Skull and Shackles and 'The Styes': Villain Rebuild and Incorporation (SPOILERS)


Skull & Shackles

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I'm hoping to use this thread to get advice from my fellow pirate wranglers about my rebuilds of the various creatures in Richard Pett's 3.5 Edition adventure 'The Styes' which can be found in Dungeon Magazine #121.

My group is nearing the end of the Brine Banshee investigation and I have made the decision (after considerable foreshadowing about the lantern man killer in Port Peril) to remove the aboleth from there with evidence that it was making plans in the wreck and until recently used it as a place to hide before moving to the Styes.

In preparation for bringing in the investigation at the end of the campaign (or before the Free Captain's Regatta if I'm feeling particularly bloodthirsty) I have used Hero Lab to rebuild the foes in the adventure for Pathfinder.

Any advice from the folks frequenting the boards (especially about the final confrontation, the rebuild of Mr. Dory, Sgo's rebuild, and what to make of the kraken) would be incredibly welcome.

Here are the changes in order:

Warehouse:
I don't really believe there should be much change here. The only question is to throw in two or three Manticores. To be honest I expect my players to bypass them with dimension door.

Skum Rogues:
Rebuilt with Hero Lab and presented here. I am torn between making their main attack their bite (finesse etc) or giving them a weapon to increase the loot pool. The assassin below kind of makes up for it.

I have been wrong about this before but they might be too much for a 6 person party given that they are the bulk foes of the adventure.

Skum Rogue
Skum rogue (unchained, dark lurker) 5 (Pathfinder Player Companion: Heroes of the Street 26, Pathfinder RPG Bestiary 253, Pathfinder Unchained 20)
LE Medium monstrous humanoid (aquatic)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 natural)
hp 76 (7 HD; 5d8+2d10+40)
Fort +5, Ref +11, Will +5
Defensive Abilities danger sense +1, uncanny dodge; Resist cold 10
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee bite +9 (1d6+4), 2 claws +9 (1d4+1)
Ranged +1 composite shortbow +10 (1d6+2/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 19, Int 14, Wis 12, Cha 6
Base Atk +5; CMB +6; CMD 20
Feats Alertness, Blind-fight, Combat Expertise, Improved Feint, Multiattack[B], Toughness, Weapon Finesse
Skills Acrobatics +13 (+9 to jump), Bluff +8, Climb +10, Escape Artist +13, Intimidate +3, Knowledge (dungeoneering) +11, Perception +13 (+17 when underwater), Sense Motive +13, Stealth +13 (+17 when underwater), Survival +7, Swim +13; Racial Modifiers +4 Perception when underwater, +4 Stealth when underwater
Languages Aboleth, Common, Polyglot, Undercommon
SQ amphibious, blades from the shadows, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talent (hunter's surprise[APG]), trapfinding +2
Other Gear +1 chain shirt, +1 composite shortbow (+1 Str), 150 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Blades from the Shadows (Ex) Can make attacks of opportunity against foes with cover.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swimming (40 feet) You have a Swim speed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Harld:
Considerable changes here. For token reasons I made the character female. Since the red mantis assassin prestige class wasn't added at the time of The Styes publication I could not resist adding it. The addition of the Pitfall Sawtooth Sabre was just for flavor and of course loot.

