Wednesday, March 6, 2019

Brrrr its cold in here

Captain Gert Larson
CR 11                                                                                                             XP: 12,800
Male frost giant sorcerer 4
CE Large humanoid (cold, giant)
Init +0; Senses low-light vision; Perception +25
AC 22, touch 11, flat-footed 22 (+2 armor, +2 deflection, +9 natural, -1 size)
HP 179 (14d8+4d6+102)
Fort +15, Ref +7, Will +12
Defensive Abilities rock catching; Will +16 vs. mind–affecting fear effects; Immune cold, Intimidate; Weaknesses vulnerable to fire
Speed 40 ft.
Melee +1 Large unholy frost greataxe +22/+17/+12 (3d6+16/x3 plus 1d6 cold) or 2 slams +21 (1d8+10 plus 1d6 cold)
Ranged rock +11 (1d8+15)
Space 10 ft., Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spell-Like Abilities (CL 6th; concentration +9) 8/day—elemental ray (1d6+2 cold)
Spells Known (CL 4th)
  2nd (4/day)-Bulls Strength
  1st (8/day)-Burning Hands (cold), Mage Armor, Ray of Enfeeblement, True Strike
  0th (6/day)-Dancing Lights (DC 15), Detect Magic, Detect Poison, Light, Ray of Frost, Read Magic
Bloodline: Elemental (water)
Before Combat A frost giant ice mage casts shield and expeditious retreat.
During Combat A frost giant ice mage uses his wand of solid fog to trap opponents, then blasts them at range with his wand of ice storm or wand of lightning bolt. He casts ice slick and uses his icewalker bloodline ability to outmaneuver his opponents in icy and snowy areas.
Str 31, Dex 10, Con 21, Int 10, Wis 15, Cha 20
Base Atk +12; CMB +23; CMD 35
Feats Cleave, Eschew Materials, Helmsman, Iron Will, Lightning Reflexes, Piratical Nerve, Power Attack, Seaworthy, Skill Focus (Perception, Profession (sailor))
Skills Bluff +14, Climb +23, Craft (alchemy) +13, Intimidate +18, Knowledge (arcana) +13, Perception +25, Spellcraft +13, Stealth +12
  Racial Modifiers +4 Stealth in snow
Languages Common, Giant
SQ bloodline arcana
Gear +1 Large unholy frost greataxe, belt of giant strength +4, cloak of charisma +4, ring of swimming, ring of protection +2, fur clothing, spell component pouches

The Draconic Tyrant

The Draconic Tyrant
CR 11                                                                                                             XP: 12,800
Female half–dragon tyrannosaurus 0
N Gargantuan dragon (augmented animal)
Init +5; Senses darkvision 60 ft.,, low-light vision, scent; Perception +37
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, -4 size)
HP 315 (18d20+126)
Fort +18, Ref +12, Will +10
Immune fire, magical sleep, paralysis
Speed 40 ft., fly 80 ft. (average)
Melee bite +24 (4d6+30/19-20 plus grab), 2 claws +24 (2d6+15)
Space 20 ft., Reach 20 ft.
Special Attacks breath weapon (30 ft. cone, 18d6 fire damage, Reflex DC 23 half, usable 1day), swallow whole (2d8+15 acid damage, AC 19, 15 hp)
Str 40, Dex 13, Con 25, Int 4, Wis 15, Cha 12
Base Atk +13; CMB +32 (+32 grapple); CMD 43
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Fly +16, Perception +37, Stealth +2, Swim +26
  Racial Modifiers +8 Perception
SQ powerful bite
Environment  warm forest and plains
Organization solitary, pair, or pack (3-6)
Treasure none
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
This bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.
The tyrannosaurus is an apex predator that measures 40 feet long and weighs 14,000 pounds. Tyrannosaurus Companions Starting Statistics: Size Medium, Speed 30 ft.; AC +4 natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent. 7th-Level Adv.: Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Qualities grab, powerful bite.

Here fishy fishy fishy

Grawlim, Merrow Oceanographer
CR 7                                                                                                               XP: 3,200
Male saltwater merrow druid 3
NE Huge humanoid (aquatic, giant)
Init +0; Senses low-light vision; Perception +9
AC 22, touch 8, flat-footed 22 (+9 natural, -2 size, +5 armor)
HP 97 (7d8+40)
Fort +12, Ref +3, Will +7
Defensive Abilities resist nature’s lure
Speed 40 ft., swim 40 ft.
Melee +2 longspear +14/+9 (3d6+11/x3) and Claw x2 +6 (1d8+3 plus grab)
Ranged net +5 (entangle) or javelin +5 (2d6+6)
Space 15 ft., Reach 15 ft.
