Changes to Second Darkness for Pathfinder (Spoilers)


Second Darkness

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Joey Virtue wrote:

The Deep Gate Pg 45-47

TIRYIN VONNARC CR 12
Male Drow Duelist 7 Fighter 4 Rogue 2

Hey, just one question about this guy you made :)

I'm not sure he can be a fighter 4 rogue 2 since the requirement for a duelist is +6BAB. Should I just ignore this or is there something I missed?

Love all your work by the way, it made my SD an amazing expirience :)


JanosAudrun wrote:
Joey Virtue wrote:

The Deep Gate Pg 45-47

TIRYIN VONNARC CR 12
Male Drow Duelist 7 Fighter 4 Rogue 2

Hey, just one question about this guy you made :)

I'm not sure he can be a fighter 4 rogue 2 since the requirement for a duelist is +6BAB. Should I just ignore this or is there something I missed?

Love all your work by the way, it made my SD an amazing expirience :)

HMMM I guess their must be a mistake in the Hero Labs Duelist ill check this out

EDIT this was my mistake opps I dont think the players will notice but if its a big deal you can change him by taking away all the 7th level duelist abilities


Ahh no no no, I dont want to nerf him like that, I really want to use him as he is, maybe ill ad him a lvl of a rogue or fighter? :)


Hey Joey,

I have a question:
When you game, do you copy and paste everything onto Word or just use the HeroLab interface?

(Thanks for all your hard work by the way and thanks for getting me hooked on HeroLab -- it's great!)


Cesare wrote:

Hey Joey,

I have a question:
When you game, do you copy and paste everything onto Word or just use the HeroLab interface?

(Thanks for all your hard work by the way and thanks for getting me hooked on HeroLab -- it's great!)

Well havent started yet im planning in using the Herolab interface thats why I have done all the monsters from the Corebooks too


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Guest Tower Pg 23-24

I made her a pumped up bad ass combatant if you want her that way
This is the 2nd time I posted her and just noticed opps thats the bad part about not doing these all at once

ATENDRI CR 13
Male Ghoul Cleric 13
Large Undead
Init +2; Senses Darkvision (60 feet); Perception +20

DEFENSE
AC 30, touch 15, flat-footed 28. . (+9 armor, +2 Dex, -1 size, +6 natural, +4 deflection)
hp 155 (15d8+52)
Fort +14, Ref +9, Will +19
Defensive Abilities Channel Resistance +2; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits

OFFENSE
Spd 50 ft., Dimensional Hop (130/day)
Melee +3 Flail +23/+18 (2d6+13) and
. . Bite (Ghoul) +17 (1d6+7) and
. . Claw (Ghoul) +17 x2 (1d6+7)

Space 10 ft.; Reach 10 ft.
Special Attacks Agile Feet, Paralysis (1d4+1 rounds, elves are immune) (DC 20), Scythe of Evil for 6 rounds, 2/day., Touch of Evil 6 rounds
Spell-Like Abilities Dimensional Hop (130/day), Touch of Evil 6 rounds
Cleric Spells Known (CL 13, 19 melee touch, 15 ranged touch):
7 (1/day) Blasphemy, Destruction (DC 22)
6 (2/day) Antilife Shell, Create Undead, Harm (DC 21)
5 (4/day) Slay Living (DC 20), Righteous Might, Flame Strike (DC 20), Teleport, Command, Greater (DC 20)
4 (5/day) Poison (DC 19), Divine Power, Dimension Door, Good Hope, Air Walk, Magic Weapon, Greater
3 (5/day) Protection from Energy, Water Walk, Fly, Meld into Stone, Dispel Magic, Prayer
2 (5/day) Bull's Strength (DC 17), Hold Person (DC 17), Death Knell (DC 17), Align Weapon, Desecrate, Spiritual Weapon
1 (6/day) Shield of Faith, Shield of Faith, Divine Favor, Obscuring Mist, Command (DC 16), Entropic Shield (DC 16), Longstrider
0 (at will) Read Magic, Detect Magic, Bleed (DC 15), Mending

STATISTICS
Str 14/22, Dex 16/14, Con -, Int 18, Wis 20, Cha 16
Base Atk +13/+8; CMB +17; CMD 33
Feats Channel Smite, Combat Casting, Extra Channel, Improved Channel, Improved Critical: Flail, Multiattack, Weapon Finesse, Weapon Focus: Flail
Skills Acrobatics +18, Climb +10, Craft: Alchemy +20, Diplomacy +10, Disguise +10, Escape Artist +0, Heal +10, Intimidate +10, Knowledge: Religion +15, Perception +20, Ride +0, Sense Motive +20, Spellcraft +15, Stealth +13
Languages Abyssal, Common, Infernal, Necril, Undercommon
SQ Aura (Ex), Channel Negative Energy 9d6 (8/day) (DC 21) (Su), Cleric Domain: Evil, Cleric Domain: Travel, Disease (DC 20) (Su), Spontaneous Casting
Combat Gear +3 Flail, +3 Mithral Chainmail; Other Gear Amulet of Natural Armor +2, Boots of Striding and Springing, Cloak of Resistance, +2, Phylactery of Negative Channeling, Ring of Protection, +2

SPELLS IN EFFECT
Shield of Faith
Prayer
Divine Power
Bull Strength
Magic Weapon (greater)
Righteous Might

SPECIAL ABILITIES
Agile Feet (8/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 9d6 (8/day) (DC 21) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Hop (130/day) (Sp) Teleport 130'/day.
Disease (DC 20) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
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.
Paralysis (1d4+1 rounds, elves are immune) (DC 20) (Ex) (Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a
Scythe of Evil for 6 rounds, 2/day. (2/day) (Su) A melee weapon you are holding becomes unholy
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Evil 6 rounds (8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
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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The Fetid Palace Pg 26-29

So Im turning this into the sidetrek for the players I love the Moldering Emperorer but I hate this adventures side trek so he will no longer be guarding a true glyph but he might have a false one depending on what the PCs do


The Emperor’s Lair Pg 28-29

I gave him 5 Bonus HD

MOLDERING EMPEROR CR 16/17
Male Neothelid
Gargantuan Augmented Aberration (Aquatic)
Init +4; Senses Blindsight (100 feet), Darkvision (120 feet), Low-Light Vision; Perception +30

DEFENSE
AC 35, touch 6, flat-footed 35. . (-4 size, +29 natural)
hp 400 (25d8+250)
Fort +20, Ref +8, Will +19
DR 10/cold iron; Immune ability drain, energy drain, cold, poison; SR 26

OFFENSE
Spd 30 ft., Flying (60 feet, Good), Swimming (30 feet) (30 feet)
Melee Tongue x4 (Neothelid) +20 x4 (4d6+21)
*Power Attack Figured in
Space 20 ft.; Reach 20 ft.
Special Attacks Black Blooded Breath Weapon, Blood Rain, Breath weapon (50-ft. cone, 14d10 acid, Ref half, , Chill of the Black Blood, Grab, Swallow Whole (2d6+10, AC 24, 40 HP)
Spell-Like Abilities Charm Monster (At will), Clairaudience/Clairvoyance (At will), Detect Thoughts (At will), Fly (Constant), Poison (At will), Quicken Spell-Like Ability (Suggestion), Suggestion (At will), Telekinesis (At will), Teleport (At will)

STATISTICS
Str 32, Dex 10, Con 30, Int 16, Wis 16, Cha 24
Base Atk +14/+9/+4/-1; CMB +33 (+35 Bull Rushing+37 Grappling+35 Overrunning); CMD 43 (45 vs. Bull Rush45 vs. Overruncan't be Tripped)
Feats Ability Focus: Psychic Crush, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical: Tongue, Improved Initiative, Improved Natural Armor, Improved Natural Attack: Tongue x4 (Neothelid), Improved Overrun, Iron Will, Power Attack +10/-5, Quicken Spell-Like Ability: Suggestion (3/day)
Skills Acrobatics +25, Bluff +27, Climb +34, Diplomacy +27, Fly -2, Intimidate +30, Knowledge: Arcana +23, Perception +30, Spellcraft +26, Stealth -12, Survival +14, Swim +23
Languages Aklo, Terran, Undercommon; Telepathy (100 feet)
SQ Amphibious (Ex), Mind Thrust (DC 29) (Su), Psychic Crush (DC 31) (Su), Tainted Life (Ex), Trace Teleport (Ex)

SPECIAL ABILITIES
Amphibious (Ex) You can survive indefinitely on land.
Black Blooded Breath Weapon (Su) 30' cone breath weapon deals 6d6 cold damage, DC 20 Ref save for half.
Blindsight (100 feet) Sense things and creatures without seeing them.
Blood Rain (Su) Any creature within 15' of you takes 10 cold damage.
Breath weapon (50-ft. cone, 14d10 acid, Ref half, once every 1d4 rounds) (DC 32)
Chill of the Black Blood You add 1d6 cold damage to all attacks.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Flying (60 feet, Good) You can fly!
Grab (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immune to Ability Drain Immune to ability drain
Immune to Energy Drain Immune to energy drain
Immunity to Cold You are immune to cold damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Improved Overrun You Overrun at +2, and your opponent cannot choose to avoid / block you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mind Thrust (DC 29) (Su) As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm cre
Power Attack +10/-5 You can subtract from your attack roll to add to your damage.
Psychic Crush (DC 31) (Su) As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds o
Quicken Spell-Like Ability: Suggestion (3/day) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (26) You have Spell Resistance.
Swallow Whole (2d6+10, AC 24, 40 HP) (Ex) You can swallow smaller targets whole.
Swimming (30 feet) (30 feet) You have a Swim speed.
Tainted Life (Ex) Every day, you must make a DC 15 For save or suffer 1d4 CON damage.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Trace Teleport (Ex) A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to 'seen casually.' This knowledge fades and is lost aft
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So here is where im going to put my additions

Im thinking of somekind vocanic area with heat and magma all over the place.

