Tuesday, March 5, 2019

Pittsburgh Baseballers

Falken Drango, Daring Buccaneer
CR 10                                                                                                             XP: 9,600
Male human fighter 2/rogue 9
CN Medium humanoid (human)
Init +2; Senses Perception +17
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 72 (9d8+2d10+11)
Fort +9, Ref +8, Will +8
Defensive Abilities bravery +1, evasion, trap sense +3, improved uncanny dodge; Will +9 vs. fear
Speed 30 ft.
Melee unarmed +11/+6 (1d3+3)
Special Attacks  sneak attack +5d6, stunning fist (2/day, DC 18)
Str 16, Dex 15, Con 13, Int 14, Wis 16, Cha 20
Base Atk +8; CMB +11; CMD 23
Feats Dreadful Gaze, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Leadership, Piratical Nerve, Seaworthy, Stunning Fist
Skills Acrobatics +13, Appraise +10, Bluff +19, Climb +14, Diplomacy +19, Disguise +19, Escape Artist +16, Intimidate +19, Perception +17, Profession (sailor) +15, Sense Motive +17, Swim +17
Languages Aquan, Common, Elven
SQ rogue talents (bleeding attack +5, ledge walker, resiliency, surprise attack), trapfinding +4
Gear Torn black leggings, leather belt, lockpick (was concealed in lining of leather belt) and masterwork manacles
Captain Bethany Razor, Hostage Taker
CR 10                                                                                                             XP: 9,600
Female elf druid 4/rogue 7
N Medium humanoid (elf)
Init +3; Senses low–light vision; Perception +23
AC 20, touch 13, flat-footed 17 (+3 shield, +4 armor, +3 Dex)
HP 77 (4d8+7d8+18)
Fort +9, Ref +11, Will +13
Defensive Abilities evasion, resist nature’s lure, trap sense +2, uncanny dodge; Will +15 vs enchantments, +17 vs feyand plant–targeted effects ; Immune magical sleep
Speed 30 ft.
Melee +2 wounding rapier +14/+9 (1d6+2/18–20)
Ranged mwk hand crossbow +12/+7 (1d4/19-20)
Special Attacks sneak attack +4d6, wild shape 4 hours/day
Spells Prepared (CL 4th)
  2nd-Barkskin, Gust of Wind, Warp Wood
  1st-Charm Animal, Cure Light Wounds, Faerie Fire, Speak With Animals
  0th-—Create Water, Detect Magic, Detect Poison, Know Direction
Str 10, Dex 16, Con 13, Int 15, Wis 16, Cha 20
Base Atk +8; CMB +8; CMD 21
Feats Abyssal Shinobi, Agile Maneuvers, Alertness, Combat Expertise, Iron Will, Seaworthy, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +17, Bluff +13, Climb +8, Diplomacy +19, Escape Artist +26, Knowledge (local) +10, Knowledge (nature) +12, Linguistics +6, Perception +23, Profession (sailor) +17, Sense Motive +5, Stealth +14, Survival +16, Swim +11
Languages Aquan, Common, Druidic, Elven, Giant, Tulita (mainland)
SQ elven magic, nature bond (animal companion), nature sense, rogue talents (fast stealth, finesse rogue, resiliency), trackless step, trapfinding +3, uncanny dodge, weapon familiarity, wild empathy +9, woodland stride
Gear boots of speed, potion of water breathing, potion of cat’s grace
Other Gear Fate’s Cruel Twist, navigator’s cap, feather tokens (2 anchor, 3 bird, 3 fan, 1 whip), +2 greater slick leather armor, +2 light wooden shield, jet black leather bodice, white laced silk blouse, knee high black leather boots, ruby ring (300 gp value, a gift from a suitor whose name she has forgotten), silver necklace with emeralds inlaid (1600 gp value, gift from Viscount Senegar Deepwarder), jeweled scabbard for her rapier (700 gp value, gift from Gregory Bonedeuce), a simple silver wedding band (her most treasured possession, worth 5 gp to anyone else).
Treasure
FATE’S CRUEL TWIST
Aura Strong evocation; CL 17th Slot none; Price 50,320 gp; Weight 2 lb.
DESCRIPTION
This +2 wounding rapier also grants its possessor the supernatural ability to reroll any one die roll per day. In addition the wielder of the blade may also force one opponent within sight to reroll any one die roll once per day. In both cases, the choice to reroll must be made before the result of the first roll is announced and the second roll must be accepted even if it is less favorable than the first. Finally, this potent magical item also grants its wielder an inherent +2 luck bonus on all saving throws.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bestow curse, divine favor, mage’s sword; Cost 25,320 gp.
NAVIGATOR’S CAP
Aura moderate transmutation; CL 8th Slot head; Price 12,400 gp; Weight ½ lb.
DESCRIPTION
This stylish captain’s hat grants the wearer enhanced acumen in all nautical arenas, adding +4 competence bonus on all Profession (sailor) and Survival checks at sea. It also allows the wearer to act as if they had the Helmsman feat (See Appendix) if they do not already.
CONSTRUCTION
Requirements Craft Wondrous Item, Helmsman, crafter must have 4 ranks in Profession (sailor); Cost 6,200 gp.
SARAH, BETHANY’S ANIMAL COMPANION
Female dolphin
N Medium animal
Init +5; Senses blindsight 120 ft., low–light vision, Perception +10
AC 18, touch 15, flat–footed 13 (+5 Dex, +3 natural armor)
hp 26 (4d8+8)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
Spd swim 80 ft.
Melee slam +8 (1d4+3)
Abilities Str 15, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Agile Maneuvers, Weapon Finesse
Skills Perception +16, Swim +15
SQ hold breath, link, share spells
Hold Breath (Ex): A dolphin can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she does not have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of
“You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
First Mate Korg, Minotaur Aggressor
CR 6                                                                                                               XP: 2,400
Male minotaur expert 6
CE Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +14
AC 19, touch 11, flat-footed 17 (+5 natural, -1 size, +2 Dex, +3 armor)
HP 126 (6d10+6d8+66)
Fort +9, Ref +9, Will +13
Defensive Abilities natural cunning
Speed 30 ft.
Melee mwk heavy pick +16/+11 (1d8+6/x4), gore +10 (1d6+3) or unarmed strike +15/+10 (1d4+6), gore +10 (1d6+3) or gore +15 (1d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks powerful charge (gore +17, 2d6+12)
Str 23, Dex 14, Con 20, Int 8, Wis 12, Cha 8
Base Atk +10; CMB +17; CMD 29
Feats Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack
Skills Acrobatics +11, Climb +15, Fly +2, Intimidate +8, Perception +14, Profession (sailor) +10, Stealth +7, Survival +1, Swim +15
  Racial Modifiers +4 Perception, +4 Survival
Languages Giant
Gear Masterwork Large heavy pick, masterwork Large studded leather armor, a shortsword (uses as his knife), and 50ft. of heavy steel cable.
Environment  temperate ruins or underground
Organization solitary, pair, or gang (3-4)
Treasure standard (greataxe, other treasure)
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Powerful Charge (Ex) A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +17 attack bonus that deals 2d6+17 points of damage.
With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.
Nothing holds a grudge like a minotaur.
Ghost Captain Jacob Razor
CR 14                                                                                                             XP: 38,400
Male human ghost rogue 9/ranger 4
CE Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +26
AC 20, touch 19, flat-footed 17 (+5 deflection, +3 Dex, +1 dodge, +1 shield)
HP 98 (4d10+9d8+36)
Fort +12, Ref +13, Will +8; +1 vs. fear
Defensive Abilities evasion, improved uncanny dodge, incorporeal traits, trap sense +3, uncanny dodge; Immune undead traits
Speed fly 30 ft. (perfect)
Melee mwk scimitar +12/+7 (1d6/15-20) or corrupting touch +13 touch (14d6, Fort DC 21 half )
Space 5 ft., Reach 5 ft.
Special Attacks corrupting gaze (DC 21), draining touch, favored enemy (pirates +2), favored terrain (at sea), frightful moan (DC 21), sneak attack +5d6
