Tuesday, February 26, 2019

Knem Koth

Knem Koth
CR 24                                                                                                             XP: 1,228,800
NE Huge outsider
Init +5; Senses Senses darkvision 120 ft., detect good, detect thoughts, true seeing; Perception +9
Aura deeper darkness (20 ft., as the spell)
AC 39, touch 22, flat-footed 34 (-2 size, +17 natural, +9 dodge, +5 Dex)
HP 573 (31d12+372); regeneration 30
Fort +29, Ref +22, Will +21
Defensive Abilities freedom of movement, rock catching, shadow blend; DR 20/epic and good; Immune ability damage, ability drain, charm and compulsion effects, death effects, energy drain, petrification, poison; SR 35; Resist acid 20, cold 20, electricity 20, fire 20
Speed 40 ft.
Melee slam +44 (2d8+15 plus 2d6 Str damage), tentacle +39 (4d8+7 plus 2d6 Str damage plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks constrict (4d6+7), create spawn, strength damage
Spell-Like Abilities (CL 24th; melee touch +40, ranged touch +35) Constant—detect good, detect thoughts (DC 19), freedom of movement, true seeing At will—astral projection, control winds, greater dispel magic, greater teleport, shadow walk (DC 23), shapechange 3/day—enervation, geas/quest, power word kill, power word stun, shadow conjuration (DC 21), shadow evocation (DC 22), wall of shadow (as wall of stone, but made of shadowstuff) 1/day— greater shadow conjuration (DC 24), greater shadow evocation (DC 25), shades (DC 26), summon (level 9, 36 HD worth of shadows, greater shadows, or shadow creatures or 2d8 shadow giants 100%)
Str 41, Dex 21, Con 35, Int 25, Wis 29, Cha 25
Base Atk +31; CMB +48; CMD 72
Languages Auran, Celestial, Common, Giant; telepathy 120 ft.
Environment Plane of Shadow
Organization solitary (unique)
Treasure triple
Command Shadow Creatures (Su) Knem Koth can command shadow creatures (those native to the Plane of Shadow, those with the Shadow Creature template, shadows, and greater shadows) via telepathy or by speaking to the creature. The creature can make a DC 32 Will save to resist. This functions like mass suggestion but can affect mindless creatures. Knem Koth can suggest obviously harmful or suicidal acts (though nonmindless creatures gain a +10 bonus on their saving throws against these suggestions). The commanded course of activity can have a duration of up to 1 hour. If Knem Koth issues a new command to a creature, the previous command is discarded. Once a creature succeeds at its save against this effect, it is immune to further commands from Knem Koth for one day. The save DC is Charisma-based.
Create Spawn (Su) A living creature slain by Knem Koth becomes a shadow or greater shadow in 1d4 rounds. These spawn are under the command of Knem Koth and remain so until he is destroyed. They do not possess any of the abilities they had in life.
Shadow Blend (Su) In any illumination other than bright light, Knem Koth blends into the shadows, giving it concealment (20% miss chance). Knem Koth can suspend or resume this ability as a free action.
Shadow Mastery (Su) Any shadow, greater shadow, creature native to the Plane of Shadow, or creature with the Shadow Creature template that attempts to attack Knem Koth with a melee attack must succeed on a DC 32 Will save. If the save fails, the creature cannot attack Knem Koth for 1d4 rounds. Once a creature succeeds on its save, it is immune to this ability for one day. The save DC is Charisma-based.
Strength Damage (Su) Knem Koth’s slam attack and tentacle attack as well as any melee weapon attacks deals 2d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Monday, February 25, 2019

