KingNasher |
This is a broader concern than just Joey's guide, but to answer your question:
1) Use milestones for experience, and then the larger budget doesn't factor in as a problem.
2) If you refuse to use milestones, just switch to Medium XP track so you level slower.
3) Are your players experienced? They likely won't die, especially right off the bat. My party of entirely new players has still managed to get through the first 4 books using Joey's encounters and a lot of homebrew (also using the GM's Guide to Creating Challenging Encounters).
Also, for an update for folks:
I'm almost finished with Book 5's rebuilding. I've been making a lot of Book 4 homebrew, so it hasn't been a huge priority, but the Iron Cages of Lust and the Shimmering Veils of Pride are finished.
Any chance you would be able to share your updates? My party is about to be finishing book 4 with 5 players and these conversions have been a life saver so far.
To Joey Virtue, I hate to see that yo have stopped, but I completely understand. I have loved your work thus far and thank you for all the hard work you have prevented myself and countless GMs from having to trudge through.
Askar Avari |
Hi there folks! I feel like I should give an update.
I made new stat blocks for every encounter in Books 5 and most of Book 6 of Rise of the Runelords for my campaign, but I have two things preventing me from sharing them.
1) My party switched to Automatic Bonus Progression (Pathfinder Unchained) during Book 5, meaning I changed every stat block I had up to that point to have significantly less wealth and buffs that I don't really know how to note in a standard stat block.
2) I don't really know a good method for publishing these stat blocks. I personally keep them all as PDFs, and I'd have no issue uploading them for others to use . . . if I knew where/how.
That said, if people are still interested in receiving these stat blocks, here are some examples of updates I made.
Daughter of Delvahine - Advanced Alu-Demon Samurai 6 (Warrior Poet) (CR 12)
Warrior of Wrath - Human Magus 10 (Sigilus) (CR 9)
Sinspawn Axe Warrior - Wrathwarped Wrathspawn Fighter 6 (CR 10)
Highlady Athroxis - Azlanti Pureblooded Human Fighter 2 / Evoker 6 / Eldritch Knight 10 (CR 17)
Updated Horror Tree (CR 16) and Wendigo (CR 18)
Unchained Vampiric Skulks (CR 12) and re-worked Hidden Beast (CR 17)
Mythic Gamigin (CR 18) and Updated Scarlet Walkers (CR 14)
Mythic Ceoptra (CR 21), updated Viorian Dekanti (CR 19) and Chronomancer Karzoug (CR 21)
Stat blocks for: Denizens of Leng (CR 11), Moon Beast Priests (CR 15), Cloud Giant Bards (CR 14), Storm Giants (CR 15), Lamia Priestesses of Divine Consumption (CR 13-14), Lamia Matriarch Ninjas (CR 16) and Necromancers (CR 17), Juju Zombie Lamia Priestesses (CR 13), Svevenka (CR 17), Fungal Stone Giants (CR 13), Kuchrima Rangers (CR 10)
Stuff I haven't updated yet: Ghlorofaex, Giant Sentinels, Khalib, Abominable Snowmen, Wardens of Runes, Hungerers, Warden of Wind, Leng Spiders
Roonfizzle Garnackle |
Somewhat surprisingly, my extremely extended Rise game has picked up speed during the pandemic after we went virtual, and I for one would greatly appreciate whatever you have Askar. I also use Unchained and splash Mythic ranks for my enemies.
I'm sure we're not the only ones who use this pairing.
Edit: I find it particularly intriguing that you made the basic Wrathlings Magi, but not the Highlady. I'm now VERY curious.
Askar Avari |
1 person marked this as a favorite. |
Best method I've been able to find so far is Google Drive. I'm a little confused about the Permissions, but if I understand correctly, I can start by handing out permissions on a folder-by-folder basis.
With that stated:
Book 5 Part 6: The Iron Cages of Lust
The folder contains a notes page formatting in roughly the same way as this thread for reference. It also contains explanations for additional monsters I may have added, loot changes, or notes about homebrew beyond simply adding HD. For instance, in Book 5 Part 6, Delvahine uses the stat block for a Greater Succubus, a homebrewed demon I found online.
SquidgeyWriter9 |
I am only about to finish book One, but looking forward to seeing where this goes. Looks like this isn't quite the whole set, so hope others finish it off. I appreciate everything done so far and it is working well. Someone set up a Rise of the Runelords discord server if anyone is interested in joining us over there https://discord.gg/7uAaXrpR
DutchNsuch |
I am only about to finish book One, but looking forward to seeing where this goes. Looks like this isn't quite the whole set, so hope others finish it off. I appreciate everything done so far and it is working well. Someone set up a Rise of the Runelords discord server if anyone is interested in joining us over there https://discord.gg/7uAaXrpR
Discord invite not working. Did anyone finish this wonderful work? I'd love to see what others have done.
DutchNsuch |
Best method I've been able to find so far is Google Drive. I'm a little confused about the Permissions, but if I understand correctly, I can start by handing out permissions on a folder-by-folder basis.
With that stated:
Book 5 Part 6: The Iron Cages of Lust
The folder contains a notes page formatting in roughly the same way as this thread for reference. It also contains explanations for additional monsters I may have added, loot changes, or notes about homebrew beyond simply adding HD. For instance, in Book 5 Part 6, Delvahine uses the stat block for a Greater Succubus, a homebrewed demon I found online.
Askar, is there any way you could give me access to the rest of it?? Thanks so much! My PCs are just entering Runeforge!
lorenzob2 |
Best method I've been able to find so far is Google Drive. I'm a little confused about the Permissions, but if I understand correctly, I can start by handing out permissions on a folder-by-folder basis.
With that stated:
Book 5 Part 6: The Iron Cages of Lust
The folder contains a notes page formatting in roughly the same way as this thread for reference. It also contains explanations for additional monsters I may have added, loot changes, or notes about homebrew beyond simply adding HD. For instance, in Book 5 Part 6, Delvahine uses the stat block for a Greater Succubus, a homebrewed demon I found online.
Hi Askar! Are you still doing all the conversion? I would really like to take a glance of it if you are okay with that. I'm using right now the original work of Joey and I fell last chapter would be a bit of a dissapointment without really hard fights. :D
Askar Avari |
1 person marked this as a favorite. |
Hello folks! If you'd like my conversion for the rest of Runeforge, I can have that out in about 2 weeks. My party is currently in Xin-Shalast and I hadn't heard if people actively needed these, so I was focusing on finishing my campaign before updating here.
In the meantime, please feel free to make use of the next section as well.
Askar Avari |
Book 5 Part 8: The Festering Maze.
My campaign is back on, and now that we're in the Pinnacle of Avarice (and thus I'm done making stat blocks for my own group), I've looped back to this project! Part 8 is done now, and I'm going to be revising Part 9 based on the experiences of my own group (who absolutely stomped the Halls of Wrath, despite it ostensibly being higher CR than the other wings).
The info is on a Google Sheet past that link, but here's a copy for the thread:
The Festering Maze of Sloth
General Hazards
Foul Vapors - DC 17 (+1 per hour spent in the Festering Maze)
Blinding Sickness - DC 20
Filth Fever - DC 15
J1 Runeforge Sewers
- No changes except to Sobloch; Sobloch has (132) hp
J2 Sluice Controls (CR 16)
- 1 Omox Demon per PC
- 4 PCs: 1 Young Mythic Water Elemental
- 5 PCs:
- 6 PCs: 1 Mythic Water Elemental
J3 A Filthy Grave
Loot: bag of holding type i and:
- 4 PCs: rod of extend metamagic (normal)
- 5 PCs: rod of extend metamagic (normal) and rod of reach metamagic (lesser)
- 6 PCs: rod of extend metamagic (normal) and rod of merciful metamagic (normal)
J4 Infested Sump (CR 16)
- 4 PCs: 2 Chernobue Qlippoths
- 5 PCs: 2 Advanced Chernobue Qlippoths
- 6 PCs: 3 Chernobue Qlippoths
J5 Jordimandus’s Throne (CR 17)
- 4 PCs: Jordimandus, 4 Humoral Oozes, and 1 Advanced Omox Demon
- 5 PCs: Jordimandus, 4 Humoral Oozes, and 2 Advanced Omox Demons
- 6 PCs: Jordimandus, 4 Humoral Oozes, and 3 Advanced Omox Demons
Loot: 2 immovable rods, spellbooks (worth 7,000gp, containing all prepared spells, all core conjuration spells of 7th level and lower, and greater planar binding), scroll of planar ally, scroll of teleport, scroll of stone to flesh, and:
- 4 PCs: page of spell knowledge IV (flame steed) and page of spell knowledge III (storm step)
- 5 PCs: page of spell knowledge IV (flame steed), page of spell knowledge III (storm step) and rod of merciful spell (normal)
- 6 PCs: page of spell knowledge IV (flame steed), page of spell knowledge III (storm step) and rod of reach spell (normal)
Stat blocks found behind the link!
Askar Avari |
Quick update this time; here's Book 5 Part 9: The Halls of Wrath.
Part Nine: The Halls of Wrath
K1 Iron Guardians (CR 16)
- 4 PCs: 2 Iron Archers (unchanged)
- 5 PCs:
- 6 PCs: 3 Iron Archers (unchanged)
Loot changed to:
2 diamonds worth 5,000gp per iron archer
K3 Barracks and Training Hall (CR 17)
-1 Warrior of Wrath and 1 Wrathspawn Halberdier per PC
K4 Fleshwarping Lab (CR 16)
- 4 PCs: 6 Warriors of Wrath
- 5 PCs: 5 Warriors of Wrath and 2 Wrathspawn Halberdiers
- 6 PCs: 7 Warriors of Wrath and 2 Wrathspawn Halberdiers
K6 Hall of Testing (CR 18)
- 4 PCs: Highlady Athroxis and Glabrezu (reference stats for Yerrin-ku, Book 5 Part 1)
- 5 PCs: Highlady Athroxis and 1 Advanced Glabrezu
- 6 PCs: Highlady Athroxis and 2 Glabrezu
Note: Highlady Athroxis wields a +1 adamantine sadistic fauchard. If you’d prefer not to include a runeforged weapon in her gear, swap it for a +1 adamantine flaming burst fauchard, then lower her AC by 1 and her initiative by 2.
Stat blocks behind the link as always. Note that I haven't playtested these stat blocks, as my party absolutely crushed the CR 9 and 10 soldiers I was using and didn't fight Athroxis at all, but I think they'll hold their own with the advantage of superior numbers.
ckdragons |
The timing is perfect! If my party survives their current encounter, they will be going to this wing next.
They decided to split the party, and now fighting both the nightshade and Azavan. The ranger is dead (nightshade; 3 attacks) and the cleric is unconscious (8 hp, 85 non-lethal; Azavan; after confirmed crit from disintegrate but saved from aegis of recovery and buffering cap). 3 characters(arcanist, dirge bard, and 2-weapon fighter) remain...
Quick update this time; here's Book 5 Part 9: The Halls of Wrath.
Part Nine: The Halls of Wrath
K1 Iron Guardians (CR 16)
- 4 PCs: 2 Iron Archers (unchanged)
- 5 PCs:
- 6 PCs: 3 Iron Archers (unchanged)Loot changed to:
2 diamonds worth 5,000gp per iron archerK3 Barracks and Training Hall (CR 17)
-1 Warrior of Wrath and 1 Wrathspawn Halberdier per PCK4 Fleshwarping Lab (CR 16)
- 4 PCs: 6 Warriors of Wrath
- 5 PCs: 5 Warriors of Wrath and 2 Wrathspawn Halberdiers
- 6 PCs: 7 Warriors of Wrath and 2 Wrathspawn HalberdiersK6 Hall of Testing (CR 18)
- 4 PCs: Highlady Athroxis and Glabrezu (reference stats for Yerrin-ku, Book 5 Part 1)
- 5 PCs: Highlady Athroxis and 1 Advanced Glabrezu
- 6 PCs: Highlady Athroxis and 2 GlabrezuNote: Highlady Athroxis wields a +1 adamantine sadistic fauchard. If you’d prefer not to include a runeforged weapon in her gear, swap it for a +1 adamantine flaming burst fauchard, then lower her AC by 1 and her initiative by 2.
Stat blocks behind the link as always. Note that I haven't playtested these stat blocks, as my party absolutely crushed the CR 9 and 10 soldiers I was using and didn't fight Athroxis at all, but I think they'll hold their own with the advantage of superior numbers.
Askar Avari |
A Runelord Enraged (CR 16+)
- Max out the Karzoug Statue’s HP (340hp) and increase its slow (DC 25) radius to 15’
1. Figure out which monsters have survived the party’s exploration of Runeforge. Arkrhyst, Athroxis, Azaven, Ordikon, and Delvahine are definitely ones to look out for, but a few minor creatures may have escaped notice, such as the Fiendish Mustard Jelly or Xyoddin Xerriock.
2. Declare that the surge of power from the forging of a runeforged weapon and the animation of the Karzoug Statue has drawn the attention of others within Runeforge.
3. Introduce new creatures to the central Runeforge hub every turn for 4 turns, either attacking the party, attacking the statue, or both as appropriate.
4. If this is the party’s first time encountering one of these creatures, give them an opportunity to use Diplomacy, Bluff, Intimidate, or other forms of trickery to turn the various creatures against each other.
On top of preventing the party from simply ganging up on the statue, this also gives the Karzoug Statue an opportunity to flex its special abilities - petrifying and shattering a Warrior of Wrath, or being fully healed by Ordikon’s transmute mud to rock. The fact that the party will be resistant to these abilities, as well as uniquely capable of damaging the statue (with dominant weapons), should sell exactly how big of an advantage they’ve earned themselves. The inclusion of other creatures can also sell the value of other runeforged weapons in the event that not everyone forged a dominant weapon.
