Tuesday, February 12, 2019

Golgari Grave-Troll

Chuladoal, Golgari Grave-Troll, the Fiendish Gravetouched Ghoul Swarm-Shifter Troll
CR 8
XP: 4,800
Male Fiendish Gravetouched Ghoul Swarm-Shifter Troll (Troll Form) 0
CE Large undead (augmented giant, extraplanar, shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +16
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, -1 size, +2 deflection)
HP 39 (6d8+12); regeneration 5 (acid or fire)
Fort +6, Ref +8, Will +6
Defensive Abilities negative energy heals, Improved Toughness; DR 5/magic; Immune ability damage (Strength, Dexterity, Constitution), ability drain, critical hits, death effects, death from massive damage, disease, effects requiring Fortitude saves (unless harmless or effective against objects), energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; SR 11; Resist cold 5, fire 5; +2 turn resistance
Speed 40 ft.
Melee bite +11 (1d8+8 plus ghoul fever and paralysis), 2 claws +11 (1d6+8 plus paralysis)
Space 10 ft., Reach 10 ft.
Special Attacks ghoul fever (DC 12), paralysis, rend 2d6+12, smite good (+6 damage)
During Combat Chuladoal always loved to fight, and that fact that was one of the primary reasons for his demise. Now, as an undead creature, he loves combat even more. Because his undead state has magnified his troll abilities and made him nearly invulnerable, he rushes headlong into battle with reckless abandon. Chuladoal fights much better when he can either make full attacks on a single creature, or make single claw attacks and rend one opponent while biting (or breathing fire at) another.
If he thinks he's in danger, Chuladoal assumes swarm form and escapes. Sometimes he lurks in a swamp in swarm form, waiting for unsuspecting prey to pass, then returns to his troll-ghoul form to attack. He never fights in swarm form; he uses it only to move around, hide, or escape.
Str 27, Dex 22, Con -, Int 10, Wis 14, Cha 9
Base Atk +4; CMB +13; CMD 31
Feats Alertness, Improved Toughness, Iron Will, Multiattack, Toughness
Skills Acrobatics +17, Perception +16, Sense Motive +13, Stealth +6
Languages Giant
SQ diet dependent, swarm form, undead traits
Gear boots of striding and springing, 100 gp
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
Damage Reduction (Ex) Chuladoal's natural weapons are considered magic for the purpose of bypassing damage reduction.
Diet Dependent (Ex) Chuladoal must consume flesh at least once per month to remain mobile and retain his special abilities.
Ghoul Fever (Su) Disease -- bite, Fort DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid that dies of ghoul fever rises as a normal ghoul at the next midnight unless it has 4 or more HD, in which case it rises as a ghast instead.
Paralysis (Ex) Any creature hit by one of Chuladoal's natural attacks must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis.
Rend (Ex) If Chuladoal hits with both claw attacks, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.
Smite Good (Su) Once per day, Chuladoal can make a normal melee attack to deal an additional +6 points of damage against a good foe.
Swarm Form (Su) Chuladoal can assume the form of a swarm of undead flies at will. Changing form heals Chuladoal of 6 points of damage. All items are absorbed into the swarm form and provide no benefit. Changing shape is a supernatural ability, but remaining in a swarm form is not.
Undead Traits (Ex) Chuladoal 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. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Chuladoal always was an outcast from his people, albeit a powerful one who commanded respect. His status is especially clear in his pyro-troll version, since a four-headed troll pretty much rules the roost if he wants to. And he did, for a while -- until he was killed by adventurers. Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. But who knows why he can change into a swarm of flies? Even he doesn't, and it would be very hard to get him to answer that question.
As a troll, Chuladoal takes real damage from fire and acid only; all other damage is treated as nonlethal damage. As an undead creature, however, he is not subject to nonlethal damage, so he takes no damage at all from any attack that does not involve fire or acid -- including spells that deal hit point damage, such as magic missile, cure spells (positive energy damage), and even disintegrate. Thus, he does not worry about being hit in combat. Furthermore, his undead state renders him immune to a lot of nondamaging spells, including charm monster and illusions, that could bring about his destruction in other ways.
Chuladoal, Golgari Grave-Troll, the Fiendish Gravetouched Ghoul Swarm-Shifter Troll (Swarm Form)
CR 8
XP: 4,800
Male Fiendish Gravetouched Ghoul Swarm-Shifter Troll (Troll Form) 0
CE Fine undead (augmented giant, extraplanar, shapechanger, swarm)
Init +11; Senses darkvision 60 ft., low-light vision, scent; Perception +13
AC 31, touch 29, flat-footed 20 (+11 Dex, +2 natural, +8 size)
HP 39 (6d8+12); regeneration 5 (acid or fire)
Fort +6, Ref +13, Will +6
Defensive Abilities negative energy heals, Improved Toughness; DR 5/magic; Immune ability damage (Strength, Dexterity, Constitution), ability drain, critical hits, death effects, death from massive damage, disease, effects requiring Fortitude saves (unless harmless or effective against objects), energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; SR 11; Resist cold 5, fire 5; +2 turn resistance
Speed 0 ft., fly 40 ft. (average)
Melee swarm 2d6 plus disease
Space 0 ft., Reach 0 ft.
Special Attacks distraction
During Combat Chuladoal always loved to fight, and that fact that was one of the primary reasons for his demise. Now, as an undead creature, he loves combat even more. Because his undead state has magnified his troll abilities and made him nearly invulnerable, he rushes headlong into battle with reckless abandon. Chuladoal fights much better when he can either make full attacks on a single creature, or make single claw attacks and rend one opponent while biting (or breathing fire at) another.
If he thinks he's in danger, Chuladoal assumes swarm form and escapes. Sometimes he lurks in a swamp in swarm form, waiting for unsuspecting prey to pass, then returns to his troll-ghoul form to attack. He never fights in swarm form; he uses it only to move around, hide, or escape.
Str 9, Dex 32, Con -, Int 10, Wis 14, Cha 9
Base Atk +4; CMB -5; CMD 16
Feats Alertness, Improved Toughness, Iron Will, Multiattack, Toughness
Skills Perception +13, Sense Motive +13, Stealth +27
Languages Giant (cannot speak)
SQ diet dependent, swarm form, undead traits
Gear boots of striding and springing, 100 gp
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
Damage Reduction (Ex) Chuladoal's natural weapons are considered magic for the purpose of bypassing damage reduction.
Diet Dependent (Ex) Chuladoal must consume flesh at least once per month to remain mobile and retain his special abilities.
Ghoul Fever (Su) Disease -- bite, Fort DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid that dies of ghoul fever rises as a normal ghoul at the next midnight unless it has 4 or more HD, in which case it rises as a ghast instead.
Paralysis (Ex) Any creature hit by one of Chuladoal's natural attacks must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis.
Rend (Ex) If Chuladoal hits with both claw attacks, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.
Smite Good (Su) Once per day, Chuladoal can make a normal melee attack to deal an additional +6 points of damage against a good foe.
Swarm Form (Su) Chuladoal can assume the form of a swarm of undead flies at will. Changing form heals Chuladoal of 6 points of damage. All items are absorbed into the swarm form and provide no benefit. Changing shape is a supernatural ability, but remaining in a swarm form is not, and Chuladoal does not revert to his normal form in an antimagic field. True seeing and similar magic reveals both forms. While in swarm form, Chuladoal takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. In swarm form, Chuladoal cannot be flanked, tripped, grappled, or bull rushed, and he cannot grapple an opponent. He does not threaten creatures in his square, and he cannot make attacks of opportunity with his swarm attack. When the swarm would normally be dispersed, it reverts to Chuladoal's normal form and is destroyed.
Undead Traits (Ex) Chuladoal 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. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
Distraction (Ex) Any living creature that begins its turn with Chuladoal's swarm form in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Hive Mind (Ex) In swarm form, Chuladoal is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of effects that specifically command, control, rebuke, or destroy undead.
HIve Mind (Ex) In swarm form, Chuladoal is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of effects that specifically command, control, rebuke, or destroy undead.
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Chuladoal always was an outcast from his people, albeit a powerful one who commanded respect. His status is especially clear in his pyro-troll version, since a four-headed troll pretty much rules the roost if he wants to. And he did, for a while -- until he was killed by adventurers. Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. But who knows why he can change into a swarm of flies? Even he doesn't, and it would be very hard to get him to answer that question.
