Monday, February 18, 2019

Ogres

Garfig, Ogre Barbarian
CR 11                                                                                                             XP: 12,800
Female ogre barbarian 8
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
AC 20, touch 9, flat-footed 20 (+6 armor, +5 natural, -2 rage, -1 size, +2 deflection)
HP 155 (4d8+8d12+80)
Fort +15, Ref +3, Will +5
Defensive Abilities  improved uncanny dodge, trap sense +2, uncanny dodge; Ref +5 vs. traps; DR 1/-
Speed 40 ft.
Melee Huge +2 warhammer +20/+15/+10 (3d6+11/x3)
Ranged javelin +10 (1d8+9)
Space 10 ft., Reach 10 ft.
Special Attacks rage (23 rounds/day), rage powers (animal fury knockback, no escape, scent)
Str 28, Dex 11, Con 20, Int 8, Wis 11, Cha 7
Base Atk +11; CMB +21; CMD 31
Feats Cleave, Great Cleave, Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +5, Climb +16, Intimidate +5, Perception +5, Stealth +0, Swim +11
Languages Giant
SQ fast movement
Gear +2 hide armor, ring of protection +2, Huge +2 warhammer, gold ingot (250 gp)
Ogre Enforcer
CR 7                                                                                                               XP: 3,200
Male ogre barbarian 4
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
AC 20, touch 9, flat-footed 20 (+6 armor, +5 natural, -2 rage, -1 size, +2 deflection)
HP 93 (4d8+4d12+44)
Fort +12, Ref +2, Will +4
Defensive Abilities trap sense +1, uncanny dodge; Ref +3 vs. traps; DR 1/-
Speed 40 ft.
Melee +1 greatclub +15/+10 (2d8+13)
Ranged javelin +6 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks rage (16 rounds/day), rage powers (animal fury, knockback)
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +7; CMB +16; CMD 26
Feats Iron Will, Power Attack, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +5, Climb +15, Perception +5, Stealth +0
Languages Giant
SQ fast movement
Gear +1 hide armor, ring of protection +1, +1 greatclub, 4 javelins
Crom
CR 12                                                                                                             XP: 19,200
Male Ogre Barbarian 9
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
AC 19, touch 10, flat-footed 18 (+4 armor, +5 natural, -1 size, +1 dodge)
HP 149 (4d8+9d12+73)
Fort +14, Ref +5, Will +6
Defensive Abilities improved uncanny dodge, rage power (guarded stance +2, 6 rounds), rage power (increased damage reduction), trap sense +3; DR 2/-
Speed 40 ft. (40 ft. base)
Melee mwk greatclub + 22/+17/+12 (2d8+12)
Ranged javelin +11 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks  rage power (powerful blow +3)
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +12; CMB +21; CMD 32
Feats Cleave, Improved Sunder, Power Attack, Toughness, Weapon Focus (greatclub)
Skills Climb +19, Intimidate +9, Perception +9, Survival +10
Languages Common, Giant
SQ rage (22 rounds), rage power (renewed vigor 2d8+4)
Gear Mwk greatclub, large hide armor, 100 gp
Environment  temperate or cold hills
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Bron
CR 12                                                                                                              XP: 19,200
Male Ogre Fighter 9
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
AC 22, touch 11, flat-footed 20 (+6 armor, +5 natural, -1 size, +1 dodge)
HP 140 (4d8+9d10+73)
Fort +14, Ref +4, Will +4
Defensive Abilities bravery 2; Will +6 against fear
Speed 30 ft. (40 ft. base)
Melee mwk greatclub + 25/+20/+15 (2d8+16) or unarmed +17/+12/+7 (1d6+10)
Ranged javelin +11 (1d8+8)
Space 10 ft., Reach 10 ft.
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +12; CMB +21; CMD 32
Feats Cleave, Critical Focus (greatclub), Dodge, Greater Weapon Focus, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Climb +13, Intimidate +8, Perception +11
Languages Common, Giant
SQ armor training 2; weapon training (hammers +2, natural +1)
Gear Mwk greatclub, large splint mail armor, 100 gp.
Environment  temperate or cold hills
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Morg, Ogre Smasher
CR 13                                                                                                             XP: 25,600
Male ogre fighter 10
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
AC 17, touch 9, flat-footed 17 (+3 armor, +5 natural, -1 size)
HP 142 (4d8+10d10+66)
Fort +14, Ref +4, Will +6
Defensive Abilities  bravery 3; Will +9 against fear
Speed 30 ft. (40 ft. base)
Melee Mwk greatclub +26/+21/+16 (2d8+16) or slam +17/+12 (1d6+10)
Ranged javelin +12 (1d8+8)
Space 10 ft., Reach 10 ft.
