Friday, February 8, 2019

Luficint, Ahool Rogue

Luficint, Ahool Rogue
CR 8 XP: 4,800
Male ahool unchained rogue 9
N Medium monstrous humanoid (bat)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
AC 20, touch 17, flat-footed 15 (+3 armor, +2 deflection, +5 Dex)
HP 58 (9d8+18)
Fort +7, Ref +13, Will +7
Defensive Abilities AC +3 dodge vs. traps; danger sense +3, evasion, improved uncanny dodge; Weaknesses light sensitivity
Speed 20 ft., fly 60 ft. (average)
Melee +3 dagger +14/+9 (1d4+8/19-20) or +2 short sword +13/+8 (1d6+4/19-20)
Ranged mwk composite shortbow +12/+7 (1d6+2/x3)
Special Attacks debilitating injury, sneak attack +5d6
Spell-Like Abilities (CL 12th) (Key to the Fourth Shadow Gate) 3/day—banish shadow (DC 15), shadow step 1/day—shadow conjuration (DC 17), shadowy haven 1/week—open shadow portal 
Str 14, Dex 20, Con 14, Int 13, Wis 14, Cha 12
Base Atk +6; CMB +8; CMD 25
Feats Calloused Hands, Death From Above, Echolocation, Flyby Attack, Hover, Weapon Finesse
Skills Acrobatics +19, Appraise +13, Disable Device +23, Escape Artist +17, Fly +19, Knowledge (local) +13, Perception +16, Sleight of Hand +17, Stealth +19
  Racial Modifiers +2 Perception in dim light or darkness, +2 Stealth in dim light or darkness
Languages Dunahn, Ahool, Shelzari
SQ Traits aerial observer†, reactionary; finesse training (dagger), ahool traits, rogue talents (black market connections, canny observer, fast stealth, terrain mastery: urban), rogue’s edge (Fly), trapfinding +4
Gear 20 arrows, Key to the Fourth Shadow Gate, potion of gaseous form, dust of disappearance (5 doses), potion of alter self, potion of cure moderate wounds, antitoxin (x2) 
Other Gear mwk leather armor, +2 short sword, +3 dagger, mwk composite shortbow (+2), amulet of nondetection, bracers of armor +3, cloak of resistance +2, ring of protection +2, mwk thieves’ tools, courtier’s outfit, rogue’s kit
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Lucian Daine, the Black Messiah

Lucian Daine, the Black Messiah
CR 14                                                                                          XP: 38,400
Male human witch 7/crypt lord† 8
NE Medium humanoid (human)
Init +2; Senses Perception +14
AC 28, touch 16, flat-footed 26 (+4 armor, +4 deflection, +4 natural, +4 shield, +2 Dex)
HP 97 (15d6+45)
Fort +11, Ref +11, Will +17
Defensive Abilities become death, spell turning
Speed 30 ft.
Melee crimson blade +8/+3 (1d4+1/19-20) or quarterstaff +4/+0/-1 (1d6+1/1d6+1)
Special Attacks channel negative energy 4d6 (8/day, DC 22), hex (DC 19; blight, evil eye, slumber)
Spells Prepared (CL 15th)
  8th-Leech Field (DC 26)
  7th-—Harm (DC 25), Waves of Exhaustion (DC 25)
  6th-Create Undead, Eyebite (DC 24), Slay Living (DC 24), Symbol of Fear (DC 24)
  5th-Blight (DC 23), Feeblemind (DC 21), Inflict Critical Wounds (DC 23), Magic Jar (DC 23), Waves of Fatigue (DC 23)
  4th-Animate Dead, Black Tentacles (DC 20), Enervation (DC 22), Lower Resistance (DC 20), Poison (DC 22)
  3rd-Bestow Curse (DC 21), Dispel Magic, Ray of Exhaustion (DC 21), Sleet Storm (DC 19), Vampiric Touch (DC 21)
  2nd-—Command Undead (DC 20), Death Knell (DC 20), False Life, Gentle Repose, Inflict Moderate Wounds (DC 18), Scare (DC 20)
  1st-Cause Fear (DC 19), Command (DC 17), Detect Undead, Inflict Light Wounds (DC 19), Lesser Animate Dead, Ray of Enfeeblement (DC 19)
  0th-Bleed (DC 18), Daze (DC 16), Light, Touch of Fatigue (DC 16)
Before Combat Base Statistics Without false life, mage armor (from a potion), and a shield (potion) active, Lucian’s stats are as follows: AC 20, touch 16, flat-footed 18 (+2 Dex, +4 deflection, +4 natural); hp 105 (15d6+52)
During Combat Daine avoids direct combat, instead relying on undead to defend him, giving him time to prepare other spells and defenses. If pressed into melee, or if he feels his foes are beneath his magic skill, he may wield his crimson blade in close combat after he augments his physical abilities with magic. He flees without hesitation if things look grim, abandoning everyone to save himself.
