Thursday, February 21, 2019

herpes no im looking for harpies

Sabreth, Harpy Priestess
CR 11                                                                                                             XP: 12,800
Female harpy cleric of Pazuzu 8
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +7
Aura evil
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +1 natural)
HP 93 (7d10+8d8)
Fort +10, Ref +12, Will +14
Resist fire 10, electricity 10
Speed 20 ft., fly 80 ft. (average)
Melee +2 shock morningstar +16/+11/+6 (1d8+3 plus 1d6 electricity), 2 talons +9 (1d6) or 2 talons +14 (1d6+1)
Space 5 ft., Reach 5 ft.
Special Attacks captivating song, channel negative energy (6/day (DC 17, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 8th) 6/day–lightning arc (1d6+4), touch of chaos 1/day–chaos blade (4 rounds)
Spells Prepared (CL 8th)
  4th-Chaos Hammer (D DC 16), Divine Power, Freedom of Movement, Summon Monster IV
  3rd-Bestow Curse (DC 15), Deeper Darkness, Magic Circle Against Law (D), Prayer, Searing Light
  2nd-Bears Endurance, Death Knell (DC 15), Hold Person (DC 15), Shatter, Silence, Wind Wall (D)
  1st-Bane, Cause Fear (DC 14), Divine Favor, Doom (DC 14), Entropic Shield, Obscuring Mist (D), Shield of Faith
  0th-Bleed, Detect Magic, Guidance, Stabilize (D domain spells)
Domain: Air, Chaos
Str 12, Dex 16, Con 10, Int 10, Wis 16, Cha 17
Base Atk +13; CMB +14; CMD 28
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +13, Intimidate +7, Perception +7, Perform (song) +5, Sense Motive +14
Languages Common
Gear +2 shocking morningstar, +3 bracers of armor, ring of energy resistance minor (fire).
Environment  temperate marshes
Organization solitary, pair, or flight (3-12)
Treasure standard (leather armor, morningstar, and other treasure)
Captivating Song (Su) A harpy’s song has the power to infect the minds of those who hear it, calling them to the harpy’s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 18 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If  the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.
Sabreteh is old and wise, and lives in the Pinnacle’s hollow since murdering her mother for the prime nest. Sabreteh’s feathers are dusty gray with yellow trim.

Windwright Mage

Liseldona, Windwright Mage
CR 13                                                                                                             XP: 25,600
Female human wizard (Illusionist) 14
LE Medium humanoid (human)
Init +2; Senses Perception +0
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 55 (14d6-14)
Fort +6, Ref +11, Will +14
Speed 30 ft.
Melee adamantine masterwork dagger +7 (1d4-1); melee touch +9
Ranged range touch +9
Special Attacks 8/day—blinding ray (range touch attack +9)
Spells Prepared (CL 14th)
  7th-Greater Shadow Conjuration (DC 24), Project Image, Limited Wish
  6th-Acid Fog (DC 21), Disintegrate (DC 21), Mass Suggestion (DC 21), Mislead
  5th-Dominate Person (DC 20), Mind Fog, Persistent Image, Shadow Evocation (x2)
  4th-Black Tentacles, Dimension Door, Greater Invisibility, Rainbow Pattern (DC 21), Solid Fog, Stoneskin
  3rd-Dispel Magic, Displacement, Fl Y, Major Image, Nondetetion, Suggestion (DC 18)
  2nd-Acid Arrow, Fog Cloud, Foxs Cunning, See Invisibility, Blur, Minor Image
  1st-Disguise Self, Grease, Mage Armor, Protection from Good B, Shield, Silent Image, Ventriloquism
  0th-—Acid Splash, Ghost Sound, Mage Hand, Resistance
Str 8, Dex 15, Con 9, Int 20, Wis 11, Cha 10
Base Atk +7; CMB +6; CMD 18
SQ extended illusions, invisibility fi eld (14 rounds/day)
Gear adamantine masterwork dagger, ring of three wishes (1 remaining), cloak of resistance +3, arcane scroll (waves of fatigue, nightmare, false vision, CL 14), divine scroll (phantasmal killer (x2), CL 14), wand of shadow conjuration (37 charges, CL14), unholy symbol of Asmodeus
Timid and reclusive, Liseldona never draws attention to herself. She prefers to stalk and manipulate opponents while remaining at a distance from any combat. She derives satisfaction by indirectly causing others harm. She wears her long hair neatly tied with silk ribbons and dresses in a conservative gown to hide her body

Shadowborn Apostle

Andulasiam Shadowborn Apostle
CR 11                                                                                                                 XP: 12,800
Female human cleric of Asmodeus 4/sorceress 8
LE Medium humanoid (human)
Init +2; Senses Perception +3
Aura Evil
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
HP 55 (4d8+8d6)
Fort +6, Ref +5, Will +15
Defensive Abilities Fort +8 vs. poison; Resist fire 5
Speed 30 ft.
Melee masterwork steel-banded staff +3 (1d6); melee touch +9
Ranged range touch +9
Special Attacks channel negative energy (2d6, DC 17), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 4th) at will—lore keeper 6/day—hand of the acolyte (CL 8th) 8/day—corrupting touch (1d6+1 fire, range touch +12) Charm subschool +2 DC
Spells Known (CL 8th) 
  4th (4/day)-Charm Monster (DC 25)
  3rd (6/day)-Haste, Fly, Suggestion (B DC 22)
  2nd (7/day)-Eagles Splendor, Hideous Laughter (DC21), Invisibility, Scorching Ray (B)
  1st (8/day)-Charm Person (DC 22), Enlarge Person, Mage Armor, Magic Missile, Protection from Good (B), Shield
  0th-Acid Splash, Dancing Lights, Daze, Flare, Mage Hand, Message, Resistance, Touch of Fatigue (B Bloodline spell)
Spells Prepared (CL 4th) 
  2nd-Aid, Bears Endurance, Cure Moderate Wounds, Detect Thoughts (D)
  1st-Bane, Command (DC 20), Comprehend Languages (D), Shield of Faith
  0th-Detect Magic, Guidance, Light, Stabilize (D domain spells)
Bloodline: infernal
Domain: Knowledge, Magic
Str 11, Dex 15, Con 10, Int 13, Wis 16, Cha 24
Base Atk +7; CMB +7; CMD 20
Feats Combat Casting, Eschew Materials, Greater Spell Focus (enchantment), Improved Channel, Improved Counterspell, Improved Iron Will, Iron Will, Spell Focus (enchantment), Spell Penetration
Skills Bluff +16, Fly +13, Intimidate +16, Knowledge (arcana, religion) +8, Sense Motive +10, Spellcraft +16
Languages Common, Infernal
Gear rod of splendor, brooch of shielding (90 hp), cloak of minor displacement, unholy symbol of Asmodeus
Andulasia hails from the slums of Bargarsport. An urchin, she worked the streets to earn a living, enduring unspeakable evils of men to survive. In her darkest hour, she turned to Asmodeus to plead vengeance upon mankind for her cruel and dark existence. Andulasia is a dark beauty, but scars (physical and emotional) of her past life are present upon closer inspection.
Devarsi, Citadel Castellan
CR 13                                                                                                                 XP: 25,600
Female human antipaladin 12/barbarian 2
N Medium humanoid (human)
Init +2; Senses Perception +11
Aura Evil, Cowardice (10ft. opponents receive -4 penalty vs. fear effects), Despair (10 ft., all enemies take -2 penalty saving throws), Vengeance (10 ft. two uses of smite good ability grants all allies the ability to smite good)
AC 23, touch 12, flat-footed 21 (+11 armor, +2 Dex)
HP 121 (12d10+2d12+42)
Fort +19, Ref +13, Will +17
Defensive Abilities plague bringer (immune to disease effects), unholy resilience (Charisma bonus to saving throws)
Speed 30 ft.
Melee +2 greatsword of life stealing +26/+21/+16 (2d6+12/17-20 plus life stealing + poison)
Special Attacks channel negative energy (6/day— 6d6, DC 21), cruelty, rage, smite good 4/day (+3 attack, +12 damage), 9/day—touch of corruption [touch attack +16, 6d6 damage + shaken (12 rounds/Fortitude DC 19 avoids) or staggered (6 rounds/Fortitude DC 19 avoids) or frightened (6 rounds/Fortitude DC 19 avoids) or stunned (6 rounds/Fortitude DC 19 avoids)]
Spell-Like Abilities At will—detect good
Spells Prepared (CL 9th)
  3rd-Deeper Darkness
  2nd-Bulls Strength, Invisibility, Silence
  1st-Bane, Death Knell, Protection from Good
Str 18, Dex 14, Con 17, Int 10, Wis 14, Cha 16
Base Atk +14; CMB +18; CMD 30
Feats Channel Smite, Cleave, Extra Channel, Great Cleave, Improved Channel, Improved Critical (greatsword), Power Attack, Weapon Focus (greatsword)
Skills Acrobatics +10, Climb +7, Perception +11, Ride +19, Sense Motive +19, Stealth +19, Survival +9
Languages Common
SQ fast movement, fiendish boon (Marcrinus, fiendish dire lion), rage power (guarded stance), uncanny dodge
Gear +5 breastplate, +2 greatsword of life stealing, cloak of resistance +2, 3 vials of medusa poison
Other Gear 350pp, a platinum and diamond necklace (7,500 gp), unholy symbol of Asmodeus
Poison (Ex) Injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Devarsi graduated from the esteemed Shield Basilica of Muir, where she excelled in combat and warfare. Ten years ago, Devarsi discovered her platoon of recruits in the midst of murdering and ravaging an entire village. She unleashed a brutal rage upon them, slaughtering the men and women, even as they begged for her mercy. Her rage blinded her. For stopping the slaughter, she was awarded Muir’s blessing; however, for her uncontrolled rage, she was exiled from the Shield Basilica. Devarsi roamed the countryside in search of acceptance, her bitterness eating at her soul. It was not until she encountered Andulasia that she found comfort. She adores Andulasia and practically worships her like a deity. Devarsi is a tall, vigorous woman of obvious barbaric lineage. Her pale skin and thick blonde hair stand in stark contrast to her black raiment and armor. Devarsi has a companion named Marcrinus, a fiendish winter wolf that commonly harasses and thrashes Abhor Brazier’s hellhounds. Marcrinus is large enough for a Medium-sized creature to ride.
She despises Dealyn Rhó and wishes nothing more than to replace the high priestess with her beloved Andulasia. She hired Thurid Hrolf (Area B41-A) to assassinate the high priestess. With the foiled attempt and Thurid’s imprisonment, she is constantly on her guard, expecting retaliation at any moment.
Marcrinus, Fiendish Dire Lion
CR 9                                                                                                               XP: 6,400
N Large animal
Init +12; Senses darkvision 60 ft., low-light vision, scent; Perception +23
AC 27, touch 17, flat-footed 19 (+8 Dex, +10 natural, -1 size)
HP 108 (8d8+72)
Fort +15, Ref +14, Will +9
DR 5/good; SR 14; Resist fire 10, cold 10
Speed 40 ft.
Melee bite +18 (1d8+13 plus grab), 2 claws +19 (1d6+13)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d6+7), smite good (1/day)
Str 37, Dex 27, Con 29, Int 14, Wis 24, Cha 22
Base Atk +6; CMB +20 (+18 grapple); CMD 38 (42 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +17, Perception +23, Stealth +13
  Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
Environment  warm plains or hills
Organization solitary, pair, or pride (3-8)
Treasure incidental
Smite good (Su) Once per day, as a swift action, the fiendish can smite good as the smite evil ability of a paladin of the same level as the fiendish's Hit Dice, except affecting a good target. The smite persists until target is dead or the fiendish rests.
This immense spotted lion stands as tall as a man at the shoulder, its fur matted with the blood of its victims.

Wednesday, February 20, 2019

Magus of the Library

Akhilesh, Magus of the Library
CR 14                                                                                                               XP: 38,400
Female human mage (evoker) 15
N Medium humanoid (human)
Init +2; Senses Perception +15
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 97 (15d6+45)
Fort +10, Ref +11, Will +13
Speed 30 ft.
Melee mwk darkwood staff +9/+4 (1d6 +1)
Special Attacks (CL 15th) 8/day — force missile (1d4+7), 15 rounds/day — elemental wall (fire)
Spells Prepared (CL 15th)
  8th-Clenched Fist, Maximized Empowered Fireball (DC 25)
  7th-Delayed Blast Fireball (DC 24), Greater Teleport, Quickened Fireball (DC 24)
  6th-Chain Lightning (DC 23), Disintegrate (DC 21), Globe of Invulnerability, Maximized Fireball (DC 23)
  5th-Cone of Cold (DC 22), Elemental Body II, Interposing Hand, Quickened Magic Missile (x2), Wall of Force
  4th-Dimension Door, Enervation (DC19), Fire Shield, Heightened Fireball (DC 21), Stone Skin, Wall of Fire
  3rd-Fireball (DC 20), Fly (x2), Protection from Energy (x2), Sleet Storm
  2nd-Cats Grace, Acid Arrow, Scorching Ray (x3), See Invisibility
  1st-Burning Hands, Mage Armor, Magic Missile (x3), Protection Form Good, Shield
  0th-Detect Magic, Flare, Mage Hand, Message
During Combat Arcane School Evocation (opposition schools: enchantment and illusion)
Arcane Bond (greater ring of energy resistance, fire)
Str 12, Dex 14, Con 17, Int 20, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 20
Feats Acrobatic, Combat Casting, Empower Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Widen Spell
Skills Acrobatics +19, Fly +22, Knowledge (arcana, dungeoneering, religion) +23, Linguistics +23, Perception +15, Spellcraft +23
Languages Draconic, Celestial, Common, Elven, Ignan, Infernal
SQ intense spells (+7 damage evocation spells), permanent arcane sight
Gear masterwork darkwood staff, bracelet of friends (5 charms left), wand of scorching ray (CL10, 13 charges), ring of energy resistance (fi re, greater), ring of evasion, cloak of resistance +2, necklace of adaptation Non-combat Gear unholy symbol of Hecate, ruby encrusted bracers (3,000 gp)
Description
Akhilesh is one of the most powerful and terrifying of the Brood. Her impetuous and unpredictable nature prevents her from moving up in status, however, a fact that fills her with constant rage. Her passion for flame and Hecate are fanatical to the extreme. Akhilesh wears scant mithral chainmail, which is so negligible that it offers no protection or hindrance. The armor glows a brilliant red with heat when Akhilesh immerses herself in flames.

Voice of Resurgence

Voice of Resurgence
CR 15                                                                                                             XP: 51,200
CG Colossal outsider (extraplanar, good, chaotic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
Aura protective aura
AC 25, touch 6, flat-footed 22 (-8 size, +1 dodge, +19 natural, +2 Dex)
HP 225 (18d10+126)
Fort +13, Ref +8, Will +7
Defensive Abilities Will +11 vs. poison; DR 10/evil and silver; Immune electricity, petrification; SR 26; Resist cold 10, sonic 10
Speed 40 ft.
Melee gore +24 (4d6+14 plus push), 2 hoofs +19 (2d8+7)
Space 30 ft., Reach 20 ft.
Special Attacks Attacks lay on hands (10/day, 9d6), push (gore, 10 ft.), and trample (2d 8+21, DC 33)
Spell-Like Abilities (CL 18th; concentration +19) At will—detect evil 7/day—cure light wounds
Str 39, Dex 14, Con 25, Int 10, Wis 13, Cha 12
Base Atk +18; CMB +40; CMD 53
Feats Dodge, Endurance, Greater Bull Rush, Improved Bull Rush, Improved Critical (Gore), Mobility, Power Attack, Run, Weapon Focus (Gore)
Skills Acrobatics +11, Handle Animal +13, Intimidate +19, Knowledge (nature) +12, Perception +22, Sense Motive +13, Stealth +7, Survival +13, Swim +26
  Racial Modifiers +8 Stealth in forested areas
SQ bugle, cascade of spears
Beast Speech (Su) The Voice can speak with any animal as though using the speak with animals spell (caster level equal to the Voice's Hit Dice), but this is a free action and does not require sound. This ability is always active.
Bugle (Ex) The Voice can make a loud, strange call that can be heard for miles. All who worship Erastil immediately recognize the sound and know the direction and general distance of the source of the sound.
Heroes' Feast (Sp) This ability functions like the heroes' feast spell, except the Voice lies down and dies to begin the "casting" before an evening meal. His vines and horns transform into a simple table and chairs, and his flesh and blood becomes the magical feast, feeding up to 18 creatures. At the next sunrise, the Voice's remains knit themselves back together and he returns to life. The Voice can only use this ability once per month.
Lay on Hands (Su) The Voice can use lay on hands as an 18th-level paladin.
Cascade of Spears (Su) Once per day, the Voice can shed fragments of its antlers, creating up to 18 +1 short spears, +1 spears, or +1 longspears in any combination (alternatively, the Voice can create 5 +1 arrows or +1 crossbow bolts instead of a spear, up to 90 arrows or bolts total). These weapons retain their magic for 18 minutes, after which they become common weapons made of antler.
Protective Aura (Ex) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Voice of Resurgence. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals the Voice's Hit Dice). (The defensive benefits from the protective aura are not included in the Voice's stat block.)

Huge Iron Golem "Hydra"

Huge Iron Golem "Hydra"
CR 14                                                                                                               XP: 38,400
N Huge construct
Init -2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 29, touch 6, flat-footed 29 (-2 Dex, +23 natural, -2 size)
HP 166 (18d12+30); fast healing 10 (while in contact with the wall of fire)
Fort +6, Ref +3, Will +6
DR 15/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 5 bites +31 (2d8+15)
Space 15 ft., Reach 15 ft.
Special Attacks breath weapon, severing bite
Str 40, Dex 7, Con -, Int -, Wis 11, Cha 1
Base Atk +18; CMB +35; CMD 43
Environment  any
Organization solitary or gang (2-4)
Treasure none
Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
Immunity to Magic (Ex) AAn iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below. • A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. • A magical attack that deals fi re damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fi re effects. • An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Severing Bite (Ex) The iron hydra’s bite is capable of slicing through metal and cutting through bone. Against objects, an iron hydra’s bite ignores hardness. An iron hydra threatens a critical hit on a 19–20 with its bite attacks. Upon a natural 20 (followed by a successful roll to confi rm the critical hit), the bite severs an opponent’s head (if it has one) from its body.
This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force.
An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother than those of a stone golem.  Iron golems sometimes carry a weapon in one hand, though they rarely use these, relying instead on their slam attacks.  An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.  Although the practice has fallen out of favor in modern times, the ancients of certain powerful civilizations once took great pride in crafting iron golems of tremendous size and strength. These golems, which are never smaller than Huge, still exist in remote parts of the world, mindlessly following the orders of a long-dead empire.  Construction An iron golem's body is sculpted from 5,000 pounds of iron, smelted with rare tinctures costing at least 10,000 gp.  Iron Golem CL 16th; Price 150,000 gp Construction Requirements Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th; Skill Craft (armor) or Craft (weapons) DC 21; Cost 80,000 gp

Serra Ascendant

Thiana, Half-Elf Monk, Serra Ascendant
CR 8                                                                                                                   XP: 4,800
Female half-elf monk 9
LN Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +15
AC 26, touch 22, flat-footed 21 (+6 dodge, +1 deflection, +4 armor, +4 Dex)
HP 49 (9d8+9)
Fort +8, Ref +11, Will +12
Defensive Abilities improved evasion; Will +16 vs. enchantment); Immune disease
Speed 30 ft.
Melee +2 darkwood quarterstaff +11/+6 (1d6+5) or +8/+3 unarmed (1d10+3) or fl urry of blows +2 darkwood quarterstaff +12/+12+/+7/+7 (1d6+5) or unarmed +9/+9+/+4/+4 (1d10+3)
Special Attacks fl urry of blows, stunning fi st
Str 16, Dex 18, Con 12, Int 10, Wis 16, Cha 16
Base Atk +6; CMB +9; CMD 30
Feats Dodge, Fleet, Greater Grapple, Improved Initiative, Iron Will, Mobility, Skill Focus (acrobatics), Weapon Focus (staff)
Skills Acrobatics +19, Escape Artist +17, Perception +15, Sense Motive +13, Stealth +17, Swim +16
Languages Common, Elven
SQ fast movement, high jump, ki pool (7 points), maneuver training, purity of body, slow fall (40ft.), still mind, wholeness of body
Gear +2 darkwood quarterstaff, bracers of armor +4, cloak of resistance +1, ring of jumping, ring of protection +1
Often mistaken for a wood elf, Thiana has sharp features and stands just over 5 feet tall. Her onceluxurious auburn hair lies in tangled clumps matted with filth. Her tanned skin is white and transparent due to the aboleth’s slime affl iction. Thiana hails from The Hanging Gardens of Iseleine. She has been tortured and has seen horrors beyond imagining. Her once-peaceful heart and chaste demeanor are now irreversibly changed. The aboleths take turns dominating the poor monk, giving her no chance of breaking free. If freed, she vows to aid her rescuers for life, whenever they need her. Thiana tumbles through opponents to attack spellcasters fi rst as directed by the aboleth.