As a troll, Chuladoal takes real damage from fire and acid only; all other damage is treated as nonlethal damage. As an undead creature, however, he is not subject to nonlethal damage, so he takes no damage at all from any attack that does not involve fire or acid -- including spells that deal hit point damage, such as magic missile, cure spells (positive energy damage), and even disintegrate. Thus, he does not worry about being hit in combat. Furthermore, his undead state renders him immune to a lot of nondamaging spells, including charm monster and illusions, that could bring about his destruction in other ways.
Chuladoal, Golgari Grave-Troll, the Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll
CR 11
XP: 12,800
Male Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll 0
CE Large undead (augmented giant, extraplanar, shapechanger)
Init +10; Senses darkvision 60 ft., low-light vision, scent; Perception +25
AC 28, touch 23, flat-footed 22 (+6 Dex, +5 natural, -1 size, +8 deflection)
HP 66 (12d8+12); regeneration 5 (acid or fire)
Fort +8, Ref +10, Will +8
Defensive Abilities negative energy heals, Improved Toughness; DR 10/magic; Immune ability damage (Strength, Dexterity, Constitution), ability drain, critical hits, death effects, death from massive damage, disease, effects requiring Fortitude saves (unless harmless or effective against objects), energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; SR 17; Resist acid 5, cold 10, fire 10; +2 turn resistance
Speed 40 ft.
Melee 4 bites +16 (1d8+8 plus ghoul fever and paralysis), 2 claws +16 (1d6+8 plus paralysis)
Space 10 ft., Reach 10 ft.
Special Attacks ghoul fever (DC 15), paralysis, rend 2d6+12, smite good (+12 damage); breath weapon (fire, 3d6)
During Combat Chuladoal always loved to fight, and that fact that was one of the primary reasons for his demise. Now, as an undead creature, he loves combat even more. Because his undead state has magnified his troll abilities and made him nearly invulnerable, he rushes headlong into battle with reckless abandon. Chuladoal fights much better when he can either make full attacks on a single creature, or make single claw attacks and rend one opponent while biting (or breathing fire at) another.
If he thinks he's in danger, Chuladoal assumes swarm form and escapes. Sometimes he lurks in a swamp in swarm form, waiting for unsuspecting prey to pass, then returns to his troll-ghoul form to attack. He never fights in swarm form; he uses it only to move around, hide, or escape.
Chuladoal is immune to fire, so his only vulnerabilities are acid and turning -- and he has partial defenses against both of these attacks. His resistance to cold helps to counteract the vulnerability to cold that he acquires with the fire subtype. His breath weapon adds immensely to his offensive capability.
Str 27, Dex 22, Con -, Int 10, Wis 14, Cha 9
Base Atk +9; CMB +18; CMD 42
Feats Alertness, Combat Reflexes, Final Strike, Improved Initiative, Improved Toughness, Iron Will, Multiattack, Resistance To Energy (Acid), Toughness
Skills Acrobatics +17, Perception +25, Sense Motive +25, Stealth +7
Languages Giant
SQ diet dependent, multiheaded, swarm form, undead traits
Gear boots of striding and springing,ring of protection +3,cloak of elvenkind,bag of tricks (gray)
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
Damage Reduction (Ex) Chuladoal's natural weapons are considered magic for the purpose of bypassing damage reduction.
Diet Dependent (Ex) Chuladoal must consume flesh at least once per month to remain mobile and retain his special abilities.
Ghoul Fever (Su) Disease -- bite, Fort save DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid that dies of ghoul fever rises as a normal ghoul at the next midnight unless it has 4 or more HD, in which case it rises as a ghast instead.
Paralysis (Ex) Any creature hit by one of Chuladoal's natural attacks must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis.
Rend (Ex) If Chuladoal hits with both claw attacks, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.
Smite Good (Su) Once per day, Chuladoal can make a normal melee attack to deal an additional +6 points of damage against a good foe.
Swarm Form (Su) Chuladoal can assume the form of a swarm of undead flies at will. Changing form heals Chuladoal of 6 points of damage. All items are absorbed into the swarm form and provide no benefit. Changing shape is a supernatural ability, but remaining in a swarm form is not.
Undead Traits (Ex) Chuladoal 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. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
Breath Weapon (Su) Every 1d4 rounds, each of Chuladoal's heads can breathe a jet of fire 10 feet high, 10 feet wide, and 20 feet long that deals 3d6 points of fire damage (Reflex DC 13 for half damage).
Multiheaded (Ex)  Cutting off one of Chuladoal's four heads does not kill him; all heads must be severed to kill him. He functions normally as long as at least one head remains, and severed heads do not regrow naturally.
Turn Resistance (Ex) Chuladoal is treated as a 14-HD undead for the purpose of turn, rebuke, command, or bolster attempts.
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Chuladoal always was an outcast from his people, albeit a powerful one who commanded respect. His status is especially clear in his pyro-troll version, since a four-headed troll pretty much rules the roost if he wants to. And he did, for a while -- until he was killed by adventurers. Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. But who knows why he can change into a swarm of flies? Even he doesn't, and it would be very hard to get him to answer that question.
As a troll, Chuladoal takes real damage from fire and acid only; all other damage is treated as nonlethal damage. As an undead creature, however, he is not subject to nonlethal damage, so he takes no damage at all from any attack that does not involve fire or acid -- including spells that deal hit point damage, such as magic missile, cure spells (positive energy damage), and even disintegrate. Thus, he does not worry about being hit in combat. Furthermore, his undead state renders him immune to a lot of nondamaging spells, including charm monster and illusions, that could bring about his destruction in other ways.
Chuladoal, Golgari Grave-Troll, the Fiendish Gravetouched Ghoul Swarm-Shifter Troll (Swarm Form)
CR 11
XP: 12,800
Male Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll 0
CE Fine undead (augmented giant, extraplanar, fire, shapechanger, swarm)
Init +15; Senses darkvision 60 ft., low-light vision, scent; Perception +25
AC 31, touch 29, flat-footed 20 (+11 Dex, +2 natural, +8 size)
HP 66 (12d8+12); regeneration 5 (acid or fire)
Fort +8, Ref +20, Will +8
Defensive Abilities negative energy heals, Improved Toughness; DR 10/magic; Immune ability damage (Strength, Dexterity, Constitution), ability drain, critical hits, death effects, death from massive damage, disease, effects requiring Fortitude saves (unless harmless or effective against objects), energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; SR 17; Resist acid 5, cold 10, fire 10;  +2 turn resistance
Speed 0 ft., fly 40 ft. (perfect)
Melee swarm 3d6 plus disease
Space 0 ft., Reach 0 ft.
Special Attacks ghoul fever (DC 15), paralysis, rend 2d6+12, smite good (+12 damage); breath weapon (fire, 3d6)
During Combat Chuladoal always loved to fight, and that fact that was one of the primary reasons for his demise. Now, as an undead creature, he loves combat even more. Because his undead state has magnified his troll abilities and made him nearly invulnerable, he rushes headlong into battle with reckless abandon. Chuladoal fights much better when he can either make full attacks on a single creature, or make single claw attacks and rend one opponent while biting (or breathing fire at) another.
If he thinks he's in danger, Chuladoal assumes swarm form and escapes. Sometimes he lurks in a swamp in swarm form, waiting for unsuspecting prey to pass, then returns to his troll-ghoul form to attack. He never fights in swarm form; he uses it only to move around, hide, or escape.
Chuladoal is immune to fire, so his only vulnerabilities are acid and turning -- and he has partial defenses against both of these attacks. His resistance to cold helps to counteract the vulnerability to cold that he acquires with the fire subtype. His breath weapon adds immensely to his offensive capability.
Str 9, Dex 32, Con -, Int 10, Wis 14, Cha 9
Base Atk +9; CMB +0; CMD 21
Feats Alertness, Combat Reflexes, Final Strike, Improved Initiative, Improved Toughness, Iron Will, Multiattack, Resistance To Energy (Acid), Toughness
Skills Perception +25, Sense Motive +25, Stealth +32
Languages Giant (cannot speak)
SQ diet dependent, hive mind, undead traits
Gear boots of striding and springing,ring of protection +3,cloak of elvenkind,bag of tricks (gray)
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
Damage Reduction (Ex) Chuladoal's natural weapons are considered magic for the purpose of bypassing damage reduction.
Diet Dependent (Ex) Chuladoal must consume flesh at least once per month to remain mobile and retain his special abilities.
