Monday, February 18, 2019

Mummy Lord

Mummy Lord Cleric of Orcus
CR 15                                                                                                             XP: 51,200
Male human mummy lord cleric of Orcus 10
LE Medium undead (augmented human)
Init +4; Senses darkvision 60 ft.; Perception +31
Aura chaos, despair (30 ft., paralyzed for 1d4 rounds, Will DC 22 negates), destructive aura (30 ft., +5 damage, 10 rounds), evil
AC 29, touch 9, flat-footed 30 (+10 natural, +10 armor)
HP 179 (8d12+10d8+82)
Fort +16, Ref +7, Will +19
Defensive Abilities death’s embrace; DR 5/-; Immune magic, missile, cold, electricity, undead traits; Resist channel resistance +4, fire 10; Weaknesses vulnerability to fire
OFFENSE
Speed 15 ft.
Melee slam +14 (1d8+12/19–20 plus mummy rot); touch +21
Ranged ranged touch +13
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 18, 5d6), destructive smite 7/day (+5 damage), mummy rot (DC 22), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 10th) 7/day—bleeding touch (melee touch +21, 5 rounds)
Spells Prepared (CL 10th)
  5th-Insect Plague, Slay Living (D DC 19), Symbol of Pain (DC 19)
  4th-Air Walk, Dismissal, Divine Power, Giant Vermin, Inflict Critical Wounds (D DC 18)
  3rd-Animate Dead (D), Deeper Darkness, Dispel Magic, Invisibility Purge, Searing Light
  2nd-Bulls Strength, Death Knell (D DC 16), Hold Person (DC 16), Resist Energy, Silence, Spiritual Weapon (attack 17/+12/+7, damage 1d8+3 force)
  1st-Bane (DC 15), Command (DC 15), Deathwatch, Divine Favor, Doom (DC 15), True Strike (D)
  0th-Detect Magic, Guidance, Read Magic, Resistance (D domain spell)
Domain: Death, Destruction
Str 26, Dex 10, Con -, Int 10, Wis 19, Cha 17
Base Atk +13; CMB +21; CMD 31
Feats Combat Casting, Great Fortitude, Heavy Armor Proficiency, Improved Critical (slam), Improved Initiative, Power Attack, Skill Focus, Toughness (Perception), Weapon Focus (slam)
Skills Knowledge (arcana, religion) +11, Perception +31, Stealth +15
  Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Common
SQ eyes of darkness (4 rounds/day)
Gear +2 half-plate, cloak of resistance +2, ring of minor fire resistance, brooch of shielding (101 hp)
Environment  any (Osirion)
Organization solitary or court (mummy lord and 6-14 standard mummies or mummified creatures)
Treasure NPC gear
Dirty linen strips swathe this emaciated figure from head to toe, and its stripped headdress marks it as a once-noble being, whose eyes now burn with an unholy light.
Mummy Lord Cleric of Set
CR 10                                                                                                             XP: 9600
Male human mummy lord cleric of Set 9
LE Medium undead (human)
Init +2; Senses darkvision 60 ft.; Perception +5
Aura great despair (30 ft., DC 19)
AC 18, touch 14, flat-footed 15 (+1 deflection, +2 Dex, +1 dodge, +4 natural)
HP 107 (9d8+63)
Fort +11, Ref +7, Will +11
Defensive Abilities channel resistance +4, undying will; DR 10/-; Immune cold, electricity, undead traits
Speed 30 ft.
