Saturday, March 2, 2019

living spirits

Wrathful Ikiryo

CR 3                                                                                                                XP: 800
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +6; Senses darkvision 60 ft., sense intended victim; Perception +16
AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex)
HP 30 (4d10+8)
Fort +3, Ref +6, Will +5
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +6 (2d6 plus dazed for 1 round [Fort DC 15 negates dazed effect]) or telekinetic slam +7 (1d6+3)
Special Attacks possession, telekinetic slam, withering presence
Spell-Like Abilities (CL 9th) 2/day—teleport
Str -, Dex 14, Con 15, Int 10, Wis 13, Cha 16
Base Atk +4; CMB +4; CMD 19
Feats Blind-Fight, Improved Initiative
Skills Fly +17, Intimidate +10, Perception +16, Stealth +17
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) An ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions, and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
This spectral, humanoid form looms large in the shadows.  Its seven foot frame is grotesquely muscled, though its face is almost comically boyish but for the hateful sneer it wears.
Wrathful ikiryo are spawned from anger, hate, or a need for vengeance. They are the most violent and therefore the most easily discovered ikiryo, given their penchant for unsubtle and harmful action.
They prefer to possess targets they can use to inflict bodily harm upon their intended victims.
Covetous Ikiryo
CR 6                                                                                                               XP: 2,400
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +8; Senses darkvision 60 ft., sense intended victim; Perception +20
Aura need (30 ft., see text, Will DC 18 negates)
AC 20, touch 20, flat-footed 15 (+4 deflection, +4 Dex, +1 dodge)
HP 60 (8d10+16)
Fort +5, Ref +10, Will +7
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +12 (3d6 plus 1d4 ability damage, plus sickened for 1 round [Fort DC 18 negates])
Special Attacks invidious grasp, possession, withering presence
Spell-Like Abilities (CL 9th) 2/day—teleport
Str -, Dex 18, Con 17, Int 10, Wis 13, Cha 18
Base Atk +8; CMB +8; CMD 27
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative
Skills Fly +23, Intimidate +15, Perception +20, Stealth +23
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) An ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions, and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
Aura of Need (Su) A covetous ikiryo’s envy and sense of longing can radiate from it in a 30-foot radius. Living creatures within the aura must succeed on a Will save or become attached to another creature or object, typically one the creature already holds a fondness for (e.g. a wizard develops a compulsion for an ancient tome or library, or a character desires to be in the company of a person they already have affection towards). This acts as the sympathy spell, except any attempt to remove the person or object of a creature’s compulsion from its presence, or to remove the creature from its presence, causes the creature’s attitude to shift to hostile, and it must make another Will save at the same DC or attack the person or thing attempting to separate it from the object of its desire (including attacking the person they desire, if they’re attempting to leave, seeing this as an act of betrayal). The effects last for as long as the affected creatures are within the radius of the aura, and for 1 minute after leaving the aura. The save DC is Charisma-based. This is a mind-affecting compulsion effect.
Invidious Grasp (Su) The touch attack of a covetous ikiryo with this ability allows it to pull what it desires from others. In addition to its regular damage and effects, the ikiryo causes 1d4 damage to the ability of its choice.
This spectral, humanoid form floats through the gloom of evening. Its form is emaciated, and its fingers are long and grasping. A long tongue glides over its ghostly lips, and its eyes have a hungry, desperate look.
Covetous ikiryo are spawned from a sense of longing, envy, or lust. The progenitor’s desires are acted out vicariously through the ikiryo, which stays near to the intended victim — who may be the object of desire, or simply in possession of it — and may play out fantasies by possessing those nearby to be in physical contact with the desired person or thing. The progenitor often has pleasant dreams based on these actions.
Fearful Ikiryo
CR 9                                                                                                               XP: 6,400
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +10; Senses darkvision 60 ft., sense intended victim; Perception +24
Aura unease (30 ft., see text, Will DC 20 negates)
AC 22, touch 22, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge)
HP 114 (12d10+48)
Fort +8, Ref +8, Will +8
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +18 (5d6 plus stunned for 1 round [Fort save DC 20 negates] and –2 Dex [Fort DC 20 negates])
Special Attacks fearful screech, paralyzing gaze, possession, shivering touch, withering presence
Spell-Like Abilities (CL 12th) 2/day—teleport
Str -, Dex 22, Con 18, Int 10, Wis 13, Cha 19
Base Atk +12; CMB +12; CMD 33
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility
Skills Fly +29, Intimidate +19, Perception +24, Stealth +29
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) AAn ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
Aura of Unease (Su) A fearful ikiryo’s dread manifests as a 30-foot radius aura. Living creatures within the aura must succeed on a Will save or become shaken while within the aura’s effect, and for 1 round after leaving the area of effect. The save DC is Charisma-based. This is a mind-affecting fear effect.
Fearful Screech (Su) The fearful ikiryo can emit a fearful screech as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become frightened for 2d4 rounds. The save DC is Charisma-based. Shaken creatures affected by this ability instead become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the screech cannot be affected by the same ikiryo’s screech for 24 hours.
Paralyzing Gaze (Su) A fearful ikiryo with this ability gains a gaze attack that roots an opponent to the spot with fear. Targets who fail a Will save are paralyzed for 1d4 rounds. The gaze attack has a range of 30 feet. The save DC is Charisma-based. This is a mind-affecting fear effect.
Shivering Touch (Su) The touch attack of a fearful ikiryo with this ability makes the target shake uncontrollably, imposing a –2 penalty to Dexterity for 1d4 rounds. A successful Will save negates the effect. The save DC is Charisma-based. This is a mind-affecting fear effect.
A spectral humanoid floats in the dark, its translucent form appearing to blur from shivering, and its wide, panicked eyes threaten to pop from its head.
