The Final Battle
● 4 PCs - Karzoug, 2 Warden of Thunder, 1 Warden of Runes, 1 Old Blue Dragon
● 5 PCs - Karzoug, 2 Warden of Thunder, 1 Warden of Runes, 1 Old Blue Dragon, 1 Huge Gold Golems
● 6 PCs - Karzoug, 2 Warden of Thunder, 1 Warden of Runes, 1 Old Blue Dragon, 2 Huge Gold Golems
Karzoug Note: If feels natural to make Karzoug a Mythical Arcanist, although that skyrockets his CR up to the stratosphere. It for sure gives him several more fun spell options, but at the same time it doesn’t feels like he gets into impossible levels of resistance. He already had a good access to level 9 spells so his ability to kill off entire groups stays “somewhat” the same. Choose Mythic Karzoug or Normal Karzoug stats after our liking.
Map Note: Double the size of the map, 1 square = 10 feet.
Artifact Note: A dominant weapon must be used to smash the soul lens. The soul lens has hardness 20 (this hardness cannot be bypassed) and 200 hit points (4PCs) 250 hit points (5PCs) 300 hit points (6 PCs) , but the dominant weapon gains the full benefits of its bane special abilities when damaging the soul lens. The soul lens takes no damage from other attacks.
Placement: Karzoug always begins in this throne with the Blue Dragon beside him. Wardens of Thunder should be placed opposite of each other on the elevated platforms (Y2). Gold Golems should always begin part-way up the staircases leading from the entry platform (Y1) to Karzoug’s throne (Y4). Wardens of Runes should always begin east of the Runewell (Y3) and west of Y4.
When the TPK happens – IF they rescued Ayruzi:
If you ever find yourself lost in the void, a place devoid of all existence, not even death can claim you. It's as if you are trapped in a state of eternal nothingness. There is no concept of time, no darkness, and no pain, yet a lingering feeling of loss permeates the air. Karzoug, the cause of your defeat, has left a bitter taste even in this non-existence.
After what feels like an eternity of emptiness, a faint glimmer of light catches your attention. From within the void, you hear the voice of the planetar Ayruzi calling out to you.
"Ah, there you are! I have found you, lost so far within this nothingness. Let's see if I can mend your shattered souls... I must try."
Slowly, you begin to open your eyes, finding yourself lying amidst the ashes of your defeat. Karzoug, unaware of your revival, is caught up in commanding the giants to prepare the gate back to Golatrion. His attention momentarily diverted from your lifeless bodies.
It is Ayruzi's whispered words in your ears that jolt you into action.
"Kill him!"
Karzoug Actions First Turns:
Spells already in place: Foresight, Mind Blank, Greater Arcane Sight
Turn 2: Wail of the Banshee + quickened time stop
(Timestop 2: ; prismatic wall + quickened shield; wall of suppression + quickened dimension door; repulsion)
Turn 3: Temporal Regression OR Mass reduce person + quickened slow
Turn 4: Wish OR quickened slow, quickened slow, maze
Turn 5+: Good luck :)
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Karzoug the Claimer:
Karzoug the Claimer CR 22
XP 614,400
Male human (pureblooded Azlanti) transmuter 20 (Pathfinder RPG Adventurer's Guide 63)
NE Medium humanoid (human)
Init +7; Senses Perception +22
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Defense
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AC 33, touch 22, flat-footed 26 (+6 armor, +5 deflection, +7 Dex, +5 natural)
hp 382 (20d6+235); fast healing 10
Fort +20, Ref +18, Will +19; +8 resistance bonus vs. mind-affecting
Defensive Abilities freedom of movement (constant); Immune confusion, insanity effects; SR 24
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Offense
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Speed 30 ft., fly 60 ft. (perfect)
Melee karzoug's burning glaive +22/+17 (1d10+15/×3 plus 1d6 fire) or
. . 2 claws +20 (1d4+10/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with karzoug's burning glaive)
Spell-Like Abilities (CL 20th; concentration +26)
. . Constant—arcane sight, darkvision, see invisibility, tongues Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—clashing rocks[APG] (DC 33), fiery body[APG], foresight, time stop (2), wail of the banshee (DC 33), wall of suppression[APG], wish
. . 8th—quickened dimension door (2), horrid wilting (DC 32), maze (2), mind blank, prismatic wall (DC 31), temporal stasis (2, DC 33)
. . 7th—quickened dispel magic, finger of death (DC 31), forcecage (DC 30), quickened haste, quickened lightning bolt (DC 26), greater polymorph (2), quickened slow (DC 28), spell turning
. . 6th—disintegrate (2, DC 31), greater dispel magic, flesh to stone (DC 31), globe of invulnerability, repulsion (DC 29), quickened resist energy, sign of wrath (DC 29), true seeing
. . 5th—baleful polymorph (DC 30), cloudkill (DC 29), cone of cold (DC 28), quickened magic missile (2), quickened shield, telekinesis (2, DC 30), wall of force
. . 4th—bestow curse (DC 28), black tentacles, enervation (2), ice storm (2), mass reduce person (2, DC 29), scrying (DC 27), solid fog
. . 3rd—blink, dispel magic, fireball (DC 26), keen edge, greater magic weapon, protection from energy, slow (2, DC 28), stinking cloud (DC 27), vampiric touch
. . 2nd—blindness/deafness (DC 26), false life, glitterdust (DC 26), protection from arrows, pyrotechnics (2, DC 27), resist energy, scorching ray (2), shatter (DC 25)
. . 1st—alarm, enlarge person (DC 26), expeditious retreat, grease, ray of enfeeblement (4, DC 25), reduce person (2, DC 26)
. . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24)
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Statistics
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Str 24, Dex 24, Con 28, Int 36, Wis 15, Cha 22
Base Atk +10; CMB +17; CMD 39
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune, Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Bluff +26, Craft (alchemy) +36, Diplomacy +26, Fly +38, Intimidate +26, Knowledge (arcana) +36, Knowledge (engineering) +36, Knowledge (history) +36, Knowledge (nature) +36, Knowledge (nobility) +36, Knowledge (planes) +36, Knowledge (religion) +36, Perception +22, Sense Motive +22, Spellcraft +42, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), contingency, exceptional stats, immortal, inherent bonuses, permanent spells, physical enhancement (+5)
Combat Gear greater quicken metamagic rod, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, amber spindle ioun stone (5), belt of physical might +6 (Str, Dex), crimson sphere ioun stone (3), emerald ellipsoid ioun stone (12), onyx rhomboid ioun stone (3), ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome, talons of leng[UE], diamonds (for wish and limited wish) (worth 75,000 gp), eye ointment (for true seeing) (worth 500 gp), ruby dust (for forcecage (worth 1,500 gp), ruby inscribed with rune of wrath (focus for sign of wrath) (worth 1,000 gp), vial of powdered gemstones (for temporal stasis) (worth 10,000 gp)
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Special Abilities
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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.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Contingency (Sp) If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, that spell effect is targeted by a greater dispel magic spell.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exceptional Stats (Ex) Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Karzoug has much mor
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
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.
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond
Immunity to Confusion Immunity to confusion
Immunity to Insanity Effects Immune to insanity
Inherent Bonuses (Ex) Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence, and a +4 inherent bonus to his other five ability scores.
Permanent Spells (Sp) Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Physical Enhancement +5 (Constitution, Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Mythic Karzoug the Claimer:
Karzoug the Claimer CR 25/MR 2
XP 1,638,400
Male arcane human (pureblooded Azlanti) transmuter 20 (Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Mythic Adventures 224)
NE Medium humanoid (human)
Init +7; Senses Perception +22
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Defense
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AC 33, touch 22, flat-footed 26 (+6 armor, +5 deflection, +7 Dex, +5 natural)
hp 398 (20d6+251); fast healing 10
Fort +20, Ref +18, Will +19; +8 resistance bonus vs. mind-affecting
Defensive Abilities freedom of movement (constant); Immune confusion, insanity effects; SR 24
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Offense
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Speed 30 ft., fly 60 ft. (perfect)
Melee karzoug's burning glaive +22/+17 (1d10+15/×3 plus 1d6 fire) or
. . 2 claws +20 (1d4+10/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with karzoug's burning glaive)
Special Attacks mythic magic 3/day, simple arcane spellcasting
Spell-Like Abilities (CL 20th; concentration +26)
. . Constant—arcane sight, darkvision, see invisibility, tongues
. . 1/day—imprisonment (DC 25), mage's disjunction (DC 25), power word kill, prismatic sphere (DC 25), prismatic spray (DC 23), waves of exhaustion Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—clashing rocks[APG] (DC 33), fiery body[APG], foresight, time stop (2), wail of the banshee (DC 33), wall of suppression[APG], wish
. . 8th—quickened dimension door (2), horrid wilting (DC 32), maze (2), mind blank, prismatic wall (DC 31), temporal stasis (2, DC 33)
. . 7th—quickened dispel magic, finger of death (DC 31), forcecage (DC 30), quickened haste, quickened lightning bolt (DC 26), greater polymorph (2), quickened slow (DC 28), spell turning
. . 6th—disintegrate (2, DC 31), greater dispel magic, flesh to stone (DC 31), globe of invulnerability, repulsion (DC 29), quickened resist energy, sign of wrath (DC 29), true seeing
. . 5th—baleful polymorph (DC 30), cloudkill (DC 29), cone of cold (DC 28), quickened magic missile (2), quickened shield, telekinesis (2, DC 30), wall of force
. . 4th—bestow curse (DC 28), black tentacles, enervation (2), ice storm (2), mass reduce person (2, DC 29), scrying (DC 27), solid fog
. . 3rd—blink, dispel magic, fireball (DC 26), keen edge, greater magic weapon, protection from energy, slow (2, DC 28), stinking cloud (DC 27), vampiric touch
. . 2nd—blindness/deafness (DC 26), false life, glitterdust (DC 26), protection from arrows, pyrotechnics (2, DC 27), resist energy, scorching ray (2), shatter (DC 25)
. . 1st—alarm, enlarge person (DC 26), expeditious retreat, grease, ray of enfeeblement (4, DC 25), reduce person (2, DC 26)
. . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24)
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Statistics
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Str 24, Dex 24, Con 28, Int 36, Wis 15, Cha 22
Base Atk +10; CMB +17; CMD 39
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune, Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Bluff +26, Craft (alchemy) +36, Diplomacy +26, Fly +38, Intimidate +26, Knowledge (arcana) +36, Knowledge (engineering) +36, Knowledge (history) +36, Knowledge (nature) +36, Knowledge (nobility) +36, Knowledge (planes) +36, Knowledge (religion) +36, Perception +22, Sense Motive +22, Spellcraft +42, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), contingency, exceptional stats, immortal, inherent bonuses, permanent spells, physical enhancement (+5)
Combat Gear greater quicken metamagic rod, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, amber spindle ioun stone (5), belt of physical might +6 (Str, Dex), crimson sphere ioun stone (3), emerald ellipsoid ioun stone (12), onyx rhomboid ioun stone (3), ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome, talons of leng[UE], diamonds (for wish and limited wish) (worth 75,000 gp), eye ointment (for true seeing) (worth 500 gp), ruby dust (for forcecage (worth 1,500 gp), ruby inscribed with rune of wrath (focus for sign of wrath) (worth 1,000 gp), vial of powdered gemstones (for temporal stasis) (worth 10,000 gp)
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Special Abilities
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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.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Contingency (Sp) If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, that spell effect is targeted by a greater dispel magic spell.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exceptional Stats (Ex) Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Karzoug has much mor
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
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.
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond
Immunity to Confusion Immunity to confusion
Immunity to Insanity Effects Immune to insanity
Inherent Bonuses (Ex) Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence, and a +4 inherent bonus to his other five ability scores.
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Permanent Spells (Sp) Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Physical Enhancement +5 (Constitution, Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Simple Arcane Spellcasting (Su) Can cast a limited number of arcane spells
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Warden or Runes:
Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
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Defense
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AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
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Offense
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Speed 50 ft.; air walk Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
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Statistics
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Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
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Ecology
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Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
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Special Abilities
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Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Warden of Thunder:
Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
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Defense
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AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
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Offense
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Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
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Statistics
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Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
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Ecology
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Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
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Special Abilities
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Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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 -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Old Blue Dragon :
Blue Dragon, Old CR 16
XP 76,800
Male old blue dragon (Pathfinder RPG Bestiary 94)
LE Gargantuan dragon (earth)
Init +3; Senses dragon senses; Perception +27
Aura electricity (10 ft, 1d6 elec.), frightful presence (240 ft., DC 24)
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Defense
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AC 31, touch 5, flat-footed 31 (-1 Dex, +26 natural, -4 size)
hp 250 (20d12+120)
Fort +18, Ref +11, Will +16
DR 10/magic; Immune electricity, paralysis, sleep; SR 27
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Offense
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Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +27 (4d6+15/19-20), 2 claws +26 (2d8+10), tail slap +24 (2d8+15), 2 wings +24 (2d6+5)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft line, 16d8 electricity, Reflex DC 26 half), crush (Medium creatures, DC 26, 4d6+15), desert thirst (DC 26), tail sweep (30-ft., 2d6+15, DC 26)
Spell-Like Abilities (CL 20th; concentration +24)
. . At will—create water, ghost sound (DC 14), hallucinatory terrain (DC 18), minor image (DC 16), ventriloquism (DC 15)
Sorcerer Spells Known (CL 9th; concentration +13)
. . 4th (5/day)—enervation, stoneskin
. . 3rd (7/day)—dispel magic, haste, vampiric touch
. . 2nd (7/day)—darkness, false life, invisibility, resist energy
. . 1st (7/day)—alarm, mage armor, shield, true strike, unseen servant
. . 0 (at will)—arcane mark, bleed (DC 14), detect magic, mage hand, mending, message, read magic, resistance
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Statistics
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Str 31, Dex 8, Con 23, Int 18, Wis 19, Cha 18
Base Atk +20; CMB +34; CMD 43 (47 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)
Skills Acrobatics -1 (+3 to jump), Bluff +27, Fly +8, Intimidate +27, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (local) +27, Perception +27, Spellcraft +27, Stealth +10, Survival +27
Languages Auran, Common, Draconic, Giant, Infernal
SQ mirage, sound imitation
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Special Abilities
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Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (120-ft line, 16d8 electricity, Reflex DC 26 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Burrow (20 feet) You have a Burrow speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Crush (Medium creatures, 4d6+15, DC 26) 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/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazzling Display (Bite) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Stroke (Bite) Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed target.
Desert Thirst (DC 26) (Su) Can destroy liquid based magic items (like potions) in a 10 ft burst (Will neg).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Electricity Aura (10 ft, 1d6 elec.) (Su) Creatures in aura at the start of the dragons turn take electricity damage
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fly (250 feet, Clumsy) You can fly!
Frightful Presence (240 ft., 5d6 rounds, DC 24) Those in area of effect become frightened or shaken (Will neg.)
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mirage (20 rounds/day) (Su) Appear in 2 places (as project image), but can use breath weapon through the illusion.
Sound Imitation (Ex) Can mimic any voice or sound with a Bluff check vs. listener's Sense Motive.
Spell Resistance (27) You have Spell Resistance.
Tail Sweep (30-ft., 2d6+15, DC 26) As a standard action, deal damage in half circle to foes 4+ sizes smaller (Ref half).
Huge Gold Golem:
Gold Golem CR 15
XP 51,200
Gold golem (Pathfinder RPG Bestiary 6 140)
N Huge construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 31, touch 11, flat-footed 28 (+3 Dex, +20 natural, -2 size)
hp 166 (23d10+40)
Fort +7, Ref +10, Will +7
DR 15/adamantine; Immune construct traits, magic
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +37 (6d8+16 plus prismatic surge)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 42, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +23; CMB +41; CMD 54
SQ death throes
--------------------
Special Abilities
--------------------
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 21) (Ex) When killed, melt and release 10-ft. rad. cloud that deals 1d4 Con (Fort neg)
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.
Prismatic Surge (DC 21) (Su) With sucessful attack affect foe struck or another within 30 ft. (ranged touch atk) with prismatic ray/
X1 Entrance Ramp (CR 18)
● 4 PCs - 1 Warden of Song, 1 Warden of Wind, 2 Wardens of Storm
● 5 PCs - 1 Warden of Song, 1 Warden of Wind, 3 Wardens of Storm
● 6 PCs - 1 Warden of Song, 2 Wardens of Wind, 3 Wardens of Storm
Warden of Song:
Warden of Song CR 14
XP 38,400
Male advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+7 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +27/+22/+17 (4d6+17) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 23]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +21)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud Spells Known (CL 16th; concentration +21)
. . 4th (3/day)—shout (DC 19)
. . 3rd (3/day)—haste, jester's jaunt[APG] (DC 18)
. . 2nd (3/day)—glitterdust (DC 17), minor image (DC 17)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 20
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Bluff +9, Climb +26, Craft (Jewelry) +10, Diplomacy +18, Intimidate +38, Perception +24, Perform (string instruments) +21
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon
Other Gear +3 mithral chain shirt, +3 thundering morningstar, amulet of natural armor +3, lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Bard Abilities:
Countersong (Su):
A performance to counter magic effects that depend on sound. Makes a Perform skill check. Any creature within 30 feet of the bard that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled.
Dirge of Doom (Su):
Foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance.
Distraction (Su):
A performance to counter magic effects that depend on sight. Makes a Perform skill check. Any creature within 30 feet of the bard that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled.
Fascinate [DC 23] (Su):
Performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet. The Distraction of a nearby combat or other dangers prevents the ability from working. He can target five creatures with this ability. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Frightening tune [DC 23]
Frightening Tune (Sp): A performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance.
Inspire competence +5 (Su):
A performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +5 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance.
Inspire courage +3 (Su):
A performance to inspire courage in himself and his allies. An affected ally receives a +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls.
Inspire greatness (Su):
A performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. Three targets gains 2 bonus Hit Dice (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Inspire heroics (Su):
Inspire tremendous heroism in himself or a single ally within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC.
Soothing performance (Su):
A to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance.
Suggestion [DC 23] (Sp):
A performance to make a suggestion (as per the spell) to a single creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Warden of Wind:
Warden of Wind CR 15
XP 51,200
Male advanced druid cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 247)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +26
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+5 armor, +3 deflection, +3 Dex, +17 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +17
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee +2 longspear +26/+21/+16 (3d6+23/×3) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft. (30 ft. with +2 longspear)
Special Attacks rock throwing (140 ft.), wild shape 5/day
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud Druid Spells Prepared (CL 16th; concentration +23)
. . 6th—greater dispel magic, sirocco[APG] (DC 23)
. . 5th—control winds (DC 22), fickle winds[UM], summon nature's ally V
. . 4th—dispel magic, freedom of movement, river of wind[APG] (DC 21)
. . 3rd—protection from energy
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 24, Cha 16
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Climb +31, Craft (Enter Choice) +10, Diplomacy +11, Fly +6, Intimidate +36, Perception +26, Perform (string instruments) +10, Survival +16
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon, woodland stride
Other Gear +2 hide shirt, +2 longspear, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
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.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Wild Shape (13 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Warden of Storm:
Warden of Storm CR 14
XP 38,400
Male advanced fighter cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 247)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 41, touch 14, flat-footed 38 (+12 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +29/+24/+19 (4d6+42/19-20) or
. . 2 slams +17 (2d6+12)
Ranged rock +9 (2d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
--------------------
Statistics
--------------------
Str 43, Dex 17, Con 27, Int 16, Wis 20, Cha 16
Base Atk +12; CMB +26 (+28 bull rush, +28 overrun); CMD 46 (48 vs. bull rush, 48 vs. overrun)
Feats Awesome Blow, Awesome Charge, Bull Rush Strike[APG], Cleave, Hammer The Gap[UC], Improved Bull Rush, Improved Critical (morningstar), Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (morningstar)
Skills Acrobatics +13 (+21 to jump), Climb +34, Craft (Enter Choice) +10, Diplomacy +11, Intimidate +38, Perception +24, Perform (string instruments) +10
Languages Common, Giant, Shoanti, Thassilonian
SQ armor training 4, oversized weapon
Other Gear +3 full plate, +3 thundering morningstar, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Bull Rush Strike Critical hit's confirmation roll is a Bull Rush maneuver check.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Weapon Training (Flails) +3 (Ex) +3 Attack, Damage, CMB, CMD with Flails
---------------------------------
X2 Visions of Karzoug (CR 17)
● 4 PCs - Karzoug’s Image and 1 Warden of Thunder
● 5 PCs - Karzoug’s Image and 1 Warden of Thunder
● 6 PCs - Karzoug’s Image and 2 Wardens of Thunder
Note: When the double doors are opened Karzougs image makes a Darth Maul entrance. The Warden(s) stand as guards of the Throne Room, but they’ll come to Karzoug’s aid against the PCs after warning Viorian of their presence.
Karzoug’s Image 1:
Cone of Cold (DC 28),
Area cone-shaped burst 60 ft.
Saving Throw Reflex half; Spell Resistance yes
Damage:15d6
Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes
20% chance of vanishing each time he casts a spell
Warden of Thunder:
Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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 -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
---------------------------------
X3 Throne Room (CR 20)
● 4 PCs - Viorian Dekanti, 1 Warden of Song, 2 Wardens of Thunder
● 5 PCs - Viorian Dekanti, 1 Wardens of Song, 3 Wardens of Thunder
● 6 PCs - Viorian Dekanti, 1 Warden of Runes, 1 Warden of Song, 2 Wardens of Thunder
Viorian Dekanti:
Viorian Dekanti CR 19
XP 204,800
Female human fighter 19
NE Medium humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 37, touch 16, flat-footed 34 (+14 armor, +3 deflection, +3 Dex, +7 shield)
hp 299 (19d10+190)
Fort +22, Ref +14, Will +18 (+5 vs. fear)
Defensive Abilities freedom of movement (constant); DR 5/—; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 heavy shield bash +36 (1d4+12) or
. . sword of greed chellan +35/+30/+25/+20 (1d8+22/15-20)
Ranged +1 composite longbow +22/+17/+12/+7 (1d8+11/×3)
Special Attacks weapon trainings (heavy blades +4, close +3, light blades +2, bows +1)
--------------------
Statistics
--------------------
Str 29, Dex 17, Con 26, Int 10, Wis 24, Cha 8
Base Atk +19; CMB +28; CMD 44
Feats Altitude Affinity[ISWG], Blind-fight, Combat Reflexes, Critical Focus, Endurance, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Initiative, Improved Iron Will, Improved Shield Bash, Iron Will, Lightning Reflexes, Quick Draw, Shield Master, Shield Slam, Staggering Critical, Toughness, Two-weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +20, Intimidate +21, Perception +8, Ride +22, Survival +7 (+9 competence above 5,000 ft.)
