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


Rise of the Runelords

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Askar Avari wrote:

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...

Sorry for the confusion here. You have down Isis and Ceoptra’s attendant down in the Most High Ceoptra fight. Where are we able to find those stat blocks?


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I want to say thank you to Joey and Askar for their amazing work on this I've been using both of your rebuilds since book 3. Our group is now about halfway through book 6!

I have 2 questions though, as I like to make sure things are kosher rules wise as I look over them. I like idea of Dear Grandma's shop but how is she selling potions of up to 8th level? I'm worried that super easy access to the spells and buffs she has as potions (mindblank, legendary proportions etc) might make some stuff too easy.

The other is about Khalib's stat block. His AC is listed as 43 when he's all buffed out it's listed that he has +17 natural armor, +7 from ironskin, +8 from FotD III = +15. Is there an ability or something I'm not seeing? My parties attack bonuses start to hit a wall around the 42+ range and I don't want to stonewall them if I can't account for the stats.


My group is finally reaching the last chapter, so its time to paste some more notes. Still building on Askar notes with some adjustments to fit my miniature collection.

Spires of Xin-Shalast
Part 2: Whispers in the Wind

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B1 The Tailings (CR 16)
• 4 PCs: 1 Advanced Horror Tree
• 5 PCs: 1 Advanced Horror Tree
• 6 PCs: 1 Advanced Ghoulish Horror Tree

The memory of the tree's agonizing death, as well as the grief of the dwarven miners who once lived here, has granted the Horror Tree a Desecrate Aura with a 10 ’ radius (+1 profane bonus on all attack rolls, damage rolls, and saving throws).(not included in the stats)

Advanced Horror Tree:

The Horror Tree CR 15
XP 51,200
Advanced unique undead treant (Pathfinder RPG Bestiary 288)
NE Gargantuan undead
Init +1; Senses darkvision 60 ft., superior low-light vision; Perception +29
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Defense
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AC 32, touch 7, flat-footed 31 (+1 Dex, +25 natural, -4 size)
hp 262 (21d8+168)
Fort +15, Ref +9, Will +18; +3 profane bonus vs. channeled positive energy
DR 10/slashing; Immune cold, undead traits
Weaknesses vulnerability to fire
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Offense
--------------------
Speed 30 ft.
Melee 2 slams +26 (4d6+26/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks trample (4d6+26, DC 37)
--------------------
Statistics
--------------------
Str 45, Dex 13, Con —, Int 16, Wis 20, Cha 25
Base Atk +15; CMB +33 (+37 bull rush, +37 sunder); CMD 47 (49 vs. bull rush, 49 vs. sunder, can't be tripped)
Feats Awesome Blow, Critical Focus, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (slam)
Skills Knowledge (nature) +24, Perception +29, Sense Motive +29, Stealth +13, Survival +26
Languages Sylvan
SQ +16 stealth in forests, double damage against objects, fungus
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Special Abilities
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+16 Stealth in Forests (Ex) You gain a bonus to Stealth checks under the listed conditions.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Double Damage Against Objects (Ex) Deal x2 damage against object or structure with full attack.
Fungus (Ex) The horror tree’s branches are encrusted with a virulent fungus that grows rapidly when in contact with blood, sending filaments ripping through the bodies of any living creatures damaged by its slams and dealing 1d6 points of Dexterity damage in t
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
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 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 -4/+8 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 25) Critical hit staggers target
Superior Low-Light Vision See 4x as far as a human in low light, distinguishing color and detail.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Advanced Ghoulish Horror Tree:

The Horror Tree CR 16
XP 76,800
Advanced ghoulish unique undead treant (Pathfinder RPG Bestiary 288, Pathfinder RPG Horror Adventures 248)
NE Gargantuan undead
Init +1; Senses darkvision 60 ft., superior low-light vision; Perception +29
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Defense
--------------------
AC 33, touch 7, flat-footed 32 (+1 Dex, +26 natural, -4 size)
hp 262 (21d8+168)
Fort +15, Ref +8, Will +17
DR 10/slashing; Immune cold, undead traits
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +25 (3d6+26 plus paralysis and disease), claw +25 (2d6+26 plus paralysis), 2 slams +26 (4d6+26/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 28), trample (4d6+27, DC 38)
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Statistics
--------------------
Str 47, Dex 13, Con —, Int 16, Wis 20, Cha 27
Base Atk +15; CMB +33 (+37 bull rush, +37 sunder); CMD 48 (50 vs. bull rush, 50 vs. sunder, can't be tripped)
Feats Awesome Blow, Critical Focus, Greater Bull Rush, Greater Sunder, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Staggering Critical, Vital Strike, Weapon Focus (slam)
Skills Knowledge (nature) +24, Perception +29, Sense Motive +29, Stealth +13, Survival +26
Languages Sylvan
SQ +16 stealth in forests, double damage against objects, fungus
--------------------
Special Abilities
--------------------
+16 Stealth in Forests (Ex) You gain a bonus to Stealth checks under the listed conditions.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 28) (Su) Ghoul Fever: Bite—injury; save Fort DC 28; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves. The save DC is Charisma-based.
Double Damage Against Objects (Ex) Deal x2 damage against object or structure with full attack.
Fungus (Ex) The horror tree’s branches are encrusted with a virulent fungus that grows rapidly when in contact with blood, sending filaments ripping through the bodies of any living creatures damaged by its slams and dealing 1d6 points of Dexterity damage in t
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
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 Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Paralysis (1d4+1 rounds, elves are immune, DC 28) Attack renders victim unable to move or take actions (Fort neg.)
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 25) Critical hit staggers target
Superior Low-Light Vision See 4x as far as a human in low light, distinguishing color and detail.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Treasure: Cracked backpack, 50gp, 1 elixir of the peaks, and:
- Diamond worth 500gp per PC
- 3 +1 seeking limning crossbow bolts per PC

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B4 Sack Room

Treasure changed to:

- 4 PCs: Boots of the Winter Jarl
- 5 PCs:
- 6 PCs: Rime-Stride Boots

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B5 Ore Separation (CR 11)

Haunt: Gold-Eating Dwarf:

Haunt: Gold-Eating Dwarf:
XP 12800
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.

Haunt: The Weight of Greed:

XP 6400
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)

Haunt: Partially eaten Dwarf:

XP: 9600
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.

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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

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B12 Storage Closet

Treasure added: Banner of restful nights

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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.

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B14 Living Area (CR 10)

Haunt: Cannibal Urgings:

XP: 9600
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)

Haunt: The Hungry Dead:

XP: 51200
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)

Haunt: Cannibal Fury:

XP: 102400
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.

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
- 6 PCs: Karivek Vekker, 1 Old Big Nasty Frost Worm

Karivek Vekker activates Boots of Speed when combat starts. (not shown in stats)

Karivek Vekker:

Karivek Vekker CR 16
XP 76,800
Male dwarf ghost expert 16 (Pathfinder RPG Bestiary 144)
NE Medium undead (augmented humanoid, dwarf, incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +34 (+36 to notice unusual stonework)
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 20 (+5 armor, +5 deflection, +2 Dex, +1 dodge)
hp 173 (16d8+97)
Fort +16, Ref +12, Will +18; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities channel resistance +4, defensive training, incorporeal; Immune cold, undead traits
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed fly 60 ft. (perfect)
Melee corrupting touch +15 (16d6)
Special Attacks corrupting gaze (DC 23), draining touch, frightful moan (DC 23), hatred, telekinesis (DC 23)
Spell-Like Abilities (CL 15th; concentration +20)
. . At will—dominate monster (DC 21)
--------------------
Statistics
--------------------
Str —, Dex 14, Con —, Int 13, Wis 14, Cha 21
Base Atk +12; CMB +15; CMD 30 (34 vs. bull rush, 34 vs. trip)
Feats Endurance, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Perception), Skill Focus (Profession [miner]), Toughness
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +20, Craft (armor) +19, Craft (blacksmith) +19, Fly +10, Knowledge (geography) +19, Knowledge (nature) +19, Perception +34 (+36 to notice unusual stonework), Profession (miner) +26, Stealth +10, Survival +20; Racial Modifiers +8 Perception, +8 Stealth, +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ command the frozen, eater of flesh, frozen dead, rejuvination, vicious bite
Combat Gear boots of speed; Other Gear +4 improved cold resistance padded armor, cloak of resistance +4
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Command the Frozen (Su) Karivek’s death at the hands of a supernaturally cold malevolence (the wendigo) has given him ghost power over non-outsider creatures who possess the cold
subtype. The ghost can use dominate monster at will on any non-outsider with the cold subtype
Corrupting Gaze (DC 23) (Su) Gaze attack deals 2d10 HP + 1d4 CHA.
Corrupting Touch (DC 23) (Su) Touch does 16d6 damage from aging, ignoring most resistances (Fort half).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Draining Touch (Su) Touch attack deals 1d4 from a selected ability score and heals 5HP for the ghost.
Eater of Flesh (Su) As a victim of the wendigo’s insidious disease prior to his death, Karivek retains a portion of that sickness within his very being. On a successful critical hit with his
vicious bite attack, the ghost tears away a chunk of flesh and consumes it (t
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fly (60 feet, Perfect) You can fly!
Frightful Moan (DC 23) (Su) 30' spread panics living creatures for 2d4 rds (Will neg).
Frozen Dead (Su) Karivek gains the cold subtype, thanks to his death in this frozen landscape. As long as he’s in an area where the temperature is below freezing (as it is on this ledge), he gains fast healing 10.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
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 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.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Incorporeal (Ex) You aren't quite here.
Rejuvination (Su) Until his bones are returned to the Vekkers’ cabin, Karivek’s ghost rejuvenates 2d4 days after it is destroyed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinesis (DC 23) (Su) Use Telekinesis every 1d4 rounds.
Undead Traits Undead have many immunities.
Vicious Bite (Su) Karivek threatens a critical hit with his bite on a natural roll of 18–20. His fangs become solid and razor sharp as they cut through flesh but ignore armor, allowing him to attack with his bite as a touch attack. Karivek adds 1-1/2 times his Chari
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Advanced Frost Worm:

Frost Worm CR 13
XP 25,600
Male advanced frost worm (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2 126)
N Huge magical beast (cold)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +19
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, -2 size)
hp 200 (16d10+112)
Fort +17, Ref +15, Will +12
Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +22 (4d10+33 plus 4d6 cold)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. cone, 15d6 cold, Reflex DC 25 for half, usable once per hour), death throes, trill
--------------------
Statistics
--------------------
Str 35, Dex 20, Con 25, Int 2, Wis 20, Cha 15
Base Atk +16; CMB +25; CMD 45 (can't be tripped)
Feats Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (bite)
Skills Perception +19, Stealth +8 (+16 in ice and snow); Racial Modifiers +8 Stealth in ice and snow
SQ cold
--------------------
Ecology
--------------------
Environment cold plains or mountains
Organization solitary
Treasure incidental
--------------------
Special Abilities
--------------------
Breath Weapon (60 ft. cone, 15d6 cold, Reflex DC 25 for half, usable once per hour) (Su) 60 ft. cone, 15d6 cold, Reflex DC 25 for half, usable once per hour
Burrow (10 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold (4d6 cold) (Su) Creatures grappled or grappling take 4d6 cold damage.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 25) (Su) Explodes upon deal dealing 12d6 cold and 8d6 piercing damage (Ref half) in 100-ft. radius burst.
Immunity to Cold You are immune to cold damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Trill (DC 20) (Su) Trilling fascinates all within 100-ft. radius (Will neg)
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Old Big Nasty Frost Worm:

Frost Worm CR 16
XP 76,800
Male advanced giant frost worm (Pathfinder RPG Bestiary, 295, Pathfinder RPG Bestiary 2 126)
N Gargantuan magical beast (cold)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +19
--------------------
Defense
--------------------
AC 31, touch 10, flat-footed 27 (+4 Dex, +21 natural, -4 size)
hp 261 (18d10+162)
Fort +20, Ref +15, Will +13
Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +24 (8d8+36/19-20 plus 4d6 cold)
Space 20 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. cone, 15d6 cold, Reflex DC 28 for half, usable once per hour), death throes, trill
--------------------
Statistics
--------------------
Str 39, Dex 18, Con 29, Int 2, Wis 20, Cha 15
Base Atk +18; CMB +31; CMD 50 (can't be tripped)
Feats Cleave, Combat Reflexes, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (bite)
Skills Perception +19, Stealth +3 (+11 in ice and snow); Racial Modifiers +8 Stealth in ice and snow
SQ cold
--------------------
Ecology
--------------------
Environment cold plains or mountains
Organization solitary
Treasure incidental
--------------------
Special Abilities
--------------------
Breath Weapon (60 ft. cone, 15d6 cold, Reflex DC 28 for half, usable once per hour) (Su) 60 ft. cone, 15d6 cold, Reflex DC 28 for half, usable once per hour
Burrow (10 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold (4d6 cold) (Su) Creatures grappled or grappling take 4d6 cold damage.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 28) (Su) Explodes upon deal dealing 12d6 cold and 8d6 piercing damage (Ref half) in 100-ft. radius burst.
Immunity to Cold You are immune to cold damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Trill (DC 21) (Su) Trilling fascinates all within 100-ft. radius (Will neg)
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

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, boots of speed, Cloak of resistance +4

---------------------------------

Event 4: The Wendigo Siege (CR 18)

- 4 PCs: Advanced Wendigo
- 5 PCs: Advanced Wendigo
- 6 PCs: Mythic Agile Advanced Wendigo

Advanced Wendigo:

Wendigo CR 18
XP 153,600
Male advanced wendigo (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 281)
CE Large outsider (cold, native)
Init +15; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +28
--------------------
Defense
--------------------
AC 36, touch 20, flat-footed 25 (+11 Dex, +16 natural, -1 size)
hp 315 (18d10+216); regeneration 15 (fire)
Fort +23, Ref +24, Will +13
DR 15/cold iron, 15/magic; Immune cold, fear; SR 28
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed fly 120 ft. (perfect)
Melee bite +28 (2d8+11/19-20 plus 4d6 cold), 2 claws +28 (2d6+11/19-20 plus 4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks dream haunting, howl, rend (2 claws, 1d8+16), wendigo psychosis
Spell-Like Abilities (CL 18th; concentration +27)
. . At will—wind walk (dc 23; see below)
. . 1/day—control weather (as druid), nightmare (DC 24)
--------------------
Statistics
--------------------
Str 33, Dex 33, Con 35, Int 30, Wis 24, Cha 28
Base Atk +18; CMB +30; CMD 51
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics +32, Bluff +30, Diplomacy +11, Fly +38, Intimidate +34, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (nature) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +28, Sense Motive +28, Spellcraft +31, Stealth +28, Survival +28
Languages Aklo, Common, Giant; telepathy (1 mile)
SQ no breath, wind walk
--------------------
Ecology
--------------------
Environment any cold
Organization solitary
Treasure none
--------------------
Special Abilities
--------------------
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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).
Dream Haunting (Su) When a wendigo uses its nightmare spell like ability, the victim is also exposed to wendigo psychosis.
Energy Damage: Bite or Claw (4d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Fly (120 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Howl (3/day, DC 30) (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Regeneration 15 (fire) Heal HP quickly and cannot die.
Spell Resistance (28) You have Spell Resistance.
Telepathy (1 mile) (Su) Communicate telepathically if the target has a language.
Tiring Critical Critical hit fatigues target.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wendigo Psychosis (DC 28) (Su) Curse - Nightmare or wind walk; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completin
Wind Walk (DC 28) (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability - it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the we

Mythic Agile Advanced Wendigo:

Wendigo CR 20/MR 1
XP 307,200
Male advanced agile wendigo (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 281, Pathfinder RPG Mythic Adventures 224)
CE Large outsider (cold, native)
Init +35/+15, dual initiative; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +28
--------------------
Defense
--------------------
AC 38, touch 22, flat-footed 25 (+11 Dex, +2 dodge, +16 natural, -1 size)
hp 325 (18d10+226); regeneration 15 (fire)
Fort +23, Ref +24, Will +13
Defensive Abilities evasion; DR 15/cold iron, 15/magic; Immune cold, fear; SR 28
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., fly 150 ft. (perfect)
Melee bite +28 (2d8+11/19-20 plus 4d6 cold), 2 claws +28 (2d6+11/19-20 plus 4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks dream haunting, howl, rend (2 claws, 1d8+16), wendigo psychosis
Spell-Like Abilities (CL 18th; concentration +27)
. . At will—wind walk (dc 23; see below)
. . 1/day—control weather (as druid), nightmare (DC 24)
--------------------
Statistics
--------------------
Str 33, Dex 33, Con 35, Int 30, Wis 24, Cha 28
Base Atk +18; CMB +30; CMD 53
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics +32, Bluff +30, Diplomacy +11, Fly +38, Intimidate +34, Knowledge (arcana) +28, Knowledge (geography) +28, Knowledge (nature) +28, Knowledge (planes) +31, Knowledge (religion) +28, Perception +28, Sense Motive +28, Spellcraft +31, Stealth +28, Survival +28
Languages Aklo, Common, Giant; telepathy (1 mile)
SQ no breath, wind walk
--------------------
Ecology
--------------------
Environment any cold
Organization solitary
Treasure none
--------------------
Special Abilities
--------------------
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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).
Dream Haunting (Su) When a wendigo uses its nightmare spell like ability, the victim is also exposed to wendigo psychosis.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Energy Damage: Bite or Claw (4d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (150 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Howl (3/day, DC 30) (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Regeneration 15 (fire) Heal HP quickly and cannot die.
Spell Resistance (28) You have Spell Resistance.
Telepathy (1 mile) (Su) Communicate telepathically if the target has a language.
Tiring Critical Critical hit fatigues target.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wendigo Psychosis (DC 28) (Su) Curse - Nightmare or wind walk; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completin
Wind Walk (DC 28) (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability - it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the we

Grand Lodge

Great work Gnutten! I really like the Old Big Nasty Frost Worm, it looks like quite the menace!

I'm extremely late to answer the questions posed above (don't know how I missed them for so many months), but here's some quick answers should anyone else be wondering.

Jayman91 wrote:
Sorry for the confusion here. You have down Isis and Ceoptra’s attendant down in the Most High Ceoptra fight. Where are we able to find those stat blocks?

Any creatures I mention can be found by clicking the links at the top of each post, which lead to my Statblocks Google Drive. 'Isis, Ceoptra's Attendant' is a jotunblood cloud giant bard (template) I added to add a second major threat and to buff all of the melee fighters in the room.

zSsl wrote:

I have 2 questions though, as I like to make sure things are kosher rules wise as I look over them. I like idea of Dear Grandma's shop but how is she selling potions of up to 8th level? I'm worried that super easy access to the spells and buffs she has as potions (mindblank, legendary proportions etc) might make some stuff too easy.

The other is about Khalib's stat block. His AC is listed as 43 when he's all buffed out it's listed that he has +17 natural armor, +7 from ironskin, +8 from FotD III = +15. Is there an ability or something I'm not seeing? My parties attack bonuses start to hit a wall around the 42+ range and I don't want to stonewall them if I can't account for the stats.

Regarding Dear Grandma's shop: Dear Grandma, as I may have mentioned earlier up in the thread, is Baba Yaga (witch 20 / archmage 10) who has some unique abilities when it comes to item crafting - Return of the Runelords Book 6 specifically mentions that she sells potions higher than 3rd level. This is of course a pretty silly thing to add to the game, but my players really liked it, and I felt happy to let them offload their lategame loot for some consumables that would make them feel more confident about going into the endgame. The only potion listed I actually regret including is the CL 20 spell resistance, which was enough to make Karzoug fail 2-3 spell penetration checks (wish and imprisonment, at the very least). Even just CL 17 probably would have been fine.

Regarding Khalib: I believe this is just a pair of straight-up errors on my part. Firstly, wizards don't have ironskin on their spell lists - all the lamia matriarch spell lists I'd been putting together made me forget that. So his enhancement bonus to natural armor should be a mere +5, rather than +7. In addition, I believe I failed to update his natural armor after swapping him from the feat Scale and Skin (increasing his natural armor while under a transmutation by 2) to Defensive Combat Training (increasing his CMD by 9). For a kosher Khalib, you'll have to reduce his natural armor by 4, or reduce his natural armor by 2 and his CMD by 9. If you use Elephant in the Room rules, just reduce his natural armor by 2, as you won't need Power Attack. A Warden of Wind could always cast barkskin on him to get him back up to a +7 enhancement bonus if you want to keep the 43.

Grand Lodge

... yeah please ignore the last sentence of that post, I have no idea what I was thinking. Barkskin caps at +5, which he already has. Khalib's AC is capping at 41.


