Tuesday, February 19, 2019

Funny she didn't look Druish

Niva, Primal Druid
CR 9                                                                                                               XP: 6,400
Female human druid 10
N Medium humanoid (human)
Init +1; Senses Perception +13
AC 15, touch 11, flat-footed 14 (+4 natural, +1 Dex)
HP 68 (10d8+20)
Fort +8, Ref +4, Will +8
Defensive Abilities resist nature’s lure; Will +12 vs. fey and plants; Immune poison
Speed 30 ft.
Melee mwk club +7/+2 (1d6-1)
Special Attacks spontaneous casting (summoning spells)
Spells Prepared (CL 10th)
  5th-Call Lightning Storm (DC 20), Insect Plague, Stoneskin
  4th-Air Walk, Cure Serious Wounds, Dispel Magic, Flame Strike (DC 19)
  3rd-Call Lightning (DC 18), Dominate Animal (DC 18), Greater Magic Fang, Protection from Energy
  2nd-Animal Messenger, Barkskin (already cast), Gust of Wind (DC 17), Heat Metal, Tree Shape
  1st-Calm Animals (DC 16), Charm Animal (DC 16), Entangle (DC 16), Goodberry, Longstrider, Speak With Animals
  0th-Detect Magic, Guidance, Know Direction, Stabilize, Virtue
Str 8, Dex 12, Con 13, Int 16, Wis 20, Cha 18
Base Atk +7; CMB +6; CMD 17
Skills Bluff +20, Diplomacy +12, Escape Artist +3, Handle Animal +12, Heal +18, Knowledge (nature) +18, Perception +13, Sense Motive +15, Spellcraft +11, Stealth +13, Survival +20, Swim +4
Languages Auran, Common, Druidic, Sylvan, Terran
SQ nature bond, nature sense, trackless step, wild empathy +14, wild shape 4/day, woodland stride
Gear lesser metamagic rod (extend), minor circlet of blasting, elixir of hiding
Other Gear mwk club, cloak of elvenkind
DEATHMANE
CR 4                                                                                                               XP 1,200
Male kamadan (The Tome of Horrors Revised 245)
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 30 (4d10+8)
Fort +6; Ref +6; Will +2
Spd 40 ft.
Melee 2 claws +7 (1d6+4), bite +7 (1d8+4), and 6 snakes +2 (1d4)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks sleep breath, snakes
Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Dodge, Skill Focus (Perception)
Skills Acrobatics +6 (+14 balance), Perception +8, Stealth +7 (+15 undergrowth)
Sleep Breath (Su) Cone of sleep, 30 feet, every 1d4 rounds (but not more than 5/day); DC 14 Fortitude negates. Creatures with 4 HD or less do not receive a save to avoid the effects; they are automatically affected. Otherwise, as the sleep spell (caster level 8th). There is no HD limit to the number of creatures that can be affected. The save DC is Constitution-based.
Snakes (Ex) Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamadan’s Strength bonus to damage.
Jeraldus, Awakener Druid
CR 7                                                                                                                    XP: 3,200
Male human druid 8
N Medium humanoid (human)
Init +9; Senses Perception +13
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
HP 55 (8d8+16)
Fort +7, Ref +7, Will +8
Defensive Abilities resist nature’s lure; Will +12 vs. fey and plants
Speed 30 ft.
Melee spear +8/+3 (1d8+1/x3)
Ranged +1 seeking sling +12/+7 (1d4+1)
Special Attacks spontaneous casting (summoning spells)
Spells Prepared (CL 8th)
  4th-Ice Storm, Rusting Grasp
  3rd-Cure Moderate Wounds, Sleet Storm, Snare
  2nd-Barkskin, Cats Grace, Spider Climb, Warp Wood (DC 14)
  1st-Entangle (DC 13), Faerie Fire, Obscuring Mist, Shillelagh, Speak With Animals
  0th-Detect Magic, Flare (DC 12), Mending, Resistance
Str 13, Dex 20, Con 12, Int 10, Wis 15, Cha 13
Base Atk +6; CMB +7; CMD 22
Feats Alertness, Augment Summoning, Improved Initiative, Natural Spell, Weapon Focus (spear)
Skills Craft (woodworking) +9, Handle Animal +12, Heal +9, Knowledge (nature) +15, Perception +13, Sense Motive +10, Survival +11
Languages Common, Druidic
SQ nature bond, nature sense, trackless step, wild empathy +9, wild shape 3/day, woodland stride
Gear potion of sanctuary
Other Gear potion of sanctuary; Other Gear +1 leather armor, spear, sling, 25 +1 seeking sling bullets
KREEYAAK
CR 2                                                                                                               XP 600
Male scythe falcon (Creature Collection 165)
N Tiny magical beast
Init +7; Senses darkvision 120 ft., low-light vision; Perception +6
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 11 (2d10)
Fort +3; Ref +8; Will +2
Spd 20 ft., fly 240 ft. (average)
Melee 2 talons +3 (1d4–1) and scythe wing +3 (1d6–1/18–20 plus dismemberment)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks dismemberment
Str 8, Dex 17, Con 10, Int 5, Wis 14, Cha 6
Base Atk +2; CMB +3; CMD 13
Feats DodgeB, Flyby Attack, Improved InitiativeB, Lightning ReflexesB, MobilityB
Skills Fly +8, Perception +6, Stealth +11
Dismemberment (Ex) If a scythe falcon scores a critical hit with its scythe wing attack, roll d6 for the results of dismemberment instead of a critical multiplier: 1 = head, victim dies instantly; 2 = right arm, victim loses 33% of current hp; 3 = left arm, victim loses 33% of current hp; 4 = right leg, victim loses 50% of current hp; 5 = left leg, victim loses 50% of current hp, 6 = torso badly slashed, victim loses 50% of normal total hp.
Scront, Orcish Blood Painter
CR 6                                                                                                                 XP: 2,400
Male orc druid 7
N Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +2
AC 18, touch 10, flat-footed 18 (+4 armor, +2 natural, +2 shield)
HP 63 (7d8+28)
Fort +7, Ref +2, Will +7
Defensive Abilities ferocity, resist nature’s lure; Will +11 vs. fey and plants; Weaknesses light sensitivity
Speed 30 ft.
Melee +1 scimitar +11 (1d6+6/18-20)
Ranged javelin +5 (1d6+5)
Space 5 ft., Reach 5 ft.
Special Attacks spontaneous casting (summoning spells)
Spells Prepared (CL 7th)
  4th-Cure Serious Wounds
  3rd-Poison (DC 15), Spike Growth (DC 15)
  2nd-Bears Endurance, Bulls Strength, Cats Grace, Flame Blade (melee touch +10, 1d8+3 plus fire)
  1st-Entangle (DC 13), Hide from Animals, Magic Fang, Longstrider, Produce Flame (melee touch +10, ranged touch +5)
  0th-Detect Poison, Guidance, Mending, Resistance
Str 21, Dex 11, Con 16, Int 8, Wis 14, Cha 6
Base Atk +5; CMB +10; CMD 20
Feats Cleave, Combat Casting, Power Attack, Weapon Focus (scimitar)
Skills Craft (weaving) +4, Handle Animal +5, Knowledge (nature) +5, Ride +5, Survival +14
Languages Common, Druidic, Orc
SQ nature bond, nature sense, trackless step, wild empathy +5, wild shape 2/day, woodland stride
Gear hide armor, heavy wooden shield, amulet of natural armor +2, +1 scimitar
Ferocity (Ex) An orc remains conscious and can continue fighting even if its hit point total is below 0. The orc is still staggered and loses 1 hit point each round. The orc still dies when its hit point total reaches –12.
Light Sensitivity (Ex) Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
CH’H 
CR 3                                                                                                               XP 800
Female giant saw-toothed beetle (The Tome of Horrors II 16)
N Medium vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 32 (5d8+10)
Fort +6; Ref +1; Will +1
Immune vermin traits
Spd 30 ft., climb 10 ft.
Melee bite +5 (2d6+3 plus grab)
Str 15, Dex 11, Con 14, Int —, Wis 10, Cha 6
Base Atk +3; CMB +5 (+9 grapple); CMD 15 (19 vs. trip)
Grab (Ex) A giant saw-toothed beetle is able to use its grab ability against of Medium size or smaller. On a successful hold, it deals automatic bite damage each round.
Phyllox, Gnome Druid
CR 13                                                                                                             XP: 25,600
Male gnome druid 14
NE Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +24
AC 20, touch 12, flat-footed 16 (+8 armor, +3 Dex, +1 size)(+1 dodge vs. giants)
HP 84 (10d8+2d6+12)
Fort +11, Ref +7, Will +14; +2 vs. illusions, +1 vs. fear effects
Defensive Abilities defensive training; Will +16 vs. illusion; Immune venom
Speed 20 ft.
