Niva, Primal Druid
CR 9 XP: 6,400Female 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 1,200Male 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: 3,200Male 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 600Male 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: 2,400Male 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 800Female 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: 25,600Male 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 verminInit +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: 25,600Male 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: 6,400Male 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 3XP: 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: 6,400Male 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: 9,600Female 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: 9,600Female 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 17N 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 3,200N 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 3NE 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: 4,800Female 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: 4,800Male 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.