Thursday, February 21, 2019

mages mages mages

Ovit, Elite Anarchist
CR 7                                                                                                                  XP: 3,200
Male human wizard (evoker) 7
CE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception -2
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 53 (4d8+6d6+14)
Fort +3, Ref +5, Will +3
SR 12; Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee mwk staff +3 (1d6 -1)
Special Attacks smite evil (1/day)
Spell-Like Abilities (CL 7th) 7/day — force missile (1d4+3)
Spells Prepared (CL 7th)
  4th-Fire Shield, Stone Skin, Wall of Fire
  3rd-Fire Ball (x2 DC 19), Lightning Bolt (DC 19), Sleet Storm
  2nd-Acid Arrow, Scorching Ray (x2), Summon Swarm, Web (DC 18)
  1st-Mage Armor, Magic Missile (x3), Shield
  0th-Acid Splash, Flare, Ray of Frost, Stabilize
Str 8, Dex 13, Con 14, Int 18, Wis 7, Cha 9
Base Atk +6; CMB +5; CMD 16
Feats Combat Casting, Greater Spell Focus (Evocation), Improved Familiar, Lightning Reflexes, Nimble Moves, Scribe Scroll, Spell Focus (Evocation)
Skills Knowledge (arcana, dungeoneering, history, religion) +13, Spellcraft +13
Languages Common, Infernal
SQ intense spells (+3 damage evocation spells); Evocation (opposition schools: enchantment and divination) Arcane Bond (familiar)
Gear mwk staff, wand of protection from law (7 charges, CL 3), 245 gp, jade nose ring (75 gp).
Smite evil (Su) Once per day, as a swift action, the celestial can smite evil as the smite evil ability of a paladin of the same level as the celestial's Hit Dice. The smite persists until target is dead or the celestial rests.
Ovit is creepy, from his thin greased hair to his dirt-caked robes. Ovit joined the ranks of Rachiss at the behest of his peculiar familiar. His low Wisdom allows the cult to take advantage of the wicked mage at every opportunity. Ovit employs Tunker as a bodyguard. Draheim, his familiar, always takes the form of a Small centipede looped around his neck.
Ovit is creepy, from his thin greased hair to his dirtcaked robes. Ovit joined the ranks of Rachiss at the behest of his peculiar familiar. His low Wisdom allows the cult to take advantage of the wicked mage at every opportunity. Ovit employs Tunker as a bodyguard. Draheim, his familiar, always takes the form of a Small centipede looped around his neck.
DRAHEIM, QUASIT FAMILIAR
XP 600
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 20, touch 14, fl at-footed 18 (+2 Dex, +6 natural, +2 size)
hp 14 (3d10); fast healing 2
Fort +3, Ref +5, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Defensive Abilities improved evasion
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th) At will—detect good, detect magic, invisibility (self  only) 1/day—cause fear (30-foot radius, DC 11) 1/week—commune (six questions)
Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +3; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Weapon Finesse
Skills Bluff +6, Fly +20, Intimidate +6, Knowledge (planes) +6, Perception +9, Sense Motive +3, Stealth +16
Languages Abyssal, Common; telepathy (touch)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph), deliver touch spells, empathetic link, share spells
Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves
Elyria Novgorod, Nullmage Shepherd
CR 10                                                                                                              XP: 9,600
Female Fallen Elf Evoker 10
CE Medium humanoid (elf)
Init +7; Senses Perception +16
AC 23, touch 17, flat-footed 19 (+4 armor, +2 deflection, +1 dodge, +2 natural, +3 Dex)
HP 55 (10d6+20)
Fort +5, Ref +5, Will +8
Defensive Abilities Will +10 against enchantments; Immune sleep
Speed 30 ft.
Melee +1 quarterstaff +1/-3 (1d6/1d6-1)
Special Attacks arcane school (intense spells +5), arcane school (force missile, 1d4+5, 7/day), arcane school (elemental wall, 10 r)
Spells Prepared (CL 10th)
  5th-Cone of Cold (DC 20), Stone Shape, Teleport
  4th-Confusion (DC 19), Greater Invisibility, Lesser Globe of Invulnerability, Ice Storm (DC 19)
  3rd-Deep Slumber (DC 18), Dispel Magic, Lightning Bolt (DC 18; x2), Suggestion (DC 18)
  2nd-Acid Arrow, Darkness, Detect Thoughts (DC 17), See Invisibility, Hideous Laughter (DC 17), Touch of Idiocy
  1st-Charm Person (DC 16), Hypnotism (DC 16), Mage Armor, Magic Missile (x3)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools necromancy, illusion
Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 10
Base Atk +5; CMB +4; CMD 20
Feats Combat Casting, Craft Rod, Craft Wand, Dodge, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration
Skills Craft (alchemy) +17, Fly +16, Knowledge (arcana) +17, Linguistics +17, Perception +16, Spellcraft +17, Stealth +13
Languages Common, Draconic, Abyssal, Infernal, Goblin, Elven, Undercommon, Orc, Giant.
SQ arcane bond (+1 staff)
Gear rod of wonder, wand of lightning bolt (25 charges, CL10); Other Gear +1 staff, amulet of natural armor +2, ring of protection +2, ring of featherfall, spellbook (contains all spells above plus 1st—floating disk, hold portal, identify, obscuring mist, reduce person, shield, sleep; 2nd— alter self, arcane lock, cat’s grace, false life, levitate, mirror image, resist energy, shatter, summon swarm; 3rd— fireball, fl y, major image, stinking cloud, black tentacles, enervation, remove curse, nightmare, waves of fatigue).
Darkella, Elyria’s Familiar 
CR ¼                                                       XP 100
Female Cat Familiar
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
AC 24, touch 14, fl at-footed 22 (+2 Dex, +10 natural, +2 size)
hp 25 (10 HD; 10d8–10)
Fort +5, Ref +8, Will +13
Defensive Abilities improved evasion; SR 15
Speed 30 ft.
Melee 2 claws +7 (1d2–4), bite +7 (1d3–4)
Special Attacks deliver touch spells
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 15, Wis 12, Cha 7
Base Atk +5; CMB +1; CMD 13 (17 against trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, scry on familiar, share spells, speak with animals of own kind, speak with master
Zira, Meddling Mage
CR 12                                                                                                                   XP: 19,200
Female human evoker 13
NG Medium humanoid (human)
Init +6; Senses Perception +12
AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +1 dodge, +1 natural, +2 Dex)
HP 81 (13d6+33)
Fort +9, Ref +11, Will +12
Immune fire (120 points); Resist fire 30
Speed 40 ft.
Melee club +6/+1 (1d6)
Special Attacks intense spells (+6 damage)
Spell-Like Abilities (CL 13th; concentration +19) At will—elemental wall (13 rounds/day) 9/day—force missile (1d4+6)
Spells Prepared (CL 13rd)
  7th-Delayed Blast Fireball (DC 25), Statue
  6th-Elemental Body III, Maximized Fireball (2; DC 21), Greater Dispel Magic
  5th-Passwall, Maximized Scorching Ray (2), Telekinesis, Waves of Fatigue
  4th-Maximized Burning Hands (2; DC 19), Greater Invisibility, Phantasmal Killer (DC 20), Shout (DC 22), Wall of Fire
  3rd-Dispel Magic, Explosive Runes, Fireball (DC 21), Flame Arrow, Fly, Protection from Energy
  2nd-Flaming Sphere (DC 20), Gust of Wind (DC 20), Pyrotechnics (2; DC 18), Resist Energy, Scorching Ray, Web (DC 18)
  1st-Burning Hands (DC 19), Expeditious Retreat, Grease, Mage Armor, Magic Missile (x2), Ray of Enfeeblement (DC 17)
  0th-Bleed (DC 16), Dancing Lights, Mage Hand, Open/Close
Str 10, Dex 14, Con 14, Int 22, Wis 9, Cha 12
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Scribe Scroll, Spell Focus (evocation)
Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21, Knowledge (engineering, planes) +19, Knowledge (geography, history, local, religion) +14, Perception +12, Sense Motive +4, Spellcraft +19, Stealth +12, Survival +4
Languages Abyssal, Common, Draconic, Dwarven, Goblin, Ignan, Infernal
SQ arcane bond (ring of protection +1)
Gear elemental gem (fire), potions of cure moderate wounds (x2), potion of invisibility, scrolls of protection from energy (x2), wand of burning hands (CL 5th, 20 charges)
Other Gear club, amulet of natural armor +1, boots of striding and springing, bracers of armor +3, cloak of resistance +3, headband of vast intelligence +4, ring of protection +1, spellbook
Sage Mandrake, Magus of the Moon
CR 12                                                                                                            XP: 19,200
Male human conjurer 13
N Medium humanoid (human)
Init +0; Senses Perception +6
AC 17, touch 13, flat-footed 17 (+4 armor, +3 deflection)
HP 61 (13d6+13)
Fort +5, Ref +6, Will +9
Speed 30 ft.