Spells Prepared (CL 1st)
  1st-Entangle
Str -, Dex 17, Con -, Int 15, Wis 14, Cha 21
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Critical (scimitar), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Piratical Nerve, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +19, Bluff +21, Climb +16, Diplomacy +13, Disable Device +16, Escape Artist +16, Fly +19, Intimidate +18, Knowledge (local) +15, Perception +26, Profession (sailor) +18, Sense Motive +15, Stealth +27, Swim +13
  Racial Modifiers +8 Perception, +8 Stealth
Languages Aquan, Common, Elven
SQ animal companion (currently none), rogue talents (ledge walker, slow reactions, surprise attack, weapon training), track +2, trapfinding +4, wild empathy +9
Other Gear +2 speed scimitar, +3 defending dagger
Corrupting Gaze (Su) The ghost is disfigured through age or violence and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost deals a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage dealt.
Draining Touch (Su) The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.
Frightful Moan (Su) The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace.
Captain Mercy, Slippery Scoundrel
CR 10                                                                                                             XP: 9,600
Female human ranger 6/rogue5
N Medium humanoid (human)
Init +8; Senses Perception +14
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
HP 77 (6d10+5d8+22)
Fort +8, Ref +13, Will +5
Defensive Abilities evasion, rogue talent (resiliency), trap sense +1, uncanny dodge; Ref +14 vs. traps
Speed 30 ft.
Melee +2 scimitar +11/+6 (1d6+4/18–20), +1 punching dagger +11/+1 (1d4+2/x3)
Ranged +2 heavy repeating crossbow +14/+9 (1d10/19–20) or +2 heavy repeating crossbow +5 (1d10/19–20) and heavy repeating crossbow +4 (1d10/19–20)
Special Attacks favored enemy (humanoid [human] +4, magical beast +2), sneak attack +3d6, two-weapon combat style
Str 14, Dex 18, Con 15, Int 14, Wis 10, Cha 16
Base Atk +9; CMB +11; CMD 25
Feats Double Slice, Endurance, Exotic Weapon Proficiency (repeating crossbow), Improved Initiative, Improved Iron Will, Improved Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, Vital Strike, Weapon Focus (repeating crossbow)
Skills Acrobatics +12, Appraise +10, Bluff +13, Climb +16, Craft (alchemy) +16, Diplomacy +11, Disable Device +12, Disguise +12, Escape Artist +12, Intimidate +17, Knowledge (local) +10, Linguistics +10, Perception +14, Perform (sing) +8, Profession (sailor) +15, Sense Motive +8, Stealth +17, Swim +16, Use Magic Device +1
Languages Common, Gnome, Halfling
Mordecai Lucien Shortstone, Woolly Loxodon
CR 10                                                                                                             XP: 9,600
Male loxodon illusionist 9/fighter 2
LN Medium humanoid (loxodon)
Init +2; Senses Low–light vision; Perception +1
AC 19, touch 12, flat-footed 17 (+3 natural, +4 armor, +2 Dex)
HP 97 (9d6+2d10+55)
Fort +8, Ref +6, Will +7
Defensive Abilities Will +9 vs. illusions
Speed 30 ft.
Melee mwk heavy pick +9/+4 (1d6+2/x4)
Ranged +1 heavy crossbow +11/+6 (1d10+1/19-20)
Spell-Like Abilities (CL 9th) 9 rounds/day—invisibility field 7/day—blinding ray
Spells Prepared (CL 9th)
  5th-Magic Jar, Nightmare (DC 21)
  4th-Greater Invisibility, Phantasmal Killer (DC 20), Rainbow Pattern (DC 20), Stoneskin
  3rd-Displacement, Fireball (DC 17), Invisibility Sphere, Major Image (DC 19), Slow (DC 17)
  2nd-Blindness/Deafness (DC 16), Blur, Cats Grace, Flaming Sphere, Invisibility, Mirror Image
  1st-Cause Fear (DC 15), Color Spray (DC 17), Grease (DC 15), Magic Missile, Obscuring Mist, Shield
  0th-Acid Splash, Bleed (DC 14), Disrupt Undead, Ray of Frost (Prohibited Schools Divination, Enchantment)
Str 15, Dex 14, Con 20, Int 18, Wis 13, Cha 6
Base Atk +6; CMB +8; CMD 20
Feats Alertness (with familiar), Craft Wand, Dazzling Display, Greater Spell Focus (illusion), Scribe Scroll, Spell Focus (illusion), Weapon Finesse, Weapon Focus (heavy pick)
Skills Climb +2, Intimidate -2, Knowledge (arcana) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Perception +1, Profession (sailor) +1, Sense Motive +1, Spellcraft +4, Survival +1, Swim +2
Languages Common, Gnome, Sylvan; empathic link with familiar, speak with familiar
SQ bravery +1, extended illusions, familiar (salt mephit—Mr. Ooley), share spells
Gear wand of fireball (23 charges), wand of flaming sphere (8 charges), potion of cure serious wounds
Other Gear mithril shirt, +1 heavy crossbow, masterwork heavy pick, red fez, spellbook (all spells listed plus all 1st, 2nd and 3rd level illusion spells), bright blue cape fixed with a gold hasp worth 30gp, hawker’s glove (for his familiar), 18 pp in a rather effeminate purse, ridiculously thick leather belt with skull buckle, lucky monkey’s paw
Powerful Build (Ex) You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
MR. OOLEY, FAMILIAR 
Male salt mephit familiar (Pathfinder Roleplaying Game Bestiary “Mephit, Salt”)
N Small outsider (earth)
Init +6; Senses darkvision 60 ft.; Perception +11
AC 22, touch 14, flat-footed 19 (+2 Dex, +1 dodge, +8 natural, +1 size)
hp 24 (9 HD); 3d10+3); fast healing 2 (only in arid environments)
Fort +7, Ref +8, Will +6
Defenses improved evasion; DR 5/magic
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +8 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half), deliver touch spells
Spell-Like Abilities (CL 9th) 1/hour—glitterdust (DC 16)  1/day—summon (level 2, 1 mephit of the same type 25%)
Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 14
Base Atk +6; CMB +6; CMD 18
Feats Dodge, Improved Initiative
Skills Bluff +8, Climb +3, Intimidate +10, Fly +10, Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Perception +14, Profession (sailor) +11, Spellcraft +10, Stealth +12, Survival +3, Swim +4
Languages Common, Aquan; speak with master
Captain H'Ongr Hy'Y'Yth II"s Smiles, 
the Greed of the Razor Coast
CR 10                                                                                                               XP: 9,600
Female lizardfolk fighter 6/duelist 3
N Medium humanoid (reptilian)
Init +4; Senses Perception +11
AC 29, touch 18, flat-footed 24 (+5 natural, +6 armor, +3 dodge, +4 Dex)
HP 102 (2d8+6d10+3d10+30)
Fort +12, Ref +8, Will +4
Defensive Abilities bravery +1, canny defense, improved reaction; Will +5 vs fear
Speed 30 ft., swim 15 ft.
Melee +1 trident of fish command +16/+11 (1d8+4), claw +12 (1d4+1), bite +12 (1d4+1) or claw +14 (1d4+3), bite +14 (1d4+3)
Ranged mwk javelin +16 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks parry, weapon training +1 (spears)
Str 16, Dex 18, Con 16, Int 14, Wis 8, Cha 10
Base Atk +10; CMB +13; CMD 30
Feats Dazzling Display, Dodge, Improved Iron Will, Iron Will, Multiattack, Shatter Defenses, Weapon Finesse, Weapon Focus (trident), Weapon Specialization (trident)
Skills Acrobatics +20, Bluff +6, Climb +9, Escape Artist +18, Intimidate +9, Perception +11, Perform (oratory) +9, Sense Motive +5, Swim +12
  Racial Modifiers +4 Acrobatics
Languages  Common, Draconic
SQ armor training 1, enhanced mobility, hold breath
Gear 3 potions of cure serious wounds, potion of blur
Other Gear +2 chain shirt, +1 trident of fish command, 4 masterwork javelins, platinum jaw ring worth 300 gp, broad-brimmed hat set with a shark tooth set in a silver mounting worth 125 gp
Environment  temperate swamps
Organization solitary, pair, band (3-12), or tribe (13-60)
Treasure NPC gear (heavy wooden shield, morningstar, 3  javelins)
Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail.
Minotaur Captain Zotai Sarangay