Part 3 On the World's Roof
--------------------
C Queen of the Icemists
● No changes except to Svevenka

Svevenka:

Svevenka CR 17
XP 102,400
Female icy nymph druid 9 (Pathfinder RPG Bestiary 217)
CG Medium outsider (fey, cold, elemental, extraplanar, water)
Init +8; Senses low-light vision; Perception +26
Aura blinding beauty (30 ft., DC 25), body of ice (5 ft.), cold (2d6, 10 ft., DC 24)
--------------------
Defense
--------------------
AC 33, touch 28, flat-footed 24 (+9 deflection, +8 Dex, +1 dodge, +5 natural)
hp 272 (17 HD; 9d8+8d10+188)
Fort +27, Ref +26, Will +27; +4 vs. fey and plant-targeted effects
DR 10/cold iron; Immune bleed, cold, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning; Resist fire 20
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.; icewalking
Melee +3 dagger +21/+16 (1d4+2/19-20 plus 1d6 cold and paralysis)
Special Attacks exude ice, ice mastery, icy touch (1d6 cold and paralysis, DC 24), stunning glance, wild shape 3/day
Spell-Like Abilities (CL 8th; concentration +17)
. . 1/day—dimension door
Domain Spell-Like Abilities (CL 16th; concentration +22)
. . 9/day—icicle (1d6+4 cold)
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—finger of death (DC 24), summon nature's ally VIII, whirlwind[D] (DC 24)
. . 7th—freezing sphere[D] (DC 23), heal, quickened poison (DC 19), summon nature's ally VII
. . 6th—antilife shell, quickened barkskin, control winds[D] (DC 22), greater dispel magic, transport via plants
. . 5th—baleful polymorph (DC 21), call lightning storm (DC 21), commune with nature, cure critical wounds (2), ice storm[D]
. . 4th—air walk, control water, cure serious wounds (3), sleet storm[D]
. . 3rd—call lightning[D] (DC 19), cure moderate wounds (2), dominate animal (DC 19), quench (DC 19), water walk
. . 2nd—bear's endurance, cat's grace, chill metal (DC 18), fog cloud[D], gust of wind (DC 18), resist energy, lesser restoration
. . 1st—charm animal (DC 17), cure light wounds (4), obscuring mist[D], speak with animals
. . 0 (at will)—flare (DC 16), guidance, mending, stabilize
. . D Domain spell; Domain Water (Ice domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 26, Con 30, Int 16, Wis 23, Cha 28
Base Atk +10; CMB +9; CMD 37
Feats Ability Focus (blinding beauty), Combat Casting, Dodge, Mobility, Natural Spell, Quicken Spell, Toughness, Weapon Finesse, Wind Stance
Skills Acrobatics +33, Climb +12, Escape Artist +28, Handle Animal +29, Knowledge (nature) +25, Perception +26, Sense Motive +26, Stealth +28, Survival +17, Swim +18; Racial Modifiers +5 Acrobatics
Languages Aquan, Auran, Common, Druidic, Sylvan
SQ icy body, inspiration, nature bond (Ice domain[APG]), nature sense, trackless step, unearthly grace, wild empathy +32, woodland stride
Other Gear +3 dagger, amulet of mighty fists +2, headband of inspired wisdom +2, major ring of fire resistance, ring of force shield
--------------------
Special Abilities
--------------------
Blinding Beauty (DC 25) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Body of Ice (9 rounds/day) (Su) Ice form grants DR 5/-, Immunity to Cold, double damage from Fire.
Cold Aura (2d6, 10 ft., DC 24) (Ex) Those within range take 2d6 cold damage per round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Ice)
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Exude Ice (At will) (Su) Exude 20-ft spread of slippery ice as a full-round action.
Ice Mastery (Ex) Gain +1 morale bonus on attack and damage if foe is touching ice.
Icewalking (Ex) Climb and move on icy surfaces without penalty & no Acrobatics checks to run or charge on ice.
Icicle 1d6+4 cold (9/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Icy Body (Ex) Touching icy creature deals 1d6 cold damage.
Icy Touch (1d6 cold and paralysis, DC 24) (Ex) Natural attacks and metalic weapons deal 1d6 cold damage and may paralyze foes.
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
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.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Stunning Glance (DC 23) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swim (20 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unearthly Grace (Su) This creature adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wild Empathy +32 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------
D Giant Sentinels
● 4 PCs: Bjormundal and 2 Cloud Giant Fighters
● 5 PCs: Bjormundal and 3 Cloud Giant Fighters
● 6 PCs: Bjormundal and 4 Cloud Giant Fighters

Bjormundal:

Bjormundal CR 15
XP 51,200
Frost giant fighter 6 (Pathfinder RPG Bestiary 149)
CE Large humanoid (cold, giant)
Init +6; Senses low-light vision; Perception +22
--------------------
Defense
--------------------
AC 33, touch 11, flat-footed 31 (+9 armor, +2 Dex, +13 natural, -1 size)
hp 242 (20 HD; 14d8+6d10+146)
Fort +20, Ref +10, Will +9 (+2 vs. fear)
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 keen greataxe +26/+21/+16/+11 (3d6+37/19-20/×3 plus 1d6 cold) or
. . 2 slams +16 (1d8+10)
Ranged rock +13 (1d8+16)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.), weapon training (axes +1)
--------------------
Statistics
--------------------
Str 33, Dex 14, Con 22, Int 10, Wis 12, Cha 13
Base Atk +16; CMB +23 (+25 bull rush, +25 sunder); CMD 40 (42 vs. bull rush, 42 vs. sunder)
Feats Frost Warrior, Improved Bull Rush, Improved Critical (greataxe), Improved Initiative, Improved Iron Will, Improved Natural Armor, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Acrobatics +0 (+4 to jump), Climb +13, Intimidate +24, Perception +22, Stealth -4 (+0 in snow), Survival +5; Racial Modifiers +4 Stealth in snow
Languages Common, Giant
SQ armor training 1
Combat Gear potion of cure serious wounds (3); Other Gear +3 breastplate, +3 keen greataxe, amulet of natural armor +3, ring of feather falling
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Immunity to Cold You are immune to cold damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
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 -5/+10 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 ft.) (Ex) You can throw big rocks. They hurt.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

Cloud Giant Fighter:

Giant, Cloud #3 CR 13
XP 25,600
Male cloud giant fighter 2 (Pathfinder RPG Bestiary 147)
NE Huge humanoid (giant)
Init +1; Senses low-light vision, scent; Perception +18
--------------------
Defense
--------------------
AC 28, touch 9, flat-footed 27 (+7 armor, +1 Dex, +12 natural, -2 size)
hp 193 (18 HD; 16d8+2d10+110)
Fort +19, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee +2 adamantine longspear +23/+18/+13 (3d6+32/19-20/×3) or
. . (G) morningstar +20/+15/+10 (4d6+24) or
. . 2 slams +15 (2d6+10)
Ranged rock +9 (2d6+18)
Space 15 ft.; Reach 15 ft. (30 ft. with +2 adamantine longspear)
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +17)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
--------------------
Statistics
--------------------
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
Base Atk +14; CMB +24 (+26 bull rush, +26 overrun); CMD 39 (41 vs. bull rush, 41 vs. overrun)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (longspear), Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (longspear)
Skills Acrobatics +0 (+8 to jump), Climb +21, Craft (Enter Choice) +8, Diplomacy +9, Heal +7, Intimidate +27, Perception +18, Perform (string instruments) +8, Survival +7, Swim +15
Languages Common, Giant
SQ oversized weapon
Other Gear +3 chain shirt, +2 adamantine longspear, morningstar
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Treasure changed to:
○ 500gp in coinage per PC
○ Chest of copper bars worth 500gp
○ Fine bear cloak work 2,000gp


Book 6 Part 4 Xin Shalast
---------------------------------

Sihedron Ring Note :

Regarding Sihedron rings: Because Sihedron rings have virtually no function but protecting you from the occlusion field in a ABP game, modify 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.”

---------------------------------

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

Yerra :

Lamia Matriarch CR 13
XP 25,600
Male lamia matriarch arcane archer 5/ranger 3 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
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Defense
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AC 30, touch 16, flat-footed 26 (+6 armor, +3 deflection, +4 Dex, +8 natural, -1 size)
hp 173 (20d10+63)
Fort +14, Ref +19, Will +15
Immune mind-affecting effects; SR 19
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Offense
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Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +1 scimitar +26/+21/+16/+11 (1d6+6/15-20 plus 1 Wis drain on first hit each round) or
. . +1 scimitar +26/+21/+16/+11 (1d6+6/15-20 plus 1 Wis drain on first hit each round) or
. . touch +19 (1d4 Wis drain)
Ranged +1 adaptive human-bane composite longbow +27/+22/+17/+12 (1d8+7/19-20/×3 plus 2d6 vs. Human)
Space 10 ft.; Reach 5 ft.
Special Attacks combat style (archery), enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), favored enemy (humans +2), imbue arrow, seeker arrow, wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—charm monster (DC 19), ventriloquism (DC 16)
. . 3/day—deep slumber (DC 18), dream, major image (DC 18), mirror image, suggestion (DC 18)
Sorcerer Spells Known (CL 9th; concentration +14)
. . 4th (5/day)—dimension door, divine power
. . 3rd (7/day)—cure serious wounds, dispel magic, haste
. . 2nd (7/day)—death knell (DC 17), invisibility, pyrotechnics (DC 17), scorching ray
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile, shield of faith
. . 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), guidance, mage hand, mending, prestidigitation
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Statistics
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Str 21, Dex 19, Con 17, Int 16, Wis 16, Cha 21
Base Atk +20; CMB +26; CMD 43 (can't be tripped)
Feats Double Slice, Endurance, Extend Spell, Improved Critical (longbow), Improved Critical (scimitar), Improved Precise Shot, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot, Two-weapon Fighting, Weapon Focus (longbow), Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +29, Climb +13, Diplomacy +25, Disguise +19, Intimidate +28, Knowledge (arcana) +23, Knowledge (Religion) +17, Spellcraft +26, Swim +13, Use Magic Device +27; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), favored terrain (urban +2), track +1, undersized weapons, wild empathy +8
Other Gear +2 mithral chain shirt, +1 adaptive human-bane composite longbow, +1 scimitar, +1 scimitar, bracers of archery, greater, ring of protection +3, sihedron medallion
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Ecology
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Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
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Special Abilities
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Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Climb (40 feet) You have a Climb speed.
Darkvision (60 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.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (Electricity, Electricity) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Seeker Arrow (1/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Spell Resistance (19) You have Spell Resistance.
Swim (40 feet) You have a Swim speed.
Track +1 Add the listed bonus to Survival checks made to track.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wisdom Drain (Touch: 1d4 Wis drain, DC 25) (Su) Attack causes Ability Drain

Yerra Description:

Yerra is a priestess of Divine Consumption and reports directly to Most High Ceopetra. Despite her high ranking, she’s drawn Ceopetra’s disfavor and been put in amongst soldiers with no true loyalty to the Most High or Karzoug as a buffer. She knows this and resents her station at Krak Naratha, viewing her station at the ruined fortress as 'time out.' While she would honorably die to defend Xin-Shalast, the soldiers will not report to her before making a decision about whether to let the PCs into town to avoid her displeasure. They are not charmed however, and may, under the right conditions, steer the PCs to assassinate Yerra. Despite her frustrations with the Most High, she will not entertain ideas of supporting the PCs.

Krak Naratha Soldier :

Krak Naratha Soldier CR 9
XP 6,400
Kuchrima ranger 3 (Rise of the Runelords Anniversary Edition 411)
CE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +22
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Defense
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AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 136 (14d10+59)
Fort +10, Ref +16, Will +7
Immune disease, magic missile
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Offense
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Speed 20 ft., fly 60 ft. (good)
Melee bite +14 (1d6+2 plus disease), 2 talons +14 (1d4+2)
Ranged mwk longbow +20/+20/+15/+10 (2d6/×3)
Special Attacks catastrophic shot, combat style (archery), favored enemy (humans +2), filth fever
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Statistics
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Str 20, Dex 22, Con 19, Int 7, Wis 9, Cha 10
Base Atk +14; CMB +19 (+23 grapple); CMD 35
Feats Deadly Aim, Endurance, Far Shot, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Skills Acrobatics +6 (+2 to jump), Fly +27, Perception +22
Languages Common, Giant, Thassilonian
SQ favored terrain (urban +2), track +1, wild empathy +3
Other Gear mwk longbow
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Special Abilities
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Catastrophic Shot (Ex) When you only make one attack in a round with a bow, increase crit range to 18-20.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disease (DC 19) Filth Fever: Bite—injury; save Fort DC 19; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Fly (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Magic Missile (Su) You are immune to the magic missile spell.
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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

---------------------------------

H Abominable Dome (CR 18)
● 4 PCs: 4 Abominable Snowmen and 1 Abominable Snowman Queen Mother
● 5 PCs: 5 Abominable Snowmen and 1 Abominable Snowman Queen Mother
● 6 PCs: 6 Abominable Snowmen and 1 Abominable Snowman Queen Mother

Abominable Snowman :

Abominable Snowman CR 12
XP 19,200
Yeti unchained barbarian 4/fighter 4 (Pathfinder RPG Bestiary 287, Pathfinder Unchained 8)
N Large monstrous humanoid (cold)
Init +2; Senses darkvision 60 ft., scent; Perception +11
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Defense
--------------------
AC 24, touch 10, flat-footed 21 (+2 Dex, +1 dodge, +14 natural, -2 rage, -1 size)
hp 197 (14 HD; 10d10+4d12+116)
Fort +17, Ref +9, Will +11 (+1 vs. fear)
Defensive Abilities danger sense +1, uncanny dodge; DR 10/piercing; Immune cold
Weaknesses vulnerability to fire
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Offense
--------------------
Speed 50 ft., climb 30 ft.
Melee bite +22 (1d6+9 plus 1d6 cold), 2 claws +23 (1d8+11/19-20 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (15 rounds/day), cold, frightful gaze, rage powers (animal fury, reckless stance), rend (2 claws, 1d6+12 plus 1d6 cold)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 20, Int 7, Wis 14, Cha 10
Base Atk +14; CMB +24; CMD 33
Feats Cleave, Dodge, Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Power Attack, Skill Focus (Climb), Toughness, Weapon Focus (claw), Weapon Specialization (claw)
Skills Acrobatics +2 (+10 to jump), Climb +27, Perception +11, Stealth +13 (+21 in snow); Racial Modifiers +4 Stealth, +8 Stealth in snow
Languages Aklo
SQ armor training 1, fast movement, thick hide
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Special Abilities
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Animal Fury (Ex) Gain bite attack while raging, and free attack when grappling. On hit +2 to grapple CMB for 1 rd.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Climb (30 feet) You have a Climb speed.
Cold (Su) All natural attacks and unarmed strike deals extra cold damage.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightful Gaze (DC 13) (Su) Foes in 30 ft who meet gaze are paralyzed with fear for 1 rd (Will neg).
Immunity to Cold You are immune to cold damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 15 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Reckless Stance +2/-2 (Ex) Gain a +2 bonus to attack, but -2 penalty to AC.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Thick Hide (Ex) The abominable snowmen of the Kodars have thicker fur and hides than most yetis—their base natural armor bonus is +14 and they possess damage reduction 10/ piercing as a result.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Abominable Snowman Queen Mother:

Abominable Snowman Queen Mother CR 13
XP 25,600
Yeti unchained barbarian 5/fighter 4 (Pathfinder RPG Bestiary 287, Pathfinder Unchained 8)
N Huge monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +15
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Defense
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AC 25, touch 8, flat-footed 23 (+1 Dex, +1 dodge, +17 natural, -2 rage, -2 size)
hp 242 (15 HD; 10d10+5d12+154)
Fort +19, Ref +8, Will +11 (+1 vs. fear)
Defensive Abilities danger sense +1, improved uncanny dodge; DR 10/piercing; Immune cold
Weaknesses vulnerability to fire
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Offense
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Speed 50 ft., climb 30 ft.
Melee bite +26 (2d6+13 plus 1d6 cold), 2 claws +27 (2d6+15/19-20 plus 1d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks rage (19 rounds/day), cold, frightful gaze, rage powers (animal fury, reckless stance), rend (2 claws, 1d8+18 plus 1d6 cold)
--------------------
Statistics
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Str 32, Dex 13, Con 24, Int 7, Wis 14, Cha 10
Base Atk +15; CMB +30; CMD 38
Feats Cleave, Critical Focus, Dodge, Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Power Attack, Skill Focus (Climb), Toughness, Weapon Focus (claw), Weapon Specialization (claw)
Skills Acrobatics +1 (+9 to jump), Climb +33, Perception +15, Stealth +8 (+16 in snow); Racial Modifiers +4 Stealth, +8 Stealth in snow
Languages Aklo
SQ armor training 1, fast movement, thick hide
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Special Abilities
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Animal Fury (Ex) Gain bite attack while raging, and free attack when grappling. On hit +2 to grapple CMB for 1 rd.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Climb (30 feet) You have a Climb speed.
Cold (Su) All natural attacks and unarmed strike deals extra cold damage.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightful Gaze (DC 13) (Su) Foes in 30 ft who meet gaze are paralyzed with fear for 1 rd (Will neg).
Immunity to Cold You are immune to cold damage.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 19 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Reckless Stance +2/-2 (Ex) Gain a +2 bonus to attack, but -2 penalty to AC.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Thick Hide (Ex) The abominable snowmen of the Kodars have thicker fur and hides than most yetis—their base natural armor bonus is +14 and they possess damage reduction 10/ piercing as a result.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Note: 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 20)
● The Hidden Beast and 1 Vampire Skulk per PC

Change treasure to: 2 elixirs of the peaks per PC

The Hidden Beast:

The Hidden Beast CR 18
XP 153,600
Male decapus vampire sorcerer 13 (Pathfinder RPG Bestiary 270, Pathfinder RPG Bestiary 2 77)
CE Huge undead (augmented aberration)
Init +8; Senses darkvision 60 ft.; Perception +48
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Defense
--------------------
AC 34, touch 16, flat-footed 29 (+3 deflection, +4 Dex, +1 dodge, +14 natural, +4 shield, -2 size)
hp 298 (27 HD; 13d6+14d8+190); fast healing 5
Fort +18, Ref +17, Will +24
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
--------------------
Speed 10 ft., climb 30 ft.
Melee bite +26 (2d6+15), slam +26 (3d6+15 plus energy drain), tentacle +26 (4d6+15/19-20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks blood drain, children of the night, constrict (3d6+15), create spawn, dominate (DC 28), energy drain (2 levels, DC 28)
Spell-Like Abilities (CL 14th; concentration +19)
. . At will—minor image (DC 19)
Bloodline Spell-Like Abilities (CL 13th; concentration +18)
. . 8/day—grave touch (6 rounds)
. . 1/day—grasp of the dead (13d6 slashing, DC 21)
Sorcerer Spells Known (CL 13th; concentration +18)
. . 6th (4/day)—disintegrate (DC 21), greater dispel magic, undeath to death (DC 21)
. . 5th (7/day)—dominate person (DC 20), telekinesis (DC 20), teleport, waves of fatigue
. . 4th (7/day)—animate dead, confusion (DC 19), dimension door, horrific doubles[HA], phantasmal killer (DC 21)
. . 3rd (7/day)—dispel magic, displacement, hold person (DC 18), lightning bolt (DC 18), vampiric touch
. . 2nd (7/day)—blindness/deafness (DC 17), bull's strength, false life, minor image (DC 19), mirror image, scorching ray
. . 1st (8/day)—alarm, chill touch (DC 16), magic missile, ray of enfeeblement (DC 16), shield, ventriloquism (DC 18)
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 17), mage hand, message, open/close (DC 15), prestidigitation, read magic
. . Bloodline Undead
--------------------
Statistics
--------------------
Str 34, Dex 19, Con —, Int 12, Wis 15, Cha 21
Base Atk +16; CMB +30 (+34 grapple); CMD 48 (can't be tripped)
Feats Alertness, Arcane Strike, Bleeding Critical, Blood Feast[HA], Combat Casting, Combat Reflexes, Critical Focus, Dodge, Eschew Materials, Exsanguinate[HA], Extend Spell, Great Fortitude, Greater Spell Focus (illusion), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacle), Iron Will, Lightning Reflexes, Power Attack, Silent Spell, Spell Focus (illusion), Still Spell, Toughness
Skills Acrobatics +4 (-12 to jump), Bluff +43, Climb +50, Perception +48, Sense Motive +28, Stealth +41 (+61 when immobile); Racial Modifiers +8 Bluff, +12 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Thassilonian
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, sound mimicry (voices), spider climb, tentacles
Combat Gear ring of invisibility; Other Gear sihedron ring
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Special Abilities
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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.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Blood Feast Gain morale bonuses after biting living creatures.
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Climb (30 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dominate (DC 28) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 28) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exsanguinate (1/round) Double blood drain damage once per round.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Grab: Tentacle (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grasp of the Dead (13d6 slashing, 1/day, DC 21) (Sp) As a standard action, skeletal arms deal slashing dam & prevent move in 20 ft burst within 60 ft (Ref part), range 60', 20' burst. Creatures who fail their save may not move for 1 round.
Grave Touch (6 rds, 8/day) (Sp) Melee touch attack leaves target shaken for 6 rounds or frightened for 1 round.
Greater Spell Focus (Illusion) +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 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.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sound Mimicry (voices) (Ex) You can perfectly imitate certain sounds.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Still Spell You can cast a spell with no somatic components. +1 Level.
Tentacles (Ex) A decapus's tentacles must all strike at a single target, but they do so as a primary attack.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Vampire Skulk:

Vampire Skulk CR 12
XP 19,200
Skulk vampire unchained rogue 9 (Pathfinder RPG Bestiary 270, Pathfinder RPG Bestiary 2 248, Pathfinder Unchained 20)
CE Medium undead (augmented humanoid, skulk)
Init +13; Senses darkvision 60 ft., low-light vision; Perception +30
--------------------
Defense
--------------------
AC 31, touch 21, flat-footed 21 (+4 armor, +1 deflection, +9 Dex, +1 dodge, +6 natural)
hp 99 (12d8+45); fast healing 5
Fort +8, Ref +20, Will +7
Defensive Abilities channel resistance +4, danger sense +3, evasion, improved uncanny dodge; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
--------------------
Offense
--------------------
Speed 35 ft.
Melee +1 vicious dagger +17/+12 (1d4+10/19-20 plus 6d6 sneak attack and 2d6) or
. . +1 vicious dagger +17/+12 (1d4+10/19-20 plus 6d6 sneak attack and 2d6) or
. . slam +12 (1d4+2 plus 6d6 sneak attack and energy drain)
Ranged +1 composite shortbow +18/+13 (1d6+5/×3 plus 6d6 sneak attack)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 18), energy drain (2 levels, DC 18), sneak attack (unchained) +6d6
--------------------
Statistics
--------------------
Str 19, Dex 28, Con —, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +12; CMD 33
Feats Alertness, Altitude Affinity[ISWG], Combat Reflexes, Dodge, Double Slice, Fleet, Great Fortitude, Improved Initiative, Improved Two-weapon Fighting, Lightning Reflexes, Mobility, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Wind Stance
Skills Acrobatics +24, Bluff +25, Climb +19, Escape Artist +18, Perception +30, Sense Motive +30, Sleight of Hand +24, Stealth +40, Survival +18 (+20 competence above 5,000 ft.); Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +16 Stealth
Languages Aklo, Common, Thassilonian, Undercommon
SQ camouflaged step, chameleon skin, change shape (dire bat or wolf, beast shape II), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gaseous form, rogue talents (bleeding attack +6, fast stealth, surprise attacks, weapon training), shadowless, spider climb, trapfinding +4
Other Gear +1 composite shortbow (+4 Str) with 20 arrows, +1 vicious dagger, +1 vicious dagger, belt of incredible dexterity +4, bracers of armor +4, ring of protection +1
--------------------
Special Abilities
--------------------
Altitude Affinity Automatically acclimated to high altitude
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage/round.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Camouflaged Step (Ex) Skulks can pass through forest and subterranean settings almost without a trace. Add +10 to the DC to track a skulk in these environments.
Chameleon Skin (Ex) A skulk's racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears a
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (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.
Dominate (DC 18) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 18) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Sneak Attack (Unchained) +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Surprise Attacks +4 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.