Melee staff of swarming insects +10 (1d6)
Ranged composite longbow +15/+10 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks hatred (+1 attack vs. reptilian and goblinoids), spontaneous casting [summon nature’s ally (vermin)]
Spell-Like Abilities (CL 14th) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Spells Prepared (CL 14th)
  7th-– Creeping Doom, Fire Storm (DC24)
  6th-Anti-Life Shell, Wall of Stone
  5th-Baleful Polymorph (DC 22), Call Lightning Storm (DC 22), Insect Plague, Stone Skin
  4th-Air Walk, Ice Storm, Flame Strike (DC 21), Giant Vermin, Spike Stones
  3rd-Contagion (DC 20), Greater Magic Fang, Poison (DC 20), Protection from Energy, Sleet Storm
  2nd-Barkskin, Cats Grace, Flaming Sphere, Gust of Wind, Owls Wisdom
  1st-Charm Animal, Faerie Fi Re, Jump, Longstrider, Obscuring Mist, Produce Flame
  0th-Detect Magic, Light, Resistance, Stabilize
Str 10, Dex 16, Con 15, Int 14, Wis 21, Cha 17
Base Atk +10; CMB +9; CMD 19
Feats Augment Summoning, Combat Casting, Dodge, Greater Spell Focus (conjuration), Natural Spell, Spell Focus (conjuration)
Skills Craft (armor) +4, Fly +20, Handle Animal +20, Heal +21, Perception +24, Spellcraft +19, Survival +22
  Racial Modifiers +2 Perception, Craft (armor)+2
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ a thousand faces, nature bond, nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (6/day), woodland stride
Gear staff of swarming insects (28 charges), +2 small wild full chitin plate armor (+8 AC), cape of the mountebank, potions of cure serious wounds (x2).
Environment  any land
Organization solitary, pair, or gang (3-5)
A strange, multicolored creature stands before you.
Phyllox is ancient, with weathered skin and coalblack eyes that reflect his hatred. Scrawny and frail, he never travels without his staff. Phyllox is dedicated to the ruination of civilization and the spread of pestilence. Clever and powerful, he often assumes the forms of a tiny fire beetle or a gargantuan centipede. The druid is hesitant wild shaping into a gargantuan vermin unless the room offers space for the form to provide him an advantage. Aside from his enhanced conjuration spells, he favors casting fire storm down long passages on unsuspecting victims.
FLASH FIRE BEETLE COMPANION
N Medium vermin
Init +1; Senses low-light vision; Perception +0
AC 21, touch 11, fl at-footed 20 (+11 natural, +1 Dex)
hp 94 (12d8+24)
Fort +12, Ref +9, Will +4
Defensive Abilities evasion; Immune mind-affecting effects
Speed 30 ft., fly 30 ft. (poor)
Melee bite +14 (1d6+5)
Str 20, Dex 13, Con 15, Int —, Wis 10, Cha 7
Base Atk +9; CMB +14; CMD 15 (23 vs. trip)
Skills Fly +13
SQ luminescence, link, share spells
Luminescence (Ex) A fire beetle’s glowing glands provide light in a 15-foot radius. A dead fi re beetle’s luminescent glands continue to glow for 1d6 days after its death. Although nocturnal, the fire beetle lacks darkvision—it relies on its own glowing glands for illumination.
Flash Beetle (Ex): A flash beetle is an advanced fire beetle that can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 15-foot burst must make a DC 18 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitutionbased.Base Atk +10; CMB +9; CMD 22
Feats Augment Summoning, Combat Casting, Dodge, Greater Spell Focus (conjuration), Natural Spell, Shape Master*, Spell Focus (conjuration)
Skills Craft (armor) +4, Fly +20, Handle Animal (vermin) +20, Heal +21, Perception +24, Spell Craft +19, Survival +22; Racial Modifi cations Perception +2, Craft (armor) +2
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ a thousand faces, nature bond, nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (6/day), woodland stride
Combat Gear: staff of swarming insects (28 charges), +2 small wild full chitin plate armor (+8 AC), cape of the mountebank, potions of cure serious wounds (x2).
Phyllox, Gnome Druid (Gargantuann Centipede Form)
CR 13                                                                                                            XP: 25,600
Male gnome druid 14
NE Gargantuan humanoid (augmented gnome)
Init +0; Senses darkvision 60ft., low-light vision; Perception +24
AC 22, touch 4, flat-footed 22 (+8 armor, -4 size)(+1 dodge vs. giants, +10 natural)
HP 119 (14d12+28)
Fort +11, Ref +4, Will +14; +2 vs. illusions, +1 vs. fear effects
Defensive Abilities defensive training; Will +16 vs. illusion; Immune venom
Speed 40 ft., climb 40 ft.
Melee bite +10 (2d8+4 plus poison)
Space 20 ft., Reach 20 ft.
Special Attacks hatred (+1 attack vs. reptilian and goblinoids), spontaneous casting [summon nature’s ally (vermin)]
Spell-Like Abilities (CL 14th) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Spells Prepared (CL 14th)
  7th-– Creeping Doom, Fire Storm (DC24)
  6th-Anti-Life Shell, Wall of Stone
  5th-Baleful Polymorph (DC 22), Call Lightning Storm (DC 22), Insect Plague, Stone Skin
  4th-Air Walk, Ice Storm, Flame Strike (DC 21), Giant Vermin, Spike Stones
  3rd-Contagion (DC 20), Greater Magic Fang, Poison (DC 20), Protection from Energy, Sleet Storm
  2nd-Barkskin, Cats Grace, Flaming Sphere, Gust of Wind, Owls Wisdom
  1st-Charm Animal, Faerie Fi Re, Jump, Longstrider, Obscuring Mist, Produce Flame
  0th-Detect Magic, Light, Resistance, Stabilize
Str 18, Dex 10, Con 15, Int 14, Wis 21, Cha 17
Base Atk +10; CMB +18; CMD 25
Feats Augment Summoning, Combat Casting, Dodge, Greater Spell Focus (conjuration), Natural Spell, Spell Focus (conjuration)
Skills Craft (armor) +4, Fly +9, Handle Animal +20, Heal +21, Perception +24, Spellcraft +19, Survival +22
  Racial Modifiers +2 Perception, Craft (armor)+2
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ a thousand faces, nature bond, nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (6/day), woodland stride
Gear staff of swarming insects (28 charges), +2 small wild full chitin plate armor (+8 AC), cape of the mountebank, potions of cure serious wounds (x2).
Environment  any land
Organization solitary, pair, or gang (3-5)
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
A strange, multicolored creature stands before you.
Phyllox is ancient, with weathered skin and coalblack eyes that reflect his hatred. Scrawny and frail, he never travels without his staff. Phyllox is dedicated to the ruination of civilization and the spread of pestilence. Clever and powerful, he often assumes the forms of a tiny fire beetle or a gargantuan centipede. The druid is hesitant wild shaping into a gargantuan vermin unless the room offers space for the form to provide him an advantage. Aside from his enhanced conjuration spells, he favors casting fire storm down long passages on unsuspecting victims.
Ilban, Broodhatch Nantuko
CR 9                                                                                                               XP: 6,400
Male human druid 10
NE Medium humanoid (human)
Init +2; Senses Perception +16
AC 26, touch 16, flat-footed 23 (+8 armor, +2 Dex, +2 natural, +2 deflection, +1 dodge)
HP 72 (10d8+16)
Fort +8, Ref +5, Will +10
Immune vemom
Speed 30 ft.
Melee mwk sickle +11/+6 (1d6+3 plus trip)
Special Attacks spontaneous casting (summoning spells)
Spell-Like Abilities (CL 10) speak with animal (vermin) 13 rounds /day
Spells Prepared (CL 10th)
  5th-Beast Shape III (D), Insect Plague, Stone Skin
  4th-Flame Strike (DC 17), Giant Vermin, Rusting Grasp, Summon Natures Ally IV (D vermin only)
  3rd-Dominate Animal (D), Greater Magic Fang, Poison (DC 16), Protection from Energy, Sleet Storm
  2nd-Bears Endurance, Bulls Strength, Chill Metal (DC 15), Flaming Sphere, Hold Animal (D), Soften Earth and Stone
  1st-Calm Animal (D), Endure Elements, Faerie Fire, Jump, Longstrider, Produce Flame
  0th-Know Direction, Light, Resistance, Stabilize (D domain spell)
Domain: animal (vermin)
Str 17, Dex 14, Con 13, Int 8, Wis 17, Cha 16
Base Atk +7; CMB +10; CMD 25
Feats Augment Summoning, Dodge, Eschew Materials, Fleet, Natural Spell, Spell Focus (conjuration)
Skills Fly +15, Handle Animal +14, Perception +16, Survival +16
Languages Common, Druidic
SQ nature bond (domain), nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (4/day), woodland stride
Gear masterwork sickle, chitin half plate armor (+5), heavy insect-carapace shield (+2), ring of mind shielding, ring of protection +2, amulet of natural armor +2
Ilban is strikingly handsome and confident. He resents this assignment and detests Ethea and her crude manners. Ilban prides himself on his appearance. He is served by a trained ankheg.
TRAINED ANKHEG 
CR 3
XP: 800
N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision, tremorsense  60 ft.; Perception +8
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
HP 28 (3d10+12)
Speed 30 ft., burrow 20 ft.
Melee bite +5 (2d6+4 plus 1d4 acid and grab)
Space 10 ft., Reach 5 ft.
