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stuart haffenden wrote:Old Scratch still has 3.5 venom stats. Shouldn't those be more in line with the PF poison rules?
Great work btw!
Thanks! I took a shot at updating (see link above); In most cases, I left the poison rules alone unless the entry was in the Beta, in which case I converted.
~D
Lazy man talking here, is there anyway I can be even lazier and not only benefit from all your work, but download one file that has all the individual files zipped together? (Better yet would be one uber PDF, but I'm not that lazy, yet :)

daemonslye |

Lazy man talking here, is there anyway I can be even lazier and not only benefit from all your work, but download one file that has all the individual files zipped together? (Better yet would be one uber PDF, but I'm not that lazy, yet :)
Well, I tried. Seems I have a 10MB limit so I may try to do in chunks later. ~D

daemonslye |

I give you the lovely Quilindra -> CLICK HERE
I didn't change her much at all; She's *all* bad.
Is the group supposed to fight her and other demons at the same time? I hope the group has a few extra scrolls of mind blank. Yikes.

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Here is the latest compilation; Thanks to Dennis, Anguish and AlKir; ~D
[snip]
Your compilation should be stickified, if there's such a thing on these boards. This is amazing work daemonslye. If you compile one big PDF for each AP chapter, please let me know (don't have Acrobat maker so I can't create PDFs out of multiple existing PDFs...)

Majuba |

I give you Razorhorn (The Armageddon Echo p.43) -> CLICK HERE
** spoiler omitted **
Pretty minor, but it looks like you overdid his CMB by 1.

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I've finished converting Lament for Emerald Rains for my Pathfinder group. My group has grown to 6 players so some of the single monster encounters have had their CRs increased by 1. Enjoy
Gray Render:
Size/Type:Large Magical Beast
Hit Dice: 11d10+70 (148 hp)
Initiative:+0
Speed:30 ft. (6 squares)
Armor Class:19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple:+11/+21
Attack: Bite +17 melee (2d6+7)
Full Attack: Bite +17 melee (2d6+7); 2 claws +12 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks:Improved grab, rend 2d6+10
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +14, Ref +8, Will +4
Abilities: Str 25, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Skills: Stealth +7, Perception +8 (+12)* Survival +7
Feats: Cleave, Power Attack, Improved Bull Rush, Track, Great Cleave
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment: +5 (cohort)
Improved Grab (Ex)
To use this ability, a gray render must hit with its bite attack. It can then attempt to start agrapple as a free action without provoking an attack of opportunity.
Rend (Ex)
A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.
Skills
* Gray renders have a +4 racial bonus on sight based Perception checks due to their six keen eyes.
Shocker Lizard
Size/Type: Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock
Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity,low-light vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 10, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Stealth +7 (+11)*, Acrobatics +6, Perception +7, Swim +8
Feats: Improved Initiative
Environment: Warm marshes
Organization: Solitary, pair, clutch (3-5), or colony (6-11)
Challenge Rating: 2
Treasure:1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: —
Stunning Shock (Su)
Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half). The save DC is Constitution-based.
Lethal Shock (Su)
Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.
Electricity Sense (Ex)
Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills
* Shocker lizards have a +4 racial bonus on sight based Stealth checks due to their coloration. Shocker lizards have a +2 racial bonus on Perception checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Acrobatics checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Assassin Vine
Size/Type: Large Plant
Hit Dice: 4d8+16 (34 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Slam +8 melee (1d6+8)
Full Attack: Slam +8 melee (1d6+8)
Space/Reach: 10 ft./10 ft. (20 ft. with vine)
Special Attacks: Constrict 1d6+8, entangle, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, plant traits, resistance to cold 10 and fire 10
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 22, Dex 10, Con 16, Int Ø, Wis 13, Cha 9
Environment: Temperate forests
Organization: Solitary or patch (2-4)
Challenge Rating: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: —
Constrict (Ex)
An assassin vine deals 1d6+8 points of damage with a successful Combat Manuver Check
Entangle (Su)
An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).
The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
Improved Grab (Ex)
To use this ability, an assassin vine must hit with its slam attack.
It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict.
Blindsight (Ex)
Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex)
Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Will 'o Wisp
Size/Type: Small Aberration (Air)
Hit Dice: 10d8+8 (53 hp)
Initiative: +13
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/CMB: +7/-2
Attack: Shock +17 melee touch (2d8 electricity)
Full Attack: Shock +17 melee touch (2d8 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +4, Ref +12, Will +11
Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 18, Cha 12
Skills: Bluff +10, Diplomacy +10, Disguise +10, Intimidate +10, Perception +17, Su rvival +13 (+15 following tracks)
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, pair, or string (3-4)
Challenge Rating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 10-18 HD (Small)
Level Adjustment: —
Immunity to Magic (Ex)
A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex)
A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.
Shambling Mound
Size/Type: Large Plant
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/CMB: +6/+16
Attack: Slam +12 melee (2d6+6)
Full Attack: 2 slams +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict 2d6+8
Special Qualities: Darkvision 60 ft., immunity to electricity,
low-light vision, plant traits, resistance to fire 10
Saves: Fort +9, Ref +2, Will +4
Abilities: Str 23, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: Stealth +11 (+19)**, Perception +7 (+11)*
Feats: Iron Will, Power Attack, Weapon Focus (slam)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: +6
Improved Grab (Ex)
To use this ability, a shambler must hit with both slam attacks. It can then attempt to start agrapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex)
A shambler deals 2d6+8 points of damage with a successful Combat Manuver Check
Immunity to Electricity (Ex)
Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.
Skills
*Shamblers have a +4 racial bonus on Stealth and sight based Perception checks. **They have a +12 racial bonus on Stealth checks when in a swampy or forested area.
Jochareil
Female assimar bard 7 CE Medium undead
init +1; senses darkvision 60 ft.;Perception +11
Defenses
AC 13, touch 13, fat-footed 12 (+2 defection, +1 Dex)
hp 52 (7d12+7)
Fort +1, Ref +6, Will +6
Defensive abilities +4 turn resistance, incorporeal; Resist acid 5, cold 5, electricity 5; immune undead traits
Offense
speed fly 30 ft. (perfect)
Melee incorporeal touch +8 touch (1d6)
special attacks bardic music (6/day—countersong, fascinate, inspire courage, inspire competence, suggestion), corrupting gaze, corrupting touch, frightful moan, manifestation
spells Known (CL 7th)
3rd (2/day)—slow, fear (DC 17)
2nd (4/day)—blindness/deafness (DC 16), hold person (DC 16), sound burst (DC 16), Hypnotic Pattern (DC 16)
1st (5/day)—hideous laughter (DC 15), silent image, unseen servant, ventriloquism (DC 15), Comprehend Languages
0 (at will)—dancing light, detect magic, ghost sound (DC 14), mage hand, message, prestidigitation
Spell-Like Abilities (CL 6th)
1/day—daylight
Statistics
Str 9, Dex 12, Con 8, Int 13, Wis 12, Cha 19
Base Atk +5; CMB +4
Feats: Alertness, Dodge, Mobility, Weapon Finesse
Skills: Bluff +14, Stealth +11, Knowledge (history) +11, Perform (sing) +14, Perception +11, Spellcraft +11, Knowledge Arcana +8, Knowledge Religion +8, Knowledge Nature +8, Knowledge The Planes +7,
SQ rejuvenation, turn resistance +4
Languages Celestial, Common, Elven
Special Abilities
Corrupting Gaze (su) 2d10 points of damage plus 1d4 Charisma damage, 30 feet, Fortitude DC 17 negates. The save DC is Charisma-based.
Frightful Moan (su) Jochareil can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 17 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by Jochareil’s moan for 24 hours.

