Friday, March 29, 2019

Thrunish

Princess Arvoitus Thrune, Half-Fiend Sorceress,
sister of Abrigrail II
CR 18                                                                                                           XP: 153,600
Female half-fiend human Sorcerer 16
LE Medium outsider (native, evil, lawful)
Init +8; Senses darkvision 60 ft.; Perception +1
AC 24, touch 15, flat-footed 19 (+1 natural, +8 armor, +4 Dex)
HP 152 (16d6+96)
Fort +11, Ref +11, Will +11
DR 10/magic; Immune poison; SR 26; Resist acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10
Speed 30 ft., fly 40 ft. (average)
Melee rod of alertness +14/+9 (1d6+7) or 2 claws +14 (1d4+7) bite +7 (1d6+5)
Special Attacks smite good (+16 damage), spells
Spell-Like Abilities (CL 16): 1/day – blasphemy, contagion, desecrate, horrid wilting, unhallow, unholy blight 3/day – darkness, poison, unholy aura
Spells Known (CL 17th)
  0th (6/day)-Arcane Mark, Dancing Lights, Daze (DC 17), Detect Magic, Flare (DC 16), Ghost Sound (DC 16), Message, Open/Close (DC 16), Resistance
  1st (8/day)-Animate Rope, Charm Person (DC 18), Color Spray (DC 17), Disguise Self, Endure Elements
  2nd (7/day)-Alter Self, Arcane Lock, Blindness/Deafness (DC 18), Blur, Gust of Wind (DC 17)
  3rd (7/day)-Protection from Energy, Stinking Cloud (DC 19), Suggestion (DC 20), Wind Wall
  4th (7/day)-Confusion (DC 21), Dimension Door, Resilient Sphere (DC 20), Stone Shape
  5th (7/day)-Break Enchantment, Dominate Person (DC 22), Passwall, Teleport
  6th (6/day)-Antimagic Field, Greater Dispel Magic, Wall of Iron (DC 22)
  7th (5/day)-Ethereal Jaunt, Phase Door
  8th (3/day)-Maze
Str 16, Dex 19, Con 22, Int 20, Wis 12, Cha 23
Base Atk +8; CMB +11; CMD 25
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Counterspell, Improved Initiative, Spell Focus (Enchantment), Spell Penetration
Skills Bluff +27, Diplomacy +17, Intimidate +17, Knowledge (arcana) +24, Linguistics +24, Spellcraft +26, Survival +2
SQ snake familiar (+2 to Bluff checks), spell-like abilities, summon familiar
Gear rod of alertness, amulet of health +4, +5 bracers of armor, cloak of etherealness, clear ioun stone, orange ioun stone, ring of protection +3
Albion Thrune, 
Third Cousin of the Queen
CR 13                                                                                                            XP: 25,600
Male human sorcerer 14
LE Medium humanoid (human)
Init +7; Senses Perception +5
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 77 (14d6+28)
Fort +5, Ref +7, Will +9
Speed 30 ft.
Melee +9/+4 rod of thunder and lightning (1d6+2)
Special Attacks spells
Spells Known (CL 14th)
  0th-Acid Splash, Detect Magic, Flare (DC 15), Light, Message, Open/Close, Ray of Frost, Read Magic, Touch of Fatigue (DC 15)
  1st-- (8/day), Burning Hands (DC 16), Chill Touch (DC 16), Grease, Magic Weapon, Reduce Person
  2nd-- (7/day), Acid Arrow (DC 17), Cats Grace, Fog Cloud (DC 17), Protection from Arrows, Resist Energy
  3rd-- (6/day), Dispel Magic, Fireball (DC 18), Gaseous Form, Hold Person (DC 18)
  4th-- (7/day), Black Tentacles (DC 19), Enervation (DC 19), Illusory Wall (DC 19), Mass Reduce Person (DC 19)
  5th-- (7/day), Dominate Person (DC 20), Feeblemind (DC 20), Interposing Hand
  6th-- (5/day), Forceful Hand, Globe of Invulnerability
  7th-- (3/day), Waves of Exhaustion (DC 22)
Str 11, Dex 16, Con 12, Int 17, Wis 10, Cha 21
Base Atk +7; CMB +7; CMD 20
Feats Greater Spell Penetration, Improved Familiar, Improved Initiative, Spell Penetration, Toughness
Skills Intimidate +9, Knowledge (arcana) +17, Linguistics +18, Perception +5, Spellcraft +22, Stealth +3, Use Magic Device +6
SQ hawk familiar, scribe scroll, summon familiar

Thursday, March 28, 2019

the Devils goalers

Devil, Franzenshesiah

CR 9                                                                                                                XP: 6,400
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +9; Senses Darkvision 60 ft., see in darkness, soulsight 60 ft.; Perception +19
AC 20, touch 15, flat-footed 15 (+5 natural, +5 Dex)
HP 105 (10d10+50)
Fort +11, Ref +12, Will +7
DR 10/good; Immune fire, poison; SR 20; Resist acid 10, cold 10
Speed 40 ft.
Melee 2 claws +14 (2d6+4 plus poison)
Special Attacks Soul Trap
Spell-Like Abilities At Will - dimensional anchor, greater teleport (self plus 50 lbs of objects only), charm person (DC 15) 3/day - quickened suggestion (DC 17), invisibility, wall of fire 1/day summon (level 4, 1 Franzenshesiah, 35%)
Str 19, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +14; CMD 29
Feats Ability Focus (Soul Trap), Alertness, Improved Initiative, Iron Will, Quicken Spell-Like Ability (Suggestion)
Skills Bluff +18, Diplomacy +18, Intimidate +18, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; Telepathy 100 ft.
Environment any (Hell)
Organization solitary or pair
Treasure special
Soulsight (Su) A Franzenshesiah can see any living creature with a soul if it resides on the same plane as the keeper regardless of any attempts to hide or disguise, magical or mundane, short of a wish spell.
Soultrap (Su) When a sentient mortal creature dies within 100 feet of a Franzenshesiah, the devil may attempt to entrap the soul in a gem before it moves on to its afterlife. The dead creature must make a DC 21 Will save or have its soul captured permanently. While captured the creature cannot be raised or resurrected. The soul can be released by destroying the gem (AC 10, Hardness 1, Hp 5).
Poison (Ex) Claw—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
This red-skinned fiend has a powerful physique and bone spurs that protrude from its flesh. Massive horns curve downward from the crown of its head,and bandoliers festooned with glowing gems adorn its torso.
Franzenshesiahs are very specialized jailers of the Nine Hells, collecting and keeping the souls of the living in gemstone prisons. Souls are both power and currency in the lower planes, with the souls of talented or more accomplished individuals being worth more than that of inconsequential mortals. Franzenshesiah have been known to try to bargain for souls, trade or sell souls. They also will tempt mortals into consigning their souls to the hells though contract or action.
Franzenshesiahs carry no tangible treasure but may have a very rare or unique soul in their collection.

Tuesday, March 19, 2019

Why is that coat rack moving?

Shevarimarr, Cloaker Burner
CR 9                                                                                                                XP: 6,400
Male cloaker sorcerer 7
CN Large aberration
Init +9; Senses darkvision 60 ft.; Perception +14
AC 23, touch 15, flat-footed 17 (+5 Dex, +8 natural, -1 size)
HP 110 (6d8+7d6+59)
Fort +8, Ref +9, Will +13
Defensive Abilities shadow shift

Speed 10 ft., fly 40 ft. (average)
Melee bite +12 (1d6+6), tail slap +7 (1d8+3)
Space 10 ft., Reach 10 ft. (5 ft. with bite)
Special Attacks engulf, moan
Spell-Like Abilities (CL 7th; concentration +13) 9/day—shadowstrike (1d4+3 nonlethal plus dazzled)
Spells Known (CL 7th)
  3rd (5/day)-Deeper Darkness, Suggestion (DC 19), Vampiric Touch
  2nd (8/day)-Alter Self, Darkness, Darkvision, Web (DC 18)
  1st (8/day)-Charm Person (DC 17), Grease (DC 17), Mage Armor, Magic Missile, Ray of Enfeeblement (DC 17), Unseen Servant
  0th-Dancing Lights, Detect Magic, Mage Hand, Message, Open/Close (DC 16), Prestidigitation, Read Magic (Bloodline shadow)
Str 23, Dex 20, Con 19, Int 12, Wis 14, Cha 22
Base Atk +7; CMB +14; CMD 29 (can't be tripped)
Feats Arcane Strike, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Hover, Improved Initiative, Silent Spell, Skill Focus (Perception)
Skills Acrobatics +5, Disguise +12, Fly +12, Knowledge (religion) +10, Perception +14, Sense Motive +8, Stealth +10
  Racial Modifiers +8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature
Languages Dark Folk, Shadowtongue, Undercommon
SQ bloodline arcana (gain bonus on Stealth checks)
Gear amulet of natural armor +1, pink and green sphere ioun stone
Environment  underground
Organization solitary, pair, mob (3-6), or flock (7-12)
Treasure standard
Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.
Moan (Ex) A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC 15. Save DCs are Charisma-based.
Shadow Shift (Su) When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).
This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.