Fearful ikiryo are spawned from a constant, abiding dread on the part of its progenitor, usually after a pronounced scare or shock after a long period of living in fear. Unlike the wrathful ikiryo, where attacks on the intended victim are often a form of vengeance, the fearful ikiryo may be making a preemptive strike. The source of the progenitor’s fear may have done nothing overt. Whatever the case, the fearful ikiryo attempts to eradicate the source of the progenitor’s fear, often terrifying the intended victim to death, or to rash action that results in death.
Guilt Ikiryo
CR 12                                                                                                            XP: 19,200
NE Medium monstrous humanoid (ikiryo, incorporeal)
Init +10; Senses darkvision 60 ft., sense intended victim; Perception +28
Aura shame (30 ft., –2 Will saves and Cha-based checks, Will DC 23 negates)
AC 22, touch 22, flat-footed 16 (+4 deflection, +6 Dex, +1 dodge)
HP 116 (16d10+28)
Fort +10, Ref +8, Will +8
Defensive Abilities incorporeal, invisibility
Speed 0 ft., fly 60 ft. (perfect)
Melee incorporeal touch +18 (5d6 plus stunned for 1 round [Fort save DC 20 negates] and –2 Dex [Fort DC 20 negates])
Special Attacks guilt-ridden grasp (DC 23), retributive gaze (DC 23)
Spell-Like Abilities (CL 16th) 4/day—terrible remorse (DC 19) 2/day—teleport
Str -, Dex 22, Con 18, Int 10, Wis 13, Cha 21
Base Atk +16; CMB +16; CMD 37
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Mobility, Skill Focus (Intimiate)
Skills Fly +33, Intimidate +30, Perception +28, Stealth +33
  Racial Modifiers +8 Perception, +8 Stealth
Languages all languages known by the ikiryo’s progenitor
Environment any
Organization solitary
Treasure none
Invisibility (Su) An ikiryo remains invisible even when it attacks. This ability is constant. The ikiryo can choose to be seen by its intended victim, suppressing and resuming its invisibility as a free action. It remains invisible to all others unless magic is used to reveal it.
Possession (Su) AAn ikiryo can take possession of a living creature by merging its body with the target. This ability is similar to a magic jar spell (CL 10th or equal to the HD of the ikiryo, whichever is greater), except it does not require a receptacle. To use this ability, the ikiryo must be adjacent to its target. The target can resist the attack by making a successful Will save (DC 15). While possessed, the target is unaware of its actions and surroundings. This possession may last a maximum of 10 hours, until dawn (when the ikiryo must return to merge with its progenitor,) or until the ikiryo ends the effect. When the possession ends, it remembers nothing. A creature that successfully saves is immune to that same ikiryo’s possession for 24 hours. This ability is Constitution-based.
Sense Intended Victim (Su) An ikiryo can always sense the direction and distance of its intended victim so long as it and the intended victim are on the same plane. If the ikiryo uses its teleport ability to reach the victim, the location is always considered “very familiar” for purposes of determining success.
Undead Vulnerabilities (Ex) While not undead, an ikiryo is susceptible to certain effects that affect undead. Any spell, or spell-like or supernatural effect that causes an effect other than damage to undead (halt undead, for example,) will affect an ikiryo as well. The Turn Undead feat also works against an ikiryo. Channeled positive energy inflicts non-lethal damage equal to half the damage rolled. If an ikiryo’s hit points are reduced to 0 by channeling, it teleports back to its progenitor, who is jarred awake and dazed for 1 round as the two merge back into one being again. The ikiryo will take 24 hours to rejuvenate before it is free to roam again.
Withering Presence (Su) An ikiryo’s essence is comprised of unhealthy emotions and has a deleterious effect on those it haunts. Anyone possessed by an ikiryo for any length of time suffers 1 point of drain to every ability score. Multiple possessions do not cause further ability drain; this effect can only happen once per target in a 24 hour period. If its progenitor wishes the intended victim harm, then as long as the ikiryo remains within 60 feet of the intended target for at least one hour each day, whether in its own form or within a possessed victim, the intended target suffers 1 point of drain to every ability score.
Aura of Shame (Su) A guilt ikiryo radiates an aura in a 30-foot radius that burdens those in the area with guilt. Living creatures within the aura must succeed on a Will save or suffer a –2 penalty to all Will saves and a –2 penalty to all Charisma-based checks for as long as they remain in the aura, and for 1 round after leaving the area of effect. The save DC is Charisma-based. This is a mind-affecting effect.
Guilt-Ridden Grasp (Su) The touch attack of a guilt ikiryo with this ability fills the target with overwhelming guilt over harming others. For the next 1d4 rounds, the affected target must succeed at a Will save each time it takes an offensive action against another creature. Failure means the target becomes nauseated until the beginning of its next round. The save DC is Charisma-based. This is a mind-affecting effect.
Retributive Gaze (Su) A guilt ikiryo with this ability gains a gaze attack that causes affected creatures to struggle with remorse for past actions, making them unable to act. Targets who fail a Will save are dazed for 1d4 rounds. The gaze attack has a range of 30 feet. The save DC is Charisma-based. This is a mind-affecting effect.
Shivering Touch (Su) The touch attack of a fearful ikiryo with this ability makes the target shake uncontrollably, imposing a –2 penalty to Dexterity for 1d4 rounds. A successful Will save negates the effect. The save DC is Charisma-based. This is a mind-affecting fear effect.
This spectral form is covered in heavy armor and bears a long blade. The face plate of its helm is fashioned to resemble a scowling devil’s face.
Unlike the other ikiryo, the guilt ikiryo is formed from its progenitor’s own shame and self-loathing, and thus self-destructively targets its creator as its victim. Since progenitors of ikiryo are unaware of their connection to the creatures, they commonly believe they are being haunted by some sort of vengeful undead creature. Since the ikiryo dies with its progenitor, fatal cases are considered just that, as the haunting spirit vanishes, presumably laid to rest, when its victim dies. This type of ikiryo can be both the easiest and most difficult spirit to banish, as all that is often needed is for the progenitor to confess her sins and seek to make restitution. However, if the guilt is buried deeply enough, getting the progenitor to admit her crimes can be a daunting task, and the time to do so will be short with the guilt ikiryo wearing away on the victim.