eirip |

silverhair2008 wrote:The CMB for a large creature is +1. It is on page 150 of the Beta....and so it is. Not sure how I missed it. Oh well. He is updated. Thanks!
~D
I am sure you have heard this before but since I am benefiting from your conversions I would like to say excellent job and thanks again.
P.S. And to all the other people out there doing the conversions, editing, what have you.

daemonslye |

Set Piece: The Trouble with Magic (for Shadow in the Sky or other Riddleport-based adventure path; Careful, its 4.4MB) -> CLICK HERE
As I mentioned before, I have been hacking away at a "set piece" in my (very little) spare time. It's been a humbling experience. Those that crank these things out week in and week out have my appreciation and awe.
While I was going to finish the whole thing then post it, I came to the realization that with all of the words, I might need a little editing help as I go - perhaps this will keep the reviewing work to smaller, more manageable chunks.
Some background - The locale is available to be used as a traditional magic item sale/purchase scenario with some role-playing opportunities or can be used to set up a foe or run as an "adventure".
Some known issues: I need to put richer detail surrounding the issues and motivations of The Squint and Jezebeth. I have perhaps too much detail I want to put in (connecting Nocticula, the Writ, and Voodoo magic) which is why I shied away from too much in the front section so far. Also, if the party decides to try a "screw it, we attack" method, with everyone in the shoppe present, the EL will quickly blow into TPK land. I am re-working the earlier versions of Constantine and Jez ATM. Another thing, I am not totally zen with the whole "I go out and buy 12 wands today" sort of thing. While I don't want to role-play every single little interaction, and I like magic to be accessible, I also like magic to have some sense of rarity - e.g. More like Greyhawk (as I imagine it) than the poles defined by the Forgotten Realms or Iron Kingdoms.
If anyone is interested in providing feedback, with the understanding that it is clearly unfinished and a work in progress, please do. I'll incorporate any cool ideas people have if they work and want me to put them in. I'll try to keep updating the pdf until I start having a problem with uploading it (which will cause me to reformat for file size; goodbye cool background image..).
While I will post this in two threads - please reply in this thread -> CLICK HERE ; I will continue to post conversions here.
~D

daemonslye |

Here is Hialin (A Memory of Darkness p.43) -> CLICK HERE
I made a few changes due to rules and preference. Most prominent are spell selection - metamagic mastery is particularly powerful along with arcane bond (to give him another 8th level spell, he uses bond for mind blank); His spell selections are useful for fighting demons (or groups of adventurers), with the ability to nullify dangerous foes quickly.
~D

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daemonslye wrote:Your compilation should be stickified, if there's such a thing on these boards. This is amazing work daemonslye. If you compile one big PDF for each AP chapter, please let me know (don't have Acrobat maker so I can't create PDFs out of multiple existing PDFs...)Here is the latest compilation; Thanks to Dennis, Anguish and AlKir; ~D
[snip]
You get out of this thread, shoo shoo, no players in here.

