Sunday, February 24, 2019

No sneaking

Balderdash, Dwarf Rascal
CR 8                                                                                                               XP: 4,800
Male dwarf fighter 5/rogue 4
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +12
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
HP 86 (5d10+4d8+36)
Fort +8, Ref +8, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training, evasion,  trap sense +1, uncanny dodge
Speed 20 ft.
Melee +1 keen dwarven waraxe +15/+10 (1d10+6/19–20/×3)
Ranged +1 returning throwing axe +13 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks hatred, rogue talents (combat trick, weapon training), sneak attack +2d6, weapon trainings (axes +1)
Str 19, Dex 16, Con 16, Int 14, Wis 10, Cha 9
Base Atk +8; CMB +12; CMD 25 (29 vs. bull rush or trip)
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Stealthy, Toughness, Two-Handed Thrower, Weapon Focus (dwarven waraxe, handaxe), Weapon Specialization (dwarven waraxe)
Skills Acrobatics +9, Appraise +10, Bluff +5, Climb +13, Disable Device +12, Escape Artist +17, Intimidate +5, Knowledge (dungeoneering) +10, Perception +12, Sense Motive +5, Sleight of Hand +11, Stealth +17
Languages Common, Dwarven
SQ armor training 1, trapfinding +2
Gear +3 studded leather, +1 buckler, +1 keen dwarven waraxe, +1 returning throwing axe
Environment  ?
Organization ?
Treasure NPC gear (chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, other treasure)
A short, stern faced, beared warrior faces you with hard eyes
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse-no one familiar with their race trusts a beardless dwarven man.
Elison, Burning-Tree Vandal
CR 6                                                                                                              XP: 2,400
Male half-elf rogue 7
N Medium humanoid (elf, human)
Init +8; Senses low-light vision;; Perception +13
AC 22, touch 18, flat-footed 16 (+4 Dex, +4 armor, +2 deflection, +1 dodge)
HP 42 (7d8+7)
Fort +9, Ref +9, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
Speed 30 ft.
Melee +2 rapier +12 (1d6+3/18-20)
Ranged +1 seeking light crossbow +10 (1d8+1/19-20)
Special Attacks rogue talents (assault leader, finesse rogue, weapon training), sneak attack +4d6
Str 12, Dex 18, Con 13, Int 16, Wis 13, Cha 13
Base Atk +5; CMB +6; CMD 23
Feats Dodge, Improved Initiative, Mobility, Skill Focus (stealth), Stealthy, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14, Appraise +13, Bluff +11, Climb +11, Disable Device +19, Escape Artist +16, Intimidate +8, Knowledge (local) +11, Perception +13, Sense Motive +9, Sleight of Hand +14, Stealth +19, Use Magic Device +11
  Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, trapfinding +3
Gear r +2 leather armor, +2 rapier, +1 seeking light crossbow, 20 bolts, ring of protection +2, masterwork thieves’ tools
Syn Mallow, Xathrid Slyblade
CR 9                                                                                                              XP: 6,400
Male human rogue 5/assassin 5
CE Medium humanoid (human)
Init +8; Senses Perception +13
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +1 dodge, +4 Dex)
HP 83 (5d8+5d8+35)
Fort +27, Ref +13, Will +7
Defensive Abilities evasion, improved uncanny dodge; Ref +14 vs. traps; Will +9 vs. poison
Speed 30 ft.