Harld CR 8
XP 4,800
Female human (Keleshite) red mantis assassin 3/slayer 6 (Pathfinder Campaign Setting: Inner Sea World Guide 282, Pathfinder RPG Advanced Class Guide 53)
LE Medium humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 45 (9 HD; 3d8+6d10-9)
Fort +5, Ref +11, Will +4
Defensive Abilities red shroud, trap sense +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 pitfall sawtooth sabre +10/+5 (1d8+5/19-20) or
dagger of venom +9/+4 (1d4+2/19-20)
Ranged mwk whipwood hand crossbow +9 (1d4/19-20)
Special Attacks prayer attack (DC 13), sneak attack +3d6, studied target +2 (2nd, move action)
Red Mantis Assassin Spells Known (CL 3rd; concentration +5)
1st (4/day)—hide weapon, jump, long arm[ACG], touch of gracelessness[APG] (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 8 (12), Int 8, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 25
Feats Alertness, Dodge, Exotic Weapon Proficiency (sawtooth sabre), Improved Two-weapon Fighting, Mobility, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +15, Climb +10, Disable Device +17, Escape Artist +14, Intimidate +10, Knowledge (local) +8, Perception +13, Sense Motive +13, Stealth +15
Languages Common, Kelish
SQ combat style (two-weapon combat), slayer talents (poison use[ACG], ranger combat style[ACG], trapfinding[ACG]), track +3, trapfinding +3
Combat Gear potion of cure moderate wounds, medium spider venom (10); Other Gear +1 studded leather, +1 pitfall sawtooth sabre[ISWG], dagger of venom, crossbow bolts (10), mwk whipwood hand crossbow with 10 medium spider venom, belt pouch, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison Use (Ex) Can't accidently poison self when applying poison to a weapon.
Prayer Attack (DC 13) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (3rounds, 1/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Mr. Dory:
Perhaps the least change among the new stat blocks. Mr. Dory's primary alterations came in giving him spring attack. It's also clear to see here that I also made sure to try and stay as close to the original character as possible in the feat department. I added Hunter's Surprise in hopes of getting at least one round of sneak attacks. Flesh Golem, no changes.

Mr. Dory CR 12
XP 19,200
Human zombie lord (Varisian) cleric of Shub-Niggurath 3/rogue (unchained) 6 (Pathfinder RPG Bestiary 4 286, Pathfinder Unchained 20)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +2 natural)
hp 64 (11d8)
Fort +4, Ref +11, Will +10
Defensive Abilities channel resistance +4, danger sense +2, evasion, uncanny dodge; DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen rapier +14/+9 (1d6+6/15-20) or
slam +12 (1d6+1)
Special Attacks channel negative energy 2/day (DC 10, 2d6), sneak attack (unchained) +3d6
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—touch of chaos, touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—death knell (DC 14), hold person (DC 14), shatter[D] (DC 14)
1st—command (DC 13), doom (DC 13), protection from law, true strike[D]
0 (at will)—create water, detect magic, mending, resistance
D Domain spell; Domains Chaos, Evil
--------------------
Statistics
--------------------
Str 12, Dex 21, Con —, Int 13, Wis 14, Cha 8
Base Atk +7; CMB +8; CMD 25
Feats Combat Expertise, Deft Hands, Dodge, Mobility, Persuasive, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +19, Appraise +15, Diplomacy +10, Disable Device +24, Escape Artist +19, Intimidate +17, Perception +16, Sense Motive +10, Stealth +19
Languages Common, Polyglot, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (double debilitation, hunter's surprise[APG], opportunist), trapfinding +3
Combat Gear acid (12); Other Gear +1 keen rapier, bracers of armor +2, ring of protection +1
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 2d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Touch of Chaos (5/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Touch of Evil (1 round, 5/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead have many immunities.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skum Rogues and Chuul:
The same. I'm actually debating advancing the Chuul but after an encounter with so many skum it might be nice to have a less murderous encounter.

Sgothgah:
Here is the terrifying one... I attempted to re build this creature with psychic levels instead of sorcerer. I had to seriously downgrade it's loot. Ultimately it's spells (for the most part) are meant to inflict non-lethal and drive down will saves so it can use dominate monster to enslave the group. I got to be honest, I think that lowering it's class levels a little might be best. I can see this easily being a TPK. CR 11 Hero Lab? Really?

Mr. Dory and his flesh golem are more dangerous?