Im going to draw it alot closer to when we play this adventure (and we wont start this path till september)

I have some half dragon drow fighter guards who will also be guards for Allevrah they are tough ones just to allow Larlock a chance to prep

Larloc will be in the heart of the volcanic area (Im going to change the Demonspire into a volcanic area that stretches up to the top of the vault with an opening above the land of Blackblood) guarding the Glyph of Vigilance. The floor will be permanant Walls of Force in some spots and openings into the lava on others. There will be permant illusions making it look like the entire floor is covered with walls of force so PCs could fall in for 20d6 lava damage

Larlock will take no reinforcments from Allevrah his pride knows he can protect it by himself.

Larlock is the reason all the sorcerers that were faces have been Draconic


ALLEVRAH BODY GUARDS CR 13
Male Half Dragon Drow Fighter 12
CE Large Dragon ((Humanoid))
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 33, touch 15, flat-footed 29. . (+9 armor, +5 shield, +4 Dex, -1 size, +4 natural, +2 deflection)
hp 150 (12d10+52)
Fort +15, Ref +11, Will +8
Immune sleep, fire, paralysis, sleep; SR 18
Weakness Light Blindness

OFFENSE
Spd 30 ft., Flying (60 feet, Average)
Melee Bite (Half-Dragon Template) +9 (2d6+7)
Inferno Blade +19/+14/+9 (3d6+30)
*Power Attack Added in
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (DC 14)
Spell-Like Abilities Dancing Lights, Darkness, Detect Magic, Faerie Fire, Feather Fall, Levitate

STATISTICS
Str 24, Dex 18, Con 18, Int 12, Wis 12, Cha 13
Base Atk +11/+6/+1; CMB +20; CMD 36
Feats Bleeding Critical, Critical Focus, Dark Adept, Greater Shield Focus, Greater Weapon Focus: Greatsword, Greater Weapon Specialization: Greatsword, Improved Critical: Greatsword, Improved Natural Attack: Bite (Half-Dragon Template), Penetrating Strike, Power Attack +8/-4, Shield Focus, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Skills Acrobatics +10, Climb +12, Escape Artist +7, Fly +8, Heal +3, Intimidate +15, Perception +10, Ride +8, Sense Motive +5, Stealth +0, Survival +8, Swim +11
Languages Draconic, Elven, Undercommon
SQ Armor Training 3 (Ex), Bravery +3 (Ex), Elven Immunities, Elven Magic, Poison Use (Ex), Weapon Training: Blades, Heavy +2 (Ex), Weapon Training: Natural +1 (Ex)
Combat Gear +3 Mithral Chainmail, +2 Buckler, Inferno Blade ; Other Gear Cloak of Resistance, +3, Ring of Protection, +2

SPECIAL ABILITIES
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Bravery +3 (Ex) +3 Will save vs. Fear
Breath Weapon (1/day) (DC 14) (Su) 1/day, Breath Weapon deals 0d6 Fire damage, DC 14.
Critical Focus +4 to confirm critical hits.
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).
Detect Magic (Dark Adept) (1/day) (Sp) You may use detect magic as a spell-like ability 1/day at a caster level of your total character level.
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.
Feather Fall (Dark Adept) (1/day) (Sp) You may use feather fall as a spell-like ability 1/day at a caster level of your total character level.
Flying (60 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Levitate (Dark Adept) (1/day) (Sp) You may use levitate as a spell-like ability 1/day at a caster level of your total character level.
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.
Penetrating Strike Ignore up to 5 points of DR/?.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Spell Resistance (18) You have Spell Resistance.
Weapon Training: Blades, Heavy +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Natural +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons
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The Inferno Blade
is a +2 Flaming Burst Vicious Great Sword but the Vicious is all fire damage so it does 3d6 fire damage with 1d6 to the wielder


LARLOCH CR 19
Male Dragon, Red, Ancient
Gargantuan Dragon (Fire)
Init +3; Senses Blindsense (60 feet), Darkvision (120 feet), Dragon Senses, Low-Light Vision, Smoke Vision; Perception +34
Aura Fire Aura, Frightful Presence (300 feet, 5d6 rounds) (DC 27)

DEFENSE
AC 46, touch 5, flat-footed 46. . (+4 armor, +4 shield, -1 Dex, -4 size, +33 natural)
hp 490 (25d12+225)
Fort +27, Ref +18, Will +26
DR 15/magic; Immune fire, paralysis, sleep; SR 30
Weakness Vulnerability to Cold

OFFENSE
Spd 70 ft., Flying (250 feet, Clumsy)
Melee Bite (Dragon, Red, Ancient) +33 (4d6+47) and
. . Claw x2 (Dragon, Red, Ancient) +33 x2 (2d8+33) and
. . Tail Slap (Dragon, Red, Ancient) +31 (2d8+47)
. . Wing x2 (Dragon, Red, Ancient) +31 x2 (2d6+18)
* Power Attack Figured in
Space 20 ft.; Reach 15 ft.
Special Attacks Breath weapon (60-ft. cone, 20d10 fire, every 1d4 , Crush (Medium creatures, 4d6+22) (DC 31), Tail Sweep (30', 2d6+22) (DC 31)
Spell-Like Abilities Detect Magic (At will), Find the Path (At will), Pyrotechnics (At will), Suggestion (At will), Wall of Fire (At will)
Sorcerer Spells Known (CL 15, +33 melee touch, +24 ranged touch):
7 (4/day) Spell Turning, Limited Wish
6 (6/day) Dispel Magic, Greater, Heroism, Greater, Repulsion (DC 21)
5 (7/day) Break Enchantment (DC 20), Wall of Force, Feeblemind (DC 20), Teleport
4 (7/day) Stoneskin, Invisibility, Greater, Dimension Door, Stone Shape
3 (7/day) Tongues, Haste (DC 18), Arcane Sight, Displacement (DC 18)
2 (7/day) Knock, Glitterdust (DC 17), See Invisibility, Mirror Image (DC 17), Spider Climb
1 (8/day) Mage Armor, Shield, Comprehend Languages, Floating Disk, True Strike
0 (at will) Mage Hand, Detect Poison, Read Magic, Message, Ghost Sound (DC 15), Detect Magic, Arcane Mark, Mending, Prestidigitation (DC 15)

STATISTICS
Str 40, Dex 8, Con 28, Int 20, Wis 22, Cha 20
Base Atk +25/+20/+15/+10; CMB +44; CMD 53 (57 vs. Trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical: Bite, Improved Initiative, Improved Iron Will (1/day), Improved Vital Strike, Iron Will, Multiattack, Power Attack +14/-7, Quicken Spell, Stunning Critical (DC 35), Vital Strike
Skills Appraise +33, Bluff +33, Diplomacy +33, Fly +13, Intimidate +30, Knowledge: Arcana +33, Knowledge: History +33, Perception +34, Sense Motive +34, Spellcraft +33, Stealth +15
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
SQ Manipulate Flames (Su), Melt Stone (Su)

SPELLS IN EFFECT
Spell Turning
Greater Heroism
Haste
Stone Skin
Arcane Sight
Tongues
See Invisibility
Spider Climb
Shield
Mage Armor

