Magic: Evocation. Sin mages who follow the path of Wrath focus on complete mastery of the raw destructive power of magic, and delight in channelling those destructive forces in awesome displays. Opposing abjuration (Envy), conjuration (Sloth).
Description: Island broken up into three factions in constant war. The entire area is made up of trenches and barricades of the different factions. The population have turned into mutilated berserkers.
During the millennia of isolation, the mages were slowly consumed by Rage, and eventually forgot how to do magic. Minor issues between individuals slowly turned into different fractions conducting full scale ware between each other.
The entire area is dominated by trenches and barricades splitting the sphere up in different battlefields. During the years different fractions have controlled the separate battlefields, but no side have managed to take the upper hand to end the conflict. The bloody effect of the eternal was can bee seen everywhere with spike traps and heaps of fallen soldiers and weapons. Each fraction has a tent base area surrounded by spiked walls; the rest of the sphere is a burned battlefield.
The years of battle have turned the mages into mutilated barbarians. Sin spawn axemen can be summoned and recreated, but none of the barbarians are intact. Most of them miss at least one limb and have gruesome battle scars.
Athroxis castle lies on the upper ground overseeing the battlefields. Her castle if the reward for the most brave and brutal fighters who might be accepted into her service. This is more or less a religion of all the berserkers in the area, and the saying is that when a fighter dies, they go into the eternal wars inside the castle.
Npc: Aviram Makkerzan. One armed, and one-eyed fighter. Leader of the Bloody Axe faction. If the PC kills the other faction leader, she will let them to the path to the Halls of Wrath. The two other faction leaders are Eikonas Dagatag (of the faction Kill Stealers) and Agrolys Posipon (of the faction Hit them hard).
Sin Demon: Vrock – Xolvoneth Bloodrager, arms dealer and warmonger. He runs the spiky forge tower and have connection to all the different factions, giving them military advise and supply them with new spiky weapons.
Interesting spots:
• War tents: All the three factions have a tent area where they prepare for the next battle and gear up. The central tent I the war rent where they make up all the battleplans. Each area is surrounded by spiky palisades. Each area a medical tent where they take care of all the wounded and attach weapon parts to lost limbs.
• No mans land: A series of battlefield interconnected by trenches. It’s a complete maze with trenches supplied with traps and piles bodies and worn-out broken weapons.
• Arena of honour: One of the central battlefields are an arena surrounded with seats for an audience. This is where formal challenges between fighters in the factions take place. For big fight members of all faction might attend.
• The rage labyrinth: For those fighters who are so utterly consumed by rage so the cant function anymore is let down in a separate trench system. Here the utterly mad hunt each other down like wild animals.
• The forest of thorns: A spiky forest in the outer rim of the island is the supply of all the palisades. Some spiky and unpleasant demons hunt the area.
• The forge tower: Inside the forest is a spiky tower with the forge. The Vrock have a couple of demon minions endlessly forging new weapons.
• Halls of Wrath: A path through the forest least up to the hill where the castle containing the halls rest.
Magic: Conjuration. Sin mages who follow the path of Sloth enlist agents and minions to perform their tasks or create what is needed as it is needed. Opposing evocation (Wrath), illusion (Pride).
Description: Island of unfinished and half-built temples. The trees around the temple area are dead and the entire region seems to be coated in a thin layer of slime. The central square has caved into a pool of sludge.
The sphere of Sloth was always reliant of slaves and unseen servants. Then Runeforge became isolated the mages became aphetic, and after a while they forgot who were mages and who were slaves. All the labor were done by an army of unseen servants.
When the characters enter the sphere, they apparently empty half-finished buildings, but with food and drinks being carries around by unseen hands.
After a couple millennia of apathy, the population have turned into oozes. The residents are still in their homes, but they have turned into slimy creatures, and some of them are caught in a middle state of half-ooze half-human form. The unseen servant produces food and drinks and pour them into the ooze population.
Main Npc: Igoria Vedemino– Half ooze drunk mayor who just want to be left alone. Go bother someone else! She might have some memories of how Jordimandus used his flying chair to enter the central pit.
Sin demon: Dretch Demon – Arzon Sloughsleeper. Work in the kitchen and summon all the unseen servants.
Interesting spots:
• Half built village: The area has fallen into decay. Some efforts of repairs have been started almost everywhere but never been finished. The pungent smell is almost too much.
• The sludge pit: The center square has caved in and is a slime covered cone downwards to a central dark opening. It looks like some of the buildings are on its way falling into the pit, but it’s a slow process. Most buildings have a system of pluming leading waste into the central pit.
• Smoking den: This building has a bunch of ex-people stuck into the different rooms. Water pipes have been pressed into the different oozes and filling the entire building with a sickening sweet-smelling smoke.
• The unseen servant kitchen: A robust building where a bunch of chimneys produce smoke. The kitchen is an intricate system of machines, coking stoves and preparation areas.
• The pile of trash: Behind the kitchen workshop there’s a literal mountain of trash building up way higher than any building in the sphere. This is where the unseen servants dump the leftovers and trash.
• The Festering Maze of Sloth: The hole in the middle of the sludge pit leads down to the Festering Maze.
Magic: Illusion - Sin mages who follow the path of Pride seek to perfect their own appearance and domain through trickery and illusions. Opposing conjuration (Sloth), transmutation (Greed).
Description: Island of monuments and theatres. All buildings have been turned into stages where actors try to capture audiences.
This was once a beautiful area of schools, temples, gardens, and statues. When the Runeforge became isolated and the residents became bored, they turned into acting and music. When pride started to escalate the acting troops got problem when everyone wanted to get centre stage. Eventually everyone went into individual shows, but no one were left to be audience.
This is a sphere where everyone turned into actors, and no one is left to watch or do any actual work. (Note - feels like were heading that way… soon everyone will be content creators!)
Some of the stages have summoned imps as crowd, for those who can’t do magic have sometimes created crude dummies to watch them.
When the characters enter the area, the rumour will start running like wildfire… and some actors will go into extremes to get people to actually watch them. And if they don’t get the worship their ego says they deserve they might react in hostile ways. And to sit through one play or concert wont certainly not be enough.
Main Npc: Emmander Mannisant– Bard who just need an audience for his Mimic orchestra (sentient drums and tubas) where he takes centre stage as conductor. He has an idea of trying to organize the different actors in setting up a schedule where people take turns watching shows… and to organize theatre group where the take turn taking the lead. So far, he hasn’t been successful setting this controversial idea into motion.. but the characters might have better success.
Sin Demon: Marlith – Uininnith Soulspoiler. Acts as a critic, undermines each actor’s performance and manipulate them to try even harder.
Interesting spots:
• Main square theatre scenes: The buildings around the centre square have all been refurbished into open stages. The competition here is pretty fierce and desperate where the different actor try to outshine each other.
• Treetop theatre: Emmanders stage is built on top of a large tree with a nice view over the area
• Alley of statues: This is a packed row of large and larger statues of famous actors and musicians… which means each and every citizen within the sphere. A group of stone golems are constantly creating the next statue with a long list of orders and request. The statue area has turned pretty crowded in 10000 years.
• The Mimic choir: A lot at sentient instruments have been created during the decades and all of them doesn’t make the cut to pe part of the prideful shows. The leftover instruments and created their own area where they fulfil their function (making noise) unguarded.
• The Shimmering Veils of Pride: A pyramid built beside the main town.
Magic: Enchantment. Sin mages who follow the path of Lust gain great personal satisfaction at manipulating others’ minds, emotions, and wills. Opposing necromancy (Gluttony), transmutation (Greed).
Description: Island of lavish temples and brothels surrounded by a living forest.
Once this was a beautiful place with a temple and training area surrounded by a flowery garden. When the sin of Lust went rampart the mages went further into depraved activities and didn’t notice how the garden slowly grew into a thick forest of wines and thorns. The garden started to engulf the buildings and its citizens, fusing building and people to hungry and moving vines.
The entire area Have been overgrown with thorny vines, leaving a small central area with a few survivors. Most residents have been fused into the vines and into each other, creating a moaning and creaking forest. Sensual shadows and whispers float through the area.
The central area is a settlement of lust slaves tries to keep themselves alive and hiding from the consuming vines.
The vines are a bit tricky; they will open up for the characters when they enter through the portal and will gladly lead them to the village area, but the forest close up behind them. The forest has great respect for Delyahine and her daughters, so they have free range walking through the area.
Npc: Areli Shareth– Leader of the Lust slave trying to escape the lust filled forest. She has seen some paths that might lead to Delyahines temple, but want to make sure that the rest of her tribe is safe first
Sin Demon: Succubus – Fyserova Lustwhisper , plant new trees and tries to lure people out into the forest. Disguised as a dryad harassing the area with fog and sleep spells
Interesting spots:
• Main town square: Several building with makeshift barricades. The survivors try to patrol the border and cut down all vines that get to close. A central fire is constantly burning with the cut down plants.
• Tunnel system: The Lust slaves have dug a wast network of tunnels during the years, trying to reach a way out. Some of the tunnels have collapsed and some of them have been found by the vines and turned into living traps. Aeli won’t tell the characters about these tunnels until she’s sure the heroes can help them.
• Vine forest: The area moves around a lot and the trees doesn’t seems to stay put for long. They are all connected to a huge main tree made of interwoven people. The vines are most hostile around the central village, but at the edges they open up to several glades.
• Fyserovas garden: A small temple area made of flowers. A little waterfall falls into a pretty little pond. Her dryad disguise is accompanied with some quasit disguised like fairies. The illusion might break a little when the quasit tries to sing.
• The Iron Cages of Lust: A big tent up on a mountain top.
Magic: Transmutation, Sin mages who follow the path of Greed delight in transforming things into other things, as well as enhancing themselves. Opposing enchantment (Lust), illusion (Pride).
Description: An island of robust temples and official buildings.
When the transmutation magic went wild it first turned the building decoration int noble metal, but after that it slowly turned the villagers into metal statues as well. Some of them are somewhat sentient. Those who are living, and mobile are mostly part of the tax collector workforce who collect treasures from all the buildings in the area. Unfortunately Mimics of animated chests and sentient coins plague the area, so they consume the collected taxes that slowly evaporate and turn into dust. The dust rebuilds the treasures out in the villages to keep the eternal flow of the economy.
The tax office building is protected by a big wall guarded by gold statues. In front of the gate is a town square filled with beggars turned into statues. The moaning cries from the frustrated poor fills the area.
Behind the walls there’s a small mountain with a statue of Karzoungs face overlooking the area.
All the silver and gold the heroes collect within this sphere turn to dust as soon as it leaves the area.
Main Npc: Aretas Novastan– Master Tax collector. Wants to kill the mimics and keep all treasures eternal. Would like to steal Ordikons powers and learn the secret of turning living thinks into metal. He lives in the Tax office.
Sin Demon: Nalfeshnee – Saglamahr Goldspoiler. He’s the one that creates all the mimics and keeps the beggar’s sentient. He is sometimes disguised as tax clerk giving Aretas advice, but usually spend time in the Bank Temple on a mimic throne.
Interesting spots:
• Tax office: Big central building with a protective wall. All the tax collectors form up lines to do their deliveries and sort the treasures in the different vaults. A golem made of keys walk the corridors and control the vault doors.
• Town square of beggars: Desperate and hungry beggars filled the square in front of the tax office when all the gold went to taxes. They slowly turned into statues during the years.
• Bank temple: Big and abandoned. Some of the mimics started a colony here and guard the area fiercely. The big central chamber has turned in to a throne room with a big chair on a living pile of gold.
• Border wall: The wall was established to sort of citizens, guest and officials. It divides the entire sphere into many different areas, with slow half sentient guards trying to check the paperwork for everyone moving around.
• Cages with all the thieves: The worst criminals (that is thieves) were hung up in cages to starve outside the town walls. A lot of them turned into statues fused into the cages. A golem made of cages roam the area looking for additional thieves.
• The Vault of Greed: A small opening beneath the Karzoug statue leads into the Vault inside the statues head. A little Thistletop throwback.
Magic: Necromancy - Sin mages who follow the path of Gluttony seek to manipulate their bodies in their unending hunger for life. Opposing abjuration, enchantment.
Description: A floating island depicting a rural farming village.
When the sphere was created it was a working farming village with fields and animal stock, creating a feeling of normality for the visiting mages. They were producing food and eating even though the Runeforge made it unnecessary. The years in isolation have turned the area into a grotesque parody of a rural community. The fountain of the central square started to produce meat and since then all efforts to take care of the fields of the animals have long since stopped.
The Gluttony have turned the citizens into overweight Ghouls. The fields are overflowing with stagnant and overgrown crops. Even the farm animals have turned into overweight undead monstrosities.
Main Npc: Elyahu Zindenled– Fat Ghoul mayor. Want to devour new food. The PC might look tasty, but Elyahu will gladly help them if they can help him access new types of foodstuffs. He might not settle for just one lunch though… he wants ALL the food.
Sin Demon: Nabasu demon named Broghtazn Gluttonfeeder. He is the creator of the Fountain of Flesh and the one that keep up the process of overfeeding the gluttonous ghouls, even though they actually don’t need to eat in the Runeforge areas. He hides in the top of the windmill.
Interesting spots:
• Farming village: The buildings and lecture halls are mostly abandoned; the ghouls prefer the caves. The mayor still holds his office building to resemble some sort of order in the Mayors Manor. The mayor is too fat to leave the building but some of the ghoulish servants still keep him fed.
• Fountain of flesh: A magical fountain in the central square producing human flesh. The meat builds up in stinking piles and are devoured by the Ghouls. This plentiful access of food has caused the ghouls to be fat and depraved, and they have by the years lost their hunting instincts.
• The fields: They are overgrown with damp and whet weeds filled with fat flies.
• The animal pens: Obese and ghoul inflicted pigs that a bit too fat to be able to walk properly. The ghouls stopped hunting them long ago, but the animals are still stuck in the pens.