Sgothgah CR 11
XP 12,800
Aboleth cleric of Shub-Niggurath 1/psychic 8 (Pathfinder RPG Bestiary 8, Pathfinder RPG Occult Adventures 60)
CE Huge aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +27
Aura mucus cloud (5 ft., DC 20)
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 23 (+3 armor, +1 deflection, +2 Dex, +11 natural, -2 size)
hp 183 (17 HD; 8d6+9d8+110)
Fort +12, Ref +8, Will +19
--------------------
Offense
--------------------
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +15 (1d6+6 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 8/day (DC 15, 1d6), it came from beyond, painful reminder (2d6, 8/day), phrenic amplifications (overpowering mind[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (9 points)
Spell-Like Abilities (CL 16th; concentration +21)
At will—hypnotic pattern (DC 17), illusory wall (DC 19), mirage arcana (DC 20), persistent image (DC 20), programmed image (DC 21), project image (DC 21), veil (DC 21)
3/day—dominate monster (DC 26)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—touch of evil (1 round)
Psychic Spell-Like Abilities (CL 8th; concentration +13)
1/day—detect thoughts (DC 16)
Psychic Spells Known (CL 8th; concentration +13)
4th (4/day)—dimension door, mass pain strike[APG] (DC 19)
3rd (6/day)—displacement, unadulterated loathing[UM] (DC 18), vampiric touch
2nd (7/day)—invisibility, mad hallucination[UM] (DC 17), mirror image, pain strike[APG] (DC 17)
1st (8/day)—expeditious retreat, magic missile, murderous command[UM] (DC 16), persuasive goad[UM] (DC 16), shield, sow thought[ARG] (DC 16)
0 (at will)—dancing lights, detect psychic significance[OA], grave words[OA], know direction, mage hand, message, open/close (DC 15), telekinetic projectile[OA]
Psychic Discipline Pain
Cleric Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, protection from good[D], haze of dreams
0 (at will)—create water, detect magic, mending
D Domain spell; Domains Void (Dark tapestry subdomain), Evil
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 22, Int 21, Wis 17, Cha 21
Base Atk +10; CMB +18; CMD 31 (can't be tripped)
Feats Ability Focus (dominate monster), Alertness, Combat Casting, Craft Wondrous Item, Empower Spell, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Acrobatics +2 (-6 to jump), Bluff +25, Diplomacy +25, Intimidate +16, Knowledge (Arcana) +25, Knowledge (history) +25, Knowledge (religion) +25, Perception +27, Sense Motive +5, Spellcraft +25, Swim +25
Languages Aboleth, Aklo, Aquan, Common, Dark Folk, Literacy, Undercommon
SQ detect thoughts, live on (2d6, 7/day), mercy (fatigued), power from pain (maximum 3)
Other Gear belt of mighty constitution +2, bracers of armor +3, ring of protection +1
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 1d6 (8/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Dark Tapestry) You worship not only the vast emptiness of space, but the sinister and alien powers that reside therein.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
It Came From Beyond (1/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mucus Cloud (5 ft., DC 20) (Ex) Creatures in range lose air breathing but gain water breathing for 3 hrs (Fort neg).
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Painful Reminder 2d6 (8/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (9/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power From Pain (3/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Swimming (60 feet) You have a Swim speed.
Touch of Evil (1 round, 6/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Aboleths:
Two hurt aboleths? Sounds alright to me.

Spawn of Shub Niggurath:
Given that this creature even with the young template is a CR 17 (a kraken) I briefly considered a gutaki warpriest of Shub but I think I have settled on the Dark Young of Shub Niggurath from Wake of the Watcher.

Any ideas?

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

Note: Dark Young can't breathe underwater. Here is my alternate. It should also be noted that my players will be level 9 and there are 6 of them with a high point buy.

With this shift I will change the focus of the cult to Dagon to further tie it to the priest of Gozreh in the party.

