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Part Two: Clan of the Skull:
A "Friendly" Game of Sredna:
I've been trying to wrap my head around Krojun's stat block as presented in the book and I've come to realize it's just a hot mess. I was trying to recreate his stats using the elite array and realized I couldn't.
We can assume that the 8, 10, & 12 are spoken for by Intelligence, Wisdom, and Charisma respectively. That leaves the 13, 14, & 15 left for the other three stats. Let's assume that the 15 goes into Dexterity for Two-weapon Fighting, leaving the other two stats for Strength and Constitution.
It states in the Basic Statistics section that Krojun's base stats are 16 Strength and 16 Constitution although there's no way to reconcile those stats with what remains (assuming a +4 Strength belt and +3 stat bumps for leveling).
So in this version I bumped Krojun's base Strength up to 18 (14+4) and his Constitution to 16 (13+3). I further bumped his Con up to 18 by adding the +2 Human bonus, making him a slightly stronger, beefier version of his former self.
Krojun Eats-What-He-Kills CR 12
XP 19,200
Male human (Shoanti) barbarian 13
N Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 17, touch 10, flat-footed 15 (+5 armor, +2 Dex, +2 shield, -2 untyped penalty)
hp 207 (13d12+117)
Fort +17, Ref +6, Will +7
Defensive Abilities improved uncanny dodge, trap sense +4; DR 4/—; Immune frightened, shaken
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Offense
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Speed 50 ft.
Melee +1 klar +20 (1d6+4) or
. . +1 thundering earth breaker +20/+15/+10 (2d6+8/×3)
Special Attacks greater rage (32 rounds/day), rage powers (fearless rage, increase damage reduction +1, intimidating glare, powerful blow +4, renewed vigor 3d8+7, roused anger)
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Statistics
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Str 24, Dex 15, Con 24, Int 8, Wis 10, Cha 12
Base Atk +13; CMB +20; CMD 30
Feats Endurance, Great Fortitude, Intimidating Prowess, Thunder And Fang, Toughness, Two-weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar)
Skills Acrobatics +18 (+26 to jump), Intimidate +24, Ride +18, Survival +16
Languages Common, Shoanti
SQ fast movement
Combat Gear potion of cure serious wounds (2); Other Gear +2 hide shirt, +1 klar, +1 thundering earth breaker, belt of giant strength +4, boots of striding and springing, shoanti war paint (orange) (3)
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Special Abilities
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Damage Reduction (4/-) You have Damage Reduction against all attacks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Immunity to Frightened You are immune to the frightened condition.
Immunity to Shaken You are immune to the shaken condition.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Increase Damage Reduction +1 (Ex) While raging, your DR increases by 1.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Powerful Blow +4 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (32 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Renewed Vigor 3d8+7 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Roused Anger (Ex) You can rage even when fatigued.
Thunder and Fang You have mastered the ancient Shoanti Thunder and Fang fighting style, allowing you to fight with increased effectiveness when wielding an earth breaker and klar.
Prerequisites: Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Wea
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
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The Bone Council Fire:
According to Varisia, Birthplace of Legends the Skoan-Quah no longer gain access to the Strength and Sun domains. Given the domains they do gain access to and their duty to protect the sacred burial grounds I chose to replace them with the Protection and Repose domains.
I was originally torn between increasing either raising their Ranger level or their Cleric level. The Ranger level would have made things easier for me but in the end I decided to go with their Cleric level as that seemed to be the class they multiclassed into. To that end I put their +2 stat bump and their level increase into Wisdom as opposed to Dexterity where it would have gone had I gone with Ranger instead.
Skoan-Quah Boneslayers CR 4
XP 1,200
Human (Shoanti) cleric of Skoan-Quah 3/ranger 2
CN Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 35 (5 HD; 3d8+2d10+7)
Fort +8, Ref +6, Will +8
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Offense
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Speed 30 ft.
Melee mwk earth breaker +7 (2d6+3/×3)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks channel positive energy 2/day (DC 12, 2d6), combat style (archery), favored enemy (undead +2)
Domain Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—gentle rest, resistant touch (+1)
Cleric Spells Prepared (CL 3rd; concentration +7)
. . 2nd—calm spirit (DC 16), gentle repose[D] (DC 16), communal protection from evil[UC]
. . 1st—detect undead, endure elements, hide from undead (DC 15), sanctuary[D] (DC 15)
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 14)
. . D Domain spell; Domains Protection, Repose
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Statistics
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Str 14, Dex 13, Con 12, Int 10, Wis 18, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Extra Channel, Improved Channel, Precise Shot, Totem Spirit - Skoan-quah (skull Clan)[ISWG], Turn Undead
Skills Handle Animal +6, Heal +14, Knowledge (nature) +8, Knowledge (religion) +8, Stealth +6, Survival +9
Languages Common, Shoanti
SQ track +1, wild empathy +1
Combat Gear potion of cure moderate wounds, potion of delay poison, potion of lesser restoration; Other Gear mwk hide shirt, mwk composite longbow (+2 Str), mwk earth breaker, shoanti war paint (white), wooden holy symbol of Skoan Quah
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Special Abilities
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Cleric Channel Positive Energy 2d6 (2/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Gentle Rest (7/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Resistant Touch +1 (7/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Totem Spirit - Skoan-Quah (Skull Clan) +2 weapon damage vs. undead, +2 Heal
Track +1 Add the listed bonus to survival checks made to track.
Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Acropolis of the Thrallkeeper:
With the creation of the Thundercaller archetype it seemed a no-brainer to add that to their build.
With the Thundercallers I ended up doing the opposite of what I did with the Boneslayers and raised their Barbarian level instead of their Bardic level. This gives them a rage power which I selected Energy Resistance (sonic), although it is only one point of resistance this seemed to me to make the most sense thematically.
Given that they gain a second Versatile Performance ability I added a second perform skill Perform (percussion instrument) to go along with their Perform (wind instrument) skill even though it was not an optimized choice (as both double up on the Handle Animal skill) it seemed the most appropriate choice.
For their extra feat I gave them Lingering Performance to simulate the rolling echo of thunder after the lightning flash.
Sklar-Quah Thundercaller CR 7
XP 3,200
Male human (Shoanti) barbarian 2/bard (thundercaller) 6 (Pathfinder Player Companion: Varisia, Birthplace of Legends)
N Medium humanoid (human)
Init +7; Senses Perception +10
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Defense
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AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex, -2 untyped penalty)
hp 79 (8 HD; 6d8+2d12+34)
Fort +9, Ref +8, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge; Resist sonic 1
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Offense
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Speed 40 ft.
Melee +1 totem spear +11/+6 (1d10+7/×3)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate [DC 17], incite rage [DC 17], inspire courage +2, thunder call [DC 17]), rage (8 rounds/day), rage power (energy resistance: sonic[APG])
Bard (Thundercaller) Spells Known (CL 6th; concentration +10)
. . 2nd (4/day)—blindness/deafness (DC 16), pyrotechnics (DC 16), shatter (DC 16), sound burst (DC 16)
. . 1st (5/day)—lesser confusion (DC 15), cure light wounds, expeditious retreat, feather fall
. . 0 (at will)—detect magic, light, mage hand, mending, message, summon instrument
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Statistics
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Str 18, Dex 16, Con 18, Int 10, Wis 8, Cha 18
Base Atk +6; CMB +10; CMD 21
Feats Combat Casting, Exotic Weapon Proficiency (totem spear), Improved Initiative, Iron Will, Lingering Performance[APG]
Skills Acrobatics +14 (+18 to jump), Handle Animal +15, Knowledge (history) +11, Perception +10, Perform (percussion instruments) +15, Perform (wind instruments) +15, Ride +12, Survival +11
Languages Common, Shoanti
SQ fast movement, lore master 1/day, versatile performances (percussion, wind)
Combat Gear wand of cat's grace (15 charges), wand of cure light wounds (30 charges), barbarian chew; Other Gear +1 hide shirt, +1 totem spear, shoanti war paint (green)
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Special Abilities
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Bardic Performance (standard action, 18 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Energy Resistance, Sonic (1) You have the specified Energy Resistance against Sonic attacks.
Energy Resistance: Sonic (Ex) Acid Resistance while raging
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Wind Instruments) +15 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
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THe Havero Tentacle is just a straight up recreation of the creature from the book.
Havero Tentacle CR 6
XP 2,400
Havero tentacle
NE Huge aberration
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)
hp 66 (7d8+35)
Fort +7, Ref +3, Will +10
DR 5/slashing; Immune cold, poison; Resist acid 10, fire 10
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Offense
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Speed 30 ft.
Melee tentacle +12 (2d6+13 plus grab)
Space 5 ft. (special); Reach 20 ft. (special)
Special Attacks constrict (2d6+13), grab (any)
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Statistics
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Str 28, Dex 12, Con 20, Int —, Wis 20, Cha 10
Base Atk +5; CMB +16 (+20 grapple); CMD 27 (can't be tripped)
SQ mindless, no breath
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Special Abilities
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Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab (Any, Tentacle) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Cold You are immune to cold damage.
Immunity to Poison You are immune to poison.
Mindless (Ex) Although the havero itself is fantastically intelligent, its is currently slumbering, leaving its tentacles little more than instinct to operate on. The tentacles are effectively mindless, and thus immune to mind-affecting attacks.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
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Part Four: Clan of the Moon
For the Lyrune-Quah I increased their Ranger level by one and added the +2 Human stat bonus to their Dexterity to help with their ranged attack bonus for their starknives. As 6th level Rangers they gain an additional combat style feat, I almost gave them Double Slice but instead went with Improved Two-Weapon Fighting. For their increased spell casting ability I gave them Magic Fang which they can cast on their wolf animal companion before the fight. Since Stealthy is no longer a feat I replaced it with Skill Focus (stealth) and I also gave them Blind-Fight as their additional feat since their write up states that they "hunt by dusk and travel by the light of the bright Storval moon" to better simulate their nocturnal habits.
Lyrune-Quah Moon Maiden CR 6
XP 2,400
Female human (Shoanti) barbarian 1/ranger 6
CG Medium humanoid (human)
Init +2; Senses Perception +13
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +3 deflection, +2 Dex, -2 untyped penalty)
hp 82 (7 HD; 6d10+1d12+36)
Fort +12, Ref +7, Will +6
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Offense
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Speed 40 ft.