Melee +1 spear +12/+7 (1d8+8/x3 plus insidious mummy rot) or  slam +11 (1d6+7 plus insidious mummy rot)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 8/day (DC 21, 5d6), channel rot, insidious mummy rot (DC 19), sandstorm wrath (DC 19, 6d8 fire and slashing), scythe of evil (4 rounds, 1/day), undead mastery (DC 19)
Domain Spell-Like Abilities (CL 9th; concentration +14)
   8/day-Touch of Darkness (4 rounds)
   8/day-Touch of Evil (4 rounds)
Cleric Spells Prepared (CL 9th; concentration +14)
  5th-Dispel Good (DC 20), Greater ContagionUM (DC 21), Slay Living (DC 21)
  4th-Divine Power, Poison (DC 20), Shadow Conjuration (DC 19), Spit VenomUM (DC 19)
  3rd-Animate Dead, Bestow Curse (DC 19), Deeper Darkness, Magic Vestment, Sands of TimeUM
  2nd-Align Weapon (evil only), Bull's Strength, Desecrate, Dread BoltUM (DC 17), Hold Person (DC 18), Silence (DC 17)
  1st-Bane (DC 17), Cause Fear (DC 17), Command (DC 17), Detect Good, Divine Favor, Protection from Good, Sanctuary (DC 16)
  0th-Detect Magic, Guidance, Read Magic, Resistance
Domain: Darkness, Evil
Str 20, Dex 14, Con -, Int 10, Wis 20, Cha 20
Base Atk +6; CMB +11; CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Improved Channel, Lightning Reflexes, Spell Focus (enchantment), Spell Focus (necromancy), Toughness
Skills Intimidate +17, Knowledge (religion) +12, Sense Motive +20, Spellcraft +12, Stealth +17
  Racial Modifiers +8 Intimidate, +8 Sense Motive, +8 Stealth
Languages Ancient Osiriani, Common
SQ eyes of darkness (4 rounds/day)
Gear scroll of spiritual weapon, scroll of summon monster III; Other Gear +1 spear, headband of inspired wisdom +2, ring of protection +1
Environment  any (Osirion)
Organization solitary or court (mummy lord and 6-14 standard mummies or mummified creatures)
Treasure NPC gear
Dirty linen strips swathe this emaciated figure from head to toe, and its stripped headdress marks it as a once-noble being, whose eyes now burn with an unholy light.

Plaguebone, Vrock Wizard

Plaguebone, Vrock Wizard
CR 17                                                                                                        XP: 102,400
Male vrock demon wizard 7/fighter 1
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +22
AC 26, touch 15, flat-footed 23 (+3 Dex, +11 natural, -1 size, +3 deflection)
HP 232 (9d10+7d6+1d10+142)
Fort +18, Ref +13, Will +10
DR 10/good; Immune electricity, poison; SR 28; Resist acid 10, cold 10, fire 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 +1 anarchic clawed gauntlets +22 (2d8+9), bite +20 (1d8+8), 2 talons +20 (1d6+8); touch +15
Space 10 ft., Reach 10 ft.
Special Attacks dance of ruin (DC 21), hand of the apprentice 7/day (ranged +15), spores, stunning screech (DC 27)
Spell-Like Abilities (CL 19th) At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18) 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
Spells Prepared (CL 7th)
  4th-Lesser Globe of Invulnerability, Stoneskin
  3rd-Dispel Magic, Fireball, Ray of Exhaustion
  2nd-Acid Arrow, Ghoul Touch (DC 16), Mirror Image, Scorching Ray
  1st-Mage Armor, Magic Missile (x2), Ray of Enfeeblement, Shocking Grasp
  0th-Acid Splash, Disrupt Undead, Ray of Frost, Read Magic
Str 27, Dex 17, Con 27, Int 18, Wis 14, Cha 16
Base Atk +13; CMB +22; CMD 38
Feats Brew Potion, Cleave, Combat Casting, Combat Reflexes, Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Scribe Scroll, Stand Still, Step Up, Weapon Focus (clawed gauntlets)
Skills Diplomacy +13, Fly +13, Intimidate +21, Knowledge (arcana, local, planes) +24, Perception +22, Sense Motive +15, Spellcraft +24, Stealth +11, Survival +14
  Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft
SQ arcane bond (ring of protection +3), arcane school—universalist
Gear metamagic rod (empower), 3 hollow quills holding dust of appearance (1 application each)
Other Gear ring of protection +3 (bonded item), +1 anarchic clawed gauntlets (see Magic Items Appendix), spell component pouch
Environment  any (Abyss)
Organization solitary, pair, or gang (3-10)
Treasure +1 ANARCHIC CLAWED GAUNTLETS
Aura moderate evocation [chaotic]; CL 7th
Slot hands; Price 18,610 gp; Weight 2 lb.
