
Takasi |

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

Takasi |

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