• Skull Cave: Sleeping cave for the obese ghouls
• Windmill: The windmill has not made flour in a while… one of the ghouls have started to grind the flesh from the fountain to some sort of sludge to speed up how fast he can eat… the place looks rather unsettling
• The Ravenous Crypts: The crypts are the basement of the ruined manor up in the hills.
Introduction
A lot of spoilers for chapter 5 here… ok you have been warned.
This might be a bunch of posts for the same subject, so I make a separate thread of this instead of putting it into the “Sins of the Saviours (GM Reference)” thread.
When I stated to run chapter 5 I had two major issues with the adventure.
• There’s a lack of NPC to talk and interact with
• The different areas that connected to Runeforge didn’t look especially functional. I knew this was supposed to be a mix of research centre and diplomatic middle ground between the Runelords domains. The different wings look a bit small with no place for staff or mages do their research.
This is my notes where I expand the areas in my game.
• Each wing from the central Runeforge connects so a sphere for each Runelord Domain. The Spheres can be described like a floating island with about 2000 feet in diameter levitating in cosmic nothingness. The connection to the Runeforge hub is a portal of stone on the side of the island. The islands are actually the inside of a sphere, that is that if you leave at the eastern side of the island, you enter the western side of the same island. What you observe as an island is the minds attempt to make sense of an impossible geometry. If you jump just up high enough, you flip and land on the same spot you started from and if you shoot an arrow straight up you will hit yourself in the head. Have fun harassing your players with messed up physics.
• Each area has slowly decayed and been consumed by the sins that each area represent. The feeling I was going for here is slightly inspired of Dante’s Inferno, how would the world look like if the Runelord and their sins run rampart for thousands of years.
• Each of the halls in the adventure is represented by a building or spot in theses Spheres. The heroes must just find their way through each Sphere and hopefully get the locals help to navigate to the right spot. Run the different halls as described when you reach them.
• The idea of each Sphere is that they should not include extra combat encounters. The Spheres got some NPC:s that might need some help or might cause some problems for the heroes. The lord of each area is in their respective wing, and they sort of lost interest of the Spheres around them.
• Each Sphere have a demon that overlooks the areas and tries to further enhance the sins dominating each Sphere. They are optional and can act as the villain of the different spheres if you want to play around with the sphere and help the NPC:s.
• All these areas follow the same pattern, so use them as you want. They can cause a lot of playtime if used fully, so some of them might be the scenery the characters walk through and some of them might be fully elaborated subplots.
I plan to do some maps of the different areas but can’t promise when they will be done.
A Runelord Enraged (CR 17+)
● 4 PCs: Karzoug Statue
● 5 PCs: Karzoug Statue, add survivors from the other Runeforge areas.
● 6 PCs: Karzoug Statue, add more survivors the other Runeforge areas.
Karzoug Statue:
Karzoug Statue CR 17
XP 102,400
Advanced stone golem (Pathfinder RPG Bestiary 163, 288)
N Huge construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 35, touch 10, flat-footed 33 (+2 Dex, +25 natural, -2 size)
hp 305 (30d10+140)
Fort +10, Ref +12, Will +14
DR 15/adamantine, 15/bludgeoning; Immune construct traits, immunity to magic
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Offense
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Speed 30 ft.
Melee 2 Glaive slams +37 (4d8+33 plus petrification)
Space 15 ft.; Reach 15 ft.
Special Attacks shattering blow, slow
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Statistics
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Str 44, Dex 15, Con —, Int —, Wis 19, Cha 9
Base Atk +30; CMB +41; CMD 61
Feats Power Attack
SQ petrification
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Special Abilities
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Construct Traits (+140 HP) Constructs have many immunities.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy 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 Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows a stone golem (
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 Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Petrification (Su) A creature struck by the statue’s slam attack must succeed at a DC 25 Fortitude save or take 1d10 points of Dexterity drain. A creature drained to 0 Dexterity becomes
petrified. The save DC is Constitution-based.
Power Attack -8/+16 You can subtract from your attack roll to add to your damage.
Shattering Blow (Su) If the Karzoug statue ever damages a petrified creature with its slam attack, that creature must succeed at a DC 25 Fortitude save or be shattered into fragments. This essentially kills the PC, but also deals 3d10 points of slashing damage to all cre
Slow (DC 25) (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 25 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution
[b] K1 Iron Guardians (CR 16)
● 4 PCs: 2 Iron Archers (unchanged)
● 5 PCs: 2 Iron Archers (unchanged)
● 6 PCs: 1 Brass Archer
● Loot changed to:
○ 2 diamonds worth 5,000gp per iron archer
Brass Archer:
Brass Archer CR 16
XP 76,800
Variant Advanced Brass Golem (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 134)
N Huge construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
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Defense
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AC 34, touch 10, flat-footed 32 (+2 Dex, +24 natural, -2 size)
hp 156 (21d10+40)
Fort +7, Ref +9, Will +10
DR 15/adamantine; Immune construct traits, fire, immunity to magic
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Offense
--------------------
Speed 40 ft.
Melee other melee natural attack +32 (3d6+13/18-20 plus 2d6 fire), slam +32 (2d6+13 plus 2d6 fire)
Ranged arrows of wrath +24/+19/+14/+9 touch (5d6/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon
Spell-Like Abilities (CL 17th; concentration +14)
. . Constant—see invisibility
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Statistics
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Str 36, Dex 15, Con —, Int —, Wis 17, Cha 5
Base Atk +21; CMB +36; CMD 48
Skills Acrobatics +2 (+6 to jump)
SQ arrows of wrath, brass falchion, death throes
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Ecology
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Environment any
Organization solitary or watch (2-4)
Treasure none
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Special Abilities
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Arrows of Wrath (Su) When the brass archer attacks with its bow, it fires arrow-shaped bolts of energy. These arrows deal 5d6 points of damage on a hit. On the first round of combat, these arrows deal fire damage. On the second round, they deal electricity damage. On the third they deal cold damage. On the fourth round, they switch back to fire and the cycle repeats. If the brass archer ceases to use its arrows (to make a melee attack, for example), the cycle restarts with fire arrows the next time it fires.
Brass Falchion (Ex) Brass Falchion is a natural attack and cannot be disarmed.
Breath Weapon (DC 20) (Su) Free action every 1d4 rds fills 20 ft cube with incendiary cloud 1d6 rd (Ref half).
Construct Traits (+40 HP) Constructs have many immunities.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 20) (Ex) When destroyed all creatures in 30 ft take 12d8 fire dam (Ref half).
Energy Damage: Other melee natural attack or Slam (2d6 fire) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy 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 Fire You are immune to fire damage.
Immunity to Magic (Ex) Immune except vs. cold or fire spells.
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 Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Iron Archer:
Iron Archer CR 14
XP 38,400
Iron golem (Pathfinder RPG Bestiary 162)
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
--------------------
AC 32, touch 10, flat-footed 31 (+1 Dex, +22 natural, -1 size)
hp 151 (22d10+30)
Fort +7, Ref +8, Will +7
DR 15/adamantine; Immune construct traits, magic
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Offense
--------------------
Speed 30 ft.
Melee 2 slams +34 (2d10+19/19-20)
b]Ranged [/b]arrows of wrath +22/+17/+12/+7 touch (3d6/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, powerful blows
Spell-Like Abilities (CL 18th; concentration +13)
. . Constant—air walk, see invisibility
--------------------
Statistics
--------------------
Str 36, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +22; CMB +36; CMD 47
SQ arrows of wrath
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Special Abilities
--------------------
Arrows of Wrath (Su) When the iron archer attacks with its bow, it fires arrow-shaped bolts of energy. These arrows deal 3d6 points of damage on a hit. On the first round of combat, these arrows deal fire damage. On the second round, they deal electricity damage. On the third they deal cold damage. On the fourth round, they switch back to fire and the cycle repeats. If the brass archer ceases to use its arrows (to make a melee attack, for example), the cycle restarts with fire arrows the next time it fires.
Breath Weapon (1/1d4+1 rounds, DC 21) (Su) 10-ft. cube, poison, usable every 1d4+1 rds.
Construct Traits (+30 HP) Constructs have many immunities.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy 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 Magic (Ex) Immune to spells that allow SR, with some exceptions.
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 Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 21) Breath weapon—inhaled; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Powerful Blows (Ex) Slam attacks deal 1-1/2 times Str bonus and threatens critical on 19-20.
K3 Barracks and Training Hall (CR 17)
● 1 Warrior of Wrath and 1 Wrathspawn Axeman per PC
Tactics:
Arcane Pool Options
- Grant a weapon a +3 enhancement bonus (+2 keen), swift action, 1 arcane point. Duration 1 minute.
- Make melee attacks as touch attacks for one round, swift action, 2 arcane points
- When granting your weapon an enhancement bonus, spend 1 extra to grant it the planar property, or 2 extra to give it the phase-locking property.
- Gain scent for creatures with spells/SLAs for 12 hours. ID highest-level spell a scented creature is capable of casting with Spellcraft (DC = 10 + CL). 1 point.
Warriors of Wrath cast greater magic weapon and arcane scent at the start of the day. At the start of combat, they use 3 points from their arcane pool to grant their weapons another +2 to enhancement, the keen property, and the phase-locking property. Then, in order to force opponents to spend multiple resources to counter them, they cast one of the following spells, purposefully avoiding repeats with an ally:
1) Displacement
2) Greater Invisibility
3) Caustic Blood
4) Haste
5) Magic Missile (splitting up missiles to test for anti-magic missile defenses among enemies)
6) Empowered Lightning Bolt
Warrior of Wrath:
Warrior of Wrath CR 12
XP 19,200
Human (pureblooded Azlanti) eldritch knight 6/fighter 1/evoker 5 (Pathfinder RPG Adventurer's Guide 63)
LE Medium humanoid (human)
Init +2; Senses Perception +14
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 113 (12 HD; 5d6+7d10+53)
Fort +10, Ref +6, Will +10
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Offense
--------------------
Speed 30 ft.
Melee +1 shock greatsword +12/+7 (2d6+14/17-20 plus 1d6 electricity)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—force missile (1d4+2)
Evoker Spells Prepared (CL 10th; concentration +14)
. . 5th—wall of force, waves of fatigue
. . 4th—Caustic Blood (12d6, Reflex 20), Greater Invisibility, Ice Storm, Forceful Strike (10d4,+25, Fort 22)
. . 3rd—Displacement, Haste, Lightning Bolt (10d6, Reflex21), Greater Magic Weapon + 3, Greater Thunderstomp +18
. . 2nd—bull's strength, Bladed Dash (2), Scorching Ray (3)(3 rays of 4D6), Cats Grace
. . 1st—Shocking Grasp, Magic Missile (3)(5d4+5, Reflex 19), True Strike
. . 0 (at will)—acid splash, dancing lights, flare (DC 16), light, ray of frost
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 18, Wis 12, Cha 10
Base Atk +9; CMB +10; CMD 24
Feats Arcane Strike, Combat Casting, Craft Magic Arms & Armor, Greater Spell Focus (evocation), Improved Critical (greatsword), Iron Will, Lunge, Power Attack, Scribe Scroll, Spell Focus (evocation), Toughness, Weapon Focus (greatsword)
Skills Acrobatics +15, Appraise +5, Bluff +1, Climb +4, Craft (armorsmith or weaponsmith) +16, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +16, Knowledge (arcana) +20, Knowledge (engineering) +16, Perception +14, Ride +3, Sense Motive +13, Spellcraft +20, Stealth +3, Survival +2, Swim +4
Languages Aklo, Azlanti, Draconic, Elven, Giant, Thassilonian
SQ arcane bond (object)
Other Gear +2 mithral chain shirt, +1 shock greatsword
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Force Missile (1d4+2, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Sinspawn Axeman:
Sinspawn Axeman CR 11
XP 12,800
Wrathspawn fighter 9 (Pathfinder RPG Bestiary 2 246)
NE Medium aberration
Init +5; Senses darkvision 60 ft., scent, sin-scent; Perception +11
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 dodge, +2 natural)
hp 107 (12 HD; 3d8+9d10+45)
Fort +10, Ref +6, Will +8 (+2 vs. fear)
Immune mind-affecting effects; SR 13
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 greataxe +17/+12/+7 (1d12+18/19-20/×3) or
. . bite +6 (1d6+4), 2 claws +6 (1d4+4)
Special Attacks sinful bite, weapon trainings (axes +2, pole arms +1)
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +11; CMB +11; CMD 25
Feats Cleave, Critical Focus, Dodge, Great Cleave, Greater Weapon Focus (greataxe), Improved Critical (greataxe), Improved Initiative, Power Attack, Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Acrobatics +1 (+5 to jump), Appraise +1, Bluff +2, Climb +2, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Heal +2, Intimidate +13, Perception +11, Ride +1, Sense Motive +2, Stealth +12, Survival +2, Swim +2
Languages Thassilonian
SQ armor training 2
Other Gear +2 breastplate, +2 greataxe
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (DC 12) (Su) 1st bite sickens for d6 min. If bitten while sickened, stagger 1 rd (Will neg).