DESCRIPTION
Clawed gauntlets are similar to spiked gauntlets but in addition to having their own spikes, they also reinforce and enhance the normal claw attacks of the wearer, increasing the damage dealt by one die type. On a wearer without claws, they deal the typical 1d6 points of damage typical for Large spiked gauntlets. These particular clawed gauntlets have been enchanted to be chaotically aligned and infused with the power of chaos. They function as an anarchic weapon. CONSTRUCTION
Requirements Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Cost 9,610 gp
Buried beneath the hideous nest is a pile of skulls crawling with rats that the demon encourages to lair there and sometimes uses for snacks. The rats scatter if disturbed, but anyone digging through the nest must make a DC 20 Fortitude save or contract fi lth fever (see the “Diseases” section in Appendices of the Pathfinder Roleplaying Game). Hidden beneath this detritus is the demon’s spellbook containing his prepared spells as well as:
0—dancing lights, detect magic, flare, light;
1st—charm person, color spray, detect undead, shield, shocking grasp, true strike; 2nd— continual flame, false life, obscure object, protection from arrows, scare, touch of idiocy, web;
3rd—daylight, haste, hold person, lightning bolt, nondetection, protection from energy, vampiric touch, wind wall;
4th—black tentacles, charm monster, enervation, greater invisibility, locate creature.
Also secreted here are a luck blade (1 wish remaining) and a soiled robe of bones.
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.
Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk. A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.

Trolls

Troll, Gaurak
CR 8                                                                                                              XP: 4,800
CE Huge humanoid (giant)
Init -1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 17, touch 7, flat-footed 17 (-1 Dex, +10 natural, -2 size)
HP 138 (12d12+60); regeneration 5 (acid or fire)
Fort +14, Ref +3, Will +5
Defensive Abilities rock catching
Speed 40 ft.
Melee bite +15 (2d6+8), 2 claws +15 (1d8+8 plus grab)
Ranged rock +7 (2d8+12)
Space 15 ft., Reach 15 ft.
Special Attacks damage armor, rend (grapple, 1d8+12), rock throwing (120 ft.)
Str 24, Dex 9, Con 19, Int 6, Wis 9, Cha 15
Base Atk +9; CMB +18; CMD 27
Feats Cleave, Great Fortitude, Intimidating Prowess, Iron Will, Power Attack, Toughness
Skills Intimidate +19, Perception +8
Languages Giant
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure standard
Damage Armor  (Ex) A Gaurak troll’s immense strength and frenzied attacks are capable of tearing an opponent’s armor apart so the troll can get to the meaty interior of its intended meal. If the opponent has both armor and shield, roll 1d6: a roll of 1–4 affects the shield and a roll of 5–6 affects the armor. Whenever a Gaurak troll makes a grab attack, make a grapple check, adding any magical bonus for the armor or shield in question to the opponent’s CMD. If the grapple is successful, the affected armor or shield is torn away and thrown 30 feet in a random direction as the troll makes its rend attack. Armor damaged in this way provides no AC bonus until such time as it has been repaired. A DC 8 Craft (armor) check is required to repair the straps of such torn away armor before it can be used again, taking 20 minutes to repair for armor or 5 minutes to repair for shields. Magical force armor (such as a mage armor or shield spell is not affected by this attack).
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Creature Collection II; Dark Menagerie 80
Three-Fang, Paragon Troll
CR 20                                                                                                                  XP: 307,200
CE Large humanoid (giant)
Init +13; Senses darkvision 60 ft., low-light vision, scent; Perception +29
AC 47, touch 42, flat-footed 38 (+9 Dex, +5 natural, -1 size, +24 deflection)
HP 204 (6d8+156); fast healing 20, regeneration 5 (acid or fire)
Fort +29, Ref +21, Will +21
DR 20/epic; SR 45; Resist cold 10, fi re 10
Speed 90 ft.
