Sunday, February 24, 2019

Warband of Orcus - Lost Lands

Gullioch, Warband of Orcus Leader
CR 12                                                                                                             XP: 19,200
Male half-orc fighter 13
CE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft; Perception +1
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
HP 141 (13d10+65)
Fort +15, Ref +9, Will +10
Defensive Abilities  bravery +3, orc ferocity; Will +11 vs. fear
Speed 30 ft.
Melee +1 longsword +21/+16/+11 (1d8+7/17–20) and +3 wounding whip +25/+20/+15 (1d3+10 nonlethal plus 1 bleed/19–20), unarmed strike +21/+16/+11 (1d3+6)
Ranged mwk throwing axe +18 (1d6+5)
Special Attacks weapon trainings (flails +3, close +2, thrown +1)
Str 18, Dex 15, Con 18, Int 10, Wis 8, Cha 12
Base Atk +13; CMB +17; CMD 29
Feats Critical Focus, Disruptive, Exotic Weapon Proficiency (Whip), Improved Critical (Whip, Longsword), Intimidating Prowess, Iron Will, Lunge, Staggering Critical, Step Up, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Acrobatics +2, Appraise +2, Bluff +3, Climb +4, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +2, Heal +1, Intimidate +25, Perception +1, Ride +2, Sense Motive +5, Stealth +3, Swim +4
  Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 3, orc blood, weapon familiarity
Gear potion of bear’s endurance, potion of cure moderate wounds, potion of heroism, 4 doses of deathblade poison
Other Gear +1 full plate, +1 longsword, +3 wounding whip, 2 throwing axes, belt of giant strength +2, cloak of resistance +1, 198 gp.)
Zerac, Warband of Orcus Unholy Man
CR 9                                                                                                               XP: 6,400
Male human disciple of Orcus 5/zealot of Orcus 5
CE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 Dex)
HP 108 (10d8+35)
Fort +10, Ref +4, Will +13
Speed 30 ft.
Melee rod of the viper +10/+5 (1d8+4); melee touch +8
Ranged ranged touch +7
Special Attacks channel negative energy 6/day (DC 20, 5d6), death’s kiss
Spells Prepared (CL 8th)
  4th-Cure Critical Wounds, Enervation (D), Poison (DC 20; x2)
  3rd-Animate Dead (D), Blindness/Deafness (DC 19), Dispel Magic, Meld Into Stone
  2nd-Bulls Strength, Ghoul Touch (D DC 18), Hold Person (DC 16), Shatter (DC 16), Spiritual Weapon
  1st-Bane (DC 15), Cause Fear (D DC  17), Cure Light Wounds, Deathwatch, Obscuring Mist
  0th-Bleed (DC 16), Detect Magic, Light, Read Magic (D Domain spell)
Domain: Undead
Str 14, Dex 13, Con 16, Int 11, Wis 19, Cha 17
Base Atk +6; CMB +8; CMD 19
Feats Combat Casting, Command Undead, Extra Channel, Greater Spell Focus (Necromancy), Improved Channel, Iron Will, Selective Channeling, Spell Focus (Necromancy)
Skills Heal +12, Knowledge (arcana) +4, Knowledge (planes) +7, Knowledge (religion) +13, Spellcraft +13
Languages Comman
SQ rites of Orcus (channel energy focus, darkvision, necromantic strike), undead leadership, undead lord’s proxy, variant channeling (undeath variant channeling)
Gear potion of bear’s endurance, 2 potions of bull’s strength, 4 potions of cure moderate wounds, potion of cure serious wounds
Other Gear 2 breastplate, +1 heavy steel shield, rod of the viper, cloak of resistance +1, unholy symbol of Orcus
Elcloch, Warband of Orcus, Assassin
CR 13                                                                                                             XP: 25,600
Male human assassin 9/rogue (Knife Master) 5
N Medium humanoid (human)
Init +10; Senses Perception -1
AC 21, touch 18, flat-footed 14 (+3 armor, +1 dodge, +6 Dex)
HP 63 (14d8)
Fort +4, Ref +15, Will +3
Defensive Abilities blade sense, evasion, improved uncanny dodge; Will +7 vs, poison
Speed 30 ft.
Melee +3 wounding adamantine dagger +19/+14 (1d4+3 plus 1 bleed /19–20), assassin’s dagger +18/+13 (1d4+2/19–20)
Special Attacks death attack (DC 22), rogue talents (finesse rogue, surprise attacks), quiet death, sneak attack +8d6, swift death 1/day, true death (DC 24)
Str 11, Dex 22, Con 11, Int 16, Wis 9, Cha 9
Base Atk +9; CMB +9; CMD 26
Feats Agile Maneuvers, Dastardly Finish, Deft Hands, Dodge, Improved Initiative, Lunge, Stealthy, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +6, Appraise +3, Bluff -1, Climb +0, Disable Device +6, Disguise -1, Escape Artist +6, Intimidate -1, Knowledge (local) +3
Languages Common, Dark Folk, Orc, Undercommon
SQ hidden blade, hidden weapons, hide in plain sight, poison use
Gear oil of levitate, 2 potions of darkvision, 2 potions of invisibility
Other Gear +1 glamered leather armor, +3 wounding adamantine dagger, assassin’s dagger, boots of elvenkind, rope of entanglement, masterwork thieves’ tools
Cugaphon, Warband of Orcus, Undead Creator
CR 10                                                                                                             XP: 9600
Female human necromancer 11
N Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
HP 100 (11d6+59)
Fort +10, Ref +6, Will +10
Resist fire 30
Speed 30 ft.
Melee mwk dagger +6 (1d4/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy (DC 17, 8/day)
Arcane School Spell-Like Abilities (CL 11st; concentration +16)
   8/day-Grave Touch (5 rounds)
Necromancer Spells Prepared (CL 11st; concentration +16)
  6th-Create Undead, Eyebite (DC 23)
  5th-Baleful Polymorph (DC 20), Magic Jar (DC 22), Teleport, Waves of Fatigue
  4th-Animate Dead, Enervation, Fear (DC 21), Solid Fog, Wall of Fire
  3rd-Blink, Fireball (DC 18), Fly, Ray of Exhaustion (DC 20), Vampiric Touch (2)
  2nd-Blindness/Deafness (DC 19), False Life, Resist Energy, See Invisibility, Scare (DC 19), Scorching Ray
  1st-Alarm, Burning Hands (DC 16), Cause Fear (DC 18), Detect Undead, Expeditious Retreat, Mage Armor, Magic Missile
  0th-Bleed (DC 17), Detect Magic, Read Magic, Touch of Fatigue (DC 17)
Opposition Schools: enchantment, illusion
Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.
During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.
Base Statistics: Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none.
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones
Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp
Carzool, Warband of Orcus, Graveknight
CR 11                                                                                                                XP: 12800
Male human graveknight antipaladin 10
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +17
Aura cowardice, despair, evil, fear aura (DC 19)(10 ft.)
AC 28, touch 11, flat-footed 27 (+13 armor, +1 Dex, +4 natural)
HP 135 (10d10+80)
Fort +15, Ref +7, Will +14; +3 vs. fear
Defensive Abilities bravery +3, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; SR 26; Resist channel resistance +4,
Speed 20 ft.
Melee +1 menacing vicious cold iron greatsword +16/+11
Ranged composite longbow +14/+9 (1d8+11/x3) (2d6+7/19–20), demon armor gauntlets +15/+10 (1d10+5)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 19, 5d6), command undead, cruelties (DC 19; poisoned, sickened, cruelty staggered), fiendish boon 2/day (weapon +2, 10 min./day), infuse weapon 7/day (5d6 points of negative energy damage), smite good 4/day (+4 to hit, +10 damage), touch of corruption 9/day (5d6 points of damage)
Spell-Like Abilities (CL 10th) At will—darkness, desecrate, detect good, detect good, detect magic, see invisibility 1/day—animate dead, blasphemy (DC 20), protection from good, symbol of fear (DC 20)
Spells Prepared (CL 7th)
  3rd-Inflict Moderate Wounds (DC 17)
  2nd-Desecrate, Silence (DC 16)
  1st-Cause Fear (DC 15), Doom (DC 15), Inflict Light Wounds (DC 15)
Str 27, Dex 12, Con -, Int 15, Wis 17, Cha 18
Base Atk +10; CMB +20; CMD 29
Feats Alertness, Improved Sunder, Mounted Combat, Power Attack, Toughness, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Handle Animal +11, Intimidate +24, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (local) +4, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +5, Perception +17, Ride +4, Sense Motive +9, Survival +4
  Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common,
SQ unholy resilience
Gear  ring of the ram
Other Gear demon armor, +1 menacing vicious cold iron greatsword
Environment  any land
Organization solitary or troop (graveknight plus 12-24 skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword, composite longbow [+8 Str] with 20 arrows, belt of giant strength +2, other treasure)
Shadows veil what lurks within the dark, imposing armor of this figure, though two piercing eyes gaze from its closed visor.
Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes-villains too merciless to submit to the shackles of death.
Shirimabi, Spectre Terror
CR 16                                                                                                           XP: 76,800
spectre cleric of Orcus 3/mystic theurge 3/sorcerer 4
LE Medium undead (incorporeal)
Init +7; Senses darkvision 120 ft.; Perception +29
Aura Evil, unnatural aura
AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
HP 198 (8d12+7d6+3d8+108)
Fort +13, Ref +8, Will +21
Defensive Abilities incorporeal; DR 5/lethal; Immune undead traits; Resist channel resistance +2. cold 5; Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +11 (1d8 plus energy drain); melee touch +14
Ranged ranged touch +14
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 9/day (DC 17, 2d6), create spawn, energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 8th) 9/day—grave touch Domain Spell-Like Abilities (CL 6th) 9/day—battle rage (+1 damage), touch of darkness (1 round)
Spells Known (CL 7th)
  3rd (5/day)-Dispel Magic, Spiked Pit (DC 19)
  2nd (8/day)-Acid Arrow, False Life, Mirror Image
  1st (8/day)-Cause Fear (DC 17), Chill Touch (DC 17), Mage Armor, Magic Missile, Protection from Good, Ray of Enfeeblement (DC 17)
  0th-Bleed (DC 16), Mage Hand, Message, Open/Close (DC 16), Penumbra, Prestidigitation, Ray of Frost
Spells Prepared (CL 6th)
  3rd-Deeper Darkness (D), Dispel Magic, Invisibility Purge, Wrathful Mantle (DC 19)
  2nd-Blindness/Deafness (blindness only D DC 18), Death Knell (DC 18), Desecrate (x2), Dread Bolt (DC 18), Silence (DC 18)
  1st-Bane (DC 17), Doom (DC 17), Moment of Greatness, Obscuring Mist (D), Sanctuary (DC 17), Shield of Faith
  0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spell)
Bloodline: Undead
Domain: Blood, Darkness
Str -, Dex 16, Con -, Int 16, Wis 22, Cha 23
Base Atk +11; CMB +11; CMD 30
Feats Ability Focus (energy drain), Alertness, Blind-Fight, Combat Casting, Deepsight, Eschew Materials, Flyby Attack, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Skills Bluff +14, Diplomacy +15, Fly +25, Intimidate +17, Knowledge (arcana, history) +14, Knowledge (dungeoneering) +6, Knowledge (local, planes) +11, Knowledge (religion) +16, Perception +29, Sense Motive +17, Stealth +14, Survival +14
Languages Common
SQ combined spells
Environment  any
Organization solitary, pair, gang (3-6), or swarm (7-12)
Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.
This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath. A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.

Saturday, February 23, 2019

Archdemon of Greed

Varuna, Archdemon of Greed
CR 18                                                                                                            XP: 153,600
Male incubus fighter 11
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., detect good, telepathy 100 ft.; Perception +21
AC 19, touch 12, flat-footed 17 (+7 natural, +2 Dex)
HP 211 (8d10+11d10+95)
Fort +145, Ref +12, Will +13
Defensive Abilities Will +16 against fear, bravery +3, ring of evasion; DR 10/cold iron or good; Immune electricity, fire, poison; SR 18; Resist acid 10, cold 10
Speed 30 ft., fly 50 ft. (average)
Melee +2 flaming greatsword +28/+23/+18/+13 (2d6+14/17-20)  or 2 claws +23/+18 (1d6+4)
Ranged touch +22 (by spell)
Special Attacks energy drain, profane gift
Spell-Like Abilities Spell-Like Abilities (CL 12th; concentration +20) Constant—detect good, tongues At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch 1/day—dominate person (DC 23), summon (level 3, 1 babau 50%)
During Combat Varuna engages any armored foes, and attempts to keep them away from Morwenna. If he cannot make a full attack, Varuna uses Greater Vital Strike to maximize destruction. If Varuna scores a critical hit, he favors Bleeding Critical first, then Stunning Critical if possible.
Morale Varuna fights to the death to save Morwenna. If she is defeated before Varuna, he attempts to flee.
Str 16, Dex 14, Con 20, Int 16, Wis 12, Cha 26
Base Atk +19; CMB +22; CMD 34
Feats Agile Maneuvers, Bleeding Critical, Combat Reflexes, Critical Focus, Greater Vital Strike, Greater Weapon Focus (Longsword), Greater Weapon Specialization (Longsword), Improved Critical (Longsword), Improved Vital Strike, Iron Will, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Acrobatics +12, Bluff +36, Diplomacy +19, Disguise +19, Escape Artist +19, Fly +22, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +21, Stealth +22
  Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ armor training 3, change shape (alter self, Small or Medium humanoid), weapon training (heavy blades +2, natural +1)
Gear ring of evasion
Other Gear +2 flaming greatsword
Energy Drain (Su) An incubus drains energy from a mortal he lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the incubus can use this ability. The incubi’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the incubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) Once per day as a full-round action, an incubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of their choice. A single creature may have no more than one profane gift from an incubus at a time. As long as the profane gift persists, the incubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The incubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
This horned demon has gray skin and is powerfully built, with huge bat-like wings. It has two bullish horns attached at the top of its skull that curve back towards it shoulder.

Priest

Jonas Firestorm, Priest of Torag
CR 5                                                                                                              XP: 1,600
Male human cleric of Torag 5
LG Medium humanoid (human)
Init +0; Senses Perception +4
AC 17, touch 12, flat-footed 17 (+5 armor, +2 deflection)
HP 40 (5d8+15)
Fort +7, Ref +1, Will +8
Speed 20 ft.
Melee mwk heavy mace +6 (1d8+2)
Special Attacks channel positive energy (4/day, 3d6, DC 13)
Spells Prepared (CL 5th)
  3rd-Create Food and Water, Magic Circle Against Chaos (D), Remove Disease
  2nd-Align Weapon (good D), Bears Endurance, Consecrate, Silence
  1st-Bless, Bless Water, Deathwatch, Protection from Evil (D), Sanctuary
  0th-Cure Minor Wounds, Detect Magic, Read Magic, Resistance (D domain spell)
Domain: Good, Law
Str 14, Dex 10, Con 16, Int 9, Wis 19, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats Combat Casting, Weapon Focus (heavy mace)
Skills Heal +9, Knowledge (religion) +5, Sense Motive +10, Spellcraft +4
Languages Common
SQ touch of good (+2, 6/day), touch of law (6/day
Gear wand of cure light wounds (10 charges, CL 5)
Other Gear Masterwork heavy mace, chainmail, heavy steel shield

Friday, February 22, 2019

Gertrude, Wood Elemental

CR 16                                                                                                               XP: 76,800
Female wood elemental 0
N Huge outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +24
AC 26, touch 7, flat-footed 26 (-2 size, +19 natural, -1 Dex)
HP 241 (21d12+105)
Fort +17, Ref +6, Will +15
DR 15/slashing; Immune elemental traits; Weaknesses vulnerability to fi re
Speed 30 ft.
Melee 2 slams +36/+31/+26/+21 (3d6+14/19–20)
Space 15 ft., Reach 015 ft.
Special Attacks flesh to wood (touch +34, DC 18), forest mastery
Str 37, Dex 8, Con 21, Int 14, Wis 12, Cha 12
Base Atk +21; CMB +36; CMD 45
Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus (slam), Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Intimidate +21, Knowledge (local, nature, planes) +25, Perception +24, Sense Motive +24, Stealth +12, Survival +24
  Racial Modifiers +4 Perception and +16 Stealth in forests
Languages Sylvan
Flesh to Wood (Su) Once every 1d4 rounds Gertrude may attempt to turn flesh to wood with a successful touch attack. A DC 18 Fortitude save negates. This malady cannot be remedied short of a wish or miracle,
Forest Mastery (Ex) Gertrude gains a +1 bonus to both attack and damage rolls if she and her opponent are both in a forested area.

me hatses stupid fat hobbitses

Yeddo, Mistmeadow Skulk
CR 8                                                                                                                XP: 4,800
Male halfling (kithkin or hobbit) rogue 9
CE Medium humanoid (human)
Init +10; Senses Perception +15
AC 22, touch 18, flat-footed 15 (+4 armor, +1 dodge, +6 Dex)
HP 51 (9d8-9)
Fort +3, Ref +13, Will +4
Defensive Abilities evasion; Will +10 vs. fear
Speed 30 ft.