Special Attacks grab
Spells Prepared (CL 3rd)
  2nd-Barkskin, Bulls Strength
  1st-Charm Animal (DC 13), Hide from Animals (DC 13), Obscuring Mist
  0th-Detect Magic, Detect Poison, Know Direction, Lighr
Str 22, Dex 10, Con 18, Int 6, Wis 14, Cha 4
Base Atk +7; CMB +15 (+18 grapple); CMD 25
Feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Acrobatics +0, Climb +6, Handle Animal +5, Knowledge (nature) +0, Perception +9, Ride +7, Stealth +5, Survival +4, Swim +14
  Racial Modifiers +4 Stealth in water
Languages Aquan, Giant, Druidic
SQ amphibious, animal companion link, nature bond abilities (Urag, amphibious constrictor snake), share spells, spontaneous casting, trackless step, wild empathy, woodland stride
Gear +2 driftwood armor, +2 longspear, 4 javelins, 2 nets, a special riding harness for his tylosaurus, and a small net filled with 5 opals (100 gp each), a sapphire ring (300 gp) and an emerald bracelet (500 gp)
Environment  temperate oceans
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (2 javelins, other treasure)
This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.
URAG, ANIMAL COMPANION
Amphibious constrictor snake animal companion (Pathfinder Roleplaying Game Bestiary “Snake, Constrictor”)
N Medium animal (aquatic)
Init +3; Senses low-light vision, scent; Perception +8
AC 17, touch 13, flat–footed 14 (+3 Dex, +4 natural)
hp 19 (6d8+18)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
Weaknesses –2 vs. gases, contact poisons and inhaled poisons
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d3+6 plus grab)
Special Attacks grab
Abilities Str 19, Dex 17, Con 14, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +6 (+10 grapple); CMD 19 (can’t be Tripped)
Feats Skill Focus (Perception), Toughness +3
Tricks Attack, Defend, Down, Fetch, Guard, Guarding
Skills Acrobatics +3 (-1 Jump), Climb +16, Perception +8, Stealth +7, Swim +12
SQ amphibious, link, share spells
Breathing Skin (Ex) Because an amphibious constrictor snake’s skin aids in its breathing, it takes a –2 penalty on Fortitude saving throws against gases, contact poisons and inhaled poisons, and effects.
Gargo, Saltwater Merrow
CR 11                                                                                                              XP: 12,800
Male advanced saltwater merrow cleric of Demogorgon 5
NE Huge humanoid (aquatic, giant)
Init +5; Senses low-light vision; Perception +17
AC 21, touch 13, flat-footed 16 (+5 Dex, +8 natural, -2 size)
HP 200 (12d8+132)
Fort +20, Ref +8, Will +12
Speed 40 ft., swim 40 ft.
Melee 2 claws +10 (1d8+4/x2 plus grab) or +1 giantbane undercutting axe +11/+6 (3d6+9/x3) and claw +5 (1d8+2x2)
Ranged javelin +11 (2d6+8)
Space 15 ft., Reach 15 ft.
Special Attacks bleeding touch 2 rounds (7/day), grab, touch of darkness 2 rounds (7/day)
Spell-Like Abilities (CL 5th) 7/day—Bleeding Touch (2 rounds), Touch of Darkness (2 rounds)
Spells Prepared (CL 5th)
  3rd-Deadly Juggernaut, Deeper Darkness (D), Inflict Serious Wounds (DC 17)
  2nd-Death Knell (D DC 16), Hold Person (DC 16), Disfiguring Touch (DC 16), Dread Bolt (DC 16)
  1st-Air Bubble, Cause Fear (D DC 15), Entropic Shield, Murderous Command (DC 15), Protection from Good
  0th-Bleed (DC 14), Stabilize, Read Magic, Detect Magic (D domain spell)
Domain: Darkness, Death
Str 27, Dex 20, Con 32, Int 13, Wis 19, Cha 13
Base Atk +8; CMB +18 (+18 grapple); CMD 33
Feats Blind-Fight, Iron Will, Power Attack, Quicken Spell, Snatch, Vital Strike, Weapon Focus (claw)
Skills Acrobatics +5, Climb +12, Diplomacy +5, Fly +5, Handle Animal +5, Heal +8, Intimidate +7, Perception +17, Sense Motive +15, Stealth +0, Survival +8, Swim +16
  Racial Modifiers +4 Stealth in water
Languages Abyssal, Giant
SQ amphibious, aura, cleric channel negative energy 3d6 (4/day) (dc 13), domains (loss, murder), spontaneous casting, variant channeling (murder variant channeling [±2 profane])
Other Gear +1 giant-bane undercutting axe (1/day) as swift action, invoke maximized ray of enfeeblement on creature struck (11 point Str penalty, 7 rounds, Fort DC 16 for half)
Environment  temperate oceans
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (2 javelins, other treasure)
Stealth (Ex) Gargo gain a +4 bonus to Stealth Checks under the listed conditions.