SPECIAL ABILITIES
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath weapon (60-ft. cone, 20d10 fire, every 1d4 rounds, Ref half) (DC 31) 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 your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Critical Focus +4 to confirm critical hits.
Crush (Medium creatures, 4d6+22) (DC 31) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
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.
Fire Aura (Su) An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6.
Flying (250 feet, Clumsy) You can fly!
Frightful Presence (300 feet, 5d6 rounds) (DC 27) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manipulate Flames (Su) An old or older red dragon can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition
Melt Stone (Su) An ancient or older red dragon can use its Breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire
Power Attack +14/-7 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Smoke Vision (Ex) A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
Spell Resistance (30) You have Spell Resistance.
Stunning Critical (DC 35) Critical hit stuns or staggers target.
Tail Sweep (30', 2d6+22) (DC 31) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in an
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage
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I need to make his treasure hoard


Rotstone Hollows 29-35

I took some liberties and made some small changes that I think are improvements please let me know your thoughts on it


Rotstone Towers 30-31

I didnt care for the Muck Lion but you could put this there and give it a muddy discription and make the Lava hot rock and mud

CRAG LINNORM CR 14
Male Linnorm, Crag
Gargantuan Dragon
Init +8; Senses Darkvision (120 feet), Low-Light Vision, Scent, True Seeing; Perception +22

DEFENSE
AC 29, touch 10, flat-footed 25. . (+4 Dex, -4 size, +19 natural)
hp 255 (15d12+105); Regeneration 10
Fort +16, Ref +15, Will +13
Defensive Abilities Freedom of Movement; DR 15/cold iron; Immune curse, fire, mind-affecting, paralysis, poison, sleep; SR 25

OFFENSE
Spd 40 ft., Flying (100 feet, Average), Swimming (60 feet)
Melee Bite (Linnorm, Crag) +19 (2d8+20) and
. . Claw x2 (Linnorm, Crag) +19 x2 (1d8+20) and
. . Constrict (Linnorm, Crag) +19 (2d6+20) and
. . Tail Slap (Linnorm, Crag) +14 (2d6+10)
Space 20 ft.; Reach 20 ft.
Special Attacks Breath Weapon (DC 24), Death Curse (DC 22), Grab, Poison (DC 24)

STATISTICS
Str 34, Dex 18, Con 25, Int 5, Wis 18, Cha 21
Base Atk +11/+6/+1; CMB +31 (+33 Bull Rushing+35 Grappling); CMD 45 (47 vs. Bull Rushcan't be Tripped)
Feats Blind-Fight, Cleave, Combat Reflexes (4 AoO/round), Improved Bull Rush, Improved Critical: Bite, Improved Initiative, Lightning Reflexes, Power Attack +8/-4
Skills Fly +16, Perception +22, Stealth -8, Swim +38
Languages Aklo, Draconic, Sylvan

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Breath Weapon (DC 24) (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 24 halves). This line of magma remains red-hot for 1 round after the linnorm creates
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Death Curse (DC 22) (Su) When a creature slays a crag linnorm, the slayer is affected by the curse of fire.
Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.
Flying (100 feet, Average) You can fly!
Freedom of Movement (Ex) A crag linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Grab (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immune to Curse Effects You are immune to curse effects.
Immunity to Fire You are immune to fire 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 Sleep You are immune to sleep effects.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 24) (Su) Bite-injury; save Fort DC 24; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.
Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
Regeneration 10 Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (25) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.
True Seeing (Ex) A crag linnorm has constant true seeing, as per the spell of the same name.
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Upper Guard Post Pg 32

I pumped them up and gave a few extra HD

CHARDAS CR 8
Male Charda
CE Small Monstrous Humanoid (Aquatic)
Init +5; Senses Darkvision (120 feet); Perception +14

DEFENSE
AC 21, touch 12, flat-footed 20. . (+1 Dex, +1 size, +9 natural)
hp 165 (12d10+72)
Fort +10, Ref +9, Will +9

OFFENSE
Spd 20 ft., Swimming (60 feet)
Melee Bite (Charda) +13 (1d6+12) and
. . Claw x4 (Charda) +13 x4 (1d6+12)
*Power Attack Figured in

STATISTICS
Str 18, Dex 12, Con 22, Int 10, Wis 12, Cha 8
Base Atk +13/+8/+3; CMB +15 (+17 Bull Rushing); CMD 26 (28 vs. Bull Rush)
Feats Diehard, Endurance, Improved Bull Rush, Improved Critical: Claw, Improved Initiative, Improved Natural Attack: Claw x4 (Charda), Power Attack +8/-4
Skills Acrobatics +10, Climb +12, Fly +3, Knowledge: Religion +7, Perception +14, Stealth +18, Swim +25
Languages Dwarven, Elven, Undercommon
SQ Amphibious (Ex), Black Bile (3/day) (Ex), Blood Born (Ex), Body Slam (Ex)

SPECIAL ABILITIES
Amphibious (Ex) You can survive indefinitely on land.
Black Bile (3/day) (Ex) Various Black Blood (cold) attacks
Blood Born (Ex) You are immune to damage from Black Blood, and gain +1 to attack and damage if both you and your foe are at least partially immersed in black blood (the black bile special ability does not count as immersing your target in black blood).
Body Slam (Ex) If you succeed at a bull rush atack, you may choose to knock your target prone rather than pushing them back.
Darkvision (120 feet) You can see in the dark (black and white vision only).
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.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Power Attack +8/-4 You can subtract from your attack roll to add to your damage.
Swimming (60 feet) You have a Swim speed.
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Klirikit’s Chamber Pg 33

I made her a real Cleric

KLIRIKIT CR 13
Female Charda Cleric 10
CN Small Monstrous Humanoid (Aquatic)
Init +1; Senses Darkvision (120 feet); Perception +25

DEFENSE
AC 26, touch 14, flat-footed 25. . (+2 armor, +1 Dex, +1 size, +10 natural, +2 deflection)
hp 255 (9d10+10d8+123)
Fort +18, Ref +14, Will +20

OFFENSE
Spd 20 ft., Swimming (60 feet)
Melee Bite (Charda) +16 (1d6+14) and
. . Claw x4 (Charda) +16 x4 (1d6+14)

Special Attacks Chaos Blade for 5 rounds, 1/day., Touch of Chaos, Vision of Madness
Spell-Like Abilities Touch of Chaos, Vision of Madness
Cleric Spells Known (CL 10, 16 melee touch, 18 ranged touch):
5 (3/day) Slay Living (DC 20), Flame Strike (DC 20), Nightmare (DC 20), Wall of Stone (DC 20)
4 (4/day) Poison (DC 19), Confusion (DC 19), Control Water, Freedom of Movement, Divination
3 (4/day) Rage, Meld into Stone, Stone Shape, Dispel Magic, Prayer
2 (5/day) Owl's Wisdom, Touch of Idiocy, Augury, Restoration, Lesser, Spiritual Weapon, Zone of Truth (DC 17)
1 (6/day) Shield of Faith, Divine Favor, Bless, Obscuring Mist, Confusion, Lesser (DC 16), Comprehend Languages, Sanctuary (DC 16)
0 (at will) Create Water, Purify Food and Drink (DC 15), Read Magic, Detect Magic

STATISTICS
Str 18, Dex 12, Con 22, Int 10, Wis 20, Cha 12
Base Atk +17/+12/+7/+2; CMB +19 (+21 Bull Rushing); CMD 32 (34 vs. Bull Rush)
Feats Brew Potion, Diehard, Endurance, Eschew Materials, Improved Bull Rush, Improved Critical: Claw, Improved Natural Armor, Improved Natural Attack: Claw x4 (Charda), Lightning Reflexes, Power Attack +10/-5, Self-sufficient
Skills Diplomacy +6, Fly +3, Heal +17, Knowledge: Religion +20, Perception +25, Sense Motive +10, Stealth +5, Survival +17, Swim +20
Languages Dwarven, Elven, Undercommon
SQ Amphibious (Ex), Aura (Ex), Aura of Madness (10 rounds/day) (DC 20) (Su), Black Bile (3/day) (Ex), Blood Born (Ex), Body Slam (Ex), Channel Positive Energy 5d6 (4/day) (DC 16) (Su), Cleric Domain: Chaos, Cleric Domain: Madness, Spontaneous Casting
Other Gear Bracers of Armor, +2, Cloak of Resistance, +2, Ring of Protection, +2

SPECIAL ABILITIES
Amphibious (Ex) You can survive indefinitely on land.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Madness (10 rounds/day) (DC 20) (Su) 30' aura confuses opponents.
Black Bile (3/day) (Ex) Various Black Blood (cold) attacks
Blood Born (Ex) You are immune to damage from Black Blood, and gain +1 to attack and damage if both you and your foe are at least partially immersed in black blood (the black bile special ability does not count as immersing your target in black blood).
Body Slam (Ex) If you succeed at a bull rush atack, you may choose to knock your target prone rather than pushing them back.
Channel Positive Energy 5d6 (4/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Chaos Blade for 5 rounds, 1/day. (1/day) (Su) A melee weapon you are holding becomes anarchic
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Darkvision (120 feet) You can see in the dark (black and white vision only).
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.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Power Attack +10/-5 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Swimming (60 feet) You have a Swim speed.
Touch of Chaos (8/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +5 on attack rolls, saving throws, or skill checks and -5 on the others.
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Hatchery Pg 33-35

