Rise of The Runelord Anniversary Edition for 4, 5 or 6 Players using The GM’s Guide to Creating Challenging Encounters (SPOILERS!!!!)


Rise of the Runelords

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Dotting. Appreciate this as I am running with 6 players, mostly well optimized.

One thing I have been doing that is rather simple is making my ogres and stone giants Warrior 2's. Then give them a little bit of armor (like studded leather, hide armor, or scale mail) and weapon focus in their weapon or something similar.

Part of the reason for that was to boost the HP of the ogres a bit. At 7th level, the party sorcerer was throwing 10d6 fireballs thanks to Varisian Tattoo and Spell Specialization, so a fireball would usually take out any normal ogre that didn't save (which would be most of them).


I don't use the NPC classes unless it's super low level or makes total story sense with like a Noble. Because I hate the NPC classes I rather just give them a PC class and be done with it.


What fantastic timing friend.

My 5 players have just started Stones over Sandpoint and glad to have this for tomorrows session.


Joey Virtue wrote:
I don't use the NPC classes unless it's super low level or makes total story sense with like a Noble. Because I hate the NPC classes I rather just give them a PC class and be done with it.

Adding a PC class also involves a significant ability score boost, and I didn't want to go that far. Adding Warrior 2 is similar to adding racial HD but it also grants a few proficiencies that are reasonable to have (like armor). This also gives you a bit of an excuse to add some armor as treasure.

Basically I would put a giant with Warrior 2 as CR+1 over their normal CR.


It is not written in stone you have to change the stats. Even though I try to remember to do that.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thank you. This is very well thought out, and very useful.


4 people marked this as a favorite.

Part Three: Into the Valley of The Black Tower

Watchpost:
• Four Heroes Cinderma and 4 Hill Giant Runeslaves
• Five Heroes Cinderma and 6 Hill Giant Runeslaves
• Six Heroes Cinderma and 6 Advanced Hill Giant Runeslaves

Cinderma:

Cinderma CR 12
XP 19,200
Taiga giant (Pathfinder RPG Bestiary 2 131)
CN Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 28, touch 16, flat-footed 24 (+4 armor, +4 deflection, +4 Dex, +8 natural, -2 size)
hp 180 (15d8+90)
Fort +15, Ref +9, Will +11; +1 morale vs. fear
Defensive Abilities rock catching; Immune enchantment and illusion spells
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk tetsubo +20/+15/+10 (3d8+25/19-20/×4) or
. . 2 slams +13 (1d8+8)
Ranged mwk composite longbow +13/+8/+3 (3d6+17/×3)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 feet)
--------------------
Statistics
--------------------
Str 32, Dex 18, Con 22, Int 12, Wis 18, Cha 16
Base Atk +11; CMB +22; CMD 42
Feats Deadly Aim, Exotic Weapon Proficiency (tetsubo), Improved Critical (tetsubo), Iron Will, Power Attack, Shot On The Run, Weapon Focus (longbow), Weapon Focus (tetsubo), Will of Giants
[b]Skills
Acrobatics +3 (+7 to jump), Climb +18, Knowledge (religion) +11, Perception +12, Stealth +10 (+16 in undergrowth), Survival +17; Racial Modifiers +6 Stealth in undergrowth
Languages Common, Giant
SQ spirit summoning
Other Gear mwk chain shirt, mwk composite longbow (+11 Str), mwk tetsubo[UC]
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Enchantment and Illusion spells
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 feet) (Ex) You can throw big rocks. They hurt.
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Spirit Summoning (1/day) (Su) Once per day, a taiga giant may perform a 10-minute ritual to tap into the power and insight of his ancestral spirits. These spirits provide a +4 deflection bonus to AC, immunity to enchantment and illusion spells, and one of the following spell effe
Vital Strike Standard action: x2 weapon damage dice.
Will of Giants You gain immunity to enchantment effects that target only humanoids.

*I based this on the Taiga Giant from Giant Slayer cause I have the Pawn*

Hill Giant Runeslave:

Hill Giant Rune Slave CR 8
XP 4,800
Runeslave hill giant (Pathfinder RPG Bestiary 150)
CE Large humanoid (giant)
Init +0; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 21, touch 9, flat-footed 21 (+3 armor, +9 natural, -1 size)
hp 120 (10d8+60)
Fort +12, Ref +3, Will +2
Defensive Abilities resist pain, rock catching; Immune exhaustion, fatigue, fear
Weaknesses arcane decay
--------------------
Offense
--------------------
Speed 65 ft.
Melee mwk greatclub +15 (4d8+21) or
. . 2 slams +9 (2d8+7)
Ranged rock +2 (2d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks arcane surge, rock throwing (120 feet)
--------------------
Statistics
--------------------
Str 30, Dex 10, Con 20, Int 4, Wis 8, Cha 6
Base Atk +7; CMB +16; CMD 28
Feats Diehard, Giant's Crush, Giant's Wallop, Longshanks, Power Attack, Toughness, Vital Strike
Skills Acrobatics -1 (+11 to jump), Climb +15, Intimidate +5, Perception +5
Languages Giant
Other Gear studded leather, mwk greatclub
--------------------
Special Abilities
--------------------
Arcane Decay (Su) The disease Arcane Decay deals 1 point of damage to INT, WIL, and CHA per day unless a DC 30 Fort check is passed.
Arcane Surge (1/day) (Su) As a swift action, gain {haste for 6 rds, but must save vs. arcane decay.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Diehard You are stable and can choose how to act when at negative Hp.
Giant's Crush (DC 17) Knock creature smaller than you prone with Power Attack and Vital strike (Ref negates).
Giant's Wallop (DC 17) It smaller creature with Power Attack and Vital Strike to daze for 1 rd (Fort negates).
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Longshanks Ignore 20' of nonmagical difficult terrain each round.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resist Pain (Ex) +4 to save vs. effects that inflict pain.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Vital Strike Standard action: x2 weapon damage dice.

The Jorgenfist Army:
• I am not going to go into all the different armies let's hope our heroes are not this suicidal

Wyvern Cave:
• One Advanced Wyvern per Hero

Wyvern:

Wyvern CR 8
XP 4,800
Advanced wyvern (Pathfinder RPG Bestiary 282, 288)
N Large dragon
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +22
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, -1 size)
hp 144 (9d12+54)
Fort +12, Ref +9, Will +11
Immune paralysis, sleep
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (poor)
Melee bite +15 (2d6+7 plus grab), sting +15 (1d6+7 plus poison), 2 wings +10 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks rake (2 claws +15, 1d6+7)
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 22, Int 10, Wis 16, Cha 14
Base Atk +9; CMB +17 (+21 grapple); CMD 30
Feats Ability Focus (poison - con damage), Flyby Attack, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Acrobatics +12 (+8 to jump), Fly +9, Intimidate +14, Perception +22, Sense Motive +15, Stealth +11; Racial Modifiers +4 Perception
Languages Draconic
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Deathweb Cave:
• One Advanced Deathweb Per Hero

Deathweb:

Deathweb CR 9
XP 6,400
Advanced deathweb (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 65)
N Large undead
Init +8; Senses darkvision 60 ft.; Perception +21
Aura infestation (5 ft., DC 22)
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 165 (15d8+75)
Fort +10, Ref +9, Will +12
Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee bite +17 (3d8+24)
Space 10 ft.; Reach 5 ft.
Special Attacks poison, web (+14 ranged, DC 22, 15 hp)
--------------------
Statistics
--------------------
Str 31, Dex 18, Con —, Int 11, Wis 17, Cha 20
Base Atk +11; CMB +19 (+21 bull rush); CMD 36 (38 vs. bull rush, 44 vs. trip)
Feats Ability Focus (poison: infestation - injury), Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack (bite), Power Attack, Vital Strike
Skills Climb +36, Perception +21, Stealth +22, Survival +18; Racial Modifiers +4 Stealth
SQ compression
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Climbing (20 feet) You have a Climb speed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Infestation (5 feet, 1d6 plus poison, DC 22) (Su) Spider swarm in aura cause nausea 1 rd (Will neg). 10 area dam clears 3 rds.
Poison: Infestation - injury (DC 24) (Ex) Poison—Injury; save Fort DC 24; freq 1/rd for 6 rds; effect 1d4 Str; cure 2 cons saves.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Web (+14 ranged, 15 hp, DC 22) (Ex) You can set or toss webbing.

Longtooth’s Cave:
• No Changes to this encounter
• If you feel your heroes are behind in Treasure this would be a great place to add extra treasure

The Stone Gate:
• One Harpy Monk per Hero

Harpy Monk:

Harpy Monk CR 9
XP 6,400
Harpy monk (qinggong monk) 8 (Pathfinder RPG Bestiary 172, Pathfinder RPG Ultimate Magic 51)
LE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 27, touch 23, flat-footed 22 (+2 deflection, +4 Dex, +1 dodge, +2 monk, +4 natural, +4 Wis)
hp 140 (15 HD; 8d8+7d10+36)
Fort +10, Ref +15, Will +15; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 40 ft., fly 80 ft. (average)
Melee unarmed strike +12/+7/+2 (1d10+11/19-20) or
. . unarmed strike flurry of blows +12/+12/+7/+7/+2 (1d10+11/19-20) or
. . 2 talons +7 (1d6+5)
Special Attacks flurry of blows, stunning fist (9/day, DC 21)
Monk Spell-Like Abilities (CL 8th; concentration +10)
. . —barkskin (self only, 1 ki)[UM]
. . —dragon's breath (2 ki)[UM]
. . —true strike (self only, 1 ki)[UM]
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 8, Wis 18, Cha 15
Base Atk +13; CMB +14; CMD 39
Feats Ability Focus (captivating song), Combat Reflexes, Dodge, Extra Ki, Extra Ki, Hover, Improved Critical (unarmed strike), Improved Unarmed Strike, Mobility, Power Attack, Precise Strike[APG], Spring Attack, Stunning Fist
Skills Acrobatics +12 (+16 to jump), Bluff +9, Fly +15, Linguistics +1, Perception +17, Perform (sing) +20
Languages Common, Giant, Thassilonian
SQ captivating song, fast movement, ki pool (12 points cold iron, magic, silver), maneuver training, slow fall 20 ft., wholeness of body (8 hit points)
Other Gear ring of protection +2
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Captivating Song (DC 17) (Su) Creatures in 300 ft are captivated by song, approach and offer no resistance to attack (Will neg).
Combat Reflexes (5 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 only).
Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flight (80 feet, Average) You can fly!
Flurry of Blows +13/+13/+8/+8/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Flyby Attack You can take a standard action during your move action while flying.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (12/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (9/day, DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Wholeness of Body (8 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

Jorgenfist Walls:
• 2 Stone Giants per Tower

Jorgenfist Courtyard:
• 4 Heroes 1 Stone Giant Fighter 1 Mammoth
• 5 Heroes 1 Stone Giant Fighter 1 Advanced Mammoth
• 6 Heroes 1 Advanced Stone Giant Fighter 1 Advanced Mammoth

Stone Giant Fighter:

Stone Giant Fighter CR 10
XP 9,600
Stone giant fighter 2 (Pathfinder RPG Bestiary 151)
N Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 22 (+2 armor, +3 Dex, +11 natural, -1 size)
hp 162 (14 HD; 12d8+2d10+72)
Fort +16, Ref +7 (+4 to catch a thrown rock), Will +8 (+1 vs. fear)
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk greatclub +18/+13/+8 (2d8+22/19-20) or
. . 2 slams +11 (1d8+7)
Ranged rock +9 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 feet)
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 20, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +18; CMD 34
Feats Bleeding Critical, Critical Focus, Improved Critical (greatclub), Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Weapon Focus (greatclub), Will of Giants
Skills Acrobatics +3 (+7 to jump), Climb +13, Handle Animal +5, Intimidate +12, Perception +15, Stealth +5 (+13 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
Other Gear mwk leather armor, mwk greatclub
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Will of Giants You gain immunity to enchantment effects that target only humanoids.