Str 13, Dex 15, Con 14, Int 22, Wis 15, Cha 14
Base Atk +7; CMB +8; CMD 24
Feats Accursed Hex, Command Undead, Evolved Familiar (Unnatural Aura), Greater Spell Focus (Necromancy), Greater Spell Specialization (Animate Dead), Improved Channel, Quick Channel, Spell Focus (Necromancy), Spell Specialization (Animate Dead), Toughness, Undead Master
Skills Appraise +12, Fly +15, Heal +17, Intimidate +16, Knowledge (arcana, planes, religion) +24, Perception +14, Spellcraft +24, Use Magic Device +19
Languages Calastian, Dunahn, Ledean, Leonid, Orcish, Ukrudan, Zathisk
SQ Traits focused mind, graveyard shift*; become death, deathly familiar, hex (disguise), nightmare horde, patron (plague), patron spells, witch’s familiar
Gear potion of mage armor (CL 5th), potion of shield (CL 10th), other potions and scrolls as needed
Other Gear crimson blade*, cloak of resistance +5, ring of protection +4, ring of spell turning, noble’s outfit, witch’s kit, jewelry and coins worth 4,000 gp; Tattoos ghost hands pattern* (tattoo)
Witch’s Familiar (Su) all prepared spells, plus more as decided by the GM; Daine knows most necromancy spells of up to 8th level available to witches, including create greater undead, darkstaff*, and symbol of death, as well as a wide variety of other witch spells up to 6th level
NECAZZAR, SKELETAL RAVEN (DAINE’S FAMILIAR)
NE Tiny undead
XP −
Init +2; Senses low-light vision; Perception +6
Aura unnatural aura (30 ft.)
AC 22, touch 14, flat-footed 20 (+2 Dex, +8 natural, +2 size)
hp 52 (15 HD)
Fort +5, Ref +7, Will +11
Defensive Abilities improved evasion; DR 5/bludgeoning;
Immune cold, undead traits; SR 20
Speed 10 ft., fly 40 ft. (average)
Melee bite +15/+10/+5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
Str 2, Dex 15, Con −, Int 13, Wis 15, Cha 7
Base Atk +11; CMB +11; CMD 16
Feats Skill Focus (Perception), Weapon Finesse
Skills Appraise +7, Fly +24, Heal +12, Intimidate +9, Knowledge (arcana, planes, religion) +16, Perception +14, Spellcraft +16, Use Magic Device +12
Languages Ledean; speak with master, speak with birds
SQ alertness, empathic link, scry on familiar, share spells, store spells
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Kimer the Shatterer

Kimer the Shatterer
CR 16 XP: 76,800
Male human barbarian (mad dog) 16/guardian 2
NG Medium humanoid (human, mythic)
Init +3; Senses Perception +17
AC 24, touch 18, flat-footed 21 (+6 armor, +5 deflection, +3 Dex)
HP 226 (16d12+122); fast healing 5
Fort +17, Ref +10, Will +9
Defensive Abilities AC 31 vs. traps;, Ref +17 vs. traps, Will +13 vs. fear; trap sense +7; DR 10/adamantine and 3/−; Resist acid 20, cold 10, fire 20; Weaknesses hard to kill
Speed 30 ft.
Melee Ertmodl +30/+25/+20/+15 (2d6+17/19-20 plus 1d6 acid [+1d10 acid on crit])
Ranged +2 adaptive composite shortbow of distance +21/+16/+11/+6 (1d6+11/x3, 140 ft.)
Special Attacks greater rage 32 rds/day, pack tactics, throat cutter; beast’s fury, mythic power (7/day, surge +1d6)
Spell-Like Abilities (CL 20th) 1/day—dominate monster (earth outsiders only, DC 30), greater restoration (swift; self only), stoneskin (self only), stone shape
Before Combat Base Statistics While he is not raging and does not have stoneskin active, Kimer’s stats are as follows: hp 178 (16d12+74), fast healing; Fort +14, Ref +10 (+17 vs. traps), Will +6; Speed 40 ft.; Melee Ertmodl +27/+22/+17/+12 (2d6+13/19-20 plus 1d6 acid [+1d10 acid on crit]); Ranged +2 adaptive composite shortbow of distance +21/+16/+11/+6 (1d6+8/x3, 140 ft.); Str 23, Con 15, Int 12, Wis 12, Cha 13; Base Atk +16; CMB +22 (+24 sunder, +26 bull rush); CMD 40 (42 vs. sunder); Skills Acrobatics +10 (+12 on narrow surfaces or uneven ground,  +14 jumping), Climb +19, Craft (leather) +6, Diplomacy +6, Handle Animal +12, Intimidate +16, Knowledge (geography) +5, Knowledge (nature) +8, Linguistics +2, Perception +17, Ride +8, Sense Motive +7, Survival +14 (+15 in wilderness), Swim +11
During Combat Kimer is fierce but honorable. He does not kill the helpless, nor does he initiate combat against non-titanspawn if he can avoid it (for he believes there’s no sense in wasting the strength of the divine races). Against titanspawn, however, he is ruthless. Kimer does not often travel out of the northern Perforated Plains, the Titanshome foothills, and Albadia, all places he knows intimately. He often sets ambushes and traps for monstrous titanspawn, whom he slays without mercy, but against intelligent titanspawn he at least offers a chance for honorable death.
