Changes to Second Darkness for Pathfinder (Spoilers)


Second Darkness

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Spider Infested Lobby Pg 20

I pumped them up so they are worth an encounter

GIANT RECLUSE SPIDER CR 3
Male Spider, Giant
Medium Vermin
Init +4; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +4

DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 35 (5d8+5)
Fort +5, Ref +5, Will +1
Immune mind-affecting

OFFENSE
Spd 30 ft., Climbing (30 feet)
Melee Bite (Spider, Giant) +4 (1d6+1)

STATISTICS
Str 12, Dex 18, Con 12, Int -, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 18
Feats
Skills Climb +25, Perception +4, Stealth +8Modifiers +4 Perception in webs, +4 Stealth in webs
Languages
SQ Poison: Bite-injury (DC 15) (Ex)

SPECIAL ABILITIES
+4 Perception in webs +4 Perception in webs
+4 Stealth in webs (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison: Bite-injury (DC 15) (Ex) Poison deals 1d2 STR damage, 1/round for 4rounds, cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.
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The Exchange RPG Superstar 2010 Top 16

Hey, Joey. Thanks for all your hard work here. I'm sure this is going to be aresource that a lot of people will be eager to use in the years to come!

Joey Virtue wrote:
Now there has been a lot of complaints that why are the players going to go through the Echo, we have to remember usually when we are playing DND we are the action heroes we do things that don’t make sense that keep the story going if you have a hard time with that, you might be one of those players who forget we are running around in a world with dragons and people throwing fireballs so sometime things just work and happen.

Joey, this issue has been hashed and rehashed on other boards, and I don't mean to repeat any of that here. But there's a distinction between the setting (fantasy, with dragons and wizards) and the conventions of any pre-written Adventure Path (where the players must agree to follow a storyline's breadcrumbs, as the GM lays them out).

If we were playing an Adventure Path set in a realistic 1930's pulp action game, the same rules about following the storyline would apply, even without a trace of magic in the setting.

The concern people expressed had to do with the presumed AP plot building in one direction, but then sharply veering somewhere entirely new. As you say, things "didn't make sense" to some groups. It threw a lot of players off balance, and several campaigns went off the rails. That has little to do with the genre, and more to do with the nature of pre-written adventures in general.


Chris Mortika wrote:

Hey, Joey. Thanks for all your hard work here. I'm sure this is going to be aresource that a lot of people will be eager to use in the years to come!

I was begining to wonder if anyone besides me even had looked at it thanks for the reassurance LOL


Hall of Memories Pg 20-21

I pumped up the Dretches to make it a combat worth having

DRETCH CR 3
Advanced Demon, Dretch
Small Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +2; Senses Darkvision (60 feet); Perception +8

DEFENSE
AC 18, touch 13, flat-footed 16. . (+2 Dex, +1 size, +5 natural)
hp 40 (3d10+12)
Fort +7, Ref +3, Will +6
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10

OFFENSE
Spd 20 ft.
Melee Bite (Demon, Dretch) +6 (1d4+5) and
Claw x2 (Demon, Dretch) +6 x2 (1d4+5)
*Power Attack figured in
Spell-Like Abilities Cause Fear (1/day), Stinking Cloud (1/day), Summon (level 1, 1 dretch 35%)

STATISTICS
Str 16, Dex 14, Con 18, Int 10, Wis 16, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Power Attack +2/-1, Toughness +3
Skills Acrobatics +5, Bluff +8, Climb +5, Escape Artist +8, Fly +4, Perception +8, Sense Motive +8, Stealth +12
Languages Abyssal; Telepathy (100 feet)

SPECIAL ABILITIES
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack +2/-1 You can subtract from your attack roll to add to your damage.
Summon (level 1, 1 dretch 35%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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Great work Joye! My group is just invading The Observatory so it will be nice to see how you converted Razorhorn and Nolveniss. I hope you'll show more soon so my work will be easier :) although we have only 4 PCs.


Cormac wrote:
Great work Joey! My group is just invading The Observatory so it will be nice to see how you converted Razorhorn and Nolveniss. I hope you'll show more soon so my work will be easier :) although we have only 4 PCs.

This is for only 4 to 5 PCs I didnt bump up any numbers

You have motivated me for today I will try to get all of the Echo posted today


Dangerous Ruins Pg 23

DRIDER (SOR) CR 7
Male Drider (Sorcerer)
Large Aberration
Init +3; Senses Darkvision (120 feet); Perception +15

DEFENSE
AC 21, touch 13, flat-footed 17. . (+3 Dex, -1 size, +8 natural, +1 dodge)
hp 95 (9d8+36)
Fort +7, Ref +6, Will +9
Immune sleep; SR 18

OFFENSE
Spd 30 ft., Climbing (20 feet)
Melee +1 Mace, Heavy +10/+5 (1d8+4) and
Bite (Drider (Sorcerer)) +4 (1d4+1)
Space 10 ft.; Reach 10 ft.
Special Attacks Web (9 HP) (DC 18)
Spell-Like Abilities Clairaudience/Clairvoyance (1/day), Dancing Lights (At will), Darkness (At will), Deeper Darkness (1/day), Detect Good (Constant), Detect Law (Constant), Detect Magic (Constant), Dispel Magic (1/day), Faerie Fire (At will), Levitate (1/day), Suggestion (1/day)
Sorcerer Spells Known (CL 6, +8 melee touch, +8 ranged touch):
3 (DC 16, 4/day)Lightning Bolt
2 (DC 15, 6/day)Mirror Image, Scorching Ray
1 (DC 14, 7/day)Mage Armor, Magic Missile, Shield, Unseen Servant
0 (DC 13)Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Mending, Read Magic

STATISTICS
Str 16, Dex 16, Con 18, Int 15, Wis 16, Cha 16
Base Atk +5/+0; CMB +10; CMD 24
Feats Blind-Fight, Combat Casting, Dodge, Weapon Focus: Bite, Weapon Focus: Mace, Heavy
Skills Climb +23, Fly +1, Intimidate +15, Knowledge: Arcana +11, Perception +15, Spellcraft +14, Stealth +15
Languages Common, Elven, Undercommon
SQ Poison: Bite-injury (DC 18) (Ex)
Combat Gear +1 Mace, Heavy;

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Climbing (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Immunity to Sleep You are immune to sleep effects.
Poison: Bite-injury (DC 18) (Ex) Poison deals 1d2 STR damage, 1/round for 6rounds, cure 1 save.
Spell Resistance (18) You have Spell Resistance.
Web (9 HP) (8/day) (DC 18) (Ex) You can set or toss webbing.
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Laboratory Pg 23-25

I tried to make Ilverae Parastric as an alcemist but I just couldnt get the same challenge that the bard build could

ILVERAE PARASTRIC CR 8
Male Drow Bard 9
CE Medium Humanoid (Elf)
Init +5; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 26, touch 18, flat-footed 21. . (+5 armor, +5 Dex, +3 Nat, +3 Def)
hp 85 (9d8+29)
Fort +6, Ref +11, Will +5
Immune sleep; SR 15
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Thrown Fire +13 1d6
Ranged +1 Crossbow, Hand +12/+7 (1d4+9)
*Arcane Strike and Deadly Aim and bardic Performance figured in
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire
Bard Spells Known (CL 9, +6 melee touch, +9 ranged touch):
3 (DC 18, 4/day)Confusion, Dispel Magic, Displacement, Slow
2 (DC 17, 5/day)Cure Moderate Wounds, Hold Person, Invisibility, Mirror Image
1 (DC 16, 7/day)Cure Light Wounds, Expeditious Retreat, Grease, Hideous Laughter, Unseen Servant
0 (DC 15)Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic

STATISTICS
Str 10, Dex 16/20, Con 12/16, Int 12, Wis 8, Cha 20
Base Atk +6/+1; CMB +6; CMD 27
Feats Arcane Strike, Bard Weapon Proficiencies, Brew Potion, Dark Adept, Deadly Aim +4/-2, Rapid Reload: Crossbow, Hand
Skills Acrobatics +17, Bluff +17, Climb +4, Craft: Alchemy +13, Diplomacy +10, Disguise +10, Escape Artist +10, Fly +17, Intimidate +10, Knowledge: Arcana +12, Knowledge: History +12, Perception +10, Perform: Dance +17, Perform: Sing +17, Ride +9, Sense Motive +17, Sleight of Hand +10, Spellcraft +12, Stealth +10, Use Magic Device +15
Languages Common, Elven, Undercommon
SQ Bardic Knowledge +4 (Ex), Bardic Performance (move action) (25 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Dirge of Doom (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 19) (Su), Bardic Performance: Inspire Competence +3 (Su), Bardic Performance: Inspire Courage +2 (Su), Bardic Performance: Inspire Greatness (1 allies) (Su), Bardic Performance: Suggestion (DC 19) (Sp), Elven Immunities, Elven Magic, Lore Master (1/day) (Ex), Poison Use (Ex), Versatile Dance +17 (Ex), Versatile Singing +17 (Ex), Well Versed (Ex)
Combat Gear +1 Crossbow, Hand, Acid Bolt, Crossbow, Drow Poison Bolt, Crossbow, Fire Bolt, Crossbow, +1 Mithral Chain Shirt; Other Gear Potion of Barkskin +3, Potion of Bear's Endurance, Potion of Cat's Grace, Potion of Cure Serious Wounds, Potion of Levitate, Potion of Shield of Faith +3

