List of customised / modified / additional NPCs, monsters etc

Savage Tide Adventure Path

Have done a fair bit of tweaking of the bad guys in my campaign, since we're running with five 35 point-buy PCs who get feats every odd-numbered level and a home-brewed hero point system, and that makes some encounters as written a bit on the feeble side. I'll be posting piles and piles of my stat-blocks here, just in case anyone else finds them useful.

Note that occasionally I've veered a little off rules-as-written, giving critters extra feats, ignoring inconvenient prestige class prerequisites, adding or removing special abilities on a whim, etc - sometimes for balance or concept reasons, other times to fit in with the plot. Your mileage may vary - if you're a stickler for strict rules obedience then a few of these won't be to your taste...

These guys were a bit of a walkover in lightless depths. Have boosted them up a bit here - they're still not devastating, but their ability to rapidly buff themselves up, plus the smite and their potentially high AC, means that their various disease and poison attacks might actually get a chance to take hold now. Ability Focus (stench) helps the poison/disease get through, too. They're not a speed bump any more.

CR 7
Male Troglodyte cleric 3/cancer mage 4
CE Medium humanoid (reptilian)

Init -1; Senses darkvision 60 ft.; Blindsight, Listen +6, Spot +1
Languages Aquan, Olman
AC 23, touch 9, flat-footed 23
hp 82 (9 HD)
Fort +17, Ref +4 (Evasion), Will +5;
Spd 30 ft.

Melee 2 claws +9 (1d6+2 + disease) and bite +6 (1d4+1)
Base Atk +6; Grp +8

Special Actions sneak attack +1d6, smite 1/day (+4 to hit, +7 damage), 1/day cancer companion can cast spell in addition to regular actions

Spell-like Abilities poison DC17, contagion DC16

Cleric Spells Prepared (CL 7th)
2nd hold person DC13, shatter DC13, bull’s strength
1st bless, cause fear DC12, doom DC12, divine favour, shield of faith (+3)
0 create water, cure minor wounds, detect magic, guidance

Abilities Str 14, Dex 8, Con 20, Int 8, Wis 13, Cha 8
SQ stench (DC20 30 ft, sickened), disease host
Feats Ability Focus (stench), Great Fortitude, Multiattack, Practiced Spellcaster (+4 to cleric caster level), Improved natural attack (claw), Weapon focus (claw)

Skills Hide +8 (+12 in rocky/underground)
Possessions tatterdemalion armour, black pulp poultice (3 doses)

Some more servitors for Ulioth in Golismorga. I couldn't help but feel the armies of flying kopru behemoths were a bit silly, so I replaced some of them with these guys. Use a Dreamblade Ogrol Ragelord mini for them - that's where I got the inspiration from...

CR 11
Two-headed corrupted hill giant
CE aberration

Init +2; Senses darkvision 60 ft.; Listen +5, Spot +8
AC 28, touch 8, flat-footed 28
hp 161 (14 HD) DR 10/magic
Fort +16, Ref +3, Will +6;
Immune: acid
Spd 30 ft.

Attack claw +19 melee (2d6+9) and masterwork large waraxe +20 (2d6+9) or large throwing axe + 19 ranged (1d8+9 + poison 1 Con/unconsciousness DC14)
Base Atk +10; Grp +19

Spell-like Abilities dimension door 3/day

Abilities Str 29, Dex 6, Con 25, Int 6, Wis 8, Cha 5
SQ fast healing 6
Feats Improved init, Combat Reflexes, Power Attack, Improved Bull Rush, Improved Natural Attack. Superior Two-weapon fighting. Two-weapon pounce, Iron Will, Brutal Throw

Another Golismorga denizen. This bloke was designed to be a shadowy threat 'up there', so the PCs would stay on the ground a bit more and get the full, icky Golismorga experience rather than simply bung on some fly spells and get in and out of the place in 5 minutes.

CR 12
Two-headed yrthak
CE huge magical beast (reptilian)

Init +6; Senses Blindsight 120ft, Listen +16
AC 19, touch 10, flat-footed 19
hp 133 (14 HD)
Fort +13, Ref +11 Will +5;
Spd 20 ft. fly 60ft (good)

Melee 2 bites + 17 (2d8+5) or 2 sonic lance +14 ranged touch (6d8)
Base Atk +14; Grp +27

Abilities Str 20, Dex 14, Con 19, Int 7, Wis 13, Cha 11
SQ immune visual effects, gaze attacks, visual illusions. Vulnerable sonic.
Feats Improved Initiative, Flyby Attack, Multiattack, Improved Maneuverability, Improved Natural Attack (sonic lance), Combat Reflexes, Hover
Skills Move Silently +12

Last of the Golismorga mob. Standard devourer as written is a bit of a glass, cannon - 78hp at for level ~12 PCs is a joke. He migt live through 2 hits, if he's lucky. Spellstitching to the rescue! DR10/magic & silver, plus False Life, Veil of Shadow makes a bit of a difference, and gives him a few extra options (Blacklight and Translocation trick) for getting out of there if things go bad. Quickened spell-like abilites mean he can whittle down fighter-types a bit in the first combat round, too.

There was a later version of him too, after he gained the Monster of Legend template. That one was much more scary...

CR 12
NE Large undead

Init +4; Senses darkvision 60 ft.; Listen +18, Spot +18
AC 24, touch 9, flat-footed 24
hp 78 (12 HD) DR 10/magic & silver
Fort +6, Ref +6, Will +13; SR21
Spd 30 ft.

Melee 2 claws +15 (1d6+9 + negative level)
Base Atk +6; Grp +19

Special Actions Energy drain DC19, trap essence

Spell-like Abilities caster level 18, 35 total uses: confusion (DC17), control undead (DC20), ghoul touch (DC15), lesser planar ally, ray of enfeeblement, spectral hand, true seeing, suggestion (DC16)

Other Spell like Abilities (from spellstiched template):
4/day: Backbiter (Will DC14, SC23)
2/day: Veil of Shadow (SC228), False life
1/day: Translocation Trick (Will 17, SC222), Skull Watch (SC191), Blacklight (SC30)

Abilities Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
SQ spell deflection
Feats Expertise, Improved initiative, Weapon Focus (claw), Quicken spell-like ability (confusion), Quicken spell-like ability (ray of enfeeblement)
Skills Climb +24, Concentration +18, Diplomacy +5, Move Silently +15, Search +10, sense motive +11, Survival +3, Use Magic Device +18

Possessions: +1 dagger that casts inflict critical wounds 3/day (used for self-healing)

This one of the Imfamous Seven needed a bit of a boost. Shambling Mound advanced to 20HD, plus a modified version of the half-fiend template. Didn't want him throwing around CL20 Horrid Wiltings at a level 9 party, so I reduced the CR a bit, lost the higher-level spell-like abilities, and gave him a couple of extra movement abilities.

In my campaign, he was used on ToD to foreshadow Father Noltus. A group of lizardfolk who Noltus had converted had later been subverted by Burbalarg, (Noltus worshipped the sun, Burbalarg presented himself as the favoured child of the sun - plants need the sun to grow, after all!) who now ruled them with an iron fist(/branch). Add a few lizard rangers and a load of venomous plants and fungi to this guy, and you've got an interesting encounter.

CR 12
Size/Type: Huge Plant
Hit Dice: 20d8+120 (210 hp)
Initiative: +0
Speed: 30 ft., climb 20ft, swim 30 ft, pass without trace, woodland stride.
Armor Class: 23 (-2 size, +15 natural), touch 8, flat-footed 23

Base Attack/Grapple: +15/+34
Attack: Slam +26 melee (2d8+11)
Full Attack: 2 slams +26 melee (2d8+11) bite +24 melee (2d6+5)
Space/Reach: 15 ft./15 ft.

Special Attacks: Improved grab, constrict 2d6+16 smite good 1/day (+20), spell-like abilities
Special Qualities: Darkvision 60 ft. low-light vision, immunity to electricity, low-light vision, immune to mind-effecting, poison, sleep, paralysis, stunning, critical hits, polymorph, resistance to fire, acid, cold 10, DR10/magic, SR30
Saves: Fort +9, Ref +2, Will +4

Abilities: Str 33, Dex 12, Con 23, Int 11, Wis 10, Cha 11
Skills: Hide +3*, Listen +8, Move Silently +8 Feats: Iron Will, Power Attack, Weapon Focus (slam) Ability Focus (unholy blight)
Challenge Rating: 6
Spell-like abilities (CL20): Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day

Rowyn as she was on the Sea Wyvern. She was going to get butchered if she faced the PCs as witten, so I restatted her as a swashbuckler-type swordsage. I ran War of the Wielded before SWW, and Rowyn ended up being the wielder of the Czarina, so I ran with that. Her permanent Blink effect is due to a handwaved weird magical effect, and was absolutely necessary to give her more survivability.