Str 29, Dex 16, Con 21, Int 12, Wis 12, Cha 13
Base Atk +16; CMB +25; CMD 43
Feats Blind-Fight, Endurance, Great Fortitude, Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (battleaxe, longsword)
Skills Acrobatics +10, Climb +22, Handle Animal +12, Intimidate +16, Perception +17, Ride +8, Sense Motive +7, Survival +14, Swim +14
Languages Albadian, Darakeene, Dwarvish, Giantish
SQ Traits frontier-forged, night eyes (no miss chance in dim light); fast movement, ferocious fetch, human traits (heart of the mountains), rage powers (ferocious beast, greater ferocious beast, raging leaper, swift foot) MQ amazing initiative, display of strength, fast healing
Gear 12 arrows, 2 potions of cure serious wounds
Other Gear +3 stanching studded leather, Ertmodl (Earth Sword of Scarn) †, +2 adaptive composite shortbow of distance, figurine of wondrous power (onyx dog) (Kimer’s companion; usable for 8 noncontinuous hrs/day), ice moccasins†, polar bear earring†, greater ring of fire resistance, traveler’s outfit, barbarian’s kit
ONYX (KIMER’S COMPANION)
Male Albadian dog
N Medium animal
Init +5; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +10
DEFENSE
AC 31, touch 13, flat-footed 26 (+6 armor, +5 Dex, +12 natural,-2 rage)
hp 162 (13d8+104)
Fort +15, Ref +13, Will +8; +4 vs. enchantments
Defensive Abilities devotion, improved evasion; DR 5/slashing and 3/−
Speed 50 ft.
Melee bite +22/+17 (1d8+16)
Base Statistics Kimer shares his greater rage and passive rage powers with Onyx. When he is not raging, Onyx’s stats are as follows: AC 33, touch 15, flat-footed 28 (+6 armor, +5 Dex, +12 natural); hp 123 (13d8+65); Fort +12, Ref +13, Will +5; Speed 45 ft.; Melee bite +19/+14 (1d8+12); Str 22, Dex 20, Con 19, Int 8, Wis 12, Cha 6; Base Atk +9; CMB +15 (+17 drag); CMD 30 (32 vs. drag, 34 vs. trip); Skills Acrobatics +11 (+15 jumping)
Str 28, Dex 20, Con 25, Int 8, Wis 12, Cha 6
Base Atk +9; CMB +18 (+20 drag); CMD 33 (35 vs. drag, 37 vs. trip)
Feats Fleet, Improved DragB, Improved Natural Attack (bite), Light Armor Proficiency, Skill Focus (Perception), Skill Focus (Survival), Toughness, Weapon Focus (bite)
Skills Acrobatics +11 (+32 jumping), Perception +14, Survival +14; Racial Modifiers +4 Survival when tracking by scent
Languages Albadian
SQ bonus tricks (6), link, multiattack, share spells
Gear +3 stanching studded leather barding, spiked collar of magic fang +3
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Geleeda the Fair, Queen of Calastia

Geleeda the Fair, Queen of Calastia
CR 17 XP: 102,400
Female changeling sorcerer 18
LE Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +2
AC 22, touch 15, flat-footed 19 (+2 dodge, +4 armor, +3 natural, +2 Dex)
HP 153 (18d6+90)
Fort +14, Ref +13, Will +17
Defensive Abilities displacement (50% miss); DR 10/adamantine
Speed 30 ft.
Melee +1 cold iron dagger +11/+11/+6 (1d4+1/19-20); or 2 bites +10 (1d4 plus poison)
Special Attacks serpent’s fang (9 rds/day; magic) 
Spell-Like Abilities (CL 18th, concentration +24) 1/day—dancing lights, detect magic, disguise self, pass without trace Bloodline Spell-Like Abilities (CL 18th, concentration +24) 1/day—den of vipers
Spells Known (CL 18th) 
  9th (3/day)-Overwhelming Presence (DC 26)
  8th (5/day)-Greater Planar Binding, Irresistible Dance (B DC 25), Maze
  7th (6/day)-Mass Hold Person (DC 24), Resonating Word (DC 23), Limited Wish, Summon Monster VIIB (reptiles only), Waves of Ecstasy
  6th (7/day)-Disintegrate (DC 22), Mass Suggestion (B DC 23), Mislead (DC 22), Scrying Feedback (* DC 22)
  5th (7/day)-Dominate Person (DC 22), Hold Monster (B DC 22), Lightning Arc (DC 21), Smug Narcissism (DC 22), Wall of Force
  4th (7/day)-Control Summoned Creature (DC 21), Mass Daze (DC 21), Nixies Lure (DC 21), Poison (DC 20), Stoneskin
  3rd (7/day)-Dispel Magic, Displacement, Haste, Rend the Sovereign Soul (* DC 20), Summon Monster III (reptiles only)
  2nd (8/day)-Alter Self, Delay Poison, Detect Thoughts (DC 18), See Invisibility, Silk to Steel, Unnatural Lust
  1st (8/day)-Burning Hands (DC 17), Charm Person (DC 18), Identify, Magic Missile, Hypnotism (DC 18), Touch of Gracelessness (DC 17)
  0th-Acid Splash, Daze (DC 17), Detect Poison, Instant Wardrobe (*), Mage Hand, Mending, Prestidigitation, Read Magic, Touch of Fatigue (DC 16)
Before Combat Base Statistics Without displacement, haste, see invisibility, and stoneskin active, Queen Geleeda’s stats are as follows: Senses darkvision 60 ft.; AC 20, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 dodge, +3 natural); Ref +12; Speed 30 ft.; Melee +1 cold iron dagger +10/+5 (1d4+1/19-20); or bite [serpent’s fang] +9 (1d4 plus poison); CMB +9; CMD 22 