Who you gonna call?

Festering Spirit, Haramil's Corruption
CR 9                                                                                                               XP: 6,400
Variant festering spirit (Pathfinder RPG Bestiary 4 98)
CE Large undead (incorporeal)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura stench (DC 15, 10 rounds)
AC 19, touch 19, flat-footed 13 (+4 deflection, +5 Dex, +1 dodge, -1 size)
HP 89 (11d8+40)
Fort +7, Ref +9, Will +8
Defensive Abilities incorporeal; Immune undead traits; Resist channel resistance +2
Speed fly 40 ft. (good)
Melee +1 vicious lance +15/+10 (1d8+10/×3 plus 2d6) or incorporeal touch +13 (1d4 Con plus slime) Reach 20 ft. with lance
Space 10 ft., Reach 10 ft.
Special Attacks create spawn, slime, trample (1 Con plus slime, DC 19)
Str -, Dex 20, Con -, Int 6, Wis 12, Cha 18
Base Atk +8; CMB +14; CMD 29
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Focus (lance)
Skills Fly +8, Intimidate +9, Perception +15, Stealth +14
SQ ghost touch, undersized weapons
Gear Medium +1 vicious lance
Environment  any land or underground
Organization solitary, pair, or gang (3-6)
Treasure incidental
Create Spawn (Su) A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
Ghost Touch (Su) A festering spirit can manipulate corporeal objects that weigh up to 25 pounds as if those objects had the ghost touch special ability.
Slime (Su) A festering spirit's slime resembles the putrefying sludge of decaying corpses. Any creature that is hit by the spirit's incorporeal touch attack, passes through its square, or hits it with a natural weapon or unarmed strike must attempt a DC 16 Fortitude save. On a failure, the creature is nauseated for 1d4 rounds, and on a success the creature is staggered for 1 round. A festering spirit's slime persists on objects and creatures for 1d10 minutes but has no harmful effect after its initial contact. Creatures immune to poison or disease are immune to this ability. The save DC is Charisma-based.
Trample (Ex) The DC of a festering spirit's trample is Charisma-based.

Symphonic Black Metal Vocalist

Aiyana
CR 5                                                                                                               XP: 1,600
Female caligni (Pathfinder RPG Bestiary 5 66) bard 6
CG Medium humanoid (dark folk)
Init +2; Senses Perception +9
AC 19, touch 14, flat-footed 16 (+4 armor, +1 dodge, +1 shield, +2 Dex)
HP 27 (6d8)
Fort +2, Ref +7, Will +5
Defensive Abilities Will +9 vs. bardic performance, language-dependent, and sonic; Weaknesses light sensitivity
Speed 30 ft.
Melee mwk longsword +6 (1d8+1/19-20)
Ranged +1 shortbow +7 (1d6+1/x3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +2, suggestion [DC  16]), death throes
Spells Known (CL 6th)
  2nd (4/day)-Blindness/Deafness (DC 15), Eagles Splendor, Mirror Image, Suggestion (DC 15)
  1st (5/day)-Cure Light Wounds, Feather Fall, Grease (DC 14), Undetectable Alignment (DC 14)
  0th-—Detect Magic, Flare (DC 13), Know Direction, Mage Hand, Message, Read Magic
Str 13, Dex 14, Con 10, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +5; CMD 18
Feats Arcane Strike, Craft Wondrous Item, Dodge
Skills Acrobatics +11, Knowledge (dungeoneering, history, religion) +9, Perception +9, Perform (act, wind instruments) +12, Sense Motive +9, Stealth +11
Languages Common, Dark Folk, Shadowtongue
SQ bardic knowledge +3, lore master 1/day, versatile performances (act, wind)
Gear scrolls of shadow walk (2)
Other Gear +1 studded leather, mwk buckler, +1 shortbow with 20 arrows, sleep arrows (4), mwk longsword, flute, master key to doors in Aiyana’s estate, 47 gp
Aiyana is a slender woman with ash-gray skin who dresses in studded leather and colorful silks during her travels in the surface world. These colorful silks help to hide her unusual skin coloration in regions where intolerance holds sway while simultaneously bolstering her own morale—the city of Lyrudrada is a pretty bleak place to live, after all. She speaks with no accent save for when she’s stressed or excited, at which time her words take on a hard, clipped cadence. Her faith in Desna has bolstered her natural curiosity about exotic locations, and she enjoys comparing and trading stories of her travels in the Darklands with others who’ve traveled extensively across the surface world. Aiyana’s statistics are presented below.

Sunday, March 17, 2019

I'm looking for a baby bumble bee

War Marshal Yahar, Vrock Sniper
CR 21                                                                                                             XP: 409,600
Female vrock fighter 12
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +30
AC 37, touch 16, flat-footed 30 (+7 Dex, +11 natural, -1 size, +10 armor)
HP 283 (21d10+168)
Fort +25, Ref +19, Will +12
Defensive Abilities Will +15 vs. fear; DR 10/good; Immune electricity, poison; SR 20; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 falchion +33/+28/+23/+18 (2d6+18/18–20), bite +27 (1d8+5), 2 talons +27 (1d6+5)
Ranged +2 double crossbow +30/+25/+20/+15 (2d6+2/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech, weapon trainings (heavy blades +2, natural +1)
Spell-Like Abilities (CL 12th; concentration +16) At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19) 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Str 26, Dex 24, Con 32, Int 12, Wis 16, Cha 18
Base Atk +21; CMB +30; CMD 47
Feats Cleave, Combat Reflexes, Deadly Aim, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Archery, Mounted Combat, Multiattack, Point Blank Master, Point-Blank Shot, Power Attack, Rapid Reload, Toughness, Weapon Focus (double crossbow, falchion), Weapon Specialization (double crossbow, falchion)
Skills Fly +23, Intimidate +16, Knowledge (planes) +13, Perception +30, Ride +23, Sense Motive +16, Spellcraft +13, Stealth +15, Survival +15
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ armor training 3
Gear +4 breastplate, +2 double crossbow, +2 falchion, greater burrowing bolts (10), belt of incredible dexterity +6, ring of spell turning
Environment  any (Abyss)
Organization solitary, pair, or gang (3-10)
Treasure standard
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Little lost puppy

Thing From Beyond Time
CR 18                                                                                                             XP: 153,600
Advanced hound of Tindalos
NE Gargantuan outsider (evil, extraplanar)
Init +10; Senses darkvision 120 ft.; Perception +26
AC 32, touch 12, flat-footed 26 (+6 Dex, +20 natural, -4 size)
HP 342 (16d20+174)
Fort +18, Ref +15, Will +10
DR 10/magic; Immune mind-affecting effects, poison
Speed 40 ft.
Melee bite +29 (4d8+17/19-20), 2 claws +29 (4d6+17)
Space 20 ft., Reach 20 ft.
Special Attacks ripping gaze
Spell-Like Abilities (CL 10th; concentration +15)
   Constant-Air Walk
   At will-Fog Cloud, Invisibility, Locate Creature
   3/day-Dimensional Anchor, Discern Location, Greater Scrying (DC 20), Haste, Slow (DC 16)
Str 45, Dex 22, Con 32, Int 20, Wis 25, Cha 20
Base Atk +16; CMB +37; CMD 53 (57 vs. trip)
Feats Ability Focus (ripping gaze), Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Toughness
Skills Acrobatics +25, Intimidate +24, Knowledge (arcana) +24, Knowledge (engineering) +21, Knowledge (geography) +21, Knowledge (history) +21, Knowledge (planes) +24, Perception +26, Sense Motive +26, Stealth +13, Survival +26
Languages Aklo
SQ angled entry, otherworldly mind
Environment  any
Organization solitary or pack (2-12)
Treasure none
Angled Entry (Su) Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.
Otherworldly Mind (Ex) Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds.  This is a mind-affecting effect. The save DC is Charisma-based.
Ripping Gaze (Su) 5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound's gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.
This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.
Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality-time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.