Languages Common
SQ armor mastery, armor training 4
Combat Gear boots of teleportation, potion of cure serious wounds (5), potion of haste, scarab of protection; Other Gear +5 full plate, +5 heavy steel shield, +1 composite longbow (+10 Str) with 20 arrows, sword of greed chellan, belt of physical might +6 (Str, Con), headband of inspired wisdom +6, minor cloak of displacement, ring of freedom of movement, sihedron ring, vibrant purple prism ioun stone
--------------------
Special Abilities
--------------------
Altitude Affinity Automatically acclimated to high altitude
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Spell Resistance (20) You have Spell Resistance.
Staggering Critical (DC 29) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Warden or Runes:
Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Warden of Song:
Warden of Song CR 14
XP 38,400
Male advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+7 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +27/+22/+17 (4d6+17) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 23]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +21)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud Spells Known (CL 16th; concentration +21)
. . 4th (3/day)—shout (DC 19)
. . 3rd (3/day)—haste, jester's jaunt[APG] (DC 18)
. . 2nd (3/day)—glitterdust (DC 17), minor image (DC 17)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 20
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Bluff +9, Climb +26, Craft (Jewelry) +10, Diplomacy +18, Intimidate +38, Perception +24, Perform (string instruments) +21
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon
Other Gear +3 mithral chain shirt, +3 thundering morningstar, amulet of natural armor +3, lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Warden of Thunder:
Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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 -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
---------------------------------
X4 Rune Giant Lair (CR 18)
● 4 PCs - Karzoug’s Image and 1 Warden of Runes
● 5 PCs - Karzoug’s Image, 1 Warden of Runes, and 1 Warden of Song
● 6 PCs - Karzoug’s Image and 1 Wardens of Runes, 1 Warden of Song, Warden of Wounds
Karzoug’s Image 2:
“Runforged weapons? Sacrilege! Such insult that you worms even dare! DIE!”
Ice Storm
Range long 1200 ft.
Area cylinder (20-ft. radius, 40 ft. high)
Duration 20 round
Saving Throw none; Spell Resistance yes
Damage 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain.).
Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes
20% chance of vanishing each time he casts a spell
Warden or Runes:
Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Warden of Song:
Warden of Song CR 14
XP 38,400
Male advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+7 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +27/+22/+17 (4d6+17) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 23]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +21)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud Spells Known (CL 16th; concentration +21)
. . 4th (3/day)—shout (DC 19)
. . 3rd (3/day)—haste, jester's jaunt[APG] (DC 18)
. . 2nd (3/day)—glitterdust (DC 17), minor image (DC 17)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 20
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Bluff +9, Climb +26, Craft (Jewelry) +10, Diplomacy +18, Intimidate +38, Perception +24, Perform (string instruments) +21
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon
Other Gear +3 mithral chain shirt, +3 thundering morningstar, amulet of natural armor +3, lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Warden of Wounds :
Warden of Wounds #1 CR 15
XP 51,200
Male advanced cleric cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +26
--------------------
Defense
--------------------
AC 47, touch 12, flat-footed 46 (+13 armor, +3 deflection, +1 Dex, +16 natural, +6 shield, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +17
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee +4 keen morningstar +28/+23/+18 (3d6+18/19-20) or
. . (G) +4 keen morningstar +28/+23/+18 (4d6+18/19-20) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks channel positive energy 6/day (DC 20, 7d6), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud Cleric Spells Prepared (CL 16th; concentration +23)
. . 6th—greater dispel magic, heal
. . 5th—greater command (DC 22), righteous might, true seeing
. . 4th—cure critical wounds, dismissal (DC 21), divine power
. . 3rd—protection from energy
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 24, Cha 16
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +17, Craft (Enter Choice) +10, Diplomacy +11, Heal +17, Intimidate +36, Perception +26, Perform (string instruments) +10, Sense Motive +21
Languages Common, Giant
SQ oversized weapon
Other Gear +4 full plate, +4 heavy steel shield, +4 keen morningstar, +4 keen morningstar, amulet of natural armor +4, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
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.
Cleric Creature Channel Positive Energy 7d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
“This world belongs to me! You don’t even understand the futility of your actions! ”
Fireball
Range long 1200 ft.
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage 10d6.
Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes
20% chance of vanishing each time he casts a spell
Lamia Matriarch Priestess CR 13
XP 25,600
Male lamia matriarch cleric 9 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +8 natural, +1 shield, -1 size)
hp 178 (21 HD; 9d8+12d10+72)
Fort +16, Ref +18, Will +22
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +3 keen scimitar +22/+17/+12/+7 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +22/+17/+12 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . touch +17 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), strength variant channeling 9/day (DC 20, 5d6 plus 2 channel penalty), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—charm monster (DC 20), ventriloquism (DC 17)
. . 3/day—deep slumber (DC 19), dream, major image (DC 19), mirror image, suggestion (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—strength surge (+4), touch of evil (4 rounds)
Sorcerer Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—death knell (DC 18), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—greater command (DC 20), flame strike (DC 20), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 19), unholy blight[D] (DC 19)
. . 3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 17), hold person (DC 17)
. . 1st—command (DC 16), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 16)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 22
Base Atk +18; CMB +24; CMD 41 (can't be tripped)
Feats Combat Reflexes, Dispelling Blow, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Seize The Moment[UC], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +22, Climb +13, Diplomacy +30, Disguise +12, Intimidate +24, Knowledge (arcana) +27, Knowledge (Religion) +24, Spellcraft +27, Swim +13, Use Magic Device +22; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 leather armor, +3 keen scimitar, +3 keen scimitar, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dispelling Blow Your critical hits can cut through spells.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Spell Resistance (19) You have Spell Resistance.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Strength Variant Channeling (±2 Profane) Bonus/Penalty to Strength-related checks
Strength Variant Channeling 5d6 plus 2 channel penalty (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Swim (40 feet) You have a Swim speed.
Touch of Evil (4 rounds, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain
Fiendish Dire Tiger:
Fiendish Dire Tiger CR 13
XP 25,600
Male fiendish advanced dire tiger (Pathfinder RPG Bestiary, 265, 294)
N Large animal
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 17 (+6 Dex, +8 natural, -1 size)
hp 162 (17d8+85)
Fort +15, Ref +16, Will +8
DR 10/good; Resist cold 15, fire 15; SR 18
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +28 (2d6+16/19-20 plus grab), 2 claws +28 (2d4+16 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +28, 2d4+16 plus grab), smite good
--------------------
Statistics
--------------------
Str 35, Dex 23, Con 21, Int 2, Wis 16, Cha 14
Base Atk +12; CMB +25 (+29 grapple); CMD 41 (45 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +10 (+14 to jump with a running start, +14 to jump), Perception +14, Stealth +19 (+23 in tall grass), Swim +17; Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in tall grass
Other Gear amulet of mighty fists +4, belt of physical might +4 (Str, Dex)
--------------------
Ecology
--------------------
Environment any forests, plains, and swamps
Organization solitary or pair
Treasure none
--------------------
Special Abilities
--------------------
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Good (1/day) (Su) +2 to hit, +17 to damage when used.
Spell Resistance (18) You have Spell Resistance.
Hungerer CR 16
XP 76,800
Advanced hungerer (Pathfinder RPG Bestiary 288, Rise of the Runelords Anniversary Edition 410)
CE Huge monstrous humanoid
Init +7; Senses darkvision 90 ft., low-light vision; Perception +30
Aura stench (30 ft., DC 27, 1 round)
--------------------
Defense
--------------------
AC 38, touch 15, flat-footed 34 (+3 deflection, +3 Dex, +1 dodge, +23 natural, -2 size)
hp 262 (21d10+147)
Fort +17, Ref +20, Will +23
DR 10/cold iron, 10/piercing; Immune acid, poison; Resist electricity 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (good)
Melee bite +31 (2d8+12/19-20/×4 plus 2d6 acid and 2 Wis drain), 2 claws +31 (1d8+12 plus 2 Wis drain)
Space 15 ft.; Reach 15 ft.
Special Attacks devastating bite, vile spew
Spell-Like Abilities (CL 21st; concentration +27)
. . Constant—fly
. . At will—grease, major image (DC 19), ventriloquism (DC 17)
. . 3/day—charm monster (DC 20), gust of wind (DC 18), quickened stinking cloud (DC 19), suggestion (DC 19)
. . 1/day—deep slumber (DC 19), mass charm monster (DC 22), mirror image
--------------------
Statistics
--------------------
Str 34, Dex 17, Con 24, Int 17, Wis 22, Cha 23
Base Atk +21; CMB +35; CMD 52 (can't be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (stinking cloud), Staggering Critical, Vital Strike
Skills Acrobatics +3 (-5 to jump), Fly +34, Intimidate +30, Perception +30, Sense Motive +27, Stealth +19
Languages Abyssal, Common, Giant, Thassilonian
Other Gear sihedron ring
--------------------
Special Abilities
--------------------
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (90 feet) You can see in the dark (black and white only).
Devastating Bite (DC 32) (Ex) If Bite critically hits a foe and reduces them to negative Hp, die instantly (Fort neg)
Energy Damage: Bite (2d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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.
Fly (60 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
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.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Stinking Cloud) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (26) You have Spell Resistance.
Staggering Critical (DC 31) Critical hit staggers target
Stench (30 ft., 1 round, DC 27) Living creatures in aura's range are sickened for listed duration (Fort neg).
Vile Spew (DC 27) (Su) When damaged, adjacent creatures take 2d6 acid (Ref neg)
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 26) (Su) Attacks deal Wiz drain.
Lamia Matriarch Priestess:
Lamia Matriarch Priestess CR 13
XP 25,600
Male lamia matriarch cleric 9 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +8 natural, +1 shield, -1 size)
hp 178 (21 HD; 9d8+12d10+72)
Fort +16, Ref +18, Will +22
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +3 keen scimitar +22/+17/+12/+7 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +22/+17/+12 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . touch +17 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), strength variant channeling 9/day (DC 20, 5d6 plus 2 channel penalty), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—charm monster (DC 20), ventriloquism (DC 17)
. . 3/day—deep slumber (DC 19), dream, major image (DC 19), mirror image, suggestion (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—strength surge (+4), touch of evil (4 rounds)
Sorcerer Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—death knell (DC 18), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—greater command (DC 20), flame strike (DC 20), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 19), unholy blight[D] (DC 19)
. . 3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 17), hold person (DC 17)
. . 1st—command (DC 16), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 16)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 22
Base Atk +18; CMB +24; CMD 41 (can't be tripped)
Feats Combat Reflexes, Dispelling Blow, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Seize The Moment[UC], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +22, Climb +13, Diplomacy +30, Disguise +12, Intimidate +24, Knowledge (arcana) +27, Knowledge (Religion) +24, Spellcraft +27, Swim +13, Use Magic Device +22; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 leather armor, +3 keen scimitar, +3 keen scimitar, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dispelling Blow Your critical hits can cut through spells.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Spell Resistance (19) You have Spell Resistance.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Strength Variant Channeling (±2 Profane) Bonus/Penalty to Strength-related checks
Strength Variant Channeling 5d6 plus 2 channel penalty (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Swim (40 feet) You have a Swim speed.
Touch of Evil (4 rounds, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain
Daemon, Astradaemon CR 17
XP 102,400
Male advanced astradaemon (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 63)
NE Large outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, true seeing; Perception +24
Aura soul siphon
--------------------
Defense
--------------------
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, -1 size)
hp 246 (17d10+153)
Fort +14, Ref +19, Will +16
DR 10/good, 10/silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 90 ft., fly 90 ft. (good)
Melee bite +25 (2d6+7 plus energy drain), 2 claws +25 (1d8+7 plus energy drain), tail slap +20 (1d12+3 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 27)
Spell-Like Abilities (CL 17th; concentration +26)
. . Constant—deathwatch, displacement, true seeing
. . At will—enervation, fear (DC 22), greater teleport (self plus 50 lbs. of objects only), vampiric touch
. . 3/day—locate creature, plane shift (DC 26)
. . 1/day—energy drain (DC 28), finger of death (DC 26), summon (level 6, 1d3 derghodaemons 50%)
--------------------
Statistics
--------------------
Str 25, Dex 29, Con 28, Int 18, Wis 19, Cha 28
Base Atk +17; CMB +25; CMD 45
Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +26 (+74 to jump), Escape Artist +29, Fly +11, Intimidate +29, Knowledge (planes) +24, Perception +24, Sense Motive +24, Stealth +25, Survival +24
Languages Abyssal, Infernal; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abaddon or astral plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
--------------------
Special Abilities
--------------------
Combat Reflexes (10 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 (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devour Soul (DC 27) (Su) If start turn grappled, can instantly kill foe and gain +1 to att/save per 5 HD of slain (Fort neg).
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, Cold (10) You have the specified Energy Resistance against Cold 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.
Fly (90 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Soul Siphon (Su) If creature dies in 10 ft gain +2 Str and d8 temp Hp (stacks). Disembodied spirits take d8 dam/rd.
Spell Resistance (27) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 6, 1d3 derghodaemons 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.
---------------------------------
X9 Ceoptra’s Chambers
No changes
---------------------------------
X10 Mokmurian’s Door
Note: Ayrizi The Ever-Watcher is a Planetar of Sarenrae. She tries to fight the binding spell that holds her by sending whispers to faithful ch
aracters guiding them to this place. She will act as a Divine Intervention in the final fight if needed.
Ayruzi released:
“I am finally released from my bounds. Greetings, dear mortals. Although the task before you is almost impossible, I am here to offer my assistance. Karzoug the Claimer has hidden himself in the eternal voids, a place even the gods cannot locate. I can sense his foul influence here, indicating that his emergence is imminent. However, we must strike him down before he regains access to Golarion. Unfortunately, it is impossible for me to reach him directly. But you, bound by a destiny beyond this world, may hold the key we need. Allow me to mark your souls, so that if you find yourselves in the eternal voids, I might be able to locate you. Together, we can vanquish this threat and safeguard our world.”
The angel gently places her fingers upon your forehead, and a comforting warmth spreads from her touch. You feel a soothing glow encompassing you, filling you with a sense of divine protection.
Ayruzi:
--------------------
Ayruzi CR 17
XP 102,400
Female advanced planetar (Pathfinder RPG Bestiary 11, 288)
NG Large outsider (angel, extraplanar, good)
Init +10; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +29
Aura protective aura
--------------------
Defense
--------------------
AC 46, touch 19, flat-footed 40 (+6 armor, +4 deflection, +6 Dex, +21 natural, -1 size)
hp 263 (17d10+170); regeneration 10 (evil weapons and effects)
Fort +25, Ref +17, Will +25; +4 vs. poison
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (good)
Melee +5 holy greatsword +31/+26/+21/+16 (3d6+20/19-20 plus 2d6 vs. evil) or
. . slam +21 (2d8+5)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th; concentration +25)
. . Constant—detect evil, detect snares and pits, discern lies (DC 23), true seeing
. . At will—continual flame, dispel magic, holy smite (DC 23), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 22)
. . 3/day—blade barrier (DC 25), flame strike (DC 24), power word stun, raise dead, waves of fatigue
. . 1/day—earthquake, greater restoration, mass charm monster (DC 27), waves of exhaustion Cleric Spells Prepared (CL 16th; concentration +25)
. . 8th—earthquake, fire storm (DC 27), greater spell immunity
. . 7th—holy word (DC 26), regenerate (2)
. . 6th—banishment (DC 25), greater dispel magic, heal, mass inflict moderate wounds (DC 25)
. . 5th—break enchantment, dispel evil (2), plane shift (DC 24), righteous might, true seeing
. . 4th—death ward, dismissal (DC 23), divine power, neutralize poison, summon monster IV
. . 3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
. . 2nd—align weapon (2), bear's endurance (2), cure moderate wounds (2), eagle's splendor
. . 1st—bless (2), cure light wounds (5), shield of faith
. . 0 (at will)—detect magic, purify food and drink (DC 19), stabilize, virtue
--------------------
Statistics
--------------------
Str 31, Dex 23, Con 28, Int 26, Wis 29, Cha 28
Base Atk +17; CMB +28 (+30 sunder); CMD 48 (50 vs. sunder)
Feats Blind-fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +26, Craft (any one) +28, Diplomacy +29, Fly +28, Heal +26, Intimidate +29, Knowledge (history) +25, Knowledge (planes) +28, Knowledge (religion) +28, Perception +29, Sense Motive +29, Stealth +22
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
Other Gear +5 holy greatsword, bracers of armor +6
--------------------
Ecology
--------------------
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Change Shape (alter self) (Su) You can change your form.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Fly (90 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
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.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 10 (evil weapons and effects) Heal HP quickly and cannot die.
Spell Resistance (27) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.
---------------------------------
X11 The Aklo Doors)
● 4,5,6 PCs - Karzoug’s Image
Karzoug’s Image 4:
“I’ve seen how broken your world have become without my rule! Your lands are a filthy and disorganized mess! Why do you worms even dare to pester me?”
Cludkill
Range medium 300 ft.
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 20 min.
Saving Throw Fortitude partial; see text; Spell Resistance no
DESCRIPTION
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).
Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes
20% chance of vanishing each time he casts a spell
The Aklo Doors
Type magic Perception DC 35; Disable Device DC 35
Trigger touch or proximity Reset automatic
Effect spell effect (maze of madness and suffering, though the sights one sees are all of Leng. When one creature passes the DC 22 Intelligence check to escape the maze, all currently entrapped creatures escape at once and appear on the north side of the door); multiple targets (all valid targets within 30’).
---------------------------------
X12 The Leng Device (CR 18 or 20)
● 4 PCs – 1 Priest of Leng, 9 Leng Rouges, 1 Thing from Beyond Time
● 5 PCs - 1 Priest of Leng, 12 Leng Rouges, 1 Thing from Beyond Time
● 6 PCs - 1 Priest of Leng, 15 Leng Rouges ,1 Advanced Thing from Beyond Time
Priest of Leng:
--------------------
Priest of Leng CR 16
XP 76,800
Male advanced denizen of leng sorcerer 11 (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 82)
CE Medium outsider (chaotic, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +29
--------------------
Defense
--------------------
AC 30, touch 17, flat-footed 23 (+5 armor, +6 Dex, +1 dodge, +8 natural)
hp 230 (21 HD; 11d6+10d10+137); planar fast healing 5
Fort +16, Ref +16, Will +17
Defensive Abilities unusual anatomy (25%), unusual anatomy; Immune poison; Resist cold 30, electricity 30; SR 19
--------------------
Offense
--------------------
Speed 40 ft.
Melee +4 defending quarterstaff +23/+18/+13 (1d6+10) or
. . bite +25 (1d6+8 plus 1d6 Dex drain), 2 claws +25 (1d4+8)
Special Attacks long limbs (10 ft.), sneak attack +5d6
Spell-Like Abilities (CL 10th; concentration +18)
. . Constant—tongues
. . 3/day—detect thoughts (DC 20), hypnotic pattern (DC 20), levitate, minor image (DC 20)
. . 1/day—locate object, plane shift (self only) (DC 22)
Bloodline Spell-Like Abilities (CL 11th; concentration +19)
. . 11/day—acidic ray (1d6+5 acid)
Sorcerer Spells Known (CL 11th; concentration +19)
. . 5th (5/day)—baleful polymorph (DC 23), dominate person (DC 23), feeblemind (DC 23)
. . 4th (8/day)—black tentacles, crushing despair (DC 22), fear (DC 22), greater invisibility
. . 3rd (8/day)—dispel magic, haste, ray of exhaustion (DC 21), slow (DC 21), tongues
. . 2nd (8/day)—bloodbath[HA] (DC 20), blur, gust of wind (DC 20), resist energy, scorching ray, see invisibility
. . 1st (8/day)—cause fear (DC 19), charm person (DC 19), color spray (DC 19), enlarge person (DC 19), mage armor, obscuring mist
. . 0 (at will)—arcane mark, detect magic, detect poison, mage hand, message, open/close (DC 18), ray of frost, read magic, touch of fatigue (DC 18)
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 23, Int 22, Wis 21, Cha 27
Base Atk +15; CMB +19; CMD 36
Feats Combat Casting, Deceitful, Dodge, Eschew Materials, Greater Spell Penetration, Improved Initiative, Improved Iron Will, Iron Will, Maximize Spell, Mobility, Persuasive, Spell Penetration, Weapon Finesse
Skills Acrobatics +6 (+10 to jump), Bluff +36, Diplomacy +10, Disable Device +27, Disguise +28 (+32 when disguised as a Medium humanoid), Intimidate +22, Knowledge (Engineering) +30, Perception +29, Profession (sailor) +13, Sense Motive +29, Sleight of Hand +19, Spellcraft +30, Stealth +30, Use Magic Device +32; Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aklo; tongues SQ bloodline arcana (+50% duration on polymorphs), no breath
Other Gear +4 defending quarterstaff, amulet of mighty fists +4, bracers of armor +5
--------------------
Ecology
--------------------
Environment any land
Organization solitary, gang (2-5), or crew (6-15)
Treasure double (500 to 2,000 gp in rubies, other treasure)
--------------------
Special Abilities
--------------------
Acidic Ray (1d6+5 acid, 11/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dexterity Drain (Bite: 1d6 Dex drain, DC 26) (Su) Attack causes Ability Drain
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immunity to Poison You are immune to poison.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Long Limbs (10 ft.) (Ex) When making melee touch attacks can increases reach by +10 ft.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Planar Fast Healing 5 (Su) Heal damage every round unless you are killed while connection of Leng is maintained.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (19) You have Spell Resistance.
Unusual Anatomy (25%) (Ex) 25% chance to ignore critical hits/sneak attacks.
Unusual Anatomy (Ex) 50% chance to treat precision damage as normal damage.
