I follow Doomed Hero's basic tenants of posting:
Out of Character[OOC]
"Spoken outloud"
"Telepathically communicated"
Thoughts
Other information.
How I roll.
Any rolls that are automatic, or pseudo automatic, such as Initiative, or if you say something like "every time we enter a room, I give it a quick scan", I make the rolls so we don't have to wait. Likewise, I generally make all the save rolls. All the rolls are above board, in spoilers to keep clutter to a minimum. I roll in either: (1) Alphabetic Order or (2) Initiative Order, as appropriate for the situation.
My rolls that are labeled ??? are labeled that way because I don't want to tip you off regarding certain situations. Once the situation is resolved, I generally report what the ??? event(s) were. The ??? events will not have modifiers for the same reason. If I make a ??? +4 roll for your character, you can probably quickly deduce which skills you have at a +4, for instance.
Again, this just helps save time.
Any save whose result may result in very bad things for your character, I leave to you whenever possible. If you face a Save or Suck for instance, I don't like to roll the save for you. Your character, your karma, your luck . . .
For any questions and concerns - I like to address these in the Discussion thread. That way everyone has the advantage of learning the answer to a specific question or ruling. When I post a ruling or what have you, I generally post the citation to the book, with a link to the PRD.
Last on this chain: I am wrong. I am wrong a lot. Since I have been born, I don't think I have ever had a single day where I have not been wrong. This is not a trend that is likely to end any time soon. When I am wrong, tell me. It is how we all learn.
Also, you cannot pass some checks without help. Aid other is a wondrous thing.
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The Sanos Atlas Here, you will find the maps used for this section. Please refrain from studying the maps until asked to do so.
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You are Here! Ignizi's Cottage Fallen Log Lake Shore Stream Crossing Marigana's Cave
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The Sanos Bestiary No peaking please!
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Blackwinged Pegasus:
Blackwinged Pegasus CR 3
XP 800
Male Advanced Pegasus Zombie
NE Large Undead
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 20, touch 12, flat-footed 17 (+3 Dex, -1 size, +8 natural)
hp 33 (6d8+6)
Fort +2, Ref +5, Will +5
DR 5/slashing; Immune undead traits
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Offense
--------------------
Speed 60 ft., flight (120 feet, clumsy)
Melee Bite (Advanced Pegasus Zombie) +10 (1d3+7/x2) and
. . Hooves x2 (Advanced Pegasus Zombie) +5 x2 (1d6+3/x2) and
. . Slam (Zombie) +10 (1d8+10/x2)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities Detect Evil (60-ft. radius) (Constant), Detect Good (60-ft. radius) (Constant)
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TACTICS
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Before Combat Once the pegasus spots the PCs, it takes to the skies. Any character who attempts to use a ranged attack against it becomes its first target.
During Combat Because the zombie pegasus is staggered, once it lands it's unlikely it will be able to take off again. It fights mindlessly, using full-attack actions when able, and attempting to again take to the skies if no immediate threats are within range.
Morale The pegasi fight until they are destroyed.
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Statistics
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Str 24, Dex 17, Con —, Int —, Wis 10, Cha 10
Base Atk +4; CMB +12; CMD 25 (29 vs. Trip)
Feats Toughness +6
Skills Acrobatics +3 (+15 jump), Fly +1, Perception +4, Stealth -1
Languages SQ staggered
Other Gear You have no money!
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Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (120 feet, Clumsy) You can fly!
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Pugwampi:
As if the world's most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.
--------------------
Gremlin, Pugwampi CR 1
XP 400
Male Gremlin, Pugwampi
NE Tiny Fey
Init +5; Senses darkvision 120 ft., low-light vision; Perception +6
Aura unluck aura
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 6 (1d6+3)
Fort +0, Ref +3, Will +4
DR 2/cold iron; SR 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d2-4/19-20/x2)
Ranged Shortbow +3 (1d3-4/x3)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Prestidigitation (At will), Shatter (1/day), Speak with Animals (At will)
--------------------
Statistics
--------------------
Str 3, Dex 13, Con 11, Int 10, Wis 14, Cha 6
Base Atk +0; CMB -1; CMD 5
Feats Improved Initiative, Toughness +3, Weapon Finesse
Skills Bluff +2, Craft (traps) +2, Disable Device +0, Fly +5, Perception +6, Ride +2, Stealth +17 Modifiers +4 perception (when listening)
Languages Gnoll, Undercommon
Other Gear Arrows (20), Dagger, Shortbow, You have no money!
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ECOLOGY
--------------------
Environment Warm hills
Organization Solitary, pair, mob (3-12), or infestation (13 - 20 with 1 - 3 druids of 1st - 3rd level, 1 fighter leader of 2nd-4th level, 2-8 trained stirges, and 2-5 trained baboons)
Treasure Standard (dagger, shortbow with 20 arrows, other treasure)
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Special Abilities
--------------------
+4 Perception (when listening) Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (7) You have Spell Resistance.