Mammoth:

Mammoth CR 9
XP 6,400
Mastodon elephant (Pathfinder RPG Bestiary 128)
N Huge animal
Init +1; Senses low-light vision, scent; Perception +25
--------------------
Defense
--------------------
AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, -2 size)
hp 168 (14d8+84)
Fort +15, Ref +10, Will +8
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +21 (2d8+12), slam +20 (2d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d8+18, DC 29)
--------------------
Statistics
--------------------
Str 34, Dex 12, Con 22, Int 2, Wis 14, Cha 8
Base Atk +10; CMB +24 (+26 bull rush); CMD 35 (37 vs. bull rush, 39 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (gore)
Skills Acrobatics +1 (+5 to jump), Perception +25
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

The Mammoth Stables:
• 4 Heroes 3 Mammoth
• 5 Heroes 4 Mammoth
• 6 Heroes 5 Mammoth

The Feasting Hall:
• 4 Heroes Embers
• 5 Heroes Same
• 6 Heroes Embers and his matching mate

Embers:

Embers CR 11
XP 12,800
Advanced giant dire bear (Pathfinder RPG Bestiary, 31, 295)
N Huge animal
Init +2; Senses low-light vision, scent; Perception +21
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 21 (+2 Dex, +1 dodge, +13 natural, -2 size)
hp 244 (17d8+153)
Fort +19, Ref +12, Will +10
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +18 (3d6+20/19-20), 2 claws +18 (2d6+20/19-20 plus grab)
Space 15 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 34, Dex 14, Con 28, Int 2, Wis 16, Cha 12
Base Atk +12; CMB +22 (+26 grapple); CMD 39 (43 vs. trip)
Feats Bleeding Critical, Critical Focus, Dodge, Improved Critical (bite), Improved Critical (claw), Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Power Attack
Skills Acrobatics +2 (+6 to jump), Climb +16, Perception +21, Swim +20; Racial Modifiers +4 Swim
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Grab: Claw (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

The Bear Halls:
• 4 Heroes 2 Frost Giant Slayers
• 5 Heroes 2 Frost Giant Slayers 1 Frost Giant
• 6 Heroes 3 Frost Giant Slayers

Frost Giant Slayer:

Frost Giant Slayer CR 12
XP 19,200
Frost giant slayer (vanguard) 3 (Pathfinder RPG Advanced Class Guide 53, 121, Pathfinder RPG Bestiary 149)
CE Large humanoid (cold, giant)
Init +3; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 26, touch 11, flat-footed 24 (+6 armor, +2 Dex, +9 natural, -1 size)
hp 230 (17 HD; 14d8+3d10+122)
Fort +19, Ref +9, Will +7
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk falchion +21/+16/+11 (2d6+28/15-20) or
. . 2 slams +14 (1d8+9)
Ranged rock +10 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 feet), sneak attack +2d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 32, Dex 14, Con 25, Int 12, Wis 14, Cha 10
Base Atk +13; CMB +21; CMD 37
Feats Accomplished Sneak Attacker, Combat Reflexes, Critical Focus, Improved Critical (falchion), Outflank[APG], Power Attack, Precise Strike[APG], Seize The Moment[UC], Staggering Critical, Weapon Focus (falchion)
Skills Acrobatics +20 (+24 to jump), Climb +16, Craft (Enter Choice) +8, Intimidate +8, Perception +20, Stealth +15 (+19 in snow), Survival +10; Racial Modifiers +4 Stealth in snow
Languages Common, Dwarven, Giant
SQ tactician
Other Gear mithral breastplate, mwk falchion
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Immunity to Cold You are immune to cold damage.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Staggering Critical (DC 23) Critical hit staggers target
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tactician (1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

Frost Giant:

Frost Giant CR 9
XP 6,400
Frost giant (Pathfinder RPG Bestiary 149)
CE Large humanoid (cold, giant)
Init +0; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 22, touch 9, flat-footed 22 (+4 armor, +9 natural, -1 size)
hp 168 (14d8+84)
Fort +15, Ref +4, Will +6
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk greataxe +17/+12 (3d6+24/×3) or
. . 2 slams +11 (1d8+8)
Ranged rock +5 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 feet)
--------------------
Statistics
--------------------
Str 30, Dex 10, Con 22, Int 10, Wis 14, Cha 12
Base Atk +10; CMB +18 (+20 overrun, +20 sunder); CMD 31 (33 vs. overrun, 33 vs. sunder)
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)
Skills Acrobatics -1 (+3 to jump), Climb +15, Craft (Enter Choice) +7, Intimidate +8, Perception +10, Stealth +12 (+16 in snow), Survival +6; Racial Modifiers +4 Stealth in snow
Languages Common, Giant
Other Gear mwk chain shirt, mwk greataxe
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Immunity to Cold You are immune to cold damage.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

The Spire:
• 4 Heroes 2 Rocs
• 5 Heroes 2 Advanced Rocs
• 6 Heroes 3 Rocs

Roc:

Roc CR 11
XP 12,800
Roc (Pathfinder RPG Bestiary 236)
N Gargantuan animal
Init +7; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 23, touch 9, flat-footed 20 (+3 Dex, +14 natural, -4 size)
hp 200 (20d8+80)
Fort +16, Ref +17, Will +9
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +16 (3d8+17), 2 talons +17 (3d6+17/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 19, Int 2, Wis 12, Cha 11
Base Atk +15; CMB +24 (+28 grapple); CMD 41
Feats Flyby Attack, Improved Critical (talon), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (talon), Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (talon)
Skills Acrobatics +3 (-1 to jump), Fly +8, Perception +22
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Grab: Talon (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

The Black Tower:
• 4 Heroes The Black Monk
• 5 Heroes The Black Monk
• 6 Heroes The Black Monk Advanced

The Black Monk:

The Black Monk CR 15/MR 1
XP 51,200
Dread mummy agile human (Azlanti, Pureblooded) monk (qinggong monk) 11 (Pathfinder RPG Mythic Adventures, Pathfinder RPG Ultimate Magic 51)
LE Medium undead (humanoid, human)
Init +26/+6, dual initiative; Senses darkvision 60 ft.; Perception +20
Aura greater despair (100 ft., DC 22)
--------------------
Defense
--------------------
AC 40, touch 26, flat-footed 32 (+6 Dex, +2 dodge, +2 monk, +14 natural, +6 Wis)
hp 164 (11d8+96)
Fort +14, Ref +13, Will +13; +2 vs. enchantments
Defensive Abilities channel resistance +4, improved evasion; DR 5/—; Immune cold, undead traits
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 30 ft., fly 80 ft. (average)
Melee unarmed strike +17/+12 (1d10+18/19-20) or
. . unarmed strike flurry of blows +18/+18/+18/+13/+13/+8 (1d10+18/19-20) or
. . slam +17 (1d8+27 plus mummy rot)
Special Attacks breath of death (1d4 neg. levels, 30 feet, DC 22, 11d4Rnds), create spawn, flurry of blows, stunning fist (11/day, DC 21)
Spell-Like Abilities (CL 11th; concentration +18)
. . At will—animal messenger, calm animals (DC 18), command undead (DC 19), heat metal (DC 19), summon swarm
. . 3/day—commune with nature, control winds (DC 22), dominate animal (DC 20), insect plague
. . 1/day—control weather, creeping doom (DC 24), earthquake, sunbeam (DC 24)
Monk Spell-Like Abilities (CL 11th; concentration +18)
. . —barkskin (self only, 1 ki)[UM]
. . —dragon's breath (2 ki)[UM]
. . —shadow step (1 ki)[UM]
--------------------
Statistics
--------------------
Str 34, Dex 22, Con —, Int 14, Wis 22, Cha 24
Base Atk +8; CMB +20 (+22 reposition, +24 trip); CMD 46 (48 vs. reposition, 48 vs. trip)
Feats Combat Expertise, Combat Reflexes, Greater Trip, Improved Critical (unarmed strike), Improved Reposition[APG], Improved Trip, Improved Unarmed Strike, Power Attack, Pummeling Bully[ACG], Pummeling Charge[ACG], Pummeling Style[ACG], Spring Attack, Stunning Fist
Skills Acrobatics +20, Fly +28, Intimidate +21, Knowledge (arcana) +13, Knowledge (religion) +16, Perception +20, Spellcraft +13
Languages Azlanti, Common, Giant, Thassilonian
SQ fast movement, ki pool (11 points cold iron, lawful, magic, silver), maneuver training, mummy rot, slow fall 40 ft.
Combat Gear ring of the ram; Other Gear belt of giant strength +4
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Breath of Death (11d4Rnds, DC 22) (Su) 30-ft. cone, 1d4 neg. levels, Fort DC 22 negates, 1/1d4 rounds
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Su) Creatures killed by dread mummy's mummy rot turn to dust and reforms as a dread mummy one week.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flight (80 feet, Average) You can fly!
Flurry of Blows +9/+9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greater Despair (100 ft., DC 22) (Su) Aura paralyzes fores for 1d4 rnds. then staggers them for 1 rnd.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Reposition Reposition at +2, without an attack of opportunity.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mummy Rot (DC 22) (Su) Mummy Rot: Slam—injury; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure special.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pummeling Bully When hit with Pummeling Style, attempt reposition or trip as free action.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Replaced Ability Chooser Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Shadow Step (1 Ki) (Sp) Costs 1 ki point to activate.
Slow Fall 40 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Step Up and Strike Costs 2 ki points to activate.
When a foe tries to move away, you can follow and make an attack.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against th
Stunning Fist (11/day, DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Undead Traits Undead have many immunities.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

The Black Monk Unchained:

The Black Monk Unchained CR 15/MR 1
XP 51,200
Dread mummy agile human (Azlanti, Pureblooded) monk (unchained) 11 (Pathfinder RPG Mythic Adventures, Pathfinder Unchained 14)
LE Medium undead (humanoid, human)
Init +26/+6, dual initiative; Senses darkvision 60 ft.; Perception +20
Aura greater despair (100 ft., DC 22)
--------------------
Defense
--------------------
AC 40, touch 26, flat-footed 32 (+6 Dex, +2 dodge, +2 monk, +14 natural, +6 Wis)
hp 186 (11d10+96)
Fort +14, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities channel resistance +4, improved evasion; DR 5/—; Immune cold, undead traits
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed fly 80 ft. (average)
Melee unarmed strike +20/+20/+20/+20/+15/+10 (2d10+18/19-20) or
. . slam +20 (1d8+27 plus mummy rot)
Special Attacks breath of death (1d4 neg. levels, 30 feet, DC 22, 11d4Rnds), create spawn, flurry of blows (unchained), stunning fist (11/day, DC 21), style strike
Spell-Like Abilities (CL 11th; concentration +18)
. . At will—animal messenger, calm animals (DC 18), command undead (DC 19), heat metal (DC 19), summon swarm
. . 3/day—commune with nature, control winds (DC 22), dominate animal (DC 20), insect plague
. . 1/day—control weather, creeping doom (DC 24), earthquake, sunbeam (DC 24)
Monk (Unchained) Spell-Like Abilities (CL 11th; concentration +18)
. . —barkskin (self only, 1 ki)[UM]
. . —dragon's breath (2 ki)[UM]
--------------------
Statistics
--------------------
Str 34, Dex 22, Con —, Int 14, Wis 22, Cha 24
Base Atk +11; CMB +20 (+22 reposition, +24 trip); CMD 49 (51 vs. reposition, 51 vs. trip)
Feats Combat Expertise, Combat Reflexes, Greater Trip, Improved Critical (unarmed strike), Improved Reposition[APG], Improved Trip, Improved Unarmed Strike, Power Attack, Pummeling Bully[ACG], Pummeling Charge[ACG], Pummeling Style[ACG], Spring Attack, Stunning Fist
Skills Acrobatics +20, Fly +28, Intimidate +21, Knowledge (arcana) +13, Knowledge (religion) +16, Perception +20, Spellcraft +13
Languages Azlanti, Common, Giant, Thassilonian
SQ fast movement (unchained), ki pool (11 points cold iron, lawful, magic, silver), ki powers (abundant step, qinggong power, qinggong power, qinggong power), mummy rot, style strikes (hammerblow, shattering punch)
Combat Gear ring of the ram; Other Gear belt of giant strength +4
--------------------
Special Abilities
--------------------
Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Breath of Death (11d4Rnds, DC 22) (Su) 30-ft. cone, 1d4 neg. levels, Fort DC 22 negates, 1/1d4 rounds
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Su) Creatures killed by dread mummy's mummy rot turn to dust and reforms as a dread mummy one week.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Fast Movement (Unchained) (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flight (80 feet, Average) You can fly!
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Greater Despair (100 ft., DC 22) (Su) Aura paralyzes fores for 1d4 rnds. then staggers them for 1 rnd.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hammerblow On fist hit, roll base dam die an extra time (as vital strike).
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Reposition Reposition at +2, without an attack of opportunity.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mummy Rot (DC 22) (Su) Mummy Rot: Slam—injury; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure special.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pummeling Bully When hit with Pummeling Style, attempt reposition or trip as free action.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Shattering Punch On fist hit, ignore DR and hardness for damage.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Step Up and Strike Costs 2 ki points to activate.
When a foe tries to move away, you can follow and make an attack.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against th
Stunning Fist (11/day, DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Undead Traits Undead have many immunities.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

* I made The Black Monk a Beast!! I made him Mythic and made an unchained and a standard version and made him able to Pummel like no other*

THE HEROES WILL NOW BE 12TH LEVEL

Shadow Lodge

Joey Virtue wrote:

I have taken it upon myself to redo my "classic" thread for 6 players, Virtue's Original 6 Player Conversion. I have made changes and choices with a lot of the encounters, the biggest choice I made was to use this source book as I create encounters The GM's Guide to Creating Challenging Encounters PDF, Here is the original Paizo thread about the Guide The GM's Guide to Creating Challenging Encounters Thread. I am also a big believer in not wasting time with encounters the PCs will just walk through so most time I will make the minimum Encounter Level plus 1 on the charts from the PDF.

Some of you will not agree with my changes or the challenge I have made some of the encounters. That is ok take what you like don't take things you don't like. That's up to you but I enjoy feedback so please post any you have.

I also now use hero labs so I will be posting Hero Labs write ups for most things also.

I also have some of this is a word doc so you would like the word doc please let me know and ill email it to you.