half a shrek

Cwdcai, Half-Ogre Terror
CR 12                                                                                                             XP: 19,200
Male half-ogre barbarian (flesheater) 12 (The Tome of Horrors Complete 361; Pathfinder Roleplaying Game Occult Adventures “Flesheater”)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft.; Perception +0
Aura stench (5 ft., DC 24)
AC 19, touch 10, flat-footed 18 (-1 size, +7 armor, +2 natural, +1 Dex)
HP 199 (2d8+12d12+112)
Fort +19, Ref +5, Will +6
Defensive Abilities trap sense +4; Ref +9 vs. traps; DR 2/-; Resist fire 20
Speed 30 ft.
Melee +1 keen flaming burst battleaxe +23/+18/+13 (2d6+10/19–20 plus 1d6 fire), bite +16 (1d6+4)
Space 10 ft.
Special Attacks one flesh, rage 32 rounds/day, rage powers (animal fury, intimidating glare, renewed vigor [3d8+8 hp], terrifying howl [DC 25]), unbound rage
Str 28, Dex 13, Con 26, Int 3, Wis 11, Cha 6
Base Atk +13; CMB +23; CMD 34
Skills Climb +10, Intimidate +21, Linguistics -4, Profession (cook) +8, Survival +6, Swim +9
Languages Giant, Ogham
SQ fast movement, ogre blood
Gear elixir of fire breath, 2 doses dark reaver powder
Other Gear +2 hide armor, heavy iron skillet (as heavy steel shield), +1 keen flaming burst battleaxe, major ring of fire resistance, belt pouch with silver-plated chicken head (7 gp), 23 gp, bloodstone (100 gp)
Ogre Blood (Ex) For all special abilities and effects, a halfogre is considered an ogre.
Stench (Ex) The constant reek of the decaying sheep’s head, old blood and grease, and the naturally foul body odor coming off Cwdcai creates an extremely noxious odor in close proximity. Anyone within 5 feet of him must make a DC 24 Fortitude save or be sickened for as long as they remain within the area and 1d4 rounds after leaving. The save DC is Constitution-based.

Possessed I am possessed

Regan, Possessed Child
CR 3                                                                                                              XP: 800
Female yound Chernobog-possessed human commoner 1
CE Small humanoid (chaotic, evil, human)
Init +2; Senses Perception +4
AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex)
HP 6 (1d6+3)
Fort +0, Ref +2, Will +0
Defensive Abilities Fort +3 vs. poison; DR 10/cold iron or good; Resist electricity 20; Weaknesses spell vulnerability
Speed 30 ft.
Melee sickle +2 (1d4+1 plus trip)
Space 5 ft.
Special Attacks horns, profane attacks
Spell-Like Abilities (CL 1st) 3/day—command (DC 11), haste
Str 12, Dex 14, Con 10, Int 10, Wis 10, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Endurance, Toughness
Skills Climb +5, Perception +4, Swim +5
Languages Abyssal, Common
SQ possessed
Gear sickle
Horns (Su) Once per day as a free action, a possessed child can will numerous horns to suddenly grow from his head and arms. He can use these to easily catch weapons and yank them away from opponents. The child gains a +4 racial bonus to all disarm attempts as a result. The horns can be activated or dismissed at will, but this ability can be used only once per day. The horns will disappear on their own after 1 hour if not dismissed in that time.
Possessed (Su) A possessed child is inhabited by a portion of the imprisoned deity Chernobog. Chernobog perceives only what the child perceives and is in constant telepathic communications with the child, imparting his thoughts and desires, regardless of language. Damage that harms the child does not harm Chernobog. If the possessed child dies, Chernobog’s essence is returned to him unharmed.
Profane Attacks (Su) Each of the possessed child’s melee attacks with a natural or manufactured weapon an extra 3d6 points of damage. All melee attacks are treated as magic, chaotic, and evil-aligned for overcoming damage reduction.
Spell Vulnerability (Ex) Certain spells have special additional effects against a possessed child. A possessed child subjected to a dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the possession (reverting to a normal young human commoner 1) for a number of rounds equal to the opponent’s caster level as Chernobog’s influence is temporarily suppressed. A possessed child subjected to a banishment spell must succeed on a Will saving throw fall unconscious as Chernobog’s influence is cast from his body. However, the child remains comatose and cannot be revived until the possession is fully removed as described in area 13. An antimagic field or any antimagic effect suppresses the effects of the possession on the child (and reverting to a normal young human commoner 1) for as long as the child remains in the antimagic area.