SPELLS IN EFFECT
Shield of Faith
Barkskin
Bears Endurance
Cats Grace

SPECIAL ABILITIES
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (25 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim +4/-2 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Rapid Reload: Crossbow, Hand You can reload fast with one type of Crossbow.
Spell Resistance (15) You have Spell Resistance.
Versatile Dance +17 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Singing +17 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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(Made them worth the encounter)

TROGLODYTE LAB CR 2
Male Troglodyte Fighter 2
Medium Humanoid (Reptilian)
Init +4; Senses Darkvision (90 feet); Perception +1
Aura Stench (30 feet, 10 rounds) (DC 14)

DEFENSE
AC 18, touch 10, flat-footed 18. . (+2 armor, +6 natural)
hp 36 (2d10+2d8+8)
Fort +10, Ref +0, Will +1

OFFENSE
Spd 30 ft.
Melee Bite (Troglodyte) +6 (1d4+6) and
Claw x2 (Troglodyte) +7 x2 (1d4+6)
*Power attack and Bardic Performance figured in
STATISTICS
Str 14, Dex 10, Con 14, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 15
Feats Great Fortitude, Improved Initiative, Power Attack +2/-1, Weapon Focus: Claw
Skills Climb +6, Intimidate +4, Stealth +6, Survival +5, Swim +6Modifiers +4 Stealth in rocky areas
Languages Draconic
SQ Bravery +1 (Ex)
Combat Gear Leather;

SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (90 feet) You can see in the dark (black and white vision only).
Power Attack +2/-1 You can subtract from your attack roll to add to your damage.
Stench (30 feet, 10 rounds) (DC 14) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save

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Entry Hall Pg 28-29

This guy is a beast and will be a very challenging fight. He was a CR 8 orginally but in Pathfinder Flesh Golems are Cr 7s so I gave him two levels of Fighter

ELVEN FLESH GOLEM CR 8
Male Golem, Flesh Fighter 2
Large Construct
Init +5; Senses Darkvision (60 feet), Low-Light Vision; Perception +0

DEFENSE
AC 26, touch 14, flat-footed 21. . (+5 Dex, -1 size, +12 natural)
hp 120 (11d10+2)
Fort +6, Ref +8, Will +3
DR 5/adamantine; Immune Construct Traits (+30 HP), ability damage, ability drain, energy drain, exhaustion, fatigue, death and necromancy effects, disease, Immunity to Magic, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
--------------------
OFFENSE
Spd 30 ft.
Melee Slam x2 (Golem, Flesh) +12 x2 (2d8+11)
Ranged +1 Longbow, Composite (Str +5) +13/+8/+3 (2d6+12) and
+1 Longbow, Composite (Str +5) +13/+8/+3 (2d6+12)
*Deadly Aim and Power Attack figured in
Space 10 ft.; Reach 10 ft.
Special Attacks Berserk

STATISTICS
Str 20, Dex 20, Con -, Int -, Wis 11, Cha 2
Base Atk +10/+5/+0; CMB +17; CMD 32
Feats Deadly Aim +6/-3, Power Attack +6/-3
Skills Fly +3, Stealth +1
Languages
SQ Bravery +1 (Ex)
Combat Gear +1 Longbow, Composite (Str +5), +1 Longbow, Composite (Str +5);

SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object sma
Bravery +1 (Ex) +1 Will save vs. Fear
Construct Traits (+30 HP) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effe
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim +6/-3 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. • A magical attack that deals cold or fire damage slows a fl
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
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Meditation Hall pg 29

LARGE WATER ELEMENTALS CR 5
Elemental, Water, Large
Large Outsider (Elemental, Extraplanar, Water)
Init +2; Senses Darkvision (60 feet); Perception +10

DEFENSE
AC 18, touch 12, flat-footed 15. . (+2 Dex, -1 size, +6 natural, +1 dodge)
hp 95 (8d10+32)
Fort +10, Ref +8, Will +3
DR 5/ Immune flanking, critical hits, paralysis, poison, precision damage, sleep, stunning

OFFENSE
Spd 20 ft., Swimming (90 feet)
Melee Slam x2 (Elemental, Water, Large) +9 x2 (1d8+11)
* Power Attack Figured In
Space 10 ft.; Reach 10 ft.
Special Attacks Drench, Vortex (DC 19), Water Mastery

STATISTICS
Str 20, Dex 14, Con 18, Int 6, Wis 12, Cha 11
Base Atk +7/+2; CMB +14; CMD 27
Feats Cleave, Dodge, Great Cleave, Power Attack +6/-3
Skills Acrobatics +9, Escape Artist +11, Fly +0, Knowledge: The Planes +5, Perception +10, Stealth +5, Swim +24
Languages Aquan

SPECIAL ABILITIES
Cleave If you hit a target, you get an extra attack.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Immune to Flanking You are immune to flanking.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Swimming (90 feet) You have a Swim speed.
Vortex (DC 19) (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly s
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply
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Summoner’s Laboratory Pg 29-30

VROCK CR 9
Male Demon, Vrock
Large Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +7; Senses Darkvision (60 feet); Perception +23

DEFENSE
AC 23, touch 12, flat-footed 20. . (+3 Dex, -1 size, +11 natural)
hp 145 (9d10+72)
Fort +16, Ref +13, Will +8
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20

OFFENSE
Spd 30 ft., Flying (50 feet, Average)
Melee Bite (Demon, Vrock) +13 (1d8+12) and
Claw x2 (Demon, Vrock) +13 x2 (2d6+12) and
Talon x2 (Demon, Vrock) +13 x2 (1d6+12)
*Power Attack and Heroism figured in
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities Heroism (1/day), Mirror Image (1/day), Summon (level 3, 1 vrock 35%), Telekinesis (At will), Teleport, Greater (self plus 50 lbs. of objects on

STATISTICS
Str 22, Dex 16, Con 26, Int 14, Wis 16, Cha 16
Base Atk +10/+5; CMB +16; CMD 29
Feats Cleave, Combat Reflexes (3 AoO/round), Improved Initiative, Lightning Reflexes, Power Attack +6/-3
Skills Fly +13, Intimidate +15, Knowledge: The Planes +14, Perception +23, Sense Motive +15, Spellcraft +14, Stealth +11, Survival +15
Languages Abyssal, Celestial, Common; Telepathy (100 feet)
SQ Dance of Ruin (DC 17) (Su), Spores (1 / 3 rounds) (Ex), Stunning Screech (1/hour) (DC 22) (Su)

SPELLS IN EFFECT
Heroism

SPECIAL ABILITIES
Cleave If you hit a target, you get an extra attack.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Dance of Ruin (DC 17) (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flying (50 feet, Average) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.
Spores (1 / 3 rounds) (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Altho
Stunning Screech (1/hour) (DC 22) (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-footradius spread must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Summon (level 3, 1 vrock 35%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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Black Gate 30-31

IXILANO CR 7
Male Aboleth
Huge Aberration (Aquatic)
Init +5; Senses Darkvision (60 feet); Perception +15
Aura Mucus Cloud (DC 20)

DEFENSE
AC 20, touch 9, flat-footed 19. . (+1 Dex, -2 size, +11 natural)
hp 90 (8d8+48)
Fort +8, Ref +5, Will +12

OFFENSE
Spd 10 ft., Swimming (60 feet)
Melee Tentacle x4 (Aboleth) +10 x4 (1d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Slime (DC 20)
Spell-Like Abilities Dominate Monster (3/day), Hypnotic Pattern (At will), Illusory Wall (At will), Mirage Arcana (At will), Persistent Image (At will), Programmed Image (At will), Project Image (At will), Veil (At will)

STATISTICS
Str 20, Dex 12, Con 22, Int 16, Wis 18, Cha 18
Base Atk +4/-1; CMB +13; CMD 24 (can't be Tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus: Tentacle
Skills Bluff +12, Diplomacy +8, Disguise +8, Fly -3, Intimidate +15, Know: History +11, Perception +15, Spellcraft +14, Stealth -7, Swim +24
Languages Aboleth, Aklo, Aquan, Common, Undercommon

SPECIAL ABILITIES
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mucus Cloud (DC 20) (Ex) While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed c
Slime (DC 20) (Ex) A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new 'flesh' is soft and tender, reducing its Constitution score
Swimming (60 feet) You have a Swim speed.
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Gate to Armageddon Pg 30-31

KARDROGAS CR 9
Male Drow Barbarian 10
CE Medium Humanoid (Elf)
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +15

DEFENSE
AC 21, touch 11, flat-footed 18. . (+8 armor, +2 shield, +3 Dex)
hp 150 (10d12+48)
Fort +11, Ref +6, Will +7
Defensive Abilities Improved Uncanny Dodge (Lv >=14), Trap Sense +3; DR 4/ Immune sleep; SR 16
Weakness Light Blindness

OFFENSE
Spd 45 ft.
Melee +1 Greatsword +13/+8 (2d6+17) +1d6 Shock +2d6 Vicious
*Power Attack Figured in
Ranged Masterwork Crossbow, Hand +14/+9 (1d4)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire

STATISTICS
Str 16/20, Dex 16, Con 14/18, Int 10, Wis 10, Cha 12
Base Atk +10/+5; CMB +15; CMD 26
Feats Extra Rage, Improved Critical: Greatsword, Iron Will, Power Attack +6/-3, Weapon Focus: Greatsword
Skills Acrobatics +13, Climb +12, Escape Artist +1, Fly +1, Heal +4, Intimidate +14, Perception +15, Ride +8, Stealth +1, Survival +4, Swim +7
Languages Elven, Undercommon
SQ Elven Immunities, Elven Magic, Fast Movement (Ex), No Escape (1/rage) (Ex), Poison Use (Ex), Rage (30 rounds/day) (Ex), Renewed Vigor 2d8+4 HP (1/day) (Ex)
Combat Gear +1 Greatsword Shocking Vicious, Masterwork Crossbow, Hand, Bolts, Crossbow, +2 Mithral Chainmail, +1 Mithral Buckler;

SPECIAL ABILITIES
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Rage (30 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Vigor 2d8+4 HP (1/day) (Ex) 1/day while raging, heal yourself for 2d8+4 HP
Spell Resistance (16) You have Spell Resistance.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
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Dangerous Denizens Pg 38-39

BABAU CR 6
Medium Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +6; Senses Darkvision (60 feet); Perception +20

DEFENSE
AC 20, touch 12, flat-footed 18. . (+2 Dex, +8 natural)
hp 90 (7d10+35)
Fort +10, Ref +7, Will +6
DR 10/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

OFFENSE
Spd 30 ft.
Melee Bite (Demon, Babau) +13 (1d6+6) and
Claw x2 (Demon, Babau) +13 x2 (1d6+6) or
Masterwork Longspear +14/+9 (1d8+9) and Bite (Demon, Babau) +8 (1d6+3)
Special Attacks Sneak Attack +2d6
Spell-Like Abilities Darkness (At will), Dispel Magic (At will), See Invisibility (Constant), Summon (level 3, 1 babau at 40%), Teleport, Greater (self plus 50 lbs. of objects on

STATISTICS
Str 22, Dex 14, Con 20, Int 14, Wis 14, Cha 16
Base Atk +7/+2; CMB +13; CMD 25
Feats Combat Reflexes (2 AoO/round), Improved Initiative, Iron Will, Skill Focus: Stealth
Skills Acrobatics +12, Climb +13, Disable Device +12, Escape Artist +12, Perception +20, Sense Motive +12, Sleight of Hand +12, Stealth +23
Languages Abyssal, Celestial, Draconic; Telepathy (100 feet)
SQ Protective Slime (Su)
Combat Gear Masterwork Longspear;

SPECIAL ABILITIES
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of apportunity per round, and may make them while flat-footed.
Damage Reduction (10/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weap
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (17) You have Spell Resistance.
Summon (level 3, 1 babau at 40%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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Dangerous Denizens continued Pg 38-39

I converted the Blast Shadow lost some HP but still tough

BLAST SHADOW CR 5
Male Blast Shadow
Medium Undead (Fire)
Init +8; Senses Darkvision (60 feet); Perception +12
Aura Cloud of Smoke and Fire

DEFENSE
AC 18, touch 14, flat-footed 14. . (+4 Dex, +4 natural)
hp 70 (7d8+21)
Fort +5, Ref +6, Will +7
Immune ability drain, death effects, energy drain, exhaustion, fatigue, fire, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits
Weakness Vulnerability to Cold

OFFENSE
Spd 40 ft.
Melee Claw x2 (Blast Shadow) +10 x2 (1d8+3+1d6 Fire)
Special Attacks Death Burst of Fire (DC 16), Flaming Attack

STATISTICS
Str 16, Dex 18, Con -, Int 10, Wis 14, Cha 16
Base Atk +5; CMB +8; CMD 22
Feats Improved Initiative, Toughness +7, Weapon Finesse, Weapon Focus: Claw
Skills Acrobatics +14, Climb +13, Perception +12, Stealth +14
Languages Common

SPECIAL ABILITIES
Cloud of Smoke and Fire (Su) A blast shadow can, as a free action, surround itself with a cloud of smoke that burns living flesh. While active, the blast shadow gains concealment, and all living creatures within 5 feet take 1d6 points of fire damage per round. If the blast shado
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Burst of Fire (DC 16) (Su) When a blast shadow is reduced to 0 or fewer hit points, it explodes in a blast of flame. All creatures within 30 feet take 5d6 points of fire damage. A Reflex save results in half damage.
Flaming Attack (Su) All Melee Attacks cause an additional 1d6 Fire Damage
Immune to Ability Drain Immune to ability drain
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Fire You are immune to fire damage.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage
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Dangerous Denizens continued Pg 38-39

Shadow Creatures (I got rid of the ghouls and you can have either 3 shadows or 2 Mastiffs)

SHADOW CREATURE (SHADOW) CR 5
Male Shadow
Medium Undead (Incorporeal)
Init +6; Senses Darkvision (60 feet); Perception +10

DEFENSE
AC 16, touch 16, flat-footed 13. . (+2 Dex, +3 deflection, +1 dodge)
hp 50 (6d8+18)
Fort +5, Ref +4, Will +6
Defensive Abilities Channel Resistance +2, Incorporeal; Immune ability drain, death effects, energy drain, exhaustion, fatigue, physical ability damage, critical hits, disease, mind-affecting, non-lethal damage, paralysis, poison, precision damage, sleep, stunning, Undead Traits

OFFENSE
Spd 0 ft., Flying (40 feet, Good)
Melee Touch attack +6 (1d6 Str )

STATISTICS
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 16
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Skill Focus: Perception
Skills Fly +13, Perception +10, Stealth +10Modifiers +4 Stealth in dim light, -4 in bright light
Languages
SQ Create Spawn (Su), Strength Damage (Su)

SPECIAL ABILITIES
+4 Stealth in dim light, -4 in bright light (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flying (40 feet, Good) You can fly!
Immune to Ability Drain Immune to ability drain
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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SHADOW CREATURE (MASTIFF) CR 5
Male Shadow Mastiff
Medium Outsider (Evil, Extraplanar)
Init +7; Senses Darkvision (60 feet), Scent; Perception +10

DEFENSE
AC 18, touch 13, flat-footed 15. . (+3 Dex, +5 natural)
hp 70 (6d10+24)
Fort +9, Ref +8, Will +5

OFFENSE
Spd 50 ft.
Melee Bite (Shadow Mastiff) +9 (1d6+13)
* Power attack Figured in
STATISTICS
Str 20, Dex 16, Con 18, Int 4, Wis 12, Cha 14
Base Atk +6/+1; CMB +11; CMD 24
Feats Improved Initiative, Iron Will, Power Attack +4/-2
Skills Perception +10, Stealth +12, Survival +10
Languages
SQ Bay (DC 17) (Su), Shadow Blend (Su)

SPECIAL ABILITIES
Bay (DC 17) (Su) When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves ca
Darkvision (60 feet) You can see in the dark (black and white vision only).
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, ho
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The Assassin Pg 39

(This guy was a fun conversion and really deadly)

ARKAXIS CR 9
Male Drow Assassin 5 Rogue 5
CE Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +15

DEFENSE
AC 22, touch 16, flat-footed 17. . (+6 armor, +4 Dex, +1 deflection, +1 dodge)
hp 75 (10d8+13)
Fort +5, Ref +12, Will +4
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=14), Trap Sense +1; Immune sleep; Resist +2 Save Bonus against Poison; SR 16
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +1 Dagger, Punching +9 (1d4+1 19-20x3) and
+1 Rapier +9/+4 (1d6+2)
Ranged Masterwork Crossbow, Hand +11/+6 (1d4)
Special Attacks Death Attack (DC 18), Sneak Attack +6d6
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire

STATISTICS
Str 12, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +6/+1; CMB +7; CMD 23
Feats Ability Focus: Death Attack, Assassin Weapon Proficiencies, Dark Adept, Dodge, Mobility, Rogue Weapon Proficiencies, Spring Attack, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +15, Bluff +10, Climb +6, Diplomacy +10, Disable Device +12, Disguise +13, Escape Artist +14, Heal +4, Perception +15, Sense Motive +10, Sleight of Hand +14, Stealth +15, Survival +5, Swim +5, Use Magic Device +13
Languages Abyssal, Common, Draconic, Elven, Undercommon
SQ Elven Immunities, Elven Magic, Hidden Weapons +5 (Ex), Poison Use, Poison Use (DC 2) (Ex), Trapfinding +2, True Death (DC 20) (Su)
Combat Gear +1 Rapier, Bolts, Crossbow, Drow Poison Bolt, Crossbow, Masterwork Crossbow, Hand, +2 Mithral Chain Shirt, +1 Keen Dagger, Punching; Other Gear Cloak of Resistance, +1, Hat of Disguise, Potion of Cure Moderate Wounds, Potion of Cure Serious Wounds, Potion of Displacement, Potion of Haste, Ring of Protection, +1, Wand of Invisibility

SPECIAL ABILITIES
+2 Save Bonus against Poison +2 bonus to saves vs Poison.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Death Attack (DC 20) (Ex) You can kill or render a target helpless for 1d6+5 rounds with a prepared sneak attack.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Hidden Weapons +5 (Ex) You gain +5 to Sleight of Hand checks made to hide weapons on your person.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (16) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
True Death (DC 20) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 20 caster level check.
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Seasonal Constellations PG 40-42

I made him a fighter instead of a Warrior I hate NPC Classes

LAGROZAN, SLAVE MASTER CR 8
Male Troglodyte Fighter 8
Medium Humanoid (Reptilian)
Init +2; Senses Darkvision (90 feet); Perception +8
Aura Stench (30 feet, 10 rounds) (DC 18)