Special Attacks spit acid
Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +8, Perception +8
Environment temperate or warm plains
Organization solitary, pair, or nest (3-6)
Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage.  As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.
This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.
Ilban, Broodhatch Nantuko (Mantis Form)
CR 9                                                                                                              XP: 6,400
Male human druid 10
NE Huge humanoid (augmented human (praying mantis))
Init +0; Senses darkvison 60ft.; Perception +16
AC 20, touch 12, flat-footed 20 (+8 natural, +2 deflection, +1 dodge, -2 size)
HP 72 (10d8+16)
Fort +8, Ref +3, Will +10
Immune vemom
Speed 35 ft., climb 95 ft., fly 90 ft. (average)
Melee 2 claws +11 (1d8+6 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks lunge, mandibles, sudden strike spontaneous casting [summon nature’s ally (vermin)]
Spell-Like Abilities (CL 10) speak with animal (vermin) 13 rounds /day
Spells Prepared (CL 10th)
  5th-Beast Shape III (D), Insect Plague, Stone Skin
  4th-Flame Strike (DC 17), Giant Vermin, Rusting Grasp, Summon Natures Ally IV (D vermin only)
  3rd-Dominate Animal (D), Greater Magic Fang, Poison (DC 16), Protection from Energy, Sleet Storm
  2nd-Bears Endurance, Bulls Strength, Chill Metal (DC 15), Flaming Sphere, Hold Animal (D), Soften Earth and Stone
  1st-Calm Animal (D), Endure Elements, Faerie Fire, Jump, Longstrider, Produce Flame
  0th-Know Direction, Light, Resistance, Stabilize (D domain spell)
Domain: animal (vermin)
Str 23, Dex 10, Con 13, Int 8, Wis 17, Cha 16
Base Atk +7; CMB +15; CMD 28
Feats Augment Summoning, Dodge, Eschew Materials, Fleet, Natural Spell, Spell Focus (conjuration)
Skills Fly +11, Handle Animal +16, Perception +16, Survival +16
Languages Common, Druidic
SQ nature bond (domain), nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (4/day), woodland stride
Gear masterwork sickle, chitin half plate armor (+5), heavy insect-carapace shield (+2), ring of mind shielding, ring of protection +2, amulet of natural armor +2
Lunge (Ex) Ilban’s limbs are capable of reaching much farther than normal for a creature of his size. As a full attack action, he can make a single attack with his claws at double the normal reach. When he attacks with a claw in this manner, he gains a +4 bonus on his attack roll. He cannot make attacks of opportunity with his lunge.
Mandibles (Ex) When Ilban grabs a foe, he can make a bite attack against that foe as a secondary attack. The bite has a +6 attack that infl icts 2d6+3 points of damage on a hit.
Sudden Strike (Ex) As a giant mantis, he is particularly adept at moving quickly when his foes are surprised. During a surprise round, Ilban may act as if he had a full round to act, rather than just one standard action.
Ethea. Avid Reclaimer
CR 10                                                                                                                XP: 9,600
Female human druid 6/fighter 5
NE Medium humanoid (human)
Init +1; Senses Perception +11
AC 23, touch 14, flat-footed 21 (+2 deflection, +9 armor, +1 Dex)
HP 67 (6d8+5d10+11)
Fort +6, Ref +3, Will +7
Speed 30 ft.
Melee +3 scythe +16/+11 (2d4+9/x4 plus trip)
Special Attacks spontaneous casting [summon nature’s ally (vermin)]
Spells Prepared (CL 6th)
  3rd-Greater Magic Fang, Poison
  2nd-Barkskin, Bears Endurance, Bulls Strength, Cats Grace
  1st-Cure Light Wounds, Jump, Longstrider, Obscuring Mist
  0th-Detect Magic, Light, Resistance, Virtue
Str 19, Dex 12, Con 12, Int 11, Wis 15, Cha 10
Base Atk +9; CMB +13; CMD 26
Feats Augment Summoning, Cleave, Dodge, Great Cleave, Improved Critical (scythe), Natural Spell, Power Attack, Spell Focus (conjuration), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Skills Climb +13, Fly +10, Handle Animal +14, Perception +11, Survival +16
Languages Common, Druidic
SQ armor training 1, bravery +2, nature bond, nature sense, orisons, resist nature’s lure, trackless step, weapon training 1 (blades), wild empathy, wild shape (2/day), woodland stride
Gear +3 scythe, +2 chitin full plate armor (+9), ring of protection +1
This large woman constantly scowls. She persistently badgers and belittles Ilban and anyone else crossing her path. She is gruff and robust with an attitude and voice resembling a seasoned sailor. Ethea’s vermin companion died during an unfortunate geyser eruption — which she still blames on Ilban.
Ethea. Avid Reclaimer (Scorpion Form)
CR 10                                                                                                           XP: 9,600
Female human druid 6/fighter 5
NE Large humanoid (augmented human (scorpion))
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +15
AC 23, touch 12, flat-footed 23 (+2 deflection, +7 armor, -1 size, +4 natural)
HP 67 (6d8+5d10+11)
Fort +6, Ref +2, Will +7
Speed 30 ft.
Melee 2 claws +17 (1d6+8 plus grab), sting +17 (1d6+8 plus poison)
Space 10 ft.
Special Attacks spontaneous casting [summon nature’s ally (vermin)], constrict (1d6+6)
Spells Prepared (CL 6th)
  3rd-Greater Magic Fang, Poison
  2nd-Barkskin, Bears Endurance, Bulls Strength, Cats Grace
  1st-Cure Light Wounds, Jump, Longstrider, Obscuring Mist
  0th-Detect Magic, Light, Resistance, Virtue
Str 23, Dex 10, Con 12, Int 11, Wis 15, Cha 10
Base Atk +9; CMB +16; CMD 28
Feats Augment Summoning, Cleave, Dodge, Great Cleave, Improved Critical (scythe), Natural Spell, Power Attack, Spell Focus (conjuration), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Skills Climb +17, Fly +9, Handle Animal +14, Perception +15, Survival +16
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Druidic
SQ armor training 1, bravery +2, nature bond, nature sense, orisons, resist nature’s lure, trackless step, weapon training 1 (blades), wild empathy, wild shape (2/day), woodland stride
Gear +3 scythe, +2 chitin full plate armor (+9), ring of protection +1
Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus
Dobrynya, Axebane Guardian
CR 17                                                                                                            XP: 102,400
Male human druid 17
N Medium humanoid (human)
Init +7; Senses Perception +16
AC 23, touch 16, flat-footed 20 (+3 deflection, +4 armor, +3 shield, +3 Dex)
HP 131 (17d8+51); diehard
Fort +12, Ref +8, Will +16
Defensive Abilities resist nature’s lure; Immune poison
Speed 30 ft.
Melee +2 frost scimitar +15/+10/+5 (1d6+3/18-20 plus 1d6 cold)];  touch +13 (by spell)
Ranged ray +15 touch (by spell)
Spells Prepared (CL 17th)
  9th-Shapechange
  8th-Finger of Death (DC 24), Word of Recall
  7th-Creeping Doom (DC 24), Greater Ironwood (see Appendix 2), Transmute Metal to Wood
  6th-Antilife Shell, Greater Dispel Magic, Ironwood, Liveoak, Wall of Stone (DC 23)
  5th-Awaken (DC 22), Baleful Polymorph (DC 22), Call Lightning Storm, Insect Plague (DC 22), Tree Stride
  4th-Command Plants (DC 21), Cure Serious Wounds, Dispel Magic, Ice Storm, Scrying (DC 20)
  3rd-Call Lightning, Daylight, Quench (DC 20), Stone Shape, Wind Wall
  2nd-Barkskin, Bulls Strength, Chill Metal (DC 19), Fog Cloud (DC 19), Warp Wood (DC 19), Wood Shape (DC 19)
  1st-Cure Light Wounds, Entangle (DC 18), Faerie Fire, Goodberry, Longstrider, Speak With Animals
  0th-Cure Minor Wounds, Light, Mending, Read Magic
Str 13, Dex 16, Con 14, Int 11, Wis 22, Cha 12
Base Atk +12; CMB +13; CMD 29
Feats Augment Summoning, Blind-Fight, Craft Staff, Craft Wand, Diehard, Endurance, Improved Initiative, Natural Spell, Spell Focus (conjuration, transmutation)
Skills Craft (carpentry) +10, Fly +16, Handle Animal +18, Heal +19, Knowledge (nature) +22, Perception +16, Spellcraft +11, Survival +25
Languages Common, Druidic, Sylvan
SQ a thousand faces, nature sense, timeless body, trackless step, wild empathy (+18), wild shape (7/day, beast shape III, elementalbody IV, plant shape III), woodland stride
Gear wand of call lightning (50 charges, CL 8);
Other Gear +2 frost scimitar, +2 leather armor, +2 light wooden shield, ring of protection +3
Nimra, Dire Bear
CR 7                                                                                                             XP 3,200
N Large animal (augmented)
Init +6; Senses low-light vision, scent; Perception +12
DEFENSE
AC 29, touch 11, flat-footed 27 (+2 Dex, +18 natural, –1 size)
hp 125 (14 HD; 14d8+60)
Fort +14, Ref +11, Will +7; +4 against enchantment
Defensive Abilities devotion, improved evasion
OFFENSE
Speed 40 ft.
