4 rounds (caster level 12th).</h5></div>
Female
elemental (water)
lantern of souls (grave trappings)
0000000ghost
* These spells deal cold damage and have the water subtype.
adult044600000
55
Evehxa, Derro Magister
83200derrosorcerer 6
Pathfinder RPG Bestiary 70
CESmallhumanoid4
darkvision 60 ft.; Perception +6
21, touch 16, flat-footed +7
(+3 armor, +1 deflection, +4 Dex, +2 natural, +1 size)
70
(9 HD; 3d8+6d6+36)
Fort +7, Ref +7, Will +14
771414
susceptible to sunlight
20 ft.
+1 aklys +11 (1d6)
+1 aklys +11 (1d6)
5 ft.
5 ft. (10 ft. with melee touch attacks)
bloodline arcana (increase polymorph subschool duration by 50%); sneak attack +1d6
Derro Spell-Like Abilities (CL 3rd) At will-darkness, ghost sound (DC 16) 1/day-daze (DC 16), sound burst (DC 18) Bloodline Spell-Like Ability (CL 6th; +10 ranged touch) 9/day-acidic ray (30 ft., 1d6+3 acid damage)
Spells Known (CL 6th; +10 ranged touch) 3rd (4/day)-hold person (DC 19) 2nd (7/day)-alter self, invisibility, see invisibility 1st (8/day)-charm person (DC 17), enlarge person, hypnotism (DC 17), ray of enfeeblement, shield 0 (at will)-acid splash, bleed (DC 16) detect magic, dancing lights, mage hand, message
Str 9, Dex 18, Con 18, Int 14, Wis 5, Cha 22
5317
Arcane Armor Training, Brew Potion, Derro Magic, Derro Magister, Eschew Materials, Weapon Finesse
Craft (alchemy) +14, Heal +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Perception +6, Spellcraft +7, Stealth +17
Aklo, Common, Terran, Undercommon
long limbs, madness, poison use
Classic Horrors
0
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma. Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Evehxa, Derro Magister</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Female derro sorcerer 6 (Pathfinder RPG Bestiary 70)</h5><h5>CE Small humanoid </h5><h5><b>Init </b>+4; <b>Senses </b>darkvision 60 ft.; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 16, flat-footed +7 (+3 armor, +1 deflection, +4 Dex, +2 natural, +1 size)</h5><h5><b>hp </b>70 (9 HD; 3d8+6d6+36)</h5><h5><b>Fort </b>+7, <b>Ref </b>+7, <b>Will </b>+14</h5><h5><b>SR </b>14</h5><h5><b>Weaknesses </b>susceptible to sunlight</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b><i>+1 aklys</i> +11 (1d6)</h5><h5><b>Ranged </b><i>+1 aklys</i> +11 (1d6)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft. (10 ft. with melee touch attacks)</h5><h5><b>Special Attacks </b>bloodline arcana (increase polymorph subschool duration by 50%); sneak attack +1d6</h5><h5><b>Derro Spell-Like Abilities</b> (CL 3rd)</br>At will&mdash;<i>darkness</i>, <i>ghost sound</i> (DC 16)</br>1/day&mdash;<i>daze</i> (DC 16), <i>sound burst</i> (DC 18)</br></h5><h5><b>Bloodline Spell-Like A<i>bility</b></i> (CL 6th; +10 ranged touch)</br>9/day&mdash;<i>acidic ray</i> (30 ft., 1d6+3 acid damage)</h5></h5><h5><b>Spells Known</b> (CL 6th; +10 ranged touch)</br>3rd (4/day)&mdash;<i>hold person</i> (DC 19)</br>2nd (7/day)&mdash;<i>alter self</i>,<i> invisibility</i>, see<i> invisibility</i></br>1st (8/day)&mdash;<i>charm person</i> (DC 17),<i> enlarge person</i>, <i>hypnotism</i> (DC 17),<i> ray of enfeeblement</i>,<i> shield</i></br>0 (at will)&mdash;<i>acid splash</i>, <i>bleed</i> (DC 16) detect magic,<i> dancing lights</i>,<i> mage hand</i>, <i>message</i></h5></h5><h5><b>Bloodline </b>aberrant</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 9, <b>Dex</b> 18, <b>Con</b> 18, <b>Int</b> 14, <b>Wis</b> 5, <b>Cha</b> 22</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+3; <b>CMD </b>17</h5><h5><b>Feats </b>Arcane Armor Training, Brew Potion, Derro Magic, Derro Magister, Eschew Materials, Weapon Finesse</h5><h5><b>Skills </b>Craft (alchemy) +14, Heal +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Perception +6, Spellcraft +7, Stealth +17</h5><h5><b>Languages </b>Aklo, Common, Terran, Undercommon</h5><h5><b>SQ </b>long limbs, madness, poison use</h5><h5><b>Combat Gear </b>cytillesh extract (2 doses); <b>Other Gear </b><i><i>+1 leather armor</i></i>, <i><i>+1 aklys</i></i>, handy haversack, <i>ring of protection +1</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Madness (Ex)</b> Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.</h5><h5><b> Poison Use (Ex)</b> Derros are not at risk of poisoning themselves when handling poison.</h5><h5><b> Vulnerability to Sunlight (Ex)</b> A derro takes 1 point of Con damage after every hour it is exposed to sunlight.</h5></div>
Femaleaberrant
cytillesh extract (2 doses)
+1 leather armor, +1 aklys, handy haversack, ring of protection +1
0000000adult044700000
56
The Beast of Lepidstadt
1325600Flesh golembarbarian 6NLargeconstruct-1
low-light vision, darkvision 60 ft.; Perception +1
23, touch 6, flat-footed 23
(+5 armor, -1 Dex, +12 natural, -2 rage, -1 size)
118
(9d10+6d12+30)
Fort +8, Ref +4, Will +10
8410
improved uncanny dodge, trap sense +2
5/adamantine
construct traits, magic
open mind40 ft.
ogre hook +21/+16/+11 (3d6+7/x3) or 2 slams +21 (2d8+7 plus 1d6 electricity)
double crossbow +12 (2d6/19-20 plus 2d6)
10 ft.10 ft.
berserk, knockback, rage (14 rounds/day), rage powers (knockback, moment of clarity, renewed vigor [1d8+2 hp])
Str 25, Dex 9, Con -, Int 7, Wis 11, Cha 12
15
+23 (+25 bull rush)
32 (34 vs. bull rush)
Cleave, Exotic Weapon Proficiency (double crossbow), Improved Bull Rush, Improved Iron Will, Intimidating Prowess, Iron Will, Power Attack, Skill Focus (Stealth)
Disguise +8, Intimidate +18 (+22 against Medium or smaller creatures), Perception +1, Stealth +7
Common
fast movement, moment of clarity, renewed vigor (1/day; 1d8)
Classic Horrors
0
Berserk (Ex) When the Beast enters combat, there is a cumulative 5% chance each round that it goes berserk. This increases to 10% per round when using its rage ability. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. It takes 1 minute of inactivity by the golem to reset its berserk chance to 0%. Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. &#8226; A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save). &#8226; A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage. Knockback (Ex) The Beast can make one free bull rush attempt against one target hit in melee this round. The Beast does not need to move back with the target if successful. This power is used as an immediate action after the attack roll is made. Open Mind (Ex) Unlike other constructs, the Beast is susceptible to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Rage (Ex) The Beast does not gain a bonus to its Constitution while in a rage, nor does it gain any extra hit points. Likewise, it is not fatigued after rage.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">The Beast of Lepidstadt</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>Flesh golem barbarian 6</h5><h5>N Large construct </h5><h5><b>Init </b>-1; <b>Senses </b>low-light vision, darkvision 60 ft.; Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 6, flat-footed 23 (+5 armor, -1 Dex, +12 natural, -2 rage, -1 size)</h5><h5><b>hp </b>118 (9d10+6d12+30)</h5><h5><b>Fort </b>+8, <b>Ref </b>+4, <b>Will </b>+10</h5><h5><b>Defensive Abilities </b>improved uncanny dodge, trap sense +2; <b>DR </b>5/adamantine; <b>Immune </b>construct traits, magic</h5><h5><b>Weaknesses </b>open mind</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>ogre hook +21/+16/+11 (3d6+7/x3) or 2 slams +21 (2d8+7 plus 1d6 electricity)</h5><h5><b>Ranged </b>double crossbow +12 (2d6/19-20 plus 2d6)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>berserk, knockback, rage (14 rounds/day), rage powers (knockback, moment of clarity, renewed vigor [1d8+2 hp])</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>The Beast tries to avoid combat if at all possible, unless hunting a particular foe.</h5><h5><b>During Combat </b>The Beast begins by attempting to demoralize its target before attacking with its ogre hook. If faced with multiple opponents or ones who seem able to bypass its damage reduction, the Beast rages. While raging or berserk, the Beast has little grasp of tactics, pummeling a single enemy with its fists until it stops moving.</h5><h5><b>Morale </b>With no way to heal itself except its renewed vigor rage power, the Beast flees from battle if reduced to less than half its hit points. If berserk, the Beast fights until destroyed.</h5><h5><b>Base Statistics </b>When not raging, the Beast's statistics are as follows: AC 25, touch 8, flat-footed 25; Will +8; Melee ogre hook +19/+14/+9 (3d6+5/x3) or 2 slams +19 (2d8+5 plus 1d6 electricity); Str 21; CMB +21 (+23 bull rush); CMD 30 (32 vs. bull rush); Skills Intimidate +16 (+20 against Medium or smaller creatures)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 25, <b>Dex</b> 9, <b>Con</b> -, <b>Int</b> 7, <b>Wis</b> 11, <b>Cha</b> 12</h5><h5><b>Base Atk </b>+15; <b>CMB </b>+23 (+25 bull rush); <b>CMD </b>32 (34 vs. bull rush)</h5><h5><b>Feats </b>Cleave, Exotic Weapon Proficiency (double crossbow), Improved Bull Rush, Improved Iron Will, Intimidating Prowess, Iron Will, Power Attack, Skill Focus (Stealth)</h5><h5><b>Skills </b>Disguise +8, Intimidate +18 (+22 against Medium or smaller creatures), Perception +1, Stealth +7</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>fast movement, moment of clarity, renewed vigor (1/day; 1d8)</h5><h5><b>Combat Gear </b>battered masterwork breastplate, double crossbow (see Pathfinder Chronicles Campaign Setting), ogre hook, <i>boots of the mire </i>(see Pathfinder Adventure Path volume #3), <i>cloak of elvenkind</i>, flesh golem manual, shock amulet of mighty fists, ragged and torn explorer's outfit, headless doll, tattered book of Taldan poetry, aquamarine worth 100 gp.</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Berserk (Ex)</b> When the Beast enters combat, there is a cumulative 5% chance each round that it goes berserk. This increases to 10% per round when using its rage ability. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. It takes 1 minute of inactivity by the golem to reset its berserk chance to 0%.</h5><h5><b> Immunity to Magic (Ex)</b> A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. &#8226; A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save). &#8226; A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.</h5><h5><b> Knockback (Ex)</b> The Beast can make one free bull rush attempt against one target hit in melee this round. The Beast does not need to move back with the target if successful. This power is used as an immediate action after the attack roll is made.</h5><h5><b> Open Mind (Ex)</b> Unlike other constructs, the Beast is susceptible to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).</h5><h5><b> Rage (Ex)</b> The Beast does not gain a bonus to its Constitution while in a rage, nor does it gain any extra hit points. Likewise, it is not fatigued after rage.</h5></div>
The Beast tries to avoid combat if at all possible, unless hunting a particular foe.
The Beast begins by attempting to demoralize its target before attacking with its ogre hook. If faced with multiple opponents or ones who seem able to bypass its damage reduction, the Beast rages. While raging or berserk, the Beast has little grasp of tactics, pummeling a single enemy with its fists until it stops moving.
With no way to heal itself except its renewed vigor rage power, the Beast flees from battle if reduced to less than half its hit points. If berserk, the Beast fights until destroyed.
battered masterwork breastplate, double crossbow (see Pathfinder Chronicles Campaign Setting), ogre hook, boots of the mire (see Pathfinder Adventure Path volume #3), cloak of elvenkind, flesh golem manual, shock amulet of mighty fists, ragged and torn explorer's outfit, headless doll, tattered book of Taldan poetry, aquamarine worth 100 gp.
0000000
When not raging, the Beast's statistics are as follows: AC 25, touch 8, flat-footed 25; Will +8; Melee ogre hook +19/+14/+9 (3d6+5/x3) or 2 slams +19 (2d8+5 plus 1d6 electricity); Str 21; CMB +21 (+23 bull rush); CMD 30 (32 vs. bull rush); Skills Intimidate +16 (+20 against Medium or smaller creatures)
adult044800000
57
Ajekrith, the Nightwing Snat cher
84800gargoylerogue 4CEMedium
monstrous humanoid
(earth)9
darkvision 60 ft.; Perception +12
21, touch 16, flat-footed 21
(+1 armor, +1 deflection, +5 Dex, +4 natural)
63
(5d10+4d8+18)
Fort +4, Ref +13, Will +5
4135
evasion, trap sense +1, uncanny dodge
10/magic
40 ft., fly 60 ft. (average)
2 claws +13 (1d6+5), bite +13 (1d4+5), gore +13 (1d4+5)
5 ft.5 ft.
bleeding attack, sneak attack +2d6, surprise attacks
Str 18, Dex 20, Con 14, Int 9, Wis 10, Cha 8
81228
Flyby Attack, Hover, Improved Initiative, Skill Focus (Fly), Skill Focus (Stealth)
Acrobatics +13 (+17 to jump), Bluff +7, Escape Artist +13, Fly +20, Intimidate +7, Knowledge (local) +6, Perception +12, Stealth +21 (+27 in stony areas)
+2 Stealth (+6 in stony and urban areas)
Common, Terran
freeze, trapfinding
Classic Horrors
0
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ajekrith, the Nightwing Snat cher</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Male gargoyle rogue 4</h5><h5>CE Medium monstrous humanoid (earth)</h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 16, flat-footed 21 (+1 armor, +1 deflection, +5 Dex, +4 natural)</h5><h5><b>hp </b>63 (5d10+4d8+18)</h5><h5><b>Fort </b>+4, <b>Ref </b>+13, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>evasion, trap sense +1, uncanny dodge; <b>DR </b>10/magic</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., fly 60 ft. (average)</h5><h5><b>Melee </b>2 claws +13 (1d6+5), bite +13 (1d4+5), gore +13 (1d4+5)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>bleeding attack, sneak attack +2d6, surprise attacks</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Ajekrith enjoys perching among carved stone gargoyles and other city decorations, blending in and observing all who pass by. He sometimes waits above an alley or entrance to a spooky church, relying on stealth to give him an advantage against an unsuspecting victim.</h5><h5><b>During Combat </b>Ajekrith prefers to ambush lone prey, silently tracking his target from above. When a choice moment presents itself, he swoops down with a flyby sneak attack. Once a victim is bleeding, Ajekrith pulls back and follows his prey from a distance until it collapses from blood loss. Against foes who fight back, Ajekrith uses Flyby Attack to stay out of range of his opponents' weapons. He only lands to make full attacks if he thinks he can quickly put an opponent out of commission.</h5><h5><b>Morale </b>Ajekrith flees if reduced to below 20 hit points, to nurse his wounds and plot his revenge.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 20, <b>Con</b> 14, <b>Int</b> 9, <b>Wis</b> 10, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+12; <b>CMD </b>28</h5><h5><b>Feats </b>Flyby Attack, Hover, Improved Initiative, Skill Focus (Fly), Skill Focus (Stealth)</h5><h5><b>Skills </b>Acrobatics +13 (+17 to jump), Bluff +7, Escape Artist +13, Fly +20, Intimidate +7, Knowledge (local) +6, Perception +12, Stealth +21 (+27 in stony areas); <b>Racial Modifiers </b>+2 Stealth (+6 in stony and urban areas)</h5><h5><b>Languages </b>Common, Terran</h5><h5><b>SQ </b>freeze, trapfinding</h5><h5><b>Combat Gear </b><i><i>amulet of mighty fists +1</i></i>, <i>bracers of armor +1</i>, <i>ring of protection +1</i>, masterwork thieves' tools, 1,274 gp worth of coins, gems, and jewelry</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Freeze (Ex)</b> A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.</h5></div>
Male
Ajekrith enjoys perching among carved stone gargoyles and other city decorations, blending in and observing all who pass by. He sometimes waits above an alley or entrance to a spooky church, relying on stealth to give him an advantage against an unsuspecting victim.
Ajekrith prefers to ambush lone prey, silently tracking his target from above. When a choice moment presents itself, he swoops down with a flyby sneak attack. Once a victim is bleeding, Ajekrith pulls back and follows his prey from a distance until it collapses from blood loss. Against foes who fight back, Ajekrith uses Flyby Attack to stay out of range of his opponents' weapons. He only lands to make full attacks if he thinks he can quickly put an opponent out of commission.
Ajekrith flees if reduced to below 20 hit points, to nurse his wounds and plot his revenge.
amulet of mighty fists +1, bracers of armor +1, ring of protection +1, masterwork thieves' tools, 1,274 gp worth of coins, gems, and jewelry
0000000adult044900000
58
Ehrimun1438400ghoul
necromancer 14
CEMediumundead5
darkvision 60 ft., life sight 20 ft. (14 rounds/day); Perception +22
24, touch 18, flat-footed 18
(+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural)
152
(16 HD; 2d8+14d6+94)
Fort +10, Ref +11, Will +17
101117
channel resistance +2
30 ft.
bite +13 (1d6+1 plus disease and paralysis), 2 claws +13 (1d6+1 plus paralysis)
5 ft.5 ft.
power over undead 8/day (DC 21), paralysis (1d4+1 rounds, DC 15, elves are immune)
Necromancer Spell-Like Abilities (CL 14th) 8/day-grave touch
Spells Known (CL 14th) 7th-quickened dispel magic, finger of death (DC 24) 6th-circle of death (DC 23), quickened false life, summon monster IV 5th-magic jar (DC 22), quickened shield, teleport, telekinesis (DC 20), waves of fatigue 4th-arcane eye, black tentacles, contagion (DC 21), fear (DC 21), stoneskin, summon monster IV 3rd-dispel magic, fireball (DC 18), gaseous form, haste, stinking cloud (DC 18), vampiric touch 2nd-acid arrow, blindness/deafness (DC 19), cat's grace, detect thoughts (DC 17), extended mage armor (already cast), resist energy 1st-chill touch, expeditious retreat, feather fall, grease (DC 16), obscuring mist, protection from good, reduce person (DC 16) 0 (at will)-bleed (DC 17), detect magic, light, mage hand, read magic
Str 13, Dex 20, Con -, Int 20, Wis 16, Cha 18
8933
Arcane Strike, Combat Casting, Command Undead, Defensive Combat Training, Dodge, Extend Spell, Greater Spell Focus (necromancy), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness, Weapon Finesse
Acrobatics +6, Climb +6, Fly +17, Intimidate +10, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (religion) +24, Linguistics +14, Perception +22, Spellcraft +24, Stealth +23
Abyssal, Aklo, Common, Dwarven, Elven, Gnome, Goblin, Gug, Necril, Orvian, Osiriani, Undercommon
contingency
Classic Horrors
0
Arcane Bond Ehrimun's staff is a unique magic item, capped with the skulls of several halflings and a rune-etched nightmare's skull. It allows the use of the following spells: magic missile (1 charge), ray of enfeeblement (1 charge), ray of exhaustion (2 charges), dimension door (3 charges), and enervation (3 charges). Contingency If Ehrimun is reduced to 20 or fewer hit points, a dimension door spell activates and removes him from battle.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ehrimun</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>Male ghoul necromancer 14</h5><h5>CE Medium undead </h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., life sight 20 ft. (14 rounds/day); Perception +22</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural)</h5><h5><b>hp </b>152 (16 HD; 2d8+14d6+94)</h5><h5><b>Fort </b>+10, <b>Ref </b>+11, <b>Will </b>+17</h5><h5><b>Defensive Abilities </b>channel resistance +2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +13 (1d6+1 plus disease and paralysis), 2 claws +13 (1d6+1 plus paralysis)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>power over undead 8/day (DC 21), paralysis (1d4+1 rounds, DC 15, elves are immune)</h5><h5><b>Necromancer Spell-Like Abilities</b> (CL 14th)</br>8/day&mdash;<i>grave touch</i></h5></h5><h5><b>Spells Known</b> (CL 14th)</br>7th&mdash;quickened<i> <i>dispel magic</i></i>, <i>finger of death</i> (DC 24)</br>6th&mdash;<i>circle of death</i> (DC 23), quickened false life,<i><i> summon monster IV</i></i></br>5th&mdash;<i>magic jar</i> (DC 22), quickened shield,<i> teleport</i>, <i>telekinesis</i> (DC 20),<i> waves of fatigue</i></br>4th&mdash;<i>arcane eye</i>,<i> black tentacles</i>, <i>contagion</i> (DC 21), <i>fear</i> (DC 21),<i> stoneskin</i>,<i><i> summon monster IV</i></i></br>3rd&mdash;<i>dispel magic</i>, <i>fireball</i> (DC 18),<i> gaseous form</i>,<i> haste</i>, <i>stinking cloud</i> (DC 18),<i> vampiric touch</i></br>2nd&mdash;<i>acid arrow</i>, <i>blindness/deafness</i> (DC 19),<i> cat's grace</i>, <i>detect thoughts</i> (DC 17), extended<i> mage armor</i> (already cast),<i> resist energy</i></br>1st&mdash;<i>chill touch</i>,<i> expeditious retreat</i>,<i> feather fall</i>, <i>grease</i> (DC 16),<i> obscuring mist</i>,<i> protection from good</i>, <i>reduce person</i> (DC 16)</br>0 (at will)&mdash;<i>bleed</i> (DC 17),<i> detect magic</i>,<i> light</i>,<i> mage hand</i>, <i>read magic</i></h5></h5><h5><b>Prohibited Schools </b>enchantment, illusion</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Ehrimun summons a minion and casts stoneskin, cat's grace, and protection from good.</h5><h5><b>During Combat </b>Ehrimun leads with circle of death to eliminate many foes, then uses area spells to eliminate survivors.</h5><h5><b>Morale </b>Ehrimun relies on his contingency to save him from destruction.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 20, <b>Con</b> -, <b>Int</b> 20, <b>Wis</b> 16, <b>Cha</b> 18</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+9; <b>CMD </b>33</h5><h5><b>Feats </b>Arcane Strike, Combat Casting, Command Undead, Defensive Combat Training, Dodge, Extend Spell, Greater Spell Focus (necromancy), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +6, Climb +6, Fly +17, Intimidate +10, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (religion) +24, Linguistics +14, Perception +22, Spellcraft +24, Stealth +23</h5><h5><b>Languages </b>Abyssal, Aklo, Common, Dwarven, Elven, Gnome, Goblin, Gug, Necril, Orvian, Osiriani, Undercommon</h5><h5><b>SQ </b>contingency</h5><h5><b>Combat Gear </b><i>wand of fly </i>(25 charges); <b>Other Gear </b><i>staff </i>(arcane bond), <i><i>belt of incredible dexterity +2</i></i>, <i>cloak of resistance +2</i>, <i>ring of protection +2</i>, diamond worth 1,500 gp, diamond dust worth 750 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Arcane Bond</b> Ehrimun's staff is a unique magic item, capped with the skulls of several halflings and a rune-etched nightmare's skull. It allows the use of the following spells: magic missile (1 charge), ray of enfeeblement (1 charge), ray of exhaustion (2 charges), dimension door (3 charges), and enervation (3 charges). </h5><h5><b>Contingency</b> If Ehrimun is reduced to 20 or fewer hit points, a dimension door spell activates and removes him from battle.</h5></div>
Male
enchantment, illusion
Ehrimun summons a minion and casts stoneskin, cat's grace, and protection from good.
Ehrimun leads with circle of death to eliminate many foes, then uses area spells to eliminate survivors.