Melee bite +41 (1d8+13), 2 claws +41 (1d6+13)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d6+32)
Spell-Like Abilities (CL 15th) 3/day—greater dispel magic, haste, see invisibility
Str 36, Dex 29, Con 38, Int 21, Wis 24, Cha 21
Base Atk +29; CMB +43; CMD 86
Feats Combat Reflexes, Improved Initiative, Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Acrobatics +25, Climb +32, Intimidate +37, Knowledge (nature) +21, Perception +29, Stealth +21, Survival +23
Languages Giant
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.
Grumsky, Troll Splatterer
CR 11                                                                                                               XP: 12,800
Female troll fighter 6
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +15
AC 25, touch 12, flat-footed 23 (+8 armor, +2 Dex, +5 natural, -1 size, +1 deflection)
HP 138 (6d8+6d10+78); regeneration 5 (acid or fire)
Fort +15, Ref +6, Will +5; +1 vs. fear
Defensive Abilities bravery +1,  Improved iron will
Speed 20 ft.
Melee +2 large greatsword +19/+12 and bite +12 (1d8+5) or bite +17 and 2 claws +12 (1d6+5)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d6+11)
Str 25, Dex 14, Con 22, Int 10, Wis 9, Cha 10
Base Atk +10; CMB +18; CMD 31
Feats Cleave, Combat Reflexes, Improved Iron Will, Intimidating Prowess, Iron Will, Lunge, Power Attack, Skill Focus (perception)
Skills Intimidate +16, Perception +15, Survival +7
Languages Common, Giant
SQ armor training 1
Gear +2 large greatsword, +1 half-plate armor, ring of protection +1, ring of counterspells (fireball). The ring of counterspells activates when Grumsky is targeted with a fireball. Henceforth it is considered a ring of counterspells but with no spell cast within. Characters wishing to make use of the ring must cast a specific spell into it. Grumsky wears the rings on each of her little toes.
Bort, Troll Stalker
CR 10                                                                                                            XP: 9,600
Troll ranger 5
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 20, touch 11, flat-footed 18 (+4 armor, +2 Dex, +5 natural, -1 size)
HP 125 (6d8+5d10+71); regeneration 5 (acid or fire)
Fort +15, Ref +8, Will +4
Speed 30 ft.
Melee 2 claws +17/+12 (1d8+7) and bite +17 (1d8+7)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, 1d8+11), favored enemy (elves +4, humans +2), favored terrain (underground), hunter’s bond (companions, 1 round)
Str 25, Dex 14, Con 22, Int 10, Wis 9, Cha 10
Base Atk +9; CMB +17; CMD 29
Feats Endurance, Improved Natural Attack (claws), Intimidating Prowess, Iron Will, Skill Focus (Perception), Two-Weapon Fighting, Weapon Focus (claw)
Skills Climb +20, Intimidate +12, Perception +11, Stealth +15, Survival +12
Languages Common, Giant
SQ track +1, wild empathy -1
Gear potion of invisibility
Other Gear Large chain shirts.
G'Mash the Troll King, Trestle Troll
CR 19                                                                                                             XP: 204,800
Male advanced troll barbarian 7/ranger 7 (Pathfinder Roleplaying Game Bestiary “Troll”)
CE Huge humanoid (giant)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +21
AC 25, touch 9, flat-footed 24 (+1 Dex, +8 natural, -2 size, +8 armor)
HP 247 (6d8+7d12+7d10+136); regeneration 5 (acid or fire)
Fort +26, Ref +10, Will +10
Defensive Abilities improved uncanny dodge, trap sense +2; Ref +12 vs. traps; DR 1/-; Resist acid 3, fire 10
Speed 30 ft.
Melee bite +27 (2d6+11), 2 claws +27 (2d6+11)
Ranged spear +18 (2d8+11/x3)
Space 15 ft., Reach 15 ft.