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Purple Dragon Knight wrote:daemonslye wrote:Your compilation should be stickified, if there's such a thing on these boards. This is amazing work daemonslye. If you compile one big PDF for each AP chapter, please let me know (don't have Acrobat maker so I can't create PDFs out of multiple existing PDFs...)Here is the latest compilation; Thanks to Dennis, Anguish and AlKir; ~D
[snip]You get out of this thread, shoo shoo, no players in here.
Hey, if I wouldn't have checked this thread, you wouldn't have known about it mang! :P

silverhair2008 |

If I have not said so before, I say so now. I appreciate your work on doing conversions for this AP, Daemonslye. I have started playing/GMing Second Darkness and your conversions have made my life much easier. I have printed out the sheets and use them during the combats and other interactions between PC's and NPC's. Your work is a great help to a somewhat scatterbrained GM. Thank you.
Just my 2 cp.

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If I have not said so before, I say so now. I appreciate your work on doing conversions for this AP, Daemonslye. I have started playing/GMing Second Darkness and your conversions have made my life much easier. I have printed out the sheets and use them during the combats and other interactions between PC's and NPC's. Your work is a great help to a somewhat scatterbrained GM. Thank you.
Just my 2 cp.
Just want to second that, I ran my game with the conversions and it was actulally handier then jumping around the AP looking for stats. so thanks!

daemonslye |

This is in no way meant to detract from the wonderful work, but I noticed Old Scratch is using 3.5 flying rules (perfect flight), instead of pathfinder rpg flying rules (racial fly skill bonus +8).
Awesome work!
Thanks folks - I took a shot at fixing Old Scratch -> CLICK HERE

daemonslye |

I give you the Good and the Bad (He's also Ugly to boot);
The Good; Hadraniel, the Eladrin Ghaele (A Memory of Darkness p.35) -> CLICK HERE
The Bad; Viggrizzur, Nalfashnee (A Memory of Darkness p.26) -> CLICK HERE
In a fight, I'd take her over him, CR not withstanding. I gave her a couple of magic items which may be a no-no. That said, they don't add much in the way of power and help match to the picture. Normally a laughing free spirit, she is somewhat pouty given the general mood in thorn's end and is spoiling for a fight. She won't be too deadly unless she suspects the PCs are in league with the demons. In that case, she will go after the strongest opponents (preferring leader-type demons like Vigg above) using harm then destruction if they are near death. Otherwise she softens them up a bit more with her sword before using her destruction spell.

daemonslye |

Here is Malindil (A Memory of Darkness p.33) -> CLICK HERE
I used as many new feats as I could; I assumed that weapon swap could be used with another weapon in hand (but if not, no biggie); Also, assumed weapon rend could be used if swapping; As I work on the array of forces, I can see how an "epic battle" toward the end might be cool if the players can control some of the NPCs - And assuming it is clear what they should do round to round without tons of work...

daemonslye |

Been playing with a new format after gaming with the old. While helpful, I still struggle to find the info I need at a glance.
Here is Old Scratch in the new format -> CLICK HERE
This format may appear to be "familiar". Do not be fooled. This is about as proprietary as a home-brew character sheet. And, as far as I know, "formatting" is not ip. Iconography, etc. certainly may be so I will keep to simple wingdings.
Any thoughts/feedback appreciated.
~D

Dance of Ruin |

Hi daemonslye,
the new format looks good to me (so far); it is somewhat 'cleaner' than the old layout. Still, it seems to take up more space than before, which makes me wonder how this will work with longer (high-level) stat blocks. The font shouldn't be any smaller; it's already kind of hard to read in places.
I think that you should try even more to put only the most relevant info on the front page (e.g.: no ability scores, no spells a creature won't use anyway, no tertiary attacks etc ...). The goal, IMO, should be to enable you to run an ancounter using only the first page by default, and only having to 'flip' through the rest of the document when really needed.
Just my 2cp. You're doing great work. Keep it up, please :).

daemonslye |

Hi daemonslye,
the new format looks good to me (so far); it is somewhat 'cleaner' than the old layout. Still, it seems to take up more space than before, which makes me wonder how this will work with longer (high-level) stat blocks. The font shouldn't be any smaller; it's already kind of hard to read in places.
I think that you should try even more to put only the most relevant info on the front page (e.g.: no ability scores, no spells a creature won't use anyway, no tertiary attacks etc ...). The goal, IMO, should be to enable you to run an encounter using only the first page by default, and only having to 'flip' through the rest of the document when really needed.
Just my 2cp. You're doing great work. Keep it up, please :).
Thanks for the input D.O.R. Well, I went ahead and converted Nell, above, to the "new" format. It was a bit of a challenge, but I actually reduced the length by one whole page. As you say, I did reduce some font sizes. I took your advice and tried to get the most relevant combat-related powers in the prime spot up front. I also highlighted the favored attack. I tried using color (perhaps too much color!) to differentiate sections. I may try to keep converting future baddies in SD to this format unless told otherwise. Note She is an "extreme" example so most other examples should be more user friendly. A change I was considering was to move the "current stat" section to the front. I also lost the combat tactics text which I would want to fit back in.
Here she is, Hadraniel, the Eladrin Ghaele (A Memory of Darkness p.35), TAKE TWO -> CLICK HERE
~D

Dance of Ruin |

That one looks clean, crisp, usable. Me likey :). If you want room for a tactics text, consider dropping the least useful rules bit (in this case, I'd say: the insanity effect description.) That should give you a few lines. Alternately, you could adjust the portrait (but that would be a loss, really).
One final suggestion: I'd tone down the colors a little bit (decrease tone/increase transparency?) to make the stat sheet go easier on everyone's printers.
But all that is just the perfectionism talking ;).