Bleeding Touch  (Sp) 2 rounds (7/day) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 3d6 (4/day) (DC 13) (Su) Channel negative energy to injure the living and heal the undead.
Grab (Huge) (Ex) Gargo can start a grapple as a free action if he hits with his axe.
Murder Variant Channeling (Ex) (±2 Profane) Bleed effect
Quicken Spell (Ex) Cast another spell in the same round you cast this one. +4 Levels.
Snatch (Ex) You can start a grapple if you hit with a claw or bite attack.
Touch of Darkness (Sp) With a melee touch attack, target suffers 20% miss chance
This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.
Slidobolao, Sekolah Priest
CR 10                                                                                                             XP: 9,600
Male mutant sahuagin cleric of Sekolah 10
LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +14
Aura active invisibility purge and magic circle against good spells
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
HP 72 (2d10+10d8+16)
Fort +12, Ref +10, Will +16
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee trident +12/+7 (1d8+4), claw +7 (1d4+1), bite +7 (1d4+1) or 4 claws +12 (1d4+3), bite +12 (1d4+3)
Ranged +1 heavy crossbow +12/+7 (1d10+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, channel negative energy 2/day (DC 14, 5d6), destructive aura (+5, 10 rounds/day), destructive smite (+5, 9/day)
Spell-Like Abilities (CL 10th; concentration +16) 9/day—bleeding touch (5 rounds)
Spells Prepared (CL 10th)
  5th-Greater Command (DC 21), Mass Cure Light Wounds, Slay Living (D DC 23), Spell Resistance
  4th-Death Ward (D), Extended Invisibility Purge, Extended Magic Circle Against Good, Poison (DC 22), Summon Monster IV
  3rd-Animate Dead, Blindness/Deafness (DC 21), Contagion (D), Cure Serious Wounds, Prayer
  2nd-Aid, Darkness, Death Knell (D), Desecrate, Hold Person (DC 18), Silence (DC 18), Sound Burst (DC 18)
  1st-—Bane (DC 17), Bless, Cause Fear (D 19), Divine Favor, Doom, Entropic Shield, Protection from Law
  0th-Detect Magic, Guidance, Read Magic, Resistance (D domain spell)
Domain: Death, Destruction
Str 16, Dex 15, Con 16, Int 12, Wis 22, Cha 8
Base Atk +9; CMB +12; CMD 24
Feats Extend Spell, Great Fortitude, Greater Spell Focus (necromancy), Improved Channel, Lightning Reflexes, Spell Focus (necromancy)
Skills Handle Animal +2, Knowledge (religion) +14, Perception +14, Profession (hunter) +10, Ride +6, Stealth +6, Survival +18, Swim +11
Languages Aquan, Common; speak with sharks
SQ aura, death’s embrace
Gear potion of cure light wounds, lesser strand of prayer beads
Other Gear +1 heavy crossbow, 10 bolts, periapt of wisdom +2, holy symbol, spell component pouch
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
Sahuagin Greater Acolytes
CR 7                                                                                                              XP: 3,200
Giant sahuagin cleric of Sekolah 8
LE Large monstrous humanoid (aquatic)
Init +5; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
AC 18, touch 10, flat-footed 17 (+3 armor, +1 Dex, +5 natural, -1 size)
HP 82 (2d10+8d8+28)
Fort +78, Ref +8, Will +11
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee +1 spear +9/+4 (2d6+1/x3), bite +2 (1d8) or bite +7 (1d8)
Ranged mwk underwater heavy crossbow +9/+4 (2d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, channel negative energy 4/day (DC 15, 4d6), scythe of evil (4 rounds, 1/day)
Spell-Like Abilities (CL 8th) 5/day bleeding touch (4 rounds), touch of evil (4 rounds)
Cleric Spells Prepared (CL 8th)
  4th-Poison (DC 18), Summon Monster IV, Unholy Blight (D)
  3rd-Bestow Curse (DC 17), Blindness/Deafness (DC 17), Dispel Magic, Magic Circle Against Good (D)
  2nd-Cure Moderate Wounds, Darkness, Death Knell (D DC 16), Hold Person (DC 14), Sound Burst (DC 14)
  1st-Cause Fear (D DC 15), Command (DC 13), Divine Favor, Doom (DC 15), Obscuring Mist, Shield of Faith
  0th-Detect Magic, Guidance, Read Magic, Resistance (D domain spell)
Domain: Death, Evil
Str 11, Dex 13, Con 15, Int 10, Wis 15, Cha 12
Base Atk +8; CMB +9; CMD 20
Feats Greater Spell Focus (necromancy), Improved Initiative, Lightning Reflexes, Spell Focus (necromancy), Spell Penetration
Skills Knowledge (religion) +11, Perception +10, Spellcraft +11, Survival +8, Swim +8
