red hand pathinder conversions
DESCRIPTION
Red Hand of Doom Pathfinder ConversionTRANSCRIPT
I. LEADERS OF THE HORDE
HIGH WYRMLORD AZARR KUL CR 13
Male Half-Dragon (blue) hobgoblin cleric 12
LE Medium dragon
Init +0; Senses darkvision 60 ft. low-light vision; Perception +9
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AC 31, touch 12, flat-footed 31 (+11 armor, +4 natural armor, +4 shield, +2 deflection )
hp 108 (12d8+36)(+12hp Favored Class)
Immune Sleep, Paralysis, Electricity
Resist acid 5, fire 5
Fort +14, Ref +7, W ill +14
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Speed 20 ft. (4 squares); Fly 40 (8 squares)(average)
Melee +2 keen blue dragonfang heavy pick +17/+12 (1d6+7 plus 1 electricity / 19-20/x4) and
bite +14 (1d6+6)
Special Actions: Channel Energy (6d6)(8/day)(+2 DC); Spontaneous Casting (Inflict spells),
Destructive Smite, Copycat, Destructive Aura, Master’s Illusions
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Str 20, Dex 10, Con 16, Int 12, W is 20, Cha 16
Base Atk +9/+4; CMB +14; CMD 24
Feats Ability Focus (Breath W eapon), Craft W ondrous Item, Divine Vigor, Extra Channel, Improved
Channel, W eapon Focus (Heavy Pick)
Skills Bluff +7, Craft (Sculpting) +16, Diplomacy +10, Intimidate +7, Knowledge (Arcana) +8, Knowledge
(Religion) +8, Perception +9
Languages Common, Draconic, Goblin, Infernal
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Spells (Domains: Destruction, Trickery
6 (DC 21) - Antilife Shell, Harm , Misleadth D
5 (DC 20) - Flame Strike, Mass Inflict Light Wounds, Righteous Might, Spell Resistance, Shoutth D
4 (DC 19) - Death Ward, Freedom of Movement, Spiritual Ally (APG), Unholy Blight, Confusionth D
3 (DC 18) - Contagion, Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, rd
Magic VestmentD
2 (DC 17) - bear’s endurance, bull’s strength, cure moderate wounds, hold person, silence, nd
InvisibilityD
1 (DC 16) - bane, burning disarm (APG), command, cure light wounds (x2), protection from goodst
true strikeD
0 (DC 15) - detect magic, stabilize (x2), resistance
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+2 black dragoncraft full plate,* +2 heavy red dragoncraft shield,* +2 keen blue dragonfang
heavy pick*, headband of inspired Wisdom +4, cloak of resistance +3, ring of protection +2, Heward’s
handy haversack, bejeweled Tiamat headdress worth 2,000 gp, potion of barkskin +4, potion of haste,
scroll of heal, scroll of restoration, scroll of word of recall
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Destructive Smite (Su): 6/day: +6 damage to single attack.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per
day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale
bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These
rounds do not need to be consecutive.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a
single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory
duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not
stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your
W isdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and
any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell
veil. The rounds do not need to be consecutive.
Divine Vigor (feat): Expend one channel energy to gain +10 speed and 22 hp for 3 minutes.
Improved Channel (feat): +2 bonus on channel energy DC (Fort half, DC 21)
Breath Weapon (Su): 1/day; 60' line, 12d6 electricity, Ref half, DC 21.
Black Dragoncraft Full Plate: resist 5 acid. Treat as medium armor, -4 skill penalty.
Red Dragoncraft Heavy Steel Shield: resist 5 fire. -0 skill penalty.
Blue Dragonfang Weapon: +1 electricity damage
Conversion Note: Technically, Azarr Kul’s breath weapon would do 0d6 damage. But that odd artifact of
the conversion process seems both counterintuitive and counter-fun. Ignore it.
WYRMLORD HRAVEK KHARN CR 10
Male hobgoblin cleric 11
LE Medium monstrous humanoid (goblinoid)
Init +6; Senses darkvision 60 ft. low-light vision; Perception +9
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AC 28, touch 12, flat-footed 26 (+11 armor, +4 shield, +2 dex, +1 deflection )
hp 121 (11d8+55)(+11hp Favored Class)
Resist fire 5
Fort +13, Ref +7, W ill +12
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Speed 20 ft. (4 squares);
Melee +1 wounding heavy pick +16/+11 (1d6+6 plus 1 con/ x4)
Special Actions: Channel Energy (6d6)(8/day)(+2 DC); Spontaneous Casting (Inflict spells),
Touch of Evil, Scythe of Evil, Strength Surge, Might of the Gods
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Str 18/22, Dex 14, Con 18, Int 10, W is 16, Cha 12
Base Atk +8/+3; CMB +14; CMD 26
Feats Channel Smite, Diehard,Endurance, Improved Initiative, Toughness, W eapon Focus (Heavy Pick)
Skills Climb +11, Diplomacy +9, Intimidate +11, Knowledge (Religion)+8,
Languages Common, Draconic, Goblin, Infernal
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Spells (Domains: Evil, Strength)
6 (DC 19) - Summon Monster VI, Misleadth D
5 (DC 18) - Flame Strike, Righteous Might, Spell Resistance, Dispel Goodth D
4 (DC 17) - Freedom of Movement, Spiritual Ally (APG), Unholy Blight, Spell Immunityth D
3 (DC 16) - Contagion, Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, rd
Magic VestmentD
2 (DC 15) - bear’s endurance, bull’s strength, cure moderate wounds, hold person, silence, nd
Bull’s StrengthD
1 (DC 14) - bane, burning disarm (APG), command, cure light wounds (x2), protection from goodst
Enlarge PersonD
0 (DC 13) - detect magic, stabilize (x2), resistance
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+2 red dragoncraft full plate,* +2 heavy steel shield, +1 wounding heavy pick*, Belt of Giant Strength+4,
cloak of resistance +2, ring of protection +1, 1 scroll of cure critical wounds, 2 potions of cure serious
wounds, potion of fly, potion of haste
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Touch of Evil (Sp): 4/day, Touch sickens for 5 rounds. Victims treated as Good for purposes of evil
spells. No save.
Scythe of Evil (Sp): 1/day, give a weapon the Unholy weapon quality for 5 rounds.
Strength Surge (Sp): 4/day, Creature touched gains +5 attack rolls, CMB, and strength skills. Lasts 1
round.
Might of the Gods (Sp): +11 bonus to your strength for 11 rounds. Only for Strength checks and Strength
skills.
Red Dragoncraft Full Plate: resist 5 fire. Treat as medium armor, -4 skill penalty.
Unholy Weapon Quality: +2d6 damage to good-aligned creatures.
WYRMLORD ULWAI STORMCALLER (Version 1) CR 9
Female Hobgoblin Bard 10 (Arcane Duellist build)
NE Medium monstrous humanoid (goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +6
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AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex)
hp 80 (10d8+20)(+10hp Favored Class)
Fort +5, Ref +14, W ill +12
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Speed 30 ft. (6 squares);
Melee Masterwork W hip +15/+10 (1d3)
Range Masterwork Shortbow +15/+10 (1d6)
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Str 10, Dex 20/24, Con 14, Int 13, W is 8, Cha 17
Base Atk +7/+2; CMB +7; CMD 24
Feats Arcane Strike, Combat Casting, Disruptive, Exotic W eapon Proficiency (W hip), Extend Spell,
Magical Aptitude, Spellbreaker, Storm Magic*, W eapon Finesse
Skills Bluff +9, Diplomacy +12, Intimidate +16, Knowledge (Arcana) +9, Knowledge (Geography) +7,
Knowledge (Nature) +7, Perception +6, Perform +16 , Sense Motive +7, Spellcraft +16, Stealth +14, Use
Magic Device +16.
Languages Auran, Common, Draconic, Goblin, Infernal
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Bardic Performances: Distraction, Fascinate, Inspire Courage +2, Inspire Competence +3,
Dirge of Doom, Inspire Greatness.
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Spells
4 (DC 17) (1/day) - Dimension Door, Dominateth
3 (DC 16) (3/day) - Confusion, Haste, Purging Finale (APG), Slowrd
2 (DC 15) (5/day) - Cacophanous Call (APG), Cure Moderate Wounds, Eagle’s Splendor,nd
Enter Image (APG), Honeyed Tongue (APG)
1 (DC 14) (6/day) - Expeditious Retreat, Feather Fall, Feather Step (APG), Innocence (APG),st
Vanish (APG)
0 (DC 13) (unlimited) - Ghost Sound, Lullaby, Prestidigitation,
Read Magic, Summon Instrument, Unwitting Ally (APG)
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Staff of the Stormclouds (26 charges), Gloves of Incredible Dexterity +4, +2 mithral breastplate,
masterwork whip, masterwork shortbow with 20 shock arrows, mithral jewelry (necklace, earrings,
bracelets, rings and anklets) worth 1000 gp, potion of cure serious wounds.
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Storm Magic Feat: Cast spells at +1 caster level during storms.
Disruptive Feat: Enemies you threaten are -4 to cast defensively.
Spellbreaker: You gain AoO against foes who try and fail to cast defensively.
Rallying Cry (Su): Each round Ulwai makes an Intimidate check. Any ally (including Ulwai ) within 30 feet
may use this check in place of his own saving throw against fear and despair effects. Those already under
a fear or despair effect can attempt a new save each round using Ulwai’s Intimidate check. Rallying cry
does not work on effects that don’t allow saves. This performance replaces Countersong
Bladethirst (Su): Ulwai can grant one weapon, one natural weapon, one end of a double weapon, or 50
items of ammunition of the same type within 30 feet a +2 enhancement bonus. These bonuses stack with
existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of
the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning,
shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the
weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.
Arcane Bond (Ex): Ulwai has the arcane bond ability as a wizard, using her whip as her bonded item.
Arcane Armor (Ex): Ulwai has Medium Armor Proficiency and can cast bard spells in medium armor with
no chance of arcane spell failure.
Staff of Stormclouds:
1. Fog Cloud (1 charge)
2. Call Lightning (2 charges)
3. Control Weather (4 charges)
Conversion Note: This build ignores the Stormsinger prestige class of the original in order to pick up
some nifty “Arcane Duellist” abilities from the APG. Version 2 is more faithful to the original (See below).
WYRMLORD ULWAI STORMCALLER (Version 2) CR 9
Female Hobgoblin Bard 5 (Arcane Duellist build) / Stormsinger 5
NE Medium monstrous humanoid (goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +6
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AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex)
hp 75 (10d8+20)(+5hp Favored Class)
Resist 5 electricity
Fort +4, Ref +15, W ill +11
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Speed 30 ft. (6 squares);
Melee Masterwork W hip +13 (1d3) (1d3+3 with Arcane Strike)
Range Masterwork Shortbow +13 (1d6) (1d6+3 with Arcane Strike)
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Str 10, Dex 20/24, Con 14, Int 13, W is 8, Cha 17
Base Atk +5; CMB +5; CMD 22
Feats Arcane Strike, Combat Casting, Exotic W eapon Proficiency (W hip), Extend Spell, Storm Magic*,
W eapon Finesse
Skills Bluff +9, Diplomacy +12, Intimidate +16, Knowledge (Arcana) +7, Knowledge (Geography) +7,
Knowledge (Nature) +7, Perception +6, Perform (Sing) +16 , Sense Motive +7, Spellcraft +14, Stealth +14,
Use Magic Device +16.
Languages Auran, Common, Draconic, Goblin, Infernal
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Bardic Performances: Distraction, Fascinate, Inspire Courage +2, Inspire Competence +2
Stormsongs: Gust of Wind, Thunderstrike, Control Winds
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Spells
4 (DC 17) (1/day) - Dimension Door, Dominateth
3 (DC 16) (3/day) - Confusion, Haste, Purging Finale (APG), Slowrd
2 (DC 15) (5/day) - Cacophanous Call (APG), Cure Moderate Wounds, Eagle’s Splendor,nd
Enter Image (APG), Honeyed Tongue (APG)
1 (DC 14) (6/day) - Expeditious Retreat, Feather Fall, Feather Step (APG), Innocence (APG),st
Vanish (APG)
0 (DC 13) (unlimited) - Ghost Sound, Lullaby, Prestidigitation,
Read Magic, Summon Instrument, Unwitting Ally (APG)
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Staff of the Stormclouds (26 charges), Gloves of Incredible Dexterity +4, +2 mithral breastplate,
masterwork whip, masterwork shortbow with 20 shock arrows, mithral jewelry (necklace, earrings,
bracelets, rings and anklets) worth 1000 gp, potion of cure serious wounds.