Denizen of Leng Rouges:
Denizen of Leng CR 11
XP 12,800
Male advanced rogue denizen of leng (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 82, Pathfinder RPG Monster Codex 248)
CE Medium outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 31, touch 19, flat-footed 22 (+4 armor, +8 Dex, +1 dodge, +8 natural)
hp 115 (10d10+60); planar fast healing 5
Fort +13, Ref +15, Will +8
Defensive Abilities evasion, improved uncanny dodge, unusual anatomy; Immune poison; Resist cold 30, electricity 30; SR 19
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +20 (1d6+6 plus 1d6 Dex drain), 2 claws +20 (1d4+6)
Special Attacks sneak attack +10d6 plus 10 bleed
Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—tongues
. . 3/day—detect thoughts (DC 19), hypnotic pattern (DC 19), levitate, minor image (DC 19)
. . 1/day—locate object, plane shift (self only) (DC 22)
--------------------
Statistics
--------------------
Str 18, Dex 26, Con 23, Int 22, Wis 21, Cha 25
Base Atk +10; CMB +14; CMD 33
Feats Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse
Skills Acrobatics +8 (+12 to jump), Bluff +24, Diplomacy +9, Disable Device +18, Disguise +14 (+18 when disguised as a Medium humanoid), Intimidate +14, Knowledge (Enter Choice) +19, Perception +18, Profession (sailor) +10, Sense Motive +18, Sleight of Hand +21, Spellcraft +14, Stealth +21, Use Magic Device +20; Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aklo; tongues SQ no breath
Other Gear amulet of mighty fists +2, bracers of armor +4
--------------------
Ecology
--------------------
Environment any land
Organization solitary, gang (2-5), or crew (6-15)
Treasure double (500 to 2,000 gp in rubies, other treasure)
--------------------
Special Abilities
--------------------
Bleeding Attack +10 (Ex) Sneak attacks also deal 10 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Dexterity Drain (Bite: 1d6 Dex drain, DC 21) (Su) Attack causes Ability Drain
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Poison You are immune to poison.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Planar Fast Healing 5 (Su) Heal damage every round unless you are killed while connection of Leng is maintained.
Sneak Attack +10d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (19) You have Spell Resistance.
Unusual Anatomy (Ex) 50% chance to treat precision damage as normal damage.
Unwitting Ally (Ex) As a swift action, opposed Bluff check to treat foe as ally for flanking.
The Thing From Beyond Time:
The Thing From Beyond Time CR 18
XP 153,600
Advanced giant hound of tindalos (Pathfinder RPG Bestiary 288, 295, Pathfinder RPG Bestiary 2 158)
NE Huge outsider (evil, extraplanar)
Init +12; Senses darkvision 120 ft.; Perception +31
--------------------
Defense
--------------------
AC 36, touch 17, flat-footed 27 (+8 Dex, +1 dodge, +19 natural, -2 size)
hp 332 (19d10+228)
Fort +22, Ref +21, Will +15
DR 10/magic, 10/piercing; Immune mind-affecting effects, poison
--------------------
Offense
--------------------
Speed 40 ft.; air walk Melee bite +31 (6d6+14/19-20), 2 claws +31 (3d6+14/19-20), tongue +26 (3d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks ability drain - wis, ripping gaze
Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—air walk
. . At will—fog cloud, invisibility, locate creature
. . 3/day—dimensional anchor, discern location, greater scrying (DC 24), haste, slow (DC 20)
--------------------
Statistics
--------------------
Str 38, Dex 26, Con 32, Int 24, Wis 29, Cha 24
Base Atk +19; CMB +35; CMD 54 (58 vs. trip)
Feats Ability Focus (ripping gaze), Combat Expertise, Combat Reflexes, Dodge, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Toughness
Skills Acrobatics +30 (+34 to jump), Escape Artist +27, Intimidate +26, Knowledge (arcana) +26, Knowledge (engineering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (planes) +29, Perception +31, Sense Motive +31, Stealth +22, Survival +28
Languages Aklo
SQ angled entry, otherworldly mind
--------------------
Special Abilities
--------------------
Ability Drain - WIS (Tongue) 1 Wis drain
Angled Entry (Su) Use greater teleport or plane shift but destination must be adjacent to a physical fixed angle or corner.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Otherworldly Mind (DC 26) (Ex) Contact mind/read thoughts deal 5d6 nonlethal & confuse 2d4 rds (Will neg).
Ripping Gaze (DC 28) (Su) Gaze deals 5d6 slashing damage that bypasses DR/magic and slashing.
---------------------------------
X13 Rune Giant Cells (CR 19)
● 4 PCs: 1 Warden of Runes, 1 Warden of Thunder, 2 Taotieh Guard Dog, Karzoug’s Image
● 5 PCs: 1 Warden of Runes, 1 Warden of Thunder, 3 Taotieh Guard Dog, Karzoug’s Image
● 6 PCs: 1 Warden of Runes, 2 Warden of Thunder, 3 Taotieh Guard Dog, Karzoug’s Image
Karzoug’s Image 5:
“Lets see if these rune weapon defences have finally been worn down!”
Baleful Polymorh
Range close 75 ft.
Target one creature
Duration permanent
Saving Throw: Fortitude negates, Will partial, see text; Spell Resistance: yes
Turn the character to a fat slimy worm.
Quickened Magic Missile
Range medium 300 ft. + 10 ft.
Targets up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw none; Spell Resistance yes
Five magical energy darts dealing 1d4+1 points of force damage.
20% chance of vanishing each time he casts a spell
Warden or Runes:
Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Warden of Thunder:
Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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 -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Taotieh Guard Dog:
Taotieh CR 15
XP 51,200
Male advanced taotieh (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 260)
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size)
hp 124 (17d10+30)
Fort +5, Ref +9, Will +9
DR 10/adamantine; Immune construct traits; Resist acid 10, cold 10, electricity 10, fire 10
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +34 (1d8+18 plus grab), 2 claws +34 (1d6+18 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +34, 1d6+18 plus grab), swallow whole (suffocation, hardness 8 damage, AC 19, 12 hp)
--------------------
Statistics
--------------------
Str 38, Dex 19, Con —, Int —, Wis 18, Cha 5
Base Atk +17; CMB +32 (+36 grapple); CMD 46 (50 vs. trip)
Skills Acrobatics +4 (+8 to jump)
Other Gear amulet of mighty fists +4, belt of physical might +4 (Str, Con)
--------------------
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).
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, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
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 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.
Pounce (Ex) You can make a full attack as part of a charge.
Swallow Whole (suffocation, hardness 8 damage, AC 19, 12 HP) (Ex) You can swallow smaller targets whole.
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.
Khalib CR 17
XP 102,400
Male human (pureblooded Azlanti) transmuter 17 (Pathfinder RPG Adventurer's Guide 63)
LE Medium humanoid (human)
Init +5; Senses Perception +19
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 22 (+5 armor, +3 deflection, +5 Dex, +4 shield)
hp 196 (17d6+134)
Fort +14, Ref +14, Will +16
DR 10/adamantine (150 points); SR 18
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)
Melee +4 dagger +12/+7 (1d4+4/19-20)
Spell-Like Abilities (CL 17th; concentration +18)
. . Constant—arcane sight, darkvision, see invisibility, tongues
. . 1/day—summon monster IX, time stop Arcane School Spell-Like Abilities (CL 17th; concentration +27)
. . At will—change shape (beast shape iii or elemental body ii, 17 rounds/day)
. . 13/day—telekinetic fist (1d4+8 bludgeoning)
Transmuter Spells Prepared (CL 17th; concentration +27)
. . 8th—maximized quickened magic missile (2), greater planar binding (DC 29), temporal stasis (2, DC 30)
. . 7th—delayed blast fireball (DC 27), ethereal jaunt, reverse gravity (2), statue (DC 29), summon monster VII
. . 6th—disintegrate (DC 28), disintegrate (2, DC 28), greater dispel magic (2), flesh to stone (DC 28), quickened resist energy, summon monster VI
. . 5th—dismissal (DC 25), overland flight (2), quickened shield, summon monster V, telekinesis (DC 27), telekinesis (DC 27), wall of force
. . 4th—arcane eye, dimension door, maximized magic missile (2), mnemonic enhancer, stoneskin, wall of ice (DC 24)
. . 3rd—dispel magic (2), haste, lightning bolt (DC 23), greater magic weapon, nondetection, slow (2, DC 25)
. . 2nd—blindness/deafness (3, DC 23), cat's grace (2), false life, glitterdust (2, DC 23)
. . 1st—alarm, expeditious retreat (2), feather fall, magic missile (2), obscuring mist, ray of enfeeblement (DC 22)
. . 0 (at will)—acid splash, light, mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 20, Int 30, Wis 14, Cha 12
Base Atk +8; CMB +8; CMD 26
Feats Altitude Affinity[ISWG], Augment Summoning, Combat Casting, Craft Staff, Craft Wondrous Item, Endurance, Greater Spell Focus (transmutation), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Appraise +15, Craft (alchemy) +30, Diplomacy +18, Fly +17, Knowledge (arcana) +30, Knowledge (engineering) +30, Knowledge (nobility) +30, Knowledge (planes) +30, Perception +19, Sense Motive +19, Spellcraft +30, Survival +2 (+4 competence above 5,000 ft.), Use Magic Device +18
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Giant, Infernal, Thassilonian
SQ arcane bond (sihedron ring), contingency, permanent spells, physical enhancement (+4)
Combat Gear robe of the archmagi (black), staff of size alteration; Other Gear mwk dagger, amulet of mighty fists +4, cloak of resistance +5, headband of vast intelligence +6, sihedron ring, spellbooks, gemstone dust (worth 15,000 gp), gold-and-ivory contingency statuette (worth 2,000 gp)
--------------------
Special Abilities
--------------------
Altitude Affinity Automatically acclimated to high altitude
Arcane Bond (Sihedron ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Change Shape II (beast shape iii or elemental body ii, 17 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Contingency (Ex) When Khalib snaps his fingers (a free action), stoneskin activates on him.
Damage Reduction (10/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fly (40 feet, Good) You can fly!
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.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Permanent Spells (Ex) Khalib has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Physical Enhancement +4 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Telekinetic Fist (1d4+8 bludgeoning, 13/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Astradaemon :
Daemon, Astradaemon CR 17
XP 102,400
Male advanced astradaemon (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 63)
NE Large outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, true seeing; Perception +24
Aura soul siphon
--------------------
Defense
--------------------
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, -1 size)
hp 246 (17d10+153)
Fort +14, Ref +19, Will +16
DR 10/good, 10/silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 90 ft., fly 90 ft. (good)
Melee bite +25 (2d6+7 plus energy drain), 2 claws +25 (1d8+7 plus energy drain), tail slap +20 (1d12+3 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 27)
Spell-Like Abilities (CL 17th; concentration +26)
. . Constant—deathwatch, displacement, true seeing
. . At will—enervation, fear (DC 22), greater teleport (self plus 50 lbs. of objects only), vampiric touch
. . 3/day—locate creature, plane shift (DC 26)
. . 1/day—energy drain (DC 28), finger of death (DC 26), summon (level 6, 1d3 derghodaemons 50%)
--------------------
Statistics
--------------------
Str 25, Dex 29, Con 28, Int 18, Wis 19, Cha 28
Base Atk +17; CMB +25; CMD 45
Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +26 (+74 to jump), Escape Artist +29, Fly +11, Intimidate +29, Knowledge (planes) +24, Perception +24, Sense Motive +24, Stealth +25, Survival +24
Languages Abyssal, Infernal; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abaddon or astral plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
--------------------
Special Abilities
--------------------
Combat Reflexes (10 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 (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devour Soul (DC 27) (Su) If start turn grappled, can instantly kill foe and gain +1 to att/save per 5 HD of slain (Fort neg).
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, Cold (10) You have the specified Energy Resistance against Cold 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.
Fly (90 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Soul Siphon (Su) If creature dies in 10 ft gain +2 Str and d8 temp Hp (stacks). Disembodied spirits take d8 dam/rd.
Spell Resistance (27) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 6, 1d3 derghodaemons 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.
“You just don’t get it! You need my rule! It’s your only function!”
Disintegrate
Range medium 300 ft.
Effect ray
Saving Throw Fortitude partial (object); Spell Resistance yes
You must make a successful ranged touch attack to hit. Any creature struck takes 40d6.
Quickened Magic Missile
Range medium 300 ft. + 10 ft.
Targets up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw none; Spell Resistance yes
Five magical energy darts dealing 1d4+1 points of force damage.
20% chance of vanishing each time he casts a spell
Shemhazian Demon :
Demon, Shemhazian CR 17
XP 102,400
Male advanced shemhazian (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 80)
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +38
--------------------
Defense
--------------------
AC 35, touch 13, flat-footed 28 (+6 Dex, +1 dodge, +22 natural, -4 size)
hp 280 (17d10+187)
Fort +21, Ref +13, Will +20
DR 10/cold iron, 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +27 (2d6+14), 2 claws +27 (2d6+14), 2 pincers +25 (1d12+7), tail slap +25 (2d6+7)
Space 20 ft.; Reach 20 ft.
Special Attacks paralyzing gaze, rend (2 claws, 2d6+21), strength drain
Spell-Like Abilities (CL 15th; concentration +20)
. . Constant—detect good, fly, true seeing
. . At will—greater teleport (self plus 50 lbs.), invisibility, telekinesis (DC 20)
. . 3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 22), prying eyes
. . 1/day—blasphemy (DC 21), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)
--------------------
Statistics
--------------------
Str 39, Dex 23, Con 33, Int 14, Wis 30, Cha 20
Base Atk +17; CMB +35 (+37 bull rush); CMD 52 (54 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills Acrobatics +6 (+10 to jump), Bluff +25, Climb +22, Fly +7, Heal +30, Intimidate +25, Knowledge (religion) +22, Perception +38, Sense Motive +30; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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 (60 feet, Good) 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.
Paralyzing Gaze (DC 23) (Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (27) You have Spell Resistance.
Strength Drain (DC 29) (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based.
Summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%, 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.
Seraptis Demon:
Seraptis (Demon) CR 16
XP 76,800
Advanced seraptis demon (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 5 76)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., deathwatch, true seeing; Perception +32
Aura gaze of despair (30 ft., DC 24), unholy aura (DC 25)
--------------------
Defense
--------------------
AC 34, touch 22, flat-footed 26 (+4 deflection, +8 Dex, +12 natural)
hp 247 (15d10+165); blood healing
Fort +24, Ref +17, Will +19
DR 10/cold iron, 10/good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 50 ft.
Melee +3 wounding scimitar +29/+24/+19 (1d6+13/15-20 plus 1 bleed), 3 claws +23 (1d6+5 plus grab), gore +23 (2d6+5) or
. . 4 claws +25 (1d6+10 plus grab), gore +25 (2d6+10)
Special Attacks compelling domination, constrict (4d6+15 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-Like Abilities (CL 15th; concentration +22)
. . Constant—deathwatch, true seeing, unholy aura (DC 25)
. . At will—crushing despair (DC 21), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22)
. . 3/day—confusion (DC 21), demand (DC 25), dominate person (DC 22), fly
. . 1/day—summon (level 5, 1 seraptis 20% or 1 glabrezu 40%), symbol of insanity (DC 25)
--------------------
Statistics
--------------------
Str 30, Dex 27, Con 32, Int 20, Wis 23, Cha 25
Base Atk +15; CMB +25 (+29 grapple); CMD 47
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +26 (+42 to jump), Bluff +25, Fly +26, Intimidate +25, Knowledge (planes) +23, Knowledge (religion) +23, Perception +32, Sense Motive +24, Stealth +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Other Gear +3 wounding scimitar
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or cult (1 plus 2-6 succubi)
Treasure double (+3 wounding scimitar, other)
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis's maw, and the seraptis heals an equal amount of damage.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compelling Domination (Su) Dominated foes don't resist and only get new save with self destructive orders.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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.
Gaze of Despair (DC 24) (Su) 30 ft, 1d6 Cha drain and staggered 1d6 rds, at 0 Cha attempt suicide.
Grab: Claw (Medium) (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 Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts wi
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (26) You have Spell Resistance.
Summon (level 5, 1 seraptis 20% or 1 glabrezu 40%, 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.
---------------------------------
X17 Chamber of the Anima Focus (CR 21) )
● 4 PCs - Most High Ceoptra , Isis, Ceoptra’s Attendant, 2 Warden of Storm
● 5 PCs - Most High Ceoptra, Isis, Ceoptra’s Attendant, 1 Lamia Matriarch Priestess, 2 Warden of Storm
● 6 PCs - Most High Ceoptra, Isis, Ceoptra’s Attendant, 2 Lamia Matriarch Priestess, 2 Warden of Storm
The seventh image of Karzoug is flickering next to the globe. When Ceoptra is defeated, he makes a grimace of distain and vanishes.
Most High Ceoptra:
Most High Ceoptra CR 20/MR 1
XP 307,200
Female lamia harridan oracle 14 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 186, Pathfinder RPG Mythic Adventures 224)
CE Huge monstrous humanoid
Init +33/+13, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +29
--------------------
Defense
--------------------
AC 43, touch 23, flat-footed 31 (+8 armor, +3 deflection, +9 Dex, +3 dodge, +10 natural, +2 shield, -2 size)
hp 297 (23 HD; 14d8+9d10+185)
Fort +16, Ref +22, Will +21
Defensive Abilities evasion; DR 10/magic; SR 31
--------------------
Offense
--------------------
Speed 90 ft.
Melee +5 unholy longspear +33/+28/+23/+18 (2d6+21/19-20/×3 plus 2d6 vs. good) or
. . 2 claws +23 (1d6+5), touch +23 (1d4 Wis drain)
Space 15 ft.; Reach 10 ft. (20 ft. with +5 unholy longspear)
Special Attacks pounce, rake (2 claws +28, 1d6+11), wisdom drain
Spell-Like Abilities (CL 9th; concentration +16)
. . At will—disguise self, ventriloquism (DC 18)
. . 3/day—charm monster (DC 21), major image (DC 20), quickened mirror image, suggestion (DC 20)
. . 1/day—deep slumber (DC 20)
Oracle Spells Known (CL 14th; concentration +21)
. . 7th (4/day)—mass cure serious wounds, destruction (DC 24), ethereal jaunt
. . 6th (6/day)—blade barrier (DC 23), mass cure moderate wounds, heal, greater heroism
. . 5th (7/day)—greater command (DC 22), mass cure light wounds, flame strike (DC 22), telekinesis (DC 22), telekinesis (DC 22), wall of stone
. . 4th (7/day)—air walk, cure critical wounds, death ward, greater magic weapon, sending, spiritual ally[APG]
. . 3rd (8/day)—blindness/deafness (DC 20), contagion (DC 20), cure serious wounds, dispel magic, heroism, searing light
. . 2nd (8/day)—cure moderate wounds, hold person (DC 19), levitate, minor image (DC 19), resist energy, shatter (DC 19), silence (DC 19), sound burst (DC 19), spiritual weapon
. . 1st (8/day)—cure light wounds, divine favor, endure elements, obscuring mist, protection from good, sanctuary (DC 18), unseen servant
. . 0 (at will)—bleed (DC 17), create water, detect magic, ghost sound (DC 17), guidance, light, mage hand, mending, read magic, resistance, stabilize
. . Mystery Ancestor
--------------------
Statistics
--------------------
Str 32, Dex 28, Con 22, Int 13, Wis 17, Cha 24
Base Atk +19; CMB +32; CMD 57 (61 vs. trip)
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Dodge, Forge Ring, Improved Critical (longspear), Improved Initiative, Mobility, Quicken Spell, Quicken Spell-Like Ability (mirror image), Spring Attack, Toughness
Skills Acrobatics +9 (+33 to jump), Bluff +34, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +29, Spellcraft +27, Stealth +5; Racial Modifiers +4 Bluff, +4 Stealth
SQ oracle's curse (haunted), revelations (spirit shield[UM], storm of souls[UM], voice of the grave[APG], wisdom of the ancestors[UM]), undersized weapons
Combat Gear hourglass of last chances[UE]; Other Gear +5 unholy longspear, belt of physical might +4 (Str, Dex), headband of alluring charisma +4, necklace of adaptation, ring of force shield, sihedron ring, 4 gold ankle bands (worth 8,000 gp), gold and sapphire choker (worth 6,000 gp)
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Pounce (Ex) You can make a full attack as part of a charge.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quicken Spell-Like Ability (Mirror Image) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (31) You have Spell Resistance.
Spirit Shield +8 (& 50% Ranged Miss Chance, 14 hours/day) (Su) Spirits of ancestors grant armor bonus and 50% ranged attack miss chance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Storm of Souls (7d8, 2/day, DC 24) (Su) Inflict woulds at 100 ft. in a 20-ft. radius burst that deals 7d8 dmg (x2 to undead), Fort DC 24 half.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Voice of the Grave (-4 saves, 14 rounds/day) (Su) As speak with dead, with penalty of dead creature to resist effects.
Wisdom Drain (DC 28) (Su) Attack causes Ability Drain
Wisdom of the Ancestors (Commune, 1/day) (Su) Commune with ancestors as commune spell.
Isis, Ceoptra’s Attendant:
Cloud Giant CR 16
XP 76,800
Female advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +28
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+8 armor, +3 deflection, +3 Dex, +14 natural, -2 size)
hp 225 (18d8+144)
Fort +23, Ref +13, Will +19
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +4 morningstar +30/+25/+20 (4d6+25) or
. . 2 slams +20 (2d6+7)
Ranged rock +10 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 45 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 26], frightening tune [DC 26], inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, mass suggestion [DC 26], soothing performance, suggestion [DC 26]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +23)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud Spells Known (CL 18th; concentration +25)
. . 5th (3/day)—song of discord (DC 22)
. . 4th (3/day)—discordant blast[APG], greater invisibility
. . 3rd (4/day)—dispel magic, slow (DC 20)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 24, Cha 24
Base Atk +13; CMB +29 (+31 bull rush, +31 overrun); CMD 45 (47 vs. bull rush, 47 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (morningstar)
Skills Acrobatics +3 (+11 to jump), Climb +29, Craft (Enter Choice) +10, Diplomacy +25, Intimidate +42, Perception +28, Perform (string instruments) +25
Languages Common, Giant
SQ oversized weapon
Other Gear +4 mithral chain shirt, +4 morningstar, cloak of resistance +4, headband of mental prowess +4 (Wis, Cha), lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 45 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Lamia Matriarch Priestess:
Lamia Matriarch Priestess CR 13
XP 25,600
Male lamia matriarch cleric 9 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +8 natural, +1 shield, -1 size)
hp 178 (21 HD; 9d8+12d10+72)
Fort +16, Ref +18, Will +22
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +3 keen scimitar +22/+17/+12/+7 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +22/+17/+12 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . touch +17 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), strength variant channeling 9/day (DC 20, 5d6 plus 2 channel penalty), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—charm monster (DC 20), ventriloquism (DC 17)
. . 3/day—deep slumber (DC 19), dream, major image (DC 19), mirror image, suggestion (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—strength surge (+4), touch of evil (4 rounds)
Sorcerer Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—death knell (DC 18), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—greater command (DC 20), flame strike (DC 20), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 19), unholy blight[D] (DC 19)
. . 3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 17), hold person (DC 17)
. . 1st—command (DC 16), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 16)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 22
Base Atk +18; CMB +24; CMD 41 (can't be tripped)
Feats Combat Reflexes, Dispelling Blow, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Seize The Moment[UC], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +22, Climb +13, Diplomacy +30, Disguise +12, Intimidate +24, Knowledge (arcana) +27, Knowledge (Religion) +24, Spellcraft +27, Swim +13, Use Magic Device +22; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 leather armor, +3 keen scimitar, +3 keen scimitar, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dispelling Blow Your critical hits can cut through spells.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Spell Resistance (19) You have Spell Resistance.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Strength Variant Channeling (±2 Profane) Bonus/Penalty to Strength-related checks
Strength Variant Channeling 5d6 plus 2 channel penalty (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Swim (40 feet) You have a Swim speed.
