Wednesday, February 27, 2019

the King in Yellow

Turgeon, Abbot of Hastur
CR 7                                                                                                               XP: 3,200
Male human wizard 8
CE Medium humanoid (human)
Init +3; Senses Perception -1
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
HP 38 (8d6+8)
ort +1, Ref +5, Will +7
Speed 30 ft.
Melee mwk cold iron dagger +8 (1d4/19–20 plus poison);
Ranged mwk cold iron dagger +8 (1d4/19–20 plus poison); ranged toudh +7
Special Attacks hand of the apprentice 7/day (ranged +8)
Spells Prepared (CL 8th)
  4th-Empowered Fire Breath (DC 16), Ice Storm, Stoneskin
  3rd-Beast Shape I, Empowered Magic Missile, Fly, Haste
  2nd-—Blur, Create Pit (DC 16), Foxs Cunning, Scorching Ray
  1st-—Disguise Self, Expeditious Retreat, Grease (DC 15), Magic Missile, Unseen Servant (already cast)
  0th-Acid Splash, Detect Magic, Detect Poison, Resistance
Str 10, Dex 16, Con 9, Int 18, Wis 9, Cha 13
Base Atk +4; CMB +4; CMD 18
Skills Craft (alchemy) +14, Fly +13, Knowledge (arcana, local, religion) +14, Profession (clergyman) +9, Spellcraft +14
Languages Abyssal, Aklo, Common, Draconic, Gasquen
SQ arcane bond (dagger), metamagic mastery 1/day
Gear wand of lightning bolt (CL 7: 43 charges), arcane scroll (CL 8: mirror image, resist energy), 2 potions of cure light wounds, vial of giant wasp poison
Other Gear bracers of armor +4, ring of protection +1, poisoned masterwork cold iron dagger (giant wasp poison), glove of storing (wand), red silk chasuble with Yellow Sign in thread of gold (550 gp) Spellbook All prepared plus 0—all; 1st—alarm, burning hands, endure elements, floating disk, hypnotism, identify, mage armor, mount, sleep; 2nd—darkness, glitterdust, hideous laughter, hypnotic pattern, mirror image, misdirection, protection from arrows, resist energy, spectral hand, touch of idiocy; 3rd—deep slumber, dispel magic, fireball, hold person, lightning bolt, ray of exhaustion; 4th— animate dead, black tentacles, crushing despair, elemental body I, fire shield.

Incarnation of Death

Lesser Incarnation of Death
CR 9                                                                                                                XP: 6,400
N Medium outsider (extraplanar)
Init +9; Senses blindsight 30 ft., darkvision 120 ft., death sense; Perception +15
AC 20, touch 19, flat-footed 15 (+1 natural, +5 Dex, +4 deflection)
HP 44 (8d10)
Fort +4, Ref +13, Will +13
Defensive Abilities AC vs. assigned foe or AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural); Immune death effects, disease, magic, poison
Speed 30 ft.
Melee +3 scythe +19/+14 (2d4+17/x4) vs. assigned foe or +3 scythe +15/+10 (2d4+9/x4)
Special Attacks certain blow, permanent slaying, replication, smite target (+4 bonus to hit, +8 damage, +4 deflection bonus to AC)
Str 18, Dex 20, Con 10, Int 6, Wis 20, Cha 18
Base Atk +8; CMB +12; CMD 31
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Intimidate +13, Knowledge (planes) +7, Perception +15, Sense Motive +15, Stealth +14
Languages telepathy 120 ft.
SQ alpha strike
Gear +3 scythe
Environment any
Organization solitary (see below)
Treasure none
Alpha Strike (Ex) An incarnation of death almost always gains initiative in any fight and is never flat-footed. When rolling initiative, an incarnation of death rolls twice and takes the better result.
Certain Blow (Ex) The blows of an incarnation of death always strike the very soul of their assigned foe. In addition to the benefits of its smite ability, the attacks of an incarnation of death are considered to be touch attacks against its assigned foe.
Death Sense (Su) An incarnation of death can automatically sense the exact level of health of any living being it sees, effectively knowing its total hit dice, hit point maximums, and current hit point level. The incarnation can also discern any unusual status conditions, including wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, and the like.
Magic Immunity (Ex) A lesser incarnation of death is immune to all spells and spell-like abilities of 3rd level or less. The incarnation may voluntarily lower this immunity as a standard action and may raise it again as a free action. In addition, incarnations of death are immune to all death effects.
Permanent Slaying (Ex) Those killed by a lesser incarnation of death may only be brought back via a true resurrection, miracle or wish spell; those slain by a greater incarnation of death can only be brought back by the direct intervention of a deity.
Replication (Ex) When an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe. Only one incarnation of death appears at a time to engage an interfering party, even if that party continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. Should one of these other incarnations be slain, that person again becomes subject to this ability should they turn their attention to assisting another face an incarnation of death. Assistance can take the form of attacking an incarnation, healing the assigned foe’s wounds, or even positioning oneself so as to give the assigned foe a flanking
A robed, hooded figure wielding a large scythe appears and attacks.
An incarnation of Death is the very personification of Death with skeletal features, hooded robe, and scythe. It usually strikes first in any fight and its blows seem to always strike true. It can automatically sense the exact level of health of any living being it sees and those killed may only be brought back to life by the most powerful magic or the intervention of deities. If an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe.
Only one incarnation of death appears at a time to engage an interfering foe, even if that foe continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. If the incarnation has no foes assigned—for example, if it was summoned to simply wreak havoc and slay all who cross its path—it cannot use its replication ability.
The incarnation can communicate telepathically with any sentient creature, to a distance equal to the range of its darkvision. However, incarnations very seldom choose to do so. Once destroyed, the incarnation disappears along with its magical scythe.
Greater Incarnation of Death
CR 13                                                                                                             XP: 25,600
N Large outsider (extraplanar)
Init +9; Senses blindsight 30 ft., darkvision 120 ft., death sense; Perception +20
AC 19, touch 18, flat-footed 14 (+1 natural, +5 Dex, +4 deflection, -1 size)
HP 82 (15d10)
Fort +7, Ref +16, Will +16
Defensive Abilities AC vs. assigned foe or AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural); Immune death effects, disease, magic, poison
Speed 30 ft.
Melee +3 scythe +26/+21/+16 (2d4+24/19–20/x4) vs. assigned foe or +3 scythe +22/+17/+12 (2d4+9/19–20/x4)
Space 10 ft.
Special Attacks certain blow, permanent slaying, replication, smite target (+4 bonus to hit, +8 damage, +4 deflection bonus to AC)
Str 18, Dex 20, Con 10, Int 6, Wis 20, Cha 19
Base Atk +15; CMB +20; CMD 39
Feats Great Fortitude, Improved Critical, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Intimidate +19, Knowledge (planes) +13, Perception +20, Sense Motive +20, Stealth +16
Languages telepathy 120 ft.
SQ alpha strike
Gear +3 scythe
Environment any
Organization solitary (see below)
Treasure none
Alpha Strike (Ex) An incarnation of death almost always gains initiative in any fight and is never flat-footed. When rolling initiative, an incarnation of death rolls twice and takes the better result.
Certain Blow (Ex) The blows of an incarnation of death always strike the very soul of their assigned foe. In addition to the benefits of its smite ability, the attacks of an incarnation of death are considered to be touch attacks against its assigned foe.
Death Sense (Su) An incarnation of death can automatically sense the exact level of health of any living being it sees, effectively knowing its total hit dice, hit point maximums, and current hit point level. The incarnation can also discern any unusual status conditions, including wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, and the like.
Magic Immunity (Ex) A lesser incarnation of death is immune to all spells and spell-like abilities of 3rd level or less. The incarnation may voluntarily lower this immunity as a standard action and may raise it again as a free action. In addition, incarnations of death are immune to all death effects.
Permanent Slaying (Ex) Those killed by a lesser incarnation of death may only be brought back via a true resurrection, miracle or wish spell; those slain by a greater incarnation of death can only be brought back by the direct intervention of a deity.
Replication (Ex) When an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe. Only one incarnation of death appears at a time to engage an interfering party, even if that party continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. Should one of these other incarnations be slain, that person again becomes subject to this ability should they turn their attention to assisting another face an incarnation of death. Assistance can take the form of attacking an incarnation, healing the assigned foe’s wounds, or even positioning oneself so as to give the assigned foe a flanking
A robed, hooded figure wielding a large scythe appears and attacks.
An incarnation of Death is the very personification of Death with skeletal features, hooded robe, and scythe. It usually strikes first in any fight and its blows seem to always strike true. It can automatically sense the exact level of health of any living being it sees and those killed may only be brought back to life by the most powerful magic or the intervention of deities. If an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe.
Only one incarnation of death appears at a time to engage an interfering foe, even if that foe continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. If the incarnation has no foes assigned—for example, if it was summoned to simply wreak havoc and slay all who cross its path—it cannot use its replication ability.
The incarnation can communicate telepathically with any sentient creature, to a distance equal to the range of its darkvision. However, incarnations very seldom choose to do so. Once destroyed, the incarnation disappears along with its magical scythe.