Forbidding Spirit

Abu Knet, Forbidding Spirit
CR 6                                                                                                                   XP: 2,400
Male human ghost cleric of Uragthoa 5
LE Medium undead (augmented human, incorporeal)
Init +2; Senses Perception +11
AC 17, touch 17, flat-footed 15 (+2 Dex, +5 deflection)
HP 51 (5d8+25)
Fort +9, Ref +5, Will +9
Defensive Abilities  incorporeal, rejuvenation; Immune undead traits; Resist channel resistance +4
Speed 0 ft., fly 30 ft. (perfect)
Melee melee touch +5
Ranged ranged touch +5
Special Attacks channel positive energy 8/day (DC 17, 3d6), corrupting touch
Spell-Like Abilities (CL 5th; melee touch +5, ranged touch +5) 6/day—rebuke death (1d4+2), touch of law
Spells Prepared (CL 5th)
  3rd-Bestow Curse (DC 16), Cure Serious Wounds (D), Deeper Darkness
  2nd-Align Weapon (law only D), Death Knell (DC 15), Enthrall (DC 15), Hold Person (DC 15)
  1st-Bless Water (DC 14), Command (DC 14), Detect Evil, Doom (DC 14), Protection from Chaos (D)
  0th-—Detect Magic, Light, Purify Food and Drink (DC 13), Read Magic (D Domain)
Domain: Healing, Law
Str -, Dex 14, Con -, Int 12, Wis 16, Cha 20
Base Atk +3; CMB +3; CMD 20
Feats Blind-Fight, Command Undead, Deceitful, Iron Will, Lightning Reflexes
Skills Bluff +7, Disguise +7, Fly +10, Heal +11, Knowledge (planes, religion) +9, Perception +11, Sense Motive +11, Spellcraft +9, Stealth +10
  Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Common
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

