My Legacy of Fire Conversions (and NPC Stat Blocks)


Legacy of Fire

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And now for something simple: the Set Piece adventure Hell of Eternal Thirst.

Creature Conversions

Spoiler:

Lacedons: Bestiary 146
Lammasu: Bonus Bestiary 13
Spectre: Bestiary 257
Vampire spawn: Bestiary 276

ETTIN SKELETON
CR 5 (XP 1,600)

NE Large undead (Bestiary 130, 250)
Init +4; Senses darkvision 60 ft.; Perception +4
Aura strong evil
DEFENSE
AC
13, touch 9, flat-footed 13 (+2 armor, +2 natural, –1 size)
hp 36 (10d8)
Fort +3, Ref +3, Will +7
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed
40 ft.
Melee 2 flails +12/+7 (2d6+6) or
2 claws +12 (1d6+6)
Ranged 2 javelins +6 (1d8+6)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
23, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +7; CMB +14; CMD 24
Feats Improved InitiativeB
Skills Perception +4; Racial Modifiers +4 Perception
Gear Large flails (2), Large javelins (4), Large leather armor
SPECIAL ABILITIES
Superior Two-Weapon Fighting (Ex)
See ettin.

The Random Encounters in Katapesh table remains unchanged save for some minor terminology, so I won't post it. Virtually everything on there can be found in the Bestiary. Here's the conversions for shirs and rukhs.

Shir:

DIV, SHIR
CR 10 (XP 9,600)

NE Large outsider (div, evil, extraplanar) (Pathfinder #21 78)
Init +9; Senses darkvision 60 ft., scent, see in darkness, true seeing; Perception +20
Aura overwhelming evil
DEFENSE
AC
26, touch 15, flat-footed 20 (+5 Dex, +1 dodge, +11 natural, –1 size)
hp 137 (11d10+77)
Fort +14, Ref +12, Will +9
Defensive Abilities unchanged
Weaknesses esoteric flaw
OFFENSE
Speed
50 ft. (run ×5)
Melee 2 claws +18 (1d6+8 plus grab), bite +18 (18+8) or
Power Attack: 2 claws +15 (1d6+14 plus grab), bite +15 (18+14)
Space 10 ft.; Reach 10 ft.
Special Attacks consume essence, rend (2 claws, 1d6+12)
Spell-Like Abilities (CL 13th; concentration +18)
Constant—true seeing
At will—unchanged
3/day—unchanged
1/day—summon (level 3, 1d2 pairakas or 1 shir, 35%)
STATISTICS
Ability Scores
unchanged
Base Atk +11; CMB +20 (+22 bull rush or sunder, +24 grapple); CMD 35 (27 vs. bull rush or sunder)
Feats Dodge, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack, Run
Skills Acrobatics +19, Climb +22, Intimidate +18, Knowledge (planes) +15, Perception +20, Stealth +14, Survival +20
Languages unchanged
SQ dusty pelt
SPECIAL ABILITIES
Esoteric Flaw (Ex)
All divs possess some manner of exoteric weakness in their personality. Shirs find it difficult to go for an easy kill. These divs love to play with their food, and when choosing a dish from a group of victims, they tend to go for the more obviously powerful.

Rukh:

RUKH
CR 10 (XP 9,600)

N Gargantuan animal (Pathfinder #21 84)
Init +2; Senses low-light vision; Perception +26
DEFENSE
AC
unchanged
hp 200 (16d8+128)
Fort +18, Ref +12, Will +8
OFFENSE
Speed
unchanged
Melee 2 bites +21 (2d8+12/19–20 plus grab), 2 talons +18 (2d6+6)
Space 20 ft.; Reach 15 ft.
Special Attacks swallow whole (2d8+18 damage, AC 16, 21 hp)
STATISTICS
Ability Scores
unchanged
Base Atk +12; CMB +28; CMD 40
Feats Flyby Attack, Improved Crtical (bite), Iron Will, Multiattack, Skill Focus (Perception), Snatch, Weapon Focus (bite), Wingover
Skills Fly +7, Perception +26; Racial Modifiers +8 Perception

JUVENILE RUKH
CR 3 (XP 800)

N Large animal (Pathfinder #21 84)
Init +2; Senses low-light vision; Perception +11
DEFENSE
AC
unchanged
hp unchanged
Saves unchanged
OFFENSE
Speed
unchanged
Melee 2 bites +4 (1d6+2/19–20), 2 talons +2 (1d6+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
14, Dex 15, Con 18, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +6; CMD 18
Feats Flyby Attack, Improved Critical (bite), Multiattack
Skills Fly –1, Perception +11; Racial Modifiers +8 Perception

There will be a delay before I move on The End of Eternity; I've decided to run a melding of the published version and the "Ultimate Edition," essentially keeping the characterizations of the former with the broader palate and enhanced encounters of the latter. Once I'm done prepping that for myself, I'll ponder whether to just post conversions for the published version or for the Ultimate Edition as well. (Right now, I'm leaning toward just the published version, unless by some chance Jason Nelson gives the nod to show off his Nexian hydra swarms and animated war machines.)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Bonus post! First, I noticed that I left an error in Hurvank's stats: he should have Improved Unarmed Attack rather than toughness. (The rest of his stats already reflect this.)

Now, some bonus stat blocks! I was playing with the Gamemastery Guide and came up with these settlement stat blocks. I think they match up rather well, if taken from the right point of view...

KELMARANE, RUINED
CE hamlet
Corruption +1; Crime –2; Economy –2; Law –1; Lore –2; Society –8
Qualities notorious
Danger 5; Disadvantages cursed
DEMOGRAPHICS
Government
overlord (monstrous)
Population 31 (27 gnolls, 1 goblin, 1 harpy, 1 janni, 1 ogre)
Notable NPCs
Kardswann
(AL male janni fighter 2)
Hurvank the Strangler (CE male ogre)
Ugruk (CE male flind fighter 2)
Undrella (CE female harpy witch 2)
MARKETPLACE
Base Value
260 gp; Purchase Limit 1,500 gp; Spellcasting 2nd
Minor Items 1d6; Medium Items —; Major Items

...and one year on...

KELMARANE, CIVILIZED
LN small town
Corruption +0; Crime –1; Economy +1; Law +2; Lore +1; Society +0
Qualities insular, strategic location
Danger 0
DEMOGRAPHICS
Government
autocracy
Population 490
Notable NPCs
Lady Almah Roveshki
(LN female human expert 4/fighter 1/rogue 1)
Garavel (LN male human fighter 4)
Father Zastoran (N male human alchemist 3)
MARKETPLACE
Base Value
1,100 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items

KATAPESH
N metropolis
Corruption +2; Crime +5; Economy +7; Law +3; Lore +10; Society +1
Qualities academic, notorious, prosperous, rumormongering citizens, strategic location, tourist attraction
Danger 20
DEMOGRAPHICS
Government
magical
Population 212,300 (169,840 humans; 12,738 dwarves; 10,615 half-elves; 4,246 half-orcs; 6,369 halflings; 6,369 gnomes; 2,123 other); approximately 70% of the population is free, 25% are permanent slaves, and 5% are temporary debt slaves or criminals serving time as slaves
Notable NPCs
The Pactmasters
(unknown)
Pactbroker Hashim ibn Sayyid (N male human expert 6)
MARKETPLACE
Base Value
30,400 gp; Purchase Limit 200,000 gp; Spellcasting 9th
Minor Items all; Medium Items 4d4; Major Items 3d4


I want you to know that I am extremely grateful for the work you are doing since most of it meshes with my general design goals. I appreciate the work immensely.

If you don't mind, what is the "Ultimate Edition?" I think I saw "hydra swarm." Yes. I did. I am intrigued.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

John, I just wanted to join in the praise for all the work you've shared here. I started Legacy of Fire last night and it definitely benefited from all your hard work. Both my players and I owe you a great big thank you!


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Ice Titan wrote:
If you don't mind, what is the "Ultimate Edition?" I think I saw "hydra swarm." Yes. I did. I am intrigued.

It's Jason Nelson's original, unedited version of The End of Eternity, which he's discussed on the forum and has been willing to send to LoF GMs who ask nicely, which is how I got it.

The adventure underwent some significant edits for publication, largely to prune it down to size. It's also in a state prior to receiving the developer's attention, so some larger story points don't quite match up yet. In general, however, the main differences are:

1. The same characters are present, but they tend to be different in characterization. The most drastic change is probably Dilix Mahad, who is, among other things, male (as I recall, he received a last-minute gender swap to match the cover art). The shaitans have a significantly different backstory as well, having never been members of Jhavhul's army.

2. Some islands receive quite a bit more attention, including the Serpent Isles (the PCs land on a coral reef a mile off shore and must creep along to dry land), Ismaizade (which actually gets is own section of the adventure, featuring xorns and Andrathi's spirit), and Khosravi (which now features animated war machines trundling about).

3. Any location in the published adventure that's described as having been destroyed is, generally speaking, intact and detailed (if not necessarily mapped) in the original draft. This includes Khosravi and the Pleasure Palace of Kakishon.

4. Basically, the "Ultimate Edition" answers a lot of questions I had about the published adventure after crunching its numbers, such as why it seemed light on encounters/treasure/XP awards.

5. On the other hand, no Spooky.

There are elements I prefer about the original draft, and changes I prefer from the published version, so I'm cobbling together a version for myself that combines (what I view as) the best of both worlds. And since it is just for my use, I've also gone whole hog and significantly reworked a few encounters to suit my own tastes.

The Exchange

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I too am preparing to run LoF as full pathfinder and this is going to help me so much, thank you for all the time you have spent converting it and posting it up for the rest of us :) Do you have a link to the forum where the ultimate version was discussed? I think I'd like to look at it and maybe try it too.

Thanks again for all your hard work John :)


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It's in the End of Eternity (GM Reference) thread.

This reminds me that "ultimate edition" is my term, not the author's, for the record.

The Exchange

Thanks again John, I have just emailed and hopefully will be blessed with the directors cut version :)


2 people marked this as a favorite.
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Before I move on to "The End of Eternity," there's a tidbit I want to add to "The Jackal's Price." I know I'm not the only GM who was a touch underwhelmed at the revelation in "The Final Wish" that the Templar Pazhvann had died off-stage, never having encountered the PCs. Adding an encounter with Pazhvann to "The Jackal's Price" serves three goals. First, it adds some Templar action to a chapter of Legacy of Fire that's otherwise devoid of it. Second, encountering the "good cop" Pazhvann now adds to the dramatic reveal later that the "bad cop" Davashuum has murdered him, in part for going so easy on the PCs. And lastly, this becomes the one and only time the PCs encounter a Templar of the Five Winds who is still both alive and loyal to Nefeshti.

This event takes place in Part Two: Long Road to Katapesh, and in fact bookends Event 3.

Spoiler:

Event 2-1/2: The Right Hand of Nefeshti (EL 14)
After a long and harrowing trek across the badlands of inner Katapesh, the PCs reach the final oasis on their journey. The city itself is just one more day's travel away; its spires are even dimly visible on the eastern horizon, wavering like a mirage in the desert heat.

The roadside oasis where the PCs meet Pazhvann is the same location as that in Event 3. In this version of events, as the PCs approach, rather than noticing the Sons of Carrion coming, they easily spot a figure sitting on the weathered steps between the ruined sphinx's paws.

Creatures: The figure is Pazhvann, who has rolled out a mat and is burning pungent incense in a small brass censer to ward off the area's relatively harmless but annoying nightback scorpions. In the time since the PCs' misadventures in "House of the Beast," Nefeshti has learned of the discovery of the long-lost Scroll of Kakishon. In fact, if Zayifid survived that adventure, it may have been his efforts to recruit new allies to reclaim it that alerted her. (Zayifid's interference could also explain how word of the Scroll spreads so quickly in this adventure regardless of PC attempts at secrecy.) Knowing that Jhavhul's prison is now in the hands of unwitting mortals, she dispatches her adviser and spiritual guide, Pazhvann, to recover it quickly and amicably.

Having missed the PCs in Kelmarane, Pazhvann has been scouring the wasteland for days, using locate object to hunt the Scroll. GMs who want to foreshadow this encounter may allow the PCs DC 25 Perception checks earlier in the journey to notice a glint of light from something small flying near the distant horizon. With a DC 35 check, PCs can discern that it's a creature flying low across the wasteland, but it takes a DC 45 check to make out any details. This is Pazhvann, using a carpet of flying to increase his overland speed. While tracking down the PCs, Pazhvann has also encountered and discreetly shadowed the Sons of Carrion, witnessing their infighting and attrition.

On the day of this encounter, Pazhvann has finally pinpointed the Scroll of Kakishon and, through it, the PCs. From his airborne vantage point, he sees the oasis looming in their path and flies ahead to prepare a welcome. To put the PCs at ease, he disguises himself as a human male of noble bearing, similar to his true form. When the PCs arrive, he offers them a wide smile and invites them to join him in the shade and share a meal (prepared using create food and water).

Unlike Kardswann and Zayifid, Pazhvann is still a loyal servant to Nefeshti. Bolstered by the power of her wishcraft, Pazhvann poses a dangerous threat to the PCs, but he has no intention of resorting to violence. In his role as the Templar of the East Wind, he has been sent to resolve his mistress' dilemma through peaceful means. However, as skilled a diplomat as he may be, Pazhvann is unaccustomed to interacting with mere mortals, and his words cannot help but carry the patronizing tone of an elder speaking to errant children.

If the moldspeaker is present and carries Tempest, Pazvhann senses Vardishal's presence, but unlike Zayifid, the reunion does not disturb Pazhvann. Instead, Pazhvann greets that PC warmly, identifying them by name as the bearer of all that remains of the "valorous General Vardishal, whose loyalty to his mistress came second only to his hatred of her foes." Pazhvann says that he hopes the PC's spirit is as noble as that which lingers within them, and generally directs conversation toward that character.

Whether or not the PCs accept his invitation, Pazhvann wastes no time getting to business. He knows the Sons of Carrion aren't far behind, but he chooses not to reveal this just yet. While playing a soothing tune on his tanbur, Pazhvann informs the PCs that he knows who they are and where they're from, and that they carry with them an artifact of unimaginable power—power never meant for mortal hands. "That scroll could bring great peril to those who do not understand it, regardless of their intentions" he says, but he does not elaborate. Pazhvann does not trust mortals to comprehend the power of Scroll of Kakishon, and he reveals nothing for fear that the knowledge would simply empower the PCs' capacity for accidental disaster. He explains that he was sent by higher powers who can deal with the scroll safely, and that wise mortals should be satisfied with that explanation. He offers to give the PCs his fine flying carpet as "more than generous" payment for the Scroll. The PCs should rightfully balk at such a meager offer for what could be a major artifact, but if they refuse the deal, Pazhvann is not upset. Without interrupting the conversation, he subtly initiates a bardic performance, attempting to manipulate the PCs and their allies into passively surrendering the Scroll.

If at any point the PCs see through Pazhvann's disguise or accuse him of being in league with the Templars, he does not deny it. In fact, he congratulates them and reveals his true form, identifying himself as "Pazhvann, Templar of the East Wind, and in this matter, humble messenger of the great and generous Nefeshti." Pazhvann assures the PCs that he has not come here today to shed blood—but sadly, he is not the only one coming here. He warns the PCs that the Sons of Carrion are desperate for vengeance, and you can use this opportunity to have Pazhvann fill in the PCs on the events that have occurred in the Sons of Carrion camp leading to upcoming climatic battle, including the gnolls' disastrous death worm ambush and the deadly infighting that resulted. He warns them that the remaining Sons are now led by a gnoll zealot named Shiz, who is hot on their heels and will stop at nothing to rain grisly slaughter upon the PCs. Above all else, the Scroll of Kakishon must not fall back into the hands of Rovagug cultists.

If the PCs hand over the scroll or (more likely) resist his manipulations, or even turn violent, Pazhvann retreats, flying atop the sphinx. He turns invisible if he must to evade the PCs. Looking to the horizon, he sees an approaching cloud of dust. He sighs with disappointment and declares, "It seems our time is up. Let us hope that we can speak again." With a DC 20 Perception check, PCs can notice the cloud of dust as well. Pazhvann vanishes into the ethereal plane, but he lingers out of sight to observe the battle. Event 3 begins immediately.

Event 3+
In the likely possibility that Zayifid did survive "House of the Beast," he is present among the Sons of Carrion. He is still disguised as Rokova unless the PCs somehow revealed his true identity to the surviving Carrion Tribes; in this event, he simply adopts a new gnoll persona. Though it was Zayifid who spread news of the guilty parties responsible for the Carrion King's death, Shiz is still the prime motivator for the Sons of Carrion; Zayifid sees their quest for bloody vengeance as just another route to the Scroll of Kakishon and has bowed out of any infighting along the way. During the battle, Zayifid focuses on finding the Scroll, stopping to search through the gear of any PCs who fall on the battlefield.

If the PCs identify Zayifid, this alerts Pazhvann to his presence as well, motivating the Templar to step onto the battlefield. If Pazhvann managed to take the Scroll of Kakishon from the PCs, give the PCs another chance to reclaim it while the two jann battle it out. In their current states, Zayifid is no match for Pazhvann, and the fallen Templar's swift end may provide the PCs with a worthy example of the Templars' true powers. After slaying the traitorous Zayifid, Pazhvann turns invisible again, letting the mortals fight their own battles.

Event 3-1/2: Farewell for Now
After the battle against the Sons of Carrion concludes, Pazhvann appears to the PCs once again, maintaining his distance. He congratulates them for surviving, but warns that their troubles are not over. If Zayifid was present in the battle, Pazhvann adds that his fellow janni assuredly would have been busy recruiting allies wherever the PCs might turn.

Read or paraphrase Pazhvann's farewell before he plane shifts to the Plane of Air to report to Nefeshti:

Quote:
"Though you still have many enemies, know that I am not one of them. I regret your decision to keep the Scroll of Kakishon, but I shall respect it, for now. You may yet change your mind, and on that day, we shall meet again. However, if you will not accept my gifts, then heed my warning instead. If you do change your mind, change it soon. I am not the only Templar left, and where I cannot succeed, my mistress must send Davashuum. He... does not negotiate."