Melee +2 dagger of the shadowlands +12/+7 (1d4+1/19–20 plus 1d4 Con drain)
Ranged darts of acid (x3) +10 (1d4–1 plus 1d4 acid)
Special Attacks death attack (DC 16), rogue talent (bleeding attack +6), sneak attack +6d6, true death (DC 20)
Str 8, Dex 19, Con 14, Int 12, Wis 10, Cha 13
Base Atk +6; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +17, Bluff +14, Climb +12, Diplomacy +9, Disable Device +19, Disguise +9, Escape Artist +14, Knowledge (local) +9, Perception +13, Stealth +21
Languages Common, Halfling
SQ hidden weapons, poison use, rogue talent (fast stealth), trap sense +1, trapfinding +2
Gear potion of cure light wounds
Other Gear +2 leather armor, +2 dagger of the shadowlands, darts of acid, cloak of resistance +2, ring of protection +1, masterwork thieves’ tools
Jalia "Lady Lightfingers" Ramires
CR 9                                                                                                               XP: 6,400
Female human ex–monk 1/rogue 9
CN Medium humanoid (human)
Init +6; Senses Perception +2
AC 21, touch 21, flat-footed 13 (+6 Dex, +3 deflection, +2 dodge)
HP 64 (1d8+9d8+19)
Fort +6, Ref +14, Will +9
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;Will +12 Ref vs traps
Speed 30 ft.
Melee unarmed +13/+8 (1d6) or flurry of blows +11/+11/+6 (1d6)
Ranged mwk dart +13 (1d4)
Special Attacks sneak attack +4dt6, flurry of blows, stunning fist (3/day, DC 17)
Str 10, Dex 22, Con 12, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +6; CMD 27
Feats Improved Grapple, Improved Unarmed Strike, Iron Will, Skill Focus (sleight of hand, use magic device), Stealthy, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Languages Common, Tulita
SQ trapfinding, rogue talents (fast stealth, finesse rogue, ledge walker, quick disable), trap sense +3
Gear Large lady’s fan (actually a wand of hold person [22 charges]), wand of major image (18 charges) fashioned into an umbrella
Other Gear +3 ring of protection, fine emerald brooch (fake, only work 4 cp), emerald green silk bodice of escape, aqua hoop skirt (quick tear away), black silk leggings, slippers of spider climb, ring of acquisition (see side box), white lace gloves of arrow snaring, 2 masterwork hairpin darts (laced with drow poison), and a vial of liquid terinav root (see Pathfinder Roleplaying Game: Core Rulebook, Appendix 1, “Poison”), a silken ladies purse (filled with caltrops).
Treasure
RING OF ACQUISITION
Aura faint transmutation; CL 3rd Slot finger; Price 7,000 gp
DESCRIPTION
This simple gold band is featureless, save the initials of the current wearer, which always appears inscribed on it. Whenever the bearer of this ring picks up an item, any personal markings (monograms, engravings, even an arcane mark) vanish from it and are immediately replaced with the wearer’s initials.
CONSTRUCTION
Requirements Forge Ring, erase; Cost 3,500 gp.
Dark Dancer Zyler
CR 7                                                                                                               XP: 3,200
Male dark dancer (Pathfinder RPG Bestiary 4 43) rogue 6
CN Small humanoid (dark folk)
Init +7; Senses see in darkness; Perception +14
AC 20, touch 18, flat-footed 13 (+7 Dex, +1 size, +2 armor)
HP 74 (8d8+38)
Fort +6, Ref +16, Will +2
Defensive Abilities evasion, trap sense +2, uncanny dodge; Weaknesses light blindness
Speed 30 ft.
Melee mwk short sword +14 (1d4/19-20) or dagger +13 (1d3/19-20)
Ranged +1 hand crossbow +14 (1d3+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks bardic performance (8 rounds/day; distraction, inspire courage +1), dark curse, death throes, sneak attack +4d6
Str 11, Dex 25, Con 16, Int 12, Wis 8, Cha 15
Base Atk +5; CMB +4; CMD 21
Feats Deadly Aim, Point-Blank Shot, Skill Focus, Toughness, Weapon Finesse
Skills Acrobatics +18, Bluff +13, Climb +4, Knowledge (geography) +8, Perception +14, Perform (dance) +13, Sleight of Hand +18, Stealth +26, Use Magic Device +16
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages sneak attack +4d6
SQ poison use, rogue talents (fast stealth, finesse rogue), trapfinding +3
Gear black smear poison (3 doses; Pathfinder RPG Bestiary 54), wand of blindness/deafness (15 charges), wand of invisibility (10 charges)
Other Gear leather armor, mwk short sword, +1 hand crossbow with 20 bolts, cloak of resistance +1, 30 gp
Environment  any underground
Organization solitary, pair, troupe (3-5), or delegation (1 plus 1 dark stalker and 4-10 dark creepers)
Treasure standard (club, dagger, black smear poison [3 doses; Pathfinder RPG Bestiary 54], other gear)
Bardic Performance (Su) A dark dancer can use its dancing to help its allies. A dark dancer can use bardic performance as a 2nd-level bard, but only for distraction and inspire courage effects.