blur in the night shadow people

Shadow Mage
CR 6                                                                                                                XP: 2,400
Male human shodow evoker 6
NE Medium outsider (augmented human)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 33 (6d6+12)
Fort +3, Ref +4, Will +5
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20); melee touch +2
Ranged dagger +2 (1d4/19-20); ranged touch +5
Special Attacks intense spells +3
Spell-Like Abilities (CL 6th; ranged touch +5): 6/day—force missile (1d4+3)
Spells Prepared (CL 6th)
  3rd-Dispel Magic, Fly, Haste, Fireball (DC 17; x2)
  2nd-Flaming Sphere (DC 16), Glitterdust (DC 15), Mirror Image, Protection from Arrows, Scorching Ray (DC 16)
  1st-Burning Hands (DC 15), Color Spray (DC 14), Expeditious Retreat, Mage Armor (already cast), Shocking Grasp
  0th-Dancing Lights, Detect Magic, Light, Message (Arcane School Evocation Opposition Schools Enchantment, Necromancy)
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation)
Skills Craft (armor) +10, Craft (weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering, geography, history) +7, Perception +6, Ride +6, Spellcraft +12
Languages Common, Draconic, Elven, Giant
SQ arcane bond (wand), shadow blend
Gear 2 scrolls of fly, 2 scrolls of invisibility, 2 scrolls of minor image, wand of magic missile (CL 5th, 50 charges, arcane bond item), wand of shocking grasp (50 charges), 3 tanglefoot bags; Other Gear 2 daggers, 20 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Priest
CR 5                                                                                                              XP: 1,600
Male human shodow cleric 5
LE Medium outsider (augmented human)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +6
AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
HP 41 (5d8+17)
Fort +7, Ref +1, Will +7
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +8 (1d8+3/19-20); melee +6
Ranged ranged +2
Special Attacks channel positive energy 6/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th; melee touch +6) 5/day—touch of law, battle rage (+2 damage)
Spells Prepared (CL 5th)
  3rd-Dispel Magic, Magic Vestment (D), Searing Light
  2nd-Align Weapon (law only D), Enthrall (DC 14), Resist Energy (DC 14), Sound Burst (DC 14)
  1st-Command (DC 13), Divine Favor, Magic Weapon (D), Shield of Faith, Summon Monster I
  0th-Guidance, Light, Purify Food and Drink, Resistance (D Domain)
Domain: Law, War
Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (Longsword)
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6
Languages Common,
Gear potion of bull’s strength, thunderstone
Other Gear masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Ranger
CR 6                                                                                                              XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +8, Will +3
DR 5/magic; SR 12; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+3/x3) or dagger +9/+4 (1d4+3/19-20)
Ranged +1 composite shortbow +10/+5 (1d6+4/x3)
Special Attacks  favored enemy (magical beasts +4,, monstrous humanoids +2)
Spells Prepared (CL 3rd)
  1st-—Speak With Animals
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22
Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Self-Sufficient
Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12, Swim +7
Languages Common
SQ hunter’s bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5
Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow [+3 Str], 40 arrows, 10 cold iron arrows, 10 alchemical silver arrows, 4 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Thief
CR 3                                                                                                               XP: 800
Male human shadow fighter rogue 3
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1; DR 5/magic; SR 8; Resist cold 5, electricity 5
Speed 30 ft.
Melee sap +3 (1d6+1 disarm) or dagger +3 (1d4+1/19-20)
Ranged mwk composite shortbow +6 (1d6+1/x3) or dagger +5 (1d4 +1/19-20)
Special Attacks sneak attack +2d6
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Deft Hands, Skill Focus (Perception), Stealthy
Skills Acrobatics +9, Appraise +5, Bluff +5, Climb +9, Disable Device +13, Disguise +5, Escape Artist +11, Knowledge (local) +8, Perception +9, Sleight of Hand +11, Stealth +11, Swim +7
Languages Common, Elven, Halfling
SQ rogue talent (quick disable), trapfinding +1
Gear potion of feather fall, potion of jump, tanglefoot bag
Other Gear leather armor, dagger, sap, masterwork composite shortbow [+1 Str], 20 arrows, universal solvent, climber’s kit, 50 ft. silk rope with grappling hook, masterwork thieves’ tools
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Warrior
CR 6                                                                                                              XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +5, Will +3
Defensive Abilities bravery +2;; Will +5 vs. fear; DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +12/+7 (1d8+6/19–20) or shortspear +10/+5 (1d6+4) or dagger +9/+4 (1d4+3/19–20)
Ranged mwk composite shortbow +10/+5 (1d6+3/x3)
Special Attacks weapon training (spears +1)
Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Ride-By Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Craft (weapons) +3, Handle Animal +0, Perception +3, Profession (soldier) +5, Ride +7, Sense Motive +3, Survival +5
Languages Common
SQ armor training 1
Gear oil of magic weapon, potion of cure light wounds
Other Gear +1 banded mail, +1 heavy wooden shield, masterwork longsword, composite shortbow [+3 Str], 20 arrows, dagger, 2 shortspears, 18 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.