Melee 2 claws +22/+17 (1d6+11 plus grab) or bite +21 (2d6+11)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 32, Dex 14, Con 21, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +22 (+26 to Grapple); CMD 34 (38 vs. Trip)
Feats Endurance, Improved Initiative, Improved Natural Attack (bite), Iron Will, Run, Skill Focus (Perception), Weapon Focus (claws)
Skills Climb +15, Perception +12, Survival +10, Swim +19; Racial
Modifiers +4 Swim
SQ link, share spells, tricks (attack, come, defend, down, fetch, guard, stay, track)
Nesbitt, Kobold, Druid
CR 8                                                                                                                XP: 4,800
Male kobold druid 7/sorcer 3
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +17
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
HP 35 (7d8+3d6-9)
Fort +5, Ref +4, Will +13
Weaknesses light sensitivity
Speed 60 ft.
Melee unarmed strike +5/+0 (1d2-2)
Ranged light crossbow +8/+3 (1d6/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks  tremor, wild shape 2/day
Spell-Like Abilities (CL 7th; ranged touch +7) 6/day—acid dart (1d6+1 acid)
Spells Known (CL 3rd)
  1st (6/day)-Expeditious Excavation, Expeditious Retreat, Mage Armor, Magic Weapon
  0th-Bleed (DC 13), Detect Magic, Mage Hand, Ray of Frost, Resistance
Spells Prepared (CL 7th)
  4th-Rusting Grasp, Spike Stones (D DC 17)
  3rd-Cure Moderate Wounds, Meld Into Stone, Spike Growth (DC 16), Spiked Pit (D DC 16)
  2nd-Accelerate Poison (DC 15), Barkskin, Create Pit (D DC 15), Heat Metal (DC 15), Spider Climb
  1st-Cure Light Wounds, Longstrider, Magic Stone (D), Obscuring Mist, Ray of Sickening (DC 14), Stone Fist
  0th-Create Water, Detect Magic, Know Direction, Virtue (D Domain spell)
Bloodline: Deep Earth
Domain: Caves, Earth
Str 6, Dex 12, Con 8, Int 10, Wis 17, Cha 16
Base Atk +6; CMB +3; CMD 14
Feats Alertness, Combat Casting, Deepsight, Eschew Materials, Improved Initiative, Iron Will
Skills Bluff +9, Handle Animal +11, Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering, natture) +8, Perception +17, Sense Motive +5, Spellcraft +8, Stealth +9, Survival +13, Use Magic Device +11
  Racial Modifiers +2 Perception
Languages Draconic, Druidic
SQ trackless step, wild empathy +10, woodland stride
Gear potion of cure moderate wounds, potion of invisibility, wand of animate dead (6 charges), staff of projection (Appendix), locket of soul keeping (Appendix).
Treasure Staff of Projection
Aura moderate illusion; CL 7th Slot none; Price 71,000 gp; Weight 5 lb.
DESCRIPTION
The staff of projection has several powers that a wizard can use. The staff is made of bamboo with a core of willow wood. On the top of the staff is a large pearl (2,000 gp). The staff is only 4 feet long and is virtually worthless as a weapon. Its powers include:
• invisibility (1 charge)
• light (1 charge)
• lesser project image (1 charge)
• greater invisibility (3 charges)
CONSTRUCTION
Requirements Craft Staff, greater invisibility, invisibility, lesser project image, light; Cost 35,500 gp
Locket of Soul Keeping
Aura faint necromancy; CL 15th Slot neck; Price 141,500 gp; Weight —.
DESCRIPTION
This red coral locket contains a small black pearl that glows with an eerie greenish light when it is opened. The locket takes the soul (no raise dead is possible) of one creature killed and is activated by placing the open locket to the mouth of the creature as it draws its last breath. The locket allows the user to speak with dead with the creature thus possessed. Once per creature, the user can re-animate the creature killed for 24 hours by restoring the soul to the body.
The creature can now be raised (assuming the body is still intact, and not too much time has expired). The creature raised serves the user of the amulet and does his bidding (stats as in life, with –2 on all rolls, and immune to mind-influencing spells). After 24 hours, the body crumbles into dust (unless raised) and the soul is freed to go to whatever god he serves (PCs should roll 3d6 six times at this point).
CONSTRUCTION
Requirements Craft Wondrous Item, animate dead, speak with dead, trap the soul; Cost 70,750 gp
Lurilune, Channeler Initiate
CR 8                                                                                                               XP: 4,800
Female human druid (giant lynx shaman) 9 (Pathfinder Roleplaying Game Advanced Player’s Guide “Lion Shaman”)
N Medium humanoid (human)
Init +1; Senses Perception +10
Aura predator’s grace (15 ft.)
AC 14, touch 11, flat-footed 13 (+2 armor, +1 natural, +1 Dex)
HP 80 (9d8+36)
Fort +9, Ref +5, Will +11
Defensive Abilities Will +15 vs. fey and plant-targeted effects
Speed 30 ft.
Melee bite +5 (1d4-1), 2 claws +5 (1d4-1)
Special Attacks rake (2 claws +5, 1d4–1, wild shape 3/day
Spells Prepared (CL 9th)
  5th-Beast Shape III (animals only D), Stoneskin
  4th-Air Walk, Cure Serious Wounds, Flame Strike (DC 18), Summon Natures Ally IV (animals only D)
  3rd-Beast Shape I (animals only D), Call Lightning (DC 17), Call Lightning (DC 17), Speak With Plants, Stone Shape
  2nd-Cats Grace, Flaming Sphere (DC 16), Hold Animal (D DC 16), Hold Animal (DC 16), Resist Energy, Tree Shape
  1st-Cure Light Wounds, Endure Elements, Hide from Animals, Longstrider, Magic Fang (D), Produce Flame
  0th-Detect Magic, Know Direction, Read Magic, Resistance (D Domain spell)
Domain: Animal (Fur subdomain)
Str 8, Dex 12, Con 14, Int 10, Wis 19, Cha 13
Base Atk +6; CMB +5; CMD 16
Feats Blind-Fight, Combat Casting, Lunge, Natural Spell, Self-Sufficient, Stealthy, Toughness
Skills Appraise +1, Climb +3, Diplomacy +2, Fly +5, Handle Animal +6, Heal +15, Knowledge (geography) +4, Knowledge (nature) +10, Linguistics +2, Perception +10, Profession (gardener, herbalist) +12, Sense Motive +7, Spellcraft +8, Stealth +5, Survival +15
Languages Aquan, Common, Druidic, Sylvan
SQ animal companion (giant lynx [lion] named Kaivy), giant lynx [lion] wild shape, giant lynx’s [lion’s] totem transformation, giant lynx’s [lion’s] totemic summons, nature bond (Fur domain), nature sense, totem transformation (giant lynx’s [lion’s] natural weapons), trackless step, wild empathy +10, woodland stride
Gear wand of cure light wounds
Other Gear amulet of natural armor +1, bracers of armor +2, cloak of resistance +1
KAIVY 
Male giant lynx animal companion (Pathfinder Roleplaying Game Bestiary “Lion”)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +7
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 39 (+12)
Fort +6; Ref +9; Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 40 ft.
Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
Special Attacks rake (2 claws +7, 1d4+3)
Str 16, Dex 19, Con 13, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (bite), Toughness
Tricks Attack, Attack, Come, Defend, Down, Fetch, Heel, Hunting, Seek, Stay, Track, Track
Skills Acrobatics +8 (+12 to jump), Climb +7, Escape Artist +5, Perception +7, Stealth +8
SQ attack, come, defend, devotion, heel, hunting, stay, track
The Caller of Crooked Forms, Wight Druid
CR 8                                                                                                               XP: 4,800
Male advanced wight druid of Dajobas 6
LE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft.; Perception +19
AC 27, touch 21, flat-footed 23 (+4 Dex, +6 natural, +6 deflection, +1 dodge)
HP 91 (4d8+6d8+28)
Fort +10, Ref +7, Will +15
Defensive Abilities resist nature’s lurek Will +19 vs. fey and plant–targeted effects; Immune undead traits; Resist cold 10; Weaknesses resurrection vulnerability
Speed 30 ft.
Melee mwk scythe +14/+9 (2d4+7/x4 plus trip) or slam +12 (1d4+7 plus energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks energy drain (1 level, DC 16), icicle (1d6+3 cold damage, 9/day), wild shape 6 hours/day
Spells Prepared (CL 6th)
  3rd-Call Lightning (DC 19), Poison (DC 19), Spike Growth (DC 19), Water Breathing (D)
  2nd-Barkskin, Flaming Sphere (DC 18), Fog Cloud (D), Heat Metal (DC 18), Spider Climb, Summon Swarm
  1st-Entangle (DC 17), Faerie Fire, Longstrider, Obscuring Mist (D)
  0th-Detect Magic, Flare (DC 16), Read Magic, Stabilize (D Domain spell)
Domain: Water
Str 20, Dex 18, Con -, Int 17, Wis 22, Cha 19
Base Atk +7; CMB +12; CMD 33
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +15, Knowledge (nature) +5, Knowledge (religion) +16, Perception +19, Stealth +21, Survival +19, Swim +14
  Racial Modifiers +8 Stealth
Languages Aquan, Common, Druidic, Tulita
SQ create spawn, nature bond (Water domain), nature sense, wild empathy +10, woodland stride, trackless step
Gear staff of swarming insects (10 charges)
Other Gear +2 hide armor, masterwork scythe, ring of protection +1
Environment  any
Organization solitary, pair, gang (3-6), or pack (7-12)
Treasure standard
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become fullfledged and free-willed wights. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality.