Melee +1 starknife +11/+6 (1d4+5/×3) and
. . +1 starknife +11/+6 (1d4+3/×3) or
. . starknife +12/+7 (1d4+4/×3) or
Ranged starknife +10/+5 (1d4+4/×3)
Special Attacks combat style (two-weapon combat), favored enemies (giants +4, magical beasts +2), rage (7 rounds/day)
Ranger Spells Prepared (CL 3rd; concentration +4)
. . 1st—longstrider, magic fang
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Statistics
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Str 18, Dex 14, Con 20, Int 8, Wis 13, Cha 10
Base Atk +7; CMB +11; CMD 24
Feats Blind-fight, Endurance, Improved Two-weapon Fighting, Quick Draw, Skill Focus (Stealth), Totem Spirit - Lyrune-quah (moon Clan)[ISWG], Two-weapon Fighting, Weapon Focus (starknife)
Skills Acrobatics +12 (+16 to jump), Climb +14, Knowledge (nature) +9, Perception +13, Stealth +13, Survival +11
Languages Common, Shoanti
SQ fast movement, favored terrain (plains +2), hunter's bond (wolf), track +3, wild empathy +6
Other Gear +1 hide shirt, +1 starknife, +1 starknife, starknife (6) shoanti war paint (silver) (2)
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Plains +2) (Ex) +2 to rolls when in Favored Terrain (Plains).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Animal Companion
Wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +4 (1d6+3)
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Statistics
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Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 18 (22 vs. trip)
Feats Dodge, Mobility
Tricks Attack, Come, Defend, Down, Fighting, Guard, Heel, Stay, Track
Skills Acrobatics +7 (+15 to jump), Perception +5, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ come, defend, fighting, guard, heel, track
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
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The Red Reaver is a conversion of the write up in the bestiary appendix. The only change I made was to give it Awesome Charge (since it had all the prerequisites) to replace the, no longer used, Track feat.
Red Reaver CR 13
XP 25,600
Red reaver
N Large magical beast
Init -2; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
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AC 29, touch 7, flat-footed 29 (-2 Dex, +22 natural, -1 size)
hp 184 (16d10+96)
Fort +16, Ref +8, Will +6
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Offense
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Speed 30 ft., fly 20 ft. (clumsy)
Melee bite +24 (2d6+9), 2 claws +25 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 2d6+13), roar
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Statistics
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Str 28, Dex 6, Con 23, Int 3, Wis 12, Cha 12
Base Atk +16; CMB +26 (+28 bull rush); CMD 34 (36 vs. bull rush)
Feats Ability Focus (roar), Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Improved Bull Rush, Power Attack, Weapon Focus (claw)
Skills Fly -12, Perception +12, Survival +9
Languages understands a few simple words of giant
SQ distraction, flight
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Special Abilities
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Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Distraction (Ex) Red reavers are easily distracted by beautiful sights and sounds. Any successful Perform check of DC 30 or higher has the additional effect of placating the creature, causing it to stop whatever it’s doing and stand still to enjoy the performance. The red reaver remains stationary and calm until the performance stops or it takes damage. A performer can only take advantage of a red reaver’s distraction once per hour. At the GM’s discretion, a red reaver might also be affected by scenes of particular beauty, although they are usually only distracted by a static view or work of art for 5 minutes. It generally isn’t distracted by beautiful creatures, but it could be distracted by particularly eye-catching apparel worn by a creature.
Flight (20 feet, Clumsy) You can fly!
Flight (Su) A red reaver's ability to fly is partially supernatural in nature. In areas where supernatural abilities do not function a red reaver can only fly for short distances and must land at the end of each turn or it falls.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Roar (DC 21) (Su) A red reaver can loose a devastating roar every 1d4 rounds. All creatures except red reavers within 120 feet must succeed on a DC 21 Will save or become shaken. Those within 30 feet who fail their saves become panicked. Creatures who successfully save cannot be affected by the same red reaver’s roar for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
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Truthspeaker Akram is an 8th level Cleric of Desna (I had to change his alignment to N/G to keep within the "one step" rule) who will accompany the party on their travels. For Akram I put his +2 stat bump in Wisdom along with his 4th level increase, for his 8th level increase I put the +1 into his Charisma. For his increased spell casting ability I gave him Augury for his 2nd level spell, Speak With Dead at 3rd level, and Divination at 4th. As for his feats I gave him Alertness for his additional feat and replaced Track with the Lyrune-Quah Totem Spirit feat. For his additional skill points I put two in Linguistics to explain his understanding of Dwarven and Elven (in addition to Giant) and the rest went into Sense Motive, which only seemed to make sense.
Truthspeaker Akram CR 7
XP 3,200
Male old human (Shoanti) cleric of Desna 8
NG Medium humanoid (human)
Init -1; Senses Perception +10
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Defense
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AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 47 (8d8+8)
Fort +7, Ref +2, Will +16
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Offense
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Speed 40 ft.
