Saturday, February 16, 2019

Duergars

Duergar King Okarm Etekk
CR 7                                                                                                                XP: 3,200
Male duergar fighter 8
LE Medium humanoid (dwarf )
Init +5; Senses darkvision 120 ft; Perception +4
AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
HP 80 (8d10+32)
Fort +9, Ref +3, Will +4; +2 vs. spells
Defensive Abilities bravery +2; Will +10 vs. fear, +6 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee +2 warhammer +14/+9 (1d8+5/x3)
Ranged light crossbow +9/+4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (hammers +1)
Spell-Like Abilities (CL 8th) 1/day—enlarge person (self only) (DC 8), invisibility (self only)
Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4
Base Atk +8; CMB +11; CMD 22
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (warhammer), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +1, Intimidate +8, Perception +4, Sense Motive +4, Stealth +9
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ armor training 2
Other Gear +2 full plate, +2 heavy steel shield, +2 warhammer, light crossbow, 20 crossbow bolts, crown, scepter (broken but worth 10,000 gp)
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Chark Mek, Commander of the Duergar Kingsguard
CR 7                                                                                                               XP: 3,200
Male duergar fighter 8
LE Medium humanoid (dwarf )
Init +5; Senses darkvision 120 ft; Perception +4
AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
HP 80 (8d10+32)
Fort +9, Ref +3, Will +4; +2 vs. spells
Defensive Abilities bravery +2; Will +10 vs. fear, +6 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee +2 warhammer +14/+9 (1d8+5/x3)
Ranged light crossbow +9/+4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (hammers +1)
Spell-Like Abilities (CL 8th) 1/day—enlarge person (self only) (DC 8), invisibility (self only)
Str 16, Dex 12, Con 17, Int 10, Wis 15, Cha 4
Base Atk +8; CMB +11; CMD 22
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (warhammer), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +1, Intimidate +8, Perception +4, Sense Motive +4, Stealth +9
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ armor training 2
Gear potion of cure serious wounds, potion of haste
Other Gear 3 half-plate, +2 heavy steel shield, +2 warhammer, light crossbow, 20 crossbow bolts, belt pouch containing the key to the strongbox and 10 takkas
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Meshki Etekk, Duergar Sorcerer
CR 6                                                                                                            XP: 2,400
Female duergar sorcerer 7
NE Medium humanoid (dwarf )
Init +1; Senses darkvision 120 ft; Perception +5
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
HP 34 (7d6+7)
Fort +3, Ref +3, Will +8; +2 vs. spells
Defensive Abilities fated (+2); Will +10 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee morningstar +3 (1d8-1)
Ranged light crossbow +4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 7th) 1/day—enlarge person (self only) (DC 12), invisibility (self only) Bloodline Spell-Like Abilities (CL 7th) 4/day—touch of destiny (+3)
Spells Known (CL 7th)
  3rd (4/day)-Fireball (DC 14), Protection from Energy, Slow (DC 14)
  2nd (6/day)-Blur, Minor Image (DC 13), Mirror Image, Rope Trick
  1st (7/day)-Alarm, Burning Hands (DC 12), Charm Person (DC 12), Mage Armor, Magic Missile, Shield
  0th-Acid Splash, Dancing Lights, Daze (DC 11), Detect Magic, Flare (DC 11), Prestidigitation, Touch of Fatigue (DC 11)
Bloodline: Destined
Str 8, Dex 12, Con 12, Int 13, Wis 16, Cha 13
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Combat Casting, Combat Expertise, Eschew Materials, Fleet, Weapon Focus (Morningstar)
Skills Acrobatics +1, Bluff +9, Intimidate +9, Knowledge (arcana) +10, Perception +5, Sense Motive +5, Spellcraft +10, Stealth +5, Use Magic Device +10
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Gear mwk leather armor, morningstar, silver unholy symbol of Zuuljj, belt pouch containing the key to the strongbox and 10 takkas
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Duergar Midlevel Fighter
CR 7                                                                                                                    XP: 3,200
Duergar fighter (unbreakable) 8
LE Medium humanoid (dwarf )
Init +1; Senses darkvision 120 ft; Perception +3
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
HP 92 (8d10+32)
Fort +10, Ref +3, Will +3; +2 vs. spells
Defensive Abilities unflinching +2; Immune paralysis, phantasms, poison; Weaknesses light sensitivity
Speed 20 ft.
Melee +1 mighty cleaving warhammer +13/+8 (1d8+4/x3)
Ranged mwk heavy crossbow +10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 8th)
   1/day-Enlarge Person (self only), Invisibility (self only)
Str 16, Dex 13, Con 18, Int 8, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 22
Feats Cleave, Diehard, Endurance, Great Cleave, Heroic Recovery, Nimble Moves, Point-Blank Shot, Power Attack, Step Up, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Climb +9, Intimidate +4, Perception +3, Stealth +15
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ armor training 2 (ex), slow and steady, stability +4
Gear 2 potions of cure moderate wounds, 2 potions of cure serious wounds, 2 potions of spider climb
Other Gear +1 improved shadow hide armor, +1 light steel shield of acid resistance, +1 mighty cleaving warhammer, masterwork heavy crossbow, 20 bolts, 4d6 gp, 1d2 gems (1d6 x 100 gp value)
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Claggett, Duergar Barbarian
CR 8                                                                                                              XP: 4,800
Duergar fighter 2/barbarian 7
LE Medium humanoid (dwarf )
Init +2; Senses darkvision 120 ft; Perception +10
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
HP 116 (2d10+7d12+27)
Fort +125, Ref +4, Will +2; +2 vs. spells
DR 1/-; Immune paralysis, phantasms, poison; Weaknesses light sensitivity
Speed 40 ft.