Her maneuvers and abilities and magic items are designed to give her a chance against large groups. Comet throw and repelling gauntlets can be used to push people overboard (I had a dire shark following the Wyvern through most of its voyage...), and Fortuitious Tumble helps her use the PCs numbers against them.

Female human swordsage 10
CN Medium humanoid

Init +7; Senses Listen +2, Spot +2
Languages Common
AC 22, touch 16, flat-footed 16; permanent blink: 50% miss chance from physical attacks (20% if attacker can see invis), own attacks have 20% miss chance, 50% chance to avoid individually targeted spells, half damage from area effects, strike as invisible
HP 58 (10 HD)
Fort +4, Ref +11 (Evasion), Will +9; +2 to all if in Diamond Mind stance
Spd 30 ft.
Space 5 ft.; Reach 5 ft.

Melee Czarina Valora +14/+9 (1d6+2/18-20 + 2hp if Diamond Mind maneuver used)
Base Atk +7; Grp +7

Atk Options Fortuitous Tumble – if hit by opponent, may make Bluff check as a move action, if successful, opponent’s next attack hits adjacent creature other than you
Repelling Gauntlets – 3/day, force creature moving adjacent to you to make Reflex DC17 or be moved 5ft back and lose the rest of their action.

Comet Throw (melee touch then trip w/ +4, then can throw 10ft + 5ft/5 points you won check by. Target takes 4d6 and is prone, target in end square the same unless Ref DC14)
Strike of the Broken Shield (+4d6 damage, Ref DC 14 or flatfooted for 1 round)
Mind Over Body (use Concentration check for Fort save)
Flashing Sun (flurry of blows for 1 round)
Sapphire Nightmare Blade (Concentration check DC foes AC to get +1d6 damage and foe flatfooted)
Insightful Strike (roll to hit normally, Concentration check for damage)
Pearl of Black Doubt (+2 AC each time missed by an opponent, resets on your init)
Stance of Clarity (+2 AC vs one enemy, -2 vs all others)
Hearing the Air (gain blindsense and +5 to Listen checks)

Abilities Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 14
Feats Combat Panache, Expertise, Einhander, Skill focus (Concentration), Weapon Focus (any Diamond Mind weapon), Weapon Finesse
Skills Balance +17, Bluff +9, Concentration +18, Hide +9, Intimidate +15, Knowledge (nobility) +14, Perform +7, Sense Motive +13, Tumble +15,
Possessions combat gear, +1 mithril chain shirt, masterwork buckler, repelling gauntlets, potion of cure serious wounds, Ring of the Darkhidden, potion of darkvision, blast disk (5d6 fire within 10ft, Ref DC14 for half), Mirror of suggestion (DC 14, 2/day, target must see mirror)

Mithril rapier of puncturing
AL NE; Int 17, Wis 10, Cha 17; telepathy, 120ft darkvision, All saves +8, Ego 15.
Lesser powers hypnotism 3/day (DC 14), Bluff +13, Diplomacy +13
Greater Powers detect Oquons within 60ft at will
3/day make a touch attack for 1d6 Con damage

Another one of the Infamous Seven. A bit tougher this time! Cerratakatha was a servitor of an Olman noble family back before the fall of the empire - the family had secretly fallen into the worship Obox-ob, in order to placate him and his children as the island domain granted to them by the emperor was beset with vermin and effectively uninhabitable.

Cerratakatha was Obox-ob's messenger to the family. He survived the fall of the empire, and has been lurking on Scorpion Isle, growing older and huger and more terrible ever since. I'm going to surround him with a bunch of other giant vermin and a few chasmes, just to make things interesting.

Note that his spell selection includes a bunch of nasty cleric buffs at a very high caster level, and if he's got time to prepare he's going to be a LOT tougher than presented. He might be under-CRed to be honest, though his feat selection isn't quite as horrendous as it could have been...

CR 16
Male Colossal Awakened Monstrous Scorpion of Legend cleric 4 (Obox-ob)
CE colossal outsider (native, augmented vermin)

Init +7; Senses darkvision 60 ft.; Tremorsense 60ft, Spot +4
Languages Abyssal, Olman
AC 34, touch 4, flat-footed 34
hp 550 (44d8+352 HD)
Fort +37, Ref +19, Will +19;
Spd 50 ft.
Face/reach 40ft/30ft

Melee 2 claws +42 (4d8+17) and sting +40 (4d6+8+poison DC38 1d10 Con/1d10 Con) or
2 claws +32 (4d8+27) and sting +30 (4d6+18+poison DC38 1d10 Con/1d10 Con) (10 points power attack)
Base Atk +33; Grp +63

Special Actions constrict 4d8+17, improved grab, poison, rebuke undead, rebuke spiders, clarity of madness 1/day

Cleric Spells Prepared (CL 17th)
Domains Madness, Spider
5th bolts of bedevilment (SC), insect plague
4th giant vermin, air walk, divine power, wrack (SC)
3rd rage, dispel magic x2, chain of eyes (SC), downdraft (SC)
2nd touch of madness, cure moderate wounds x2, silence, dark way (SC), infernal wound (SC)
1st spider climb, entropic shield, blood wind x2, shield of faith, divine favour
0 detect magic x2, guidance, resistance x2, read magic

Abilities Str 45, Dex 14, Con 26, Int 15, Wis 18, Cha 14
SQ Immune acid, mind-affecting

Feats Practised spellcaster x2 (CD), Power Attack, Improved Natural Attack (claw), Multiattack, Eyes in the Back of your Head (CW), Extend Spell, Divine Metamagic (Extend spell) (CD), Improved Initiative

Skills Climb +21, Hide -9, Spot +7, Knowledge (religion) +6, Concentration +12, Spellcraft +6

thanks for sharing your monsters humbleminion.
All your monsters (and npcs) are flavourful, and capable to give a right share of fight.

(except for rakis ka, i think, one or two rounds and he's dead, and the leapers, but i consider them "minions"
I'll use for rakis Ka the simple flat Advanced Devourer (cr 15, i think) on the Ecology of the Devourer, Dragon Magazine. His image is sooo scary..)

I suggest benign transposition 3/day and dimensional door 1/day, for the thrall giant. Gave them a little surprise to your players, also ;)
(even if i prefer the Giant Koprus;
de gustibus non disputandum est. eh)

The Deep Screamer is a pure gem in the LD.
In fact LD lack some flying monsters (except for the fly potion trick)
My players defeated Neh Thalguu during the last session, and they have the intention to break the "Tear" and escape as soon as possible.
I think that i'll steal your monster to fight them "while" they're trying to destroy the artifact.
I look at briefly the stats, and i noted that the monster has good fly.
So there's no need for Hover, I'll give him Improved Natural Armor.

Burbalarg is not so good, maybe, and i suggest you my version, if you want to use him:
Advanced Elite Huge DarkTentacles (MM 2)
Huge Magical Beast
CR 7 + 4 Advanced + 1 Elite Array (18,16,14,12,12,10 = elite for my pcs) = 12

27d8+(8x27=135) = 351 hp (75% hp)
Init: +2

Mov: Spd 5+30=35 (with the wand), Swim 20 ft

AC: 23 (-2 size, +2 Dex, +13 NA), T 10, FF 21

Grapple: +21 bab +16 racial bonus + 12 Huge check + 10 Str = 59

Atk: 12 slams +28 Melee, Weapon (counting the PA) +26/21/16 and 11
"light" weapons +26 melee

Full Attack:
Primary Weapon, Harpoon
Harpoon +1 MW, 4d8+21(2 tentacles) (See Stormwrack)
Secondary Weapons:
Composite Longbow +8, +1 MW, 3d6+8 x2 (4 tentacles)
Two Handed Sword, +1 MW, 3d6+16 (2 tentacles)
Longsword, +1 MW, 2d6+8 (1 tentacle)
Club, 2d6+8, +1 MW (1 tentacle)
Spiked Chain, 3d6+16 (2 tentacle)
(=12 tentacles used)

F/R: BASE 10/15 ft (remember to see the reach for every weapon used)

SA: Constrict 3d6+15, Improved Grab, SP

SQ: Darkvision 60 ft, Enhanced Multiweapon Fighting, Tentacle Regeneration, Tremorsense, Weapon Use

Sv: +19,+13,+21

31,14,26,14,14,14 (4 abilities upped, 1 strength and 3 cos)(+8,-2,+4 huge)[+9,-2,+7]

Conc 11, Hide +30, Listen 25, Move Silently 27, Spot 26

Feats: Combat Reflexes, Multidexterity, Multiweapon Fighting, Greater Fortitude, Lightining Reflexes, Iron Will, Power Attack*(3 points), INA +4, Quicken Spell like Ability (Hold Monster)

SP: 5 hold monster, 3 charm monster, 1 wall of force, DC 11+Spell Level.
Tremorsense, anything within 60 ft on terrain
Weapon Use: see the monster

Skills: +4 hide bonus racial.