Wednesday, February 27, 2019

the King in Yellow

Turgeon, Abbot of Hastur
CR 7                                                                                                               XP: 3,200
Male human wizard 8
CE Medium humanoid (human)
Init +3; Senses Perception -1
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
HP 38 (8d6+8)
ort +1, Ref +5, Will +7
Speed 30 ft.
Melee mwk cold iron dagger +8 (1d4/19–20 plus poison);
Ranged mwk cold iron dagger +8 (1d4/19–20 plus poison); ranged toudh +7
Special Attacks hand of the apprentice 7/day (ranged +8)
Spells Prepared (CL 8th)
  4th-Empowered Fire Breath (DC 16), Ice Storm, Stoneskin
  3rd-Beast Shape I, Empowered Magic Missile, Fly, Haste
  2nd-—Blur, Create Pit (DC 16), Foxs Cunning, Scorching Ray
  1st-—Disguise Self, Expeditious Retreat, Grease (DC 15), Magic Missile, Unseen Servant (already cast)
  0th-Acid Splash, Detect Magic, Detect Poison, Resistance
Str 10, Dex 16, Con 9, Int 18, Wis 9, Cha 13
Base Atk +4; CMB +4; CMD 18
Skills Craft (alchemy) +14, Fly +13, Knowledge (arcana, local, religion) +14, Profession (clergyman) +9, Spellcraft +14
Languages Abyssal, Aklo, Common, Draconic, Gasquen
SQ arcane bond (dagger), metamagic mastery 1/day
Gear wand of lightning bolt (CL 7: 43 charges), arcane scroll (CL 8: mirror image, resist energy), 2 potions of cure light wounds, vial of giant wasp poison
Other Gear bracers of armor +4, ring of protection +1, poisoned masterwork cold iron dagger (giant wasp poison), glove of storing (wand), red silk chasuble with Yellow Sign in thread of gold (550 gp) Spellbook All prepared plus 0—all; 1st—alarm, burning hands, endure elements, floating disk, hypnotism, identify, mage armor, mount, sleep; 2nd—darkness, glitterdust, hideous laughter, hypnotic pattern, mirror image, misdirection, protection from arrows, resist energy, spectral hand, touch of idiocy; 3rd—deep slumber, dispel magic, fireball, hold person, lightning bolt, ray of exhaustion; 4th— animate dead, black tentacles, crushing despair, elemental body I, fire shield.

Incarnation of Death

Lesser Incarnation of Death
CR 9                                                                                                                XP: 6,400
N Medium outsider (extraplanar)
Init +9; Senses blindsight 30 ft., darkvision 120 ft., death sense; Perception +15
AC 20, touch 19, flat-footed 15 (+1 natural, +5 Dex, +4 deflection)
HP 44 (8d10)
Fort +4, Ref +13, Will +13
Defensive Abilities AC vs. assigned foe or AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural); Immune death effects, disease, magic, poison
Speed 30 ft.
Melee +3 scythe +19/+14 (2d4+17/x4) vs. assigned foe or +3 scythe +15/+10 (2d4+9/x4)
Special Attacks certain blow, permanent slaying, replication, smite target (+4 bonus to hit, +8 damage, +4 deflection bonus to AC)
Str 18, Dex 20, Con 10, Int 6, Wis 20, Cha 18
Base Atk +8; CMB +12; CMD 31
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Intimidate +13, Knowledge (planes) +7, Perception +15, Sense Motive +15, Stealth +14
Languages telepathy 120 ft.
SQ alpha strike
Gear +3 scythe
Environment any
Organization solitary (see below)
Treasure none
Alpha Strike (Ex) An incarnation of death almost always gains initiative in any fight and is never flat-footed. When rolling initiative, an incarnation of death rolls twice and takes the better result.
Certain Blow (Ex) The blows of an incarnation of death always strike the very soul of their assigned foe. In addition to the benefits of its smite ability, the attacks of an incarnation of death are considered to be touch attacks against its assigned foe.
Death Sense (Su) An incarnation of death can automatically sense the exact level of health of any living being it sees, effectively knowing its total hit dice, hit point maximums, and current hit point level. The incarnation can also discern any unusual status conditions, including wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, and the like.
Magic Immunity (Ex) A lesser incarnation of death is immune to all spells and spell-like abilities of 3rd level or less. The incarnation may voluntarily lower this immunity as a standard action and may raise it again as a free action. In addition, incarnations of death are immune to all death effects.
Permanent Slaying (Ex) Those killed by a lesser incarnation of death may only be brought back via a true resurrection, miracle or wish spell; those slain by a greater incarnation of death can only be brought back by the direct intervention of a deity.
Replication (Ex) When an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe. Only one incarnation of death appears at a time to engage an interfering party, even if that party continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. Should one of these other incarnations be slain, that person again becomes subject to this ability should they turn their attention to assisting another face an incarnation of death. Assistance can take the form of attacking an incarnation, healing the assigned foe’s wounds, or even positioning oneself so as to give the assigned foe a flanking
A robed, hooded figure wielding a large scythe appears and attacks.
An incarnation of Death is the very personification of Death with skeletal features, hooded robe, and scythe. It usually strikes first in any fight and its blows seem to always strike true. It can automatically sense the exact level of health of any living being it sees and those killed may only be brought back to life by the most powerful magic or the intervention of deities. If an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe.
Only one incarnation of death appears at a time to engage an interfering foe, even if that foe continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. If the incarnation has no foes assigned—for example, if it was summoned to simply wreak havoc and slay all who cross its path—it cannot use its replication ability.
The incarnation can communicate telepathically with any sentient creature, to a distance equal to the range of its darkvision. However, incarnations very seldom choose to do so. Once destroyed, the incarnation disappears along with its magical scythe.
Greater Incarnation of Death
CR 13                                                                                                             XP: 25,600
N Large outsider (extraplanar)
Init +9; Senses blindsight 30 ft., darkvision 120 ft., death sense; Perception +20
AC 19, touch 18, flat-footed 14 (+1 natural, +5 Dex, +4 deflection, -1 size)
HP 82 (15d10)
Fort +7, Ref +16, Will +16
Defensive Abilities AC vs. assigned foe or AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural); Immune death effects, disease, magic, poison
Speed 30 ft.
Melee +3 scythe +26/+21/+16 (2d4+24/19–20/x4) vs. assigned foe or +3 scythe +22/+17/+12 (2d4+9/19–20/x4)
Space 10 ft.
Special Attacks certain blow, permanent slaying, replication, smite target (+4 bonus to hit, +8 damage, +4 deflection bonus to AC)
Str 18, Dex 20, Con 10, Int 6, Wis 20, Cha 19
Base Atk +15; CMB +20; CMD 39
Feats Great Fortitude, Improved Critical, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
Skills Intimidate +19, Knowledge (planes) +13, Perception +20, Sense Motive +20, Stealth +16
Languages telepathy 120 ft.
SQ alpha strike
Gear +3 scythe
Environment any
Organization solitary (see below)
Treasure none
Alpha Strike (Ex) An incarnation of death almost always gains initiative in any fight and is never flat-footed. When rolling initiative, an incarnation of death rolls twice and takes the better result.
Certain Blow (Ex) The blows of an incarnation of death always strike the very soul of their assigned foe. In addition to the benefits of its smite ability, the attacks of an incarnation of death are considered to be touch attacks against its assigned foe.
Death Sense (Su) An incarnation of death can automatically sense the exact level of health of any living being it sees, effectively knowing its total hit dice, hit point maximums, and current hit point level. The incarnation can also discern any unusual status conditions, including wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, and the like.
Magic Immunity (Ex) A lesser incarnation of death is immune to all spells and spell-like abilities of 3rd level or less. The incarnation may voluntarily lower this immunity as a standard action and may raise it again as a free action. In addition, incarnations of death are immune to all death effects.
Permanent Slaying (Ex) Those killed by a lesser incarnation of death may only be brought back via a true resurrection, miracle or wish spell; those slain by a greater incarnation of death can only be brought back by the direct intervention of a deity.
Replication (Ex) When an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe. Only one incarnation of death appears at a time to engage an interfering party, even if that party continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. Should one of these other incarnations be slain, that person again becomes subject to this ability should they turn their attention to assisting another face an incarnation of death. Assistance can take the form of attacking an incarnation, healing the assigned foe’s wounds, or even positioning oneself so as to give the assigned foe a flanking
A robed, hooded figure wielding a large scythe appears and attacks.
An incarnation of Death is the very personification of Death with skeletal features, hooded robe, and scythe. It usually strikes first in any fight and its blows seem to always strike true. It can automatically sense the exact level of health of any living being it sees and those killed may only be brought back to life by the most powerful magic or the intervention of deities. If an incarnation of death has an assigned foe, and another creature interferes, a second incarnation of death of the same type immediately appears to do battle with the interfering party, with the offending party as its assigned foe.
Only one incarnation of death appears at a time to engage an interfering foe, even if that foe continues to interfere. However, if several people interfere, each ends up facing its own incarnation of death. If the incarnation has no foes assigned—for example, if it was summoned to simply wreak havoc and slay all who cross its path—it cannot use its replication ability.
The incarnation can communicate telepathically with any sentient creature, to a distance equal to the range of its darkvision. However, incarnations very seldom choose to do so. Once destroyed, the incarnation disappears along with its magical scythe.

