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Below you will find stats converted to the Pathfinder Beta for the set piece contained in A Memory of Darkness. 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.
Our group consists of 6 rowdy characters so the CR of most creatures have been advanced by 1. This set piece has been commonly commented upon as being not very difficult for a group of 12th level characters. My players were not quite to 12th level and the set piece worked well to get them the extra xp needed to get over the 11th level hump, but I must agree with the masses... Even with the added CR, this was a cakewalk.
Sun Dagger Cult Warrior
Init +8; Senses low-light vision; Perception +5
DEFENSE
AC 30, touch 16, fat-footed 27 (+7 armor, +3 deflection, +3 Dex, +3 shield, +4 natural)
hp 45 (10d8)
Fort +7, Ref +6, Will +3 (+5 against enchantment)
Immune sleep
OFFENSE
Speed 20 ft.
Melee +1 rapier +14 (1d6+2/18–20)
Full Attack +1 rapier +14/+9 (1d6+2/18–20)
Shield Bash +1 rapier +10/+5 (1d6+2/18–20)
and +1 bashing spiked heavy steel shield +10 (2d6+1/x2)
TACTICS
Before Combat If aware of the PCs, the cultists drink their potions of shield of faith +3.
During Combat The cultists attempt to flank one PC at a time and beat them down, all the while shouting for aid. Morale The cultists are fanatics and fight to the death.
Base Statistics AC 22, touch 13, fat-footed 19
STATISTICS
Str 12, Dex 16, Con 11, Int 11, Wis 10, Cha 8
Base Atk +10; CMB +11
Feats Combat Reflexes, Improved Initiative, Weapon Finesse, Two Weapon Fighting, Improved Shield Bash
Skills Intimidate +12, Acrobatics +8, Perception +5
Languages Common, Elven
Combat Gear potion of cure serious wounds, potion of shield of faith +3, potion of barkskin (prepped at 9th level);
Other Gear +2 breastplate, +1 bashing spiked heavy steel shield, +1 rapier, cloak of resistance +1, 50 gp
Cult Sorcerer
Init +3; Senses low-light vision; Perception +3
DEFENSE
AC 24, touch 15, fat-footed 21 (+4 armor, +2 deflection, +3 Dex, +4 shield, +1 natural)
hp 47 (8d6+19)
Resist Electricity/10
Fort +3 (+7 vs poison), Ref +5, Will +6 (+8 against enchantment)
Immune sleep
Mage Armor (Spell/1st): +4 armor bonus to AC, ongoing 11 hrs;
Shield (Spell/1st): +4 shield bonus to AC, ongoing 11 min;
Mirror Image (Spell/2nd): creates 1d4+2 duplicate interweaving images of caster, ongoing 11min;
Bull's Strength (Spell/2nd): adds a +4 enhancement bonus to Strength, ongoing 11min;
Displacement (Spell/3rd): gives 50% concealment on all attacks, ongoing 11 rounds;
Fire Shield (spell/4th): melee attackers take 1d6+11 fire damage from each attack and caster takes half damage from cold effects. Save for half becomes half or no damage.
Stone Skin (Spell/4th) Subject gains DR 10/- all damage prevented in this way is subtracted from a point pool totaling 110. If this point pool reaches zero, the spell ends regardless of the duration remaining, ongoing 110min;
OFFENSE
Speed 30 ft.