Melee +3 small throwing dagger of returning +15/+10 (1d3+3/18-20x2) or small masterwork throwing dagger +13/+8 (1d3/18-20x2)
Ranged +3 small throwing dagger of returning +15 (1d3+3/18-20x2) and small masterwork throwing dagger +8 (1d3+1/18-20x2) or small masterwork throwing dagger +13/+8 (1d3/18-20x2)
Special Attacks sneak attack (5d6)
Str 10, Dex 22, Con 9, Int 14, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 23
Feats Agile Maneuvers, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger), Wind Stance
Skills Acrobatics +19, Bluff +10, Climb +3, Disable Device +19, Escape Artist +19, Perception +15, Sense Motive +13, Sleight of Hand +19, Stealth +23, Use Magic Device +10
  Racial Modifiers +4 Stealth (size), +2 Acrobatics, Climb, Perception
Languages Common, Halfling
SQ improved uncanny dodge, rogue talent [combat trick (Improved Initiative), fi nesse rogue, surprise attack, weapon training (Weapon Focus, dagger)], trapfi nding, trap sense +3
Gear masterwork leather armor, bandolier with small masterwork throwing daggers (x12), +3 small throwing dagger of returning, bracers of armor +4 (holds 6 masterwork small throwing daggers each), potions of cat’s grace, invisibility and silence.
Yeddo wanders the lands in search of chaos and bloodshed. He found the Mines of Honn and enjoys the current chaos in the mines as the factions clash. After causing as much damage as possible, he will stalk PCs throughout their stay, attacking and retreating.

knife ears

Elvish Warrior
CR 9                                                                                                               XP: 6,400
Male fallen elf fighter 9
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge)
HP 72 (9d10+18)
Fort +8, Ref +6, Will +3; +2 vs. enchantments
Defensive Abilities bravery +2; Will +5 against enchantment and fear ; Immune sleep
Speed 20 ft.
Melee mwk longsword +14/+9 (1d8+6/19–20) and mwk light mace +12 (1d6+4)
Ranged heavy crossbow +12/+7 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 12
Base Atk +9; CMB +11; CMD 25
Feats Dodge, Greater Weapon Focus (longsword), Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword. light mace), Weapon Specialization (longsword. light mace)
Skills Climb +12, Intimidate +11, Perception +5, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ  armor training 2, weapon training (heavy blades +2, fl ails +1)
Gear Music box of silence (25 charges
Other Gear Masterwork light maces, masterwork longswords, heavy crossbows 25 crossbow bolts each, chain shirts.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure
Music Box of Silence
Aura faint illusion; CL 3rd Slot none; Weight 1 lb.; Price 4,500 gp
DESCRIPTION
This beautiful golden music box plays a haunting melody when wound. When playing its song, the rest of the world seems to fall silent. One can still hear the tune of the music box, but all other noise is drowned out. The effect of the box is as the spell silence. Creatures are allowed DC 16 Will saves to negate the silencing effect. When first created the music box has 50 charges, and when all of the charges have been used, it crumbles to worthless dust.
CONSTRUCTION
Requirements Craft Wondrous Item, silence
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Wood Elf Ghost
CR 7                                                                                                                  XP: 3,200
Male fallen elf ghost fighter 9
CE Medium undead (augmented elf, incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +14
AC 14, touch 14, flat-footed 13 (+2 Dex, +3 deflection)
HP 45 (5d10+18)
Fort +8, Ref +7, Will +6; +2 vs. enchantments
Defensive Abilities incorporeal; Immune undead traits; Resist  channel resistance +4
Speed 0 ft., fly 30 ft. (perfect)
Melee mwk longsword +9 (1d8+2/19-20)
Ranged mwk shortbow +8 (1d6/x3)
Space 5 ft., Reach 5 ft.
Str -, Dex 15, Con -, Int 10, Wis 12, Cha 16
Base Atk +5; CMB +5; CMD 20
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Fly +10, Perception +14, Sense Motive +8, Stealth +10
  Racial Modifiers +8 Perception, +8 Stealth
Languages Common
SQ  armor training 2, weapon training (heavy blades +2, fl ails +1)
Gear Masterwork longswords, masterwork shortbows, 20 arrows each, trinkets and wooden carvings (prized possessions to the wood elves in life).
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Dvina, Deadbridge Shaman, Chosen of Lilith
CR 16                                                                                                              XP: 76,800
Female fallen elf cleric of Lilith 14
CE Medium outsider (chaotic, evil)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +17
AC 24, touch 12, flat-footed 22 (+7 armor, +5 natural, +2 Dex)
HP 105 (14d8+42)
Fort +11, Ref +6, Will +14
DR 10/cold iron and good; Immune fallen harpies, poison, sleep; SR 15; Resist acid 5, cold 5, electricity 10 fire 5
Speed 20 ft., fly 40 ft. (average)
Melee +1 longsword +14/+9 (1d8+3/19–20); touch +12 (by spell)
Ranged ray +12 touch (by spell)
Special Attacks bleeding touch (1d6 bleed, 7 rounds, 8/day), channel negative energy (8/day, 7d6, DC 22), energy drain (kiss), scythe of evil (7 rounds, 2/day), touch of evil sickened, 7 rounds, 8/day)
Spell-Like Abilities (CL 14th; concentration +24)  Constant—tongues  3/day—suggestion (DC 16)  1/day—summon (level 6, 1 succubus 30%)
Spells Prepared (CL 14th)
  7th (2/day)-Blasphemy (D DC 24), Summon Monster VII, Word of Chaos (DC 24)
  6th (3/day)-Banishment (DC 22), Create Undead (D), Harm (DC 22), Planar Ally
  5th (4/day)-Break Enchantment, Commune, Flame Strike (DC 22), Slay Living (D DC 21), Summon Monster V
  4th (5/day)-Death Ward (D), Dismissal (DC 20), Divine Power, Lesser Planar Ally, Sending, Summon Monster IV, Unholy Blight (DC 21)
  3rd (5/day)-Bestow Curse (DC 19), Deeper Darkness, Dispel Magic, Magic Circle Against Good (D), Speak With Dead, Summon Monster III
  2nd (6/day)-Desecrate, Death Knell (D DC 18), Enthrall (DC 19), Hold Person (DC 19), Lesser Restoration, Silence (DC 18), Summon Monster II
  1st (6/day)-Command (DC 18), Comprehend Languages, Detect Good, Divine Favor, Doom (DC 17), Protection from Good, Summon Monster I
  0th-—Detect Magic, Inflict Minor Wounds, Light, Read Magic (D domain spell)
Domain: Death, Evil
Str 14, Dex 14, Con 14, Int 14, Wis 22, Cha 20
Base Atk +10; CMB +12; CMD 24
Skills Diplomacy +18, Fly +10, Intimidate +15, Knowledge (religion) +13, Perception +17, Sense Motive +17, Spellcraft +13
Languages Abyssal, Common, Elven, Infernal; tongues, telepathy 100 ft.
SQ  command fallen harpies, death’s embrace
Gear +1 longsword, +1 elven chain, fine purple silk robe (worn over the armor) worth 100 gp
Command Fallen Harpies (Sp) Dvina may command fallen harpies as a free action when within a one-mile radius of any fallen harpies (new creatures detailed in Appendix 3 of this adventure). This is a supernatural ability granted to the chosen of Lilith by the succubus goddess.
Energy Drain, Kiss (Su) As a chosen of Lilith, Dvina may drain a victim’s energy with a single kiss. This is most often done by first charming the victim, but need not be. Otherwise Dvina must succeed in a grapple against the opponent, provoking an attack of opportunity. The kiss bestows one negative level on the victim, and acts as a suggestion spell, asking the victim to kiss her again. The victim is allowed a DC 20 Will save to negate the suggestion, and a DC 20 Fortitude save to remove a negative level bestowed with a kiss.
Immune to Affects of Fallen Harpies (Ex) Dvina is immune to the wail of insanity and captivating song of all fallen harpies.
Fianna Diarmiad, Wilt-Leaf Liege
CR 8                                                                                                                  XP: 4,800
Female elf paladin 8
LG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +5
Aura good (strong), aura of courage, aura of resolve (+4 vs. charm, 10 ft.)
AC 14, touch 14, flat-footed 11 (+1 dodge, +2 Dex)
HP 52 (8d10+8)
Fort +8, Ref +7, Will +11
Defensive Abilities Will +13 against enchantment; Immune charm, fear, disease, sleep
Speed 30 ft.
Melee unarmed strike +10/+5 (1d3+2)
Special Attacks channel positive energy (4d6, DC 17, 7/day), smite evil (+3 to hit, +8 damage, +3 AC, 3/day)
Spell-Like Abilities (CL 8th; concentration +10)  At will—detect evil
Spells Known (CL 8th)
  2nd-Bulls Strength, Eagles Splendor
  1st-Cure Light Wounds, Lesser Restoration
Str 14, Dex 14, Con 10, Int 9, Wis 14, Cha 17
Base Atk +8; CMB +10; CMD 23
Feats Dodge, Extra Lay On Hands, Leadership, Weapon Focus (longsword)
Skills Diplomacy +7, Handle Animal +7, Heal +3, Knowledge (religion) +1, Perception +5, Ride +6, Sense Motive +6
Languages Common, elven
SQ divine bond (Tuatha, see below), divine grace, lay on hands (4d6 hp, 9/day), mercy (shaken, staggered)
Tuatha, Elven Warhorse 
CR 3                                                                                                              XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +7
AC 21, touch 13, flat-footed 17 (+4 Dex, –1 size, +8 natural)
hp 56 (7 HD; 7d8+28)
Fort +9, Ref +6, Will +3; +4 against enchantment
Defensive Abilities devotion, evasion
Speed 55 ft.