Str 10, Dex 15, Con 18, Int 15, Wis 14, Cha 22
Base Atk +9; CMB +9; CMD 23
Feats Combat Casting, Cosmopolitan (Knowledge: nobility & royalty, Sense Motive), Deceitful, Dodge, Epic Spell Penetration, Eschew Materials, Expanded Arcana, Greater Spell Penetration, Parry Spell, Persuasive, Spell Penetration, Toughness, Voice Of The Sibyl
Skills Bluff +30, Diplomacy +24, Escape Artist +8, Knowledge (nobility) +18, Perform (dance) +17, Sense Motive +15, Spellcraft +23
  Racial Modifiers +2 Bluff against creatures
Languages Albadian, Calastian, Ledean, Titan Speech; speak with animals (reptilian only)
SQ changeling traits (hag magic), green widow, serpent-friend, snakeskin
Gear Queen Geleeda’s crown (acts as helm of brilliance) 
Other Gear +1 cold iron dagger, amulet of resistance +4, belt of mighty constitution +6, bracers of armor +4, 3 diamonds (1,500 gp each; for limited wish), plus various royal outfits (always rather revealing) and expensive pieces of jewelry
Poison (Ex) Serpent’s fang (bite)—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 saves
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Whisper, Blood Liturgist

Whisper, Blood Liturgist
CR 17/MR 3 XP: 102,400
Male undead lord warpriest 16/marshal 3
CE Medium undead (augmented humanoid, mythic)
Init +2; Senses blood scent, darkvision 60 ft., deathwatch; Perception +8
Aura of desecration
AC 30, touch 16, flat-footed 28 (+10 armor, +4 deflection, +4 natural, +2 Dex)
HP 168 (16d8+96)
Fort +19, Ref +10, Will +24
Defensive Abilities channel resistance +4, sacred armor +4; Mythic Defenses hard to kill; DR 10/magic; Immune undead traits; SR 26
Speed 30 ft.
Melee Executioner +25/+20/+15 (2d6+14/19-20/x4); or Executioner +23/+18/+13 (2d6+14/19-20/x4) and offhand Gravedigger +23/+18/+13 (2d6+14/19-20/x4); or 4 armor hooks +18 (reach 10 ft.; 1d6+3)
Ranged Executioner +23 (2d6+14/x3); or Executioner +21 (2d6+14/x3) and off-hand Gravedigger +21 (2d6+14/x3)
Reach 10 ft.
Special Attacks armor hooks +18 melee (reach 10 ft.; 1d6+3; opportunity attacks only), blessings 11/day, channel negative energy (DC 27, or DC 24 outside aura of desecration), create spawn (zombie), fervor 14/day (5d6), sacred weapon +4 (16 rds/day); Mythic Attacks glorious charge, menacing presence, mythic power (13/day, surge +1d6); Blessing Abilities battle companion (summon monster IV, fiendish animal or outsider), destructive attacks +8, heart of carnage, unholy strike
Spell-Like Abilities (CL 16th, concentration +22) 1/day—darkness, fear (DC 20), summon zombies (24 HD total, none over 15 HD)
Spells Prepared (CL 16th) 
  6th-Mass Bulls Strength, Symbol of Fear (DC 24)
  5th-Curse of Magic Negation (DC 23), Major Curse (DC 23), Greater Forbid Action (DC 23), Slay Living (DC 23)
  4th-Control Summoned Creature (DC 22), Dismissal (DC 22), Plague Carrier, Spell Immunity, Symbol of Slowing (DC 22)
  3rd-Animate Dead, Blood Scent, Contagion (DC 21), Deadly Juggernaut, Dispel Magic, Vision of Hell (DC 21)
  2nd-Communal Protection from Good/Law, Death Knell (DC 20), Desecrate, Eagles Splendor, Effortless Armor, Instrument of Agony (DC 20), Owls Wisdom
  1st-—Bane (DC 19), Comprehend Languages, Deathwatch, Entropic Shield, Protection from Good/Law, Restore Corpse, Shield of Faith
  0th-Bleed (DC 18), Detect Magic, Guidance, Read Magic, Spark (Deity Urgathoa, Blessings Destruction, Evil)
Before Combat Base Statistics Without blood scent, deathwatch, mass bull’s strength, owl’s wisdom, and shield of faith active, Whisper’s stats are as follows: AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural); Will +19; Str 25, Wis 23; CMB +19
(+21 sunder); CMD 31 (33 vs. sunder); Melee Executioner +23/+18/+13 (2d6+12/19-20/x4); or Executioner +21/+16/+11 (2d6+12/19-20/x4), off-hand Gravedigger +21/+16/+11 (2d6+12/19-20/x4); or 4 armor hooks +18 (reach 10 ft.; 1d6+3); Ranged Executioner +23 (2d6+12/x3); or Executioner +21 (2d6+12/x3), off-hand Gravedigger +21 (2d6+12/x3); Skills Climb +12, Profession (soldier) +17, Sense Motive +20
Str 29, Dex 15, Con -, Int 14, Wis 27, Cha 22
Base Atk +12; CMB +21; CMD 37
Feats Channel Smite, Cleave, Combat Expertise, Command Undead, Finishing Cleave, Improved Sunder, Leadership, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (handaxe), Weapon Specialization (handaxe)
