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Takasi's page
Pathfinder Society Member. 832 posts (834 including aliases). 1 review. No lists. No wishlists. 1 Pathfinder Society character. 2 aliases.
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Callum wrote: You might consider using Chris Wissel's filling-out of the abandoned mine office as an introductory adventure, which has the advantage of being part of the Whispering Cairn story. I second this recommendation. I used it to give my party a boost. It also has a very "iconic" feel to it.

Inspired by the latest miniature on today's Paizo front page:
Slipknot Peet CR 9
Male ogre mage swashbuckler 4
CE Large Giant
Init +6; Senses darkvision 90 ft., low-light vision; Listen +2, Spot +2
Languages Abyssal, Aquan, Common, Draconic, Giant, Infernal
------------------------------
AC 19, touch 11, flat-footed 17
hp 75 (10 HD); fast healing 5
Fort +12, Ref +6, Will +5
------------------------------
Spd 40 ft., fly 40 ft.
Melee +1 keen rapier +14/+7 (1d8+7 / 15-20) or
+1 keen rapier +12/+7 (1d8+7 / 15-20) and
mwk punching dagger +7 (1d6+3/x3)
Base Atk +8; Grp +18
Space 10 ft., Reach 10 ft.
Atk Options sneak attack +2d6, insightful strike (+4 damage to opponents vulnerable to crits)
Spell-Like Abilities (CL 6th)
3/day - invisibility
1/day - lightning bolt (DC 15), gaseous form, swift invisibility
------------------------------
Abilities Str 22, Dex 15, Con 16, Int 18, Wis 14, Cha 14
SQ deceptive veil
Feats Improved Initiative, Combat Reflexes, Two Weapon Fighting, Combat Expertise
Skills Concentration +12, Disguise +13, Intimidate +11, Listen +11, Knowledge (geography) +11, Profession (sailor) +10, Spot +11, Swim +14, Tumble +14
Possessions +2 studded leather, +1 keen rapier, masterwork punching dagger, belt pouch containing pink crystal frog worth 350 gp, golden death's head amulet worth 150 gp, seven jeweled silver and gold bracelets worth a total of 1,000 gp, platinum hoop earring worth 300 gp, 35 gp
Too bad I've already run Slipknot as a human. I used Mike Mearls' Monster Makeover version of the Ogre Mage:
http://www.wizards.com/default.asp?x=dnd/dd/20060721a
His deceptive veil he has a +23 on his disguise check to make himself look like a medium size human pirate. The party probably won't know exactly what they're fighting until after the battle is over, hopefully provoking a nice "Wow, that was an Ogre Mage!?!?!" reaction from your group.

Yeah, I have kind of had to make my own "boss battles" for Savage Tide so far.
For There is No Honor the climactic ending was wave after wave of pirate in the Lotus Dragon lair. The PCs ended up making a deal with Rowyn, so there was no need for a "boss".
For Bullywug Gambit I made the bullywug at the end a really tough Froghemoth Totemist as a homage to Madtooth.
For Sea Wyvern's Wake Sulatore was beefed up considerably and the Mother of All was a great ending IMC.
For Here There Be Monsters I gave the Naga a lot of Spell Compendium stuff (Greater D-Door), made it a metamagic specialist and gave it quicken spell and a maximize rod to make it a pretty nasty battle. Olangru and the Golem were tough, but the spellcaster was worse (especially since this was the first really tough spellcaster in the campaign so far).
For Tides of Dread there is nothing more climactic than combining three yuan-ti spellcasters with lightning bolt wands, flesh golems, vrocks dancing in a circle above and Vanthus with his keen shocking burst rapier in one hand and keen thundering rapier in the other. Make the battle take place in a supernatural fog and you have a recipe for a very memorable super battle.
Thanks for the info!
I hope they are up before the Burning Crusade (i.e. the end of productivity as we know it) is released.

Because of the nature of the large group and the setting (it's our local D&D meetup so we occasionally have new players) I have a very liberal houseruled death system. You cannot die unless there is a TPK or a 'tactical retreat'. However, if you are at -10 you cannot participate in the rest of the encounter. People can (and do) still get very upset when they are knocked out of combat, especially in the first round (and with beefed up CRs for a group of 10 or more players that happens a lot).
I posted more info on another thread along with the stat block changes I needed; very few encounters resulted in more than half of the party 'surviving'. Some of the highlights of the day:
-Everyone hates the Meravanchis.
-The ethereal filchers made fools of the Jade Ravens (again).
-The party druid has a new dinosaur pal.
-The phanatons FEAR the druid.
-You can fit a lot of ewoks - er - phanatons on a ship.
-It's easier to store a T-Rex in a ship's hold after you cast reduce animal on it.
-Lithira and her aranea friends get seasickness easily.
-The party kobold bard learned not to put the moves on a trio of coutls shapechanged into scantily clad jaguar women
-Beware the gifts of bat gods.
-Innocent loch ness monsters trying to make out with your ship's figurehead aren't so innocent.
-A bag of devouring works great if you're just collecting tar.
-Lavinia has a very high diplomacy skill according to the new troglodyte farmworkers.
-Everybody STILL hates Vanthus.
About a year ago I previewed this campaign for my group of first edition vets by saying "Anyone play the old Isle of Dread adventure? The next AP is going to be 'Here's an island, now explore!" This adventure finally kicks off that premise. We played through it and my players really liked it. They've accused some of the adventures as being a little too linear but they definately couldn't say that about Tides of Dread. Great job on this one!
Any idea on when the conversion notes for 141, 142, 143 and 144 might show up?

Now that we've run Tides of Dread I am patiently waiting for my copy of #144. In the meantime I'm reading about Aboleths in Lords of Madness.
The party really enjoyed the Kopru druid battle. I bumped Skephilipika's monstrous humanoid hit dice until he was large and then gave him a few more druid class levels. I also gave him all spell compendium spells, like greater water elemental, drown, owl's insight and bite of the wereshark (weretiger). I also gave him the Eagle's Wings, Oaken Resilience and Elephant's Hide feats that would allow him to take advantage of those extra wild shapes that he won't be able to use during the encounter.
Is this the last Kopru the party will see? Will the aboleth city in the next adventure have ixitxachitls or kopru? I think they are enemies, yet they are both aboleth allies right? Will this be a real aboleth city like the ones described in Lords of Madness or will it be an underwater city that's controlled by one or two normal aboleths?
Can't wait, can't wait!
You could also change the Meravanchi family to be the Smenk family. Balabar could be a relative, or he could take Manthalay's place. IMO that's the best fit.

Crimson Fleet Pirates CR 4
Male human fighter 2/rogue 2
CE Medium humanoid
Init +6; Senses Listen +1, Spot +1
Languages Common
-------------------------------------
AC 15, touch 12, flat-footed 13
hp 30 (4 HD)
Fort +7, Ref +5, Will +1; evasion
-------------------------------------
Spd 30 ft.
Melee mwk rapier +7 (1d6+2 / 18-20) or
mwk rapier +5 (1d6+2 / 18-20) and
mwk dagger +5 (1d4+1 / 19-20)
Ranged mwk light crossbow +6 (1d8 / 19-20)
Base Atk +3; Grp +5
Atk Options sneak attack +1d6
-------------------------------------
Abilities Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 8
SQ trapfinding
Feats Great Fortitude, Improved Initiative, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Focus (dagger)
Skills Balance +9, Climb +7, Intimidate +6, Profession (sailor) +7, Swim +7, Tumble +7
Possessions materwork studded leather, masterwork rapier, masterwork dagger, masterwork light crossbow with 20 bolts, 50 gp in jewelry and coin
Flesh Golems CR 11
Huge Constructs
Init -1; Senses darkvision 60 ft, low-light vision, Listen +0, Spot +0
-------------------------------------
AC 19, touch 6, flat-footed 19
hp 149 (20 HD)
Immune magic, construct traits
Fort +6, Ref +4, Will +6
-------------------------------------
Spd 30 ft.
Melee 2 slams +25 (3d8+11 [25])
Base Atk +15; Grp +34
-------------------------------------
Abilities Str 32, Dex -7, Con -, Int -, Wis 11, Cha 1
Feats -
SQ Berserk, Immunity to Magic
Skills -
-------------------------------------
Berserk: 1% chance random attacks
Immunity to Magic: fire or cold spells slow for 2d6, electricity breaks slow and heals for 1/3 (also grants temporary hp)
V'Sesslin CR 10
Male yuan-ti pureblood sorcerer 9
CE Medium monstrous humanoid
Init +7; Senses darkvision 60 ft., Listen +3, Spot +10
Languages Abyssal, Common, Yuan-ti
-------------------------------------
AC 14, touch 11, flat-footed 13
hp 66 (80 with false life, 13 HD)
SR 23
Fort +6, Ref +12, Will +11
-------------------------------------
Spd 30 ft.
Melee dagger +7/+4 (1d4)
Base Atk +8; Grp +7
Special actions alternate form
Combat Gear wand of enlarged energy substitution electricity fireballs (10th level, 200 ft., 20' radius, 9d6 [30] damage)
Spells Known (CL 9th, +11 ranged touch)
4th (5/day) - animate dead, enervation
3rd (7/day) - fly, haste, lightning bolt (DC 19, 30 electricity, 120 ft.)
2nd (8/day) - bull's strength, mirror image, scorching ray
1st (8/day) - animate rope, charm person (DC 17), identify, mage armor, shield
0 (6/day) - acid splash, arcane mark, detect magic, mage hand, mending, prestidigitation, read magic, resistance
Spell-like Abilities (CL 4th)
1/day - animal trance (DC 18), cause fear (DC 17), darkness, entangle (DC 17)
-------------------------------------
Abilities Str 8, Dex 16, Con 14, Int 12, Wis 12, Cha 22
SQ detect poison, summon familiar
Feats Alertness, Blind-Fight, Craft Magic Arms and Armor, Craft Construct, Craft Wondrous Item, Improved Initiative, Lightning Reflexes
Skills Bluff +16, Concentration +18, Knowledge (arcana) +8, Listen +3, Spellcraft +12, Spot +10
Possessions combat gear, +1 cloak of charisma +4
Vrocks CR 9
Large Outsiders (chaotic, extraplanar, evil)
Init +2; Senses darkvision 60 ft., Listen +24, Spot +24
Languages Common, Abyssal; Telepathy 100 ft.
-------------------------------------
AC 22, touch 11, flat-footed 20
hp 115 (10 HD); DR 10/good
Immune electricity
Resist acid 10, cold 10, fire 10; SR 17
Fort +14, Ref +9, Will +10
-------------------------------------
Spd 30 ft., fly 50 ft. (average)
Melee 2 claws +15 (2d6+6 [15]) and
bite +13 (1d8+3 [10]) and
2 talons +13 (1d6+3 [5])
Base Atk +10; Grp +20
Special attacks dance of ruin (takes 3 rounds, 20d6 [70], ref dc 18 half), stunning screech (1/hour, fort dc 22 or stunned, 30 ft' radius, con based)
Spell-Like Abilities (CL 12)
1/day - heroism
At will - mirror image, telekinesis (DC 18), greater teleport
Vanthus Vanderboren CR 14
Male lemorian aristocrat 1/rogue 5/fighter 4/tempest 2
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft., Listen -1, Spot -1
Languages Common
-------------------------------------
AC 27, touch 17, flat-footed 22; Dodge, Mobility, uncanny dodge
hp 106 (12 HD); DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Fort +12, Ref +10, Will +3; evasion
-------------------------------------
Spd 30 ft., fly 30 ft.
Melee +3 longsword +16 (1d8+8 / 19-20) or
+3 longsword +15/+10 (1d8+8 / 19-20) and
+1 keen sickle +12/+8 (1d6+2 / 19-20) and
tail +8 (1d6+1 plus poison dc 20 1d6 wis)
Base Atk +9, Grp +12
Atk Options Spring Attack, smite good 1/day (+12 damage), sneak attack +3d6 [15]
Spell-Like Abilities (Cl 12th)
3/day - charm monster (DC 18), command (DC 15)
1/day - dominate person (DC 19), fear (DC 18), mass suggestion (DC 20), suggestion (DC 17)
-------------------------------------
Abilities Str 16, Dex 21, Con 18, Int 12, Wis 8, Cha 18
SQ ambidexterity, tempest defense +1, trapfinding, trap sense +1
Feats Dodge, Improved Two-Weapon Fighting, Mobility, Skill Focus (Bluff), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Balance +11, Bluff +15, Diplomacy +7, Forgery +10, Intimidate +18, Jump +10, Knowledge (local) +10, Profession (sailor) +7, Sense Motive +8, Swim +6, Tumble +17
Possessions +3 mithral shirt, +3 longsword, +1 keen sickle, masterwork dagger, ring of protection +2, amulet of health +2, boots of speed, shadow pearl, 4 gold earrings worth 300 gp each
Vanthus Vanderboren CR 18
Male lemorian aristocrat 1/rogue 9/fighter 4/tempest 2
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft., Listen -1, Spot -1
Languages Common
-------------------------------------
AC 33, touch 16, flat-footed 27; Dodge, Mobility, uncanny dodge, improved uncanny dodge, unholy aura (1d6 strength if fails on fort dc 22)
hp 175 (16 HD); DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 25
Fort +20, Ref +16, Will +11; evasion, unholy aura
-------------------------------------
Spd 30 ft., fly 30 ft.
Melee +1 keen shocking burst rapier +16/+11/+6 (1d6+8 [10] / 19-20 plus 1d6 [5] electricity) and
+1 keen thundering rapier +16/+11 (1d6+2 [5] / 19-20) and
tail +11 (1d6+1 [5] plus poison dc 20 1d6 wis)
Base Atk +12, Grp +15
Atk Options Spring Attack, smite good 1/day (+16 damage), sneak attack +5d6 [20]
Spell-Like Abilities (Cl 16th)
3/day - charm monster (DC 18), command (DC 15), unholy aura (DC 22)
1/day - mass charm monster (DC 22), unhallow (DC 19), dominate person (DC 19), fear (DC 18), mass suggestion (DC 20), suggestion (DC 17)
-------------------------------------
Abilities Str 16, Dex 22, Con 22, Int 13, Wis 8, Cha 18
SQ ambidexterity, tempest defense +1, trapfinding, trap sense +3
Feats Dodge, Improved Two-Weapon Fighting, Mobility, Skill Focus (Bluff), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Specialization (rapier), Combat Expertise
Skills Balance +17, Bluff +19, Diplomacy +11, Forgery +14, Intimidate +18, Jump +14, Knowledge (local) +14, Profession (sailor) +7, Sense Motive +8, Swim +6, Tumble +22
Possessions +5 mithral shirt, +1 keen shocking burst rapier, +1 keen thundering rapier, masterwork dagger, amulet of health +6, boots of speed, shadow pearl, 4 gold earrings worth 300 gp each