Melee +2 heavy pick +15/+10 (1d6+6/x4)
Ranged light crossbow +11/+6 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks rage
Spell-Like Abilities (CL 3rd)
   1/day-Enlarge Person (self only), Invisibility (self only)
Str 19, Dex 15, Con 17, Int 13, Wis 11, Cha 10
Base Atk +9; CMB +13; CMD 25
Feats Cleave, Critical Focus (heavy pick), Great Cleave, Improved Critical (heavy pick), Power Attack, Vital Strike, Weapon Focus (heavy pick)
Skills Acrobatics +12, Climb +16, Intimidate +12, Perception +10, Ride +14, Stealth +6
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ bravery +1, fast movement, improved uncanny dodge, rage power (guarded stance, rolling dodge, swift foot), slow and steady, stability, trap sense +2, uncanny dodge
Gear boots of striding and springing, unreliable wings of flying (bat wings, work 95% of the time), +2 heavy pick, +3 chain shirt, heavy wooden shield, light crossbow, 20 bolts.
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.
Claggett is a rarity, a duergar worshipping the demon lord of the sky. An adventurer at heart, he joined Jurbarkus for many vile schemes and came to respect the high priest and the cult of Pazuzu. Claggett is balding but keeps his remaining hair and beard tidy and neat. His eyebrows arch incredibly high, accenting his dirty, yellow eyes.
High Clan Mystic Mirikira
CR 11                                                                                                               XP: 12,800
Female duergar oracle 12
LE Medium humanoid (dwarf )
Init +5; Senses darkvision 120 ft; Perception +2
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
HP 80 (12d8+26)
Fort +7, Ref +5, Will +8; +2 vs. spells
Defensive Abilities Will +10 vs. spells and spell-like abilities; Immune paralysis, phantasms, poison; Resist duergar immunities; Weaknesses light sensitivity
Speed 20 ft.
Melee +1 morningstar +11/+6 (1d8+2)
Ranged light crossbow +10/+5 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 12th) 1/day—enlarge person (self only) (DC 14), invisibility (self only)
Spells Known (CL 12nd)
  6th (3/day)-Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds (DC 19), Stone Tell
  5th (5/day)-Mass Cure Light Wounds, Mass Inflict Light Wounds (DC 18), Insect Plague, Stoneskin, Telekinesis
  4th (6/day)-Cure Critical Wounds, Cure Critical Wounds, Divine Power, Holy Smite (DC 17), Wall of Stone
  3rd (7/day)-Bestow Curse (DC 16), Cure Serious Wounds, Deeper Darkness, Magic Circle Against Good, Meld Into Stone, Prayer
  2nd (7/day)-Bears Endurance, Cure Moderate Wounds, Enthrall (DC 15), Hold Person (DC 15), Levitate, Minor Image (DC 15), Resist Energy, Silence (DC 15), Stone Call
  1st (7/day)-Cause Fear (DC 14), Cure Light Wounds, Divine Favor, Inflict Light Wounds (DC 14), Magic Stone, Protection from Good, Shield of Faith
  0th-Bleed (DC 13), Detect Magic, Ghost Sound (DC 13), Guidance, Light, Mage Hand, Mending, Purify Food and Drink (DC 13), Read Magic, Resistance, Virtue (Mystery Stone)
Str 13, Dex 12, Con 16, Int 10, Wis 10, Cha 16
Base Atk +9; CMB +10; CMD 21
Feats Alertness, Combat Casting, Fleet, Improved Initiative, Spell Penetration, Toughness, Weapon Focus (warhammer)
Skills Acrobatics +1, Diplomacy +17, Heal +14, Intimidate +10, Perception +2, Sense Motive +18, Spellcraft +14, Stealth +0
  Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Gear scroll of maximized finger of death
Other Gear +1 breastplate, heavy steel shield, +1 morningstar, iron unholy symbol of Zuuljj, belt pouch containing 5t akkas
Environment  any underground
Organization solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level, and 1-4 captains of 9th level)
Treasure NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)

Samaneethi, Dark Stalker High Vessal of Isclaadra

Samaneethi, Dark Stalker High Vessal of Isclaadra
CR 14                                                                                                                  XP: 38,400
Female dark stalker  oracle 7/sorcerer 4
CN Medium humanoid (dark folk)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +15
AC 25, touch 16, flat-footed 20 (+7 armor, +4 Dex, +2 natural, +1 dodge)
HP 110 (13d8+4d6+38)
Fort +7, Ref +12, Will +14
Defensive Abilities death throes (DC 15), revelation (cloak of darkness +6/+4); Weaknesses light blindness, oracle’s curse (clouded vision)
Speed 30 ft.