I would love to have a copy of that word doc. Your work is fantastic and I have a 6 person group I could use this for.

Thanks!


The word docs don't have the stats yet and I'm not sure if they ever will.

But give me your email and I can send you the first three books


Awesome work Joey, this is an amazing resource. I might try to do somethig similar when I convert Rise to 13th Age...mind if I steal your format and give you credit?


Steal away.


2 people marked this as a favorite.

Part Four: Under the Jorgenfist

Cave of the Dire Bears:
• 1 Advanced Dire Bear per Hero

The Elder’s Entryway:
• If the fortress is on high alert 1 Stone Giant Fighter per hero
• If the fortress is not on alert no changes to this encounter

The General’s Lair:
• 4 Heroes Galenmir
• 5 Heroes Galenmir and a Stone Giant Concubine (standard Stone Giant)
• 6 Heroes Galenmir and 2 Stone Giant Concubines

Galenmir:
Galenmir CR 14
XP 38,400
Stone giant fighter 6 (Pathfinder RPG Bestiary 151)
NE Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 34, touch 12, flat-footed 31 (+8 armor, +3 Dex, +11 natural, +3 shield, -1 size)
hp 216 (18 HD; 12d8+6d10+114)
Fort +19, Ref +9 (+4 to catch a thrown rock), Will +9 (+2 vs. fear)
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 light shield bash +21/+16 (2d6+15) or
. . thasalonian spike +23/+18/+13 (2d6+24/19-20/×4) or
. . 2 slams +15 (1d8+9)
Ranged rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 feet), weapon training (axes +1)
--------------------
Statistics
--------------------
Str 30, Dex 17, Con 22, Int 12, Wis 12, Cha 14
Base Atk +15; CMB +22; CMD 39
Feats Bashing Finish[APG], Double Slice, Improved Critical (heavy pick), Improved Shield Bash, Improved Two-weapon Fighting, Iron Will, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-weapon Fighting, Weapon Focus (heavy pick), Weapon Specialization (heavy pick)
Skills Acrobatics +1 (+5 to jump), Climb +21, Intimidate +23, Perception +21, Ride +8, Stealth +7 (+15 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Draconic, Giant
SQ armor training 1
Combat Gear oil of darkness, potion of displacement, potion of gaseous form, potion of haste, potion of heroism; Other Gear +2 breastplate, shield of bashing , thasalonian spike , cloak of elvenkind
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

*I made some changes to Galenmir the Thasalonian Spike is just the heavy pick that I upped the damage on and I made him a weapon and board fighter*

The Great Cave of Jorgenfist:
• 1 Stone Giant Fighter per Hero

Kitchen:
• No Changes to this encounter

Shrine of the Ancestors:
• Flayed Giant (Spiteful)
o CR 9
o Hp 18
o CL 10th
o DC 20 for all effects
o The Haunt now effects the entire room

Enga’s Cave:
• No Changes except for the changes I made to Enga

Enga Keckvia:

Enga Keckvia CR 13
XP 25,600
Red kobold barbarian (invulnerable rager) 15 (Pathfinder Campaign Setting: Classic Monsters Revisited, Pathfinder RPG Advanced Player's Guide 79)
CE Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 28, touch 14, flat-footed 24 (+8 armor, +5 deflection, +3 Dex, +1 dodge, +6 natural, +1 size, -6 untyped penalty)
hp 287 (15d12+135)
Fort +22, Ref +14, Will +12 (+4 vs. enchantments); +2 bonus vs. fear, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities indomitable will; DR 14/lethal, 7/—; Resist cold 4, extreme endurance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 70 ft.
Melee +1 razored tail +26/+26/+21/+16 (1d6+18/19-20 plus 1 neg energy) or
. . +5 furious halberd +31/+31/+26/+21 (1d8+30/19-20/×3 plus 1 neg energy) or
. . tail slap +20 (1d6+25 plus 1 neg energy)
Special Attacks greater rage (36 rounds/day), rage powers (increase damage reduction +3, linnorm death curse, cairn, reckless abandon[APG], superstition +5, unexpected strike, witch hunter[APG])
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 26, Int 10, Wis 12, Cha 14
Base Atk +15; CMB +23; CMD 34
Feats Ability Focus (linnorm death curse, cairn), Extra Rage Power[APG], Improved Critical (halberd), Power Attack, Raging Vitality[APG], Reckless Rage[ACG], Tail Terror[ARG], Weapon Focus (halberd)
Skills Acrobatics +20 (+36 to jump), Appraise +2, Bluff +4, Climb +9, Craft (traps) +19, Diplomacy +4, Disguise +4, Escape Artist +4, Fly +6, Heal +3, Intimidate +4, Perception +22, Ride +4, Sense Motive +3, Stealth +25, Survival +12, Swim +12; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Draconic
SQ fast movement, fearless, kobold pyromania
Combat Gear necklace of fireballs vii, potion of barkskin +5 (2), potion of haste (2), potion of heroism (2), potion of shield of faith +5 (2); Other Gear +2 mithral agile breastplate[APG], +1 razored tail[ARG], +5 furious halberd, cloak of resistance +3
--------------------
Special Abilities
--------------------
Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (4) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 bonus vs. Fear saves.
Increase Damage Reduction +3 (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Kobold Pyromania +2 to the save DC of all fire spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Linnorm Death Curse, Cairn (DC 21) (Su) While raging, +1 neg energy dam on melee att. Curse of Decay vs. foe who kills or drops barbarian.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (36 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +5 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tail Terror Gain tail attack for 1d4 damage and proficiency with all tail weapons.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Witch Hunter +4 (Ex) Bonus to damage spellcasters while raging.
(Drinking the Haste Heroism Barkskin and Shield of Faith Potions)

The Small Tunnels:
• 2 Redcaps per Hero

Redcap:

Red Caps CR 6
XP 2,400
Redcap (Pathfinder RPG Bestiary 2 233)
NE Small fey
Init +5; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 17 (+3 armor, +5 Dex, +3 natural, +1 size)
hp 80 (8d6+32); fast healing 3
Fort +6, Ref +11, Will +7
DR 10/cold iron
Weaknesses irreligious
--------------------
Offense
--------------------
Speed 60 ft.
Melee (M) mwk scythe +11 (2d4+10/×4) or
. . kick +4 (1d4+6)
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 18, Int 16, Wis 13, Cha 15
Base Atk +4; CMB +7; CMD 22
Feats Ferocious Loyalty, Outflank[APG], Power Attack, Weapon Focus (scythe)
Skills Acrobatics +16 (+40 to jump), Bluff +13, Climb +15, Escape Artist +16, Intimidate +10, Knowledge (nature) +14, Perception +12, Sense Motive +12, Stealth +20
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, red cap
Other Gear mwk studded leather, mwk scythe
--------------------
Special Abilities
--------------------
Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Fast Healing 3 (Ex) Heal damage every round unless you are killed.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty.
Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute an
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is

Tannery:
• 1 Ogre Fighter per Hero

Armory:
• 4 Heroes The Armor Forger and 2 Stone Giants
• 5 Heroes The Armor Forger and 3 Stone Giants
• 6 Heroes The Armor Forger and 4 Stone Giants

Armor Forger:

Armor Forger CR 12
XP 19,200
Advanced slag giant expert 8 (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 4 129)
LN Large humanoid (giant)
Init +3; Senses low-light vision; Perception +24
--------------------
Defense
--------------------
AC 27, touch 12, flat-footed 24 (+4 armor, +3 Dex, +9 natural, +2 shield, -1 size)
hp 242 (18d8+134)
Fort +16, Ref +10, Will +14
Defensive Abilities rock catching; Resist fire 30
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk warhammer +21/+16/+11 (2d6+19/×3) or
. . 2 slams +14 (1d8+9)
Ranged rock +11 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 feet)
--------------------
Statistics
--------------------
Str 32, Dex 16, Con 24, Int 14, Wis 16, Cha 14
Base Atk +13; CMB +21 (+25 sunder); CMD 38 (40 vs. sunder)
Feats Greater Sunder, Improved Sunder, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (warhammer), Power Attack, Sundering Strike[APG], Weapon Focus (warhammer), Will of Giants
Skills Acrobatics +2 (+6 to jump), Craft (armor) +27, Craft (blacksmith) +23, Craft (stonemasonry) +23, Craft (weapons) +27, Intimidate +10, Knowledge (engineering) +14, Perception +24; Racial Modifiers +4 Craft (armor), +4 Craft (weapons)
Languages Common, Draconic, Giant, Ignan
SQ shattering blow
Other Gear mwk chain shirt, mithral heavy steel shield, mwk warhammer
--------------------
Special Abilities
--------------------
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Shattering Blow (Ex) Double damage when full-attack a metal/stone object or structure.
Sundering Strike Critical hit's confirmation roll is a Sunder maneuver check.
Will of Giants You gain immunity to enchantment effects that target only humanoids.

Pit Guardian Barracks:
• 1 Stone Giant per Hero

Chamber of the Sihedron:
• No Changes except for the changes I made to Lokansir

Lokansir:

Lokansir CR 14
XP 38,400
Jotunblood advanced hill giant fighter 2 (Pathfinder RPG Bestiary 150, 288)
CE Huge humanoid (giant)
Init +0; Senses low-light vision, scent; Perception +27
--------------------
Defense
--------------------
AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
hp 314 (22 HD; 20d8+2d10+178)
Fort +23, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities rock catching; SR 30
--------------------
Offense
--------------------
Speed 50 ft.
Melee +3 greatclub +28/+23/+18/+13 (3d8+38/19-20) or
. . 2 slams +19 (2d6+12)
Ranged rock +12 (2d6+19)
Space 15 ft.; Reach 15 ft.
Special Attacks earth shaking bellow (11d4Rnds), improved rock throwing (150 ft.)
--------------------
Statistics
--------------------
Str 37, Dex 10, Con 27, Int 10, Wis 14, Cha 11
Base Atk +17; CMB +28; CMD 42
Feats Cleave, Cleaving Finish[UC], Critical Focus, Deadly Finish[UC], Desperate Battler[ISWG], Great Cleave, Improved Cleaving Finish[UC], Improved Critical (greatclub), Iron Will, Power Attack, Staggering Critical, Weapon Focus (greatclub), Will of Giants
Skills Acrobatics +0 (+8 to jump), Climb +20, Intimidate +17, Perception +27, Survival +9
Languages Giant
SQ meld into earth
Other Gear +3 greatclub
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Critical Focus +4 to confirm critical hits.
Deadly Finish Foes you knock out must make a Fort save or die
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Earth Shaking Bellow (40 feet, 11d4Rnds) (Su) Once every 1d4 rounds, a jotunblood hill giant can let loose an earth-shaking yell that functions like an earthquake spell, except that the area is a 40-foot cone directed away from the jotunblood hill giant.
Improved Cleaving Finish May use Cleaving Finish any number of times/round
Improved Rock Throwing (150 feet) (Ex) You can throw big rocks. They hurt.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Meld into Earth (At will) (Su) Meld into the earth as if using meld into stone spell.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (30) You have Spell Resistance.
Staggering Critical (DC 27) Critical hit staggers target
Will of Giants You gain immunity to enchantment effects that target only humanoids.

Dragon Captives:
• 4 Heroes 2 Juvenile Red Dragons
• 5 Heroes 2 Advanced Juvenile Red Dragons
• 6 Heroes 3 Juvenile Red Dragons

Red Dragon:

Red Dragon Captive CR 11
XP 12,800
Red, juvenile dragon (Pathfinder RPG Bestiary 98)
CE Large dragon (fire)
Init +5; Senses dragon senses, smoke vision; Perception +19
Aura frightful presence (120 ft., DC 18)
--------------------
Defense
--------------------
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)
hp 208 (13d12+78)
Fort +14, Ref +9, Will +13
Immune fire, paralysis, sleep
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 40 ft., fly 200 ft. (poor)
Melee bite +20 (2d6+12), 2 claws +20 (1d8+8), tail slap +18 (1d8+12), 2 wings +18 (1d6+4)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft cone, DC 22, 8d10 fire)
Spell-Like Abilities (CL 13th; concentration +15)
. . At will—detect magic, pyrotechnics (DC 14)
Sorcerer Spells Known (CL 3rd; concentration +5)
. . 1st (6/day)—mage armor, shield, vanish[APG] (DC 13)
. . 0 (at will)—detect magic, ghost sound (DC 12), mage hand, message, read magic
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 22, Int 14, Wis 16, Cha 14
Base Atk +13; CMB +22; CMD 33 (37 vs. trip)
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Acrobatics +1 (+5 to jump), Appraise +18, Bluff +18, Fly +11, Intimidate +18, Perception +19, Sense Motive +19, Spellcraft +18, Stealth +13
Languages Common, Draconic, Orc
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (40-ft cone, 8d10 fire, usable every 1d4 rounds, DC 22) As a standard action, affect an area with elemental damage (Ref half).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Flight (200 feet, Poor) You can fly!
Frightful Presence (120 feet, 5d6 rds, DC 18) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smoke Vision (Ex) Vision is not hindered by smoky conditions.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.