Unluck Aura (Su) A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results
Kelpie:
Kelpie CR 4
XP 1200
Male Kelpie
NE Medium Fey (aquatic, shapechanger)
Init +7; Senses low-light vision; Perception +13
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +6
Resist fire 10
--------------------
Offense
--------------------
Speed 40 ft., swimming (40 feet)
Melee Slam x2 (Kelpie) +6 x2 (1d6+2 plus grab/x2)
--------------------
TACTICS
--------------------
Before Combat The kelpie lurks just under the surface of the water, with only its eyes protruding. The murky water provides concealment and allows the kelpie to make a Stealth check to catch the PCs unaware.
During Combat The kelpie attempts to lure the PC with the heaviest armor into the water using its captivating lure special ability. If the captivating lure fails, or if the lured PC drowns, the kelpie comes ashore to attack in melee.
Morale If reduced to 5 or fewer hit points, the kelpie flees back to the safety of the lake.
--------------------
Statistics
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Str 15, Dex 16, Con 15, Int 8, Wis 12, Cha 17
Base Atk +3; CMB +5 (+9 Grappling); CMD 18
Feats Alertness, Deceitful, Improved Initiative, Weapon Finesse
Skills Acrobatics +3 (+7 jump), Bluff +15, Disguise +15, Perception +13, Sense Motive +13, Stealth +13, Swim +10
Languages Aquan, Common, Sylvan; telepathy (1 mile, previously touched creatures on
SQ amphibious, captivating lure (1/day) (dc 16), change shape (hippocampus or horse, beast shape i), change shape (small or medium humanoid, alter self
Other Gear You have no money!
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Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Captivating Lure (1/day) (DC 16) (Su) Once per day, a kelpie can use a powerful mental attack to lure in a single creature within 60 feet. The target must make a DC 16 Will saving throw or become captivated by the kelpie, thinking it is a desirable woman in mortal danger or (if in hippoc
Change Shape (hippocampus or horse, beast shape I) (Su) You can change your form.
Change Shape (Small or Medium humanoid, alter self) (Su) You can change your form.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swimming (40 feet) You have a Swim speed.
Telepathy (1 mile, previously touched creatures only) (Su) Communicate telepathically if the target has a language.
Marigana:
Marigana (3-4) CR 6
XP 2400
Female Young Pukwudgie
NE Tiny Monstrous Humanoid (shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 21, touch 19, flat-footed 14 (+6 Dex, +2 size, +2 natural, +1 dodge)
hp 67 (9d10+18)
Fort +5, Ref +12, Will +10
Immune poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Young Pukwudgie) +17 x2 (1d3/x2)
Ranged Quills (Young Pukwudgie) +18 (1d3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison: quill - injury (dc 16), sneak attack +3d6, spawn undead
Spell-Like Abilities Animate Dead (3/day), Command Undead (At will), Death Knell (3/day), Deathwatch (Constant), Detect Good (Constant), Detect Magic (Constant), Invisibility (3/day), Nondetection (1/day), Produce Flame (At will), Ray of Enfeeblement (3/day), Scare (3/day)
--------------------
TACTICS
--------------------
Before Combat Marigana casts invisibility and nondetection, and lurks in the shadows at the edge of the cave, allowing her to maintain the element of surprise. Once her minions draw the PCs' attention, she unleashes her sneak attack at the most opportune target.
During Combat Once in combat, Marigana uses her allies as shields while she casts spells and fires her poisoned quills at the PCs. She uses control undead on her minions to force them to guard her. If the PCs kill one of her porcupines, or simply ignore her minions and come straight for her, she casts scare on the three most deadly PCs. She might also cast ray of enfeeblement on a particularly strong PC. Note that, due to her Small size, Marigana is not effective in melee and avoids it at all cost. In addition, her spell-like abilities' and poison's save DCs are reduced by 2 as a result of the young simple template.
Morale Marigana fights to the death protecting her lair.
--------------------
Statistics
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Str 10, Dex 22, Con 15, Int 15, Wis 14, Cha 19
Base Atk +9; CMB +13; CMD 24
Feats Dodge, Iron Will, Mobility, Weapon Finesse, Weapon Focus (Other ranged natural attack)
Skills Bluff +10, Fly +10, Heal +10, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +13, Spellcraft +11, Stealth +22
Languages Common, Draconic, Infernal
SQ change shape (porcupine; beast shape ii), quills
Other Gear You have no money!
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Special Abilities
--------------------
Change Shape (Porcupine; beast shape II) (Su) You can change your form.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Poison You are immune to poison.