Aasimar

Argos, Aasimar Cleric
CR 7                                                                                                              XP: 3,200
Male aasimar fighter 7/cleric of Torag 1
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
AC 24, touch 12, flat-footed 22 (+9 armor, +3 shield, +2 Dex)
HP 70 (7d10+1d8+23)
Fort +9, Ref +4, Will +6
Defensive Abilities bravery +2; Will +8 vs. fear; Resist acid 5, cold 5, electricity 5, fire 10
Speed 30 ft. (20 ft. in armor)
Melee +1 flaming holy longsword +11/+6 (1d8+4/19-20 plus 1d6 fire) or mwk silver dagger +11/+6 (1d4+3/19-20)
Ranged light crossbow +9/+4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel positive energy 6/day (1d6, DC 13), spontaneous casting (cure spells)
Spell-Like Abilities (CL 8th) 1/day—daylight Domain Spell-like Abilities (CL 1st) 5/day—battle rage, touch of good
Spells Prepared (CL 1st)
  1st-Bless, Detect Evil, Protection from Evil (D)
  0th-Create Water, Light, Virtue (D domain spell)
Domain: Good, War
Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 16
Base Atk +7; CMB +10; CMD 22
Feats Cleave, Great Cleave, Improved Sunder, Leadership, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +14, Knowledge (planes, religion) +10, Perception +10, Ride +11, Swim +8
  Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
SQ armor training 2, weapon training 1 (heavy blades)
Gear 5 javelins of lightning, 3 potions of cure moderate wounds (CL 5)
Other Gear celestial armor, +1 mithral heavy shield, helm of minor fire resistance (functions as ring), +1 holy flaming longsword named Carathax, masterwork silver dagger, backpack with diamond worth 500 gp, 50 pp, and a silver cylinder with a crystal orb at one end worth 25 gp.
Environment any land
Organization solitary, pair, or team (3-6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)
This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.
Aasimars are humans with a signif icant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos. Aasimar Characters Aasimars are defined by class levels-they do not possess racial Hit Dice. Aasimars have the following racial traits. +2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Half ling, and Sylvan.

Aranea Sorcerer

Kolscillisk, Aranea Sorcerer
CR 13                                                                                                         XP: 25,600
Male aranea sorcerer 9
NE Medium magical beast (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision, tremor-sense 60 ft.; Perception +11
AC 19, touch 16, flat-footed 15 (+3 Dex, +3 natural, +1 deflection, +1 dodge)
HP 69 (5d10+9d6+10)
Fort +6, Ref +7, Will +4
Defensive Abilities swarm affinity; Immune magic missile
Speed 50 ft., climb 30 ft.
Melee bite +10 (1d6 plus poison)
Ranged ranged touch +10
Space 5 ft., Reach 5 ft.
Special Attacks web (+10 ranged, DC 18, hp 12)
Spells Known (CL 12nd)
  6th (3/day)-Flesh to Stone (DC 19)
  5th (5/day)-Interposing Hand, Private Sanctum
  4th (6/day)-Confusion (DC 17), Giant Vermin, Ice Storm (DC 17), Lesser Globe of Invulnerability
  3rd (7/day)-Clairaudience/Clairvoyance, Gaseous Form, Lightning Bolt (DC 16), Poison (DC 16), Stinking Cloud (DC 16)
  2nd (7/day)-Acid Arrow, Daze Monster (DC 15), False Life, Glitterdust (DC 15), Invisibility, Summon Swarm
  1st (7/day)-Bleed (DC 14), Endure Elements, Feather Fall, Grease (DC 14), Mage Armor, Magic Missile
  0th-Acid Splash, Daze (DC 13), Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound (DC 13), Light, Open/Close, Read Magic
Bloodline: Verminous
Str 11, Dex 16, Con 14, Int 14, Wis 13, Cha 16
Base Atk +7; CMB +7; CMD 22
Feats Agile Maneuvers, Combat Casting, Combat Expertise, Dodge, Eschew Materials, Improved Initiative, Iron Will, Stealthy, Weapon Finesse
Skills Acrobatics +14, Climb +19, Escape Artist +13, Knowledge (arcana) +14, Perception +11, Spellcraft +14, Stealth +13, Survival +9
  Racial Modifiers +2 Acrobatics, +2 Perception
Languages Common, Infernal, Sylvan
SQ bloodline arcana, bloodline powers (vermin sight, swarm affinity, carapace of the vermin), change shape (humanoid, hybrid; polymorph)
Gear 3 beads of force, wand of dispel magic (CL: 6, 22 charges); Other Gear ring of protection +1, ring of counterspells (fireball), brooch of shielding (87 hp)
Environment  tropical forests
Organization solitary or colony (2-6)
Treasure standard
Change Shape (Su) An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea's speed is 30 feet and it has no climb speed.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 4 rounds; effect 1d6 Strength damage; cure 1 save. The save DC is Constitution-based.
Vermin Sight (Su) Darkvision 60 ft. and tremor-sense 60 ft.
Swarm Affinity (Ex) Swarms of vermin recognize you as one of their own. You can walk among vermin swarms without fear of being harmed by them at all.
Carapace of the Vermin (Ex) Flesh becomes chitinous and more rigid, increasing your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3. In addition at 11th level, small mandibles develop in your mouth and you gain a poisonous bite attack. If used as part of a full-round action, the bite is made at your full attack bonus –5. On a hit it deals 1d6 points of damage plus half your Strength modifier.
This bloated spider has a hunchbacked body and a gleam of intelligence in its multiple eyes.
Verminous Bloodline
The taint of vermin and filth runs through your veins, ever calling you to the gutters and vile, dark corners of the world.
Class Skill Survival
Bonus Spells endure elements (3rd), summon swarm (5th), poison (7th), giant vermin (9th), insect plague (11th), harm (13th), creeping doom (15th), symbol of insanity (17th), antipathy (19th).
Bonus Feats Athletic, Blind-Fight, Dodge, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Scorpion Style, Skill Focus (Knowledge [nature])
Bloodline Arcana
You can use beast shape spells to assume the form of appropriately sized creatures of the vermin type as well as creatures of the animal type.
Bloodline Powers The spawn of vermin lurk just beneath your skin and answer to your mental call.
Vermin Sight (Su) At 1st level, you gain darkvision 60 ft. and tremor-sense 60 ft.
Swarm Affinity (Ex) At 3rd level, swarms of vermin recognize you as one of their own. You can walk among vermin swarms without fear of being harmed by them at all.
Carapace of the Vermin (Ex) At 9th level, your flesh becomes chitinous and more rigid, increasing your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3. In addition at 11th level, small mandibles develop in your mouth and you gain a poisonous bite attack. If used as part of a full-round action, the bite is made at your full attack bonus –5. On a hit it deals 1d6 points of damage plus half your Strength modifier.
Poison (bite—injury; save Fort DC 10 + 1/2 Hit Dice + Con modifier; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save). If you already have a poisonous bite, your bite remains unchanged but the DC for the poison’s Fortitude save increases by 4.
Swarm Carrier (Su) At 15th level, the larva of countless vermin gestate within your flesh. They are clearly visible as small lumps and masses shifting across your body as they move about beneath your skin. Once per day as a free action, you can open your mouth and vomit forth swarms from your gullet just as if you had cast a creeping doom spell (caster level 15th).
Verminous Apotheosis (Su) At 20th level, you are more vermin than not. You gain all of the immunities of vermin and command all vermin (including swarms) within 30 feet that have fewer Hit Dice then you. The Hit Dice of each swarm or vermin is considered separately. Once the vermin or swarms have left the area of effect, they continue to obey your telepathic commands for 1d6+2 rounds. If they come back within the area of effect they come under your control again. Three times a day as a move action you can change shape into vermin swarm of your choice. This transformation lasts for 1 round per level. You can change back at will as a move action.

Fallen Paladin

Sir Martimus the Lost
CR 8                                                                                                               XP: 4,800
Male human fallen paladin 7 (Iomedae)
N Medium humanoid (human)
Init +0; Senses Perception +4
AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
HP 99 (9d10+45)
Fort +10, Ref +3, Will +8
Speed 20 ft.
Melee mwk lance +15/+10 (1d8+6/x3 plus disease) or +2 vicious heavy pick +15/+10 (1d6+4/x4 plus disease)
Special Attacks disease
Str 18, Dex 10, Con 19, Int 13, Wis 14, Cha 6
Base Atk +9; CMB +13; CMD 23
Feats Lunge, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword)
Skills Handle Animal +6, Heal +11, Intimidate +2, Knowledge (local) +7, Knowledge (nobility, religion) +6, Perception +4, Ride +3
Languages Common, Dwarven
Gear battered half-plate, heavy steel shield, masterwork lance, +2 vicious heavy pick
Disease (Ex) The Shakes: Contact; save DC 18; onset 1 day; frequency 1/day; effect 1d8 Dex; cure 2 consecutive save. The save DC is Constitution-based.