Ghoul Fever (Su) Disease -- bite, Fort save DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid that dies of ghoul fever rises as a normal ghoul at the next midnight unless it has 4 or more HD, in which case it rises as a ghast instead.
Paralysis (Ex) Any creature hit by one of Chuladoal's natural attacks must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis.
Rend (Ex) If Chuladoal hits with both claw attacks, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.
Smite Good (Su) Once per day, Chuladoal can make a normal melee attack to deal an additional +6 points of damage against a good foe.
Swarm Form (Su) Chuladoal can assume the form of a swarm of undead flies at will. Changing form heals Chuladoal of 12 points of damage. All items are absorbed into the swarm form and provide no benefit. Changing shape is a supernatural ability, but remaining in a swarm form is not, and Chuladoal does not revert to his normal form in an antimagic field. True seeing and similar magic reveals both forms. While in swarm form, Chuladoal takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. In swarm form, Chuladoal cannot be flanked, tripped, grappled, or bull rushed, and he cannot grapple an opponent. He does not threaten creatures in his square, and he cannot make attacks of opportunity with his swarm attack. When the swarm would normally be dispersed, it reverts to Chuladoal's normal form and is destroyed.
Undead Traits (Ex) Chuladoal 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. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
Breath Weapon (Su) Every 1d4 rounds, each of Chuladoal's heads can breathe a jet of fire 10 feet high, 10 feet wide, and 20 feet long that deals 3d6 points of fire damage (Reflex DC 13 for half damage).
Multiheaded (Ex)  Cutting off one of Chuladoal's four heads does not kill him; all heads must be severed to kill him. He functions normally as long as at least one head remains, and severed heads do not regrow naturally.
Turn Resistance (Ex) Chuladoal is treated as a 14-HD undead for the purpose of turn, rebuke, command, or bolster attempts.
Distraction (Ex) Any living creature that begins its turn with Chuladoal's swarm form in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Hive Mind (Ex) In swarm form, Chuladoal is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of effects that specifically command, control, rebuke, or destroy undead.
Vulnerability to Cold  (Ex) Chuladoal takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or whether the save is a success or failure.
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Chuladoal always was an outcast from his people, albeit a powerful one who commanded respect. His status is especially clear in his pyro-troll version, since a four-headed troll pretty much rules the roost if he wants to. And he did, for a while -- until he was killed by adventurers. Too much flesh-eating in life resulted in his transformation to a gravetouched ghoul after death. But who knows why he can change into a swarm of flies? Even he doesn't, and it would be very hard to get him to answer that question.
As a troll, Chuladoal takes real damage from fire and acid only; all other damage is treated as nonlethal damage. As an undead creature, however, he is not subject to nonlethal damage, so he takes no damage at all from any attack that does not involve fire or acid -- including spells that deal hit point damage, such as magic missile, cure spells (positive energy damage), and even disintegrate. Thus, he does not worry about being hit in combat. Furthermore, his undead state renders him immune to a lot of nondamaging spells, including charm monster and illusions, that could bring about his destruction in other ways.
Chuladoal, Golgari Grave-Troll, the Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll Barbarian
CR 15
XP: 51,200
Male Fiendish Four-Headed Gravetouched Ghoul Swarm-Shifter Pyro-Troll Barbarian 4
CE Large undead (augmented giant, extraplanar, fire, shapechanger)
Init +10; Senses darkvision 90 ft., low-light vision, scent; Perception +27
AC 27, touch 17, flat-footed 19 (-1 size, +6 Dex, +2 dodge, +10 natural)
HP 72 (16d8); negative energy heals
Fort +12, Ref +11, Will +13
Defensive Abilities +6 turn resistance; DR 10/magic; Immune ability damage (Strength, Dexterity, Constitution), ability drain, critical hits, death effects, death from massive damage, disease, effects requiring Fortitude saves (unless harmless or effective against objects), energy drain, exhaustion, fatigue, fire, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; SR 17; Resist acid 5, cold 10, fire 10; Weaknesses vulnerability to cold (+50% damage from cold)
Speed 50 ft.
Melee 4 bites +25 (1d8+13 plus ghoul fever and paralysis), 2 claws +25 (1d6+13 plus paralysis)
Space 10 ft., Reach 10 ft.
Special Attacks ghoul fever (DC 16), paralysis, rage 2/day, rend 2d6+19, smite good (+16 damage) breath weapon (fire, 3d6)
Before Combat When not raging, Chuladoal has the following changed statistics:
AC 29, touch 19, flat-footed 29; uncanny dodge
Will +9
Melee bite +23 (1d8+11 plus ghoul fever and paralysis) or
Melee 4 bites +23 (1d8+11 plus ghoul fever and paralysis) and
Melee 2 claws +23 (1d6+5 plus paralysis)
Grp +28
Atk Options ghoul fever (DC 16), paralysis, rage 2/day, 3 rounds each, rend 2d6+16, smite good (+16 damage)
Abilities Str 33
Skills Jump +24
Male Fiendish Gravetouched Ghoul Swarm-Shifter Troll (Swarm Form)
CE Fine undead (augmented giant, extraplanar, fire, shapechanger, swarm)
Init +15; Senses darkvision 90 ft., low-light vision, scent; Listen +25, Spot +25
Languages Giant (cannot speak)
AC 39, touch 29, flat-footed 39
hp 94 (12 HD); DR 10/magic, negative energy heals, Improved Toughness
Immune ability damage (Strength, Dexterity, Constitution), ability drain, critical hits, death effects, death from massive damage, disease, effects requiring Fortitude saves (unless harmless or effective against objects), energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning, weapon damage
Resist acid 5, cold 10, fire 10; SR 17; +6 turn resistance
Fort +12, Ref +16, Will +9
Speed fly 40 ft. (8 squares, perfect)
Melee swarm 3d6 plus disease
Space 10 ft.; Reach 0 ft.
Base Atk +13; Grp -- 
Special Actions distraction
Abilities Str 9, Dex 32, Con --, Int 10, Wis 14, Cha 10
SQ diet dependent, hive mind, undead traits
Feats Alertness, Combat ReflexesB, (can't use), MultiattackB (can't use), Final Strike, Improved InitiativeB, Improved MultiattackB (can't use), Improved Toughness, Improved Turn Resistance, Iron Will, Resistance to Energy (acid)
Skills Hide +32, Intimidate +16, Listen +25, Search +6, Spot +25
Str 37, Dex 22, Con -, Int 10, Wis 14, Cha 10
Base Atk +13; CMB +27; CMD 45
Feats Alertness, Combat Reflexes, Final Strike, Improved Initiative, Improved Multiattack, Improved Toughness, Improved Turn Resistance, Iron Will, Multiattack, Resistance To Energy (Acid)
Skills Acrobatics +26, Intimidate +16, Perception +27, Sense Motive +4, Stealth +7
Languages Giant
SQ diet dependant, illiteracy, multiheaded, swarm form, trap sense +1, undead traits
Other Gear boots of striding and springing, ring of protection +4, belt of giant strength +6, cloak of elvenkind, bag of tricks (gray).
Breath Weapon (Su) Every 1d4 rounds, each of Chuladoal's heads can breathe a jet of fire 10 feet high, 10 feet wide, and 20 feet long that deals 3d6 points of fire damage (Reflex DC 13 for half damage).
Damage Reduction () Chuladoal's natural weapons are considered magic for the purpose of bypassing damage reduction.
Diet Dependent (Ex) Chuladoal must consume flesh at least once per month to remain mobile and retain his special abilities.
Ghoul Fever (Su) Disease -- bite, Fort save DC 16, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid that dies of ghoul fever rises as a normal ghoul at the next midnight unless it has 4 or more HD, in which case it rises as a ghast instead.
Multi-headed (Ex) Cutting off one of Chuladoal's four heads does not kill him; all heads must be severed to kill him. He functions normally as long as at least one head remains, and severed heads do not regrow naturally.
Paralysis (Ex) Any creature hit by one of Chuladoal's natural attacks must succeed on a DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are immune to this paralysis.
Rend (Ex) If Chuladoal hits with both claw attacks, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+19 points of damage.
Smite Good (Su) Once per day, Chuladoal can make a normal melee attack to deal an additional +16 points of damage against a good foe.
Swarm Form (Su) Chuladoal can assume the form of a swarm of undead flies at will. Changing form heals Chuladoal of 16 points of damage. All items are absorbed into the swarm form and provide no benefit. Changing shape is a supernatural ability, but remaining in a swarm form is not.
Trap Sense (Ex) Chuladoal gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Turn Resistnace (Ex) Chuladoal is treated as a 22-HD undead for the purpose of turn, rebuke, command, or bolster attempts.
Uncanny Dodge (Ex) Chuladoal retains his Dexterity bonus to Armor Class even when flat-footed or attacked by an invisible attacker.
Undead Traits () Chuladoal 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. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
Vulnerability to Cold (Ex) ): Chuladoal takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or whether the save is a success or failure.