Melee +1 corrosive burst grayflame* short sword +11/+6/+1 (1d6 plus 1d6 acid/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks poison (DC 15), revelation (touch of the void, 9/day, 1d6+3 plus 3 rounds fatigue)
Spell-Like Abilities (CL 17th) At will—deeper darkness, detect magic, fog cloud 3/day—invisibility 1/day—dimension door Bloodline Spell-Like Abilities (CL 17th) 9/day—shadowstrike
Oracle Spells Known (CL 7th)
  3rd (5/day)-Bestow Curse (DC 19), Cure Serious Wounds, Dispel Magic, Tongues
  2nd (8/day)-Calm Emotions (DC 18), Cure Moderate Wounds, Dread Bolt (DC 18), Dust of Twilight (DC 18), Sound Burst (DC 18)
  1st (8/day)-Bane (DC 17), Command (DC 17), Cure Light Wounds, Entropic Shield, Inflict Light Wounds (DC 17), Protection from Good, Ray of Sickening (DC 17)
  0th-Bleed (DC 16), Create Water, Mending, Guidance, Resistance, Stabilize, Virtue (Mystery Dark Tapestry)
Sorcerer Spells Known (CL 4th)
  2nd (5/day)-Darkness
  1st (8/day)-Charm Person (DC 17), Obscuring Mist, Silent Image (DC 17), Ray of  Enfeeblement (DC 17)
  0th-Detect Magic, Detect Poison, Ghost Sound (DC 16), Mage Hand, Message, Read Magic
Bloodline: Shadow
Str 9, Dex 18, Con 14, Int 18, Wis 17, Cha 22
Base Atk +11; CMB +10; CMD 25
Feats Combat Casting, Dimensional Agility, Dodge, Eschew Materials, Extra Revelation, Improved Initiative, Skill Focus (Knowledge [planes], (Knowledge [religion)), Theurgy, Uncanny Concentration
Skills Acrobatics +7, Bluff +17, Climb +1, Diplomacy +17, Escape Artist +2, Fly +2, Intimidate +24, Knowledge (arcana) +13, Knowledge (local) +19, Knowledge (planes) +25, Knowledge (religion) +30, Perception +15, Ride +2, Sense Motive +15, Spellcraft +20, Stealth +21, Swim -1
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Aklo, Common, Dark Folk, Goblin, Undercommon
SQ pierce the veil, wings of darkness
Gear +1 greater shadow elven chain, +1 corrosive burst, grayflame* short sword, veil, vial of liquid darkmist, unholy symbol of Isclaadra, pouch containing 10 takkas.
Environment  any underground
Organization solitary, gang (1 dark stalker and 2-5 dark creepers), or clan (20-80 dark creepers plus 1 dark stalker per 20 dark creepers)
Treasure NPC gear (leather  armor, short swords [2], black  smear [6], other treasure)
Death Throes (Su) When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A dark stalker’s gear and treasure are unaffected by this explosion. This save is Constitution-based.
Poison Use (Ex) Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black smear poison on their weaBlack Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based.pons and generally carry six doses on them.
See in Darkness (Su) A dark stalker can see perfectly in  darkness of any kind, including that created by deeper darkness.
This tall humanoid's pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face.
The strange and mysterious dark stalkers are the undisputed leaders of dark folk society. Deep underground, these creatures dwell in strange villages (some rumors suggest entire cities) built of stone and fungus in remote caverns where they are served and worshiped by their coarser, diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, but when they do it is on a mission, and with a force of creatures such that it never ends well for those they seek to rob or torment.  Dark stalkers are tall, frail humanoids with incredibly pale skin. They constantly wear multiple layers of dark cloth and black leather armor, yet unlike their lesser kin, a dark stalker's garb is always clean and spotless. Each dark stalker carries a pair of short swords- they prefer these weapons to all others. Dark stalkers are 6 feet tall and weigh 100 pounds.  In a fight, dark stalkers are not above sacrif icing lesser creatures, including dark creepers, to win the day or cover their retreat if things go poorly. They hate well-lit areas and always prefer to fight under the cover of deeper darkness. Dark stalkers rarely fight to the death if it can be avoided, preferring to slip away if things begin to look grim.  The origins of the dark stalkers and the dark creepers are shrouded in mystery, made more difficult to decipher by the fact that the dark stalkers do not keep records of their history. Many scholars believe that, just as the drow descended from elves, so too must the dark folk have descended from humanity, their eerie powers and spell-like abilities the result of generation upon generation of devotion to profane and sinister magic.  Alas, the truth of the race's history may never be known.

Drow

Sarlissa, Drow Noble Cleric
CR 9                                                                                                          XP: 6,400
Female drow noble cleric of Lolth 9
CE Medium humanoid (elf )
Init +1; Senses darkvision 120 ft., low-light vision; Perception +4
Aura chaos
AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +4 shield)
HP 53 (9d8+9)
Fort +4, Ref +2, Will +7; +2 vs. enchantment
Defensive Abilities death’s embrace; Will +12 vs. enchantments; Immune sleep; SR 20; Weaknesses light blindness
Speed 20 ft.