Cavern of The Lamia Priests:
• 4 Heroes 2 Lamia Clerics
• 5 Heroes 2 Advanced Lamia Clerics
• 6 Heroes 3 Lamia Clerics

Lamia Cleric:

Clerics of Lamashtu CR 12
XP 19,200
Lamia cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186)
CE Huge monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +28
--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+5 armor, +2 deflection, +3 Dex, +12 natural, -2 size)
hp 243 (18 HD; 9d8+9d10+117)
Fort +17, Ref +14, Will +21
DR 5/good
--------------------
Offense
--------------------
Speed 60 ft.
Melee +2 falchion +24/+24/+19/+14 (2d6+30/15-20) or
. . wisdom drain +21 touch (1d4 Wisdom drain) or
. . 2 claws +16 (1d6+11)
Space 15 ft.; Reach 10 ft.
Special Attacks channel negative energy 6/day (DC 21, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day)
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—flame strike (DC 22), righteous might[D], slay living (DC 22)
. . 4th—divine power, freedom of movement, spell immunity, unholy blight[D] (DC 21)
. . 3rd—cure serious wounds, cure serious wounds, dispel magic, magic vestment[D], protection from energy, stone shape
. . 2nd—bull's strength[D], cure moderate wounds, cure moderate wounds, death knell (DC 19), hold person (DC 19), ironskin, resist energy
. . 1st—command (DC 18), cure light wounds, cure light wounds, cure light wounds, divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 22, Int 13, Wis 24, Cha 16
Base Atk +15; CMB +25; CMD 41 (45 vs. trip)
Feats Ability Focus (channel energy), Channel Smite, Combat Casting, Critical Focus, Improved Channel, Improved Critical (falchion), Power Attack, Staggering Critical, Weapon Focus (falchion)
Skills Acrobatics +3 (+15 to jump), Bluff +20, Climb +12, Diplomacy +9, Disguise +8, Intimidate +12, Knowledge (religion) +12, Linguistics +5, Perception +28, Spellcraft +7, Stealth +11, Survival +16, Swim +12; Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common, Giant
SQ wisdom drain
Other Gear +2 studded leather, +2 falchion, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +2
--------------------
Special Abilities
--------------------
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 5d6 (6/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC against some attacks of opportunity.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Staggering Critical (DC 25) Critical hit staggers target
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter

Tyrant Trolls:
• 4 Heroes 2 War Trolls
• 5 Heroes 2 Advanced War Trolls
• 6 Heroes 3 War Trolls

War Troll:

War Trolls CR 12
XP 19,200
War troll
LE Large monstrous humanoid
Init +7; Senses darkvision 90 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 34, touch 12, flat-footed 31 (+8 armor, +3 Dex, +14 natural, -1 size)
hp 204 (12d10+108); regeneration 4 (Acid )
Fort +13, Ref +11, Will +12
DR 5/adamantine; SR 20
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 greatsword +24/+19/+14 (3d6+17/19-20) or
. . +2 ranseur +23/+18/+13 (2d6+17/×3) or
. . bite +19 (1d6+5), 2 claws +19 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks dazing blow
--------------------
Statistics
--------------------
Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10
Base Atk +12; CMB +23; CMD 36
Feats Alertness, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (greatsword)
Skills Acrobatics +2 (+6 to jump), Intimidate +9, Perception +21, Sense Motive +4, Stealth +13, Survival +11
Languages Common, Common, Giant
Other Gear +2 mithral breastplate, +2 greatsword, +2 ranseur
--------------------
Special Abilities
--------------------
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (90 feet) You can see in the dark (black and white only).
Dazing Blow (DC 25) (Ex) The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or a claw attack, the opponent must make a Fortitude save or be dazed for one round. The save DC is Constitution-based
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Regeneration 4 (Acid ) Heal HP quickly and cannot die.
Spell Resistance (20) You have Spell Resistance.

Troll Fighter:

Troll Fighter CR 12
XP 19,200
Troll fighter 7 (Pathfinder RPG Bestiary 268)
CE Large humanoid (giant)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 28, touch 12, flat-footed 25 (+11 armor, +3 Dex, +5 natural, -1 size)
hp 203 (13 HD; 6d8+7d10+111); regeneration 5 (acid or fire)
Fort +18, Ref +7, Will +8 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 greatsword +19/+14/+9 (3d6+26/17-20) or
. . +2 ranseur +18/+13/+8 (2d6+25/×3) or
. . bite +10 (1d8+7), 2 claws +10 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+12), weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 26, Int 6, Wis 14, Cha 6
Base Atk +11; CMB +17; CMD 33
Feats Bleeding Critical, Critical Focus, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword), Weapon Focus (ranseur), Weapon Specialization (greatsword), Weapon Specialization (ranseur), Will of Giants
Skills Climb +11, Intimidate +4, Perception +12
Languages Giant
SQ armor training 2
Other Gear +2 full plate, +2 greatsword, +2 ranseur
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Will of Giants You gain immunity to enchantment effects that target only humanoids.

AT THIS POINT THE HEROES WILL NOW BECOME 13TH LEVEL.

Dark Archive

You added stats for Troll Fighter. Where are these supposed to be placed? With the War Trolls?


Joey Virtue wrote:

Part Four: Under the Jorgenfist

+5 Furious Halberd

*whistles*

Not sure I would want my players to have a +6 weapon this early. Thats quite the upgrade from her original +3 shortspear.


I would love to have emails of the word documents. My email is bwalderma@gmail.com


Any chance you could post the send the .por files for this or host them somewhere?


ckdragons wrote:

You added stats for Troll Fighter. Where are these supposed to be placed? With the War Trolls?

Thouse are there if you don't have the 3.5 book with war trolls in them.


BuzzardB wrote:
Joey Virtue wrote:

Part Four: Under the Jorgenfist

+5 Furious Halberd

*whistles*

Not sure I would want my players to have a +6 weapon this early. Thats quite the upgrade from her original +3 shortspear.

It's a +3 furious which could be a +2 furious if you don't want to give them that expensive of an item. Hero labs while she is ragging makes it read as a +5 which is the plus it's currently at.

Dark Archive

Joey Virtue wrote:
...while she is ragging...

ROTFLOL!!!


Joey, just wanted to say thanks again for this! It's been amazing since I'm running a new campaign. Also, if I PM you my email could you send me your remake of Second Darkness as well?


Joey Virtue wrote:
BuzzardB wrote:
Joey Virtue wrote:

Part Four: Under the Jorgenfist

+5 Furious Halberd

*whistles*

Not sure I would want my players to have a +6 weapon this early. Thats quite the upgrade from her original +3 shortspear.

It's a +3 furious which could be a +2 furious if you don't want to give them that expensive of an item. Hero labs while she is ragging makes it read as a +5 which is the plus it's currently at.

I'm guessing you had rage activated - which is what makes the furious jump up. That's it's 'ability' and how Hero Lab implements it.


2 people marked this as a favorite.

So Im working on turning my Word Docs and all the write ups into PDFs and uploaded to Google, as for the POR files that will be alot of files to email but I will do it.


Joey Virtue wrote:
So Im working on turning my Word Docs and all the write ups into PDFs and uploaded to Google, as for the POR files that will be alot of files to email but I will do it.

You are amazing!

That is so much work, and you did it marvelously!

Thank you for sharing all this with us.

I just started the Rise of the Runelord campaign with my friends.

I would really like to receive all those new NPC and monsters stats in my mailbox. My email adress is banjenois@hotmail.com

Again, thank you so much!

Aerius Arcanium


1 person marked this as a favorite.
Joey Virtue wrote:

Part Six:The Seven's Sawmill

The Undermill:
• 4 Heroes 3 Skinsaw Cultists
• 5 Heroes 4 Skinsaw Cultists
• 6 Heroes 5 Skinsaw Cultists

** spoiler omitted **...

hey joey you posted the stats for ironbriar instead of the summoned kyton rules. could you please post the right stats for the kyton? thanks a lot ;)


Damm it sorry guys. I'm out of town on vacation. So I'll try to do it late this week early next week I'm sorry.


This looks interesting. I only gave it a quick glance now, but I'm definitely coming back to give it a more throughout look later.

So far I've kept my players one level under where they're supposed to be at (I don't give them exp I just tell them when they can level up) which usually works fine as the group is usually at 6 players (sometimes more) and I'm way too nice, was quite the challenge the last couple of sessions though when I only had three players. They did prevail though, barely (I was nice).


I am Currently working on Mokmurian I made him a 12th level Wizard and gave him Two Mythic Archmage Tiers.

Are people interested in me using Mythic for the enemies? I was thinking most of the boss mages in the Runeforge being Mythic as they have been working for thousands of years in the runeforge

I am Considering allowing them to bathe in the Runeforge and gain a Tier of Mythic would you guys who are watching this thread want something like that or no? It will increase the players level effectively by one so they would be a level higher than they should be. So for the final combat they would be 18th level and Mythic Rank 1 so I can make Karzoug a mythic foe.

Before I do this I wanted to know if you guys have any interest in this? I have been thinking about this for some time and want to know what you guys think.

(A single rank in Mythic, from what I have heard read and seen wont change the game that much just allow for them to face greater challenges)

Dark Archive

I'm not a fan of the Mythic rules, so my vote is no mythic levels. But if you decide to add them, it'll be easy enough to remove them to use your stat blocks. :)


Joey Virtue wrote:

I am Currently working on Mokmurian I made him a 12th level Wizard and gave him Two Mythic Archmage Tiers ...

If you have level 13 characters, i would suggest to have him at least a level 14 Wizard. Your player characters should not have access to a greater spell level than him and also would appreciate a spellbook full of level 7 spells.

Also, while having him mythic is a good power up, i would suggest otherwise: Mokmurian is a puppet and Karzoug would not grant him such kind of power.
What could be interesting is to allow Mokmurian to be "empowered" by some kind of permanent spell effect. If you have access to Arcane Antologhy, there is a great spellbook from Karzoug's predecessor that contains many tematic spells, with also a level 6 spell that makes any creature, even giants, bigger and stronger. Since Mokmurian has a "height complex", i think it would be suitable for him to go permanently around in huge size, dwarfing all the other stone giants. Another possibility is give him some kind of "rune template", like the Runescarred from Giants Revisited or the Runeslave template, but with no drawbacks ...


1 person marked this as a favorite.
Anubis2406 wrote:
Joey Virtue wrote:

Part Six:The Seven's Sawmill

The Undermill:
• 4 Heroes 3 Skinsaw Cultists
• 5 Heroes 4 Skinsaw Cultists
• 6 Heroes 5 Skinsaw Cultists

** spoiler omitted **...

hey joey you posted the stats for ironbriar instead of the summoned kyton rules. could you please post the right stats for the kyton? thanks a lot ;)

Here you go Sorry

Summoned Kyton:

Summoned Kyton CR 6
XP 2,400
Kyton (Pathfinder RPG Bestiary 185)
LE Medium outsider (evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 natural)
hp 80 (8d10+16); regeneration 2 (good weapons and spells, silver weapons)
Fort +8, Ref +10, Will +3
DR 5/good or silver; Immune cold; SR 17
--------------------
Offense
--------------------
Speed 30 ft.
Melee 4 chains +12 (2d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 11, Wis 12, Cha 12
Base Atk +8; CMB +11; CMD 25
Feats Alertness, Blind-fight, Improved Initiative, Weapon Focus (chains)
Skills Acrobatics +15, Climb +14, Craft (blacksmith) +11, Escape Artist +15, Intimidate +12, Perception +14, Sense Motive +3
Languages Common, Infernal
SQ chain armor, dancing chains, unnerving gaze
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Dancing Chains (DC 15) (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Regeneration 2 (good weapons and spells, silver weapons) Heal HP quickly and cannot die.
Spell Resistance (17) You have Spell Resistance.
Unnerving Gaze (DC 15) (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-ba


I don't use mythic in my games, so I guess I would vote no.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I'd vote yes, but just because I'm curious to see the statblock :'D I run the ap mostly as written, but with more enemies for 6 players.


I will be using Mythic on a lot of the enemies no matter what. What I was asking more was basically I would increase the effective level in the challenges of the last book, by giving all the players a tier of mythic.


1 person marked this as a favorite.

