Thursday, February 21, 2019

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.

Tuesday, February 19, 2019

Funny she didn't look Druish

Niva, Primal Druid
CR 9                                                                                                               XP: 6,400
Female human druid 10
N Medium humanoid (human)
Init +1; Senses Perception +13
AC 15, touch 11, flat-footed 14 (+4 natural, +1 Dex)
HP 68 (10d8+20)
Fort +8, Ref +4, Will +8
Defensive Abilities resist nature’s lure; Will +12 vs. fey and plants; Immune poison
Speed 30 ft.
Melee mwk club +7/+2 (1d6-1)
Special Attacks spontaneous casting (summoning spells)
Spells Prepared (CL 10th)
  5th-Call Lightning Storm (DC 20), Insect Plague, Stoneskin
  4th-Air Walk, Cure Serious Wounds, Dispel Magic, Flame Strike (DC 19)
  3rd-Call Lightning (DC 18), Dominate Animal (DC 18), Greater Magic Fang, Protection from Energy
  2nd-Animal Messenger, Barkskin (already cast), Gust of Wind (DC 17), Heat Metal, Tree Shape
  1st-Calm Animals (DC 16), Charm Animal (DC 16), Entangle (DC 16), Goodberry, Longstrider, Speak With Animals
  0th-Detect Magic, Guidance, Know Direction, Stabilize, Virtue
Str 8, Dex 12, Con 13, Int 16, Wis 20, Cha 18
Base Atk +7; CMB +6; CMD 17
Skills Bluff +20, Diplomacy +12, Escape Artist +3, Handle Animal +12, Heal +18, Knowledge (nature) +18, Perception +13, Sense Motive +15, Spellcraft +11, Stealth +13, Survival +20, Swim +4
Languages Auran, Common, Druidic, Sylvan, Terran
SQ nature bond, nature sense, trackless step, wild empathy +14, wild shape 4/day, woodland stride
Gear lesser metamagic rod (extend), minor circlet of blasting, elixir of hiding
Other Gear mwk club, cloak of elvenkind
DEATHMANE
CR 4                                                                                                               XP 1,200
Male kamadan (The Tome of Horrors Revised 245)
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 30 (4d10+8)
Fort +6; Ref +6; Will +2
Spd 40 ft.
Melee 2 claws +7 (1d6+4), bite +7 (1d8+4), and 6 snakes +2 (1d4)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks sleep breath, snakes
Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Dodge, Skill Focus (Perception)
Skills Acrobatics +6 (+14 balance), Perception +8, Stealth +7 (+15 undergrowth)
Sleep Breath (Su) Cone of sleep, 30 feet, every 1d4 rounds (but not more than 5/day); DC 14 Fortitude negates. Creatures with 4 HD or less do not receive a save to avoid the effects; they are automatically affected. Otherwise, as the sleep spell (caster level 8th). There is no HD limit to the number of creatures that can be affected. The save DC is Constitution-based.
Snakes (Ex) Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamadan’s Strength bonus to damage.
Jeraldus, Awakener Druid
CR 7                                                                                                                    XP: 3,200
Male human druid 8
N Medium humanoid (human)
Init +9; Senses Perception +13
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
HP 55 (8d8+16)
Fort +7, Ref +7, Will +8
Defensive Abilities resist nature’s lure; Will +12 vs. fey and plants
Speed 30 ft.
Melee spear +8/+3 (1d8+1/x3)
Ranged +1 seeking sling +12/+7 (1d4+1)
Special Attacks spontaneous casting (summoning spells)
Spells Prepared (CL 8th)
  4th-Ice Storm, Rusting Grasp
  3rd-Cure Moderate Wounds, Sleet Storm, Snare
  2nd-Barkskin, Cats Grace, Spider Climb, Warp Wood (DC 14)
  1st-Entangle (DC 13), Faerie Fire, Obscuring Mist, Shillelagh, Speak With Animals
  0th-Detect Magic, Flare (DC 12), Mending, Resistance
Str 13, Dex 20, Con 12, Int 10, Wis 15, Cha 13
Base Atk +6; CMB +7; CMD 22
Feats Alertness, Augment Summoning, Improved Initiative, Natural Spell, Weapon Focus (spear)
Skills Craft (woodworking) +9, Handle Animal +12, Heal +9, Knowledge (nature) +15, Perception +13, Sense Motive +10, Survival +11
Languages Common, Druidic
SQ nature bond, nature sense, trackless step, wild empathy +9, wild shape 3/day, woodland stride
Gear potion of sanctuary
Other Gear potion of sanctuary; Other Gear +1 leather armor, spear, sling, 25 +1 seeking sling bullets
KREEYAAK
CR 2                                                                                                               XP 600
Male scythe falcon (Creature Collection 165)
N Tiny magical beast
Init +7; Senses darkvision 120 ft., low-light vision; Perception +6
AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 11 (2d10)
Fort +3; Ref +8; Will +2
Spd 20 ft., fly 240 ft. (average)
Melee 2 talons +3 (1d4–1) and scythe wing +3 (1d6–1/18–20 plus dismemberment)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks dismemberment
Str 8, Dex 17, Con 10, Int 5, Wis 14, Cha 6
Base Atk +2; CMB +3; CMD 13
Feats DodgeB, Flyby Attack, Improved InitiativeB, Lightning ReflexesB, MobilityB
Skills Fly +8, Perception +6, Stealth +11
Dismemberment (Ex) If a scythe falcon scores a critical hit with its scythe wing attack, roll d6 for the results of dismemberment instead of a critical multiplier: 1 = head, victim dies instantly; 2 = right arm, victim loses 33% of current hp; 3 = left arm, victim loses 33% of current hp; 4 = right leg, victim loses 50% of current hp; 5 = left leg, victim loses 50% of current hp, 6 = torso badly slashed, victim loses 50% of normal total hp.