Spell Resistance (13) You have Spell Resistance.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
K4 Fleshwarping Lab (CR 16)
● 4 PCs: 6 Warriors of Wrath
● 5 PCs: 5 Warriors of Wrath and 2 Wrathspawn Halberdiers
● 6 PCs: 7 Warriors of Wrath and 2 Wrathspawn Halberdiers
K6 Hall of Testing (CR 18)
● 4 PCs: Highlady Athroxis and Glabrezu
● 5 PCs: Highlady Athroxis and 1 Advanced Glabrezu
● 6 PCs: Highlady Athroxis and 2 Glabrezu
Highlady Athroxis:
Highlady Athroxis CR 18
XP 153,600
Female human (pureblooded Azlanti) eldritch knight 10/fighter 3/evoker 5 (Pathfinder RPG Adventurer's Guide 63)
LE Medium humanoid (human)
Init +5; Senses Perception +21
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 24 (+10 armor, +2 deflection, +5 Dex, +2 natural)
hp 203 (18 HD; 5d6+13d10+110)
Fort +17, Ref +14, Will +16 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee +3 flaming adamantine ranseur +22/+17/+12 (2d4+26/19-20/×3 plus 1d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 flaming adamantine ranseur)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 14th; concentration +20)
. . 9/day—force missile (1d4+2)
Evoker Spells Prepared (CL 14th; concentration +20)
. . 7th—mage's sword, prismatic spray (2, DC 25), project image (DC 23)
. . 6th—chain lightning (DC 24), chain lightning (2, DC 24), still cone of cold (DC 23), flesh to stone (DC 22)
. . 5th—cone of cold (2, DC 23), feeblemind (DC 21), maximized scorching ray, empowered vampiric touch, wall of force
. . 4th—confusion (DC 20), still fireball (2, DC 21), empowered still magic missile (2), empowered scorching ray, shout (DC 22)
. . 3rd—fly, haste, keen edge, lightning bolt (2, DC 21), empowered magic missile, greater magic weapon
. . 2nd—blindness/deafness (DC 18), false life, still magic missile (2), mirror image, scorching ray, see invisibility
. . 1st—burning hands (DC 19), expeditious retreat, magic missile (2), ray of enfeeblement (DC 17), shocking grasp, true strike (2)
. . 0 (at will)—detect magic, flare (DC 18), light, ray of frost, read magic
--------------------
Statistics
--------------------
Str 22, Dex 20, Con 18, Int 22, Wis 14, Cha 14
Base Atk +15; CMB +18; CMD 38
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Greater Spell Focus (evocation), Improved Critical (ranseur), Iron Will, Maximize Spell, Power Attack, Scribe Scroll, Spell Focus (evocation), Still Spell, Toughness, Weapon Focus (ranseur), Weapon Specialization (ranseur)
Skills Acrobatics +24, Appraise +7, Bluff +3, Climb +28, Craft (weapons) +28, Diplomacy +3, Disguise +3, Escape Artist +6, Fly +9, Heal +3, Intimidate +24, Knowledge (arcana) +28, Perception +21, Ride +6, Sense Motive +24, Spellcraft +28, Stealth +6, Survival +3, Swim +7
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Giant, Thassilonian
SQ arcane bond (+3 flaming adamantine ranseur), armor training 1, mark of wrath, spell critical
Combat Gear wand of clairaudience/clairvoyance (32 charges), wand of lightning bolt (CL 10th, 25 charges); Other Gear +4 mithral breastplate, +3 flaming adamantine ranseur, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +2, spell component pouch, spellbook
--------------------
Special Abilities
--------------------
Arcane Bond (+3 flaming adamantine ranseur) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Fly (60 feet, Good) You can fly!
Force Missile (1d4+2, 9/day) (Sp) As a standard action, magic missile strikes a foe.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Mark of Wrath (Su) Highlady Athroxis wears the mark of her rulership on her flesh—a faintly glowing tattoo-like rune on her forehead that moves through the generations from one ruler
to the next. The mark of wrath provides her with a +1 insight bonus to AC and on att
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Glabrezu:
Glabrezu (Treachery Demon) CR 13
XP 25,600
Male glabrezu (Pathfinder RPG Bestiary 61)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft., true seeing; Perception +26
--------------------
Defense
--------------------
AC 28, touch 8, flat-footed 28 (+20 natural, -2 size)
hp 186 (12d10+120)
Fort +18, Ref +4, Will +11
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +20 (1d8+10), 2 claws +20 (1d6+10), 2 pincers +20 (2d8+10/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
Spell-Like Abilities (CL 14th; concentration +19)
. . Constant—true seeing
. . At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight (DC 19), veil (self only) (DC 21)
. . 1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
. . 1/month—wish (granted to a mortal humanoid only)
--------------------
Statistics
--------------------
Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +24; CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Acrobatics +0 (+4 to jump), Bluff +28, Diplomacy +24, Intimidate +24, Knowledge (history) +18, Knowledge (local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and 2-5 vrocks)
Treasure standard
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Advanced Glabrezu:
Advanced Glabrezu (Treachery Demon) CR 14
XP 38,400
Male advanced glabrezu (Pathfinder RPG Bestiary 61, 288)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., true seeing; Perception +28
--------------------
Defense
--------------------
AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, -2 size)
hp 210 (12d10+144)
Fort +20, Ref +6, Will +13
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +22 (1d8+12), 2 claws +22 (1d6+12), 2 pincers +22 (2d8+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+18)
Spell-Like Abilities (CL 14th; concentration +21)
. . Constant—true seeing
. . At will—chaos hammer (DC 21), confusion (DC 21), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight (DC 21), veil (self only) (DC 23)
. . 1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
. . 1/month—wish (granted to a mortal humanoid only)
--------------------
Statistics
--------------------
Str 35, Dex 15, Con 35, Int 20, Wis 20, Cha 24
Base Atk +12; CMB +26; CMD 38
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Acrobatics +2 (+6 to jump), Bluff +30, Diplomacy +26, Intimidate +26, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +20, Stealth +9, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and 2-5 vrocks)
Treasure standard
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Book 5 Part The Festering Maze of Sloth General Hazards
Foul Vapors - DC 17 (+1 per hour spent in the Festering Maze)
Blinding Sickness - DC 20
Filth Fever - DC 15
J1 Runeforge Sewers
● No changes except to Sobloch
Sobloch:
Sobloch CR 3
XP 800
Male advanced quasit (Pathfinder RPG Bestiary 66, 288)
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 101 (3d10+6); fast healing 2
Fort +3, Ref +7, Will +6
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +9 (1d4+1), 2 claws +9 (1d3+1 plus poison)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect good, detect magic, invisibility (self only)
. . 1/day—cause fear (30-ft. radius) (DC 13)
. . 1/week—commune (6 questions)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 15, Int 15, Wis 16, Cha 15
Base Atk +3; CMB +5; CMD 16
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +4 (+0 to jump), Bluff +8, Fly +22, Intimidate +8, Knowledge (planes) +8, Perception +9, Stealth +18
Languages Abyssal, Common; telepathy (by touch only)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or flock (2-12)
Treasure standard
--------------------
Special Abilities
--------------------
Change Shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph) (Su) You can change your form.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Poison (DC 17) (Ex) Claw—injury; save Fort DC 17; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Dexterity-based.
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
J2 Sluice Controls (CR 16)
● 4 PCs - 1 Advanced Water Elemental, and 2 Advanced Omox Demons
● 5 PCs - 1 Advanced Water Elemental, and 3 Advanced Omox Demons
● 6 PCs - 1 Mythic Water Elemental, and 4 Advanced Omox Demons
Demon, Omox:
Demon, Omox CR 13
XP 25,600
Male advanced omox (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 79)
CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 120 ft.; Perception +30
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 22 (+9 Dex, +1 dodge, +12 natural)
hp 188 (13d10+117)
Fort +17, Ref +15, Will +14
Defensive Abilities amorphous; DR 10/good; Immune acid, disease, electricity, paralysis, poison, polymorph, sleep, stunning; Resist cold 10, fire 10; SR 23
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 80 ft.
Melee 2 slams +23 (1d6+10 plus 3d6 acid and grab)
Ranged slime +22 (1d6+10 plus 3d6 acid and entangle)
Special Attacks smothering
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap, telekinesis (DC 21)
. . 3/day—control water, gaseous form, poison (DC 20), stinking cloud (DC 19)
. . 1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
--------------------
Statistics
--------------------
Str 30, Dex 29, Con 28, Int 19, Wis 23, Cha 22
Base Atk +13; CMB +23 (+27 grapple); CMD 43 (can't be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +25 (+29 to jump), Climb +34, Escape Artist +25, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +30, Sense Motive +22, Stealth +25 (+35 when submerged), Swim +34; Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious, compression
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary or clot (2-6)
Treasure standard
--------------------
Special Abilities
--------------------
Amorphous (Ex) Body is malleable and shapeless.
Amphibious (Ex) You can survive indefinitely on land.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Damage: Slam or Slime (3d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Acid You are immune to acid damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Liquid Leap (At will) (Sp) Dimension door within contiguous mass of liquid.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slime (DC 25) (Su) An omox's nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The s
Smothering (Ex) Suffocate grabbed foes.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 4, 1 omox 30% or 1d4 babaus 60%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Swim (80 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Elemental, Water, Elder :
This translucent creature's shape shifts between a spinning column of water and a crashing wave.
--------------------
Elemental, Water, Elder CR 12
XP 19,200
Male advanced elder water elemental (Pathfinder RPG Bestiary 126, 288)
N Huge outsider (elemental, extraplanar, water)
Init +8; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 17, flat-footed 19 (+8 Dex, +1 dodge, +11 natural, -2 size)
hp 184 (16d10+96)
Fort +16, Ref +20, Will +7
DR 10/—; Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., swim 90 ft.
Melee 2 slams +26 (2d10+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (10-60 ft. deep, 30 ft. wide, 2d10+12 damage, DC 30), water mastery
--------------------
Statistics
--------------------
Str 34, Dex 26, Con 23, Int 14, Wis 15, Cha 15
Base Atk +16; CMB +30 (+32 bull rush, +32 sunder); CMD 49 (51 vs. bull rush, 51 vs. sunder)
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack
Skills Acrobatics +27 (+23 to jump), Escape Artist +27, Knowledge (planes) +21, Perception +21, Stealth +19, Swim +39
Languages Aquan
--------------------
Ecology
--------------------
Environment any (plane of water)
Organization solitary, pair, or gang (3-8)
Treasure none
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Swim (90 feet) You have a Swim speed.
Vortex (10-60 ft. deep, 30 ft. wide, 2d10+12 damage, DC 30) (Su) Become a vortex which damages foe in same square and may trap them within (Ref part).
Water Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are in water, -4 otherwise.
Mythic Elemental, Water, Elder:
Mythic Elemental, Water, Elder CR 14/MR 5
XP 38,400
Mythic elder water elemental (Pathfinder RPG Mythic Adventures)
N Huge outsider (elemental, extraplanar, mythic, water)
Init +6; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 22 (+6 Dex, +2 dodge, +14 natural, -2 size)
hp 202 (16d10+114)
Fort +14, Ref +18, Will +6
DR 10/—, 10/epic; Immune bleed, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., swim 90 ft.
Melee 4 slams +24 (2d10+10/19-20/×3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, fast swallow, mythic power (5/day, surge +1d8), pressure wave, smother, swallow whole (2d10+10 bludgeoning damage, AC 17, 20 hp), vortex (DC 28), water mastery
--------------------
Statistics
--------------------
Str 30, Dex 22, Con 19, Int 12, Wis 13, Cha 11
Base Atk +16; CMB +28 (+30 bull rush, +32 grapple, +30 sunder); CMD 46 (48 vs. bull rush, 48 vs. sunder)
Feats Cleave, Dodge[M], Great Cleave, Improved Bull Rush, Improved Critical[M], Improved Sunder, Lightning Reflexes, Power Attack[M]
Skills Acrobatics +25 (+21 to jump), Escape Artist +25, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +17, Swim +37
Languages Aquan
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Fast Swallow (Ex) Can swallow foes as a free action any time during the rd, not just at the start.
Grab: Slam (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Pressure Wave (DC 22) (Su) Use 1 power to nauseate 1d4 and sicken 1d4 rd in 60 ft (Fort part). Use 2 power to also deal slam dam.
Smother (Ex) If you succeed at a grapple check, reduce the time the creature you are grappling can hold its breath by 1d6r
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Swallow Whole (2d10+10 bludgeoning damage, AC 17, 20 HP) (Ex) You can swallow smaller targets whole.
Swim (90 feet) You have a Swim speed.
Vortex (DC 28) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).
Water Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are in water, -4 otherwise.
J3 A Filthy Grave
Loot: bag of holding type i and:
● 4 PCs - rod of extend metamagic (normal)
● 5 PCs - rod of extend metamagic (normal) and rod of reach metamagic (lesser)
● 6 PCs - rod of extend metamagic (normal) and rod of merciful metamagic (normal)
Qlippoth, Chernobue CR 14
XP 38,400
Male advanced chernobue (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 220)
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +6; Senses darkvision 60 ft., scent; Perception +20
Aura misfortune (30 ft., DC 22)
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, -1 size)
hp 189 (13d10+117)
Fort +17, Ref +12, Will +13
DR 10/lawful; Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +22 (2d6+10 plus poison), 2 slams +22 (1d6+10/19-20 plus 1 Con), 2 tentacles +17 (1d6+5)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles, 10 ft. with slams)
Special Attacks horrific appearance (DC 22)
Spell-Like Abilities (CL 12th; concentration +18)
. . Constant—air walk, arcane sight
. . At will—chaos hammer (DC 20), darkness
. . 3/day—confusion (DC 20), dispel magic, protection from law, quickened darkness
. . 1/day—plane shift (DC 23)
--------------------
Statistics
--------------------
Str 30, Dex 22, Con 28, Int 17, Wis 21, Cha 23
Base Atk +13; CMB +24; CMD 40 (44 vs. trip)
Feats Blind-fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +21 (+25 to jump), Escape Artist +21, Intimidate +21, Knowledge (planes) +18, Perception +20, Sense Motive +20, Stealth +17
Languages Abyssal; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary, pair, or gang (3-6)
Treasure standard
--------------------
Special Abilities
--------------------
Aura of Misfortune (30 ft., DC 22) (Su) Lawful or good creatures take -1 penalty on attack and damage rolls. Lawful good take -3 penalty and are sickened (Fort neg.)
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (10/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Horrific Appearance (DC 22) (Su) Paralysis for 2d6 rounds. Will neg. (save each round).
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.
Light Vulnerability (Ex) A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (DC 25) (Su) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The save DC is Constitution-based.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Darkness) Spell-like ability is cast as a swift action up to 3/day.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (23) You have Spell Resistance.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
J5 Jordimandus’s Throne (CR 17)
● 4 PCs - Jordimandus, 4 Advanced Entropic Oozes, and 1 Advanced Omox Demon
● 5 PCs - Jordimandus, 4 Advanced Entropic Oozes, and 2 Advanced Omox Demons
● 6 PCs - Jordimandus, 4 Advanced Entropic Oozes, and 3 Advanced Omox Demons
(added a silent metamagic rod to Jordimandus for all those pesky Silence spells)
Tactics:
Jordimandus casts unseen servant, mage armor, greater darkvision and moment of prescience every day. Once he knows his maze has been invaded he casts stoneskin, tongues, heightened awareness, resist energy (fire), fly, cat's grace, shield, and control water(to flood the room). He begins combat by further flooding the room (via flash flood) plus quickened pilfering hand to grab and drop an opponent's weapon, then using his summoning and crowd control spells to try and keep the party occupied. As soon as he has the numbers evened out, he casts deflection in anticipation of a protracted battle.