Love me some daemons

Astradaemon High Justice

CR 19/ MR 2                                                                                                  XP: 204,800
Divine astradaemon
NE Large outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., deathwatch, true seeing; Perception +22
Aura aura of grace, soul siphon
AC 34, touch 22, flat-footed 24 (+10 Dex, +1 dodge, +12 natural, -1 size, +2 deflection)
HP 314 (17d10+221)
Fort +19, Ref +22, Will +16
Defensive Abilities displacement; DR 10/good and silver; Immune acid, death effects, disease, poison; SR 27; Resist cold 10, electricity 10, fire 10
Speed 90 ft., fly 90 ft. (good)
Melee +4 called corrosive burst heavy flail +28/+23/+18/+13 (2d8+14/17–20 plus 1d6 acid), bite +21 (2d6+3 plus energy drain), tail slap +21 (1d12+3 plus energy drain)
Space 10 ft., Reach 10 ft. (15 ft. with tail)
Special Attacks devour soul, energy drain (1 level, DC 25), mythic magic 3/day, simple divine spellcasting
Spell-Like Abilities (CL 17th, concentration +24) Constant—deathwatch, displacement, true seeing At will—enervation, fear (DC 20), greater teleport (self plus 50 lbs. of objects only), vampiric touch 3/day—dismissal (DC 21), locate creature, plane shift (DC 24) 1/day—blasphemy (DC 24), commune, energy drain (DC 26), finger of death (DC 24), slay living (DC 22), soul bind (DC 26), summon (level 6, 1d3 derghodaemonsB2 50%)
Str 25, Dex 30, Con 34, Int 14, Wis 15, Cha 24
Base Atk +17; CMB +25; CMD 48
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (heavy flail), Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (heavy flaiil)
Skills Acrobatics +27, Escape Artist +30, Fly +12, Intimidate +27, Knowledge (planes) +22, Perception +22, Sense Motive +22, Stealth +26, Survival +22
Languages Abyssal, Infernal; telepathy 100 ft.
Gear +4 called corrosive burst heavy flail
Environment  any (Abaddon or Astral Plane)
Organization solitary, pair, or pack (3-6)
Treasure standard
Devour Soul (Su) As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally).
Soul Siphon (Su) If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.

Riddle me this

Sinister Sphinx
CR 16                                                                                                              XP: 76,800
Rogue half-fiend advanced hieracosphinx
CE Large outsider (magical beast, native)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +36
AC 26, touch 17, flat-footed 18 (+8 Dex, +9 natural, -1 size)
HP 223 (18d10+124)
Fort +18, Ref +19, Will +13
Defensive Abilities evasion, improved uncanny dodge; DR 10/magic; Immune poison; SR 27; Resist acid 10, cold 10, electricity 10, fire 10
Speed 30 ft., fly 60 ft. (poor)
Melee bite +26 (1d10+9), 2 claws +26 (1d6+9)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, shriek, smite good, sneak attack +9d6 plus 9 bleed
Spell-Like Abilities (CL 8th, concentration +11) 3/day—darkness, poison (DC 17), unholy aura (DC 21) 1/day—blasphemy (DC 20), contagion (DC 17), desecrate, horrid wilting (DC 21), summon monster IX (fiends only), unhallow, unholy blight (DC 17)
Str 28, Dex 26, Con 24, Int 12, Wis 21, Cha 16
Base Atk +18; CMB +28; CMD 46 (50 vs. trip)
Feats Cleave, Flyby Attack, Improved Critical (bite), Improved Initiative, Improved Natural Attack, Iron Will, Power Attack, Skill Focus (Perception), Toughness
Skills Acrobatics +29, Fly +31, Intimidate +21, Knowledge (planes) +19, Perception +36, Sense Motive +23, Stealth +25
  Racial Modifiers +4 Perception
Languages Sphinx
Environment  warm hills
Organization solitary, pair, or flock (3-8)
Treasure incidental
Shriek (Su) The shrill shriek of a hieracosphinx deafens non-sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 16 Fortitude negates). Once a creature successfully saves against this effect, it is immune to the hieracosphinx's shriek for 24 hours. Using this ability is a standard action. The save DC is Constitution-based.

Here pussy pussy

Abhilasha, Leopard Rakshasa Gravecaller
CR 13                                                                                                             XP: 25,600
Female rakshasa sorcerer 3
LE Medium outsider (native, shapechanger)
Init +10; Senses darkvision 60 ft.; Perception +16
AC 26, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +9 natural)
HP 138 (10d10+3d6+73)
Fort +11, Ref +14, Will +13
DR 15/good and piercing; SR 25
Speed 40 ft.
Melee +1 kukri +18/+13/+8 (1d4+3/15-20), claw +12 (1d4+1), bite +12 (1d6+1) or claw +17 (1d4+2), bite +17 (1d6+2)
Space 5 ft., Reach 5 ft.
Special Attacks detect thoughts
Spells Known (CL 10th)
  5th (4/day)-Dominate Person (DC 21)
  4th (6/day)-Charm Monster (DC 20), Dragons Breath (green)
  3rd (7/day)-Lightning Bolt (DC 18), Nondetection, Suggestion (DC 19)
  2nd (7/day)-Invisibility, Minor Image, See Invisibility, Whispering Wind
  1st (8/day)-Alarm, Charm Person (DC 17), Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Silent Image
  0th-Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound (DC 15), Mage Hand, Mending, Message, Open/Close, Prestidigitation
Bloodline: destined
Str 14, Dex 22, Con 24, Int 13, Wis 17, Cha 21
Base Atk +11; CMB +13; CMD 30
Feats Bouncing Spell, Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +21, Diplomacy +17, Disguise +25, Perception +16, Perform +17, Sense Motive +15, Stealth +20
  Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ bloodline arcana, change shape (any humanoid, alter self), fated, touch of destiny
Gear alchemist’s fire (x3), +1 kukri, metamagic rod of extend (lesser), potion of cure moderate wounds, wand of magic missiles
Other Gear anti-toxin
Environment  any
Organization solitary, pair, or cult (3-12)
Treasure double (+1 kukri, other treasure)
Detect Thoughts (Su) AAbhilasha can detect thoughts as per the spell of the same name (CL 18th). She can suppress or resume this ability as a free action. When she uses this ability, it always functions as if she had spent 3 rounds concentrating and she thus gains the maximum amount of information possible. A creature can resist this effect with a DC 20 Will save. The save DC is Charisma-based.
Bloodline Arcana (Ex) When Abhilasha casts a spell with a range of “personal,” she gains a luck bonus equal to the spell’s level on all saving throws for 1 round.
Fated (Ex) Abhilasha gains a +1 luck bonus to AC and saves during surprise rounds and when she’s otherwise unaware of an attack.
Touch Of Destiny (Sp) 7/day As a standard action, Abhilasha can grant a +1 insight bonus on attack rolls, skill and ability checks, and saves to someone she touches.