  ---------------------------------

J1 The Tangle (Tanglemere, CR 17)

Note: These combats were curated by Tinalles on this thread. I recommend checking it out if you want to run the Tangle!
The Tangle

● No changes to this encounter except to Oriuna, 6 Blight Wisps

Oriuna:

Fungal Nymph CR 14
XP 38,400
Advanced nymph druid 6 (Pathfinder RPG Bestiary 217, 288)
CN Medium fey
Init +8; Senses low-light vision; Perception +23
Aura blinding beauty (30 ft., DC 23)
--------------------
Defense
--------------------
AC 33, touch 26, flat-footed 26 (+5 armor, +9 deflection, +6 Dex, +1 dodge, +2 natural)
hp 167 (14 HD; 8d6+6d8+104)
Fort +26, Ref +28, Will +29; +4 vs. fey and plant-targeted effects
Defensive Abilities bramble armor (1d6+3, 6 rounds/day), freedom of movement (constant); DR 10/cold iron
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.
Melee +3 corrosive sickle +20/+15 (1d6+6 plus 1d6 acid)
Special Attacks stunning glance, wild shape 2/day, wooden fists (+3, 9 rounds/day)
Spell-Like Abilities (CL 8th; concentration +17)
. . 1/day—dimension door
Druid Spells Prepared (CL 13th; concentration +19)
. . 7th—animate plants[D], sunbeam (DC 23)
. . 6th—greater dispel magic, green caress[HA] (DC 23), plague storm[UM] (DC 22), repel wood[D]
. . 5th—baleful polymorph (DC 22), greater contagion[UM] (DC 21), cure critical wounds, stoneskin, wall of thorns[D]
. . 4th—command plants[D] (DC 21), cure serious wounds, freedom of movement, scrying (DC 20), thorn body[APG], touch of slime[UM] (DC 20)
. . 3rd—cloak of winds[APG] (DC 19), cure moderate wounds, plant growth[D], snare, thorny entanglement[ACG] (DC 20), wind wall
. . 2nd—barkskin[D], fog cloud, gust of wind (DC 18), resist energy, lesser restoration, lesser restoration, lesser restoration
. . 1st—air bubble[UC], detect animals or plants, endure elements, entangle[D] (DC 18), faerie fire, jump, remove sickness[UM] (DC 17)
. . 0 (at will)—detect magic, guidance, light, read magic
. . D Domain spell; Domain Plant domain
--------------------
Statistics
--------------------
Str 16, Dex 27, Con 24, Int 20, Wis 22, Cha 29
Base Atk +8; CMB +16; CMD 39
Feats Agile Maneuvers, Combat Casting, Dodge, Spell Focus (transmutation), Tenacious Transmutation[APG], Weapon Finesse, Weapon Focus (sickle)
Skills Acrobatics +25, Bluff +16, Climb +20, Diplomacy +22, Disguise +14, Escape Artist +21, Handle Animal +22, Heal +19, Knowledge (nature) +24, Perception +23, Sense Motive +23, Stealth +25, Survival +13, Swim +24
Languages Azlanti, Common, Druidic, Elven, Giant, Sylvan, Thassilonian
SQ inspiration, nature bond (Plant domain), nature sense, trackless step, unearthly grace, wild empathy +29, woodland stride
Other Gear +3 leather armor, +3 corrosive sickle, belt of physical perfection +2, polymorphic pouch[UE], ring of freedom of movement, ring of resistance +3
--------------------
Ecology
--------------------
Environment any ruins or underground
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blinding Beauty (DC 23) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Bramble Armor (6 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+3 dam.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Druid Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Stunning Glance (DC 23) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Swim (20 feet) You have a Swim speed.
Tenacious Transmutation Caster level checks to dispel your transmutations increase by 2. Negated transmutations last 1 more round before dissipating.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unearthly Grace (Su) This creature adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy +29 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wooden Fists +3 (9 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +3 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Blight Wisps:

Will-o'-Wisp CR 7
XP 3,200
Male advanced will-o'-wisp (Pathfinder RPG Bestiary 277, 288)
CE Small aberration (air)
Init +15; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 30, touch 28, flat-footed 18 (+5 deflection, +11 Dex, +1 dodge, +2 natural, +1 size)
hp 58 (9d8+18)
Fort +5, Ref +14, Will +11
Defensive Abilities natural invisibility; Immune magic
--------------------
Offense
--------------------
Speed fly 50 ft. (perfect)
Melee shock +18 (2d8 electricity)
--------------------
Statistics
--------------------
Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18
Base Atk +6; CMB +2; CMD 29
Feats Alertness, Blind-fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +13, Escape Artist +23, Fly +33, Perception +19, Sense Motive +7, Stealth +47 (+67 when immobile)
Languages Aklo, Common
SQ feed on fear
--------------------
Ecology
--------------------
Environment any swamp
Organization solitary, pair, or string (3-4)
Treasure incidental
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Fly (50 feet, Perfect) You can fly!
Immunity to Magic Immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Extinguish natural glow as a move action, effectively becoming invisible.

---------------------------------

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

Root of the Tangle:

Root of the Tangle/b]
CR19
[b]XP 204,800

Unique yellow musk creeper
NE Colossal plant
Init+7; Senseslow-light vision, tremorsense 60 ft.; Perception +42
--------------------
Defense
--------------------
AC35, touch 5, flat-footed 32 (+3 Dex, +30 natural, -8 size)
hp312 (26d8+104); regeneration 15 (negative energy)
Fort+18, Ref+13, Will+15
Immunemind-affecting effects, paralysis, poison, polymorph, sleep, stunning; Resistacid 10, cold 10, fire 10; SR28
Weaknessesvulnerability to negative energy

--------------------
Offense
--------------------
Speed0 ft.
Melee6 tendrils +27 (2d8+16 plus grab)
Space30 ft.; Reach30 ft.
Special Attackspollen burst
Spell-Like Abilities(CL 26th; concentration +28)
. . Constant—speak with plants
--------------------
Statistics
--------------------
Str42, Dex16, Con16, Int20, Wis21, Cha14
Base Atk+19; CMB+43 (+45 awesome blow, +45 bull rush, +47 grapple); CMD56 (58 vs. awesome blow, 58 vs. bull rush, can't be tripped)
FeatsAwesome Blow, Combat Reflexes, Greater Awesome Blow, Improved Awesome Blow[ACG], Improved Bull Rush, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Sense Motive), Skill Focus (Stealth), Toughness
SkillsBluff +28, Diplomacy +28, Intimidate +28, Knowledge (nature) +31, Perception +42, Sense Motive +37, Stealth +30
LanguagesThassilonian
SQcreate yellow musk zombie, lush vitality, pollen spray, whiplash
--------------------
Special Abilities
--------------------
Create Yellow Musk Zombie (Ex)As a full-round action, the Root of the Tangle can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d6 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie.
Lush Vitality (Ex)The Root of the Tangle receives maximum hit points for each of its racial hit dice.
Pollen Burst (1/1d6 rounds, DC 26) (Ex)The Root of the Tangle may spray yellow musk pollen in a 60 foot cone once every 1d6 rounds. This functions as its usual Pollen Spray ability, but targets every creature in the area of effect. Furthermore, it can use its Create Yellow Musk Zombie ability on any creature within its reach. This is a poison effect. The save DC is Constitution-based.
Pollen Spray (DC 26) (Ex)As a standard action, the Root of the Tangle can spray a cloud of pollen at a single creature within 30 feet. It must make a +10 ranged touch attack to strike the target, who must then succeed on a DC 26 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. This is a poison effect. The save DC is Constitution-based.
Whiplash (Ex)When the Root of the Tangle strikes an opponent with one of its tendrils, it may choose to perform an Awesome Blow combat maneuver as a free action.</div></div></p> </div>

Amarantha:

Amarantha CR 13
XP 25,600
Female advanced fungal lamia matriarch oracle 7 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 175, Pathfinder RPG Bestiary 4 116)
CE Large plant (augmented monstrous humanoid, shapechanger)
Init+10; Sensesdarkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC34, touch 16, flat-footed 27 (+6 armor, +6 Dex, +1 dodge, +12 natural, -1 size)
hp237 (19d8+140)
Fort+13, Ref+16, Will+18
Defensive Abilitiespoisonous blood; Immuneimmunity to befouled liquid, disease, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; SR19
--------------------
Offense
--------------------
Speed30 ft., climb 30 ft., swim 30 ft.
Melee+1 scimitar +23/+18/+13/+8 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . +1 scimitar +23/+18/+13 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . touch +20 (1d4 Wis drain)
Space10 ft.; Reach5 ft.
Special Attackscreate spawn, poison spore cloud, wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities(CL 12th; concentration +19)
. . At will—charm monster (DC 21), ventriloquism (DC 18)
. . 3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20)
Sorcerer Spells Known(CL 6th; concentration +13)
. . 3rd (5/day)—haste
. . 2nd (7/day)—death knell (DC 19), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation
Oracle Spells Known(CL 7th; concentration +14)
. . 3rd (6/day)—bestow curse (DC 20), inflict serious wounds (DC 20), minor creation, communal resist energy[UC]
. . 2nd (8/day)—augury, barkskin, calm emotions (DC 19), grace[APG], inflict moderate wounds (DC 19)
. . 1st (8/day)—detect good, divine favor, endure elements, inflict light wounds (DC 18), murderous command[UM] (DC 18), obscuring mist, shillelagh (DC 18)
. . 0 (at will)—bleed (DC 17), create water, detect magic, light, mending, read magic, resistance
. . MysteryWood
--------------------
Statistics
--------------------
Str28, Dex22, Con25, Int20, Wis20, Cha25
Base Atk+17; CMB+27; CMD44 (can't be tripped)
FeatsDodge, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Initiative, Improved Two-weapon Fighting, Power Attack, Two-weapon Fighting, Weapon Focus (scimitar)
SkillsAcrobatics +21, Bluff +23, Climb +21, Diplomacy +16, Disguise +13, Intimidate +29, Knowledge (arcana) +24, Knowledge (Nature) +24, Linguistics +6, Perception +27, Spellcraft +27, Stealth +24, Swim +21, Use Magic Device +30; Racial Modifiers+4 Acrobatics, +4 Bluff, +4 Use Magic Device
LanguagesAbyssal, Aklo, Common, Draconic, Elven, Plantspeech (fungi), Sylvan, Thassilonian
SQchange shape (fixed Medium humanoid form; alter self), fungal metabolism, oracle's curse (putrid), rejuvenation, revelations (wood armor[UM], wood sight[UM], woodland stride[UM]), undersized weapons, woodland stride
Other Gear+1 scimitar, +1 scimitar
--------------------
Ecology
--------------------
Environmentany land
Organizationsolitary, pair, or cult (3-6)
Treasuredouble (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su)You can change your form.
Climb (30 feet)You have a Climb speed.
Create Spawn (Su)Creatures kiled by poison spore cloud rise as spawn in 24 hours.
Darkvision (60 feet)You can see in the dark (black and white only).
Extend SpellSpell duration lasts twice as normal. +1 Level.
Fungal Metabolism (Ex)Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Immunity to Befouled Liquid (Ex)Immune to the nauseated effects created by liquids your presence has befouled.
Immunity to DiseaseYou are immune to diseases.
Immunity to Mind-Affecting effectsYou are immune to Mind-Affecting effects.
Immunity to ParalysisYou are immune to paralysis.
Immunity to PoisonYou are immune to poison.
Immunity to PolymorphYou are immune to Polymorph effects.
Immunity to SleepYou are immune to sleep effects.
Immunity to StunningYou are immune to being stunned.
Low-Light VisionSee twice as far as a human in dim light, distinguishing color and detail.
Poison Spore Cloud (1/day, DC 23)Fungal spores—inhaled; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con and fatigued for 1 minute; cure 2 consecutive saves. Cloud lingers for 10 rds. The save DC is Constitution-based.
Poisonous Blood (DC 23)Fungal blood or flesh—ingested; save Fort DC 23; frequency 1/minute for 6 minutes; effect 1 Dex and Str and nauseated for 1 minute; cure 2 consecutive saves. The save DC is Constitution-based.
Power Attack -5/+10You can subtract from your attack roll to add to your damage.
PutridLiquids in 10 ft. are fouled while near +1 hr., nauseate 1 rnd. if drunk. CL check to purify with magic.
Rejuvenation (Ex)Fungal creature resting or doing light activity regains 4 hp/day as long as contact with moist natural earth.
Spell Resistance (19)You have Spell Resistance.
Swim (30 feet)You have a Swim speed.
Undersized Weapons (Ex)The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su)Attack causes Ability Drain
Wood Armor +6 (7 hours/day) (Su)+6 AC.
Wood Sight (7 rounds/day) (Su)As a move action, you can alter your vision to see through underbrush and plant growth that would normally grant concealment, up to a range of 60 feet (though darkness and other obstacles still may block your sight). At 7th level, you can use this ab
Woodland Stride (Ex)Move through undergrowth at normal speed.</div></div></p>

Fungal Stone Giants:

Fungal Horror CR 5
XP 1,600
Male stone giant deathspore zombie (Pathfinder Campaign Setting: Horror Realms 33, Pathfinder RPG Bestiary 151)
NE Large plant
Init+1; Sensesdarkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp133 (14d8+70)
Fort+13, Ref+5, Will+4
DR5/slashing
--------------------
Offense
--------------------
Speed40 ft.
Meleegreatclub +14/+9 (2d8+13) or
. . slam +13 (1d8+13 plus poison), 2 slams +13 (1d8+4 plus poison)
Rangedrock +5 (1d8+9)
Space10 ft.; Reach10 ft.
--------------------
Statistics
--------------------
Str29, Dex13, Con19, Int—, Wis10, Cha14
Base Atk+10; CMB+20; CMD31
FeatsToughness
SkillsAcrobatics +1 (+5 to jump)
LanguagesCommon, Giant
SQdeathspore toxin, staggered
Other Geargreatclub
--------------------
Ecology
--------------------
Environmenttemperate mountains
Organizationsolitary, 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)
Treasurestandard (greatclub, other treasure)
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing)You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet)You can see in the dark (black and white only).
Poison (DC 14) (Ex)Deathspore Toxin: Slam—injury; save Fort DC 14; frequency 1/round for 6 rounds; initial effect 1 Con drain; secondary effect 1d3 Dex; cure 2 saves
Staggered (Ex)Make only a single move or a single attack action each round.</div></div></p>

---------------------------------

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

Gamigin:

Gamigin CR 17/MR 6
XP 102,400
Mythic ice devil sorcerer 3 (Pathfinder RPG Mythic Adventures)
LE Large outsider (devil, evil, extraplanar, lawful, mythic)
Init +15; Senses darkvision 60 ft., see in darkness; Perception +30
Aura frightful presence (10 ft., DC 24)
--------------------
Defense
--------------------
AC 41, touch 17, flat-footed 36 (+3 deflection, +5 Dex, +24 natural, -1 size)
hp 252 (17 HD; 3d6+14d10+165); regeneration 5 (good weapons, good spells)
Fort +19, Ref +18, Will +18; +2 bonus vs. poison
Defensive Abilities all-around vision, cold logic; DR 10/epic, 10/good; Immune cold, fire, poison; Resist acid 10; SR 30
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good); ice burrowing
Melee +2 frost returning spear +24/+19/+14 (2d6+12/19-20/×3 plus ice shards and slow and 1d6 cold) or
. . bite +16 (2d6+3), tail slap +16 (1d8+3 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks entrap (DC 23, 1d10 rounds, hardness 5, hp 10), favored enemy, ice shards, mythic power (6/day, surge +1d8), pounce
Spell-Like Abilities (CL 13th; concentration +20)
. . Constant—fly
. . At will—cone of cold (DC 22), greater teleport (self plus 50 lbs. of objects only), ice storm, persistent image (DC 22), wall of ice (DC 21)
. . 3/day—empowered ice storm
. . 1/day—summon (level 4, 2 bone devils, 50%)
Bloodline Spell-Like Abilities (CL 3rd; concentration +10)
. . 10/day—corrupting touch (1 round)
Sorcerer Spells Known (CL 3rd; concentration +10)
. . 1st (7/day)—charm person (DC 20), disguise self, obscuring mist, protection from good
. . 0 (at will)—bleed (DC 17), detect magic, mage hand, message, prestidigitation
. . Bloodline Infernal
--------------------
Statistics
--------------------
Str 25, Dex 21, Con 22, Int 25, Wis 22, Cha 24
Base Atk +15; CMB +23; CMD 41
Feats Alertness, Cleave, Combat Reflexes[M], Empower Spell-Like Ability (ice storm), Eschew Materials, Improved Critical (spear), Improved Initiative[M], Iron Will[M], Power Attack, Weapon Focus (spear)
Skills Acrobatics +25 (+29 to jump), Bluff +27, Diplomacy +27, Fly +17, Intimidate +27, Knowledge (Engineering) +21, Knowledge (History) +21, Knowledge (Nobility) +21, Knowledge (planes) +23, Perception +30, Sense Motive +30, Spellcraft +27, Stealth +21, Survival +26; Racial Modifiers +6 Fly
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ bloodline arcana (+2 DC for charm spells)
Other Gear +2 frost returning spear, sihedron ring
--------------------
Ecology
--------------------
Environment any (hell)
Organization solitary, team (2-3), council (4-10), or contingent (1-3 ice devils, 2-6 horned devils, and 1-4 bone devils)
Treasure standard (+1 frost spear, other treasure)
--------------------
Special Abilities
--------------------
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cold Logic (Su) As an imm action, use 1 power turn mind-affecting effect defeated by SR back on source.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Corrupting Touch (1 round, 10/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 1 round.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
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).
Empower Spell-Like Ability (Ice Storm) Numeric effects of a spell-like ability are increased 50% up to 3/day
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Entrap (DC 23) The specified attack can fix the target in place.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Su) Use 1 power to gain a +6 favored enemy bonus vs. one creature type for 1 hr.
Fly (60 feet, Good) You can fly!
Frightful Presence (10 ft., 5d6 rounds, DC 24) Those in area of effect become frightened or shaken (Will neg.)
Ice Burrowing (30 feet) (Ex) You have a Burrow speed through ice only.
Ice Shards: Spear (1d6) (Su) Hit deals extra cold dam at the start of foe's turn. 5+ fire dam ends effect & fire subtype is imm.
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Regeneration 5 (good weapons, good spells) Heal HP quickly and cannot die.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Spell Resistance (30) You have Spell Resistance.
Summon (level 4, 2 bone devils, 50%, 1/day) (Sp) Summon creatures as though with summon monster spell but with limited chance of success.
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Scarlet Walker:

Scarlet Walker CR13
XP 25,600
Advanced scarlet walker (Pathfinder RPG Bestiary 288, Rise of the Runelords Anniversary Edition 414)
LE Huge outsider (evil, extraplanar, lawful)
Init +11; Senses bloodsense, darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 20 (+11 Dex, +1 dodge, +12 natural, -2 size)
hp 200 (16d10+112); fast healing 10
Fort +12, Ref +21, Will +17
Defensive Abilities evasion; Immune acid, cold, poison; SR 23
Weaknesses vulnerability to electricity
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee 2 claws +25 (2d6+9/19-20 plus bleed), tentacle +20 (4d6+4 plus paralysis and bleed)
Space 15 ft.; Reach 30 ft.
Special Attacks bleed (1d6), blood-draining gaze, paralysis (1d4 rounds, DC 25)
Spell-Like Abilities (CL 16th; concentration +23)
. . Constant—air walk, detect thoughts (DC 19)
. . At will—sending
. . 3/day—confusion (DC 21), demand (DC 25), quickened lesser confusion (DC 18)
. . 1/day—feeblemind (DC 22), insanity (DC 24), true seeing
--------------------
Statistics
--------------------
Str 28, Dex 33, Con 25, Int 18, Wis 24, Cha 25
Base Atk +16; CMB +27; CMD 49 (57 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical (claw), Mobility, Power Attack, Quicken Spell-Like Ability (lesser confusion), Spring Attack, Weapon Finesse
Skills Acrobatics +30 (+34 to jump), Climb +17, Intimidate +26, Knowledge (arcana) +23, Knowledge (nature) +23, Knowledge (planes) +23, Perception +26, Sense Motive +26, Stealth +22
Languages Aklo, Infernal; telepathy 300 ft.
SQ compression, no breath
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bleed: Claw or Tentacle (1d6) (Ex) Attack causes additional damage at the beginning of the target's turn.
Blood-Draining Gaze (DC 25) (Su) Creatures within 20 ft take 1 Con dmg and sickened 1 round (Fort neg) -4 save if bleeding.
Bloodsense (60 feet) (Su) As blindsight, but only against living creatures.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (12 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.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold 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.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Paralysis (1d4 rounds, DC 25) Attack renders victim unable to move or take actions (Fort neg.)
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Confusion, Lesser) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (23) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.

---------------------------------
M Spolarium (CR 18)
● 4 PCs: Eerymis and 2 Corpse Orgies
● 5 PCs: Eerymis and 3 Fiery Corpse Orgies
● 6 PCs: Eerymis and 3 Advanced Corpse Orgies

Eerymis:

Lamia Matriarch CR 14
XP 38,400
Male lamia matriarch cleric of Lissala 10 (Pathfinder RPG Bestiary 2 175)
LE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
--------------------
Defense
--------------------
AC 37, touch 18, flat-footed 31 (+7 armor, +3 deflection, +4 Dex, +2 dodge, +12 natural, -1 size)
hp 188 (22 HD; 10d8+12d10+77)
Fort +17, Ref +19, Will +26
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 70 ft., climb 70 ft., swim 70 ft.
Melee +3 keen scimitar +26/+26/+21/+16/+11 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +26/+26/+21/+16 (1d6+10/15-20 plus 1 Wis drain on first hit each round) or
. . touch +21 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks battle/wrath variant channeling 8/day (DC 20, 5d6 plus 3 channel penalty), hell's corruption (5 rounds, 9/day), scythe of evil (5 rounds, 1/day), staff of order (5 rounds, 1/day), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—charm monster (DC 19), ventriloquism (DC 16)
. . 3/day—deep slumber (DC 18), dream, major image (DC 18), mirror image, suggestion (DC 18)
Domain Spell-Like Abilities (CL 10th; concentration +16)
. . 9/day—touch of evil (5 rounds)
Sorcerer Spells Known (CL 6th; concentration +11)
. . 3rd (4/day)—haste
. . 2nd (6/day)—death knell (DC 17), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 10th; concentration +16)
. . 5th—greater command (DC 21), dispel good[D], mass inflict light wounds (DC 21), slay living (DC 21)
. . 4th—divine power, freedom of movement, poison (DC 20), sending, unholy blight[D] (DC 20)
. . 3rd—blindness/deafness (DC 19), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 18), hold person (2, DC 18)
. . 1st—command (DC 17), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 17)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Law (Devil[APG] subdomain), Evil
--------------------
Statistics
--------------------
Str 24, Dex 19, Con 17, Int 16, Wis 22, Cha 21
Base Atk +19; CMB +28; CMD 46 (can't be tripped)
Feats Combat Casting, Dodge, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Iron Will, Mobility, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+24 to jump), Bluff +27, Climb +15, Diplomacy +23, Disguise +13, Intimidate +25, Knowledge (arcana) +24, Knowledge (Religion) +22, Perception +14, Spellcraft +23, Swim +15, Use Magic Device +26; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic, Thassilonian
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 mithral chain shirt, +3 keen scimitar, +3 keen scimitar, amulet of natural armor +4, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Battle/Wrath Variant Channeling (±3 Profane) Grants a bonus/penalty to damage and confirming criticals
Battle/Wrath Variant Channeling 5d6 plus 3 channel penalty (8/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Devil (Law))
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Climb (70 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hell's Corruption (5 rounds, 9/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (5 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Spell Resistance (19) You have Spell Resistance.
Staff of Order (5 rounds, 1/day) (Su) Touched weapon temporarily becomes axiomatic.
Swim (70 feet) You have a Swim speed.
Touch of Evil (5 rounds, 9/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain

Corpse Orgy:

Corpse Orgy CR 14
XP 38,400
Advanced corpse orgy (Pathfinder RPG Bestiary 288)
CE Large aberration
Init +6; Senses darkvision 60 ft.; Perception +30
--------------------
Defense
--------------------
AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, -1 size)
hp 233 (19d8+152)
Fort +16, Ref +10, Will +17
Defensive Abilities all-around vision; DR 10/piercing or slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 4 slams +22 (2d6+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks absorb body, pain shriek
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 27, Int 18, Wis 18, Cha 20
Base Atk +14; CMB +23 (+25 bull rush, +27 grapple); CMD 35 (37 vs. bull rush, can't be tripped)
Feats Blind-fight, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Power Attack, Vital Strike, Weapon Focus (slam)
Skills Climb +21, Escape Artist +17, Intimidate +27, Knowledge (dungeoneering) +22, Perception +30, Sense Motive +26, Stealth +13, Survival +15; Racial Modifiers +4 Perception
Languages Aklo, Common, Undercommon
--------------------
Special Abilities
--------------------
Absorb Body (DC 27) (Su) A corpse orgy can absorb the physical body of any creature it has reduced to 0 or less hit points by moving over it and remaining in contact with it for at least one full round. An unconscious or dying opponent can make a DC 25 Fortitude save to prev
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (10/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Pain Shriek (2/day, DC 24) (Su) Twice per day, as a standard action, a corpse orgy can unleash a piercing shriek from the various heads captured in its form. This shriek deals 10d6 points of sonic damage to all creatures within a 40-foot radius around the corpse orgy. Affected crea
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.