Part Five: The Ancient Library

Chamber of Reduction:
• 4 Heroes 4 Advanced Runeslave Giants plus Chamber of Reduction
• 5 Heroes 6 Advanced Runeslave Giants plus Chamber of Reduction
• 6 Heroes 8 Advanced Runeslave Giants plus Chamber of Reduction

The Cauldron of Giantkind:
• 4 Heroes 1 Stone Golem
• 5 Heroes no changes
• 6 Heroes 1 Advanced Stone Golem

Stone Golem:

Stone Golem CR 15
XP 51,200
Stone golem (Pathfinder RPG Bestiary 163)
N Huge construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 28, touch 7, flat-footed 28 (-1 Dex, +21 natural, -2 size)
hp 260 (22d10+40)
Fort +7, Ref +6, Will +7
DR 10/adamantine; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +34 (4d8+14)
Space 15 ft.; Reach 15 ft.
Special Attacks slow
--------------------
Statistics
--------------------
Str 38, Dex 8, Con —, Int —, Wis 11, Cha 1
Base Atk +22; CMB +38; CMD 47
Skills Acrobatics -1 (-5 to jump)
SQ rune of imprisonment
--------------------
Special Abilities
--------------------
Construct Traits (+40 HP) Constructs have many immunities.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

• A transmute rock to mud spell slows a stone golem (
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rune of Imprisonment (1/day) DC 22 Will or be inprisoned in the gem
Slow (DC 21) (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 21 Will save to negate. The save DC is Constitution

The Headless Lord’s Gallery:
• 4 Heroes The Headless Lord and 4 Hill Giant Zombies
• 5 Heroes The Headless Lord and 6 Hill Giant Zombies
• 6 Heroes The Headless Lord and 8 Hill Giant Zombies

The Headless Lord:

The Headless Lord CR 14
XP 38,400
Fast ogre zombie lord fighter 9 (Pathfinder RPG Bestiary 220, 289, Pathfinder RPG Bestiary 4 286)
CE Large undead
Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 30, touch 12, flat-footed 27 (+10 armor, +3 Dex, +8 natural, -1 size)
hp 192 (15 HD; 6d8+9d10+90)
Fort +13, Ref +10, Will +10 (+2 vs. fear)
Defensive Abilities channel resistance +4; Immune undead traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee runechill hatchet +25/+20/+15 (2d6+27/19-20/×3) or
. . runechill hatchet +25/+20/+15 (2d6+23/19-20/×3) or
. . slam +14 (1d8+28)
Space 10 ft.; Reach 10 ft.
Special Attacks weapon trainings (focused weapon, axes +2)
--------------------
Statistics
--------------------
Str 32, Dex 20, Con —, Int 10, Wis 14, Cha 20
Base Atk +13; CMB +21; CMD 40
Feats Advanced Weapon Training, Bleeding Critical, Critical Focus, Difficult Swings, Disruptive, Double Slice, Greater Two-weapon Fighting, Greater Weapon Focus (handaxe), Improved Critical (handaxe), Improved Two-weapon Fighting, Power Attack, Toughness, Two-weapon Fighting, Weapon Focus (handaxe), Weapon Specialization (handaxe)
Skills Acrobatics +2 (+10 to jump), Climb +25, Intimidate +21, Perception +20
Languages Giant
SQ armor training 2, quick strikes
Other Gear +1 full plate, runechill hatchet, runechill hatchet
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Difficult Swings When you full attack, the adjacent squares are difficult terrain
Disruptive +4 DC to cast defensively for those you threaten.
Focused Weapon (Weapon Training [Axes] +2, Handaxe) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Strikes (Ex) Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Undead Traits Undead have many immunities.
Weapon Mastery (Ex) The fighter gains a weapon mastery feat (see pages 20–23) as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes

Hill Giant Zombie:

Hill Giant Zombie CR 8
XP 4,800
Fast hill giant zombie (Pathfinder RPG Bestiary 150, 288, 289)
NE Large undead
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 112 (16d8+16)
Fort +5, Ref +5, Will +10
Immune undead traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee slam +20 (1d8+13), 2 slams +20 (1d8+9)
Ranged rock +11 (1d8+13)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 28, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +12; CMB +22; CMD 32
Feats Toughness
Skills Acrobatics +0 (+8 to jump)
Languages Giant
SQ quick strikes
--------------------
Special Abilities
--------------------
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 only).
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Strikes (Ex) Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.
Undead Traits Undead have many immunities.

Forgefiend’s Lair:
• 4 Heroes 1 Forgefiend
• 5 Heroes
• 6 Heroes 1 Advanced Forgefiend

Forgefiend:

Forgefiend CR 14
XP 38,400
Forgefiend
LE Large outsider (earth, extraplanar)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +24
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)
hp 300 (19d10+152)
Fort +19, Ref +8, Will +15
Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee bite +25 (4d8+13), bite +25 (12d6+13), 2 claws +25 (4d6+13)
Space 10 ft.; Reach 10 ft.
Special Attacks adamantine bite, searing spew
Spell-Like Abilities (CL 11th; concentration +13)
. . Constant—pass without trace
. . At will—major image (DC 15), passwall, shatter (DC 14), stone shape
. . 3/day—deeper darkness, dimensional anchor, flesh to stone (DC 18), quickened produce flame, wall of fire, wall of stone
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 26, Int 15, Wis 14, Cha 15
Base Atk +19; CMB +27 (+31 sunder); CMD 39 (41 vs. sunder)
Feats Combat Reflexes, Devastating Strike[UC], Greater Sunder, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Natural Attack (bite), Improved Sunder[B], Improved Vital Strike, Iron Will, Quicken Spell-Like Ability (produce flame), Vital Strike
[b]Skills
Acrobatics +24 (+20 to jump), Climb +29, Craft (traps) +26, Disable Device +26, Knowledge (dungeoneering) +24, Perception +24, Sense Motive +24, Stealth +20; Racial Modifiers +2 Craft (traps), +2 Disable Device
Languages Common, Dwarven, Infernal, Terran
SQ rend armor
--------------------
Special Abilities
--------------------
Adamantine Bite (Ex) Bites are treated as adamantine for overcoming DR.
Burrowing (20 feet) You have a Burrow speed.
Combat Reflexes (3 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 only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Quicken Spell-Like Ability (Produce Flame) Spell-like ability is cast as a swift action up to 3/day.
Rend Armor (DC 26) On bite hit, free sunder attempt against target's worn armor. (Ref neg)
Searing Spew (DC 27) (Ex) Does 14d6 fire and create difficult terrain in 10-ft adjacent square (Ref half).
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Vital Strike Standard action: x2 weapon damage dice.

Library Entrance:
• 4 Heroes 1 Quickling Shining Child
• 5 Heroes 1 Advanced Quickling Shining Child
• 6 Heroes 2 Quickling Shining Children

Shining Child:

Shining Child CR 13
XP 25,600
Quickling shining child (Pathfinder RPG Bestiary 2 245)
CE Medium outsider (evil, extraplanar)
Init +15; Senses darkvision 120 ft.; Perception +29
Aura blinding light (DC 25)
--------------------
Defense
--------------------
AC 36, touch 29, flat-footed 24 (+7 deflection, +7 Dex, +5 dodge, +7 natural)
hp 208 (16d10+80); fast healing 4
Fort +15, Ref +14, Will +10
Immune blindness, fire, poison; Resist cold 10, sonic 10
Weaknesses aging vulnerability
--------------------
Offense
--------------------
Speed 120 ft., fly 50 ft. (perfect)
Special Attacks burning touch, quickling casting, rapid actions, searing ray
Spell-Like Abilities (CL 12th; concentration +19)
. . At will—greater teleport (self plus 50 lbs.), light, major image (DC 20)
. . 3/day—greater dispel magic, mirage arcana (DC 22), rainbow pattern (DC 22), spell turning, sunbeam (DC 24), wall of force
. . 1/day—scintillating pattern, screen, symbol of insanity (DC 25)
--------------------
Statistics
--------------------
Str 10, Dex 25, Con 20, Int 15, Wis 11, Cha 24
Base Atk +16; CMB +16; CMD 45
Feats Ability Focus (blinding light), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quick Draw, Skill Focus (Perception), Spring Attack, Weapon Finesse
Skills Acrobatics +17 (+53 to jump), Bluff +26, Diplomacy +23, Fly +15, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +29, Spellcraft +21, Use Magic Device +26; Racial Modifiers +10 Acrobatics, +4 Perception
Languages Common, Understands Creator's Language; telepathy 120 ft.
SQ radiant armor, rapid aging
--------------------
Special Abilities
--------------------
Aging Vulnerability (Ex) A quickling takes 50% more damage from aging effects, including the number of years aged.
Blinding Light (DC 25) (Ex) A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by
Burning Touch (Su) A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be 'ext
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Fast Healing 4 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Blindness You are immune to blindness.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quickling Casting (Ex) Spells and spell-like abilities cast with reduced time and either a switch or attack action.
Radiant Armor +7 (Su) The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.
Rapid Actions (Ex) Have one extra atack or move action a round.
Rapid Aging (Ex) A quickling ages 4 years for every 1 year that passes.
Searing Ray (Su) A shining child's primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (120 feet) (Su) Communicate telepathically if the target has a language.

Library of Thassilon:

• No Changes to this encounter

Lean and Athirst:
• 4 Heroes 3 Hounds of Tindalos
• 5 Heroes 4 Hounds of Tindalos
• 6 Heroes 5 Hounds of Tindalos

Hounds of Tindalos:

Hound of Tindalos CR 10
XP 9,600
Hound of tindalos (Pathfinder RPG Bestiary 2 158)
NE Medium outsider (evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +24
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 192 (16d10+64)
Fort +14, Ref +16, Will +10
DR 10/magic; Immune mind-affecting effects, poison
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +22 (3d6+4), 2 claws +22 (1d8+4)
Special Attacks ripping gaze
Spell-Like Abilities (CL 10th; concentration +13)
. . Constant—air walk
. . At will—fog cloud, invisibility, locate creature
. . 3/day—dimensional anchor, discern location, greater scrying (DC 19), haste, slow (DC 15)
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 18, Int 16, Wis 21, Cha 16
Base Atk +16; CMB +20; CMD 36 (40 vs. trip)
Feats Ability Focus (ripping gaze), Blind-fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite), Improved Vital Strike, Vital Strike, Weapon Finesse
Skills Acrobatics +25 (+33 to jump), Climb +20, Intimidate +22, Knowledge (arcana) +17, Knowledge (geography) +13, Knowledge (planes) +17, Perception +24, Sense Motive +24, Stealth +25, Survival +24
Languages Aklo
SQ angled entry, otherworldly mind
--------------------
Special Abilities
--------------------
Angled Entry (3/day) (Su) Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A hound o
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Otherworldly Mind (DC 21) (Ex) Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds. This is a mind-affecting effect. The
Ripping Gaze (DC 23) (Su) 5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound's gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The s
Vital Strike Standard action: x2 weapon damage dice.

Mokmurian’s Lair:
• 4 Heroes Mokmurian
• 5 Heroes Mokmurian and 1 Stone Giant Body Guard
• 6 Heroes Mokmurian and 2 Stone Giant Body Guard

Mokmurian:

Mokmurian CR 17
XP 102,400
Stone giant transmuter 12/Archmage 2 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 151)
N Large humanoid (giant)
Init +10; Senses darkvision 120 ft., low-light vision; Perception +25
--------------------
Defense
--------------------
AC 34, touch 13, flat-footed 30 (+6 armor, +4 Dex, +11 natural, +4 shield, -1 size)
hp 400 (24 HD; 12d6+12d8+258)
Fort +22, Ref +12 (+4 to catch a thrown rock), Will +16
Defensive Abilities fortification 50%, hard to kill, improved rock catching; DR 10/adamantine
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 defending spell storing greatclub +24/+19/+14 (2d8+13) or
. . 2 slams +16 (1d8+3)
Ranged rock +14 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (7/day, surge +1d6), rock throwing (180 feet)
Arcane School Spell-Like Abilities (CL 12th; concentration +22)
. . At will—change shape (beast shape iii or elemental body ii, 12 rounds/day)
. . 11/day—telekinetic fist (1d4+6 bludgeoning)
Transmuter Spells Prepared (CL 12th; concentration +22)
. . 6th—acid fog, disintegrate[M] (2, DC 28), flesh to stone (DC 28), repulsion (DC 24)
. . 5th—baleful polymorph (2, DC 27), cloudkill (DC 23), fire snake[APG] (DC 23), wall of force (2)
. . 4th—black tentacles, dimension door, fire shield, mass reduce person (2, DC 26), solid fog[M], stoneskin
. . 3rd—dispel magic, fireball (DC 21), magic circle against good, greater magic weapon, protection from energy, slow (2, DC 25), stinking cloud (DC 21)
. . 2nd—anti-summoning shield (DC 20), fog cloud, glitterdust (DC 20), kinetic reverberation[UC] (2, DC 24), resist energy, scorching ray[M] (2)
. . 1st—alarm, mage armor[M], magic missile (3), reduce person (2, DC 23), shield
. . 0 (at will)—arcane mark, light, mage hand, touch of fatigue (DC 18)
. . M mythic spell
--------------------
Statistics
--------------------
Str 24, Dex 18, Con 30, Int 26, Wis 14, Cha 14
Base Atk +15; CMB +23; CMD 37
Feats Arcane Blast[APG], Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Deep Sight[APG], Greater Spell Focus (transmutation), Improved Initiative, Iron Will, Scribe Scroll, Spell Focus[M], Spell Specialization[UM], Time Stutter, True Name[UM], Uncanny Concentration[UM], Will of Giants
Skills Acrobatics +4 (+8 to jump), Climb +34, Intimidate +29, Knowledge (arcana) +35, Knowledge (engineering) +35, Knowledge (geography) +35, Perception +25, Spellcraft +35, Stealth +24 (+32 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Aklo, Common, Cyclops, Draconic, Dwarven, Ettin, Giant, Orc, Terran, Thassilonian
SQ amazing initiative, arcane bond (+3 defending spell storing greatclub), arcane surge[MA], mythic spellcasting[MA], mythic spellcasting[MA], physical enhancement (+3)
Combat Gear robe of runes; Other Gear +3 defending spell storing greatclub, fog-cutting lenses
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Bond (+3 defending spell storing greatclub) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Change Shape II (beast shape iii or elemental body ii, 12 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Greed (Transmutation) Transmuters use magic to change the world around them.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Physical Enhancement +3 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Spell Focus [Mythic, Transmutation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Disintegrate) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinetic Fist (1d4+6 bludgeoning, 11/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Time Stutter (1/day) (Sp) Use time stop for 1 round
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks
Will of Giants You gain immunity to enchantment effects that target only humanoids.