Saturday, March 16, 2019

The God of Revels

Xenagos, God of Revels









CR 45                                                                                                            XP: 1,677,721,600
CN Colossal outsider (devil, extraplanar, chaotic, cosmic)
Init +7; Senses Blindsight 100 ft., darkvision 120 ft., scent, telepathy 1000 ft., detect magic, detect good, detect thoughts; Perception +60
Aura fire (5 ft., 1d6 fire plus 1d6 unholy damage)
AC 71, touch 21, flat-footed 68 (-8 size, +50 natural, +16 deflection, +3 Dex)
HP 1525 (50d20+1000); fast healing 20, regeneration 20
Fort +47, Ref +38, Will +37
DR 50/greater epic, major axiomatic, and adamantine, 10/-; Immune fire, poison; SR 55; Resist acid 40, cold 40, electricity 40, and fire 40
Speed 80 ft., fly 250 ft. (clumsy)
Melee Bite +100 (4d8+55) gore +100 (4d8+42) 2 slams +100 (2d8+42) 2 clawed wings +100 (2d6+42) tail bite +100 (3d6+42)
Space 30 ft., Reach 20 ft.
Special Attacks Breath weapon, frightful presence, improved grab, psi-like abilities, spell-like abilities, swallow whole
Spell-Like Abilities (CL 20th) Constant— detect magic, detect good, detect thoughts (DC 22) At will—animate dead, blasphemy (DC 27), discern location, fireball (DC 23 half), greater dispel magic, greater teleport (self plus 50 pounds of objects only), improved invisibility (self only), magic circle against good (DC 23), locate creature, polymorph (self only), produce flame (DC 22), pyrotechnics (DC 22), resurrection, scorching ray, suggestion (DC 23), true seeing (DC 26), unhallow, unholy aura (DC 28), wall of fire 3/day—summon (level 9, 2 barbed devils, bone devils or horned devils, 1d4 bearded devils or hellstokers, or 1d2 pit fiends 100%) 1/day—limited wish, power word kill, symbol of fear (DC 26), symbol of weakness (DC 27)
Spells Known (CL 20th)
  9th (7/day)-Energy Drain (DC 29), Prismatic Sphere (DC 29), Wail of the Banshee (DC 29)
  8th (7/day)-Binding (DC 28), Sunburst (DC 28), Trap the Soul (DC 28)
  7th (7/day)-Delayed Blast Fireball (DC 27), Finger of Death (DC 27), Waves of Exhaustion
  6th (8/day)-Greater Dispel Magic, Chain Lightning (DC 26), Planar Binding (DC 26)
  5th (8/day)-Baleful Polymorph (DC 25), Break Enchantment, Cloudkill (DC 25), Dismissal (DC 25)
  4th (8/day)-Crushing Despair (DC 24), Dimensional Anchor, Enervation, Phantasmal Killer (DC 24)
  3rd (8/day)-Daylight, Deep Slumber (DC 23), Haste (DC 23), Nondetection (DC 23)
  2nd (9/day)-Arcane Lock, Gust of Wind (DC 22), Misdirection (DC 22), Shatter (DC 22), Spider Climb
  1st (9/day)-Cause Fear (DC 21), Charm Person (DC 21), Disguise Self, Hypnotism (DC 21), Ray of Enfeeblement
  0th-Acid Splash, Arcane Mark, Daze (DC 20), Dancing Lights, Ghost Sound, Ray of Frost, Read Magic, Resistance, Touch of Fatigue (DC 20)
Before Combat Xenagos' natural weapons are treated as greater epic, major chaotic, and adamantine weapons for the purposes of overcoming damage reduction and hardness.
During Combat When Xenagos is at full hit points, he gains 10 temporary hit points each round. These temporary hit points stack with each other, but not with other sources. Xenagos can gain a maximum of 1,500 temporary hit points in this fashion.
When Xenagos has temporary hit points, he can substitute them to negate ability damage, ability drain, and negative levels. By sacrificing 3 temporary hit points, Xenagos can negate 1 point of ability damage. By sacrificing 5 temporary hit points, Xenagos can negate 1 negative level. By sacrificing 7 temporary hit points, Xenagos can negate 1 point of ability drain.
Str 60, Dex 16, Con 50, Int 22, Wis 30, Cha 42
Base Atk +50; CMB +83; CMD 112
Feats Charge Through, Combat Reflexes, Epic Inspiration, Epic Prowess, Epic Toughness, Epic Warcry, Improved Grapple, Improved Initiative, Legendary Tracker, Lightning Reflexes, Multiattack, Power Attack (X 3)
Skills Acrobatics +45, Diplomacy +38, Intimidate +66, Knowledge (arcana) +56, Knowledge (dungeoneering) +36, Knowledge (geography) +36, Knowledge (history) +36, Knowledge (local) +26, Knowledge (nature) +52, Knowledge (nobility) +26, Knowledge (planes) +56, Knowledge (religion) +36, Perception +60, Sense Motive +50, Spellcraft +50, Survival +60, Swim +45
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
SQ Blindsight 100 ft., damage reduction 50/greater epic, major axiomatic, and adamantine, damage reduction 10/-, darkvision, fast healing 20, invincible, rapid restoration, regeneration 20, resistance to acid 40, cold 40, electricity 40, and fire 40, scent, spell/power resistance 55, telepathy 1000 ft.
Gear Hellstorm: Xenogos’s unique weapon, Hellstorm, which is what Lucifer’s son is named after. It is a Large +4 unholy flaming burst falchion.
Environment any (Infernus)
Organization solitary or troupe (Xenogos plus 1–2 pit fiends)
Treasure None
Breath Weapon (Su) Every 1d4 rounds. 160 ft long 10 ft wide Line. 15d12 anarchic and 15d12 divine. Reflex DC 53 to half anarchic damage. The save DC is Constitution-based.
Frightul Presence (Ex) Xenagos can inspire terror by charging or attacking. Affected creatures must succeed on a DC 51 Will save or become shaken, remaining in that condition as long as they remain with 100 feet of Xenagos and for 5d6 rounds afterwards. Xenagos ignores immunity to fear. The save DC is Charisma-based
Improved Grab (Ex) To use this ability, Xenagos must hit a Huge or smaller opponent with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can try to swallow the foe the following round.
Swallow Whole () Xenagos can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 2d8+9 points of acid damage plus 2d8+8 points of divine damage per round from Xenagos’ digestive system. A swallowed creature can cut its way out by dealing 50 points of damage to Xenagos’ digestive tract (AC 60). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Xenagos’ gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Invincible (Ex) When Xenagos is reduced to 150 hit points or less, Xenagos gains the following special qualities: Damage reduction 50/-, immunity to acid, cold, electricity, and fire, power/spell resistance 75, resistance to divine 20 and sonic 40. He also gains a +4 morale bonus on saving throws. These changes stay in effect until Xenagos heals above 150 hit points.
Cosmic Entity () Xenagos has a +10 bonus on rank checks. He has a further +10 bonus on defensive rank checks.
Rapid Restoration (Ex) Xenagos has fast healing 20. He loses 1d4 negative levels per round, and does not die if his negative levels surpass his hit dice. He heals 1d4 point of ability damage from each ability score per minute, and 1d4 point of ability drain from each ability score per hour. Xenagos does not die if his Constitution score is reduced to 0, though he is helpless until his score increases to 1. Xenagos heals damage that is otherwise impossible to heal (such as permanent damage and vile damage outside of a consecrated area), though such damage is treated as double for the purposes of rapid restoration.
Regeneration (Ex) Divine energy deals normal damage to Xenagos. If Xenagos' cosmic immunity to death effects is pierced and he fails his save against it, he instead takes 100 points of non-lethal damage per level of the spell or power (to a maximum of 1,000), or 1,000 points of non-lethal damage if it was a supernatural effect.
Shape Change (Su) Xenagos can assume any humanoid, monstrous humanoid, or giant form as a standard action. He loses his own natural weapons, but gains the natural weapons of his form. He loses his breath weapon, improved grab, and swallow whole abilities while in another form. For every size category smaller than Colossal he takes, Xenagos takes a -4 penalty to Strength, a -1 penalty to natural armor, and -1 penalty to Fortitude saves, and gains a +2 bonus to Dexterity. Otherwise Xenagos retains his statistics. A change in form cannot be dispelled, but he reverts to his true form if killed or reduced to 150 hit points or less. A true seeing spell reveals his natural form.
Fiery Aura (Su) as a free action, Xenogos can cause his entire body to erupt in unholy fire (the same fires he uses to stoke his furnaces). Creatures within 5 feet of or grappling Xenogos takes 1d6 points of fire damage and 1d6 points of unholy damage each round. There is no save against either effect, but resistance to or immunity to fire reduces or negates the fire damage.
Fiery Gaze (Su) a creature that meets Xenogos’s gaze must succeed on a DC 36 Will save or be affected as follows:1st-round: The victim’s blood begins to boil, dealing 3d6 points of fire damage this round; the victim takes a –2 circumstance penalty on attack rolls, weapon damage rolls, ability and skill checks, and saves. A DC 37 Fortitude save halves the fire damage but does not negate the penalties. 2nd-round: The victim’s blood reaches searing temperatures and begins to burn away muscle and flesh; the circumstance penalty increases to –4. Smoke rises from the victim’s flesh. The victim takes 6d6 points of fire damage this round. A DC 37 Fortitude save halves the fire damage but does not negate the penalties. 3rd-round: The victim’s blood erupts into an inferno and explodes from its body dealing 12d6 points of fire damage; the victim is stunned for 3 rounds. A DC 37 Fortitude save halves the fire damage but the victim is still stunned. A successful Will save renders a creature immune to Xenogos’s gaze for one day. The save DC against the gaze is Charisma-based and the Fortitude saves are Constitution based.
A massively built satyr-like creature with reddish-gray flesh, with a starry visage reflected in his shadowy body. This monster tightens its grip on its fiery falchion. Large horns jut from its forehead, just above its golden eyes. Its hair is long and black, and tied back in a braided ponytail. Terror and awe wash over you as you gaze upon the monster that just crushed your house.
Xenogos stands 113 feet tall and weighs 80,000 pounds.