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Storm Magic Feat: Cast spells at +1 caster level during storms.
Arcane Strike : As a swift action, Ulwai can imbue her weapons with a fraction of her power. For 1 round,
her weapons deal +3 damage and are treated as magic for the purpose of overcoming damage reduction.
This ability replaces Bardic Knowledge.
Rallying Cry (Su): W hen using this bardic performance, Ulwai makes an Intim idate check. Any ally
(including Ulwai) within 30 feet may use this check in place of his own saving throw against fear and
despair effects. Those already under a fear or despair effect can attempt a new save each round using
Ulwai’sIntimidate check. Rallying cry does not work on effects that don’t allow saves.
Arcane Bond (Ex): Ulwai has the arcane bond ability as a wizard, using her whip as her bonded item.
Stormsong: Ulwai can use her bardic music ability to create various storm-related effects in addition to
the normal uses of bardic music. Additionally, Ulwai can detect the approach of a natural storm 24 hours
in advance of it reaching the character’s current location.
Gust of Wind (Sp): Ulwai can use bardic music to generate a gust of wind, as the spell of
the same name. Her caster level is 10.
Thunderstrike (Su): Ulwai can use bardic music to unleash a deadly thunderbolt. The bolt can be
targeted at any one creature within 60 feet, and Ulwai must make a successful ranged touch
attack to hit the target. If she hits, Ulwai then makes a Perform (sing) check; the result indicates
how much electricity damage the thunderbolt deals. A Refl ex save (DC 18) halves the damage. If
the creature fails its Reflex save, it must make a Fortitude save(same DC) or be deafened for a
number of rounds equal to the damage dealt.
Control Winds (Sp): Ulwai can use bardic music to cast control winds. This functions like the spell
of the same name, except that the duration of the effect is concentration plus 3
rounds, and the save DC is 18. Ulwai’s caster level is 10.
Staff of Stormclouds:
4. Fog Cloud (1 charge)
5. Call Lightning (2 charges)
6. Control Weather (4 charges)
Conversion Note: This build is more faithful to the original than Version 1.
WYRMLORD SAARVITH CR 7
Male Goblin Ranger 8 (Arcane Duellist build)
NE Small monstrous humanoid (goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +6
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AC 21, touch 14, flat-footed 17 (+6 armor, +4 Dex, -1 size)
hp 74 (8d10+16)(+8hp Favored Class)
Fort +9, Ref +11, W ill +4
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Speed 10 ft. (4 squares);
Melee mwk small greatsword +9/+4 (1d10-1/19-20)
Range +1 small longbow +14/+14/+9 (1d6 +1/x3)
Favored Enemies: Elves +4, Humans +2 (bonus to hit, damage, Bluff, Percep., Sense Motive, Survival)
Favored Terrain: Swamp +4, Forest +2 (bonus to initiative, Perception, Stealth, Survival)
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Str 8, Dex 18, Con 14, Int 8, W is 13, Cha 10
Base Atk +8/+3; CMB +6; CMD 20
SQ: W oodland Stride, Swift Tracker
Feats Endurance, Manyshot, Mounted Combat, Mounted Archery, Point-Blank Shot,
Precise Shot, Rapid Shot
Skills Climb +5, Craft (Taxidermy) +6, Handle Animal +6, Perception +12, Ride +17, Stealth +23,
Survival +12
Languages Common, Draconic, Goblin, Infernal
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Spells
2 (DC 13) - Barkskin, Spike Growthnd
1 (DC 12) - Longstrider, Resist Energyst
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+2 mithral small chain shirt, masterwork small greatsword, +1 small longbow with 20 arrows,
10 +1 elf-bane arrows, cloak of resistance +1, leather pouch containing 37 gp, 11 pp and the key to his
chest. Potion of cure moderate wounds, potion of minor image, scroll of animal growth.
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Eagle Companion CR -
N small animal
Init +2; Senses low-light vision; Perception +9
AC 16, touch 13, flat-footed 14 (+3 natural, +2 Dex, +1 size)
hp 35 (5d8+10)
Fort +6, Ref +6, W ill +3
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +8 (1d6+1), bite +2 (1d4+1),
Str 12, Dex 16, Con 14, Int 2, W is 14, Cha 6
Base Atk +3; CMB +3; CMD 15
Feats Improved Natural Attack (talons), W eapon Finesse, W eapon Focus (talons)
Skills Perception +9, Stealth +7
Animal Growth spell -
7. Strength 20; Constitution 18. Dexterity 14. HP: 45; AC: 16.
8. Melee 2 talons +11 (1d8+5), bite +5 (1d6+5)
WYRMLORD KOTH CR 7
Male Bugbear Sorcerer 6 (Infernal bloodline)
LE Medium monstrous humanoid (goblinoid)
Init +6; Senses Darkvision (60 feet); Scent Perception +6
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Natural) (AC 23 with mage armor and shield)
hp 59 (3d8+3 +6d6+18)
Resist 5 fire
Fort +9, Ref +11, W ill +4 (+2 v. poison)
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Spd 30 ft. (6 squares)
Melee Masterwork Morningstar +9 (1d8+3)
Ranged Wand of magic missiles (3d4+3), 15 charges
SQ : Corrupting Touch
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Str 16, Dex 15, Con 16, Int 8, W is 10, Cha 15
Base Atk +5; CMB +8; CMD 20
Feats Improved Initiative, Intimidating Prowess, Iron W ill, Lightning Reflexes, Persuasive
Skills Bluff +7, Diplomacy +6, Fly +6, Intimidate+10, Knowledge (Arcana) +4, Perception +8, Stealth +10
Languages Common, Goblin, Infernal
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Spells (CL6, +8 melee touch, +8 ranged touch):
3rd - (DC 15, 3/day) - lightning bolt
2nd - (DC 14, 5/day) - blindness/deafness, detect thoughts, scorching ray
1st - (DC 13, 7/day) - charm person (DC 15), mage armor, protection from good,
ray of enfeeblement, shield
0 - (DC 12, unlimited) - acid splash, flare, ghost sound, mage hand, message, open/close,
read magic
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wand of magic missiles (CL 5, 15 charges), potion of fly, 2 potions of cure moderate wounds; Masterwork
morningstar, bag of holding (Type I) containing a scroll of mount, 2 elixirs of truth, 743 gp, 2,980 sp.
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Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch
attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures
shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple
touches do not stack, but they do add to the duration. You can use this ability a number of times per day
equal to 3 + your Charisma modifier.
TYRGARUN CR 12
Male Young Adult blue dragon
LE Huge dragon (earth)
Init +4; Senses Darkvision 120', Blindsense 60'; Perception +19
Frightful Presence (150 ft., DC 19)
DEFENSE
AC 26, touch 11, flat-footed 26 (+17 natural, –2 size, +1 deflection)
hp 154 (14d12+56)
Fort +13, Ref +9, W ill +11
DR 5/magic; Immune electricity, paralysis, sleep; SR 23
OFFENSE
Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
Melee bite +24 (2d8+7), 2 claws +23 (2d6+75), 2 wings +21 (1d8+3), tail slap +21 (2d6+10)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 19, 10d8 electricity), desert thirst (DC 19)
Spell-Like Abilities (CL 14th)
At will— ghost sound (DC 12), minor image (DC 13)
Spells Known (CL 3rd)
1st (7/day)—alarm, mage armor, shield
0 (at will)—arcane mark, detect magic, mage hand, mending, read magic
STATISTICS
Str 25, Dex 10, Con 19, Int 14, W is 15, Cha 14
Base Atk +14; CMB +21; CMD 31 (35 vs. trip)
Feats Dazzling Display, Deadly Stroke, Hover, Improved Initiative, Multiattack, Shatter Defenses,
W eapon Focus (bite)
Skills Bluff +19, Fly +10, Intimidate +19, Knowledge (local) +19, Knowledge (geography) +19,
Perception +19, Spellcraft +19, Stealth +10, Survival +19
Languages Common, Draconic, Giant
SPECIAL ABILITIES
Sound Imitation (Ex)
A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff
check against a listener's Sense Motive check.
Dazzling Display feat: W hile wielding the weapon in which you have W eapon Focus, you can perform a
bewildering show of prowess as a full-round action. Make an Intim idate check to demoralize all foes within
30 feet who can see your display.
Deadly Stroke Feat: As a standard action, make a single attack with the weapon for which you have
Greater W eapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal
damage and the target takes 1 point of Constitution bleed (see Conditions). The additional damage and
bleed is not multiplied on a critical hit.
Shatter Defenses Feat: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed
to your attacks until the end of your next turn. This includes any additional attacks you make this round.
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wand of fireballs (CL 7, 18 charges (7d6, ref DC 14), amulet of mighty fists +2, ring of protection +1
VARANTHIAN CR 10
Female Half-Fiend Behir
LE Huge Outsider ((Magical Beast))
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +19
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AC 24, touch 11, flat-footed 21 (+3 Dex, -2 size, +13 natural)
hp 115 (10d10+60)
Fort +13, Ref +10, W ill +5
DR 5/magic; Immune electricity, poison;
Resist acid 10, cold 10, electricity 10, fire 10; SR 20
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Spd 40 ft., Climbing (20 feet), Flying (80 feet, Good)
Melee Bite (Behir) +19 (2d6+10/20/x2) and
Bite (Half-Fiend Template) +19 (2d6+10/20/x2) and
Claw x2 (Half-Fiend Template) +18 x2 (1d8+10/20/x2) and
Constrict (Behir) +18 (2d6+10/20/x2) and
Rake x6 (Behir) +18 x6 (1d4+10/20/x2) and
Unarmed Strike +18/+13 (1d6+10/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Breath weapon (20-foot line, 7d6 electricity, Ref , Grab, Smite Good (1/day),
Swallow W hole (2d8+9, AC 16, 11 HP)
Spell-Like Abilities
1/day - Contagion (DC 15), Desecrate (DC 16), Unholy Blight (DC 16)
3/day - Darkness, Poison (+18 melee touch, DC 16)
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Str 30, Dex 17, Con 23, Int 11, W is 14, Cha 14
Base Atk +8; CMB +22 (+26 Grappling); CMD 35 (can't be Tripped)
Feats Alertness, Cleave, Great Cleave, Power Attack +6/-3, W eapon Focus: Bite
Skills Acrobatics +16, Climb +30, Fly +10, Perception +19, Perform: Sing +8, Sense Motive +4,
Stealth +8, Survival +12, Swim +14
Languages Common, Draconic, Infernal
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Breath weapon (20-foot line, 7d6 electricity, Ref half, every 1d4r) (DC 21)
Contagion (1/day) (Sp) Infects subject with chosen disease.
Darkness (3/day) (Sp) Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Fills area with negative energy, making undead stronger.
Poison (3/day) (Sp) Touch deals 1d10 Con damage, repeats in 1 min.
Smite Good (1/day) (Su) +2 to hit, +10 to damage, +2 deflection bonus to AC when used.
Swallow Whole (2d8+9, AC 16, 11 HP) (Ex) You can swallow smaller targets whole.
Unholy Blight (1/day) (Sp) W ithers one plant or deals 1d6/level damage to plant creature.
ABITHRIAX CR 11
Male Juvenile Red Dragon
CE Large dragon (fire)
Init +6; Senses Darkvision (60 feet), Low-Light Vision, smoke vision; Perception +16
Frightful Presence (120 ft., DC 18)
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AC 25, touch 10, flat-footed 21 (+1 Dex, +15 natural, –1 size)
hp 169 (13d12+78)
Fort +12, Ref +8, W ill +10
Immune fire, paralysis, sleep
Resist cold 10
Weaknesses vulnerability to cold (after resistance)
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Speed 40 ft., fly 200 ft. (poor)
Melee bite +20 (2d6+11), 2 claws +20 (1d8+8), 2 wings +18 (1d6+4), tail slap +18 (1d8+11)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 22, 8d10 fire)
Spell-Like Abilities (CL 13th)
At will— detect magic , pyrotechnics (DC 14)
Spells Known (CL 3rd)
1st (6/day)— magic missile, shield, true strike
0 (at will)— arcane mark, mage hand, message, prestidigitation, read magic
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Str 27, Dex 12, Con 21/23, Int 14, W is 15, Cha 14
Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron W ill, Multiattack, Power Attack, Vital Strike
Skills Appraise +16, Bluff +15, Fly +11, Intimidate +16, Knowledge (Arcana) +15, Perception +16, Sense
Motive +16, Stealth +11
Languages Common, Draconic, Infernal
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Smoke Vision (Ex) See perfectly in smoky conditions (such as those created by pyrotechnics).