I have an additional homebrew suggestion regarding Covetous weapons behind the link, if you think your party may be interested in non-dominant runeforged weapons.
Miles Naismith |
Any idea when you'll get book 6 stuff posted, Avari?
My party is in the Vekker's house in Book VI, which I'm mostly just treating as RP encounters because those haunts are all pretty weak. Sometimes I have no idea what the authors are thinking when they through a CR8 trap in for a level 15 party. My party has strong saves across the board, especially Will, so while this is pretty spooky stuff with ambience I can play up, they aren't really in any danger (worst case scenario: they have to cast a Resurrection).
Sadly, the latest book 5 stuff came juuuust too late for me to use them - not a huge problem, since Vraxeris turned out to be a huge problem for them (mostly because of the mirrors of opposition and some clever NPC spellcasting to protect the mirrors from being destroyed immediately) and the Halls of Wrath were rough until they managed to get communal resist energy up (an awful lot of fireballs came all at once). I was honestly surprised by how formidable the Karzoug statue was straight out of the book.
Askar Avari |
1 person marked this as a favorite. |
I'll get started on that next week, Miles. I'll admit I'm pretty stumped on how to buff the haunts and traps of the Vekker Cabin, especially given they're explicitly not supposed to be real threats, but the actual combat encounters of Part 2 are pretty easy to modify.
My Part 3 and 4 are mostly finished already, given that's where my group was when I got back to this project. You can access the full catalog here, but consider the contents therein a WIP and double-check them yourself. My party had excellent anti-archery abilities, so I didn't hesitate to throw 16 high-damage archers at them at once, but balancing that for more general parties isn't quite where I'm at yet.
I'm currently focusing on Book 6 Part 7, as my party has reached the Pinnacle and begun raiding it.
Askar Avari |
Book 6: The Spires of Xin-Shalast
Part 1: Seeking Xin-Shalast
As your party escapes Runeforge, They will now level up to 15!
There are many potential methods to allow your party to buy and sell things after Part 1, but two options I like in particular are:
1) A mercane senses a business opportunity in the party, giving them a chest of the mercane to allow them to sell item drops for money. Then, near the conclusion of Part 4, the Mercane finds its way to Xin-Shalast and sells them any items they have requested.
2) A powerful being is also traveling into/within Xin-Shalast, such as Baba Yaga, allowing the party to buy and sell things at multiple points throughout the book.
Askar Avari |
Part 2: Whispers in the Wind
B1 The Tailings (CR 16)
- 4 PCs: 1 Horror Tree
- 5 PCs:
- 6 PCs: 1 Advanced Horror Tree
Treasure: Cracked backpack, 50gp, 1 elixir of the peaks, and:
- Diamond worth 500gp per PC
- 3 +1 seeking limning crossbow bolts per PC
B4 Sack Room
Treasure changed to:
- 4 PCs: Boots of the Winter Jarl
- 5 PCs:
- 6 PCs: Rime-Stride Boots
B5 Ore Separation (CR 11)
LN haunt (all of area B5)
Caster Level 11th
Notice Perception DC 25 (to notice the shadowy image of Silas crouching in the corner)
hp 22; Trigger proximity; Reset 1 minute
Effect Silas’s words function as a mass suggestion spell; anyone who hears him must succeed at a DC 20 Will save to resist the compulsion to scoop up and eat a handful of the arsenic-tainted dirt on the room’s floor. The haunt enhances the already deadly effects of the arsenic in this case—anyone who eats the stuff must make a DC 25 Fortitude save against the effects of arsenic poisoning. Silas watches as anyone eats, and as the victim feels the poison flowing through his system, the haunted character sees Silas suddenly shrink in on himself, grow emaciated, and then fly apart in a red explosion of bite-sized morsels of flesh and bone. An instant later, he is gone—but only for a minute, after which he appears again. Anyone who fails the initial Will save is also exposed to wendigo psychosis (DC 26 Will save).
B6 Ore Shaft (CR 9)
The Haunted Chain creature is replaced with the following haunt.
CE belligerent haunt (upper half of B6)
Caster Level 9th
Notice Perception 20 (to hear the subtle movement of chains)
hp 54; Trigger proximity; Reset 1 minute
Effect As soon as the tipping stairs are triggered (or just before the PCs are about to exit the room), the spirits haunting the cabin manifest by animating the chain hanging from the ceiling here. The chain twists like an immense snake as it animates, coiling over and across itself. Every turn, it attempts a grapple check with a CMB of +20. If it succeeds, it wraps around its target’s body and neck, and makes a drag check with a CMB of +20, pulling them towards or into the shaft itself.
On its turn, a grappled creature must make a DC 25 Fortitude saving throw or be choked by the chains, and rendered unable to speak or use verbal spell components. At the start of any subsequent turns, if a creature is choked, they must make an additional DC 25 Fortitude saving throw or fall unconscious at 0 hit points. An unconscious creature grappled by the chain must make a DC 25 Fortitude saving throw at the start of its turn or fall to -1 hit points and be dying. A dying creature grappled by the chain must make a DC 25 Fortitude saving throw at the start of its turn or die.
Furthermore, if the chain successfully pulls a creature off of a surface and suspends it in the air, it draws them up to the top of the shaft (at a rate of 20 feet per round) and drops any creatures at 0 or fewer hit points down the shaft (which inflicts 5d6 points of fall damage).
This haunt is unusual, and can be damaged by physical means as well as positive energy. The chain has an AC of 20, hardness 10, and 54 hit points. Its CMD is 32 for the purposes of escaping from a grapple. Destroying the haunt causes any creature suspended by the chain to drop.
B8 Front Porch (CR 10)
LN spiteful haunt (northern 15 feet of area B8)
Caster Level 11th
Notice Perception DC 25 (to notice the distant humanoid shape turn to face the party)
hp 20; Trigger proximity; Reset 1 day
Effect A dwarven man (recognizable as the same one from the haunt in area B5) staggers out of the snow. His eyes are wild with fear, his clothes in tatters, and blood drips from several cuts on his exposed flesh. When he sees the PCs, he cries out, “Run! Run for your lives!” With that, the dwarf flees into the snow. All PCs in the area must make a successful DC 22 Will save to avoid being overcome with the conviction that the other members of the party are hungry monsters and are about to attack them—those who fail this save are affected with an effect similar to song of discord, with a 50% chance to attack their allies, and a 50% chance to simply flee at full speed from their allies each turn. Characters who race blindly into the snow have a flat 50% chance each round of running off the edge of the cliff, in which case they fall 60 feet to the ground below.
B10 Coat Room
Treasure changed to:
- 4 PCs: +2 monstrous humanoid-bane earth breaker
- 5 PCs: +2 monstrous humanoid-bane earth breaker and cloak of the yeti
- 6 PCs: +1 monstrous humanoid-bane earth breaker, cloak of the yeti, and comfort’s cloak
B12 Storage Closet
Treasure added: Banner of restful nights
B13 Strong Room
Treasure changed to:
- 1 bag of gold dust, each worth 1,000gp, per PC
- 2 bags of gold nuggets, each worth (600x# of PCs)
- 3 uncut gems, each worth 50gp, per PC
Suggestion: If your PCs need a particular type of gem or rock for spell components, make some or all of the above gems that type of gem.
B14 Living Area (CR 10)
CE haunt (all of area B14)
Caster Level 10th
Notice Wisdom check DC 18 (to notice sudden twinges of
unnatural hunger)
hp 20; Trigger proximity; Reset 1 day
Effect When the hunger pangs strike, all characters in the room must make DC 20 Fortitude saves to resist taking 10d6 points of nonlethal starvation damage from the sudden phantom hunger. Accompanying this ravenous sensation is the conviction that only the flesh of the other PCs can sate the hunger. Any character who took starvation damage must then make a DC 26 Will save to resist taking 1d8 points of Wisdom drain and exposing themself to wendigo psychosis as the cannibal urgings overwhelm the PC and drive them to the brink of madness.
B15 Larder (CR 15)
CE haunt (all of area B15)
Caster level 15th
Notice Perception DC 25 (to hear the rising whispers and slobbering grunts of the hungry dead)
hp 30; Trigger touch; Reset 1 minute
Effect To observers, the haunted character suddenly begins thrashing wildly, as if dozens of invisible hands were tugging and pushing him about the room. At the same time, bloody wounds from invisible teeth appear across the victim’s body. The haunted character perceives that he has suddenly been surrounded by a dozen emaciated but fantastically strong dwarves, all of whom are attempting to eat him alive. The ghosts make 10 attack rolls against the PC at a +20 bonus; each hit deals 2d6+7 points of damage and threatens a critical hit on a roll of 19–20. A character reduced to –10 hit points by these bites is torn apart so that nothing remains but a red, well-gnawed skeleton draped in his gear.
Event 1: Cannibal Fury (CR 17)
CE belligerent haunt (Vekker Cabin and environs to a radius of 30 feet from cabin’s outer walls)
Caster Level 17th
Notice Perception DC 25 (to hear the sound of knocking
somewhere in the cabin)
hp 102; Trigger timed; Reset 1 week
Effect This persistent haunt adheres to the following round-by-round schedule. Note that until the haunt begins to act in force on the fifth round, it cannot be dismissed or damaged. These first four rounds are, in effect, an extended warning of what’s about to occur.
Rounds 1-3: Allow the PCs to each make a DC 25 Perception check. Anyone who succeeds hears a faint knocking coming from the lower portion of the cabin, probably the outer door at area B3, as if some lost traveler were seeking shelter from the storm. PCs in the lower rooms of the cabin or the stair shaft need only succeed at a DC 10 Perception check to hear this knocking. The knocking continues for 3 rounds, during which time PCs might head down to see whom it might be. Attempts to see the ground outside the cabin are fruitless due to the whirling snow flurries, unless the PCs are within 5 feet, and then they still see nothing present that could have caused the knocking.
(Here’s a link to some audio you could use for this section).
Round 4: The strange knocking grows silent for 1 round.
Round 5: A loud crack followed by a mighty hammering sound suddenly fills the cabin as its walls begin to shake and groan, almost as if the structure were giving up its purchase on the cliff edge and sliding off. On each turn that a PC remains in the haunt’s area, they must make a DC 15 Acrobatics check; failure indicates they cannot move for that round, while failure by 5 or more indicates they fall prone. A character in area B6 at this time falls off the stairs if they fall prone.
Round 6: The hammering continues, but now the faint images of starving dwarven ghosts can be glimpsed out of the corner of the eye. Each character suddenly experiences painful hunger pangs and must succeed at a DC 20 Fortitude save to resist taking 4d6 points of nonlethal damage and 1d4 points of Constitution damage from the horrific hunger. Each character who fails this save must also make a DC 26 Will save or develop wendigo psychosis.
Round 7: Voices can now be heard, in most cases wordless cries of pain, but now and then snatches of sentences like “eating us…” or “don’t let him…” or “so hungry….” The hammering continues, but now the starving ghosts seem to notice the PCs for the first time. Each PC must make a DC 18 Will save— failure indicates that the haunt possesses them as the ghosts themselves seem to flow into the PC’s body. Possession inflicts 1d6 points of Wisdom drain, and has additional implications in rounds 8–10.
Round 8–10: For the last 3 rounds of this complex haunt, the shaking and hammering continues. Characters possessed by the haunt do not need to make Acrobatics checks to move and take whatever actions they can to render non-possessed characters unconscious or helpless, using whatever tools they have at their disposal. If a possessed character is adjacent to a helpless, non-possessed character and is not threatened by any other non-possessed character, they attempt a coup de grace action against the helpless character with the best weapon option they have. If a possessed character is adjacent to a dead character, they feed on the body and take no other actions unless they are attacked by someone else.
Round 11: With a sudden lurch, the haunting stops. Possessed characters immediately regain control of their faculties. Any character who successfully fed on an ally must make a DC 20 Will save upon realizing what they’ve done—failure results in an additional 2d4 points of Wisdom drain from the supernaturally fueled revelation. At your option, characters subjected to extreme Wisdom drain from this haunt could develop various insanities (see page 250 of the GameMastery Guide). The cabin itself shows no signs of damage from the violence aside from anything the PCs themselves have done to it.
Event 3: The Hungry Ghost (CR 16)
- 4 PCs: Karivek Vekker and 1 Advanced Frost Worm
- 5 PCs: Karivek Vekker, 1 Advanced Frost Worm, 1 Frost Worm
- 6 PCs: Karivek Vekker, 1 Advanced Frost Worm, 2 Frost Worms
Suggestion 2: If your PCs don’t have access to cold resistance at all, don’t add a Frost Worm for 5 PCs, and add 1 additional Advanced Frost Worm for 6.
Treasure changes to:
- 4 PCs: +4 improved cold resistance leather armor
- 5 PCs: +4 improved cold resistance leather armor and comfort’s cloak
- 6 PCs: +4 greater cold resistance leather armor
Event 4: The Wendigo Siege (CR 18)
- 4 PCs: The Ravenstag version 1 (non-mythic unique Wendigo)
- 5 PCs: The Ravenstag version 2 (Unique MR1 Wendigo)
- 6 PCs: The Ravenstag version 3 (Unique Agile Wendigo)
Roonfizzle Garnackle |
Just throwing this out there, for anyone else with truly redonculous parties (like mine). Legendary Games has made a set of 6 books that provides Mythic stats for a handful of the more interesting monsters for each of adventures.
For instance, There's a CR21/MR8 Wendigo that I'll be throwing at my party, and probably the Rune Giant, but I'll be skipping the Denizens, they're supposed to be speed bumps at the expected level, and not adjusting them seems like a reasonable amount of work....