Melee +1 quarterstaff +6/+1 (1d6); melee touch +5
Ranged ranged touch +6
Spell-Like Abilities (CL 13th; ranged touch +6) 240 ft./day—dimensional steps 8/day—acid dart (1d6+6)
Spells Prepared (CL 13th)
  7th-Instant Summons (B), Phase Door
  6th-Globe of Invulnerability, Summon Monster (B), Summon Monster VI
  5th-Cloudkill (DC 20), Cone of Cold (DC 20), Feeblemind (DC 20), Teleport (B), Teleport
  4th-Black Tentacles (B), Black Tentacles, Dimension Door, Fire Shield, Ice Storm, Stoneskin
  3rd-Dispel Magic, Protection from Energy, Rain of Frogs (B), Rain of Frogs, Slow (DC 18; x2)
  2nd-Glitterdust (B DC 17), Invisibility, Rope Trick, See Invisibility, Summon Swarm
  1st-Enlarge Person (DC 16), Expeditious Retreat, Floating Disk, Mage Armor (B), Mage Armor, Magic Missile, Unseen Servant
  0th-Detect Magic, Light, Mending, Read Magic (Arcane School Conjuration Opposition Schools Illusion, Necromancy)
Str 9, Dex 10, Con 13, Int 20, Wis 13, Cha 14
Base Atk +6; CMB +5; CMD 18
Skills Appraise +13, Bluff +7, Diplomacy +7, Fly +13, Handle Animal +7, Intimidate +7, Knowledge (arcana) +21, Knowledge (dungeoneering, local, nature) +13, Knowledge (history) +20, Knowledge (planes) +18, Perception +6, Profession (farmer) +10, Sense Motive +6, Spellcraft +22, Survival +2, Use Magic Device +9
Languages Common
SQ arcane bond (medallion of thoughts), summoner’s charm (+6 rounds)
Gear ring of shooting stars, wand of fireball (CL 8th; kept in farmhouse)
Other Gear +1 quarterstaff, bracers of armor +4, medallion of thoughts, ring of protection +3, spell component pouch
Jodah, Archmage Eternal
CR 19                                                                                                             XP: 204,800
Male human wizard 20
CE Medium humanoid (human)
Init +5; Senses Perception +14
AC 20, touch 15, flat-footed 18 (+5 armor, +1 dodge, +2 deflection, +1 Dex)
HP 112 (20d6+40)
Fort +16, Ref +15, Will +18
SR 18
Speed 30 ft.
Melee staff of power +11/+6 (1d6+1); melee touch +9
Ranged ranged touch +11
Special Attacks hand of the apprentice (12/day), metamagic mastery (7/day)
Spells Prepared (CL 20th)
  9th-Dominate Monster (DC 30), Energy Drain (DC 28), Imprisonment (DC 28), Summon Monster IX, Weird (DC 28)
  8th-Clone, Irresistible Dance (DC 29), Mind Blank, Power Word Stun, Screen
  7th-Limited Wish, Power Word Blind, Prismatic Spray, Spell Turning, Summon Monster VII
  6th-Cone of Slime, Disintegrate (DC 25), Geas/Quest, Greater Dispel Magic, Repulsion (DC 25)
  5th-Contact Other Plane, Feeblemind (DC 26), Hold Monster (DC 26), Passwall, Telekinesis, Wall of Shadow
  4th-Beast Shape II, Charm Monster (DC 25), Confusion (DC 25), Fear (DC 23), Hallucinatory Terrain (DC 23), Wall of Fire
  3rd-Darkvision, Fly, Haste, Hold Person (DC 24), Lightning Bolt (DC 22), Slow (DC 22)
  2nd-Darkness, Mirror Image, See Invisibility, Shadow Blades (see appendix), Spectral Hand, Touch of Idiocy
  1st-Charm Person (DC 22), Grease, Hold Portal, Magic Missile (x2), Shield, Sleep (DC 22)
  0th-Detect Magic, Light, Mage Hand, Read Magic
Str 8, Dex 13, Con 14, Int 28, Wis 10, Cha 12
Base Atk +10; CMB +9; CMD 23
Feats Alertness, Brew Potion, Craft Wondrous Item, Dodge, Extend Spell, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Magical Aptitude, Point-Blank Shot, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration
Skills Appraise +32, Bluff +6, Diplomacy +11, Fly +24, Intimidate +14, Knowledge (arcana) +32, Knowledge (dungeoneering) +22, Knowledge (engineering, geography, history, local) +27, Knowledge (nature) +17, Knowledge (religion) +32, Linguistics +17, Perception +14, Sense Motive +14, Spellcraft +36, Use Magic Device +15
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Orc, Undercommon
SQ arcane bond (familiar)
Gear staff of power, headband of vast intelligence +6, crystal ball, ring of spell turning (dispel magic), robe of the archmagi
Visitator, Invisible Stalker Sorcerer
CR 14                                                                                                            XP: 38,400
Advanced invisible stalker sorcerer 12
NE Medium outsider (air, elemental, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +27
AC 27, touch 19, flat-footed 19 (+7 Dex, +8 natural, +1 dodge)
HP 270 (7d10+12d6+190)
Fort +19, Ref +18, Will +14
Defensive Abilities natural invisibility; Immune elemental traits; Resist  electricity 20
Speed 30 ft., fly 30 (perfect), fly 30 ft. (perfect)
Melee 2 slams +19 (2d6+5), melee touch +18
Ranged ranged touch +20
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 12th, ranged touch +20) 9/day—elemental ray (1d6+6 electricity) 1/day—elemental blast (12d6 electricity, DC 22)
Spells Known (CL 12nd)
  6th (4/day)-Chain Lightning (DC 24)
  5th (6/day)-Elemental Body II, Telekinesis (DC 21), Wall of Force
  4th (7/day)-Charm Monster (DC 20), Elemental Body I, Hallucinatory Terrain (DC 20), Shout (DC 22)
  3rd (7/day)-Dispel Magic, Haste, Lightning Bolt (DC 21), Protection from Energy, Wind Wall
  2nd (8/day)-Detect Thoughts (DC 18), Eagles Splendor, False Life, Glitterdust (DC 18), Hideous Laughter (DC 18), Scorching Ray (electricity)
  1st (8/day)-Burning Hands (electricity), Chill Touch (DC 17), Expeditious Retreat, Grease (DC 17), Mage Armor, Shield
  0th-Dancing Lights, Daze (DC 16), Detect Magic, Flare (DC 18), Ghost Sound (DC 16), Mage Hand, Prestidigitation (DC 16), Read Magic, Touch of Fatigue (DC 16)
Bloodline: elemental (air)
Str 20, Dex 25, Con 30, Int 20, Wis 19, Cha 22
Base Atk +13; CMB +18; CMD 36
Feats Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Improved Initiative, Lightning Reflexes, Skill Focus (perception), Spell Focus (evocation), Stealthy, Weapon Focus (slam)
Skills Acrobatics +20, Bluff +28, Diplomacy +19, Escape Artist +24, Fly +37, Intimidate +19, Knowledge (arcana) +18, Knowledge (planes) +27, Perception +27, Sense Motive +14, Spellcraft +23, Stealth +29, Survival +22
Languages Auran, Common
SQ bloodline arcana (change energy damage spells to match bloodline energy), improved tracking
Environment  any (Plane of Air)
Organization solitary
Treasure standard
Improved Tracking (Ex) An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed.
Natural Invisibility (Ex) This ability is constant-an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still-these bonuses are not included in the statistics above.
No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature's presence.
Sorten, Reckless Fireweaver
CR 17                                                                                                             XP: 102,400
Male human wizard (universalist) 18
N Medium humanoid (human)
Init +1; Senses Perception +5
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
HP 81 (18d6+18)
Fort +12, Ref +12, Will +21
SR 18
Speed 30 ft.