Yesterday was the first Sunday of the month and also our local D&D Meetup. We had 14 players show up, with a few just there to meet and greet and the rest ready for a Savage Tide smackdown of epic proportions.
As with the other adventures, here are some suggestions:
Tip 1 - Copy all of the stats for all of the creatures. Normally I print them out on 3 x 5 cards, but due to the nature of this adventure I just printed them out on 8 1/2 x 11 sheets. You'll need to make a lot of stat blocks for a wide variety of creatures at various CRs.
Tip 2 - Make a list of all roleplaying NPCs, including Lavinia and the Jade Ravens with stats and make them available to the group to review.
Tip 3 - Create a writeup of each location in Farshore to pass out at the group.
Tip 4 - Have a presession over email. Everything from the rowboats up to Farshore to the interrogation of Lefty can pretty much be done through email. Give them a list of all the options (there's at least 15 different things they can do) and create a list of how many people would be needed to accomplish a task (defeating Slipknot, helping the victim, stopping the fires, defending the chapel, etc) and if someone comes up with an especially creative method then decrease the number needed. Instead of following the requirements listed in the adventure you can decrease the starting assets and gp limit for each failure.
Tip 5 - Increase the time requirements and assets. I increased this five fold for my group. I required 4 successful checks. I'm also trying to make the in-game time go by a little longer.
Tip 6 - Root for your players to be creative. If players can figure out a way to make a combat "anti-climactic" then you should be happy, not upset. If a druid can tame the T-Rex in the tar pits then that's a win-win situation.
Tip 7 - Use NPCs. If a player wants to assign his wizard to helping Adwattle or a fighter wants to work a the smithy for a month then let them use the Jade Ravens on other expeditions. We had a very fun encounter with the ethereal filcher where the Jade Ravens ended up stripped of their clothes (and pride, yet again). :)
Tip 8 - Do not hand out xp. Level characters right before the big battle with Vanthus. Ensure players have their 9th and 10th level characters ready before the game starts.
Tip 9 - Know your players' characters. Ask that they send them to you in stat block format a few days before game. If possible print them out on 3' x 5' cards and study them when you have free time. Know their abilities well so that you can quickly resolve their actions.
Tip 10 - Have many maps ready so you don't have to waste time erasing them during movement. Buy 1" grid paper (27" x 35") at an office store with 50 sheets for about $15. Have the store laminate at least ten of these sheets; you should be able to do this for about $1.50 per sheet. I also used the fantastic locations for a few things (Hellspike works great for the Bat God and King's Road is a good random encounter stop.)
Tip 11 - Adjudicate combat quickly. Have all of the enemies go on the same initiative order. Prepare each enemy's actions for the first few rounds. Make players declare their actions immediately or force them to delay until they are ready to declare. Ensure they resolve their spell effects and damage timely. Most importantly, pick players who know the game (and the characters they built) extremely well.
Tip 12 - Customize the treasure list to the party. This is a good tip even if you aren't running a marathon session. It takes a while to increase Farshore's assets. Avoid handing out gold or jewels; players will appreciate items they can use instead of promises of items they can't purchase yet.
Tip 13 - Make sure this isn't your only opportunity to play D&D. We have two other campaigns we play in that are heavy on roleplaying. Fast paced high action old school crawls are great but they aren't for everyone.
Tip 14 - Make sure you have plenty of space to play. I'm in charge of a lodge with 2100 square feet of empty space with a dozen fold up tables. I have one big wooden table for the battle mats and sit 2 people per table in an arrangement that lets everyone view the battle area. I spend all of my time on my feet and I keep all of my figures (another tip, prepare all of these in advance) and notes behind a 'shield' (of tackleboxes) on its own separate table.
Tip 15 - Use Multiple DMs and encourage the party to spilt up and explore. In this adventure the party can easily split off to accomplish various tasks. I created this chart to determine the right CRs (Not sure how it will look when posted here):
Level # in Party ECL 1 cohort 2 cohorts 3 cohorts 4 cohorts 5 cohorts 6 cohorts
9 1 5 6 7 7 8 8 9
9 2 7 7 8 8 9 9 9
9 3 8 8 9 9 9 10 10
9 4 9 9 9 10 10 10 10
9 5 9 10 10 10 10 10 11
9 6 10 10 10 10 11 11 11
9 7 10 10 11 11 11 11 11
9 8 11 11 11 11 11 11 11
9 9 11 11 11 11 11 12 12
9 10 11 11 11 12 12 12 12
Here's a list of the final treasure and encounters I had at my disposal:
Treasure
Kopru:
Amulet of Mighty Fists +3 (24k gp)
Ring of Protection +4 (32k gp)
dusty rose prism ioun stone (5k gp)
periapt of wisdom +4 (16k gp)
Yuan-ti:
cloak of charisma +4 (16k gp)
3 wands of enlarged energy substitution electricity fireballs (12k gp each, 20 charges)
Vanthus:
+1 keen shocking burst rapier (32k gp)
+1 keen thundering rapier (18k gp)
+5 mithral shirt (26k gp)
boots of speed (12k gp)
Slipknot Peet:
+1 keen rapier (9k gp)
+3 slick mithral chainshirt (25k gp)
Fire Bat God Chamber:
Ring of Invisibility (24k gp)
Stone of Good Luck (20k gp)
Amulet of natural armor +4 (32k gp)
Flame Tongue longsword (20k gp)
Necklace of Fireballs Type 7 (9k gp)
Periapt of Proof Against Poison (27k gp)
Drums of Panic (30k gp)
Lantern of Revealing (30k gp)
Carpet of flying (35k gp)
Manual of bodily health +1 (27.5 gp)
Cloak of the Bat and Minor Displacement (50k gp)
+3 fire resistent heavy steel shield (27k gp)
+3 moderate fortification full plate (39k gp)
+1 spell resistant (15) adamantine breastplate (36k gp)
Mithral full plate of speed (26k gp)
Robe of vermin (cloak of resistance) (16k gp)
Periapt of Foul Rotting (periapt of wisdom) (17k gp)
Berserking Sword (+1 vicious greatsword) (17k gp)
Bag of Devouring (bag of holding) (n/a)
Tooth of Ahazu (6k gp)
Temple of the Jaguar:
+1 vicious wounding greatsword (32k gp)
+1 holy evil outsider bane longbow (32k gp)
+1 flaming returning dagger (18k gp)
+1 frost returning dagger (18k gp)
Multifaceted Persona (Choice) 12k gp
2 Crystalline eyes (multiple) 9k gp each
Encounters:
Dire Tiger CR 8
Large Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 17, touch 11, flat-footed 15
hp 120 (16 HD)
Fort +13, Ref +12, Will +11
----------------
Spd 40 ft.
Melee 2 claws +20 (2d4+8 [15]) and
bite +14 (2d6+4 [10])
Space 10', Reach 5'
Base Atk +12, Grp +24
Atk Options Improved grab, pounce, rake (grp, 2 claws +18, 2d4+4 [10])
----------------
Abilities Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Skills Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Dire Tiger CR 9
Large Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 17, touch 11, flat-footed 15
hp 161 (19 HD)
Fort +14, Ref +13, Will +12
----------------
Spd 40 ft.
Melee 2 claws +22 (2d4+8 [15]) and
bite +16 (2d6+4 [10])
Space 10', Reach 5'
Base Atk +14, Grp +26
Atk Options Improved grab, pounce, rake (grp, 2 claws +20, 2d4+4 [10])
----------------
Abilities Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Improved Toughness
Skills Hide +7, Jump +15, Listen +6, Move Silently +12, Spot +7, Swim +11
Dire Tiger CR 10
Large Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 17, touch 11, flat-footed 15
hp 186 (22 HD)
Fort +18, Ref +15, Will +13
----------------
Spd 40 ft.
Melee 2 claws +25 (2d4+9 [15]) and
bite +19 (2d6+4 [10])
Space 10', Reach 5'
Base Atk +16, Grp +29
Atk Options Improved grab, pounce, rake (grp, 2 claws +20, 2d4+4 [10])
----------------
Abilities Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Improved Toughness, Great Fortitude
Skills Hide +7, Jump +16, Listen +6, Move Silently +13, Spot +7, Swim +12
Dire Tiger CR 11
Large Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 17, touch 11, flat-footed 15
hp 212 (25 HD)
Fort +19, Ref +18, Will +14
----------------
Spd 40 ft.
Melee 2 claws +25 (2d4+9 [15]) and
bite +19 (2d6+4 [10])
Space 10', Reach 5'
Base Atk +18, Grp +31
Atk Options Improved grab, pounce, rake (grp, 2 claws +20, 2d4+4 [10])
----------------
Abilities Str 29, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Improved Toughness, Great Fortitude, Lightning Reflexes
Skills Hide +7, Jump +17, Listen +6, Move Silently +14, Spot +7, Swim +13
Dire Tiger CR 12
Large Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 17, touch 11, flat-footed 15
hp 238 (28 HD)
Fort +20, Ref +19, Will +17
----------------
Spd 40 ft.
Melee 2 claws +28 (2d4+10 [15]) and
bite +22 (2d6+5 [10])
Space 10', Reach 5'
Base Atk +20, Grp +33
Atk Options Improved grab, pounce, rake (grp, 2 claws +22, 2d4+5 [10])
----------------
Abilities Str 30, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Improved Toughness, Great Fortitude, Lightning Reflexes, Iron Will
Skills Hide +7, Jump +18, Listen +6, Move Silently +15, Spot +7, Swim +14
Dire Tiger CR 13
Large Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 17, touch 11, flat-footed 15
hp 267 (31 HD)
Fort +22, Ref +21, Will +18
----------------
Spd 40 ft.
Melee 2 claws +30 (2d4+10 [15]) and
bite +24 (2d6+5 [10])
Space 10', Reach 5'
Base Atk +22, Grp +35
Atk Options Improved grab, pounce, rake (grp, 2 claws +24, 2d4+5 [10])
----------------
Abilities Str 30, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Improved Toughness, Great Fortitude, Lightning Reflexes, Iron Will, Toughness
Skills Hide +7, Jump +19, Listen +6, Move Silently +16, Spot +7, Swim +15
Dire Tiger CR 14
Huge Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +7
----------------
AC 18, touch 9, flat-footed 16
hp 370 (32 HD)
Fort +26, Ref +21, Will +19
----------------
Spd 50 ft.
Melee 2 claws +36 (3d4+14 [20]) and
bite +32 (3d6+7 [20])
Space 15', Reach 10'
Base Atk +24, Grp +45
Atk Options Improved grab, pounce, rake (grp, 2 claws +32, 3d4+7 [15])
----------------
Abilities Str 38, Dex 13, Con 22, Int 2, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Improved Toughness, Great Fortitude, Lightning Reflexes, Iron Will, Toughness (2)
Skills Hide +3, Jump +20, Listen +6, Move Silently +16, Spot +7, Swim +15
4 Dire Boars CR 6
Large Animal
Init +0; Senses low-light vision, scent, Listen +8, Spot +8
----------------
AC 15, touch 9, flat-footed 15
hp 52 (7 HD)
Fort +8, Ref +5, Will +8
----------------
Spd 40 ft.
Melee gore +12 (1d8+12 [15])
Space 10', Reach 5'
Base Atk +5, Grp +17
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 27, Dex 10, Con 17, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will
Skills Listen +8, Spot +8
4 Dire Boars CR 7
Large Animal
Init +0; Senses low-light vision, scent, Listen +10, Spot +9
----------------
AC 15, touch 9, flat-footed 15
hp 75 (10 HD)
Fort +10, Ref +7, Will +10
----------------
Spd 40 ft.
Melee gore +14 (2d6+12 [20])
Space 10', Reach 5'
Base Atk +7, Grp +19
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 27, Dex 10, Con 17, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore)
Skills Listen +10, Spot +9
4 Dire Boars CR 8
Large Animal
Init +0; Senses low-light vision, scent, Listen +11, Spot +11
----------------
AC 15, touch 9, flat-footed 15
hp 111 (13 HD)
Fort +12, Ref +8, Will +11
----------------
Spd 40 ft.
Melee gore +17 (2d6+12 [20])
Space 10', Reach 5'
Base Atk +9, Grp +21
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 27, Dex 10, Con 18, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore), Weapon Focus (Gore)
Skills Listen +11, Spot +11
4 Dire Boars CR 9
Large Animal
Init +0; Senses low-light vision, scent, Listen +12, Spot +12
----------------
AC 15, touch 9, flat-footed 15
hp 143 (15 HD)
Fort +13, Ref +9, Will +12
----------------
Spd 40 ft.
Melee gore +19 (2d6+12 [20])
Space 10', Reach 5'
Base Atk +11, Grp +23
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 27, Dex 10, Con 18, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Toughness
Skills Listen +12, Spot +12
4 Dire Boars CR 10
Huge Animal
Init +0; Senses low-light vision, scent, Listen +12, Spot +13
----------------
AC 16, touch 7, flat-footed 16
hp 185 (16 HD)
Fort +18, Ref +10, Will +13
----------------
Spd 50 ft.
Melee gore +25 (3d6+19 [30])
Space 15', Reach 10'
Base Atk +12, Grp +32
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 36, Dex 8, Con 22, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Toughness
Skills Listen +12, Spot +13
4 Dire Boars CR 11
Huge Animal
Init +0; Senses low-light vision, scent, Listen +14, Spot +14
----------------
AC 16, touch 7, flat-footed 16
hp 220 (19 HD)
Fort +21, Ref +11, Will +14
----------------
Spd 50 ft.
Melee gore +27 (3d6+19 [30])
Space 15', Reach 10'
Base Atk +14, Grp +34
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 36, Dex 8, Con 22, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Toughness, Great Fortitude
Skills Listen +14, Spot +14
4 Dire Boars CR 12
Huge Animal
Init +0; Senses low-light vision, scent, Listen +16, Spot +15
----------------
AC 16, touch 7, flat-footed 16
hp 255 (22 HD)
Fort +23, Ref +15, Will +16
----------------
Spd 50 ft.
Melee gore +29 (3d6+19 [30])
Space 15', Reach 10'
Base Atk +16, Grp +36
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 36, Dex 8, Con 23, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Toughness, Great Fortitude, Lightning Reflexes
Skills Listen +16, Spot +15
4 Dire Boars CR 13
Huge Animal
Init +0; Senses low-light vision, scent, Listen +17, Spot +17
----------------
AC 16, touch 7, flat-footed 16
hp 315 (25 HD)
Fort +25, Ref +16, Will +17
----------------
Spd 50 ft.
Melee gore +31 (3d6+19 [30])
Space 15', Reach 10'
Base Atk +18, Grp +38
Special Attacks Ferocity (fight while disabled or dying)
----------------
Abilities Str 36, Dex 8, Con 24, Int 2, Wis 12, Cha 8
Feats Alertness, Endurance, Iron Will, Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Toughness, Great Fortitude, Lightning Reflexes, Run
Skills Listen +17, Spot +17
Giant Constrictor Snake CR 10
N Gargantuan Animal
Init +4, Senses scent, listen +14, spot +14
----------------
AC 18, touch 10, flat-footed 14
hp 230 (20 HD)
Fort +18, Ref +16, Will +6
----------------
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +25 (3d6+21 [30])
Space 20 ft.; Reach 15 ft.
Base Atk +15; Grp +41
Atk Options improved grab (bite), constrict 2d6+21 [30]
----------------
Abilities Str 38, Dex 19, Con 22, Int 1, Wis 10, Cha 4
Feats Alertness, Endurance, Diehard, Improved Natural Attack (bite), Improved Toughness, Skill Focus (Hide), Stealthy
Skills Balance +12, Climb +22, Hide +8, Listen +14, Move Silently +6, Spot +14, Swim +22
Giant Constrictor Snake CR 11
N Gargantuan Animal
Init +4, Senses scent, listen +15, spot +15
----------------
AC 18, touch 10, flat-footed 14
hp 265 (23 HD)
Fort +19, Ref +17, Will +9
----------------
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +27 (3d6+21 [30])
Space 20 ft.; Reach 15 ft.
Base Atk +17; Grp +43
Atk Options improved grab (bite), constrict 2d6+21 [30]
----------------
Abilities Str 38, Dex 19, Con 22, Int 1, Wis 10, Cha 4
Feats Alertness, Endurance, Diehard, Improved Natural Attack (bite), Improved Toughness, Skill Focus (Hide), Stealthy, Iron Will
Skills Balance +12, Climb +22, Hide +8, Listen +14, Move Silently +6, Spot +14, Swim +22
Giant Constrictor Snake CR 12
N Gargantuan Animal
Init +4, Senses scent, listen +16, spot +16
----------------
AC 18, touch 10, flat-footed 14
hp 300 (26 HD)
Fort +21, Ref +19, Will +10
----------------
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +30 (3d6+21 [30])
Space 20 ft.; Reach 15 ft.
Base Atk +19; Grp +45
Atk Options improved grab (bite), constrict 2d6+21 [30]
----------------
Abilities Str 38, Dex 19, Con 23, Int 1, Wis 10, Cha 4
Feats Alertness, Endurance, Diehard, Improved Natural Attack (bite), Improved Toughness, Skill Focus (Hide), Stealthy, Iron Will, Weapon Focus (bite)
Skills Balance +12, Climb +22, Hide +8, Listen +14, Move Silently +6, Spot +14, Swim +22
Giant Constrictor Snake CR 13
N Gargantuan Animal
Init +4, Senses scent, listen +17, spot +17
----------------
AC 18, touch 10, flat-footed 14
hp 365 (29 HD)
Fort +22, Ref +20, Will +11
----------------
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +32 (3d6+21 [30])
Space 20 ft.; Reach 15 ft.
Base Atk +21; Grp +47
Atk Options improved grab (bite), constrict 2d6+21 [30]
----------------
Abilities Str 38, Dex 19, Con 24, Int 1, Wis 10, Cha 4
Feats Alertness, Endurance, Diehard, Improved Natural Attack (bite), Improved Toughness, Skill Focus (Hide), Stealthy, Iron Will, Weapon Focus (bite)
Skills Balance +12, Climb +22, Hide +8, Listen +14, Move Silently +6, Spot +14, Swim +22
Wraith CR 5
Medium Undead
Init +7; Senses darkvision 60 ft., Listen +12, Spot +12
Aura unatural (animals cannot approach)
Languages Common, Abyssal
----------------
AC 15, touch 15, flat-footed 12; incorporeal
hp 32 (5 HD)
Immune undead traits
Fort +1, Ref +4, Will +6
----------------
Spd fly 60 ft. (good)
Melee incorporeal touch +5 (1d4 [5] plus 1d6 con drain)
Base Atk +2, Grp -
----------------
Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
SQ +2 turn resistance
Feats Alertness, Blind-fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survivial +2
Dread Wraith CR 11
Medium Undead
Init +7; Senses darkvision 60 ft., Listen +12, Spot +12
Aura unatural (animals cannot approach)
Languages Common, Abyssal
----------------
AC 25, touch 25, flat-footed 16; incorporeal
hp 104 (16 HD)
Immune undead traits
Fort +5, Ref +14, Will +14
----------------
Spd fly 60 ft. (good)
Melee incorporeal touch +16 (2d6 [10] plus 1d8 con drain)
Base Atk +8, Grp -
----------------
Abilities Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24
SQ +2 turn resistance
Feats Alertness, Blind-fight, combat reflexes, dodge, improved initiative, improved natural attack (touch), mobility, spring attack
Skills Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survivial +4
Ethereal Filcher CR 3
Medium Aberration
Init +8; Senses darkvision 60 ft., Listen +9, Spot +9
----------------
AC 17, touch 14, flat-footed 13
hp 22 (5 HD)
Fort +1, Ref +5, Will +5
----------------
Spd 40 ft.
Melee bite +3 (1d4)
Base Atk +3; Grp +3
Supernatural Abilities (CL 5th)
At will - detect magic, ethereal jaunt
----------------
Abilities Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10
Feats Dodge, Improved Initiative
Skills Listen +9, Sleight of Hand +12, Spot +9
Ethereal Filcher CR 11
Male ethereal filcher rogue 7
Medium Aberration
Init +8; Senses darkvision 60 ft., Listen +18, Spot +18
----------------
AC 19, touch 16, flat-footed 15; dodge, evasion, improved uncanny dodge
hp 78 (13 HD)
Fort +5, Ref +13, Will +8
----------------
Spd 40 ft.
Melee bite +14/+9 (1d4+1)
Base Atk +9; Grp +11
Atk options sneak attack +4d6 [15]
Supernatural Abilities (CL 13th)
At will - detect magic, ethereal jaunt
----------------
Abilities Str 12, Dex 22, Con 15, Int 5, Wis 14, Cha 10
Feats Dodge, Improved Initiative, Weapon Finesse, Combat Expertise, Improved Disarm
Skills Bluff +11, Listen +18, Sleight of Hand +24, Spot +18, Tumble +17
Troglodyte CR 1
Medium Humanoid (Reptilian)
Init -1; Senses darkvision 90 ft., Listen +3, Spot +0
Aura stench (30 ft., fort dc 13 or sickened for 10 rounds)
Languages Draconic
----------------
AC 15, touch 9, flat-footed 15
hp 13 (2 HD)
Fort +5, Ref -1, Will +0
----------------
Spd 30 ft.
Melee club +1 (1d6 [5]) or
2 claws +1 (1d4 [5]) and bite -1 (1d4[5])
Ranged javelin +1 (1d6 [5])
Base Atk +1; Grp +1
----------------
Abilities Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Feats Multiattack, Weapon Focus (Javelin)
Skills Hide +5; Listen +3
Advanced Octopus Tree CR 13
NE Gargantuan plant
Init +0; Senses low-light vision; Listen +4, Spot +19
Aura frightful presence (30 ft., DC 26)
Languages Common (cannot speak)
---------------------------------------------
AC 30, touch 2, flat-footed 30
hp 299 (26 HD); regeneration 10
Immune acid; plant traits
Fort +22, Ref +4, Will +10
---------------------------------------------
Spd 10 ft., swim 50 ft.
Melee 8 tentacles +25 (4d6+19/19-20) and
bite +19 (4d8+12/19-20)
Space 20 ft.; Reach 20 ft.
Base Atk +19; Grp +45
Atk Options Cleave, Power Attack, Improved grab (tentacle, bite)
Special Atk swallow whole
Spell-Like Abilities (CL 14th)
At will diminish plants, entangle (DC 14), obscuring mist, plant growth, warp wood (DC 15)
3/day call lightning (DC 16), repel wood, wall of thorns
---------------------------------------------
Abilities Str 38, Dex 3, Con 26, Int 8, Wis 15, Cha 16
Feats Alertness, Cleave, Improved Critical (bite, tentacle), Improved Initiative, Improved Natural Attack (tentacle), Power Attack, Quicken Spell-Like Ability (obscuring mist), Weapon Focus (tentacle)
Skills Spot +19, Swim +36
---------------------------------------------
Frightful Presense (Ex) All creatures with 26 HD or less, DC 26 will every round or shaken, success immunity
Regeneration (Ex) lethal damage from fire and cold
Swallow whole (Ex) grapple success with bite attack, 3d6+14 bludeonging, 2d6 acid, can cut out with AC 26 for 20 point light slashing or piercing, 4 medium creatures
Dire Shark CR 9
Huge Animal
Init +2; Senses keen scent, listen +12, Spot +11
----------------
AC 17, touch 10, flat-footed 15
hp 147 (18 HD)
Fort +14, Ref +13, Will +12
----------------
Spd swim 60 ft.
Melee +18 (2d8+9 [20])
Space 15 ft., Reach 10 ft.
Base Atk +13, Grp +27
Special Attacks improved grab, swallow whole (2d6+6 [15] plus 1d8+4 [10] acid), escape 25 damage to track AC 13)
----------------
Abilities Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Skills Listen +12, Spot +11, Swim +14
Dire Shark CR 10
Huge Animal
Init +2; Senses keen scent, listen +13, Spot +13
----------------
AC 17, touch 10, flat-footed 15
hp 190 (21 HD)
Fort +15, Ref +14, Will +13
----------------
Spd swim 60 ft.
Melee +21 (2d8+12 [20])
Space 15 ft., Reach 10 ft.
Base Atk +15, Grp +30
Special Attacks improved grab, swallow whole (2d6+6 [15] plus 1d8+4 [10] acid), escape 25 damage to track AC 13)
----------------
Abilities Str 24, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite), Improved Toughness
Skills Listen +13, Spot +13, Swim +14
Dire Shark CR 11
Huge Animal
Init +2; Senses keen scent, listen +15, Spot +14
----------------
AC 17, touch 10, flat-footed 15
hp 240 (24 HD)
Fort +18, Ref +16, Will +16
----------------
Spd swim 60 ft.
Melee +24 (2d8+12 [20])
Space 15 ft., Reach 10 ft.
Base Atk +18, Grp +33
Special Attacks improved grab, swallow whole (2d6+6 [15] plus 1d8+4 [10] acid), escape 25 damage to track AC 13)
----------------
Abilities Str 24, Dex 15, Con 18, Int 1, Wis 12, Cha 10
Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite), Improved Toughness, Iron Will
Skills Listen +15, Spot +14, Swim +14
Dire Shark CR 12
Huge Animal
Init +2; Senses keen scent, listen +16, Spot +16
----------------
AC 17, touch 10, flat-footed 15
hp 265 (27 HD)
Fort +21, Ref +17, Will +17
----------------
Spd swim 60 ft.
Melee +26 (2d8+12 [20])
Space 15 ft., Reach 10 ft.
Base Atk +20, Grp +36
Special Attacks improved grab, swallow whole (2d6+6 [15] plus 1d8+4 [10] acid), escape 25 damage to track AC 13)
----------------
Abilities Str 24, Dex 15, Con 18, Int 1, Wis 12, Cha 10
Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite), Improved Toughness, Iron Will, Great Fortitude
Skills Listen +16, Spot +16, Swim +14
Dire Shark CR 13
Huge Animal
Init +2; Senses keen scent, listen +18, Spot +17
----------------
AC 17, touch 10, flat-footed 15
hp 290 (30 HD)
Fort +23, Ref +21, Will +19
----------------
Spd swim 60 ft.
Melee +28 (2d8+12 [20])
Space 15 ft., Reach 10 ft.
Base Atk +22, Grp +38
Special Attacks improved grab, swallow whole (2d6+6 [15] plus 1d8+4 [10] acid), escape 25 damage to track AC 13)
----------------
Abilities Str 25, Dex 15, Con 18, Int 1, Wis 12, Cha 10
Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite), Improved Toughness, Iron Will, Great Fortitude, Lightning Reflexes
Skills Listen +18, Spot +17, Swim +14
Masher CR 9
N Gargantuan animal (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
--------------------------------
AC 21, touch 7, flat-footed 20
hp 195 (17 HD)
Fort +17, Ref +13, Will +6
--------------------------------
Spd 20 ft., swim 40 ft.
Melee bite +26 (4d6+19 [35])
Space 20 ft., Reach 20 ft.
Base Atk +12; Grp +37
Atk Options poison spines (fort dc 19, 1d6 con / 2d6 con)
--------------------------------
Abilities Str 36, Dex 12, Con 24, Int 1, Wis 10, Cha 8
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Iron Will, Improved Natural Attack (bite), Weapon Focus (bite)
Skills Hide +8 (+13 in coral reefs)
Masher CR 10
N Gargantuan animal (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
--------------------------------
AC 21, touch 7, flat-footed 20
hp 250 (20 HD)
Fort +18, Ref +14, Will +7
--------------------------------
Spd 20 ft., swim 40 ft.
Melee bite +29 (4d6+19 [35])
Space 20 ft., Reach 20 ft.
Base Atk +15; Grp +40
Atk Options poison spines (fort dc 20, 1d6 con / 2d6 con)
--------------------------------
Abilities Str 36, Dex 12, Con 25, Int 1, Wis 10, Cha 8
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Iron Will, Improved Natural Attack (bite), Weapon Focus (bite), Improved Toughness
Skills Hide +11 (+16 in coral reefs)
Masher CR 11
N Gargantuan animal (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
--------------------------------
AC 21, touch 7, flat-footed 20
hp 290 (23 HD)
Fort +20, Ref +15, Will +8
--------------------------------
Spd 20 ft., swim 40 ft.
Melee bite +31 (4d6+19 [35])
Space 20 ft., Reach 20 ft.
Base Atk +17; Grp +42
Atk Options poison spines (fort dc 21, 1d6 con / 2d6 con)
--------------------------------
Abilities Str 36, Dex 12, Con 25, Int 1, Wis 10, Cha 8
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Iron Will, Improved Natural Attack (bite), Weapon Focus (bite), Improved Toughness, Great Fortitude
Skills Hide +14 (+19 in coral reefs)
Masher CR 12
N Gargantuan animal (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
--------------------------------
AC 21, touch 7, flat-footed 20
hp 355 (26 HD)
Fort +23, Ref +17, Will +10
--------------------------------
Spd 20 ft., swim 40 ft.
Melee bite +31 (4d6+19 [35])
Space 20 ft., Reach 20 ft.
Base Atk +20; Grp +45
Atk Options poison spines (fort dc 21, 1d6 con / 2d6 con)
--------------------------------
Abilities Str 36, Dex 12, Con 26, Int 1, Wis 10, Cha 8
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Iron Will, Improved Natural Attack (bite), Weapon Focus (bite), Improved Toughness, Great Fortitude, Power Attack
Skills Hide +14 (+19 in coral reefs)
Fintail Titan CR 10
N Gargantuan animal (aquatic)
Init +4; Senses low-light vision, scent; Listen +9, Spot +9
--------------------------------
AC 12, touch 6, flat-footed 12
hp 184 (16 HD)
Fort +19, Ref +10, Will +6
--------------------------------
Spd 10 ft., swim 70 ft.
Melee bite +20 (4d6+18 [30])
Space 20 ft., Reach 20 ft.
Base Atk +12, Grp +36
Special Attacks improved grab
--------------------------------
Abilities Str 34, Dex 10, Con 24, Int 2, Wis 13, Cha 9
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Rapid Swimming, Swim-by Attack
Skills Listen +9, Spot +9, Swim +27
Fintail Titan CR 11
N Colossal animal (aquatic)
Init +4; Senses low-light vision, scent; Listen +10, Spot +9
--------------------------------
AC 13, touch 2, flat-footed 13
hp 230 (17 HD)
Fort +23, Ref +10, Will +6
--------------------------------
Spd 10 ft., swim 90 ft.
Melee bite +24 (6d6+24 [45])
Space 30 ft., Reach 30 ft.
Base Atk +13, Grp +41
Special Attacks improved grab
--------------------------------
Abilities Str 42, Dex 10, Con 28, Int 2, Wis 13, Cha 9
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Rapid Swimming, Swim-by Attack
Skills Listen +10, Spot +9, Swim +27
Fintail Titan CR 12
N Colossal animal (aquatic)
Init +4; Senses low-light vision, scent; Listen +11, Spot +11
--------------------------------
AC 13, touch 2, flat-footed 13
hp 270 (20 HD)
Fort +24, Ref +11, Will +9
--------------------------------
Spd 10 ft., swim 90 ft.
Melee bite +26 (6d6+24 [45])
Space 30 ft., Reach 30 ft.
Base Atk +15, Grp +42
Special Attacks improved grab
--------------------------------
Abilities Str 42, Dex 10, Con 29, Int 2, Wis 13, Cha 9
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Rapid Swimming, Swim-by Attack, Iron Will
Skills Listen +11, Spot +11, Swim +27
Fintail Titan CR 13
N Colossal animal (aquatic)
Init +4; Senses low-light vision, scent; Listen +13, Spot +12
--------------------------------
AC 13, touch 2, flat-footed 13
hp 335 (23 HD)
Fort +26, Ref +13, Will +11
--------------------------------
Spd 10 ft., swim 90 ft.
Melee bite +28 (6d6+24 [45])
Space 30 ft., Reach 30 ft.
Base Atk +17, Grp +44
Special Attacks improved grab
--------------------------------
Abilities Str 42, Dex 10, Con 29, Int 2, Wis 13, Cha 9
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Rapid Swimming, Swim-by Attack, Iron Will, Improved Toughness
Skills Listen +13, Spot +12, Swim +27
Fintail Titan CR 14
N Colossal animal (aquatic)
Init +4; Senses low-light vision, scent; Listen +15, Spot +15
--------------------------------
AC 13, touch 2, flat-footed 13
hp 405 (26 HD)
Fort +29, Ref +14, Will +12
--------------------------------
Spd 10 ft., swim 90 ft.
Melee bite +31 (6d6+24 [45])
Space 30 ft., Reach 30 ft.
Base Atk +20, Grp +47
Special Attacks improved grab
--------------------------------
Abilities Str 42, Dex 10, Con 30, Int 2, Wis 13, Cha 9
Feats Alertness, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Rapid Swimming, Swim-by Attack, Iron Will, Improved Toughness, Power Attack
Skills Listen +15, Spot +15, Swim +27
Red Sundews CR 13
N Huge Plant
Init -1; Senses woodsense, Listen -, Spot -
--------------------------------
AC 11, touch 7, flat-footed 11
hp 142 (15 HD)
Immune plant traits, acid, fire
Fort +14, Ref +4, Will +6
--------------------------------
Spd 20 ft.
Melee 4 slams +18 (2d6+9 [15] plus sticky acid 1d6 [5] for 1d4+1 rounds)
Space 10 ft., reach 15 ft.
Base Atk +11, Grp +20
--------------------------------
Abilities Str 29, Dex 8, Con 21, Int 2, Wis 13, Cha 8
Feats -
Skills -