Sun Worshippers

Togeth, Priest of the Wakening Sun
CR 13                                                                                                                 XP: 25,600
Male human cleric (cloistered) of Sarenrae 14
N Medium humanoid (human)
Init +0; Senses Perception +11
Aura chaos
AC 18, touch 10, flat-footed 18 (+8 armor)
HP 66 (14d8)
Fort +9, Ref +4, Will +16
Defensive Abilities Will +20 vs. symbols, glyphs or writings
Speed 30 ft.
Melee +1 disruption heavy mace +11/+6 (1d8+1)
Special Attacks aura of madness (DC 22, 14 rounds/day), channel energy 5/day (DC 21, 7d6), gaze (DC 19)
Spell-Like Abilities (CL 16th) 8/day—vision of madness (+/–8)
Spells Prepared (CL 16th)
  8th-Mass Inflict Critical Wounds (DC 23), Summon Monster VIII, Sunburst (D DC 23)
  7th-Circle of Clarity (DC 22), Insanity (D DC 22), Regenerate, Summon Monster VII
  6th-Fire Seeds (D), Greater Dispel Magic, Heal, Planar Ally
  5th-Flame Strike (D DC 20), Greater Forbid Action (DC 20), Scrying (DC 20), Slay Living (DC 20), Summon Monster V
  4th-Aura of Doom (DC 19), Blessing of Fervor (DC 19), Confusion (D DC 19), Poison (DC 19), Sending (x2)
  3rd-Bestow Curse (DC 18), Blindness/Deafness (DC 18), Prayer, Searing Light, Searing Light (D), Speak With Dead (DC 18)
  2nd-Chant, Heat Metal (D DC 17), Hold Person (DC 17), Inflict Moderate Wounds (DC 17; x2), Silence (DC 17)
  1st-Command (DC 16), Cure Light Wounds, Doom (DC 16), Endure Elements (D), Ray of Sickening (DC 16), Sanctuary (DC 16), Summon Monster I
  0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spell)
Domain: Madness, Sun
Str 10, Dex 10, Con 10, Int 12, Wis 20, Cha 15
Base Atk +10; CMB +10; CMD 20
Feats Brew Potion, Divine Interference, Improved Channel, Improved Iron Will, Iron Will, Quick Channel, Sacred Summons, Selective Channeling
Skills Appraise +9, Bluff +6, Diplomacy +12, Heal +14, Intimidate +5, Knowledge (history) +10, Knowledge (planes) +7, Knowledge (religion) +18, Perception +11, Sense Motive +13, Spellcraft +14, Survival +6
Languages Celestial, Common
SQ ESP (DC 19), nimbus of light (14 rounds/day), variant channeling (madness variant channeling)
Gear 1 disruption heavy mace, bracers of armor +8, ring of spell turning, silver unholy symbol of Sarenrae
Aura (Ex) The Guardian’s aura radiates as Chaos due to the influence of Tsathoggua.
Channel Energy (Su) Due to the Guardian’s madness and Chaotic influence, they may channel either positive or negative energy.
ESP (Su) Similar in effect, but more powerful, to the spells detect thoughts and seek thoughts, the ESP ability allows the Guardian to find and understand surface thoughts of a target, as well as gaining a limited precognition. The Guardian can use any of the abilities of detect thoughts or seek thoughts, and additionally gains a bonus on initiative equal to the Guardian’s HD. A target gets a Will save against this intrusion equal to 10 + 1/2 the Guardian’s level + the Guardian’s Charisma modifier.
Gaze (Su) Once per round, a Guardian high priest may use one of the following effects as a gaze attack, with a range of 30 ft.: confusion, discord (as a song of discord), dominate person, fear, or pain (as a symbol of pain). Each power may be used once per round, but no more than once per hour each. The save to resist the gaze is equal to 10 + 1/2 the guardian’s level + the guardian’s Charisma modifier.
Increased Spellcasting (Ex) When within the environs of the Lead mine, all Guardians of the Heart cast spells as a cleric 2 levels higher. This affects prepared and domain spells only, no other class abilities are affected
Branswol, Emissary of Sunrise
CR 15                                                                                                           XP: 51,200
Female human cleric (cloistered) of Sarenrae 16
N Medium humanoid (human)
Init -1; Senses Perception +12
Aura chaos
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 56 (16d8-16)
Fort +9, Ref +4, Will +18
Defensive Abilities Will +20 vs. symbols, glyphs or writings
Speed 30 ft.
Melee rod of the python +13/+8/+3 (1d6+1)
Special Attacks aura of madness (DC 24, 16 rounds/day), channel energy 3/day (DC 18, 8d6), gaze (DC 18)
Spell-Like Abilities (CL 18th) 9/day—vision of madness (+/–9)
Spells Prepared (CL 18th)
  9th-Miracle, Weird (D DC 25)
  8th-Greater Spell Immunity, Scintillating Pattern (D), Summon Monster VIII
  7th-Circle of Clarity (DC 23), Insanity (D DC 23), Resurrection
  6th-Greater Dispel Magic, Heal, Phantasmal Killer (D DC 22), Planar Ally, Word of Recall
  5th-Greater Forbid Action (DC 21), Nightmare (D DC 21), Scrying (DC 22), Serenity (DC 21), Spell Resistance
  4th-Confusion (D DC 20), Control Summoned Creature (DC 20), Divination, Sending (x2)
  3rd-Bestow Curse (DC 19), Blindness/Deafness (DC 19), Prayer, Rage (D), Speak With Dead (DC 19)
  2nd-Augury, Calm Emotions (DC 18), Chant, Hold Person (DC 18), Silence (DC 18), Touch of Idiocy (D)
  1st-Comprehend Languages (x2), Cure Light Wounds, Detect Evil, Lesser Confusion (D DC 17), Sanctuary (DC 17)
  0th-Detect Magic, Guidance, Virtue (D Domain spell)
Domain: Madness
Str 10, Dex 9, Con 8, Int 16, Wis 22, Cha 10
Base Atk +12; CMB +12; CMD 21
Feats Craft Staff, Craft Wand, Craft Wondrous Item, Greater Spell Penetration, Improved Counterspell, Improved Iron Will, Iron Will, Scribe Scroll, Spell Focus (Divination), Spell Penetration
Skills Appraise +16, Bluff +5, Diplomacy +13, Heal +19, Knowledge (arcana, history, religion) +30, Knowledge (local) +28, Knowledge (planes) +24, Linguistics +16, Perception +12, Sense Motive +15, Spellcraft +21
Languages Abyssal, Aklo, Celestial, Common, Dark Folk, Dwarven, Elder Thing, Elven, Giant, Goblin, Infernal, Orc, Terran, Undercommon
SQ breadth of knowledge, ESP (DC 22), variant channeling (madness variant channeling), verbal instruction, well-read
Gear cube of force, greater persistent metamagic rod; Other Gear rod of the python, silver unholy symbol of Sarenrae
Aura (Ex) The Guardian’s aura radiates as Chaos due to the influence of Tsathoggua.
Channel Energy (Su) Due to the Guardian’s madness and Chaotic influence, they may channel either positive or negative energy.
ESP (Su) Similar in effect, but more powerful, to the spells detect thoughts and seek thoughts, the ESP ability allows the Guardian to find and understand surface thoughts of a target, as well as gaining a limited precognition. The Guardian can use any of the abilities of detect thoughts or seek thoughts, and additionally gains a bonus on initiative equal to the Guardian’s HD. A target gets a Will save against this intrusion equal to 10 + 1/2 the Guardian’s level + the Guardian’s Charisma modifier.
Gaze (Su) Once per round, a Guardian high priest may use one of the following effects as a gaze attack, with a range of 30 ft.: confusion, discord (as a song of discord), dominate person, fear, or pain (as a symbol of pain). Each power may be used once per round, but no more than once per hour each. The save to resist the gaze is equal to 10 + 1/2 the guardian’s level + the guardian’s Charisma modifier.
Increased Spellcasting (Ex) When within the environs of the Lead mine, all Guardians of the Heart cast spells as a cleric 2 levels higher. This affects prepared and domain spells only, no other class abilities are affected.
Kyzak, Cathedral Sanctifier
CR 20                                                                                                              XP: 307,200
Female human cleric (cloistered) of Sarenrae 18
N Medium humanoid (human)
Init -1; Senses Perception +18
Aura chaos
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 81 (18d8)
Fort +11, Ref +5, Will +21
Defensive Abilities Will +23 vs. symbols, glyphs or writings
Speed 30 ft.
Melee +2 brilliant energy quarterstaff +14/+9/+4 (1d6+1); melee touch +12
Ranged ray +12 (gaze effect), ranged touch +12
Special Attacks aura of madness (DC 27, 18 rounds/day), channel energy 5/day (DC 23, 9d6), gaze (DC 22)
Spell-Like Abilities (CL 20th) 11/day—vision of madness (+/–10)
Spells Prepared (CL 20th)
  9th-Energy Drain (DC 27), Implosion (DC 27), Overwhelming Presence, Summon Monster IX, Weird (D DC 27)
  8th-Fire Storm (DC 26), Scintillating Pattern (D), Stormbolts (DC 26), Summon Monster VIII (x2)
  7th-Destruction (DC 25), Ethereal Jaunt, Insanity (D DC 25), Repulsion (DC 25; x2)
  6th-Blade Barrier (DC 24), Greater Dispel Magic, Heal, Mass Inflict Moderate Wounds (DC 24), Phantasmal Killer (CD DC 24)
  5th-Insect Plague, Nightmare (D DC 23), Slay Living (DC 23), Summon Monster V, Wall of Stone
  4th-Aura of Doom (DC 22), Blessing of Fervor (DC 22), Confusion (D DC 22), Cure Critical Wounds, Poison (DC 22), Spell Immunity
  3rd-Bestow Curse (DC 21), Blindness/Deafness (DC 21), Prayer, Rage (D), Searing Light, Searing Light
  2nd-Chant, Darkness, Hold Person (DC 20), Inflict  Moderate Wounds (DC 20; x2), Touch of Idiocy (D)
  1st-Command (DC 19), Cure Light Wounds, Doom (DC 19), Lesser Confusion (D DC 19), Ray of Sickening (DC 19), Summon Monster I
  0th-Guidance, Resistance, Virtue (D Domain spell)
Domain: Madness
Str 9, Dex 8, Con 10, Int 13, Wis 26, Cha 19
Base Atk +13; CMB +12; CMD 21
Feats Gaze to Ray, Improved Channel, Improved Iron Will, Leadership, Mythic Iron Will, Point-Blank Shot, Precise Shot, Quick Channel, Sacred Summons, Scribe Scroll, Selective Channeling
Skills Bluff +14, Diplomacy +22, Heal +16, Knowledge (history) +28, Knowledge (planes) +16, Knowledge (religion) +31, Linguistics +11, Perception +18, Sense Motive +21, Spellcraft +19, Survival +9, Use Magic Device +19
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Night-Ghoul, Terran, Tsathar
SQ breadth of knowledge, ESP (DC 22), variant channeling (madness variant channeling), verbal instruction, well-read
Gear brooch of shielding, helm of brilliance, rod of rulership; Other Gear +2 brilliant energy quarterstaff, ring of regeneration, silver holy symbol of Sarenrae
Aura (Ex) The Guardian’s aura radiates as Chaos due to the influence of Tsathoggua.
Channel Energy (Su) Due to the Guardian’s madness and Chaotic influence, they may channel either positive or negative energy.
ESP (Su) Similar in effect, but more powerful, to the spells detect thoughts and seek thoughts, the ESP ability allows the Guardian to find and understand surface thoughts of a target, as well as gaining a limited precognition. The Guardian can use any of the abilities of detect thoughts or seek thoughts, and additionally gains a bonus on initiative equal to the Guardian’s HD. A target gets a Will save against this intrusion equal to 10 + 1/2 the Guardian’s level + the Guardian’s Charisma modifier.
Gaze (Su) Once per round, a Guardian high priest may use one of the following effects as a gaze attack, with a range of 30 ft.: confusion, discord (as a song of discord), dominate person, fear, or pain (as a symbol of pain). Each power may be used once per round, but no more than once per hour each. The save to resist the gaze is equal to 10 + 1/2 the guardian’s level + the guardian’s Charisma modifier.
Increased Spellcasting (Ex) When within the environs of the Lead mine, all Guardians of the Heart cast spells as a cleric 2 levels higher. This affects prepared and domain spells only, no other class abilities are affected.
Celestial Theurge Traica Kaladon