Askar Avari |
C Queen of the Icemists (CR 17)
- No changes except to Svevenka
D Giant Sentinels (CR 17)
- 4 PCs: Bjormundal and 2 Storm Giants
- 5 PCs: Bjormundal and 3 Storm Giants
- 6 PCs: Bjormundal and 4 Storm Giants
Treasure changed to:
- 500gp in coinage per PC
- Chest of copper bars worth 500gp
- Fine bear cloak work 2,000gp
As your party arrives in Xin-Shalast, they Level Up to 16!
Askar Avari |
So I've been using the google drive folder full of guys and it's been great; they're just about to enter the Pinnacle of Avarice. I've been prepping, though, and I notice that you mention Dragonslayer Giants in part 7, and I have no idea what those are.
Apologies Miles! My party is having their final session tomorrow, and I've held off updating until we finished. If I don't get around to it in time, here's what a Dragonslayer Giant is:
- Storm Giant (slightly modified stats)- Fighter Simple Template (+4 to Dex, not Str)
- +4 O-Yoroi
- Fighter Training 4 (Bows)
- +4 Enhancement Bonuses to Dex and Cha
- MWK Halberd and MWK Composite Longbow (+15 Str) enchanted via Aroden's magic army to +4.
I'll have stat blocks for Parts 4, 5, 6, and 7 over the next week or so.
In my sample run of Part 7, the Dragonslayer Giants were subverted relatively easily, but they distracted the party long enough to get the Rune Giant and Runewell Dragon in position with their spells used. Their to-hit makes them pretty bad at taking down Karzoug or the rune giant if freed, but great for pinging the dragon - thus how I came up with their backstories as two dragonslaying brother-heroes.
A quick recap of other characters I've made but not uploaded yet:
- CR 20 Ceoptra (Mythic Lamia Harridan Oracle 15) with mythic picks not made basically at random.
- CR 17 Isis, Ceoptra's Assistant (variant Jotunblooded Cloud Giant Bard [simple template])
- CR 19 Grand Polemarch Graithog (Rune Warden with better gear and stats)
- CR 17 Thing from Beyond Time
Askar Avari |
Apologies to do these out of order, but I've had a lot more experience with these stat blocks now and I feel confident with them, so here is:
Part 6: The Pinnacle of Avarice
X1 Entrance Ramp (CR 18)
- 4 PCs: 1 Warden of Song, 1 Warden of Wind, 2 Wardens of Thunder
- 5 PCs: 1 Warden of Song, 1 Warden of Wind, 3 Wardens of Thunder
- 6 PCs: 1 Warden of Song, 2 Wardens of Wind, 3 Wardens of Thunder
X2 Visions of Karzoug (CR 17)
- 4 PCs: Karzoug’s Image and 1 Warden of Thunder
- 5 PCs:
- 6 PCs: Karzoug’s Image and 2 Wardens of Thunder
Note: The Warden(s) stand as guards of the Throne Room, but they’ll come to Karzoug’s aid against the PCs after warning Viorian of their presence.
X3 Throne Room (CR 20)
- 4 PCs: Viorian Dekanti, 1 Warden of Song, 2 Wardens of Thunder
- 5 PCs: Viorian Dekanti, 2 Wardens of Song, 3 Wardens of Thunder
- 6 PCs: Viorian Dekanti, 1 Warden of Runes, 1 Warden of Song, 2 Wardens of Thunder
X4 Rune Giant Lair (CR 18)
4 PCs: Karzoug’s Image and 1 Warden of Runes
5 PCs: Karzoug’s Image, 1 Warden of Runes, and 1 Warden of Song
6 PCs: Karzoug’s Image, 1 Warden of Runes, 1 Warden of Song, 1 Warden of Thunder
Note: I moved Karzoug’s image into this room so it didn’t instantly get destroyed, but this fight is scaled on the assumption you did not do that. Move it where you wish.
X5 Lamia-kin Quarters
While this room is typically empty, if the party either failed to kill, or never encountered Yolanda (Lamia Matriarch Ninja 8), she may be found here. She seeks the aid of the lamia priestesses in X6 if attacked. I also recommend moving the Image of Karzoug into this room.
X6 Priestess Cells (CR 17)
- 1 Priestess of Divine Consumption per PC, but with Sihedron rings
X7 Hungerers’ Den (CR 17 to 19)
- 4 PCs: 2 Hungerers +1 per Lamia Matriarch that has tried and failed to defeat the PCs in Xin-Shalast, but survived.
- 5 PCs:
- 6 PCs: 3 Hungerers +1 per Lamia Matriarch that has tried and failed to defeat the PCs in Xin-Shalast, but survived.
X8 Prison (CR 17)
- 4 PCs: 1 Advanced Astradaemon
- 5 PCs: 2 Astradaemons
- 6 PCs:
X9 Ceoptra’s Chambers
- No changes
X10 Mokmurian’s Door
No changes
X11 The Aklo Doors
No changes except to the trap itself.
Type magic Perception DC 35; Disable Device DC 35
Trigger touch or proximity Reset automatic
Effect spell effect (maze of madness and suffering, though the sights one sees are all of Leng. When one creature passes the DC 22 Intelligence check to escape the maze, all currently entrapped creatures escape at once and appear on the north side of the door); multiple targets (all valid targets within 30’).
X12 The Leng Device (CR 18 or 20)
- 3 Denizen of Leng Rogues per PC
- 4 PCs: 1 Thing from Beyond Time
- 5 PCs:
- 6 PCs: 1 Advanced Thing from Beyond Time
X13 Rune Giant Cells (CR 19)
- 4 PCs: 1 Warden of Runes, 1 Warden of Song, 1 Warden of Thunder
- 5 PCs: 1 Warden of Runes, 1 Warden of Song, 1 Warden of Thunder, 1 Warden of Wind
- 6 PCs: 1 Warden of Runes, 1 Warden of Song, 2 Wardens of Thunder, 1 Warden of Wind
X15 Khalib’s Quarters (CR 17)
- No changes except to Khalib
X16 Reliquary (CR 17)
- 4 PCs: 1 Advanced Shemazian demon
- 5 PCs: 1 Shemazian demon and 1 Vilsteth demon
- 6 PCs: 1 Advanced Shemazian demon and 1 Vilsteth demon
Note: The Vilseth demon inhabits the golden statue of Karzoug
X17 Chamber of the Anima Focus (CR 21)
- 4 PCs: Most High Ceoptra and Isis, Ceoptra’s Attendant
- 5 PCs: Most High Ceoptra, Isis, Ceoptra’s Attendant, and 2 Hungerers
- 6 PCs: Most High Ceoptra, Isis, Ceoptra’s Attendant, and 4 Hungerers
Askar Avari |
Regarding Sihedron rings: Because Sihedron rings have virtually no function but protecting you from the occlusion field in a ABP game, I modified their effect description to the text below:
A Sihedron ring protects the wearer with a constant life bubble effect. At will, as a standard action, the wearer can use the Sihedron ring to change the appearance of their clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments.
Regarding CR: Some of these encounters have approximate CRs instead of exact ones, and they round down whenever this happens. This is because these encounters tend to be larger and more dynamic than a typical dungeon encounter, and the party will typically not be dealing with every creature in an area at once. Furthermore, because different parties will have wildly different levels of mobility and stealth at these levels, the CR system is less reliable for actually indicating how difficult a given combat might be. I recommend making use of the monsters provided to generate encounters that feel appropriately challenging for your party's specific makeup and tactics, only using these as guidelines for scaling up the encounters.
E Krak Naratha (CR 18)
- 4 PCs: Yerra and 9 Krak Naratha Soldiers
- 5 PCs: Yerra and 12 Krak Naratha Soldiers
- 6 PCs: Yerra and 15 Krak Naratha Soldiers
H Abominable Dome (CR 18)
-4 PCs: 4 Abominable Snowmen and 2 Ice Yai
- 5 PCs: 6 Abominable Snowmen and 2 Ice Yai
- 6 PCs: 6 Abominable Snowmen and 3 Ice Yai
Note 1: Variant Ice Yai have been added to the dome as part of a longer scheme to increase the power and loyalty of the Abominable Snowmen. These yai possess the bodies of the yeti through an occult ritual that Khalib, as Voorgoor, has been using as ‘punishment’ for those who step out of line. If the inclusion of these ice yai is not to your liking, simply replace them with 2 Abominable Snowmen each.
Note 2: In a larger party, there will be even fewer sihedron rings to go around. If this is the case, knowledgeable NPCs elsewhere in the city may indicate that Voorgoor is a ‘co-ruler’ of Xin-Shalast who visits weekly. If Khalib is defeated here as Voorgoor, that can net your PCs an extra sihedron ring and ease the burden of reaching the Pinnacle of Avarice.
I Lair of the Hidden Beast (CR 18)
- The Hidden Beast and 1 Vampire Skulk per PC
Change to treasure:
- 2 elixirs of the peaks per PC
J1 The Tangle (Tanglemere, CR 17)
No changes to this encounter except to Oriuna
J2 The Tangle (Tangleheart, CR 21)
- 4 PCs: Root of the Tangle, Amarantha, and 2 Fungal Stone Giants
- 5 PCs: Root of the Tangle, Amarantha, and 3 Fungal Stone Giants
- 6 PCs: Root of the Tangle, Amarantha, and 4 Fungal Stone Giants
Note: These combats were curated by Tinalles on this thread. I recommend checking it out if you want to run the Tangle!
K Heptaric Locus (CR 17+)
- 4 PCs: Gamigin and 2 Scarlet Walkers
- 5 PCs: Gamigin and 3 Scarlet Walkers
- 6 PCs: Gamigin and 4 Scarlet Walkers
Note: I personally replaced Gamigin’s stat block with a Mythic Ice Devil to better round-out his abilities without changing his CR. If you really want to beef up this encounter, I’d recommend running him as a mythic ice devil with the sorcerer template.
M Spolarium (CR 18)
- 4 PCs: Eerymis and 2 Fiery Corpse Orgies
- 5 PCs: Eerymis and 3 Fiery Corpse Orgies
- 6 PCs: Eerymis and 3 Advanced Fiery Corpse Orgies
N Hidden Path (CR 16)
- 4 PCs: Mountain Roper
- 5 PCs:
- 6 PCs: Advanced Mountain Roper
O House of Divine Consumption (CR 19)
- 4 PCs: Father Diosenia and 6 Lamia Priestess of Lamashtu (Book 4 Part 4)
- 5 PCs: Father Diosenia, 6 Lamia Priestesses of Lamashtu, and 1 Seraptis Demon
- 6 PCs: Father Diosenia, 6 Lamia Priestesses of Lamashtu, and 2 Seraptis Demons
P Temple of the Sihedron (CR 19)
- 4 PCs: Immortal Ichor and 2 Charmed Lamia Priestesses
- 5 PCs:
- 6 PCs: Immortal Ichor and 3 Charmed Lamia Priestesses
Note: As the lamia priestesses die, if they are under the Immortal Ichor’s control, they rise again as Juju Zombies. Stat blocks for these versions of the priestesses are also available in the folder.
Q Ghlorofaex’s Lair (CR 18)
- No changes except to Ghlorofaex
No stat block: I ran Ghlorofaex as a typical Ancient Blue Dragon equipped with a sihedron ring and ring of major cold resistance. I customized his spell list as follows:
6th (4/day, DC 21) legend lore, mislead
5th (7/day, DC 20) caustic blood, fabricate, wall of force
4th (7/day, DC 19) arcane eye, charm monster, dimension door, stoneskin
3rd (7/day, DC 18) dispel magic, displacement, haste, slow
2nd (7/day, DC 17) acid arrow, invisibility, knock, make whole, resist energy
1st (7/day, DC 16) alarm, blood money, mage armor, magic missile, reduce person
Askar Avari |
Once your party has the means to climb Mhar Massif and face the challenges within the Pinnacle, they Level up to 17! This should let them know that they're ready to proceed.
Invaders from Leng (CR 19)
- 4 PCs: 3 Leng Spiders
- 5 PCs: 4 Leng Spiders
- 6 PCs: 5 Leng Spiders
Note: I decided to put a last-minute shop just outside of the Occlusion Field. If you party hasn't had the opportunity to spend any money since entering Xin-Shalast, this is really your last shot to give them a chance to get gear and consumables!
Here's my shop, run by a kindly old woman named Dear Grandma, if that would be of interest to anyone: Dear Grandma's Shop It only has potions and hats though.
Askar Avari |
X The Final Battle (CR 23)
- 4 PCs: Karzoug, 2 Dragonslayer Giants, 1 Warden of Runes, 1 Very Old Underworld Dragon (768,000xp)
- 5 PCs: Karzoug, 2 Dragonslayer Giants, 1 Warden of Runes, 1 Very Old Underworld Dragon, 2 Brass Sentinels (870,400xp)
- 6 PCs: Karzoug, 2 Dragonslayer Giants, 2 Wardens of Runes, 2 Very Old Underworld Dragon, 1 Brass Sentinels (972,800xp)
Artifact Edit: Change the soul lens’s HP to 50 per PC. It is laughably easy to destroy for a large group of PCs to destroy, especially if any of them have any object-damage abilities.
Placement: Karzoug always begins in this throne with the Very Old Underworld Dragon beside him. Dragonslayer Giants should be placed opposite of each other on the elevated platforms (Y2). Brass sentinels should always begin part-way up the staircases leading from the entry platform (Y1) to Karzoug’s throne (Y4). Wardens of Runes should always begin east of the Runewell (Y3) and west of Y4.
Note about CR: The CR scaling here is a bit wonky. My reasoning was that scaling up a fight's difficulty by 50% for 6 players would lead to a horrible clogging problem, with minions dominating the battlefield. I ultimately led to a structure of Karzoug (CR 21) + (A CR 20 Battle, scaled to party size) in order to determine the scaling rate. If you end up wanting to make adjustments, feel free to do so, but keep in mind that most creatures involved in this battle fight with AoE abilities, so Brass Sentinels are the safest option for mooks.