Spawn of Dagon:

Spawn of Dagon CR 13
XP 25,600
Fiendish advanced giant squid warpriest of Dagon 2 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary, 259, 294)
CE Huge animal (aquatic)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +26
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 19 (+5 Dex, +11 natural, -2 size)
hp 164 (14d8+100)
Fort +20, Ref +15, Will +12
Defensive Abilities ink cloud; DR 10/good; Resist cold 15, fire 15; SR 18
--------------------
Offense
--------------------
Speed swim 60 ft.; jet 260 ft.
Melee 2 arms +19 (1d6+11), bite +19 (2d6+11), tentacle +18 (4d6+5/19-20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks blessings 4/day, constrict (4d6+11), fervor 6/day (1d6), sacred weapon (1d6, 0), smite good
Warpriest Spells Prepared (CL 2nd; concentration +7)
1st—bless, cause fear (DC 16), infernal healing[ISWG], protection from good
0 (at will)—bleed (DC 15), guidance, resistance, stabilize
--------------------
Statistics
--------------------
Str 33, Dex 21, Con 25, Int 4, Wis 20, Cha 4
Base Atk +10; CMB +23 (+27 grapple); CMD 38
Feats Combat Reflexes, Great Fortitude, Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Multiattack[B], Power Attack, Skill Focus (Perception), Weapon Focus (tentacle)
Skills Acrobatics +10, Perception +26, Swim +19
SQ blessings (destruction: destructive attacks, heart of carnage, water: armor of ice, ice strike)
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Grab: Tentacle (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Ink Cloud (20' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (260 ft.) Move in a straight line at 260, with no attacks of opportunity.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Smite Good (1/day) (Su) +0 to hit, +14 to damage when used.
Spell Resistance (18) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Scarab Sages

Here are the ones I still have in my Hero Lab folder.