Melee +3 sword of spiders +10/+5 (1d8+4/19–20)
Ranged light crossbow +9 (1d8/19–20)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 15, 5d6), chaos blade (4 rounds, 1/day)
Spell-Like Abilities (CL 9th) Constant—detect magic At will— dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day—dispel magic, divine favor, suggestion (DC 13) Domain Spell-Like Abilities (CL 9th; melee touch +7) 7/day—bleeding touch (4 rounds), touch of chaos
Domain: Chaos, Death
Str 15, Dex 13, Con 12, Int 15, Wis 19, Cha 17
Base Atk +6; CMB +8; CMD 20
Feats Channel Smite, Weapon Finesse
Skills Bluff +10, Knowledge (religion) +8, Linguistics +3, Sense Motive +12, Spellcraft +8
  Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon, Abyssal, Yugoloth
SQ poison use
Gear drow poison, potion of remove disease, potion of remove paralysis
Other Gear +1 breastplate, +1 mace, 80 pp, 104 gp, bronze star teleportation key (Treason has a blue cube teleportation key)
Environment  underground
Organization ?
Treasure NPC Gear (masterwork breastplate, heavy steel shield, masterwork rapier, drow poison (4), potion of invisibility, scroll of dispel magic, wand of cure light wounds (CL 1st, 20 charges), 400 gp, other treasure)
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness- this poison allows drow to capture slaves with great ease. Drow Poison-injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
Smite (Su) Once per day, a whip priestess can make a single melee attack with a +4 bonus on the attack roll and a +9 bonus on the damage roll. She must declare the smite before making the attack.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a –1 circumstance penalty on attack rolls, saves, and checks while operating in bright light.
This dark-skinned elf stands in a battle-ready pose, her hair silver and eyes white and pupilless.
About one out of every 20 drow is gifted with special powers from birth-the overwhelming majority of these exceptional drow are female, and as a result, drow society tends to be matriarchal in nature. These special births are engineered and encouraged among the ruling caste, and are far more likely to occur when the mother is of noble heritage. Strangely, the status of the father seems not to increase or decrease the chances of a child being born a drow noble. Common drow children born to nobles are usually put to death-sacrificed to one of the many demon gods to whom the drow offer worship. It is rare for a drow noble to be born to common parents, but those who are usually murder their parents or family before they come of age in order to hide the truth of their base upbringing and to ease the processes of joining one of their society's noble houses. Drow nobles are more powerful than the majority of their kin, and as such they quickly rise to power within their houses. Advancement through the hierarchy of a drow noble house is usually accomplished through a combination of assassination, seduction, and treachery, leading most drow in power to be overly paranoid. Drow Noble Characters Drow nobles are defined by their class levels-they do not possess racial Hit Dice. A drow noble's challenge rating is equal to her class level. Drow nobles possess all of the racial traits listed above for drow characters, plus the following. +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, -2 Constitution. Noble drow are very agile, observant, and regal. These ability score modif iers replace the standard drow ability score modif iers. Spell Resistance: Drow nobles have spell resistance equal to 11 + their character level. Spell-Like Abilities: Drow nobles can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A drow noble can also cast divine favor, dispel magic, and suggestion once per day each. In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spelllike ability does not. A drow noble's caster level for her spell-like abilities is equal to her charac
Melthis, Drow Wizard
CR 9                                                                                                                XP: 6,400
Male drow wizard 10
CE Medium humanoid (elf )
Init +6; Senses darkvision 120 ft.; Perception +3
AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge)
HP 67 (10d6+30)
Fort +6, Ref +7, Will +10; +2 vs. enchantment
Immune sleep; SR 16; Resist fire 10; Weaknesses light blindness
Speed 30 ft.
Melee silver dagger +7 (1d4-1/19-20); melee touch +7
Ranged hand crossbow +7 (1d4/19-20); ranged touch +7
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice (6/day), metamagic mastery (2/day)
Spell-Like Abilities (CL 10th) 1/day—dancing lights, darkness, faerie fire
Spells Prepared (CL 10th)
  5th-Feeblemind (DC 19), Passwall
  4th-Confusion (DC 18), Fear (DC 17), Shout (DC 17)
  3rd-Dispel Magic, Fly, Hold Person (DC 17), Lightning Bolt (DC 16)
  2nd-Hideous Laughter (DC 16), Invisibility, Shadow Blades, Touch of Idiocy, Web (DC 15)
  1st-Charm Person (DC 15), Magic Missile (x2), Shield, Sleep (DC 15)
  0th-Daze (DC 14), Detect Magic, Mage Hand, Read Magic
Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Brew Potion, Craft Wondrous Item, Dodge, Improved Initiative, Scribe Scroll, Spell Focus (enchantment), Toughness, Weapon Finesse
Skills Knowledge (arcana, planes) +16, Knowledge (dungeoneering, geography) +10, Knowledge (engineering, history) +8, Knowledge (religion) +12, Linguistics +8, Perception +3, Spellcraft +16
  Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Common, Draconic, Elven, Orc, Undercommon
SQ arcane bond (silver dagger), poison use
Gear silver dagger, bracers of armor +2, cloak of resistance +2, ring of fire resistance (minor)
Environment  underground
Organization pair, squad (3-4), patrol (5-8), or war party (10-40)
Treasure NPC Gear (leather armor, light steel shield, rapier, hand crossbow with 20 bolts, drow poison [2 doses], 3d6 gp, other treasure)
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness- this poison allows drow to capture slaves with great ease. Drow Poison-injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. Although related to the elves, the drow are a vile and evil cousin at best. Sometimes called dark elves, these cunning creatures prowl the caves and tunnels of the world below, ruling vast subterranean cities through fear and might. Worshiping demons and enslaving most races they encounter, the drow are among the underworld's most feared and hated denizens.