Pazhvann:

PAZHVANN
CR 14 (XP 38,400)

Male janni bard 9 (Bestiary 141)
LN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +4
Aura overwhelming lawful
DEFENSE
AC
23, touch 14, flat-footed 19 (+6 armor, +3 Dex, +1 dodge, +3 natural)
hp 73 (15 HD; 6d10+9d8)
Fort +11, Ref +20, Will +15; +4 vs. bardic performance, sonic, and language-dependent effects
Defensive Abilities evasion, well-versed; Resist fire 10
OFFENSE
Speed
30 ft., fly 30 ft. (perfect)
Melee +2 flaming flail +17/+12/+7 (1d8+4 plus 1d6 fire) or
Combat Reflexes: +2 flaming flail +13/+8/+3 (1d8+4 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance 34 rounds/day (countersong, dirge of doom, distraction, fascinate [DC 22], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 22]), change size (DC 25)
Spell-Like Abilities (CL 8th; concentration +13)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
Spells Prepared (CL 9th; concentration +14)
3rd (3/day)—charm monster (DC 21), cure serious wounds, glibness, good hope
2nd (4/day)—alter self, enthrall (DC 20), locate object, tongues
1st (5/day)—disguise self, honeyed tongue (APG), hypnotism (DC 19), identify, remove fear
0 (at will)—detect magic, lullaby, prestidigitation, read magic, sift (APG), summon instrument
TACTICS
Before Combat
Pazhvann has already cast locate object three times today. He casts disguise self and tongues to prepare for his encounter with the PCs. Though they would help him here, he does not cast glibness or honeyed tongues ahead of time; Pazhvann considers his existing skills sufficient to win over mere mortals like the PCs.
During Combat Pazhvann serenades the party with his tanbur (a long-necked lute common in Katapesh) throughout the meeting, using his music and oratory to bolster his negotiating skills. If the PCs refuse his initial request for the Scroll, he segues into a bardic performance, attempting to fascinate the three most dangerous-looking PCs. He makes a suggestion to one of them to hand over the scroll.
Morale Pazhvann has come to talk, not fight. If the PCs attack him or resist his efforts at a non-violent handover of the Scroll of Kakishon, he retreats for now.
Statistics Pazhvann has equipment equivalent to a PC, increasing his CR by +1.
STATISTICS
Str
14, Dex 16, Con 10, Int 14, Wis 19, Cha 26
Base Atk +12; CMB +14 (+18 disarm with flail); CMD 27 (29 vs. disarm)
Feats Combat Expertise, Dazzling Display, Dodge, Extra Performance, Improved InitiativeB, Improved Disarm, Martial Weapon Proficiency (flail), Persuasive, Weapon Focus (flail)
Skills Acrobatics +15, Appraise +15, Bluff +7 (+28*), Diplomacy +25 (+28*), Fly +11, Knowledge (arcana) +18, Knowledge (planes) +24, Knowledge (religion) +24, Knowledge (other) +6, Intimidate +30, Perform (oratory) +26, Perform (string instruments) +28, Sense Motive +4 (+26*), Spellcraft +20
* versatile performance
Languages Auran, Celestial, Common
SQ bardic knowledge +4, elemental endurance, lore master 1/day, versatile performance (oratory, strings)
Gear +2 chain shirt, +2 flaming flail, ring of evasion, ring of freedom of movement, amulet of natural armor +2, carpet of flying (5 ft. by 10 ft.), cloak of resistance +3, tanbur (as harp) of charming, headband of alluring charisma +6
SPECIAL ABILITIES
Tanbur of Charming
Pazhvann's statistics include a +2 bonus on Perform (string instruments) for using this item as a masterwork musical instrument.

Initial Description:
This stranger is a tall and handsome Garundi man, dressed in colorful and spotlessly clean desert robes. He is unarmored, but a flail hangs from his belt. He holds a tanbur—a long-necked Katapeshi lute—in his lap, idly playing a welcoming tune. He smiles as he watches you approach.

If when the PCs see through his disguise self:
The man’s true power is now revealed, though overall his form is little changed. He is now adorned with jewelry and wearing a glittering chain shirt. His ears are pointed, his hair, now is blueish-white and rustles as if caught in a breeze, and his eyes sparkle with a strange inner light that you have seen before.


John Mangrum wrote:

Before I move on to "The End of Eternity," there's a tidbit I want to add to "The Jackal's Price." I know I'm not the only GM who was a touch underwhelmed at the revelation in "The Final Wish" that the Templar Pazhvann had died off-stage, never having encountered the PCs. Adding an encounter with Pazhvann to "The Jackal's Price" serves three goals. First, it adds some Templar action to a chapter of Legacy of Fire that's otherwise devoid of it. Second, encountering the "good cop" Pazhvann now adds to the dramatic reveal later that the "bad cop" Davashuum has murdered him, in part for going so easy on the PCs. And lastly, this becomes the one and only time the PCs encounter a Templar of the Five Winds who is still both alive and loyal to Nefeshti.

I like your take on Pazhvann and have been thinking of doing similar if/when my players get this far. My only concern: They might actually just give him the Scroll, and then what?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That is a danger; as a GM, when I run it, I'll make sure to emphasize a few things:

1. The PCs went to a lot of trouble to get the Scroll and know it's incredibly powerful--maybe even a major artifact. A two-person carpet of flying is nice, but an almost insultingly low-ball offer.

2. Though he doesn't mean to be, Pazhvann comes off as incredibly patronizing to the PCs. Phrases like "You wouldn't understand" and "beyond your comprehension" roll freely off his lips.

Put those two together, and the PCs should realize that this guy is essentially offering them a shiny, shiny nickel for that dirty old $20 bill they've found.

3. Pazvhann certainly could stick around to help them against the Sons of Carrion, but he chooses to sit it out instead. Frankly, it's in his best interests to have the gnolls and PCs wipe each other out, so he can pull the Scroll off someone's corpse and keep his carpet too. If the gnolls wipe out the PCs, his plan is to attack them after they've been weakened by the battle.

From that, the PCs should also realize that, however pleasant this guy is being, he's not motivated by their best interests. In fact, in a way he and Ziyifid are pulling from the same playbook--they both treat the PCs as dupes, with Pazhvann just being more polite about it.

4. If the PCs don't accept the offer of the carpet, Pazvhann starts tossing out the charms and suggestions. He's quite powerful, so these are likely to be effective, but if we assume that the party consists of four PCs, Garavel, and a bunch of caravan guards, he can't possibly pull the wool over everyone's eyes before the others realize what's going on and react. PCs definitely don't like NPCs who pull mind-control tricks!

It's a tricky balancing act, admittedly, and relies on some assumptions about typical player psychology. Then again, the GM spends this entire chapter tiptoeing along a tightrope, from the moment the PCs find the Scroll to the moment they enter Kakishon.

If the PCs do hand it over, and if Ziyifid is still alive (which looks likely, based on his abilities), I'll definitely utilize his interference during the battle to give the PCs another chance to grab Scroll. Once the PCs see that Pazvhann could be helping save their lives, but isn't, they might reconsider their decision to hand it over so freely. At the same time, I don't want Pazvhann to be too villainous, since the PCs are expected to ally with his boss later on.


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Okay, time to dig into The End of Eternity. I'll tackle this chapter twice; first, the published version, and then my take on the "director's cut."

Legacy of Fire, Chapter Four, Part One

Rules Conversions:

Add this paragraph to the "Magic in Kakishon" sidebar:

Quote:


Eidolons: When a summoner is drawn into Kakishon, his spiritual bond to his eidolon draws it into the chaos of Andakami. Summoning an eidolon in Kakishon requires a DC 20 caster level check, and when the eidolon appears it is stunned for a round. An eidolon cannot return to its home plane from within Kakishon. If an eidolon is dismissed or slain, its essence instead disperses back into the nothingness beyond the edges of the map.

Creature Conversions

Spoiler:

Shaitan: Bestiary 143

NEXIAN GALLEY
CR 11 (XP 12,800)

N Colossal construct (Bestiary 14)
Init –2; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC
18, touch 0, flat-footed 18 (–2 Dex, +18 natural, –8 size)
hp 151 (13d10+80)
Fort +4, Ref +2, Will –1
Defensive Abilities hardness 5; Immune construct traits
OFFENSE
Speed
30 ft., swim 80 ft.
Melee slam +23 (4d6+27)
Space 30 ft.; Reach 20 ft.
STATISTICS
Str
46, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +13; CMB +39; CMD 47 (can't be tripped)
Skills Swim +26
SQ construction points (additional movement [swim], faster ×5)

This enchanted galley propels itself through the water with a score of animate oars. A single mast is ready to set sail. Its prow slices through the water, seemingly keeping lookout both with the protective eye symbols painted on the hull and impassive gaze of its brass dragon figurehead. The single deck is spacious enough to hold a dozen passengers in cushioned comfort.

NEXIAN HELMSMAN
CR 5 (XP 1,600)

Large animated object (Bestiary 14)
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC
16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
hp 52 (4d10+30)
Fort +1, Ref +0, Will –4
Defensive Abilities hardness 10; Immune construct traits
OFFENSE
Speed
30 ft.
Melee 2 slams +9 (1d8+6)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str
22, Dex 8, Con —, Int —, Wis 1, Cha 1
Base Atk +4; CMB +11; CMD 20
SQ construction points (additional attack, metal)

This ram-headed boatman is constructed entirely from an assembly of intricately interconnected, ornately engraved brass plates.


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Legacy of Fire, Chapter Four, Part Two

Creature Conversions

Spoiler:

Imentesh protean: Bestiary 2 214

This section raises a major rules question I have about hydras--does anyone know the answer? When a hydra grows an additional head, does it just grow the head, or does it actually advance a Hit Die?

SIX-HEADED HYDRA
CR 5 (XP 1,600)

N Huge magical beast (Bestiary 178)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC
16, touch 9, flat-footed 15 (+1 Dex, +7 natural, –2 size)
hp 57 (6d10+24); fast healing 6 (see text)
Fort +9, Ref +8, Will +4
OFFENSE
Speed
20 ft., swim 20 ft.
Melee 6 bites +7 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce
STATISTICS
Str
17, Dex 12, Con 18, Int 2, Wis 11, Cha 9
Base Atk +6; CMB +11; CMD 22 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes
Skills Perception +11, Swim +11; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head

GNOLL BLOODHUNTER
CR 5 (XP 1,600)

Male gnoll barbarian 2/ranger 2 (Bestiary 155)
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 vs. magical beasts)
Aura faint chaotic evil
DEFENSE
AC
18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural); –2 while raging
hp 37 (6 HD; 2d8+2d12+2d10+14); +24 hp while raging
Fort +11 (+15 raging), Ref +5, Will +3 (+5 raging)
Defensive Abilities uncanny dodge
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee greatclub +9 (1d10+6)
Raging: greatclub +11 (1d10+9), bite +6 (1d4+3)
Ranged composite longbow +8 (1d8+4/×3) or
Rapid Shot: composite longbow +6/+6 (1d8+4/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy +2 (magical beasts), rage 10 rounds/day, rage power (animal fury)
STATISTICS
Str
18 (22 raging), Dex 16, Con 15 (19 raging), Int 8, Wis 12, Cha 6
Base Atk +5; CMB +9 (+11 raging); CMD 22 (24 raging)
Feats Far Shot, Iron Will, Point-Blank Shot, Rapid ShotB
Skills Bluff –2 (+0 vs, magical beasts), Knowledge (arcana) +1 (magical beast lore only), Knowledge (nature) +3, Perception +8 (+10 vs. magical beasts), Profession (sailor) +8, Sense Motive +1 (+3 vs. magical beasts), Survival +10 (+11 track, +13 track magical beasts), Swim +7 (+9 raging)
Languages Gnoll
Gear greatclub, composite longbow (+4 Str) with 20 arrows, hide armor
SQ track +1, wild empathy –1

Both the fur and hide armor of this feral gnoll are dyed in hideous patterns and decorated with shells, feathers, and tiny fetishes. The inbred beastling is equipped with a greatclub and a composite longbow with a quiver full of arrows.

THE GOLDEN RAM
CR 10 (XP 9,600)

Elite spell-enhanced gold-clad gorgon (Bestiary 165, Advanced Bestiary 169)
N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +19
DEFENSE
AC
27, touch 9, flat-footed 27 ( +4 armor, –1 Dex, +1 dodge, +14 natural, –1 size)
hp 108 (8d10+64)
Fort +14, Ref +6, Will +7 (+15 vs. mind-affecting); +8 bonus vs. spells and spell-like abilities
Defensive Abilities freedom of movement, light fortification, mind blank, protection from spells; Resist fire 10
Weaknesses vulnerable to electricity
OFFENSE
Speed
60 ft., climb 20 ft.; spider climb, water walk
Melee gore +15/+15 (4d6+7), 2 hooves +10 (1d6+3) or
Power Attack: gore +12/+15 (4d6+13), 2 hooves +7 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-ft. cone, turn to gold, Fortitude DC 22 negates, usable every 1d4+1 rounds), trample (4d6+7, DC 22)
STATISTICS
Str
24, Dex 8, Con 26, Int 5, Wis 20, Cha 13
Base Atk +8; CMB +16; CMD 25 (29 vs. trip)
Feats Improved Initiative, Improved Natural Attack (gore), Power Attack, Skill Focus (Perception)
Skills Acrobatics –1 (+11 jump), Climb +14, Perception +19
Languages Terran (cannot speak)
SQ haste, spell-enhanced, spider climb, water walk
SPECIAL ABILITIES
Breath Weapon (Su)
The Golden Ram can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of sparkling golden vapor. Those caught in the area of the gas can attempt a DC 22 Fortitude save to resist the effects, but those who fail the save are immediately petrified, turned to solid gold. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the Ram’s breath weapon a second time while petrified. A creature exposed to the Ram’s breath a second time while already petrified becomes petrified for 24 hours, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.
Light Fortification (Ex) unchanged
Spell-Enhanced (Su) Unchanged. These effects are included in the Ram's statistics.


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Legacy of Fire, Chapter Four, Part Three

Creature Conversions

Spoiler:

Doppelganger: Bestiary 89
Janni eunuch: Bestiary 141 (janni)
Nexian galley: see above

Individual NPCs

Dilix Mahad:

DILIX MAHAD
CR 9 (XP 6,400)

Female shaitan rogue 4 (Bestiary 143)
LN Large outsider (earth, extraplanar)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +14
Aura overwhelming lawful
DEFENSE
AC
26, touch 16, flat-footed 23 (+2 armor, +3 Dex, +1 deflection, +10 natural, +1 shield, –1 size)
hp 119 (13 HD; 9d10+4d8+52)
Fort +11, Ref +10, Will +11
Defensive Abilities unchanged
OFFENSE
Speed
unchanged
Melee +1 keen scimitar +16/+11/+6 (1d8+7/16–20), mwk dagger +16 (1d4+3/19–20) or
2 slams +17 (1d8+6) or
Power Attack: +1 keen scimitar +12/+7/+2 (1d8+15/16–20), mwk dagger +12 (1d4+7/19–20) or
Power Attack: 2 slams +13 (1d8+14)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery, metalmorph, sneak attack +2d6, stone curse
Spell-Like Abilities (CL 9th; concentration +13, +17 defensive)
At will—meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only)
3/day—quickened glitterdust (DC 16), stoneskin, rusting grasp, stone tell, wall of stone
1/day—transmute mud to rock, transmute rock to mud
STATISTICS
Str
22, Dex 16, Con 18, Int 16, Wis 15, Cha 19
Base Atk +12; CMB +19 (+21 bull rush); CMD 32 (34 vs. bull rush)
Feats Combat Casting, Improved InitiativeB, Iron Will, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Quicken Spell-Like Ability (glitterdust)
Skills Acrobatics +19, Appraise +19, Bluff +20, Climb +29, Craft (gemcutting) +19, Diplomacy +20, Knowledge (engineering) +19, Perception +18 (+20 locate traps), Sense Motive +18, Spellcraft +19
Languages Ancient Osiriani, Aquan, Auran, Ignan, Protean, Terran; telepathy 100 ft.
SQ rogue talents (charmer, coax information), stone glide, trapfinding +2
Gear unchanged
SPECIAL ABILITIES
Charmer (Ex)
Once per day, Dilix can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check.
Coax Information (Ex) Dilix can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.


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Legacy of Fire, Chapter Four, Part Four

Creature Conversions

Spoiler:

Imentesh protean: Bestiary 2 214
Naunet protean: Bestiary 2 216

Well that was easy!


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Legacy of Fire, Chapter Four, Part Five

Creature Conversions

Spoiler:

Cat: Bestiary 131
Huge air elemental: Bestiary 120
Huge earth elemental: Bestiary 122
Huge fire elemental: Bestiary 124
Huge water elemental: Bestiary 126
Invisible stalker: Bestiary 181

SPEIRO SKELETON
CR —

Advanced HD variant human skeleton (Bestiary 250)
CG varies Medium undead
Init +7; Senses darkvision 60 ft.; Perception +0
Aura moderate chaotic good; strong undead
DEFENSE
AC
23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
hp 36 (8d8); fast healing 5
Fort +10, Ref +13, Will +13
DR 10/bludgeoning and magic; Immune cold, fire, undead traits; SR 22
OFFENSE
Speed
30 ft.
Melee 2 claws +16 (1d4+2 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks ghostlight
STATISTICS
Str
15, Dex 16, Con —, Int —, Wis 10, Cha 10
Base Atk +6; CMB +8; CMD 21
Feats Improved InitiativeB
SPECIAL ABILITIES
Ghostlight (Su)
A speiro skeleton’s attack deals full damage against incorporeal creatures. In addition to the attack’s normal damage, any creature struck takes 1d6 fire damage. Those who take damage from the skeleton’s attack are limned with faerie fire for 1 minute.

In an instant, the dragon’s tooth bursts into a whirl of multicolored flame, from which emerges a polished humanoid skeleton.

Individual NPCs

Venema Shodair:

Note that shifting age categories around is more-or-less inevitable when converting dragons to maintain an existing CR.
VENEMA SHODAIR
CR 11 (XP 12,800)

Female old brass dragon wyrmskull (Bestiary 102, Pathfinder #22 88)
CG Medium undead (augmented dragon, fire)
Init +6; Senses darkvision 120 ft., low-light vision, dragon senses; Perception +26
DEFENSE
AC
24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 171 (18d8+90)
Fort +16, Ref +13, Will +16
DR unchanged
Weaknesses unchanged
OFFENSE
Speed
unchanged
Melee bite +25 (2d8+13 plus 1d6 fire) or
Power Attack: bite +20 (2d8+28 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (100-ft. line, DC 24, 16d4 fire), ghostlight, sleep breath (50-ft. cone, DC 24, sleep 1d6+8 rounds), speiro
Spell-Like Abilities (CL 18th; concentration +23)
At will—control winds (DC 20), endure elements, speak with animals, suggestion (DC 21)
1/day—legend lore, speak with dead, whispering wind
STATISTICS
Str
29, Dex 14, Con —, Int 20, Wis 21, Cha 20
Base Atk +18; CMB +27; CMD 39 (can’t be tripped)
Feats Alertness, Flyby Attack, Greater Spell Focus (enchantment), Hover, Improved Initiative, Multiattack, Power Attack, Spell Focus (enchantment), Vital Strike
Skills Bluff +26, Diplomacy +26, Fly +31, Heal +26, Knowledge (local) +30, Knowledge (any other) +9, Linguistics +26, Perception +26, Sense Motive +26, Spellcraft +26, Survival +26
Languages Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Ignan, Infernal, Kelish, Osiriani, Sylvan, Terran, Undercommon; telepathy 100 ft.
SQ lorewarden, move sand (CL 18th, level 5)
SPECIAL ABILITIES
Ghostlight (Su)
Venema’s bite attack deals full damage (rather than half) against incorporeal creatures. In addition to her bite attack’s normal damage, any creature struck takes 1d6 fire damage. Those who take damage from Venema’s bite are limned with faerie fire for 1 minute.
Lorewarden (Ex) Venema gains a +4 bonus on all Knowledge checks and can make Knowledge checks untrained (already included above).
Move Sand (Sp) Venema can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand.
Speiro (Su) Once per week as a full-round action, Venema may strike the ground with her jaws, sowing teeth into the ground. At the start of her next turn, seven skeletal warriors burst from the ground within 10 feet to fight at Venema’s command. These undead linger and obey Venema for 1 hour (or until brought to 0 hit points), at which point they crumble to dust.

These skeletal warriors are treated as 8 HD human warrior skeletons and have fast healing 5. They also gain a +8 bonus to attack and damage rolls, natural armor bonus, and saving throws. These skeletal warriors are immune to fire (in addition to cold) and share Venema’s ghostlight, damage reduction, and spell resistance. (This is all included in the statistics above.)

Venema’s teeth gradually regrow over the course of a week after this ability’s use. The loss of Venema’s teeth has no effect on her bite attack.


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Legacy of Fire, Chapter Four, Part Six

Creature Conversions

Spoiler:

Ghasts and the Black Spire: As published, the adventure notes that ghasts within the antimagic field surrounding the Black Spire keep their paralysis and stench, but can't infect foes with ghoul fever. That's changed under Pathfinder; now these ghasts keep their ghoul fever and stench, but can't use paralysis.