Sunday, February 24, 2019

No sneaking

Balderdash, Dwarf Rascal
CR 8                                                                                                               XP: 4,800
Male dwarf fighter 5/rogue 4
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +12
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex)
HP 86 (5d10+4d8+36)
Fort +8, Ref +8, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +1, defensive training, evasion,  trap sense +1, uncanny dodge
Speed 20 ft.
Melee +1 keen dwarven waraxe +15/+10 (1d10+6/19–20/×3)
Ranged +1 returning throwing axe +13 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks hatred, rogue talents (combat trick, weapon training), sneak attack +2d6, weapon trainings (axes +1)
Str 19, Dex 16, Con 16, Int 14, Wis 10, Cha 9
Base Atk +8; CMB +12; CMD 25 (29 vs. bull rush or trip)
Feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, Stealthy, Toughness, Two-Handed Thrower, Weapon Focus (dwarven waraxe, handaxe), Weapon Specialization (dwarven waraxe)
Skills Acrobatics +9, Appraise +10, Bluff +5, Climb +13, Disable Device +12, Escape Artist +17, Intimidate +5, Knowledge (dungeoneering) +10, Perception +12, Sense Motive +5, Sleight of Hand +11, Stealth +17
Languages Common, Dwarven
SQ armor training 1, trapfinding +2
Gear +3 studded leather, +1 buckler, +1 keen dwarven waraxe, +1 returning throwing axe
Environment  ?
Organization ?
Treasure NPC gear (chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, other treasure)
A short, stern faced, beared warrior faces you with hard eyes
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse-no one familiar with their race trusts a beardless dwarven man.
Elison, Burning-Tree Vandal
CR 6                                                                                                              XP: 2,400
Male half-elf rogue 7
N Medium humanoid (elf, human)
Init +8; Senses low-light vision;; Perception +13
AC 22, touch 18, flat-footed 16 (+4 Dex, +4 armor, +2 deflection, +1 dodge)
HP 42 (7d8+7)
Fort +9, Ref +9, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
Speed 30 ft.
Melee +2 rapier +12 (1d6+3/18-20)
Ranged +1 seeking light crossbow +10 (1d8+1/19-20)
Special Attacks rogue talents (assault leader, finesse rogue, weapon training), sneak attack +4d6
Str 12, Dex 18, Con 13, Int 16, Wis 13, Cha 13
Base Atk +5; CMB +6; CMD 23
Feats Dodge, Improved Initiative, Mobility, Skill Focus (stealth), Stealthy, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14, Appraise +13, Bluff +11, Climb +11, Disable Device +19, Escape Artist +16, Intimidate +8, Knowledge (local) +11, Perception +13, Sense Motive +9, Sleight of Hand +14, Stealth +19, Use Magic Device +11
  Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, trapfinding +3
Gear r +2 leather armor, +2 rapier, +1 seeking light crossbow, 20 bolts, ring of protection +2, masterwork thieves’ tools
Syn Mallow, Xathrid Slyblade
CR 9                                                                                                              XP: 6,400
Male human rogue 5/assassin 5
CE Medium humanoid (human)
Init +8; Senses Perception +13
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +1 dodge, +4 Dex)
HP 83 (5d8+5d8+35)
Fort +27, Ref +13, Will +7
Defensive Abilities evasion, improved uncanny dodge; Ref +14 vs. traps; Will +9 vs. poison
Speed 30 ft.
Melee +2 dagger of the shadowlands +12/+7 (1d4+1/19–20 plus 1d4 Con drain)
Ranged darts of acid (x3) +10 (1d4–1 plus 1d4 acid)
Special Attacks death attack (DC 16), rogue talent (bleeding attack +6), sneak attack +6d6, true death (DC 20)
Str 8, Dex 19, Con 14, Int 12, Wis 10, Cha 13
Base Atk +6; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +17, Bluff +14, Climb +12, Diplomacy +9, Disable Device +19, Disguise +9, Escape Artist +14, Knowledge (local) +9, Perception +13, Stealth +21
Languages Common, Halfling
SQ hidden weapons, poison use, rogue talent (fast stealth), trap sense +1, trapfinding +2
Gear potion of cure light wounds
Other Gear +2 leather armor, +2 dagger of the shadowlands, darts of acid, cloak of resistance +2, ring of protection +1, masterwork thieves’ tools
Jalia "Lady Lightfingers" Ramires
CR 9                                                                                                               XP: 6,400
Female human ex–monk 1/rogue 9