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +13; CMB +22; CMD 32
Feats Cleave, Great Cleave, Greater Weapon Focus (greatclub), Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Climb +7, Intimidate +8, Perception +2, Survival +5
Languages Common, Giant
SQ armor training 2, weapon training (hammers +2, natural +1)
Gear hide armor
Environment  temperate or cold hills
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Ogre Savage
CR 10                                                                                                              XP: 9,600
Ogre barbarian 7
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
AC 16, touch 7, flat-footed 16 (+4 armor, +5 natural, -2 rage, -1 size)
HP 134 (4d8+7d12+71)
Fort +13, Ref +4, Will +5
Defensive Abilities improved uncanny dodge, rage power (guarded stance +2), trap sense +2; DR 1/-
Speed 40 ft.
Melee mwk greatclub + 20/+15 (2d8+12)
Ranged javelin +9 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks rage (12 rounds/day), rage powers (scent)
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Base Atk +10; CMB +19; CMD 27
Feats Cleave, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Skills Climb +17, Intimidate +7, Perception +9, Survival +8
Languages Common, Giant
SQ rage (18 rounds/day), rage power (no escape), rage power (renewed vigor 2d8+4)
Gear Mwk greatclub, large hide armor, 100 gp

Hobgoblins

Vermer, Hobgoblin Mercenary Leader
CR 10                                                                                                              XP: 9,600
Male hobgoblin ranger 11
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +23
AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)
HP 104 (11d10+44)
Fort +9, Ref +11, Will +4
Defensive Abilities evasion
Speed 30 ft.
Melee +1 short sword +14/+9/+4 (1d6+3/19-20), +1 punching dagger +14/+9/+4 (1d4+2/x3)
Ranged mwk heavy crossbow +16/+11/+6 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +6, undead +4, outsider [evil] +2), quarry
Spells Prepared (CL 8th)
  2nd-Barkskin
  1st-Alarm, Resist Energy, Summon Nature
Str 14, Dex 18, Con 15, Int 13, Wis 12, Cha 14
Base Atk +11; CMB +13; CMD 27
Feats Alertness, Endurance, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Toughness, Two-Weapon Fighting, Weapon Finesse
Skills Climb +15, Diplomacy +7, Knowledge (geography) +19, Knowledge (nature) +15, Perception +23, Sense Motive +9, Stealth +25, Survival +19
  Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ woodland stride, favored terrain (urban +4, plains +2), hunter’s bond (companions), swift tracker, two-weapon combat style, wild empathy +13
Gear +2 elven chain, +1 short sword, +1 punching dagger, masterwork heavy crossbow, 20 crossbow bolts, gold crossbow bolt (10 gp), pouch with 45 gp
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblin, First Sergeant
CR 7                                                                                                               XP: 3,200
Male hobgoblin fighter 8
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 26, touch 14, flat-footed 23 (+9 armor, +2 Dex, +3 shield, +1 dodge)
HP 51 (8d10+7)
Fort +9, Ref +6, Will +3
Defensive Abilities bravery +2; Will +5 vs. fear
Speed 30 ft.
Melee +1 trident +15/+10 (1d8+7) or +1 club +12/+7 (1d6+4)
Ranged +1 trident +12 (1d8+4)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (spears +1)
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 24
Feats Alertness, Dodge, Greater Weapon Focus (Trident), Improved Initiative, Lightning Reflexes, Quick Draw, Toughness, Weapon Focus (Trident), Weapon Specialization (Trident)
Skills Climb +5, Intimidate +6, Perception +9, Sense Motive +5, Stealth +5
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 2
Gear 2 thunderstones
Other Gear +1 half-plate, +1 heavy steel shield, +1 trident, +1 club, jade comb (25 gp), silver scroll tube (35 gp) filled with fine sand
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblin, Second Sergeant
CR 9                                                                                                               XP: 6,400
Female hobgoblin ranger 4/rogue 6
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +17
AC 18, touch 14, flat-footed 16 (+3 armor, +4 Dex, +1 shield)
HP 78 (4d10+6d8+20)
Fort +7, Ref +13, Will +5
Defensive Abilities evasion, trap sense +2, uncanny dodge; Ref +15 vs. traps
Speed 30 ft.
Melee mwk scimitar +13/+8 (1d6+1/18–20)
Ranged +1 light crossbow +13/+8 (1d8+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks  favored enemy (outsider [evil] +2), rogue talent (surprise attack), sneak attack +3d6
Spells Prepared (CL 1st)
  1st-—Entangle (DC 13)
Str 13, Dex 18, Con 12, Int 10, Wis 15, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +13, Climb +14, Disable Device +16, Escape Artist +15, Handle Animal +8, Knowledge (local) +13, Perception +17, Stealth +25, Survival +9
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ archery combat style, favored terrain (urban +2*), hunter’s bond (animal companion—viper named Chyss), rogue talent (fast stealth, finesse rogue), trapfinding, wild empathy +5
Gear 4 applications of Medium spider venom (Injury; save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save); Other Gear bracers of armor +3, +1 buckler, masterwork scimitar, +1 light crossbow, 20 crossbow bolts, 100-ft. silk rope, pouch with 38 sp and 9 pp
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
CHYSS, ANIMAL COMPANION
Female viper (Pathfinder Roleplaying Game Bestiary “Familiar, Viper”)
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 7 (2d8–2)
Fort +2; Ref +6; Will +1
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11
Languages link with master
SQ share spells
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save
Hobgoblin Shaman
CR 6                                                                                                               XP: 2,400
Hobgoblin cleric of Asmodeus 7
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
Aura lawful, evil
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 38 (7d8+7)
Fort +4, Ref +4, Will +8
Speed 20 ft.