---------------------------------

N Hidden Path (CR 16)
● 4 PCs: Mountain Roper
● 5 PCs: Mountain Roper
● 6 PCs: Advanced Mountain Roper

Advanced Mountain Roper:

Advanced Mountain Roper CR 17
XP 102,400
Advanced giant roper (Pathfinder RPG Bestiary 237, 288, 295)
CE Gargantuan aberration
Init +5; Senses darkvision 60 ft., low-light vision; Perception +29
--------------------
Defense
--------------------
AC 32, touch 7, flat-footed 31 (+1 Dex, +25 natural, -4 size)
hp 292 (15d8+225)
Fort +20, Ref +6, Will +16
Immune cold, electricity; SR 30
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 10 ft.
Melee bite +27 (8d8+30/19-20)
Ranged 6 strands +9 touch (1d6 Str plus pull)
Space 20 ft.; Reach 20 ft.
Special Attacks pull (strands, 5 ft.), strands
--------------------
Statistics
--------------------
Str 50, Dex 13, Con 41, Int 17, Wis 20, Cha 16
Base Atk +11; CMB +35; CMD 46 (can't be tripped)
Feats Bleeding Critical, Critical Focus, Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (strands)
Skills Acrobatics +1 (-7 to jump), Climb +38, Knowledge (dungeoneering) +21, Knowledge (religion) +18, Perception +29, Stealth +13 (+21 in stony or icy areas); Racial Modifiers +8 Stealth in stony or icy areas
Languages Aklo, Thassilonian
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pull (5 feet) (Ex) You can pull targets closer to you.
Spell Resistance (30) You have Spell Resistance.
Strands (DC 32) (Ex) Sticky strands have range of 50 ft. and weaken those struck (Fort neg).
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

---------------------------------

O House of Divine Consumption (CR 19)
● 4 PCs: Father Diosenia and 6 Lamia Priestess of Lamashtu
● 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

Father Diosenia:

Hungerer Lamia-Kin CR 16
XP 76,800
Advanced hungerer (Pathfinder RPG Bestiary 288, Rise of the Runelords Anniversary Edition 410)
CE Huge monstrous humanoid
Init +7; Senses darkvision 90 ft., low-light vision; Perception +30
Aura stench (30 ft., DC 27, 1 round)
--------------------
Defense
--------------------
AC 38, touch 15, flat-footed 34 (+3 deflection, +3 Dex, +1 dodge, +23 natural, -2 size)
hp 262 (21d10+147)
Fort +17, Ref +20, Will +23
DR 10/cold iron, 10/piercing; Immune acid, poison; Resist electricity 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (good)
Melee bite +31 (2d8+12/19-20/×4 plus 2d6 acid and 2 Wis drain), 2 claws +31 (1d8+12 plus 2 Wis drain)
Space 15 ft.; Reach 15 ft.
Special Attacks devastating bite, vile spew
Spell-Like Abilities (CL 21st; concentration +27)
. . Constant—fly
. . At will—grease, major image (DC 19), ventriloquism (DC 17)
. . 3/day—charm monster (DC 20), gust of wind (DC 18), quickened stinking cloud (DC 19), suggestion (DC 19)
. . 1/day—deep slumber (DC 19), mass charm monster (DC 22), mirror image
--------------------
Statistics
--------------------
Str 34, Dex 17, Con 24, Int 17, Wis 22, Cha 23
Base Atk +21; CMB +35; CMD 52 (can't be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (stinking cloud), Staggering Critical, Vital Strike
Skills Acrobatics +3 (-5 to jump), Fly +34, Intimidate +30, Perception +30, Sense Motive +27, Stealth +19
Languages Abyssal, Common, Giant, Thassilonian
Other Gear sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary or feast (2-5)
Treasure standard
--------------------
Special Abilities
--------------------
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (90 feet) You can see in the dark (black and white only).
Devastating Bite (DC 32) (Ex) If Bite critically hits a foe and reduces them to negative Hp, die instantly (Fort neg)
Energy Damage: Bite (2d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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.
Fly (60 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
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.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Stinking Cloud) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (26) You have Spell Resistance.
Staggering Critical (DC 31) Critical hit staggers target
Stench (30 ft., 1 round, DC 27) Living creatures in aura's range are sickened for listed duration (Fort neg).
Vile Spew (DC 27) (Su) When damaged, adjacent creatures take 2d6 acid (Ref neg)
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 26) (Su) Attacks deal Wiz drain.

Lamia Priestess:

Lamia Priestess CR 12
XP 19,200
Female lamia cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186)
CE Large monstrous humanoid
Init +4; Senses darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +9 natural, -1 size)
hp 170 (18 HD; 9d8+9d10+81)
Fort +16, Ref +16, Will +24
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 keen falchion +24/+19/+14 (2d4+11/15-20) or
. . 2 claws +15 (1d4+4), touch +15 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—greater command (DC 22), flame strike (DC 22), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 21), unholy blight[D] (DC 21)
. . 3rd—blindness/deafness (DC 20), cure serious wounds (2), dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 19), hold person (DC 19), silence (DC 19)
. . 1st—command (DC 18), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 18, Int 11, Wis 24, Cha 16
Base Atk +15; CMB +22; CMD 38 (42 vs. trip)
Feats Combat Casting, Dodge, Improved Critical (falchion), Iron Will, Mobility, Selective Channeling, Spring Attack, Vital Strike, Weapon Focus (falchion)
Skills Acrobatics +4 (+16 to jump), Bluff +21, Knowledge (religion) +17, Linguistics +4, Perception +27, Spellcraft +11, Stealth +4; Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common, Giant
SQ undersized weapons
Other Gear +3 leather armor, +3 keen falchion, headband of inspired wisdom +2, sihedron ring
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 22) (Su) Attack causes Ability Drain

Seraptis Demon:

Seraptis (Demon) CR 15
XP 51,200
Seraptis demon (Pathfinder RPG Bestiary 5 76)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +30
Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23)
--------------------
Defense
--------------------
AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
hp 217 (15d10+135); blood healing
Fort +22, Ref +15, Will +17
DR 10/cold iron, 10/good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 50 ft.
Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15-20 plus 1 bleed), 3 claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or
. . 4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks compelling domination, constrict (4d6+12 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-Like Abilities (CL 15th; concentration +20)
. . Constant—deathwatch, true seeing, unholy aura (DC 23)
. . At will—crushing despair (DC 19), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
. . 3/day—confusion (DC 19), demand (DC 23), dominate person (DC 20), fly
. . 1/day—summon (level 5, 1 seraptis 20% or 1 glabrezu 40%), symbol of insanity (DC 23)
--------------------
Statistics
--------------------
Str 26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
Base Atk +15; CMB +23 (+27 grapple); CMD 43
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +24 (+40 to jump), Bluff +23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge (religion) +21, Perception +30, Sense Motive +22, Stealth +24; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Other Gear +3 wounding scimitar
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or cult (1 plus 2-6 succubi)
Treasure double (+3 wounding scimitar, other)
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis's maw, and the seraptis heals an equal amount of damage.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compelling Domination (Su) Dominated foes don't resist and only get new save with self destructive orders.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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.
Gaze of Despair (DC 22) (Su) 30 ft, 1d6 Cha drain and staggered 1d6 rds, at 0 Cha attempt suicide.
Grab: Claw (Medium) (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 Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts wi
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (26) You have Spell Resistance.
Summon (level 5, 1 seraptis 20% or 1 glabrezu 40%, 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.

---------------------------------

P Temple of the Sihedron (CR 19)
● 4 PCs: Immortal Ichor and 2 Charmed Lamia Priestesses
● 5 PCs: Immortal Ichor and 2 Charmed Lamia Priestesses
● 6 PCs: Immortal Ichor and 3 Charmed Lamia Priestesses

Immortal Ichor:

Immortal Ichor CR 17
XP 102,400
Immortal ichor (Pathfinder RPG Bestiary 4 156)
NE Medium ooze (extraplanar)
Init +7; Senses blindsense 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 32, touch 32, flat-footed 28 (+3 Dex, +1 dodge, +18 profane)
hp 270 (20d8+180); regeneration 10 (good spells, good weapons)
Fort +16, Ref +9, Will +11
Defensive Abilities amorphous; DR 15/—; Immune acid, bludgeoning damage, electricity, mind-affecting effects, piercing damage, ooze traits; Resist cold 30
--------------------
Offense
--------------------
Speed 20 ft., fly 20 ft. (average)
Melee slam +21 (6d6+7 plus 1d3 Wis drain)
Spell-Like Abilities (CL 17th; concentration +22)
. . At will—charm person (DC 18), detect thoughts (DC 17), summon swarm, telekinesis (DC 20)
. . 3/day—charm monster (DC 19), control undead (DC 22), creeping doom (DC 22), insect plague, mind fog (DC 20), nightmare (DC 20), quickened charm person (DC 16)
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 26, Int 21, Wis 20, Cha 21
Base Atk +15; CMB +20; CMD 52 (can't be tripped)
Feats Ability Focus (charm person), Combat Casting, Dodge, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (charm person), Toughness, Weapon Focus (slam)
Skills Acrobatics +3 (-1 to jump), Intimidate +25, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (planes) +25, Perception +25, Sense Motive +25, Spellcraft +25
Languages Abyssal, Aklo, Infernal, Undercommon (can't speak); telepathy 100 ft.
SQ compression, corrupt ally, no breath
--------------------
Ecology
--------------------
Environment any ruins or underground
Organization solitary or cult (1 plus 3-12 worshipers or juju zombies)
Treasure standard
--------------------
Special Abilities
--------------------
Amorphous (Ex) Body is malleable and shapeless.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Corrupt Ally (Su) Charmed minions take d6 Wis dam/day. At 0 they are dominated. Rise as juju zombies if die.
Damage Reduction (15/-) You have Damage Reduction against all attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Fly (20 feet, Average) You can fly!
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Acid You are immune to acid damage.
Immunity to Bludgeoning You are immune to bludgeoning damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Flanking You are immune to flanking.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Piercing You are immune to piercing damage.
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.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Ooze Traits Oozes have many immunities.
Quicken Spell-Like Ability (Charm Person) Spell-like ability is cast as a swift action up to 3/day.
Regeneration 10 (good spells, good weapons) Heal HP quickly and cannot die.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Lamia Priestess:

Lamia Priestess CR 12
XP 19,200
Female lamia cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186)
CE Large monstrous humanoid
Init +4; Senses darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +9 natural, -1 size)
hp 170 (18 HD; 9d8+9d10+81)
Fort +16, Ref +16, Will +24
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 keen falchion +24/+19/+14 (2d4+11/15-20) or
. . 2 claws +15 (1d4+4), touch +15 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—greater command (DC 22), flame strike (DC 22), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 21), unholy blight[D] (DC 21)
. . 3rd—blindness/deafness (DC 20), cure serious wounds (2), dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 19), hold person (DC 19), silence (DC 19)
. . 1st—command (DC 18), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 18, Int 11, Wis 24, Cha 16
Base Atk +15; CMB +22; CMD 38 (42 vs. trip)
Feats Combat Casting, Dodge, Improved Critical (falchion), Iron Will, Mobility, Selective Channeling, Spring Attack, Vital Strike, Weapon Focus (falchion)
Skills Acrobatics +4 (+16 to jump), Bluff +21, Knowledge (religion) +17, Linguistics +4, Perception +27, Spellcraft +11, Stealth +4; Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common, Giant
SQ undersized weapons
Other Gear +3 leather armor, +3 keen falchion, headband of inspired wisdom +2, sihedron ring
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 22) (Su) Attack causes Ability Drain

Note: As the lamia priestesses die, if they are under the Immortal Ichor’s control, they rise again as Juju Zombies.

Lamia Priestess Zombie:

Lamia Priestess Zombie CR 13
XP 25,600
Female lamia juju zombie cleric of Lamashtu 9 (Pathfinder RPG Bestiary 186, Pathfinder RPG Bestiary 2 291)
CE Large undead
Init +9; Senses darkvision 60 ft., low-light vision; Perception +24
--------------------
Defense
--------------------
AC 35, touch 18, flat-footed 29 (+5 armor, +3 deflection, +5 Dex, +1 dodge, +12 natural, -1 size)
hp 170 (18d8+81)
Fort +15, Ref +16, Will +24
Defensive Abilities channel resistance +4; DR 10/magic, 10/slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 keen falchion +22/+17/+12 (2d4+14/15-20) or
. . 2 claws +14 (1d4+5), slam +14 (1d8+5), touch +14 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 5d6), might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
. . At will—disguise self, ventriloquism (DC 14)
. . 3/day—charm monster (DC 17), major image (DC 16), mirror image, suggestion (DC 16)
. . 1/day—deep slumber (DC 16)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—strength surge (+4), touch of evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—greater command (DC 22), flame strike (DC 22), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 21), unholy blight[D] (DC 21)
. . 3rd—blindness/deafness (DC 20), cure serious wounds (2), dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 19), hold person (DC 19), silence (DC 19)
. . 1st—command (DC 18), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 18)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 22, Dex 20, Con —, Int 11, Wis 24, Cha 16
Base Atk +12; CMB +21; CMD 38 (42 vs. trip)
Feats Combat Casting, Dodge, Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Selective Channeling, Spring Attack, Toughness[B], Vital Strike
[b]Skills
Acrobatics +5 (+17 to jump), Bluff +21, Climb +14, Knowledge (religion) +17, Linguistics +4, Perception +24, Spellcraft +11, Stealth +5; Racial Modifiers +4 Bluff, +8 Climb, +4 Stealth
Languages Abyssal, Common, Giant
SQ undersized weapons
Other Gear +3 leather armor, +3 keen falchion, headband of inspired wisdom +2, sihedron ring
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleric Channel Negative Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Magic Missile You are immune to magic missile.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Strength Surge (10/day) (Sp) Grant +4 to a melee attack or strength check.
Touch of Evil (4 rounds, 10/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Undead Traits Undead have many immunities.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 22) (Su) Attack causes Ability Drain

---------------------------------

Q Ghlorofaex’s Lair (CR 18)
● No changes except to Ghlorofaex

Ghlorofaex:

Blue Dragon, Ancient CR 18
XP 153,600
Male ancient blue dragon (Pathfinder RPG Bestiary 94)
LE Gargantuan dragon (earth)
Init +3; Senses dragon senses; Perception +32
Aura electricity (10 ft, 2d6 elec.), frightful presence (300 ft., DC 27)
--------------------
Defense
--------------------
AC 40, touch 8, flat-footed 40 (+3 deflection, -1 Dex, +32 natural, -4 size)
hp 324 (24d12+168)
Fort +24, Ref +16, Will +22
DR 15/magic; Immune electricity, paralysis, sleep; Resist cold 30; SR 29
--------------------
Offense
--------------------
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +33 (4d6+18/19-20), 2 claws +32 (2d8+12), tail slap +30 (2d8+18), 2 wings +30 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft line, 20d8 electricity, Reflex DC 29 half), crush (Medium creatures, DC 29, 4d6+18), desert thirst (DC 29), storm breath (DC 29, 20d8 elec.), tail sweep (30-ft., 2d6+18, DC 29)
Spell-Like Abilities (CL 24th; concentration +29)
. . At will—create water, ghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 17), veil (DC 21), ventriloquism (DC 16)
Sorcerer Spells Known (CL 13th; concentration +18)
. . 6th (4/day)—forceful hand, mislead (DC 21)
. . 5th (7/day)—hold monster (DC 20), persistent image (DC 20), wall of force
. . 4th (7/day)—arcane eye, dimension door, fire shield, stoneskin
. . 3rd (7/day)—dispel magic, displacement, haste, vampiric touch
. . 2nd (7/day)—darkness, false life, invisibility, resist energy, shatter (DC 17)
. . 1st (8/day)—alarm, mage armor, shield, true strike, unseen servant
. . 0 (at will)—arcane mark, bleed (DC 15), detect magic, light, mage hand, mending, message, read magic, resistance
--------------------
Statistics
--------------------
Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
Base Atk +24; CMB +40; CMD 52 (56 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Shatter Defenses, Silent Spell, Weapon Focus (bite)
Skills Acrobatics -1 (+3 to jump), Bluff +32, Fly +12, Intimidate +32, Knowledge (arcana) +32, Knowledge (geography) +32, Knowledge (history) +32, Knowledge (local) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32
Languages Auran, Common, Draconic, Giant, Ignan, Infernal, Thaselonian
SQ mirage, sound imitation
Other Gear greater ring of cold resistance, sihedron ring
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (120-ft line, 20d8 electricity, Reflex DC 29 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Burrow (20 feet) You have a Burrow speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Crush (Medium creatures, 4d6+18, DC 29) 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 (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazzling Display (Bite) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Stroke (Bite) Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed target.
Desert Thirst (DC 29) (Su) Can destroy liquid based magic items (like potions) in a 10 ft burst (Will neg).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Electricity Aura (10 ft, 2d6 elec.) (Su) Creatures in aura at the start of the dragons turn take electricity damage
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fly (250 feet, Clumsy) You can fly!
Frightful Presence (300 ft., 5d6 rounds, DC 27) Those in area of effect become frightened or shaken (Will neg.)
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mirage (24 rounds/day) (Su) Appear in 2 places (as project image), but can use breath weapon through the illusion.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sound Imitation (Ex) Can mimic any voice or sound with a Bluff check vs. listener's Sense Motive.
Spell Resistance (29) You have Spell Resistance.
Storm Breath (20d8 elec., DC 29) (Su) Call lightning storm for 1d6 rds w/breath, call bolt as free action and deal dam as breath weapon (Ref half).
Tail Sweep (30-ft., 2d6+18, DC 29) As a standard action, deal damage in half circle to foes 4+ sizes smaller (Ref half).

---------------------------------

Grand Lodge

Awesome stuff Gnutten! It's awesome for me to see some of my ideas and characters put into a more useable format, and I think a number of these are just solid improvements over anything I made on top of fitting the format of Joey's guide better. I'm really looking forward to your take on the Pinnacle of Avarice!

I just want to make sure: was Father Diosenia here purposefully changed into an Advanced Hungerer, or was that a copy-paste error? I suspect the latter given I see a sihedron ring on their stat block, which on top of the creature type change suggests it's a totally different character.


Not a copy and paste error as such… but almost =)

My group just started the last chapter, and I pasted the Xin Shalast notes into the chat a in a little state of panic the day before the gaming session. I wanted to have it easily available in the chat if the group managed to reach the city.

I tried to make the different Lamia characters a little easier to manage by making them more uniform and were also struggling to match some stats on your sheet… and when I couldn’t locate any stats for Father Diosenia I just grabbed another Lamia-Kin of a reasonable level. Since all Lamias for far were women and I wasn’t sure what a male Lamia would look like the Hungerer were pasted into the list.

Then I realized I sort of liked the idea of a high priest of the Temple of Divine Consumption being just an obese maw of greedy hunger. It would also be fitting that when Most High Ceoptra left the temple to serve in Pinnacle of Avarice she didn’t want to let any of her scheming sisters to be in control but left the lesser male in charge.

Grand Lodge

Ah, understood. If you or anyone else is looking for the stats/story on Father Diosenia, you can find it in the Book 6 Part 4 Google drive under 'High Priest Diosenia.' They're a fiendish lamia who has used a special demon mother's mask in order to be able to impregnate other lamia (and other creatures, as appropriate).

Grand Lodge

Guessing Father Diosenia isn't normally part of the adventure path and just a name that was added.

Grand Lodge

kevin_video wrote:
Guessing Father Diosenia isn't normally part of the adventure path and just a name that was added.

I added a large number of characters to Book 6 to flesh out various locations. Just from the ones I included for the guide: Warden of Song, Warden of Wind, and the major lamia Diosenia, Yerra, Yolanda, and Eerymis [Part 4]; Dear Grandmother (Baba Yaga) [Part 5]; Isis, Ceoptra's Attendant and Asuriel, the Heretic [Part 6]; Grand Polemarch Graithog, Greedplated Brass Golem, and the Dragonslayer Giants [Part 7].

Diosenia's definitely got the largest story implications if included, as they're a leader of Xin-Shalast's lamia aligned with Lamashtu but not with Karzoug. Mostly there for people who wanted to keep the Lamashtu through-line strong, and to provide a specific target for the Priestesses of Lamashtu's sending spells in Book 4. Elsewhere on the forums I've been an enthusiastic lore crafter for the lamia and fleshed them out greatly in my game, so it seemed worthwhile to clean up their stat blocks and share them. Notes on how to use them in your game are included within their PDFs.