Melee 2 hooves +5 (1d6+5), bite +10 (1d4+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 21, Dex 13, Con 19, Int 6, Wis 12, Cha 6
Base Atk +5; CMB +11; CMD 22 (24 vs. trip)
Feats Endurance, Fleet, Diehard, Nimble Moves, Run
Skills Perception +7, Stealth +6, Swim +8
SQ combat trained (attack, come, defend, down, fetch, guard, heel, stay, work), link, share spells
Elvish Vanguard
CR 12                                                                                                                XP: 19,200
Male fallen elf fighter 12
CE Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +1 shield)
HP 102 (12d10+36)
Fort +10, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities bravery +3; Will +6 against enchantment and +7 against fear ; Immune sleep
Speed 20 ft.
Melee mwk light mace +16/+11/+6 (1d6+3) or mwk longsword +19/+14/+9 (1d8+9/19-20)
Ranged heavy crossbow +15/+10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks Common, Abyssal, Elven
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 12
Base Atk +12; CMB +15; CMD 29
Feats Dodge, Double Slice, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword. light mace), Weapon Specialization (longsword)
Skills Climb +12, Intimidate +15, Perception +6, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ armor training 3, weapon training (heavy blades +2, fl ails +1)
Gear Masterwork light maces, masterwork longswords, heavy crossbows, 25 crossbow bolts each, chain shirts
Environment  any land
Organization solitary, pair, or gang (3-5)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Moonglove Winnower
CR 14                                                                                                                 XP: 38,400
Male fallen elf rogue 4/assassin 9
CE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +15
AC 21, touch 17, flat-footed 15 (+1 dodge, +4 armor, +5 Dex)
HP 77 (5d8+9d8+14)
Fort +5, Ref +14, Will +6
Defensive Abilities evasion, improved uncanny dodge, poison use, trap sense +1; Fort +9 against poison, Will +8 against enchantment; Immune sleep
Speed 30 ft.
Melee +1 rapier +16/+11 (1d6+1/15–20)
Ranged light crossbow +14/+9 (1d8/19-20)
Special Attacks death attack (DC 23), poison (purple worm poison), rogue talent (bleeding attack, +8 bleed), sneak attack (+8d6)
Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 14
Base Atk +9; CMB +9; CMD 25
Feats Ability Focus (death attack), Critical Focus, Dodge, Improved Critical (rapier), Improved Initiative, Iron Will, Vital Strike, Weapon Finesse, Weapon Focus (rapier)
Skills Bluff +14, Climb +12, Disable Device +17, Disguise +18, Escape Artist +17, Intimidate +14, Knowledge (local) +9, Perception +15, Sense Motive +12, Sleight of Hand +13, Stealth +18
Languages Common, Elven
SQ hidden weapons, hide in plain sight, quiet death, rogue talent (finesse rogue), swift death, trapfi nding, true death (DC 24)
Gear 1 vial of purple worm poison each
Other Gear +1 rapier, +1 studded leather armor, light crossbows, 30 crossbow bolts each, 20 pp each
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Elvish Blaring Recruiter
CR 12                                                                                                             XP: 19,200
Male fallen elf fighter 12
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge)
HP 84 (12d10+18)
Fort +8, Ref +6, Will +3; +2 vs. enchantments
Defensive Abilities bravery +2; Will +5 against enchantment and fear ; Immune sleep
Speed 20 ft.
Melee mwk longsspear +18/+13/+8 (1d8+12/19–20 x3)
Ranged heavy crossbow +16 (1d8+1/×3)
Space 5 ft., Reach 5 ft.
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 12
Base Atk +12; CMB +15; CMD 29
Feats Cleave, Combat Reflexes, Dodge, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Critical (longspear), Mobility, Power Attack, Spring Attack, Vital Strike, Weapon Focus (longspear), Weapon Specialization (longspear)
Skills Climb +12, Intimidate +15, Perception +6, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ armor training 3, weapon training (spears +2, crossbows +1)
Gear Masterwork longspears, heavy crossbows, 25 crossbow bolts each, chain shirts.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure Music Box of Silence
Aura faint illusion; CL 3rd Slot none; Weight 1 lb.; Price 4,500 gp
DESCRIPTION
This beautiful golden music box plays a haunting melody when wound. When playing its song, the rest of the world seems to fall silent. One can still hear the tune of the music box, but all other noise is drowned out. The effect of the box is as the spell silence. Creatures are allowed DC 16 Will saves to negate the silencing effect. When first created the music box has 50 charges, and when all of the charges have been used, it crumbles to worthless dust.
CONSTRUCTION
Requirements Craft Wondrous Item, silence
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Gilt-Leaf Winnower
CR 12                                                                                                            XP: 19,200
Male fallen elf fighter 12
CE Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge)
HP 102 (12d10+36)
Fort +10, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities bravery +3; Will +6 against enchantment and +7 to fear; Immune sleep
Speed 20 ft.
Melee longsword +12/+6/+1 (1d8/19–20)
Ranged mwk longbow +21/+16/+11 (1d8+6/19–20 x3)
Space 5 ft., Reach 5 ft.
Str 10, Dex 19, Con 14, Int 12, Wis 12, Cha 12
Base Atk +12; CMB +12; CMD 27
Feats Dodge, Greater Weapon Focus (longsword), Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword. light mace), Weapon Specialization (longsword. light mace)
Skills Climb +12, Intimidate +15, Perception +6, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ armor training 3, weapon training (bows +2, heavy blades +1)
Gear Masterwork longbows, 30 arrows each, longswords, chain shirts
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure Music Box of Silence
Aura faint illusion; CL 3rd Slot none; Weight 1 lb.; Price 4,500 gp
DESCRIPTION
This beautiful golden music box plays a haunting melody when wound. When playing its song, the rest of the world seems to fall silent. One can still hear the tune of the music box, but all other noise is drowned out. The effect of the box is as the spell silence. Creatures are allowed DC 16 Will saves to negate the silencing effect. When first created the music box has 50 charges, and when all of the charges have been used, it crumbles to worthless dust.
CONSTRUCTION
Requirements Craft Wondrous Item, silence
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Dwynen, Gilt-Leaf Daen
CR 17                                                                                                                XP: 102,400
Female fallen elf fighter 17
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +8
AC 23, touch 15, flat-footed 19 (+8 armor, +4 Dex, +1 dodge)
HP 178 (17d10+85)
Fort +14, Ref +9, Will +5; +2 vs. enchantments
Defensive Abilities bravery +4; Will +7 against enchantment and +9 against fear; Immune sleep
Speed 20 ft.
Melee +2 longsword +27/+22/+17/+12 (1d8+14/19–20) and +2 light mace +26/+21/+16 (1d6+13)
Ranged +2 icy burst composite shortbow +25/+20/+15/+10 (1d6+8/x3 plus 1d6 cold)
Space 5 ft., Reach 5 ft.