CN Medium humanoid (human)
Init +6; Senses Perception +2
AC 21, touch 21, flat-footed 13 (+6 Dex, +3 deflection, +2 dodge)
HP 64 (1d8+9d8+19)
Fort +6, Ref +14, Will +9
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;Will +12 Ref vs traps
Speed 30 ft.
Melee unarmed +13/+8 (1d6) or flurry of blows +11/+11/+6 (1d6)
Ranged mwk dart +13 (1d4)
Special Attacks sneak attack +4dt6, flurry of blows, stunning fist (3/day, DC 17)
Str 10, Dex 22, Con 12, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +6; CMD 27
Feats Improved Grapple, Improved Unarmed Strike, Iron Will, Skill Focus (sleight of hand, use magic device), Stealthy, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Languages Common, Tulita
SQ trapfinding, rogue talents (fast stealth, finesse rogue, ledge walker, quick disable), trap sense +3
Gear Large lady’s fan (actually a wand of hold person [22 charges]), wand of major image (18 charges) fashioned into an umbrella
Other Gear +3 ring of protection, fine emerald brooch (fake, only work 4 cp), emerald green silk bodice of escape, aqua hoop skirt (quick tear away), black silk leggings, slippers of spider climb, ring of acquisition (see side box), white lace gloves of arrow snaring, 2 masterwork hairpin darts (laced with drow poison), and a vial of liquid terinav root (see Pathfinder Roleplaying Game: Core Rulebook, Appendix 1, “Poison”), a silken ladies purse (filled with caltrops).
Treasure
RING OF ACQUISITION
Aura faint transmutation; CL 3rd Slot finger; Price 7,000 gp
DESCRIPTION
This simple gold band is featureless, save the initials of the current wearer, which always appears inscribed on it. Whenever the bearer of this ring picks up an item, any personal markings (monograms, engravings, even an arcane mark) vanish from it and are immediately replaced with the wearer’s initials.
CONSTRUCTION
Requirements Forge Ring, erase; Cost 3,500 gp.
Dark Dancer Zyler
CR 7                                                                                                               XP: 3,200
Male dark dancer (Pathfinder RPG Bestiary 4 43) rogue 6
CN Small humanoid (dark folk)
Init +7; Senses see in darkness; Perception +14
AC 20, touch 18, flat-footed 13 (+7 Dex, +1 size, +2 armor)
HP 74 (8d8+38)
Fort +6, Ref +16, Will +2
Defensive Abilities evasion, trap sense +2, uncanny dodge; Weaknesses light blindness
Speed 30 ft.
Melee mwk short sword +14 (1d4/19-20) or dagger +13 (1d3/19-20)
Ranged +1 hand crossbow +14 (1d3+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks bardic performance (8 rounds/day; distraction, inspire courage +1), dark curse, death throes, sneak attack +4d6
Str 11, Dex 25, Con 16, Int 12, Wis 8, Cha 15
Base Atk +5; CMB +4; CMD 21
Feats Deadly Aim, Point-Blank Shot, Skill Focus, Toughness, Weapon Finesse
Skills Acrobatics +18, Bluff +13, Climb +4, Knowledge (geography) +8, Perception +14, Perform (dance) +13, Sleight of Hand +18, Stealth +26, Use Magic Device +16
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages sneak attack +4d6
SQ poison use, rogue talents (fast stealth, finesse rogue), trapfinding +3
Gear black smear poison (3 doses; Pathfinder RPG Bestiary 54), wand of blindness/deafness (15 charges), wand of invisibility (10 charges)
Other Gear leather armor, mwk short sword, +1 hand crossbow with 20 bolts, cloak of resistance +1, 30 gp
Environment  any underground
Organization solitary, pair, troupe (3-5), or delegation (1 plus 1 dark stalker and 4-10 dark creepers)
Treasure standard (club, dagger, black smear poison [3 doses; Pathfinder RPG Bestiary 54], other gear)
Bardic Performance (Su) A dark dancer can use its dancing to help its allies. A dark dancer can use bardic performance as a 2nd-level bard, but only for distraction and inspire courage effects.
Dark Curse (Su) As a standard action, a dark dancer can make a touch attack against a foe and curse it. The foe must succeed at a DC 12 Will saving throw to resist the effects. Creatures that fail the saving throw take a -2 penalty on all Dexterity and Charisma-based skill checks. This curse is permanent, but the victim of this curse can attempt a new saving throw each day.
Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a DC 13 Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a DC 13 Will save or be shaken for 1 round. The save DC is Constitution-based.