Wand of Expeditious Retreat (23 charge)
The Weapons.
Treasure by the Dmg, Standard, Random, CR 12.
Thanks HM and keep the good work, i'll try to share some monsters with you in this post, if you want.

Thanks for these! Especially the "Infamous Seven". Post 'em all if you got 'em!
And also, what mini's you used for each...

Adventure Path Charter Subscriber; Pathfinder Card Game Subscriber

These are great! Thanks for posting them. My group is currently in Lightless Depths, so some of these are right on time for them. Keep 'em coming!

Thanks for the feedback!

Good catch on the Hover thing, Dark Roland - I missed that the Deep Screamer's increased maneuverability would make it redundant. I wouldn't go with Improved Natural Armour as a replacement though - level 11ish PCs will hit his AC 20 just as easily as they'll his AC19 - ie, pretty much all the time. I'd maybe go with Improved Flyby Attack or Improved Natural Attack (bite) instead.

For those how wanted more of the Infamous Seven - I'll be posting Xiureksior and his little friends some time in the next couple of days...

Humble Minion wrote:

I wouldn't go with Improved Natural Armour as a replacement though - level 11ish PCs will hit his AC 20 just as easily as they'll his AC19 - ie, pretty much all the time. I'd maybe go with Improved Flyby Attack or Improved Natural Attack (bite) instead.

yeah. you're right.

But in my case my pcs have had a "Very Hard" fight with a modified neh thalguu.
briefly.. i've made with haste one crit every round.. and the monster was completely buffed (improved inv, protection from energy, resist energy, mage armor, shield, nerveskitter and so on.....)
at the end the rolls decided. i critical missed (omg!) and they killed it.. without the critical miss was a TPK.

So now.. I decided to gave him a "normal fight" encounter.
well, normally.. i'd choose the latter: INA (bite) :P

i'm very interested to read your xiureksor.
i have no idea for him, but i have time for now.. and xiureksor must be a RBDM dragon :P

Awakened Monstrous Scorpion
N Colossal Magical Beast (Augmented Vermin)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft., Listen +25, Spot +4

AC 26 (–8 size, –1 Dex, +25 natural), touch 1, flat-footed 26
hp 357 (42 HD)
Resist electricity 10
Immunities vermin traits
Fort +26, Ref +17, Will +18

Spd 50 ft.
Melee 2 claws +30 (4d6+17) and
sting +28 (2d8+11 plus poison)
Space 40 ft.; Reach 20 ft.
Base Atk +31; Grp +59
Atk Options improved grab and constrict (4d6+17), Power Attack (5-point option included)
Special Atks poison (DC 35, 1d10 Con/1d10 Con), rend

Abilities Str 35, Dex 8, Con 16, Int 16, Wis 10, Cha 5
Feats Ability Focus (poison), Improved Initiative, Improved Natural Attack (claw), Improved Toughness, Multiattack, Power Attack, Powerful Charge, Power Lunge, Rend
Epic Feats Dire Charge, Energy Resistance (electrical), Epic Reflexes, Epic Skill Focus (Hide), Epic Will, Superior Initiative
Skills Climb +16, Hide +18, Listen +25, Spot +4 (includes +4 racial bonus on Climb, Hide, and Spot checks)

Charge AC 24; 2 claws +32 (4d6+29), sting +30 (2d8+17 plus poison); +6d6 damage on first claw hit
Rend (Ex) if Cerattakatha hits with both claws, it tears the flesh, automatically inflicting an additional 8d6+23 damage (includes 5-point adjustment for Power Attack)

Although the "awaken" spell specifically states that only trees and animals can be affected, this could be treated either as a special case (an incredibly ancient specimen that attained sentience), or one could invoke the Child of Winter feat (allowing vermin to be targeted as animals).

I ran a whole side quest, using Burbalarg as the "god" of a bullywug cult:

Advanced shambling mound
N Gargantuan Plant
Init –1; Senses darkvision 60 ft., low-light vision, Listen +8, Spot +0

AC 23 (–4 size, -1 Dex, +18 natural), touch 5, flat-footed 23
hp 350 (28 HD)
Immune electricity (+1d4 Con per attack, lose 1/hour); plant traits
Resist fire 10
Fort +24, Ref +12, Will +9

Spd 20 ft., swim 20 ft.
Melee 2 slams +30 melee (6d6+18/19-20)
Face 10 ft. x 20 ft.; Reach 10 ft.
Base Atk +21; Grp +45
Atk Options: improved grab and constrict (6d6+33), Power Attack (3-point option included), Stunning Slam 7/day (DC 24)
Special Atks: rend (12d6+25)

Abilities: Str 40, Dex 8, Con 26, Int 7, Wis 10, Cha 10
Feats: Crushing Hug, Improved Critical, Improved Natural Attack (slam), Iron Will, Power Attack, Rend, Stunning Slam, Weapon Focus (slam)
Epic Feats: Epic Reflexes
Skills: Hide +19 (+27 in forest or swamp), Listen +8, Move Silently +7
Possessions 50% goods, 50% items

Female bullywug druid 13
CE Medium Humanoid (aquatic)
Init –1; Senses darkvision 60 ft., Listen +9, Spot +9
Languages Common, Druidic

AC 21 (-1 Dex, +4 armor, +3 natural, +5 barkskin), touch 9, flat-footed 21
hp 111 (13 HD); fast healing 1
Immune poison
Resist +4 vs. fey
Fort +15, Ref +6, Will +15

Spd 20 ft., swim 30 ft.
Melee spear +11/+6 (1d8+1/x3)
Ranged pebbles +9/+4 (3d6+8)
Base Atk +10/+5; Grp +9
Special Atks: wild shape (Large plant) 4/day, summoning (add 1 monster 50%; if so, 25% for all uncontrolled)

Divine Spells (CL 13th, +10 ranged touch)
7th—wrack earth (13d6 Blg, DC 20 Ref ½)
6th—persistent nature’s favor*, summon monster VI (1d3 fiendish dire apes)
5th—animal growth, persistent barkskin*, persistent bull’s strength*
4th—flame strike (DC 18), greater carnivorous defender, greater resistance*, persistent lesser vigor*, turn pebble to boulder
3rd—greater magic fang, lesser woodlands prison, rogue wave (DC 19, 6d6), summon monster III (constrictor snake), vigor (fast healing 2)
2nd—bladethirst, bull’s strength, kiss of the toad (DC 16, 1d6 Con/1d6 Con), speak with animals, summon swarm, tree shape
1st—animal friendship (DC 15), cure light wounds, endure elements, greater seeker (+5), Segojan’s armor, vermin friendship
0—animal trick, warmth, guidance, lesser mudball (1d6), seeker (+2), shockwave (DC 14, knocks prone)

Abilities: Str 8 (12 with bull’s strength), Dex 9, Con 18, Int 10, Wis 14 (18 with periapt), Cha 10
SQ: marsh move, thousand faces, trackless step, woodland stride
Feats: Augment Summoning, Easy Metamagic (persistent spell), Extend Spell, Nature Sense (B), Persistent Spell, Spell Focus (conjuration)
Skills: Hide +0 (+6 in marsh), Intimidate +15, Knowledge (nature) +17, Listen +9, Spot +9, Survival +19, Wild Empathy +12

Wild Shape (shambling mound):
AC 29, touch 9, flat-footed 29
Immune electricity; plant traits
Resist fire 10
Melee 2 slams +15 (2d6+7)
Atk Options improved grab (+20 grapple), constrict 2d6+10
Abilities Str 21 (25 with bull’s strength), Dex 10, Con 18