Melee unarmed strike +9/+4 (1d3); melee touch +9
Ranged ranged touch +10
Special Attacks hand of the apprentice (12/day), metamagic mastery (6/day)
Spells Prepared (CL 18th)
  9th-Etherealness, Shapechange, Time Stop
  8th-Maze, Moment of Prescience, Power Word Stun, Summon Monster VIII
  7th-Forcecage (DC 26), Greater Arcane Sight, Greater Teleport, Spell Turning
  6th-Forceful Hand, Globe of Invulnerability, Greater Dispel Magic, Repulsion (DC 25), Summon Monster VI
  5th-Break Enchantment, Dominate Person (DC 24), Hold Monster (DC 24), Interposing Hand, Teleport, Wall of Force
  4th-Dimension Door, Greater Invisibility, Phantasmal Killer (DC 23), Scrying (DC 23), Stoneskin, Vitriolic Mist
  3rd-Clairaudience/Clairvoyance, Dispel Magic (x2), Fly, Gaseous Form, Slow (DC 22)
  2nd-Alter Self, Blindness/Deafness (DC 21), Darkvision, Knock, Mirror Image, Rope Trick
  1st-Charm Person (DC 20), Comprehend Languages, Mage Armor, Magic Missile (x2), Protection from Evil, Unseen Servant
  0th-Dancing Lights, Detect Magic, Mage Hand, Open/Close (DC 19)
Str 10, Dex 12, Con 12, Int 28, Wis 20, Cha 22
Base Atk +9; CMB +9; CMD 20
Feats Bouncing Spell, Combat Casting, Cooperative Crafting, Craft Staff, Craft Wondrous Item, Destructive Dispel, Dimensional Agility, Eschew Materials, Improved Counterspell, Magical Aptitude, Quicken Spell, Scribe Scroll, Spell Penetration, Still Spell
Skills Appraise +9, Bluff +6, Craft (alchemy) +9, Diplomacy +6, Escape Artist +1, Fly +1, Intimidate +6, Knowledge (arcana) +9, Knowledge (dungeoneering, engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +5, Perform (oratory) +6, Ride +1, Sense Motive +5, Sleight of Hand +1, Spellcraft +9, Survival +5, Use Magic Device +6
Languages Abyssal, Aquan, Auran, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Goblin, Ignan, Infernal, Orc, Terran, Undercommon
SQ arcane bond (ring of delayed doom)
Gear greater extend metamagic rod, hand of glory, potion of barkskin +5, potion of cure serious wounds, potion of delay poison, potion of fly, potion of invisibility, ring of delayed doom, ring of forcefangs, robe of the archmagi (white; included above), wand of magic missile (maximized, CL 9th)
Other Gear bracers of armor +8, cloak of resistance +5, headband of mental superiority +4, spell component pouch, ring of keys
Arren Pendar, Vanilla Wizard
CR 10                                                                                                              XP: 9,600
Male human wizard (universalist) 11
NG Medium humanoid (human)
Init +0; Senses Perception +12
AC 10, touch 10, flat-footed 10
HP 41 (11d6)
Fort +3, Ref +3, Will +12
Speed 30 ft.
Melee dagger +4 (1d4-1/19-20); melee touch +4
Ranged ranged touch +5
Special Attacks hand of the apprentice (8/day), metamagic mastery (2/day)
Spells Prepared (CL 11st)
  6th-Greater Dispel Magic
  5th-Baleful Polymorph (DC 20), Break Enchantment, Dismissal (DC 20)
  4th-Ball Lightning (DC 19), Confusion (DC 19), Dimension Door, Scrying (DC 19)
  3rd-Clairaudience/Clairvoyance, Dispel Magic, Fly, Hostile Levitation (DC 18), Seek Thoughts (DC 18)
  2nd-Acid Arrow, Darkvision, Detect Thoughts (DC 17), Invisibility, Scorching Ray
  1st-Alter Winds (DC 16), Comprehend Languages, Expeditious Retreat, Identify, Mage Armor, Magic Missile
  0th-Dancing Lights, Mage Hand, Message, Open/Close
Str 9, Dex 10, Con 10, Int 20, Wis 16, Cha 11
Base Atk +5; CMB +4; CMD 14
Skills Appraise +13, Craft (alchemy) +13, Diplomacy +5, Fly +10, Knowledge (arcana) +19, Knowledge (geography) +13, Knowledge (history) +15, Knowledge (local) +11, Knowledge (planes) +19, Linguistics +10, Perception +12, Sense Motive +10, Spellcraft +19, Use Magic Device +11
Languages Abyssal, Celestial, Common, Dark Folk, Draconic, Elven, Sylvan, Undercommon
SQ arcane bonds (ring of forcefangs)
Gear potion of mage armor, ring of forcefangs, wand of charm monster
Other Gear dagger, robe of useful items, winged boots, spell component pouch, spellbook, ring of keys.
Kess, Dissident Mage
CR 17                                                                                                             XP: 102,400
Female human sorcerer 17
N Medium humanoid (human)
Init +2; Senses Perception +6
AC 16, touch 16, flat-footed 14 (+4 deflection, +2 Dex)
HP 76 (17d6+17)
Fort +6, Ref +7, Will +14
Speed 30 ft.
Melee +2 shock dagger +9/+4 (1d4+1/19-20 plus 1d6 electricity); touch +7 (by spell)
Ranged +2 shock light crossbow +12/+7 (1d8+2/19-20 plus 1d6 electricity); ray +10 touch (by spell)
Spells Known (CL 17th)
  8th (4/day)-Mind Blank, Polymorph Any Object (DC 29), Power Word Stun, Temporal Stasis (DC 29)
  7th (6/day)-Control Weather, Ethereal Jaunt, Forcecage (DC 25), Greater Teleport, Insanity (DC 25), Statue
  6th (7/day)-Disintegrate (DC 27), Flesh to Stone (DC 27), Geas/Quest (DC 24), Mass Bears Endurance, Mass Suggestion, True Seeing
  5th (7/day)-Baleful Polymorph (DC 26), Dominate Person (DC 23), Feeblemind (DC 23), Overland Fl Ight, Telekinesis, Transmute Rock to Mud, Wall of Force
  4th (7/day)-Bestow Curse (DC 21), Dimension Door, Enervation, Greater Invisibility, Mass Reduce Person (DC 25), Stone Shape
  3rd (8/day)-Dispel Magic, Fly, Haste, Slow (DC 24), Suggestion (DC 21)
  2nd (8/day)-Alter Self, Bears Endurance, Invisibility, Scorching Ray, See Invisible, Whispering Wind
  1st (8/day)-Enlarge Person, Feather Fall, Identify, Mage Armor, Magic Missile, Reduce Person (DC 22)
  0th-—Acid Splash, Bleed (DC 18), Dancing Lights, Detect Magic, Mage Hand, Open/Close, Ray of Frost, Read Magic, Resistance
Bloodline: arcane
Str 8, Dex 15, Con 12, Int 13, Wis 15, Cha 24
Base Atk +8; CMB +7; CMD 23
Feats Brew Potion, Craft Wondrous Item, Eschew Materials, Extend Spell, Greater Spell Focus (transmutation), Iron Will, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (enchantment, transmutation)
Skills Bluff +15, Diplomacy +12, Fly +15, Intimidate +20, Knowledge (arcana, planes) +14, Perception +6, Sense Motive +6, Spellcraft +10, Use Magic Device +14
Languages Common, Draconic
SQ bloodline power (arcane bond, +2 shock dagger), bloodline power (metamagic adept, 4/day), bloodline power (new arcane, 3), bloodline power (school power, transmutation)
Gear Cloak of arachnida, ring of protection +4, +2 shock dagger, +2 shock light crossbow.
Weezen, Lord of the Unreal
CR 10                                                                                                               XP: 9,600
Male human wizard (illusionist) 11
CG Medium humanoid (human)
Init +1; Senses Perception +11
AC 17, touch 13, flat-footed 16 (+1 Dex, +4 armor, +2 deflection)
HP 30 (11d6-11)
Fort +2, Ref +4, Will +9
Speed 30 ft.
Melee unarmed strike +3 (1d3-2); melee touch +3
Ranged +1 distance blowgun +7 (1d2+1); ranged touch +6
Spell-Like Abilities (CL 11th; ranged touch +6) 11rounds/day—invisibility field 8/day—blinding ray
Spells Prepared (CL 11st)
  6th-Permanent Image (DC 21), Programmed Image (DC 21)
  5th-Baleful Polymorph (DC 20), Hold Monster (DC 20), Mirage Arcana (DC 20), Persistent Image (DC 20)
  4th-Charm Monster (DC 19), Dimension Door, Hallucinatory Terrain (DC 19), Phantasmal Killer (DC 19)
  3rd-Arcane Sight, Dispel Magic, Displacement, Hold Person (3; DC 18)
  2nd-Create Pit (DC 17), Daze Monster (DC 17), Hideous Laughter (DC 17), Invisibility, Mirror Image
  1st-Bungle (DC 16), Grease, Mage Armor, Reduce Person (DC 16), Silent Image (DC 16)
  0th-Arcane Mark, Detect Magic, Message, Prestidigitation (Arcane School Illusion Opposition Schools Conjuration, Evocation)
Str 7, Dex 13, Con 9, Int 20, Wis 14, Cha 10
Base Atk +5; CMB +3; CMD 16
Feats Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Extend Spell, Forge Ring, Scribe Scroll, Simple Weapon Proficiency, Still Spell
Skills Appraise +13, Bluff +11, Climb +3, Disguise +7, Escape Artist +3, Knowledge (arcana, planes) +18, Knowledge (local) +17, Perception +11, Sense Motive +12, Spellcraft +19, Use Magic Device +10
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven
SQ arcane bond (staff of illusion), blinding ray, extended illusions, invisibility field, opposition schools (conjuration, evocation), specialized schools (illusion)
Gear staff of illusion, wand of major image, 6 doses of drow sleep poison
Other Gear +1 distance blowgun, 10 masterwork blowgun darts, bracers of armor +4, ring of protection +2, 12 gp, spell component pouch, spellbook, keyring
Maregeth, Incursion Specialist
CR 10                                                                                                            XP: 9,600
Male human wizard (spirit whisperer) 11 (Pathfinder Roleplaying Game Advanced Class Guide “Spirit Whisperer”)
NE Medium humanoid (human)
Init +3; Senses darkvision 60 ft; Perception +1
AC 24, touch 16, flat-footed 21 (+4 armor, +2 deflection, +1 dodge, +4 natural, +3 Dex)
HP 49 (11d6+11)
Fort +4, Ref +6, Will +4
Immune magic missile; Resist fire 10
Speed 30 ft.