Majuba |

One final suggestion: I'd tone down the colors a little bit (decrease tone/increase transparency?) to make the stat sheet go easier on everyone's printers.
Agreed, looks good but I've changed my color ink in my printer twice already from running this AP :)
Also - Ability scores are *not* second page material. Many many things make me look these up, and I've had trouble finding them on your sheets. Stunning, ability damage (does that 1 point of con lower his hp?), does Detect Thoughts make the sorcerer get stunned b/c their Int is too high?, etc.
Thanks for all the hard work!

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My second darkness group is faring very well. They are a party of 6 who are about evenly mixed at the moment between 7th and 8th level. I have been adding difficulty to each encounter in the AP so far by increasing the EL of each encounter by 1 as suggested in the pathfinder beta. It has been working well for me so far.
I've designed a filler encounter below to nudge the players all to 8th level and perhaps teach a certain group of dragon killing PC's some proper respect.
Note the Leucrotta are technically a separate encounter as they are not designed to enter combat are used to locate the PCs and spoil their day later
Enraged by the death of the Dragon, Novelniss sends a favored assassin by the name of Brylshadin to deal with these dragon slaying pests. He was chosen not only for his aptitude in combat but for his unlikely allies a Cutlass Spider named Jellik and a pack of native Leucrotta who are quite fearful of Novelniss and his allies but have agreed to track down the targets in exchange for cleaning their bones after Brylshadin is done with them.
The Leucrotta set about finding the PC's they do not have the survival skill but they do have a very high speed and can stealth at a speed of 40, matched with a keen perception skill they shouldn't have too much trouble finding the PC's whilst out on a supply sortie. Upon finding them they return to Brynshadin and Novelniss at the academy. Novelniss then casts Stoneskin upon Brynshadin in exchange for the 250 gp material component (purchased with Brylshadin's equipment money) The squad then makes it's way to the PC's last known position. If they gain the element of surprise Brylshadin will cast haste in the surprise round. The Leucrotta prefer to stay hidden and out of combat until a victor is declared they will then track either party until it is vulnerable then attempt to lure victims away in small groups. The cutlass spider will collapse at 1/2 hp and wait for attention to go elsewhere before reforming and going back in for the kill. The skirmishers attempt to flank or make use of Brylshadin's grease spell and haste to maximize their sneak attack damage. Brylshadin will soften up hard targets with a scorching ray and javelins of lightning before charging into melee. If he has a hard time hitting a particular melee target shocking grasp or vampiric touch will remedy the situation. All drow will attempt to flee at 1/4 hp. All skirmishers and Jellik will flee if Brylshadin flees.
Drow Skirmisher x3 (See Armageddon Echo AP) CR 3
Jellik (Cutlass Spider) CR6
Always N Large Construct
Init +3; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +1
Defense
AC 19, touch 12, fat-footed 16 (+3 Dex, +7 natural, –1 size)
hp 82 (8d10+38)
Fort +2, Ref +5, Will +3
Immune construct traits; DR 5/adamantine
Offense
Spd 30 ft., climb 30 ft.
Melee 2 legs +12 (2d8+7) and bite +7 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks collapse, weapon thief
Statistics
Str 22, Dex 16, Con —, Int —, Wis 12, Cha 1
Base Atk +6; CMB: +13 (+15 When making Disarm attempts)
Feats Improved Disarm, Power Attack, Cleave, Great Cleave
Skills Climb +14 Stealth +3, Perception +1,
SQ shared enchantment
Special Abilities
All-Around Vision (Ex) A cutlass spider can see through the blades that makes up its body as if they were eyes, providing a +4 racial bonus on Spot and Search checks. A cutlass spider
can’t be flanked.
Collapse (Su) As a full-round action, a cutlass spider may withdraw the magical energy holding its body together and fall into a heap of blades and wooden pieces. Any creature occupying a square adjacent to a cutlass spider must make a DC 14 Refex save or take 2d6+5 points of damage. The save DC is Dexterity-based. A collapsed cutlass spider may reform itself as a standard action.
Shared Enhancement (Su) Should a cutlass spider have a magical weapon incorporated into its body (either given to it by its creator or stolen through the use of its weapon thief ability), it shares the weapon’s enhancement bonus and special abilities with all of its natural attacks. The construct
only benefits from the abilities of the highest-value magical weapon incorporated into its body.
Weapon Thief (Ex) A cutlass spider that succeeds on an opposed roll to disarm an opponent incorporates the disarmed weapon into its body. The weapon cannot be retrieved until the cutlass
spider is destroyed.
Skills A cutlass spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A cutlass spider gains a +8 racial bonus on Stealth checks when using its collapse ability. This bonus increases to +12 when collapsed amid trash and other debris.