Scront, Orcish Blood Painter
CR 6                                                                                                                 XP: 2,400
Male orc druid 7
N Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +2
AC 18, touch 10, flat-footed 18 (+4 armor, +2 natural, +2 shield)
HP 63 (7d8+28)
Fort +7, Ref +2, Will +7
Defensive Abilities ferocity, resist nature’s lure; Will +11 vs. fey and plants; Weaknesses light sensitivity
Speed 30 ft.
Melee +1 scimitar +11 (1d6+6/18-20)
Ranged javelin +5 (1d6+5)
Space 5 ft., Reach 5 ft.
Special Attacks spontaneous casting (summoning spells)
Spells Prepared (CL 7th)
  4th-Cure Serious Wounds
  3rd-Poison (DC 15), Spike Growth (DC 15)
  2nd-Bears Endurance, Bulls Strength, Cats Grace, Flame Blade (melee touch +10, 1d8+3 plus fire)
  1st-Entangle (DC 13), Hide from Animals, Magic Fang, Longstrider, Produce Flame (melee touch +10, ranged touch +5)
  0th-Detect Poison, Guidance, Mending, Resistance
Str 21, Dex 11, Con 16, Int 8, Wis 14, Cha 6
Base Atk +5; CMB +10; CMD 20
Feats Cleave, Combat Casting, Power Attack, Weapon Focus (scimitar)
Skills Craft (weaving) +4, Handle Animal +5, Knowledge (nature) +5, Ride +5, Survival +14
Languages Common, Druidic, Orc
SQ nature bond, nature sense, trackless step, wild empathy +5, wild shape 2/day, woodland stride
Gear hide armor, heavy wooden shield, amulet of natural armor +2, +1 scimitar
Ferocity (Ex) An orc remains conscious and can continue fighting even if its hit point total is below 0. The orc is still staggered and loses 1 hit point each round. The orc still dies when its hit point total reaches –12.
Light Sensitivity (Ex) Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
CH’H 
CR 3                                                                                                               XP 800
Female giant saw-toothed beetle (The Tome of Horrors II 16)
N Medium vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 32 (5d8+10)
Fort +6; Ref +1; Will +1
Immune vermin traits
Spd 30 ft., climb 10 ft.
Melee bite +5 (2d6+3 plus grab)
Str 15, Dex 11, Con 14, Int —, Wis 10, Cha 6
Base Atk +3; CMB +5 (+9 grapple); CMD 15 (19 vs. trip)
Grab (Ex) A giant saw-toothed beetle is able to use its grab ability against of Medium size or smaller. On a successful hold, it deals automatic bite damage each round.
Phyllox, Gnome Druid
CR 13                                                                                                             XP: 25,600
Male gnome druid 14
NE Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +24
AC 20, touch 12, flat-footed 16 (+8 armor, +3 Dex, +1 size)(+1 dodge vs. giants)
HP 84 (10d8+2d6+12)
Fort +11, Ref +7, Will +14; +2 vs. illusions, +1 vs. fear effects
Defensive Abilities defensive training; Will +16 vs. illusion; Immune venom
Speed 20 ft.