Melee * +3 cold iron short sword +12 (1d6+3/19–20 plus 1d6 fire plus poison) or +3 quarterstaff +8 (1d6+3 plus 1d6 fire) or melee touch +8 (touch of flame or spell) * Arcane Strike and touch of flame included
Special Attacks greater spirit ability (fiery soul 3/day, 15-ft. cone, 11d4 fire, DC 21 Reflex half), hand of the apprentice 9/day (ranged +11), spirit ability (touch of flame 5/day, 1d6+5 fire), spirit hex (ward of flames 1 minute or 2 successful melee attacks, 1d6+5 fire)
Spells Prepared (CL 11st)
  6th-Acid Fog (DC 22), Chain Lightning (DC 22)
  5th-Beast Shape III, Cloudkill (DC 21), Teleport
  4th-Black Tentacles, Dimension Door, Enervation, Mnemonic Enhancer
  3rd-Clairaudience/Clairvoyance, Displacement, Fireball (DC 19), Fly, Slow (DC 20)
  2nd-Bears Endurance, Detect Thoughts (DC 18), False Life (already cast), Protection from Arrows, Scorching Ray, See Invisibility
  1st-Alarm (already cast), Comprehend Languages, Mage Armor (already cast), Magic Missile (x3)
  0th-Acid Splash, Dancing Lights, Mage Hand, Message
Str 10, Dex 16, Con 12, Int 22, Wis 8, Cha 15
Base Atk +5; CMB +5; CMD 21
Feats Acrobatic Steps (when familiar within arm’s reach), Arcane Strike, Brew Potion, Combat Casting, Martial Weapon Proficiency (short sword), Nimble Moves, Scribe Scroll, Spell Focus (transmutation), Weapon Finesse
Skills Appraise +12, Craft (alchemy) +20, Fly +11, Intimidate +13, Knowledge (arcana, geography, history, local, religion) +20, Perception +1, Sense Motive +14, Spellcraft +20, Stealth +3, Swim +6
Languages Abyssal, Aklo, Common, Draconic, Giant, Ignan, Ogham; empathic link with familiar, speak with familiar
SQ arcane bond (familiar—bat spirit animal), metamagic mastery 2/day, share spells with familiar, spirit hex (cinder dance), spirit link (flame spirit)
Gear staff of transmutation (CL 13: 10 charges, +1 to DC with Spell Focus), arcane scroll (CL13: project image), silver horn of Valhalla, potion of invisibility, 3 doses giant wasp poison
Other Gear amulet of natural armor +4, ring of protection +2, brooch of shielding (64 hp), masterwork cold iron short sword, headband of vast intelligence +2 (Knowledge [history]), silver skullcap (55 gp), fox fur-lined cloak (70 gp), gold torc (150 gp), silver ring set with large cracked carnelian (270 gp), elevated wooden sandals*, spell component pouch, 63 gp, 7 pp
Familiar-Stored Spells all prepared spells plus 0—all; 1st—animate rope, enlarge person, expeditious retreat, feather fall, ray of enfeeblement, unseen servant; 2nd—alter self, arcane lock, blur, bull’s strength, darkvision, misdirection; 3rd—dispel magic, tiny hut, tongues, water breathing; 4th—bestow curse, confusion, fire trap, stoneskin; 5th—contact other plane, dismissal, feeblemind, passwall, permanency; 6th—disintegrate, geas/quest, legend lore, move earth, flesh to stone
MABON 
Male bat flame spirit animal familiar (Pathfinder Roleplaying Game Bestiary “Familiar, Bat”; Pathfinder Roleplaying Game Advanced Class Guide “Spirit Whisperer”)
N Diminutive magical beast (augmented animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +10
Aura nimbus of flame (equal to candle)
AC 22, touch 16, flat-footed 20 (+2 Dex, +6 natural, +4 size)
hp 27 (11 HD)
Fort +1; Ref +5; Will +9
Defensive Abilities improved evasion; Immune fire; SR 16
Weaknesses vulnerability to cold
Speed 5 ft., fly 40 ft. (good)
Melee bite +11 (1d3–4)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells
Str 1, Dex 15, Con 6, Int 11, Wis 14, Cha 5
Base Atk +5; CMB +3; CMD 9
Feats Weapon Finesse
Skills Appraise +3, Craft (alchemy) +11, Fly +17, Intimidate +8, Knowledge (arcana) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (religion) +11, Perception +10, Sense Motive +13, Swim +2; Racial Modifiers +4 Perception
Languages speak with bats; empathic link with master, speak with master
SQ share spells with master
MAREGETH—TRICERATOPS FORM CR 10
XP 9,600
Male Daanite human wizard (spirit whisperer) 11 (Pathfinder Roleplaying Game Bestiary “Dinosaur, Triceratops”)
NE Huge humanoid (human)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +1
AC 21, touch 9, flat-footed 20 (+2 deflection, +1 Dex, +10 natural, –2 size)
hp 69 (11d6+11 plus 15)
Fort +4; Ref +6; Will +6
Immune magic missile; Resist fire 10
Speed 40 ft.
Melee* gore +9 (2d10+7 plus 1d6 fire plus poison) or melee touch +6 (touch of flame or spell) * Arcane Strike and touch of flame included
Space 15 ft.; Reach 15 ft.
Special Attacks greater spirit ability (fiery soul 3/day, 15-ft. cone, 11d4 fire, DC 21 Reflex half), hand of the apprentice 9/day (ranged +11), spirit ability (touch of flame 5/day, 1d6+5 fire), spirit hex (ward of flames 1 minute or 2 successful melee attacks, 1d6+5 fire), trample (1d8+4, DC 18)
Spells Prepared (CL 11th): Unable to cast spells
Str 16, Dex 12, Con 12, Int 22, Wis 8, Cha 15
Base Atk +5; CMB +10; CMD 23 (27 vs. trip)
Feats Acrobatic StepsB, AlertnessB (when familiar within arm’s reach), Arcane Strike, Brew Potion, Combat Casting, DodgeB (unusable due to Dex 12), Martial Weapon Proficiency (short sword), Nimble MovesB, Scribe ScrollB, Spell Focus (transmutation), Weapon Finesse
Skills Appraise +12, Craft (alchemy) +20, Fly +11, Intimidate +13, Knowledge (arcana) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local) +20, Knowledge (religion) +20, Perception +1, Sense Motive +14, Spellcraft
+20, Stealth –11, Swim +9
Languages Abyssal, Aklo, Common, Draconic, Giant, Ignan, Ogham; empathic link with familiar, speak with familiar
SQ arcane bond (familiar—bat spirit animal), metamagic mastery 2/day, share spells with familiar, spirit hex (cinder dance), spirit link (flame spirit)
Active Gear All gear absorbed into polymorphed form, these items remain active even while absorbed: amulet of natural armor +4, ring of protection +2, brooch of shielding (64 hp), headband of vast intelligence +2 (Knowledge [history])
Meldeth, Magus of the Wheel
CR 8                                                                                                                  XP: 4,800
Male human wizard 9
CE Medium humanoid (human)
Init +2; Senses Perception +8
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 52 (9d6+18)
Fort +6, Ref +6, Will +5
DR 10/adamantine; Immune mind-effecting effects; Resist fire 10
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20); melee touch +5
Ranged ranged touch +6
Special Attacks metamagic mastery (1/day)
Spell-Like Abilities (CL 9th ranged touch +6) 7/day hand of the apprentice
Spells Prepared (CL 9th)
  5th-Teleport
  4th-Lesser Globe of Invulnerability, Phantasmal Killer (DC 18), Stoneskin (already cast)
  3rd-Displacement, Fly, Lightning Bolt (DC 17), Slow (DC 17)
  2nd-Acid Arrow, Invisibility, Protection from Arrows, See Invisibility, Web (DC 16)
  1st-Color Spray (DC 15), Grease, Magic Missile (x2), Shield
  0th-Dancing Lights, Daze (DC 14), Flare (DC 14), Read Magic
Str 13, Dex 15, Con 15, Int 18, Wis 3, Cha 6
Base Atk +4; CMB +5; CMD 17
Feats Combat Casting, Iron Will, Maximize Spell, Scribe Scroll, Silent Spell, Skill Focus (perception), Spell Mastery (fly, lesser globe of invulnerability, lightning bolt, teleport), Still Spell
Skills Craft (alchemy) +16, Fly +14, Knowledge (arcana, dungeoneering, planes) +16, Perception +8, Spellcraft +16, Stealth +11
Languages Abyssal, Aklo, Common, Infernal, Undercommon
SQ arcane bond (ring of fire resistance [minor]), insane
Gear wand of fireball (CL 6th, 12 charges)
Other Gear cloak of resistance +1, ring of fire resistance (minor), jade unholy symbol of the frog-god Tsathogga (causes an unhallow effect in a 60-foot radius cast at 8th level, 12 charges), map to the Stoneheart Mountain dungeon with a cryptic reference to the Temple of the Frog (detailed in the dungeon module The Lost Lands: Stoneheart Valley from Frog God Games)
Treasure Spellbook: 0—all; 1st—color spray, grease, magic missile, shield; 2nd—acid arrow, invisibility, mirror image, protection from arrows, see invisibility, spider climb, web; 3rd—displacement, fly, lightning bolt, slow, vampiric touch; 4th—confusion, lesser globe of invulnerability, phantasmal killer, stoneskin; 5th—summon monster V, teleport.
