Monday, February 18, 2019

Abyssal Gibbering Orb Lich

The Bell
CR 20                                                                                                                 XP: 307,200
Abyssal gibbering orb lich
CE Huge undead (extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +59
Aura fear (60 ft., DC 29), gibbering (60 ft., DC 29)
AC 34, touch 18, flat-footed 25 (-2 size, +16 natural, +1 dodge, +9 Dex)
HP 337 (27d12+162)
Fort +17, Ref +20, Will +24
Defensive Abilities all-around vision, amorphous, rejuvenation; DR 15/bludgeoning, good, and magic; Immune cold, electricity, flanking, undead traits; SR 29; Resist channel resistance +4, fire 15
Speed 5 ft., fly 20 ft. (good)
Melee 11 bites +26 (2d8+7/19–20 plus grab), touch +25 (1d8+13 plus paralyzing touch)
Ranged 12 eye rays +27 touch (eye rays)
Space 15 ft., Reach 10 ft.
Special Attacks paralyzing touch (DC 29), smite good 1/day (+6 attack/+27 damage), swallow whole (5d6 acid damage, AC 18, 31 hp)
Str 25, Dex 29, Con -, Int 30, Wis 24, Cha 22
Base Atk +20; CMB +29; CMD 49
Skills Acrobatics +39, Climb +37, Escape Artist +39, Fly +39, Intimidate +36, Knowledge (arcana, dungeoneering, planes, religion) +40, Perception +59, Sense Motive +49, Spellcraft +40, Stealth +39, Survival +37
Languages Abyssal, Aklo, Auran, Celestial, Common, Daemonic, Draconic, Ignan, Infernal, Terran, Undercommon
SQ flight
Eye Rays (Su) Each eye ray resembles a spell cast by a 27th-level caster. Each has a range of 150 ft. and a save DC of 29. It can fire all of its rays in any direction but cannot aim more than 5 rays at a single target due to its aiming limitations. The save DCs are Charisma-based. The 16 eye rays are as follows:
Cone of cold: Target affected as spell taking 15d6 cold damage (Reflex half).
Disintegrate: Target must succeed on Fortitude save or affected as spell.
Dominate monster: Target must succeed on Will save or affected as spell.
Energy drain: Target affected as spell gaining 2d4 temporary negative levels (Fortitude partial).
Feeblemind: Target must succeed on Will save or affected as spell.
Finger of death: Target must succeed on Fortitude save or affected as spell. Take 3d6+13 on a successful save.
Flesh to Stone: Target must succeed on Fortitude save or affected as spell.
Greater dispel magic: Works as targeted dispel.
Harm: Target affected as spell taking 150 points of damage (Will half).
Hold monster: Target must succeed on Will save or affected as spell.
Horrid wilting: Works as spell but targets one creature. Target must succeed on Fortitude save or affected as spell.
Inflict critical wounds: Target affected as spell taking 4d8+20 points of damage (Will half).
Lightning bolt: Target affected as spell taking 10d6 electricity damage (Reflex half).
Irresistible dance: Target affected as spell (Will partial).
Power word blind: Target blinded as spell. Telekinesis: Can move objects up to 375 lb. as spell (Will negates).
Gibbering (Su) The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 feet to make a DC 29 Will save or suffer the effects of an insanity spell (CL 27th). This is a sonic mind-affecting effect. The save DC Charisma-based.
These great masses of floating amorphous flesh appear to be covered in bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter. The orb distends and undulates as it flies, seeming to spasm through the air rather than fly. The creature does not seem to have a top or bottom, nor does it have any form of appendages for handling objects.
These great harbingers of insanity and chaos are fortunately very rare indeed. Locked away by whatever powers preserve order and sanity, the gibbering orbs occasionally make their way to the civilized world to satiate its ravenous hunger for sentient beings. While the gibbering orb looks like a mass of chaotic, insanely impossible flesh, it is a clever and very intelligent adversary. If any being is so foolish as to attack a gibbering orb, it hurls itself at its foes with complete abandon, somehow making tactical decisions despite its completely random approach to destruction.
Gibbering orbs speak all languages, and frequently speak in several tongues at once to disorient their opponents. Gibbering orbs are incapable of speaking in a non-dominant role, their egos are too vast.
Gibbering orbs are 20 feet or more in diameter, weighing at least 8,000 pounds. Their coloration varies from a sickly, mottled gray to luminescent green or deep magenta at random intervals. The orbs flesh spasms and twitches constantly, and the entire surface is covered in eyes, mouths and other incomprehensible appendages. The orb has no obvious top or bottom; as it hovers, the entire mass continuously rotates so no one side is ever in direct contact with opponents for longer than a few seconds.
Gibbering orbs are planar travelers; fortunately, they grow bored of one place quickly. The only time gibbering orbs maintain a residence for long in any one place is if they are guarding some location for their own amusement, or if they are stranded or bound to a location. Woe to those who stumble upon an orb that cannot leave of its own free will Gibbering orbs in combat are forces of nature. They attack with seeming abandon, although they are incredibly intelligent, their ego does not allow them to comprehend the concept other being are as powerful as they are. Gibbering orbs consume there foes fully, drawing them into their various mouths; thus, any treasure found with a gibbering orb is one the inside of the creature.
Gibbering orbs are never found together. It is unknown how they reproduce, and such an event would most likely take place in a very secluded lair.
Credit
Originally appearing in Rappan Athuk (© Frog God Games, 2012)