CR 8                                                                                                                    XP: 4800
Female human cleric of Sarenrae 3/sorcerer 4/mystic theurge 2
NG Medium humanoid (human)
Init +0; Senses Perception +8
AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)
HP 69 (3d8+4d6+2d6+31)
Fort +8, Ref +4, Will +11
Resist acid 5, cold 5
Speed 20 ft.
Melee +1 spear +13 (1d8+7/x3)
Ranged mwk heavy crossbow +6 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel positive energy 6/day (DC 12 [DC 14 against undead], 2d6)
Bloodline Spell-Like Abilities (CL 4th; concentration +5)
   4/day-Heavenly Fire (1d4+2)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
   5/day-Rebuke Death, Touch of Glory
Sorcerer Spells Known (CL 6th; 25% spell failure; concentration +7)
  3rd (3/day)-Haste
  2nd (5/day)-Bull's Strength, Protection from Arrows
  1st (7/day)-Bless, Burning Hands (DC 12), Enlarge Person, Shield, True Strike
  0th-Dancing Lights, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Read Magic
Cleric Spells Prepared (CL 5th; concentration +7)
  3rd-Prayer, Searing Light
  2nd-Bless Weapon, Delay Poison, Remove Paralysis, Shield Other
  1st-Cure Light Wounds, Divine Favor (2), Protection from Evil, Remove Fear
  0th-Create Water, Guidance, Purify Food and Drink, Stabilize
Bloodline: celestial
Domain: Glory, Healing
Before Combat The mystic theurge casts bull's strength.
During Combat The mystic theurge casts haste and shield, then supports her companions with spells. She targets undead with channeled energy and searing light.
Base Statistics: Without bull's strength, the mystic theurge's statistics are Melee +1 spear +11 (1d8+5/x3); Str 18; CMB +9; CMD 19.
Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +11; CMD 21
Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Extra Channel, Toughness, Weapon Focus (spear)
Skills Diplomacy +7, Knowledge (arcana) +5, Knowledge (nobility) +4, Knowledge (religion) +5, Perception +8, Spellcraft +3
Languages Common
SQ aura, bloodline arcana (summoned creatures gain DR 2/evil), combined spells (1st)
Gear +1 bolts (3), +1 evil outsider-bane bolts (3), +1 undead-bane bolts (3), scrolls of cure serious wounds (2), scrolls of neutralize poison (2), scroll of remove disease, antitoxin (2), holy water (2)
Other Gear +1 breastplate, +1 spear, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, pair of platinum rings (worth 50 gp), 287 gp
Treasure
URTHLAN FIENDBINDER’S GUIDE TO THE DIABOLIC
Aura faint transmutation; CL 9th Slot —; Price 2,800 gp; Weight 1 lb.
DESCRIPTION
This leather bound book features the image of a screaming demon on its front cover. Any creature that spends at least 24 hours reading the book must succeed at a DC 10 Intelligence check. Success grants the reader a continual +2 competence bonus to all Knowledge (arcana) and Knowledge (planes) checks. A creature can make only one attempt to read the book.
CONSTRUCTION
Requirements Craft Wondrous Item, fox’s cunning; Cost 400 gp
The survivor of a zombie plague that ravaged her small town, Traica now quests to destroy any undead threat.
Combat Encounters: Allying with paladins, inquisitors, and clerics, Traica works to make the world safe for good people everywhere.
Sven Silvermane