When casting Summon Monster VIII, Jordimandus summons a Hezrou demon on first cast, and an Omox demon with the second cast.
Jordimandus :
Jordimandus CR 16
XP 76,800
Male human (pureblooded Azlanti) conjurer 15 (Pathfinder RPG Adventurer's Guide 63)
CE Medium humanoid (human)
Init +0; Senses Perception +16
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 26 (+4 armor, +2 deflection, +6 natural, +4 shield)
hp 190 (15d6+135)
Fort +16, Ref +8, Will +15
DR 10/adamantine (150 points); Immune sneak attacks
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (good)
Arcane School Spell-Like Abilities (CL 15th; concentration +20)
. . At will—dimensional steps (450 feet/day)
. . 8/day—acid dart (1d6+7 acid)
Conjurer Spells Prepared (CL 15th; concentration +20)
. . 8th—quickened dimension door, summon monster VIII (2)
. . 7th—quickened dispel magic, power word blind, summon monster VII (2)
. . 6th—quickened acid arrow (2), disintegrate (DC 21), greater dispel magic, summon monster VI
. . 5th—cloudkill (2, DC 22), dismissal (DC 20), feeblemind (DC 20), quickened shield, summon monster V, telekinesis (DC 20)
. . 4th—confusion (DC 19), dimension door (2), mnemonic enhancer, scrying (DC 19), stoneskin, summon monster IV
. . 3rd—dispel magic (2), fly, stinking cloud (2, DC 20), suggestion (DC 18), summon monster III
. . 2nd—acid arrow (2), false life, glitterdust (DC 19), hideous laughter (DC 17), resist energy, see invisibility
. . 1st—charm person (DC 16), grease (2), mage armor, obscuring mist, ray of enfeeblement (DC 16), summon monster I, unseen servant
. . 0 (at will)—acid splash, detect magic, mage hand, open/close (DC 15), prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 22, Int 20, Wis 12, Cha 15
Base Atk +7; CMB +9; CMD 21
Feats Alertness, Combat Casting, Craft Rod, Craft Wondrous Item, Eschew Materials, Great Fortitude, Greater Spell Focus (conjuration), Improved Familiar, Improved Iron Will, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Toughness
Skills Acrobatics +0 (-8 to jump), Bluff +17, Fly +21, Intimidate +17, Knowledge (arcana) +23, Knowledge (planes) +23, Perception +16, Sense Motive +3, Spellcraft +23
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Necril, Thassilonian
SQ arcane bond (Sobloch, quasit), demonically obese, heart of slime, immunity to critical hits, summoner's charm (7 rounds)
Combat Gear rod of absorption, silent metamagic rod; Other Gear cloak of resistance +3, handy haversack, ring of protection +2, spellbooks, diamond dust (worth 500 gp), ivory plaque (worth 50 gp), silver mirror (worth 1,000 gp)
--------------------
Special Abilities
--------------------
Acid Dart (1d6+7 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Demonically Obese (Ex) While Jordimandus’s fat grants a +4 natural armor bonus, it reduces his base speed to 10 feet.
Dimensional Steps (90 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (60 feet, Good) You can fly!
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Heart of Slime (Su) Jordimandus’s heart grants a +6 profane bonus to Constitution and renders him immune to critical hits and sneak attacks. The heart also effectively makes him immortal by ceasing his aging and nourishing him. Oozes do not attack Jordimandus as a result of his unholy heart. If all four of the oozes in the surrounding pipes are slain, Jordimandus's access to the life-giving humors ceases and his heart begins to decay. He immediately loses all the benefits granted him by the heart, and furthermore takes 1d6 points of Constitution drain each day until he perishes.
Immunity to Critical Hits (Ex) You are immune to critical hits.
Immunity to Sneak Attacks You are immune to sneak attacks.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sloth (Conjuration) The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Advanced entropic ooze:
Entropic Ooze CR 10
XP 9,600
Advanced entropic ooze (Pathfinder RPG Bestiary 288)
N Large ooze (extraplanar)
Init +0; Senses blindsight 60 ft., soulsight; Perception -3
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 159 (11d8+110)
Fort +13, Ref +3, Will +0
Immune negative energy, ooze traits; SR 24
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee slam +15 (2d6+12 plus energy drain)
Space 10 ft.; Reach 5 ft.
Special Attacks , DC 17), devour soul
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 30, Int —, Wis 5, Cha 14
Base Atk +8; CMB +17; CMD 27 (can't be tripped)
Skills Acrobatics +0 (-4 to jump), Climb +16
--------------------
Special Abilities
--------------------
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Climb (20 feet) You have a Climb speed.
Devour Soul (Su) A living creature slain by an entropic ooze has its soul devoured by the ooze. Such a creature cannot be returned to life until the entropic ooze that contains its soul is slain.
Energy Drain (2 levels, DC 17)) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Negative Energy You are immune to negative energy.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ooze Traits Oozes have many immunities.
Soulsight (120 ft.) Sense living creatures without seeing them.
Spell Resistance (24) (against positive energy) You have Spell Resistance.
Advanced Omox Demon:
Omox (Demon) CR 13
XP 25,600
Male advanced omox (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 79)
CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 120 ft.; Perception +30
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 22 (+9 Dex, +1 dodge, +12 natural)
hp 188 (13d10+117)
Fort +17, Ref +15, Will +14
Defensive Abilities amorphous; DR 10/good; Immune acid, disease, electricity, paralysis, poison, polymorph, sleep, stunning; Resist cold 10, fire 10; SR 23
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 80 ft.
Melee 2 slams +23 (1d6+10 plus 3d6 acid and grab)
Ranged slime +22 (1d6+10 plus 3d6 acid and entangle)
Special Attacks smothering
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap, telekinesis (DC 21)
. . 3/day—control water, gaseous form, poison (DC 20), stinking cloud (DC 19)
. . 1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
--------------------
Statistics
--------------------
Str 30, Dex 29, Con 28, Int 19, Wis 23, Cha 22
Base Atk +13; CMB +23 (+27 grapple); CMD 43 (can't be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +25 (+29 to jump), Climb +34, Escape Artist +25, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +30, Sense Motive +22, Stealth +25 (+35 when submerged), Swim +34; Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious, compression
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary or clot (2-6)
Treasure standard
--------------------
Special Abilities
--------------------
Amorphous (Ex) Body is malleable and shapeless.
Amphibious (Ex) You can survive indefinitely on land.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Damage: Slam or Slime (3d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Acid You are immune to acid damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Liquid Leap (At will) (Sp) Dimension door within contiguous mass of liquid.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slime (DC 25) (Su) An omox's nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The s
Smothering (Ex) Suffocate grabbed foes.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 4, 1 omox 30% or 1d4 babaus 60%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Swim (80 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Loot:
2 immovable rods, spellbooks (worth 7,000gp, containing all prepared spells, all core conjuration spells of 7th level and lower, and greater planar binding), scroll of planar ally, scroll of teleport, scroll of stone to flesh, and:
● 4 PCs - page of spell knowledge IV (flame steed) and page of spell knowledge III (storm step)
● 5 PCs - page of spell knowledge IV (flame steed), page of spell knowledge III (storm step) and rod of merciful spell (normal)
● 6 PCs - page of spell knowledge IV (flame steed), page of spell knowledge III (storm step) and rod of reach spell (normal)
I2 The Peacock Shrine
● 4 PCs: 6 False Vraxeris
● 5 PCs: 8 False Vraxeris
● 6 PCs: 10 False Vraxeris
The different clones are a bit disorganized and does not coordinate that well. Some infighting might occur when they might try kill steal from each other. Do not send 10 empowered fireballs straight into the group.
False Vraxeris :
False Vraxeris CR 10
XP 9,600
Male human (pureblooded Azlanti) illusionist 10 (Pathfinder RPG Adventurer's Guide 63)
NE Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+1 deflection, +2 Dex, +4 shield)
hp 101 (10d6+64)
Fort +9, Ref +8, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +7 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 10th; concentration +14)
. . At will—invisibility field (10 rounds/day)
. . 7/day—blinding ray
Illusionist Spells Prepared (CL 10th; concentration +14)
. . 5th—feeblemind (DC 19), empowered fireball (DC 17), shadow evocation (2, DC 21)
. . 4th—confusion (DC 18), greater invisibility, phantasmal killer (DC 20), phantasmal killer (2, DC 20), empowered scorching ray
. . 3rd—dispel magic, displacement, extended false life, fireball (DC 17), major image (2, DC 19)
. . 2nd—invisibility (2), minor image (2, DC 18), mirror image, resist energy, scorching ray
. . 1st—charm person (DC 15), magic missile (2), ray of enfeeblement (DC 15), shield, silent image (2, DC 17)
. . 0 (at will)—arcane mark, ghost sound (DC 16), mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 19, Wis 13, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Greater Spell Focus (illusion), Scribe Scroll, Spell Focus (illusion), Toughness
Skills Acrobatics +3, Appraise +5, Bluff +4, Climb +1, Diplomacy +12, Disguise +4, Escape Artist +3, Fly +3, Heal +2, Intimidate +4, Knowledge (arcana) +18, Knowledge (nobility) +17, Knowledge (religion) +14, Perception +11, Ride +3, Sense Motive +11, Spellcraft +17, Stealth +23 (+43 when immobile), Survival +2, Swim +1
Languages Aklo, Azlanti, Draconic, Giant, Necril, Thassilonian
SQ arcane bond (ring of protection +1), extended illusions (5 rounds)
Other Gear mwk dagger, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, noble's outfit (worth 200 gp), spellbook
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (7/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Illusions (+5 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Invisibility Field (10 rounds/day) (Sp) As a swift action, become invisible as greater invisibility.
Pride (Illusion) Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Note: It is very easy to overwhelm a party with too many offensive spells regardless of the number of PCs. I reduced this by having half of the simulacra doing offense while the other half buffed, to allow PCs an opportunity to cast spells like spell immunity and protection from energy.
I3 Meditation Room
Treasure changed to:
○ Golden peacock worth 1,000gp
○ Library worth 2,000gp
○ Ring of wizardry ii
○ Minor cloak of displacement
○ Robe of stars
○ Spellbook worth 10,000gp
I4 Vraxeris’s Library
Treasure changed to:
○ 4 PCs: Page of Spell Knowledge V (Seeming)
○ 5 PCs:
○ 6 PCs: Page of Spell Knowledge VI (Veil)
I6 Vraxeris’s Bedroom
● No changes
Note: To make this encounter a more legitimate combat, each Delvahine can be a Bard Succubus (CR 8) and given ABP bonuses. I elected not to, as I preferred not to treat this as a combat encounter at all.
H1 Cathedral of Seduction
● 1 Daughter of Delvahine per PC
Daughter of Delvahine:
Daughter of Delvahine #2 CR 9
XP 6,400
Female alu-demon fighter 4/submissive 5 (Tome of Horrors Complete)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 120 ft.; Perception +21
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 23 (+7 armor, +3 Dex, +1 dodge, +6 natural)
hp 176 (15d10+94)
Fort +18, Ref +14, Will +12 (+1 vs. fear)
DR 5/good or cold iron, 5/lethal; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (average)
Melee +2 ranseur +22/+17/+12 (2d4+25/19-20/×3) or
. . 2 claws +14 (1d6+7)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 ranseur)
Spell-Like Abilities (CL 6th; concentration +10)
. . 3/day—charm person (DC 15), detect thoughts (DC 16), disguise self, suggestion (DC 17)
. . 1/day—dimension door
--------------------
Statistics
--------------------
Str 23, Dex 16, Con 21, Int 14, Wis 13, Cha 18
Base Atk +15; CMB +19; CMD 35
Feats Dodge, Endurance, Flyby Attack, Great Fortitude, Improved Critical (ranseur), Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus (ranseur), Weapon Specialization (ranseur)
Skills Acrobatics +3, Appraise +4, Bluff +23, Climb +6, Diplomacy +6, Disguise +6, Escape Artist +17, Fly +20, Heal +3, Intimidate +6, Knowledge (planes) +18, Perception +21, Perform (sing) +10, Ride +3, Sense Motive +20, Stealth +20, Survival +3, Swim +6
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ armor training 1, beauty of blood, mistress, mistress said so, mock obedience, pain is pleasure, shield the mistress, tirelessness, vampiric claws, vampiric touch
Other Gear +1 breastplate, +2 ranseur, belt of mighty constitution +2, bracers of armor +3, jewelry (worth 8,000 gp)
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Beauty of Blood (Ex) Submissives are immune to bleed damage,
and take 1 fewer point of damage from all slashing attacks.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (120 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (50 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Mistress (Ex) The succubus Delvahine is the mistress to all four of these alu-demon submissives. If any of these alu-demons ever willingly disobeys Delvahine or willingly allows her to
come to harm, they lose all of their supernatural abilities save for their vamp
Mistress Said So (Su) The alu-demon submissives gain a +1 morale bonus on all attack rolls, saving throws, skill checks, and ability checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mock Obedience (Su) Any time an alu-demon submissive is affected by a charm or compulsion effect, she may make a second saving throw to break its hold at any time as an immediate action.
Pain is Pleasure (Ex) An alu-demon submissive has damage reduction 5/— against nonlethal damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shield the Mistress (Ex) Whenever Delvahine would be hit by a ranged attack or melee attack and the alu-demon submissive is within 5 feet of Delvahine, the submissive may make a DC 20 Reflex save to be hit by the attack instead. If Delvahine is forced to make a Reflex save a
Spell Resistance (16) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Tirelessness (Ex) A submissive gains a +5 bonus on saving
throws against sleep and fatigue effects.