CR 11                                                                                                              XP: 12,800
Male minotaur corsair * 7
LE Large monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +17
AC 16, touch 11, flat-footed 14 (+5 natural, -1 size, +2 dodge)
HP 105 (6d10+7d10+33)
Fort +11, Ref +10, Will +8
Defensive Abilities natural cunning, canny defense, uncanny dodge
Speed 30 ft.
Melee +2 tempest greataxe +19/14/9 (3d6+6/x3), +1 windblast greataxe +18/13/8 (3d6+6/x3), and gore +11 (1d6+2)
Space 10 ft., Reach 10 ft.
Special Attacks corsair’s luck 2/day (+3), dirty fighting +2d4, powerful charge (gore +18, 2d8+6)
Str 19, Dex 10, Con 15, Int 15, Wis 13, Cha 14
Base Atk +13; CMB +18; CMD 30
Feats Athletic, Brilliant Tactician, Cleave, Combat Expertise, Great Fortitude, Improved Bull Rush, Improved Initiative, Overpowering Attack, Power Attack, Rope Monkey, Sea Legs
Skills Acrobatics +4, Climb +10, Intimidate +11, Perception +17, Profession (sailor) +8, Stealth +8, Survival +16, Swim +10
  Racial Modifiers +4 Perception, +4 Survival
Languages Common, Giant, Goblin, Naval Code, Orc, Elven
Gear +2 tempest greataxe, +1 windblast greataxe
Environment  temperate ruins or underground
Organization solitary, pair, or gang (3-4)
Treasure NEW MAGIC WEAPON SPECIAL ABILITIES
Tempest: On a critical hit with a tempest weapon, a storm cloud forms above the target. It follows the target, even indoors, underground, or below decks on a ship, dumping 16 gallons of rain water every round. Cargo ships can withstand this much water for hours or even a few days, but few captains would risk their ship for one crewman. The cloud is permanent, removable only by a remove curse or the death of the cursed person.
As a magic weapon that bestows a curse, a tempest weapon shows signs of its debilitating ability: metal weapons rust, wooden weapons are moist to the touch, and ranged weapons leave a mist trail.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, bestow curse, create water; Price +3 bonus.
Windblast: On a critical hit with a windblast weapon, a concentrated gale bursts from the weapon, pushing a Medium or smaller target back 1d6x5 feet.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, gust of wind; Price +1 bonus.
Natural Cunning (Ex) Sarangay’s innate cunning and logical ability makes him immune to maze spells and prevents him from ever becoming lost. Further, he’s never caught flat-footed.
Brilliant tactician (Ex) As a full-round action, Captain Sarangay can select one ally within 30 feet. That ally gains a +2 insight bonus to his AC or on his next attack roll. This bonus lasts until the start of Sarangay’s next turn. Once he uses this feat, he must wait 5 rounds before using it again.
Canny Defense (Ex) Sarangay adds his Charisma bonus as a dodge bonus to his AC. He loses this bonus if he wears medium or heavy armor or carries a heavy load.
Corsair's Luck (Ex) 2/day Twice per day Sarangay can add half his class level as an insight bonus to any attack roll, ability, skill check, or saving throw. He must declare use of this ability before knowing the success or failure of the roll.
Dirty Fighting (Ex) Sarangay’s attacks deal +2d4 extra damage any time his target is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when he flanks his target. If he scores a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks count as dirty fighting only within 30 feet. With an unarmed strike, Sarangay can use dirty fighting to deal nonlethal damage instead of lethal damage. He can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll.  Sarangay must see his target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use dirty fighting while striking a concealed creature or striking the limbs of a creature whose vitals are beyond reach. Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.
Overpowering Attack (Ex) Whenever Sarangay attacks an opponent who used the Combat Expertise or Superior Expertise feats, who is fighting defensively, or who took the total defense action, he gains a +4 circumstance bonus on his attack rolls.
Rope Monkey (Ex) Opponents gain no special benefit for attacking Sarangay while he’s climbing, even if they have higher ground. And if he takes damage from an attacker while climbing and his Climb check exceeds the DC by 5, he gains a +1 circumstance bonus on his attack rolls against the target that attacked him until the end of his next turn.
Sea Legs (Ex) Sarangay is never considered flat-footed when using Acrobatics to move across narrow surfaces or uneven ground. In addition, when he succeeds at an Acrobatics check to move across a precarious surface, he may move at full speed. Finally, if he takes damage from an attacker during such movement and his Acrobatics check exceeds the DC by 5, he gains a +1 circumstance bonus on his attack rolls against the target that attacked him until the end of his next turn

Sorcerers

Commander Aeron Chambers
CR 7                                                                                                               XP: 3,200
Male human fighter 1/sorcerer 7
LN Medium humanoid (human)
Init +7; Senses Perception +5
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 51 (1d10+7d6+15)
Fort +5, Ref +5, Will +7
Defensive Abilities evasion
Speed 30 ft.
Melee +2 rapier +10 (1d6+2/18-20) or dagger +7 (1d4/19-20)
Ranged dagger +7 (1d4/19-20)
Spell-Like Abilities (CL 7th; concentration +12) 8/day—touch of destiny (+3)
Spells Known (CL 7th)
  3rd (5/day)-Explosive Runes (DC 18), Fireball (DC 19), Protection from Energy
  2nd (7/day)-Acid Arrow, Blur, Gust of Wind (DC 18), Scorching Ray
  1st (8/day)-Alarm, Mage Armor, Magic Missile, Obscuring Mist, Shield, Shocking Grasp
  0th-Arcane Mark, Daze (DC 15), Detect Magic, Ghost Sound, Mage Hand, Light, Read Magic
Bloodline: destined
Str 10, Dex 17, Con 13, Int 13, Wis 15, Cha 20
Base Atk +4; CMB +4; CMD 17
Feats Arcane Strike, Eschew Materials, Improved Counterspell, Improved Initiative, Quick Draw, Spell Focus (evocation), Weapon Finesse, Weapon Focus (rapier)
Skills Bluff +16, Climb +5, Diplomacy +8, Intimidate +11, Knowledge (arcana) +9, Perception +5, Profession (sailor) +7, Spellcraft +12, Swim +5
Languages Aquan, Common
SQ bloodline arcana, fated (+2)
Gear wand of lightning bolt (35 charges), wand of stoneskin (21 charges), wand of whispering wind (13 charges)
Other Gear +2 rapier, dagger, ring of evasion, wand of sending (21 charges), gloves of swimming and climbing, crystal ball, highly decorated Dragoon uniform, powder white gentleman’s cape, a Dontorian special captain’s cap).

Have you heard of Aqua, man?

Zalen Trafalgar, Priest of Gozreh
CR 8                                                                                                              XP: 4,800
Male human cleric of Gozreh 9
LG Medium humanoid (human)
Init +1; Senses Perception +4
AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
HP 95 (9d8+45)
Fort +10, Ref +6, Will +12
Resist cold 10
Speed 40 ft.
Melee +2 bane trident +11/+6 (1d8+4)
Ranged +2 bane trident +10 (1d8+4)
Special Attacks channel positive energy 6/day (DC 17, 5d6)
Spell-Like Abilities (CL 9th; concentration +13) At Will—dimensional hop (90 feet/day) 7/day—icicle (1d6+4 cold damage)
Spells Prepared (CL 9th)
  5th-Break Enchantment, Teleport (D)
  4th-Death Ward, Dimension Door (D), Discern Lies, Restoration
  3rd-Dispel Magic, Fly (D), Remove Curse, Remove Disease, Water Breathing
  2nd-Aid, Calm Emotions, Consecrate, Hold Person, Locate Object (D), Sound Burst
  1st-Bless, Bless Water, Command, Obscuring Mist (D), Sanctuary, Shield of Faith
  0th-Create Water, Detect Magic, Detect Poison, Light (D Domain spell)
Domain: Travel, Water
Str 15, Dex 13, Con 18, Int 16, Wis 18, Cha 17
Base Atk +6; CMB +8; CMD 19
Feats Alignment Channel, Combat Casting, Iron Will, Lightning Reflexes, Turn Undead, Weapon Focus (trident)
Skills Diplomacy +15, Heal +16, Knowledge (history) +11, Knowledge (religion) +15, Sense Motive +11, Spellcraft +15, Survival +13
Languages Aquan, Celestial, Common, Dwarven
SQ aura, +10 base speed from Travel domain, agile feet (7/day)
Gear +2 evil outsider bane trident, +2 mithral breastplate, aqua robes of Gozreh, holy symbol of Gozreh

Can you spare some coin for a pint?