DEFENSE
AC 24, touch 11, flat-footed 22. . (+7 armor, +2 Dex, +6 natural, -2 Lunge Pen )
hp 106 (8d10+2d8+30)
Fort +14, Ref +5, Will +5

OFFENSE

Spd 30 ft.
Melee +1 Morningstar +11/+6 (1d8+10) and
Bite (Troglodyte) +8 (1d4+4) and
Claw (Troglodyte) +8 (1d4+4)
* Power Attack Figured In

STATISTICS
Str 16, Dex 14, Con 17, Int 10, Wis 12, Cha 11
Base Atk +10/+5; CMB +12; CMD 23
Feats Combat Reflexes (2 AoO/round), Disruptive, Great Fortitude, Iron Will, Lunge, Multiattack, Power Attack +6/-3, Step Up, Weapon Focus: Mace, Heavy, Weapon Specialization: Mace, Heavy
Skills Acrobatics +1, Climb +6, Escape Artist +1, Fly +1, Handle Animal +4, Heal +5, Intimidate +11, Perception +8, Ride +1, Stealth +13, Survival +5, Swim +6Modifiers +4 Stealth in rocky areas
Languages Draconic
SQ Armor Training 2 (Ex), Bravery +2 (Ex), Weapon Training: Natural +1 (Ex)
Combat Gear +1 Morningstar, Patchwork Armor ; Other Gear Potion of Haste

SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Disruptive Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your thre
Lunge You can strike foes that would normally be out of reach.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Stench (30 feet, 10 rounds) (DC 18) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 st
Step Up You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate
Weapon Training: Natural +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons
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Razorhorn’s Lair Pg 43-44

(Razorhorn was a challenge because of the changes to Dragon in Pathfinder he is now a young green dragon and I gave him two bonus HD)

RAZORHORN CR 8 or 9
Male Dragon, Green, Young
Large Dragon (Air)
Init +1; Senses Blindsense (60 feet), Darkvision (120 feet), Dragon Senses, Low-Light Vision; Perception +20

DEFENSE
AC 20, touch 10, flat-footed 19. . (+1 Dex, -1 size, +10 natural)
hp 155 (11d12+44)
Fort +11, Ref +8, Will +11
Immune acid, paralysis, sleep

OFFENSE
-
Spd 40 ft., Flying (200 feet, Poor), Swimming (40 feet)
Melee Horn (Dragon, Green, Young) +13 (3d6+18) and
Claw x2 (Dragon, Green, Young) +13 x2 (1d8+12) and
Tail Slap (Dragon, Green, Young) +8 (1d8+18) and
Wing x2 (Dragon, Green, Young) +8 x2 (1d6+6)
* Power Attack figured in
Space 10 ft.; Reach 5 ft. 10ft W/horn
Special Attacks Breath weapon (40-ft. cone, 6d6 acid, every 1d4 rounds
Spell-Like Abilities Entangle (At will)

STATISTICS
Str 22, Dex 12, Con 18, Int 12, Wis 14, Cha 12
Base Atk +10/+5/+0; CMB +18; CMD 29 (33 vs. Trip)
Feats Alertness, Cleave, Great Cleave, Improved Natural Attack: Bite (Dragon, Green, Young), Iron Will, Power Attack +6/-3
Skills Appraise +5, Bluff +5, Climb +10, Diplomacy +5, Fly +9, Knowledge: Nature +14, Perception +20, Sense Motive +8, Spellcraft +15, Stealth +10, Survival +15, Swim +26
Languages Common, Draconic
SQ Water Breathing (Ex), Woodland Stride (Ex)

SPECIAL ABILITIES
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath weapon (40-ft. cone, 6d6 acid, every 1d4 rounds, Ref half) (DC 19) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction
Cleave If you hit a target, you get an extra attack.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Flying (200 feet, Poor) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Swimming (40 feet) You have a Swim speed.
Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its Breath weapon, spells, and other abilities while submerged.
Woodland Stride (Ex) A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
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The Grand Observatory Pg 45-46

NOLVENISS AZRINAE CR 10
Male Drow Wizard 11
CE Medium Humanoid (Elf)
Init +7; Senses Darkvision (120 feet), Low-Light Vision; Perception +18

DEFENSE
AC 23, touch 14, flat-footed 20. . (+4 armor, +3 Dex, +1 natural, +1 deflection +4 Shield)
hp 60 (11d6+14)
Fort +6, Ref +8, Will +10
Immune sleep; SR 17
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Staff of Dark Flame +6 (1d6+1)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire
Wizard Spells Known (CL 11, +5 melee touch, +8 ranged touch):
6 (DC 21, 1/day)Disintegrate, Mislead
5 (DC 20, 3/day)Shadow Conjuration, Extend, Fireball, Empow, Fireball, Empow, Shadow Evocation
4 (DC 19, 4/day)Enervation, Invisibility, Greater, Phantasmal Killer, Phantasmal Killer, Stoneskin
3 (DC 18, 5/day)Magic Missile, Empow, Dispel Magic, Dispel Magic, Displacement, Fly, Lightning Bolt
2 (DC 17, 5/day)Invisibility, Mirror Image, Scorching Ray, Scorching Ray, Scorching Ray, See Invisibility
1 (DC 16, 6/day)Color Spray, Magic Missile, Magic Missile, Magic Missile, Ray of Enfeeblement, Shield, Shield
0 (DC 15)Detect Magic, Ghost Sound, Mage Hand, Read Magic

STATISTICS
Str 10, Dex 16, Con 12, Int 18/20, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 23
Feats Empower Spell, Extend Spell, Greater Spell Focus: Illusion, Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus: Illusion, Spell Penetration, Drow Tattoo (Same as Varisian Tattoo): Illusion, Wizard Weapon Proficiencies
Skills Acrobatics +10, Appraise +9, Fly +15, Heal +5, Knowledge: Arcana +18, Knowledge: Geography +16, Knowledge: History +16, Knowledge: The Planes +18, Linguistics +13, Perception +18, Ride +7, Sense Motive +3, Spellcraft +18, Stealth +6, Survival +5
Languages Aboleth, Abyssal, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Infernal, Thassilonian, Undercommon
SQ Arcane Familiar Nearby, Blinding Ray (8/day) (Sp), Conjuration, Deliver Touch Spells Through Familiar (Su), Elven Immunities, Elven Magic, Empathic Link with Familiar (Su), Enchantment, Extended Illusions (+5r) (Su), Illusion, Invisibility Field (11 rounds/day) (Sp), Poison Use (Ex), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Combat Gear Staff of Dark Flame; Other Gear Amulet of Natural Armor +1, Bracers of Armor, +4, Cloak of Resistance, +2, Handy Haversack (1 @ 0 lbs), Headband of Vast Intelligence, +2: Perception, Potion of Cure Serious Wounds, Ring of Protection, +1

SPECIAL ABILITIES
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blinding Ray (8/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Illusions (+5r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Greater Spell Focus: Illusion +1 to the Save DC of spells from one school.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Invisibility Field (11 rounds/day) (Sp) Become Invisible as Swift Action for wizard level rounds per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Illusion Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spell Resistance (17) You have Spell Resistance.
Drow Tattoo: Illusion +1 caster level for spells from one school, 0-level spell like ability.
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VEZZART CR 2
Male Demon, Quasit
Tiny Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +6; Senses Darkvision (60 feet); Perception +7

DEFENSE
AC 22, touch 14, flat-footed 20. . (+2 Dex, +2 size, +8 natural)
hp 30 (3d10+1); Fast Healing 2
Fort +3, Ref +5, Will +8
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16

OFFENSE
Spd 20 ft., Flying (50 feet, Perfect)
Melee Bite (Demon, Quasit) +9 (1d4-1) and
. . Claw x2 (Demon, Quasit) +9 x2 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Cause Fear 30ft radius, Commune, Detect Good, Detect Magic, Invisibility

STATISTICS
Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +7; CMB +5; CMD 14
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Appraise +1, Bluff +6, Fly +26, Heal +2, Intimidate +6, Knowledge: The Planes +13, Linguistics +5, Perception +7, Ride +3, Spellcraft +10, Stealth +16, Survival +2
Languages Abyssal, Common; Telepathy (Touch)
SQ Alternate Form (Su), Improved Evasion (Ex), Poison: Claw—Injury (DC 11) (Ex)

SPECIAL ABILITIES
Alternate Form (Su) You can assume the form of a bat, monstrous centipede, toad or wolf.
Cause Fear 30ft radius (1/day) (Sp) Cause Fear (DC 11) 1/day, 30ft radius
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Fast Healing 2 (Ex) You heal damage every round if you have > 1 HP.
Flying (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Claw—Injury (DC 11) (Ex) Poison deals 1d2 DEX damage, 1/round for 6rounds, cure 1 save.
Spell Resistance (16) You have Spell Resistance.
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
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Additional Encounter in Celwynvian

The Fluted Goblin had attracted a couple of Drow Necromancers who were doing research on the spell and idea of recorporeal incarnation well they in turn attracted two ancient residents of Celwynvian who failed in there attemp to become lichs during earth fall and came back as Lich Shades (great creature from Tomb of Horrors III)

The PCs will ingage a Drow Arcanist outside the Fluted Goblin and suddenly one of his spells doesn't work two rounds in a row and out of the Fluted Goblin come two Lich Shades (this is a very difficult encounter maybe only need one) The Shades begin to destroy the Arcanist and any Spell Casting PCs, once they are defeated, if the PCs search the Goblin they find Fisaria's notes on Recorporeal Incarnation and hopfully realize how bad this could of been for the Elves of Crying Leaf. The PCs will be rewards 2 BP for turning the notes over to Eviana Nirgassan. (who contacts Giseil Voslil to help with the notes and the spell)