Vuztel, Drow Priest
CR 10                                                                                                             XP: 9,600
Drow noble cleric of Lolth 11
CE Medium humanoid (elf)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +11
AC 23, touch 15, flat-footed 21 (+8 armor, +3 deflection, +2 Dex)
HP 65 (11d8+16)
Fort +8, Ref +5, Will +13; +2 vs. enchantment
Defensive Abilities Will + 15 vs. enchantments; Immune sleep; SR 17; Resist fire 20; Weaknesses light blindness
Speed 20 ft.
Melee +2 icy burst adamantine heavy mace +11/+6 (1d8+3 plus 1d6 cold/+1d10 cold on a critical hit)
Space 5 ft., Reach 5 ft.
Special Attacks destructive aura (+5, 11 rounds/day), channel negative energy 5/day (DC 17, 6d6), destructive smite (+5, 7/day)
Spell-Like Abilities (CL 11th; concentration +15) At will—lore keeper 11 rounds/day—remote viewing Drow Spell-Like Abilities (CL 11th; concentration +13) 1/day—dancing lights, darkness, faerie fire
Spells Prepared (CL 11st)
  6th-Harm (D DC 20), Word of Recall
  5th-Flame Strike (DC 19), Slay Living (DC 19), True Seeing (D)
  4th-Cure Critical Wounds, Divine Power, Greater Magic Weapon, Inflict Critical Wounds (D DC 18), Inflict Critical, Wounds (DC 18)
  3rd-Animate Dead, Deeper Darkness, Magic Circle Against Good, Magic Vestment, Prayer, Rage (D)
  2nd-Align Weapon, Bulls Strength, Detect Thoughts (D DC 16), Hold Person (DC 16), Inflict Moderate Wounds (DC 16), Spiritual Weapon
  1st-Bane (DC 15), Comprehend Languages (D), Divine Favor, Magic Weapon, Protection from Good, Shield of Faith
  0th-Bleed (DC 14), Detect Magic, Guidance, Resistance (D Domain spell)
Domain: Destruction, Knowledge
Before Combat The priest casts shield of faith on herself. She prefers to let her minions do the fighting, and has them stand between her and any approaching foes.
During Combat The priest channels negative energy at groups of foes and uses single-target spells against her most dangerous opponent (typically starting with hold person so her allies can surround the hapless target).
Base Statistics: Without shield of faith, the drow's statistics are AC 22, touch 11, flat-footed 21.
Str 13, Dex 15, Con 12, Int 14, Wis 18, Cha 15
Base Atk +8; CMB +9; CMD 22
Feats Combat Casting, Extra Channel, Forge Ring, Improved Initiative, Iron Will, Persuasive
Skills Bluff +7, Diplomacy +12, Intimidate +7, Knowledge (arcana) +11, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (planes) +7, Knowledge (religion) +9, Perception +11, Sense Motive +10, Spellcraft +11, Survival +5
  Racial Modifiers +2 Perception
Languages Common, Drow Sign Language, Elven, Undercommon
SQ aura, poison use
Gear robe of the archmagi (black)
Other Gear +2 improved fire resistance breastplate, +2 shocking burst adamantine heavy mace, ring of protection +3

Jupiter Kwan, Sage of Epityr

Jupiter Kwan, Sage of Epityr
CR 18                                                                                                                 XP: 153,600
Male human loremaster 4/wizard 15
N Medium humanoid (human)
Init +4; Senses Perception +20
AC 11, touch 11, flat-footed 11 (+1 deflection)
HP 85 (19d6+19)
Fort +7, Ref +6, Will +13
Speed 30 ft.