Special Attacks combat style (natural weapon), favored enemy (elves +2, humans +4), rage (25 rounds/day), rage powers (energy resistance: acid, quick reflexes, swift foot +5 ft), rend (2 claws, 2d6+7)
Spells Prepared (CL 4th)
  1st-—Longstrider
Before Combat When not raging, G’Mash has the following stats: AC 25, touch 9, flat-footed 24 hp 303 Fort +24; Will +8 Resist fire 10 Speed 40 ft. Melee bite +25 (2d6+9), 2 claws +25 (2d6+9) Str 25, Con 29 CMB +27; CMD 38 Skills Climb +13, Intimidate +27, Swim +12
Str 29, Dex 12, Con 33, Int 15, Wis 11, Cha 15
Base Atk +18; CMB +29; CMD 40
Feats Eldritch Claws, Endurance, Improved Initiative, Improved Iron Will, Improved Natural Attack (Claw), Improved Regeneration, Intimidating Prowess, Iron Will, Power Attack, Skill Focus (Perception), Soul of the Hydra, Vital Strike
Skills Acrobatics +11, Appraise +7, Bluff +7, Climb +15, Craft (armor) +8, Escape Artist +8, Handle Animal +15, Heal +13, Intimidate +29, Knowledge (dungeoneering) +8, Knowledge (geography, nature) +9, Linguistics +4, Perception +21, Ride +7, Sense Motive +9, Spellcraft +10, Stealth +1, Survival +13, Swim +14
Languages Common, Giant, Orc
SQ fast movement, favored terrain (mountains +2), hunter’s bond (hunting companions), track +3, wild empathy +8, woodland stride
Gear potion of blur, potion of haste, potion of magic circle against good
Other Gear +1 spear, chain armor of Klemminjan the Cool, amulet of mighty fists +2, belt of giant strength +2, headband of mental prowess +4 (Cha and Int)
Environment  cold mountains
Organization solitary or gang (2-4)
Treasure
Three crowns (collected over the years) worth 9,000 gp, 4,100 gp, and 1,700 gp respectively.
Amongst a vast collection of cheaply cured hides are a number of valuable furs (ermine, fox, mink, and sable). Total value, 11,000 gp.
Chain Armor of Klemminjan the Cool
Aura strong enchantment; CL 15th Slot armor; Price 36,510 gp; Weight 60 lbs.
DESCRIPTION
This Huge +4 fire resistant (10) chain shirt is made of fine mithril links that seem to glisten with frost and smoky mist. Once per day the wearer can cause his hand to glow with a pale blue radiance. A melee touch attack deals 4d6 cold damage and causes the target to be staggered for 1 round (no saving throw). If the attack is a critical hit, the target is staggered for
1 minute instead.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, resist energy, frigid touch; Cost 18,430 gp

Skeletal Swarm

Skeletal Swarm
CR 8                                                                                                                  XP: 4,800
NE Tiny undead (swarm)
Init +8; Senses darkvision 60 ft.; Perception +0
AC 17, touch 16, flat-footed 13 (+2 size, +1 natural, +4 Dex)
HP 66 (12d8+12)
Fort +4, Ref +4, Will +8
Defensive Abilities half damage slashing or piercing; Immune cold, swarm traits, undead traits
Speed 20 ft., climb 20 ft.
Melee swarm (3d6+6)
Space 10 ft.
Special Attacks distraction (DC 16)
Str 18, Dex 18, Con -, Int -, Wis 10, Cha 10
Base Atk +9; CMB +11; CMD 25
Feats Improved Initiative, Toughness
Skills Climb +12
Environment any
Organization solitary or pack (2–14 swarms)
Treasure none
A clattering mass of dismembered skeletal hands, claws and assorted limbs scuttles across the ground like a moving bony carpet
Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. They scuttle about mindlessly, often lying inert until something passes nearby for them to attack.