Skills Climb +14, Craft (armor, weapons) +10, Handle Animal +12, Intimidate +22, Knowledge (geography) +4, Knowledge (religion) +9, Profession (soldier) +19, Ride +16, Sense Motive +22, Spellcraft +10
Languages Abyssal, Orcish, Titan Speech, Veshian; telepathy 100 ft. (undead only)
SQ aura of chaos and evil, spontaneous casting (inflict wounds) MQ amazing initiative, legendary item (Whisper’s token of Ungathoal), marshal’s order (decisive strike), recuperation
Gear pouch of ashen powder† (5 uses), 2 Kadum’s  pearls (strife)*, plus an assortment of potions and scrolls as needed 
Other Gear Whisper’s serpent mail†, fists of Vangal†, cloak of resistance +3, Whisper’s token of Urgathoa†, traveler’s outfit, plus other items as needed
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Circu, Dimir Lobotomist

Circu, Dimir Lobotomist
CR 19                                                                                                     XP: 204,800
Male human wizard (cruoromancer‡) 19
LE Medium humanoid (human)
Init +1; Senses darkvision 60 ft., life sight 30 ft. (19 rds/day); Perception +18
AC 25, touch 14, flat-footed 24 (+6 armor, +3 deflection, +5 natural, +1 Dex)
HP 161 (19d6+95)
Fort +15, Ref +11, Will +19
Defensive Abilities Will +27 vs. disease, mind-affecting, poison, sleep, stun; resist level drain; DR 15/bludgeoning and magic; Resist cold 30, electricity 30
Speed 30 ft.
Melee dagger of venom +16/+11 (1d4+7/19-20) or 2 slams +15 (1d6+6)
Special Attacks blood ability, blood desecration, blood infusion, command undead 10/day (DC 22)
Spell-Like Abilities (CL 19th, concentration +22) 3/day—detect undead School Spell-Like Abilities (CL 19th, concentration +26) 10/day—bolster undead (+4 bonus, 9 rds)
Spells Prepared (CL 19th)
  9th-Energy Drain (DC 29), Overwhelming Presence (DC 27), Power Word Kill, Wail of the Banshee (N DC 29)
  8th-Create Greater Undead, Healing Interdiction (N* DC 28), Horrid Wilting (DC 28), Undead Anatomy IV
  7th-Banishment (DC 25), Control Undead (N DC 27), Finger of Death (DC 27), Greater Teleport, Leech Field (* DC 28), Summon Monster VII, Maximized Vampiric Touch
  6th-Acid Fog, Circle of Death (N DC 26), Create Undead, Globe of Invulnerability, Move Earth, Unwilling Shield (DC 26)
  5th-Darkstaff (N*), Feast On Fear (DC 25), Mass Repair Undead, Wall of Darkness (* 2 slots), Waves of Fatigue
  4th-Animate Dead, Earth Glide, Enervation (x2), Lower Resistance (* DC 22), Reinforce Skeletons (N*), Stoneskin
  3rd-Dispel Magic, Haste, Howling Agony (N DC 23), Mind Raid (0* DC 21), Protection from Energy, Undead Anatomy I, Unliving Rage
  2nd-Aegis (*), Blindness/Deafness (DC 22), Darkvision (x2), Ghoul Touch (N DC 22), Protection from Arrows, Unshakeable Chill (DC 22)
  1st-Comprehend Languages, Decompose Corpse (DC 21), Expeditious Retreat, Interrogation (DC 21), Minor Animate Dead (N*), Repair Undead, Shield
  0th-Bleed (DC 20), Detect Magic, Disrupt Undead, Mage Hand (N bonus necromancy spell School necromancy undead Opposition evocation, illusion)
Before Combat Base Statistics Without globe of invulnerability, stoneskin, and undead anatomy IV active, Credas’ stats are as follows: AC 20, touch 14, flat-footed 19 (+6 armor, +3 deflection, +1 Dex); Fort +15, Ref +11, Will +19, +2 vs. disease, mind-affecting; Defensive Abilities resist level drain; Melee dagger of venom +15/+10 (1d4+6/19-20); Str 20; CMB +14; CMD 28
During Combat The Necrotic King rarely leaves Glivid-Autel’s fortifications and is never seen without elite undead bodyguards, which include not The True Circu Circu himself is not particularly powerful, although he is not entirely without skill (CE male human necromancer 7; Int 13); still, on those rare occasions when he is allowed to occupy his own body, he attempts to flee any battle or confrontation, running back to his crypt so that Circu can take over. At this point, Circu is quite literally frightened of his own shadow, and he prefers that others do the fighting for him. just skeletons and zombies, but also mummies, specters, and even vampires. Even on diplomatic missions to neighboring “allies” in the Hornsaw Forest, the Necrotic King is usually surrounded by three or four lesser necromancers (levels 5 to 9), an honor guard of six powerful mummies, and a small troop of advanced skeletons. The undead do their best to interpose themselves between attackers and their king, while the necromancers work on neutralizing enemy spellcasters or missile troops, leaving their master free to work his most potent magics.