Touch of Evil (4 rounds, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain
Warden of Storm:
Warden of Storm CR 14
XP 38,400
Male advanced fighter cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 247)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 41, touch 14, flat-footed 38 (+12 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +29/+24/+19 (4d6+42/19-20) or
. . 2 slams +17 (2d6+12)
Ranged rock +9 (2d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
--------------------
Statistics
--------------------
Str 43, Dex 17, Con 27, Int 16, Wis 20, Cha 16
Base Atk +12; CMB +26 (+28 bull rush, +28 overrun); CMD 46 (48 vs. bull rush, 48 vs. overrun)
Feats Awesome Blow, Awesome Charge, Bull Rush Strike[APG], Cleave, Hammer The Gap[UC], Improved Bull Rush, Improved Critical (morningstar), Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (morningstar)
Skills Acrobatics +13 (+21 to jump), Climb +34, Craft (Enter Choice) +10, Diplomacy +11, Intimidate +38, Perception +24, Perform (string instruments) +10
Languages Common, Giant, Shoanti, Thassilonian
SQ armor training 4, oversized weapon
Other Gear +3 full plate, +3 thundering morningstar, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Bull Rush Strike Critical hit's confirmation roll is a Bull Rush maneuver check.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Weapon Training (Flails) +3 (Ex) +3 Attack, Damage, CMB, CMD with Flails
The document format I’m using when running the games is this forum thread. The option to hide and unhide the stats work better than keeping them in a word of pdf document. So sorry I don’t have a nice and clean word summary.
My players have just reached the Pinnacle of Avarice, so I think I need to put my notes into the forum now, even if it feels like I could have gone through them one more time.
Its still a revision from Askars notes, but I have adjusted it to fit my miniature collection. I also tried to vary the fights a little bit.
The fights and opposition get more complex but seeing how my players have plowed through the fight the recent fight I felt I needed to turn up the opposition slightly. When all the fight in the area gets nastier the risk is that it starts to act more like a painful grind, so let’s see how this plays out. Some of these encounters should be able to be negotiated through…
A permanent dispel magic zone/wall on the arrival area in the Eye of Avarice?
That is SO fun and makes ABSOLUTE sense. =)
Karzoug is super smart and he knows that the entire group are armed with Dominant Transmutation Rune weapons. He knows that the entire group are immune to 3 transmutation spells each day, so why even prepare those spells?
OK definitely implementing the big dispel zone idea.
My players are still messing about in Xin-Shalast… but will push forward rather soon.
I have almost finished my notes for Chapter 6 Part 5 Scaling Mhar Massif, Chapter 6 Part 6 Pinnacle of Avarice and Book 6 Part 7 Eye of Avarice.
So, I plan to do my next update in this thread rather soon.
Got somewhat mentally stuck in how to deal with the final encounter… it feels like a delicate balance that can easily fall in either too easy or uninspiring to utterly impossible.
At the same time… the group BUTCHERED Ghlorofaex in two turns… it was brutal.
I used the new years vacation to finish the slides for Shattered Star.
They are great fun to do but a bit time consuming, but I hope some of you get use of them. It was only in the last chapter I started to generate AI pictures to match room descriptions, but they turned out pretty nice, so definitely something I will do onward. I did some painting to make pictures of Kaer Maga in chapter 3, but the AI turned out way better.
The next path to do presentations for should be Return of the Runelords to complete the trilogy, but I don’t have the PDF:s for that part so not sure when they will be done. It might be that Curse of the Crimson Throne sneak in before.
Glad that you like the slides! They help my game sessions quite a bit, I think.
I was planning to do the rest of the chapters… and chapter 2 and 3 is more or less done actually.
I got a little stuck with the plotline and wasn’t sure how I wanted to run the Adventure Path. With six players I need to redesign a LOT of the encounters, and I also wanted to get more plot into the story.
Slides for Chapter 4-6 is less than half done.
I think I will push through the rest of the chapters and do the slides as the adventure present it.. and then start redesigning the encounters. Theres a lot of small encounters with a diverse monster mix that makes little sense to me. The campaign should need fewer but harder fights with a little more consistency and several new places to explore (taken from Pathfinder Society season 4).
Unfortunately this adventure path will require a lot of work got get it where I would want it, so this effort is balanced against other possible adventure pats (CoCT is a big candidate).. but at the same time I really like the idea of running a full Runelords trilogy.
So the rest of the chapter presentation is rather likely to be done, but In not sure when. Chapter 2 and 3 I could get out rather soon though.
You could argue that some NPC:s needs to be added to Xin Shallast if you’re playing with a bigger group in order to get enough Sihedron Rings for the full party.
It also provides the great benefit that it adds more character (haha) to the areas in the city that are only briefly described. I hope I can make of the PC:s start engaging with the Skulks and try arranging a giant uprising in the town, plans that will for better or worse lead to Gyukak. To have additional named Giant of Lamia NPC:s opens up more characters to engage with. I also really like the prospect of playing around with the Root of the Tangle and perhaps tempt the PC:s to try to make deals with the world devouring creeper moss.
@Askar. OK feels rather silly that I missed the PDF named Hight Priest Diosenia when I was looking for Father Diosenia… Oopsie. Too bad you can’t edit older forum posts… but at the same time I still sort of like a named Hungerer though =).
My group just started the last chapter, and I pasted the Xin Shalast notes into the chat a in a little state of panic the day before the gaming session. I wanted to have it easily available in the chat if the group managed to reach the city.
I tried to make the different Lamia characters a little easier to manage by making them more uniform and were also struggling to match some stats on your sheet… and when I couldn’t locate any stats for Father Diosenia I just grabbed another Lamia-Kin of a reasonable level. Since all Lamias for far were women and I wasn’t sure what a male Lamia would look like the Hungerer were pasted into the list.
Then I realized I sort of liked the idea of a high priest of the Temple of Divine Consumption being just an obese maw of greedy hunger. It would also be fitting that when Most High Ceoptra left the temple to serve in Pinnacle of Avarice she didn’t want to let any of her scheming sisters to be in control but left the lesser male in charge.
Book 6 Part 4 Xin Shalast
---------------------------------
Sihedron Ring Note :
Regarding Sihedron rings: Because Sihedron rings have virtually no function but protecting you from the occlusion field in a ABP game, modify their effect description to the text below:
“A Sihedron ring protects the wearer with a constant life bubble effect. At will, as a standard action, the wearer can use the Sihedron ring to change the appearance of their clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments.”
---------------------------------
E Krak Naratha (CR 18)
● 4 PCs: Yerra and 9 Krak Naratha Soldiers
● 5 PCs: Yerra and 12 Krak Naratha Soldiers
● 6 PCs: Yerra and 15 Krak Naratha Soldiers
Yerra :
Lamia Matriarch CR 13
XP 25,600
Male lamia matriarch arcane archer 5/ranger 3 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+6 armor, +3 deflection, +4 Dex, +8 natural, -1 size)
hp 173 (20d10+63)
Fort +14, Ref +19, Will +15
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +1 scimitar +26/+21/+16/+11 (1d6+6/15-20 plus 1 Wis drain on first hit each round) or
. . +1 scimitar +26/+21/+16/+11 (1d6+6/15-20 plus 1 Wis drain on first hit each round) or
. . touch +19 (1d4 Wis drain)
Ranged +1 adaptive human-bane composite longbow +27/+22/+17/+12 (1d8+7/19-20/×3 plus 2d6 vs. Human)
Space 10 ft.; Reach 5 ft.
Special Attacks combat style (archery), enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), favored enemy (humans +2), imbue arrow, seeker arrow, wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—charm monster (DC 19), ventriloquism (DC 16)
. . 3/day—deep slumber (DC 18), dream, major image (DC 18), mirror image, suggestion (DC 18)
Sorcerer Spells Known (CL 9th; concentration +14)
. . 4th (5/day)—dimension door, divine power
. . 3rd (7/day)—cure serious wounds, dispel magic, haste
. . 2nd (7/day)—death knell (DC 17), invisibility, pyrotechnics (DC 17), scorching ray
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile, shield of faith
. . 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), guidance, mage hand, mending, prestidigitation
--------------------
Statistics
--------------------
Str 21, Dex 19, Con 17, Int 16, Wis 16, Cha 21
Base Atk +20; CMB +26; CMD 43 (can't be tripped)
Feats Double Slice, Endurance, Extend Spell, Improved Critical (longbow), Improved Critical (scimitar), Improved Precise Shot, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot, Two-weapon Fighting, Weapon Focus (longbow), Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +29, Climb +13, Diplomacy +25, Disguise +19, Intimidate +28, Knowledge (arcana) +23, Knowledge (Religion) +17, Spellcraft +26, Swim +13, Use Magic Device +27; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), favored terrain (urban +2), track +1, undersized weapons, wild empathy +8
Other Gear +2 mithral chain shirt, +1 adaptive human-bane composite longbow, +1 scimitar, +1 scimitar, bracers of archery, greater, ring of protection +3, sihedron medallion
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Climb (40 feet) You have a Climb speed.
Darkvision (60 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.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (Electricity, Electricity) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Seeker Arrow (1/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Spell Resistance (19) You have Spell Resistance.
Swim (40 feet) You have a Swim speed.
Track +1 Add the listed bonus to Survival checks made to track.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom Drain (Touch: 1d4 Wis drain, DC 25) (Su) Attack causes Ability Drain
Yerra Description:
Yerra is a priestess of Divine Consumption and reports directly to Most High Ceopetra. Despite her high ranking, she’s drawn Ceopetra’s disfavor and been put in amongst soldiers with no true loyalty to the Most High or Karzoug as a buffer. She knows this and resents her station at Krak Naratha, viewing her station at the ruined fortress as 'time out.' While she would honorably die to defend Xin-Shalast, the soldiers will not report to her before making a decision about whether to let the PCs into town to avoid her displeasure. They are not charmed however, and may, under the right conditions, steer the PCs to assassinate Yerra. Despite her frustrations with the Most High, she will not entertain ideas of supporting the PCs.
Krak Naratha Soldier :
Krak Naratha Soldier CR 9
XP 6,400
Kuchrima ranger 3 (Rise of the Runelords Anniversary Edition 411)
CE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +22
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 136 (14d10+59)
Fort +10, Ref +16, Will +7
Immune disease, magic missile
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee bite +14 (1d6+2 plus disease), 2 talons +14 (1d4+2)
Ranged mwk longbow +20/+20/+15/+10 (2d6/×3)
Special Attacks catastrophic shot, combat style (archery), favored enemy (humans +2), filth fever
--------------------
Statistics
--------------------
Str 20, Dex 22, Con 19, Int 7, Wis 9, Cha 10
Base Atk +14; CMB +19 (+23 grapple); CMD 35
Feats Deadly Aim, Endurance, Far Shot, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Skills Acrobatics +6 (+2 to jump), Fly +27, Perception +22
Languages Common, Giant, Thassilonian
SQ favored terrain (urban +2), track +1, wild empathy +3
Other Gear mwk longbow
--------------------
Special Abilities
--------------------
Catastrophic Shot (Ex) When you only make one attack in a round with a bow, increase crit range to 18-20.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disease (DC 19) Filth Fever: Bite—injury; save Fort DC 19; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Fly (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Magic Missile (Su) You are immune to the magic missile spell.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
---------------------------------
H Abominable Dome (CR 18)
● 4 PCs: 4 Abominable Snowmen and 1 Abominable Snowman Queen Mother
● 5 PCs: 5 Abominable Snowmen and 1 Abominable Snowman Queen Mother
● 6 PCs: 6 Abominable Snowmen and 1 Abominable Snowman Queen Mother
Abominable Snowman :
Abominable Snowman CR 12
XP 19,200
Yeti unchained barbarian 4/fighter 4 (Pathfinder RPG Bestiary 287, Pathfinder Unchained 8)
N Large monstrous humanoid (cold)
Init +2; Senses darkvision 60 ft., scent; Perception +11
--------------------
Defense
--------------------
AC 24, touch 10, flat-footed 21 (+2 Dex, +1 dodge, +14 natural, -2 rage, -1 size)
hp 197 (14 HD; 10d10+4d12+116)
Fort +17, Ref +9, Will +11 (+1 vs. fear)
Defensive Abilities danger sense +1, uncanny dodge; DR 10/piercing; Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 50 ft., climb 30 ft.
Melee bite +22 (1d6+9 plus 1d6 cold), 2 claws +23 (1d8+11/19-20 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (15 rounds/day), cold, frightful gaze, rage powers (animal fury, reckless stance), rend (2 claws, 1d6+12 plus 1d6 cold)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 20, Int 7, Wis 14, Cha 10
Base Atk +14; CMB +24; CMD 33
Feats Cleave, Dodge, Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Power Attack, Skill Focus (Climb), Toughness, Weapon Focus (claw), Weapon Specialization (claw)
Skills Acrobatics +2 (+10 to jump), Climb +27, Perception +11, Stealth +13 (+21 in snow); Racial Modifiers +4 Stealth, +8 Stealth in snow
Languages Aklo
SQ armor training 1, fast movement, thick hide
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain bite attack while raging, and free attack when grappling. On hit +2 to grapple CMB for 1 rd.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Climb (30 feet) You have a Climb speed.
Cold (Su) All natural attacks and unarmed strike deals extra cold damage.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightful Gaze (DC 13) (Su) Foes in 30 ft who meet gaze are paralyzed with fear for 1 rd (Will neg).
Immunity to Cold You are immune to cold damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 15 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Reckless Stance +2/-2 (Ex) Gain a +2 bonus to attack, but -2 penalty to AC.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Thick Hide (Ex) The abominable snowmen of the Kodars have thicker fur and hides than most yetis—their base natural armor bonus is +14 and they possess damage reduction 10/ piercing as a result.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Abominable Snowman Queen Mother:
Abominable Snowman Queen Mother CR 13
XP 25,600
Yeti unchained barbarian 5/fighter 4 (Pathfinder RPG Bestiary 287, Pathfinder Unchained 8)
N Huge monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +15
--------------------
Defense
--------------------
AC 25, touch 8, flat-footed 23 (+1 Dex, +1 dodge, +17 natural, -2 rage, -2 size)
hp 242 (15 HD; 10d10+5d12+154)
Fort +19, Ref +8, Will +11 (+1 vs. fear)
Defensive Abilities danger sense +1, improved uncanny dodge; DR 10/piercing; Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 50 ft., climb 30 ft.
Melee bite +26 (2d6+13 plus 1d6 cold), 2 claws +27 (2d6+15/19-20 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks rage (19 rounds/day), cold, frightful gaze, rage powers (animal fury, reckless stance), rend (2 claws, 1d8+18 plus 1d6 cold)
--------------------
Statistics
--------------------
Str 32, Dex 13, Con 24, Int 7, Wis 14, Cha 10
Base Atk +15; CMB +30; CMD 38
Feats Cleave, Critical Focus, Dodge, Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Power Attack, Skill Focus (Climb), Toughness, Weapon Focus (claw), Weapon Specialization (claw)
Skills Acrobatics +1 (+9 to jump), Climb +33, Perception +15, Stealth +8 (+16 in snow); Racial Modifiers +4 Stealth, +8 Stealth in snow
Languages Aklo
SQ armor training 1, fast movement, thick hide
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Special Abilities
--------------------
Animal Fury (Ex) Gain bite attack while raging, and free attack when grappling. On hit +2 to grapple CMB for 1 rd.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Climb (30 feet) You have a Climb speed.
Cold (Su) All natural attacks and unarmed strike deals extra cold damage.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightful Gaze (DC 13) (Su) Foes in 30 ft who meet gaze are paralyzed with fear for 1 rd (Will neg).
Immunity to Cold You are immune to cold damage.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 19 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Reckless Stance +2/-2 (Ex) Gain a +2 bonus to attack, but -2 penalty to AC.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Thick Hide (Ex) The abominable snowmen of the Kodars have thicker fur and hides than most yetis—their base natural armor bonus is +14 and they possess damage reduction 10/ piercing as a result.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Note: In a larger party, there will be even fewer sihedron rings to go around. If this is the case, knowledgeable NPCs elsewhere in the city may indicate that Voorgoor is a ‘co-ruler’ of Xin-Shalast who visits weekly. If Khalib is defeated here as Voorgoor, that can net your PCs an extra sihedron ring and ease the burden of reaching the Pinnacle of Avarice.
---------------------------------
I Lair of the Hidden Beast (CR 20)
● The Hidden Beast and 1 Vampire Skulk per PC
Change treasure to: 2 elixirs of the peaks per PC
The Hidden Beast:
The Hidden Beast CR 18
XP 153,600
Male decapus vampire sorcerer 13 (Pathfinder RPG Bestiary 270, Pathfinder RPG Bestiary 2 77)
CE Huge undead (augmented aberration)
Init +8; Senses darkvision 60 ft.; Perception +48
--------------------
Defense
--------------------
AC 34, touch 16, flat-footed 29 (+3 deflection, +4 Dex, +1 dodge, +14 natural, +4 shield, -2 size)
hp 298 (27 HD; 13d6+14d8+190); fast healing 5
Fort +18, Ref +17, Will +24
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
--------------------
Offense
--------------------
Speed 10 ft., climb 30 ft.
Melee bite +26 (2d6+15), slam +26 (3d6+15 plus energy drain), tentacle +26 (4d6+15/19-20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks blood drain, children of the night, constrict (3d6+15), create spawn, dominate (DC 28), energy drain (2 levels, DC 28)
Spell-Like Abilities (CL 14th; concentration +19)
. . At will—minor image (DC 19)
Bloodline Spell-Like Abilities (CL 13th; concentration +18)
. . 8/day—grave touch (6 rounds)
. . 1/day—grasp of the dead (13d6 slashing, DC 21)
Sorcerer Spells Known (CL 13th; concentration +18)
. . 6th (4/day)—disintegrate (DC 21), greater dispel magic, undeath to death (DC 21)
. . 5th (7/day)—dominate person (DC 20), telekinesis (DC 20), teleport, waves of fatigue
. . 4th (7/day)—animate dead, confusion (DC 19), dimension door, horrific doubles[HA], phantasmal killer (DC 21)
. . 3rd (7/day)—dispel magic, displacement, hold person (DC 18), lightning bolt (DC 18), vampiric touch
. . 2nd (7/day)—blindness/deafness (DC 17), bull's strength, false life, minor image (DC 19), mirror image, scorching ray
. . 1st (8/day)—alarm, chill touch (DC 16), magic missile, ray of enfeeblement (DC 16), shield, ventriloquism (DC 18)
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 17), mage hand, message, open/close (DC 15), prestidigitation, read magic
. . Bloodline Undead
--------------------
Statistics
--------------------
Str 34, Dex 19, Con —, Int 12, Wis 15, Cha 21
Base Atk +16; CMB +30 (+34 grapple); CMD 48 (can't be tripped)
Feats Alertness, Arcane Strike, Bleeding Critical, Blood Feast[HA], Combat Casting, Combat Reflexes, Critical Focus, Dodge, Eschew Materials, Exsanguinate[HA], Extend Spell, Great Fortitude, Greater Spell Focus (illusion), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Lightning Reflexes, Power Attack, Silent Spell, Spell Focus (illusion), Still Spell, Toughness
Skills Acrobatics +4 (-12 to jump), Bluff +43, Climb +50, Perception +48, Sense Motive +28, Stealth +41 (+61 when immobile); Racial Modifiers +8 Bluff, +12 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Thassilonian
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, sound mimicry (voices), spider climb, tentacles
Combat Gear ring of invisibility; Other Gear sihedron ring
--------------------
Special Abilities
--------------------
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.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Blood Feast Gain morale bonuses after biting living creatures.
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Climb (30 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dominate (DC 28) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 28) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exsanguinate (1/round) Double blood drain damage once per round.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Grab: Tentacle (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grasp of the Dead (13d6 slashing, 1/day, DC 21) (Sp) As a standard action, skeletal arms deal slashing dam & prevent move in 20 ft burst within 60 ft (Ref part), range 60', 20' burst. Creatures who fail their save may not move for 1 round.
Grave Touch (6 rds, 8/day) (Sp) Melee touch attack leaves target shaken for 6 rounds or frightened for 1 round.
Greater Spell Focus (Illusion) +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 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.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sound Mimicry (voices) (Ex) You can perfectly imitate certain sounds.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Still Spell You can cast a spell with no somatic components. +1 Level.
Tentacles (Ex) A decapus's tentacles must all strike at a single target, but they do so as a primary attack.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Vampire Skulk:
Vampire Skulk CR 12
XP 19,200
Skulk vampire unchained rogue 9 (Pathfinder RPG Bestiary 270, Pathfinder RPG Bestiary 2 248, Pathfinder Unchained 20)
CE Medium undead (augmented humanoid, skulk)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +30
--------------------
Defense
--------------------
AC 31, touch 21, flat-footed 21 (+4 armor, +1 deflection, +9 Dex, +1 dodge, +6 natural)
hp 99 (12d8+45); fast healing 5
Fort +8, Ref +20, Will +7
Defensive Abilities channel resistance +4, danger sense +3, evasion, improved uncanny dodge; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
--------------------
Offense
--------------------
Speed 35 ft.
Melee +1 vicious dagger +17/+12 (1d4+10/19-20 plus 6d6 sneak attack and 2d6) or
. . +1 vicious dagger +17/+12 (1d4+10/19-20 plus 6d6 sneak attack and 2d6) or
. . slam +12 (1d4+2 plus 6d6 sneak attack and energy drain)
Ranged +1 composite shortbow +18/+13 (1d6+5/×3 plus 6d6 sneak attack)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 18), energy drain (2 levels, DC 18), sneak attack (unchained) +6d6
--------------------
Statistics
--------------------
Str 19, Dex 28, Con —, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +12; CMD 33
Feats Alertness, Altitude Affinity[ISWG], Combat Reflexes, Dodge, Double Slice, Fleet, Great Fortitude, Improved Initiative, Improved Two-weapon Fighting, Lightning Reflexes, Mobility, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Wind Stance
Skills Acrobatics +24, Bluff +25, Climb +19, Escape Artist +18, Perception +30, Sense Motive +30, Sleight of Hand +24, Stealth +40, Survival +18 (+20 competence above 5,000 ft.); Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +16 Stealth
Languages Aklo, Common, Thassilonian, Undercommon
SQ camouflaged step, chameleon skin, change shape (dire bat or wolf, beast shape II), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gaseous form, rogue talents (bleeding attack +6, fast stealth, surprise attacks, weapon training), shadowless, spider climb, trapfinding +4
Other Gear +1 composite shortbow (+4 Str) with 20 arrows, +1 vicious dagger, +1 vicious dagger, belt of incredible dexterity +4, bracers of armor +4, ring of protection +1
--------------------
Special Abilities
--------------------
Altitude Affinity Automatically acclimated to high altitude
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Camouflaged Step (Ex) Skulks can pass through forest and subterranean settings almost without a trace. Add +10 to the DC to track a skulk in these environments.