If you're interested in my expanded lamia lore and my textual justifications for it, you can find that info in the Spires of Xin Shalast thread. It also gives a summary of all of the original lamia I added.


You could argue that some NPC:s needs to be added to Xin Shallast if you’re playing with a bigger group in order to get enough Sihedron Rings for the full party.

It also provides the great benefit that it adds more character (haha) to the areas in the city that are only briefly described. I hope I can make of the PC:s start engaging with the Skulks and try arranging a giant uprising in the town, plans that will for better or worse lead to Gyukak. To have additional named Giant of Lamia NPC:s opens up more characters to engage with. I also really like the prospect of playing around with the Root of the Tangle and perhaps tempt the PC:s to try to make deals with the world devouring creeper moss.

@Askar. OK feels rather silly that I missed the PDF named Hight Priest Diosenia when I was looking for Father Diosenia… Oopsie. Too bad you can’t edit older forum posts… but at the same time I still sort of like a named Hungerer though =).


Joey Virtue wrote:

Part Three: Glass and Wrath

Against The Goblins:
• 4 Heroes Tsuto and 8 Goblin Warriors
• 5 Heroes Tsuto 8 Goblin Warriors and 1 Goblin Commando
• 6 Heroes Tsuto 8 Goblin Warriors and 2 Goblin Commandos

** spoiler omitted **...

I am running this for 6 players and was directed here from Reddit ans I will say I appreciate the time that went into upscaling the challenges for the whole AP. While I we are done with Book 1 and almost done with Book 2, I wanted to get a better sense of how the adjusted encounters match up to the encounters as written to better understand Joey Virtue’s approach and application of the guide he links at the beginning. I’ll be honest that in many cases, it looks like through Book 1, his approach was mostly to ignore the comparative challenge after the first two Goblin encounters.

What I mean by this is there should, in theory, be a close match of the CRs in the guide to the original ones, increased to account for the increased players and how they increase the Effective Party Level. The EPL for a 4-person party of iconics (Fighter, Cleric, Wizard, Rogue) is equal to the Average Party Level. So four 1st level iconics equal APL & EPL 1. An Average Challenge for them should be a CR of equal value. When you add additional characters, their EPL increases, even though their APL should be the same as the 4-man band. So five 1st level characters would be EPL 2. So an average challenge for them would then be CR 2. I think six characters works out to be EPL 2.5 - 3. And of course gear lated on will play a factor. If the party is under geared for their level, they are -1 EPL and overgeared may increase the EPL.

Now, looking at the first couple encounters, Initial Assault is written to be a CR 1 encounter. Pretty average. And for six 1st level players, Joey adjusted it to CR 3. On point. CR = EPL for the larger group. Goblin Pyro follows suit. As written is is CR 2 and the adjusted one is CR 4. Die, Dog! die continues this. There isn’f a CR assigned, but the total xp works out to be between CR 3-4 and Joey’s revision mirrors at CR 5-6. But after this, things stay from the scaling adjustments. Some of this appears to account for not doing the side quests in Local Heroes. So the Boar Hunt is written to be CR 2, or a Challenging Encounter, but Joey’s works out to be a CR 6. As we move into the Glassworks, Guard cave is written as CR 2 and the party is expected fi be level 2 at this point, so an average challenge, but the upscale is CR 6. That’s a pretty big jump in the expected resource usage and they still have several rooms to go thru.

As we continue our comparison, next encounter is Washing Pool, written to be CR 2, adjusted to CR 5. This isn’t a glaring difference, but this should be an Average encounter and should be CR 4. From the Washing Pool, the characters head to Ancient Prison, originally written for CR 4, but upscaled to 7 continuing the trend of overcorrecting the encounter. Prisoner Pit should be CR 4, but the available xp sits it between CR 6-7. cathedral of Wrath is meant to be the mini boss and set for CR 5 and upscaled to also being between CR 6-7. At this point, Joey had the characters advanced ti Level 3, a bit ahead of the level outline where it says they should be early in their adventuring in Thistletop (unless if course you added several suggested side quests in Part 2.). I’d also note that it is expected that if the CR = your EPL, then the encounter should take about 25% of the party’s resources. Overcorrecting leads to running out of resources early and requires a return to town to rest and recover and may mean areas have an opportunity to replenish or communicate with the BBEG.

How does Thistletop compare? Sone areas were left alone and I will note these as “NC”. Also note, since the characters are now level 3 and treasure has been pretty good, their EPL is about 5.

Refugee Nest CR 4, up to CR 5.
Dog Kennel CR 5 up to CR 6.
Tangletooth NC.
Gogmurt's Lair CR 4 up to CR 6.
Rope Bridge NC.
Thistletop CR CR 5 up to CR 7
The Dragon Above, not in the original CR 6-7
Pickle Thieves NC
Barrack CR 3 up to CR 5
Eastern Guard Tower NC
Exercise Yard CR 5 up to CR 6
Caged Horse NC
Throne Room CR 6 up to CR 8
Treasury NC
Bunyip CR 3 up to CR 6
Chief’s Harem CR 4 up to CR 6
Otik’s Chamber NC
Tentamort’s Hunting Ground CR 4 up to CR 6
Chapel to Lamashtu CR 5 up to CR 7,
Research Room CR 3 to CR 6
Trapped Room NC
Here they Level to 4, but may not have had a chance to improve their gear yet. Also there is no good place to really rest unless they decide to head back to town. If the characters push on, they are probably running on fumes. I’d still be counting them as EPL 5 here.

Crypt CR 6 up to 7
Collapsed Treasury NC
Malfeshnekor’s Prison NC

Ok, we made it. Overall, Thistletop is pretty closely aligned to the initial challenges compared to EPL. I’d say the middle sections are pretty overtuned and that may lead to troubles early on and something to watch as the books continue. Hopefully the rambling helps someone.

Grand Lodge

Hey there faust, I can provide a little context and info here for you as I'm pretty familiar with this thread and the underlying math for PF1e

The Context:
1. Every increase in CR is an approximate 50% increase in XP gained per challenge/creature: CR 1s are worth 400xp and CR 2s are worth 600xp. Increases in party size follow the same scaling formula, with each PC being treated as a creature with CR = their level, so a level 1 PC is worth 400xp, and level 2 is worth 600xp, and so forth. As such, (6) level 1 PCs are 1 CR higher than (4) level 1 PCs, and thus their effective APL is APL + 1. You can find all of the info on how this scaling logic works in the original GM's Guide to Creating Challenging Encounters Joey linked back on page 1. This is also the explicit logic recommended by the Gamemastering page: 4 PCs use APL calculations, and 6 PCs use APL+1. We can use the underlying math to say that 5 PCs have an xp budget of 125% of what 4 PCs would have.

2. In his very first post, Joey mentions the following, and this guide really means it:

Joey Virtue wrote:
I am also a big believer in not wasting time with encounters the PCs will just walk through so most time I will make the minimum Encounter Level plus 1 on the charts from the PDF.

Every encounter will have a minimum CR of APL + 1, and encounters for 6 PCs will have a minimum CR of APL + 2. Joey's PCs were also ridiculously overstatted so you'll find a lot of these encounters further bumped up to CR +2/3 - lethal encounters are APL + 5 as a result instead of APL + 4.

For similar reasons, you'll find that encounters that happen in isolation (like the boar hunt) are even more inflated than the rest of these, as the party can reasonably blow whatever resources they feel like on them. For similar reasons, my encounters in Xin-Shalast (an APL 16 area) range from like CR 19-21.

3. Most of these AP dungeons, for better or worse, are constructed with the idea that the party will make multiple forays into them; that's why they have replenishment rates and different levels that fail to communicate with each other. Thus, the CR = APL = 25% of a party's resources guideline is only loosely useful for evaluating any given part of a book, even after the adjustments you're making if you follow along with this guide.

4. There are definitely parts of this thread with overtuned encounters, and if you read the thread you'll find some reporting on that. One of the most notable is the Shadow Clock trap, where the trap damage was drastically increased - to an unacceptable level if your PCs don't have crazy stats. Don't take any of these stat blocks without verifying them for your party first! These are ideas if you need to beef up a particular section more than they are a fully cohesive, balanced guide!

5. You'll find as you go deeper into the guide that Joey's stat blocks get into some even more high-power stuff with the intention of giving his PCs some boons to balance it out - I think mythic tiers were on the table? But when you get to Gnutten and my's versions if things you'll see we pull back a bit because we didn't go for quite that high-power of an adventure. (I had a large party with good stats, but not as good of stats and no special boons after the fact. I think Gnutten ended up in a similar spot but didn't use ABP like I did).

Overall, do use these stat blocks cautiously, and come talk to us on the Discord if you need any help tweaking things for your particular game, but I recommend a ton of the stat blocks and changes Joey suggests in this thread.


Is there a pdf or document of some form with all the notes for books 1-6?

Grand Lodge

nordsturmking wrote:
Is there a pdf or document of some form with all the notes for books 1-6?

There is not. I think it would be a fairly worthwhile project, as I believe this thread still sees some decent use and that would be easier to share, but as far as I'm aware, all three of its contributors (Joey, Gnutten, and myself) have moved on from Rise and don't have plans to create such a document.


nordsturmking wrote:
Is there a pdf or document of some form with all the notes for books 1-6?

i'm actually in the process of compiling all this into one document, only a third of the way through.

Plan is to complete it, but it's slow going, as and when I have time.

I will update progress and share over the next few weeks.

:D


My players are still messing about in Xin-Shalast… but will push forward rather soon.

I have almost finished my notes for Chapter 6 Part 5 Scaling Mhar Massif, Chapter 6 Part 6 Pinnacle of Avarice and Book 6 Part 7 Eye of Avarice.

So, I plan to do my next update in this thread rather soon.

Got somewhat mentally stuck in how to deal with the final encounter… it feels like a delicate balance that can easily fall in either too easy or uninspiring to utterly impossible.

At the same time… the group BUTCHERED Ghlorofaex in two turns… it was brutal.

But as I said… update incoming…


I slapped a permanent dispel magic zone/wall on the arrival area in the Eye of Avarice. No buffed-to-the-gills party! :)

So as soon as they left that effect, they clustered together for some group buffing ... In perfect fireball formation! :D


A permanent dispel magic zone/wall on the arrival area in the Eye of Avarice?

That is SO fun and makes ABSOLUTE sense. =)

Karzoug is super smart and he knows that the entire group are armed with Dominant Transmutation Rune weapons. He knows that the entire group are immune to 3 transmutation spells each day, so why even prepare those spells?

OK definitely implementing the big dispel zone idea.

Grand Lodge

Anyone have all of these stats in a Word doc or similar?


The document format I’m using when running the games is this forum thread. The option to hide and unhide the stats work better than keeping them in a word of pdf document. So sorry I don’t have a nice and clean word summary.

My players have just reached the Pinnacle of Avarice, so I think I need to put my notes into the forum now, even if it feels like I could have gone through them one more time.

Its still a revision from Askars notes, but I have adjusted it to fit my miniature collection. I also tried to vary the fights a little bit.

The fights and opposition get more complex but seeing how my players have plowed through the fight the recent fight I felt I needed to turn up the opposition slightly. When all the fight in the area gets nastier the risk is that it starts to act more like a painful grind, so let’s see how this plays out. Some of these encounters should be able to be negotiated through…

ok here we go:


Book 6 Part 6
---------------------------------

X1 Entrance Ramp (CR 18)
● 4 PCs - 1 Warden of Song, 1 Warden of Wind, 2 Wardens of Storm
● 5 PCs - 1 Warden of Song, 1 Warden of Wind, 3 Wardens of Storm
● 6 PCs - 1 Warden of Song, 2 Wardens of Wind, 3 Wardens of Storm

Warden of Song:

Warden of Song CR 14
XP 38,400
Male advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+7 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +27/+22/+17 (4d6+17) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 23]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +21)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
Spells Known (CL 16th; concentration +21)
. . 4th (3/day)—shout (DC 19)
. . 3rd (3/day)—haste, jester's jaunt[APG] (DC 18)
. . 2nd (3/day)—glitterdust (DC 17), minor image (DC 17)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 20
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Bluff +9, Climb +26, Craft (Jewelry) +10, Diplomacy +18, Intimidate +38, Perception +24, Perform (string instruments) +21
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon
Other Gear +3 mithral chain shirt, +3 thundering morningstar, amulet of natural armor +3, lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Bard Abilities:

Countersong (Su):
A performance to counter magic effects that depend on sound. Makes a Perform skill check. Any creature within 30 feet of the bard that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled.

Dirge of Doom (Su):
Foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance.

Distraction (Su):
A performance to counter magic effects that depend on sight. Makes a Perform skill check. Any creature within 30 feet of the bard that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled.

Fascinate [DC 23] (Su):
Performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet. The Distraction of a nearby combat or other dangers prevents the ability from working. He can target five creatures with this ability. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Frightening tune [DC 23]
Frightening Tune (Sp): A performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance.
Inspire competence +5 (Su):
A performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +5 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance.

Inspire courage +3 (Su):
A performance to inspire courage in himself and his allies. An affected ally receives a +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls.

Inspire greatness (Su):
A performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. Three targets gains 2 bonus Hit Dice (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

Inspire heroics (Su):
Inspire tremendous heroism in himself or a single ally within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC.

Soothing performance (Su):
A to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance.

Suggestion [DC 23] (Sp):
A performance to make a suggestion (as per the spell) to a single creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Warden of Wind:

Warden of Wind CR 15
XP 51,200
Male advanced druid cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 247)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +26
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+5 armor, +3 deflection, +3 Dex, +17 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +17
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee +2 longspear +26/+21/+16 (3d6+23/×3) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft. (30 ft. with +2 longspear)
Special Attacks rock throwing (140 ft.), wild shape 5/day
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
Druid Spells Prepared (CL 16th; concentration +23)
. . 6th—greater dispel magic, sirocco[APG] (DC 23)
. . 5th—control winds (DC 22), fickle winds[UM], summon nature's ally V
. . 4th—dispel magic, freedom of movement, river of wind[APG] (DC 21)
. . 3rd—protection from energy
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 24, Cha 16
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Climb +31, Craft (Enter Choice) +10, Diplomacy +11, Fly +6, Intimidate +36, Perception +26, Perform (string instruments) +10, Survival +16
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon, woodland stride
Other Gear +2 hide shirt, +2 longspear, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Wild Shape (13 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Warden of Storm:

Warden of Storm CR 14
XP 38,400
Male advanced fighter cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 247)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 41, touch 14, flat-footed 38 (+12 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +29/+24/+19 (4d6+42/19-20) or
. . 2 slams +17 (2d6+12)
Ranged rock +9 (2d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
--------------------
Statistics
--------------------
Str 43, Dex 17, Con 27, Int 16, Wis 20, Cha 16
Base Atk +12; CMB +26 (+28 bull rush, +28 overrun); CMD 46 (48 vs. bull rush, 48 vs. overrun)
Feats Awesome Blow, Awesome Charge, Bull Rush Strike[APG], Cleave, Hammer The Gap[UC], Improved Bull Rush, Improved Critical (morningstar), Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (morningstar)
Skills Acrobatics +13 (+21 to jump), Climb +34, Craft (Enter Choice) +10, Diplomacy +11, Intimidate +38, Perception +24, Perform (string instruments) +10
Languages Common, Giant, Shoanti, Thassilonian
SQ armor training 4, oversized weapon
Other Gear +3 full plate, +3 thundering morningstar, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Bull Rush Strike Critical hit's confirmation roll is a Bull Rush maneuver check.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Weapon Training (Flails) +3 (Ex) +3 Attack, Damage, CMB, CMD with Flails

---------------------------------

X2 Visions of Karzoug (CR 17)
● 4 PCs - Karzoug’s Image and 1 Warden of Thunder
● 5 PCs - Karzoug’s Image and 1 Warden of Thunder
● 6 PCs - Karzoug’s Image and 2 Wardens of Thunder

Note: When the double doors are opened Karzougs image makes a Darth Maul entrance. 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.

Karzoug’s Image 1:

Cone of Cold (DC 28),
Area cone-shaped burst 60 ft.
Saving Throw Reflex half; Spell Resistance yes
Damage:15d6

Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes

20% chance of vanishing each time he casts a spell

Warden of Thunder:

Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

---------------------------------

X3 Throne Room (CR 20)
● 4 PCs - Viorian Dekanti, 1 Warden of Song, 2 Wardens of Thunder
● 5 PCs - Viorian Dekanti, 1 Wardens of Song, 3 Wardens of Thunder
● 6 PCs - Viorian Dekanti, 1 Warden of Runes, 1 Warden of Song, 2 Wardens of Thunder

Viorian Dekanti:

Viorian Dekanti CR 19
XP 204,800
Female human fighter 19
NE Medium humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 37, touch 16, flat-footed 34 (+14 armor, +3 deflection, +3 Dex, +7 shield)
hp 299 (19d10+190)
Fort +22, Ref +14, Will +18 (+5 vs. fear)
Defensive Abilities freedom of movement (constant); DR 5/—; SR 20
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 heavy shield bash +36 (1d4+12) or
. . sword of greed chellan +35/+30/+25/+20 (1d8+22/15-20)
Ranged +1 composite longbow +22/+17/+12/+7 (1d8+11/×3)
Special Attacks weapon trainings (heavy blades +4, close +3, light blades +2, bows +1)
--------------------
Statistics
--------------------
Str 29, Dex 17, Con 26, Int 10, Wis 24, Cha 8
Base Atk +19; CMB +28; CMD 44
Feats Altitude Affinity[ISWG], Blind-fight, Combat Reflexes, Critical Focus, Endurance, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Initiative, Improved Iron Will, Improved Shield Bash, Iron Will, Lightning Reflexes, Quick Draw, Shield Master, Shield Slam, Staggering Critical, Toughness, Two-weapon Fighting, Vital Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +20, Intimidate +21, Perception +8, Ride +22, Survival +7 (+9 competence above 5,000 ft.)
Languages Common
SQ armor mastery, armor training 4
Combat Gear boots of teleportation, potion of cure serious wounds (5), potion of haste, scarab of protection; Other Gear +5 full plate, +5 heavy steel shield, +1 composite longbow (+10 Str) with 20 arrows, sword of greed chellan, belt of physical might +6 (Str, Con), headband of inspired wisdom +6, minor cloak of displacement, ring of freedom of movement, sihedron ring, vibrant purple prism ioun stone
--------------------
Special Abilities
--------------------
Altitude Affinity Automatically acclimated to high altitude
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Spell Resistance (20) You have Spell Resistance.
Staggering Critical (DC 29) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons

Warden or Runes:

Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk
Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

Warden of Song:

Warden of Song CR 14
XP 38,400
Male advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+7 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +27/+22/+17 (4d6+17) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 23]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +21)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
Spells Known (CL 16th; concentration +21)
. . 4th (3/day)—shout (DC 19)
. . 3rd (3/day)—haste, jester's jaunt[APG] (DC 18)
. . 2nd (3/day)—glitterdust (DC 17), minor image (DC 17)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 20
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Bluff +9, Climb +26, Craft (Jewelry) +10, Diplomacy +18, Intimidate +38, Perception +24, Perform (string instruments) +21
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon
Other Gear +3 mithral chain shirt, +3 thundering morningstar, amulet of natural armor +3, lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Warden of Thunder:

Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

---------------------------------

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 and 1 Wardens of Runes, 1 Warden of Song, Warden of Wounds

Karzoug’s Image 2:

“Runforged weapons? Sacrilege! Such insult that you worms even dare! DIE!”

Ice Storm
Range long 1200 ft.
Area cylinder (20-ft. radius, 40 ft. high)
Duration 20 round
Saving Throw none; Spell Resistance yes
Damage 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain.).

Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes

20% chance of vanishing each time he casts a spell

Warden or Runes:

Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk
Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

Warden of Song:

Warden of Song CR 14
XP 38,400
Male advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+7 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +27/+22/+17 (4d6+17) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 23], frightening tune [DC 23], inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion [DC 23]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +21)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
Spells Known (CL 16th; concentration +21)
. . 4th (3/day)—shout (DC 19)
. . 3rd (3/day)—haste, jester's jaunt[APG] (DC 18)
. . 2nd (3/day)—glitterdust (DC 17), minor image (DC 17)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 20
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +3 (+11 to jump), Bluff +9, Climb +26, Craft (Jewelry) +10, Diplomacy +18, Intimidate +38, Perception +24, Perform (string instruments) +21
Languages Abyssal, Common, Giant, Thassilonian
SQ oversized weapon
Other Gear +3 mithral chain shirt, +3 thundering morningstar, amulet of natural armor +3, lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 39 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Warden of Wounds :

Warden of Wounds #1 CR 15
XP 51,200
Male advanced cleric cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +26
--------------------
Defense
--------------------
AC 47, touch 12, flat-footed 46 (+13 armor, +3 deflection, +1 Dex, +16 natural, +6 shield, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +17
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee +4 keen morningstar +28/+23/+18 (3d6+18/19-20) or
. . (G) +4 keen morningstar +28/+23/+18 (4d6+18/19-20) or
. . 2 slams +19 (2d6+7)
Ranged rock +9 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks channel positive energy 6/day (DC 20, 7d6), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
Cleric Spells Prepared (CL 16th; concentration +23)
. . 6th—greater dispel magic, heal
. . 5th—greater command (DC 22), righteous might, true seeing
. . 4th—cure critical wounds, dismissal (DC 21), divine power
. . 3rd—protection from energy
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 24, Cha 16
Base Atk +12; CMB +28 (+30 bull rush, +30 overrun); CMD 44 (46 vs. bull rush, 46 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +17, Craft (Enter Choice) +10, Diplomacy +11, Heal +17, Intimidate +36, Perception +26, Perform (string instruments) +10, Sense Motive +21
Languages Common, Giant
SQ oversized weapon
Other Gear +4 full plate, +4 heavy steel shield, +4 keen morningstar, +4 keen morningstar, amulet of natural armor +4, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Creature Channel Positive Energy 7d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

---------------------------------

X5 Lamia-kin Quarters)
● 4,5,6 PCs - Karzoug’s Image

Karzoug’s Image 3:

“This world belongs to me! You don’t even understand the futility of your actions! ”

Fireball
Range long 1200 ft.
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage 10d6.

Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes

20% chance of vanishing each time he casts a spell

---------------------------------

X6 Priestess Cells (CR 17)
● 4 PCs – 3 Lamia Matriarch Priestess 1 Fiendish Dire Tiger
● 5 PCs – 4 Lamia Matriarch Priestess 1 Fiendish Dire Tiger
● 6 PCs – 4 Lamia Matriarch Priestess 2 Fiendish Dire Tiger

Lamia Matriarch Priestess:

Lamia Matriarch Priestess CR 13
XP 25,600
Male lamia matriarch cleric 9 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +8 natural, +1 shield, -1 size)
hp 178 (21 HD; 9d8+12d10+72)
Fort +16, Ref +18, Will +22
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +3 keen scimitar +22/+17/+12/+7 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +22/+17/+12 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . touch +17 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), strength variant channeling 9/day (DC 20, 5d6 plus 2 channel penalty), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—charm monster (DC 20), ventriloquism (DC 17)
. . 3/day—deep slumber (DC 19), dream, major image (DC 19), mirror image, suggestion (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—strength surge (+4), touch of evil (4 rounds)
Sorcerer Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—death knell (DC 18), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—greater command (DC 20), flame strike (DC 20), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 19), unholy blight[D] (DC 19)
. . 3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 17), hold person (DC 17)
. . 1st—command (DC 16), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 16)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 22
Base Atk +18; CMB +24; CMD 41 (can't be tripped)
Feats Combat Reflexes, Dispelling Blow, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Seize The Moment[UC], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +22, Climb +13, Diplomacy +30, Disguise +12, Intimidate +24, Knowledge (arcana) +27, Knowledge (Religion) +24, Spellcraft +27, Swim +13, Use Magic Device +22; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 leather armor, +3 keen scimitar, +3 keen scimitar, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dispelling Blow Your critical hits can cut through spells.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Spell Resistance (19) You have Spell Resistance.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Strength Variant Channeling (±2 Profane) Bonus/Penalty to Strength-related checks
Strength Variant Channeling 5d6 plus 2 channel penalty (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Swim (40 feet) You have a Swim speed.
Touch of Evil (4 rounds, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain

Fiendish Dire Tiger:

Fiendish Dire Tiger CR 13
XP 25,600
Male fiendish advanced dire tiger (Pathfinder RPG Bestiary, 265, 294)
N Large animal
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +14
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 17 (+6 Dex, +8 natural, -1 size)
hp 162 (17d8+85)
Fort +15, Ref +16, Will +8
DR 10/good; Resist cold 15, fire 15; SR 18
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +28 (2d6+16/19-20 plus grab), 2 claws +28 (2d4+16 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +28, 2d4+16 plus grab), smite good
--------------------
Statistics
--------------------
Str 35, Dex 23, Con 21, Int 2, Wis 16, Cha 14
Base Atk +12; CMB +25 (+29 grapple); CMD 41 (45 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +10 (+14 to jump with a running start, +14 to jump), Perception +14, Stealth +19 (+23 in tall grass), Swim +17; Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in tall grass
Other Gear amulet of mighty fists +4, belt of physical might +4 (Str, Dex)
--------------------
Ecology
--------------------
Environment any forests, plains, and swamps
Organization solitary or pair
Treasure none
--------------------
Special Abilities
--------------------
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, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Good (1/day) (Su) +2 to hit, +17 to damage when used.
Spell Resistance (18) You have Spell Resistance.

---------------------------------

X7 Hungerers’ Den (CR 17 to 19)
● 4 PCs - 2 Hungerers, 1 Lamia Matriarch Priestess
● 5 PCs – 2 Hungerers, 2 Lamia Matriarch Priestess
● 6 PCs - 3 Hungerers, 3 Lamia Matriarch Priestess

Hungerer :

Hungerer CR 16
XP 76,800
Advanced hungerer (Pathfinder RPG Bestiary 288, Rise of the Runelords Anniversary Edition 410)
CE Huge monstrous humanoid
Init +7; Senses darkvision 90 ft., low-light vision; Perception +30
Aura stench (30 ft., DC 27, 1 round)
--------------------
Defense
--------------------
AC 38, touch 15, flat-footed 34 (+3 deflection, +3 Dex, +1 dodge, +23 natural, -2 size)
hp 262 (21d10+147)
Fort +17, Ref +20, Will +23
DR 10/cold iron, 10/piercing; Immune acid, poison; Resist electricity 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (good)
Melee bite +31 (2d8+12/19-20/×4 plus 2d6 acid and 2 Wis drain), 2 claws +31 (1d8+12 plus 2 Wis drain)
Space 15 ft.; Reach 15 ft.
Special Attacks devastating bite, vile spew
Spell-Like Abilities (CL 21st; concentration +27)
. . Constant—fly
. . At will—grease, major image (DC 19), ventriloquism (DC 17)
. . 3/day—charm monster (DC 20), gust of wind (DC 18), quickened stinking cloud (DC 19), suggestion (DC 19)
. . 1/day—deep slumber (DC 19), mass charm monster (DC 22), mirror image
--------------------
Statistics
--------------------
Str 34, Dex 17, Con 24, Int 17, Wis 22, Cha 23
Base Atk +21; CMB +35; CMD 52 (can't be tripped)
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (stinking cloud), Staggering Critical, Vital Strike
Skills Acrobatics +3 (-5 to jump), Fly +34, Intimidate +30, Perception +30, Sense Motive +27, Stealth +19
Languages Abyssal, Common, Giant, Thassilonian
Other Gear sihedron ring
--------------------
Special Abilities
--------------------
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (90 feet) You can see in the dark (black and white only).
Devastating Bite (DC 32) (Ex) If Bite critically hits a foe and reduces them to negative Hp, die instantly (Fort neg)
Energy Damage: Bite (2d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
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.
Fly (60 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
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.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quicken Spell-Like Ability (Stinking Cloud) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (26) You have Spell Resistance.
Staggering Critical (DC 31) Critical hit staggers target
Stench (30 ft., 1 round, DC 27) Living creatures in aura's range are sickened for listed duration (Fort neg).
Vile Spew (DC 27) (Su) When damaged, adjacent creatures take 2d6 acid (Ref neg)
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 26) (Su) Attacks deal Wiz drain.

Lamia Matriarch Priestess:

Lamia Matriarch Priestess CR 13
XP 25,600
Male lamia matriarch cleric 9 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +8 natural, +1 shield, -1 size)
hp 178 (21 HD; 9d8+12d10+72)
Fort +16, Ref +18, Will +22
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +3 keen scimitar +22/+17/+12/+7 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +22/+17/+12 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . touch +17 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), strength variant channeling 9/day (DC 20, 5d6 plus 2 channel penalty), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—charm monster (DC 20), ventriloquism (DC 17)
. . 3/day—deep slumber (DC 19), dream, major image (DC 19), mirror image, suggestion (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—strength surge (+4), touch of evil (4 rounds)
Sorcerer Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—death knell (DC 18), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—greater command (DC 20), flame strike (DC 20), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 19), unholy blight[D] (DC 19)
. . 3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 17), hold person (DC 17)
. . 1st—command (DC 16), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 16)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 22
Base Atk +18; CMB +24; CMD 41 (can't be tripped)
Feats Combat Reflexes, Dispelling Blow, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Seize The Moment[UC], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +22, Climb +13, Diplomacy +30, Disguise +12, Intimidate +24, Knowledge (arcana) +27, Knowledge (Religion) +24, Spellcraft +27, Swim +13, Use Magic Device +22; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 leather armor, +3 keen scimitar, +3 keen scimitar, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dispelling Blow Your critical hits can cut through spells.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Spell Resistance (19) You have Spell Resistance.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Strength Variant Channeling (±2 Profane) Bonus/Penalty to Strength-related checks
Strength Variant Channeling 5d6 plus 2 channel penalty (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Swim (40 feet) You have a Swim speed.
Touch of Evil (4 rounds, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain

---------------------------------

X8 Prison (CR 17)
● 4 PCs - 1 Advanced Astradaemon
● 5 PCs - 2 Astradaemons
● 6 PCs - 2 Advanced Astradaemons

Astradaemon :

Daemon, Astradaemon CR 17
XP 102,400
Male advanced astradaemon (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 63)
NE Large outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, true seeing; Perception +24
Aura soul siphon
--------------------
Defense
--------------------
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, -1 size)
hp 246 (17d10+153)
Fort +14, Ref +19, Will +16
DR 10/good, 10/silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 90 ft., fly 90 ft. (good)
Melee bite +25 (2d6+7 plus energy drain), 2 claws +25 (1d8+7 plus energy drain), tail slap +20 (1d12+3 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 27)
Spell-Like Abilities (CL 17th; concentration +26)
. . Constant—deathwatch, displacement, true seeing
. . At will—enervation, fear (DC 22), greater teleport (self plus 50 lbs. of objects only), vampiric touch
. . 3/day—locate creature, plane shift (DC 26)
. . 1/day—energy drain (DC 28), finger of death (DC 26), summon (level 6, 1d3 derghodaemons 50%)
--------------------
Statistics
--------------------
Str 25, Dex 29, Con 28, Int 18, Wis 19, Cha 28
Base Atk +17; CMB +25; CMD 45
Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +26 (+74 to jump), Escape Artist +29, Fly +11, Intimidate +29, Knowledge (planes) +24, Perception +24, Sense Motive +24, Stealth +25, Survival +24
Languages Abyssal, Infernal; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abaddon or astral plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
--------------------
Special Abilities
--------------------
Combat Reflexes (10 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 (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devour Soul (DC 27) (Su) If start turn grappled, can instantly kill foe and gain +1 to att/save per 5 HD of slain (Fort neg).
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, Cold (10) You have the specified Energy Resistance against Cold 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.
Fly (90 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Soul Siphon (Su) If creature dies in 10 ft gain +2 Str and d8 temp Hp (stacks). Disembodied spirits take d8 dam/rd.
Spell Resistance (27) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 6, 1d3 derghodaemons 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.

---------------------------------
X9 Ceoptra’s Chambers
No changes
---------------------------------

X10 Mokmurian’s Door

Note: Ayrizi The Ever-Watcher is a Planetar of Sarenrae. She tries to fight the binding spell that holds her by sending whispers to faithful ch
aracters guiding them to this place. She will act as a Divine Intervention in the final fight if needed.

Ayruzi released:

“I am finally released from my bounds. Greetings, dear mortals. Although the task before you is almost impossible, I am here to offer my assistance. Karzoug the Claimer has hidden himself in the eternal voids, a place even the gods cannot locate. I can sense his foul influence here, indicating that his emergence is imminent. However, we must strike him down before he regains access to Golarion. Unfortunately, it is impossible for me to reach him directly. But you, bound by a destiny beyond this world, may hold the key we need. Allow me to mark your souls, so that if you find yourselves in the eternal voids, I might be able to locate you. Together, we can vanquish this threat and safeguard our world.”

The angel gently places her fingers upon your forehead, and a comforting warmth spreads from her touch. You feel a soothing glow encompassing you, filling you with a sense of divine protection.

Ayruzi:

--------------------
Ayruzi CR 17
XP 102,400
Female advanced planetar (Pathfinder RPG Bestiary 11, 288)
NG Large outsider (angel, extraplanar, good)
Init +10; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +29
Aura protective aura
--------------------
Defense
--------------------
AC 46, touch 19, flat-footed 40 (+6 armor, +4 deflection, +6 Dex, +21 natural, -1 size)
hp 263 (17d10+170); regeneration 10 (evil weapons and effects)
Fort +25, Ref +17, Will +25; +4 vs. poison
DR 10/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (good)
Melee +5 holy greatsword +31/+26/+21/+16 (3d6+20/19-20 plus 2d6 vs. evil) or
. . slam +21 (2d8+5)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th; concentration +25)
. . Constant—detect evil, detect snares and pits, discern lies (DC 23), true seeing
. . At will—continual flame, dispel magic, holy smite (DC 23), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 22)
. . 3/day—blade barrier (DC 25), flame strike (DC 24), power word stun, raise dead, waves of fatigue
. . 1/day—earthquake, greater restoration, mass charm monster (DC 27), waves of exhaustion
Cleric Spells Prepared (CL 16th; concentration +25)
. . 8th—earthquake, fire storm (DC 27), greater spell immunity
. . 7th—holy word (DC 26), regenerate (2)
. . 6th—banishment (DC 25), greater dispel magic, heal, mass inflict moderate wounds (DC 25)
. . 5th—break enchantment, dispel evil (2), plane shift (DC 24), righteous might, true seeing
. . 4th—death ward, dismissal (DC 23), divine power, neutralize poison, summon monster IV
. . 3rd—cure serious wounds (2), daylight, invisibility purge, summon monster III, wind wall
. . 2nd—align weapon (2), bear's endurance (2), cure moderate wounds (2), eagle's splendor
. . 1st—bless (2), cure light wounds (5), shield of faith
. . 0 (at will)—detect magic, purify food and drink (DC 19), stabilize, virtue
--------------------
Statistics
--------------------
Str 31, Dex 23, Con 28, Int 26, Wis 29, Cha 28
Base Atk +17; CMB +28 (+30 sunder); CMD 48 (50 vs. sunder)
Feats Blind-fight, Cleave, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +26, Craft (any one) +28, Diplomacy +29, Fly +28, Heal +26, Intimidate +29, Knowledge (history) +25, Knowledge (planes) +28, Knowledge (religion) +28, Perception +29, Sense Motive +29, Stealth +22
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
Other Gear +5 holy greatsword, bracers of armor +6
--------------------
Ecology
--------------------
Environment any good-aligned plane
Organization solitary or pair
Treasure double (+3 holy greatsword)
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Change Shape (alter self) (Su) You can change your form.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Fly (90 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
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.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 10 (evil weapons and effects) Heal HP quickly and cannot die.
Spell Resistance (27) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

---------------------------------

X11 The Aklo Doors)
● 4,5,6 PCs - Karzoug’s Image

Karzoug’s Image 4:

“I’ve seen how broken your world have become without my rule! Your lands are a filthy and disorganized mess! Why do you worms even dare to pester me?”

Cludkill
Range medium 300 ft.
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 20 min.
Saving Throw Fortitude partial; see text; Spell Resistance no

DESCRIPTION
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).

Karzoug needs to wear down the defence of Runeforged weapons
Quickened Slow
Range close 75 ft.
20 Targets, no two of which can be more than 30 ft. apart, Duration 20 round
Saving Throw Will negates; Spell Resistance yes

20% chance of vanishing each time he casts a spell

The Aklo Doors
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)
● 4 PCs – 1 Priest of Leng, 9 Leng Rouges, 1 Thing from Beyond Time
● 5 PCs - 1 Priest of Leng, 12 Leng Rouges, 1 Thing from Beyond Time
● 6 PCs - 1 Priest of Leng, 15 Leng Rouges ,1 Advanced Thing from Beyond Time

Priest of Leng:

--------------------
Priest of Leng CR 16
XP 76,800
Male advanced denizen of leng sorcerer 11 (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 82)
CE Medium outsider (chaotic, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +29
--------------------
Defense
--------------------
AC 30, touch 17, flat-footed 23 (+5 armor, +6 Dex, +1 dodge, +8 natural)
hp 230 (21 HD; 11d6+10d10+137); planar fast healing 5
Fort +16, Ref +16, Will +17
Defensive Abilities unusual anatomy (25%), unusual anatomy; Immune poison; Resist cold 30, electricity 30; SR 19
--------------------
Offense
--------------------
Speed 40 ft.
Melee +4 defending quarterstaff +23/+18/+13 (1d6+10) or
. . bite +25 (1d6+8 plus 1d6 Dex drain), 2 claws +25 (1d4+8)
Special Attacks long limbs (10 ft.), sneak attack +5d6
Spell-Like Abilities (CL 10th; concentration +18)
. . Constant—tongues
. . 3/day—detect thoughts (DC 20), hypnotic pattern (DC 20), levitate, minor image (DC 20)
. . 1/day—locate object, plane shift (self only) (DC 22)
Bloodline Spell-Like Abilities (CL 11th; concentration +19)
. . 11/day—acidic ray (1d6+5 acid)
Sorcerer Spells Known (CL 11th; concentration +19)
. . 5th (5/day)—baleful polymorph (DC 23), dominate person (DC 23), feeblemind (DC 23)
. . 4th (8/day)—black tentacles, crushing despair (DC 22), fear (DC 22), greater invisibility
. . 3rd (8/day)—dispel magic, haste, ray of exhaustion (DC 21), slow (DC 21), tongues
. . 2nd (8/day)—bloodbath[HA] (DC 20), blur, gust of wind (DC 20), resist energy, scorching ray, see invisibility
. . 1st (8/day)—cause fear (DC 19), charm person (DC 19), color spray (DC 19), enlarge person (DC 19), mage armor, obscuring mist
. . 0 (at will)—arcane mark, detect magic, detect poison, mage hand, message, open/close (DC 18), ray of frost, read magic, touch of fatigue (DC 18)
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 23, Int 22, Wis 21, Cha 27
Base Atk +15; CMB +19; CMD 36
Feats Combat Casting, Deceitful, Dodge, Eschew Materials, Greater Spell Penetration, Improved Initiative, Improved Iron Will, Iron Will, Maximize Spell, Mobility, Persuasive, Spell Penetration, Weapon Finesse
Skills Acrobatics +6 (+10 to jump), Bluff +36, Diplomacy +10, Disable Device +27, Disguise +28 (+32 when disguised as a Medium humanoid), Intimidate +22, Knowledge (Engineering) +30, Perception +29, Profession (sailor) +13, Sense Motive +29, Sleight of Hand +19, Spellcraft +30, Stealth +30, Use Magic Device +32; Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aklo; tongues
SQ bloodline arcana (+50% duration on polymorphs), no breath
Other Gear +4 defending quarterstaff, amulet of mighty fists +4, bracers of armor +5
--------------------
Ecology
--------------------
Environment any land
Organization solitary, gang (2-5), or crew (6-15)
Treasure double (500 to 2,000 gp in rubies, other treasure)
--------------------
Special Abilities
--------------------
Acidic Ray (1d6+5 acid, 11/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dexterity Drain (Bite: 1d6 Dex drain, DC 26) (Su) Attack causes Ability Drain
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Immunity to Poison You are immune to poison.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Long Limbs (10 ft.) (Ex) When making melee touch attacks can increases reach by +10 ft.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Planar Fast Healing 5 (Su) Heal damage every round unless you are killed while connection of Leng is maintained.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (19) You have Spell Resistance.
Unusual Anatomy (25%) (Ex) 25% chance to ignore critical hits/sneak attacks.
Unusual Anatomy (Ex) 50% chance to treat precision damage as normal damage.

Denizen of Leng Rouges:

Denizen of Leng CR 11
XP 12,800
Male advanced rogue denizen of leng (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 82, Pathfinder RPG Monster Codex 248)
CE Medium outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 31, touch 19, flat-footed 22 (+4 armor, +8 Dex, +1 dodge, +8 natural)
hp 115 (10d10+60); planar fast healing 5
Fort +13, Ref +15, Will +8
Defensive Abilities evasion, improved uncanny dodge, unusual anatomy; Immune poison; Resist cold 30, electricity 30; SR 19
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +20 (1d6+6 plus 1d6 Dex drain), 2 claws +20 (1d4+6)
Special Attacks sneak attack +10d6 plus 10 bleed
Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—tongues
. . 3/day—detect thoughts (DC 19), hypnotic pattern (DC 19), levitate, minor image (DC 19)
. . 1/day—locate object, plane shift (self only) (DC 22)
--------------------
Statistics
--------------------
Str 18, Dex 26, Con 23, Int 22, Wis 21, Cha 25
Base Atk +10; CMB +14; CMD 33
Feats Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse
Skills Acrobatics +8 (+12 to jump), Bluff +24, Diplomacy +9, Disable Device +18, Disguise +14 (+18 when disguised as a Medium humanoid), Intimidate +14, Knowledge (Enter Choice) +19, Perception +18, Profession (sailor) +10, Sense Motive +18, Sleight of Hand +21, Spellcraft +14, Stealth +21, Use Magic Device +20; Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aklo; tongues
SQ no breath
Other Gear amulet of mighty fists +2, bracers of armor +4
--------------------
Ecology
--------------------
Environment any land
Organization solitary, gang (2-5), or crew (6-15)
Treasure double (500 to 2,000 gp in rubies, other treasure)
--------------------
Special Abilities
--------------------
Bleeding Attack +10 (Ex) Sneak attacks also deal 10 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Dexterity Drain (Bite: 1d6 Dex drain, DC 21) (Su) Attack causes Ability Drain
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Poison You are immune to poison.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Planar Fast Healing 5 (Su) Heal damage every round unless you are killed while connection of Leng is maintained.
Sneak Attack +10d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (19) You have Spell Resistance.
Unusual Anatomy (Ex) 50% chance to treat precision damage as normal damage.
Unwitting Ally (Ex) As a swift action, opposed Bluff check to treat foe as ally for flanking.

The Thing From Beyond Time:

The Thing From Beyond Time CR 18
XP 153,600
Advanced giant hound of tindalos (Pathfinder RPG Bestiary 288, 295, Pathfinder RPG Bestiary 2 158)
NE Huge outsider (evil, extraplanar)
Init +12; Senses darkvision 120 ft.; Perception +31
--------------------
Defense
--------------------
AC 36, touch 17, flat-footed 27 (+8 Dex, +1 dodge, +19 natural, -2 size)
hp 332 (19d10+228)
Fort +22, Ref +21, Will +15
DR 10/magic, 10/piercing; Immune mind-affecting effects, poison
--------------------
Offense
--------------------
Speed 40 ft.; air walk
Melee bite +31 (6d6+14/19-20), 2 claws +31 (3d6+14/19-20), tongue +26 (3d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks ability drain - wis, ripping gaze
Spell-Like Abilities (CL 10th; concentration +17)
. . Constant—air walk
. . At will—fog cloud, invisibility, locate creature
. . 3/day—dimensional anchor, discern location, greater scrying (DC 24), haste, slow (DC 20)
--------------------
Statistics
--------------------
Str 38, Dex 26, Con 32, Int 24, Wis 29, Cha 24
Base Atk +19; CMB +35; CMD 54 (58 vs. trip)
Feats Ability Focus (ripping gaze), Combat Expertise, Combat Reflexes, Dodge, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Toughness
Skills Acrobatics +30 (+34 to jump), Escape Artist +27, Intimidate +26, Knowledge (arcana) +26, Knowledge (engineering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (planes) +29, Perception +31, Sense Motive +31, Stealth +22, Survival +28
Languages Aklo
SQ angled entry, otherworldly mind
--------------------
Special Abilities
--------------------
Ability Drain - WIS (Tongue) 1 Wis drain
Angled Entry (Su) Use greater teleport or plane shift but destination must be adjacent to a physical fixed angle or corner.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Otherworldly Mind (DC 26) (Ex) Contact mind/read thoughts deal 5d6 nonlethal & confuse 2d4 rds (Will neg).
Ripping Gaze (DC 28) (Su) Gaze deals 5d6 slashing damage that bypasses DR/magic and slashing.