CR 8                                                                                                                XP: 4,800
Male human cleric of Sarenrae 9
LG Medium humanoid (human)
Init +0; Senses Perception +6
Aura nimbus of light (30 ft., 9 rounds/day)
AC 23, touch 10, flat-footed 23 (+8 armor, +5 shield)
HP 66 (9d8+18)
Fort +8, Ref +3, Will +12
Defensive Abilities Will +14 trait bonus vs. charm and compulsion
Speed 20 ft.
Melee the star of silvermane +10/+5 (1d8+4 plus 2d6 vs. evil)
Special Attacks channel positive energy 5/day (DC 18, 5d6 [+9 vs. undead]), sun’s blessing
Spell-Like Abilities (CL 9th; concentration +15) 9/day—rebuke death (1d4+4)
Spells Prepared (CL 9th)
  5th-Mass Cure Light Wounds, Disrupting Weapon, Flame Strike (DC 21)
  4th-Cure Critical Wounds (2), Fire Shield, Holy Smite (DC 20)
  3rd-Daylight (2), Prayer, Searing Light, Searing Light
  2nd-Cure Moderate Wounds (2), Heat Metal (DC 18), Inflict Moderate Wounds (DC 18), Lesser Restoration, Spiritual Weapon (2)
  1st-Bless, Cure Light Wounds (2), Detect Evil, Detect Undead, Endure Elements, Shield of Faith
  0th-Create Water, Light, Purify Food and Drink (DC 16), Stabilize (Domains Healing, Sun)
Str 12, Dex 11, Con 14, Int 12, Wis 22, Cha 15
Base Atk +6; CMB +7; CMD 17
Feats Blind-Fight, Channel Smite, Improved Channel, Persuasive, Selective Channeling, Turn Undead
Skills Acrobatics +4, Climb +2, Diplomacy +16, Heal +18, Intimidate +4, Perception +6, Ride +1, Sense Motive +12, Survival +9, Swim +2
Languages Common, Elven
SQ healer’s blessing; Traits birthmark, rich parents
Other Gear breast of silvermane, shield of silvermane, the star of silvermane, 950 gp
Sven is a descendent of the noble Silvermane family. Famous for their battles against the lycanthropes of the Blackwood forest, they have a proud tradition of raising priests and warriors that worship the goddess of the sun, Sarenrae. Sven was kitted early with family heirlooms and sent out to conquer the darkness and heal the infirm. After several adventures he wound up in the grande temple of Jing, ultimately falling the Blindeye Caverns.

Tuesday, February 26, 2019

Midnight Queen Banshee

Midnight Queen Banshee
CR 20                                                                                                                 XP: 307,200
Female advanced banshee
CE Medium undead (incorporeal)
Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
AC 29, touch 29, flat-footed 17 (+7 deflection, +11 Dex, +1 dodge)
HP 351 (26d12+182)
Fort +15, Ref +21, Will +22
Defensive Abilities incorporeal; Immune undead traits; Weaknesses sunlight powerlessness
Speed fly 60 ft. (perfect)
Melee incorporeal touch +30 (14d6 negative energy plus terror)
Space 5 ft., Reach 5 ft.
Special Attacks great wail (DC 32 Fort), terror (DC 32 Will)
Str -, Dex 32, Con -, Int 18, Wis 20, Cha 25
Base Atk +19; CMB +30; CMD 48
Feats Ability Focus (terror, wail), Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Step Up, Weapon Focus (melee touch attack), Wind Stance
Skills Bluff +20, Diplomacy +20, Fly +40, Knowledge (geography) +20, Knowledge (history) +30, Knowledge (local) +19, Knowledge (nature, planes) +10, Knowledge (religion) +22, Perception +31, Sense Motive +30, Spellcraft +13, Stealth +26
Languages Abyssal, Aklo, Celestial, Common, Elven, Infernal
Environment  any
Organization solitary
Treasure standard
Hear Heartbeat (Ex) A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.
Terror (Su) A creature damaged by the banshee’s touch attack must make a DC 32 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 20th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based
Great Wail (Su) Once per round, a queen banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 32 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 200 points of damage (as if affected by a CL 20th wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 5 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.
This beautiful, ghostly elven woman glides through the air, her long hair flowing around a face knotted into a mask of rage.
A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed.  Maddened by grief, a banshee visits her vengeance on all living creatures-innocent or guilty-with her fearsome touch and deadly wails.

Duke Hackmore

Duke Hackmore
CR 12                                                                                                           XP: 19,200
Male demonic knight The Tome of Horrors Complete 193
CE Medium outsider (chaotic, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +26
Aura fear (30 ft., DC 18)
AC 32, touch 15, flat-footed 31 (+8 armor, +9 natural, +4 deflection, +1 Dex)
HP 94 (9d10+45)
Fort +11, Ref +4, Will +10
DR 10 cold iron or magic; SR 23
Speed 20 ft.
Melee +1 anarchic longsword +17/+12 (1d8+7/19–20), slam +10 (1d6+3) or 2 slams +15 (1d6+6)
Special Attacks  breath of unlife, create spawn
Spell-Like Abilities (CL 20th) At will—detect magic, see invisibility, wall of ice (DC 18) 2/day—dispel magic 1/day—fireball (DC 17), symbol of pain (DC 19), symbol of fear (DC 20), summon (level 9, 1d4 shadow demons, 1 vrock or marilith, 2 glabrezus or hezrous 50%)
Str 22, Dex 13, Con 20, Int 18, Wis 18, Cha 18
Base Atk +9; CMB +15; CMD 30
Feats Alertness, Blind-Fight, Cleave, Power Attack, Weapon Focus (longsword)
Skills Bluff +16, Climb +12, Diplomacy +16, Intimidate +16, Knowledge (planes) +16, Perception +26, Sense Motive +18, Stealth +71, Survival +16
  Racial Modifiers +8 Perception
Languages Abyssal, Common
Gear masterwork half-plate, +1 anarchic longsword
Environment any (Abyss)
Organization solitary or troupe (demonic knight plus 2–4 shadow demons)
Treasure standard
Breath of Unlife (Su) Once every 1d4 rounds, the demonic knight can exhale a blast of negative energy in a 10-foot cone. Creatures in the area must succeed on a DC 20 Reflex save or take 2d4 points of Strength damage. A creature reduced to Strength 0 by a demonic knight dies. The save DC is Constitution-based.
Create Spawn (Su) Any humanoid slain by a demonic knight’s breath of unlife becomes a shadow demon in 2d4 rounds. Spawn are under the command of the demonic knight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
A demonic knight appears as a 6-foot tall humanoid dressed in black iron half-plate armor. Its head is completely hidden beneath a helmet that it never removes. A black iron longsword is slung at its hip. Some demonic knights don capes and other decorations as a badge of station. It is unknown exactly how many demonic knights exist, but they are believed to number no more than nine.
Copyright Notice Author Scott Greene.