Dark Curse (Su) As a standard action, a dark dancer can make a touch attack against a foe and curse it. The foe must succeed at a DC 12 Will saving throw to resist the effects. Creatures that fail the saving throw take a -2 penalty on all Dexterity and Charisma-based skill checks. This curse is permanent, but the victim of this curse can attempt a new saving throw each day.
Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a DC 13 Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a DC 13 Will save or be shaken for 1 round. The save DC is Constitution-based.

Big "F"ing bug

Hellwidow
CR 8                                                                                                                  XP: 4,800
LE Large magical beast (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8
AC 22, touch 12, flat-footed 19 (-1 size, +10 natural, +3 Dex)
HP 95 (10d10+40)
Fort +13, Ref +12, Will +5
Defensive Abilities venom resistance; DR 10/silver; Immune fire; Resist acid 10, cold 10
Speed 40 ft., climb 30 ft.
Melee bite +16 (2d8+10 plus 1d6 fire and poison)
Space 10 ft., Reach 5 ft.
Str 24, Dex 17, Con 18, Int 7, Wis 15, Cha 12
Base Atk +10; CMB +18; CMD 31
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (stealth), Weapon Focus (bite)
Skills Climb +22, Perception +8, Stealth +8
Languages Infernal (can’t speak)
Environment any (Nine Hells)
Organization solitary, pair, or gang (3–6)
Treasure incidental
Fiery Webs (Ex) The hellwidow can set any of its webs on fire as a free action at the start of its turn merely by touching the webbing. Creatures caught in the webs when they catch fire take 2d6 points of fire damage each round until they escape. After escaping, creatures continue taking this damage each round unless they succeed on a DC 15 Reflex save. A new save can be made each round to extinguish the fire.
Poison (Ex) Bite—injury; save DC 23 Fort; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus 1d6 fire damage and staggered; cure 2 saves. The save DC is Constitution-based and includes a +4 racial bonus.
Venom Resistance (Ex) Hellwidows gain a +4 racial bonus on saving throws against spider venom.
This massive long-legged giant spider is crimson in color with dull red, barely visible, hourglass-shaped markings on its underside.
Hellwidows are roughly 9 feet long and weighs nearly 1,000 pounds, with males being slightly smaller than females.
Hellwidows are giant spiders that make their home within the Nine Hells. They are believed to be the result of diabolical experiments that crossed giant black widows with devils. These creatures, while possibly related to black widows, are much more cunning and intelligent. Hellwidows dwell on the warmer planes of Hell’s layers, generally avoiding the colder lower planes. Giant web-filled caverns serve as their lairs. When encountered on the Material Plane, it is most often in thick forests or caverns in warmer climates. Evil spellcasters occasionally summon a hellwidow to the Material Plane and strike a bargain with the creature offering food, treasure, or the like in return for some service (usually guarding a location or killing a particular enemy).
Hellwidows mate several times per year with the female laying up to 100 eggs in a single dull gray egg sac. The eggs hatch within 30 days, with only about 25% of the young surviving. Young are blood red in color with dull yellow stripes on their abdomens. Young mature rapidly, reaching adulthood within six months.
Hellwidows are carnivores and prey on various types of other creatures, including lesser devils, fiendish insects, and even other hellwidows. Prey is quickly cocooned in the hellwidow’s webbing, set on fire, and then bitten repeatedly until it succumbs to the widow’s poison. Once the prey is dead, the hellwidow carries it back to its lair to be devoured. Hellwidows prefer to hunt by ambush; usually hiding in dark corners within their webs. When they detect movement, such as a creature becoming entangled in their webs, they quickly move to strike.