Sun Worshippers

Togeth, Priest of the Wakening Sun
CR 13                                                                                                                 XP: 25,600
Male human cleric (cloistered) of Sarenrae 14
N Medium humanoid (human)
Init +0; Senses Perception +11
Aura chaos
AC 18, touch 10, flat-footed 18 (+8 armor)
HP 66 (14d8)
Fort +9, Ref +4, Will +16
Defensive Abilities Will +20 vs. symbols, glyphs or writings
Speed 30 ft.
Melee +1 disruption heavy mace +11/+6 (1d8+1)
Special Attacks aura of madness (DC 22, 14 rounds/day), channel energy 5/day (DC 21, 7d6), gaze (DC 19)
Spell-Like Abilities (CL 16th) 8/day—vision of madness (+/–8)
Spells Prepared (CL 16th)
  8th-Mass Inflict Critical Wounds (DC 23), Summon Monster VIII, Sunburst (D DC 23)
  7th-Circle of Clarity (DC 22), Insanity (D DC 22), Regenerate, Summon Monster VII
  6th-Fire Seeds (D), Greater Dispel Magic, Heal, Planar Ally
  5th-Flame Strike (D DC 20), Greater Forbid Action (DC 20), Scrying (DC 20), Slay Living (DC 20), Summon Monster V
  4th-Aura of Doom (DC 19), Blessing of Fervor (DC 19), Confusion (D DC 19), Poison (DC 19), Sending (x2)
  3rd-Bestow Curse (DC 18), Blindness/Deafness (DC 18), Prayer, Searing Light, Searing Light (D), Speak With Dead (DC 18)
  2nd-Chant, Heat Metal (D DC 17), Hold Person (DC 17), Inflict Moderate Wounds (DC 17; x2), Silence (DC 17)
  1st-Command (DC 16), Cure Light Wounds, Doom (DC 16), Endure Elements (D), Ray of Sickening (DC 16), Sanctuary (DC 16), Summon Monster I
  0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spell)
Domain: Madness, Sun
Str 10, Dex 10, Con 10, Int 12, Wis 20, Cha 15
Base Atk +10; CMB +10; CMD 20
Feats Brew Potion, Divine Interference, Improved Channel, Improved Iron Will, Iron Will, Quick Channel, Sacred Summons, Selective Channeling
Skills Appraise +9, Bluff +6, Diplomacy +12, Heal +14, Intimidate +5, Knowledge (history) +10, Knowledge (planes) +7, Knowledge (religion) +18, Perception +11, Sense Motive +13, Spellcraft +14, Survival +6
Languages Celestial, Common
SQ ESP (DC 19), nimbus of light (14 rounds/day), variant channeling (madness variant channeling)
Gear 1 disruption heavy mace, bracers of armor +8, ring of spell turning, silver unholy symbol of Sarenrae
Aura (Ex) The Guardian’s aura radiates as Chaos due to the influence of Tsathoggua.
Channel Energy (Su) Due to the Guardian’s madness and Chaotic influence, they may channel either positive or negative energy.
ESP (Su) Similar in effect, but more powerful, to the spells detect thoughts and seek thoughts, the ESP ability allows the Guardian to find and understand surface thoughts of a target, as well as gaining a limited precognition. The Guardian can use any of the abilities of detect thoughts or seek thoughts, and additionally gains a bonus on initiative equal to the Guardian’s HD. A target gets a Will save against this intrusion equal to 10 + 1/2 the Guardian’s level + the Guardian’s Charisma modifier.
Gaze (Su) Once per round, a Guardian high priest may use one of the following effects as a gaze attack, with a range of 30 ft.: confusion, discord (as a song of discord), dominate person, fear, or pain (as a symbol of pain). Each power may be used once per round, but no more than once per hour each. The save to resist the gaze is equal to 10 + 1/2 the guardian’s level + the guardian’s Charisma modifier.
Increased Spellcasting (Ex) When within the environs of the Lead mine, all Guardians of the Heart cast spells as a cleric 2 levels higher. This affects prepared and domain spells only, no other class abilities are affected
Branswol, Emissary of Sunrise
CR 15                                                                                                           XP: 51,200
Female human cleric (cloistered) of Sarenrae 16
N Medium humanoid (human)
Init -1; Senses Perception +12
Aura chaos
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 56 (16d8-16)
Fort +9, Ref +4, Will +18
Defensive Abilities Will +20 vs. symbols, glyphs or writings
Speed 30 ft.
Melee rod of the python +13/+8/+3 (1d6+1)
Special Attacks aura of madness (DC 24, 16 rounds/day), channel energy 3/day (DC 18, 8d6), gaze (DC 18)
Spell-Like Abilities (CL 18th) 9/day—vision of madness (+/–9)
Spells Prepared (CL 18th)
  9th-Miracle, Weird (D DC 25)
  8th-Greater Spell Immunity, Scintillating Pattern (D), Summon Monster VIII
  7th-Circle of Clarity (DC 23), Insanity (D DC 23), Resurrection
  6th-Greater Dispel Magic, Heal, Phantasmal Killer (D DC 22), Planar Ally, Word of Recall
  5th-Greater Forbid Action (DC 21), Nightmare (D DC 21), Scrying (DC 22), Serenity (DC 21), Spell Resistance
  4th-Confusion (D DC 20), Control Summoned Creature (DC 20), Divination, Sending (x2)
  3rd-Bestow Curse (DC 19), Blindness/Deafness (DC 19), Prayer, Rage (D), Speak With Dead (DC 19)
  2nd-Augury, Calm Emotions (DC 18), Chant, Hold Person (DC 18), Silence (DC 18), Touch of Idiocy (D)
  1st-Comprehend Languages (x2), Cure Light Wounds, Detect Evil, Lesser Confusion (D DC 17), Sanctuary (DC 17)
  0th-Detect Magic, Guidance, Virtue (D Domain spell)
Domain: Madness
Str 10, Dex 9, Con 8, Int 16, Wis 22, Cha 10
Base Atk +12; CMB +12; CMD 21
Feats Craft Staff, Craft Wand, Craft Wondrous Item, Greater Spell Penetration, Improved Counterspell, Improved Iron Will, Iron Will, Scribe Scroll, Spell Focus (Divination), Spell Penetration
Skills Appraise +16, Bluff +5, Diplomacy +13, Heal +19, Knowledge (arcana, history, religion) +30, Knowledge (local) +28, Knowledge (planes) +24, Linguistics +16, Perception +12, Sense Motive +15, Spellcraft +21