Treasure: +1 Falchion, mwk Falchion x3
Leucrotta x4 CR 5
Usually CE Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defense
AC 18, touch 10, fat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 63 (6d10+30)
Fort +9, Ref +6, Will +4
Immune disease, poison
Offense
Spd 80 ft., climb 50 ft.
Melee bite +11 (2d6+9/19–20) and 2 kicks +6 (1d6+3)
Space 10 ft.; Reach 5 ft
Special Attacks lure, powerful bite, voice mimicry
Statistics
Str 23, Dex 12, Con 18, Int 10, Wis 14, Cha 17
Base Atk +6; CMB: +13
Feats Improved Initiative, Skill Focus (Bluff), Stealthy
Skills Bluff +15, Stealth +10, Perception +15, Escape Artist +3
Languages Common
Special Abilities
Lure (Su) A leucrotta can use its voice to create a powerful compulsion to approach it if the listener isn’t aware of the danger. At any point that the target is unaware of the leucrotta (such as if the leucrotta is hiding or concealed in darkness), the leucrotta can call out to the target using its voice mimicry. The
target must be in line of sight and within 60 feet. When the leucrotta calls out, the target must make a DC 16 Will save or fall under the effects of a suggestion to approach the leucrotta. This effect functions identically to a suggestion spell with a caster level equal to the leucrotta’s Hit Dice. A creature that saves cannot be affected again by the same leucrotta’s lure for 24 hours. Lure is a language-dependant efect, and if the leucrotta uses the victim’s name during the lure, the victim
sufers a –4 penalty on his saving throw. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Powerful Bite (Ex) A leucrotta’s bite is powerful indeed, capable of slicing through metal and cutting through bone with terrifying ease. It gains 1.5 times its Strength modifer to all damage rolls made with its bite attack, and threatens a critical hit with its bite on a roll of 19–20. Against objects, a leucrotta’s bite treats the object as having a hardness of 5 less than the object’s actual hardness rating.
Voice Mimicry (Ex) A leucrotta can perfectly imitate the voice of any creature it has heard talking. It makes a Bluff check when using voice mimicry—listeners may oppose this Bluff with Listen checks to see through the mimicry, although if the listener isn’t familiar with the voice of the person being
mimicked, he suffers a –8 penalty on his Listen check to oppose the leucrotta’s Bluff. Leucrotta find it difficult to mimic the voices of creatures more than one size category smaller or larger than themselves, and take a –8 penalty on their Bluff checks to mimic the voices of such smaller or larger creatures.
Skills A leucrotta has a +8 racial bonus on Perception checks.
Brylshadin (Drow Eldritch Knight) CR 8
Lawful Evil Drow
Init +4 Senses: Darkvision 120' Perception + 1
Defense
AC: 26 Touch: 14 Flat Footed: 21 (+4 Dex +6 Armor +4 Shield Spell +1 Natural +1 Haste)
DR 10/- (100 pts of Stoneskin)
hp: 75 (2d10+5d6+36 + 11 from false life)
Spell Resistance: 18
Fort +9 Ref +9 Will +4
Immune Magical Sleep, +2 to Will Saves vs Spells, +2 Will Saves vs. Enchantments, Light Blindness: Dazzled in bright light or daylight.
Offense
Spd 60ft
Melee +1 Greataxe +12 1d12+11 x3 Overhand Chop
Melee Full Attack +1 Greataxe +12/+12 1d12+8 x3 Hasted
Touch Attack +10 5d6 shock Shocking Grasp
Ranged Touch +9 4d6 fire range 35ft Scorching Ray
Ranged Reflex DC 17 5d6 shock 120' line Javelin of Lightning
Space 5ft Reach 5ft
Special Attacks: Spells, Spell Like Abilities
Statistics
base statistics: Str 16, Dex 15, Con 10, Int 18, Wis 8, Cha 12
buffed statistics: Str 20, Dex 19, Con 16, Int 18, Wis 8, Cha 12
Base Attack: +4, CMB: 9
Feats: Combat Casting, Overhand Chop, Scribe Scroll, Craft Magic Arms & Armor, Arcane Armor Training, Lightning Reflexes, Weapon Focus Greataxe, Toughness
Skills: Appraise +13, Climb +11, Intimidate +5, Knowledge Arcana +13, Knowledge Dungeoneering +8, Knowledge Engineering +8, Knowledge Nature +9, Knowledge the Planes +9, Perception +1, Sense Motive +8, Spellcraft +13, Survival +7, Swim +7
SQ False Life (4hrs), Stoneskin (30 min), Bear's Endurance (4min 3r), Bull's Strength (4min 5r), Cat's Grace (4min 6r),Shield (4min 7r), Resistance (9r), Haste (5r)
Special Abilities
At Will Spell like abilites: Dancing Lights, darkness, faerie fire CL 7
Arcane Bond: +1 Greataxe (Used to cover a failed armor check penalty roll while buffing)
Telekinetic Fist (sp): at will ranged touch attack 30' 1d4+2 dmg
Abilitiy Enhancement (sp): May add +2 to Str, Dex, or Con at start of each day.
Can memorize Expeditious Retreat as a bonus spell twice per day
Can memorize Bull's Strength as bonus spell once per day
Spells: Transmutation Specialty School Illusion and Enchantment are barred schools
0 lvl: Open/Close, Message, Mending, Resistance
1st lvl: Shield (cast), Shocking Grasp x2, Grease, Expeditious Retreat x2
2nd lvl: Cat's Grace (cast), False Life (cast), Scorching Ray, Bull's Strength (Cast)
3rd lvl: Haste (cast on surprise round), Vampiric Touch
Gear:
Javelin of Lightnig x2, Amulet of Natural Armor +1, Wand of Bear's Endurance (9 Charges), Arcane Scroll (Dispel Magic, Gaseous Form CL 5), +1 Greataxe, +2 Chainshirt, 125 gp