Melee staff of swarming insects +10 (1d6)
Ranged composite longbow +15/+10 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks hatred (+1 attack vs. reptilian and goblinoids), spontaneous casting [summon nature’s ally (vermin)]
Spell-Like Abilities (CL 14th) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Spells Prepared (CL 14th)
  7th-– Creeping Doom, Fire Storm (DC24)
  6th-Anti-Life Shell, Wall of Stone
  5th-Baleful Polymorph (DC 22), Call Lightning Storm (DC 22), Insect Plague, Stone Skin
  4th-Air Walk, Ice Storm, Flame Strike (DC 21), Giant Vermin, Spike Stones
  3rd-Contagion (DC 20), Greater Magic Fang, Poison (DC 20), Protection from Energy, Sleet Storm
  2nd-Barkskin, Cats Grace, Flaming Sphere, Gust of Wind, Owls Wisdom
  1st-Charm Animal, Faerie Fi Re, Jump, Longstrider, Obscuring Mist, Produce Flame
  0th-Detect Magic, Light, Resistance, Stabilize
Str 10, Dex 16, Con 15, Int 14, Wis 21, Cha 17
Base Atk +10; CMB +9; CMD 19
Feats Augment Summoning, Combat Casting, Dodge, Greater Spell Focus (conjuration), Natural Spell, Spell Focus (conjuration)
Skills Craft (armor) +4, Fly +20, Handle Animal +20, Heal +21, Perception +24, Spellcraft +19, Survival +22
  Racial Modifiers +2 Perception, Craft (armor)+2
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ a thousand faces, nature bond, nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (6/day), woodland stride
Gear staff of swarming insects (28 charges), +2 small wild full chitin plate armor (+8 AC), cape of the mountebank, potions of cure serious wounds (x2).
Environment  any land
Organization solitary, pair, or gang (3-5)
A strange, multicolored creature stands before you.
Phyllox is ancient, with weathered skin and coalblack eyes that reflect his hatred. Scrawny and frail, he never travels without his staff. Phyllox is dedicated to the ruination of civilization and the spread of pestilence. Clever and powerful, he often assumes the forms of a tiny fire beetle or a gargantuan centipede. The druid is hesitant wild shaping into a gargantuan vermin unless the room offers space for the form to provide him an advantage. Aside from his enhanced conjuration spells, he favors casting fire storm down long passages on unsuspecting victims.
FLASH FIRE BEETLE COMPANION
N Medium vermin
Init +1; Senses low-light vision; Perception +0
AC 21, touch 11, fl at-footed 20 (+11 natural, +1 Dex)
hp 94 (12d8+24)
Fort +12, Ref +9, Will +4
Defensive Abilities evasion; Immune mind-affecting effects
Speed 30 ft., fly 30 ft. (poor)
Melee bite +14 (1d6+5)
Str 20, Dex 13, Con 15, Int —, Wis 10, Cha 7
Base Atk +9; CMB +14; CMD 15 (23 vs. trip)
Skills Fly +13
SQ luminescence, link, share spells
Luminescence (Ex) A fire beetle’s glowing glands provide light in a 15-foot radius. A dead fi re beetle’s luminescent glands continue to glow for 1d6 days after its death. Although nocturnal, the fire beetle lacks darkvision—it relies on its own glowing glands for illumination.
Flash Beetle (Ex): A flash beetle is an advanced fire beetle that can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 15-foot burst must make a DC 18 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitutionbased.Base Atk +10; CMB +9; CMD 22
Feats Augment Summoning, Combat Casting, Dodge, Greater Spell Focus (conjuration), Natural Spell, Shape Master*, Spell Focus (conjuration)
Skills Craft (armor) +4, Fly +20, Handle Animal (vermin) +20, Heal +21, Perception +24, Spell Craft +19, Survival +22; Racial Modifi cations Perception +2, Craft (armor) +2
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ a thousand faces, nature bond, nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (6/day), woodland stride
Combat Gear: staff of swarming insects (28 charges), +2 small wild full chitin plate armor (+8 AC), cape of the mountebank, potions of cure serious wounds (x2).
Phyllox, Gnome Druid (Gargantuann Centipede Form)
CR 13                                                                                                            XP: 25,600
Male gnome druid 14
NE Gargantuan humanoid (augmented gnome)
Init +0; Senses darkvision 60ft., low-light vision; Perception +24
AC 22, touch 4, flat-footed 22 (+8 armor, -4 size)(+1 dodge vs. giants, +10 natural)
HP 119 (14d12+28)
Fort +11, Ref +4, Will +14; +2 vs. illusions, +1 vs. fear effects
Defensive Abilities defensive training; Will +16 vs. illusion; Immune venom
Speed 40 ft., climb 40 ft.
Melee bite +10 (2d8+4 plus poison)
Space 20 ft., Reach 20 ft.