Special Attacks two weapon rend (1d10+6)
Str 18, Dex 19, Con 18, Int 10, Wis 10, Cha 12
Base Atk +17; CMB +21; CMD 36
Feats Critical Focus, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (light mace, longsword), Greater Weapon Specialization (light mace, longsword), Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (light mace, longsword), Weapon Specialization (light mace, longsword)
Skills Acrobatics +15, Climb +15, Intimidate +12, Perception +8
Languages Common, Elven
SQ armor training 4, weapon training (heavy blades +4, flails +3, crossbows +2, close +1)
Gear +2 longsword, +2 light mace, +3 elven chain, amulet of health +2, cloak of resistance +2
Environment  any land
Organization solitary, pair, or gang (3-5)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Momir Vig, Simic Visionary
CR 16                                                                                                                XP: 76,800
Female fallen elf wizard 16
CE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +20
AC 17, touch 15, flat-footed 14 (+2 armor, +3 Dex, +2 deflection)
HP 80 (16d6+16)
Fort +6, Ref +8, Will +12; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee touch +6 (by spell)
Ranged mask of the skull +8 touch (130 damage, DC 20 Fortitude for 3d6+13); ranged ray +8 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice 9/day
Spells Prepared (CL 16th)
  8th-Horrid Wilting (DC 26), Polymorph Any Object (DC 25)
  7th-Finger of Death (DC 25; x2), Reverse Gravity (DC 24)
  6th-Chain Lightning (DC 22), Disintegrate (DC 23), Circle of Death (DC 24), Flesh to Stone (DC 23)
  5th-Cone of Cold (DC 21), Cloudkill (DC 21), Dominate Person (DC 21), Magic Jar (DC 23), Teleport
  4th-Enervation, Fire Shield, Greater Invisibility, Lesser Globe of Invulnerability, Ice Storm
  3rd-Fireball (DC 19), Haste, Slow (DC 20; x2), Vampiric Touch
  2nd-Acid Arrow (x2), Blindness/Deafness (DC 20), Cats Grace, Mirror Image, Web (DC 18)
  1st-Chill Touch (DC 19), Disguise Self, Magic Missile (x2), Ray of Enfeeblement (DC 19; x2)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Str 7, Dex 16, Con 12, Int 22, Wis 14, Cha 10
Base Atk +8; CMB +6; CMD 21
Feats Craft Construct, Craft Wand, Craft Wondrous Item, Dodge, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Mastery (dispel magic, enervation, greater invisibility, mirror image, polymorph any object, teleport), Spell Penetration
Skills Appraise +25, Craft (sculpture) +25, Knowledge (arcana, planes) +25, Linguistics +25, Perception +20, Spellcraft +25, Stealth +19
Languages Common, Draconic, Abyssal, Infernal, Goblin, Elven, Undercommon, Orc, Giant
Gear arcane bond (mask of the skull), metamagic mastery (5)
Other Gear scroll of disintegrate x2, wand of transmute mud to rock (25 charges, CL 7), mask of the skull; Other Gear Bracers of armor +2, ring of protection +2, spellbook, masterwork dagger.
Her spellbook contains:
1st—alarm, change self, charm person, chill touch, feather fall, hold portal, identify, jump, mage armor, magic missile, obscuring mist, ray of enfeeblement, shield, shocking grasp, spider climb, unseen servant;
2nd— acid arrow, blindness/ deafness, blur, cat’s grace, invisibility, knock, levitate, magic mouth, mirror image, obscure object, scare, web;
3rd—blink, dispel magic, fireball, fly, haste, lightning bolt, slow, vampiric touch, water breathing, wind wall;
4th—bestow curse, charm monster, black tentacles, enervation, fire shield, fire trap, greater invisibility, ice storm, improved invisibility, lesser globe of invulnerability;
5th—cloudkill, cone of cold, dominate person, magic jar, mind fog, sending, summon monster V, teleport;
6th—chain lightning, circle of death, create undead, disintegrate, eyebite, flesh to stone, mage’s lucubration, transformation;
7th—control undead, finger of death, prismatic spray, statue, waves of exhaustion;
8th—iron body, clone, horrid wilting, polymorph any object
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Glowspore Shaman
CR 5                                                                                                                  XP: 1,600
Female elf witch 6
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
AC 14, touch 13, flat-footed 11 (+1 natural, +3 Dex)
HP 27 (6d6+6)
Fort +3, Ref +5, Will +5
Defensive Abilities Will +2 vs. enchantment; Immune sleep
Speed 30 ft.
Melee mwk rapier +5 (1d6+1/18-20)
Ranged mwk hand crossbow +7 (1d4/19-20)
Str 13, Dex 16, Con 12, Int 19, Wis 11, Cha 15
Base Atk +3; CMB +4; CMD 17
Feats Accursed Hex, Craft Wondrous Item, Persistent Spell
Skills Fly +15, Knowledge (arcana) +13, Knowledge (nature) +13, Perception +8, Spellcraft +15, Use Magic Device +11
Languages Arcadian, Goreaux, Jurakti, Sylfanic, Western Common
SQ Traits Ghost Sight, Magic Crafter
Gear mwk rapier, mwk hand crossbow corset of witchcraft, +1 amulet of natural armor, headband of vast intellect +2
Witch spells prepared (Cl 5th)
0th message, read magic, resistance, touch of fatigue
1st burning hands, cure light wounds, forced quiet, hypnotism
2nd bullet ward, enthrall, glitterdust, see invisibility
3rd arcane sight, reckless infatuation, sands of time, share senses
(Patron - Shadow)
Naya Hushblade
CR 12                                                                                                             XP: 19,200
Female Elf rogue 12
CE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +17
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +1 dodge, +1 deflection)
HP 112 (12d8+44)
Fort +6, Ref +13, Will +4; +2 vs. enchantments
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4; Immune sleep
Speed 30 ft.
Melee mwk rapier +15/+10 (1d6+1/18-20)
Ranged mwk light crossbow +15 (1d6/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks rogue talent (bleeding attack, +6 bleed, 6 rounds), rogue talent (surprise attack), sneak attack +6d6
Spell-Like Abilities (CL 12th; concentration +12) 2/day—true strike 3/day—mage hand, open/close
Str 12, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +9; CMB +10; CMD 27
Feats Combat Expertise, Dodge, Improved Critical (rapier), Improved Feint, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +20, Appraise +17, Bluff +15, Climb +16, Disable Device +20, Escape Artist +20, Intimidate +15, Perception +17, Sense Motive +15, Sleight of Hand +20, Stealth +20, Swim +5
Languages Common, Elven
SQ rogue talent (finesse rogue), rogue talent (major magic), rogue talent (minor magic x2), trapfinding
Gear wand of hold person (25 charges, CL 5), scroll of teleport (x2)
Other Gear +1 glammered leather armor, +1 ring of protection, rope of climbing, masterwork rapier, masterwork light crossbow, 30 crossbow bolts, 100 pp.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Ter'Amial, Chosen of Lilith
CR 15                                                                                                             XP: 51,200
Female fallen elf cleric of Lilith 13
CE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +16
AC 24, touch 12, flat-footed 22 (+3 Dex, +5 natural, +7 armor)
HP 97 (13d10+26); fast healing 5
Fort +9, Ref +7, Will +14
DR 10/cold iron and good; Immune poison, sleep; SR 15; Resist acid 5, cold 5, electricity 10, fire 5; Weaknesses vampire weaknesses
Speed 20 ft., fly 40 ft. (average)
Melee +2 longsword +14/+9 (1d8+6/19–20)
Ranged +1 heavy crossbow +13/+8 (1d10+1/19-20); ray +12 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks bleeding touch (1d6 bleed, 6 rounds, 9/day), channel negative energy (9/day, 7d6, DC 22), command fallen harpies, energy drain (kiss), touch of evil (sickened, 6 rounds, 9/day)
Spell-Like Abilities (CL 13th; concentration +23)  Constant—tongues  3/day—suggestion (DC 19) 1/day—summon (level 6, 1 succubus 30%)
Spells Prepared (CL 13rd)
  7th-Blasphemy (D DC 23), Destruction (DC 24)
  6th-Blade Barrier (DC 22), Create Undead (D), Geas/Quest, Planar Ally
  5th-Break Enchantment, Flame Strike (DC 21), Plane Shift, Slay Living (D DC 22), Summon Monster V
  4th-Death Ward (D), Dismissal (DC 20), Divine Power, Lesser Planar Ally, Sending, Summon Monster IV
  3rd-Animate Dead (D), Bestow Curse (DC 20), Dispel Magic, Invisibility Purge, Speak With Dead, Summon Monster III
  2nd-Desecrate, Death Knell (DC 19), Eagles Splendor, Hold Person (DC 18), Lesser Restoration, Silence (DC 18), Summon Monster II
  1st-Command (DC 17), Comprehend Languages, Detect Good, Divine Favor, Doom (DC 18), Protection from Good (D), Summon  Monster I
  0th-Detect Magic, Inflict Minor Wounds, Light, Read Magic (D domain spell)
Domain: Death, Evil
Str 12, Dex 16, Con 12, Int 12, Wis 22, Cha 22
Base Atk +9; CMB +10; CMD 23
Feats Augment Summoning, Combat Casting, Persuasive, Skill Focus (Perception), Spell Focus (Conjuration, Necromancy), Weapon Focus (Longsword)
Skills Diplomacy +12, Fly +13, Intimidate +14, Knowledge (religion) +10, Perception +16, Sense Motive +10
  Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Elven; tongues, telepathy 100 ft.
SQ death’s embrace, scythe of evil (6 rounds, 2/day)
Gear +2 longsword, +1 heavy crossbow, +2 chainmail, 50 crossbow bolts
Environment  any
Organization solitary or family (vampire plus 2-8 spawn)
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
Command Fallen Harpies (Su) Ter’amial may command fallen harpies as a free action when within a one-mile radius of any fallen harpies (new creatures detailed in Appendix 3 of this adventure). This is a supernatural ability granted to the chosen of Lilith by the succubus goddess.
Energy Drain, Kiss (Su) As a chosen of Lilith, Ter’amial may drain a victim’s energy with a single kiss. This is most often done by first charming the victim, but need not be. Otherwise Ter’amial must succeed in a grapple against the opponent, provoking an attack of opportunity. The kiss bestows one negative level on the victim, and acts as a suggestion spell, asking the victim to kiss her again. The victim is allowed a DC 20 Will save to negate the suggestion, and a DC 20 Fortitude save to remove a negative level bestowed with a kiss.
