Tuesday, March 5, 2019

Advanced Spectre

Cie Tzu, Advanced Spectre
CR 10                                                                                                             XP: 9,600
LE Medium undead (incorporeal)
Init +13; Senses darkvision 60 ft.; Perception +29
Aura unnatural aura (30 ft.)
AC 27, touch 21, flat-footed 18 (+2 deflection, +9 Dex, +6 natural)
HP 129 (10d12+64)
Fort +10, Ref +11, Will +15
Defensive Abilities incorporeal; Resist turn resistance +2; Weaknesses resurrection vulnerability, sunlight powerlessness
Speed 40 ft., fly 80 ft. (perfect)
Melee incorporeal touch +7 (1d8 plus energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks create spawn, energy drain (2 levels, DC 16)
Str -, Dex 28, Con -, Int 26, Wis 28, Cha 27
Base Atk +7; CMB +7; CMD 28
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Weapon Focus (melee touch attack)
Skills Fly +17, Intimidate +19, Knowledge (history) +16, Knowledge (religion) +19, Perception +29, Stealth +20, Survival +17
Languages Common
Create Spawn (Su) Any humanoid slain by a spectre becomes a spectre itself in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, as well as –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 (Su) 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.

Monday, March 4, 2019

Undead Crocs Not For Your Feet

Dross Crocodile
CR 6                                                                                                               XP: 2,400
Advanced vampiric crocodile
NE Large undead (augmented animal)
Init +7; Senses low-light vision; Perception +20
AC 24, touch 14, flat-footed 19 (+3 Dex, +10 natural, -1 size, +1 dodge)
HP 51 (5d12+19); fast healing 5
Fort +7, Ref +9, Will +3
DR 10/magic and silver; Immune undead traits; Resist channel resistance +4; cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 20 ft., swim 30 ft.
Melee bite +10 (1d8+7 plus grab), slam +9 (1d6+7), tail slap +4 (1d12+3)
Space 10 ft., Reach 5 ft.
Special Attacks death roll (1d8+6 plus trip), blood drain, children of the night, create spawn, dominate (DC 12), energy drain (2 levels, DC 12)
Str 25, Dex 16, Con -, Int 3, Wis 14, Cha 10
Base Atk +3; CMB +11 (+11 grapple); CMD 25 (29 vs. trip)
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth), Toughness, Weapon Focus (bite)
Skills Bluff +8, Perception +20, Sense Motive +12, Stealth +16, Swim +15
  Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth, +8 Stealth in water
SQ hold breath
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Sprint (Ex) Once per minute, a crocodile may sprint, increasing its land speed to 40 feet for 1 round.
Bloodtooth, Dross Dire Crocodile
CR 8                                                                                                                    XP: 4,800
Advanced vampiric dire crocodile
NE Huge undead (augmented animal)
Init +6; Senses low-light vision; Perception +21
AC 25, touch 12, flat-footed 23 (+2 Dex, +13 natural, -2 size, +1 dodge)
HP 64 (7d12+19); fast healing 5
Fort +7, Ref +9, Will +4
DR 10/magic and silver; Immune undead traits; Resist channel resistance +4; cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 20 ft., swim 30 ft.
Melee bite +16 (2d6+12 plus grab), slam +15 (1d8+12), tail slap +10 (3d6+6)
Space 15 ft., Reach 10 ft.
Special Attacks death roll (1d8+6 plus trip), blood drain, children of the night, create spawn, dominate (DC 13), energy drain (2 levels, DC 13)
Str 34, Dex 14, Con -, Int 3, Wis 14, Cha 10
Base Atk +5; CMB +19 (+11 grapple); CMD 32 (36 vs. trip)
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Perception, Stealth), Toughness, Weapon Focus (bite)
Skills Bluff +8, Perception +21, Sense Motive +12, Stealth +12, Swim +20
  Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth, +8 Stealth in water
SQ hold breath
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Sprint (Ex) Once per minute, a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Sunday, March 3, 2019

Lamia

Jathenla, Lamia Antipaladin
CR 9                                                                                                              XP: 6,400
Female lamia antipaladin 6
CE Large monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision; Perception +15
AC 21, touch 13, flat-footed 19 (+2 Dex, +1 dodge, +8 natural, -1 size, +1 deflection)
HP 85 (9d10+36)
Fort +14, Ref +10, Will +14
Immune disease
Speed 60 ft.
Melee +1 heavy mace +21/+16/+11 (2d6+6), touch +14 (1d4+2 Wisdom drain), 2 claws +14 (1d4+2) or touch +19 (1d4+5 Wisdom drain), 2 claws +19 (1d4+5)
Space 10 ft., Reach 5 ft.
Special Attacks channel negative energy 3/day (DC 17, 3d6), smite good
Spell-Like Abilities (CL 9th; concentration +13) At will— disguise self, ventriloquism (DC 15) 3/day—charm monster (DC 17), major image (DC 17), mirror image, suggestion (DC 16) 1/day—deep slumber (DC 16) Spell-Like Abilities (CL 3rd; concentration +7) At will—detect good
Spells Prepared (CL 3rd)
  1st-—Murderous Command (DC 15), Savage Maw
Str 20, Dex 14, Con 18, Int 17, Wis 17, Cha 18
Base Atk +15; CMB +21; CMD 35 (39 vs. trip)
Feats Blind-Fight, Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack, Warrior Priest, Weapon Focus (heavy mace)
Skills Acrobatics +4, Appraise +10, Bluff +15, Climb +10, Diplomacy +8, Disguise +12, Intimidate +14, Knowledge (arcana) +8, Knowledge (dungeoneering, local, planes) +4, Knowledge (religion) +12, Perception +15, Sense Motive +11, Spellcraft +15, Stealth +15, Survival +12, Swim +10
  Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Celestial, Common, Infernal
SQ aura of cowardice, aura of evil, channel negative energy, cruelties (cruelty [dazed], cruelty [shaken]), fiendish boon (fiendish boon [weapon]), touch of corruption, unholy resilience, wisdom drain
Gear potion of cure moderate wounds, potion of spider climb
Other Gear 1 heavy mace, amulet of natural armor +1, ring of protection +1, the Eye of Othroäta (a very large, multi-faceted gem worn around Kathelynn’s neck on a detachable gold chain), jewelry (worth 500 gp), drinking horn, pouch containing 30 gp
Environment  temperate deserts
Organization solitary, pair, or cult (3-12)
Treasure double (+1 dagger, other treasure)
Undersized Weapons (Ex) Although a lamia is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamias wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).
Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.
This creature's upper torso is that of a comely woman with cat's eyes and sharp fangs, while her lower body is that of a lion.

Daring Skald

Per Ohlin, Daring Skald

CR 7                                                                                                               XP: 3,200
Male human skald (spell warrior) 8 (Pathfinder Roleplaying Game Advanced Class Guide “Skald”)
CE Medium humanoid (human)
Init +2; Senses Perception -1
Aura evil
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
HP 44 (8d8+8)
Fort +6, Ref +6, Will +5
Defensive Abilities improved uncanny dodge; Will +9 vs. bardic performance, language dependent, and sonic
Speed 30 ft.
Melee +1 spiked gauntlet +7/+2 (1d4+3) and +1 spiked gauntlet +7 (1d4+3)
Special Attacks rage powers (animal fury, scent), raging song 20 rounds/day (move action; enhance weapons, song of marching, song of strength)
Spells Known (CL 8th)
  3rd (3/day)-Dispel Magic, Gaseous Form, See Invisibility
  2nd (5/day)-Blindness/Deafness (DC 15), Blur, Detect Thoughts (DC 15), Hold Person (DC 15)
  1st (5/day)-Cause Fear (DC 14), Charm Person (DC 14), Cure Light Wounds, Ear-Piercing Scream (DC 14), Grease
  0th-Detect Magic, Light, Mage Hand, Message, Read Magic, Resistance
Str 15, Dex 15, Con 10, Int 12, Wis 8, Cha 16
Base Atk +6; CMB +8; CMD 21
Feats Combat Casting, Double Slice, Eschew Materials, Improved Counterspell, Lightning Reflexes, Two-Weapon Fighting
Skills Acrobatics +10, Appraise +6, Knowledge (arcana) +15, Perception +10, Perform (drum) +11, Perform (sing) +14, Spellcraft +8, Stealth +10, Swim +6
Languages Common, Infernal
SQ bardic knowledge +4, greater counterspell, lore master 1/day, rage powers, versatile performances (oratory, sing)
Gear +1 mithril shirt, +1 spiked gauntlet, +1 spiked gauntlet, ring of protection +1