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Belt of Mighty Constitution +2 (worn as bracelet), minor ring of cold resistance.
REGIARIX CR 8
CE medium dragon (water)
Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +19
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AC 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 deflection)
hp 105 (10d12+40)
Fort +11, Ref +9, W ill +9
Immune acid, paralysis, sleep
__________________________________________________________________
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +18 (1d8+7), 2 claws +17 (1d6+5), 2 wings +12 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60 ft. line, DC 20, 8d6 acid)
Spell-Like Abilities (CL 10th, concentration +11)
At will--darkness (40 ft. radius)
__________________________________________________________________
Str 21, Dex 14, Con 19, Int 12, W is 15, Cha 12
Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
Feats Alertness, Improved Initiative, Power Attack, Skill Focus (Stealth), W eapon Focus (bite)
Skills Fly +15, Handle Animal +11, Intimidate +14, Knowledge (Arcana) +14, Perception +19,
Stealth +21, Swim +26; Racial Modifiers +8 Swim
Languages Common, Draconic
SQ speak with reptiles, swamp stride, water breathing
__________________________________________________________________
Speak with Reptiles (Sp) A young or older black dragon gains the constant spell-like ability to speak with
reptiles. This functions as speak with animals, but only with reptilian animals.
Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without
penalty at its normal speed.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
__________________________________________________________________
amulet of mighty fists +2, ring of protection +1
OZYRRANDION CR 8
Male Young Green Dragon
LE Large dragon (air)
Init +1; Senses Darkvision (60 feet), Low-Light Vision; Perception +15
__________________________________________________________________
AC 24, touch 10, flat-footed 23 (Armor +4, +1 Dex, +10 natural, –1 size)
hp 94 (9d12+36)
Fort +11, Ref +7, W ill +9
Immune acid, paralysis, sleep
__________________________________________________________________
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
Melee bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 wings +8 (1d6+2), tail slap +8 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 18, 6d6 acid)
Spell-Like Abilities (CL 9th)
At will—entangle (DC 12)
__________________________________________________________________
Str 21, Dex 12, Con 17/19, Int 12, W is 13, Cha 12
Base Atk +9; CMB +15; CMD 26 (30 vs. trip)
Feats Alertness, Cleave, Great Cleave, Iron W ill, Power Attack
Skills Fly +7, Knowledge (nature) +13, Perception +15, Spellcraft +13, Stealth +9, Survival +13, Swim +25
Languages Common, Draconic, Infernal
__________________________________________________________________
Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while submerged.
Woodland Stride (Ex) A very young or older green dragon can move through any sort of foliage at full
speed without taking damage or suffering impairment. Areas of foliage that have been magically
manipulated affect it normally.
__________________________________________________________________
Belt of Mighty Constitution +2 (worn as bracelet), Bracers of Armor +4
ASPECT OF TIAMAT CR 14
XP 38,400
LE Huge dragon (extraplanar)
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +21
Aura frightful presence (180 ft., DC 20)
__________________________________________________________________
AC 27, touch 8, flat-footed 27 (+19 natural, –2 size)
hp 172 (15d12+75)
Fort +17, Ref +8, W ill +13
DR 5/epic; Immune paralysis, sleep; SR 23
Resist acid 15, cold 15, electricity 15, fire 15
__________________________________________________________________
Speed 40 ft., fly 200 ft. (poor)
Melee 5 bites each +21 (2d8+12/19–20) and
sting +17 (1d6+6 plus poison)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (see below), crush (Small creatures, DC 22, 2d8+12)
__________________________________________________________________
Str 32, Dex 9, Con 26, Int 19, W is 16, Cha 18
Base Atk +15; CMB +26; CMD 35 (39 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (bite, claws), Improved Initiative,
Iron W ill, Power Attack
Skills Fly +22, Intimidate +22, Knowledge (arcana) +22, Knowledge (history) +22,
Knowledge (the plans) +22, Knowledge (Religion) +22, Perception +21, Sense Motive +21,
Survival +21, Swim +30
Languages Common, Draconic, Infernal
__________________________________________________________________
Breath Weapon (Su): 40 cone or line, each head once every 1d4 rounds, 12d8 acid, cold, electricity, or
fire, Reflex half (DC 24). Each of the aspect’s five heads can produce a breath weapon, but only one head
can do so in any single round.
Poison (Ex): injury; save Fortitude DC 24; frequency 1/round for 2 rounds; effect 1d8 Constitution; cure 1
save
________________________________________________________________
Embodiment of Tiamat’s rage; destruction incarnate. “Die, you insignificant worms!”
SPECIAL MINIONS
MIHA SERANI CR 8
Female aranea sorcerer 5(Fey bloodline)
NE Medium Magical Beast (shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
__________________________________________________________________
AC 15, touch 13, flat-footed 12 (+3 dex, +1 natural, +1 deflection) (+4 w/ Mage Armor)
hp 52 (3d10+6+8+4d6+8)
Fort +6, Ref +7, W ill +7
__________________________________________________________________
Speed 50 ft. (10 squares), climb 25 ft.
Melee Bite +5 melee (1d6 plus poison) or web +5 ranged
Special Attacks Poison, spells, web
Special Qualities: Change shape
__________________________________________________________________
Str 8, Dex 17, Con 14, Int 18, W is 14, Cha 20
Base Atk +7; CMB +6; CMD 19 (cannot be tripped in spider form)
Feats Persuasive, Spell Focus (Enchantment), Greater Spell Focus (Enchantment),
Skill Focus (Bluff)
Skills Acrobatics +10, Bluff +19, Diplomacy+11, Disguise +10, Escape Artist +7, Intim idate +9, Climb
+18, Knowledge (Arcana) +9, Perception +12, Spellcraft +9, Stealth +7 (includes 5 sp - Favored
Class)
Languages Common, Dwarven, Elven, Gnome, Halfing, Sylvan
________________________________________________________________
Spells (CL 8)
4 (DC 19) (4/day) - Confusion (DC 21)th
3 (DC 18) (6/day) - Hold Person (DC 20), Suggestion (DC 20)rd
2 (DC 17) (7/day) - Hideous Laughter (DC 19), Invisibility, Mirror Image, Stone Call (APG)nd
1 (DC 16) (8/day) - Charm Person (DC 18), Comprehend Languages, Disguise Self, Entanglest
Mage Armor, Vanish (APG)
0 (DC 15) (at will) - Daze (DC 17), Detect Magic, Detect Poison, Ghost Sound, Message,
Read Magic, Spark (APG), Prestidigitation
________________________________________________________________
Dagger, Handy Haversack, Ring of Protection +1, scroll of Sending, Potion of Glibness,
Potion of Blur, 3 Potions of Cure light wounds
__________________________________________________________________
Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is
similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and
is effective against targets of up to Large size. The web anchors the target in place, allowing no
movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17
Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial
bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Poison (Ex): injury; save Fortitude DC 13; frequency 1/round for 2 rounds; effect 1d6 Str; cure 1 save
Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two
other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always
assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea
cannot use its bite attack, webs, or poison.
The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium
humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea
retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. W hen in
hybrid form, an aranea’s speed is 30 feet (6 squares).
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be
dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals
its natural form if it is in humanoid or hybrid form.
Skills Araneas have a +2 racial bonus on Acrobatics and Perception checks. They have a +8 racial bonus
on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. These
bonuses are figured above.
Laughing Touch (Sp): Miha can cause a creature to burst out laughing for 1 round as a melee touch
attack. A laughing creature can only take a move action but can defend itself normally. Once a creature
has been affected by laughing touch, it is immune to its effects for 24 hours. She can use this ability 8
times a day.
Woodland Stride (Ex): Miha can move through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any
other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede
motion, however, still affect her.
________________________________________________________________
Can act any part; loves danger and manipulation
SKATHER CR 10
Male blackspawn raider ninja 6
CE Medium monstrous humanoid (dragonblood)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
________________________________________________________________
AC 23, touch 16, flat-footed 17 (+6 Dex +7 natural) (ki dodge)
hp 122 (8d10+16+10+5d8+10)(+6 favored class); DR 5/magic or good
Immune acid, paralysis, sleep
Fort +6, Ref +17, W ill +6 (+2 w/ ki)
_______________________________________________________________
Speed 40 ft. (8 squares)
Melee +1 shortsword +19/+14/+9 (1d6+4/19-20 plus poison)
Ranged +1 composite shortbow +19/+19/+14/+9 (1d6+4/x3 plus poison)
Special Attacks breath weapon 40-ft. line, once every 1d4 rounds,
damage 7d4 acid, Reflex DC 19 half)
________________________________________________________________
Str 16, Dex 20/22, Con 14, Int 10, W is 16, Cha 11
Base Atk +12; CMB +15; CMD 31
Feats Improved Initiative, Point Blank Shot, Rapid Shot, Manyshot, W eapon Finesse
Skills Acrobatics +19, Climb +14, Escape Artist +16, Perception +13, Stealth +21, Survival +13
Languages Common, Draconic
________________________________________________________________
+1 shortsword, +1 composite shortbow (+3 Str bonus) with 10 adamantine arrows, 10 cold iron arrows,
10 silvered arrows and 20 normal arrows, efficient quiver, 3 doses of sassone leaf residue,
2 doses of purple worm poison, belt of incredible dexterity +2, handy haversack, 50' silk rope,
grappling hook, 5 pp, 45 gp.
________________________________________________________________
Sassone Leaf Residue: injury; save Fortitude DC 16; frequency 1/minute for 6 minutes; effect 2d12 hp/1
Con; cure 1 save
Purple Worm Poison: injury; save Fortitude DC 24; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2
saves
Ki Power (Su): Skather can use his ki powers (ghost step or ki dodge) a total of 6 times per day. As long
as he has at least one daily use remaining, he gains a +2 bonus to W ill saves.
Sudden Strike (Ex): Skather deals +3d6 damage when his opponent is denied a Dexterity bonus to
Armor Class (not merely from flanking). This extra bonus applies to ranged attacks within 30'.
Ghost Step (Su): Skather can spend one daily use of his ki powers to become invisible for 1 round. Using
this power is a swift action that does not provoke attacks of opportunity.
Great Leap (Su): Skather always makes Acrobatics checks to jump as if he were running, enabling him to
make long jumps without a running start.
Ki Dodge (Su): Skather can spend 1 daily use of his ki powers to grant himself concealment (20% miss
chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of
opportunity.
________________________________________________________________
Cool, calm, collected and deadly sniper. “Die now and beat the rush.”
RANK AND FILE HORDE MEMBERS
Blackspawn Raider CR 4
CE Medium monstrous humanoid (dragonblood)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
________________________________________________________________
AC 15, touch 12, flat-footed 13 (+2 Dex +3 natural)
hp 84 (8d10+24); DR 5/magic or good
Immune acid, paralysis, sleep
Fort +5, Ref +8, W ill +1
_______________________________________________________________
Speed 40 ft. (8 squares)
Melee mwk falchion +11/+6 (2d4+3/18–20)
Ranged javelin +10/+5 (1d6+2)
Special Attacks breath weapon 40-ft. line, once every 1d4 rounds,
damage 4d4 acid, Reflex DC 17 half)
________________________________________________________________
Str 14, Dex 15, Con 16, Int 10, W is 11, Cha 8
Base Atk +8/+3; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Track
Skills Perception +4, Stealth +7; Racial Modifiers +4 Stealth
Languages Common, Draconic
________________________________________________________________
masterwork falchion, 2 javelins, silk rope (50 ft.), 5 tiger eye turquoise worth 10 gp each, 50 gp,
potion of jump, potion of pass without trace, oil of magic weapon, potion of cure moderate wounds,
2 potions of invisibility, potion of protection from good
________________________________________________________________
W ily agent of destruction; delights in slaughter.
______________________________________________________________________________
Bloodghost Berserker CR 4 (Raging figured in)
Bugbear barbarian 2
CE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Perception +6
________________________________________________________________
AC 17, touch 10, flat-footed 15 (+3 armor, +2 Dex, +3 natural, +1 shield, -2 rage)
hp 56 (3d8+15+2d12+10)(+2 hp favored class)
Fort +9, Ref +4, W ill +2
_______________________________________________________________
Speed 40 ft.