Red Sundews CR 14
N Huge Plant
Init -1; Senses woodsense, Listen -, Spot -
--------------------------------
AC 11, touch 7, flat-footed 11
hp 190 (19 HD)
Immune plant traits, acid, fire
Fort +16, Ref +5, Will +7
--------------------------------
Spd 20 ft.
Melee 4 slams +21 (2d6+9 [15] plus sticky acid 1d6 [5] for 1d4+1 rounds)
Space 10 ft., reach 15 ft.
Base Atk +14, Grp +23
--------------------------------
Abilities Str 29, Dex 8, Con 22, Int 2, Wis 13, Cha 8
Feats -
Skills -
Diplodocus CR 12
N Colossal animal
Init +0; Senses low-light vision, scent, listen +21, Spot +27
--------------------------------
AC 14, touch 12, flat-footed 14
hp 406 (28 HD)
Fort +27, Ref +16, Will +10
--------------------------------
Spd 20 ft.
Melee tail slap +20 (4d8+35 [55])
Space 30 ft.; Reach 30 ft.
Base Atk +21; Grp +54
Atk Options Awesome Blow, Improved Bull Rush, Power Attack
Special Actions tail sweep (40 ft radius, Ref DC 41 or take 2d8+24 [35]), trample 2d8+24 [35]
--------------------------------
Abilities Str 44, Dex 10, Con 28, Int 2, Wis 12, Cha 10
Feats Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Natural Attack (tail slap), Improved Toughness, Skill Focus (Spot)
Skills Listen +21, Spot +22
Stegosaurus CR 10
N Huge animal
Init -2; Senses low-light vision, scent; Listen +26, Spot +3
--------------------------------
AC 21, touch 6, flat-footed 21; dorsal plates (+4 AC to 1 creature)
hp 250 (20 HD)
Fort +21, Ref +10, Will +9
--------------------------------
Spd 30 ft.
Melee tail slam +24 (2d6+16 [25] / 19-20 plus toss)
Space 15 ft., Reach 15 ft.
Base Atk +15; Grp +34
Atk Options toss (ref DC 31 or thrown 30 ft and 3d6 [15] points damage)
--------------------------------
Abilities Str 32, Dex 6, Con 24, Int 2, Wis 12, Cha 10
Feats Alertness, Great Fortitude, Improved Critical (tail slam), Improved Toughness, Iron Will, Run, Weapon Focus (tail slam)
Skills Listen +26, Spot +3
Ankylosaurus CR 7
N Huge animal
Init -2; Senses low-light vision, scent; Listen +7, Spot +7
--------------------------------
AC 22, touch 6, flat-footed 22
hp 121 (9 HD)
Fort +16, Ref +4, Will +4
--------------------------------
Spd 20 ft.
Melee tail slap +13 (2d6+13 [20])
Space 15 ft., Reach 15 ft.
Base Atk +6, Grp +23
Special Actions trample 2d12+13 [25]
--------------------------------
Abilities Str 29, Dex 7, Con 26, Int 1, Wis 9, Cha 8
Feats Alertness, Great Fortitude, Improved Toughness, Iron Will
Skills Listen +7, Spot +7
Flock of Pteranodons CR 8
N Gargantuan animal (mob)
Init +3; Senses low-light vision; Listen +4, Spot +15
--------------------------------
AC 11, touch 9, flat-footed 10
hp 165 (30 HD)
Fort +5, Ref +7, Will +5
--------------------------------
Spd 5 ft, fly 80 ft (good)
Melee mob (5d6 [20])
Space 20 ft., Reach 0 ft.
Base Atk +22, Grp +36
Atk Options expert grappler, trample 2d6+3 [10]
--------------------------------
Abilities Str 14, Dex 17, Con 12, Int 2, Wis 18, Cha 12
SQ mob anatomy (27 hp per 2 levels)
Feats Flyby Attack, Skill Focus (spot)
Skills Spot +15
Tyrannosaurus CR 11
N Huge animal
Init +3; Senses low-light vision, scent; Listen +21, Spot +21
--------------------------------
AC 20, touch 11, flat-footed 17
hp 337 (25 HD)
Fort +22, Ref +17, Will +11
--------------------------------
Spd 40 ft.
Melee bite +17 (3d6+29 [40] / 19-20)
Space 15 ft.; Reach 10 ft.
Base Atk +18; Grp +37
Atk Options combat reflexes, power attack, improved grab (bite)
Special Actions swallow whole (2d8+8 [15] damage plus [10] acid, cut out with 25 points AC 12 light)
--------------------------------
Abilities Str 32, Dex 16, Con 26, Int 2, Wis 16, Cha 8
Feats Alertness, Improved Critical (bite), Improved Natural Armor (4), Improved Natural Attack (Bite), Improved Toughness, Power Attack
Skills Listen +21, Spot +21
Allosaurus CR 7
N Huge Animal
Init +1; Senses low-light vision, scent; Listen +10, Spot +11
--------------------------------
AC 14, touch 9, flat-footed 13
hp 78 (10 HD)
Fort +10, Ref +8, Will +5
--------------------------------
Spd 50 ft.
Melee bite +12 (2d8+7 [15]) and
2 claws +7 (2d4+3 [10])
Space 15 ft., Reach 15 ft.
Base Atk +7; Grp +22
Atk Options improved grab (bite), rake +12 (2d8+3)
Special Actions swallow whole, trample 1d8+10 [15]
--------------------------------
Abilities Str 24, Dex 12, Con 17, Int 2, Wis 15, Cha 11
Feats Alertness, Run, Toughness, Track
Skills Listen +10, Spot +11
Roc CR 9
N Gargantuan Animal
Init +2; Senses Listen +10, Spot +14
--------------------------------
AC 17, touch 8, flat-footed 15
hp 207 (18 HD)
Fort +18, Ref +13, Will +9
--------------------------------
Spd 20 ft., fly 80 ft. (average)
Melee 2 talons +21 (2d6+12 [20]) and
bite +19 (2d6+6 [15])
Space 20 ft., Reach 15 ft.
Base Atk +13; Grp +37
Atk options snatch, flyby attack
--------------------------------
Abilities Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Feats Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Skills Hide -3, Listen +10, Spot +14
Roc CR 10
N Gargantuan Animal
Init +2; Senses Listen +13, Spot +14
--------------------------------
AC 17, touch 8, flat-footed 15
hp 265 (21 HD)
Fort +20, Ref +15, Will +11
--------------------------------
Spd 20 ft., fly 80 ft. (average)
Melee 2 talons +24 (2d6+12 [20]) and
bite +22 (2d6+6 [15])
Space 20 ft., Reach 15 ft.
Base Atk +16; Grp +40
Atk options snatch, flyby attack
--------------------------------
Abilities Str 34, Dex 15, Con 25, Int 2, Wis 13, Cha 11
Feats Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover, Improved Toughness
Skills Hide -3, Listen +13, Spot +14
Roc CR 11
N Gargantuan Animal
Init +2; Senses Listen +15, Spot +15
--------------------------------
AC 17, touch 8, flat-footed 15
hp 325 (24 HD)
Fort +23, Ref +17, Will +12
--------------------------------
Spd 20 ft., fly 80 ft. (average)
Melee 2 talons +26 (2d6+12 [20]) and
bite +24 (2d6+6 [15])
Space 20 ft., Reach 15 ft.
Base Atk +18; Grp +42
Atk options snatch, flyby attack
--------------------------------
Abilities Str 34, Dex 15, Con 26, Int 2, Wis 13, Cha 11
Feats Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover, Improved Toughness, Power Attack
Skills Hide -3, Listen +15, Spot +15
Giant Wasp CR 3
Large Vermin
Init +1; Senses darkvision 60 ft., Listen +1, Spot +9
--------------------------------
AC 14, touch 10, flat-footed 13
hp 32 (5 HD)
Immune vermin traits
Fort +6, Ref +2, Will +2
--------------------------------
Spd 20 ft., fly 60 ft. (good)
Melee sting +6 (1d3+6 [10] plus poison Fort DC 14 1d6 dex)
Space 10 ft., Reach 5 ft
Base Atk +3, Grp +11
--------------------------------
Abilities Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11
Feats -
Skills Spot +9, Survivial +1
Giant Wasp CR 7
Huge Vermin
Init +1; Senses darkvision 60 ft., Listen +1, Spot +9
--------------------------------
AC 15, touch 8, flat-footed 15
hp 133 (15 HD)
Immune vermin traits
Fort +15, Ref +4, Will +7
--------------------------------
Spd 20 ft., fly 60 ft. (good)
Melee sting +19 (1d4+12 [15] plus poison Fort DC 21 1d8 dex)
Space 15 ft., Reach 10 ft
Base Atk +11, Grp +23
--------------------------------
Abilities Str 26, Dex 10, Con 20, Int -, Wis 13, Cha 11
Feats -
Skills Spot +9, Survivial +1
Monstrous Scorpions CR 7
N Huge Vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft., Listen +0, Spot +4
--------------------------------
AC 20, touch 8, flat-footed 20
hp 75 (10 HD)
Fort +10, Ref +3, Will +3
--------------------------------
Spd 50 ft.
Melee 2 claws +11 (1d8+6 [10]) and
sting +6 (2d4+3 [10] plus poison fort dc 18 1d6 con)
Space 15 ft, Reach 10 ft.
Base Atk +7, Grp +21
Atk Options constrict 1d8+6 [10], improved grab
--------------------------------
Abilities Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
Feats -
Skills Climb +10, Hide -4, Spot +4
Monstrous Scorpions CR 10
N Gargantuan Vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft., Listen +0, Spot +4
--------------------------------
AC 24, touch 6, flat-footed 24
hp 150 (20 HD)
Fort +15, Ref +6, Will +6
--------------------------------
Spd 50 ft.
Melee 2 claws +21 (2d6+10 [15]) and
sting +16 (2d6+5 [10] plus poison fort dc 23 1d8 con)
Space 20 ft, Reach 15 ft.
Base Atk +15, Grp +37
Atk Options constrict 2d6+10 [15], improved grab
--------------------------------
Abilities Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2
Feats -
Skills Climb +14, Hide -8, Spot +4
Monstrous Scorpions CR 12
N Colossal Vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft., Listen +0, Spot +4
--------------------------------
AC 26, touch 1, flat-footed 26
hp 300 (40 HD)
Fort +25, Ref +12, Will +13
--------------------------------
Spd 50 ft.
Melee 2 claws +34 (2d8+12 [20]) and
sting +29 (2d8+6 [15] plus poison fort dc 33 1d10 con)
Space 40 ft, Reach 30 ft.
Base Atk +30, Grp +58
Atk Options constrict 2d8+12 [20], improved grab
--------------------------------
Abilities Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2
Feats -
Skills Climb +16, Hide -12, Spot +4
Fire Bats CR 3
NE Small elemental (fire)
Init +3; Senses blindsense 120 ft., darkvision 60 ft., Listen +5, Spot +5
Languages Ignan
--------------------------------
AC 16, touch 14, flat-footed 13
hp 21 (6 HD); regeneration 5
Immune fire, elemental traits
Fort +1, Ref +8, Will +0
Weakness vulnerable to cold
--------------------------------
Spd 10 ft., fly 50 ft. (good)
Melee bite +8 (1d6-1 plus 1d6 fire)
Base Atk +4; Grp -1
Atk Options attach (automatically grapples, can only remove with pin), burn (ref dc 12 or burn for 1d4 rounds, 1d6 [5] fire), devour (1d6-1 [5] and 1d6 [5] fire)
--------------------------------
Abilities Str 8, Dex 17, Con 8, Int 6, Wis 7, Cha 5
Feats Dodge, Flyby Attack, Weapon Finesse
Skills Hide +10, Listen +5, Spot +5
Fire Bats CR 8
NE Large elemental (fire)
Init +1; Senses blindsense 120 ft., darkvision 60 ft., Listen +12, Spot +12
Languages Ignan
--------------------------------
AC 14, touch 11, flat-footed 13
hp 170 (20 HD); regeneration 10
Immune fire, elemental traits
Fort +15, Ref +13, Will +5
Weakness vulnerable to cold
--------------------------------
Spd 20 ft., fly 80 ft. (good)
Melee bite +22 (3d6+9 [20] plus 2d6 [10] fire)
Base Atk +15; Grp +24
Atk Options attach (automatically grapples, can only remove with pin), burn (ref dc 23 or burn for 1d4 rounds, 2d6 [10] fire), devour (3d6+4 [15] and 2d6 [10] fire)
--------------------------------
Abilities Str 22, Dex 13, Con 16, Int 6, Wis 7, Cha 5
Feats Dodge, Flyby Attack, Weapon Finesse, Improved Toughness, Improved Natural Attack (bite), Weapon Focus (bite), Power Attack
Skills Hide +2, Listen +12, Spot +12
Aspect of Zotzilaha CR 12
CE Medium outsider (chaotic, evil, extraplanar, fire)
Init +8; Senses darkvision 60 ft., see in darkness, speak with bat, Listen +23, Spot +23
Languages Abyssal, Common, Draconic, Ignan, Infernal, Olman; telepathy 100 ft.
--------------------------------
AC 28, touch 14, flat-footed 24; Heat (deals 1d6 [5] fire damage)
hp 161 (14 HD); DR 5/epic
Immune fire, paralysis, poison, sonic
Resist acid 10, electricity 10; SR 22
Fort +16, Ref +13, Will +15
Weakness vulnerable to cold
--------------------------------
Spd 30 ft., fly 50 ft. (average)
Melee bite +19 (1d8+15 [20] plus 1d6 [5] fire plus 1d6 [5] str drain) and
2 claws +17 (1d6+10 [15] plus 1d6 [5] fire plus 1d6 [5] str drain)
Space 5 ft., Reach 5 ft. (10 ft. with claws)
Base Atk +14; Grp +24
Atk Options Flyby Attack, Power Attack
Special Actions breath weapon (30' cone unholy fire, 1d4, 8d6 [30], half fire hald unholy, ref dc 24, fort dc 24 for 1d4 con), summon 2d6 fire bats
--------------------------------
Abilities Str 30, Dex 18, Con 25, Int 7, Wis 22, Cha 25
Feats Cleave, Flyby Attack, Improved Initiative, Multiattack, Power Attack
Skills Hide +21, Intimidate +26, Listen +23, Move Silently +21, Search +23, Spot +23
Aspect of Zotzilaha CR 14
CE Medium outsider (chaotic, evil, extraplanar, fire)
Init +8; Senses darkvision 60 ft., see in darkness, speak with bat, Listen +27, Spot +27
Languages Abyssal, Common, Draconic, Ignan, Infernal, Olman; telepathy 100 ft.
--------------------------------
AC 28, touch 14, flat-footed 24; Heat (deals 1d6 [5] fire damage)
hp 245 (18 HD); DR 5/epic
Immune fire, paralysis, poison, sonic
Resist acid 10, electricity 10; SR 24
Fort +19, Ref +15, Will +17
Weakness vulnerable to cold
--------------------------------
Spd 30 ft., fly 50 ft. (average)
Melee bite +19 (1d8+19 [25] plus 1d6 [5] fire plus 1d6 [5] str drain) and
2 claws +17 (1d6+14 [20] plus 1d6 [5] fire plus 1d6 [5] str drain)
Space 5 ft., Reach 5 ft. (10 ft. with claws)
Base Atk +18; Grp +28
Atk Options Flyby Attack, Power Attack
Special Actions breath weapon (30' cone unholy fire, 1d4+3 rounds, 10d6 [60], half fire hald unholy, ref dc 27, fort dc 27 for 1d6 [6] con), summon 2d6 fire bats
--------------------------------
Abilities Str 30, Dex 18, Con 26, Int 7, Wis 22, Cha 25
Feats Cleave, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Improved Toughness, Maximize Breath Weapon
Skills Hide +25, Intimidate +30, Listen +27, Move Silently +25, Search +27, Spot +27
Phanatons CR 1
Male phanaton ranger 1
CG Small humanoid
Init +3; Senses low-light vision; Listen +7, Spot +3
Languages Phanaton, Ancient Common
--------------------------------
AC 17, touch 14, flat-footed 14
hp 9 (1 HD)
Fort +3, Ref +5, Will +1
--------------------------------
Spd 20 ft., gliding
Melee dagger +2 (1d3 / 19-20) or
spear +5 (1d6 / x3)
Ranged dagger +5 (1d3 / 19-20) or
spear +5 (1d6 / x3)
Base Atk +1; Grp -3
Atk Options favored enemy +2 (animal)
--------------------------------
Abilities Str 11, Dex 16, Con 13, Int 10, Wis 12, Cha 8
SQ forest awareness, wild empathy +0
Feats Stealthy, Track
Skills Climb +6, Hide +13, Jump +0, Listen +7, Move Silently +13, Spot +3, Survival +5
Possessions leather armor, dagger, spear
Couatls CR 10
LG Large Outsider (Native)
Init +7; Senses darkvision 60 ft., telepathy 90 ft., Listen +16, Spot +16
Languages Celestial, Common, Draconic
--------------------------------
AC 21, touch 12, flat-footed 18
hp 58 (9 HD)
Fort +8, Ref +9, Will +10
--------------------------------
Spd 20 ft., fly 60 ft.
Melee bite +12 (1d3+6 [5] plus poison Fort DC 16, 2d4/4d4 str)
Base Atk +9, Grp +17
Special attacks constrict 2d8+6 [15], improved grab, psionics, spells
Spells Known (CL 9th, ranged touch +12)
4th (4/day) - Charm Monster, Freedom of Movement
3rd (7/day) - Gaseous Form, Magic Circle Against Evil, Summon Monster III
2nd (7/day) - Cure Moderate Wounds, Eagle's Splendor, Scorching Ray, Silence
1st (7/day) - Endure Elements, Mage Armor, Protection from Chaos, True Strike, Wind Wall
0 (6/day) - Cure Minor Wounds, Daze, Disrupt Undead, Light, Obscuring Mist, Ray of Frost, Read Magic, Resistance
Psionics Known (ML 9th)
At Will - Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Thoughts, Invisibility, Plane Shift (DC 20)
--------------------------------
Abilities Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 7
SQ change shape, ethereal jaunt
Feats Dodge, Empower Spell, Eschew Materials, Hover, Improved Initiative
Skills Concentration +14, Diplomacy +17, Jump +0, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15, Spot +16, Survival +4, Tumble +15, UMD +15
Flesh Golems CR 11
Huge Constructs
Init -1; Senses darkvision 60 ft, low-light vision, Listen +0, Spot +0
-------------------------------------
AC 19, touch 6, flat-footed 19
hp 149 (20 HD)
Immune magic, construct traits
Fort +6, Ref +4, Will +6
-------------------------------------
Spd 30 ft.
Melee 2 slams +25 (3d8+11 [25])
Base Atk +15; Grp +34
-------------------------------------
Abilities Str 32, Dex -7, Con -, Int -, Wis 11, Cha 1
Feats -
SQ Berserk, Immunity to Magic
Skills -
-------------------------------------
Berserk: 1% chance random attacks
Immunity to Magic: fire or cold spells slow for 2d6, electricity breaks slow and heals for 1/3 (also grants temporary hp)
Skephilipika CR 10
Male kopru druid 8
NE Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft., Listen +12, Spot +12
Languages Aquan, Ancient Common
-------------------------------------
AC 17, touch 14, flat-footed 16
hp 104 (16 HD)
Fort +12, Ref +9, Will +15; resist nature's lure
-------------------------------------
Spd 5 ft., swim 40 ft.
Melee tail slap +18 (1d6+4 [10]) and
2 claws +16 (1d4+2 [5]) and
bite +16 (1d4+2 [5]) or
flame blade +17/+12/+7 touch (1d8+6 [10] fire) and
tail slap +16 (1d6+2 [5]) and
claw +16 (1d4+2 [5]) and
bite +16 (1d4+2 [5])
Base Atk +14; Grp +24
Atk Options improved grab (tail slap), constrict (3d6+4 [15])
Special Actions dominate person (will DC 16), wild shape 3/day (Large)
Druid Spells Prepared (CL 12th)
4th - dispel magic, freedom of movement
3rd - call lightning (DC 16), 2 cure moderate wounds, poison (DC 16)
2nd - barkskin, flame blade, bear's endurance, resist energy
1st - 2 cure light wounds, entangle, longstrider, speak with animals
0 - 2 cure minor wounds, detect magic, know direction, read magic, resistance
-------------------------------------
Abilities Str 17, Dex 12, Con 14, Int 10, Wis 17, Cha 14
SQ amphibious, trackless step, wild empathy +10, woodland stride
Feats Ability Focus (dominate person), Craft Wondrous Item, Great Fortitude, Multiattack, Natural Spell, Practiced Spellcaster
Skills Concentration +21, Knowledge (nature) +10, Listen +12, Move Silently +12, Spot +12, Survival +6, Swim +11
Possessions ring of protection +2, amulet of mighty fists +1, dusty rose prism ioun stone, necklace of pearls and shark teeth worth 350 gp
Elasmosaurus Companion CR 7
Huge animal
Init +2; Senses low-light vision, scent, Listen +4, Spot +9
Languages Understand Aquan
-------------------------------------
AC 13, touch 10, flat-footed 11
hp 111 (10 HD)
Fort +15, Ref +9, Will +4
-------------------------------------
Spd 20 ft., swim 50 ft.
Melee bite +13 (2d8+12 [20])
Base Atk +7; Grp +23
-------------------------------------
Abilities Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Feats Dodge, Great Fortitude, Toughness
Skills Hide -4, Listen +4, Spot +9, Swim +16
Skephilipika CR 12
Male kopru druid 8
NE Large monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft., Listen +14, Spot +14
Languages Aquan, Ancient Common
-------------------------------------
AC 27, touch 14, flat-footed 27
hp 209 (22 HD)
Immune plant traits, electricity
Fort +19, Ref +12, Will +18; resist nature's lure
-------------------------------------
Spd 5 ft., swim 40 ft.
Melee tail slap +30 (1d8+9 [15]) and
2 claws +28 (1d6+5 [10]) and
bite +28 (1d6+5 [10]) or
flame blade +29/+24/+19/+14 touch (1d8+11 [15] fire) and
tail slap +28 (1d8+5 [10]) and
claw +28 (1d6+5 [10]) and
bite +23 (1d6+5 [10])
Base Atk +20; Grp +39
Atk Options improved grab (tail slap), constrict (5d6+9 [25])
Special Actions dominate person (will DC 19), wild shape 3/day (Large)
Druid Spells Prepared (CL 12th)
4th - dispel magic, freedom of movement
3rd - call lightning (DC 17), 2 cure moderate wounds, poison (DC 17)
2nd - barkskin, flame blade, bear's endurance, resist energy
1st - 2 cure light wounds, entangle, longstrider, speak with animals
0 - 2 cure minor wounds, detect magic, know direction, read magic, resistance
-------------------------------------
Abilities Str 26, Dex 10, Con 18, Int 10, Wis 18, Cha 14
SQ amphibious, trackless step, wild empathy +10, woodland stride
Feats Ability Focus (dominate person), Craft Wondrous Item, Great Fortitude, Multiattack, *Oaken Resilience, *Elephant's Hide, Practiced Spellcaster, Improved Toughness
Skills Concentration +27, Knowledge (nature) +10, Listen +14, Move Silently +12, Spot +14, Survival +10, Swim +11
Possessions ring of protection +4, amulet of mighty fists +2, dusty rose prism ioun stone, necklace of pearls and shark teeth worth 350 gp
Elasmosaurus Companion CR 7
Huge animal
Init +2; Senses low-light vision, scent, Listen +4, Spot +9
Languages Understand Aquan
-------------------------------------
AC 13, touch 10, flat-footed 11
hp 111 (10 HD)
Fort +15, Ref +9, Will +4
-------------------------------------
Spd 20 ft., swim 50 ft.
Melee bite +13 (2d8+12 [20])
Base Atk +7; Grp +23
-------------------------------------
Abilities Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Feats Dodge, Great Fortitude, Toughness
Skills Hide -4, Listen +4, Spot +9, Swim +16
Skephilipika CR 15
Male kopru druid 11
NE Large monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft., Listen +16, Spot +16
Languages Aquan, Ancient Common
-------------------------------------
AC 27, touch 14, flat-footed 27
hp 235 (25 HD)
Immune plant traits, electricity
Fort +20, Ref +13, Will +21; resist nature's lure
-------------------------------------
Spd 5 ft., swim 40 ft., fly 60 ft.
Melee tail slap +32 (1d8+9 [15]) and
2 claws +30 (1d6+5 [10]) and
bite +30 (1d6+5 [10]) or
flame blade +30/+25/+20/+15 touch (1d8+11 [15] fire) and
tail slap +29 (1d8+5 [10]) and
claw +29 (1d6+5 [10]) and
bite +24 (1d6+5 [10])
Base Atk +22; Grp +41
Atk Options improved grab (tail slap), constrict (5d6+9 [25])
Special Actions dominate person (will DC 19), wild shape 3/day (Large)
Druid Spells Prepared (CL 12th)
6th (2/day) - Drown (DC 22), Summon Greater Elemental
5th (3/day) - owl's insight (+5 insight to wisdom, +3 DCs), Bite of the Weretiger (Power Attack, Blind-Fight, +75 hp, +5 AC, +12 str, +6 to hit/damage/grp), stoneskin
4th (4/day) - dispel magic, freedom of movement, greater blindsight, contingent energy resistance
3rd (5/day) - call lightning (DC 19), 2 cure moderate wounds, poison (DC 19), junglerazer (120 ft. line, 10d10 [55] damage negative energy)
2nd (5/day) - barkskin, flame blade, bear's endurance, resist energy
1st (6/day) - 2 cure light wounds, entangle, longstrider, speak with animals
0 - 2 cure minor wounds, detect magic, know direction, read magic, resistance
-------------------------------------
Abilities Str 26, Dex 10, Con 24, Int 10, Wis 23, Cha 14
SQ amphibious, trackless step, wild empathy +10, woodland stride
Feats Ability Focus (dominate person), Craft Wondrous Item, Great Fortitude, Multiattack, *Eagle's Wings, *Oaken Resilience, *Elephant's Hide, Practiced Spellcaster, Improved Toughness
Skills Concentration +27, Knowledge (nature) +10, Listen +16, Move Silently +12, Spot +16, Survival +20, Swim +11
Possessions ring of protection +4, periapt of wisdom +4, amulet of mighty fists +2, dusty rose prism ioun stone, 250 gp worth of diamond dust
Elasmosaurus Companion CR -
Huge animal
Init +2; Senses low-light vision, scent, Listen +4, Spot +9
Languages Understand Aquan
-------------------------------------
AC 14, touch 10, flat-footed 12; evasion
hp 150 (12 HD)
Fort +16, Ref +10, Will +5
-------------------------------------
Spd 20 ft., swim 50 ft.
Melee bite +16 (2d8+13 [20])
Base Atk +9; Grp +26
-------------------------------------
Abilities Str 28, Dex 14, Con 23, Int 2, Wis 13, Cha 9
SQ link, share spells
Feats Dodge, Great Fortitude, Improved Toughness, Power Attack
Skills Hide -4, Listen +4, Spot +9, Swim +18
Greater Water Elemental CR -
Huge Elemental
Init +5; Senses darkvision 60 ft., Listen +14, Spot +14
-------------------------------------
AC 22, touch 13, flat-footed 17
hp 220 (21 HD); DR 10/-
Immune elemental traits
Fort +17, Ref +14, Will +9
-------------------------------------
Spd 30 ft., swim 120 ft.
Melee 2 slams +16 (2d10+18 [30])
Base Atk +15; Grp +31
Special Attacks Vortex (36 ft high, 30 ft wide, 10 rounds, ref dc 28, 2d8 [10] damage)
-------------------------------------
Abilities Str 26, Dex 20, Con 21, int 8, Wis 11, Cha 11
Feats Alertness, Cleave, Improved Toughness, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes
Skills Listen +14, Spot +14
Crimson Fleet Pirates CR 4
Male human fighter 2/rogue 2
CE Medium humanoid
Init +6; Senses Listen +1, Spot +1
Languages Common
-------------------------------------
AC 15, touch 12, flat-footed 13
hp 30 (4 HD)
Fort +7, Ref +5, Will +1; evasion
-------------------------------------
Spd 30 ft.
Melee mwk rapier +7 (1d6+2 / 18-20) or
mwk rapier +5 (1d6+2 / 18-20) and
mwk dagger +5 (1d4+1 / 19-20)
Ranged mwk light crossbow +6 (1d8 / 19-20)
Base Atk +3; Grp +5
Atk Options sneak attack +1d6
-------------------------------------
Abilities Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 8
SQ trapfinding
Feats Great Fortitude, Improved Initiative, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Focus (dagger)
Skills Balance +9, Climb +7, Intimidate +6, Profession (sailor) +7, Swim +7, Tumble +7
Possessions materwork studded leather, masterwork rapier, masterwork dagger, masterwork light crossbow with 20 bolts, 50 gp in jewelry and coin
Flesh Golems CR 11
Huge Constructs
Init -1; Senses darkvision 60 ft, low-light vision, Listen +0, Spot +0
-------------------------------------
AC 19, touch 6, flat-footed 19
hp 149 (20 HD)
Immune magic, construct traits
Fort +6, Ref +4, Will +6
-------------------------------------
Spd 30 ft.
Melee 2 slams +25 (3d8+11 [25])
Base Atk +15; Grp +34
-------------------------------------
Abilities Str 32, Dex -7, Con -, Int -, Wis 11, Cha 1
Feats -
SQ Berserk, Immunity to Magic
Skills -
-------------------------------------
Berserk: 1% chance random attacks
Immunity to Magic: fire or cold spells slow for 2d6, electricity breaks slow and heals for 1/3 (also grants temporary hp)
V'Sesslin CR 10
Male yuan-ti pureblood sorcerer 9
CE Medium monstrous humanoid
Init +7; Senses darkvision 60 ft., Listen +3, Spot +10
Languages Abyssal, Common, Yuan-ti
-------------------------------------
AC 14, touch 11, flat-footed 13
hp 66 (80 with false life, 13 HD)
SR 23
Fort +6, Ref +12, Will +11
-------------------------------------
Spd 30 ft.
Melee dagger +7/+4 (1d4)
Base Atk +8; Grp +7
Special actions alternate form
Combat Gear wand of enlarged energy substitution electricity fireballs (10th level, 200 ft., 20' radius, 9d6 [30] damage)
Spells Known (CL 9th, +11 ranged touch)
4th (5/day) - animate dead, enervation
3rd (7/day) - fly, haste, lightning bolt (DC 19, 30 electricity, 120 ft.)
2nd (8/day) - bull's strength, mirror image, scorching ray
1st (8/day) - animate rope, charm person (DC 17), identify, mage armor, shield
0 (6/day) - acid splash, arcane mark, detect magic, mage hand, mending, prestidigitation, read magic, resistance
Spell-like Abilities (CL 4th)
1/day - animal trance (DC 18), cause fear (DC 17), darkness, entangle (DC 17)
-------------------------------------
Abilities Str 8, Dex 16, Con 14, Int 12, Wis 12, Cha 22
SQ detect poison, summon familiar
Feats Alertness, Blind-Fight, Craft Magic Arms and Armor, Craft Construct, Craft Wondrous Item, Improved Initiative, Lightning Reflexes
Skills Bluff +16, Concentration +18, Knowledge (arcana) +8, Listen +3, Spellcraft +12, Spot +10
Possessions combat gear, +1 cloak of charisma +4
Vrocks CR 9
Large Outsiders (chaotic, extraplanar, evil)
Init +2; Senses darkvision 60 ft., Listen +24, Spot +24
Languages Common, Abyssal; Telepathy 100 ft.
-------------------------------------
AC 22, touch 11, flat-footed 20
hp 115 (10 HD); DR 10/good
Immune electricity
Resist acid 10, cold 10, fire 10; SR 17
Fort +14, Ref +9, Will +10
-------------------------------------
Spd 30 ft., fly 50 ft. (average)
Melee 2 claws +15 (2d6+6 [15]) and
bite +13 (1d8+3 [10]) and
2 talons +13 (1d6+3 [5])
Base Atk +10; Grp +20
Special attacks dance of ruin (takes 3 rounds, 20d6 [70], ref dc 18 half), stunning screech (1/hour, fort dc 22 or stunned, 30 ft' radius, con based)
Spell-Like Abilities (CL 12)
1/day - heroism
At will - mirror image, telekinesis (DC 18), greater teleport
Vanthus Vanderboren CR 14
Male lemorian aristocrat 1/rogue 5/fighter 4/tempest 2
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft., Listen -1, Spot -1
Languages Common
-------------------------------------
AC 27, touch 17, flat-footed 22; Dodge, Mobility, uncanny dodge
hp 106 (12 HD); DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Fort +12, Ref +10, Will +3; evasion
-------------------------------------
Spd 30 ft., fly 30 ft.
Melee +3 longsword +16 (1d8+8 / 19-20) or
+3 longsword +15/+10 (1d8+8 / 19-20) and
+1 keen sickle +12/+8 (1d6+2 / 19-20) and
tail +8 (1d6+1 plus poison dc 20 1d6 wis)
Base Atk +9, Grp +12
Atk Options Spring Attack, smite good 1/day (+12 damage), sneak attack +3d6 [15]
Spell-Like Abilities (Cl 12th)
3/day - charm monster (DC 18), command (DC 15)
1/day - dominate person (DC 19), fear (DC 18), mass suggestion (DC 20), suggestion (DC 17)
-------------------------------------
Abilities Str 16, Dex 21, Con 18, Int 12, Wis 8, Cha 18
SQ ambidexterity, tempest defense +1, trapfinding, trap sense +1
Feats Dodge, Improved Two-Weapon Fighting, Mobility, Skill Focus (Bluff), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Balance +11, Bluff +15, Diplomacy +7, Forgery +10, Intimidate +18, Jump +10, Knowledge (local) +10, Profession (sailor) +7, Sense Motive +8, Swim +6, Tumble +17
Possessions +3 mithral shirt, +3 longsword, +1 keen sickle, masterwork dagger, ring of protection +2, amulet of health +2, boots of speed, shadow pearl, 4 gold earrings worth 300 gp each
Vanthus Vanderboren CR 18
Male lemorian aristocrat 1/rogue 9/fighter 4/tempest 2
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft., Listen -1, Spot -1
Languages Common
-------------------------------------
AC 33, touch 16, flat-footed 27; Dodge, Mobility, uncanny dodge, improved uncanny dodge, unholy aura (1d6 strength if fails on fort dc 22)
hp 175 (16 HD); DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 25
Fort +20, Ref +16, Will +11; evasion, unholy aura
-------------------------------------
Spd 30 ft., fly 30 ft.
Melee +1 keen shocking burst rapier +16/+11/+6 (1d6+8 [10] / 19-20 plus 1d6 [5] electricity) and
+1 keen thundering rapier +16/+11 (1d6+2 [5] / 19-20) and
tail +11 (1d6+1 [5] plus poison dc 20 1d6 wis)
Base Atk +12, Grp +15
Atk Options Spring Attack, smite good 1/day (+16 damage), sneak attack +5d6 [20]
Spell-Like Abilities (Cl 16th)
3/day - charm monster (DC 18), command (DC 15), unholy aura (DC 22)
1/day - mass charm monster (DC 22), unhallow (DC 19), dominate person (DC 19), fear (DC 18), mass suggestion (DC 20), suggestion (DC 17)
-------------------------------------
Abilities Str 16, Dex 22, Con 22, Int 13, Wis 8, Cha 18
SQ ambidexterity, tempest defense +1, trapfinding, trap sense +3
Feats Dodge, Improved Two-Weapon Fighting, Mobility, Skill Focus (Bluff), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Specialization (rapier), Combat Expertise
Skills Balance +17, B