Melee quarterstaff +8/+3 (1d6–1)
Special Attacks hand of the apprentice (8/day)
Spells Prepared (CL 19th)
  9th-Gate, Kwans Dimensional Rift, Time Stop
  8th-Manifold Curse of Jupiter Kwan (x2), Power Word Stun
  7th-Greater Teleport, Limited Wish, Plane Shift
  6th-Antimagic Field, Disintegrate (DC 21; x2), Flesh to Stone (DC 21)
  5th-Baleful Polymorph (DC 20), Cone of Cold (DC 20), Hold Monster (DC 20), Passwall, Teleport
  4th-Beast Shape II, Confusion (DC 19), Fear (DC 19), Ice Storm, Wall of Ice (DC 19)
  3rd-Dispel Magic, Fireball (DC 18; x2), Slow (DC 18; x2)
  2nd-Detect Thoughts (DC 17), Invisibility, Minor Image (DC 17), Mirror Image, Web (DC 17)
  1st-Charm Person (DC 16), Magic Missile (x2), Protection from Evil, Shield (x2)
  0th-Arcane Mark, Mage Hand, Prestidigitation, Read Magic
Str 8, Dex 10, Con 12, Int 21, Wis 14, Cha 13
Base Atk +9; CMB +8; CMD 19
Feats Brew Potion, Combat Casting, Combat Expertise, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Greater Spell Penetration, Improved Familiar, Improved Initiative, Maximize Spell, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Mastery, Spell Penetration, Widen Spell
Skills Appraise +26, Bluff +5, Fly +21, Knowledge (arcana) +30, Knowledge (dungeoneering, engineering, local, planes) +25, Linguistics +10, Perception +20, Sense Motive +15, Spellcraft +26, Use Magic Device +18
Languages Languages Abyssal, Aklo, Aquan, Common, Dark Folk, Draconic, Dwarven, Night-ghoul, Undercommon
SQ arcane bond (Sisilix the Quasit, disguised as a bat), lore, metamagic mastery (4/day), secrets (applicable knowledge, instant mastery)
Gear potion of cure serious wounds, scroll of animate dead
Other Gear quarterstaff, ring of protection +1, 3 gems (worth 20 gp each), map to Rappan Athuk, the Dungeon of Graves, pinwheel key (allows escape from Edge Of Reality #2), robes, 102 gp, 58 sp
Treasure Jupiter Kwan’s spellbook is bound in plain black leather, and contains the following spells:
0—all;
1st—all;
2nd—arcane lock, continual flame, darkness, detect thoughts, invisibility, magic mouth, minor image, mirror image, protection from arrows, rope trick, see invisibility, web;
3rd—clairaudience/clairvoyance, dispel magic, fireball, fly, slow, summon monster III;
4th—animate dead, beast shape II, confusion, dimension door, fear, ice storm, remove curse, summon monster IV, wall of ice;
5th—cloudkill, hold monster, magic jar, passwall, permanency, teleport;
6th—disintegrate, flesh to stone, geas/quest, legend lore, stone to flesh;
7th—limited wish, phase door;
8th—clone, manifold curse of Jupiter Kwan, power word stun, astral projection;
9th—gate, Kwan’s dimensional rift, time stop, wish
Sisilix the Quasit
CE Tiny outsider (chaotic, demon, evil, extraplanar)
(Pathfinder Roleplaying Game Bestiary “Demon, Quasit”)
Init +6; Senses darkvision 60 ft.; Perception +22
AC 25, touch 14, flat-footed 23 (+2 Dex, +11 natural, +2 size)
hp 41 (3d10); fast healing 2
Fort +6; Ref +8; Will +12
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 23
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +13 (1d4–1), 2 claws +13 (1d3–1 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th): At will—detect good, detect magic, invisibility 1/day—cause fear (30 ft. radius, DC 11) 1/week—commune
Str 8, Dex 14, Con 11, Int 15, Wis 12, Cha 11
Base Atk +9; CMB +9; CMD 18
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +2 (-2 to jump), Appraise +20, Bluff +6, Escape Artist +5, Fly +35, Intimidate +6, Knowledge (planes) +23, Perception +22, Sense Motive +7, Spellcraft +20, Stealth +16
Languages Abyssal, Common, Dark Folk, Undercommon
SQ alternate form (bat or wolf, polymorph), improved evasion
Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.

Aouc Jamac. Reflector Mage

Aouc Jamac. Reflector Mage
CR 13                                                                                                          XP: 25,600
Male human wizard 14
CN Medium humanoid (human)
Init +6; Senses Perception +15
AC 19, touch 14, flat-footed 16 (+1 dodge, +5 armor, +2 Dex)
HP 49 (14d6)
Fort +4, Ref +8, Will +10
Speed 30 ft.
Melee +1 quarterstaff +7/+2 (1d6)
Special Attacks hand of the apprentice (8/day)
Spells Prepared (CL 14th)
  7th-Prismatic Spray (DC 23), Spell Turning
  6th-Antimagic Field, Chain Lightning (DC 23), Circle of Death (DC 21)
  5th-Cone of Cold (DC 22), Teleport, Transmute Rock to Mud, Wall of Force
  4th-Confusion (DC 19), Dimension Door, Fear (DC 19), Fire Shield
  3rd-Fireball (DC 20; x2), Lightning Bolt (DC 20; x2), Slow (DC 18)
  2nd-Invisibility, Minor Image (DC 17), Mirror Image, See Invisibility, Web (DC 17)
  1st-Charm Person (DC 16), Magic Missile (x2), Protection from Evil, Shield, Sleep (DC 16)
  0th-Acid Splash, Detect Magic, Prestidigitation, Read Magic
Str 8, Dex 14, Con 10, Int 20, Wis 13, Cha 12
Base Atk +7; CMB +6; CMD 19
Feats Combat Casting, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Scribe Scroll, Spell Focus (evocation), Spell Penetration
Skills Appraise +20, Craft (sculpture) +20, Fly +17, Knowledge (arcana, dungeoneering, local, planes, religion) +20, Perception +15, Spellcraft +20
Languages Common, Dark Folk, Draconic, Dwarven, Goblin, Undercommon
SQ arcane bond (+1 quarterstaff), metamagic mastery (4/ day)
Gear 2 potions of cure serious wounds
Other Gear +1 quarterstaff, bracers of armor +5, belt pouch containing 14 sapphires (worth 500 gp each) and a wardrobe key, Octopus Diadem, robe
Treasure OCTOPUS DIADEM
Slot head; Aura strong (indeterminate); CL 20th; Weight 3 lbs.