Melee flaming claws +6/+6 (1d8+2 /x2 +1d6 fire)
Spells Known (CL 11th, ranged attack +7)
5th (5/day)—cone of cone (DC 19), Summon Monster V, dissmissal (DC 18)
4th (5/day)—ice storm (DC 18), summon monster IV, fire shield, stoneskin
3rd (7/day)—lightning bolt (DC 17), slow (DC 16), fireball (DC 17), displacement, rage (DC 16)
2nd (6/day)—darkness, glitterdust (DC 15), scorching ray (DC 16), shatter (DC 16), mirror image, bull's strength
1st (6/day)—expeditious retreat, magic missile, mage armor, ray of enfeeblement (DC 14), shield, cause fear (DC14)
0 (at will)—acid splash (DC 13), detect magic, detect poison, message, prestidigitation, touch of fatigue (DC 13), read magic, mending, open/close
STATISTICS
Str 10, Dex 14, Con 10, Int 12, Wis 9, Cha 16
Base Atk +5; CMB +5
Feats Combat Casting, Improved Initiative, Spell Focus (evocation), toughness, augment summoning (bloodline feat), empower spell, skill focus (spellcraft)
Skills Knowledge (arcana) +7, Knowledge (the planes) +7, Perception+5, Spellcraft +15 (+19 while casting defensively)
Special Qualities: Claws (ex): claws deal 1d8 damage and are flaming weapons, Demon Resistances (ex), Strength of the Abyss (ex)
Languages Common, Elven
Combat Gear potion of cure moderate wounds (3), scroll (wall of fire and dimension door);
Other Gear ring of protection +2, hat of alluring charisma +2, amulet of natural armor +1,, 300 gp
Howler (Summon Monster IV)
Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +7
Speed: 60 ft. (12 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/CMB: +6/+12
Attack: Bite +10 melee (2d8+5)
Full Attack: Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Quills, howl
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 21, Dex 17, Con 17, Int 6, Wis 14, Cha 8
Skills: Climb +10, Stealth +7, Perception +9, Survival +6 (+8 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: A chaotic-aligned plane
Organization: Solitary, gang (2-4), or pack (6-10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Quills (Ex)
A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
Howl (Ex)
All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.
Kekkanark “One-Claw”
Size/Type: Large Giant
Hit Dice: 6d8+42 (69 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/CMB: +4/+11
Attack: Claw +10 melee (1d6+6)
Full Attack: claw +10 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Modified Rend 1d6+6
Special Qualities: Darkvision 90 ft., low-light
vision, regeneration 5, scent
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 25, Int 6, Wis 9, Cha 6
Skills: Perception + 10
Feats: Alertness, Iron Will, Weapon Focus (claw)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Trolls speak Giant.
Combat
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Modifed Rend (Ex)
If One-Claw hits with both his claw and bite attack, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 1d6+6 points of damage.
Regeneration (Ex)
Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Jingle Fingers
Init +7; Senses low-light vision; Perception + 16
DEFENSE
AC 23, touch 13, fat-footed 14 (+2 Dex, +5 armor, +3 Shield, +1 Dodge, +1 Deflection, +1 Natural)
hp 58 (13d8)
Fort +4, Ref +11, Will +8 (+10 against enchantment, +4 bonus on saving throws
made against bardic performance, sonic, and language-dependent effects)
Immune sleep
OFFENSE
Speed 30 ft.
Melee kukri +8/+3 (1d4–1/18–20)
Ranged +1 light crossbow +13/+9 (1d8+1+1d6 shock/19–20)
Rapid Shot +11/+11/+6 (1d8+1+1d6 shock/19–20)
Special Attacks bardic music 12/day (countersong, fascinate, inspire competence, inspire courage +3, inspire greatness, suggestion, dirge of doom, discordant performance, song of freedom, soothing performance)
Spells Known (CL 10th)
5th (2/day)—mind fog (DC 21), song of discord (DC 21)
4th (4/day)—dominate person (DC 20), freedom of movement, greater invisibility, hold monster (DC 20)
3rd (5/day)—charm monster (DC 19), confusion (DC 19), crushing despair (DC 19), gaseous form, fear (DC 18)
2nd (6/day)—blur, cure moderate wounds, glitterdust (DC 17), silence (DC 17), hold person (DC 18)
1st (6/day)—disguise self, grease, hideous laughter (DC 17), ventriloquism, expeditious retreat, undetectable alignment
0 (at will)—dancing lights, daze (DC 15), ghost sound, message, prestidigitation, resistance, read magic
STATISTICS
Str 8, Dex 16, Con 10, Int 15, Wis 10, Cha 20
Base Atk +9; Grp +8
Feats Combat Casting, Dodge, Mobility, Improved Initiative, Rapid Reload, Rapid Shot, Spell Focus (Enchantment)
Skills Acrobatics +19, Bluff +17, Spellcraft +16, Diplomacy +17, Disguise +17, Intimidate +13, Knowledge (arcana) +21, Knowledge (local) +20, Knowledge (untrained) +8, Perception +16, Perform (comedy) +21, Use Magic Device +21
Languages Common, Elven, Halfling, Gnomish
SQ bardic knowledge, lore master (can take 10 on all knowledge checks. Can take 20 twice per day.)