Daemon, Assassin, Dontriodaemon

Kush, King of Assassins
CR 18                                                                                                          XP: 153,600
Male assassin daemon rogue 4/assassin 3
NE Medium outsider (daemon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +26
AC 32, touch 18, flat-footed 25 (+6 armor, +1 dodge, +8 natural, +6 Dex)
HP 171 (14d10+4d8+3d8+63)
Fort +14, Ref +21, Will +8
Defensive Abilities evasion, improved uncanny dodge (level 17th), incorporeality, quiet death, trap sense +1, uncanny dodge, unremarkable; Will +12 vs. poison; DR 10/good; Immune acid, death effects, poison; SR 29; Resist cold 10, electricity 10, fire 10
Speed 30 ft.
Melee +3 keen dagger +28/+23/+18/+13 (1d4+7/17–20 plus poison)
Ranged +3 hand crossbow +28/+23/+18/+13 (1d4+3/19–20 plus deathblade poison)
Special Attacks angel of death, death attack (DC 23), poison, rogue talents (bleeding attack, surprise attack) sneak attack +7d6, swift death, true death (DC 25)
Spell-Like Abilities (CL 14th) At will—assassin’s senses, darkness, disappear, find traps, greater teleport (self plus 50 lbs. of objects only), misdirection (DC 18) 3/day—bloodied blade, invisibility, locate creature, lure* (DC 19), see invisibility 1/day—discern location, greater invisibility, summon (level 4, 1d3 leukodaemons 35%)
During Combat A relentless killer, this daemon wields a +2 keen dagger that crumbles to dust if it is ever separated from its owner. Typically, the daemon uses incorporeality to gain access to a target, and then strikes as quickly and inconspicuously as possible. Often, it is able to carry out its assignment and kill its victim(s) without ever being noticed.
Str 18, Dex 23, Con 16, Int 16, Wis 15, Cha 22
Base Atk +19; CMB +23; CMD 40
Feats Dodge, Improved Initiative, Mobility, Quick Draw, Rapid Reload, Skill Focus (stealth, survival), Spring Attack, Stealthy, Step Up, Weapon Finesse
Skills Acrobatics +30, Disable Device +31, Disguise +35, Escape Artist +34, Knowledge (local) +13, Perception +26, Sense Motive +23, Sleight of Hand +27, Stealth +48, Survival +32, Use Magic Device +16
Languages Abyssal, Daemonic, Draconic, Infernal; telepathy 100 ft
SQ assassin features, hide in plain sight, poison use, trapfinding
Gear 3 vials of deathblade poison
Other Gear +3 keen dagger, +3 hand crossbow, 10 poisoned crossbow bolts (deathblade), bracers of armor +6, ring of protection +4, masterwork thieves’ tools
Assassin Features (Ex) An assassin daemon has the special abilities of the assassin prestige class (though not the attack bonus, saving throw modifiers, hit points, or skill points) of an assassin equal in level to 1/2 the assassin daemon’s racial Hit Dice (usually 7th level). If the assassin daemon takes any levels in the assassin prestige class, it stacks with equivalent level of the assassin daemon for determining special abilities (for example, a 14-HD assassin daemon that takes 3 levels of the assassin prestige class has the special abilities of a 10th-level assassin).
Incorporeality (Su) An assassin daemon can become incorporeal at will as a standard action or return to its corporeal state, likewise as a standard action. While incorporeal it retains its DR 10/good but loses its natural armor bonus to AC. It does, however, gain a deflection bonus to AC equal to its Charisma modifier.
Poison (Su) +3 keen dagger—injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based. An assassin daemon’s dagger is automatically and continually coated in a virulent poison. The ability functions only with the assassin daemon’s +3 keen dagger and not with any other weapon it might wield. This is an ability of the daemon, not the dagger.
Unremarkable (Su) Creatures must make a DC 26 Will save to notice the assassin daemon, even if it is fully corporeal and standing in the open. A creature affected by this ability will afterwards remember the daemon as an ordinary, nondescript member of whatever gender and species the daemon wishes. If the daemon attacks or otherwise takes an overtly hostile action, this ability is negated, although in this case it might still remain unnoticed due to its other magic or a successful Stealth check. The save DC is Charisma-based.
The figure seems very ordinary, and not at all threatening in appearance. Strangely, you cannot determine its race or even its sex, even as you focus attention upon it.
Crafted from the souls of Belsameth's most skilled and efficient assassins, these fiends are servants of the Goddess of Murder. The Slayer has reportedly promised to make Talina Som, the head of the Cult of Ancients, into such a creature once her usefulness on Ghelspad is at an end. Som therefore does not fear her own death, and even looks forward to it eagerly, for dying means she will become an even more effective (and eternal) servant of her goddess.
An assassin daemon looks anything but daemonic. In fact, it looks like an entirely ordinary humanoid, blending easily into crowds and slipping past the most observant guards. It is this undistinguished appearance that gives the assassin daemons their power, for they are able to go almost anywhere without being noticed,
Creature Collection III: Savage Bestiary 37)
Daemon, Assassin, Dontriodaemon
CR 6                                                                                                               XP: 2,400
N Medium humanoid (daemon, evil, extraplanar, incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +12
AC 25, touch 21, flat-footed 18 (+4 natural, +4 deflection, +6 Dex)
HP 45 (7d8+14)
Fort +7, Ref +11, Will +7
Defensive Abilities improved uncanny dodge, uncanny dodge; DR 10/good; SR 25
Speed 30 ft.
Melee +2 keen dagger +15/+10 (1d4+4/17-20)
Ranged +2 keen dagger +15 (1d4+3/17-20)
Special Attacks death attack, sneak attack +4d6, poison, spell-like abilities, spells
Spell-Like Abilities (CL 14th) At will—assassin’s senses, darkness, disappear, find traps, greater teleport (self plus 50 lbs. of objects only), misdirection (DC 18) 3/day—bloodied blade, invisibility, locate creature, lure* (DC 19), see invisibility 1/day—discern location, greater invisibility, summon (level 4, 1d3 leukodaemons 35%)
During Combat A relentless killer, this daemon wields a +2 keen dagger that crumbles to dust if it is ever separated from its owner. Typically, the daemon uses incorporeality to gain access to a target, and then strikes as quickly and inconspicuously as possible. Often, it is able to carry out its assignment and kill its victim(s) without ever being noticed.
Str 14, Dex 23, Con 14, Int 16, Wis 15, Cha 19
Base Atk +7; CMB +9; CMD 29
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Disable Device +16, Disguise +22, Escape Artist +16, Linguistics +12, Perception +12, Sense Motive +12, Stealth +24
Languages Abyssal, Daemonic, Draconic, Infernal; telepathy 100 ft
SQ Assassin features, daemon traits, incorporeality, unremarkable
Environment abaddon
Organization solitary
Treasure No coins; no goods; standard items
Incorporeality (Ex) An assassin daemon can become incorporeal at will as a standard action or return to its corporeal state, likewise as a standard action. While incorporeal it retains its DR 10/good but loses its natural armor bonus to AC. It does, however, gain a deflection bonus to AC equal to its Charisma modifier.
Poison (Su) +3 keen dagger—injury; save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based. An assassin daemon’s dagger is automatically and continually coated in a virulent poison. The ability functions only with the assassin daemon’s +3 keen dagger and not with any other weapon it might wield. This is an ability of the daemon, not the dagger.
Unremarkable (Su) Creatures must make a DC 26 Will save to notice the assassin daemon, even if it is fully corporeal and standing in the open. A creature affected by this ability will afterwards remember the daemon as an ordinary, nondescript member of whatever gender and species the daemon wishes. If the daemon attacks or otherwise takes an overtly hostile action, this ability is negated, although in this case it might still remain unnoticed due to its other magic or a successful Stealth check. The save DC is Charisma-based.
The figure seems very ordinary, and not at all threatening in appearance. Strangely, you cannot determine its race or even its sex, even as you focus attention upon it.
Crafted from the souls of Belsameth's most skilled and efficient assassins, these fiends are servants of the Goddess of Murder. The Slayer has reportedly promised to make Talina Som, the head of the Cult of Ancients, into such a creature once her usefulness on Ghelspad is at an end. Som therefore does not fear her own death, and even looks forward to it eagerly, for dying means she will become an even more effective (and eternal) servant of her goddess.
An assassin daemon looks anything but daemonic. In fact, it looks like an entirely ordinary humanoid, blending easily into crowds and slipping past the most observant guards. It is this undistinguished appearance that gives the assassin daemons their power, for they are able to go almost anywhere without being noticed,
Creature Collection III: Savage Bestiary 37)
Assassin's Senses
School divination     Level Bard 3, Cleric 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, F/DF (severed fi nger of a professional assassin)
Range personal
Targets spellcaster
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
The critical threat range and multiplier of any weapon or natural attack that you are using increase by 1. This stacks with the Improved Critical feat, the keen weapon quality, and other conditions that may have already increased these. It does not stack with multiple castings of this spell.
Bloodied Blade
School transmutation [evil]     Level Cleric 4, Druid 4, Sorcerer/Wizard 4
Casting Time 1 standard action
Components V, S, M (one drop of the caster’s blood)
Range touch
Targets one weapon touched
Duration 1 day + 1 round/level (see below)
Saving Throw Will negates (object)
Spell Resistance yes (object)
You cast this spell on any piercing or slashing weapon, and it becomes dormant until activated by the weapon dealing at least 1 point of damage on a living creature or until the next sunrise, at which point the spell is discharged without effect.
Once activated, the weapon gains a limited feral intelligence and a lust to shed more blood. Every 5 points of damage that the weapon deals grants a +1 morale bonus to attack and damage rolls (maximum +5) for 1 round/caster level. Since this is a morale bonus, it stacks with any enhancement bonuses the weapon may have, but is not considered a magic bonus for purposes of overcoming damage reduction. In addition, any creature struck by a bloodied blade must make a Will save or suffer a –2 morale penalty on attacks made against the blade’s wielder due to the horrible aura of glee emanating from the weapon when it draws blood. This effect ends when the spell expires
If the spell is cast on a weapon wielded by someone other than the caster, the weapon may receive a saving throw to avoid the effects of the spell if the wielder wishes. Weapons with the holy weapon quality must make a saving throw when they slay a living creature while under the effects of this spell to avoid becoming unholy. Similarly intelligent weapons with non-evil alignments that slay a living creature while under the effects of this spell must make a Will save or have their alignment shift one step before neutral evil. These effects can be reversed by a remove curse spell.
Disappear
School illusion (glamer)     Level Bard 1, Sorcerer/Wizard 1
Casting Time 1 immediate action
Components V
Range personal
Targets spellcaster
Duration 2 rounds (D)
Saving Throw none
Spell Resistance no
You disappear from sight with a brief puff of blue smoke and become invisible (as the spell) for the round of the casting and the following round. If not already visible, you reappear at the start of your action on the third round.
The spell was designed to be helpful under duress in order to escape combat. As a result, you receive a +4 bonus to concentration checks made to cast defensively or continue to casting even while being distracted. This bonus stacks with any other bonuses from Combat Casting, etc.
Lure
School enchantment (compulsion)     Level Bard 4, Druid 2, Ranger 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Components V, S, M (a small mundane item)
Range close (25 ft. + 5 ft./2 levels)
Targets person who sees it fi rst (see below)
Duration 1 round/level
Saving Throw Will negates
Spell Resistance no
When you place this enchantment on a small mundane item, the first person to see it must make a Will save or experience an overwhelming desire to possess it. This causes him to move immediately towards it, ignoring all dangers. While under the influence of this spell, the victim is considered flat-footed and fights at a –4 attack penalty.