Ehrimun relies on his contingency to save him from destruction.
wand of fly (25 charges)
staff (arcane bond), belt of incredible dexterity +2, cloak of resistance +2, ring of protection +2, diamond worth 1,500 gp, diamond dust worth 750 gp
0000000adult045000000
59
Ulla Jarnrygg109600annis hagsorcerer 9CELarge
monstrous humanoid
7
darkvision 60 ft.; Perception +18
27, touch 13, flat-footed 24
(+4 armor, +1 deflection, +3 Dex, +10 natural, -1 size)
149
(7d10+9d6+80)
Fort +13, Ref +14, Will +13
131413
2/bludgeoning
cold 201740 ft.
bite +18 (1d6+8), 2 claws +18 (1d6+8 plus grab)
ray +13 (by spell)
10 ft.10 ft.
bloodline arcana (change energy damage spells to cold damage), elemental blast (9d6 cold, Reflex half DC 17, 1/day), elemental ray (1d6+4 cold, 6/day), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 7th) 3/day-alter self, fog cloud
Sorcerer Spells Known (CL 8th) 4th (4)-elemental body I, greater invisibility, ice storm 3rd (7)-haste, protection from energy, ray of exhaustion, sleet storm 2nd (7)-bear's endurance, bull's strength, gust of wind (DC 15), scorching ray (cold) 1st (7)-burning hands (cold, DC 14), chill touch (DC 14), mage armor, magic missile, ray of enfeeblement, ventriloquism (DC 14) 0 (at will)-acid splash, bleed (DC 13), dancing lights, detect magic, ghost sound (DC 13), mending, ray of frost, touch of fatigue (DC 13)
Str 27, Dex 16, Con 20, Int 11, Wis 13, Cha 16
112034
Alertness, Blind-Fight, Cleave, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Intimidating Prowess, Lightning Reflexes, Power Attack
Bluff +16, Fly +0, Intimidate +20, Knowledge (arcana) +6, Knowledge (planes) +4, Linguistics +1, Perception +18, Sense Motive +5, Spellcraft +11, Stealth +15
Common, Giant, Hallit, Skald
elemental bloodline (water)
Classic Horrors
0
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ulla Jarnrygg</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Female annis hag sorcerer 9</h5><h5>CE Large monstrous humanoid </h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +18</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>27, touch 13, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +10 natural, -1 size)</h5><h5><b>hp </b>149 (7d10+9d6+80)</h5><h5><b>Fort </b>+13, <b>Ref </b>+14, <b>Will </b>+13</h5><h5><b>DR </b>2/bludgeoning; <b>Resist </b>cold 20; <b>SR </b>17</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>bite +18 (1d6+8), 2 claws +18 (1d6+8 plus grab)</h5><h5><b>Ranged </b>ray +13 (by spell)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>10 ft.</h5><h5><b>Special Attacks </b>bloodline arcana (change energy damage spells to cold damage), elemental blast (9d6 cold, Reflex half DC 17, 1/day), elemental ray (1d6+4 cold, 6/day), rend (2 claws, 2d6+12)</h5><h5><b>Spell-Like Abilities</b> (CL 7th)</br>3/day&mdash;<i>alter self</i>, <i>fog cloud</i></h5></h5><h5><b>Sorcerer Spells Known</b> (CL 8th)</br>4th (4)&mdash;<i>elemental body I</i>, <i>greater invisibility</i>, <i>ice storm</i></br>3rd (7)&mdash;<i>haste</i>, <i>protection from energy</i>, <i>ray of exhaustion</i>, <i>sleet storm</i></br>2nd (7)&mdash;<i>bear's endurance</i>, <i>bull's strength</i>, <i>gust of wind</i> (DC 15), <i>scorching ray</i> (cold)</br>1st (7)&mdash;<i>burning hands</i> (cold, DC 14), <i>chill touch</i> (DC 14), <i>mage armor</i>, <i>magic missile</i>, <i>ray of enfeeblement</i>, <i>ventriloquism</i> (DC 14)</br>0 (at will)&mdash;<i>acid splash</i>, <i>bleed</i> (DC 13), <i>dancing lights</i>, <i>detect magic</i>, <i>ghost sound</i> (DC 13), <i>mending</i>, <i>ray of frost</i>, <i>touch of fatigue</i> (DC 13)</h5></h5><h5><b>Bloodline </b>elemental (water)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Ulla keeps <i>mage armor</i> active at all times, recasting it as needed. When she has time to prepare for combat, Ulla casts <i>bull's strength</i>, <i>bear's endurance</i>, <i>greater invisibility</i>, and <i>haste</i>.</h5><h5><b>During Combat </b>Ulla hits massed foes with area effect spells like <i>ice storm</i> and <i>sleet storm</i>, and targets strong warriors with <i>ray of exhaustion</i> or <i>ray of enfeeblement</i>. She uses <i>scorching ray</i> and <i>magic missile</i> against ranged attackers. Once in melee combat, Ulla combines her <i>haste</i>d claw attacks with <i>chill touch</i>, making use of <i>greater invisibility</i> to cast spells safely before attacking again with surprise. If surrounded by enemies, she makes use of her elemental blast ability.</h5><h5><b>Morale </b>If reduced to below 30 hit points, Ulla casts <i>elemental body I</i> and flees, using <i>fog cloud</i> to cover her escape, returning later to exact revenge on her attackers.</h5><h5><b>Base Statistics </b>Without <i>mage armor</i>, Ulla's stats are as follows: <b>AC</b> 23, touch 13, flat-footed 20.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>27, <b>Dex </b>16, <b>Con </b>20, <b>Int </b> 11, <b>Wis </b>13, <b>Cha </b>16</h5><h5><b>Base Atk </b>+11; <b>CMB </b>+20; <b>CMD </b>34</h5><h5><b>Feats </b>Alertness, Blind-Fight, Cleave, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Intimidating Prowess, Lightning Reflexes, Power Attack</h5><h5><b>Skills </b>Bluff +16, Fly +0, Intimidate +20, Knowledge (arcana) +6, Knowledge (planes) +4, Linguistics +1, Perception +18, Sense Motive +5, Spellcraft +11, Stealth +15</h5><h5><b>Languages </b>Common, Giant, Hallit, Skald</h5><h5><b>SQ </b>elemental bloodline (water)</h5><h5><b>Combat Gear </b><i>potion of cure serious wounds</i> (3), <i>potion of fly</i>; <b>Other Gear </b><i>ring of protection +1</i>, <i>cloak of resistance +1</i>, <i>boots of the winterlands</i>, <i>brooch of shielding</i> (80 charges), large sack, flensing knives, hammer and iron spikes, iron pot, whetstone, block of salt, 300 gp</h5></div>
Female
elemental (water)
Ulla keeps mage armor active at all times, recasting it as needed. When she has time to prepare for combat, Ulla casts bull's strength, bear's endurance, greater invisibility, and haste.
Ulla hits massed foes with area effect spells like ice storm and sleet storm, and targets strong warriors with ray of exhaustion or ray of enfeeblement. She uses scorching ray and magic missile against ranged attackers. Once in melee combat, Ulla combines her hasted claw attacks with chill touch, making use of greater invisibility to cast spells safely before attacking again with surprise. If surrounded by enemies, she makes use of her elemental blast ability.
If reduced to below 30 hit points, Ulla casts elemental body I and flees, using fog cloud to cover her escape, returning later to exact revenge on her attackers.
potion of cure serious wounds (3), potion of fly
ring of protection +1, cloak of resistance +1, boots of the winterlands, brooch of shielding (80 charges), large sack, flensing knives, hammer and iron spikes, iron pot, whetstone, block of salt, 300 gp
0000001
Without mage armor, Ulla's stats are as follows: AC 23, touch 13, flat-footed 20.
Adult045100000
60
Shielseis, Queen of Asps
1112800mummy
cleric 9/aristocrat 2
LEMediumundead6
darkvision 60 ft.; Perception +16
despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 negates)
26, touch 13, flat-footed 23
(+3 armor, +2 Dex, +1 dodge, +10 natural)
199
(19 HD; 8d8+9d8+2d8+114)
Fort +13, Ref +7, Will +20
137205/-
undead traits
vulnerable to fire
20 ft.
slam +21 (1d8+10 plus curse)
5 ft.5 ft.
channel negative energy (5d6, DC 21, 8/day)
Cleric Spells Prepared (CL 9th) 5th-flame strike, greater commandD (DC 20), summon monster V 4th-air walk, discern liesD, inflict critical wounds (DC 19), tongues 3rd-animate dead, bestow curse (DC 18), nondetectionD, speak with dead (DC 18), summon monster III 2nd-enthrallD (DC 17), inflict moderate wounds (2, DC 17), resist energy, spiritual weapon, undetectable alignment 1st-command (DC 16), comprehend languages, doom (DC 16), disguise selfD, divine favor, protection from good, shield of faith 0-bleed (DC 15), create water, detect magic, guidance
Nobility, Trickery
Str 24, Dex 14, Con -, Int 10, Wis 20, Cha 21
132033
Alignment Channel, Command Undead, Deceitful, Dodge, Improved Channel, Improved Initiative, Leadership, Persuasive, Power Attack, Toughness, Weapon Focus (slam)
Bluff +16, Diplomacy +12, Disguise +15, Heal +13, Intimidate +12, Knowledge (religion) +14, Perception +16, Sense Motive +13, Stealth +13
Osiriani
Classic Horrors
0
Despair (Su) All creatures within a 30-foot radius that see Shielseis must make a DC 19 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by her despair ability for 24 hours. This is a paralysis and mindaffecting fear effect. The save DC is Charisma-based. Curse (Su) Mummy Rot: slam-injury; save Fort DC 16; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 Cha; cure -. Mummy rot is both a curse and a disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from the disease cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Shielseis, Queen of Asps</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>Female mummy cleric 9/aristocrat 2</h5><h5>LE Medium undead </h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception +16</h5><h5><b>Aura </b>despair (30 ft., paralyzed for 1d4 rounds, Will DC 19 negates)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>26, touch 13, flat-footed 23 (+3 armor, +2 Dex, +1 dodge, +10 natural)</h5><h5><b>hp </b>199 (19 HD; 8d8+9d8+2d8+114)</h5><h5><b>Fort </b>+13, <b>Ref </b>+7, <b>Will </b>+20</h5><h5><b>DR </b>5/-; <b>Immune </b>undead traits</h5><h5><b>Weaknesses </b>vulnerable to fire</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>slam +21 (1d8+10 plus curse)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>channel negative energy (5d6, DC 21, 8/day)</h5><h5><b>Cleric Spells Prepared</b> (CL 9th)</br>5th&mdash;<i>flame strike</i>, <i>greater <i>command</i></i><sup>D</sup> (DC 20),<i> summon monster V</i></br>4th&mdash;<i>air walk</i>, <i>discern lies</i><sup>D</sup>, <i>inflict critical wounds</i> (DC 19),<i> tongues</i></br>3rd&mdash;<i>animate dead</i>, <i>bestow curse</i> (DC 18), <i>nondetection</i><sup>D</sup>, <i>speak with dead</i> (DC 18),<i> summon monster III</i></br>2nd&mdash;<i>enthrall</i><sup>D</sup> (DC 17), <i>inflict moderate wounds</i> (2, DC 17),<i> resist energy</i>,<i> spiritual weapon</i>,<i> undetectable alignment</i></br>1st&mdash;<i>command</i> (DC 16),<i> comprehend languages</i>, <i>doom</i> (DC 16), <i>disguise self</i><sup>D</sup>,<i> divine favor</i>,<i> protection from good</i>,<i> shield of faith</i></br>0&mdash;<i>bleed</i> (DC 15),<i> create water</i>,<i> detect magic</i>, <i>guidance</i></h5></h5><h5><b>D</b> domain spell; <b>Domains </b>Nobility, Trickery</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 24, <b>Dex</b> 14, <b>Con</b> -, <b>Int</b> 10, <b>Wis</b> 20, <b>Cha</b> 21</h5><h5><b>Base Atk </b>+13; <b>CMB </b>+20; <b>CMD </b>33</h5><h5><b>Feats </b>Alignment Channel, Command Undead, Deceitful, Dodge, Improved Channel, Improved Initiative, Leadership, Persuasive, Power Attack, Toughness, Weapon Focus (slam)</h5><h5><b>Skills </b>Bluff +16, Diplomacy +12, Disguise +15, Heal +13, Intimidate +12, Knowledge (religion) +14, Perception +16, Sense Motive +13, Stealth +13</h5><h5><b>Languages </b>Osiriani</h5><h5><b>Combat Gear </b><i>bracers of armor +3</i>, <i><i>headband of alluring charisma +2</i></i>, <i>robe of blending</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Despair (Su)</b> All creatures within a 30-foot radius that see Shielseis must make a DC 19 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by her despair ability for 24 hours. This is a paralysis and mindaffecting fear effect. The save DC is Charisma-based. </h5><h5><b>Curse (Su)</b> Mummy Rot: slam-injury; save Fort DC 16; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 Cha; cure -. Mummy rot is both a curse and a disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from the disease cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.</h5></div>
Female
bracers of armor +3, headband of alluring charisma +2, robe of blending
0000000adult045200000
61
Audbrey Aldamori, Vampire Aristocrat
1438400human
fighter 11/aristocrat 2
LEMediumundead
(augmented)
9
darkvision 60 ft.; Perception +12
28, touch 18, flat-footed 22
(+4 armor, +2 deflection, +5 Dex, +1 dodge, +6 natural)
145
(11d10+2d8+76)
fast healing 5
Fort +11, Ref +10, Will +7; +3 vs. fear
11107+3 vs. fear
channel resistance +4
10/magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
30 ft.
+1 keen rapier +23/+18/+13 (1d6+11/15-20) or slam +19 (1d4+7 plus energy drain)
5 ft.5 ft.
blood drain, children of the night, create spawn, dominate (DC 20), energy drain (2 levels, DC 20)
Str 22, Dex 20, Con -, Int 15, Wis 12, Cha 18
121836
AlertnessB, Bleeding Critical, Blind-Fight, Combat ReflexesB, Critical Focus, Dazzling Display, Deadly Stroke, Deceitful, DodgeB, Greater Weapon Focus (rapier), Improved InitiativeB, Lightning ReflexesB, Mobility, Power Attack, Shatter Defenses, Spring Attack, Step Up, ToughnessB, Weapon Focus (rapier), Weapon Specialization (rapier)
Bluff +29, Diplomacy +13, Disguise +13, Fly +9, Intimidate +17, Knowledge (nobility) +15, Perception +26, Sense Motive +17, Stealth +24, Survival +10
+8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Common, Hallit
armor training +3, bravery +3, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, weapon training (light blades +2, natural +1)
Classic Horrors
0
Blood Drain (Su) Audbrey can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Audbrey heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a 145 temporary hit points) each round he drains blood. Change Shape (Su) Audbrey can use change shape to assume the form of a dire bat or wolf, as beast shape II. Children of the Night (Su) Once per day, Audbrey can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves. These creatures arrive in 2d6 rounds and serve him for up to 1 hour. Create Spawn (Su) Audbrey can create spawn out of humanoids he slays with blood drain or energy drain. The victim rises from death as a vampire in 1d4 days. This vampire is under Audbrey's command and remains enslaved until its master's destruction. Audbrey may have enslaved spawn totaling no more than 26 Hit Dice; any spawn he creates that would exceed this limit become free-willed undead. Audbrey may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Dominate (Su) Audbrey can crush a humanoid opponent's will as a standard action. Anyone he targets must succeed on a Will save or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Energy Drain (Su) A creature hit by Audbrey's slam gains two negative levels. This ability only triggers once per round, regardless of the number of attacks Audbrey makes. Gaseous Form (Su) As a standard action, Audbrey can assume gaseous form at will (caster level 5th), and can remain gaseous indefinitely, with a fly speed of 20 feet and perfect maneuverability. Shadowless (Ex) Audbrey casts no shadows and shows no reflection in a mirror. Spider Climb (Ex) Audbrey can climb sheer surfaces as though under the effects of a spider climb spell.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Audbrey Aldamori, Vampire Aristocrat</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>Male human vampire fighter 11/aristocrat 2</h5><h5>LE Medium undead (augmented)</h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft.; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>28, touch 18, flat-footed 22 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +6 natural)</h5><h5><b>hp </b>145 (11d10+2d8+76); fast healing 5</h5><h5><b>Fort </b>+11, <b>Ref </b>+10, <b>Will </b>+7; +3 vs. fear</h5><h5><b>Defensive Abilities </b>channel resistance +4; <b>DR </b>10/magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i>+1 keen rapier</i> +23/+18/+13 (1d6+11/15-20) or </br>slam +19 (1d4+7 plus energy drain)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, children of the night, create spawn, dominate (DC 20), energy drain (2 levels, DC 20)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Audbrey first attacks spellcasters using energy drain and then uses dominate on melee targets.</h5><h5><b>Morale </b>Audbrey fights until forced into gaseous form.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 22, <b>Dex</b> 20, <b>Con</b> -, <b>Int</b> 15, <b>Wis</b> 12, <b>Cha</b> 18</h5><h5><b>Base Atk </b>+12; <b>CMB </b>+18; <b>CMD </b>36</h5><h5><b>Feats </b>Alertness<sup>B</sup>, Bleeding Critical, Blind-Fight, Combat Reflexes<sup>B</sup>, Critical Focus, Dazzling Display, Deadly Stroke, Deceitful, Dodge<sup>B</sup>, Greater Weapon Focus (rapier), Improved Initiative<sup>B</sup>, Lightning Reflexes<sup>B</sup>, Mobility, Power Attack, Shatter Defenses, Spring Attack, Step Up, Toughness<sup>B</sup>, Weapon Focus (rapier), Weapon Specialization (rapier)</h5><h5><b>Skills </b>Bluff +29, Diplomacy +13, Disguise +13, Fly +9, Intimidate +17, Knowledge (nobility) +15, Perception +26, Sense Motive +17, Stealth +24, Survival +10; <b>Racial Modifiers </b>+8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth</h5><h5><b>Languages </b>Common, Hallit</h5><h5><b>SQ </b>armor training +3, bravery +3, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, weapon training (light blades +2, natural +1)</h5><h5><b>Combat Gear </b><i>potion of inflict moderate wounds </i>(3), <i>potion of nondetection</i>; <b>Other Gear </b>mithral shirt, <i><i>+1 keen rapier</i></i>, <i>cloak of elvenkind</i>, <i><i>belt of incredible dexterity +2</i></i>, <i>brooch of shielding </i>(101 charges), <i>ring of protection +2</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Blood Drain (Su)</b> Audbrey can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Audbrey heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a 145 temporary hit points) each round he drains blood. </h5><h5><b>Change Shape (Su)</b> Audbrey can use change shape to assume the form of a dire bat or wolf, as beast shape II. </h5><h5><b>Children of the Night (Su)</b> Once per day, Audbrey can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves. These creatures arrive in 2d6 rounds and serve him for up to 1 hour. </h5><h5><b>Create Spawn (Su)</b> Audbrey can create spawn out of humanoids he slays with blood drain or energy drain. The victim rises from death as a vampire in 1d4 days. This vampire is under Audbrey's command and remains enslaved until its master's destruction. Audbrey may have enslaved spawn totaling no more than 26 Hit Dice; any spawn he creates that would exceed this limit become free-willed undead. Audbrey may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. </h5><h5><b>Dominate (Su)</b> Audbrey can crush a humanoid opponent's will as a standard action. Anyone he targets must succeed on a Will save or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. </h5><h5><b>Energy Drain (Su)</b> A creature hit by Audbrey's slam gains two negative levels. This ability only triggers once per round, regardless of the number of attacks Audbrey makes. </h5><h5><b>Gaseous Form (Su)</b> As a standard action, Audbrey can assume gaseous form at will (caster level 5th), and can remain gaseous indefinitely, with a fly speed of 20 feet and perfect maneuverability.</h5><h5><b> Shadowless (Ex)</b> Audbrey casts no shadows and shows no reflection in a mirror.</h5><h5><b> Spider Climb (Ex)</b> Audbrey can climb sheer surfaces as though under the effects of a spider climb spell.</h5></div>
Male
Audbrey first attacks spellcasters using energy drain and then uses dominate on melee targets.
Audbrey fights until forced into gaseous form.
potion of inflict moderate wounds (3), potion of nondetection
mithral shirt, +1 keen rapier, cloak of elvenkind, belt of incredible dexterity +2, brooch of shielding (101 charges), ring of protection +2
0000000vampireadult045300000
62
Gillamoor Plague Zombie
1400humanNEMediumundead2
darkvision 60 ft., scent; Perception +0
14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
22(4d8+4)
Fort +1, Ref +3, Will +4
134
undead traits
40 ft., climb 20 ft.
slam +6 (1d6+3 plus grab), bite (1d6+3 plus grab)
5 ft.5 ft.
brain-eating, create spawn, death burst, disease, grab, quick strikes
Str 17, Dex 14, Con -, Int -, Wis 10, Cha 10
3618ToughnessB
Climb +11, Survival +0 (+4 when tracking by scent)
Classic Horrors
0
Brain-eating (Ex) After killing a target, the zombie uses its next turn to eat it's victim's brain. This prevents raising the body from the dead by any method that requires an intact corpse. Create Spawn (Su): Anyone killed after being bitten by a Gillamoor zombie rises as a Gillamoor zombie 2d6 hours later unless the corpse is blessed or similar measures are taken. Death Burst (Ex) When the zombie dies, it explodes in a burst of decay. All creatures adjacent to the zombie are exposed to its disease as if struck by a slam attack and must make a Fortitude save or contract zombie rot. Disease (Su) The zombie's natural attacks carry the zombie rot disease. Zombie rot: slam- injury; save Fort DC 12; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a Gillamoor zombie in 2d6 hours. Quick Strikes (Ex) Whenever the zombie takes a full-round attack action, it can make one additional slam attack at its highest base attack bonus.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Gillamoor Plague Zombie</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Human Plague Relentless Brain-Eating Zombie </h5><h5>NE Medium undead </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft., scent; Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+2 Dex, +2 natural)</h5><h5><b>hp </b>22 (4d8+4)</h5><h5><b>Fort </b>+1, <b>Ref </b>+3, <b>Will </b>+4</h5><h5><b>Immune </b>undead traits</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 20 ft.</h5><h5><b>Melee </b>slam +6 (1d6+3 plus grab), bite (1d6+3 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>brain-eating, create spawn, death burst, disease, grab, quick strikes</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Gillamoor plague zombies shamble about like normal zombies, only using their full speed if attacked or if they are in charge range of an opponent.</h5><h5><b>During Combat </b>A Gillamoor plague zombie focuses all of its attacks on a single opponent, attempting to bite and grab the victim to feed upon its brain. It pursues its chosen quarry until either the prey or the zombie is dead.</h5><h5><b>Morale </b>Gillamoor plague zombies fight until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>17, <b>Dex </b>14, <b>Con </b>-, <b>Int </b> -, <b>Wis </b>10, <b>Cha </b>10</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+6; <b>CMD </b>18</h5><h5><b>Feats </b>Toughness<sup>B</sup></h5><h5><b>Skills </b>Climb +11, Survival +0 (+4 when tracking by scent)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Brain-eating (Ex)</b> After killing a target, the zombie uses its next turn to eat it's victim's brain. This prevents raising the body from the dead by any method that requires an intact corpse. </h5><h5><b>Create Spawn (Su)</b>: Anyone killed after being bitten by a Gillamoor zombie rises as a Gillamoor zombie 2d6 hours later unless the corpse is blessed or similar measures are taken. </h5><h5><b>Death Burst (Ex)</b> When the zombie dies, it explodes in a burst of decay. All creatures adjacent to the zombie are exposed to its disease as if struck by a slam attack and must make a Fortitude save or contract zombie rot. </h5><h5><b>Disease (Su)</b> The zombie's natural attacks carry the zombie rot disease. <i>Zombie rot</i>: slam- injury; save Fort DC 12; <i>onset</i> 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a Gillamoor zombie in 2d6 hours. </h5><h5><b>Quick Strikes (Ex)</b> Whenever the zombie takes a full-round attack action, it can make one additional slam attack at its highest base attack bonus.</h5></div>
Gillamoor plague zombies shamble about like normal zombies, only using their full speed if attacked or if they are in charge range of an opponent.
A Gillamoor plague zombie focuses all of its attacks on a single opponent, attempting to bite and grab the victim to feed upon its brain. It pursues its chosen quarry until either the prey or the zombie is dead.
Gillamoor plague zombies fight until destroyed.
0001001
plague,relentless,brain-eating@zombie|
Adult045400000
63
Jam us Hainard
62400halfling
paladin of Erastil 6
LGSmallhumanoid(halfling)0
Perception +6
courage (+4 morale bonus to saves vs. fear), good
22, touch 11, flat-footed 22
(+9 armor, +2 shield, +1 size)
45(6d10+12)
Fort +10, Ref +6, Will +9
1069
divine grace, divine health, fearless
disease, fear
15 ft.
lance +11/+6 (1d6+2/x3 or longsword +9/+4 (1d6+2/19-20)
cold iron javelin +7 (1d4+2)
5 ft.
5 ft., 10 ft. with lance
channel positive energy (3d6, DC 16), smite evil 2/day
Spell-Like Abilities (CL 6th, concentration +9) At will-detect evil
Spells Prepared (CL 3rd; concentration +6) 1st-lesser restoration, protection from evil
Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 16
6717
Power Attack, Toughness, Weapon Focus (lance)
Climb +3, Diplomacy +8, Handle Animal +9, Heal +5, Knowledge (religion) +6, Perception +6, Ride +3, Sense Motive +5, Spellcraft +5
Common, Halfling
channel positive energy (3d6), lay on hands (6/day, 3d6), mercy (dazed, shaken)
Andoran0
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Jam us Hainard</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>Male halfling paladin of Erastil 6</h5><h5>LG Small humanoid (halfling)</h5><h5><b>Init </b>+0; <b>Senses </b>Perception +6</h5><h5><b>Aura </b>courage (+4 morale bonus to saves vs. fear), good</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 11, flat-footed 22 (+9 armor, +2 shield, +1 size)</h5><h5><b>hp </b>45 (6d10+12)</h5><h5><b>Fort </b>+10, <b>Ref </b>+6, <b>Will </b>+9</h5><h5><b>Defensive Abilities </b>divine grace, divine health, fearless; <b>Immune </b>disease, fear</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>15 ft.</h5><h5><b>Melee </b>lance +11/+6 (1d6+2/x3 or longsword +9/+4 (1d6+2/19-20)</h5><h5><b>Ranged </b>cold iron javelin +7 (1d4+2)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft., 10 ft. with lance</h5><h5><b>Special Attacks </b>channel positive energy (3d6, DC 16), smite evil 2/day</h5><h5><b>Spell-Like Abilities</b> (CL 6th, concentration +9)</br>At will&mdash;<i>detect evil</i></h5></h5><h5><b>Spells Prepared</b> (CL 3rd; concentration +6)</br>1st&mdash;<i>lesser restoration</i>, <i>protection from evil</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>If facing undead or numerous evil adversaries, Jamus uses protection from evil. Jamus usually has his trained riding dog (Booke) with him as a guard animal and mount.</h5><h5><b>During Combat </b>Jamus prefers to fight while mounted, riding Booke in everyday situations but summoning Sorrell when going into dangerous territory. Jamus typically uses Power Attack on a lance charge (+13, 2d6+4). If dismounted or unable to maneuver while riding, he switches to his longsword.</h5><h5><b>Morale </b>Jamus never flees while his allies are in danger, and harries foes to allow allies to retreat.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 10, <b>Con</b> 12, <b>Int</b> 13, <b>Wis</b> 10, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+7; <b>CMD </b>17</h5><h5><b>Feats </b>Power Attack, Toughness, Weapon Focus (lance)</h5><h5><b>Skills </b>Climb +3, Diplomacy +8, Handle Animal +9, Heal +5, Knowledge (religion) +6, Perception +6, Ride +3, Sense Motive +5, Spellcraft +5</h5><h5><b>Languages </b>Common, Halfling</h5><h5><b>SQ </b>channel positive energy (3d6), lay on hands (6/day, 3d6), mercy (dazed, shaken)</h5><h5><b>Combat Gear </b><i>wand of cure light wounds </i>(30 charges); <b>Other Gear </b>masterwork full plate, masterwork heavy wooden shield, masterwork lance, 5 cold iron javelins, longsword, riding dog (Booke) with leather barding, 413 gp</h5></div>
Male
If facing undead or numerous evil adversaries, Jamus uses protection from evil. Jamus usually has his trained riding dog (Booke) with him as a guard animal and mount.
Jamus prefers to fight while mounted, riding Booke in everyday situations but summoning Sorrell when going into dangerous territory. Jamus typically uses Power Attack on a lance charge (+13, 2d6+4). If dismounted or unable to maneuver while riding, he switches to his longsword.
Jamus never flees while his allies are in danger, and harries foes to allow allies to retreat.
wand of cure light wounds (30 charges)
masterwork full plate, masterwork heavy wooden shield, masterwork lance, 5 cold iron javelins, longsword, riding dog (Booke) with leather barding, 413 gp
0000000adult045700000
64
Jarvis Alebrecht
62400human
fighter 4/expert 5
CNMediumhumanoid(human)6
Perception +10
17, touch 12, flat-footed 15
(+5 armor, +2 Dex)
52
(9 HD; 4d10+5d8+4)
Fort +6, Ref +5, Will +8; +1 vs. fear
658+1 vs. fear30 ft.
mwk short sword +9/4 (1d6+1/19-20)
mwk sling +10/+5 (1d4)
5 ft.5 ft.