Inheritor Priest

Abbot Godefroy, Inheritor Priest
CR 8                                                                                                                   XP: 4,800
Male human cleric of Iomedae 9
LG Medium humanoid (human)
Init +6; Senses Perception +4
Aura aura of protection (9 rounds/day)
AC 22, touch 16, flat-footed 19 (+5 armor, +2 deflection, +1 dodge, +1 natural, +2 Dex)
HP 62 (9d8+18)
Fort +8, Ref +6, Will +11
Speed 30 ft.
Melee +1 warhammer +6/+1 (1d8/x3); melee touch +5
Ranged ranged touch + 8
Special Attacks channel positive energy 4/day (DC 15, 5d6), holy lance (4 rounds, 1/day)
Spell-Like Abilities (CL 9th; concentration +13, melee touch +5) 7/day—resistant touch (+2), touch of good (+4)
Spells Prepared (CL 9th)
  5th-Dispel Evil (D), True Seeing
  4th-Discern Lies (DC 18), Freedom of Movement, Holy Smite (D), Restoration
  3rd-Dispel Magic, Invisibility Purge, Magic Circle Against Evil (D), Meld Into Stone, Searing Light
  2nd-Align Weapon (good only D), Hold Person (DC 16), Shield Other, Silence (DC 16), Sound Burst (DC 16), Zone of Truth (DC 16)
  1st-Bless, Detect Evil, Obscuring Mist, Protection from Evil (D), Ray of Sickening (DC 15), Shield of Faith
  0th-Detect Magic, Purify Food and Drink (DC 14), Read Magic, Stabilize (D Domain spell)
Domain: Good, Protection
Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 13
Base Atk +6; CMB +5; CMD 20
Feats Blind-Fight, Combat Casting, Dodge, Improved Initiative, Selective Channeling, Vital Strike
Skills Appraise +4, Diplomacy +8, Knowledge (arcana) +8, Knowledge (history) +5, Knowledge (planes) +4, Knowledge (religion) +11, Sense Motive +8, Spellcraft +8
Languages Common
Gear potion of neutralize poison, potion of resist cold 10
Other Gear robes over +1 chain shirt, +1 warhammer, amulet of natural armor +1, cloak of resistance +1, ring of protection +2, silver holy symbol of a rose (painted), 188 gp

Bow to the Shadow Lord

Egrihl the Shadow Lord
CR 8                                                                                                                XP: 4,800
Male human shadow lord (Pathfinder Roleplaying Game Bestiary 4 “Shadow Creature”) ranger 6
NE Medium outsider (augmented human, native)
Init +5; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +11
AC 22, touch 16, flat-footed 16 (+5 armor, +1 shield, +5 Dex)
HP 55 (6d10+18)
Fort +7, Ref +10, Will +4
Defensive Abilities incorporeal step,7 shadow blend; DR 10/-; SR 14; Resist cold 15, electricity 5
Speed 20 ft.
Melee +1 battleaxe +6/+1 (1d8+2/×3) or handaxe +5 (1d6/×3) or touch attack +7 touch (1d6+1)
Special Attacks cloying gloom burst 3/day (30 ft. cone, DC 15), combat style (two-weapon combat), favored enemies (animals +2, magical beasts +4)
Spell-Like Abilities (CL 6th; ranged touch +11) At will—ray of sickening (DC 12) 3/day—shadow conjuration, shadow step 1/day—shadow walk (DC 16)
Spells Prepared (CL 3rd)
  1st-—Delay Poison, Entangle (DC 13)
Str 12, Dex 21, Con 14, Int 10, Wis 14, Cha 12
Base Atk +6; CMB +7; CMD 22
Feats Dodge, Endurance, Mobility, Spring Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +5, Climb +8, Handle Animal +10, Heal +11, Intimidate +10, Knowledge (nature) +9, Perception +11, Stealth +20, Survival +11
  Racial Modifiers +8 Stealth
Languages Common
SQ favored terrain (forest +2), hunter’s bond (dog named Marko), planar thinning 1/day, track +3, wild empathy +7
Gear 1 hide armor, +1 battleaxe, handaxe
Treasure Hunter’s Mask
Aura moderate transmutation; CL 6th Slot head; Price 20,000 gp Weight 1 lb.
DESCRIPTION
This object is a wooden mask carved from darkest mahogany and bearing inlaid ebony to form winding sigils across its face.
The hunter’s mask provides the benefits listed below only if the wearer has the favored enemy class ability; it is simply a decorative accessory in the possession of other classes. If the wearer does not already possess darkvision, the ranger gains that ability with a 60-ft. range. The wearer gains a +4 bonus to Survival checks when tracking, regardless of quarry. This benefit stacks with the ranger’s usual advantage when tracking favored enemies.
Once per day, the wearer can cast aspect of the wolf and bear’s endurance on himself.
CONSTRUCTION
Requirements Create Wondrous Item, aspect of the wolf, bear’s endurance, darkvision, Cost 10,000 gp
Cloying Gloom Burst (Su) Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord’s Hit Dice) and are blinded for the duration of the slow effect.
Incorporeal Step (Su) When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.
Planar Thinning (Su) Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (CL 6th). This planar thinning is immediately dispelled if in an area of normal or bright light.
Shadow Blend (Su) In any illumination other than bright light, a shadow lord blends into the shadows, giving it concealment (20% miss chance). A shadow lord can suspend or resume this ability as a free action.
MARKO
Male dog (Pathfinder Roleplaying Game Bestiary “Dog”)
N Small animal
Init +4; Senses low-light vision, scent; Perception +8
AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
hp 19 (+6)
Fort +5; Ref +7; Will +2
Defensive Abilities evasion
Speed 40 ft.
Melee bite +6 (1d4+3)
Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
Feats Skill Focus (Perception), Weapon Focus (bite) Skills Acrobatics +4 (+12 to jump), Perception +8, Survival +3; Racial Modifiers +4 to survival when tracking by scent
SQ tricks (come, defend, fetch, fighting, guard, track)

now thats a fire ........ giant

Klarrouth, Fire Giant Hacker
CR 16                                                                                                             XP: 76,800
Male fire giant fighter 6
LE Large humanoid (fire, giant)
Init +5; Senses low-light vision; Perception +20
AC 29, touch 11, flat-footed 28 (+10 armor, +1 deflection, +1 Dex, +8 natural, -1 size)
HP 208 (15d8+6d10+103)
Fort +18, Ref +8, Will +12
Defensive Abilities bravery +1, rock catching; Immune fire; Resist cold 10; Weaknesses vulnerable to cold
Speed 30 ft.
Melee +2 flaming burst greatsword +32/+27/+22/+17 (3d6+23/17-20 plus 1d6 fire), slam +23 (1d6+6) or 2 slams +28 (1d8+12)
Ranged rock +17 (1d8+18)
Space 10 ft., Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.), weapon training (heavy blades +1)
Str 34, Dex 13, Con 19, Int 13, Wis 16, Cha 14
Base Atk +17; CMB +30 (+31 overrun, +31 sunder); CMD 42 (44 vs. overrun, 44 vs. sunder)
Feats Blind-Fight, Cleave, Great Cleave, Improved Critical (greatsword), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Persuasive, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword), Will of Giants
Skills Bluff +5, Climb +18, Craft (weapons) +20, Diplomacy +16, Intimidate +20, Knowledge (dungeoneering) +10, Perception +20
Languages Common, Draconic, Giant
SQ heated rock
Gear +2 half-plate, +2 flaming burst greatsword, boots of speed, ring of feather falling, gold crown (350 gp value)
Toroth, Fire Giant Pugilist
CR 14                                                                                                              XP: 38,400
Male fire giant brawler 4
LE Large humanoid (fire, giant)
Init +2; Senses low-light vision; Perception +13
AC 26, touch 12, flat-footed 24 ((+6 armor, –1 Dex, +8 natural, –1 size, +1 dodge, +2 Dex)
HP 251 (15d12+4d10+132)
Fort +20, Ref +11, Will +9
Defensive Abilities rock catching; Immune fire; Weaknesses vulnerability to cold
Speed 40 ft. (30 ft. in armor)
Melee unarmed strike +28/+23/+18 (2d6+15)
Space 10 ft., Reach 10 ft.
Special Attacks brawler’s flurry, knockout 1/day (DC 25), maneuver training (bull rush +1), martial flexibility 5/day, rock throwing (120 ft.)
Str 36, Dex 14, Con 24, Int 13, Wis 12, Cha 13
Base Atk +15; CMB +29; CMD 42
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Iron Will, Power Attack, Toughness, Weapon Focus (greatsword, unarmed strike), Weapon Specialization (unarmed strike)
Skills Acrobatics +2, Appraise +7, Climb +24, Craft (armor) +20, Craft (weapons) +16, Intimidate +12, Knowledge (dungeoneering) +10, Perception +13
Languages Common, Giant, Ignan
SQ brawler’s cunning, heated rock, martial training
Gear +2 mithril shirt
Environment  warm mountains
Organization solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 1 adept or sorcerer of 3rd-5th level, 2-5 hell hounds, and 2-3 trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 fighter or ranger of 8th-9th level as king; and 17-38 hell hounds, 12-22 trolls, 7-12 ettins, and 1-2 young red dragons)
Treasure standard (half-plate, greatsword, other treasure)
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.
This lumbering giant has short stumpy legs and powerful, muscular arms. Its hair and beard seem to be made of fire.