It depends on how many people you have in the party.
If you have 4 characters then you are offering them 1350 gp for three months of work. For 6 characters it's only 1100 gp. From a meta game (and adventure design) view there is nothing wrong with this offer for a 5th level party. From a player's point of view it might be a little short to convince them to invest at least 6 months of their in game time.
If the party is evil here are some options:
1.) The Meravanchis: The Meravanchi's can offer a great deal of money to the party. Say another 2000 (or 5000 or 10000 or even more). Promise them whatever it takes to get them on the boat. The caveat is they have to make sure Avner makes it to Farshore alive (and also never returns to Sasserine). Then you completely screw them over by having Manthalay deny them the funds due to the pirate attack. Eventually they will get their money (maybe by 10th level after they've increased the assets of Farshore) but by then it will be chump change.
2.) On the Lamb: Provide a side quest to entrap the party. They're evil, right? What did they do with the Lotus Dragons? Is Rowyn still alive? Have them, or perhaps Jerliss from the Crimson Fleet contact the party to run a mission. Maybe kill the Harbormaster, or hijack a ship or something. Then catch the PCs. Throw wave after wave of law enforcement after them. If they don't get caught then they might feel the pressure to leave civilization anyway. If they do get caught Lavinia can spring them out on the condition that they leave for Farshore.
Erik Mona wrote: Wayne is scheduled to do several covers for us in the next few months. AWESOME! Best art ever.
More WAR art please; I can never get enough.
This was in my letter to the big red guy, but I guess I was on the naughty list this year. ;)
The latter.
To help balance things out:
For There is No Honor:
I gave rust monster abilities to the Rhagodessa.
For Bullywug Gambit:
I beefed up the Rust Monster encounter.
For Here There Be Monsters:
I house ruled that the Advanced Black Pudding do triple damage against warforged.

Sharoth wrote: ~claps and wistles in appreciation~ Takasi, GREAT JOB!!! You did a lot of work for this adventure and I hope it payed off. ~grins~ I may not agree with everything you say here, but I would enjoy being in one of your games! Keep up the good work! Thanks. It's always difficult to gauge how much fun the players are having but there were smiles, laughs and cheers throughout the day. I'm always tempted to ask people for feedback but I'm also always hesitant to do so because I hate sounding like I need praise. (And if feedback is negative I tend to get...argumentative.)
I guess the best way to tell is to see how many return to the next game. This was our fourth session for Savage Tide. Half of the group plays in a Shackled City game on Wednesdays (the same group that I ran through Age of Worms) and the other half is playing a free form homebrew I created on Sundays (but I'm now cheating and steering them into a Howling Horde / Slaughtergarde crawl combo).
One of my best players pulled me aside during the lunch break and said his wife is going back to work (they just had a baby). He said he may have to decide between the Wednesday Shackled City game and the monthly Savage Tide game. He let me know that while the marathon sessions are going OK he still prefers the "stop and smell the roses" pace of traditional games. As I mentioned in tip 13, some players may get frustrated at having a lot of players at the table. While we still get through more encounters in this format than in other games it's much more difficult to "shine", especially if you have a strong personality and prefer four player parties where everyone is invaluable to the group.
I forgot another suggestion:
Tip 14 - Make sure you have plenty of space to play. I'm in charge of a lodge with 2100 square feet of empty space with a dozen fold up tables. I have one big wooden table for the battle mats and sit 2 people per table in an arrangement that lets everyone view the battle area. I spend all of my time on my feet and I keep all of my figures (another tip, prepare all of these in advance) and notes behind a 'shield' (of tackleboxes) on its own separate table.