DESCRIPTION
The diadem resembles a golden octopus with eyes of sapphire. The octopus body is the size of a small cat, and the sapphires are massive, a profoundly dark blue that somehow seems miles deep. The diadem is a thing of unearthly beauty, clearly intended to be worn as a crown, with the curved tentacles swept gracefully around the wearer’s head to hold itself in place.
Before it was claimed by the Demon-Princess Teratashia, the diadem had been lost for eons, fashioned by some unknown and forgotten race of slaves to depict their master, an elder thing whose appearance was far more horrible than the image on the diadem would suggest. The dark paladin known as Priest-Killer discovered it and brought it to his dread mistress, who in turn gifted it to her high priestess among the dark stalkers of the Cyclopean Deeps in the City of Izamne. This high priestess was Rahir Tash.
This doomed, decadent creature wore the Octopus Diadem in her hair on the night of the great Annihilation. As the thousands of dark stalkers and creepers of her civilization were slaughtered and the streets of Izamne ran black with blood, the diadem soaked into itself the mystical power of a thousand deaths. The high priestess fled; a beckoning hand, the urgent offer of a hidden door; safety. She was never heard from again.
The Octopus Diadem has the following powers:
• 3/day—finger of death, fly
• 1/day—gate, blasphemy
The diadem’s wearer heals one point of damage per round, as well as one point of nonlethal damage. In addition the wearer is immune to bleed damage Only a spellcaster can survive wearing this crown; a nonspellcaster who dons the diadem immediately suffers 1d6 points of damage and must succeed on a DC 30 Fortitude save against instant death. The damage and saves are repeated each minute until the character dies or removes the crown.
Each time the diadem’s owner puts it to use (other than for regeneration or flying), there is a 1% chance that the powerful magic item sucks the user’s soul into it, immediately creating a being that is, effectively, a lich. (Use the skeletal champion template if the user is not 11th level).
Owning the diadem is a dangerous proposition, for it is claimed by the Demon-Princess Teratashia and sought by the Vessals of Isclaadra for their own demonic master.
DESTRUCTION
The Diadem cannot be destroyed. Its powers can be neutralized if it is sealed in stone and buried at the bottom of a deep ocean.
Aouc Jamac’s spellbook includes the following:
0—all;
1st—charm person, comprehend languages, hold portal, magic missile, protection from evil, shield, sleep;
2nd—arcane lock, bull’s strength, continual flame, darkness, detect thoughts, invisibility, knock, locate object, minor image, mirror image, protection from arrows, pyrotechnics, see invisibility, web;
3rd—clairaudience/clairvoyance, explosive runes, fireball, lightning bolt, slow, suggestion;
4th—animate dead, charm monster, confusion, dimension door, fear, remove curse;
5th—cloudkill, magic jar, telekinesis, teleport, transmute rock to mud, wall of stone;
6th—circle of death, legend lore.

Qlippoth, Ossadogowah

Qlippoth, Ossadogowah
CR 8                                                                                                                  XP: 4,800
CE Large outsider (chaos, evil, extraplanar, qlippoth)
Init +1; Senses darkvision 60 ft.; Perception +15
AC 18, touch 10, flat-footed 17 (-1 size, +8 natural, +1 Dex)
HP 115 (10d10+60)
Fort +12, Ref +6, Will +11
DR 5/lawful; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Speed 40 ft., fly 20 ft. (poor)
Melee 2 claws +16 (1d8+7), tentacle +16 (1d6+3 plus slow)
Space 10 ft.
Special Attacks discorporate transformation, rend (2 claws, 1d8+10)
During Combat In combat, Ossadogowahs wade into melee combat with their massive, clawtipped hands and with their tentacles.
Str 24, Dex 12, Con 20, Int 12, Wis 14, Cha 17
Base Atk +10; CMB +18; CMD 29
Feats Flyby Attack, Improved Critical, Iron Will, Toughness
Skills Fly +14, Intimidate +16, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +15, Sense Motive +15, Stealth +10
Languages Abyssal, Aklo
Environment any (Abyss)
Organization solitary, pair, or troop (2–20)
Treasure none
Discorporate Transformation (Su) A slowed creature struck by a Ossadogowah’s tentacles must succeed on a DC 20 Fortitude save or be transformed into a mist-like substance. A discorporate creature is effectively paralyzed but is otherwise affected as if by the gaseous form spell for 1d4 rounds. An adjacent Ossadogowah can take a standard action to inhale a discorporate creature. The creature is sucked like air into the Ossadogowah’s lungs and takes 5d6 damage (no save). If the discorporate creature survives this damage, the Ossadogowah immediately coughs it out as a free action and the creature returns to its normal state, prone in any legal square adjacent to the Ossadogowah. The save DC is Constitution-based.
Slow (Su) A creature hit by a Ossadogowah’s tentacles is slowed as the spell for 2d4 rounds unless it succeeds on a DC 18 Will save. The save DC is Charisma-based.
