Calista, Keepsake Gorgon
CR 15 XP: 51,200
Female medusa sorcerer 8LE 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 10LE 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 5Pathfinder 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 medusaLE 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) 3LE 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: 12,800Female 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: 1,638,400Female 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.
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