Knem Koth

Knem Koth
CR 24                                                                                                             XP: 1,228,800
NE Huge outsider
Init +5; Senses Senses darkvision 120 ft., detect good, detect thoughts, true seeing; Perception +9
Aura deeper darkness (20 ft., as the spell)
AC 39, touch 22, flat-footed 34 (-2 size, +17 natural, +9 dodge, +5 Dex)
HP 573 (31d12+372); regeneration 30
Fort +29, Ref +22, Will +21
Defensive Abilities freedom of movement, rock catching, shadow blend; DR 20/epic and good; Immune ability damage, ability drain, charm and compulsion effects, death effects, energy drain, petrification, poison; SR 35; Resist acid 20, cold 20, electricity 20, fire 20
Speed 40 ft.
Melee slam +44 (2d8+15 plus 2d6 Str damage), tentacle +39 (4d8+7 plus 2d6 Str damage plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks constrict (4d6+7), create spawn, strength damage
Spell-Like Abilities (CL 24th; melee touch +40, ranged touch +35) Constant—detect good, detect thoughts (DC 19), freedom of movement, true seeing At will—astral projection, control winds, greater dispel magic, greater teleport, shadow walk (DC 23), shapechange 3/day—enervation, geas/quest, power word kill, power word stun, shadow conjuration (DC 21), shadow evocation (DC 22), wall of shadow (as wall of stone, but made of shadowstuff) 1/day— greater shadow conjuration (DC 24), greater shadow evocation (DC 25), shades (DC 26), summon (level 9, 36 HD worth of shadows, greater shadows, or shadow creatures or 2d8 shadow giants 100%)
Str 41, Dex 21, Con 35, Int 25, Wis 29, Cha 25
Base Atk +31; CMB +48; CMD 72
Languages Auran, Celestial, Common, Giant; telepathy 120 ft.
Environment Plane of Shadow
Organization solitary (unique)
Treasure triple
Command Shadow Creatures (Su) Knem Koth can command shadow creatures (those native to the Plane of Shadow, those with the Shadow Creature template, shadows, and greater shadows) via telepathy or by speaking to the creature. The creature can make a DC 32 Will save to resist. This functions like mass suggestion but can affect mindless creatures. Knem Koth can suggest obviously harmful or suicidal acts (though nonmindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Knem Koth issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Knem Koth for one day. The save DC is Charisma-based.
Create Spawn (Su) A living creature slain by Knem Koth becomes a shadow or greater shadow in 1d4 rounds. These spawn are under the command of Knem Koth and remain so until he is destroyed. They do not possess any of the abilities they had in life.
Shadow Blend (Su) In any illumination other than bright light, Knem Koth blends into the shadows, giving it concealment (20% miss chance). Knem Koth can suspend or resume this ability as a free action.
Shadow Mastery (Su) Any shadow, greater shadow, creature native to the Plane of Shadow, or creature with the Shadow Creature template that attempts to attack Knem Koth with a melee attack must succeed on a DC 32 Will save. If the save fails, the creature cannot attack Knem Koth for 1d4 rounds. Once a creature succeeds on its save, it is immune to this ability for one day. The save DC is Charisma-based.
Strength Damage (Su) Knem Koth’s slam attack and tentacle attack as well as any melee weapon attacks deals 2d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Monday, February 25, 2019

Forbidding Spirit

Abu Knet, Forbidding Spirit
CR 6                                                                                                                   XP: 2,400
Male human ghost cleric of Uragthoa 5
LE Medium undead (augmented human, incorporeal)
Init +2; Senses Perception +11
AC 17, touch 17, flat-footed 15 (+2 Dex, +5 deflection)
HP 51 (5d8+25)
Fort +9, Ref +5, Will +9
Defensive Abilities  incorporeal, rejuvenation; Immune undead traits; Resist channel resistance +4
Speed 0 ft., fly 30 ft. (perfect)
Melee melee touch +5
Ranged ranged touch +5
Special Attacks channel positive energy 8/day (DC 17, 3d6), corrupting touch
Spell-Like Abilities (CL 5th; melee touch +5, ranged touch +5) 6/day—rebuke death (1d4+2), touch of law
Spells Prepared (CL 5th)
  3rd-Bestow Curse (DC 16), Cure Serious Wounds (D), Deeper Darkness
  2nd-Align Weapon (law only D), Death Knell (DC 15), Enthrall (DC 15), Hold Person (DC 15)
  1st-Bless Water (DC 14), Command (DC 14), Detect Evil, Doom (DC 14), Protection from Chaos (D)
  0th-—Detect Magic, Light, Purify Food and Drink (DC 13), Read Magic (D Domain)
Domain: Healing, Law
Str -, Dex 14, Con -, Int 12, Wis 16, Cha 20
Base Atk +3; CMB +3; CMD 20
Feats Blind-Fight, Command Undead, Deceitful, Iron Will, Lightning Reflexes
Skills Bluff +7, Disguise +7, Fly +10, Heal +11, Knowledge (planes, religion) +9, Perception +11, Sense Motive +11, Spellcraft +9, Stealth +10
  Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Common
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in 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 halves the damage inflicted.
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