Insane (Ex) Immune to all mind-affecting spells and effects due to insanity; attacks everyone in sight, including monsters, until slain.
Irtep, Magus of the Balance
CR 9                                                                                                                   XP: 6,400
Male human wizard 10
CN Medium humanoid (human)
Init +5; Senses Perception +16
AC 14, touch 12, flat-footed 13 (+2 armor, +1 deflection, +1 Dex)
HP 37 (10d6)
Fort +5, Ref +4, Will +9
Speed 30 ft.
Melee melee touch +5
Ranged ranged touch +6
Special Attacks hand of the apprentice (7/day)
Spells Prepared (CL 10th)
  5th-Cone of Cold (x2, DC 19)
  4th-Dimension Door, Lesser Globe of Invulnerability, Ice Storm, Stoneskin
  3rd-Dispel Magic, Fireball (DC 17), Protection from Energy, Suggestion (DC 17)
  2nd-Bears Endurance, Blur, Flaming Sphere (DC 16), Invisibility, Web (DC 16)
  1st-Burning Hands (DC 15), Endure Elements, Magic Missile, Shocking Grasp, Sleep (DC 15)
  0th-Acid Splash, Dancing Lights, Prestidigitation, Read Magic
Str 10, Dex 12, Con 11, Int 18, Wis 15, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Alertness, Combat Casting, Craft Wand, Craft Wondrous Item, Fleet, Great Fortitude, Improved Initiative, Run, Scribe Scroll
Skills Acrobatics +1, Appraise +12, Knowledge (arcana, dungeoneering, history, nature) +17, Knowledge (minzoa) +12, Perception +16, Sense Motive +9, Spellcraft +17, Survival +7, Swim +0
Languages Abyssal, Aquan, Common, Giant, Infernal
SQ arcane bond (wand of lightning bolt [14 charges]), metamagic mastery (2/day)
Gear 3 scrolls of charm person, wand of lightning bolt (14 charges)
Other Gear bracers of armor +2, broom of flying, ring of protection +1, ring of swimming, pipes of Minzoa, passkey of minzoa (dice)
Treasure Spellbook
0—all;
1st—burning hands, endure elements, magic missile, shocking grasp, sleep;
2nd—bear’s endurance, blur, darkvision, flaming sphere, invisibility, web;
3rd—dispel magic, displacement, fireball, gaseous form, haste, protection from energy, suggestion;
4th—dimension door, ice storm, lesser globe of invulnerability, minor creation, stoneskin;
5th—cone of cold.
Osgood Flumph, Magus of the Mirror
CR 7                                                                                                               XP: 3,200
Male human wizard 9
NE Medium humanoid (human)
Init +5; Senses Perception +8
AC 14, touch 14, flat-footed 12 (+1 deflection, +1 Dex, +1 dodge)
HP 40 (9d6+9)
Fort +4, Ref +4, Will +7
Speed 30 ft.
Melee +1 dagger +5 (1d4+1/19-20); melee touch +4
Ranged ranged touch +5
Special Attacks hand of the apprentice (6/day)
Spells Prepared (CL 9th)
  5th-Cone of Cold (DC 18)
  4th-Greater Invisibility, Stoneskin
  3rd-Fireball (DC 16), Fly, Lightning Bolt (DC 16), Suggestion (DC 16)
  2nd-Blur, Flaming Sphere (DC 15), Invisibility, Scare (DC 15), Web (DC 15)
  1st-Burning Hands (DC 14), Cause Fear (DC 14), Mage Armor, Magic Missile, Shield
  0th-Acid Splash, Ghost Sound (DC 13), Light, Mage Hand
Str 10, Dex 13, Con 12, Int 17, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats Alertness, Brew Potion, Combat Casting, Craft Wand, Dodge, Improved Initiative, Mobility, Scribe Scroll
Skills Appraise +15, Craft (alchemy) +15, Knowledge (dungeoneering, history, planes) +15, Perception +8, Sense Motive +7, Spellcraft +15
Languages Common, Dwarven, Elven, Giant
SQ arcane bond (ring of protection +1), metamagic mastery (1/day)
Gear brooch of shielding, scroll of dispel magic and lesser geas, wand of lightning bolt (7 charges)
Other Gear +1 dagger, bag of holding I, boots of levitation, ring of protection +1, gems and jewelry (worth 3,500 gp)
Xander Brim, Rimewind Taskmage

CR 13                                                                                                             XP: 25,600
Male human wizard 13
N Medium humanoid (human)
Init +2; Senses Darkvision 60 ft. (CL 12th), see invisibility (CL 12th); Perception +10
AC 14, touch 14, flat-footed 11 (+1 dodge, +2 Dex)
HP 51 (13d6+6)
Fort +6, Ref +6, Will +11
Defensive Abilities contingent protection from arrows
Speed 30 ft.
Melee +2 merciful quarterstaff +8/+3 (2d6+2 nonlethal) or dagger +6/+1 (1d4/19–20)
Ranged dagger +8 (1d4/19–20)
Special Attacks hand of the apprentice (9/day), metamagic mastery (3/day)
Spells Prepared (CL 13rd)
  7th-Prismatic Spray
  6th-Acid Fog, Chain Lightning, Globe of Invulnerability
  5th-Break Enchantment, False Image, Hold Monster, Quickened Mage Armor
  4th-Detect Scrying, Fear, Greater Invisibility, Polymorph, Solid Fog, Ice Storm
  3rd-Arcane Sight, Dispel Magic, Lightning Bolt, Protection from Energy, Slow
  2nd-Cats Grace, Foxs Cunning, Mirror Image, Hideous Laughter, Obscure Object, Spider Climb
  1st-Charm Person, Disguise Self, Expeditious Retreat, Magic Missile (x2), Shield
  0th-Arcane Mark, Detect Magic, Light, Read Magic
Str 10, Dex 15, Con 10, Int 22, Wis 16, Cha 10
Base Atk +6; CMB +6; CMD 19
Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Great Fortitude, Greater Spell Penetration, Improved Counterspell, Quicken Spell, Scribe Scroll, Spell Penetration
Skills Fly +18, Knowledge (arcana, local, planes) +22, Knowledge (dungeoneering, engineering, geography, history, nature, nobility, religion) +14, Linguistics +19, Perception +10, Profession (sailor) +11, Sense Motive +5, Spellcraft +22, Swim +4
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Giant, Elven, Infernal, Khemetian, Locathah, Minotaur, Merfol, Sahuagin, Semuric, Sylvan, Tulita (mainland, coastal, island)
SQ arcane bond (quarterstaff)
Gear patched grey and sea-blue robes, +2 merciful quarterstaff, spellbook.