Chameleon Skin (Ex) A skulk's racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears a
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dominate (DC 18) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 18) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
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.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Surprise Attacks +4 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.
---------------------------------
J1 The Tangle (Tanglemere, CR 17)
Note: These combats were curated by Tinalles on this thread. I recommend checking it out if you want to run the Tangle!
The Tangle
● No changes to this encounter except to Oriuna, 6 Blight Wisps
Oriuna:
Fungal Nymph CR 14
XP 38,400
Advanced nymph druid 6 (Pathfinder RPG Bestiary 217, 288)
CN Medium fey
Init +8; Senses low-light vision; Perception +23
Aura blinding beauty (30 ft., DC 23)
--------------------
Defense
--------------------
AC 33, touch 26, flat-footed 26 (+5 armor, +9 deflection, +6 Dex, +1 dodge, +2 natural)
hp 167 (14 HD; 8d6+6d8+104)
Fort +26, Ref +28, Will +29; +4 vs. fey and plant-targeted effects
Defensive Abilities bramble armor (1d6+3, 6 rounds/day), freedom of movement (constant); DR 10/cold iron
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.
Melee +3 corrosive sickle +20/+15 (1d6+6 plus 1d6 acid)
Special Attacks stunning glance, wild shape 2/day, wooden fists (+3, 9 rounds/day)
Spell-Like Abilities (CL 8th; concentration +17)
. . 1/day—dimension door Druid Spells Prepared (CL 13th; concentration +19)
. . 7th—animate plants[D], sunbeam (DC 23)
. . 6th—greater dispel magic, green caress[HA] (DC 23), plague storm[UM] (DC 22), repel wood[D]
. . 5th—baleful polymorph (DC 22), greater contagion[UM] (DC 21), cure critical wounds, stoneskin, wall of thorns[D]
. . 4th—command plants[D] (DC 21), cure serious wounds, freedom of movement, scrying (DC 20), thorn body[APG], touch of slime[UM] (DC 20)
. . 3rd—cloak of winds[APG] (DC 19), cure moderate wounds, plant growth[D], snare, thorny entanglement[ACG] (DC 20), wind wall
. . 2nd—barkskin[D], fog cloud, gust of wind (DC 18), resist energy, lesser restoration, lesser restoration, lesser restoration
. . 1st—air bubble[UC], detect animals or plants, endure elements, entangle[D] (DC 18), faerie fire, jump, remove sickness[UM] (DC 17)
. . 0 (at will)—detect magic, guidance, light, read magic
. . D Domain spell; Domain Plant domain
--------------------
Statistics
--------------------
Str 16, Dex 27, Con 24, Int 20, Wis 22, Cha 29
Base Atk +8; CMB +16; CMD 39
Feats Agile Maneuvers, Combat Casting, Dodge, Spell Focus (transmutation), Tenacious Transmutation[APG], Weapon Finesse, Weapon Focus (sickle)
Skills Acrobatics +25, Bluff +16, Climb +20, Diplomacy +22, Disguise +14, Escape Artist +21, Handle Animal +22, Heal +19, Knowledge (nature) +24, Perception +23, Sense Motive +23, Stealth +25, Survival +13, Swim +24
Languages Azlanti, Common, Druidic, Elven, Giant, Sylvan, Thassilonian
SQ inspiration, nature bond (Plant domain), nature sense, trackless step, unearthly grace, wild empathy +29, woodland stride
Other Gear +3 leather armor, +3 corrosive sickle, belt of physical perfection +2, polymorphic pouch[UE], ring of freedom of movement, ring of resistance +3
--------------------
Ecology
--------------------
Environment any ruins or underground
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blinding Beauty (DC 23) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Bramble Armor (6 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+3 dam.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Stunning Glance (DC 23) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swim (20 feet) You have a Swim speed.
Tenacious Transmutation Caster level checks to dispel your transmutations increase by 2. Negated transmutations last 1 more round before dissipating.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unearthly Grace (Su) This creature adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy +29 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wooden Fists +3 (9 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +3 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Blight Wisps:
Will-o'-Wisp CR 7
XP 3,200
Male advanced will-o'-wisp (Pathfinder RPG Bestiary 277, 288)
CE Small aberration (air)
Init +15; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 30, touch 28, flat-footed 18 (+5 deflection, +11 Dex, +1 dodge, +2 natural, +1 size)
hp 58 (9d8+18)
Fort +5, Ref +14, Will +11
Defensive Abilities natural invisibility; Immune magic
--------------------
Offense
--------------------
Speed fly 50 ft. (perfect)
Melee shock +18 (2d8 electricity)
--------------------
Statistics
--------------------
Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18
Base Atk +6; CMB +2; CMD 29
Feats Alertness, Blind-fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +13, Escape Artist +23, Fly +33, Perception +19, Sense Motive +7, Stealth +47 (+67 when immobile)
Languages Aklo, Common
SQ feed on fear
--------------------
Ecology
--------------------
Environment any swamp
Organization solitary, pair, or string (3-4)
Treasure incidental
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Fly (50 feet, Perfect) You can fly!
Immunity to Magic Immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Extinguish natural glow as a move action, effectively becoming invisible.
---------------------------------
J2 The Tangle (Tangleheart, CR 21)
● 4 PCs: Root of the Tangle, Amarantha, and 2 Fungal Stone Giants
● 5 PCs: Root of the Tangle, Amarantha, and 3 Fungal Stone Giants
● 6 PCs: Root of the Tangle, Amarantha, and 4 Fungal Stone Giants
--------------------
Offense
--------------------
Speed0 ft.
Melee6 tendrils +27 (2d8+16 plus grab)
Space30 ft.; Reach30 ft.
Special Attackspollen burst
Spell-Like Abilities(CL 26th; concentration +28)
. . Constant—speak with plants
--------------------
Statistics
--------------------
Str42, Dex16, Con16, Int20, Wis21, Cha14
Base Atk+19; CMB+43 (+45 awesome blow, +45 bull rush, +47 grapple); CMD56 (58 vs. awesome blow, 58 vs. bull rush, can't be tripped)
FeatsAwesome Blow, Combat Reflexes, Greater Awesome Blow, Improved Awesome Blow[ACG], Improved Bull Rush, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Sense Motive), Skill Focus (Stealth), Toughness
SkillsBluff +28, Diplomacy +28, Intimidate +28, Knowledge (nature) +31, Perception +42, Sense Motive +37, Stealth +30
LanguagesThassilonian
SQcreate yellow musk zombie, lush vitality, pollen spray, whiplash
--------------------
Special Abilities
--------------------
Create Yellow Musk Zombie (Ex)As a full-round action, the Root of the Tangle can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d6 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie.
Lush Vitality (Ex)The Root of the Tangle receives maximum hit points for each of its racial hit dice.
Pollen Burst (1/1d6 rounds, DC 26) (Ex)The Root of the Tangle may spray yellow musk pollen in a 60 foot cone once every 1d6 rounds. This functions as its usual Pollen Spray ability, but targets every creature in the area of effect. Furthermore, it can use its Create Yellow Musk Zombie ability on any creature within its reach. This is a poison effect. The save DC is Constitution-based.
Pollen Spray (DC 26) (Ex)As a standard action, the Root of the Tangle can spray a cloud of pollen at a single creature within 30 feet. It must make a +10 ranged touch attack to strike the target, who must then succeed on a DC 26 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. This is a poison effect. The save DC is Constitution-based.
Whiplash (Ex)When the Root of the Tangle strikes an opponent with one of its tendrils, it may choose to perform an Awesome Blow combat maneuver as a free action.</div></div></p> </div>
Amarantha:
Amarantha CR 13
XP 25,600
Female advanced fungal lamia matriarch oracle 7 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 175, Pathfinder RPG Bestiary 4 116)
CE Large plant (augmented monstrous humanoid, shapechanger)
Init+10; Sensesdarkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC34, touch 16, flat-footed 27 (+6 armor, +6 Dex, +1 dodge, +12 natural, -1 size)
hp237 (19d8+140)
Fort+13, Ref+16, Will+18
Defensive Abilitiespoisonous blood; Immuneimmunity to befouled liquid, disease, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; SR19
--------------------
Offense
--------------------
Speed30 ft., climb 30 ft., swim 30 ft.
Melee+1 scimitar +23/+18/+13/+8 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . +1 scimitar +23/+18/+13 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . touch +20 (1d4 Wis drain)
Space10 ft.; Reach5 ft.
Special Attackscreate spawn, poison spore cloud, wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities(CL 12th; concentration +19)
. . At will—charm monster (DC 21), ventriloquism (DC 18)
. . 3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20)
Sorcerer Spells Known(CL 6th; concentration +13)
. . 3rd (5/day)—haste
. . 2nd (7/day)—death knell (DC 19), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation
Oracle Spells Known(CL 7th; concentration +14)
. . 3rd (6/day)—bestow curse (DC 20), inflict serious wounds (DC 20), minor creation, communal resist energy[UC]
. . 2nd (8/day)—augury, barkskin, calm emotions (DC 19), grace[APG], inflict moderate wounds (DC 19)
. . 1st (8/day)—detect good, divine favor, endure elements, inflict light wounds (DC 18), murderous command[UM] (DC 18), obscuring mist, shillelagh (DC 18)
. . 0 (at will)—bleed (DC 17), create water, detect magic, light, mending, read magic, resistance
. . MysteryWood
--------------------
Statistics
--------------------
Str28, Dex22, Con25, Int20, Wis20, Cha25
Base Atk+17; CMB+27; CMD44 (can't be tripped)
FeatsDodge, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Initiative, Improved Two-weapon Fighting, Power Attack, Two-weapon Fighting, Weapon Focus (scimitar)
SkillsAcrobatics +21, Bluff +23, Climb +21, Diplomacy +16, Disguise +13, Intimidate +29, Knowledge (arcana) +24, Knowledge (Nature) +24, Linguistics +6, Perception +27, Spellcraft +27, Stealth +24, Swim +21, Use Magic Device +30; Racial Modifiers+4 Acrobatics, +4 Bluff, +4 Use Magic Device
LanguagesAbyssal, Aklo, Common, Draconic, Elven, Plantspeech (fungi), Sylvan, Thassilonian
SQchange shape (fixed Medium humanoid form; alter self), fungal metabolism, oracle's curse (putrid), rejuvenation, revelations (wood armor[UM], wood sight[UM], woodland stride[UM]), undersized weapons, woodland stride
Other Gear+1 scimitar, +1 scimitar
--------------------
Ecology
--------------------
Environmentany land
Organizationsolitary, pair, or cult (3-6)
Treasuredouble (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su)You can change your form.
Climb (30 feet)You have a Climb speed.
Create Spawn (Su)Creatures kiled by poison spore cloud rise as spawn in 24 hours.
Darkvision (60 feet)You can see in the dark (black and white only).
Extend SpellSpell duration lasts twice as normal. +1 Level.
Fungal Metabolism (Ex)Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Immunity to Befouled Liquid (Ex)Immune to the nauseated effects created by liquids your presence has befouled.
Immunity to DiseaseYou are immune to diseases.
Immunity to Mind-Affecting effectsYou are immune to Mind-Affecting effects.
Immunity to ParalysisYou are immune to paralysis.
Immunity to PoisonYou are immune to poison.
Immunity to PolymorphYou are immune to Polymorph effects.
Immunity to SleepYou are immune to sleep effects.
Immunity to StunningYou are immune to being stunned.
Low-Light VisionSee twice as far as a human in dim light, distinguishing color and detail.
Poison Spore Cloud (1/day, DC 23)Fungal spores—inhaled; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con and fatigued for 1 minute; cure 2 consecutive saves. Cloud lingers for 10 rds. The save DC is Constitution-based.
Poisonous Blood (DC 23)Fungal blood or flesh—ingested; save Fort DC 23; frequency 1/minute for 6 minutes; effect 1 Dex and Str and nauseated for 1 minute; cure 2 consecutive saves. The save DC is Constitution-based.
Power Attack -5/+10You can subtract from your attack roll to add to your damage.
PutridLiquids in 10 ft. are fouled while near +1 hr., nauseate 1 rnd. if drunk. CL check to purify with magic.
Rejuvenation (Ex)Fungal creature resting or doing light activity regains 4 hp/day as long as contact with moist natural earth.
Spell Resistance (19)You have Spell Resistance.
Swim (30 feet)You have a Swim speed.
Undersized Weapons (Ex)The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su)Attack causes Ability Drain
Wood Armor +6 (7 hours/day) (Su)+6 AC.
Wood Sight (7 rounds/day) (Su)As a move action, you can alter your vision to see through underbrush and plant growth that would normally grant concealment, up to a range of 60 feet (though darkness and other obstacles still may block your sight). At 7th level, you can use this ab
Woodland Stride (Ex)Move through undergrowth at normal speed.</div></div></p>
Fungal Stone Giants:
Fungal Horror CR 5
XP 1,600
Male stone giant deathspore zombie (Pathfinder Campaign Setting: Horror Realms 33, Pathfinder RPG Bestiary 151)
NE Large plant
Init+1; Sensesdarkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp133 (14d8+70)
Fort+13, Ref+5, Will+4
DR5/slashing
--------------------
Offense
--------------------
Speed40 ft.
Meleegreatclub +14/+9 (2d8+13) or
. . slam +13 (1d8+13 plus poison), 2 slams +13 (1d8+4 plus poison)
Rangedrock +5 (1d8+9)
Space10 ft.; Reach10 ft.
--------------------
Statistics
--------------------
Str29, Dex13, Con19, Int—, Wis10, Cha14
Base Atk+10; CMB+20; CMD31
FeatsToughness
SkillsAcrobatics +1 (+5 to jump)
LanguagesCommon, Giant
SQdeathspore toxin, staggered
Other Geargreatclub
--------------------
Ecology
--------------------
Environmenttemperate mountains
Organizationsolitary, 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)
Treasurestandard (greatclub, other treasure)
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing)You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet)You can see in the dark (black and white only).
Poison (DC 14) (Ex)Deathspore Toxin: Slam—injury; save Fort DC 14; frequency 1/round for 6 rounds; initial effect 1 Con drain; secondary effect 1d3 Dex; cure 2 saves
Staggered (Ex)Make only a single move or a single attack action each round.</div></div></p>
---------------------------------
K Heptaric Locus (CR 17+)
● 4 PCs: Gamigin and 2 Scarlet Walkers
● 5 PCs: Gamigin and 3 Scarlet Walkers
● 6 PCs: Gamigin and 4 Scarlet Walkers
Gamigin:
Gamigin CR 17/MR 6
XP 102,400
Mythic ice devil sorcerer 3 (Pathfinder RPG Mythic Adventures)
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +15; Senses darkvision 60 ft., see in darkness; Perception +30
Aura frightful presence (10 ft., DC 24)
--------------------
Defense
--------------------
AC 41, touch 17, flat-footed 36 (+3 deflection, +5 Dex, +24 natural, -1 size)
hp 252 (17 HD; 3d6+14d10+165); regeneration 5 (good weapons, good spells)
Fort +19, Ref +18, Will +18; +2 bonus vs. poison
Defensive Abilities all-around vision, cold logic; DR 10/epic, 10/good; Immune cold, fire, poison; Resist acid 10; SR 30
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good); ice burrowing
Melee +2 frost returning spear +24/+19/+14 (2d6+12/19-20/×3 plus ice shards and slow and 1d6 cold) or
. . bite +16 (2d6+3), tail slap +16 (1d8+3 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy, ice shards, mythic power (6/day, surge +1d8), pounce
Spell-Like Abilities (CL 13th; concentration +20)
. . Constant—fly
. . At will—cone of cold (DC 22), greater teleport (self plus 50 lbs. of objects only), ice storm, persistent image (DC 22), wall of ice (DC 21)
. . 3/day—empowered ice storm
. . 1/day—summon (level 4, 2 bone devils, 50%)
Bloodline Spell-Like Abilities (CL 3rd; concentration +10)
. . 10/day—corrupting touch (1 round)
Sorcerer Spells Known (CL 3rd; concentration +10)
. . 1st (7/day)—charm person (DC 20), disguise self, obscuring mist, protection from good
. . 0 (at will)—bleed (DC 17), detect magic, mage hand, message, prestidigitation
. . Bloodline Infernal
--------------------
Statistics
--------------------
Str 25, Dex 21, Con 22, Int 25, Wis 22, Cha 24
Base Atk +15; CMB +23; CMD 41
Feats Alertness, Cleave, Combat Reflexes[M], Empower Spell-Like Ability (ice storm), Eschew Materials, Improved Critical (spear), Improved Initiative[M], Iron Will[M], Power Attack, Weapon Focus (spear)
Skills Acrobatics +25 (+29 to jump), Bluff +27, Diplomacy +27, Fly +17, Intimidate +27, Knowledge (Engineering) +21, Knowledge (History) +21, Knowledge (Nobility) +21, Knowledge (planes) +23, Perception +30, Sense Motive +30, Spellcraft +27, Stealth +21, Survival +26; Racial Modifiers +6 Fly
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ bloodline arcana (+2 DC for charm spells)
Other Gear +2 frost returning spear, sihedron ring
--------------------
Ecology
--------------------
Environment any (hell)
Organization solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils)
Treasure standard (+1 frost spear, other treasure)
--------------------
Special Abilities
--------------------
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold Logic (Su) As an imm action, use 1 power turn mind-affecting effect defeated by SR back on source.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Corrupting Touch (1 round, 10/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 1 round.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
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).
Empower Spell-Like Ability (Ice Storm) Numeric effects of a spell-like ability are increased 50% up to 3/day
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Entrap (DC 23) The specified attack can fix the target in place.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Su) Use 1 power to gain a +6 favored enemy bonus vs. one creature type for 1 hr.
Fly (60 feet, Good) You can fly!
Frightful Presence (10 ft., 5d6 rounds, DC 24) Those in area of effect become frightened or shaken (Will neg.)
Ice Burrowing (30 feet) (Ex) You have a Burrow speed through ice only.
Ice Shards: Spear (1d6) (Su) Hit deals extra cold dam at the start of foe's turn. 5+ fire dam ends effect & fire subtype is imm.
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Regeneration 5 (good weapons, good spells) Heal HP quickly and cannot die.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Spell Resistance (30) You have Spell Resistance.
Summon (level 4, 2 bone devils, 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Scarlet Walker:
Scarlet Walker CR13
XP 25,600
Advanced scarlet walker (Pathfinder RPG Bestiary 288, Rise of the Runelords Anniversary Edition 414)
LE Huge outsider (evil, extraplanar, lawful)
Init +11; Senses bloodsense, darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 20 (+11 Dex, +1 dodge, +12 natural, -2 size)
hp 200 (16d10+112); fast healing 10
Fort +12, Ref +21, Will +17
Defensive Abilities evasion; Immune acid, cold, poison; SR 23
Weaknesses vulnerability to electricity
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee 2 claws +25 (2d6+9/19-20 plus bleed), tentacle +20 (4d6+4 plus paralysis and bleed)
Space 15 ft.; Reach 30 ft.
Special Attacks bleed (1d6), blood-draining gaze, paralysis (1d4 rounds, DC 25)
Spell-Like Abilities (CL 16th; concentration +23)
. . Constant—air walk, detect thoughts (DC 19)
. . At will—sending
. . 3/day—confusion (DC 21), demand (DC 25), quickened lesser confusion (DC 18)
. . 1/day—feeblemind (DC 22), insanity (DC 24), true seeing
--------------------
Statistics
--------------------
Str 28, Dex 33, Con 25, Int 18, Wis 24, Cha 25
Base Atk +16; CMB +27; CMD 49 (57 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical (claw), Mobility, Power Attack, Quicken Spell-Like Ability (lesser confusion), Spring Attack, Weapon Finesse
Skills Acrobatics +30 (+34 to jump), Climb +17, Intimidate +26, Knowledge (arcana) +23, Knowledge (nature) +23, Knowledge (planes) +23, Perception +26, Sense Motive +26, Stealth +22
Languages Aklo, Infernal; telepathy 300 ft.
SQ compression, no breath
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bleed: Claw or Tentacle (1d6) (Ex) Attack causes additional damage at the beginning of the target's turn.
Blood-Draining Gaze (DC 25) (Su) Creatures within 20 ft take 1 Con dmg and sickened 1 round (Fort neg) -4 save if bleeding.
Bloodsense (60 feet) (Su) As blindsight, but only against living creatures.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (12 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.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold 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.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Paralysis (1d4 rounds, DC 25) Attack renders victim unable to move or take actions (Fort neg.)
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Confusion, Lesser) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
---------------------------------
M Spolarium (CR 18)
● 4 PCs: Eerymis and 2 Corpse Orgies
● 5 PCs: Eerymis and 3 Fiery Corpse Orgies
● 6 PCs: Eerymis and 3 Advanced Corpse Orgies
Eerymis:
Lamia Matriarch CR 14
XP 38,400
Male lamia matriarch cleric of Lissala 10 (Pathfinder RPG Bestiary 2 175)
LE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
--------------------
Defense
--------------------
AC 37, touch 18, flat-footed 31 (+7 armor, +3 deflection, +4 Dex, +2 dodge, +12 natural, -1 size)
hp 188 (22 HD; 10d8+12d10+77)
Fort +17, Ref +19, Will +26
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 70 ft., climb 70 ft., swim 70 ft.