Possessions periapt of wisdom +4, staff of summon nature’s ally VII (greater elemental, 1 chg) and planar ally (2 chgs); 10 chgs total left in staff (8 after Borunga)

N Medium Plant
AC 21, touch 9, flat-footed 21
hp 22 (1 HD)
Fort +15, Ref +6, Will +15
Spd 0 ft.
Melee 4 bites +15 melee (2d6+6)

Giant constrictor animal companion
N Huge Animal
Init +4; Senses low-light vision, scent, Listen +9, Spot +9
AC 23 (–2 size, +4 Dex, +6 natural, +5 barkskin), touch 12, flat-footed 19
hp 108 (13 HD)
Fort +13, Ref +15, Will +8; evasion
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +23 (1d8+21)
Space 15 ft.; Reach 10 ft.
Base Atk +9; Grp +33
Atk Options improved grab and constrict (2d6+21)
Abilities Str 26 (30 with bull’s strength), Dex 18, Con 14, Int 1, Wis 12, Cha 2
SQ link, share spells
Feats Alertness, Improved Natural Attack (constrict), Improved Grapple, Improved Toughness, Skill Focus (Hide)
Skills Balance +12, Climb +18, Hide +13, Listen +9, Spot +9, Swim +17
Animal Growth (1 min/level):
AC 25, touch 10, flat-footed 21
hp 134 (13 HD); DR 10/+1
Fort +14, Ref +16, Will +9
Melee bite +25 (2d6+21)
Atk Options constrict +41 (3d6+21)
Abilities Str 34 (38), Dex 18, Con 18

Fiendish legendary ape
CE Medium Magical Beast
Init +3; Senses low-light vision, scent, Listen +3, Spot +10
AC 19 (+3 Dex, +6 natural),
touch 13, flat-footed 16
hp 123 (13 HD); DR 10/+1
Resist cold 20, fire 20; SR 18
Fort +11, Ref +11, Will +11
Spd 40 ft., climb 20 ft.
Melee 2 claws +19 (2d6+10) and
bite +14 (2d6+5)
Base Atk +9; Grp +19
Atk Options: smite good 1/day (+13)
Special Atks: rend 4d6+15
Abilities: Str 30, Dex 17, Con 16, Int 3, Wis 17, Cha 11
Feats: Improved Natural Attack (claw), Improved Toughness (2), Penetrate Damage Reduction (adamantine)
Skills: Climb +19, Move Silently +11, Spot +10, Listen +5

Male bullywug barbarian 12
CE Medium Humanoid (Aquatic)
Init +5; Senses darkvision 60 ft., Listen +6, Spot +6
Languages Common

AC 23 (+1 Dex, +6 armor, +4 natural, +2 dodge), touch 13, flat-footed 20; uncanny dodge, improved uncanny dodge, trap sense +4
hp 143 (12 HD); DR 2/—
Fort +13, Ref +5, Will +3

Spd 30 ft., swim 40 ft.
Melee +1 greataxe +15/+10/+5 (1d12+16/19-20/x3)
Base Atk +12/+7/+2; Grp +17
Atk Options: Power Attack (4-point option included)
Special Atks: greater rage 4/day

Abilities: Str 17 (21 with belt), Dex 12, Con 20, Int 7, Wis 9, Cha 5
SQ marsh move
Feats: Axeshield, Improved Critical (greataxe), Improved Initiative, Power Attack, Weapon Focus (greataxe)
Skills: Hide +16 (+22 in marsh), Listen +6, Move Silently +16, Spot +6, Survival +0

Possessions: +1 greataxe, +3 studded leather armor, belt of giant strength +4, amulet of natural armor +1, 3 potions of cure moderate wounds, 1 oil of keen edge

Greater Rage (11 rounds):
AC 21, touch 11, flat-footed 18
hp 179 (12 HD); DR 2/—
Fort +16, Ref +5, Will +6
Melee +1 greataxe +18/+13/+8 (1d12+22/19-20/x3)
Abilities Str 23 (27), Dex 12, Con 23

Here's Xiureksior.

I could probably build a more RBDM-y dragon, but that's not what I really wanted. First, I wanted Xiureksior to be an old-fashioned dragon - claws and teeth and breath weapon, rather than a high-level sorcerer with loads of AC and hp like big dragons tend to be. Second, I wanted him to be a potential non-enemy. I went with the Xorvintaal template from MMV - it's a bit underpowered, but it did everything I wanted and all his weakness I can cover with his exarchs (who are coming soon)

Xiureksior is very old, and has all three mental stats in the 20s. He acts accordingly. He plans long term, he calculates brilliantly and ruthlessly, and he never surrenders to impatience or allows anger to overwhelm his better judgement.

IMC he's extorted his way onto the Farshore council with status equal to that of Manthalay or pre-Mayor Lavinia. He's concluded a military alliance of sorts with Farshore, which is obviously enormously in their favour right now, but he's taking the longer term view and believes that now the colony is growing, it will inevitably develop into a town, then a city, then a nation, and he's best off being seen as an established power and authority in that nation rather than as a ravening beast on the frontier. To this end, he put one of his sons, a half-dragon girallon, in the way of the PCs. PCs killed him, after which Xiureksior descended on them and in mock-rage demanded retribution, justice, etc. He then allowed them to convince him to let the offense slide, but they (and the council) were so cowed by his rage that they leapt on his proposal of alliance without thinking too long about it. Since then, he's been making himself consipicuously useful around the place - he's given Lavinia one of his pair of sending stones, so that Farshore can contact him in case of an emergency, he's had his exarch Dreg regenerate Tavey Nesks fingers, after Olangru ate them back in HTBM, and he's indulging the PCs in their desire to trade magic items or excess loot for certain items he's got in his hoard (incidentally convincing them to go and steal a ring of wishes - 1 wish remaining - from a minor Xorvintaal rival of his in the meantime) or having his exarchs (or himself) craft them. He may end up fathering a half-dragon or two along the way, just to establish more of a powerbase.

My general goal with him is to reinforce that agreements can be reached with Evil if they're in everybody's interests, in the hope the PCs will learn the lesson by the time EomE comes around, and to provide Farshore with a big nasty defender so that the PCs won't feel the need to hang around protecting the place all the time and can go off and do plot stuff with a clearish conscience.

Xorvintaal-wise he plays for keeps, and his taxidermy skill and Master Craftsman feat mean he likes to make minor magic items from bits of his defeated foes and keep them around as trophies.. The figurehead of the Sea Wyvern is in fact one of those items - a defeated Xorvintaal gold dragon trapped in figurehead form forever. The PCs haven't yet realised this (one of them is a gold-totem dragon shaman...) and it amuses him greatly.

Combat-wise I've tried to give him some options to use as swift and immediate actions, cos acting 1/turn vs a whole PC group is boring. His ring's spell loadout I'm still not sure about - I probably need a dim-door of some description.

His lair is a vast, well-lit series of caverns carved into a vein of pure frosty quartz in a mountain in the north-east corner of the Isle. His hoard is displayed more as trophies or exhibits in a museum rather than a big random pile of stuff he sleeps on. His main chamber is dominated by a large pool - 30ft by 30ft, 4ft deep and full of crystal clear acid. At the bottom in the centre is a platform of healing (Draconomicon), but anyone not immune to acid (Xiureksior is and his exarchs can be) is on to a big loser trying to use it.