Desecrated Overghast

Desecrated Overghast
CR 5                                                                                                              XP: 1,600
CE Large undead (augmented human)
Init +6; Senses darkvision 60 ft., heightened scent; Perception +20
Aura stench (DC 16, 1d6+7 minutes)
AC 19, touch 11, flat-footed 17 (-1 size, +8 natural, +2 Dex)
HP 87 (7d12+42)
Fort +7, Ref +8, Will +9
Immune undead traits; Resist channel resistance +2
Speed 50 ft.
Melee bite +14 (2d6+9 plus disease and paralysis), 2 claws +14 (1d6+9 plus paralysis) or tongue (melee touch) +14 (paralysis plus grab), 2 claws +14 (1d6+9 plus paralysis) Reach 20 ft. with tongue
Space 10 ft., Reach 10 ft.
Special Attacks disease (DC 16), grappling tendrils, paralysis (DC 16, affects elves), spines
During Combat Like lesser ghouls and ghasts, overghasts prefer to attack from ambush. In wilderness or urban areas, they like to climb sheer walls where they lie in wait, dropping down to attack from above when their prey passes beneath them. Few expect undead creatures to move quickly, so overghasts use their superior speed to make furious charge attacks from a distance or to flee from combat if they are overwhelmed.
Overghasts are quite poor-sighted (they do not have darkvision or low-light vision), but they have exceptional senses of smell and hearing.
Str 25, Dex 15, Con -, Int 13, Wis 14, Cha 16
Base Atk +5; CMB +13; CMD 25
Feats Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +9, Climb +17, Escape Artist +9, Perception +20, Stealth +8, Survival +2
Languages Abyssal, Common
Grappling Tendrils (Ex) An overghast’s inner organs have transformed into animate tendrils. An overghast can transfer a grappled victim from its tongue to its tendrils as a move action. The tendrils grapple with the same strength as the tongue. While held in the tendrils, a victim automatically takes 2d6+7 points of damage each round from the creature’s bite as a free action, in addition to damage from its spines (see below). If only these tendrils hold an opponent, the overghast is not considered grappled.
Heightened Scent (Ex) Overghasts have the scent ability to a range of 90 feet rather than the standard 30 feet. Within 30 feet, they can effectively “see” by means of scent, as if with the blindsight ability. Creatures that have no scent (such as incorporeal creatures or some constructs) cannot be “seen” by the overghast’s sense of smell.
Spines (Ex) Any creature grappling an overghast takes 1d6 points of piercing damage each round from bony growths.
Ghoul Fever (Su) Disease-bite, Fortitude DC 16, incubation 1 day, damage ld3 Dex and ld3 Con. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight. A creature that becomes a ghoul in this way retains none of the abilities it possessed in life. It is not necessarily under the control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.
This vile creature is outwardly humanoid, with mottled greenish flesh and burning red eyes. Its jaws are large and heavy, and its sick-looking skin spouts thorns and spikes. It shambles forward, walking partially on its knuckles like a mighty ape, anest of slimy tentacle-like growths writhing from its abdomen.
Lurking in the far and dark corners of the world, overghasts are intelligent and cunning creatures. Although most are fiercely independent, some have come to serve powerful rulers as slaves or lieutenants; many serve the Ghoul King of Golorian. Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures, and that they are most common in southern Termana, near the Ghoul King’s island realm.
Overghasts resemble normal ghasts only superficially. Far more horrific in appearance, they possess powerful snapping jaws, hides covered in spiky growths, and internal organs that have grown into writing tendrils. An overghast’s heavy body forces it to knucklewalk like a great ape, while its long black tongue constantly lashes around its head.
Creature Collection III: Savage Bestiary 91

Mummy Lord

Mummy Lord Cleric of Orcus
CR 15                                                                                                             XP: 51,200
Male human mummy lord cleric of Orcus 10
LE Medium undead (augmented human)
Init +4; Senses darkvision 60 ft.; Perception +31
Aura chaos, despair (30 ft., paralyzed for 1d4 rounds, Will DC 22 negates), destructive aura (30 ft., +5 damage, 10 rounds), evil
AC 29, touch 9, flat-footed 30 (+10 natural, +10 armor)
HP 179 (8d12+10d8+82)
Fort +16, Ref +7, Will +19
Defensive Abilities death’s embrace; DR 5/-; Immune magic, missile, cold, electricity, undead traits; Resist channel resistance +4, fire 10; Weaknesses vulnerability to fire
OFFENSE
Speed 15 ft.
Melee slam +14 (1d8+12/19–20 plus mummy rot); touch +21
Ranged ranged touch +13
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 18, 5d6), destructive smite 7/day (+5 damage), mummy rot (DC 22), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 10th) 7/day—bleeding touch (melee touch +21, 5 rounds)
Spells Prepared (CL 10th)
  5th-Insect Plague, Slay Living (D DC 19), Symbol of Pain (DC 19)
  4th-Air Walk, Dismissal, Divine Power, Giant Vermin, Inflict Critical Wounds (D DC 18)
  3rd-Animate Dead (D), Deeper Darkness, Dispel Magic, Invisibility Purge, Searing Light
  2nd-Bulls Strength, Death Knell (D DC 16), Hold Person (DC 16), Resist Energy, Silence, Spiritual Weapon (attack 17/+12/+7, damage 1d8+3 force)
  1st-Bane (DC 15), Command (DC 15), Deathwatch, Divine Favor, Doom (DC 15), True Strike (D)
  0th-Detect Magic, Guidance, Read Magic, Resistance (D domain spell)
Domain: Death, Destruction
Str 26, Dex 10, Con -, Int 10, Wis 19, Cha 17
Base Atk +13; CMB +21; CMD 31
Feats Combat Casting, Great Fortitude, Heavy Armor Proficiency, Improved Critical (slam), Improved Initiative, Power Attack, Skill Focus, Toughness (Perception), Weapon Focus (slam)
Skills Knowledge (arcana, religion) +11, Perception +31, Stealth +15
  Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Common
SQ eyes of darkness (4 rounds/day)
Gear +2 half-plate, cloak of resistance +2, ring of minor fire resistance, brooch of shielding (101 hp)
Environment  any (Osirion)
Organization solitary or court (mummy lord and 6-14 standard mummies or mummified creatures)
Treasure NPC gear
Dirty linen strips swathe this emaciated figure from head to toe, and its stripped headdress marks it as a once-noble being, whose eyes now burn with an unholy light.
Mummy Lord Cleric of Set
CR 10                                                                                                             XP: 9600
Male human mummy lord cleric of Set 9
LE Medium undead (human)
Init +2; Senses darkvision 60 ft.; Perception +5
Aura great despair (30 ft., DC 19)
AC 18, touch 14, flat-footed 15 (+1 deflection, +2 Dex, +1 dodge, +4 natural)
HP 107 (9d8+63)
Fort +11, Ref +7, Will +11
Defensive Abilities channel resistance +4, undying will; DR 10/-; Immune cold, electricity, undead traits
Speed 30 ft.
Melee +1 spear +12/+7 (1d8+8/x3 plus insidious mummy rot) or  slam +11 (1d6+7 plus insidious mummy rot)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 8/day (DC 21, 5d6), channel rot, insidious mummy rot (DC 19), sandstorm wrath (DC 19, 6d8 fire and slashing), scythe of evil (4 rounds, 1/day), undead mastery (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
   8/day-Touch of Darkness (4 rounds)
   8/day-Touch of Evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +14)
  5th-Dispel Good (DC 20), Greater ContagionUM (DC 21), Slay Living (DC 21)
  4th-Divine Power, Poison (DC 20), Shadow Conjuration (DC 19), Spit VenomUM (DC 19)
  3rd-Animate Dead, Bestow Curse (DC 19), Deeper Darkness, Magic Vestment, Sands of TimeUM
  2nd-Align Weapon (evil only), Bull's Strength, Desecrate, Dread BoltUM (DC 17), Hold Person (DC 18), Silence (DC 17)
  1st-Bane (DC 17), Cause Fear (DC 17), Command (DC 17), Detect Good, Divine Favor, Protection from Good, Sanctuary (DC 16)
  0th-Detect Magic, Guidance, Read Magic, Resistance
Domain: Darkness, Evil
Str 20, Dex 14, Con -, Int 10, Wis 20, Cha 20
Base Atk +6; CMB +11; CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Improved Channel, Lightning Reflexes, Spell Focus (enchantment), Spell Focus (necromancy), Toughness
Skills Intimidate +17, Knowledge (religion) +12, Sense Motive +20, Spellcraft +12, Stealth +17
  Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Ancient Osiriani, Common
SQ eyes of darkness (4 rounds/day)
Gear scroll of spiritual weapon, scroll of summon monster III; Other Gear +1 spear, headband of inspired wisdom +2, ring of protection +1
Environment  any (Osirion)
Organization solitary or court (mummy lord and 6-14 standard mummies or mummified creatures)
Treasure NPC gear
Dirty linen strips swathe this emaciated figure from head to toe, and its stripped headdress marks it as a once-noble being, whose eyes now burn with an unholy light.