blur in the night shadow people

Shadow Mage
CR 6                                                                                                                XP: 2,400
Male human shodow evoker 6
NE Medium outsider (augmented human)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 33 (6d6+12)
Fort +3, Ref +4, Will +5
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20); melee touch +2
Ranged dagger +2 (1d4/19-20); ranged touch +5
Special Attacks intense spells +3
Spell-Like Abilities (CL 6th; ranged touch +5): 6/day—force missile (1d4+3)
Spells Prepared (CL 6th)
  3rd-Dispel Magic, Fly, Haste, Fireball (DC 17; x2)
  2nd-Flaming Sphere (DC 16), Glitterdust (DC 15), Mirror Image, Protection from Arrows, Scorching Ray (DC 16)
  1st-Burning Hands (DC 15), Color Spray (DC 14), Expeditious Retreat, Mage Armor (already cast), Shocking Grasp
  0th-Dancing Lights, Detect Magic, Light, Message (Arcane School Evocation Opposition Schools Enchantment, Necromancy)
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation)
Skills Craft (armor) +10, Craft (weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering, geography, history) +7, Perception +6, Ride +6, Spellcraft +12
Languages Common, Draconic, Elven, Giant
SQ arcane bond (wand), shadow blend
Gear 2 scrolls of fly, 2 scrolls of invisibility, 2 scrolls of minor image, wand of magic missile (CL 5th, 50 charges, arcane bond item), wand of shocking grasp (50 charges), 3 tanglefoot bags; Other Gear 2 daggers, 20 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Priest
CR 5                                                                                                              XP: 1,600
Male human shodow cleric 5
LE Medium outsider (augmented human)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +6
AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
HP 41 (5d8+17)
Fort +7, Ref +1, Will +7
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +8 (1d8+3/19-20); melee +6
Ranged ranged +2
Special Attacks channel positive energy 6/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th; melee touch +6) 5/day—touch of law, battle rage (+2 damage)
Spells Prepared (CL 5th)
  3rd-Dispel Magic, Magic Vestment (D), Searing Light
  2nd-Align Weapon (law only D), Enthrall (DC 14), Resist Energy (DC 14), Sound Burst (DC 14)
  1st-Command (DC 13), Divine Favor, Magic Weapon (D), Shield of Faith, Summon Monster I
  0th-Guidance, Light, Purify Food and Drink, Resistance (D Domain)
Domain: Law, War
Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (Longsword)
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6
Languages Common,
Gear potion of bull’s strength, thunderstone
Other Gear masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Ranger
CR 6                                                                                                              XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +8, Will +3
DR 5/magic; SR 12; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+3/x3) or dagger +9/+4 (1d4+3/19-20)
Ranged +1 composite shortbow +10/+5 (1d6+4/x3)
Special Attacks  favored enemy (magical beasts +4,, monstrous humanoids +2)
Spells Prepared (CL 3rd)
  1st-—Speak With Animals
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22
Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Self-Sufficient
Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12, Swim +7
Languages Common
SQ hunter’s bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5
Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow [+3 Str], 40 arrows, 10 cold iron arrows, 10 alchemical silver arrows, 4 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Thief
CR 3                                                                                                               XP: 800
Male human shadow fighter rogue 3
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1; DR 5/magic; SR 8; Resist cold 5, electricity 5
Speed 30 ft.
Melee sap +3 (1d6+1 disarm) or dagger +3 (1d4+1/19-20)
Ranged mwk composite shortbow +6 (1d6+1/x3) or dagger +5 (1d4 +1/19-20)
Special Attacks sneak attack +2d6
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Deft Hands, Skill Focus (Perception), Stealthy
Skills Acrobatics +9, Appraise +5, Bluff +5, Climb +9, Disable Device +13, Disguise +5, Escape Artist +11, Knowledge (local) +8, Perception +9, Sleight of Hand +11, Stealth +11, Swim +7
Languages Common, Elven, Halfling
SQ rogue talent (quick disable), trapfinding +1
Gear potion of feather fall, potion of jump, tanglefoot bag
Other Gear leather armor, dagger, sap, masterwork composite shortbow [+1 Str], 20 arrows, universal solvent, climber’s kit, 50 ft. silk rope with grappling hook, masterwork thieves’ tools
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Warrior
CR 6                                                                                                              XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +5, Will +3
Defensive Abilities bravery +2;; Will +5 vs. fear; DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +12/+7 (1d8+6/19–20) or shortspear +10/+5 (1d6+4) or dagger +9/+4 (1d4+3/19–20)
Ranged mwk composite shortbow +10/+5 (1d6+3/x3)
Special Attacks weapon training (spears +1)
Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Ride-By Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Craft (weapons) +3, Handle Animal +0, Perception +3, Profession (soldier) +5, Ride +7, Sense Motive +3, Survival +5
Languages Common
SQ armor training 1
Gear oil of magic weapon, potion of cure light wounds
Other Gear +1 banded mail, +1 heavy wooden shield, masterwork longsword, composite shortbow [+3 Str], 20 arrows, dagger, 2 shortspears, 18 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

Sunday, February 24, 2019

No sneaking

Balderdash, Dwarf Rascal
CR 8                                                                                                               XP: 4,800
Male dwarf fighter 5/rogue 4
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +12
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
HP 86 (5d10+4d8+36)
Fort +8, Ref +8, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training, evasion,  trap sense +1, uncanny dodge
Speed 20 ft.
Melee +1 keen dwarven waraxe +15/+10 (1d10+6/19–20/×3)
Ranged +1 returning throwing axe +13 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks hatred, rogue talents (combat trick, weapon training), sneak attack +2d6, weapon trainings (axes +1)
Str 19, Dex 16, Con 16, Int 14, Wis 10, Cha 9
Base Atk +8; CMB +12; CMD 25 (29 vs. bull rush or trip)
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Stealthy, Toughness, Two-Handed Thrower, Weapon Focus (dwarven waraxe, handaxe), Weapon Specialization (dwarven waraxe)
Skills Acrobatics +9, Appraise +10, Bluff +5, Climb +13, Disable Device +12, Escape Artist +17, Intimidate +5, Knowledge (dungeoneering) +10, Perception +12, Sense Motive +5, Sleight of Hand +11, Stealth +17
Languages Common, Dwarven
SQ armor training 1, trapfinding +2
Gear +3 studded leather, +1 buckler, +1 keen dwarven waraxe, +1 returning throwing axe
Environment  ?
Organization ?
Treasure NPC gear (chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, other treasure)
A short, stern faced, beared warrior faces you with hard eyes
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse-no one familiar with their race trusts a beardless dwarven man.
Elison, Burning-Tree Vandal
CR 6                                                                                                              XP: 2,400
Male half-elf rogue 7
N Medium humanoid (elf, human)
Init +8; Senses low-light vision;; Perception +13
AC 22, touch 18, flat-footed 16 (+4 Dex, +4 armor, +2 deflection, +1 dodge)
HP 42 (7d8+7)
Fort +9, Ref +9, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
Speed 30 ft.
Melee +2 rapier +12 (1d6+3/18-20)
Ranged +1 seeking light crossbow +10 (1d8+1/19-20)
Special Attacks rogue talents (assault leader, finesse rogue, weapon training), sneak attack +4d6
Str 12, Dex 18, Con 13, Int 16, Wis 13, Cha 13
Base Atk +5; CMB +6; CMD 23
Feats Dodge, Improved Initiative, Mobility, Skill Focus (stealth), Stealthy, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14, Appraise +13, Bluff +11, Climb +11, Disable Device +19, Escape Artist +16, Intimidate +8, Knowledge (local) +11, Perception +13, Sense Motive +9, Sleight of Hand +14, Stealth +19, Use Magic Device +11
  Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, trapfinding +3
Gear r +2 leather armor, +2 rapier, +1 seeking light crossbow, 20 bolts, ring of protection +2, masterwork thieves’ tools
Syn Mallow, Xathrid Slyblade
CR 9                                                                                                              XP: 6,400
Male human rogue 5/assassin 5
CE Medium humanoid (human)
Init +8; Senses Perception +13
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +1 dodge, +4 Dex)
HP 83 (5d8+5d8+35)
Fort +27, Ref +13, Will +7
Defensive Abilities evasion, improved uncanny dodge; Ref +14 vs. traps; Will +9 vs. poison
Speed 30 ft.
Melee +2 dagger of the shadowlands +12/+7 (1d4+1/19–20 plus 1d4 Con drain)
Ranged darts of acid (x3) +10 (1d4–1 plus 1d4 acid)
Special Attacks death attack (DC 16), rogue talent (bleeding attack +6), sneak attack +6d6, true death (DC 20)
Str 8, Dex 19, Con 14, Int 12, Wis 10, Cha 13
Base Atk +6; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +17, Bluff +14, Climb +12, Diplomacy +9, Disable Device +19, Disguise +9, Escape Artist +14, Knowledge (local) +9, Perception +13, Stealth +21
Languages Common, Halfling
SQ hidden weapons, poison use, rogue talent (fast stealth), trap sense +1, trapfinding +2
Gear potion of cure light wounds
Other Gear +2 leather armor, +2 dagger of the shadowlands, darts of acid, cloak of resistance +2, ring of protection +1, masterwork thieves’ tools
Jalia "Lady Lightfingers" Ramires
CR 9                                                                                                               XP: 6,400
Female human ex–monk 1/rogue 9
CN Medium humanoid (human)
Init +6; Senses Perception +2
AC 21, touch 21, flat-footed 13 (+6 Dex, +3 deflection, +2 dodge)
HP 64 (1d8+9d8+19)
Fort +6, Ref +14, Will +9
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;Will +12 Ref vs traps
Speed 30 ft.
Melee unarmed +13/+8 (1d6) or flurry of blows +11/+11/+6 (1d6)
Ranged mwk dart +13 (1d4)
Special Attacks sneak attack +4dt6, flurry of blows, stunning fist (3/day, DC 17)
Str 10, Dex 22, Con 12, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +6; CMD 27
Feats Improved Grapple, Improved Unarmed Strike, Iron Will, Skill Focus (sleight of hand, use magic device), Stealthy, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Languages Common, Tulita
SQ trapfinding, rogue talents (fast stealth, finesse rogue, ledge walker, quick disable), trap sense +3
Gear Large lady’s fan (actually a wand of hold person [22 charges]), wand of major image (18 charges) fashioned into an umbrella
Other Gear +3 ring of protection, fine emerald brooch (fake, only work 4 cp), emerald green silk bodice of escape, aqua hoop skirt (quick tear away), black silk leggings, slippers of spider climb, ring of acquisition (see side box), white lace gloves of arrow snaring, 2 masterwork hairpin darts (laced with drow poison), and a vial of liquid terinav root (see Pathfinder Roleplaying Game: Core Rulebook, Appendix 1, “Poison”), a silken ladies purse (filled with caltrops).
Treasure
RING OF ACQUISITION
Aura faint transmutation; CL 3rd Slot finger; Price 7,000 gp
DESCRIPTION
This simple gold band is featureless, save the initials of the current wearer, which always appears inscribed on it. Whenever the bearer of this ring picks up an item, any personal markings (monograms, engravings, even an arcane mark) vanish from it and are immediately replaced with the wearer’s initials.
CONSTRUCTION
Requirements Forge Ring, erase; Cost 3,500 gp.
Dark Dancer Zyler
CR 7                                                                                                               XP: 3,200
Male dark dancer (Pathfinder RPG Bestiary 4 43) rogue 6
CN Small humanoid (dark folk)
Init +7; Senses see in darkness; Perception +14
AC 20, touch 18, flat-footed 13 (+7 Dex, +1 size, +2 armor)
HP 74 (8d8+38)
Fort +6, Ref +16, Will +2
Defensive Abilities evasion, trap sense +2, uncanny dodge; Weaknesses light blindness
Speed 30 ft.
Melee mwk short sword +14 (1d4/19-20) or dagger +13 (1d3/19-20)
Ranged +1 hand crossbow +14 (1d3+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks bardic performance (8 rounds/day; distraction, inspire courage +1), dark curse, death throes, sneak attack +4d6
Str 11, Dex 25, Con 16, Int 12, Wis 8, Cha 15
Base Atk +5; CMB +4; CMD 21
Feats Deadly Aim, Point-Blank Shot, Skill Focus, Toughness, Weapon Finesse
Skills Acrobatics +18, Bluff +13, Climb +4, Knowledge (geography) +8, Perception +14, Perform (dance) +13, Sleight of Hand +18, Stealth +26, Use Magic Device +16
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages sneak attack +4d6
SQ poison use, rogue talents (fast stealth, finesse rogue), trapfinding +3
Gear black smear poison (3 doses; Pathfinder RPG Bestiary 54), wand of blindness/deafness (15 charges), wand of invisibility (10 charges)
Other Gear leather armor, mwk short sword, +1 hand crossbow with 20 bolts, cloak of resistance +1, 30 gp
Environment  any underground
Organization solitary, pair, troupe (3-5), or delegation (1 plus 1 dark stalker and 4-10 dark creepers)
Treasure standard (club, dagger, black smear poison [3 doses; Pathfinder RPG Bestiary 54], other gear)
Bardic Performance (Su) A dark dancer can use its dancing to help its allies. A dark dancer can use bardic performance as a 2nd-level bard, but only for distraction and inspire courage effects.
Dark Curse (Su) As a standard action, a dark dancer can make a touch attack against a foe and curse it. The foe must succeed at a DC 12 Will saving throw to resist the effects. Creatures that fail the saving throw take a -2 penalty on all Dexterity and Charisma-based skill checks. This curse is permanent, but the victim of this curse can attempt a new saving throw each day.
Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a DC 13 Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a DC 13 Will save or be shaken for 1 round. The save DC is Constitution-based.

Big "F"ing bug

Hellwidow
CR 8                                                                                                                  XP: 4,800
LE Large magical beast (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8
AC 22, touch 12, flat-footed 19 (-1 size, +10 natural, +3 Dex)
HP 95 (10d10+40)
Fort +13, Ref +12, Will +5
Defensive Abilities venom resistance; DR 10/silver; Immune fire; Resist acid 10, cold 10
Speed 40 ft., climb 30 ft.
Melee bite +16 (2d8+10 plus 1d6 fire and poison)
Space 10 ft., Reach 5 ft.
Str 24, Dex 17, Con 18, Int 7, Wis 15, Cha 12
Base Atk +10; CMB +18; CMD 31
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (stealth), Weapon Focus (bite)
Skills Climb +22, Perception +8, Stealth +8
Languages Infernal (can’t speak)
Environment any (Nine Hells)
Organization solitary, pair, or gang (3–6)
Treasure incidental
Fiery Webs (Ex) The hellwidow can set any of its webs on fire as a free action at the start of its turn merely by touching the webbing. Creatures caught in the webs when they catch fire take 2d6 points of fire damage each round until they escape. After escaping, creatures continue taking this damage each round unless they succeed on a DC 15 Reflex save. A new save can be made each round to extinguish the fire.
Poison (Ex) Bite—injury; save DC 23 Fort; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus 1d6 fire damage and staggered; cure 2 saves. The save DC is Constitution-based and includes a +4 racial bonus.
Venom Resistance (Ex) Hellwidows gain a +4 racial bonus on saving throws against spider venom.
This massive long-legged giant spider is crimson in color with dull red, barely visible, hourglass-shaped markings on its underside.
Hellwidows are roughly 9 feet long and weighs nearly 1,000 pounds, with males being slightly smaller than females.
Hellwidows are giant spiders that make their home within the Nine Hells. They are believed to be the result of diabolical experiments that crossed giant black widows with devils. These creatures, while possibly related to black widows, are much more cunning and intelligent. Hellwidows dwell on the warmer planes of Hell’s layers, generally avoiding the colder lower planes. Giant web-filled caverns serve as their lairs. When encountered on the Material Plane, it is most often in thick forests or caverns in warmer climates. Evil spellcasters occasionally summon a hellwidow to the Material Plane and strike a bargain with the creature offering food, treasure, or the like in return for some service (usually guarding a location or killing a particular enemy).
Hellwidows mate several times per year with the female laying up to 100 eggs in a single dull gray egg sac. The eggs hatch within 30 days, with only about 25% of the young surviving. Young are blood red in color with dull yellow stripes on their abdomens. Young mature rapidly, reaching adulthood within six months.
Hellwidows are carnivores and prey on various types of other creatures, including lesser devils, fiendish insects, and even other hellwidows. Prey is quickly cocooned in the hellwidow’s webbing, set on fire, and then bitten repeatedly until it succumbs to the widow’s poison. Once the prey is dead, the hellwidow carries it back to its lair to be devoured. Hellwidows prefer to hunt by ambush; usually hiding in dark corners within their webs. When they detect movement, such as a creature becoming entangled in their webs, they quickly move to strike.
Source: Tome of Horrors 4