Melee +1 spear +7 (1d8+2/x3); touch +6
Ranged +1 spear +7 (1d8+2/x3)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 16, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 7th, melee touch +6) 6/day—touch of evil (3 rounds), touch of law
Spells Prepared (CL 7th)
  4th-Orders Wrath (D DC 17), Poison (DC 17)
  3rd-Glyph of Warding (DC 16), Invisibility Purge, Magic Circle Against Chaos (D), Magic Vestment
  2nd-Align Weapon (evil only D), Augury, Chant, Death Knell (DC 15), Summon Monster II
  1st-Bane (DC 14), Cause Fear (DC 14), Command (DC 14), Cure Light Wounds (DC 14), Detect Undead, Protection from Good (D)
  0th-Create Water, Detect Poison, Purify Food and Drink, Stabilize (D domain spell)
Domain: Evil, Law
During Combat The battle priest casts righteous might immediately, trusting that it will protect her and make her a beacon for her allies, then casts blessing of fervor to bolster her allies. After that, she begins to antagonize her foes, typically starting by casting blindness/deafness against an enemy commander.
Str 12, Dex 15, Con 9, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Alertness, Rapid Reload, Toughness, Weapon Focus (spear)
Skills Knowledge (religion) +6, Perception +8, Sense Motive +12, Stealth +3
Languages Common, Goblin
Gear divine scroll (CL 7: bull’s strength), divine scroll (CL 7: cure critical wounds), divine scroll (CL 7: dispel magic), 4 applications of Medium spider venom (Injury; save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save)
Other Gear masterwork chainmail, +1 spear, copper unholy symbol of Set (15 gp), pouch with 3d6 gp
Chant
School conjuration [creation]     Level Cleric 2, Paladin 2
Casting Time 1 standard action
Components V, S, DF
Range 40 ft.
Area all allies and foes within a 40-ft. burst centered on you
Duration concentration; maximum 5 minutes per level
Saving Throw none
Spell Resistance no
As long as you chant, you bring special favor upon your allies and bring disfavor to your enemies. You and your allies gain a +1 luck bonus on all attack rolls, saves, and skill checks while your foes suffer a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a failed concentration check, a silence spell, or your speaking or casting another spell, ends the effect. As an exception to the general rule, the effects of this spell stack with those of a prayer spell if cast by a cleric of the same deity and alignment during your chanting
Hobgoblin Archer
CR 5                                                                                                           XP: 1,600
Hobgoblin ranger 6
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
HP 57 (6d10+24)
Fort +7, Ref +7, Will +3
Defensive Abilities bravery +1
Speed 30 ft.
Melee dagger +7/+2 (1d4+1/19–20)
Ranged mwk composite longbow [+1 Str] +7/+7/+2 (1d8+1/x3)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +4, undead +2)
Spells Prepared (CL 3rd)
  1st-—Detect Snares and Pits, Resist Energy
Str 12, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 15
Feats Endurance, Improved Initiative, Manyshot, Rapid Shot, Toughness, Weapon Focus (composite longbow)
Skills Climb +10, Heal +10, Knowledge (geography) +9, Perception +10, Stealth +15, Survival +10
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ archery combat style, favored terrain (plains +2), hunter’s bond (companions), wild empathy +4
Gear tanglefoot bag; Other Gear +1 studded leather armor, +1 buckler, masterwork composite longbow [+1 Str], 40 arrows, dagger, pouch with 1d10+2 gp and 2d6 sp
Father Death, Hobgoblin Cleric
CR 7                                                                                                               XP: 3,200
Hobgoblin cleric of Nergal 8
NE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 19, touch 16, flat-footed 15 (+3 armor, +4 Dex, +2 deflection)
HP 55 (8d8+16)
Fort +7, Ref +6, Will +12
Speed 20 ft.