Big "F"ing bug

Hellwidow
CR 8                                                                                                                  XP: 4,800
LE Large magical beast (extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +8
AC 22, touch 12, flat-footed 19 (-1 size, +10 natural, +3 Dex)
HP 95 (10d10+40)
Fort +13, Ref +12, Will +5
Defensive Abilities venom resistance; DR 10/silver; Immune fire; Resist acid 10, cold 10
Speed 40 ft., climb 30 ft.
Melee bite +16 (2d8+10 plus 1d6 fire and poison)
Space 10 ft., Reach 5 ft.
Str 24, Dex 17, Con 18, Int 7, Wis 15, Cha 12
Base Atk +10; CMB +18; CMD 31
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (stealth), Weapon Focus (bite)
Skills Climb +22, Perception +8, Stealth +8
Languages Infernal (can’t speak)
Environment any (Nine Hells)
Organization solitary, pair, or gang (3–6)
Treasure incidental
Fiery Webs (Ex) The hellwidow can set any of its webs on fire as a free action at the start of its turn merely by touching the webbing. Creatures caught in the webs when they catch fire take 2d6 points of fire damage each round until they escape. After escaping, creatures continue taking this damage each round unless they succeed on a DC 15 Reflex save. A new save can be made each round to extinguish the fire.
Poison (Ex) Bite—injury; save DC 23 Fort; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus 1d6 fire damage and staggered; cure 2 saves. The save DC is Constitution-based and includes a +4 racial bonus.
Venom Resistance (Ex) Hellwidows gain a +4 racial bonus on saving throws against spider venom.
This massive long-legged giant spider is crimson in color with dull red, barely visible, hourglass-shaped markings on its underside.
Hellwidows are roughly 9 feet long and weighs nearly 1,000 pounds, with males being slightly smaller than females.
Hellwidows are giant spiders that make their home within the Nine Hells. They are believed to be the result of diabolical experiments that crossed giant black widows with devils. These creatures, while possibly related to black widows, are much more cunning and intelligent. Hellwidows dwell on the warmer planes of Hell’s layers, generally avoiding the colder lower planes. Giant web-filled caverns serve as their lairs. When encountered on the Material Plane, it is most often in thick forests or caverns in warmer climates. Evil spellcasters occasionally summon a hellwidow to the Material Plane and strike a bargain with the creature offering food, treasure, or the like in return for some service (usually guarding a location or killing a particular enemy).
Hellwidows mate several times per year with the female laying up to 100 eggs in a single dull gray egg sac. The eggs hatch within 30 days, with only about 25% of the young surviving. Young are blood red in color with dull yellow stripes on their abdomens. Young mature rapidly, reaching adulthood within six months.
Hellwidows are carnivores and prey on various types of other creatures, including lesser devils, fiendish insects, and even other hellwidows. Prey is quickly cocooned in the hellwidow’s webbing, set on fire, and then bitten repeatedly until it succumbs to the widow’s poison. Once the prey is dead, the hellwidow carries it back to its lair to be devoured. Hellwidows prefer to hunt by ambush; usually hiding in dark corners within their webs. When they detect movement, such as a creature becoming entangled in their webs, they quickly move to strike.
Source: Tome of Horrors 4