Atarka Beastbreaker

Thadorius, Atarka Beastbreaker
CR 7                                                                                                       XP: 3,200
Male human slayer 8
CN Medium humanoid (human)
Init +7; Senses Perception +13
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
HP 60 (8d10+16)
Fort +7, Ref +9, Will +4
Defensive Abilities Will +6 vs. emotion effects
Speed 20 ft.
Melee mwk silver battleaxe +13/+8 (1d8+4/x3) or +1 dagger +13/+8 (1d4+5/19-20)
Ranged elven longbow +11/+6 (1d8/x3)
Special Attacks poison use, rogue talents (surprise attack, slowing strike), sneak attack +2d6, studied target +2 (two targets; move or swift)
During Combat Thadorius feels that his foes lack all honor, so he is justified in his contempt and treats them accordingly. No ploy is beneath him: poison, traps, deception, feigned retreat or surrender, appeals to a foe’s decency — all of these tactics have worked for him in the past. A master of concealment, silent movement, disguise, and stealth, Thadorius is most at home taking down titanspawn foes from a distance with poisoned arrows. He favors extract of bilebranch sap, which is abundant and easily harvested. Thadorius prefers not to be drawn into close combat if titanspawn can use their numbers against him, but he may approach when foes are helpless or disabled, often gloating over and tormenting wounded opponents before putting them to death.
Against larger numbers, where a direct assault cannot be tried, Thadorius prefers to lure his enemies into tight confines or difficult terrain, where their numerical advantage becomes a disadvantage, or else he feigns retreat so that his foes pursue, leading them into an area that he has previously set with spiked pits, deadfalls, and other traps.
Str 18, Dex 16, Con 13, Int 11, Wis 14, Cha 7
Base Atk +8; CMB +12; CMD 25
Feats Deadly Aim, Improved Initiative, Point-Blank Shot, Power Attack, Rapid Shot, Toughness
Skills Bluff +8, Climb +8, Disguise +10, Perception +13, Sense Motive +13, Stealth +7, Survival +13, Swim +4
Languages Common, Giant
SQ Traits axe to grind, grief-filled; slayer talents (poison use, ranger combat style: archery), stalker, track +4
Gear 20 arrows, oil of magic weapon, potion of cure serious wounds, 12 doses of bilebranch poison (as deathblade)
Other Gear mwk armored coat, heavy steel shield, mwk silver battleaxe, +1 dagger, elven longbow (+4), 5 bear traps, traveler’s outfit, ranger’s kit, trapper’s kit, warhorse with saddle and harness, pack mule, plus other gear as needed

Vance's Journal

Golarion date - Sarenith 21, 4719
Sunday February 10, 2019
Last night, we spent some time collecting ourselves after the ball held for Midsummer’s Eve with the garish looking vameo owner, Baroness Bramila Gellintha. Trajan took one for the team with the crazy old bat to let us obtain some more information. From what we gathered, there is a dimensional gate with an opening directly into the Nine Hells. Archbaron Fex wants us to investigate it as soon as we can. We took some time to rest up and prepare ourselves.
First thing in the morning, we came downstairs to the dining area of our inn and found someone waiting for us. A dispatcher of Her Highness Queen Abrogail II was interested in meeting us and he had a mission. He talked about some kind of Breaching Festival being held at the Academae. That some other adventurers were invited to by the Headmaster of the school. The dispatch told us to gather our things and meet him back at the inn and he would teleport us to a different inn outside of the city of Korvosa in Varisia. We went and bought some potions from a local apothecary and some other mundane items.
After purchasing these items, we gathered our carriage and the horses that Trajan had acquired. He plans to have Morin kill them and raise them so that they can pull the carriage without any stoppage for food or water and we can run them constantly with no rest. The dispatch performed the teleport spell because we had to intercept the other adventurers before they reached the city. Unfortunately, something caused the spell to launch us off course. We ended up in the middle of the forest near the biggest ape I have ever seen. Of course, I have only seen one at the zoo, so my judgement is not the greatest in this matter.
The ape charged us with hunger in its eyes and he started pounding on Malcon. Now as funny as it is to see his highness get beaten upon by a monkey, we had to take care of this crazed animal. After a few moments of back and forth combat the great ape was laid low.
The battle took a lot out of us and we were somewhat disoriented by the teleport. After looking around we found a major caravan road. Luckily once on the road we spotted the signs of a city on the horizon. The dispatcher had informed us that the rival party was staying at an inn just outside the city on the southern trade road. Malcanthet was allowing his pet hellcat “Mittens” to scout around up ahead of us. The fiery beast was the first to discover the inn a couple of miles from where our teleport spell dropped us. There must be warding that bars people from teleporting into the city.
The inn was more dilapidated that we thought. Just outside of the building we noticed a huge gathering or squirrels on the roof. Chattering with anger as we approached the little critters seemed ready for a fight. As we got closer, we noticed the tree rats were clothed and walking upright. Almost all of them were dressed in what seemed like pajamas and armed with little swords in both hands. As soon as we were within range we discovered how deadly they were. They swarmed off the roof running over top of each other to try to attack us. Morin cast a spell I have never seen before and almost all the creatures just stopped moving. A few of the larger and quicker squirrel people survived and attacked furiously.
Each of my party took stock of those left over and attack back with spells, claws, teeth and iron. There was one that seemed to be barking orders at the others its crazy language. Malcon took the chattering as a direct challenge and a furious battle ensued. The little vermin just didn’t have the strength to stand toe to toe with the antipaladin. Every hit against Mal seemed to do little to no damage to him. Every stroke that Mal returned tore into the leader. After a furious exchange, the Skiurid (I found out later what they were called) used a smoke pellet and disappeared. He turned up right behind Morin a split second later and tried to attack the necromancer.
The other squirrels were getting pummeled by the rest of the party. My hellhound was grabbing the critters by the neck in his teeth and shaking them vigorously. The master made a final attack and saw that all his followers we dead or bleeding out on the ground. He decided that discretion was the better part of valor and disappeared again. We quickly regrouped and started to patch up our cuts and scrapes the little terrors caused.
Of course, whenever Trajan gets bored he likes to cause havoc for the party and he kicked in the door of the tavern. Luckily Thori my hellhound followed him. Trajan got a face full of a nasty spell for his efforts. The disintegrate spell was cast by one of the adventurers that we were supposed to take the place of. Trajan was almost killed by the spell and had to retreat. A furious battle of wits and spells took place in the door way as the paladin of Iomedae charged Malcon. The tiefling was able to strike down the paladin with the help of his hellcat and a still wobbly Warpriest before he was able to smite the demonic antipaladin.
Many spells were cast by both parties causing mass damage to each other. Luckily the ranger had miscalculated and tried to set an ambush. We never set foot inside of the inn while combat raged. He basically kept himself out of the battle on his own until it was too late.
If Trajan had not been so devasted from the disintegrate spell it would have been epic to stand back and shoot arrows into the bar at the enemy. But Thori was destroyed and sent back to Hell to heal for combat at a later date. After the spell battle, Trajan was left a couple desperate moments from death. Lying on the ground outside of the bar, we were able to force some healing mixtures down his throat quick enough to keep him alive. After being revived, Trajan used his daemonic divine abilities to heal the rest of the party. we rummaged through the dead bodies to find their goodies and set out towards Korvosa again.
Sunday February 17, 2019
After defeating the adventurers that we were supposed to impersonate, Trajan decided to investigate the dilapidated inn further once he healed those that were injured. Morin followed closely to attempt to keep Trajan’s foolishness to a minimum. Trajan noticed that a metal grating was slightly ajar and investigated. Typically, Trajan causes all kinds of mischief by wondering off by himself, and by going into the county inn he quickly fell into his old ways. Entering one of the rental rooms he passed through a limited circle of salt breaking an undead monstrosity’s rest. Malcon and I were still in the courtyard when we heard the startled surprise of both Trajan and Morin inside the building.
Malcon and his hellcat “Mittens” entered when a feeling of dread took us both from our right. Inside one of the rooms a vile form of undead started to materialize and we had to act. I found out later that Morin and Trajan had their hands full with several different types of undead terrors within the rental rooms. A ghost that had been trapped within the residence had attacked the two. Trajan tried to cast the spell desecration in some weird thoughts of putting the spirit to rest. The spell amplified the presence and made it hunger for more and caused more creatures to appear.
A huge wisplike wraith formed near us and Malcon attempted to “axe” it a question, as he likes to joke. The creature was immaterial and most of the first couple attacks by me, the hellcat and Mal just passed harmlessly through it. The wraith did not seem to have the same problem and tore into Mal with abandon. Malcon’s knees buckled from the damage but what was worse was the unnatural draining that blackness stole from him. The anti-paladin was able to withstand the drain with a show of force and I threw a rock that I had enchanted with a light spell. The thing withdrew from the magical brightness but did not retreat.
In the other room several other undead surrounded my other compatriots. Luckily, our spellcaster had a few tricks still up his sleeve. Morin cast some necromantic spells that caused the undead to stop attacking them and even forced one to turn on its allies. They battled with the apparition and Morin yelled out to not mess with the creatures appeared to be trapped in amber.
The dread wraith was really injuring Malcon and his cat and I was able to get off a lucky shot that hit the incorporeal horror with massive damage. Mal then hit the wraith with multiple axe blows and I finished it off with a combination of arrows and my judgement of Asmodeus. We quickly ran to the other area where my allies were still in magical battle with the ghost and shadows. I stopped just short of the shadows that were caught in Morin’s spell and was able to shoot my bow into the room at the ghost. Malcon could not get passed me and turned into the room adjacent to the spirits and started to axe his way through the wall. Before he could make his own doorway, Trajan, Morin and I finally put the undead to final rest.
We moved back into the courtyard after Morin questioned the one he had mesmerized. The shadow had informed him that they were unable to move outside of the inn. Even the courtyard was restricted for them. Morin forced the shadow to find any treasure left in the inn, while Trajan attempted to light the building on fire. We kept the Warpriest from arson while the shadow brought out a chest and dumped into the courtyard. It was full of gemstones and coins of all sorts. This made us all smile. It also had a few minor magical scrolls and potions that pleased the necromancer. With the other items we ransacked from our adversaries the Asmodean priest sent us to terminate, we had quite a hull.
Since Morin and Trajan had used up all their powerful spells we had to rest to replenish them. Mal and I used the down time to practice our martial skills, before resting ourselves. Malcon uses every chance he gets to tell of his legendary sexual conquests, I think he exaggerates, or he is just trying to be funny. Trajan on the other hand, goes hooker hunting whenever left to himself. At least he did, our whole stay in Egorian. I hope they can both keep it in their pants while we try to act respectable in Korvosa. I doubt it. Morin seems lost without his skeletons and zombies and other creepy crawlies he likes to make out of our victims. The four of us seem like we should be constantly at each other’s throats. But for some reason we seem to get along and even joke with each other and never seem to get under each other’s skins.
I am not sure what to expect when we reach Korvosa. I have heard a lot of rumors about other nations outside of Cheliax, but it is my first time leaving. Both Morin and Trajan are foreigners to my homeland and their weird ways unnerve me sometimes. I am all for destroying my enemies but when Morin brings their corpses back from the dead, I have a hard time turning my back with them behind me. Trajan’s eccentricities make me laugh but I am sure he is going to cause us unneeded stress. I just hope they can stay on point and stay out of trouble. From what I have heard these mongrel Varisians let the slips run free and the Shoanti barbarians run rampant in the cities.