Knight Gaunt

Lady Mischanna, Knight Gaunt
CR 10                                                                                                             XP: 9,600
Female knight gaunt, The Tome of Horrors 4 “Knight Gaunt” antipaladin 8
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +12
AC 30, touch 11, flat-footed 29 (+10 armor, +4 natural, +5 shield, +1 Dex)
HP 106 (8d10+4d12+36)
Fort +13, Ref +7, Will +16
Immune undead traits; SR 14; Resist cold 10
Speed 20 ft.
Melee nine lives stealer +18/+13/+8 (1d8+6 plus bleed/17–20), 2 claws +14 (1d4+3 plus bleed)
Special Attacks bleed (1d4), channel negative energy 3/day (DC 17, 4d6), cruelties (DC 17; dazed, staggered), fiendish boon 1/day (weapon +2, 8 min./day), smite good 3/day (antipaladin; +3 to hit, +8 to damage), smite good 1/day (knight gaunt; +3 to hit, +12 to damage), touch of corruption 7/day (4d6 damage)
Spell-Like Abilities (CL 4th) At will—detect good
Spells Prepared (CL 5th)
  2nd-Invisibility, Vestment of the Champion
  1st-Command (DC 14), Death Knell (DC 14)
During Combat A knight gaunt fights with bladed weapons in battle, preferring longswords, greatswords, and axes to all others. Only when disarmed does it resort to using its claws. A knight gaunt that retains its mount (that is undead now as well) or procures some undead steed to carry it into battle wields a lance in addition to its other weapons. In battle, a knight gaunt is relentless, attacking with its blades until all of its foes are vanquished. Wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
Str 16, Dex 12, Con -, Int 11, Wis 16, Cha 17
Base Atk +11; CMB +14; CMD 25
Feats Cleave, Improved Critical (longsword), Improved Sunder, Power Attack, Shield Focus, Weapon Focus (longsword)
Skills Bluff +9, Diplomacy +5, Intimidate +16, Perception +12, Ride +2, Sense Motive +8, Stealth +3
Languages Common
SQ unholy resilience, weapon attunement
Gear +1 full plate, +2 heavy steel shield, nine lives stealer
Smite Good (Su) Once per day, a knight gaunt can smite good. As a swift action, the knight gaunt chooses one target within sight. If this target is good, the knight gaunt adds its Charisma bonus on its attack rolls and adds its Hit Dice on all damage rolls made against that target. If the target is an outsider with the good subtype or a good-aligned creature with levels of cleric of paladin, the bonus to damage on the first successful attack is doubled. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Additionally, the knight gaunt gains a deflection bonus equal to its Charisma bonus to AC against attacks made by the target of the smite. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus on attack rolls and damage rolls with any melee weapon it wields. Additionally, it gains the bleed special attack with any melee weapon it wields.
This desiccated creature resembles a once proud knight fallen from grace. Its armor reveals its former station. The creature’s eyes burn red and its hands end in wicked claws.
A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
A knight gaunt is an undead creature created when a paladin falls in battle. Other than a few fleeting thoughts perhaps of the martial training they received in life, these creatures have no memories of their former lives. A knight gaunt often wears the armor it wore in life and wields the weapons it carried into its last battle before rising as undead. Knight gaunts are most often found in the employ of death knights serving as companions or knights-in-training. Others wander the world seeking out goodness wherever they find it, squashing it beneath their steel-booted heel and putting the righteous to their blades. Paladins and clerics of good alignment are hated by many knight gaunts for they represent everything the knight gaunt isn’t, and perhaps once was or once strived to be.
Yel Sayed, Knight Gaunt
CR 7                                                                                                              XP: 3,200
Male knight gaunt, The Tome of Horrors 4 “Knight Gaunt” fighter 5
CE Medium undead (augmented human)
Init +0; Senses darkvision 60 ft.; Perception +11
AC 21, touch 10, flat-footed 21 (+7 armor, +4 natural)
HP 58 (5d10+4d12+5)
Fort +5, Ref +2, Will +4
Defensive Abilities bravery +1; Immune undead traits; SR 14; Resist cold 10
Speed 20 ft.
Melee +1 halberd +15/+10 (1d10+9 plus bleed/19–20/×3) and 2 claws +11 (1d4+3 plus bleed)
Special Attacks bleed (1d4), smite good (+9 to damage), weapon training (pole arms +1)
During Combat A knight gaunt fights with bladed weapons in battle, preferring longswords, greatswords, and axes to all others. Only when disarmed does it resort to using its claws. A knight gaunt that retains its mount (that is undead now as well) or procures some undead steed to carry it into battle wields a lance in addition to its other weapons. In battle, a knight gaunt is relentless, attacking with its blades until all of its foes are vanquished. Wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
Str 17, Dex 11, Con -, Int 13, Wis 9, Cha 11
Base Atk +8; CMB +11; CMD 21
Feats Cleave, Combat Expertise, Furious Focus, Improved Critical (halberd), Improved Trip, Power Attack, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Bluff +1, Diplomacy +1, Intimidate +12, Perception +11, Ride +5, Sense Motive +9, Stealth +5
Languages Common
SQ armor training 1, weapon attunement
Gear +1 breastplate, +1 halberd
Smite Good (Su) Once per day, a knight gaunt can smite good. As a swift action, the knight gaunt chooses one target within sight. If this target is good, the knight gaunt adds its Charisma bonus on its attack rolls and adds its Hit Dice on all damage rolls made against that target. If the target is an outsider with the good subtype or a good-aligned creature with levels of cleric of paladin, the bonus to damage on the first successful attack is doubled. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Additionally, the knight gaunt gains a deflection bonus equal to its Charisma bonus to AC against attacks made by the target of the smite. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus on attack rolls and damage rolls with any melee weapon it wields. Additionally, it gains the bleed special attack with any melee weapon it wields.
This desiccated creature resembles a once proud knight fallen from grace. Its armor reveals its former station. The creature’s eyes burn red and its hands end in wicked claws.
A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.

High Priestess of Erastil

Kaylaa, High Priestess of Erastil
CR 12                                                                                                            XP: 19,200
Female human cleric of Erastil 13
N Medium humanoid (human)
Init +1; Senses Perception +8
Aura good
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
HP 75 (13d8+13)
Fort +9, Ref +5, Will +13
Defensive Abilities unity
Speed 30 ft.
Melee staff of the woodlands +13/+8 (1d6+5); touch +11
Ranged +1 distance huntsman longbow +11/+6 (1d8+1/×3); ranged touch +10
Special Attacks channel positive energy 9/day (DC 20, 7d6)
Spell-Like Abilities (CL 13th) 16 rounds/day—speak with animals
Spells Prepared (CL 13rd)
  7th-Greater Restoration, Refuge (D)
  6th-Heal, Heroes Feast (D), Planar Ally
  5th-Dispel Evil, Greater Forbid Action (DC 20), Scrying (DC 20), Telepathic Bond (D), True Seeing
  4th-Blessing of Fervor (DC 19), Control Summoned Creature (DC 19), Death Ward, Divination, Neutralize Poison, Summon Natures Ally IV (animals only D)
  3rd-Create Food and Water, Dispel Magic, Dominate Animal (D DC 18), Helping Hand, Locate Object, Prayer
  2nd-Augury, Blessing of Courage and Life (DC 17), Calm Emotions (D DC 17), Delay Poison, Hold Person (DC 17), Shield Other
  1st-Bless, Calm Animals (D DC 16), Command (DC 16), Divine Favor, Endure Elements, Protection from Evil, Shield of Faith
  0th-Create Water, Guidance, Resistance, Virtue (D Domain spell)
Domain: Animal, Family
Str 14, Dex 12, Con 12, Int 10, Wis 20, Cha 19
Base Atk +9; CMB +11; CMD 22
Feats Alertness, Animal Affinity, Brew Potion, Craft Wondrous Item, Extra Channel, Martial Weapon Proficiency, Run, Selective Channeling
Skills Acrobatics +1, Diplomacy +8, Handle Animal +9, Heal +10, Knowledge (arcana) +5, Knowledge (geography) +6, Knowledge (local) +2, Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +10, Perception +8, Ride +5, Sense Motive +16, Spellcraft +8, Stealth +2, Survival +9, Swim +4
Languages Common, Elf
SQ binding ties
Gear +3 mithril shirt, +1 distance huntsman longbow, 20 masterwork arrows, wooden holy symbol of Erastil