This qlippothic creature has a massive body with leathery bat-wings. Despite having a very small wingspan, it is capable of slow flight. Its face is little more than eyes and a writhing mass of tentacles, with a great squid-like brain case at the back of the head.
The Ossadogowahs are elder organisms that were spawned, like the elder being Yiquooloome, from the seepage of raw Chaos-material into the Material Plane, deep beneath the earth in the Cyclopean Deeps. Centuries ago, Yiquooloome began removing some of the seepage and bringing the poisonous Chaos-material to its laboratory, where it shapes and constructs the Ossadogowahs. Ossadogowahs bear an uncanny resemblance to the being known as Cthulhu, which is the result of Cthulhu’s indirect influence on Yiquooloome’s dreams. Just as mad human cultists make statues of Cthulhu from its influence on their dreams, so did Yiquooloome — but Yiquooloome’s statues are made of Chaos-substance, and they are horridly and undeniably alive.
Despite the size of the brain case, Ossadogowahs are of average intelligence, in human terms, and utterly obedient to Yiquooloome’s will. It would be theoretically possible to derive the elder runes and complex spell traceries required to dominate the alien mind of a Ossadogowah, but thus far no one has succeeded in such an attempt. All such visionaries are dead or insane.

Qlippoth, Nebunorne

Qlippoth, Nebunorne
CR 8                                                                                                          XP: 4,800
CE Large outsider (chaotic, evil, extraplanar, qlippoth)
Init +3; Senses darkvision 60 ft.; Perception +16
Aura darkness (10 ft., concealment)
AC 18, touch 12, flat-footed 15 (-1 size, +6 natural, +3 Dex)
HP 105 (10d10+50)
Fort +8, Ref +10, Will +10
DR 5/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Speed 0 ft., fly 30 ft. (average)
Melee 2 tentacles +13 (1d6+4 plus grab), or tentacle staff +15/+10 (1d8+7 plus poison)
Space 10 ft., Reach 10 ft.
Special Attacks Constitution damage, constrict (1d6+4), hypnotic voice
Spell-Like Abilities (CL 12th) 3/day—deeper darkness 1/day—summon qlippoth (nebunorne, 40%)
During Combat In battle, a nebunorne uses the tentacles from one “hand” and from the “face” as weapons. The other “hand” could be used, but ordinarily the qlippoths carry a tentacle-staff in this “hand,” as a weapon. The tentacle staff is an eight-foot rod of solidified mist, with a mass of tentacles at the top end, waving in the air as if floating in water. A nebunorne’s tentacle staff has stingers that deliver a qlippothic poison.
Str 18, Dex 16, Con 20, Int 14, Wis 17, Cha 18
Base Atk +10; CMB +15; CMD 28
Feats Cleave, Great Cleave, Power Attack, Step Up, Weapon Focus (tentacle staff)
Skills Acrobatics +11, Bluff +16, Fly +9, Intimidate +17, Knowledge (arcana, planes) +15, Perception +16, Sense Motive +16, Stealth +3
Languages Abyssal, Celestial, and Draconic; telepathy
Gear +1 tentacle staff
Environment underground (Abyss)
Organization solitary or pair
Treasure standard
Constitution Damage (Ex) A creature pinned by a nebunorne takes 1d4 points of Constitution damage on each round the qlippoth maintains the pin unless it succeed on a DC 20 Fortitude save.
Poison (Ex) The Bloat; type poison, injury; save Fortitude DC 20; onset 1 round; frequency 1/hour for 6 hours; effect 1d2 Dex damage; cure 2 consecutive saves. A creature affected by the bloat swells over the course of several hours to twice normal size. A creature reduced to 0 Dex by the bloat explodes into a pink mist that eventually dissipates, leaving nothing to raise or resurrect. Despite its qlippothic origin, the poison will respond normally to spells that affect ordinary poisons.
Hypnotic Voice (Su) A nebunorne can speak in hypnotic tones as a standard action. Any creature that hears a nebunorne’s voice must succeed on a DC 19 Will save or be paralyzed. The creature remains paralyzed for as long as the nebunorne dedicates a standard action each round to speaking, or the sound is blocked in some way. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Branching masses of tentacles made of some black, semi-solid matter extend from this cloaked qlippoth’s hood and sleeves. One mass of tentacles reaches outward from the hood, where a face ought to be, and other branching tentacles serve as long-fingered hands where they extend from the sleeves of the cloak. These tentacles wrap around a long staff with another mass of waving tentacles at one end. Most disturbing, perhaps, are the eight large tentacles, ten feet long, which writhe beneath the hooded figure as if its lower half were a massive octopus.
The terrifying nebunornes are mist-qlippoths in the service of the qlippoth prince Isclaadra. They are always found wearing hooded robes. Some scholars of qlippoth-kind — intrinsically unreliable as such individuals might be — propose that the hooded cloak is actually the substance of the qlippoth, and the rest merely an agglomeration of mist. All of the black tentacles, arms, face, and “legs” dissolve into trailing bands of dark mist at the ends. Their voices are like smooth silk, hypnotic and captivating.
The qlippoths drift slowly through the air like the mist-substance they are, but if they are in contact with the ground they can pull themselves forward along the ground using the suckers of their lower tentacles. When they can pull themselves in this fashion, they can move with astonishing speed.