Melee +3 keen scimitar +26/+26/+21/+16/+11 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +26/+26/+21/+16 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . touch +21 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks battle/wrath variant channeling 8/day (DC 20, 5d6 plus 3 channel penalty), hell's corruption (5 rounds, 9/day), scythe of evil (5 rounds, 1/day), staff of order (5 rounds, 1/day), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—charm monster (DC 19), ventriloquism (DC 16)
. . 3/day—deep slumber (DC 18), dream, major image (DC 18), mirror image, suggestion (DC 18)
Domain Spell-Like Abilities (CL 10th; concentration +16)
. . 9/day—touch of evil (5 rounds)
Sorcerer Spells Known (CL 6th; concentration +11)
. . 3rd (4/day)—haste
. . 2nd (6/day)—death knell (DC 17), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 10th; concentration +16)
. . 5th—greater command (DC 21), dispel good[D], mass inflict light wounds (DC 21), slay living (DC 21)
. . 4th—divine power, freedom of movement, poison (DC 20), sending, unholy blight[D] (DC 20)
. . 3rd—blindness/deafness (DC 19), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 18), hold person (2, DC 18)
. . 1st—command (DC 17), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 17)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Law (Devil[APG] subdomain), Evil
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 17, Int 16, Wis 22, Cha 21
Base Atk +19; CMB +28; CMD 46 (can't be tripped)
Feats Combat Casting, Dodge, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Iron Will, Mobility, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+24 to jump), Bluff +27, Climb +15, Diplomacy +23, Disguise +13, Intimidate +25, Knowledge (arcana) +24, Knowledge (Religion) +22, Perception +14, Spellcraft +23, Swim +15, Use Magic Device +26; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic, Thassilonian
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 mithral chain shirt, +3 keen scimitar, +3 keen scimitar, amulet of natural armor +4, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Battle/Wrath Variant Channeling (±3 Profane) Grants a bonus/penalty to damage and confirming criticals
Battle/Wrath Variant Channeling 5d6 plus 3 channel penalty (8/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Devil (Law)) Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Climb (70 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hell's Corruption (5 rounds, 9/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (5 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Spell Resistance (19) You have Spell Resistance.
Staff of Order (5 rounds, 1/day) (Su) Touched weapon temporarily becomes axiomatic.
Swim (70 feet) You have a Swim speed.
Touch of Evil (5 rounds, 9/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain
Corpse Orgy:
Corpse Orgy CR 14
XP 38,400
Advanced corpse orgy (Pathfinder RPG Bestiary 288)
CE Large aberration
Init +6; Senses darkvision 60 ft.; Perception +30
--------------------
Defense
--------------------
AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, -1 size)
hp 233 (19d8+152)
Fort +16, Ref +10, Will +17
Defensive Abilities all-around vision; DR 10/piercing or slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 4 slams +22 (2d6+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks absorb body, pain shriek
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 27, Int 18, Wis 18, Cha 20
Base Atk +14; CMB +23 (+25 bull rush, +27 grapple); CMD 35 (37 vs. bull rush, can't be tripped)
Feats Blind-fight, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Power Attack, Vital Strike, Weapon Focus (slam)
Skills Climb +21, Escape Artist +17, Intimidate +27, Knowledge (dungeoneering) +22, Perception +30, Sense Motive +26, Stealth +13, Survival +15; Racial Modifiers +4 Perception
Languages Aklo, Common, Undercommon
--------------------
Special Abilities
--------------------
Absorb Body (DC 27) (Su) A corpse orgy can absorb the physical body of any creature it has reduced to 0 or less hit points by moving over it and remaining in contact with it for at least one full round. An unconscious or dying opponent can make a DC 25 Fortitude save to prev
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (10/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Pain Shriek (2/day, DC 24) (Su) Twice per day, as a standard action, a corpse orgy can unleash a piercing shriek from the various heads captured in its form. This shriek deals 10d6 points of sonic damage to all creatures within a 40-foot radius around the corpse orgy. Affected crea
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.
Advanced Mountain Roper CR 17
XP 102,400
Advanced giant roper (Pathfinder RPG Bestiary 237, 288, 295)
CE Gargantuan aberration
Init +5; Senses darkvision 60 ft., low-light vision; Perception +29
--------------------
Defense
--------------------
AC 32, touch 7, flat-footed 31 (+1 Dex, +25 natural, -4 size)
hp 292 (15d8+225)
Fort +20, Ref +6, Will +16
Immune cold, electricity; SR 30
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 10 ft.
Melee bite +27 (8d8+30/19-20)
Ranged 6 strands +9 touch (1d6 Str plus pull)
Space 20 ft.; Reach 20 ft.
Special Attacks pull (strands, 5 ft.), strands
--------------------
Statistics
--------------------
Str 50, Dex 13, Con 41, Int 17, Wis 20, Cha 16
Base Atk +11; CMB +35; CMD 46 (can't be tripped)
Feats Bleeding Critical, Critical Focus, Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (strands)
Skills Acrobatics +1 (-7 to jump), Climb +38, Knowledge (dungeoneering) +21, Knowledge (religion) +18, Perception +29, Stealth +13 (+21 in stony or icy areas); Racial Modifiers +8 Stealth in stony or icy areas
Languages Aklo, Thassilonian
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pull (5 feet) (Ex) You can pull targets closer to you.
Spell Resistance (30) You have Spell Resistance.
Strands (DC 32) (Ex) Sticky strands have range of 50 ft. and weaken those struck (Fort neg).
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
---------------------------------
O House of Divine Consumption (CR 19)
● 4 PCs: Father Diosenia and 6 Lamia Priestess of Lamashtu
● 5 PCs: Father Diosenia, 6 Lamia Priestesses of Lamashtu, and 1 Seraptis Demon
● 6 PCs: Father Diosenia, 6 Lamia Priestesses of Lamashtu, and 2 Seraptis Demons
Father Diosenia:
Hungerer Lamia-Kin CR 16
XP 76,800
Advanced hungerer (Pathfinder RPG Bestiary 288, Rise of the Runelords Anniversary Edition 410)
CE Huge monstrous humanoid
Init +7; Senses darkvision 90 ft., low-light vision; Perception +30
Aura stench (30 ft., DC 27, 1 round)
--------------------
Defense
--------------------
AC 38, touch 15, flat-footed 34 (+3 deflection, +3 Dex, +1 dodge, +23 natural, -2 size)
hp 262 (21d10+147)
Fort +17, Ref +20, Will +23
DR 10/cold iron, 10/piercing; Immune acid, poison; Resist electricity 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (good)
Melee bite +31 (2d8+12/19-20/×4 plus 2d6 acid and 2 Wis drain), 2 claws +31 (1d8+12 plus 2 Wis drain)
Space 15 ft.; Reach 15 ft.
Special Attacks devastating bite, vile spew
Spell-Like Abilities (CL 21st; concentration +27)
. . Constant—fly
. . At will—grease, major image (DC 19), ventriloquism (DC 17)
. . 3/day—charm monster (DC 20), gust of wind (DC 18), quickened stinking cloud (DC 19), suggestion (DC 19)
. . 1/day—deep slumber (DC 19), mass charm monster (DC 22), mirror image
--------------------
Statistics
--------------------
Str 34, Dex 17, Con 24, Int 17, Wis 22, Cha 23
Base Atk +21; CMB +35; CMD 52 (can't be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (stinking cloud), Staggering Critical, Vital Strike
Skills Acrobatics +3 (-5 to jump), Fly +34, Intimidate +30, Perception +30, Sense Motive +27, Stealth +19
Languages Abyssal, Common, Giant, Thassilonian
Other Gear sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary or feast (2-5)
Treasure standard
--------------------
Special Abilities
--------------------
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (90 feet) You can see in the dark (black and white only).
Devastating Bite (DC 32) (Ex) If Bite critically hits a foe and reduces them to negative Hp, die instantly (Fort neg)
Energy Damage: Bite (2d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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.
Fly (60 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
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.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Stinking Cloud) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (26) You have Spell Resistance.
Staggering Critical (DC 31) Critical hit staggers target
Stench (30 ft., 1 round, DC 27) Living creatures in aura's range are sickened for listed duration (Fort neg).
Vile Spew (DC 27) (Su) When damaged, adjacent creatures take 2d6 acid (Ref neg)
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 26) (Su) Attacks deal Wiz drain.
Lamia Priestess:
Lamia Priestess CR 12
XP 19,200
Female lamia cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186)
CE Large monstrous humanoid
Init +4; Senses darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +9 natural, -1 size)
hp 170 (18 HD; 9d8+9d10+81)
Fort +16, Ref +16, Will +24
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 keen falchion +24/+19/+14 (2d4+11/15-20) or
. . 2 claws +15 (1d4+4), touch +15 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—greater command (DC 22), flame strike (DC 22), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 21), unholy blight[D] (DC 21)
. . 3rd—blindness/deafness (DC 20), cure serious wounds (2), dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 19), hold person (DC 19), silence (DC 19)
. . 1st—command (DC 18), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 18, Int 11, Wis 24, Cha 16
Base Atk +15; CMB +22; CMD 38 (42 vs. trip)
Feats Combat Casting, Dodge, Improved Critical (falchion), Iron Will, Mobility, Selective Channeling, Spring Attack, Vital Strike, Weapon Focus (falchion)
Skills Acrobatics +4 (+16 to jump), Bluff +21, Knowledge (religion) +17, Linguistics +4, Perception +27, Spellcraft +11, Stealth +4; Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common, Giant
SQ undersized weapons
Other Gear +3 leather armor, +3 keen falchion, headband of inspired wisdom +2, sihedron ring
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 22) (Su) Attack causes Ability Drain
Seraptis Demon:
Seraptis (Demon) CR 15
XP 51,200
Seraptis demon (Pathfinder RPG Bestiary 5 76)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23)
--------------------
Defense
--------------------
AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
hp 217 (15d10+135); blood healing
Fort +22, Ref +15, Will +17
DR 10/cold iron, 10/good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 50 ft.
Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15-20 plus 1 bleed), 3 claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or
. . 4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks compelling domination, constrict (4d6+12 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-Like Abilities (CL 15th; concentration +20)
. . Constant—deathwatch, true seeing, unholy aura (DC 23)
. . At will—crushing despair (DC 19), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
. . 3/day—confusion (DC 19), demand (DC 23), dominate person (DC 20), fly
. . 1/day—summon (level 5, 1 seraptis 20% or 1 glabrezu 40%), symbol of insanity (DC 23)
--------------------
Statistics
--------------------
Str 26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
Base Atk +15; CMB +23 (+27 grapple); CMD 43
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +24 (+40 to jump), Bluff +23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge (religion) +21, Perception +30, Sense Motive +22, Stealth +24; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Other Gear +3 wounding scimitar
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or cult (1 plus 2-6 succubi)
Treasure double (+3 wounding scimitar, other)
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis's maw, and the seraptis heals an equal amount of damage.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compelling Domination (Su) Dominated foes don't resist and only get new save with self destructive orders.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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.
Gaze of Despair (DC 22) (Su) 30 ft, 1d6 Cha drain and staggered 1d6 rds, at 0 Cha attempt suicide.
Grab: Claw (Medium) (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 Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts wi
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (26) You have Spell Resistance.
Summon (level 5, 1 seraptis 20% or 1 glabrezu 40%, 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.
---------------------------------
P Temple of the Sihedron (CR 19)
● 4 PCs: Immortal Ichor and 2 Charmed Lamia Priestesses
● 5 PCs: Immortal Ichor and 2 Charmed Lamia Priestesses
● 6 PCs: Immortal Ichor and 3 Charmed Lamia Priestesses
Immortal Ichor:
Immortal Ichor CR 17
XP 102,400
Immortal ichor (Pathfinder RPG Bestiary 4 156)
NE Medium ooze (extraplanar)
Init +7; Senses blindsense 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 32, touch 32, flat-footed 28 (+3 Dex, +1 dodge, +18 profane)
hp 270 (20d8+180); regeneration 10 (good spells, good weapons)
Fort +16, Ref +9, Will +11
Defensive Abilities amorphous; DR 15/—; Immune acid, bludgeoning damage, electricity, mind-affecting effects, piercing damage, ooze traits; Resist cold 30
--------------------
Offense
--------------------
Speed 20 ft., fly 20 ft. (average)
Melee slam +21 (6d6+7 plus 1d3 Wis drain)
Spell-Like Abilities (CL 17th; concentration +22)
. . At will—charm person (DC 18), detect thoughts (DC 17), summon swarm, telekinesis (DC 20)
. . 3/day—charm monster (DC 19), control undead (DC 22), creeping doom (DC 22), insect plague, mind fog (DC 20), nightmare (DC 20), quickened charm person (DC 16)
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 26, Int 21, Wis 20, Cha 21
Base Atk +15; CMB +20; CMD 52 (can't be tripped)
Feats Ability Focus (charm person), Combat Casting, Dodge, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (charm person), Toughness, Weapon Focus (slam)
Skills Acrobatics +3 (-1 to jump), Intimidate +25, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (planes) +25, Perception +25, Sense Motive +25, Spellcraft +25
Languages Abyssal, Aklo, Infernal, Undercommon (can't speak); telepathy 100 ft.
SQ compression, corrupt ally, no breath
--------------------
Ecology
--------------------
Environment any ruins or underground
Organization solitary or cult (1 plus 3-12 worshipers or juju zombies)
Treasure standard
--------------------
Special Abilities
--------------------
Amorphous (Ex) Body is malleable and shapeless.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Corrupt Ally (Su) Charmed minions take d6 Wis dam/day. At 0 they are dominated. Rise as juju zombies if die.
Damage Reduction (15/-) You have Damage Reduction against all attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Fly (20 feet, Average) You can fly!
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Acid You are immune to acid damage.
Immunity to Bludgeoning You are immune to bludgeoning damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Flanking You are immune to flanking.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Piercing You are immune to piercing damage.
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.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Ooze Traits Oozes have many immunities.
Quicken Spell-Like Ability (Charm Person) Spell-like ability is cast as a swift action up to 3/day.
Regeneration 10 (good spells, good weapons) Heal HP quickly and cannot die.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Lamia Priestess:
Lamia Priestess CR 12
XP 19,200
Female lamia cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186)
CE Large monstrous humanoid
Init +4; Senses darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +9 natural, -1 size)
hp 170 (18 HD; 9d8+9d10+81)
Fort +16, Ref +16, Will +24
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 keen falchion +24/+19/+14 (2d4+11/15-20) or
. . 2 claws +15 (1d4+4), touch +15 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—greater command (DC 22), flame strike (DC 22), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 21), unholy blight[D] (DC 21)
. . 3rd—blindness/deafness (DC 20), cure serious wounds (2), dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 19), hold person (DC 19), silence (DC 19)
. . 1st—command (DC 18), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 18, Int 11, Wis 24, Cha 16
Base Atk +15; CMB +22; CMD 38 (42 vs. trip)
Feats Combat Casting, Dodge, Improved Critical (falchion), Iron Will, Mobility, Selective Channeling, Spring Attack, Vital Strike, Weapon Focus (falchion)
Skills Acrobatics +4 (+16 to jump), Bluff +21, Knowledge (religion) +17, Linguistics +4, Perception +27, Spellcraft +11, Stealth +4; Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common, Giant
SQ undersized weapons
Other Gear +3 leather armor, +3 keen falchion, headband of inspired wisdom +2, sihedron ring
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 22) (Su) Attack causes Ability Drain
Note: As the lamia priestesses die, if they are under the Immortal Ichor’s control, they rise again as Juju Zombies.
Lamia Priestess Zombie:
Lamia Priestess Zombie CR 13
XP 25,600
Female lamia juju zombie cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186, Pathfinder RPG Bestiary 2 291)
CE Large undead
Init +9; Senses darkvision 60 ft., low-light vision; Perception +24
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 29 (+5 armor, +3 deflection, +5 Dex, +1 dodge, +12 natural, -1 size)
hp 170 (18d8+81)
Fort +15, Ref +16, Will +24
Defensive Abilities channel resistance +4; DR 10/magic, 10/slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 keen falchion +22/+17/+12 (2d4+14/15-20) or
. . 2 claws +14 (1d4+5), slam +14 (1d8+5), touch +14 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—greater command (DC 22), flame strike (DC 22), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 21), unholy blight[D] (DC 21)
. . 3rd—blindness/deafness (DC 20), cure serious wounds (2), dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 19), hold person (DC 19), silence (DC 19)
. . 1st—command (DC 18), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 22, Dex 20, Con —, Int 11, Wis 24, Cha 16
Base Atk +12; CMB +21; CMD 38 (42 vs. trip)
Feats Combat Casting, Dodge, Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Selective Channeling, Spring Attack, Toughness[B], Vital Strike
[b]Skills Acrobatics +5 (+17 to jump), Bluff +21, Climb +14, Knowledge (religion) +17, Linguistics +4, Perception +24, Spellcraft +11, Stealth +5; Racial Modifiers +4 Bluff, +8 Climb, +4 Stealth
Languages Abyssal, Common, Giant
SQ undersized weapons
Other Gear +3 leather armor, +3 keen falchion, headband of inspired wisdom +2, sihedron ring
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Magic Missile You are immune to magic missile.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undead Traits Undead have many immunities.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 22) (Su) Attack causes Ability Drain
---------------------------------
Q Ghlorofaex’s Lair (CR 18)
● No changes except to Ghlorofaex
Ghlorofaex:
Blue Dragon, Ancient CR 18
XP 153,600
Male ancient blue dragon (Pathfinder RPG Bestiary 94)
LE Gargantuan dragon (earth)
Init +3; Senses dragon senses; Perception +32
Aura electricity (10 ft, 2d6 elec.), frightful presence (300 ft., DC 27)
--------------------
Defense
--------------------
AC 40, touch 8, flat-footed 40 (+3 deflection, -1 Dex, +32 natural, -4 size)
hp 324 (24d12+168)
Fort +24, Ref +16, Will +22
DR 15/magic; Immune electricity, paralysis, sleep; Resist cold 30; SR 29
--------------------
Offense
--------------------
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +33 (4d6+18/19-20), 2 claws +32 (2d8+12), tail slap +30 (2d8+18), 2 wings +30 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft line, 20d8 electricity, Reflex DC 29 half), crush (Medium creatures, DC 29, 4d6+18), desert thirst (DC 29), storm breath (DC 29, 20d8 elec.), tail sweep (30-ft., 2d6+18, DC 29)
Spell-Like Abilities (CL 24th; concentration +29)
. . At will—create water, ghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 17), veil (DC 21), ventriloquism (DC 16)
Sorcerer Spells Known (CL 13th; concentration +18)
. . 6th (4/day)—forceful hand, mislead (DC 21)
. . 5th (7/day)—hold monster (DC 20), persistent image (DC 20), wall of force
. . 4th (7/day)—arcane eye, dimension door, fire shield, stoneskin
. . 3rd (7/day)—dispel magic, displacement, haste, vampiric touch
. . 2nd (7/day)—darkness, false life, invisibility, resist energy, shatter (DC 17)
. . 1st (8/day)—alarm, mage armor, shield, true strike, unseen servant
. . 0 (at will)—arcane mark, bleed (DC 15), detect magic, light, mage hand, mending, message, read magic, resistance
--------------------
Statistics
--------------------
Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
Base Atk +24; CMB +40; CMD 52 (56 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Shatter Defenses, Silent Spell, Weapon Focus (bite)
Skills Acrobatics -1 (+3 to jump), Bluff +32, Fly +12, Intimidate +32, Knowledge (arcana) +32, Knowledge (geography) +32, Knowledge (history) +32, Knowledge (local) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32
Languages Auran, Common, Draconic, Giant, Ignan, Infernal, Thaselonian
SQ mirage, sound imitation
Other Gear greater ring of cold resistance, sihedron ring
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (120-ft line, 20d8 electricity, Reflex DC 29 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Burrow (20 feet) You have a Burrow speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Crush (Medium creatures, 4d6+18, DC 29) 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 (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazzling Display (Bite) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Stroke (Bite) Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed target.
Desert Thirst (DC 29) (Su) Can destroy liquid based magic items (like potions) in a 10 ft burst (Will neg).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Electricity Aura (10 ft, 2d6 elec.) (Su) Creatures in aura at the start of the dragons turn take electricity damage
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fly (250 feet, Clumsy) You can fly!
Frightful Presence (300 ft., 5d6 rounds, DC 27) Those in area of effect become frightened or shaken (Will neg.)
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mirage (24 rounds/day) (Su) Appear in 2 places (as project image), but can use breath weapon through the illusion.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sound Imitation (Ex) Can mimic any voice or sound with a Bluff check vs. listener's Sense Motive.
Spell Resistance (29) You have Spell Resistance.
Storm Breath (20d8 elec., DC 29) (Su) Call lightning storm for 1d6 rds w/breath, call bolt as free action and deal dam as breath weapon (Ref half).
Tail Sweep (30-ft., 2d6+18, DC 29) As a standard action, deal damage in half circle to foes 4+ sizes smaller (Ref half).
Part 3 On the World's Roof
--------------------
C Queen of the Icemists
● No changes except to Svevenka
Svevenka:
Svevenka CR 17
XP 102,400
Female icy nymph druid 9 (Pathfinder RPG Bestiary 217)
CG Medium outsider (fey, cold, elemental, extraplanar, water)
Init +8; Senses low-light vision; Perception +26
Aura blinding beauty (30 ft., DC 25), body of ice (5 ft.), cold (2d6, 10 ft., DC 24)
--------------------
Defense
--------------------
AC 33, touch 28, flat-footed 24 (+9 deflection, +8 Dex, +1 dodge, +5 natural)
hp 272 (17 HD; 9d8+8d10+188)
Fort +27, Ref +26, Will +27; +4 vs. fey and plant-targeted effects
DR 10/cold iron; Immune bleed, cold, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning; Resist fire 20
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.; icewalking
Melee +3 dagger +21/+16 (1d4+2/19-20 plus 1d6 cold and paralysis)
Special Attacks exude ice, ice mastery, icy touch (1d6 cold and paralysis, DC 24), stunning glance, wild shape 3/day
Spell-Like Abilities (CL 8th; concentration +17)
. . 1/day—dimension door Domain Spell-Like Abilities (CL 16th; concentration +22)
. . 9/day—icicle (1d6+4 cold)
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—finger of death (DC 24), summon nature's ally VIII, whirlwind[D] (DC 24)
. . 7th—freezing sphere[D] (DC 23), heal, quickened poison (DC 19), summon nature's ally VII
. . 6th—antilife shell, quickened barkskin, control winds[D] (DC 22), greater dispel magic, transport via plants
. . 5th—baleful polymorph (DC 21), call lightning storm (DC 21), commune with nature, cure critical wounds (2), ice storm[D]
. . 4th—air walk, control water, cure serious wounds (3), sleet storm[D]
. . 3rd—call lightning[D] (DC 19), cure moderate wounds (2), dominate animal (DC 19), quench (DC 19), water walk
. . 2nd—bear's endurance, cat's grace, chill metal (DC 18), fog cloud[D], gust of wind (DC 18), resist energy, lesser restoration
. . 1st—charm animal (DC 17), cure light wounds (4), obscuring mist[D], speak with animals
. . 0 (at will)—flare (DC 16), guidance, mending, stabilize
. . D Domain spell; Domain Water (Ice domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 26, Con 30, Int 16, Wis 23, Cha 28
Base Atk +10; CMB +9; CMD 37
Feats Ability Focus (blinding beauty), Combat Casting, Dodge, Mobility, Natural Spell, Quicken Spell, Toughness, Weapon Finesse, Wind Stance
Skills Acrobatics +33, Climb +12, Escape Artist +28, Handle Animal +29, Knowledge (nature) +25, Perception +26, Sense Motive +26, Stealth +28, Survival +17, Swim +18; Racial Modifiers +5 Acrobatics
Languages Aquan, Auran, Common, Druidic, Sylvan
SQ icy body, inspiration, nature bond (Ice domain[APG]), nature sense, trackless step, unearthly grace, wild empathy +32, woodland stride
Other Gear +3 dagger, amulet of mighty fists +2, headband of inspired wisdom +2, major ring of fire resistance, ring of force shield
--------------------
Special Abilities
--------------------
Blinding Beauty (DC 25) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Body of Ice (9 rounds/day) (Su) Ice form grants DR 5/-, Immunity to Cold, double damage from Fire.