Hero of Iroas

Hero of Iroas
XP: 314,572,800                     CR 40
Demigod barbarian 20/fighter 20
CG Medium outsider (chaotic, good, divine)
Init +11; Senses Divine senses; Perception +42
AC 45, touch 30, flat-footed 37 (+7 deflection, +10 armor, +5 dodge, +5 natural, +7 Dex)
HP 1160 (20d8+20d10+720)
Fort +36, Ref +28, Will +26
DR 40/+4 (4/-); Immune Divine immunities; SR 37; Resist fire 25
Speed 70 ft.
Melee +5 greatclub +67/+62/+57/+52 (1d10+51/19–20)
Ranged 5 mighty distance composite longbow (+4 Str bonus) with +5 arrows +53/+48/+43/+38 (1d8+14/×3); or spell +57 melee touch or +42 ranged touch
Special Attacks Domain powers, salient divine abilities, spell-like abilities.
Str 55, Dex 25, Con 28, Int 20, Wis 21, Cha 24
Base Atk +44; CMB +22; CMD 51
Feats Alertness, Blind-Fight, Cleave, Combat Reflexes, Divine Fighting Technique, Dodge, Expert Sniper, Far Shot, Great Cleave, Improved Blind-Fight, Improved Bull Rush, Improved Critical (Greatclub), Improved Grapple, Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Knockout Artist, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot On The Run, Spring Attack, Superior Dirty Trick, Supernatural Tracker, Weapon Focus (Composite longbow), Weapon Focus (Greatclub), Weapon Specialization (Greatclub), Whirlwind Attack
Skills Acrobatics +14, Climb +70, Escape Artist +22, Handle Animal +50, Intimidate +35, Perception +42, Ride +49, Sense Motive +15, Survival +33, Swim +69
SQ understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm, teleport without error at will, fast movement, uncanny dodge (cannot be flanked, +4 against traps), divine aura (50 ft., DC 22).
Gear Hero of Iroas wears the skin of the Nemian lion, a legendary beast whose skin was impervious to cutting or piercing. The skin serves as a cloak. It provides the wearer a +10 armor bonus and reduces damage the wearer takes from piercing or slashing weapons by half. Caster Level: 20th; Weight: 2 lb.
HERO OF IROAS
Demigod Symbol: Lion’s head
Home Plane: Olympus
Alignment: Chaotic good
Portfolio: Strength, adventure
Worshipers: Fighters, athletes
Cleric Alignments: CG, LG, NG
Domains: Chaos, Luck, Strength
Favored Weapon: Greatclub
Hero of Iroas, god of strength, appears as a large, muscular man with a tangled beard. He wears a lion’s skin and carries a massive club. Hero of Iroas is the son of Heliod, born to a mortal mother, and he had to earn his way to godhood. (As an ascended mortal, Hero of Iroas does not have outsider Hit Dice as other members of the pantheon do.) During his mortal existence, he was impulsive and hedonistic, liable to do or attempt almost anything just for the fun of it. He was also infamous for his temper, and the slightest insult or affront was enough to provoke him. He was always deeply remorseful afterward, especially when he overreacted. Since attaining godhood, Hero of Iroas has shown more restraint, though he is still very proud and more than a little vain. If tricked, swindled, or lied to, Hero of Iroas seeks revenge even if it takes him years to get even.
Dogma
Hero of Iroas expects his followers to keep fit and to rely on their physical prowess to overcome any difficulties they might encounter. If there’s one thing that impresses Hero of Iroas, it’s confidence. He promotes physical challenges as a method for resolving disputes among his followers. Such challenges might include wrestling matches between two people having an argument, or longer quests in which people attempt to perform a series of daunting tasks. While a mortal, Hero of Iroas himself once completed a series of twelve great tasks as a penance after flying into a rage.
Clergy and Temples
Clerics of Hero of Iroas believe in swift action, and they disdain intricate planning or long debates. They spend their time keeping fit and helping others do the same. They also organize athletic events and other physical contests. They often try to outdo each other by undergoing long and demanding quests. Temples to Hero of Iroas tend to be spacious and airy. They always include at least one gymnasium and usually extensive baths. They invariably have adjoining fields for athletic competitions.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Size, Divine Rage, Divine Weapon Focus (greatclub), Divine Weapon Specialization (greatclub), Indomitable Strength.
Domain Powers: 5/day reroll a die roll once after it is made; 5/day feat of strength (+5 enhancement bonus to Str for 1 round).
Spell-Like Abilities: Hero of Iroas uses these abilities as a 15th level caster. The save DCs are 22 + spell level. Animate objects, Bigby’s clenched fist, Bigby’s crushing hand, Bigby’s grasping hand, break enchantment, bull’s strength, chaos hammer, cloak of chaos, dispel law, endure elements, entropic shield, freedom of movement, holy aura, magic circle against evil, magic circle against law, magic vestment, miracle, mislead, protection from elements, protection from law, righteous might, shatter, spell immunity, spell turning, stoneskin, summon monster IX (as chaos spell only), word of chaos.
Divine Rage: The following changes are in effect as long as Hero of Iroas rages: AC 39; hp 1,000; attacks +72/+67/+62/+57 melee (1d10+56/19–20, +5 greatclub); SQ Fire resistance 35, SR 47; SV Fort +41, Will +31; Str 65, Con 38; Climb +75, Jump +77, Swim +74. His rage can be used 5 times per day, it lasts for 1 hour (or until ended), and he is not winded afterward.
Other Divine Powers
As a demigod, Hero of Iroas treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal. Senses: Hero of Iroas can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive anything within five miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 5 hours.
Portfolio Sense: Hero of Iroas is aware of any athletic competition that involves one thousand or more people, and any outstanding achievement of stamina or physical prowess (such as climbing a mountain), provided it is known to at least one thousand people.
Automatic Actions: Hero of Iroas can use any Strength- or Dexterity-based skill as a free action if the DC for the task is 15 or lower. To use a skill as a free action, Hero of Iroas must have ranks in the skill, or the skill must be usable untrained. Hero of Iroas cannot do anything as a free action if the task would be a move action or part of a move action. Hero of Iroas likewise can perform anything that can be accomplished with a simple Strength or Dexterity check as a free action. For example, Hero of Iroas could kick down a door or tie a knot as a free action but he could not jump, climb, or swim as a free action because the latter three tasks are all move actions. He can perform up to five such free actions each round.
Create Magic Items: Hero of Iroas can create simple or martial magic weapons and nonwritten items that boost physical abilities (Strength, Dexterity, and Constitution), as long as the item’s market price does not exceed 4,500 gp.