Other Gear
Spellbook Besides the spells above, Brim’s spellbook also contains the following spells:
0—all;
1st—alarm, comprehend languages, endure elements, magic aura;
2nd—arcane lock, fog cloud, knock;
3rd—daylight, fireball, flame arrow, snake sigil;
4th—dimensional anchor, ice storm, remove curse;
5th—cloudkill, hold monster, overland flight, permanency, teleport;
6th—acid fog, greater dispel magic, greater teleport;
7th—limited wish
Barrin, Master Wizard
CR 12                                                                                                             XP: 19,200
Male human wizard 13
LN Medium humanoid (human)
Init +1; Senses Perception +3
AC 19, touch 15, flat-footed 18 (+4 armor, +4 deflection, +1 Dex)
HP 77 (13d8+19)
Fort +5, Ref +5, Will +11
Speed 30 ft.
Melee +2 spell storing quarterstaff +7/+2 (1d6+1)
Special Attacks hand of the apprentice (8/day), metamagic mastery (3/day)
Spells Prepared (CL 13rd)
  7th-Project Image
  6th-Greater Dispel Magic, True Seeing
  5th-Break Enchantment, Dominate Person (*), Hold Monster (*), Mages Private Sanctum
  4th-Arcane Eye, Dimension Door, Greater Invisibility, Resilient Sphere, Scrying
  3rd-Arcane Sight, Dispel Magic, Nondetection, Protection from Energy, Tongues
  2nd-Arcane Lock, Detect Thoughts, Extended Mage Armor, Hideous Laughter (*), Mirror Image
  1st-Identify, Protection from Chaos, Ray of Enfeeblement, Silent Image, Sleep (*), Unseen Servant
  0th-Arcane Mark, Daze (*), Detect Magic, Read Magic (* enchantment spell)
Str 8, Dex 13, Con 12, Int 21, Wis 16, Cha 10
Base Atk +6; CMB +5; CMD 20
Feats Brew Potion, Combat Casting, Craft Wand, Eschew Materials, Extend Spell, Greater Spell Focus (enchantment), Improved Counterspell, Persuasive, Quicken Spell, Scribe Scroll, Spell Focus (enchantment)
Skills Appraise +18, Craft (books) +15, Diplomacy +5, Knowledge (arcana, history, planes) +21, Knowledge (local) +17, Linguistics +18, Profession (shopkeeper) +19, Spellcraft +21
Gear 3 potions of cure serious wounds, potion of haste, ring of djinni calling, wand of suggestion (11 charges), wand of charm person (12 charges)
Other Gear fine blue and green robes, dagger, +2 spell storing quarterstaff (with hold person cast into it), ring of protection +4
Treasure
Spellbook Spells prepared plus
0—All
1st—charm person, feather fall, floating disk
2nd—scare, see invisibility
3rd—suggestion
6th—analyze dweomer, contingency
7th—mass hold person
Contingent Spell (Sp) Samuel cast a contingency spell to activate feather fall if he plummets more than five feet.
Spells (Ex) DC 15 plus spell level, 17 plus spell level for enchantments, concentration +14 (+18 casting defensively)
Hisoka, Minamo Sensei
CR 17                                                                                                             XP: 102,400
Male human wizard 18
LG Medium humanoid (human)
Init +3; Senses Perception +3
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 81 (18d6+18)
Fort +7, Ref +9, Will +14
Speed 30 ft.
Melee +10/+5 melee quarterstaff (1d6+1)
Ranged +12/+7 dagger ranged (1d4+1/19-20/) or +12/+7 ranged light crossbow (1d8+1/19-20)
Spells Prepared (CL 18th)
  9th-Time Stop
  8th-Discern Location, Polymorph Any Object
  7th-Banishment, Greater Teleport, Mass Hold Person, Plane Shift, Reverse Gravity
  6th-Disintegrate, Greater Dispel Magic, Greater Heroism, Legend Lore, Mass Suggestion
  5th-Dismissal, Feeblemind, Mind Fog, Telekinesis, Teleport
  4th-Dimension Door, Fly, Locate Creature, Minor Creation, Polymorph
  3rd-Dispel Magic, Gaseous Form, Protection from Energy, Suggestion, Tongues
  2nd-Foxs Cunning, Levitate, Obscure Object, Resist Energy, See Invisibility, Spider Climb
  1st-Animate Rope, Charm Person, Endure Elements, Hypnotism, Jump, Reduce Person
  0th-Daze, Detect Magic, Light, Mage Hand
Str 12, Dex 17, Con 12, Int 23, Wis 17, Cha 16
Base Atk +9; CMB +10; CMD 23
Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wondrous Item, Greater Spell Focus (Enchantment), Greater Spell Penetration, Magical Aptitude, Spell Focus (Enchantment), Spell Penetration
Skills Knowledge (arcana) +27, Knowledge (engineering, geography, history) +12, Knowledge (nobility) +16, Linguistics +14, Perception +3
Languages Abyssal, Auran, Celestial, Common, Draconic, Gnome, Undercommon
SQ scribe scroll, spells, summon familiar, toad familiar
Gear Amulet of Natural Armor, Bracers of Armor, Dagger, Deep red ioun stone, Light Crossbow, Quarterstaff, Scarlet and blue ioun stone.

Cult of Orcus

Daznashal, Chosen of Orcus
CR 13                                                                                                             XP: 25,600
Male human cleric of Orcus 14
N Medium humanoid (human)
Init +1; Senses Perception +20
Aura evil
AC 29, touch 17, flat-footed 27 (+4 deflection, +1 dodge, +12 armor, +1 Dex)
HP 112 (14d8+42)
Fort +12, Ref +5, Will +15
Speed 30 ft.
Melee 2 claws +14[1d10+3 plus 2d6 unholy (scythe of evil, 7 rounds) + contagion (DC 14) plus channel smite (9d6, 9/day, DC 23)]
Special Attacks channel negative energy (9d6, 9/day, DC 29), spontaneous casting (inflict spells)
Spell-Like Abilities (CL14th) death’s embrace (channel negative energy heals) 9/day—bleeding touch (1d6, 7 rounds), touch of evil (sickened, 7 rounds) 3/day—scythe of evil (unholy, 7 rounds)
Spells Prepared (CL 14th)
  7th-Blasphemy (DC 25), Destruction (D DC 25), Repulsion
  6th-Blade Barrier (DC 24), Create Undead (D), Greater Dispel Magic, Heal, Inflict Mass Moderate Wounds (DC 24)
  5th-Greater Command (DC 21), Flame Strike (x2 DC 23), Righteous Might, Slay Living (D DC 23)
  4th-Air Walk, Chaos Hammer (DC 22), Divine Power, Poison (DC 22), Spell Immunity, Unholy Blight (D)
  3rd-Animate Dead (D), Contagion (DC 22), Invisibility Purge, Prayer, Searing Light (x2)
  2nd-Aid, Bulls Strength, Darkness, Death Knell (D), Enthrall (DC 18), Owls Wisdom, Spiritual Weapon
  1st-Bane, Bless, Command (DC 17), Divine Favor, Obscuring Mist, Protection from Good (D), Shield of Faith
  0th-Detect Magic, Guidance, Resistance, Stabilize (D domain spells)
Domain: Death, Evil
Str 16, Dex 12, Con 17, Int 14, Wis 22, Cha 18
Base Atk +10; CMB +13; CMD 29
Feats Channel Smite, Combat Casting, Dodge, Greater Spell Focus (evocation, necromancy), Improved Channel, Spell Focus (evocation, necromancy)
Skills Knowledge (planes, religion) +16, Perception +20, Sense Motive +20, Spellcraft +16
Languages Common, Infernal
Gear +4 demon armor full platemail, ring of +4 protection, phylactery of negative energy channeling, 4 beads of force, 4 vials of oil, ceremonial iron barbed pitchfork, unholy symbol of Orcus, prayer book, fine black robe emblazoned with Orcus’ symbol.
Daznashal appears as an iron demon wielding an iron barbed pitchfork. The pitchfork is for terror and ceremonial purposes only. Daznashal was sent into the Sin Mire to locate a skum city beneath the swamp and win their loyalty with a collection of treasures. While traveling through the swamp on a raft pulled by zombie rowers in canoes, his small party succumbed to the hostile swamp. All his undead companions were lost, and Daznashal barely escaped after giant crocodiles overturned the treasure raft. Despite his failure, he has achieved high ranking within the death cult.
Sivid-Uj', Dog of Orcus
CR 12                                                                                                              XP: 19,200
Male human cleric of Orcus 3/rogue 5/assassin 5
N Medium humanoid (human)
Init +8; Senses Perception +16
Aura evil
AC 20, touch 16, flat-footed 15 (+4 armor, +1 dodge, +4 Dex)
HP 90 (3d8+5d8+5d8+13)
Fort +7, Ref +14, Will +9
Defensive Abilities Fort +9 vs. poison
Speed 30 ft.