A skeletal swarm can be encountered anywhere that necromancers or other practitioners of the dark arts who participate in grave robbing and undead creation are found.
A skeletal swarm attacks as a massive bony wave moving to engulf whatever living creatures are closest and not moving on until they have been reduced to bloody shreds. Due to its unique composition of animated hand and claw bones, the swarm gets its strength bonus added to its swarm attacks.

The Broken One, Half Dragon Tarry Demodand

The Broken One, Half Dragon Tarry Demodand
CR 13                                                                                                            XP: 25600
Male half-black dragon tarry demodand warrior 2
CN Medium dragon (chaotic, extraplanar)
Init +9; Senses darkvision 120 ft., detect good, detect magic,  low-light vision, scent; Perception +16
AC 39, touch 15, flat-footed 34 (+8 armor, +5 Dex, +16 natural, +2 deflection)
HP 242 (18d10+2d10+132)
Fort +20, Ref +11, Will +12; +4 vs. divine spells
Defensive Abilities adhesive; DR 10/good and magic; Immune acid, poison, mind-affecting effects, paralysis, sleep; SR 21; Resist cold 10, fire 20 (with sword)
Speed 30 ft., fly 60 ft. (average) (40 ft., fly 40 ft. [average] in armor)
Melee +3 frost greatsword +29/+24/+19 (2d6+19/19–20 plus 1d6 cold), bite +21 (1d8+5) or 2 claws +27 (1d6+11 plus grab), bite +26 (1d8+11)
Ranged mwk heavy crossbow +21 (1d10/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks adhesive, breath weapon 1/day (60-ft. line, 13d6 acid, Reflex DC 23 half), rage
Spell-Like Abilities (CL 13th) At will— detect good, detect magic, detect thoughts (DC 16), fear (DC 18), gaseous form, invisibility (self only), magic circle against good, see invisibility, tongues 3/day—dispel magic, fog cloud, ray of enfeeblement (ranged touch +20) 1/day—chaos hammer (DC 18)
Str 32, Dex 20, Con 25, Int 14, Wis 12, Cha 18
Base Atk +18; CMB +29; CMD 46 (50 vs. disarm)
Feats Cleave, Critical Focus, Great Fortitude, Improved Initiative, Power Attack, Rapid Reload, Staggering Critical, Weapon Focus (Claw)
Skills Bluff +17, Climb +23, Fly +12, Intimidate +19, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +16, Sense Motive +14, Stealth +17, Survival +14
Languages Abyssal, Celestial, Common
SQ heretical soul
Gear +2 half-plate, ring of protection +2, frost brand, masterwork heavy crossbow, 12 +1 anarchic crossbow bolts, 20 crossbow bolts
Environment  any (Abyss)
Organization solitary, pair, or patrol (3-8)
Treasure standard (masterwork breastplate, 2 masterwork short swords, other treasure)
Adhesion (Ex) A tarry demodand exudes a thick tar-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it. A tarry demodand automatically grapples any creature it hits with a claw attack. Opponents so grappled cannot get free while the tarry demodand is alive without removing the adhesive first. A tarry demodand has a +4 racial bonus on grapple checks due to its tarry secretions (already included in the CMB line in the statistics block). A weapon that strikes a tarry demodand is stuck fast unless the wielder succeeds on a DC 23 Reflex save. A successful DC 23 Strength check is needed to pry it off. The save DC and check DC are Constitution-based. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the tarry demodand can still grapple normally. A tarry demodand can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies.
Rage (Ex) A tarry demodand that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength and –4 AC. The creature cannot end its rage voluntarily.
This lithe, toothy creature's jet-black skin looks like living tar, and ooze drips from the claws that cap its long arms.