Belok Talorg, Drunken Priest
CR 10                                                                                                             XP: 9,600
Male half–orc  cleric of Cayden Cailean 9/ex-monk 2
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
AC 16, touch 16, flat-footed 14 (+4 dodge, +1 Dex)
HP 101 (9d8+2d8+42)
Fort +12, Ref +9, Will +12
Defensive Abilities evasion
Speed 30 ft.
Melee unarmed strike +13/+8 (1d6+5) or flurry of blows +12/+12/+7 (1d6+5)
Special Attacks channel positive energy 3/day (DC 14, 5d6), might of the gods (+9, 9 rounds/day, flurry of blows, stunning fist (3/day, DC 17), weapon master (9 rounds)
Spell-Like Abilities (CL 9th; concentration +12) 6/day—battle rage, strength surge (+4)
Spells Prepared (CL 9th)
  5th-Greater Command, Righteous Might (D)
  4th-Divine Power (D), Freedom of Movement, Neutralize Poison
  3rd-Bestow Curse, Dispel Magic (x2), Magic Vestment (D), Water Breathing
  2nd-Bears Endurance, Bulls Strength (D), Calm Emotions, Delay Poison, Hold Person, Make Whole
  1st-Bane, Command, Divine Favor, Doom, Enlarge Person (D), Shield of Faith
  0th-Detect Magic, Detect Poison, Purify Food and Drink, Virtue (D Domain spell)
Domain: Strength, War
Str 21, Dex 13, Con 17, Int 8, Wis 16, Cha 10
Base Atk +7; CMB +12; CMD 27
Feats Alertness, Combat Casting, Dodge, Improved Grapple, Improved Unarmed Strike, Lightning Reflexes, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Heal +13, Knowledge (religion) +5, Perception +7, Sense Motive +15
Languages Common, Orc
SQ aura
Gear Simple white robes, leather leggings, holy symbol. Belok also possesses a suit of +3 spiked banded mail and a +3 adamantine greatsword, but he never wears them. He keeps them stored in a locked trunk in his room at The Broken Skull, and will only retrieve them if he is somehow convinced to take up the mantle of the Wave Riders once more.

The Demon Below

Harthagoa, The Krakenfiend AKA The Demon Below
CR 15                                                                                                             XP: 51,200
Male unique creature 0
CE Gargantuan outsider (aquatic, native)
Init +2; Senses darkvision 60 ft., low–light vision; Perception +28
AC 28, touch 8, flat-footed 26 (-4 size, +20 natural, +2 Dex)
HP 430 (21d20+210)
Fort +22, Ref +9, Will +19
DR 10/magic; Immune poison; SR 26; Resist acid 10, cold 10, electricity 10, fire 10;
Speed 0 ft., fly 20 ft. (average), swim 20 ft.
Melee 2 tentacles +28 (2d8+7 plus grab), 6 arms +30 (1d6+14 plus grab), bite +30 (4d6+14), 2 claws +30 (2d6+14)
Space 20 ft.
Special Attacks jet 280 ft., constrict 2d8+14 or 1d6+7, smite good 5/day
Spell-Like Abilities (CL 21 unless otherwise noted) 3/day—darkness, poison (DC 20), unholy aura (DC 24); 1/day—blasphemy (DC 23), contagion (DC 19), control weather (CL 9), control winds (CL 9), desecrate, destruction (DC 23), dominate animal (CL 9, DC 19), horrid wilting (DC 24), resist energy (CL 9), summon monster IX (evil outsider only), unhallow, unholy blight (DC 20).
Str 38, Dex 14, Con 31, Int 25, Wis 20, Cha 22
Base Atk +20; CMB +38; CMD 50
Feats Awesome Blow, Bleeding Critical, Blind-Fight, Critical Focus, Flyby Attack, Improved Bull Rush, Improved Critical (tentacle), Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (poison)
Skills Diplomacy +26, Fly +16, Intimidate +26, Knowledge (arcana) +22, Knowledge (geography) +30, Knowledge (history) +22, Knowledge (nature) +30, Knowledge (planes) +25, Perception +28, Sense Motive +28, Spellcraft +18, Stealth +13, Survival +25, Swim +42, Use Magic Device +26
Languages Abyssal, Aquan, Common, Draconic, Elven, Ignan, Infernal, Sahuagin
SQ ink cloud
Gear staff of transmutation (21 charges remaining), wand of sending (15 charges remaining), wand of cure critical wounds (33 charges remaining), medallion of thoughts.
Constrict (Ex) Harthagoa deals automatic arm or tentacle damage with a successful grapple check.
Ink Cloud (Ex) Harthagoa can emit a cloud of jet–black ink in an 80–foot spread once per minute as a free action. The cloud provides total concealment, which he normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Jet (Ex) Harthagoa can jet backward once per round as a full-round action, at a speed of 280 feet. He must move in a straight line, but does not provoke attacks of opportunity while jetting.
Smite Good (Su) 5/day as a swift action, Harthagoa can choose a target within sight to smite. If this target is good, Harthagoa adds +6 to his attack rolls and adds +15 to all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good-aligned creature with levels of paladin or cleric, the bonus to damage on the first successful attack increases to 30 points. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. While smite good is in effect, Harthagoa gains a +6 deflection bonus.
The Demon Below
The Demon Below dedicates himself to the glory of his dark abyssal father, Demogorgon, and he seeks to bring as much of the world as possible into the demon lord’s service. Harthagoa’s taste for carnage is tempered only by his sinister intellect and the patience of an immortal demon. The Krakenfiend burst from his mother’s body and grew to maturity over the course of a few scant hours. He then devoured his crippled mother in order to claim her territory. He spreads his dark tentacles farther and farther with each passing year. Although nigh impossible to defeat in combat, Harthagoa is not foolish enough to face threats personally. Sinister to the core, the Krakenfiend prefers to turn foes against one another and use cat’s-paws to do his dirty work for him.
Moreover, Harthagoa is intimately familiar with wielding terror as a weapon. He controls most of his minions through the alternating application of intimidation and insincere promises of dark reward. He guarantees his followers’ loyalties by generating utter hopelessness over anything but himself. The great Krakenfiend is a dark force of nature, twisted and polluted by demonic influence.
Opposing him is as impossible as opposing the implacable sea or standing against a winter’s storm. In appearance, Harthagoa looms straight out of a god’s nightmare. His body is more than 50 feet in length, and his tentacles are twice as long, ending in barbed talons – a mark of his demonic heritage. These razor-barbed tentacles are speckled with ugly sucker-rings capable of shredding a great blue whale to chum in a mere moment. Yet the greatest indication of his father’s vile blood lies in the enormous pair of leathery bat-like wings that extend from Harthagoa’s bulbous body, allowing the Demon Below to take to the air if need be. His large eyes glow with a malevolent fire, and his mouth is filled with jagged poisonous teeth. The Krakenfiend’s thick arms can reduce a frigate to driftwood as casually as a man might crush paper lantern.