Melee +1 wounding scythe +9/+4 (2d4+4/x4 plus 1 bleed and trip)
Ranged sling +10/+5 (1d4)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 5/day (DC 16, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 8th) 8 rounds/day—master’s illusion 7/day—bleeding touch, copycat
Spells Prepared (CL 8th)
  4th-Confusion (DC 18; D), Cure Critical Wounds, Repel Vermin (DC 18), Unholy Channel
  3rd-—Animate Dead (D), Bestow Curse (DC 17), Cure Serious Wounds, Magic Vestment, Speak With Dead (DC 17)
  2nd-Bears Endurance, Death Knell (DC 16; D), Lesser Restoration, Sound Burst (DC 16), Spiritual Weapon (+10/+5 attack, 1d8+2 damage)
  1st-Bane (DC 15), Cause Fear (DC 15; D), Command (DC 15), Cure Light Wounds (x2), Sanctuary (DC 15)
  0th-Create Water, Purify Food and Drink, Read Magic, Stabilize (D domain spell)
Domain: Death, Trickery
Str 15, Dex 18, Con 13, Int 12, Wis 18, Cha 15
Base Atk +6; CMB +8; CMD 24
Feats Alignment Channel (chaos), Iron Will, Scribe Scroll, Spell Penetration
Skills Diplomacy +13, Heal +14, Knowledge (religion) +9, Spellcraft +10, Stealth +8
Languages Common, Goblin, Infernal
SQ death’s embrace
Gear 2 divine scrolls (CL: cure moderate wounds), divine scroll (CL: cure critical wounds), divine scroll (CL: neutralize), divine scroll (CL: bull’s strength), divine scroll (CL 8: glyph of warding), divine scroll (CL 8: condemned, dead man’s eyes, grim feast)
Other Gear black and rust-red robes, masterwork studded leather armor, ring of protection +2, +1 wounding scythe, sling, pouch with 10 bolts, holy symbol, healer’s kit, pouch with 158 iron bits
Condemned
School necromancy     Level Cleric 4
Casting Time 1 round
Components V, S, M (powdered skull, graveyard mold, and a dead man’s blood)
Range touch
Targets one living creature
Duration permanent
Saving Throw Fortitude negates
Spell Resistance yes
A victim struck by this touch attack that fails its save cannot benefit from the healing effects of positive energy (cure spells, channel positive energy, etc.) until the condition is removed by a dispel magic or remove curse. Natural healing still works normally. It does not, however, prevent the damaging effects of such spells and abilities to undead creatures.
Dead Man's Eyes
School divination     Level Bard 2, Cleric 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (50 gp gem placed over each eye of the corpse)
Range touch
Targets one dead creature
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
By peering into a dead creature’s eyes, you may see 1 minute/level preceding the corpse’s death as seen by the dead creature (for example, if the creature died in its sleep there is likely little to see). You see these events in compressed time, 1 round for every minute of the corpse’s past. A successful DC 15 concentration check gives near-perfect recall of the events; failure indicates fuzzy recall and partial details. A roll of a natural 1 indicates a mangled, inaccurate version of events.
You may dismiss the spell at any point, but if you witness the creature’s fi nal moment and it was a violent death, you immediately suffer 2d6 points of nonlethal damage from the empathic resonance of the death.
Grim Feast
School necromancy [evil] Level Cleric 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft. level)
Targets up to one fresh corpse/level
Duration instantaneous
Saving Throw none
Spell Resistance no
You can cure yourself of 1d4 lost hit points per affected corpse by casting this spell on the bodies of size Small or larger, formerly living, creatures that died within the last hour. Dead bodies used in this way shrivel up and become unusable for anything else, including animation.
Unholy Channel
School necromancy [evil]     Level Cleric/Oracle 4
Casting Time 1 round
Components V, S, DF
Range touch
Targets one undead creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless)
Spell Resistance yes
With this spell you may establish a link with an undead creature that you command. Through this link you may cast any single-target inflict spells to heal the undead creature as long as it is within long range (400 ft. + 40 ft./level). If you are also undead, any cure spell cast upon you has a 50% chance to harm either you or the undead recipient of your unholy channel, regardless of who was the original target of the spell. If the cure spell requires a Will or Reflex save, then the targeted creature must make the saving throw to determine the effects of the spell. If the spell allows a Fortitude save, then the creature affected must make the saving throw. You can only have one unholy channel in effect at any given time. An unholy channel cannot be established with a living creature.
Tunker, Hobgoblin Fighter
CR 5                                                                                                                XP: 1,600
Hobgoblin fighter 6
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 23, touch 14, flat-footed 21 (+9 armor, +2 Dex, +2 deflection)
HP 59 (6d10+12)
Fort +7, Ref +4, Will +2
Speed 20 ft.
Melee +1 battleaxe +11/+6 (1d8+4/x3)
Ranged longbow +8/+3 (1d8/x3)
Space 5 ft., Reach 5 ft.
Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 6
Base Atk +6; CMB +9; CMD 23
Feats Cleave, Great Cleave, Improved Critical (battleaxe), Power Attack, Toughness, Vital Strike, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Climb +6, Stealth +0, Survival +9
  Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ armor training 1, bravery +2, weapon training 1 (axes)
Gear +1 full plate of light fortification, masterwork heavy steel shield, +1 battleaxe, bag of 256 gp.
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Olaf Mantracker, Hobgoblin Thrasher
CR 7                                                                                                                 XP: 3,200
Male hobgoblin fighter 6/rogue 2
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +12
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
HP 80 (6d10+2d8+30)
Fort +9, Ref +8, Will +4
Defensive Abilities bravery +2, evasion; Will +6 vs. fear
Speed 30 ft.
Melee +1 greatclub +13/+8 (1d10+8)
Ranged mwk heavy crossbow +10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks sneak attack +2d6, weapon training (hammers +1)
Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Base Atk +7; CMB +10; CMD 22
Feats Alertness, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stealthy, Toughness, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Bluff +9, Climb +8, Diplomacy +8, Escape Artist +1, Intimidate +9, Perception +12, Sense Motive +8, Stealth +19
  Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ armor training 1, rogue talents (surprise attack), trapfinding +1
Gear +1 greatclub, heavy crossbow, 10 bolts, +1 stealth chainmail, amulet of natural armor +1, cloak of resistance +1, cloth purse with 2 pp, and 24 gp
Treasure
Stealth Chain 
Available in shirt or full suit, this chainmail has black silk strands painstakingly circling every link of chain, concealing the metal and muffling the clinking of the armor. The silk reduces the armor check penalty to Stealth checks by 4, though the full penalty still applies to all other skills. Cost: 500 gp plus armor cost.
Hobgoblin Bosun
CR 8                                                                                                              XP: 4,800
Hobgoblin corsair *9
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 21, touch 18, flat-footed 16 (+3 armor, +4 Dex, +3 dodge)
HP 81 (9d10+27)
Fort +48, Ref +10, Will +3
Defensive Abilities canny defense, uncanny dodge
Speed 30 ft.
Melee +1 cutlass +14/+9 (18-20/x2, 1d6+3) or unarmed strike +13/+8 (1d3+2)
Space 5 ft., Reach 5 ft.
Special Attacks dirty fighting +2d4
Str 14, Dex 18, Con 14, Int 8, Wis 10, Cha 14
Base Atk +9; CMB +11; CMD 28
Feats Athletic, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Rope Monkey, Sea Legs, Spring Attack, Toughness, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Climb +7, Intimidate +15, Perception +6, Profession (sailor) +10, Stealth +7
  Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ improvised weapon fighting, fast on your feet
Gear +1 cutlass, +1 leather armor of authority
Environment  temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure ornamental gold bracer (80 gp), pouch containing
11 gp, 4 sp, 23 cp)
*For corsair class details, see the Freeport Companion, pages 12-15.

Morlock Barbarians

Bestino, Morlock Barbarian
CR 9                                                                                                                XP: 6,400
Male morlock barbarian 7
CE Medium monstrous humanoid 
Init +8; Senses blindsight 40 ft., scent; Perception +12
AC 22, touch 14, flat-footed 18 (+4 Dex, +1 natural, +7 armor)
HP 89 (3d10+7d12+27)
Fort +8, Ref +11, Will +4
Defensive Abilities improved uncanny dodge, trap sense +2, uncanny dodge; Ref +13 vs. traps; DR 1/-; Immune disease, poison, vision-affecting effects; Weaknesses light blindness
Speed 40 ft., 20 ft., climb 20 ft.
Melee +1 battleaxe +14/+9 (1d8+4/x3), bite +8 (1d4+1) or bite +13 (1d4+4)
Ranged shortbow +14/+9 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks leap attack, rage (18 rounds/day), rage powers (no escape, raging leaper, strength surge), sneak attack +1d6, swarming
Str 16, Dex 19, Con 15, Int 10, Wis 8, Cha 6
Base Atk +10; CMB +13; CMD 27
Feats Improved Initiative, Lightning Reflexes, Point-Blank Shot, Skill Focus
Skills Acrobatics +20, Climb +26, Escape Artist +10, Perception +12, Stealth +17
  Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ expert climber, fast movement
Gear +1 breastplate, +1 battleaxe, masterwork shortbow, 40 arrows, 10 +1 arrows
Environment  any underground
Organization solitary, pair, band (3-6), or tribe (7-18)
Treasure standard
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap-the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skin pale as a slug's belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.
Tatak, Morlock Barbarian Chief
CR 13                                                                                                            XP: 25,600
Male morlock barbarian 11
CE Medium monstrous humanoid 
Init +8; Senses blindsight 40 ft., scent; Perception +12
AC 22, touch 14, flat-footed 18 (+4 Dex, +3 natural, +5 armor)
HP 132 (3d10+11d12+39)
Fort +10, Ref +12, Will +5
Defensive Abilities improved uncanny dodge, trap sense +3, uncanny dodge; Ref +15 vs. traps; DR 2/-; Immune disease, poison, vision-affecting effects; Resist cold 10; Weaknesses light blindness
Speed 50 ft., 20 ft., 30 ft.
Melee +2 greataxe +20/+15/+10 (1d12+8/x3), bite +13 (1d4+2) or bite +18 (1d4+6)
Ranged mwk shortbow +19/+14/+9 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks greater rage, leap attack, rage (18 rounds/day), rage powers (no escape, raging leaper, roused anger, strength surge, unexpected strike), sneak attack +1d6, swarming
Str 19, Dex 19, Con 15, Int 12, Wis 8, Cha 10
Base Atk +14; CMB +18; CMD 32
Feats Improved Initiative, Improved Natural Armor (x2), Lightning Reflexes, Point-Blank Shot, Skill Focus (Perception), Stealthy
Skills Acrobatics +22, Climb +29, Escape Artist +12, Knowledge (dungeoneering) +12, Perception +12, Perform (wind instruments) +11, Stealth +21, Survival +10
  Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Common, Undercommon
SQ expert climber, fast movement
Gear pipes of pain
Other Gear +1 cold resistance chain shirt, +2 greataxe, masterwork shortbow, 30 arrows, 20 +1 arrows
Environment  any underground
Organization solitary, pair, band (3-6), or tribe (7-18)
Treasure 
Pipes of Pain
Aura faint enchantment and evocation; CL 6th Slot —; Price 12,000 gp; Weight 3 lb.