Source: Tome of Horrors 4

Knight Gaunt

Lady Mischanna, Knight Gaunt
CR 10                                                                                                             XP: 9,600
Female knight gaunt, The Tome of Horrors 4 “Knight Gaunt” antipaladin 8
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +12
AC 30, touch 11, flat-footed 29 (+10 armor, +4 natural, +5 shield, +1 Dex)
HP 106 (8d10+4d12+36)
Fort +13, Ref +7, Will +16
Immune undead traits; SR 14; Resist cold 10
Speed 20 ft.
Melee nine lives stealer +18/+13/+8 (1d8+6 plus bleed/17–20), 2 claws +14 (1d4+3 plus bleed)
Special Attacks bleed (1d4), channel negative energy 3/day (DC 17, 4d6), cruelties (DC 17; dazed, staggered), fiendish boon 1/day (weapon +2, 8 min./day), smite good 3/day (antipaladin; +3 to hit, +8 to damage), smite good 1/day (knight gaunt; +3 to hit, +12 to damage), touch of corruption 7/day (4d6 damage)
Spell-Like Abilities (CL 4th) At will—detect good
Spells Prepared (CL 5th)
  2nd-Invisibility, Vestment of the Champion
  1st-Command (DC 14), Death Knell (DC 14)
During Combat A knight gaunt fights with bladed weapons in battle, preferring longswords, greatswords, and axes to all others. Only when disarmed does it resort to using its claws. A knight gaunt that retains its mount (that is undead now as well) or procures some undead steed to carry it into battle wields a lance in addition to its other weapons. In battle, a knight gaunt is relentless, attacking with its blades until all of its foes are vanquished. Wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
Str 16, Dex 12, Con -, Int 11, Wis 16, Cha 17
Base Atk +11; CMB +14; CMD 25
Feats Cleave, Improved Critical (longsword), Improved Sunder, Power Attack, Shield Focus, Weapon Focus (longsword)
Skills Bluff +9, Diplomacy +5, Intimidate +16, Perception +12, Ride +2, Sense Motive +8, Stealth +3
Languages Common
SQ unholy resilience, weapon attunement
Gear +1 full plate, +2 heavy steel shield, nine lives stealer
Smite Good (Su) Once per day, a knight gaunt can smite good. As a swift action, the knight gaunt chooses one target within sight. If this target is good, the knight gaunt adds its Charisma bonus on its attack rolls and adds its Hit Dice on all damage rolls made against that target. If the target is an outsider with the good subtype or a good-aligned creature with levels of cleric of paladin, the bonus to damage on the first successful attack is doubled. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Additionally, the knight gaunt gains a deflection bonus equal to its Charisma bonus to AC against attacks made by the target of the smite. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus on attack rolls and damage rolls with any melee weapon it wields. Additionally, it gains the bleed special attack with any melee weapon it wields.
This desiccated creature resembles a once proud knight fallen from grace. Its armor reveals its former station. The creature’s eyes burn red and its hands end in wicked claws.
A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
A knight gaunt is an undead creature created when a paladin falls in battle. Other than a few fleeting thoughts perhaps of the martial training they received in life, these creatures have no memories of their former lives. A knight gaunt often wears the armor it wore in life and wields the weapons it carried into its last battle before rising as undead. Knight gaunts are most often found in the employ of death knights serving as companions or knights-in-training. Others wander the world seeking out goodness wherever they find it, squashing it beneath their steel-booted heel and putting the righteous to their blades. Paladins and clerics of good alignment are hated by many knight gaunts for they represent everything the knight gaunt isn’t, and perhaps once was or once strived to be.
Yel Sayed, Knight Gaunt
CR 7                                                                                                              XP: 3,200
Male knight gaunt, The Tome of Horrors 4 “Knight Gaunt” fighter 5
CE Medium undead (augmented human)
Init +0; Senses darkvision 60 ft.; Perception +11
AC 21, touch 10, flat-footed 21 (+7 armor, +4 natural)
HP 58 (5d10+4d12+5)
Fort +5, Ref +2, Will +4
Defensive Abilities bravery +1; Immune undead traits; SR 14; Resist cold 10
Speed 20 ft.