daemonslye |

Here is Perelir in the "new" format -> CLICK HERE
Thanks for the suggestions on format - I made a number of changes as requested.
She picked up the turn outsider feat. I'll be interested to see how these epic battles shape up. The demons have their work cut out for them (the most formidable opponents appear to be the hezrous with their blasphemy capability).

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Hey just dropping in to say this is all great!! and I'll be using these all for my upcoming Armageddon echo sadly i didn't see these till i was done with children of the void and shadow in the sky=(
absolutely brilliant work!
you have put a lot of time and effort to help other people on the Paizo boards and for that i thank you.
very formal eh?

daemonslye |

Here is Arlindil the Druid (A Memory of Darkness p.40) -> CLICK HERE
Ugh. High level druids are tough - lots of summoning and wild shaping; I included a couple of non-standard elementals (from his staff's summon nature's ally VI ability) to make things interesting (well, the spell did say any). His wild shape form is from Tome of Horrors II.

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I've been filling in conversions here and there as I run Armageddon Echo. Below are some baddies that have yet to have stats converted in this thread.
Elven Flesh Golem CR9
N Large construct
Init +4; senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 24, touch 14, fat-footed 19 (+5 Dex, +10 natural, –1 size)
hp 108 (11d10+47)
Fort +3, Ref +8, Will +3
DR 5/adamantine; immune construct traits, golem immunities
Offense
spd 40 ft.
Melee 2 slams +12 (2d8+5)
Ranged 2 +1 composite longbows +13/+13/+8/+8 (1d8+6/×3)
space 10 ft.; Reach 10 ft.
Statistics
Str 20, Dex 21, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB
Feats —
skills —
SQ berserk, furry of arrows
Gear +1 composite longbow (+5 Str) (2) with 40 arrows
Special Abilities
Flurry of arrows (Ex) The elven fesh golem wields two longbows at once, and can make attacks with each in the same round at no penalty to its attack roll. Plucking arrows out of its body to fre at foes is a free action for the golem.
Berserk (Ex)
When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Immunity to Magic (Ex)
A flesh 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 magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem gets no saving throw against attacks that deal electricity damage.
Advance Vrock CR 10
Vrock (Demon) CR 10
CE Large (9ft 7in) outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
DEFENSES
Initiative +2; Senses Darkvision 60ft, Perception +24
Hit Points 126 (11HD; 11d8+77); DR 10/Good
Armor Class 22, touch 11, flat-footed 20; plus 6 mirror images
(-1 size, +2 Dex, +11 natural)
Fort +16, Ref +11, Will +12; Spell Resistance 17
Immune to electricity and poison, Resistance Acid/10, Fire/10, Cold/10;
Speed 30ft; Fly 50ft (average); Stealth +11
DEFENSIVE EFFECTS
Mirror Image (Sp) (Quickened 3/day) 1d4 +4 figments; Attacks that hit,
roll randomly; If hit or miss by 5 or less: 1 Figment is destroyed;
Area effects do not destroy figments; Targeting effects that auto-
matically hit work normally; Ongoing 12m;
Heroism (Sp) +2 to morale bonus to attacks, saves and skills; Ongoing
70m
FAVORED ATTACKS
Base Attack +11; Combat Maneuver Bonus +21
Space 10ft Reach 10ft; Combat Reflexes (3 attacks per round)
Spell-Like Abilities Caster Level CL12
Claw (Fly-By Attack )
+18 melee; 2d6+6 (20/x2); [Chaotic, Evil Aligned]
Claws-Bite-Talons ( Full Attack)
Claws +18/+18 melee; 2d6+6; and bite +16 melee; 1d8+3; and talons +16/+16 melee; 1d6+3; [Chaotic, Evil Aligned]
Power Attack - Claws-Bite-Talons (Full Attack )
Claws +12/+12 melee; 2d6+12; and bite +10 melee; 1d8+9; and talons +10/+10 melee; 1d6+9; [Chaotic, Evil Aligned]
Disarm using claws
Draws AOO; +21 vs. DC15+Target’s CMB+AOO Damage or DC25+Target’s CMB+AOO Damage for two-handed items; or the demon takes the weapon away;
Library Chair (improvised weapon) (Two-Handed )
+14/+9 melee; 1d8+9 (20/x2);
Spores (Ex) ( Free Action); once every three rounds
Automatic hit vs. all creatures in the area; Range Personal; Burst into all adjacent squares; No Spell Resistance, No Save; 1d8 points of damage plus 1d4 damage each round after the first round; Note that spellcasters taking sustained damage will need to make Spellcraft rolls (DC10 + spell level + dam-
age dealt) to cast spells; Delay Poison, Bless, Neutralize Poison, Remove Disease or a full vial of holy water stops or kills the spores growth; Ongoing 10r;
Summon Tanar’ri (Sp) 1/day, Standard Action
Can summon another 2d10 dretches or another vrock with a 35% of success; Range 30ft; It appears where you designate and acts immediately, on your turn. A summoned monster cannot summon or otherwise conjure another creature.
Greater Teleport (Sp) At Will
+15 melee touch vs. item AC (The touch AC of the creature plus the item size: Tiny: +2 (e.g. Backpack), Diminutive: +4 (e.g. Weapon), Fine: +8 (e.g. Wand or Vial); Will DC20 negates or