So the Lich Shade

LICH SHADE CR 9
Male Lich Shade
Medium Undead (Evil)
Init +6; Senses Darkvision (60 feet), Spell Sense; Perception +24
Aura Spell Leech (DC 22)

DEFENSE
AC 20, touch 12, flat-footed 18. . (+2 Dex, +8 natural)
hp 126 (14d8+42)
Fort +9, Ref +8, Will +12
Defensive Abilities Channel Resistance +2; DR 15/bludgeoning, 15/magic; Immune ability drain, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits; Resist cold 10, electricity 10; SR 22

OFFENSE
Spd 30 ft.
Melee Claw x2 (Lich Shade) +13 x2 (1d6+3)
Special Attacks Death Throes (DC 20), Spell Leech (DC 22)

STATISTICS
Str 16, Dex 14, Con -, Int 20, Wis 16, Cha 16
Base Atk +10/+5; CMB +13; CMD 25
Feats Alertness, Brew Potion, Craft Wondrous Item, Great Fortitude, Improved Initiative, Lightning Reflexes, Stealthy
Skills Craft: Alchemy +22, Craft: Phylactery +22, Escape Artist +4, Knowledge: Arcana +22, Knowledge: The Planes +22, Perception +24, Sense Motive +24, Spellcraft +22, Stealth +23, Use Magic Device +20
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ Chilling Touch (DC 20) (Su)

SPECIAL ABILITIES
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Chilling Touch (DC 20) (Su) A lich shade's touch is supernaturally cold. a creature hit by one of its claw attacks must succeed a Fortitude save or be dazed for one round. The save DC is Charisma-based
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Throes (DC 20) (Ex) If reduced to 0 or less hit points, a lich shade crumbles to a pile of dust. Creatures within 10 feet fall into fits of sneezing and choking and must succeed a Fortitude save or take 2d6 point of Constitution damage.
Immune to Ability Drain Immune to ability drain
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Spell Leech (DC 22) (Su) Whenever a spellcaster within 50ft of a lich shade attempts to cast a spell he or she must succeed on a Will save or lose the spell. The lost spell is transferred to the lich shade
Spell Resistance (22) You have Spell Resistance.
Spell Sense (Su) A lich shade can can automatically pinpoint the location of any spellcaster within 100 feet. This functions similar to a discern location spell (caster level equals the lich shade's Hit Dice). This ability can be negated of dispelled but the lich sha
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Complete Write up on Death Throes and Spell Leech
Spell Leech
Whenever a spellcaster within 50ft of a lich shade attempts to cast a spell he or she must succeed on a Will save or lose the spell. The lost spell is transferred to the lich shade who can use the magical energy in one of several ways (choosen at the time the spell is leeched).

---The lich shade can cast the spell on its next turn with a caster level equal to its Hit Dice. The lich shade is not required to have any of the material components needed to power the spell
---Release the spell as an eldritch bolt of pure magical energy in a line as a standard action on its next turn. The line is 50ft long and affects a single target. This requires a ranged touch attack. If successful the target takes 1d6 point of damage per two levels of spell (minimum 1d6 points of damage)
---Immediately absorb the energy and gain a number of temporary hit points equal to the spell level times four. This is an immediate action

The save DC is Charisma-based and includes a plus 2 racial bonus.

Death Throes
If reduced to 0 or less hit points, a lich shade crumbles to a pile of dust. Creatures within 10 feet fall into fits of sneezing and choking and must succeed a Fortitude save or take 2d6 point of Constitution damage. One minute later creatures that failed the first save need to make a second Fortitude save to avoid another 1d6 points of Constitution damage. A creature that succeeds on the Fortitude save is still coughing and choking (treat as nauseated) for 2d4 rounds. The save DC is Charisma based

A lich shade facing certain defeat can willing destroy itself, causing its Death Throes ability to manifest.


Lament for Emerald Rains

I like this Set Piece, it should be very easy to set within this adventure Im going to use Music of the Night adventure hook and send them in before the Initial Assault, because the Elves worry bout what they could be doing at the Coliseum of Mask and Lyre.


Render’s Lair Pg 68

(I converted the Grey Render over to Pathfinder)

GREY RENDER CR 8
Male Grey Render
Large Magical Beast
Init +0; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +14

DEFENSE
AC 19, touch 9, flat-footed 19. . (-1 size, +10 natural)
hp 150 (10d10+70)
Fort +14, Ref +7, Will +4

OFFENSE
Spd 30 ft.
Melee Bite (Grey Render) +13 (2d6+13) and
Claw x2 (Grey Render) +13 x2 (1d6+13)
* Power Attack Figured in
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 24, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Base Atk +9/+4; CMB +18 (+22 Bull Rushing+22 Grappling); CMD 28 (30 vs. Bull Rush30 vs. Grapple)
Feats Greater Bull Rush, Greater Grapple, Improved Bull Rush, Improved Grapple, Power Attack +6/-3
Skills Fly -2, Perception +14, Stealth +2, Survival +5
Languages
SQ Improved Grab (Ex), Rending Bite (Ex)

SPECIAL ABILITIES
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greater Bull Rush Your bull rush attacks throw enemies off balance.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the
Greater Grapple Maintaining a grapple is second nature to you.
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Grab (Ex) If you hit with a Bite, start a grapple and Rend
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Rending Bite (Ex) Causes 2d6+10 damage if you hit with bite and win Grapple.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Rotunda Pg 69

ASSASSIN VINES CR 3
Large Plant
Init +0; Senses Blindsight (30 feet), Low-Light Vision; Perception +2

DEFENSE
AC 15, touch 9, flat-footed 15. . (-1 size, +6 natural)
hp 35 (4d8+12)
Fort +7, Ref +1, Will +3
Immune electricity, mind-affecting, paralysis, poison, polymorph, sleep, stunning, Plant Traits; Resist cold 10

OFFENSE
Spd 5 ft.
Melee Constrict (Assassin Vine) +7 (1d8+7) and
Slam (Assassin Vine) +7 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab

STATISTICS
Str 20, Dex 10, Con 16, Int -, Wis 14, Cha 9
Base Atk +2; CMB +9 (+13 Grappling); CMD 19
Feats
Skills Fly -2, Stealth -4
Languages
SQ Camouflage (Ex), Entangle (DC 14) (Su)

SPECIAL ABILITIES
Blindsight (30 feet) Sense things and creatures without seeing them.
Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perce
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Entangle (DC 14) (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based.
Grab (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
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Shrine Pg 70-71

WILL-O’-WISP CR 6
Small Aberration (Air)
Init +14; Senses Darkvision (60 feet); Perception +17

DEFENSE
AC 27, touch 27, flat-footed 16. . (+10 Dex, +1 size, +5 deflection, +1 dodge)
hp 40 (9d8)
Fort +3, Ref +13, Will +9
Immune Immunity to Magic

OFFENSE
Spd 0 ft., Flying (50 feet, Perfect)
Melee Shock +17(2d8)
Special Attacks Shock 2d8

STATISTICS
Str 2, Dex 30, Con 10, Int 16, Wis 16, Cha 14
Base Atk +7/+2; CMB +1; CMD 27
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +22, Bluff +11, Escape Artist +22, Fly +32, Intimidate +10, Perception +17, Sense Motive +5, Stealth +26, Survival +10
Languages Aklo, Common, Elven, Giant
SQ Feed on Fear (Su), Natural Invisibility (Ex)

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Flying (50 feet, Perfect) You can fly!
Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Shock 2d8 The Will-o'-Wisp deals 2d8 electricity damage with a melee touch attack.
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Morning Auditorium Pg 71-72

(Shock Lizards really don't do anything but make the Shambling Mound better so im not even putting their stats)

SHAMBLING MOUND CR 6
Large Plant
Init +0; Senses Low-Light Vision; Perception +11

DEFENSE
AC 19, touch 9, flat-footed 19. . (-1 size, +10 natural)
hp 100 (9d8+45)
Fort +11, Ref +5, Will +5
Immune electricity, mind-affecting, paralysis, poison, polymorph, sleep, stunning; Resist fire 10

OFFENSE
Spd 20 ft., Swimming (20 feet)
Melee Constrict (Shambling Mound) +9 (2d6+10) and
Slam x2 (Shambling Mound) 2d6+10 x2)
*Power Attack Figured in
Space 10 ft.; Reach 10 ft.
Special Attacks Grab

STATISTICS
Str 22, Dex 10, Con 20, (electric Fortitude added in) Int 7, Wis 10, Cha 9
Base Atk +5/+0; CMB +13 (+17 Grappling); CMD 23
Feats Cleave, Iron Will, Lightning Reflexes, Power Attack +4/-2, Weapon Focus: Slam
Skills Fly -2, Perception +11, Stealth +8, Swim +14Modifiers +8 Stealth in swamps or forest
Languages Common, Sylvan
SQ Electric Fortitude (Ex)

SPECIAL ABILITIES
+8 Stealth in swamps or forest (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Cleave If you hit a target, you get an extra attack.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Electric Fortitude (Ex) Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.
Grab (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Swimming (20 feet) You have a Swim speed.
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Ossuary Pg 72-73

(She is really strong maybe should of made her a 7th level not an 8th level I want to add somthing like bringing back somthing the drow stole will help her rest or become sane and back to being the Muse)