Knight Gaunt

Lady Mischanna, Knight Gaunt
CR 10                                                                                                             XP: 9,600
Female knight gaunt, The Tome of Horrors 4 “Knight Gaunt” antipaladin 8
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +12
AC 30, touch 11, flat-footed 29 (+10 armor, +4 natural, +5 shield, +1 Dex)
HP 106 (8d10+4d12+36)
Fort +13, Ref +7, Will +16
Immune undead traits; SR 14; Resist cold 10
Speed 20 ft.
Melee nine lives stealer +18/+13/+8 (1d8+6 plus bleed/17–20), 2 claws +14 (1d4+3 plus bleed)
Special Attacks bleed (1d4), channel negative energy 3/day (DC 17, 4d6), cruelties (DC 17; dazed, staggered), fiendish boon 1/day (weapon +2, 8 min./day), smite good 3/day (antipaladin; +3 to hit, +8 to damage), smite good 1/day (knight gaunt; +3 to hit, +12 to damage), touch of corruption 7/day (4d6 damage)
Spell-Like Abilities (CL 4th) At will—detect good
Spells Prepared (CL 5th)
  2nd-Invisibility, Vestment of the Champion
  1st-Command (DC 14), Death Knell (DC 14)
During Combat A knight gaunt fights with bladed weapons in battle, preferring longswords, greatswords, and axes to all others. Only when disarmed does it resort to using its claws. A knight gaunt that retains its mount (that is undead now as well) or procures some undead steed to carry it into battle wields a lance in addition to its other weapons. In battle, a knight gaunt is relentless, attacking with its blades until all of its foes are vanquished. Wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
Str 16, Dex 12, Con -, Int 11, Wis 16, Cha 17
Base Atk +11; CMB +14; CMD 25
Feats Cleave, Improved Critical (longsword), Improved Sunder, Power Attack, Shield Focus, Weapon Focus (longsword)
Skills Bluff +9, Diplomacy +5, Intimidate +16, Perception +12, Ride +2, Sense Motive +8, Stealth +3
Languages Common
SQ unholy resilience, weapon attunement
Gear +1 full plate, +2 heavy steel shield, nine lives stealer
Smite Good (Su) Once per day, a knight gaunt can smite good. As a swift action, the knight gaunt chooses one target within sight. If this target is good, the knight gaunt adds its Charisma bonus on its attack rolls and adds its Hit Dice on all damage rolls made against that target. If the target is an outsider with the good subtype or a good-aligned creature with levels of cleric of paladin, the bonus to damage on the first successful attack is doubled. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Additionally, the knight gaunt gains a deflection bonus equal to its Charisma bonus to AC against attacks made by the target of the smite. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus on attack rolls and damage rolls with any melee weapon it wields. Additionally, it gains the bleed special attack with any melee weapon it wields.
This desiccated creature resembles a once proud knight fallen from grace. Its armor reveals its former station. The creature’s eyes burn red and its hands end in wicked claws.
A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
A knight gaunt is an undead creature created when a paladin falls in battle. Other than a few fleeting thoughts perhaps of the martial training they received in life, these creatures have no memories of their former lives. A knight gaunt often wears the armor it wore in life and wields the weapons it carried into its last battle before rising as undead. Knight gaunts are most often found in the employ of death knights serving as companions or knights-in-training. Others wander the world seeking out goodness wherever they find it, squashing it beneath their steel-booted heel and putting the righteous to their blades. Paladins and clerics of good alignment are hated by many knight gaunts for they represent everything the knight gaunt isn’t, and perhaps once was or once strived to be.
Yel Sayed, Knight Gaunt
CR 7                                                                                                              XP: 3,200
Male knight gaunt, The Tome of Horrors 4 “Knight Gaunt” fighter 5
CE Medium undead (augmented human)
Init +0; Senses darkvision 60 ft.; Perception +11
AC 21, touch 10, flat-footed 21 (+7 armor, +4 natural)
HP 58 (5d10+4d12+5)
Fort +5, Ref +2, Will +4
Defensive Abilities bravery +1; Immune undead traits; SR 14; Resist cold 10
Speed 20 ft.
Melee +1 halberd +15/+10 (1d10+9 plus bleed/19–20/×3) and 2 claws +11 (1d4+3 plus bleed)
Special Attacks bleed (1d4), smite good (+9 to damage), weapon training (pole arms +1)
During Combat A knight gaunt fights with bladed weapons in battle, preferring longswords, greatswords, and axes to all others. Only when disarmed does it resort to using its claws. A knight gaunt that retains its mount (that is undead now as well) or procures some undead steed to carry it into battle wields a lance in addition to its other weapons. In battle, a knight gaunt is relentless, attacking with its blades until all of its foes are vanquished. Wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.
Str 17, Dex 11, Con -, Int 13, Wis 9, Cha 11
Base Atk +8; CMB +11; CMD 21
Feats Cleave, Combat Expertise, Furious Focus, Improved Critical (halberd), Improved Trip, Power Attack, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Bluff +1, Diplomacy +1, Intimidate +12, Perception +11, Ride +5, Sense Motive +9, Stealth +5
Languages Common
SQ armor training 1, weapon attunement
Gear +1 breastplate, +1 halberd
Smite Good (Su) Once per day, a knight gaunt can smite good. As a swift action, the knight gaunt chooses one target within sight. If this target is good, the knight gaunt adds its Charisma bonus on its attack rolls and adds its Hit Dice on all damage rolls made against that target. If the target is an outsider with the good subtype or a good-aligned creature with levels of cleric of paladin, the bonus to damage on the first successful attack is doubled. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Additionally, the knight gaunt gains a deflection bonus equal to its Charisma bonus to AC against attacks made by the target of the smite. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus on attack rolls and damage rolls with any melee weapon it wields. Additionally, it gains the bleed special attack with any melee weapon it wields.
This desiccated creature resembles a once proud knight fallen from grace. Its armor reveals its former station. The creature’s eyes burn red and its hands end in wicked claws.
A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It wears the armor it wore when alive and still carries the weapons it wielded in life. Its skin is ash gray in color and its eyes are milky white with fiery red pupils.