teleports with the vrock (no chance of mistake or mishap); Instantaneous;
Telekinesis (Sp) At Will
Automatic hit vs. one or more objects or creatures; Range 880ft,
The following effects may be used:
Sustained Force: Will DC18 negates; or an object or creature up to 300lbs may be moved on any axis up to 20ft per round; Or an object may be crudely manipulated (as if by a single hand); Ongoing while concentrating up to 12r (when effects end, objects may fall);
Combat Maneuver: No Save; +15 vs. DC15+Target’s CMB or Grapple, Disarm, Bullrush or Trip; No AOO; Ongoing while concentrating up to 12r;
Violent Thrust: Will DC18 negates; or up to 12 objects or creatures with a total weight of 300lbs are hurled: +16 ranged if hurling items against creatures; Weapons do standard damage, hard objects do 1d6 per 25lbs of weight (up to 12d6 for 300lbs; such as one of the tables in the room); Creatures that miss the save are hurled, and if hitting a solid surface, take 1d6 points of damage. Instantaneous;
OTHER ABILITIES AND STATISTICS
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Spell-Like Abilities:
At-Will mirror image (quickened 3/day), telekinesis, greater teleport,
1/Day heroism
Supernatural Abilities Dance of Ruin (requires three vrocks), Stunning Screech
Feats Fly-By Attack, Combat Reflexes, Multi-Attack, Power Attack, Quicken Spell-Like Ability (mirror image) 3/day , Critical Focus (+4 Bonus to confirm critical hits)
SQ Tanar’ri Traits, Outsider Traits, Spores, Keen Senses,
Skills Bluff +16, Diplomacy +19, Fly +18, Intimidate +19 (+23), Knowledge (arcane) +18, Perception +27, Sense Motive +19, Spellcraft +18, Stealth +14, Survival +19,
Languages Abyssal, Telepathy 100ft (at will);
Gear None
BASE STATISTICS
Fort +14, Ref +9; Will +10; Melee claws +16, bite +14, talons +14; Skills Bluff +14, Diplomacy +17, Fly +16, Intimidate +17 (+21), Knowledge (arcane) +16, Perception +25, Sense Motive +17, Spellcraft
+16, Stealth +12, Survival +17
Elven Zombie CR 1/2
Elven Zombie
Size/Type: Medium Undead
Hit Dice: 2d12+7 (20 hp)
Initiative: "+0"
Speed: 30 ft. (6 squares; can’t run)
Armor Class: 12 (+2 natural), touch 10 , flat-footed 12
Base Attack/CMB: +1/+2
Attack: Slam +2 melee (1d6+1) or club +2 melee (1d6+1)
Full Attack: Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft
Special Attacks: —
Special Qualities: Single actions only, damage reduction 5/slashing,darkvision 60 ft., undead traits
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 12, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1
Skills: —
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: ½
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —
Large Water Elemental CR5
Size/Type: Large Elemental (Water, Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/CMB: +6/+13
Attack: Slam +11 melee (2d8+6)
Full Attack: 2 slams +11 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Water mastery, drench, vortex
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits
Saves: Fort +10, Ref +4, Will +4
Abilities: Str 22, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Perception +11, Swim +14
Feats: Cleave, Great Cleave, Power Attack, Iron Will
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large)
Level Adjustment: —
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex)
The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su)
The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see table for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away havetotal concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills
A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swimcheck, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Blast Shadow CR5
CE Medium undead (fire)
Init +9; Senses darkvision 60 ft.; Perception +14
Defense
AC 19, touch 15, fat-footed 14 (+5 Dex, +4 natural)
hp 88 (10d12+23)
fort +3, Ref +8, Will +8
Immune fire, undead traits; Weakness vulnerable to cold
Offense
Spd 40 ft.
Melee 2 claws +11 (2d6+2 plus 1d6 fire)
Special Attacks cloud of smoke and flame, death burst
Statistics
Str 15, Dex 20, Con —, Int 10, Wis 13, Cha 16
Base Atk +5; Grp +7
Feats Improved Initiative, Toughness, Weapon Finesse, Weapon Focus (claw), Improved Natural Attack
Skills Perception +14, Stealth +18, Acrobatics +18, Climb +15
Languages Common
Special Abilities
Cloud of Smoke and fire (Su) A blast shadow can, as a free action, surround itself with a cloud of smoke that burns living flesh. While active, the blast shadow gains concealment, and all
living creatures within 5 feet take 1d6 points of fire damage per round. If the blast shadow takes any cold damage, this cloud is dispelled and cannot be renewed for 1d6 rounds.
Death Burst (Su) When a blast shadow is reduced to 0 or fewer hit points, it explodes in a blast of fame. All creatures within 30 feet take 5d6 points of fire damage. A DC 18 Reflex save results in half damage. The save DC is Charisma-based.