Tip 1 - Copy all of the stats for all of the creatures (15). Bump everything to max hit dice. Print all of the stat blocks out on 3' x 5' index cards (6 pt font works well). (Print your PCs on these cards also). Study them ahead of time and know their strategies.
Tip 2 - Make a list of all roleplaying NPCs for the crew. Print out a copy of this list to players.
Tip 3 - Copy all of the text descriptions for every event and area description. Paste them into tables, label them, print out one set for every player and cut them out. Place them in labeled envelopes and store them in an envelope filing system. Pass them out to players and read them quickly.
Tip 4 - Don't sweat the small stuff. Let Urol plot the course for the PCs.
Tip 5 - Heavy on combat, light on roleplay. This module has a few interesting roleplay opportunities with the crew but ultimately the adventure as presented is a linear path from point a to point b.
Tip 6 - Root for your players to be creative. If they spot the black pudding let them close the door and try another path. Our group bypassed the crabs by using a cloak of arachnida to have the barbarian carry people along the cliffs.
Tip 7 - Combine similar combats. Three terror bird encounters can be one. I used the cliffside lift trap as an opportunity to combine all of the gargoyle encounters into one battle, with the party basically split into two groups that were 60 feet apart.
Tip 8 - Do not hand out xp. Level characters after they exit the dark mountain pass. Ensure players have their 7th and 8th level characters ready before the game starts.
Tip 9 - Know your players' characters. Ask that they send them to you in stat block format a few days before game. If possible print them out on 3' x 5' cards and study them when you have free time. Know their abilities well so that you can quickly resolve their actions.
Tip 10 - Have many maps ready so you don't have to waste time erasing them during movement. Buy 1" grid paper (27" x 35") at an office store with 50 sheets for about $15. Have the store laminate at least ten of these sheets; you should be able to do this for about $1.50 per sheet.
Tip 11 - Adjudicate combat quickly. Have all of the enemies go on the same initiative order. Prepare each enemy's actions for the first few rounds. Make players declare their actions immediately or force them to delay until they are ready to declare. Ensure they resolve their spell effects and damage timely. Most importantly, pick players who know the game (and the characters they built) extremely well.
Tip 12 - Customize the treasure list to the party. This is a good tip even if you aren't running a marathon session. There are no opportunities for purchasing items in this adventure. Have Lithira act as a benefactor, giving the characters items. Avoid handing out gold or jewels; players will appreciate items they can use instead of promises of items they can't purchase yet.
Tip 13 - Make sure this isn't your only opportunity to play D&D. We have two other campaigns we play in that are heavy on roleplaying. Fast paced high action old school crawls are great but they aren't for everyone.
Here is the final treasure list for our group of 10 characters, two cohorts and an animal companion:
Staff of Swarming Insects (24750)
Cloak of Arachnida (14000)
Periapt of Wisdom +4 (16000)
Wand of Restoration (26000)
Wand of Greater Vigor (33750)
+1 holy cold iron longspear (19000)
Headband of Intellect +4 (16000)
Gargoyle Crown (1/day DR 5/adamantine, 1/encounter smite +4 on attack and damage rolls) - 21000
+1 spell storing evil outsider bane adamantine greataxe (21000)
lesser metamagic maximize rod (14000)
bracers of armor +4 (16000)
amulet of natural armor +3 (18000)
ring of protection +3 (18000)
cloak of resistance +4 (16000)
Here are the modifications for fighting. The advanced mummies and spirit naga were the most challenging encounters for our group:
Fiendish Savage Tyrannosaurus CR 11
CE Huge Magical Beast (chaotic)
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +14, Spot +14
----------------------
AC 16, touch 9, flat-footed 15
hp 232 (20 HD); DR 10/magic
Resist acid 10, fire 10, cold 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
SR 25, PR 25
Fort +19, Ref +13, Will +10
----------------------
Spd 50 ft.
Melee bite +23 (3d6+16 [25])
Space 15 ft.; Reach 10 ft.
Base Atk +14; Grp +33
Atk options improved grab, swallow whole, smite good (+20 damage)
----------------------
Abilities Str 32, Dex 12, Con 25, Int 1, Wis 15, Cha 10
SQ death throes (free bite upon death, 5' burst acid for 3d6 [15] acid ref dc 15), ferocity (fight while disabled or dying)
Feats Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Skills Hide -2, Listen +14, Spot +14
Fiendish Savage Terror Birds CR 7
CE Large Magical Beast (chaotic)
Init +7; Senses low-light vision; Listen +2, Spot +2
----------------------
AC 17, touch 12, flat-footed 14
hp 94 (9 HD); DR 5/magic
Resist acid 10, fire 10, cold 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
SR 14, PR 14
Fort +8, Ref +9, Will +5
----------------------
Spd 60 ft.
Melee bite +12 (2d6+7 [15]) and
2 claws +10 (1d4+2 [5])
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +14
Atk Options improved grab (bite), smite evil (+9 damage)
----------------------
Abilities Str 24, Dex 17, Con 19, Int 1, Wis 14, Cha 10
SQ death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Improved Initiative, Multiattack, Skill Focus (Hide), Improved Natural Attack (bite)
Skills Hide +8, Move Silently +7
Colossal Monstrous Centipedes CR 9
N Colossal vermin
Init +1; Senses darkvision 60 ft., Listen +0, Spot +4
----------------------
AC 20, touch 4, flat-footed 18
hp 132 (24 HD)
Immune vermin traits
Fort +15, Ref +9, Will +8
----------------------
Spd 40 ft., climb 40 ft.
Melee bite +18 (4d6+12 [25] plus poison Fort DC 23, 2d6 dex)
Space 20 ft., Reach 15 ft.
Base Atk +18; Grp +42
----------------------
Abilities Str 27, Dex 13, Con 12, int - , Wis 10, Cha 2
Feats -
Skills Climb +16, Hide -7, Spot +4
Advanced Mummies CR 9
LE Large Undead
Init -1; Senses darkvision 60 ft., Listen +12, Spot +12
Aura despair (sight, DC 17 will or paralyzed for 1d4 rounds)
Languages Common
----------------------
AC 20, touch 8, flat-footed 20
hp 110 (16 HD); DR 5/-
Immune undead traits
Vulnerable fire
Fort +7, Ref +4, Will +12
----------------------
Spd 20 ft.
Melee slam +18/+13 (1d8+14 [20] plus mummy rot fort DC 17, 1d6 con and 1d6 cha)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp +19
----------------------
Abilities Str 36, Dex 8, Con -, Int 6, Wis 14, Cha 17
Feats Alertness, Great Fortitude, Toughness
Skills Hide +11, Listen +12, Move Silently +11, Spot +12
Advanced Black Pudding CR 10
N Huge Ooze
Init -5; Senses blindsight 60 ft.
----------------------
AC 5, touch 5, flat-footed 5
hp 265 (16 HD)
Immune ooze traits
Fort +11, Ref +0, Will +0
----------------------
Spd 20 ft., climb 20 ft.
Melee slam +19 (3d6+10 [20] plus 3d6 [10] acid, Ref DC 23 or weapons and armor destroyed)
Space 20 ft.; Reach 15 ft.
Base Atk +12; Grp +23
Atk Options improved grab, constrict (3d6+10 [20] plus 3d6 [10] acid)
----------------------
Abilities Str 25, Dex 1, Con 28, Int -, Wis 1, Cha 1
SQ split (any slashing and piercing damage)
Feats -
Skills Climb +17
Huge Monstrous Crabs CR 7
N Huge vermin (aquatic)
Init +0; Senses low-light vision, scent; Listen +0, Spot +4
----------------------
AC 22, touch 8, flat-footed 22
hp 81 (12 HD)
Fort +6, Ref +2, Will +2
----------------------
Spd 30 ft.
Melee 2 claws +14 (2d6+7 [15])
Space 15 ft.; Reach 15 ft.
Base Atk +9; Grp +28
Atk Options constrict (4d6+7 [20]), improved grab (claw)
----------------------
Abilities Str 25, Dex 11, Con 14, Int -, Wis 11, Cha 2
SQ amphibious
Feats Toughness
Hide +0, Move Silently +4
Savage Advanced Gargoyles CR 7
CN Large monstrous humanoid (earth, chaotic)
Init +1; Senses darkvision 60 ft., Listen +4, Spot +4
Languages Common, Terran
----------------------
AC 18, touch 10, flat-footed 18
hp 87 (7 HD); DR 10/magic
Resist acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +10, Ref +6, Will +5
----------------------
Spd 40 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d8+8 [15]) and
bite +11 (1d8+6 [10]) and
gore +11 (2d6+6 [15])
Base Atk +7; Grp +19
----------------------
Abilities Str 27, Dex 12, Con 26, int 1, Wis 11, Cha 7
SQ freeze (spot DC 20 to see if it's alive), death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Multiattack, Improved Natural Attack (claws), Improved Natural Attack (gore)
Skills Hide +4 (+12 near stone), Listen +4, Spot +4
Quotoctoa CR 11
Male savage advanced gargoyle barbarian 3
CE Large monstrous humanoid (earth, chaotic)
Init +4; Senses darkvision 60 ft.; Listen +5, Spot +5
Languages Common, Terran
----------------------
AC 24, touch 12, flat-footed 24; uncanny dodge
hp 140 (10 HD); DR 10/magic and 5/adamantine
Resist acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +11, Ref +9, Will +6
----------------------
Spd 60 ft., fly 60 ft. (average)
Melee 2 claws +21 (1d8+11 [15]) and
bite +19 (1d8+9 [15]) and
gore +19 (1d8+9 [15])
Base Atk +10; Grp +25
Atk Options Improved Bull Rush, Power Attack, Rage 1/day
----------------------
Abilities Str 32, Dex 16, Con 28, int 1, Wis 13, Cha 4
SQ fast movement, freeze, illiteracy, trap sense +1, death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Improved Bull Rush, Multiattack, Power Attack, Improved Natural Attack (claws)
Skills Hide +9 (+17 near stone), Intimidate +0, Listen +5, Spot +5
Possessions bracers of armor +4, gargoyle crown
----------------------
Rage
hp 160
AC 18, touch 12, flat-footed 18
Fort +13, Will +8
Melee 2 claws +23 (1d8+13 [20]) and
bite +21 (1d8+11 [15]) and
gore +21 (1d8+11 [15])
Grp +27
Abilities Str 36, Con 32
Advanced Female bar-lguras CR 8
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +5; Senses darkvision 60 ft., Listen +11, Spot +11
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
----------------------
AC 23, touch 14, flat-footed 18; Dodge, Mobility
hp 102 (12 HD); DR 10/cold iron or good
Resist acid 10, cold 10, fire 10; SR 22
Immune electricity, poison
Fort +12, Ref +13, Will +10
----------------------
Spd 40 ft., climb 20 ft.; Run
Melee 2 claws +18 (1d8+6 [10]) and
bite +13 (1d8+3 [5])
Base Atk +12; Grp +18
Atk Options pounce
Special Actions abduction, summon tanar'ri
Spell-Like Abilities (CL 12th)
At will - darkness, cause fear (DC 12, dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)
2/day - disguise self (DC 12), invisibility, major image
----------------------
Abilities Str 22, Dex 20, Con 20, Int 13, Wis 14, Cha 12
Feats Dodge, Mobility, Run, Improved Natural Attack (claws), Improved Natural Attack (bite)
Skills Balance +22, Climb +29, Hide +24, Intimidate +16, Jump +33, Listen +17, Move Silently +20, Spot +17, Tumble +22
Possessions none
Spirit Naga CR 12
Female spirit naga metamagic specialist sorcerer 3
CE Large Aberration
Init +1; Senses darkvision 60 ft., Listen +12, Spot +12
Aura charming gaze (charm person, 30 ft radius, Will DC 22)
Languages Abyssal and Common
----------------------
AC 15, touch 9, flat-footed 15
hp 95 (12 HD)
Immune poison
Fort +8, Ref +5, Will +13
----------------------
Spd 40 ft.
Melee bite +9 (2d6+6 [15] plus poison fort dc 20, 1d8 con)
Base Atk +7; Grp +15
Spell Known (CL 10th, +7 ranged touch)
5th (4/day) - Greater Dimension Door
4th (6/day) - Lesser Globe of Invulnerability, Stoneskin
3rd (7/day) - fireball (Ref DC 21, 10d6 [35] fire), displacement, lightning bolt (Ref DC 21, 10d6 [35] electricity)
2nd (7/day) - cure moderate wounds (self, 2d8+10 [15]), eagle's splendor, ray of stupidity (ray, 1d4 int damage), mirror image
1st (7/day) - cure light wounds (self, 1d8+5 [10]), shield, mage armor, magic missile (5, 1d4+1 [3] each), protection from good, protection from law
0 (6/day) - acid splash (+7 ranged touch), cure minor wounds, detect magic, mending, open/close, prestidigitation, read magic
----------------------
Abilities Str 20, Dex 11, Con 22, Int 12, Wis 19, Cha 22
Feats Ability focus (charming gaze), combat casting, eschew materials, quicken spell, spell focus (evocation), greater spell focus (evocation)
Skills Concentration +21, Listen +12, Spellcraft +15, Spot +12
Olangru CR 13
Advanced Bar-lgura scout 6
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +7; Senses darkvision 60 ft.; Listen +20, Spot +20
Languages Abyssal, Celestial, Common, Draconic, telepathy 100 ft.
----------------------
AC 35, touch 20, flat-footed 35; Dodge, Mobility, skirmish (+1 AC), uncanny dodge, evasion
hp 152 (16 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 26
Fort +17, Ref +20, Will +12
----------------------
Spd 50 ft., climb 20 ft.
Melee 2 claws +23 (1d6+9 [10]) and
2 tentacles +21 (1d4+4 [5])
bite +21 (1d6+4 [5])
Base Atk +14; Grp +23
Atk Options Spring Attack, pounce, skirmish (+2d6 [10])
Special Actions abduction, summon tanar'ri
Combat Gear Horn of Evil
Spell-Like Abilities (CL 16th)
At will - darkness, cause fear (DC 14), dispel magic, greater teleport (DC 20), see invisibility, telekinesis (DC 18)
2/day - disguise self (DC 14), invisibility, major image (DC 16)
----------------------
Abilities Str 28, Dex 22, Con 20, Int 13, Wis 12, Cha 16
SQ battle fortitude (+1), fast movement, trackless step, trapfinding, flawless stride
Feats Dodge, Mobility, Multiattack, Power Attack, Spring Attack, Demogorgon Blood (flexible limbs), Demogorgon Deepspawn (tentacles)
Skills Balance +27, Climb +38, hide +29, Intimidate +22, Jump +39, Listen +20, Move Silently +25, Spot +20, Tumble +27
Possessions combat gear, bracers of armor +4, amulet of natural armor +3, ring of protection +3, cloak of resistance +4
Lemorian Golem CR 14
CE Huge construct
Init +6; Senses darkvision 60 ft., Listen +16, Spot +16
Languages Abyssal
----------------------
AC 26, touch 9, flat-footed 26
hp 192 (24 HD); DR 10/adamantine or good
Immune construct traits
SR 29, PR 29
Fort +8, Ref +12, Will +11
----------------------
Spd 40 ft., climb 20 ft.
Melee 4 tentacles +33 (3d6+14 [25] / 19-20 plus rot fort DC 22 1d6 con)
Space 15 ft.; Reach 15 ft.
Base Atk +18; Grp +40
Atk Options Combat Reflexes, Improved Grab, Constrict 3d6+21 [30] plus rot fort DC 22 1d6 con)
Special Actions howl (50 ft., DC 24 will or shaken)
----------------------
Abilities Str 38, Dex 12, Con -, Int 11, Wis 12, Cha 11
SQ construct traits, dual nature
Feats Ability Focus (howl), Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Weapon Focus (tentacle), Ability Focus (rot), Improved Natural Attack (tentacle)
Skills Climb +32, Listen +16, Spot +16
James Jacobs wrote: By "intelligent," the savage template requires a creature with an intelligence score of at least 1. It can't affect vermin, for example. It certainly can affect animals. Thanks!
Story question: Will changing the critters to "Here There Be (SAVAGE) Monster" does this conflict with anything in the future?
For example, are the monsters on the island supposed to be "normal" (compared to savage anyway) but turn savage later in the adventure? Or is there some type of important revelation later in the campaign where the party says "Aha!" and discover a link between the Pearl, Savage Creatures and the Island? Either type of event would make me leery of adding the Savage Template (from a storyline perspective).
Fake Healer wrote: Your pant seem to be smoldering, would you like some help with that? Whoa there fella. Leave your hands where I can see them please.
Actually the FAQ does address that issue, and you are 100% correct. I apologize:
"Thus, he wouldn’t even have to drop the weapon in order to draw and throw the dagger. If Krusk the 6th-level barbarian had Quick Draw, he could swing his greataxe (using his full base attack bonus), then leave the axe in his off-hand while drawing a javelin with his primary hand (free action), and finally throw the javelin (using his base attack bonus –5)."
Clearly I was wrong.
Fake Healer wrote: That was the only part I was arguing. "No it isn't a move action to remove a hand from a weapon."
Try this. Take a baseball bat and swing it at your pants. Does it put out the fire in 3 seconds?
:oP
This entry is a little cryptic though:
"As long as the creature can easily let go with one hand, yes. A two-handed weapon requires two hands to wield in combat, but not to hold. A frost giant could choose to make a slam attack instead of a greataxe attack without having to drop the greataxe.
On the other hand, a frost giant carrying a heavy weight in both arms doesn’t have a free hand to use for a slam attack. He’d have to drop the object (a free action) before making a slam attack."
What does it mean by "carrying a heavy weight in both arms"?
Takasi wrote: Perhaps I'm wrong on this one. Yep, I'm wrong.
Page 23 of the latest FAQ:
"A character can hold a two-handed weapon in one hand; he just can’t attack with it while it’s held like that."
Thanis Kartaleon wrote: I am loathe to say this (mainly because I don't think it's the right ruling), but Takasi's right, according to the FAQ. Thanks. I could say the sky is blue and Fake Healer would still contradict me out of spite.
As the FAQ suggests, it would take 2 move actions to switch the weapon from your primary hand to a hand wielding a light shield, use a swift action and then switch back to your primary hand. Your only option as a duskblade is to attack during the round is to take the quick draw feat.
Thanis Kartaleon wrote: That being said, even according to this you should be able to "drop" a two handed weapon from one hand without letting go with the other. I could swear I read something about this in the FAQ, but this entry is unfortunately the best I could find. If you find it please post. I will also look. Perhaps I'm wrong on this one.
Does it take 3 seconds to draw a sword? Or 3 seconds to sheath it?
This isn't a LARP. It's a move action to shift your grip on a two handed sword from one hand to the other, per the rules quoted above. And that's assuming that you interpret the rules to allow wielding a two handed weapon in one hand in the first place (which I do not).
Tessius wrote: "Two-handed:Two hands are required to use a two-handed melee weapon effectively." PH pg. 113.
"Use" not carry or hold, mind you.
Again, I interpret this to mean wielding the weapon regardless of whether you take an action to attack or 'shift it' in such a way as to get a free hand to cast a swift action and then attack in the same round (as the duskblade generally does).
Using your interpretation, what is the answer to the following?
If wielding a weapon in combat and "carrying" a weapon in combat are separate then are you technically drawing and sheathing weapons if you shift from one hand to the other? If so wouldn't that require two move actions?
"Drawing a weapon so that YOU CAN USE IT IN COMBAT, or putting it away so that YOU HAVE A FREE HAND, requires a move action."
noneedfor wrote: I dont want to fudge every encounter !!! Aside from TPK and then ,hopefully, them wanting to continue with new characters, what can I do ?? We use action points in a similar way that fate points are used in Warhammer. You start out with 5 at first level and they scale up as you level up. To stablize it takes 1 action point and to "cheat death" it takes another. If you use an action point to cheat death you are effectively out of the combat encounter; you cannot be healed until the combat is complete. ("Good grief, we thought you were dead!")
This allows the group to have several characters drop in the party. The only real danger is a TPK. If the players are losing characters every encounter then it's a wake up call to try other tactics (or for you to scale things down). It's also a measurement of their success. It makes the use of action points for other things (skills, to hit, etc) a huge reward if you do well at avoiding death.
Celestial Healer wrote: I'm with Jeremy and Tessius on this one. There is no rule that states that simply holding a two-handed weapon requires two hands. I interpret wield and hold to be the same term, especially in combat.
If wielding a weapon in combat and "carrying" a weapon in combat are separate then are you technically drawing and sheathing weapons if you shift from one hand to the other? If so wouldn't that require two move actions?
"Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action."
Tessius wrote: You can't wield a 2-handed weapon in 1 hand, you can still carry it. Otherwise, how do all those wizards with staves and sorcerers with spears cast their spells? I interpret wield and 'carry' to be the same thing, especially when you are trying to 'carry' a weapon in combat.
Quarterstaffs are an exception to the rule. The description specifically says you can wield them in one hand. It's also considered a two weapon fighting weapon for the purpose of using it with two hands.