Martimus has suffered from the shakes for over 80 years. The nature of his curse keeps him perpetually infected as a carrier but will not let him deteriorate too far to function. Any personal contact with Martimus, including being struck by his weapons, risks infection and requires a Fortitude save.
Martimus is rail thin and has a wracking cough from his long, miserable existence. If his helmet visor is raised it reveals a haggard face scarred from old burns and pocked from disease. His jaundiced eyes are bloodshot and red-rimmed. His hair and beard are thin and grizzled. He trembles perpetually due to his diseased condition and appears barely able to walk, much less fight.
Martimus’s steed is a shadow of its former self. Though skin remains stretched taut over its bones, it is actually an undead creature bound to its master until he is destroyed. Treat it as a heavy warhorse skeleton in combat.
HEAVY WARHORSE SKELETON
CR 1                                                                                                                XP 400
Advanced horse skeleton (Pathfinder Roleplaying Game Bestiary “Horse,” “Skeleton”)
NE Large undead
Init +9; Senses low-light vision, scent; Perception +0
AC 16, touch 14, flat-footed 11 (+5 Dex, +2 natural, –1 size)
hp 9 (2d8)
Fort +0; Ref +5; Will +3
DR 5/bludgeoning; Immune cold, undead traits
Spd 50 ft.
Melee 2 hooves +5 (1d6+5) and bite +5 (1d4+5)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 20, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Improved Initiative

Ranger with a puppy

Skeribar
CR 9                                                                                                              XP: 6,400
Male human ranger 10
N Medium humanoid (human)
Init +4; Senses Perception +21
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
HP 75 (10d10+20)
Fort +1, Ref +4, Will +2
Defensive Abilities evasion
Speed 30 ft.
Melee +1 ghost touch longsword +14/+9 (1d8+5/19-20), mwk short sword +13/+8 (1d6+2/19-20)
Ranged mwk composite longbow +15/+10 (1d8+4/x3)
Special Attacks favored enemy (humanoid [human] +6, outsider [chaotic] +4, undead +2)
Spells Prepared (CL 7th)
  2nd-Barkskin, Bears Endurance
  1st-Animal Messenger, Magic Fang, Summon Nature
Str 18, Dex 19, Con 13, Int 14, Wis 15, Cha 7
Base Atk +10; CMB +14; CMD 28
Feats Alertness, Diehard, Endurance, Improved Two-Weapon Fighting, Quick Draw, Toughness, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (longsword)
Skills Acrobatics +4, Bluff +8, Climb +22, Handle Animal +11, Heal +15, Knowledge (geography, nature) +15, Perception +21, Profession (farmer) +15, Sense Motive +6, Stealth +22, Survival +15
Languages Common, Giant, Terran; link with animal companion
SQ combat style (two-weapon combat), favored terrain (desert +4, forest +2), hunter’s bond (Redtooth—wolf animal companion), swift tracker, wild empathy +8, woodland stride
Gear potion of plant growth, 3 potions of cure moderate wounds
Other Gear +2 studded leather armor, +1 ghost touch longsword, masterwork short sword, masterwork composite longbow (+3 Str bonus), cloak of elvenkind, ring of climbing
REDTOOTH 
Male wolf animal companion (Pathfinder Roleplaying Game Bestiary “Wolf”)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +8
AC 21, touch 15, fl at-footed 18 (+2 deflection, +2 Dex, +1 dodge, +6 natural)
hp 45 (6d8+18)
Fort +8; Ref +9; Will +3 (+7 enchantment)
Defensive Abilities devotion, evasion
Spd 50 ft.
Melee bite +8 (1d6+3 plus trip)
Str 16, Dex 19, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 24 (28 vs. trip)
Feats Dodge, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +9, Stealth +9, Survival +3 (+7 scent tracking)
Languages link with master
SQ share spells, tricks (defend, guard, track)
Gear earring of protection +2 (as ring)

Academy of Secrets - stay out my pcs

Advanced Retriever
CR 12                                                                                                            XP: 19,200
CE Huge construct (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, ; Perception +20
AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size)
HP 169 (20d10+60); fast healing 5
Fort +8, Ref +11, Will +6
Defensive Abilities construct traits
Speed 50 ft.
Melee bite +24 (1d8+6 plus grab), 4 claws +24 (2d6+6/19-20)
Space 15 ft., Reach 15 ft.
Special Attacks eye rays (+16 ranged touch)
Spell-Like Abilities (CL 25th)
   At will-Discern Location
Str 23, Dex 16, Con -, Int 3, Wis 11, Cha 1
Base Atk +20; CMB +28 (+27 grapple); CMD 41 (45 vs. trip)
Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Perception +20
Languages Abyssal (cannot speak)
SQ relentless
Environment  any (Abyss)
Organization solitary
Treasure none
Eye Rays (Su) A retriever's eyes can produce four different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks-firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is 19-the save DC is Constitution-based, and includes a +2 racial bonus. The eye ray effects are the following. # Fire: Deals 12d6 fire damage (Reflex half ). # Cold: Deals 12d6 cold damage (Reflex half ). # Electricity: Deals 12d6 electricity damage (Reflex half ). # Petrification: Target must succeed on a Fortitude save or turn to stone permanently.
Relentless (Su) A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.
A spider the size of a bull elephant rears up on its back four legs in a violent challenge, eyes shimmering with magical energy.
Not all constructs are formed from unliving matter like stone, wood, metal, or dead flesh. In the darkest corners of the Great Beyond, certain powerful demon lords have mastered the art of shaping the raw, protoplasmic flesh of the Abyss into hideous monstrosities devoid of life, emotion, and the will to resist control. The monstrous retriever is the best-known of such constructs, a huge spider-like creation capable of unleashing potent energy upon those it has been ordered to seek. Demon lords use retrievers to seek out those who dare abandon their loyalties or flee from servitude. Often, the presence of a retriever in a demon's den is enough in and of itself to ensure the loyalty of the lesser demons. The constructs also excel in tracking down specific objects and returning them to their masters-their intelligence is just enough to allow them to focus on their ordered tasks but not quite enough for them to form ideas of rebellion and longings for freedom. A retriever's body is the size of an elephant, and its legspan is nearly 30 feet. It weighs 6,500 pounds. Conjuring a Retriever Although a retriever is not an outsider, it may nonetheless be conjured by either greater planar ally or greater planar binding. The spellcaster must take care to do so, however, using special rare incenses and complex diagrams inked on the floor and walls using expensive phosphorescent inks, lest the retriever attack the spellcaster upon completion of the spell. These components cost 25,000 gp and replace the usual costs associated with casting either spell (including greater planar binding's Charisma check requirement).
Illia Ean
CR 12                                                                                                           XP: 19200
human rogue 13
CN Medium humanoid (human)
Init +10; Senses Perception +17
AC 22, touch 17, flat-footed 15 (+5 armor, +6 Dex, +1 dodge)
HP 101 (13d8+39)
Fort +6, Ref +14, Will +5
Defensive Abilities improved evasion, trap sense +4, improved uncanny dodge
Speed 30 ft.
Melee +2 keen short sword +17/+12 (1d6+2/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks sneak attack +7d6
During Combat Illia relies on surprise to eliminate weak foes quickly, knowing she has few chances to sneak attack her enemies. In the first round of combat, she draws her sword as a swift action and uses Whirlwind Attack to gain as many attacks against flat-footed targets within reach, then moves into a position in which she cannot be flanked. She employs Whirlwind Attack and her rogue talents as often as possible when unable to gain sneak attacks.
Morale If reduced to fewer than 25 hit points, Illia gives up, admitting her desperation to escape this hellish plane led her to act rashly, and begging the PCs for mercy.
Str 10, Dex 22, Con 14, Int 13, Wis 12, Cha 8
Base Atk +9; CMB +9; CMD 26
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +22, Appraise +17, Bluff +15, Climb +16, Disable Device +22, Disguise +8, Escape Artist +15, Knowledge (local) +13, Perception +17, Sense Motive +9, Stealth +22, Use Magic Device +15
Languages Common, Halfling, Varisian
SQ rogue talents (bleeding attack +7, defensive roll, fast stealth, finesse rogue, improved evasion, surprise attack), trapfinding +6
Gear potions of cure serious wounds (2), rod of cancellation, scroll of dispel magic, wand of knock (7 charges)
Other Gear +3 leather armor, +2 keen short sword, belt of incredible dexterity +2, masterwork thieves' tools, 335 gp
Source Academy Of Secrets
Knur of the Gilded Claw
CR 9                                                                                                            XP: 6,400
Male dwarf fighter (weapon master) 9
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
HP 112 (9d10+63)
Fort +10, Ref +4, Will +5
Defensive Abilities Will +7 vs. poison; mirror move (greataxe +2)
Speed 20 ft.