Special Attacks hatred (+1 attack vs. reptilian and goblinoids), spontaneous casting [summon nature’s ally (vermin)]
Spell-Like Abilities (CL 14th) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Spells Prepared (CL 14th)
  7th-– Creeping Doom, Fire Storm (DC24)
  6th-Anti-Life Shell, Wall of Stone
  5th-Baleful Polymorph (DC 22), Call Lightning Storm (DC 22), Insect Plague, Stone Skin
  4th-Air Walk, Ice Storm, Flame Strike (DC 21), Giant Vermin, Spike Stones
  3rd-Contagion (DC 20), Greater Magic Fang, Poison (DC 20), Protection from Energy, Sleet Storm
  2nd-Barkskin, Cats Grace, Flaming Sphere, Gust of Wind, Owls Wisdom
  1st-Charm Animal, Faerie Fi Re, Jump, Longstrider, Obscuring Mist, Produce Flame
  0th-Detect Magic, Light, Resistance, Stabilize
Str 18, Dex 10, Con 15, Int 14, Wis 21, Cha 17
Base Atk +10; CMB +18; CMD 25
Feats Augment Summoning, Combat Casting, Dodge, Greater Spell Focus (conjuration), Natural Spell, Spell Focus (conjuration)
Skills Craft (armor) +4, Fly +9, Handle Animal +20, Heal +21, Perception +24, Spellcraft +19, Survival +22
  Racial Modifiers +2 Perception, Craft (armor)+2
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ a thousand faces, nature bond, nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (6/day), woodland stride
Gear staff of swarming insects (28 charges), +2 small wild full chitin plate armor (+8 AC), cape of the mountebank, potions of cure serious wounds (x2).
Environment  any land
Organization solitary, pair, or gang (3-5)
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
A strange, multicolored creature stands before you.
Phyllox is ancient, with weathered skin and coalblack eyes that reflect his hatred. Scrawny and frail, he never travels without his staff. Phyllox is dedicated to the ruination of civilization and the spread of pestilence. Clever and powerful, he often assumes the forms of a tiny fire beetle or a gargantuan centipede. The druid is hesitant wild shaping into a gargantuan vermin unless the room offers space for the form to provide him an advantage. Aside from his enhanced conjuration spells, he favors casting fire storm down long passages on unsuspecting victims.
Ilban, Broodhatch Nantuko
CR 9                                                                                                               XP: 6,400
Male human druid 10
NE Medium humanoid (human)
Init +2; Senses Perception +16
AC 26, touch 16, flat-footed 23 (+8 armor, +2 Dex, +2 natural, +2 deflection, +1 dodge)
HP 72 (10d8+16)
Fort +8, Ref +5, Will +10
Immune vemom
Speed 30 ft.
Melee mwk sickle +11/+6 (1d6+3 plus trip)
Special Attacks spontaneous casting (summoning spells)
Spell-Like Abilities (CL 10) speak with animal (vermin) 13 rounds /day
Spells Prepared (CL 10th)
  5th-Beast Shape III (D), Insect Plague, Stone Skin
  4th-Flame Strike (DC 17), Giant Vermin, Rusting Grasp, Summon Natures Ally IV (D vermin only)
  3rd-Dominate Animal (D), Greater Magic Fang, Poison (DC 16), Protection from Energy, Sleet Storm
  2nd-Bears Endurance, Bulls Strength, Chill Metal (DC 15), Flaming Sphere, Hold Animal (D), Soften Earth and Stone
  1st-Calm Animal (D), Endure Elements, Faerie Fire, Jump, Longstrider, Produce Flame
  0th-Know Direction, Light, Resistance, Stabilize (D domain spell)
Domain: animal (vermin)
Str 17, Dex 14, Con 13, Int 8, Wis 17, Cha 16
Base Atk +7; CMB +10; CMD 25
Feats Augment Summoning, Dodge, Eschew Materials, Fleet, Natural Spell, Spell Focus (conjuration)
Skills Fly +15, Handle Animal +14, Perception +16, Survival +16
Languages Common, Druidic
SQ nature bond (domain), nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (4/day), woodland stride
Gear masterwork sickle, chitin half plate armor (+5), heavy insect-carapace shield (+2), ring of mind shielding, ring of protection +2, amulet of natural armor +2
Ilban is strikingly handsome and confident. He resents this assignment and detests Ethea and her crude manners. Ilban prides himself on his appearance. He is served by a trained ankheg.
TRAINED ANKHEG 
CR 3
XP: 800
N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision, tremorsense  60 ft.; Perception +8
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
HP 28 (3d10+12)
Speed 30 ft., burrow 20 ft.
Melee bite +5 (2d6+4 plus 1d4 acid and grab)
Space 10 ft., Reach 5 ft.
Special Attacks spit acid
Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +8, Perception +8
Environment temperate or warm plains
Organization solitary, pair, or nest (3-6)
Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage.  As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.
This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.