Languages Abyssal, Aklo, Celestial, Common, Dark Folk, Dwarven, Elder Thing, Elven, Giant, Goblin, Infernal, Orc, Terran, Undercommon
SQ breadth of knowledge, ESP (DC 22), variant channeling (madness variant channeling), verbal instruction, well-read
Gear cube of force, greater persistent metamagic rod; Other Gear rod of the python, silver unholy symbol of Sarenrae
Aura (Ex) The Guardian’s aura radiates as Chaos due to the influence of Tsathoggua.
Channel Energy (Su) Due to the Guardian’s madness and Chaotic influence, they may channel either positive or negative energy.
ESP (Su) Similar in effect, but more powerful, to the spells detect thoughts and seek thoughts, the ESP ability allows the Guardian to find and understand surface thoughts of a target, as well as gaining a limited precognition. The Guardian can use any of the abilities of detect thoughts or seek thoughts, and additionally gains a bonus on initiative equal to the Guardian’s HD. A target gets a Will save against this intrusion equal to 10 + 1/2 the Guardian’s level + the Guardian’s Charisma modifier.
Gaze (Su) Once per round, a Guardian high priest may use one of the following effects as a gaze attack, with a range of 30 ft.: confusion, discord (as a song of discord), dominate person, fear, or pain (as a symbol of pain). Each power may be used once per round, but no more than once per hour each. The save to resist the gaze is equal to 10 + 1/2 the guardian’s level + the guardian’s Charisma modifier.
Increased Spellcasting (Ex) When within the environs of the Lead mine, all Guardians of the Heart cast spells as a cleric 2 levels higher. This affects prepared and domain spells only, no other class abilities are affected.
Kyzak, Cathedral Sanctifier
CR 20                                                                                                              XP: 307,200
Female human cleric (cloistered) of Sarenrae 18
N Medium humanoid (human)
Init -1; Senses Perception +18
Aura chaos
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 81 (18d8)
Fort +11, Ref +5, Will +21
Defensive Abilities Will +23 vs. symbols, glyphs or writings
Speed 30 ft.
Melee +2 brilliant energy quarterstaff +14/+9/+4 (1d6+1); melee touch +12
Ranged ray +12 (gaze effect), ranged touch +12
Special Attacks aura of madness (DC 27, 18 rounds/day), channel energy 5/day (DC 23, 9d6), gaze (DC 22)
Spell-Like Abilities (CL 20th) 11/day—vision of madness (+/–10)
Spells Prepared (CL 20th)
  9th-Energy Drain (DC 27), Implosion (DC 27), Overwhelming Presence, Summon Monster IX, Weird (D DC 27)
  8th-Fire Storm (DC 26), Scintillating Pattern (D), Stormbolts (DC 26), Summon Monster VIII (x2)
  7th-Destruction (DC 25), Ethereal Jaunt, Insanity (D DC 25), Repulsion (DC 25; x2)
  6th-Blade Barrier (DC 24), Greater Dispel Magic, Heal, Mass Inflict Moderate Wounds (DC 24), Phantasmal Killer (CD DC 24)
  5th-Insect Plague, Nightmare (D DC 23), Slay Living (DC 23), Summon Monster V, Wall of Stone
  4th-Aura of Doom (DC 22), Blessing of Fervor (DC 22), Confusion (D DC 22), Cure Critical Wounds, Poison (DC 22), Spell Immunity
  3rd-Bestow Curse (DC 21), Blindness/Deafness (DC 21), Prayer, Rage (D), Searing Light, Searing Light
  2nd-Chant, Darkness, Hold Person (DC 20), Inflict  Moderate Wounds (DC 20; x2), Touch of Idiocy (D)
  1st-Command (DC 19), Cure Light Wounds, Doom (DC 19), Lesser Confusion (D DC 19), Ray of Sickening (DC 19), Summon Monster I
  0th-Guidance, Resistance, Virtue (D Domain spell)
Domain: Madness
Str 9, Dex 8, Con 10, Int 13, Wis 26, Cha 19
Base Atk +13; CMB +12; CMD 21
Feats Gaze to Ray, Improved Channel, Improved Iron Will, Leadership, Mythic Iron Will, Point-Blank Shot, Precise Shot, Quick Channel, Sacred Summons, Scribe Scroll, Selective Channeling
Skills Bluff +14, Diplomacy +22, Heal +16, Knowledge (history) +28, Knowledge (planes) +16, Knowledge (religion) +31, Linguistics +11, Perception +18, Sense Motive +21, Spellcraft +19, Survival +9, Use Magic Device +19
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Night-Ghoul, Terran, Tsathar
SQ breadth of knowledge, ESP (DC 22), variant channeling (madness variant channeling), verbal instruction, well-read
Gear brooch of shielding, helm of brilliance, rod of rulership; Other Gear +2 brilliant energy quarterstaff, ring of regeneration, silver holy symbol of Sarenrae
Aura (Ex) The Guardian’s aura radiates as Chaos due to the influence of Tsathoggua.
Channel Energy (Su) Due to the Guardian’s madness and Chaotic influence, they may channel either positive or negative energy.
ESP (Su) Similar in effect, but more powerful, to the spells detect thoughts and seek thoughts, the ESP ability allows the Guardian to find and understand surface thoughts of a target, as well as gaining a limited precognition. The Guardian can use any of the abilities of detect thoughts or seek thoughts, and additionally gains a bonus on initiative equal to the Guardian’s HD. A target gets a Will save against this intrusion equal to 10 + 1/2 the Guardian’s level + the Guardian’s Charisma modifier.
Gaze (Su) Once per round, a Guardian high priest may use one of the following effects as a gaze attack, with a range of 30 ft.: confusion, discord (as a song of discord), dominate person, fear, or pain (as a symbol of pain). Each power may be used once per round, but no more than once per hour each. The save to resist the gaze is equal to 10 + 1/2 the guardian’s level + the guardian’s Charisma modifier.
Increased Spellcasting (Ex) When within the environs of the Lead mine, all Guardians of the Heart cast spells as a cleric 2 levels higher. This affects prepared and domain spells only, no other class abilities are affected.
Celestial Theurge Traica Kaladon

CR 8                                                                                                                    XP: 4800
Female human cleric of Sarenrae 3/sorcerer 4/mystic theurge 2
NG Medium humanoid (human)
Init +0; Senses Perception +8
AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)
HP 69 (3d8+4d6+2d6+31)
Fort +8, Ref +4, Will +11
Resist acid 5, cold 5
Speed 20 ft.
Melee +1 spear +13 (1d8+7/x3)
Ranged mwk heavy crossbow +6 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel positive energy 6/day (DC 12 [DC 14 against undead], 2d6)
Bloodline Spell-Like Abilities (CL 4th; concentration +5)
   4/day-Heavenly Fire (1d4+2)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
   5/day-Rebuke Death, Touch of Glory
Sorcerer Spells Known (CL 6th; 25% spell failure; concentration +7)
  3rd (3/day)-Haste
  2nd (5/day)-Bull's Strength, Protection from Arrows
  1st (7/day)-Bless, Burning Hands (DC 12), Enlarge Person, Shield, True Strike
  0th-Dancing Lights, Detect Magic, Detect Poison, Mage Hand, Mending, Message, Read Magic
Cleric Spells Prepared (CL 5th; concentration +7)
  3rd-Prayer, Searing Light
  2nd-Bless Weapon, Delay Poison, Remove Paralysis, Shield Other
  1st-Cure Light Wounds, Divine Favor (2), Protection from Evil, Remove Fear
  0th-Create Water, Guidance, Purify Food and Drink, Stabilize
Bloodline: celestial
Domain: Glory, Healing
Before Combat The mystic theurge casts bull's strength.
During Combat The mystic theurge casts haste and shield, then supports her companions with spells. She targets undead with channeled energy and searing light.
Base Statistics: Without bull's strength, the mystic theurge's statistics are Melee +1 spear +11 (1d8+5/x3); Str 18; CMB +9; CMD 19.
Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +11; CMD 21
Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Extra Channel, Toughness, Weapon Focus (spear)
Skills Diplomacy +7, Knowledge (arcana) +5, Knowledge (nobility) +4, Knowledge (religion) +5, Perception +8, Spellcraft +3
Languages Common
SQ aura, bloodline arcana (summoned creatures gain DR 2/evil), combined spells (1st)
Gear +1 bolts (3), +1 evil outsider-bane bolts (3), +1 undead-bane bolts (3), scrolls of cure serious wounds (2), scrolls of neutralize poison (2), scroll of remove disease, antitoxin (2), holy water (2)
Other Gear +1 breastplate, +1 spear, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, pair of platinum rings (worth 50 gp), 287 gp
Treasure
URTHLAN FIENDBINDER’S GUIDE TO THE DIABOLIC
Aura faint transmutation; CL 9th Slot —; Price 2,800 gp; Weight 1 lb.
DESCRIPTION
This leather bound book features the image of a screaming demon on its front cover. Any creature that spends at least 24 hours reading the book must succeed at a DC 10 Intelligence check. Success grants the reader a continual +2 competence bonus to all Knowledge (arcana) and Knowledge (planes) checks. A creature can make only one attempt to read the book.
CONSTRUCTION
Requirements Craft Wondrous Item, fox’s cunning; Cost 400 gp
The survivor of a zombie plague that ravaged her small town, Traica now quests to destroy any undead threat.
Combat Encounters: Allying with paladins, inquisitors, and clerics, Traica works to make the world safe for good people everywhere.
Sven Silvermane

CR 8                                                                                                                XP: 4,800
Male human cleric of Sarenrae 9
LG Medium humanoid (human)
Init +0; Senses Perception +6
Aura nimbus of light (30 ft., 9 rounds/day)
AC 23, touch 10, flat-footed 23 (+8 armor, +5 shield)
HP 66 (9d8+18)
Fort +8, Ref +3, Will +12
Defensive Abilities Will +14 trait bonus vs. charm and compulsion
Speed 20 ft.
Melee the star of silvermane +10/+5 (1d8+4 plus 2d6 vs. evil)
Special Attacks channel positive energy 5/day (DC 18, 5d6 [+9 vs. undead]), sun’s blessing
Spell-Like Abilities (CL 9th; concentration +15) 9/day—rebuke death (1d4+4)
Spells Prepared (CL 9th)
  5th-Mass Cure Light Wounds, Disrupting Weapon, Flame Strike (DC 21)
  4th-Cure Critical Wounds (2), Fire Shield, Holy Smite (DC 20)
  3rd-Daylight (2), Prayer, Searing Light, Searing Light
  2nd-Cure Moderate Wounds (2), Heat Metal (DC 18), Inflict Moderate Wounds (DC 18), Lesser Restoration, Spiritual Weapon (2)
  1st-Bless, Cure Light Wounds (2), Detect Evil, Detect Undead, Endure Elements, Shield of Faith
  0th-Create Water, Light, Purify Food and Drink (DC 16), Stabilize (Domains Healing, Sun)
Str 12, Dex 11, Con 14, Int 12, Wis 22, Cha 15
Base Atk +6; CMB +7; CMD 17
Feats Blind-Fight, Channel Smite, Improved Channel, Persuasive, Selective Channeling, Turn Undead
Skills Acrobatics +4, Climb +2, Diplomacy +16, Heal +18, Intimidate +4, Perception +6, Ride +1, Sense Motive +12, Survival +9, Swim +2
Languages Common, Elven
SQ healer’s blessing; Traits birthmark, rich parents
Other Gear breast of silvermane, shield of silvermane, the star of silvermane, 950 gp
Sven is a descendent of the noble Silvermane family. Famous for their battles against the lycanthropes of the Blackwood forest, they have a proud tradition of raising priests and warriors that worship the goddess of the sun, Sarenrae. Sven was kitted early with family heirlooms and sent out to conquer the darkness and heal the infirm. After several adventures he wound up in the grande temple of Jing, ultimately falling the Blindeye Caverns.

Tuesday, February 26, 2019

Midnight Queen Banshee

Midnight Queen Banshee
CR 20                                                                                                                 XP: 307,200
Female advanced banshee
CE Medium undead (incorporeal)
Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
AC 29, touch 29, flat-footed 17 (+7 deflection, +11 Dex, +1 dodge)
HP 351 (26d12+182)
Fort +15, Ref +21, Will +22
Defensive Abilities incorporeal; Immune undead traits; Weaknesses sunlight powerlessness
Speed fly 60 ft. (perfect)
Melee incorporeal touch +30 (14d6 negative energy plus terror)
Space 5 ft., Reach 5 ft.
Special Attacks great wail (DC 32 Fort), terror (DC 32 Will)
Str -, Dex 32, Con -, Int 18, Wis 20, Cha 25
Base Atk +19; CMB +30; CMD 48
Feats Ability Focus (terror, wail), Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Step Up, Weapon Focus (melee touch attack), Wind Stance
Skills Bluff +20, Diplomacy +20, Fly +40, Knowledge (geography) +20, Knowledge (history) +30, Knowledge (local) +19, Knowledge (nature, planes) +10, Knowledge (religion) +22, Perception +31, Sense Motive +30, Spellcraft +13, Stealth +26
Languages Abyssal, Aklo, Celestial, Common, Elven, Infernal
Environment  any
Organization solitary
Treasure standard
Hear Heartbeat (Ex) A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.
Terror (Su) A creature damaged by the banshee’s touch attack must make a DC 32 Will save. Failure means that the victim cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (CL 20th). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect. The save DC is Charisma-based
Great Wail (Su) Once per round, a queen banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a DC 32 Fortitude save. (This save is only required once per wail.) Creatures under the effects of a fear effect take a –4 penalty on this save. Creatures that make their save are sickened for 1d6 rounds. Those that fail take 200 points of damage (as if affected by a CL 20th wail of the banshee). If a wailing banshee is damaged during a wail, she must make a Will save (DC 5 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence. The save DC is Charisma-based.
This beautiful, ghostly elven woman glides through the air, her long hair flowing around a face knotted into a mask of rage.
A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed.  Maddened by grief, a banshee visits her vengeance on all living creatures-innocent or guilty-with her fearsome touch and deadly wails.