Destroyer of life, Demon Oh I'm ready to strike, Gorgon

Calista, Keepsake Gorgon
CR 15                                                                                                     XP: 51,200
Female medusa sorcerer 8
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +16
AC 18, touch 15, flat-footed 16 (+2 Dex, +3 natural, +3 deflection)
HP 136 (8d10+8d6+64)
Fort +8, Ref +10, Will +13
Speed 30 ft.
Melee +1 dagger +15/+10/+5 (1d4+1/19-20), snake bite +9 (1d4 plus poison) or snake bite +14 (1d4 plus poison); touch +12 (by spell)
Ranged +3 shock longbow +17/+12/+7 (1d8+3/x3 plus 1d6 electricity); ray +14 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks petrifying gaze, laughing touch 7/day
Spells Known (CL 8th)
  4th (4/day)-Illusory Wall (DC 18)
  3rd (6/day)-Deep Slumber (DC 19), Lightning Bolt (DC 17), Major Image (DC 17)
  2nd (7/day)-Eagles Splendor, Hideous Laughter (DC 16), Hypnotic Pattern (DC 16), Mirror Image
  1st (7/day)-Charm Person (DC 17), Entangle (DC 15), Expeditious Retreat, Floating Disk, Mage Armor, Magic Missile
  0th-Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Resistance
Bloodline: fey
Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 18
Base Atk +12; CMB +12; CMD 27
Feats Ability Focus (gaze), Craft Wondrous Item, Eschew Materials, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (perception), Weapon Finesse
Skills Bluff +15, Craft (sculpture) +13, Disguise +15, Intimidate +12, Knowledge (nature) +12, Perception +16, Stealth +10
  Racial Modifiers +4 Perception
Languages Common, Elven, Sylvan
SQ bloodline arcana, woodland stride
Gear wand of stone shape (31 charges; CL7)
Other Gear +3 shortbow, +1 shock arrows (10), +1 dagger, ring of protection +3.
Environment temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork longbow with 20 arrows, other treasure)
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 20 negates. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Kalluzhka, Medusa Sister of Stone Death
CR 10                                                                                                      XP: 9,600
Female medusa cleric of Asmodeus 10
LE Medium monstrous humanoid
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +5
AC 24, touch 13, flat-footed 21 ( +3 Dex, +3 natural, +8 armor)
HP 176 (8d10+10d8+72)
Fort +15, Ref +14, Will +18
Speed 20 ft.
Melee +1 dagger +19/+14/+9 (1d4+1/19-20), snake bite +13 (1d4 plus poison) or snake bite +18 (1d4 plus poison)
Ranged mwk longbow +23/+18/+13 (1d8+4 plus poison/×3) or +21/+21/+16/+11 (1d8+4 plus poison /×3, Rapid Shot) or +23 (3d8+4 plus poison Improved Vital Strike)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy (5d6, DC 18, 6/day), petrifying gaze, spontaneous casting (inflict spells)
Spell-Like Abilities CL 10th) at will— lore keeper 10 rounds/day—remote viewing 6/day—hand of the acolyte 1/day—dispelling touch
Spells Prepared (CL 10th)
  5th-True Seeing (D), Slay Living (DC 18), Wall of Stone
  4th-Divine Power, Imbue With Spell Ability (D), Spell Immunity, Unholy Blight (DC 17)
  3rd-Contagion (DC16), Deeper Darkness, Dispel Magic (D), Meld to Stone, Stone Shape
  2nd-Aid, Bulls Strength, Cure Moderate Wounds, Darkness, Detect Thoughts (D), Shatter
  1st-Bane, Command (DC 14), Comprehend Languages (D), Divine Favor, Entopic Shield, Shield of Faith
  0th-—Detect Magic, Guidance, Light, Stabilize (D domain spells)
Domain: Knowledge, Magic
Str 10, Dex 17, Con 18, Int 14, Wis 17, Cha 17
Base Atk +15; CMB +15; CMD 28
Feats Deadly Aim, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Vital Strike, Weapon Finesse
Skills Bluff +10, Disguise +10, Intimidate +13, Knowledge (arcana, religion) +5, Perception +5, Sense Motive +16, Spellcraft +15, Stealth +9
  Racial Modifiers +4 Perception
Languages Common
Gear cloak of resistance +2, +3 long bow, 24 silver evilly aligned arrows, 2 arrows of slaying (gnomes and halflings), 24 poisoned masterwork arrows (see poison above), +3 scale mail, wand of flame arrow (34 charges, CL10), potions of haste (x2), arcane scroll (alter self, cat’s grace, rope trick, CL5), divine scroll (maximized flame strike, slay living, true seeing, CL 10), mwk dagger
Other Gear ruby-encrusted platinum necklace and earrings (5,250 gp), 8 platinum rings each with different gemstones symbolizing a school of magic (500 gp each), unholy symbol of Asmodeus
Environment temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork longbow with 20 arrows, other treasure)
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
BARTLE, ADVANCED HELLHOUND
CR 5
Pathfinder Roleplaying Game Bestiary, “Hellhound”
XP 1,600
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +8; Senses scent; Perception +15
AC 15, touch 8, fl at-footed 15 (+7 natural, -2 blind)
hp 120 (8d10+40)
Fort +11, Ref +10 Will +5
Immune fi re
Weaknesses vulnerability to cold
Speed 40 ft.
Melee bite +13 (4d6+6 plus 1d6 fire)
Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 19 for half)
Str 17, Dex 17, Con 19, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +13; CMD 16 (20 vs. trip)
Feats Blind-Fight, Improved Initiative, Improved Natural Attack, Run, Vital Strike
Skills Acrobatics +12, Intimidate +13, Perception +15, Sense Motive +15, Stealth +17, Survival +15; Racial Modifiers +5 Stealth
Languages Infernal (cannot speak)
SQ blind
Blinded at birth by Kaluzhka, Bartle has developed extremely keen senses allowing his scent range to double. Bartle can pinpoint an enemy at 10 feet and detect opponents at 60 feet.
Hythonia the Cruel, Lava Queen, Unique Medusa
CR 10                                                                                                  XP: 9,600
Female medusa
LE Medium humanoid (earth, fire)
Init +8; Senses all-around vision, darkvision 60 ft.; Perception +18
Aura blistering aura (20 ft., DC 20)
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
HP 114 (12d10+48)
Fort +7, Ref +11, Will +8
Immune fire; Weaknesses vulnerability to cold
Speed 30 ft.
Melee 2 claws +14 (1d6+2+1d6 fire), snake bite +11 (1d4+poison)
Ranged lavaball +16 (2d6+4 fire)
Special Attacks petrifying gaze
Str 15, Dex 18, Con 18, Int 12, Wis 13, Cha 15
Base Atk +12; CMB +14; CMD 28
Feats Improved Initiative, Multiattack, Point-Blank Shot, Precise Shot, Weapon Focus (bite)
Skills Climb +19, Intimidate +12, Perception +18, Stealth +17, Swim +19
  Racial Modifiers +4 Perception, Climb +4, Swim +4
Languages Common, Ignan, Terran
All-Around Vision (Ex) The Lava Queen’s snake hair allows her to see in all directions. She gains a +4 racial bonus to Perception checks and cannot be flanked.
Blistering Aura (Ex) Waves of heat pour off of the Lava Queen. Any creature within 20 feet of the Lava Queen at the beginning of its turn takes 1d6 nonlethal damage and becomes fatigued from exposure to heat. A DC 20 Fortitude save negates the fatigue and reduces the nonlethal damage by half. This does not cause a creature that is already fatigued to become exhausted. The save DC is Constitution-based.
Lava Body (Ex) The Lava Queen is made up of elemental lava. This allows her to create small masses that she can hurl at her opponents (see lavaball attack above), as well as for other purposes. In addition, when struck lava like ‘blood’ is released, causing 1d6 fire damage to attackers unless they have reach weapons, or make a DC 20 Dexterity saving throw to avoid. The save DC is Constitution-based.
Petrifying Gaze (Su) Turn to stone permanently, 30ft, Fortitude DC 20 negates. The save DC is Constitution-based. Unlike most medusa, the Lava Queen cannot be affected by her own gaze.
Poison (Ex) Bite – injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
The Lava Queen is a unique medusa, combining the qualities of both her original form and that of an elemental. This additional power has made her arrogant, and creatures of elemental fire and earth are drawn to her. Unlike most of medusa, she is not subject to her own gaze, and so has become vain and preening.
Malarin, Medusa Soothsayer
CR 9                                  XP: 6,400
Female medusa oracle (bones) 3
LE Medium monstrous humanoid