---------------------------------

X13 Rune Giant Cells (CR 19)
● 4 PCs: 1 Warden of Runes, 1 Warden of Thunder, 2 Taotieh Guard Dog, Karzoug’s Image
● 5 PCs: 1 Warden of Runes, 1 Warden of Thunder, 3 Taotieh Guard Dog, Karzoug’s Image
● 6 PCs: 1 Warden of Runes, 2 Warden of Thunder, 3 Taotieh Guard Dog, Karzoug’s Image

Karzoug’s Image 5:

“Lets see if these rune weapon defences have finally been worn down!”

Baleful Polymorh
Range close 75 ft.
Target one creature
Duration permanent
Saving Throw: Fortitude negates, Will partial, see text; Spell Resistance: yes
Turn the character to a fat slimy worm.

Quickened Magic Missile
Range medium 300 ft. + 10 ft.
Targets up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw none; Spell Resistance yes
Five magical energy darts dealing 1d4+1 points of force damage.

20% chance of vanishing each time he casts a spell

Warden or Runes:

Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk
Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

Warden of Thunder:

Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

Taotieh Guard Dog:

Taotieh CR 15
XP 51,200
Male advanced taotieh (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 260)
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1 size)
hp 124 (17d10+30)
Fort +5, Ref +9, Will +9
DR 10/adamantine; Immune construct traits; Resist acid 10, cold 10, electricity 10, fire 10
Weaknesses vulnerability to sonic
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +34 (1d8+18 plus grab), 2 claws +34 (1d6+18 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +34, 1d6+18 plus grab), swallow whole (suffocation, hardness 8 damage, AC 19, 12 hp)
--------------------
Statistics
--------------------
Str 38, Dex 19, Con —, Int —, Wis 18, Cha 5
Base Atk +17; CMB +32 (+36 grapple); CMD 46 (50 vs. trip)
Skills Acrobatics +4 (+8 to jump)
Other Gear amulet of mighty fists +4, belt of physical might +4 (Str, Con)
--------------------
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).
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, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
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 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.
Pounce (Ex) You can make a full attack as part of a charge.
Swallow Whole (suffocation, hardness 8 damage, AC 19, 12 HP) (Ex) You can swallow smaller targets whole.
Vulnerability to Sonic You are vulnerable (+50% damage) to Sonic damage.

---------------------------------

X15 Khalib’s Quarters (CR 17)
● 4 PCs – Khalib,
● 5 PCs – Khalib, 1 Astradaemon
● 6 PCs – Khalib, Advanced Astradaemon

Khalib:

Khalib CR 17
XP 102,400
Male human (pureblooded Azlanti) transmuter 17 (Pathfinder RPG Adventurer's Guide 63)
LE Medium humanoid (human)
Init +5; Senses Perception +19
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 22 (+5 armor, +3 deflection, +5 Dex, +4 shield)
hp 196 (17d6+134)
Fort +14, Ref +14, Will +16
DR 10/adamantine (150 points); SR 18
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)
Melee +4 dagger +12/+7 (1d4+4/19-20)
Spell-Like Abilities (CL 17th; concentration +18)
. . Constant—arcane sight, darkvision, see invisibility, tongues
. . 1/day—summon monster IX, time stop
Arcane School Spell-Like Abilities (CL 17th; concentration +27)
. . At will—change shape (beast shape iii or elemental body ii, 17 rounds/day)
. . 13/day—telekinetic fist (1d4+8 bludgeoning)
Transmuter Spells Prepared (CL 17th; concentration +27)
. . 8th—maximized quickened magic missile (2), greater planar binding (DC 29), temporal stasis (2, DC 30)
. . 7th—delayed blast fireball (DC 27), ethereal jaunt, reverse gravity (2), statue (DC 29), summon monster VII
. . 6th—disintegrate (DC 28), disintegrate (2, DC 28), greater dispel magic (2), flesh to stone (DC 28), quickened resist energy, summon monster VI
. . 5th—dismissal (DC 25), overland flight (2), quickened shield, summon monster V, telekinesis (DC 27), telekinesis (DC 27), wall of force
. . 4th—arcane eye, dimension door, maximized magic missile (2), mnemonic enhancer, stoneskin, wall of ice (DC 24)
. . 3rd—dispel magic (2), haste, lightning bolt (DC 23), greater magic weapon, nondetection, slow (2, DC 25)
. . 2nd—blindness/deafness (3, DC 23), cat's grace (2), false life, glitterdust (2, DC 23)
. . 1st—alarm, expeditious retreat (2), feather fall, magic missile (2), obscuring mist, ray of enfeeblement (DC 22)
. . 0 (at will)—acid splash, light, mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 20, Int 30, Wis 14, Cha 12
Base Atk +8; CMB +8; CMD 26
Feats Altitude Affinity[ISWG], Augment Summoning, Combat Casting, Craft Staff, Craft Wondrous Item, Endurance, Greater Spell Focus (transmutation), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Appraise +15, Craft (alchemy) +30, Diplomacy +18, Fly +17, Knowledge (arcana) +30, Knowledge (engineering) +30, Knowledge (nobility) +30, Knowledge (planes) +30, Perception +19, Sense Motive +19, Spellcraft +30, Survival +2 (+4 competence above 5,000 ft.), Use Magic Device +18
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Giant, Infernal, Thassilonian
SQ arcane bond (sihedron ring), contingency, permanent spells, physical enhancement (+4)
Combat Gear robe of the archmagi (black), staff of size alteration; Other Gear mwk dagger, amulet of mighty fists +4, cloak of resistance +5, headband of vast intelligence +6, sihedron ring, spellbooks, gemstone dust (worth 15,000 gp), gold-and-ivory contingency statuette (worth 2,000 gp)
--------------------
Special Abilities
--------------------
Altitude Affinity Automatically acclimated to high altitude
Arcane Bond (Sihedron ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Change Shape II (beast shape iii or elemental body ii, 17 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Contingency (Ex) When Khalib snaps his fingers (a free action), stoneskin activates on him.
Damage Reduction (10/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fly (40 feet, Good) You can fly!
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.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Permanent Spells (Ex) Khalib has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Physical Enhancement +4 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Telekinetic Fist (1d4+8 bludgeoning, 13/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

Astradaemon :

Daemon, Astradaemon CR 17
XP 102,400
Male advanced astradaemon (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 63)
NE Large outsider (daemon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., deathwatch, true seeing; Perception +24
Aura soul siphon
--------------------
Defense
--------------------
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, -1 size)
hp 246 (17d10+153)
Fort +14, Ref +19, Will +16
DR 10/good, 10/silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 90 ft., fly 90 ft. (good)
Melee bite +25 (2d6+7 plus energy drain), 2 claws +25 (1d8+7 plus energy drain), tail slap +20 (1d12+3 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks devour soul, energy drain (1 level, DC 27)
Spell-Like Abilities (CL 17th; concentration +26)
. . Constant—deathwatch, displacement, true seeing
. . At will—enervation, fear (DC 22), greater teleport (self plus 50 lbs. of objects only), vampiric touch
. . 3/day—locate creature, plane shift (DC 26)
. . 1/day—energy drain (DC 28), finger of death (DC 26), summon (level 6, 1d3 derghodaemons 50%)
--------------------
Statistics
--------------------
Str 25, Dex 29, Con 28, Int 18, Wis 19, Cha 28
Base Atk +17; CMB +25; CMD 45
Feats Combat Reflexes, Dodge, Flyby Attack, Iron Will, Mobility, Nimble Moves, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +26 (+74 to jump), Escape Artist +29, Fly +11, Intimidate +29, Knowledge (planes) +24, Perception +24, Sense Motive +24, Stealth +25, Survival +24
Languages Abyssal, Infernal; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abaddon or astral plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
--------------------
Special Abilities
--------------------
Combat Reflexes (10 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 (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devour Soul (DC 27) (Su) If start turn grappled, can instantly kill foe and gain +1 to att/save per 5 HD of slain (Fort neg).
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, Cold (10) You have the specified Energy Resistance against Cold 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.
Fly (90 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Soul Siphon (Su) If creature dies in 10 ft gain +2 Str and d8 temp Hp (stacks). Disembodied spirits take d8 dam/rd.
Spell Resistance (27) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (level 6, 1d3 derghodaemons 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.

---------------------------------

X16 Reliquary (CR 17) )
● 4 PCs - 1 Advanced Shemazian demon, Karzoug’s Image
● 5 PCs - 1 Shemazian demon and 1 Seraptis demon, Karzoug’s Image
● 6 PCs - 1 Advanced Shemazian demon and 1 Seraptis demon, Karzoug’s Image

Karzoug’s Image 6:

“You just don’t get it! You need my rule! It’s your only function!”

Disintegrate
Range medium 300 ft.
Effect ray
Saving Throw Fortitude partial (object); Spell Resistance yes
You must make a successful ranged touch attack to hit. Any creature struck takes 40d6.

Quickened Magic Missile
Range medium 300 ft. + 10 ft.
Targets up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw none; Spell Resistance yes
Five magical energy darts dealing 1d4+1 points of force damage.

20% chance of vanishing each time he casts a spell

Shemhazian Demon :

Demon, Shemhazian CR 17
XP 102,400
Male advanced shemhazian (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 80)
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +38
--------------------
Defense
--------------------
AC 35, touch 13, flat-footed 28 (+6 Dex, +1 dodge, +22 natural, -4 size)
hp 280 (17d10+187)
Fort +21, Ref +13, Will +20
DR 10/cold iron, 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +27 (2d6+14), 2 claws +27 (2d6+14), 2 pincers +25 (1d12+7), tail slap +25 (2d6+7)
Space 20 ft.; Reach 20 ft.
Special Attacks paralyzing gaze, rend (2 claws, 2d6+21), strength drain
Spell-Like Abilities (CL 15th; concentration +20)
. . Constant—detect good, fly, true seeing
. . At will—greater teleport (self plus 50 lbs.), invisibility, telekinesis (DC 20)
. . 3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 22), prying eyes
. . 1/day—blasphemy (DC 21), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)
--------------------
Statistics
--------------------
Str 39, Dex 23, Con 33, Int 14, Wis 30, Cha 20
Base Atk +17; CMB +35 (+37 bull rush); CMD 52 (54 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills Acrobatics +6 (+10 to jump), Bluff +25, Climb +22, Fly +7, Heal +30, Intimidate +25, Knowledge (religion) +22, Perception +38, Sense Motive +30; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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 (60 feet, Good) 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.
Paralyzing Gaze (DC 23) (Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Resistance (27) You have Spell Resistance.
Strength Drain (DC 29) (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based.
Summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%, 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.

Seraptis Demon:

Seraptis (Demon) CR 16
XP 76,800
Advanced seraptis demon (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 5 76)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., deathwatch, true seeing; Perception +32
Aura gaze of despair (30 ft., DC 24), unholy aura (DC 25)
--------------------
Defense
--------------------
AC 34, touch 22, flat-footed 26 (+4 deflection, +8 Dex, +12 natural)
hp 247 (15d10+165); blood healing
Fort +24, Ref +17, Will +19
DR 10/cold iron, 10/good; Immune bleed, electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
--------------------
Offense
--------------------
Speed 50 ft.
Melee +3 wounding scimitar +29/+24/+19 (1d6+13/15-20 plus 1 bleed), 3 claws +23 (1d6+5 plus grab), gore +23 (2d6+5) or
. . 4 claws +25 (1d6+10 plus grab), gore +25 (2d6+10)
Special Attacks compelling domination, constrict (4d6+15 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-Like Abilities (CL 15th; concentration +22)
. . Constant—deathwatch, true seeing, unholy aura (DC 25)
. . At will—crushing despair (DC 21), dispel magic, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22)
. . 3/day—confusion (DC 21), demand (DC 25), dominate person (DC 22), fly
. . 1/day—summon (level 5, 1 seraptis 20% or 1 glabrezu 40%), symbol of insanity (DC 25)
--------------------
Statistics
--------------------
Str 30, Dex 27, Con 32, Int 20, Wis 23, Cha 25
Base Atk +15; CMB +25 (+29 grapple); CMD 47
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Initiative, Multiattack, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +26 (+42 to jump), Bluff +25, Fly +26, Intimidate +25, Knowledge (planes) +23, Knowledge (religion) +23, Perception +32, Sense Motive +24, Stealth +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Other Gear +3 wounding scimitar
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary or cult (1 plus 2-6 succubi)
Treasure double (+3 wounding scimitar, other)
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blood Healing (Su) Whenever a creature within 30 feet of a seraptis takes bleed damage caused by that seraptis, the blood flows through the air into the seraptis's maw, and the seraptis heals an equal amount of damage.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compelling Domination (Su) Dominated foes don't resist and only get new save with self destructive orders.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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.
Gaze of Despair (DC 24) (Su) 30 ft, 1d6 Cha drain and staggered 1d6 rds, at 0 Cha attempt suicide.
Grab: Claw (Medium) (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 Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Multi-Arm Grab (Ex) When a seraptis successfully grabs a creature, the maws on her arms begin to gnaw on it. This ability functions as constrict, except the damage type is bludgeoning, piercing, and slashing. A seraptis gains a cumulative +4 bonus on grapple attempts wi
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (26) You have Spell Resistance.
Summon (level 5, 1 seraptis 20% or 1 glabrezu 40%, 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.

---------------------------------

X17 Chamber of the Anima Focus (CR 21) )
● 4 PCs - Most High Ceoptra , Isis, Ceoptra’s Attendant, 2 Warden of Storm
● 5 PCs - Most High Ceoptra, Isis, Ceoptra’s Attendant, 1 Lamia Matriarch Priestess, 2 Warden of Storm
● 6 PCs - Most High Ceoptra, Isis, Ceoptra’s Attendant, 2 Lamia Matriarch Priestess, 2 Warden of Storm

The seventh image of Karzoug is flickering next to the globe. When Ceoptra is defeated, he makes a grimace of distain and vanishes.

Most High Ceoptra:

Most High Ceoptra CR 20/MR 1
XP 307,200
Female lamia harridan oracle 14 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 186, Pathfinder RPG Mythic Adventures 224)
CE Huge monstrous humanoid
Init +33/+13, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +29
--------------------
Defense
--------------------
AC 43, touch 23, flat-footed 31 (+8 armor, +3 deflection, +9 Dex, +3 dodge, +10 natural, +2 shield, -2 size)
hp 297 (23 HD; 14d8+9d10+185)
Fort +16, Ref +22, Will +21
Defensive Abilities evasion; DR 10/magic; SR 31
--------------------
Offense
--------------------
Speed 90 ft.
Melee +5 unholy longspear +33/+28/+23/+18 (2d6+21/19-20/×3 plus 2d6 vs. good) or
. . 2 claws +23 (1d6+5), touch +23 (1d4 Wis drain)
Space 15 ft.; Reach 10 ft. (20 ft. with +5 unholy longspear)
Special Attacks pounce, rake (2 claws +28, 1d6+11), wisdom drain
Spell-Like Abilities (CL 9th; concentration +16)
. . At will—disguise self, ventriloquism (DC 18)
. . 3/day—charm monster (DC 21), major image (DC 20), quickened mirror image, suggestion (DC 20)
. . 1/day—deep slumber (DC 20)
Oracle Spells Known (CL 14th; concentration +21)
. . 7th (4/day)—mass cure serious wounds, destruction (DC 24), ethereal jaunt
. . 6th (6/day)—blade barrier (DC 23), mass cure moderate wounds, heal, greater heroism
. . 5th (7/day)—greater command (DC 22), mass cure light wounds, flame strike (DC 22), telekinesis (DC 22), telekinesis (DC 22), wall of stone
. . 4th (7/day)—air walk, cure critical wounds, death ward, greater magic weapon, sending, spiritual ally[APG]
. . 3rd (8/day)—blindness/deafness (DC 20), contagion (DC 20), cure serious wounds, dispel magic, heroism, searing light
. . 2nd (8/day)—cure moderate wounds, hold person (DC 19), levitate, minor image (DC 19), resist energy, shatter (DC 19), silence (DC 19), sound burst (DC 19), spiritual weapon
. . 1st (8/day)—cure light wounds, divine favor, endure elements, obscuring mist, protection from good, sanctuary (DC 18), unseen servant
. . 0 (at will)—bleed (DC 17), create water, detect magic, ghost sound (DC 17), guidance, light, mage hand, mending, read magic, resistance, stabilize
. . Mystery Ancestor
--------------------
Statistics
--------------------
Str 32, Dex 28, Con 22, Int 13, Wis 17, Cha 24
Base Atk +19; CMB +32; CMD 57 (61 vs. trip)
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Dodge, Forge Ring, Improved Critical (longspear), Improved Initiative, Mobility, Quicken Spell, Quicken Spell-Like Ability (mirror image), Spring Attack, Toughness
Skills Acrobatics +9 (+33 to jump), Bluff +34, Knowledge (arcana) +27, Knowledge (religion) +27, Perception +29, Spellcraft +27, Stealth +5; Racial Modifiers +4 Bluff, +4 Stealth
SQ oracle's curse (haunted), revelations (spirit shield[UM], storm of souls[UM], voice of the grave[APG], wisdom of the ancestors[UM]), undersized weapons
Combat Gear hourglass of last chances[UE]; Other Gear +5 unholy longspear, belt of physical might +4 (Str, Dex), headband of alluring charisma +4, necklace of adaptation, ring of force shield, sihedron ring, 4 gold ankle bands (worth 8,000 gp), gold and sapphire choker (worth 6,000 gp)
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Pounce (Ex) You can make a full attack as part of a charge.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quicken Spell-Like Ability (Mirror Image) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (31) You have Spell Resistance.
Spirit Shield +8 (& 50% Ranged Miss Chance, 14 hours/day) (Su) Spirits of ancestors grant armor bonus and 50% ranged attack miss chance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Storm of Souls (7d8, 2/day, DC 24) (Su) Inflict woulds at 100 ft. in a 20-ft. radius burst that deals 7d8 dmg (x2 to undead), Fort DC 24 half.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Voice of the Grave (-4 saves, 14 rounds/day) (Su) As speak with dead, with penalty of dead creature to resist effects.
Wisdom Drain (DC 28) (Su) Attack causes Ability Drain
Wisdom of the Ancestors (Commune, 1/day) (Su) Commune with ancestors as commune spell.

Isis, Ceoptra’s Attendant:

Cloud Giant CR 16
XP 76,800
Female advanced bard cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 246)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +28
--------------------
Defense
--------------------
AC 36, touch 14, flat-footed 33 (+8 armor, +3 deflection, +3 Dex, +14 natural, -2 size)
hp 225 (18d8+144)
Fort +23, Ref +13, Will +19
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +4 morningstar +30/+25/+20 (4d6+25) or
. . 2 slams +20 (2d6+7)
Ranged rock +10 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks bardic performance 45 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 26], frightening tune [DC 26], inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, mass suggestion [DC 26], soothing performance, suggestion [DC 26]), rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +23)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
Spells Known (CL 18th; concentration +25)
. . 5th (3/day)—song of discord (DC 22)
. . 4th (3/day)—discordant blast[APG], greater invisibility
. . 3rd (4/day)—dispel magic, slow (DC 20)
--------------------
Statistics
--------------------
Str 39, Dex 17, Con 27, Int 16, Wis 24, Cha 24
Base Atk +13; CMB +29 (+31 bull rush, +31 overrun); CMD 45 (47 vs. bull rush, 47 vs. overrun)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (morningstar)
Skills Acrobatics +3 (+11 to jump), Climb +29, Craft (Enter Choice) +10, Diplomacy +25, Intimidate +42, Perception +28, Perform (string instruments) +25
Languages Common, Giant
SQ oversized weapon
Other Gear +4 mithral chain shirt, +4 morningstar, cloak of resistance +4, headband of mental prowess +4 (Wis, Cha), lyre of storms[MA], sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bardic Performance (swift action, 45 rounds/day) Your performances can create magical effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Lamia Matriarch Priestess:

Lamia Matriarch Priestess CR 13
XP 25,600
Male lamia matriarch cleric 9 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 26 (+5 armor, +3 deflection, +4 Dex, +8 natural, +1 shield, -1 size)
hp 178 (21 HD; 9d8+12d10+72)
Fort +16, Ref +18, Will +22
Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +3 keen scimitar +22/+17/+12/+7 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . +3 keen scimitar +22/+17/+12 (1d6+8/15-20 plus 1 Wis drain on first hit each round) or
. . touch +17 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Special Attacks might of the gods (+9, 9 rounds/day), scythe of evil (4 rounds, 1/day), strength variant channeling 9/day (DC 20, 5d6 plus 2 channel penalty), wisdom drain (touch: 1d4 Wis drain)
Spell-Like Abilities (CL 12th; concentration +18)
. . At will—charm monster (DC 20), ventriloquism (DC 17)
. . 3/day—deep slumber (DC 19), dream, major image (DC 19), mirror image, suggestion (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . 8/day—strength surge (+4), touch of evil (4 rounds)
Sorcerer Spells Known (CL 6th; concentration +12)
. . 3rd (4/day)—haste
. . 2nd (7/day)—death knell (DC 18), invisibility
. . 1st (8/day)—cure light wounds, divine favor, mage armor, magic missile
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—greater command (DC 20), flame strike (DC 20), righteous might[D]
. . 4th—divine power, freedom of movement, poison (DC 19), unholy blight[D] (DC 19)
. . 3rd—blindness/deafness (DC 18), cure serious wounds, dispel magic, magic vestment[D], stone shape
. . 2nd—bull's strength[D], cure moderate wounds (3), death knell (DC 17), hold person (DC 17)
. . 1st—command (DC 16), cure light wounds (3), divine favor, protection from good[D], sanctuary (DC 16)
. . 0 (at will)—detect magic, guidance, mending, read magic
. . D Domain spell; Domains Evil, Strength
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 17, Int 16, Wis 21, Cha 22
Base Atk +18; CMB +24; CMD 41 (can't be tripped)
Feats Combat Reflexes, Dispelling Blow, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Critical (scimitar), Improved Two-weapon Fighting, Seize The Moment[UC], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 to jump), Bluff +22, Climb +13, Diplomacy +30, Disguise +12, Intimidate +24, Knowledge (arcana) +27, Knowledge (Religion) +24, Spellcraft +27, Swim +13, Use Magic Device +22; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Abyssal, Common, Draconic
SQ change shape (fixed Medium humanoid form; alter self), undersized weapons
Other Gear +3 leather armor, +3 keen scimitar, +3 keen scimitar, headband of inspired wisdom +4, sihedron ring
--------------------
Ecology
--------------------
Environment any land
Organization solitary, pair, or cult (3-6)
Treasure double (two +1 scimitars, other treasure)
--------------------
Special Abilities
--------------------
Change Shape (fixed Medium humanoid form; alter self) (Su) You can change your form.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Climb (40 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Dispelling Blow Your critical hits can cut through spells.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Might of the Gods (9 rounds/day) (Su) Add your cleric level to your STR for checks.
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon temporarily becomes unholy.
Seize the Moment When ally confirms a critical threat, you gain an attack of opportunity
Spell Resistance (19) You have Spell Resistance.
Strength Surge (8/day) (Sp) Grant +4 to a melee attack or strength check.
Strength Variant Channeling (±2 Profane) Bonus/Penalty to Strength-related checks
Strength Variant Channeling 5d6 plus 2 channel penalty (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Swim (40 feet) You have a Swim speed.
Touch of Evil (4 rounds, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (Touch: 1d4 Wis drain, DC 26) (Su) Attack causes Ability Drain

Warden of Storm:

Warden of Storm CR 14
XP 38,400
Male advanced fighter cloud giant (Pathfinder RPG Bestiary 147, 288, Pathfinder RPG Monster Codex 247)
NE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
--------------------
Defense
--------------------
AC 41, touch 14, flat-footed 38 (+12 armor, +3 deflection, +3 Dex, +15 natural, -2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +15
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 50 ft.
Melee (G) +3 thundering morningstar +29/+24/+19 (4d6+42/19-20) or
. . 2 slams +17 (2d6+12)
Ranged rock +9 (2d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th; concentration +19)
. . At will—levitate (self plus 2,000 lbs.), obscuring mist
. . 1/day—fog cloud
--------------------
Statistics
--------------------
Str 43, Dex 17, Con 27, Int 16, Wis 20, Cha 16
Base Atk +12; CMB +26 (+28 bull rush, +28 overrun); CMD 46 (48 vs. bull rush, 48 vs. overrun)
Feats Awesome Blow, Awesome Charge, Bull Rush Strike[APG], Cleave, Hammer The Gap[UC], Improved Bull Rush, Improved Critical (morningstar), Improved Overrun, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (morningstar)
Skills Acrobatics +13 (+21 to jump), Climb +34, Craft (Enter Choice) +10, Diplomacy +11, Intimidate +38, Perception +24, Perform (string instruments) +10
Languages Common, Giant, Shoanti, Thassilonian
SQ armor training 4, oversized weapon
Other Gear +3 full plate, +3 thundering morningstar, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Bull Rush Strike Critical hit's confirmation roll is a Bull Rush maneuver check.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Weapon (Ex) This creature can use a weapon of one size category larger without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (140 ft.) (Ex) You can throw big rocks. They hurt.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Weapon Training (Flails) +3 (Ex) +3 Attack, Damage, CMB, CMD with Flails


Book 6 Part 7
---------------------------------

The Final Battle
● 4 PCs - Karzoug, 2 Warden of Thunder, 1 Warden of Runes, 1 Old Blue Dragon
● 5 PCs - Karzoug, 2 Warden of Thunder, 1 Warden of Runes, 1 Old Blue Dragon, 1 Huge Gold Golems
● 6 PCs - Karzoug, 2 Warden of Thunder, 1 Warden of Runes, 1 Old Blue Dragon, 2 Huge Gold Golems

Karzoug Note: If feels natural to make Karzoug a Mythical Arcanist, although that skyrockets his CR up to the stratosphere. It for sure gives him several more fun spell options, but at the same time it doesn’t feels like he gets into impossible levels of resistance. He already had a good access to level 9 spells so his ability to kill off entire groups stays “somewhat” the same. Choose Mythic Karzoug or Normal Karzoug stats after our liking.