Hundred-Handed One

Hundred-Handed One
CR 24                                                                                                     XP: 1228800
CE Colossal outsider (chaotic, evil, extraplanar)
Init +6; Senses all-around vision, darkvision 120 ft., true seeing; Perception +35
AC 42, touch 4, flat-footed 40 (+8 armor, +2 Dex, +30 natural, -8 size)
HP 516 (24d10+384); regeneration 10 (epic)
Fort +30, Ref +12, Will +18
Defensive Abilities spell turning; DR 20/epic and lawful; Immune aging, death effects, disease, mind-affecting effects; SR 35
Speed 60 ft.
Melee +3 weapon +38/+33/+28/+23 (6d6+22 plus hundred-handed whirlwind) or   slam +35 (4d8+28 plus stun)
Ranged rock +22/+17/+12/+7 (8d8+31/18-20)
Space 30 ft., Reach 30 ft.
Special Attacks rock throwing (200 ft.), stunning slam
Spell-Like Abilities (CL 20th; concentration +27) 
   Constant-Air Walk, Spell Turning, True Seeing
   3/day-Greater Scrying (DC 24), Heal, Mass Suggestion (DC 23)
   1/day-Dominate Monster (DC 26), Greater Spell Immunity, Imprisonment (DC 26), Storm of Vengeance (DC 26)
Str 48, Dex 15, Con 43, Int 22, Wis 19, Cha 24
Base Atk +24; CMB +51 (+53 bull rush); CMD 63 (65 vs. bull rush)
Feats Alertness, Cleave, Combat Expertise, Critical Focus, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +29, Bluff +34, Climb +46, Craft (any) +33, Diplomacy +31, Escape Artist +29, Intimidate +34, Knowledge (history) +30, Knowledge (planes) +33, Perception +35, Sense Motive +35, Survival +28
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ hands of war, planar leap
Environment  any
Organization solitary
Treasure triple (50-100 various weapons, other treasure)
Hands of War (Su) Any weapon a hekatonkheires wields gains a +3 enhancement bonus while the titan holds it. A hekatonkheires's attacks are treated as epic and evil for the purposes of overcoming damage reduction. In addition, a hekatonkheires's multitude of arms allows it to effectively block attacks, granting it a +8 armor bonus to its AC.
Hundred-Handed Whirlwind (Ex) A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don't have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack roll exceeds that creature's AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the hekatonkheires's choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit.
Planar Leap (Su) A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and fire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself ) takes 20d6 points of bludgeoning damage and 20d6 points of sonic damage (Reflex DC 38 half ). The save DC is Constitution-based.
Stunning Slam (Ex) As a standard action, a hekatonkheires may forgo any weapon attacks to make a single slam attack against any creature in reach. If it hits, the target takes damage and must succeed at a DC 41 Fortitude save to avoid being stunned for 1d6 rounds. The save DC is Strength-based.
This behemoth looks like a towering humanoid with fifty heads and twice as many hands, each wielding a different weapon.
Horrifying abominations shunned by the gods immediately upon their creation, the hekatonkheires are perhaps the most powerful and devastating race of titans in existence. When the titans-envious of the gods' divine strength- rebelled against the deities, the hekatonkheires were among the first to pick up arms, weary of the scorn their own creators felt for them. The betrayal of the Elysian titans led to the hekatonkheires' swift capture by the gods, who found the hekatonkheires' power to be so immense that they were not banished to the Abyss with their Thanatotic brethren. Instead, the gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. There, the hekatonkheires drifted in expanses of nothingness for unknown eons, and the madness wrought upon them by isolation destroyed their memories. Yet from their madness these shattered monstrosities spawned progeny to replace them in their pursuit to destroy, and some of these monstrous offspring discovered ways to break through planar boundaries and wander the multiverse freely.  The gods initially created only three hekatonkheires, seeking to make the ultimate warriors in order to guard the gates to the Abyss. These three ancient titans still drift in the unknown expanses between planes-the hekatonkheires that now walk the worlds are their lesser spawn. But these so-called "lesser" titans remain almost unimaginably powerful themselves. They have no knowledge of why their forgotten ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds. They are warped engines of mayhem, their existence based wholly on the devastation of life and anything that might remind them of their age-old war against the gods, having inherited only the haunting ghosts of such memories from their ancestors.  Those hekatonkheires who have emerged back into the multiverse have done so in different realms, and to date, no record of any two of these spawns meeting one another exists. It is fortunate that only one hekatonkheires is encountered on a world at any given time, as even scholars cannot fathom the power that would arise out of two or more of the titans' collective strength. They traverse the planes alone, caring not for allies of any sort until they can remember what their purpose was when they were born eons ago.  Though hekatonkheires are as intelligent as the rest of their titan relatives, they wander with such destructive and seemingly mindless intentions that they spare no time in communicating with other creatures, especially those that would beg for mercy. The hekatonkheires were created to destroy, and so that is all they desire to do; the crushing blows of their fists and the goring slashes of their weapons speak for themselves. They serve no master and halt their otherwise endless rampage only if called by their true names, which few-if any-mortals know. Those that do know these names speak them only in whispers, for their mere utterance seems to carry with it immeasurable power.  A hekatonkheires can only be called via mighty spells such as gate if a conjurer knows the plane the titan is currently on, and only if the conjurer knows the true name of the hekatonkheires it is seeking to call. Only the mad or depraved would dare such a feat, however, as the might of one of these unique goliaths is so massive that the being cannot be controlled, and even if it is banished back to the realm from whence it came,   it is never long before the hekatonkheires sets its sights on the world it visited so brief ly, if only to sate its lust for destroying it.  Each hekatonkheires has 50 heads and 100 arms so that one is never caught off guard. The stones that it hurls with its 100 hands are as big as boulders, and those who have seen a hekatonkheires hurl such rocks and lived to tell the tale have said that it is as though an entire mountain is falling from the sky. In addition to their unworldly strength, hekatonkheires are known for their awesome control over the powers of lightning and thunder, and an individual hekatonkheires's arrival is often prefaced by an abrupt and tumultuous storm in the area. Like all titans, hekatonkheires are immortal, and do not die unless they are slain.  A hekatonkheires is 50 feet tall and weighs 25 tons.