Oh Captain My Captain

Commandant Gregory Bonedeuce
CR 14                                                                                                                 XP: 38,400
Male human rogue 5/fighter 4/duelist 5
LE Medium humanoid (human)
Init +9; Senses Perception +19
AC 24, touch 24, flat-footed 18 (+3 deflection, +5 dodge, +5 Dex)
HP 93 (5d8+9d10+14)
Fort +8, Ref +15, Will +8
Defensive Abilities evasion, trap sense +1, uncanny dodge; AC +1 dodge vs traps; Will +9 vs fear, +9 Ref vs traps
Speed 40 ft.
Melee +2 speed rapier +20/+20/+15/+10 (1d6+3/18–20)
Ranged mwk hand crossbow +18/+13/+8 (1d4/19-20)
Special Attacks  parry, precise strike +5, riposte, sneak attack +3d6
Str 12, Dex 21, Con 12, Int 18, Wis 14, Cha 19
Base Atk +12; CMB +13; CMD 36
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Feint, Improved Initiative, Improved Trip, Iron Will, Mobility, Persuasive, Stepping Feint, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +22, Appraise +10, Bluff +21, Climb +9, Diplomacy +14, Disable Device +13, Escape Artist +13, Intimidate +25, Knowledge (local) +14, Linguistics +12, Perception +19, Perform (dance) +11, Perform (string instruments) +12, Profession (sailor) +13, Ride +13, Sense Motive +17, Stealth +21, Swim +9
Languages Abyssal, Aquan, Common, Elven, Gasquen, Goblin, High Boros, Infernal, Orc, Sahuagin
SQ armor training +1, bravery +1, canny defense, enhanced mobility, grace, rogue talents (bleeding attack +3, finesse rogue, trapfinding
Gear Bonny Lass (a +2 speed rapier, which also grants the possessor a +2 enhancement bonus to their Charisma), +3 ring of protection, ring of water breathing, bolo tie of death ward, boots of striding and springing, several uniforms, a monogrammed gold plated mechanical pocket watch (worth 1500 gp), a masterwork fiddle and bow, a snuff box, several exquisite quality cigars, a box of matches, a masterwork hand crossbow, two doses of purple worm poison (see Pathfinder Roleplaying Game: Core Rulebook, Appendix 1, “Poison”)
Gregory Bonedeuce, Dread Lacedon
CR 8                                                                                                                XP: 4,800
Male dread lacedon 0
CE Medium undead (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +14
AC 23, touch 13, flat-footed 23 (+10 natural, +3 deflection)
HP 114 (12d12+36)
Fort +10, Ref +7, Will +12
Defensive Abilities Harthagoa’s blessing; DR 5/good; Immune undead traits; Resist channel resistance +2
Speed 30 ft., 60 ft.
Melee bite +16 (1d6+7 plus disease and paralysis), 2 claws +16 (1d6+7 plus paralysis)
Space 5 ft., Reach 5 ft.
Special Attacks paralysis (1d4+1 rounds, DC 21), sneak attack +3d6
Str 25, Dex 11, Con -, Int 13, Wis 13, Cha 17
Base Atk +9; CMB +16; CMD 29
Feats Blind-Fight, Combat Expertise, Greater Trip, Improved Trip, Power Attack, Stealthy
Skills Acrobatics +10, Climb +20, Escape Artist +2, Intimidate +16, Perception +14, Sense Motive +14, Stealth +17, Swim +15
Languages Common
Environment aquatic
Organization solitary, gang (2-4), or wing (7-12)
Treasure standard
Disease (Su) Bite—injury; save Fort DC 19; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 3 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Harthagoa’s Blessing (Su) Harthagoa affords many protections upon dread lacedons created in his name. It receives its Charisma bonus as an insight bonus to initiative, a deflection bonus to AC, and as a resistance bonus to saves.
Paralysis (Ex) Those hit by a dread lacedons bite or claw attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based and includes a +2 racial bonus.
This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Were Jaws

Dajang Jalamar
CR 11                                                                                                              XP: 12,800
Male natural wereshark cleric of Dajobas 11
CE Medium humanoid ((augmented human, shapechanger)
Init +6; Senses low–light vision, scent; Perception +21
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 93 (11d8+44)
Fort +12, Ref +5, Will +13
Resist cold 10
Speed 30 ft.
Melee +2 keen wounding punching dagger +13/+8 (1d4+7 plus 1 Con/19–20/x3), +2 keen wounding punching dagger +13 (1d4+4 plus 1 Con/19–20/x3)
Special Attacks channel negative energy 5/day (DC 17, 6d6), curse of lycanthropy, scythe of evil (5 rounds, 1/day)
Spell-Like Abilities (CL 11th; concentration +15) 7/day—touch of blood, eyes of the shark (5 rounds)
Spells Prepared (CL 11st)
  6th-Cone of Cold (D), Harm
  5th-Dispel Good (D), Flame Strike, Righteous Might
  4th-Chaos Hammer, Control Water (D), Death Ward, Divine Power, Unholy Blight
  3rd-Blindness/Deafness, Deadly Juggernaut, Deeper Darkness, Dispel Magic, Magic Circle Against Good (D), Stone Shape
  2nd-Bulls Strength, Death Knell, Fog Cloud (D), Hold Person, Owls Wisdom, Spiritual Weapon
  1st-Command, Detect Good, Divine Favor, Doom, Protection from Good (D), Shield of Faith
  0th-— Create Water, Detect Magic, Detect Poison, Read Magic (D domain spell)
Domain: Evil, Water
Str 20, Dex 15, Con 17, Int 12, Wis 18, Cha 15
Base Atk +8; CMB +13; CMD 25
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Quick Change (Lycanthrope), Shapechange Casting, Two-Weapon Fighting
Skills Knowledge (religion) +15, Perception +21, Sense Motive +8, Spellcraft +15, Swim +16
Languages Aquan, Common
SQ aura, change shape (human, hybrid, Large shark; polymorph), shark empathy
Gear 2 beads of force, 2 elemental gems (water)
Other Gear Teeth of Dajobas (+2 keen wounding punch daggers, 2 of them, see side box), candle of invocation (chaotic evil), holy symbol of Dajobas, loose fitting silk pants, hemp shoes
Treasure
TEETH OF DAJOBAS 
(MINOR ARTIFACT)
Aura strong conjuration, necromancy and transmutation; CL 20th
Slot none; Weight 1 lb. each
DESCRIPTION
These +2 keen wounding punch daggers are fashioned out of the teeth of a dire great white shark. The weapons have a way of finding their way into the possession of the being chosen by Dajobas to serve as his Chosen Champion—even if the possessor is unaware of the selection. Non–evil creatures may wield these weapons, but when they do so they hear horrible whisperings in their mind, driving them to commit great atrocities in the name of Dajobas.
The possessor of one of these teeth can bestow curse (DC possessor’s Wisdom bonus +12) on a struck opponent as a free action once per day. If both teeth are possessed this ability can be used twice per day. When brought together by a lycanthrope the Teeth of Dajobas can create a blade barrier (the blades are actually whirling shark’s teeth) once per day. The Save DC for the blade barrier effect is equal to the possessor’s Wisdom bonus +16. Both of these abilities are at caster level 12.
If the possessor has 12 class levels (not counting racial Hit Dice, nor the bonus animal Hit Dice from the fel lycanthrope template), the weapons improve to +3 keen wounding punch daggers. If the possessor has 15 class levels, they further improve to +4 keen icy burst wounding punch daggers. If the possessor is a lycanthrope or fel lycanthrope, at 12th level his DR increases by 5 points; at 15th level, he gains resistance to cold 10; at 20th level, his DR changes from silver to silver and good.
DESTRUCTION
To destroy the teeth of Dajobas, first each weapon must be sundered into three pieces. Regardless of the level of the possessor, treat the weapons as having a +5 enhancement bonus for the purposes of determining hardness and hit points. Once the weapons are sundered, one piece of each weapon must be fed to a whale, a turtle, and a dolphin.
Change Shape (Su) Dalang can assume the form of a Large shark. Changing to or from animal or hybrid form is a swift action (due to his Quick Change feat). If slain, Dalang reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however. As a natural lycanthrope, Dalang has complete control over his change shape ability.
Shark Empathy (Ex) In any form, Dalang can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
DALANG JALAMAR (HYBRID FORM)
CR 11                                                                                                           XP 12,800
Male natural wereshark cleric of Dajobas 11
CE Large humanoid (augmented human, shapechanger)
Init +6; Senses blindsense 30 ft., keen scent, low–light vision; Perception +19
AC 17, touch 11, flat–footed 15 (+2 Dex, +6 natural, –1 size)
hp 104 (11d8+55)
Fort +13, Ref +5, Will +13
DR 10/silver; Resist cold 10
Spd 30 ft.
Melee +2 keen wounding punching dagger +13/+8 (1d4+7 plus 1 Con/19–20/x3), +2 keen wounding punching dagger +13 (1d4+4 plus 1 Con/19–20/x3), bite +13 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 5/day (DC 17, 6d6), curse of lycanthropy, scythe of evil (5 rounds, 1/day)
Domain Spell–Like Abilities (CL 11th; concentration +15) 7/day—icicle (1d6+5 cold damage), touch of evil (5 rounds)
Cleric Spells Prepared (CL 11th, DC 14 plus spell level; concentration +15):
6th—cone of coldD, harm
5th—dispel goodD, flame strike, righteous might
4th—chaos hammer, control waterD, death ward, divine power, unholy blight
3rd—blindness/deafness, deeper darkness, dispel magic, magic circle against goodD, stone shape
2nd—bull’s strength, death knell, fog cloudD, hold person, owl’s wisdom, spiritual weapon
1st—command, detect good, divine favor, doom, protection from goodD, shield of faith
0 (at will)— create water, detect magic, detect poison, read magic
D domain spell; Domains Evil, Water
Abilities Str 22, Dex 15, Con 19, Int 12, Wis 18, Cha 15
Base Atk +8; CMB +15; CMD 27
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Quick Change (Lycanthrope), Shapechange Casting, Two-Weapon Fighting
Skills Knowledge (religion) +15, Perception +19, Sense Motive +6, Spellcraft +15, Swim +17
Languages Aquan, Common
SQ aura, change shape (human, hybrid, Large shark; polymorph), shark empathy
Combat Gear 2 beads of force, 2 elemental gems (water);
Other Gear Teeth of Dajobas (+2 keen wounding punch daggers, 2 of them, see side box), candle of invocation (chaotic evil), holy symbol of Dajobas, loose fitting silk pants, hemp shoes.
Blindsense (Ex): Dalang can locate creatures underwater within a 30-foot radius. This ability works only when he is underwater.
Change Shape (Su): Dalang can assume the form of a Large shark. Changing to or from animal or hybrid form is a swift action (due to his Quick Change feat). If slain, Dalang reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however. As a natural lycanthrope, Dalang has complete control over his alternate form ability.
Keen Scent (Ex): Dalang can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): In any form, Dalang can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
DALANG JALAMAR (SHARK FORM)
CR 11                                                                                                          XP 12,800
Male natural wereshark cleric of Dajobas 11
CE Medium humanoid (aquatic, augmented human, shapechanger)
Init +6; Senses blindsense 30 ft., keen scent, low–light vision; Perception +19
AC 17, touch 11, flat–footed 15 (+2 Dex, +6 natural, –1 size)
hp 104 (11d8+55)
Fort +13, Ref +5, Will +13
DR 10/silver; Resist cold 10
Spd swim 60 ft.
Melee bite +13 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 5/day (DC 17, 6d6), curse of lycanthropy, scythe of evil (5 rounds, 1/day)
Domain Spell–Like Abilities (CL 11th; concentration +15) 7/day—icicle (1d6+5 cold damage), touch of evil (5 rounds)
Cleric Spells Prepared (CL 11th, DC 14 plus spell level; concentration +15):
6th—cone of coldD, harm
5th—dispel goodD, flame strike, righteous might
4th—chaos hammer, control waterD, death ward, divine power, unholy blight
3rd—blindness/deafness, deeper darkness, dispel magic, magic circle against goodD, stone shape
2nd—bull’s strength, death knell, fog cloudD, hold person, owl’s wisdom, spiritual weapon
1st—command, detect good, divine favor, doom, protection from goodD, shield of faith
0 (at will)— create water, detect magic, detect poison, read magic
D domain spell; Domains Evil, Water
Abilities Str 22, Dex 15, Con 19, Int 12, Wis 18, Cha 15
Base Atk +8; CMB +15; CMD 27
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Quick Change (Lycanthrope), Shapechange Casting, Two-Weapon Fighting
Skills Knowledge (religion) +15, Perception +19, Sense Motive +6, Spellcraft +15, Swim +17
Languages Aquan, Common
SQ aura, change shape (human, hybrid, Large shark; polymorph), shark empathy
Combat Gear 2 beads of force, 2 elemental gems (water);
Other Gear Teeth of Dajobas (+2 keen wounding punch daggers, 2 of them, see side box), candle of invocation (chaotic evil), holy symbol of Dajobas, loose fitting silk pants, hemp shoes.
Blindsense (Ex): Dalang can locate creatures underwater within a 30-foot radius. This ability works only when he’s underwater.
Change Shape (Su): Dalang can assume the form of a Large shark. Changing to or from animal or hybrid form is a swift action (due to his Quick Change feat). If slain, Dalang reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however. As a natural lycanthrope, Dalang has complete control over his alternate form ability.
Keen Scent (Ex): Dalang can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): In any form, Dalang can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check.
Saegen, Monkenthrope, Jeskai Sage
 