Melee +2 spell storing dagger of venom +15/+9 (1d4+5/17-20 plus poison, DC 14)
Ranged mwk light crossbow +13/+8 (1d8/19-20)
Special Attacks channel negative energy [4/day (DC 12, 2d6)], death attack, sneak attack (+6d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 3th) 6/day– bleeding touch, touch of evil (1d6 1-round)
Spells Prepared (CL 3rd)
  2nd-Death Knell (D DC 15), Cats Grace, Silence
  1st-Bane, Cause Fear (D DC 14), Divine Favor, Obscuring Mist
  0th-Bleed, Light, Resistance, Virtue (D domain spells)
Domain: death, evil
Str 16, Dex 18, Con 12, Int 15, Wis 16, Cha 13
Base Atk +8; CMB +11; CMD 26
Feats Dodge, Improved Critical, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike, Weapon Finesse
Skills Acrobatics +17, Bluff +9, Climb +13, Disable Device +17, Disguise +14, Escape Artist +17, Knowledge (arcana, religion) +8, Perception +16, Sense Motive +14, Sleight of Hand +17, Spellcraft +8, Stealth +22, Use Magic Device +12
Languages Common, Orc, Goblin
SQ evasion, hidden weapons, improved uncanny dodge, poison use, rogue talent (fast stealth, Weapon Focus (dagger), trapfinding, trap sense +1, true death, uncanny dodge
Gear cloak of the bat, spell storing dagger of venom (deep slumber DC 17, CL 12), wand of deep slumber (CL 12, 35 charges), improved shadow leather armor +2, ring of mind shielding, masterwork light crossbow, 24 bolts, 5 daggers, 3 vials of poison (death blade), 2 vials of poison (blue whinnis).
Sivad-Uj’ is a well-fed, seemingly jolly little man. He plays the part of a simple, pleasant friar who genuinely wants to bring peace to the world. In fact, he is just the opposite of what he seems. His cruelty and vengeance are matched only by his patience and dedication to Orcus.
Moshorw
CR 11                                                                                                       XP: 12,800
Male human cleric of Orcus 12
N Medium humanoid (human)
Init +2; Senses Perception +14
AC 23, touch 12, flat-footed 21 (+11 armor, +2 Dex)
HP 85 (12d8+48)
Fort +13, Ref +5, Will +12
Speed 20 ft.
Melee +3 two-handed mace of life drinking +12/+7 (2d6+10 plus 2 negative levels, DC 18)
Special Attacks channel negative energy (6d6, DC 18, 4/day), command undead, spontaneous casting (infl ict spells)
Spell-Like Abilities (CL12th) death’s embrace (channel negative energy heals) 7/day—bleeding touch (1d6, 6 rounds), touch of evil (sickened, 6 rounds) 3/day—scythe of evil (unholy, 6 rounds)
Spells Prepared (CL 12nd)
  6th-Banishment, Blade Barrier (DC 21), Create Undead (D)
  5th-Dispel Good, Flame Strike (DC 20), Righteous Might, Slay Living (D DC 22)
  4th-Chaos Hammer (DC 19), Divine Power, Poison (DC 21), Sending, Unholy Blight (D DC 21)
  3rd-Animate Dead (D), Contagion (DC 20), Invisibility Purge, Prayer, Searing Light (x2)
  2nd-Aid, Bears Endurance, Bulls Strength, Death Knell (D), Owls Wisdom, Spiritual Weapon
  1st-Bless, Cause Fear (DC 18), Command (DC 18), Divine Favor, Doom (DC 18), Obscuring Mist, Protection from Good (D)
  0th-Detect Magic, Guidance, Resistance, Stabilize (D domain spells)
Domain: Death, Evil
Str 20, Dex 14, Con 19, Int 10, Wis 21, Cha 13
Base Atk +9; CMB +14; CMD 26
Feats Channel Smite, Combat Casting, Command Undead, Greater Spell Focus (necromancy), Improved Channel, Spell Focus (necromancy)
Skills Heal +19, Knowledge (religion) +14, Perception +14, Spellcraft +12
Languages Common, Infernal
Gear +2 full plate, belt of physical perfection +4, +3 twohanded mace of life drinking (DC 18, as life-drinker), 4 vials of oil, an unholy symbol of Orcus, a prayer book, black robe emblazoned with the symbol of Orcus.
Moshorw and his son, Jerhorw, are recent recruits. Moshorw converted from Arden and hails from the Shield Basilica. In his madness, he beguiled his son into Orcus’s realm with promises of power and status. Moshorw ritually shaves his hair and permanently dyes his skin black.
Vademn, Half-Orc Barbarian
CR 10                                                                                                              XP: 9,600
Male half-orc  barbarian 11
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
HP 104 (11d12+33)
Fort +13, Ref +8, Will +6
Defensive Abilities improved uncanny dodge, orc ferocity, uncanny dodge; DR 2/– (rage 3/–)
Speed 40 ft.
Melee +20/+15/+10 +2 elf bane falchion (2d4+11) or vs. elves +22/+17/+12 +2 elf bane falchion (2d4+11 plus 2d6)
Special Attacks greater rage
Str 22, Dex 14, Con 16, Int 11, Wis 10, Cha 8
Base Atk +11; CMB +17; CMD 29
Feats Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (falchion)
Skills Intimidate +12, Perception +11, Ride +14, Survival +11
  Racial Modifiers Intimidation +2
Languages Common, Orc
SQ fast movement, rage powers (increased damage reduction, intimidating glare, mighty swing, powerful blow, unexpected strike), trap sense +3
Gear +2 elf bane falchion, +3 chain shirt, cloak of resistance +3
Vademn always wears a set of goggles made from the compound eyes of a giant insect. The goggles do not aid nor hinder the wearer aside from dust protection. A pair of fake antennae is attached to his leather helm. Vademn bathes in the malodorous secretion emitted from the goliath beetle’s rear end. He claims it keeps his beetle calm and is a “bonding experience.” Despite his nonconformity, Vademn is well respected and feared among the sect.
GOLIATH BEETLE 
CR 8                                                                                                                 XP 4,800
N Huge vermin
Init -1; Senses darkvision 60 ft.; Perception +0
AC 18, touch 7, flat-footed 18 (+11 natural, –2 size, -1 Dex)
hp 128 (12d8+48)
Fort +12, Ref +3, Will +4
Immune mind-affecting effects
Speed 20 ft., fl y 20 ft. (poor)
Melee bite +15 (4d6+12)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d6+12, DC 22)
Str 27, Dex 8, Con 19, Int —, Wis 10, Cha 9
Base Atk +9; CMB +19; CMD 28 (36 vs. trip)
Skills Fly –9
Avnahel, Advanced Spirit Naga Lich
CR 16                                                                                                             XP: 76,800
CE Large undead
Init +11; Senses darkvision 60 ft., true seeing; Perception +38
Aura fear (DC 23)
AC 29, touch 18, flat-footed 22 (+7 Dex, +11 natural, -1 size, +2 deflection)
HP 172 (15d8+105); 195
Fort +9, Ref +18, Will +18
DR 15/bludgeoning and magic; Immune cold and electricity, undead traits, rejuvenation; Resist channel resistance +4
Speed 40 ft., swim 20 ft.
Melee bite +19 (2d6+11 plus poison) and tail touch +16 [1d8+9 plus paralysis(DC 25)]
Space 10 ft., Reach 5 ft.
Special Attacks charming gaze
Spells Known (CL 12nd)
  6th (4/day)-Freezing Sphere (DC 22)
  5th (6/day)-Cloudkill (DC 21), Waves of Fatigue
  4th (7/day)-Dimension Door, Greater Invisibility, Stoneskin
  3rd (7/day)-Displacement, Fireball (DC 19), Haste, Slow (DC 19)
  2nd (8/day)-Cats Grace, Darkness, Eagles Splendor, Ray of Enfeeblement (DC 18), Spider Climb
  1st (8/day)-Divine Favor, Mage Armor, Magic Missile, Shield, Shield of Faith
  0th (8/day)-Cause Minor Wounds, Daze (DC 16), Detect Magic, Flare, Ghost Sound, Mage Hand, Open/Close, Ray of Frost, Read Magic
Str 22, Dex 24, Con -, Int 18, Wis 23, Cha 23
Base Atk +11; CMB +18; CMD 37 (can't be tripped)
Feats Ability Focus (charming gaze, poison), Combat Casting, Eschew Materials, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy
Skills Bluff +24, Escape Artist +27, Intimidate +23, Knowledge (arcana) +15, Knowledge (planes) +14, Knowledge (religion) +22, Perception +38, Spellcraft +22, Stealth +35, Swim +14
  Racial Modifiers Perception+8, Sense Motive +8, Stealth +8
Languages Abyssal, Common
Gear eye of Avnahei (glass eye that grants true seeing if placed in empty eye socket, CL 15)
Environment  temperate marshes
Organization solitary or nest (2-4)
Treasure standard
Charming Gaze (Su) As charm person, 30 feet, Will DC 25 negates. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. Spells A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.