It That Betrays

It That Betrays
CR 27                                  XP: 3,276,800
NE Colossal outsider (evil, extraplanar, eldrazi)
Init +14; Senses blindsight 500 ft., darkvision 500 ft.; Perception +43
Aura confusion (50 ft., DC 39)
AC 46, touch 24, flat-footed 35 (-8 size, +1 dodge, +10 Dex, +18 natural, +4 armor, +10 deflection)
HP 705 (30d20+390); fast healing 20, regeneration 10 (cold, fire)
Fort +31, Ref +26, Will +31
DR 20/adamantine and epic; Immune confusion effects; SR 39; Resist electricity 30
Speed 80 ft., climb 60 ft., swim 40 ft.
Melee head spike +39 (1d8+10 + 5d10 psychic burn plus wisdom drain/19-20) and 2 slams +39 (1d6+10 + 5d10 psychic burn)
Space 150 ft., Reach 100 ft.
Spell-Like Abilities (Caster level 27th, Concentration +41) At will – chain lightning (DC 30), dimension door, displacement, haste, greater invisibility, magic missile, mage armor, greater dispel magic, shield, true strike, web (DC 26) 3/day – disintegrate (DC 30), greater scrying, plane shift, prismatic spray (DC 31), greater teleport, wall of force 1/day– time stop
Str 51, Dex 30, Con 36, Int 32, Wis 30, Cha 38
Base Atk +30; CMB +58; CMD 89
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Improved Critical (Head Spike), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (Dimension Door), Skill Focus (Stealth), Spring Attack, Stealthy
Skills Acrobatics +42, Bluff +147, Climb +51, Craft (impossible objects) +44, Diplomacy +44, Escape Artist +29, Intimidate +44, Knowledge (arcana, dungeoneering, local, nature) +26, Knowledge (planes) +44, Perception +43, Sense Motive +43, Spellcraft +27, Stealth +53, Swim +51, Use Magic Device +29
Languages telepathy 500 ft.
SQ abomination undying, ineffable awareness, pseudonatural genesis, utter madness
Treasure Standard, Uvuudaum choker (as cloak of resistance +4)
Abomination Undying (Ex) Once per week, a slain Uvuudaum can return to life, even if their body was completely destroyed. 1d10 rounds after their death they resurrect as a full round action, their wounds undoing themselves in a particularly gruesome scene. The Uvuudaum returns to life at 1/2 their hit point total and six negative levels that fade at the rate of one per hour.
Confusion Aura (Su) As the spell. An affected creature can make a new save once every 4 rounds. On a successful save, a creature is immune to this aura for 24 hours.
Ineffable Awareness (Ex) An Uvuudaum perceives the universe in some way mundane creatures cannot properly conceive. These transcendent senses grant the Uvuudaum an insight bonus to AC equal to their Wisdom modifier.
Pseudonatural Genesis (Su) Any creature slain or reduced to 0 Wisdom by an Uvuudaum can be raised as a pseudonatural creature. To do so, an Uvuudaum undertakes a ritual lasting 1 minute wherein they impart a small portion of their essence into the creature's corpse. The creature's soul, if any, is unaffected, but the pseudonatural must be slain for the creature to be raised properly.
Psychic Burn (Su) An uvuudaum's natural attacks deal extra damage to unprotected minds, scarring flesh as surely as they ravage minds. Creatures immune to confusion effects, who are already insane, or are mindless are unaffected by this extra damage. This damage is not multiplied on a critical hit.
Wisdom Drain (Su) an Uvuudaum deals 2d4 wisdom drain with each successful head spike attack, or twice that on a critical hit, and gaining 5 temporary hit points for each point of wisdom drain. These temporary hit points stack with one another and last for up to one hour. A Fortitude save (DC 38) reduces this to 1 point of wisdom damage.
Utter Madness (Ex) Any creature attempting to discern information through magical means about an Uvuudaum, such as through detect evil, must make a Will save (DC 39) or be stunned for 1 round by flashes of insanity racing through their mind. If the attempt involves directly contacting an uvuudaum's mind, such as through detect thoughts must instead succeed at two simultaneous Will saves (DC 39) or suffer insanity, as the spell. In either case, success allows the effect to proceed as normal.
Lore
Knowledge (The Planes)
DC 18: You are fooling yourself, what you see is not. Cannot. Dwell not on such mad illusions as this.
DC 37: This is Uvuudaum, inscrutable lord of the Far Realm. As an outsider, they lack many of the needs of lesser beings, such as food and sleep, and darkness is no deterrent for their eyeless gaze.
DC 42: Uvuudaum possesses numerous abilities to move effortlessly through any plane they find themselves in, as well as to defend and hide themselves. They rapidly heal from any injury, though extreme temperatures have a more lasting effect, and are necessary should you seek to truly slay it. Adamantine weapons of great magical power can penetrate what passes for Uvuudaum's skin.
DC 47: Uvuudaum does not belong in this or any conceivable reality. Their mere presence drives all to madness, and their touch causes their victim's bodies to match their flayed minds. Those who die at their hands rise as hideous mockeries of their former existence. To touch Uvuudaum's mind is to relinquish sanity forever.
DC 52: Should you overcome the horror of Uvuudaum, do not be fooled, for even the laws of life and death are thwarted by their mad existence.
DC 57: There was never merely one Uvuudaum, and for all their power they are not the true masters of Beyond.

Kalonian Tusker

Kalonian Tusker
CR 15                                                                                              XP: 51,200
N Huge magical beast 
Init -1; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
AC 29, touch 7, flat-footed 29 (-2 size, +22 natural, -1 Dex)
HP 253 (22d10+132)
Fort +23, Ref +12, Will +11
Defensive Abilities Will +15 vs charm/compulsion; Great Fortitude, Iron Will; DR 10/-
Speed 60 ft.
Melee gore +31 (4d8+11), 2 hoofs +26 (2d8+11), tail +26 (2d6+11 plus push)
Space 15 ft., Reach 10 ft.
Special Attacks charge through, greater overrun, power attack (-6, +12); destructive charge, thundering path, trample (2d8 + 16, DC 32), unstoppable force
Str 32, Dex 9, Con 21, Int 2, Wis 10, Cha 7
Base Atk +22; CMB +35; CMD 44
Feats Charge Through, Endurance, Great Fortitude, Greater Overrun, Improved Bull Rush, Improved Overrun, Iron Will, Multiattack, Power Attack, Run, Toughness
Skills Acrobatics +25, Perception +13, Survival +5
  Racial Modifiers +4 acrobatics
SQ bloody minded
Destructive Charge (Ex) A Kalonian Tusker's charge ignores 1 point of hardness per 5 ft. of movement.
Thundering Path (Ex) A Kalonian Tusker's charge shakes the ground it crosses. The path of its charge is considered difficult terrain until the start of the Kalonian Tusker's next turn, and creatures with tremorsense that are within 100 feet of the end of the Kalonian Tusker's charge are blinded for that same amount of time.
Unstoppable Force (Ex) A Kalonian Tusker's bonus on a charge attack is +4, and it adds this bonus on overrun combat maneuver checks. A Kalonian Tusker may charge over difficult terrain, provided the terrain does not cost more than 2 squares to enter.
Bloody Minded (Ex) a Kalonian Tusker has a +6 bonus on saves against compulsion and charm. It can attempt a new save against such effects every minute, and all commands are considered 'against its nature', requiring opposed Charisma checks and providing new saves as appropriate.