Str 12, Dex 15, Con 10, Int 13, Wis 10, Cha 16
7820
Agile Maneuvers, Alertness, Improved Initiative, Intimidating Prowess, Iron Will, Persuasive, Quick Draw, Skill Focus (Intimidate), Weapon Finesse
Bluff +15, Diplomacy +13, Disguise +15, Heal +8, Intimidate +21, Knowledge (local) +9, Perception +10, Sense Motive +11
Common, Infernal
armor training +1, bravery +1
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Jarvis Alebrecht</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>Male human fighter 4/expert 5</h5><h5>CN Medium humanoid (human)</h5><h5><b>Init </b>+6; <b>Senses </b>Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 12, flat-footed 15 (+5 armor, +2 Dex)</h5><h5><b>hp </b>52 (9 HD; 4d10+5d8+4)</h5><h5><b>Fort </b>+6, <b>Ref </b>+5, <b>Will </b>+8; +1 vs. fear</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk short sword +9/4 (1d6+1/19-20)</h5><h5><b>Ranged </b>mwk sling +10/+5 (1d4)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Jarvis tends to hang back in battle and use his sling at a distance if possible. In melee, he teams up with an ally to gain flanking attacks and prevent the same.</h5><h5><b>Morale </b>Jarvis is no coward, but he is also not a front-line fighter. He defends himself and his allies to the best of his abilities but will not make foolhardy moves.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 15, <b>Con</b> 10, <b>Int</b> 13, <b>Wis</b> 10, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+8; <b>CMD </b>20</h5><h5><b>Feats </b>Agile Maneuvers, Alertness, Improved Initiative, Intimidating Prowess, Iron Will, Persuasive, Quick Draw, Skill Focus (Intimidate), Weapon Finesse</h5><h5><b>Skills </b>Bluff +15, Diplomacy +13, Disguise +15, Heal +8, Intimidate +21, Knowledge (local) +9, Perception +10, Sense Motive +11</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>armor training +1, bravery +1</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds </i>(3), <i>potion of eagle's splendor</i>; <b>Other Gear </b><i><i>+2 studded leather armor</i></i>, <i>cloak of resistance +1</i>, masterwork short sword, masterwork sling, 20 sling bullets, 82 pp</h5></div>
Male
Jarvis tends to hang back in battle and use his sling at a distance if possible. In melee, he teams up with an ally to gain flanking attacks and prevent the same.
Jarvis is no coward, but he is also not a front-line fighter. He defends himself and his allies to the best of his abilities but will not make foolhardy moves.
potion of cure moderate wounds (3), potion of eagle's splendor
+2 studded leather armor, cloak of resistance +1, masterwork short sword, masterwork sling, 20 sling bullets, 82 pp
0000000adult045800000
65
Maglin, Council Hushman
96400human
rogue 7/assassin 3
LEMediumhumanoid7
Perception +12
20, touch 14, flat-footed 17
(+4 armor, +1 deflection, +3 Dex, +2 shield)
54
(7d8+3d8+10)
Fort +4, Ref +10, Will +2; +1 vs. poison
4102
+1 vs. poison
evasion, trap sense +2, improved uncanny dodge
30 ft.
mwk rapier +9/+4 (1d6+2/18-20)
mwk light crossbow +10/+5 (1d8/19-20)
5 ft.5 ft.
bleeding sneak attack +6d6 plus 6 bleed, death attack (DC 14), surprise attack
Str 14, Dex 17, Con 12, Int 13, Wis 8, Cha 10
6822
Combat Expertise, Combat Reflexes, Improved Feint, Improved Initiative, Improved Trip, Rapid Reload, Weapon Finesse
Acrobatics +16, Bluff +13, Climb +12, Diplomacy +10, Disable Device +13, Disguise +13, Heal +6, Intimidate +13, Perception +12, Sleight of Hand +13, Stealth +16
Common, Infernal
poison use, rogue talents (bleeding attack, combat trick, surprise attack), trapfinding
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Maglin, Council Hushman</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>Male human rogue 7/assassin 3</h5><h5>LE Medium humanoid </h5><h5><b>Init </b>+7; <b>Senses </b>Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 14, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +2 shield)</h5><h5><b>hp </b>54 (7d8+3d8+10)</h5><h5><b>Fort </b>+4, <b>Ref </b>+10, <b>Will </b>+2; +1 vs. poison</h5><h5><b>Defensive Abilities </b>evasion, trap sense +2, improved uncanny dodge</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk rapier +9/+4 (1d6+2/18-20)</h5><h5><b>Ranged </b>mwk light crossbow +10/+5 (1d8/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>bleeding sneak attack +6d6 plus 6 bleed, death attack (DC 14), surprise attack</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Maglin attempts to flank foes, making trip attacks on his second attacks until Kruthe manages to pin someone in a grapple, at which point he focuses his sneak attacks on that target.</h5><h5><b>Morale </b>Maglin fights to the death, believing he has reinforcements on the way. He tumbles behind his minions and makes ranged attacks if reduced below 20 hp.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 17, <b>Con</b> 12, <b>Int</b> 13, <b>Wis</b> 8, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+8; <b>CMD </b>22</h5><h5><b>Feats </b>Combat Expertise, Combat Reflexes, Improved Feint, Improved Initiative, Improved Trip, Rapid Reload, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +16, Bluff +13, Climb +12, Diplomacy +10, Disable Device +13, Disguise +13, Heal +6, Intimidate +13, Perception +12, Sleight of Hand +13, Stealth +16</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>poison use, rogue talents (bleeding attack, combat trick, surprise attack), trapfinding</h5><h5><b>Combat Gear </b><i><i>+2 leather armor</i></i>, <i><i>+1 buckler</i></i>, masterwork rapier, masterwork light crossbow with 10 bolts (each poisoned with blue whinnis), <i>ring of protection +1</i>, thieves' tools, quieting needles (see sidebar on page 12), pouch with 6 diamonds (200 gp each)</h5></div>
Male
Maglin attempts to flank foes, making trip attacks on his second attacks until Kruthe manages to pin someone in a grapple, at which point he focuses his sneak attacks on that target.
Maglin fights to the death, believing he has reinforcements on the way. He tumbles behind his minions and makes ranged attacks if reduced below 20 hp.
+2 leather armor, +1 buckler, masterwork rapier, masterwork light crossbow with 10 bolts (each poisoned with blue whinnis), ring of protection +1, thieves' tools, quieting needles (see sidebar on page 12), pouch with 6 diamonds (200 gp each)
0000000adult045900000
66
Kruthe The Hammer
73200humanfighter 8
Pathfinder Adventure Path volume #3 90
NEMediumhumanoid(giant)1
low-light vision; Perception +1
22, touch 11, flat-footed 21
(+8 armor, +1 Dex, +3 natural)
112(8d10+64)
Fort +12, Ref +3, Will +3; +2 vs. fear
1233+2 vs. fear30 ft.
+1 warhammer +17 (1d8+9/19- 20/x3), claw +13 (1d8+5)
5 ft.5 ft.
Str 21, Dex 12, Con 22, Int 8, Wis 13, Cha 6
81324
Greater Weapon Focus (warhammer), Improved Bull Rush, Improved Critical (warhammer), Power Attack, Throw Anything, Toughness, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Intimidate +9, Survival +12
Common
armor training +2, bravery +2, deformed, weapon training (hammers +1)
AP 290
Deformed (Ex) Like all ogrekin, Kruthe is deformed. His right wrist ends in an ugly, fleshy lump of cartilage and bone from which protrude two hook-like spurs, giving his hand the appearance of a claw hammer. This hand cannot wield weapons or shields, but the misshapen club grants him a natural weapon that deals 1d8 points of bludgeoning and piercing damage on a successful hit. Kruthe gains a +2 bonus on attempts to grapple, trip, and disarm foes with this claw.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Kruthe The Hammer</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Male human ogrekin fighter 8 (<i>Pathfinder Adventure Path</i> volume #3 90)</h5><h5>NE Medium humanoid (giant)</h5><h5><b>Init </b>+1; <b>Senses </b>low-light vision; Perception +1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 natural)</h5><h5><b>hp </b>112 (8d10+64)</h5><h5><b>Fort </b>+12, <b>Ref </b>+3, <b>Will </b>+3; +2 vs. fear</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i><i>+1 warhammer</i></i> +17 (1d8+9/19- 20/x3), claw +13 (1d8+5)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Kruthe is loud and unimaginative but still deadly in combat, prone to calling out his targets as he attacks them with crude and simpleminded threats, like "Die you dumb metal person!" when fighting an armored warrior, or "You go squish now on Kruthe's hammer, little girly!" when facing an unarmored sorcerer.</h5><h5><b>Morale </b>Kruthe sees this battle as another chance to impress Chammady, and fights to the death as a result.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>21, <b>Dex </b>12, <b>Con </b>22, <b>Int </b> 8, <b>Wis </b>13, <b>Cha </b>6</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+13; <b>CMD </b>24</h5><h5><b>Feats </b>Greater Weapon Focus (warhammer), Improved Bull Rush, Improved Critical (warhammer), Power Attack, Throw Anything, Toughness, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)</h5><h5><b>Skills </b>Intimidate +9, Survival +12</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>armor training +2, bravery +2, deformed, weapon training (hammers +1)</h5><h5><b>Combat Gear </b><i>potion of cure serious wounds</i> (2); <b>Other Gear </b><i>+2 spiked banded mail</i>; <i>+1 warhammer</i>; shrunken head pouch with 13 gp, 25 sp, and a cracked ruby worth 800 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Deformed (Ex)</b> Like all ogrekin, Kruthe is deformed. His right wrist ends in an ugly, fleshy lump of cartilage and bone from which protrude two hook-like spurs, giving his hand the appearance of a claw hammer. This hand cannot wield weapons or shields, but the misshapen club grants him a natural weapon that deals 1d8 points of bludgeoning and piercing damage on a successful hit. Kruthe gains a +2 bonus on attempts to grapple, trip, and disarm foes with this claw.</h5></div>
Male
Kruthe is loud and unimaginative but still deadly in combat, prone to calling out his targets as he attacks them with crude and simpleminded threats, like "Die you dumb metal person!" when fighting an armored warrior, or "You go squish now on Kruthe's hammer, little girly!" when facing an unarmored sorcerer.
Kruthe sees this battle as another chance to impress Chammady, and fights to the death as a result.
potion of cure serious wounds (2)
+2 spiked banded mail; +1 warhammer; shrunken head pouch with 13 gp, 25 sp, and a cracked ruby worth 800 gp
0000001ogrekin|Adult046000000
67
Thief3800Humanrogue 4NEMediumhumanoid8
Perception +8
18, touch 14, flat-footed 14
(+3 armor, +4 Dex, +1 dodge)
29(4d8+8)
Fort +3, Ref +8, Will +0
380
evasion, trap sense +1, uncanny dodge
30 ft.
mwk rapier +9 (1d6+1/18-20)
mwk hand crossbow +8 (1d4/19-20)
5 ft.5 ft.
sneak attack +2d6
Str 13, Dex 18, Con 14, Int 10, Wis 8, Cha 12
3419
Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Acrobatics +11, Appraise +7, Bluff +8, Climb +8, Disable Device +11, Intimidate +8, Knowledge (local) +7, Perception +8, Sleight of Hand +11, Stealth +11
CommontrapfindingAP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Thief</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Human rogue 4</h5><h5>NE Medium humanoid </h5><h5><b>Init </b>+8; <b>Senses </b>Perception +8</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 dodge)</h5><h5><b>hp </b>29 each (4d8+8)</h5><h5><b>Fort </b>+3, <b>Ref </b>+8, <b>Will </b>+0</h5><h5><b>Defensive Abilities </b>evasion, trap sense +1, uncanny dodge</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk rapier +9 (1d6+1/18-20)</h5><h5><b>Ranged </b>mwk hand crossbow +8 (1d4/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>sneak attack +2d6</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>These eager thieves work together to set up flanking attacks against foes, ganging up against single targets unless following specific orders to the contrary from Maglin.</h5><h5><b>Morale </b>As long as Maglin survives, these thieves fight to the death. If Maglin is defeated, these thieves flee if brought below 10 hit points (or immediately once three of them are defeated).</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 18, <b>Con</b> 14, <b>Int</b> 10, <b>Wis</b> 8, <b>Cha</b> 12</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>19</h5><h5><b>Feats </b>Dodge, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)</h5><h5><b>Skills </b>Acrobatics +11, Appraise +7, Bluff +8, Climb +8, Disable Device +11, Intimidate +8, Knowledge (local) +7, Perception +8, Sleight of Hand +11, Stealth +11</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>trapfinding</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds</i>; <b>Other Gear </b><i><i>+1 leather armor</i></i>, masterwork rapier, masterwork hand crossbow with 10 bolts, stolen coins and jewelry worth 300 gp</h5></div>
These eager thieves work together to set up flanking attacks against foes, ganging up against single targets unless following specific orders to the contrary from Maglin.
As long as Maglin survives, these thieves fight to the death. If Maglin is defeated, these thieves flee if brought below 10 hit points (or immediately once three of them are defeated).
potion of cure moderate wounds
+1 leather armor, masterwork rapier, masterwork hand crossbow with 10 bolts, stolen coins and jewelry worth 300 gp
0000000adult046100000
68
Dog's Tongue
62400redcap
Pathfinder Adventure Path volume #4 80
NESmallfey8
low-light vision; Perception +12
20, touch 15, flat-footed 16
(+2 armor, +4 Dex, +3 natural, +1 size)
60(8d6+32)
fast healing 3
Fort +6, Ref +10, Will +7
610710/cold ironirreligious60 ft.
+1 scythe +11 (2d4+7/x4), kick +4 (1d4+4)
5 ft.5 ft.boot stomp
Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15
4721
Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe)
Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Fly +0, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19
Aklo, Common, Giant
heavy weapons, red cap
AP 290
Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full attack action or as part of its movement just as if it had the Spring Attack feat. Heavy Weapons (Ex) A redcap's powerful hands and arms allow it to wield Medium weapons without penalty. Irreligious (Ex) Bitter and blasphemous, a redcap cannot stand the symbols of goodaligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see that character must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves merely becomes shaken for 1 minute. Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls and fast healing 3. These benefits are lost if the cap is removed or destroyed, and caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, it does not grant its bonuses.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dog's Tongue</p><p class="alignright">CR 6</p><div style="clear: both;"></div></div><div><h5><b>XP </b>2,400</h5><h5>Male redcap (Pathfinder Adventure Path volume #4 80)</h5><h5>NE Small fey </h5><h5><b>Init </b>+8; <b>Senses </b>low-light vision; Perception +12</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)</h5><h5><b>hp </b>60 (8d6+32); fast healing 3</h5><h5><b>Fort </b>+6, <b>Ref </b>+10, <b>Will </b>+7</h5><h5><b>DR </b>10/cold iron</h5><h5><b>Weaknesses </b>irreligious</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>60 ft.</h5><h5><b>Melee </b><i>+1 scythe</i> +11 (2d4+7/x4), kick +4 (1d4+4)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>boot stomp</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Dog's Tongue moves in to strike the closest thief in melee, shrieking obscenities and challenges in high-pitched Aklo and clomping loudly across rooftops with his iron boots until all the thieves are slain, taking time to dip his red cap in the blood of anyone he helps to murder.</h5><h5><b>Morale </b>Dog's Tongue flees back to the Mother of Flies if brought below 15 hit points or if the PCs attack him.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 19, <b>Con</b> 18, <b>Int</b> 16, <b>Wis</b> 13, <b>Cha</b> 15</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+7; <b>CMD </b>21</h5><h5><b>Feats </b>Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe)</h5><h5><b>Skills </b>Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Fly +0, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +19</h5><h5><b>Languages </b>Aklo, Common, Giant</h5><h5><b>SQ </b>heavy weapons, red cap</h5><h5><b>Combat Gear </b><i>potion of water walk</i>; <b>Other Gear </b>leather armor, <i><i>+1 Medium scythe</i></i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Boot Stomp (Ex)</b> A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full attack action or as part of its movement just as if it had the Spring Attack feat.</h5><h5><b> Heavy Weapons (Ex)</b> A redcap's powerful hands and arms allow it to wield Medium weapons without penalty.</h5><h5><b> Irreligious (Ex)</b> Bitter and blasphemous, a redcap cannot stand the symbols of goodaligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see that character must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves merely becomes shaken for 1 minute. </h5><h5><b>Red Cap (Su)</b> A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls and fast healing 3. These benefits are lost if the cap is removed or destroyed, and caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, it does not grant its bonuses.</h5></div>
Male
Dog's Tongue moves in to strike the closest thief in melee, shrieking obscenities and challenges in high-pitched Aklo and clomping loudly across rooftops with his iron boots until all the thieves are slain, taking time to dip his red cap in the blood of anyone he helps to murder.
Dog's Tongue flees back to the Mother of Flies if brought below 15 hit points or if the PCs attack him.
potion of water walk
leather armor, +1 Medium scythe
0000000adult046200000
69
Madjaw109600satyrbarbarian 6
Pathfinder RPG Bestiary 241
CNMediumfey3
low-light vision; Perception +23
21, touch 12, flat-footed 17
(+4 armor, +3 Dex, +1 dodge, +5 natural, -2 rage)
178
(14 HD; 8d6+6d12+118)
Fort +15, Ref +11, Will +14
151114
improved uncanny dodge, trap sense +2, trap sense +2, improved uncanny dodge
5/cold iron30 ft.
+1 gnomebane greataxe +20 (1d12+13/19-20/x3), gore +18 (1d6+8), bite +13 (1d4+4)
5 ft.5 ft.
pipes, rage (20 rounds per day), rage powers (animal fury, quick reflexes, renewed vigor [1d8+8 hp])
Spell-Like Abilities (CL 8th, concentration +13) At Will-charm person (DC 16), dancing lights, ghost sound (DC 15), sleep (DC 16), suggestion (DC 18) 1/day-fear (DC 19), summon nature's ally III
Str 27, Dex 17, Con 26, Int 10, Wis 14, Cha 20
101628
Cleave, Dodge, Improved Critical (greataxe), Mobility, Power Attack, Vital Strike, Weapon Focus (greataxe)
Bluff +16, Climb +14, Intimidate +22, Perception +23, Perform (Wind) +20, Stealth +21, Survival +13
Common, Sylvan
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Madjaw</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Male satyr barbarian 6 (Pathfinder RPG Bestiary 241)</h5><h5>CN Medium fey </h5><h5><b>Init </b>+3; <b>Senses </b>low-light vision; Perception +23</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 12, flat-footed 17 (+4 armor, +3 Dex, +1 dodge, +5 natural, -2 rage)</h5><h5><b>hp </b>178 (14 HD; 8d6+6d12+118)</h5><h5><b>Fort </b>+15, <b>Ref </b>+11, <b>Will </b>+14</h5><h5><b>Defensive Abilities </b>improved uncanny dodge, trap sense +2, trap sense +2, improved uncanny dodge; <b>DR </b>5/cold iron</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i>+1 gnomebane greataxe</i> +20 (1d12+13/19-20/x3), gore +18 (1d6+8), bite +13 (1d4+4)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>pipes, rage (20 rounds per day), rage powers (animal fury, quick reflexes, renewed vigor [1d8+8 hp])</h5><h5><b>Spell-Like Abilities</b> (CL 8th, concentration +13)</br>At Will&mdash;<i>charm person</i> (DC 16),<i> dancing lights</i>, <i>ghost sound</i> (DC 15), <i>sleep</i> (DC 16), <i>suggestion</i> (DC 18)</br>1/day&mdash;<i>fear</i> (DC 19), <i>summon nature's ally III</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Madjaw's hatred of humanoids is particularly strong when it comes to gnomes-he attacks them in preference to any other target. He rages immediately upon starting combat, and unless he's missing foes with his attacks he uses Power Attack to make his blows particularly ruinous. He generally doesn't use his spell-like abilities except when hard-pressed against foes who avoid melee.</h5><h5><b>Morale </b>Madjaw fights to the death.</h5><h5><b>Base Statistics </b>AC 23, touch 14, flat-footed 19; hp 150; Fort +13, Will +12; Melee +1 gnomebane greataxe +18 (1d12+10/19-20/x3), gore +18 (1d6+6), bite +13 (1d4+3); Str 23, Con 22</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 27, <b>Dex</b> 17, <b>Con</b> 26, <b>Int</b> 10, <b>Wis</b> 14, <b>Cha</b> 20</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+16; <b>CMD </b>28</h5><h5><b>Feats </b>Cleave, Dodge, Improved Critical (greataxe), Mobility, Power Attack, Vital Strike, Weapon Focus (greataxe)</h5><h5><b>Skills </b>Bluff +16, Climb +14, Intimidate +22, Perception +23, Perform (Wind) +20, Stealth +21, Survival +13</h5><h5><b>Languages </b>Common, Sylvan</h5><h5><b>Combat Gear </b>hide armor, <i><i>+1 gnomebane greataxe</i></i></h5></div>
Male
Madjaw's hatred of humanoids is particularly strong when it comes to gnomes-he attacks them in preference to any other target. He rages immediately upon starting combat, and unless he's missing foes with his attacks he uses Power Attack to make his blows particularly ruinous. He generally doesn't use his spell-like abilities except when hard-pressed against foes who avoid melee.
Madjaw fights to the death.
hide armor, +1 gnomebane greataxe
0000000
AC 23, touch 14, flat-footed 19; hp 150; Fort +13, Will +12; Melee +1 gnomebane greataxe +18 (1d12+10/19-20/x3), gore +18 (1d6+6), bite +13 (1d4+3); Str 23, Con 22
adult046300000
70
Jinkin1400Jinkin
Pathfinder Adventure Path volume #19, page 82
CETinyfey4
darkvision 120 ft., low-light vision; Perception +6
19, touch 17, flat-footed 14
(+4 Dex, +1 dodge, +2 natural, +2 size)
3(1d6)
Fort +0, Ref +6, Will +4
0645/cold iron1640 ft.
short sword +6 (1d3-4/19-20), bite +6 (1d2-4)
2-1/2 ft.0 ft.
sneak attack +1d6, tinkering
Spell-Like Abilities (CL 1st, concentration +3) At Will-prestidigitation 1/day-dimension door
Str 3, Dex 18, Con 11, Int 14, Wis 14, Cha 15
029
Dodge, Weapon Finesse
Acrobatics +8 (+12 jump), Bluff +6, Climb +0, Craft (trapmaking) +6, Disable Device +5, Escape Artist +8, Fly +0, Perception +6, Stealth +16
TerranAP 290
Tinkering (Su) A group of 6 jinkins, working together over the course of an hour, can create an effect identical to bestow curse (CL 6th; target must either be willing or helpless). The save DC is set by the jinkin with the highest Charisma score, and is equal to 14 plus that Charisma modifier (DC 16 for most groups of jinkins). Alternatively, the six jinkins can attempt to infuse a magic item with a curse-the nature of the curse is determined randomly. Half the time the curse simply makes the magic item unreliable so that there's a 20% chance each time it's used that it simply doesn't work, but the remainder of the time the curse creates a randomly determined drawback (see page 538 of the Pathfinder RPG Core Rulebook). A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Jinkin</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Jinkin (<i>Pathfinder Adventure Path</i> volume #19, page 82)</h5><h5>CE Tiny fey </h5><h5><b>Init </b>+4; <b>Senses </b>darkvision 120 ft., low-light vision; Perception +6</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)</h5><h5><b>hp </b>3 (1d6)</h5><h5><b>Fort </b>+0, <b>Ref </b>+6, <b>Will </b>+4</h5><h5><b>DR </b>5/cold iron; <b>SR </b>16</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>short sword +6 (1d3-4/19-20), bite +6 (1d2-4)</h5><h5><b>Space </b>2-1/2 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>sneak attack +1d6, tinkering</h5><h5><b>Spell-Like Abilities</b> (CL 1st, concentration +3)</br>At Will&mdash;<i>prestidigitation</i></br>1/day&mdash;<i>dimension door</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The jinkins rely on flanking PCs (with each other or the Deathgorger) so they can make sneak attacks in combat. If the PCs have used compost on themselves, the canny jinkins can use <i>prestidigitation</i> to clean the filth off of the PCs. (A PC can resist this unusual use of <i>prestidigitation</i> by making a DC 12 Reflex save-and swift-thinking PCs can use this tactic against the jinkins in return!)</h5><h5><b>Morale </b>A wounded jinkin immediately flees from the cave and into the surrounding wilds.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>3, <b>Dex </b>18, <b>Con </b>11, <b>Int </b> 14, <b>Wis </b>14, <b>Cha </b>15</h5><h5><b>Base Atk </b>+0; <b>CMB </b>+2; <b>CMD </b>9</h5><h5><b>Feats </b>Dodge, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +8 (+12 jump), Bluff +6, Climb +0, Craft (trapmaking) +6, Disable Device +5, Escape Artist +8, Fly +0, Perception +6, Stealth +16</h5><h5><b>Languages </b>Terran</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Tinkering (Su)</b> A group of 6 jinkins, working together over the course of an hour, can create an effect identical to <i>bestow curse</i> (CL 6th; target must either be willing or helpless). The save DC is set by the jinkin with the highest Charisma score, and is equal to 14 plus that Charisma modifier (DC 16 for most groups of jinkins). Alternatively, the six jinkins can attempt to infuse a magic item with a curse-the nature of the curse is determined randomly. Half the time the curse simply makes the magic item unreliable so that there's a 20% chance each time it's used that it simply doesn't work, but the remainder of the time the curse creates a randomly determined drawback (see page 538 of the <i>Pathfinder RPG Core</i> Rulebook). A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed.</h5></div>
The jinkins rely on flanking PCs (with each other or the Deathgorger) so they can make sneak attacks in combat. If the PCs have used compost on themselves, the canny jinkins can use prestidigitation to clean the filth off of the PCs. (A PC can resist this unusual use of prestidigitation by making a DC 12 Reflex save-and swift-thinking PCs can use this tactic against the jinkins in return!)
A wounded jinkin immediately flees from the cave and into the surrounding wilds.
0000001Adult046400000
71
Fmughwa The Deathgorger
109600
giant bombardier beetle
Pathfinder RPG Bestiary 33
NGargantuanvermin0
darkvision 60 ft.; Perception +0
21, touch 6, flat-footed 21
(+15 natural, -4 size)
147(14d8+84)
Fort +15, Ref +4, Will +4
1544
mind-affecting effects
20 ft., fly 20 ft. (poor)
bite +18 (6d6+18)
20 ft.20 ft.
trample (2d6+18, DC 29), spray acid
Str 35, Dex 10, Con 23, Int -, Wis 10, Cha 9
1026
36 (44 vs. trip)
Fly -10AP 290
Spray Acid (Ex) Once per round as a standard action, Fmughwa can spray a 40-foot cone of acid. Those in this area take 4d6+8 points of acid damage (DC 23 Reflex save negates).