Melee mwk starknife +4/-1 (1d4-3/×3)
Special Attacks channel positive energy 6/day (DC 17, 4d6)
Domain Spell-Like Abilities (CL 8th; concentration +14)
. . At will—dimensional hop (80 feet/day)
. . 9/day—bit of luck
Cleric Spells Prepared (CL 8th; concentration +14)
. . 4th—dimension door[D], divination, sending, tongues
. . 3rd—dispel magic, fly[D], magic vestment, prayer, speak with dead (DC 19)
. . 2nd—aid[D], augury, calm emotions (DC 18), enthrall (DC 18), spiritual weapon, zone of truth (DC 18)
. . 1st—command (DC 17), endure elements, longstrider[D], obscuring mist, protection from evil, sanctuary (DC 17), shield of faith
. . 0 (at will)—create water, light, mending, purify food and drink (DC 16)
. . D Domain spell; Domains Luck, Travel
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Statistics
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Str 5, Dex 9, Con 11, Int 12, Wis 22, Cha 16
Base Atk +6; CMB +3; CMD 12
Feats Alertness, Craft Magic Arms & Armor, Craft Wand, Iron Will, Totem Spirit - Lyrune-quah (moon Clan)[ISWG]
Skills Acrobatics -1 (+3 to jump), Diplomacy +14, Knowledge (religion) +12, Linguistics +6, Perception +10, Sense Motive +17, Survival +14
Languages Common, Dwarven, Elven, Giant, Shoanti
SQ agile feet (9/day), good fortune (1/day), Truthspeaker
Combat Gear wand of cure moderate wounds (32 charges), wand of lesser restoration (29 charges); Other Gear mwk starknife, cloak of resistance +1, headband of inspired wisdom +2
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Special Abilities
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Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 4d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Truthspeaker (Su) Akram has undertaken a lifelong quest of fasting, meditation, exploration, and prayer to achieve the status of Truthspeaker. This has granted him immunity to all charm and compulsion effects. Furthermore he is constantly under the effect of Discern Lies (CL 8th)
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Part Five: Belly of the Beast
Cindermaw Rising
Cindermaw is a conversion of the creature as presented in the AP, except for the addition of the feats Weapon Focus (bite) and (sting) a hold over from the Purple Worm base creature.
Cindermaw, The Clan Eater CR 14
XP 38,400
Elite fire-infused purple worm
N Gargantuan magical beast (fire)
Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +17
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Defense
--------------------
AC 22, touch 7, flat-footed 21 (+1 Dex, +15 natural, -4 size)
hp 232 (16d10+144)
Fort +18, Ref +13, Will +5
Defensive Abilities elemental body, fire healing; Immune fire
Weaknesses vulnerable to cold
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Offense
--------------------
Speed 20 ft., burrow 20 ft.
Melee bite +25 (2d8+12 plus 1d6 fire plus grab), sting +25 (2d6+12 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (30-ft cone, 8d6 fire, Reflex DC:26 for half, usable every 1d4 rounds), grab, heat (1d6 fire), poison, swallow whole (4d8+12+1d6 fire, ac 17, 23 hp)
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Statistics
--------------------
Str 35, Dex 12, Con 27, Int 6, Wis 6, Cha 8
Base Atk +16; CMB +32 (+34 bull rush, +36 grapple); CMD 43 (45 vs. bull rush, can't be tripped)
Feats Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Skills Acrobatics +1 (-3 to jump), Perception +17
Languages Understands Shoanti (cannot speak)
---------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Breath Weapon (Su) (30-ft cone, 8d6 fire, usable every 1d4 rounds, DC:26) Affect a cone or line with some magical effect.
Burrowing (20 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Body (Ex) You have a 25% chance to ignore extra damage from critical hits and sneak attacks, poison, paralysis, sleep, and stunning attacks.
Fire Healing (Ex) You gain fast healing 1 when in contact with fire. Every 10 fire dam that would be dealt heals 1 hp instead.
Firewalk (Su) You can climb burning objects as if you had a climb speed of 10 feet. You can fly at a speed of 20 feet (perfect) as long as you are in contact with fire, and can walk on flames or lava at your base land speed.
Grab: Bite (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heat (Su) (1d6 fire) The creature generates so much heat that its mere touch deals additional fire damage. The creature's metallic melee weapons also conduct this heat.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Sting-Injury (DC 26) (Ex) Poison—Injury; save Fort DC 26; freq 1/rd 6 rds; effect 1d4 Str; cure 3 cons saves.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Swallow Whole (4d8+12, AC 17, 23 HP) (Ex) You can swallow smaller targets whole.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.
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Looks like I misspoke about the Stealthy feat no longer being in play. I still think that the Skill focus (stealth) works better for the Lyrune-Quah Moon Maidens but in the interest of completeness here is a version with the Stealthy feat included.
Lyrune-Quah Moon Maiden CR 6
XP 2,400
Female human (Shoanti) barbarian 1/ranger 6
CG Medium humanoid (human)
Init +2; Senses Perception +13
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +3 deflection, +2 Dex, -2 rage)
hp 82 (7 HD; 6d10+1d12+36)
Fort +12, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 starknife +11/+6 (1d4+5/×3) and
. . +1 starknife +11/+6 (1d4+3/×3) or
. . starknife +12/+7 (1d4+4/×3) or
Ranged starknife +10/+5 (1d4+4/×3)
Special Attacks combat style (two-weapon combat), favored enemies (giants +4, magical beasts +2), rage (7 rounds/day)
Ranger Spells Prepared (CL 3rd; concentration +4)
. . 1st—longstrider, magic fang
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 20, Int 8, Wis 13, Cha 10
Base Atk +7; CMB +11; CMD 24
Feats Blind-fight, Endurance, Improved Two-weapon Fighting, Quick Draw, Stealthy, Totem Spirit - Lyrune-quah (moon Clan)[ISWG], Two-weapon Fighting, Weapon Focus (starknife)
Skills Acrobatics +12 (+16 to jump), Climb +14, Escape Artist +4, Knowledge (nature) +9, Perception +13, Stealth +12, Survival +11
Languages Common, Shoanti
SQ fast movement, favored terrain (plains +2), hunter's bond (wolf named animal companion), track +3, wild empathy +6
Other Gear +1 hide shirt, +1 starknife, +1 starknife, starknife (6), shoanti war paint (silver) (2)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Plains +2) (Ex) +2 to rolls when in Favored Terrain (Plains).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Animal Companion
Wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d6+3)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 18 (22 vs. trip)
Feats Dodge, Mobility
Tricks Attack, Come, Defend, Down, Fighting, Guard, Heel, Stay, Track
Skills Acrobatics +7 (+15 to jump), Perception +5, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ come, defend, fighting, guard, heel, track
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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Clan of the Sun
Hungry Visitor
Just your standard, ordinary Bulette
Bulette CR 7
XP 3,200
Bulette (Pathfinder RPG Bestiary 39)
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size)
hp 84 (8d10+40)
Fort +11, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 40 ft., burrow 20 ft.