Stone Giant Body Guard:

Stone Giant Body Guard CR 13
XP 25,600
Stone giant fighter 4/stalwart defender 2 (Pathfinder RPG Advanced Player's Guide 277, Pathfinder RPG Bestiary 151)
N Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +22
--------------------
Defense
--------------------
AC 35, touch 16, flat-footed 28 (+6 armor, +3 Dex, +4 dodge, +11 natural, +2 shield, -1 size)
hp 308 (18 HD; 12d8+4d10+2d12+184)
Fort +22, Ref +9 (+4 to catch a thrown rock), Will +9 (+1 vs. fear)
Defensive Abilities improved rock catching; DR 10/—
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 dueling khopesh +23/+18/+13 (2d6+14/19-20) or
. . 2 slams +16 (1d8+5)
Ranged rock +9 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 feet)
--------------------
Statistics
--------------------
Str 33, Dex 17, Con 28, Int 14, Wis 12, Cha 8
Base Atk +15; CMB +23 (+25 dirty trick, +25 disarm, +25 reposition, +29 trip); CMD 44 (46 vs. dirty trick, 46 vs. disarm, 46 vs. reposition, 48 vs. trip)
Feats Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exotic Weapon Proficiency (khopesh), Greater Trip, Improved Stalwart[UC], Improved Trip, Stalwart[UC], Toughness, Weapon Focus (khopesh), Weapon Specialization (khopesh)
Skills Acrobatics +21 (+25 to jump), Climb +12, Intimidate +13, Perception +22, Sense Motive +22, Stealth +2 (+10 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Dwarven, Ettin, Giant
SQ armor training 1, defensive power (intercept[APG]), defensive stance
Other Gear adamantine breastplate, adamantine heavy steel shield, +1 dueling khopesh[APG]
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Stance (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Improved Stalwart Double DR gained from Stalwart
Improved Trip You don't provoke attacks of opportunity when tripping.
Intercept (Ex) In defensive stance, take a weapon strike that would hit an adjacent ally.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Stalwart Forgo dodge AC bonus for equivalent DR

*I made all kinds of changes to Mokmurium he is now Mythic He has a few spells in permanency and a contingency going if you want to discuss let me know*

Liberty's Edge

I've just started running it. This is a great help. Thanks.


You're probably tired of hearing this, but thank you for putting all this work out here for us to use. I've PMed you with my email for the Herolab files. Thanks again!


4 people marked this as a favorite.

The Sins of The Saviors:

Part One: The Scribbler's Rhyme

The Scribbler:
• No Changes except the changes to The Scribbler

The Scribbler:

The Scribbler CR 16
XP 76,800
Divine guardian human (Azlanti, Pureblooded) warpriest of Lamashtu 16 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 4 60)
CE Medium humanoid (chaotic, evil, human)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +23
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 31 (+10 armor, +4 deflection, +4 Dex, +7 natural)
hp 226 (16d8+128); fast healing 5
Fort +21, Ref +13, Will +24
Defensive Abilities ability healing, sacred armor (+4, 16 minutes/day); Immune disease, mind-affecting effects, poison
--------------------
Offense
--------------------
Speed 60 ft.
Melee +1 returning cold iron dagger +20/+15/+10 (2d6+19/19-20) or
. . fanged falchion +24/+19/+14 (2d6+35/15-20)
Special Attacks blessings 11/day, channel negative energy 8/day (DC 27, 5d6), fervor 16/day (5d6), sacred weapon (+4 2d6, 16 rounds/day)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—dimension door (within sacred site only)
. . 3/day—alarm, knock
. . 1/day—arcane lock, augury, banishment (DC 18), clairaudience/clairvoyance, commune, dismissal (DC 17), forbiddance, guards and wards, hold portal
Warpriest Spells Prepared (CL 16th; concentration +25)
. . 6th—blade barrier (DC 24), heal
. . 5th—flame strike (DC 23), righteous might, spell resistance, wall of stone
. . 4th—cure critical wounds, freedom of movement, greater magic weapon, greater shield of fortification[ACG], spell immunity, wrathful weapon
. . 3rd—cure serious wounds (3), dispel magic, magic vestment, protection from energy, wrathful mantle[APG] (DC 21)
. . 2nd—bear's endurance, bull's strength, cure moderate wounds, hold person (DC 20), ironskin, resist energy, weapon of awe[APG] (DC 20)
. . 1st—cure light wounds (5), divine favor, shield of faith
. . 0 (at will)—bleed (DC 18), detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 24, Int 12, Wis 26, Cha 14
Base Atk +12; CMB +19; CMD 36
Feats Additional Traits, Bleeding Critical, Critical Focus, Critical Mastery, Dimensional Agility[UC], Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Initiative, Iron Will, Power Attack, Staggering Critical, Weapon Focus (dagger), Weapon Focus (falchion), Weapon Specialization (falchion)
Traits arcane temper, fate's favored
Skills Acrobatics +3 (+15 to jump), Bluff +13, Intimidate +12, Knowledge (arcana) +3, Knowledge (planes) +10, Knowledge (religion) +10, Perception +23, Perform (oratory) +10, Sense Motive +21, Spellcraft +10; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Azlanti, Common, Thassilonian
SQ blessed life, blessings (chaos: anarchic strike, battle companion, trickery: double, greater invisibility), divine swiftness, sacred site
Other Gear +4 mithral agile breastplate[APG], +1 returning cold iron dagger, fanged falchion, headband of inspired wisdom +2
--------------------
Special Abilities
--------------------
Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.
Blessings (11/day) (Su) Pool of power used to activate Blessing abilities.
Critical Focus +4 to confirm critical hits.
Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Divine Swiftness A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature's speeds is doubled. If the base creature has a fly speed, the divine guardian's maneuverability becomes perfect if
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fervor (5d6, 16/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sacred Armor +4 (16 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Site You are bound to a specific sacred site that you must guard.
Sacred Weapon +4 (16 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Staggering Critical (DC 22) Critical hit staggers target
Warpriest Channel Negative Energy 5d6 (8/day, DC 27) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Shrine of Monster and Madness:
• 4 Heroes Yerrin-Ku
• 5 Heroes Yerrin-Ku and a Hezrou Demon
• 6 Heroes Yerrin-Ku and 2 Hezrou Demons

Yerrin-Ku:

Yerrin-Ku CR 15
XP 51,200
Advanced glabrezu demon (Pathfinder RPG Bestiary 61, 288)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +30
--------------------
Defense
--------------------
AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, -2 size)
hp 280 (14d10+168)
Fort +21, Ref +6, Will +14
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +24 (1d8+12), 2 claws +24 (1d6+12), 2 pincers +24 (2d8+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 claws, 2d8+18)
Spell-Like Abilities (CL 14th; concentration +21)
. . Constant—true seeing
. . At will—chaos hammer (DC 21), confusion (DC 21), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight (DC 21), veil (self only) (DC 23)
. . 1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
. . 1/month—wish (granted to a mortal humanoid only)
--------------------
Statistics
--------------------
Str 35, Dex 15, Con 35, Int 20, Wis 20, Cha 24
Base Atk +14; CMB +28; CMD 40
Feats Cleave, Great Cleave, Improved Critical (pincer), Improved Initiative, Persuasive, Power Attack, Vital Strike
Skills Acrobatics +16 (+20 to jump), Bluff +32, Diplomacy +25, Intimidate +25, Knowledge (history) +22, Knowledge (local) +22, Perception +30, Sense Motive +22, Stealth +11, Survival +19, Use Magic Device +21; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (24) You have Spell Resistance.
Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.

Hezrou Demon:

Hezrou Demon CR 11
XP 12,800
Hezrou demon (Pathfinder RPG Bestiary 62)
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +23
Aura stench (30 ft., DC 25, 10 rounds)
--------------------
Defense
--------------------
AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, -1 size)
hp 180 (10d10+100)
Fort +17, Ref +4, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee bite +18 (4d4+9 plus grab), 2 claws +18 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks nausea
Spell-Like Abilities (CL 13th; concentration +17)
. . At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
. . 3/day—gaseous form
. . 1/day—blasphemy (DC 20), summon (level 4, 1 hezrou 35%)
--------------------
Statistics
--------------------
Str 28, Dex 12, Con 30, Int 14, Wis 14, Cha 18
Base Atk +10; CMB +20 (+24 grapple); CMD 31
Feats Blind-fight, Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Climb +22, Escape Artist +11, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +10, Swim +30; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Nausea (DC 25) (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Resistance (22) You have Spell Resistance.
Stench (30 feet, 10 rounds, DC 25) Living creatures in aura's range are sickened for listed duration (Fort neg).
Summon (level 4, 1 hezrou 35%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Swimming (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

The Scribbler’s Kennel:
• 2 Hounds of Lamashtu per Hero

Hounds of Lamashtu:

Hound of Lamashtu CR 9
XP 6,400
Advanced yeth hound (Pathfinder RPG Bestiary 286, 288)
NE Medium outsider (evil, extraplanar)
Init +9; Senses darkvision 60 ft., scent; Perception +21
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 172 (14d10+70)
Fort +9, Ref +14, Will +13
DR 5/silver
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee bite +19 (9d6+11)
Special Attacks bay, sinister bite
--------------------
Statistics
--------------------
Str 21, Dex 20, Con 20, Int 10, Wis 18, Cha 14
Base Atk +14; CMB +19; CMD 34 (38 vs. trip)
Feats Ability Focus (bay), Devastating Strike[UC], Improved Initiative, Improved Natural Attack (bite), Improved Vital Strike, Skill Focus (Fly), Vital Strike
Skills Acrobatics +19 (+23 to jump), Fly +32, Perception +21, Sense Motive +21, Stealth +22, Survival +21
SQ flight
--------------------
Special Abilities
--------------------
Bay (DC 21) (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successfu
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Flight (60 feet, Good) You can fly!
Flight (Su) A yeth hound can cease or resume its flight as a free action.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sinister Bite (DC 22) (Su) A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a
Trip (Ex) You can make a trip attempt on a successful attack.
Vital Strike Standard action: x2 weapon damage dice.


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Part Two: Seeking the Runeforge

The Sihedron Circle:
• No Changes except the changes to Arkryst

Arkryst:

Arkrhyst CR 16
XP 76,800
White, wyrm dragon (Pathfinder RPG Bestiary 100)
CE Huge dragon (cold)
Init +3; Senses dragon senses, snow vision; Perception +36
Aura cold (10 ft, 2d6 cold), frightful presence (330 ft., DC 24)
--------------------
Defense
--------------------
AC 47, touch 7, flat-footed 47 (+4 armor, -1 Dex, +32 natural, +4 shield, -2 size)
hp 464 (23d12+234)
Fort +24, Ref +16, Will +19
DR 10/adamantine, 20/magic; Immune cold, paralysis, sleep; Resist fire 30; SR 27
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +30 (2d8+36/19-20), 2 claws +29 (2d6+24), tail slap +24 (2d6+36), 2 wings +24 (1d8+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks blizzard, breath weapon (50-ft cone, DC 30, 22d4 cold), crush (Small creatures, DC 30, 2d8+18), freezing fog (DC 19, 3/day)
Spell-Like Abilities (CL 23rd; concentration +26)
. . At will—fog cloud, gust of wind (DC 15), wall of ice (DC 17)
Sorcerer Spells Known (CL 11th; concentration +14)
. . 5th (4/day)—caustic blood (DC 18), wall of force
. . 4th (6/day)—dimension door, greater false life[UM], stoneskin
. . 3rd (7/day)—dispel magic, displacement, heroism, protection from energy
. . 2nd (7/day)—bear's endurance, invisibility, mirror image, resist energy, see invisibility
. . 1st (7/day)—alarm, mage armor, magic missile, shield, strong wings[ARG]
. . 0 (at will)—arcane mark, detect magic, ghost sound (DC 13), mage hand, mending, message, open/close (DC 13), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 35, Dex 8, Con 29, Int 16, Wis 19, Cha 16
Base Atk +23; CMB +33 (+37 sunder); CMD 46 (48 vs. sunder, 50 vs. trip)
Feats Alertness, Flyby Attack, Greater Sunder, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +1 (+13 to jump), Appraise +5, Bluff +5, Climb +14, Diplomacy +5, Disguise +5, Escape Artist +1, Fly +23, Heal +6, Intimidate +31, Knowledge (arcana) +31, Knowledge (history) +31, Perception +36, Ride +1, Sense Motive +36, Spellcraft +31, Stealth +19, Survival +6, Swim +48
Languages Common, Draconic, Giant, Orc
SQ ice shape, icewalking
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Blizzard (Su) As a standard action, create 50 ft radius blizzard that slows and obscures sight for 1 min.
Breath Weapon (50-ft cone, 22d4 cold, usable every 1d4 rounds, DC 30) As a standard action, affect an area with elemental damage (Ref half).
Burrowing (30 feet) You have a Burrow speed.
Cold Aura (10 ft, 2d6 cold) (Su) Creatures in aura at the start of the dragons turn take cold damage
Crush (Small creatures, 2d8+18, DC 30) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (20/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Flight (200 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Freezing Fog (3/day, DC 19) (Sp) Create a fog that deals 2d6 cold dam/rd and causes surfaces to become slippery.
Frightful Presence (330 feet, 5d6 rds, DC 24) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Ice Shape (At will) (Su) Can shape ice and snow, as stone shape.
Icewalking (Ex) Cimb and move on icy surfaces without penalty &amp; no Acrobatics checks to run or charge on ice.
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Snow Vision (Ex) Vision is not hindered by snowy conditions.
Spell Resistance (27) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