Additional information about modifying this encounter in the notes document itself.
Once your party has defeated Karzoug, They level up to 18 and complete the Adventure Path!
I'll personally be moving on to Return of the Runelords from here, so people who are interested in running that after Rise should look for the resources I post over on that forum. I'll be adjusting most humanoid NPCs for my own game and I'd be happy to share whatever I make.
Askar Avari |
Yeah, genuine synergy pushes a party way further. Despite my recommendations for a party of 4, my 4-PC party uses the 5 PC track here and NPCs tend to have even more items because of how much stuff like greater heroism, communal mindblank, and communal air walk tear the standard AP apart. The mindblank + greater invisibility and fog cloud + fogcutter lenses combos alone rendered most of the Pinnacle ineffective (Wind Wardens and echolocation were integral to having interesting encounters). I know there's so much more high-level parties can get up to, but I hope these stat blocks help challenge at least most parties going through the AP.
Damuth |
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I've started my Rise game in January as GM. My party consists of a Warpriest of Gorum (Weapon of the Chosen into Vital Strike build), a Swashbuckler (Inspired Blade) 1/Investigator X, a Sacred Huntsmaster reach Inquisitor and a Witch. The roleplay so far was great, as is the investigation in book 2.
Combat however... The party has been surfing through every encounter without any real tension. An example: Nualia (rebuilt to Warpriest and 1 lvl higher than in the book) died in three crits. Lucky I know and my players were thoroughly excited, but a bit anticlimactic for me :-)
Book 2 was no different: the atmosphere in Hambleys field was great, but when ghouls drop with one hit from the Warpriest who has full plate and Protective luck running so is nigh unhittable, it takes away from the tension. I rebuilt the following encounters in Hambley based on this thread and, boy, while they still were able to get through it without too much difficulty, at least there was tension in combat, especially when the Warpriest was paralysed.
Long story short: thanks a lot, Joey (and Askar for later books), for all the work. I will be using this thread to keep my players on their toes.
Hsuperman |
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Askar, thanks for all the updates. Definitely will be using these stat blocks as I take my group through the last two books. One quick question, and maybe I'm just missing it, but I noticed a number of the stat blocks have "inherent bonuses" (especially some with +2 across the board). Could you explain where those bonuses come from? Thanks!
Askar Avari |
1 person marked this as a favorite. |
Askar, thanks for all the updates. Definitely will be using these stat blocks as I take my group through the last two books. One quick question, and maybe I'm just missing it, but I noticed a number of the stat blocks have "inherent bonuses" (especially some with +2 across the board). Could you explain where those bonuses come from? Thanks!
Because inherent bonuses are so rare, I sometimes used the 'inherent' column to note racial bonuses, template bonuses, or bonuses of a monster gaining a PC level. The only creatures with actual inherent bonuses are Viorian, Khalib, and Karzoug.
It was an expedient choice to make the math easier to double-check, but I really should have made a note about it. I'll add a notice to the 'Askar Avari's Rise of the Runelords Statblocks Note' document.
Askar, did you create all the statblocks in hero-lab? If so, do you have the .por files for them?
I did and do not unfortunately. I tried using Hero Labs to keep the same format as Joey but between the complexity and the need to purchase books I just bounced off it. My stat blocks are simply made in a fillable PDF as that's what I'm experienced with.
Additionally, Makin and Stump has contacted me about a few errors made in my stat blocks that I'll try to get around to, but in case I don't, here's something to note:
1. Khalib should not have the spells ironskin or freedom of movement. They're not wizard spells, I just made a mistake. You can make up for the AC drop by advancing him to 18th level on the ABP chart, as if he were a PC. He could potentially have freedom of movement cast on him via a summoned outsider.
2. Viorian doesn't have all of her skill ranks assigned. Simply max out her Kn: Local, Perception, and Sense Motive (total: +21, +26, +26).
Gnutten |
3 people marked this as a favorite. |
This thread has been a real life saver since this is my first Pathfinder Campaign and with six players I would never been able to balance the fights properly. Joey and Askar have been real heroes. Many thanks for all the work!
I really like Joeys formatting for the first 4 books, and this my attempt to adjust Askars changes into Joeys format. I had to do some changes... and wanted to do some changes.. so this is my take on Askars updates. Hope Askar and Joey do not mind… see it as a homage. =)
I also repost the first encounters since the book 5 notes are a bit spread out in this thread. Sorry for the repat but it makes it easier for me when I start chapter 5 tomorrow!
Gnutten |
1 person marked this as a favorite. |
Part One: The Scribbler's Rhyme
The Scribbler:
• No Changes except the changes to 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
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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
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Special Abilities
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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 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
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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 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
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Special Abilities
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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 Runeforge
The Sihedron Circle:
• No Changes except the changes to 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 & 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 Stairway:
• 4 Heroes 2 Mythic Earth Elementals
• 5 Heroes 2 Mythic Earth Elementals
• 6 Heroes 3 Mythic Earth Elementals
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.
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Part Three: Runeforge and the Abjurant Halls
E4 Befoulded Chamber:
• No Changes except the changes to The 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
F1 Crypts of the Builders:
• 4 Heroes 6 Thassilonian Mummies
• 5 Heroes 8 Thassilonian Mummies
• 6 Heroes 10 Thassilonian Mummies
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.
F3 The Crypt of Lord Mankary:
• No Changes except the changes to the Armored Golem
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.
F4 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 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 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.
F7 Xyoddin’s Laboratory:
• No Changes except the changes to 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.
F8 Crypt Guardians:
• 4 Heroes 6 Thassilonian Mummies
• 5 Heroes 8 Thassilonian Mummies
• 6 Heroes 10 Thassilonian Mummies
F10 Assembly Room:
• 4 Heroes Azaven
• 5 Heroes Azaven and 2 Dread Wraiths
• 6 Heroes Azaven and 4 Dread Wraiths
(added a silent metamagic rod to Azaven for all those pesky Silence spells)
Azaven CR 18
XP 153,600
Unholy negative-energy charged human lich (Azlanti necromancer 14 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 188)
CE Medium undead (augmented humanoid, evil, human)
Init +13; Senses darkvision 120 ft., life sight (20 feet, 14 rounds/day), lifesense; Perception +34
Aura awful presence (30 ft.), fear (60 ft., DC 27)
--------------------
Defense
--------------------
AC 37, touch 23, flat-footed 26 (+5 armor, +2 deflection, +9 Dex, +2 dodge, +9 natural)
hp 252 (14d6+168)
Fort +16, Ref +15, Will +15; +3 profane bonus vs. channeled positive energy, +2 resistance vs. good creatures
Defensive Abilities channel resistance +8, obscuring energy, positive energy protection, protection from good, rejuvenation, strong resistance; DR 15/bludgeoning, 15/magic, 5/good; Immune cold, electricity, negative energy, polymorph, undead traits; Resist positive energy 10
--------------------
Offense
--------------------
Speed 70 ft.
Melee touch +14 (1d8+8 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 27), profane attacks, searing darkness (100 ft., 7d8 neg. energy, 1/day), unholy spellcasting
Arcane School Spell-Like Abilities (CL 14th; concentration +24)
. . 13/day—grave touch (7 rounds)
Necromancer Spells Prepared (CL 14th; concentration +24)
. . 7th—finger of death (2, DC 29), forcecage (DC 27), prismatic spray, shadow body[OA]
. . 6th—banshee blast[ACG] (2, DC 28), chain lightning (2, DC 26), mislead (DC 26), quickened scorching ray (2)
. . 5th—quickened magic missile (3), suffocation[APG] (DC 27), wall of force, waves of fatigue (2)
. . 4th—dimension door, enervation, enervation (2), fear (DC 26), mass reduce person (DC 24), stone shape, wall of blindness/deafness[ACG] (DC 26)
. . 3rd—fly, gaseous form, lightning bolt (2, DC 23), ray of exhaustion (2, DC 25), slow (DC 23), tongues
. . 2nd—blindness/deafness (2, DC 24), false life, ghoul touch (DC 24), glitterdust (DC 22), mirror image, scorching ray (2), spectral hand
. . 1st—chill touch (2, DC 23), grease, magic missile (4), obscuring mist, reduce person (DC 21)
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 20, Dex 28, Con —, Int 30, Wis 19, Cha 30
Base Atk +7; CMB +14; CMD 35
Feats Combat Casting, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Penetration, Time Stutter, Turn Undead
Skills Acrobatics +10 (+26 to jump), Appraise +28, Bluff +11, Climb +6, Craft (alchemy) +28, Diplomacy +11, Disguise +11, Escape Artist +10, Fly +27, Heal +5, Intimidate +11, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (engineering) +28, Knowledge (nobility) +28, Knowledge (planes) +28, Knowledge (religion) +28, Perception +34, Ride +10, Sense Motive +34, Spellcraft +28, Stealth +34, Survival +5, Swim +6; 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), power over undead, unholy body
Combat Gear staff of hungry shadows[UE, silent metamagic rod; Other Gear amulet of natural armor +2, 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).
Awful Presence Nonevil creatures take -1 penalty on attacks, checks, and saves.
Channel Resistance +8 +8 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fear Aura (DC 27) Foes in 60 ft are frightened (below 5 HD) or shaken for 14 rds (Will neg).
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (7 rounds, 13/day) (Sp) As a standard action, touch shakes living foe 7 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 Negative Energy You are immune to negative energy.
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.
Life Sight (20 feet, 14 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Lifesense (60 feet) (Ex) Sense living things and creatures without seeing them.
Obscuring Energy (Su) Concealment (20% miss chance) when moving; total concealment (50% miss chance) when standing still
Paralyzing Touch (1d8+7 negative energy dam, DC 27) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Positive Energy Protection (Su) Cancel out positive energy attack with a level check.
Profane Attacks (Su) +1d6 unholy damage on all attacks vs. good
Protection from Good (Su) +2 deflection bonus to AC and resistance bonus on saves vs. evil
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Searing Darkness (100 ft., 7d8 neg. energy, 1/day) (Su) As searing light but deals negative energy damage (max 10 dice).
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Strong Resistance (Su) Always gets a Will save against effects that would destroy it
Time Stutter (1/day) (Sp) Use time stop for 1 round
Touch (DC 27) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Turn Undead (DC 27) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Traits Undead have many immunities.
Unholy Body (Su) Healed by negative energy, harmed by positive.
Unholy Spellcasting (Su) Necromancy, curse, and evil spells cast at +1 CL.
Dread Wraith CR 12
XP 19,200
Dread wraith (Pathfinder RPG Bestiary)
LE Large undead (incorporeal)
Init +13; Senses darkvision 60 ft., lifesense (60'); Perception +29
Aura unnatural aura
--------------------
Defense
--------------------
AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, -1 size)
hp 252 (18d8+144)
Fort +13, Ref +15, Will +15
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 60 ft. (good)
Melee other melee natural attack +21 (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 +13; CMB +23; CMD 41
Feats Alertness, Blind-fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (other melee natural attack), Mobility, Spring Attack, Toughness
Skills Diplomacy +25, Fly +32, Intimidate +28, Knowledge (planes) +22, Knowledge (religion) +25, Perception +29, Sense Motive +29, Stealth +26
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 26) (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).
Fly (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.
If you REALLY want to cause pain you can go for a Mythc Azaven
Mythic 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.
Gnutten |
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Part Five: The Vault of Greed
G1 Pilfer’s Bane:
• Crushing Door Perception 28 Disable Device 28
• Effect: Crush 15D10 Bludgeoning DC 25 Reflex to Avoid
G2 Morphic Mist:
• Baleful Polymorph DC 25 Fortitude Save
Fountains:
• 4 Heroes 4 Stone Golems
• 5 Heroes 4 Stone Golems
• 6 Heroes 4 Advanced Stone Golems
Fountain Stone Golem CR 13
XP 25,600
Stone golem (Pathfinder RPG Bestiary 163)
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 27, touch 9, flat-footed 27 (+18 natural, -1 size)
hp 174 (18d10+30)
Fort +6, Ref +6, Will +6
DR 10/adamantine; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +26 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow
--------------------
Statistics
--------------------
Str 28, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +28; CMD 38
Skills Acrobatics +0 (-4 to jump)
--------------------
Special Abilities
--------------------
Construct Traits (+30 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.
Slow (DC 19) (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 9 rounds, requiring a DC 19 Will save to negate. The save DC is Constitution
G6 Research Center:
• 4 Heroes Ordikon The Mithral Mage and The Platinum Man
• 5 Heroes Ordikon The Mithral Mage and The Platinum Man
• 6 Heroes Ordikon The Mithral Mage and The Platinum Man (Advanced)
(added a silent metamagic rod to Azaven for all those pesky Silence spells)
Ordikon The Mithral Mage CR 14
XP 38,400
Mithral-clad human (Azlanti, Pureblooded) transmuter 14 (Pathfinder Campaign Setting: Inner Sea Magic 17)
NE Medium humanoid (human)
Init +4; Senses Perception +16
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Defense
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AC 33, touch 15, flat-footed 28 (+4 armor, +4 Dex, +1 dodge, +10 natural, +4 shield)
hp 228 (14d6+144)
Fort +13, Ref +10, Will +13
Defensive Abilities fortification 75%; DR 10/adamantine (140 points); Resist electricity 30, fire 15
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Offense
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Speed 60 ft.
