Sacred Killer CR 8
Half-orc cleric 1
NE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +13
AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
hp 68 (1d8+6d8+2d8+24)
Fort +7, Ref +11, Will +6; +1 vs. poison
Defensive Abilities evasion, improved uncanny dodge, orc ferocity, trap sense +2
Speed 30 ft.
Melee +1 short sword +12 (1d6+1/19–20 plus poison)
Ranged mwk dagger +11 (1d4/19–20 plus poison)
Special Attacks channel negative energy 2/day (DC 9, 1d6), death attack (DC 14), sneak attack +4d6
Domain Spell-Like Abilities (CL 1st; concentration +2)
4/day—bleeding touch, copycat
Cleric Spells Prepared (CL 1st; concentration +2)
D Domain spell; Domains Death, Trickery
Before Combat The assassin attempts to cast his scroll of invisibility and coats his short sword with greenblood oil.
Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 8
Base Atk +5; CMB +5; CMD 21
Languages Common, Dwarven, Orc
SQ aura, orc blood, poison use, rogue talents (bleeding attack +4, finesse rogue, surprise attack), trapfinding +3, weapon familiarity
Combat Gear potion of cure serious wounds, scroll of invisibility, black adder venom (2), giant wasp poison (2), greenblood oil (2); Other Gear +1 studded leather, +1 short sword, masterwork dagger, belt of incredible dexterity +2, 303 gp
Most evil temples and cults use sacred killers to enforce their twisted will or to eliminate annoying enemies.
When living on the streets as a young orphan, Dulg was abducted by a cult of the god of murder, who originally planned on using him as a test subject for new poisons they were creating. Intrigued by the young half-orc's spirit, resilience, and intelligence, however, the cult decided to cultivate him instead. They groomed him as an unholy assassin, and the half-orc has been an unquestioning killer for the cult ever since. Truly enjoying his murderous trade, Dulg leaves a grim calling card with each kill. Once his victim is dead, Dulg gouges out the eyes and leaves two polished golden coins in the sockets.
Combat Encounters:If Dulg comes calling, it typically means his marks have somehow crossed his cult, but this is not always the case. Sometimes he murders just to hone his craft and increase his grim renown.
Roleplaying Suggestions:Often silent and sullen, Dulg tends to see people only as potential targets of his foul art. He takes few freelance assignments, doing so only if he believes it can enhance his already fearsome reputation.
Death Initiate CR 12
Human monk 9
LE Medium humanoid (human)
Init +5; Senses Perception +18
AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +2 monk, +2 natural, +2 Wis)
hp 88 (9d8+4d8+22)
Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison
Defensive Abilities improved evasion, uncanny dodge; Immune disease
Speed 60 ft.
Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or mwk quarterstaff +11/+6 (1d6+1) or flurry of blows (unarmed strike) +16/+16/+11/+11/+6 (1d10+1 plus 1d6 electricity)
Ranged +1 shuriken +16/+11 (1d2+2) or flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1)
Special Attacks death attack (DC 16), flurry of blows, sneak attack +2d6, stunning fist (10/day, DC 18), true death (DC 19)
During Combat Disguised as a modest pilgrim, the assassin sidles up to her mark and makes her death attack with a Stunning Fist attack. She then retreats to throw flurries of shuriken.
Base Statistics Without barkskin, the assassin's statistics are AC 23, touch 21, flat-footed 17.
Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 31
Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb +11, Diplomacy +2, Disguise +6, Intimidate +7, Knowledge (geography, local, nature) +5, Knowledge (history) +8, Knowledge (religion) +6, Perception +18, Sense Motive +12, Stealth +21, Swim +7
Languages Auran, Common, Infernal
SQ fast movement, hidden weapons, high jump, ki pool (8 points, magic), maneuver training, poison use, slow fall 40 ft., wholeness of body
Combat Gear potion of barkskin, potion of cure serious wounds, potion of haste; Other Gear +1 human-bane shuriken (5), +1 shuriken (20), adamantine shuriken (10), cold iron shuriken (10), masterwork quarterstaff, belt of physical might +2 (Str, Dex), bracers of armor +2, cloak of resistance +1, ring of protection +1, shock amulet of mighty fists, 235 gp
These monks deal swift and dispassionate death to those who threaten or cross their monastery.