Languages Aquan, Common; speak with sharks
SQ aura, death’s embrace
Gear wand of bless, wand of cure light wounds
Other Gear bracers of armor +3
Blood Frenzy (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”
Skisskaro, Sahagin Tracker
CR 7                                                                                                               XP: 3,200
Male sahuagin ranger 5
LE Medium monstrous humanoid (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +14
Aura active invisibility purge and magic circle against good spells
AC 22, touch 12, flat-footed 20 (+2 Dex, +5 natural, +4 armor, +1 shield)
HP 52 (2d10+5d10+12)
Fort +7, Ref +9, Will +8
Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee cold iron handaxe +15/+10 (1d6+6/x3), mwk adamantine handaxe +15/+10 (1d6+3/x3), bite +8 (1d4+3)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, favored enemy (monstrous humanoid +4, human +2), favored terrain (water)
Domain: Death, Destruction
Str 22, Dex 15, Con 13, Int 16, Wis 18, Cha 10
Base Atk +7; CMB +13; CMD 25
Feats Endurance, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (handaxe)
Skills Acrobatics +9, Climb +14, Handle Animal +10, Heal +12, Intimidate +8, Knowledge (geography) +8, Knowledge (nature) +13, Perception +14, Stealth +18, Survival +14, Swim +24
Languages Aquan, Common; speak with sharks
SQ hunter’s bond (animal companion), track +2, wild empathy +5
Other Gear buckler, masterwork cold iron handaxe, masterwork adamantine handaxe, +4 bracers of armor, ring of chameleon power
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
HOOK JAW, ANIMAL COMPANION
Female young shark animal companion (Pathfinder Roleplaying Game Bestiary “Shark”)
N Medium animal (aquatic)
Init +7; Senses blindsense 30 ft., keen scent; Perception +7
AC 17, touch 13, flat–footed 14 (+3 Dex, +4 natural)
hp 16 (3d8+3)
Fort +6, Ref +6, Will +2
Defensive Abilities evasion
Spd swim 60 ft.
Melee bite +4 (1d6+3)
STATISTICS
Abilities Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +4; CMD 17
Feats Great Fortitude, Improved Initiative
Skills Perception +7, Swim +10
Languages link
SQ share spells
Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Trayani, Consort to Harthagoa
CR 8                                                                                                                XP: 4,800
Female half–medusa merfolk sorcerer 7
N Medium humanoid (aquatic)
Init +4; Senses darkvision 60 ft., low–light vision; Perception +4
AC 22, touch 18, flat-footed 18 (+4 Dex, +4 natural, +4 deflection)
HP 44 (7d6+14)
Fort +6, Ref +8, Will +6
Defensive Abilities Will +8 vs. poisons and toxins
Speed 5 ft., swim 50 ft.
Melee +2 dagger +6 (1d4+3/19–20)
Ranged +1 light crossbow +8 (1d8+1/19–20) or +2 dagger +9 (1d4+3/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks petrifying gaze
Spell-Like Abilities (CL 7th; concentration +11 [+15 casting defensively]) 7/day—laughing touch
Spells Known (CL 7th)
  3rd (5/day)-Deep Slumber (DC 17), Major Image (DC 17), Vampiric Touch (DC 17)
  2nd (7/day)-Alter Self, Detect Thoughts (DC 16), Glitterdust (DC 16), Hideous Laughter (DC 16)
  1st (7/day)-Charm Person (DC 15), Color Spray (DC 15), Entangle (DC 15), Mage Armor, Magic Missile, Shocking Grasp
  0th-Acid Splash, Dancing Lights (DC 14), Detect Magic, Disrupt Undead, Ghost Sound (DC 14), Mage Hand, Touch of Fatigue
Bloodline: fey
Str 13, Dex 18, Con 14, Int 10, Wis 13, Cha 19
Base Atk +3; CMB +4; CMD 22 (can't be tripped)
Feats Combat Casting, Eschew Materials, Great Fortitude, Lightning Reflexes, Skill Focus (bluff), Spell Penetration
Skills Bluff +17, Diplomacy +8, Perception +4, Spellcraft +10, Swim +9
Languages Aquan, Common
SQ amphibious, bloodline arcana, woodland stride
Other Gear +2 dagger, +1 light crossbow, 10 bolts, several multi-colored silk veils and wraps, a diamond necklace (2000 gp value), ring of protection +4
Environment  temperate ocean
Organization solitary, company (2-4), patrol (3-10 plus 2 lieutenants of 3rd level and 1 leader of 3rd-6th level), or shoal (11-60 plus 1 sergeant of 3rd level per 20 adults, 5 lieutenants of 5th level, 3 captains of 7th level, and 8-12 dolphins)
Treasure NPC gear (trident, heavy crossbow with 10 bolts, other treasure)
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 14 negates. The save DC is Charisma-based.
Slipping in and out of the crashing waves, this beautiful woman has the lower torso of a long, slender fish.
Ssulslurg, Mutant Sahuagin
CR 11                                                                                                             XP: 12,800
Male mutant sahuagin fighter 9
LE Medium monstrous humanoid (aquatic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +11
Aura active invisibility purge and magic circle against good spells
AC 24, touch 14, flat-footed 21 (+2 Dex, +5 natural, +5 armor, +1 dodge)
HP 106 (2d10+9d10+42)
Fort +9, Ref +10, Will +9
Defensive Abilities bravery +2; Will +11 vs. fear; Weaknesses light blindness
Speed 30 ft., swim 60 ft.
Melee cold iron handaxe +16 (1d6+5/x3), mwk adamantine handaxe +17 (1d6+5/x3), bite +16 (1d4+5)
Ranged +1 trident +15 (1d8+8/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks blood frenzy, weapon training (spears +2, close +1)
Domain: Death, Destruction
Str 21, Dex 15, Con 16, Int 12, Wis 12, Cha 10
Base Atk +11; CMB +16; CMD 29
Feats Dodge, Endurance, Far Shot, Improved Critical (trident), Improved Initiative, Point-Blank Shot, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (trident), Weapon Specialization (trident)
Skills Climb +13, Handle Animal +11, Intimidate +11, Perception +11, Survival +9, Swim +20
Languages Aquan, Common; speak with sharks
SQ armor training 2
Gear +1 trident, +1 punching dagger, masterwork light mace, +1 light fortification mithril chain shirt, gauntlets of ogre power, gold crown tipped with emeralds, rubies, and sapphires (1000 gp)
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
Sahuagin General
CR 10                                                                                                              XP: 9,600
Advanced half-fiend mutant sahuagin 0
LE Large outsider (monstrous humanoid, aquatic, native)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13
AC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, -1 size)
HP 98 (7d10+60)
ort +14, Ref +11, Will +8
DR 5/magic; Immune poison; SR 21; Resist acid 10, cold 10, electricity 10, fire 10; Weaknesses light blindness
Speed 30 ft., swim 60 ft., fly 60 ft. (good)
Melee trident +18/+13 (2d6+12), claw +16 (1d6+6), bite +16 (1d6+6) or 2 claws +18 (1d6+12), bite +18 (1d6+12)
Ranged heavy crossbow +12/+7 (2d8/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks smite good (1/day)
Spell-Like Abilities Darkness (3/day), Desecrate (1/day), Poison (3/day), Unholy Blight (1/day)
Str 35, Dex 23, Con 30, Int 20, Wis 17, Cha 17
Base Atk +7; CMB +20; CMD 36
Feats Bolstered Resilience, Enforcer, Great Fortitude, Multiattack
Skills Acrobatics +12, Bluff +10, Climb +22, Diplomacy +9, Fly +8, Handle Animal +9, Perception +13, Ride +12, Sense Motive +10, Stealth +12, Survival +13, Swim +30
Languages Aboleth, Abyssal, Aquan, Common, Sahuagin; speak with sharks
SQ blood frenzy (1/day)
Gear banded mail +1
Environment  temperate or warm ocean
Organization Solitary, pair, team (5-8), patrol (11-20 plus 1 lieutenant of 3rd level and 1-2 sharks), band (20-80 plus 100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain of 4th level per 20 adults, and 1-2 sharks), or tribe (70-160 plus 100% noncombatants, 1 lieutenant of 3rd level per 20 adults, 1 chieftain of 4th level per 40 adults, 9 guards of 4th level, 1-4 underpriestesses of 3rd-6th level, 1 priestess of 7th level, 1 baron of 6th-8th level, and 5-8 sharks)
Treasure NPC gear (trident, heavy crossbow  with 10 bolts, other treasure)
Blood Frenzy (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks (Su) A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here," "defend me," or "attack this target."
Blindsense (Ex) Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Bolstered Resilience (Ex) Increase DR against a single attack
Desecrate (Ex) 1/day Half-Fiend heritage allows desecration as per the spell.
Enforcer (Ex) Deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Poison (Sp) 3/day Half-Fiend heritage allows touch to deal 1d10 points of Constitution damage, repeats in 1 minute. Smite Good (1/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
Unholy Blight (Ex) 1/day Half-Fiend heritage harms and sickens good creatures (3d8).
This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
Scrag Grunt
CR 8                                                                                                                XP: 4,800
Male scrag barbarian 2/fighter 2
CE Large humanoid (giant, aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
AC 18, touch 13, flat-footed 14 (+3 Dex, +5 natural, -1 size)
HP 170 (6d8+2d12+2d10+112); regeneration 5 (acid or fire, only when in contact with water)
Fort +22, Ref +7, Will +4
Defensive Abilities bravery +1, uncanny dodge; Will +5 vs. fear
Speed 20 ft., swim 40 ft.
Melee +1 keen spiked chain +18/+13 (2d6+16/19-20 plus trip and disarm), bite +12 (1d8+5) or bite +17 (1d8+10), 2 claws +17 (1d6+10)
Ranged mwk javelin +11 (1d8+10)
Space 10 ft., Reach 10 ft.
Special Attacks rage (15 rounds/day), rage powers (knockback), rend (2 claws, 1d6+7)
Str 30, Dex 17, Con 32, Int 8, Wis 8, Cha 4
Base Atk +8; CMB +19; CMD 32
Feats Combat Reflexes, Dodge, Exotic Weapon Proficiency (spiked chain), Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (spiked chain)
Skills Climb +14, Intimidate +8, Perception +7, Swim +18
Languages Giant
SQ amphibious, fast movement
Gear +1 large keen spiked chain
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

See you later.....

Karikanti, "Gatormen"
CR 4                                                                                                               XP: 1,200
CN Medium monstrous humanoid 
Init +6; Senses darkvision 60 ft; Perception +13
AC 16, touch 12, flat-footed 14 (+4 natural, +2 Dex)
HP 69 (8d10+24)
Fort +5, Ref +8, Will +9
Speed 30 ft.
Melee slam +13 (1d6+4), bite +12 (1d6+2), tail slap +10 (1d8+6)
Special Attacks death throes (DC 17), drowning curse (DC 16)
Str 18, Dex 14, Con 16, Int 8, Wis 16, Cha 15
Base Atk +8; CMB +12; CMD 24
Feats Improved Initiative, Multiattack, Power Attack, Weapon Focus (slam)
Skills Acrobatics +5, Perception +13, Stealth +12, Survival +13, Swim +12
  Racial Modifiers  +8 Stealth in marshy terrain, +8 Survival in marshy terrain
Languages Common, Karikanti
SQ amphibious, man eater, marsh hunter, smell lies
Death Throes (Ex) When slain, a gatorfolk thrashes about in a frenzy inflicting 2d6 damage to any creature within five feet. A DC 17 Reflex save halves this damage. The save DC is Constitution-based.
Drowning Curse (Su) Once per day a gatorfolk may target any foe within 30 ft. with their drowning curse as a free action. The target must succeed on a DC 16 Will save or take –10 to any Swim checks thereafter. A remove curse or like enchantment cures this effect. The save DC is Charisma–based.
Man Eater (Su) A karikanti can spend 1 minute devouring a medium sized humanoid foe to regain 5 hit points, or gain 5 temporary hit points if they are already at full hit points. Temporary hit points gained in this manner persist for 1 hour. A karikanti cannot gain more than 30 temporary hit points using this ability.
Marsh Hunter (Ex) A karikanti moves through marshy terrain with ease, ignoring difficult terrain in marshy environs.
Smell Lies (Ex) The karikanti cannot be deceived; they smell lies like foulness on the water, and all Bluff checks against them automatically fail. This ability has no effect on other uses of the Bluff skill, such as feinting in combat.
Rrraog, Gatorfolk Stalker
CR 7                                                                                                               XP: 3,200
Male karikanti (gatorfolk) ranger 4
CE Medium monstrous humanoid
Init +8; Senses Perception +21
AC 19, touch 14, flat-footed 15 (+4 natural, +1 shield, +4 Dex)
HP 94 (8d10+4d10+28)
Fort +8, Ref +14, Will +9
Speed 30 ft., swim 40 ft.
Melee slam +16 (1d6+5), bite +16 (1d6+5), tail slap +14 (1d8+2)
Special Attacks death throes (DC 16), drowning curse (DC 14), favored enemy (humans +2)
Spells Prepared (CL 1st)
  1st-Entangle (DC 13)
Str 20, Dex 18, Con 15, Int 13, Wis 15, Cha 10
Base Atk +11; CMB +16; CMD 30
Feats Alertness, Combat Reflexes, Endurance, Improved Initiative, Multiattack, Mythic Two-Weapon Defense, Power Attack, Two-Weapon Fighting
Skills Acrobatics +9, Climb +20, Knowledge (nature) +16, Perception +21, Sense Motive +6, Stealth +19, Survival +17, Swim +17
  Racial Modifiers +8 Stealth and Survival in marshy terrain
Languages Common, Karikanti, Tulita
Gear +2 handaxe, +1 dagger, knuckle bone necklace, silver signet ring of Viscount Senegar Deepwarder
Death Throes (Ex) When slain, a gatorfolk thrashes about in a frenzy dealing 2d6 points of damage to any creature within five feet. A DC 17 Reflex save halves this damage. The save DC is Constitution-based.
Drowning Curse (Su) Once per day a gatorfolk may target any foe within 30 ft. with their drowning curse as a free action. The target must succeed on a DC 16 Will save or take -10 to any Swim checks thereafter. A remove curse or like enchantment cures this effect. The save DC is Charisma-based,
Man Eater (Su) A karikanti can spend 1 minute devouring a medium sized humanoid foe to regain 5 hit points, or gain 5 temporary hit points if they are already at full hit points. Temporary hit points gained in this manner persist for 1 hour. A karikanti cannot gain more than 30 temporary hit points using this ability.
Marsh Hunter (Ex) A karikanti moves through marshy terrain with ease, ignoring difficult terrain in marshy environs.
Smell Lies (Ex) The karikanti cannot be deceived; they smell lies like foulness on the water, and all Bluff checks against them automatically fail. This ability has no effect on other uses of the Bluff skill, such as feinting in combat.

Hive of scum and villainery

Orthru, Skummy Sneak
CR 8                                                                                                               XP: 4,800
Male skum rogue 7
CE Medium monstrous humanoid (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +13
AC 16, touch 14, flat-footed 13 (+2 Dex, +2 natural, +1 dodge)
HP 106 (2d10+7d8+61)
Fort +7, Ref +10, Will +4
Defensive Abilities evasion, trap sense +2, uncanny dodge; Resist cold 10
Speed 20 ft., swim 40 ft.
Melee trident +13/+8 (1d8+5), claw +15 (1d4+7), bite +14 (1d6+5)
Ranged trident +12 (1d8+5)
Space 5 ft., Reach 5 ft.
Special Attacks sneak attack +4d6
Str 20, Dex 15, Con 21, Int 10, Wis 8, Cha 8
Base Atk +7; CMB +12; CMD 25
Feats Alertness, Dodge, Multiattack, Power Attack, Toughness, Weapon Focus (claw, trident)
Skills Bluff +11, Climb +11, Diplomacy +11, Knowledge (local) +8, Perception +13, Sense Motive +13, Stealth +14, Survival +4, Swim +25
  Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ amphibious, rogue talents (bleeding Attack +4, surprise attack, weapon training), trapfinding +3
Gear potion of shield of faith (+4 AC bonus), potion of invisibility
Other Gear +2 amulet of mighty fists
Ularop, Skummy Breaker
CR 7                                                                                                                XP: 3,200
Male skum fighter 5
LE Medium monstrous humanoid (aquatic)
Init +6; Senses darkvision 60 ft.; Perception +13
AC 20, touch 14, flat-footed 17 (+2 Dex, +2 natural, +4 armor, +1 dodge)
HP 80 (2d10+5d10+40)
Fort +9, Ref +5, Will +7
Defensive Abilities bravery+1; Will +8 vs. fear; Resist cold 10
Speed 20 ft., swim 40 ft.
Melee +1 harpoon +15/+10 (1d8+11/x3), bite +12 (1d6+5), claws +12 (1d4+5);  Reach 10 ft. with harpoon
Space 5 ft., Reach 5 ft.
Str 20, Dex 15, Con 21, Int 10, Wis 12, Cha 4
Base Atk +7; CMB +12; CMD 25
Feats Alertness, Dodge, Improved Initiative, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus (harpoon), Weapon Specialization (harpoon)
Skills Intimidate +7, Perception +13, Sense Motive +3, Stealth +9, Swim +18
  Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ amphibious, armor training 1
Gear +1 studded leather armor, +1 harpoon
Pyro Ed, Skummy Spellcaster
CR 10                                                                                                            XP: 9,600
Male skum sorcerer 7
LE Medium monstrous humanoid (aquatic)
Init +8; Senses darkvision 60 ft.; Perception +6
AC 17, touch 15, flat-footed 12 (+4 Dex, +2 natural)
HP 116 (2d10+7d6+60)
Fort +7, Ref +9, Will +8
Resist cold 10, fire 10
Speed 20 ft., swim 40 ft.
Melee trident +10 (1d8+5), claw +8 (1d4+2), bite +8 (1d6+2) or claw +10 (1d4+5), bite +10 (1d6+5)
Ranged trident +10 (1d8+5)
Space 5 ft., Reach 5 ft.
Special Attacks elemental ray (6/day)
Spells Known (CL 7th)
  3rd (5/day)-Protection from Energy, Fireball (DC 16), Hydraulic Torrent
  2nd (7/day)-Burning Gaze, Scorching Ray (bloodline energy type), Pyrotechnics (DC 15), Spontaneous Immolation (DC 15)
  1st (7/day)-Burning Hands (bloodline energy type), Damp Powder, Flare Burst (DC 14), Hydraulic Push, Magic Missile, Magic Weapon, Snapdragon Fireworks (DC 14)
  0th-Mage Hand, Flare (DC 13), Breeze, Drench (DC 13), Jolt, Scoop, Spark (DC 13)
Bloodline: elemental (fire)
Str 20, Dex 18, Con 20, Int 11, Wis 11, Cha 17
Base Atk +5; CMB +10; CMD 24
Feats Combat Casting, Dodge, Empower Spell, Improved Initiative, Multiattack, Sorcerous Bloodstrike (1/day), Toughness
Skills Acrobatics +4, Bluff +9, Intimidate +8, Perception +6, Spellcraft +12, Stealth +9, Survival +4, Swim +18, Use Magic Device +9
  Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ amphibious
Elemental Ray (Sp) (6/day) Ranged touch attack deals 1d6+3 Fire damage.
Sorcerous Bloodstrike (Ex) (1/day) Regain a bloodline power when reducing creature to 0 or fewer hit points

Jackal with a bow

Bonegnaw, Bitterbow Sharpshooter
CR 8                                                                                                               XP: 4,800
Male gnoll ranger 7
CE Medium humanoid (gnoll)
Init +7; Senses darkvision 60 ft.; Perception +12
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)
HP 66 (2d8+7d10+19)
Fort +11, Ref +8, Will +6
Speed 30 ft.
Melee mwk scimitar +13/+8 (1d6+4/18-20)
Ranged +2 composite longbow +13/+8 (1d8+6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks  favored enemy (human +4, elf +2), favored terrain (urban)
During Combat The gnolls use their dire flails to deal massive damage to their foes. If they think the fight will be easy, they attempt to take victims prisoner by locking them up in manacles, but if they sees any allies fall, the gnolls' bloodlust drives them to fight until all their foes are dead.
Morale The gnolls fight to the death.
Str 19, Dex 17, Con 16, Int 15, Wis 14, Cha 13
Base Atk +8; CMB +12; CMD 25
Feats Endurance, Improved Initiative, Iron Will, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Stealthy
Skills Climb +15, Escape Artist +5, Handle Animal +11, Intimidate +10, Knowledge (geography, nature) +10, Perception +12, Profession (smuggler) +9, Ride +7, Stealth +17, Survival +12, Swim +14
Languages Common, Elven, Gnoll, Goblin
SQ animal companion, track +3, wild empathy +8, woodland stride
Other Gear +2 mighty (+4) composite longbow, 30 arrows, +2 shadow studded leather armor, masterwork scimitar, a sack filled with 25 obsidian statuettes carved in the shapes of all manner of strange beasts (25 gp value each)
SCRAGGS, ANIMAL COMPANION 
Male hyena animal companion (Pathfinder Roleplaying Game Bestiary “Hyena”)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +9
AC 17, touch 13, flat–footed 14 (+3 Dex, +4 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
Spd 50 ft.
Melee bite +6 (1d6+3 plus trip)
Abilities Str 15, Dex 16, Con 16, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +9, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass
SQ link, share spells

Unique Ioun Stone

Metallic Gray Gear (Replicator Ioun Stone)
Aura strong varied; CL 12th; Slot none; Price varies 15,000 gp; Weight —
DESCRIPTION
This small gear-like metallic stone rotates around a person’s head. When activated, the gear transforms into a small clockwork angel whose wings flap. Once per day, this stone can be used to replicate a spell cast upon any ally within 60 ft. The owner of the stone must concentrate for one complete round in order to activate it. The stone then replicates the spell on 1d4 allies within 60 ft. Once activated for the day it extends the spell cast for one and half times its normal length. After activation, the stone lies dormant in its gear-like state for 24 hours. Then it can be used again.
Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.
Clockwork Gear
strong abjuration
twin spell feat
spell replication
15, 000 gp
     Cracked: This stone grants the twin spell feat to the wearer.
     Flawed: This stone grants the wearer a counterspell once per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, counterspell/twin spell feat, creator must be 12th level; Cost 7,500 gp