Melee staff of mithral might +11/+6 (1d6+5) or
. . slam +4 (1d8+1)
Arcane School Spell-Like Abilities (CL 14th; concentration +22)
. . At will—change shape (beast shape iii or elemental body ii, 14 rounds/day)
. . 11/day—telekinetic fist (1d4+7 bludgeoning)
Transmuter Spells Prepared (CL 14th; concentration +22)
. . 7th—limited wish, prismatic spray, reverse gravity (2), shadow body[OA]
. . 6th—disintegrate (2, DC 26), greater dispel magic, flesh to stone (DC 26), quickened scorching ray (2)
. . 5th—baleful polymorph (2, DC 25), dismissal (DC 23), quickened magic missile (2), wall of force
. . 4th—dimension door (2), fear (DC 22), obsidian flow[UC] (DC 24), mass reduce person (2, DC 24), stoneskin, symbol of slowing[UM] (DC 24)
. . 3rd—extended false life, fireball (2, DC 21), fleshwarping swarm, fly, protection from energy, slow (2, DC 23)
. . 2nd—acid arrow, cat's grace (2), glitterdust (DC 20), extended mage armor, resist energy, scorching ray (2)
. . 1st—expeditious retreat, grease, magic missile (2), reduce person (2, DC 21), shield (2)
. . 0 (at will)—acid splash, arcane mark, mage hand, prestidigitation
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Statistics
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Str 14, Dex 18, Con 24, Int 26, Wis 14, Cha 14
Base Atk +7; CMB +9; CMD 24
Feats Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (transmutation), Quicken Spell, Scale And Skin, Scribe Scroll, Spell Focus (transmutation), Tenacious Transmutation[APG], Time Stutter
Skills Acrobatics +4 (+16 to jump), Appraise +25, Craft (Metal Working ) +25, Fly +21, Knowledge (arcana) +25, Knowledge (engineering) +25, Knowledge (nature) +25, Knowledge (nobility) +25, Knowledge (planes) +25, Perception +16, Sense Motive +16, Spellcraft +25, Swim -2
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Infernal, Thassilonian
SQ arcane bond (staff of mithral might), mithral limbs, physical enhancement (+3)
Combat Gear pearl of power (2nd level), staff of mithral might[UE] , silent metamagic rod; Other Gear cloak of resistance +2, headband of vast intelligence +4, rod of metal and mineral detection
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Special Abilities
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Arcane Bond (Staff of mithral might) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Change Shape II (beast shape iii or elemental body ii, 14 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Damage Reduction (10/adamantine [140 points]) You have Damage Reduction against all except Adamantine attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fortification 75% 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.
Mithral Limbs (Ex) Natural attacks and grapple are mithral.
Physical Enhancement +3 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scale and Skin When transmutation spell affects you, gain +1 or +2 to natural armor.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+7 bludgeoning, 11/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Tenacious Transmutation Caster level checks to dispel your transmutations increase by 2. Negated transmutations last 1 more round before dissipating.
Time Stutter (1/day) (Sp) Use time stop for 1 round
The Platinum Man CR 17
XP 102,400
Shield guardian platinum-clad iron golem (Pathfinder Campaign Setting: Tombs of Golarion, Pathfinder RPG Bestiary 158, 162)
N Large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense
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AC 36, touch 11, flat-footed 34 (+2 Dex, +25 natural, -1 size)
hp 250 (22d10+30); fast healing 5
Fort +7, Ref +9, Will +8
Defensive Abilities light fortification; DR 15/adamantine; Immune construct traits, magic; Resist electricity 5, fire 20
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Offense
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Speed 10 ft.
Melee 2 slams +27 (2d10+36/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, powerful blows
Spell-Like Abilities (CL 18th; concentration +15)
. . —spell storing
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Statistics
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Str 34, Dex 14, Con —, Int —, Wis 12, Cha 5
Base Atk +22; CMB +29; CMD 47
Feats Power Attack
Skills Acrobatics +2 (-6 to jump)
SQ controlled, find master, guard, shield other
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Special Abilities
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Breath Weapon (1/1d4+1 rounds, DC 21) (Su) 10-ft. cube, poison, usable every 1d4+1 rds.
Construct Traits (+30 HP) Constructs have many immunities.
Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).
Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.
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) Immune to spells that allow SR, with some exceptions.
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.
Light Fortification (Ex) 50% chance to treat any critical hit or sneak attack as a normal attack
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 21) Poison: Breath weapon—inhaled; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Powerful Blows (Ex) Slam attacks deal 1-1/2 times Str bonus and threatens critical on 19-20.
Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would
Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store anot
G7 Hall of Golden Repose:
• No Changes except the changes to Zuvuzeg
Zuvuzeg CR 15
XP 51,200
Male advanced nalfeshnee (Pathfinder RPG Bestiary 65, 288)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., true seeing; Perception +33
Aura unholy aura (DC 25)
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Defense
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AC 33, touch 15, flat-footed 30 (+4 deflection, +3 Dex, +18 natural, -2 size)
hp 231 (14d10+154)
Fort +24, Ref +11, Will +23
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
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Offense
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Speed 30 ft., fly 40 ft. (poor)
Melee bite +21 (3d8+21/19-20), 2 claws +21 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th; concentration +19)
. . Constant—true seeing, unholy aura (DC 25)
. . At will—call lightning (DC 20), feeblemind (DC 22), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), slow (DC 20)
. . 1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
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Statistics
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Str 36, Dex 17, Con 33, Int 27, Wis 26, Cha 24
Base Atk +14; CMB +25 (+27 bull rush); CMD 46 (48 vs. bull rush)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +24, Diplomacy +24, Fly +12, Intimidate +21, Knowledge (arcana) +25, Knowledge (Enter Choice) +22, Knowledge (planes) +25, Perception +33, Sense Motive +25, Spellcraft +25, Stealth +12, Use Magic Device +24; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
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Ecology
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Environment any (abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)
Treasure standard
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Special Abilities
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Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
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.
Fly (40 feet, Poor) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (25) You have Spell Resistance.
Summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Unholy Aura (Constant, DC 25) (Sp) Defense against good creatures and lesser globe of invulnerability.
Unholy Nimbus (DC 24) (Su) Explosion of light dazes foes for 1d10 rds. (Will neg)
Gnutten |
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Book 5 Part 6: The Iron Cages of Lust
H1 Cathedral of Seduction
● 1 Daughter of Delvahine per PC
Daughter of Delvahine #2 CR 9
XP 6,400
Female alu-demon fighter 4/submissive 5 (Tome of Horrors Complete)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 120 ft.; Perception +21
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Defense
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AC 27, touch 14, flat-footed 23 (+7 armor, +3 Dex, +1 dodge, +6 natural)
hp 176 (15d10+94)
Fort +18, Ref +14, Will +12 (+1 vs. fear)
DR 5/good or cold iron, 5/lethal; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
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Offense
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Speed 30 ft., fly 50 ft. (average)
Melee +2 ranseur +22/+17/+12 (2d4+25/19-20/×3) or
. . 2 claws +14 (1d6+7)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 ranseur)
Spell-Like Abilities (CL 6th; concentration +10)
. . 3/day—charm person (DC 15), detect thoughts (DC 16), disguise self, suggestion (DC 17)
. . 1/day—dimension door
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Statistics
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Str 23, Dex 16, Con 21, Int 14, Wis 13, Cha 18
Base Atk +15; CMB +19; CMD 35
Feats Dodge, Endurance, Flyby Attack, Great Fortitude, Improved Critical (ranseur), Mobility, Power Attack, Spring Attack, Toughness, Weapon Focus (ranseur), Weapon Specialization (ranseur)
Skills Acrobatics +3, Appraise +4, Bluff +23, Climb +6, Diplomacy +6, Disguise +6, Escape Artist +17, Fly +20, Heal +3, Intimidate +6, Knowledge (planes) +18, Perception +21, Perform (sing) +10, Ride +3, Sense Motive +20, Stealth +20, Survival +3, Swim +6
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ armor training 1, beauty of blood, mistress, mistress said so, mock obedience, pain is pleasure, shield the mistress, tirelessness, vampiric claws, vampiric touch
Other Gear +1 breastplate, +2 ranseur, belt of mighty constitution +2, bracers of armor +3, jewelry (worth 8,000 gp)
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Beauty of Blood (Ex) Submissives are immune to bleed damage,
and take 1 fewer point of damage from all slashing attacks.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (120 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Fly (50 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Mistress (Ex) The succubus Delvahine is the mistress to all four of these alu-demon submissives. If any of these alu-demons ever willingly disobeys Delvahine or willingly allows her to
come to harm, they lose all of their supernatural abilities save for their vamp
Mistress Said So (Su) The alu-demon submissives gain a +1 morale bonus on all attack rolls, saving throws, skill checks, and ability checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mock Obedience (Su) Any time an alu-demon submissive is affected by a charm or compulsion effect, she may make a second saving throw to break its hold at any time as an immediate action.
Pain is Pleasure (Ex) An alu-demon submissive has damage reduction 5/— against nonlethal damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shield the Mistress (Ex) Whenever Delvahine would be hit by a ranged attack or melee attack and the alu-demon submissive is within 5 feet of Delvahine, the submissive may make a DC 20 Reflex save to be hit by the attack instead. If Delvahine is forced to make a Reflex save a
Spell Resistance (16) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Tirelessness (Ex) A submissive gains a +5 bonus on saving
throws against sleep and fatigue effects.
Vampiric Claws (Su) Each time an alu-demon damages a foe with her claw attack, she gains temporary hit points equal to the amount of damage she inflicted. She cannot gain more hit points in one strike than her target’s current hit points + the target’s Constitution
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack
H3 Mr. Mutt
● No changes
H6 Pavilion Entrance
● 1 Enslaved Stone Giant per PC
Enslaved Stone Giant CR 11
XP 12,800
Male advanced stone giant fighter 2 (Pathfinder RPG Bestiary 151, 288)
N Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +20
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Defense
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AC 26, touch 13, flat-footed 22 (+4 Dex, +13 natural, -1 size)
hp 151 (14 HD; 12d8+2d10+86)
Fort +17, Ref +8 (+4 to catch a thrown rock), Will +9 (+1 vs. fear)
Defensive Abilities improved rock catching
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Offense
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Speed 40 ft.
Melee +1 greatsword +19/+14/+9 (3d6+25/17-20) or
. . 2 slams +12 (1d8+8)
Ranged rock +10/+5/+0 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
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Statistics
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Str 31, Dex 19, Con 23, Int 14, Wis 16, Cha 14
Base Atk +11; CMB +19; CMD 36
Feats Blood For The Empire, Improved Critical (greatsword), Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (greatsword)
Skills Acrobatics +12 (+16 to jump), Climb +27, Intimidate +19, Perception +20, Stealth +6 (+14 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
Other Gear +1 chain shirt, +1 greatsword
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Ecology
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Environment temperate mountains
Organization solitary, gang (2-5), band (4-8), hunting party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and 4-6 dire bears)
Treasure standard (greatclub, other treasure)
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Special Abilities
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Blood for the Empire When attack target dmgd by ally last rnd, +2 to attack and wep dam. 1 rnd haste when ally dies.
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 ft.) (Ex) You can throw big rocks. They hurt.
THE HEROES ARE NOW 15TH LEVEL.
H7 Mistress Delvahine’s Chambers
● 4 PCs: Delvahine and 1 Greater Shadow
● 5 PCs: Delvahine and 2 Greater Shadows
● 6 PCs: Delvahine and 4 Greater Shadows
Delvahines Shadow servants are hiding behind the draperies until their mistress calls for them
● Treasure changed to:
○ Handy haversack
○ 6 potions of cure moderate wounds
○ 2 potions of remove disease
○ 1 potion of remove paralysis
○ 1 scroll of heal
○ Obsidian raven figurine of wondrous power
Delvahine CR 16
XP 76,800
Female succubus bard 7/dominant 5 (Pathfinder RPG Bestiary 68)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., detect good, detect good; Perception +34
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Defense
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AC 29, touch 16, flat-footed 23 (+6 armor, +6 Dex, +7 natural)
hp 262 (20 HD; 12d8+8d10+167)
Fort +15, Ref +20, Will +17; +4 vs. bardic performance, language-dependent, and sonic
DR 10/good or cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18
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Offense
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Speed 30 ft., fly 50 ft. (average)
Melee +1 dagger +22/+17/+12 (1d4+5/19-20) or
. . sadist's lash +23/+18/+13/+8 (1d3+5 nonlethal) or
. . 2 claws +18 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with sadist's lash)
Special Attacks agonizing touch, bardic performance 29 rounds/day (move action; countersong, distraction, fascinate [DC 26], inspire competence +3, inspire courage +2, suggestion [DC 26]), binding whip, deadly whip, energy drain (1 level, DC 27), penetrating whip, profane gift
Spell-Like Abilities (CL 8th; concentration +21)
. . Constant—detect good, tongues
. . At will—charm monster (DC 28), detect thoughts (DC 25), ethereal jaunt (self plus 50 lbs. of objects only), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 27), vampiric touch
. . 1/day—dominate person (DC 29), summon (level 3, 1 babau 50%)
Bard Spells Known (CL 12th; concentration +25)
. . 4th (6/day)—dominate person (DC 28), freedom of movement, greater invisibility, shout (DC 27)
. . 3rd (7/day)—confusion (DC 27), dispel magic, displacement, haste
. . 2nd (8/day)—blindness/deafness (DC 25), cure moderate wounds, eagle's splendor, hold person (DC 26), minor image (DC 25)
. . 1st (9/day)—alarm, animate rope, cure light wounds, grease, hideous laughter (DC 25), unseen servant
. . 0 (at will)—ghost sound (DC 23), mage hand, mending, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 18, Dex 23, Con 26, Int 16, Wis 14, Cha 37
Base Atk +16; CMB +21; CMD 36
Feats Arcane Strike, Combat Reflexes, Dazzling Display, Double Slice, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Spell Focus (enchantment), Two-weapon Fighting, Weapon Finesse, Weapon Focus (whip)
Skills Acrobatics +37, Appraise +4, Bluff +41, Climb +5, Diplomacy +37, Disguise +14, Escape Artist +29, Fly +37, Heal +11, Intimidate +37, Knowledge (arcana) +20, Knowledge (local) +7, Knowledge (planes) +20, Perception +34, Perform (dance) +37, Perform (oratory) +37, Ride +7, Sense Motive +37, Stealth +30, Survival +3, Swim +5; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic, Thassilonian; telepathy 100 ft., tongues
SQ bardic knowledge +3, change shape (small/medium humanoid; alter self), enchantment specialization, lore master 1/day, versatile performances (dance, oratory)
Other Gear +2 glamered mithral chain shirt, +1 dagger, sadist's lash, belt of physical might +4 (Dex, Con)
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Special Abilities
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Agonizing Touch (Su) Delvahine can deal 1d3 points of nonlethal damage with a touch attack at will as a standard action. She deals an additional 1d3 points of nonlethal damage with her natural attacks.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 29 rounds/day) Your performances can create magical effects.