While his allies buy him time, Circu casts as many of his defensive spells as he can manage, if he hasn’t already done so prior to battle, favoring globe of invulnerability and undead anatomy IV (assuming the form of a lich) if he senses a meaningful threat. He then uses his most powerful offensive spells to devastate his opponents. If he does not feel terribly threatened, he is fond of summoning and sending bolstered undead minions after enemies while he supports with spells such as haste, reinforce skeletons, leech field, and mass repair undead.
However, Circu never fights to the death. If pressed, he uses greater teleport to escape; if he must flee Glivid-Autel all together, he first uses earth glide to reach his secret underground vault, transfers his gear to his old body, dismisses his soul exchange with Circu, and — leaving Circu to face whatever overwhelming force made one of the Seven Pilgrims retreat — teleports from the city to find a new pawn to possess. While inhabiting Circu’ body, Circu does not carry his most prized magic item, a ring of three wishes (2 wishes remaining), which he normally wears on a hand of glory about his neck; those objects reside in the vault, upon his natural body.
Str 22, Dex 13, Con 20, Int 27, Wis 18, Cha 16
Base Atk +9; CMB +15; CMD 29
Feats Combat Casting, Command Undead, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Greater Spell Focus (Necromancy), Maximize Spell, Scribe Scroll, Skeleton Summoner, Spell Focus (Necromancy), Undead Master
Skills Appraise +14, Bluff +25, Craft (alchemy) +19, Craft (books, jewelry, sculpture) +14, Escape Artist +8, Intimidate +13, Knowledge (arcana) +28, Knowledge (dungeoneering, nature) +15, Knowledge (engineering, nobility) +13, Knowledge (geography local) +17, Knowledge (history) +20, Knowledge (planes, religion) +30, Linguistics +17, Perception +18, Profession (embalmer) +11, Spellcraft +30, Survival +7
Languages Ancient Ledean, Dunahn, Elvish, Elzan, Infernal, Ledean, Shelzari, Sutak, Titan Speech, Ukrudan, Zathisk
SQ blood command‡, dhampir traits, negative energy affinity
Gear staff of Glivid-Autel (as staff of necromancy, but holds 20 charges), wand of greater spectral hand* (CL 7th; 24 charges), wand of magic missile (CL 9th; 40 charges), 2 potions of barkskin (CL 12th)
Other Gear dagger of venom, bracers of armor +6, cloak of resistance +4, corpseskin belt +6†, headband of vast intelligence +6 (Bluff, Knowledge: planes, Knowledge: religion), ring of protection +3, ring of spell turning Spellbook all prepared spells, plus more as decided by the GM; Circu knows most necromancy spells in existence, including soul exchange*, and many spells of up to 6th level from other schools (except his opposed schools)
Spells (Ex) Wizard Spells Prepared (CL 19th, concentration +26; or CL 23rd, concentration +30 for necromancy spells)
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Ariniel, Swan Champion of Varisia

Ariniel, Swan Champion of Varisia
CR 15 XP: 51,200
Female human cavalier (swan knight) 16
N Medium humanoid
Init +2; Senses Perception +20
Aura of courage, aura of resolve (20 ft.), banner, greater banner
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 152 (16d10+64)
Fort +16, Ref +9, Will +12
Defensive Abilities holy aura, moderate fortification; Immune charm, fear; SR 20
Speed 30 ft.
Melee Oroladis +27/+22/+17/+12 (1d8+9/17-20), mwk lance +23/+18/+13/+8 (1d8+6/x3), +1 dagger +23/+18/+13/+8 (1d4+7/19-20)
Ranged mwk heavy crossbow +19 (1d10/19-20)
Special Attacks channel positive energy (DC 23), demanding challenge 6/day (+5 bonus), lay on hands 13/day (8d6)
Spell-Like Abilities (CL 16th, concentration +21) At will—stabilize, see invisible 3/day—levitation
During Combat Like most knights, Ariniel shuns combat on foot, preferring to fight from horseback, charging first with her lance then switching to her legendary sword Oroladis, blade of the swan champion, for close combat.
Str 22, Dex 14, Con 16, Int 11, Wis 16, Cha 20
Base Atk +16; CMB +22; CMD 34
Feats Blind-Fight, Improved Critical (Longsword), Improved Iron Will, Iron Will, Mounted Combat, Power Attack, Radiant Charge, Ride-By Attack, Spirited Charge, Weapon Focus (Longsword)
Skills Climb +11, Diplomacy +20, Handle Animal +13, Knowledge (local) +7, Knowledge (nobility) +8, Knowledge (religion) +6, Linguistics +2, Perception +20, Ride +17, Sense Motive +17
Languages Calastian, Elvish, Ledean, Veshian
SQ Traits Madriel’s blessing*, resilient; mount, order of the swan, vow to the innocent
Gear Gear 20 bolts; Other Gear +3 azurium champion half-plate of moderate fortification, +3 light steel shield, Oroladis†, belt of giant strength +6, ring of weaponcall† (holds mwk heavy crossbow, mwk lance, and +1 dagger), holy pennant†, knight’s outfit, holy symbol, plus other items as needed
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Arcane Savant

Anteas, Arcane Savant
CR 18                                                                                        XP: 153,600
Male human magus (staff magus)3/wizard 11/battlemage 5
LE Medium humanoid (human)
Init +5; Senses Perception +3
AC 26, touch 17, flat-footed 21 (+5 armor, +4 shield, +2 deflection, +5 Dex)
HP 161 (8d8+11d6+87)
Fort +17, Ref +14, Will +21
Defensive Abilities spell turning; Will +25 vs. mind-affecting; DR 10/adamantine; Immune divination; SR 23
Speed 30 ft.