CR 21
Male Xorvintaal Ancient Green Dragon
LE gargantuan dragon (air)

Init +0; Senses darkvision 120 ft.; blindsense 60ft, Spot +4
Languages Draconic, Common, Olman, Sylvan, Mikatese, Vudran, telepathy 10 miles (exarchs only)
AC 39, touch 8, flat-footed 39
hp 496 (32d12+286 HD) DR 15/magic
Fort +32, Ref +23, Will +28;
Spd 40 ft., swim 40ft, fly 200ft (clumsy)
Face/reach 20 ft./15 ft. (20 ft. with bite)

Melee Bite +44 (4d6+12+dragon toxin) and 2 claws +42 (2d8+6+dragon toxin) and claw +37 (2d8+6+dragon toxin) and 2 wings +42 (2d6+6) and tail +42 (2d8+18) or
Bite +34 (4d6+22+dragon toxin) and 2 claws +32 (2d8+16+dragon toxin) and claw +27 (2d8+16+dragon toxin) and 2 wings +32 (2d6+16) and tail +32 (2d8+28) or
Crush 4d8+18, 20ftx20ft area, Reflex DC31 or pinned
Base Atk +32; Grp +56

Special Actions breath weapon 60ft cone of acid, 20d6 Ref DC 35 for half, frightful presence 300ft radius DC31, dragon toxin (25 damage on dragon’s turn to anyone affected, noncumulative from multiple hits, magical healing removes), rend 4d8+18 if two claws hit same target

Twist of fate
• spell disruption (+10 on one save, immediate action, -5 to all saves for 1d4 rounds afterwards
• area avoidance (immediate action to move up to 30ft out of area effect template by shortest route, AoOs as normal, can’t move next round),
• wing blast (immediate action to replace attack of opportunity with wingflap that blows wind at target – functions as bull rush except dragon doesn’t move), can’t make wing attacks next round, doesn’t count as an AoO

Spell-like Abilities (CL 13th, DC 15+ spell level) suggestion 3/day, dominate person 3/day, scrying 3/day (exarchs only), charm monster 3/day (exarchs only), plant growth 1/day

Abilities Str 35, Dex 10, Con 29, Int 20, Wis 21, Cha 20
SQ Immune sleep & paralysis, water breathing, immune to divinations re future xorvintaal moves, create exarchs, alternate form (any medium or smaller animal or humanoid 3/day), SR32

Feats Awaken Spell Resistance, Multiattack, Power Attack, Hover, Wingover, Rapidstrike (claw), Rend, Quicken Breath, Flyby Attack, Entangling Exhalation, Master Craftsman (taxidermy), Craft Wondrous Item

Skills Listen +40, Search +15, Spot +40, Bluff +40, Hide +21, Move Silently +20, Intimidate +40, Concentration +22, Diplomacy +40, Use Magic Device +35, Sense Motive +40, Knowledge (local) +28, Knowledge (arcana) +20, Knowledge (nobility and royalty) +25, Craft (taxidermy) +21

Possessions (carried stuff only – much more in the hoard…) major ring of spell storing (heal, blood wind, dispel magic), heart of flames (amulet, fire resist 10, +4 con, fire shield 1/day, +1 AoO/round, use additional swift/immediate action in a round 3/day), ring of protection +2

Hoard: crystal ball, healing platform, censer of air elementals, hand of the mage, greater stone of alarm, sending stone, stone golem manual, horn of good/evil, horseshoes of the zephyr, horn of plenty, much, much else.

The first of Xiureksiors' exarchs. Again, not really a power build. This guy mostly exists because a) his huge array of divination SLA's mean that I can justify Xiureksior knowing pretty much anything I want him to, and b) because I wanted a swordsmith the PCs could commission weapons from, rather than having to go to the Sasserine magic shop (a process I find a bit distasteful)

His survivability is only ok (he relies a fair bit on his Scarab and various buffs from Dreg and Skaggerak) and he relies a lot on his maneuvers (and hopefully iaijutsu) to inflict significant damage. Still wondering whether I shouldn't swap out Rapid Counter for Ruby Nightmare Blade or another strike maneuver for more damage output...

A few mechanical notes - IMC hengeyokai lose their -2 wis penalty but only have two forms - human and animal, no hybrid form. All the rest as written in Dragon 318. Samurai can take martial study/stance as bonus feats, martial schools depending on their clan. Weeping Heron is a Crane Clan samurai, so he can take Diamond Mind stuff as bonus feats. Also, there is no Iaijutsu Focus skill - that is wound into Concentration.

Weeping Heron's background is a bit tragic. He was a respected warrior of the Chrysanthemum Empire, with a wife and two fine sons. But late one autumn his Daimyo provoked the emnity of a ninja clan, and the clan's witch laid the evil eye on him, bringing his beast nature to the fore. He became the crane, completely, and flew south for the winter. Once he recovered his senses, he had been away for a full season and all knew what had becoem of him. Hengeyokai are not permitted to be samurai, and rather than disgrace his family by attempting to return, he allowed his eldest son to continue as master of the household. Blinding himself so that he might not fall victim to the witch's evil eye once more, he infiltrated the ninja stronghold and, with the help of a traveller met along the way, cut the clan down in a single night.

Once vengeance was satisfied, the traveller revealed himself to be Xiureksior, and Weeping Heron took service with the dragon, as his new exarch.

(Heron, and the rest of the exarchs, each have 5 favour tokens. These tokens can be exchanged for a once-off +4 on any d20 roll, immunity to acid for 10 minutes, teleportation back to Xiureksior's lair, or various other benefits as defined in MMV)

CR 16
Male blind oracle hengeyokai (crane) samurai 12/monk 1/iaijutsu master 2
LN medium humanoid (shapechanger)

Init +9; Senses Blindsight 150ft (blind otherwise), Listen +16
Language Common, Mikatese, Draconic
AC 33, touch 28, flat-footed 21
HP 131 (14d10+1d8+45 HD)
Fort +13, Ref +15, Will +14
Spd 30 ft. (6 squares)
Space 5 ft.; Reach 5 ft.

Melee katana +24/+19/+14 (1d10+6/19-20 +2d6 cold) or
Katana +19/+14/+9 (1d10+16/19-20 +2d6 cold)
Base Atk +14; Grp +2

Spell-like abilities at will: augury, sanctuary; 3/day speak with animals, speak with plants, divination; 1/day speak with dead, scrying, true seeing; 1/month commune, commune with nature, find the path

Pearl of Black Doubt – stance, +2 AC per missed attack, cumulative until you are hit or until your turn
Emerald Razor – strike, single melee attack is touch attack
Rapid Counter – counter, use to gain attack when opponent provokes AoO. Doesn’t count as an AoO
Greater Insightful Strike – strike, replace normal melee damage with double the result of a Concentration check

Abilities Str 14, Dex 22, Con 16, Int 15, Wis 18, Cha 13
SQ Immune to gaze attacks and all effects that rely on vision, alternate form (crane) 16/day

Feats Improved Initiative, Quick Draw, Weapon Focus (katana), Weapon finesse, Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Expertise, Master Craftsman (weaponsmithing), Martial Study (Emerald Razor), Martial Study(Rapid Counter), Craft Magic Arms and Armour, Power Attack, Martial Study (Greater Insightful Strike), Martial Stance (Pearl of Black Doubt), Close-Quarters Fighting

Skills Listen +16, Concentration +21, Craft (weaponsmithing) +20, Sense Motive +22, Perform (poetry) +10, Craft (calligraphy) +20, Diplomacy +15

Possessions +5 bracers of armour, +3 doublefrost katana, ring of protection +2, gloves of dex +4, potion of cure critical x2, potion of bull’s strength, scabbard of keen edges, scarab of invulnerability, amulet of health +2

Second exarch (and last one I'm posting for the day)

Dreg is a goblin, who worships the ancestral god of the dwarves IMC. Good reason for that - he was once a dwarf. A dwarf crown prince in fact.

Vordreg Ironcrown was an war-priest, who somewhat against his better judgement ended up 'adventuring' with a group containing, among others, a frequently inebriated human druid. In defeating a nasty plot by a circle of devil cultists, Vordreg was slain, heroically, in battle against a conjured horned devil. His body was borne home in mourning by his clanmates, and his father the king wept long over him. However, the druid had other ideas, and snuck in and reincarnated Vordreg - as a goblin. Thats when it all started to go wrong. Vordreg was retrieving his ancestral armour from 'his' corpse when his father walked in. Thelam Ironcrown wasn't listening to any explanations from the filthy goblin robbing his son's corpse, and went for his axe. Vordreg fled into the stone, his father's vow to slay him no matter what the cost ringing in his ears.

Dwarves don't break vows, even if they're made under false pretences or spoken rashly. Vordreg became an exile, and was stuck a goblin. He sought death against Xiureksior, but the dragon offered him purpose instead.

Dreg's job is to do all the boring stuff. He casts wards, buffs, heals etc on Xiureksior and the other exarchs, he scribes scrolls, and he dispels stuff. He was also the one who cast most of the various permanent protective spells that ward Xiureksior's lair. He'll generally try and stay out of the way and fight either indirectly (by supporting his allies) or at a distance using touch spells via his Reach Spell Rod, or his rod of force - he'll use earth glide and meld into stone to avoid melee if necesary, since he left his axe back on 'his' body in his father's stronghold, and he will use no other weapaon. He casts extended magic vestments on his shield and armour on alternate days, so most of the time these will both be acting as +3 items (his armour isn't everyday wear though - he carries his shield everywhere, but his armour stays safely back in his rooms at Xiureksior's lair until he summons it if things look ugly).

CR 15
Male goblin cleric 10 (First and Eldest)/Earth dreamer 5
LN Small humanoid (goblin)

Init +5; Senses darkvision 60ft, Earth sight 30ft (std action, 7 round duration), tremorsense 10ft, Listen +12, Spot +7
Language Common, Dwarven, Terran, Draconic
AC 29, touch 11, flat-footed 29
HP 136 (10d8+5d4+75 HD) DR 3/-
Fort +16, Ref +5, Will +18 (+2 vs poison, spells, spell-like abilities)
Spd 20 ft. (30 without armour)
Space 5 ft.; Reach 5 ft.

Melee -
Base Atk +9; Grp +4

Spells (CL 15th, DC17+spell level)
Domains Cavern, Time
8th – foresight, mass death ward
7th – maw of stone, withering palm, fortunate fate
6th – contingency, heal, greater dispel magic x2
5th – passwall, revivify, slay living, wall of stone, break enchantment
4th – freedom of movement, mass shield of faith, recitation, extended magic vestment
3rd – haste, dispel magic x2, prayer, meld into stone, protection from energy
2nd – darkness, iron silence, silence, status, lesser restoration x2, resist energy x2
1st – true strike, resurgence x2, bless, blood wind, nightshield, obscuring mist
0 – detect magic x2, resistance x2, guidance x2

Spell-like Abilities Earth Dream 1/day

Special Abilities Earth Glide (std action, 7 round duration), Earth Friend, Turn Undead, Spontaneous Healing, Stonecunning

Abilities Str 8, Dex 13, Con 20, Int 12, Wis 24, Cha 15

Feats Earth Sense, Scribe Scroll, Dwarven Armour Proficiency, Extend spell, Divine Spell Power, Craft Wondrous Item, Improved Initiative

Skills Knowledge (nature) +6, Spellcraft +12, Knowledge (religion) +20, Concentration +22, Diplomacy +11, Listen +12

Possessions +1 called adamantine mountain plate armour, +1 large steel shield, Periapt of Wisdom +4, Metamagic Rod of Reach Spell, Ring of Spell-Battle, Rod of Force, Belt of Dwarvenkind, loads of scrolls

Xuireksior's third exarch. The mage that goes 'boom'.

Sriraja was the beautiful daughter of a concubine of one of the mighty princes of the wealthy, rakshasa-ruled land of Vudra. But when her mother was poisoned, victim of one of the interminable intra-harem rivalries, she found that she had few resources and few real friends, despite all her magical power. Her prospects were bleak - staring down the barrel of a life spent exiled in a monastery as a contemplative holy woman, she was down to her last few gold coins when a smitten prince from a foreign land invited her to enrich his court. She graciously accepted, and even though the prince turned out to be a dragon and her magic valued more than her body, she remains content.

Sriraja is spectacularly gorgeous, and has the arrogance to go with it. She insists on being treated as a princess at all times and will respond violently (though not necessarily immediately) if she feels slighted - Xuireksior outwardly treats her as an honoured guest and equal, but she knows the real score and has never bridled against one of his delicately phrased 'requests' or 'suggestions'. She loves wealth and comfort - she drips with jewellery and brilliants silks, while in her lavishly furnished chambers, permanent unseen servants wait on her every whim. She has the instincts of a harem catfighter - her capacity for deception, cattiness and vindictiveness is incredible.

In combat she'll use Guards and Wards to protect Xiureksior's lair, then throw metamagicked fire spells around. She has a contingent Tenser's transformation (cast via her tiara) active at all times, set to go off 'when I cast Bite of the Weretiger'. If cornered in combat (or if facing adversaries who she has a grudge against), combining Bite of the Weretiger, Tenser's Transformation, and the Blood Rage ability of the instruments of the blood gift make her an incredibly dangerous melee opponent.

The Rakshasa Heritage feats are modifications of the Dragon Heritage feats from Dragon Magic - Sriraja is descended from rakshasas on her father's side, and has inherited some of their cat-like characteristics and resistance to magic. All sorcerors get Eschew Materials as a bonus feat in my campaign.

CR 16
Female human sorcerer 16
LE medium humanoid

Init +4; Senses: Spot +2
Language Common, Vudran, Infernal, Draconic
AC 20, touch 15, flat-footed 15
HP 85 (16d4+45 HD)
Fort +9, Ref +9, Will +12 (+2 vs spells, spell-like abilities)
Spd 30 ft
Space 5 ft.; Reach 5 ft.

Melee claw +7 (1d6-1)
Base Atk +8; Grp +7

Spells (CL 16th, DC17+spell level, fire spells at +1 CL, T = thematic spell +1 CL)
8th – (3/day) greater arcane fusion
7th – (6/day) greater teleport, energy absorption (T)
6th – (7/day) guards and wards (T), probe thoughts, bite of the weretiger, project image, tenser’s transformation
5th – (7/day) persistent image, mordenkainen’s private sanctum, greater dimension door, firebrand (T)
4th – (7/day) fire shield, greater invisibility, charm monster, rain of spines (T)
3rd – (8/day) major image, fireball, anticipate teleportation, karmic backlash (T)
2nd – (8/day) false life, invisibility, detect thoughts, web (T), balor nimbus
1st – (8/day) shield, disguise self, charm person (T), burning rage, unseen servant
0 – (6/day) detect magic, read magic, mage hand, arcane mark, message, ghost sound, dancing lights, daze, prestidigitation

Special Abilities Metamagic Specialist

Abilities Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 25

Feats Rakshasa Heritage, Rakshasa Claws, Eschew Materials, Spell Thematics (tigers and palaces), Empower Spell, Quicken Spell, Searing Spell, Extra Spell

Skills Bluff +28, Spellcraft +15, Diplomacy +13, Sense Motive +11, Knowledge (nobility) +9

Possessions cloak of charisma +6, bracers of armour +5, ring of protection +3, vest of resistance +2, topaz tiara of wariness (+2 spot, +2 init, contingency 1/week), instruments of the blood gift (complete set), winged anklets, ring of mystic fire, amulet of wordtwisting

cthulhudarren wrote:

Thanks for these! Especially the "Infamous Seven". Post 'em all if you got 'em!

And also, what mini's you used for each...

This thread will help too.

Nice job on these Humble, especially for the trogs and screamers as we are heading there soon. *Yoinked*

Something a bit less my-campaign-specific.

This bloke is a bit of a sad, pathetic leftover. Once the herald of his god, but now Huitzilopochtli is a dead and almost-forgotten deity. Hummingbird has gone a bit mad from that - he lurks on top of a ruined pyramid temple, bloodily sacrificing anyone who comes near in the hopes of somehow bringing his master back.

Mind you, his sanity hasn't been helped by the maddening whisperings of the monstrously huge caller in darkness that's coalesced from the spirits of his sacrificial victims. It shrieks and gibbers in the man-sized passages of the temple and the dank hole of the bone pit, where Hummingbird is too big to go.

He appears as a gigantic, glowing, golden hummingbird, with blood dripping from his cruelly sharp beak, talons, and razored feathers.

CR 16

Solaric steelwing modified master of radiance 5
LE Huge magical beast (extraplanar)
Init +12; Senses darkvision 60 ft.; low-light vision, Listen +9, Spot +20
Languages Olman
Aura razorfeather shield (5ft, 5d6 slashing damage)

AC 28, touch 16, flat-footed 20, 20% miss chance, DR 15/adamantine, fast healing 15
hp 249 (20 HD)
immune light effects, searing light resist fire 20
Fort +20, Ref +18, Will +14;
Spd 50 ft. fly 120ft (good)

Melee bite +25 (2d6+9) and 2 wings +23 (1d8+4/17-20) and 2 claws +23 (1d8+4) or
bite +20 (2d6+14) and 2 wings +18 (1d8+9/17-20) and 2 claws +18 (1d8+9) – 5pts power attack
Ranged 3 razorfeathers +24 (1d8+9/17-20) or ranged touch +24
Base Atk +18; Grp +32
Space/Reach 15ft/15ft

Special Abilities hail of razorfeathers (60ft cone, 20d6 slashing, Reflex 26, 1/1d4 rounds), sunbeam (1/rnd while radiant aura active, DC23)
Spell-like Abilities CL 13th 1/rnd while radiant aura active: searing light (usable as swift action 3/day), 3/day: blades of fire; at will: light, death knell

Abilities Str 28, Dex 26, Con 25, Int 6, Wis 16, Cha 22

SQ sun savior (+10 to all speeds, +2 morale bonus to attacks, saves, checks when in daylight or equivalent), radiant aura (3/day, free action, lasts 1 minute, shed 30ft radius bright light, light effects used inside area are at +2 CL, undead at -2 to everything)

Feats Flyby Attack, Wingover, Improved Maneuverability, Improved Initiative, Iron Will, Multiattack, Quicken Spell-like Ability (searing light), Supernatural Transformation (sunbeam), Power Attack

Skills Listen +9, Spot +20, Knowledge (religion) +12, Intimidate +17

And here's the Caller in Darkness to go with him. I'm going to shove a bunch of ghouls, vermin etc into the guts of the pyramid as well, to feed on the bodies of the sacrificed creatures just as this thing feeds on their souls. Not much of a challenge for my party, but atmospheric, ecologically plausible and adding nicely to the creepy vibe...

CR 13
Advanced modified caller in darkness
CE Large undead (incorporeal)

Init +7; Senses darkvision 60 ft.; Listen +27, Spot +27
Aura despair (60ft, Will DC27, -2 to all attacks, saves, checks)
AC 16, touch 16, flat-footed 13
hp 142 (22 HD)
Fort +6, Ref +9, Will +15;
Spd 30 ft. fly 60ft (perfect)

Melee 4 incorporeal touches +13 melee (2d8)
Base Atk +5; Grp -

Special Abilities consume essence (+12 temp hp when kills with touch, can use to auto-coup de grace within 30ft as a std action)

Spell-like Abilities CL14th, at will: clairvoyance, dancing lights, bladeweave (DC18), 3/day: quickened suggestion (DC19), telekinesis (DC21), confusion, 1/day: maddening scream, maddening whispers (DC24), wrack (DC21)

Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 22
SQ sunlight vulnerability, undead traits, incorporeal traits

Feats Blindfight, Combat Reflexes, Alertness, Improved Init, Improved Natural Attack (incorporeal touch), Ghostly Grasp, Snatch Trophy, Quicken Spell-like Ability (suggestion)

Skills Hide +20, Intimidate +23, Listen +27, Search +23, Sense Motive +23, Spot +27

Scatter a few of these around the place in Hummingbird's temple. They're not all that imposing by themselves, but if the PCs have been messed with by the Caller, then they can be very nastily inconvenient. A bit of the glass cannon about them, but hey, at party level 13ish they're worth next to no XP anyway, so go wild without fear of giving your PCs cheap levels...

CR 7

Feral corpsecrafted advanced elite ghoul barbarian 4
CE Medium undead

Init +3; Senses darkvision 60 ft.; scent, Spot +9
AC 19, touch 13, flat-footed 16
hp 65 (7 HD) turn resistance +2, fast healing 3
Fort +2, Ref +5, Will +10;
Immunities poison, stunning, crits, ability damage, disease, negative levels, fear, mind-affecting, sleep, paralysis, fatigue
Spd 50 ft

Melee bite +13 (1d6+8 + paralysis + ghoul fever) and 2 claws +13 (2d6+4 + paralysis) or
bite +15 (1d6+10 + paralysis + ghoul fever) and 2 claws +15 (2d6+5 + paralysis) – raging or
bite +13/+13 (1d6+10 + paralysis + ghoul fever) and 2 claws +13 (2d6+5 + paralysis) – raging and flurrying

Base Atk +5; Grp +13
Space/Reach 5ft/5ft
Special attacks paralysis (DC17, 1d4+1 rounds, elves immune), ghoul fever (disease DC12, incubation 1 day, 1d3 Con and 1d3 Dex, victims who die rise as ghouls next midnight), pounce, improved grab (claw, Small or smaller creatures only), rage (whirling frenzy, 1/day, +4 Str, +4 Dex, flurry of blows, evasion, 3 rounds duration)

Abilities Str 26, Dex 17, Con -, Int 9, Wis 18, Cha 14

Feats Multiattack, Improved Multiattack, Improved Natural Attack (claw), Ability Focus (paralysis)

Skills Climb +12, Hide +10, Jump +12, Move silently +10, Spot +9, Survival +10

My party managed to lag behind a bit with XP since they missed a few encounters, so in order to bring them closer to the needed XP, I tossed in a rival adventuring party in Scuttlecove. In my game, they were payed by Wyther to dispose of PCs since they started stirring trouble in Scuttlecove and Wyther didn't have any decent pirates of his own to send, since the adventure assumes that his resources are stretched thin.

Basically, they are a few character concepts/builds I wanted play for a while, but never got around to it, so I decided to toss them in as NPCs.

Behold, the Savage Syndicate (forgive my cheesiness, that was the intention :D) :

Leader of the party, Human Dread Necromancer, Soulcatcher.

Duergar Monk/Cleric/Sacred Fist, Singe. When properly buffed (via DMM Quicken in combat) his attacks are +32/+32/+32 and each deals 2d10+29 dmg. Called Singe becuase his left half is badly burnt by a Red Dragon, thus destroying his left eye and beard so he embedded chains on his left side of the face to appear as beard.

Half-Fiend Swift Hunter, Sabas. Also does crazy amounts of dmg against Favored Enemies (1d8+11+8+3d6 each arrow with Greater Manyshot, even more against Dwarves)

And last, but not the least, Scorn, an Awakened Greater Stone Golem, just as he is in MM1.

My players are moderately optimized, so they could take them, though it took us 2.5 hours to finish the fight and in the end Soulcatcher managed to escape via Magic Jar, but he killed a Legendary Ape animal companion and the party Rogue who both rose as Ghosts after that (due to Mastery of Death feat).

One of the more memorable encounters in our campaign. :)

And here are 2 Babau Assassins that I made to be Wyther's henchmen. Since my party is 6 men strong they would have moped the floor with the poor captain.

Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 7d8+8d6+75 (138)
Initiative: +1
Speed : 30 ft.
Armor Class: 21 (+3 Dex, +8 Natural)
Base Attack: +13
Grapple +19:
Full Attack: 2 Claws +19 (1d6+6) and Bite +19 (1d6+3) 19-20/x2
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +6d6, Death Attack (DC 20), spell-like
abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, Hide in Plain Sight, Darkvision 60 ft., Immunity to Electricity and Poison, Protective Slime (DC 22), Improved Uncanny Dodge, Resistance to Acid 10, Cold 10 and Fire 10, Spell Resistance 14, Telepathy 100 ft.
Saves: Fort +12, Ref +14, Will +9
Abilities: Str 22, Dex 16, Con 20, Int 14, Wis 14, Cha 16
Skills: Hide +29, Move Silently +29, Listen +28, Spot +20
Feats: Multiattack, Improved Multiattack, Improved Natural Attack (Claw), Improved Natural Attack (Bite), Improved Critical (Claw), Improved Critical (Bite)
CR: 14
Aligment: Chaotic Evil


1st lvl: Critical Strike, Lightfoot, True Strike
2nd lvl: Cat’s Grace
3rd lvl: Wraith Strike x3
4th lvl: Greater Invisibility

I also changed the 3 Yuan Ti Assassins that Seventh has as guards since the party killed like 10 so far and I hate throwing the same monsters at them, I decided to explore the possibilities of the Seventh's Attach Graft abilities so I made 3 Yuan-Ti Abominatinos, gave them 4 lvl of Fighter and gave each of them Grafts, and that fancy looking Serpent Armor (from Savage Species) just to make them more memorable. Horns, Scimitars-instead-of-arms and Psionic Sinew.

Size/Type Large Monstrous Humanoid (Horned One)
Hit Dice 9d8+4d10+39 (105)
Initiative +5
Speed 30 ft.
Armor Class 25 (-1 Size, +1 Dex, +10 Natural, +5 Armor)
Base Attack +13
Grapple +22
Full Attack +2 Falchion +22/+17/+12 (2d6+13) 15-20/x2 and Gore +21 (2d6+5)
Space/Reach 10 ft./10 ft.
Special Attacks: Aversion, Constrict 1d6+9, Improved Grab, Poison, Produce Acid, SL Abilities
Special Qualities: Alternate Form, Chameleon Power, Darkvision 60 ft., Detect Poison, Scent, SR 18
Saves: Fort +10, Ref +10, Will +12
Abilities Str 20, Dex 13, Con 17, Int 20, Wis 20, Cha 18
Feats: Weapon Focus (Falchion), Weapon Specialization (Falchion), Melee Weapon Mastery (Slashing), Improved Critical (Falchion), Improved Initiative, Mobility, Multiattack, Dodge, Combat Reflexes
CR 11
Aligment Chaotic Evil

Size/Type Large Monstrous Humanoid (Scimitar-arm)
Hit Dice 9d8+4d10+39 (105)
Initiative +5
Speed 30 ft.
Armor Class 25 (-1 Size, +1 Dex, +10 Natural, +5 Armor)
Base Attack +13
Grapple +22
Full Attack: +2 Scimitar +21/+16/+11 (1d8+11) and +2 Scimitar +21 (1d8+8) 15-20/x2 and Bite +14 (2d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aversion, Constrict 1d6+9, Improved Grab, Poison, Produce Acid, SL Abilities
Special Qualities: Alternate Form, Chameleon Power, Darkvision 60 ft., Detect Poison, Scent, SR 18
Saves Fort +10, Ref +10, Will +12
Abilities: Str 20, Dex 13, Con 17, Int 20, Wis 20, Cha 18
Feats: Weapon Focus (Scimitar), Weapon Specialization (Scimitar), Melee Weapon Mastery (Slashing), Improved Critical (Scimitar), Improved Initiative, Two-Weapon Fighting, Combat Reflexes
CR 11
Aligment Chaotic Evil

Size/Type Large Monstrous Humanoid (Psionic Sinew)
Hit Dice 9d8+4d10+39 (105)
Initiative +5
Speed 30 ft.
Armor Class 25 (-1 Size, +1 Dex, +10 Natural, +5 Armor)
Base Attack +13
Grapple +24
Full Attack +2 Falchion +24/+19/+14 (2d6+16) and Bite +20 (2d6+2)
Space/Reach 10 ft./10 ft.
Special Attacks: Aversion, Constrict 1d6+10, Improved Grab, Poison, Produce Acid, SL Abilities
Special Qualities: Alternate Form, Chameleon Power, Darkvision 60 ft., Detect Poison, Scent, SR 18
Saves: Fort +10, Ref +10, Will +12
Abilities: Str 24, Dex 13, Con 17, Int 20, Wis 20, Cha 18
Feats: Weapon Focus (Falchion), Weapon Specialization (Falchion), Melee Weapon Mastery (Slashing), Improved Critical (Falchion), Improved Initiative, Combat Reflexes
CR 11
Aligment Chaotic Evil

Here's my Kululblax, changed his levels from Barbarian 3/Ranger 2 to Barbarian 1/Frenzied Berserker 4 (Rage and Frenzy Included). I also reduced his Dexterity by 1 and raised Strength by 1, since he couldn't take TWF with Dex 13 anyways and gave him +4 Gloves of Dex and a +2 Adamantine Full Plate

Size/Type Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice 12d8+144+5d12+60+51 (345)
Initiative +3
Speed 30 ft.
Armor Class 35 (-2 Size, +19 Natural, +3 Dex, -8 Rage, +10 Armor, +3 Deflection) Touch 14
Base Attack +17
Grapple +44
Full Attack +4 Cold Iron Battleaxe +30/+30/+25/+25/+15 (3d6+27/x3)
and +4 Cold Iron Battleaxe +30 (3d6+17/x3)
and 2 Pincers +25 (2d8+13)
and Bite +25 (2d8+13)
Space/Reach 15 ft./15 ft.
Special Attacks Improved Grab, Spell-like Abilities, Summon Demon
Special Qualities DR10/good, DR 3/Adamantine, Darkvision 60 ft., Immunity to Electricity and Poison, Resistance to Acid 10, Cold 10 and Fire 10, Spell resistance 21, Telepathy 100 ft., True Seeing, Evasion, Rage 1/day, Frenzy 2/day, Deathless Frenzy
Saves Fort +29, Ref +12, Will +14
Abilities Str 48, Dex 16, Con 40, Int 14, Wis 16, Cha 22
Feats Multiattack, Power Attack, Cleave, Destructive Rage, Intimidating Rage, Reckless Rage, Two-Weapon Fighting, Diehard
CR 18
Aligment Chaotic Evil

Should be an intresting fight if they don't think of casting Disintegrate on him while he's in his Deathless Frenzy. :D

This one was a sidequest. Cleric player was missing, and I didn't want to head to Thanaclan without him, so set up this little one-session thing. Just a laugh, I thought.

Yeah, right.

Setup was based around a new PC, a Divine Crusader of the sea goddess. He's taking over the burnt-out, grounded hulk of the Stygian Shark as his new home on arriving in Sasserine (her followers always live in shipwrecks). And I figured that despite the yuan-ti dying in the battle, other inhabitants of the ship might still have been on board...

Damn near a TPK on an 13th level party with 2 CR11 monsters (and a couple of negligible-CR lesser swarms brought in to up the numbers), who only wanted to be left alone to eat the yuan-ti's leftover ships rations. Lucky I forgot the SR, and didn't use the cranium rats' swarm regeneration rule cos it was getting too late at night. Use with care. Lots of Will saves and lasting effects (mind blast, sensory deprivation) makes this a dangerous encounter if the PCs dice are misbehaving.

CR 11

NE Large magical beast (swarm of tiny creatures)
Init +7; Senses darkvision 60 ft.; low-light vision, scent, Listen +31, Spot +31

AC 14, touch 13, flat-footed 11
hp 180 (24 HD) DR half weapon dmg from slashing/piercing
immune cold
Fort +16, Ref +19, Will +12; SR26
Spd 40 ft. climb 20ft

Melee swarm 5d8
Base Atk +24; Grp –

Special Abilities mind blast (60ft cone, Will DC23 or stunned 3d4 rounds), distraction (Will DC26 or nauseated while starting turn in swarm’s space, spellcasting requires Concentration DC20+spell level)

Spells CL10th, +27 ranged touch, DC 14+spell level (DC16+spell level for illusion)
5th (3/day) nightmare
4th (6/day) phantasmal killer, bloodstar
3rd (7/day) major image, ray of exhaustion, prickling torment
2nd (7/day) death armour, belker claws, mindless rage, phantasmal assailants
1st (7/day) greater mage hand, disguise self, mage armour, magic missile, animate rope
0th (6/day) acid splash, detect magic, ghost sound, mending, prestidigitation, ray of frost, touch of fatigue, read magic, resistance

SQ replaced with average pack when destroyed

Abilities Str 2, Dex 17, Con 14, Int 19, Wis 14, Cha 19

Feats Eschew Materials, Improved Init, Lightning Reflexes, Iron Will, Alertness, Imp Natural Attack (swarm), Ability Focus (distract), Spell Focus (illusion), Greater Spell Focus (illusion)

Skills Hide +29, Move Silently +29, Concentration +29, Listen +31, Sense Motive +31, Spot +31

Alternate Spell Loadout (for swarm #2)

5th (3/day) telekinesis
4th (6/day) sensory deprivation, bloodstar
3rd (7/day) dispel magic, major image, prickling torment
2nd (7/day) invisibility, death armour, ghoul glyph, phantasmal assailants
1st (7/day) alarm, disguise self, arcane lock, charm person, animate rope
0th (6/day) detect magic, dancing lights, ghost sound, prestidigitation, ray of frost, touch of fatigue, read magic, resistance

Tactics/tricks are as follows:

Try to set it up to make the PCs believe there's an undead presence on board.

Disguise self disguises the cranium rats as normal rats (PCs assume they're vampire's minions or something)
Bloodstars used in pairs, resemble red-glowing eyes, and make swarm attacks harder to resist - they take ages to set up and move though, so position them carefully. Not a powerful spell, but the when you describe what's happening it creeps the players out brilliantly.
Belkers Claws look like undead touch attacks.
Greater Mage Hand to move ropes around, and Animate Rope to make entangle attacks.
Only break out the Death Armour and Magic Missile later on, when the PCs have realised there's no undead critter and that the rats are the real problem.
Stun or Sensory Deprive fighters, then have a lesser swarm eat them slowly. Or just telekinesis them overboard. Swarm the mages repeatedly until they die - you'll never fail a reflex save and have good SR. Forcecage is about the only thing that will work.
Nightmare spellcasters if they try to run away and regain spells overnight.
Dancing lights and Major images to directly simulate an undead critter if you need to.
Arcane Lock doors behind PCs who have gone below decks into the dark - works especially well if the PCs fail their Sensory Deprivation save and don't realise the doors are closed...

Don't use Ghoul Glyph - the spell description is VERY unclear (as I realised mid-game), and makes it a game-killer if read literally. Maybe Ghoul Touch instead.

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