Ilban, Broodhatch Nantuko (Mantis Form)
CR 9                                                                                                              XP: 6,400
Male human druid 10
NE Huge humanoid (augmented human (praying mantis))
Init +0; Senses darkvison 60ft.; Perception +16
AC 20, touch 12, flat-footed 20 (+8 natural, +2 deflection, +1 dodge, -2 size)
HP 72 (10d8+16)
Fort +8, Ref +3, Will +10
Immune vemom
Speed 35 ft., climb 95 ft., fly 90 ft. (average)
Melee 2 claws +11 (1d8+6 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks lunge, mandibles, sudden strike spontaneous casting [summon nature’s ally (vermin)]
Spell-Like Abilities (CL 10) speak with animal (vermin) 13 rounds /day
Spells Prepared (CL 10th)
  5th-Beast Shape III (D), Insect Plague, Stone Skin
  4th-Flame Strike (DC 17), Giant Vermin, Rusting Grasp, Summon Natures Ally IV (D vermin only)
  3rd-Dominate Animal (D), Greater Magic Fang, Poison (DC 16), Protection from Energy, Sleet Storm
  2nd-Bears Endurance, Bulls Strength, Chill Metal (DC 15), Flaming Sphere, Hold Animal (D), Soften Earth and Stone
  1st-Calm Animal (D), Endure Elements, Faerie Fire, Jump, Longstrider, Produce Flame
  0th-Know Direction, Light, Resistance, Stabilize (D domain spell)
Domain: animal (vermin)
Str 23, Dex 10, Con 13, Int 8, Wis 17, Cha 16
Base Atk +7; CMB +15; CMD 28
Feats Augment Summoning, Dodge, Eschew Materials, Fleet, Natural Spell, Spell Focus (conjuration)
Skills Fly +11, Handle Animal +16, Perception +16, Survival +16
Languages Common, Druidic
SQ nature bond (domain), nature sense, orisons, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape (4/day), woodland stride
Gear masterwork sickle, chitin half plate armor (+5), heavy insect-carapace shield (+2), ring of mind shielding, ring of protection +2, amulet of natural armor +2
Lunge (Ex) Ilban’s limbs are capable of reaching much farther than normal for a creature of his size. As a full attack action, he can make a single attack with his claws at double the normal reach. When he attacks with a claw in this manner, he gains a +4 bonus on his attack roll. He cannot make attacks of opportunity with his lunge.
Mandibles (Ex) When Ilban grabs a foe, he can make a bite attack against that foe as a secondary attack. The bite has a +6 attack that infl icts 2d6+3 points of damage on a hit.
Sudden Strike (Ex) As a giant mantis, he is particularly adept at moving quickly when his foes are surprised. During a surprise round, Ilban may act as if he had a full round to act, rather than just one standard action.
Ethea. Avid Reclaimer
CR 10                                                                                                                XP: 9,600
Female human druid 6/fighter 5
NE Medium humanoid (human)
Init +1; Senses Perception +11
AC 23, touch 14, flat-footed 21 (+2 deflection, +9 armor, +1 Dex)
HP 67 (6d8+5d10+11)
Fort +6, Ref +3, Will +7
Speed 30 ft.
Melee +3 scythe +16/+11 (2d4+9/x4 plus trip)
Special Attacks spontaneous casting [summon nature’s ally (vermin)]
Spells Prepared (CL 6th)
  3rd-Greater Magic Fang, Poison
  2nd-Barkskin, Bears Endurance, Bulls Strength, Cats Grace
  1st-Cure Light Wounds, Jump, Longstrider, Obscuring Mist
  0th-Detect Magic, Light, Resistance, Virtue
Str 19, Dex 12, Con 12, Int 11, Wis 15, Cha 10
Base Atk +9; CMB +13; CMD 26
Feats Augment Summoning, Cleave, Dodge, Great Cleave, Improved Critical (scythe), Natural Spell, Power Attack, Spell Focus (conjuration), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Skills Climb +13, Fly +10, Handle Animal +14, Perception +11, Survival +16
Languages Common, Druidic
SQ armor training 1, bravery +2, nature bond, nature sense, orisons, resist nature’s lure, trackless step, weapon training 1 (blades), wild empathy, wild shape (2/day), woodland stride
Gear +3 scythe, +2 chitin full plate armor (+9), ring of protection +1
This large woman constantly scowls. She persistently badgers and belittles Ilban and anyone else crossing her path. She is gruff and robust with an attitude and voice resembling a seasoned sailor. Ethea’s vermin companion died during an unfortunate geyser eruption — which she still blames on Ilban.
Ethea. Avid Reclaimer (Scorpion Form)
CR 10                                                                                                           XP: 9,600
Female human druid 6/fighter 5
NE Large humanoid (augmented human (scorpion))
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +15
AC 23, touch 12, flat-footed 23 (+2 deflection, +7 armor, -1 size, +4 natural)
HP 67 (6d8+5d10+11)
Fort +6, Ref +2, Will +7
Speed 30 ft.