ORRN CR 13
Male Troglodyte Rogue 13
Medium Humanoid (Reptilian)
Init +4; Senses Darkvision (90 feet); Perception +18
Aura Stench (30 feet, 10 rounds) (DC 20)

DEFENSE
AC 30, touch 18, flat-footed 25. . (+6 armor, +4 Dex, +6 natural, +3 deflection, +1 dodge)
hp 140 (15d8+50)
Fort +14, Ref +14, Will +9
Defensive Abilities Evasion, Improved Evasion, Improved Uncanny Dodge (Lv >=17), Trap Sense +4

OFFENSE
Spd 30 ft.
Melee Bite (Troglodyte) +13 (1d4+10) and
. . Claw x2 (Troglodyte) +14 x2 (1d6+10)
*Power Attack figured in (might not want it during sneak attacks)
Special Attacks Bleeding Attack, Opportunist, Sneak Attack +7d6

STATISTICS
Str 14, Dex 18, Con 16, Int 10, Wis 12, Cha 8
Base Atk +10/+5; CMB +12; CMD 30
Feats Combat Reflexes (4 AoO/round), Dodge, Great Fortitude, Improved Critical: Claw, Improved Natural Attack: Claw x2 (Troglodyte), Iron Will, Multiattack, Power Attack +6/-3, Rogue Weapon Proficiencies, Stealthy, Weapon Finesse, Weapon Focus: Claw
Skills Acrobatics +20, Climb +20, Diplomacy +5, Disable Device +15, Escape Artist +24, Intimidate +10, Perception +18, Sense Motive +15, Sleight of Hand +15, Stealth +30, Survival +10, Swim +15Modifiers +4 Stealth in rocky areas
Languages Draconic
SQ Trapfinding +6
Combat Gear +3 Studded Leather; Other Gear Amulet of Mighty Fists +2, Cloak of Resistance, +2, Ring of Protection, +3

SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Bleeding Attack (Ex) Sneak attack causes extra damage over time.
Combat Reflexes (4 AoO/round) You may make up to 4 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).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Opportunist (Ex) Make a special attack of opportunity once per round.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Sneak Attack +7d6 +7d6 damage if you flank your target or your target is flat-footed.
Stench (30 feet, 10 rounds) (DC 20) 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
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 +6 to find or disable traps.
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For the Babau's I made them a little better

BABAU ROGUES CR 8
Male Demon, Babau Rogue 4
Medium Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +8; Senses Darkvision (60 feet); Perception +20

DEFENSE
AC 23, touch 15, flat-footed 18. . (+4 Dex, +8 natural, +1 dodge)
hp 140 (7d10+4d8+59)
Fort +11, Ref +13, Will +7
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; 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) +16 (1d6+6) and
. . Claw x2 (Demon, Babau) +17 x2 (1d8+6)
Special Attacks Sneak Attack +4d6
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 18, Con 20, Int 14, Wis 14, Cha 16
Base Atk +10/+5; CMB +16; CMD 31
Feats Combat Reflexes (4 AoO/round), Dodge, Improved Critical: Claw, Improved Initiative, Improved Natural Attack: Claw x2 (Demon, Babau), Iron Will, Rogue Weapon Proficiencies, Skill Focus: Stealth, Weapon Focus: Claw
Skills Acrobatics +18, Bluff +10, Climb +18, Diplomacy +7, Disable Device +15, Escape Artist +18, Intimidate +12, Perception +20, Sense Motive +15, Sleight of Hand +15, Stealth +32, Swim +10, Use Magic Device +15
Languages Abyssal, Celestial, Draconic; Telepathy (100 feet)
SQ Protective Slime (Su), Trapfinding +2

SPECIAL ABILITIES
Combat Reflexes (4 AoO/round) You may make up to 4 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).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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 +4d6 +4d6 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.
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.
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The Throne of Abraxas

The final set for this adventure path ive added one or two things for deadlyness but not to much

Azrinae Bunker this encounter is not needed to be listed hope the PCs are smarted then that.


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 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 your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
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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Glabrezu CR 13
Male Demon, Glabrezu
Huge Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +1; Senses Darkvision (60 feet); Perception +26

DEFENSE
AC 29, touch 9, flat-footed 28. . (+1 Dex, -2 size, +20 natural)
hp 230 (12d10+132)
Fort +19, Ref +5, Will +11
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24

OFFENSE
Spd 40 ft.
Melee Bite (Demon, Glabrezu) +17 (1d8+19) and
. . Claw x2 (Demon, Glabrezu) +17 x2 (1d6+19) and
. . Pincer x2 (Demon, Glabrezu) +17 x2 (2d8+19) and
. . Rend x2 (Demon, Glabrezu) +17 x2 (2d8+28)
*Power Attack Figured in
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities Chaos Hammer (At will), Confusion (At will), Dispel Magic (At will), Mirror Image (At will), Power Word, Stun (1/day), Reverse Gravity (At will), Summon Monster (level 4, 1 glabrezu 20% or 1d2 vro, Teleport, Greater (self plus 50 lbs. of objects on, True Seeing (Constant), Unholy Blight (At will), Veil (self only) (At will), Wish (granted to a mortal humanoid only) (1/month)

STATISTICS
Str 32, Dex 12, Con 32, Int 16, Wis 16, Cha 20
Base Atk +10/+5/+0; CMB +25; CMD 36
Feats Cleave, Great Cleave, Improved Critical: Pincer, Persuasive, Power Attack +8/-4, Vital Strike
Skills Bluff +28, Diplomacy +21, Fly -3, Intimidate +21, Knowledge: History +18, Knowledge: Local +18, Perception +26, Sense Motive +18, Stealth +8, Use Magic Device +17
Languages Abyssal, Celestial, Draconic; Telepathy (100 feet)
SQ Change Shape (alter self, Small or Medium humanoid) (Su)

SPELLS IN EFFECT
Mirror Image

SPECIAL ABILITIES
Change Shape (alter self, Small or Medium humanoid) (Su) You can change your form.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
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.
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 +8/-4 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon Monster (level 4, 1 glabrezu 20% or 1d2 vrocks 50%) (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.
Vital Strike Standard action: x2 weapon damage dice.
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Processional and Barracks Pg 38

(The only thing that hurts the Priestesses is that Magic no longer allows them to use the wands but im will allow them to)

DROW PRIESTESSES CR 10
Female Drow, Noble Cleric 10
CE Medium Humanoid (Elf)
Init +8; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 28, touch 17, flat-footed 24. . (+8 armor, +3 shield, +4 Dex, +3 deflection)
hp 80 (10d8+18)
Fort +10, Ref +9, Will +12
Defensive Abilities Dispelling Touch; Immune sleep; SR 21
Weakness Light Blindness

OFFENSE
Spd 40 ft.
Melee +2 Rapier +13/+8 (1d6+2)
Special Attacks Chaos Blade for 5 rounds, 1/day., Touch of Chaos
Spell-Like Abilities Dancing Lights, Deeper Darkness, Detect Magic, Dispel Magic, Divine Favor, Faerie Fire, Featherfall, Levitate, Suggestion, Touch of Chaos
Cleric Spells Known (CL 10, 7 melee touch, 11 ranged touch):
5 (2/day) Cure Light Wounds, Mass (DC 18), Flame Strike (DC 18), Chaos Hammer, Height (DC 18)
4 (3/day) Poison (DC 17), Chaos Hammer (DC 17), Cure Critical Wounds, Air Walk
3 (4/day) Cure Serious Wounds (DC 16), Bestow Curse (DC 16), Meld into Stone, Dispel Magic, Invisibility Purge
2 (5/day) Hold Person (DC 15), Hold Person (DC 15), Death Knell (DC 15), Silence (DC 15), Align Weapon, Spiritual Weapon
1 (5/day) Shield of Faith, Cure Light Wounds (DC 14), Command (DC 14), Entropic Shield (DC 14), Protection from Law, Protection from Law
0 (at will) Detect Poison, Read Magic, Detect Magic, Stabilize