Combat Gear elemental gem (air elemental), potion of cure serious wounds, potion of invisibility, wand of magic missile (CL 7th);
Other Gear +2 studded leather armor, +2 buckler, +1 light crossbow with 30 bolts, 25 +1 shocking bolts, and one screaming bolt, kukri, ring of protection +1, amulet of natural armor +1, efficient quiver, hat of alluring charisma +2
Vodzur
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 11d8+124 (173 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 31 (-1 size, +14 natural, +7 Armor, +1 insight), touch 9, flat-footed 31
Base Attack/CMB: +11/+18
Attack: Bite +16 melee (6d4+6)
Full Attack: Bite +16 melee (6d4+6) and 2 claws +11 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, stench, improved grab, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.
Saves: Fort +17, Ref +7, Will +9
Abilities: Str 23, Dex 10, Con 31, Int 14, Wis 14, Cha 18
Skills: Climb +19, Spellcraft +16, Stealth +14, Escape Artist +14, Intimidate +18, Perception +24, Survival +14 (+18 following tracks), Knowledge (the planes) +13, Bluff +15, Appraise +13
Feats: Blind-Fight, Cleave, Power Attack, Toughness, Great Cleave, Improved Natural Attack(bite)
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2-4)
Challenge Rating: 12
Treasure: Large +2 breastplate, dusty rose prism (ioun stone), belt of mighty constitution +2, 30 pp
Alignment: Always chaotic evil
A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex)
To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities
At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.
Stench (Ex)
A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poisonare unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
Summon Demon (Sp)
Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Skills
Hezrous have a +8 racial bonus on Perception checks.
Lastly, during the climatic battle with Vodzur. Our love-able, invisible wizard riding on a flying carpet decided it would be nice to cast baleful polymorph on the Hezrou during the first round of the encounter. He ended up with a net result of 27 to overcome the Hezrou's spell resistance. I then proceeded to have the d20 come up a 2 for the demons fortitude save and a whopping 6 for his will save. The result is a very unusual bunny now in the care of our group's druid. Dare I say that it has sharp pointy teeth....
Bunny
Size/Type: Tiny Animal
Hit Dice: 11d10 (162 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Burrow 20 ft. (Soft Earth Only)
Armor Class: 15 (+2 size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple: +11/+14
Attack: Bite +16 melee (1d6+7)
Full Attack: Bite +16/+11 melee (1d6+7)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +16, Ref +9, Will +8
Abilities: Str 21, Dex 14, Con 29, Int 1, Wis 12, Cha 2
Skills: Acrobatics +16, Climb +15, Stealth +8, Perception +7,
Feats: Blind-Fight, Cleave, Power Attack, Toughness, Great Cleave, Improved Natural Attack(bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 7
Combat
Bunnies prefer flight to combat, but they can bite painfully if there is no other option.
Skills
Bunnies have a +8 racial bonus on Climb checks. They also have a +8 racial bonus on Acrobatics checks and can always choose to take 10 on Acrobatics checks, even if rushed or threatened. Bunnies use their Dexterity modifier instead of their Strength modifier for Climb checks.
We all had a good laugh at that. I was very tempted to add the following. DR: 10/Holy Hand Grenade :P J/K