snappa wrote: On the other hand, removing a hand from a two handed weapon, using the Quick cast power to quick cast and deliver a touch spell, and then placing that hand back on the weapon to make a full attack with the two-handed weapon seems completely legit. This is balanced by the fact that the duskblade can only use this ability a very limited number of times a day. You cannot hold a two handed weapon in one hand at all (unless you take the Monkey Grip feat).
The rules for shields say light shields (not heavy) let you carry other items in that hand but it also says you cannot use weapons with it. A strict interpretation would prevent you from putting the weapon in your shield hand. A more loose interpretation would allow it, but would this mean you "sheathing" the weapon in a sense, meaning you must now draw it again (from your shield hand)? I would say yes. If this is the case then sheathing is a move action and drawing is also a move action. Thus if you have quick draw you could use a move action to shift the weapon into your shield hand, swift action the spell, quick draw the weapon and then attack.

Here are my juiced up Bar'lguras.
For Olangru I decided to go with 4 hit dice to bump the CR by 2 and give 2 more levels of scout. The 5th level of scout increases skirmish by 1d6 and the most powerful ability of Olangru is his pounce, multiple attacks and skirmish. The 6th level of scout gives him flawless stride allowing him to charge through pretty much any terrain which greatly enhances his pounce. His strategy should be to charge, pounce and use his spring attack to pull back to setup the next charge. Take the AoOs; his mobility makes him nearly untouchable. I replaced Power Attack with Multiattack, thinking the skirmish will offset the loss of damage in exchange for a very high probability to hit.
In addition, I added two feats; one is similar to Abyssal Blood from FC1 in flavor but in crunch it's identical to Aberration Blood that gives him a useless bonus to his climb check. It's a prerequisite though for a new feat I created based on Deepspawn from Lords of Madness. Basically I wanted to give him 2 more attacks and tentacles fit the flavor of Demogorgon better than anything. (It also makes his skirmish ability /pounce combo much more powerful).
His final "weakness" is will saves (though his ridiculous SR 26 should take care of this). Just to be on the safe side I replace his ring of the ram with the Horn of Evil, preventing any type of good mind affecting spells (we have a psion/shaper and bard in the group). He also have a lot of summoners (druid, bard, cleric, wizard, shaper, rogue w/wands) that this will curb.
Olangru CR 13
Advanced Bar-lgura scout 6
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +7; Senses darkvision 60 ft.; Listen +20, Spot +20
Languages Abyssal, Celestial, Common, Draconic, telepathy 100 ft.
----------------------
AC 31, touch 18, flat-footed 31; Dodge, Mobility, skirmish (+1 AC), uncanny dodge, evasion
hp 152 (16 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 26
Fort +14, Ref +17, Will +9
----------------------
Spd 50 ft., climb 20 ft.; Run
Melee 2 claws +23 (1d6+9 [10]) and
2 tentacles +21 (1d4+4 [5])
bite +21 (1d6+4 [5])
Base Atk +14; Grp +23
Atk Options Spring Attack, pounce, skirmish (+2d6 [10])
Special Actions abduction, summon tanar'ri
Combat Gear Horn of Evil
Spell-Like Abilities (CL 16th)
At will - darkness, cause fear (DC 14), dispel magic, greater teleport (DC 20), see invisibility, telekinesis (DC 18)
2/day - disguise self (DC 14), invisibility, major image (DC 16)
----------------------
Abilities Str 28, Dex 22, Con 20, Int 13, Wis 12, Cha 16
SQ battle fortitude (+1), fast movement, trackless step, trapfinding, flawless stride
Feats Dodge, Mobility, Multiattack, Run, Spring Attack, Demogorgon Blood (flexible limbs), Demogorgon Deepspawn (tentacles)
Skills Balance +27, Climb +38, hide +29, Intimidate +22, Jump +39, Listen +20, Move Silently +25, Spot +20, Tumble +27
Possessions combat gear, bracers of armor +2, amulet of natural armor +2, ring of protection +2, cloak of resistance +1
Advanced Female bar-lguras CR 8
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +5; Senses darkvision 60 ft., Listen +11, Spot +11
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
----------------------
AC 25, touch 15, flat-footed 20; Dodge, Mobility
hp 102 (12 HD); DR 10/cold iron or good
Resist acid 10, cold 10, fire 10; SR 22
Immune electricity, poison
Fort +12, Ref +13, Will +10
----------------------
Spd 40 ft., climb 20 ft.; Run
Melee 2 claws +18 (1d8+6 [10]) and
bite +13 (1d8+3 [5])
Base Atk +12; Grp +18
Atk Options pounce
Special Actions abduction, summon tanar'ri
Spell-Like Abilities (CL 12th)
At will - darkness, cause fear (DC 12, dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)
2/day - disguise self (DC 12), invisibility, major image
----------------------
Abilities Str 22, Dex 20, Con 20, Int 13, Wis 14, Cha 12
Feats Dodge, Mobility, Run, Improved Natural Attack (claws), Improved Natural Attack (bite)
Skills Balance +22, Climb +29, Hide +24, Intimidate +16, Jump +33, Listen +17, Move Silently +20, Spot +17, Tumble +22
Possessions bracers of armor +1, amulet of natural armor +1