STATISTICS
Str 10, Dex 18, Con 12, Int 14, Wis 16, Cha 14
Base Atk +7/+2; CMB +7; CMD 24
Feats Combat Casting, Heighten Spell, Improved Initiative, Selective Channeling, Weapon Finesse
Skills Acrobatics +8, Appraise +8, Climb +1, Diplomacy +10, Escape Artist +2, Fly +2, Heal +10, Knowledge: Arcana +8, Knowledge: Nobility +8, Knowledge: Religion +8, Knowledge: The Planes +8, Perception +10, Ride +2, Sense Motive +10, Spellcraft +8, Stealth +2, Survival +5, Swim -2
Languages Abyssal, Common, Elven, Undercommon
SQ Aura (Ex), Channel Negative Energy 5d6 (5/day) (DC 17) (Su), Cleric Domain: Chaos, Cleric Domain: Magic, Elven Immunities, Elven Magic, Hand of the Acolyte (6/day) (6/day) (Su), Poison Use (Ex), Spontaneous Casting
Combat Gear +2 Rapier, +1 Mithral Shield, Heavy Steel, +2 Mithral Chainmail; Other Gear Boots of Striding and Springing, Cloak of Resistance, +2, Potion of Invisibility, Wand of Fireball (CL 6), Wand of Lightning Bolt (CL 6)

SPELLS IN EFFECT
Shield of Faith

SPECIAL ABILITIES
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 5d6 (5/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Chaos Blade for 5 rounds, 1/day. (1/day) (Su) A melee weapon you are holding becomes anarchic
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Dispelling Touch (1/day) (Su) Melee touch attack dispels magic.
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.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Heighten Spell Increases spell level to effective level desired.
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.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (21) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
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Nave pg 38-39

(I converted the Xacarba Demon I think I did a pretty good job with his few extra feats I was able to give him quicken touch of idiocy and blinding crit which I think make him even a better threat)

XACARBA DEMON CR 15
Male Demon, Xacarba
Gargantuan Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +5; Senses Darkvision (60 feet); Perception +27
Aura Aura of Voices (DC 25)

DEFENSE
AC 31, touch 12, flat-footed 25. . (+5 Dex, -4 size, +19 natural, +1 dodge)
hp 270 (18d10+126)
Fort +13, Ref +16, Will +17
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 23

OFFENSE
Spd 40 ft., Climbing (20 feet)
Melee Bite (Demon, Xacarba) +18 (2d8+19) and
. . Constrict (Demon, Xacarba) +18 (2d6+19) and
. . Tail Slap x3 (Demon, Xacarba) +16 x3 (2d6+9)
*Power Attack Figured in
Space 20 ft.; Reach 20 ft.
Special Attacks Grab, Tri-Venom (DC 26)
Spell-Like Abilities Arcane Sight, Charm Monster (At will), Detect Good (At will), Detect Thoughts (At will), Enthrall (At will), Hypnotism (At will), Invisibility (At will), Mirror Image (At will), Quicken Spell-Like Ability (Touch of Idiocy), Scrying (3/day), Suggestion (At will), Suggestion, Mass (3/day), Summon Demons , Symbol of Pain (3/day), Teleport, Greater (At will), Touch of Idiocy (3/day), True Seeing (At will), Vision (3/day)

STATISTICS
Str 28, Dex 21, Con 25, Int 26, Wis 22, Cha 25
Base Atk +14/+9/+4/-1; CMB +31 (+35 Grappling); CMD 47
Feats Blinding Critical (DC 28), Combat Reflexes (5 AoO/round), Critical Focus, Dodge, Mobility, Multiattack, Power Attack +10/-5, Quicken Spell-Like Ability: Touch of Idiocy (3/day), Spring Attack
Skills Acrobatics +23, Bluff +28, Climb +30, Diplomacy +25, Disguise +25, Fly -1, Intimidate +25, Knowledge: Arcana +26, Knowledge: The Planes +29, Linguistics +26, Perception +27, Sense Motive +27, Spellcraft +26, Stealth +14, Survival +11, Use Magic Device +25
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Orc, Sahaugin, Sylvan, Terran, Thassilonian, Undercommon; Telepathy (100 feet)
SQ Serpentine Mask (Su)

SPELLS IN EFFECT
Mirror Image
Invisibility
Arcane Sight
True Seeing

SPECIAL ABILITIES
Aura of Voices (DC 25) (Su) A xacarba has three voices that constantly murmur to, taunt, and distract anything that comes near. This aura negates silence and similar effects. In addition, the voices speak twisted incantations to spellcasters. Any creature that Bestiary attempt
Blinding Critical (DC 28) Critical hit blinds or dazzles target.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
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).
Grab (Huge) (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 Poison You are immune to poison.
Mobility +4 to AC against some attacks of opportunity.
Power Attack +10/-5 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability: Touch of Idiocy (3/day) Spell-like ability is cast as a swift action up to 3/day.
Serpentine Mask (Su) A xacarba can transform itself into any humanoid shape of its size or smaller, as per the spell
shapechange. In whatever form it takes, though, it retains an obvious serpentine trait, such as slitted eyes, fangs, or a scaled skin, which negates the
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon Demons (1/day) (Sp) Once per day a xacarba can attempt to summon 2d4 babaus, 1d6 succubi, or 2 hezrous with a 50% chance of success. This ability is the equivalent of a 5th-level spell.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Tri-Venom (DC 26) (Ex) Cure 1 Save.
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Ndtkia’s Lair Pg 39-40

There was not a write up for an Aboleth Mage I made him a 12th level Enchanter

NDTKIA CR 15-16
Male Aboleth Wizard 12
Huge Aberration (Aquatic)
Init +5; Senses Darkvision (60 feet); Perception +25
Aura Mucus Cloud (DC 26)

DEFENSE
AC 29, touch 10, flat-footed 28 (+4 armor, +4 shield, +1 Dex, -2 size, +11 natural)
hp 225 (8d8+12d6+129)
Fort +15, Ref +12, Will +23

OFFENSE
Spd 10 ft., Swimming (60 feet)
Melee Tentacle x4 (Aboleth) +15 x4 (1d8+4)
Space 15 ft.; Reach 15 ft.
Special Attacks Slime (DC 26)
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), Quicken Spell-Like Ability (Dominate Monster), Veil (At will)
Wizard Spells Known (CL 12, 14 melee touch, 11 ranged touch):
6 (3/day) Disintegrate (DC 25), Flesh to Stone (DC 25), Repulsion (DC 25), Symbol of Persuasion (DC 27)
5 (5/day) Dominate Person (DC 26), Dominate Person (DC 26), Dominate Person (DC 26), Feeblemind (DC 26), Cloudkill (DC 24), Hold Monster (DC 26)
4 (5/day) Black Tentacles, Stoneskin, Confusion (DC 25), Confusion (DC 25), Invisibility, Greater, Dimension Door
3 (6/day) Deep Slumber (DC 24), Fly, Dispel Magic, Arcane Sight, Displacement (DC 22), Hold Person (DC 24), Hold Person (DC 24)
2 (6/day) Hideous Laughter (DC 23), Hideous Laughter (DC 23), Invisibility, Mirror Image (DC 21), Mirror Image (DC 21), Touch of Idiocy, Charm Person, Extend (DC 23)
1 (7/day) Mage Armor, Mage Armor, Shield, Shield, Charm Person (DC 22), Charm Person (DC 22), Charm Person (DC 22), Charm Person (DC 22)
0 (at will) Daze (DC 21), Read Magic, Ghost Sound (DC 19), Detect Magic

STATISTICS
Str 18, Dex 12, Con 22, Int 26/28, Wis 18, Cha 16
Base Atk +10/+5/+0; CMB +18; CMD 37 (can't be Tripped)
Feats Combat Casting, Defensive Combat Training, Extend Spell, Greater Spell Focus: Enchantment, Improved Initiative, Improved Natural Attack: Tentacle x4 (Aboleth), Iron Will, Lightning Reflexes, Quicken Spell, Quicken Spell-Like Ability: Dominate Monster (3/day), Scribe Scroll, Spell Focus: Enchantment, Weapon Focus: Tentacle, Wizard Weapon Proficiencies
Skills Acrobatics +24, Appraise +14, Bluff +25, Diplomacy +7, Fly -3, Intimidate +25, Know: Enter Choice +31, Knowledge: Arcana +31, Knowledge: History +31, Knowledge: Religion +31, Knowledge: The Planes +31, Perception +25, Spellcraft +31, Stealth -7, Swim +30, Use Magic Device +20
Languages Aboleth, Aklo, Aquan, Common, Elven, Ettin, Infernal, Undercommon
SQ Aura of Despair (12 rounds/day) (Su), Dazing Touch (12/day) (Sp), Enchanting Smile +4 (Su), Enchantment, Evocation, Necromancy
Other Gear Ioun Stone, Amber Spindle, Ioun Stone, Dusty Rose, Ioun Stone, Scarlet and Blue