Plaguebone, Vrock Wizard

Plaguebone, Vrock Wizard
CR 17                                                                                                        XP: 102,400
Male vrock demon wizard 7/fighter 1
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +22
AC 26, touch 15, flat-footed 23 (+3 Dex, +11 natural, -1 size, +3 deflection)
HP 232 (9d10+7d6+1d10+142)
Fort +18, Ref +13, Will +10
DR 10/good; Immune electricity, poison; SR 28; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 +1 anarchic clawed gauntlets +22 (2d8+9), bite +20 (1d8+8), 2 talons +20 (1d6+8); touch +15
Space 10 ft., Reach 10 ft.
Special Attacks dance of ruin (DC 21), hand of the apprentice 7/day (ranged +15), spores, stunning screech (DC 27)
Spell-Like Abilities (CL 19th) At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18) 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Spells Prepared (CL 7th)
  4th-Lesser Globe of Invulnerability, Stoneskin
  3rd-Dispel Magic, Fireball, Ray of Exhaustion
  2nd-Acid Arrow, Ghoul Touch (DC 16), Mirror Image, Scorching Ray
  1st-Mage Armor, Magic Missile (x2), Ray of Enfeeblement, Shocking Grasp
  0th-Acid Splash, Disrupt Undead, Ray of Frost, Read Magic
Str 27, Dex 17, Con 27, Int 18, Wis 14, Cha 16
Base Atk +13; CMB +22; CMD 38
Feats Brew Potion, Cleave, Combat Casting, Combat Reflexes, Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Scribe Scroll, Stand Still, Step Up, Weapon Focus (clawed gauntlets)
Skills Diplomacy +13, Fly +13, Intimidate +21, Knowledge (arcana, local, planes) +24, Perception +22, Sense Motive +15, Spellcraft +24, Stealth +11, Survival +14
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft
SQ arcane bond (ring of protection +3), arcane school—universalist
Gear metamagic rod (empower), 3 hollow quills holding dust of appearance (1 application each)
Other Gear ring of protection +3 (bonded item), +1 anarchic clawed gauntlets (see Magic Items Appendix), spell component pouch
Environment  any (Abyss)
Organization solitary, pair, or gang (3-10)
Treasure +1 ANARCHIC CLAWED GAUNTLETS
Aura moderate evocation [chaotic]; CL 7th
Slot hands; Price 18,610 gp; Weight 2 lb.
DESCRIPTION
Clawed gauntlets are similar to spiked gauntlets but in addition to having their own spikes, they also reinforce and enhance the normal claw attacks of the wearer, increasing the damage dealt by one die type. On a wearer without claws, they deal the typical 1d6 points of damage typical for Large spiked gauntlets. These particular clawed gauntlets have been enchanted to be chaotically aligned and infused with the power of chaos. They function as an anarchic weapon. CONSTRUCTION
Requirements Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Cost 9,610 gp
Buried beneath the hideous nest is a pile of skulls crawling with rats that the demon encourages to lair there and sometimes uses for snacks. The rats scatter if disturbed, but anyone digging through the nest must make a DC 20 Fortitude save or contract fi lth fever (see the “Diseases” section in Appendices of the Pathfinder Roleplaying Game). Hidden beneath this detritus is the demon’s spellbook containing his prepared spells as well as:
0—dancing lights, detect magic, flare, light;
1st—charm person, color spray, detect undead, shield, shocking grasp, true strike; 2nd— continual flame, false life, obscure object, protection from arrows, scare, touch of idiocy, web;
3rd—daylight, haste, hold person, lightning bolt, nondetection, protection from energy, vampiric touch, wind wall;
4th—black tentacles, charm monster, enervation, greater invisibility, locate creature.
Also secreted here are a luck blade (1 wish remaining) and a soiled robe of bones.
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.
Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk. A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.

Trolls

Troll, Gaurak
CR 8                                                                                                              XP: 4,800
CE Huge humanoid (giant)
Init -1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 17, touch 7, flat-footed 17 (-1 Dex, +10 natural, -2 size)
HP 138 (12d12+60); regeneration 5 (acid or fire)
Fort +14, Ref +3, Will +5
Defensive Abilities rock catching
Speed 40 ft.
Melee bite +15 (2d6+8), 2 claws +15 (1d8+8 plus grab)
Ranged rock +7 (2d8+12)
Space 15 ft., Reach 15 ft.
Special Attacks damage armor, rend (grapple, 1d8+12), rock throwing (120 ft.)
Str 24, Dex 9, Con 19, Int 6, Wis 9, Cha 15
Base Atk +9; CMB +18; CMD 27
Feats Cleave, Great Fortitude, Intimidating Prowess, Iron Will, Power Attack, Toughness
Skills Intimidate +19, Perception +8
Languages Giant
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
Damage Armor  (Ex) A Gaurak troll’s immense strength and frenzied attacks are capable of tearing an opponent’s armor apart so the troll can get to the meaty interior of its intended meal. If the opponent has both armor and shield, roll 1d6: a roll of 1–4 affects the shield and a roll of 5–6 affects the armor. Whenever a Gaurak troll makes a grab attack, make a grapple check, adding any magical bonus for the armor or shield in question to the opponent’s CMD. If the grapple is successful, the affected armor or shield is torn away and thrown 30 feet in a random direction as the troll makes its rend attack. Armor damaged in this way provides no AC bonus until such time as it has been repaired. A DC 8 Craft (armor) check is required to repair the straps of such torn away armor before it can be used again, taking 20 minutes to repair for armor or 5 minutes to repair for shields. Magical force armor (such as a mage armor or shield spell is not affected by this attack).
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Creature Collection II; Dark Menagerie 80
Three-Fang, Paragon Troll
CR 20                                                                                                                  XP: 307,200
CE Large humanoid (giant)
Init +13; Senses darkvision 60 ft., low-light vision, scent; Perception +29
AC 47, touch 42, flat-footed 38 (+9 Dex, +5 natural, -1 size, +24 deflection)
HP 204 (6d8+156); fast healing 20, regeneration 5 (acid or fire)
Fort +29, Ref +21, Will +21
DR 20/epic; SR 45; Resist cold 10, fi re 10
Speed 90 ft.
Melee bite +41 (1d8+13), 2 claws +41 (1d6+13)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d6+32)
Spell-Like Abilities (CL 15th) 3/day—greater dispel magic, haste, see invisibility
Str 36, Dex 29, Con 38, Int 21, Wis 24, Cha 21
Base Atk +29; CMB +43; CMD 86
Feats Combat Reflexes, Improved Initiative, Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Acrobatics +25, Climb +32, Intimidate +37, Knowledge (nature) +21, Perception +29, Stealth +21, Survival +23
Languages Giant
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Grumsky, Troll Splatterer
CR 11                                                                                                               XP: 12,800
Female troll fighter 6
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +15
AC 25, touch 12, flat-footed 23 (+8 armor, +2 Dex, +5 natural, -1 size, +1 deflection)
HP 138 (6d8+6d10+78); regeneration 5 (acid or fire)
Fort +15, Ref +6, Will +5; +1 vs. fear
Defensive Abilities bravery +1,  Improved iron will
Speed 20 ft.
Melee +2 large greatsword +19/+12 and bite +12 (1d8+5) or bite +17 and 2 claws +12 (1d6+5)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d6+11)
Str 25, Dex 14, Con 22, Int 10, Wis 9, Cha 10
Base Atk +10; CMB +18; CMD 31
Feats Cleave, Combat Reflexes, Improved Iron Will, Intimidating Prowess, Iron Will, Lunge, Power Attack, Skill Focus (perception)
Skills Intimidate +16, Perception +15, Survival +7
Languages Common, Giant
SQ armor training 1
Gear +2 large greatsword, +1 half-plate armor, ring of protection +1, ring of counterspells (fireball). The ring of counterspells activates when Grumsky is targeted with a fireball. Henceforth it is considered a ring of counterspells but with no spell cast within. Characters wishing to make use of the ring must cast a specific spell into it. Grumsky wears the rings on each of her little toes.
Bort, Troll Stalker
CR 10                                                                                                            XP: 9,600
Troll ranger 5
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 20, touch 11, flat-footed 18 (+4 armor, +2 Dex, +5 natural, -1 size)
HP 125 (6d8+5d10+71); regeneration 5 (acid or fire)
Fort +15, Ref +8, Will +4
Speed 30 ft.
Melee 2 claws +17/+12 (1d8+7) and bite +17 (1d8+7)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d8+11), favored enemy (elves +4, humans +2), favored terrain (underground), hunter’s bond (companions, 1 round)
Str 25, Dex 14, Con 22, Int 10, Wis 9, Cha 10
Base Atk +9; CMB +17; CMD 29
Feats Endurance, Improved Natural Attack (claws), Intimidating Prowess, Iron Will, Skill Focus (Perception), Two-Weapon Fighting, Weapon Focus (claw)
Skills Climb +20, Intimidate +12, Perception +11, Stealth +15, Survival +12
Languages Common, Giant
SQ track +1, wild empathy -1
Gear potion of invisibility
Other Gear Large chain shirts.
G'Mash the Troll King, Trestle Troll
CR 19                                                                                                             XP: 204,800
Male advanced troll barbarian 7/ranger 7 (Pathfinder Roleplaying Game Bestiary “Troll”)
CE Huge humanoid (giant)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +21
AC 25, touch 9, flat-footed 24 (+1 Dex, +8 natural, -2 size, +8 armor)
HP 247 (6d8+7d12+7d10+136); regeneration 5 (acid or fire)
Fort +26, Ref +10, Will +10
Defensive Abilities improved uncanny dodge, trap sense +2; Ref +12 vs. traps; DR 1/-; Resist acid 3, fire 10
Speed 30 ft.
Melee bite +27 (2d6+11), 2 claws +27 (2d6+11)
Ranged spear +18 (2d8+11/x3)
Space 15 ft., Reach 15 ft.
Special Attacks combat style (natural weapon), favored enemy (elves +2, humans +4), rage (25 rounds/day), rage powers (energy resistance: acid, quick reflexes, swift foot +5 ft), rend (2 claws, 2d6+7)
Spells Prepared (CL 4th)
  1st-—Longstrider
Before Combat When not raging, G’Mash has the following stats: AC 25, touch 9, flat-footed 24 hp 303 Fort +24; Will +8 Resist fire 10 Speed 40 ft. Melee bite +25 (2d6+9), 2 claws +25 (2d6+9) Str 25, Con 29 CMB +27; CMD 38 Skills Climb +13, Intimidate +27, Swim +12
Str 29, Dex 12, Con 33, Int 15, Wis 11, Cha 15
Base Atk +18; CMB +29; CMD 40
Feats Eldritch Claws, Endurance, Improved Initiative, Improved Iron Will, Improved Natural Attack (Claw), Improved Regeneration, Intimidating Prowess, Iron Will, Power Attack, Skill Focus (Perception), Soul of the Hydra, Vital Strike
Skills Acrobatics +11, Appraise +7, Bluff +7, Climb +15, Craft (armor) +8, Escape Artist +8, Handle Animal +15, Heal +13, Intimidate +29, Knowledge (dungeoneering) +8, Knowledge (geography, nature) +9, Linguistics +4, Perception +21, Ride +7, Sense Motive +9, Spellcraft +10, Stealth +1, Survival +13, Swim +14
Languages Common, Giant, Orc
SQ fast movement, favored terrain (mountains +2), hunter’s bond (hunting companions), track +3, wild empathy +8, woodland stride
Gear potion of blur, potion of haste, potion of magic circle against good
Other Gear +1 spear, chain armor of Klemminjan the Cool, amulet of mighty fists +2, belt of giant strength +2, headband of mental prowess +4 (Cha and Int)
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure
Three crowns (collected over the years) worth 9,000 gp, 4,100 gp, and 1,700 gp respectively.
Amongst a vast collection of cheaply cured hides are a number of valuable furs (ermine, fox, mink, and sable). Total value, 11,000 gp.
Chain Armor of Klemminjan the Cool
Aura strong enchantment; CL 15th Slot armor; Price 36,510 gp; Weight 60 lbs.
DESCRIPTION
This Huge +4 fire resistant (10) chain shirt is made of fine mithril links that seem to glisten with frost and smoky mist. Once per day the wearer can cause his hand to glow with a pale blue radiance. A melee touch attack deals 4d6 cold damage and causes the target to be staggered for 1 round (no saving throw). If the attack is a critical hit, the target is staggered for
1 minute instead.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, resist energy, frigid touch; Cost 18,430 gp