Map Note: Double the size of the map, 1 square = 10 feet.

Artifact Note: A dominant weapon must be used to smash the soul lens. The soul lens has hardness 20 (this hardness cannot be bypassed) and 200 hit points (4PCs) 250 hit points (5PCs) 300 hit points (6 PCs) , but the dominant weapon gains the full benefits of its bane special abilities when damaging the soul lens. The soul lens takes no damage from other attacks.

Placement: Karzoug always begins in this throne with the Blue Dragon beside him. Wardens of Thunder should be placed opposite of each other on the elevated platforms (Y2). Gold Golems 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.

When the TPK happens – IF they rescued Ayruzi:

If you ever find yourself lost in the void, a place devoid of all existence, not even death can claim you. It's as if you are trapped in a state of eternal nothingness. There is no concept of time, no darkness, and no pain, yet a lingering feeling of loss permeates the air. Karzoug, the cause of your defeat, has left a bitter taste even in this non-existence.
After what feels like an eternity of emptiness, a faint glimmer of light catches your attention. From within the void, you hear the voice of the planetar Ayruzi calling out to you.

"Ah, there you are! I have found you, lost so far within this nothingness. Let's see if I can mend your shattered souls... I must try."
Slowly, you begin to open your eyes, finding yourself lying amidst the ashes of your defeat. Karzoug, unaware of your revival, is caught up in commanding the giants to prepare the gate back to Golatrion. His attention momentarily diverted from your lifeless bodies.

It is Ayruzi's whispered words in your ears that jolt you into action.
"Kill him!"

Karzoug Actions First Turns:

Spells already in place: Foresight, Mind Blank, Greater Arcane Sight

Turn 1: Clashing rocks + Quickend Timestop (using wand)
(Timestop 1: fiery body + quickened protection from elements; spell turning + quickened echolocation; deflection + quickened haste)

Turn 2: Wail of the Banshee + quickened time stop
(Timestop 2: ; prismatic wall + quickened shield; wall of suppression + quickened dimension door; repulsion)

Turn 3: Temporal Regression OR Mass reduce person + quickened slow

Turn 4: Wish OR quickened slow, quickened slow, maze

Turn 5+: Good luck :)

---------------------------------

Karzoug the Claimer:

Karzoug the Claimer CR 22
XP 614,400
Male human (pureblooded Azlanti) transmuter 20 (Pathfinder RPG Adventurer's Guide 63)
NE Medium humanoid (human)
Init +7; Senses Perception +22
--------------------
Defense
--------------------
AC 33, touch 22, flat-footed 26 (+6 armor, +5 deflection, +7 Dex, +5 natural)
hp 382 (20d6+235); fast healing 10
Fort +20, Ref +18, Will +19; +8 resistance bonus vs. mind-affecting
Defensive Abilities freedom of movement (constant); Immune confusion, insanity effects; SR 24
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (perfect)
Melee karzoug's burning glaive +22/+17 (1d10+15/×3 plus 1d6 fire) or
. . 2 claws +20 (1d4+10/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with karzoug's burning glaive)
Spell-Like Abilities (CL 20th; concentration +26)
. . Constant—arcane sight, darkvision, see invisibility, tongues
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—clashing rocks[APG] (DC 33), fiery body[APG], foresight, time stop (2), wail of the banshee (DC 33), wall of suppression[APG], wish
. . 8th—quickened dimension door (2), horrid wilting (DC 32), maze (2), mind blank, prismatic wall (DC 31), temporal stasis (2, DC 33)
. . 7th—quickened dispel magic, finger of death (DC 31), forcecage (DC 30), quickened haste, quickened lightning bolt (DC 26), greater polymorph (2), quickened slow (DC 28), spell turning
. . 6th—disintegrate (2, DC 31), greater dispel magic, flesh to stone (DC 31), globe of invulnerability, repulsion (DC 29), quickened resist energy, sign of wrath (DC 29), true seeing
. . 5th—baleful polymorph (DC 30), cloudkill (DC 29), cone of cold (DC 28), quickened magic missile (2), quickened shield, telekinesis (2, DC 30), wall of force
. . 4th—bestow curse (DC 28), black tentacles, enervation (2), ice storm (2), mass reduce person (2, DC 29), scrying (DC 27), solid fog
. . 3rd—blink, dispel magic, fireball (DC 26), keen edge, greater magic weapon, protection from energy, slow (2, DC 28), stinking cloud (DC 27), vampiric touch
. . 2nd—blindness/deafness (DC 26), false life, glitterdust (DC 26), protection from arrows, pyrotechnics (2, DC 27), resist energy, scorching ray (2), shatter (DC 25)
. . 1st—alarm, enlarge person (DC 26), expeditious retreat, grease, ray of enfeeblement (4, DC 25), reduce person (2, DC 26)
. . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24)
--------------------
Statistics
--------------------
Str 24, Dex 24, Con 28, Int 36, Wis 15, Cha 22
Base Atk +10; CMB +17; CMD 39
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune, Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Bluff +26, Craft (alchemy) +36, Diplomacy +26, Fly +38, Intimidate +26, Knowledge (arcana) +36, Knowledge (engineering) +36, Knowledge (history) +36, Knowledge (nature) +36, Knowledge (nobility) +36, Knowledge (planes) +36, Knowledge (religion) +36, Perception +22, Sense Motive +22, Spellcraft +42, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), contingency, exceptional stats, immortal, inherent bonuses, permanent spells, physical enhancement (+5)
Combat Gear greater quicken metamagic rod, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, amber spindle ioun stone (5), belt of physical might +6 (Str, Dex), crimson sphere ioun stone (3), emerald ellipsoid ioun stone (12), onyx rhomboid ioun stone (3), ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome, talons of leng[UE], diamonds (for wish and limited wish) (worth 75,000 gp), eye ointment (for true seeing) (worth 500 gp), ruby dust (for forcecage (worth 1,500 gp), ruby inscribed with rune of wrath (focus for sign of wrath) (worth 1,000 gp), vial of powdered gemstones (for temporal stasis) (worth 10,000 gp)
--------------------
Special Abilities
--------------------
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.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Contingency (Sp) If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, that spell effect is targeted by a greater dispel magic spell.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exceptional Stats (Ex) Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Karzoug has much mor
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
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.
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond
Immunity to Confusion Immunity to confusion
Immunity to Insanity Effects Immune to insanity
Inherent Bonuses (Ex) Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence, and a +4 inherent bonus to his other five ability scores.
Permanent Spells (Sp) Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Physical Enhancement +5 (Constitution, Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

Mythic Karzoug the Claimer:

Karzoug the Claimer CR 25/MR 2
XP 1,638,400
Male arcane human (pureblooded Azlanti) transmuter 20 (Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Mythic Adventures 224)
NE Medium humanoid (human)
Init +7; Senses Perception +22
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Defense
--------------------
AC 33, touch 22, flat-footed 26 (+6 armor, +5 deflection, +7 Dex, +5 natural)
hp 398 (20d6+251); fast healing 10
Fort +20, Ref +18, Will +19; +8 resistance bonus vs. mind-affecting
Defensive Abilities freedom of movement (constant); Immune confusion, insanity effects; SR 24
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (perfect)
Melee karzoug's burning glaive +22/+17 (1d10+15/×3 plus 1d6 fire) or
. . 2 claws +20 (1d4+10/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with karzoug's burning glaive)
Special Attacks mythic magic 3/day, simple arcane spellcasting
Spell-Like Abilities (CL 20th; concentration +26)
. . Constant—arcane sight, darkvision, see invisibility, tongues
. . 1/day—imprisonment (DC 25), mage's disjunction (DC 25), power word kill, prismatic sphere (DC 25), prismatic spray (DC 23), waves of exhaustion
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—clashing rocks[APG] (DC 33), fiery body[APG], foresight, time stop (2), wail of the banshee (DC 33), wall of suppression[APG], wish
. . 8th—quickened dimension door (2), horrid wilting (DC 32), maze (2), mind blank, prismatic wall (DC 31), temporal stasis (2, DC 33)
. . 7th—quickened dispel magic, finger of death (DC 31), forcecage (DC 30), quickened haste, quickened lightning bolt (DC 26), greater polymorph (2), quickened slow (DC 28), spell turning
. . 6th—disintegrate (2, DC 31), greater dispel magic, flesh to stone (DC 31), globe of invulnerability, repulsion (DC 29), quickened resist energy, sign of wrath (DC 29), true seeing
. . 5th—baleful polymorph (DC 30), cloudkill (DC 29), cone of cold (DC 28), quickened magic missile (2), quickened shield, telekinesis (2, DC 30), wall of force
. . 4th—bestow curse (DC 28), black tentacles, enervation (2), ice storm (2), mass reduce person (2, DC 29), scrying (DC 27), solid fog
. . 3rd—blink, dispel magic, fireball (DC 26), keen edge, greater magic weapon, protection from energy, slow (2, DC 28), stinking cloud (DC 27), vampiric touch
. . 2nd—blindness/deafness (DC 26), false life, glitterdust (DC 26), protection from arrows, pyrotechnics (2, DC 27), resist energy, scorching ray (2), shatter (DC 25)
. . 1st—alarm, enlarge person (DC 26), expeditious retreat, grease, ray of enfeeblement (4, DC 25), reduce person (2, DC 26)
. . 0 (at will)—acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24)
--------------------
Statistics
--------------------
Str 24, Dex 24, Con 28, Int 36, Wis 15, Cha 22
Base Atk +10; CMB +17; CMD 39
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune, Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Skills Bluff +26, Craft (alchemy) +36, Diplomacy +26, Fly +38, Intimidate +26, Knowledge (arcana) +36, Knowledge (engineering) +36, Knowledge (history) +36, Knowledge (nature) +36, Knowledge (nobility) +36, Knowledge (planes) +36, Knowledge (religion) +36, Perception +22, Sense Motive +22, Spellcraft +42, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), contingency, exceptional stats, immortal, inherent bonuses, permanent spells, physical enhancement (+5)
Combat Gear greater quicken metamagic rod, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges); Other Gear karzoug's burning glaive, amber spindle ioun stone (5), belt of physical might +6 (Str, Dex), crimson sphere ioun stone (3), emerald ellipsoid ioun stone (12), onyx rhomboid ioun stone (3), ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome, talons of leng[UE], diamonds (for wish and limited wish) (worth 75,000 gp), eye ointment (for true seeing) (worth 500 gp), ruby dust (for forcecage (worth 1,500 gp), ruby inscribed with rune of wrath (focus for sign of wrath) (worth 1,000 gp), vial of powdered gemstones (for temporal stasis) (worth 10,000 gp)
--------------------
Special Abilities
--------------------
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.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Contingency (Sp) If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, that spell effect is targeted by a greater dispel magic spell.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exceptional Stats (Ex) Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Karzoug has much mor
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
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.
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond
Immunity to Confusion Immunity to confusion
Immunity to Insanity Effects Immune to insanity
Inherent Bonuses (Ex) Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence, and a +4 inherent bonus to his other five ability scores.
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Permanent Spells (Sp) Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Physical Enhancement +5 (Constitution, Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Simple Arcane Spellcasting (Su) Can cast a limited number of arcane spells
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.

Warden or Runes:

Warden of Runes CR 19
XP 204,800
Male fighter rune giant (Pathfinder RPG Bestiary 2 130, Pathfinder RPG Monster Codex 247)
LE Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 42, touch 9, flat-footed 42 (+14 armor, +3 deflection, +19 natural, -4 size)
hp 270 (20d8+180)
Fort +19, Ref +10, Will +24
Immune cold, electricity, fire
--------------------
Offense
--------------------
Speed 50 ft.; air walk
Melee +4 greatsword +37/+28/+23 (6d6+45/17-20) or
. . mwk spear +29/+20/+15 (4d6+37/×3) or
. . 2 slams +19 (2d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks command giant, runes (DC 24), spark shower
Spell-Like Abilities (CL 20th; concentration +24)
. . Constant—air walk
. . At will—charm person (DC 15), suggestion (DC 17)
. . 3/day—dominate person (DC 19), mass charm monster (DC 22)
. . 1/day—demand (DC 22), true seeing
--------------------
Statistics
--------------------
Str 45, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +32 (+34 bull rush); CMD 49 (51 vs. bull rush)
Feats Awesome Blow, Awesome Charge, Cleave, Critical Focus, Furious Focus[APG], Improved Bull Rush, Improved Critical (greatsword), Improved Critical (longsword), Improved Vital Strike, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Quick Draw, Staggering Critical, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +19 (+35 to jump), Craft (Enter Choice) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
SQ armor training 4
Other Gear +5 full plate, +4 greatsword, mwk spear (3), amulet of natural armor +4, cloak of resistance +4, sihedron ring
--------------------
Ecology
--------------------
Environment cold mountains
Organization solitary, pair, patrol (3-6), squad (7-12), or company (13-30 plus 2-4 fighters or rogues of 2nd-4th level, 1 oracle or sorcerer of 5th-8th level, 1 ranger or monk commander of 5th-6th level, 10-20 yetis, 1-4 cloud giants, 8-12 frost giants, 10-16 stone giants, 4-8 lamia matriarchs, and 1-2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Critical Focus +4 to confirm critical hits.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Runes (DC 24) (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The s
Spark Shower (DC 29) (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 round
Staggering Critical (DC 25) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

Warden of Thunder:

Warden of Thunder CR 16
XP 76,800
Male advanced fighter storm giant (Pathfinder RPG Bestiary 152, 288, Pathfinder RPG Monster Codex 247)
CG Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +29
--------------------
Defense
--------------------
AC 45, touch 15, flat-footed 41 (+13 armor, +3 deflection, +4 Dex, +17 natural, -2 size)
hp 237 (19d8+152)
Fort +22, Ref +13, Will +18
Defensive Abilities rock catching; Immune electricity
--------------------
Offense
--------------------
Speed 50 ft., swim 30 ft.
Melee +3 shock greatsword +38/+29/+24 (4d6+46/17-20 plus 1d6 electricity) or
. . 2 slams +21 (2d6+13)
Ranged composite longbow +16/+11/+6 (3d6/×3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th; concentration +19)
. . Constant—freedom of movement
. . 2/day—control weather, levitate
. . 1/day—call lightning (DC 17), chain lightning (DC 20)
--------------------
Statistics
--------------------
Str 47, Dex 18, Con 27, Int 20, Wis 24, Cha 19
Base Atk +14; CMB +30 (+32 bull rush, +32 sunder); CMD 51 (53 vs. bull rush, 53 vs. sunder)
Feats Awesome Blow, Awesome Charge, Cleave, Combat Reflexes, Furious Focus[APG], Great Cleave, Heavy Armor Proficiency, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword)
Skills Acrobatics +22 (+30 to jump), Climb +39, Craft (Enter Choice) +13, Intimidate +26, Perception +29, Perform (sing) +23, Sense Motive +26, Survival +19, Swim +28
Languages Auran, Azlanti, Common, Draconic, Giant, Thassilonian
SQ armor training 4, water breathing
Other Gear +4 full plate, +3 shock greatsword, composite longbow, amulet of natural armor +3, sihedron ring
--------------------
Ecology
--------------------
Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 str bonus] with 20 arrows, mwk greatsword, other treasure)
--------------------
Special Abilities
--------------------
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Awesome Charge Perform awesome blow against charged opponent as free action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Electricity You are immune to electricity damage.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Swim (30 feet) You have a Swim speed.
Vital Strike Standard action: x2 weapon damage dice.
Water Breathing You can breathe water as well as air.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades

Old Blue Dragon :

Blue Dragon, Old CR 16
XP 76,800
Male old blue dragon (Pathfinder RPG Bestiary 94)
LE Gargantuan dragon (earth)
Init +3; Senses dragon senses; Perception +27
Aura electricity (10 ft, 1d6 elec.), frightful presence (240 ft., DC 24)
--------------------
Defense
--------------------
AC 31, touch 5, flat-footed 31 (-1 Dex, +26 natural, -4 size)
hp 250 (20d12+120)
Fort +18, Ref +11, Will +16
DR 10/magic; Immune electricity, paralysis, sleep; SR 27
--------------------
Offense
--------------------
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +27 (4d6+15/19-20), 2 claws +26 (2d8+10), tail slap +24 (2d8+15), 2 wings +24 (2d6+5)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft line, 16d8 electricity, Reflex DC 26 half), crush (Medium creatures, DC 26, 4d6+15), desert thirst (DC 26), tail sweep (30-ft., 2d6+15, DC 26)
Spell-Like Abilities (CL 20th; concentration +24)
. . At will—create water, ghost sound (DC 14), hallucinatory terrain (DC 18), minor image (DC 16), ventriloquism (DC 15)
Sorcerer Spells Known (CL 9th; concentration +13)
. . 4th (5/day)—enervation, stoneskin
. . 3rd (7/day)—dispel magic, haste, vampiric touch
. . 2nd (7/day)—darkness, false life, invisibility, resist energy
. . 1st (7/day)—alarm, mage armor, shield, true strike, unseen servant
. . 0 (at will)—arcane mark, bleed (DC 14), detect magic, mage hand, mending, message, read magic, resistance
--------------------
Statistics
--------------------
Str 31, Dex 8, Con 23, Int 18, Wis 19, Cha 18
Base Atk +20; CMB +34; CMD 43 (47 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)
Skills Acrobatics -1 (+3 to jump), Bluff +27, Fly +8, Intimidate +27, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (local) +27, Perception +27, Spellcraft +27, Stealth +10, Survival +27
Languages Auran, Common, Draconic, Giant, Infernal
SQ mirage, sound imitation
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (120-ft line, 16d8 electricity, Reflex DC 26 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Burrow (20 feet) You have a Burrow speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Crush (Medium creatures, 4d6+15, DC 26) 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/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazzling Display (Bite) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Stroke (Bite) Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed target.
Desert Thirst (DC 26) (Su) Can destroy liquid based magic items (like potions) in a 10 ft burst (Will neg).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Electricity Aura (10 ft, 1d6 elec.) (Su) Creatures in aura at the start of the dragons turn take electricity damage
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fly (250 feet, Clumsy) You can fly!
Frightful Presence (240 ft., 5d6 rounds, DC 24) Those in area of effect become frightened or shaken (Will neg.)
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mirage (20 rounds/day) (Su) Appear in 2 places (as project image), but can use breath weapon through the illusion.
Sound Imitation (Ex) Can mimic any voice or sound with a Bluff check vs. listener's Sense Motive.
Spell Resistance (27) You have Spell Resistance.
Tail Sweep (30-ft., 2d6+15, DC 26) As a standard action, deal damage in half circle to foes 4+ sizes smaller (Ref half).

Huge Gold Golem:

Gold Golem CR 15
XP 51,200
Gold golem (Pathfinder RPG Bestiary 6 140)
N Huge construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 31, touch 11, flat-footed 28 (+3 Dex, +20 natural, -2 size)
hp 166 (23d10+40)
Fort +7, Ref +10, Will +7
DR 15/adamantine; Immune construct traits, magic
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +37 (6d8+16 plus prismatic surge)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 42, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +23; CMB +41; CMD 54
SQ death throes
--------------------
Special Abilities
--------------------
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 21) (Ex) When killed, melt and release 10-ft. rad. cloud that deals 1d4 Con (Fort neg)
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.
Prismatic Surge (DC 21) (Su) With sucessful attack affect foe struck or another within 30 ft. (ranged touch atk) with prismatic ray/

Grand Lodge

Awesome work Gnutten, and congratulations on making it to the final stages with your party! Best of luck with your finale, and thank you for finishing out this guide in its original style.

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