JOCHAREIL CR 9
Female Aasimar Bard 8
CE Medium Undead (Augmented Outsider, Incorporeal)
Init +2; Senses Darkvision (60 feet); Perception +23

DEFENSE
AC 19, touch 19, flat-footed 16. . (+2 Dex, +6 deflection, +1 dodge)
hp 100 (8d8+50)
Fort +8, Ref +8, Will +8
Defensive Abilities Channel Resistance +4, Incorporeal, Rejuvenation; Immune critical hits, precision damage, Undead Traits; Resist acid 5, cold 5, electricity 5

OFFENSE
Spd 30 ft., Flying (30 feet, Perfect)
Melee Unarmed Strike +8/+3 (1d3+2)
Special Attacks Corrupting Gaze (DC 20), Corrupting Touch 9d6 (DC 20), Frightful Moan (DC 20),
Spell-Like Abilities Daylight
Bard Spells Known (CL 8, +8 melee touch, +8 ranged touch):
3 (DC 19, 3/day)Confusion, Crushing Despair, Deep Slumber
2 (DC 18, 6/day)Blindness/Deafness, Blur, Hold Person, Sound Burst
1 (DC 17, 6/day)Grease, Hideous Laughter, Silent Image, Unseen Servant, Ventriloquism
0 (DC 16)Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic

STATISTICS
Str -, Dex 14, Con -, Int 12, Wis 14, Cha 22
Base Atk +6/+1; CMB +8; CMD 27
Feats Bard Weapon Proficiencies, Dodge, Eschew Materials, Extra Performance, Mobility
Skills Acrobatics +13, Bluff +17, Diplomacy +17, Fly +29, Intimidate +12, Knowledge: History +12, Perception +23, Perform: Oratory +17, Perform: Sing +17, Sense Motive +17, Spellcraft +12, Stealth +20
Languages Celestial, Common, Elven
SQ Bardic Knowledge +4 (Ex), Bardic Performance (move action) (30 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Dirge of Doom (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 20) (Su), Bardic Performance: Inspire Competence +3 (Su), Bardic Performance: Inspire Courage +2 (Su), Bardic Performance: Suggestion (DC 20) (Sp), Lore Master (1/day) (Ex), Telekinesis (Su), Versatile Oratory +17 (Ex), Versatile Singing +17 (Ex), Well Versed (Ex)

SPECIAL ABILITIES
Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (30 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 20) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 20) (Sp) Make a Suggestion to one Fascinated creature.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Gaze (DC 20) (Su) [choice of abilities] Make Fort save or 2d10 damage + 1d4 Charisma damage.
Corrupting Touch 9d6 (DC 20) (Su) 9d6 damage from Touch attack.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Draining Touch (Su) [choice of abilities] Drain 1d4 ability points, heal 5HP with touch attack.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Flying (30 feet, Perfect) You can fly!
Frightful Moan (DC 20) (Su) [choice of abilities] Make Will save or panic for 2d4 rounds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
[Mobility +4 to AC against some attacks of opportunity.
Rejuvenation (Su) Ghosts can return after a few days.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Versatile Oratory +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Singing +17 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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Hey Joey, I have a question about HeroLab:

How do you get it to spit out the statblocks in that format? Do you recommend I buy it? (I am the GM)


Cesare wrote:

Hey Joey, I have a question about HeroLab:

How do you get it to spit out the statblocks in that format? Do you recommend I buy it? (I am the GM)

Output active hero in BBCode

I love the program its great if you run Second Darkness I will give you all the files for second darkness


Joey, please send the Second Darkness files for A memory of Darkness and Descent into Midnight to silverhair2008 (at) hotmail (dot) com.


Joey,

I downloaded the demo and was playing around with it, when I came across a couple of issues. First, do you have to manually configure buffs (from spells) in the adjustment tab? It would be a pain in the ass to do so. Also, do I have to manually configure a temporary ability like wildshape?

Sorry about these questions, but the program is a bit overwhelming.


silverhair2008 wrote:
Joey, please send the Second Darkness files for A memory of Darkness and Descent into Midnight to silverhair2008 (at) hotmail (dot) com.

Sent


Joey, got them and you are right there was a lot of them. Thank you. Please keep me posted when you do any more.


silverhair2008 wrote:
Joey, got them and you are right there was a lot of them. Thank you. Please keep me posted when you do any more.

I have them all done it just takes me a little while to format them and set them up to go along with the APs. But all this work and ive had like 3 other people look at it


I think many more have looked at them, they just haven't posted. Also, it might be that there are few running Second Darkness at the present. Anyway, I appreciate what you've done. We are in the 5th chapter and I wish I had seen your material a lot earlier. We have been at this over a year.


silverhair2008 wrote:
I think many more have looked at them, they just haven't posted. Also, it might be that there are few running Second Darkness at the present. Anyway, I appreciate what you've done. We are in the 5th chapter and I wish I had seen your material a lot earlier. We have been at this over a year.

Yeah I just started this a few weeks ago when the Bestiary came out. That email I sent you has the stuff for all 6 chapters


I'm running SD and just bought Hero Lab a couple days ago - could I get the files too? It's geek dot related at gmail dot com. Thanks in advance...

This is really good work. And I was trying to figure out how to print out stat blocks myself, thanks for the tip there.


Can you send me the SD files as well? Mine is: shinwonmoon (at) hotmail (dot) com.


Sent there a bunch and you have to download and save them and open them with hero lab


silverhair2008 wrote:
I think many more have looked at them, they just haven't posted. Also, it might be that there are few running Second Darkness at the present. Anyway, I appreciate what you've done. We are in the 5th chapter and I wish I had seen your material a lot earlier. We have been at this over a year.

Joey, just wanted to say that I used some of your conversions yesterday, from the Academy of Arts up to the Observatory. Thanks for putting in the work.

Interestingly, I also had the drow necromancers researching recorporeal incarnation. When the PCs recovered their notes, the elves took them to Kyonin for refinement and use in the next book.


Endless Night

So here is my work on Endless Night I see this a great spot to add some really cool extra encounters when the PCs are working for the House Vonnarc, I myself like quite a few WOC Underdark I mean Darklands monsters that I would like to add in. Most namely I love Beholders and im going to have Erdrinneir Vonnarc have contact with a Beholder and use him to iliminate the group for his brother after they showed him up with Safan Domvesia.

I have some ideas that I will be adding to this adventure.

I really dont like the Set Piece in this book and looking for some replacements. I was thinking about maybe a dragon but what dragon should I use in the Darklands


An Unlikely Ally Pg 12-13

GADAK SIMIRYIN CR 7
Male Drow Rogue 8
CE Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +12

DEFENSE
AC 19, touch 14, flat-footed 15. . (+5 armor, +4 Dex)
hp 50 (8d8)
Fort +3, Ref +10, Will +3
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=12), Trap Sense +2; Immune sleep; SR 14
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Dagger, Punching +11/+6 (1d4-1)
Ranged +1 Crossbow, Hand +11/+6 (1d4+1)
Special Attacks Sneak Attack +4d6
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire, Major Magic (Shield), Minor Magic (Mage Hand)

STATISTICS
Str 8, Dex 18, Con 8, Int 14, Wis 12, Cha 16
Base Atk +6/+1; CMB +5; CMD 19
Feats Dark Adept, Deceitful, Great Fortitude, Persuasive, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +15, Bluff +16, Diplomacy +16, Disable Device +12, Disguise +5, Escape Artist +8, Handle Animal +10, Intimidate +14, Knowledge: Local +12, Knowledge: Nobility +8, Linguistics +6, Perception +12, Ride +10, Sense Motive +12, Sleight of Hand +11, Stealth +10, Survival +6
Languages Abyssal, Common, Draconic, Elven, Undercommon
SQ Elven Immunities, Elven Magic, Poison Use (Ex), Rogue Crawl (Ex), Trapfinding +4
Combat Gear +1 Crossbow, Hand, Bolts, Crossbow, Drow Poison Bolt, Crossbow, +2 Studded Leather, Masterwork Dagger, Punching; Other Gear Potion of Cure Moderate Wounds, Potion of Invisibility

SPECIAL ABILITIES
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic: Shield (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Minor Magic: Mage Hand (2/day) (Sp) A Cantrip becomes a Spell Like ability
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Rogue Crawl (Ex) Move at 1/2 speed while prone.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (14) You have Spell Resistance.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 +4 to find or disable traps.
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The Walls of Zirnakaynin Pg 14

DROW FIGHTER CR 5
Male Drow Fighter 6
CE Medium Humanoid (Elf)
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +6

DEFENSE
AC 20, touch 13, flat-footed 17. . (+5 armor, +2 shield, +3 Dex)
hp 62 (6d10+12)
Fort +7, Ref +5, Will +4
Immune sleep; SR 12
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Lance +8/+3 (1d8+1) or
Masterwork Rapier +12/+7 (1d6+4)
Ranged Masterwork Crossbow, Hand +10/+5 (1d4)
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire

STATISTICS
Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 10
Base Atk +6/+1; CMB +7; CMD 20
Feats Dark Adept, Iron Will, Mounted Combat, Shield Focus, Weapon Finesse, Weapon Focus: Rapier, Weapon Specialization: Rapier
Skills Climb +8, Handle Animal +8, Intimidate +8, Perception +6, Ride +12
Languages Common, Elven, Undercommon
SQ Armor Training 1 (Ex), Bravery +2 (Ex), Elven Immunities, Elven Magic, Poison Use (Ex), Weapon Training: Blades, Light +1 (Ex)
Combat Gear Masterwork Lance, Masterwork Rapier, +1 Mithral Chain Shirt, Masterwork Buckler, Masterwork Crossbow, Hand, +1 Bolts, Crossbow, Drow Poison Bolt, Crossbow; Other Gear Potion of Cure Moderate Wounds