Melee bite +13 (2d8+9/19-20), 2 claws +12 (2d6+6)
Space 15 ft.; Reach 10 ft.
Special Attacks leap
--------------------
Statistics
--------------------
Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Base Atk +8; CMB +16; CMD 28 (32 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +9 (+21 to jump), Perception +11
--------------------
Special Abilities
--------------------
Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Leap (Ex) A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
The Flameford Assault
Ashwing gargoyles have the same statistics as regular gargoyles, although their appearance is slightly different. Their smooth polished bodies have been worn in a rippling pattern, allowing them to maintain their Stealth bonus even though the natural stone of the Cinderlands differs from the stone walls their city cousins might hide against.
Ashwing Gargoyle CR 4
XP 1,200
Gargoyle (Pathfinder RPG Bestiary 137)
CE Medium monstrous humanoid (earth)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 42 (5d10+15)
Fort +4, Ref +6, Will +4
DR 10/magic
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee bite +7 (1d4+2), 2 claws +7 (1d6+2), gore +7 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Hover, Improved Initiative, Skill Focus (Fly)
Skills Acrobatics +2 (+6 to jump), Fly +12, Perception +5, Stealth +11 (+17 in stony areas); Racial Modifiers +2 Stealth, +6 Stealth in stony areas
Languages Common, Terran
SQ freeze
--------------------
Special Abilities
--------------------
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Average) You can fly!
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
The Sklar Quah Burn Riders are 5th level Barbarians with the Shoanti Burn Rider archetype. I put the +2 Human stat bonus into their Constitution along with their stat bump at 4th level. For their rage power I selected Ferocious Mount allowing them to transfer their rage to their Animal Companion. For their additional feat at 5th level I gave them Mounted Archery to go along with their other feats in the Mounted combat tree.
Sklar-Quah Burn Rider CR 4
XP 1,200
Human (Shoanti) barbarian (shoanti burn rider) 5 (Pathfinder Campaign Setting: Inner Sea Combat)
CN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 12 (+3 armor, +1 Dex, +1 shield, -2 rage)
hp 73 (5d12+35)
Fort +10, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk klar +10 (1d6+4) or
. . mwk shortspear +10 (1d6+4)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks rage (16 rounds/day), rage power (ferocious mount[APG])
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 22, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 18
Feats Burn Rider, Mounted Archery, Mounted Combat, Ride-by Attack
Skills Acrobatics +9, Handle Animal +7 (+11 to force this mount into an Unnatural Aura.), Intimidate +7, Ride +9 (+13 to force this mount into an Unnatural Aura.), Survival +9
Languages Common, Shoanti
SQ cinder dance, cinder sight, flame runner, give me fire
Combat Gear potion of cure serious wounds (2), barbarian chew, barbarian chew, oil (2); Other Gear mwk hide shirt, arrows (20), mwk composite longbow (+2 Str), mwk klar[UE], mwk shortspear, shoanti war paint (yellow) (2), flint and steel, torch
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Burn Rider As long as your mount travels at least 40 feet in a round, you gain fire resistance 3 for that round. You also receive a +4 bonus on all Reflex saves to avoid catching on fire and a +4 bonus on all Fortitude saves against choking on smoke. Each round, as a free action, you may confer the same bonuses to your mount with a successful DC 20 Ride check.
Cinder Dance (Ex) On Ref 1/2 save success vs. fire dam, move 1/2 speed & no dam if exit area, but staggered 1 rd.
Cinder Sight (Ex) Can see through fire, fog and smoke without penalty as long as there is sufficient light.
Ferocious Mount (Ex) Your mount rages, too.
Flame Runner (+10 ft., 1/rage) (Ex) +10 ft to mount's movement until end of turn.
Give Me Fire (1/round) (Ex) When take fire damage while raging, regain 1 rd of rage.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ride-By Attack You can move - attack - move when charging mounted.
--------------------
Animal Companion
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 19 (3d8+6)
Fort +5, Ref +4 (+2 bonus to avoid falling.), Will +2; +4 morale bonus vs. fear and emotion effects.
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d4+3), 2 hooves +4 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 17 (21 vs. trip)
Feats Sure-footed, Valiant Steed
Tricks Attack, Cinderbrave, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+3 to keep balance., +9 to jump), Perception +7
SQ cinderbrave, combat riding
--------------------
Special Abilities
--------------------
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
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Skeletons of Scarwall
Part One:
The Devil You Know
Both Laori Vaus and Shadowcount Sial are detailed under the previous book.