Personality: This enigmatic creature resembles a tall, lumpy humanoid with tarry secretions and patches of grayish-black scales covering its hide. Its head is a conglomeration of bulgingeyed amphibiousness with a bony dragon snout and serrated horns. Batlike wings spring from its shoulders. The Broken One (his true name is unknown) is a strange by-blow from a liaison in the Outer Planes. When the disciples of Orcus began calling Lower Planar servitors to swell the ranks of their army for the coming battle, the Broken One reluctantly answered the summons as a mercenary. He served in the Battle of Tsar as reticent combatant and abandoned his masters when they chose to leave the city. His entire life has been spent in a state of disgrace over his unnatural existence, and he has always existed as a scorned loner. Because of his outcast status, he is unable to summon other demodands.

Advanced Swamp Tyrant

Advanced Swamp Tyrant
CR 13                                                                                                            XP: 25,600
N Gargantuan aberration (aquatic)
Init +0; Senses darkvision 60 ft.; Perception +28
AC 21, touch 6, flat-footed 21 (-4 size, +15 natural)
HP 275 (19d12+152); fast healing 6
Fort +13, Ref +8, Will +11
Speed 20 ft., swim 40 ft.
Melee bite +21 (3d8+11), 4 tentacles +21 (2d6+11 plus grab); Reach 40 ft. with tentacles
Space 20 ft.
Special Attacks constrict (2d6+11), swallow whole (2d6+11 crushing plus 1d8 acid, AC 17, 23 hp)
During Combat Swamp tyrants lurk beneath the surface of the swamp. They are often taken as simple piles of vegetation or debris. From hiding, tyrants attack with their tentacles, trying to drag prey to their gaping maws, attempting to swallow their foes whole.
Str 32, Dex 11, Con 24, Int 8, Wis 10, Cha 10
Base Atk +14; CMB +29; CMD 39
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack, Skill Focus (perception, stealth, survival), Toughness
Skills Linguistics +0, Perception +28, Stealth +16, Survival +27, Swim +19
Languages  Aklo, Common
Treasure Buried beneath the bulk of the swamp tyrant is a hollow
log capped with mud that holds 5,000 gp and a scattering of 16
spinels worth 50 gp each, that can be found by dredging the shallow
pool’s bottom and making a DC 23 Perception check.
Improved Grab (Ex) To use this ability, the tyrant must hit an opponent of up to Large size with a tentacle attack. If it succeeds, the tyrant inflicts bite damage automatically, then it can constrict or attempt to swallow its opponent whole.
Constrict (Ex) A swamp tyrant deals automatic tentacle damage with a successful grapple check against Large or smaller creatures.
Swallow Whole (Ex) A swamp tyrant can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check Once swallowed, the tyrant's opponent takes 1d8+7 points of crushing damage plus 1d8 points of acid damage each round. A swallowed creature can climb out of the tyrant's gizzard with a successful grapple check. Doing so returns it to the tyrant's maw, where a sceond grapple check is required to get free. A swallowed creature can also cut its way out using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the tyrant's insides (AC 18). Subquently swallowed victims must cut their own way out. A single tyrant can hold one Large, two Medium, three Small, six Tiny, 12 Diminutive or 24 Fine or smaller creatures.
Only a further one in 100 swamplings survives to become a true swamp tyrant, and these beasts are terrifying indeed. Towering 20-30 feet high, their mouths large enough to swallow a horse whole, supported by a network of thick, ropy tentacles, swamp tyrants are predators with few equals. A fully grown tryant's only weakness is its relative size and clumsiness, but its deadly attacks easily make up for these deficiencies.
Creature Collection II: Dark Menagerie 184

Troglodytes

Troglodyte, Priest-Chief
CR 9                                                                                                              XP: 6,400
Male troglodyte fighter 4/cleric of Tsathoggua 4
CE Medium humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +6
Aura chaos, evil, stench (30 ft., DC 14, 10 rounds)
AC 25, touch 11, flat-footed 24 (+1 Dex, +6 natural, +7 armor, +1 shield)
HP 73 (2d8+4d10+4d8+24)
Fort +16, Ref +3, Will +7
Defensive Abilities bravery +1; Will +8 vs. feat
Speed 30 ft.
Melee +2 shocking burst shortspear +14/+9 (1d6+7 plus 1d6 electricity), bite +6 (1d4+1) or 2 claws +11 (1d4+3), bite +11 (1d4+3)
Ranged mwk shortspear +11 (1d6+5)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 13, 2d6), destructive smite 5/day, spontaneous casting (inflict spells)
Spell-Like Abilities (CL 4th) 5/day—icicle (ranged touch +6, 1d6+2)
Spells Prepared (CL 4th)
  2nd-Aid, Hold Person (DC 14), Shatter (D DC 14), Summon Monster II
  1st-Comprehend Languages, Detect Undead, Divine Favor, Shield of Faith, True Strike (D)
  0th-Detect Magic, Guidance, Resistance, Virtue (D domain spell)
Domain: Destruction, Water
Str 16, Dex 12, Con 19, Int 11, Wis 15, Cha 13
ase Atk +8; CMB +11; CMD 22
Feats Blind-Fight, Brew Potion, Combat Casting, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (shortspear), Weapon Specialization (shortspear)
Skills Climb +8, Craft (alchemy) +7, Heal +7, Knowledge (religion) +4, Perception +6, Stealth +8
  Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
SQ armor training 1
Gear potion of hide from undead, 2 potions of cure light wounds, potions of owl’s wisdom
Other Gear +2 scale mail, masterwork buckler, +2 shocking burst shortspear, 3 masterwork shortspears, stone unholy symbol of Tsathoggua (crude frog-shaped idol)
Environment  any underground
Organization solitary, pair, clutch (3-6), squad (7-12 plus 1 cleric or druid of 3rd level and 1-2 monitor lizards), or band (20-80 plus 20% noncombatants, 1 chieftain of 3rd-6th level, 1-3 clerics or druids of 3rd-6th level, and 3-13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)
This humanoid's scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back.
Troglodyte, Priest-Chief Mates
CR 6                                                                                                             XP: 2,400
Female troglodyte fighter 3/cleric of Tsathoggua 2
CE Medium humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +6
Aura chaos, evil, stench (30 ft., DC 14, 10 rounds)
AC 23, touch 11, flat-footed 22 (+1 Dex, +6 natural, +5 armor, +1 shield)
HP 62 (2d8+3d10+2d8+23)
Fort +14, Ref +6, Will +6
Defensive Abilities bravery +1; Will +7 vs. fear
Speed 30 ft.
Melee +1 shock shortspear +10 (1d6+4 plus 1d6 electricity), bite +3 (1d4+1) or 2 claws +8 (1d4+3), bite +8 (1d4+3)
Ranged mwk shortspear +7 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 12, 1d6), destructive smite 5/day, spontaneous casting (inflict spells)
Spell-Like Abilities (CL 2nd) 5/day—icicle (ranged touch +6, 1d6+1)
Spells Prepared (CL 2nd)
  1st-—Bane (DC 13), Cure Light Wounds (DC 13), Entropic Shield, Obscuring Mist (D)
  0th-Bleed (DC 12), Detect Magic, Guidance, Virtue (D domain spell)
Domain: Destruction, Water
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 12
Base Atk +5; CMB +8; CMD 19
Feats Blind-Fight, Combat Casting, Great Fortitude, Improved Initiative, Lightning Reflexes, Weapon Focus (shortspear)
Skills Climb +7, Heal +7, Perception +6, Stealth +8
  Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
SQ armor training 1
Gear potion of bull’s strength, elixir of fire breath
Other Gear masterwork scale mail, masterwork buckler, ring of protection +1, +1 shock shortspear, 3 masterwork shortspears, stone unholy symbol of Tsathogga (crude frog-shaped idol)
Environment  any underground
Organization solitary, pair, clutch (3-6), squad (7-12 plus 1 cleric or druid of 3rd level and 1-2 monitor lizards), or band (20-80 plus 20% noncombatants, 1 chieftain of 3rd-6th level, 1-3 clerics or druids of 3rd-6th level, and 3-13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)
This humanoid's scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back.