SPECIAL ABILITIES
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Spell Resistance (12) You have Spell Resistance.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
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Audience with the Slavemother Pg 16-17

SLAVEMOTHER UNDAMESTA CR 11
Male Drow, Noble Expert 8 Rogue 4
CE Medium Humanoid (Elf)
Init +7; Senses Darkvision (120 feet), Low-Light Vision; Perception +15

DEFENSE
AC 20, touch 16, flat-footed 16. . (+3 armor, +3 Dex, +1 natural, +2 deflection, +1 dodge)
hp 90 (12d8+16)
Fort +6, Ref +11, Will +12
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; SR 23
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +2 Whip +12/+7 (1d3+2)
Special Attacks Sneak Attack +2d6
Spell-Like Abilities Dancing Lights, Deeper Darkness, Detect Magic, Dispel Magic, Divine Favor, Faerie Fire, Featherfall, Levitate, Major Magic (Unseen Servant), Minor Magic (Mage Hand), Suggestion

STATISTICS
Str 10, Dex 17, Con 12, Int 16, Wis 16, Cha 14
Base Atk +9/+4; CMB +9; CMD 25
Feats Dodge, Exotic Weapon Proficiency: Whip, Improved Critical: Whip, Improved Initiative, Rogue Weapon Proficiencies, Vital Strike, Weapon Focus: Whip
Skills Acrobatics +15, Bluff +15, Diplomacy +15, Disable Device +10, Disguise +10, Escape Artist +11, Heal +12, Intimidate +15, Knowledge: History +12, Knowledge: Local +12, Knowledge: Nobility +12, Perception +15, Prof: Slave Master +7, Ride +10, Sense Motive +15, Sleight of Hand +10, Stealth +10, Survival +10, Use Magic Device +15
Languages Abyssal, Common, Elven, Undercommon
SQ Class Skill Selection: Intimidate, Elven Immunities, Elven Magic, Poison Use (Ex), Trapfinding +2
Combat Gear +2 Whip; Other Gear Amulet of Natural Armor +1, Bracers of Armor, +3, Cloak of Resistance, +2, Potion of Cure Serious Wounds, Ring of Protection, +2

SPECIAL ABILITIES
Class Skill Selection: Intimidate The Expert must select 10 skills to be designated as class skills.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic: Unseen Servant (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Minor Magic: Mage Hand (2/day) (Sp) A Cantrip becomes a Spell Like ability
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (23) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike You make a single attack that deals significantly more damage than normal.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals
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DRIDER (CAVE) CR 7
Male Drider (Sorcerer)
Large Aberration
Init +3; Senses Darkvision (120 feet); Perception +15

DEFENSE
AC 29, touch 14, flat-footed 25. . (+3 Dex, -1 size, +8 natural, +1 dodge +4 Shield +4 Armor )
hp 92 (9d8+36)
Fort +7, Ref +6, Will +9
Immune sleep; SR 18

OFFENSE
Spd 30 ft., Climbing (20 feet)
Melee Bite (Drider (Sorcerer)) +4 (1d4+1) and
Masterwork Great Sword +10/+5 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Web (9 HP) (DC 18)
Spell-Like Abilities Clairaudience/Clairvoyance (1/day), Dancing Lights (At will), Darkness (At will), Deeper Darkness (1/day), Detect Good (Constant), Detect Law (Constant), Detect Magic (Constant), Dispel Magic (1/day), Faerie Fire (At will), Levitate (1/day), Suggestion (1/day)
Sorcerer Spells Known (CL 6, +8 melee touch, +8 ranged touch):
3 (DC 16, 4/day)Displacement
2 (DC 15, 6/day)Invisibility, Scorching Ray
1 (DC 14, 7/day)Expeditious Retreat, Mage Armor, Magic Missile, Shield
0 (DC 13)Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Message, Open/Close, Read Magic

STATISTICS
Str 16, Dex 16, Con 18, Int 16, Wis 16, Cha 16
Base Atk +5/+0; CMB +10; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Weapon Focus: Bite, Weapon Focus: Great Sword
Skills Acrobatics +10, Climb +23, Escape Artist +7, Fly +1, Intimidate +15, Knowledge: Arcana +12, Perception +15, Spellcraft +15, Stealth +15, Survival +10
Languages Common, Drow Sign Language, Elven, Undercommon
SQ Poison: Bite-injury (DC 18) (Ex)
Combat Gear Masterwork Mace, Heavy;

SPELLS IN EFFECT
Mage Armor
Shield
Invisibility
Displacement

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Climbing (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Immunity to Sleep You are immune to sleep effects.
Poison: Bite-injury (DC 18) (Ex) Poison deals 1d2 STR damage, 1/round for 6rounds, cure 1 save.
Spell Resistance (18) You have Spell Resistance.
Web (9 HP) (8/day) (DC 18) (Ex) You can set or toss webbing.
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Dark Pleasures Pg 27-30

SAFAN DOMVESIA CR 9
Male Drow Fighter 10
CE Medium Humanoid (Elf)
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +5

DEFENSE
AC 23, touch 14, flat-footed 19. . (+8 armor, +1 shield, +3 Dex, +1 dodge)
hp 92 (10d10+10)
Fort +8, Ref +8, Will +6
Immune sleep; SR 16
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +1 Shortsword +13/+8 (1d6+14) and
+1 Shortsword +13 (1d6+14)
*Power Attack Figured in
Ranged Masterwork Crossbow, Hand +15/+10 (1d4+1)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire

STATISTICS
Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +10/+5; CMB +13; CMD 27
Feats Dodge, Double Slice, Greater Weapon Focus: Shortsword, Improved Critical: Shortsword, Iron Will, Lightning Reflexes, Power Attack +6/-3, Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Shortsword, Weapon Specialization: Shortsword
Skills Handle Animal +12, Intimidate +12, Perception +5, Ride +16
Languages Elven, Undercommon
SQ Armor Training 2 (Ex), Bravery +3 (Ex), Elven Immunities, Elven Magic, Poison Use (Ex), Weapon Training: Blades, Light +2 (Ex), Weapon Training: Crossbows +1 (Ex)
Combat Gear +1 Shortsword, +1 Shortsword, Masterwork Crossbow, Hand, Drow Poison Bolt, Crossbow, Bolts, Crossbow, +2 Mithral Chainmail; Other Gear Potion of Cure Serious Wounds

SPECIAL ABILITIES
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bravery +3 (Ex) +3 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Spell Resistance (16) You have Spell Resistance.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training: Crossbows +1 (Ex) +1 Attack, Damage, CMB, CMD with Crossbows
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CAVE GECKOS CR 4
Male Cave Geckos
TN Large Animal
Init +5; Senses Low-Light Vision; Perception +6

DEFENSE
AC 15, touch 10, flat-footed 14. . (+1 Dex, -1 size, +5 natural)
hp 80 (8d8+32)
Fort +10, Ref +7, Will +4

OFFENSE
Spd 40 ft., Climbing (40 feet)
Melee Bite (Cave Geckos) +11 (2d6+9) )
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 23, Dex 12, Con 18, Int 1, Wis 14, Cha 6
Base Atk +5/+0; CMB +13; CMD 24 (28 vs. Trip)
Feats Diehard, Endurance, Improved Initiative, Run
Skills Acrobatics +5, Climb +25, Fly -1, Perception +6, Stealth +6
Languages
SQ +2 Stealth Underground, Expert Climber (Ex)

SPECIAL ABILITIES
+2 Stealth Underground You get an additional +2 bonus to Stealth underground.
Climbing (40 feet) You have a Climb speed.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Expert Climber (Ex) Climb across ceilings
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
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This is where Im going to add an extra "JOB" for the servants

Erdrinneir Vonnarc always trying to secure favors with his brother offered to eliminate the servants with no suspission. He has a contact in the Darklands, a powerful Beholder Trek Nova who owes him a few favors. So Erdrinneir has contacted Trek to destroy the messengers he is sending him.

They are delivering a box with an arcane lock CL 18th the box is also traped with an Empowered Chain Lightning CL 11th. Set off when ever someone dispels the Arcane Lock or breaks open the box

When the box is opened it releases a cloud of Wyvern Poison in a ten foot radius around the box.
Wyvern Poison
Type poison, injury; Save Fortitude DC 18
Frequency 1/round for 6 rounds
Effect 1d4 Con damage; Cure 2 consecutive saves

Erdrinneir tells the PCs they are to deliver this box and get a return payment of a scroll from his contact Trek. Under no circumstances is the box to be opened if opened before its taken to Trek they will be put to death. There is nothing else within the box and will realize this box is either ment to kill them or Trek.

Trek knows they are coming and will have them set up for an easy death. They will find multiple scrolls within Treks home and Erdrinneir will want them all when the PCs return to keep on the appearance that he was really sending them on a job.