Binding Whip (Ex) Delvahine does not provoke attacks of opportunity when she uses a whip in melee. She can also attempt to entangle a Large or smaller foe with a whip—to do so, she makes a touch attack against a target. If she hits, the target is entangled. If she s
Change Shape (small/medium humanoid; alter self) (Su) You can change your form.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Whip) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Whip (Ex) Delvahine can choose to deal normal damage with a whip rather than nonlethal damage.
Detect Good (Ex)
Enchantment Specialization (Ex) Delvahine gains a +1 bonus to overcome SR when she casts dominate person, and the save DC of any dominate person spell she casts increases by 1.
Energy Drain (1 level, DC 27) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
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.
Fly (50 feet, Average) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Penetrating Whip (Su) Delvahine can harm any foe with her whip, regardless of the foe’s armor or natural armor bonuses.
Profane Gift (1/day) (Su) Full rd action to give humanoid +2 to an attribute, telepathic link. Can withdraw for 2d6 Cha drain.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Summon (level 3, 1 babau 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Versatile Performance (Dance) +37 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +37 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Greater Shadow CR 9
XP 6,400
Male advanced greater shadow (Pathfinder RPG Bestiary 245, 288)
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +15
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Defense
--------------------
AC 22, touch 22, flat-footed 14 (+4 deflection, +7 Dex, +1 dodge)
hp 76 (9d8+36)
Fort +7, Ref +10, Will +9
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (good)
Melee incorporeal touch +13 (1d8 Str)
Special Attacks create spawn
--------------------
Statistics
--------------------
Str —, Dex 24, Con —, Int 10, Wis 16, Cha 19
Base Atk +6; CMB +13; CMD 28
Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception), Skill Focus (Stealth)
Skills Fly +17, Perception +15, Stealth +22 (+26 in dim light, +18 in bright light); Racial Modifiers +4 Stealth in dim light, -4 Stealth in bright light
--------------------
Ecology
--------------------
Environment any
Organization solitary
Treasure standard
--------------------
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).
Fly (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 (Incorporeal Touch: 1d8 ) (Su) Attack causes Ability Damage
Undead Traits Undead have many immunities.
H8 Delvahine’s Boudoir
● 4 PCs: 2 Quickling Shining Children
● 5 PCs: 2 Quickling Shining Children
● 6 PCs: 3 Quickling Shining Children
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.
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Book 5 Part 7 Notes
I2 The Peacock Shrine
● 4 PCs: 6 False Vraxeris
● 5 PCs: 8 False Vraxeris
● 6 PCs: 10 False Vraxeris
The different clones are a bit disorganized and does not coordinate that well. Some infighting might occur when they might try kill steal from each other. Do not send 10 empowered fireballs straight into the group.
False Vraxeris CR 10
XP 9,600
Male human (pureblooded Azlanti) illusionist 10 (Pathfinder RPG Adventurer's Guide 63)
NE Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+1 deflection, +2 Dex, +4 shield)
hp 101 (10d6+64)
Fort +9, Ref +8, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +7 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 10th; concentration +14)
. . At will—invisibility field (10 rounds/day)
. . 7/day—blinding ray
Illusionist Spells Prepared (CL 10th; concentration +14)
. . 5th—feeblemind (DC 19), empowered fireball (DC 17), shadow evocation (2, DC 21)
. . 4th—confusion (DC 18), greater invisibility, phantasmal killer (DC 20), phantasmal killer (2, DC 20), empowered scorching ray
. . 3rd—dispel magic, displacement, extended false life, fireball (DC 17), major image (2, DC 19)
. . 2nd—invisibility (2), minor image (2, DC 18), mirror image, resist energy, scorching ray
. . 1st—charm person (DC 15), magic missile (2), ray of enfeeblement (DC 15), shield, silent image (2, DC 17)
. . 0 (at will)—arcane mark, ghost sound (DC 16), mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 19, Wis 13, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Greater Spell Focus (illusion), Scribe Scroll, Spell Focus (illusion), Toughness
Skills Acrobatics +3, Appraise +5, Bluff +4, Climb +1, Diplomacy +12, Disguise +4, Escape Artist +3, Fly +3, Heal +2, Intimidate +4, Knowledge (arcana) +18, Knowledge (nobility) +17, Knowledge (religion) +14, Perception +11, Ride +3, Sense Motive +11, Spellcraft +17, Stealth +23 (+43 when immobile), Survival +2, Swim +1
Languages Aklo, Azlanti, Draconic, Giant, Necril, Thassilonian
SQ arcane bond (ring of protection +1), extended illusions (5 rounds)
Other Gear mwk dagger, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, noble's outfit (worth 200 gp), spellbook
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (7/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Illusions (+5 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Invisibility Field (10 rounds/day) (Sp) As a swift action, become invisible as greater invisibility.
Pride (Illusion) Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Note: It is very easy to overwhelm a party with too many offensive spells regardless of the number of PCs. I reduced this by having half of the simulacra doing offense while the other half buffed, to allow PCs an opportunity to cast spells like spell immunity and protection from energy.
I3 Meditation Room
○ Golden peacock worth 1,000gp
○ Library worth 2,000gp
○ Ring of wizardry ii
○ Minor cloak of displacement
○ Robe of stars
○ Spellbook worth 10,000gp
I4 Vraxeris’s Library
○ 4 PCs: Page of Spell Knowledge V (Seeming)
○ 5 PCs:
○ 6 PCs: Page of Spell Knowledge VI (Veil)
I6 Vraxeris’s Bedroom
● No changes
Note: To make this encounter a more legitimate combat, each Delvahine can be a Bard Succubus (CR 8) and given ABP bonuses. I elected not to, as I preferred not to treat this as a combat encounter at all.
Gnutten |
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Book 5 Part The Festering Maze of Sloth
General Hazards
Foul Vapors - DC 17 (+1 per hour spent in the Festering Maze)
Blinding Sickness - DC 20
Filth Fever - DC 15
J1 Runeforge Sewers
● No changes except to Sobloch
Sobloch CR 3
XP 800
Male advanced quasit (Pathfinder RPG Bestiary 66, 288)
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 101 (3d10+6); fast healing 2
Fort +3, Ref +7, Will +6
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +9 (1d4+1), 2 claws +9 (1d3+1 plus poison)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect good, detect magic, invisibility (self only)
. . 1/day—cause fear (30-ft. radius) (DC 13)
. . 1/week—commune (6 questions)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 15, Int 15, Wis 16, Cha 15
Base Atk +3; CMB +5; CMD 16
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +4 (+0 to jump), Bluff +8, Fly +22, Intimidate +8, Knowledge (planes) +8, Perception +9, Stealth +18
Languages Abyssal, Common; telepathy (by touch only)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or flock (2-12)
Treasure standard
--------------------
Special Abilities
--------------------
Change Shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph) (Su) You can change your form.
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron 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.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Poison (DC 17) (Ex) Claw—injury; save Fort DC 17; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Dexterity-based.
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
J2 Sluice Controls (CR 16)
● 4 PCs - 1 Advanced Water Elemental, and 2 Advanced Omox Demons
● 5 PCs - 1 Advanced Water Elemental, and 3 Advanced Omox Demons
● 6 PCs - 1 Mythic Water Elemental, and 4 Advanced Omox Demons
Demon, Omox CR 13
XP 25,600
Male advanced omox (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 79)
CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 120 ft.; Perception +30
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 22 (+9 Dex, +1 dodge, +12 natural)
hp 188 (13d10+117)
Fort +17, Ref +15, Will +14
Defensive Abilities amorphous; DR 10/good; Immune acid, disease, electricity, paralysis, poison, polymorph, sleep, stunning; Resist cold 10, fire 10; SR 23
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 80 ft.
Melee 2 slams +23 (1d6+10 plus 3d6 acid and grab)
Ranged slime +22 (1d6+10 plus 3d6 acid and entangle)
Special Attacks smothering
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap, telekinesis (DC 21)
. . 3/day—control water, gaseous form, poison (DC 20), stinking cloud (DC 19)
. . 1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
--------------------
Statistics
--------------------
Str 30, Dex 29, Con 28, Int 19, Wis 23, Cha 22
Base Atk +13; CMB +23 (+27 grapple); CMD 43 (can't be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +25 (+29 to jump), Climb +34, Escape Artist +25, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +30, Sense Motive +22, Stealth +25 (+35 when submerged), Swim +34; Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious, compression
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary or clot (2-6)
Treasure standard
--------------------
Special Abilities
--------------------
Amorphous (Ex) Body is malleable and shapeless.
Amphibious (Ex) You can survive indefinitely on land.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Damage: Slam or Slime (3d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Acid You are immune to acid damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
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.
Liquid Leap (At will) (Sp) Dimension door within contiguous mass of liquid.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slime (DC 25) (Su) An omox's nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The s
Smothering (Ex) Suffocate grabbed foes.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 4, 1 omox 30% or 1d4 babaus 60%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Swim (80 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
This translucent creature's shape shifts between a spinning column of water and a crashing wave.
--------------------
Elemental, Water, Elder CR 12
XP 19,200
Male advanced elder water elemental (Pathfinder RPG Bestiary 126, 288)
N Huge outsider (elemental, extraplanar, water)
Init +8; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 28, touch 17, flat-footed 19 (+8 Dex, +1 dodge, +11 natural, -2 size)
hp 184 (16d10+96)
Fort +16, Ref +20, Will +7
DR 10/—; Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., swim 90 ft.
Melee 2 slams +26 (2d10+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (10-60 ft. deep, 30 ft. wide, 2d10+12 damage, DC 30), water mastery
--------------------
Statistics
--------------------
Str 34, Dex 26, Con 23, Int 14, Wis 15, Cha 15
Base Atk +16; CMB +30 (+32 bull rush, +32 sunder); CMD 49 (51 vs. bull rush, 51 vs. sunder)
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack
Skills Acrobatics +27 (+23 to jump), Escape Artist +27, Knowledge (planes) +21, Perception +21, Stealth +19, Swim +39
Languages Aquan
--------------------
Ecology
--------------------
Environment any (plane of water)
Organization solitary, pair, or gang (3-8)
Treasure none
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Elemental Traits Elementals have many immunities.
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 Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Swim (90 feet) You have a Swim speed.
Vortex (10-60 ft. deep, 30 ft. wide, 2d10+12 damage, DC 30) (Su) Become a vortex which damages foe in same square and may trap them within (Ref part).
Water Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are in water, -4 otherwise.
Mythic Elemental, Water, Elder CR 14/MR 5
XP 38,400
Mythic elder water elemental (Pathfinder RPG Mythic Adventures)
N Huge outsider (elemental, extraplanar, mythic, water)
Init +6; Senses darkvision 60 ft.; Perception +20
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 22 (+6 Dex, +2 dodge, +14 natural, -2 size)
hp 202 (16d10+114)
Fort +14, Ref +18, Will +6
DR 10/—, 10/epic; Immune bleed, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., swim 90 ft.
Melee 4 slams +24 (2d10+10/19-20/×3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, fast swallow, mythic power (5/day, surge +1d8), pressure wave, smother, swallow whole (2d10+10 bludgeoning damage, AC 17, 20 hp), vortex (DC 28), water mastery
--------------------
Statistics
--------------------
Str 30, Dex 22, Con 19, Int 12, Wis 13, Cha 11
Base Atk +16; CMB +28 (+30 bull rush, +32 grapple, +30 sunder); CMD 46 (48 vs. bull rush, 48 vs. sunder)
Feats Cleave, Dodge[M], Great Cleave, Improved Bull Rush, Improved Critical[M], Improved Sunder, Lightning Reflexes, Power Attack[M]
Skills Acrobatics +25 (+21 to jump), Escape Artist +25, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +17, Swim +37
Languages Aquan
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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).
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Fast Swallow (Ex) Can swallow foes as a free action any time during the rd, not just at the start.
Grab: Slam (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
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 Sunder You don't provoke attacks of opportunity when sundering.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Pressure Wave (DC 22) (Su) Use 1 power to nauseate 1d4 and sicken 1d4 rd in 60 ft (Fort part). Use 2 power to also deal slam dam.
Smother (Ex) If you succeed at a grapple check, reduce the time the creature you are grappling can hold its breath by 1d6r
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Swallow Whole (2d10+10 bludgeoning damage, AC 17, 20 HP) (Ex) You can swallow smaller targets whole.
Swim (90 feet) You have a Swim speed.
Vortex (DC 28) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).
Water Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are in water, -4 otherwise.