Melee crimson warstaff +14 (1d6+6)
Special Attacks arcane pool (14 points, +2 enhancement), battlefield magic, intense spells +5, magus arcana (arcane accuracy), spell combat, spellstrike
Spell-Like Abilities (CL 11th, concentration +19) 11/day—force missile (1d4+4 force) 11 rds/day—elemental wall
Magus Spells Prepared (CL 3rd; concentration +11)
  1st-—Corrosive Touch, Illusion of Calm, Mount, Shield, Unseen Servant
  0th-—Acid Splash, Daze, Detect Magic, Ray of Frost
Wizard Spells Prepared (CL 15th; concentration +23)
  8th-—Greater Shout (E DC 27), Mind Blank, Sunburst (DC 27)
  7th-—Greater Age Resistance (cast daily), Mass Fly, Mass Hold Person (DC 25), Persistent Lightning (E*DC 26)
  6th-—Acid Fog (DC 24), Chain Lightning (E DC 25), Disintegrate (DC 24), Getaway, Globe of Invulnerability
  5th-—Corrosive Consumption, Feeblemind (DC 23), Quickened Moment of Greatness, Vampiric Shadow Shield, Telekinesis (DC 23), Wall of Force (E)
  4th-—Black Tentacles, Calcific Touch (DC 22), Communal Protection from Energy, Dimension Door, Earth Glide, Greater Darkvision, Scrying (DC 22), Solid Fog, Stoneskin, Wall of Fire (E DC 23)
  3rd-—Fireball (DC 22), Fly, Haste, Healing Thief, Heroism, Lightning Bolt (E DC 22), Mind Raid (DC 21)
  2nd-—Aegis (*), Defensive Shock, Elemental Touch (E), Kinetic Reverberation (DC 21), See Invisibility, Stricken Heart, Tactical Acumen
  1st-—Burning Hands (E DC 20), Charm Person (DC 19), Expeditious Excavation, Force Blast (* DC 20), Line In the Sand, Moment of Greatness, Shocking Grasp
  0th-—Mage Hand, Prestidigitation, Read Magic, Touch of Fatigue (DC 18)
Before Combat Base Statistics Without heroism, mind blank, shield, and stoneskin active, Anteas’ stats are as follows: AC 22, touch 22, flat-footed 17 (+5 armor, +5 Dex, +2 luck); Fort +15, Ref +12, Will +19; Melee Crimson Warstaff +18/+13 (1d6+10); Skills Craft (weapons) +30, Fly +10, Knowledge (arcana, geography, nobility) +30, Knowledge (dungeoneering) +22, Knowledge (history, religion) +26, Knowledge (planes) +24, Linguistics +24, Ride +16, Spellcraft +29
During Combat Despite his age, Anteas remains a potent force on the battlefield. Schooled in strategy, tactics, command, and leadership, Anteas always reads a battlefield carefully, mentally cataloging how to use location, terrain, weather, and other local features to his advantage. If the field lacks advantageous features, he will create his own — walls of fire, ice, or even force can appear unexpectedly in the midst of battle, clouds of acid fog or solid fog envelop foes, and spells targeting vital positions are countered when the enemy attacks. Aided by a dozen or so expert battlemages, Anteas’ presence can easily doom an opposing force.
Brutally efficient, Anteas rarely bothers to take an unknown foe’s measure; against unique enemies, he typically starts with his highest level spells rather than waiting to see if weaker magic might have prevailed. He sees his magic as a resource to be spent, not hoarded. He has also been known to use unorthodox tactics, such as casting lightning spells or disintegrate upon siege engines protected from flame or using multiple castings of spells like expeditious excavation to form deep holes or wide trenches in the battlefield, thus slowing or trapping cavalry and heavily armored warriors.