Melee mwk greataxe +13 (1d12+10/×3)
Ranged throwing axe +6 (1d6+7)
Special Attacks No Escape (1/day; move up to 80' to follow withdrawing enemy; immediate action)
________________________________________________________________
Str 24, Dex 14, Con 20, Int 8, W is 13, Cha 9
Base Atk +4; CMB +11; CMD 23
Feats Intimidating Prowess, Skill Focus (Perception), W eapon Focus (greataxe)
Skills Climb +10 , Intimidate +7, Perception +8, Stealth +10; Survival +4
Languages Common, Goblin
________________________________________________________________
masterwork greataxe, throwing axe, masterwork studded leather armor, potion of cure moderate wounds
________________________________________________________________
Dyes his hide a mottled gray-white color to signify that he walks in the world of the dead.
Blue Abishai CR 7
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +7 ; Senses darkvision 60 ft., low-light vision; Perception +14
________________________________________________________________
AC 21, touch 14, flat-footed 18
hp 70 (7d10+28); regeneration 7; DR 10/magic
Immune fire, poison
Resist acid 10, cold 10; SR 14
Fort +8, Ref +8, W ill +6
_______________________________________________________________
Speed 30 ft. (8 squares); fly 50 ft. (poor)
Melee
Ranged
Spell-Like Abilities (CL 7 ):th
At will - animate dead, charm person (DC 17), command (DC 17), desecrate
disguise self (DC 17), major image (DC 19), scare (DC 18), suggestion (DC 19)
1/day—summon (level 3, 2d6 lemures, 50% or another blue abishai, 20% chance)
________________________________________________________________
Str 16, Dex 16, Con 16, Int 11, W is 13, Cha 15
Base Atk +7; CMB +10; CMD 23
Feats Combat Reflexes, Improved Initiative, Toughness, Lightning Reflexes
Skills Bluff +10, Escape Artist +11, Fly +11, Intimidate +11, Knowledge (planes) +7, Perception +11,
Stealth +13, Use Magic Device +12
Languages Common, Draconic, Infernal; telepathy 100 ft.
________________________________________________________________
Regeneration (Ex) Holy water and good-aligned weapons deal lethal damage to an abishai.
See in Darkness (Su) Abishais can see perfectly in darkness of any kind, even that created by magic.
____________________________________________________________________________________
Bluespawn Thunderlizard CR 6
LE Large Magical Beast (dragonblood)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +8
________________________________________________________________
AC 23, touch 8, flat-footed 23 (-1 size, -1 Dex +15 natural)
hp 78 (6d10+42); DR 5/magic or good
Immune electricity
Fort +11, Ref +4, W ill +4
_______________________________________________________________
Speed 40 ft. (8 squares)
Melee gore +13 (2d6+12)
Space 10 ft, Reach 5 ft.
Special Attacks electricity arc, electricity link
________________________________________________________________
Str 27, Dex 9, Con 22, Int 2, W is 14, Cha 8
Base Atk +6; CMB +14; CMD 23
Feats Improved Bull Rush, Improved Overrun, Power Attack
Skills Climb +13, Perception +8,
Languages None
________________________________________________________________
Deadly Charge (Ex) A bluespawn thunderlizard typically begins a battle by charging at an opponent. In
addition to the normal benefits and hazards of a charge, a bluespawn thunderlizard gains an extra 2d6
points of damage on its charge attack.
Electricity Arc (Su) As a standard action, a bluespawn thunderlizard can create a 100-foot-long line of
electricity. Creatures in the line take 6d6 points of electricity damage (Ref lex DC 19 half ). The save DC is
Constitution-based.
Electricity Link (Su) W hen bluespawn thunderlizards gather, electrical energy surges between them. The
powerful energies that roil within their bodies reach out and connect to each other. As a swift action, a
bluespawn thunderlizard can cause a line of electricity to fire from itself to another bluespawn
thunderlizard within 100 feet. Creatures in the line take 3d6 points of electricity damage (Reflex DC 19
half). The save DC is Constitution-based.
Doom Fist Monk CR 4
Hobgoblin monk 5
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
________________________________________________________________
AC 17, touch 14, flat-footed 15 (+1 armor, +2 Dex, +1 dodge, +2 Wis, +1 monk)
hp 40 (5d8+10)(+5 hp favored class)
Fort +6, Ref +6, W ill +6, +2 v. Enchantment spells and effects, evasion
_______________________________________________________________
Speed 40 ft.
Melee unarmed strike +6 (1d8+3) or
flurry of blows +6/+6 (1d8+3) or
mwk dragonchain +7 (1d6+4/19-20)
Ranged mwk light crossbow +6 (1d8)
Special Abilities: Stunning Fist, Ki Pool, Slow Fall, High Jump, Purity of Body
________________________________________________________________
Str 16, Dex 14, Con 15, Int 10, W is 14, Cha 8
Base Atk +3; CMB +8; CMD 20
Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (Dragonchain),
Improved Grapple Improved Unarmed Strike, Mobility, Stunning Fist
Skills Acrobatics +9, Climb +10, Perception +6, Sense Motive +6, Stealth +13 ;
Languages Common, Goblin
________________________________________________________________
bracers of armor +1, masterwork light crossbow, masterwork dragonchain,
potion of bull’s strength, potion of cure moderate wounds, potion of shield of faith +3
________________________________________________________________
Stunning Fist (Ex) (5/day): Normal unarmed attack stuns opponent for 1 round (Fort save
negates (DC 14).
Ki Pool (Su): 4 points. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th
level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of
overcoming damage reduction. By spending 1 point from his ki pool, a monk can make one
additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he
can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point
from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Slow Fall: Takes damage from a fall as if he had fallen 20' less.
High Jump (Ex); At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for
vertical jumps and horizontal jumps. In addition, he always counts as having a running start when
making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk
gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and
magical diseases.
________________________________________________________________
Religious zealots who despise weakness and regard wounds received in combat
as marks of holy devotion. “In pain I learn strength!”
Dragonchain - The monks of the Doom Fist order wield an exotic weapon called the dragonchain. This is a
six-foot length of weighted chain, with a heavy striking head at one end cast in the shape of a dragon’s skull
and a chain loop at the other. A proficient user can use the dragonchain to disarm or trip an opponent; if the
wielder is tripped during his own trip attempt, he can drop the dragonchain to avoid being tripped.
Constrict: If the wielder successfully initiates a grapple while wielding the dragonchain; he can loop
the weapon around the opponent. He constricts his opponent for 1d8 damage (plus 1-1/2 times his Strength
modifier). On subsequent rounds he can use the dragonchain to deal constriction damage with a successful
Combat Maneuver check (all bonuses and penalties to grappling apply). In addition, the chain provides a +2
circumstance bonus to the Combat Maneuver check made to deal this constriction damage.
Dragonchain: Exotic two-handed melee weapon; cost 50 gp; damge 1d4 (S); 1d6 (M); critical 19-
20/x2; weight 10 lbs; type bludgeoning.
Doom Hand Cleric CR 3
Hobgoblin cleric 4
LE Medium humanoid (goblinoid)
Init +0; Senses darkvision 60 ft.; Perception +7
________________________________________________________________
AC 19, touch 10, flat-footed 19 (+7 armor,+2 shield)
hp 36 (4d8+12)(+4 hp favored class)
Fort +7, Ref +1, W ill +6
_______________________________________________________________
Speed 20 ft.
Melee mwk heavy mace +6 (1d8+1)
Special Actions: Channel Energy (2d6); Spontaneous Casting (Inflict spells), Destructive Smite, Copycat
________________________________________________________________
Str 13, Dex 10, Con 16, Int 10, W is 15, Cha 12
Base Atk +3; CMB +4; CMD 14
Feats Selective Channelling, W eapon Focus (Heavy Mace)
Skills Knowledge (Religion) +5, Perception +7, Spellcraft +5, Stealth +6
Languages Common, Goblin
________________________________________________________________
Spells (Domains: Destruction, Trickery)
2 (DC 14) - Cure Moderate Wounds, Hold Person, Grace (APG), Invisibilitynd D
1 (DC 13) - bless, burning disarm, command, cure light wounds, true strikest D
0 (DC 12) - detect magic, stabilize (x2), resistance
________________________________________________________________
breastplate +1, heavy steel shield, masterwork heavy mace, 2 potions of cure light wounds,
scroll of spiritual weapon, scroll of summon monster III (DC 6 CL check)
________________________________________________________________
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single
melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must
declare the destructive smite before making the attack. You can use this ability a number of times per day
equal to 3 + your W isdom modifier.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a
single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory
duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not
stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your
W isdom modifier.
________________________________________________________________
Harangues the PCs with threats of doom, pain, despair, and death.
Doom Hand Warpriest CR 8
Hobgoblin cleric 8 / W arpriest 1
LE Medium humanoid (goblinoid)
Init +0; Senses darkvision 60 ft.; Perception +7
________________________________________________________________
AC 22, touch 10, flat-footed 22 (+10 armor,+2 shield)
hp 89 (8d8+24+1d10+3+9)(+8 hp favored class)
Fort +11, Ref +2, W ill +9
_______________________________________________________________
Speed 20 ft.
Melee +1 heavy mace +11/+6 (1d8+3)
Special Actions: Channel Energy (3d6); Spontaneous Casting (Inflict spells), Destructive Smite, Copycat,
Seize the Initiative, W eapon Master, Rally
________________________________________________________________
Str 14, Dex 10, Con 16, Int 10, W is 16, Cha 12
Base Atk +7/+2; CMB +9; CMD 19
Feats Combat Casting, Selective Channelling, Toughness, W eapon Focus (Heavy Mace),
Skills Diplomacy +8, Knowledge (Religion) +7, Perception +7, Spellcraft +7, Sense Motive +8, Stealth +6
Languages Common, Goblin
________________________________________________________________
Spells (Domains: Destruction, Trickery, W ar (Tactics))
4 (DC 17) - Air Walk, Unholy Blight, Confusionth D
3 (DC 16) - Bestow Curse, Searing Light, Cure Serious Wounds, Dispel Magic, Magic Vestmentrd D
2 (DC 15) - Cure Moderate Wounds, Hold Person, Grace (APG),Spiritual weapon, Invisibilitynd D
1 (DC 14) - bless, burning disarm, command, cure light wounds (x2), true strikest D
0 (DC 13) - detect magic, stabilize (x2), resistance
________________________________________________________________
+1 full plate armor, +1 heavy steel shield, +1 heavy mace, scroll of flame strike (DC 10 CL check), scroll of
spell immunity, scroll of summon monster IV, wand of cure light wounds
________________________________________________________________
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single
melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must
declare the destructive smite before making the attack. You can use this ability a number of times per day
equal to 3 + your W isdom modifier.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a
single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory
duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not
stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your
W isdom modifier.
Seize the Initiative (Su): W henever you and your allies roll for initiative, you can grant one ally within 30
feet the ability to roll twice and take either result. This decision is made before results are revealed. You
can use this ability a number of times per day equal to 3 + your W isdom modifier.
Weapon Master (Su): At 8th level, you gain the use of one combat feat for a number of rounds per day
equal to your cleric level. These rounds do not need to be consecutive and you can change the feat
chosen each time you use this ability. You must meet the prerequisites to use this feat.
Rally (Ex): A W arpriest who currently is not suffering from a fear effect can use this ability as a standard
action. Allies within 60 feet who are suffering from any fear effect and who can hear the W arpriest are
allowed another saving throw against the fear effect, with a +1 morale bonus per W arpriest level.
________________________________________________________________
Gloatingly promises the PC’s a swift and merciless death.
Goblin Worg Rider CR 3
Goblin Fighter 4 (archer build)
LE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
________________________________________________________________
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 shield, +1 size)
hp 36 (4d10+8)(+4 hp favored class)
Fort +6, Ref +4, W ill +0
_______________________________________________________________
Speed 30 ft. (6 squares)
Melee mwk small scimitar +6 (1d4/18–20)
Ranged mwk small composite longbow +10 (1d4/×3)
Special Qualities: Hawkeye, Trick Shot
________________________________________________________________
Str 11, Dex 17, Con 14, Int 10, W is 9, Cha 6
Base Atk +4; CMB +3; CMD 15
Feats Deadly Aim, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot,
W eapon Focus (shortbow)
Skills Handle Animal +1, Ride +12, Perception +5, Stealth +12
Languages Common, Goblin
________________________________________________________________
+1 small studded leather armor, small buckler, small masterwork scimitar,
masterwork small composite shortbow
________________________________________________________________
Hawkeye (Ex):+1 bonus on Perception checks (figured), and the range increment for any bow he uses
increases by 5 feet.
Trick Shot (Ex): Choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He
can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB.