Part Two:
Approaching Scarwall
Scarwall Barbican
The Deadwatcher Orcs become 8th level Fighters in this conversion (with the corresponding stat bump put into their Strength). For their extra feats I gave them the Improved Critical (greataxe) feat to go along with their Weapon Focus and Weapon Specialization feats and Power Attack to increase their damage output with the greataxe. Furthermore at 5th level I gave them Weapon Training (axes) to further increase their effectiveness with their weapon of choice.
Deadwatcher Orc CR 7
XP 3,200
Orc fighter 8 (Pathfinder RPG Bestiary 222)
CE Medium humanoid (orc)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 72 (8d10+24)
Fort +8, Ref +3, Will +2 (+2 vs. fear)
Defensive Abilities ferocity
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 greataxe +16/+11 (1d12+11/19-20/×3)
Ranged mwk composite shortbow +10/+5 (1d6+5/×3)
Special Attacks weapon training (axes +1)
--------------------
Statistics
--------------------
Str 21, Dex 12, Con 14, Int 8, Wis 11, Cha 6
Base Atk +8; CMB +13; CMD 24
Feats Blind-fight, Improved Critical (greataxe), Improved Initiative, Point-Blank Shot, Power Attack, Skill Focus (Stealth), Stealthy, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Escape Artist +2, Stealth +13
Languages Common, Orc
SQ armor training 2
Combat Gear potion of cure moderate wounds, shadow essence (3); Other Gear +1 breastplate, +1 greataxe, arrows (20), mwk composite shortbow (+5 Str), belt pouch, opal (worth 20 gp, 0.1 lb) (4)
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
Ury Sevenskulls is an 11th level Barbarian in this incarnation. I placed his stat bumps at 4th and 8th level into Strength and Constitution respectively. At 11th level he gains Greater Rage and the corresponding increase in Strength and Constitution is reflected in his stats. For his rage powers I gave him Superstition and the corresponding Witch Hunter powers to protect him from any creatures from Scarwall that use spells or have spell-like abilities. Furthermore I gave him the Ghost Rager power so he can fight against any incorporeal creatures that may attempt to escape the confines of the castle. I also gave him the Powerful Blow power to compliment his Power Attack feat and the Raging Leaper power to make that DC:15 Acrobatics check that much easier to make. For his additional feats I gave him Furious Focus, to go along with Power Attack, and Toughness to make him a more formidable opponent.
Ury Sevenskulls CR 10
XP 9,600
Male orc barbarian 11 (Pathfinder RPG Bestiary 222)
CE Medium humanoid (orc)
Init +6; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+5 armor, +2 Dex, +1 natural, -2 untyped penalty)
hp 154 (11d12+77)
Fort +12, Ref +5, Will +5; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities ferocity, improved uncanny dodge, trap sense +3; DR 2/—
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Melee akeraum +22/+17/+12 (2d6+14/17-20 plus 2d6 vs. Dragon plus 1d6 cold)
Ranged mwk composite longbow +14/+9/+4 (1d8+5/×3)
Special Attacks greater rage (26 rounds/day), rage powers (ghost rager[UC], powerful blow +3, raging leaper +11, superstition +4, witch hunter[APG])
--------------------
Statistics
--------------------
Str 28, Dex 14, Con 20, Int 6, Wis 8, Cha 10
Base Atk +11; CMB +20; CMD 30
Feats Furious Focus[APG], Improved Critical (greatsword), Improved Initiative, Power Attack, Toughness, Weapon Focus (greatsword)
Skills Acrobatics +2 (+13 to jump, +6 to jump), Intimidate +14, Perception +13
Languages Common, Orc
SQ fast movement
Other Gear +1 mithral chain shirt, akeraum, arrows (20), mwk composite longbow (+5 Str), amulet of natural armor +1, belt of giant strength +2, necklace of seven silver-plated wyrmling skulls (worth 1,050 gp, 1 lb)
--------------------
Special Abilities
--------------------
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ghost Rager +4 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC)
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Blow +3 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (26 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Leaper +11 (Ex) While raging, gain the listed enhancement bonus to Acrobatics to jump.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.
Amphibious Approach
The lake surrounding Scarwall is home to several Tarnworms, an aquatic variant of the Purple Worm, which inhabit the deep waters of the lake feeding upon it's smaller denizens. Anyone not using Stealth to enter the lake will soon draw the attention of one of these enormous creatures.
Tarnworm CR 12
XP 19,200
Purple worm (Pathfinder RPG Bestiary 230)
N Gargantuan magical beast (aquatic)
Init -2; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 26, touch 4, flat-footed 26 (-2 Dex, +22 natural, -4 size)
hp 200 (16d10+112)
Fort +17, Ref +8, Will +4
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee bite +25 (4d8+12/19-20 plus grab), sting +25 (2d8+12)
Space 20 ft.; Reach 15 ft.