Sgothgah:
Sgothgah CR 11
XP 12,800
Aboleth cleric of Rovagug 1/sorcerer 8 (Pathfinder RPG Bestiary 8)
NE Huge aberration (aquatic)
Init +4; Senses darkvision 60 ft.; Perception +22
Aura mucus cloud (5 ft., DC 20)
--------------------
Defense
--------------------
AC 30, touch 10, flat-footed 30 (+3 armor, +2 deflection, +13 natural, +4 shield, -2 size)
hp 170 (17 HD; 8d6+9d8+102)
Fort +12, Ref +6, Will +20
--------------------
Offense
--------------------
Speed 10 ft., swim 60 ft.
Melee 4 tentacles +18 (1d6+9 plus slime)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 10/day (DC 17, 1d6), dehydrating touch, destructive smite (+1, 7/day)
Spell-Like Abilities (CL 16th; concentration +23)
At will—hypnotic pattern (DC 19), illusory wall (DC 21), mirage arcana (DC 22), persistent image (DC 22), programmed image (DC 23), project image (DC 23), veil (DC 23)
3/day—dominate monster (DC 28)
/day—quickened quicken spell-like ability
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—touch of evil (1 round)
Sorcerer Spells Known (CL 8th; concentration +15)
4th (4/day)—dimension door
3rd (7/day)—aqueous orb[APG] (DC 20), displacement, tongues
2nd (8/day)—blindness/deafness (DC 19), invisibility, mirror image, slipstream[APG] (DC 19)
1st (8/day)—chill touch (DC 18), comprehend languages, expeditious retreat, hydraulic push[APG], magic missile, shield
0 (at will)—detect magic, ghost sound (DC 17), mage hand, message, open/close (DC 17), prestidigitation, resistance, touch of fatigue (DC 17)
Bloodline Aquatic
Cleric Spells Prepared (CL 1st; concentration +5)
1st—cure light wounds, cure light wounds, true strike[D]
0 (at will)—guidance, mending, read magic
D Domain spell; Domains Destruction, Evil
--------------------
Statistics
--------------------
Str 29, Dex 10, Con 22, Int 18, Wis 18, Cha 25
Base Atk +10; CMB +21; CMD 33 (can't be tripped)
Feats Ability Focus (dominate monster), Ability Focus (slime), Empower Spell, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (quicken spell-like ability), Scribe Scroll, Silent Spell, Weapon Focus (tentacle)
Skills Acrobatics +0 (-8 to jump), Bluff +27, Diplomacy +11, Intimidate +18, Knowledge (arcana) +21, Knowledge (dungeoneering) +15, Knowledge (geography) +15, Knowledge (history) +14, Knowledge (local) +17, Knowledge (planes) +15, Knowledge (religion) +21, Perception +22, Spellcraft +15, Swim +28
Languages Aboleth, Aklo, Aquan, Custom Language, Custom Language, Undercommon
Other Gear amulet of bullet protection +2[UC], bracers of armor +3, ring of protection +2
--------------------
Special Abilities
--------------------
Aquatic +1 CL for [water] spells, aquatic/swimming summoned creatures gain +1 to hit and damage.
Cleric Channel Negative Energy 1d6 (10/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Darkvision (60 feet) You can see in the dark (black and white only).
Dehydrating Touch (10/day) (Sp) Melee touch attack deals 1d6+4 non-lethal damage.
Destructive Smite +1 (7/day) (Su) Make a melee attack with morale bonus to damage.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Mucus Cloud (5 ft., DC 20) (Ex) Creatures in range lose air breathing but gain water breathing for 3 hrs (Fort neg).
Quicken Spell-Like Ability (Quicken Spell-Like Ability) Spell-like ability is cast as a swift action up to 3/day.
Silent Spell Cast a spell with no verbal components. +1 Level.
Swimming (60 feet) You have a Swim speed.
Touch of Evil (1 round, 7/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Mr. Dory:
Mr. Dory CR 8
XP 4,800
Male ghoul cleric of Rovagug 3/rogue 6 (Pathfinder RPG Bestiary 146)
CE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+2 armor, +1 deflection, +2 Dex, +1 dodge, +2 natural)
hp 57 (11d8-8)
Fort +4, Ref +8, Will +10
Defensive Abilities channel resistance +2, evasion, trap sense +2, uncanny dodge; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen rapier +11/+6 (1d6+3/15-20) or
bite +4 (1d6+1 plus disease), 2 claws +4 (1d6+1)
Ranged double-barreled pistol +9/+4 (1d8/×4)
Special Attacks channel negative energy 2/day (DC 10, 2d6), destructive smite (+1, 5/day), ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 10), sneak attack +3d6
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—touch of chaos
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—death knell (DC 14), hold person (DC 14), shatter[D] (DC 14)
1st—command (DC 13), doom (DC 13), obscuring mist, protection from law[D]
0 (at will)—create water, detect magic, mending, read magic
D Domain spell; Domains Chaos, Destruction
--------------------
Statistics
--------------------
Str 14, Dex 15, Con —, Int 14, Wis 14, Cha 8
Base Atk +7; CMB +9; CMD 23
Feats Amateur Gunslinger[UC], Deft Hands, Dodge, Gunsmithing[UC], Persuasive, Secret Stash Deed[UC], Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +13, Bluff +10, Climb +7, Diplomacy +10, Disguise +8, Escape Artist +11, Intimidate +16, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (religion) +6, Linguistics +6, Perception +7, Sense Motive +9, Sleight of Hand +19, Spellcraft +10, Stealth +10, Swim +11
Languages Abyssal, Aquan, Common, Infernal
SQ deed: gunslinger's dodge, rogue talents (darkvision[UC], firearm training[UC], grit[UC]), trapfinding +3
Combat Gear acid (12); Other Gear +1 keen rapier, double-barreled pistol[UC], bracers of armor +2, ring of protection +1, noble's outfit, perfume, exotic[ISWG] (10)
--------------------
Special Abilities
--------------------
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 2d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Darkvision (Su) This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.
Deed: Gunslinger's Dodge (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs. ranged attack.
Destructive Smite +1 (5/day) (Su) Make a melee attack with morale bonus to damage.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Ghoul Fever (DC 10) (Su) Ghoul Fever: Bite—injury; save Fort DC 10; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune, DC 10) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Secret Stash Deed Spend 1 grit point to recover 3 bullets and 3 doses of black powder from some hidden stash on your person that you had, until now, forgotten about.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Touch of Chaos (5/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead have many immunities.