Melee +1 halberd +15/+10 (1d10+9 plus bleed/19–20/×3) and 2 claws +11 (1d4+3 plus bleed)
Special Attacks bleed (1d4), smite good (+9 to damage), weapon training (pole arms +1)
During Combat A knight gaunt fights with bladed weapons in battle, preferring longswords, greatswords, and axes to all others. Only when disarmed does it resort to using its claws. A knight gaunt that retains its mount (that is undead now as well) or procures some undead steed to carry it into battle wields a lance in addition to its other weapons. In battle, a knight gaunt is relentless, attacking with its blades until all of its foes are vanquished. Wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
Str 17, Dex 11, Con -, Int 13, Wis 9, Cha 11
Base Atk +8; CMB +11; CMD 21
Feats Cleave, Combat Expertise, Furious Focus, Improved Critical (halberd), Improved Trip, Power Attack, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Bluff +1, Diplomacy +1, Intimidate +12, Perception +11, Ride +5, Sense Motive +9, Stealth +5
Languages Common
SQ armor training 1, weapon attunement
Gear +1 breastplate, +1 halberd
Smite Good (Su) Once per day, a knight gaunt can smite good. As a swift action, the knight gaunt chooses one target within sight. If this target is good, the knight gaunt adds its Charisma bonus on its attack rolls and adds its Hit Dice on all damage rolls made against that target. If the target is an outsider with the good subtype or a good-aligned creature with levels of cleric of paladin, the bonus to damage on the first successful attack is doubled. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Additionally, the knight gaunt gains a deflection bonus equal to its Charisma bonus to AC against attacks made by the target of the smite. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus on attack rolls and damage rolls with any melee weapon it wields. Additionally, it gains the bleed special attack with any melee weapon it wields.
This desiccated creature resembles a once proud knight fallen from grace. Its armor reveals its former station. The creature’s eyes burn red and its hands end in wicked claws.
A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.

High Priestess of Erastil

Kaylaa, High Priestess of Erastil
CR 12                                                                                                            XP: 19,200
Female human cleric of Erastil 13
N Medium humanoid (human)
Init +1; Senses Perception +8
Aura good
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
HP 75 (13d8+13)
Fort +9, Ref +5, Will +13
Defensive Abilities unity
Speed 30 ft.
Melee staff of the woodlands +13/+8 (1d6+5); touch +11
Ranged +1 distance huntsman longbow +11/+6 (1d8+1/×3); ranged touch +10
Special Attacks channel positive energy 9/day (DC 20, 7d6)
Spell-Like Abilities (CL 13th) 16 rounds/day—speak with animals
Spells Prepared (CL 13rd)
  7th-Greater Restoration, Refuge (D)
  6th-Heal, Heroes Feast (D), Planar Ally
  5th-Dispel Evil, Greater Forbid Action (DC 20), Scrying (DC 20), Telepathic Bond (D), True Seeing
  4th-Blessing of Fervor (DC 19), Control Summoned Creature (DC 19), Death Ward, Divination, Neutralize Poison, Summon Natures Ally IV (animals only D)
  3rd-Create Food and Water, Dispel Magic, Dominate Animal (D DC 18), Helping Hand, Locate Object, Prayer
  2nd-Augury, Blessing of Courage and Life (DC 17), Calm Emotions (D DC 17), Delay Poison, Hold Person (DC 17), Shield Other
  1st-Bless, Calm Animals (D DC 16), Command (DC 16), Divine Favor, Endure Elements, Protection from Evil, Shield of Faith
  0th-Create Water, Guidance, Resistance, Virtue (D Domain spell)
Domain: Animal, Family
Str 14, Dex 12, Con 12, Int 10, Wis 20, Cha 19
Base Atk +9; CMB +11; CMD 22
Feats Alertness, Animal Affinity, Brew Potion, Craft Wondrous Item, Extra Channel, Martial Weapon Proficiency, Run, Selective Channeling
Skills Acrobatics +1, Diplomacy +8, Handle Animal +9, Heal +10, Knowledge (arcana) +5, Knowledge (geography) +6, Knowledge (local) +2, Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +10, Perception +8, Ride +5, Sense Motive +16, Spellcraft +8, Stealth +2, Survival +9, Swim +4
Languages Common, Elf
SQ binding ties
Gear +3 mithril shirt, +1 distance huntsman longbow, 20 masterwork arrows, wooden holy symbol of Erastil

Warband of Orcus - Lost Lands

Gullioch, Warband of Orcus Leader
CR 12                                                                                                             XP: 19,200
Male half-orc fighter 13
CE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft; Perception +1
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
HP 141 (13d10+65)
Fort +15, Ref +9, Will +10
Defensive Abilities  bravery +3, orc ferocity; Will +11 vs. fear
Speed 30 ft.