daemonslye |

Here is Mokravud (A Memory of Darkness p.38) -> CLICK HERE
I understand that the colorful version of the stat block can be harmful to some printers. Thus, I have changed to a "printer-friendly" format. You'll notice some tweaks to the design as I continue to evolve the stat blocks.
I am going to create another thread with the summary info soon for ease of reference (I do notice people still clicking away on the thugs more often than others which tells me they may not see the rest of the posts). I'll compile the good work others have added as well (thanks AlKir for continuing to help!).
No major changes here. I did take the opportunity to change the creature's feats somewhat.
Enjoy
~D

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I'll compile the good work others have added as well (thanks AlKir for continuing to help!).
You're most welcome. I do what I can. I only wish I had master pdf-fu like you do! Ah well. Here are gang of shadow creatures that wander the echo.
Shadow Ghoul CR1
Shadow Ghoul
Size/Type: Medium Undead
Hit Dice: 2d12+2 (15 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/CMB: +1/+2
Attack: Bite +2 melee (1d6+1 plus paralysis)
Full Attack: Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +3, Will +5
Abilities: Str 13, Dex 17, Con Ø, Int 13, Wis 14, Cha 12
Skills: Acrobatics +8, Climb +6, Stealth +8, Perception +7, Knowledge (the Planes) +3
Feats: Multiattack
Challenge Rating: 1
Alignment: Always chaotic evil
Shadow Ghouls speak the languages they spoke in life (usually native shadow).
Combat
Shadow Ghouls try to attack with surprise whenever possible. They make the best use possible of the pocket dimension's shadowy environment.
Paralysis (Ex)
Those hit by a shadow ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Shadow CR3
Shadow
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 3d12+3 (22 hp)
Initiative: +3
Speed: Fly 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 deflection, +1 Dodge), touch 15, flat-footed 11
Base Attack/CMB: +1/—
Attack: Incorporeal touch +3 melee (1d6 Str)
Full Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 12, Cha 13
Skills: Stealth +9*, Perception +12, Sense Motive +3, Fly +8
Feats: Alertness, Dodge
Challenge Rating: 3
Alignment: Always chaotic evil
A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places. A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
Combat
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su)
The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su)
Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills
Shadows have a +3 racial bonus on Perception checks. Shadows have a +5 racial bonus on Fly checks. *A shadow gains a +4 racial bonus on Stealth checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Stealth checks.
Shadow Mastiff CR5
Shadow Mastiff
Size/Type: Medium Outsider (Extraplanar)
Hit Dice: 4d8+20 (38 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 Dex, +3 natural, +1 Dodge), touch 12, flat-footed 13
Base Attack/CMB: +4/+7*
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Darkvision 60 ft., shadow blend, scent
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 17, Dex 13, Con 19, Int 4, Wis 12, Cha 13
Skills: Stealth +8, Perception +8, Survival +8**, Acrobatics +8, Intimidate +8
Feats: Dodge, Improved Initiative
Challenge Rating: 5
Alignment: Always neutral evil
This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs cannot speak, but they understand Common.
Combat
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage. Nearly all areas of the echo provide this condition.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.
Bay (Su)
When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting feareffect. Whether or not the save is successful, an affected creature is immune to the same mastiff’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex)
*A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Su)
In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills
**A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

Chastised Wolf |
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Set Piece: The Trouble with Magic (for Shadow in the Sky or other Riddleport-based adventure path; Careful, its 4.4MB) -> CLICK HERE
As I mentioned before, I have been hacking away at a "set piece" in my (very little) spare time. It's been a humbling experience. Those that crank these things out week in and week out have my appreciation and awe.While I was going to finish the whole thing then post it, I came to the realization that with all of the words, I might need a little editing help as I go - perhaps this will keep the reviewing work to smaller, more manageable chunks.
Some background - The locale is available to be used as a traditional magic item sale/purchase scenario with some role-playing opportunities or can be used to set up a foe or run as an "adventure".
Some known issues: I need to put richer detail surrounding the issues and motivations of The Squint and Jezebeth. I have perhaps too much detail I want to put in (connecting Nocticula, the Writ, and Voodoo magic) which is why I shied away from too much in the front section so far. Also, if the party decides to try a "screw it, we attack" method, with everyone in the shoppe present, the EL will quickly blow into TPK land. I am re-working the earlier versions of Constantine and Jez ATM. Another thing, I am not totally zen with the whole "I go out and buy 12 wands today" sort of thing. While I don't want to role-play every single little interaction, and I like magic to be accessible, I also like magic to have some sense of rarity - e.g. More like Greyhawk (as I imagine it) than the poles defined by the Forgotten Realms or Iron Kingdoms.
If anyone is interested in providing feedback, with the understanding that it is clearly unfinished and a work in progress, please do. I'll incorporate any cool ideas people have if they work and want me to put them in. I'll try to keep updating the pdf until I start having a problem with uploading it (which will...
I'm just getting into running Second Darkness and was wondering if anyone had a copy of this set piece? It sounds incredibly interesting, I'd love to get a copy if I could!

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My NPC links still work over in this other thread.