Cold Aura (2d6, 10 ft., DC 24) (Ex) Those within range take 2d6 cold damage per round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Ice) Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Exude Ice (At will) (Su) Exude 20-ft spread of slippery ice as a full-round action.
Ice Mastery (Ex) Gain +1 morale bonus on attack and damage if foe is touching ice.
Icewalking (Ex) Climb and move on icy surfaces without penalty & no Acrobatics checks to run or charge on ice.
Icicle 1d6+4 cold (9/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Icy Body (Ex) Touching icy creature deals 1d6 cold damage.
Icy Touch (1d6 cold and paralysis, DC 24) (Ex) Natural attacks and metalic weapons deal 1d6 cold damage and may paralyze foes.
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
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.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Stunning Glance (DC 23) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swim (20 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unearthly Grace (Su) This creature adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wild Empathy +32 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
D Giant Sentinels
● 4 PCs: Bjormundal and 2 Cloud Giant Fighters
● 5 PCs: Bjormundal and 3 Cloud Giant Fighters
● 6 PCs: Bjormundal and 4 Cloud Giant Fighters
Bjormundal:
Bjormundal CR 15
XP 51,200
Frost giant fighter 6 (Pathfinder RPG Bestiary 149)
CE Large humanoid (cold, giant)
Init +6; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 33, touch 11, flat-footed 31 (+9 armor, +2 Dex, +13 natural, -1 size)
hp 242 (20 HD; 14d8+6d10+146)
Fort +20, Ref +10, Will +9 (+2 vs. fear)
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 keen greataxe +26/+21/+16/+11 (3d6+37/19-20/×3 plus 1d6 cold) or
. . 2 slams +16 (1d8+10)
Ranged rock +13 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.), weapon training (axes +1)
--------------------
Statistics
--------------------
Str 33, Dex 14, Con 22, Int 10, Wis 12, Cha 13
Base Atk +16; CMB +23 (+25 bull rush, +25 sunder); CMD 40 (42 vs. bull rush, 42 vs. sunder)
Feats Frost Warrior, Improved Bull Rush, Improved Critical (greataxe), Improved Initiative, Improved Iron Will, Improved Natural Armor, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Acrobatics +0 (+4 to jump), Climb +13, Intimidate +24, Perception +22, Stealth -4 (+0 in snow), Survival +5; Racial Modifiers +4 Stealth in snow
Languages Common, Giant
SQ armor training 1
Combat Gear potion of cure serious wounds (3); Other Gear +3 breastplate, +3 keen greataxe, amulet of natural armor +3, ring of feather falling
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Immunity to Cold You are immune to cold damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
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 -5/+10 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
Cloud Giant Fighter:
Giant, Cloud #3 CR 13
XP 25,600
Male cloud giant fighter 2 (Pathfinder RPG Bestiary 147)
NE Huge humanoid (giant)
Init +1; Senses low-light vision, scent; Perception +18
--------------------
Defense
--------------------
AC 28, touch 9, flat-footed 27 (+7 armor, +1 Dex, +12 natural, -2 size)
hp 193 (18 HD; 16d8+2d10+110)
Fort +19, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee +2 adamantine longspear +23/+18/+13 (3d6+32/19-20/×3) or
. . (G) morningstar +20/+15/+10 (4d6+24) or
. . 2 slams +15 (2d6+10)
Ranged rock +9 (2d6+18)
Space 15 ft.; Reach 15 ft. (30 ft. with +2 adamantine longspear)
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +17)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
--------------------
Statistics
--------------------
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
Base Atk +14; CMB +24 (+26 bull rush, +26 overrun); CMD 39 (41 vs. bull rush, 41 vs. overrun)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (longspear), Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (longspear)
Skills Acrobatics +0 (+8 to jump), Climb +21, Craft (Enter Choice) +8, Diplomacy +9, Heal +7, Intimidate +27, Perception +18, Perform (string instruments) +8, Survival +7, Swim +15
Languages Common, Giant
SQ oversized weapon
Other Gear +3 chain shirt, +2 adamantine longspear, morningstar
--------------------
Ecology
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Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
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.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Treasure changed to:
○ 500gp in coinage per PC
○ Chest of copper bars worth 500gp
○ Fine bear cloak work 2,000gp
Original Plot:
The PCs is asked by Sheila Heidmarch to track down a missing agent named Natalya Vancaskerkin
in the slums of Magnimar. After locating her the PCs eventually secure the Shard of Pride. The PCs use the shard and learn the next fragment is hidden within the Irespan itself ! In an ancient chamber below the bridge the PCs finally discover the second fragment of the Shattered Star, the Shard of Greed, and from it learn the location of the next piece.
Thought:
Nice start with some nice RP possibilities. The Derros in the end could be replaced by Lissala cultists so they actually start with one shard of their own.
Curse of the Lady’s Light (Lvl 5-7)
Original Plot:
The PCs use the Shard of Greed to locate the Shard of Lust in the Lady's Light, the towering statue at the southwestern most point of mainland Varisia. Dealing with the local Boggard of Troglodyte tribes leads the way into the statues dungeon. In the dungeon the PCs encounter a regiment of Gray Maidens looking for treasure in the tower. They finally encounter the alu- demon Ashamintallu who believes herself to be Sorshen reborn.
Thoughts:
The web supplement adds some characters and is rather nice. The Lissala cultist expedition could be hiding in the swamp and tracking the PCs through the dungeon. If the PCs defeat the alu-demon they might realize that the shard have been stolen during the fight.
The Asylum Stone (Lvl 8-10)
Original Plot:
PCs travel to Kaer Maga searching for information from troll oracles known as the Augurs. The Augurs demand that the PCs rescue a troll seer who's been kidnapped by an artificer. The PCs make their way through a cliffside manor filled with deadly constructs and rescue the troll oracle. The troll points them to the library known as the Therassic Spire. The resident librarians are themselves are looking for the shard and have made a deal with a race of monstrous scholars who live below the city, the caulborn. The PCs reach a magical research facility once used by the Runelord Karzoug. The PCs go through a magical portal into the extraplanar realm called the Dark Forest, where Karzoug hid the Shard of Gluttony. There, the PCs travels to the castle in the realm's center, ruled by a headless horseman of Varisian legend called the Dark Rider.
Thought:
There is a Lissala cult in Kaer Maga from PFS4-10 Feast of Sigils and shrine nearby PFS4-12 The Refuge of Time have more information. There is also some separate adventure modules taking place in Kaer Maga (Seven Swords of Sin and The Godsmouth heresy comes in mind). This is a fun place to explore. The Librarians of SS could be Lissala cultists.
Beyond the Doomsday door (Lvl 10-12)
Original Plot:
After learning about the current location of the Shard of Envy, the PCs travel to Windsong Abbey. There, they find the abbey and its village in ruins, overwhelmed by evil fey and giants. They rescue a priests named Casamir, who explains that the attack was led by an ex-member of the abbey, the elf Ardathanatus. The PCs delve into the deadly temple of Groetus under the abbey. Ardathanatus have populated these dungeons with minions, traps and the undead remnants of the Thassilonian cult of Groetus in order to open the Doomsday Door. To win the Shard of Envy and reclaim Windsong Abbey, the PCs must defeat this traitorous cleric!
Thoughts:
The abbey area should for sure have more survivors. The surrounding village could still be inhabited if the giants went straight for the abbey.
Into the Nightmare Rift (Lvl 13-15)
Original Plot:
The next vision sends the PCs back to the Storval Plateau, to Guiltspur, a giantheld stronghold. The Shard of Wrath is now the property of the current leader of the giant tribes, a lumbering thug named Jubbek. Once the PCs secure the Shard of Wrath, the final vision reveals that the route to the Shard of Sloth is very close nearby-somewhere within Guiltspur itself. The PCs journey into the lava entombed chambers of Guiltspur, and then into caverns below where they encounter a band of drow from House Rasivrein who also seek the Shard of Sloth. Delving deeper, the PCs enter the underground laboratories once used by the lich Mesmalatu. Beyond her lies a portal to Leng, and a temple to the Crawling Chaos Nyarlathotep. Finally, in the howling storms on the very edge of the Plateau of Leng, the PCs face the blue dragon Cadrilkasta holding the last chard.
Thoughts:
Replace the Drow with Lissala cultists? The cult might already be in Leng conspiring with the dragon.
The Dead heart of Xin (Lvl 15 – 17)
Original Plot:
With the seven shards of the Shattered Star reclaimed, the PCs return to Magnimar. The Sihedron is rebuilt during a grand festival atop the Irespan, but as the artifact is recreated, the ancient contingencies under the sea in the ruined island-city of Xin activate. Xin rises from the sea floor, wracking the Lost Coast with an earthquake and sending a tsunami out to strike southwestern Varisia. After handling this sudden threat and several of the strange monsters the event has apparently awakened from the slumber of ages, the PCs explore the newly arisen island, discovering remnants of Xin's capital city and the regenerating black spire that is his sentient Crystal Palace. There, the PCs confirm the threat of a centuries old army of constructs is preparing to march, and that the mad phantom of Old King Xin is bent on destroying all interlopers as it constructs a new clockwork body to house its shattered soul. Reborn in a corporeal form bent on retaking his lost empire and conquering Varisia, the rebuilt King Xin joins with the clockwork reliquary to take command of his army and finally confront those who would oppose him!
Thoughts:
The cult of Lissala could be used if the characters realize that combining the chards might be a bad idea. Instead of the festival there would be a chase through the Irespan to find the cultist location to stop the ritual.
PFS4-00 Race for the Runecarved Key
Original Plot:
Canayven and Sheila Heidmarch have secretly summoned the PCs to help the new lodge compete in an auction for a mysterious Thassilonian relic known as the Runecarved Key. The PCs interact with the different bidders to ensure the right winner. The cult of Lissala steals the Key and the PC get into the chase.
Thought:
I really like the auction interaction. The Lissala cultist that steals the key could be Vandiana, and the adventure might end with the success for the cult so they end up with the position of the key. The key itself might be connected to the Shards of Sin.
It might be that Alaznist (Runelord of Wrath) created the key as a tool to forge the shards together and gathered two shards to Irespan in preparation to do the ritual herself. The key could be used to locate the shard locations (some location spell hidden in the runes on its surface) so if the cult of Lissala have the key at the end of the adventure it could be the tool they use to locate the shards.
I also have an idea that the key is used to forge the chards together. The key is pressed to a flat rock surface and unleash enough power to make a star shaped recess. This is the shape where the chards are implemented and forged together.
PFS4-02 In Wrath’s Shadow (Lvl 3-7)
Original Plot:
The Magnimar Venture-Captain Sheila Heidmarch charges the PCs with exploring an ancient temple (believed to honor the Thassilonian goddess Lissala) newly uncovered on Rivenrake Island.
Thoughts:
Little use of this dungeon as I see it. No major interactions.
PFS4-08 The Cultists Kiss (Lvl 7-11)
Original Plot:
The Cultist's Kiss takes place in the Varisian town of Palin's Cove, a holding of nearby Korvosa. The PCs are sent to Palin's Cove and instructed to find and study the cult of Lissala there.
Thoughts:
Nice RPG investigation with a nice little location. Could be that the PCs look for clues where the cult took the key.
PFS4-10 Feast of Sigils (Lvl 7-11)
Original Plot:
The party starts the adventure by meeting up with Miss Feathers, who contacted the Pathfinder Society with information about the church of Lissala's activities in Kaer Maga. The sigil wafers Kesoulla and Drollis created are instrumental in charging the runestones needed to recover the refuge spell. components.
Thoughts:
Addon to Asylum Stone.
PFS4-12 The Refuge of Time (Lvl 7-11)
Original Plot:
Travel to ancient Lissalan shrine in the Wyvern Mountains west of Kaer Maga. "Find the shrine and recover the refuge tokens.”
Thoughts:
Addon to Asylum Stone.
PFS4-20 Words of the Ancients (Lvl 7-11)
Original Plot:
Travel to Desgard's Thousand Columns to find the Thousandth Spire and recover the Rune plates.
The discs are guarded by Zonaladin , a bored copper dragon (CR 14)
Thoughts: Real cute dragon interaction.
PFS4-26 The Waking Rune (Lvl 7-11)
Original Plot:
Use Refuge Tokens to teleport to Krune's sanctum. Defeat the Rune Lord.
Thought:
A rather small dungeon for a Rune Lord fight.
SS1 Shards of Sin
The PCs get the first two shards. Sheila Heidmarch realizes that these shards are connected to the newly found Runecarved Key and makes plans to acquire it.
PFS4-00 Race for the Runecarved Key
Tries to secure the key to merge the shards. Key is stolen by Vandiana, the Lashmistress.
PFS4-08 The Cultists Kiss
Investigate Lissala cult, Find information about next shard location at Ladys Light.
SS2 Curse of the Lady’s Light
PCs gains third shard before cult gets there. One of the cult members have Kaer Maga guild tokens.
SS3 The Asylum Stone
Tries to find clues from Trolls just to realize that one of the shards is hidden beneath Kaer Maga.
PFS4-10 Feast of Sigils
Find temple while in Kaer Maga and find clues about their plans to wake up Krune. They also find clues that the Lissala cult have found out that the next shard are in possession of Ardathanatus in Windssong Abbey. Should the PCs head for Windsong Abbey to get the shard of to Refuge of Time to secure tokens?
PFS4-12 The Refuge of Time
Locate the tokens needed to reach Krune.
SS4 Beyond the Doomsday door
Stop Ardathanatus from opening the Doomsday door. It Looks like the cult of Lissala have been here to travel between planes.
PFS4-20 Words of the Ancients
The Brass dragon that guards the tokens knows about the connection to Leng. Guides them toward Guiltspur.
SS5 Into the Nightmare Rift
Travel to Leng. The portal is guarded by Jordimandus that explaines that their use of the PCs have come to an end. Cadrilkasta have the last shard and the power to complete the star. Krune will be awake and armed with a completed star!
PFS4-26 The Waking Rune
Use the tokens to get to Krunes vault only to find that Vandiana, the Lashmistress have already resurrected Krune.
SS6 The Dead heart of Xin
Krune have taken the shards from Sheila Heidmarch and completes the star at the top of Irespan. The PCs tries to stop him but is to late. The completed star hurts Krune that realize to late that the Star won’t restore his power but accidentally resurrects Xin!
I originally planned to run all the three Runelords adventure paths as a trilogy, and even though I like a lot of the things Shattered Star does it surely feels lacking in plot and roleplay possibilities. Even if you try to make social encounters of the different opponents in these dungeons you will end up in a fight anyway since they will not simply give away the shards or surrender and go away even if you’re really nice.
I have seen several comment of GM:s combining Shattered Star (SS) with Pathfinder Society season 4 (PFS4) , the Year of the Risen Rune but I haven’t been able to find good walkthrough to implement this.
Does anyone have good notes on expanding SS with PFS4? I start by getting some thoughts in print here below. I haven’t a finished all the plot points yet so this is some thoughts of the different chapters and what might be done.
The benefits of implementing PFS4 into SS is that PFS4 have some new locations to travel to, some more characters to interact with, a cult that might act as an opposition and give a sense of urgency and finally the possibility to include the death of The Runelord of Sloth. To run the full saga as a trilogy it felt weird of letting one of the Runelords get defeated out of camera. The adventure path have already a LOT of dungeon encounters, so the aim is not to add to many additional encounters but perhaps get rid of some fights in order to make space for additional locations to visit and explore.
To have the cult of Lissala search for the Shard of Sins would increase the stakes of SS, but to get the feeling of competition the cult of Lissala should seem to be a step ahead and possibly get control or to be close of getting some of the shards themselves. If this would be the case, there must be some way to guide the PCs to the next chapter without the vision granted by the shards.
I also don’t like the idea that each shard simply points to the next one, it feels a bit lazy. It would be more fun if the PCs would have to investigate where the next chard could be by examining clues from the cult.
Characters that could be recurring villains of the story could be:
• Vandiana, a priestess of Lissala also known as the Lashmistress (from PFS4-26 The Waking Rune). She could be integrated into the story from the start and be the clock that the PCs race against.
• Jordimandus, the obese wizard of Sloth from the Runeforge in Rise of the Runelords. In my campaign he survived and would be a great villain in this chapter.
• Runelord Krune, a possibility is actually to let the cult of Lissala succeed and the Krune be the threat in the later chapters.
My group is finally reaching the last chapter, so its time to paste some more notes. Still building on Askar notes with some adjustments to fit my miniature collection.
Spires of Xin-Shalast Part 2: Whispers in the Wind
---------------------------------
B1 The Tailings (CR 16)
• 4 PCs: 1 Advanced Horror Tree
• 5 PCs: 1 Advanced Horror Tree
• 6 PCs: 1 Advanced Ghoulish Horror Tree
The memory of the tree's agonizing death, as well as the grief of the dwarven miners who once lived here, has granted the Horror Tree a Desecrate Aura with a 10 ’ radius (+1 profane bonus on all attack rolls, damage rolls, and saving throws).(not included in the stats)
Advanced Horror Tree:
The Horror Tree CR 15
XP 51,200
Advanced unique undead treant (Pathfinder RPG Bestiary 288)
NE Gargantuan undead
Init +1; Senses darkvision 60 ft., superior low-light vision; Perception +29
--------------------
Defense
--------------------
AC 32, touch 7, flat-footed 31 (+1 Dex, +25 natural, -4 size)
hp 262 (21d8+168)
Fort +15, Ref +9, Will +18; +3 profane bonus vs. channeled positive energy
DR 10/slashing; Immune cold, undead traits
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +26 (4d6+26/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks trample (4d6+26, DC 37)
--------------------
Statistics
--------------------
Str 45, Dex 13, Con —, Int 16, Wis 20, Cha 25
Base Atk +15; CMB +33 (+37 bull rush, +37 sunder); CMD 47 (49 vs. bull rush, 49 vs. sunder, can't be tripped)
Feats Awesome Blow, Critical Focus, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (slam)
Skills Knowledge (nature) +24, Perception +29, Sense Motive +29, Stealth +13, Survival +26
Languages Sylvan
SQ +16 stealth in forests, double damage against objects, fungus
--------------------
Special Abilities
--------------------
+16 Stealth in Forests (Ex) You gain a bonus to Stealth checks under the listed conditions.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Double Damage Against Objects (Ex) Deal x2 damage against object or structure with full attack.
Fungus (Ex) The horror tree’s branches are encrusted with a virulent fungus that grows rapidly when in contact with blood, sending filaments ripping through the bodies of any living creatures damaged by its slams and dealing 1d6 points of Dexterity damage in t
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
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 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 -4/+8 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 25) Critical hit staggers target
Superior Low-Light Vision See 4x as far as a human in low light, distinguishing color and detail.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Advanced Ghoulish Horror Tree:
The Horror Tree CR 16
XP 76,800
Advanced ghoulish unique undead treant (Pathfinder RPG Bestiary 288, Pathfinder RPG Horror Adventures 248)
NE Gargantuan undead
Init +1; Senses darkvision 60 ft., superior low-light vision; Perception +29
--------------------
Defense
--------------------
AC 33, touch 7, flat-footed 32 (+1 Dex, +26 natural, -4 size)
hp 262 (21d8+168)
Fort +15, Ref +8, Will +17
DR 10/slashing; Immune cold, undead traits
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +25 (3d6+26 plus paralysis and disease), claw +25 (2d6+26 plus paralysis), 2 slams +26 (4d6+26/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 28), trample (4d6+27, DC 38)
--------------------
Statistics
--------------------
Str 47, Dex 13, Con —, Int 16, Wis 20, Cha 27
Base Atk +15; CMB +33 (+37 bull rush, +37 sunder); CMD 48 (50 vs. bull rush, 50 vs. sunder, can't be tripped)
Feats Awesome Blow, Critical Focus, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (slam)
Skills Knowledge (nature) +24, Perception +29, Sense Motive +29, Stealth +13, Survival +26
Languages Sylvan
SQ +16 stealth in forests, double damage against objects, fungus
--------------------
Special Abilities
--------------------
+16 Stealth in Forests (Ex) You gain a bonus to Stealth checks under the listed conditions.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 28) (Su) Ghoul Fever: Bite—injury; save Fort DC 28; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves. The save DC is Charisma-based.
Double Damage Against Objects (Ex) Deal x2 damage against object or structure with full attack.
Fungus (Ex) The horror tree’s branches are encrusted with a virulent fungus that grows rapidly when in contact with blood, sending filaments ripping through the bodies of any living creatures damaged by its slams and dealing 1d6 points of Dexterity damage in t
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
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 Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Paralysis (1d4+1 rounds, elves are immune, DC 28) Attack renders victim unable to move or take actions (Fort neg.)
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 25) Critical hit staggers target
Superior Low-Light Vision See 4x as far as a human in low light, distinguishing color and detail.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Treasure: Cracked backpack, 50gp, 1 elixir of the peaks, and:
- Diamond worth 500gp per PC
- 3 +1 seeking limning crossbow bolts per PC
---------------------------------
B4 Sack Room
Treasure changed to:
- 4 PCs: Boots of the Winter Jarl
- 5 PCs:
- 6 PCs: Rime-Stride Boots
---------------------------------
B5 Ore Separation (CR 11)
Haunt: Gold-Eating Dwarf:
Haunt: Gold-Eating Dwarf: XP 12800
LN haunt (all of area B5)
Caster Level 11th
Notice Perception DC 25 (to notice the shadowy image of Silas crouching in the corner)
hp 22; Trigger proximity; Reset 1 minute
Effect Silas’s words function as a mass suggestion spell; anyone who hears him must succeed at a DC 20 Will save to resist the compulsion to scoop up and eat a handful of the arsenic-tainted dirt on the room’s floor. The haunt enhances the already deadly effects of the arsenic in this case—anyone who eats the stuff must make a DC 25 Fortitude save against the effects of arsenic poisoning. Silas watches as anyone eats, and as the victim feels the poison flowing through his system, the haunted character sees Silas suddenly shrink in on himself, grow emaciated, and then fly apart in a red explosion of bite-sized morsels of flesh and bone. An instant later, he is gone—but only for a minute, after which he appears again. Anyone who fails the initial Will save is also exposed to wendigo psychosis (DC 26 Will save).