Skeletal Swarm

Skeletal Swarm
CR 8                                                                                                                  XP: 4,800
NE Tiny undead (swarm)
Init +8; Senses darkvision 60 ft.; Perception +0
AC 17, touch 16, flat-footed 13 (+2 size, +1 natural, +4 Dex)
HP 66 (12d8+12)
Fort +4, Ref +4, Will +8
Defensive Abilities half damage slashing or piercing; Immune cold, swarm traits, undead traits
Speed 20 ft., climb 20 ft.
Melee swarm (3d6+6)
Space 10 ft.
Special Attacks distraction (DC 16)
Str 18, Dex 18, Con -, Int -, Wis 10, Cha 10
Base Atk +9; CMB +11; CMD 25
Feats Improved Initiative, Toughness
Skills Climb +12
Environment any
Organization solitary or pack (2–14 swarms)
Treasure none
A clattering mass of dismembered skeletal hands, claws and assorted limbs scuttles across the ground like a moving bony carpet
Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. They scuttle about mindlessly, often lying inert until something passes nearby for them to attack.
A skeletal swarm can be encountered anywhere that necromancers or other practitioners of the dark arts who participate in grave robbing and undead creation are found.
A skeletal swarm attacks as a massive bony wave moving to engulf whatever living creatures are closest and not moving on until they have been reduced to bloody shreds. Due to its unique composition of animated hand and claw bones, the swarm gets its strength bonus added to its swarm attacks.

The Broken One, Half Dragon Tarry Demodand

The Broken One, Half Dragon Tarry Demodand
CR 13                                                                                                            XP: 25600
Male half-black dragon tarry demodand warrior 2
CN Medium dragon (chaotic, extraplanar)
Init +9; Senses darkvision 120 ft., detect good, detect magic,  low-light vision, scent; Perception +16
AC 39, touch 15, flat-footed 34 (+8 armor, +5 Dex, +16 natural, +2 deflection)
HP 242 (18d10+2d10+132)
Fort +20, Ref +11, Will +12; +4 vs. divine spells
Defensive Abilities adhesive; DR 10/good and magic; Immune acid, poison, mind-affecting effects, paralysis, sleep; SR 21; Resist cold 10, fire 20 (with sword)
Speed 30 ft., fly 60 ft. (average) (40 ft., fly 40 ft. [average] in armor)
Melee +3 frost greatsword +29/+24/+19 (2d6+19/19–20 plus 1d6 cold), bite +21 (1d8+5) or 2 claws +27 (1d6+11 plus grab), bite +26 (1d8+11)
Ranged mwk heavy crossbow +21 (1d10/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks adhesive, breath weapon 1/day (60-ft. line, 13d6 acid, Reflex DC 23 half), rage
Spell-Like Abilities (CL 13th) At will— detect good, detect magic, detect thoughts (DC 16), fear (DC 18), gaseous form, invisibility (self only), magic circle against good, see invisibility, tongues 3/day—dispel magic, fog cloud, ray of enfeeblement (ranged touch +20) 1/day—chaos hammer (DC 18)
Str 32, Dex 20, Con 25, Int 14, Wis 12, Cha 18
Base Atk +18; CMB +29; CMD 46 (50 vs. disarm)
Feats Cleave, Critical Focus, Great Fortitude, Improved Initiative, Power Attack, Rapid Reload, Staggering Critical, Weapon Focus (Claw)
Skills Bluff +17, Climb +23, Fly +12, Intimidate +19, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +16, Sense Motive +14, Stealth +17, Survival +14
Languages Abyssal, Celestial, Common
SQ heretical soul
Gear +2 half-plate, ring of protection +2, frost brand, masterwork heavy crossbow, 12 +1 anarchic crossbow bolts, 20 crossbow bolts
Environment  any (Abyss)
Organization solitary, pair, or patrol (3-8)
Treasure standard (masterwork breastplate, 2 masterwork short swords, other treasure)
Adhesion (Ex) A tarry demodand exudes a thick tar-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it. A tarry demodand automatically grapples any creature it hits with a claw attack. Opponents so grappled cannot get free while the tarry demodand is alive without removing the adhesive first. A tarry demodand has a +4 racial bonus on grapple checks due to its tarry secretions (already included in the CMB line in the statistics block). A weapon that strikes a tarry demodand is stuck fast unless the wielder succeeds on a DC 23 Reflex save. A successful DC 23 Strength check is needed to pry it off. The save DC and check DC are Constitution-based. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the tarry demodand can still grapple normally. A tarry demodand can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies.
Rage (Ex) A tarry demodand that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength and –4 AC. The creature cannot end its rage voluntarily.
This lithe, toothy creature's jet-black skin looks like living tar, and ooze drips from the claws that cap its long arms.
Personality: This enigmatic creature resembles a tall, lumpy humanoid with tarry secretions and patches of grayish-black scales covering its hide. Its head is a conglomeration of bulgingeyed amphibiousness with a bony dragon snout and serrated horns. Batlike wings spring from its shoulders. The Broken One (his true name is unknown) is a strange by-blow from a liaison in the Outer Planes. When the disciples of Orcus began calling Lower Planar servitors to swell the ranks of their army for the coming battle, the Broken One reluctantly answered the summons as a mercenary. He served in the Battle of Tsar as reticent combatant and abandoned his masters when they chose to leave the city. His entire life has been spent in a state of disgrace over his unnatural existence, and he has always existed as a scorned loner. Because of his outcast status, he is unable to summon other demodands.

Advanced Swamp Tyrant

Advanced Swamp Tyrant
CR 13                                                                                                            XP: 25,600
N Gargantuan aberration (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +28
AC 21, touch 6, flat-footed 21 (-4 size, +15 natural)
HP 275 (19d12+152); fast healing 6
Fort +13, Ref +8, Will +11
Speed 20 ft., swim 40 ft.
Melee bite +21 (3d8+11), 4 tentacles +21 (2d6+11 plus grab); Reach 40 ft. with tentacles
Space 20 ft.
Special Attacks constrict (2d6+11), swallow whole (2d6+11 crushing plus 1d8 acid, AC 17, 23 hp)
During Combat Swamp tyrants lurk beneath the surface of the swamp. They are often taken as simple piles of vegetation or debris. From hiding, tyrants attack with their tentacles, trying to drag prey to their gaping maws, attempting to swallow their foes whole.
Str 32, Dex 11, Con 24, Int 8, Wis 10, Cha 10
Base Atk +14; CMB +29; CMD 39
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack, Skill Focus (perception, stealth, survival), Toughness
Skills Linguistics +0, Perception +28, Stealth +16, Survival +27, Swim +19
Languages  Aklo, Common
Treasure Buried beneath the bulk of the swamp tyrant is a hollow
log capped with mud that holds 5,000 gp and a scattering of 16
spinels worth 50 gp each, that can be found by dredging the shallow
pool’s bottom and making a DC 23 Perception check.
Improved Grab (Ex) To use this ability, the tyrant must hit an opponent of up to Large size with a tentacle attack. If it succeeds, the tyrant inflicts bite damage automatically, then it can constrict or attempt to swallow its opponent whole.
Constrict (Ex) A swamp tyrant deals automatic tentacle damage with a successful grapple check against Large or smaller creatures.
Swallow Whole (Ex) A swamp tyrant can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check Once swallowed, the tyrant's opponent takes 1d8+7 points of crushing damage plus 1d8 points of acid damage each round. A swallowed creature can climb out of the tyrant's gizzard with a successful grapple check. Doing so returns it to the tyrant's maw, where a sceond grapple check is required to get free. A swallowed creature can also cut its way out using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the tyrant's insides (AC 18). Subquently swallowed victims must cut their own way out. A single tyrant can hold one Large, two Medium, three Small, six Tiny, 12 Diminutive or 24 Fine or smaller creatures.
Only a further one in 100 swamplings survives to become a true swamp tyrant, and these beasts are terrifying indeed. Towering 20-30 feet high, their mouths large enough to swallow a horse whole, supported by a network of thick, ropy tentacles, swamp tyrants are predators with few equals. A fully grown tryant's only weakness is its relative size and clumsiness, but its deadly attacks easily make up for these deficiencies.
Creature Collection II: Dark Menagerie 184