Vampiric Claws (Su) Each time an alu-demon damages a foe with her claw attack, she gains temporary hit points equal to the amount of damage she inflicted. She cannot gain more hit points in one strike than her target’s current hit points + the target’s Constitution
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack
H3 Mr. Mutt
● No changes
H6 Pavilion Entrance
● 1 Enslaved Stone Giant per PC
Enslaved Stone Giant:
Enslaved Stone Giant CR 11
XP 12,800
Male advanced stone giant fighter 2 (Pathfinder RPG Bestiary 151, 288)
N Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 22 (+4 Dex, +13 natural, -1 size)
hp 151 (14 HD; 12d8+2d10+86)
Fort +17, Ref +8 (+4 to catch a thrown rock), Will +9 (+1 vs. fear)
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 greatsword +19/+14/+9 (3d6+25/17-20) or
. . 2 slams +12 (1d8+8)
Ranged rock +10/+5/+0 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
--------------------
Statistics
--------------------
Str 31, Dex 19, Con 23, Int 14, Wis 16, Cha 14
Base Atk +11; CMB +19; CMD 36
Feats Blood For The Empire, Improved Critical (greatsword), Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (greatsword)
Skills Acrobatics +12 (+16 to jump), Climb +27, Intimidate +19, Perception +20, Stealth +6 (+14 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
Other Gear +1 chain shirt, +1 greatsword
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), band (4-8), hunting party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and 4-6 dire bears)
Treasure standard (greatclub, other treasure)
--------------------
Special Abilities
--------------------
Blood for the Empire When attack target dmgd by ally last rnd, +2 to attack and wep dam. 1 rnd haste when ally dies.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 ft.) (Ex) You can throw big rocks. They hurt.
THE HEROES ARE NOW 15TH LEVEL.
H7 Mistress Delvahine’s Chambers
● 4 PCs: Delvahine and 1 Greater Shadow
● 5 PCs: Delvahine and 2 Greater Shadows
● 6 PCs: Delvahine and 4 Greater Shadows
Delvahines Shadow servants are hiding behind the draperies until their mistress calls for them
Treasure Changed to::
● Treasure changed to:
○ Handy haversack
○ 6 potions of cure moderate wounds
○ 2 potions of remove disease
○ 1 potion of remove paralysis
○ 1 scroll of heal
○ Obsidian raven figurine of wondrous power
Delvahine:
Delvahine CR 16
XP 76,800
Female succubus bard 7/dominant 5 (Pathfinder RPG Bestiary 68)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good, detect good; Perception +34
--------------------
Defense
--------------------
AC 29, touch 16, flat-footed 23 (+6 armor, +6 Dex, +7 natural)
hp 262 (20 HD; 12d8+8d10+167)
Fort +15, Ref +20, Will +17; +4 vs. bardic performance, language-dependent, and sonic
DR 10/good or cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (average)
Melee +1 dagger +22/+17/+12 (1d4+5/19-20) or
. . sadist's lash +23/+18/+13/+8 (1d3+5 nonlethal) or
. . 2 claws +18 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with sadist's lash)
Special Attacks agonizing touch, bardic performance 29 rounds/day (move action; countersong, distraction, fascinate [DC 26], inspire competence +3, inspire courage +2, suggestion [DC 26]), binding whip, deadly whip, energy drain (1 level, DC 27), penetrating whip, profane gift
Spell-Like Abilities (CL 8th; concentration +21)
. . Constant—detect good, tongues
. . At will—charm monster (DC 28), detect thoughts (DC 25), ethereal jaunt (self plus 50 lbs. of objects only), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 27), vampiric touch
. . 1/day—dominate person (DC 29), summon (level 3, 1 babau 50%)
Bard Spells Known (CL 12th; concentration +25)
. . 4th (6/day)—dominate person (DC 28), freedom of movement, greater invisibility, shout (DC 27)
. . 3rd (7/day)—confusion (DC 27), dispel magic, displacement, haste
. . 2nd (8/day)—blindness/deafness (DC 25), cure moderate wounds, eagle's splendor, hold person (DC 26), minor image (DC 25)
. . 1st (9/day)—alarm, animate rope, cure light wounds, grease, hideous laughter (DC 25), unseen servant
. . 0 (at will)—ghost sound (DC 23), mage hand, mending, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 18, Dex 23, Con 26, Int 16, Wis 14, Cha 37
Base Atk +16; CMB +21; CMD 36
Feats Arcane Strike, Combat Reflexes, Dazzling Display, Double Slice, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Spell Focus (enchantment), Two-weapon Fighting, Weapon Finesse, Weapon Focus (whip)
Skills Acrobatics +37, Appraise +4, Bluff +41, Climb +5, Diplomacy +37, Disguise +14, Escape Artist +29, Fly +37, Heal +11, Intimidate +37, Knowledge (arcana) +20, Knowledge (local) +7, Knowledge (planes) +20, Perception +34, Perform (dance) +37, Perform (oratory) +37, Ride +7, Sense Motive +37, Stealth +30, Survival +3, Swim +5; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic, Thassilonian; telepathy 100 ft., tongues SQ bardic knowledge +3, change shape (small/medium humanoid; alter self), enchantment specialization, lore master 1/day, versatile performances (dance, oratory)
Other Gear +2 glamered mithral chain shirt, +1 dagger, sadist's lash, belt of physical might +4 (Dex, Con)
--------------------
Special Abilities
--------------------
Agonizing Touch (Su) Delvahine can deal 1d3 points of nonlethal damage with a touch attack at will as a standard action. She deals an additional 1d3 points of nonlethal damage with her natural attacks.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 29 rounds/day) Your performances can create magical effects.
Binding Whip (Ex) Delvahine does not provoke attacks of opportunity when she uses a whip in melee. She can also attempt to entangle a Large or smaller foe with a whip—to do so, she makes a touch attack against a target. If she hits, the target is entangled. If she s
Change Shape (small/medium humanoid; alter self) (Su) You can change your form.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Whip) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Whip (Ex) Delvahine can choose to deal normal damage with a whip rather than nonlethal damage.
Detect Good (Ex) Enchantment Specialization (Ex) Delvahine gains a +1 bonus to overcome SR when she casts dominate person, and the save DC of any dominate person spell she casts increases by 1.
Energy Drain (1 level, DC 27) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fly (50 feet, Average) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Penetrating Whip (Su) Delvahine can harm any foe with her whip, regardless of the foe’s armor or natural armor bonuses.
Profane Gift (1/day) (Su) Full rd action to give humanoid +2 to an attribute, telepathic link. Can withdraw for 2d6 Cha drain.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Summon (level 3, 1 babau 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Versatile Performance (Dance) +37 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +37 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Advanced Greater Shadow:
Greater Shadow CR 9
XP 6,400
Male advanced greater shadow (Pathfinder RPG Bestiary 245, 288)
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 22, touch 22, flat-footed 14 (+4 deflection, +7 Dex, +1 dodge)
hp 76 (9d8+36)
Fort +7, Ref +10, Will +9
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
Melee incorporeal touch +13 (1d8 Str)
Special Attacks create spawn
--------------------
Statistics
--------------------
Str —, Dex 24, Con —, Int 10, Wis 16, Cha 19
Base Atk +6; CMB +13; CMD 28
Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception), Skill Focus (Stealth)
Skills Fly +17, Perception +15, Stealth +22 (+26 in dim light, +18 in bright light); Racial Modifiers +4 Stealth in dim light, -4 Stealth in bright light
--------------------
Ecology
--------------------
Environment any
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (40 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
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 Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Strength Damage (Incorporeal Touch: 1d8 ) (Su) Attack causes Ability Damage
Undead Traits Undead have many immunities.
H8 Delvahine’s Boudoir
● 4 PCs: 2 Quickling Shining Children
● 5 PCs: 2 Quickling Shining Children
● 6 PCs: 3 Quickling Shining Children
Quickling Shining Child:
Shining Child CR 13 XP 25,600
Quickling shining child (Pathfinder RPG Bestiary 2 245)
CE Medium outsider (evil, extraplanar)
Init +15; Senses darkvision 120 ft.; Perception +29
Aura blinding light (DC 25)
--------------------
Defense
--------------------
AC 36, touch 29, flat-footed 24 (+7 deflection, +7 Dex, +5 dodge, +7 natural)
hp 208 (16d10+80); fast healing 4
Fort +15, Ref +14, Will +10
Immune blindness, fire, poison; Resist cold 10, sonic 10
Weaknesses aging vulnerability
--------------------
Offense
--------------------
Speed 120 ft., fly 50 ft. (perfect)
Special Attacks burning touch, quickling casting, rapid actions, searing ray
Spell-Like Abilities (CL 12th; concentration +19)
. . At will—greater teleport (self plus 50 lbs.), light, major image (DC 20)
. . 3/day—greater dispel magic, mirage arcana (DC 22), rainbow pattern (DC 22), spell turning, sunbeam (DC 24), wall of force
. . 1/day—scintillating pattern, screen, symbol of insanity (DC 25)
--------------------
Statistics
--------------------
Str 10, Dex 25, Con 20, Int 15, Wis 11, Cha 24
Base Atk +16; CMB +16; CMD 45
Feats Ability Focus (blinding light), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quick Draw, Skill Focus (Perception), Spring Attack, Weapon Finesse
Skills Acrobatics +17 (+53 to jump), Bluff +26, Diplomacy +23, Fly +15, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +29, Spellcraft +21, Use Magic Device +26; Racial Modifiers +10 Acrobatics, +4 Perception
Languages Common, Understands Creator's Language; telepathy 120 ft.
SQ radiant armor, rapid aging
--------------------
Special Abilities
--------------------
Aging Vulnerability (Ex) A quickling takes 50% more damage from aging effects, including the number of years aged.
Blinding Light (DC 25) (Ex) A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by
Burning Touch (Su) A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be 'ext
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Fast Healing 4 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Blindness You are immune to blindness.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quickling Casting (Ex) Spells and spell-like abilities cast with reduced time and either a switch or attack action.
Radiant Armor +7 (Su) The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.
Rapid Actions (Ex) Have one extra atack or move action a round.
Rapid Aging (Ex) A quickling ages 4 years for every 1 year that passes.
Searing Ray (Su) A shining child's primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (120 feet) (Su) Communicate telepathically if the target has a language.
Part Five: The Vault of Greed G1 Pilfer’s Bane:
• Crushing Door Perception 28 Disable Device 28
• Effect: Crush 15D10 Bludgeoning DC 25 Reflex to Avoid
G2 Morphic Mist:
• Baleful Polymorph DC 25 Fortitude Save
Fountains:
• 4 Heroes 4 Stone Golems
• 5 Heroes 4 Stone Golems
• 6 Heroes 4 Advanced Stone Golems
Fountain Stone Golem:
Fountain Stone Golem CR 13
XP 25,600
Stone golem (Pathfinder RPG Bestiary 163)
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 27, touch 9, flat-footed 27 (+18 natural, -1 size)
hp 174 (18d10+30)
Fort +6, Ref +6, Will +6
DR 10/adamantine; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +26 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow
--------------------
Statistics
--------------------
Str 28, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +28; CMD 38
Skills Acrobatics +0 (-4 to jump)
--------------------
Special Abilities
--------------------
Construct Traits (+30 HP) Constructs have many immunities.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy 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 Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows a stone golem (
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 Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Slow (DC 19) (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 9 rounds, requiring a DC 19 Will save to negate. The save DC is Constitution
G6 Research Center:
• 4 Heroes Ordikon The Mithral Mage and The Platinum Man
• 5 Heroes Ordikon The Mithral Mage and The Platinum Man
• 6 Heroes Ordikon The Mithral Mage and The Platinum Man (Advanced)
(added a silent metamagic rod to Azaven for all those pesky Silence spells)
Ordikon The Mithral Mage:
Ordikon The Mithral Mage CR 14
XP 38,400
Mithral-clad human (Azlanti, Pureblooded) transmuter 14 (Pathfinder Campaign Setting: Inner Sea Magic 17)
NE Medium humanoid (human)
Init +4; Senses Perception +16
--------------------
Defense
--------------------
AC 33, touch 15, flat-footed 28 (+4 armor, +4 Dex, +1 dodge, +10 natural, +4 shield)
hp 228 (14d6+144)
Fort +13, Ref +10, Will +13
Defensive Abilities fortification 75%; DR 10/adamantine (140 points); Resist electricity 30, fire 15
--------------------
Offense
--------------------
Speed 60 ft.
Melee staff of mithral might +11/+6 (1d6+5) or
. . slam +4 (1d8+1)
Arcane School Spell-Like Abilities (CL 14th; concentration +22)
. . At will—change shape (beast shape iii or elemental body ii, 14 rounds/day)
. . 11/day—telekinetic fist (1d4+7 bludgeoning)
Transmuter Spells Prepared (CL 14th; concentration +22)
. . 7th—limited wish, prismatic spray, reverse gravity (2), shadow body[OA]
. . 6th—disintegrate (2, DC 26), greater dispel magic, flesh to stone (DC 26), quickened scorching ray (2)
. . 5th—baleful polymorph (2, DC 25), dismissal (DC 23), quickened magic missile (2), wall of force
. . 4th—dimension door (2), fear (DC 22), obsidian flow[UC] (DC 24), mass reduce person (2, DC 24), stoneskin, symbol of slowing[UM] (DC 24)
. . 3rd—extended false life, fireball (2, DC 21), fleshwarping swarm, fly, protection from energy, slow (2, DC 23)
. . 2nd—acid arrow, cat's grace (2), glitterdust (DC 20), extended mage armor, resist energy, scorching ray (2)
. . 1st—expeditious retreat, grease, magic missile (2), reduce person (2, DC 21), shield (2)
. . 0 (at will)—acid splash, arcane mark, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 24, Int 26, Wis 14, Cha 14
Base Atk +7; CMB +9; CMD 24
Feats Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (transmutation), Quicken Spell, Scale And Skin, Scribe Scroll, Spell Focus (transmutation), Tenacious Transmutation[APG], Time Stutter
Skills Acrobatics +4 (+16 to jump), Appraise +25, Craft (Metal Working ) +25, Fly +21, Knowledge (arcana) +25, Knowledge (engineering) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Perception +16, Sense Motive +16, Spellcraft +25, Swim -2
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Infernal, Thassilonian
SQ arcane bond (staff of mithral might), mithral limbs, physical enhancement (+3)
Combat Gear pearl of power (2nd level), staff of mithral might[UE] , silent metamagic rod; Other Gear cloak of resistance +2, headband of vast intelligence +4, rod of metal and mineral detection
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of mithral might) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Change Shape II (beast shape iii or elemental body ii, 14 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Damage Reduction (10/adamantine [140 points]) You have Damage Reduction against all except Adamantine attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Greed (Transmutation) Transmuters use magic to change the world around them.