Init +6; Senses all-around vision, darkvision 60 ft.; Perception +17
AC 19, touch 12, flat-footed 17 ( +2 Dex, +3 natural, +4 armor)
HP 94 (8d10+3d8+36)
Fort +8, Ref +9, Will +12
Resist near death +2
Speed 30 ft.
Melee assassin’s dagger +14/+9 (1d4+2/19-20/x2), snake bite +7 (1d4/20/x2 plus poison) and unarmed strike +12/+7 (1d3/20/x2); +10 melee touch
Ranged mwk longbow +13/+8 (1d8/x3), +12 ranged touch
Space 5 ft., Reach 5 ft.
Special Attacks death’s touch (1d6+1) (7/day)
Spells Known (CL 3rd)
  1st (6/day)-Cure Light Wounds (DC 15), Inflict Light Wounds (DC 15), Divine Favor, Bane (DC 15), Cause Fear (DC 15)
  0th-Purify Food and Drink (DC 14), Detect Poison, Read Magic, Detect Magic, Resistance
Str 10, Dex 15, Con 17, Int 12, Wis 13, Cha 18
Base Atk +10; CMB +10; CMD 22
Feats Great Fortitude, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +16, Diplomacy +8, Disguise +17, Heal +5, Intimidate +16, Linguistics +3, Perception +17, Sense Motive +8, Spellcraft +5, Stealth +15, Use Magic Device +5
  Racial Modifiers +4 Perception
Languages Common, Infernal
SQ Petrifying Gaze (DC 19) (Su)
Gear assassin’s dagger, bracers of armor +4, cloak of displacement
Environment temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork longbow with 20 arrows, other treasure)
All-Around Vision (Ex) Malarin’s hair snakes can see in all directions. She cannot be flanked.
Petrifying Gaze (Su) DC 19 The medusa’s gaze is a powerful weapon. Each opponent within 30 feet of Malarin must attempt a saving throw every round at the beginning of his turn. She doesn’t need to actively look at a victim or use an action to activate her gaze. The only defense against the gaze is to for a victim to close his eyes and fight blind or avert his eyes and have a 50% chance of avoiding her gaze. If an opponent within 30 feet is caught in her gaze and he fails a DC 19 Fort save, he turns to stone permanently. The save DC is Cha-based.
Poison (Ex) If a victim bitten by Malarin’s hair snakes fails a DC 18 Fort save, he suffers 1d3 Strength damage, 1/round for 6 rounds. Two consecutive successful saves stops the damage progression. The save DC is Con-based.
Death Touch (Su) 7/day Malarin’s melee touch attack deals 1d6+1 negative energy damage. Undead are healed and granted +2 channel resistance for 1 minute by it.
Near Death (Su) Malarin gains a +2 insight bonus on saves against diseases, mind-affecting effects, and poison.
Oracle’s Curse: Tongues (Infernal) (Ex) When in combat, Malarin is only able to understand and speak Infernal. This makes her immune to any effects that require her to comprehend spoken or sung words in other languages (including the Common she’s fluent in outside of combat), but as the two rogues don’t speak Infernal, she can’t give them orders or information once the battle begins. Abhilasha, though, speaks Infernal.
Archetype of Finality, Izevel the Accursed
CR 11                                                                                                             XP: 12,800
Female advanced half-fiendish medusa
LE Medium outsider (native)
Init +8; Senses all-around vision, darkvision 60 ft.; Perception +19
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
HP 115 (10d10+60)
Fort +9, Ref +11, Will +13
DR 5/magic; Immune poison; SR 22; Resist acid, cold, electricity and fire 10
Speed 30 ft., fly 60 ft. (good)
Melee snake bite +14 (1d4+1 plus poison)
Ranged mwk longbow +15/+10 (1d8/×3)
Special Attacks petrifying gaze, smite good
Spell-Like Abilities (CL 10th, concentration +14) 1/day – contagion, desecrate, unholy blight 3/day – darkness, poison
Str 12, Dex 19, Con 22, Int 14, Wis 15, Cha 19
Base Atk +10; CMB +11; CMD 25
Feats Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +14, Disguise +14, Intimidate +17, Knowledge (history) +15, Knowledge (religion) +15, Perception +19, Sense Motive +15, Stealth +17
  Racial Modifiers +4 Perception
Languages Celestial, Common, Infernal
Gear dagger, masterwork longbow, 20 arrows, golden mask worth 450 gp, golden jewelry worth 1200 gp
All-Around Vision (Ex) A medusa’s snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Smite Good (Su) Once per day, as a swift action, Izevel can smite good as the smite evil ability of a 10th level paladin, except affecting a good target. If the target is good, add +4 to attack rolls and +10 to all damage rolls against the target. If the target of smite good is an outsider with the good subtype or a good-aligned dragon, the bonus to damage on the first successful attack increases to 20 points of damage. Regardless of the target, smite attacks automatically bypass any DR the creature might possess. The smite persists until the target is dead or Izevel rests.
Source: Way of the Wicked III: Tears of the Blessed pg 23
Cthien, Pitiless Gorgon
CR 25                                                                                                            XP: 1,638,400
Female medusa lich wizard 3/cleric of Urgathoa 3/mystic theurge 10
NE Medium monstrous humanoid (Augmented Monstrous Humanoid)
Init +1; Senses all-around vision, darkvision 60 ft.; Perception +18
AC 15, touch 12, flat-footed 13 ( +1 Dex, +3 natural)
HP 148 (8d10+3d6+3d8+10d6)
Fort +9, Ref +11, Will +25
Immune cold, mind affecting, electricity and polymorph; Resist turn resistance +4
Speed 20 ft.
Melee dagger +7/+2/-3 (1d4-1/19-20), +2 shortspear +5 (1d6+1), snake bite +8 (1d4 plus poison) or snake bite +13 (1d4-1 plus poison)
Ranged mwk longbow +16/+11/+6 (1d8/x3)
Space 5 ft., Reach 5 ft.
Special Attacks petrifying gaze, poison, damaging touch, fear aura, paralyzing touch, rebuke undead 9/day and smite 1/day; Atk Options paralyzing touch, fear aura, damaging touch, negative energy touch
Wizard Spells Prepared (CL 13rd)
  7th-Finger of Death (DC 22)
  6th-Greater Heroism (DC 2), Undeath to Death (DC 21)
  5th-Hold Monster (DC 20), Telekinesis (x2), Transmute Mud to Rock (DC 20)
  4th-Bestow Curse (DC 19), Black Tentacles, Confusion (DC 19), Crushing Despair (DC 19), Secure Shelter
  3rd-Clairaudience/Clairvoyance (x2), Dispel Magic, Illusory Script (DC 18), Summon Monster III
  2nd-Cats Grace (DC 17), Fog Cloud, Invisibility (DC 17), Scare (DC 17), Shatter (DC 17)
  1st-Animate Rope (DC 16), Cause Fear (x2), Jump (DC 16), Magic Missile, Summon Monster I
  0th-Mage Hand, Mending (DC 15), Resistance (DC 15), Touch of Fatigue (DC 15)
Cleric Spells Prepared (CL 13rd)
  7th-Control Weather, Disintegrate
  6th-Harm, Mass Cure Moderate Wounds (DC 21), Symbol of Persuasion (DC 21)
  5th-Dispel Chaos (DC 20), Hallow (DC 20), Mass Inflict Critical Wounds, Scrying (DC 20), Unhallow (DC 20)
  4th-Cure Critical Wounds (DC 19), Freedom of Movement (DC 19), Inflict Critical Wounds, Repel Vermin (DC 19), Sending, Tongues (DC 19)
  3rd-Helping Hand, Magic Circle Against Good, Prayer, Remove Blindness/Deafness (DC 18), Remove Disease (DC 18), Summon Monster III
  2nd-Cure Moderate Wounds (DC 17), Death Knell (DC 17), Delay Poison (DC 17), Eagles Splendor (DC 17), Hold Person (DC 17), Shatter, Undetectable Alignment (DC 17)
  1st-Bane (DC 16), Detect Chaos, Divine Favor, Hide from Undead (DC 16), Protection from Chaos (DC 16), Protection from Good, Protection from Law (DC 16), Summon Monster I
  0th-Detect Magic, Detect Poison, Guidance (DC 15), Light, Mending (DC 15), Read Magic (Domain Spell. Domains: Destruction, Evil)
Str 8, Dex 13, Con -, Int 20, Wis 20, Cha 23
Base Atk +14; CMB +13; CMD 24
Feats Alertness, Dodge, Eschew Materials, Iron Will, Leadership, Mobility, Persuasive, Silent Spell, Spell Penetration
Skills Appraise +15, Bluff +27, Climb +5, Diplomacy +21, Disguise +15, Heal +16, Intimidate +20, Knowledge (arcana) +18, Knowledge (religion) +16, Linguistics +16, Perception +18, Sense Motive +18, Spellcraft +18, Stealth +14
  Racial Modifiers +4 Perception
Languages Common, Terran, Giant, Elvish, Goblin, Orc
SQ undead traits, and familiar
Gear +4 twilight mithril chain shirt, +2 spear, cloak of protection +2, mantle of spell resistance, potion of neutralize poison, potion of fox's cunning, potion of nondetection, potion of heroism, 9 pp, 12 gp, 13 sp, 9 cp, 93448 gp in other assets.

Environment  temperate marshes and underground
Organization solitary
Treasure double (dagger, masterwork  longbow with 20 arrows, other treasure)
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.
Poison (Ex) Injury, Fortitude DC 21, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Fear Aura (Su) Cthien is shrouded in a dreadful aura of death and evil. Any creature with fewer than 5 HD in a 60-foot radius that looks at Cthien must succeed on a DC 27 Will save or be affected as though by a fear spell (CL 22). A creature that successfully saves cannot be affected again for 24 hours. The save DC is Charisma-based.
Paralyzing Touch (Su) Any living creature that Cthien hits with her touch attack must succeed on a DC 27 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by Cthien seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Rebuke Undead (Su) Cthien can rebuke or command undead a number of times per day.
Undead Traits (Ex) Cthien is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. She is not subject to critical hits, nonlethal damage, ability damage to her physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. She cannot be raised, and resurrection works only if she is willing.

Friday, March 15, 2019

Dragon Blooded Critters

Minor Dragon Bloodline Green Hag 
CR 6                                                                                            XP: 2,400
CE Medium monstrous humanoid
Init +2; Senses darkvision 90 ft., low-light vision; Perception +15
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
HP 67 (9d10+18)
Fort +7, Ref +8, Will +7
SR 16; Resist acid 5
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d4+4 plus weakness)
Space 5 ft., Reach 5 ft.
Special Attacks weakness
Spell-Like Abilities (CL 9th; concentration +11) Constant—pass without trace, tongues, water breathing At will—alter self, dancing lights, ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind 1/day—darkness
Str 19, Dex 14, Con 14, Int 15, Wis 13, Cha 14
Base Atk +9; CMB +13; CMD 25
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +11, Perception +15, Sense Motive +9, Stealth +14, Swim +18
  Racial Modifiers +4 Stealth
Languages Aklo, Common, Giant
SQ black dragon affinity, mimicry
Environment temperate marshes
Organization solitary or coven (3 hags of any kind)
Treasure standard
Weakness (Su) A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC 17 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a touch attack—this variant requires a standard action and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair.
Black Dragon Affinity (Su) A minor black dragon bloodline green hag gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against black dragons.
Knots of dark, moldering hair spill over the features of this sickly, thin, green-skinned crone.
A black dragon bloodline usually courses through evil creatures that lair in swampy areas, such as this green hag.
Minor Blue Dragon Bloodline Half-Dragon (White) Phase Spider 
CR 8                                                                                     XP: 4,800
N Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
HP 75 (6d10+42)
Fort +12, Ref +8, Will +3
Defensive Abilities ethereal jaunt; Immune cold, paralysis, sleep; Resist electricity 5
Speed 40 ft., climb 20 ft., fly 80 ft. (average)
Melee bite +16 (2d6+10 plus poison and grab), 2 claws +15 (1d6+10)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (40-ft. cone of cold, 6d6 cold damage, Reflex DC 20 half), ethereal ambush
Spell-Like Abilities (CL 6th; concentration +7) 3/day—ghost sound
Str 30, Dex 17, Con 24, Int 9, Wis 13, Cha 12
Base Atk +6; CMB +17 (+16 grapple); CMD 30 (42 vs. trip)
Feats Ability Focus (poison), Dazzling Display, Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +12, Climb +26, Fly +10, Intimidate +5, Perception +10, Stealth +10
  Racial Modifiers +4 Intimidate
Languages Aklo
SQ blue dragon affinity
Environment warm hills
Organization solitary, pair, or cluster (3-6)
Treasure none
Ethereal Ambush (Ex) A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Poison (Ex) Bite—Injury; save Fort DC 22; frequency 1/round for 8 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Blue Dragon Affinity (Su) A minor blue dragon bloodline phase spider gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against blue dragons.
This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.
Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane.
Major Green Dragon Bloodline Harpy
CR 6                                                                                            XP: 2,400
CE Medium monstrous humanoid
Init +2; Senses darkvision 90 ft., low-light vision, blindsense 30 ft.; Perception +9
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 dodge, +1 natural)
HP 52 (7d10+14)
Fort +6, Ref +7, Will +8
Resist acid 10
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +11/+6 (1d8+4), 2 talons +11 (1d6+4)
Space 5 ft., Reach 5 ft.
Special Attacks breath weapon (40-ft. cone of acid, 7d6 acid damage, Reflex DC 15 half), captivating song
Spell-Like Abilities (CL 7th; concentration +10) 3/day—entangle (DC 14) 1/day—plant growth
Str 18, Dex 15, Con 14, Int 7, Wis 12, Cha 17
Base Atk +7; CMB +11; CMD 24
Feats Alertness, Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +11, Intimidate +7, Perception +9, Perform (song) +5, Sense Motive +3, Spellcraft +6
Languages Common
SQ green dragon affinity
Environment temperate marshes
Organization solitary, pair, or flight (3-12)
Treasure standard (leather armor, morningstar, and other treasure)
Captivating Song (Su) A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril.  Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Green Dragon Affinity (Su) A major green dragon bloodline harpy gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against green dragons.
Desert Scourge
CR 13                                                                                                    XP: 25,600
Major Red Dragon Bloodline Behir barbarian 4
N Huge magical beast
Init +1; Senses darkvision 90 ft., low-light vision, blindsense 30 ft.; Perception +10
AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, -2 size)
HP 185 (10d10+4d12+102)
Fort +20, Ref +11, Will +8
Defensive Abilities trap sense +1, uncanny dodge; +8; Ref +12 bonus vs. traps, Will +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities; Immune electricity; Resist fire 20
Speed 50 ft., climb 20 ft.
Melee bite +24 (2d6+16 plus grab)
Space 15 ft., Reach 10 ft.
Special Attacks breath weapon (20-ft. line of electricity, 7d6 electricity damage, Reflex DC 22 half, usable every 1d4 rounds), breath weapon (40-ft. cone of fire, 10d6 fire damage, Reflex DC 22 half), constrict (2d6+9), rake (6 claws +14, 1d4+6), rage (15 rounds/day), rage powers (raging climber +4, superstition +3), swallow whole (2d8+9 bludgeoning damage, AC 16, 15 hp)
Spell-Like Abilities (CL 10th; concentration +11) 3/day—detect magic, pyrotechnics 1/day—wall of fire
Str 32, Dex 12, Con 25, Int 7, Wis 14, Cha 12
Base Atk +14; CMB +27 (+22 grapple); CMD 38 (can't be tripped)
Feats Alertness, Cleave, Dragon Tail, Great Cleave, Power Attack, Sniff Out Magic, Vital Strike, Weapon Focus (bite), Wreath of Flame
Skills Appraise +2, Climb +19, Intimidate +10, Perception +10, Sense Motive +11, Stealth +5
  Racial Modifiers +4 Appraise, +4 Sense Motive
Languages Common
SQ fast movement, red dragon affinity
Gear potion of greater magic fang +5; Other Gear belt of giant strength +2, cloak of resistance +2
Environment warm hills and deserts
Organization solitary or pair
Treasure double
Grab (Ex) A behir's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.
Red Dragon Affinity (Su) A major red dragon bloodline behir gains a +4 bonus to Bluff, Diplomacy, Intimidate,
This slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns.
Red dragon bloodline creatures typically result from ancient, arcane crossbreeding. These creatures usually become leaders or champions of their races.
Major White Dragon Bloodline Advanced Manticore
CR 8                          XP: 4,800
LE Large magical beast
Init +10; Senses darkvision 90 ft., low-light vision, blindsense 30 ft., scent; Perception +18
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size)
HP 81 (6d10+48)
Fort +13, Ref +11, Will +5
DR 2/magic; Resist cold 10
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +14 (1d8+9), 2 claws +14 (2d4+9)
Ranged 4 spikes +12 (1d6+5)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (40-ft. cone of cold, 6d6 cold damage, Reflex DC 21 half)
Spell-Like Abilities (CL 6th; concentration +7) 3/day—fog cloud 1/day—wall of ice
Str 28, Dex 23, Con 26, Int 11, Wis 16, Cha 13
Base Atk +6; CMB +16; CMD 32 (36 vs. trip)
Feats Draconic Flesh, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (spikes)
Skills Fly +1, Perception +18, Stealth +6, Survival +7
  Racial Modifiers +4 Perception, +4 Survival when tracking
Languages Common
SQ ice adapted, white dragon affinity
Environment warm hills and marshes
Organization solitary, pair, or pride (3-6)
Treasure standard
Spikes (Ex) With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.
Ice Adapted (Ex) A major white dragon bloodline manticore can move across icy surfaces without penalty and does not need to make acrobatic checks to run or charge on ice.