Immune to Affects of Fallen Harpies (Ex) Ter’amial is immune to the wail of insanity and captivating song of all fallen harpies.
Belun, Conclave Guildmage
CR 17                                                                                                            XP: 102,400
Male fallen elf evoker 17
CE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +17
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge)
HP 93 (17d6+34)
Fort +7, Ref +7, Will +10; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 quarterstaff +5/+1/+0 (1d6+1/1d6); touch +8 (by spell)
Ranged ray +10 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks elemental wall (17 rounds), force missiles (1d4+8, 8/day)
Spells Prepared (CL 17th)
  9th-Meteor Swarm (DC 26), Power Word Kill
  8th-Horrid Wilting (DC 25), Polar Ray
  7th-Delayed Blast Fireball (DC 24), Grasping Hand, Mages Sword, Prismatic Spray (DC 24)
  6th-Chain Lightning (DC 23; x2), Disintegration (DC 21; x2), Forceful Hand
  5th-Cone of Cold (DC 22), Magic Jar (DC 20), Teleport, Wall of Force
  4th-Confusion (DC 19), Phantasmal Killer (DC 19; x2), Wall of Fire (x2)
  3rd-Arcane Sight, Dispel Magic, Fireball (DC 20), Lightning Bolt (DC 20; x2), Summon Monster III
  2nd-Acid Arrow (x2), Detect Thoughts (DC 17), Mirror Image, Scorching Ray
  1st-Burning Hands (DC 18), Mage Armor, Magic Missile (x3), Ray of Enfeeblement (DC 16)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools necromancy, illusion
Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 12
Base Atk +8; CMB +8; CMD 21
Feats Alertness (when Belorust is within arm’s reach), Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Forge Ring, Greater Spell Focus (evocation), Improved Counterspell, Improved Initiative, Maximize Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration
Skills Diplomacy +18, Fly +25, Knowledge (arcana, planes) +25, Linguistics +25, Perception +17, Sense Motive +17, Spellcraft +25
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ arcane bond (bat familiar), intense spells (+8 damage)
Gear +1 staff, ring of protection +4, cloak of resistance +1, spellbook (contains: 1st—burning hands, cause fear, chill touch, color spray, disguise self, floating disk, identify, mage armor, magic missile, ray of enfeeblement, shocking grasp, silent image, true strike; 2nd— acid arrow, blindness/ deafness, detect thoughts, false life, glitterdust, hypnotic pattern, mirror image, scorching ray, shatter, spider climb, summon monster II, web; 3rd—arcane sight, dispel magic, fireball, fly, heroism, hold person, rage, lightning bolt, ray of exhaustion, sleet storm, stinking cloud, summon monster III, tongues; 4th—confusion, dimensional anchor, enervation, firetrap, hallucinatory terrain, minor creation, phantasmal killer, shout, wall of fire, wall of ice; 5th—cone of cold, feeblemind, hold monster, interposing hand, magic jar, mind fog, sending, shadow evocation, summon monster V, wall of force; 6th—chain lightning, disintegration, forceful hand, globe of invulnerability, legend lore, planar binding, transformation; 7th—control weather, delayed blast fireball, grasping hand, limited wish, mage’s sword, prismatic spray; 8th—horrid wilting, maze, polar ray, symbol of death; 9th—meteor swarm, power word kill.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Belorust, Belun’s Familiar 
CR ¼                                                                                                                XP 50
Male Bat Familiar
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +23
AC 25, touch 16, fl at-footed 23 (+2 Dex, +9 natural, +4 size)
hp 45 (17 HD; 17d8–2)
Fort +5, Ref +7, Will +12
Defensive Abilities improved evasion; SR 22
Speed 5 ft., fly 40 ft. (good)
Melee bite +14/+9 (1d3–4)
Special Attacks deliver touch spells
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 10, Int 14, Wis 14, Cha 5
Base Atk +8; CMB +0; CMD 12
Feats Weapon Finesse
Skills Fly +27, Perception +23; Racial Modifier +8 Fly, +4 Perception
SQ empathic link, scry on familiar, share spells, speak with animals of its kind, speak with master
Chernobog, Llanowar Mentor
CR 19                                                                                                                  XP: 204,800
Male fallen elf wizard (transmuter) 19
CE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +17
AC 17, touch 14, flat-footed 16 (+3 armor, +3 Dex, +2 deflection)
HP 127 (19d6+57)
Fort +11, Ref +10, Will +13; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 dagger +10/+5 (1d4+1/19-20); touch +9 (by spell)
Ranged ray +12 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks  telekinetic fist (ranged touch +12, 1d4+9, 8/day)
Spells Prepared (CL 19th)
  9th-Imprisonment (DC 16), Summon Monster IX, Time Stop
  8th-Incendiary Cloud (DC 23), Polymorph Any Object (DC 25), Summon Monster VIII, Temporal Stasis (DC 25)
  7th-Insanity (DC 22), Mass Hold Person (DC 22), Prismatic Spray (DC 22), Reverse Gravity, Statue
  6th-Chain Lightning (DC 21), Disintegrate (DC 23), Flesh to Stone (DC 23; x3)
  5th-Baleful Polymorph (DC 20; x2), Cone of Cold (DC 20), Hold Monster (DC 20), Transmute Rock to Mud (x2)
  4th-Enervation, Ice Storm (x2), Mnemonic Enhancer, Wall of Ice (DC 19), Stone Shape
  3rd-Displacement, Lightning Bolt (DC 18; x2), Haste, Slow (DC 20; x2)
  2nd-Acid Arrow (x2), Alter Self, Cats Grace, Foxs Cunning, See Invisibility
  1st-Burning Hands (DC 16; x2), Enlarge Person, Mage Armor, Magic Missile, Reduce Person (DC 18; x2)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools abjuration, illusion
Str 10, Dex 16, Con 16, Int 21, Wis 12, Cha 10
Base Atk +9; CMB +9; CMD 24
Feats Alertness (when Alionushka is within arm’s reach), Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Forge Ring, Great Fortitude, Greater Spell Focus (transmutation), Improved Counterspell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Scribe Scroll, Spell Focus (transmutation), Spell Penetration
Skills Craft (sculpture) +18, Diplomacy +18, Fly +25, Knowledge (arcana, planes) +25, Linguistics +25, Perception +17, Sense Motive +17, Spellcraft +25
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ arcane bond (hawk familiar), change shape (beast shape III or elemental shape II, 19 rounds), physical enhancement (Dex +4, included above)
Gear staff of transmutation (25 charges)
Other Gear +1 dagger, bracers of armor +3, ring of protection +2, cloak of displacement (major), spellbook contains:
1st—animate rope, burning hands, enlarge person, erase, expeditious retreat, feather fall, grease, jump, mage armor, magic missile, magic weapon, reduce person, shocking grasp, unseen servant;
2nd—acid arrow, alter self, bear’s endurance, bull’s strength, cat’s grace, darkvision, eagle’s splendor, fox’s cunning, levitate, rope trick, see invisibility, spider climb, whispering wind;
3rd—blink, displacement, fireball, flame arrow, fly, gaseous form, lightning bolt, haste, shrink item, slow, vampiric touch, water breathing;
4th—charm monster, confusion, crushing despair, enervation, ice storm, mass enlarge person, mass reduce person, mnemonic enhancer, polymorph, stone shape, wall of ice;
5th—animal growth, baleful polymorph, blight, cone of cold, dominate monster, fabricate, hold monster, telekinesis, transmute mud to rock, transmute rock to mud;
6th—chain lightning, control water, disintegrate, flesh to stone, mass bear’s endurance, mass suggestion, stone to flesh;
7th—control weather, ethereal jaunt, finger of death, insanity, mass hold person, prismatic spray, reverse gravity, statue, summon monster VII;
8th—clone, incendiary cloud, iron body, polymorph any object, power word stun, summon monster VIII, temporal stasis;
9th—imprisonment, power word kill, shapechange, summon monster IX, time stop, wish).