J3 A Filthy Grave
Loot: bag of holding type i and:
● 4 PCs - rod of extend metamagic (normal)
● 5 PCs - rod of extend metamagic (normal) and rod of reach metamagic (lesser)
● 6 PCs - rod of extend metamagic (normal) and rod of merciful metamagic (normal)
J4 Infested Sump (CR 16)
● 4PCs - 2 Chernobue Qlippoths
● 5PCs - 2 Advanced Chernobue Qlippoths
● 6PCs – 3 Advanced Chernobue Qlippoths
Qlippoth, Chernobue CR 14
XP 38,400
Male advanced chernobue (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 220)
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +6; Senses darkvision 60 ft., scent; Perception +20
Aura misfortune (30 ft., DC 22)
--------------------
Defense
--------------------
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, -1 size)
hp 189 (13d10+117)
Fort +17, Ref +12, Will +13
DR 10/lawful; Immune cold, mind-affecting effects, poison; Resist acid 10, electricity 10, fire 10; SR 23
Weaknesses light vulnerability
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +22 (2d6+10 plus poison), 2 slams +22 (1d6+10/19-20 plus 1 Con), 2 tentacles +17 (1d6+5)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles, 10 ft. with slams)
Special Attacks horrific appearance (DC 22)
Spell-Like Abilities (CL 12th; concentration +18)
. . Constant—air walk, arcane sight
. . At will—chaos hammer (DC 20), darkness
. . 3/day—confusion (DC 20), dispel magic, protection from law, quickened darkness
. . 1/day—plane shift (DC 23)
--------------------
Statistics
--------------------
Str 30, Dex 22, Con 28, Int 17, Wis 21, Cha 23
Base Atk +13; CMB +24; CMD 40 (44 vs. trip)
Feats Blind-fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills Acrobatics +21 (+25 to jump), Escape Artist +21, Intimidate +21, Knowledge (planes) +18, Perception +20, Sense Motive +20, Stealth +17
Languages Abyssal; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary, pair, or gang (3-6)
Treasure standard
--------------------
Special Abilities
--------------------
Aura of Misfortune (30 ft., DC 22) (Su) Lawful or good creatures take -1 penalty on attack and damage rolls. Lawful good take -3 penalty and are sickened (Fort neg.)
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (10/lawful) You have Damage Reduction against all except Lawful 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, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Horrific Appearance (DC 22) (Su) Paralysis for 2d6 rounds. Will neg. (save each round).
Immunity to Cold You are immune to cold damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Light Vulnerability (Ex) A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (DC 25) (Su) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The save DC is Constitution-based.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Darkness) Spell-like ability is cast as a swift action up to 3/day.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (23) You have Spell Resistance.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
J5 Jordimandus’s Throne (CR 17)
● 4 PCs - Jordimandus, 4 Advanced Entropic Oozes, and 1 Advanced Omox Demon
● 5 PCs - Jordimandus, 4 Advanced Entropic Oozes, and 2 Advanced Omox Demons
● 6 PCs - Jordimandus, 4 Advanced Entropic Oozes, and 3 Advanced Omox Demons
(added a silent metamagic rod to Jordimandus for all those pesky Silence spells)
Jordimandus casts unseen servant, mage armor, greater darkvision and moment of prescience every day. Once he knows his maze has been invaded he casts stoneskin, tongues, heightened awareness, resist energy (fire), fly, cat's grace, shield, and control water(to flood the room). He begins combat by further flooding the room (via flash flood) plus quickened pilfering hand to grab and drop an opponent's weapon, then using his summoning and crowd control spells to try and keep the party occupied. As soon as he has the numbers evened out, he casts deflection in anticipation of a protracted battle.
When casting Summon Monster VIII, Jordimandus summons a Hezrou demon on first cast, and an Omox demon with the second cast.
Jordimandus CR 16
XP 76,800
Male human (pureblooded Azlanti) conjurer 15 (Pathfinder RPG Adventurer's Guide 63)
CE Medium humanoid (human)
Init +0; Senses Perception +16
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Defense
--------------------
AC 26, touch 12, flat-footed 26 (+4 armor, +2 deflection, +6 natural, +4 shield)
hp 190 (15d6+135)
Fort +16, Ref +8, Will +15
DR 10/adamantine (150 points); Immune sneak attacks
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Offense
--------------------
Speed 10 ft., fly 60 ft. (good)
Arcane School Spell-Like Abilities (CL 15th; concentration +20)
. . At will—dimensional steps (450 feet/day)
. . 8/day—acid dart (1d6+7 acid)
Conjurer Spells Prepared (CL 15th; concentration +20)
. . 8th—quickened dimension door, summon monster VIII (2)
. . 7th—quickened dispel magic, power word blind, summon monster VII (2)
. . 6th—quickened acid arrow (2), disintegrate (DC 21), greater dispel magic, summon monster VI
. . 5th—cloudkill (2, DC 22), dismissal (DC 20), feeblemind (DC 20), quickened shield, summon monster V, telekinesis (DC 20)
. . 4th—confusion (DC 19), dimension door (2), mnemonic enhancer, scrying (DC 19), stoneskin, summon monster IV
. . 3rd—dispel magic (2), fly, stinking cloud (2, DC 20), suggestion (DC 18), summon monster III
. . 2nd—acid arrow (2), false life, glitterdust (DC 19), hideous laughter (DC 17), resist energy, see invisibility
. . 1st—charm person (DC 16), grease (2), mage armor, obscuring mist, ray of enfeeblement (DC 16), summon monster I, unseen servant
. . 0 (at will)—acid splash, detect magic, mage hand, open/close (DC 15), prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 22, Int 20, Wis 12, Cha 15
Base Atk +7; CMB +9; CMD 21
Feats Alertness, Combat Casting, Craft Rod, Craft Wondrous Item, Eschew Materials, Great Fortitude, Greater Spell Focus (conjuration), Improved Familiar, Improved Iron Will, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Toughness
Skills Acrobatics +0 (-8 to jump), Bluff +17, Fly +21, Intimidate +17, Knowledge (arcana) +23, Knowledge (planes) +23, Perception +16, Sense Motive +3, Spellcraft +23
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Necril, Thassilonian
SQ arcane bond (Sobloch, quasit), demonically obese, heart of slime, immunity to critical hits, summoner's charm (7 rounds)
Combat Gear rod of absorption, silent metamagic rod; Other Gear cloak of resistance +3, handy haversack, ring of protection +2, spellbooks, diamond dust (worth 500 gp), ivory plaque (worth 50 gp), silver mirror (worth 1,000 gp)
--------------------
Special Abilities
--------------------
Acid Dart (1d6+7 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Demonically Obese (Ex) While Jordimandus’s fat grants a +4 natural armor bonus, it reduces his base speed to 10 feet.
Dimensional Steps (90 5-ft inc/day) (Sp) As a standard action, teleport in 5 foot increments. If carry another, double cost.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (60 feet, Good) You can fly!
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Heart of Slime (Su) Jordimandus’s heart grants a +6 profane bonus to Constitution and renders him immune to critical hits and sneak attacks. The heart also effectively makes him immortal by ceasing his aging and nourishing him. Oozes do not attack Jordimandus as a result of his unholy heart. If all four of the oozes in the surrounding pipes are slain, Jordimandus's access to the life-giving humors ceases and his heart begins to decay. He immediately loses all the benefits granted him by the heart, and furthermore takes 1d6 points of Constitution drain each day until he perishes.
Immunity to Critical Hits (Ex) You are immune to critical hits.
Immunity to Sneak Attacks You are immune to sneak attacks.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sloth (Conjuration) The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Entropic Ooze CR 10
XP 9,600
Advanced entropic ooze (Pathfinder RPG Bestiary 288)
N Large ooze (extraplanar)
Init +0; Senses blindsight 60 ft., soulsight; Perception -3
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 159 (11d8+110)
Fort +13, Ref +3, Will +0
Immune negative energy, ooze traits; SR 24
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee slam +15 (2d6+12 plus energy drain)
Space 10 ft.; Reach 5 ft.
Special Attacks , DC 17), devour soul
--------------------
Statistics
--------------------
Str 27, Dex 10, Con 30, Int —, Wis 5, Cha 14
Base Atk +8; CMB +17; CMD 27 (can't be tripped)
Skills Acrobatics +0 (-4 to jump), Climb +16
--------------------
Special Abilities
--------------------
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Climb (20 feet) You have a Climb speed.
Devour Soul (Su) A living creature slain by an entropic ooze has its soul devoured by the ooze. Such a creature cannot be returned to life until the entropic ooze that contains its soul is slain.
Energy Drain (2 levels, DC 17)) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Negative Energy You are immune to negative energy.
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.
Soulsight (120 ft.) Sense living creatures without seeing them.
Spell Resistance (24) (against positive energy) You have Spell Resistance.
Omox (Demon) CR 13
XP 25,600
Male advanced omox (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 79)
CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 120 ft.; Perception +30
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 22 (+9 Dex, +1 dodge, +12 natural)
hp 188 (13d10+117)
Fort +17, Ref +15, Will +14
Defensive Abilities amorphous; DR 10/good; Immune acid, disease, electricity, paralysis, poison, polymorph, sleep, stunning; Resist cold 10, fire 10; SR 23
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 80 ft.
Melee 2 slams +23 (1d6+10 plus 3d6 acid and grab)
Ranged slime +22 (1d6+10 plus 3d6 acid and entangle)
Special Attacks smothering
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—create water, greater teleport (self plus 50 lbs. of objects only), liquid leap, telekinesis (DC 21)
. . 3/day—control water, gaseous form, poison (DC 20), stinking cloud (DC 19)
. . 1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
--------------------
Statistics
--------------------
Str 30, Dex 29, Con 28, Int 19, Wis 23, Cha 22
Base Atk +13; CMB +23 (+27 grapple); CMD 43 (can't be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
Skills Acrobatics +25 (+29 to jump), Climb +34, Escape Artist +25, Knowledge (dungeoneering) +20, Knowledge (planes) +20, Perception +30, Sense Motive +22, Stealth +25 (+35 when submerged), Swim +34; Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ amphibious, compression
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary or clot (2-6)
Treasure standard
--------------------
Special Abilities
--------------------
Amorphous (Ex) Body is malleable and shapeless.
Amphibious (Ex) You can survive indefinitely on land.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Damage: Slam or Slime (3d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Acid You are immune to acid damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
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.
Liquid Leap (At will) (Sp) Dimension door within contiguous mass of liquid.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slime (DC 25) (Su) An omox's nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The s
Smothering (Ex) Suffocate grabbed foes.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 4, 1 omox 30% or 1d4 babaus 60%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Swim (80 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
2 immovable rods, spellbooks (worth 7,000gp, containing all prepared spells, all core conjuration spells of 7th level and lower, and greater planar binding), scroll of planar ally, scroll of teleport, scroll of stone to flesh, and:
● 4 PCs - page of spell knowledge IV (flame steed) and page of spell knowledge III (storm step)
● 5 PCs - page of spell knowledge IV (flame steed), page of spell knowledge III (storm step) and rod of merciful spell (normal)
● 6 PCs - page of spell knowledge IV (flame steed), page of spell knowledge III (storm step) and rod of reach spell (normal)
Gnutten |
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Book 5 Part 9 Notes
[b] K1 Iron Guardians (CR 16)
● 4 PCs: 2 Iron Archers (unchanged)
● 5 PCs: 2 Iron Archers (unchanged)
● 6 PCs: 1 Brass Archer
● Loot changed to:
○ 2 diamonds worth 5,000gp per iron archer
Brass Archer CR 16
XP 76,800
Variant Advanced Brass Golem (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 134)
N Huge construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 34, touch 10, flat-footed 32 (+2 Dex, +24 natural, -2 size)
hp 156 (21d10+40)
Fort +7, Ref +9, Will +10
DR 15/adamantine; Immune construct traits, fire, immunity to magic
--------------------
Offense
--------------------
Speed 40 ft.
Melee other melee natural attack +32 (3d6+13/18-20 plus 2d6 fire), slam +32 (2d6+13 plus 2d6 fire)
Ranged arrows of wrath +24/+19/+14/+9 touch (5d6/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon
Spell-Like Abilities (CL 17th; concentration +14)
. . Constant—see invisibility
--------------------
Statistics
--------------------
Str 36, Dex 15, Con —, Int —, Wis 17, Cha 5
Base Atk +21; CMB +36; CMD 48
Skills Acrobatics +2 (+6 to jump)
SQ arrows of wrath, brass falchion, death throes
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Ecology
--------------------
Environment any
Organization solitary or watch (2-4)
Treasure none
--------------------
Special Abilities
--------------------
Arrows of Wrath (Su) When the brass archer attacks with its bow, it fires arrow-shaped bolts of energy. These arrows deal 5d6 points of damage on a hit. On the first round of combat, these arrows deal fire damage. On the second round, they deal electricity damage. On the third they deal cold damage. On the fourth round, they switch back to fire and the cycle repeats. If the brass archer ceases to use its arrows (to make a melee attack, for example), the cycle restarts with fire arrows the next time it fires.
Brass Falchion (Ex) Brass Falchion is a natural attack and cannot be disarmed.
Breath Weapon (DC 20) (Su) Free action every 1d4 rds fills 20 ft cube with incendiary cloud 1d6 rd (Ref half).
Construct Traits (+40 HP) Constructs have many immunities.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 20) (Ex) When destroyed all creatures in 30 ft take 12d8 fire dam (Ref half).
Energy Damage: Other melee natural attack or Slam (2d6 fire) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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 Fire You are immune to fire damage.
Immunity to Magic (Ex) Immune except vs. cold or fire spells.
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.
Iron Archer CR 14
XP 38,400
Iron golem (Pathfinder RPG Bestiary 162)
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
--------------------
AC 32, touch 10, flat-footed 31 (+1 Dex, +22 natural, -1 size)
hp 151 (22d10+30)
Fort +7, Ref +8, Will +7
DR 15/adamantine; Immune construct traits, magic
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +34 (2d10+19/19-20)
b]Ranged [/b]arrows of wrath +22/+17/+12/+7 touch (3d6/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon, powerful blows
Spell-Like Abilities (CL 18th; concentration +13)
. . Constant—air walk, see invisibility
--------------------
Statistics
--------------------
Str 36, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +22; CMB +36; CMD 47
SQ arrows of wrath
--------------------
Special Abilities
--------------------
Arrows of Wrath (Su) When the iron archer attacks with its bow, it fires arrow-shaped bolts of energy. These arrows deal 3d6 points of damage on a hit. On the first round of combat, these arrows deal fire damage. On the second round, they deal electricity damage. On the third they deal cold damage. On the fourth round, they switch back to fire and the cycle repeats. If the brass archer ceases to use its arrows (to make a melee attack, for example), the cycle restarts with fire arrows the next time it fires.