Melee 2 claws +17 (1d6+8 plus grab), sting +17 (1d6+8 plus poison)
Space 10 ft.
Special Attacks spontaneous casting [summon nature’s ally (vermin)], constrict (1d6+6)
Spells Prepared (CL 6th)
  3rd-Greater Magic Fang, Poison
  2nd-Barkskin, Bears Endurance, Bulls Strength, Cats Grace
  1st-Cure Light Wounds, Jump, Longstrider, Obscuring Mist
  0th-Detect Magic, Light, Resistance, Virtue
Str 23, Dex 10, Con 12, Int 11, Wis 15, Cha 10
Base Atk +9; CMB +16; CMD 28
Feats Augment Summoning, Cleave, Dodge, Great Cleave, Improved Critical (scythe), Natural Spell, Power Attack, Spell Focus (conjuration), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe)
Skills Climb +17, Fly +9, Handle Animal +14, Perception +15, Survival +16
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Common, Druidic
SQ armor training 1, bravery +2, nature bond, nature sense, orisons, resist nature’s lure, trackless step, weapon training 1 (blades), wild empathy, wild shape (2/day), woodland stride
Gear +3 scythe, +2 chitin full plate armor (+9), ring of protection +1
Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus
Dobrynya, Axebane Guardian
CR 17                                                                                                            XP: 102,400
Male human druid 17
N Medium humanoid (human)
Init +7; Senses Perception +16
AC 23, touch 16, flat-footed 20 (+3 deflection, +4 armor, +3 shield, +3 Dex)
HP 131 (17d8+51); diehard
Fort +12, Ref +8, Will +16
Defensive Abilities resist nature’s lure; Immune poison
Speed 30 ft.
Melee +2 frost scimitar +15/+10/+5 (1d6+3/18-20 plus 1d6 cold)];  touch +13 (by spell)
Ranged ray +15 touch (by spell)
Spells Prepared (CL 17th)
  9th-Shapechange
  8th-Finger of Death (DC 24), Word of Recall
  7th-Creeping Doom (DC 24), Greater Ironwood (see Appendix 2), Transmute Metal to Wood
  6th-Antilife Shell, Greater Dispel Magic, Ironwood, Liveoak, Wall of Stone (DC 23)
  5th-Awaken (DC 22), Baleful Polymorph (DC 22), Call Lightning Storm, Insect Plague (DC 22), Tree Stride
  4th-Command Plants (DC 21), Cure Serious Wounds, Dispel Magic, Ice Storm, Scrying (DC 20)
  3rd-Call Lightning, Daylight, Quench (DC 20), Stone Shape, Wind Wall
  2nd-Barkskin, Bulls Strength, Chill Metal (DC 19), Fog Cloud (DC 19), Warp Wood (DC 19), Wood Shape (DC 19)
  1st-Cure Light Wounds, Entangle (DC 18), Faerie Fire, Goodberry, Longstrider, Speak With Animals
  0th-Cure Minor Wounds, Light, Mending, Read Magic
Str 13, Dex 16, Con 14, Int 11, Wis 22, Cha 12
Base Atk +12; CMB +13; CMD 29
Feats Augment Summoning, Blind-Fight, Craft Staff, Craft Wand, Diehard, Endurance, Improved Initiative, Natural Spell, Spell Focus (conjuration, transmutation)
Skills Craft (carpentry) +10, Fly +16, Handle Animal +18, Heal +19, Knowledge (nature) +22, Perception +16, Spellcraft +11, Survival +25
Languages Common, Druidic, Sylvan
SQ a thousand faces, nature sense, timeless body, trackless step, wild empathy (+18), wild shape (7/day, beast shape III, elementalbody IV, plant shape III), woodland stride
Gear wand of call lightning (50 charges, CL 8);
Other Gear +2 frost scimitar, +2 leather armor, +2 light wooden shield, ring of protection +3
Nimra, Dire Bear
CR 7                                                                                                             XP 3,200
N Large animal (augmented)
Init +6; Senses low-light vision, scent; Perception +12
DEFENSE
AC 29, touch 11, flat-footed 27 (+2 Dex, +18 natural, –1 size)
hp 125 (14 HD; 14d8+60)
Fort +14, Ref +11, Will +7; +4 against enchantment
Defensive Abilities devotion, improved evasion
OFFENSE
Speed 40 ft.