Melee +2 greataxe power attack +16/+11 (1d12+20/19-20/x3)
Ranged throwing axe +10 (1d6+4)
Special Attacks reliable strike 1/day, wpn training (greataxe +2)
During Combat Thane Durhan is a dwarf with a big axe. He uses it at every opportunity, power attacking.
Morale Death before dishonor! Fight to the last!
Str 18, Dex 12, Con 18, Int 11, Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Cleave, Cleaving Finish, Great Cleave, Greater Weapon Focus (Greataxe), Improved Cleaving Finish, Improved Critical (Greataxe), Power Attack, Toughness, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Skills Climb +10, Diplomacy +10, Swim +10
Languages Common, Dwarven
SQ dwarf traits, weapon guard (greataxe +2)
Gear throwing axe (5)
Other Gear full plate, +2 greataxe (ancestral treasure of the dwarves)
Source: Way of the Wicked III: Tears of the Blessed pg 41
Maganrad
CR 9                                                                                                              XP: 6400
human wizard 10
CN Medium humanoid (human)
Init +0; Senses Perception +1
AC 21, touch 11, flat-footed 21 (+4 armor, +1 insight, +2 natural, +4 shield)
HP 77 (10d6+40)
Fort +5, Ref +3, Will +8
Speed 30 ft.
Melee quarterstaff +6 (1d6+1)
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice (7/day), metamagic mastery (2/day)
Wizard Spells Prepared (CL 10th; concentration +14)
  5th-Feeblemind (DC 20), Teleport
  4th-Black Tentacles, Lesser SimulacrumUM, Scrying (DC 18), Stoneskin
  3rd-Displacement, Lightning Bolt (2; DC 17), Protection from Energy
  2nd-False Life, Mirror Image, Scorching Ray (2), Unnatural LustUM (DC 17)
  1st-Alarm, Mage Armor, Magic Missile (2), Ray of Enfeeblement (DC 15)
  0th-Acid Splash, Detect Magic, Light, Read Magic
Before Combat If the alarm spell in area C5 is triggered, Chrysalis casts his defensive spells that have a duration of at least 1 hour per level. Once Chrysalis hears the PCs at the doll door, he casts his defensive spells (including those on scrolls) that have durations measured in minutes and rounds, using his metamagic rod to extend three of their durations (GM's choice). Once he has finished his preparations (including using potions and scrolls), if the PCs have not bypassed the doll door, Chrysalis opens it from a distance with a remote unlocking mechanism. He then prepares himself using the information he gathered from his earlier scrying.
During Combat Chrysalis casts black tentacles, followed by spells such as lightning bolt and magic missile before resorting to unnatural lust, feeblemind, and ray of enfeeblement.
Morale Chrysalis fights until reduced below 20 hit points, at which time he attempts to escape via teleport.
Base Statistics: Without barkskin, mage armor, and shield, Black's statistics are AC 11, touch 11, flat-footed 11.
Str 12, Dex 10, Con 14, Int 19, Wis 13, Cha 8
Base Atk +5; CMB +6; CMD 17
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Deceitful, Scribe Scroll, Skill Focus (Bluff), Spell Focus (enchantment), Still Spell, Toughness
Skills Bluff +19, Craft (sculpture) +17, Disguise +1, Heal +11, Knowledge (arcana) +17, Knowledge (engineering) +17, Sense Motive +11, Spellcraft +17
Languages Common, Jistka, Terran, Thassilonian, Varisian
SQ arcane bond (amulet)
Gear potion of barkskin, scroll of shield
Other Gear quarterstaff, dusty rose prism ioun stone, lesser extend metamagic rod, ring of counterspells, spell component pouch, spellbook (contains all prepared spells as well as 0 all cantrips; 1st floating disk, identify, magic aura, magic aura, shield, sleep, unseen servant; 2nd locate object, whispering wind; 3rd dispel magic, nondetection, slow; 4th confusion, dimension door; 5th cone of cold, dominate person)
Garipan

CR 10                                                                                                             XP: 9600
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +19
AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
HP 133 (14d10+56)
Fort +13, Ref +8, Will +11
DR 5/-; Immune poison; Resist acid 5, cold 5, fire 5; Weaknesses vulnerable to sonic
Speed 20 ft., fly 50 ft. (good)
Melee bite +17 (1d6+3 plus burn), 2 claws +17 (1d8+3)
Space 5 ft., Reach 5 ft.
Special Attacks breath weapon (30 ft. cone, 8d6 fire damage, Reflex DC 21 half, usable every1d4 rounds), burn (3d6, DC 21), rend (2 claws, 1d8+4)
Spell-Like Abilities (CL 10th; concentration +11)
   At will-Statue
   3/day-Meld Into Stone, Scorching Ray
   1/day-Fireball (DC 14), Flesh to Stone (DC 17), Wall of Fire
Str 16, Dex 15, Con 18, Int 13, Wis 14, Cha 13
Base Atk +14; CMB +17; CMD 30
Feats Dodge, Flyby Attack, Great Fortitude, Hover, Mobility, Skill Focus (Stealth), Wingover
Skills Acrobatics +16, Fly +23, Intimidate +18, Perception +19, Stealth +25
Languages Common, Infernal
Environment  any (Material Plane only)
Organization solitary or brood (4-12)
Treasure standard
Batlike wings stretch behind this stone-faced creature with a wide, wild grin and fierce red eyes. The molten core in the creature's torso glows through rugged cracks in its dark stone skin.
Vicious beings with little memory of who or what they might once have been, garipans know only two things: that they were once evils in service to the legions of Hell, and that they are no longer bound to that infernal hierarchy. With resistant, stony hides; sharp claws; and a flaming core to rival the inferno of Hell, garipans combine some of the worst depravities of devils with the freedom of beings with nothing at all to lose.  These hulking, winged creatures often masquerade as gargoyles, but are actually the final state of failed conjurations. If a summoning is cast incorrectly, pulling only a portion of a devil's essence to Golarion, unidentifiable magical environmental conditions combine with the shard of the outsider's being to create a garipan.  Garipans are rarely aware of the full details of their previous existence; much in the same way that lesser devils can forget their lives when they ascend to more powerful forms, newly formed garipans are overwhelmed by unfamiliar sensations. Unfettered by conjuring magic, unrestricted by magic that protects against extraplanar intrusion, and free from the threat of banishment back to Hell, garipans experience freedom for the first time, and this freedom most often results in a break from their previous lives.  In combat, a garipan uses flight and the fire raging within it to its greatest advantage, swooping overhead with its breath weapon first, then closing in for a full attack with its bite and claws while its breath weapon recharges.
Source Academy Of Secrets
Terentius
CR 12                                                                                                            XP: 19200
human conjurer 14
NE Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +5
AC 16, touch 14, flat-footed 14 (+2 deflection, +2 Dex, +2 natural)
HP 93 (14d6+42)
Fort +8, Ref +7, Will +9
DR 10/good; SR 19; Resist cold 15, fire 15
Speed 30 ft.
Melee mwk dagger +8/+3 (1d4/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks smite good 1/day
Arcane School Spell-Like Abilities (CL 14th; concentration +19)
   At will-Dimensional Steps (420 feet/day)
   8/day-Acid Dart (1d6+7 acid)
Conjurer Spells Prepared (CL 14th; concentration +19)
  7th-Mage's Sword
  6th-Chain Lightning (DC 21), Disintegrate (DC 21), Summon Monster VI
  5th-Cloudkill (DC 22), Cone of Cold
  4th-Black Tentacles, Greater Invisibility, Lesser Globe of Invulnerability, Resilient Sphere, Shout (DC 19), Summon Monster IV
  3rd-Dispel Magic, Displacement, Gaseous Form, Lightning Bolt (DC 18), Slow (DC 18)
  2nd-Acid Arrow, Knock, Scorching Ray (DC 17), Summon Monster II, Web (DC 19)
  1st-Burning Hands (DC 16), Magic Missile (2), Obscuring Mist, Shield
  0th-Acid Splash, Detect Magic, Read Magic
Opposition Schools: Divination, Necromancy
During Combat Terentius begins combat by casting resilient sphere around himself, inside which he casts shield, displacement, and greater invisibility, then casts summon monster VI to conjure a shadow demon. The following round, he dismisses the sphere, releasing the shadow demon to attack. Terentius uses his most powerful damaging spells each round thereafter, beginning with mage's sword, and he employs his metamagic rod as appropriate.
Morale Terentius is crazed and desperate to escape Belzeragna. If he must die to do so, then so be it.
Str 10, Dex 14, Con 17, Int 20, Wis 8, Cha 12
Base Atk +7; CMB +7; CMD 28
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Defensive Combat, Greater Spell Focus (conjuration), Improved Counterspell, Magical Aptitude, Scribe Scroll, Spell Focus (conjuration), Toughness
Skills Appraise +22, Bluff +5, Craft (alchemy) +22, Diplomacy +5, Fly +19, Knowledge (arcana) +28, Knowledge (history) +22, Knowledge (planes) +22, Perception +5, Spellcraft +26, Use Magic Device +3
Languages Common, Dwarven, Elven, Gnome, Ignan, Infernal
SQ arcane bond (familiar [currently none]), summoner's charm (7 rounds)
Gear lesser maximize metamagic rod
Other Gear masterwork dagger, amulet of natural armor +2, cloak of resistance +1, ring of protection +2, spell component pouch
Source Academy Of Secrets
Chyvvom, Exchequer of Contracts
CR 15                                                                                                           XP: 51200
LE Large outsider (devil, evil, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +30
AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)
HP 250 (20d10+140)
Fort +19, Ref +16, Will +15
DR 10/good; Immune fire, poison; SR 26; Resist acid 10, cold 10
Speed 30 ft.