Mithral Limbs (Ex) Natural attacks and grapple are mithral.
Physical Enhancement +3 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scale and Skin When transmutation spell affects you, gain +1 or +2 to natural armor.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+7 bludgeoning, 11/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Tenacious Transmutation Caster level checks to dispel your transmutations increase by 2. Negated transmutations last 1 more round before dissipating.
Time Stutter (1/day) (Sp) Use time stop for 1 round
The Platinum Man:
The Platinum Man CR 17
XP 102,400
Shield guardian platinum-clad iron golem (Pathfinder Campaign Setting: Tombs of Golarion, Pathfinder RPG Bestiary 158, 162)
N Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 36, touch 11, flat-footed 34 (+2 Dex, +25 natural, -1 size)
hp 250 (22d10+30); fast healing 5
Fort +7, Ref +9, Will +8
Defensive Abilities light fortification; DR 15/adamantine; Immune construct traits, magic; Resist electricity 5, fire 20
--------------------
Offense
--------------------
Speed 10 ft.
Melee 2 slams +27 (2d10+36/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, powerful blows
Spell-Like Abilities (CL 18th; concentration +15)
. . —spell storing
--------------------
Statistics
--------------------
Str 34, Dex 14, Con —, Int —, Wis 12, Cha 5
Base Atk +22; CMB +29; CMD 47
Feats Power Attack
Skills Acrobatics +2 (-6 to jump)
SQ controlled, find master, guard, shield other
--------------------
Special Abilities
--------------------
Breath Weapon (1/1d4+1 rounds, DC 21) (Su) 10-ft. cube, poison, usable every 1d4+1 rds.
Construct Traits (+30 HP) Constructs have many immunities.
Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).
Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy 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 Magic (Ex) Immune to spells that allow SR, with some exceptions.
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 Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Fortification (Ex) 50% chance to treat any critical hit or sneak attack as a normal attack
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 21) Poison: Breath weapon—inhaled; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Powerful Blows (Ex) Slam attacks deal 1-1/2 times Str bonus and threatens critical on 19-20.
Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would
Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store anot
G7 Hall of Golden Repose:
• No Changes except the changes to Zuvuzeg
Zuvuzeg:
Zuvuzeg CR 15
XP 51,200
Male advanced nalfeshnee (Pathfinder RPG Bestiary 65, 288)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +33
Aura unholy aura (DC 25)
--------------------
Defense
--------------------
AC 33, touch 15, flat-footed 30 (+4 deflection, +3 Dex, +18 natural, -2 size)
hp 231 (14d10+154)
Fort +24, Ref +11, Will +23
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (poor)
Melee bite +21 (3d8+21/19-20), 2 claws +21 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th; concentration +19)
. . Constant—true seeing, unholy aura (DC 25)
. . At will—call lightning (DC 20), feeblemind (DC 22), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), slow (DC 20)
. . 1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
--------------------
Statistics
--------------------
Str 36, Dex 17, Con 33, Int 27, Wis 26, Cha 24
Base Atk +14; CMB +25 (+27 bull rush); CMD 46 (48 vs. bull rush)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +24, Diplomacy +24, Fly +12, Intimidate +21, Knowledge (arcana) +25, Knowledge (Enter Choice) +22, Knowledge (planes) +25, Perception +33, Sense Motive +25, Spellcraft +25, Stealth +12, Use Magic Device +24; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)
Treasure standard
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (40 feet, Poor) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (25) You have Spell Resistance.
Summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Unholy Aura (Constant, DC 25) (Sp) Defense against good creatures and lesser globe of invulnerability.
Unholy Nimbus (DC 24) (Su) Explosion of light dazes foes for 1d10 rds. (Will neg)
Part Four: The Ravenous Crypts F1 Crypts of the Builders:
• 4 Heroes 6 Thassilonian Mummies
• 5 Heroes 8 Thassilonian Mummies
• 6 Heroes 10 Thassilonian Mummies
Thassilonian Mummy:
Thassilonian Mummy CR 10
XP 9,600
Advanced mummy (Pathfinder RPG Bestiary 210, 288)
LE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +30
Aura despair (DC 23)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 208 (16d8+112)
Fort +11, Ref +8, Will +16; +3 profane bonus vs. channeled positive energy
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 20 ft.
Melee slam +19 (6d6+26 plus mummy rot)
--------------------
Statistics
--------------------
Str 28, Dex 14, Con —, Int 10, Wis 20, Cha 20
Base Atk +12; CMB +18; CMD 33
Feats Improved Initiative, Improved Natural Attack (slam), Improved Vital Strike, Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (slam)
Skills Acrobatics +18 (+14 to jump), Perception +30, Sense Motive +24, Stealth +21
Languages Common
SQ mummy rot
--------------------
Special Abilities
--------------------
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Despair (DC 23) (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours.
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.
Mummy Rot (1d6 Con and Cha, DC 23) (Su) Heal spells cast on cursed foe require DC 20 CL check. If die by disease body is dusted.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.
F3 The Crypt of Lord Mankary:
• No Changes except the changes to the Armored Golem
Armored Clay Golem:
Armored Clay Golem CR 14
XP 38,400
Clay golem (Pathfinder RPG Bestiary 159)
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 31, touch 9, flat-footed 31 (+6 armor, +16 natural, -1 size)
hp 198 (21d10+30)
Fort +7, Ref +7, Will +8
DR 10/adamantine, 10/bludgeoning; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +28 (2d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, cursed wound, haste
--------------------
Statistics
--------------------
Str 26, Dex 10, Con —, Int —, Wis 12, Cha 1
Base Atk +21; CMB +30; CMD 40
Skills Acrobatics +0 (-4 to jump)
--------------------
Special Abilities
--------------------
Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature
Construct Traits (+30 HP) Constructs have many immunities.
Cursed Wound (Ex) The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the inju
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy 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 Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A move earth spell drives the golem back 120 feet an
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 Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
F4 Infusion Chamber:
• There is now a Nightwalker instead of a Nightwing comes through the portal
• 4 Heroes 1 Nightwalker
• 5 Heroes 1 Nightwalker and 2 Greater Shadows
• 6 Heroes 1 Nightwalker and 4 Greater Shadows
Nightwalker:
Nightwalker CR 16
XP 76,800
Nightwalker nightshade (Pathfinder RPG Bestiary 2 201)
CE Huge undead (extraplanar, nightshade)
Init +2; Senses darksense, darkvision 60 ft., low-light vision; Perception +29
Aura desecrating aura (30 ft.)
--------------------
Defense
--------------------
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, -2 size)
hp 294 (21d8+126)
Fort +15, Ref +11, Will +19
DR 15/good, 15/silver; Immune cold, undead traits; SR 27
Weaknesses light aversion
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +23 (3d6+22/19-20 plus 4d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 9/day (DC 30, 8d6), fear gaze, swift sundering
Spell-Like Abilities (CL 16th; concentration +22)
. . Constant—air walk, detect magic, magic fang
. . At will—contagion (DC 20), deeper darkness, greater dispel magic, unholy blight (DC 20)
. . 3/day—confusion (DC 20), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 20)
. . 1/day—cone of cold (DC 21), finger of death (DC 23), plane shift (DC 23), summon (level 7, 4 greater shadows)
--------------------
Statistics
--------------------
Str 35, Dex 14, Con —, Int 20, Wis 20, Cha 22
Base Atk +15; CMB +27 (+29 disarm, +31 sunder); CMD 41 (43 vs. disarm, 43 vs. sunder)
Feats Combat Expertise, Command Undead, Greater Sunder, Greater Vital Strike, Improved Critical (claw), Improved Disarm, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike
Skills Acrobatics +2 (+6 to jump), Intimidate +30, Knowledge (arcana) +29, Knowledge (planes) +26, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim +33; Racial Modifiers +8 Stealth in darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Command Undead (DC 30) Channel energy can take control of undead.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/silver) You have Damage Reduction against all except Silver attacks.
Darksense (Ex) True seeing in dim light and darkness
Darkvision (60 feet) You can see in the dark (black and white only).
Desecrating Aura (30 ft.) (Su) Undead within 30' gain +2 to hit and damage. The save DC of channeled negative energy is increased by +6.
Energy Damage: Claw (4d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Fear Gaze (DC 26) (Su) Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
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.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Light Aversion (Ex) Sickened in bright light, double penalties in natural sunlight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nightshade Channel Negative Energy 8d6 (9/day, DC 30) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Unholy Blight) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (27) You have Spell Resistance.
Summon (level 7, 4 greater shadows, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Swift Sundering (Su) A nightwalker can make a sunder attempt as a swift action with one of its claws.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Greater Shadow:
Greater Shadow CR 10
XP 9,600
Advanced greater shadow (Pathfinder RPG Bestiary 245, 288)
CE Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +23
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 157 (11d8+88)
Fort +10, Ref +12, Will +12; +6 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
--------------------
Statistics
--------------------
Str —, Dex 24, Con —, Int 10, Wis 16, Cha 20
Base Atk +8; CMB +17; CMD 31
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Perception), Toughness
Skills Fly +25, Intimidate +19, Perception +23, Stealth +21 (+25 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ create spawn, strength damage
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (40 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
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 Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Strength Damage (Su) A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities.
F7 Xyoddin’s Laboratory:
• No Changes except the changes to Xyoddin
Xyoddin:
Xyoddin Xerriock CR 15
XP 51,200
Ravenous dread zombie human (Azlanti, Pureblooded) aristocrat 2/rogue (unchained) 12 (Pathfinder Unchained 20)
CE Medium undead (humanoid, human)
Init +10; Senses darkvision 120 ft., low-light vision; Perception +30
Aura unnatural aura (30 ft.)
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 23 (+7 armor, +2 deflection, +6 Dex, +4 natural)
hp 300 (16d8+204); cannibalistic healing 10
Fort +18, Ref +21, Will +13; +3 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +2, danger sense +4, improved evasion, improved uncanny dodge; DR 5/—; Immune undead traits
Weaknesses ravenous body
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine blade +21/+16/+11 (1d4+10/15-20) or
. . human bane blade +22/+17/+12 (1d4+11/15-20 plus 2d6 vs. Human) or
. . unarmed strike +21/+16/+11 (1d3+9)
Special Attacks brain consumption (DC 26), command zombies, favored prey (+2 vs. humanoid, +4 vs. Human), hungry frenzy, hungry special attacks, sneak attack (unchained) +7d6
--------------------
Statistics
--------------------
Str 26, Dex 22, Con —, Int 14, Wis 14, Cha 30
Base Atk +11; CMB +21 (+23 grapple); CMD 37 (39 vs. grapple)
Feats Accomplished Sneak Attacker, Blind-fight, Combat Expertise, Double Slice, Greater Two-weapon Fighting, Improved Critical (better war razor), Improved Feint, Improved Grapple, Improved Initiative, Improved Two-weapon Fighting, Improved Unarmed Strike, Toughness, Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (better war razor)
Skills Acrobatics +30, Appraise +3, Bluff +30 (+32 vs. humanoid, +34 vs. Human), Climb +21, Diplomacy +30, Disguise +11, Escape Artist +30, Fly +7, Heal +3, Intimidate +34, Knowledge (nobility) +15, Perception +30 (+32 vs. humanoid, +34 vs. Human), Perform (string instruments) +17, Ride +7, Sense Motive +22 (+24 vs. humanoid, +26 vs. Human), Sleight of Hand +26, Stealth +30, Survival +15 (+17 vs. humanoid, +19 vs. Human), Swim +9; Racial Modifiers +2 Bluff vs. humanoid, +4 Bluff vs. Human, +2 Perception vs. humanoid, +4 Perception vs. Human, +2 Sense Motive vs. humanoid, +4 Sense Motive vs. Human, +2 Survival vs. humanoid, +4 Survival vs. Human
Languages Azlanti, Common, Giant, Thassilonian
SQ ageless, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +8, combat trick, hunter's surprise[APG], improved evasion, surprise attacks, weapon training), sprint, trapfinding +6
Other Gear +3 mithral chain shirt, adamantine blade, human bane blade , amulet of natural armor +2, cloak of resistance +2, ring of protection +2
--------------------
Special Abilities
--------------------
Ageless (Ex) A ravenous creature does not age as long as it is not starving.
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Brain Consumption (DC 26) (Ex) Instantly kill pinned or helpless foe by eating its brain.
Cannibalistic Healing 10 (Ex) Gain fast healing 10 if have fed on flesh of own kind within 24 hours.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Command Zombies (Su) Command normal zombies within 30 ft.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (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.
Favored Prey (+2 vs. humanoid, +4 vs. Human) (Ex) +2 to damage, Bluff, Perception, Sense Motive, and Survival vs. same type. Same kind increases bonus to +4.
Hungry Frenzy (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC vs. own kind. Doubles when starving.
Hungry Special Attacks (Ex) Creatures of same kins take -2 on saves vs. spells and special attacks.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Ravenous Body (Ex) Must eat flesh of own kind or starve.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sprint (1/hour) (Ex) Once per hour, a ravenous creature can move at ten times its normal speed when it makes a charge
Surprise Attacks +6 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Feint Forgo first melee attack to feint
Undead Traits Undead have many immunities.
Unnatural Aura (30 ft.) (Su) Animals do not willingly approach the creature unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.