Troglodytes

Troglodyte, Priest-Chief
CR 9                                                                                                              XP: 6,400
Male troglodyte fighter 4/cleric of Tsathoggua 4
CE Medium humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +6
Aura chaos, evil, stench (30 ft., DC 14, 10 rounds)
AC 25, touch 11, flat-footed 24 (+1 Dex, +6 natural, +7 armor, +1 shield)
HP 73 (2d8+4d10+4d8+24)
Fort +16, Ref +3, Will +7
Defensive Abilities bravery +1; Will +8 vs. feat
Speed 30 ft.
Melee +2 shocking burst shortspear +14/+9 (1d6+7 plus 1d6 electricity), bite +6 (1d4+1) or 2 claws +11 (1d4+3), bite +11 (1d4+3)
Ranged mwk shortspear +11 (1d6+5)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 13, 2d6), destructive smite 5/day, spontaneous casting (inflict spells)
Spell-Like Abilities (CL 4th) 5/day—icicle (ranged touch +6, 1d6+2)
Spells Prepared (CL 4th)
  2nd-Aid, Hold Person (DC 14), Shatter (D DC 14), Summon Monster II
  1st-Comprehend Languages, Detect Undead, Divine Favor, Shield of Faith, True Strike (D)
  0th-Detect Magic, Guidance, Resistance, Virtue (D domain spell)
Domain: Destruction, Water
Str 16, Dex 12, Con 19, Int 11, Wis 15, Cha 13
ase Atk +8; CMB +11; CMD 22
Feats Blind-Fight, Brew Potion, Combat Casting, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (shortspear), Weapon Specialization (shortspear)
Skills Climb +8, Craft (alchemy) +7, Heal +7, Knowledge (religion) +4, Perception +6, Stealth +8
  Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
SQ armor training 1
Gear potion of hide from undead, 2 potions of cure light wounds, potions of owl’s wisdom
Other Gear +2 scale mail, masterwork buckler, +2 shocking burst shortspear, 3 masterwork shortspears, stone unholy symbol of Tsathoggua (crude frog-shaped idol)
Environment  any underground
Organization solitary, pair, clutch (3-6), squad (7-12 plus 1 cleric or druid of 3rd level and 1-2 monitor lizards), or band (20-80 plus 20% noncombatants, 1 chieftain of 3rd-6th level, 1-3 clerics or druids of 3rd-6th level, and 3-13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)
This humanoid's scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back.
Troglodyte, Priest-Chief Mates
CR 6                                                                                                             XP: 2,400
Female troglodyte fighter 3/cleric of Tsathoggua 2
CE Medium humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +6
Aura chaos, evil, stench (30 ft., DC 14, 10 rounds)
AC 23, touch 11, flat-footed 22 (+1 Dex, +6 natural, +5 armor, +1 shield)
HP 62 (2d8+3d10+2d8+23)
Fort +14, Ref +6, Will +6
Defensive Abilities bravery +1; Will +7 vs. fear
Speed 30 ft.
Melee +1 shock shortspear +10 (1d6+4 plus 1d6 electricity), bite +3 (1d4+1) or 2 claws +8 (1d4+3), bite +8 (1d4+3)
Ranged mwk shortspear +7 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 12, 1d6), destructive smite 5/day, spontaneous casting (inflict spells)
Spell-Like Abilities (CL 2nd) 5/day—icicle (ranged touch +6, 1d6+1)
Spells Prepared (CL 2nd)
  1st-—Bane (DC 13), Cure Light Wounds (DC 13), Entropic Shield, Obscuring Mist (D)
  0th-Bleed (DC 12), Detect Magic, Guidance, Virtue (D domain spell)
Domain: Destruction, Water
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 12
Base Atk +5; CMB +8; CMD 19
Feats Blind-Fight, Combat Casting, Great Fortitude, Improved Initiative, Lightning Reflexes, Weapon Focus (shortspear)
Skills Climb +7, Heal +7, Perception +6, Stealth +8
  Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
SQ armor training 1
Gear potion of bull’s strength, elixir of fire breath
Other Gear masterwork scale mail, masterwork buckler, ring of protection +1, +1 shock shortspear, 3 masterwork shortspears, stone unholy symbol of Tsathogga (crude frog-shaped idol)
Environment  any underground
Organization solitary, pair, clutch (3-6), squad (7-12 plus 1 cleric or druid of 3rd level and 1-2 monitor lizards), or band (20-80 plus 20% noncombatants, 1 chieftain of 3rd-6th level, 1-3 clerics or druids of 3rd-6th level, and 3-13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)
This humanoid's scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back.

Ogres

Garfig, Ogre Barbarian
CR 11                                                                                                             XP: 12,800
Female ogre barbarian 8
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
AC 20, touch 9, flat-footed 20 (+6 armor, +5 natural, -2 rage, -1 size, +2 deflection)
HP 155 (4d8+8d12+80)
Fort +15, Ref +3, Will +5
Defensive Abilities  improved uncanny dodge, trap sense +2, uncanny dodge; Ref +5 vs. traps; DR 1/-
Speed 40 ft.
Melee Huge +2 warhammer +20/+15/+10 (3d6+11/x3)
Ranged javelin +10 (1d8+9)
Space 10 ft., Reach 10 ft.
Special Attacks rage (23 rounds/day), rage powers (animal fury knockback, no escape, scent)
Str 28, Dex 11, Con 20, Int 8, Wis 11, Cha 7
Base Atk +11; CMB +21; CMD 31
Feats Cleave, Great Cleave, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +5, Climb +16, Intimidate +5, Perception +5, Stealth +0, Swim +11
Languages Giant
SQ fast movement
Gear +2 hide armor, ring of protection +2, Huge +2 warhammer, gold ingot (250 gp)
Ogre Enforcer
CR 7                                                                                                               XP: 3,200
Male ogre barbarian 4
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
AC 20, touch 9, flat-footed 20 (+6 armor, +5 natural, -2 rage, -1 size, +2 deflection)
HP 93 (4d8+4d12+44)
Fort +12, Ref +2, Will +4
Defensive Abilities trap sense +1, uncanny dodge; Ref +3 vs. traps; DR 1/-
Speed 40 ft.
Melee +1 greatclub +15/+10 (2d8+13)
Ranged javelin +6 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks rage (16 rounds/day), rage powers (animal fury, knockback)
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +7; CMB +16; CMD 26
Feats Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +5, Climb +15, Perception +5, Stealth +0
Languages Giant
SQ fast movement
Gear +1 hide armor, ring of protection +1, +1 greatclub, 4 javelins
Crom
CR 12                                                                                                             XP: 19,200
Male Ogre Barbarian 9
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
AC 19, touch 10, flat-footed 18 (+4 armor, +5 natural, -1 size, +1 dodge)
HP 149 (4d8+9d12+73)
Fort +14, Ref +5, Will +6
Defensive Abilities improved uncanny dodge, rage power (guarded stance +2, 6 rounds), rage power (increased damage reduction), trap sense +3; DR 2/-
Speed 40 ft. (40 ft. base)
Melee mwk greatclub + 22/+17/+12 (2d8+12)
Ranged javelin +11 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks  rage power (powerful blow +3)
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +12; CMB +21; CMD 32
Feats Cleave, Improved Sunder, Power Attack, Toughness, Weapon Focus (greatclub)
Skills Climb +19, Intimidate +9, Perception +9, Survival +10
Languages Common, Giant
SQ rage (22 rounds), rage power (renewed vigor 2d8+4)
Gear Mwk greatclub, large hide armor, 100 gp
Environment  temperate or cold hills
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Bron
CR 12                                                                                                              XP: 19,200
Male Ogre Fighter 9
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
AC 22, touch 11, flat-footed 20 (+6 armor, +5 natural, -1 size, +1 dodge)
HP 140 (4d8+9d10+73)
Fort +14, Ref +4, Will +4
Defensive Abilities bravery 2; Will +6 against fear
Speed 30 ft. (40 ft. base)
Melee mwk greatclub + 25/+20/+15 (2d8+16) or unarmed +17/+12/+7 (1d6+10)
Ranged javelin +11 (1d8+8)
Space 10 ft., Reach 10 ft.
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +12; CMB +21; CMD 32
Feats Cleave, Critical Focus (greatclub), Dodge, Greater Weapon Focus, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Climb +13, Intimidate +8, Perception +11
Languages Common, Giant
SQ armor training 2; weapon training (hammers +2, natural +1)
Gear Mwk greatclub, large splint mail armor, 100 gp.
Environment  temperate or cold hills
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Morg, Ogre Smasher
CR 13                                                                                                             XP: 25,600
Male ogre fighter 10
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
AC 17, touch 9, flat-footed 17 (+3 armor, +5 natural, -1 size)
HP 142 (4d8+10d10+66)
Fort +14, Ref +4, Will +6
Defensive Abilities  bravery 3; Will +9 against fear
Speed 30 ft. (40 ft. base)
Melee Mwk greatclub +26/+21/+16 (2d8+16) or slam +17/+12 (1d6+10)
Ranged javelin +12 (1d8+8)
Space 10 ft., Reach 10 ft.
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +13; CMB +22; CMD 32
Feats Cleave, Great Cleave, Greater Weapon Focus (greatclub), Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Climb +7, Intimidate +8, Perception +2, Survival +5
Languages Common, Giant
SQ armor training 2, weapon training (hammers +2, natural +1)
Gear hide armor
Environment  temperate or cold hills
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Ogre Savage
CR 10                                                                                                              XP: 9,600
Ogre barbarian 7
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
AC 16, touch 7, flat-footed 16 (+4 armor, +5 natural, -2 rage, -1 size)
HP 134 (4d8+7d12+71)
Fort +13, Ref +4, Will +5
Defensive Abilities improved uncanny dodge, rage power (guarded stance +2), trap sense +2; DR 1/-
Speed 40 ft.
Melee mwk greatclub + 20/+15 (2d8+12)
Ranged javelin +9 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks rage (12 rounds/day), rage powers (scent)
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +10; CMB +19; CMD 27
Feats Cleave, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Skills Climb +17, Intimidate +7, Perception +9, Survival +8
Languages Common, Giant
SQ rage (18 rounds/day), rage power (no escape), rage power (renewed vigor 2d8+4)
Gear Mwk greatclub, large hide armor, 100 gp