Lady Exava, Rakdos Blood Witch

Lady Exava, Rakdos Blood Witch
CR 20                                                                                                              XP: 307,200
Female human cleric of Mammon 10/diabolist 10 (Princes of Darkness: Book of the Damned Vol. 1 44)
NE Medium humanoid (human)
Init +4; Senses darkvision 120 ft., see in darkness, see invisible or ethereal 120 ft.; Perception +30
AC 30, touch 16, flat-footed 30 (+9 armor, +6 deflection, +5 natural)
HP 180 (10d8+10d6+100)
Fort +20, Ref +14, Will +27
Defensive Abilities cannot be flanked, freedom of movement; SR 21; Resist acid 10
Speed 30 ft.
Melee +3 unholy spell-storing short spear +15/+10/+5 (1d6+2/x3/+2d6 vs. good; stores bestow curse)
Ranged acid dart +13 (1d6+10 acid)
Special Attacks channel hellfire 4/day, channel negative energy 9/day (DC 19, 5d6)
Spell-Like Abilities Domain Spell-Like Abilities (CL 10th) 12/day—acid dart, touch of evil 1/day—scythe of evil Spell-Like Abilities (CL 10th) 2/day—hellfire ray
Spells Prepared (CL 20th)
  9th-—Gate, Implosion (2; DC 28), Miracle, Quickened Flame Strike (DC 24), Summon Monster IX
  8th-—Antimagic Field, Earthquake (DC 27), Firestorm (DC 27), Greater Planar Ally, Quickened Dismissal (DC 23), Unholy Aura
  7th-—Blasphemy (DC 26), Dictum (DC 26), Ethereal Jaunt, Repulsion (DC 26), Summon Monster VII (2)
  6th-—Banishment (DC 25), Blade Barrier (DC 25), Harm (DC 25), Heal (2), Stoneskin
  5th-—Break Enchantment, Commune, Flame Strike (DC 24), Greater Command (2; DC 24), Plane Shift, Wall of Stone
  4th-—Dimensional Anchor (2), Divine Power, Poison (DC 23), Tongues, Unholy Blight (2)
  3rd-—Animate Dead, Contagion (DC 22), Deeper Darkness, Dispel Magic (2), Magic Circle Against Good, Wind Walk
  2nd-—Aid, Align Weapon, Death Knell (DC 21), Enthrall (DC 21), Hold Person (DC 21), Spiritual Weapon, Undetectable Alignment
  1st-—Command (2; DC 20), Cure Light Wounds (2), Entropic Shield, Protection from Good, Sanctuary (DC 20), Shield of Faith
  0th-—Bleed (DC 19), Create Water, Detect Magic, Read Magic D Domain Spell
Str 8, Dex 10, Con 18, Int 17, Wis 28, Cha 19
Base Atk +12; CMB +11; CMD 27
Feats Augment Summoning, Command Undead, Craft Wondrous Item, Deceitful, Extra Channel, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Appraise +23, Bluff +30, Diplomacy +23, Disguise +7, Knowledge (arcana) +17, Knowledge (planes) +22, Knowledge (religion) +27, Perception +30, Sense Motive +23, Spellcraft +17
Languages Common, Elven, Infernal, Shadowtongue
SQ heresy, imp companion (Ginarl), infernal bargain, infernal charisma, infernal transport, master conjurer
Gear potion of cure serious wounds (2), scroll of summon monster IX (2)
Other Gear Exava Rakdos Blood Witch's nightskin (as nightskin but +5 glamered moderate fortification mithral chain shirt), +3 unholy spell storing short spear, staff of transmutation, amulet of natural armor +5, belt of mighty constitution +6, boots of speed, cloak of resistance +5, dusty rose prism ioun stone, eyes of charming, glove of storing (2; holding staff and short spear), headband of inspired wisdom +6, mantle of spell resistance, pale green prism ioun stone, ring of freedom of movement, ring of protection +5, robe of eyes, 30,799 gp. Lady Exava has equipment equal to a 20th-level PC. This increases her CR by +1.
Channel Hellfire (Su) As a free action 4 times per day, Lady Exava can cause spells that deal energy damage to deal hellfire damage (half fire damage, half damage from evil energy). These spells gain the evil and lawful descriptors. Hellfire: Damage dealt from this accursed flame results half from fire and half from evil energy (which is not subject to being reduced by resistance to fire-based attacks). Evil-aligned creatures and those with the evil subtype take no damage from evil energy. Good aligned creatures and those with the good subtype take double damage from evil energy. Creatures under the effects of protection from evil are unaffected by evil energy, but still take normal damage from the fire.
Hellfire Ray (Sp) Lady Exava can fire a 75-foot-long ray of hellfire twice per day. This ray deals 10d6 points of hellfire damage. Any creature killed by this ray is damned to Hell, requiring non-evil spellcasters to make a caster level check (DC 10 + the dead creature's level) when attempting to resurrect the victim.
Heresy (Ex) Lady Exava gains a +4 on all checks made to research true names and sigils.
Infernal Bargain (Ex) Devils summoned by Lady Exava must make an opposed Charisma check or serve her for half the cost.
Infernal Charisma (Ex) Lady Exava gains a +5 on Charisma-based checks when interacting with devils.
Infernal Transport (Ex) When in Hell, Lady Exava can cast dimension door twice per day or use both spells to travel as per teleport.
Master Conjurer (Ex) Lady Exava can bargain with a familiar devil she calls as a move action, adding +15 to her Charisma check.
Venerable Age (Ex) Lady Exava is more than 100 years old, but retains her youth and beauty via a bargain with Mammon. She possesses all the benefits of venerable age but none of the penalties.

Thomas Wayne, the Owlman


Thomas Wayne, the Owlman
XP: 9,830,400                                                                   CR 30
Male human fighter 30
LE Medium humanoid (human)
Init +10; Senses Perception +27
AC 33, touch 33, flat-footed 26 (+16 deflection, +6 Dex)
HP 375 (30d10+210)
Fort +29, Ref +29, Will +30
Defensive Abilities defensive roll, enhanced neural cortex, evasion, hide in plain sight, light fortification, martial artist; DR 10/adamantine
Speed 40 ft.
Melee unarmed strike +48/+43/+38/+33/+28/+23 (2d10 + 18 /19-20) ; or Flurry of blows +48/+48/+48/+43/+38/+33 melee (2d10 + 18 /19-20)
Ranged razorang +36 ranged (1d6 + 5 /18-20)
Special Attacks Cold calculation, frightful presence (DC 33), stun (30/day DC 32)
Str 24, Dex 23, Con 23, Int 25, Wis 24, Cha 26
Base Atk +30; CMB +37; CMD 69
Feats Acrobatic Strike, Bounding Assault, Close-Quarters Thrower, Combat Expertise, Combat Reflexes, Cunning Evasion, Dirty Fighting, Dodge, Endurance, Far Shot, Frightful Presence, Improved Critical (Unarmed Strike), Improved Death Attack, Improved Disarm, Improved Feint, Improved Initiative, Improved Toughness, Legendary Tracker, Lunging Strike, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Rapid Strike, Roundabout Kick, Spring Attack, Stunning Fist, Toughness, Whirlwind Attack
Skills Acrobatics +48, Bluff +46, Climb +40, Craft (alchemy) +27, Craft (engineering) +27, Diplomacy +36, Disable Device +27, Handle Animal +28, Heal +27, Intimidate +50, Knowledge (arcana) +27, Knowledge (behavioral science) +27, Knowledge (gather information) +50, Knowledge (history) +27, Knowledge (local) +27, Knowledge (religion) +27, Knowledge (science) +27, Linguistics +27, Perception +27, Profession (administration) +27, Profession (investigator) +45, Profession (merchant) +27, Profession (researcher) +27, Sense Motive +45, Sleight of Hand +25, Stealth +39, Survival +27, Swim +22
SQ defensive roll, enhanced neural cortex, evasion, hide in plain sight, light fortification, martial artist
Gear Owlman has an extraordinary amount of possessions, many of which he has designed and built himself, that function similar to magical items. The list here is not comprehensive, but includes some common equipment. Note: The skill modifiers are not included in Owlman’s skill block, above. Body armor: Damage reduction 10/adamantine. Boots: +5 circumstance bonus to Balance checks. Cape: +4 deflection bonus to AC if Owlman moves more than 5 feet in a round. This also allows him to glide for short distances. He can glide 20 feet for every 5 feet of downward movement. Cowl: +10 circumstance bonus to Disguise checks, light fortification. Owlman has various sight programs capable of being loaded into his eyepieces, granting him the effects of see in darkness and true sight. Neural disruptor: This device deals 8d6 sonic and electricity damage in a 5 foot radius around Owlman. Anyone taking damage from this must also make a Fortitude save (DC 32) or be stunned for 1d6 rounds. Razorang: 1d6+5 damage, 18-20 critical threat. These ultra sharp blades are fired from a wrist launcher on Owlman's arm. They have a 50 foot range. Whenever they deal wound point damage, they deal 1 point of Constitution damage as well. Rope and grapple: Similar to rope of climbing, this shoots a grapple up to 200 feet long. This grants a +10 circumstance bonus to Climb checks when used. Talons: Increase unarmed attack and damage by +3. Utility belt: As Heward’s handy haversack. Owlman carries a huge variety of weaponry in his belt, including spare razordiscs and grapple
Environment Egorian
Organization Solitary or with the Crime Syndicate
Treasure Equipment
Cold Calculation (Ex) Owlman is a master of sizing up his opposition and preparing counter measures. He may make a Gather Information, Investigate or Research check against a DC equal to (10 + opponent's hit die + opponent's Int modifier + opponent's Wis modifier). If he is successful, he gains the following benefits. +1 insight bonus to AC against attacks made by that opponent for every point by which he exceeds the DC.
Enhanced Neural Cortex (Ex) In his never ending quest for revenge against his father, Owlman has implanted enhancers in his body and brain to boost his skills to an edge that no human can match. He has the following benefits: Knack +6 bonus on all saves
Martial Artist (Ex) Owlman is one of the finest martial artists in his world due to the neural surgery that has enhanced both his body and mind. He gains bonus fighter feats as a fighter of his hit die and unarmed damage and feats as a monk of his hit die. Owlman is never considered flanked. Missing Owlman with a melee attack provokes an attack of opportunity from him. Owlman gains a +8 bonus to attack and damage rolls when fighting unarmed. Owlman gains a +3 bonus to damage for every -1 penalty he takes to attack while using Power Attack. Owlman's unarmed strikes deal bludgeoning, slashing, or piercing damage, as he sees fit. It is a free action to change the type of damage he deals.