Melee +1 longsword +21/+16/+11 (1d8+7/17–20) and +3 wounding whip +25/+20/+15 (1d3+10 nonlethal plus 1 bleed/19–20), unarmed strike +21/+16/+11 (1d3+6)
Ranged mwk throwing axe +18 (1d6+5)
Special Attacks weapon trainings (flails +3, close +2, thrown +1)
Str 18, Dex 15, Con 18, Int 10, Wis 8, Cha 12
Base Atk +13; CMB +17; CMD 29
Feats Critical Focus, Disruptive, Exotic Weapon Proficiency (Whip), Improved Critical (Whip, Longsword), Intimidating Prowess, Iron Will, Lunge, Staggering Critical, Step Up, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Acrobatics +2, Appraise +2, Bluff +3, Climb +4, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +2, Heal +1, Intimidate +25, Perception +1, Ride +2, Sense Motive +5, Stealth +3, Swim +4
  Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 3, orc blood, weapon familiarity
Gear potion of bear’s endurance, potion of cure moderate wounds, potion of heroism, 4 doses of deathblade poison
Other Gear +1 full plate, +1 longsword, +3 wounding whip, 2 throwing axes, belt of giant strength +2, cloak of resistance +1, 198 gp.)
Zerac, Warband of Orcus Unholy Man
CR 9                                                                                                               XP: 6,400
Male human disciple of Orcus 5/zealot of Orcus 5
CE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 Dex)
HP 108 (10d8+35)
Fort +10, Ref +4, Will +13
Speed 30 ft.
Melee rod of the viper +10/+5 (1d8+4); melee touch +8
Ranged ranged touch +7
Special Attacks channel negative energy 6/day (DC 20, 5d6), death’s kiss
Spells Prepared (CL 8th)
  4th-Cure Critical Wounds, Enervation (D), Poison (DC 20; x2)
  3rd-Animate Dead (D), Blindness/Deafness (DC 19), Dispel Magic, Meld Into Stone
  2nd-Bulls Strength, Ghoul Touch (D DC 18), Hold Person (DC 16), Shatter (DC 16), Spiritual Weapon
  1st-Bane (DC 15), Cause Fear (D DC  17), Cure Light Wounds, Deathwatch, Obscuring Mist
  0th-Bleed (DC 16), Detect Magic, Light, Read Magic (D Domain spell)
Domain: Undead
Str 14, Dex 13, Con 16, Int 11, Wis 19, Cha 17
Base Atk +6; CMB +8; CMD 19
Feats Combat Casting, Command Undead, Extra Channel, Greater Spell Focus (Necromancy), Improved Channel, Iron Will, Selective Channeling, Spell Focus (Necromancy)
Skills Heal +12, Knowledge (arcana) +4, Knowledge (planes) +7, Knowledge (religion) +13, Spellcraft +13
Languages Comman
SQ rites of Orcus (channel energy focus, darkvision, necromantic strike), undead leadership, undead lord’s proxy, variant channeling (undeath variant channeling)
Gear potion of bear’s endurance, 2 potions of bull’s strength, 4 potions of cure moderate wounds, potion of cure serious wounds
Other Gear 2 breastplate, +1 heavy steel shield, rod of the viper, cloak of resistance +1, unholy symbol of Orcus
Elcloch, Warband of Orcus, Assassin
CR 13                                                                                                             XP: 25,600
Male human assassin 9/rogue (Knife Master) 5
N Medium humanoid (human)
Init +10; Senses Perception -1
AC 21, touch 18, flat-footed 14 (+3 armor, +1 dodge, +6 Dex)
HP 63 (14d8)
Fort +4, Ref +15, Will +3
Defensive Abilities blade sense, evasion, improved uncanny dodge; Will +7 vs, poison
Speed 30 ft.
Melee +3 wounding adamantine dagger +19/+14 (1d4+3 plus 1 bleed /19–20), assassin’s dagger +18/+13 (1d4+2/19–20)
Special Attacks death attack (DC 22), rogue talents (finesse rogue, surprise attacks), quiet death, sneak attack +8d6, swift death 1/day, true death (DC 24)
Str 11, Dex 22, Con 11, Int 16, Wis 9, Cha 9
Base Atk +9; CMB +9; CMD 26
Feats Agile Maneuvers, Dastardly Finish, Deft Hands, Dodge, Improved Initiative, Lunge, Stealthy, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +6, Appraise +3, Bluff -1, Climb +0, Disable Device +6, Disguise -1, Escape Artist +6, Intimidate -1, Knowledge (local) +3
Languages Common, Dark Folk, Orc, Undercommon
SQ hidden blade, hidden weapons, hide in plain sight, poison use
Gear oil of levitate, 2 potions of darkvision, 2 potions of invisibility
Other Gear +1 glamered leather armor, +3 wounding adamantine dagger, assassin’s dagger, boots of elvenkind, rope of entanglement, masterwork thieves’ tools
Cugaphon, Warband of Orcus, Undead Creator
CR 10                                                                                                             XP: 9600
Female human necromancer 11
N Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
HP 100 (11d6+59)
Fort +10, Ref +6, Will +10
Resist fire 30
Speed 30 ft.
Melee mwk dagger +6 (1d4/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy (DC 17, 8/day)
Arcane School Spell-Like Abilities (CL 11st; concentration +16)
   8/day-Grave Touch (5 rounds)
Necromancer Spells Prepared (CL 11st; concentration +16)
  6th-Create Undead, Eyebite (DC 23)
  5th-Baleful Polymorph (DC 20), Magic Jar (DC 22), Teleport, Waves of Fatigue
  4th-Animate Dead, Enervation, Fear (DC 21), Solid Fog, Wall of Fire
  3rd-Blink, Fireball (DC 18), Fly, Ray of Exhaustion (DC 20), Vampiric Touch (2)
  2nd-Blindness/Deafness (DC 19), False Life, Resist Energy, See Invisibility, Scare (DC 19), Scorching Ray
  1st-Alarm, Burning Hands (DC 16), Cause Fear (DC 18), Detect Undead, Expeditious Retreat, Mage Armor, Magic Missile
  0th-Bleed (DC 17), Detect Magic, Read Magic, Touch of Fatigue (DC 17)
Opposition Schools: enchantment, illusion
Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.
During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.
Base Statistics: Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none.
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones
Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp
Carzool, Warband of Orcus, Graveknight
CR 11                                                                                                                XP: 12800
Male human graveknight antipaladin 10
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +17
Aura cowardice, despair, evil, fear aura (DC 19)(10 ft.)
AC 28, touch 11, flat-footed 27 (+13 armor, +1 Dex, +4 natural)
HP 135 (10d10+80)
Fort +15, Ref +7, Will +14; +3 vs. fear
Defensive Abilities bravery +3, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; SR 26; Resist channel resistance +4,
Speed 20 ft.
