
Kain Darkwind |

Colchiln
Colchiln (CR 7)
XP 3,200
CE Small Outsider (Chaotic, Demon, Evil)
Init +5; Senses Blindsight 60 ft., darkvision, scent; Perception +12
Languages Abyssal, Celestial, Draconic, telepathy 100 ft.
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AC 23 (+5 Dex, +7 natural, +1 size), touch 16, flat-footed 18, combat 28
hp 116 (8d10 + 72); DR 10/cold iron or good
Immune electricity, fear, poison
Resist acid 10, cold 10, fire 10; SR 18
Fort +11, Ref +11, Will +7
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Speed 40 ft.
Melee 2 claws +16 (2d6 + 6) and
Space 5 ft.; Reach 5 ft.
Base Atk +8; Combat +13 (+17 sunder)
Atk Options Greater sunder, power attack (-3, +6)
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Spell-like Abilities (Caster level 8th)
At will – jump, darkness, see invisibility
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SQ Adamantine claws
Abilities Str 22, Dex 20, Con 28, Int 8, Wis 12, Cha 10
Feats Greater Sunder, Improved Sunder, Power Attack, Weapon Focus (claw)
Skills Athletics +17, Bluff +11, Intimidate +11, Perception +12, Stealth +20
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Adamantine Claws A colchiln's claws count as adamantine for the purposes of overcoming hardness and damage reduction.
(Colchilns use one of my house ruled skills, Athletics, which is Climb, Jump and Swim combined into a single skill just like Acrobatics was Balance, Jump and Tumble combined. If you do not use this skill, I'd suggest splitting the ranks between Climb and Acrobatics.)
Shoosuva
Always CE Large Undead
Init +11; Senses Darkvision, scent, Perception +16
Languages Abyssal, Common, Gnoll
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AC 26 (+7 Dex, +10 natural, -1 size) touch 16, flat-footed 19, combat 34
hp 102 (12d8 + 48); DR 10/cold iron and good
Immune undead
Resist channel resistance +4, SR 21
Fort +8, Ref +11, Will +9; improved evasion
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Speed 40 ft.
Melee Bite +16 (1d8 + 10 and creeping paralysis /15-20/x3)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Combat +17
Atk Options cleave, power attack (-3, +9)
Special Attacks creeping paralysis
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SQ augmented critical
Abilities Str 25, Dex 24, Con -, Int 14, Wis 12, Cha 18
Feats Cleave, Combat Reflexes, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite)
Skills Intimidate +19, Knowledge (religion) +17, Perception +16, Stealth +18
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Creeping Paralysis Fort DC 20, 2 Str and Dex drain per round until removed. Remove paralysis (caster level check DC 23) and heal remove the condition.
Slow Shadow
Slow Shadow (CR 7)
XP 3,200
CE Medium Outsider (Chaotic, Cold, Evil, Incorporeal, Negative)
Init +10; Senses Blindsight 120 ft., Perception +12
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AC 19, touch 19, flat-footed 12 (+2 deflection, +6 Dex, +1 dodge), combat 27
hp 66 (7d10 + 28)
Immune cold, electricity, mind affecting
Weakness fire, haste
Fort +9, Ref +11, Will +6
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Speed Fly 30 ft. (perfect)
Melee 4 tentacles +13 incorporeal (1d8 negative energy plus 1d6 cold and slow)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Combat +13
Atk Options Attach
Special Actions Create spawn
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SQ Amorphous
Abilities Str -, Dex 22, Con 18, Int 5, Wis 15, Cha 15
Feats Ability Focus (slow), Combat Reflexes, Dodge, Improved Initiative, Iron Will
Skills Fly +24, Perception +12, Stealth +16
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Attach A slow shadow that damages a creature with its tentacle attack automatically attaches to the creature. While attached, a slow shadow can automatically deal damage from its tentacle and remain attached as a full round action. It is considered flat footed. Attacks aimed at an attached slow shadow which deal half damage due to its incorporeal nature also deal full damage to the creature it is attached to, if the attack would also strike the creature's AC.
Create Spawn Any creature slain by a slow shadow dissolves into shadow itself over the course of one round. 1d4 rounds later, the dissolved body transforms into a slow shadow.
Slow Any creature that takes negative energy damage from a slow shadow must make a Fortitude save (DC 19) or become slowed for one round.
Vulnerable to Haste A slow shadow affected by haste is stunned for the duration of the effect.
(Slow shadows have a non-standard subtype Negative. This simply means the creature is healed by negative energy and harmed by positive energy like undead are.)

Kain Darkwind |

Mmm...very nice.
Are you planning on going through all the Maure adventures?
I had been doing so back in PF Beta, but the project got to be a bit too huge with PFRPG coming out and then needing to convert everything again.This should be interesting to see.
My Savage Tide adventure has taken a detour to the Lost Citadel, and I'm using The Mud Sorcerer's Tomb and Maure Castle (with its related chapters) to represent that place.
As such, most of the opposing NPCs are being re-flavored for The Isle of Dread. The new monsters from those adventures however, will all be eventually converted into PF and I'll be reposting them.