Special Attacks poison, swallow whole (4d8+18, AC 21, 20 hp)
--------------------
Statistics
--------------------
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+34 bull rush, +36 grapple); CMD 40 (42 vs. bull rush, can't be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite), Weapon Focus (sting)
Skills Acrobatics -2 (-6 to jump), Perception +18, Swim +20
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Bite (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Sting-injury (DC 25) (Ex) Poison—Injury; save Fort DC 25; freq 1/rd for 6 rds; effect 1d4 Str; cure 3 cons saves.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 26) Critical hit staggers target
Swallow Whole (4d8+18, AC 21, 20 HP) (Ex) You can swallow smaller targets whole.
Swimming (40 feet) You have a Swim speed.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.
Air Approach
Even though the Four-armed Gargoyle appears in the Carrion Crown Adventure Path's Shadows of Gallowspire adventure I opted to base my conversion on the creature as it appears in the Tome of Horrors Complete bestiary by Frog God Games (although I've included the Paizo version for completeness sake).
I based this conversion on the creature as it appears in the Tome of Horrors Complete much as the original was based as it appeared in the Tome of Horrors Revised in the actual AP. The difference I could spot between versions was an extraneous +1 in Strength. The strength of teh base creature in both bestiary versions is 15 add to that +8 (for the size increase from Medium to Large nets you a score of 23, not 24 as in the AP. All I can think of is that the author erroneously added a +1 for the increase in hit dice from 6 to 8 as opposed to adding four additional hit dice). It's increased hit dice also gave the creature an additional feat. I was torn between including Improved Critical (claws) as in the Paizo version, Improved Natural Armor as in the AP, or Toughness from the original 3.5 entry. In the end I decided to hew as closely to the AP version as I could and went with the INA feat as in the AP.
Garoyle Brute CR 7
XP 3,200
Four-armed gargoyle
CE Large monstrous humanoid (earth)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
hp 92 (8d10+48)
Fort +8, Ref +7, Will +6
DR 10/magic
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee bite +13 (1d8+6), 4 claws +13 (1d8+6), gore +13 (1d8+6)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 23, Dex 12, Con 22, Int 6, Wis 11, Cha 7
Base Atk +8; CMB +15; CMD 26
Feats Hover, Improved Initiative, Improved Natural Armor, Skill Focus (Fly)
Skills Acrobatics +1 (+5 to jump), Fly +9, Perception +11, Stealth +8 (+12 stony environs); Racial Modifiers +4 Stealth stony environs, racial skill modifier, racial skill modifier
Languages Common, Terran
SQ freeze
--------------------
Special Abilities
--------------------
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Average) You can fly!
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Racial Skill Bonus (+2 Perception) You have the listed racial skill modifier.
Racial Skill Bonus (+2 Stealth) You have the listed racial skill modifier.
This version of the Four-armed Gargoyle comes in at a CR 9 as opposed to the CR 7 version in the AP. I would suggest lowering the number encountered from 12 down to, say, 8 or 9 of them.
Gargoyle Brute (SoG) CR 9
XP 6,400
Four-armed gargoyle
CE Large monstrous humanoid (earth)
Init +1; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size)
hp 105 (10d10+50)
Fort +10, Ref +8, Will +9
DR 10/magic
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee bite +15 (1d8+6), 4 claws +15 (1d6+6/19-20), gore +15 (1d4+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+9)
--------------------
Statistics
--------------------
Str 23, Dex 12, Con 20, Int 8, Wis 15, Cha 11
Base Atk +10; CMB +17; CMD 28
Feats Great Fortitude, Hover, Improved Critical (claw), Power Attack, Skill Focus (Fly)
Skills Acrobatics +1 (+5 to jump), Fly +18, Perception +15, Stealth +12 (+18 in stony environs); Racial Modifiers +6 Stealth in stony environs
Languages Common, Terran
SQ freeze
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Special Abilities
--------------------
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Average) You can fly!
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

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Part Three:
Castle Scarwall
The Causeway
Sergeant Lashton is a 10th level Dread Skeleton Fighter charged with defending the causeway from intruders. In this conversion I put Lashton's human stat bonus into Strength along with his 4th and 8th level increases. The original Dread Skeleton template imposed a -4 Intelligence modifier along with a +2 Dexterity bonus. In the Pathfinder version this -4 penalty is gone, replaced with a +2 Charisma bonus thereby raising Lashton's Intelligence to 8 and his Charisma to 16. At 5th level I gave him Weapon Training (spear) for his lance, which seemed to be his primary weapon. I then increased this to +2 at 9th level when I added Weapon Training (heavy blades) for his longsword. For his additional feats I added Critical Focus to help with confirming with his lance as well as Martial Focus (spears) to add to his base lance damage.
Sergeant Lashton CR 10
XP 9,600
Dread skeleton human fighter 10
LE Medium undead (humanoid, human)
Init +6; Senses darkvision 60 ft.; Perception +0
Aura unnatural aura (30 ft.)
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Defense
--------------------
AC 24, touch 12, flat-footed 22 (+10 armor, +2 Dex, +2 natural)
hp 99 (10d10+40)
Fort +10, Ref +5, Will +3 (+3 vs. fear)
Defensive Abilities channel resistance +2; DR 10/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 lance +21/+16 (1d8+14/19-20/×3) or
. . mwk longsword +17/+12 (1d8+6/19-20) or
. . 2 claws +10 (1d4+2)
Special Attacks command skeletons (DC 13), weapon trainings (spears +2, heavy blades +1)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con —, Int 8, Wis 10, Cha 16
Base Atk +10; CMB +15; CMD 27
Feats Critical Focus, Greater Weapon Focus (lance), Improved Critical (lance), Improved Initiative, Martial Focus, Mounted Combat, Power Attack, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialization (lance)
Skills Intimidate +16, Ride +18
Languages Common
SQ armor training 2
Other Gear +1 full plate, +2 lance, mwk longsword, belt of giant strength +2
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Command Skeletons (DC 13) (Su) Command normal skeletons and can attempt to command skeleton warriors within 30 ft.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Martial Focus (Spears) You have honed your skills with a group of related weapons. Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Trample Your target may not try to avoid your mounted overruns.