Young Spawn of Rovagug:
Young Spawn of Rovagug CR 20
XP 307,200
Half-fiend young kraken (Pathfinder RPG Bestiary 171, 184, 295)
CE Huge outsider (magical beast, aquatic, native)
Init +8; Senses darkvision 120 ft., low-light vision; Perception +29
--------------------
Defense
--------------------
AC 37, touch 12, flat-footed 33 (+4 Dex, +25 natural, -2 size)
hp 270 (20d10+160)
Fort +20, Ref +16, Will +12
Defensive Abilities ink cloud; DR 10/magic; Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10; SR 31
--------------------
Offense
--------------------
Speed 10 ft., fly 20 ft. (good), swim 40 ft.; jet 280 ft.
Melee 2 arms +28 (1d8+10/19-20 plus grab), bite +28 (1d10+10), bite +28 (1d8+10), 2 claws +28 (1d6+10), 8 tentacles +26 (1d6+5 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d6+10), poison, rend ship, smite good, tenacious grapple
Spell-Like Abilities (CL 15th; concentration +21)
3/day—darkness, poison, unholy aura
1/day—blasphemy, contagion, control weather, control winds (DC 21), desecrate, destruction, horrid wilting, ominate monster dominate monster (dc 24, animal only) (DC 25), resist energy, summon monster ix (fiends only), unhallow, unholy blight
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 27, Int 25, Wis 22, Cha 23
Base Atk +20; CMB +32 (+36 grapple, +34 trip); CMD 46 (can't be tripped)
Feats Bleeding Critical, Blind-fight, Cleave, Combat Expertise, Critical Focus, Improved Critical (arm), Improved Initiative, Improved Trip, Multiattack, Power Attack
Skills Acrobatics +22 (+14 to jump), Bluff +21, Escape Artist +19, Fly +4, Intimidate +26, Knowledge (arcana) +22, Knowledge (geography) +27, Knowledge (nature) +27, Knowledge (planes) +22, Knowledge (religion) +22, Perception +29, Sense Motive +21, Stealth +19, Survival +21, Swim +41, Use Magic Device +26
Languages Abyssal, Aquan, Azlanti, Common, Daemonic, Infernal, Protean, Thassilonian
--------------------
Special Abilities
--------------------
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (120 feet) You can see in the dark (black and white only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Destruction (1/day) (Sp) Granted by Half-Fiend heritage.

Kills subject and destroys remains.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (20 feet, Good) You can fly!
Grab: Arm (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Tentacle (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Horrid Wilting (1/day) (Sp) Granted by Half-Fiend heritage.

Deals 1d6/level damage within 30 ft.
Immunity to Cold You are immune to cold damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Improved Trip You don't provoke attacks of opportunity when tripping.
Ink Cloud (20' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (280 ft.) Move in a straight line at 280, with no attacks of opportunity.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Poison: Ink cloud - contact (+nausea, DC 28) (Ex) Poison—Injury; save Fort DC 28; freq 1/rd for 10 rds; effect 1 Str; cure 2 cons saves.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rend Ship (Ex) As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship's captain's Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check
Smite Good (1/day) (Su) +6 to hit, +20 to damage, +6 deflection bonus to AC when used.
Spell Resistance (31) You have Spell Resistance.
Summon Monster IX (fiends only, 1/day) (Sp) Summons Fiends only. Granted by Half-Fiend heritage.

Calls extraplanar creature to fight for you.
Swimming (40 feet) You have a Swim speed.
Tenacious Grapple (Ex) A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.
Unhallow (1/day) (Sp) Granted by Half-Fiend heritage.

Designates location as unholy.
Unholy Aura (3/day) (Sp) Granted by Half-Fiend heritage.

+4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).

Community / Forums / Pathfinder / Pathfinder Adventure Path / Skull & Shackles / Skull and Shackles and 'The Styes': Villain Rebuild and Incorporation (SPOILERS) All Messageboards

Want to post a reply? Sign in.
Recent threads in Skull & Shackles