__________________________________________________________________________________
Greenspawn Razorfiend CR 7
LE Large Magical Beast (dragonblood)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
________________________________________________________________
AC 20, touch 13, flat-footed 16 (-1 size, +3 Dex, +7 natural, +1 Dodge)
hp 90 (10d10+30); DR 5/magic
Immune acid, paralysis
Fort +13, Ref +10, W ill +5
_______________________________________________________________
Speed 50 ft. (10 squares); Swim 50 (10 squares)
Melee 2 wingblades each +16 (2d6+6/18-20/x3) and bite +16 (1d8+6)
Space 10 ft, Reach 10 ft.
Special Attacks Breath W eapon 20-ft. cone, once every 1d4 rounds, 5d6 acid, Ref ½ (DC 18)
Special Qualities W ater Breathing
________________________________________________________________
Str 22, Dex 17, Con 16, Int 12, W is 15, Cha 12
Base Atk +10; CMB +16; CMD 29
Feats Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack
Skills Acrobatics+11, Climb +13, Perception +9, Swim +14
Languages Common, Draconic, Infernal
___________________________________________________________________________________
Hobgoblin Bladebearer CR 4
Hobgoblin fighter 5 (two-weapon warrior build)
LE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +7
________________________________________________________________
AC 18, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge, +1 TW Defense)
(+1 AC w/ full attack)(+2 w/ fighting defensively or full defense)
hp 50 (5d10+15)(+5 hp favored class)
Fort +6, Ref +4, W ill +2 (+3 vs. Fear)
_______________________________________________________________
Speed 30 ft. (6 squares)
Melee +1 shortsword +10 (1d6+6/19-20) or
2 +1 shortswords each +9 (1d6+7/19-20)
________________________________________________________________
Str 16, Dex 16, Con 15, Int 10, W is 12, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Dodge, Toughness, Two-W eapon Defense, Two-W eapon Fighting,
W eapon Focus (Shortsword), W eapon Specialization (shortsword)
Skills Acrobatics+9, Climb +9, Perception +7, Stealth +8
Languages Common, Goblin
________________________________________________________________
2 +1 short swords, masterwork studded leather armor
________________________________________________________________
Elite champion who clashes blades together and calls out individual opponents. ”You! You dare fight me?”
Hobgoblin Regular CR 1
Hobgoblin fighter 2
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +4
________________________________________________________________
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 20 (2d10+6) (+2 hp favored class)
Fort +5, Ref +3, W ill +1 (+2 v. Fear)
_______________________________________________________________
Speed 20 ft.
Melee MW longsword +4 (1d8+2/19–20)
Ranged composite longbow +3 (1d8+2/×3)
________________________________________________________________
Str 15, Dex 15, Con 16, Int 10, W is 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Toughness, W eapon Focus (longsword)
Skills Perception +5, Stealth +9; Racial Modifiers +4 Stealth
Languages Common, Goblin
________________________________________________________________
Chainmail, heavy steel shield, masterwork longsword, composite longbow (+2 Str bonus) with 20
arrows, potion of cure light wounds.
________________________________________________________________
Conditioned to follow orders; accustomed to cruelty and harsh discipline.
______________________________________________________________________________
Hobgoblin Sergeant CR 3
Hobgoblin fighter 4
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
________________________________________________________________
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 44 (4d10+16)(+4 hp favored class)
Fort +6, Ref +3, W ill +2 (+3 vs. Fear)
_______________________________________________________________
Speed 30 ft. (Armor Training)
Melee MW bastard sword +8 (1d10+2/19–20)
Ranged MW composite longbow +7 (1d8+2/×3)
________________________________________________________________
Str 15, Dex 15, Con 16, Int 10, W is 12, Cha 8
Base Atk +4; CMB +6; CMD 18
Feats Power Attack, Toughness, Exotic W eapon Proficiency (bastard sword), Iron W ill,
W eapon Focus (bastard sword)
Skills Handle Animal +3, Intimidate +6, Perception +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
________________________________________________________________
+1 breastplate, heavy steel shield, masterwork bastard sword, masterwork composite
longbow (+2 Str bonus) with 20 arrows, potion of cure moderate wounds
________________________________________________________________
Tough as nails with a mean streak a mile wide; “At them, you dogs! Slay until your hands drip with blood!”
Hobgoblin Veteran CR3
Hobgoblin fighter 4
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +4
________________________________________________________________
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 44 (4d10+16)(+4 hp favored class)
Fort +6, Ref +3, W ill +2 (+3 vs. Fear) 1
_______________________________________________________________
Speed 20 ft.
Melee MW longsword +7 (1d8+2/19–20)
Ranged composite longbow +6 (1d8+2/×3)
________________________________________________________________
Str 15, Dex 15, Con 16, Int 10, W is 12, Cha 8
Base Atk +5; CMB +7; CMD 19
Feats Improved Initiative, Toughness, W eapon Focus (longsword)
Skills Handle Animal +3, Intimidate +6, Perception +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
________________________________________________________________
Banded Mail, heavy steel shield, masterwork longsword, composite longbow (+2 Str bonus) with 20
arrows, 3 potions of cure moderate wounds.
________________________________________________________________
Conditioned to follow orders; cruel esprit de corps. “W e are the Red Hand! W e do not know defeat!”
Kulkor Zhul Mindbender CR 8
Hobgoblin bard 7 / Mindbender 2
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +12
________________________________________________________________
AC 16, touch 12, flat-footed 14 (+4 armor,+2 dex)
hp 50 (7d8+7+2d6+1)
Fort +5, Ref +7, W ill +9 (+4 vs. sonic or language-dependant effects)
_______________________________________________________________
Speed 30 ft. (6 squares)
Melee mwk dagger +6 (1d4-1/19-20)
Special Actions: bardic performance (19 rounds)(countersong, distraction, fascinate, inspire courage +2,
inspire competence +2), versatile performance (Act, Oratory), Suggestion, Push the W eak Mind
________________________________________________________________
Str 8, Dex 14, Con 12, Int 14, W is 13, Cha 17
Base Atk +6/+1; CMB +5; CMD 17
Feats Great Fortitude, Greater Spell Focus (Enchantment), Persuasive, Spell Focus (Enchantment),
Spell Penetration
Skills Bluff +12, Diplomacy +16, Disguise +14, Fly +13, Intimidate +16, Perception +12, Perform +14,
Sense Motive +12, Stealth +17 (+7 sp favored class)
Languages Common, Draconic, Goblin, Infernal; telepathy 100 ft.
________________________________________________________________
Spells
3 (DC 16) (2/day) - Charm Monster (DC 18), Seek Thoughts (APG)rd
2 (DC 15) (4/day) - Detect Thoughts, Enthrall (DC 17), Hold Person (DC 17),nd
Suggestion (DC 17)
1 (DC 14) (5/day) - Charm Person (DC 16), Cure Light W ounds, Hypnotism (DC 16),st
Memory Lapse (APG)(DC 16), Vanish (APG)
0 (DC 13) (unlimited) - Daze (DC 15) , Detect Magic, Ghost Sound (DC 13), Message,
Sift (APG), Unwitting Ally (APG)
________________________________________________________________
+1 studded leather armor, masterwork dagger, Heward’s handy haversack, 2 elixirs of truth, 2 elixirs of
love, torture implements, 3 doses of striped toadstool poison, 40 gp, potion of blur, potion of invisibility,
scroll of dominate person, wand of cause fear (25 charges), wand of disguise self (25 charges)
________________________________________________________________
Suggestion (Sp): Use performance to make a suggestion (as spell) against a fascinated creature.
W ill negates (DC 16)
Push the Weak Mind (Sp): Can use suggestion on any living creature of Large size or smaller once per
day. Range, 100 ft.; duration 7 hours; Telepathic; W ill DC 17.
Fascinate (Su): Fascinates up to 3 creatures w/in 90 ft. No combat or dangers nearby. W ill negates (DC
16). Sits quietly and watches performance. Creatures receive -4 penalty to Perception. Threat negates.
Inspire Courage (Su): Allies within 30 ft. receive +2 bonus to attack rolls, damage and saves v. Charm or
Fear.
________________________________________________________________
Crafty, manipulative schemer; “Your thoughts are mine to plunder, your will mine to bend or break.”
Kulkor Zhul War Adept CR 6
Hobgoblin sorcerer 7 (draconic bloodline)(blue) (Caster Level 8)
LE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +12
________________________________________________________________
AC 20, touch 13, flat-footed 17 (+2 natural armor, +3 dex, +4 mage armor)
hp 42 (7d6+14)
Resist Electricity 17
Fort +5, Ref +6, W ill +5 (+4 vs. sleep, paralysis, electricity)
_______________________________________________________________
Speed 30 ft. (6 squares)
Melee 2 claws each +3 (1d6/x2) (treat as magic for purposes of DR)
Special: +1 Caster Level; +1 DC to all electricity spells; +1 damage to all electricity spells
________________________________________________________________
Str 10, Dex 16, Con 15, Int 12, W is 8, Cha 19
Base Atk +3; CMB +3; CMD 16
Feats Draconic Heritage (blue), Draconic Power, Draconic Resistance, Draconic Skin, Toughness
Skills Bluff +11, Fly +11, Knowledge (Arcana) +8, Perception +6, Stealth +11, Spellcraft +9
(+7 sp favored class)
Languages Common, Draconic, Goblin
________________________________________________________________
Spells (Caster Level 8)
3 (DC 17) (5/day) - Draconic Reservoir (APG), Fly, Lightning Bolt (DC 18) rd
2 (DC 16) (7/day) - Glitterdust, Mirror Image, Resist Energy, Summon Swarmnd
1 (DC 15) (7/day) - Break (APG), Hydraulic Push (APG), Mage Armor, st
Magic Missile, Shocking Grasp, Vanish (APG)
0 (DC 14) (unlimited) - Daze, Detect Magic, Disrupt Undead, Ghost Sound,
Mage Hand, Read Magic, Spark (APG)
________________________________________________________________
+1 ring of protection, +1 cloak of resistance, Headband of Alluring Charisma +2, 2 potions of cure
moderate wounds, scroll of fly, scroll of haste, 2 scrolls of invisibility, scroll of summon monster IV
________________________________________________________________
Break - Range Close. You can attempt to break or at least damage any one Medium or smaller object
within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken
item, that item is destroyed on a failed save.
Hydraulic Push - Range Close. No Save. You can use this blast of water to make a bull rush against any
one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence,
W isdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of
opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot
square which it is targeted against. Magical fires are unaffected.
Vanish - As invisibility, but lasts only 5 rounds.
Draconic Reservoir - Draconic reservoir functions as protection from energy, absorbing 6 points of one
type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as
a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack,
as if using an acidic, flaming, frost, or shock weapon. The first creature the subject strikes with this attack
takes the energy damage in addition to any other consequences of the attack.
Releasing energy in this way does not "free up" space to absorb still more energy; the maximum amount
of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently
has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as
normal from that energy type. Once the energy has been released, the spell is discharged.
Draconic reservoir does not stack with protection from energy.
Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic
reservoir and resist energy, draconic reservoir absorbs damage until it reaches its maximum limit.
________________________________________________________________
Sneering elitist; “W hat can softbellies like you do against the might of the People of the Dragon?”
III. THE GHOSTLORD’S MINIONS
THE GHOSTLORD CR 13
Male Human lich druid 6 / blighter 6NE medium undeadInit +1; Senses darkvision 60 ft.; Perception +28Aura Fear ________________________________________________________________AC 22, touch 11, flat-footed 21 (+5 armor, +5 natural, +1 Dex, +1 Dodge)hp 102 (12d8+36)(+6 hp favored class)Resist Channel Resistance +4Immune Undead Traits, Cold, Electricity; DR 15/bludgeoning and magicFort +10, Ref +5, Will +15_______________________________________________________________Speed 30 ft. (6 squares)Melee Touch +8/+3 (1d8 +6 plus paralysis (Fort save negates paralysis (DC 19))Special Blightfire, Contagious Touch, Undead Wild Shape 3/day (large).________________________________________________________________Str 9, Dex 12, Con -, Int 15, Wis 20, Cha 17Base Atk +9/+4; CMB +8; CMD 19Feats Craft Magic Arms and Armor, Craft Wondrous Item, Natural Spell, Dodge, MobilitySkills Climb +3, Fly +5, Handle Animal +20, Intimidate +17, Knowledge (Arcana) +14,
Knowledge (Nature) +17, Perception +28, Sense Motive +28, Spellcraft +17, Stealth +21, Survival +20
Languages Common, Druidic, Halfling, Sylvan________________________________________________________________Spells
6 (DC 21) (1) - finger of deathth
5 (DC 20) (2) - create undead, harmth
4 (DC 19) (3) - flame strike, rusting grasp, wall of fireth
3 (DC 18) (4) - desecrate, dispel magic, poison, stinking cloudrd
2 (DC 17) (4) - flaming sphere, heat metal, resist energy, warp woodnd
1 (DC 16) (5) - bane, burning hands, decomposition, doom, ray of enfeeblementst
0 (DC 15) (6) - detect magic, detect poison, flare, ghost sound, read magic, touch of fatigue________________________________________________________________+1 wild hide armor, ring of protection +1, ring of animal friendship, wand of produce flame (25 charges)________________________________________________________________Blightfire (Su): As a standard action, the Ghostlord can unleash a scorching blast of fire, dealing 5d6 points ofdamage to all creatures within 10 of the Ghostlord (Reflex save DC 20 half).