F10 Assembly Room:
• 4 Heroes Azaven
• 5 Heroes Azaven and 2 Dread Wraiths
• 6 Heroes Azaven and 4 Dread Wraiths
(added a silent metamagic rod to Azaven for all those pesky Silence spells)
Azaven:
Azaven CR 18
XP 153,600
Unholy negative-energy charged human lich (Azlanti necromancer 14 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 188)
CE Medium undead (augmented humanoid, evil, human)
Init +13; Senses darkvision 120 ft., life sight (20 feet, 14 rounds/day), lifesense; Perception +34
Aura awful presence (30 ft.), fear (60 ft., DC 27)
--------------------
Defense
--------------------
AC 37, touch 23, flat-footed 26 (+5 armor, +2 deflection, +9 Dex, +2 dodge, +9 natural)
hp 252 (14d6+168)
Fort +16, Ref +15, Will +15; +3 profane bonus vs. channeled positive energy, +2 resistance vs. good creatures
Defensive Abilities channel resistance +8, obscuring energy, positive energy protection, protection from good, rejuvenation, strong resistance; DR 15/bludgeoning, 15/magic, 5/good; Immune cold, electricity, negative energy, polymorph, undead traits; Resist positive energy 10
--------------------
Offense
--------------------
Speed 70 ft.
Melee touch +14 (1d8+8 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 27), profane attacks, searing darkness (100 ft., 7d8 neg. energy, 1/day), unholy spellcasting
Arcane School Spell-Like Abilities (CL 14th; concentration +24)
. . 13/day—grave touch (7 rounds)
Necromancer Spells Prepared (CL 14th; concentration +24)
. . 7th—finger of death (2, DC 29), forcecage (DC 27), prismatic spray, shadow body[OA]
. . 6th—banshee blast[ACG] (2, DC 28), chain lightning (2, DC 26), mislead (DC 26), quickened scorching ray (2)
. . 5th—quickened magic missile (3), suffocation[APG] (DC 27), wall of force, waves of fatigue (2)
. . 4th—dimension door, enervation, enervation (2), fear (DC 26), mass reduce person (DC 24), stone shape, wall of blindness/deafness[ACG] (DC 26)
. . 3rd—fly, gaseous form, lightning bolt (2, DC 23), ray of exhaustion (2, DC 25), slow (DC 23), tongues
. . 2nd—blindness/deafness (2, DC 24), false life, ghoul touch (DC 24), glitterdust (DC 22), mirror image, scorching ray (2), spectral hand
. . 1st—chill touch (2, DC 23), grease, magic missile (4), obscuring mist, reduce person (DC 21)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 20, Dex 28, Con —, Int 30, Wis 19, Cha 30
Base Atk +7; CMB +14; CMD 35
Feats Combat Casting, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Penetration, Time Stutter, Turn Undead
Skills Acrobatics +10 (+26 to jump), Appraise +28, Bluff +11, Climb +6, Craft (alchemy) +28, Diplomacy +11, Disguise +11, Escape Artist +10, Fly +27, Heal +5, Intimidate +11, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (engineering) +28, Knowledge (nobility) +28, Knowledge (planes) +28, Knowledge (religion) +28, Perception +34, Ride +10, Sense Motive +34, Spellcraft +28, Stealth +34, Survival +5, Swim +6; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Elven, Giant, Infernal, Necril, Thassilonian
SQ arcane bond (staff of hungry shadows), power over undead, unholy body
Combat Gear staff of hungry shadows[UE, silent metamagic rod; Other Gear amulet of natural armor +2, bracers of armor +5, headband of vast intelligence +4, ring of protection +2
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of hungry shadows) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Awful Presence Nonevil creatures take -1 penalty on attacks, checks, and saves.
Channel Resistance +8 +8 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fear Aura (DC 27) Foes in 60 ft are frightened (below 5 HD) or shaken for 14 rds (Will neg).
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (7 rounds, 13/day) (Sp) As a standard action, touch shakes living foe 7 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
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 Negative Energy You are immune to negative energy.
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 Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Sight (20 feet, 14 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Lifesense (60 feet) (Ex) Sense living things and creatures without seeing them.
Obscuring Energy (Su) Concealment (20% miss chance) when moving; total concealment (50% miss chance) when standing still
Paralyzing Touch (1d8+7 negative energy dam, DC 27) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Positive Energy Protection (Su) Cancel out positive energy attack with a level check.
Profane Attacks (Su) +1d6 unholy damage on all attacks vs. good
Protection from Good (Su) +2 deflection bonus to AC and resistance bonus on saves vs. evil
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Searing Darkness (100 ft., 7d8 neg. energy, 1/day) (Su) As searing light but deals negative energy damage (max 10 dice).
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Strong Resistance (Su) Always gets a Will save against effects that would destroy it
Time Stutter (1/day) (Sp) Use time stop for 1 round
Touch (DC 27) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Turn Undead (DC 27) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Traits Undead have many immunities.
Unholy Body (Su) Healed by negative energy, harmed by positive.
Unholy Spellcasting (Su) Necromancy, curse, and evil spells cast at +1 CL.
Dread Wraith:
Dread Wraith CR 12
XP 19,200
Dread wraith (Pathfinder RPG Bestiary)
LE Large undead (incorporeal)
Init +13; Senses darkvision 60 ft., lifesense (60'); Perception +29
Aura unnatural aura
--------------------
Defense
--------------------
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, -1 size)
hp 252 (18d8+144)
Fort +13, Ref +15, Will +15
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 60 ft. (good)
Melee other melee natural attack +21 (2d6 neg. energy plus 1d8 Con drain)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str —, Dex 28, Con —, Int 18, Wis 18, Cha 24
Base Atk +13; CMB +23; CMD 41
Feats Alertness, Blind-fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (other melee natural attack), Mobility, Spring Attack, Toughness
Skills Diplomacy +25, Fly +32, Intimidate +28, Knowledge (planes) +22, Knowledge (religion) +25, Perception +29, Sense Motive +29, Stealth +26
Languages Common, Infernal
SQ constitution drain (1d6), create spawn, sunlight powerlessness
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constitution Drain (1d8, DC 26) (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn ar
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (60 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
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 Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Lifesense (60') (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Undead Traits Undead have many immunities.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
If you REALLY want to cause pain you can go for a Mythc Azaven
Mythic Azaven:
Mythic Azaven CR 18/MR 7
XP 153,600
Human mythic lich (Azlanti, Pureblooded) necromancer 13 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 188, Pathfinder RPG Mythic Adventures)
CE Medium undead (humanoid, human, mythic)
Init +16; Senses darkvision 60 ft., life sight (20 feet, 13 rounds/day), spell perception; Perception +28
Aura fear aura (DC 29)
--------------------
Defense
--------------------
AC 34, touch 17, flat-footed 29 (+5 armor, +2 deflection, +5 Dex, +12 natural)
hp 238 (13d6+160)
Fort +12, Ref +11, Will +13; +3 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +8, creeping paralysis, rejuvenation; DR 15/bludgeoning, 15/epic, 15/magic; Immune cold, electricity, polymorph, undead traits; SR 32
--------------------
Offense
--------------------
Speed 30 ft.
Melee touch +9 (1d8+7 negative energy plus paralyzing touch)
Special Attacks mythic power (7/day, surge +1d10), mythic spells, paralyzing touch (DC 29)
Arcane School Spell-Like Abilities (CL 13th; concentration +23)
. . 13/day—grave touch (6 rounds)
Necromancer Spells Prepared (CL 13th; concentration +23)
. . 7th—finger of death[M] (2, DC 31), forcecage (DC 27), prismatic spray
. . 6th—banshee blast[ACG] (2, DC 30), chain lightning[M] (2, DC 26), mislead (DC 26), quickened scorching ray[M]
. . 5th—quickened magic missile[M] (3), suffocation[APG] (DC 29), wall of force[M], waves of fatigue (2)
. . 4th—dimension door, enervation[M], enervation[M] (2), fear (DC 28), mass reduce person (DC 24), stone shape, wall of blindness/deafness[ACG] (DC 28)
. . 3rd—fly, gaseous form, lightning bolt[M] (2, DC 23), ray of exhaustion (2, DC 27), slow (DC 23), tongues
. . 2nd—blindness/deafness (2, DC 26), false life, ghoul touch (DC 26), glitterdust (DC 22), mirror image, scorching ray[M] (2), spectral hand
. . 1st—chill touch (2, DC 25), grease, magic missile[M] (4), obscuring mist, reduce person (DC 21)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . M mythic spell
--------------------
Statistics
--------------------
Str 12, Dex 20, Con —, Int 30, Wis 17, Cha 22
Base Atk +6; CMB +9; CMD 24
Feats Combat Casting, Craft Wondrous Item, Eschew Materials[M], Extend Spell, Greater Spell Focus (necromancy), Improved Initiative[M], Mythic Spell Lore[M], Quicken Spell, Scribe Scroll, Spell Focus[M], Spell Penetration[M], Time Stutter, Turn Undead
Skills Acrobatics +6, Appraise +27, Bluff +7, Climb +2, Craft (alchemy) +27, Diplomacy +7, Disguise +7, Escape Artist +6, Fly +22, Heal +4, Intimidate +7, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (engineering) +27, Knowledge (nobility) +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +28, Ride +6, Sense Motive +28, Spellcraft +27, Stealth +30, Survival +4, Swim +2; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Elven, Giant, Infernal, Necril, Thassilonian
SQ arcane bond (staff of hungry shadows), augmented spellcasting, mythic phylactery, power over undead
Combat Gear staff of hungry shadows[UE]; Other Gear bracers of armor +5, headband of vast intelligence +4, ring of protection +2
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of hungry shadows) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augmented Spellcasting (Arcane Surge) (Su) You gain the chosen ability.
Channel Resistance +8 +8 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Creeping Paralysis (Su) Foes touching or hitting with non-reach weapon are affected by paralyzing touch.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fear Aura (DC 29) Foes in 60 ft are frightened (below 5 HD) or shaken for 13 rds (Will neg).
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (6 rounds, 13/day) (Sp) As a standard action, touch shakes living foe 6 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
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 Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Life Sight (20 feet, 13 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Mythic Phylactery (Su) Phylactery can't be harmed by non-mythic sources. At Rank 8+ can only be destroyed 1 way.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spells (2/day) (Su) Cast a Mythic spell without using any mythic power.
Paralyzing Touch (1d8+6 negative energy dam, DC 29) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Spell Focus [Mythic, Necromancy] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perception (Su) Auto know what spell is cast in 60 ft and can pinpoint the caster.
Spell Resistance (32) You have Spell Resistance.
Surge (1d10) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Time Stutter (1/day) (Sp) Use time stop for 1 round
Touch (DC 22) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Turn Undead (DC 22) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Traits Undead have many immunities.
E4 Befoulded Chamber:
• No Changes except the changes to The Mustard Jelly
Fiendish Mustard Jelly:
Fiendish Mustard Jelly CR 15
XP 51,200
Id fiendish advanced mustard jelly (Pathfinder RPG Bestiary 288, 294)
CN Large ooze
Init +9; Senses blindsight 60 ft., darkvision 60 ft.; Perception +25
Aura poison aura (DC 33)
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, -1 size)
hp 340 (20d8+220)
Fort +17, Ref +13, Will +13
Defensive Abilities divide, energy absorption; DR 10/good, 5/magic; Immune gaze, visual-based, ooze traits; Resist cold 15, fire 15; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee 4 slams +22 (2d6+7/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks acid (+1d4 acid), constrict (2d4+7), smite good
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 32, Int 10, Wis 20, Cha 20
Base Atk +15; CMB +23; CMD 38 (can't be tripped)
Feats Ability Focus (poison aura), Combat Reflexes, Deadly Finish[UC], Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Climb +9, Perception +25, Stealth +22, Swim +10
--------------------
Special Abilities
--------------------
Acid (+1d8 acid) (Ex) A mustard jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals 1d8 acid damage.
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Finish Foes you knock out must make a Fort save or die
Divide (Ex) A mustard jelly can, as a standard action, split itself into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot divide itself. When divided, each jelly moves faster than
Energy Absorption (Ex) A mustard jelly is immune to electrical effects and magic missiles. If targeted by an electricity effect (including area effects) or a magic missile spell, the mustard jelly gains temporary hit points equal to the amount of damage it would have other
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.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Gaze Attacks, visual effects and attacks relying on sight You are immune to gaze attacks, visual effects and attacks relying on sight.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ooze Traits Oozes have many immunities.
Poison Aura (DC 33) (Ex) The mustard jelly exudes an aura of poison in a 10-foot radius centered on it that slows (as the slow spell) any creature in the area as long as it remains in the area and for 1d4 rounds afterward if it fails a DC 21 Fortitude save. A new save must b
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +20 to damage when used.
Spell Resistance (20) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.