 CR 10                                                                                                           XP: 9,600
Male human fel lycanthrope monk 7
LE Medium humanoid (human, shapechanger)
Init +8; Senses blindsense 30 ft., keen scent, low–light vision; Perception +19
AC 24, touch 22, flat-footed 19 (+7 dodge, +2 natural, +4 Dex)
HP 86 (7d8+7d8+21)
Fort +10, Ref +14, Will +16
Defensive Abilities evasion; Will +16 vs. enchantment; Immune disease
Speed 50 ft.
Melee unarmed strike +13/+8 (1d8+2)
Str 15, Dex 18, Con 12, Int 10, Wis 20, Cha 8
Base Atk +10; CMB +12; CMD 33
Feats Agile Maneuvers, Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14, Climb +6, Escape Artist +14, Intimidate +9, Knowledge (religion) +10, Perception +19, Sense Motive +18, Stealth +14, Swim +12
Languages Common
SQ alternate form, fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, shark empathy, slow fall 30 ft., still mind, wholeness of body
Other Gear tattered robes and simple rope belt
Alternate Form (Su) Saegen can assume the form of a Large Shark. Changing to or from animal or hybrid form is a standard action. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Shark Empathy (Ex) In any form, Saegen can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Keen Scent (Ex) Saegen can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
SAEGEN (HYBRID FORM) 
CR 10                                                                                                           XP 9,600
Male human fel lycanthrope monk 7
LE Large humanoid (human shapechanger)
Init +10; Senses blindsense, keen scent, low–light vision; Perception +17
AC 28, touch 22, flat–footed 21 (+6 Dex, +1 dodge, +1 monk, +5 Wis, +6 natural, –1 size)
hp 100 (14 HD; 7d8 plus 7d8+35)
Fort +11, Ref +16, Will +14; +2 vs. enchantments
Defensive Abilities evasion; DR 5/silver; Immune disease
Spd 50 ft.
Melee unarmed +15/+10 (1d8+5), bite +9 (1d8+2)
Space 10 ft., Reach 10 ft.
Abilities Str 21, Dex 22, Con 14, Int 10, Wis 20, Cha 8
Base Atk +10; CMB +19; CMD 39
Feats Agile Maneuvers, Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Trip, Improved Disarm, Improved Unarmed Strike, Iron Will, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+29 jump), Climb +6, Escape Artist +14, Intimidate +9, Knowledge (religion) +10, Perception +17, Sense Motive +16, Stealth +14, Swim +23
Languages Common
SQ alternate form, fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, shark empathy, slow fall 30 ft., still mind, wholeness of body
Other Gear tattered robes and simple rope belt
Alternate Form (Su): Saegen can assume the form of a Large Shark. Changing to or from animal or hybrid form is a standard action. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Shark Empathy (Ex): In any form, Saegen can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Keen Scent (Ex): Saegen can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
SAEGEN (ANIMAL FORM)
CR 10                                                                                                            XP 9,600
Male human fel lycanthrope monk 7
LE Large humanoid (human shapechanger)
Init +10; Senses blindsense, keen scent, low–light vision; Perception +17
AC 28, touch 22, flat–footed 21 (+6 Dex, +1 dodge, +1 monk, +5 Wis, +6 natural, –1 size)
hp 100 (14 HD; 7d8 plus 7d8+35)
Fort +14, Ref +16, Will +12; +2 vs. enchantments
Defensive Abilities evasion; DR 5/silver; Immune disease
Spd 50 ft.
Melee bite +14 (1d8+7)
Space 10 ft., Reach 5 ft.
Abilities Str 21, Dex 22, Con 14, Int 10, Wis 20, Cha 8
Base Atk +10; CMB +19; CMD 39
Feats Agile Maneuvers, Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Improved Trip, Improved Disarm, Improved Unarmed Strike, Iron Will, Lunge, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+29 jump), Climb +6, Escape Artist +14, Intimidate +9, Knowledge (religion) +10, Perception +17, Sense Motive +16, Stealth +14, Swim +20
Languages Common
SQ alternate form, fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, shark empathy, slow fall 30 ft., still mind, wholeness of body
Other Gear tattered robes and simple rope belt
Alternate Form (Su): Saegen can assume the form of a Large Shark. Changing to or from animal or hybrid form is a standard action. If slain, he reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Shark Empathy (Ex): In any form, Saegen can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Keen Scent (Ex): Saegen can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile
Anstyn Irons, Wereshark Primitive
CR 9                                                                                                                XP: 6,400
Male human fel lycanthrope barbarian 6/warrior 1
NE Medium humanoid (human, shapechanger)
Init +5; Senses blindsense 30 ft., keen scent, low–light vision; Perception +20
AC 12, touch 12, flat-footed 10 (+1 Dex)
HP 161 (7d8+6d12+1d10+84)
Fort +17, Ref +8, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2; Resist fire 10
Speed 30 ft.
Melee +1 frost greatsword +23/+18/+13 (2d6+14/19-20 plus 1d6 cold)
Special Attacks rage (18 rounds/day), rage powers (guarded stance (+2 dodge vs. melee), intimidating glare, powerful blow +2)
Before Combat Base Statistics are: AC 14, touch 12, flat-footed 12; hp 147; +1 frost greatsword +21/+16/+11 (2d6+14/17–20 plus 1d6 cold); Str 25, Con 18; CMB 19, CMD 31; Swim +15
Str 29, Dex 13, Con 22, Int 8, Wis 12, Cha 12
Base Atk +12; CMB +21; CMD 32
Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Intimidate +18, Perception +20, Sense Motive +5, Survival +18, Swim +17
Languages Common
SQ alternate form, fast movement, shark empathy
Other Gear +1 frost greatsword, belt of giant strength, minor ring of fire resistance
ANSTYN IRONS (HYBRID FORM)
 CR 9                                                                                                             XP 6,400
Male human fel lycanthrope barbarian 6/warrior 1
NE Large humanoid (human, shapechanger)
Init +7; Senses blindsense 30 ft., keen scent, low–light vision; Perception +20
AC 17, touch 11, flat–footed 13 (+3 Dex, +1 dodge, +6 natural, –2 rage, –1 size)
hp 175 (14 HD; 7d8 plus 6d12 plus 1d10+98
Fort +18, Ref +10, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2; Resist fire 10
Spd 40 ft.
Melee +1 frost greatsword +23/+18/+13 (2d6+19/17–20 plus 1d6 cold),bite +18 (1d8+12) or 2 claws +23 (1d6+12), bite +23 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (19 rounds/day), rage powers (guarded stance (+2 dodge vs. melee), intimidating glare, powerful blow +2)
Abilities Str 35, Dex 17, Con 24, Int 8, Wis 12, Cha 12
Base Atk +12; CMB +25; CMD 37
Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Intimidate +18, Perception +20, Sense Motive +5, Survival +18, Swim +20
Languages Common
SQ alternate form, fast movement, shark empathy
Other Gear +1 frost greatsword, minor ring of fire resistance,
gauntlets of ogre power
Tactics When not raging, in hybrid form the barbarian’s Base Statistics are: AC 19, touch 13, flat-footed 15; hp 161; +1 frost greatsword +23/+18/+13 (3d6+19/17–20 plus 1d6 cold), bite +21 (1d8+12), 2 claws +21 (1d6+12); Str 31, Con 20; CMB 23, CMD 37; Swim +18
ANSTYN IRONS (ANIMAL FORM) 
CR 9                                                                                                             XP 6,400
Male human fel lycanthrope barbarian 6/warrior 1
NE Large humanoid (aquatic, human, shapechanger)
Init +7; Senses blindsense 30 ft., keen scent, low–light vision; Perception +20
AC 17, touch 11, flat–footed 13 (+3 Dex, +1 dodge, +6 natural, –2 rage, –1 size)
hp 175 (14 HD; 7d8 plus 6d12 plus 1d10+98
Fort +18, Ref +10, Will +9
Defensive Abilities improved uncanny dodge, trap sense +2; Resist fire 10
Spd swim 60 ft.
Melee 2 claws +23 (1d6+12), bite +23 (1d8+18)
Space 10 ft.; Reach 5 ft.
Special Attacks rage (19 rounds/day), rage powers (guarded stance (+2 dodge vs. melee), intimidating glare, powerful blow +2)
Abilities Str 35, Dex 17, Con 24, Int 8, Wis 12, Cha 12
Base Atk +12; CMB +25; CMD 37
Feats Alertness, Cleave, Dodge, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills Intimidate +18, Perception +20, Sense Motive +5, Survival +18, Swim +28
Languages Common
SQ alternate form, fast movement, shark empathy
Other Gear +1 frost greatsword, minor ring of fire resistance, gauntlets of ogre power
Ka'Noa, Priest of the Shark God
CR 9                                                                                                               XP: 6,400
Male human ranger 6/dalang of Dajobas 3
CE Medium humanoid (human)
Init +3; Senses Perception +15
AC 23, touch 14, flat-footed 19 (+3 Dex, +5 armor, +1 dodge, +3 natural, +1 shield)
HP 100 (6d10+3d8+51)
Fort +11, Ref +9, Will +9
Defensive Abilities Will +13 Fortitude underwater
Speed 20 ft., swim 60 ft.
Melee +2 sharktooth club +10/+5 (1d6+3/x3), mwk spined sea whip +8/+3 (1d4), bite +9 (1d6+1)
Special Attacks blood frenzy 1/day, devourer, favored enemy (humans +4, magical beasts +2), the red kiss
Spells Prepared (CL 3rd)
  2nd-Death Knell (DC 15; D), Hold Person, Shatter
  1st-Bane (DC 14), Command (DC 14), Enlarge Person (D), Protection from Good
  0th-Bleed (DC 13), Detect Magic, Detect Poison, Resistance (D domain spell)
Ranger Spells Prepared (CL 6th)
  2nd-Cats Grace, Cure Light Wounds
  1st-Entangle (DC 14), Longstrider
Domain: Evil, Hunger
Str 12, Dex 16, Con 18, Int 8, Wis 16, Cha 10
Base Atk +8; CMB +9; CMD 23
Skills Acrobatics +4, Bluff +6, Climb +4, Handle Animal +7, Knowledge (geography, nature) +5, Perception +15, Stealth +13, Survival +15, Swim +13
Languages Common, Tulita; telepathy 100 ft. (sharks only)
SQ favored terrain (water +2), fear no brine, hunter’s bond (companions), razor tooth maw, track +3, wild empathy +6
Other Gear +1 gator-hide armor, +2 sharktooth club, masterwork spined sea whip, ring of protection +1, belt of natural armor +3, fishook of the hunter, 4 red coral bracelets (50 gp each), red and blue coral ring (150 gp), 33 gp
Blood Frenzy (Ex) Once a dalang of Dajobas tastes the blood of an enemy they may enter a blood frenzy. This ability is identical to a barbarian’s rage in every way (though it stacks with rage), except the dalang may not choose to end the effect prematurely and cannot break off from battle until the frenzy runs its course. A blood frenzy is invigorating to a dalang and does not leave them fatigued afterward.
Devourer (Su) A dalang feeds on the flesh of their foes to gain great power. In one minute a dalang can completely devour a foe of Medium or smaller size, bones and all, leaving nothing behind. For every foe they eat, the dalang gains 10 temporary hit points and a +1 to attacks, saves, and caster level. The bonus to attacks, saves and caster level does not stack if more than one creature is devoured, but a dalang may gain up to 30 temporary hit points from feasting on foes (they cannot gain more than this at one time). Both the bonus and temporary hit points last for one hour.
Fear No Brine (Ex) A dalang of Dajobas gains a swim speed equal to their highest natural mode of speed or 60 feet (whichever is higher), and gains a +8 racial bonus to Swim checks. They may also take 10 on Swim checks even when circumstances should otherwise prohibit this. The dalang gains the ability to breathe and survive underwater as if they were an aquatic creature. Finally, they gain a +4 on Fortitude saves made underwater.
Razor Tooth Maw (Ex) At first level, the dalang’s change into a shark servitor of Dajobas begins. Henceforth, at will as a free action, their face may split wide, ear to ear and rows of razor-sharp teeth grow from their oversized mouth. This ability affords the dalang a natural bite attack that inflicts 1d6 damage for a Medium dalang.
The Red Kiss (Su) At 3rd level a dalang gains the dread ability to turn those they bite into slavish servitors of their hungry god. Henceforth, anyone bitten by the dalang is infected with lycanthropy (Fortitude DC 10 + dalang’s class level plus Wisdom modifier), becoming an infected wereshark if they do not resist the foul disease (use the Medium shark as the base animal). Infected weresharks are subject to the dalang’s Shark Master ability, and zealously devote themselves to the worship of Dajobas until they are cured, even after the dalang who infected them is slain.
Iku-Tursas, Spawn of Dajobas
CR 11                                                                                                              XP: 12,800
CE Huge magical beast (aquatic)
Init +7; Senses blindsense 30 ft., darkvision 60 ft., keen scent; Perception +29
AC 27, touch 11, flat-footed 24 (-2 size, +16 natural, +3 Dex)
HP 216 (16d12+112)
Fort +17, Ref +13, Will +11
SR 22; Resist cold 10
Speed 0 ft., swim 80 ft.
Melee bite +27 (4d6+1/19-20 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks hunger of the void, swallow whole (3d8+18 acid damage, AC 18, 45 hp), thrash (3d6+18)
Spell-Like Abilities CL 16th) At will—create water 3/day—control water
Str 35, Dex 17, Con 25, Int 12, Wis 18, Cha 16
Base Atk +16; CMB +30; CMD 43
Feats Combat Reflexes, Critical Focus, Improved Initiative, Iron Will, Quicken Spell-Like Ability (control water, create water), Skill Focus, Weapon Focus (bite)
Skills Escape Artist +13, Intimidate +19, Perception +29, Swim +29
Languages Abyssal, Aquan, Common
Environment any aquatic
Organization solitary
Treasure none
Hunger of the Void (Su) An Iku-Tursas is cursed to remain endlessly ravenous. Any swallowed opponents are subject to a disintegrate effect (CL 16th). A DC 21 Fortitude save partially negates this effect (as the spell). The save DC is Charisma-based. In addition, the Iku-Tursas may eat through a 10’ cube of material of any type (including wall of force or forcecage spell effects) as a standard action.
Keen Secret (Ex) An Iku-Tursas can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Thrash (Ex) As a full-round action, an Iku-Tursas may make a thrash attack against every opponent within reach. It makes a single attack roll and compares the result to each target’s armor class.
This beast resembles an enormous shark whose endless rows of teeth have escaped its maw and now sheath its form, like a lodestone encrusted with needles. A deluge of sanguine, briny seawater oozes from the creature’s flesh, forming a gory wake wherever it thrashes. Void- filled, edacious jaws promise swift oblivion.
The Iku-Tursas dwarfs even the largest shark along the Razor Coast, and is the unnatural alpha hunter in its territory, stripping the sea and coast bare of life. Typically 30 feet long and weighing 8,000 lbs., it is covered in toothlike spines from snout to tail, with the exception of the dorsal, pectoral and caudal fins which are bony, serrated blades. The bloody drool excreted from the Iku-Tursas’ skin is too saline for human consumption.
Created by the Tulita tribes during vile, desperate exultations to Dajobas, the Iku-Tursas is tasked with taking revenge upon the tribe’s enemies by flooding their towns and devouring them wholesale. Any alliance with an Iku-Tursas is treacherous, as the beast immediately attempts to supplant the tribe’s leader.
The Iku-Tursas will flood the area with its quickened control water ability before attempting to swallow its opponents. It will thrash if engaged by multiple melee opponents. An Iku-Tursas always fights to the death.
Chant of the Iku-Tursas
From the ocean rose a giant/Dreadful Tursas, ever hungry/Spread the monster’s mighty jaws/Round itself a dark corona/Rising above the ragged cliffs.
Far it stretches its voided maw/Swallows whiteclouds in their courses/With razor teeth it rends the sunlight/With its spines impales the moonbeams/And the starlight dies in heaven - A Tulita death chant translated by Guild Explorer Greyson Thornfield