Contagious Touch (Su): Once per day, the Ghostlord can activate this ability, which lasts for 11 rounds. When heactivates this ability, he must select one of the following diseases: blinding sickness, cackle fever, filth fever,mindfire, red ache, the shakes or slimy doom. Any living creature he this with a melee touch attack during this periodmust make a DC 15 Fortitude save or contract the disease selected. The Ghostlord can infect no more than onecreature per round with his Contagious Touch.
Deforestation (Sp): Once per day, the Ghostlord can kill all nonsentient plant life in a 100-foot radius as a full-roundaction. If a plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller canmake a DC 20 Fortitude save to keep it alive. Affected plants wilt and die within 24 hours. Nothing can grow in thisarea until it has a hallow spell cast upon it.
Speak with Dead Animal (Sp): The Ghostlord can use speak with dead (caster level 12 ) once per day, but only onth
the corpse of a dead animal.
Undead Wild Shape (Su): This ability works as a druid’s wild shape ability, except that the form assumed isskeletal. The animal form’s natural armor bonus is +1 (Small) or +2 (Medium or Large). It gains a +2 bonus toDexterity and has no Constitution score, has immunity to cold and gains DR 5/bludgeoning. The Ghostlord can usethis ability twice a day and can assume a Small, Medium or Large form. He sometimes takes the form of a skeletaldire lion. Since he’s a much more effective combatant in his true form, he typically uses this ability to increase hismobility, often by assuming the form of an undead eagle.
Suggestions: The Ghostlord as written is woefully weak for a CR 13 villain. Several small changes might help. Firstof all, he can wear any medium armor, as he is no longer a druid. A +2 breastplate, a +2 heavy steel shield and aring of protection +2 sound about right and will boost his AC to a more respectable 31. Also, get rid of that patheticwand of produce flame and give him a staff of fire or a staff of swarming insects.
GHOST BRUTE LION CR5
N Large Undead (augmented animal; incorporeal)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +14
________________________________________________________________
AC 13, touch 13, flat-footed 10 (+3 Dex, +1 natural, –1 size); Incorporeal (50% miss chance)
hp 35 (5d8+10)
Fort +6, Ref +7, W ill +2
Immune Undead immunities
Resist Channel Resistance +2
_______________________________________________________________
Speed fly 30 ft. (perfect)
Melee +6 corrupting touch (5d6 damage, Fort half (DC 14))
Space 10 ft.; Reach 5 ft.
Special Actions bloodcurdling howl
________________________________________________________________
Str -, Dex 17, Con -, Int 2, W is 12, Cha 14
Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +14, Stealth +12
________________________________________________________________
Rejuvenation (Su): A destroyed ghost brute lion returns to its old haunt within 2d4 days. Theo only
definitive way to destroy a ghost brute lion is by destroying the Heart of the Lion in area 15 of the
Ghostlord’s lair.
Corrupting Touch (Su): By passing part of its incorporeal body through a foe’s body as a standard
action, the ghost brute lion inflicts 5d6 damage. This damage is not negative energy—it manifests in the
form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are
immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude
save (DC 14) halves the damage inflicted.
Bloodcurdling Howl (Su): The mournful howling of a ghost brute chills the living to the core. The
creature can howl as a standard action. All living creatures within a 30-foot radius must make a successful
W ill save (DC 14)or become frightened for 2d4 rounds; those more than 30 feet away but within 300 feet
must make a W ill save or become shaken for 2d4 rounds. This is a sonic, necromantic, mind-affecting
fear effect. A creature that successfully saves against the bloodcurdling howl cannot be affected by the
same ghost brute’s howl for 24 hours.
GHOST DIRE LION CR7
N Large Undead (augmented animal; incorporeal)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +19
________________________________________________________________
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection, -1 size); Incorporeal (50% miss chance)
hp 72 (8d8+32)
Fort +6, Ref +7, W ill +4
Immune Undead immunities
Resist Channel Resistance +4
_______________________________________________________________
Speed fly 30 ft. (perfect)
Melee +6 corrupting touch (7d6 damage, Fort half (DC 17))
Space 10 ft.; Reach 5 ft.
Special Actions corrupting gaze
________________________________________________________________
Str -, Dex 17, Con -, Int 2, W is 10, Cha 19
Base Atk +6; CMB +14 (+18 grapple); CMD 26 (30 vs. trip)
Feats Alertness, Improved Initiative, Iron W ill, Skill Focus (Perception),
Skills Acrobatics +11, Perception +19, Stealth +11
________________________________________________________________
Rejuvenation (Su): A destroyed ghost dire lion returns to its old haunt within 2d4 days. Theo only
definitive way to destroy a ghost dire lion is by destroying the Heart of the Lion in area 15 of the
Ghostlord’s lair.
Corrupting Touch (Su): By passing part of its incorporeal body through a foe’s body as a standard
action, the ghost dire lion inflicts 7d6 damage. This damage is not negative energy—it manifests in the
form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are
immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude
save (DC 17) halves the damage inflicted.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a
range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save (DC 17) negates
Charisma damage but not physical damage).+11
________________________________________________________________
CONVERSION NOTE: This version of the ghost dire lion is a literal translation of the printed original in
Red Hand of Doom. That creature had a much higher Charisma than the standard dire lion, giving this
version more hit points and a better AC. Note also that Pathfinder ghosts have the powerful corrupting
touch ability.
GHOST DIRE LION CR7
N Large Undead (augmented animal; incorporeal)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +19
________________________________________________________________
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection, -1 size); Incorporeal (50% miss chance)
hp 72 (8d8+32)
Fort +6, Ref +7, W ill +4
Immune Undead immunities
Resist Channel Resistance +4
_______________________________________________________________
Speed fly 30 ft. (perfect)
Melee +6 corrupting touch (7d6 damage, Fort half (DC 17))
Space 10 ft.; Reach 5 ft.
Special Actions corrupting gaze
________________________________________________________________
Str -, Dex 17, Con -, Int 2, W is 10, Cha 19
Base Atk +6; CMB +14 (+18 grapple); CMD 26 (30 vs. trip)
Feats Alertness, Improved Initiative, Iron W ill, Skill Focus (Perception),
Skills Acrobatics +11, Perception +19, Stealth +11
________________________________________________________________
Rejuvenation (Su): A destroyed ghost dire lion returns to its old haunt within 2d4 days. Theo only
definitive way to destroy a ghost dire lion is by destroying the Heart of the Lion in area 15 of the
Ghostlord’s lair.
Corrupting Touch (Su): By passing part of its incorporeal body through a foe’s body as a standard
action, the ghost dire lion inflicts 7d6 damage. This damage is not negative energy—it manifests in the
form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are
immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude
save (DC 17) halves the damage inflicted.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a
range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save (DC 17) negates
Charisma damage but not physical damage).+11
________________________________________________________________
CONVERSION NOTE: This version of the ghost dire lion is a literal translation of the printed original in
Red Hand of Doom. That creature had a much higher Charisma than the standard dire lion, giving this
version more hit points and a better AC. Note also that Pathfinder ghosts have the powerful corrupting
touch ability.
Gray Ooze CR 7
N Large ooze
Init -6; Senses blindsight 60 ft.; Perception -5
________________________________________________________________
AC 9, touch 4, flat-footed 9 (-5 Dex, +5 natural, -1 size)
hp 126 (7d8+95)
Fort +11, Ref -5, W ill -4;
Defensive Abilities ooze traits; Immune cold, fire;
________________________________________________________________
Speed 10 ft.
Melee slam +13 (1d8+8 plus 1d6 acid and grab)
Space 10 ft. Reach 5 ft.
Special Attacks acid, constrict (1d8+3 plus 1d6 acid)
________________________________________________________________
Str 24, Dex -1, Con 30, Int -, W is 1, Cha 1;
Base Atk 6; CMB 14 (+18 grapple) ; CMD 19 (Cannot be tripped)
SQ transparent
________________________________________________________________
Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone.
Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature
grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 22
Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless
the weapon's wielder succeeds on a DC 22 Reflex save. The ooze's touch deals 12 points of acid damage
per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full
round in order to deal this damage. The save DCs are Constitution-based.
Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings
in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that
fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam
attack and is immediately subject to a grab attempt by the ooze.
LESSER BONEDRINKER CR4
CE Small undead
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
________________________________________________________________
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 63 (7d8+28)
Fort +2, Ref +4, W ill +4
Immune Undead immunities
Resist Cold 5, Fire 5, Sonic 5
_______________________________________________________________
Speed 30 ft.
Melee 2 tentacles each +8 (1d8+3) and 2 claws each +6 (1d6+1)
Space 5 ft. Reach 5 ft. (10 ft. with tentacles)
Special Actions Grab, Power Attack, Bonedrink, Pounce
Special Quality Unholy Toughness
________________________________________________________________
Str 16, Dex 14, Con -, Int 10, W is 8, Cha 14
Base Atk +5; CMB +8 (+12 grapple); CMD 20
Feats Combat Reflexes, Improved Natural Attack (Claws), Multiattack, Power Attack
Skills Climb +13, Perception +9, Sense Motive +9, Stealth +12
________________________________________________________________
Pounce (Ex) W hen the bonedrinker charges, it can make a full attack.
Grab (Ex) To use this ability, the lesser bonedrinker must hit with a tentacle attack. It deals normal
damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The
lesser bonedrinker has the option to conduct the grapple normally, or simply use the part of its body it
used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB
check to make and maintain the grapple, but does not gain the grappled condition itself. Each successful
grapple check it makes during successive rounds automatically deals tentacle damage. A lesser
bonedrinker that has successfully pinned an opponent may begin to drink its bones (see Bonedrink,
below). Lesser bonedrinkers have a +4 racial bonus on combat maneuver checks made to start and
maintain a grapple (including the Move, Damage and Pin options).
Bonedrink (Su) Once a lesser bonedrinker has successfully pinned an opponent, it can begin to drink its
bones. As part of the pin maneuver, it fastens onto the creature with its fangs and secretes a painful toxin
that deals 1d4 points of Constitution damage. Each round the pin is maintained, the lesser bonedrinker
deals an additional 1d4 points of Constitution damage. Creatures reduced to 0 Constitution die; their
bones become too brittle to support their bodies and they collapse into a sack of loose flesh. Creatures
without bones or Constitution scores are immune to this ability.
Unholy Toughness (Ex) A lesser bonedrinker gains a bonus to its hit points equal to its Charisma
modifier x its Hit Dice.
IV. ALLIES AND POSSIBLY HELPFUL NPCS
CAPTAIN SORANNA ANITAH CR 5
Female human fighter 6 (Archer Build - APG)
CG Medium Humanoid
Init +3; Senses Perception +6
________________________________________________________________
AC 23, touch 14, flat-footed 19 (+7 armor, +2 shield,+3 Dex, +1 Dodge)
hp 42 (6d10+6) (+6 hp favored class)
Fort +6, Ref +5, W ill +1
_______________________________________________________________
Speed 20 ft.
Melee mwk longsword +8/+3 (1d8+1/19–20)
Ranged +1 composite longbow +12/+7 (1d8+5/×3) or
+1 composite longbow +10/+10/+5 (1d8+5/×3) with Rapid Shot
Special Attacks Deadly Aim, Point Blank Shot, Precise Shot
________________________________________________________________
Str 13, Dex 16, Con 12, Int 10, W is 8, Cha 14
Base Atk +6; CMB +7; CMD 19
Feats Deadly Aim, Dodge, Persuasive, Point Blank Shot, Rapid Shot, Precise Shot, W eapon Focus
(longbow), W eapon Specialization (longbow)
Skills Bluff +6, Diplomacy +8, Intimidate +12, Knowledge (local) +4, Perception +6, Ride +9
Languages Common
________________________________________________________________
+1 composite longbow with 20 arrows, masterwork longsword, +1 breastplate,
masterwork heavy steel shield, 2 potions of cure moderate wounds, potion of fly, 45 gp.
________________________________________________________________
Hawkeye (Ex) Soranna has a +2 bonus on Perception checks (figured above), and the range increment
for her composite longbow is 120'. This ability replaces Bravery.
Trick Shot (Ex) Soranna can perform the Sunder maneuver with a bow against any target within 30 feet,
with a –4 penalty to her CMB. This ability replaces Armor Training 1.
Expert Archer (Ex) Soranna gains a +1 bonus on attack and damage rolls with bows (figured above).This
ability replaces W eapon Training 1.
JORR NATHERSON CR 5
Male human ranger 6 (Guide Build - APG)(Archery Combat Style)
CG Medium Humanoid
Init +7; Senses Perception +8
________________________________________________________________
AC 17, touch 13, flat-footed 14 (+3 armor, +1 natural,+3 Dex)
hp 48 (6d10+12) (+6 hp favored class)
Fort +7, Ref +8, W ill +3
_______________________________________________________________
Speed 30 ft.
Melee mwk dagger +7/+2 (1d4/19–20)
Ranged +1 longbow +10/+10+5 (1d8+1/×3) or
+1 longbow +8/+8+3 (1d8+5/×3) with Deadly Aim
________________________________________________________________
Str 10, Dex 16, Con 14, Int 13, W is 12, Cha 8
Base Atk +6; CMB +6; CMD 19
SQ Track, W ild Empathy
Feats Deadly Aim, Endurance, Improved Initiative, Manyshot, Rapid Shot, Self-Sufficient, Stealthy,
Skills Handle Animal +6, Heal +10, Knowledge (geography) +8, Knowledge (local) +8,
Knowledge (nature) +13, Perception +8, Profession (Trapper) +8, Survival +13, Stealth +14
Languages Common, Goblin
________________________________________________________________
+1 longbow with 20 arrows, masterwork dagger, masterwork studded leather armor
amulet of natural armor +1, potion of cure moderate wounds, potion of neutralize poison.
________________________________________________________________
Favored Terrain (Ex) Jorr gains a +2 bonus on initiative checks and Knowledge (geography), Perception,
Stealth, and Survival skill checks when he is in Forest terrain. W hen traveling through a forest, Jorr
normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Ranger’s Focus (Ex) Twice per day, Jorr can focus on a single enemy within line of sight as a swift
action. That creature remains Jorr’s focus until it is reduced to 0 or fewer hit points or surrenders, or until
Jorr designates a new focus , whichever occurs first. Jorr gains a +4 bonus on attack and damge rolls
against the target of his focus. This ability replaces Favored Enemy.
Terrain Bond (Ex) Jorr has formed a bond with the land itself, enabling him to direct others in Forest
terrain. W hen in Forest Terrain, Jorr grants all allies within line of sight and that can hear him a +2 bonus
on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with
him, Jorr’s allies leave no trail and can’t be tracked. Jorr can choose for the group to leave a trail, or even
specific members of the group to leave a trail if he so desires. This ability replaces Hunter’s Bond.
OLD WARKLEGNAW CR 7
Venerable Male forest giant
CN Huge humanoid (giant)
Init +0; Senses Darkvision 60 ft.; Perception +15
________________________________________________________________
AC 17, touch 6, flat-footed 17 (-2 size, -2 Dex, +11 natural )
hp 104 (13d8+39)
Fort +14, Ref +5, W ill +7
_______________________________________________________________
Speed 40 ft.
Melee huge greatclub +18/+13 (2d8+16) (currently +15/+10 (2d8+10) (wielded two-handed)
Ranged rock +8/+3 (2d8+16) (currently +8/+3 (2d8+10)) or
rock +7/+7/+3 (2d8+16) (currently +7/+7/+3 (2d8+10))
________________________________________________________________
Str 27 (currently 21), Dex 6, Con 16, Int 17, W is 9, Cha 15
Base Atk +10; CMB +18 (currently 15); CMD 24 (currently 21)
Feats Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, W eapon Focus (rocks),
Self-Sufficient
Skills Diplomacy +18, Knowledge (History) +9, Knowledge (Nature) +10, Perception +15,
Sense Motive +15, Survival +17.
Languages Common, Giant
________________________________________________________________
huge greatclub, 5 throwing boulders, ratty owlbear pelt, loincloth
________________________________________________________________
“W arklegnaw hopes you taste like owlbear!”
SELLYRIA STARSINGER CR 7
Female Elf Druid 8 (Swamp druid build - APG)
NG Medium Humanoid
Init -3; Senses Low-light vision.; Perception +16
________________________________________________________________
AC 9, touch 8, flat-footed 9 (-3 Dex, +1 natural, +1 deflection)
hp 24 (8d8-16)
Immune magical sleep
Resist +4 bonus against diseases and exceptional, supernatural or spell-like abilities of monstrous humanoids.
DR/- 4 against swarms.
Fort +4, Ref -1, W ill +10 (+12 v. Enchantment)
_______________________________________________________________
Speed 30 ft.; swamp stride
Melee mwk scimitar +4 (1d6-3/18-20)
Ranged mwk longbow +4 (1d8-3/x3)
Special Actions wild shape 3/day
________________________________________________________________
Str 4, Dex 4, Con 7, Int 13, W is 19, Cha 17
Base Atk +6; CMB +3; CMD 10
SQ Animal companion (giant crocodile), trackless step, wild empathy +11
Feats Augment Summoning, Brew Potion, Combat Casting, Natural Spell
Skills Diplomacy +11, Handle Animal +14, Knowledge (Nature) +12, Perception +16, Ride +10,
Survival +15 (includes 8 sp from favored class)
Languages Common, Druidic, Elven, Sylvan
________________________________________________________________
Spells (+2 bonus on caster rolls to overcome spell resistance)
4 (DC 18) - control weather, cure serious wounds, scryingth
3 (DC 17) - cure moderate wounds, remove disease, summon nature’s ally IIIrd
2 (DC 16) - animal messenger, bear’s endurance, flaming sphere, wood shapend
1 (DC 15) - cure light wounds, entangle, goodberry, produce flame, speak with animalsst
0 (DC 14) (orisons) - detect magic, mending, purify food and drink, stabilize
________________________________________________________________
Masterwork scimitar, masterwork longbow with 20 arrows, ring of protection +1,
amulet of natural armor +1, potion of cure moderate wounds, potion of lesser restoration, scroll of quench,
scroll of remove disease, leather pouch containing 94 gp, 5pp
________________________________________________________________
Marshwright (Ex) Sellyria gains a +4 bonus to Initiative checks and Knowledge (geography), Perception,
Stealth, Swim and Survival checks in swamp terrain and she cannot be tracked in such an environment.
________________________________________________________________
Crocodile CR 4XP 1200N Huge animalInit +0; Senses low-light vision; Perception +8
AC 17, touch 8, flat-footed 17 (+0 Dex, +9 natural, -2 size)hp 52 (5d8+30)Fort +8, Ref +3, Will +2;
Speed 20 ft., swim 30 ft. sprintMelee bite +10 (2d6+8 plus grab) and tail slap +5 (1d12+6)Space 15 ft. Reach 10 ft.Special Attacks death roll (1d8+6 plus trip)
Str 27, Dex 10, Con 21, Int 1, Wis 12, Cha 2;Base Atk 4; CMB 12; CMD 22Feats Skill Focus (Perception, Stealth)Skills Perception +8, Stealth +0, Swim +14; Racial Modifiers +8 on Stealth in waterSQ hold breathDeath Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in itslegs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple. Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
KILLIAR ARROWSWIFT CR 4
Male elf ranger 5 (Mounted Combat Combat Style - APG)
CG Medium Humanoid
Init +4; Senses low-light vision; Perception +11
________________________________________________________________
AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 40 (5d10+10)
Immune magical sleep
Fort +6, Ref +8, W ill +2 (+4 vs. Enchantments)
_______________________________________________________________
Speed 30 ft.
Melee mwk handaxe +6 (1d6/x3)
Ranged +1 longbow +9 (1d8/x3)
________________________________________________________________
Str 10, Dex 18, Con 14, Int 8, W is 13, Cha 10
Base Atk +5; CMB +5; CMD 19
SQ Track, W ild Empathy +5
Feats Endurance, Mounted Archery, Mounted Combat, Rapid Shot, Ride-by Attack
Skills Handle Animal +8, Knowledge (Nature) +7, Perception +11, Ride +11, Survival +9
Languages Common, Elven
________________________________________________________________
masterwork studded leather armor, +1 longbow with 20 arrows, masterwork handaxe, light wooden shield,
potion of cure moderate wounds, potion of invisibility, leather pouch containing 21 gp, 13 sp
________________________________________________________________
Favored Enemies: Killiar gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
checks against dragons (+2 against humanoid reptilians). Likewise, he gets a +4 bonus on weapon attack
and damage rolls against dragons (+2 against humanoid reptilians). Killiar may make Knowledge skill
checks untrained when attempting to identify these creatures.
Favored Terrain (Ex) Killiar gains a +2 bonus on initiative checks and Knowledge (geography),
Perception, Stealth, and Survival skill checks when he is in Swamp terrain. W hen traveling through a
swamp, Killiar normally leaves no trail and cannot be tracked (though he may leave a trail if he so
chooses).
Favored Class Bonus: +2 ½ (+2) to rolls to confirm a critical threat with the longbow (APG).
Hunter’s Bond (Ex) Owl companion.
TRELLARA NIGHTSHADOW CR 4
Female elf bard 5
NG Medium Humanoid
Init +2; Senses low-light vision; Perception +10
________________________________________________________________
AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 25 (5d8)
Immune magical sleep
Fort +1, Ref +6, W ill +5 (+7 vs. Enchantments)
_______________________________________________________________
Speed 30 ft.
Melee masterwork longsword +6 (1d8-1/19-20)
Ranged masterwork longbow +6 (1d8/x3)
Special Actions bardic performance 7 rds/day, Countersong, distraction, fascinate, inspire courage +2,
inspire competence +1, lore master 1/day
________________________________________________________________
Str 8, Dex 15, Con 10, Int 12, W is 12, Cha 16
Base Atk +3; CMB +2; CMD 14
SQ Bardic Knowledge +8
Feats Combat Casting, Dodge, W eapon Finesse
Skills Acrobatics +9, Diplomacy +10, Knowledge (geography) +9, Knowledge (history) +9, Knowledge
(nature) +9, Perception +10, Perform (Sing) +11, Use Magic Device +7.
Languages Common, Elven, Sylvan
________________________________________________________________
Spells (+2 bonus on caster rolls to overcome spell resistance)
2nd (DC 15) (3/day) - animal messenger, cat’s grace, hold person
1 (DC 14) (5/day) - cure light wounds, grease, identify, silent image, sleepst
0 (DC 13) (cantrips) - detect magic, lullaby, mage hand, summon instrument
________________________________________________________________
+1 chain shirt, masterwork longsword, masterwork longbow with 20 arrows,
potion of cure moderate wounds, wand of lesser confusion (47 charges), leather pouch containing 17 gp
and 3 100 gp pearls.
________________________________________________________________
TIRI KITOR HUNTER CR 1
Male elf ranger 2
CG Medium Humanoid
Init +3; Senses low-light vision; Perception +X
________________________________________________________________
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 18 (2d10+4) (+2 favored class bonus)
Immune magical sleep
Fort +5, Ref +6, W ill +1 (+3 vs. Enchantments)
_______________________________________________________________
Speed 30 ft.
Melee handaxe +3 (1d6+1/x3)
Ranged mwk composite longbow +6 (1d8+1/x3) or
mwk composite longbow +4/+4 (1d8+1/x3) with rapid shot
________________________________________________________________
Str 12, Dex 17, Con 14, Int 8, W is 13, Cha 8
Base Atk +2; CMB +3; CMD 16
SQ Track, W ild Empathy +0,
Feats Point Blank Shot, Rapid Shot
Skills Handle Animal +8, Knowledge (Nature) +7, Perception +11, Ride +11, Survival +9
Languages Common, Elven
________________________________________________________________
leather armor, masterwork composite longbow with 20 arrows, handaxe, 2 potions of cure light wounds
leather pouch containing 5 sp
________________________________________________________________
Favored Enemies: Tiri Kitor Hunters gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive,
and Survival checks against humanoid reptilians. Likewise, they get a +2 bonus on weapon attack and
damage rolls against humanoid reptilians. They may make Knowledge skill checks untrained when
attempting to identify these creatures.
LARS ULVERTH, LION GUARD CAPTAIN CR 7
Male human fighter 8
LG Medium Humanoid
Init +3; Senses Perception +0
________________________________________________________________
AC 22, touch 9, flat-footed 22 (+10 armor, +3 shield, -1 Dex)
hp 72 (8d10+16) (+8 hp favored class)
Fort +8, Ref +1, W ill +4 (+6 v. Fear)
_______________________________________________________________
Speed 30 ft. (Armor Training)
Melee +1 bastard sword +13/+8 (1d10+6/19-20) w/ weapon training
Ranged mwk composite longbow +8/+3 (1d8+2/x3)
Special Attacks Power Attack
________________________________________________________________
Str 15, Dex 8, Con 14, Int 12, W is 10, Cha 14
Base Atk +8; CMB +10; CMD 19
Feats Combat Reflexes, Disruptive, Exotic W eapon Proficiency (bastard sword) ,
Improved Initiative, Iron W ill, Leadership, Persuasive, Power Attack,
W eapon Focus (bastard sword), W eapon Specialization (bastard sword)
Skills Diplomacy +13, Handle Animal +11, Intimidate +13, Ride +8, Sense Motive +9
Languages Common, Dwarf
________________________________________________________________
+1 full plate, +1 heavy steel shield, +1 bastard sword, masterwork composite longbow with 20 arrows,
65 gp.
________________________________________________________________
TREDORA GOLDENBROW CR 8
Female aasimar cleric 9 (Sarenrae)
LG Medium Humanoid
Init +3; Senses Darkvision 60' Perception +14
________________________________________________________________
AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 54 (9d8+9)
Resist 5 cold, acid & electricity
Fort +7, Ref +3, W ill +10
_______________________________________________________________
Speed 20 ft.
Melee mwk heavy mace +6/+1 (1d8-1/x2)
Special Actions Spontaneous Casting (Cure spells), Channel Positive Energy (5d6) 6/day
________________________________________________________________
Str 8, Dex 10, Con 13, Int 12, W is 19/21, Cha 16
Base Atk +6; CMB +5; CMD 15
Feats Brew Potion, Craft W and, Selective Channeling, Skill Focus (Diplomacy)
Skills Diplomacy +18, Heal +16, Knowledge (religion) +11, Perception +14, Sense Motive +15 ( includes
9 sp from Favored Class bonus)
Languages Celestial, Common, Elven
________________________________________________________________
Spells (Domains: Healing, Sun)
5 (DC 20) - flame strike , summon monster V, true seeingth D
4 (DC 19) - dismissal, fire shield , sending, spell immunityth D
3 (DC 18) - channel vigor, dispel magic, prayer, remove disease, searing lightrd D
2 (DC 17) - aid, augury, delay poison, heat metal , resist energy, zone of truthnd D
1 (DC 16) - blessing of the watch (APG), command, comprehend languages, detect evil, st
divine favor, endure elements , sanctuaryD
0 (DC 15) (orisons) - detect magic, mending, purify food and drink, stabilize
Spell-Like Abilities (CL 8 ) - 1/day - daylightth
________________________________________________________________
+1 breastplate, +1 heavy steel shield, masterwork heavy mace, headband of inspired wisdom +2,
silver holy symbol, 2 potions of lesser restoration, wand of cure moderate wounds.
__________________________________________________________
Rebuke Death (Sp): Tredora can touch a living creature as a standard action, healing it for 1d4+4 points
of damage. She can only use this ability on a creature that is below 0 hit points. Tredora can use this
ability 8 times a day.
Healer's Blessing (Su): Tredora’s cure spells are treated as if they were empowered, increasing the
amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure
spell. This does not stack with the Empower Spell metamagic feat.
Sun's Blessing (Su): W henever Tredora channels positive energy to harm undead creatures, she adds
her cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you
channel positive energy.
Nimbus of Light (Su): Tredora can emit a 30-foot nimbus of light for 9 rounds a day.. This acts as a
Daylight spell. In addition, undead within this radius take 9 damage each round that they remain inside the
nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought
inside this nimbus. These rounds do not need to be consecutive.
IMMERSTAL THE RED CR 9
Male human wizard 10 (Conjuration specialist)
CG Medium Humanoid
Init +2; Senses Perception +10
________________________________________________________________
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 54 (10d6+9)
Resist 5 cold, acid & electricity
Fort +7, Ref +3, W ill +10
_______________________________________________________________
Speed 20 ft.
Melee mwk dagger +5 (1d4/19-20)
Range mwk light crossbow +7 (1d8/19-20)
________________________________________________________________
Str 10, Dex 14, Con 13, Int 17, W is 12, Cha 8
Base Atk +5; CMB +5; CMD 17
Feats Augment Summoning, Brew potion, Combat Casting, Craft Magic Arms and Armor, Craft W and,
Craft W ondrous Item, Scribe Scroll, Spell Penetration
Skills Craft (alchemy) +12, Fly +11, Knowledge (arcana) +16, Knowledge (history) +12, Knowledge (the
planes) +12, Perception +10, Spellcraft +16
Languages Common, Draconic, Elven, Sphinx
________________________________________________________________
Spells (Divination and Necromancy are opposition schools) (Spell Penetration)
5 (DC 18) - cloudkill, summon monster V, telepathic bondth
4 (DC 17) - dimension door, stoneskin, summon monster IVth
3 (DC 16) - dispel magic, fly, fireball, haste, summon monster IIIrd
2 (DC 15) - flaming sphere, glitterdust, invisibility, mirror image, resist energy, webnd
1 (DC 14) - enlarge person, expeditious retreat, mage armor, mount, shield, vanish (APG)st
0 (DC 13) (cantrips) - create ice, detect magic, light, mage hand, message
________________________________________________________________
wand of magic missiles (9 , 34 charges), wand of false life (16 chages), masterwork dagger, masterworkth
light crossbow with 10 bolts, cloak of resistance +2, pearl of power (1 level), goggles of Night, scroll ofst
teleport, 3 scrolls of telepathic bond, potion of cat’s grace, potion of displacement, potion of fly, potion of
invisibility, leather pouch containing, 73 gp, and 3 pearls worth 100 gp each.
__________________________________________________________
Spellbook spells prepared plus 5 - overland flight, teleport; 4 - charm monster, ice storm; 3 - heroism,th th rd
slow; 2 protection from arrows, rope trick; 1 - burning hands, chill touch; 0 - all.nd st
__________________________________________________________
Summoner's Charm (Su): +10 rounds to the duration of conjuration (summoning) spells.
Acid Dart (Sp): Six times a day, as a standard action Immerstal can unleash an acid dart targeting any
foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+5 points of acid damage. This attack
ignores spell resistance.
Dimensional Steps (Sp): Immerstal can use this ability to teleport up to 300 feet per day as a standard
action. This teleportation must be used in 5-foot increments and such movement does not provoke an
attack of opportunity. He can bring other willing creatures with him, but he must expend an equal amount
of distance for each additional creature brought with him.
Arcane Bond (Sp): Immerstal’s arcane item is his masterwork dagger.
Conversion Note: Immerstal really should learn fox’s cunning and make himself a headband of vast
intelligence. He certainly will in my campaign.
Lion of Brindol CR 4
Human fighter 5
LN Medium humanoid
Init +1; Senses Perception -1
________________________________________________________________
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 45 (5d10+10) (+5 hp favored class)
Fort +6, Ref +2, W ill +2 (+3 v. Fear)
_______________________________________________________________
Speed 30 ft. (Armor Training)
Melee +1 longsword +11 (1d8+7/19–20)
Ranged mwk composite longbow +7 (1d8+3/×3)
________________________________________________________________
Str 16, Dex 13, Con 14, Int 10, W is 8, Cha 12
Base Atk +5; CMB +8; CMD 19
Feats Iron W ill, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, W eapon Focus
(longsword), W eapon Specialization (longsword)
Skills Handle Animal +6, Intimidate +6, Ride +12
Languages Common
________________________________________________________________
Masterwork breastplate, masterwork heavy steel shield, +1 longsword, masterwork composite longbow
with 20 arrows, potion of bull’s strength, potion of cure serious wounds, leather pouch containing 35 gp.
________________________________________________________________
Weapon Training Lions of Brindol gain +1 to hit and damage with heavy blades (figured above).
________________________________________________________________
This statistics block can also be used for House Kaal’s Elite Guards.
______________________________________________________________________________
HUMAN TOWN GUARD CR 1/3
Human warrior 1
N Medium humanoid
Init +0; Senses Perception +1
________________________________________________________________
AC 17, touch 10, flat-footed 17 (+5 armor,+2 shield)
hp 10 (1d10+1+3)
Fort +3, Ref +0, W ill -1
_______________________________________________________________
Speed 20 ft.
Melee longsword +2 (1d8+1/19–20)
Ranged light crossbow +1 (1d8/19-20)
________________________________________________________________
Str 13, Dex 11, Con 12, Int 10, W is 9, Cha 8
Base Atk +1; CMB +2; CMD 12
Feats Alertness, Toughness
Skills Intimidate +3, Ride +4, Sense Motive +1
Languages Common
________________________________________________________________
scale mail, heavy wooden shield, longsword, light crossbow with 20 bolts.
HUMAN MILITIA CR 1/4
Human commoner 1
N Medium humanoid
Init +0; Senses Perception -1
________________________________________________________________
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 8 (1d6+1+3)
Fort +0, Ref +0, W ill -1
_______________________________________________________________
Speed 30 ft.
Melee spear +1 (1d8+1/x3)
________________________________________________________________
Str 13, Dex 11, Con 12, Int 10, W is 9, Cha 8
Base Atk +0; CMB +1; CMD 11
Feats Skill Focus (Profession), Toughness
Skills Craft (Varies) +4, Profession (Varies) +7
Languages Common
________________________________________________________________
leather armor, spear
__________________________________________________________________________________________
CRIMSON TIGER THUG CR 4
Human rogue 5 (Thug build - APG)
NE Medium humanoid
Init +6; Senses Perception +7
________________________________________________________________
AC 19, touch 13, flat-footed 17 (+4 armor, +2 shield, +2 dex, +1 Dodge)
hp 24 (4d8+4)
Fort +4, Ref +6, W ill +0; evasion
_______________________________________________________________
Speed 30 ft.
Melee mwk short sword +7 (1d6+3/19-20)
Ranged mwk light crossbow +6 (1d8/19-20)
Attack Option sneak attack +3d6
________________________________________________________________
Str 16, Dex 14, Con 13, Int 10, W is 8, Cha 12
SQ frightening
Base Atk +3; CMB +6; CMD 18
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Intimidating Prowess
Skills Bluff +9, Climb +11, Diplomacy +9, Escape Artist +10, Intimidate +12, Perception +7, Sleight of
Hand +10, Stealth +10
Languages Common
________________________________________________________________
+1 studded leather, +1 buckler, masterwork shortsword, masterwork light crossbow with 20 bolts, 2
potions of cure moderate wounds, 50 gp.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a
sneak attack. This attack causes the target to take 1 additional point of damage each round for each die
of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of
damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point damage. Bleeding damage from this ability does
not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Strong Impression - Crimson Tiger Thugs have the Intimidating Prowess feat.
Frightening (Ex) W henever a Crimson Tiger Thug successfully uses Intimidate to demoralize a creature,
the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or
more rounds, the Crimson Tiger Thug can instead to decide to make the target frightened for one round.
This ability replaces trapfinding.
Brutal Beating (Ex) W henever a Crimson Tiger Thug deals sneak attack damage, he can choose to
forgo 1d6 points of sneak attack damage to make the target sickened for 2 rounds. This ability does not
stack with itself - only the most recent duration applies. This ability replaces trap sense.
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THISLICENSE IS MADE BY WIZARDS OF THE COAST!
OPEN GAME LICENSE Version 1.0a
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3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the termsof this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant Youa perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use,the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open GameContent, You represent that Your Contributions are Your original creation and/or You have sufficientrights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,modifying or distributing, and You must add the title, the copyright date, and the copyright holder'sname to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as tocompatibility, except as expressly licensed in another, independent Agreement with the owner of eachelement of that Product Identity. You agree not to indicate compatibility or co-adaptability with anyTrademark or Registered Trademark in conjunction with a work containing Open Game Content exceptas expressly licensed in another, independent Agreement with the owner of such Trademark orRegistered Trademark. The use of any Product Identity in Open Game Content does not constitute achallenge to the ownership of that Product Identity. The owner of any Product Identity used in OpenGame Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of thework that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.You may use any authorized version of this License to copy, modify and distribute any Open GameContent originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open GameContent You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using thename of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License withrespect to some or all of the Open Game Content due to statute, judicial order, or governmentalregulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms hereinand fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shallsurvive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall bereformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000, Wizards of the Coast, Inc.