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Alionushka, Chernobog’s Familiar 
CR ¼                     XP 50
Female Hawk Familiar
N Tiny animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +23
AC 25, touch 16, flat-footed 23 (+2 Dex, +4 size, +9 natural)
hp 63 (19 HD; 19d8)
Fort +5, Ref +7, Will +12
Defensive Abilities improved evasion; SR 24
Speed 5 ft., fly 40 ft. (good)
Melee bite +14/+9 (1d4–2)
Special Attacks deliver touch spells
Space 2 1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 10, Int 15, Wis 14, Cha 6
Base Atk +9; CMB +7; CMD 19
Feats Weapon Finesse
Skills Fly +35, Perception +23; Racial Modifier +8 Fly, +4 Perception
SQ empathic link, scry on familiar, share spells, speak with animals of its kind, speak with master
Cernowain, Plague Witch
CR 20                                                                                                                XP: 307,200
Female fallen elf wizard (necromancer) 20
CE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +22
AC 15, touch 11, flat-footed 13 (+4 armor, +2 Dex)
HP 140 (20d6+60)
Fort +9, Ref +8, Will +14; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 dagger +10/+5 (1d4/19-20); touch +9 (by spell)
Ranged ray +12 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks channel energy (command undead, 10/day, DC 20), grave touch (+9 to hit, shaken 10 rounds, 10/day)
Spells Prepared (CL 20th)
  9th-Energy Drain (x2), Soul Bind (DC 28), Summon Monster IX, Wail of the Banshee (DC 28)
  8th-Clenched Fist, Horrid Wilting (DC 27; x2), Summon Monster VIII, Trap the Soul (DC 27)
  7th-Quickened Dispel Magic (x2), Finger of Death (DC 26; x3), Prismatic Spray (DC 24)
  6th-Chain Lightning (DC 23; x2), Circle of Death (DC 25), Eyebite (DC 25; x2), Summon Monster VI
  5th-Cone of Cold (DC 22), Magic Jar (DC 24), Nightmare (DC 22), Summon Monster V, Teleport (x2)
  4th-Bestow Curse (DC 21), Contagion (DC 23), Dimension Door, Enervation, Greater Invisibility, Phantasmal Killer (DC 21)
  3rd-Haste, Lightning Bolt (DC 20; x2), Ray of Exhaustion (DC 22), Slow (DC 20), Stinking Cloud (DC 20), Vampiric Touch
  2nd-Acid Arrow (x2), Blindness/Deafness (DC 21), False Life, Ghoul Touch (DC 21), See Invisibility, Spectral Hand
  1st-Burning Hands (DC 18), Cause Fear (DC 20), Mage Armor, Magic Missile (x3), Ray of Enfeeblement (DC 20)
  0th-—Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools abjuration, enchantment
Str 8, Dex 14, Con 16, Int 24, Wis 14, Cha 10
Base Atk +10; CMB +9; CMD 21
Feats Combat Casting, Command Undead, Craft Staff, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Penetration
Skills Craft (alchemy) +26, Diplomacy +20, Fly +25, Knowledge (arcana, planes) +30, Linguistics +30, Perception +22, Sense Motive +22, Spellcraft +30
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ  arcane bond (staff of necromancy), life sight (40 ft., 10 rounds/day)
Gear staff of necromancy (CL 20, DC 19 + spell level)
Other Gear +1 dagger, bracers of armor +4, headband of intellect +4, spellbook contains:
1st -burning hands, cause fear, chill touch, color spray, expeditious retreat, feather fall, grease, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement, true strike, unseen servant;
2nd—acid arrow, blindness/ deafness, command undead, detect thoughts, false life, ghoul touch, levitate, minor image, mirror image, scare, see invisibility, spectral hand, spider climb;
3rd—clairaudience/clairvoyance, displacement, fireball, fly, gentle repose, halt undead, haste, lightning bolt, major image, ray of exhaustion, stinking cloud, tongues, vampiric touch;
4th—animate dead, bestow curse, black tentacles, contagion, dimension door, enervation, fear, greater invisibility, phantasmal killer, scrying, wall of ice;
5th—blight, cone of cold, fabricate, false vision, magic jar, nightmare, summon monster V, symbol of pain, teleport, waves of fatigue;
6th—chain lightning, circle of death, create undead, eyebite, shadow walk, summon monster VI, symbol of fear, wall of iron;
7th—control undead, finger of death, greater shadow conjuration, mage’s sword, prismatic spray, symbol of weakness, waves of exhaustion;
8th—clenched fist, clone, horrid wilting, summon monster VIII, symbol of death, trap the soul;
9th— astral projection, energy drain, gate, soul bind, summon monster IX, wail of the banshee)
Opposition schools abjuration, enchantment
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Mikhail, Greatbow Doyen
CR 18                                                                                                                XP: 153,600
Male fallen elf arcane archer 4/fighter 13/sorcerer 1
CE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +9
AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 dodge)
HP 123 (4d10+13d10+1d6+49)
Fort +12, Ref +10, Will +7; +2 vs. enchantments
Defensive Abilities bravery +3; Immune sleep
Speed 30 ft.
Melee Mwk longsword +22/+17/+12/+7 (1d8/19–20), 2 claws +19 (1d4+2)
Ranged Oathbow +30/+25/+20/+15 (1d8+7/19–20 x3) or Oathbow +33/+28/+23/+18 (1d8+7 plus 2d6/19–20 x4) vs. sworn enemy; Ranged ray +22 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks seeker arrow (1/day)
Spells Known (CL 4th)
  2nd (3/day)-Invisibility
  1st (7/day)-Obscuring Mist, Protection from Good, True Strike
  0th-Bleed (DC 11), Dancing Lights, Light, Open/Close, Resistance
Str 14, Dex 20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +17; CMB +19; CMD 35
Feats Dodge, Eschew Materials, Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Precise Shot, Manyshot, Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills Climb +14, Craft (fletcher) +24, Intimidate +15, Perception +9, Stealth +10, Survival +9, Swim +14
Languages Common, Abyssal, Elven
SQ armor training 3, bloodline power (claws), enhance arrows (+1 flaming), imbue arrow, weapon training (bows +3, heavy blades +2, light blades +1)
Gear +3 mithril shirt, oathbow, +1 seeking arrows (25), normal arrows (25), ring of featherfalling, masterwork longsword
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Morwen, Chosen of Lilith
CR 22                                                                                                             XP: 614,400
Male fallen elf cleric of Lilith 4/sorcerer 5/mystic theurge 10
CN Medium humanoid (elf)
Init +7; Senses low-light vision, darkvision 60 ft.; Perception +13
AC 28, touch 18, flat-footed 25 (+5 armor, +3 Dex, +5 natural, +5 deflection)
HP 198 (4d8+5d6+11d6+120)
Fort +19, Ref +15, Will +23; +2 vs. enchantments
DR 10/cold iron and good; Immune fallen harpies, poison, sleep; SR 18; Resist acid 5, cold 5, electricity 10 fire 5
Speed 30 ft.
Melee Medb, +5 unholy greataxe + 17/+12 (1d12+6 plus 2d6 vs. good) or +3 unholy longsword +15/+10 (1d8+4 plus 2d6 vs. good/19–20)
Ranged mwk composite shortbow +15/+10/+5 (1d6+1/x3); ray +14 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks bleeding touch (1d6 bleed, 1 round, 9/day), channel negative energy (2d6, DC 19, 9/day), energy drain (kiss), touch of evil (sickened, 1 round, 9/day)
Spell-Like Abilities (CL 15th; concentration +27) Constant—tongues  3/day—suggestion (DC 19)  1/day—summon (level 6, 1 succubus 30%)
Spells Known (CL 15th)
  7th (5/day)-Finger of Death (DC 25), Prismatic Spray (DC 25)
  6th (7/day)-Chain Lightning (DC 24), Disintegrate (DC 24), Mass Suggestion (DC 24)
  5th (7/day)-Baleful Polymorph (DC 23), Cloudkill (DC 23), Cone of Cold (DC 23), Wall of Force
  4th (8/day)-Black Tentacles (DC 22), Enervation, Greater Invisibility, Phantasmal Killer
  3rd (8/day)-Fireball (DC 21), Haste, Lightning Bolt (DC 21), Slow (DC 21)
  2nd (8/day)-Acid Arrow, Blindness/ Deafness (DC 20), Eagles Splendor, Owls Wisdom, See Invisibility
  1st (8/day)-Burning Hands (DC 19), Magic Missile, Obscuring Mist, Shocking Grasp, Sleep (DC 19)
  0th-Acid Splash, Bleed (DC 19), Mage Hand, Touch of Fatigue (DC 19)
Spells Prepared (CL 14th)
  7th-Blasphemy (D DC 22), Destruction (DC 22), Word of Chaos (DC 22)
  6th-Blade Barrier (DC 21), Create Undead (D), Harm (DC 21), Heal
  5th-Flame Strike (DC 20; x2), Insect Plague, Magic Circle Against Good (D), Mass Inflict Light Wounds (DC 20), True Seeing
  4th-Cure Critical Wounds, Death Ward, Dismissal (DC 19), Poison (DC 19), Spell Immunity, Unholy Blight (D DC 19)
  3rd-Bestow Curse (DC 18), Contagion (DC 18), Cure Serious Wounds, Dispel Magic, Magic Circle Against Good (D), Prayer, Searing Light (DC 18)
  2nd-Aid, Bears Endurance, Bulls Strength, Darkness, Death Knell (D), Hold Person (DC 17), Lesser Restoration
  1st-Bane (DC 16), Cause Fear (DC 16), Command (DC 16), Divine Favor, Doom (DC 16), Shield of Faith, Protection from Good (D)
  0th-Detect Magic, Inflict Minor Wounds, Light, Read Magic (D domain spell)
Bloodline: abyssal
Domain: Death, Evil
Str 12, Dex 16, Con 22, Int 18, Wis 20, Cha 26
Base Atk +11; CMB +12; CMD 30
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Eschew Materials, Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Persuasive, Quicken Spell, Skill Focus (fly), Spell Penetration
Skills Bluff +19, Diplomacy +19, Fly +16, Intimidate +19, Knowledge (planes) +15, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +19, Use Magic Device +8
Languages Abyssal, Common, Elven, Infernal; tongues, telepathy 100 ft.