Hobgoblins

Vermer, Hobgoblin Mercenary Leader
CR 10                                                                                                              XP: 9,600
Male hobgoblin ranger 11
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +23
AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)
HP 104 (11d10+44)
Fort +9, Ref +11, Will +4
Defensive Abilities evasion
Speed 30 ft.
Melee +1 short sword +14/+9/+4 (1d6+3/19-20), +1 punching dagger +14/+9/+4 (1d4+2/x3)
Ranged mwk heavy crossbow +16/+11/+6 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +6, undead +4, outsider [evil] +2), quarry
Spells Prepared (CL 8th)
  2nd-Barkskin
  1st-Alarm, Resist Energy, Summon Nature
Str 14, Dex 18, Con 15, Int 13, Wis 12, Cha 14
Base Atk +11; CMB +13; CMD 27
Feats Alertness, Endurance, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Toughness, Two-Weapon Fighting, Weapon Finesse
Skills Climb +15, Diplomacy +7, Knowledge (geography) +19, Knowledge (nature) +15, Perception +23, Sense Motive +9, Stealth +25, Survival +19
  Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ woodland stride, favored terrain (urban +4, plains +2), hunter’s bond (companions), swift tracker, two-weapon combat style, wild empathy +13
Gear +2 elven chain, +1 short sword, +1 punching dagger, masterwork heavy crossbow, 20 crossbow bolts, gold crossbow bolt (10 gp), pouch with 45 gp
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblin, First Sergeant
CR 7                                                                                                               XP: 3,200
Male hobgoblin fighter 8
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 26, touch 14, flat-footed 23 (+9 armor, +2 Dex, +3 shield, +1 dodge)
HP 51 (8d10+7)
Fort +9, Ref +6, Will +3
Defensive Abilities bravery +2; Will +5 vs. fear
Speed 30 ft.
Melee +1 trident +15/+10 (1d8+7) or +1 club +12/+7 (1d6+4)
Ranged +1 trident +12 (1d8+4)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (spears +1)
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 24
Feats Alertness, Dodge, Greater Weapon Focus (Trident), Improved Initiative, Lightning Reflexes, Quick Draw, Toughness, Weapon Focus (Trident), Weapon Specialization (Trident)
Skills Climb +5, Intimidate +6, Perception +9, Sense Motive +5, Stealth +5
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 2
Gear 2 thunderstones
Other Gear +1 half-plate, +1 heavy steel shield, +1 trident, +1 club, jade comb (25 gp), silver scroll tube (35 gp) filled with fine sand
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblin, Second Sergeant
CR 9                                                                                                               XP: 6,400
Female hobgoblin ranger 4/rogue 6
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +17
AC 18, touch 14, flat-footed 16 (+3 armor, +4 Dex, +1 shield)
HP 78 (4d10+6d8+20)
Fort +7, Ref +13, Will +5
Defensive Abilities evasion, trap sense +2, uncanny dodge; Ref +15 vs. traps
Speed 30 ft.
Melee mwk scimitar +13/+8 (1d6+1/18–20)
Ranged +1 light crossbow +13/+8 (1d8+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks  favored enemy (outsider [evil] +2), rogue talent (surprise attack), sneak attack +3d6
Spells Prepared (CL 1st)
  1st-—Entangle (DC 13)
Str 13, Dex 18, Con 12, Int 10, Wis 15, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +13, Climb +14, Disable Device +16, Escape Artist +15, Handle Animal +8, Knowledge (local) +13, Perception +17, Stealth +25, Survival +9
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ archery combat style, favored terrain (urban +2*), hunter’s bond (animal companion—viper named Chyss), rogue talent (fast stealth, finesse rogue), trapfinding, wild empathy +5
Gear 4 applications of Medium spider venom (Injury; save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save); Other Gear bracers of armor +3, +1 buckler, masterwork scimitar, +1 light crossbow, 20 crossbow bolts, 100-ft. silk rope, pouch with 38 sp and 9 pp
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
CHYSS, ANIMAL COMPANION
Female viper (Pathfinder Roleplaying Game Bestiary “Familiar, Viper”)
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 7 (2d8–2)
Fort +2; Ref +6; Will +1
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11
Languages link with master
SQ share spells
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save
Hobgoblin Shaman
CR 6                                                                                                               XP: 2,400
Hobgoblin cleric of Asmodeus 7
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
Aura lawful, evil
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 38 (7d8+7)
Fort +4, Ref +4, Will +8
Speed 20 ft.
Melee +1 spear +7 (1d8+2/x3); touch +6
Ranged +1 spear +7 (1d8+2/x3)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 16, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 7th, melee touch +6) 6/day—touch of evil (3 rounds), touch of law
Spells Prepared (CL 7th)
  4th-Orders Wrath (D DC 17), Poison (DC 17)
  3rd-Glyph of Warding (DC 16), Invisibility Purge, Magic Circle Against Chaos (D), Magic Vestment
  2nd-Align Weapon (evil only D), Augury, Chant, Death Knell (DC 15), Summon Monster II
  1st-Bane (DC 14), Cause Fear (DC 14), Command (DC 14), Cure Light Wounds (DC 14), Detect Undead, Protection from Good (D)
  0th-Create Water, Detect Poison, Purify Food and Drink, Stabilize (D domain spell)
Domain: Evil, Law
During Combat The battle priest casts righteous might immediately, trusting that it will protect her and make her a beacon for her allies, then casts blessing of fervor to bolster her allies. After that, she begins to antagonize her foes, typically starting by casting blindness/deafness against an enemy commander.
Str 12, Dex 15, Con 9, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Alertness, Rapid Reload, Toughness, Weapon Focus (spear)
Skills Knowledge (religion) +6, Perception +8, Sense Motive +12, Stealth +3
Languages Common, Goblin
Gear divine scroll (CL 7: bull’s strength), divine scroll (CL 7: cure critical wounds), divine scroll (CL 7: dispel magic), 4 applications of Medium spider venom (Injury; save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save)
Other Gear masterwork chainmail, +1 spear, copper unholy symbol of Set (15 gp), pouch with 3d6 gp
Chant
School conjuration [creation]     Level Cleric 2, Paladin 2
Casting Time 1 standard action
Components V, S, DF
Range 40 ft.
Area all allies and foes within a 40-ft. burst centered on you
Duration concentration; maximum 5 minutes per level
Saving Throw none
Spell Resistance no
As long as you chant, you bring special favor upon your allies and bring disfavor to your enemies. You and your allies gain a +1 luck bonus on all attack rolls, saves, and skill checks while your foes suffer a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a failed concentration check, a silence spell, or your speaking or casting another spell, ends the effect. As an exception to the general rule, the effects of this spell stack with those of a prayer spell if cast by a cleric of the same deity and alignment during your chanting
Hobgoblin Archer
CR 5                                                                                                           XP: 1,600
Hobgoblin ranger 6
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
HP 57 (6d10+24)
Fort +7, Ref +7, Will +3
Defensive Abilities bravery +1
Speed 30 ft.
Melee dagger +7/+2 (1d4+1/19–20)
Ranged mwk composite longbow [+1 Str] +7/+7/+2 (1d8+1/x3)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +4, undead +2)
Spells Prepared (CL 3rd)
  1st-—Detect Snares and Pits, Resist Energy
Str 12, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 15
Feats Endurance, Improved Initiative, Manyshot, Rapid Shot, Toughness, Weapon Focus (composite longbow)
Skills Climb +10, Heal +10, Knowledge (geography) +9, Perception +10, Stealth +15, Survival +10
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ archery combat style, favored terrain (plains +2), hunter’s bond (companions), wild empathy +4
Gear tanglefoot bag; Other Gear +1 studded leather armor, +1 buckler, masterwork composite longbow [+1 Str], 40 arrows, dagger, pouch with 1d10+2 gp and 2d6 sp
Father Death, Hobgoblin Cleric
CR 7                                                                                                               XP: 3,200
Hobgoblin cleric of Nergal 8