Melee gore +26 (2d6+7), 2 binding contracts +21 (1d6+3 plus  grab and impale)
Space 10 ft., Reach 10 ft.
Special Attacks grab, impale (4d6+10)
Spell-Like Abilities (CL 15th; concentration +21)
   Constant-Tongues
   3/day-Arcane Eye, Break Enchantment, Greater Teleport, Hold Person (DC 18), Locate Creature, Private Sanctum, Scorching Ray, Silence (DC 18), Shield of Faith, Vision
   1/day-Contact Other Plane, Delayed Blast Fireball (DC 23), Dismissal (DC 20), Plane Shift, Summon (level 4, 1d6 bearded devils or 1 bone devil, 50%), Symbol of Pain (DC 21)
Before Combat If Chyvvom is aware of the PCs (and he is if they have interacted with either Terentius or Marijkal, both of whom have contracts with the devil), he casts quickened shield of faith prior to their entry into area 7.
During Combat Chyvvom much prefers to defeat his foes through trickery and cleverly worded contracts, avoiding combat in favor of negotiation. If combat is unavoidable, he summons a squad of bearded devils as bodyguards, using his spell-like abilities like bestow curse, delayed blast fireball, hold person, and scorching ray from distance. If forced into melee, he fights viciously with his natural attacks, as much out of anger at being so provoked as out of self-defense.
Morale Chyvvom's orders from Lorthact are precise: he is to retain the souls of all who enter Belzeragna or perish preventing their escape.
Str 25, Dex 18, Con 25, Int 24, Wis 24, Cha 22
Base Atk +20; CMB +28 (+32 grapple); CMD 43
Feats Deceitful, Dodge, Improved Initiative, Improved Natural Armor, Iron Will, Mobility, Persuasive, Quicken Spell-Like Ability (shield of faith), Skill Focus (Bluff), Skill Focus (Diplomacy)
Skills Appraise +30, Bluff +39, Diplomacy +39, Disguise +8, Intimidate +33, Knowledge (arcana) +27, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +30, Profession (scribe) +30, Sense Motive +30, Sleight of Hand +24, Spellcraft +27
Languages Abyssal, Celestial, Common, Draconic, Elven,  Ignan, Infernal, Sylvan, Undercommon, Varisian; telepathy  100 ft., tongues
SQ infernal contract, infernal investment
Binding Contracts (Ex) The long contracts draped over Chyvvom's horns and body are animated, and the devil can attack with two of them at a time as secondary natural attacks.
Infernal Contracts (Su) As a full-round action, Chyvvom can produce an infernal contract for a single living mortal creature. The mortal must sign its true name to the document of its own free will, gaining up to three wishes, as per the spell wish, usable immediately or in the future by calling on the devil. While the mortal chooses the intention of the wishes, Chyvvom decides upon the specifics, allowing for his own diabolical interpretation of the results should the mortal imprecisely phrase its wish.
Infernal Investment (Su) Chyvvom can scry at will upon any creature with whom he has a contract. The target creature always fails its save against Chyvvom's scrying attempt.
Source Academy Of Secrets
Warmonger Devil
CR 7                                                                                                            XP: 3200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +16
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
HP 84 (8d10+40)
Fort +10, Ref +9, Will +5
Defensive Abilities construct form; DR 5/good; Immune fire, poison; SR 12; Resist acid 10, cold 10
Speed 40 ft., climb 40 ft.
Melee mwk trident +13 (2d6+7), 2 legs +7 (1d8+2) or  2 claws +12 (1d6+5), 2 legs +7 (1d8+2)
Ranged mwk trident +10 (2d6+7) or  net +10 ranged touch (entangle)
Space 10 ft., Reach 10 ft.
Special Attacks merciless blow, trample (1d8+7, DC 19)
Spell-Like Abilities (CL 12nd)
   At will-Greater Teleport (self plus 50 lbs. of objects only)
   1/day-Summon (level 4, 1d4 lemures or 1 bearded devil, 40%)
Str 20, Dex 17, Con 19, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +14; CMD 27
Feats Combat Reflexes, Improved Initiative, Power Attack, Toughness
Skills Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) +9, Intimidate +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (planes) +13, Perception +16, Stealth +12
  Racial Modifiers +2 Perception, +2 Stealth (+8 when concealed amid metal objects or debris)
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ hellstrider, phalanx, stability
Hellstrider (Su) A warmonger devil is not impeded by rough terrain, and can move or charge through such squares as normal. It can also cross areas covered with deadly impediments (such as caltrops or thorns) without being damaged or hindered. In addition to being entirely immune to fire, the creature's legs are immune to acid and cold, allowing it to cross rivers of acid or lava as long as the material is less than 4 feet deep. This ability does not protect a warmonger devil against magical hindrances like black tentacles, web, or similar spells.
Merciless Blow (Su) Any trident attacks a warmonger devil makes against entangled creatures (including those entangled by its net) deal an extra 2d6 points of damage.
Phalanx (Ex) Devils gain a +1 morale bonus on attacks and to AC while adjacent to a warmonger devil.
Stability (Ex) Warmonger devils receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Source Academy Of Secrets
Toff Ornelos
CR 16                                                                                                            XP: 76800
human aristocrat 1/wizard 16
LN Medium humanoid (human)
Init +4; Senses Perception +20
AC 26, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 defending quarterstaff, +4 shield)
HP 97 (17 HD; 16d6+1d8+33)
Fort +7, Ref +5, Will +15
Speed 30 ft.
Melee +4 defending quarterstaff +11/+6 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice (9/day), metamagic mastery (5/day)
Wizard Spells Prepared (CL 16th; concentration +22)
  8th-Mass Charm Monster (DC 24), Heightened Prismatic Spray (DC 26)
  7th-Finger of Death (DC 23), Quickened Fireball (DC 21), Forcecage (DC 25)
  6th-Quickened Bear's Endurance, Chain Lightning (DC 24), Disintegrate, Greater Dispel Magic
  5th-Cone of Cold (DC 23), Dominate Person (DC 21), Heightened Fireball (DC 23), Quickened Shield, Teleport
  4th-Black Tentacles, Dimension Door, Enervation (DC 20), Shout (DC 22), Wall of Fire (DC 22)
  3rd-Fireball (DC 21), Fly, Heroism, Slow (DC 19), Vampiric Touch
  2nd-Blur, Detect Thoughts (DC 18), Fox's Cunning, Scorching Ray, See Invisibility, Spectral Hand
  1st-Burning Hands (DC 19), Expeditious Retreat, Magic Missile (2), Obscuring Mist, Ray of Enfeeblement (DC 17)
  0th-Detect Magic, Light, Mending, Read Magic
Before Combat If Toff is threatened with violence, he calls upon several students to him for assistance, but in the chaos and in the face of the PCs' accusations, none come to the headmaster's aid. If he sees conflict as inevitable or is pushed to his breaking point, Toff starts casting spells as
During Combat outlined in  below.  Toff is no war wizard, but he firmly believes that a mage of his stature should have the ability to end any fight with force. He begins combat by casting quickened shield, quickened bear's endurance, and quickened fireball, bolstering these spells with offensive spells as standard actions. He allocates the +4 bonus from his defending quarterstaff to his AC each round. While he has prepared several spells with metamagic applied, he may also quicken one spell of 4th level or lower or heighten any spell at will with his metamagic mastery ability.
Morale One doesn't become headmaster of a prestigious arcane academy without some sense, and Toff knows when he's beaten. If fighting without any support from his colleagues, he surrenders and acquiesces to his attackers' demands when reduced below 30 hit points.
Str 9, Dex 11, Con 10, Int 23, Wis 12, Cha 10
Base Atk +8; CMB +7; CMD 20
Feats Combat Casting, Craft Magic Arms and Armor, Great Fortitude, Greater Spell Focus (evocation), Heighten Spell, Improved Counterspell, Improved Initiative, Iron Will, Magical Aptitude, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Skills Appraise +17, Craft (alchemy) +12, Diplomacy +20, Fly +11, Knowledge (arcana) +26, Knowledge (history) +25, Knowledge (nobility) +26, Knowledge (planes) +25, Linguistics +13, Perception +20, Sense Motive +21, Spellcraft +29, Use Magic Device +2
Languages Abyssal, Aquan, Celestial, Common, Draconic,  Dwarven, Elven, Giant, Infernal, Sylvan, Varisian
SQ arcane bond (staff)
Gear +4 defending quarterstaff (bonded item), blessed book (contains all 0-level spells, all prepared spells and 400 additional spell levels' worth of randomly determined spells), bracers of armor +5, ring of protection +3, spell component pouch
Source Academy Of Secrets