Breath Weapon (1/1d4+1 rounds, DC 21) (Su) 10-ft. cube, poison, usable every 1d4+1 rds.
Construct Traits (+30 HP) Constructs have many immunities.
Damage Reduction (15/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) Immune to spells that allow SR, with some exceptions.
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.
Poison (DC 21) Breath weapon—inhaled; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Powerful Blows (Ex) Slam attacks deal 1-1/2 times Str bonus and threatens critical on 19-20.
K3 Barracks and Training Hall (CR 17)
● 1 Warrior of Wrath and 1 Wrathspawn Axeman per PC
Arcane Pool Options
- Grant a weapon a +3 enhancement bonus (+2 keen), swift action, 1 arcane point. Duration 1 minute.
- Make melee attacks as touch attacks for one round, swift action, 2 arcane points
- When granting your weapon an enhancement bonus, spend 1 extra to grant it the planar property, or 2 extra to give it the phase-locking property.
- Gain scent for creatures with spells/SLAs for 12 hours. ID highest-level spell a scented creature is capable of casting with Spellcraft (DC = 10 + CL). 1 point.
Warriors of Wrath cast greater magic weapon and arcane scent at the start of the day. At the start of combat, they use 3 points from their arcane pool to grant their weapons another +2 to enhancement, the keen property, and the phase-locking property. Then, in order to force opponents to spend multiple resources to counter them, they cast one of the following spells, purposefully avoiding repeats with an ally:
1) Displacement
2) Greater Invisibility
3) Caustic Blood
4) Haste
5) Magic Missile (splitting up missiles to test for anti-magic missile defenses among enemies)
6) Empowered Lightning Bolt
Warrior of Wrath CR 12
XP 19,200
Human (pureblooded Azlanti) eldritch knight 6/fighter 1/evoker 5 (Pathfinder RPG Adventurer's Guide 63)
LE Medium humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 113 (12 HD; 5d6+7d10+53)
Fort +10, Ref +6, Will +10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 shock greatsword +12/+7 (2d6+14/17-20 plus 1d6 electricity)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—force missile (1d4+2)
Evoker Spells Prepared (CL 10th; concentration +14)
. . 5th—wall of force, waves of fatigue
. . 4th—Caustic Blood (12d6, Reflex 20), Greater Invisibility, Ice Storm, Forceful Strike (10d4,+25, Fort 22)
. . 3rd—Displacement, Haste, Lightning Bolt (10d6, Reflex21), Greater Magic Weapon + 3, Greater Thunderstomp +18
. . 2nd—bull's strength, Bladed Dash (2), Scorching Ray (3)(3 rays of 4D6), Cats Grace
. . 1st—Shocking Grasp, Magic Missile (3)(5d4+5, Reflex 19), True Strike
. . 0 (at will)—acid splash, dancing lights, flare (DC 16), light, ray of frost
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 18, Wis 12, Cha 10
Base Atk +9; CMB +10; CMD 24
Feats Arcane Strike, Combat Casting, Craft Magic Arms & Armor, Greater Spell Focus (evocation), Improved Critical (greatsword), Iron Will, Lunge, Power Attack, Scribe Scroll, Spell Focus (evocation), Toughness, Weapon Focus (greatsword)
Skills Acrobatics +15, Appraise +5, Bluff +1, Climb +4, Craft (armorsmith or weaponsmith) +16, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Heal +2, Intimidate +16, Knowledge (arcana) +20, Knowledge (engineering) +16, Perception +14, Ride +3, Sense Motive +13, Spellcraft +20, Stealth +3, Survival +2, Swim +4
Languages Aklo, Azlanti, Draconic, Elven, Giant, Thassilonian
SQ arcane bond (object)
Other Gear +2 mithral chain shirt, +1 shock greatsword
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Force Missile (1d4+2, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Sinspawn Axeman CR 11
XP 12,800
Wrathspawn fighter 9 (Pathfinder RPG Bestiary 2 246)
NE Medium aberration
Init +5; Senses darkvision 60 ft., scent, sin-scent; Perception +11
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 dodge, +2 natural)
hp 107 (12 HD; 3d8+9d10+45)
Fort +10, Ref +6, Will +8 (+2 vs. fear)
Immune mind-affecting effects; SR 13
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 greataxe +17/+12/+7 (1d12+18/19-20/×3) or
. . bite +6 (1d6+4), 2 claws +6 (1d4+4)
Special Attacks sinful bite, weapon trainings (axes +2, pole arms +1)
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +11; CMB +11; CMD 25
Feats Cleave, Critical Focus, Dodge, Great Cleave, Greater Weapon Focus (greataxe), Improved Critical (greataxe), Improved Initiative, Power Attack, Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Acrobatics +1 (+5 to jump), Appraise +1, Bluff +2, Climb +2, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Heal +2, Intimidate +13, Perception +11, Ride +1, Sense Motive +2, Stealth +12, Survival +2, Swim +2
Languages Thassilonian
SQ armor training 2
Other Gear +2 breastplate, +2 greataxe
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (DC 12) (Su) 1st bite sickens for d6 min. If bitten while sickened, stagger 1 rd (Will neg).
Spell Resistance (13) You have Spell Resistance.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
K4 Fleshwarping Lab (CR 16)
● 4 PCs: 6 Warriors of Wrath
● 5 PCs: 5 Warriors of Wrath and 2 Wrathspawn Halberdiers
● 6 PCs: 7 Warriors of Wrath and 2 Wrathspawn Halberdiers
K6 Hall of Testing (CR 18)
● 4 PCs: Highlady Athroxis and Glabrezu
● 5 PCs: Highlady Athroxis and 1 Advanced Glabrezu
● 6 PCs: Highlady Athroxis and 2 Glabrezu
Highlady Athroxis CR 18
XP 153,600
Female human (pureblooded Azlanti) eldritch knight 10/fighter 3/evoker 5 (Pathfinder RPG Adventurer's Guide 63)
LE Medium humanoid (human)
Init +5; Senses Perception +21
--------------------
Defense
--------------------
AC 29, touch 17, flat-footed 24 (+10 armor, +2 deflection, +5 Dex, +2 natural)
hp 203 (18 HD; 5d6+13d10+110)
Fort +17, Ref +14, Will +16 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Melee +3 flaming adamantine ranseur +22/+17/+12 (2d4+26/19-20/×3 plus 1d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 flaming adamantine ranseur)
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 14th; concentration +20)
. . 9/day—force missile (1d4+2)
Evoker Spells Prepared (CL 14th; concentration +20)
. . 7th—mage's sword, prismatic spray (2, DC 25), project image (DC 23)
. . 6th—chain lightning (DC 24), chain lightning (2, DC 24), still cone of cold (DC 23), flesh to stone (DC 22)
. . 5th—cone of cold (2, DC 23), feeblemind (DC 21), maximized scorching ray, empowered vampiric touch, wall of force
. . 4th—confusion (DC 20), still fireball (2, DC 21), empowered still magic missile (2), empowered scorching ray, shout (DC 22)
. . 3rd—fly, haste, keen edge, lightning bolt (2, DC 21), empowered magic missile, greater magic weapon
. . 2nd—blindness/deafness (DC 18), false life, still magic missile (2), mirror image, scorching ray, see invisibility
. . 1st—burning hands (DC 19), expeditious retreat, magic missile (2), ray of enfeeblement (DC 17), shocking grasp, true strike (2)
. . 0 (at will)—detect magic, flare (DC 18), light, ray of frost, read magic
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Statistics
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Str 22, Dex 20, Con 18, Int 22, Wis 14, Cha 14
Base Atk +15; CMB +18; CMD 38
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Greater Spell Focus (evocation), Improved Critical (ranseur), Iron Will, Maximize Spell, Power Attack, Scribe Scroll, Spell Focus (evocation), Still Spell, Toughness, Weapon Focus (ranseur), Weapon Specialization (ranseur)
Skills Acrobatics +24, Appraise +7, Bluff +3, Climb +28, Craft (weapons) +28, Diplomacy +3, Disguise +3, Escape Artist +6, Fly +9, Heal +3, Intimidate +24, Knowledge (arcana) +28, Perception +21, Ride +6, Sense Motive +24, Spellcraft +28, Stealth +6, Survival +3, Swim +7
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Giant, Thassilonian
SQ arcane bond (+3 flaming adamantine ranseur), armor training 1, mark of wrath, spell critical
Combat Gear wand of clairaudience/clairvoyance (32 charges), wand of lightning bolt (CL 10th, 25 charges); Other Gear +4 mithral breastplate, +3 flaming adamantine ranseur, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +2, spell component pouch, spellbook
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Special Abilities
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Arcane Bond (+3 flaming adamantine ranseur) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
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.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Fly (60 feet, Good) You can fly!
Force Missile (1d4+2, 9/day) (Sp) As a standard action, magic missile strikes a foe.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Mark of Wrath (Su) Highlady Athroxis wears the mark of her rulership on her flesh—a faintly glowing tattoo-like rune on her forehead that moves through the generations from one ruler
to the next. The mark of wrath provides her with a +1 insight bonus to AC and on att
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Glabrezu (Treachery Demon) CR 13
XP 25,600
Male glabrezu (Pathfinder RPG Bestiary 61)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft., true seeing; Perception +26
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Defense
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AC 28, touch 8, flat-footed 28 (+20 natural, -2 size)
hp 186 (12d10+120)
Fort +18, Ref +4, Will +11
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
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Offense
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Speed 40 ft.
Melee bite +20 (1d8+10), 2 claws +20 (1d6+10), 2 pincers +20 (2d8+10/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
Spell-Like Abilities (CL 14th; concentration +19)
. . Constant—true seeing
. . At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, greater teleport (self plus 50 lbs. of objects only), mirror image, reverse gravity, unholy blight (DC 19), veil (self only) (DC 21)
. . 1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
. . 1/month—wish (granted to a mortal humanoid only)
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Statistics
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Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +24; CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Acrobatics +0 (+4 to jump), Bluff +28, Diplomacy +24, Intimidate +24, Knowledge (history) +18, Knowledge (local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
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Ecology
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Environment any (abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and 2-5 vrocks)
Treasure standard
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Special Abilities
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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) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Advanced Glabrezu (Treachery Demon) CR 14
XP 38,400
Male advanced glabrezu (Pathfinder RPG Bestiary 61, 288)
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., true seeing; Perception +28
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Defense
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AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, -2 size)
hp 210 (12d10+144)
Fort +20, Ref +6, Will +13
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
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Offense
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Speed 40 ft.
Melee bite +22 (1d8+12), 2 claws +22 (1d6+12), 2 pincers +22 (2d8+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 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)
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Statistics
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Str 35, Dex 15, Con 35, Int 20, Wis 20, Cha 24
Base Atk +12; CMB +26; CMD 38
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills Acrobatics +2 (+6 to jump), Bluff +30, Diplomacy +26, Intimidate +26, Knowledge (history) +20, Knowledge (local) +20, Perception +28, Sense Motive +20, Stealth +9, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
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Ecology
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Environment any (abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and 2-5 vrocks)
Treasure standard
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Special Abilities
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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) Summon creatures as though with summon monster spell but with limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.
Gnutten |
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Book 5 Part 10 Notes
A Runelord Enraged (CR 17+)
● 4 PCs: Karzoug Statue
● 5 PCs: Karzoug Statue, add survivors from the other Runeforge areas.
● 6 PCs: Karzoug Statue, add more survivors the other Runeforge areas.
Karzoug Statue CR 17
XP 102,400
Advanced stone golem (Pathfinder RPG Bestiary 163, 288)
N Huge construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 35, touch 10, flat-footed 33 (+2 Dex, +25 natural, -2 size)
hp 305 (30d10+140)
Fort +10, Ref +12, Will +14
DR 15/adamantine, 15/bludgeoning; Immune construct traits, immunity to magic
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Offense
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Speed 30 ft.
Melee 2 Glaive slams +37 (4d8+33 plus petrification)
Space 15 ft.; Reach 15 ft.
Special Attacks shattering blow, slow
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Statistics
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Str 44, Dex 15, Con —, Int —, Wis 19, Cha 9
Base Atk +30; CMB +41; CMD 61
Feats Power Attack
SQ petrification
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Special Abilities
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Construct Traits (+140 HP) Constructs have many immunities.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to 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.
Petrification (Su) A creature struck by the statue’s slam attack must succeed at a DC 25 Fortitude save or take 1d10 points of Dexterity drain. A creature drained to 0 Dexterity becomes
petrified. The save DC is Constitution-based.
Power Attack -8/+16 You can subtract from your attack roll to add to your damage.
Shattering Blow (Su) If the Karzoug statue ever damages a petrified creature with its slam attack, that creature must succeed at a DC 25 Fortitude save or be shattered into fragments. This essentially kills the PC, but also deals 3d10 points of slashing damage to all cre
Slow (DC 25) (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 25 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution
Askar Avari |
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Looks great Gnutten! I figure my creature stat blocks (the ABP and PDF format) are the biggest impediment to my work being useful for different people, so I'm glad to see pieces incorporated.
One quick note for people looking these over though: the Jordimandus tactics I wrote won't work with Gnutten or the book's stat block! You can swap summon monster vi for flash flood and mnemonic enhancer for control water if you want to pull off the flood strat without using the rest of my stat block.