Entry Hall Pg 32-33

JIVAKHNAKA CR 11
Male Balor-Possessed Greater Water Elemental
Huge Outsider (Chaotic, Elemental, Evil, Extraplanar, Water)
Init +5; Senses Darkvision (60 feet); Perception +30
Aura Demonic Attack

DEFENSE
AC 22, touch 13, flat-footed 17. . (+5 Dex, -2 size, +9 natural)
hp 275 (21d10+147)
Fort +19, Ref +19, Will +18
Immune flanking, critical hits, paralysis, poison, precision damage, sleep, stunning; SR 31
Weakness Spell Vulnerability

OFFENSE
Spd 30 ft., Swimming (120 feet)
Melee Slam x2 (Balor-Possessed Greater Water Elemental) +24 x2 (2d10+34)
* Power Attack figured in
Space 20 ft.; Reach 20 ft.
Special Attacks Drench, Profane, Vortex (DC 31), Water Mastery
Spell-Like Abilities See Invisibility

STATISTICS
Str 32, Dex 20, Con 24, Int 14, Wis 18, Cha 14
Base Atk +19/+14/+9/+4; CMB +34 (+38 Bull Rushing+38 Sundering); CMD 49 (51 vs. Bull Rush51 vs. Sunder57 vs. Trip)
Feats Alertness, Cleave, Great Cleave, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical: Slam, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack +12/-6
Skills Acrobatics +27, Bluff +25, Climb +25, Escape Artist +25, Fly +1, Knowledge: Arcana +20, Knowledge: The Planes +20, Perception +30, Sense Motive +25, Stealth +21, Swim +30
Languages Abyssal, Common
SQ Possessed

SPECIAL ABILITIES
Cleave If you hit a target, you get an extra attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Attack (Su) When creature is involved in a grapple, flames spring to life all over its body. Any creature grappling with it takes 2d6 points of fire damage per round that the grapple continues.
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Greater Bull Rush Your bull rush attacks throw enemies off balance.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the
Greater Sunder Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Immune to Flanking You are immune to flanking.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Possessed The balor possessing Elemental is trapped within a water elemental. Unlike many demon-possessed creatures, the demon cannot leave the water elemental. If it is slain, the balor returns to the Abyss.
Power Attack +12/-6 You can subtract from your attack roll to add to your damage.
Profane (Su) All of creature's melee attacks deal +1d6 points of extra damage to creatures of good alignment. Its attacks are treated as magical and evil-aligned for the purposes of overcoming damage reduction.
Spell Resistance (31) You have Spell Resistance.
Spell Vulnerability (Su) If affected by banishment, dispel evil, or dispel chaos, It is immediately banished to the Abyss. As the water elemental and balor are fused into one being, antimagic field and similar effects do not remove the demon-possessed template.
Swimming (120 feet) You have a Swim speed.
Vortex (DC 31) (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly s
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply
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Within the Tower 30-32

ERDRINNEIR VONNARC CR 11
Male Drow, Noble Wizard 11
CE Medium Humanoid (Elf)
Init +5; Senses Darkvision (120 feet), Low-Light Vision; Perception +17

DEFENSE
AC 21, touch 13, flat-footed 20. . (+1 Dex, +2 deflection +4 Shield +4 Armor )
hp 68 (11d6+22)
Fort +5, Ref +5, Will +9
Immune sleep; SR 22
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +1 Quarterstaff +5 (1d6)
Spell-Like Abilities Dancing Lights, Deeper Darkness, Detect Magic, Dispel Magic, Divine Favor, Faerie Fire, Featherfall, Levitate, Suggestion
Wizard Spells Known (CL 11, +4 melee touch, +6 ranged touch):
6 (DC 21, 1/day)Flesh to Stone
5 (DC 20, 3/day)Dimension Door, Silent, Cloudkill, Cone of Cold
4 (DC 19, 4/day)Black Tentacles, Dimension Door, Enervation, Stoneskin
3 (DC 18, 5/day)Dispel Magic, Displacement, Fireball, Hold Person, Lightning Bolt
2 (DC 17, 5/day)Magic Missile, Silent, Invisibility, Mirror Image, Scorching Ray, See Invisibility
1 (DC 16, 6/day)Feather Fall, Mage Armor, Magic Missile, Magic Missile, Shield, Shield
0 (DC 15)Detect Magic, Detect Poison, Mage Hand, Read Magic

STATISTICS
Str 8, Dex 13, Con 12, Int 20, Wis 12, Cha 15
Base Atk +5; CMB +4; CMD 25
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Empower Spell, Greater Spell Penetration, Improved Initiative, Scribe Scroll, Silent Spell, Spell Penetration, Wizard Weapon Proficiencies
Skills Acrobatics +5, Appraise +12, Bluff +8, Diplomacy +5, Fly +15, Knowledge: Arcana +18, Knowledge: Nobility +15, Knowledge: The Planes +18, Perception +17, Ride +5, Sense Motive +3, Spellcraft +18, Stealth +5
Languages Abyssal, Aklo, Common, Draconic, Elven, Undercommon
SQ +3 to Bluff checks, Deliver Touch Spells Through Familiar (Su), Elven Immunities, Elven Magic, Empathic Link with Familiar (Su), Hand of the Apprentice (8/day) (Su), Metamagic Mastery (2/day) (Su), Poison Use (Ex), Ring of Counterspells, Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Combat Gear +1 Quarterstaff; Other Gear Cloak of Resistance, +1, Potion of Aid, Potion of Cure Serious Wounds, Ring of Counterspells, Ring of Protection, +2, Wand of Magic Missile

SPELLS IN EFFECT
Mage Armor
Shield

SPECIAL ABILITIES
+3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Mastery (2/day) (Su) Apply a metamagic feat you know for free 2/day.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Ring of Counterspells Dispel Magic
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Silent Spell Cast a spell with no verbal components. +1 Level.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spell Resistance (22) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
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Pg 34-35

VONNARC MAGE CR 7
Male Drow Wizard 8
CE Medium Humanoid (Elf)
Init +7; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 23, touch 22, flat-footed 14. (+3 Dex, +1 natural, +1 deflection +4 Armor +4 shield)
hp 40 (8d6+6)
Fort +5, Ref +6, Will +8
Immune sleep; SR 14
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Dagger +5 (1d4)
Ranged Masterwork Crossbow, Hand +8 (1d4)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire
Wizard Spells Known (CL 8, +4 melee touch, +7 ranged touch):
4 (DC 18, 3/day)Lightning Bolt, Silent, Dimension Door, Invisibility, Greater
3 (DC 17, 4/day)Dispel Magic, Fireball, Fly, Ray of Exhaustion
2 (DC 16, 4/day)Detect Thoughts, Mirror Image, Scorching Ray, Web
1 (DC 15, 5/day)Burning Hands, Feather Fall, Mage Armor, Magic Missile, Shield
0 (DC 14)Detect Magic, Detect Poison, Prestidigitation, Read Magic

STATISTICS
Str 10, Dex 16, Con 10, Int 18, Wis 13, Cha 12
Base Atk +4; CMB +4; CMD 26
Feats Empower Spell, Great Fortitude, Improved Initiative, Scribe Scroll, Silent Spell, Spell Penetration, Wizard Weapon Proficiencies
Skills Acrobatics +10, Appraise +8, Climb +4, Fly +10, Handle Animal +5, Knowledge: Arcana +15, Knowledge: Nobility +10, Knowledge: The Planes +15, Perception +10, Ride +7, Spellcraft +15, Survival +5
Languages Abyssal, Common, Draconic, Elven, Undercommon
SQ Elven Immunities, Elven Magic, Hand of the Apprentice (7/day) (Su), Metamagic Mastery (1/day) (Su), Poison Use (Ex)
Combat Gear Masterwork Crossbow, Hand, Masterwork Dagger, Drow Poison Bolt, Crossbow, Bolts, Crossbow; Other Gear Amulet of Natural Armor +1, Cloak of Resistance, +1, Potion of Cure Serious Wounds, Potion of Invisibility, Ring of Protection, +1, Wand of Magic Missile

SPELLS IN EFFECT
Mage Armor
Shield

SPECIAL ABILITIES
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Mastery (1/day) (Su) Apply a metamagic feat you know for free 1/day.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spell Resistance (14) You have Spell Resistance.
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(Well now with Shield Guardian is now a template I put it on a clay golem and yeah he is a tough a$$ but I think the PCs can handle him)

SHIELD GUARDIAN CR 12
Male Golem, Clay
Large Construct
Init +0; Senses Darkvision (60 feet), Low-Light Vision; Perception +0

DEFENSE
AC 25, touch 9, flat-footed 25. . (-1 size, +16 natural)
hp 135 (13d10); Fast Healing 5
Fort +4, Ref +4, Will +4
DR 10/adamantine, 10/bludgeoning; Immune Construct Traits (+30 HP), ability damage, ability drain, energy drain, exhaustion, fatigue, death and necromancy effects, disease, Immunity to Magic, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning

OFFENSE
Spd 20 ft.
Melee Slam x2 (Golem, Clay) +19 x2 (2d10+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Berserk, Cursed Wound, Haste

STATISTICS
Str 24, Dex 10, Con -, Int -, Wis 10, Cha 1
Base Atk +12/+7/+2; CMB +21; CMD 31
Feats
Skills Fly -2, Stealth -4
Languages
SQ Guard, Shield Other, Spell Storing (Su)

SPECIAL ABILITIES
Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature
Construct Traits (+30 HP) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effe
Cursed Wound (Ex) The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the inju
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Guard If ordered to do so, a shield guardian move to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master
Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. • A move earth spell drives the golem back 120 feet and deals
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shield Other The wearer of a shield guardian’s amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would
Spell Storing (Su) A shield guardian can store onespell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another
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