Anteas’ preferred tactics involve remaining astride his horse, protected by multiple magical defenses (including those granted by his Crimson Warstaff), and launching his attacks from there. Though his body is still strong, he does not wade into the fray the way he did in his youth. Now, he leaves the close fighting to younger warriors. Still, should the situation warrant it, he will not hesitate to dive into a melee, cutting a swath with ice and fire
Str 18, Dex 20, Con 19, Int 27, Wis 16, Cha 16
Base Atk +10; CMB +14; CMD 31
Feats Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Defensive Combat Training, Disruptive, Empower Spell, Mounted Combat, Quarterstaff Master, Quicken Spell, Scribe Scroll, Spell Focus (Evocation), Weapon Focus (Quarterstaff), Weapon Specialization (Quarterstaff)
Skills Craft (weapons) +32, Fly +12, Knowledge (arcana, geography, nobility) +32, Knowledge (dungeoneering) +24, Knowledge (history, religion) +28, Knowledge (planes) +26, Linguistics +26, Ride +518, Spellcraft +31
Languages Calastian, Dwarvish, Elvish, Ledean, Orcish, Zathisk
SQ Traits desperate resolve; arcane bond (Crimson Warstaff), armor training (medium), trained rider
Gear Gear robe of the archmagi (evil), belt of physical perfection +4, headband of vast intelligence +4 (Craft: weapons, Knowledge: geography), ring of spell turning, ring of wizardry IV, handy haversack, iron bands of binding, spellbooks, 2 diamonds (1,500 gp each; for limited wish), plus other items as required
Other Gear Spellbooks as Grand Vizier to one of the most powerful nations on Cheliax has access to a near limitless supply of spells to fill his numerous tomes; the GM can assume that Anteas has access to any wizard spell of 6th level or less, plus most spells of 7th or 8th level, except for those from opposed schools.
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)

Eladamri, Lord of Leaves

Eladamri, Lord of Leaves
CR 8 XP: 4,800
Male half-elf druid (jordeh) 5/incarnate 4
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +18
AC 19, touch 14, flat-footed 15 (+2 natural, +2 armor, +1 shield, +4 Dex)
HP 58 (9d8+18)
Fort +9, Ref +7, Will +12
Defensive Abilities Will +16 vs. enchantment; Immune sleep
Speed 30 ft.
Melee fey staff +9/+4 (1d6+3 plus faerie fire)
Ranged mwk elven longbow +13/+8 (1d8+1/19-20/x3)
Spell-Like Abilities (CL 5th, concentration +9) 5 bolts/day—lightning lord
Spells Prepared (CL 9th; concentration +14)
  5th-Cure Critical Wounds, Insect Plague
  4th-Bloody Claws, Command Plants (DC 19), Dispel Magic, Slowing Mud (DC 20)
  3rd-Chill Wind (DC 18), Cure Moderate Wounds, Greater Thunderstomp (DC 18), Wind Wall
  2nd-Animal Messenger, Beastspeak, Cats Grace, Plant Voice, Resist Energy
  1st-Aspect of the Falcon, Blend, Charm Animal (DC 16), Entangle (DC 16), Speak With Animals, Thunderstomp (DC 16)
  0th-Create Water, Detect Magic, Light, Read Magic (Domain Weather Seasons)
Before Combat Base Statistics Without aspect of the falcon and cat’s grace active, Eladamri’ stats are as follows: Init +3; AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 shield); Ref +5; Ranged mwk elven longbow +10/+5 (1d8+1/x3); Dex 15; CMD 19; Skills Acrobatics +7, Fly +12, Perception +15 (+17 outdoors, +19 in forests), Ride +6, Stealth +7
During Combat When traveling alone, Eladamri avoids combat, unless something or someone requires his assistance. He is no coward, though. In his dire lion form, with beastspeak, bloody claws, and cat’s grace in effect, he has taught many foes a permanent lesson. Among allies, he prefers to play a supporting role in combat. If he can stay on the conflict’s sidelines and help direct it, then so much the better.
Especially when fighting alongside his good friend Katonis, Eladamri uses spells such as slowing mud, thunderstomp, or insect plague to harass and inconvenience their opponents, limiting the number of foes Katonis must face at a time. If directly threatened, the druid keeps opponents at bay using summoned allies or by charming a foe to defend him.
Str 12, Dex 19, Con 14, Int 12, Wis 20, Cha 15
Base Atk +6; CMB +7; CMD 21
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Inscribe Magical Tattoo, Skill Focus (Fly), Spell Focus (Conjuration), Two-Weapon Defense, Weapon Focus (quartersaff)
Skills Acrobatics +9, Climb +7, Craft (tattoo) +10, Diplomacy +7, Fly +14, Handle Animal +7, Knowledge (geography, history) +6, Knowledge (nature) +8, Linguistics +4, Perception +18, Profession (brewer) +9, Ride +8, Sense Motive +10, Spellcraft +8, Stealth +9, Survival +12, Swim +6
Languages Ancient Ledean, Elvish, Ledean, Sylvan, Titan Speech, Veshian
SQ favored terrain (forest), green empathy, half-elf traits (ancestral arms: elven longbow, elven poise), jordeh wild shape, nature bond (domain: Weather (Seasons)), past life, restful shade, spontaneous casting (domain spells, summon nature’s ally), true neutrality, untouched by the seasons 8/day, wild incarnation (beast shape IV or monstrous physique III; dire lion, falcon, sea hag)
Gear 20 arrows, dweomer crystal† (7 charges), swarm circlet†
Other Gear leather armor, fey staff†, mwk elven longbow (Str 12), belt of mighty constitution +2, bones of protection†, periapt of wound closure, sign of the owl tattoo*, 4d4 goodberries, various dried and fresh herbs, whittling knife, 10 birdcall whistles (various birds), 15 gp, 20 sp, 100-gp emerald, 500-gp diamond; Tattoos sign of the owl*, tattoo of cure moderate wounds (2/day; shoulders slot)
Source: Onyx Path - Scarred Lands - The Wise & the Wicked (2nd edition)