NE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 19, touch 16, flat-footed 15 (+3 armor, +4 Dex, +2 deflection)
HP 55 (8d8+16)
Fort +7, Ref +6, Will +12
Speed 20 ft.
Melee +1 wounding scythe +9/+4 (2d4+4/x4 plus 1 bleed and trip)
Ranged sling +10/+5 (1d4)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 5/day (DC 16, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 8th) 8 rounds/day—master’s illusion 7/day—bleeding touch, copycat
Spells Prepared (CL 8th)
  4th-Confusion (DC 18; D), Cure Critical Wounds, Repel Vermin (DC 18), Unholy Channel
  3rd-—Animate Dead (D), Bestow Curse (DC 17), Cure Serious Wounds, Magic Vestment, Speak With Dead (DC 17)
  2nd-Bears Endurance, Death Knell (DC 16; D), Lesser Restoration, Sound Burst (DC 16), Spiritual Weapon (+10/+5 attack, 1d8+2 damage)
  1st-Bane (DC 15), Cause Fear (DC 15; D), Command (DC 15), Cure Light Wounds (x2), Sanctuary (DC 15)
  0th-Create Water, Purify Food and Drink, Read Magic, Stabilize (D domain spell)
Domain: Death, Trickery
Str 15, Dex 18, Con 13, Int 12, Wis 18, Cha 15
Base Atk +6; CMB +8; CMD 24
Feats Alignment Channel (chaos), Iron Will, Scribe Scroll, Spell Penetration
Skills Diplomacy +13, Heal +14, Knowledge (religion) +9, Spellcraft +10, Stealth +8
Languages Common, Goblin, Infernal
SQ death’s embrace
Gear 2 divine scrolls (CL: cure moderate wounds), divine scroll (CL: cure critical wounds), divine scroll (CL: neutralize), divine scroll (CL: bull’s strength), divine scroll (CL 8: glyph of warding), divine scroll (CL 8: condemned, dead man’s eyes, grim feast)
Other Gear black and rust-red robes, masterwork studded leather armor, ring of protection +2, +1 wounding scythe, sling, pouch with 10 bolts, holy symbol, healer’s kit, pouch with 158 iron bits
Condemned
School necromancy     Level Cleric 4
Casting Time 1 round
Components V, S, M (powdered skull, graveyard mold, and a dead man’s blood)
Range touch
Targets one living creature
Duration permanent
Saving Throw Fortitude negates
Spell Resistance yes
A victim struck by this touch attack that fails its save cannot benefit from the healing effects of positive energy (cure spells, channel positive energy, etc.) until the condition is removed by a dispel magic or remove curse. Natural healing still works normally. It does not, however, prevent the damaging effects of such spells and abilities to undead creatures.
Dead Man's Eyes
School divination     Level Bard 2, Cleric 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (50 gp gem placed over each eye of the corpse)
Range touch
Targets one dead creature
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
By peering into a dead creature’s eyes, you may see 1 minute/level preceding the corpse’s death as seen by the dead creature (for example, if the creature died in its sleep there is likely little to see). You see these events in compressed time, 1 round for every minute of the corpse’s past. A successful DC 15 concentration check gives near-perfect recall of the events; failure indicates fuzzy recall and partial details. A roll of a natural 1 indicates a mangled, inaccurate version of events.
You may dismiss the spell at any point, but if you witness the creature’s fi nal moment and it was a violent death, you immediately suffer 2d6 points of nonlethal damage from the empathic resonance of the death.
Grim Feast
School necromancy [evil] Level Cleric 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft. level)
Targets up to one fresh corpse/level
Duration instantaneous
Saving Throw none
Spell Resistance no
You can cure yourself of 1d4 lost hit points per affected corpse by casting this spell on the bodies of size Small or larger, formerly living, creatures that died within the last hour. Dead bodies used in this way shrivel up and become unusable for anything else, including animation.
Unholy Channel
School necromancy [evil]     Level Cleric/Oracle 4
Casting Time 1 round
Components V, S, DF
Range touch
Targets one undead creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless)
Spell Resistance yes
With this spell you may establish a link with an undead creature that you command. Through this link you may cast any single-target inflict spells to heal the undead creature as long as it is within long range (400 ft. + 40 ft./level). If you are also undead, any cure spell cast upon you has a 50% chance to harm either you or the undead recipient of your unholy channel, regardless of who was the original target of the spell. If the cure spell requires a Will or Reflex save, then the targeted creature must make the saving throw to determine the effects of the spell. If the spell allows a Fortitude save, then the creature affected must make the saving throw. You can only have one unholy channel in effect at any given time. An unholy channel cannot be established with a living creature.
Tunker, Hobgoblin Fighter
CR 5                                                                                                                XP: 1,600
Hobgoblin fighter 6
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 23, touch 14, flat-footed 21 (+9 armor, +2 Dex, +2 deflection)
HP 59 (6d10+12)
Fort +7, Ref +4, Will +2
Speed 20 ft.
Melee +1 battleaxe +11/+6 (1d8+4/x3)
Ranged longbow +8/+3 (1d8/x3)
Space 5 ft., Reach 5 ft.
Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 6
Base Atk +6; CMB +9; CMD 23
Feats Cleave, Great Cleave, Improved Critical (battleaxe), Power Attack, Toughness, Vital Strike, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Climb +6, Stealth +0, Survival +9
  Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ armor training 1, bravery +2, weapon training 1 (axes)
Gear +1 full plate of light fortification, masterwork heavy steel shield, +1 battleaxe, bag of 256 gp.
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Olaf Mantracker, Hobgoblin Thrasher
CR 7                                                                                                                 XP: 3,200
Male hobgoblin fighter 6/rogue 2
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +12
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
HP 80 (6d10+2d8+30)
Fort +9, Ref +8, Will +4
Defensive Abilities bravery +2, evasion; Will +6 vs. fear
Speed 30 ft.
Melee +1 greatclub +13/+8 (1d10+8)
Ranged mwk heavy crossbow +10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks sneak attack +2d6, weapon training (hammers +1)
Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Base Atk +7; CMB +10; CMD 22
Feats Alertness, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stealthy, Toughness, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Bluff +9, Climb +8, Diplomacy +8, Escape Artist +1, Intimidate +9, Perception +12, Sense Motive +8, Stealth +19
  Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ armor training 1, rogue talents (surprise attack), trapfinding +1
Gear +1 greatclub, heavy crossbow, 10 bolts, +1 stealth chainmail, amulet of natural armor +1, cloak of resistance +1, cloth purse with 2 pp, and 24 gp
Treasure
Stealth Chain 
Available in shirt or full suit, this chainmail has black silk strands painstakingly circling every link of chain, concealing the metal and muffling the clinking of the armor. The silk reduces the armor check penalty to Stealth checks by 4, though the full penalty still applies to all other skills. Cost: 500 gp plus armor cost.
Hobgoblin Bosun
CR 8                                                                                                              XP: 4,800
Hobgoblin corsair *9
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 21, touch 18, flat-footed 16 (+3 armor, +4 Dex, +3 dodge)
HP 81 (9d10+27)
Fort +48, Ref +10, Will +3
Defensive Abilities canny defense, uncanny dodge
Speed 30 ft.
Melee +1 cutlass +14/+9 (18-20/x2, 1d6+3) or unarmed strike +13/+8 (1d3+2)
Space 5 ft., Reach 5 ft.
Special Attacks dirty fighting +2d4
Str 14, Dex 18, Con 14, Int 8, Wis 10, Cha 14
Base Atk +9; CMB +11; CMD 28
Feats Athletic, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Rope Monkey, Sea Legs, Spring Attack, Toughness, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Climb +7, Intimidate +15, Perception +6, Profession (sailor) +10, Stealth +7
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ improvised weapon fighting, fast on your feet
Gear +1 cutlass, +1 leather armor of authority
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure ornamental gold bracer (80 gp), pouch containing
11 gp, 4 sp, 23 cp)
*For corsair class details, see the Freeport Companion, pages 12-15.