SPELLS IN EFFECT
Shield
Mage Armor

SPECIAL ABILITIES
Aura of Despair (12 rounds/day) (Su) 30' aura, enemies take -2 penalty to many checks while inside.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (12/day) (Sp) Touch attack dazes for 1 round.
Enchanting Smile +4 (Su) +4 to Bluff, Diplomacy, and Intimidate. Turn Spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.
Mucus Cloud (DC 26) (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
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Quicken Spell-Like Ability: Dominate Monster (3/day) Spell-like ability is cast as a swift action up to 3/day.
Slime (DC 26) (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
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Swimming (60 feet) You have a Swim speed.
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Grand Temple of Abraxas 40-43

ALLEVRAH AZRINAE CR 18
Female Drow, Noble Cleric 13 Demonic Initiate 5
CE Medium Humanoid (Elf)
Init +5; Senses Darkvision (120 feet), Low-Light Vision; Perception +15

DEFENSE
AC 42, touch 20, flat-footed 38. . (+10 armor, +7 shield, +4 Dex, +5 natural, +5 deflection)
hp 200 (18d8+80)
Fort +21, Ref +17, Will +28
Defensive Abilities Dispelling Touch, Remote Viewing; Immune sleep; SR 29
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Lash of Abraxas +24/+19/+14 (1d8+11)
Special Attacks Heretical Revelation
Spell-Like Abilities Augury, Dancing Lights, Deeper Darkness, Detect Magic, Dispel Magic, Divine Favor, Faerie Fire, Featherfall, Identify, Illusory script, Levitate, Lore Keeper, Remote Viewing, Suggestion, Summon Demonic Ally V
Cleric Spells Known (CL 17, 20 melee touch, 21 ranged touch):
9 (2/day) Gate, Mage's Disjunction (DC 28), Implosion (DC 28)
8 (3/day) Protection from Spells, Fire Storm (DC 27), Freedom of Movement, Quick, Spell Immunity, Greater
7 (4/day) Spell Turning, Cure Serious Wounds, Quick (DC 26), Cure Serious Wounds, Quick (DC 26), Destruction (DC 26), Repulsion (DC 26)
6 (5/day) Dispel Magic, Greater, Blade Barrier (DC 25), Spiritual Weapon, Quick, Antimagic Field, Heal, Heroes' Feast
5 (6/day) Slay Living (DC 24), Flame Strike (DC 24), Flame Strike (DC 24), Dispel Good (DC 24), True Seeing, Divine Favor, Quick, Command, Greater (DC 24)
4 (6/day) Cure Critical Wounds, Cure Critical Wounds, Air Walk, Imbue with Spell Ability, Magic Weapon, Greater, Sending, Tongues
3 (6/day) Magic Vestment, Magic Vestment, Bestow Curse (DC 22), Dispel Magic, Dispel Magic, Blindness/Deafness (DC 22), Invisibility Purge
2 (6/day) Resist Energy, Hold Person (DC 21), Cure Moderate Wounds (DC 21), Detect Thoughts (DC 21), Spiritual Weapon, Status, Status
1 (7/day) Obscuring Mist, Cure Light Wounds (DC 20), Cure Light Wounds (DC 20), Cure Light Wounds (DC 20), Cure Light Wounds (DC 20), Command (DC 20), Magic Aura, Sanctuary (DC 20)
0 (at will) Detect Poison, Read Magic, Detect Magic, Guidance

STATISTICS
Str 12/18, Dex 14/20, Con 12/18, Int 15, Wis 22/28, Cha 16/22
Base Atk +16/+11/+6; CMB +16; CMD 36
Feats Alignment Channel: Chaos, Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Improved Critical: Whip, Iron Will, Quicken Spell, Selective Channeling, Shield Focus
Skills Acrobatics +4, Appraise +7, Bluff +12, Diplomacy +15, Disguise +7, Escape Artist +4, Fly +4, Heal +15, Intimidate +13, Knowledge: Arcana +24, Knowledge: Religion +14, Knowledge: The Planes +14, Linguistics +10, Perception +15, Sense Motive +15, Spellcraft +24, Stealth +4, Survival +11, Swim +3
Languages Aboleth, Abyssal, Celestial, Common, Draconic, Elven, Infernal, Undercommon
SQ Abraxas, Aura (Ex), Channel Negative Energy 7d6 (9/day) (DC 22) (Su), Cleric Domain: Knowledge, Cleric Domain: Magic, Damnation, Dark Mark, Demonic Tongue, Elven Immunities, Elven Magic, Hand of the Acolyte (12/day) (12/day) (Su), Poison Use (Ex), Ring of Counterspells, Spontaneous Casting
Combat Gear Lash of Abraxas, +1 Mithral Chainmail Ghost Touch, +1 Mithral Shield, Heavy Steel Heavy Fortification ; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Boots of Teleportation, Cloak of Resistance, +5, Glove of Storing, Headband of Mental Prowess, WIS & CHA +6, Ioun Stone, Dusty Rose, Ioun Stone, Emerald Ellipsoid, Ioun Stone, Pale Green, Ring of Counterspells, Ring of Protection, +5

SPELLS IN EFFECT
Divine Luck
Magic Weapon greater
Magical Vestment
Magical Vestment

SPECIAL ABILITIES
Abraxas +5 save vs. written effects.
Alignment Channel: Chaos Channel Energy heals or harms outsiders of the chosen alignment.
Augury (1/day) (Sp) Cast augury 1/day as a spell-like ability.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 7d6 (9/day) (DC 22) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damnation Upon dying, your soul will be claimed by your demoic patron. You cannot be returned to life by any means unless your patron allows it.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Dark Mark You innately recognize other demonic initiates of the same patron and demons in your patron's service.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Demonic Tongue You may communicate in a way that is only understood by those foresworn to the same demonic patron as you (thaumaturges, other demonic initiates, and demons erving your patron).
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Dispelling Touch (2/day) (Su) Melee touch attack dispels magic.
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.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hand of the Acolyte (12/day) (12/day) (Su) Throw the melee weapon you are holding 12/day.
Heretical Revelation (3/day) 3/day, cause a variety of effects by whispering a terrible secret to those near you.
Identify (1/day) (Sp) Cast identify 1/day as a spell-like ability.
Illusory script (1/day) (Sp) Cast illusory script 1/day as a spell-like ability.
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.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 37.
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.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Remote Viewing (13 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Ring of Counterspells
Selective Channeling Exclude targets from the area of your Channel Energy.
Shield Focus +1 Shield AC
Spell Resistance (29) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Summon Demonic Ally V (1/day) (Sp) Summon Monster V 1/day summons a demon serving your patron.
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With the Gate Spell I wanted somthing they had not seen so I converted the one from Rise of The Runelords

SHEMHAZIAN DEMON CR 14
Male Demon, Shemhazian
Gargantuan Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +5; Senses Darkvision (60 feet); Perception +36

DEFENSE
AC 31, touch 11, flat-footed 26. . (+5 Dex, -4 size, +20 natural)
hp 310 (18d10+162)
Fort +15, Ref +16, Will +15
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24

OFFENSE
Spd 40 ft., Climbing (20 feet)
Melee Bite (Demon, Shemhazian) +19 (2d8+20) and
. . Claw x2 (Demon, Shemhazian) +19 x2 (2d6+20) and
. . Pincer x2 (Demon, Shemhazian) +17 x2 (1d8+10) and
. . Tail Slap (Demon, Shemhazian) +17 (2d6+10)
* Power Attack Figured in
Space 20 ft.; Reach 20 ft.
Spell-Like Abilities Clairaudience/Clairvoyance (3/day), Detect Good (At will), Fly (At will), Invisibility (At will), Prying Eyes (3/day), Summon Demons , Teleport, Greater (At will), True Seeing (Constant), Unholy Blight (At will)

STATISTICS
Str 30, Dex 20, Con 28, Int 10, Wis 18, Cha 16
Base Atk +14/+9/+4/-1; CMB +32 (+36 Bull Rushing); CMD 47 (49 vs. Bull Rush)
Feats Alertness, Awesome Blow, Combat Reflexes (5 AoO/round), Critical Focus, Greater Bull Rush, Improved Bull Rush, Multiattack, Power Attack +10/-5, Sickening Critical
Skills Acrobatics +20, Bluff +16, Climb +38, Fly -1, Intimidate +23, Perception +36, Sense Motive +28, Stealth +14
Languages Abyssal, Celestial, Draconic; Telepathy (100 feet)
SQ Paralyzing Gaze (DC 22) (Su), Rending (Ex), Shemhazian Poison (DC 28) (Ex)

SPECIAL ABILITIES
Awesome Blow You can deliver a blow that sends your target flying.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greater Bull Rush +2 to Bull Rush, opponent's movement provokes AoO from your allies.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Paralyzing Gaze (DC 22) (Su) Paralysis for 1 round, 30 feet, Fortitude save negates. Evil creatures are immune to this effect. The save DC is Charisma-based.
Power Attack +10/-5 You can subtract from your attack roll to add to your damage.
Rending (Ex) Cause 4d6+15 damage if you hit with both claws.
Shemhazian Poison (DC 28) (Ex) Cure 2 saves.
Sickening Critical Critical hit sickens target.
Spell Resistance (24) You have Spell Resistance.
Summon Demons (1/day) (Sp) Once per day, a Shemhazian can attempt to summon 1d4 vrocks, 1d3 hezrous, or a glabrezu with a 50% chance of success. This ability is the equivalent of a 5th-level spell.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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Well thats the final encounter and it should be a duzy

If the players want to keep going im going to run them through 20th level fighting against Tree Razor

I would love to bounce ideas about how to do the high level stuff even someone wants to help let me know


I added some more monsters in the Darklands here is the Beholder the PCs are sent to kill

TREK NOVA CR 13
Male Beholder
Large Aberration
Init +7; Senses All-Around Vision, Darkvision (60 feet); Perception +22
Aura Antimagic Cone

DEFENSE
AC 28, touch 13, flat-footed 25. . (+3 Dex, -1 size, +15 natural)
hp 120 (12d8+48)
Fort +10, Ref +7, Will +13

OFFENSE
Spd 5 ft., Flying (20 feet, Good)
Melee Bite (Beholder) +9 (2d4+1)
Ranged Touch +11 (Eye Rays)
Space 10 ft.; Reach 5 ft.
Special Attacks Eye Rays (DC 19)
Spell-Like Abilities Charm Monster (At will), Charm Person (At will), Deep Slumber (At will), Disintegrate (At will), Eye Rays (DC 19), Fear (At will), Finger of Death (At will), Flesh to Stone (At will), Inflict Moderate Wounds (At will), Slow (At will), Telekinesis (At will)

STATISTICS
Str 13, Dex 17, Con 18, Int 18, Wis 16, Cha 17
Base Atk +8/+3; CMB +11; CMD 24
Feats Alertness, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will
Skills Acrobatics +16, Fly +20, Knowledge: Arcana +19, Knowledge: History +10, Knowledge: The Planes +10, Perception +22, Sense Motive +20, Spellcraft +17, Stealth +12, Survival +14
Languages Aboleth, Beholder , Common, Undercommon
Other Gear Ioun Stone, Clear, Ioun Stone, Dusty Rose

SPECIAL ABILITIES
All-Around Vision You can see in all directions and cannot be flanked.
Antimagic Cone A beholders central eye continually produces a 150 foot cone of antimagic. This functions like an antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed---even the beholders own eye rays. O
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eye Rays (DC 19) (Su) Each of a beholder's small eyes can produce a magical ray once per round as a free action. During a single round a beholder can aim only three eye rays at targets in any one 90-degree arc. (up, forward, backwards, left, right, or down). The remaining
Flyby Attack You can take a standard action during your move action while flying.
Flying (20 feet, Good) You can fly!
Hover You can hover in place while flying.
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These Creatures are from the Aberation book I think they are great watchdogs for the Beholder

CILDABRIN CR 7
Large Aberration
Init +4; Senses Darkvision (60 feet); Perception +18

DEFENSE
AC 21, touch 14, flat-footed 16. . (+4 Dex, -1 size, +7 natural, +1 dodge)
hp 132 (11d8+66)
Fort +9, Ref +7, Will +7

OFFENSE
Spd 50 ft., Climbing (20 feet)
Melee Pincer x2 (Cildabrin) +12 x2 (1d6+3) and
. . Sting (Cildabrin) +14 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Cildabrin Poison (DC 21)
Spell-Like Abilities Darkness (3/day), Silence (3/day), Spike Stones (3/day)

STATISTICS
Str 25, Dex 18, Con 22, Int 11, Wis 10, Cha 13
Base Atk +7/+2; CMB +16 (+20 Grappling); CMD 31 (33 vs. Grapple39 vs. Trip)
Feats Dodge, Greater Grapple, Improved Grapple, Mobility, Multiattack, Spring Attack
Skills Acrobatics +18, Climb +37, Fly +2, Perception +18, Stealth +14
Languages
SQ Constrict (Ex), Improved Grab (Ex)

SPECIAL ABILITIES
Cildabrin Poison (DC 21) (Ex) 1d2 Str Dam 6 rounds Cure 1 save.
Climbing (20 feet) You have a Climb speed.
Constrict (Ex) On a successful grapple check, you deal 1d6+10 points of damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Improved Grab (Ex) Hit with a pincer starts a grapple. If you win, constrict .
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Mobility +4 to AC against some attacks of opportunity.
Spring Attack You can move - attack - move when attacking with a melee weapon.
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This monster is from the WOC Underdark book I really enjoy giants. Im going to have Erdrinneir warn the PCs the way to Trek Nova is Maur teritory so becareful with the box

This is one Unfurled they are a really cool idea if you want to see them when they are not let me know and ill put it up

DARKLAND GIANT CR 11 (Unfurled)
Male Giant, Darklands (Maur)
Huge Humanoid (Earth, Giant)
Init +2; Senses Darkvision (60 feet), Low-Light Vision; Perception +20

DEFENSE
AC 28, touch 14, flat-footed 26. . (+4 armor, +4 Moral, +2 Dex, -2 size, +10 natural)
hp 210 (14d8+126)
Fort +22, Ref +10, Will +11

OFFENSE
Spd 40 ft., Burrowing (5 feet)
Melee Masterwork Warhammer +18/+13 (3d6+17)
*Power Attack Figured in
Space 15 ft.; Reach 15 ft.
Special Attacks Tunnel Scream (DC 26)
Spell-Like Abilities Call Lightning (1/day), Chain Lightning (1/day), Meld into Stone (2/day), Move Earth (2/day), Spider Climb (2/day)

STATISTICS
Str 26/32, Dex 14, Con 22/28, Int 16, Wis 16, Cha 16
Base Atk +8/+3; CMB +23 (+25 Bull Rushing); CMD 39 (41 vs. Bull Rush)
Feats Awesome Blow, Cleave, Combat Reflexes (3 AoO/round), Improved Bull Rush, Improved Critical: Warhammer, Power Attack +6/-3, Weapon Focus: Warhammer
Skills Acrobatics +1, Climb +27, Escape Artist +15, Fly -3, Perception +20, Ride +1, Stealth +7, Survival +20, Swim +10
Languages Common, Giant, Undercommon
SQ Oversized Weapon (Ex), Unfurled Might (10 rounds/day) (Su)
Combat Gear Masterwork Warhammer, Masterwork Chain Shirt;

SPECIAL ABILITIES
Awesome Blow You can deliver a blow that sends your target flying.
Burrowing (5 feet) You have a Burrow speed.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oversized Weapon (Ex) A Maur Can wield weapons one size larger
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Tunnel Scream (1/day) (DC 26) (Su) A Maur can scream within any enclosure of stone or natural earth. Its scream fills a 60ft cone with sonic energy. Any creature within this area is stunned for 1 round, deafened for 4d6 rounds and take 10d6 points of sonic damage. A fortitude save neg
Unfurled Might (10 rounds/day) (Su) When in a space at least 20 feet high that offers sufficient room for a creature with a 15-foot space, a maur can unfurl from its stooped, hunched position as a standard action. Unfurling is an agonizing joint-popping experience for the maur, though
Created With Hero Lab® - try it for free at http://www.wolflair.com!


1 person marked this as a favorite.

My last WOC monster for now is another classic

Im going to have the party ambushed by a group of these one there trek out of the Darklands before the encounter at the gate.

UMBER HULK CR 7
Male Umber Hulk
Large Aberration
Init +2; Senses Darkvision (60 feet), Tremorsense (60 feet); Perception +13
Aura Confusing gaze (DC 17)

DEFENSE
AC 20, touch 11, flat-footed 18. . (+2 Dex, -1 size, +9 natural)
hp 120 (10d8+50)
Fort +10, Ref +5, Will +7
OFFENSE
Spd 20 ft., Burrowing (20 feet)
Melee Bite (Umber Hulk) +10 (2d8+10) and
. . Claw x2 (Umber Hulk) +10 x2 (2d4+10)
* Power Attack Figured in
Space 10 ft.; Reach 10 ft.
Special Attacks Confusing gaze (DC 17)

STATISTICS
Str 23, Dex 14, Con 20, Int 11, Wis 11, Cha 14
Base Atk +6/+1; CMB +14; CMD 26
Feats Great Fortitude, Multiattack, Power Attack +4/-2, Toughness +10, Vital Strike
Skills Acrobatics +15, Climb +19, Fly +0, Perception +13, Stealth -2, Survival +8, Swim +14
Languages Terran

SPECIAL ABILITIES
Burrowing (20 feet) You have a Burrow speed.
Confusing Gaze (DC 17) (Su) Confusion as the spell, 30ft Gaze, caster level 8th. Will save to negate. The save DC is Charisma based.
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.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Vital Strike Standard action: x2 weapon damage dice.
Created With Hero Lab® - try it for free at http://www.wolflair.com!