Melee 2 claws +22/+17 (1d6+11 plus grab) or bite +21 (2d6+11)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 32, Dex 14, Con 21, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +22 (+26 to Grapple); CMD 34 (38 vs. Trip)
Feats Endurance, Improved Initiative, Improved Natural Attack (bite), Iron Will, Run, Skill Focus (Perception), Weapon Focus (claws)
Skills Climb +15, Perception +12, Survival +10, Swim +19; Racial
Modifiers +4 Swim
SQ link, share spells, tricks (attack, come, defend, down, fetch, guard, stay, track)
Nesbitt, Kobold, Druid
CR 8                                                                                                                XP: 4,800
Male kobold druid 7/sorcer 3
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +17
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
HP 35 (7d8+3d6-9)
Fort +5, Ref +4, Will +13
Weaknesses light sensitivity
Speed 60 ft.
Melee unarmed strike +5/+0 (1d2-2)
Ranged light crossbow +8/+3 (1d6/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks  tremor, wild shape 2/day
Spell-Like Abilities (CL 7th; ranged touch +7) 6/day—acid dart (1d6+1 acid)
Spells Known (CL 3rd)
  1st (6/day)-Expeditious Excavation, Expeditious Retreat, Mage Armor, Magic Weapon
  0th-Bleed (DC 13), Detect Magic, Mage Hand, Ray of Frost, Resistance
Spells Prepared (CL 7th)
  4th-Rusting Grasp, Spike Stones (D DC 17)
  3rd-Cure Moderate Wounds, Meld Into Stone, Spike Growth (DC 16), Spiked Pit (D DC 16)
  2nd-Accelerate Poison (DC 15), Barkskin, Create Pit (D DC 15), Heat Metal (DC 15), Spider Climb
  1st-Cure Light Wounds, Longstrider, Magic Stone (D), Obscuring Mist, Ray of Sickening (DC 14), Stone Fist
  0th-Create Water, Detect Magic, Know Direction, Virtue (D Domain spell)
Bloodline: Deep Earth
Domain: Caves, Earth
Str 6, Dex 12, Con 8, Int 10, Wis 17, Cha 16
Base Atk +6; CMB +3; CMD 14
Feats Alertness, Combat Casting, Deepsight, Eschew Materials, Improved Initiative, Iron Will
Skills Bluff +9, Handle Animal +11, Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering, natture) +8, Perception +17, Sense Motive +5, Spellcraft +8, Stealth +9, Survival +13, Use Magic Device +11
  Racial Modifiers +2 Perception
Languages Draconic, Druidic
SQ trackless step, wild empathy +10, woodland stride
Gear potion of cure moderate wounds, potion of invisibility, wand of animate dead (6 charges), staff of projection (Appendix), locket of soul keeping (Appendix).
Treasure Staff of Projection
Aura moderate illusion; CL 7th Slot none; Price 71,000 gp; Weight 5 lb.
DESCRIPTION
The staff of projection has several powers that a wizard can use. The staff is made of bamboo with a core of willow wood. On the top of the staff is a large pearl (2,000 gp). The staff is only 4 feet long and is virtually worthless as a weapon. Its powers include:
• invisibility (1 charge)
• light (1 charge)
• lesser project image (1 charge)
• greater invisibility (3 charges)
CONSTRUCTION
Requirements Craft Staff, greater invisibility, invisibility, lesser project image, light; Cost 35,500 gp
Locket of Soul Keeping
Aura faint necromancy; CL 15th Slot neck; Price 141,500 gp; Weight —.
DESCRIPTION
This red coral locket contains a small black pearl that glows with an eerie greenish light when it is opened. The locket takes the soul (no raise dead is possible) of one creature killed and is activated by placing the open locket to the mouth of the creature as it draws its last breath. The locket allows the user to speak with dead with the creature thus possessed. Once per creature, the user can re-animate the creature killed for 24 hours by restoring the soul to the body.
The creature can now be raised (assuming the body is still intact, and not too much time has expired). The creature raised serves the user of the amulet and does his bidding (stats as in life, with –2 on all rolls, and immune to mind-influencing spells). After 24 hours, the body crumbles into dust (unless raised) and the soul is freed to go to whatever god he serves (PCs should roll 3d6 six times at this point).
CONSTRUCTION
Requirements Craft Wondrous Item, animate dead, speak with dead, trap the soul; Cost 70,750 gp
Lurilune, Channeler Initiate
CR 8                                                                                                               XP: 4,800
Female human druid (giant lynx shaman) 9 (Pathfinder Roleplaying Game Advanced Player’s Guide “Lion Shaman”)
N Medium humanoid (human)
Init +1; Senses Perception +10
Aura predator’s grace (15 ft.)
AC 14, touch 11, flat-footed 13 (+2 armor, +1 natural, +1 Dex)
HP 80 (9d8+36)
Fort +9, Ref +5, Will +11
Defensive Abilities Will +15 vs. fey and plant-targeted effects
Speed 30 ft.