High Priestess of Erastil

Kaylaa, High Priestess of Erastil
CR 12                                                                                                            XP: 19,200
Female human cleric of Erastil 13
N Medium humanoid (human)
Init +1; Senses Perception +8
Aura good
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
HP 75 (13d8+13)
Fort +9, Ref +5, Will +13
Defensive Abilities unity
Speed 30 ft.
Melee staff of the woodlands +13/+8 (1d6+5); touch +11
Ranged +1 distance huntsman longbow +11/+6 (1d8+1/×3); ranged touch +10
Special Attacks channel positive energy 9/day (DC 20, 7d6)
Spell-Like Abilities (CL 13th) 16 rounds/day—speak with animals
Spells Prepared (CL 13rd)
  7th-Greater Restoration, Refuge (D)
  6th-Heal, Heroes Feast (D), Planar Ally
  5th-Dispel Evil, Greater Forbid Action (DC 20), Scrying (DC 20), Telepathic Bond (D), True Seeing
  4th-Blessing of Fervor (DC 19), Control Summoned Creature (DC 19), Death Ward, Divination, Neutralize Poison, Summon Natures Ally IV (animals only D)
  3rd-Create Food and Water, Dispel Magic, Dominate Animal (D DC 18), Helping Hand, Locate Object, Prayer
  2nd-Augury, Blessing of Courage and Life (DC 17), Calm Emotions (D DC 17), Delay Poison, Hold Person (DC 17), Shield Other
  1st-Bless, Calm Animals (D DC 16), Command (DC 16), Divine Favor, Endure Elements, Protection from Evil, Shield of Faith
  0th-Create Water, Guidance, Resistance, Virtue (D Domain spell)
Domain: Animal, Family
Str 14, Dex 12, Con 12, Int 10, Wis 20, Cha 19
Base Atk +9; CMB +11; CMD 22
Feats Alertness, Animal Affinity, Brew Potion, Craft Wondrous Item, Extra Channel, Martial Weapon Proficiency, Run, Selective Channeling
Skills Acrobatics +1, Diplomacy +8, Handle Animal +9, Heal +10, Knowledge (arcana) +5, Knowledge (geography) +6, Knowledge (local) +2, Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +10, Perception +8, Ride +5, Sense Motive +16, Spellcraft +8, Stealth +2, Survival +9, Swim +4
Languages Common, Elf
SQ binding ties
Gear +3 mithril shirt, +1 distance huntsman longbow, 20 masterwork arrows, wooden holy symbol of Erastil