Joey Virtue wrote:
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

To anyone who has the Hero Lab files that Joey made for the SD AP, can you please email them to me? phillipknight (at) hotmail.com


Phillip0614 wrote:
Joey Virtue wrote:
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

To anyone who has the Hero Lab files that Joey made for the SD AP, can you please email them to me? phillipknight (at) hotmail.com

Ditto for me, I'd love a copy as I was going to begin converting within the next month or two. Please send to: burg.pathfinders [at] gmail.com

Thanks!


Ill try to get them to you guys the one time i tried it the email was huge


Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I'd really like a copy, also- I'm karendlockwood at yahoo.com.

Thanks so much!


Hey again Joey,

If by any chance you still visit these forums i gotta question.

For the last adventure encounters, did you include the glyphs in the stat blocks of the guardians or not?

Thanks for the response in advance.


Hello all

im going through alot right now with my wifes health so Pathfinder has taken a back seat ill try to get some stuff back to you guys


I would like a copy also. I won't need any for another 6 to 8 months though so anytime is good for me. w33w33@aol if you(anybody that has it) don't mind.

PS:If anyone sends them to me let me know so I can watch for it. Non-spam email gets sent to my spam folder sometimes.


Joey Virtue wrote:

Hello all

im going through alot right now with my wifes health so Pathfinder has taken a back seat ill try to get some stuff back to you guys

That's perfectly fine; family comes first! If you would, though, I'd appreciate notification of when you send them out. My junk mail filter is set on exclusive and I usually only give it a cursory look over before emptying, so it's possible I might miss your email if I don't know what to look for.


Hey awesome work :) please send me some too :) shiro.kuma at yahoo com I have HeroLabs :) and Seccond Darknes


For all of you who have enjoyed the work I put into this thread could you please help me in my time of need

My wife has been diganosed with Cancer and I need your help

This page is a fundraiser and I know in this econmic time it can be difficult to give if you cannot give can you please network the site through Facebook Twitter Myspace or any other webpage you might know

http://www.giveforward.com/forkyla

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I'm thinking about running SD, and I very much appreciate the work you've put into the conversion. I also made a donation--please keep us posted.


Hey Joey, sorry to hear your news, would love access to the files p0lli at hotmail com (the o is a zero)am running second darkness and have Herolab. I will understand if you are busy (donating in your hour of need)

Scarab Sages

Joey Virtue wrote:

Haunt of Shadows 40-41

CHMETUGO CR 8
Male Demon, Shadow
Medium Outsider (Chaotic, Demon, Evil, Extraplanar, Incorporeal)
Init +8; Senses Darkvision (60 feet); Perception +23

DEFENSE
AC 19, touch 19, flat-footed 15. . (+4 Dex, +5 deflection)
hp 120 (10d10+40)
Fort +7, Ref +13, Will +9
Defensive Abilities Incorporeal; DR 10/good or cold iron; Immune cold, critical hits, electricity, poison, precision damage; Resist acid 10, cold 10, fire 10; SR 17

...

I'm presently playing Second darkness, and I used your hero lab file since the beginning, but I'm curious why you augment the shadow demon from 7 HD to 10 HD. In the listing it's a CR8, but in the Herolab file, it's a CR10

Demon shadow 7 HD + 3 HD?

Liberty's Edge

Eretas wrote:

I'm presently playing Second darkness, and I used your hero lab file since the beginning, but I'm curious why you augment the shadow demon from 7 HD to 10 HD. In the listing it's a CR8, but in the Herolab file, it's a CR10

Demon shadow 7 HD + 3 HD?

Eretas,

I have noticed the same thing with Joey Virtue's posts and I believe he mentioned somewhere that his group was pretty tough and he wanted to give them more of a challenge. So, the answer to your question is that Demon Shadow 7 HD +3 HD is an ADVANCED creature, made to be more of a challenge.

I am part way through Children of the Void and wanted to go with the "normal" versions of the encounters. I'll be converting everything to Pathfinder from Clegg's camp to the end of this part of the AP and if you want I can post it here.

Let me know what you think.

Scarab Sages

Shawn S. wrote:

Eretas,

I have noticed the same thing with Joey Virtue's posts and I believe he mentioned somewhere that his group was pretty tough and he wanted to give them more of a challenge. So, the answer to your question is that Demon Shadow 7 HD +3 HD is an ADVANCED creature, made to be more of a challenge.

I am part way through Children of the Void and wanted to go with the "normal" versions of the encounters. I'll be converting everything to Pathfinder from Clegg's camp to the end of this part of the AP and if you want I can post it here.

Let me know what you think.

I know that Joey start with character level 2 so he raised every encounter for book 1 and 2 by 1 CR, but from a CR7 to CR10, the step is high... It's why i'm wondering if that one is "fair" for the player. My players are a party of 5 and they are already level 7. The already visited all the island twice. So they only have to visit the drow caves... So far, the conversion made by Joe is just great. I also used Herolab so it's easy to adjust the encounter base on his conversion up or down...

Looking a little further, I just saw that Shindiira raise from cleric5/fighter1 to cleric7/fighter2... Another +3CR value. It's maybe a little high... hum???


Hero Labs adds a CR for every hitdice you add hitdice increasing does not increase CR 1 for 1

with Shindira so she is not a noble drow so she doesnt get the plus one to her CR like old drow did and Pathfinder CR on characters change down by one level and like it says increased it one level


Hello all,

Joey, I don't know how much you're checking in here these days, but if you see this, I wanted to tell you how fantastic this is. I have recently started running SD, and was thrilled to discover all of this. So thank you very much for all your hard work. =)

I had a question--doesn't necessarily have to be for Joey, specifically. Anyone else who noticed this and can confirm for me, would be great. I notice that on Boss Croat's Half-Orc thugs from the raid on the Gold Goblin in SitS, that you've got them armed with falchions, and equipped with bucklers. Unless I am mistaken, you lose the buckler's shield bonus to AC whenever you use that hand to wield a weapon (including it being the second hand in wielding a two-handed weapon.) But a falchion is a two-handed weapon, so you have to use two hands to wield it. So it seems that they could either attack (requiring the use of both hands, and losing the buckler AC bonus) *or* get the buckler's AC bonus and not be able to attack that round. Am I missing something?

If I am not missing anything, then what would folks recommend? Ditch the buckler altogether, or keep the buckler and switch them to a one-handed weapon that they could choose to use two-handed if they wanted to, giving them the option of attacking one-handed and getting the AC bonus, or two-handed and losing it (and taking a -1 to their attack)?

Anyway, just wondering what people think.

Thank for your time.

Best,

~~~~Random


Well Im glad you like it

I played it as giving him the AC and a Minus one to attack


Pathfinder Rulebook Subscriber
Joey Virtue wrote:

Hello all. This is in the same line as my Changes to Rise of the Runelords for 6 players

I am Pathfinderizing everything and adding some of my own changes to make it more challenging.

Here are a few more of the premises I really didnt want to add in my own adventure and I have a player who keeps complaining about starting at First level so im setting this up to start at 2nd level and changing the challenge in the first two books to be about a level higher.

Im using Hero Labs to create all the NPC conversions and the monsters, so that will be the format of all the NPCs and monsters

Im not running it for a little while. Im going to show the encounters each in there own Post if people like this one as much as my Rise to the Rune Lords Thread I will make a Word Document of this stuff

I really enjoyed reading this AP and I think running it will be great too

If you have thoughts ideas or anything else please let me know I always love to bounce ideas

So I don't know if there's any way to private message people on paizo, but Joey, I know you live int he central valley area (old comments on a post of looking for players) so I figured you might know of any players interested in joining one of two campaigns going on (one on sunday early afternoons, the other on tuesday night)

I'll keep an eye on this post, let me know.


If you click on Joey Virtue's name above his post, you'll be taken to his profile page. Just below his name and list of subscriptions on that page, you'll be able to click on "Send Private Message" to PM him. (It's a very new feature of this site, less than a month old.)

That said, I'm sure he'll see this post, too.

Grand Lodge

Man theese conversions are great! Thanks a lot! I will start the campaign in a couple of weeks, thank you!


Do you happen to have these in an MS Word document?

Dark Archive

Pathfinder Adventure Path Subscriber

Try the thread here for pdf docs for the first coouple of mods. I'll be adding the third in the near future.

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