SQ .command fallen harpies, bloodline (claws), combined spells (5th), death’s embrace, spell synthesis
Gear rod of absorption (15 spell levels ready for use, can still absorb 35 spell levels), wand of dispel magic (15 charges, CL 10)
Other Gear Medb, +5 unholy greataxe (if not elsewhere, for example, in use by the succubus Medb), +3 unholy longsword, amulet of health +6, cloak of displacement (major), crown of the fallen (7 charges; see Appendix 2 for details on this new magical item), ring of protection +5, ring of spell turning, robe of the archmagi (black)
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Command Fallen Harpies (Sp) Morwenna may command fallen harpies as a free action when within a one-mile radius of any fallen harpies (new creatures detailed in Appendix 3 of this adventure). This is a supernatural ability granted to the chosen of Lilith by the succubus goddess.
Energy Drain, Kiss (Su) As a chosen of Lilith, Morwenna may drain a victim’s energy with a single kiss. This is most often done by first charming the victim, but need not be. Otherwise she must succeed in a grapple against the opponent, provoking an attack of opportunity. The kiss bestows one negative level on the victim, and acts as a suggestion spell, asking the victim to kiss her again. The victim is allowed a DC 20 Will save to negate the suggestion, and a DC 20 Fortitude save to remove a negative level bestowed with a kiss.
Immune to Affects of Fallen Harpies (Ex) Morwenna is immune to the wail of insanity and captivating song of all fallen harpies.
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Denmar, Cultivator of Blades
CR 11                                                                                                              XP: 12,800
Male elf eldritch knight 6/evoker 5/fighter (shielded fighter) 1
CN Medium humanoid (elf)
Init +3; Senses low-light; Perception +10
AC 26, touch 13, flat-footed 24 (+9 armor, +3 Dex, +1 dodge, +4 shield)
HP 60 (6d10+5d6+1d10)
Fort +6, Ref +6, Will +7; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 keen battleaxe +14/+9 (1d8+4/19-20/x3); melee touch +12
Ranged dagger +12 (1d4+1/19-20); ranged touch +12
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 10th; ranged touch +12) 8/day—force missiles (1d4+2)
Spells Prepared (CL 10th)
  5th-Break Enchantment, Dominate Person (DC 20), Passwall, Wall of Force
  4th-Black Tentacles, Dimension Door, Dimensional Anchor, Summon Monster IV, Vitriolic Mist
  3rd-Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fireball (DC 18), Fly
  2nd-Bears Endurance, Blindness/Deafness (DC 17), Create Pit (DC 17), Scorching Ray, See Invisibility
  1st-Break (DC 16), Comprehend Languages, Magic Missile, Magic Missile, Protection from Evil, Shield, True Strike
  0th-Acid Splash, Detect Magic, Mage Hand, Message (Arcane School Evocation Opposition Schools Illusion, Necromancy)
Str 17, Dex 17, Con 10, Int 21, Wis 13, Cha 16
Base Atk +9; CMB +12; CMD 26
Feats Alertness, Arcane Armor Training, Combat Expertise, Combat Reflexes, Cooperative Crafting, Craft Magic Arms and Armor, Scribe Scroll, Shield Focus, Shield Specialization, Throw Anything, Weapon Focus (battleaxe)
Skills Appraise +12, Bluff +4, Craft (weapons) +10, Diplomacy +4, Fly +9, Knowledge (arcana) +18, Knowledge (engineering) +15, Knowledge (history) +11, Knowledge (local) +14, Knowledge (nature) +12, Knowledge (planes) +10, Perception +10, Profession (siege engineer) +14, Ride +8, Sense Motive +10, Spellcraft +20, Stealth +6, Use Magic Device +8
  Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bonds, elven magic, weapon familiarity, force missile, intense spells
Gear +3 elven chain, absorbing shield, +1 keen battleaxe, 500 gp pendant, spell component pouch
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Ayissa, Mul Daya Channeler
CR 9                                                                                                                XP: 6,400
Female Elf sorcerer 10
NG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +4
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 85 (10d6+50)
Fort +4, Ref +3, Will +0; +2 vs. enchantments
Defensive Abilities Will +1 vs. enchantments, +1 luck bonus during surprise round or when unaware of an attack; Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee rapier +3 (1d6-2/18-20); melee touch +3
Ranged dagger +3 (1d4-1/19-20); ranged touch +6
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 10th melee touch –5) 7/day—touch of destiny
Spells Known (CL 10th)
  5th (3/day)-Teleport
  4th (6/day)-Beast Shape II, Fire Shield, Freedom of Movement
  3rd (7/day)-Blink, Clairaudience/Clairvoyance, Fireball (DC 17), Protection from Energy
  2nd (7/day)-Acid Arrow, Blur, Levitate, Mirror Image, See Invisibility
  1st (7/day)-Alarm, Burning Hands (DC 15), Charm Person (DC 15), Chill Touch (DC 15), Feather Fall (DC 15), Magic Missile
  0th-Dancing Lights, Detect Magic, Detect Poison, Ghost Sound (DC 14), Light, Mage Hand, Prestidigitation (DC 14), Ray of Frost, Read Magic
Bloodline: Destined
Str 7, Dex 12, Con 18, Int 12, Wis 10, Cha 19
Base Atk +5; CMB +3; CMD 14
Feats Alertness, Combat Casting, Craft Rod, Dodge, Enlarge Spell, Eschew Materials, Leadership, Maximize Spell
Skills Acrobatics +1, Appraise +1, Bluff +13, Climb +2, Craft (alchemy) +10, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +5, Heal +0, Intimidate +8, Knowledge (arcana) +8, Perception +4, Ride +1, Sense Motive +2, Spellcraft +1, Stealth +10, Swim +2, Use Magic Device +13
  Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ fated, it was meant to be (1/day)
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Serala Shrikeblooded, Sacellum Archer
CR 7                                                                                                                XP: 3,200
Female elf ranger 8
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +14
AC 18, touch 13, flat-footed 15 (+5 armor, +4 Dex)
HP 68 (8d10+16)
Fort +7, Ref +10, Will +3; +2 vs. enchantments
Defensive Abilities Will +5 vs. enchantments; Immune magical sleep
Speed 30 ft.
Melee mwk rapier +9/+4 (1d6/18-20)
Ranged +1 longbow +14/+9 (1d8+1/x3)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (human +4, dwarf +2), favored terrain (+4 urban, +2 water)
Spells Prepared (CL 5th)
  2nd-Bears Endurance
  1st-Longstrider, Summon Nature
Str 10, Dex 18, Con 12, Int 12, Wis 13, Cha 8
Base Atk +8; CMB +8; CMD 22
Feats Endurance, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Strike, Rapid Shot, Weapon Focus (longbow)
Skills Climb +7, Heal +12, Intimidate +6, Knowledge (dungeoneering, georgraphy, nature) +9, Knowledge (local) +6, Perception +14, Sense Motive +9, Stealth +15, Survival +12
Languages Common, Draconic, Elven
SQ animal companion, elven magic, swift tracker, track +4, wild empathy +7, woodland stride
Gear wand of cure light wounds (27 charges)
Other Gear masterwork rapier, +1 longbow, 50 arrows, +1 mithril chain shirt, efficient quiver, emerald and silver hair clip (100 gp), silk purse with 27 gp
Environment  any land
Organization solitary, pair, or gang (3-5)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
SLINKY, ANIMAL COMPANION
Female dire rat animal companion (Pathfinder Roleplaying Game Bestiary “Rat, Dire”)
N Small animal
Init +4; Senses low-ight vision, scent; Perception +10
AC 18, touch 16, flat–footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +2
Defensive Abilities evasion
Spd 40 ft., climb 20 ft., swim 20 ft.
Melee bite +8 (1d4 plus disease)
Abilities Str 11, Dex 18, Con 14, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Climb +12, Perception +10, Stealth +13, Swim +12
Languages link
SQ share spells
Disease (Ex) filth Fever: Bite-Injury; save Fort DC 14; onset 1d3 days; frequency 1 day; effect 1d3 points of Dex damage and 1d3 points of Con damage; cure 2 consecutive saves. The save DC is Constitution–based.