Melee +1 menacing vicious cold iron greatsword +16/+11
Ranged composite longbow +14/+9 (1d8+11/x3) (2d6+7/19–20), demon armor gauntlets +15/+10 (1d10+5)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 19, 5d6), command undead, cruelties (DC 19; poisoned, sickened, cruelty staggered), fiendish boon 2/day (weapon +2, 10 min./day), infuse weapon 7/day (5d6 points of negative energy damage), smite good 4/day (+4 to hit, +10 damage), touch of corruption 9/day (5d6 points of damage)
Spell-Like Abilities (CL 10th) At will—darkness, desecrate, detect good, detect good, detect magic, see invisibility 1/day—animate dead, blasphemy (DC 20), protection from good, symbol of fear (DC 20)
Spells Prepared (CL 7th)
  3rd-Inflict Moderate Wounds (DC 17)
  2nd-Desecrate, Silence (DC 16)
  1st-Cause Fear (DC 15), Doom (DC 15), Inflict Light Wounds (DC 15)
Str 27, Dex 12, Con -, Int 15, Wis 17, Cha 18
Base Atk +10; CMB +20; CMD 29
Feats Alertness, Improved Sunder, Mounted Combat, Power Attack, Toughness, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Handle Animal +11, Intimidate +24, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (local) +4, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +5, Perception +17, Ride +4, Sense Motive +9, Survival +4
  Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common,
SQ unholy resilience
Gear  ring of the ram
Other Gear demon armor, +1 menacing vicious cold iron greatsword
Environment  any land
Organization solitary or troop (graveknight plus 12-24 skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword, composite longbow [+8 Str] with 20 arrows, belt of giant strength +2, other treasure)
Shadows veil what lurks within the dark, imposing armor of this figure, though two piercing eyes gaze from its closed visor.
Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes-villains too merciless to submit to the shackles of death.
Shirimabi, Spectre Terror
CR 16                                                                                                           XP: 76,800
spectre cleric of Orcus 3/mystic theurge 3/sorcerer 4
LE Medium undead (incorporeal)
Init +7; Senses darkvision 120 ft.; Perception +29
Aura Evil, unnatural aura
AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
HP 198 (8d12+7d6+3d8+108)
Fort +13, Ref +8, Will +21
Defensive Abilities incorporeal; DR 5/lethal; Immune undead traits; Resist channel resistance +2. cold 5; Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +11 (1d8 plus energy drain); melee touch +14
Ranged ranged touch +14
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 9/day (DC 17, 2d6), create spawn, energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 8th) 9/day—grave touch Domain Spell-Like Abilities (CL 6th) 9/day—battle rage (+1 damage), touch of darkness (1 round)
Spells Known (CL 7th)
  3rd (5/day)-Dispel Magic, Spiked Pit (DC 19)
  2nd (8/day)-Acid Arrow, False Life, Mirror Image
  1st (8/day)-Cause Fear (DC 17), Chill Touch (DC 17), Mage Armor, Magic Missile, Protection from Good, Ray of Enfeeblement (DC 17)
  0th-Bleed (DC 16), Mage Hand, Message, Open/Close (DC 16), Penumbra, Prestidigitation, Ray of Frost
Spells Prepared (CL 6th)
  3rd-Deeper Darkness (D), Dispel Magic, Invisibility Purge, Wrathful Mantle (DC 19)
  2nd-Blindness/Deafness (blindness only D DC 18), Death Knell (DC 18), Desecrate (x2), Dread Bolt (DC 18), Silence (DC 18)
  1st-Bane (DC 17), Doom (DC 17), Moment of Greatness, Obscuring Mist (D), Sanctuary (DC 17), Shield of Faith
  0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spell)
Bloodline: Undead
Domain: Blood, Darkness
Str -, Dex 16, Con -, Int 16, Wis 22, Cha 23
Base Atk +11; CMB +11; CMD 30
Feats Ability Focus (energy drain), Alertness, Blind-Fight, Combat Casting, Deepsight, Eschew Materials, Flyby Attack, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Skills Bluff +14, Diplomacy +15, Fly +25, Intimidate +17, Knowledge (arcana, history) +14, Knowledge (dungeoneering) +6, Knowledge (local, planes) +11, Knowledge (religion) +16, Perception +29, Sense Motive +17, Stealth +14, Survival +14
Languages Common
SQ combined spells
Environment  any
Organization solitary, pair, gang (3-6), or swarm (7-12)
Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.
This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath. A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.