Ghast: Bestiary 146 (I think I posted ghast stats up under "Fortress of Ghouls.")
Magmin: Bestiary 2 118 (Medium magma elemental)

I actually did a full conversion of the magmins, then realized that magma elementals served the same purpose just as well and had been created with Pathfinder in mind, so I'd recommend just making the easy swap. If folks want the magmins, however, just ask.

Individual NPCs

Artel Norrin:

These statistics don't include any spell effects.

ARTEL NORRIN
CR 9 (XP 6,400)

Male azer wizard 8 (Bestiary 2 39)
LN Medium outsider (extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +8
Aura strong lawful
DEFENSE
AC
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 69 (10 HD; 2d10+8d6+30)
Fort +8, Ref +5, Will +10
Immune fire, SR 13
Weaknesses vulnerability to cold
OFFENSE
Speed
30 ft.
Melee +1 warhammer +7/+2 (1d8+1/×3 plus 1d6 fire)
Ranged hand of the apprentice (+1 warhammer) +11 (1d8+1/×3 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks heat (1d6 fire)
Universalist Powers (CL 8th; concentration +12)
7/day—hand of the apprentice
1/day—metamagic mastery
Spells Prepared (CL 8th; concentration +12; +6 ranged touch)
4th—unchanged
3rd—unchanged
2nd—unchanged
1st—feather fall, floating disk, mage armor, ray of enfeeblement, shield
0 (at will)—unchanged
STATISTICS
Str
11, Dex 16, Con 16, Int 19, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 19
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Extend Spell, Improved Familiar, Point Blank Shot, Precise Shot, Scribe Scroll
Skills Appraise +12, Climb +4, Craft (armor) +17, Craft (calligraphy) +16, Craft (weapons) +17, Fly +7, Knowledge (arcana) +17, Knowledge (geography) +11, Knowledge (planes) +17, Perception +10, Sense Motive +3, Spellcraft +17
Languages Ancient Osiriani, Common, Draconic, Ignan, Protean, Terran
SQ arcane bond (magma mephit familiar)
Gear unchanged
SPECIAL ABILITIES
Alertness (Ex)
The Alertness feat gains when Farid is within arm's reach is included in Artel's statistics.
Metamagic Mastery (Su) Once per day, Artel can apply Extend Spell to a spell he is about to cast. This does not alter the level of the spell or its casting time. He cannot extend 4th-level spells.

FARID
CR —

Male magma mephit familiar (Bestiary 202)
LN Small outsider (fire)
Init +6; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC
20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
hp 34 (8 HD); fast healing 2 (in contact with magma or lava only)
Fort +6, Ref +4, Will +9
Defensive Abilities improved evasion; DR 5/magic; Immune fire
Weaknesses vulnerability to cold
OFFENSE
[b]Speed
30 ft., fly 40 ft. (average)
Melee 2 claws +8 (1d3+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (15-ft. cone, 1d8 fire, Reflex DC 13 half, usable every 4 rounds), deliver touch spells, magma form
Spell-Like Abilities (CL 6th; concentration +8)
1/day—pyrotechnics, summon (level 2, 1 magma mephit 25%)
STATISTICS
Str
13, Dex 15, Con 12, Int 9, Wis 11, Cha 14
Base Atk +6; CMB +6; CMD 18
Feats Dodge, Improved Initiative
Skills Appraise +4, Bluff +8, Climb +2, Craft (armor) +12, Craft (calligraphy) +12, Craft (weapons) +12, Fly +9, Knowledge (arcana) +9, Knowledge (geography) +3, Knowledge (planes) +12, Perception +7, Spellcraft +9, Stealth +12
Languages Common, Ignan
SQ empathic link, share spells, speak with master


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Legacy of Fire, Chapter Four, Part Seven

Creature Conversions

Spoiler:

Gargoyle: Bestiary 137
Imentesh protean: Bestiary 2 214
Shaitan: Bestiary 143
Sphinx: Bestiary 257

SPIKESTONE GUARDIAN
CR 9 (XP 6,400)

Variant advanced stone guardian (Tome of Horrors Revised 220)
N Large construct
Init –2; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +0
Aura spikes (5 ft., 1d8 piercing, DC 16 partial)
DEFENSE
AC
22, touch 7, flat-footed 22 (–2 Dex, +15 natural, –1 size)
hp unchanged
Saves unchanged
DR 10/adamantine; Immune construct traits; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed
20 ft.
Melee 2 slams +20 (3d6+9/19–20)
Ranged spike volley +9 (2d8+9)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th; concentration +7)
Constant—see invisibility
STATISTICS
Ability Scores
unchanged
Base Atk +12; CMB +22; CMD 30
SQ unchanged
SPECIAL ABILITIES
Aura of Spikes (Su)
unchanged
Geniebound (Su) unchanged
Spike Volley (Su) unchanged

Individual NPCs

Obherak:

These statistics don't include spell effects.

OBHERAK
CR 11 (XP 12,800)

Male shaitan fighter 4 (Bestiary 143)
LE Large outsider (earth, extraplanar)
Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
Aura overwhelming lawful evil
DEFENSE
AC
unchanged
hp 123 (13d10+52)
Fort +14, Ref +6, Will +10 (+11 vs. fear)
Defensive Abilities bravery +1; Immune electricity
OFFENSE
Speed
unchanged
Melee +1 flaming burst falchion +23/+18/+13 (2d6+16/16–20) or
2 slams +21 (1d8+9) or
Power Attack: +1 flaming burst falchion +19/+14/+9 (2d6+28/16–20) or
Power Attack: 2 slams +17 (1d8+17)
Space 10 ft.; Reach 10 ft.
Special Attacks earth mastery, metalmorph, stone curse
Spell-Like Abilities (CL 9th; concentration +12)
At will—meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only)
3/day—quickened glitterdust (DC 15), stoneskin, rusting grasp, stone tell, wall of stone
1/day—transmute mud to rock, transmute rock to mud
STATISTICS
Str
28, Dex 14, Con 18, Int 14, Wis 12, Cha 16
Base Atk +13; CMB +23 (+25 bull rush); CMD 35 (37 vs. bull rush)
Feats unchanged
Skills Appraise +14, Bluff +13, Climb +21, Craft (gemcutting) +18, Intimidate +19, Knowledge (engineering) +18, Perception +13, Profession (miner) +18, Sense Motive +16
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ armor training 1, stone glide
Gear bracers of armor +2, Large +1 flaming burst falchion, ring of protection +2, ring of the ram (22 charges), gold circlet worth 2,000 gp


John Mangrum wrote:


1. The PCs went to a lot of trouble to get the Scroll and know it's incredibly powerful--maybe even a major artifact. A two-person carpet of flying is nice, but an almost insultingly low-ball offer.

Basically, my fear is less that they'll be willing to sell it, exactly, but that they'll decide that he's one of the good guys and asking for it and just decide to give it to him -- if that makes sense.


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No, I do, and really it just comes down to a GM knowing their players. If you think there's a good chance your group would just hand it over, I wouldn't use the encounter.

My next update will be Wednesday, as a note -- tomorrow's game night, and so tonight is prep night.

The Exchange

Thanks for the latest installment and look forward to hearing how your game goes tomorrow :)


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Animeaddict wrote:
Thanks for the latest installment and look forward to hearing how your game goes tomorrow :)

Well, after about twelve sessions (bear with me, we have short sessions and they took a detour through "Refuge of Nethys") they killed their first gnolls last week. This time, we pick up with mama geier finally coming home and the PCs a hair's breadth from 3rd level.


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The Pale Cascade Revisited
The real thread update is still coming tomorrow, I think, but I might as well go ahead with this now. If you check upthread, you'll find my take on the Beshvi and the waterfall briefly referenced on pg. 29 of "Howl of the Carrion King." As my head hit the pillow last night, I realized that my players were going to head there in tonight's session -- and I wasn't ready! I realized I didn't have my play materials prepared, nor had I ever figured out what exactly it is that Beshvi's hiding from the gnolls. This afternoon I sat down with Photoshop and hurriedly knocked out a map of the Pale Cascade. Consider this a players' map; if folks want labels I can make up a GM's map in no time.

This map also puts the postern gate on pg. 16 of "The Final Wish" into context, and since I had absolutely no time, I actually just incorporated part of that map as a simple cut-n-paste. If this incurs the wrath of the paizo gods, I understand, and I'll replace it. That said, here's the link to map one of two, showing the falls and the gate:

The Pale Cascade

...and here's a second map, showing the cavern behind the falls.

The Forgotten Fane

The scale for both maps is 20 pixels = 5 feet.

And as to what's in there...

Spoiler:

Nothing major, really. I'll be using the cave simply to feed the PCs a little more XP and provide some foreshadowing of the AP to come.

The cavern itself is ancient and formed naturally as the churning waters of the Pale River carved through the porous rock. Inside, the entire camp is damp and clammy, with patches of fungus clinging to life here and there. Streams of water pour from several clefts in the ceiling, running in rivulets down toward the entrance. About 2,600 years ago, Rovagug cultists took shelter in this cave and covered the walls with demented, idolatrous images of Xotani and other infamous Spawn of Rovagug. Most of that artwork has since been destroyed by natural forces as sediments built up, burying the unholy icons behind stalactites and similar foundations.

Even more detail was lost a generation ago, when Xulthos discovered the cave, drawn by the exaltation of mass slaughter it still contained. Although Xulthos and its puppet Halruun used the temple of Sarenrae in Kelmarane, the demon never felt comfortable on such holy ground, no matter how quickly its blessings faded. In the last days of Kelmarane, this cavern was the heart of Xulthos' debased war cult. Entering the cavern through the waterfall was a major challenge, so only the most elite of the daemon's warriors--the cult's innermost circle--ever saw this place or even knew of its existence. Under Xulthos' guidance, the cultists started excavating the caves, planning to eventually expand them into a grand and horrible temple to the Horseman of War.

It was not to be. The Pactmasters' soldiers wiped out the cult and sealed Xulthos beneath the desecrated temple before any real work could begin. The temple of war in unfinished and forgotten, but not unguarded...

Surfaces within the cavern are wet, slippery, and uneven, imposing a +4 modifier to the DC of Acrobatics checks. Here and there, flat surfaces and right angles have been carved into the stone, but the natural rock is gradually reclaiming the cavern. In out-of-the way niches, rotten crates and barrels contain worthless piles of rusted picks and other construction tools.

A4: The Processional
Behind the waterfall, this passageway slowly and unsteadily leads upward about 20 feet over the course of its 60-foot length, increasing the DC of Acrobatics checks by another +2. The rough ceiling varies from 10 to 20 feet in height, with no set pattern. At midday, when the sun's light reaches the pool outside, the first 30 feet of the cavern receives dim illumination. Otherwise, the cave is entirely dark. The roar of the waterfall incurs a -4 penalty on all sound-based Perception checks within the tunnel.

Creatures: Four alcoves have been carved into the tunnel walls near the entrance. Each alcove contains a hideous skeletal guardian. These skeletons are human, but the heads have been replaced with geier skulls. Each skeleton carries a masterwork scimitar and a heavy steel shield, and wears a broken, blackened breastplate that has been pierced by dozens of now-broken arrows and bolts. A DC 28 Knowledge (planes) check notes the resemblance between these sentinels and purrodaemons (Bestiary 2 73), fiends of immense power. However, true Deacons of War are much larger than these crude effigies. Of the four sentinels, two are simple, lifeless skeletons, wired together in their attentive pose. The other two are skeletal guardians (Bestiary 252), the mortal remains of Xulthos cultists who gave themselves as sacrifices to the Horseman of War. All four skeletons have crusted over slightly in the two decades they've stood here. The skeletal champions' eyes do not glow until they move, but as a skeletal champion takes its first action, its brittle limestone shell shatters loudly (DC 0 Perception to detect).

The skeletal warriors remain motionless, allowing strangers to pass unless provoked. Both skeletons attack the intruders if either skeletal champion is damaged or if the shrine's guardian calls out for their assistance.

A5: The Forsaken Shrine
Rough slabs hewn from the walls have been fashioned into a crude altar at the rear of the chamber. When PCs reach Xulthos' lair beneath the temple later, they may note that the hallucinatory terrain the daemon uses to shroud its lair resembles a grander version of his half-finished room.

Three human skeletons lie on the floor here, slowly fusing with the stone. Favored cultists in life, they fled here when the Pactmasters' forces smashed the cult and imprisoned their master Xulthos beneath the village temple. Despondent and deranged, they huddled in the dark, praying for the Angel of Desolation to strike down their foes and avenge her fallen soldiers. When they realized that their cause was doomed, the cruelest of the three turned on his two comrades, hoping that the gift of their souls would buy his own a measure of mercy in the afterlife. He then took his own life, and the three damned souls were drawn to Abaddon, where they were devoured, digested, and eventually remade. As punishment for failing Xulthos, the shredded souls of the sacrificed cultists trickled back into two of the effigies at the entrance. The Deacons of War molded the suicidal soul of their leader into a lesser ceustodaemon, sending it back to guard this dank chamber until such time as Xulthos returns to set it free.

Creature: The frog-like lesser ceustodaemon has spent the last decade squatting atop the bloodstained altar, picking limestone off its skin and slowly going mad with boredom. It prefers to stay in this room with its half-forgotten mortal remains, but it is free to move--even dimension door--anywhere within the cavern, but no farther.

The guardian daemon has been waiting for over a decade for visitors to arrive. When the PCs enter the room, the creature opens one eye, then the other, rousing from its stupor. Without introduction, it abruptly three questions of all newcomers, simultaneously communicating via telepathy and speaking in Abyssal. "Who is the priest?" (Correct answer: Halruun.) "Who is the prophet?" (Correct answer: Xulthos.) "Who is the master?" (Correct answera: Szuriel, War, the Horseman of War, or the Angel of Desolation.) The daemon only accepts answers given in Abyssal or Infernal. If the PCs answer all three questions correctly, the ceustodaemon screams and curses, scratching at its own face in frustration. It flies to an upper corner of the chamber and sulks there, telling the PCs they are free to make sacrifice at the altar.

If the PCs fail to answer any of the questions correctly, the daemon laughs and capers, delighted to finally be free to rend soul from flesh. It taunts the mortals with the correct answers, then cries for the skeletal champions to join it in the bloodshed and attacks. The ceustodaemon uses dimension door to maneuver around the party and help the skeletal champions reach flanking positions, but once battle is joined, the daemon fights to the death.

Treasure: The guardian daemon and skeletal sentinels watch over no great treasures, just a sodden, half-formed cave. (GMs may opt to scatter Beshvi's gold around the chamber, however--long forgotten tithes to the war effort.) However, the west, north, and eastern walls in this chamber bear strange bas-reliefs depicting terrible scenes of bloodshed and battle. The east wall bears the oldest and crudest carvings, depicting a great worm immolating an army of humanoid mages. The west wall, carved by the Xulthos cult, depicts a terrifying vortex of energy destroying an army of genies. The north wall's sculpture was never completed; sketchy details depict fierce warriors gathered around a huge, winged scorpion. All three murals include Pale Mountain looming in the background.


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I've spent a few days pondering how to post my conversions of the "director's cut" of The End of Eternity, and for now I've decided to just move on. The vast majority of the necessary conversions are already taken care of in the published version, so most of what remains would be my "conversions" of never-published variant monsters and a lengthy description of how I've manhandled the adventure for my own tastes. I dunno, but I feel that I'd be stepping on the author's toes. For now I'll just say that if you're running Legacy of Fire using the recommended advancement (3.5 or the fast track), stick with the published version. With all of its added encounters, the "director's cut" will put PCs on the fast track about a level ahead of the game -- doubly problematic since it's the relative lack of XP awards in the published version that puts advancement back on target after potentially getting a level ahead of itself in "House of the Beast." On the other hand, if you, like myself, are running a group of 5 PCs on the medium track, the "director's cut" will suit your needs admirably.

So while I ponder that, let's wrap up this issue and move on to "The Impossible Eye."

Set Piece: Waves of Kakishon

Incorporating Waves of Kakison into The End of Eternity:

Spoiler:

If you include the “Waves of Kakishon” Set Piece adventure in Legacy of Fire, then Nex defeated Kirhosk of the Sunken Spires some 5,000 years ago. Nex added the beast to his collection to serve as a guardian for Kakishon’s seas, even going so far as to bind the Turtle King to Kakishon, granting the dragon turtle extreme longevity at the cost of never being able to leave. Over the subsequent millennia, Kirhosk has gown old and irritable and has lost all fear of Nex’s wrath. The dragon turtle sometimes harasses gnoll outriggers or Nexian galleys for sport, capsizing the vessel and snatching up a passenger or two before moving on. (In fact, Nexian galleys can maneuver underwater and eventually right themselves, but they provide no aid to air-breathing passengers while submerged.) Several times in the centuries since Jhavhul’s arrival, Kirhosk has flown into inexplicable rages, each time completely destroying a Nexian galley and its passengers. Dilix Mahad’s shaitans can repair damaged galleys, but they cannot replace those that have been destroyed and sunk. If the PCs rid Kakishon’s seas of Kirhosk once and for all, they automatically improve Dilix’s attitude toward them by one step.

Creature Conversions

Spoiler:

Large shark: Bestiary 247 (shark)
Huge shark: Bestiary 247 (great white shark)
Dire shark: Bestiary 247
Stone golem: Bestiary 163

GREAT WHITE SHARK
CR 4 (XP 1,200)

Advanced giant shark (Bestiary 247, 294, 295)
N Huge animal (aquatic)
Init +6; Senses blindsense 30 ft., keen scent; Perception +10
DEFENSE
AC
19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
hp 38 (4d8+20)
Fort +11, Ref +6, Will +4
OFFENSE
Speed
swim 60 ft.
Melee bite +8 (2d6+10)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str
25, Dex 14, Con 21, Int 1, Wis 16, Cha 6
Base Atk +3; CMB +12; CMD 24
Feats Great Fortitude, Improved Initiative, Skill Focus (Perception)B
Skills Perception +10, Swim +15

Individual NPCs

Kirhosk:

Note that Kirhosk takes a significant (-3 HD) hit in the conversion. A more faithful, 19 HD version would likely be CR 15.

KIRHOSK, THE TURTLE KING
CR 12 (XP 19,200)

Male advanced HD dragon turtle (Bestiary 112)
NE Huge dragon (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +20
Aura moderate evil
DEFENSE
AC
unchanged
hp 168 (16d12+64)
Fort +15, Ref +10, Will +13
Immune unchanged
OFFENSE
Speed
unchanged
Melee bite +23 (3d6+9), 2 claws +23 (2d6+9) or
Power Attack: bite +18 (3d6+19), 2 claws +18 (2d6+19)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (cloud of steam 20 ft. high, 25 ft. wide, 50 ft. long, 12d6 fire, Reflex DC 22 half, usable every 1d4 rounds), capsize
STATISTICS
Str
28, Dex 10, Con 19, Int 12, Wis 13, Cha 12
Base Atk +16; CMB +27 (+29 bull rush); CMD 37 (39 vs. bull rush, 41 vs. trip)
Feats Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Snatch
Skills Diplomacy +20, Intimidate +20, Perception +20, Sense Motive +20, Stealth +11 (+19 in water), Survival +20, Swim +28; Racial Modifiers +8 Stealth in water
Languages unchanged


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Last post to wrap up Pathfinder #22: the revised Random Encounter table.

Spoiler:

Random Encounters in Kakishon
d% Encounter Avg. EL Source

01–04 1 doru 2 Pathfinder #19
05–09 2d6 human skeletons 2 Bestiary 250
10–12 1 buraq 5 Pathfinder #20
13–16 1d6 edimmus 6 Pathfinder #20
17–21 Gnoll raiders 6 see text
22–23 Beasts of Kakishon — see text
24–27 1 dragonne 7 Bonus Bestiary 10
28–33 1d6 harpies 7 Bestiary 172
34–35 1d4 manticores 7 Bestiary 199
36–39 1 protean, naunet 7 Bestiary 2 216
40–42 Beasts of Kakishon — see text
43–46 1 pairaka 7 Pathfinder #20
47–52 1 sphinx 8 Bestiary 257
53–58 1 lammasu 8 Bonus Bestiary 13
59–66 Entropy flux — see text
67–69 1 dragon horse 9 Bestiary 2 104
70–72 1 roc 9 Bestiary 136
73–77 1d4 shaitans 9 Bestiary 143
78–80 Beasts of Kakishon — see text
81–82 1 guardian naga 10 Bestiary 212
83–86 1 protean, imentesh 10 Bestiary 2 214
87–88 1 rukh 10 Pathfinder #21
89–92 1 stone golem 11 Bestiary 163
93–97 1 twelve-headed hydra 11 Bestiary 178
98–100 1 hadhayosh 18 Pathfinder #21


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Legacy of Fire, Chapter Five, Part Two

Creature Conversions

Spoiler:

Bodak: Bestiary 2 48

AZER MAMLUK
CR 5 (XP 1,600)

Male azer warrior 5 (Bestiary 2 39)
LN Medium outsider (fire)
Init +1; Senses darkvision 60 ft.; Perception +11
Aura strong lawful
DEFENSE
AC
20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +2 natural, +2 shield)
hp 52 (7d10+14)
Fort +9, Ref +2, Will +5
Immune fire, SR 13
Weaknesses vulnerable to cold
OFFENSE
Speed
30 ft. (20 ft. in armor)
Melee mwk warhammer +11/+6 (1d8+2/×3 plus 1d6 fire) or
Power Attack: mwk warhammer +9/+4 (1d8+6/×3 plus 1d6 fire)
Ranged light hammer +8 (1d4+2 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks heat (1d6 fire)
STATISTICS
Str
14, Dex 12, Con 15, Int 12, Wis 12, Cha 9
Base Atk +7; CMB +9; CMD 20
Feats Cleave, Great Cleave, Power Attack, Weapon Focus (warhammer)
Skills Acrobatics +0, Appraise +6, Climb +3, Craft (blacksmith) +10, Craft (weapons) +10, Knowledge (nobility) +5, Intimidate +9, Perception +11
Languages Common, Ignan
Gear masterwork scale mail, masterwork heavy steel shield, masterwork warhammer, 3 light hammers

BRASS MAN
CR 7 (XP 3,200)

N Large construct (extraplanar, fire) (Tome of Horrors II 20)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC
unchanged
hp unchanged
Saves unchanged
DR 10/adamantine; Immune construct traits, fire, magic
Weaknesses unchanged
OFFENSE
Speed
30 ft.
Melee mwk greatsword +16/+11 (3d6+9/19–20) or
2 slams +15 (2d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks spit molten brass 5/day (30-ft. line; 6d6 fire; Ref DC 15 half; once every 1d4 rounds)
STATISTICS
Ability Scores
unchanged
Base Atk +10; CMB +17; CMD 27
Gear Large masterwork greatsword
SPECIAL ABILITIES
Immunity to Magic (Ex)
unchanged

GET OF IBLIS
CR 13 (XP 25,600)

CE Gargantuan aberration (aquatic) (Pathfinder #23 86)
Init +5; Senses blindsight 30 ft., darkvision 60 ft., genie sense 100 ft.; Perception +22
Aura moderate chaotic evil
DEFENSE
AC
unchanged
hp 202 (15d8+135); regeneration 10 (acid, sonic)
Saves unchanged
Immune fire; SR 22
OFFENSE
Speed
unchanged
Melee bite +20 (2d8+13 plus devour elemental), 2 claws +20 (2d6+13), sting +20 (2d6+13 plus poison) or
Power Attack: bite +17 (2d8+19 plus devour elemental), 2 claws +17 (2d6+19), sting +17 (2d6+19 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks unchanged
STATISTICS
Ability Scores
unchanged
Base Atk +11; CMB +28 (+32 bull rush); CMD 43 (45 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Greater Bull Rush, Improved Bull Rush, Power Attack, Toughness
Skills Climb +25, Perception +22, Swim +25
Languages unchanged (Ignan)
SQ amphibious
SPECIAL ABILITIES
Devour Elemental (Su)
unchanged
Genie Sense (Ex) unchanged
Penetrating Strike (Ex) The get of Iblis’s natural weapons are embedded with growths of adamantine, and as such are treated as adamantine weapons for purposes of bypassing damage reduction.
Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 saves.


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Legacy of Fire, Chapter Five, Part Three

Creature Conversions

Spoiler:

Azer mamluk: see previous post
Fire elemental (all): Bestiary 124
Efreeti: Bestiary 8 (Note: loses extraplanar subtype)
Kobold: Bestiary 183
Fire mephit: Bestiary 202

BRASS JUGGERNAUT
CR 10 (XP 9,600)

Gargantuan animated object (Bestiary 14)
N Gargantuan construct
Init –2; Senses darkvision 60 ft., low-light vision; Perception –5
DEFENSE
AC
21, touch 4, flat-footed 21 (–2 Dex, +17 natural, –4 size)
hp 115 (10d10+60)
Fort +3, Ref +1, Will –2
Defensive Abilities hardness 15; Immune construct traits
OFFENSE
[b]Speed
40 ft.
Melee slam +20 (2d8+21)
Space 20 ft.; Reach 15 ft.
Special Attacks trample (2d6+21, Reflex DC 29 half)
STATISTICS
Str
38, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +10; CMB +28; CMD 36
SQ construction points (faster, “mithral,” trample)

DREAD WRAITH
CR 11 (XP 12,800)

Advanced HD wraith (Bestiary 281)
LE Large undead (incorporeal)
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +23
Aura unnatural aura (30 ft.); strong lawful evil; overwhelming undead
DEFENSE
AC
26, touch 27, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, –1 size)
hp 184 (16d8+112)
Fort +12, Ref +14, Will +14
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE
Speed
fly 60 ft. (good)
Melee incorporeal touch +20 (2d6 negative energy plus 1d6 Con drain)
Space 10 ft.; Reach 10 ft.
Special Attacks create spawn, Constitution drain (DC 25)
STATISTICS
Str
—, Dex 28, Con —, Int 17, Wis 18, Cha 24
Base Atk +12; CMB +13; CMD 40
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack, Step Up
Skills Diplomacty +23, Fly +30, Intimidate +26, Knowledge (planes) +19, Knowledge (religion) +22, Perception +23, Sense Motive +23, Stealth +24
Languages Common, Giant, Infernal
SPECIAL ABILITIES
Constitution Drain (Su)
Creatures hit by a dread wraith's touch attack must succeed on a DC 25 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the dread wraith gains 5 temporary hit points. The save DC is Charisma-based.

Individual NPCs

Shazathared:

SHAZATHARED
CR 16 (XP 76,800)

Female noble marid bard 10 (Bestiary 142)
CG Large outsider (extraplanar, water)
Init +10; Senses darkvision 60 ft., detect evil, detect good, detect magic; Perception +18
DEFENSE
AC
25, touch 16, flat-footed 18 (+6 Dex, +1 dodge, +9 natural, –1 size)
Combat Expertise: AC 31, touch 22, flat-footed 18 (+6 Dex, +7 dodge, +9 natural, –1 size)
hp 170 (24 HD; 14d10+10d8+48)
Fort +10, Ref +23, Will +20; +4 vs. bardic performance, sonic, and language-dependent effects
Defensive Abilities well-versed
OFFENSE
Speed
unchanged
Melee 2 slams +25 (2d6+5) or
Combat Expertise: 2 slams +19 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance 29 rounds/day (countersong, dirge of doom, distraction, fascinate [DC 22], inspire competence, inspire courage, inspire greatness, suggestion [DC 22]), vortex (1/10 minutes, 10–50 ft. wall, 1d8+4 damage, DC 22), water mastery, water’s fury (DC 21)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect evil, detect good, detect magic, water walk
At will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench
5/day—control water, gaseous form, obscuring mist, water breathing
3/day—quickened cone of cold (DC 22), ice storm (DC 21), quickened quench, see invisibility
1/day—unchanged
1/year—unchanged
Bard Spells Known (CL 10th; concentration +17, +21 defensive)
4th (2/day)—dimension door, modify memory (DC 21)
3rd (5/day)—confusion (DC 20), displacement, glibness, haste
2nd (6/day)—cure moderate wounds, detect thoughts (DC 19), minor image, mirror image, suggestion (DC 19)
1st (7/day)—comprehend languages, cure light wounds, grease, identify, obscure object
0 (at will)—dancing lights, lullaby (DC 17), mending, prestidigitation, read magic, summon instrument
STATISTICS
Str
21, Dex 23, Con 15, Int 17, Wis 17, Cha 24
Base Atk +21; CMB +27; CMD 43
Feats Ability Focus (water’s fury), Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack, Mobility, Quicken Spell-Like Ability (cone of cold, quench), Skill Focus (Perform [oratory]), Spring Attack, Whirlwind Attack
Skills Acrobatics +6 (+34*), Bluff +7 (+34*), Diplomacy +24 (+40*), Escape Artist +19, Fly +5 (+33*), Knowledge (history, planes, religion) +35, Knowledge (other) +8, Perception +18, Perform (dance, sing) +34, Perform (oratory) +40, Sense Motive +19 (+40*), Spellcraft +19, Stealth +15, Swim +26
* versatile performance
Languages Aquan, Auran, Common, Ignan, Kelish, Terran; telepathy 100 ft.
SQ bardic knowledge, change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I), jack of all trades, lore master 1/day, versatile performance (dance, oratory, sing)


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Legacy of Fire, Chapter Five, Part Four

Creature Conversions

Spoiler:

Barbed Devil: Bestiary 72
Djinni: Bestiary 139
Fire giant: Bestiary 148
Hell hound: Bestiary 173
Kobold: Bestiary 183

These fire cult lizardfolk statistics don't include potion effects.

FIRE CULT LIZARDFOLK
CR 4 (XP 1,200)

Fire-infused lizardfolk ranger 2 (Bestiary 195, Advanced Bestiary 111)
N Medium humanoid (fire, reptilian)
Init +3; Senses Perception +5 (+7 vs. fire outsiders)
DEFENSE
AC
22, touch 13, flat-footed 19 (+4 armor, +3 Dex, +5 natural)
hp 26 each (4 HD; 2d8+2d10+6); fire healing
Fort +7, Ref +6, Will –2
Defensive Abilities unchanged
Weaknesses unchanged
OFFENSE
Speed
30 ft., firewalk 40 ft., swim 15 ft.
Melee mwk heavy mace +6 (1d8+2 plus 1d6 fire), claw +3 (1d4+1 plus 1d6 fire), bite +3 (1d4+1 plus 1d6 fire)
Ranged mwk iron composite longbow +7 (1d8+2/×3 plus 1d6 fire) or
Rapid Shot: mwk iron composite longbow +5/+5 (1d8+2/×3 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. cone, 2d6 fire, Reflex DC 13 half, usable every 1d4 rounds), favored enemy (fire outsider +2), heat (1d6)
STATISTICS
Str
14, Dex 17, Con 13, Int 10, Wis 6, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Multiattack, Point Blank Shot, Rapid Shot, Quick DrawB
Skills Acrobatics +11, Climb +2 (+10 climb fire), Fly +11 (in fire only), Knowledge (planes) +4 (+6 fire outsider lore), Perception +5 (+7 vs. fire outsiders), Survival +6 (+7 track, +9 track fire outsiders), Swim +10; Racial Modifiers +4 Acrobatics
Languages Draconic, Ignan
SQ hold breath, track +1, wild empathy +4
Combat Gear potion of cure moderate wounds, potion of shield of faith; Other Gear masterwork chain shirt, masterwork heavy mace, masterwork iron composite longbow (+2 Str) with 20 iron arrows
SPECIAL ABILITIES
Elemental Body (Ex)
unchanged
Fire Healing (Ex) unchanged
Firewalk (Su) unchanged

NOBLE SALAMANDER
CR 10 (XP 9,600)

CE Large outsider (extraplanar, fire) (Bestiary 240, d20SRD)
Init +0; Senses darkvision 60 ft.; Perception +23
Aura overwhelming chaotic evil
DEFENSE
AC
18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 157 (15d10+75)
Fort +14, Ref +9, Will +9
DR 15/magic; Immune fire
Weaknesses vulnerable to cold
OFFENSE
Speed
20 ft.
Melee large +3 longspear +25/+20/+15 (2d6+10/×3 plus 1d6 fire), tail slap +19 (2d8+3 plus 1d6 fire and grab) or
Power Attack: large +3 longspear +21/+16/+11 (2d6+22/×3 plus 1d6 fire), tail slap +15 (2d8+7 plus 1d6 fire and grab)
Space 10 ft.; Reach 10 ft. (15 ft. with longspear, 20 ft. with tail)
Special Attacks constrict (2d8+7 plus 1d6 fire), heat
STATISTICS
Str
24, Dex 11, Con 20, Int 16, Wis 15, Cha 15
Base Atk +15; CMB +23 (+27 grapple); CMD 33 (can't be tripped)
Feats Cleave, Great Cleave, Iron Will, Multiattack, Power Attack, Skill Focus (weaponsmithing), Skill Focus (Perception), Weapon Focus (longspear)
Skills Acrobatics +18, Bluff +20, Craft (weapons) +27, Diplomacy +20, Intimidate +20, Knowledge (planes) +21, Perception +26, Sense Motive +20, Stealth +14; Racial Modifiers +4 Craft (armor, blacksmithing, and weapons)
Languages Common, Draconic, Ignan
Gear Large +3 longspear

EIGHT-HEADED PYROHYDRA
CR 9 (XP 6,400)

N Huge magical beast (fire) (Bestiary 178)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC
18, touch 9, flat-footed 17 (+1 Dex, +9 natural, –2 size)
hp 84 (8d10+40); fast healing 8 (see text)
Fort +10, Ref +9, Will +4
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed
20 ft., swim 20 ft.
Melee 8 bites +9 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (15-ft. cone, 3d6 fire, Reflex DC 18 half, usable every 1d4 rounds), pounce
STATISTICS
Str
17, Dex 12, Con 18, Int 2, Wis 11, Cha 9
Base Atk +8; CMB +13; CMD 24 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Perception +13, Swim +11; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head

NINE-HEADED PYROHYDRA
CR 10 (XP 9,600)

N Huge magical beast (fire) (Bestiary 178)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +14
DEFENSE
AC
19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
hp 94 (9d10+45); fast healing 9 (see text)
Fort +10, Ref +9, Will +5
Immune fire
Weaknesses vulnerable to cold
OFFENSE
Speed
20 ft., swim 20 ft.
Melee 9 bites +11 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (15-ft. cone, 3d6 fire, Reflex DC 18 half, usable every 1d4 rounds), pounce
STATISTICS
Str
17, Dex 12, Con 18, Int 2, Wis 11, Cha 9
Base Atk +9; CMB +14; CMD 25 (can’t be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness, Weapon Focus (bite)
Skills Perception +14, Swim +11; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head

PYROLISK
CR 4 (XP 1,200)

NE Small magical beast (Tome of Horrors Revised 299)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
Aura faint evil
DEFENSE
AC
15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 33 each (6d10)
Fort +5, Ref +8, Will +3
Immune fire
Weaknesses vulnerable to cold
OFFENSE
Speed
unchanged
Melee bite +10 (1d4–2)
Space 5 ft.; Reach 5 ft.
Special Attacks unchanged
STATISTICS
Str
6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Base Atk +6; CMB +3; CMD 16
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Fly +5, Perception +11
SPECIAL ABILITIES
Conflagration Gaze (Su)
Burst into flames, 4d8 fire damage, 30 feet, Fortitude DC 13 negates.
Pyrotechnics (Su) Once per round, a pyrolisk can use pyrotechnics as the spell (CL 6th) to turn a fire within 640 feet into a burst of blinding fireworks. The effect extinguishes the fire and causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will DC 13 negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. The save DC is Constitution-based.

Individual NPCs

Bassadoum:

Bassadoum's statistics don't include any spell effects.

BASSADOUM
CR 12 (XP 19,200)

Male fire-infused advanced HD babbler cleric 9 (Flauros) (Tome of Horrors Revised 26, Advanced Bestiary 111)
CE Large magical beast (fire)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +29
Aura overwhelming chaotic evil
DEFENSE
AC
21, touch 14, flat-footed 18 (+2 deflection, +3 Dex, +7 natural, –1 size)
hp 114 (19 HD; 10d10+9d8+19); fire healing
Fort +14, Ref +15, Will +16
Defensive Abilities elemental body; Immune fire
Weaknesses vulnerable to cold
OFFENSE
Speed
40 ft., 20 ft. bipedal, firewalk
Melee bite +21 (1d8+5 plus 1d6 fire), 2 claws +21 (1d8+5/19–20 plus 1d6 fire) or
Power Attack: bite +16 (1d8+15 plus 1d6 fire), 2 claws +16 (1d8+15/19–20 plus 1d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (30-ft. cone, 9d6 fire, Reflex DC 17 half, usable every 1d4 rounds), channel negative energy 4/day (5d6, DC 15 half), heat (1d6), sneak attack +2d6
Domain Spell-Like Abilities (CL 9th; concentration +16, +20 defensive; touch +19)
10/day—fire bolt, touch of chaos
Cleric Spells Prepared (CL 9th; concentration +16, +20 defensive)
5th—quickened divine favor, fire shieldD, spell resistance
4th—chaos hammerD (DC 21), cure critical wounds, poison (DC 21), tongues
3rd—blindness/deafness (DC 20), cure serious wounds, dispel magic, magic circle against lawD, magic vestment, searing light
2nd—bear’s endurance, bull’s strength, cure moderate wounds (2), hold person (DC 19), produce flameD, resist energy
1st—bless, burning handsD (DC 18), command (DC 18), cure light wounds (2), protection from good, sanctuary (DC 18)
0 (at will)—create water, guidance, mending, stabilize
D domain spell; Domains chaos, fire
STATISTICS
Str
21, Dex 16, Con 12, Int 11, Wis 24, Cha 12
Base Atk +16; CMB +22; CMD 35 (39 vs. trip on all fours)
Feats Brew Potion, Combat Casting, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Lightning Reflexes, Power Attack, Quick DrawB, Quicken Spell, Weapon Focus (bite, claw)
Skills Acrobatics +29, Climb +5 (+13 climb fire), Fly +11 (in fire only), Perception +29, Stealth +21 (+25 on all fours); Swim +9; Racial Modifiers +4 Acrobatics, +4 Swim; +4 Stealth while on all fours
Languages Common (cannot speak), Babbler
SQ chaos blade 1/day, spontaneous casting (inflict spells)
Gear headband of inspired wisdom +4, ring of protection +2, bronze jewelry worth 285 gp

Gilbans:

GILBANS
CR 9 (XP 6,400)

Male exhausted fire giant (Bestiary 148)
LE Large humanoid (fire, giant)
Init –1; Senses low-light vision; Perception +14
DEFENSE
AC
13, touch 5, flat-footed 13 (–4 Dex, +8 natural, –1 size)
hp 142; currently 88 (15d8+75)
Fort +14, Ref +1, Will +9
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerable to cold
OFFENSE
[b]Speed
20 ft.
Melee 2 slams +17 (1d8+7) or
Power Attack: 2 slams +14 (1d8+13)
Ranged improvised rock +3 (1d8+10 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
STATISTICS
Str
25, Dex 3, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +19 (+21 overrun or sunder); CMD 28[/b] (30 vs. overrun or sunder)
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)
Skills Climb +11, Craft (any one) +8, Intimidate +11, Perception +14
Languages Common, Giant
Gear furniture (improvised “rocks”)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Legacy of Fire, Chapter Five, Part Five

Creature Conversions

Spoiler:

Efreeti: Bestiary 140
Fire giant: Bestiary 148
Giant dragonfly: Bestiary 2 105
Hell hound: Bestiary 173
Nessian warhound: Bestiary 173 (Nessian hell hound)
Kobold: Bestiary 183
Salamander: Bestiary 240
Dire tiger: Bestiary 265

DIV, SEPID
CR 14 (XP 38,400)

NE Large outsider (div, evil, extraplanar) (Pathfinder #23 84)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +23
Aura overwhelming evil
DEFENSE
AC
unchanged
hp 216 (16d10+128)
Fort +18, Ref +12, Will +16
Defensive Abilities unchanged
Weaknesses esoteric flaw
OFFENSE
Speed
40 ft.
Melee +3 scimitar +26/+21/+16/+11 (1d8+10/16–20) or
2 claws +22 (1d6+7) or
Power Attack: +3 scimitar +21/+16/+11/+6 (1d8+25/16–20) or
Power Attack: 2 claws +17 (1d6+17)
Space 10 ft.; Reach 10 ft.
Special Attacks unchanged
Spell-Like Abilities (CL 15th; concentration +21)
At will—unchanged
1/day—summon (level 4, 1 ghawwas or shir, 40%)
Sorcerer Spells Known (CL 13th; concentration +19)
6th (5/day)—unchanged
5th (7/day)—unchanged
4th (7/day)—unchanged
3rd (7/day)—unchanged
2nd (8/day)—unchanged
1st (8/day)—unchanged
0 (at will)—dancing lights, daze, detect magic, ghost sound (DC 16), mage hand, mending, open/close, prestidigitation, read magic
STATISTICS
Ability Scores
unchanged
Base Atk +16; CMB +24; CMD 39
Feats Blind-Fight, Improved Critical (scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (scimitar)
Skills Bluff +25, Intimidate +25, Knowledge (arcana) +20, Knowledge (planes) +23, Knowledge (religion) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +20, Use Magic Device +25
Languages unchanged
Gear Large +3 scimitar
SPECIAL ABILITIES
Evasive Target (Su)
unchanged
Rain of Debris (Su) unchanged

GREAT GHUL
CR 6 (XP 2,400)

CE Medium undead (shapechanger) (Dark Markets 62)
Init +6; Senses darkvision 60 ft.; Perception +13
Aura moderate chaotic evil; strong undead
DEFENSE
AC
unchanged
hp 78 (8d8+42)
Fort +8, Ref +4, Will +8
DR unchanged
OFFENSE
Speed
unchanged
Melee bite +12 (1d6+6 plus burn), 2 claws +13 (1d4+6 plus bleed and burn)
Space 5 ft.; Reach 5 ft.
Special Attacks bleed (1), burn (DC 18, 1d6), cursed claws, rend (2 claws, 1d6+6)
Spell-Like Abilities (CL 11th; concentration +15)
3/day—unchanged
STATISTICS
Ability Scores
unchanged
Base Atk +6; CMB +12; CMD 24
Feats Great Fortitude, Improved Initiative, Toughness, Weapon Focus (claws)
Skills Bluff +12, Climb +17, Diplomacy +8, Disguise +11, Intimidate +11, Knowledge (planes) +4, Perception +13, Sense Motive +9, Stealth +13, Survival +8
Languages unchanged
SQ change shape (hyena or humanoid, polymorph), create spawn, genie-kin

Individual NPCs

Borzen:

BORZEN
CR 10 (XP 9,600)

Male fire giant (Bestiary 148)
LE Large humanoid (fire, giant)
Init –1; Senses low-light vision; Perception +14
DEFENSE
AC
23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 size)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerable to cold
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee red-hot warhammer +21/+16/+11 (2d6+10/×3 plus 2d6 fire) or
2 slams +20 (1d8+10) or
Power Attack: red-hot warhammer +18/+13/+8 (2d6+16/×3 plus 2d6 fire) or
Power Attack: 2 slams +17 (1d8+16)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
STATISTICS
Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +22 (+24 overrun or sunder); CMD 31 (33 vs. overrun or sunder)
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)
Skills Climb +14, Craft (any one) +8, Intimidate +11, Perception +14
Languages Common, Giant
Gear Large warhammer (red-hot), Large half-plate

Qilzar Agha Bagoas:

QILZAR AGHA BAGOAS
CR 12 (XP 153,600)

Eunuch dwarf advanced elite darnoc (Tome of Horrors Revised 90)
CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +23
Aura frightful presence (30 ft., DC 23)
DEFENSE
AC
19, touch 19, flat-footed 14 (+4 deflection, +4 Dex, +1 dodge)
hp 153 (18d8+72)
Fort +10, Ref +12, Will +13
Defensive Abilities channel resistance +2, incorporeal; Immune cold, undead traits; SR 25
OFFENSE
Speed
fly 30 ft. (perfect)
Melee incorporeal touch +18 (1d8 negative energy plus curse of the grave)
Space 5 ft.; Reach 5 ft.
Special Attacks discord 1/day (DC 23)
STATISTICS
Ability Scores
unchanged
Base Atk +13; CMB +17; CMD 31
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Lightning Reflexes, Mobility, Spring Attack, Weapon Focus (incorporeal touch)
Skills Fly +34, Intimidate +25, Knowledge (nobility) +20, Perception +23, Sense Motive +23, Stealth +25
Languages unchanged
SQ rejuvenate
SPECIAL ABILITIES
Curse of the Grave (Su)
unchanged
Discord (Sp) unchanged
Frightful Presence (Su) unchanged
Rejuvenate (Su) unchanged

Tarthar:

TARTHAR
CR 10 (XP 9,600)

Male one-armed fire giant (Bestiary 148)
LE Large humanoid (fire, giant)
Init –1; Senses low-light vision; Perception +14
DEFENSE
AC
23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 size)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerable to cold
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee scorpion whip +21/+16/+11 (1d6+10) or
slam +20 (1d8+10) or
Power Attack: scorpion whip +18/+13/+8 (1d6+16) or
Power Attack: slam +17 (1d8+16)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Special Attacks heated rock, rock throwing (120 ft.)
STATISTICS
Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +22 (+24 overrun, +26 trip); CMD 31 (33 vs. overrun or trip)
Feats Combat Expertise, Exotic Weapon Proficiency (whip), Greater Trip, Improved Overrun, Improved Trip, Iron Will, Power Attack, Weapon Focus (whip)
Skills Climb +14, Craft (any one) +8, Intimidate +11, Perception +14
Languages Common, Giant
Gear Large scorpion whip, Large half-plate


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Legacy of Fire, Chapter Five, Part Six

Creature Conversions

Spoiler:

Efreeti: Bestiary 140
Great ghul: see previous post
Fire giant: Bestiary 148
Nessian warhound: Bestiary 173 (Nessian hell hound)
Salamander, flamebrother: see "Coils of Flame" post
Salamander: Bestiary 240
Salamander, noble: see post for Part Four above

Note that the black jinni "loses" its aligned weapons ability simply because it's redundant.

GENIE, BLACK JINNI
CR 13 (XP 25,600)

LE Large outsider (chaotic, evil, extraplanar) (Pathfinder #23 82)
Init +10; Senses darkvision 60 ft.; Perception +21
Aura overwhelming lawful evil
DEFENSE
AC
28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 natural, –1 size)
hp 192 (16d10+96)
Fort +13, Ref +16, Will +12
Defensive Abilities unchanged
Weaknesses susceptible to recitation
OFFENSE
Speed
40 ft., fly 60 ft. (perfect)
Melee 2 claws +24 (2d6+8/19–20 plus 1d10 electricity), gore +23 (2d8+8) or
Power Attack: 2 claws +19 (2d6+18/19–20 plus 1d10 electricity), gore +18 (2d8+18)
Space 10 ft.; Reach 10 ft.
Special Attacks unchanged
STATISTICS
Ability Scores
unchanged
Base Atk +16; CMB +25; CMD 41
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical (claw), Improved InitiativeB, Mobility, Power Attack, Spring Attack, Weapon Focus (claw)
Skills Acrobatics +25, Fly +31, Knowledge (arcana) +20, Knowledge (planes) +20, Knowledge (religion) +20, Perception +21, Stealth +21 (+29 in storms or clouds); Racial Modifiers +8 Stealth in storms or clouds)
Languages unchanged
SQ stormwalk
SPECIAL ABILITIES
Create Spawn (Su)
unchanged
Dust Vortex (Su) Wind effects are described on page 439 of the Pathfinder RPG Core Rulebook, but this is otherwise unchanged.
Obscuring Cloud (Ex) A black jinni is continually surrounded by a cloud of obscuring dust and scouring wind. This cloud gives it a +8 racial bonus to its Stealth check while within a sandstorm or other area of blowing dust. In addition, a black jinni has concealment (20% miss chance) while the cloud is in effect. Any strong (or stronger) wind can suppress the obscuring cloud as long as the wind persists.
Shocking Touch (Su) unchanged
Stormwalk (Ex) unchanged
Susceptibility to Recitation (Ex) Slightly different name, but same ability.

ELEVEN-HEADED PYROHYDRA
CR 12 (XP 19,200)

N Huge magical beast (fire) (Bestiary 178)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC
21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 115 (11d10+55); fast healing 11 (see text)
Fort +11, Ref +10, Will +5
Immune fire
Weakness vulnerable to cold
OFFENSE
Speed
20 ft., swim 20 ft.
Melee 11 bites +13 (1d8+3/19–20)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (15-ft. cone, 3d6 fire, Reflex DC 20 half, usable every 1d4 rounds), pounce
STATISTICS
Str
17, Dex 12, Con 19, Int 2, Wis 11, Cha 9
Base Atk +11; CMB +16; CMD 27 (can’t be tripped)
Feats Combat Reflexes, Improved Critical (bite) Iron Will, Lightning Reflexes, Toughness, Weapon Focus (bite)
Skills Perception +16, Swim +11; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head

Individual NPCs

Argbadh Karambagya:

I don't have ToH III so I'm working a bit in the dark when it comes to this conversion.

ARGBADH KARAMBAGYA
CR 12 (XP 19,200)

Male elite bronze giant (Tome of Horrors III 84)
N Huge humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
DEFENSE
AC
unchanged
hp unchanged
Saves unchanged
Defensive Abilities unchanged
OFFENSE
Speed
unchanged
Melee +1 keen longsword +24/+19/+14 (3d6+13/17–20) or
2 slams +23 (1d8+13) or
Power Attack: +1 keen longsword +20/+15/+10 (3d6+21/17–20) or
Power Attack: 2 slams +19 (1d8+21) or
Vital Strike: +1 keen longsword +24 (6d6+13/17–20) or
Vital Strike: slam +23 (2d8+13)
Ranged bronze throwing sphere +13 (2d8+13)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (120 feet), sardonic laugh (DC 18)
STATISTICS
Ability Scores
unchanged
Base Atk +12; CMB +27 (+29 bull rush); CMD 39 (41 vs. bull rush)
Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (longsword), Vital Strike
Skills Acrobatics +18 (+31 jump), Perception +22
Languages Giant, Ignan
Gear Huge +1 keen longsword, bronze throwing spheres (14), boots of striding and springing
SPECIAL ABILITIES
Sardonic Laugh (Ex)
unchanged

Master Matjinn:

The conversion process completely strips Master Matajinn of his spellcasting ability. Rather than overhaul his tactics, I've given him a pair of slippers of spider climbing to compensate. Also, I'm note entirely certain that a genie-bane weapon is 100% kosher by RAW ("genie" is not, technically, an outsider subtype), but even if not I'm fine with leaving it as is. Lastly, I've taken a non-literal approach to converting the "genie magic" ability.

Master Matajinn's statistics don't include spell effects ('cause he can't cast any!).

MASTER MATAJINN
CR 14 (XP 38,400)

Male efreeti-bound elf rogue 5/assassin 8 (Advanced Bestiary 133)
NE Medium humanoid (elf)
Init +6; Senses darkvision 60 ft, low-light vision; Perception +18 (+20 locate traps)
DEFENSE
AC
21, touch 15, flat-footed 18 (+6 armor, +2 deflection, +3 Dex); +1 dodge vs. traps
Combat Expertise: AC 24, touch 18, flat-footed 18 (+6 armor, +2 deflection, +3 Dex, +3 dodge); +1 dodge vs. traps
hp 75 (13d8+13)
Fort +6, Ref +15 (+16 vs. traps), Will +5; +2 vs. enchantments; +4 vs. poison
Defensive Abilities unchanged
OFFENSE
Speed
30 ft., climb 20 ft.
Melee +1 genie-bane rapier +16/+11 (1d6+4/15–20) or
Combat Expertise: +1 genie-bane rapier +13/+8 (1d6+4/15–20) or
vs. Genies: +1 genie-bane rapier +18/+13 (3d6+6/15–20)
Combat Expertise vs. Genies: +1 genie-bane rapier +15/+10 (3d6+6/15–20)
Ranged +1 composite shortbow +16/+11 (1d6+4/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks death attack (DC 19), poison use, quiet death, sneak attack +7d6, true death
Spell-Like Abilities (CL 13th; concentration +12; ranged touch +15)
Constant—detect magic
At will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 11), scorching ray
3/day—unchanged
1/day—gaseous form, permanent image (DC 15)
STATISTICS
Str
16, Dex 22, Con 13, Int 12, Wis 10, Cha 8
Base Atk +9; CMB +12; CMD 28
Feats Combat Expertise, Combat Reflexes, Improved Critical (rapier), Improved Feint, Quick Draw, Skill Focus (Acrobatics), Weapon Finesse
Skills Acrobatics +28, Climb +24, Disable Device +26, Disguise +7, Escape Artist +22, Perception +18 (+20 locate traps), Sleight of Hand +22 (+30 hide weapons), Stealth +22; Racial Modifiers +2 Perception
Languages unchanged
SQ elven magic, genie-bound, genie empowered, genie magic, hidden weapons, hide in plain sight, rogue talents (fast stealth, slow reactions), trapfinding +2
Combat Gear 2 tanglefoot bags, 6 doses of giant wasp poison; Other Gear +2 mithral shirt, [i]Zin’Kali ([i]+1 genie-bane rapier), +[i]1 composite shortbow (+3 Str) with 20 arrows, [i]belt of incredible dexterity +2, [i]cloak of resistance +1, [i]ring of protection +2, [i]slippers of slider climbing, masterwork thieves’ tools
SPECIAL ABILITIES
Genie-Bound (Su)
[i]unchanged

Genie Empowered (Su) unchanged
Genie Magic (Sp) Musalla allows Matajinn to use spell-like abilities as if the latter were an efreeti. Matajinn can use these abilities in any manner he chooses. However, Musalla can choose to strip Matajinn’s spell-like abilities from him as a free action—he can also choose to end or spoil the effects of his spell-like abilities as a free action.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Legacy of Fire, Chapter Five, Part Seven

Individual NPCs

Aberzjerax:

ABERZJERAX
CR 15 (XP 51,200)

Male adult red dragon fighter 1 (Bestiary 98)
CE Huge dragon (fire)
Init +5; Senses darkvision 120 ft., low-light vision, dragon senses, smoke vision; Perception +26
Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 22); moderate chaotic evil
DEFENSE
AC
34, touch 9, flat-footed 33 (+4 armor, +1 Dex, +21 natural, –2 size)
hp 206 (18 HD; 17d12+1d10+90)
Fort +17, Ref +11, Will +17
DR 5/magic; Immune fire, paralysis, sleep; Resist cold 20; SR 25
Weaknesses vulnerable to cold
OFFENSE
Speed
40 ft., fly 200 ft. (poor)
Melee bite +28 (2d8+18), 2 claws +28 (2d6+12), 2 wings +26 (1d8+6), tail slap +26 (2d6+18) or
Power Attack: bite +23 (2d8+33), 2 claws +23 (2d6+22), 2 wings +21 (1d8+11), tail slap +21 (2d6+33) or
Vital Strike: bite +26 (4d8+18) or
Power Vital Strike: bite +23 (4d8+33)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, 12d10 fire, Reflex DC 23 half, once every 1d4 rounds), crush (DC 23, 2d8+18)
Spell-Like Abilities (CL 17th; concentration +20)
At will—detect magic, pyrotechnics (DC 16), suggestion (DC 17)
1/day—divination
Sorcerer Spells Known (CL 7th; concentration +10; +15 ranged touch)
3rd (5/day)—unchanged
2nd (7/day)—detect thoughts (DC 16), see invisibility, whispering wind
1st (7/day)—comprehend languages, identify, mage armor, magic missile, ray of enfeeblement (DC 15)
0 (at will)—arcane mark, detect poison, mage hand, message, open/close, prestidigitation, read magic
TACTICS
Before Combat
Aberzjerax always casts mage armor before entering combat (already included).
STATISTICS
Str
35, Dex 12, Con 21, Int 16, Wis 21, Cha 18
Base Atk +18; CMB +32; CMD 43 (47 vs. trip)
Feats Cleave, Combat Expertise, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Vital Strike, Wingover
Skills Diplomacy +25, Fly +14, Intimidate +25, Knowledge (local) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Perception +26, Sense Motive +26, Spellcraft +23
Languages Common, Draconic, Ignan, Infernal
Gear unchanged
SPECIAL ABILITIES
Spells
unchanged

Ezer Hazzebaim:

These statistics don't include any spell effects.

EZER HAZZEBAIM
CR 15 (XP 51,200)

Male nephilim wizard 3/cleric (Rovagug) 3/mystic theurge 7 (Pathfinder #23 88)
CE Large outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +22
Aura overwhelming chaotic evil
DEFENSE
AC
unchanged
hp 239 (25 HD; 12d10+10d6+3d8+125)
Fort +18, Ref +10, Will +22
Defensive Abilities unchanged
OFFENSE
Speed
40 ft.
Melee +1 cold iron greataxe +25/+20/+15/+10 (3d6+8/19–20/×3) or
2 slams +25 (1d4+7) or
Power Attack: +1 cold iron greataxe +20/+15/+10/+5 (3d6+18/19–20/×3) or
Power Attack: 2 slams +20 (1d4+17)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 5/day (2d6; Will DC 13 half), crushing blow (3d6 plus staggered 1 round, Fort DC 29 negates), mortal challenge (DC 27)
Domain Powers (CL 3rd; concentration +7, +11 defensive)
7/day—battle rage (+1 damage), destructive smite (+1 damage)
Universalist School Powers (CL 3rd)
7/day—hand of the apprentice
Cleric Spells Prepared (CL 10th; concentration +14, +18 defensive; ranged touch +19)
5th—unchanged
4th—unchanged
3rd—cure serious wounds, dispel magic, rageD, searing light, wind wall
2nd—unchanged
1st—cure light wounds (2), deathwatch, doom (DC 15), sanctuary (DC 15), true strikeD
0 (at will)—create water, guidance, mending, stabilize
D domain spell; Domains Destruction, War
Wizard Spells Prepared (CL 10th; concentration +14, +18 defensive; ranged touch +19)
5th—unchanged
4th—unchanged
3rd—unchanged
2nd—unchanged
1st—unchanged
0 (at will)—acid splash, daze (DC 14), disrupt undead, message
STATISTICS
Str
24, Dex 14, Con 20, Int 19, Wis 19, Cha 15
Base Atk +18; CMB +26; CMD 38
Feats Cleave, Combat Casting, Craft Wondrous Item, EnduranceB, Great Cleave, Great FortitudeB, Improved Critical (greataxe), Improved Initiative, Iron Will, Maximize Spell, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Weapon Focus (greataxe)
Skills Acrobatics +20, Climb +19, Craft (calligraphy) +22, Craft (jewelry) +22, Handle Animal +20, Intimidate +20, Knowledge (arcana) +22, Knowledge (history) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +9, Perception +22, Spellcraft +22, Survival +22, Swim +17
Languages unchanged
SQ arcane bond (bonded object), combined spells (4th), spontaneous casting (inflict spells)
Combat Gear wand of magic missile (CL 9th, 43 charges); Other Gear bracers of armor +4, Large +1 cold iron greataxe, headband of inspired wisdom +4, ring of protection +3, handy haversack, silver holy symbol, spellbook (contains all prepared spells plus 3d6 additional spells of levels 1st–5th)
SPECIAL ABILITIES
Arcane Bond (Su)
Ezer’s bonded object is his ring of protection +3. This was an existing magic item and does not lose its magic properties if Ezer dies. Once per day, while wearing the ring, Ezer can cast any one spell he knows, even if he has not prepared it. GMs should determine the contents of Ezer’s spellbook before the encounter.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

And here's the revised Random Encounters table.

This will be a delay before I move on to the final chapter; I still have to convert a good chunk of the genies in "The Final Wish."

Random Encounters:

Random Encounters in Bayt al-Bazan
d% Encounter Avg. EL Source

01–04 1d6 dorus 5 Pathfinder #19
05–07 1d4 edimmus 5 Pathfinder #20*
08–10 1 poisonous kamadan 5 ToHR 245
11–14 1d8 imps 6 Bestiary 78
15–19 2d6 azers 7 Bestiary 2 39
20–21 1d6 fire nymphs 7 ToHR 195
22–25 2d4 hell hounds 7 Bestiary 173
26–28 1d6 rasts 8 Bestiary 2 229
29–30 1d4 lillends 9 Bestiary 26
31–36 2d8 mephits 9 Bestiary 202
37–39 1 night hag 9 Bestiary 215
40–43 1d4 noble djinn 10 Bestiary 139
44–46 1d6 pairakas 10 Pathfinder #20*
47–50 1d6 shaitans 10 Bestiary 143
51–57 Elementals 11 see text
58–59 1d6 ogre mages 11 Bestiary 221
60–63 1d4 vrocks 11 Bestiary 69
64–66 1d4 spirit nagas 11 Bestiary 213
67–68 1 derghodaemon 12 Bestiary 2 66
69–76 1d8 efreet 12 Bestiary 140
77–82 1d4 noble salamanders 12 Bestiary 240, SRD*
83–86 1d4 stone golems 13 Bestiary 163
67–90 1d6 proteans, imentesh 13 Bestiary 2 214
91–92 1 sepid div 14 Pathfinder #23*
93–94 1 trumpet archon 14 Bestiary 21
95–99 2d6 fire giants 15 Bestiary 148
100 1 dragon — see text

* See elsewhere in this thread for conversions.


I would like to thank you for all of this hard work. From a dm that has limited time, this is so helpful that I can spend my conversion time on focusing on other areas. Thanks again.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

Hi There,

Thank you so much for creating this. I just finished converting Legacy of Fire, and didn't know how to second check my work. I have the Final Wish converted if you're still working on it.

Shadow Lodge

Modera wrote:

Hi There,

Thank you so much for creating this. I just finished converting Legacy of Fire, and didn't know how to second check my work. I have the Final Wish converted if you're still working on it.

My players are about to start this. Would you mind posting your conversion? I'd be interested in seeing it, since Nethys didn't convert the last adventure and that's what I've been using. Thanks.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've actually had the conversions done for a while now, but simply haven't had the time to post them. Will make an effort to do so on Monday.

Shadow Lodge

John Mangrum wrote:
I've actually had the conversions done for a while now, but simply haven't had the time to post them. Will make an effort to do so on Monday.

I thought you might have, since your last post in this thread was over 6 months ago... ;)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Eric Clingenpeel wrote:
I thought you might have, since your last post in this thread was over 6 months ago... ;)

Well, to give you a notion, I've been home about 5 days total since early May!


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I should pause and mention that in recent months I've revised many of the stat blocks posted above to either remove little goofs or incorporate more material from the APG or the Ultimate books. I may go through on one more round of updates later this fall (or I may not).

At Gen Con this past weekend, my group finally wrapped up Howl of the Carrion King and kicked off House of the Beast. In between the two adventures, to sate my player's curiosity about Kingmaker, I whipped up a downscaled version of the Kingmaker Kingdom rules and ran them through about 16 months of game time. (In my campaign, HotCK took place in Pharast 4709 AR, and Zafiyid appears in Kelmarane on the day of the Sunwrought Festival, on the summer solstice of 4710 AR. The calendar I'm using places solstices and equinoxes on the first day of the month, so that makes the start of HotB 1st Erastus, 4710.)

I'll post my (fairly simple) Sultanmaker conversions later.

But for now, here we go: The Final Wish, Part One

Nefeshti:

NEFESHTI
CR 14 (XP 38,400)

Female noble djinni ranger 3/cleric (Gozreh) 7 (Bestiary 139)
LN Large outsider (air, extraplanar, genie)
Init +9; Senses darkvision 60 ft.; Perception +21 (+23 vs. fire outsiders)
Aura overwhelming lawful neutral
DEFENSE
AC
28, touch 15, flat-footed 22 (+7 armor, +4 Dex, +2 dodge. +5 natural, +1 shield, –1 size)
hp 182 (20 HD; 13d10+7d8+80)
Fort +15, Ref +17, Will +19
Immune acid; Resist electricity 10
OFFENSE
Speed
20 ft., fly 60 ft. (perfect)
Melee +1 fire outsider bane scimitar +24/+19/+14/+9 (1d8+8/15–20), +1 fire outsider bane kukri +24/+19 (1d6+8/18–20) or
2 slams +24 (1d8+7) or
vs. Fire Outsiders: +1 fire outsider bane scimitar +28/+23/+18/+13 (1d8+12/15–20 plus 2d6), +1 fire outsider bane kukri +28/+23 (1d6+12/18–20 plus 2d6) or
vs. Fire Outsiders: 2 slams +26 (1d8+9)
Ranged +1 fire outsider bane composite longbow +21/+16/+11/+6 (2d6+8/×3) or
vs. Fire Outsiders: +1 fire outsider bane composite longbow +25/+20/+15/+10 (2d6+12/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+7 damage, DC 27), channel positive energy 7/day (4d6, DC 17), favored enemy (fire outsider +2)
Spell-Like Abilities (CL 9th; concentration +13)
At will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 19), wind walk
Special—grant 3 wishes (to nongenies only)
Domain Powers (CL 7th; concentration +13; ranged touch attack +22)
9/day—storm burst (1d6+3 nonlethal), wind blast (+13)
Cleric Spells Prepared (CL 7th; concentration +13; ranged touch +22)
4th—divine power, sending, sleet stormD
3rd—call lightningD (DC 19), dispel magic, remove blindness/deafness, remove curse
2nd—Gozreh’s trident, lesser restoration (2), resist energy (2), wind wallD (DC 18)
1st—command (DC 17), divine favor (2), entropic shield (DC 17), obscuring mistD, sanctuary (DC 17), shield of faith
0 (at will)—detect magic, guidance, mending, resistance
D domain spell; Domains Weather, Wind
STATISTICS
Str
24, Dex 20, Con 18, Int 14, Wis 23, Cha 19
Base Atk +18; CMB +26; CMD 42
Feats Dodge, Double Slice, Endurance, Improved Critical (scimitar), Improved InitiativeB, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (kukri, scimitar), Wind Stance
Skills Appraise +15, Bluff +4 (+6 vs. fire outsiders), Craft (weapons) +15, Diplomacy +20, Escape Artist +18, Fly +17, Knowledge (history) +17, Knowledge (religion) +18, Knowledge (planes) +2 (fire outsider lore only), Perception +21 (+23 vs. fire outsiders), Ride +17, Sense Motive +21 (+23 vs. fire outsiders), Spellcraft +17, Survival +17 (+18 track, +20 track fire outsiders)
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ favored terrain (Plane of Fire), spontaneous casting (cure spells), track +1, wild empathy +7
Gear +1 mithral chain shirt, +1 fire outsider bane kukri, +1 fire outsider bane scimitar, +1 fire outsider bane composite longbow (+7 Str) with 20 arrows and 2 fire outsider slaying arrows, headband of inspired wisdom +4
SPECIAL ABILITIES
Storm Burst (Sp)
As a standard action, Nefeshti can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6+3 points of nonlethal damage, In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.
Wind Blast (Su) As a standard action, Nefeshti can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using Nefeshti’s caster level as her base attack bonus and her Wisdom modifier in place of her Strength modifier. Treat the results as a bull rush attempt.


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The Final Wish, Part Two

Janni Captain:

JANNI CAPTAIN
CR 7 (XP 3,200)

Janni ranger 2/rogue 3 (Bestiary 141)
LE Medium outsider (genie, native)
Init +9; Senses darkvision 60 ft.; Perception +16 (+17 locate traps, +18 vs. humans)
Aura overwhelming lawful evil
DEFENSE
AC
22, touch 17, flat-footed 16 (+4 armor, +5 Dex, +1 deflection, +1 dodge, +1 natural)
Two-Weapon Defense: AC 23, touch 17, flat-footed 17 (+4 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural, +1 shield)
vs. Traps: AC 23, touch 18, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +2 dodge, +1 natural)
hp 80 (11 HD; 8d10+3d8+22)
Fort +11, Ref +16 (+17 vs. traps), Will +7
Defensive Abilities evasion, trap sense +1; Resist fire 10
OFFENSE
Speed
20 ft., fly 20 ft. (perfect)
Melee +1 dagger +13/+8 (1d4+5/19–20), +1 dagger +13 (1d4+3/19–20) or
vs. Humans: +1 dagger +15/+10 (1d4+7/19–20), +1 dagger +15 (1d4+5/19–20)
Ranged +1 composite longbow +16/+11 (1d8+5/×3) or
+1 composite longbow with +1 flaming arrow +16/+11 (1d8+5/×3 plus 1d6 fire) or
vs. Humans: +1 composite longbow +18/+13 (1d8+7/×3) or
vs. Humans: +1 composite longbow with +1 flaming arrow +18/+13 (1d8+8/×3 plus 1d6 fire)
Special Attacks change size, favored enemy (human +2), sneak attack +2d6
Spell-Like Abilities (CL 8th; concentration +8)
3/day—quickened invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
STATISTICS
Str
19, Dex 20, Con 14, Int 18, Wis 14, Cha 10
Base Atk +10; CMB +14; CMD 29
Feats Dodge, Improved InitiativeB, Mobility, Point-Blank Shot, Quicken Spell-Like Ability (invisibility), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +19 (+15 jump), Appraise +13, Bluff +13 (+15 vs. humans), Craft (locks) +18, Craft (weapons) +18, Escape Artist +19, Fly +14, Handle Animal +5, Knowledge (local) +6 (human lore only), Perception +16 (+17 locate traps, +18 vs. humans), Ride +19, Sense Motive +16 (+18 vs. humans), Stealth +19, Survival +16 (+17 track, +19 track humans)
Languages Abyssal, Common, Ignan, Infernal, Terran; telepathy 100 ft.
SQ elemental endurance, rogue talent (bleeding attack), track +1, trapfinding, wild empathy +2
Gear +1 studded leather, +1 composite longbow (+4 Str) with 5 +1 flaming arrows and 35 arrows, +1 dagger (2), ring of protection +1, gems and art objects (looted from Kelmarane) worth 500 gp

Narrrgok, Warpriest of Rovagug:

These statistics do not include any spell effects.

NARRGOK, WARPRIEST OF ROVAGUG
CR 12 (XP 19,200)

Male gnoll cleric 11 of Rovagug (Bestiary 155)
CE Medium humanoid (gnoll)
Init +0; Senses darkvision 60 ft.; Perception +8
Aura overwhelming chaotic evil
DEFENSE
AC
22, touch 10, flat-footed 22 (+9 armor, +3 natural)
hp 95 (13d8+37)
Fort +12, Ref +5, Will +12
OFFENSE
Speed
30 ft. (20 ft. in armor)
Melee +1 greataxe +17/+12 (1d12+10/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy (1/day, 6d6, DC 13), destructive aura (11 rounds/day), weapon master (11 rounds/day)
Domain Powers (CL 11th; concentration +14)
6/day—battle rage (+5 damage), destructive smite (+5 damage)
Spells Prepared (CL 11th; concentration +14; melee touch +15, ranged touch +9)
6th—blade barrierD (DC 19), heal
5th—quickened divine favor, flame strikeD (DC 18), quickened shield of faith
4th—air walk, baleful polymorph* (DC 17), divine powerD, greater magic weapon
3rd—bestow curse (DC 16), blindness/deafness (DC 16), cure serious wounds, dispel magic, rageD, magic vestment
2nd—bear’s endurance, cure moderate wounds, resist energy, shatterD (DC 15), sound burst (DC 15), summon monster II
1st—cure light wounds (2), doom (DC 14), protection from good, sanctuary, true strikeD
0 (at will)—bleed, detect magic, guidance, resistance
D domain spell; Domains Destruction, War
* As a cleric of Rovagug, Narrgok can prepare this as a 4th-level divine spell.
STATISTICS
Str
22, Dex 10, Con 15, Int 10, Wis 17, Cha 6
Base Atk +9; CMB +15 (+17 sunder); CMD 25 (27 vs. sunder)
Feats Armor Proficiency (Heavy), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell, Weapon Focus (greataxe)
Skills Knowledge (religion) +16, Linguistics +4, Perception +8, Sense Motive +13
Languages Common, Gnoll
SQ spontaneous casting (inflict spells)
Combat Gear wand of cure moderate wounds (27 charges); Other Gear amulet of natural armor +2, masterwork full plate, +1 great axe, belt of giant strength +4, key to area A8.
SPECIAL ABILITIES
Battle Rage (Sp)
Narrgok can touch a creature as a standard action to give it a +5 bonus on melee damage rolls for 1 round.
Destructive Aura (Su) Narrgok can emit a 30-foot aura of destruction for 11 rounds per day. All attacks made against targets in this aura (including Narrgok) gain a +5 morale bonus on damage and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Destructive Smite (Su) Narrgok can make a single melee attack with a +5 morale bonus on the damage roll. He must declare the destructive smite before making the attack.
Weapon Master (Su) Narrgok can gain the use of one combat feat for 11 rounds per day. These rounds do not need to be consecutive and he can change the feat chosen each time he uses this ability. He must meet the prerequisites to use these feats. He chooses this feat based on the composition and demonstrated tactics of the heroes facing him.

Creatures
Crag Tarantula: Bestiary 2 256 (giant tarantula)
Efreeti: Bestiary 140
Retriever: Bestiary 234

I have to say that I'm not too thrilled about the "Cinematic Combat" rules for the gnoll army battle, but I haven't settled on a better solution. I've taken a look at using the Kingmaker mass combat rules for the Battle of Kelmarane, and realized that to even blip Kingmaker's radar we have to inflate the size of the armies quite a bit -- which I might just do. Alternatively, I may pull out the "mob" template from D&D 3.5 and have the PCs go up against gnoll mobs. Still pondering.


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The Final Wish, Part Three

Davashuum:

Here are two versions of Nefeshti's assassin:

DAVASHUUM
CR 13 (XP 25,600)

Male janni monk 12 (Bestiary 141)
LE Medium outsider (genie, native)
Init +9; Senses darkvision 60 ft.; Perception +24
Aura overwhelming lawful evil
DEFENSE
AC
28, touch 24, flat-footed 21 (+3 armor, +1 deflection, +2 dodge, +5 Dex, +3 monk, +1 natural, +3 Wis)
hp 159 (18 HD; 6d10+12d8+72)
Fort +17, Ref +18, Will +13 (+15 vs. enchantments)
Defensive Abilities improved evasion, still mind; Immune disease, poison; Resist fire 10
OFFENSE
Speed
70 ft., fly 20 ft. (perfect)
Melee Maelstrom +21/+16/+11 (1d6+7/19–20 plus 1d6 electricity) or
unarmed strike +19/+14/+9 (2d6+4) or
Flurry of Blows: Maelstrom +22/+22/+17/+17/+12 (1d6+7/19–20 plus 1d6 electricity) or
Improved Vital Strike: Maelstrom +21 (3d6+7/19–20 plus 1d6 electricity)
Space 5 ft.; Reach 5 ft.
Special Attacks quickened change size (2/day), flurry of blows, ki strike (lawful and magic), stunning fist (4/day, see text)
Spell-Like Abilities (CL 8th; concentration +9)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
STATISTICS
Str
19, Dex 20, Con 18, Int 12, Wis 16, Cha 12
Base Atk +15; CMB +22 (+25 disarm); CMD 46 (48 vs. disarm)
Feats Combat Reflexes, Defensive Combat Training, Deflect Arrows, Dodge, Improved Critical (quarterstaff), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (change size), Sidestep, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (quarterstaff)
Skills Acrobatics +24 (+36 jump), Craft (bookbinding) +13, Craft (calligraphy) +13, Escape Artist +24, Fly +13, Perception +24, Ride +18, Sense Motive +20, Stealth +26
Languages Common, Ignan, Infernal; telepathy 100 ft.
SQ abundant step, elemental endurance, ki pool (9 points), slow fall 60 ft., wholeness of body (12 hp/day)
Combat Gear potion of cure serious wounds (3); Other Gear bracers of armor +3, Maelstrom (+1 ki focus shock thundering quarterstaff), ring of protection +1, key to strongbox in B12
SPECIAL ABILITIES
Abundant Step (Su)
Davashuum can slip magically between spaces, as if using dimension door (CL 12th). Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him.
Flurry of Blows (Ex) Davashuum can make a flurry of blows as a full-attack action.
Ki Pool (Su) As long as Davashuum has at least 1 point in his ki pool, he can make a ki strike. Ki strike allows his unarmed strikes and attacks made with Maelstrom to be considered lawful magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool, Davashuum can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, he can spend 1 point to give himself a +4 dodge bonus to AC for 1 round.
Maelstrom This weapon serves as a channel for Davashuum’s ki, allowing him to use his special ki attacks through the weapon as if they were unarmed attacks. These attacks include Davashuum’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Maelstrom creates a cacophonous roar like thunder upon striking a successful critical hit, dealing an extra 1d8 sonic damage. Subjects dealt critical hits by Maelstrom must make a DC 14 Fortitude save or be deafened permanently. The sonic energy does not harm Davashuum.
Stunning Fist Davashuum must declare that he is using Stunning Fist and choose a condition to apply before making the attack roll. In addition to normal damage, a foe struck by Davashuum’s stunning fist must make a DC 22 Fort save or be subjected to Davashuum's choice of the following conditions: 1. Stunned for 1 round (can’t take actions, loses Dex bonus to AC, –2 AC penalty). 2. Fatigued. 3. Sickened for 1 minute. 4. Staggered for 1d6+1 rounds. These effects do not stack with themselves, but additional hits do extend the duration.
Wholeness of Body (Su) Davashuum can expend 2 points from his ki pool to heal 12 points of damage.

DAVASHUUM (ENLARGED)
CR 13 (XP 25,600)

Male janni monk 12 (Bestiary 141)
LE Large outsider (genie, native)
Init +8; Senses darkvision 60 ft.; Perception +24
Aura overwhelming lawful evil
DEFENSE
AC
26, touch 22, flat-footed 19 (+3 armor, +1 deflection, +2 dodge, +4 Dex, +3 monk, +1 natural, –1 size, +3 Wis)
hp 159 (18 HD; 6d10+12d8+72)
Fort +17, Ref +17, Will +13 (+14 vs. enchantments)
Defensive Abilities improved evasion, still mind; Immune disease, poison; Resist fire 10
OFFENSE
Speed
70 ft., fly 20 ft. (perfect)
Melee Maelstrom +21/+16/+11 (1d8+8/19–20 plus 1d6 electricity) or
unarmed strike +19/+14/+9 (3d6+5) or
Flurry of Blows: Maelstrom +22/+22/+17/+17/+12 (1d8+8/19–20 plus 1d6 electricity) or
Improved Vital Strike: Maelstrom +21 (3d8+8/19–20 plus 1d6 electricity)
Space 10 ft.; Reach 10 ft.
Special Attacks quickened change size (2/day), flurry of blows, ki strike (lawful and magic), stunning fist (4/day, see text)
Spell-Like Abilities (CL 8th; concentration +9)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
STATISTICS
Str
21, Dex 18, Con 18, Int 12, Wis 16, Cha 12
Base Atk +15; CMB +24 (+27 disarm); CMD 47 (49 vs. disarm)
Feats Combat Reflexes, Defensive Combat Training, Deflect Arrows, Dodge, Improved Critical (quarterstaff), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Improved Vital Strike, Mobility, Quicken Spell-Like Ability (change size), Sidestep, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (quarterstaff)
Skills Acrobatics +23 (+35 jump), Craft (bookbinding) +13, Craft (calligraphy) +13, Escape Artist +23, Fly +10, Perception +24, Ride +17, Sense Motive +20, Stealth +21
Languages see above
SQ see above
Gear see above

Creatures
Efreeti: Bestiary 140
Elder fire elemental: Bestiary 124
Flesh golem: Bestiary 160
Janni captain: see above
Kolyarut inevitable: Bestiary 2 163
Stone golem: Bestiary 163


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Regrettably, I'm out of time. The final installments will arrive in about two weeks!

Shadow Lodge

Many thanks John. My player's just started their assault on Kelmarane and took out the north bridge. Your conversions will help out a lot. Thanks again for all the work you put in.


There is one solution to the xp and advancement speed problem: get rid of xp, then you wont have to worry about things like whether there are enough encounters to get the heroes to level X so they can do the next part of the campaign. Just have the characters level up at the points suggested in the Advancement Track sections of each adventure. When doing something like an adventure path, getting rid of xp makes things so much easier. It also means you don't need to add extra encounters to feed xp to the characters, in fact it means you can actually remove tons of the pointless xp-feeder encounters that seem to populate the adventure paths.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

John Mangrum, sir, you're doing the Lord's work in here. I've added this thread to my bookmarks, and have been diligently grabbing stats since I found it, about three hours ago.

I'm willing to offer recompense in the form of artwork for the diligent efforts you've provided, BTW. This has been an amazing resource. We can talk details soon enough, if you're interested.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
N'wah wrote:
I'm willing to offer recompense in the form of artwork for the diligent efforts you've provided, BTW. This has been an amazing resource. We can talk details soon enough, if you're interested.

Oh, I'm definitely interested.

Note: I actually wrote a shortish post for this thread earlier today, but it got eaten by a mad web connection. Boiled down version:

I currently have a brief window of calm here, so expect the final stat blocks from The Final Wish within the next few days. After that, I'll be tied up until the third week of September.

Once the basic stat blocks are taken care of, I'm going to go for a second lap and post some revised stats taking advantage of newer material; I've decided to change Garavel from a fighter to a cavalier (honor guard), and I have a version of Pazhvann that's an oracle of the winds, for example.

That done, I'll post a bit about additions I've made to my campaign. My group is now on the cusp of starting House of the Beast, and I adapted a somewhat downscaled Kingmaker system to handle the year-long (actually 15 months in my campaign) downtime since the liberation of Kelmarane. I'll post the simple "Sultanmaker" revisions I used.

I'll also post a few thoughts on integrating the support articles a bit more tightly into the adventures. For example, who *are* these gnolls stationed at the House of the Beast? Where best to slot in the Al'Chorhaiv, etc? Really simple stuff here.

With Howl of the Carrion King complete and House of the Beast all prepped in my campaign, my eye's turned toward The Jackal's Price again. I'm pondering whether it's worth it to revise the first act of the adventure to incorporate the new caravan rules from Jade Regent, and I've decided to fill a projected 22,000 XP deficit (due to my running the campaign on the medium track) with a side adventure resolving Haleen's bad debts in Katapesh.

Anyway, more on all of that later!

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber
John Mangrum wrote:
Oh, I'm definitely interested.

Cool. Drop me a line, when you got the time; my e-mail's in my message board profile.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

And here we go, folks, the final push.

The Final Wish, Part Four

Creatures:

Spoiler:

Air Elemental, Greater: Bestiary 120
Earth Elemental, Greater: Bestiary 122
Efreeti: Bestiary 140
Fire Elemental, Greater: Bestiary 124
Fire Giant: Bestiary 148
Mohrg: Bestiary 208
Vrock: Bestiary 69

Individual NPCs:

Undrella:

I've significantly revised my take on Undrella-the-witch as presented earlier in the thread. She's now built with the heroic NPC array (as opposed to 15-point-buy) and I changed her patron from Endurance to Enchantment. Many of her spells are drawn from Ultimate Combat and Ultimate Magic.

To incorporate all of this, here are three versions of Undrella. In order, they are Undrella circa Howl of the Carrion King (CE harpy witch 2), Undrella circa House of the Beast/The Jackal's Pirce (CE harpy witch 4), and Undrella circa The Final Wish (CE harpy witch 8). The design principle is that Undrella's time living in the comfort of Kelmarane has ever so slightly civilized her.

These stat blocks don't include spell effects, despite that (particularly at higher levels) she's likely to have something going (like threefold aspect). Once she gets the ward hex, she uses it on Bird, assuming there's no one she fancies more strongly.

UNDRELLA (Howl of the Carrion King)
CR 5 (XP 1,600)

Female harpy witch 2 (Bestiary 172)
CE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +9 (+12 listen)
Aura faint chaotic evil
DEFENSE
AC
18, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, +1 natural)
hp 45 (9 HD: 7d10+2d6)
Fort +4, Ref +9, Will +8
OFFENSE
Speed
20 ft., fly 80 ft. (average)
Melee morningstar +10/+5 (1d8+2), 2 talons +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks cackle hex, captivating song (DC 19), evil eye hex (DC 12, 4 rounds)
Spells Prepared (CL 2nd; concentration +3; 10% arcane failure chance)
1st—cure light wounds, ear-piercing scream (DC 12), mage armor
0—detect magic, mending, stabilize, touch of fatigue
Patron Enchantment
STATISTICS
Str
14, Dex 18, Con 10, Int 12, Wis 10, Cha 21
Base Atk +8; CMB +10; CMD 25
Feats Brew Potion, Dodge, Extra Hex, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Acrobatics +4, Appraise +1, Bluff +14, Craft (alchemy) +12, Diplomacy +5, Disguise +5, Escape Artist +4, Fly +14, Intimidate +11, Knowledge (nature) +9, Perception +9 (+12 listen), Perform (sing) +9, Sense Motive +2, Spellcraft +9, Stealth +4, Survival +8
Languages Common, Gnoll
Gear masterwork leather armor, morningstar, ring of the ram (37 charges), battle market key, cauldron
SQ Alertness, cauldron hex, witch’s familiar (bustard)
SPECIAL ABILITIES
Alertness (Ex)
Undrella gains Alertness (+2 Perception, +2 Sense Motive) when her familiar is within arm’s reach (already included).

This creature resembles a cross between a feral woman and a monstrous bird. A large pair of tattered wings sprouts from her back, and her hands and feet are scaly claws ending in curving talons. A head of hair is replaced by a scalp of greasy, tangled feathers. Her teeth are long and sharp, and each eye is filled by a glittering black iris.
She wears a tight bodice and skirt of cured leather and has adorned herself with a golden necklace. A wickedly spiked morningstar dangles from one clawed hand.

BIRD (BUSTARD FAMILIAR) (Howl of the Carrion King)
CR —

Female variant raven familiar (Bestiary 133)
CE Tiny magical beast
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC
15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 22 (9 HD; 1d8–1)
Fort +1, Ref +7, Will +10
Defensive Abilities improved evasion
OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee bite +12 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +8; CMB +8; CMD 14
Feats Skill Focus (Perception), Weapon Finesse
Skills Bluff +3, Fly +6, Intimidate +0, Knowledge (nature) +3, Perception +9, Spellcraft +3, Stealth +10, Survival +7
SQ empathic link
Stored Spells
1st—beguiling gift, cause fear, charm person, cure light wounds, ear-piercing scream, identify, ill omen, mage armor, ray of sickening, sleep, unnatural lust
0—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

The bustard is a gangly, long-legged desert-dwelling bird renowned for its alertness and stupidity.

Note on the stats below: It should go without saying that any charges Undrella might use from her ring of the ram in HoCK are still gone by the time of HotB. In fact (assuming she still has it) she's probably used a few more in the meanwhile. Feel free to whittle down that magic item and adjust her gear to taste, since she's generally just in the background at this stage of the adventure path.

UNDRELLA (House of the Beast)
CR 7 (XP 3,200)

Female harpy witch 4 (Bestiary 172)
CE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +10 (+13 listen)
Aura moderate chaotic evil
DEFENSE
AC
18, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, +1 natural)
hp 52 (11 HD: 7d10+4d6)
Fort +5, Ref +10, Will +9
Defensive Abilities ward hex (+2)
OFFENSE
Speed
20 ft., fly 80 ft. (average)
Melee mwk morningstar +12/+7 (1d8+2), 2 talons +6 (1d6+1) or
2 talons +11 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks cackle hex, captivating song (DC 20), evil eye hex (DC 13, 4 rounds)
Spells Prepared (CL 4th; concentration +5; 10% arcane failure chance)
2nd—adoration (DC 13), hold person (DC 13)
1st—beguiling gift (DC 12), ear-piercing scream (DC 12), mage armor, unnatural lust (DC 12)
0—detect magic, mending, stabilize, touch of fatigue
Patron Enchantment
STATISTICS
Str
14, Dex 18, Con 10, Int 13, Wis 10, Cha 21
Base Atk +9; CMB +11; CMD 26
Feats Brew Potion, Cosmopolitan, Dodge, Extra Hex, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Acrobatics +4, Appraise +1, Bluff +19, Craft (alchemy) +12, Diplomacy +9, Disguise +5, Escape Artist +4, Fly +14, Intimidate +12, Knowledge (nature) +10, Perception +10 (+13 listen), Perform (sing) +9, Sense Motive +2, Spellcraft +11, Stealth +4, Survival +8
Languages Common, Gnoll, Kelish, Osiriani
Gear masterwork leather armor, masterwork morningstar, ring of the ram (28 charges), cauldron
SQ Alertness, cauldron hex, witch’s familiar (bustard)
SPECIAL ABILITIES
Alertness (Ex)
Undrella gains Alertness (+2 Perception, +2 Sense Motive) when her familiar is within arm’s reach (already included).

BIRD (BUSTARD FAMILIAR) (House of the Beast)
CR —

Female variant raven familiar (Bestiary 133)
CE Tiny magical beast
Init +2; Senses low-light vision; Perception +10
DEFENSE
AC
16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 26 (11 HD)
Fort +2, Ref +8, Will +11
Defensive Abilities improved evasion
OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee bite +13 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +9; CMB +9; CMD 15
Feats Skill Focus (Perception), Weapon Finesse
Skills Bluff +5, Diplomacy –1, Fly +6, Intimidate +1, Knowledge (nature) +5, Perception +10, Spellcraft +6, Stealth +10, Survival +7
SQ empathic link
Stored Spells
2nd—adoration, alter self, calm emotions, cure moderate wounds, delay poison, hold person
1st—beguiling gift, cause fear, charm person, cure light wounds, decompose corpse, ear-piercing scream, identify, ill omen, interrogation, mage armor, ray of enfeeblement, ray of sickening, restore corpse, sleep, unnatural lust
0—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

UNDRELLA (The Final Wish)
CR 11 (XP 12,800)

Female harpy witch 8 (Bestiary 172)
CE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +15 (+18 listen)
Aura moderate chaotic evil
DEFENSE
AC
23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural)
hp 66 (15 HD: 7d10+8d6)
Fort +6, Ref +11, Will +11
OFFENSE
Speed
20 ft., fly 80 ft. (average)
Melee +1 frost morningstar +14/+9/+4 (1d8+3 plus 1d6 cold), 2 talons +8 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks cackle hex, captivating song (300-ft. spread, captivated, Will DC 22), charm hex (DC 16, +2 steps, 2 rounds), evil eye hex (DC 16, 5 rounds), slumber hex (DC 16, 8 rounds)
Spells Prepared (CL 8th; concentration +10; arcane failure chance 5%)
4th—overwhelming grief (DC 16), threefold aspect
3rd—howling agony (DC 15), reckless infatuation (DC 15), screech[i/] (DC 15)
2nd—[i]adoration
(DC 14), cure moderate wounds, hold person (DC 14), vomit swarm
1st—cure light wounds (2), ear-piercing scream (DC 13), forced quiet (DC 13), mage armor, unnatural lust (DC 13)
0—detect magic, mending, stabilize, touch of fatigue (DC 12)
Patron Enchantment
TACTICS
During Combat
Undrella uses her swift action each round to utilize her Arcane Armor Training feat.
STATISTICS
Str
14, Dex 18, Con 10, Int 14, Wis 10, Cha 21
Base Atk +11; CMB +13; CMD 29
Feats Arcane Armor Training, Brew Potion, Cosmopolitan, Craft Wondrous Item, Dodge, Extra Hex, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +27, Craft (alchemy) +16, Diplomacy +13, Fly +20, Intimidate +12, Knowledge (nature) +15, Perception +15 (+18 listen), Perform (sing) +10, Spellcraft +18, Survival +8
Languages Common, Draconic, Gnoll, Kelish, Osiriani
SQ alertness, cauldron hex, ward hex (+3), witch’s familiar (bustard)
Gear +3 studded leather, +1 frost morningstar, ring of protection +1, cauldron
SPECIAL ABILITIES
Alertness (Ex)
Undrella gains Alertness (+2 Perception, +2 Sense Motive) when her familiar is within arm’s reach (already included).

BIRD (BUSTARD FAMILIAR) (The Final Wish)
CR —

Female variant raven familiar (Bestiary 133)
N Tiny magical beast
Init +2; Senses low-light vision; Perception +12 (+15 listen)
DEFENSE
AC
18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 33 (8 HD)
Fort +3, Ref +9, Will +13
Defensive Abilities improved evasion
OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee bite +15 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
STATISTICS
Str
2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +11; CMB +11; CMD 17
Feats Skill Focus (Perception), Weapon Finesse
Skills Bluff +10, Craft (alchemy) +6, Diplomacy +3, Fly +15, Intimidate +1, Knowledge (nature) +9, Perception +12 (+15 listen), Perform (sing) +1, Spellcraft +12, Stealth +10, Survival +7
SQ empathic link, share spells, speak with birds, speak with master
Stored Spells
4th—black tentacles, charm monster, cure serious wounds, overwhelming grief, threefold aspect
3rd—dispel magic, excruciating deformation, howling agony, rain of frogs, reckless infatuation, remove curse, screech, share senses, speak with dead, unadulterated loathing
2nd—adoration, alter self, calm emotions, cure moderate wounds, delay poison, hold person, pox pustules, vomit swarm
1st—beguiling gift, cause fear, charm person, comprehend languages, cure light wounds, decompose corpse, ear-piercing scream, forced quiet, fumbletongue, ill omen, interrogation, mage armor, ray of enfeeblement, restore corpse, sleep, unnatural lust[i]
0—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

The Carrion King:

The Carrion King isn't quite legal under strict Pathfinder rules--technically, he should have lost his armor and weapon proficiencies, since he's an unclassed undead as presented. I tacked a level of warrior onto the old boy to bring him back up to fighting form and to represent the dim memories of his formerly fearsome training.

I experimented with just 'templating" the mohrg modifiers and abilities onto the Carrion King as he was presented back in HotB, and the result was... yeeesh. Not something I would want to go up against.

THE CARRION KING (The Final Wish)
CR 12 (XP 19,200)

Male advanced HD elite mohrg warrior 1 (Bestiary 208)
CE Large undead
Init +8; Senses darkvision 60 ft.; Perception +23
Aura overwhelming chaotic evil; overwhelming undead
DEFENSE
AC
28, touch 15, flat-footed 23 (+4 armor, +4 Dex, +1 dodge, +10 natural, –1 size)
hp 132 (20 HD; 19d8+1d10+40)
Fort +10, Ref +12, Will +12
Immune undead traits
OFFENSE
Speed
30 ft. (20 ft. in armor)
Melee +1 wounding battleaxe +25/+20/+15 (1d12+13/19–20/×3), slam +21 (2d10+6 plus grab) or
2 slams +16 (2d10+12 plus grab), tongue +21 melee touch (paralysis) or
Vital Strike: +1 wounding battleaxe +25 (2d12+13/19–20/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks create spawn, paralysis (1d4 minutes, DC 22)
STATISTICS
Str
35, Dex 19, Con —, Int 10, Wis 12, Cha 14
Base Atk +15; CMB +28 (+32 grapple); CMD 44
Feats Combat Reflexes, Dodge, Improved Critical (battleaxe), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike, Weapon Focus (battleaxe)
Skills Acrobatics +20, Climb +14, Intimidate +24, Perception +23, Stealth +19
Languages Common, Gnoll
Gear Large hide armor, Medium +1 wounding battleaxe
SPECIAL ABILITIES
Grab (Ex)
Note Bestiary 2's revision to the grab ability; it now works against foes of up to the Carrion King's size (Large).

The Carrion King is an emaciated shadow of his former self. What little remains of the towering gnoll’s skin is stretched tightly over his twisted bones, and his intestines loll horribly from his mouth like a freakish, engorged tongue. The flesh has peeled away entirely from his face, leaving a bare skull with empty eyesockets. He is garbed in patchwork hide armor and a tattered black cloak. As in life, he wields a black-bladed greataxe in one hand.


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The Final Wish, Part Five

Adventure Note:

Don't forget that absolutely everyone in Xotani's Grave gains cold resistance 30. I haven't added it to the brass golem or efreeti jannisary stat blocks for ease of use elsewhere.

Creature Conversions

Spoiler:

Brass Golem: See below.
Cauchemar Nightmare: Bestiary 216
Efreeti Jannisary: See below.
Erinyes: Bestiary 75
Fire Elemental, Huge: Bestiary 124
Fire Giant: Bestiary 148
Glabrezu: Bestiary 61
Invisible Stalker: Bestiary 181
Janni Captain: See a few posts back.
Nessian Warhound: : Bestiary 173 (as Nessian hell hound)
Noble salamander: See earlier in this thread.
Salamander: Bestiary 240

GENIE, EFREETI JANISSARY
CR 11 (XP 12,800)

Male advanced HD elite efreeti (Bestiary 140)
LE Large outsider (extraplanar, fire, genie)
Init +9; Senses darkvision 60 ft., detect magic; Perception +19
Aura overwhelming lawful evil
DEFENSE
AC
31, touch 16, flat-footed 24 (+7 armor, +5 Dex, +2 dodge, +8 natural, –1 size)
hp 123 (13d10+52)
Fort +8, Ref +13, Will +11
Immune fire
Weakness vulnerability to cold
OFFENSE
Speed
20 ft., fly 40 ft. (perfect)
Melee +1 flaming ranseur +22/+17/+12 (2d6+16/19–20/×3 plus 1d6 fire) or
2 slams +20 (1d8+8 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks change size, heat
Spell-Like Abilities (CL 11th; concentration +13, +17 defensive; ranged touch +17)
Constant—detect magic
At will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray
3/day—quickened invisibility, wall of fire
1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 18)
STATISTICS
Str
27, Dex 20, Con 19, Int 12, Wis 16, Cha 14
Base Atk +13; CMB +22; CMD 39
Feats Armor Proficiency (light), Combat Casting, Combat Reflexes, Dodge, Improved Critical (ranseur), Improved InitiativeB, Quicken Spell-Like Ability (invisibility), Weapon Focus (ranseur)
Skills Bluff +18, Craft (weapons) +15, Fly +9, Intimidate +18, Perception +19, Sense Motive +19, Spellcraft +17, Stealth +15
Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (humanoid or giant, alter self or giant form I)
Combat Gear potion of cure serious wounds (3); Other Gear Large +1 mithral breastplate, Large +1 flaming ranseur

This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh. It wears a fine, silvery breastplate and a plumed helm, and wields an ornate, burning ranseur.

GOLEM, BRASS
CR 14 (XP 38,400

N Huge construct (Pathfinder Adventure Path #24 84)
Init +0; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +1
DEFENSE
AC
32, touch 8, flat-footed 32 (+24 natural, –2 size)
hp 188 (27d10+40)
Fort +9, Ref +9, Will +10
DR 15/adamantine; Immune construct traits, fire, magic
OFFENSE
Speed
40 ft.
Melee 2 slams +37 (4d8+12 plus 1d6 fire) or
Large falchion +37 (3d6+18 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (20-ft. cloud, see text), heat
Spell-Like Abilities (CL 20th; concentration +15)
Constant—see invisibility
STATISTICS
Str
34, Dex 11, Con —, Int —, Wis 13, Cha 1
Base Atk +27; CMB +41; CMD 51
SQ eruption
SPECIAL ABILITIES
Breath Weapon (Su)
Brass golems can vent a burning cloud from their internal furnaces (20-foot cube, cloud of smoke and burning cinders gas lasting 1d6 rounds as per fog cloud, free action once every 1d4+1 rounds, causes blindness and deals 4d6 points of fire damage every round, allows a DC 23 Fortitude save to negate blindness). The save DC is Constitution-based.
Eruption (Ex) Upon a brass golem’s destruction, the intense flames and cinders held within it explode forth violently. All creatures within 30 feet of a brass golem reduced to 0 hit points must make a DC 23 Reflex save or take 12d8 points of fire damage (save for half). The save DC is Constitution-based.
Heat (Ex) A brass golem radiates heat from its molten core, which deals 1d6 points of fire damage to any creature it touches. A brass golem’s metallic weapons also conduct this heat. Creatures striking a brass golem with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the brass golem’s heat.
Immunity to Magic (Ex) A brass golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against ir, as noted below.
• A magical attack that deals cold damage slows a brass golem (as the slow spell) for 1d6 rounds, with no saving throw.
• A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A brass golem gets no save against fire effects.

Individual NPCs

Rajali:

As usual, these stats don't include spell effects.

RAJALI
CR 13 (XP 25,600)

Female human fighter 1/abjurer 6/eldritch knight 7
N Medium humanoid (human)
Init +9; Senses Perception +19
DEFENSE
AC
25, touch 19, flat-footed 20 (+6 armor, +5 Dex, +4 natural)
hp 139 (14 HD; 1d10+6d6+7d10+70)
Fort +15, Ref +11, Will +10
Defensive Abilities energy absorption (18 hp/day); DR 10/adamantine; Resist acid 5, cold 10 (30 in Xotani's Grave), fire 30
Weakness vulnerable to sonic
OFFENSE
Speed
30 ft.
Melee +2 spell storing glaive +18/+13/+8 (1d10+8/19–20/×3) or
slam +11+4 (1d4+4)
Space 5 ft.; Reach 5 ft.
Abjurer School Abilities (CL 6th)
8/day—protective ward
Wizard Spells Prepared (CL 13th; concentration +18, +22 defensive; ranged touch +16; 10% spell failure)
6th—chain lightning (DC 21) (2), greater dispel magic
5th—baleful polymorph (DC 20), break enchantment (DC 20), dismissal (DC 20), summon monster V, teleport
4th—bestow curse, enervation, ice storm, lesser globe of invulnerability, secure shelter[i]
3rd—[i]dispel magic, fly, haste, slow
(DC 18), vampiric touch
2nd—acid arrow, cat’s grace, false life, glitterdust (DC 17), resist energy, scorching ray
1st—alarm, magic missile (2), ray of enfeeblement (2), shield, true strike
0 (at will)—detect magic, ray of frost, read magic, resistance
Forbidden Schools enchantment and illusion
TACTICS
During Combat:
In addition to what's noted in the adventure, Rajali uses a swift action each round she casts spells to negate her arcane failure chance. She converts spells of no immediate use into arcane blasts.
STATISTICS
Str
19, Dex 20, Con 20, Int 20, Wis 13, Cha 7
Base Atk +11; CMB +15; CMD 34
Feats Arcane Armor Training, Arcane Blast, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Great Fortitude, Improved Critical (glaive), Improved Initiative, Iron Will, Lightning Reflexes, Scribe Scroll, Weapon Focus (glaive)
Skills Acrobatics +19, Appraise +22, Fly +22, Intimidate +7, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +19, Sense Motive +18, Spellcraft +22
Languages Common, Ignan, Infernal, Kelish, Terran
SQ arcane familiar (weasel named Farad)
Combat Gear potion of cure moderate wounds, wand of lightning bolt (CL 8th; 24 charges); Other Gear +2 glamered mithral chain shirt, +2 spell storing glaive (currently stores vampiric touch), belt of physical might +2, headband of vast intelligence +2, silver bracelets and anklets worth 500 gp, spell component pouch, spellbook (all prepared spells, all 0-level spells, plus 1d6 more spells of each level, including lesser planar ally and planar ally)
SPECIAL ABILITIES
Diamond Skin (Ex)
Unchanged.
Energy Absorption (Su) Rajali can absorb 18 points of energy damage per day. Whenever she takes energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing her daily total by that amount. Any damage in excess of her absorption is applied to her normally.
Inherent Bonuses Unchanged.
Protective Ward (Su) As a standard action, Rajali can create a 10-foot-radius field of protective magic centered on herself that lasts for 5 rounds. All allies in this area (including her) receive a +2 deflection bonus to their AC. Rajali can use this ability 8 times per day.

FARAD (WEASEL FAMILIAR)
CR —

N Tiny magical beast (Bestiary 133)
Init +2; Senses low-light vision, scent; Perception +18
DEFENSE
AC
18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 69 (14 HD)
Fort +8, Ref +6, Will +8
Defensive Abilities improved evasion
OFFENSE
Speed
20 ft., climb 20 ft.
Melee bite +15 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
STATISTICS
Str
3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +11; CMB +11; CMD 17 (21 vs. trip)
Feats Weapon] Finesse
Skills Acrobatics +27, Appraise +13, Climb +10. Escape Artist +3, Fly +23, Intimidate +3, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +18, Sense Motive +15, Spellcraft +13, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ empathic link, share spells, speak with master

Jhavhul:

Some explanatory notes on Jhavhul. HeroLab disagrees with Paizo on what Jhavhul's CR should be (HL says at least CR 19, Paizo says CR 17.) I've decided to side with Paizo and convert Jhavhul basically as presented in the adventure. However, to hedge my bets, I'm keeping his CR at 19. I've also incorporated some complaints that The Impossible Eye doesn't really do much to help the PCs against Jhavhul. Two birds with one stone: Heroes who thoroughly explore Bayt al-Bazan in The Impossible Eye can collect objects that will later give them an edge should Jhavhul prove too nasty. I'd be interested to get feedback if anyone else uses the "Wounded Pride of Jhavhul al-Bazan."

JHAVHUL AL-BAZAN
CR 19 (XP 204,800)

Male advanced HD efreeti fighter 4 (Bestiary 140)
LE Huge outsider (extraplanar, fire, genie)
Init +6; Senses darkvision 60 ft., clairaudience/clairvoyance, detect magic, true seeing; Perception +25
Aura unholy aura (CL 20th; DC 23); overwhelming lawful evil
DEFENSE
AC
35, touch 11, flat-footed 32 (+11 armor, +2 Dex, +1 dodge, +11 natural, +2 shield, –2 size)
In Unholy Aura: AC 39, touch 15, flat-footed 36 (+11 armor, +4 deflection, +2 Dex, +1 dodge, +11 natural, +2 shield, –2 size)
hp 363 (22 HD; 18d10+4d10+242)
Fort +25, Ref +18, Will +18 (+19 vs. fear)
Defensive Abilities bravery +1, freedom of movement, mental influence, possession; Immune fire; Resist cold 30; SR 20 (25 vs. good spells and good spellcasters)
Weaknesses vulnerable to cold, wounded pride
OFFENSE
Speed
20 ft., fly 40 ft. (perfect)
Melee Firebleeder +40/+35/+30/+25 (2d6+21/15–20 plus 1d6 fire), slam +31 (2d6+8 plus 1d6 fire) or
vs. Good Foes: Firebleeder +40/+35/+30/+25 (2d6+21/15–20 plus 1d6 fire plus 2d6), slam +31 (2d6+8 plus 1d6 fire) or
2 slams +36 (2d6+16 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks change size (DC 25), heat
Spell-Like Abilities (CL 11th; concentration +15, +19 defensive)
Constant—detect magic
At will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 16), scorching ray
3/day—quickened invisibility, quickened scorching ray, wall of fire
1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 20)
STATISTICS
Str
42, Dex 14, Con 32, Int 12, Wis 14, Cha 19
Base Atk +22; CMB +40 (+42 bull rush, sunder); CMD 53 (+55 vs. bull rush, sunder)
Feats Awesome Blow, Blind-Fight, Bull Rush Strike, Combat Casting, Combat Reflexes, Dazzling Display, Improved Bull Rush, Improved Critical, Improved InitiativeB, Improved Sunder, Power Attack, Quicken Spell-Like Ability (invisibility), Quicken Spell-Like Ability (scorching ray), Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Bluff +27, Craft (weapons) +21, Fly +10, Intimidate +28, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +12
Languages Aquan, Auran, Common, Ignan, Terran
SQ armor training 1, change shape (humanoid or giant, alter self or giant form I), exceptional NPC
Combat Gear bead of force (3); Other Gear Huge +5 breastplate, Firebleeder (Huge +3 adamantine unholy flaming burst scimitar), belt of giant strength +4, boots of speed, ring of force shield, ring of freedom of movement, scarab of protection (10 charges), heavy gold necklace with four jacinths (9,000 gp), four gold bracelets (1,000 gp each), three gold rings (600 gp each)
SPECIAL ABILITIES
Exceptional NPC
Jhavhul was destined from birth to achieve greatness. His ability scores were generated using 25 points, rather than the standard 15 point array. Additionally, his gear was determined as if he were a 16th-level PC, rather than an NPC to account for his great resources as a member of the nobility of the City of Brass. These advantages increase his total CR by 1.
Unholy Aura (Su) As long as Jhavhul remains in Xotani’s Grave (D14), he gains the benefits of a continuous unholy aura effect (CL 20th) with the following effects: +4 deflection bonus to AC and a +4 resistance bonus on saves; SR 25 against good spells and spells cast by good creatures; protection from mental influence and possession; these are all noted above. In addition, if a good creature succeeds on a melee attack against Jhavhul, the offending attacker takes 1d6 points of Strength damage (DC 23 Fortitude negates).

Optional Addition:

Wounded Pride (Ex): While exploring Bayt al-Bazan, the heroes may have collected several items symbolizing either the power of Jhavhul and his ancestry or an affront to the same. When the PCs finally confront Jhavhul in person in Xotani’s Grave, they can present their nemesis with these items as proof of their victories against him and that he has already lost all that he has. Jhavhul’s entire, centuries-long quest to be reborn as the Firebleeder remains rooted in his desperate desire to impress Ymeri. When presented with proof of his worthlessness, Jhavhul’s megalomaniac pride proves inwardly fragile.

By forcefully presenting Jhavhul with a token of his shame and defeat, a PC can attempt to demoralize the efreeti. This works just like using the Intimidate skill to demoralize Jhavhul (DC 35), but the PC can use their choice of Bluff, Intimidate, or Perform (oratory). A successful demoralize result imposes the same morale penalties as the shaken condition, but in this circumstance, the morale penalties from multiple successes stack and remain in effect throughout the encounter. The PCs can make one attempt to demoralize Jhavhul for each token they present. Should Jhavhul kill any of the PCs, he shakes off the demoralizing effects of one token for each slain hero.

These pointed attempts to demoralize Jhavhul circumvent the protection his unholy aura provides against mental influence.

Tokens of shame the PCs may have collected in Bayt al-Bazan (and their locations within that citadel) include the following:

The Prison of the Pasha (Area A1e): A mortal geniebinder once used this ornate brass lamp to imprison one of Jhavhul’s respected ancestors, the last pasha of Bayt al-Bazan. The PCs can present the lamp to Jhavhul as a reminder that his “noble” line has often toiled as slaves to mortals; a PC who incorporates a tale of how the mighty Jhavhul was enslaved by Ezer Hazzebaim—and then stole the wizard's scheme in order to “earn” Ymeri’s love—gains a +4 insight bonus on the demoralize attempt.

The Silken Veil of Shazathared (Area B6): For centuries, the legendary storyteller Shazathared was one of Jhavhul’s most coveted prizes. As the individual most likely to have pointed the PCs in the direction of Jhavhul’s fragile pride, Shazathared freely provides her rescuers with her intricately woven, diaphanous veil as proof that she is no longer bound to Jhavhul’s magic fountain. Jhavhul’s ardor has long since turned to Ymeri, but the realization that he has can no longer gloat over his caged bird still stings.

The Deed to Bayt al-Bazan (Area D17): Whoever holds the deed to Bayt al-Bazan holds the citadel itself. With the deed in the PCs’ possession, Jhavhul has lost his ancestral home. If the PCs can demonstrate that the sultan’s court legally acknowledges their right to the estate (in the form of stamps and signatures obtained for a 20,000 gp bribe; see page 52 of “The Impossible Eye”), the PC presenting the deed gains a +4 insight bonus on the demoralize attempt.

The Breath of Ymeri (Area E7): This nearly indestructible crystal orb is always warm to the touch and contains a raging inferno. These “pure flames” are a sample of Ymeri’s breath, a valuable relic that Jhavhul prized as a besotted mortal might prize a lock of their beloved’s hair. Possession of this orb is the closest Jhavhul ever came to claiming Ymeri herself, and now the PCs have stolen even that paltry token from him. If a PC somehow destroys Ymeri’s Orb in front of Jhavhul (a feat likely requiring no less than a [i[wish[/i] or miracle) gains a +4 circumstance bonus on the demoralize attempt—but the resulting inferno is not likely to be beneficial for the heroes.

The Head of Ezer Hazzebaim (Area F2): Unlike the other tokens, Shazathared does not suggest this idea, but on their own the PCs may opt to taunt Jhavhul with proof that they, rather than he, brought Ezer Hazzebaim to his final doom (be it through death or imprisonment by the grand vizier of the City of Brass). Sadly, this option backfires; Jhavhul is delighted to learn that his erstwhile master and rival has been eliminated. If the PC presenting a token of Ezer’s demise succeeds on the demoralize attempt, they gain no benefit. If the attempt fails, however, it counters one successful demoralize attempt. If no other demoralize attempts succeed, there is no effect; it does not result in Jhavhul gaining morale bonuses.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey, it's the 100th post! Since it's well known that 1 post = 10 wishes, that means I get to unleash Xotani!

As we enter the wrap-up, behold what happens if the PCs fail. (I actually posted these stats way back in another thread. Suffice to say, I really don't agree with the CR as presented.)

Xotani the Firebleeder:

The Final Wish says Xotani is CR 20. His stats say he's a Tarrasque that can also incinerate armies. You make the call.

XOTANI THE FIREBLEEDER
CR 27 (XP 3,075,000)

CE Colossal magical beast (fire) (Pathfinder Adventure Path #24 88)
Init +8; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +31
Aura frightful presence (60 ft., DC 35, shaken)
DEFENSE
AC
35, touch 6, flat-footed 31 (+4 Dex, +29 natural, –8 size)
hp 775 (47d10+517); regeneration 40
Fort +37, Ref +31, Will +21
Defensive Abilities firebleed (30-foot-cone, Ref DC 43 half, 1d6+ fire); DR 15/epic; Immune ability damage, energy drain, fire, disease, paralysis, permanent wounds, poison, sleep; Resist electricity 20, sonic 20; SR 30
Weaknesses vulnerable to cold, light blindness
OFFENSE
Speed
60 ft., burrow 60 ft., climb 60 ft. (run ×5)
Melee 2 claws +54 (2d8+14 plus 4d8 fire), bite +54 (4d8+14/19–20 plus 4d8 fire plus grab) or
Power Attack: 2 claws +42 (2d8+38 plus 4d8 fire), bite +42 (4d8+38/19–20 plus 4d8 fire plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks breath weapon (70-foot-cone, 16d10 fire, Reflex DC 43 half, every 1d4 rounds), heat, swallow whole (2d8+7 bludgeoning plus 20d6 fire, AC 24, DR 15/epic, 77 hp), trample (2d8+21, DC 47)
STATISTICS
Str
38, Dex 19, Con 30, Int 3, Wis 17, Cha 14
Base Atk +47; CMB +69 (+73 bull rush, overrun); CMD 83 (85 vs. bull rush, overrun; can’t be tripped)
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Diehard, Endurance, Great Cleave, Great Fortitude, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Run, Staggering Critical, Stunning Critical, Toughness, Weapon Focus (bite, claw)
Skills Climb +40, Perception +31, Survival +21; Racial Modifiers +8 Perception
SPECIAL ABILITIES
[b]Firebleed (Ex)
As a creature of living fire and wrath, Xotani ferociously strikes back against any creature that wounds it. Any attack that does more than 10 points of damage to Xotani causes the wound to erupt in a 30-foot cone of magma. This cone deals 1d6 fire damage plus an additional 1d6 fire damage for every 10 points of damage dealt by the attack. Thus, an attack dealing 49 points of damage to Xotani results in a cone dealing 5d6 points of fire damage. Creatures affected by the cone may make a DC 43 Reflex save to take only half damage. The save DC is Constitution-based. Ranged attacks and any magical attacks that deal damage also cause this special ability to take effect. Xotani cannot firebleed at will, but might do so up to 10 times per round (an amount equal to its Constitution modifier).
Grab (Ex) Note that thanks to the rules update in Bestiary 2, Xotani can now use grab on Colossal opponents.
Heat (Ex) Xotani generates so much heat that its mere touch deals an additional 4d8 points of fire damage. Creatures grappling Xotani or striking it with melee weapons, natural weapons, or unarmed strikes are subject to this damage, but creatures striking with reach melee weapons do not take damage from its heat. This heat can melt or char weapons; any weapon that strikes Xotani takes 4d8 fire damage (Fort DC 43 half). The save DC is Constitution-based.
Light Blindness (Ex) Xotani is blinded for 1 round if exposed to bright light, such as sunlight (but not a daylight spell). It is dazzled as long as it remains in areas of bright light.
Regeneration (Ex) No form of attack deals lethal damage to Xotani—it regenerates even if disintegrated or slain by a death effect. If Xotani fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted on its remains. It can be banished or otherwise transported as a means to save a region, but Xotani can be slain only by raising its nonlethal damage total to its full normal hit points +30 (or 805 hit points), at least half of which must be inflicted by cold damage, and using a wish or miracle spell to keep it dead.

If Xotani loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). Xotani can reattach the severed member instantly by holding it to the stump.

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