Mobility +4 to AC against some attacks of opportunity.
Poison: Quill - injury (DC 16) (Ex) Poison deals 1d3 CON damage, 1/round for 6 rds, cure 2 consecutive saves.
Quills (Ex) Foe making non-2 handed weapon attack takes 1d3 dam or 2d4 if grapple.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Spawn Undead (Su) Foe slain by quill rise as zombie next day, -4 to save vs your control undead.
Porcupine, Giant:
Porcupine, Giant CR 1
XP 400
Male Porcupine, Giant Zombie
NE Medium Undead
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 16 (4d8+4)
Fort +1, Ref +1, Will +4
DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 40 ft.
Melee Slam (Zombie) +7 (1d6+6/x2) and
. . Tail slap (Porcupine, Giant Zombie) +7 (2d6+4/x2)
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TACTICS
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Before Combat The dire porcupine zombies make no attempt to hide. They hold their ground against the advancing party.
During Combat If controlled by Marigana, the zombies have orders to fight defensively and guard her. If not, they shamble toward the PCs to attack them.
Morale The dire porcupine zombies fight until destroyed.
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Statistics
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Str 19, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 17 (21 vs. Trip)
Feats Toughness +4
Skills Acrobatics +0 (+4 jump)
Languages SQ staggered
Other Gear You have no money!
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Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Redcap:
Redcap CR 4
XP 1200
Male Redcap Skeleton
NE Small Undead
Init +9; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 19, touch 16, flat-footed 14 (+2 armor, +5 Dex, +1 size, +1 natural)
hp 36 (8d8)
Fort +2, Ref +7, Will +6
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 60 ft.
Melee Claw x2 (Skeleton) +6 x2 (1d3+6/x2) and
. . Kick (Redcap Skeleton) +6 (1d4+6/x2) and
. . (M) Scythe +11/+6 (2d4+10/x4)
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TACTICS
--------------------
Before Combat The skeletal redcaps make no attempt to hide. They hold their ground against the advancing party.
During Combat The skeletons try to stay upright and shield Marigana . They use their high speed and initiative to deal as much damage as possible to PCs who engage in melee.
Morale Skeletal redcaps fight until destroyed.
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Statistics
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Str 18, Dex 21, Con —, Int —, Wis 10, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Improved Initiative
Skills Acrobatics +5 (+17 jump), Fly +7, Stealth +9
Languages Aklo, Common, Giant, Sylvan
Other Gear Leather armor, Scythe, You have no money!
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Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Riddywipple:
Riddywipple CR 2
XP 600
Male Dragon, Faerie
CG Tiny Dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
--------------------
AC 18, touch 16, flat-footed 14 (+3 Dex, +2 size, +2 natural, +1 dodge)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
--------------------
Offense
--------------------
Speed 10 ft., flight (60 feet, perfect), swimming (30 feet)
Melee Bite (Dragon, Faerie) +4 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks breath weapon (dc 12)
Spell-Like Abilities Invisibility, Greater (self only) (3/day)
Sorcerer Spells Known (CL 3):
1 (6/day) Silent Image (DC 14), Sleep (DC 14), Grease (DC 14)
0 (at will) Open/Close (DC 13), Flare (DC 13), Ghost Sound (DC 13), Mage Hand, Dancing Lights
--------------------
TACTICS
--------------------
Before Combat As soon as Riddywipple becomes aware of a potential threat, he casts greater invisibility.
During Combat Preferring to avoid a fight, Riddywipple attempts to confuse his foes with sleep, ghost sound, and silent image long enough to run away. If backed into a corner, or in dealing with a much weaker foe, Riddywipple uses his bite and breath weapon attacks.
Morale If Riddywipple is reduced below half his hit points, he immediately turns invisible and hides until combat is over
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Statistics
--------------------
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. Trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 jump), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9 Modifiers acrobatics (jump) -8
Languages Common, Draconic, Elven, Sylvan; telepathy (100 feet)
Other Gear You have no money!
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Special Abilities
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Acrobatics (Jump) -8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Breath Weapon (DC 12) (Su) Every 1d4 rds, 5 ft cone staggers, sickens, imm to fear for 1d6 rds (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (13) You have Spell Resistance.
Swimming (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Skeletal Hodag:
Skeletal Hodag CR 4
XP 1200
Male Hodag Skeleton
NE Large Undead
Init +7; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 14, touch 12, flat-footed 11 (+3 Dex, -1 size, +2 natural)
hp 36 (8d8)
Fort +2, Ref +5, Will +6
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft., burrowing (15 feet)
Melee Bite (Hodag Skeleton) +9 (1d8+4/x2) and
. . Claw x2 (Hodag Skeleton) +9 x2 (1d6+4/x2) and
. . Claw x2 (Skeleton) +9 x2 (1d6+4/x2) and
. . Tail slap (Hodag Skeleton) +9 (1d4+4/x2)
Space 10 ft.; Reach 10 ft.