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Fmughwa The Deathgorger</p><p class="alignright">CR 10</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Advanced Giant Bombardier Beetle (<i>Pathfinder RPG Bestiary</i> 33)</h5><h5>N Gargantuan vermin </h5><h5><b>Init </b>+0; <b>Senses </b>darkvision 60 ft.; Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 6, flat-footed 21 (+15 natural, -4 size)</h5><h5><b>hp </b>147 (14d8+84)</h5><h5><b>Fort </b>+15, <b>Ref </b>+4, <b>Will </b>+4</h5><h5><b>Immune </b>mind-affecting effects</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft., fly 20 ft. (poor)</h5><h5><b>Melee </b>bite +18 (6d6+18)</h5><h5><b>Space </b>20 ft.; <b>Reach </b>20 ft.</h5><h5><b>Special Attacks </b>trample (2d6+18, DC 29), spray acid</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Fmughwa mindlessly attacks the closest living target, ignoring only creatures that have taken the time to coat themselves with special compost.</h5><h5><b>Morale </b>Fmughwa fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>35, <b>Dex </b>10, <b>Con </b>23, <b>Int </b> -, <b>Wis </b>10, <b>Cha </b>9</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+26; <b>CMD </b>36 (44 vs. trip)</h5><h5><b>Skills </b>Fly -10</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Spray Acid (Ex)</b> Once per round as a standard action, Fmughwa can spray a 40-foot cone of acid. Those in this area take 4d6+8 points of acid damage (DC 23 Reflex save negates).</h5></div>
Fmughwa mindlessly attacks the closest living target, ignoring only creatures that have taken the time to coat themselves with special compost.
Fmughwa fights to the death.
0010001advanced|Adult046500000
72
Gryph1400Gryph
Tome of Horrors Revised 230
NESmall
magical beast
2
darkvision 60 ft., low-light vision; Perception +5
13, touch 13, flat-footed 11
(+2 Dex, +1 size)
15(2d10+4)
Fort +5, Ref +5, Will +1
551
30 ft., fly 50 ft. (good)
bite +5 (1d6/x3), legs +5 (attach)
5 ft.5 ft.
implant eggs
Str 11, Dex 15, Con 14, Int 2, Wis 12, Cha 7
2113
Weapon Finesse
Fly +8, Perception +5, Stealth +10
AP 290
Attach (Ex) When a gryph hits with its legs, its six talons latch tightly onto the target, anchoring it in place. An attached gryph is effectively grappling its prey. The gryph loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity and gains a +4 bonus on attack rolls with its bite. Alternatively, an attached gryph can attempt to implant eggs in the target. An attached gryph has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached gryph can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the gryph is removed. Implant Eggs (Ex) Once per day, a gryph can implant eggs into a helpless target or a target that it is currently attached to as a full-round action by extending an ovipositor from its abdomen and penetrating the victim's flesh by making a successful +4 melee attack. On a hit, the ovipositor inflicts 1 damage and implants 1d4 eggs into the victim's body. As long as a victim has gryph eggs implanted in his body, he is sickened as the eggs draw nutrients from his blood and flesh. The eggs grow swiftly, hatching in a mere 1d4 minutes into ravenous baby gryphs that immediately burrow out of the victim's body. This inflicts 2 points of Constitution damage per baby gryph, after which the hatchlings immediately take wing and fly away. Treat a gryph hatchling as a bat if statistics are needed. Gryph eggs can be cut out of a victim's body with a successful DC 20 Heal check made as a full-round action that inflicts 1 point of damage per attempt. Although immunity to disease offers no special protection against gryph egg implantation, remove disease or heal immediately destroys any implanted gryph eggs.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Gryph</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Tome of Horrors Revised 230</h5><h5>NE Small magical beast </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 13, flat-footed 11 (+2 Dex, +1 size)</h5><h5><b>hp </b>15 each (2d10+4)</h5><h5><b>Fort </b>+5, <b>Ref </b>+5, <b>Will </b>+1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 50 ft. (good)</h5><h5><b>Melee </b>bite +5 (1d6/x3), legs +5 (attach)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>implant eggs</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>A gryph tries to attach itself to a foe to lay its eggs, then flees once it does so.</h5><h5><b>Morale </b>A wounded gryph immediately flees back to its nest up in the Maggot Tree-if confronted there, it fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 11, <b>Dex</b> 15, <b>Con</b> 14, <b>Int</b> 2, <b>Wis</b> 12, <b>Cha</b> 7</h5><h5><b>Base Atk </b>+2; <b>CMB </b>+1; <b>CMD </b>13</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Fly +8, Perception +5, Stealth +10</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Attach (Ex)</b> When a gryph hits with its legs, its six talons latch tightly onto the target, anchoring it in place. An attached gryph is effectively grappling its prey. The gryph loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity and gains a +4 bonus on attack rolls with its bite. Alternatively, an attached gryph can attempt to implant eggs in the target. An attached gryph has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached gryph can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the gryph is removed.</h5><h5><b> Implant Eggs (Ex)</b> Once per day, a gryph can implant eggs into a helpless target or a target that it is currently attached to as a full-round action by extending an ovipositor from its abdomen and penetrating the victim's flesh by making a successful +4 melee attack. On a hit, the ovipositor inflicts 1 damage and implants 1d4 eggs into the victim's body. As long as a victim has gryph eggs implanted in his body, he is sickened as the eggs draw nutrients from his blood and flesh. The eggs grow swiftly, hatching in a mere 1d4 minutes into ravenous baby gryphs that immediately burrow out of the victim's body. This inflicts 2 points of Constitution damage per baby gryph, after which the hatchlings immediately take wing and fly away. Treat a gryph hatchling as a bat if statistics are needed. Gryph eggs can be cut out of a victim's body with a successful DC 20 Heal check made as a full-round action that inflicts 1 point of damage per attempt. Although immunity to disease offers no special protection against gryph egg implantation, remove disease or heal immediately destroys any implanted gryph eggs.</h5></div>
A gryph tries to attach itself to a foe to lay its eggs, then flees once it does so.
A wounded gryph immediately flees back to its nest up in the Maggot Tree-if confronted there, it fights to the death.
0000000adult046600000
73
Dark Creeper Footpad
41200
Dark creeper
rogue 2
Pathfinder RPG Bestiary 53
CNSmallhumanoid(dark folk)9
see in darkness; Perception +13
18, touch 16, flat-footed 13
(+2 armor, +5 Dex, +1 size)
44
(3d8+2d8+22)
Fort +5, Ref +9, Will +2
592evasion
light blindness
30 ft.
mwk dagger +7 (1d3+2/19-20)
5 ft.5 ft.
death throes, sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +1) At Will-darkness, detect magic
Str 14, Dex 21, Con 18, Int 8, Wis 12, Cha 6
3419
Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Climb +14, Fly +0, Linguistics +4, Perception +13, Stealth +24
Common, Dark Folk, Infernal
poison use, rag armor, rogue talent (fast stealth), trapfinding
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dark Creeper Footpad</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>Dark creeper rogue 2 (Pathfinder RPG Bestiary 53)</h5><h5>CN Small humanoid (dark folk)</h5><h5><b>Init </b>+9; <b>Senses </b>see in darkness; Perception +13</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 16, flat-footed 13 (+2 armor, +5 Dex, +1 size)</h5><h5><b>hp </b>44 each (3d8+2d8+22)</h5><h5><b>Fort </b>+5, <b>Ref </b>+9, <b>Will </b>+2</h5><h5><b>Defensive Abilities </b>evasion</h5><h5><b>Weaknesses </b>light blindness</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk dagger +7 (1d3+2/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>death throes, sneak attack +2d6</h5><h5><b>Spell-Like Abilities</b> (CL 3rd; concentration +1)</br>At Will&mdash;<i>darkness</i>, <i>detect magic</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The dark creepers create darkness when trying to make sneak attacks, flanking foes when they can't and following the orders of their dark stalker commanders as necessary.</h5><h5><b>Morale </b>They fight to the death as long as any dark stalkers live- otherwise they flee if reduced to less than 10 hit points.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 21, <b>Con</b> 18, <b>Int</b> 8, <b>Wis</b> 12, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>19</h5><h5><b>Feats </b>Improved Initiative, Skill Focus (Stealth), Weapon Finesse</h5><h5><b>Skills </b>Climb +14, Fly +0, Linguistics +4, Perception +13, Stealth +24</h5><h5><b>Languages </b>Common, Dark Folk, Infernal</h5><h5><b>SQ </b>poison use, rag armor, rogue talent (fast stealth), trapfinding</h5><h5><b>Combat Gear </b>black smear (5 doses); <b>Other Gear </b>rag armor, masterwork dagger</h5></div>
The dark creepers create darkness when trying to make sneak attacks, flanking foes when they can't and following the orders of their dark stalker commanders as necessary.
They fight to the death as long as any dark stalkers live- otherwise they flee if reduced to less than 10 hit points.
black smear (5 doses)
rag armor, masterwork dagger
0000000adult046700000
74
Dark Stalker Guildsman
84800Dark stalkerrogue 4
Pathfinder RPG Bestiary 54
CNMediumhumanoid(dark folk)7
see in darkness; Perception +16
24, touch 17, flat-footed 17
(+4 armor, +7 Dex, +2 natural, +1 shield)
89
(6d8+4d8+44)
Fort +7, Ref +13, Will +2
7132
evasion, trap sense +1, uncanny dodge
light blindness
30 ft.
mwk short sword +10/+10/+5/+5 (1d6+3/19-20)
5 ft.5 ft.
death throes, bleeding sneak attack +5d6 plus 5 bleed
Spell-Like Abilities (CL 6th, concentration +8) At Will-deeper darkness, detect magic, fog cloud
Str 16, Dex 24, Con 18, Int 8, Wis 8, Cha 15
71027
Double Slice, Improved Two-Weapon Fighting, Two- Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Acrobatics +12, Climb +20, Linguistics +4, Perception +16, Stealth +24
Common, Dark Folk, Infernal
poison use, rogue talents (bleeding attack, finesse rogue), trapfinding
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Dark Stalker Guildsman</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Dark stalker rogue 4 (Pathfinder RPG Bestiary 54)</h5><h5>CN Medium humanoid (dark folk)</h5><h5><b>Init </b>+7; <b>Senses </b>see in darkness; Perception +16</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 17, flat-footed 17 (+4 armor, +7 Dex, +2 natural, +1 shield)</h5><h5><b>hp </b>89 each (6d8+4d8+44)</h5><h5><b>Fort </b>+7, <b>Ref </b>+13, <b>Will </b>+2</h5><h5><b>Defensive Abilities </b>evasion, trap sense +1, uncanny dodge</h5><h5><b>Weaknesses </b>light blindness</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk short sword +10/+10/+5/+5 (1d6+3/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>death throes, bleeding sneak attack +5d6 plus 5 bleed</h5><h5><b>Spell-Like Abilities</b> (CL 6th, concentration +8)</br>At Will&mdash;<i>deeper darkness</i>,<i> detect magic</i>, <i>fog cloud</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The dark stalkers create darkness in battle, attempting to sneak attack their opponents. They bellow orders and curses in Dark Folk at their underlings the entire time, directing them to set up flanking attacks.</h5><h5><b>Morale </b>These dark stalkers fight to the death as long as Stiglor lives. If he falls, they immediately retreat, covering their escape with a fog cloud. They hope to flee all the way to Walcourt, and canny PCs can follow them right up to the guildhall.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 16, <b>Dex</b> 24, <b>Con</b> 18, <b>Int</b> 8, <b>Wis</b> 8, <b>Cha</b> 15</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+10; <b>CMD </b>27</h5><h5><b>Feats </b>Double Slice, Improved Two-Weapon Fighting, Two- Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)</h5><h5><b>Skills </b>Acrobatics +12, Climb +20, Linguistics +4, Perception +16, Stealth +24</h5><h5><b>Languages </b>Common, Dark Folk, Infernal</h5><h5><b>SQ </b>poison use, rogue talents (bleeding attack, finesse rogue), trapfinding</h5><h5><b>Combat Gear </b>black smear (5 doses); <b>Other Gear </b><i><i>+2 leather armor</i></i>, 2 masterwork short swords</h5></div>
The dark stalkers create darkness in battle, attempting to sneak attack their opponents. They bellow orders and curses in Dark Folk at their underlings the entire time, directing them to set up flanking attacks.
These dark stalkers fight to the death as long as Stiglor lives. If he falls, they immediately retreat, covering their escape with a fog cloud. They hope to flee all the way to Walcourt, and canny PCs can follow them right up to the guildhall.
black smear (5 doses)
+2 leather armor, 2 masterwork short swords
0000000adult046800000
75
Stiglor96400humanranger 10NEMediumhumanoid(human)6
Perception +14
24, touch 12, flat-footed 22
(+7 armor, +2 Dex, +4 natural, +1 shield)
105(10d10+50)
Fort +11, Ref +9, Will +4
1194evasion40 ft.
+1 cold iron battleaxe +11/+11/+6/+6 (1d8+4/19-20/x3)
mwk composite longbow +12 (1d8+3/x3)
5 ft.5 ft.
favored enemy (fey +4, elf +4, gnome +2), hunter's bond (hunting companions)
Ranger Spells Prepared (CL 7th; concentration +8) 2nd-barkskin 1st-alarm, animal messenger, longstrider
Str 16, Dex 14, Con 18, Int 10, Wis 12, Cha 8
101325
Diehard, Double Slice, Endurance, Improved Critical (battleaxe), Improved Initiative, Improved Two- Weapon Fighting, Two-Weapon Defense, Two- Weapon Fighting, Two-Weapon Rend, Weapon Focus (battleaxe)
Climb +13, Handle Animal +12, Intimidate +12, Knowledge (geography) +13, Perception +14, Stealth +12, Survival +14
Common
favored terrain (forest +4, urban +2), swift tracker, track, wild empathy +9, woodland stride,
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Stiglor</p><p class="alignright">CR 9</p><div style="clear: both;"></div></div><div><h5><b>XP </b>6,400</h5><h5>Male human ranger 10</h5><h5>NE Medium humanoid (human)</h5><h5><b>Init </b>+6; <b>Senses </b>Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>24, touch 12, flat-footed 22 (+7 armor, +2 Dex, +4 natural, +1 shield)</h5><h5><b>hp </b>105 (10d10+50)</h5><h5><b>Fort </b>+11, <b>Ref </b>+9, <b>Will </b>+4</h5><h5><b>Defensive Abilities </b>evasion</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b><i>+1 cold iron battleaxe</i> +11/+11/+6/+6 (1d8+4/19-20/x3)</h5><h5><b>Ranged </b>mwk composite longbow +12 (1d8+3/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>favored enemy (fey +4, elf +4, gnome +2), hunter's bond (hunting companions)</h5><h5><b>Ranger Spells Prepared</b> (CL 7th; concentration +8)</br>2nd&mdash;<i>barkskin</i></br>1st&mdash;<i>alarm</i>,<i> animal messenger</i>, <i>longstrider</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Stiglor casts an audible alarm on his tent every night. Before combat he casts barkskin and longstrider on himself.</h5><h5><b>During Combat </b>Stiglor prefers to enter melee combat wielding his two battleaxes and attempting to make Two-Weapon Rend attacks on a single opponent. He pauses to use his healing magic when necessary, behind the cover of his underlings.</h5><h5><b>Morale </b>If reduced to 30 hp, Stiglor retreats to take pot shots with his bow from a position of cover. If reduced below 0 hp, he retreats into the forest, not to be seen again in this adventure (after all, he'll need to hide not only from the PCs, but from the Council's new leaders as well).</h5><h5><b>Base Statistics </b>AC 20, touch 12, flat-footed 18; Speed 30 ft.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 16, <b>Dex</b> 14, <b>Con</b> 18, <b>Int</b> 10, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+13; <b>CMD </b>25</h5><h5><b>Feats </b>Diehard, Double Slice, Endurance, Improved Critical (battleaxe), Improved Initiative, Improved Two- Weapon Fighting, Two-Weapon Defense, Two- Weapon Fighting, Two-Weapon Rend, Weapon Focus (battleaxe)</h5><h5><b>Skills </b>Climb +13, Handle Animal +12, Intimidate +12, Knowledge (geography) +13, Perception +14, Stealth +12, Survival +14</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>favored terrain (forest +4, urban +2), swift tracker, track, wild empathy +9, woodland stride,</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds </i>(2); <b>Other Gear </b><i><i>+1 breastplate</i></i>, <i><i>+1 cold iron battleaxe (2)</i></i>, masterwork composite longbow (+3 Str) with 20 cold iron arrows, <i><i>belt of mighty constitution +2</i></i>, key to chest in area D17</h5></div>
Male
Stiglor casts an audible alarm on his tent every night. Before combat he casts barkskin and longstrider on himself.
Stiglor prefers to enter melee combat wielding his two battleaxes and attempting to make Two-Weapon Rend attacks on a single opponent. He pauses to use his healing magic when necessary, behind the cover of his underlings.
If reduced to 30 hp, Stiglor retreats to take pot shots with his bow from a position of cover. If reduced below 0 hp, he retreats into the forest, not to be seen again in this adventure (after all, he'll need to hide not only from the PCs, but from the Council's new leaders as well).
potion of cure moderate wounds (2)
+1 breastplate, +1 cold iron battleaxe (2), masterwork composite longbow (+3 Str) with 20 cold iron arrows, belt of mighty constitution +2, key to chest in area D17
0000000
AC 20, touch 12, flat-footed 18; Speed 30 ft.
adult046900000
76
Mother of Flies
1438400green hagsorcerer 14
Pathfinder RPG Bestiary 167
NEMedium
monstrous humanoid
2
darkvision 90 ft.; Perception +14
30, touch 14, flat-footed 30
(+4 armor, +2 deflection, +2 Dex, +8 natural, +4 shield)
190
(9d10+14d6+92)
Fort +12, Ref +12, Will +17
121217
disease, nausea, sickness
16
30 ft., fly 60 ft. (good), swim 30 ft.
2 claws +22 (1d4+5/19-20 plus weakness)
5 ft.5 ft.
Bloodline Spell-Like Abilities (CL 14th; concentration +21) 10/day-plague's caress Spell-Like Abilities (CL 9th; concentration +16) Constant-pass without trace, tongues, water breathing At Will-dancing lights, disguise self (DC 18), ghost sound (DC 17), invisibility, pyrotechnics (DC 19), tree shape, whispering wind
Sorcerer Spells Known (CL 14th; concentration +21) 7th (4)-insanity (DC 24), plant shape III 6th (6)-eyebite (DC 23), flesh to stone (DC 23), shadow walk 5th (7)-baleful polymorph (DC 22), contact other plane, insect plague, teleport 4th (7)-bestow curse (DC 21), dimension door, phantasmal killer (DC 21), repel vermin (DC 22), scrying (DC 21) 3rd (8)-contagion (DC 20), dispel magic, fly, nondetection, suggestion (DC 20) 2nd (8)-acid arrow, cat's grace, detect thoughts (DC 19), hideous laughter (DC 19), summon swarm, web (DC 19) 1st (8)-charm animal (DC 18), grease (DC 18), mage armor, obscuring mist, shield, silent image (DC 18) 0 (at will)-acid splash, bleed (DC 17), detect magic, detect poison, mage hand, mending, message, prestidigitation, read magic
Str 20, Dex 14, Con 16, Int 14, Wis 15, Cha 24
162131
Arcane Strike, Blinding Critical, Brew Potion, Combat Casting, Craft Wondrous Item, Critical Focus, Deceitful, Eschew Materials, Great Fortitude, Improved Critical (claw), Power Attack, Quicken Spell, Silent Spell, Toughness, Vital Strike
Bluff +37, Craft (alchemy) +24, Disguise +17, Fly +13, Heal +20, Knowledge (arcana) +19, Knowledge (local) +9, Knowledge (planes) +21, Linguistics +5, Spellcraft +21, Swim +13
Aklo, Common, Giant, Infernal, Sylvan, Undercommon
bloodline arcana, mimicry
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Mother of Flies</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>Female green hag sorcerer 14 (Pathfinder RPG Bestiary 167)</h5><h5>NE Medium monstrous humanoid </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 90 ft.; Perception +14</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>30, touch 14, flat-footed 30 (+4 armor, +2 deflection, +2 Dex, +8 natural, +4 shield)</h5><h5><b>hp </b>190 (9d10+14d6+92)</h5><h5><b>Fort </b>+12, <b>Ref </b>+12, <b>Will </b>+17</h5><h5><b>Immune </b>disease, nausea, sickness; <b>SR </b>16</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 60 ft. (good), swim 30 ft.</h5><h5><b>Melee </b>2 claws +22 (1d4+5/19-20 plus weakness)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Bloodline Spell-Like Abilities</b></b> (CL 14th; concentration +21)</br>10/day&mdash;plague's caress </h5><h5><b>Spell-Like Abilities</b> (CL 9th; concentration +16)</br>Constant&mdash;<i>pass without trace</i>,<i> tongues</i>,<i> water breathing</i></br>At Will&mdash;<i>dancing lights</i>, <i>disguise self</i> (DC 18), <i>ghost sound</i> (DC 17),<i> invisibility</i>, <i>pyrotechnics</i> (DC 19),<i> tree shape</i>, <i>whispering wind</i></h5></h5><h5><b>Sorcerer Spells Known</b> (CL 14th; concentration +21)</br>7th (4)&mdash;<i>insanity</i> (DC 24),<i> plant shape III</i></br>6th (6)&mdash;<i>eyebite</i> (DC 23), <i>flesh to stone</i> (DC 23),<i> shadow walk</i></br>5th (7)&mdash;<i>baleful polymorph</i> (DC 22),<i> contact other plane</i>,<i> insect plague</i>,<i> teleport</i></br>4th (7)&mdash;<i>bestow curse</i> (DC 21),<i> dimension door</i>, <i>phantasmal killer</i> (DC 21), <i>repel vermin</i> (DC 22), <i>scrying</i> (DC 21)</br>3rd (8)&mdash;<i>contagion</i> (DC 20),<i> dispel magic</i>,<i> fly</i>,<i> nondetection</i>, <i>suggestion</i> (DC 20)</br>2nd (8)&mdash;<i>acid arrow</i>,<i> cat's grace</i>, <i>detect thoughts</i> (DC 19), <i>hideous laughter</i> (DC 19),<i> summon swarm</i>, <i>web</i> (DC 19)</br>1st (8)&mdash;<i>charm animal</i> (DC 18), <i>grease</i> (DC 18),<i> mage armor</i>,<i> obscuring mist</i>,<i> shield</i>, silent<i> image</i> (DC 18)</br>0 (at will)&mdash;<i>acid splash</i>, <i>bleed</i> (DC 17),<i> detect magic</i>,<i> detect poison</i>,<i> mage hand</i>,<i> mending</i>,<i> message</i>,<i> prestidigitation</i>, <i>read magic</i></h5></h5><h5><b>Bloodline </b>arcana, mimicry</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>The mother of flies casts mage armor and nondetection on herself every morning and every evening. Before entering combat, she always takes the time to also cast cat's grace, fly, and shield.</h5><h5><b>During Combat </b>The Mother of Flies directs any swarms available to her to distract foes while she tries to remain out of range with flight, using her spells against foes. She'll retreat to the Maggot Tree core to use the tree's attacks against attackers if possible. In melee, she uses Arcane Strike, Power Attack, and usually Vital Strike to maximize damage while allowing her to move out of melee after each attack.</h5><h5><b>Morale </b>The Mother of Flies uses teleport to flee to the Court of Ether if reduced to fewer than 40 hit points, but harbors a grudge if she's forced to do so. She might even throw aside her hatred of the Council of Thieves if the PCs force her to flee in this manner, and could show up in the final adventure as an additional foe in this case.</h5><h5><b>Base Statistics </b>Init +0; AC 20, touch 12, flat-footed 20; Ref +10; Dex 14; Skills Fly +11</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 20, <b>Dex</b> 14, <b>Con</b> 16, <b>Int</b> 14, <b>Wis</b> 15, <b>Cha</b> 24</h5><h5><b>Base Atk </b>+16; <b>CMB </b>+21; <b>CMD </b>31</h5><h5><b>Feats </b>Arcane Strike, Blinding Critical, Brew Potion, Combat Casting, Craft Wondrous Item, Critical Focus, Deceitful, Eschew Materials, Great Fortitude, Improved Critical (claw), Power Attack, Quicken Spell, Silent Spell, Toughness, Vital Strike</h5><h5><b>Skills </b>Bluff +37, Craft (alchemy) +24, Disguise +17, Fly +13, Heal +20, Knowledge (arcana) +19, Knowledge (local) +9, Knowledge (planes) +21, Linguistics +5, Spellcraft +21, Swim +13</h5><h5><b>Languages </b>Aklo, Common, Giant, Infernal, Sylvan, Undercommon</h5><h5><b>SQ </b>bloodline arcana, mimicry</h5><h5><b>Combat Gear </b><i>staff of swarming insects </i>(10 charges); <b>Other Gear </b><i><i>headband of alluring charisma +2</i></i>, <i>ring of protection +2</i></h5></div>
Female
arcana, mimicry
The mother of flies casts mage armor and nondetection on herself every morning and every evening. Before entering combat, she always takes the time to also cast cat's grace, fly, and shield.
The Mother of Flies directs any swarms available to her to distract foes while she tries to remain out of range with flight, using her spells against foes. She'll retreat to the Maggot Tree core to use the tree's attacks against attackers if possible. In melee, she uses Arcane Strike, Power Attack, and usually Vital Strike to maximize damage while allowing her to move out of melee after each attack.