Just want to add that D&D provides most Common, Draconic and Latin names for dinosaurs, whether you like it or not.
Most that is. Diplodocus does not have a Common or Draconic name. Adding those two small words into the page count would have increased the reference value of this adventure.
I've decided to change the diplodocus stats to a bison stats (and general appearance) to make it a more sympathetic creature.
I've also removed the elite terror bird encounter. Three chicken encounters are too many for the style of our group.
I'm statting up some beefed up versions (anyone else notice the lack of scaling sidebars recently?) and have a few questions.
For the savage template, it says the creature must be "intelligent". If you apply the fiendish template to an animal to make it a magical beast (bumping its int to 3) could it qualify?
Whether it can or not I'm probably going to make the dinosaurs, chickens and gargoyles savage.
For the bar'lguras, do you think it's better to increase their hit dice and make them large or to give them class levels?
I gave the spirit naga a few levels of sorcerer and made them stack with its inherent spellcasting ability. I plan on vastly increasing the size of room 13 of the Demogorgon Shrine area.
I'm also trying to make a mob of savage fiendish baboons (in addition to the ones here on the boards of course -- just kidding mods!). Any comments? I did these rather quickly so I'm sure there are a few mistakes. I'm running these against 10 players with cohorts, action points, Eberron material and 32 point buy:
Fiendish Savage Tyrannosaurus CR 11
CE Huge Magical Beast (chaotic)
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +14, Spot +14
----------------------
AC 16, touch 9, flat-footed 15
hp 232 (20 HD); DR 10/magic
Resist acid 10, fire 10, cold 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
SR 25, PR 25
Fort +19, Ref +13, Will +10
----------------------
Spd 50 ft.
Melee bite +23 (3d6+16 [25])
Space 15 ft.; Reach 10 ft.
Base Atk +14; Grp +33
Atk options improved grab, swallow whole, smite good (+20 damage)
----------------------
Abilities Str 32, Dex 12, Con 25, Int 1, Wis 15, Cha 10
SQ death throes (free bite upon death, 5' burst acid for 3d6 [15] acid ref dc 15), ferocity (fight while disabled or dying)
Feats Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Skills Hide -2, Listen +14, Spot +14
Fiendish Savage Terror Birds CR 7
CE Large Magical Beast (chaotic)
Init +7; Senses low-light vision; Listen +2, Spot +2
----------------------
AC 17, touch 12, flat-footed 14
hp 94 (9 HD); DR 5/magic
Resist acid 10, fire 10, cold 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
SR 14, PR 14
Fort +8, Ref +9, Will +5
----------------------
Spd 60 ft.
Melee bite +12 (2d6+7 [15]) and
2 claws +10 (1d4+2 [5])
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +14
Atk Options improved grab (bite), smite evil (+9 damage)
----------------------
Abilities Str 24, Dex 17, Con 19, Int 1, Wis 14, Cha 10
SQ death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Improved Initiative, Multiattack, Skill Focus (Hide), Improved Natural Attack (bite)
Skills Hide +8, Move Silently +7
Colossal Monstrous Centipedes CR 9
N Colossal vermin
Init +1; Senses darkvision 60 ft., Listen +0, Spot +4
----------------------
AC 20, touch 4, flat-footed 18
hp 132 (24 HD)
Immune vermin traits
Fort +15, Ref +9, Will +8
----------------------
Spd 40 ft., climb 40 ft.
Melee bite +18 (4d6+12 [25] plus poison Fort DC 23, 2d6 dex)
Space 20 ft., Reach 15 ft.
Base Atk +18; Grp +42
----------------------
Abilities Str 27, Dex 13, Con 12, int - , Wis 10, Cha 2
Feats -
Skills Climb +16, Hide -7, Spot +4
Advanced Mummies CR 9
LE Large Undead
Init -1; Senses darkvision 60 ft., Listen +12, Spot +12
Aura despair (sight, DC 17 will or paralyzed for 1d4 rounds)
Languages Common
----------------------
AC 20, touch 8, flat-footed 20
hp 110 (16 HD); DR 5/-
Immune undead traits
Vulnerable fire
Fort +7, Ref +4, Will +12
----------------------
Spd 20 ft.
Melee slam +18/+13 (1d8+14 [20] plus mummy rot fort DC 17, 1d6 con and 1d6 cha)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp +19
----------------------
Abilities Str 36, Dex 8, Con -, Int 6, Wis 14, Cha 17
Feats Alertness, Great Fortitude, Toughness
Skills Hide +11, Listen +12, Move Silently +11, Spot +12
Advanced Black Pudding CR 10
N Huge Ooze
Init -5; Senses blindsight 60 ft.
----------------------
AC 5, touch 5, flat-footed 5
hp 265 (16 HD)
Immune ooze traits
Fort +11, Ref +0, Will +0
----------------------
Spd 20 ft., climb 20 ft.
Melee slam +19 (3d6+10 [20] plus 3d6 [10] acid, Ref DC 23 or weapons and armor destroyed)
Space 20 ft.; Reach 15 ft.
Base Atk +12; Grp +23
Atk Options improved grab, constrict (3d6+10 [20] plus 3d6 [10] acid)
----------------------
Abilities Str 25, Dex 1, Con 28, Int -, Wis 1, Cha 1
SQ split (any slashing and piercing damage)
Feats -
Skills Climb +17
Huge Monstrous Crabs CR 7
N Huge vermin (aquatic)
Init +0; Senses low-light vision, scent; Listen +0, Spot +4
----------------------
AC 22, touch 8, flat-footed 22
hp 81 (12 HD)
Fort +6, Ref +2, Will +2
----------------------
Spd 30 ft.
Melee 2 claws +14 (2d6+7 [15])
Space 15 ft.; Reach 15 ft.
Base Atk +9; Grp +28
Atk Options constrict (4d6+7 [20]), improved grab (claw)
----------------------
Abilities Str 25, Dex 11, Con 14, Int -, Wis 11, Cha 2
SQ amphibious
Feats Toughness
Hide +0, Move Silently +4
Savage Advanced Gargoyles CR 7
CN Large monstrous humanoid (earth, chaotic)
Init +1; Senses darkvision 60 ft., Listen +4, Spot +4
Languages Common, Terran
----------------------
AC 18, touch 10, flat-footed 18
hp 87 (7 HD); DR 10/magic
Resist acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +10, Ref +6, Will +5
----------------------
Spd 40 ft., fly 60 ft. (average)
Melee 2 claws +15 (1d8+8 [15]) and
bite +11 (1d8+6 [10]) and
gore +11 (2d6+6 [15])
Base Atk +7; Grp +19
----------------------
Abilities Str 27, Dex 12, Con 26, int 1, Wis 11, Cha 7
SQ freeze (spot DC 20 to see if it's alive), death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Multiattack, Improved Natural Attack (claws), Improved Natural Attack (gore)
Skills Hide +4 (+12 near stone), Listen +4, Spot +4
Quotoctoa CR 11
Male savage advanced gargoyle barbarian 3
CE Large monstrous humanoid (earth, chaotic)
Init +4; Senses darkvision 60 ft.; Listen +5, Spot +5
Languages Common, Terran
----------------------
AC 24, touch 12, flat-footed 24; uncanny dodge
hp 140 (10 HD); DR 10/magic and 5/adamantine
Resist acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +11, Ref +9, Will +6
----------------------
Spd 60 ft., fly 60 ft. (average)
Melee 2 claws +21 (1d8+11 [15]) and
bite +19 (1d8+9 [15]) and
gore +19 (1d8+9 [15])
Base Atk +10; Grp +25
Atk Options Improved Bull Rush, Power Attack, Rage 1/day
----------------------
Abilities Str 32, Dex 16, Con 28, int 1, Wis 13, Cha 4
SQ fast movement, freeze, illiteracy, trap sense +1, death throes (free bite upon death, 5' burst acid for 2d6 acid ref dc 15), ferocity (fight while disabled or dying)
Feats Improved Bull Rush, Multiattack, Power Attack, Improved Natural Attack (claws)
Skills Hide +9 (+17 near stone), Intimidate +0, Listen +5, Spot +5
Possessions bracers of armor +4, gargoyle crown, 10 gold rings worth 50 gp each
----------------------
Rage
hp 160
AC 18, touch 12, flat-footed 18
Fort +13, Will +8
Melee 2 claws +23 (1d8+13 [20]) and
bite +21 (1d8+11 [15]) and
gore +21 (1d8+11 [15])
Grp +27
Abilities Str 36, Con 32
Mob of Fiendish Savage Baboons CR 9
CE Gargantuan magical beast (extraplanar, mob of Medium magical beasts)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +4
----------------------
AC 9, touch 8, flat-footed 7
hp 225 (30 HD)
Resist acid 10, cold 5, fire 5; SR 6
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain-related effects
Fort +18, Ref +19, Will +9
----------------------
Spd 30 ft., climb 20 ft.
Melee mob (5d6 [20])
Space 20 ft.; Reach 0 ft.
Base Atk +22; Grp +38
Atk Options Improved Bull Rush, Improved Overrun, expert grappler (attack other targets while grappling, never flat-footed), trample (2d6+3)
----------------------
Abilities Str 19, Dex 14, Con 16, Int 1, Wis 10, Cha 4
SQ mob anatomy, death throes (free bite when damaged, 5' burst acid for 1d6 [15] acid ref dc 15)
Feats Alertness, Improved Bull Rush, Improved Overrun
Skills Climb +10, Listen +4, Spot +4
Spirit Naga CR 12
Female spirit naga sorcerer 3
CE Large Aberration
Init +1; Senses darkvision 60 ft., Listen +14, Spot +14
Aura charming gaze (charm person, 30 ft radius, Will DC 22)
Languages Abyssal and Common
----------------------
AC 15, touch 9, flat-footed 15
hp 95 (12 HD)
Immune poison
Fort +8, Ref +7, Will +13
----------------------
Spd 40 ft.
Melee bite +9 (2d6+6 [15] plus poison fort dc 20, 1d8 con)
Base Atk +7; Grp +15
Spell Known (CL 10th, +7 ranged touch)
5th (4/day) - Greater Dimension Door
4th (6/day) - Lesser Globe of Invulnerability, Stoneskin
3rd (7/day) - fireball (Ref DC 19, 10d6 [35] fire), displacement, lightning bolt (Ref DC 19, 10d6 [35] electricity)
2nd (7/day) - cure moderate wounds (self, 2d8+10 [15]), eagle's splendor, ray of stupidity (ray, 1d4 int damage), mirror image
1st (7/day) - cure light wounds (self, 1d8+5 [10]), disguise self (will DC 17), mage armor, magic missile (5, 1d4+1 [3] each), protection from good, protection from law
0 (6/day) - acid splash (+7 ranged touch), cure minor wounds, detect magic, mending, open/close, prestidigitation, read magic
----------------------
Abilities Str 20, Dex 11, Con 22, Int 12, Wis 19, Cha 22
Feats Ability focus (charming gaze), alertness, combat casting, eschew materials, lightning reflexes, maximize spell
Skills Concentration +21, Listen +14, Spellcraft +15, Spot +14
Lemorian Golem CR 14
CE Huge construct
Init +6; Senses darkvision 60 ft., Listen +16, Spot +16
Languages Abyssal
----------------------
AC 26, touch 9, flat-footed 26
hp 192 (24 HD); DR 10/adamantine or good
Immune construct traits
SR 29, PR 29
Fort +8, Ref +12, Will +11
----------------------
Spd 40 ft., climb 20 ft.
Melee 4 tentacles +33 (3d6+14 [25] / 19-20 plus rot fort DC 22 1d6 con)
Space 15 ft.; Reach 15 ft.
Base Atk +18; Grp +40
Atk Options Combat Reflexes, Improved Grab, Constrict 3d6+21 [30] plus rot fort DC 22 1d6 con)
Special Actions howl (50 ft., DC 24 will or shaken)
----------------------
Abilities Str 38, Dex 12, Con -, Int 11, Wis 12, Cha 11
SQ construct traits, dual nature
Feats Ability Focus (howl), Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Weapon Focus (tentacle), Ability Focus (rot), Improved Natural Attack (tentacle)
Skills Climb +32, Listen +16, Spot +16
OK, I think I've made my point about Common, Draconic and Latin names for critters. Latin makes no sense at all as we see from the use of "Terror Birds". Common names are better.
Anyway, I'm so glad that people fear that my two cents are going to bring the boards crashing into a blaze. We had a great time running Sea Wyvern's Wake last weekend and I'm prepping Here There Be (Chickens) for our next marathon game on 12/17. The crew had a blast with the monsters in Sea Wyvern and are expecting something extremely menacing from the Isle of Dread. The Swordtooth Titan will be awesome as will the rest of the encounters, but my gang will razz me a bit when they are stalked by giant prehistoric turkeys. I've been the butt of jokes before though, and as I said before I'm keeping the Terror Birds.
Urol will be referring to the Diplodocus as "Cow Lizard" though. :oP
Heathansson wrote: Actually, phorusrhacoids were top-level predators, in a time when the ancestors of horses had lotsa toes and were the size of a beagle. They didn't have a lot of therapods around for competition since the mass extinction that ended the Mesozoic Era. They saw a niche and went for it. That's exactly my point. As larger predators entered the picture they became scavnegers. In the Isle of Dread the "niche" you mention was already taken.

James Jacobs wrote: Since maintaining the latin names for dinosaurs in D&D is one of my obsessions, I figure I'd reply. I still quite honestly don't understand it. It is an opportunity lost to add more value to your magazine by adding just one name that could forever be used as a reference. Did you purposefully decide not to pursue this creative addition to the game?
James Jacobs wrote: The answer is that most people know what a diplodocus is. Most characters wouldn't know.
James Jacobs wrote: Not everyone knows what a phorusrhacoid (or a diatryma) is. Not everyone knows what a diplodocus is.
James Jacobs wrote: That said, "terror bird" is in fact the real-world name for this type of creature, and is often used when speaking of them as a group. Nothing wrong with including both names. (Here come the violins about word count. Good grief it's one word!)
James Jacobs wrote: Mostly because the author's a big fan of the name, and partially because it IS a pretty cool name for the monsters. I disagree. Personally I don't think the name is very cool. There will be a few snickers at my table at the words "terror birds".
James Jacobs wrote: The T-rex corpse was not really all that nearby when the terror birds decided to chase the cowardly baby, by the way; that encounter happens 8–10 miles away from the beach. Yes, yes, but the fact remains that the fact that there are T-Rex's in the area (and their corpses) would historically favor these creatures as scavengers rather than predators.

It seems a little hypocritical to include the Latin name Diplodocus to refer to the dinosaur yet use the common name "Terror Bird" instead of Phorusrhacoid. Ironically, the list of common and draconic D&D names for dinosaurs includes just about every dinosaur EXCEPT the diplodocus (probably because the diplodocus originated in Dragon magazine). It would have been nice to see both names for both creatures.
And was their some type of mix up with the stat block for the diplodocus? This guy could easily wipe the floor with the three phorusrhacoids. Heck, with the extremely powerful tail sweep (for an ungodly Ref DC 26) this guy could probably go toe to toe with the T-Rex!
And The art does not depict a huge dinosaur.
Also, to be more scientifically accurate, phorusrhacoids were primarily scavengers in environments with larger predators. There's no reason they would be chasing even a baby diplodocus when the corpse of a T-Rex is nearby.
I may give these guys the savage template (and the T-Rex too). I'll also probably replace the dinosaur with the stats for a Reptilian Bison. I'll describe it as an undiscovered animal (Lizard Cow) that Urol wants to bring back to the Farshore. It can also serve as a pack mule in case Thunderstrike gets thunder (lizard) struck.

It can be done.
Step 1 - Copy all of the stats for all of the creatures (15). Bump everything to max hit dice. Print all of the stat blocks out on 3' x 5' index cards (6 pt font works well). (Print your PCs on these cards also).
Step 2 - Make a list of all roleplaying NPCs for the crew. Print out a copy of this list to players. Also print out Anhelm's Rage journal.
Step 3 - Copy all of the text descriptions for every event and area description. Paste them into tables, label them, print out one set for every player and cut them out. Place them in the magazine at the appropriate spots. Pass them out to players and read them quickly.
Step 4 - Don't sweat the small stuff. Let Lavinia take care of stocking the ships. Have Amella and Urol worry about the navigation and sailing checks.
Step 5 - Heavy on combat, light on roleplay. Make a mental flowchart for NPC attitudes based on diplomacy checks during Event 1 and Event 2. Rely exclusively on diplomacy rolls with some circumstance bonuses based on player ideas.
Step 6 - Suggest cleric players stock up on wands of create water and/or use their cantrips to do so. Hint that they can skip the restocking of water supplies at the Havekihu River, allowing the group to bypass the Hydra encounter.
Step 7 - Combine Rowyn's climactic showdown with the Brotherhood (Riedran) blockade.
Step 8 - Do not hand out xp. Level characters after the expedition to Tamoachan. Ensure players have their 5th and 6th level characters ready before the game starts.
Step 9 - Ask players to avoid experimentation. What happens when you throw a tree token at a huge creature indoors? What are the rules for sniping? If no one can provide a quick answer and the player can't find it in the rules then ask them to stick with actions they are more familiar with.
Step 10 - Adjudicate combat quickly. Have all of the enemies go on the same initiative order. Prepare each enemies actions for the first few rounds. Make players declare their actions immediately or force them to delay until they are ready to declare. Ensure they resolve their spell effects and damage timely. Most importatnly, pick players who know the game (and the characters they built) extremely well.
We just finished our session a few hours ago and I thought I'd provide these suggestions for anyone considering marathon gaming. Maybe another thing to add is to play other campaigns that are not marathon sessions to allow more roleplaying. For example, I run a homebrew game with a lot of roleplaying on every other Saturday and one of the other players runs a slower session of Shackled City every Wednesday. And remember that fast paced, high action games are great but are not for everyone.
I can't tell from the pictures, but can you put the boat together in a way that allows three dimensional combat on all ship levels? Does the mast kit allow you to stack each layer with room to place miniatures on each level? It doesn't look like it from the pictures.
That's really the only reason why I would want to use this instead of the poster map.
Heathansson wrote: I guess you could take a 5 nation, and make it into Iuz, and then it would have Iuz, and make the orcs have +1 h.p., and call them hobgoblins, and then there you go. Hey, anybody want a pdf of my conversion??? Still enjoying the Halloween candy Heathansson, or are you hopped up on sugar skulls?
(It's the Day of the Dead...of Iuz).
Seriously, people can write books on the cultural differences between orcs and hobgoblins. Wait a minute, I think they have...

Erik Mona wrote: Funny. Seems to me that I displayed Eberron's inflexibility insofar as handling the simplest of standard fantasy tropes. YMMV. In any event, it won't be elves vs. orcs for a variety of reasons. There are plenty of opportunities for elves vs orcs in Eberron, but not on an epic 1st to 20th nation vs nation scale. Seriously, an entire campaign, with a beefy amount of 20th level orcs and elves at the end game, would not fit into most published (or homebrew) settings. As you can see from some of the replies on this post some people would see it as a pretty lame idea to wade through for 20 levels. Whatever the 'variety of reasons' are this is probably number 1.
If you involve time travel (which could be explained through planar time quality differences) you could have an invasion of all of the mightiest fallen orc and elf warriors from the past. Even Eberron can provide this. That might be unusual yet familiar enough to consider.
Due to the planes the elves and orcs traveled through in the afterlife you could apply dozens of cool monster templates and classes to these common enemies. I think this might make an interesting campaign.
Lilith wrote: but your outright hostility at someone else's love for another campaign setting besides your own favorite is belligerent, contentious and offensive.
Perhaps you should reconsider your stance and realize that just because someone doesn't share the same loves as you do they don't deserve such vitriolic diatribe.
What? I was just being a little snarky. You read way too much into my comments.
I also consider the Dragonlance three part Age of Mortals campaign to be similar to Paizo's AP.
I would like to see an adventure path that includes a vast desert and a BBEG that's trying to resurrect an ancient city from some buried civilization. It could involve lots of high level magic users and introduce a bunch of new monsters.
Do you think the next AP be 4th edition?
It will probably have to be a little more 'classical' I guess. As Erik displayed his lack of Eberron knowledge, I would rather not see orcs vs elves. Evil humans and hobgoblins vs elves and fey could be done very well. Lawful evil vs. chaotic good, so to speak. In Eberron this would be Valenar vs Darguun, which are very close neighbors. Both lands were once Cyre and many residents still consider themsevles Cyrans. Oh wait, I think Mr. Mona just rolled his eyes at the sight of proper pronouns that aren't from Greyhawk...
buddhaSMASH wrote: In some campaigns, though, like for instance The Sunless Citadel where you fight a dragon in the first module, they tend to lose that mystic, intimidating air that they're supposed to possess. Not sure if anyone plays WoW, but I call this Dragonwhelp Syndrome. At fairly low levels you encounter very pathetic, stupid creatures called Dragon Whelps that are supposed to be dragons. No matter how bad ass the dragons get after that, the first impression is of these whelps and it sticks.
(You could also call this the Spyro Faux Pas.)
If you're a DM please think twice about introducing wyrmlings and other pathetic dragons to PCs at low levels. And make sure that ALL dragon encounters, regardless of level, are "very difficult" to "overwhelming".
It will be extremely disappointing if we don't see a SAVAGE dragon at some point in the AP.
Oh no, I've gone cross-eyed.
buddhaSMASH wrote: Just a thought: How about changing Demogorgon to The Lord of Eyes and replacing all of the Abyssal content with Xoriat? Demogorgon could be a denizen of Xoriat; he certainly looks freakish enough, and the Black Pearls fit very well with a Plane of Madness theme.
I'm sure when the notes come out in four or five months from now someone will post "Ah ha! I guessed it right!" Until then we'll wait and see. It's good to see that the Paizo conspiracy isn't 100% successful; we won't see EVERYONE switch over to Greyhawk in frustration due to lack of notes! ;o)
IMC the players kept the 100 pp. Unfortunately they all decided to stay on the boat for a week before helping Lavinia into the Vault. Since she didn't have the money to pay off the Harbormaster they were attacked by more of his men.
The best way to stick it to them, of course, is to do what I did next: lower the reward for helping her with the Vault. Instead of paying them 200 gp each or whatever the suggestion was, offer them 5% of her family fortune they find (and maybe even up to 10%). The total will be only 145 gp, and since Lavinia still has to spend 1000 gp for her boat she won't be as willing to give them a 'bonus'.
Of course, the players can always kill Lavinia in the Vault and take all of her family fortune. It's always good to have a changeling in the party. :oD The campaign can still continue without her.
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