--------------------
TACTICS
--------------------
During Combat The skeletal hodags have reach, which allows them to make attacks of opportunity on PCs attempting to engage them in melee.
Morale The skeletal hodags follow the commands of their creator, fighting until they've been destroyed.
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Statistics
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Str 19, Dex 16, Con —, Int —, Wis 10, Cha 10
Base Atk +6; CMB +11; CMD 24 (28 vs. Trip)
Feats Improved Initiative
Skills Fly +1, Stealth -1
Languages Common
Other Gear You have no money!
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Special Abilities
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Burrowing (15 feet) You have a Burrow speed.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Twigjack:
This tiny, vaguely humanoid creature seems to be made completely of bundles of sticks wound with thorny vines.
--------------------
Twigjack CR 3
XP 800
Male Twigjack
CE Tiny Fey
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +6
Weakness vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Twigjack) +2 x2 (1d4-1/x2) and
. . Spear +3 (1d4-1/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks sneak attack +2d6, splinterspray (dc 14)
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Statistics
--------------------
Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
Base Atk +2; CMB +7; CMD 12
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +11, Climb +7, Disable Device +8, Fly +7, Knowledge (nature) +8, Perception +10, Stealth +22
Languages Common, Sylvan
SQ bramble jump, woodland stride
Other Gear Spear, You have no money!
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ECOLOGY
--------------------
Environment Temperate forests
Organization Solitary, pair, or gang (3-8)
Treasure Standard
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Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bramble Jump (Su) A twigjack can travel short distances between brambles, shrubs, or thickets as if via dimension door as part of a move action. The twigjack must begin and end this movement while in an area of at least light undergrowth. The twigjack can travel in th
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Splinterspray (DC 14) (Ex) A twigjack can eject a barrage of splinters and brambles from its body three times per day as a standard action. This effect creates a 15-foot conical burst of jagged splinters, dealing 4d6 points of piercing damage to all creatures in the area. A DC
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Woodland Stride (Ex) A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
Zombie Owlbear:
Zombie Owlbear CR 3
XP 800
Male Fast Owlbear Zombie
NE Large Undead
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)
hp 38 (7d8+7) [OOC]Round 1: -8 = 30; Round 2: -7, -12 = 11
Fort +2, Ref +4, Will +5
Immune undead traits
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Fast Owlbear Zombie) +9 (1d6+5/x2) and
. . Claw x2 (Fast Owlbear Zombie) +9 x2 (1d6+5/x2) and
. . Slam (Zombie) +9 (1d8+7/x2)
Space 10 ft.; Reach 5 ft.
--------------------
TACTICS
--------------------
During Combat A zombie owlbear always attacks the nearest living creature full-force. If possible, it takes a 5-foot step and uses its quick strikes special ability.
Morale The zombies have no regard for their wellbeing and fight until destroyed.
--------------------
Statistics
--------------------
Str 21, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +5; CMB +11; CMD 23 (27 vs. Trip)
Feats Toughness +7
Skills Acrobatics +2 (+6 jump), Fly +0, Stealth -2
Languages SQ quick strikes
Other Gear You have no money!
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Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Quick Strikes (Ex) Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Zombie Pegasus:
Zombie Pegasus CR 2
XP 600
Male Pegasus Zombie
NE Large Undead
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 15 (+1 Dex, -1 size, +6 natural)
hp 33 (6d8+6)
Fort +2, Ref +3, Will +5
DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 60 ft., flight (120 feet, clumsy)
Melee Bite (Pegasus Zombie) +8 (1d3+5/x2) and
. . Hooves x2 (Pegasus Zombie) +3 x2 (1d6+2/x2) and
. . Slam (Zombie) +8 (1d8+7/x2)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities Detect Evil (60-ft. radius) (Constant), Detect Good (60-ft. radius) (Constant)
--------------------
TACTICS
--------------------
Before Combat Once the pegasus spots the PCs, it takes to the skies. Any character who attempts to use a ranged attack against it becomes its first target.
During Combat Because the zombie pegasus is staggered, once it lands it's unlikely it will be able to take off again. It fights mindlessly, using full-attack actions when able, and attempting to again take to the skies if no immediate threats are within range.
Morale The pegasi fight until they are destroyed.
--------------------
Statistics
--------------------
Str 20, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +4; CMB +10; CMD 21 (25 vs. Trip)
Feats Toughness +6
Skills Acrobatics +1 (+13 jump), Fly -1, Perception +4, Stealth -3
Languages SQ staggered
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (120 feet, Clumsy) You can fly!
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects