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Below you will find stats converted to the Pathfinder Beta for the set piece contained in Endless Night. Our group has decided to finish of the Second Darkness AP using the beta rules and then switching to the final rules when we start our next campaign.
I added a pair of Gugs as a random encounter on the way to the blood pools. I've also replaced the darkmantles (really, darkmantles in a 10th level module???) with a pair of centipede swarms.
Most statistics have been advanced by 1 CR as I have a very rowdy group of 6. Use at your own discretion.
Centipede Swarm
Spoiler:
Centipede Swarm (x2)
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 9d8+9 (49 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/CMB: +6/—
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 1, Dex 19, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +13, Perception +8
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)
Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex)
Injury, Fortitude DC 14, 1 dex damage, duration: 4 round, 1 save ends
Skills
A centipede swarm has a +4 racial bonus on Perception checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 9d8+9 (49 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/CMB: +6/—
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 1, Dex 19, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +13, Perception +8
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)
Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex)
Injury, Fortitude DC 14, 1 dex damage, duration: 4 round, 1 save ends
Skills
A centipede swarm has a +4 racial bonus on Perception checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Gug
Spoiler:
Gug CR 10 Usually CE Large aberration
Init +1; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 24, touch 10, fat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 187 (15d8+120)
Fort +12, Ref +6, Will +12
Immune disease, poison
OFFENSE
Spd 40 ft., Climb 20 ft.
Melee 4 claws +19 (1d6+9) and bite +15 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend 2d6+18, trample 1d6+13
TACTICS
During Combat In battle, gugs prefer to use multiple claw attacks on individual targets in hopes of hitting and enabling multiple rend attacks.
Morale Gugs are fearless in combat when in the presence of other—especially more powerful—gugs, but when lef to their own devices usually fee if reduced to half their hit points. In these situations they are also prone to dragging fallen opponents away from combat in order to feed.
STATISTICS
Str 28, Dex 12, Con 24, Int 11, Wis 16, Cha 11
Base Atk +11; CMB +21
Feats Alertness, Awesome Blow, Blind-Fight, Improved Bull Rush, Power Attack, Skill Focus (Survival), Stealthy, Weapon Focus (Bite)
Skills Climb +25, Escape Artist +15, Stealth +11, Knowledge (dungeoneering) +8, Perception +13, Survival +14.
Languages Undercommon
SQ tunnel mobility
ECOLOGY
Environment any underground
Organization solitary, pair, or camp (3–10)
Treasure standard
SPECIAL ABILITIES
Rend (Ex) A gug that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+18 points of damage.
Trample (Ex) Reflex DC 26 half. The save DC is Strength-based.
Tunnel Mobility (Ex) Strangely fexible, gugs are capable of moving through spaces only half as wide as their normal space without squeezing penalties. They must still make Escape Artist checks to squeeze through spaces smaller than half their size.
Skills A gug has a +4 racial bonus on Escape Artist checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Init +1; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 24, touch 10, fat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 187 (15d8+120)
Fort +12, Ref +6, Will +12
Immune disease, poison
OFFENSE
Spd 40 ft., Climb 20 ft.
Melee 4 claws +19 (1d6+9) and bite +15 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend 2d6+18, trample 1d6+13
TACTICS
During Combat In battle, gugs prefer to use multiple claw attacks on individual targets in hopes of hitting and enabling multiple rend attacks.
Morale Gugs are fearless in combat when in the presence of other—especially more powerful—gugs, but when lef to their own devices usually fee if reduced to half their hit points. In these situations they are also prone to dragging fallen opponents away from combat in order to feed.
STATISTICS
Str 28, Dex 12, Con 24, Int 11, Wis 16, Cha 11
Base Atk +11; CMB +21
Feats Alertness, Awesome Blow, Blind-Fight, Improved Bull Rush, Power Attack, Skill Focus (Survival), Stealthy, Weapon Focus (Bite)
Skills Climb +25, Escape Artist +15, Stealth +11, Knowledge (dungeoneering) +8, Perception +13, Survival +14.
Languages Undercommon
SQ tunnel mobility
ECOLOGY
Environment any underground
Organization solitary, pair, or camp (3–10)
Treasure standard
SPECIAL ABILITIES
Rend (Ex) A gug that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+18 points of damage.
Trample (Ex) Reflex DC 26 half. The save DC is Strength-based.
Tunnel Mobility (Ex) Strangely fexible, gugs are capable of moving through spaces only half as wide as their normal space without squeezing penalties. They must still make Escape Artist checks to squeeze through spaces smaller than half their size.
Skills A gug has a +4 racial bonus on Escape Artist checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Morlock Tribesman
Spoiler:
Morlock Barbarian 4 CR 4 CE Medium monstrous humanoid (Into the Darklands 54)
Init +9; Senses darkvision 120 ft., scent; Perception +8
DEFENSE
AC 17, touch 16, fat-footed 12 (+5 Dex, +1 natural, +1 deflection)
hp 74 (3d8+4d12+35)
Rage Points: 22
Fort +8 Ref +11, Will +6
Immune disease, poison
Weakness light blindness
OFFENSE
Spd 50 ft., Climb 40 ft.
Melee mwk club +10 (1d6+2) and bite +5 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming, fast movement, rage, rage powers, uncanny dodge, trap sense +1
STATISTICS
Str 14, Dex 21, Con 16, Int 5, Wis 14, Cha 6
Base Atk +7; CMB +9
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite)
Skills Acrobatics +22, Climb +23, Stealth +13 (+17 in caverns), Perception +8
Languages Undercommon
SQ expert climber
Gear: masterwork club, ring of protection +1, potion of cure light wounds
SPECIAL ABILITIES
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benef it applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Surprise Accuracy (Ex): The barbarian adds +4 on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to +2 for 1 round against melee attacks. (2 rage points)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f lat footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version
of the spell spider climb, save that they cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16
racial bonus.
Light Blindness (Ex) When exposed to sudden bright light, a morlock is blinded for 1 round. When operating in an area of continual bright light, the morlock takes a –1 circumstance penalty on attack rolls, all saving throws, and all ability and skill checks.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a leap. It can make this attack at any point along the course of the leap, either at the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity when it leaves a threatened square.
Sneak Attack (Ex) A morlock can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied a Dexterity bonus, or when the morlock is flanking.
Swarming (Ex) Morlocks dwell and fght in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same space at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skills a morlock gains a +4 racial bonus on Stealth checks. In caverns, its racial bonus on Stealth
increases to +8. It also has a +16 racial bonus on Climb and Acrobatics checks. A morlock can always choose to take 10 on Climb checks even if rushed or threatened.
Init +9; Senses darkvision 120 ft., scent; Perception +8
DEFENSE
AC 17, touch 16, fat-footed 12 (+5 Dex, +1 natural, +1 deflection)
hp 74 (3d8+4d12+35)
Rage Points: 22
Fort +8 Ref +11, Will +6
Immune disease, poison
Weakness light blindness
OFFENSE
Spd 50 ft., Climb 40 ft.
Melee mwk club +10 (1d6+2) and bite +5 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming, fast movement, rage, rage powers, uncanny dodge, trap sense +1
STATISTICS
Str 14, Dex 21, Con 16, Int 5, Wis 14, Cha 6
Base Atk +7; CMB +9
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite)
Skills Acrobatics +22, Climb +23, Stealth +13 (+17 in caverns), Perception +8
Languages Undercommon
SQ expert climber
Gear: masterwork club, ring of protection +1, potion of cure light wounds
SPECIAL ABILITIES
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benef it applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Surprise Accuracy (Ex): The barbarian adds +4 on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to +2 for 1 round against melee attacks. (2 rage points)
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught f lat footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version
of the spell spider climb, save that they cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16
racial bonus.
Light Blindness (Ex) When exposed to sudden bright light, a morlock is blinded for 1 round. When operating in an area of continual bright light, the morlock takes a –1 circumstance penalty on attack rolls, all saving throws, and all ability and skill checks.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a leap. It can make this attack at any point along the course of the leap, either at the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity when it leaves a threatened square.
Sneak Attack (Ex) A morlock can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied a Dexterity bonus, or when the morlock is flanking.
Swarming (Ex) Morlocks dwell and fght in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same space at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skills a morlock gains a +4 racial bonus on Stealth checks. In caverns, its racial bonus on Stealth
increases to +8. It also has a +16 racial bonus on Climb and Acrobatics checks. A morlock can always choose to take 10 on Climb checks even if rushed or threatened.
Magnamaga
Spoiler:
Magnamaga Morlock Barbarian 11 CR 11 CE Medium monstrous humanoid (Into the Darklands 54)
Init +9; Senses darkvision 120 ft., scent; Perception +14
DEFENSE
AC 20, touch 17, fat-footed 14 (+6 Dex, +1 armor, +2 natural, +1 deflection)
hp 142 (3d8+11d12+57)
Rage Points: 63
Fort +11 Ref +14, Will +8
Damage Reduction 2/-
Immune disease, poison
Weakness light blindness
OFFENSE
Spd 50 ft., Climb 40 ft.
Melee +1 vicious greataxe +18 (1d12+2d6+5/19-20 x3)(+1d6 self) and bite +13 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming, fast movement, rage, rage powers, uncanny dodge, improved uncanny dodge, trap sense +3
STATISTICS
Str 16, Dex 22, Con 16, Int 6, Wis 14, Cha 6
Base Atk +14; CMB +16
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite), Improved Natural Armor, Extra Rage, Improved Critical (Greataxe)
Skills Acrobatics +27, Climb +27, Stealth +14 (+18 in caverns), Perception +14
Languages Undercommon
SQ expert climber
Gear: +1 vicious greataxe, ring of protection +1, bracers of armor +1, Belt of Giant Strength +2. Elemental Gem (Earth)
SPECIAL ABILITIES
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian
cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Greater Rage (Ex): The bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. A barbarian must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
Surprise Accuracy (Ex): The barbarian adds +11 on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to +5 for 1 round against melee attacks. (2 rage points)
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. (8 rage points)
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a free action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 2d6 rounds. (4 rage points)
Terrifying Howl (Su): The barbarian unleashes a terrifying howl as a standard action. All enemies within 30 feet must make a Will save DC 17 or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not) it is immune to this power for 24 hours.(8 rage points)
Uncanny Dodge (Ex): retains Dexterity bonus to AC (if any) even if he is caught f lat footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version
of the spell spider climb, save that they cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16
racial bonus.
Light Blindness (Ex) When exposed to sudden bright light, a morlock is blinded for 1 round. When operating in an area of continual bright light, the morlock takes a –1 circumstance penalty on attack rolls, all saving throws, and all ability and skill checks.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a leap. It can make this attack at any point along the course of the leap, either at the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity when it leaves a threatened square.
Sneak Attack (Ex) A morlock can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied a Dexterity bonus, or when the morlock is flanking.
Swarming (Ex) Morlocks dwell and fght in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same space at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skills a morlock gains a +4 racial bonus on Stealth checks. In caverns, its racial bonus on Stealth
increases to +8. It also has a +16 racial bonus on Climb and Acrobatics checks. A morlock can always choose to take 10 on Climb checks even if rushed or threatened.
Init +9; Senses darkvision 120 ft., scent; Perception +14
DEFENSE
AC 20, touch 17, fat-footed 14 (+6 Dex, +1 armor, +2 natural, +1 deflection)
hp 142 (3d8+11d12+57)
Rage Points: 63
Fort +11 Ref +14, Will +8
Damage Reduction 2/-
Immune disease, poison
Weakness light blindness
OFFENSE
Spd 50 ft., Climb 40 ft.
Melee +1 vicious greataxe +18 (1d12+2d6+5/19-20 x3)(+1d6 self) and bite +13 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming, fast movement, rage, rage powers, uncanny dodge, improved uncanny dodge, trap sense +3
STATISTICS
Str 16, Dex 22, Con 16, Int 6, Wis 14, Cha 6
Base Atk +14; CMB +16
Feats Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (Bite), Improved Natural Armor, Extra Rage, Improved Critical (Greataxe)
Skills Acrobatics +27, Climb +27, Stealth +14 (+18 in caverns), Perception +14
Languages Undercommon
SQ expert climber
Gear: +1 vicious greataxe, ring of protection +1, bracers of armor +1, Belt of Giant Strength +2. Elemental Gem (Earth)
SPECIAL ABILITIES
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage. In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian
cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.
Greater Rage (Ex): The bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. A barbarian must spend 2 rage points to enter greater rage, and must
expend 2 rage points per round to maintain her rage.
Surprise Accuracy (Ex): The barbarian adds +11 on one attack roll. This power is used as a swift action before the roll to hit. (4 rage points)
Guarded Stance (Ex): The barbarian gains a dodge bonus to her Armor Class equal to +5 for 1 round against melee attacks. (2 rage points)
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. (8 rage points)
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a free action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 2d6 rounds. (4 rage points)
Terrifying Howl (Su): The barbarian unleashes a terrifying howl as a standard action. All enemies within 30 feet must make a Will save DC 17 or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not) it is immune to this power for 24 hours.(8 rage points)
Uncanny Dodge (Ex): retains Dexterity bonus to AC (if any) even if he is caught f lat footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex): can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. In effect, a morlock is treated as constantly being under a nonmagical version
of the spell spider climb, save that they cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16
racial bonus.
Light Blindness (Ex) When exposed to sudden bright light, a morlock is blinded for 1 round. When operating in an area of continual bright light, the morlock takes a –1 circumstance penalty on attack rolls, all saving throws, and all ability and skill checks.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a leap. It can make this attack at any point along the course of the leap, either at the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity when it leaves a threatened square.
Sneak Attack (Ex) A morlock can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied a Dexterity bonus, or when the morlock is flanking.
Swarming (Ex) Morlocks dwell and fght in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same space at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skills a morlock gains a +4 racial bonus on Stealth checks. In caverns, its racial bonus on Stealth
increases to +8. It also has a +16 racial bonus on Climb and Acrobatics checks. A morlock can always choose to take 10 on Climb checks even if rushed or threatened.
The Innoportune
Spoiler:
The Innoportune
Size/Type: Tiny Construct
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 10 ft (2 squares)
Armor Class: 15 (+2 Dex, +3 size), touch 15, flat-footed 13
Base Attack/CMB: +1/-2
Attack: Bite +2 melee (1d4-1 plus poison)
Full Attack: Bite +2 melee (1d4-1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 8, Dex 17, Con Ø, Int 10, Wis 12, Cha 7
Skills: Stealth +8, Perception +6
Feats: Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 1
Alignment: Chaotic Evil
Poison (Ex) Injury; Fortitude DC 13; damage 1 Con, 4 rounds, 1 save ends.
Size/Type: Tiny Construct
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 10 ft (2 squares)
Armor Class: 15 (+2 Dex, +3 size), touch 15, flat-footed 13
Base Attack/CMB: +1/-2
Attack: Bite +2 melee (1d4-1 plus poison)
Full Attack: Bite +2 melee (1d4-1 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 8, Dex 17, Con Ø, Int 10, Wis 12, Cha 7
Skills: Stealth +8, Perception +6
Feats: Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 1
Alignment: Chaotic Evil
Poison (Ex) Injury; Fortitude DC 13; damage 1 Con, 4 rounds, 1 save ends.