Xin’s Stairwar:
• 4 Heroes 2 Mythic Earth Elementals
• 5 Heroes
• 6 Heroes 3 Mythic Earth Elementals

Mythic Earth Elemental:

Mythic Earth Elemental CR 14/MR 5
XP 38,400
Earth, elder mythic elemental (Pathfinder RPG Mythic Adventures)
N Huge outsider (earth, elemental, extraplanar, mythic)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 7, flat-footed 28 (-1 Dex, +21 natural, -2 size)
hp 276 (16d10+146)
Fort +16, Ref +4, Will +12
DR 10/—, 10/epic; Immune bleed, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee 2 slams +21 (4d6+40/19-20/×3 plus stun)
Space 15 ft.; Reach 15 ft.
Special Attacks earth mastery, mythic power (5/day, surge +1d8), petrify, stun, trample (4d6+18, DC 30), trap weapon
Spell-Like Abilities (CL 16th; concentration +16)
. . At will—stone shape
. . 5/day—transmute rock to mud
--------------------
Statistics
--------------------
Str 34, Dex 8, Con 22, Int 12, Wis 14, Cha 11
Base Atk +16; CMB +25 (+29 bull rush, +29 overrun, +27 sunder); CMD 39 (41 vs. bull rush, 41 vs. overrun, 41 vs. sunder)
Feats Awesome Blow, Cleave[M], Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical[M], Improved Overrun, Improved Sunder, Power Attack[M]
[b]Skills
Acrobatics -1 (-5 to jump), Appraise +20, Climb +31, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +21, Sense Motive +21, Stealth +10
Languages Terran
SQ powerful blows (slam)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Burrowing (20 feet) You have a Burrow speed.
Cleave [Mythic] One cleave att can target non-adj foe. Use 1 power to continue att vs. foes in reach.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Petrify (DC 24) (Su) Use 2 power to petrify struck foe (Fort part), on save foe is slowed 1d6 rds.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Blows (Slam) (Ex) The specified attack adds 1-1/2 times your Str bonus on damage rolls
Stun: Slam (DC 30) (Ex) When hit foe with 2 slams in a round they are stunned 1d6 rds (Fort neg).
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Trap Weapon (DC 30) (Ex) Slashing or piercing weapons that deal dam are stuck (Ref neg). Str check to pull free.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

THE HEROES ARE NOW 14TH LEVEL.


I love you.

Oh man, you're so close to catching up to my party. I'm excited to use your guide!

I guess I vote for no mythic, since I haven't read those rules :P


Well im working at making some of the runeforge leaders mythic just to make them more challenging.

The Mythic Lich is nuts!!


Any sneak peek for the Halls of Wrath before my party hits it tomorrow?

:)


Sorry guys RL getting in the way


Bakaninja wrote:

Any sneak peek for the Halls of Wrath before my party hits it tomorrow?

:)

I don't know if this helps, but here is what I did for Atroxis at least (may not be 100%). I also had her challenge the group to send their champion to fight her, so it was a one on one fight, with the reward for winning being the loyalty of the other members of the wing.

Spoiler:
HIGHLADY ATHROXIS FIGHTER 1, EVOKER 5, ELDRITCH KNIGHT 10
LE Medium Humanoid (human) (mythic Guardian 2)
Init +5; Senses Perception +17
DEFENSE
AC 28, touch 16, flat-footed 25 (+10 Armor, +3 Dex, +2 deflection, +2 Natural, +1 Insight)
hp 256 (5d6 +11d10 +116)
Fort +17, Ref +11, Will +13
OFFENSE
Speed 10 ft, fly 60 (good)
Melee +3 Adamantine Flaming Greatsword+23/+18/+13)2d6+12, 17-20x2, plus 1d6 fire) (-4, +12)
Space 5 Reach 5
Special Attacks Spell critical, intense spells (+2 Damage)
Spell-Like Abilities (CL 14, concentration +19)
8/day Force Missile (1d4+2)
Spells Prepared (CL 14th, concentration +19)
7th Mages Sword, Prismatic Spray (24, 2), Finger of Death (22)
6th Chain Lightning (23, 2), Sirocco (23) Flesh to Stone (21), Empowered Shout (21)
5th Cone of cold (22, 2), Feeblemind (20), Maximized Scorching Ray, empowered vampiric touch, wall of force
4th Confusion (19),Dragon Breath (21), maximized magic missile (2), empowered scorching ray (2), shout (21)
3rd Fly, greater magic weapon, Haste, lightning bolt (20, 2), empowered magic missile Fireball (20)
2nd Brow Gasher False Life, Anticipate thoughts, mirror image, scorching ray(2), see invisibility
1st Burning Hands (18), expeditious retreat, magic missile (2) Ray of Enfeeblement (16), Shocking Grasp, True Strike, Thunderstomp
STATISTICS
Str 20, Dex 16, Con 20, Int 20, Wis 10, Cha 12
Base Atk +13; CMB +18; CMD 35
Feats Disarming Strike, Combat Expertise, Craft magic arms and armor, craft wand, craft wondrous, empower, Greater Spell focus, Spell focus (evocation), Improved critical (Greatsword), Iron Will, Maximize spell, power attack, Scribe Scroll, Toughness, Mythic Combat Expertise (+6 dodge, surge negates penalties) Improved Disarm
Skills Acrobatics 20, climb 24, craft(weapon smith) 25, Fly 15, Intimidate 21, Knowledge (arcane 25), Perception +17, Sense motive 25, Spellcraft +25
Languages Abyssal, Aklo, Draconic, Elven, Giant,Thassilonian,
SQ Arcane Bond (Weapon), Diverse training
Combat Gear Wand of Clairvoyance (32 charges), wand of lightning bolt (CL10, 25 charges), +4 mithral breastplate, +1 adamantine flaming Great sword, amulet of natural armor +2, Belt of physical perfection +2, cloak of resistance +3, Headband of vast intelligence +2, Ring of protection +2
Mark of Wrath: +1 insight to AC, Attack, and damage. Once per day as a swift action, cast Fireshield (CL15)

Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.
Armor Master (Ex): You don't take an armor check penalty or incur an arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): 7/day
Surge (Su): You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.


Joey Virtue wrote:
Part Five: The Ancient Library

Can you please share what spell and for what condition Mokmurian has a contingency?

I thought about it, and frankly speaking, I'm lost in ideas, so I would just take yours :)


I was waiting to see what the players tactics are and make it according to the biggest threat to him.


Pathfinder Adventure Path Subscriber

I have to say you're the answer to my prayers. I have been looking for this exact information, and someone linked me to this post.

I have a group of six (sometimes 7 O.o) players that is currently running through RotRL:AE, and the combat's been way too easy for them so far. I love everything you've put down, and plan to be using a lot of it to make things more interesting for the party.

I use Hero Lab. Would it be possible to get a copy of what you've got for the baddies you've done?


1 person marked this as a favorite.

Part Three: Runeforge and The Abjurant Halls

So in the Runeforge I plan to run all the separate areas of the Runeforge at 14th level, till the final battle with the Karzoug Statue so it doesn't matter what way they go.

Befoulded Chamber:
• No Changes except the changes to The Mustard Jelly

Fiendish Mustard Jelly:

Fiendish Mustard Jelly CR 15
XP 51,200
Id fiendish advanced mustard jelly (Pathfinder RPG Bestiary 288, 294)
CN Large ooze
Init +9; Senses blindsight 60 ft., darkvision 60 ft.; Perception +25
Aura poison aura (DC 33)
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 19 (+5 Dex, +10 natural, -1 size)
hp 340 (20d8+220)
Fort +17, Ref +13, Will +13
Defensive Abilities divide, energy absorption; DR 10/good, 5/magic; Immune gaze, visual-based, ooze traits; Resist cold 15, fire 15; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee 4 slams +22 (2d6+7/19-20)
Space 10 ft.; Reach 5 ft.
Special Attacks acid (+1d4 acid), constrict (2d4+7), smite good
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 32, Int 10, Wis 20, Cha 20
Base Atk +15; CMB +23; CMD 38 (can't be tripped)
Feats Ability Focus (poison aura), Combat Reflexes, Deadly Finish[UC], Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills Climb +9, Perception +25, Stealth +22, Swim +10
--------------------
Special Abilities
--------------------
Acid (+1d8 acid) (Ex) A mustard jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals 1d8 acid damage.
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Finish Foes you knock out must make a Fort save or die
Divide (Ex) A mustard jelly can, as a standard action, split itself into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot divide itself. When divided, each jelly moves faster than
Energy Absorption (Ex) A mustard jelly is immune to electrical effects and magic missiles. If targeted by an electricity effect (including area effects) or a magic missile spell, the mustard jelly gains temporary hit points equal to the amount of damage it would have other
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Gaze Attacks, visual effects and attacks relying on sight You are immune to gaze attacks, visual effects and attacks relying on sight.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ooze Traits Oozes have many immunities.
Poison Aura (DC 33) (Ex) The mustard jelly exudes an aura of poison in a 10-foot radius centered on it that slows (as the slow spell) any creature in the area as long as it remains in the area and for 1d4 rounds afterward if it fails a DC 21 Fortitude save. A new save must b
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +20 to damage when used.
Spell Resistance (20) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.


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Part Four: The Ravenous Crypts

Crypts of the Builders:
• 4 Heroes 6 Thassilonian Mummies
• 5 Heroes 8 Thassilonian Mummies
• 6 Heroes 10 Thassilonian Mummies

Thassilonian Mummy:

Thassilonian Mummy CR 10
XP 9,600
Advanced mummy (Pathfinder RPG Bestiary 210, 288)
LE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +30
Aura despair (DC 23)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 208 (16d8+112)
Fort +11, Ref +8, Will +16; +3 profane bonus vs. channeled positive energy
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 20 ft.
Melee slam +19 (6d6+26 plus mummy rot)
--------------------
Statistics
--------------------
Str 28, Dex 14, Con —, Int 10, Wis 20, Cha 20
Base Atk +12; CMB +18; CMD 33
Feats Improved Initiative, Improved Natural Attack (slam), Improved Vital Strike, Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (slam)
Skills Acrobatics +18 (+14 to jump), Perception +30, Sense Motive +24, Stealth +21
Languages Common
SQ mummy rot
--------------------
Special Abilities
--------------------
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Despair (DC 23) (Su) All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mummy Rot (1d6 Con and Cha, DC 23) (Su) Heal spells cast on cursed foe require DC 20 CL check. If die by disease body is dusted.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

The Crypt of Lord Mankary:
• No Changes except the changes to the Armored Golem

Spoiler:

Armored Clay Golem CR 14
XP 38,400
Clay golem (Pathfinder RPG Bestiary 159)
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 31, touch 9, flat-footed 31 (+6 armor, +16 natural, -1 size)
hp 198 (21d10+30)
Fort +7, Ref +7, Will +8
DR 10/adamantine, 10/bludgeoning; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +28 (2d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, cursed wound, haste
--------------------
Statistics
--------------------
Str 26, Dex 10, Con —, Int —, Wis 12, Cha 1
Base Atk +21; CMB +30; CMD 40
Skills Acrobatics +0 (-4 to jump)
--------------------
Special Abilities
--------------------
Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature
Construct Traits (+30 HP) Constructs have many immunities.
Cursed Wound (Ex) The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the inju
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
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).
Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A move earth spell drives the golem back 120 feet an
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Infusion Chamber:
• There is now a Nightwalker instead of a Nightwing comes through the portal
• 4 Heroes 1 Nightwalker
• 5 Heroes 1 Nightwalker and 2 Greater Shadows
• 6 Heroes 1 Nightwalker and 4 Greater Shadows

Nightwalker:

Nightwalker CR 16
XP 76,800
Nightwalker nightshade (Pathfinder RPG Bestiary 2 201)
CE Huge undead (extraplanar, nightshade)
Init +2; Senses darksense, darkvision 60 ft., low-light vision; Perception +29
Aura desecrating aura (30 ft.)
--------------------
Defense
--------------------
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, -2 size)
hp 294 (21d8+126)
Fort +15, Ref +11, Will +19
DR 15/good, 15/silver; Immune cold, undead traits; SR 27
Weaknesses light aversion
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +23 (3d6+22/19-20 plus 4d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 9/day (DC 30, 8d6), fear gaze, swift sundering
Spell-Like Abilities (CL 16th; concentration +22)
. . Constant—air walk, detect magic, magic fang
. . At will—contagion (DC 20), deeper darkness, greater dispel magic, unholy blight (DC 20)
. . 3/day—confusion (DC 20), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 20)
. . 1/day—cone of cold (DC 21), finger of death (DC 23), plane shift (DC 23), summon (level 7, 4 greater shadows)
--------------------
Statistics
--------------------
Str 35, Dex 14, Con —, Int 20, Wis 20, Cha 22
Base Atk +15; CMB +27 (+29 disarm, +31 sunder); CMD 41 (43 vs. disarm, 43 vs. sunder)
Feats Combat Expertise, Command Undead, Greater Sunder, Greater Vital Strike, Improved Critical (claw), Improved Disarm, Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike
Skills Acrobatics +2 (+6 to jump), Intimidate +30, Knowledge (arcana) +29, Knowledge (planes) +26, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness), Swim +33; Racial Modifiers +8 Stealth in darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Command Undead (DC 30) Channel energy can take control of undead.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/silver) You have Damage Reduction against all except Silver attacks.
Darksense (Ex) True seeing in dim light and darkness
Darkvision (60 feet) You can see in the dark (black and white only).
Desecrating Aura (30 ft.) (Su) Undead within 30' gain +2 to hit and damage. The save DC of channeled negative energy is increased by +6.
Energy Damage: Claw (4d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Fear Gaze (DC 26) (Su) Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Light Aversion (Ex) Sickened in bright light, double penalties in natural sunlight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nightshade Channel Negative Energy 8d6 (9/day, DC 30) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Unholy Blight) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (27) You have Spell Resistance.
Summon (level 7, 4 greater shadows, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Swift Sundering (Su) A nightwalker can make a sunder attempt as a swift action with one of its claws.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.