Undead Traits Undead have many immunities.
Unnatural Aura (30 ft.) (Su) Animals do not willingly approach the creature unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Spears) +2 (Ex) +2 Attack, Damage, CMB, CMD with Spears
Lashton's mount, a Skeletal Nightmare, is detailed below. There is a slight discrepancy between the original's stats and the one in the conversion due to the differences between the "Elite" array in 3.5 versus the one in Pathfinder. The creature's Strength is one point lower due to Pathfinder topping out a 14 as opposed to 3.5's 15 (although, inexplicably the conversion's Dexterity is one point higher than the original's even though all the other stats are the same).
Skeletal Nightmare CR 6
XP 2,400
Advanced nightmare skeleton
NE Large undead (extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 21 (+10 armor, +3 Dex, +2 natural, -1 size)
hp 45 (10d8)
Fort +3, Ref +6, Will +7
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 90 ft. (good)
Melee bite +12 (1d4+6), 2 hooves +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 23, Dex 17, Con —, Int —, Wis 10, Cha 10
Base Atk +7; CMB +14; CMD 27 (31 vs. trip)
Feats Improved Initiative
Skills Fly +2
Languages Abyssal, Infernal
Other Gear +1 mithral full plate
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (90 feet, Good) You can fly!
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities.
These are just plain run of the mill, although heavily armored, skeletons.
Human Skeletons CR 1/3
XP 135
Human skeleton (Pathfinder RPG Bestiary 250)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +2 natural, +2 shield)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8+2/19-20) or
. . 2 claws +2 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Skills Acrobatics -6 (-10 to jump)
Languages Common
Other Gear full plate, heavy steel shield, longsword
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities.

Can'tFindthePath |

Part Three:
Castle Scarwall
The Causeway
Sergeant Lashton is a 10th level Dread Skeleton Fighter charged with defending the causeway from intruders. In this conversion I put Lashton's human stat bonus into Strength along with his 4th and 8th level increases. The original Dread Skeleton template imposed a -4 Intelligence modifier along with a +2 Dexterity bonus. In the Pathfinder version this -4 penalty is gone, replaced with a +2 Charisma bonus thereby raising Lashton's Intelligence to 8 and his Charisma to 16. At 5th level I gave him Weapon Training (spear) for his lance, which seemed to be his primary weapon. I then increased this to +2 at 9th level when I added Weapon Training (heavy blades) for his longsword. For his additional feats I added Critical Focus to help with confirming with his lance as well as Martial Focus (spears) to add to his base lance damage.** spoiler omitted **...
Regarding the "Elite array" for Ability Scores. In the chapter on creating NPCs in the Core Rulebook, it describes the arrays as "Basic" and "Heroic". The "Heroic" array is the same as the old "Elite" in 3.5; 8, 10, 12, 13, 14, and 15.
In the Bestiary introduction under Ability Scores, it reverts to the old nomenclature of "Standard" and "Elite", but inexplicably gums up the elite scores (8, 10, 11, 12, 14, and 15). Despite my book being a sixth printing, I believe this to be a misprint.
In either case, the max is 15.

This Side |
First of all, thanks so much for doing this. As a first time GM, this resource has been a life saver.
My party of 4 PCs is just about to enter into Castle Arkona and I was curious about the strength of the other (i.e. none Bahor or Vimanda) rakshasas - the "common rakshasa" template used seems to be significantly more advanced than the original rakshasa from MM 211. Have you found that using the higher CR "common" rakshasa provides a good challenge for level 9 PCs? It seems like it might be too challenging, given everything else

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To be honest I haven't run this AP yet. But, if you feel that it may be too much you can either use the monsters version from the 3.5 Monster Manual or you can drop one of the "cousins" and only have them come up against three of them instead of four.
Avishandu, Carnochan, Nudhaali, and Vennashti Arkona are Rakshasas pulled straight from the Pathfinder Bestiary. No modifications were made to them.
There is a sidebar in Escape from Old Korvosa on page 35 titled "Rakshasas Have Glass Jaws" that explains that James Jacobs thought that Rakshasas were underpowered for their CR. Therefore he dropped their challenge rating from 10 (in the MM) down to 8 (in the AP) to compensate for this.
I can only assume that for Pathfinder they jacked the power level up to make them worthy of their CR.

Can'tFindthePath |

I would also like to express gratitude for these write-ups. It gives a good "on the ground" point of view of how the AP can run, and how it can be tweaked.
My group is slowly making it's way through Rise of the Rune Lords. I have been on the fence about running this as our next AP experience, and this journal has helped me envision it. I have the last four books in this AP, and waffle about tracking down and paying for the last two...and then, the BIG BOOK is announced.
Now I feel it is somewhat inevitable that I will run this campaign after the hardback comes out.