Spells (Ex) Avnahei casts spells as a 12th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.
Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 23 Will save or become frightened. Creatures with 5 HD or more must succeed at a DC 22 Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a DC 23 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC 23). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Yellowed, venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity.
A horror to behold, this ancient naga wraps her remains in preserving linens and minerals. She is a master tactician who has served Orcus faithfully for centuries. She served as one of Akruel’s generals during the War of Divine Discord. Her phylactery was entrusted with Thyca Bane (Area J10) and only she knows its location.

Cult of Pazuzu

Jurbarkus, Aerial Lord and High Priest of Pazuzu
CR 11                                                                                                             XP: 12,800
Male human cleric of Pazuzu 12
CE Medium humanoid (human)
Init +7; Senses Perception +5
Aura evil
AC 15, touch 15, flat-footed 11 (+1 dodge, +3 Dex)
HP 78 (12d8+24)
Fort +13, Ref +12, Will +16
Resist electricity 20
Speed 30 ft., fly 60 ft. (average)
Melee masterwork staff +9/+4 (1d6-1)
Special Attacks channel negative energy (2/day (DC 17, 6d6), spontaneous casting (infl ict spells)
Spell-Like Abilities (CL 12th) 8/day–lightning arc (1d6+6), touch of chaos 1/day–chaos blade (6 rounds)
Spells Prepared (CL 12nd)
  6th-Blade Barrier (DC 23), Chain Lightning (D DC 23), Greater Dispel Magic
  5th-Control Winds (D), Flame Strike (DC 22), Slay Living (DC 19), Spell Resistance, True Seeing
  4th-Chaos Hammer (D DC 21), Freedom of Movement, Summon Monster IV, Unholy Blight (DC 21)
  3rd-Deeper Darkness, Magic Circle Against Law (D), Prayer, Protection from Energy, Searing Light (x2)
  2nd-Bears Endurance, Death Knell (DC 17), Hold Person (DC 17), Owls Wisdom, Silence, Wind Wall (D)
  1st-Bane, Cause Fear (DC 16), Divine Favor, Doom (DC 16), Entropic Shield, Obscuring Mist, Shield of Faith
  0th-Bleed, Detect Magic, Guidance, Stabilize (D domain spells)
Domain: Air, Chaos
Str 8, Dex 16, Con 14, Int 16, Wis 21, Cha 9
Base Atk +9; CMB +8; CMD 22
Feats Dodge, Greater Spell Focus (evocation), Improved Channel, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Spell Focus (evocation)
Skills Heal +20, Knowledge (arcana, planes, religion) +18, Sense Motive +20, Spellcraft +18
Languages Common
Gear ring of djinni summoning (Pasha Kaltofen), ring of evasion, cloak of resistance +3, broach of shielding (35 hp), masterwork staff.
Jurbarkus’ parchment-like skin is splotchy and thin, making it difficult to determine his true age. His balding head displays a spider-web of veins and wrinkles. He supports his bony frame with his staff, which is carved from a vrock’s leg bone.
Half-Fiend Human
CR 9                                                                                                              XP: 6,400
Male half-fiend human fighter 8
CE Medium outsider (native)
Init +7; Senses Perception +1
AC 21, touch 13, flat-footed 18 (+7 armor, +1 natural, +3 Dex)
HP 76 (8d10+32)
Fort +10, Ref +5, Will +3
DR 5/magic; Immune poison; SR 20; Resist acid10, cold 10, electricity 10, fire 10
Speed 30 ft., fly 60 ft. (average)
Melee +2 falchion +15/+10 (2d4+9/18-20), bite +8 (1d6+2) or bite +13 (1d6+5), 2 claws +13 (1d4+5)
Special Attacks smite good (+8 damage)
Spell-Like Abilities (CL 8th) 1/day—desecrate, unholy blight (DC 15) 3/day—darkness, poison
Str 20, Dex 16, Con 18, Int 10, Wis 12, Cha 16
Base Atk +8; CMB +13; CMD 26
Feats Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus, Improved Critical (falchion), Improved Initiative, Power Attack, Weapon Focus (falchion), Weapon Specialization (falchion)
Skills Climb +16, Intimidate +14
Languages common
SQ  armor training +2, weapon training (blades)
Gear +2 falchion, +3 chain shirt, gold unholy symbol of Pazuzu (250 gp).
Pasha Kaltofen (Corrupted Djinni Noble)
CR 8                                                                                                             XP: 4,800
CG Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +15
AC 22, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +5 natural, -1 size, +3 armor)
HP 69 (10d10+14)
Fort +5, Ref +11, Will +9
Immune acid
Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +15 (1d8+6) or mwk large falchion +16/+11 (2d6+9/18–20)
Space 10 ft., Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10-50 ft. tall, 1d8+6 damage, DC 21)
Spell-Like Abilities (CL 9th)
   At will-Invisibility (self only), Plane Shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
   1/day-Create Food and Water, Create Wine (as create water, but wine instead), Gaseous Form (for up to 1 hour), Major Creation (created vegetable matter is permanent), Persistent Image (DC 17), Wind Walk
Str 23, Dex 19, Con 14, Int 14, Wis 15, Cha 17
Base Atk +10; CMB +17; CMD 32
Feats Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Wind Stance
Skills Appraise +15, Craft (sculpture) +15, Fly +23, Knowledge (planes) +15, Perception +15, Sense Motive +15, Spellcraft +15, Stealth +13
Languages  Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
Gear masterwork falchion, refl ecting bracers of protection +3
Environment  any (Plane of Air)
Organization solitary, pair, company (3-6), or band (7-10)
Treasure standard (masterwork scimitar, other gear)
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a djinni. The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.
This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
Pasha Kaltofen once was an honorable djinni noble on his home plane until he succumbed to Pazuzu’s deceiving whispers. In his desire for purity, Pasha Kaltofen made a pact with the wind demon to become uniquely powerful. In the end, the djinni became a slave to the ring and Pazuzu’s whim. He fi ghts to the death to avoid becoming a slave to another mortal. If Pasha Kaltofen is slain, the ring imprisoning him crumbles to dust, forever losing its power. Any wishes granted by the djinni fade upon the item’s destruction.

herpes no im looking for harpies

Sabreth, Harpy Priestess
CR 11                                                                                                             XP: 12,800
Female harpy cleric of Pazuzu 8
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +7
Aura evil
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +1 natural)
HP 93 (7d10+8d8)
Fort +10, Ref +12, Will +14
Resist fire 10, electricity 10
Speed 20 ft., fly 80 ft. (average)
Melee +2 shock morningstar +16/+11/+6 (1d8+3 plus 1d6 electricity), 2 talons +9 (1d6) or 2 talons +14 (1d6+1)
Space 5 ft., Reach 5 ft.
Special Attacks captivating song, channel negative energy (6/day (DC 17, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 8th) 6/day–lightning arc (1d6+4), touch of chaos 1/day–chaos blade (4 rounds)
Spells Prepared (CL 8th)
  4th-Chaos Hammer (D DC 16), Divine Power, Freedom of Movement, Summon Monster IV
  3rd-Bestow Curse (DC 15), Deeper Darkness, Magic Circle Against Law (D), Prayer, Searing Light
  2nd-Bears Endurance, Death Knell (DC 15), Hold Person (DC 15), Shatter, Silence, Wind Wall (D)
  1st-Bane, Cause Fear (DC 14), Divine Favor, Doom (DC 14), Entropic Shield, Obscuring Mist (D), Shield of Faith
  0th-Bleed, Detect Magic, Guidance, Stabilize (D domain spells)
Domain: Air, Chaos
Str 12, Dex 16, Con 10, Int 10, Wis 16, Cha 17
Base Atk +13; CMB +14; CMD 28
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +13, Intimidate +7, Perception +7, Perform (song) +5, Sense Motive +14
Languages Common
Gear +2 shocking morningstar, +3 bracers of armor, ring of energy resistance minor (fire).
Environment  temperate marshes
Organization solitary, pair, or flight (3-12)
Treasure standard (leather armor, morningstar, and other treasure)
Captivating Song (Su) A harpy’s song has the power to infect the minds of those who hear it, calling them to the harpy’s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 18 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If  the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.
Sabreteh is old and wise, and lives in the Pinnacle’s hollow since murdering her mother for the prime nest. Sabreteh’s feathers are dusty gray with yellow trim.