The Mother of Flies uses teleport to flee to the Court of Ether if reduced to fewer than 40 hit points, but harbors a grudge if she's forced to do so. She might even throw aside her hatred of the Council of Thieves if the PCs force her to flee in this manner, and could show up in the final adventure as an additional foe in this case.
staff of swarming insects (10 charges)
headband of alluring charisma +2, ring of protection +2
0000000
Init +0; AC 20, touch 12, flat-footed 20; Ref +10; Dex 14; Skills Fly +11
adult047000000
77
Shadow Mastiff
51600
Shadow Mastiff
Bonus Bestiary 16
NEMediumoutsider
(evil, extraplanar)
6
darkvision 60 ft., scent; Perception +10
17, touch 12, flat-footed 15
(+2 Dex, +5 natural)
51(6d10+18)
Fort +8, Ref +7, Will +5
875
shadow blend
50 ft.
bite +10 (1d6+6 plus trip)
5 ft.5 ft.bay
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
61022
Improved Initiative, Iron Will, Power Attack
Perception +10, Stealth +11, Survival +10
Common (cannot speak)
AP 290
Bay (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus. Shadow Blend (Su) In any condition other than bright light, a shadow mastiff disappears into the shadows, giving it total concealment (50% miss chance). A shadow mastiff can suspend or resume this ability as a free action.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Shadow Mastiff</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>Bonus Bestiary 16</h5><h5>NE Medium outsider (evil, extraplanar)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft., scent; Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 12, flat-footed 15 (+2 Dex, +5 natural)</h5><h5><b>hp </b>51 each (6d10+18)</h5><h5><b>Fort </b>+8, <b>Ref </b>+7, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>shadow blend</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>50 ft.</h5><h5><b>Melee </b>bite +10 (1d6+6 plus trip)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>bay</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>A shadow mastiff uses its bay attack throughout combat, alerting most of the other denizens of Walcourt that something has blundered into the grounds. They generally focus their attacks on any foe that carries a light source.</h5><h5><b>Morale </b>Shadow mastiffs fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 19, <b>Dex</b> 15, <b>Con</b> 17, <b>Int</b> 4, <b>Wis</b> 12, <b>Cha</b> 13</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+10; <b>CMD </b>22</h5><h5><b>Feats </b>Improved Initiative, Iron Will, Power Attack</h5><h5><b>Skills </b>Perception +10, Stealth +11, Survival +10</h5><h5><b>Languages </b>Common (cannot speak)</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Bay (Su)</b> When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus. </h5><h5><b>Shadow Blend (Su)</b> In any condition other than bright light, a shadow mastiff disappears into the shadows, giving it total concealment (50% miss chance). A shadow mastiff can suspend or resume this ability as a free action.</h5></div>
A shadow mastiff uses its bay attack throughout combat, alerting most of the other denizens of Walcourt that something has blundered into the grounds. They generally focus their attacks on any foe that carries a light source.
Shadow mastiffs fight to the death.
0000000adult047100000
78
Novice Thief1400Humanrogue 2NEMediumhumanoid(human)6
Perception +4
15, touch 12, flat-footed 13
(+3 armor, +2 Dex)
15(2d8+6)
Fort +2, Ref +5, Will -1
25-1evasion30 ft.
mwk rapier +3 (1d6+1/18-20)
hand crossbow +3 (1d4/19-20)
5 ft.5 ft.
sneak attack +1d6
Str 13, Dex 15, Con 14, Int 12, Wis 8, Cha 10
1214
Improved Initiative, Weapon Finesse
Acrobatics +6, Appraise +6, Bluff +5, Climb +5, Disable Device +6, Knowledge (local) +6, Perception +4, Sense Motive +4, Sleight of Hand +7, Stealth +6
Common, Infernal
rogue talent (finesse rogue), trapfinding
AP 290
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Novice Thief</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>Human rogue 2</h5><h5>NE Medium humanoid (human)</h5><h5><b>Init </b>+6; <b>Senses </b>Perception +4</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 12, flat-footed 13 (+3 armor, +2 Dex)</h5><h5><b>hp </b>15 (2d8+6)</h5><h5><b>Fort </b>+2, <b>Ref </b>+5, <b>Will </b>-1</h5><h5><b>Defensive Abilities </b>evasion</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk rapier +3 (1d6+1/18-20)</h5><h5><b>Ranged </b>hand crossbow +3 (1d4/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>sneak attack +1d6</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Confronted here in relatively tight quarters, half the rogues take a stand against the PCs while the others flee through the secret doors through area C7 to try to come around and flank the enemy.</h5><h5><b>Morale </b>Eager to please their new masters, these novices fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 15, <b>Con</b> 14, <b>Int</b> 12, <b>Wis</b> 8, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14</h5><h5><b>Feats </b>Improved Initiative, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +6, Appraise +6, Bluff +5, Climb +5, Disable Device +6, Knowledge (local) +6, Perception +4, Sense Motive +4, Sleight of Hand +7, Stealth +6</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>rogue talent (finesse rogue), trapfinding</h5><h5><b>Combat Gear </b>studded leather, masterwork rapier, hand crossbow with 20 bolts, 25 gp</h5></div>
Confronted here in relatively tight quarters, half the rogues take a stand against the PCs while the others flee through the secret doors through area C7 to try to come around and flank the enemy.
Eager to please their new masters, these novices fight to the death.
studded leather, masterwork rapier, hand crossbow with 20 bolts, 25 gp
0000000adult047200000
79
Shadow Rat Swarm
41200
Shadow Rat Swarm
Tome of Horrors III 184
NETinyundead(swarm)6
darkvision 60 ft., scent; Perception +9
15, touch 14, flat-footed 13
(+2 Dex, +1 natural, +2 size)
39(6d8+12)
Fort +4, Ref +6, Will +6
466
half damage from piercing and slashing, incorporeal form, shadow blend
swarm traits, undead traits
swarm traits
40 ft., climb 20 ft.
swarm +4 (2d6-2 plus 1d4 Str and distraction)
10 ft.0 ft.
distraction (DC 15)
Str 6, Dex 15, Con -, Int 2, Wis 12, Cha 14
4412
Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Acrobatics +4 (+8 jump), Climb +10, Fly +0, Perception +9, Stealth +19
Shadow RatAP 290
Incorporeal Form (Su) A shadow rat swarm can, as a standard action, assume an incorporeal form for up to 1 hour per day. In this form, the swarm loses its natural AC bonus but gains a +2 deflection bonus to AC. While in this form, the shadow rat swarm is AC 16 (+2 deflection, +2 Dex, +2 size), touch 15, flat-footed 13. The shadow rat swarm can still swarm attack corporeal opponents while in its incorporeal form, but its attack only inflicts Strength damage and cannot distract foes or cause physical damage. The shadow rat swarm gains the incorporeal subtype while using this ability. Shadow Blend (Ex) A shadow rat swarm can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light. Strength Drain (Su) A shadow rat swarm deals Strength damage to living foes over which it swarms. A creature reduced to 0 Strength cannot move but does not die-at least, not until the swarm's physical damage takes its toll.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Shadow Rat Swarm</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>Tome of Horrors III 184</h5><h5>NE Tiny undead (swarm)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft., scent; Perception +9</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)</h5><h5><b>hp </b>39 (6d8+12)</h5><h5><b>Fort </b>+4, <b>Ref </b>+6, <b>Will </b>+6</h5><h5><b>Defensive Abilities </b>half damage from piercing and slashing, incorporeal form, shadow blend; <b>Immune </b>swarm traits, undead traits</h5><h5><b>Weaknesses </b>swarm traits</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., climb 20 ft.</h5><h5><b>Melee </b>swarm +4 (2d6-2 plus 1d4 Str and distraction)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>0 ft.</h5><h5><b>Special Attacks </b>distraction (DC 15)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The rats attack the closest target, preferring to attack foes that carry light sources.</h5><h5><b>Morale </b>The swarm fights until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 6, <b>Dex</b> 15, <b>Con</b> -, <b>Int</b> 2, <b>Wis</b> 12, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+4; <b>CMD </b>12</h5><h5><b>Feats </b>Improved Initiative, Lightning Reflexes, Skill Focus (Perception)</h5><h5><b>Skills </b>Acrobatics +4 (+8 jump), Climb +10, Fly +0, Perception +9, Stealth +19</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Incorporeal Form (Su)</b> A shadow rat swarm can, as a standard action, assume an incorporeal form for up to 1 hour per day. In this form, the swarm loses its natural AC bonus but gains a +2 deflection bonus to AC. While in this form, the shadow rat swarm is AC 16 (+2 deflection, +2 Dex, +2 size), touch 15, flat-footed 13. The shadow rat swarm can still swarm attack corporeal opponents while in its incorporeal form, but its attack only inflicts Strength damage and cannot distract foes or cause physical damage. The shadow rat swarm gains the incorporeal subtype while using this ability.</h5><h5><b> Shadow Blend (Ex)</b> A shadow rat swarm can disappear into the shadows as a move action, gaining total concealment in all levels of illumination save bright light. </h5><h5><b>Strength Drain (Su)</b> A shadow rat swarm deals Strength damage to living foes over which it swarms. A creature reduced to 0 Strength cannot move but does not die-at least, not until the swarm's physical damage takes its toll.</h5></div>
The rats attack the closest target, preferring to attack foes that carry light sources.
The swarm fights until destroyed.
0000000adult047300000
80
Sandor the Strange
1112800humandiviner 12CEMediumhumanoid12
arcane sight, darkvision 60 ft., prying eyes, see invisibility, true seeing; Perception +13
19, touch 13, flat-footed 16
(+2 armor, +2 Dex, +1 dodge, +4 shield)
81(12d6+39)
Fort +7, Ref +6, Will +9
769
30 ft., fly 40 ft. (good)
+1 quarterstaff +7 (1d6+1)
5 ft.5 ft.
diviner's fortune (+6, 9/day)
Wizard Spells Prepared (CL 12th; concentration +18) 6th-disintegrate (DC 22), forceful hand, mislead (DC 22), true seeing 5th-cone of cold, false vision, overland flight, passwall, prying eyes 4th-enervation, greater invisibility, locate creature, phantasmal killer (DC 20), scrying 3rd-clairaudience/ clairvoyance, dispel magic, fireball (DC 19), slow (DC 19), vampiric touch (2) 2nd-arcane lock, darkness, detect thoughts (DC 18), false life, protection from arrows, scorching ray (2) 1st-burning hands (DC 17), comprehend languages, magic missile, protection from good, ray of enfeeblement, shield, true strike 0 (at will)-bleed (DC 16), detect magic, light, mage hand, read magic
Str 10, Dex 14, Con 13, Int 22, Wis 12, Cha 8
6619
Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Eschew Materials, Great Fortitude, Improved Initiative, Magical Aptitude, Mobility, Scribe Scroll
Appraise +21, Craft (Trapmaking) +21, Fly +12, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (local) +21, Perception +13, Spellcraft +25, Use Magic Device +15
Aklo, Azlanti, Common, Infernal, Shadowtongue, Varisian
arcane bond (staff), contingency, forewarned, permanent spells, scrying adept
AP 290
Contingency If Sandor takes damage, a stoneskin spell activates on him. Permanent Spells Sandor has made the following spells permanent on himself: arcane sight, darkvision, and see invisibility. Staff of the Blue Dragon This +1 quarterstaff is Sandor's arcane bonded object. The staff of the blue dragon allows Sandor the use of the following spells: ventriloquism (1 charge), lightning bolt (2 charges), and fear (4 charges).
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Sandor the Strange</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>Male human diviner 12</h5><h5>CE Medium humanoid </h5><h5><b>Init </b>+12; <b>Senses </b>arcane sight, darkvision 60 ft., prying eyes, see invisibility, true seeing; Perception +13</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>19, touch 13, flat-footed 16 (+2 armor, +2 Dex, +1 dodge, +4 shield)</h5><h5><b>hp </b>81 (12d6+39)</h5><h5><b>Fort </b>+7, <b>Ref </b>+6, <b>Will </b>+9</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., fly 40 ft. (good)</h5><h5><b>Melee </b><i>+1 quarterstaff</i> +7 (1d6+1)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>diviner's fortune (+6, 9/day)</h5><h5><b>Wizard Spells Prepared</b> (CL 12th; concentration +18)</br>6th&mdash;<i>disintegrate</i> (DC 22),<i> forceful hand</i>, <i>mislead</i> (DC 22),<i> true seeing</i></br>5th&mdash;<i>cone of cold</i>,<i> false vision</i>,<i> overland flight</i>,<i> passwall</i>,<i> prying eyes</i></br>4th&mdash;<i>enervation</i>,<i> greater invisibility</i>,<i> locate creature</i>, <i>phantasmal killer</i> (DC 20),<i> scrying</i></br>3rd&mdash;<i>clairaudience/ clairvoyance</i>,<i> dispel magic</i>, <i>fireball</i> (DC 19), <i>slow</i> (DC 19), <i>vampiric touch</i> (2)</br>2nd&mdash;<i>arcane lock</i>,<i> darkness</i>, <i>detect thoughts</i> (DC 18),<i> false life</i>,<i> protection from arrows</i>, <i>scorching ray</i> (2)</br>1st&mdash;<i>burning hands</i> (DC 17),<i> comprehend languages</i>,<i> magic missile</i>,<i> protection from good</i>,<i> ray of enfeeblement</i>,<i> shield</i>,<i> true strike</i></br>0 (at will)&mdash;<i>bleed</i> (DC 16),<i> detect magic</i>,<i> light</i>,<i> mage hand</i>, <i>read magic</i></h5></h5><h5><b>Prohibited Schools </b>Conjuration, Enchantment</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Sandor typically casts false life, prying eyes, overland flight, and protection from arrows on himself each day, and all are in effect when the PCs arrive. Assuming that the PCs are spotted by his prying eyes, he casts the following spells to prepare for their arrival: greater invisibility, protection from good, true seeing, and shield. He then hovers invisibly near the ceiling in the garret chamber, awaiting the necessity of defending his home.</h5><h5><b>During Combat </b>When the PCs enter, Sandor uses flight and invisibility to position himself before he begins hitting the party with lightning bolts and fear from his staff, then switches to ranged spells like disintegrate, cone of cold, phantasmal killer and others.</h5><h5><b>Morale </b>If badly wounded, Sandor casts mislead, ducks into a nearby room, then uses his scroll of shadow walk and seeks out Chammady and Ecarrdian-if he does so, he can appear in the next adventure as an additional enemy, but his report to the Drovenges does not encourage them to increase protection at Walcourt. They assume that Ilnerik has things well in hand, and neither is aware that there's something hidden in the treasury below that could undo their devotion to each other.</h5><h5><b>Base Statistics </b>AC 15, touch 13, flat-footed 12; hp 66</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 10, <b>Dex</b> 14, <b>Con</b> 13, <b>Int</b> 22, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+6; <b>CMD </b>19</h5><h5><b>Feats </b>Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Eschew Materials, Great Fortitude, Improved Initiative, Magical Aptitude, Mobility, Scribe Scroll</h5><h5><b>Skills </b>Appraise +21, Craft (Trapmaking) +21, Fly +12, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (local) +21, Perception +13, Spellcraft +25, Use Magic Device +15</h5><h5><b>Languages </b>Aklo, Azlanti, Common, Infernal, Shadowtongue, Varisian</h5><h5><b>SQ </b>arcane bond (staff), contingency, forewarned, permanent spells, scrying adept</h5><h5><b>Combat Gear </b>scroll of <i>shadow walk</i>; <b>Other Gear </b><i>staff of the blue dragon</i>, <i>bracers of armor +2</i>, <i><i>headband of vast intelligence +2 (Use Magic Device)</i></i>, key</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div></h5><h5><b>Contingency </b> If</b> Sandor takes damage, a stoneskin spell activates on him. </h5><h5><b>Permanent Spells</b> Sandor has made the following spells permanent on himself: arcane sight, darkvision, and see invisibility. </h5><h5><b>Staff of the Blue Dragon</b> This +1 quarterstaff is Sandor's arcane bonded object. The staff of the blue dragon allows Sandor the use of the following spells: ventriloquism (1 charge), lightning bolt (2 charges), and fear (4 charges).</h5></div>
Male
Conjuration, Enchantment
Sandor typically casts false life, prying eyes, overland flight, and protection from arrows on himself each day, and all are in effect when the PCs arrive. Assuming that the PCs are spotted by his prying eyes, he casts the following spells to prepare for their arrival: greater invisibility, protection from good, true seeing, and shield. He then hovers invisibly near the ceiling in the garret chamber, awaiting the necessity of defending his home.
When the PCs enter, Sandor uses flight and invisibility to position himself before he begins hitting the party with lightning bolts and fear from his staff, then switches to ranged spells like disintegrate, cone of cold, phantasmal killer and others.
If badly wounded, Sandor casts mislead, ducks into a nearby room, then uses his scroll of shadow walk and seeks out Chammady and Ecarrdian-if he does so, he can appear in the next adventure as an additional enemy, but his report to the Drovenges does not encourage them to increase protection at Walcourt. They assume that Ilnerik has things well in hand, and neither is aware that there's something hidden in the treasury below that could undo their devotion to each other.
scroll of shadow walk
staff of the blue dragon, bracers of armor +2, headband of vast intelligence +2 (Use Magic Device), key
0000000
AC 15, touch 13, flat-footed 12; hp 66
adult047400000
81
Ilnerik Sivanshin
1551200half-elf
bard 7/rogue 3
Pathfinder chronicler 3
CEMediumundead(elf )10
darkvision 60 ft., low-light vision; Perception +30
31, touch 20, flat-footed 24
(+5 armor, +3 deflection, +6 Dex, +1 dodge, +6 natural)
197(13d8+140)
fast healing 5
Fort +13, Ref +18, Will +7; +2 vs. enchantments; +4 vs. bardic performance, language-dependent, and sonic
13187
+2 vs. enchantments+4 vs. bardic performance, language-dependent, and sonic
channel resistance +4, evasion, live to tell the tale 1/day, trap sense +1
10/magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
30 ft.
slam +15 (2d4+12)
5 ft.5 ft.
blood drain, children of the night, create spawn, dominate (DC 25), energy drain (DC 25), mastermind, sneak attack +2d6, bardic music 13 rounds/day (move action- countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +16) 3rd (3/day)-charm monster (DC 22), haste 2nd (5/day)-blindness/deafness (DC 21), invisibility, suggestion (DC 21) 1st (7/day)-alarm, comprehend languages, grease (DC 20), obscure object, unseen servant 0 (at will)-detect magic, know direction, light, mage hand, prestidigitation, read magic
Str 22, Dex 22, Con -, Int 15, Wis 10, Cha 28
81434
Alertness, Arcane Strike, Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Toughness, Vital Strike, Weapon Focus (slam), Whirlwind Attack
Acrobatics +22, Bluff +0, Disable Device +22, Knowledge (arcana) +0, Knowledge (dungeoneering) +0, Knowledge (engineering) +0, Knowledge (geography) +16, Knowledge (history) +0, Knowledge (local) +23, Knowledge (nature) +0, Knowledge (nobility) +0, Knowledge (planes) +0, Knowledge (religion) +23, Linguistics +14, Perception +30, Perform (oratory) +25, Perform (sing) +25, Sense Motive +0, Stealth +30
Ancient Osiriani, Common, Dark Folk, Elven, Infernal, Osiriani, Polyglot, Shadowtongue, Undercommon, Varisian
bardic knowledge +5, deep pockets (300 gp), gaseous form, improved aid, lore master 1/day, master scribe, pathfinding, rogue talent (weapon training), shadowless, spider climb, trapfinding, versatile performance (oratory, sing), well-versed
AP 290
Mastermind (Su) Ilnerik does not possess the usual vampiric ability to change shape. Instead, he can have a number of enslaved spawn totaling four times his Hit Dice (up to 52 spawn at any one time). In addition, he may enter a trance to observe a single spawn's surroundings as if looking through that spawn's eyes, provided the spawn in question is on the same plane. Exercising or ending this ability is a standard action-he can maintain the clairvoyance link as long as he wishes, but while the link persists, Ilnerik is treated as helpless (although he is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls his body). This ability (and many different alternate vampire powers) first appeared in Classic Horrors Revisited. Rod of Shadowy Splendor This magic rod functions identically to a standard rod of splendor, save that the garb it creates is always in the hues of red, white, and black, and the palatial tent it creates contains no food and is dimly lit. This gloom cannot be further darkened or illuminated by any effect less potent than a 5th-level spell.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ilnerik Sivanshin</p><p class="alignright">CR 15</p><div style="clear: both;"></div></div><div><h5><b>XP </b>51,200</h5><h5>Male half-elf vampire bard 7/rogue 3 (Pathfinder chronicler 3)</h5><h5>CE Medium undead (elf )</h5><h5><b>Init </b>+10; <b>Senses </b>darkvision 60 ft., low-light vision; Perception +30</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>31, touch 20, flat-footed 24 (+5 armor, +3 deflection, +6 Dex, +1 dodge, +6 natural)</h5><h5><b>hp </b>197 (13d8+140); fast healing 5</h5><h5><b>Fort </b>+13, <b>Ref </b>+18, <b>Will </b>+7; +2 vs. enchantments+4 vs. bardic performance, language-dependent, and sonic</h5><h5><b>Defensive Abilities </b>channel resistance +4, evasion, live to tell the tale 1/day, trap sense +1; <b>DR </b>10/magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>slam +15 (2d4+12)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, children of the night, create spawn, dominate (DC 25), energy drain (DC 25), mastermind, sneak attack +2d6, bardic music 13 rounds/day (move action- countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)</h5><h5><b>Bard Spells Known</b> (CL 7th; concentration +16)</br>3rd (3/day)&mdash;<i>charm monster</i> (DC 22),<i> haste</i></br>2nd (5/day)&mdash;<i>blindness/deafness</i> (DC 21),<i> invisibility</i>, <i>suggestion</i> (DC 21)</br>1st (7/day)&mdash;<i>alarm</i>,<i> comprehend languages</i>, <i>grease</i> (DC 20),<i> obscure object</i>,<i> unseen servant</i></br>0 (at will)&mdash;<i>detect magic</i>,<i> know direction</i>,<i> light</i>,<i> mage hand</i>,<i> prestidigitation</i>, <i>read magic</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Ilnerik has an unseen servant active at all times.</h5><h5><b>During Combat </b>Ilnerik orders his unseen servant to trigger the lever to fill both sarcophagi with water, hoping that the peril this places the two women in forces the PCs to split their attention between fighting him and saving Faerlyn and Glynnis. Ilnerik's first act in combat is to cast invisibility on himself, followed by casting haste and inspiring courage before opening battle by making a sneak attack on a foe that can't see through his invisibility. Ilnerik trusts his high Armor Class once battles begin and deliberately lets his foes surround him so he can use Whirlwind Attacks, and uses Arcane Strike and Vital Strike with his slam attacks at all times. He saves his dominate ability and ranged spells to combat foes at range.</h5><h5><b>Morale </b>Ilnerik fights until destroyed, at which point he flees under the altar stone to recover, unless the PCs are present, in which case he flees to room F8 if he thinks he can get there without being observed. Unfortunately for Ilnerik, the running water in the numerous canals and sewage tunnels in the area make escaping to other locations more distant relatively impossible.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 22, <b>Dex</b> 22, <b>Con</b> -, <b>Int</b> 15, <b>Wis</b> 10, <b>Cha</b> 28</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+14; <b>CMD </b>34</h5><h5><b>Feats </b>Alertness, Arcane Strike, Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Toughness, Vital Strike, Weapon Focus (slam), Whirlwind Attack</h5><h5><b>Skills </b>Acrobatics +22, Bluff +0, Disable Device +22, Knowledge (arcana) +0, Knowledge (dungeoneering) +0, Knowledge (engineering) +0, Knowledge (geography) +16, Knowledge (history) +0, Knowledge (local) +23, Knowledge (nature) +0, Knowledge (nobility) +0, Knowledge (planes) +0, Knowledge (religion) +23, Linguistics +14, Perception +30, Perform (oratory) +25, Perform (sing) +25, Sense Motive +0, Stealth +30</h5><h5><b>Languages </b>Ancient Osiriani, Common, Dark Folk, Elven, Infernal, Osiriani, Polyglot, Shadowtongue, Undercommon, Varisian</h5><h5><b>SQ </b>bardic knowledge +5, deep pockets (300 gp), gaseous form, improved aid, lore master 1/day, master scribe, pathfinding, rogue talent (weapon training), shadowless, spider climb, trapfinding, versatile performance (oratory, sing), well-versed</h5><h5><b>Combat Gear </b>Totemrix; <b>Other Gear </b><i><i>+3 leather armor</i></i>, <i><i>amulet of mighty fists +2</i></i>, <i><i>belt of physical might +4 (Strength</i></i>, Dexterity), <i>ring of protection +3</i>, <i>rod of shadowy splendor</i>, <i>boots of teleportation</i>, 3000 gp in elegant jewelry, master key to locked doors in Walcourt</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Mastermind (Su)</b> Ilnerik does not possess the usual vampiric ability to change shape. Instead, he can have a number of enslaved spawn totaling four times his Hit Dice (up to 52 spawn at any one time). In addition, he may enter a trance to observe a single spawn's surroundings as if looking through that spawn's eyes, provided the spawn in question is on the same plane. Exercising or ending this ability is a standard action-he can maintain the clairvoyance link as long as he wishes, but while the link persists, Ilnerik is treated as helpless (although he is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls his body). This ability (and many different alternate vampire powers) first appeared in Classic Horrors Revisited. </h5><h5><b>Rod of Shadowy Splendor</b> This magic rod functions identically to a standard rod of splendor, save that the garb it creates is always in the hues of red, white, and black, and the palatial tent it creates contains no food and is dimly lit. This gloom cannot be further darkened or illuminated by any effect less potent than a 5th-level spell.</h5></div>
Male
Ilnerik has an unseen servant active at all times.
Ilnerik orders his unseen servant to trigger the lever to fill both sarcophagi with water, hoping that the peril this places the two women in forces the PCs to split their attention between fighting him and saving Faerlyn and Glynnis. Ilnerik's first act in combat is to cast invisibility on himself, followed by casting haste and inspiring courage before opening battle by making a sneak attack on a foe that can't see through his invisibility. Ilnerik trusts his high Armor Class once battles begin and deliberately lets his foes surround him so he can use Whirlwind Attacks, and uses Arcane Strike and Vital Strike with his slam attacks at all times. He saves his dominate ability and ranged spells to combat foes at range.
Ilnerik fights until destroyed, at which point he flees under the altar stone to recover, unless the PCs are present, in which case he flees to room F8 if he thinks he can get there without being observed. Unfortunately for Ilnerik, the running water in the numerous canals and sewage tunnels in the area make escaping to other locations more distant relatively impossible.
Totemrix
+3 leather armor, amulet of mighty fists +2, belt of physical might +4 (Strength, Dexterity), ring of protection +3, rod of shadowy splendor, boots of teleportation, 3000 gp in elegant jewelry, master key to locked doors in Walcourt
0000000vampireadult047500000
82
Guxer51600human
fighter 2/aristocrat 6
LNMediumhumanoid(human)0
Perception -1
13, touch 10, flat-footed 13
(+3 armor)60
(8 HD; 2d10+6d8+22)
Fort +9, Ref +2, Will +2; +1 vs. fear
922+1 vs. fearparanoia30 ft.
+1 rapier +10/+5 (1d6+3/18-20)
5 ft.5 ft.
Str 14, Dex 11, Con 14, Int 11, Wis 9, Cha 17
6818
Cleave, Great Fortitude, Iron Will, Persuasive, Power Attack, Quick Draw, Weapon Focus (rapier)
Appraise +7, Diplomacy +12, Intimidate +12, Knowledge (nobility) +11, Ride +11
Commonbravery +1AP 300
Paranoia (Ex) Guxer's paranoia imparts a -4 penalty on Charismabased skill checks and Will saves, and he cannot receive benefit from or attempt the aid another action nor can he willingly accept aid (including healing) from another creature unless he makes a DC 17 Will save-otherwise he fights tooth and nail to prevent the "aid" (which he perceives as a threat). Lesser restoration has no effect on curing Guxer's paranoia, but restoration reduces the strength so that the nobleman can function relatively normally (enough so that he can treat with the PCs and forge alliances, at least). Greater restoration, heal, limited wish, miracle, or wish immediately cure Guxer completely of his insanity, though he remains depressed and confused by recent events.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Guxer</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>middle age Male human fighter 2/aristocrat 6</h5><h5>LN Medium humanoid (human)</h5><h5><b>Init </b>+0; <b>Senses </b>Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 10, flat-footed 13 (+3 armor)</h5><h5><b>hp </b>60 (8 HD; 2d10+6d8+22)</h5><h5><b>Fort </b>+9, <b>Ref </b>+2, <b>Will </b>+2; +1 vs. fear</h5><h5><b>Weaknesses </b>paranoia</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i><i>+1 rapier</i></i> +10/+5 (1d6+3/18-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Guxer is dejected and depressed, and only fights in self-defense or if he suspects that someone is in league with his brother. In this case, he fights with his rapier while tears of anger stream down his cheeks.</h5><h5><b>Morale </b>Guxer feels increasingly that he has little reason to live-if a fight begins, he fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>11, <b>Con </b>14, <b>Int </b> 11, <b>Wis </b>9, <b>Cha </b>17</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+8; <b>CMD </b>18</h5><h5><b>Feats </b>Cleave, Great Fortitude, Iron Will, Persuasive, Power Attack, Quick Draw, Weapon Focus (rapier)</h5><h5><b>Skills </b>Appraise +7, Diplomacy +12, Intimidate +12, Knowledge (nobility) +11, Ride +11</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>bravery +1</h5><h5><b>Gear </b><i>+2 padded armor</i>, <i>+1 rapier</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Paranoia (Ex)</b> Guxer's paranoia imparts a -4 penalty on Charismabased skill checks and Will saves, and he cannot receive benefit from or attempt the aid another action nor can he willingly accept aid (including healing) from another creature unless he makes a DC 17 Will save-otherwise he fights tooth and nail to prevent the "aid" (which he perceives as a threat). <i>Lesser <i>restoration</i></i> has no effect on curing Guxer's paranoia, but <i>restoration</i> reduces the strength so that the nobleman can function relatively normally (enough so that he can treat with the PCs and forge alliances, at least). <i>Greater <i>restoration</i></i>, <i>heal</i>, <i>limited <i>wish</i></i>, <i>miracle</i>, or <i>wish</i> immediately cure Guxer completely of his insanity, though he remains depressed and confused by recent events.</h5></div>
Male
Guxer is dejected and depressed, and only fights in self-defense or if he suspects that someone is in league with his brother. In this case, he fights with his rapier while tears of anger stream down his cheeks.
Guxer feels increasingly that he has little reason to live-if a fight begins, he fights to the death.
+2 padded armor, +1 rapier
0000001middle age048300000
83
Zevanxus (aka Delilee)
119600
doppelganger
rogue 8
Pathfinder RPG Bestiary 89
NMedium
monstrous humanoid
4
darkvision 60 ft.; Perception +16
23, touch 16, flat-footed 18
(+1 deflection, +4 Dex, +1 dodge, +4 natural, +3 shield)
102
(12 HD; 4d10+8d8+44)
Fort +9, Ref +14, Will +7
9147
evasion, improved uncanny dodge, trap sense +2
charm, sleep
30 ft.
2 claws +14 (1d8+4)
5 ft.5 ft.
sneak attack +4d6 plus slow reactions
Spell-Like Abilities (CL 18th; concentration +21) At Will&#8211;detect thoughts (DC 15)
Str 18, Dex 18, Con 14, Int 15, Wis 12, Cha 17
101430
Combat Expertise, Deceitful, Dodge, Great Fortitude, Improved Feint, Mobility, Toughness
Bluff +22, Diplomacy +18, Disable Device +19, Disguise +22, Knowledge (local) +13, Perception +16, Sense Motive +16, Stealth +19, Use Magic Device +18
Common
change shape (alter self ), mimicry, perfect copy, rogue talents (combat trick, slow reactions, stand up, surprise attack), trapfinding
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Zevanxus (aka Delilee)</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>9,600</h5><h5>Female doppelganger rogue 8 (Pathfinder RPG Bestiary 89)</h5><h5>N Medium monstrous humanoid </h5><h5><b>Init </b>+4; <b>Senses </b>darkvision 60 ft.; Perception +16</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>23, touch 16, flat-footed 18 (+1 deflection, +4 Dex, +1 dodge, +4 natural, +3 shield)</h5><h5><b>hp </b>102 (12 HD; 4d10+8d8+44)</h5><h5><b>Fort </b>+9, <b>Ref </b>+14, <b>Will </b>+7</h5><h5><b>Defensive Abilities </b>evasion, improved uncanny dodge, trap sense +2; <b>Immune </b>charm, sleep</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 claws +14 (1d8+4)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>sneak attack +4d6 plus slow reactions</h5><h5><b>Spell-Like Abilities</b> (CL 18th; concentration +21)</br>At Will&#8211;<i>detect thoughts</i> (DC 15)</h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>If her disguise is found out, Zevanxus assumes her true form to attack with her claws, relying on Improved Feint in order to maximize her sneak attack opportunities.</h5><h5><b>Morale </b>Zevanxus abandons her experiment on Guxer if reduced to fewer than 30 hit points, attempting to escape into the crowded streets, nurse her wounds, and perhaps plot vengeance against the PCs.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 18, <b>Con</b> 14, <b>Int</b> 15, <b>Wis</b> 12, <b>Cha</b> 17</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+14; <b>CMD </b>30</h5><h5><b>Feats </b>Combat Expertise, Deceitful, Dodge, Great Fortitude, Improved Feint, Mobility, Toughness</h5><h5><b>Skills </b>Bluff +22, Diplomacy +18, Disable Device +19, Disguise +22, Knowledge (local) +13, Perception +16, Sense Motive +16, Stealth +19, Use Magic Device +18</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>change shape (alter self ), mimicry, perfect copy, rogue talents (combat trick, slow reactions, stand up, surprise attack), trapfinding</h5><h5><b>Combat Gear </b><i><i>+2 buckler</i></i>, <i>ring of protection +1</i></h5></div>
Female
If her disguise is found out, Zevanxus assumes her true form to attack with her claws, relying on Improved Feint in order to maximize her sneak attack opportunities.
Zevanxus abandons her experiment on Guxer if reduced to fewer than 30 hit points, attempting to escape into the crowded streets, nurse her wounds, and perhaps plot vengeance against the PCs.
+2 buckler, ring of protection +1
0000000adult048400000
84
Varpnall1112800otyugh
Pathfinder RPG Bestiary 223, Advanced Bestiary 194
NHugeaberration5
darkvision 60 ft., scent; Perception +17
22, touch 9, flat-footed 21
(+1 Dex, +13 natural, -2 size)
159(11d8+110)
Fort +12, Ref +4, Will +10
12410disease20 ft.
bite +16 (2d8+10 plus disease), 2 tentacles +14 (2d6+5 plus disease and grab)
15 ft.15 ft.
constrict (tentacle, 2d6+5), disease cloud, diseased, diseased flesh
Str 30, Dex 12, Con 28, Int 9, Wis 17, Cha 10
82031
Improved Initiative, Multiattack, Toughness, Vital Strike, Improved Natural Attack (bite, tentacles)
Escape Artist +15, Perception +17, Stealth +7 (+15 in lair)
Common, Infernal
carrier, quick incubation
AP 300
Carrier (Ex) Although he is immune to the debilitating effects of disease, Varpnall can still carry infections and continues to do so regardless of magical healing. Diseased (Ex) Varpnall is swimming in pestilence. His attacks, breath, and flesh all carry disease. Any time Varpnall strikes a foe with his bite or a tentacle, he exposes the victim to two diseases: filth fever and leprosy. The creature struck must make two DC 24 Fortitude saves, one against each disease, to resist infection. These diseases function similarly to those of the same name listed on page 557 of the Pathfinder RPG Core Rulebook. The save DCs for all of these diseases is Constitution-based. Disease Cloud (Ex) Varpnall's diseased breath fills an invisible 30-foot-radius cloud around him. All breathing creatures in this area must make two DC 24 Fortitude saves to avoid contracting bubonic plague and mindfire. Diseased Flesh (Ex) Any creature that uses a bite attack against Varpnall or consumes any of the otyugh's flesh is exposed to blinding sickness. A DC 24 Fortitude save negates the infection. Quick Incubation (Su) Any diseases inflicted by Varpnall have no onset time-the first effects of the diseases manifest immediately.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Varpnall</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>Male advanced plague bearer otyugh (<i>Pathfinder RPG Bestiary</i> 223, <i>Advanced Bestiary</i> 194)</h5><h5>N Huge aberration </h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft., scent; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)</h5><h5><b>hp </b>159 (11d8+110)</h5><h5><b>Fort </b>+12, <b>Ref </b>+4, <b>Will </b>+10</h5><h5><b>Immune </b>disease</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>bite +16 (2d8+10 plus disease), 2 tentacles +14 (2d6+5 plus disease and grab)</h5><h5><b>Space </b>15 ft.; <b>Reach </b>15 ft.</h5><h5><b>Special Attacks </b>constrict (tentacle, 2d6+5), disease cloud, diseased, diseased flesh</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Varpnall is quick to anger, but not quick to attack. If he has to move to attack a foe, he uses Vital Strike with his bite attack, then proceeds with standard full attacks on following rounds.</h5><h5><b>Morale </b>Varpnall surrenders if brought below 30 hp, waving his tentacles in fear and staggering back into a corner as he begs for mercy. He'll give up all of his treasure if necessary to purchase his life from the PCs.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>30, <b>Dex </b>12, <b>Con </b>28, <b>Int </b> 9, <b>Wis </b>17, <b>Cha </b>10</h5><h5><b>Base Atk </b>+8; <b>CMB </b>+20; <b>CMD </b>31</h5><h5><b>Feats </b>Improved Initiative, Multiattack, Toughness, Vital Strike, Improved Natural Attack (bite, tentacles)</h5><h5><b>Skills </b>Escape Artist +15, Perception +17, Stealth +7 (+15 in lair)</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>carrier, quick incubation</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Carrier (Ex)</b> Although he is immune to the debilitating effects of disease, Varpnall can still carry infections and continues to do so regardless of magical healing.</h5><h5><b> Diseased (Ex)</b> Varpnall is swimming in pestilence. His attacks, breath, and flesh all carry disease. Any time Varpnall strikes a foe with his bite or a tentacle, he exposes the victim to two diseases: filth fever and leprosy. The creature struck must make two DC 24 Fortitude saves, one against each disease, to resist infection. These diseases function similarly to those of the same name listed on page 557 of the <i>Pathfinder RPG Core Rulebook</i>. The save DCs for all of these diseases is Constitution-based.</h5><h5><b> Disease Cloud (Ex)</b> Varpnall's diseased breath fills an invisible 30-foot-radius cloud around him. All breathing creatures in this area must make two DC 24 Fortitude saves to avoid contracting bubonic plague and mindfire.</h5><h5><b> Diseased Flesh (Ex)</b> Any creature that uses a bite attack against Varpnall or consumes any of the otyugh's flesh is exposed to blinding sickness. A DC 24 Fortitude save negates the infection. </h5><h5><b>Quick Incubation (Su)</b> Any diseases inflicted by Varpnall have no onset time-the first effects of the diseases manifest immediately.</h5></div>
Male
Varpnall is quick to anger, but not quick to attack. If he has to move to attack a foe, he uses Vital Strike with his bite attack, then proceeds with standard full attacks on following rounds.
Varpnall surrenders if brought below 30 hp, waving his tentacles in fear and staggering back into a corner as he begs for mercy. He'll give up all of his treasure if necessary to purchase his life from the PCs.
0000001
advanced|plague bearer|
Adult048500000
85
Hellknight51600Human
fighter 5/Hellknight 1
Pathfinder Adventure Path #27 66
LNMediumhumanoid(human)1
Perception +10
20, touch 11, flat-footed 19
(+9 armor, +1 Dex)
62(6d10+29)
Fort +10, Ref +2, Will +4; +1 vs. fear
1024+1 vs. fearbravery +120 ft.
+1 longsword +12/+7 (1d8+7/19-20)
mwk composite longbow +8/+3 (1d8+3/x3)
5 ft.5 ft.
smite chaos 1/day (+1 attack, damage, and AC), weapon training (heavy blades +1)
Hellknight Spell-Like Abilities (CL 1st; concentration +1) At will-detect chaos
Str 16, Dex 12, Con 16, Int 8, Wis 13, Cha 10
5819
Cleave, Great Fortitude, Iron Will, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Intimidate +9, Perception +10
Common
aura of law, armor training 1
AP 300
Aura of Law (Ex) The power of a Hellknight's aura of law (see the detect law spell) is equal to his Hellknight level. Detect Chaos (Sp) At will, a Hellknight can use detect chaos, as the spell, in the same manner as a paladin using her detect evil ability. Smite Chaos (Su) As a swift action once per day, a Hellknight can smite chaos. This grants the Hellknight a bonus to hit a chaotic target equal to his Wisdom modifier (if any) and adds his Hellknight level to all damage rolls against chaotic targets. If the target is an outsider with the chaotic subtype, a chaotic-aligned aberration, or a fey creature, the bonus to damage increases to 2 points of damage per class level the Hellknight possesses. Regardless of the target, smite chaos attacks automatically bypass any DR the chaotic creature might possess. In addition, while smite chaos is in effect, the Hellknight gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite. The smite effect remains until the target is dead or the next time the Hellknight rests and regains the use of this ability.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Hellknight</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>Human fighter 5/Hellknight 1 (Pathfinder Adventure Path #27 66)</h5><h5>LN Medium humanoid (human)</h5><h5><b>Init </b>+1; <b>Senses </b>Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 11, flat-footed 19 (+9 armor, +1 Dex)</h5><h5><b>hp </b>62 (6d10+29)</h5><h5><b>Fort </b>+10, <b>Ref </b>+2, <b>Will </b>+4; +1 vs. fear</h5><h5><b>Defensive Abilities </b>bravery +1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b><i>+1 longsword</i> +12/+7 (1d8+7/19-20)</h5><h5><b>Ranged </b>mwk composite longbow +8/+3 (1d8+3/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>smite chaos 1/day (+1 attack, damage, and AC), weapon training (heavy blades +1)</h5><h5><b>Hellknight Spell-Like Abilities</b> (CL 1st; concentration +1)</br>At will&mdash;<i>detect chaos</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>If a chaotic target is obvious, a Hellknight generally attacks it instead of other targets. Hellknights work together to flank foes and support each other, favoring melee combat over ranged if a choice is possible.</h5><h5><b>Morale </b>Hellknights fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 16, <b>Dex</b> 12, <b>Con</b> 16, <b>Int</b> 8, <b>Wis</b> 13, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+8; <b>CMD </b>19</h5><h5><b>Feats </b>Cleave, Great Fortitude, Iron Will, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)</h5><h5><b>Skills </b>Intimidate +9, Perception +10</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>aura of law, armor training 1</h5><h5><b>Combat Gear </b>full plate, <i><i>+1 longsword</i></i>, masterwork composite longbow (+3 Str) with 20 arrows</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Aura of Law (Ex)</b> The power of a Hellknight's aura of law (see the detect law spell) is equal to his Hellknight level.</h5><h5><b> Detect Chaos (Sp)</b> At will, a Hellknight can use detect chaos, as the spell, in the same manner as a paladin using her detect evil ability. </h5><h5><b>Smite Chaos (Su)</b> As a swift action once per day, a Hellknight can smite chaos. This grants the Hellknight a bonus to hit a chaotic target equal to his Wisdom modifier (if any) and adds his Hellknight level to all damage rolls against chaotic targets. If the target is an outsider with the chaotic subtype, a chaotic-aligned aberration, or a fey creature, the bonus to damage increases to 2 points of damage per class level the Hellknight possesses. Regardless of the target, smite chaos attacks automatically bypass any DR the chaotic creature might possess. In addition, while smite chaos is in effect, the Hellknight gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite. The smite effect remains until the target is dead or the next time the Hellknight rests and regains the use of this ability.</h5></div>
If a chaotic target is obvious, a Hellknight generally attacks it instead of other targets. Hellknights work together to flank foes and support each other, favoring melee combat over ranged if a choice is possible.
Hellknights fight to the death.
full plate, +1 longsword, masterwork composite longbow (+3 Str) with 20 arrows
0000000adult048600000
86
Paralictor Gonville Chard
84800human
ranger 7/Hellknight 2
Pathfinder Adventure Path #27 66
LNMediumhumanoid(human)
+0 (+2 urban)
Perception +13 (+15 urban)
20, touch 10, flat-footed 20
(+10 armor)74
(9 HD; 9d10+25)
Fort +9, Ref +7, Will +7
97720 ft.
+1 longsword +15/+10 (1d8+7/19-20)
+1 composite longbow +15/+10 (1d8/x3)
5 ft.5 ft.
favored enemy (human +4, native outsider +2), hunter's bond (companions), smite chaos 1/ day (+1 attack and AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +4) At will-detect chaos, discern lies
Spells Prepared (CL 4th; concentration +5) 1st-longstrider, resist energy
Str 18, Dex 10, Con 14, Int 8, Wis 12, Cha 14
91323
Endurance, Heavy Armor Proficiency, Iron Will, Point Blank Shot, Precise Shot, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longbow), Weapon Focus (longsword)
Diplomacy +11, Intimidate +14, Knowledge (local) +8, Knowledge (nobility) +3, Linguistics +0, Perception +13 (+15 urban), Ride +4
Common, Infernal
aura of law, favored terrain (urban +2), hellknight armor 1, track +3, wild empathy +9, woodland stride
AP 300
Discern Lies (Sp) When Gonville use his detect chaos ability on a target, he can determine if that creature is lying. This effect functions similarly to discern lies, but he can detect multiple lies from multiple creatures through one use of detect chaos. In addition, he must be able to hear and understand what a creature within the area of effect is saying to discern lies. Hellknight Armor (Ex) Gonville's armor is specially made full plate that displays his power and status in the Hellknight Order of the Rack. His armor check penalty in this armor is 1 less than normal and his maximum Dexterity bonus to AC is increased by 1.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Paralictor Gonville Chard</p><p class="alignright">CR 8</p><div style="clear: both;"></div></div><div><h5><b>XP </b>4,800</h5><h5>Male human ranger 7/Hellknight 2 (Pathfinder Adventure Path #27 66)</h5><h5>LN Medium humanoid (human)</h5><h5><b>Init </b>+0 (+2 urban); <b>Senses </b>Perception +13 (+15 urban)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>20, touch 10, flat-footed 20 (+10 armor)</h5><h5><b>hp </b>74 (9 HD; 9d10+25)</h5><h5><b>Fort </b>+9, <b>Ref </b>+7, <b>Will </b>+7</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b><i>+1 longsword</i> +15/+10 (1d8+7/19-20)</h5><h5><b>Ranged </b><i>+1 composite longbow</i> +15/+10 (1d8/x3)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>favored enemy (human +4, native outsider +2), hunter's bond (companions), smite chaos 1/ day (+1 attack and AC, +2 damage)</h5><h5><b>Spell-Like Abilities</b> (CL 2nd; concentration +4)</br>At will&mdash;<i>detect chaos</i>, <i>discern lies</i></h5></h5><h5><b>Spells Prepared</b> (CL 4th; concentration +5)</br>1st&mdash;<i>longstrider</i>, <i>resist energy</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Gonville Chard fights with his longsword in both hands. When fighting those he deems criminals (and not mindless or ravaging monsters) he takes care to strike for nonlethal damage on his final blows so that he can capture the criminal alive for trial rather than accidentally kill him.</h5><h5><b>Morale </b>Gonville Chard fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 10, <b>Con</b> 14, <b>Int</b> 8, <b>Wis</b> 12, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+13; <b>CMD </b>23</h5><h5><b>Feats </b>Endurance, Heavy Armor Proficiency, Iron Will, Point Blank Shot, Precise Shot, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longbow), Weapon Focus (longsword)</h5><h5><b>Skills </b>Diplomacy +11, Intimidate +14, Knowledge (local) +8, Knowledge (nobility) +3, Linguistics +0, Perception +13 (+15 urban), Ride +4</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>aura of law, favored terrain (urban +2), hellknight armor 1, track +3, wild empathy +9, woodland stride</h5><h5><b>Combat Gear </b><i><i>+1 full plate</i></i>, <i><i>+1 longsword</i></i>, <i><i>+1 composite longbow with 20 arrows</i></i>, <i>cloak of resistance +1</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Discern Lies (Sp)</b> When Gonville use his detect chaos ability on a target, he can determine if that creature is lying. This effect functions similarly to discern lies, but he can detect multiple lies from multiple creatures through one use of detect chaos. In addition, he must be able to hear and understand what a creature within the area of effect is saying to discern lies.</h5><h5><b> Hellknight Armor (Ex)</b> Gonville's armor is specially made full plate that displays his power and status in the Hellknight Order of the Rack. His armor check penalty in this armor is 1 less than normal and his maximum Dexterity bonus to AC is increased by 1.</h5></div>
Male
Gonville Chard fights with his longsword in both hands. When fighting those he deems criminals (and not mindless or ravaging monsters) he takes care to strike for nonlethal damage on his final blows so that he can capture the criminal alive for trial rather than accidentally kill him.
Gonville Chard fights to the death.
+1 full plate, +1 longsword, +1 composite longbow with 20 arrows, cloak of resistance +1
0000000adult048700000
87
Blacknapes51600Human
fighter 4/rogue 2
CEMediumhumanoid(human)1
Perception +10
18, touch 12, flat-footed 16
(+4 armor, +1 Dex, +1 dodge, +2 shield)
53
(6 HD; 4d10+2d8+22)
Fort +8, Ref +5, Will +2; +1 vs. fear
852+1 vs. fear
bravery +1, evasion
30 ft.
unarmed strike +9 (1d3+5)
5 ft.5 ft.
sneak attack +1d6
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
5
+8 (+10 grapple)
20 (22 vs. grapple)
Combat Reflexes, Dodge, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Intimidate +8, Perception +10, Profession (sailor) +10, Sleight of Hand +10, Swim +12
Common
rogue talent (combat trick), trapfinding, armor training 1
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Blacknapes</p><p class="alignright">CR 5</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,600</h5><h5>Human fighter 4/rogue 2</h5><h5>CE Medium humanoid (human)</h5><h5><b>Init </b>+1; <b>Senses </b>Perception +10</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>18, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 dodge, +2 shield)</h5><h5><b>hp </b>53 (6 HD; 4d10+2d8+22)</h5><h5><b>Fort </b>+8, <b>Ref </b>+5, <b>Will </b>+2; +1 vs. fear</h5><h5><b>Defensive Abilities </b>bravery +1, evasion</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>unarmed strike +9 (1d3+5)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>sneak attack +1d6</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The Blacknapes have long histories of fisticuffs, and prefer this as their primary weapon. They'll gang up on foes to enable sneak attacks, and are fond of grappling enemies and holding them down while other thugs punch and kick them into submission.</h5><h5><b>Morale </b>A Blacknape is a coward at heart, and flees if reduced to 20 hit points or less.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 16, <b>Dex</b> 13, <b>Con</b> 14, <b>Int</b> 10, <b>Wis</b> 12, <b>Cha</b> 8</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+8 (+10 grapple); <b>CMD </b>20 (22 vs. grapple)</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)</h5><h5><b>Skills </b>Intimidate +8, Perception +10, Profession (sailor) +10, Sleight of Hand +10, Swim +12</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>rogue talent (combat trick), trapfinding, armor training 1</h5><h5><b>Combat Gear </b><i>potion of cure moderate wounds </i>(2), <i>oil of taggit </i>(3 doses); <b>Other Gear </b><i><i>+1 studded leather</i></i>, <i><i>+1 buckler</i></i></h5></div>
The Blacknapes have long histories of fisticuffs, and prefer this as their primary weapon. They'll gang up on foes to enable sneak attacks, and are fond of grappling enemies and holding them down while other thugs punch and kick them into submission.
A Blacknape is a coward at heart, and flees if reduced to 20 hit points or less.
potion of cure moderate wounds (2), oil of taggit (3 doses)
+1 studded leather, +1 buckler
0000000adult048800000
88
Outraged Nobles
41200humanaristocrat 6LNMediumhumanoid(human)0
Perception +9
11, touch 11, flat-footed 11
(+1 deflection)
21(6d8-6)
Fort +3, Ref +2, Will +5
32530 ft.
dagger +3 (1d4-1/19-20) or club +3 (1d6-1)
5 ft.5 ft.
Str 8, Dex 10, Con 9, Int 12, Wis 11, Cha 16
4314
Deceitful, Great Fortitude, Persuasive, Skill Focus (Bluff)
Appraise +10, Bluff +17, Diplomacy +14, Disguise +0, Intimidate +0, Knowledge (local) +10, Knowledge (nobility) +10, Perception +9, Ride +9
Common, Infernal, Osiriani
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Outraged Nobles</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>Male human aristocrat 6</h5><h5>LN Medium humanoid (human)</h5><h5><b>Init </b>+0; <b>Senses </b>Perception +9</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>11, touch 11, flat-footed 11 (+1 deflection)</h5><h5><b>hp </b>21 each (6d8-6)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>+5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>dagger +3 (1d4-1/19-20) or </br>club +3 (1d6-1)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>While not particularly skilled, the outraged nobles can certainly help the PCs set up flanking opportunities or get in the way of assassins. They can also use the aid another action to aid a PC's attack roll or AC.</h5><h5><b>Morale </b>While outraged at the attack, the nobles are not particularly brave. They drop their weapons as soon as they take any damage and attempt to flee.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 10, <b>Con</b> 9, <b>Int</b> 12, <b>Wis</b> 11, <b>Cha</b> 16</h5><h5><b>Base Atk </b>+4; <b>CMB </b>+3; <b>CMD </b>14</h5><h5><b>Feats </b>Deceitful, Great Fortitude, Persuasive, Skill Focus (Bluff)</h5><h5><b>Skills </b>Appraise +10, Bluff +17, Diplomacy +14, Disguise +0, Intimidate +0, Knowledge (local) +10, Knowledge (nobility) +10, Perception +9, Ride +9</h5><h5><b>Languages </b>Common, Infernal, Osiriani</h5><h5><b>Combat Gear </b>dagger, <i>ring of protection +1</i></h5></div>
Male
While not particularly skilled, the outraged nobles can certainly help the PCs set up flanking opportunities or get in the way of assassins. They can also use the aid another action to aid a PC's attack roll or AC.
While outraged at the attack, the nobles are not particularly brave. They drop their weapons as soon as they take any damage and attempt to flee.
dagger, ring of protection +1
0000000adult048900000
89
Rolan73200dwarfexpert 9CNMediumhumanoid(dwarf )5
darkvision 60 ft.; Perception +0
13, touch 11, flat-footed 12
(+2 armor, +1 Dex)
67(9d8+27)
Fort +8, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
846
+2 vs. poison, spells, and spell-like abilities
defensive training
20 ft.
mwk club +7/+1 (1d6)
mwk light crossbow +8 (1d8/19-20)
5 ft.5 ft.hatred
Str 10, Dex 12, Con 16, Int 13, Wis 10, Cha 15
66
17 (21 vs. bull rush or trip)
Great Fortitude, Improved Initiative, Magical Aptitude, Master Craftsman, Skill Focus (Use Magic Device)
Appraise +13 (+15 nonmagical metals or gemstones), Craft (weaponsmithing) +13, Disable Device +18, Knowledge (arcana) +13, Knowledge (engineering) +13, Profession (tinkerer) +12, Spellcraft +15, Use Magic Device +19
Azlanti, Common, Dwarven
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Rolan</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>Male dwarf expert 9</h5><h5>CN Medium humanoid (dwarf )</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +0</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>13, touch 11, flat-footed 12 (+2 armor, +1 Dex)</h5><h5><b>hp </b>67 (9d8+27)</h5><h5><b>Fort </b>+8, <b>Ref </b>+4, <b>Will </b>+6; +2 vs. poison, spells, and spell-like abilities</h5><h5><b>Defensive Abilities </b>defensive training</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>20 ft.</h5><h5><b>Melee </b>mwk club +7/+1 (1d6)</h5><h5><b>Ranged </b>mwk light crossbow +8 (1d8/19-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>hatred</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Once combat begins, Rolan orders his toys to attack his foes while he hangs back to support the constructs with his crossbow, firing at the nearest enemy. He switches to his club only if he has no other option.</h5><h5><b>Morale </b>Once three or more of his toys have been destroyed, Rolan becomes aggressive in combat, pursuing his foes with a psychotic fervor. If all of his constructs are defeated, he drops his weapon and falls to his knees in tears&#8211;as long as any of his constructs remain functional, he fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 10, <b>Dex</b> 12, <b>Con</b> 16, <b>Int</b> 13, <b>Wis</b> 10, <b>Cha</b> 15</h5><h5><b>Base Atk </b>+6; <b>CMB </b>+6; <b>CMD </b>17 (21 vs. bull rush or trip)</h5><h5><b>Feats </b>Great Fortitude, Improved Initiative, Magical Aptitude, Master Craftsman, Skill Focus (Use Magic Device)</h5><h5><b>Skills </b>Appraise +13 (+15 nonmagical metals or gemstones), Craft (weaponsmithing) +13, Disable Device +18, Knowledge (arcana) +13, Knowledge (engineering) +13, Profession (tinkerer) +12, Spellcraft +15, Use Magic Device +19</h5><h5><b>Languages </b>Azlanti, Common, Dwarven</h5><h5><b>Combat Gear </b><i><i>+1 padded armor</i></i>, masterwork club, masterwork light crossbow with 20 bolts, <i>goggles of minute seeing</i></h5></div>
Male
Once combat begins, Rolan orders his toys to attack his foes while he hangs back to support the constructs with his crossbow, firing at the nearest enemy. He switches to his club only if he has no other option.
Once three or more of his toys have been destroyed, Rolan becomes aggressive in combat, pursuing his foes with a psychotic fervor. If all of his constructs are defeated, he drops his weapon and falls to his knees in tears&#8211;as long as any of his constructs remain functional, he fights to the death.
+1 padded armor, masterwork club, masterwork light crossbow with 20 bolts, goggles of minute seeing
0000000adult049000000
90
Roland's Toy3800
animated object
Pathfinder RPG Bestiary 14
NMediumconstruct0
darkvision 60 ft., low-light vision; Perception -5
16, touch 10, flat-footed 16
(+6 natural)36(3d10+20)
Fort +1, Ref +1, Will -4
11-4hardness 10
construct traits
30 ft., swim 30 ft.
slam +5 (1d6+3 plus grab)
5 ft.5 ft.
Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1
3515Swim +10AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Roland's Toy</p><p class="alignright">CR 3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>800</h5><h5>Animated Object (<i>Pathfinder RPG Bestiary</i> 14)</h5><h5>N Medium construct </h5><h5><b>Init </b>+0; <b>Senses </b>darkvision 60 ft., low-light vision; Perception -5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 10, flat-footed 16 (+6 natural)</h5><h5><b>hp </b>36 (3d10+20)</h5><h5><b>Fort </b>+1, <b>Ref </b>+1, <b>Will </b>-4</h5><h5><b>Defensive Abilities </b>hardness 10; <b>Immune </b>construct traits</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft., swim 30 ft.</h5><h5><b>Melee </b>slam +5 (1d6+3 plus grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>These constructs follow Rolan's shouted commands, but aren't very good about following them for long, as they often switch targets to attack the last foe who struck them.</h5><h5><b>Morale </b>Roland's toys fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>14, <b>Dex </b>10, <b>Con </b>-, <b>Int </b> -, <b>Wis </b>1, <b>Cha </b>1</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+5; <b>CMD </b>15</h5><h5><b>Skills </b>Swim +10</h5></div>
These constructs follow Rolan's shouted commands, but aren't very good about following them for long, as they often switch targets to attack the last foe who struck them.
Roland's toys fight to the death.
0000011Adult049100000
91
Thesing the Vampire
1112800human
rogue 7/expert 3
Pathfinder RPG Bestiary 270
CEMediumundead
(augmented humanoid)
7
darkvision 60 ft.; Perception +25
31, touch 15, flat-footed 27
(+5 armor, +1 deflection, +3 Dex, +1 dodge, +7 natural, +4 shield)
102(10d8+50)
fast healing 5
Fort +8, Ref +12, Will +8
8128
channel resistance +4, evasion, trap sense +2, uncanny dodge
10/magic and silver
undead traits
cold 10, electricity 10
vampire weaknesses
30 ft.
+3 rapier +15/+10 (1d6+7/18-20), slam +6 (1d4+4 plus energy drain)
5 ft.5 ft.
blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), sneak attack +4d6
Spell-Like Abilities (CL 7th; concentration +8) 3/day-bleed (DC 14) 2/day-shield
Str 18, Dex 17, Con -, Int 13, Wis 10, Cha 19
71126
Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perform [act]), Skill Focus (Perform [sing]), Spring Attack, Toughness, Vital Strike, Weapon Focus (rapier)
Bluff +25, Disguise +17, Intimidate +17, Knowledge (local) +14, Knowledge (nobility) +14, Linguistics +5, Perception +25, Perform (act) +23, Perform (sing) +23, Ride +15, Sense Motive +0, Stealth +23
Common, Infernal
change shape (dire bat or wolf, beast shape II), gaseous form, rogue talents (major magic [shield], minor magic [bleed], weapon training), shadowless, spider climb, trapfinding
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Thesing the Vampire</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>Male human vampire rogue 7/expert 3 (Pathfinder RPG Bestiary 270)</h5><h5>CE Medium undead (augmented humanoid)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +25</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>31, touch 15, flat-footed 27 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +7 natural, +4 shield)</h5><h5><b>hp </b>102 (10d8+50); fast healing 5</h5><h5><b>Fort </b>+8, <b>Ref </b>+12, <b>Will </b>+8</h5><h5><b>Defensive Abilities </b>channel resistance +4, evasion, trap sense +2, uncanny dodge; <b>DR </b>10/magic and silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b><i>+3 rapier</i> +15/+10 (1d6+7/18-20), slam +6 (1d4+4 plus energy drain)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), sneak attack +4d6</h5><h5><b>Spell-Like Abilities</b> (CL 7th; concentration +8)</br>3/day&mdash;<i>bleed</i> (DC 14)</br>2/day&mdash;<i>shield</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Thesing casts shield on himself before entering combat.</h5><h5><b>During Combat </b>Thesing attacks with his rapier in one hand and a secondary attack with his slam. He makes full uses of his stealth and the ability to become gaseous to flee combat and go into hiding every few rounds, only to spring out of the shadows to sneak attack a victim over and over.</h5><h5><b>Morale </b>If reduced to 0 hp, Thesing becomes gaseous and flees to area N8. If confronted there, the vampire fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 18, <b>Dex</b> 17, <b>Con</b> -, <b>Int</b> 13, <b>Wis</b> 10, <b>Cha</b> 19</h5><h5><b>Base Atk </b>+7; <b>CMB </b>+11; <b>CMD </b>26</h5><h5><b>Feats </b>Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perform [act]), Skill Focus (Perform [sing]), Spring Attack, Toughness, Vital Strike, Weapon Focus (rapier)</h5><h5><b>Skills </b>Bluff +25, Disguise +17, Intimidate +17, Knowledge (local) +14, Knowledge (nobility) +14, Linguistics +5, Perception +25, Perform (act) +23, Perform (sing) +23, Ride +15, Sense Motive +0, Stealth +23</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>change shape (dire bat or wolf, beast shape II), gaseous form, rogue talents (major magic [shield], minor magic [bleed], weapon training), shadowless, spider climb, trapfinding</h5><h5><b>Combat Gear </b><i><i>+1 chain shirt</i></i>, <i><i>amulet of natural armor +1</i></i>, <i><i>belt of incredible dexterity +2</i></i>, <i>cloak of resistance +1</i>, <i>ring of protection +1</i></h5></div>
Male
Thesing casts shield on himself before entering combat.
Thesing attacks with his rapier in one hand and a secondary attack with his slam. He makes full uses of his stealth and the ability to become gaseous to flee combat and go into hiding every few rounds, only to spring out of the shadows to sneak attack a victim over and over.
If reduced to 0 hp, Thesing becomes gaseous and flees to area N8. If confronted there, the vampire fights to the death.
+1 chain shirt, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1
0000000vampireadult049200000
92
Vampire Spawn
41200
Vampire Spawn
Pathfinder RPG Bestiary 271
CEMediumundead
(augmented humanoid)
5
darkvision 60 ft.; Perception +11
15, touch 11, flat-footed 4
(+1 Dex, +4 natural)
30(4d8+12)
fast healing 2
Fort +3, Ref +2, Will +5
325
channel resistance +2
5/silver
undead traits
cold 10, electricity 10
resurrection vulnerability, vampire weaknesses
30 ft.
slam +4 (1d4+1 plus energy drain)
5 ft.5 ft.
blood drain, dominate (DC 14), energy drain (1 level, DC 14)
Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
3415
Improved Initiative, Toughness
Intimidate +9, Knowledge (local) +7, Perception +11, Stealth +16
Common
gaseous form, shadowless, spider climb
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Vampire Spawn</p><p class="alignright">CR 4</p><div style="clear: both;"></div></div><div><h5><b>XP </b>1,200</h5><h5>Pathfinder RPG Bestiary 271</h5><h5>CE Medium undead (augmented humanoid)</h5><h5><b>Init </b>+5; <b>Senses </b>darkvision 60 ft.; Perception +11</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>15, touch 11, flat-footed 4 (+1 Dex, +4 natural)</h5><h5><b>hp </b>30 each (4d8+12); fast healing 2</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>channel resistance +2; <b>DR </b>5/silver; <b>Immune </b>undead traits; <b>Resist </b>cold 10, electricity 10</h5><h5><b>Weaknesses </b>resurrection vulnerability, vampire weaknesses</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>slam +4 (1d4+1 plus energy drain)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>blood drain, dominate (DC 14), energy drain (1 level, DC 14)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>Eager to slay the PCs, the vampire spawn focus their attacks on the same foe, hoping to overwhelm enemies one at a time with energy drains.</h5><h5><b>Morale </b>The vampire spawn fight until destroyed.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 12, <b>Dex</b> 12, <b>Con</b> -, <b>Int</b> 11, <b>Wis</b> 13, <b>Cha</b> 15</h5><h5><b>Base Atk </b>+3; <b>CMB </b>+4; <b>CMD </b>15</h5><h5><b>Feats </b>Improved Initiative, Toughness</h5><h5><b>Skills </b>Intimidate +9, Knowledge (local) +7, Perception +11, Stealth +16</h5><h5><b>Languages </b>Common</h5><h5><b>SQ </b>gaseous form, shadowless, spider climb</h5></div>
Eager to slay the PCs, the vampire spawn focus their attacks on the same foe, hoping to overwhelm enemies one at a time with energy drains.
The vampire spawn fight until destroyed.
0000000adult0
Vampire Spawn
49300000
93
Ara Verennie
1219200humansorcerer 11
Pathfinder RPG Bestiary 144
LEMediumundead
(augmented humanoid, incorporeal)
2
darkvision 60 ft.; Perception +9
27, touch 19, flat-footed 24
(+4 armor, +6 deflection, +2 Dex, +1 dodge, +4 shield)
126(11d6+88)
Fort +9, Ref +5, Will +8; +4 vs. poison
958
+4 vs. poison
channel resistance +4, incorporeal, rejuvenation
undead traits
fire 10
fly 30 ft. (perfect)
corrupting touch +5 (12d6; DC 21)
5 ft.5 ft.
corrupting gaze (DC 21), malevolence (DC 21), telekinesis (DC 21)
Bloodline Spell-Like Abilities (CL 11th; concentration +17) 7/day-corrupting touch 1/day-hellfire (DC 19)
Sorcerer Spells Known (CL 11th; concentration +17) 5th (5/day)-dismissal, dominate person (DC 19), summon monster V 4th (7/day)-charm monster (DC 20), dimension door, summon monster IV, wall of fire 3rd (7/day)-dispel magic, fireball (DC 17), fly, stinking cloud (DC 19), suggestion (DC 17) 2nd (8/day)-acid arrow, glitterdust (DC 18), invisibility, scorching ray, summon monster II, web (DC 18) 1st (8/day)-charm person (DC 17), grease (DC 17), mage armor, magic missile, protection from good, shield 0 (at will)-acid splash, detect magic, detect poison, ghost sound (DC 14), light, mage hand, message, prestidigitation, read magic
Str -, Dex 14, Con -, Int 14, Wis 12, Cha 22
5524
Augment Summoning, Combat Casting, Craft Magic Arms and Armor, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (conjuration), Spell Focus (conjuration), Toughness
Bluff +20, Fly +17, Intimidate +20, Knowledge (arcana) +16, Knowledge (planes) +9, Perception +9, Spellcraft +16, Stealth +10
Common, Infernal
bloodline arcana
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ara Verennie</p><p class="alignright">CR 12</p><div style="clear: both;"></div></div><div><h5><b>XP </b>19,200</h5><h5>Female human ghost sorcerer 11 (Pathfinder RPG Bestiary 144)</h5><h5>LE Medium undead (augmented humanoid, incorporeal)</h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +9</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>27, touch 19, flat-footed 24 (+4 armor, +6 deflection, +2 Dex, +1 dodge, +4 shield)</h5><h5><b>hp </b>126 (11d6+88)</h5><h5><b>Fort </b>+9, <b>Ref </b>+5, <b>Will </b>+8; +4 vs. poison</h5><h5><b>Defensive Abilities </b>channel resistance +4, incorporeal, rejuvenation; <b>Immune </b>undead traits; <b>Resist </b>fire 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>fly 30 ft. (perfect)</h5><h5><b>Melee </b>corrupting touch +5 (12d6; DC 21)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>corrupting gaze (DC 21), malevolence (DC 21), telekinesis (DC 21)</h5><h5><b>Bloodline Spell-Like Abilities</b> (CL 11th; concentration +17)</br>7/day&mdash;corrupt<i>ing touch</i></br>1/day&mdash;<i>hellfire</i> (DC 19)</h5></h5><h5><b>Sorcerer Spells Known</b> (CL 11th; concentration +17)</br>5th (5/day)&mdash;<i>dismissal</i>, <i>dominate person</i> (DC 19),<i> summon monster V</i></br>4th (7/day)&mdash;<i>charm monster</i> (DC 20),<i> dimension door</i>,<i> summon monster IV</i>,<i> wall of fire</i></br>3rd (7/day)&mdash;<i>dispel magic</i>, <i>fireball</i> (DC 17),<i> fly</i>, <i>stinking cloud</i> (DC 19), <i>suggestion</i> (DC 17)</br>2nd (8/day)&mdash;<i>acid arrow</i>, <i>glitterdust</i> (DC 18),<i> invisibility</i>,<i> scorching ray</i>,<i> summon monster II</i>, <i>web</i> (DC 18)</br>1st (8/day)&mdash;<i>charm person</i> (DC 17), <i>grease</i> (DC 17),<i> mage armor</i>,<i> magic missile</i>,<i> protection from good</i>,<i> shield</i></br>0 (at will)&mdash;<i>acid splash</i>,<i> detect magic</i>,<i> detect poison</i>, <i>ghost sound</i> (DC 14),<i> light</i>,<i> mage hand</i>,<i> message</i>,<i> prestidigitation</i>, <i>read magic</i></h5></h5><h5><b>Bloodline </b>infernal</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Ara casts mage armor, shield, protection from good, and invisibility as soon as she realizes someone intrudes upon her lair.</h5><h5><b>During Combat </b>Ara doesn't engage the PCs directly at first. She remains invisible and uses her summoning spells to summon numerous Medium earth elementals that look like skeletal Hellknights to attack the PCs. She attempts to use malevolence on the most attractive PC if she can arrange to be alone in a room with that character&#8211;if successful, she poses as the PC for as long as possible to learn what she can about the PCs before reporting to Chammady in hopes of being granted leave to take her hijacked body through the well of many worlds to experience Hell. If discovered, she prefers to use her spells and corrupting gaze at range, using her flight to stay out of melee.</h5><h5><b>Morale </b>Ara fights until destroyed, but unless the dagger is removed from her body and her remains are returned to Paralictor Chard, she rejuvenates in 2d4 days and resumes her blasphemies.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> -, <b>Dex</b> 14, <b>Con</b> -, <b>Int</b> 14, <b>Wis</b> 12, <b>Cha</b> 22</h5><h5><b>Base Atk </b>+5; <b>CMB </b>+5; <b>CMD </b>24</h5><h5><b>Feats </b>Augment Summoning, Combat Casting, Craft Magic Arms and Armor, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (conjuration), Spell Focus (conjuration), Toughness</h5><h5><b>Skills </b>Bluff +20, Fly +17, Intimidate +20, Knowledge (arcana) +16, Knowledge (planes) +9, Perception +9, Spellcraft +16, Stealth +10</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>bloodline arcana</h5></div>
Femaleinfernal
Ara casts mage armor, shield, protection from good, and invisibility as soon as she realizes someone intrudes upon her lair.
Ara doesn't engage the PCs directly at first. She remains invisible and uses her summoning spells to summon numerous Medium earth elementals that look like skeletal Hellknights to attack the PCs. She attempts to use malevolence on the most attractive PC if she can arrange to be alone in a room with that character&#8211;if successful, she poses as the PC for as long as possible to learn what she can about the PCs before reporting to Chammady in hopes of being granted leave to take her hijacked body through the well of many worlds to experience Hell. If discovered, she prefers to use her spells and corrupting gaze at range, using her flight to stay out of melee.
Ara fights until destroyed, but unless the dagger is removed from her body and her remains are returned to Paralictor Chard, she rejuvenates in 2d4 days and resumes her blasphemies.
0000000ghostadult049400000
94
Skarx Veskandi
1112800tieflingmonk 12
Pathfinder RPG Bestiary 264
LEMediumoutsider(native)4
darkvision 60 ft.; Perception +17
28, touch 21, flat-footed 23
(+3 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +4 natural, +2 Wis)
114(12d8+60)
Fort +11, Ref +12, Will +10; +2 vs. enchantment
111210
+2 vs. enchantment
improved evasion
disease, poison
cold 5, electricity 5, fire 5
70 ft., fly 60 ft. (good)
unarmed strike +13/+8 (2d6+2) or flurry of blows +14/+14/+9/+9/+4 (2d6+2)
5 ft.5 ft.
flurry of blows, stunning fist (12/day, DC 18, fatigued, sickened, staggered)
Spell-Like Abilities (CL 12th; concentration +10) 1/day-fog cloud
Str 14, Dex 18, Con 16, Int 10, Wis 15, Cha 6
91430
Dodge, Fiendish Heritage, Gorgon's Fist, Improved Unarmed Strike, Medusa's Wrath, Mobility, Scorpion Style, Spring Attack, Stunning Fist, Toughness, Vital Strike, Weapon Finesse
Acrobatics +19 (+47 jump), Bluff +0, Intimidate +13, Perception +17, Profession (sailor) +17, Stealth +6
Common, Infernal
abundant step, fast movement, high jump, ki pool (8 points, lawful, magic), maneuver training, slow fall 60 ft., still mind, wholeness of body (12 hit points)
AP 300
Fiendish Heritage Skarx's fiendish heritage feat (see Pathfinder Adventure Path volume #25) marks her as a devilspawn tiefling&#8211;her base ability score modifiers are +2 Con, +2 Wis, and &#8211;2 Cha, unlike standard tieflings, and she gains fog cloud instead of darkness as a spell-like ability.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Skarx Veskandi</p><p class="alignright">CR 11</p><div style="clear: both;"></div></div><div><h5><b>XP </b>12,800</h5><h5>Female tiefling monk 12 (Pathfinder RPG Bestiary 264)</h5><h5>LE Medium outsider (native)</h5><h5><b>Init </b>+4; <b>Senses </b>darkvision 60 ft.; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>28, touch 21, flat-footed 23 (+3 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +4 natural, +2 Wis)</h5><h5><b>hp </b>114 (12d8+60)</h5><h5><b>Fort </b>+11, <b>Ref </b>+12, <b>Will </b>+10; +2 vs. enchantment</h5><h5><b>Defensive Abilities </b>improved evasion; <b>Immune </b>disease, poison; <b>Resist </b>cold 5, electricity 5, fire 5</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>70 ft., fly 60 ft. (good)</h5><h5><b>Melee </b>unarmed strike +13/+8 (2d6+2) or flurry of blows +14/+14/+9/+9/+4 (2d6+2)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>flurry of blows, stunning fist (12/day, DC 18, fatigued, sickened, staggered)</h5><h5><b>Spell-Like Abilities</b> (CL 12th; concentration +10)</br>1/day&mdash;<i>fog cloud</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Skarx drinks both of her potions before combat begins if she has a chance.</h5><h5><b>During Combat </b>Skarx does her best to maintain mobility in combat, using Spring Attack and Vital Strike to hit enemies while staying out of melee herself.</h5><h5><b>Morale </b>If reduced to 30 hp or less, Skarx surrenders and begs for her life, offering Chammady's location in return for her freedom. If the PCs strike this deal and release her as she begs, she flees to Ecarrdian's side and could be encountered at the Vacant Throne. If confronted there, she fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 14, <b>Dex</b> 18, <b>Con</b> 16, <b>Int</b> 10, <b>Wis</b> 15, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+14; <b>CMD </b>30</h5><h5><b>Feats </b>Dodge, Fiendish Heritage, Gorgon's Fist, Improved Unarmed Strike, Medusa's Wrath, Mobility, Scorpion Style, Spring Attack, Stunning Fist, Toughness, Vital Strike, Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +19 (+47 jump), Bluff +0, Intimidate +13, Perception +17, Profession (sailor) +17, Stealth +6</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>abundant step, fast movement, high jump, ki pool (8 points, lawful, magic), maneuver training, slow fall 60 ft., still mind, wholeness of body (12 hit points)</h5><h5><b>Combat Gear </b><i>potion of fly</i>, <i>potion of barkskin +4</i>; <b>Other Gear </b><i><i>belt of incredible dexterity +2</i></i>, <i>bracers of armor +3</i>, <i>ring of protection +1</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Fiendish Heritage</b> Skarx's fiendish heritage feat (see Pathfinder Adventure Path volume #25) marks her as a devilspawn tiefling&#8211;her base ability score modifiers are +2 Con, +2 Wis, and &#8211;2 Cha, unlike standard tieflings, and she gains fog cloud instead of darkness as a spell-like ability.</h5></div>
Female
Skarx drinks both of her potions before combat begins if she has a chance.
Skarx does her best to maintain mobility in combat, using Spring Attack and Vital Strike to hit enemies while staying out of melee herself.
If reduced to 30 hp or less, Skarx surrenders and begs for her life, offering Chammady's location in return for her freedom. If the PCs strike this deal and release her as she begs, she flees to Ecarrdian's side and could be encountered at the Vacant Throne. If confronted there, she fights to the death.
potion of fly, potion of barkskin +4
belt of incredible dexterity +2, bracers of armor +3, ring of protection +1
0000000adult049500000
95
Hellcat73200HellcatLELargeoutsider
(evil, extraplanar, lawful)
9
darkvision 60 ft., scent; Perception +18
21, touch 15, flat-footed 15
(+5 Dex, +1 dodge, +6 natural, -1 size)
85(9d10+36)
Fort +7, Ref +10, Will +5
7105
invisible in light
5/goodfire 101740 ft.
2 claws +13 (1d6+5 plus grab), bite +13 (2d6+5)
10 ft.5 ft.
pounce, rake (2 claws 1d6+5)
Str 21, Dex 21, Con 19, Int 10, Wis 14, Cha 10
915
31 (35 vs. trip)
Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth +17, Survival +14, Swim +17
+4 Perception, +4 Stealth
Infernal (cannot speak); telepathy 100 ft.
AP 300
Invisible in Light (Su) In bright light, a hellcat is naturally invisible. In normal light, a hellcat has partial concealment (20% miss chance), while in dim light it has no special concealment. Darkness smothers the creature's flickering glow and conceals it normally.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Hellcat</p><p class="alignright">CR 7</p><div style="clear: both;"></div></div><div><h5><b>XP </b>3,200</h5><h5>LE Large outsider (evil, extraplanar, lawful)</h5><h5><b>Init </b>+9; <b>Senses </b>darkvision 60 ft., scent; Perception +18</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>21, touch 15, flat-footed 15 (+5 Dex, +1 dodge, +6 natural, -1 size)</h5><h5><b>hp </b>85 each (9d10+36)</h5><h5><b>Fort </b>+7, <b>Ref </b>+10, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>invisible in light; <b>DR </b>5/good; <b>Resist </b>fire 10; <b>SR </b>17</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b>2 claws +13 (1d6+5 plus grab), bite +13 (2d6+5)</h5><h5><b>Space </b>10 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>pounce, rake (2 claws 1d6+5)</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>During Combat </b>The hellcats themselves choose their targets, letting their devilish riders concentrate solely on slashing at foes with their glaives.</h5><h5><b>Morale </b>The hellcats fight to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 21, <b>Dex</b> 21, <b>Con</b> 19, <b>Int</b> 10, <b>Wis</b> 14, <b>Cha</b> 10</h5><h5><b>Base Atk </b>+9; <b>CMB </b>+15; <b>CMD </b>31 (35 vs. trip)</h5><h5><b>Feats </b>Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility</h5><h5><b>Skills </b>Acrobatics +17 (+21 jump), Climb +17, Perception +18, Stealth +17, Survival +14, Swim +17; <b>Racial Modifiers </b>+4 Perception, +4 Stealth</h5><h5><b>Languages </b>Infernal (cannot speak); telepathy 100 ft.</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Invisible in Light (Su)</b> In bright light, a hellcat is naturally invisible. In normal light, a hellcat has partial concealment (20% miss chance), while in dim light it has no special concealment. Darkness smothers the creature's flickering glow and conceals it normally.</h5></div>
The hellcats themselves choose their targets, letting their devilish riders concentrate solely on slashing at foes with their glaives.
The hellcats fight to the death.
0000000adult049600000
96
Vuiper Ghivel
1325600human
cleric of Abadar 7/aristocrat 7
LEMediumhumanoid(human)1
Perception +5
17, touch 13, flat-footed 16
(+4 armor, +2 deflection, +1 Dex)
126
(14 HD; 14d8+63)
Fort +10, Ref +5, Will +15
1051530 ft.
mwk dagger +10/+5 (1d4-1/19-20)
+1 keen light crossbow +13 (1d8+1/17-20)
5 ft.5 ft.
channel negative energy 4/day (4d6, DC 14)
Domain Spell-Like Abilities (CL 7th; concentration +12) 8/day-inspiring word, resistant touch
Spells Prepared (CL 7th; concentration +12) 4th-discern liesD (DC 19), freedom of movement, poison (DC 19) 3rd-blindness/deafness (DC 18), cure serious wounds, dispel magic, protection from energyD 2nd-cure moderate wounds (2), enthrallD (DC 17), hold person (DC 17), spiritual weapon 1st-command (DC 16), cure light wounds (3), detect chaos, divine favorD, sanctuary (DC 16) 0 (at will)-detect magic, light, mending, read magic
Nobility, Protection
Str 8, Dex 13, Con 16, Int 10, Wis 20, Cha 12
10922
Combat Casting, Deadly Aim, Persuasive, Point Blank Shot, Rapid Reload, Toughness, Vital Strike, Weapon Focus (light crossbow)
Diplomacy +22, Intimidate +22, Knowledge (local) +7, Knowledge (nobility) +8, Knowledge (religion) +7, Linguistics +4, Spellcraft +17
Common, Infernal
auraAP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Vuiper Ghivel</p><p class="alignright">CR 13</p><div style="clear: both;"></div></div><div><h5><b>XP </b>25,600</h5><h5>Male human cleric of Abadar 7/aristocrat 7</h5><h5>LE Medium humanoid (human)</h5><h5><b>Init </b>+1; <b>Senses </b>Perception +5</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>17, touch 13, flat-footed 16 (+4 armor, +2 deflection, +1 Dex)</h5><h5><b>hp </b>126 (14 HD; 14d8+63)</h5><h5><b>Fort </b>+10, <b>Ref </b>+5, <b>Will </b>+15</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>mwk dagger +10/+5 (1d4-1/19-20)</h5><h5><b>Ranged </b><i>+1 keen light crossbow</i> +13 (1d8+1/17-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>channel negative energy 4/day (4d6, DC 14)</h5><h5><b>Domain Spell-Like Abilities</b> (CL 7th; concentration +12)</br>8/day&mdash;<i>inspiring word</i>, <i>resistant touch</i></h5></h5><h5><b>Spells Prepared</b> (CL 7th; concentration +12)</br>4th&mdash;<i>discern lies</i><sup>D</sup> (DC 19),<i> freedom of movement</i>, <i>poison</i> (DC 19)</br>3rd&mdash;<i>blindness/deafness</i> (DC 18),<i> cure serious wounds</i>,<i> dispel magic</i>, <i>protection from energy</i><sup>D</sup></br>2nd&mdash;<i>cure moderate wounds</i> (2), <i>enthrall</i><sup>D</sup> (DC 17), <i>hold person</i> (DC 17),<i> spiritual weapon</i></br>1st&mdash;<i>command</i> (DC 16), <i>cure<i> light</i> wounds</i> (3),<i> detect chaos</i>, <i>divine favor</i><sup>D</sup>, <i>sanctuary</i> (DC 16)</br>0 (at will)&mdash;<i>detect magic</i>,<i> light</i>,<i> mending</i>, <i>read magic</i></h5></h5><h5><b>D</b> domain spell; <b>Domains </b>Nobility, Protection</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>If the PCs give him time to prepare, Vuiper casts discern lies, freedom of movement, and protection from energy (fire) before he answers his door to talk to them.</h5><h5><b>During Combat </b>Vuiper tries to keep his distance in combat, using channeled negative energy or his spells to keep the PCs at range as long as possible while fighting a retreat to area T9 where he can yell downstairs for aid. Chammady won't reply, which forces Vuiper to use his cape of the mountebank to flee to her side, likely forcing her to join the fray. If Vuiper attacks first, this is the final straw on his teetering faith&#8211;Abadar does not approve and immediately strips the man of his spells and ability to channel negative energy. In this event, a panicked Vuiper falls back on his crossbow and makes haste to join Chammady for protection. If the PCs attack Vuiper first, though, his faith is not broken and he retains access to his spells and abilities, as he can convince himself he's only acting in self-defense.</h5><h5><b>Morale </b>If brought below 40 hit points, Vuiper drops his weapons and begs for mercy. He holds nothing back from the PCs, asking them only to be merciful to his lover when they confront her.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 8, <b>Dex</b> 13, <b>Con</b> 16, <b>Int</b> 10, <b>Wis</b> 20, <b>Cha</b> 12</h5><h5><b>Base Atk </b>+10; <b>CMB </b>+9; <b>CMD </b>22</h5><h5><b>Feats </b>Combat Casting, Deadly Aim, Persuasive, Point Blank Shot, Rapid Reload, Toughness, Vital Strike, Weapon Focus (light crossbow)</h5><h5><b>Skills </b>Diplomacy +22, Intimidate +22, Knowledge (local) +7, Knowledge (nobility) +8, Knowledge (religion) +7, Linguistics +4, Spellcraft +17</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>aura</h5><h5><b>Combat Gear </b><i><i>+2 leather armor</i></i>, <i><i>+1 keen light crossbow</i></i>, masterwork dagger, <i>cape of the mountebank</i>, <i><i>headband of inspired wisdom +2</i></i>, <i>ring of protection +2</i>, gold holy symbol worth 250 gp</h5></div>
Male
If the PCs give him time to prepare, Vuiper casts discern lies, freedom of movement, and protection from energy (fire) before he answers his door to talk to them.
Vuiper tries to keep his distance in combat, using channeled negative energy or his spells to keep the PCs at range as long as possible while fighting a retreat to area T9 where he can yell downstairs for aid. Chammady won't reply, which forces Vuiper to use his cape of the mountebank to flee to her side, likely forcing her to join the fray. If Vuiper attacks first, this is the final straw on his teetering faith&#8211;Abadar does not approve and immediately strips the man of his spells and ability to channel negative energy. In this event, a panicked Vuiper falls back on his crossbow and makes haste to join Chammady for protection. If the PCs attack Vuiper first, though, his faith is not broken and he retains access to his spells and abilities, as he can convince himself he's only acting in self-defense.
If brought below 40 hit points, Vuiper drops his weapons and begs for mercy. He holds nothing back from the PCs, asking them only to be merciful to his lover when they confront her.
+2 leather armor, +1 keen light crossbow, masterwork dagger, cape of the mountebank, headband of inspired wisdom +2, ring of protection +2, gold holy symbol worth 250 gp
0000000adult049700000
97
Chammady Drovenge
1438400human
ranger 10/assassin 4
NEMediumhumanoid(human)
+5 (+9 urban)
Perception +18 (+22 urban)
29, touch 18, flat-footed 24
(+8 armor, +3 deflection, +5 Dex, +3 natural)
125
(14 HD; 10d10+4d8+52)
Fort +11, Ref +14, Will +7; +2 vs. poison
11147
+2 vs. poison
evasion, uncanny dodge
fire 10
40 ft., fly 60 ft. (average)
+3 returning human bane dagger +17/+12/+7 (1d4+6/17-20), assassin's dagger +16/+11/+6 (1d4+5/17-20)
+3 returning human bane dagger +21 (1d4+3/17-20)
5 ft.5 ft.
death attack (DC 12), favored enemy (human +6, halfling +4, dwarf +2), hunter's bond (companions), sneak attack +2d6, true death (DC 19)
Spells Prepared (CL 7th; concentration +8) 2nd-barkskin 1st-longstrider, pass without trace, resist energy
Str 16, Dex 20, Con 16, Int 10, Wis 12, Cha 14
131634
Deadly Aim, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Iron Will, Improved Two-Weapon Fighting, Improved Vital Strike, Iron Will, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike
Acrobatics +26 (+30 jump), Bluff +19, Diplomacy +19, Disguise +7, Fly +10, Knowledge (nobility) +5, Linguistics +4, Perception +18 (+22 urban), Stealth +31 (+35 urban), Survival +16 (+20 urban)
Common, Infernal
favored terrain (urban +4, water +2), hidden weapons, poison use, swift tracker, track +5, wild empathy +12, woodland stride
AP 300
Enhanced NPC As Chammady's stats are built using a 20-point buy and her gear is equivalent to a PC of her level, her CR is +1 higher than normal.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Chammady Drovenge</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>Female human ranger 10/assassin 4</h5><h5>NE Medium humanoid (human)</h5><h5><b>Init </b>+5 (+9 urban); <b>Senses </b>Perception +18 (+22 urban)</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>29, touch 18, flat-footed 24 (+8 armor, +3 deflection, +5 Dex, +3 natural)</h5><h5><b>hp </b>125 (14 HD; 10d10+4d8+52)</h5><h5><b>Fort </b>+11, <b>Ref </b>+14, <b>Will </b>+7; +2 vs. poison</h5><h5><b>Defensive Abilities </b>evasion, uncanny dodge; <b>Resist </b>fire 10</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft., fly 60 ft. (average)</h5><h5><b>Melee </b><i>+3 returning human bane dagger</i> +17/+12/+7 (1d4+6/17-20), assassin's dagger +16/+11/+6 (1d4+5/17-20)</h5><h5><b>Ranged </b><i>+3 returning human bane dagger</i> +21 (1d4+3/17-20)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>death attack (DC 12), favored enemy (human +6, halfling +4, dwarf +2), hunter's bond (companions), sneak attack +2d6, true death (DC 19)</h5><h5><b>Spells Prepared</b> (CL 7th; concentration +8)</br>2nd&mdash;<i>barkskin</i></br>1st&mdash;<i>longstrider</i>,<i> pass without trace</i>, <i>resist energy</i></h5></h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Chammady casts all of her spells before entering combat, using resist energy to gain resistance to fire.</h5><h5><b>During Combat </b>Chammady has rarely met a foe that could match her grace and deadly skill in combat, with the exception of her brother and perhaps the devil Melavengian. This has left her somewhat proud and arrogant&#8211;once combat begins, she makes a death attack against a foe if she has the chance, but she prefers straight-up combat so she can "show off." She fights with her two deadly daggers, focusing on human foes if possible and using Improved Vital Strike and Two-Weapon Rend to maximize damage.</h5><h5><b>Morale </b>Chammady is no coward, yet neither are her convictions as overwhelming as her brother's. If reduced to 30 or fewer hit points, she tries to escape.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 16, <b>Dex</b> 20, <b>Con</b> 16, <b>Int</b> 10, <b>Wis</b> 12, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+13; <b>CMB </b>+16; <b>CMD </b>34</h5><h5><b>Feats </b>Deadly Aim, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Iron Will, Improved Two-Weapon Fighting, Improved Vital Strike, Iron Will, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike</h5><h5><b>Skills </b>Acrobatics +26 (+30 jump), Bluff +19, Diplomacy +19, Disguise +7, Fly +10, Knowledge (nobility) +5, Linguistics +4, Perception +18 (+22 urban), Stealth +31 (+35 urban), Survival +16 (+20 urban)</h5><h5><b>Languages </b>Common, Infernal</h5><h5><b>SQ </b>favored terrain (urban +4, water +2), hidden weapons, poison use, swift tracker, track +5, wild empathy +12, woodland stride</h5><h5><b>Combat Gear </b><i><i>+4 glamered mithral chain shirt</i></i>, <i><i>+3 returning human bane dagger</i></i>, assassin's dagger, <i><i>belt of physical perfection +2</i></i>, <i>ring of chameleon power</i>, <i>ring of protection +3</i>, <i>sandals of elvenkind</i>, well of many worlds, wings of flying, gold signet ring worth 1,200 gp, mithral earrings worth 800 gp</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Enhanced NPC</b> As Chammady's stats are built using a 20-point buy and her gear is equivalent to a PC of her level, her CR is +1 higher than normal.</h5></div>
Female
Chammady casts all of her spells before entering combat, using resist energy to gain resistance to fire.
Chammady has rarely met a foe that could match her grace and deadly skill in combat, with the exception of her brother and perhaps the devil Melavengian. This has left her somewhat proud and arrogant&#8211;once combat begins, she makes a death attack against a foe if she has the chance, but she prefers straight-up combat so she can "show off." She fights with her two deadly daggers, focusing on human foes if possible and using Improved Vital Strike and Two-Weapon Rend to maximize damage.
Chammady is no coward, yet neither are her convictions as overwhelming as her brother's. If reduced to 30 or fewer hit points, she tries to escape.
+4 glamered mithral chain shirt, +3 returning human bane dagger, assassin's dagger, belt of physical perfection +2, ring of chameleon power, ring of protection +3, sandals of elvenkind, well of many worlds, wings of flying, gold signet ring worth 1,200 gp, mithral earrings worth 800 gp
0000000adult049800000
98
Melavengian1438400barbed devil
cleric of Mammon 7
Pathfinder RPG Bestiary 72
LEMediumoutsider
(devil, evil, extraplanar, lawful)
11
darkvision 60 ft., see in darkness; Perception +17
30, touch 20, flat-footed 23
(+3 deflection, +7 Dex, +10 natural)
218
(19 HD; 12d10+7d8+121)
Fort +18, Ref +17, Will +20
181720
barbed defense (1d8+8)
10/good Immune fire, poison
acid 10, cold 10
2230 ft.
2 claws +28 (2d8+10/19-20 plus fear and grab)
5 ft.5 ft.
fear (DC 21), impale 3d8+12, channel negative energy 8/day (4d6, DC 18)
Domain Spell-Like Abilities (CL 7th, concentration +12, ranged touch +24) 8/day-acid dart, touch of evil Spell-Like Abilities (CL 12th; concentration +17; ranged touch +24) At Will-greater teleport (self plus 50 lbs. of objects only), hold person (DC 18), major image (DC 18), produce flame, pyrotechnics (DC 17), scorching ray (2 rays only) 1/day-order's wrath (DC 19), summon (level 4, 1 barbed devil 35%), unholy blight (DC 19)
Cleric Spells Prepared (CL 7th; concentration +12) 4th-air walk, poison (DC 19), spike stonesD 3rd-cure serious wounds, dispel magic, locate object, stone shapeD 2nd-cure moderate wounds (3), soften earth and stoneD, status, 1st-cure light wounds (3), divine favor, obscuring mist, protection from goodD, sanctuary (DC 16) 0 (at will)-bleed (DC 15), detect magic, guidance, mending
Earth, Evil
Str 26, Dex 25, Con 22, Int 10, Wis 20, Cha 20
172545
Cleave, Combat Reflexes, Critical Focus, Improved Critical (claws), Improved Initiative, Iron Will, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (claws)
Appraise +22, Bluff +27, Diplomacy +18, Knowledge (planes) +13, Knowledge (religion) +13, Perception +17, Stealth +19
Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AP 300
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Melavengian</p><p class="alignright">CR 14</p><div style="clear: both;"></div></div><div><h5><b>XP </b>38,400</h5><h5>Male barbed devil cleric of Mammon 7 (Pathfinder RPG Bestiary 72)</h5><h5>LE Medium outsider (devil, evil, extraplanar, lawful)</h5><h5><b>Init </b>+11; <b>Senses </b>darkvision 60 ft., see in darkness; Perception +17</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>30, touch 20, flat-footed 23 (+3 deflection, +7 Dex, +10 natural)</h5><h5><b>hp </b>218 (19 HD; 12d10+7d8+121)</h5><h5><b>Fort </b>+18, <b>Ref </b>+17, <b>Will </b>+20</h5><h5><b>Defensive Abilities </b>barbed defense (1d8+8); <b>DR </b>10/good Immune fire, poison; <b>Resist </b>acid 10, cold 10; <b>SR </b>22</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>2 claws +28 (2d8+10/19-20 plus fear and grab)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>fear (DC 21), impale 3d8+12, channel negative energy 8/day (4d6, DC 18)</h5><h5><b>Domain </h5><h5><b>Spell-<i>Like Abilities</b></i></b> (CL 7th, concentration +12, ranged touch +24)</br>8/day&mdash;acid dart, touch of evil </h5><h5><b>Spell-<i>Like Abilities</b></i> (CL 12th; concentration +17; ranged touch +24)</br>At Will&mdash;<i>greater teleport</i> (self plus 50 lbs. of objects only), <i>hold person</i> (DC 18), <i>major image</i> (DC 18),<i> produce flame</i>, <i>pyrotechnics</i> (DC 17), <i>scorching ray</i> (2 rays only)</br>1/day&mdash;<i>order's wrath</i> (DC 19), <i>summon</i> (level 4,<i> 1 barbed devil</i></br>35%), <i>unholy blight</i> (DC 19)</h5></h5><h5><b>Cleric Spells Prepared</b> (CL 7th; concentration +12)</br>4th&mdash;<i>air walk</i>, <i>poison</i> (DC 19), <i>spike stones</i><sup>D</sup></br>3rd&mdash;<i>cure serious wounds</i>,<i> dispel magic</i>,<i> locate object</i>, <i>stone shape</i><sup>D</sup></br>2nd&mdash;<i>cure moderate wounds</i> (3), <i>soften earth and stone</i><sup>D</sup>,<i> status</i>,</br>1st&mdash;<i>cure light wounds</i> (3),<i> divine favor</i>,<i> obscuring mist</i>, <i>protection from good</i><sup>D</sup>, <i>sanctuary</i> (DC 16)</br>0 (at will)&mdash;<i>bleed</i> (DC 15),<i> detect magic</i>,<i> guidance</i>, <i>mending</i></h5></h5><h5><b>D</b> domain spell; <b>Domains </b>Earth, Evil</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Melavengian maintains a status spell on both Ecarrdian and Chammady at all times. Before combat begins, he casts air walk and protection from good on himself.</h5><h5><b>During Combat </b>Melavengian prefers to open combat at range, beginning with scorching rays, hold person, and spike stones to soften up the foes before he moves in to attack. Just before entering melee, he casts divine favor and then uses his claws to ruin foes.</h5><h5><b>Morale </b>Melavengian fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 26, <b>Dex</b> 25, <b>Con</b> 22, <b>Int</b> 10, <b>Wis</b> 20, <b>Cha</b> 20</h5><h5><b>Base Atk </b>+17; <b>CMB </b>+25; <b>CMD </b>45</h5><h5><b>Feats </b>Cleave, Combat Reflexes, Critical Focus, Improved Critical (claws), Improved Initiative, Iron Will, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (claws)</h5><h5><b>Skills </b>Appraise +22, Bluff +27, Diplomacy +18, Knowledge (planes) +13, Knowledge (religion) +13, Perception +17, Stealth +19</h5><h5><b>Languages </b>Celestial, Common, Draconic, Infernal; telepathy 100 ft.</h5><h5><b>Combat Gear </b><i><i>amulet of mighty fists +2</i></i>, <i>ring of protection +3</i></h5></div>
Male
Melavengian maintains a status spell on both Ecarrdian and Chammady at all times. Before combat begins, he casts air walk and protection from good on himself.
Melavengian prefers to open combat at range, beginning with scorching rays, hold person, and spike stones to soften up the foes before he moves in to attack. Just before entering melee, he casts divine favor and then uses his claws to ruin foes.
Melavengian fights to the death.
amulet of mighty fists +2, ring of protection +3
0000000adult049900000
99
Ecarrdian Drovenge
1551200tiefling
rogue 10/duelist 4
Pathfinder RPG Bestiary 264, 294
LEMediumoutsider(native)7
darkvision 60 ft.; Perception +20
31, touch 22, flat-footed 21
(+7 armor, +2 deflection, +9 Dex, +1 dodge, +2 natural)
189
(14 HD; 10d8+4d10+122)
Fort +14, Ref +19, Will +10
141910
canny defense, enhanced mobility, grace, improved evasion, improved uncanny dodge, parry, trap sense +3
10/good and silver
cold 5, electricity 5, fire 5
2640 ft.
rapier of puncturing +19/+14/+9 (1d6+10/15-20 plus wounding)
5 ft.5 ft.
Combat Reflexes, precise strike, sneak attack +5d6 plus 5 bleed
Str 18, Dex 20, Con 24, Int 18, Wis 16, Cha 14
111533
Combat Expertise, Dodge, Improved Critical (rapier), Improved Feint, Improved Vital Strike, Mobility, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier)
Acrobatics +22 (+31 jump), Bluff +21, Disable Device +22, Escape Artist +22, Intimidate +19, Knowledge (local) +21, Knowledge (nobility) +9, Knowledge (planes) +9, Perception +20, Perform (dance) +7, Sense Motive +20, Sleight of Hand +22, Stealth +24
Azlanti, Common, Draconic, Infernal, Osiriani
improved reaction +2, rogue talents (bleeding attack, combat trick, finesse rogue, improved evasion, weapon training), trapfinding +5
AP 300
Spawn of Mammon (Ex) As the spawn of Mammon, Ecarrdian's base ability score modifiers are +2 Con, +2 Wis, and &#8211;2 Cha. Ecarrdian has the Advanced Creature template, a 20-point ability score buy, and gear as if he were a PC. In addition, while Ecarrdian does not possess the standard darkness spell-like ability of a tiefling, he possesses exceptional DR and SR. These benefits increase his CR by +2.
<link rel="stylesheet"href="PF.css"><div class="heading"><p class="alignleft">Ecarrdian Drovenge</p><p class="alignright">CR 15</p><div style="clear: both;"></div></div><div><h5><b>XP </b>51,200</h5><h5>Male advanced tiefling rogue 10/duelist 4 (<i>Pathfinder RPG Bestiary</i> 264, 294)</h5><h5>LE Medium outsider (native)</h5><h5><b>Init </b>+7; <b>Senses </b>darkvision 60 ft.; Perception +20</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>31, touch 22, flat-footed 21 (+7 armor, +2 deflection, +9 Dex, +1 dodge, +2 natural)</h5><h5><b>hp </b>189 (14 HD; 10d8+4d10+122)</h5><h5><b>Fort </b>+14, <b>Ref </b>+19, <b>Will </b>+10</h5><h5><b>Defensive Abilities </b>canny defense, enhanced mobility, grace, improved evasion, improved uncanny dodge, parry, trap sense +3; <b>DR </b>10/good and silver; <b>Resist </b>cold 5, electricity 5, fire 5; <b>SR </b>26</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>40 ft.</h5><h5><b>Melee </b><i>rapier of puncturing</i> +19/+14/+9 (1d6+10/15-20 plus wounding)</h5><h5><b>Space </b>5 ft.; <b>Reach </b>5 ft.</h5><h5><b>Special Attacks </b>Combat Reflexes, precise strike, sneak attack +5d6 plus 5 bleed</h5></div><hr/><div><h5><b>TACTICS</b></h5></div><hr/><div><h5><b>Before Combat </b>Ecarrdian uses his <i>bracelet of friends</i> to call Chammady as soon as he fears combat with the PCs is imminent.</h5><h5><b>During Combat </b>Ecarrdian prefers to attack once per round, using Improved Feint and Improved Vital Strike to maximize his damage and (unless he's finding it difficult to hit his foes) Combat Expertise to increase his AC. Only if he's surrounded does he make full-attack actions.</h5><h5><b>Morale </b>Ecarrdian fights to the death.</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str </b>18, <b>Dex </b>20, <b>Con </b>24, <b>Int </b> 18, <b>Wis </b>16, <b>Cha </b>14</h5><h5><b>Base Atk </b>+11; <b>CMB </b>+15; <b>CMD </b>33</h5><h5><b>Feats </b>Combat Expertise, Dodge, Improved Critical (rapier), Improved Feint, Improved Vital Strike, Mobility, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier)</h5><h5><b>Skills </b>Acrobatics +22 (+31 jump), Bluff +21, Disable Device +22, Escape Artist +22, Intimidate +19, Knowledge (local) +21, Knowledge (nobility) +9, Knowledge (planes) +9, Perception +20, Perform (dance) +7, Sense Motive +20, Sleight of Hand +22, Stealth +24</h5><h5><b>Languages </b>Azlanti, Common, Draconic, Infernal, Osiriani</h5><h5><b>SQ </b>improved reaction +2, rogue talents (bleeding attack, combat trick, finesse rogue, improved evasion, weapon training), trapfinding +5</h5><h5><b>Gear </b><i>+5 leather armor</i>, <i>rapier of puncturing</i>, <i>amulet of proof against detection and location</i>, <i>belt of mighty constitution +4</i>, <i>boots of striding and springing</i>, <i>bracelet of friends</i> (keyed to Chammady), <i>cloak of resistance +3</i>, <i>ring of freedom of movement</i>, <i>ring of protection +2</i></h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div>Spawn of Mammon (Ex) As the spawn of Mammon, Ecarrdian's base ability score modifiers are +2 Con, +2 Wis, and &#8211;2 Cha. Ecarrdian has the Advanced Creature template, a 20-point ability score buy, and gear as if he were a PC. In addition, while Ecarrdian does not possess the standard <i>darkness</i> spell-like ability of a tiefling, he possesses exceptional DR and SR. These benefits increase his CR by +2.</div>
Male
Ecarrdian uses his bracelet of friends to call Chammady as soon as he fears combat with the PCs is imminent.
Ecarrdian prefers to attack once per round, using Improved Feint and Improved Vital Strike to maximize his damage and (unless he's finding it difficult to hit his foes) Combat Expertise to increase his AC. Only if he's surrounded does he make full-attack actions.
Ecarrdian fights to the death.
+5 leather armor, rapier of puncturing, amulet of proof against detection and location, belt of mighty constitution +4, boots of striding and springing, bracelet of friends (keyed to Chammady), cloak of resistance +3, ring of freedom of movement, ring of protection +2
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