Melee bite +5 (1d4-1), 2 claws +5 (1d4-1)
Special Attacks rake (2 claws +5, 1d4–1, wild shape 3/day
Spells Prepared (CL 9th)
  5th-Beast Shape III (animals only D), Stoneskin
  4th-Air Walk, Cure Serious Wounds, Flame Strike (DC 18), Summon Natures Ally IV (animals only D)
  3rd-Beast Shape I (animals only D), Call Lightning (DC 17), Call Lightning (DC 17), Speak With Plants, Stone Shape
  2nd-Cats Grace, Flaming Sphere (DC 16), Hold Animal (D DC 16), Hold Animal (DC 16), Resist Energy, Tree Shape
  1st-Cure Light Wounds, Endure Elements, Hide from Animals, Longstrider, Magic Fang (D), Produce Flame
  0th-Detect Magic, Know Direction, Read Magic, Resistance (D Domain spell)
Domain: Animal (Fur subdomain)
Str 8, Dex 12, Con 14, Int 10, Wis 19, Cha 13
Base Atk +6; CMB +5; CMD 16
Feats Blind-Fight, Combat Casting, Lunge, Natural Spell, Self-Sufficient, Stealthy, Toughness
Skills Appraise +1, Climb +3, Diplomacy +2, Fly +5, Handle Animal +6, Heal +15, Knowledge (geography) +4, Knowledge (nature) +10, Linguistics +2, Perception +10, Profession (gardener, herbalist) +12, Sense Motive +7, Spellcraft +8, Stealth +5, Survival +15
Languages Aquan, Common, Druidic, Sylvan
SQ animal companion (giant lynx [lion] named Kaivy), giant lynx [lion] wild shape, giant lynx’s [lion’s] totem transformation, giant lynx’s [lion’s] totemic summons, nature bond (Fur domain), nature sense, totem transformation (giant lynx’s [lion’s] natural weapons), trackless step, wild empathy +10, woodland stride
Gear wand of cure light wounds
Other Gear amulet of natural armor +1, bracers of armor +2, cloak of resistance +1
KAIVY 
Male giant lynx animal companion (Pathfinder Roleplaying Game Bestiary “Lion”)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +7
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 39 (+12)
Fort +6; Ref +9; Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 40 ft.
Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
Special Attacks rake (2 claws +7, 1d4+3)
Str 16, Dex 19, Con 13, Int 2, Wis 15, Cha 10
Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (bite), Toughness
Tricks Attack, Attack, Come, Defend, Down, Fetch, Heel, Hunting, Seek, Stay, Track, Track
Skills Acrobatics +8 (+12 to jump), Climb +7, Escape Artist +5, Perception +7, Stealth +8
SQ attack, come, defend, devotion, heel, hunting, stay, track
The Caller of Crooked Forms, Wight Druid
CR 8                                                                                                               XP: 4,800
Male advanced wight druid of Dajobas 6
LE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft.; Perception +19
AC 27, touch 21, flat-footed 23 (+4 Dex, +6 natural, +6 deflection, +1 dodge)
HP 91 (4d8+6d8+28)
Fort +10, Ref +7, Will +15
Defensive Abilities resist nature’s lurek Will +19 vs. fey and plant–targeted effects; Immune undead traits; Resist cold 10; Weaknesses resurrection vulnerability
Speed 30 ft.
Melee mwk scythe +14/+9 (2d4+7/x4 plus trip) or slam +12 (1d4+7 plus energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks energy drain (1 level, DC 16), icicle (1d6+3 cold damage, 9/day), wild shape 6 hours/day
Spells Prepared (CL 6th)
  3rd-Call Lightning (DC 19), Poison (DC 19), Spike Growth (DC 19), Water Breathing (D)
  2nd-Barkskin, Flaming Sphere (DC 18), Fog Cloud (D), Heat Metal (DC 18), Spider Climb, Summon Swarm
  1st-Entangle (DC 17), Faerie Fire, Longstrider, Obscuring Mist (D)
  0th-Detect Magic, Flare (DC 16), Read Magic, Stabilize (D Domain spell)
Domain: Water
Str 20, Dex 18, Con -, Int 17, Wis 22, Cha 19
Base Atk +7; CMB +12; CMD 33
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +15, Knowledge (nature) +5, Knowledge (religion) +16, Perception +19, Stealth +21, Survival +19, Swim +14
  Racial Modifiers +8 Stealth
Languages Aquan, Common, Druidic, Tulita
SQ create spawn, nature bond (Water domain), nature sense, wild empathy +10, woodland stride, trackless step
Gear staff of swarming insects (10 charges)
Other Gear +2 hide armor, masterwork scythe, ring of protection +1
Environment  any
Organization solitary, pair, gang (3-6), or pack (7-12)
Treasure standard
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become fullfledged and free-willed wights. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality.