Shadows at Gallowspire Monster Stat-Blocks for Mythic or 5+ players.


Carrion Crown


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Below are slight changes I am making to some of the monsters to account for the two Mythic tiers my PCs possess. I also statted out some of the monsters in the module that have templates so DM's don't have to adjust them on the fly. Enjoy!

A. Witchgate Grove:
I revised this encounter to emphasize the creepy landscape of Virlych beyond the hangman trees, which I feel are just another hungry plant, one that the PCs have fought before in book 3. Instead I substitued the following:
'For ages, the dryad Fheridia protected a grove of great verdance where the trees grew massive and came alive, situated in the shadow of Virlych's haunted mountains. When the Whispering Tyrant's forces conquered the area, the were drawn to the site for the same reason as Fheridia, the powerful ley-lines wove the mystical energies of the area into a tight fabric, one they sought to take for themselves. They overpowerd the dryad, murdering a number of her treant guardians with fire, then held her within her own tree while they warped its form and purpose into one of the first Witchgates. The process drove the dryad insane, transforming her into a broken soul that now guards the Witchgate along with the spirits of her slain companions. Fheridia appears as a comely female with scorched wooden skin carved with runes , her hair a nest of blackened, sickly leaves.'
"This scarred clearing is dominated by a single warped tree, a once great oak that has been twisted back down upon itself to form a massive archway carved with blackened runes. The forms of several withered, lesser trees dot the clearing like skeletal husks."

Fheridia, Broken Guardian CR 10
XP 3,200
Female broken-soul dryad sorcerer 10
CE Medium Fey
Init +8; Senses Perception +20
DEFENSE____________________________________________________________________ ______
AC 33, touch 15, flat 25 (+4 armor, +1 dodge, +4 Dex, +10 natural, +4 shield)
hp152 (16d6+96)
Fort +12, Ref +13, Will +13; +4 vs. poison and sleep
DR 5/ - Resist acid 5, cold 5, electric 5, fire 5, sonic 5;
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee torturous touch +13 touch (2d6 plus 1d6 dex damage and convulsions)
Ranged ranged touch +13 (per spell)
Special Attacks agonized wail (DC 25), baleful gaze (DC 25)
Spell-Like Abilities (CL 6th)
Constant - speak with plants
At will - entangle (DC 18), tree shape, wood shape (1 lb. only)
3/day - charm person (DC 18), deep slumber (DC 20), tree stride
1/day - suggestion (DC 20)
Bloodline Spell-Like Abilities (CL 10th, concentration +7)
10/day - tanglevine (10/day, 15 ft. range; disarm, steal or trip +17)
Sorcerer Spells Known (CL 8th, concentration +7)
5th (4/day) possession (DC 23)
4th (6/day) command plants (DC 21), dimension door, fear[/i] (DC 22)
3rd (8/day) dispel magic, lightning bolt (DC 20), speak with plants, vampiric touch
2nd (8/day) barkskin,command undead (DC 20), create pit (DC 19), mirror image, see invisibility
1st (8/day) charm person (DC 18), entangle (DC 18), mage armor, ray of enfeeblement (DC 19),shield, vanish
0 (at will) detect magic, light, read magic, mage hand
Bloodline verdant
STATISTICS_________________________________________________________________ _______
Str 10, Dex20, Con 20, Int 8, Wis 13, Cha 24
Base Atk +8; CMB +8, CMD 24
Feats Ability Focus (torturous touch), Acrobatic Steps, Diehard, Dodge, Endurance, Eschew Materials, Great Fortitude, Nimble Moves, Spell Focus (necromancy), Stealthy, Still Spell, Toughness, Weapon Finesse
Skills Climb +9, Craft (sculpture) +8, Escape Artist +15, Handle Animal +13, Intimidate +15, Knowledge (nature) +8, Perception +20, Stealth +15, Survival +7
Languages Common, Sylvan, speak with plants
SQmassmorph,photosynthesis
Combat Gear potion of cure serious woundsOther Gear ring of counterspells (dispel magic), headband of alluring charisma +4,
SPECIAL ABILITIES_________________________________________________________________
Agonized Wail (Su) Standard action, all creatures in 120 ft. range; Will DC 25 or shaken as long as within 120 ft. of Fheridia. Creatures that save are immune for 24 hours; sonic, mind-affecting fear effect.
Baleful Gaze (su) 60 ft. range, Fortitude DC 25 or 1d4 Strength, Constituion, and Charisma drain. Whatever the result of the saving throw, a creature cannot be affected by this ability again for 1 minute.
Torturous Touch (Su) 2d6 slashing damage and 1d6 Dex damage and fall prone and dazed 1d4 rounds. Fortitude DC 27 negates Dex damage, falling prone, and dazed condition.

Grove Spectre CR 10 (3)
XP 3,200
Ghost Treant
NE Huge Undead (Incorporeal)
Init -1; Senses low light vision, darkvision 60 ft.; Perception +20
DEFENSE____________________________________________________________________ ______
AC 10, touch 10, flat 10 ( +3 deflection, -1 Dex, -2 size)
hp90 (12d6+36)
Fort +11, Ref +3, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; DR 10/slashing; Immune undead traits
Weaknesses vulnerability to fire
OFFENSE____________________________________________________________________ ______
Speed fly 30 ft. (good)
Melee incorporeal touch +7 (10d6/ 19-20, Fortitude DC 21 half)
Space 15 ft.; Reach 15 ft.
Special Attacks fire hater, trample (10d6, DC 19)
Spell-like Abilities (CL 12th; concentration +15)
3/day- invisibility, pyrotechnics (DC 15),summon swarm
STATISTICS_________________________________________________________________ _______
Str - Dex 8, Con - Int 12. Wis 16, Cha 17
Base Atk +9; CMB +11, CMD 20
Feats Ability Focus (corrupting touch), Alertness, Flyby Attack, Improved Critical (incorporeal touch), Weapon Focus (incorporeal touch)
Skills Intimidate +11, Knowledge (religion) +9, Perception +20, Sense Motive +12, Stealth -1 (+15 in forests)
Languages Common, Sylvan, Treant
SQ animate trees, frightener, treespeech
SPECIAL ABILITIES_________________________________________________________________
Animate Trees (Su) The corrupting influence of Virlych and the treant's spectral nature has altered this ability, granted the trees a hungry mouth full of sharp wooden teeth.. Animated trees have the following statistics: Animated Tree Darkvision 60, Perception +12; AC 21, touch 7, flat 21; hp 114 (12d8+60); Save F +13, R +3, W +9, DR 10/Slashing , vulnerable to fire; Speed 10; 1 Bite attack +17 (2d6+9 and grab), swallow whole (2d6+13 bludgeoning, AC 23, 11 hp), CMD +20 (+24 grapple) CMD 29 (33 vs grapple)
Fire Hater (Su) Against opponents visibly wielding flaming weapons or using any fire spells or effects, the Grove Spectres gains a +4 profane bonus to AC, attack rolls, saving throws, and to the DC of all of its supernatural and spell-like abilities. This bonus extends to any trees animated by its animate trees ability.This bonus lasts as long as the opponents are visible and for 14 minutes after.
Frightener (Su) (Classic Horrors Re-visited 25) The Grove Spectres gain invisibility, pyrotechnics and summon swarm as spell-like abilities usable 3 times per day.
Rejuvenation (Su) The Grove Wardens can only permenantly laid to rest by destroying the Witchgate and either killing or curing Fheridia's broken mind.

Tactics When confronted with intruders who don't display symbols of the Whispering Way (who she is terrified of), Fheridia tree strides out of perception range. She typically already has Mage Armor active, then begins buffing with Barksin, Mirror Image, See Invisibility, and Shield, before tree-striding back into range and using the total cover afforded by the trees to attempt Possession, Lighting Bolt, or Create Pit on intruders. Meanwhile the Spectral Treants hide within the tree-husks themselves, animating them from cover to attack. Once any opponent wields fire, their hatred drives them forward to attack with their trample and corrupting touch abilties.

Hagmouth (Mythic):

I knew that with Hagmouth, I would need to give him some extra power if he was to survive for more than three rounds against my group of PCs. This version can be significantly lethal and should only be used with mythic parties; he could prove TPK material especially with his breath weapon and inferno abilities.
Hagmouth CR 16/ MR 6
XP 76,800
Male mythic variant crag linnorn (Pathfinder RPG Bestiary 190)
CE Gargantuan Dragon
Init +7, dual initiative; Senses darkvision 120 ft., low light vision, scent, true seeing; Perception +22
Aura choking ash (10 ft., DC 25), stench (30 ft., DC 25)

DEFENSE
AC 34, touch 9, flat-footed 31 (+3 dex, +25 natural, -4 size)
hp 277 (15d12+180); regeneration 10 (cold iron)
Fort +19 Ref +12 Will +13
Defensive Abilities beyond prophecy, freedom of movement; DR 15/ mythic and cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep SR 31
Weakness Mytbic Weakness (Remove Disease)

-OFFENSE-
Speed 30 ft., fly 50 ft. (clumsy), swim 30 ft.
Melee bite +25 (2d8+12/19-20 plus 4d6 fire plus poison), 2 claws +25 (1d8+12 plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, 15d8 fire damage, Reflex DC 25 half, usable every 1d4 rounds), death curse, inferno, lava claws, melt stone mythic power 6/day (surge +1d8)

-STATISTICS-
Str 34 Dex 16 Con 27 Int 5 Wis 18 Cha 21
Base Attack +15 CMB +31; CMD 44 (can't be tripped)
Feats Cleave (Mythic), Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Powere Attack, Weapon Focus (bite) [mythic], Weapon Focus (claw) [mythic]
Skills Fly +7, Perception +22, Swim +38
Languages Aklo, Draconic, Necril

-SPECIAL ABILITIES
Beyond Prophecy (Su) Hagmouth was once bound for a much greater destiny among dragon-kind only to have that cut short by the fate forced onto him by his wounds. He has since fallen outside the spectrum of omens and prophecy and as such, can neither receive insight bonuses nor do insight bonuses function against his attacks, armor class, saves, or special abilities.

Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 25 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 25 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 25 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based.

Choking Ash (Su) Any creature that starts its turn in Hagmouth's aura is nauseated for 1 round (Fortitude DC 25 negates). The ash provides Hagmouth with 50% concealment against ranged attacks. Strong wind or fire-quenching magic disperse it for 1d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays Hagmouth, the slayer is affected by the curse of fire.Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.

Dual Initiative (Ex) Hagmouth gets two turns each round, one on its initiative count and another on its initiative count – 20.

Inferno (Ex) Hagmouth can expend one use of mythic power as an immediate action to have fire damage he deals ignore fire resistance and fire immunity for 1 round.

Lava Weapons (Su) All melee attacks made by Hagmouth deal an additional 4d6 points of fire damage.

Melt Stone (Su) Hagmouth can use his breath weapon to melt rock at a range of 100 feet, affecting a 55-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Mythic Weakness (Su) Hagmouth's ascension is partially fueled by his horrific wound suffered at the claws of Scrivanier V. While his wounded tail perpetually drips bloody pus and constantly provides the Linnorn with a dull pain, it also is the source of his mythic power. If Hagmouth fails a saving throw against a remove disease spell or effect (that passes his spell resistance), his mythic power is temporarily repressed, rendered unusable by the Linnorn for a number of rounds equal to the level of the spell used to “cure” him.

Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.


Possessing Leukodaemon and the Knights of Ozem:

In this particular encounter, I have decided to substitute a Seraptis Demon (Book of the Damned, Vol. 2) for the Leukodaemon present here. This is for a few reasons:
1)While thematically and alignment-wise the Leukodaemon fits better with Urgathoa, it seems strange that in a countryside devoid of the living that something dedicated to spreading disease would flourish, or even be drawn to it in the first place.
2)The proximity of the Worldwound to Ustalav gives a number of reasons why a demon would more likely be encountered than a daemon, especially considering the Witchgates and the demon's teleportation abilities.
3) The Leukodaemon isn't really a threat to the paladins. They are immune to its disease and a lot of its spell-like abilities, and ganging up with smite attacks is going to kill the thing in two turns. The Seraptis's suicidal whispers would be a serious threat to such a group, especially if the paladins can't attack it because of possession, being forced to listen to its corrupting words while they figure out how to deal with it. I'm not saying the Leukodaemon isn't entirely capable of this, but the Seraptis fills more of an active role in this regard versus the almost backgrounded nature of the encounter.
4)I have already used two Leukodaemons against my party, so want a little variety.

Svoac the Gate Tender:

For Svoac, I noticed a glaring weakness with regards to his saving throws; the lower CR'd quickwoods actually have a better chance of giving a good fight versus the Attach's high chance of getting one shotted by Hold Monster or worse, Dominate Person. I gave him the Divine Guardian template to give him immunity to such tactics so my players have to actually fight him, as well as one fighter level to give him access to the favored weapon of the holy site he's protecting.

Svoac The Gate Tender CR 14
XP 38,400
Male divine guardian attach fighter 1
CE Huge Giant (evil)
Init +5; Senses darkvision 60 ft., scent; Perception +22
DEFENSE____________________________________________________________________ ______
AC 31, touch 12, flat 29 (+6 armor, + 1 dodge, +1 Dex, +15 natural, -2 size)
hp 173 (15d8+1d10+105); fast healing 5
Fort +13, Ref +5, Will +9; +2 vs. good creatures.
Defensive Abilities ability healing; Immune disease, mind-affeccting effects, poison.
OFFENSE____________________________________________________________________ ______
Speed 100 ft.
Melee +1 unholy scythe +22/+17/+12 (3d6+17 x4), bite +20 (2d6+5 plus poison)
-Power Attack +19/+14/+9 (3d6+26), +17 (2d6+11 plus poison)
Ranged Rock +10/+5/+0 (2d6+16)
Special Attacks rock throwing (140 ft.), swift claw
Spell-like Abilities (CL 15th, concentration +14)
At Will - dimension door (within Renchurch grounds only), see invisibility
3/day - aura sight,alarm
1/day augury, clairvoyance/clairaudience, commune, dismissmal (DC 15), hold portal,true seeing
STATISTICS_________________________________________________________________ _______
Str 32 Dex13, Con 25 Int 7, Wis 16, Cha 10
Base Atk +11; CMB +23 CMD 34
Feats Dodge, Iron Will, Lunge, Mobility, Multiattack, Power Attack, Spring Attack, Weapon Focus: Scythe
Skills Acrobatics +1 (+29 jump), Climb +20, Escape Artist +10, Knowledge (religion) +1, Perception +19, Sense Motive +8, Stealth +0
Languages Giant
SQ blessed life, divine swiftness, sacred site, sighted
Combat Gear potion of keen edge (2), potion of cure light wounds (3), 10 rocksOther Gear +1 unholy scythe, +2 chain shirt
SPECIAL ABILITIES
Ability Healing (Ex) Each round heals 1 point of ability damage to all abilities suffering from ability damage.
Blessed Life (Ex) Does not age or breath. Does not require food, drink or sleep.
Poison (Ex) injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
Sacred Site (Ex) May not leave grounds of Renchurh. Loses Divine Guardian template if leaving the grounds of Renchurch, and must seek atonement or take 6d6 constitution drain.
Sighted (Su) Svoac's Divine Guardian template has a few minor changes to reflect his purpose in the defense of Renchurch. He loses his arcane lock,guards and wards, knock and forbiddance spell-like abilities, but gains see invisbility at will, alignment sight 3/day, and true seeing 1/day.
Swift Claw (Ex) Swift action, Attack Bonus +20, 1d10+11

Corpulent Ghouls:

I swapped the Ghoul's rogue levels for brawler levels for purely mechanical reasons' the extra BAB and feats are a big deal in making them a significant threat. Not that I'm being a total DM munckin jerk, if that were the case, they would all be anti-paladins.
Corpulent Ghouls CR 7
XP 3,200
Shrine-blessed human dread ghoul brawler 6
CE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft., scent; Perception +12
DEFENSE____________________________________________________________________ ______
AC 22, touch 17, flat 15 (+3 armor, +2 dodge, +5 Dex, +2 natural)
hp 78 (6d8+48)
Fort +11, Ref +12, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2 Immune Undead Traits
OFFENSE____________________________________________________________________ ______
Speed 30 ft, climb 30 ft.
Melee Bite +15 (1d8+8 plus paralysis) and 2 Claws +14 (1d6+6 plus paralysis)
Special Attacks command ghouls, create spawn, death burst, paralysis (1d4+1 rounds, DC 19; elves are immune to this effect)
STATISTICS_________________________________________________________________ _______
Str 16, Dex20, Con - Int 12, Wis 16, Cha 18
Base Atk +6; CMB +9, (+14 grapple) CMD 26 (+31 vs grapple)
Feats Ability Focus: Paralysis, Dodge, Greater Grapple*, Improved Grapple*, Toughness, Weapon Finesse, Weapon Focus:(bite), Weapon Specialization (bite)
Skills Acrobatics +14, Climb +20, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +12, Sense Motive +7, Stealth +10
Languages Common, Necril
SQKnockout (DC 18)Martial Flexibility (6/day)
Gear +1 leather armor, amulet of might fists +1
*Gained from Martial Flexibility

Dread Wraith:

One of the spirits of last slain defenders of the abbey, I've placed this guy in the ground floor's nave to give a further threat to the huge, should-have-combat-in-it, size of the area. Its stats were taken from 'The Dead Heart of Xin', another excellent Part 6 Brandon Hodge adventure.

Unhallowed Dread Wraith CR 13
XP 25,600
LE Large undead (incorporeal)
Init +9; Sensesdarkvision 60 ft., lifesense; Perception +23
Aura unnatural aura (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 22, touch 22, flat 16 (+8 armor, +3 deflection, +2 Dex, +3 natural)
hp184 (16d8+112)
Fort +12, Ref +10, Will +16; +2 vs. good creatures
Defensive Abilities channel resistance +6; incorporeal Immune undead traits
Weaknesses sunlight powerlessness
OFFENSE____________________________________________________________________ ______
Speed fly 60 ft. (good)
Melee incorporeal touch +16 (2d6/ 19-20 plus 1d8 Con drain)
Space 10 ft.; Reach 10 ft.
Special Attacks constitution drain (Fort DC25 negates), create spawn (wraith, 1d4 rounds)
STATISTICS_________________________________________________________________ _______
Str - Dex20, Con - Int 18. Wis 18, Cha 25
Base Atk +12; CMB +18, CMD 36
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Iron Will, Mobility, Spring Attack
Skills Acrobatics +0 (-12 when jumping), Fly +26, Intimidate +26, Knowledge (arcana) +23, Knowledge (planes) +20, Knowledge (religion) +23, Sense Motive +23, Stealth +20
Languages Common, Varisian


Renchurch Initiates:

Maybe someone can illuminate me, but I'm having a hard time seeing ascetics (monks) being present in a holy place to a Goddess that preaches gluttony and sensuism. In this regard I decided to turn the initiates into Arcanists. I feel that thematically it makes more sense from not only a divine portfolio standpoint (Magic) but also with regards to the Whispering Way as an organization, its members being primarily those that are either undead or deal with the undead.

Renchurch Initiates CR 7
XP 3,200
Male and Female Human Arcanist 8
NE Medium Humanoid (Human)
Init +8; Senses Perception +8
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 19 (+4 armor, +1 dodge, +4 Dex, +1 natural, +4 shield)
hp36 (8d6+8)
Fort +3, Ref +4, Will +6
OFFENSE____________________________________________________________________ ______
Speed 30 ft, dimensional slide 80 ft.
Melee Touch +3 (per spell)
Ranged Ranged Touch +8 (per spell)
Special Attacks Force Missle, Spells
Arcanist Spells Known* (CL 8, concentration +13)
4th (3/day)enervation (DC 19)
3rd (5/day)dispel magic, vampiric touch
2nd (5/day)cat's grace,frigid touch, mirror image
1st (6/day)mage armor, ray of enfeeblement (DC 16),shield, shocking grasp, stunning barrier (DC 16)
0 (at will) detect magic, light, read magic, mage hand
STATISTICS_________________________________________________________________ _______
Str 8, Dex18**, Con 12, Int 20. Wis 10, Cha 14
Base Atk +4; CMB +3, CMD 18
Feats Combat Casting, Dispel Synergy, Dodge, Improved Initiative, Reach Spell
Skills Knowledge (arcana) +11, Knowledge (planes) +10, Knowledge (religion) +16, Linguistics +13, Profession (mortician) +9, Spellcraft: 16, Use Magic Device +13
Languages Abyssal, Ancient Osirion, Azlanti,Common, Draconic, Elven,Giant, Infernal, Necril, Thassilonian, Varisian
SQ Arcane Exploits (Dimensional Slide, Force Missle, Metamixing, Potent Magic)Arcane Reservoir (11 points)
Combat Gear potion of cure light wound, potion of resist energy (fire), scroll of arcane sight,scroll of command undead,scroll of fog cloud, scroll of see invisibilityOther Gear amulet of natural armor +1, headband of intellect +2, fine robes worth 100 gp, 3 obsidian worth 50 gp, spellbook, 50 gp
*See other spell suites **Altered by cat's grace
Before Combat The Arcanists cast cat's grace, mage armor, and shield. If they have time, they cast mirror image and stunning barrier before wading in with augmented reach spells (using their exploits).
*Other spell suites: All keep dispel magic, cat's grace, mirror image, mage armor, shield, and stunning barrier and then substitute all other spells for the following
-Suite (A) Suite (B) Suite (C)
(4th) resilient sphere (DC 19) dimensional anchor shout(DC 19)
(3rd) force punch (DC 18) blindness/deafness halt undead (DC 18)
(2nd) scorching ray glitterdust (DC 17) command undead
(1st)true strike color spray (DC 16) chill touch (DC 17)
magic missle touch of gracelessness burning hands (DC 17)


Area F1 Dorter- Mohrgs are murderhobos, so why are these novices sleeping next to them?:
Adding the following text to the description: "In the rooms center sits a table filled with empty plates and goblets, all covered in a translucent, greenish slime."
I decided to replace the Mohgrs for two reasons:
1) I can't really see something addicted to murder controlling its impulses while possible victims are sleeping ten feet away it.
2)Since this is the first room of the second floor, I know my party will be buffed or re-buffed since the divides between levels always means in a meta-gaming sense that you should be healed and buffed before going down. This means everyone will have Freedom of Movement up, which will make the Mohrgs nothing more than smart zombies with lots of hitpoints, capable of doing little but slamming over and over. That's not scary, so I replaced them with a variant of the Festering Spirit from Bestiary 4, one that I felt tied into the themes of gluttony and consumption.

Glutton SpectreCR 8
XP 6,400
Unhallowed variant festering spirit (Pathfinder RPG Bestiary 4 98)
CE Medium undead (incorporeal)
Init +9; Sensesdarkvision 60 ft.; Perception +13
Aura insatiable hunger 30 ft.
DEFENSE____________________________________________________________________ ______
AC 18, touch 18, flat 12 ( +2 deflection, +5 Dex, +1 dodge); +2 deflection vs. good
hp58 (9d8+18)
Fort +5, Ref +8, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +2, +6 vs. negative energy; Immune undead traits
Weaknesses Glutton
OFFENSE____________________________________________________________________ ______
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d4 Con damage plus slime)
Special Attacks create spawn, slime, trample (1 Con plus slime, DC 16)
STATISTICS_________________________________________________________________ _______
Str - Dex 20, Con - Int 6, Wis 12, Cha 15
Base Atk +6; CMB +11; CMD 24
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +9, Perception +13, Stealth +17
SQ ghost touch

SPECIAL ABILITIES
Create Spawn (Su) Creatures killed by a festering spirit's Constitution damage rise as a festering spirit under its killer's control in 1d4 days. Creamtion or proper burial of the corpse prevents it from becoming a festering spirit.
Ghost Touch (Su) Can manipulate objects weighing less than 25 pounds as if those objects had the ghost toucn special ability.
Glutton (Ex) A glutton spectre craves all forms of corporeal food and beverage. If presented with any amount of food or beverage weighing more than 1 lb., it must make a DC 16 Will save or be compelled to attempt to consume the food or drink before it, taking no other action. Doing so usually takes 1 round per 5 lbs. of food, ruining whatever food or drink that passes through its body with its slime ability. The glutton spectre is still free to defend itself while consuming food.
Insatiable Hunger (Su) Creatures within 30 feet of a Glutton Spectre must make a DC 16 Fortitude save or take 1d6 points of non-lethal damage and become fatigued as intense hunger course through them. This damage cannot be healed until a creature spends a minute consuming a full meal or eats some form of magical sustenance such as goodberry.
Slime (Su) Any creature hit by a festering spirit's incorporeal touch attack, passing through its square, or hitting it with a natural weapon or unarmed strike must make a DC 16 Fortitude. Failure means the creature is nauseated for 1d4 rounds while it is staggered for 1 round on a success. Creatures immune to poison or disease are immune to this effect.


Renchurch Cenobites:

"We have so much to show you..." (sorry couldn't resist with the whole Cenobite thing). No real changes here, just a few spell swaps.

Renchurch Cenobites CR 10
XP 9,600
Male and female unhallowed juju zombie cleric of Urgathoa 10
NE Medium Undead (augmented humanoid)
Init +6; Sensesdarkvision 60 ft.; Perception +14
DEFENSE____________________________________________________________________ ______
AC 26, touch 15, flat 24 (+8 armor, +3 deflection, +2 Dex, +3 natural)
hp128 (10d8+80)
Fort +11, Ref +7, Will +11; +2 vs. good creatures
Defensive Abilities channel resistance +4; DR 5/magic and slashing; Immune cold, electricity, magic missle[/i, undead traits; Resist fire 10
OFFENSE__________________________________________________________________________
Speed 20 ft.
Melee [/i]+1 scythe[/i] |+14/+9 (2d4+9/ 19-20 x4) or Slam +12 (1d6+7)
Ranged Ranged Touch +9 (per spell)
Special Attacks channel negative energy 7/day (DC 21, 5d6), killing blow (1/day critical hit causes 5 bleed), whispering evil (10 rds., standard action, 30 ft. range, DC 19, fascinated)
Domain Spell-Like Abilities (CL 10, concentration +14) bleeding touch (7/day, touch causes 1d6 points of bleed), touch of evil (7/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 10, concentration +14)
5th - caustic blood (DC 19), suffocation (D) (DC 19), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 18)
3rd - animate dead, contagion DC 17), dispel magic, keen edge (D),magic vestment
2nd - bull's strength,death knell (D)(DC 16), eagle's splendor, grace, sound burst (DC 16) (2)
1st -cause fear (DC 15), deathwatch,magic weapon, murderous command (DC 15), obscuring mist, shield of faith,
0 (at will) bleed (DC 14), detect magic, read magic, resistance
(D) Domain spell Domains Death (murder subdomain), Evil (daemon subdomain)
STATISTICS_________________________________________________________________ _______
Str 21, Dex14, Con - Int 10. Wis 19, Cha 18
Base Atk +7; CMB +12, CMD 27
Feats Channel Smite, Combat Casting, Command Undead, Improved Channel, Improved Initiative(B), Lightning Reflexex, Toughness(B), Weapon Focus (scythe)
Skills Climb +10, Knowledge (religion) +13, Linguistics +13, Perception +14,, Spellcraft +13
Languages Common
Gear +1 breastplate, +1 scythe, robe of bones, 10 onyx gems worth 50 gp each, spell component pouch, unholy symbol of Urgathoa
Before Combat Magic vestment during most of day. If warned of danger, casts bull's strength, eagle's splendor, freedom of movement, magic weapon,keen edge, shield of faith, and spell immunity. If melee combat is at hand, casts divine power (Attack +17/+17/+12 {2d4+12 19/20x4, +10 temp. hp.).

Revenants:

I've statted these guys out since there's not only the advanced template to recalculate but also the Shrine blessed template, let alone the bonuses they get against their murderers. For sake of ease, they are below:

Shrine Blessed Advanced Revenants CR 8
XP 4,800
LE Medium undead
Init +9; Sensesdarkvision 60 ft., sense murderer; Perception +15
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +1 dodge, +5 Dex, +8 natural); +2 deflection vs. good
hp94 (9d8+54)
Fort +11, Ref +10, Will +11; +2 vs. good creatures
DR5/slashing; Immune undead traits; SR 19
OFFENSE____________________________________________________________________ ______
Speed 30 ft.
Melee 2 Claws +18 (1d8+11 plus grab)
or 3 Claws +21 (1d8+13 plus grab {+23}), constict (1d6+13) vs. murderer
Special Attacks baleful shriek, constrict (1d6+11)
STATISTICS_________________________________________________________________ _______
Str 28, Dex 21, Con - Int 11. Wis 16, Cha 23
Base Atk +6; CMB +17 (+21 grapple); CMD 32
Feats Dodge,Improved Initiative, Mobility,Power Attack, Weapon Focus (claw)
Skills Intimidate +18, Percpetion +15
Languages Common
SQ reason to hate
SPECIAL ABILITIES
Baleful Shriek (Su) 1/1d4 rds, standard action. 60 ft. spread, DC 20 Will or cower in fear 1d4 rounds. Sonic, mind-affecting fear effect.
Reason to Hate +4 profane bonus on attack, damage, grapple, and saves against murderer (overrides +2 profane bonus from unhallow effect). Also gains haste (CL 20).
Self Loathing If confronted with objects from life, must make DC 20 Will save or do everything it can to destroy that object.
Sense MurdererAgainst murderer, knows its direction and gains true seeing and discern lies (CL 20th) against it that cannot be dispelled.


Totenmaskes:

For the same reason as the Revenants, here's the stats for these guys so no one has to do them on the fly.
Shrine Blessed Advanced Totenmaske CR 9
XP 6,400
Shrine-blessed advanced totenmaske (Pathfinder RPG Bestiary 2 269)
NE Medium undead
Init +12; Sensesdarkvision 60 ft.; Perception +17
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +8 Dex, +6 natural); +2 deflection vs. good
hp125 (10d8+80)
Fort +11, Ref +13, Will +13; +2 vs. good creatures
Immune undead traits; Resist cold 20
OFFENSE____________________________________________________________________ ______
Speed 50 ft.
Melee bite +17 (1d8+8 plus 1d4 Cha drain), 2 claws +17 (1d6+8)
Special Attacks devour memories, fleshdrink, shape flesh
STATISTICS_________________________________________________________________ _______
Str 22, Dex 27, Con - Int 20, Wis 19, Cha 23
Base Atk +7; CMB +15; CMD 31
Feats Ability Focus (Charisma drain), Ability Focus (fleshdrink), Combat Reflexes, Improved Initiative,, Weapon Finesse
Skills Acrobatics +18 (+26 jump), Bluff +16, Diplomacy +16, Disguise +19, Percpetion +17, Sense Motive +17, Stealth +21
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (the previous humanoid it successfully used its fleshdrink ability on; alter self
SPECIAL ABILITIES
Charisma Drain (Su) Bite, 1d4 Cha drain, Will DC 23 negates
Fleshdrink (Su) If both claws hit one creature, 1d6 Con dmg and sickened 1d4 rounds. Fortitude DC 23 negates Con dmg and reduce sickened to one round.
Shape Flesh (Su) DC 21 Fortitude (Pathfinder RPG Bestiary 2 p.269

Bodaks:
. I'm still on the fence on this one; if everyone has Death Ward up, its a laughable fight. If not, it might be scary for a round or two. Sometimes I do miss the lethality of the 3.5 incarnations of certain monsters, negative levels just isn't a scary as insta-kill. Nonetheless, if they get used, here they are.

Advanced Unhallowed BodakCR 9
XP 6,400
Advanced unhallowed bodak (Pathfinder RPG Bestiary 2 48)
CE Medium undead (extraplanar)
Init +8; Sensesdarkvision 60 ft.; Perception +16
DEFENSE____________________________________________________________________ ______
AC 25, touch 15, flat 20 ( +4 Dex, +1 dodge,+10 natural); +2 deflection vs. good
hp105 (10d8+60)
Fort +8, Ref +7, Will +10; +2 vs. good creatures
DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, fire 10
Weaknesses vulnerability to sunlight
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +11 (1d8+3)
Special Attacks death gaze
STATISTICS_________________________________________________________________ _______
Str 17, Dex 19, Con - Int 10, Wis 17, Cha 20
Base Atk +7; CMB +10; CMD 25
Feats Ability Focus (death gaze), Dodge, Improved Initiative, Toughness, Weapon Focus (slam)
Skills Intimidate +13, Perception +16, Stealth +12
Languages Commonl
SPECIAL ABILITIES
Death Gaze (Su) 1d4 negative levels, 30 ft; Fortitude DC 22 negates. Death-effect, gaze attack.
Vulnerability to Sunlight Direct sunlight deals 2d6 points of damage per round to the Bodak.

Lucimar the Lich Wolf:

I felt that the Agent of the Grave prestiege class was extremely underused in the entire AP, so to give it further life, I've swapped around Lucimar's levels to make him not only maximized with his hit and run abilities but to also give him some defensive power. The tactic I'm looking most forward to is hiding in the catacombs, using Arcane Eye to find the PCs, then use repeated Possession attempts to wreak havoc on them.

Lucimar the Lich Wolf CR 15
XP 76,800
Male unique worg-bodied undead arcanist 10/ agent of the grave 5
LE Medium undead
Init +4; Sensesdarkvision 60 ft., see magic; Perception +20
DEFENSE____________________________________________________________________ ______
AC 28, touch 18, flat 23 ( +4 armor, +3 deflection+1 dodge, +4 Dex, +2 natural, +4 shield)
hp160 (10d6+5d8++88)
Fort +13, Ref +12, Will +15
Defensive Abilities channel resistance +4, DR10/bludgeoning and magic; Immune cold, electric, undead traits
OFFENSE____________________________________________________________________ ______
Speed 40 ft.
Melee bite +11 (1d8+4 plus trip), slam +11 (1d6+4)
Special Attacks channel negative energy (DC 19, 9/day), lich's touch (7/day, 5d6)
Arcanist Spells Known (CL 14th; concentration +20)
7th - (2/day) waves of exhaustion
6th - (5/day) disintegrate (DC 22), harm (DC 24)
5th - (5/day) cone of cold (DC 21), hungry pit (DC 21), possession (DC 23)
4th- (5/day) arcane eye, bestow curse (DC 22), confusion (DC 20), greater invisibility
3rd - (5/day) fireball (DC 19), force punch (DC 19), stinking cloud (DC 19), vampiric touch
2nd - (6/day) blindness/deafness (DC 20), false life, frigid touch, ghoul touch (DC 20), mirror image
1st - (6/day) mage armor,magic missle, shield, shocking grasp, stunning barrier (DC 17)
0 - (at will) detect magic, ray of frost, read magic, touch of fatigue (DC 16)
STATISTICS_________________________________________________________________ _______
Str 18, Dex 18, Con - Int 22, Wis 15, Cha 18
Base Atk +7; CMB +11; CMD 29
Feats Command Undead, Combat Casting, Dodge, Empower Spell, Greater Spell Focus (necromancy), Reach Spell,Scribe Scroll, Silent Spell, Spell Focus (necromancy),Still Spell, Toughness (B)
Skills Bluff +18, Intimidate +18,Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (nature) +24, Knowledge (religion) +22, Perception +20, Sense Motive +15, Spellcraft +24, Stealth +21, Survival +4
Languages Abyssal,Common, Giant, Goblin, Infernal, Necril, Varisian
SQ arcane reservoir (13 points), change shape (hybrid or worg, beast shape III), death's shroud,dimensional slide, inspired necromancy,metamixing, negative energy conduit (1/day), school understanding, see magic, secrets of death, spell disruption, undead initiate, undead manipulator, unholy fortitude
Combat Gear elixir of hiding (2), scroll of animate dead, scroll of dimension door, scroll of dimensional anchor,scroll of enervation Other Gear cloak of resistance +3, headband of mental prowess +2 (Charisma and Intelligence, bluff), ring of protection +3, spellbook,

SPECIAL ABILITIES
Death's Shroud (Su): 1/day nondetection or undetectable alignment (CL 14)
Dimensional Slide (Su): 1 arcane point, 100 ft. of movement;, must have line of sight, used as move action or withdraw, counts as five feet of movement; does not provoke.
Inspired Necromancy (Su): Agent of the Grave levels count twice for purposes of controlling undead.
Lich's Touch (Su): Touch deals 5d6 points of negative energy, which may heal undead.
Metamixing (Su): 1 arcane point, using metamagic feat does not increase casting time
Negative Energy Conduit (Su): 1/day desecrate as aura, stanadard action, lasts 140 minutes
School Understanding Gains Power over Undead Necromancy Wizard School Power.
See Magic (Su): See magical auras; spending 1 arcane point allows to act as if each aura was studided for 3 rounds and Knowledge (arcana) check to identify them is treated as if a 15 were rolled (39), which lasts 1 minute.
Secrets of Death (Ex) Adds the following divine spells to spell list: death watch, death knell, destruction, inflict light wounds, inflict critical wounds, harm
Spell Disruption 1 arcane point, standard action, surpresses 1 magical effect on a successful dispel magic check for 3 rounds.
Undead Initiate (Ex): Add +5 on any ability check, skill check, or saving throw related to the process of transforming into an undead creature.
Undead Manipulator (Ex): Mind-affecting effects treat undead as their original type

The Urgathoan Fly:

To up its power and make it unique, I gave the Iron Golem the mythic Divine template, giving it ranged attacks and a bit more hit points to deal with my PCs.
The Urgathoan Fly CR 14/ MR 2
XP 38,400
Divine Iron Golem (Pathfinder RPG Bestiary 162, Pathfinder Mythic Adventures 224)
N Large Construct (mythic)
Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +0
Aura of Grace 10 ft.
DEFENSE____________________________________________________________________ ______
AC 30, touch 10, flat 30 ( +2 deflection, -1 Dex, +20 natural, -1 size)
hp189 (18d10+90)
Fort +8, Ref +7, Will +8
DR 15/ adamantine; Immune construct traits, magic
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 slams +28 (2d10+16 19/20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, mythic spellcasting, powerful blows, simple divine magic
Cleric Spells Prepared (CL 18th, Concentration +18)
7th - blasphemy (DC 17), mass inflict serious wounds (DC 17)
4th - divine power, unholy blight (DC 14) (2)
2nd - silence (DC 12)
STATISTICS_________________________________________________________________ _______
Str 32, Dex 9, Con - Int - Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
SPECIAL ABILITIES
Aura of Grace (Su) This creature and all allies in 10 ft. gain a +2 profane bonus to saving throws.
Breath Weapom (Su) Free action 1/ 1d4+1 rds; 10 ft. cube,poison; Fortitude DC 19, 1/rd for 4 rds, 1d4 Con dmg, Cure 2 Consecutive Saves
Mythic Magic (Su) 3/day may cast mythic version of any spell prepared.
Tactics The Fly has been programmed to respond to intruders with its spells in the following order: Mythic Unholy Blight, Blasphemy, Mass Inflict Serious Wounds, its second Mythic Unholy Blight, then finishing with divine power and mythic silence, selecting anyone wielding a holy symbol of Urgathoa to be immune. If it is attacked in melee, it ceases these and attacks whoever struck it, resuming its spells if physical engagement isn't possible or its foe is dead. If the DM is feeling like a jerk, use the Mythic version of Blasphemy.

Worm that Walks/Flies:

I've altered the Worm that Walks from the stock one to give more personalized campaign flavor to it. In this instance, these particular worm that walks is composed of flies; this is one of Ludvick Sievrage's children who my PCs destroyed in Ashes at Dawn, only to be brought back by Urgathoa to be given a third chance to exact revenge on my PCs.
Urca Namat/ (Averith Sievrage) CR 14
XP 38,400
Female worm that walks variant (Pathfinder RPG Bestiary 2 286
NE Medium Vermin (augmented undead)
Init +6; Senses blindsight 30 ft, darkvision 60 ft.; Perception +26
DEFENSE____________________________________________________________________ ______
AC 31, touch 22, flat 23 ( +9 armor, +4 deflection, +1 dodge, +2 Dex, +5 insight)
hp 136 (13d8+78)
Fort +17, Ref +10, Will +17
Defensive Abilities worm that walks traits; DR15/ - ; Immune critical hits, disease, paralysis, poison, sleep; undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft., Fly 30 ft. (perfect)
Melee slam +12 (1d4+3 plus grab)
Special Attacks bleeding touch (8/day), channel negative energy (8/day, 7d6, DC 21)discorporate, dispelling touch (2/day), grab (large), hand of the acolyte (8/day), squirming embrace, lich's touch (7/day, 5d6)
Cleric Spells Prepared (CL 13th; concentration +18)
7th - destruction (DC 22), spell turning (D)
6th - antimagic field (D), blade barrier (DC 22), harm (DC 22)
5th - flamestrike (DC 21), greater command (DC 21), slay living (DC 21), spell resistance, wall of stone
4th- divine power, death ward (D), giant vermin, inflict critical wounds (DC 19), spell immunity, unholy blight (DC 19)
3rd - bestow curse (DC 18), blindness/deafness (DC 18), contagion (DC 18), dispel magic, magic vestment, searing light
2nd - bull's strength, death knell (D) (DC 17), eagle's splendor, ghoul hunger (DC 17), resist energy (2)[/i], silence
1st - cause fear (D) (DC 16), command (DC 16), divine favor, entropic shield, inflict light wounds (2) (DC 16), shield of faith
0 - (at will) bleed (DC 15), detect magic, detect poison, read magic
(D) Domain Spell Domains Death, Magic
STATISTICS_________________________________________________________________ _______
Str 16, Dex 14, Con - Int 10, Wis 21, Cha 17
Base Atk +9; CMB +12 (+20 vs. grapple); CMD 29
Feats Command Undead, Combat Casting, Diehard, Dodge, Extra Channel, Improved Channel, Improved Initiative, Quick Channel, Shatter Resolve,Toughness
Skills Diplomacy +7, Fly +10, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +26, Sense Motive +21, Spellcraft +10, Stealth +9
Languages Abyssal,Common, Necril, Varisian
SQ death's embrace
Combat Gearmalleable symbol,lesser meta-magic rod of persistent spell, meta-magic rod of reach spell,ring of counterspells (dispel magic)[/i] Other Gear mwk breastplate, cloak of resistance +4

SPECIAL ABILITIES
Discorporate (Su) Free action, change into swarm form (weapon immunity, fly 30 ft., reach 0, lose all defensive qualities, special attacks and special qualities. Swarm damage (3d6 and distraction- DC 19)

Squirming Embrace On successful grapple check, swarm damage (3d6+4 and distraction- DC 19). Automatic swarm damage each turn embraced, does not have to maintain the grapple but must remain within 5 ft.. Area effect or strong winds end the embrace.

Worm that Walks Traits Immune to critical hits and flanking, immune single-target effects with exception of command undead, control undead, and halt undead. Takes 50% more damage from area effects, susceptible to high winds

Undead Traits Averith's transformation and ties to Urgathoa have altered her Worm that Walks abilities slightly. Her Death's Embrace domain ability coupled with her death have fully turned her into a mass of vicious, biting, undead flies instead of worms, giving her full undead traits. Additionally, she and her swarm form gain Fly 30 ft.


The Grey Friar:

In running a mythic game, I decided that this enemy was the most deserving of the Renchurch part in being made mythic.
The Grey Friar CR 16/ MR 5
XP 76,800
Male advanced shrine-blessed huecuva cleric of Urgathoa 11/hierophant 5
NE Medium Undead (mythic)
Init +9(M); Sensesdarkvision 60 ft.; Perception +22
Aura faithless (30 ft.)
DEFENSE____________________________________________________________________ ______
AC 33, touch 19, flat 31 (+8 armor, +5 deflection, +3 Dex, +7 natural)
hp236 (11d8+177)*
Fort +22, Ref +15, Will +25; mythic saves
DR 5/epic and silver; Immune undead traits
OFFENSE____________________________________________________________________ ______
Speed 20 ft.
Melee 2 claws +21 (1d6+9 plus 2d6 vs. good creatures plus disease)
Special Attacks channel negative energy 10/day (DC 30*, 8d6), inspired spell,mythic power (13/day, surge +1d8)
Domain Spell-Like Abilities (CL 11, concentration +19) bleeding touch (9/day, touch causes 1d6 points of bleed), touch of evil (9/day, touch sickens 5 rds)
Cleric Spells Prepared (CL 11, concentration +19)
6th- create undead(D), harm (M, DC 24), source severance
5th - caustic blood (DC 23), righteous might, slay living (D) (DC 23), true seeing
4th - divine power, freedom of movement, spell immunity, unholy blight (D) (DC 22)
3rd - animate dead (D), blindness/deafness (DC 21)dispel magic (M), inflict serious wounds (DC 21), invisibility purge,magic vestment*, prayer (M)
2nd - bull's strength*,death knell (D)(DC 16), eagle's splendor*, grace, resist energy, sound burst (DC 20) (2),spiritual weapon {+18/+13 (1d8+3)}
1st -cause fear (D) (DC 19),command (M)(DC 19) deathwatch, inflict light wounds (DC 19), murderous command (DC 15), obscuring mist, shield of faith (M)*
0 (at will) bleed (DC 18), detect magic, read magic, resistance
STATISTICS_________________________________________________________________ _______
Str 22*, Dex18, Con - Int 12. Wis 26, Cha 24*
Base Atk +10; CMB +16*, CMD 33*
Feats Channel Smite (M), Combat Casting, Extra Channel, Improved Channel, Toughness (M), Weapon Focus (claw) (M)
Skills Knowledge (religion) +18, Perception +22,, Sense Motive +22, Spellcraft +15, Stealth +5
Languages Common, Necril
SQ amazing initiative, death's embrace,recuperation,
Combat Gear lesser rod of extend spell, potion of inflict serious wounds, scroll of antilife shell, scroll of destruction; Other Gear masterwork breastplate, masterwork dagger,+1 unholy amulet of might fists, phylactery of negative channeling. 30 onyx gems worth 50 gp each, silver unholy symbol of Urgathoa, 95 gp
*Includes adjustments for ]bull's strength, eagle's splendor, magic vestment, and shield of faith(mythic)
SPECIAL ABILITIES__________________________________________________________________
Alter Channel (Su, mythic) Immediate action and 1 mythic point; If in area of channeled positive energy, may convert energy into negative, either harming living or healing undead. This deals or heals half the normal amount.
Amazing Initiative (Ex,mythic) Spend 1 mythic point to take extra standard action, which can't be used to cast a spell
Channel Smite (Su, mythic) Swift action, expend 1 use of channel, +8 attack and +8d6 negative energy (Will DC 30* halves). If miss, may expend 1 mythic point to release channel as a normal burst.
Disease (Su) Claw - injury; save DC 24; onset immediate; frequency 1 hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves
Faithless (su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based on that ability. The bonus stacks with channel resistance.
Flexible Counterspell (Su, mythic) Immediate action and spend 1 mythic point, must identify spell as its being cast (DC 15 + spell level) and expend spell slot equal to or greater than spell being cast.
Inspired Spell (Su, mythic) Spend 1 mythic point, cast any one divine spell on cleric list at +2 CL, does not expend spell slot.
Instrument of Faith (Su, mythic) Gains DR 15/- vs. scythes. As a standard action expend 1 mythic point to attempt sunder or disarm against each opponent wielding a scythe (+22)
Instrument of Incubation (Su, mythic) The Grey Friar is blessed by Urgathoa to spread her diseased touch to all living creatures. The DC for his disease is equal to half his HD plus his charisma modifier. Creatures infected immediately suffer the disease's effects and have its frequency increased to once an hour. The DC to remove his disease with spells and effects is increased by his mythic tiers (DC 29)
Mythic Spellcasting (Ex, mythic) May cast mythic versions of command, dispel magic, harm, prayer, and shield of faith

Before Combat Casts magic vestment, then when combat seems likely continues with cat's grace, eagle's splendor, invisibility purge, resist energy (fire), mythic shield of faith, and spell immunity (searing light, cure critical wounds).


The decoys:

To up their power a little, I gave the Juju zombies the advanced template and swapped the rogue levels for brawler.
Shrine-Blessed Advanced Juju Zombie CR 4
XP 4,800
Human advanced shrine-blessed juju zombie brawler 2 (Pathfinder RPG Bestiary 2 291
LE Medium undead
Init +10; Sensesdarkvision 60 ft., sense murderer; Perception +15
DEFENSE____________________________________________________________________ ______
AC 24, touch 15, flat 18 ( +2 armor, +1 dodge, +6 Dex, +5 natural); +2 deflection vs. good
hp37 (3d8+24)
Fort +6, Ref +10, Will +5; +2 vs. good creatures
Defensive Abilities channel resistance +4; DR5/magic and slashing; Immune cold, electricity, magic missleundead traits; Resist fire 10
OFFENSE____________________________________________________________________ ______
Speed 30 ft.
Melee unarmed strike +11 (1d6+8)
or unarmed strike +9/+9 (1d6+8)
Ranged alchemist fire +8 (1d6 fire)
STATISTICS_________________________________________________________________ _______
Str 22, Dex 23, Con - Int 12, Wis 17, Cha 14
Base Atk +2; CMB +10 (+12 grapple); CMD 25 (27 vs. grapple)
Feats Dodge,Improved Grapple, Improved Initiative (B),Toughness (B) Weapon Focus (unarmed strike)
Skills Acrobatics +11 Climb+19, Intimidate +6, Escape Artist +11, Knowledge (dungeoneering) +5 Knowledge (local) +5, Knowledge (religion) +2,Perception +7, Sense Motive +7
Languages Common
SQ brawler's fury, martial flexibility (4/day) (Typically Coordinated Maneuvers)
Gear masterwork leather armor, alchemist fire (3), 15 gp


That covers Renchurch, I will have stuff up for Adorak eventually.

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