Little is know about Kel Sal Koth's background or origins, even to her. Her first memories involve the monastery's early lessons about the deadly discipline she was chosen to follow. Kel's philosophy is simple, but her commitment to it is deep. She believes that only in suppressing emotion can one find true harmony with the universe—and the true test of such suppression is dispassionately taking other intelligent creatures' lives.
Combat Encounters:Kel prefers to work alone, but if a target is too strong, she handpicks other members of her monastery to cause diversions or run interference.
Roleplaying Suggestions:To call Kel unfeeling is an understatement. She only apes emotion as a ploy to get closer to her prey.
Murderous Scythe CR 16
Half-elf druid 4
NE Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +24
AC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural)
hp 144 (4d8+6d10+7d8+57)
Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs. poison, +4 vs. fey and plant-targeted effects
Defensive Abilities bravery +2, improved uncanny dodge
Speed 30 ft.
Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison)
Special Attacks death attack (DC 19), quiet death, sneak attack +4d6, true death (DC 22), weapon training (heavy blades +1), wild shape 1/day
Domain Spell-Like Abilities (CL 4th; concentration +6)
Druid Spells Prepared (CL 4th; concentration +6)
During Combat In animal form, the assassin studies an enemy spellcaster for 3 rounds before casting obscuring mist to sow chaos among his foes. He then takes his real form to make a death attack against his target. In melee, he trips his foes.
Str 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8
Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip)
Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip, Improved Critical (scythe), Improved Initiative, Improved Trip, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Languages Common, Elven, Goblin, Sylvan
SQ armor training 1, elf blood, hidden weapons, nature bond (Plant domain), nature sense, poison use, trackless step, wild empathy +3, woodland stride
Combat Gear potion of cure serious wounds, deathblade poison, purple worm poison (3); Other Gear +3 glamered darkwood full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of resistance +1, ring of protection +2, 402 gp
Many of these murderers serve as assassins for dark druid circles or dominate savage humanoid tribes.
Knowing that death is just part of the cycle of life, Zelath truly believes his murderous ways enforces the will of nature. Like a deadly gardener, he prunes those who dare thwart death's call or despoil nature.
Combat Encounters:Zelath aids other druids in the protection of their homes, bringing his unorthodox talents for mutual defense and strategic offense.
Roleplaying Suggestions:Zelath often offers his expert knowledge of poisons to friends of the natural order.
Fatal Axe CR 19
Dwarf rogue 10
NE Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +25
AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight, +2 natural)
hp 183 (10d8+10d8+90)
Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities; +7 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved uncanny dodge, trap sense +3, +5 vs. poison
Speed 25 ft.
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, angel of death 1/day, death attack (DC 26), quiet death, sneak attack +10d6, swift death 1/day, true death (DC 25)
During Combat Using her fast stealth and boots of speed to rush into the fray, the assassin attacks the most threatening target using bleeding strike. Next, she moves out of melee to soften foes with throwing axe attacks before reentering melee.
Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6
Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip)
Feats Cleave, Combat Expertise, Fleet, Improved Critical (handaxe), Improved Feint, Improved Iron Will, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (handaxe)
Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14, Knowledge (engineering, geography, history, nature, nobility, religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25 (+27 to notice unusual stonework), Sense Motive +25, Sleight of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic Device +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran
SQ hidden weapons, hide in plain sight, poison use, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, weapon training), trapfinding +5
Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning shock handaxe, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +2, 2,138 gp
Surprisingly quick and nimble for dwarves, fatal axes mix melee prowess with devastating throwing axe strikes to bring down their foes.
In Thelan's mind, the task she performs serves the greater good of her clan and her fortress home. The dwarven people have many foes, from savage giants to sociopathic goblins to those capricious and deceptive elves. Her work, though unconventional, deceptive, and contrary to most dwarves' sense of honor and fair play, is essential in evening the odds. Not entirely without honor, she refuses to use her murderous art against fellow dwarves.
Combat Encounters:Though Thelan sometimes takes freelance assignments against non-dwarven targets, her true passion is protecting her people.
Roleplaying Suggestions:When not on a mission, Thelan acts like a normal dwarf. She is loyal to friends, her clan, and the thanes of her fortress. Few who know her suspect her of dark deeds.