---------------------------------
B6 Ore Shaft (CR 9)
The Haunted Chain creature is replaced with the following haunt.
Haunt: The Weight of Greed:
XP 6400
CE belligerent haunt (upper half of B6)
Caster Level 9th
Notice Perception 20 (to hear the subtle movement of chains)
hp 54; Trigger proximity; Reset 1 minute
Effect As soon as the tipping stairs are triggered (or just before the PCs are about to exit the room), the spirits haunting the cabin manifest by animating the chain hanging from the ceiling here. The chain twists like an immense snake as it animates, coiling over and across itself. Every turn, it attempts a grapple check with a CMB of +20. If it succeeds, it wraps around its target’s body and neck, and makes a drag check with a CMB of +20, pulling them towards or into the shaft itself.
On its turn, a grappled creature must make a DC 25 Fortitude saving throw or be choked by the chains, and rendered unable to speak or use verbal spell components. At the start of any subsequent turns, if a creature is choked, they must make an additional DC 25 Fortitude saving throw or fall unconscious at 0 hit points. An unconscious creature grappled by the chain must make a DC 25 Fortitude saving throw at the start of its turn or fall to -1 hit points and be dying. A dying creature grappled by the chain must make a DC 25 Fortitude saving throw at the start of its turn or die.
Furthermore, if the chain successfully pulls a creature off of a surface and suspends it in the air, it draws them up to the top of the shaft (at a rate of 20 feet per round) and drops any creatures at 0 or fewer hit points down the shaft (which inflicts 5d6 points of fall damage).
This haunt is unusual, and can be damaged by physical means as well as positive energy. The chain has an AC of 20, hardness 10, and 54 hit points. Its CMD is 32 for the purposes of escaping from a grapple. Destroying the haunt causes any creature suspended by the chain to drop.
---------------------------------
B8 Front Porch (CR 10)
Haunt: Partially eaten Dwarf:
XP: 9600
LN spiteful haunt (northern 15 feet of area B8)
Caster Level 11th
Notice Perception DC 25 (to notice the distant humanoid shape turn to face the party)
hp 20; Trigger proximity; Reset 1 day
Effect A dwarven man (recognizable as the same one from the haunt in area B5) staggers out of the snow. His eyes are wild with fear, his clothes in tatters, and blood drips from several cuts on his exposed flesh. When he sees the PCs, he cries out, “Run! Run for your lives!” With that, the dwarf flees into the snow. All PCs in the area must make a successful DC 22 Will save to avoid being overcome with the conviction that the other members of the party are hungry monsters and are about to attack them—those who fail this save are affected with an effect similar to song of discord, with a 50% chance to attack their allies, and a 50% chance to simply flee at full speed from their allies each turn. Characters who race blindly into the snow have a flat 50% chance each round of running off the edge of the cliff, in which case they fall 60 feet to the ground below.
---------------------------------
B10 Coat Room
Treasure changed to::
- 4 PCs: +2 monstrous humanoid-bane earth breaker
- 5 PCs: +2 monstrous humanoid-bane earth breaker and cloak of the yeti
- 6 PCs: +1 monstrous humanoid-bane earth breaker, cloak of the yeti, and comfort’s cloak
---------------------------------
B12 Storage Closet
Treasure added: Banner of restful nights
---------------------------------
B13 Strong Room
Treasure changed to:
- 1 bag of gold dust, each worth 1,000gp, per PC
- 2 bags of gold nuggets, each worth (600x# of PCs)
- 3 uncut gems, each worth 50gp, per PC
Suggestion: If your PCs need a particular type of gem or rock for spell components, make some or all of the above gems that type of gem.
---------------------------------
B14 Living Area (CR 10)
Haunt: Cannibal Urgings:
XP: 9600
CE haunt (all of area B14)
Caster Level 10th
Notice Wisdom check DC 18 (to notice sudden twinges of
unnatural hunger)
hp 20; Trigger proximity; Reset 1 day
Effect When the hunger pangs strike, all characters in the room must make DC 20 Fortitude saves to resist taking 10d6 points of nonlethal starvation damage from the sudden phantom hunger. Accompanying this ravenous sensation is the conviction that only the flesh of the other PCs can sate the hunger. Any character who took starvation damage must then make a DC 26 Will save to resist taking 1d8 points of Wisdom drain and exposing themself to wendigo psychosis as the cannibal urgings overwhelm the PC and drive them to the brink of madness.
---------------------------------
B15 Larder (CR 15)
Haunt: The Hungry Dead:
XP: 51200
CE haunt (all of area B15)
Caster level 15th
Notice Perception DC 25 (to hear the rising whispers and slobbering grunts of the hungry dead)
hp 30; Trigger touch; Reset 1 minute
Effect To observers, the haunted character suddenly begins thrashing wildly, as if dozens of invisible hands were tugging and pushing him about the room. At the same time, bloody wounds from invisible teeth appear across the victim’s body. The haunted character perceives that he has suddenly been surrounded by a dozen emaciated but fantastically strong dwarves, all of whom are attempting to eat him alive. The ghosts make 10 attack rolls against the PC at a +20 bonus; each hit deals 2d6+7 points of damage and threatens a critical hit on a roll of 19–20. A character reduced to –10 hit points by these bites is torn apart so that nothing remains but a red, well-gnawed skeleton draped in his gear.
Event 1: Cannibal Fury (CR 17)
Haunt: Cannibal Fury:
XP: 102400
CE belligerent haunt (Vekker Cabin and environs to a radius of 30 feet from cabin’s outer walls)
Caster Level 17th
Notice Perception DC 25 (to hear the sound of knocking
somewhere in the cabin)
hp 102; Trigger timed; Reset 1 week
Effect This persistent haunt adheres to the following round-by-round schedule. Note that until the haunt begins to act in force on the fifth round, it cannot be dismissed or damaged. These first four rounds are, in effect, an extended warning of what’s about to occur.
Rounds 1-3: Allow the PCs to each make a DC 25 Perception check. Anyone who succeeds hears a faint knocking coming from the lower portion of the cabin, probably the outer door at area B3, as if some lost traveler were seeking shelter from the storm. PCs in the lower rooms of the cabin or the stair shaft need only succeed at a DC 10 Perception check to hear this knocking. The knocking continues for 3 rounds, during which time PCs might head down to see whom it might be. Attempts to see the ground outside the cabin are fruitless due to the whirling snow flurries, unless the PCs are within 5 feet, and then they still see nothing present that could have caused the knocking.
Round 4: The strange knocking grows silent for 1 round.
Round 5: A loud crack followed by a mighty hammering sound suddenly fills the cabin as its walls begin to shake and groan, almost as if the structure were giving up its purchase on the cliff edge and sliding off. On each turn that a PC remains in the haunt’s area, they must make a DC 15 Acrobatics check; failure indicates they cannot move for that round, while failure by 5 or more indicates they fall prone. A character in area B6 at this time falls off the stairs if they fall prone.
Round 6: The hammering continues, but now the faint images of starving dwarven ghosts can be glimpsed out of the corner of the eye. Each character suddenly experiences painful hunger pangs and must succeed at a DC 20 Fortitude save to resist taking 4d6 points of nonlethal damage and 1d4 points of Constitution damage from the horrific hunger. Each character who fails this save must also make a DC 26 Will save or develop wendigo psychosis.
Round 7: Voices can now be heard, in most cases wordless cries of pain, but now and then snatches of sentences like “eating us…” or “don’t let him…” or “so hungry….” The hammering continues, but now the starving ghosts seem to notice the PCs for the first time. Each PC must make a DC 18 Will save— failure indicates that the haunt possesses them as the ghosts themselves seem to flow into the PC’s body. Possession inflicts 1d6 points of Wisdom drain, and has additional implications in rounds 8–10.
Round 8–10: For the last 3 rounds of this complex haunt, the shaking and hammering continues. Characters possessed by the haunt do not need to make Acrobatics checks to move and take whatever actions they can to render non-possessed characters unconscious or helpless, using whatever tools they have at their disposal. If a possessed character is adjacent to a helpless, non-possessed character and is not threatened by any other non-possessed character, they attempt a coup de grace action against the helpless character with the best weapon option they have. If a possessed character is adjacent to a dead character, they feed on the body and take no other actions unless they are attacked by someone else.
Round 11: With a sudden lurch, the haunting stops. Possessed characters immediately regain control of their faculties. Any character who successfully fed on an ally must make a DC 20 Will save upon realizing what they’ve done—failure results in an additional 2d4 points of Wisdom drain from the supernaturally fueled revelation. At your option, characters subjected to extreme Wisdom drain from this haunt could develop various insanities (see page 250 of the GameMastery Guide). The cabin itself shows no signs of damage from the violence aside from anything the PCs themselves have done to it.
---------------------------------
Event 3: The Hungry Ghost (CR 16)
- 4 PCs: Karivek Vekker and 1 Advanced Frost Worm
- 5 PCs: Karivek Vekker, 1 Advanced Frost Worm
- 6 PCs: Karivek Vekker, 1 Old Big Nasty Frost Worm
Karivek Vekker activates Boots of Speed when combat starts. (not shown in stats)
Karivek Vekker:
Karivek Vekker CR 16
XP 76,800
Male dwarf ghost expert 16 (Pathfinder RPG Bestiary 144)
NE Medium undead (augmented humanoid, dwarf, incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +34 (+36 to notice unusual stonework)
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 20 (+5 armor, +5 deflection, +2 Dex, +1 dodge)
hp 173 (16d8+97)
Fort +16, Ref +12, Will +18; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities channel resistance +4, defensive training, incorporeal; Immune cold, undead traits
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed fly 60 ft. (perfect)
Melee corrupting touch +15 (16d6)
Special Attacks corrupting gaze (DC 23), draining touch, frightful moan (DC 23), hatred, telekinesis (DC 23)
Spell-Like Abilities (CL 15th; concentration +20)
. . At will—dominate monster (DC 21)
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 13, Wis 14, Cha 21
Base Atk +12; CMB +15; CMD 30 (34 vs. bull rush, 34 vs. trip)
Feats Endurance, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Perception), Skill Focus (Profession [miner]), Toughness
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +20, Craft (armor) +19, Craft (blacksmith) +19, Fly +10, Knowledge (geography) +19, Knowledge (nature) +19, Perception +34 (+36 to notice unusual stonework), Profession (miner) +26, Stealth +10, Survival +20; Racial Modifiers +8 Perception, +8 Stealth, +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ command the frozen, eater of flesh, frozen dead, rejuvination, vicious bite
Combat Gear boots of speed; Other Gear +4 improved cold resistance padded armor, cloak of resistance +4
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Command the Frozen (Su) Karivek’s death at the hands of a supernaturally cold malevolence (the wendigo) has given him ghost power over non-outsider creatures who possess the cold
subtype. The ghost can use dominate monster at will on any non-outsider with the cold subtype
Corrupting Gaze (DC 23) (Su) Gaze attack deals 2d10 HP + 1d4 CHA.
Corrupting Touch (DC 23) (Su) Touch does 16d6 damage from aging, ignoring most resistances (Fort half).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Draining Touch (Su) Touch attack deals 1d4 from a selected ability score and heals 5HP for the ghost.
Eater of Flesh (Su) As a victim of the wendigo’s insidious disease prior to his death, Karivek retains a portion of that sickness within his very being. On a successful critical hit with his
vicious bite attack, the ghost tears away a chunk of flesh and consumes it (t
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fly (60 feet, Perfect) You can fly!
Frightful Moan (DC 23) (Su) 30' spread panics living creatures for 2d4 rds (Will neg).
Frozen Dead (Su) Karivek gains the cold subtype, thanks to his death in this frozen landscape. As long as he’s in an area where the temperature is below freezing (as it is on this ledge), he gains fast healing 10.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
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 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.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Incorporeal (Ex) You aren't quite here.
Rejuvination (Su) Until his bones are returned to the Vekkers’ cabin, Karivek’s ghost rejuvenates 2d4 days after it is destroyed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinesis (DC 23) (Su) Use Telekinesis every 1d4 rounds.
Undead Traits Undead have many immunities.
Vicious Bite (Su) Karivek threatens a critical hit with his bite on a natural roll of 18–20. His fangs become solid and razor sharp as they cut through flesh but ignore armor, allowing him to attack with his bite as a touch attack. Karivek adds 1-1/2 times his Chari
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Advanced Frost Worm:
Frost Worm CR 13
XP 25,600
Male advanced frost worm (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2 126)
N Huge magical beast (cold)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +19
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, -2 size)
hp 200 (16d10+112)
Fort +17, Ref +15, Will +12
Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +22 (4d10+33 plus 4d6 cold)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. cone, 15d6 cold, Reflex DC 25 for half, usable once per hour), death throes, trill
--------------------
Statistics
--------------------
Str 35, Dex 20, Con 25, Int 2, Wis 20, Cha 15
Base Atk +16; CMB +25; CMD 45 (can't be tripped)
Feats Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (bite)
Skills Perception +19, Stealth +8 (+16 in ice and snow); Racial Modifiers +8 Stealth in ice and snow
SQ cold
--------------------
Ecology
--------------------
Environment cold plains or mountains
Organization solitary
Treasure incidental
--------------------
Special Abilities
--------------------
Breath Weapon (60 ft. cone, 15d6 cold, Reflex DC 25 for half, usable once per hour) (Su) 60 ft. cone, 15d6 cold, Reflex DC 25 for half, usable once per hour
Burrow (10 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold (4d6 cold) (Su) Creatures grappled or grappling take 4d6 cold damage.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 25) (Su) Explodes upon deal dealing 12d6 cold and 8d6 piercing damage (Ref half) in 100-ft. radius burst.
Immunity to Cold You are immune to cold damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Trill (DC 20) (Su) Trilling fascinates all within 100-ft. radius (Will neg)
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Old Big Nasty Frost Worm:
Frost Worm CR 16
XP 76,800
Male advanced giant frost worm (Pathfinder RPG Bestiary, 295, Pathfinder RPG Bestiary 2 126)
N Gargantuan magical beast (cold)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +19
--------------------
Defense
--------------------
AC 31, touch 10, flat-footed 27 (+4 Dex, +21 natural, -4 size)
hp 261 (18d10+162)
Fort +20, Ref +15, Will +13
Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +24 (8d8+36/19-20 plus 4d6 cold)
Space 20 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. cone, 15d6 cold, Reflex DC 28 for half, usable once per hour), death throes, trill
--------------------
Statistics
--------------------
Str 39, Dex 18, Con 29, Int 2, Wis 20, Cha 15
Base Atk +18; CMB +31; CMD 50 (can't be tripped)
Feats Cleave, Combat Reflexes, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (bite)
Skills Perception +19, Stealth +3 (+11 in ice and snow); Racial Modifiers +8 Stealth in ice and snow
SQ cold
--------------------
Ecology
--------------------
Environment cold plains or mountains
Organization solitary
Treasure incidental
--------------------
Special Abilities
--------------------
Breath Weapon (60 ft. cone, 15d6 cold, Reflex DC 28 for half, usable once per hour) (Su) 60 ft. cone, 15d6 cold, Reflex DC 28 for half, usable once per hour
Burrow (10 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold (4d6 cold) (Su) Creatures grappled or grappling take 4d6 cold damage.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 28) (Su) Explodes upon deal dealing 12d6 cold and 8d6 piercing damage (Ref half) in 100-ft. radius burst.
Immunity to Cold You are immune to cold damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Trill (DC 21) (Su) Trilling fascinates all within 100-ft. radius (Will neg)
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Treasure changes to:
- 4 PCs: +4 improved cold resistance leather armor
- 5 PCs: +4 improved cold resistance leather armor and comfort’s cloak
- 6 PCs: +4 greater cold resistance leather armor, boots of speed, Cloak of resistance +4
Wendigo CR 18
XP 153,600
Male advanced wendigo (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 281)
CE Large outsider (cold, native)
Init +15; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +28
--------------------
Defense
--------------------
AC 36, touch 20, flat-footed 25 (+11 Dex, +16 natural, -1 size)
hp 315 (18d10+216); regeneration 15 (fire)
Fort +23, Ref +24, Will +13
DR 15/cold iron, 15/magic; Immune cold, fear; SR 28
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed fly 120 ft. (perfect)
Melee bite +28 (2d8+11/19-20 plus 4d6 cold), 2 claws +28 (2d6+11/19-20 plus 4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks dream haunting, howl, rend (2 claws, 1d8+16), wendigo psychosis
Spell-Like Abilities (CL 18th; concentration +27)
. . At will—wind walk (dc 23; see below)
. . 1/day—control weather (as druid), nightmare (DC 24)
--------------------
Statistics
--------------------
Str 33, Dex 33, Con 35, Int 30, Wis 24, Cha 28
Base Atk +18; CMB +30; CMD 51
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics +32, Bluff +30, Diplomacy +11, Fly +38, Intimidate +34, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (nature) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +28, Sense Motive +28, Spellcraft +31, Stealth +28, Survival +28
Languages Aklo, Common, Giant; telepathy (1 mile)
SQ no breath, wind walk
--------------------
Ecology
--------------------
Environment any cold
Organization solitary
Treasure none
--------------------
Special Abilities
--------------------
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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).
Dream Haunting (Su) When a wendigo uses its nightmare spell like ability, the victim is also exposed to wendigo psychosis.
Energy Damage: Bite or Claw (4d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Fly (120 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Howl (3/day, DC 30) (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Regeneration 15 (fire) Heal HP quickly and cannot die.
Spell Resistance (28) You have Spell Resistance.
Telepathy (1 mile) (Su) Communicate telepathically if the target has a language.
Tiring Critical Critical hit fatigues target.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wendigo Psychosis (DC 28) (Su) Curse - Nightmare or wind walk; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completin
Wind Walk (DC 28) (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability - it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the we
Mythic Agile Advanced Wendigo:
Wendigo CR 20/MR 1
XP 307,200
Male advanced agile wendigo (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 281, Pathfinder RPG Mythic Adventures 224)
CE Large outsider (cold, native)
Init +35/+15, dual initiative; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +28
--------------------
Defense
--------------------
AC 38, touch 22, flat-footed 25 (+11 Dex, +2 dodge, +16 natural, -1 size)
hp 325 (18d10+226); regeneration 15 (fire)
Fort +23, Ref +24, Will +13
Defensive Abilities evasion; DR 15/cold iron, 15/magic; Immune cold, fear; SR 28
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., fly 150 ft. (perfect)
Melee bite +28 (2d8+11/19-20 plus 4d6 cold), 2 claws +28 (2d6+11/19-20 plus 4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks dream haunting, howl, rend (2 claws, 1d8+16), wendigo psychosis
Spell-Like Abilities (CL 18th; concentration +27)
. . At will—wind walk (dc 23; see below)
. . 1/day—control weather (as druid), nightmare (DC 24)
--------------------
Statistics
--------------------
Str 33, Dex 33, Con 35, Int 30, Wis 24, Cha 28
Base Atk +18; CMB +30; CMD 53
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics +32, Bluff +30, Diplomacy +11, Fly +38, Intimidate +34, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (nature) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +28, Sense Motive +28, Spellcraft +31, Stealth +28, Survival +28
Languages Aklo, Common, Giant; telepathy (1 mile)
SQ no breath, wind walk
--------------------
Ecology
--------------------
Environment any cold
Organization solitary
Treasure none
--------------------
Special Abilities
--------------------
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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).
Dream Haunting (Su) When a wendigo uses its nightmare spell like ability, the victim is also exposed to wendigo psychosis.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Energy Damage: Bite or Claw (4d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (150 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Howl (3/day, DC 30) (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Regeneration 15 (fire) Heal HP quickly and cannot die.
Spell Resistance (28) You have Spell Resistance.
Telepathy (1 mile) (Su) Communicate telepathically if the target has a language.
Tiring Critical Critical hit fatigues target.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wendigo Psychosis (DC 28) (Su) Curse - Nightmare or wind walk; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completin
Wind Walk (DC 28) (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability - it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the we
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
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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
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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
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Statistics
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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
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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
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Special Abilities
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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
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Defense
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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
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Offense
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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
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Special Abilities
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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
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Defense
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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
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Offense
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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
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Statistics
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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)
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Special Abilities
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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
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Defense
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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
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Offense
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Speed fly 40 ft. (good)
Melee incorporeal touch +13 (1d8 Str)
Special Attacks create spawn
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Statistics
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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
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Ecology
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Environment any
Organization solitary
Treasure standard
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Special Abilities
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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)
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Defense
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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
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Offense
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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)
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Statistics
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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
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Special Abilities
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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
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Defense
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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
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Offense
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Speed 20 ft.
Melee 2 slams +26 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow
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Statistics
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Str 28, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +28; CMD 38
Skills Acrobatics +0 (-4 to jump)
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Special Abilities
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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
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Defense
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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
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Offense
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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
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Special Abilities
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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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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)
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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
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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%)
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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)
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Defense
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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
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Offense
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Speed 20 ft.
Melee slam +19 (6d6+26 plus mummy rot)
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Statistics
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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
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Special Abilities
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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
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Defense
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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
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Offense
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Speed 20 ft.
Melee 2 slams +28 (2d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, cursed wound, haste
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Statistics
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Str 26, Dex 10, Con —, Int —, Wis 12, Cha 1
Base Atk +21; CMB +30; CMD 40
Skills Acrobatics +0 (-4 to jump)
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Special Abilities
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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.)
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Defense
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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
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Offense
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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)
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Statistics
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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.
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Special Abilities
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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
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Defense
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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
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Offense
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Speed fly 40 ft. (good)
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Statistics
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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
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Special Abilities
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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.)
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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)
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
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Defense
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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
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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.
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Statistics
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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 &amp; 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
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Defense
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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
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Offense
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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)
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Statistics
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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.
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Special Abilities
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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)
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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
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Offense
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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%)
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Statistics
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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
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Special Abilities
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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
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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
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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
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Special Abilities
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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:
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P13. THE SWALLOWTAIL FESTIVAL
Father Zantus steps up to give a short speech thanking everyone for coming before declaring the Swallowtail Festival underway.
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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.