Greater Shadow:

Greater Shadow CR 10
XP 9,600
Advanced greater shadow (Pathfinder RPG Bestiary 245, 288)
CE Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft.; Perception +23
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 157 (11d8+88)
Fort +10, Ref +12, Will +12; +6 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
--------------------
Statistics
--------------------
Str —, Dex 24, Con —, Int 10, Wis 16, Cha 20
Base Atk +8; CMB +17; CMD 31
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Perception), Toughness
Skills Fly +25, Intimidate +19, Perception +23, Stealth +21 (+25 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ create spawn, strength damage
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (40 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Strength Damage (Su) A greater shadow's touch deals 1d8 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities.

Xyoddin’s Laboratory:
• No Changes except the changes to Xyoddin

Xyoddin:

Xyoddin Xerriock CR 15
XP 51,200
Ravenous dread zombie human (Azlanti, Pureblooded) aristocrat 2/rogue (unchained) 12 (Pathfinder Unchained 20)
CE Medium undead (humanoid, human)
Init +10; Senses darkvision 120 ft., low-light vision; Perception +30
Aura unnatural aura (30 ft.)
--------------------
Defense
--------------------
AC 29, touch 18, flat-footed 23 (+7 armor, +2 deflection, +6 Dex, +4 natural)
hp 300 (16d8+204); cannibalistic healing 10
Fort +18, Ref +21, Will +13; +3 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +2, danger sense +4, improved evasion, improved uncanny dodge; DR 5/—; Immune undead traits
Weaknesses ravenous body
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine blade +21/+16/+11 (1d4+10/15-20) or
. . human bane blade +22/+17/+12 (1d4+11/15-20 plus 2d6 vs. Human) or
. . unarmed strike +21/+16/+11 (1d3+9)
Special Attacks brain consumption (DC 26), command zombies, favored prey (+2 vs. humanoid, +4 vs. Human), hungry frenzy, hungry special attacks, sneak attack (unchained) +7d6
--------------------
Statistics
--------------------
Str 26, Dex 22, Con —, Int 14, Wis 14, Cha 30
Base Atk +11; CMB +21 (+23 grapple); CMD 37 (39 vs. grapple)
Feats Accomplished Sneak Attacker, Blind-fight, Combat Expertise, Double Slice, Greater Two-weapon Fighting, Improved Critical (better war razor), Improved Feint, Improved Grapple, Improved Initiative, Improved Two-weapon Fighting, Improved Unarmed Strike, Toughness, Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (better war razor)
Skills Acrobatics +30, Appraise +3, Bluff +30 (+32 vs. humanoid, +34 vs. Human), Climb +21, Diplomacy +30, Disguise +11, Escape Artist +30, Fly +7, Heal +3, Intimidate +34, Knowledge (nobility) +15, Perception +30 (+32 vs. humanoid, +34 vs. Human), Perform (string instruments) +17, Ride +7, Sense Motive +22 (+24 vs. humanoid, +26 vs. Human), Sleight of Hand +26, Stealth +30, Survival +15 (+17 vs. humanoid, +19 vs. Human), Swim +9; Racial Modifiers +2 Bluff vs. humanoid, +4 Bluff vs. Human, +2 Perception vs. humanoid, +4 Perception vs. Human, +2 Sense Motive vs. humanoid, +4 Sense Motive vs. Human, +2 Survival vs. humanoid, +4 Survival vs. Human
Languages Azlanti, Common, Giant, Thassilonian
SQ ageless, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +8, combat trick, hunter's surprise[APG], improved evasion, surprise attacks, weapon training), sprint, trapfinding +6
Other Gear +3 mithral chain shirt, adamantine blade, human bane blade , amulet of natural armor +2, cloak of resistance +2, ring of protection +2
--------------------
Special Abilities
--------------------
Ageless (Ex) A ravenous creature does not age as long as it is not starving.
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Brain Consumption (DC 26) (Ex) Instantly kill pinned or helpless foe by eating its brain.
Cannibalistic Healing 10 (Ex) Gain fast healing 10 if have fed on flesh of own kind within 24 hours.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Command Zombies (Su) Command normal zombies within 30 ft.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Favored Prey (+2 vs. humanoid, +4 vs. Human) (Ex) +2 to damage, Bluff, Perception, Sense Motive, and Survival vs. same type. Same kind increases bonus to +4.
Hungry Frenzy (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC vs. own kind. Doubles when starving.
Hungry Special Attacks (Ex) Creatures of same kins take -2 on saves vs. spells and special attacks.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Ravenous Body (Ex) Must eat flesh of own kind or starve.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sprint (1/hour) (Ex) Once per hour, a ravenous creature can move at ten times its normal speed when it makes a charge
Surprise Attacks +6 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Feint Forgo first melee attack to feint
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.

Crypt Guardians:
• 4 Heroes 6 Thassilonian Mummies
• 5 Heroes 8 Thassilonian Mummies
• 6 Heroes 10 Thassilonian Mummies

Assembly Room:
• 4 Heroes Azaven
• 5 Heroes Azaven and 2 Dread Wraiths
• 6 Heroes Azaven and 4 Dread Wraiths

Azaven:

Azaven CR 18/MR 7
XP 153,600
Human mythic lich (Azlanti, Pureblooded) necromancer 13 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 188, Pathfinder RPG Mythic Adventures)
CE Medium undead (humanoid, human, mythic)
Init +16; Senses darkvision 60 ft., life sight (20 feet, 13 rounds/day), spell perception; Perception +28
Aura fear aura (DC 29)
--------------------
Defense
--------------------
AC 34, touch 17, flat-footed 29 (+5 armor, +2 deflection, +5 Dex, +12 natural)
hp 238 (13d6+160)
Fort +12, Ref +11, Will +13; +3 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +8, creeping paralysis, rejuvenation; DR 15/bludgeoning, 15/epic, 15/magic; Immune cold, electricity, polymorph, undead traits; SR 32
--------------------
Offense
--------------------
Speed 30 ft.
Melee touch +9 (1d8+7 negative energy plus paralyzing touch)
Special Attacks mythic power (7/day, surge +1d10), mythic spells, paralyzing touch (DC 29)
Arcane School Spell-Like Abilities (CL 13th; concentration +23)
. . 13/day—grave touch (6 rounds)
Necromancer Spells Prepared (CL 13th; concentration +23)
. . 7th—finger of death[M] (2, DC 31), forcecage (DC 27), prismatic spray
. . 6th—banshee blast[ACG] (2, DC 30), chain lightning[M] (2, DC 26), mislead (DC 26), quickened scorching ray[M]
. . 5th—quickened magic missile[M] (3), suffocation[APG] (DC 29), wall of force[M], waves of fatigue (2)
. . 4th—dimension door, enervation[M], enervation[M] (2), fear (DC 28), mass reduce person (DC 24), stone shape, wall of blindness/deafness[ACG] (DC 28)
. . 3rd—fly, gaseous form, lightning bolt[M] (2, DC 23), ray of exhaustion (2, DC 27), slow (DC 23), tongues
. . 2nd—blindness/deafness (2, DC 26), false life, ghoul touch (DC 26), glitterdust (DC 22), mirror image, scorching ray[M] (2), spectral hand
. . 1st—chill touch (2, DC 25), grease, magic missile[M] (4), obscuring mist, reduce person (DC 21)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . M mythic spell
--------------------
Statistics
--------------------
Str 12, Dex 20, Con —, Int 30, Wis 17, Cha 22
Base Atk +6; CMB +9; CMD 24
Feats Combat Casting, Craft Wondrous Item, Eschew Materials[M], Extend Spell, Greater Spell Focus (necromancy), Improved Initiative[M], Mythic Spell Lore[M], Quicken Spell, Scribe Scroll, Spell Focus[M], Spell Penetration[M], Time Stutter, Turn Undead
Skills Acrobatics +6, Appraise +27, Bluff +7, Climb +2, Craft (alchemy) +27, Diplomacy +7, Disguise +7, Escape Artist +6, Fly +22, Heal +4, Intimidate +7, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (engineering) +27, Knowledge (nobility) +27, Knowledge (planes) +27, Knowledge (religion) +27, Perception +28, Ride +6, Sense Motive +28, Spellcraft +27, Stealth +30, Survival +4, Swim +2; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Elven, Giant, Infernal, Necril, Thassilonian
SQ arcane bond (staff of hungry shadows), augmented spellcasting, mythic phylactery, power over undead
Combat Gear staff of hungry shadows[UE]; Other Gear bracers of armor +5, headband of vast intelligence +4, ring of protection +2
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of hungry shadows) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augmented Spellcasting (Arcane Surge) (Su) You gain the chosen ability.
Channel Resistance +8 +8 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Creeping Paralysis (Su) Foes touching or hitting with non-reach weapon are affected by paralyzing touch.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fear Aura (DC 29) Foes in 60 ft are frightened (below 5 HD) or shaken for 13 rds (Will neg).
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (6 rounds, 13/day) (Sp) As a standard action, touch shakes living foe 6 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Life Sight (20 feet, 13 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Mythic Phylactery (Su) Phylactery can't be harmed by non-mythic sources. At Rank 8+ can only be destroyed 1 way.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spells (2/day) (Su) Cast a Mythic spell without using any mythic power.
Paralyzing Touch (1d8+6 negative energy dam, DC 29) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Spell Focus [Mythic, Necromancy] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perception (Su) Auto know what spell is cast in 60 ft and can pinpoint the caster.
Spell Resistance (32) You have Spell Resistance.
Surge (1d10) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Time Stutter (1/day) (Sp) Use time stop for 1 round
Touch (DC 22) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Turn Undead (DC 22) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Traits Undead have many immunities.

Dread Wraith:

Dread Wraith CR 11
XP 12,800
Dread wraith (Pathfinder RPG Bestiary)
LE Large undead (incorporeal)
Init +13; Senses darkvision 60 ft., lifesense (60'); Perception +27
Aura unnatural aura
--------------------
Defense
--------------------
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, -1 size)
hp 208 (16d8+112)
Fort +12, Ref +14, Will +14
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 60 ft. (good)
Melee other melee natural attack +20 (2d6 neg. energy plus 1d8 Con drain)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str —, Dex 28, Con —, Int 18, Wis 18, Cha 24
Base Atk +12; CMB +22; CMD 40
Feats Alertness, Blind-fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (other melee natural attack), Mobility, Spring Attack
Skills Diplomacy +23, Fly +30, Intimidate +26, Knowledge (planes) +20, Knowledge (religion) +23, Perception +27, Sense Motive +27, Stealth +24
Languages Common, Infernal
SQ constitution drain (1d6), create spawn, sunlight powerlessness
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constitution Drain (1d8, DC 25) (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn ar
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Lifesense (60') (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Undead Traits Undead have many immunities.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.


I'd like to thank topic started for this thread. :)
Nice ideas, greatly helps in my game.
Waiting for further thread updates ;)


1 person marked this as a favorite.

Real Life has been kicking my a$$

It's summer break so it will be very hit or miss for having any time to do the rest of conversions till I go back to work.

For those of you who don't like mythic I have some good news for you. I talking to two of my players who have played mythic and they said at the level they would be getting it, that it would cause some serious breakdowns and loss of fun for the game. So I will still be using some mythic monsters I will not be planning for the characters becoming mythic so I will be posting a change to the lich when I get a chance.

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