The Sihedron Circle:
• No Changes except the changes to Arkryst
Arkryst:
Arkrhyst CR 16
XP 76,800
White, wyrm dragon (Pathfinder RPG Bestiary 100)
CE Huge dragon (cold)
Init +3; Senses dragon senses, snow vision; Perception +36
Aura cold (10 ft, 2d6 cold), frightful presence (330 ft., DC 24)
--------------------
Defense
--------------------
AC 47, touch 7, flat-footed 47 (+4 armor, -1 Dex, +32 natural, +4 shield, -2 size)
hp 464 (23d12+234)
Fort +24, Ref +16, Will +19
DR 10/adamantine, 20/magic; Immune cold, paralysis, sleep; Resist fire 30; SR 27
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +30 (2d8+36/19-20), 2 claws +29 (2d6+24), tail slap +24 (2d6+36), 2 wings +24 (1d8+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks blizzard, breath weapon (50-ft cone, DC 30, 22d4 cold), crush (Small creatures, DC 30, 2d8+18), freezing fog (DC 19, 3/day)
Spell-Like Abilities (CL 23rd; concentration +26)
. . At will—fog cloud, gust of wind (DC 15), wall of ice (DC 17)
Sorcerer Spells Known (CL 11th; concentration +14)
. . 5th (4/day)—caustic blood (DC 18), wall of force
. . 4th (6/day)—dimension door, greater false life[UM], stoneskin
. . 3rd (7/day)—dispel magic, displacement, heroism, protection from energy
. . 2nd (7/day)—bear's endurance, invisibility, mirror image, resist energy, see invisibility
. . 1st (7/day)—alarm, mage armor, magic missile, shield, strong wings[ARG]
. . 0 (at will)—arcane mark, detect magic, ghost sound (DC 13), mage hand, mending, message, open/close (DC 13), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 35, Dex 8, Con 29, Int 16, Wis 19, Cha 16
Base Atk +23; CMB +33 (+37 sunder); CMD 46 (48 vs. sunder, 50 vs. trip)
Feats Alertness, Flyby Attack, Greater Sunder, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +1 (+13 to jump), Appraise +5, Bluff +5, Climb +14, Diplomacy +5, Disguise +5, Escape Artist +1, Fly +23, Heal +6, Intimidate +31, Knowledge (arcana) +31, Knowledge (history) +31, Perception +36, Ride +1, Sense Motive +36, Spellcraft +31, Stealth +19, Survival +6, Swim +48
Languages Common, Draconic, Giant, Orc
SQ ice shape, icewalking
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Blizzard (Su) As a standard action, create 50 ft radius blizzard that slows and obscures sight for 1 min.
Breath Weapon (50-ft cone, 22d4 cold, usable every 1d4 rounds, DC 30) As a standard action, affect an area with elemental damage (Ref half).
Burrowing (30 feet) You have a Burrow speed.
Cold Aura (10 ft, 2d6 cold) (Su) Creatures in aura at the start of the dragons turn take cold damage
Crush (Small creatures, 2d8+18, DC 30) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (20/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Flight (200 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Freezing Fog (3/day, DC 19) (Sp) Create a fog that deals 2d6 cold dam/rd and causes surfaces to become slippery.
Frightful Presence (330 feet, 5d6 rds, DC 24) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Ice Shape (At will) (Su) Can shape ice and snow, as stone shape.
Icewalking (Ex) Cimb and move on icy surfaces without penalty & no Acrobatics checks to run or charge on ice.
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Snow Vision (Ex) Vision is not hindered by snowy conditions.
Spell Resistance (27) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.
Mythic Earth Elemental CR 14/MR 5
XP 38,400
Earth, elder mythic elemental (Pathfinder RPG Mythic Adventures)
N Huge outsider (earth, elemental, extraplanar, mythic)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 7, flat-footed 28 (-1 Dex, +21 natural, -2 size)
hp 276 (16d10+146)
Fort +16, Ref +4, Will +12
DR 10/—, 10/epic; Immune bleed, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee 2 slams +21 (4d6+40/19-20/×3 plus stun)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery, mythic power (5/day, surge +1d8), petrify, stun, trample (4d6+18, DC 30), trap weapon
Spell-Like Abilities (CL 16th; concentration +16)
. . At will—stone shape
. . 5/day—transmute rock to mud
--------------------
Statistics
--------------------
Str 34, Dex 8, Con 22, Int 12, Wis 14, Cha 11
Base Atk +16; CMB +25 (+29 bull rush, +29 overrun, +27 sunder); CMD 39 (41 vs. bull rush, 41 vs. overrun, 41 vs. sunder)
Feats Awesome Blow, Cleave[M], Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical[M], Improved Overrun, Improved Sunder, Power Attack[M]
[b]Skills Acrobatics -1 (-5 to jump), Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +21, Sense Motive +21, Stealth +10
Languages Terran
SQ powerful blows (slam)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Burrowing (20 feet) You have a Burrow speed.
Cleave [Mythic] One cleave att can target non-adj foe. Use 1 power to continue att vs. foes in reach.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Petrify (DC 24) (Su) Use 2 power to petrify struck foe (Fort part), on save foe is slowed 1d6 rds.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Blows (Slam) (Ex) The specified attack adds 1-1/2 times your Str bonus on damage rolls
Stun: Slam (DC 30) (Ex) When hit foe with 2 slams in a round they are stunned 1d6 rds (Fort neg).
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Trap Weapon (DC 30) (Ex) Slashing or piercing weapons that deal dam are stuck (Ref neg). Str check to pull free.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.
Part One: The Scribbler's Rhyme The Scribbler:
• No Changes except the changes to The Scribbler
The Scribbler :
The Scribbler CR 16
XP 76,800
Divine guardian human (Azlanti, Pureblooded) warpriest of Lamashtu 16 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 4 60)
CE Medium humanoid (chaotic, evil, human)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +23
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 31 (+10 armor, +4 deflection, +4 Dex, +7 natural)
hp 226 (16d8+128); fast healing 5
Fort +21, Ref +13, Will +24
Defensive Abilities ability healing, sacred armor (+4, 16 minutes/day); Immune disease, mind-affecting effects, poison
--------------------
Offense
--------------------
Speed 60 ft.
Melee +1 returning cold iron dagger +20/+15/+10 (2d6+19/19-20) or
. . fanged falchion +24/+19/+14 (2d6+35/15-20)
Special Attacks blessings 11/day, channel negative energy 8/day (DC 27, 5d6), fervor 16/day (5d6), sacred weapon (+4 2d6, 16 rounds/day)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—dimension door (within sacred site only)
. . 3/day—alarm, knock
. . 1/day—arcane lock, augury, banishment (DC 18), clairaudience/clairvoyance, commune, dismissal (DC 17), forbiddance, guards and wards, hold portal
Warpriest Spells Prepared (CL 16th; concentration +25)
. . 6th—blade barrier (DC 24), heal
. . 5th—flame strike (DC 23), righteous might, spell resistance, wall of stone
. . 4th—cure critical wounds, freedom of movement, greater magic weapon, greater shield of fortification[ACG], spell immunity, wrathful weapon
. . 3rd—cure serious wounds (3), dispel magic, magic vestment, protection from energy, wrathful mantle[APG] (DC 21)
. . 2nd—bear's endurance, bull's strength, cure moderate wounds, hold person (DC 20), ironskin, resist energy, weapon of awe[APG] (DC 20)
. . 1st—cure light wounds (5), divine favor, shield of faith
. . 0 (at will)—bleed (DC 18), detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 24, Int 12, Wis 26, Cha 14
Base Atk +12; CMB +19; CMD 36
Feats Additional Traits, Bleeding Critical, Critical Focus, Critical Mastery, Dimensional Agility[UC], Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Initiative, Iron Will, Power Attack, Staggering Critical, Weapon Focus (dagger), Weapon Focus (falchion), Weapon Specialization (falchion)
Traits arcane temper, fate's favored
Skills Acrobatics +3 (+15 to jump), Bluff +13, Intimidate +12, Knowledge (arcana) +3, Knowledge (planes) +10, Knowledge (religion) +10, Perception +23, Perform (oratory) +10, Sense Motive +21, Spellcraft +10; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Azlanti, Common, Thassilonian
SQ blessed life, blessings (chaos: anarchic strike, battle companion, trickery: double, greater invisibility), divine swiftness, sacred site
Other Gear +4 mithral agile breastplate[APG], +1 returning cold iron dagger, fanged falchion, headband of inspired wisdom +2
--------------------
Special Abilities
--------------------
Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.
Blessings (11/day) (Su) Pool of power used to activate Blessing abilities.
Critical Focus +4 to confirm critical hits.
Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Divine Swiftness A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature's speeds is doubled. If the base creature has a fly speed, the divine guardian's maneuverability becomes perfect if
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fervor (5d6, 16/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sacred Armor +4 (16 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Site You are bound to a specific sacred site that you must guard.
Sacred Weapon +4 (16 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Staggering Critical (DC 22) Critical hit staggers target
Warpriest Channel Negative Energy 5d6 (8/day, DC 27) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Shrine of Monster and Madness:
• 4 Heroes Yerrin-Ku
• 5 Heroes Yerrin-Ku and a Hezrou Demon
• 6 Heroes Yerrin-Ku and 2 Hezrou Demons
Yerrin-Ku:
Yerrin-Ku CR 15
XP 51,200
Advanced glabrezu demon (Pathfinder RPG Bestiary 61, 288)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +30
--------------------
Defense
--------------------
AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, -2 size)
hp 280 (14d10+168)
Fort +21, Ref +6, Will +14
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +24 (1d8+12), 2 claws +24 (1d6+12), 2 pincers +24 (2d8+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 claws, 2d8+18)
Spell-Like Abilities (CL 14th; concentration +21)
. . Constant—true seeing
. . At will—chaos hammer (DC 21), confusion (DC 21), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight (DC 21), veil (self only) (DC 23)
. . 1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
. . 1/month—wish (granted to a mortal humanoid only)
--------------------
Statistics
--------------------
Str 35, Dex 15, Con 35, Int 20, Wis 20, Cha 24
Base Atk +14; CMB +28; CMD 40
Feats Cleave, Great Cleave, Improved Critical (pincer), Improved Initiative, Persuasive, Power Attack, Vital Strike
Skills Acrobatics +16 (+20 to jump), Bluff +32, Diplomacy +25, Intimidate +25, Knowledge (history) +22, Knowledge (local) +22, Perception +30, Sense Motive +22, Stealth +11, Survival +19, Use Magic Device +21; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Hezrou Demon :
Hezrou Demon CR 11
XP 12,800
Hezrou demon (Pathfinder RPG Bestiary 62)
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +23
Aura stench (30 ft., DC 25, 10 rounds)
--------------------
Defense
--------------------
AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, -1 size)
hp 180 (10d10+100)
Fort +17, Ref +4, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee bite +18 (4d4+9 plus grab), 2 claws +18 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks nausea
Spell-Like Abilities (CL 13th; concentration +17)
. . At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
. . 3/day—gaseous form
. . 1/day—blasphemy (DC 20), summon (level 4, 1 hezrou 35%)
--------------------
Statistics
--------------------
Str 28, Dex 12, Con 30, Int 14, Wis 14, Cha 18
Base Atk +10; CMB +20 (+24 grapple); CMD 31
Feats Blind-fight, Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Climb +22, Escape Artist +11, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +10, Swim +30; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
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.
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, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Nausea (DC 25) (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Resistance (22) You have Spell Resistance.
Stench (30 feet, 10 rounds, DC 25) Living creatures in aura's range are sickened for listed duration (Fort neg).
Summon (level 4, 1 hezrou 35%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Swimming (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
The Scribbler’s Kennel:
• 2 Hounds of Lamashtu per Hero
Hounds of Lamashtu: Hound of Lamashtu CR 9
XP 6,400
Advanced yeth hound (Pathfinder RPG Bestiary 286, 288)
NE Medium outsider (evil, extraplanar)
Init +9; Senses darkvision 60 ft., scent; Perception +21
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 172 (14d10+70)
Fort +9, Ref +14, Will +13
DR 5/silver
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee bite +19 (9d6+11)
Special Attacks bay, sinister bite
--------------------
Statistics
--------------------
Str 21, Dex 20, Con 20, Int 10, Wis 18, Cha 14
Base Atk +14; CMB +19; CMD 34 (38 vs. trip)
Feats Ability Focus (bay), Devastating Strike[UC], Improved Initiative, Improved Natural Attack (bite), Improved Vital Strike, Skill Focus (Fly), Vital Strike
Skills Acrobatics +19 (+23 to jump), Fly +32, Perception +21, Sense Motive +21, Stealth +22, Survival +21
SQ flight
--------------------
Special Abilities
--------------------
Bay (DC 21) (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successfu
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Flight (60 feet, Good) You can fly!
Flight (Su) A yeth hound can cease or resume its flight as a free action.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sinister Bite (DC 22) (Su) A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a
Trip (Ex) You can make a trip attempt on a successful attack.
Vital Strike Standard action: x2 weapon damage dice.
This thread has been a real life saver since this is my first Pathfinder Campaign and with six players I would never been able to balance the fights properly. Joey and Askar have been real heroes. Many thanks for all the work!
I really like Joeys formatting for the first 4 books, and this my attempt to adjust Askars changes into Joeys format. I had to do some changes... and wanted to do some changes.. so this is my take on Askars updates. Hope Askar and Joey do not mind… see it as a homage. =)
I also repost the first encounters since the book 5 notes are a bit spread out in this thread. Sorry for the repat but it makes it easier for me when I start chapter 5 tomorrow!
Yeah, I had an idea to add comments and notes to the slides.
Something like:
------------------
P13. THE SWALLOWTAIL FESTIVAL
Father Zantus steps up to give a short speech thanking everyone for coming before declaring the Swallowtail Festival underway.
------------------
It would ease up the use of the presentation and be helpful to keep track of names and the flow of the game.
Especially since some slides isn’t directly out of the book. But first I would like to sort out the last 2 chapters.
I have collected a bunch of pictures for chapter 5 and 6 but haven’t sorted them out just yet, but they’re on the to do list. My players are dealing with the Graul family at the moment.
The slides are rather fun to make, but it sort of bugs me that some of the lovely art from Rise of the Runelords Card game is hard to find. Some of those “official” pictures would be nice to add. The app has some character art I’ve only seen there and some background such as the sawmill and watchtower.
I started to use PowerPoint as a story telling device, and I think it really helps to build the mood. These presentations on a big screen TV together with the Syrinscape Soundset sets things up nicely.
It started when I found a really nice player journal on obsidianportal (https://riseoftherunelords-155.obsidianportal.com/) and collected all the art they used there.
But after this I started to copy and crop art from absolutely everywhere I could find them. They get rather lengthy so Chapter two is 183 art slides, but I think they are really fun to use during play.
Yes Trace, I saw the repost, and that’s a really nice copy of the Graul homestead. Big thanks for uploading them. =)
I went through this long thread several times and tried to collect everything I could get for this campaign, but sadly quite a lot of the items are now missing.
The hero339 wonderful maps are my favorites though, and I have located several of those but have only been able to find low res copies of the chapter 3 maps.
I have the stained-glass windows in Foxglove Manor in my PowerPoint material though. I could try to upload that presentation if I just clean it up a little.