Intellect Devourer

Tlip Lopodi, Intellect Devourer Wizard
CR 10                                                                                                             XP: 9,600
Male intellect devourer wizard 3
CE Small aberration
Init +10; Senses blindsight 60 ft., detect magic; Perception +24
AC 24, touch 19, flat-footed 16 (+6 Dex, +5 natural, +1 size, +1 dodge)
HP 94 (8d8+3d6+48)
Fort +7, Ref +8, Will +13
DR 10/adamantine and magic; Immune fire, mind-affecting effects; SR 23; Resist cold 20, electricity 20, sonic 20; Weaknesses vulnerability to protection from evil
Speed 40 ft.
Melee 4 claws +14 (1d4+1); touch +9
Ranged ranged touch +11
Space 5 ft., Reach 5 ft.
Special Attacks body thief, sneak attack +3d6, hand of the apprentice 7/day (ranged touch +11)
Spell-Like Abilities (CL 8th; melee touch +9) Constant—detect magic At will—confusion (DC 17, single target only), daze monster (DC 15, no HD limit), inflict serious wounds (DC 16), invisibility, reduce size (as reduce person but self only) 3/day—cure moderate wounds, globe of invulnerability
Spells Prepared (CL 3rd)
  2nd-Darkness, Fog Cloud
  1st-Magic Missile, Ray of Enfeeblement (DC 15), Shocking Grasp
  0th-Acid Splash, Daze (DC 14), Flare (DC 14), Mage Hand
Str 12, Dex 23, Con 21, Int 19, Wis 21, Cha 17
Base Atk +7; CMB +7; CMD 24 (28 vs. trip)
Feats Combat Casting, Dodge, Improved Initiative, Iron Will, Scribe Scroll, Toughness, Weapon Finesse
Skills Acrobatics +10, Bluff +19, Disguise +11, Escape Artist +10, Intimidate +10, Knowledge (arcana, dungeoneering, nature, planes) +11, Knowledge (local, dungeoneering, nature, planes) +4, Perception +24, Sense Motive +13, Spellcraft +11, Stealth +29, Use Magic Device +11
  Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
Languages Undercommon (cannot speak); telepathy 100 ft.
SQ arcane bond (object [amulet] [1/day])
Gear arcane bond amulet, headband of inspired wisdom +4
Environment  any underground
Organization solitary, brood (2-6), or tribe (7-16)
Treasure double
Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage.  If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.
Devoid of a head, or any features at all save for four short, clawed legs, this creature's body looks like a large, glistening brain.
Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world's cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to "shop" for an attractive new body.  An intellect devourer is 3 feet long and weighs about 60 pounds.