White Dragon Affinity (Su) A major white dragon bloodline manticore gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against white dragons.
This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.
When a white dragon's territorial claim clashes with another creature's, sometimes an unusual pairing results.
Major Brass Dragon Bloodline Fey Griffon
CR 7                                                                      XP: 3,200
N Large fey (magical beast)
Init +10; Senses darkvision 90 ft., low-light vision, blindsense 30 ft., scent; Perception +16
AC 22, touch 15, flat-footed 16 (+6 Dex, +7 natural, -1 size)
HP 52 (5d10+25)
Fort +9, Ref +10, Will +4
Defensive Abilities evasion; Will +8 vs. mind-affecting effects; DR 5/cold iron; Resist cold 10, electricity 10, fire 10
Speed 30 ft., fly 80 ft. (average)
Melee bite +9 (1d6+4), 2 talons +8 (1d6+4)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (60-ft. line of fire, 5d6 fire, Reflex DC 17 half), pounce, rake (2 claws +8, 1d4+3)
Spell-Like Abilities (CL 5th; concentration +5) 3/day—dancing lights, endure elements 1/day—control winds, deep slumber (DC 12), entangle (DC 11), faerie fire, glitterdust (DC 12)
Str 18, Dex 23, Con 20, Int 7, Wis 13, Cha 10
Base Atk +5; CMB +10; CMD 26 (30 vs. trip)
Feats Alertness, Breath of Dragons, Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +18, Bluff +4, Fly +16, Perception +16, Sense Motive +14
  Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Perception, +4 Stealth
Languages Common (cannot speak)
SQ brass dragon affinity, camouflage
Environment temperate hills
Organization solitary, pair, or pride (6-10)
Treasure incidental
Brass Dragon Affinity (Su) A major brass dragon bloodline griffon gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against brass dragons.
Camouflage (Ex) A fey griffon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.
This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.
Brass dragon bloodlines appear in many creatures thanks to a brass dragon's gregarious nature. A creature carrying a brass dragon bloodline tends to be friendlier than others of its species.
Minor Bronze Dragon Bloodline Centaur
CR 4  XP: 1,200
N Large monstrous humanoid
Init +6; Senses darkvision 60 ft., low-light vision;; Perception +9
AC 21, touch 11, flat-footed 19 (+6 armor, +2 Dex, +2 natural, +2 shield, -1 size)
HP 34 (4d10+12)
Fort +4, Ref +6, Will +7
Resist electricity 5
Speed 50 ft. (35 ft. in armor)
Melee longsword +5 (1d8+2/19-20), 2 hooves +0 (1d6+1)
Ranged spear +5 (1d8+2/x3)
Space 10 ft., Reach 5 ft.
Spell-Like Abilities (CL 4th; concentration +5) 1/day—create food and water
Str 15, Dex 14, Con 17, Int 11, Wis 16, Cha 12
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Power Attack, Run
Skills Diplomacy +5, Intimidate +6, Knowledge (nature) +4, Perception +9, Sense Motive +8, Survival +10
Languages Common, Elven, Sylvan
SQ bronze dragon affinity, undersized weapons
Gear breastplate, heavy steel shield, longsword, spear
Environment temperate forests and plains
Organization solitary, pair, band (3-10), tribe (11-30 plus 3 hunters of 3rd level and 1 leader of 6th level)
Treasure standard (breastplate, heavy steel shield, longsword, spear, other treasure)
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
Bronze Dragon Affinity (Su) A minor bronze dragon bloodline centaur gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against bronze dragons.
This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.
A creature with a bronze dragon bloodline tends to be a wanderer that seeks out causes for which it can fight. A creature that does not travel instead becomes an advisor to others of its race.
Minor Copper Dragon Bloodline Satyr
CR 5 XP: 1,600
CN Medium fey
Init +3; Senses darkvision 60 ft., low-light vision; Perception +18
AC 20, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +6 natural)
HP 44 (8d6+16)
Fort +4, Ref +9, Will +8
DR 5/cold iron; Resist acid 5
Speed 40 ft.
Melee dagger +6 (1d4+2/19-20), horns +1 (1d6+1)
Ranged short bow +7 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks pipes
Spell-Like Abilities At will—charm person (DC 16), dancing lights, ghost sound (DC 15), sleep (DC 16), suggestion (DC 17) 1/day—fear (DC 18), hideous laughter (DC 17), summon nature's ally III
Str 14, Dex 17, Con 15, Int 12, Wis 14, Cha 21
Base Atk +4; CMB +6; CMD 19
Feats Combat Expertise, Dodge, Mobility, Skill Focus (Perception), Weapon Finesse
Skills Bluff +20, Diplomacy +16, Disguise +10, Intimidate +10, Knowledge (nature) +11, Perception +18, Perform (wind instruments) +20, Stealth +17, Survival +7
  Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
SQ copper dragon affinity
Gear dagger, short bow plus 20 arrows, masterwork panpipes
Environment temperate forests
Organization solitary, pair, band (3-6), or orgy (7-11)
Treasure standard (dagger, short bow plus 20 arrows, masterwork panpipes, other treasure)
Pipes (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spelllike abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Copper Dragon Affinity (Su) A minor copper dragon bloodline satyr gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against copper dragons.
This handsome, grinning man has the furry legs of a goat and a set of curling ram horns extending from his temples.
A copper dragon enters into dalliances with other creatures that have a similar joie de vivre, and the resulting unions create enduring bloodlines.
Minor Gold Dragon Bloodline Cloud Giant
CR 12 XP: 19,200
NG Huge humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +17
AC 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, -2 size)
HP 184 (16d8+112)
Fort +17, Ref +6, Will +10
Defensive Abilities rock catching; Resist fire 5
Speed 50 ft.
Melee morningstar +23/+18/+13 (4d6+19) or 2 slams +23 (2d6+13)
Ranged rock +12 (2d6+19)
Space 15 ft., Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th)
   At will-Levitate (self plus 2,000 lbs.), Obscuring Mist
   1/day-Fog Cloud
Str 37, Dex 13, Con 25, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +27; CMD 38
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +20, Craft (weapons) +8, Diplomacy +9, Heal +7, Intimidate +26, Perception +17, Perform (string instruments) +8
  Racial Modifiers +4 Heal
Languages Common, Giant
SQ gold dragon affinity, oversized weapon
Gear chain shirt, morningstar
Environment temperate mountains
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of 7th-12th level and 2-5 griffons)
Treasure standard (chain shirt, morningstar, other treasure)
Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars.
Gold Dragon Affinity (Su) A minor gold dragon bloodline cloud giant gains a +2 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against gold dragons.
This towering giant has finely chiseled features. Her skin is pale and smooth, and her long wispy hair flutters as if in a breeze.
Gold dragons ally with other good creatures in the course of combatting a great evil, and, rarely, a gold dragon who mates with one of its new compatriots establishes a bloodline.
Major Silver Dragon Bloodline Pseudodragon
CR 8 XP: 4,800
Major silver dragon bloodline pseudodragon rogue 8
NG Tiny dragon
Init +7; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
AC 22, touch 16, flat-footed 19 (+3 Dex, +6 natural, +2 size, +1 deflection)
HP 93 (2d12+8d8+40)
Fort +9, Ref +12, Will +6
Defensive Abilities evasion, improved uncanny dodge, trap sense +2; Immune paralysis, sleep; SR 23; Resist cold 20
Speed 15 ft., fly 60 ft. (perfect)
Melee sting +17 (1d3+1 plus poison), bite +16 (1d2+1)
Space 2-1/2 ft., Reach 0 ft. (5 ft. with tail)
Special Attacks breath weapon (40-ft. cone of cold, 10d6 cold, Reflex DC 19 half), sneak attack +4d6
Spell-Like Abilities 3/day—feather fall 1/day—control winds
Str 13, Dex 16, Con 18, Int 10, Wis 12, Cha 10
Base Atk +8; CMB +11; CMD 21 (25 vs. trip)
Feats Graceful Flyer, Greater Breath of Dragons, Greater Draconic Resistance, Improved Initiative, Power Attack, Skill Focus (use magic device), Stealthy, Weapon Finesse, Weapon Focus (sting)
Skills Acrobatics +15, Bluff +12, Diplomacy +5, Escape Artist +20, Fly +20, Intimidate +14, Perception +6, Sense Motive +6, Sleight of Hand +16, Spellcraft +8, Stealth +32, Survival +13, Use Magic Device +19
  Racial Modifiers +4 Intimidate, +4 Spellcraft, +4 Stealth (+8 in forests)
Languages Draconic; telepathy (60 ft.)
SQ rogue talents (fast stealth, resiliency, surprise attacks, weapon training), silver dragon affinity, trapfinding +4
Gear wand of magic missile
Other Gear ring of protection +1
Environment temperate forests
Organization solitary, pair, or clutch (3-5)
Treasure standard
Poison (Ex) Sting-injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Silver Dragon Affinity (Su) A major silver dragon bloodline pseudodragon gains a +4 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against silver dragons.
This housecat-sized miniature dragon has fine scales, sharp horns, wicked little teeth, and a tail tipped with a barbed stinger.
Silver dragons mix with exemplars of courage and honor that help the weak and combat evil. Such unions beget a new silver dragon bloodline.