DESCRIPTION
These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)
As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestiw curse spell).
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have bardic music class feature sound burst; Cost 6,000 gp
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.
Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap-the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.
Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Skin pale as a slug's belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid.


Gnolls

Yesh, Gnoll Ranger
CR 4                                                                                                               XP: 1200
Male gnoll ranger 4
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +10
AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +1 natural, +2 shield)
HP 53 (2d8+4d10+22)
Fort +10, Ref +6, Will +0
Speed 30 ft.
Melee mwk battleaxe +9 (1d8+3/x3)
Ranged longbow +5/+5 (1d8/x3)
Space 5 ft., Reach 5 ft.
Special Attacks  archery combat style, favored enemy (Humanoid [orc] +2)
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 17, Dex 15, Con 17, Int 8, Wis 8, Cha 10
Base Atk +5; CMB +8; CMD 20
Feats Endurance, Far Shot, Point-Blank Shot, Power Attack, Rapid Shot
Skills Climb +12, Knowledge (geography) +6, Perception +10, Stealth +11, Survival +8
Languages Gnoll
SQ  favored terrain (urban +2*), hunter’s bond (companions), wild empathy +4
Gear masterwork studded leather armor, +1 light wooden shield, masterwork battleaxe, longbow, 30 arrows, 50-ft. hempen rope, pouch with 3d4 assorted gems worth 10 gp each
Hulak, Gnoll Werehyena
CR 8                                                                                                              XP: 4,800
Male gnoll natural werehyena barbarian 7
CE Medium humanoid (gnoll, shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +8
AC 16, touch 9, flat-footed 15 (+1 Dex, +3 natural, -2 rage, +4 shield)
HP 121 (2d8+7d12+67)
Fort +13, Ref +3, Will +5
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/-
Speed 40 ft.
Melee +2 furious battleaxe +18/+13 (1d8+10/×3) and bite +14 (1d4+9)
Ranged mwk javelin +10 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks curse of lycanthropy, rage (19 rounds/day), rage powers (animal fury, renewed vigor 1d8+5, strength surge +7)
Before Combat Base statistics When not raging, a Hulak’s stats are: AC 18, touch 11, flat-footed 17; hp 97; Fort +11; Ref +3, Will +3; Melee +2 furious battleaxe +14/+9 (1d8+6/×3); Str 19, Con 17; CMB +12; Skills Climb +4
Base Statistics: When she's not raging, the barbarian's statistics are AC 20, touch 11, flat-footed 19; hp 104; Fort +14, Will +5; Melee +1 falchion +15/+10 (2d4+8/18–20); Ranged mwk javelin +11/+6 (1d6+5) ; Str 20, Con 17; CMB +14, CMD 25.
Str 23, Dex 12, Con 21, Int 8, Wis 12, Cha 14
Base Atk +8; CMB +14; CMD 23
Feats Alertness, Diehard, Endurance, Toughness, Vital Strike
Skills Diplomacy +2, Intimidate +14, Knowledge (dungeoneering) +1, Knowledge (nature) +5, Perception +8, Sense Motive +5, Survival +9
Languages Gnoll
SQ change forms, fast movement, lycanthropic empathy
Gear +2 light fortification heavy wooden shield, +2 furious battleaxe, amulet of natural armor +2
Curse of Lycanthropy (Su) A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex) In any form, natural lycanthropes 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. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Frisskish, Gnoll Naturalist
CR 8                                                                                                               XP: 4,800
Male gnoll druid 3/mystic theurge 1/sorcerer 4
CE Medium humanoid (gnoll)
Init +4; Senses darkvision 60 ft.; Perception +10
AC 16, touch 12, flat-footed 16 (+3 armor, +1 natural, +2 deflection)
HP 67 (5d8+5d6+18)
Fort +8, Ref +2, Will +14
Defensive Abilities Will +16 vs. poison; Resist demon resistances, electricity 5
Speed 30 ft.
Melee unarmed strike +6 (1d3+1); melee touch +8
Ranged spear +6 (1d8+1/x3); ranged touch +5
Space 5 ft., Reach 5 ft.
Special Attacks 2 claws 6 rounds/day (+6 to hit, 1d4+1 points of damage)
Spells Known (CL 5th)
  2nd (5/day)-Blur, Create Pit (DC 15)
  1st (7/day)-Cause Fear (DC 14), Cause Fear (DC 14), Enlarge Person (DC 14), Mage Armor, Magic Missile
  0th-Bleed (DC 13), Jolt
Spells Prepared (CL 4th)
  2nd-Bulls Strength, Stone Call (D), Summon Natures Ally II, Summon Swarm
  1st-Cure Light Wounds, Entangle (DC 15), Pass Without Trace, Shillelagh (DC 15), Stone Fist (D)
  0th-Guidance, Know Direction, Resistance, Virtue (D Domain spell)
Bloodline: Abyssal
Domain: Mountain
Str 12, Dex 10, Con 12, Int 12, Wis 19, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Bluff +9, Handle Animal +7, Intimidate +7, Knowledge (local) +5, Knowledge (nature, religion) +10, Perception +10, Sense Motive +10, Spellcraft +6, Survival +13, Use Magic Device +11
Languages Druidic, Gnoll
SQ combined spells, foothold, trackless step, wild empathy +6, woodland stride
Gear scroll of animal growth, scroll of entangle, scroll of magic fang, wand of lightning bolt (CL 10th)
Other Gear bracers of armor +3, ring of protection +2, spell component pouch
Environment  warm plains or desert
Organization solitary, pair, hunting party (2-5 gnolls and 1-2 hyenas), band (10-100 adults plus 50% noncombatant children, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th-6th level, and 5-8 hyenas), or tribe (20-200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 7-12 hyenas, and 4-7 hyaenodons)
Treasure NPC Gear (leather armor, heavy wooden shield,  battleaxe, longbow with 20 arrows, other treasure)
Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.
Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and ref lect many of the lesser creatures' behaviors.

Huecuva

Vrrius, Huecuva Priest of Orcus
CR 13                                                                                                              XP: 25,600
Male huecuva cleric of Orcus 8/Disciple of Orcus 3
CE Medium undead
Init +5; Senses darkvision 120 ft.; Perception +11
Aura chaotic, evil, faithless (30 ft.)
AC 28, touch 11, flat-footed 27 (+1 Dex, +5 natural, +9 armor, +3 shield)
HP 130 (6d8+11d8+52)
Fort +16, Ref +5, Will +18
DR 5/magic or silver; Immune undead traits
Speed 20 ft.
Melee +1 heavy mace +14/+9 (1d8+4) or 2 claws +14 (1d6+3 plus disease); touch +13
Ranged touch +11
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 7/day (DC 19, 6d6), chaos blade 1/day (4 rounds), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 11th) 1/day—animate dead, speak with dead (DC 17) 3/day—disguise self Domain Spell-like Abilities (CL 11th, melee touch +13) 9/day—bleeding touch, touch of chaos
Spells Prepared (CL 11st)
  6th-Blade Barrier (DC 22), Create Undead (D), Harm (DC 22)
  5th-Flame Strike (DC 21; x2), Righteous Might, Slay Living (D DC 21)
  4th-Chaos Hammer (D DC 20), Air Walk, Divine Power, Poison (DC 20), Spell Immunity
  3rd-Bestow Curse (DC 19), Contagion (DC 19), Dispel Magic, Magic Circle Against Law (D), Searing Light (x2)
  2nd-Align Weapon, Darkness, Death Knell (D), Desecrate, Resist Energy, Sound Burst (DC 18), Spiritual Weapon (melee +16/+11, 1d8+3)
  1st-Bane (DC 17), Command (DC 17), Deathwatch, Magic Stone (ranged +12, 1d6+4), Protection from Law (D), Sanctuary (DC 17), Shield of Faith
  0th-Detect Magic, Guidance, Resistance (x2)
Domain: Chaos, Death
Str 16, Dex 13, Con -, Int 9, Wis 22, Cha 19
Base Atk +10; CMB +13; CMD 23
Feats Blind-Fight, Combat Casting, Great Fortitude, Heavy Armor Proficiency, Improved Initiative, Power Attack, Weapon Focus (claw)
Skills Diplomacy +9, Knowledge (religion) +8, Perception +11, Spellcraft +7, Stealth +3
Languages Common
SQ death’s embrace, necromantic power
Gear wand of chaos hammer (CL 8: 19 charges), potion of bull’s strength
Other Gear +2 banded mail, +1 heavy wooden shield, +1 heavy mace, bejeweled holy symbol of Orcus (125 gp), pouch with pebbles for magic stone and 28 pp
Disease (Ex) Filth fever: Claw—injury; save Fort DC 15; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
Faithless (Su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any side effects based off that ability. This bonus stacks with channel resistance.

Ghost Paladin

Gerrant of Gilboath
CR 18                                                                                                              XP: 153,600
Male human ghost paladin 10/Justicar of Muir 7
LG Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +25
Aura aura of courage (10 ft.), aura of resolve (10 ft.), good
AC 19, touch 19, flat-footed 17 (+3 Dex, +7 deflection)
HP 227 (10d10+7d10+129)
Fort +25, Ref +15, Will +23
Defensive Abilities (vs. ethereal) AC 27, touch 11, flat-footed 26 (+13 armor, +1 Dex +3 natural);divine grace, incorporeal, rejuvenation ; Immune charm, disease, fear, illusions, undead traits; Resist channel resistance +4
Speed fly 30 ft. (perfect)
Melee +2 holy ghost touch sword +24/+19/+14/+9 (1d10+6/19–20) or corrupting touch +20 (18d6, Fort DC 25 half)
Space 5 ft., Reach 5 ft.
Special Attacks channel positive energy (DC 22, 5d6), enemy of evil, mark of justice, scourge of evil, smite evil 4/day (+7 Atk/+10 dmg), sword of courage, telekinesis
Spell-Like Abilities (CL 10th) At will—detect evil 2/day—zone of truth (DC 19)
Spells Prepared (CL 14th)
  4th-Break Enchantment, Neutralize Poison
  3rd-Daylight, Dispel Magic, Magic Circle Against Evil, Remove Blindness/Deafness
  2nd-Eagles Splendor, Owls Wisdom, Remove Paralysis, Resist Energy, Shield Other
  1st-Bless, Bless Water, Cure Light Wounds (x2), Lesser Restoration, Protection from Evil
Str -, Dex 16, Con -, Int 15, Wis 18, Cha 24
Base Atk +17; CMB +17; CMD 37
Feats Blind-Fight, Exotic Weapon Proficiency (Bastard Sword), Improved Bull Rush, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Unseat, Weapon Focus (Bastard Sword)
Skills Diplomacy +20, Fly +6, Handle Animal +18, Heal +17, Knowledge (nobility) +15, Knowledge (religion) +15, Perception +25, Ride +18, Sense Motive +17, Stealth +11
  Racial Modifiers +8 Perception, +8 Stealth
Languages Celestial, Common, Giant
SQ celestial companion (none currently), discern lies 2/day, divine bond (mount—none currently), lay on hands 12/day (5d6), mercy (fatigued, sickened, poisoned), shield of truth, true seeing
Gear +4 full plate armor, amulet of natural armor +3, +2 holy ghost touch bastard sword, silver holy symbol of Muir (25 gp)
Environment  any
Organization solitary
Treasure NPC gear
This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn't exist.

Demon Lord, Teratashia, Princess of Dimensions

Demon Lord, Teratashia, Princess of Dimensions
CR 28                                                                                                             XP: 4,915,200
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +49
Aura  unholy (DC 30)
AC 49, touch 29, flat-footed 40 (-2 size, +20 natural, +12 deflection, +9 Dex)
HP 787 (35d12+560)
Fort +18, Ref +11, Will +13
DR 20/cold iron, epic, good; Immune electricity, poison; SR 39; Resist acid 10, cold 10, fire 10
Speed 60 ft., fly 150 ft. (good)
Melee 4 claws +49 (2d6+16)
Space 15 ft., Reach 10 ft.
Spell-Like Abilities (CL 20th) Constant—detect good, detect law, freedom of movement (DC 26), read magic, unholy aura (DC 30) At will—blasphemy (DC 29), greater dispel magic, greater teleport, mass suggestion (DC 28), unhallow (DC 27), wall of stone (DC 27) 3/day—insect plague, symbol of death (DC 30), symbol of insanity (DC 30)
Str 42, Dex 28, Con 42, Int 31, Wis 33, Cha 35
Base Atk +35; CMB +53; CMD 84
Feats Awesome Blow, Bleeding Critical, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Greater Bull Rush, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +44, Bluff +50, Diplomacy +50, Fly +47, Intimidate +50, Knowledge (arcana, planes) +48, Knowledge (history, nobility, religion) +45, Perception +49, Sense Motive +49, Spellcraft +45, Stealth +39, Survival +49, Use Magic Device +47
Languages Abyssal, Abyssal, Celestial, Celestial, Common, Draconic, Infernal, telepathy 100 ft., Undercommon; telepathy 100 ft.
Environment any (Abyss)
Organization solitary (unique)
Treasure Teratashia’s Necklace of Skulls
Aura strong varies; CL 14th Slot neck; Price 120,000 gp; Weight 1 lb.
DESCRIPTION
Teratashia’s necklace of skulls has 25 charges and recharges itself within 25 hours (one charge per hour). Each round (until the charges are expended) the owner can perform one of the following actions as a standard action:
• arcane lock (1 charge)
• circle of death (5 charges)
• cone of cold (3 charges)
• cure the wearer of 2d8 hit points of damage (2 charges)
• darkness (1 charge)
• fireball (2 charges)
• knock (1 charge)
CONSTRUCTION
Requirements Craft Wondrous Item, arcane lock, circle of death cone of cold, cure moderate wounds, darkness, fireball, knock Cost 60,000 gp
This demon princess resembles a huge cockroach with a feral female humanoid face, wearing a necklace of human skulls.
The Demon-Lord Teratashia’s dark palace in the depths of the Abyss is a nexus of countless gaps between dimensions, a warren of tunnels worming their way deep into a multitude of other realities. From the center of this web of connections, Teratashia sends her minions creeping and slithering through the planes of existence to do her bidding.
Her darkswimmer demons are but one of the many types of servitors employed by this horrid creature. Her necklace of skulls is a powerful artifact. She is often known as the Mistress of Dimensions, and her servants include many demons and other creatures that hunt and hide in the dark non-places between the true planes of existence.
Teratashia seldom involves herself in the quarrels of the other great demons, being far more interested in controlling the nooks and crannies between dimensions than with her political status in the Abyss. —Author: Matt Finch