Drow Trilogy Statistics

Combat Statistics

A13: Descent into the Underworld

A14: Scourge of Embla

A15: Usurper of Souls

Friendly NPCs are listed first followed by Encounters at Krelgar Keep (A13),  Caravan Attack on the Long Road (A13), Enemy Encounters in the Underworld (A13, 14, 15), Drow Assassin attack on Embla (A14), Drow Raiders (A14, 15), Drow City Guardians (A14, 15), the Vidre (A15), and finally the core family of House Gullion (A15).

Table of Contents

*A13: Descent into the Underworld

Friendly NPCs

 

 

Miah of Embla (3.5)

Male Dwarf Fighter 5

Dwarf Guide and Explorer

Medium Humanoid (Dwarf)

Hit Dice 5d10+25 (68 hp)

Initiative +3

Speed 20 ft.

Armor Class 19 (+6 armor, +3 Dex), touch 13, flat-footed 16

Base Attack/Grapple +5/+9

Attack Melee Axe of Embla +14 melee (1d8+12/20/x3) or  composite longbow (Str +0) +8 ranged (1d8/20/x3)

Full Attack Melee Axe of Embla +14 melee (1d8+12/20/x3) or  composite longbow (Str +0) +8 ranged (1d8/20/x3)

Space/Reach 5 ft./5 ft.

Special Attacks

Special Qualities Darkvision 60 ft., Greed, Hatred, Slow and Steady, Stability, Stonecunning +2

Saves Fort +9, Ref +4, Will +2

Abilities Str 18, Dex 16, Con 21, Int 14, Wis 12, Cha 10

Skills Appraise +5, Balance -1, Climb +6, Escape Artist -1, Fly -1, Handle Animal +4, Intimidate +5, Listen +4, Move Silently +1, Ride -1, Sense Motive +3, Spot +4, Survival +9, Tumble -1

Feats Combat Expertise +/-2, Combat Reflexes (4 AoO/round), Point Blank Shot, Weapon Focus (axe), Weapon Specialization (axe)

Environment Homeland: Embla

Challenge Rating 4

Alignment Neutral Good

Languages Common, Dwarven, Goblin, Orc

Combat Gear Axe of Embla, Chainmail, Longbow, Comp. (Str +0);

 

SPECIAL ABILITIES

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.

Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.

Hatred +1 racial bonus to attacks against Orcs and Goblinoids.

Slow and Steady Your base speed is never modified by encumbrance.

Stability +4 to avoid being bull rushed or tripped while standing.

Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

 

Character Background:

Miah was an adventurer until about ten years ago when an evil wizard cursed him with a permanent flesh to stone spell. His adventuring group tried everything they could to remove the curse but nothing worked.

When the adventuring group found a ring of wishing in a treasure horde they used it immediately. “I wish for a way to turn our friend Miah from stone to flesh.” They were granted a magical amulet that functions as a stone to flesh spell but only while being worn by Miah.

As soon as the amulet is removed, Miah turns back to stone. It is easy enough to change him back though, as one must simply slide the necklace from which hangs the amulet back around his neck. He then changes from a statue into a living, breathing dwarf.

Miah has since retired from the Adventuring lifestyle and spend his days hammering out weapons and armor in the Dwarf village of Embla. At night he serves on the Embla Merchant Circle which meets to discuss ways to improve the village economy and initiate trade routes with other Underworld species. The Dwarves had great success negotiating peace and gold in trade for their goods and services. Deals with the Mercane, the Krodlyns, and even the Drow were struck up and peace maintained for many years.  That is, up until recently.

 

Miah of Embla (PF)

Dwarf Guide and Explorer

Homeland: Embla (Dwarf Village in the Underworld)

CR 4

Male Dwarf Fighter 5

NG Medium Humanoid (Dwarf)

Init +3; Senses Darkvision (60 feet); Perception +4


DEFENSE


AC 19, touch 13, flat-footed 16   (+6 armor, +3 Dex)

hp 68 (5d10+25)

Fort +9, Ref +4, Will +2

Defensive Abilities Bravery +1, Defensive Training


OFFENSE


Spd 20 ft.

Melee Axe of Embla +13 (1d8+10/20/x3) and

Gauntlet (from Armor) +9 (1d3+4/20/x2) and

Unarmed Strike +9 (1d3+4/20/x2)

Ranged Longbow, Comp. (Str +0) +8 (1d8/20/x3)

Special Attacks Weapon Training: Axes


STATISTICS


Str 18, Dex 16, Con 21, Int 14, Wis 12, Cha 10

Base Atk +5; CMB +9; CMD 22

Feats Agile Maneuvers, Bodyguard, Catch Off-Guard, Combat Expertise +/-2, Combat Reflexes (4 AoO/round), Gang Up

Skills Acrobatics -1, Appraise +5, Climb +6, Escape Artist -1, Fly -1, Handle Animal +4, Intimidate +5, Perception +4, Ride -1, Sense Motive +3, Stealth +1, Survival +9

Languages Common, Dwarven, Goblin, Orc

SQ Armor Training 1 (Ex), Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2

Combat Gear Axe of Embla, Chainmail, Longbow, Comp. (Str +0);


SPECIAL ABILITIES


Agile Maneuvers Use DEX instead of STR for CMB

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Bodyguard Use an AoO to use aid another to improve an ally’s AC.

Bravery +1 (Ex) +1 Will save vs. Fear

Catch Off-Guard Proficient with improvised melee weapons.  Unarmed opponents are flat-footed against your improvised weapons.

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.

Gang Up You are considered to be flanking your target if another ally is also adjacent to that target

Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.

Hatred +1 racial bonus to attacks against Orcs and Goblinoids.

Slow and Steady Your base speed is never modified by encumbrance.

Stability +4 to avoid being bull rushed or tripped while standing.

Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Weapon Training: Axes +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

Character Background:

Miah was an adventurer until about ten years ago when an evil wizard cursed him with a permanent flesh to stone spell. His adventuring group tried everything they could to remove the curse but nothing worked.

When the adventuring group found a ring of wishing in a treasure horde they used it immediately. “I wish for a way to turn our friend Miah from stone to flesh.” They were granted a magical amulet that functions as a stone to flesh spell but only while being worn by Miah.

As soon as the amulet is removed, Miah turns back to stone. It is easy enough to change him back though, as one must simply slide the necklace from which hangs the amulet back around his neck. He then changes from a statue into a living, breathing dwarf.

Miah has since retired from the Adventuring lifestyle and spend his days hammering out weapons and armor in the Dwarf village of Embla. At night he serves on the Embla Merchant Circle which meets to discuss ways to improve the village economy and initiate trade routes with other Underworld species. The Dwarves had great success negotiating peace and gold in trade for their goods and services. Deals with the Mercane, the Krodlyns, and even the Drow were struck up and peace maintained for many years.  That is, up until recently.

 

 

 

Nine Guards from Rybalka (3.5)

RYBALKAN GUARDSMAN

Size/Type Male Human (Klavekian) Fighter 3

Hit Dice 3d10+9  (38 hp)

Initiative +5

Speed 30 ft.

Armor Class 16 (+5 chainmail, +1 Dex), touch 11, flat-footed 15

Base Attack/Grapple +3/+5

Attack Longsword +6 melee (1d8+2/19-20/x2) or Longbow +4 ranged (1d8/20/x3)

Full Attack Longsword +6 melee (1d8+2/19-20/x2) or Longbow +4 ranged (1d8/20/x3)

Space/Reach 5 ft./5 ft.

Special Qualities +2 Survival skill, +2 to Survival when facing cold or frozen hostile environment

Saves Fort +6, Ref +1, Will +0

Abilities Str 15, Dex 13, Con 17, Int 10, Wis 11, Cha 10

Skills Climb +6, Handle Animal +4, Intimidate +6, Ride +5, Sense Motive +3, Survival +5, Swim +6

Feats Dodge, Improved Initiative, Point Blank Shot, Toughness, Weapon Focus (longsword)

CR 2

Alignment Lawful Good

Languages Common, Klavekian

Combat Gear Chainmail, Longbow, Longsword, Shield, Light Wooden;

Other Gear (3) Potions of Healing (each), 1 potion of Bull Strength (each), Rations, Water, Basic Climbing Supplies, Camping Gear, Climbing Outfits.

 

 

 

Nine Guards from Rybalka (PF)

The following guards have been sent with the PCs to aid them in overthrowing House Gullion in the Underworld. Mayor Igor Leonid is ignorant of the power of the Drow and believes this group of guards along with the prized heroes of Rybalka (the PCs) can destroy House Gullion.

Rybalkan Guardsmen (9)
RYBALKAN GUARDSMAN    CR 2

Male Human (Klavekian) Fighter 3

LG Medium Humanoid (Human)

Init +1; Senses Perception +0


DEFENSE


AC 11, touch 11, flat-footed 10   (+1 Dex)

hp 35 (3d10+9)

Fort +6, Ref +2, Will +1

Defensive Abilities Bravery +1


OFFENSE


Spd 30 ft.

Melee Light Shield Bash +5 (1d3+2/20/x2) and

Gauntlet (from Armor) +5 (1d3+2/20/x2) and

Longsword +5 (1d8+2/19-20/x2) and

Unarmed Strike +5 (1d3+2/20/x2)

Ranged Longbow +4 (1d8/20/x3)


STATISTICS


Str 15, Dex 13, Con 17, Int 10, Wis 11, Cha 10

Base Atk +3; CMB +5; CMD 16

Feats Combat Reflexes, Coordinated Defense, Coordinated Maneuvers, Dodge, Mobility

Skills Climb +6, Handle Animal +4, Intimidate +6, Ride +5, Sense Motive +3, Survival +5, Swim +6

Languages Common, Klavekian

SQ +2 Survival skill, Armor Training 1 (Ex)

Combat Gear Chainmail, Longbow, Longsword, Shield, Light Wooden;


SPECIAL ABILITIES


+2 Survival skill +2 to Survival when facing cold or frozen hostile environment

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Bravery +1 (Ex) +1 Will save vs. Fear

Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.

Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.

Other Gear: (3) Potions of Healing (each), 1 potion of Bull Strength (each), Rations, Water, Basic Climbing Supplies, Camping Gear, Climbing Outfits.

 

 

*A13: Descent into the Underworld

Encounters in Krelgar Keep

3.5

 

Bralani

Size/Type: Medium Outsider (Chaotic, Extraplanar, Good)

Hit Dice: 6d8+18 (45 hp)

Initiative: +8

Speed: 40ft. (8 squares), fly 100 ft. (perfect)

Armor Class: 20 (+4 Dex, +6 natural), touch 13, flat-footed 16

Base Attack/Grapple: +6/+10

Attack: +1 holy scimitar +11 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4)

Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3) or slam +10 melee (1d6+4)

Space/Reach: 5 ft./5 ft.

Special Attacks: Spell-like abilities, whirlwind blast

Special Qualities: Alternative form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues

Saves: Fort +8, Ref +9, Will +7

Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14

Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)

Feats: Alertness, Blind-fight, Improved Initiative

Environment: A chaotic good-aligned plane

Organization: Solitary, pair, or squad (3-5)

Challenge Rating: 6

Treasure: No coins; double goods; standard items (see entry for exact details)

Alignment: Always chaotic good

Advancement: 7-12 HD (Medium); 13-18 HD (Large)

Level Adjustment: +5

In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.

Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat

Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.

A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Spell-like abilities

At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt(DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.

Whirlwind Blast (Su)

When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.

Alternate Form (Su)

A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.

A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralanirevert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Tongues (Su)

Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Skeleton - Enhanced Human Warrior (Makinnga's Skeletal Champions)

Size/Type: Medium Undead

Hit Dice: 5d12 (33 hp)

Initiative: +6

Speed: 30ft. (6 squares)

Armor Class: 18 (+2 Heavy steel shield, dex +4, natural armor +2), touch 12, flat-footed 16

Base Attack/Grapple: +0/+2

Attack: Scimitar +2 melee (1d6+3/18-20) OR Claw +2 melee (1d4+2)

Full Attack: Scimitar +2 melee (1d6+3/18-20) OR 2 Claws +2 melee (1d4+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: Damage reduction 5/bludgeoning, darkvision, 60 ft.,  immunity to cold, undead traits

Saves: Fort +0, Ref +1, Will +2

Abilities: Str 14, Dex 14, Con 0, Int 0, Wis 10, Cha 1

Skills: -

Feats: Improved Initiative

Environment: Any

Organization: Any

Challenge Rating: 2

Treasure: None

Alignment: Neutral Evil

Advancement: -

Level Adjustment: -

 

Skeleton - Troll

Size/Type: Large Undead

Hit Dice: 6d12 (39 hp)

Initiative: +7

Speed: 30 ft. (6 squares)

Armor Class: 14 (+3 Dex, -1 size, +2 natural), touch 12, flat-footed 11

Base Attack/Grapple: +3/+13

Attack: Claw +8 melee (1d6+6)

Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)

Space/Reach: 10 ft./10 ft.

Special Attacks: 

Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

Saves: Fort +2, Ref +5, Will +5

Abilities: Str 23, Dex 16, Con 0, Int 0, Wis 10, Cha 1

Skills: —

Feats: Improved Initiative

Environment: Cold mountains

Organization: Any

Challenge Rating: 3

Treasure: None

Alignment: Always neutral evil

Advancement: 

Level Adjustment: 

Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.

A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.

 

Skeleton - Underworld Giant

Size/Type: Large Undead

Hit Dice: 10d12 (65 hp)

Initiative: +4

Speed: 40 ft. (8 squares, refuse slope only)

Armor Class: 11 (-1 size, +2 natural), touch 9, flat-footed 11

Base Attack/Grapple: +5/+15

Attack: Shovel +10 melee (2d6+9)

Full Attack: Shovel +10 melee (2d6+9)

Space/Reach: 10 ft./10 ft.

Special Attacks: 

Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., fused weapon fighting, immunity to cold, undead traits

Saves: Fort +3, Ref +3, Will +7

Abilities: Str 23, Dex 10, Con 0, Int 0, Wis 10, Cha 1

Skills: —

Feats: Improved Initiative

Environment: Underworld

Organization: Any

Challenge Rating: 5

Treasure: None

Alignment: Always neutral evil

Advancement: 

Level Adjustment: 

Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.

A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.

Fused Weapon Fighting (Ex)

An undead creature with this quality fights with a weapon that has replaced its hand. Because it doesn’t have to think about holding on to the weapon or consider the weak point of its wrist, the creature deal damage as if the weapon was being wielded by two hands.

 

 

 

Spectral Choker

Size/Type: Small Undead (Incorporeal)

Hit Dice: 3d12 (19 hp)

Initiative: +8

Speed: 30 ft. (6 squares), fly 60 ft. (perfect)

Armor Class: 17 (+1 size, +4 dex, +2 deflection), touch 17, flat-footed 13

Base Attack/Grapple: +1/-

Attack: Incorporeal touch tentacle +6 melee (1d6 plus energy drain)

Full Attack: 2 incorporeal touch tentacles (1d6 plus energy drain)

Space/Reach: 5 ft./10 ft.

Special Attacks: Energy drain, create spawn

Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, quickness, sunlight powerlessness, undead traits, unnatural aura

Saves: Fort +1, Ref +5, Will +5

Abilities: Str 0, Dex 18, Con 0, Int 14, Wis 14, Cha 7

Skills: Hide +14, Intimidate +4, Knowledge (religion) +8, Listen +10, Search +8, Spot +10, Survival +2 (+4 following tracks)

Feats: Alertness, Blind-fight, Improved InitiativeB

Environment: Underground

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Neutral evil

Advancement: 

Level Adjustment: 

Combat

In close combat a spectral choker attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Energy Drain (Su)

Living creatures hit by a spectral choker’s incorporeal touch attack gain two negative levels. The DC is 9 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Create Spawn (Su)

Any aberration or humanoid slain by a spectral choker becomes a spectre in 1d4 rounds. Spawn are not under the command of the spectral choker. They do not possess any of the abilities they had in life.

Quickness (Su)

As well as being dexterous, a spectral choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Unnatural Aura (Su)

Animals, whether wild or domesticated, can sense the unnatural presence of a spectral choker at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex)

Spectral chokers are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectral choker caught in sunlight cannot attack and can take its extra standard action or move action in a round.

 

Yul the Mohrg

Size/Type: Large Undead

Hit Dice: 14d12 (91 hp)

Initiative: +9

Speed: 30 ft. (6 squares)

Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 14

Base Attack/Grapple: +7/+12

Attack: Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)

Full Attack: Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)

Space/Reach: 5 ft./5 ft.

Special Attacks: Improved grab, paralyzing touch, create spawn, third eye of fear

Special Qualities: Darkvision 60 ft., third eye prevents flankingundead traits

Saves: Fort +4, Ref +10, Will +9

Abilities: Str 21, Dex 19, Con 0, Int 11, Wis 10, Cha 16

Skills: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9

Feats: Alertness, Dodge, Improved Initiative,Lightning Reflexes, Mobility

Environment: Any

Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)

Challenge Rating: 8

Treasure: See adventure entry

Alignment: Always chaotic evil

Advancement: 15-21 HD (Medium); 22-28 HD (Large)

Level Adjustment: 

Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.

Combat

Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.

Improved grab (Ex)

To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Paralyzing Touch (Su)

A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Save is DC 20 for Yul due to his Periapt of Charisma

Create Spawn (Su)

Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

Third Eye of Fear (Su)

Yul has developed an additional attack for him and his zombie mob, the Third Eye of Fear, which is designed to leave creatures shaken. See below for details. Yul implants this third eye into what he hopes will be his most trusted creations at the moment of transformation.

When part of a group of 1 mohrg and 5 or more zombies controlled by the mohrg, those with a third eye placed in the back of their skull can blink in unison and can affect creatures with Fear. The fear effect is allowed a saving throw which is a Will save (DC 10 + ½ mohrg’s HD + mohrg’s Cha modifier; the exact DC is given in the creature’s descriptive text but is usually DC 17). All fear attacks are mind-affecting fear effects. A failed roll usually means that the character is shaken. Will save is DC 20 for this effect for Yul.

The mohrg actually controls the blink ability, not the individual zombies. There is a minimal time delay between the blink of each creature, one that can’t actually be seen by the naked eye, which is based on the distance from the mohrg of each of the zombies and makes it seem like they are independent and very well co-ordinated, but it is really just the mohrg.

The fear effect affects everyone who can see the blinking action. The duration of the effect is a number of rounds equal to the HD of the mohrg. If save is made, no effect and the person making the save is immune to any further attempt by the individual mohrg for 24 hours.

The third eye also prevents its recipient from being flanked.

Zombie - Drow Raider

Size/Type: Medium Undead

Hit Dice: 6d12+3 (42 hp)

Initiative: +0

Speed: 30 ft. (6 squares; can’t run)

Armor Class: 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16

Base Attack/Grapple: +3/+6

Attack: Rapier +6 melee (1d6+3/18-20) or slam +6 melee (1d6+3) or hand crossbow +3 ranged (1d4/19-20 plus poison)

Full Attack: Rapier +6 melee (1d6+3/18-20) or slam +6 melee (1d6+3) or hand crossbow +3 ranged (1d4/19-20 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison

Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves: Fort +2, Ref +2, Will +5

Abilities: Str 16, Dex 11, Con 0, Int 0, Wis 10, Cha 1

Skills: —

Feats: Toughness

Environment: Underground lairs and drow cities

Organization: Any

Challenge Rating: 2

Treasure: None

Alignment: Always neutral evil

Advancement: 

Level Adjustment: 

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

 

Zombie - Gray Render

Size/Type: Large Undead

Hit Dice: 20d12+3 (133 hp)

Initiative: -1

Speed: 30 ft. (6 squares; can’t run)

Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple: +10/+21

Attack: Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

Full Attack: Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

Space/Reach: 10 ft./10 ft.

Special Attacks: Third eye of fear

Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., third eye prevents flanking, undead traits

Saves: Fort +6, Ref +5, Will +12

Abilities: Str 25, Dex 8, Con 0, Int 0, Wis 10, Cha 1

Skills: —

Feats: Toughness

Environment: Temperate marshes

Organization: Any

Challenge Rating: 6

Treasure: None

Alignment: Always neutral evil

Advancement: 

Level Adjustment: 

 

Zombie - Minotaur

Size/Type: Large Undead

Hit Dice: 12d12+3 (81 hp)

Initiative: -1

Speed: 30 ft. (6 squares; can’t run)

Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple: +6/+15

Attack: Greataxe +10 melee (3d6+7/×3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

Full Attack: Greataxe +10 melee (3d6+7/×3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: Third eye of fear

Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., third eye prevents flanking, undead traits

Saves: Fort +4, Ref +3, Will +8

Abilities: Str 21, Dex 8, Con 0, Int 0, Wis 10, Cha 1

Skills: —

Feats: Toughness

Environment: Underground

Organization: Any

Challenge Rating: 2

Treasure: None

Alignment: Always neutral evil

Advancement: 

Level Adjustment: 

 

Zombie - Vikmordere Barbarian

Size/Type: Medium Undead

Hit Dice: 6d12+3 (42 hp)

Initiative: +0

Speed: 30 ft. (6 squares; can’t run)

Armor Class: 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16

Base Attack/Grapple: +3/+6

Attack: Longsword +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+3)

Full Attack: Longsword +6 melee (d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+3)

Space/Reach: 5 ft./5 ft.

Special Attacks: Third eye of fear

Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., third eye prevents flanking, undead traits

Saves: Fort +2, Ref +2, Will +5

Abilities: Str 17, Dex 10, Con 0, Int 0, Wis 10, Cha 1

Skills: —

Feats: Toughness

Environment: Cold mountains

Organization: Any

Challenge Rating: 2

Treasure: None

Alignment: Always neutral evil

Advancement: 

Level Adjustment: 

 

Pathfinder

 

Bralani

CR 6

XP 2,400

CG M Outsider (Chaotic, Extraplanar, Good)

Init +8; Senses darkvision 60 ft., low-light vision

 

DEFENSE

AC 20, touch 13, flat-footed 16 (+4 Dex, +6 natural)

hp 45 (6d8+18)

Fort +8, Ref +9, Will +7

DR 10/cold iron or evil; Immune electricity and petrification; Resist cold 10 and fire 10; SR 17

 

OFFENSE

Speed 40ft. (8 squares), fly 100 ft. (perfect)

Melee +1 holy scimitar +11 (1d6+4/18-20)

Ranged +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3)

Space 5 ft./Reach: 5 ft.

Special Attacks: Spell-like abilities, whirlwind blast

 

STATISTICS

Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14

Base Atk +6; CMB +10; CMD 24

Feats: Alertness, Blind-fight, Improved Initiative

Skills: Acrobatics +11, Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Perception +13, Ride +6, Sense Motive +11, Stealth +13

Environment: A chaotic good-aligned plane

Organization: Solitary, pair, or squad (3-5)

Treasure: No coins; double goods; standard items (see entry for exact details)

Special Qualities: Alternative form, tongues

In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.

Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

Combat

Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.

A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

 

Spell-like abilities

At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.

 

Whirlwind Blast (Su)

When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.

 

Alternate Form (Su)

A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.

A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralanirevert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

 

Tongues (Su)

Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

 

 

 

Skeleton - Enhanced Human Warrior (Makinnga's Skeletal Champions)

XP 1200
Human skeletal champion warrior 1
NE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +8


DEFENSE


AC 25, touch 14, flat-footed 21 (+6 armor, +3 Dex, +4 natural, +2 shield)
hp 36 (5d8+11)
Fort +5, Ref +3, Will +5; channel resistance +4
DR 5/bludgeoning; 5/good; Immune cold, undead traits; Resist cold 10, fire 10; SR 8;


OFFENSE


Speed 30 ft.
Melee mwk longsword +9 (1d8+5/19-20)
Space 5 ft.Reach 5 ft.
Special Attacks Smite Good 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).


STATISTICS


Str 21, Dex 17, Con 4, Int 13, Wis 14, Cha 16;
Base Atk 2; CMB 7; CMD 20
Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword)
Skills Intimidate +9, Perception +8, Stealth +1


ECOLOGY


Environment any
Organization solitary, pair, or platoon (3-12)
Treasure standard (breastplate, heavy steel shield, masterwork longsword, other treasure)

 

 

Skeleton, Troll

CR 3

XP 800

NE Large humanoid (giant, undead)

Init +7; Senses darkvision 60 ft.

 

DEFENSE

AC 20, touch 12, flat-footed 16; (+3 Dex, +7 natural, –1 size)

hp 27 (6d8)

Fort +2, Ref +5, Will +5

DR 5/bludgeoning; Immune cold

 

OFFENSE

Speed 30 ft.

Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)

Space 10 ft.; Reach 10 ft.

 

STATISTICS

Str 21, Dex 16, Con -, Int -, Wis 10, Cha 10

Base Atk +5; CMB +11; CMD 24

Feats Improved Initiative

Skills

Languages Giant

 

 

Skeleton, Underworld Giant        

CR5

XP 1,600

NE Large humanoid Undead

Init +9; Sensens darkvision 60 ft.

 

DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)

hp 45 (10d8 )

Fort +4, Ref +5, Will +7

DR 5/bludgeoning; Immune cold, undead traits

 

OFFENSE

Speed 40 ft. (8 squares, refuse slope only)

Melee Shovel +10  (2d6+9)

Space 10 ft.; Reach 10 ft.

 

STATISTICS

Str 23, Dex 12, Con -, Int -, Wis 10, Cha 10

Base Atk +8; CMB +15; CMD 26

Feats Improved Initiative

Skills

Special Qualities Fused Weapon Fighting

Environment Underworld

Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.

A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.

 

Fused Weapon Fighting (Ex)

An undead creature with this quality fights with a weapon that has replaced its hand. Because it doesn’t have to think about holding on to the weapon or consider the weak point of its wrist, the creature deal damage as if the weapon was being wielded by two hands.

 

 

 

Spectral Choker

CR 5

XP 800

CE Small aberration (incorporeal, undead)

Init +6; Senses darkvision 60 ft.; Perception +1

 

DEFENSE

AC 17, touch 13, flat-footed 15 (+4 deflection, +2 Dex, +1 size)

hp 8 (3d8)

Fort +2, Ref +3, Will +4

 

OFFENSE

Speed fly 60 ft. (perfect)

Melee 2 incorporeal tentacles +6 (1d4 plus energy drain)

Space 5 ft.; Reach 10 ft.

Special Attacks constrict (1d4+3), grab (Large), strangle

 

STATISTICS

Str 16, Dex 14, Con -, Int 4, Wis 13, Cha 7

Base Atk +2; CMB +4 (+8 grappling); CMD 16

Feats Improved Initiative, Skill Focus (Stealth)

Skills Climb +16, Stealth +13

Languages Undercommon

SQ quickness

 

SPECIAL ABILITIES

Quickness (Su)

A choker is supernaturally quick. It can take an extra move action during its turn each round.

 

 

 

Yul the Mohrg

CR 8

XP 4,800

CE Large Undead

Init +9; Senses darkvision 60 ft.; Perception +12

 

DEFENSE

AC 23, touch 14, flat-footed 14 (+4 Dex, +9 natural)

hp 105 (14d8+42)

Fort +4, Ref +10, Will +9

Immune flanking, undead traits

 

OFFENSE

Speed 30 ft. (6 squares)

Melee Slam +12 (1d6+7) or tongue +12 touch (paralysis)

Space 5 ft.; Reach 5 ft.

Special Attacks Improved grab, paralyzing touch, create spawn, third eye of fear

 

STATISTICS

Str 21, Dex 19, Con –, Int 11, Wis 10, Cha 16

Base Atk +7; CMB +13; CMD 27

Feats Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Skills Climb +13, Perception +12, Stealth +21, Swim +9

Treasure See adventure entry

Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.

 

Combat

Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.

 

Create Spawn (Su)

Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

 

Improved grab (Ex)

To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

 

Paralyzing Touch (Su)

A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Save is DC 20 for Yul due to his Periapt of Charisma

 

Third Eye of Fear (Su)

Yul has developed an additional attack for him and his zombie mob, the Third Eye of Fear, which is designed to leave creatures shaken. See below for details. Yul implants this third eye into what he hopes will be his most trusted creations at the moment of transformation.

When part of a group of 1 mohrg and 5 or more zombies controlled by the mohrg, those with a third eye placed in the back of their skull can blink in unison and can affect creatures with Fear. The fear effect is allowed a saving throw which is a Will save (DC 10 + ½ mohrg’s HD + mohrg’s Cha modifier; the exact DC is given in the creature’s descriptive text but is usually DC 17). All fear attacks are mind-affecting fear effects. A failed roll usually means that the character is shaken. Will save is DC 20 for this effect for Yul.

The mohrg actually controls the blink ability, not the individual zombies. There is a minimal time delay between the blink of each creature, one that can’t actually be seen by the naked eye, which is based on the distance from the mohrg of each of the zombies and makes it seem like they are independent and very well co-ordinated, but it is really just the mohrg.

The fear effect affects everyone who can see the blinking action. The duration of the effect is a number of rounds equal to the HD of the mohrg. If save is made, no effect and the person making the save is immune to any further attempt by the individual mohrg for 24 hours.

The third eye also prevents its recipient from being flanked.

 

 

 

Zombie, Drow Raider

CR 1

XP 400

Drow warrior 1

CE Medium humanoid (elf, undead)

Init +1; Senses darkvision 120 ft.

 

DEFENSE

AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +2 natural, +1 shield)

hp 17(3d8)

Fort +2, Ref +2, Will +1

DR 5/slashing; Immune undead traits

 

OFFENSE

Speed 30 ft.

Melee rapier +3 (1d6+1/18–20/) or slam +3 (1d6+1)

Ranged hand crossbow +2 (1d4/19–20 plus poison)

Spell-Like Abilities (CL 1st)

1/day—dancing lights, darkness, faerie fire

 

STATISTICS

Str 13, Dex 13, Con -, Int -, Wis 10, Cha 10

Base Atk +2; CMB +1; CMD 13

Feats Toughness

Skills

Languages Elven, Undercommon

SQ staggered

 

 

 

Zombie, Gray Render

CR 4

XP 1,200

NE Large magical beast (undead)

Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +13

 

DEFENSE

AC 23, touch 9, flat-footed 20 (+14 natural, –1 size)

hp 75 (10d8)

Fort +3, Ref +3, Will +5

DR 5/slashing; Immune undead traits

 

OFFENSE

Speed 30 ft.

Melee bite +14 (2d6+7), 2 claws +14 (1d8+7 plus grab), slam +14 (1d8+6)

Space 10 ft.; Reach 10 ft.

 

STATISTICS

Str 25, Dex 11, Con -, Int -, Wis 10, Cha 10

Base Atk +8; CMB +16 (+20 grapple); CMD 26

Feats Toughness

Skills

SQ double damage against objects, staggered

Languages Giant

 

SPECIAL ABILITIES

Double Damage Against Objects (Ex)

A gray render that makes a full attack against an object or structure deals double damage.

 

 

Zombie, Minotaur

CR 3

XP 800

NE Large monstrous humanoid (undead)

Init -1; Senses darkvision 60 ft.

 

DEFENSE

AC 14, touch 8, flat-footed 14 (-1 Dex, +8 natural, –1 size)

hp 60 (8d8)

Fort +3, Ref +2, Will +4

Defensive Abilities natural cunning

 

OFFENSE

Speed 30 ft.

Melee greataxe +11 (3d6+8/×3) and gore +5 (1d6+3) or slam +11 (1d8+5)

Space 10 ft.; Reach 10 ft.

Special Attacks

 

STATISTICS

Str 21, Dex 8, Con -, Int -, Wis 10, Cha 10

Base Atk +6; CMB +12; CMD 20

Feats Toughness

Skills

Languages Giant

SQ staggered

 

 

Zombie, Vikmordere Barbarian         

CR 2

XP 800

NE Medium Undead

Init +0; Senses darkvision 60 ft.

 

DEFENSE

AC 15, touch 9, flat-footed 15  (-1 Dex, +5 natural, +1 light wooden shield)

hp 43 (6d8)

Fort +2, Ref +1, Will +3

DR 5/slashing; Immune flanking, undead traits

 

OFFENSE

Speed 30 ft. (6 squares; can’t run)

Melee Longsword +9 (1d8+4) or slam +9 melee (1d6+4)

Ranged javelin +4 ranged (1d6+4)

Space 5 ft.; Reach 5 ft.

Special Attacks Third eye of fear

 

STATISTICS

Str 19, Dex 8, Con -, Int -, Wis 10, Cha 10

Base Atk 5; CMB +9; CMD 18

Feats Toughness

Skills

Special Qualities staggered

 

 

 

*A13: Descent into the Underworld

Caravan Attack on the Long Road

 

 

3.5

 

Defenders

Aranea Sorcerer - Caravan Guardian

Appear to be deep gnome sorcerers

Size/Type: Medium Magical Beast (Shapechanger) (Sor 4)

Hit Dice: 3d10+6 (22 hp) PLUS 4d4+8 (18 hp) Total 40 hp

Initiative: +6

Speed: 50ft. (10 squares), climb 25 ft.

Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11

Base Attack/Grapple: +5/+5

Attack: Bite +7 melee (1d6 plus poison), dagger +7 melee (1d3) or web +7 ranged

Full Attack: Bite +7 melee (1d6 plus poison), dagger +7 melee (1d3) or web +7 ranged

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, spells, web

Special Qualities: Change shape, darkvision 60 ft., low-light vision

Saves: Fort +6, Ref +6, Will +8

Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 15

Skills: Bluff +11 (includes +3 from familiar), Climb +14, Concentration +12, Escape Artist +5, Jump +13, Knowledge (arcana) +8, Listen +8, Spot +8

Feats: Alertness (Tiny Viper), Improved Initiative, Iron WillB, Spell Penetration, Summon Familiar (Tiny Viper), Weapon Finesse

Environment: Any

Organization: Any

Challenge Rating: 8

Treasure: 

Alignment: Neutral (Good tendencies)

Advancement: By character class

Level Adjustment: +4

 

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.

An aranea weighs about 150 pounds. The hump on its back houses its brain.

Araneas speak Common and Sylvan.

Combat

An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.

Poison (Ex)

Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Spells as and aranea (the same for both araneas)

An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.

Typical Sorcerer Spells Known (6/6; save DC 12 + spell level)

0— daze, detect magic, ghost sound,light, resistance; 1st—mage armor, silent image, sleep.

Web (Ex)

In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Shape Change (Su)

An aranea’s natural form is that of aMedium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as alycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Skills

Araneas have a +2 racial bonus onJump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

 

Spells as an actual sorcerer

First aranea

0th – (6) DC 12 Resistance, Daze, Flare, Ray of Frost, Ghost SoundMessage

1st – (7) DC 13 Grease, Mage Armor, Magic Missile

2nd – (4) DC 14 Summon Swarm

Second aranea

0th – (6) DC 12 Message, Read Magic, Dancing Lights, Flare, Resistance, Disrupt Undead

1st – (7) DC 13 Detect Undead, Mage Armor, Shocking Grasp

2nd – (4) DC 14 Eagle’s Splendor

Spell Penetration [General]

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

 

Tiny Viper familiar (Both araneas have these and the vipers never leave them during an encounter)

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.

The number noted here is an improvement to the familiar’s existingnatural armor bonus.

Int

The familiar’s Intelligence score.

Alertness (Ex)

While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

 

Badgers - Dwarven Rangers' Animal Companions

Size/Type: Small Animal (Enhanced as a companion)

Hit Dice: 3d8+6 (19 hp)

Initiative: +4

Speed: 30 ft. (6 squares), burrow 10 ft.

Armor Class: 19 (+1 size, +4 Dex, +4 natural), touch 15, flat-footed 15

Base Attack/Grapple: +2/-3

Attack: Claw +7 melee (1d2-1)

Full Attack: 2 claws +7 melee (1d3-1) and bite +2 melee (1d3-1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Rage

Special Qualities: Low-light vision, scent

Saves: Fort +5, Ref +6, Will +2

Abilities: Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6

Skills: Balance +6, Escape Artist +10, Listen +4, Spot +4

Feats: Agile, Improved Natural Armor, TrackB, Weapon FinesseB

Environment: Temperate forests

Organization: Solitary, pair, or cete (3-5)

Challenge Rating: ½

Treasure: None

Alignment: Neutral

Advancement: N/A

Level Adjustment: 

Badgers attack with their sharp claws and teeth.

Rage (Ex)

A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills

A badger has a +4 racial bonus on Escape Artist checks.

A druid/ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Tricks

Standard tricks; Attack, Come, Defend, Down, Guard, Heel. Bonus tricks; Seek, Track

Dwarven Cleric – Caravan Guardian

Size/Type: Medium Humanoid (Clr 7)

Hit Dice: 7d8+14 (45 hp)

Initiative: +0

Speed: 20ft. (4 squares)

Armor Class: 20 (+5 chain shirt +1, +5 tower shield +1), touch 10, flat-footed 20

Base Attack/Grapple: +5/+6

Attack: +1 Heavy Mace +7 melee (1d8+1/x2) 

Full Attack: +1 Heavy Mace +7 melee (1d8+1/x2)

Space/Reach: 5 ft./5 ft.

Special Attacks: 

Special Qualities: Domains: Protection and Travel, Turn Undead

Saves: Fort +7, Ref +4, Will +8

Abilities: Str 12, Dex 10, Con 14, Int 8, Wis 16, Cha 13

Skills: Concentration + 4, Heal +5, Knowledge (religion) +5

Feats: Extra Turning, Lightning Reflexes, Shield Proficiency (Tower)

Environment: Any

Organization: Any

Challenge Rating: 7

Treasure: Chain shirt +1, tower shield +1, heavy mace +1, Brooch of Shielding (73 points remaining), Potion Cure Light Wounds (3), Potion Cure Moderate Wounds, Potion Lesser Restoration, Potion Neutralize Poison (2),  4d6 gp; 3 gems, 50gp each (one each of bloodstone, red garnet, red spinel)

Alignment: Lawful Good

Advancement: By character class

Level Adjustment: 

Spells

0th – (6) DC 13 Create Water, Detect Magic, Detect Poison, Guidance, Read Magic, Resistance

1st – (5+1) DC 14 Bane, Bless, Detect Undead, Hide from Undead, Shield of Faith + Sanctuary

2nd – (4+1) DC 15 Hold Person, Remove Paralysis, Sound Burst, Spiritual Weapon + Shield OtherF

3rd – (3+1) DC 16 Magic Circle Against Evil, Searing Light, Wind Wall + Fly

4th – (1+1) DC 17 Neutralize Poison + Dimension Door

Domains

Protection Domain

Granted Power

You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells

  1. Sanctuary: Opponents can’t attack you, and you can’t attack.
  2. Shield OtherF: You take half of subject’s damage.
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Spell Resistance: Subject gains SR 12 + level.
  6. Antimagic Field: Negates magic within 10 ft.
  7. Repulsion: Creatures can’t approach you.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Travel Domain

Granted Powers

For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Travel Domain Spells

  1. Longstrider: Increases your speed.
  2. Locate Object: Senses direction toward object (specific or type).
  3. Fly: Subject flies at speed of 60 ft.
  4. Dimension Door: Teleports you short distance.
  5. Teleport: Instantly transports you as far as 100 miles/level.
  6. Find the Path: Shows most direct way to a location.
  7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
  8. Phase Door: Creates an invisible passage through wood or stone.
  9. Astral ProjectionM: Projects you and companions onto Astral Plane.

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War Domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given onTable: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

 

Dwarven Fighters – Caravan Guardians

Size/Type: Medium Humanoid (Ftr 6)

Hit Dice: 6d10+18 (51 hp)

Initiative: +5

Speed: 25ft. (5 squares)

Armor Class: 20 (+9  full plate +1, +1 dex), touch 11, flat-footed 19

Base Attack/Grapple: +6/+9

Attack: +1 Dwarven Urgrosh +11 melee (1d8+7 (slashing) OR 1d6+7 (piercing)/x3 ) or +1 heavy flail +11 melee (1d10+5 (bludgeoning)/19-20/x3) or unarmed strike +9 melee (1d3+3/x2)

Full Attack: +1 Dwarven Urgrosh +11/+6 melee (1d8+7 (slashing) OR 1d6+7 (piercing)/x3 ) or +1 heavy flail +11/+6 melee (1d10+5 (bludgeoning)/19-20/x3) or unarmed strike +9/+4 melee (1d3+3/x2)

Space/Reach: 5 ft./5 ft.

Special Attacks: 

Special Qualities: 

Saves: Fort +8, Ref +3, Will +3

Abilities: Str 17, Dex 12, Con 16, Int 8, Wis 12, Cha 8

Skills: Climb +2, Jump +6

Feats: Improved Initiative, Improved Unarmed Strike, Weapon Focus (dwarven urgrosh), Weapon Focus (heavy flail), Weapon Specialization (dwarven urgrosh), Weapon Specialization (heavy flail)

Environment: Any

Organization: Any

Challenge Rating: 6

Treasure: +1 full plate, +1 dwarven urgrosh, +1 heavy flail, Boots of Striding and Springing, 4d6 gp; 3 gems, 50gp each (one each of ruby, sapphire, smoky quartz)dwarven urgrosh, heavy flail,

Alignment: Lawful Neutral

Advancement: By character class

Level Adjustment: 

These dwarven fighters always use their equipment to guarantee the greatest possible chance to hit an opponent. The dwarven urgrosh is always used as a two-handed single weapon and never as one requiring Two-Weapon Fighting.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

 

Dwarven Rangers – Caravan Guardians

Size/Type: Medium Humanoid (Rgr 7)

Hit Dice: 7d8+14 (50 hp)

Initiative: +3

Speed: 20ft. (4 squares)

Armor Class: 19 (+5 chain shirt +1, +3 dex, +1 natural), touch 13, flat-footed 16

Base Attack/Grapple: +7/+9

Attack: Rapier +11 melee (1d6+2/18-20) OR +1 shortbow +11 ranged (1d6+1/x3)

Full Attack: Rapier +11/+6 melee (1d6+3/18-20) OR +1 shortbow +11/+6 ranged (1d6+1/x3) OR +1 shortbow (Rapid shot) +9/+4/+9 ranged (1d6+1/x3) OR +1 shortbow (Manyshot) +7/+6 ranged (1d6+1/x3) OR +1 shortbow (Manyshot and Rapid Shot) +5/+4/+9 ranged (1d6+1/x3)

Space/Reach: 5 ft./5 ft.

Special Attacks: Combat Style (Rapid shot), Improved Combat Style (Manyshot)

Special Qualities: Animal Companion (Badger), Favored Enemies (1st, Animals, +4; 2nd Undead, +2), Spells, Wild Empathy, Woodland Stride

Saves: Fort +7, Ref +8, Will +5

Abilities: Str 14, Dex 16, Con 14, Int 8, Wis 13, Cha 8

Skills: Handle Animal + 6, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Listen +7, Move Silently +9, Ride +11, Search +4, Spot +7, Survival +7

Feats: Animal Affinity, Endurance, Iron Will, Manyshot, Mounted Archery, Rapid Shot, Track, Weapon Finesse

Environment: Any

Organization: Any

Challenge Rating: 7

Treasure: Amulet of Natural Armor +1, +1 chain shirt, +1 shortbow, 2 masterwork rapiers, Bead of Force, 100 arrows, 4d6 gp; 3 gems, 50gp each (one each of moonstone, onyx, zircon)

Alignment: Neutral good

Advancement: By character class

Level Adjustment: 

Spells (Caster level, 3rd): 1st Level (2) (DC 12); Delay Poison, Magic Fang

Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table:Ranger Favored Enemies . The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger,camel, dire rat,dog, riding dog, eagle,hawk, horse (light or heavy),owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table:The Ranger In addition, he receives bonus spells per day if he has a high Wisdom score. When Table:The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)

At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

 

Dwarven Warriors – Caravan Guardians

Size/Type: Medium Humanoid (War 5)

Hit Dice: 5d8+15 (37 hp)

Initiative: +1

Speed: 15ft. (3 squares)

Armor Class: 16 (+5 masterwork breastplate, +1 dex), touch 11, flat-footed 15

Base Attack/Grapple: +5/+8

Attack: Masterwork greataxe +10 melee (1d12+3) or masterwork guisarme +9 melee (2d4+3/x3) or masterwork +3 composite shortbow +7 ranged (1d6+3/x3)

Full Attack: Masterwork greataxe +10 melee (1d12+3) or masterwork guisarme +9 melee (2d4+3/x3) or masterwork +3 composite shortbow +7 ranged (1d6+3/x3)

Space/Reach: 5 ft./5 ft.

Special Attacks: 

Special Qualities: 

Saves: Fort +7, Ref +2, Will +2

Abilities: Str 17, Dex 12, Con 16, Int 8, Wis 12, Cha 8

Skills: Climb +2, Intimidate +3, Jump +2

Feats: Power Attack, Weapon Focus (Greataxe)

Environment: Any

Organization: Any

Challenge Rating: 4

Treasure: Masterwork breastplate, masterwork greataxe, masterwork guisarme, masterwork +3 composite shortbow, 30 arrows, 5d4 gp; 3 gems, 50gp each (one each of moss agate, blue quartz, freshwater irregular pearl)

Alignment: Lawful Neutral

Advancement: By character class

Level Adjustment: 

These dwarven warriors always use their equipment to get some benefit from their reach weapons. If they get the chance, one will stand behind the other and reach over to an enemy.

Weapon and Armor Proficiency

The warrior is proficient in the use of all simple and martial weapons and all armor and shields.

 

Skildpadder

A massive tortoise-like creature towers over you.  A gigantic shell protects wrinkled skin flaps like an impenetrable coat of armor.  Its humongous head turns your way and a giant beady eye looks you over trying to decide if you are to be the next meal.

Giant Tortoise-Bullette

Size/Type: Gargantuan animal

Hit Dice: 12d8+84 (138 hp)

Initiative: +2

Speed: 10ft. (2 squares)

Armor Class: 24 (–2 Dex, +20 natural, –4 size), touch 4, flat-footed 24

Base Attack/Grapple: +9/+32

Attack: Bite +17 melee (2d10+11/19-20) plus Grab and Swallow (2d8+12 points of crushing damage plus 8 points of acid damage per round, AC 20, 17 hp)

Full Attack: Bite +17 melee (2d10+11/19-20) plus Grab and Swallow (2d8+12 points of crushing damage plus 8 points of acid damage per round, AC 20, 17 hp) and 2 claws (not used if a beast of burden) +15 melee (2d8+15)

Space/Reach: 20 ft./15 ft.

Special Attacks: Grab, swallow whole (2d8+12 points of crushing damage plus 8 points of acid damage per round, AC 20, 17 hp)

Special Qualities: Darkvision 80 ft., scent, tremorsense 200 ft.

Saves: Fort +15, Ref +8, Will +9

Abilities: Str 33, Dex 6, Con 25, Int 2, Wis 16, Cha 6

Skills: Listen + 10, Spot +11

Feats: Improved Critical (bite), Improved InitiativeIron Will, Lightning Reflexes, Weapon Focus (bite)

Environment: any underground (or any mostly dry with some water sources available)

Organization: solitary, mated feral pair, band (2–4) or family (2 plus 3-5 young)

Challenge Rating: 11

Treasure: None (although a few skildpadder heavyweights are decorated for ceremonial purposes and will be adorned with 10d4 x 1,000 gp in gems and jewels, so that its every step catches the flickering light that bathes the event.

Alignment: Neutral

Advancement: By character class

Level Adjustment: —

Tactics

The Skildpadder has no tactics per say.  Dwarves generally only use them for beasts of burden and long distance transport.  If necessary, skilled beastmasters will turn Skildpadders toward raiders or wandering monsters and order them to attack.  The bite of a Skildpadder rarely ends with favorable results for the enemy.

Improved Grab

If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty ongrapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

Swallow Whole

If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + ½ its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

A skildpadder can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the creature’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan skildpadder’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

 

Skildpadders are massive creatures bred by the Dweorg Dwarves of the Underworld as beasts of burden.  They are able to carry four times their own weight upon their back and thus make perfect vessels for carrying ore.  The dwarves build entire storage facilities and even homes upon the backs of these tortoise like creatures.  Some beastmasters are even known to live out their entire life riding atop and steering the great beasts.  Those that do gain a great affinity for animal handling when riding a Skildpadder and can command them to attack when needed.

It is a rule to never walk in front of a Skildpadder unless one wishes to become a quick meal.  Skildpadders are ravenous eaters and can swallow medium or small creatures whole with a natural 20.  Large creatures may lose a limb or their head with the roll of a natural 20.  Although Skildpadders gain the claws of their Bulette parent, they are trained not to use them and generally their claws are trimmed back on a regular basis by their dwarvish beastmasters.  The dwarves do not wish the Skildpadder to rear up lest they spill their cargo or harm any passengers riding along.

Skildpadder are normally very aggressive when left to go feral, lucky for most the dwarves carefully breed giant tortoises and bulettes to achieve the desired result of a Skildpadder and spend many years training them in the transport of cargo such as mined ore.  Skildpadder love to eat the vermin which live in dwarf villages thus the dwarves have a never ending supply of food available for their favorite beasts of burden.  They are found near large underground lakes and other areas that are mostly dry with a clean source of water.  Skildpadders are very poor swimmers and most will drown if attempting to cross deep water. The average Skildpadder is 60 feet in diameter, but they can grow to a diameter of 100 feet.

 

Attackers

Drow Cleric – Attack Group Leader

Size/Type: Medium Humanoid (Clr 9)

Hit Dice: 9d8+9 (52 hp)

Initiative: +1

Speed: 20ft. (4 squares)

Armor Class: 23 (+9 undead controlling mithral full plate of speed +1, +3 mithral spined heavy shield +1, dex +1), touch 11, flat-footed 22

Base Attack/Grapple: +6/+5

Attack: +1 Unholy Wounding Rapier +8 melee (1d6 plus 1 Con/18-20) OR +1 Hand Crossbow of Thundering +8 ranged (1d4+1 plus poison plus 1d8 sonic on a critical, +1 to the attack if within 30 ft.) OR +1 shield spine +8 ranged (1d10/19-20, +1 to the attack if within 30 ft. )

Full Attack: +1 Unholy Wounding Rapier +8/+3 melee (1d6 + 1 Con/18-20) OR +1 Hand Crossbow of Thundering +8/+3 ranged (1d4 plus poison plus 1d8 sonic on a critical, +1 to each attack if within 30 ft.) OR +1 Hand Crossbow of Thundering +6/+6/+1 ranged (1d4 plus poison plus 1d8 sonic on a critical, +1 to each attack if within 30 ft.) OR +1 shield spine +8/+3 ranged (1d10/19-20, +1 to each attack if within 30 ft. )

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, SpellsDrow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft., Domains: Protection and Travel, Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Rebuke UndeadSpell resistance equal to 11 + class levels (20)+2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +7, Ref +4, Will +9 (+11 vs spell and spell-like abilities)

Abilities: Str 8, Dex 13, Con 12, Int 14, Wis 16, Cha 16

Skills: Concentration + 9, Diplomacy +11, Heal +11, Hide +0,  Knowledge (religion) +10, Knowledge (the planes) +10, Listen +5, Search +4, Spellcraft +8, Spot +5

Feats: Extra Turning (Rebuking), Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Finesse

Environment: Usually Underworld

Organization: Any

Challenge Rating: 10

Treasure: +1 Undead controlling mithral full plate of speed, +1 mithral spined heavy shield, +1 Unholy Wounding Rapier, +1 Hand Crossbow of Thundering, house pin, potion of cure serious wounds x 3potion of lesser restoration, scroll of restoration, 20 pp6 boxes of hand crossbow bolts

Alignment: Neutral Evil

Advancement: By character class

Level Adjustment: +2

Languages: Abyssal, Common, Drow Sign, Elven, Undercommon

Armor – Undead Controlling

The wearer of a suit of armor or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.

Shield – Spined

This +1 heavy mithral shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/×2). Fired spines regenerate each day.

The armor and shield have an unholy air about them and registers and evilly aligned. They each bestow one negative level on any good creature attempting to wear or carry them. Each negative level remains as long as the armor is worn or shield is in hand and disappears when they are no longer used. These negative levels never results in actual level loss, but they cannot be overcome in any way (including restoration spells) while they are being worn or carried.

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison  without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Spells

0th – (6) DC 13 Cure Minor Wounds, Guidance, Guidance, Read Magic, Resistance, Resistance

1st – (5+1) DC 14 Bane, Bless, Command, Doom, Shield of Faith + Obscuring Mist

2nd – (5+1) DC 15 Death Knell, Hold Person, Remove Paralysis, Silence, Spiritual Weapon + Desecrate M

3rd – (4+1) DC 16 Deeper Darkness, Magic Circle Against Good, Prayer, Wind Wall + Eclipse, Lesser

4th – (2+1) DC 17 Magic Weapon, Greater,  Poison + Unholy Blight

5th – (1+1) DC 18  Slay Living + Dispel Good

Domain

Evil Domain

Granted Power

You cast evil spells at +1 caster level.

Evil Domain Spells

  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Desecrate M: Fills area with negative energy, making undead stronger.
  3. Magic Circle Against Good: As protection spells, but 10-ft. radius and 10 min./level.
  4. Unholy Blight: Damages and sickens good creatures.
  5. Dispel Good: +4 bonus against attacks by good creatures.
  6. Create UndeadM: Create ghouls, ghasts,mummies, or mohrgs.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Unholy AuraF: +4 to AC, +4 resistance, SR 25 against good spells.
  9. Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as an evil spell only

Penumbra Domain

Granted Powers

For a total time per day of 10 rounds per cleric level you possess, you can cast Shadow Walk as if you were a mage with half the number of cleric levels you possess, rounded up. If the spell is cast so that you move within a temple of your deity, you cast the spell as if you were a mage with the same number of cleric levels you possess.

This granted power is a supernatural ability.

Add Hide to your list of cleric class skills.

Penumbra Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Obscure Object: Masks object against scrying.
  3. Eclipse, Lesser: AaW spell, see below.
  4. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
  5. Eclipse: AaW spell, see below.
  6. Project Image: Illusory double can talk and cast spells.
  7. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
  8. Eclipse, Greater: AaW spell, see below.
  9. Shades: As shadow conjuration, but up to 8th level and 80% real.

Eclipse, Lesser

Abjuration

Level: Clr 3, Drd 3, Rgr 2, Sha 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target or Area: Self OR one creature/four levels (Five maximum at 20th level)
Duration: 10 min./level or until discharged
Saving Throw: None
Spell Resistance: Yes (Harmless)

Lesser Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 20 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to one quarter the caster’s level, rounded down (e.g. 22 points in total if the caster is 8th level).

Protection from a Lesser Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

Eclipse

Abjuration

Level: Clr 5, Drd 5, Rgr 4, Sha 5, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target or Area: Self OR one creature/four levels (Five maximum at 20th level)
Duration: 10 min./level or until discharged
Saving Throw: None
Spell Resistance: Yes (Harmless)

Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 25 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to half the caster’s level, rounded down (e.g. 31 points in total if the caster is 12th level).

Protection from an Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

Eclipse, Greater

Abjuration

Level: Clr 8, Drd 8, Sha 8, Sor/Wiz 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target or Area: Self OR one creature/four levels (Five maximum at 20th level)
Duration: 10 min./level or until discharged
Saving Throw: None
Spell Resistance: Yes (Harmless)

Greater Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 30 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to three quarters of the caster’s level, rounded down (e.g. 42 points in total if the caster is 16th level).

Protection from a Greater Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

 

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War Domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given onTable: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

 

Drow Fighter/Wizards (Evokers) – Attack Group Co-ordinators

Size/Type: Medium Humanoid (Ftr3/Wiz4)

Hit Dice: 4d4+4 plus 3d10+3 (35 hp)

Initiative: +3

Speed: 30ft. (6 squares)

Armor Class: 15 (ring of protection +2, dex +3), touch 15, flat-footed 12 (Before any encounter, these attack co-ordinators cast Mage Armor and Cat’s Grace to increase their AC to 21)

Base Attack/Grapple: +5/+5

Attack: +2 Rapier +10 melee (1d6+2/18-20) OR Unarmed Strike +8 melee (1d3) OR +1 Hand Crossbow +10 ranged (1d4+1 plus poison)

Full Attack: +2 Rapier +10 melee (1d6+2/18-20) OR Unarmed Strike +8 melee (1d3) OR +1 Hand Crossbow +10 ranged (1d4+1 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, SpellsDrow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft.,  Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness,  Spell resistance equal to 11 + class levels (18)+2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +5, Ref +5, Will +5 (+7 vs spell and spell-like abilities)

Abilities: Str 11, Dex 16, Con 13, Int 17, Wis 10, Cha 10

Skills: Concentration +8, Craft (weaponsmith) + 13, Decipher Script +10, Intimidate +6, Jump +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Spellcraft +10

Feats: Combat Casting, Eschew Materials, Rapid Reload, Scribe Scroll, Summon Familiar, Weapon Finesse,Weapon Focus (hand crossbow)

Environment: Usually Underworld

Organization: Any

Challenge Rating: 8

Treasure: +2 Ring of Protection, +2 rapier, +1 hand crossbow, house pin, potion of cure serious wounds x 3potion of lesser restoration, scroll of restoration, 20 pp6 boxes of hand crossbow boltstraveling spellbook

Alignment: Neutral Evil

Advancement: By character class

Level Adjustment: +2

Languages: Common, Draconic, Drow Sign, Elven, Goblin, Undercommon

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison  without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Spells -Evokers (Enchantment and Illusion forbidden schools)

0th – (4+1) DC 13 Acid Splash, Flare, Ray of Frost, Touch of Fatigue + Ray of Frost (Also in spellbook – Dancing Lights, Disrupt Undead, Light, Open/Close)

1st – (4+1) DC 14 Mage Armor, Magic Missile, Magic Missile, Ray of Enfeeblement + Shocking Grasp(Also in spellbook – Burning Hands, Floating Disc, Grease)

2nd – (3+1) DC 15 Cat’s GraceFlaming Sphere, Web + Scorching Ray (Also in spellbook – Darkness, Gust of Wind, Shatter)

 

Class Features

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells

A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table:The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages

A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

 

Drow Knights – Attack Group Skirmishers

Size/Type: Medium Humanoid (Ftr6)

Hit Dice: 6d10+6 (42 hp)

Initiative: +3

Speed: 30ft. (6 squares), riding deinonychus 6o ft. (12 squares)

Armor Class: 18 (+5 chainshirt +1, ring of protection +1, dex +3), touch 14, flat-footed 15

Base Attack/Grapple: +6/+8

Attack: +1 Lance +10 melee (1d8+2/x3, x3 on a charge) OR Greatsword +8 melee (2d6 19-20) OR Unarmed Strike +8 melee (1d3+2) OR +1 Hand Crossbow +10 ranged (1d4+1 plus poison)

Full Attack: +1 Lance +10/+5 melee (1d8+2/x3, x3 on a charge) OR Greatsword +8/+3 melee (2d6 19-20) OR Unarmed Strike +8/+3 melee (1d3+2) OR +1 Hand Crossbow +10/+5 ranged (1d4 plus poison)

Space/Reach: 5 ft./5 ft. (10 ft. with lance)

Special Attacks: Poison, SpellsDrow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft.,  Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness,  Spell resistance equal to 11 + class levels (17)+2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +6, Ref +5, Will +1 (+3 vs spell and spell-like abilities)

Abilities: Str 14, Dex 16, Con 12, Int 12, Wis 8, Cha 16

Skills: Handle Animal +14, Intimidate +12, Jump +11, Ride +16 (+18 to stay in the saddle)

Feats: Animal Affinity, Mounted Archery, Mounted Combat, Rapid Reload, Ride-By Attack, Spirited Charge, Weapon Focus (lance)

Environment: Usually Underworld

Organization: Any

Challenge Rating: 7

Treasure: +1 chain shirt, +1 hand crossbow, +1 lance, drow-blood ring of protection +1, basic house pin, masterwork military saddle, potion of cure light wounds x 2 20 pp6 boxes of hand crossbow bolts

Alignment: Lawful Evil

Advancement: By character class

Level Adjustment: +2

Languages: Common, Drow Sign, Elven, Undercommon

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison  without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Class Features

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Deinonychus mounts for knights (trained in combat riding)

Size/Type: Medium Animal

Hit Dice: 4d8+16 (34 hp)

Initiative: +2

Speed: 6o ft. (12 squares)

Armor Class: 17 (dex +2, +5 natural), touch 14, flat-footed 15

Base Attack/Grapple: +3/+7

Attack: Talons +7 melee (1d8+4)

Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)

Space/Reach: 5 ft./5 ft. (10 ft. with lance)

Special Attacks: Pounce

Special Qualities: Low-light vision, scent

Saves: Fort +8, Ref +6, Will +2

Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills: Hide+12, Jump+26, Listen +10, Spot +10, Survival +10

Feats: Run, Track

Environment: Warm Forests

Organization: Solitary, pair, or pack (3-6)

Challenge Rating: 3

Treasure: None

Alignment: Always neutral

Advancement: By character class

Level Adjustment: 5-8 HD (Medium)

Languages: -

Combat Riding

Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.

 

Drow Rogues – Attack Group Snipers

Size/Type: Medium Humanoid (Rog5)

Hit Dice: 5d6+5 (23 hp)

Initiative: +4

Speed: 30ft. (6 squares)

Armor Class: 19 (+6 Drow Elven chainmail +1, dex +3), touch 15, flat-footed 16

Base Attack/Grapple: +3/+4

Attack: Masterwork short sword +5 melee (1d6+1/19-20) OR Unarmed Strike +4 melee (1d3+1) OR +2 Hand Crossbow of Subtlety +9 ranged (1d4+2 plus poison, +1 to the attack if within 30 ft., +4 if being used to sneak attack) (These two drow will only attack with ranged weapons, looking to get the best position to sneak attack opponents. They will not hesitate to fire into melee. They flee of they fall below a quarter of their hit points)

Full Attack: Masterwork short sword +5 melee (1d6+1/19-20) OR Unarmed Strike +4 melee (1d3+1) OR +2 drow-blood Hand Crossbow of Subtlety +9 ranged (1d4+2 plus poison, +1 to the attack if within 30 ft., +4 if being used to sneak attack)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, Sneak Attack, Spells; Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft., Evasion,  Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness,  Spell resistance equal to 11 + class levels (18), Trap Sense, Trapfinding, Uncanny Dodge, +2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +2, Ref +8, Will +3 (+5 vs spell and spell-like abilities)

Abilities: Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 10

Skills: Balance +10, Climb + 7, Hide +10, Intimidate +8, Listen +10, Move Silently +10, Spot +10, Tumble +10, Use Magic Device +8

Feats: Point Blank Shot, Precise Shot

Environment: Usually Underworld

Organization: Any

Challenge Rating: 6

Treasure: +1 Drow Elven chain, +2 drow-blood Hand Crossbow of Subtlety, masterwork short sword house pin, potion of cure light wounds,  2 pp, 15 gp, 6 boxes of hand crossbow bolts

Alignment: Chaotic Evil

Advancement: By character class

Level Adjustment: +2

Languages: Common, Drow Sign, Elven, Undercommon

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison  without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Class Features

All of the following are class features of the rogue.

Weapon and Armor Proficiency

Rogues areproficient with all simple weapons, plus the hand crossbow, rapier, sap,shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead,constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune tocritical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny didge instead.

 

 

Drow Warriors – Attack Group Engagers

Size/Type: Medium Humanoid (War 5)

Hit Dice: 5d8+5 (27 hp)

Initiative: +2

Speed: 20ft. (4 squares)

Armor Class: 17 (+5 Masterwork breastplate with locked gauntlet, dex +2), touch 12, flat-footed 15

Base Attack/Grapple: +5/+8

Attack: Masterwork short sword +10 melee (1d6+3/19-20) OR Unarmed Strike +8 melee (1d3+3) OR masterwork hand crossbow +7 ranged (1d4 plus poison)

Full Attack: Masterwork short sword +9 melee (1d6+3/19-20) OR Unarmed Strike +8 melee (1d3+3) OR masterwork hand crossbow +7 ranged (1d4 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, SpellsDrow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft.,  Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness,  Spell resistance equal to 11 + class levels (16)+2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +5, Ref +3, Will +3 (+5 vs spell and spell-like abilities)

Abilities: Str 16, Dex 15, Con 12, Int 14, Wis 10, Cha 10

Skills: Climb +8, Intimidate +8, Jump +8, Ride +10

Feats: Iron Will, Weapon Focus (short sword)

Environment: Usually Underworld

Organization: Any

Challenge Rating: 5

Treasure: Masterwork breastplate, masterwork short sword, masterwork hand crossbow, house pin, potion of cure light wounds, 25 pp6 boxes of hand crossbow bolts

Alignment: Neutral Evil

Advancement: By character class

Level Adjustment: +2

Languages: Common, Drow Sign, Elven, Goblin, Undercommon

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison  without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Weapon and Armor Proficiency

The warrior is proficient in the use of all simple and martial weapons and all armor and shields.

 

Skeleton - Enhanced Human Warrior (Makinnga's Skeletal Champions)

Size/Type: Medium Undead

Hit Dice: 5d12 (33 hp)

Initiative: +6

Speed: 30ft. (6 squares)

Armor Class: 18 (+2 Heavy steel shield, dex +4, natural armor +2), touch 12, flat-footed 16

Base Attack/Grapple: +0/+2

Attack: Scimitar +2 melee (1d6+3/18-20) OR Claw +2 melee (1d4+2)

Full Attack: Scimitar +2 melee (1d6+3/18-20) OR 2 Claws +2 melee (1d4+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: Damage reduction 5/bludgeoning, darkvision, 60 ft.,  immunity to cold, undead traits

Saves: Fort +0, Ref +1, Will +2

Abilities: Str 14, Dex 14, Con 0, Int 0, Wis 10, Cha 1

Skills: -

Feats: Improved Initiative

Environment: Any

Organization: Any

Challenge Rating: 2

Treasure: None

Alignment: Neutral Evil

Advancement: -

Level Adjustment: -

 

 

 

 

Pathfinder

 

Defenders

 

Aranea Sorcerer – Caravan Guardian

CR 8

Appear to be deep gnome sorcerers

XP 4,800

N Medium Magical Beast (Shapechanger) (Sor 4)

Init +6; Senses darkvision 60 ft., low-light vision, Perception +8

 

DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

hp 44 (3d10+6 (22 hp) PLUS 4d6+8 (22 hp))

Fort +6, Ref +6, Will +8

 

OFFENSE

Speed 50ft. (10 squares), climb 25 ft.

Melee Bite +7 (1d6 plus poison) or dagger +7 (1d3)

Ranged web +7

Space 5 ft.; Reach 5 ft.

Special Attacks Poison, spells, web

 

STATISTICS

Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 15

Base Atk +5; CMB +5; CMD 17

Feats Alertness (Tiny Viper), Improved Initiative, Iron Will, Spell Penetration, Summon Familiar (Tiny Viper), Weapon Finesse

Skills Acrobatics +13, Bluff +11 (includes +3 from familiar), Climb +14, Escape Artist +5, Knowledge (arcana) +8, Perception +8

Special Qualities Change shape, darkvision 60 ft., low-light vision

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.

An aranea weighs about 150 pounds. The hump on its back houses its brain.

Araneas speak Common and Sylvan.

 

Combat

An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.

Poison (Ex)

Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Spells as and aranea (the same for both araneas)

An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells

Typical Sorcerer Spells Known (6/6; save DC 12 + spell level)

0— daze, detect magic, ghost sound,light, resistance; 1st—mage armor, silent image, sleep.

Web (Ex)

In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Shape Change (Su)

An aranea’s natural form is that of aMedium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as alycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Skills

Araneas have a +2 racial bonus onJump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Spells as an actual sorcerer

 

First aranea

0th – (6) DC 12 Resistance, Daze, Flare, Ray of Frost, Ghost Sound, Message

1st – (7) DC 13 Grease, Mage Armor, Magic Missile

2nd – (4) DC 14 Summon Swarm

 

Second aranea

0th – (6) DC 12 Message, Read Magic, Dancing Lights, Flare, Resistance, Disrupt Undead

1st – (7) DC 13 Detect Undead, Mage Armor, Shocking Grasp

2nd – (4) DC 14 Eagle’s Splendor

 

Spell Penetration [General]

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

 

Tiny Viper familiar (Both araneas have these and the vipers never leave them during an encounter)

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.

The number noted here is an improvement to the familiar’s existingnatural armor bonus.

Int

The familiar’s Intelligence score.

Alertness (Ex)

While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su)

The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

 

 

Badgers – Dwarven Rangers’ Animal Companions

CR ½

XP 200

N Small Animal (Enhanced as a companion)

Init +4; Senses low-light vision, scent; Perception +5

 

DEFENSE

AC 19, touch 15, flat-footed 15 (+1 size, +4 Dex, +4 natural)

hp 33 (6d8+6)

Fort +7, Ref +9, Will +3

 

 

OFFENSE

Speed 30 ft. (6 squares), burrow 10 ft.

Melee Bite +5 (1d3+)1Claw +1 (1d3+1)

Special Attacks rage

Space 5 ft.; Reach 5 ft.

 

STATISTICS

Str 12, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +4; CMB +6; CMD 16

Feats Agile Maneuvers, Improved Natural Armor, Weapon Finesse

Skills Acrobatics +7, Escape Artist +7, Perception +5, Stealth +7, Survival +2, Swim +2

Special Qualities devotion, low-light vision, scent

Badgers attack with their sharp claws and teeth.

Rage (Ex)

A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills

A badger has a +4 racial bonus on Escape Artist checks.

Link (Ex)

A druid/ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Tricks

Standard tricks; Attack, Come, Defend, Down, Guard, Heel. Bonus tricks; Seek, Stay, Track

 

 

Dwarven Cleric – Caravan Guardian

CR 7
LG Medium Humanoid (Clr 7)
XP 3,200
Init +0; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 20, touch 10, flat-footed 20 (+5 chain shirt +1, +5 tower shield +1)
hp 45 (7d8+14)
Fort +7, Ref +4, Will +8
OFFENSE
Speed 20ft. (4 squares)
Melee +1 Heavy Mace +7 (1d8+1/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spells
STATISTICS
Str 12, Dex 10, Con 14, Int 8, Wis 16, Cha 13
Base Atk +5; CMB +6; CMD 16 (+4 vs. Bull Rush or Trip while standing on the ground)
Feats Extra Channel, Lightning Reflexes, Shield Proficiency (Tower)
Skills  Heal +7, Knowledge (religion) +2, Perception +6, Sense Motive +6
Special Qualities Channel Energy (6/day; 4d6), Domains: Protection and Travel
Treasure: Chain shirt +1, tower shield +1, heavy mace +1, Brooch of Shielding (73 points remaining), Potion Cure Light Wounds (3), Potion Cure Moderate Wounds, Potion Lesser Restoration, Potion Neutralize Poison (2),  4d6 gp; 3 gems, 50gp each (one each of bloodstone, red garnet, red spinel);
Spells
0th – (6) DC 13 Create Water, Detect Magic, Detect Poison, Guidance, Read Magic, Resistance
1st – (5+1) DC 14 Bane, Bless, Detect Undead, Hide from Undead, Shield of Faith + Sanctuary
2nd – (4+1) DC 15 Hold Person, Remove Paralysis, Sound Burst, Spiritual Weapon + Shield Other
3rd – (3+1) DC 16 Magic Circle Against Evil, Searing Light, Wind Wall + Fly
4th – (1+1) DC 17 Neutralize Poison + Dimension Door
Domains
Protection Domain
Granted Powers Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Class Features
All of the following are class features of the cleric.
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War Domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.
Spells
A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given onTable: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells
A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.
Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

 

Dwarven Fighters – Caravan Guardians

CR 6

XP 2,400

LN Medium Humanoid (Dwarf)(Ftr 6)

Init +5 Senses darkvision 60 ft.

 

DEFENSE

AC 20, touch 11, flat-footed 19 (+9  full plate +1, +1 Dex)

hp 51 (6d10+18)

Fort +8, Ref +3, Will +3 (+2 vs. fear)

 

OFFENSE

Speed 20 ft. (5 squares)

Melee +1 Dwarven Urgrosh +12 melee (1d8+8(slashing)) OR 1d6+7 (piercing)/x3 ) or +1 heavy flail +11 melee (1d10+5 (bludgeoning)/19-20/x3) or unarmed strike +9 melee (1d3+3/x2)

Space 5 ft.; Reach 5 ft.

 

STATISTICS

Str 17, Dex 12, Con 16, Int 8, Wis 12, Cha 8

Base Atk +6; CMB +9; CMD 20 (+4 vs. Bull Rush or Trip while standing on the ground)

Feats Improved Initiative, Improved Unarmed Strike, Weapon Focus (dwarven urgrosh), Weapon Focus (heavy flail), Weapon Specialization (dwarven urgrosh), Weapon Specialization (heavy flail)

Skills Climb +2, Jump +6

Special Qualities armor training, bravery, weapon training

Treasure +1 full plate, +1 dwarven urgrosh, +1 heavy flail, Boots of Striding and Springing, 4d6 gp; 3 gems, 50gp each (one each of ruby, sapphire, smoky quartz); dwarven urgrosh, heavy flail,

 

These dwarven fighters always use their equipment to guarantee the greatest possible chance to hit an opponent. The dwarven urgrosh is always used as a two-handed single weapon and never as one requiring Two-Weapon Fighting.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

 

Dwarven Rangers – Caravan Guardians

CR 7

XP 3,200

NG Medium Humanoid (Dwarf) (Rgr 7)

Init +3; Senses darkvision 60 ft.; Perception +7

 

DEFENSE

AC 19, touch 13, flat-footed 16 (+5 chain shirt +1, +3 dex, +1 natural)

hp 53 (7d10+14)

Fort +7, Ref +8, Will +5

 

OFFENSE

Speed 20ft. (4 squares)

Melee Rapier +11/+6 (1d6+2/18-20)

Ranged +1 shortbow +11 (1d6+1/x3)

Space 5 ft.; Reach 5 ft.

Special Attacks Manyshot, Rapid Shot

 

STATISTICS

Str 14, Dex 16, Con 14, Int 8, Wis 13, Cha 8

Base Atk +7; CMB +9; CMD 22 (+4 vs. Bull Rush or Trip while standing on the ground)

Feats Animal Affinity, Endurance, Iron Will, Manyshot, Mounted Archery, Rapid Shot, Weapon Finesse

Skills Handle Animal + 6, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Perception +7, Ride +11, Stealth +9, Survival +7

Special Qualities Animal Companion (Badger), darkvision 60 ft., defensive training, Favored Enemies (1st, Animals, +4; 2nd Undead, +2), Favored Terrain (underground +2), Greed, Hatred, Hardy, Slow and Steady, Spells, Stability, Stonecutting, Track, Weapon Familiarity, Wild Empathy, Woodland Stride

 

Treasure Amulet of Natural Armor +1, +1 chain shirt, +1 shortbow, 2 masterwork rapiers, Bead of Force, 100 arrows, 4d6 gp; 3 gems, 50gp each (one each of moonstone, onyx, zircon)

Spells (Caster level, 3rd): 1st Level (2) (DC 12); Delay Poison, Magic Fang

 

Class Features

All of the following are class features of the ranger.

 

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

 

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table:Ranger Favored Enemies . The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

 

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

 

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

 

Favored Terrain (Ex)

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains.

The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Terrains

Favored Terrains

Cold (ice, glaciers, snow, and tundra)

Desert (sand and wastelands)

Forest (coniferous and deciduous)

Jungle

Mountain (including hills)

Plains

Planes (pick one, other than Material Plane)

Swamp

Underground (caves and dungeons)

Urban (buildings, streets, and sewers)

Water (above and below the surface)

 

Hunter's Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. (See Animal Choices)

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

 

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table:The Ranger In addition, he receives bonus spells per day if he has a high Wisdom score. When Table:The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)

At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

 

 

Dwarven Warriors – Caravan Guardians

CR 4

XP 1,200

LN Medium Humanoid (Dwarf) (War 5)

Init +1 Senses darkvision 60 ft.

 

DEFENSE

AC 16, touch 11, flat-footed 15 (+5 masterwork breastplate, +1 dex)

hp 43 (5d10+15)

Fort +7, Ref +2, Will +2

 

OFFENSE

Speed 15ft. (3 squares)

Melee Masterwork greataxe +10 (1d12+3) or masterwork guisarme +9 (2d4+3/x3)

Ranged Masterwork +3 composite shortbow +7 (1d6+3/x3)

Space 5 ft.; Reach 5 ft.

 

STATISTICS

Str 17, Dex 12, Con 16, Int 8, Wis 12, Cha 8

Base Atk +5; CMB +8; CMD 19 (+4 vs. Bull Rush and Trip while standing on the ground)

Feats Power Attack, Weapon Focus (Greataxe)

Skills Climb +2, Intimidate +3, Jump +2

Special Qualities Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity

 

Treasure Masterwork breastplate, masterwork greataxe, masterwork guisarme, masterwork +3 composite shortbow, 30 arrows, 5d4 gp; 3 gems, 50gp each (one each of moss agate, blue quartz, freshwater irregular pearl)

These dwarven warriors always use their equipment to get some benefit from their reach weapons. If they get the chance, one will stand behind the other and reach over to an enemy.

Weapon and Armor Proficiency

The warrior is proficient in the use of all simple and martial weapons and all armor and shields.

 

 

A massive tortoise-like creature towers over you.  A gigantic shell protects wrinkled skin flaps like an impenetrable coat of armor.  Its humongous head turns your way and a giant beady eye looks you over trying to decide if you are to be the next meal.

Skildpadder

Giant Tortoise-Bullette

CR 10

XP 9,600
N Gargantuan animal
Init +2; Senses darkvision 80 ft., scent, tremorsense 200 ft., Perception +24

DEFENSE
AC 24, touch 4, flat-footed 24 (–2 Dex, +20 natural, –4 size)
hp 150 (12d8+84 plus 12)
Fort +15, Ref +6, Will +7

OFFENSE
Speed 10 ft.
Melee bite +16 (2d10+16/19 plus grab/20 swallow whole (2d8+12 points of crushing damage plus 8 points of acid damage per round, AC 20, 17 hp) and 2 claws (not used if a beast of burden) +15 (2d8+15)
Space 20 ft.; Reach 15 ft.

TACTICS
The Skildpadder has no tactics per say.  Dwarves generally only use them for beasts of burden and long distance transport.  If necessary, skilled beastmasters will turn Skildpadders toward raiders or wandering monsters and order them to attack.  The bite of a Skildpadder rarely ends with favorable results for the enemy.

STATISTICS
Str 33, Dex 6, Con 25, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +24 (+28 grapple); CMD 32 (36 vs. trip)
Feats Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +24

Special Attacks

Grab (Ex)

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.

The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain thegrapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Swallow Whole (Ex)

If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), or obtains a natural 20 on an attack roll, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
ECOLOGY
Environment any underground (or any mostly dry with some water sources available)
Organization solitary, mated feral pair, band (2–4) or family (2 plus 3-5 young)
Treasure none

Skildpadders are massive creatures bred by the Dweorg Dwarves of the Underworld as beasts of burden.  They are able to carry four times their own weight upon their back and thus make perfect vessels for carrying ore.  The dwarves build entire storage facilities and even homes upon the backs of these tortoise like creatures.  Some beastmasters are even known to live out their entire life riding atop and steering the great beasts.  Those that do gain a great affinity for animal handling when riding a Skildpadder and can command them to attack when needed.

It is a rule to never walk in front of a Skildpadder unless one wishes to become a quick meal.  Skildpadders are ravenous eaters and can swallow medium or small creatures whole with a natural 20.  Large creatures may lose a limb or their head with the roll of a natural 20.  Although Skildpadders gain the claws of their Bulette parent, they are trained not to use them and generally their claws are trimmed back on a regular basis by their dwarvish beastmasters.  The dwarves do not wish the Skildpadder to rear up lest they spill their cargo or harm any passengers riding along.

Skildpadder are normally very aggressive when left to go feral, lucky for most the dwarves carefully breed giant tortoises and bulettes to achieve the desired result of a Skildpadder and spend many years training them in the transport of cargo such as mined ore.  Skildpadder love to eat the vermin which live in dwarf villages thus the dwarves have a never ending supply of food available for their favorite beasts of burden.  They are found near large underground lakes and other areas that are mostly dry with a clean source of water.  Skildpadders are very poor swimmers and most will drown if attempting to cross deep water. The average Skildpadder is 60 feet in diameter, but they can grow to a diameter of 100 feet.

 

 

 

 

 

Attackers

 

Deinonychus  

CR 3

XP 800

N Medium animal

Init +6; Senses low-light vision, scent; Perception +14

 

DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 34 (4d8+16)

Fort +8, Ref +6, Will +2

 

OFFENSE

Speed 60 ft.

Melee 2 talons +5 (1d8+2), bite +5 (1d6+2), foreclaws +0 (1d4+1)

Special Attacks pounce

 

STATISTICS

Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14

Base Atk +3; CMB +5; CMD 17

Feats Improved Initiative, Run

Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15; Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth

Special Qualities Combat riding

Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.

Pounce (Ex)

When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

 

 

Drow Cleric – Attack Group Leader   

CL 10

XP 9,600

NE Medium Humanoid (Elf) (Clr 9)

Init +1 Senses darkvision 120 ft.; Perception +7

 

DEFENSE

AC 23, touch 11, flat-footed 22 (+9 undead controlling mithral full plate of speed +1, +3 mithral spined heavy shield +1, Dex +1)

hp 52 (9d8+9)

Fort +7, Ref +4, Will +9 (+11 vs. enchantment)

Immune sleep; SR 15

Weaknesses light blindness

 

OFFENSE

Speed 20ft. (4 squares)

Melee +1 Unholy Wounding Rapier +8 (1d6 plus 1 Con/18-20)

Ranged +1 Hand Crossbow of Thundering +8 ranged (1d4+1 plus poison plus 1d8 sonic on a critical, +1 to the attack if within 30 ft.) or +1 shield spine +8 ranged (1d10/19-20, +1 to the attack if within 30 ft.)

Space 5 ft.; Reach 5 ft.

Special Attacks Poison, Spells, Spell-like abilities

 

STATISTICS

Str 8, Dex 13, Con 12, Int 14, Wis 16, Cha 16

Base Atk +6; CMB +5; CMD 16

Feats Extra Channel, Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Finesse

Skills Diplomacy +11, Heal +11, Knowledge (religion) +10, Knowledge (the planes) +10, Perception +7, Sense Motive +9, Spellcraft +8, Stealth +4 (+8 in shadowy envirments)

Special Qualities Darkvision, 120 ft., Domains: Evil and Penumbra, Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Spell resistance equal to 6 + class levels (15)

Languages Abyssal, Common, Drow Sign, Elven, Undercommon

 

Spell-Like Abilities Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the Drow’s class levels.

Treasure +1 Undead controlling mithral full plate of speed, +1 mithral spined heavy shield, +1 Unholy Wounding Rapier, +1 Hand Crossbow of Thundering, house pin, potion of cure serious wounds x 3, potion of lesser restoration, scroll of restoration, 20 pp, 6 boxes of hand crossbow bolts

 

Armor – Undead Controlling

The wearer of a suit of armor or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.

 

Shield – Spined

This +1 heavy mithral shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/×2). Fired spines regenerate each day.

The armor and shield have an unholy air about them and registers and evilly aligned. They each bestow one negative level on any good creature attempting to wear or carry them. Each negative level remains as long as the armor is worn or shield is in hand and disappears when they are no longer used. These negative levels never results in actual level loss, but they cannot be overcome in any way (including restoration spells) while they are being worn or carried.

 

Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon.

 

Spells

0th – (6) DC 13 Cure Minor Wounds, Guidance, Guidance, Read Magic, Resistance, Resistance

1st – (5+1) DC 14 Bane, Bless, Command, Doom, Shield of Faith + Obscuring Mist

2nd – (5+1) DC 15 Death Knell, Hold Person, Remove Paralysis, Silence, Spiritual Weapon + Desecrate

3rd – (4+1) DC 16 Deeper Darkness, Magic Circle Against Good, Prayer, Wind Wall + Eclipse, Lesser

4th – (2+1) DC 17 Magic Weapon, Greater, Poison + Unholy Blight

5th – (1+1) DC 18 Slay Living + Dispel Good

 

Domain

Evil Domain

Granted Powers You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Scythe of Evil (Su) At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

 

Domain Spells 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Penumbra Domain

Granted Powers

Shadows Without (Su) You have learned to hide in the shadows of your surroundings.  You add Stealth to your list of Cleric class skills and you gain a +4 to your Stealth check when trying to hide in a shadowy environment.

Shadows Within (Su) You have learned to harness your own shadow to protect your from detection.  At 6th level, you may use your shadow to protect yourself as the nondetection spell against any spellcaster that does not have the Penumbra Domain.  You may use this ability a number of times per day equal to 3 plus your Wisdom modifier.  The effect last a number of rounds equal to your Wisdom modifier.

 

Domain Spells

Obscuring Mist: Fog surrounds you.

Obscure Object: Masks object against scrying.

Eclipse, Lesser: AaW spell, see below.

Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

Eclipse: AaW spell, see below.

Project Image: Illusory double can talk and cast spells.

Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.

Eclipse, Greater: AaW spell, see below.

Shades: As shadow conjuration, but up to 8th level and 80% real.

 

Eclipse, Lesser

Abjuration

Level: Clr 3, Drd 3, Rgr 2, Sha 3, Sor/Wiz 3

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target or Area: Self OR one creature/four levels (Five maximum at 20th level)

Duration: 10 min./level or until discharged

Saving Throw: None

Spell Resistance: Yes (Harmless)

Lesser Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 20 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to one quarter the caster’s level, rounded down (e.g. 22 points in total if the caster is 8th level).

Protection from a Lesser Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

 

Eclipse

Abjuration

Level: Clr 5, Drd 5, Rgr 4, Sha 5, Sor/Wiz 5

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target or Area: Self OR one creature/four levels (Five maximum at 20th level)

Duration: 10 min./level or until discharged

Saving Throw: None

Spell Resistance: Yes (Harmless)

Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 25 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to half the caster’s level, rounded down (e.g. 31 points in total if the caster is 12th level).

Protection from an Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

 

Eclipse, Greater

Abjuration

Level: Clr 8, Drd 8, Sha 8, Sor/Wiz 8

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target or Area: Self OR one creature/four levels (Five maximum at 20th level)

Duration: 10 min./level or until discharged

Saving Throw: None

Spell Resistance: Yes (Harmless)

Greater Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 30 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to three quarters of the caster’s level, rounded down (e.g. 42 points in total if the caster is 16th level).

Protection from a Greater Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War Domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given onTable: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

 

 

Drow Fighter/Wizards (Evokers) – Attack Group Co-ordinators

CR 8

XP 4,800

NE Medium Humanoid (Ftr3/Wiz4)

Init +3; Senses darkvision 120 ft.; Perception +5

 

 

DEFENSE

AC 15, touch 15, flat-footed 12 (+2 ring of protection, +3 Dex; before any encounter, these attack co-ordinators cast Mage Armor and Cat’s Grace to increase their AC to 21)

hp 38 (4d6+4 plus 3d10+3)

Fort +5, Ref +5, Will +5 (+6 vs. fear)

Immune sleep; SR 13

Weaknesses Light blindness

 

OFFENSE

Speed 30ft. (6 squares)

Melee +2 Rapier +10 (1d6+2/18-20) OR Unarmed Strike +8 melee (1d3)

Ranged +1 Hand Crossbow +10 (1d4+1 plus poison)

Space 5 ft.; Reach 5 ft.

Special Attacks Arcane bonded ring (darkness), Poison, Spells, Spell-like Abilities

 

STATISTICS

Str 11, Dex 16, Con 13, Int 17, Wis 10, Cha 10

Base Atk +5;  CMB +5;  CMD 18

Feats Combat Casting, Eschew Materials, Rapid Reload, Scribe Scroll, Summon Familiar, Weapon Finesse, Weapon Focus (hand crossbow)

Skills Acrobatics +3, Craft (weaponsmith) + 13, Decipher Script +10, Intimidate +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Perception +5, Spellcraft +10

Special Qualities: Arcane bond, Bravery (+1), Darkvision, 120 ft., Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Spell resistance equal to 6 + class levels (13)

Treasure +2 Ring of Protection, +2 rapier, +1 hand crossbow, house pin, potion of cure serious wounds x 3, potion of lesser restoration, scroll of restoration, 20 pp, 6 boxes of hand crossbow bolts, traveling spellbook

Languages Common, Draconic, Drow Sign, Elven, Goblin, Undercommon

 

Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.  Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon.

 

Spells -Evokers (Enchantment and Illusion forbidden schools)

0th – (4+1) DC 13 Acid Splash, Flare, Ray of Frost, Touch of Fatigue + Ray of Frost (Also in spellbook – Dancing Lights, Disrupt Undead, Light, Open/Close)

1st – (4+1) DC 14 Mage Armor, Magic Missile, Magic Missile, Ray of Enfeeblement + Shocking Grasp (Also in spellbook – Burning Hands, Floating Disc, Grease)

2nd – (3+1) DC 15 Cat’s Grace, Flaming Sphere, Web + Scorching Ray (Also in spellbook – Darkness, Gust of Wind, Shatter)

 

 

Class Features

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

 

Spells

A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table:The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

 

Arcane Bond

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Bonus Languages

A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

 

 

Drow Knights – Attack Group Skirmishers

CR 7

XP 3,200

LE Medium Humanoid (Elf) (Ftr6)

Init +3; Senses darkvision 120 ft.

 

DEFENSE

AC 18, touch 14, flat-footed 15 (+5 chainshirt +1, +1 ring of protection, +3 Dex)

hp 39 (6d10+6)

Fort +6, Ref +5, Will +1 (+2 vs. fear)

Immune sleep; SR 12

Weaknesses Light blindness

 

OFFENSE

Speed 30ft. (6 squares), riding deinonychus 6o ft. (12 squares)

Melee +1 Lance +11 (1d8+3/x3, x3 on a charge) OR Greatsword +8 (2d6 19-20) OR Unarmed Strike +8 (1d3+2)

Ranged +1 Hand Crossbow +10 (1d4+1 plus poison)

Special Attacks Poison, Spells, Spell-like abilities

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

 

 

STATISTICS

Str 14, Dex 16, Con 12, Int 12, Wis 8, Cha 16

Base Atk +6; CMB +8; CMD 21

Feats Animal Affinity, Mounted Archery, Mounted Combat, Rapid Reload, Ride-By Attack, Spirited Charge, Weapon Focus (lance)

Skills Handle Animal +14, Intimidate +12, Jump +11, Ride +16 (+18 to stay in the saddle)

Special Qualities Armor Training, Bravery, Darkvision, 120 ft., Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Spell resistance equal to 6 + class levels (12), Weapon Training +1 (spears)

Treasure +1 chain shirt, +1 hand crossbow, +1 lance, Drow-blood ring of protection +1, basic house pin, masterwork military saddle, potion of cure light wounds x 2, 20 pp, 6 boxes of hand crossbow bolts

Languages Common, Drow Sign, Elven, Undercommon

 

Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.  A typical Drow carries 1d4-1 doses of Drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon.

 

Class Features

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields)

 

Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

 

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

 

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

 

Axes: bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe.

Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.

Double: chain spear, dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Polearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Spears: amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.

Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, Shoanti bolas, shortspear, shuriken, sling, sling glove, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.

Siege Engines: all siege engines.

 

 

Drow Rogues – Attack Group Snipers

CR 6

XP 2,400

CE Medium Humanoid (Rog5)

Init +4; Senses darkvision 120 ft., Perception +10

 

DEFENSE

AC 19, touch 15, flat-footed 16 (+6 Drow Elven chainmail +1, Dex +3)

hp 29 (5d8+5)

Fort +2, Ref +8, Will +3

Immune sleep; SR 12

Weaknesses Light blindness

 

OFFENSE

Speed 30ft. (6 squares)

Melee Masterwork short sword +5 (1d6+1/19-20) OR Unarmed Strike +4 melee (1d3+1)

Ranged +2 Hand Crossbow of Subtlety +9 (1d4+2 plus poison plus 3 bleed damage per round), +1 to the attack if within 30 ft., +4 if being used to sneak attack) (These two Drow will only attack with ranged weapons, looking to get the best position to sneak attack opponents. They will not hesitate to fire into melee. They flee of they fall below a quarter of their hit points)

Special Attacks Poison, Sneak Attack (+3d6), Spells, Spell-like abilities

Space 5 ft.; Reach 5 ft.

 

STATISTICS

Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 10

Base Atk +3; CMB +4; CMD 18

Feats Point Blank Shot, Precise Shot, Weapon Finesse

Skills Acrobatics +10, Climb + 7, Intimidate +8, Perception +10, Stealth + 10, Use Magic Device +8

Special Qualities Darkvision, 120 ft., Evasion, Immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects, Rogue Talent (Bleeding Attack), Spell resistance equal to 6 + class levels (12), Trap Sense, Trapfinding, Uncanny Dodge

Treasure +1 Drow Elven chain, +2 Drow-blood Hand Crossbow of Subtlety, masterwork short sword house pin, potion of cure light wounds, 2 pp, 15 gp, 6 boxes of hand crossbow bolts

Languages Common, Drow Sign, Elven, Undercommon

 

Spell-like abilities

Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the Drow’s class levels.

 

Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.  A typical Drow carries 1d4-1 doses of Drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon.

 

Class Features

All of the following are class features of the rogue.

 

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

 

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

 

 

 

Drow Warriors – Attack Group Engagers

CR 5

XP 1,600

NE Medium Humanoid (Elf) (War 5)

Init +2; Senses darkvision 120 ft.

 

DEFENSE

AC 17, touch 12, flat-footed 15 (+5 Masterwork breastplate with locked gauntlet, Dex +2)

hp 27 (5d8+5)

Fort +5, Ref +3, Will +3

Immune sleep; SR 11

Weaknesses Light blindness

 

OFFENSE

Speed 20ft. (4 squares)

Melee Masterwork short sword +10 (1d6+3/19-20) OR Unarmed Strike +8 (1d3+3)

Ranged masterwork hand crossbow +7 (1d4 plus poison)

Special Attacks Poison, Spells, Spell-like abilities

Space 5 ft.; Reach 5 ft.

 

STATISTICS

Str 16, Dex 15, Con 12, Int 14, Wis 10, Cha 10

Base Atk +5; CMB +8; CMD 20

Feats Iron Will, Weapon Focus (short sword)

Skills Climb +8, Intimidate +8, Jump +8, Ride +10

Special Qualities Darkvision, 120 ft., Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Spell resistance equal to 6 + class levels (16)

Treasure Masterwork breastplate, masterwork short sword, masterwork hand crossbow, house pin, potion of cure light wounds, 25 pp, 6 boxes of hand crossbow bolts

Languages Common, Drow Sign, Elven, Goblin, Undercommon

 

Spell-like abilities (Su) Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the Drow’s class levels.

Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. A typical Drow carries 1d4-1 doses of Drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon.

Weapon and Armor Proficiency

The warrior is proficient in the use of all simple and martial weapons and all armor and shields.

 

 

 

Skeleton - Enhanced Human Warrior (Makinnga's Skeletal Champions)

XP 1200
Human skeletal champion warrior 1
NE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +8


DEFENSE


AC 25, touch 14, flat-footed 21 (+6 armor, +3 Dex, +4 natural, +2 shield)
hp 36 (5d8+11)
Fort +5, Ref +3, Will +5; channel resistance +4
DR 5/bludgeoning; 5/good; Immune cold, undead traits; Resist cold 10, fire 10; SR 8;


OFFENSE


Speed 30 ft.
Melee mwk longsword +9 (1d8+5/19-20)
Space 5 ft.Reach 5 ft.
Special Attacks Smite Good 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).


STATISTICS


Str 21, Dex 17, Con 4, Int 13, Wis 14, Cha 16;
Base Atk 2; CMB 7; CMD 20
Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus (longsword)
Skills Intimidate +9, Perception +8, Stealth +1


ECOLOGY


Environment any
Organization solitary, pair, or platoon (3-12)
Treasure standard (breastplate, heavy steel shield, masterwork longsword, other treasure)

 

*A13, 14, 15

Encounters in the Underworld

3.5

BAT SWARM

Size/Type: Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., half damage from slashing and piercing, immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A bat swarm is nocturnal, and is never found aboveground in daylight.

COMBAT
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

 

 

 

BLACK PUDDING

Size/Type: Huge Ooze

Hit Dice: 10d10+60 (115 hp)

Initiative: –5

Speed: 20 ft. (4 squares), climb 20 ft.

Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3

Base Attack/Grapple: +7/+18

Attack: Slam +8 melee (2d6+4 plus 2d6 acid)

Full Attack:    Slam +8 melee (2d6+4 plus 2d6 acid)

Space/Reach: 15 ft./10 ft.

Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab

Special Qualities: Blindsight 60 ft., split, ooze traits

Saves:             Fort +9, Ref –2, Will –2

Abilities: Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1

Skills: Climb +11

Feats: —

Environment: Underground

Organization: Solitary

Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan)

Level Adjustment: —

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.

COMBAT

A black pudding attacks by grabbing and squeezing their prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

 

 

 

CENTIPEDE SWARM

Size/Type: Diminutive Vermin (Swarm)

Hit Dice: 9d8–9 (31 hp)

Initiative: +4

Speed: 20 ft. (4 squares), climb 20 ft.

Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14

Base Attack/Grapple: +6/—

Attack: Swarm (2d6 plus poison)

Full Attack: Swarm (2d6 plus poison)

Space/Reach: 10 ft./0 ft.

Special Attacks: Distraction, poison

Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

Saves:             Fort +5, Ref +7, Will +3

Abilities: Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2

Skills: Climb +12, Spot +4

Feats: Weapon Finesse

Environment: Underground

Organization: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

Advancement: None

Level Adjustment:    —

COMBAT

A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

 

 

CHARDA

CN Small monstrous humanoid (aquatic)
Hit Dice 9d10+36 (85 hp)
Initiative +2

Speed 20 ft., swim 60 ft.
AC 20 (+2 Dex, +7 natural, +1 size), touch 13, flat-footed 18

Base Attack/Grapple +9/+12

Attack bite +13 melee (1d6+3 plus 1d6 cold) and 4 claws +14 melee (1d4+3)
Full Attack bite +13 melee (1d6+3 plus 1d6 cold) and 4 claws +14 melee (1d4+3)

Space/Reach 5 ft./5 ft.

Special Attacks black bile

Special Qualities amphibious, cold vigor, ferocity, immune to cold and poison, overwhelming

Saves Fort +7, Ref +10, Will +7
Abilities Str 16, Dex 15, Con 19, Int 11, Wis 12, Cha 8
Skills Intimidate +6, Hide +18, Knowledge (religion) +4, Listen +13, Move Silently +18, Spot +13, Survival +10, Swim +18
Feats Improved Bull Rush, Improved Trip*, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Environment cold aquatic or underground
Organization solitary, pair, gang (3–5), or tribe (6–14)
Challenge Rating 7

Treasure standard

Languages Aklo, Undercommon

 

SPECIAL ABILITIES

Black Bile (Su)

A charda’s body seethes with freezing black bile. Its supernaturally cold, black bile is the source of the additional cold damage when a charda bites a creature. As a standard action, a charda can expel its full store of bile as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half ). A charda can use this breath weapon once every 1d4 rounds—while its black bile is recharging, it does not deal additional cold damage with its bite. The save DC is Constitution-based.

Cold Vigor (Ex)

When a charda is in a cold environment, it becomes more animated and gains a +1 racial bonus on attack rolls and weapon damage rolls.

Overwhelming (Ex)

A charda gains a +8 racial bonus on bull rush and trip attacks.

 

ECOLOGY

In the darkest depths of the earth, in strange frozen rivers and subterranean lakes of frigid black water dwell the mysterious and ferocious chardas. These xenophobic humanoids rarely venture far from their domains, settling in small tribes and building rocky huts underwater or muddy domes along the subterranean shore.

A typical charda stands just under 4 feet tall but weighs 250 pounds. Chardas reproduce by laying eggs in small clutches of two to four, which they bury among rocks offshore. Females fiercely protect their own clutches, but show no predisposition toward protecting the clutches of other chardas, even those within their tribe.

Devoutly religious, chardas prefer to worship gods of war or cold. They hunt in small packs composed of both males and females. Hunting and slaying help determine an individual’s power within the group. Chardas often engage in infanticide and cannibalism. While they patrol their territories in groups, they fight individually with little strategy or structure. Chardas do not assist each other with their kills, as they perceive aid as a weakness and a dishonor to both themselves and their foes.

 

 

 

CLAWBAT

N Small magical beast

Hit Dice 2d10 (11 hp)

Initiative +3

Speed 10 ft., fly 50 ft. (average)

Armor Class 15 (+1 armor, +3 Dex, +1 size), touch 14, flat-footed 12

Base Attack/Grapple +2/+0
Attack bite +6 melee (1d4–2 plus bleed)
Full Attack bite +6 melee (1d4–2 plus bleed)
Space/Reach 5 ft./5 ft.

Special Attacks bleed (1), distraction (DC 11)

Special Qualities blood scent, darkvision 60 ft., low-light vision

Saves Fort +3, Ref +6, Will +2

Abilities Str 7, Dex 17, Con 10, Int 2, Wis 14, Cha 10

Skills Fly +5, Hide +12, Move Silently +12

Feats Flyby Attack, Weapon Finesse (bite)
Challenge Rating 1

 

SPECIAL ABILITIES

Blood Scent (Ex)

A clawbat can detect any creature at less than maximum hit points as if it had scent. Those at full hit points cannot be detected by the blood scent ability.

Distraction (Ex)

A clawbat’s lengthy tongue whips around its body as it feeds, lapping up the blood from wounded creatures nearby. Every round a clawbat may choose either a creature it attacks or any creature it passes adjacent to as it moves. If the target is at less than full hit points, it must make a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

 

 

 

COLOSSAL MONSTROUS CENTIPEDE

Colossal Vermin

Hit Dice: 24d8+24 (132 hp)

Initiative: +1

Speed: 40 ft. (8 squares), climb 40 ft.

Armor Class: 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18

Base Attack/Grapple: +18/+42

Attack: Bite +18 melee (4d6+12 plus poison)

Full Attack: Bite +18 melee (4d6+12 plus poison)

Space/Reach: 30 ft./20 ft.

Special Attacks: Poison (Fort DC 23)

Special Qualities: Darkvision 60 ft., vermin traits

Saves: Fort +15, Ref +9, Will +8

Abilities: Str 27, Dex 13, Con 12, Int -, Wis 10, Cha 2

Skills: Climb +16, Hide -7, Spot +4

Feats:-

Environment: Underground

Organization: Solitary

Challenge Rating: 9

Advancement: 25-48 HD (Colossal)

Level Adjustment: -

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

 

 

 

DARKMANTLE

Size/Type: Small Magical Beast

Hit Dice: 1d10+1 (6 hp)

Initiative: +4

Speed: 20 ft. (4 squares), fly 30 ft. (poor)

Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17

Base Attack/Grapple: +1/+0

Attack: Slam +5 melee (1d4+4)

Full Attack: Slam +5 melee (1d4+4)

Space/Reach: 5 ft./5 ft.

Special Attacks: Darkness, improved grab, constrict 1d4+4

Special Qualities: Blindsight 90 ft.

Saves:             Fort +3, Ref +2, Will +0

Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Skills: Hide +10, Listen +5*, Spot +5*

Feats: Improved Initiative

Environment: Underground

Organization: Solitary, pair, clutch (3–9), or swarm (6–15)

Challenge Rating: 1

Treasure: None

Alignment: Always neutral

Advancement: 2–3 HD (Small)

Level Adjustment: —

The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.

 

A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.

COMBAT

A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.

Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.

Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it attaches to the opponent’s head and can constrict.

Constrict (Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check.

Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.

Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.

These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.

 

 

DELVER

Size/Type: Huge Aberration

Hit Dice: 15d8+78 (145 hp)

Initiative: +5

Speed: 30 ft. (6 squares), burrow 10 ft.

Armor Class: 24 (–2 size, +1 Dex, +15 natural), touch 9, flat-footed 23

Base Attack/Grapple: +11/+27

Attack: Slam +17 melee (1d6+8 plus 2d6 acid)

Full Attack: 2 slams +17 melee (1d6+8 plus 2d6 acid)

Space/Reach: 15 ft./10 ft.

Special Attacks: Corrosive slime

Special Qualities: Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.

Saves:             Fort +12, Ref +6, Will +11

Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Skills: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

Feats: Alertness, Blind Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

Environment: Underground

Organization: Solitary

Challenge Rating: 9

Treasure: None

Alignment: Usually neutral

Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan)

Level Adjustment: —

A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.

Delvers speak Terran and Undercommon.

COMBAT

A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers.

A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick.

The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.

Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.

Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

 

 

 

DESTRACHAN

Size/Type: Large Aberration

Hit Dice: 8d8+24 (60 hp)

Initiative: +5

Speed: 30 ft. (6 squares)

Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

Base Attack/Grapple: +6/+14

Attack: Claw +9 melee (1d6+4)

Full Attack: 2 claws +9 melee (1d6+4)

Space/Reach: 10 ft./5 ft.

Special Attacks: Destructive harmonics

Special Qualities: Blindsight 100 ft., immunities, protection from sonics

Saves:             Fort +5, Ref +5, Will +10

Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12

Skills: Hide +8, Listen +25, Move Silently +7, Survival +9

Feats: Dodge, Improved Initiative, Lightning Reflexes

Environment: Underground

Organization: Solitary or pack (3–5)

Challenge Rating: 8

Treasure: None

Alignment: Usually neutral evil

Advancement: 9–16 HD (Large); 17–24 HD (Huge)

Level Adjustment: —

 

The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight.

From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.

A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds.

A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action.

COMBAT

A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.

Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based.

Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half ).

Nerves: A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half ).

Material: When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.

Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.

Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment.

Skills: A destrachan has a +10 racial bonus on Listen checks.

 

 

DRIDER

Size/Type: Large Aberration

Hit Dice: 6d8+18 (45 hp)

Initiative: +2

Speed: 30 ft. (6 squares), climb 15 ft.

Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple: +4/+10

Attack: Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)

Full Attack: 2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)

Space/Reach:             10 ft./5 ft.

Special Attacks: Spells, spell-like abilities, poison

Special Qualities: Darkvision 60 ft., spell resistance 17

Saves:             Fort +5, Ref +4, Will +8

Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

Skills: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9

Feats: Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Environment: Underground

Organization: Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)

Challenge Rating: 7

Treasure: Double standard

Alignment: Always chaotic evil

Advancement: By character class

Level Adjustment:    +4

Driders speak Elven, Common, and Undercommon.

COMBAT

Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.

Spell-Like Abilities: 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.

Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.

Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt.

Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

 

 

FUNGAL CRAWLER

N Small aberration
Hit Dice 4d8+8 (26 hp)

Initiative +9

Speed 20 ft., climb 40 ft.

Armor Class 16 (+5 Dex, +1 size), touch 16, flat-footed 11

Base Attack/Grapple +3/+5
Attack Bite +9 melee (1d6+2 plus poison) and 2 claws +6 (1d4+2)
Full Attack Bite +9 melee (1d6+2 plus poison) and 2 claws +6 (1d4+2)
Space/Reach 5 ft./5 ft.

Special Attacks Leap, poison

Special Qualities Darkvision 60 ft.m plant defenses

Saves Fort +3, Ref +6, Will +5
Abilities Str 14, Dex 20, Con 15, Int 2, Wis 13, Cha 7

Skills Acrobatics +10 (+14 jump), Climb +10, Perception +6; Racial Modifiers +8 Climb, +14* on Acrobatics checks made to jump

Feats Improved Initiative, Weapon Finesse (bite)

Environment any underground
Organization solitary, pair, or swarm (3–12)
Challenge Rating 3

Treasure none

 

SPECIAL ABILITIES

Leap (Ex)

A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack.

Plant Defenses (Ex)

A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning.

Poison (Ex)

Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str and 1d2

Con; cure 1 save. The save DC is Constitution-based.

 

 

 

 

GIBBERING MOUTHER

Size/Type: Medium Aberration

Hit Dice: 4d8+24 (42 hp)

Initiative: +1

Speed: 10 ft. (2 squares), swim 20 ft.

Armor Class: 9 (+1 Dex, +8 natural), touch 11, flat-footed 18

Base Attack/Grapple: +3/+3

Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)

Full Attack:    6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)

Space/Reach: 5 ft./5 ft.

Special Attacks: Gibbering, spittle, improved grab, swallow whole, blood drain, ground manipulation

Special Qualities: Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.

Saves:             Fort +7, Ref +4, Will +5

Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

Skills: Listen +4, Spot +9, Swim +8

Feats: Lightning Reflexes, Weapon Finesse

Environment: Underground

Organization: Solitary

Challenge Rating: 5

Treasure: None

Alignment: Usually neutral

Advancement: 5–12 HD (Large)

Level Adjustment: —

A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.

A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.  Gibbering mouthers can speak Common, but seldom say anything other than gibberish.

COMBAT

A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.

Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a gibbering mouther must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Swallow Whole (Ex): The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually “swallow” the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC). The gibbering mouther’s body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

Blood Drain (Ex): A swallowed opponent automatically takes 1d4 points of Constitution damage each round.

Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.

Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.

A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

 

 

 

GRAY OOZE

Size/Type: Medium Ooze

Hit Dice: 3d10+15 (31 hp)

Initiative: –5

Speed: 10 ft. (2 squares)

Armor Class: 5 (–5 Dex), touch 5, flat-footed 5

Base Attack/Grapple: +2/+3

Attack: Slam +3 melee (1d6+1 plus 1d6 acid)

Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)

Space/Reach: 5 ft./5 ft.

Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab

Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent

Saves:             Fort +6, Ref –4, Will –4

Abilities: Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1

Skills: —

Feats: —

Environment: Cold marshes

Organization: Solitary

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

Advancement: 4–6 HD (Medium); 7–9 HD (Large)

Level Adjustment: —

A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.

COMBAT

A gray ooze strikes like a snake, slamming opponents with its body.

Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

 

 

HUOLEHTIA SIENI - FUNGIANT (FUNGI-ANT) - ADVANCED

Size/Type: Gargantuan plant

Hit Dice: 21d8+147 (241 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armour Class: 20 (-4 size, +17 natural), touch 6, flat-footed 23

Base Attack/Grapple: +15/+40

Attack: Slam +24 melee (3d6+13 plus poison/19-20)

Full Attack: 2 slams +24 melee (3d6+13 plus poison/19-20)

Space/Reach: 20 ft./20 ft.

Special Attacks: Animate trees, double damage against objects, poison, trample 3d6+19

Special Qualities: Damage reduction10/slashing, low-light vision, plant traits, vulnerability to fire

Saves: Fort +19, Ref +8, Will +11

Abilities: Str 37, Dex 10, Con 25, Int 14,Wis 16, Cha 12

Skills: Diplomacy +3, Hide -12 (+4 in fungus forests*), Intimidate +17, Knowledge (dungeoneering) +18, Listen +19, Sense Motive +19, Spot +19, Survival (+19) (+21 underground)

Feats: Cleave, Combat Expertise, Great Cleave, Improved Critical, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Environment: Underground

Organisation: Solitary or grove (4-7)

Challenge Rating: 13

Treasure: Standard

Alignment: Usually neutral

Languages: Common, Sylvan, Fungiant

Significant Possessions: -

A fungiant’s stem and cap are yellow in the spring and summer. In the fall and winter the stem change to gray whilst the cap turns a deep brown with purple spots, revealing its violet fungus heritage.

A fungiant’s legs fit together when closed to look like the stem of a mushroom, and a motionless fungiant is nearly indistinguishable from a mushroom.

A fungiant is about 40 feet tall, with a "trunk" about 5 feet in diameter. It weighs about 2,500 pounds.

Fungiants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my fungi!"

Fungiants slam with their branches at living creatures that come within its reach, although they prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of mushroom forests. If sorely pressed, they animate mushrooms, fungi and moulds as reinforcements.

Poison (Ex)

Injury, Fortitude DC 27, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.

Animate Trees (Sp)

A fungiant can animate mushrooms (including toadstools and moulds) within 180 feet at will, controlling up to two such mushrooms at a time. It takes 1 full round for a normal mushroom to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a fungiant in all respects. Animated mushrooms lose their ability to move if the fungiant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated mushrooms have the same vulnerability to fire that a fungiant has.

Double Damage against Objects (Ex)

A fungiant or animated mushroom that makes a full attack against an object or structure deals double damage.

Trample (Ex)

Reflex DC 33 half. The save DC is Strength-based.

Skills: *Fungiants have a +16 racial bonus on Hide checks made in fungus forest areas.

Treasure

Scattered about the usual resting place of Huolehtia Sieni are its main treasure items. The silver pieces are dotted all over the mushroom forest. The fungiant itself isn’t particularly interested in the items, but it fully appreciates they are useful in encouraging others to help it OR in attracting creatures intent on theft which then usually end up as nutrient-rich compost. Sieni will also swap items, always aiming to be slightly up on the deal so it has more to offer later.

 

Items include:

28,000 sp

Emerald, 1,200 gp

Violet garnet, 500 gp

Black pearl, 300 gp

Deep green spinel, 120 gp

Brown-green garnet, 100 gp

Onyx, 50 gp

Citrine, 40 gp

Jasper, 20 gp

Lapis lazuli, 11 gp

Moss agate, 9 gp

 

Ring of Spell Storing

 

 

 

 

 

 

LURKER ABOVE

Huge Aberration

Hit Dice: 10d8+40 (85 hp)

Initiative: +5

Speed: 10 ft. (2 squares), fly 40 ft. (average)

Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9,

flat-footed 14

Base Attack/Grapple: +7/+25

Attack: Buffet +15 melee (1d8+15)

Full Attack: Buffet +15 melee (1d8+15)

Space/Reach: 15 ft./10 ft.

Special Attacks: Smother

Special Qualities: Amorphous, damage reduction 10/slashing or piercing, darkvision 60 ft., scent

Saves: Fort +7, Ref +6, Will +7

Abilities: Str 30, Dex 12, Con 19, Int 2, Wis 11, Cha 10

Skills: Hide -2*, Listen +6, Spot +6

Feats: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes

Climate/Terrain: Underground

Organization: Solitary

Challenge Rating: 7

Treasure: Standard

Alignment: Always neutral

Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)

Level Adjustment: —

The lurker above is a subterranean carnivore that preys on any living creatures that enter its territory.  These creatures are extremely territorial and are never encountered with others of

their kind. Mating habits among lurkers is unknown to sages as no two of these creatures have

ever been encountered together. A typical lurker above has a hunting territory of several square miles.

COMBAT

A lurker above waits for its prey, clinging to the ceiling, roof, or other such overhang. When prey passes beneath it, the lurker above drops from its hiding place and wraps itself around its prey.

Smother (Ex): A lurker above can try to wrap a creature up to one size smaller than itself in its body as a standard action. The lurker above attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and deals buffet damage each round the hold is maintained. Further, a grappled opponent must hold its breath or suffocate. A

grabbed opponent can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.  Attacks that hit an engulfing lurker above deal half

their damage to the monster and half to the trapped victim.

Amorphous (Ex): Lurkers above have no clear front or back; they cannot be flanked and are likewise immune to critical hits.

Skills: *Lurkers above have a +12 racial bonus on Hide checks when next to a stone surface.

 

 

MERCANE

Size/Type: Large Outsider

Hit Dice: 7d8+21 (52 hp hp)

Initiative: +2 (Dex)

Speed: 30 ft.

Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 14

Base Attack/Grapple: +7/+13

Attack: Masterwork falchion +9(2d4+3) melee

Full Attack: Masterwork falchion +9/+4 (2d4+3) melee

Space/Reach: 10 ft./10 ft.

Special Attacks: —

Special Qualities: SR 25, spell-like abilities, telepathy

Saves:             Fort +8, Ref +7, Will +8

Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15

Skills: Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12

Feats: Expertise, Improved Disarm, Improved Feint

Environment: Any land and underground

Organization: Company (1–4 mercanes and 3–18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)

Challenge Rating: 5

Treasure: Double standard

Alignment: Always lawful neutral

Advancement: By character class

Level Adjustment: +7

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.

COMBAT

Spell-Like Abilities 3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 14th; save DC 12 + spell level.

Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills: Mercanes receive a +4 racial bonus on Appraise checks.

 

 

MUSHROOM GOLEM

Size/Type: Large Construct

Hit Dice: 12d10+30 (96 hp)

Initiative: -1

Speed: 30 ft., (6 squares)

Armour Class: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22

Base Attack/ Grapple: +9/+19

Attack: Slam +14 (2d8+6 plus poison)

Full Attack: 2 slams +14 (2d8+6 plus poison)

Space/Reach: 10 ft./10 ft.

Special Attacks: Breath weapon spores, flora wound

Special Qualities: Construct traits, damage reduction 5/slashing, darkvision 60 ft., immunity to magic, low-light vision

Saves: Fort +4, Ref +3, Will +4

Abilities: Str 23, Dex 9, Con 0, Int 0, Wis 11, Cha 1 (16 to plants)

Skills: -

Feats: -

Environment: Temperate forests, Underground

Organisation: Solitary or gang (2-4)

Challenge Rating: 10

Treasure: None

Alignment: Always neutral

Advancement: 13-20 HD (Large); 21-36 HD (Huge)

Level Adjustment: -

Languages: Swaying movement which can convey level of danger to plants

Possessions: None

This golem has a vaguely humanoid body made from a single enormous Green-spored Parasol mushroom. A mushroom golem wears no clothing of any kind. It has no possessions and no weapons, relying on its own abilities. It stands about 15 feet tall and is about 12 feet wide at the shoulders, with the rest of the body between 4 and 5 feet wide for most of the trunk, widening to 10 feet at the base. It has two arms about 10 feet long and 2 legs between 7 and 8 feet long. It weighs around 2,000 pounds.

A mushroom golem cannot speak or make any vocal noise, but can convey levels of danger to plants through a series of swaying gestures. It walks and moves with a flowing, steady gait, as if a breeze constantly blows about it, rarely utilising its maximum speed unless threatened.

 

Combat

Breath weapon spores (Su)

10-foot cube, concentrated cloud of spores lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 2d4 Cha, Fortitude DC 19 negates. The save DC is Constitution-based. Anyone who fails the roll at either stage is covered with small mushrooms.

Flora Wound (Ex)

The damage a mushroom golem deals takes 4 times longer to heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a mushroom golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. Any natural healing looks and feels like mushroom fibre. For every 10 hit points which heal this way, a PC’s Charisma reduces by 2 and Natural Armour increases by 1. Successful magical healing restores the PC to a normal state, including returning Charisma to normal and removing the natural armour.

Immunity to Magic (Ex)

A mushroom golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

transport via plants spell drives the golem back 120 feet and deals 3d8 points of damage to it.

control plants spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

finger of death spell cast directly at a mushroom golem stops it from moving on its next turn and deals 5d8 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a mushroom golem that deals electrical damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mushroom golem hit by the breath weapon of a behir heals 7 points of damage if the attack would have dealt 22 points of damage. A mushroom golem gets no saving throw against magical attacks that deal electrical damage.

Construction

A mushroom golem’s body is carved from a single Green-spored Parasol mushroom, one treated with rare plant food and nutrients of blood and bones from aquatic types costing 2,000 gp, weighing at least 1,000 pounds. The mushroom must be of exceptional quality. Carving the body requires a DC 15 Craft (sculpting) check or a DC 15 Profession (fungiculturalist) check.

CL 14th; Craft Construct, animate plantsgeas/questlimited wishironfibre, caster must be at least 14th level; Price 20,000 gp; Cost 12,000gp + 720 XP.

 

New item

Giant Green-spored Parasol mushroom poison

Inhaled, DC 19; initial 1d4 Con, secondary 2d4 Cha; price, 1,200 gp

 

New Spells

Ironfibre

Transmutation

Lvl: Drd 7

Components: V, S, M

Casting Time: 1 minute/2 lb. created

Range: O ft.

Effect: Fungus, such as moulds, mushrooms or toadstool (or similar) object, weighing up to 10 lb./level

Duration: One day/level

Saving Throw: None

Resistance: No

Ironfibre is a magical substance created by druids from normal moulds, mushrooms or toadstools. While remaining naturally fibrous in almost every way, ironfibre is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironfibre. Spells that affect plants do affect ironfibre, although ironfibre does not burn. Using this spell with fibre shape or a plant-related Craft check, you can fashion fibrous items that function as steel items. Thus, fibrous plate armor and fibrous swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids. Fey creatures frequently use them as well.

Further, if you make only half as much ironfibre as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enchantment bonus.

Material Component

Moulds, mushrooms or toadstools shaped into the form of the intended ironfibre object.

 

Fibre Shape

Transmutation

Lvl: Drd 2

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Effect: One touched piece of wood no larger than 20 cu. ft. + 2 cu. ft./level

Duration: Instantaneous

Saving Throw: Will negates (object)

Resistance: Yes (Object)

Fibre shape enables you to form a mound of moulds, mushrooms or toadstools into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

 

 

THE OTTAAKIINNI - FIENDISH ADVANCED CHOKERS

The Ottaakiinni – Fiendish Advanced Chokers (3.5)

Size/Type: Medium Aberration (Extraplanar)

Hit Dice: 12d8+36 (90 hp)

Initiative: +6

Speed: 30 ft. (6 squares), climb 20 ft.

Armour Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/ Grapple: +9/+18

Attack: Tentacle +14 (1d4+5)

Full Attack: 2 tentacles +14 (1d4+5)

Space/Reach: 5 ft./10 ft.

Special Attacks: Improved grab, Constrict (1d4+5), Smite Good (+12 damage, 1/day)

Special Qualities: Damage Reduction 10/magic, Darkvision 60 ft., Quickness, Resistance to Cold 10, Resistance to Fire 10, Spell Resistance 17

Saves: Fort +7, Ref +8, Will +9

Abilities: Str 20, Dex 14, Con 16, Int 4, Wis 13, Cha 7

Skills: Climb +16, Hide +10, Move Silently +10

Feats: Dodge, Improved InitiativeB, Lightning Reflexes, Mobility, Spring Attack, Stealthy

Environment: Underground

Organisation: usually solitary, pairs, gangs (2-5), mobs(6-10)

Challenge Rating: 7

Treasure: 1/10 coins; 50% goods; 50% items

Alignment: Usually Chaotic Evil

Languages: Undercommon

Possessions:

These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. A standard creature weighs about 35 pounds, whilst a fully advanced choker weighs about 90 pounds and is slightly smaller than the smallest of humans.

The choker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

 

Combat

A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

Constrict (Ex)

A choker deals 1d3+3 (1d4+5 for an advanced creature) points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex)

To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su)

Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Smite Good (Su)

Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills

A choker has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

 

 

 

 

PETROUS

CE Large aberration [elemental]

Hit Dice 17d8+205 (230 hp)

Initiative +1

Speed 40 ft

Armor Class 22 (15 natural, +1 Dex, -1 size), Touch: 10, flat-footed: 21

Base Attack/Grapple +9/+21

Attack Melee bite +20 (4d8+18/ crit 19–20), claw +5 (1d8+9)

Full Attack Melee bite +20 (4d8+18/ crit 19–20), claw +5 (1d8+9)

Space/Reach 10 ft;/10 ft;

Special Attacks constrict (1d8 + 9), grab,  paralysis (1d4+4 rounds, DC 27)

Special Qualities Darkvision 60 ft., DR 10/magic, freeze, light sensitivity, tremorsense

Saves Fort +13, Ref +5, Will +13

Abilities Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12

Skills Climb +27, Hide +18, Knowledge (dungeoneering) +16, Knowledge (Geography) +13, Listen +20, Move Silently +18, Spot +23

Racial Modifiers +8 Hide and Move Silently in stony areas

Feats Improved Critical (bite), Improved Initiative, Improved Natural Attack (claw), Iron Will, Skill Focus (Spot, Stealth)

Languages Aklo, Undercommon

Challenge Rating 12

 

SPECIAL ABILITIES

Constrict (Ex) The Petrous is able to tighten down with both claws causing its prey 2d8+20 piercing damage per round.  While performing this action the Petrous is immobile and loses all dexterity bonuses.

Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.

Grab (Ex) When the Petrous successfully hits with both claws or a natural 20 it grabs its prey tightly with its claws. This initial attack deals damage normally while the Petrous attempts to start a grapple as a free action without provoking an attack of opportunity. The Petrous has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its grapple check to make and maintain the grapple, but does not gain the grappled condition itself. It then begins to crush the prey using Constrict (Ex).  If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well.

Light Sensitivity (Ex) Dazzled in areas of bright sunlight or within the radius of a daylight spell.

Paralysis (Ex) With a successful bite attack the Petrous injects a natural poison secreted through its salivatory glands in the mouth.  This attack potentially makes its prey immobile unless able to make a Fort save DC 27.  Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The paralysis lasts for 1d4+4 rounds unless the Petrous grips the prey in its claws in which case a free bite attack is allowed as a standard action in subsequent rounds, automatically refreshing the decay rate of the poison.  Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Tremorsense (Ex) The Petrous uses tremorsense as a constant effect within a 300’ radius to sense vibrations in the ground which can automatically pinpoint the location of anything that is in contact with the ground.

 

 

 

PHYCOMID

Small Plant

Hit Dice: 4d8+4 (22 hp)

Initiative: +0

Speed: 10 ft. (2 squares)

Armor Class: 15 (+1 size, +4 natural), touch 11, flatfooted 15

Base Attack/Grapple: +3/-2

Attack: Fluid globule +4 ranged touch (1d6 acid plus spore infection)

Full Attack: Fluid globule +4 ranged touch (1d6 acid plus spore infection)

Space/Reach: 5 ft./0 ft.

Special Attacks: Acid, spore infection

Special Qualities: Plant traits, tremorsense 30 ft.

Saves: Fort +5, Ref +1, Will +1

Abilities: Str 8, Dex 10, Con 13, Int —, Wis 11 Cha 1

Skills: —

Feats: —

Environment: Underground

Organization: Solitary or patch (2-4)

Challenge Rating: 4

Treasure: 1/10 coins; 50% goods; 50% items

Alignment: Always neutral (evil tendencies)

Advancement: 5-9 HD (Small); 10-12 HD (Medium)

Level Adjustment: —

A patch of phycomids is often found growing in garbage heaps, refuse, and other such places. A typical patch of phycomid covers an area of 2 feet. The actual number of mushroom-growths varies with the actual size of the patch. The mushroom caps are usually white, red, purple, or yellow in color, and the phycomid’s body is milky white.

COMBAT

The phycomid attacks by extruding a small tube from its body and firing a glob of acid at a foe. The phycomid has a range increment of 5 feet and can fire a globule to a maximum range of 20 feet.

Acid (Ex): A phycomid’s fluid globules are formed of acid. Any ranged touch attack deals 1d6 points of acid damage.

Spore Infection (Ex): A creature hit by a phycomid’s fluid globule attack must succeed on a DC 13 Fortitude save or take 1d2 points of Constitution damage as tiny mushroom-like growths sprout from its body. Each minute (10 rounds) thereafter, until the victim receives a remove disease, heal, miracle, orwish, he takes 1 point of Constitution damage. At Constitution 0, the victim dies and his body collapses to the ground, sprouting a new phycomid. The save DC is Constitution-based.

Tremorsense (Ex): A phycomid can automatically sense the location of anything within 30 feet that is in contact with the ground.

 

 

PURPLE WORM

Size/Type: Gargantuan Magical Beast

Hit Dice: 16d10+112 (200 hp)

Initiative: –2

Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.

Armor Class: 19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19

Base Attack/Grapple: +16/+40

Attack: Bite +25 melee (2d8+12)

Full Attack: Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)

Space/Reach: 20 ft./15ft.

Special Attacks: Improved grab, swallow whole, poison

Special Qualities: Tremorsense 60 ft.

Saves:             Fort +17, Ref +8, Will +4

Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Skills: Listen +18, Swim +20

Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

Environment: Underground

Organization: Solitary

Challenge Rating: 12

Treasure: No coins, 50% goods (stone only), no items

Alignment: Always neutral

Advancement: 16–32 HD (Gargantuan); 33–48 HD (Colossal)

Level Adjustment: —

The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail.

COMBAT

In battle, a purple worm forms into a coil 20 feet in diameter, biting and stinging anything within reach.

Improved Grab (Ex): To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

 

 

 

PURPLE WORM YOUNG

Size/Type:Huge Worm
Hit Dice:11d8+14 (63 hp)
Initiative:3
Speed:20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class:15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple:+8/+23
Attack:Bite +13 melee (1d8+10)
Full Attack:Bite +13 melee (1d8+10)
Space/Reach:15 ft./10 ft.
Special Attacks:Constrict 1d8+10, improved grab
Special Qualities:Scent
Saves:Fort +8, Ref +10, Will +4
Abilities:Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills:Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Feats:Alertness, Endurance, Skill Focus (Hide), Toughness
Environment:Any Underground
Organization:Solitary or nest (4-20)
Challenge Rating:5
Advancement:12-16 HD (Huge); 17-33 HD(Gargantuan)
Level Adjustment:

Purple Worm Young usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.

Combat

Purple Worm Young hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.

Constrict (Ex)

On a successful grapple check, a Purple Worm Young deals 1d3+4 points of damage.

Improved Grab (Ex)

To use this ability, a Purple Worm Young must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

 

 

ROPER

Size/Type: Large Magical Beast

Hit Dice: 10d10+30 (85 hp)

Initiative: +5

Speed: 10 ft. (2 squares)

Armor Class: 24 (–1 size, +1 Dex, +14 natural), touch 10, flat-footed 23

Base Attack/Grapple: +10/+18

Attack: Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)

Full Attack: 6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)

Space/Reach: 10 ft./10 ft. (50 ft. with strand)

Special Attacks: Drag, strands, weakness

Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire

Saves:             Fort +10, Ref +8, Will +8

Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Skills: Climb +12, Hide +10*, Listen +13, Spot +13

Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Environment: Underground

Organization: Solitary, pair, or cluster (3–6)

Challenge Rating: 12

Treasure: No coins; 50% goods (stone only); no items

Alignment: Usually chaotic evil

Advancement: 11–15 HD (Large); 16–30 HD (Huge)

Level Adjustment: —

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave.

Ropers speak Terran and Undercommon.

COMBAT

A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.

Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Skills: *Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

 

 

SKILDPADDER

Giant Tortoise-Bullette

Gargantuan animal

Hit Dice 12d8+84 plus 12 (150 hp)

Initiative +2

Speed 10 ft.

Armor Class 24 (–2 Dex, +20 natural, –4 size), touch 4, flat-footed 24

Base Attack/Grapple +9 /+24

Attack Bite +16 melee (2d10+16/19 plus grab/20 swallow whole (6d6 acid damage, AC 15, 30 hp) and 2 +15 claws (not used if a beast of burden) (2d8+15)

Full Attack Bite +16 melee (2d10+16/19 plus grab/20 swallow whole (2d8+12 points of crushing damage plus 8 acid damage per round, AC 20, 17 hp) and 2 +15 claws (not used if a beast of burden) (2d8+15)

Space/Reach 20 ft./15 ft.

Special Attacks Grab, swallow whole

Special Qualities darkvision 80 ft., scent, tremorsense

Saves Fort +15, Ref +6, Will +7

Abilities Str 33, Dex 6, Con 25, Int 2, Wis 16, Cha 6

Skills Listen +20, Spot +23

Feats Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (SPot), Toughness, Weapon Focus (bite)

Environment any underground (or any mostly dry with some water sources available)

Organization solitary, mated feral pair, band (2–4) or family (2 plus 3-5 young)

Challenge Rating 10

Treasure none

Alignment Neutral

 

Special Attacks

Grab (Ex)

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.

The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain thegrapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

 

Swallow Whole (Ex)

If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), or obtains a natural 20 on an attack roll, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

 

ECOLOGY

Skildpadders are massive creatures bred by the Dweorg Dwarves of the Underworld as beasts of burden.  They are able to carry four times their own weight upon their back and thus make perfect vessels for carrying ore.  The dwarves build entire storage facilities and even homes upon the backs of these tortoise like creatures.  Some beastmasters are even known to live out their entire life riding atop and steering the great beasts.  Those that do gain a great affinity for animal handling when riding a Skildpadder and can command them to attack when needed.

It is a rule to never walk in front of a Skildpadder unless one wishes to become a quick meal.  Skildpadders are ravenous eaters and can swallow medium or small creatures whole with a natural 20.  Large creatures may lose a limb or their head with the roll of a natural 20.  Although Skildpadders gain the claws of their Bulette parent, they are trained not to use them and generally their claws are trimmed back on a regular basis by their dwarvish beastmasters.  The dwarves do not wish the Skildpadder to rear up lest they spill their cargo or harm any passengers riding along.

Skildpadder are normally very aggressive when left to go feral, lucky for most the dwarves carefully breed giant tortoises and bulettes to achieve the desired result of a Skildpadder and spend many years training them in the transport of cargo such as mined ore.  Skildpadder love to eat the vermin which live in dwarf villages thus the dwarves have a never ending supply of food available for their favorite beasts of burden.  They are found near large underground lakes and other areas that are mostly dry with a clean source of water.  Skildpadders are very poor swimmers and most will drown if attempting to cross deep water. The average Skildpadder is 60 feet in diameter, but they can grow to a diameter of 100 feet.

 

TACTICS

The Skildpadder has no tactics per say.  Dwarves generally only use them for beasts of burden and long distance transport.  If necessary, skilled beastmasters will turn Skildpadders toward raiders or wandering monsters and order them to attack.  The bite of a Skildpadder rarely ends with favorable results for the enemy.

 

 

SLIME MOLD

Large ooze

Hit Dice 3d8+15 (28 hp)

Initiative –1

Speed 20 ft.

Armor Class 8 (–1 Dex, –1 size) , touch 8, flat-footed 8

Base Attack/Grapple +2/+5 (can’t be tripped)

Attack Slam +4 melee (1d6+4 plus disease)

Full Attack Slam +4 melee (1d6+4 plus disease)

Space/Reach 10 ft./10 ft.

Special Attacks Disease, engulf (DC 14, 1d6+4 bludgeoning plus disease)

Special Qualities freeze, ooze traits, resistance to fire 10

Saves Fort +6, Ref +0, Will –4

Abilities Str 16, Dex 8, Con 21, Int —, Wis 1, Cha 1

Environment temperate forests

Organization single or infestation (2–5)

Challenge Rating 2

Treasure none

Aligntment Neutral

 

SPECIAL ABILITIES

Disease (Ex)

Fungal rot: Slam—contact; save Fortitude DC 16; onset 1 day; frequency 1/day; effect 1d2 Str damage and 1 Con damage and fatigue; cure 1 save.

Any creature that touches a slime mold with an unarmed strike or a natural attack is also exposed to this foul disease. The save DC is Constitution-based.

 

ECOLOGY

Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim’s flesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.

Slime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they’ve fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the fluid movement of most oozes.

To reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold (with the young creature simple template) sprouts its own garden and begins hunting live prey.

 

VAIHTUALOHIKAARME - ALBINO ADULT BRONZE DRAGON

Size/Type: Large Dragon (water)

Hit Dice: 21d12+105 (241)

Initiative: +0

Speed: 40 ft. (8 squares, fly 150 ft. (poor), swim 60 ft.

Armour Class: 28 (-2 size, +20 natural), touch 8, flat-footed 28

Base Attack/ Grapple: +21/+37

Attack: +27 (any one of full attack options)

Full Attack: Bite +28 melee (2d6+9) and 2 claws +26 melee (1d8+5) and 2 wings +26 melee (1d6+5) and tail slap +26 melee (1d8+13) and crush +26 melee (2d8+13)

Space/Reach: 15 ft./10 ft. (15 ft. with bite)

Special Attacks: Breath weapon (12d6, DC 25), frightful presence (180 ft., DC 25), crush

Special Qualities: Damage reduction 5/magic, SR 22, immunity to sleep and paralysis, immunity to electricity, blindsense (60 ft.), keen senses (darkvision 120 ft.), water breathing, spell-like abilities

Saves: Fort +17, Ref +12, Will +17

Abilities: Str 27, Dex 10, Con 21, Int 20,Wis 21, Cha 20

Skills: Concentration +29, Diplomacy +19, Disguise +23, Escape Artist +12, Intimidate +29, Knowledge (dungeoneering) +29, Listen +29, Search +29, Sense Motive +29, Spot +29, Survival +23 (+25 when underground OR following tracks), Swim +20, Use Magic Device +29, Use Rope +2 (bindings)

Feats: Blind-Fight, Cleave, Flyby Attack, Hover, Improved Sunder, Multiattack, Power Attack, Wingover

Environment: Originally temperate hills

Organisation: Solitary

Challenge Rating: 15

Treasure: Triple standard

Alignment: Chaotic Evil

Languages: Draconic, Aquan, Common, Dwarven, Drow Sign Language, Undercommon

Significant Possessions: Cervelliere of Opposite Alignment, Amulet of Mighty Fists +1, Wand of bear’s endurance (+42 hp, Fort +19, Concentration +31)

 

Breath Weapon (Su)

Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Water Breathing (Ex)

A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

 

Alternate Form (Su)

A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-like Abilities

At will—speak with animals; 3/day—create food and water, fog cloud

Spells Known

0th level (6) – daze, dancing lights, flare, light, mage hand, open/close, ray of frost

1st level (8) – burning hands, charm person, floating disc, hypnotism, magic missile

2nd level (7) – darkness, shatter, touch of idiocy

3rd level (5) – hold person, wind wall

 

Cervelliere of Opposite Alignment

This round, close-fitting steel skull cap looks unremarkable and typical for its type. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time.

Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.

Strong transmutation; CL 12th; Craft Wondrous Item, bestow curse, creator must be 12th level; Price 4,000 gp; Weight 1 lb.

 

Other treasure

15,000 gp

Five pearls on an electrum necklace – 5,000 gp

Sapphire pendant on a gold chain – 2,000 gp

Fire opal pendant on a fine gold chain – 1,200 gp

Two rubies on a gold anklet – 1,000 gp

Small gold bracelet – 10 gp

 

Matching pair of ceremonial electrum daggers with star ruby pommels – 1,200 gp each

Two silver-plated steel rapiers with jet in the hilt, one left-handed, one right-handed – 650 gp each

Three solid gold humanoid heads, one with the eyes stitched up, one with the mouth stitched up, one with the ears stitched up – 550 gp each

Matching set of six brass and jade mugs – 250 gp each

Matching pair of silver chalices – 90 gp each

 

One fiery yellow corundum – 800 gp

Three golden yellow topazes – 600 gp, 600 gp, 300 gp

Four pieces of amber – 110 gp, 100 gp, 80 gp, 80 gp

Four bloodstones – 70 gp, 60 gp, 50 gp, 20 gp

Three freshwater pearls – 11 gp, 10 gp, 8 gp

 

Ring of Energy Resistance (Minor) – Acid

+1 light steel shield

Potion of cure moderate wounds

+1 longsword

Amulet of Mighty Fists +1, currently worn by

Scroll of gentle repose CL 3 on a thin sheet of beaten copper

Wand of daze monster (CL 3, 16 charges) made of blue quartz

Wand of bear’s endurance (CL 3, 33 charges) made of silver

Manual of Gainful Exercise +3 (written in Orcish) wrapped in waterproofed leather and in a wax-sealed brass casket

 

 

 

 

 

 

VEGEPYGMY

Small Plant

Hit Dice: 1d8 (4 hp)

Initiative: +2

Speed: 30 ft. (6 squares)

Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14

Base Attack/Grapple: +0/-4

Attack: Claw +1 melee (1d4) or longspear +1 melee (1d6, crit x3)

Full Attack: 2 claws +1 melee (1d4) or longspear

Space/Reach: 5 ft./5 ft. (10 ft. with longspear)

Special Attacks: —

Special Qualities: Damage reduction 5/slashing or bludgeoning, immunity to electricity, low-light vision, plant traits

Saves: Fort +2, Ref +2, Will +0

Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 10, Cha 10

Skills: Hide +11*, Listen +3, Move Silently +7, Spot +3

Feats: Alertness

Environment: Underground

Organization: Gang (2-5) or work force (4-7)

Challenge Rating: 1/2

Treasure: Standard

Alignment: Always neutral

Advancement: —

Level Adjustment: —

This creature resembles a humanoid with green vegetablelike skin and razor-sharp claws. Its head sports two large yellow eyes, a wide mouth, inset nose, and a topknot of dark brown leaves. Leafy tendrils protrude from its shoulders, midsection, arms, and legs.  When a living creature is slain by russet mold, it rises as a 1 HD vegepygmy. Vegepygmies are low-intelligence plants that make their home deep in the forests or underground away from most settled areas. They are hunters and scavengers, and carnivorous, preying on living creatures weaker than themselves.  A vegepygmy ranges from 2 feet to 4-1/2 feet tall.  Though they do not seem to have ears, it is well known that vegepygmies can hear.  Vegepygmies do not speak, but communicate with others of their kind by thumping their chest or rapping their spears on rocks, earth, or some other solid surface. It is not known if or how they communicate with other creatures.

Combat

Vegepygmies attack using either their claws or weapons; usually a longspear or club. They prefer to ambush opponents, using their coloration to blend with their natural surroundings.

Skills: Vegepygmies have a +4 racial bonus on Hide and Move Silently checks. *The bonus to Hide checks increases to +12 in swampy or forested areas.

 

 

 

VIOLET FUNGUS

Size/Type:      Medium Plant

Hit Dice:         2d8+6 (15 hp)

Initiative:        –1

Speed: 10 ft. (2 squares)

Armor Class:  13 (–1 Dex, +4 natural), touch 9, flat-footed 13

Base Attack/Grapple: +1/+3

Attack: Tentacle +3 melee (1d6+2 plus poison)

Full Attack: 4 tentacles +3 melee (1d6+2 plus poison)

Space/Reach: 5 ft./10 ft.

Special Attacks: Poison

Special Qualities: Low-light vision, plant traits

Saves: Fort +6, Ref –1, Will +0

Abilities: Str 14, Dex 8, Con 16, Int —, Wis 11, Cha 9

Skills:  —

Feats:

Environment: Underground

Organization: Solitary, patch (2–4), or mixed patch (2–4 violet fungi and 3–5 shriekers)

Challenge Rating:      3

Treasure:       None

Alignment:      Always neutral

Advancement:            3–6 HD (Medium)

Level Adjustment:     —

Shriekers and violet fungi often work together to attract and kill prey. When the shriekers’ hellish racket attracts a curious creature, the violet fungus tries to kill it. Both creatures enjoy the fruits of a successful hunt.

Violet fungi resemble shriekers and are often found growing among them.

A violet fungi’s coloration ranges from purple overall to dull gray or violet covered with purple spots.

 

COMBAT

A violet fungus flails about with its tentacles at living creatures that come within its reach.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.

 

 

VVOR

CR 3

Size/Type Medium animal

Hit Dice 3d8+12 (26 hp)

Initiative +2

Speed 40 ft.

AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple +4/+7

Attack gore +6 melee (1d8+5)

Full Attack gore +6 melee (1d8+5)

Space/Reach 5ft./5 ft.

Special Attacks spirited charge +8(2d8+10)

Special Qualities ferocity, light sensitivity, low-light vision, scent

Saves Fort +6, Ref +5, Will +1

Abilities Str 16, Dex 14, Con 16, Int 2, Wis 13, Cha 4

Skills Hide +5, Listen +6, Move Silently +5, Spot +6

Feats Toughness

Environment underground

Organization pair or group (2–30)

Challenge Rating 3

Treasure none

Alignment Neutral

Ill-tempered, dangerous, hard to kill, and always hungry, vvor refuse to back down from a fight.

The largest, most violent male rules Vvor groups, known as families.  When male vvors reach maturity, they either challenge the bull male or they leave the family.  If a vvor is found on its own, it is usually a male that is looking for somewhere to start his own family.

The pre-mature males hunt in packs of 10 to 15 led by the largest pre-mature male (called “big brother”), and are capable of bringing down adult bears.  The pack quietly surrounds their target and big brother leads the charge by lowering his head and rushing the target, ripping upward with the horns on his head.  Big brother will retreat from the prey and then the other males will begin attacking from different sides, moving in, slashing with their horns, and then retreating.  This continues until the prey has fallen, or (rarely) fought its way free.

A pre-mature male vvor is three feet long and weighs 150 pounds, with pre-mature females being slightly smaller.  The statistics given above are for a standard pre-mature male vvor.  The “big brother” vvor is generally a bit larger than the typical vvor, weighing in at 200 pounds and with an increased Strength of 18 (+4) and Constitution of 19 (+5).  He has a long sharp horn between 6-10 inches protruding from the top of his head, which causes 1d10 damage and has a critical threat range of 18-20.

Bull vvors have been measured as much as seven feel long and weighing close to half a ton.  The average bull is closer to five feet long and weighs between 600 and 700 pounds.  The average cow vvor is three to four feet long and weight 300 to 400 pounds.

Special Abilities

Spirited charge (Ex) If a vvor can charge its full movement speed, it gains a +2 to attack and deals double damage with its gore.

Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

 

 

 

 

 

YELLOW MUSK CREEPER

Large Plant

Hit Dice: 3d8+9 (22 hp)

Initiative: +2

Speed: 5 ft. (1 square)

Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flatfooted13

Base Attack/Grapple: +2/+11

Attack: Pollen spray +3 ranged touch (pollen spray) or tendril +6 melee (1d8+5)

Full Attack: Pollen spray +3 ranged touch (pollen spray) or 2 tendrils +6 melee (1d8+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: Create yellow musk zombie, intelligence damage, pollen spray

Special Qualities: Blindsight 30 ft., plant traits, rejuvenation

Saves: Fort +6, Ref +3, Will +1

Abilities: Str 20, Dex 15, Con 17, Int —, Wis 11, Cha 9

Skills: —

Feats: —

Environment: Temperate and warm forests and underground

Organization: Patch (yellow musk creeper plus 1-6 yellow musk zombies)

Challenge Rating: 2

Treasure: Standard

Alignment: Always neutral

Advancement: 4-6 HD (Large); 7-9 HD (Huge)

Level Adjustment: —

The yellow musk creeper is a slow-moving plant that attacks living creatures and feeds on their Intelligence, eventually turning such creatures into yellow musk zombies.  Creepers can be found in moderate to warm climates or underground, and are rarely encountered elsewhere. The actual root of the plant is a large bulbous, brown sac that lies beneath the surface of the ground where the yellow musk creeper grows.

 

COMBAT

Yellow musk creepers lie silent until prey approaches within 10 feet. The small flowers of the creeper then puff a musky-smelling fine powder at a single target, attempting to entrance the target. If attacked, a yellow musk creeper lashes out with its tendrils.

Yellow musk creepers are never encountered alone.  They always have a retinue of yellow musk zombies with them. These zombies will defend the creeper against all attacks.

Create Yellow Musk Zombie (Su): A victim reduced to Intelligence 0 becomes a yellow musk zombie in 1 hour under the control of the creeper that created it. If the yellow musk creeper is slain before the yellow musk zombie rises, the transformation can be prevented by the casting of neutralize poison followed byheal or restoration spell.

Intelligence Damage (Ex): As a free action, a yellow musk creeper can insert hundreds of tiny roots into the head of an entranced foe within any space occupied by the

creeper. An entranced foe does not resist this attack and does not receive a saving throw to break free of its entranced state. This attack deals 1d4 points of Intelligence damage each round. A victim reduced to Intelligence 0 becomes a yellow musk zombie in 1 hour (see that entry in this book).

Pollen Spray (Ex): A yellow musk creeper can spray a tiny cloud of hypnotic pollen at a single creature within 30 feet. An opponent hit by the cloud must succeed on a DC 14 Fortitude

save or be entranced for 1d4 minutes (as by a charm monster spell). Entranced creatures can take no action other than to move at their normal speed into a space occupied by the yellow musk creeper. An entranced creature resists any attempt to halt its progress. A victim within a space occupied by the yellowmusk creeper stands there and offers no resistance to the monster’s attacks. The save DC is Constitution-based.

Blindsight (Ex): The yellow musk creeper has no visual organs but can ascertain all foes within 30 feetusing sound, scent, and vibration.

Rejuvenation (Ex): A yellow musk creeper can be killed only if its root is dug up, then burned, hacked apart, or otherwise destroyed. Reducing the creeper to 0 or less hit points puts it out of commission, allowing excavation of its roots. The main root is a Small object with a hardness of 3 and 10 hit points. The root can be affected by spells or effects that affect an area or targeted by spells that affect an individual target. As long as the root remains intact, a yellow musk creeper regrows in about 2 weeks.

 

 

 

 

Pathfinder

 

Bat Swarm

Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.

Bat Swarm

CR 2

XP 600

N Diminutive animal (swarm)

Init +2; Senses blindsense 20 ft., low-light vision; Perception +15

DEFENSE

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)

hp 13 (3d8)

Fort +3, Ref +7, Will +3

Defensive Abilities swarm traitsImmune weapon damage

OFFENSE

Speed 5 ft., fly 40 ft. (good)

Melee swarm (1d6)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 11), wounding

STATISTICS

Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4

Base Atk +2; CMB —; CMD —

Feats Lightning ReflexesSkill Focus (Perception)

Skills Fly +12, Perception +15; Racial Modifiers +4 Perception when using blindsense

SQ swarm traits

ECOLOGY

Environment any temperate or tropical

Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)

Treasure none

SPECIAL FEATURES

Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.

 

 

 

Black Pudding

CR7

XP 3,200
N Huge ooze
Init –5; Senses blindsight 60 ft.; Perception –5

DEFENSE

AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
hp 105 (10d8+60)
Fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits

OFFENSE

Speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion

STATISTICS

Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can’t be tripped)
Skills Climb +11
SQ ooze traits, suction

SPECIAL ABILITIES

Acid (Ex)

A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.

Corrosion (Ex)

An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.

Split (Ex)

Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Suction (Ex)

The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

 

 

Centipede Swarm

CR4

XP 1,200
N Diminutive vermin (swarm)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4

DEFENSE

AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +7, Will +3
Defensive Abilities swarm traits, Immune weapon damage

OFFENSE

Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison

STATISTICS

Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +6; CMB —; CMD —
Feats Weapon Finesse
Skills Climb +12, Perception +4; Racial Modifiers +4 Perception

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save.

The save DC is Constitution-based and includes a +2 racial bonus.

ECOLOGY

Environment temperate or warm forest or underground
Organization solitary, pair, or tangle (3–6 swarms)
Treasure none

 

 

Centipede, Titan

CR 9

XP 6,400
N Colossal vermin
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 21, touch 2, flat-footed 21 (+19 natural, -8 size)
hp 135 (10d8+90)
Fort +16, Ref +3, Will +3
Immune mind-affecting effects

OFFENSE

Speed 60 ft., climb 60 ft.
Melee bite +15 (4d6+24 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (6d6+24, DC 31)

STATISTICS

Str 43, Dex 11, Con 29, Int –, Wis 10, Cha 2
Base Atk +7; CMB +31; CMD 41 (can’t be tripped)
Skills Climb +24, Perception +4, Stealth –8; Racial Modifiers +8 Climb, +4 Perception, +8 Stealth
SQ compression

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

ECOLOGY

Environment temperate or warm forests or underground
Organization solitary, pair, or colony (3–6)}
Treasure none

The largest of their kind, titan centipedes are thankfully also the rarest. They attack other living creatures fearlessly, and require constant sustenance to nourish their vast bulk. Humanoids are in most danger from titan centipedes when mounted rather than afoot—a good-sized horse makes a much more satisfying meal to the centipede than a few bites of human. Titan centipedes are solitary by nature and because of the demands of their appetite, though when food is plentiful, multiple centipedes sometimes lurk in the same area.

 

 

Charda

CR7

XP 3,200
CN Small monstrous humanoid (aquatic)
Init +2; Senses darkvision 120 ft.; Perception +13

DEFENSE

AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
hp 85 (9d10+36)
Fort +7, Ref +10, Will +7
Defensive Abilities ferocity; Immune cold, poison

OFFENSE

Speed 20 ft., swim 60 ft.
Melee bite +13 (1d6+3 plus 1d6 cold), 4 claws +14 (1d4+3)
Special Attacks black bile

STATISTICS

Str 16, Dex 15, Con 19, Int 11, Wis 12, Cha 8
Base Atk +9; CMB +11 (+19 bull rush and trip); CMD 23
Feats Improved Bull Rush, Improved Trip*, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Intimidate +6, Knowledge (religion) +4, Perception +13, Stealth +18, Survival +10, Swim +18
Languages Aklo, Undercommon
SQ amphibious, cold vigor, overwhelming

SPECIAL ABILITIES

Black Bile (Su)

A charda’s body seethes with freezing black bile. Its supernaturally cold, black bile is the source of the additional cold damage when a charda bites a creature. As a standard action, a charda can expel its full store of bile as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half ). A charda can use this breath weapon once every 1d4 rounds—while its black bile is recharging, it does not deal additional cold damage with its bite. The save DC is Constitution-based.

Cold Vigor (Ex)

When a charda is in a cold environment, it becomes more animated and gains a +1 racial bonus on attack rolls and weapon damage rolls.

Overwhelming (Ex)

A charda gains a +8 racial bonus on bull rush and trip attacks.

ECOLOGY

Environment cold aquatic or underground
Organization solitary, pair, gang (3–5), or tribe (6–14)
Treasure standard

In the darkest depths of the earth, in strange frozen rivers and subterranean lakes of frigid black water dwell the mysterious and ferocious chardas. These xenophobic humanoids rarely venture far from their domains, settling in small tribes and building rocky huts underwater or muddy domes along the subterranean shore.

A typical charda stands just under 4 feet tall but weighs 250 pounds. Chardas reproduce by laying eggs in small clutches of two to four, which they bury among rocks offshore. Females fiercely protect their own clutches, but show no predisposition toward protecting the clutches of other chardas, even those within their tribe.

Devoutly religious, chardas prefer to worship gods of war or cold. They hunt in small packs composed of both males and females. Hunting and slaying help determine an individual’s power within the group. Chardas often engage in infanticide and cannibalism. While they patrol their territories in groups, they fight individually with little strategy or structure. Chardas do not assist each other with their kills, as they perceive aid as a weakness and a dishonor to both themselves and their foes.

 

 

 

 

Clawbat

CR1

XP 400
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision, blood scent; Perception +2

DEFENSE

AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
hp 11 (2d10)
Fort +3, Ref +6, Will +2

OFFENSE

Speed 10 ft., fly 50 ft. (average)
Melee 1 bite +6 (1d4–2 plus bleed)
Special Attacks bleed (1), distraction (DC 11)

STATISTICS

Str 7, Dex 17, Con 10, Int 2, Wis 14, Cha 10
Base Atk +2; CMB –1; CMD 12
Feats Flyby Attack, Weapon Finesse
Skills Fly +5, Stealth +12

SPECIAL ABILITIES

Blood Scent (Ex)

A clawbat can detect any creature at less than maximum hit points as if it had scent. Those at full hit points cannot be detected by the blood scent ability.

Distraction (Ex)

A clawbat’s lengthy tongue whips around its body as it feeds, lapping up the blood from wounded creatures nearby. Every round a clawbat may choose either a creature it attacks or any creature it passes adjacent to as it moves. If the target is at less than full hit points, it must make a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

ECOLOGY

Environment temperate hills and ruins
Organization solitary, pair, or clutch (3–16)
Treasure none

Clawbats, or einchadu, as they’re known to the tribes of greater Iobaria, haunt the desolate expanses of northeastern avistan and the rugged lands beyond. Swarming forth from their shadowy dens to hunt by night, these strange predators thirst for blood, scavenging from the victims of greater nocturnal hunters and stalking those foolish enough not to fear dangers in the dark. Drawn by the scent of spilled blood, clawbats fearlessly follow deadly beasts, and more than one traveler has narrowly escaped a predator’s nearly lethal ambush only to find his luck change as a swarm of wings and eyes descend upon him. The span of an average clawbat’s dual pairs of wings stretches 3 feet wide, lifting aloft rubbery bodies weighing 2 to 4 pounds. Tales of more monstrous clawbats, with wings that blot out the stars as they swoop away with children and small animals, also pass through the civilized lands of Iobaria. Such overgrown clawbats might be constructed by making use of the giant creature simple template.

Clawbats are scavengers and opportunistic hunters. They rarely attack creatures larger than rodents or birds unless the creatures—or those traveling with them—have been weakened by a stronger attacker. Even the presence of such a hunter is not enough to deter an ever-hungry clawbat, which is drawn to attack bloodied creatures in the thick of battle. Clawbats are poor fighters; they prefer to fly past victims, strike quickly to draw blood, and then make pass after pass, aggravating their victims’ existing wounds with their ribbon-like tongues. This tactic rarely wins the scavengers more than a drop or two of nourishment per attack, driving them to harass a victim until it drops. when the wounds of clawbats’ prey prove too insignificant to fell it, clawbats attack more directly, circling to peel away strip after strip of flesh in wet grabs of their tentacular maws. After their prey has fallen to the pain of a dozen such wounds, clawbats land and vigorously lap up their meal until their bellies are bloated with gore. aiding clawbats in their hunts is their acrid saliva, a stinging milky-white fluid that possesses an anticoagulant quality, causing their bites to leave messy wounds that bleed until treated. This effect allows clawbats to surprise attack most Small creatures and wait safely out of reach until the prey collapses. Healthy larger prey can typically withstand the assault of a lone clawbat, but a whole clutch of the creatures might easily throw even a sturdy beast into panicked, bleeding terror. The freedom with which clawbat wounds bleed also serves to attract other clawbats in the vicinity, and a few scratches might potentially bring an entire clutch down upon even a slightly wounded creature.

Clawbat eyes are exceedingly abnormal, being nearly flat, yet still functional. As the creatures’ eyes are set upon their wings, the constant flapping gives the clawbats a constantly shifting view of the area around them, but particularly the land below—an experience which would seem terribly jarring to any creature not used to the experience. The eyes are one-sided, occupying only the inner part of their thick, fleshy wings, and are lidless, being constantly watered by ducts surrounding each eye. The profuse watering of these organs causes clawbats to fling a fine spray as they move, which often serves as a victim’s first warning of impending danger.

Other flying creatures, such as hawks, eagles, and owls, make up the clawbats’ natural predators. The sounds of these raptors can dissuade clawbats from attacking, even in the midst of a feeding frenzy, and will send them winging straight for their roost to avoid attack. Giant centipedes occasionally invade clawbat lairs, crawling up the wall or waiting for their prey at the exit. Clawbats have little natural defense against creatures with thick exoskeletons and avoid them when it is possible to attack an easier source of food. Clawbats can live up to 20 years, though most die earlier due to predation, accidents, or infighting.

Habitat & Society

Clawbats are found far from heavily civilized lands, though whether this is due to civilized efforts to stamp them out or because they prefer distant, half-wild places is open to debate. They live in clutches of up to 15 members, favoring dark places that offer easy aerial access to the outside world. Each of these places must have a roost that allows the creatures to drop the 15 feet necessary to begin flying; if a stationary clawbat attempts to start flying without sufficient drop, it glides to the ground and must mount to a higher point before it can launch again. This makes them skittish in claustrophobic spaces, for they do not like to be at a disadvantage, and this in turn leads them to infest places such as ruined structures, large, open caves, and fissures. New clutches of clawbats contain 4 to 6 young members, which depart a clutch once it has grown to exceed 15 members. The young fly 10 to 15 miles away, searching for a suitable structure or crag to shield them during the day. Once a group of clawbats leaves its original home, the members feel no loyalty to their former family and compete fiercely for resources. On numerous occasions, mages, druids, and barbarians shamans have attempted to capture and train clawbats. While the creatures’ awkwardness once they are brought to ground makes them relatively easy to capture—though frustratingly difficult to restrain given their flexibility and many squirming limbs— no documented attempt to train the beasts has ever succeeded. Even efforts paired with steady diets of blood typically end in the clawbat attacking its keeper just as often as availing themselves of the easier food source. This, and their regular attempts to feed even when critically wounded, have won the creatures a reputation for being dumbly vicious, a reputation that leads most thinking creatures to curse and move quickly to exterminate any clawbats that appear in their lands.

 

 

 

Darkmantle

CR1

XP 400
N Small magical beast
Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4

DEFENSE

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +3, Will +0

OFFENSE

Speed 20 ft., fly 30 ft. (poor)
Melee slam +3 (1d4 plus grab)
Special Attacks constrict (1d4+4), grab (any size)
Spell-Like Abilities (CL 5th)

1/day—darkness

STATISTICS

Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10
Base Atk +2; CMB +1 (+5 grapple); CMD 13 (can’t be tripped)
Feats Improved Initiative
Skills Fly +5, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +4 Stealth

ECOLOGY

Environment any underground
Organization solitary, pair, or clutch (3–12)
Treasure none

A darkmantle’s tentacle-span measures just under 5 feet—when attached to a cave roof and disguised as a stalactite, its length varies from 2 to 3 feet. A typical darkmantle weighs 40 pounds. The creatures’ heads and bodies are usually the color of basalt or dark granite, but their webbed tentacles can change color to match their surroundings.

The darkmantle isn’t a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its “prey” leaves it alone). The darkmantle’s inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.

Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there’s a ceiling to cling to is a possible den for a darkmantle.

A darkmantle’s life cycle is swift—young grow to maturity in a matter of months, and most die of old age after only a few years. As a result, generations of darkmantles quickly accrue, and over the years the evolution of these creatures is similarly swift. In this manner, a cavern’s ecosystem can have a significant effect on a group of darkmantles’ appearance, abilities, and tactics. Aquatic caverns might develop darkmantles that can swim, while those beset with volcanism might generate darkmantles with a resistance to fire. Other darkmantle variants might develop much stonier hides, and instead of swooping down to crush prey might simply drop and pierce them through with their stalactite-like lengths. The deepest, darkest caverns are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized foes at once in their leathery folds.

 

 

 

 

Delver

CR9

XP 6,400
N Huge aberration (earth)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +21

DEFENSE

AC 23, touch 12, flat-footed 19 (+4 Dex, +11 natural, –2 size)
hp 138 (12d8+84)
Fort +12, Ref +8, Will +10
DR 5/piercing or slashing; Immune acid

OFFENSE

Speed 30 ft., burrow 10 ft.
Melee 2 slam +16 (2d6+9 plus corrosive slime)
Space 15 ft.; Reach 10 ft.
Special Attacks corrosive slime

STATISTICS

Str 28, Dex 19, Con 22, Int 15, Wis 15, Cha 10
Base Atk +9; CMB +20; CMD 34 (can’t be tripped)
Feats Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Intimidate +10, Knowledge (dungeoneering) +17, Knowledge (local) +10, Knowledge (nature) +10, Perception +21, Sense Motive +16, Stealth –8 (+0 in rocky areas), Survival +17; Racial Modifiers +8 Stealth (in rocky areas)
Languages Aklo, Terran, Undercommon
SQ compression, sculpt stone

SPECIAL ABILITIES

Compression (Ex)

A delver’s boneless body can squeeze through spaces that would normally exclude anything larger than a Medium creature; it does not need to make Escape Artist checks to pass through such spaces. When it squeezes through a 5-foot opening, its speed is reduced to 5 feet until it passes completely through.

Corrosive Slime (Ex)

The delver’s skin is covered in an acidic slime that it uses to dissolve stone and defend against enemies. The slime deals 2d6 acid damage to flesh, 4d8 damage to metal, or 8d10 to stone or crystal. If the delver hits with a natural attack or grapple, it automatically adds its slime damage, and the slime continues to deal 2d6 damage per round for the next 2 rounds. Armor or clothing

worn by a creature grappled by a delver takes the same amount of acid damage unless the wearer succeeds on a DC 22 Reflex saving throw. A quart or more of water can wash away the slime. Any weapon that strikes the delver takes slime damage, as does a creature grappling or attacking the delver with natural weapons (both Reflex half DC 22). The saves are Constitution-based.

Sculpt Stone (Ex)

A delver can secrete a weaker form of its slime from its tentacles that momentarily softens stone rather than destroying it, allowing the creature to reshape up to 25 cubic feet of stone as if using stone shape as a 15th-level caster. This ability has no effect on stone that is protected against acid. It can use this ability at will.

ECOLOGY

Environment any underground
Organization solitary
Treasure none or incidental

Delvers are enormous gastropods covered with corrosive slime and designed for burrowing through stone. Fifteen feet long and weighing several tons, they are most commonly encountered deep below ground, particularly near underground water sources. Surprisingly intelligent, these juggernauts exist to tunnel, surviving off metals— which they find intoxicating, and sometimes maddening— and leaving behind smooth, 10-foot-diameter passages.

To surface-dwellers, stone and earth are often the essence of safety and stability, their unchanging nature used as a metaphor for the stolid and the sensible. Yet below civilization’s very feet, strange creatures lurk in the darkness, twisting and reshaping the world to their alien specifications. With eldritch powers beyond imagining, these presences carve cavernous kingdoms for themselves, raising new races to sentience in their blind world of silent stone.

The all-powerful and mysterious master race that created the monstrous creatures called “delvers” by humans has long since departed, leaving the delvers behind as a living legacy. Cave slugs forcibly evolved into engines of construction designed to hollow out new realms for their lords, the delvers now follow their own mystical obsessions, burrowing through the earth with incredible power and speed and leaving a warren of tunnels in their wake. Though delvers possess no magic, their flesh is corrosive to nearly every material that humanoids possess. Also commanding a fierce intelligence and the strength to crush boulders to dust, delvers are slow to anger but terrible when riled.

Though delvers are not particularly malicious, they sometimes come into conf lict with other races over their pressing desire to consume metallic ore. Once worked, metals hold less appeal for delvers, but when consumed in their natural state, different ores create a variety of powerful, intoxicating effects much sought after by the delvers. Even trace amounts of ore are enough to produce an effect when consumed in sufficient quantity, giving rise to the popular perception that delvers eat stone indiscriminately. This gluttony is the primary reason why most miners take a dim view of the strange slug-beasts, as few can stand and fight against the rage of a gorging, intoxicated delver feeding on an ore vein.

Still, so long as a significant distance is kept, the sight of a delver is not necessarily cause for alarm, as the creatures have little interest in attacking others save out of self-defense. Some canny adventurers have even made temporary alliances with the intelligent beasts, offering vast amounts of raw minerals and metals in exchange for guidance or service, whether it be directions to a specific site (for delvers see much in their wanderings) or even a custom-built tunnel to reach it.

Ecology

The first delvers were created by an unknown race for two reasons: to hollow out magnificent subterranean chambers and tunnels for their masters and the other servants, and to disarm or destroy any creatures who dared stand in their way.

To those ends, the delvers’ creators wrought exceedingly well. Taking inspiration from the body of a cave slug, they created a supple creature covered in a highly acidic mucus that could dissolve rock and adapt quickly to new kinds of materials. This protein slime from the delver’s rocky skin also acts as active camouflage, so that the rare delver who’s overmatched by an enemy or lying in wait for an intruder can withdraw into a hastily dug hideout and remain unseen. Water can wash the slime away; otherwise, it continues to burn after the initial touch, horribly corroding and blistering whatever it clings to. If a delver is attacked, its slime protects the creature by dissolving its attacker’s weaponry. Only those immune to acid can consider themselves safe from the delver’s slime, and even they must still contend with the delver’s powerful pseudopods. While the delver can move without the aid of its pseudopods, these long tendrils are also coated in acidic ooze and assist in scraping rock down from the walls, enlarging tunnels and caverns and shaping them with remarkable dexterity. In combat, these appendages also act as fearsome bludgeons of tremendous strength.

The delver’s body is largely compressible. Although it cannot stretch a great distance, it can compress its enormous bulk into a very small space, granting it the ability to seep through cracks and holes only 5 feet wide. This allows the delver to enter small spaces and enlarge them from within, as well as to survive the crushing weight of rocks dislodged by its passing. The delver has no skeleton, and instead maintains its shape through the gaseous by-products of the chemical stew that constantly churns throughout its body. The delver can also choose to exude a lesser form of acid from its tentacle-like pseudopods that merely softens stone rather than destroying it, assisting the delver in creating chambers of specific shapes and sizes.

The delver subsists entirely on the metals, minerals, and microscopic organisms that it sloughs off stone with its acid, turning solid rock into a slurry that it then absorbs through its mouths, which take up much of its underside. Hundreds of rings of tiny cilia underneath the delver aid it in movement, anchor it to the tunnel floor it creates, and sweep minerals into its ever-hungry series of orif ices. The delver’s mouths are a series of small pores that absorb the granules into its body, where its stomach begins the process of converting the slurry into the mucus that dissolves the rock around it. The minerals it eats alter the appearance of both its slime and its flesh, and thus the delver often changes color to match its habitat within a few hours of burrowing through a new location.

Delvers wander according to their own indecipherable logic, but visit water sources regularly, as they require liquid to maintain the viscosity of their slime. If they do not refresh themselves within a month of their last immersion in water, they lose their protective coating. Any water-based liquid will suffice to renew them for a month’s time, though their presence fouls the water for some time afterward. Stories have emerged of fallen cities with delver-sized holes in the city’s baths, marking the place where the creatures emerged for a brief time. In some accounts, the city residents unwisely attempted to resist, resulting in a city crumbled into pits and canyons, inhabited by only a few mad hermits, and cave-dwelling wildlife nesting in the darkened holes of the cliff walls.

Delvers are extremely attuned to vibrations in the ground, and they can pinpoint the location of creatures moving through or across rock and earth anywhere within 60 feet, regardless of how many feet of solid rock might separate them. Their special sensory prowess also allows them to find fault lines and hair-thin cracks in the stone.

Delvers reproduce asexually, depositing five to 10 eggs on the shores of an underground river and then departing; they can repeat this process up to three times over the course of their 300-year lives. They do not hold any parental feelings or duties toward their young, nor do they protect them. As a result, delver eggs and young are highly prized by those knowledgeable about such things; if caught within the first few weeks, the impressionable young creatures can be raised and trained for a variety of roles, though most eventually shake off their training and abandon their masters to roam the deeps in answer to some unconscious and instinctual draw.

Delvers can travel miles deep within the crust, and even their undisturbed wanderings can prove hazardous to nearby races. In the past, delvers have broken through into magma-filled chambers deep beneath the surface, opening old lava tubes and awakening dormant volcanoes. Others permanently weaken the bedrock of mountains, trigger avalanches onto alpine towns, and even foster earthquakes in areas already prone to such shocks. While all of these are generally presumed to be accidental byproducts of the delvers’ wandering, some whisper that such disturbances are in fact deliberate, the result of evil machinations by either the delvers or some hidden hand that guides them.

All delvers love metal, and in general the purer the deposit of ore, the better its taste. Part of this attraction is due to the flavor of the stuff, but an even greater part revolves around the fact that metal acts as an intoxicant to delvers, like fine wine or a pleasurable drug. Delvers love copper, silver, and gold, but prefer iron most of all, with a heavy vein sending them into a debauched rapture that perhaps only rust monsters or xorns can truly understand. Though delvers frequently look down their proverbial noses at worked metal—the heating and tempering cause it to grow stale—most aren’t above sneaking a bite of such things when they’re proffered… or even when they’re not. More than one adventurer has met his end when a starved delver, kept away from metal and driven mad by lust for it, has devoured the humanoid’s metal armor without worrying about the messy fate of the humanoid inside it.

Even worse than the addicts are the rare delver warbeasts, juggernauts capable of burrowing through any defenses and sending warriors flying with deadly, corrosive whips of their pseudopods. Some such creatures are the result of manipulation and mind control by powerful spellcasters, or years of training by the cruel masters of subterranean menageries. Others are the result of a specific mixture of metals and minerals so potent as to drive the delvers insane with rage and lust, either administered intentionally by others or accidentally ingested in the course of a delver’s normal grazing. Some guess that a few of these may even be of a different breed altogether, a sect of delver society created by their longlost progenitors with the specific goal of defending their realm and purging the surface world of undesirables. Whatever the case, the result is the same: devastated towns and cities, fleeing spelunkers, and terrorized mountaineers. When their minds have been set in this mode, delvers become ruthless and unresponsive. Even the offer of metal is unlikely to elicit mercy; more often, they simply take what they want and move on. This combat fugue can last for hours, months, or years, and for most civilized races confronted with an enraged delver, the best recourse is flight—a desperate, headlong race for safety. For when a delver has its mind set on destruction, little can stand in its way.

Habitat & Society

Delvers are by their natures solitary creatures, rarely interacting with others of their kind. As the primary pursuits of delvers are the creation of new tunnels and the discovery of rare metals to devour, an abundance of the creatures means a rapid weakening of the rock around them and a quick exhaustion of whatever ore the stone has to offer. Recognizing this, delvers tend to distribute themselves far and wide, and may even clash over rights to a given territory (though most delvers are far too reasonable to attack their own kind unless in the throes of ore-lust).

While exceptionally intelligent, even by the standards of human sages and arcanists, delvers have goals that prove incomprehensible to most humanoids. For while humans generally presume that it’s the delver’s hunger for metal that drives them, only those who carefully study the great creatures understand that the intoxication provided by the metals is not sought merely for its pleasant effects, but also as an important component in the religious rites around which delvers’ lives revolve.

Every delver is, at heart, a mystic with a deeply ingrained racial memory and desire. After their abandonment by their alien progenitors in the dim mists of prehistory, the delvers were left with a slowly developing sentience, but no sense of purpose—building machines without a blueprint. Over time, they came to believe that their abandonment was a test created by their former masters, and they devoted themselves completely to fulf illing their obvious destiny as the greatest builders and architects the subterranean world had ever seen. Some pursue this mastery out of rage, desperate to show up their arrogant creators. Others do so out of a belief that, when they’ve finally perfected their art, their masters will return to lift them up to yet another plane of existence. Regardless of their differences in faith, all delvers work toward a single goal: turning the stone and earth of their world into a single, interconnected palace of tunnels and caverns.

Rather than having a centralized plan and careful organization, the architect-prophets of the Darklands operate by leaving their minds open and receptive to whims and chance, which they see as signs of a plan built into their very consciousness. If asked why it tunneled in one direction rather than another, a delver might speak of “reading the stone” or “sensing the will of the masters,” or might simply refuse to question its own seemingly random decisions. (And in fact, though most delvers can speak several languages in a groaning, phlegmatic tongue, few bother except in cases of extreme need.)

In the same way that some shamanistic humanoid tribes use sacred drugs to aid in vision quests, delvers allow themselves to become intoxicated by metals in order to open their minds to the plan of the ancients. This pursuit of aesthetic perfection also helps explain why delvers don’t build themselves great cities or organize in a more traditional society. To them, the world itself is their city, with tunnels its streets and caverns its palaces, and further organization is counterproductive when each delver can best pursue its destiny by wandering alone and listening for whispers of the creators’ hidden plan.

Delvers are generally indifferent to others of their kind, and they rarely attack each other unless they are maddened by an overindulgence of metals (in which case the sober delvers attempt to avoid the enraged member while it’s “in the grip of the masters”). They do not mind the incursion of humanoids—whether good or evil—into their tunnels, provided the infiltrators’ use does not significantly alter the tunnels’ layout. Upon occasion, a more sociable delver has been known to converse with other creatures, especially if it believes they may have something to offer it (such as a specif ic metal or mineral that it’s unable to forage for itself or take by force, or potential information about their lost masters). If the reward is great enough, delvers may agree to serve an underground city of pechs, svirfneblin, or similar creatures for a time, cutting defenses in the stone and aiding the creatures during raids on nearby enemies—though the latter usually requires the petitioners to explain how this furthers the delvers’ interest in carving the world’s stone to their own specif ications. Most dwarves, duergar, and other mining creatures find delvers to be a terrible threat to both their homes and their industry, and either attack or avoid them accordingly.

 

 

Destrachan

CR8

XP 4,800
NE Large aberration
Init +5; Senses blindsight 100 ft.; Perception +27

DEFENSE

AC 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural, -1 size)
hp 90 (12d8+36)
Fort +9, Ref +7, Will +12; +4 vs sonic attacks
Defensive Abilities protection from sonics; Immune gaze attacks, visual effects, illusions, and attacks relying on sight; Resist sonic 30

OFFENSE

Speed 30 ft.
Melee bite +12 (2d6+4), 2 claws +12 (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks destructive harmonics

STATISTICS

Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13
Base Atk +9; CMB +14; CMD 26
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike
Skills Climb +19, Perception +27, Sense Motive +16, Stealth +12, Survival +19; Racial Modifiers +8 Perception (hearing only)
Languages Common (cannot speak)

SPECIAL ABILITIES

Destructive Harmonics (Su)

A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.

Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object

can attempt a DC 19 Reflex save to halve the damage.

Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.

Protection From Sonics (Ex)

A destrachan gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.

ECOLOGY

Environment underground
Organization solitary, pair, or pack (3–5)
Treasure incidental

Despite its bestial appearance, the destrachan is in fact a creature of cunning and cruel intellect that enjoys inflicting pain and viciously toying with its prey. It has no eyes, and is completely blind, but possesses a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see.

Destrachans are carnivores, preferring to stalk and kill live prey, although they also feast on carrion. This habit serves them well, since they often kill more than they can immediately consume. They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with each other. While destrachans cannot speak, they are capable of understanding spoken languages like the common tongue, and often take pleasure in their victims’ cries and pleas for mercy.

 

 

 

Drider

CR7

XP 3,200
CE Large aberration
Init +2; Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +15

DEFENSE

AC 20, touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 76 (9d8+36)
Fort +7, Ref +5, Will +9
Immune sleep; SR 18

OFFENSE

Speed 30 ft., climb 20 ft.
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)
Ranged mwk composite longbow +8/+3 (1d8+2/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+7 ranged, DC 18, hp 9)
Spell-Like Abilities (CL 9th)
Constant—detect good, detect law, detect magic
At will—dancing lights, darkness, faerie fire
1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)

Sorcerer Spells Known (CL 6th)
3rd (4/day)—lightning bolt (DC 16)
2nd (6/day)—invisibility, web (DC 15)
1st (7/day)—mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14)
0 (at will)—bleed (DC 13), daze (DC 13), ghost sound, mage hand, ray of frost, read magic, resistance

STATISTICS

Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16
Base Atk +6; CMB +9; CMD 21 (33 vs. trip)
Feats Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace)
Skills Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14; Racial Modifiers +4 Stealth

Languages Common, Elven, Undercommon
SQ undersized weapons

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.

Spells

A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.

Undersized Weapons (Ex)

Although a drider is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).

ECOLOGY

Environment any underground
Organization solitary, pair, or group (3–8)
Treasure double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure)

Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.

Driders are sexually dimorphic. A female drider’s lower spider body is sleek and graceful, often similar to a black widow’s body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider’s lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.

 

 

 

Fungal Crawler

CR3

XP 800
N Small aberration
Init +9; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 26 (4d8+8)
Fort +3, Ref +6, Will +5
Defensive Abilities plant defenses; Immune mind-affecting effects, paralysis, poison, polymorph effects, sleep, stunning

OFFENSE

Speed 20 ft., climb 40 ft.
Melee bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2)
Special Attacks leap

STATISTICS

Str 14, Dex 20, Con 15, Int 2, Wis 13, Cha 7
Base Atk +3; CMB +4; CMD 19
Feats Improved Initiative, Step Up
Skills Acrobatics +10 (+14 jump), Climb +10, Perception +6; Racial Modifiers +8 Climb, +14* on Acrobatics checks made to jump

SPECIAL ABILITIES

Leap (Ex)

A fungal crawler can perform a special kind of pounce attack by jumping into combat. When a fungal crawler charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but it cannot make a bite attack.

Plant Defenses (Ex)

A fungal crawler is part plant and shares many of the immunities that plant creatures possess. A fungal crawler is immune to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning.

Poison (Ex)

Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str and 1d2

Con; cure 1 save. The save DC is Constitution-based.

ECOLOGY

Environment any underground
Organization solitary, pair, or swarm (3–12)
Treasure none

Fungal crawlers are a perverse fusion of animal and plant. Over thousands of years, they have prospered and spread beneath the world, dominating the wildest depths of these underground regions. Like hyenas, fungal crawlers are top-tier scavengers. They are efficient hunters, but just as often feed on found carrion or take meals from other predators. When times are especially lean, fungal crawlers can even survive without food, subsisting on radiation and heat absorbed through the fungal flutes covering their pale, sickly bellies.

Thousands of breeds of fungal crawlers exist across the world, varying in appearance and habits, but all share a few common features. They invariably appear as monstrous crickets or locusts fused with fungal growths, often topped with mushroom-like caps. This hybridization makes them adept survivors, and infestations are notoriously difficult to clear out entirely. Their needle-like teeth cannot chew solid food, so most fungal crawlers rely on digestive enzymes injected through their bite to make their meals palatable. Average specimens grow to 30 pounds and 3 feet in length. They reproduce by releasing spores, which remain viable for decades until they contact organic matter and eventually develop into small, pale grubs.

Many subterranean civilizations tame fungal crawlers as guard animals, pets, or food. Though simple-minded, they are amicable enough to be trained when well-fed. Fungal crawlers hold no loyalties, though, and often flee or attack their keepers at the slightest provocation.

Thanks to the bizarre energies that suffuse their homes, fungal crawlers are incredibly diverse. They have adapted over millennia to fill every environment: flying variants fill subterranean rifts with the deafening drone of their wings, while aquatic breeds skim across the surfaces of underground lakes, and still others thrive in the fiery chambers and tunnels of volcanic networks.

 

 

Gibbering Mouther

CR5

XP 1,600
N Medium aberration
Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12

DEFENSE

AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 46 (4d8+28)
Fort +8, Ref +4, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning; Immune critical hits, precision damage

OFFENSE

Speed 10 ft., swim 20 ft.
Melee 6 bites +7 (1d4 plus grab)
Special Attacks blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)

STATISTICS

Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12
Base Atk +3; CMB +3 (+7 grapple); CMD 16 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Perception +12, Swim +8; Racial Modifiers +4 Perception
Language Aklo

SPECIAL ABILITIES

All-Around Vision (Ex)

A gibbering mouther sees in all directions at once. It cannot be flanked.

Amorphous (Ex)

A gibbering mouther’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Blood Drain (Ex)

On a successful grapple check after grabbing, several of the creature’s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim’s blood.

Engulf (Ex)

This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther’s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther’s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.

Gibbering (Su)

As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther’s gibbering for 24 hours. The save DC is Constitution-based.

Ground Manipulation (Su)

At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.

Spittle (Ex)

Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.

ECOLOGY

Environment any underground
Organization solitary
Treasure standard

Disgusting, loathsome, and hungry—these are the only words that properly describe the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. Some scholars believe that gibbering mouthers are a lesser variant of the much more dangerous shoggoth, while others theorize they are a punishment by some powerful being or deity inflicted on those who have offended it.

 

 

Gray Ooze

CR4

XP 1,200
N Medium ooze
Init –5; Senses blindsight 60 ft.; Perception –5

DEFENSE

AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Defensive Abilities ooze traits; Immune cold, fire

OFFENSE

Speed 10 ft.
Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+1 plus 1d6 acid)

STATISTICS

Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
SQ transparent

SPECIAL ABILITIES

Acid (Ex)

The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.

Transparent (Ex)

Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze’s slam attack and is immediately subject to a grab attempt by the ooze.

 

ECOLOGY

Environment cold marshes and underground
Organization solitary
Treasure none

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.

Some sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.

 

 

 

Huolehtia Sieni - Fungiant (fungi-ant) - Advanced

Huolehtia Sieni - Fungiant (fungi-ant) – Advanced               CR 13

XP 25,600

N Gargantuan plant

Init +0; Senses low-light vision, Perception +19

 

DEFENSE

AC 20, touch 6, flat-footed 23 (-4 size, +17 natural)

hp 241 (21d8+147)

Fort +19, Ref +8, Will +11

Special Defenses plant traits; DR 10/slashing

Weaknesses vulnerability to fire

 

OFFENSE

Speed: 30 ft. (6 squares)

Melee Slam +24 (3d6+13 plus poison/19-20)

Space 20 ft.; Reach 20 ft.

Special Attacks Animate trees, double damage against objects, poison, trample (3d6+19)

 

STATISTICS

Str 37, Dex 10, Con 25, Int 14, Wis 16, Cha 12

Base Atk +15; CMB 32; CMD 42

Feats Cleave, Combat Expertise, Great Cleave, Improved Critical, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Skills Diplomacy +3, Intimidate +17, Knowledge (dungeoneering) +18, Perception +19, Sense Motive +19, Stealth -12 (+4 in fungus forests*), Survival (+19) (+21 underground)

Languages: Common, Sylvan, Fungiant

Special Qualities: Damage reduction10/slashing, low-light vision, plant traits, vulnerability to fire

Environment: Underground

Organisation: Solitary or grove (4-7)

Challenge Rating: 13

Treasure: Standard

Significant Possessions: -

A fungiant’s stem and cap are yellow in the spring and summer. In the fall and winter the stem change to gray whilst the cap turns a deep brown with purple spots, revealing its violet fungus heritage.

A fungiant’s legs fit together when closed to look like the stem of a mushroom, and a motionless fungiant is nearly indistinguishable from a mushroom.

A fungiant is about 40 feet tall, with a "trunk" about 5 feet in diameter. It weighs about 2,500 pounds.

Fungiants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my fungi!"

Fungiants slam with their branches at living creatures that come within its reach, although they prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of mushroom forests. If sorely pressed, they animate mushrooms, fungi and moulds as reinforcements.

Poison (Ex)

Injury, Fortitude DC 27, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.

Animate Trees (Sp)

A fungiant can animate mushrooms (including toadstools and moulds) within 180 feet at will, controlling up to two such mushrooms at a time. It takes 1 full round for a normal mushroom to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a fungiant in all respects. Animated mushrooms lose their ability to move if the fungiant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated mushrooms have the same vulnerability to fire that a fungiant has.

Double Damage against Objects (Ex)

A fungiant or animated mushroom that makes a full attack against an object or structure deals double damage.

Trample (Ex)

Reflex DC 33 half. The save DC is Strength-based.

Skills: *Fungiants have a +16 racial bonus on Hide checks made in fungus forest areas.

 

Treasure

Scattered about the usual resting place of Huolehtia Sieni are its main treasure items. The silver pieces are dotted all over the mushroom forest. The fungiant itself isn’t particularly interested in the items, but it fully appreciates they are useful in encouraging others to help it OR in attracting creatures intent on theft which then usually end up as nutrient-rich compost. Sieni will also swap items, always aiming to be slightly up on the deal so it has more to offer later.

Items include:

28,000 sp

Emerald, 1,200 gp

Violet garnet, 500 gp

Black pearl, 300 gp

Deep green spinel, 120 gp

Brown-green garnet, 100 gp

Onyx, 50 gp

Citrine, 40 gp

Jasper, 20 gp

Lapis lazuli, 11 gp

Moss agate, 9 gp

Ring of Spell Storing

 

 

 

 

Lurker Above

CR7

XP 3,200
N Huge aberration
Init +5; Senses blindsense 10 ft., darkvision 60 ft., scent; Perception +13

DEFENSE

AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
hp 85 (10d8+40)
Fort +7, Ref +4, Will +9
DR 10/piercing or slashing; Resist cold 10, fire 10
Weaknesses light sensitivity

OFFENSE

Speed 10 ft., climb 5 ft., fly 40 ft. (poor)
Melee slam +15 (3d6+15 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (3d6+15), smother

STATISTICS

Str 30, Dex 12, Con 19, Int 2, Wis 15, Cha 9
Base Atk +7; CMB +19 (+23 when grappling); CMD 30 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +18, Fly +0, Perception +13, Stealth +8 (+16 in rocky areas); Racial Modifiers +4 Stealth (+12 in rocky areas)
Languages none

ECOLOGY

Environment underground
Organization solitary
Treasure standard

Lurkers are the mindless males of the species, and follow much the same tactics as executioner’s hoods, save that as they age they gain the ability to stretch themselves wide and glide with both speed and silence, and can even fly by awkwardly flapping their flesh. They typically disguise themselves as stalactites on cavern ceilings, shifting their coloration and texture to match the surrounding terrain.

 

 

Mercane

CR5

XP 1,600
LN Large outsider (extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +12

DEFENSE

AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 natural, –1 size)
hp 51 (6d10+18)
Fort +8, Ref +4, Will +8
SR 20

OFFENSE

Speed 30 ft.
Melee mwk Large falchion +8/+3 (2d6+3/18–20)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th; concentration +11)

3/day—dimension door, invisibility (self only)
1/day—plane shift (DC 17)

STATISTICS

Str 15, Dex 14, Con 16, Int 20, Wis 17, Cha 15
Base Atk +6; CMB +9; CMD 22
Feats Combat Casting, Combat Expertise, Dodge
Skills Appraise +14, Bluff +11, Diplomacy +8, Intimidate +8, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +12, Profession (merchant) +9, Sense Motive +12, Sleight of Hand +11, Spellcraft +14
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ secret chest

SPECIAL ABILITIES

Secret Chest (Sp)

A mercane can retrieve or hide an extradimensional storage chest, as the secret chest spell (caster level 5th). The mercane does not need an expensive replica chest to use this ability; any chest will do. It can only use this ability on one chest at a time.

ECOLOGY

Environment any land or underground
Organization solitary or company (1–4 and 3–12 bodyguards of various races)
Treasure double (masterwork Large falchion, other treasure)

Mysterious merchants of all things magical, mercanes are relatively weak and noncombative for creatures of their size. They prefer to bargain and haggle rather than to fight, but because they wander the planes seeking and trading magical goods, they typically travel with an entourage of hired bodyguards. Mercanes are capable of defending themselves, and often carry masterwork Large falchions. Yet these weapons are primarily for show, as mercanes prefer to let their bodyguards deal with violent opponents. If a situation turns ugly, mercanes typically use their magical abilities to flee, abandoning their hirelings if necessary.

Mercanes are known throughout the planes as traders in magical items. Each has a secret chest filled with wares stashed away, ready to be pulled out when it’s time to haggle and close a deal (or to bribe a potential obstacle). Mercanes are therefore not easily robbed, and they only surrender the contents of a secret chest when they have no other choice. Mercanes have no interest in mundane goods, no matter how fine or rare. Only magical objects earn their attention and their coin. They’re known for driving hard, but fair, bargains, and for hiring adventurers from time to time to recover certain goods of interest for a fair price. Although they are not particularly brave, they hold contracts sacrosanct and keep their agreements.

Rumors and legends abound as to the origins of the mercanes and their reasons for seeking out and buying magical items. Their home plane is unknown, and they have wandered between the worlds for as long as any can recall. Stories claim the mercanes feed on the magic items they acquire, or even need them in order to reproduce. There are also tales of a war in a far corner of the planes, with the mercanes serving the roles of arms merchants, aggressors, or defenders, depending on who tells the story.

Mercanes are 10 feet tall and weigh 500 pounds.

 

 

 

Mushroom Golem

CR 10

XP 9,600

N Large Construct

Init -1; Senses darkvision 60 ft., low-light vision

 

DEFENSE

AC 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22

hp 96 (12d10+30)

Fort +4, Ref +3, Will +4

Special Defenses construct traits; DR 5/slashing

 

OFFENSE

Speed 30 ft., (6 squares)

Melee 2 Slams +14 (2d8+6 plus poison)

Space 10 ft./Reach 10 ft.

Special Attacks Breath weapon spores, flora wound

 

STATISTICS

Str 23, Dex 9, Con –, Int –, Wis 11, Cha 1 (16 to plants)

Base Atk +9; CMB 16; CMD 25

Feats: -

Skills: -

Languages: Swaying movement which can convey level of danger to plants

Special Qualities: Construct traits, damage reduction 5/slashing, darkvision 60 ft., immunity to magic, low-light vision

Environment: Temperate forests, Underground

Organisation: Solitary or gang (2-4)

Treasure: None

Advancement: 13-20 HD (Large); 21-36 HD (Huge)

Level Adjustment: -

Possessions: None

This golem has a vaguely humanoid body made from a single enormous Green-spored Parasol mushroom. A mushroom golem wears no clothing of any kind. It has no possessions and no weapons, relying on its own abilities. It stands about 15 feet tall and is about 12 feet wide at the shoulders, with the rest of the body between 4 and 5 feet wide for most of the trunk, widening to 10 feet at the base. It has two arms about 10 feet long and 2 legs between 7 and 8 feet long. It weighs around 2,000 pounds.

A mushroom golem cannot speak or make any vocal noise, but can convey levels of danger to plants through a series of swaying gestures. It walks and moves with a flowing, steady gait, as if a breeze constantly blows about it, rarely utilising its maximum speed unless threatened.

 

Combat

Breath weapon spores (Su)

10-foot cube, concentrated cloud of spores lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 2d4 Cha, Fortitude DC 19 negates. The save DC is Constitution-based. Anyone who fails the roll at either stage is covered with small mushrooms.

Flora Wound (Ex)

The damage a mushroom golem deals takes 4 times longer to heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a mushroom golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. Any natural healing looks and feels like mushroom fibre. For every 10 hit points which heal this way, a PC’s Charisma reduces by 2 and Natural Armour increases by 1. Successful magical healing restores the PC to a normal state, including returning Charisma to normal and removing the natural armour.

 

Immunity to Magic (Ex)

A mushroom golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transport via plants spell drives the golem back 120 feet and deals 3d8 points of damage to it.

A control plants spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

A finger of death spell cast directly at a mushroom golem stops it from moving on its next turn and deals 5d8 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a mushroom golem that deals electrical damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mushroom golem hit by the breath weapon of a behir heals 7 points of damage if the attack would have dealt 22 points of damage. A mushroom golem gets no saving throw against magical attacks that deal electrical damage.

 

Construction

A mushroom golem’s body is carved from a single Green-spored Parasol mushroom, one treated with rare plant food and nutrients of blood and bones from aquatic types costing 2,000 gp, weighing at least 1,000 pounds. The mushroom must be of exceptional quality. Carving the body requires a DC 15 Craft (sculpting) check or a DC 15 Profession (fungiculturalist) check.

CL 14th; Craft Construct, animate plants, geas/quest, limited wish, ironfibre, caster must be at least 14th level; Price 20,000 gp; Cost 12,000gp.

 

New item

Giant Green-spored Parasol mushroom poison

Inhaled, DC 19; initial 1d4 Con, secondary 2d4 Cha; price, 1,200 gp

 

New Spells


Ironfibre

Transmutation

Lvl: Drd 7

Components: V, S, M

Casting Time: 1 minute/2 lb. created

Range: O ft.

Effect: Fungus, such as moulds, mushrooms or toadstool (or similar) object, weighing up to 10 lb./level

Duration: One day/level

Saving Throw: None

Resistance: No

Ironfibre is a magical substance created by druids from normal moulds, mushrooms or toadstools. While remaining naturally fibrous in almost every way, ironfibre is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironfibre. Spells that affect plants do affect ironfibre, although ironfibre does not burn. Using this spell with fibre shape or a plant-related Craft check, you can fashion fibrous items that function as steel items. Thus, fibrous plate armor and fibrous swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids. Fey creatures frequently use them as well.

Further, if you make only half as much ironfibre as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enchantment bonus.

Material Component

Moulds, mushrooms or toadstools shaped into the form of the intended ironfibre object.

 

Fibre Shape

Transmutation

Lvl: Drd 2

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Effect: One touched piece of wood no larger than 20 cu. ft. + 2 cu. ft./level

Duration: Instantaneous

Saving Throw: Will negates (object)

Resistance: Yes (Object)

Fibre shape enables you to form a mound of moulds, mushrooms or toadstools into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

 

 

 

The Ottaakiinni – Fiendish Advanced Chokers      

CR 7

XP 3,200

CE Medium Aberration (Extraplanar)

Init +6; Senses darkvision 60 ft.

 

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 90 (12d8+36)

Fort +7, Ref +8, Will +9

DR 10/magic; Resist cold 10, fire 10; SR 17

 

OFFENSE

Speed: 30 ft. (6 squares), climb 20 ft.

Melee 2 tentacles +14 (1d4+5)

Space 5 ft./Reach 10 ft.

Special Attacks Constrict (1d4+5), Improved grab, Smite Good (+12 damage, 1/day)

 

STATISTICS

Str 20, Dex 14, Con 16, Int 4, Wis 13, Cha 7

Base Atk +9; CMB 13; CMD 25

Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Stealthy

Skills: Climb +16, Stealth +10

Languages: Undercommon

Special Qualities: Damage Reduction 10/magic, Darkvision 60 ft., Quickness, Resistance to Cold 10, Resistance to Fire 10, Spell Resistance 17

Environment: Underground

Organisation: usually solitary, pairs, gangs (2-5), mobs(6-10)

Treasure: 1/10 coins; 50% goods; 50% items

Possessions:

These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. A standard creature weighs about 35 pounds, whilst a fully advanced choker weighs about 90 pounds and is slightly smaller than the smallest of humans.

The choker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

 

Combat

A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.

Constrict (Ex)

A choker deals 1d3+3 (1d4+5 for an advanced creature) points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex)

To use this ability, a choker must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Quickness (Su)

Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.

Smite Good (Su)

Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills

A choker has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

 

 

Petrous

CR 12

Your hands quiver as you notice the cave wall that you have been relaxing on is stirring.  A hefty and hulking monstrosity with gigantic claws has taken the place of your former backrest. The beast’s gaping maw seizes hold of your arm, piercing your armor.   You strain to resist and pull free!  It is then that you realize your body has become paralyzed from head to toe. Bon Appetite, it’s dinner time!

XP 19,200

CE Large aberration [elemental]
Init +1; Senses darkvision 60ft., low-light vision;  Perception +24


DEFENSE


AC: 22, Touch: 10, flat-footed: 21( 15 natural, +1 Dex, -1 size)
hp 240 (17d10+205)
Fort +13, Ref +5, Will +13
DR: 10/magic

 


OFFENSE


Speed 40 ft
Melee bite +20 (4d8+18/ crit 19–20)
claw +5 (1d8+9)
Special Attacks
paralysis (1d4+4 rounds, DC 27); constrict (1d8 + 9)
Space 10 ft; Reach 10 ft;

 


STATISTICS


Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12

Base Atk +9; CMB +22; CMD 33
Feats Improved Critical (bite), Improved Initiative, Improved Natural Attack (claw),Iron Will, Skill Focus (Perception, Stealth)
Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge (Geography) +13,Perception +24, Stealth +18 (+26 in stony areas);
Racial Modifiers +8 Stealth in stony areas
Languages Aklo, Undercommon

 


SPECIAL ABILITIES


Tremorsense (Ex) The Petrous uses tremorsense as a constant effect within a 300’ radius to sense vibrations in the ground which can automatically pinpoint the location of anything that is in contact with the ground.

Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on itsStealth check to hide in plain sight as this kind of inanimate object.

Grab (Ex) When the Petrous successfully hits with both claws or a natural 20 it grabs its prey tightly with its claws. This initial attack deals damage normally while the Petrous attempts to start a grapple as a free action without provoking an attack of opportunity. The Petrous has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. It then begins to crush the prey using Constrict (Ex).  If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well.

Constrict (EX)  The Petrous is able to tighten down with both claws causing its prey 2d8+20 piercing damage per round.  While performing this action the Petrous is immobile and loses all dexterity bonuses.

Light Sensitivity (Ex) Dazzled in areas of bright sunlight or within the radius of a daylightspell.

Paralysis (Ex)  With a successful bite attack the Petrous injects a natural poison secreted through its salivatory glands in the mouth.  This attack potentially makes its prey immobile unless able to make a Fort save DC 27.  Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. The paralysis lasts for 1d4+4 rounds unless the Petrous grips the prey in its claws in which case a free bite attack is allowed as a standard action in subsequent rounds, automatically refreshing the decay rate of the poison.  Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Monster Art by Tim Tyler
Monster created by Jonathan Nelson & Cory Vickruck

 

 

 

Phycomid

CR4

XP 1,200
N Small plant
Init +0; Senses tremorsense 30 ft.; Perception +0

DEFENSE

AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 39 (6d8+12)
Fort +7, Ref +2, Will +2
Immune acid, plant traits

OFFENSE

Speed 10 ft.
Ranged acid pellet +4 touch (2d6 acid plus spores)

STATISTICS

Str 5, Dex 10, Con 15, Int —, Wis 11, Cha 1
Base Atk +4; CMB +0; CMD 10 (can’t be tripped)

SPECIAL ABILITIES

Acid Pellet (Ex)

A phycomid attacks by firing a glob of acid from one of its several mushroom-like stalks. This attack has a range increment of 10 feet. A phycomid can fire up to six acid pellets per minute—during rounds in which the fungus has no acid pellets, it has no method of attacking at all and must wait until its acid stores replenish in 4 rounds before continuing a battle.

Spores (Ex)

Any creature that takes damage from a phycomid’s acid pellet (or consumes even a Small portion of the fungus) becomes exposed to the fungus’s spores. These spores grow quickly in living creatures. This affliction is a disease effect, although its course runs much faster than most diseases and is more poison-like in its speed, and like a poison, the spores “burn out” after a short period. A creature that is slain by a phycomid spore infestation bursts open in 1d4 rounds as a fully grown new phycomid emerges.

Phycomid Spores: Disease—injury or ingested; save Fort DC 15; frequency 1/round for 6 rounds; effect1d2 Con damage; cure 1 save. The save DC is Constitution-based.

 

ECOLOGY

Environment any underground
Organization solitary or infestation (2–8)
Treasure incidental

Typically found in damp dungeons, refuse heaps, and forgotten, filthy chambers, phycomids are dangerous fungoid creatures that grow in small, steaming patches among decomposing organic matter. The phycomid’s main body is a mass of green-brown mold that can slither and move when necessary to seek out new carrion to feed upon. Numerous mushrooms sprout from the main body—vile green stalks topped with purple or red caps that seem to steam with rank-smelling smoke. This smoke is in fact vapor escaping from the numerous globs of acid the plant produces as a method of both self-cefense and reproduction.

This acidic substance is expelled from the phycomid whenever it senses movement nearby, and seasoned adventurers can often trick a phycomid into giving away its true nature by simulating movement within range of the fungus. Less fortunate encounters are typically marked by large infestations of phycomids growing among a scattered collection of dead bodies. Because of the filthy environment in which this fungus thrives, goblins are one of the few races that have learned to coexist with phycomids. Not content to simply give the fungi a wide berth, these foolish goblins actually harvest the phycomids, prodding them into positions in their warrens where they can serve as guards and sentinels, utilizing long poles they call “slime sticks” or placing delicious-smelling carrion to attract the fungus to a desired position. Although phycomids are deadly to eat, many goblin tribes view those who eat a phycomid mushroom and survive as great heroes. Needless to say, most goblin lairs that attempt to utilize phycomids as guardians eventually become nothing more than phycomid lairs—a goblin tribe’s luck can only hold up for so long, after all.

Environment cold marshes and underground
Organization solitary
Treasure none

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.

Some sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.

 

 

 

 

Purple Worm

This enormous worm is covered with dark purple plates of chitinous armor. Its giant, tooth-filled mouth is the size of an ox.

CR 12

XP 19,200

N Gargantuan magical beast

Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18

 

DEFENSE

AC 26, touch 4, flat-footed 26 (–2 Dex, +22 natural, –4 size)

hp 200 (16d10+112)

Fort +17, Ref +8, Will +4

 

OFFENSE

Speed 20 ft., burrow 20 ft., swim 10 ft.

Melee bite +25 (4d8+12/19–20 plus grab), sting +25 (2d8+12 plus poison)

Space 20 ft.; Reach 15 ft.

Special Attacks swallow whole (4d8+18 bludgeoning damage, AC 21, 20 hp)

 

STATISTICS

Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can't be tripped)

Feats Awesome BlowCritical FocusImproved Bull RushImproved Critical (bite), Power AttackStaggering CriticalWeapon Focus (bite, sting)

Skills Perception +18, Swim +20

 

ECOLOGY

Environment any underground

Organization solitary

Treasure incidental

 

SPECIAL ABILITIES

Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damagecure 3 consecutive saves. The save DC is Constitution-based.

Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one.

Although they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with valuable minerals, such as those near dwarven mines, the natural tunnels created by burrowing purple worms are often filled with vast amounts of unrefined ores.

A purple worm usually claims a large underground cavern as its den, and while it returns here to rest and digest food, it spends the majority of its time on the prowl, burrowing through the endless dark or slithering along established tunnels in the constant drive to feed its immense hunger. Although not completely mindless, purple worms are rather stupid. They make popular guardians for those who have the magic to control them or a chamber in their lair large enough to hold one captive.

Although the deep-dwelling purple worm is the most common of its ilk, variant immense worms of differing colors dwell in other remote wildernesses. A sleek, mottled blue-and-green variant of the giant worm dwells in deep underground lakes or tropical seas (this variant loses its burrow speed but increases its swim speed to 40 feet). A deep crimson variant of even greater size dwells in remote badlands and rocky deserts (this variant is never less than Colossal in size). Other species doubtless remain to be discovered in the far corners of the world.

 

Purple Worm Young

 CR 5

XP 1,600
Huge Worm
N Large animal
Init +2 Senses Low-light vision; Perception +12

DEFENSE

AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 59 (7d8+28)
Fort +10, Ref +7, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +11 (1d8+10 plus grab)
Space 10 ft. Reach 5 ft.
Special Attacks constrict (1d8+10)

STATISTICS

Str 25, Dex 15, Con 16, Int 1, Wis 12, Cha 2
Base Atk +5 CMB +13 CMD 25
Feats Skill Focus (Perception), Toughness, Improved Natural Attack (bite), Great Fortitude

Skills Acrobatics +15, Climb +15, Perception +12, Stealth +7, Swim +15;

Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics

ECOLOGY

Environment Any Underground
Organization solitary or nest (4-20)
Treasure incidental

 

 

 

Roper

CR12

 

XP 19,200
CE Large aberration
Init +5; Senses darkvision 60 ft., low-light vision; Perception +24

 

DEFENSE

AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +5, Will +13
Immune electricity; Resist cold 10; SR 27
Weaknesses vulnerability to fire

 

OFFENSE

Speed 10 ft.
Melee bite +20 (4d8+18/19–20)
Ranged 6 strands +10 touch (1d6 Strength)
Space 10 ft.; Reach 10 ft.
Special Attacks pull (strand, 5 feet), strands

 

STATISTICS

Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
Base Atk +9; CMB +22; CMD 33 (can’t be tripped)
Feats Improved Critical (bite), Improved InitiativeIron WillSkill Focus (PerceptionStealth),Weapon Focus (strand)
Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth+18 (+26 in stony or icy areas); Racial Modifiers +8 Stealth in stony or icy areas
Languages Aklo, Undercommon

 

SPECIAL ABILITIES

Strands (Ex)

A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper’s attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC 25 Fortitude save or take 1d6 points of Strength damage. The save DC is Constitution-based.

 

ECOLOGY

Environment any underground
Organization solitary, pair, or cluster (3–6)
Treasure standard

The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite of stone or ice (or in low-ceilinged chambers, a stony or icy pillar). In areas without such features to hide among, a roper can compress its body into a much more squat, boulder-like shape. The strands it extrudes are not flesh but a thick, semiliquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and sap strength. The roper can manipulate these strands with great finesse, and can fling them as far as 50 feet to snatch objects that attract its attention.

Although alien and monstrous in shape, the roper is in fact one of the most intelligent denizens of the deep caverns of the world. They do not form large societies (although ropers can be found living among some deep-dwelling denizens like the intellect devourers or neothelids, with whom they have been known to sometimes ally), but often congregate in small clusters. Particularly interested in the philosophy of life and death and the finer points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don’t eventually escape, a roper’s appetite always wins out over its intellectual curiosity—especially in cases where pets are constantly outmaneuvering their keeper’s wits and patience.

A roper is 9 feet tall and weighs 2,200 pounds.

 

 

 

A massive tortoise-like creature towers over you.  A gigantic shell protects wrinkled skin flaps like an impenetrable coat of armor.  Its humongous head turns your way and a giant beady eye looks you over trying to decide if you are to be the next meal.

Skildpadder

Giant Tortoise-Bullette

CR 10

XP 9,600
N Gargantuan animal
Init +2; Senses darkvision 80 ft., scent, tremorsense 200 ft., Perception +24

DEFENSE
AC 24, touch 4, flat-footed 24 (–2 Dex, +20 natural, –4 size)
hp 150 (12d8+84 plus 12)
Fort +15, Ref +6, Will +7

OFFENSE
Speed 10 ft.
Melee bite +16 (2d10+16/19 plus grab/20 swallow whole (2d8+12 points of crushing damage plus 8 points of acid damage per round, AC 20, 17 hp) and 2 claws (not used if a beast of burden) +15 (2d8+15)
Space 20 ft.; Reach 15 ft.

TACTICS
The Skildpadder has no tactics per say.  Dwarves generally only use them for beasts of burden and long distance transport.  If necessary, skilled beastmasters will turn Skildpadders toward raiders or wandering monsters and order them to attack.  The bite of a Skildpadder rarely ends with favorable results for the enemy.

STATISTICS
Str 33, Dex 6, Con 25, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +24 (+28 grapple); CMD 32 (36 vs. trip)
Feats Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +24

Special Attacks

Grab (Ex)

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.

The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain thegrapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Swallow Whole (Ex)

If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), or obtains a natural 20 on an attack roll, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
ECOLOGY
Environment any underground (or any mostly dry with some water sources available)
Organization solitary, mated feral pair, band (2–4) or family (2 plus 3-5 young)
Treasure none

Skildpadders are massive creatures bred by the Dweorg Dwarves of the Underworld as beasts of burden.  They are able to carry four times their own weight upon their back and thus make perfect vessels for carrying ore.  The dwarves build entire storage facilities and even homes upon the backs of these tortoise like creatures.  Some beastmasters are even known to live out their entire life riding atop and steering the great beasts.  Those that do gain a great affinity for animal handling when riding a Skildpadder and can command them to attack when needed.

It is a rule to never walk in front of a Skildpadder unless one wishes to become a quick meal.  Skildpadders are ravenous eaters and can swallow medium or small creatures whole with a natural 20.  Large creatures may lose a limb or their head with the roll of a natural 20.  Although Skildpadders gain the claws of their Bulette parent, they are trained not to use them and generally their claws are trimmed back on a regular basis by their dwarvish beastmasters.  The dwarves do not wish the Skildpadder to rear up lest they spill their cargo or harm any passengers riding along.

Skildpadder are normally very aggressive when left to go feral, lucky for most the dwarves carefully breed giant tortoises and bulettes to achieve the desired result of a Skildpadder and spend many years training them in the transport of cargo such as mined ore.  Skildpadder love to eat the vermin which live in dwarf villages thus the dwarves have a never ending supply of food available for their favorite beasts of burden.  They are found near large underground lakes and other areas that are mostly dry with a clean source of water.  Skildpadders are very poor swimmers and most will drown if attempting to cross deep water. The average Skildpadder is 60 feet in diameter, but they can grow to a diameter of 100 feet.

 

 

 

 

Slime Mold

CR2

XP 600
N Large ooze
Init –1; Senses Perception –5

DEFENSE

AC 8, touch 8, flat-footed 8 (–1 Dex, –1 size)
hp 28 (3d8+15)
Fort +6, Ref +0, Will –4
Immune ooze traits; Resist fire 10

OFFENSE

Speed 20 ft.
Melee slam +4 (1d6+4 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks engulf (DC 14, 1d6+4 bludgeoning plus disease)

STATISTICS

Str 16, Dex 8, Con 21, Int —, Wis 1, Cha 1
Base Atk +2; CMB +6; CMD 15 (can’t be tripped)
SQ freeze

SPECIAL ABILITIES

Disease (Ex)

Fungal rot: Slam—contact; save Fortitude DC 16; onset 1 day; frequency 1/day; effect 1d2 Str damage and 1 Con damage and fatigue; cure 1 save.

Any creature that touches a slime mold with an unarmed strike or a natural attack is also exposed to this foul disease. The save DC is Constitution-based.

ECOLOGY

Environment temperate forests
Organization single or infestation (2–5)
Treasure none

Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim’s flesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.

Slime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they’ve fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the fluid movement of most oozes.

To reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold (with the young creature simple template) sprouts its own garden and begins hunting live prey.

 

 

Vaihtualohikaarme - Albino Adult Bronze Dragon

Albino Adult Bronze Dragon             CR 15

XP 51,200

CE Large Dragon (water)

Init +0; Senses blindsense, darkvision 120 ft., Perception +29

 

DEFENSE

AC 28, touch 8, flat-footed 28 (-2 size, +20 natural)

hp 241 (21d12+105)

Fort +17, Ref +12, Will +17

DR 5/magic; Immune electricity, paralysis, sleep; SR 22

 

OFFENSE

Speed 40 ft. (8 squares, fly 150 ft. (poor), swim 60 ft.

Melee bite +28 (2d6+9), 2 claws +26 (1d8+5), 2 wings +26 (1d6+5), tail slap +26 (1d8+13), crush +26 (2d8+13)

Space 15 ft.; Reach10 ft. (15 ft. with bite)

Special Attacks: Breath weapon (12d6, DC 25), frightful presence (180 ft., DC 25), crush

 

STATISTICS

Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20

Base Atk +21; CMB 30; CMD 31

Feats Blind-Fight, Cleave, Flyby Attack, Hover, Improved Sunder, Multiattack, Power Attack, Wingover

Skills Diplomacy +19, Disguise +23, Escape Artist +12, Intimidate +29, Knowledge (dungeoneering) +29, Perception +29, Sense Motive +29, Survival +23 (+25 when underground OR following tracks), Swim +20, Use Magic Device +29

Languages Draconic, Aquan, Common, Dwarven, Drow Sign Language, Undercommon

Special Qualities Damage reduction 5/magic, SR 22, immunity to sleep and paralysis, immunity to electricity, blindsense (60 ft.), keen senses (darkvision 120 ft.), water breathing, spell-like abilities

Environment: Originally temperate hills

Organisation: Solitary

Treasure: Triple standard

Significant Possessions: Cervelliere of Opposite Alignment, Amulet of Mighty Fists +1, Wand of bear’s endurance (+42 hp, Fort +19, Concentration +31)

Breath Weapon (Su)

Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.

Water Breathing (Ex)

A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

 

Alternate Form (Su)

A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-like Abilities

At will—speak with animals; 3/day—create food and water, fog cloud

Spells Known

0th level (6) – daze, dancing lights, flare, light, mage hand, open/close, ray of frost

1st level (8) – burning hands, charm person, floating disc, hypnotism, magic missile

2nd level (7) – darkness, shatter, touch of idiocy

3rd level (5) – hold person, wind wall

 

Cervelliere of Opposite Alignment

This round, close-fitting steel skull cap looks unremarkable and typical for its type. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time.

Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.

Strong transmutation; CL 12th; Craft Wondrous Item, bestow curse, creator must be 12th level; Price 4,000 gp; Weight 1 lb.

 

Other treasure

15,000 gp

 

Five pearls on an electrum necklace – 5,000 gp

Sapphire pendant on a gold chain – 2,000 gp

Fire opal pendant on a fine gold chain – 1,200 gp

Two rubies on a gold anklet – 1,000 gp

Small gold bracelet – 10 gp

 

Matching pair of ceremonial electrum daggers with star ruby pommels – 1,200 gp each

Two silver-plated steel rapiers with jet in the hilt, one left-handed, one right-handed – 650 gp each

Three solid gold humanoid heads, one with the eyes stitched up, one with the mouth stitched up, one with the ears stitched up – 550 gp each

Matching set of six brass and jade mugs – 250 gp each

Matching pair of silver chalices – 90 gp each

 

One fiery yellow corundum – 800 gp

Three golden yellow topazes – 600 gp, 600 gp, 300 gp

Four pieces of amber – 110 gp, 100 gp, 80 gp, 80 gp

Four bloodstones – 70 gp, 60 gp, 50 gp, 20 gp

Three freshwater pearls – 11 gp, 10 gp, 8 gp

 

Ring of Energy Resistance (Minor) – Acid

+1 light steel shield

Potion of cure moderate wounds

+1 longsword

Amulet of Mighty Fists +1, currently worn by

Scroll of gentle repose CL 3 on a thin sheet of beaten copper

Wand of daze monster (CL 3, 16 charges) made of blue quartz

Wand of bear’s endurance (CL 3, 33 charges) made of silver

Manual of Gainful Exercise +3 (written in Orcish) wrapped in waterproofed leather and in a wax-sealed brass casket

 

 

 

 

Vegepygmy

CR ½

XP 200
N Small plant
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7

 

DEFENSE

AC 16, touch 13, flat-footed 14; (+2 Dex, +3 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Defensive Abilities plant traits, DR 5/slashing or bludgeoning; Immune electricity

 

OFFENSE

Speed 30 ft.
Melee 2 claws +1 (1d4) or longspear +1 (1d6)

 

STATISTICS

Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11
Base Atk +0; CMB –1; CMD 11
Feats Skill Focus(Perception)
Skills Perception +7, Stealth +10 (+18 in vegetation); Racial Modifiers +4 Stealth (+12 in vegetation)
Languages Undercommon, Vegepygmy (cannot speak)

ECOLOGY

Environment any underground
Organization solitary, gang (2–6), or tribe (7–30 plus 1 chieftain)
Treasure standard (longspear, other treasure)

Vegepygmys are created by a dangerous fungus known as russet mold—creatures slain by russet mold serve as incubators for the mold’s spores, and a day later, the dead body bursts to release 1d6 fully grown vegepygmys. A vegepygmy has no real relation to the body from which it emerges, but the creature may yet retain a strange sort of reverence for its “birth corpse” and carry with it a grisly memento from the body, typically a few bones or teeth. Often, a vegepygmy uses such bones to craft a crude spear or some other weapon.

Vegepygmy tribes live in tightly knit communities and fiercely guard their patches of russet mold. Vegepygmies cannot speak—they communicate via a crude language of rhythmic taps, beats, and clicks. Hunting parties echo these exchanges through the caves they travel. Vegepygmies stand 2 to 4 feet tall and weigh between 15 to 45 pounds.

Approximately 1 in 20 vegepymies are chieftains. A vegepygmy chieftain is an advanced vegepygmy (often one with class levels) that carries an infestation of russet mold spores in its flesh. A vegepygmy chieftain infects any creature it hits with its natural weapons with russet mold.

 

 

 

Violet Fungus

CR3

XP 800
N Medium plant
Init –1; Senses low-light vision; Perception +0

 

DEFENSE

AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 30 (4d8+12)
Fort +7, Ref +0, Will +1
Immune plant traits

 

OFFENSE

Speed 10 ft.
Melee 4 tentacles +4 (1d4+1 plus rot)
Space 5 ft.; Reach 10 ft.

 

STATISTICS

Str 12, Dex 8, Con 16, Int —, Wis 11, Cha 9
Base Atk +3; CMB +4; CMD 13

 

SPECIAL ABILITIES

Rot (Ex)

A creature struck by a violet fungus’s tentacle must succeed on a DC 15 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.

ECOLOGY

Environment any underground
Organization solitary, pair, or grove (3–12)
Treasure incidental

The violet fungus is one of the most notorious and feared dangers of the world’s caves. A traveler can often see signs of the violet fungus in those who dwell or hunt in places where these carnivorous fungi lurk. In these folk, deep and hideous scars mar bodies where entire furrows of flesh seem scooped away—the marks of a close encounter with a violet fungus.

A violet fungus feeds on the rot and decay of organic matter, but unlike most fungi, they are not passive consumers of corruption. A violet fungi’s tendrils can strike with unexpected swiftness, and are coated with a virulent venom that causes flesh to rot and decay with nauseating speed. This potent poison, if left untreated, can cause the flesh of an entire arm or leg to drop away in no time at all, leaving behind only warm bones that soon rot into corruption as well.

Although violet fungi are mobile, they only move to attack or to hunt for prey. A violet fungus that has a steady supply of rot to sup upon is generally content to remain in one place. Many underground-dwelling cultures take advantage of this penchant, particularly troglodytes and vegepygmies, and keep multiple violet fungi in key junctions and entrances to their caverns as guardians, making sure to keep them well fed with carrion to prevent them wandering farther into the den in search of food.

Some species of shriekers are relatively similar in appearance to violet fungi, although they lack the tentacular branches. It’s not uncommon to find shriekers and violet fungi growing in the same grove—especially in areas where other creatures cultivate the fungi as guardians.

A violet fungus is 4 feet tall and weighs 50 pounds.

 

 

 

Vvor

CR 3

XP800

N Medium animal

Init +2; Senses low-light vision, scent; Perception +6

 

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 26 (3d8+12)

Fort +6, Ref +5, Will +1

DefensiveAbilities ferocity

Weakness light sensitivity

 

OFFENSE

Speed 40 ft.

Melee gore +6 (1d8+5)

Special Attacks spirited charge +8(2d8+10)

 

STATISTICS

Str 16, Dex 14, Con 16, Int 2, Wis 13, Cha 4

BaseAtk +4; CMB +7; CMD 19

Feats Toughness

Skills Perception +6, Stealth +5

 

ECOLOGY

Environment underground

Organization pair or group (2–30)

Treasure none

Ill-tempered, dangerous, hard to kill, and always hungry, vvor refuse to back down from a fight.

The largest, most violent male rules Vvor groups, known as families.  When male vvors reach maturity, they either challenge the bull male or they leave the family.  If a vvor is found on its own, it is usually a male that is looking for somewhere to start his own family.

The pre-mature males hunt in packs of 10 to 15 led by the largest pre-mature male (called “big brother”), and are capable of bringing down adult bears.  The pack quietly surrounds their target and big brother leads the charge by lowering his head and rushing the target, ripping upward with the horns on his head.  Big brother will retreat from the prey and then the other males will begin attacking from different sides, moving in, slashing with their horns, and then retreating.  This continues until the prey has fallen, or (rarely) fought its way free.

A pre-mature male vvor is three feet long and weighs 150 pounds, with pre-mature females being slightly smaller.  The statistics given above are for a standard pre-mature male vvor.  The “big brother” vvor is generally a bit larger than the typical vvor, weighing in at 200 pounds and with an increased Strength of 18 (+4) and Constitution of 19 (+5).  He has a long sharp horn between 6-10 inches protruding from the top of his head, which causes 1d10 damage and has a critical threat range of 18-20.

Bull vvors have been measured as much as seven feel long and weighing close to half a ton.  The average bull is closer to five feet long and weighs between 600 and 700 pounds.  The average cow vvor is three to four feet long and weight 300 to 400 pounds.

Special Abilities

Spirited charge (Ex) If a vvor can charge its full movement speed, it gains a +2 to attack and deals double damage with its gore.

Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

 

 

 

 

 

 

Yellow Musk Creeper

CR2

XP 600
N Medium plant
Init +2; Senses tremorsense 30 ft.; Perception +0

 

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Defensive Abilities plant traits

 

OFFENSE

Speed 5 ft.
Melee tendril +5 (1d4+4)
Space 5 ft., Reach 10 ft.
Special Attacks create yellow musk zombie, pollen spray

 

STATISTICS

Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
Base Atk +2; CMB +5; CMD 17 (can’t be tripped)

 

SPECIAL ABILITIES

Create Yellow Musk Zombie (Su)

As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie (see below).

 

Pollen Spray (Ex)

As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.

 

 

 

 

Yellow Musk Zombie A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but with this special quality.

Plant Traits (Ex) This zombie’s animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.

 

 

 

 

 

 

 

 

*A14: Scourge of Embla/*A15: Usurper of Souls

Drow Adversaries

 

 

Drow Assassins   (3.5)

Size/Type Medium Humanoid (Elf)*

Male Drow Rogue (Sniper) 5

HD 5d6 (18 hp)

Initiative +3

Speed 30 ft.

AC 13 (+3 Dex), touch 13, flat-footed 10

Base Attack +3/Grapple +3

Attack Dagger +4 melee (1d4+1/19-20/x2) or +3 Light Crossbow ranged (1d8+2/19-20/x2)

Full Attack Dagger +4 melee (1d4+1/19-20/x2) or +3 Light Crossbow ranged (1d8+2/19-20/x2)

Space/Reach 5 ft./5 ft.

Special Attacks Accuracy, Deadly Range (40′), Sneak Attack +3d6, Sniper’s Eye

Special Qualities Darkvision (120 feet), Evasion, Uncanny Dodge; Immune sleep; Resist Elven Immunities; Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day); SR 11;Weakness Light Blindness

Saves Fort +1, Ref +7, Will +1

Abilities Str 12, Dex 16, Con 11, Int 11, Wis 11, Cha 11

Skills Acrobatics +11, Climb +9, Disguise +8, Escape Artist +11, Intimidate +8, Perception +10, Sense Motive +8, Sleight of Hand +8, Stealth +11, Survival +3

Skills Balance  +7, Climb +7 , Disguise +7 , Escape Artist +7 , Hide +7, Intimidate +7 , Listen +7, Move Silently +7,  Search +4, Sense Motive+4 , Sleight of Hand +3 , Spot +4 , Survival +4, Tumble +6

Feats Rapid Reload: Crossbow, Light, Rogue Weapon Proficiencies, Weapon Focus: Crossbow, Light

CR 4

Alignment Lawful Evil

Languages Elven, Undercommon

SQ Poison Use (Ex), Snap Shot (Ex)

Combat Gear +2 Crossbow, Light, Slippers of Spider-Climb, Dagger, Dagger, Dart (2);


SPECIAL ABILITIES


Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Deadly Range (40′) (Ex) Ranged sneak attacks may be made within 40′

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Rapid Reload: Crossbow, Light You can reload fast with one type of Crossbow.

Snap Shot (Ex) Set your initiative roll to 20 during a surprise round, but your only available action is a ranged attack. Normal initiative after this.

Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.

Sniper’s Eye (Ex) Can use ranged sneak attack vs. targets with concealment.

Spell Resistance (11) You have Spell Resistance.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

 

 

 

Drow Assassins   (Pathfinder)

CR 4

Male Drow Rogue (Sniper) 5

LE Medium Humanoid (Elf)

Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +10


DEFENSE


AC 13, touch 13, flat-footed 10   (+3 Dex)

hp 32 (5d8)

Fort +1, Ref +7, Will +1

Defensive Abilities Evasion, Uncanny Dodge; Immune sleep; Resist Elven Immunities; SR 11

Weakness Light Blindness


OFFENSE


Spd 30 ft.

Melee Dagger +4 (1d4+1/19-20/x2) and

Dagger +4 (1d4+1/19-20/x2)

Ranged +2 Crossbow, Light +9 (1d8+2/19-20/x2)

Dart +4 (1d4+1/20/x2)

Special Attacks Accuracy, Deadly Range (40′), Sneak Attack +3d6, Sniper’s Eye

Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)


STATISTICS


Str 12, Dex 16, Con 11, Int 11, Wis 11, Cha 11

Base Atk +3; CMB +4; CMD 17

Feats Rapid Reload: Crossbow, Light, Rogue Weapon Proficiencies, Throw Anything, Weapon Focus: Crossbow, Light

Skills Acrobatics +11, Climb +9, Disguise +8, Escape Artist +11, Intimidate +8, Perception +10, Sense Motive +8, Sleight of Hand +8, Stealth +11, Survival +3

Languages Elven, Undercommon

SQ Poison Use (Ex), Snap Shot (Ex)

Combat Gear +2 Crossbow, Light, Slippers of Spider-Climb, Dagger, Dagger, Dart (2);


SPECIAL ABILITIES


Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Deadly Range (40′) (Ex) Ranged sneak attacks may be made within 40′

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Rapid Reload: Crossbow, Light You can reload fast with one type of Crossbow.

Snap Shot (Ex) Set your initiative roll to 20 during a surprise round, but your only available action is a ranged attack. Normal initiative after this.

Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.

Sniper’s Eye (Ex) Can use ranged sneak attack vs. targets with concealment.

Spell Resistance (11) You have Spell Resistance.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

 

 

 

K’Chouk   (3.5)

Size/Type Medium Humanoid (Elf)

Female Drow Rogue (Acrobat) 11

HD 11d6+33 (72 hp)

Init +5

Speed 20 ft.

AC 14 (+3 armor, +1 Dex), touch 11, flat-footed 13

Base Attack +8/Grapple +10

Attack Sword of Subtlety +14 (1d6+3/19-20/x2) or Unarmed Strike +13 melee (1d3+2/x2)

Full Attack Sword of Subtlety +14/+9 (1d6+3/19-20/x2) or Unarmed Strike +13/+8 (1d3+2/20/x2

Space/Reach 5 ft./5 ft.

Special Attacks Hunter’s Surprise (1/day), Sneak Attack +6d6

Special Qualities Darkvision (120 feet), DR 5/piercing or slashing Evasion, Improved Uncanny Dodge (Lv >=15), Low-Light Vision.; Immune sleep; Poison Use; Resist Elven Immunities; SR 17; Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day); Weakness Light Blindness

Saves Fort +6, Ref +12, Will +4

Abilities Str 14, Dex 20, Con 16, Int 14, Wis 13, Cha 9

Skills  Balance +17, Climb +14 , Disguise +12 , Escape Artist +16, Hide +17, Intimidate +12 , Listen +11, Move Silently +17,  Ride -1, Search +12, Sense Motive +9 , Spot +11, Survival +9, Swim -2, Tumble +19, Use Magic Device +5; Modifiers Camouflage (1/day), Second Chance (3/day)

Feats Acrobatic, Combat Reflexes (6 AoO/round), Rogue Weapon Proficiencies, Weapon Finesse

CR 10

Alignment Lawful Evil

Languages Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Elven, Gnome, Goblin, Klavekian, Undercommon, Vikmordere

SQ Boneless Leather,)Poison Use (Ex)

Combat Gear Boneless Leather, Sword of Subtlety, Slippers of Spider-Climb;


SPECIAL ABILITIES


Boneless Leather This suit of +1 leather gives its wearer the ability to twist and contort his body in virtually any direction. He gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.

Construction
Requirements Craft Magic Arms and Armor, alter self, creator must have 5 ranks in the Acrobatics and Escape Artist skills; Cost 6,160 gp

Camouflage (1/day) (Ex) 1/day craft camouflage  from foliage that grants +4 to Hide.

Combat Reflexes (6 AoO/round) You may make up to 6 attacks of opportunity per round, and may make them while flat-footed.

Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs. Enchantments.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Hunter’s Surprise (1/day) (Ex) 1/day, all attacks against a chosen target are sneak attacks.

Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Second Chance (3/day) (Ex) Reroll failed Acrobatics, Climb or Fly checks at -5.

Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.

Spell Resistance (17) You have Spell Resistance.

 

 

K'Chouk (Pathfinder)

CR 10

Female Drow Rogue (Acrobat) 11

LE Medium Humanoid (Elf)

Init +5; Senses Darkvision (120 feet), Low-Light Vision; Perception +21


DEFENSE


AC 14, touch 11, flat-footed 13   (+3 armor, +1 Dex)

hp 96 (11d8+33)

Fort +6, Ref +12, Will +4

Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=15); DR 5/piercing or slashing; Immune sleep; Resist Elven Immunities; SR 17

Weakness Light Blindness


OFFENSE


Spd 30 ft.

Melee Sword of Subtlety +14/+9 (1d6+3/19-20/x2)

Special Attacks Hunter’s Surprise (1/day), Sneak Attack +6d6

Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)


STATISTICS


Str 14, Dex 20, Con 16, Int 14, Wis 13, Cha 9

Base Atk +8; CMB +10; CMD 26

Feats Acrobatic, Alertness, Athletic, Blind-Fight, Catch Off-Guard, Combat Reflexes (6 AoO/round), Rogue Weapon Proficiencies, Weapon Finesse

Skills Acrobatics +23, Climb +20, Disguise +13, Escape Artist +18, Fly +7, Intimidate +13, Linguistics +16, Perception +21, Ride -1, Sense Motive +19, Stealth +19, Survival +12, Swim -2, Use Magic Device +13 Modifiers Camoflage (1/day), Second Chance (3/day)

Languages Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Elven, Gnome, Goblin, Klavekian, Undercommon, Vikmordere

SQ Boneless Leather, Fast Stealth (Ex), Ledge Walker (Ex), Poison Use (Ex)

Combat Gear Boneless Leather, Sword of Subtlety, Slippers of Spider-Climb;


SPECIAL ABILITIES


Blind-Fight Re-roll misses because of concealment, other benefits.

Boneless Leather This suit of +1 leather gives its wearer the ability to twist and contort his body in virtually any direction. He gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.

Construction
Requirements Craft Magic Arms and Armor, alter self, creator must have 5 ranks in the Acrobatics and Escape Artist skills; Cost 6,160 gp

Camoflage (1/day) (Ex) 1/day craft camo from foliage that grants +4 stealth.

Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.

Combat Reflexes (6 AoO/round) You may make up to 6 attacks of opportunity per round, and may make them while flat-footed.

Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.

Hunter’s Surprise (1/day) (Ex) 1/day, all attacks against a chosen target are sneak attacks.

Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.

Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Second Chance (3/day) (Ex) Reroll failed Acrobatics, Climb or Fly checks at -5.

Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.

Spell Resistance (17) You have Spell Resistance.

 

 

 

Drow Raiders (3.5)

House Gullion

Male Drow Fighter 5

Homeland: City of Holoth

Drow Raider

Size/Type: Medium Humanoid (Ftr5)

Hit Dice: 5d10+10 (44 hp)

Initiative: +6

Speed: 30ft. (6 squares)

Armor Class: 18 (+4 Studded Leather +1, ring of protection +1, dex +2), touch 13, flat-footed 16

Base Attack/Grapple: +5/+6

Attack: Unarmed Strike +6 melee (1d3+1) OR crossbow, Light +8 ranged (1d8 19/20x2 plus poison) OR Rapier +6 melee (1d6+1 18/20x2)

Full Attack: Unarmed Strike +6 melee (1d3+1) OR crossbow, Light +8 ranged (1d8 19/20x2 plus poison) OR Rapier +6 melee (1d6+1 18/20x2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, Spells; Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft., Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Spell resistance equal to 11 + class levels (17), +2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +6, Ref +3, Will +4 (+6 vs spell and spell-like abilities)

Abilities: Str 13, Dex 15, Con 14, Int 12, Wis 12, Cha 10

Skills: Handle Animal +1, Intimidate +2, Jump +2, Listen +4, Move Silently +2, Ride +2, Search +3, Spot +4

Feats: Improved Inititative, Iron Will, Point Blank Shot, Weapon Finesse, Weapon Focus: Crossbow, Light

Environment: Usually Underworld

Organization: Any

Challenge Rating: 6

Treasure: +1 studded leather, crossbow, light, 20 crossbow bolts, buckler, rapier, Ring of protection +1

Alignment: Lawful Evil

Advancement: By character class

Level Adjustment: +2

Languages: Common, Drow Sign, Elven, Undercommon

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Class Features

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Statistics by Joshua Gullion & Jonathan Nelson

 

Drow Raiders (Pathfinder)

House Gullion

CR 4

Male Drow Fighter 5

Homeland: City of Holoth
House: Gullion

 

NE Medium Humanoid (Elf)
Init +6; Senses Darkvision (120 feet), Low-Light Vision; Perception +3


DEFENSE


 

AC 19, touch 13, flat-footed 17   (+4 armor, +1 shield, +2 Dex, +1 deflection, +1 insignia)

hp 44 (5d10+10)
Fort +6, Ref +3, Will +4
Defensive Abilities Bravery +1; Immune sleep; Resist Elven Immunities; SR 11
Weakness Light Blindness

 


OFFENSE


Spd 30 ft.

Melee Rapier +6 (1d6+1/18-20/x2) and
Unarmed Strike +6 (1d3+1/20/x2)
Ranged Crossbow, Hand +9 (1d4+1/19-20/x2)
Special Attacks Weapon Training: Crossbows
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)

 


STATISTICS


Str 13,  Dex 15,  Con 14,  Int 12,  Wis 12,  Cha 10

Base Atk +5; CMB +7; CMD 19
Feats Agile Maneuvers, Improved Initiative, Iron Will, Point Blank Shot, Weapon Finesse, Weapon Focus: Crossbow, Hand
Skills Acrobatics +6, Climb +7, Escape Artist +1, Fly +1, Handle Animal +5, Intimidate +5, Knowledge (Dungeoneering) +6, Perception +3, Ride +1, Stealth +3, Survival +5, Swim +5
Languages Drow, Drow Sign Language, Elven, Undercommon
SQ Armor Training 1 (Ex), Poison Use (Ex)
Combat Gear +1 Studded Leather, Bolts, Crossbow (20), Buckler, Crossbow, Hand, Rapier; Other Gear Ring of Protection, +1

 


ECOLOGY


Environment Underground

Organization Squad (2-4), patrol (5-8 plus 2 2nd level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatabts, as well as 1 2nd level sergeant per 5 adults, 2d4 6th level lieutenants, and 1d4 9th level captains).
Treasure Standard

 


SPECIAL ABILITIES


Agile Maneuvers Use DEX instead of STR for CMB

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities – Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (11) You have Spell Resistance.
Weapon Training: Crossbows +1 (Ex) +1 Attack, Damage, CMB, CMD with Crossbows

Drow & Poison:

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effectunconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

Statistics by Joshua Gullion & Jonathan Nelson

 

 

 

Drow City Guardians (3.5)

House Zephroth
Male Drow, Fighter 3, Wizard 4
NE Medium Humanoid (Elf)
CR 8
Homeland: City of Holoth
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +3

DEFENSE


AC 19, touch 13, flat-footed 16   (+5 armor, +3 Dex, +1 Insignia)

hp 45 (3d10+4d6+7)
Fort +5, Ref +5, Will +5
Defensive Abilities Bravery +1; Immune sleep; Resist Elven Immunities; SR 13
Weakness Light Blindness

OFFENSE


Spd 30 ft.

Melee Rapier +8 (1d6/18-20/x2) and
Unarmed Strike +8 (1d3/20/x2)
Ranged Crossbow, Hand +9 (1d4/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Wizard Spells Known (CL 4, 5 melee touch, 8 ranged touch):
2 (3/day) Spider Climb (DC 15), Hypnotic Pattern (DC 15), Summon Swarm
1 (4/day) Protection from Good (DC 14), Shocking Grasp, Magic Missile, Charm Person (DC 14)
0 (at will) Ray of Frost, Read Magic (DC 13), Mage Hand, Prestidigitation (DC 13)

STATISTICS


Str 11,  Dex 16,  Con 13,  Int 17,  Wis 10,  Cha 10

Base Atk +5; CMB +5; CMD 18
Feats Disruptive Spell, Enlarge Spell, Persistent Spell, Scribe Scroll, Silent Spell, Weapon Finesse, Weapon Focus: Crossbow, Hand, Wizard Weapon Proficiencies
Skills Acrobatics +8, Climb +5, Craft () +6, Craft (Weapons) +7, Handle Animal +4, Heal +2, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Linguistics +7, Perception +3, Profession () +4, Ride +8, Spellcraft +8, Stealth +4, Survival +6, Swim +5, Use Magic Device +2
Languages Drow, Drow Sign Language, Elven, Undercommon
SQ Arcane Familiar Nearby, Armor Training 1 (Ex), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Poison Use (Ex), Share Spells with Familiar
Combat Gear +2 Studded Leather, Crossbow, Hand, Rapier;

ECOLOGY


Environment Squad (2-4), patrol (5-8 plus 2 2nd level sergeants ans 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants and 1 2nd level sergeant per 5 adults, 2d4 6th level lieutenants, and 1d4 9th level captains).

Organization Underground
Treasure Standard

SPECIAL ABILITIES


Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm’s reach.

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.
Drow Immunities – Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enlarge Spell Increase spell ranges. +1 Level.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Familiar The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Resistance (13) You have Spell Resistance.

Drow & Poison:

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effectunconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Drow House Insignia This brooch is worked in the design of House Zephroth.  It grants a wearer of House Zephroth +3 to Spellcraft and Intimidate skill checks and a +1 insight bonus to Armor Class.

Statistics by Joshua Gullion & Jonathan Nelson

 

Drow City Guardians (Pathfinder)

House Zephroth
Male Drow, Fighter 3, Wizard 4
NE Medium Humanoid (Elf)
CR 6
Homeland: City of Holoth

Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +3


DEFENSE


AC 19, touch 13, flat-footed 16   (+5 armor, +3 Dex, +1 Insignia)

hp 45 (3d10+4d6+7)
Fort +5, Ref +5, Will +5
Defensive Abilities Bravery +1; Immune sleep; Resist Elven Immunities; SR 13
Weakness Light Blindness

OFFENSE


Spd 30 ft.

Melee Rapier +8 (1d6/18-20/x2) and
Unarmed Strike +8 (1d3/20/x2)
Ranged Crossbow, Hand +9 (1d4/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Wizard Spells Known (CL 4, 5 melee touch, 8 ranged touch):
2 (3/day) Spider Climb (DC 15), Hypnotic Pattern (DC 15), Summon Swarm
1 (4/day) Protection from Good (DC 14), Shocking Grasp, Magic Missile, Charm Person (DC 14)
0 (at will) Ray of Frost, Read Magic (DC 13), Mage Hand, Prestidigitation (DC 13)

STATISTICS


Str 11,  Dex 16,  Con 13,  Int 17,  Wis 10,  Cha 10

Base Atk +5; CMB +5; CMD 18
Feats Disruptive Spell, Enlarge Spell, Persistent Spell, Scribe Scroll, Silent Spell, Weapon Finesse, Weapon Focus: Crossbow, Hand, Wizard Weapon Proficiencies
Skills Acrobatics +8, Climb +5, Craft () +6, Craft (Weapons) +7, Handle Animal +4, Heal +2, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Linguistics +7, Perception +3, Profession () +4, Ride +8, Spellcraft +8, Stealth +4, Survival +6, Swim +5, Use Magic Device +2
Languages Drow, Drow Sign Language, Elven, Undercommon
SQ Arcane Familiar Nearby, Armor Training 1 (Ex), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Poison Use (Ex), Share Spells with Familiar
Combat Gear +2 Studded Leather, Crossbow, Hand, Rapier;

ECOLOGY


Environment Squad (2-4), patrol (5-8 plus 2 2nd level sergeants ans 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants and 1 2nd level sergeant per 5 adults, 2d4 6th level lieutenants, and 1d4 9th level captains).

Organization Underground
Treasure Standard

SPECIAL ABILITIES


Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm’s reach.

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enlarge Spell Increase spell ranges. +1 Level.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Familiar The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Resistance (13) You have Spell Resistance.

Drow & Poison:

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effectunconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Drow House Insignia This brooch is worked in the design of House Zephroth.  It grants a wearer of House Zephroth +3 to Spellcraft and Intimidate skill checks and a +1 insight bonus to Armor Class.

Statistics by Joshua Gullion & Jonathan Nelson

 

*A15: Usurper of Souls

City of Holoth/Mushroom Farms/Slave Camp

Advanced Tyrannosaurus (3.5)

Size/Type: Huge Animal

Hit Dice: 36d8+216+9 (387 hp)

Initiative: +2

Speed: 40 ft. (8 squares)

Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13

Base Attack/Grapple: +27/+45

Attack: Bite +35 (3d6+15/19-20)

Full Attack: Bite +35 (3d6+15/19-20)

Space/Reach: 15 ft./10 ft.

Special Attacks: Improved grab, swallow whole

Special Qualities: Low-light vision, scent

Saves: Fort +26, Ref +22, Will +14

Abilities: Str 30, Dex 14, Con 22, Int 2, Wis 15, Cha 10

Skills: Hide +5, Listen +20, Spot +20

Feats: Alertness, Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Improved Overrun, Improved Sunder, Power Attack, Run, Toughness (3), Track

Environment: Warm plains

Organization: Solitary or pair

Challenge Rating: 14

Treasure: None

Alignment: Always neutral

 

Advanced Tyrannosaurus (Pathfinder)

CR 14

XP 38,400
N Gargantuan animal
Init +6; Senses low-light vision, scent; Perception +57

DEFENSE

AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, -4 size)
hp 342 (36d8+180)
Fort +25, Ref +22, Will +16

OFFENSE

Speed 40 ft.
Melee bite +35 (6d6+24/19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+12 AC 17 hp 34)

STATISTICS

Str 34, Dex 15, Con 20, Int 2, Wis 15, Cha 10
Base Atk +27; CMB +45 (+49 grapple); CMD 57
Feats Awesome Blow, Bleeding Critical, Critical Focus, Diehard, Endurance, Exhausting Critical, Improved Bullrush, Improved Critical (bite), Improved Initiative, Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Skill Focus (Perception), Staggering Critical, Tiring Critical
Skills Perception +57; Racial Modifiers +8 Perception
SQ powerful bite

SPECIAL ABILITIES

 

 

 

 

 

*A15: Usurper of Souls

Temple of the Spider Goddess

 

 

Book Golem (3.5)

Size/Type:Large Construct

Hit Dice: 9d10+30 (79 hp)

Initiative: -1

Speed: 30 ft. (6 squares)

Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18

Base Attack/Grapple: +6/+15

Attack: Slam +10 melee (2d8+5)

Full Attack: 2 slams +10 melee (2d8+5)

Space/Reach: 10 ft./10 ft.

Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision

Saves: Fort +3, Ref +2, Will +3

Abilities: Str 21, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1

Skills:

Feats:

Environment: Any

Organization: Solitary

Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Advancement: 10-18 HD (Large); 19-27 HD (Huge)

 Level Adjustment:

Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces.

The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.

Combat

Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.

A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.

 

Immunity to Magic (Ex)

A book golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold damage slows a book golem (as the slow spell) for 2d6 rounds (no save).

A magical attack that deals fire damage does double damage to a book golem (as per a critical hit).

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A book golem gets no saving throw against attacks that deal electricity damage.

 

Book Golem Construction

Comprised of various tomes stacked into the shape of a humanoid, the book golem requries no less than  four tomes per limb.  Any book can be used, although several wizards have found that crafting tomes of knowledge and learning seems to grant the golem a sense of cunning and personality, although many have discredited this as wishful thinking. Several attempts to create a book golem with access to the spells contained within tomes bound into its body have thus far proved unsuccessful.

Special unguents and bindings worth 500 gp are also required.

 

CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

 

 

 

Book Golem (Pathfinder)

CR 7

XP 3,200

N Large construct

Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

 

DEFENSE

AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)

hp 79 (9d10+30)

Fort +3, Ref +2, Will +3

DR 5/adamantine; Immune construct traits, magic

 

OFFENSE

Speed 30 ft.

Melee 2 slams +13 (2d8+5)

Space 10 ft.; Reach 10 ft.

 

STATISTICS

Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1

Base Atk +9; CMB +15; CMD 24

Languages none

 

SPECIAL ABILITIES

Immunity to Magic (Ex)

A book golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold damage slows a book golem (as the slow spell) for 2d6 rounds (no save).

A magical attack that deals fire damage does double damage to a book golem (as per a critical hit).

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A book golem gets no saving throw against attacks that deal electricity damage.

 

Book Golem Construction

Comprised of various tomes stacked into the shape of a humanoid, the book golem requries no less than  four tomes per limb.  Any book can be used, although several wizards have found that crafting tomes of knowledge and learning seems to grant the golem a sense of cunning and personality, although many have discredited this as wishful thinking. Several attempts to create a book golem with access to the spells contained within tomes bound into its body have thus far proved unsuccessful.

Special unguents and bindings worth 500 gp are also required.

CL 8th; Price 20,500 gp

 

CONSTRUCTION REQUIREMENTS

Craft Construct, animate dead, bull's strength, geas/quest, limited wish, creator must be caster level 8th; Skill Craft (leather) or Heal DC 13; Cost 10,500 gp

 

ECOLOGY

Environment any

Organization solitary

Treasure none

A book golem is a construct with no free will of its own, it is constructed and designed for a specific purpose, and can only follow the orders given it at the time of its creation outside of a few simple commands from the person it has been bonded to obey.   It has no possessions and no weapons. A book golem stands 8 feet tall and weighs 500 pounds.

A book golem cannot speak, although it can emit an unsettling whisper from its pages. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

Although most book golems are mindless, there are persistent rumors of unusual golems who somehow gain the collected knowledge printed upon the many pages compising its body.  Certainly most who construct book golems prefer mindless slaves over free-willed creations, and as a result intelligent book golems are a barely explored concept, and treated as fanciful stories from old wizards.

 

 

 

 

 

Mosaic Tile Golem (3.5)

Mosaic Tile Golem Size/Type: Large Construct Hit Dice: 14d10+30 (107 hp) Initiative: -1

Speed: 20 ft. (4 squares)

Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26

Base Attack/Grapple: +10/+23

Attack: Slam +18 melee (2d10+9) (equal to ¼ the total limbs the golem has, with a minimum of 2)

Full Attack: Slams +18 melee (2d10+9) (equal to ¼ the total limbs the golem has, with a minimum of 2)

Space/Reach: 10 ft./10 ft.

Special Attacks: Awesome Blow

Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision

Saves: Fort +4, Ref +3, Will +4

Abilities: Str 29, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1

Skills:

Feats: Power Attack, Improved Bull Rush, Awesome Blow

Environment: Any Organization: Solitary Challenge Rating: 11

Treasure: None

Alignment: Always neutral

Advancement: 15-21 HD (Large); 22-42 (Huge)

Level Adjustment:

This golem's body is made from various tile, of such material as stone, ceramic, glass or bone. A

mosaic tile golem is 10 feet tall and weighs around 800 pounds. Its body is frequently stylized to suit its creator. For example, it might look like a demonic spider, gaining extra attacks from a multitude of limbs, or a large canine using its “mouth” to accomplish its slam attacks.

 

Combat

Mosaic tile golems are formidable opponents, being physically powerful and difficult to harm.

 

Special Abilities

Awesome Blow

As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Camouflage (Ex)

Since a mosaic tile golem looks like part of the flat surface upon which it rests, it takes a DC 20 Spot check to notice it before it attacks.

Dwarves can use stonecunning instead of Spot to notice the golem.

Immunity to Magic (Ex)

A mosaic tile golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a mosaic tile golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

 

Construction

A mosaic tile golem’s body is crafted from a variety of different source tiles, usually utilizing local materials to aid the golem later in blending into surface areas. The tiles must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, antimagic field, geas/quest, slow, symbol of stunning, caster must be at least

14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

 

 

 

Mosaic Tile Golem (Pathfinder)

Mosaic Tile Golem       CR 7

 

XP 3,200

N Large construct

Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

 

DEFENSE

AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)

hp 87 (8d10+30)

Fort +2; Ref +3; Will +2

Defensive Abilities energy absorption, flatten; DR 10/adamantine; Immune construct traits, magic

 

OFFENSE

Speed 20 ft.

Melee slam +13 (2d8+6 plus stun) (equal to ¼ the total limbs the golem has, with a minimum of 2)

Space 10 ft.; Reach 10 ft.

Special Attacks stunning blow

 

STATISTICS

Str 20, Dex 15, Con —, Int —, Wis 10, Cha 1

SQ camouflage

 

SPECIAL ABILITIES


Camouflage (Ex)

While flattened, a mosaic tile golem is nearly indistinguishable from the surrounding floor. It takes a DC 25 Perception check to notice a flattened mosaic tile golem for what it is. Dwarves get a +2 bonus on Perception checks to notice a flattened mosaic tile golem.

Energy Absorption (Su)

Any energy-based (acid, fire, cold, electricity, sonic) attack that directly targets a mosaic tile golem is absorbed into its body dealing no damage to the golem. A mosaic tile golem can use the absorbed energy to repair itself, healing 1 hit point for every 3 points of damage the attack would have otherwise dealt. Or it can release the energy in a 30-foot cone that deals 3d8 points of energy damage (of

whatever type was absorbed) to all within the area. An affected opponent can attempt a DC 14 Reflex save to reduce the damage by half. The save DC is Constitution-based. The mosaic tile golem can store the energy before releasing it as an energy blast for a number of rounds equal to half its Hit Dice (four rounds for the standard mosaic tile golem ).

Flatten (Ex)

As a standard action, once per round, a mosaic tile golem can flatten its form to become (or appear to become) a section of floor, road, or any other stone surface. While flattened it cannot move or attack and its damage reduction increases to 20/adamantine. A mosaic tile golem can reform into its chosen shape as a standard action.

Immunity to Magic (Ex)

A mosaic tile golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw. A transmute mud to rock spell heals all its lost hit points.

A stone to flesh spell does not actually change the golem’s structure, but it negates the mosaic tile golem’s damage reduction for 1 round.

Stunning Blow (Ex)

Any creature hit by a mosaic tile golem’s slam attack must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.

 

ECOLOGY

Environment any
Organization solitary
Treasure none

A mosaic tile golem is composed of various tile pieces, usually utilizing whatever tile is native to the region in which it is constructed, jointed and fitted together so as to allow the creature to fold itself flat. It is created to serve as guardians or servants by powerful spellcasters, and has been the death of many an unsuspecting rogue.

A mosaic tile golem stands 10 feet tall and weighs on average around 800 pounds. Many different forms have been seen in regards to bodily shapes, and truly the only limit to design is the artistic talent of the golem's creator. Regardless of its physical shape, the golem shares the same abilities as all other mosaic tile golems, with only the amount of limbs and number of attacks there of ever changing.

Though a mosaic tile golem cannot speak, when constructed, its creator can program up to 4 simple words or phrases (no more than 4 words in length) into it that are released when certain conditions are met. These conditions are programmed into the golem when it is constructed. Conditions can be as general or specific as necessary, but must be fairly simple, such as “if anyone enters this room” or “if anyone touches this chest”.

At the time of creation, up to 4 simple command words or phrases can be imprinted upon a mosaic tile golem, such as defend, attack, or attack if “x” happens, etc.

A mosaic tile golem tasked with guarding or securing a location usually flattens itself so as to go unnoticed to would-be-trespassers. When an interloper treads upon the golem, it unfurls itself into its full form and attacks, crushing and pounding its unsuspecting victim with powerful blows from its varied limbs

 

Construction

MOSAIC TILE GOLEM

A mosaic tile golem is constructed from stone, glass and ceramic tiles, various powders, and exotic liquids totaling 2,500 gp.

CL 11th; Price 30,000 gp

 

CONSTRUCTION REQUIREMENTS

Craft Construct, bull’s strength, geas/quest, polymorph any object, protection from energy, creator must be caster level 11th ; Skill Craft (sculptures) or Craft (stonemasonry) DC 16; Cost 17,500

 

Full credit given to the the Frog God Games guys, as I created my Mosaic Tile Golem upon the bones of their Flagstone Golem.

Section 15: Copyright Notice - Tome of Horrors Complete

Flagstone Golem from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

 

 

 

 

Drow Spider Temple Guardian (3.5)

Male Drow, Fighter 3, Wizard 4

NE Medium Humanoid (Elf) CR 8

Homeland: City of Holoth

Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +3

 

DEFENSE

AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 Insignia)

hp 45 (3d10+4d6+7) Fort +5, Ref +5, Will +5

Defensive Abilities Bravery +1; Immune sleep; Resist Elven Immunities; SR 13

Weakness Light Blindness

 

OFFENSE

Spd 30 ft.

Melee Whip, Scorpion +9/+4 (1d4+3/20/x2) and

Rapier +8 (1d6/18-20/x2) and

Unarmed Strike +8 (1d3/20/x2)

Ranged Crossbow, Hand +9 (1d4/19-20/x2)

Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day) Wizard Spells Known (CL 4, 5 melee touch, 8 ranged touch):

2 (3/day) Spider Climb (DC 15), Hypnotic Pattern (DC 15), Summon Swarm

1 (4/day) Protection from Good (DC 14), Shocking Grasp, Magic Missile, Charm Person (DC 14)

0 (at will) Ray of Frost, Read Magic (DC 13), Mage Hand, Prestidigitation (DC 13)

 

STATISTICS

Str 11,  Dex 16,  Con 13,  Int 17, Wis 10,  Cha 10

Base Atk +5; CMB +5; CMD 18

Feats Disruptive Spell, Enlarge Spell, Persistent Spell, Scribe Scroll, Silent Spell, Weapon Finesse, Weapon Focus: Crossbow, Hand, Wizard Weapon Proficiencies

Skills Acrobatics +8, Climb +5, Craft () +6, Craft (Weapons) +7, Handle Animal +4, Heal +2, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Linguistics +7, Perception +3, Profession () +4, Ride +8, Spellcraft +8, Stealth +4, Survival +6, Swim

+5, Use Magic Device +2

Languages Drow, Drow Sign Language, Elven, Undercommon

SQ Arcane Familiar Nearby, Armor Training 1 (Ex), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Poison Use (Ex), Share Spells with Familiar

Combat Gear +2 Studded Leather; Crossbow, Hand; Bolts, Crossbow (20), Rapier; Whip, Scorpion

 

ECOLOGY

Environment Squad (2-4), patrol (5-8 plus 2 2nd level sergeants ans 1 leader of 3rd-6th level), or band

(20-50 plus 10% noncombatants and 1 2nd level sergeant per 5 adults, 2d4 6th level lieutenants, and

1d4 9th level captains).

Organization Underground

Treasure Standard

 

 

SPECIAL ABILITIES

Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm’s reach. Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Bravery +1 (Ex) +1 Will save vs. Fear

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day. Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.

Drow Immunities – Sleep You are immune to Sleep effects. Elven Immunities +2 save bonus vs Enchantments.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enlarge Spell Increase spell ranges. +1 Level.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Share Spells with Familiar The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Silent Spell Cast a spell with no verbal components. +1 Level. Spell Resistance (13) You have Spell Resistance.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect

unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Drow Temple Insignia: This brooch is worked in the design of the Temple of Naraneus, and replaces the normal House Insignia a drow would carry, marking their loyalty to a house of worship over a house of politics.  It grants a wearer of the Temple of Naraneus +3 to Spellcraft and Intimidate skill checks and a +1 insight bonus to Armor Class.

 

 

 

 

Drow Spider Temple Guardian  (Pathfinder)    

CR 6 

Male Drow Fighter 4 Inquisitor 3

LE Medium Humanoid (Elf)

Init +8; Senses Darkvision (120 feet), Low-Light Vision; Perception +9

 

DEFENSE

AC 19, touch, 12, flat-footed 15  (+5 armor enhancement, +2 Dex, +1 dodge, +1 Temple Insignia)

Armor DR: 9/adam or Huge  (+8 armor, +1 HD bonus)

Critical Defense: +11 (+9 DR, +2 Dex)

hp 51 (4d10+3d8+7); Judgement of Profane Healing 2

Fort +8, Ref +4, Will +6

Defensive Abilities Bravery +1, Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Profane Purity +1, Judgement of Profane Resistance 4 (Electricity); SR 13

Weakness Light Blindness

 

OFFENSE

Spd 30 ft.

Melee Whip, Scorpion +9/+4 (1d4+3/20/x2) and

Rapier +8/+3 (1d6+1/18-20/x2) and

Unarmed Strike +8/+3 (1d3+1/20/x2)

Ranged Crossbow, Hand +8/+3 (1d4/19-20/x2)

Special Attacks Judgement of Profane Destruction +2, Judgement of Profane Justice +1, Judgement of

Profane Piercing +2, Judgement of Profane Smiting (Magic)

Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Detect Alignment (At will), Faerie Fire

(1/day)

Inquisitor Spells Known (CL 3, +8 melee touch, +8 ranged touch):

1 (4/day) Shield of Faith (DC 13), Cure Light Wounds (DC 13), Inflict Light Wounds (DC 13), Inflict

Light Wounds (DC 13), Wrath (DC 13)

0 (at will) Disrupt Undead, Acid Splash, Daze (DC 12), Detect Poison, Detect Magic, Light

 

STATISTICS

Str 12,  Dex 15,  Con 13,  Int 11, Wis 14,  Cha 10

Base Atk +6; CMB +7; CMD 20

Feats Dodge, Exotic Weapon Proficiency: Whip, Improved Initiative, Precise Strike, Two-weapon

Fighting, Weapon Finesse, Weapon Focus: Whip, Weapon Specialization: Whip

Skills Acrobatics +8, Climb +5, Handle Animal +4, Intimidate +5, Knowledge (Religion) +7, Linguistics +2, Perception +9, Ride +8, Sense Motive +3, Spellcraft +8, Stealth +6, Survival +6, Swim

+5, Use Magic Device +2 Modifiers Monster Lore

Languages Drow, Drow Sign Language, Elven, Undercommon

SQ Armor Training 1 (Ex), Inquisitor Domain: Shadow Domain (Drow), Judgement (1/day) (Su), Poison Use (Ex), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +1

Combat Gear +2 Studded Leather, Bolts, Crossbow (20), Crossbow, Hand, Rapier, Whip, Scorpion;

 

SPECIAL ABILITIES

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Bravery +1 (Ex) +1 Will save vs. Fear

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only). Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Drow Immunities - Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Inquisitor Domain: Shadow Domain (Drow) Granted Powers Through the gifts of the Spider Goddess, you have learned to use the shadows, both external and internal, to prevail over your foes. Shadowy Weapon – At 1st level, you gain minor access to the Plane of Shadow, wrappin Judgement (1/day) (Su) Variable bonuses increase as the combat continues.

Judgement of Profane Destruction +2 (Su) Weapon Damage bonus.

Judgement of Profane Healing 2 (Su) Fast Healing

Judgement of Profane Justice +1 (Su) Attack bonus

Judgement of Profane Piercing +2 (Su) Concentration and vs. SR bonus

Judgement of Profane Protection +1 (Su) AC bonus Judgement of Profane Purity +1 (Su) Save bonus Judgement of Profane Resiliency 1: Magic (Su) DR/magic

Judgement of Profane Resistance 4: Electricity (Su) Energy Resistances

Judgement of Profane Smiting (Magic) (Su) DR bypass

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.

Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.

Spell Resistance (13) You have Spell Resistance.

Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another

Track +1 +1 to survival checks to track.

Drow Temple Insignia: This brooch is worked in the design of the Temple of Naraneus, and replaces the normal House Insignia a drow would carry, marking their loyalty to a house of worship over a house of politics.  It grants a wearer of the Temple of Naraneus +3 to Spellcraft and Intimidate skill checks and a +1 insight bonus to Armor Class.

 

 

 

Drow Cleric Temple Priest (3.5)

Size/Type: Medium Humanoid (Clr 9)

Hit Dice: 9d8+9 (52 hp)

Initiative: +1

Speed: 20ft. (4 squares)

Armor Class: 23 (+9 undead controlling mithral full plate of speed +1, +3 mithral spined heavy shield

+1, dex +1), touch 11, flat-footed 22

Base Attack/Grapple: +6/+5

Attack: Whip, Scorpion +9/+4 (1d4+3/20/x2) OR +1 Hand Crossbow  +8 ranged (1d4+1 plus poison ,

+1 to the attack if within 30 ft.)

Full Attack: Whip, Scorpion +9/+4 (1d4+3/20/x2) OR +1 Hand Crossbow +8/+3 ranged (1d4 plus poison, +1 to each attack if within 30 ft.) OR +1 Hand Crossbow  +6/+6/+1 ranged (1d4 plus poison ,

+1 to each attack if within 30 ft.)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison, Spells; Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

Special Qualities: Darkvision, 120 ft., Domains: Protection and Travel, Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Rebuke Undead, Spell resistance equal to 11 + class levels (20), +2 racial bonus on Will saves against spells and spell-like abilities

Saves: Fort +7, Ref +4, Will +9 (+11 vs spell and spell-like abilities)

Abilities: Str 8, Dex 13, Con 12, Int 14, Wis 16, Cha 16

Skills: Concentration + 9, Diplomacy +11, Heal +11, Hide +0,  Knowledge (religion) +10, Knowledge

(the planes) +10, Listen +5, Search +4, Spellcraft +8, Spot +5

Feats: Extra Turning (Rebuking), Point Blank Shot, Rapid Reload, Rapid Shot, Weapon Finesse

Environment: Usually Underworld

Organization: Any

Challenge Rating: 10

Treasure: Scorpion Whip, Hand Crossbow, Bolts (20), poison (Drow), antivenom (2), Temple Insignia Ring

Alignment: Neutral Evil Advancement: By character class Level Adjustment: +2

Languages: Abyssal, Common, Drow Sign, Elven, Undercommon

 

Poison (Ex)

An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

 

Spells

 

0th – (6) DC 13 Cure Minor Wounds, Guidance, Guidance, Read Magic, Resistance, Resistance

 

1st – (5+1) DC 14 Bane, Bless, Command, Doom, Shield of Faith + Obscuring Mist

 

2nd – (5+1) DC 15 Death Knell, Hold Person, Remove Paralysis, Silence, Spiritual

Weapon + Desecrate M

 

3rd – (4+1) DC 16 Deeper Darkness, Magic Circle Against Good, Prayer, Wind Wall + Eclipse, Lesser

 

4th – (2+1) DC 17 Magic Weapon, Greater, Poison + Unholy Blight

 

5th – (1+1) DC 18  Slay Living + Dispel Good

 

Domain

Evil Domai

Granted Power

You cast evil spells at +1 caster level.

 

Evil Domain Spells

1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

2. Desecrate M: Fills area with negative energy, making undead stronger.

3. Magic Circle Against Good: As protection spells, but 10-ft. radius and 10 min./level.

4. Unholy Blight: Damages and sickens good creatures.

5. Dispel Good: +4 bonus against attacks by good creatures.

6. Create UndeadM: Create ghouls, ghasts,mummies, or mohrgs.

7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.

8. Unholy AuraF: +4 to AC, +4 resistance, SR 25 against good spells.

9. Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as an evil spell only

 

 

Shadow Domain

Granted Powers Through the gifts of the Spider Goddess, you have learned to use the shadows, both external and internal, to prevail over your foes.

Shadowy Weapon – At 1st level, you gain minor access to the Plane of Shadow, wrapping your weapon with strands of shadow. This ability causes your weapon to cause 1 point of negative energy damage per 2 caster levels.  You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Shadowy Sight – At 6th level, you may give into the shadows inside you in order to view the world more clearly. By taking 1d4 points of negative energy damage, you gain your choice of darkvision, low-light vision, see invisibility, or true seeing. If you already have darkvision, the range extends by ½. This effect lasts a number of rounds equal to the amount of energy damage taken.

 

Domain Spells 1st—Shadow Mote, 2nd—Shadowcast, 3rd—Shadow Blast, 4th—Form of Shadow, 5th—Shadow Walk, 6th—Reflection of Shadow, 7th—Shadow Binding, 8th—Shadow Raising, 9th—Shadow Drain.

1. Shadow MoteThis spell creates a small sphere of shadow-essence that you can direct toward one target. The sphere causes the target to see things out of the corner of their eye, causing the target to be distracted and become flat-footed for one round. The material component for this spell is a sphere of black glass, which is crushed in the caster’s hand.

2. ShadowcastThis spell calls forth an amorphous blob of shadow-stuff from the Plane of Shadow that you can direct toward the nearest light source. You can cause the mote to change shape, creating moving shadows on nearby surfaces. These shadows can cause distraction and confusion, causing the viewers to take a -2 penalty to initiative and Perception checks while in the area of the light source unless a Will save is made. The material component for this spell is a piece of charcoal, which is broken and tossed into the air.

3. Shadow BlastShadow blast creates a small portal to the Plane of Shadow, letting in semi-solid shadow-stuff. Everyone within the area must make a Reflex save or take 1d6 points of damage per caster level (max 10d6 at 10th level). The material component for this spell is a black glass disk, which the caster traces around on the ground.

4. Form of ShadowYou cloak yourself in shadow-essence, giving yourself total concealment (50% miss chance). You also gain a +1 circumstance bonus to attack rolls against all targets for the duration of the spell.  The material component for this spell is a black cloth that the caster pierces with a blade.

5. Shadow WalkWhen this spell is cast, the creature touched can pass through a shadow, including the casters, and appear from another shadow within range of the spell. The target can make one move or attack action upon their arrival.  The material components for this spell are a black ring made of glass or stone and a black stone sphere, which is passed through the ring.

6. Reflection of ShadowYou summon one shadowy disk per target.  If the target is of Good alignment, he sees any and all misdeeds from his life, no matter how small.  He is left shaken, taking a -2 penalty to attack rolls, saving throws, skill checks, and ability checks. Good characters that succeed on their saving throw are considered flat- footed for 1 round, but are not otherwise affected.  Neutral targets see their misdeeds and are considered stunned for one round but are not shaken by the spell.  Evil targets are considered inspired and gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 1 round per 2 caster levels you possess.  The material component for this spell is a mirror that has been painted black.

7. Shadow BindingYou cast the target of this spell into a set of shadowy shackles, one per arm and one per leg.  These shackles pull the target partially onto the Plane of Shadow, dealing 3d6 points of negative energy damage per round.  These shackles have an AC of 18, a hardness of 5, and 20 hit points per shackle.  As long as one shackle remains on the target, the target continues to take damage. A Will save negates being shackled and a successful Fortitude halves the damage while shackled. This spell continues until it dispelled, all shackles are broken, or the creature held either falls unconscious or dies. The material component for this spell is a length of black chain, which the caster wraps around his wrist.

8. Shadow RaisingThis spell taps into the negative energy of the Plane of Shadows

and animates one deceased creature within range and gives that creature a number of hit points equal to the caster’s spellcasting modifier per hit die of the deceased creature. This creature is under the control of the caster and retains all attack bonuses, armor class, and special abilities, but can only make one attack per round regardless of how many attack could be made in life.  If the target of the spell was a spellcaster and had spells remaining, it retains those spells, but cannot learn new spells. This creature acts on the caster’s turn. The material component for this spell is a lump of black clay to be molded into a rough likeness of the target during casting.

9. Shadow DrainYou can make a melee touch attack against one opponent. This touch deals 1d4 Strength or Constitution damage (caster’s choice) and bestows 1d6 negative levels to the target. A Fortitude save halves both the ability damage and the number of negative levels (minimum 1). A Will save removes the negative levels after 24 hours. The material component for this spell is a piece of peat.

 

 

Class Features

All of the following are class features of the cleric.

 

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

 

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

 

Spells

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good and Lawful spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given onTable: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

 

Deity, Domains, and Domain Spells

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

 

Spontaneous Casting

An evil cleric (or a neutral cleric of an evil deity), can convert prepared spells to inflict spells (an inflict spell is one with “inflict” in its name).

 

Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Turn or Rebuke Undead (Su)

An evil cleric (or a neutral cleric who worships an evil deity) rebukes or commands such creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A

cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

 

 

 

Drow Cleric Temple Priest (Pathfinder)

CL 10

XP 9,600

NE Medium Humanoid (Elf) (Clr 9)

Init +1 Senses darkvision 120 ft.; Perception +7

 

DEFENSE

AC 11, touch 11, flat-footed 10 (Dex +1)

hp 52 (9d8+9)

Fort +7, Ref +4, Will +9 (+11 vs. enchantment)

Immune sleep; SR 15

Weaknesses light blindness

 

OFFENSE

Speed 20ft. (4 squares)

Melee Whip, Scorpion +9/+4 (1d4+3/20/x2)

Ranged +1 Hand Crossbow +8 ranged (1d4+1 plus poison, +1 to the attack if within 30 ft.)

Space 5 ft.; Reach 5 ft.

Special Attacks Poison, Spells, Spell-like abilities

 

STATISTICS

Str 8, Dex 13, Con 12, Int 14, Wis 16, Cha 16

Base Atk +6; CMB +5; CMD 16

Feats Extra Channel, Point Blank Shot, Rapid Reload, Weapon Focus - Whip, Exotic Weapon

Proficiency - Whip

Skills Diplomacy +11, Heal +11, Knowledge (religion) +10, Knowledge (the planes) +10, Perception

+7, Sense Motive +9, Spellcraft +8, Stealth +4 (+8 in shadowy envirments)

Special Qualities Darkvision, 120 ft., Domains: Evil and Shadow (Drow), Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects, Light Blindness, Spell resistance equal to 6 + class levels (15)

Languages Abyssal, Common, Drow Sign, Elven, Undercommon

Spell-Like Abilities Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the Drow’s class levels.

Treasure Scorpion Whip, Hand Crossbow, Bolts (20), poison (Drow), antivenom (2), Temple Insignia

Ring

Poison Use (Ex)

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect

unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon.

Spells

0th – (6) DC 13 Cure Minor Wounds, Guidance, Guidance, Read Magic, Resistance, Resistance

1st – (5+1) DC 14 Bane, Bless, Command, Doom, Shield of Faith + Obscuring Mist

2nd – (5+1) DC 15 Death Knell, Hold Person, Remove Paralysis, Silence, Spiritual Weapon + Desecrate

3rd – (4+1) DC 16 Deeper Darkness, Magic Circle Against Good, Prayer, Wind Wall + Eclipse, Lesser

4th – (2+1) DC 17 Magic Weapon, Greater, Poison + Unholy Blight

5th – (1+1) DC 18 Slay Living + Dispel Good

 

Domain

Evil Domain

 

Granted Powers You are sinister and cruel, and have wholly pledged your soul to the cause of evil.

 

Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

 

Scythe of Evil (Su) At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and

an additional time per day for every four levels beyond 8th.

 

Domain Spells 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura,

9th—summon monster IX (evil spell only).

 

Shadow (Drow)

Granted Powers Through the gifts of the Spider Goddess, you have learned to use the shadows, both external and internal, to prevail over your foes.

Shadowy Weapon – At 1st level, you gain minor access to the Plane of Shadow, wrapping your weapon with strands of shadow. This ability causes your weapon to cause 1 point of negative energy damage per 2 caster levels. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Shadowy Sight – At 6th level, you may give into the shadows inside you in order to view the world more clearly. By taking 1d4 points of negative energy damage, you gain your choice of darkvision, low-light vision, see invisibility, or true seeing. If you already have darkvision, the range extends by ½. This effect lasts a number of rounds equal to the amount of energy damage taken.

Domain Spells 1st—Shadow Mote, 2nd—Shadowcast, 3rd—Shadow Blast, 4th—Form of Shadow, 5th—Shadow Walk, 6th—Reflection of Shadow, 7th—Shadow Binding, 8th—Shadow Raising, 9th—Shadow Drain.

 

1. Shadow Mote: This spell creates a small sphere of shadow-essence that you can direct toward one target. The sphere causes the target to see things out of the corner of their eye, causing the target to be distracted and become flat-footed for one round. The material component for this spell is a sphere of black glass, which is crushed in the caster’s hand.

2. Shadowcast: This spell calls forth an amorphous blob of shadow-stuff from the Plane of Shadow that you can direct toward the nearest light source. You can cause the mote to change shape, creating moving shadows on nearby surfaces. These shadows can cause distraction and confusion, causing the viewers to take a -2 penalty to initiative and Perception checks while in the area of the light source unless a Will save is made. The material component for this spell is a piece of charcoal, which is broken and tossed into the air.

3. Shadow Blast: Shadow blast creates a small portal to the Plane of Shadow, letting in semi-solid shadow-stuff. Everyone within the area must make a Reflex save or take 1d6 points of damage per caster level (max 10d6 at 10th level). The material component for this spell is a black glass disk, which the caster traces around on the ground.

4. Form of Shadow: You cloak yourself in shadow-essence, giving yourself total concealment (50% miss chance). You also gain a +1 circumstance bonus to attack rolls against all targets for the duration of the spell.  The material component for this spell is a black cloth that the caster pierces with a blade.

5. Shadow Walk: When this spell is cast, the creature touched can pass through a shadow, including the casters, and appear from another shadow within range of the spell. The target can make one move or attack action upon their arrival.  The material components for this spell are a black ring made of glass or stone and a black stone sphere, which is passed through the ring.

6. Reflection of Shadow: You summon one shadowy disk per target.  If the target is of Good alignment, he sees any and all misdeeds from his life, no matter how small.  He is left shaken, taking a -2 penalty to attack rolls, saving throws, skill checks, and ability checks. Good characters that succeed on their saving throw are considered flat- footed for 1 round, but are not otherwise affected.  Neutral targets see their misdeeds and are considered stunned for one round but are not shaken by the spell.  Evil targets are considered inspired and gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 1 round per 2 caster levels you possess.  The material component for this spell is a mirror that has been painted black.

7. Shadow Binding: You cast the target of this spell into a set of shadowy shackles, one per arm and one per leg.  These shackles pull the target partially onto the Plane of Shadow, dealing 3d6 points of negative energy damage per round.  These shackles have an AC of 18, a hardness of 5, and 20 hit points per shackle.  As long as one shackle remains on the target, the target continues to take damage. A Will save negates being shackled and a successful Fortitude halves the damage while shackled. This spell continues until it dispelled, all shackles are broken, or the creature held either falls unconscious or dies. The material component for this spell is a length of black chain, which the caster wraps around his wrist.

8. Shadow Raising: This spell taps into the negative energy of the Plane of Shadows

and animates one deceased creature within range and gives that creature a number of hit points equal to the caster’s spellcasting modifier per hit die of the deceased creature. This creature is under the control of the caster and retains all attack bonuses, armor class, and special abilities, but can only make one attack per round regardless of how many attack could be made in life.  If the target of the spell was a spellcaster and had spells remaining, it retains those spells, but cannot learn new spells. This creature acts on the caster’s turn. The material component for this spell is a lump of black clay to be molded into a rough likeness of the target during casting.

9. Shadow Drain: You can make a melee touch attack against one opponent. This touch deals 1d4 Strength or Constitution damage (caster’s choice) and bestows 1d6 negative levels to the target. A Fortitude save halves both the ability damage and the number of negative levels (minimum 1). A Will save removes the negative levels after 24 hours. The material component for this spell is a piece of peat.

 

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spontaneous Casting

An evil cleric (or a neutral cleric of an evil deity), can convert prepared spells into inflict spells (an inflict spell is one with “inflict” in its name).

Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Channel Energy (Su)

 

 

 

 

 

*A15: Usurper of Souls

The Vidre

Vidre (3.5)

“Crystalline Entity”

Size/Type Large outsider (earth, elemental)

Hit Dice 15d8+15 (83 hp)

Initiative +2

Speed 30 ft. (6 squares)

Armor Class 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17

Base Attack/Grapple +5/+11

Attack 2 slams +9 melee (2d6+6, bludgeoning) or 1 Crystalline Gore +9 (1d6+6, piercing) plus multiple glass shards (1d4+4 per round automatic damage)

Full Attack 2 slams +9 melee (2d6+6, bludgeoning) or 1 Crystalline Gore +9 (1d6+6, piercing) plus multiple glass shards (1d4+4 per round automatic damage)

Space/Reach 10 ft/10 ft.

Special Attacks crystalline gore

Special Qualities crystal sense, darkvision 60 ft., DR 10/bludgeoning, elemental traits, immune cold and fire; meld into crystal, resist electricity 10, severe sonic vulnerability, telepathy

Saves Fort +3, Ref +5, Will +3

Abilities Str 22, Dex 15, Con 13, Int 14, Wis 15,Cha 14

Skills Climb +24, Listen +23, Spot +20, Survival +20

Feats Great Fortitude, Skill Focus (Listen)

Environment Underground

Challenge Rating 12

Alignment Neutral

Advancement 7-12 HD (Large); 13-27 (Huge)

Bright scintillating lights dance upon the cold walls of the cavern. Rounding the bend is a large humanoid made entirely of crystal. It points at your chest and you hear its voice thunder within your head “your soul is mine.”

SPECIAL ABILITIES

Crystalline Gore (Ex) When a Vidre punches it creates sharp crystal shards which dig into its opponents flesh. These wounds continue to bleed, dealing the listed 1d4+4 each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15Heal skill check or through the application of any magical healing.

Telepathy (Su) The Vidre can mentally communicate with any other creature within 300’ that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Meld into Crystal (Su) Meld into crystal enables the Vidre to meld its body into a sufficiently sized crystal or vein of crystal. The crystal or vein must be large enough to accommodate the creature’s entire body in all three dimensions. While in the crystal the Vidre remains in contact with the face of the crystal through which he or she melded. The Vidre is able to communicate normally while encased in the crystal. Spells may only be cast if the target is oneself.

Minor physical damage to the crystal will not harm the Vidre, but partial destruction (to the point that the Vidre no longer fits) expels the Vidre and causes 5d6 points of damage. The complete destruction of the crystal will also destroy the Vidre hiding inside unless a Fort 18 save is made.

This effect may be maintained for as long as 2 hours by a Vidre but may only be used once per day.

Any time before the duration expires, a Vidre can step out of the crystal through the surface which the Vidre entered. If the spell’s duration expires the Vidre is violently expelled and take 5d6 points of damage.

A passwall spell will negate the effects of Meld into Crystal.

Severe Sonic Vulnerability (Ex) Vidre are very vulnerable to sonic attacks taking 2x the normal damage when hit with a sonic attack. If a sonic spell which normally causes confusion or disorientation to a humanoid is attempted upon a Vidre, the Vidre automatically fails any associated saves and is stunned for 1 round + 1 round for every 2 spell levels (i.e. stunned for 3 rounds if hit with a level 6 sonic spell).

Soul Growth (Ex) For every enemy slain by a Vidre (or absorbed by a Vidre’s “Soul Crystal”) that Vidre increases in power. For every 100 souls absorbed, the Vidre increases by 1 HD level in all regards (HP, skills, feats, etc.). After increasing in this manner 10 times (1,000 souls total) the Vidre will transform into a being entirely comprised of “Soul Energy” and will instinctively leave the planet, flying to the outer reaches of space.

 

TACTICS

The Vidre do not generally engage in combat unless they are in a period of “Soul Growth” in which case they require a steady supply of humanoid souls to maintain and increase their power.

When the Vidre do engage in combat they do so by hiding in veins of crystal within a cave. After their targets pass, they expel themselves from the crystal and charge them from behind.

ECOLOGY

Since the Vidre are entirely powered by souls they will die if they expire. Vidre drain souls at the rate of 1 per day of regular activity. If a Vidre is completely motionless he or she will only expend 1 soul per week. When 10 or more Vidre bond together using “Meld into Crystal” they are actually able to freeze their consumption of souls and slow the rate to a degradation of 1 soul per month.

Soul Crystals or “Vidrefacte”: Soul Crystals allow the Vidre to cheat their way to attaining energy ascendance. Soul Crystals may be bound to a group, house, family, or other organization tied to a symbol. All who wear that symbol upon dying give their soul to the crystal. The power created by this crystal may be used by powerful priests, wizards, or sorcerers. The part of the deal the leaders of the devious and power hungry organizations are not aware of are as follows: A Vidre is always bound to their Soul Crystal and may drain half of the souls obtained by an organization at any time. A Soul Crystal when full may be physically retrieved by a Vidre seeking the souls. There are very few ways to sever such an agreement with the Vidre, but there are ways.

A Soul Crystal may be created by a Vidre which has reached its halfway mark to energy ascendance (500 souls). 100 souls must be expended into order to create a Soul Crystal.

 

 

Vidre (Pathfinder)

“Crystalline Entity”

CR 12

Bright scintillating lights dance upon the cold walls of the cavern. Rounding the bend is a large humanoid made entirely of crystal. It points at your chest and you hear its voice thunder within your head “your soul is mine.”

N Large outsider (earth, elemental)

Init +2; Senses darkvision 60 ft., crystal sense; Perception +11
Languages Communicate telepathically: All languages

 


DEFENSE


AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +8 natural)
hp 135 (HD 15); DR 10/bludgeoning Immune cold, fire; Resist electricity 10
Weakness severe sonic vulnerability
Fort +3, Ref +5, Will +3

 


OFFENSE


Speed 30 ft. (6 squares)
Melee 2 slams +9 each (2d6+6, bludgeoning) or 1 Crystalline Gore +9 (1d6+6, piercing) +multiple glass shards (1d4+4 per round automatic damage)
Base Attack +5, CMB +10; CMD +22
Space 10 ft; Reach 10 ft.
Atk Options Crystalline Gore

 


STATISTICS


Abilities: Str 22, Dex 15, Con 13, Int 14, Wis 15,Cha 14
SQ elemental traits, meld into crystal
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb, Perception
Advancement 7-12 HD (Large); 13-27 (Huge)

 


SPECIAL ABILITIES


Crystalline Gore (Ex) When a Vidre punches it creates sharp crystal shards which dig into its opponents flesh. These wounds continue to bleed, dealing the listed 1d4+4 each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15Heal skill check or through the application of any magical healing.

Telepathy (Su) The Vidre can mentally communicate with any other creature within 300’ that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Meld into Crystal (Su) Meld into crystal enables the Vidre to meld its body into a sufficiently sized crystal or vein of crystal. The crystal or vein must be large enough to accommodate the creature’s entire body in all three dimensions. While in the crystal the Vidre remains in contact with the face of the crystal through which he or she melded. The Vidre is able to communicate normally while encased in the crystal. Spells may only be cast if the target is oneself.

Minor physical damage to the crystal will not harm the Vidre, but partial destruction (to the point that the Vidre no longer fits) expels the Vidre and causes 5d6 points of damage. The complete destruction of the crystal will also destroy the Vidre hiding inside unless a Fort 18 save is made.

This effect may be maintained for as long as 2 hours by a Vidre but may only be used once per day.

Any time before the duration expires, a Vidre can step out of the crystal through the surface which the Vidre entered. If the spell’s duration expires the Vidre is violently expelled and take 5d6 points of damage.

A passwall spell will negate the effects of Meld into Crystal.

Severe Sonic Vulnerability (Ex) Vidre are very vulnerable to sonic attacks taking 2x the normal damage when hit with a sonic attack. If a sonic spell which normally causes confusion or disorientation to a humanoid is attempted upon a Vidre, the Vidre automatically fails any associated saves and is stunned for 1 round + 1 round for every 2 spell levels (i.e. stunned for 3 rounds if hit with a level 6 sonic spell).

Soul Growth (Ex) For every enemy slain by a Vidre (or absorbed by a Vidre’s “Soul Crystal”) that Vidre increases in power. For every 100 souls absorbed, the Vidre increases by 1 HD level in all regards (HP, skills, feats, etc.). After increasing in this manner 10 times (1,000 souls total) the Vidre will transform into a being entirely comprised of “Soul Energy” and will instinctively leave the planet, flying to the outer reaches of space.

 


TACTICS


The Vidre do not generally engage in combat unless they are in a period of “Soul Growth” in which case they require a steady supply of humanoid souls to maintain and increase their power.

When the Vidre do engage in combat they do so by hiding in veins of crystal within a cave. After their targets pass, they expel themselves from the crystal and charge them from behind.

 


ECOLOGY


Since the Vidre are entirely powered by souls they will die if they expire. Vidre drain souls at the rate of 1 per day of regular activity. If a Vidre is completely motionless he or she will only expend 1 soul per week. When 10 or more Vidre bond together using “Meld into Crystal” they are actually able to freeze their consumption of souls and slow the rate to a degradation of 1 soul per month.

Soul Crystals or “Vidrefacte”: Soul Crystals allow the Vidre to cheat their way to attaining energy ascendance. Soul Crystals may be bound to a group, house, family, or other organization tied to a symbol. All who wear that symbol upon dying give their soul to the crystal. The power created by this crystal may be used by powerful priests, wizards, or sorcerers. The part of the deal the leaders of the devious and power hungry organizations are not aware of are as follows: A Vidre is always bound to their Soul Crystal and may drain half of the souls obtained by an organization at any time. A Soul Crystal when full may be physically retrieved by a Vidre seeking the souls. There are very few ways to sever such an agreement with the Vidre, but there are ways.

A Soul Crystal may be created by a Vidre which has reached its halfway mark to energy ascendance (500 souls). 100 souls must be expended into order to create a Soul Crystal.

 

Monster Art by Tim Tyler
Monster concept & statistical information by Jonathan Nelson

 

*A15: Usurper of Souls

Tolgorith Tower

 

Guardians of Tolgorith Tower (3.5)

Drow Polearm Master

Medium Humanoid (Elf)

Male Drow Fighter (Polearm Master) 5

Hit Dice 5d10+5 (41 hp)

Initiative +3

Speed 20 ft.

AC 18 (+8 armor), touch 10, flat-footed 18

Base Attack/Grapple +5/+7

Attack Gauntlet (from Armor) +7 melee (1d3+2/20/x2) or

Glaive of Spell Storing (minor) with Summon Nature’s Ally III +9 melee (1d10+4/20/x3) or Unarmed Strike +7 melee (1d3+2/20/x2)

Full Attack Gauntlet (from Armor) +7 melee (1d3+2/20/x2) or Glaive of Spell Storing (minor) with Summon Nature’s Ally III +9 melee (1d10+4/20/x3) or Unarmed Strike +7 melee (1d3+2/20/x2)

Space/Reach 5 ft./10 ft.

Special Attacks Intimidating Strike, Short Haft

Special Qualities +2 racial bonus to Will saves vs. spells and spell-like abilities, +2 racial bonus against enchantment spells or effects, darkvision 120 ft., immune to sleep, light blindness, low-light vision, Poison Use (Ex), Spell-like abilities, Spell Resistance 16

Saves Fort +5, Ref +4, Will +1

Abilities Str 14, Dex 17, Con 12, Int 10, Wis 10, Cha 12

Skills Acrobatics -1, Escape Artist -4, Fly -4, Hide -4, Intimidate +9, Listen +6, Move Silently -4, Ride -4, Spot +6, Survival +5, Swim -5

Feats Intimidating Strike, Short Haft, Weapon Focus (glaive)

Challenge Rating 4

Alignment Lawful Evil

Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)

Languages Elven, Undercommon

Combat Gear Agile Half Plate, Glaive of Spell Storing (minor) with Summon Nature’s Ally III;

 


SPECIAL ABILITIES


Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Focused Discipline Gain temporary combat bonuses after resisting fear effects

Intimidating Strike – subtract a number from your attack bonus and add to an Intimidate check if attack hits.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Poison Use (Ex) Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Short Haft  As a swift action, lose reach with reach weapon and gain attack to adjacent foes.

Spell Resistance (11) You have Spell Resistance.

 

 

Guardians of Tolgorith Tower (Pathfinder)

Drow Polearm Master

DROW POLEARM MASTER    CR 4

Male Drow Fighter (Polearm Master) 5

LE Medium Humanoid (Elf)

Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +6


DEFENSE


AC 18, touch 10, flat-footed 18   (+8 armor)

hp 41 (5d10+5)

Fort +5, Ref +4, Will +1

Immune sleep; Resist Elven Immunities; SR 11

Weakness Light Blindness


OFFENSE


Spd 20 ft.

Melee Gauntlet (from Armor) +7 (1d3+2/20/x2) and

Pole-Arm of Spell Storing (minor) with Summon Nature's Ally III +8 (1d10+4/20/x3) and

Unarmed Strike +7 (1d3+2/20/x2)

Special Attacks Pole Fighting -4, Steadfast Pike +1

Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)


STATISTICS


Str 14, Dex 17, Con 12, Int 10, Wis 10, Cha 12

Base Atk +5; CMB +7; CMD 17

Feats Coordinated Defense, Coordinated Maneuvers, Focused Discipline

Skills Acrobatics -1, Escape Artist -4, Fly -4, Intimidate +9, Perception +6, Ride -4, Stealth -4, Survival +5, Swim -5

Languages Elven, Undercommon

SQ Poison Use (Ex)

Combat Gear Agile Half Plate, Pole-Arm of Spell Storing (minor) with Summon Nature's Ally III;


SPECIAL ABILITIES


Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.

Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.

Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.

Darkness (1/day) (Sp) Cast Darkness once per day.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Drow Immunities - Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.

Focused Discipline Gain temporary combat bonuses after resisting fear effects

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Pole Fighting -4 (Ex) Use a spear or polearm against adjacent targets with a -4 penalty.

Spell Resistance (11) You have Spell Resistance.

Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.

 

 

 

 

Cave Fisher (3.5)

Medium Vermin
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Filament +3 ranged touch (drag) or claw +6 melee (1d4+4)
Full Attack: Filament +3 ranged touch (drag) and 2 claws +6 melee (1d4+4)
Space/Reach: 5 ft./5 ft. (60 ft. with filament)
Special Attacks: Drag, filament
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con 16, Int —, Wis 10, Cha 4
Skills: Climb +12
Feats: —
Environment: Underground
Organization: Gang (1-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —

This man-sized creature resembles a cross between a lobster and a spider. It has eight legs, two of which end in serrated pincers. Its snout is long and pointed.

The cave fisher lairs on ledges and cliffs underground, where it can quickly strike and reel in its prey. Its lair is always littered with bones and gear from its previous victims. The cave fisher is a 7-foot long insect-like creature with a hard outer shell. The cave fisher’s snout fires a strong, web-like adhesive filament it uses to reel in its prey. Often, the ground and walls nearby are covered with this filament.

Combat

The cave fisher’s preferred method of attack is to anchor itself to its ledge and string its filament across the ground of its lair. When a living creature touches or passes near the filament, the fisher attempts to trap it and reel it in. If the cave fisher fails this, it can fire its filament at an opponent up to 60 feet away. Another favored method of attack for the cave fisher is to secret itself in a crack or a ledge above a cavern and dangle its filament down onto unsuspecting creatures passing below it (DC 20 Spot check to notice the filament).

Drag (Ex): If a cave fisher hits with its filament attack, the filament latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 19 Escape Artist check or a DC 15 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A cave fisher can draw in a creature within 5 feet of itself and attack with its claws with a +4 attack bonus in the same round. The filament has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a cave fisher’s filament does not provoke an attack of opportunity. If the filament is currently attached to a target, the cave fisher takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing the filament deals no damage to a cave fisher.

An application of liquid with high alcohol content dissolves the adhesive and forces the cave fisher to release its hold (though it may strike again normally with it on its next turn). An application of the universal solvent likewise forces a cave fisher to release its grip.

Filament (Ex): Most encounters with a cave fisher begin when it fires its strong, sticky filament. The creature can strike up to 60 feet away (no range increment). If the filament is severed, it grows back within 1 hour.

Skills: A cave fisher has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Credit
The Cave Fisher originally appeared in the First Edition module A4 In the Dungeons of the Slave Lords (© TSR/Wizards of the Coast, 1981) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.

15. Copyright Notice
Author Scott Greene, based on original material by Lawrence Schick.

 

 

Cave Fisher (Pathfinder)

This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.

Cave Fisher           CR 2

XP 600

N Medium vermin

Init +1; Senses darkvision 60 ft.; Perception +0

 

DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

hp 22 (3d8+9)

Fort +6, Ref +2, Will +1

Immune mind-affecting effects

 

OFFENSE

Speed 20 ft., climb 20 ft.

Melee 2 claws +5 (1d4+3)

Ranged filament +3 (drag)

Special Attacks pull (filament, 10 feet)

 

STATISTICS

Str 17, Dex 12, Con 17, Int —, Wis 10, Cha 4

Base Atk +2; CMB +5 (+9 with pull); CMD 16 (28 vs. trip)

Skills Climb +11

 

ECOLOGY

Environment any underground

Organization solitary, pair, or tangle (3–6)

Treasure none

 

SPECIAL ABILITIES

Filament (Ex) A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.

Pull (Ex) A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.

The cave fisher is a highly specialized predator that dwells in caves. The creature's mode of hunting is unique—it clambers up a cave wall to settle on a ledge or in a crack, typically at a height of at least 30 feet. Ledges overlooking bridges and lower ledges overlooking chasms are favored hunting grounds for the cave fisher. The creature lies in wait until prey approaches within 60 feet, at which point it extrudes a thin cord of silk at blinding speed, lashing at the target as with a whip. The filament is incredibly sticky, and once the fisher strikes food with it, it reels in its meal to feed, trusting its position on a higher ledge to prevent any allies the meal may have from molesting it as it eats. Collections of bones and lengths of discarded filaments are sure signs of cave fisher habitation.

A cave fisher produces its filament from glands in its body; when it reels in a victim, it generally eats the filament along with its meal. It's impossible to harvest new filaments from a dead cave fisher, but filaments harvested from living ones are incredibly light and strong, functioning as silk rope once the sticky adhesive on a length decomposes (which generally takes 3d6 minutes). A cave fisher's filament glands are useful in constructing sovereign glue and similar sticky magical items. A single cave fisher's glands count as 100 gp worth of raw materials, offsetting the total cost of the item's final creation.

Although cave fishers have many superficial similarities to crabs, they do not fare well in water and aren't very good swimmers. Nevertheless, many cave fishers lair upon ledges overlooking swift-flowing subterranean rivers, giving them a relatively steady stream of food, especially in cases where such rivers are used as trade routes. Those who ply these rivers frequently travel with a few spare slaves or some unwanted livestock, and when they approach a known cave fisher haunt, they send down the unfortunate animal or slave on a raft to distract the monster's hunger.

A cave fisher is 7 feet long and weighs 400 pounds.

 

 

 

8th level Deep Dwarf Tiefling Rogue (3.5E)

Size/Type: Medium Dwarf Outsider (Native)

Hit Dice: 8d6+16 (48 hp)

Initiative: +4

Speed: 25 ft. (5 squares)

Armor Class: 14 (+4 Dex), touch 14, flat-footed 10 (Until equipped)

Base Attack/Grapple: +6/+5

Attack: +10/+5 (1d3-1)

Full Attack:

Space/Reach: 5 ft./5 ft.

Special Attacks: Darkness (1/day, CL8), sneak attack (4d6)

Special Qualities: Darkvision 90 ft., deep dwarf traits, evasion, improved uncanny dodge, light sensitivity, resistance to cold 5, resistance to electricity 5, resistance to fire 5, trap sense +2, trapfinding, +3 racial bonus on saves against spell and spell-like effects, +4 dodge bonus to AC against giant types

Saves: Fort +4 (+7 related to poisons), Ref +10, Will +4

Abilities: Str 8, Dex 18, Con 14, Int 16, Wis 10, Cha 10

Skills: Appraise +10 (+12 related to stone and metal items),  Balance +11, Bluff +9, Decipher Script +10, Diplomacy +9, Disable Device +11, Disguise +7 (+9 to act in character), Escape Artist +11,  Gather Information +8, Hide +13, Intimidate +2, Listen +7, Move Silently +11, Open Locks +11,  Search +12 (+14 related to unusual stonework), Sleight of Hand +13, Spot +7, Use Magic Device +8 (+10 with scrolls), Use Rope +4 (+6 with bindings)

Feats: Investigator, Iron Will, Weapon Finesse

Environment: Underground

Challenge Rating: 9

Treasure: None

Alignment: Lawful Evil

Languages: Common, Draconic, Dwarven, Goblin, Infernal, Undercommon

 

 

 

8th level Deep Dwarf Tiefling Rogue (Pathfinder)

need

 

 

 

 

*A15: Usurper of Souls

Matron Maelora of House Gullion

Matron Maelora of House Gullion

 

Matron Maelora of House Gullion (3.5)

Matron Maelora is the matriarch of her house, dominating all who stand with her as well as commanding respect from those who stand against her.  She is a skillful negotiator, religious visionary, and mother of nine obedient children.  Those children, whilst adults, are not nearly as old and wise as the matron.

“Murder; a word which summons visions of rage, deception, and barely-controlled vengeance. But those motives are for the weak-willed and emotion-bound.  For the elite minds, the progressive thinkers, those who dare to see the grand future where ebony-skinned beauty rules all, murder is not such a vile, unspeakable word.  For when one stands against the will of the many, when one stands to be the destruction of the house, when one is the cancer which rots us all from the inside, she must be removed.  CUT OUT!!  When the body and mind are cleansed, the spirit is free to act with noble intent.

Yes, now I am seeing through your eyes, seeing much more clearly the vision you have for yourself.  Your poor decisions, your foolish ambitions, your witless banter with the other houses in a vain attempt to better yourself in the eyes of your peers.  Peers who only laugh when they return to their houses.  They laugh at your lack of wealth, lack of power, lack of faith in the spider goddess which grants us everlasting life, the Mother who feeds our desire and lust for power, making us the better people we are.

But I wish to see through your eyes no longer.  Know with certainty that the dagger bites as do the sharp fangs of the spider, plunging deep, forcing your warm blood to pump uncontrollably upon my hands.  Be certain of the relish I feel in sensing your dying-then-lifeless corpse cradled in my arm.  Be aware that a single tear will roll from my eye and be captured in a vial to use in my final spell, because yes, I have planned my actions that far ahead and that neither domination of this pathetic city, nor of this region, is my goal.  Know too that when I walk with your still body, climbing to the highest floor of our poor house yet still standing at the lowest point in the city, and I drop you over the edge toward the stalagmites below, I look further, much further, than the walls that surround and enclose us. 

For when your limp, lifeless, unwavering body falls,  the white, translucent cloth flapping around your naked ebony flesh as you plummet hard to the floor of the cavern; when you are finally impaled upon a massive stalagmite for all to see; when my daughter, the oracle, rushes to save your remaining blood for her last spell – for you see, she too plans far ahead – and laughs in your face as your essence spends its last; all this is for our ultimate conquest. Not to be the house that stands apart, nor to rule this pathetic city of Holoth.  We desire that which hath been always been denied.  The Upperworld.  The Upperworld will be ours…as soon as I visit the Vidre with my gift…”

 

CR 19

Maelora

Female Drow, Noble Cleric 18

NE Medium Humanoid (Elf)

Hit Dice 18d8+54 (158 hp)

Initiative +4

Spd 30 ft.

Armor Class 17 (+6 armor, +1 Dex), touch 11, flat-footed 16

Base Atk/Grapple +13/+12

Attack Maelora’s Vengeance +17 (1d4+4/19-20/x2)

Full Attack Maelora’s Vengeance +17/+12/+7 melee (1d4+4/19-20/x2) and

Unarmed Strike +12/+7/+2 (1d3-1/20/x2)

Space/Reach 5.ft/5 ft.

Special Attacks Poison, Spell-like abilities, Spells

Special Qualities Aura (Ex), Domains. Drow traits, Master’s Illusion (18 rounds/day),  spell resistance 29, Spontaneous Casting, Sudden Shift (8/day), Turn or Rebuke Undead

Fort +14, Ref +10, Will +16

Str 9, Dex 18, Con 16, Int 20, Wis 21, Cha 21

Skills Appraise +12, Balance +5, *Bluff +22, *Disguise +16, *Diplomacy +19, *Heal +13, *Hide +12, Intimidate +10, Listen +11, *Move Silently +12, Sense Motive +9, *Spellcraft +22, Spot+11, Tumble +5

Feats Bouncing Spell, Craft Rod, Craft Wand, Dazing Spell, Disruptive Spell, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Drow Sign Language, Elven, Gnome, Goblin, Infernal, Klavekian, Undercommon, Vikmordere

Combat Gear Maelora’s Robes, Maelora’s Vengence; Other Gear Bag of Holding III (empty), Boots of Speed (10 rounds/day), Dimensional Shackles, Potion of Cure Serious Wounds (3), Potion of Fly, Ring of Feather Falling, Ring of Invisibility

Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Master’s Illusion (18 rounds/day) (DC 24), Suggestion (1/day)

Cleric Spells Known (CL 18, 12 melee touch, 17 ranged touch):

9 (2/day) Heal, Mass (DC 24), Time Stop (DC 24), Drone, Greater

8 (3/day) Cure Critical Wounds, Mass (DC 23), Symbol of Death (DC 23), *Shadow Raising, Symbol of Insanity (DC 23)

7 (3/day) *Shadow Binding (DC 22), Blasphemy (DC 22), Scrying, Greater (DC 22), Symbol of Weakness (DC 22)

6 (4/day) *Reflection of Shadow (DC 21), Glyph of Warding, Greater (DC 21), Summon Monster VI, Symbol of Persuasion (DC 21), Word of Recall

5 (5/day) Slay Living (DC 20), Cure Light Wounds, Mass (DC 20), Spell Resistance (DC 20), Commune (DC 20), Drone, *Shadow Walk

4 (5/day) Inflict Critical Wounds (DC 19), Spell Immunity (DC 19), Cure Critical Wounds (DC 19), Divination (DC 19), Freedom of Movement (DC 19), *Form of Shadow

3 (5/day) Locate Object, Deeper Darkness, *Shadow Blast (DC 18), Blood Biography (DC 18), Invisibility Purge (DC 18), Obscure Object (DC 18)

2 (5/day) Enthrall (DC 17), Hold Person (DC 17), Cure Moderate Wounds (DC 17), Mirror Image (DC 17), Desecrate,* Darkness

1 (6/day) Cure Light Wounds (DC 16), Protection from Good (DC 16), Comprehend Languages (DC 16), Cause Fear (DC 16), Detect Good, Bless,* Shadow Mote

0 (at will) Read Magic (DC 15), Detect Magic, Bleed (DC 15), Detect Poison

*denotes Domain spell

 

 

 

 


SPECIAL ABILITIES


Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.

Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.

Cleric Domain: Deception Associated Domain: Trickery

Bluff, Disguise, Hide, and Move Silently are class skills.

Cleric Domain: Shadow Domain (Drow) Granted Powers Through the gifts of the Spider Goddess, you have learned to use the shadows, both external and internal, to prevail over your foes.

Shadowy Weapon – At 1st level, you gain minor access to the Plane of Shadow, wrappin

Dancing Lights (At will) (Sp) Cast Dancing Lights at will.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Dazing Spell You can cast a spell that dazes those injured by it (duration = spell’s level in rounds, Fort negates).

Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.

Detect Magic (Constant) (Sp) Constant Detect Magic

Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.

Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.

Divine Favor (1/day) (Sp) Cast Divine Favor once per day.

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.

Enlarge Spell Increase spell ranges. +1 Level.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Extend Spell Spell duration lasts twice as normal. +1 Level.

Faerie Fire (At will) (Sp) Cast Faerie Fire at will.

Featherfall (At will) (Sp) Cast featherfall at will.

Levitate (At will) (Sp) Cast Levitate at will.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Master’s Illusion (18 rounds/day) (DC 24) (Sp) Use veil as a spell-like ability.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Rebuke Undead (Su): Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them.  An evil cleric makes the equivalent of a turning check.  Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.

Spell Resistance (29) You have Spell Resistance.

Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10′ away, within the reach of the attacker.

Suggestion (1/day) (Sp) Cast Suggestion once per day.

 

 

 

Matron Maelora of House Gullion (Pathfinder)

MATRON MAELORA OF HOUSE GULLION    CR 18

Matron Maelora is the matriarch of her house, dominating all who stand with her as well as commanding respect from those who stand against her.  She is a skillful negotiator, religious visionary, and mother of nine obedient children.  Those children, whilst adults, are not nearly as old and wise as the matron.

“Murder; a word which summons visions of rage, deception, and barely-controlled vengeance. But those motives are for the weak-willed and emotion-bound.  For the elite minds, the progressive thinkers, those who dare to see the grand future where ebony-skinned beauty rules all, murder is not such a vile, unspeakable word.  For when one stands against the will of the many, when one stands to be the destruction of the house, when one is the cancer which rots us all from the inside, she must be removed.  CUT OUT!!  When the body and mind are cleansed, the spirit is free to act with noble intent.

Yes, now I am seeing through your eyes, seeing much more clearly the vision you have for yourself.  Your poor decisions, your foolish ambitions, your witless banter with the other houses in a vain attempt to better yourself in the eyes of your peers.  Peers who only laugh when they return to their houses.  They laugh at your lack of wealth, lack of power, lack of faith in the spider goddess which grants us everlasting life, the Mother who feeds our desire and lust for power, making us the better people we are.

But I wish to see through your eyes no longer.  Know with certainty that the dagger bites as do the sharp fangs of the spider, plunging deep, forcing your warm blood to pump uncontrollably upon my hands.  Be certain of the relish I feel in sensing your dying-then-lifeless corpse cradled in my arm.  Be aware that a single tear will roll from my eye and be captured in a vial to use in my final spell, because yes, I have planned my actions that far ahead and that neither domination of this pathetic city, nor of this region, is my goal.  Know too that when I walk with your still body, climbing to the highest floor of our poor house yet still standing at the lowest point in the city, and I drop you over the edge toward the stalagmites below, I look further, much further, than the walls that surround and enclose us. 

For when your limp, lifeless, unwavering body falls,  the white, translucent cloth flapping around your naked ebony flesh as you plummet hard to the floor of the cavern; when you are finally impaled upon a massive stalagmite for all to see; when my daughter, the oracle, rushes to save your remaining blood for her last spell – for you see, she too plans far ahead – and laughs in your face as your essence spends its last; all this is for our ultimate conquest. Not to be the house that stands apart, nor to rule this pathetic city of Holoth.  We desire that which hath been always been denied.  The Upperworld.  The Upperworld will be ours…as soon as I visit the Vidre with my gift…”

Female Drow, Noble Cleric 18

NE Medium Humanoid (Elf)

Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +25


DEFENSE


AC 17, touch 11, flat-footed 16   (+6 armor, +1 Dex)

hp 158 (18d8+54)

Fort +14, Ref +10, Will +16

Defensive Abilities Master’s Illusion (18 rounds/day) (DC 24); Immune sleep; Resist Elven Immunities; SR 29

Weakness Light Blindness


OFFENSE


Spd 30 ft.

Melee Maelora’s Vengence +17/+12/+7 (1d4+4/19-20/x2) and

Unarmed Strike +12/+7/+2 (1d3-1/20/x2)

Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Master’s Illusion (18 rounds/day) (DC 24), Suggestion (1/day)

Cleric Spells Known (CL 18, 12 melee touch, 17 ranged touch):

9 (2/day) Heal, Mass (DC 24), Time Stop (DC 24), Drone, Greater

8 (3/day) Cure Critical Wounds, Mass (DC 23), Symbol of Death (DC 23), Shadow Raising, Symbol of Insanity (DC 23)

7 (3/day) Shadow Binding (DC 22), Blasphemy (DC 22), Scrying, Greater (DC 22), Symbol of Weakness (DC 22)

6 (4/day) Reflection of Shadow (DC 21), Glyph of Warding, Greater (DC 21), Summon Monster VI, Symbol of Persuasion (DC 21), Word of Recall

5 (5/day) Slay Living (DC 20), Cure Light Wounds, Mass (DC 20), Spell Resistance (DC 20), Commune (DC 20), Drone, Shadow Walk

4 (5/day) Inflict Critical Wounds (DC 19), Spell Immunity (DC 19), Cure Critical Wounds (DC 19), Divination (DC 19), Freedom of Movement (DC 19), Form of Shadow

3 (5/day) Locate Object, Deeper Darkness, Shadow Blast (DC 18), Blood Biography (DC 18), Invisibility Purge (DC 18), Obscure Object (DC 18)

2 (5/day) Enthrall (DC 17), Hold Person (DC 17), Cure Moderate Wounds (DC 17), Mirror Image (DC 17), Desecrate, Darkness

1 (6/day) Cure Light Wounds (DC 16), Protection from Good (DC 16), Comprehend Languages (DC 16), Cause Fear (DC 16), Detect Good, Bless, Shadow Mote

0 (at will) Read Magic (DC 15), Detect Magic, Bleed (DC 15), Detect Poison


STATISTICS


Str 9, Dex 18, Con 16, Int 20, Wis 21, Cha 21

Base Atk +13; CMB +12; CMD 23

Feats Bouncing Spell, Craft Rod, Craft Wand, Dazing Spell, Disruptive Spell, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell

Skills Acrobatics +5, Appraise +12, Bluff +26, Climb 0, Diplomacy +19, Disguise +16, Escape Artist +5, Fly +5, Heal +13, Intimidate +19, Linguistics +20, Perception +25, Ride +5, Sense Motive +26, Spellcraft +26, Stealth +14, Swim +3

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Drow Sign Language, Elven, Gnome, Goblin, Infernal, Klavekian, Undercommon, Vikmordere

SQ Aura (Ex), Channel Negative Energy 9d6 (8/day) (DC 24) (Su), Cleric Domain: Deception, Cleric Domain: Shadow Domain (Drow), Poison Use (Ex), Ring of Feather Falling, Spontaneous Casting, Sudden Shift (8/day) (Su)

Combat Gear Maelora’s Robes, Maelora’s Vengence; Other Gear Bag of Holding III (empty), Boots of Speed (10 rounds/day), Dimensional Shackles, Potion of Cure Serious Wounds (3), Potion of Fly, Ring of Feather Falling, Ring of Invisibility


SPECIAL ABILITIES


Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.

Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.

Channel Negative Energy 9d6 (8/day) (DC 24) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.

Cleric Domain: Deception  Associated Domain: Trickery

Bluff, Disguise, and Stealth are class skills.

Cleric Domain: Shadow Domain (Drow) Granted Powers Through the gifts of the Spider Goddess, you have learned to use the shadows, both external and internal, to prevail over your foes.

Shadowy Weapon – At 1st level, you gain minor access to the Plane of Shadow, wrappin

Dancing Lights (At will) (Sp) Cast Dancing Lights at will.

Darkvision (120 feet) You can see in the dark (black and white vision only).

Dazing Spell You can cast a spell that dazes those injured by it (duration = spell’s level in rounds, Fort negates).

Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.

Detect Magic (Constant) (Sp) Constant Detect Magic

Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.

Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.

Divine Favor (1/day) (Sp) Cast Divine Favor once per day.

Drow Immunities – Sleep You are immune to Sleep effects.

Elven Immunities +2 save bonus vs Enchantments.

Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.

Enlarge Spell Increase spell ranges. +1 Level.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Extend Spell Spell duration lasts twice as normal. +1 Level.

Faerie Fire (At will) (Sp) Cast Faerie Fire at will.

Featherfall (At will) (Sp) Cast Faerie Fire at will.

Levitate (At will) (Sp) Cast Levitate at will.

Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Master’s Illusion (18 rounds/day) (DC 24) (Sp) Use veil as a spell-like ability.

Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.

Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.

Spell Resistance (29) You have Spell Resistance.

Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10′ away, within the reach of the attacker.

Suggestion (1/day) (Sp) Cast Suggestion once per day.

 

 

*A15: Usurper of Souls

The Children of House Gullion

 

Maelef  (3.5)

Eldest Daughter of House Gullion

CR 10

Female Sorcerer 9

NE Medium humanoid

Init +5, Senses darkvision 120 ft., Spot +6

 

Defense

AC 23, touch 16, flat-footed 18 (+5 Dex, +1 Insight, +5 natural, ring of protection +2)

hp 40

Fort +6, Ref +7, Will +6

Immunity sleep

 

Offense

Spd 30 ft.

Melee +1 shocking sickle +10 (1d6-1 plus 1d6 electricity/x2)

Ranged wand of Melf’s acid arrow +9 (2d4)

Special Attacks Spells

 

Tactics

Before combat, Maelef will use her wand of eagle’s splendor to increase the DC of her spells.  If necessary, she will use message to call for assistance.

During combat, she will use her wand of acid arrow at range.  As enemies get closer, she will switch to more impressive combat spells, starting with ice storm to effect as many enemies as possible at once.  She is not afraid of melee combat, but she realizes that it is not her strong suit.  If things turn against her in combat, she will use web to slow down pursuers and invisibility to hide.

 

Statistics

Str 9, Dex 20, Con 14, Int 14, Wis 11, Cha 20

Base Atk +4; Grp +3

Feats Alertness, Combat Expertise, Craft Wand, Weapon Finesse

Skills Bluff  +11, Concentration +6, Knowledge (arcana) +11, Sense Motive +6, Spellcraft +11, Spot +6

Special Abilities Immune to sleep spells and effects, +2 racial saving throw bonus against enchantment spells or effects, darkvision to 120’, spell-like abilities: 1/day dancing lights, darkness, faerie fire (CL 9), SR 20, +2 racial bonus on Will saves against spells and spell-like abilities, +2 racial bonus on Listen, Search, and Spot checks.  When Maelef is within 5 feet of a secret or concealed door, he is entitled to a Search check as if he were actively looking for it, Light blindness, Spells, Share Spell, Empathic Link

Languages Common, Drow, Drow Sign Language, Elven, Goblin, Undercommon

Gear Drow House Insignia, ring of protection +2, wand of Eagle’s Splendor (37 charges), wand of acid arrow (40 charges)

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

 

Spells

Spells Known

0 – 8  DC 15

detect magic, ghost sound, mage hand, message,  prestidigitation, ray of frost, read magic, resistance

 

1st – 5  DC 16

alarm, mage armor, magic missile, ray of enfeeblement, shocking grasp

 

2nd – 4  DC 17

detect thoughts, invisibility, scorching ray, web

 

3rd – 3  DC 18

dispel magic, lightning bolt, suggestion

 

4th – 2  DC 19

ice storm, shout

 

Spells Per Day

0 – 6

1st – 6

2nd – 6

3rd – 6

4th – 4

 

Familiar

Liante

Small Monstrous Hunting Spider

HD 9

hp 20

Speed 30 ft., Climb 20 ft.

AC 14, touch 14, flat-footed 11 (+1 size, +3 Dex)

Base Atk +0

Grapple -6

Melee Bite +8 (1d4-2 plus poison)

Special Attacks deliver touh spells, poison, web

Saves Fort +3, Ref +5, Will +6

Abilities Str 7, Dex 17, Con 10, Int 10, Wis 10, Cha 2

Skills Climb +11, Hide +11, Jump +8, Spot +12

Feats Improved Evasion, Weapon Finesse

Special Abilities Speak with Animal of Its Kind, Speak With Master, Spot +3

Statistics by Will Myers

 

 

Maelef  (Pathfinder)

Eldest Daughter of House Gullion

CL 9

Female Drow Sorcerer 9

NE Medium humanoid (elf)

Init +5, Senses darkvision 120 ft., Perception +6

 

Defense

AC 21, touch 16, flat-footed 16 (+3 +3 amulet of natural armor, +5 Dex, +1 Insight, ring of protection +2)

hp 52

Fort +5, Ref +8, Will +6

Immunity sleep; SR15

Weaknesses Light blindness

 

Offense

Spd 30 ft.

Melee +1 shocking sickle +10 (1d6-1 plus 1d6 electricity/x2)

Ranged wand of acid arrow +9 (2d4)

Special Attacks Spells

 

Tactics

Before combat, Maelef will use her wand of eagle’s splendor to increase the DC of her spells.  If necessary, she will use message to call for assistance.

During combat, she will use her wand of acid arrow at range.  As enemies get closer, she will switch to more impressive combat spells, starting with ice storm to effect as many enemies as possible at once.  She is not afraid of melee combat, but she realizes that it is not her strong suit.  If things turn against her in combat, she will use web to slow down pursuers andinvisibility to hide and if necessary, dimension door or fly to escape.

 

Statistics

Str 9, Dex 20, Con 14, Int 12, Wis 11, Cha 20

Base Atk +4; CMB +3, CMD 18

Feats Combat Expertise, Craft Wand, Still Spell, Weapon Finesse

Skills Bluff +9, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Perception +6, Spellcraft  +9, Use Magic Device +10

Languages Drow, Drow Sign Language, Elven, Goblin, Undercommon

Special Abilities Immune to sleep spells and effects, +2 racial saving throw bonus against enchantment spells or effects, darkvision to 120’, spell-like abilities: 1/day dancing lights, darkness, faerie fire (CL 9), SR 15, +2 racial bonus on Will saves against spells and spell-like abilities, +2 racial bonus on Perception checks, Light blindness, Spells, Share Spell, Empathic Link, Arcane Bond, Metamagic Adept, New Arcana

Gear Drow House Insignia, ring of chameleon power (arcane bonded item, also contains thestoneskin spell) ring of protection +2, wand of Eagle’s Splendor (37 charges), wand of acid arrow (40 charges)

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

 

 

Spells

Arcane Bloodline

 

Spells Known

0 – 8

detect magic, ghost sound, mage hand, message, prestidigitation, ray of frost, read magic, resistance

 

1st – 5

alarm, charm person, identify*, mage armor, magic missile, magic weapon,

 

2nd – 4

detect thoughts, invisibility*, see invisibility, scorching ray, web

 

3rd – 3

dispel magic*, fly**, hold person, lightning bolt, suggestion

 

4th – 2

dimension door*, ice storm, shout, stoneskin***

 

*indicates Bloodline spell

**indicates spell known via New Arcana

***contained in arcane bonded ring of protection

 

Spells Per Day

1st – 6

2nd – 6

3rd – 6

4th – 4

Statistics by Will Myers

 

 

 

Maroena (3.5)

Elder Daughter of House Gullion

Maroena               CR 11

Female Drow Priestess of the Spider Goddess

CE Medium humanoid (elf)

Init +2; Senses darkvision 120 ft., Listen +7, Spot +7

 

Defense

AC   21, touch 13, flat-footed 19 (+2 Dex, +2 Elven chain armor, +1 Insight)

hp 44

Fort +6, Ref +5, Will +11

 

Offense

Speed 30 ft.

Melee +11/+6 +2 thundering morningstar (1d8 + 2/x2/+1d8 sonic damage on critical hit)

Ranged +8/+3 +1 thundering light crossbow  (1d8/19-20/x2/+1d8 sonic damage on critical hit)

Spell-like Abilities (CL 9th) 1/day dancing lights, darkness, faerie fire

 

Statistics

Abilities

Str 15, Dex 14, Con 10, Int 14, Wis 20, Cha 17

Base Atk +6/+1; Grp +8

Feats Greater Spell Penetration, Rapid Reload, Spell Penetration, Weapon Focus (morningstar)

Skills Diplomacy +14, Heal, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (planes) +10, Knowledge (religion) +10, Listen +7, Sense Motive +11, Spellcraft, Spot +7

Languages Abyssal, Common, Drow, Elven, Goblin, Undercommon

SQ Aura of Madness, Xenophobic ClarityImmune to sleep spells and effects, +2 racial saving throw bonus against enchantment spells or effects, darkvision to 120’, spell-like abilities: 1/day dancing lights, darkness, faerie fire (CL 9), SR 20, +2 racial bonus on Will saves against spells and spell-like abilities, +2 racial bonus on Listen, Search, and Spot checks.  When Maroena is within 5 feet of a secret or concealed door, she is entitled to a Search check as if he were actively looking for it, Light blindness

 

Combat Gear

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

 

Domains

Madness, Xenophobe

 

Granted Powers

Maroena casts chaos spells at +1 caster level.

Maroena projects a protective ward so that anyone of Good alignment attacking her must make a DC 14 Will save or attack another target.

 

Spells

0 (DC 15) – create water, detect magic, guidance, resistance

 

1st (DC 16) – bless, cause fear, cure light wounds, divine favor, entropic shield, lesser confusion*, magic weapon

 

2nd (DC 17) – cure moderate wounds, darkness, enthrall, hold person, spiritual weapon, touch of idiocy*

 

3rd (DC 18) – bestow curse, contagion (cackle fever), glyph of warding*, magic vestment, prayer

 

4th (DC 19) – chaos hammer, confusion*, cure critical wounds, unholy blight

 

5th (DC 20) – dispel good, greater command, slay living

 

*indicates Domain spell

Statistics by Will Myers

 

 

 

 

Maroena (Pathfinder)

Elder Daughter of House Gullion

CR 9

Female Drow Priestess of the Spider Goddess

CE Medium humanoid (elf)

Init +1;  Senses darkvision 120 ft.

 

Defense

AC   21, touch 13, flat-footed 19 (+2 Dex, +2 Elven chain armor, +1 Insight)

hp 44

Fort +6, Ref, +5 Will +11

Immune sleep; SR 15

Weaknesses light blindness

 

Offense

Speed 30 ft.

Melee +10/+5 +2 thundering morningstar (1d8 + 2/x2/+1d8 sonic damage on critical hit)

Ranged +8/+3 +1 thundering light crossbow  (1d8/19-20/x2/+1d8 sonic damage on critical hit)

Spell-like Abilities (CL 9th) 1/day dancing lights, darkness, faerie fire

Special Abilities Channel Negative Energy (5d6/10 per day/DC 22), Strike of Hatred, Vision of Madness

 

Statistics

Abilities

Str 15, Dex 14, Con 10, Int 14, Wis 20, Cha 17

Base Atk +6/+1; CMB +8, CMD 20

Feats Extra Channel, Extra Channel, Improved Channel, Vital Strike

Skills Diplomacy  +12, Heal +10, Knowledge (arcana) +7, Knowledge (history) +8, Knowledge (nobility) +11, Knowledge (planes) +8, Knowledge (religion) +8, Profession, Sense Motive +16, Spellcraft +8

Languages Abyssal, Common, Drow, Elven, Undercommon

SQ Aura of Madness, Xenophobic Clarity

 

Poison Use Maroena is skilled in the use of poison and never risks accidentally poisoning herself.

Drow Poison­ – Injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save

 

Combat Gear

 

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

 

Domains

Madness, Xenophobe

 

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack.  Choose on e of the following: attack rolls, saving throws, or skill checks.  The target receives a bonus to the chosen rolls equal to ½ your Cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum -1).  This effect fades after 4 rounds.  You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds equal to your Cleric level.  Enemies within this aura are affected b confusion unless they make a Will save with a DC equal to ½ your Cleric level + your Wisdom modifier.  The confusion effect ends immediately when the creature leaves the area or the aura expires.  Creatures that succeed on their saving throw are immune to this aura for 24 hours.  These rounds do not need to be consecutive.

Strike of Hatred:  Once per day, for a duration of 3 rounds + your Wisdom modifier, you gain a +1 morale bonus against one target of a differing alignment.  You also align their weapon for the purpose of overcoming damage reduction.  This shift is either along the Law/Chaos axis or the Good/Evil axis (caster’s choice).  Neutral Clerics can choose either axis to shift, but the choice cannot be changed once made.

Xenophobic Clarity:  At 6th level, once per day, you receive a chance to reroll any Will save to be effected by any spell with the Enchantment (compulsion) descriptor cast by an enemy of a differing alignment.  The player must declare the use of this ability before the results of a Will save have been determined.

 

Spells

0 (DC 15) – create water, detect magic, guidance, resistance

 

1st (DC 16) – bless, cause fear, cure light wounds, divine favor, entropic shield, lesser confusion*, magic weapon

 

2nd (DC 17) – cure moderate wounds, darkness, enthrall, hold person, spiritual weapon, touch of idiocy*

 

3rd (DC 18) – bestow curse, contagion (cackle fever), glyph of warding*, magic vestment, prayer

 

4th (DC 19) – chaos hammer, confusion*, cure critical wounds, unholy blight

 

5th (DC 20) – dispel good, greater command, slay living

 

*indicates Domain spell

Statistics by Will Myers

 

 

 

Maltorya (3.5)

Middle Daughter of House Gullion CR 10

Ritualistic Oracle

Level 7 Cleric, Level 2 Loremistress. The Eyes and Ears of what can not be Seen or Heard

Maltorya attracted attention from an early age, although not all of it was appreciated by the House matron. Maltorya seemed to have the uncanny knack of knowing just what was going on, was about to take place or was of vital importance from the past whenever she put her young mind to it. This, coupled with the occasional out-of-the-dark visitation by a respectful spectral undead, other-planar traveller or aged expert requesting her advice, placed her in high esteem amongst the House clergy and sages, for Maltorya’s insights seemed to be worth a great deal to those who begged an audience with the child.

Protecting her became important, then essential, as she predicted the rise of the House and the method of its advance with unerring accuracy years before it happened. Indeed the Matron took every word Maltorya uttered as House gospel and followed the path laid out as closely as possible. But eventually the Matron believed that such an easy advancement didn’t need to be followed exactly and began to only hear the parts which highlighted growth and her personal glory and chose to ignore the warning notes and cryptic suggestions that all might not be well; Maltorya knew better than to come right out with the mistakes the Matron had made even in her protected position.

Now Maltorya is charged with finding a solution to the Matron’s problem by nay means possible. She deliberately halted her clerical training to follow the path of a loremistress to better delve into the past, present and future and to gather as much information as possible about the House and Fate’s intentions for it. Whilst not martial in any great way, she does travel the planes at no small risk to herself, often taking a retinue of undead with her to act as distracting should the need to return prove to be urgent.  She has learned the language of outsiders and is beginning to get a grasp of the elemental tongues without the use of magic, Terran at first, to better understand the nuances and inflections required to deal with the most ancient of texts, creatures and items. Steadily she has learned enough about the House’s situation to either ensure its survival and continued dominance or to bring it to its knees; however, she also has the House’s current enemies most firmly in her sight.

If confronted, Maltorya will send her created skeletons in to battle to fight for her, will use her limited offensive spells and will then retreat, preferably by magic but by the use of her items as a last resort. Actually running is far too undignified and brawling just beyond the pale! There are members of the House such as Gyloof to deal with the physical aspects of the defence of the Hose. Maltorya is there to provide knowledge and evidence of the greatness and glory of the House, past, present and future!

Magic Items:

Animated Heavy Snake Scale Shield +1

Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armour check penalty, arcane spell failure chance, and non-proficiency.

Strong transmutation; CL 12th; Craft Magic Arms and Armouranimate objects; Price +2 bonus. Price 9,005 gp; Cost 4,502 Gp and 5 sp + 361 XP

This is an item attuned specifically to Maltorya. Any other character carrying and using becomes Neutral Evil over the course of three months.

Bottle of Air

This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters that pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.

Moderate transmutation; CL 7th; Craft Wondrous Itemwater breathing; Price 7,250 gp; Weight 2 lb.

Crystal Ball

This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).

Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.

Moderate divination; CL 10th; Craft Wondrous Itemscrying; Price 42,000 gp; Weight 7 lb.

Light Mace of the Planes

This light mace has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 light mace on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 light mace.

Strong evocation; CL 15th; Craft Magic Arms and Armourplane shift; Price 22,305 gp; Cost 11,152 gp and 5 sp + 893 XP.

Slippers of Spider Climbing

When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces— make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.

Faint transmutation; CL 4th; Craft Wondrous Itemspider climb; Price 4,800 gp; Weight ½ lb.

Strand of Prayer Beads – (Standard)

This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. This strand includes three special beads, each with a different magic power.

A standard strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. Each special bead can be used once per day, the beads of blessing and smiting function as spell triggeritems; the bead of karma can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp.

Moderate (many schools); 5th (healing), 7th (smiting), 9th (karma); Craft Wondrous Item and one of the following spells per bead, as appropriate: cure serious woundsremove blindness/deafness, or remove disease (healing); righteous might (karma); chaos hammerholy smiteorder’s wrath, or unholy blight (smiting); Price 45,800 gp (standard).

This string was created using unholy blight and will not work in the hands of a non-evil character.


CR 9

XP 12,800
NE Medium humanoid Elf (Drow)
Init +2; Senses Darkvision 120’; Listen +4, Spot +4


DEFENSE


AC 15, touch 12, flat-footed 13 (+2 Dex, +2 Shield)
hp 43 (7d8 plus 2d4)
Fort +10, Ref +7, Will +12 (+14);


OFFENSE


Speed 30 ft.
Melee Light Mace +7/+2 (1d6+1) plus special
Space 5 ft. Reach 5 ft.


STATISTICS


Str 10, Dex 14, Con 10, Int 14, Wis 18, Cha 14
Base Atk +6/+1; Grapple +6
Feats See below
Skills See above

Languages spoken Undercommon, Common, Abyssal, Celestial, Draconic, Drow, Infernal, Terran

At any given time, Maltorya will have seven skeletons working for her at mundane fetch-and-carry tasks as well as deploying them to protect her in a fight.


Spells Usually Taken:

0th – Cure Minor Wounds, Detect Magic, Guidance, Guidance, Read Magic, Resistance

1st – Cause Fear, Comprehend Languages, Obscuring Mist, Sanctuary, Summon Monster I

Domain Spell – Longstrider: Increases your speed.

2nd – Augury, Augury, Desecrate, Owl’s Wisdom, Status

Domain Spell – Detect Thoughts: Allows “listening” to surface thoughts.

3rd – Bestow Curse, Invisibility Purge, Prayer, Speak with Dead

Domain Spell – Clairaudience/Clairvoyance: Hear or see at a distance for 1 min. /level.

4th – Divination, Planar Ally (Lesser), Poison

Domain Spell – Dimension Door: Teleports you short distance.

5th – Commune, Plane Shift

Domain Spell – True Seeing M: Lets you see all things as they really are.

 

Domains:
Knowledge – Granted Power
Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Travel – Travel Domain
Granted Powers
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 11 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

4. +2 racial bonus on Will saves against spells and spell-like abilities.

5. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

6. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channelling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undeadcreatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

8. Empower Spell
Benefit

All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

9. Maximize Spell
Benefit

All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

10. Heighten Spell

Benefit

A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

11. Loremistress’s Bonus – Secret (Instant Mastery – Gather Information (Cha))

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremistress chooses one secret from the table below. Her loremistress level plus Intelligence modifier determines the secrets from which she can choose. She can’t choose the same secret twice.

12. Lore
Roll bonus equals +6 (+2 level, +2 Int, +2 synergy from Knowledge (history))

At 2nd level, a loremistress gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremistress adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

13. Spell Penetration

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Statistics & Character Background by Stephen Yeardley

 

Maltorya (Pathfinder)

Middle Daughter of House Gullion CR 10

Ritualistic Oracle

Level 7 Cleric, Level 2 Loremistress. The Eyes and Ears of what can not be Seen or Heard

Maltorya attracted attention from an early age, although not all of it was appreciated by the House matron. Maltorya seemed to have the uncanny knack of knowing just what was going on, was about to take place or was of vital importance from the past whenever she put her young mind to it. This, coupled with the occasional out-of-the-dark visitation by a respectful spectral undead, other-planar traveller or aged expert requesting her advice, placed her in high esteem amongst the House clergy and sages, for Maltorya’s insights seemed to be worth a great deal to those who begged an audience with the child.

Protecting her became important, then essential, as she predicted the rise of the House and the method of its advance with unerring accuracy years before it happened. Indeed the Matron took every word Maltorya uttered as House gospel and followed the path laid out as closely as possible. But eventually the Matron believed that such an easy advancement didn’t need to be followed exactly and began to only hear the parts which highlighted growth and her personal glory and chose to ignore the warning notes and cryptic suggestions that all might not be well; Maltorya knew better than to come right out with the mistakes the Matron had made even in her protected position.

Now Maltorya is charged with finding a solution to the Matron’s problem by nay means possible. She deliberately halted her clerical training to follow the path of a loremistress to better delve into the past, present and future and to gather as much information as possible about the House and Fate’s intentions for it. Whilst not martial in any great way, she does travel the planes at no small risk to herself, often taking a retinue of undead with her to act as distracting should the need to return prove to be urgent.  She has learned the language of outsiders and is beginning to get a grasp of the elemental tongues without the use of magic, Terran at first, to better understand the nuances and inflections required to deal with the most ancient of texts, creatures and items. Steadily she has learned enough about the House’s situation to either ensure its survival and continued dominance or to bring it to its knees; however, she also has the House’s current enemies most firmly in her sight.

If confronted, Maltorya will send her created skeletons in to battle to fight for her, will use her limited offensive spells and will then retreat, preferably by magic but by the use of her items as a last resort. Actually running is far too undignified and brawling just beyond the pale! There are members of the House such as Gyloof to deal with the physical aspects of the defence of the Hose. Maltorya is there to provide knowledge and evidence of the greatness and glory of the House, past, present and future!

 

Magic Items:

Animated Heavy Snake Scale Shield +1

Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armour check penalty, arcane spell failure chance, and non-proficiency.

Strong transmutation; CL 12th; Craft Magic Arms and Armour, animate objects; Price +2 bonus. Price 9,005 gp; Cost 4,502 Gp and 5 sp + 361 XP

This is an item attuned specifically to Maltorya. Any other character carrying and using becomes Neutral Evil over the course of three months.

Bottle of Air

This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters that pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.

Moderate transmutation; CL 7th; Craft Wondrous Item, water breathing; Price 7,250 gp; Weight 2 lb.

Crystal Ball

This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).

Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.

Moderate divination; CL 10th; Craft Wondrous Item, scrying; Price 42,000 gp; Weight 7 lb.

Light Mace of the Planes

This light mace has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 light mace on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 light mace.

Strong evocation; CL 15th; Craft Magic Arms and Armour, plane shift; Price 22,305 gp; Cost 11,152 gp and 5 sp + 893 XP.

Slippers of Spider Climbing

When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces— make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.

Faint transmutation; CL 4th; Craft Wondrous Item, spider climb; Price 4,800 gp; Weight ½ lb.

Strand of Prayer Beads – (Standard)

This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. This strand includes three special beads, each with a different magic power.

A standard strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. Each special bead can be used once per day, the beads of blessing and smiting function as spell trigger items; the bead of karma can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp.

Moderate (many schools); 5th (healing), 7th (smiting), 9th (karma); Craft Wondrous Item and one of the following spells per bead, as appropriate: cure serious wounds, remove blindness/deafness, or remove disease (healing); righteous might (karma); chaos hammer, holy smite, order’s wrath, or unholy blight (smiting); Price 45,800 gp (standard).

This string was created using unholy blight and will not work in the hands of a non-evil character.


CR 9

XP 12,800
NE Medium humanoid Elf (Drow)
Init +2; Senses Darkvision 120’; Perception +4


DEFENSE


AC 15, touch 12, flat-footed 13 (+2 Dex, +2 Shield)
hp 43 (7d8 plus 2d4)
Fort +10, Ref +7, Will +12 (+14);


OFFENSE


Speed 30 ft.
Melee Light Mace +7/+2 (1d6+1) plus special
Space 5 ft. Reach 5 ft.


STATISTICS


Str 10, Dex 14, Con 10, Int 14, Wis 18, Cha 14
Base Atk +6; CMB +6; CMD 18
Feats See below
Skills See above

Languages spoken Undercommon, Common, Abyssal, Celestial, Draconic, Drow, Infernal, Terran

At any given time, Maltorya will have seven skeletons working for her at mundane fetch-and-carry tasks as well as deploying them to protect her in a fight.


Spells Usually Taken:

0th – Cure Minor Wounds, Detect Magic, Guidance, Guidance, Read Magic, Resistance

1st – Cause Fear, Comprehend Languages, Obscuring Mist, Sanctuary, Summon Monster I

Domain Spell – Longstrider: Increases your speed.

2nd – Augury, Augury, Desecrate, Owl’s Wisdom, Status

Domain Spell – Detect Thoughts: Allows “listening” to surface thoughts.

3rd – Bestow Curse, Invisibility Purge, Prayer, Speak with Dead

Domain Spell – Clairaudience/Clairvoyance: Hear or see at a distance for 1 min. /level.

4th – Divination, Planar Ally (Lesser), Poison

Domain Spell – Dimension Door: Teleports you short distance.

5th – Commune, Plane Shift

Domain Spell – True Seeing M: Lets you see all things as they really are.

 

Domains:

Knowledge

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

 

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Travel

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 6 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.

  1. +2 racial bonus on Will saves against spells and spell-like abilities.

  2. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

  3. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

  4. Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

 

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

8. Empower Spell

Benefit

All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

9. Maximize Spell

Benefit

All variable, numeric effects of a spell modified by this feat are maximized. Saving throwsand opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

10. Heighten Spell

Benefit

A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

  1. Loremistress’s Bonus – Secret (Instant Mastery – Gather Information (Cha))

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremistress chooses one secret from the table below. Her loremistress level plus Intelligence modifier determines the secrets from which she can choose. She can’t choose the same secret twice.

12. Lore

Roll bonus equals +6 (+2 level, +2 Int, +2 synergy from Knowledge (history))

At 2nd level, a loremistress gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremistress adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

13. Spell Penetration

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

 

 

 

 

 

Gyloof (3.5)

Slave Overseer & Eldest Son of House Gullion CR 10

Level 2 Monk, Level 7 Fighter. Slave Overseer with an eye for order in a chaotic house.

Gyloof was never comfortable with either the out-and-out evil nature of those around him or the chaotic, unpredictable tendencies of many of his family, elders or peers; how could anything be achieved if something unexpected always had to be considered. In Gyloof’s mind everything took too long to achieve or was too expensive, too unwieldy or wasn’t the desired result. There had to be a better way to be successful yet put less effort in to do what needed to be done. This wasn’t a line of thought that the worshipers of the Great Mother were inclined to permit and Gyloof, even as a young Drow, had to keep almost all of what he believed to himself, no mean feat when pretty much everything around him raised his ire because it cost his family and therefore him more than it ought to.

Eventually he found a way to explore his ideas and entered himself into a remote Drow monastery when he came of age. He did this without telling any of his family except the Matron Mother, who’s initial anger was tempered when Gyloof explained his hopes and aims. He would spend time learning the ways of the Drow monks and his own fighting prowess and then return to oversee the family’s slaves. One of the biggest problems other families had had with slaves was that they occasionally organised themselves into a rebellion which, at best, meant the family lost slaves as a result of the deaths of the rebels or, at worst, meant the family was killed by the rebelling slaves who then escaped. Gyloof reasoned that by having a clearer understanding of a structured approach to life he would be less likely to fall foul of organised schemes and plans of escape. The Matron Mother agreed and Gyloof disappeared from the family home.

A lawful approach to life is difficult for any drow because the usual inclination is to step on other drow in any way possible to rise through the ranks. The monastery was different because all respect was due to those above you and shadowy killings dealt with severely. Gyloof suffered at first, frequently unable to restrain his un-Drow-like strength when faced with tiresome tasks and stinging rebukes. His outbursts were never so great that the elder monks wished to remove him yet weren’t so casual or infrequent that the whip marks upon his back didn’t cause near-constant pain. Gyloof learned much from the monastery; how to push someone so far that they became compliant without breaking, how to intimidate when seeming to be charming, how to punish painfully yet not lethally, how to marshal your own energies and maintain control at the same time as achieving your aims and desires. The power this approach gave to an individual in a chaotic society seemed limitless.

After enough seasons to gain a strong grounding in these ordered ways, Gyloof returned to his family with the ability to defend his views mentally and physically. He was taller, stronger, better prepared and planned than any of his peers or competitors. Whilst never going to achieve rank through magic or outright chicanery, Gyloof grew into an invaluable member of the family, one who quelled unrest, established acquiescence with the slaves and workers and allowed energy to be used elsewhere, one of strength and power in an unphysical world. It was his success at getting and keeping slaves that allowed the family to have a constant supply of energy for its plans. But Gyloof never made show of this; he just knew he had become indispensable to the Matron Mother and took her rewards and admiration whenever and however it came.

Gyloof’s control over the slaves is a straightforward but effective one. He has installed a competitive system that rewards the successful without overtly punishing the unsuccessful excessively (at least by Drow standards). At any time he has three ‘regimental sergeant majors’ running three separate slave groups. This position can not be held for more than six lunar cycles and is one of ultimate accountability for all those underneath you. Each ‘r.s.m.’ is allowed to select five subordinates, each of whom lead five subordinates, each of who are the gang leader of up to 10 working slaves.  This means that at anyone time, a structure is in place to control almost 850 slaves through a mixture of, to us, barely recognisable rewards and severe penalties.

Because the penalties are harsh; if Gyloof finds out that any crime, misdemeanour or disagreement has been committed by a slave, including fighting, then that slave is subjected to their crime ten-fold or has to face Gyloof himself. On top of that, the slave who is the next level up the chain of command is summarily killed through not being able to control their gang. This killing will be undertaken by the next level of command. If Gyloof feels it is necessary, he will then personally dispatch that slave, reminding all slaves quite clearly and explicitly who controls the set up. This severe but practical approach mean crime and rebellion are almost unheard of and swiftly dealt with when the suggestion of either arises.  Gyloof regularly scans each level of command with his Circlet of Thoughts, including striding through the slave pens subjecting random slaves to his scrutiny and plucking out individuals who he feels aren’t concentrating sufficiently on appropriate thoughts.

Gyloof’s physical ability is of legendary, near mythical, status amongst the slaves of all houses and most of the Drow of many of them. Never wearing any kind of clothing except for simple monk’s robes and a cloak and only ever carrying one weapon, his whip, “Mother’s Caress”, he nevertheless roars into fights with an otherworldly ability, using his hands and feet to stun, disable, render unconscious and kill outright any challenger at the same time as plucking missile weapons out the air and immediately hurling them back at opponents before crushing them under his blows.

But slaves are a valuable commodity and Gyloof will usually deliver non-lethal damage. This often gives newly-arrived slaves an ill-judged, misplaced sense of security as if Gyloof is a soft touch. This is an out-and-out error, as the first slave who fails to perform is used to demonstrate. This slave is matched against Gyloof in an unarmed contest in front of every other slave. The fight is to unconsciousness, a rule to which Gyloof vehemently adheres to, but is always a mismatch. The loser is then restored to consciousness and sacrificed immediately to the Great Mother. Gyloof has yet to lose such a match and this is known by all long-term slaves.

Gyloof is intimate with the armour class of all his slaves, including natural armour class, and will use Power Attack to its greatest damage advantage on every occasion. He only ever employs two unarmed attacks when using Two-Weapon Fighting.

Standard: Str 18 (+4); Dex 15 (+2); Con 12 (+1); Int 12 (+1); Wis 16 (+3); Cha 8 (-1). Original Str was 18, +1 at 4th level, +1 at 8th Level


Magic Items:

Amulet of Natural Armour +2

This amulet, crafted from snake scales, toughens the wearer’s body, giving him an enhancement bonus to his natural armour bonus of +2.

Bracers of Armour +3

This item appears to be wrist guards. They surround the wearer with an invisible but tangible field of force, granting him an armour bonus of +3, just as though he were wearing armour. Both bracers must be worn for the magic to be effective.

Circlet of Thoughts

This appears to be a normal silver circlet worn on the head. The wearer can read the thoughts of others, as with the spell detect thoughts.

Cloak of Resistance +2

This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Gloves of Mighty Fists +2

These gloves grant an enhancement bonus of +2 on attack and damage rolls with unarmed attacks and natural weapons. Both gloves need to be worn for the magic to be effective. This particular pair, made of spider silk, only fits Drow or Elven hands and does not re-size.

Merciful Whip +2

The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. It appears to be made from the leg of a colossal spider. The whip is named “Mother’s Caress”

Monk’s Belt (LE)

This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.

This particular belt is Lawful Evil itself and will change a character’s alignment to this over a period of three months when worn.


Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 11 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

  1. +2 racial bonus on Will saves against spells and spell-like abilities.
  2. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

  3. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Weapon Focus (unarmed strike)

 

Prerequisites

Proficiency with selected weapon, base attack bonus +1.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon.

8. Flurry of Blows (Ex)

When unarmoured, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column onTable: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attackaction to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kamanunchakuquarterstaffsaishuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

 

9. Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weaponfor the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk.

  1. Monk’s Bonus – Stunning Fist
Prerequisites

Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructsoozesplantsundead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special

monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Gyloof has one additional Stunning Fist attack as a result of wearing a Monk’s Belt for a total of four attacks per day. Fort DC 17 to resist.

  1. Monk’s Bonus – Deflect Arrows
Prerequisites

Dex 13, Improved Unarmed Strike.

Benefit

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

12. Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armour or no armour. A helpless monk does not gain the benefit of evasion.

13. Power Attack

Prerequisite

Str 13.

Benefit

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

You can add the bonus from Power Attack to the damage dealt with unarmed strikes andnatural weapon attacks.

14. Cleave

Prerequisites

Str 13, Power Attack.

Benefit

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

15. Two-Weapon Fighting (Unarmed Strikes)
Prerequisite

Dex 15.

Benefit

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

16. Great Cleave
Prerequisites

Str 13, CleavePower Attack, base attack bonus +4.

Benefit

This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

 

17. Weapon Specialisation (Unarmed Strike)

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites

Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit

You gain a +2 bonus on all damage rolls you make using the selected weapon.

18. Snatch Arrows
Prerequisites

Dex 15, Deflect ArrowsImproved Unarmed Strike.

Benefit

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

19. Improved Critical (Unarmed Strike, 19-20)

Choose one type of weapon.

Prerequisite

Proficient with weapon, base attack bonus +8.

Benefit

When using the weapon you selected, your threat range is doubled.

Statistics & Character Background by Stephen Yeardley

CR 11

XP ?
LE Medium humanoid Elf (Drow)
Init +2; Senses Darkvision 120’; Listen +8, Spot +8


DEFENSE


AC 21, touch 19, flat-footed 19 (+2 Dex, +2 natural, +3 bracers, +3 Wisdom bonus through monk levels, +1 for Monk’s Belt)
hp 66 (2d8+2 plus 7d10+7)
Fort +10, Ref +7, Will +7 (+9);


OFFENSE


Speed 30 ft.
Melee Unarmed +15/+10 (1d3+7); Two Weapon Fighting, unarmed +13/+8/+13 (1d3+7); Flurry of Blows +12/+12 1d8+5; (all crit 19-20)

Whip +12/+7 (1d3+4 plus 1d6 Merciful non-lethal damage plus Drow poison) ; Snatch Arrows return +13 (damage as per weapon)
Space 5 ft. Reach 5 ft.


STATISTICS


Str 18, Dex 15, Con 12, Int 12, Wis 16, Cha 8;
Base Atk +8/+3; Grapple +12
Feats See below
Skills See above

 

 

Gyloof (Pathfinder)

Slave Overseer & Eldest Son of House Gullion CR 10

Level 2 Monk, Level 7 Fighter. Slave Overseer with an eye for order in a chaotic house.

Gyloof was never comfortable with either the out-and-out evil nature of those around him or the chaotic, unpredictable tendencies of many of his family, elders or peers; how could anything be achieved if something unexpected always had to be considered. In Gyloof’s mind everything took too long to achieve or was too expensive, too unwieldy or wasn’t the desired result. There had to be a better way to be successful yet put less effort in to do what needed to be done. This wasn’t a line of thought that the worshipers of the Great Mother were inclined to permit and Gyloof, even as a young Drow, had to keep almost all of what he believed to himself, no mean feat when pretty much everything around him raised his ire because it cost his family and therefore him more than it ought to.

Eventually he found a way to explore his ideas and entered himself into a remote Drow monastery when he came of age. He did this without telling any of his family except the Matron Mother, who’s initial anger was tempered when Gyloof explained his hopes and aims. He would spend time learning the ways of the Drow monks and his own fighting prowess and then return to oversee the family’s slaves. One of the biggest problems other families had had with slaves was that they occasionally organised themselves into a rebellion which, at best, meant the family lost slaves as a result of the deaths of the rebels or, at worst, meant the family was killed by the rebelling slaves who then escaped. Gyloof reasoned that by having a clearer understanding of a structured approach to life he would be less likely to fall foul of organised schemes and plans of escape. The Matron Mother agreed and Gyloof disappeared from the family home.

A lawful approach to life is difficult for any drow because the usual inclination is to step on other drow in any way possible to rise through the ranks. The monastery was different because all respect was due to those above you and shadowy killings dealt with severely. Gyloof suffered at first, frequently unable to restrain his un-Drow-like strength when faced with tiresome tasks and stinging rebukes. His outbursts were never so great that the elder monks wished to remove him yet weren’t so casual or infrequent that the whip marks upon his back didn’t cause near-constant pain. Gyloof learned much from the monastery; how to push someone so far that they became compliant without breaking, how to intimidate when seeming to be charming, how to punish painfully yet not lethally, how to marshal your own energies and maintain control at the same time as achieving your aims and desires. The power this approach gave to an individual in a chaotic society seemed limitless.

After enough seasons to gain a strong grounding in these ordered ways, Gyloof returned to his family with the ability to defend his views mentally and physically. He was taller, stronger, better prepared and planned than any of his peers or competitors. Whilst never going to achieve rank through magic or outright chicanery, Gyloof grew into an invaluable member of the family, one who quelled unrest, established acquiescence with the slaves and workers and allowed energy to be used elsewhere, one of strength and power in an unphysical world. It was his success at getting and keeping slaves that allowed the family to have a constant supply of energy for its plans. But Gyloof never made show of this; he just knew he had become indispensable to the Matron Mother and took her rewards and admiration whenever and however it came.

Gyloof’s control over the slaves is a straightforward but effective one. He has installed a competitive system that rewards the successful without overtly punishing the unsuccessful excessively (at least by Drow standards). At any time he has three ‘regimental sergeant majors’ running three separate slave groups. This position can not be held for more than six lunar cycles and is one of ultimate accountability for all those underneath you. Each ‘r.s.m.’ is allowed to select five subordinates, each of whom lead five subordinates, each of who are the gang leader of up to 10 working slaves.  This means that at anyone time, a structure is in place to control almost 850 slaves through a mixture of, to us, barely recognisable rewards and severe penalties.

Because the penalties are harsh; if Gyloof finds out that any crime, misdemeanour or disagreement has been committed by a slave, including fighting, then that slave is subjected to their crime ten-fold or has to face Gyloof himself. On top of that, the slave who is the next level up the chain of command is summarily killed through not being able to control their gang. This killing will be undertaken by the next level of command. If Gyloof feels it is necessary, he will then personally dispatch that slave, reminding all slaves quite clearly and explicitly who controls the set up. This severe but practical approach mean crime and rebellion are almost unheard of and swiftly dealt with when the suggestion of either arises.  Gyloof regularly scans each level of command with his Circlet of Thoughts, including striding through the slave pens subjecting random slaves to his scrutiny and plucking out individuals who he feels aren’t concentrating sufficiently on appropriate thoughts.

Gyloof’s physical ability is of legendary, near mythical, status amongst the slaves of all houses and most of the Drow of many of them. Never wearing any kind of clothing except for simple monk’s robes and a cloak and only ever carrying one weapon, his whip, “Mother’s Caress”, he nevertheless roars into fights with an otherworldly ability, using his hands and feet to stun, disable, render unconscious and kill outright any challenger at the same time as plucking missile weapons out the air and immediately hurling them back at opponents before crushing them under his blows.

But slaves are a valuable commodity and Gyloof will usually deliver non-lethal damage. This often gives newly-arrived slaves an ill-judged, misplaced sense of security as if Gyloof is a soft touch. This is an out-and-out error, as the first slave who fails to perform is used to demonstrate. This slave is matched against Gyloof in an unarmed contest in front of every other slave. The fight is to unconsciousness, a rule to which Gyloof vehemently adheres to, but is always a mismatch. The loser is then restored to consciousness and sacrificed immediately to the Great Mother. Gyloof has yet to lose such a match and this is known by all long-term slaves.

Gyloof is intimate with the armour class of all his slaves, including natural armour class, and will use Power Attack to its greatest damage advantage on every occasion. He only ever employs two unarmed attacks when using Two-Weapon Fighting.

 
Standard: Str 18 (+4); Dex 15 (+2); Con 12 (+1); Int 12 (+1); Wis 16 (+3); Cha 8 (-1). Original Str was 18, +1 at 4th level, +1 at 8th Level


Magic Items:

Amulet of Natural Armour +2

This amulet, crafted from snake scales, toughens the wearer’s body, giving him an enhancement bonus to his natural armour bonus of +2.

Bracers of Armour +3

This item appears to be wrist guards. They surround the wearer with an invisible but tangible field of force, granting him an armour bonus of +3, just as though he were wearing armour. Both bracers must be worn for the magic to be effective.

Circlet of Thoughts

This appears to be a normal silver circlet worn on the head. The wearer can read the thoughts of others, as with the spell detect thoughts.

Cloak of Resistance +2

This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Gloves of Mighty Fists +2

These gloves grant an enhancement bonus of +2 on attack and damage rolls with unarmed attacks and natural weapons. Both gloves need to be worn for the magic to be effective. This particular pair, made of spider silk, only fits Drow or Elven hands and does not re-size.

Merciful Whip +2

The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. It appears to be made from the leg of a colossal spider. The whip is named “Mother’s Caress”

Monk’s Belt (LE)

This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.

This particular belt is Lawful Evil itself and will change a character’s alignment to this over a period of three months when worn.


Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 6 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

4. +2 racial bonus on Will saves against spells and spell-like abilities.

5. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

6. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Weapon Focus (unarmed strike)

Prerequisites

Proficiency with selected weapon, base attack bonus +1.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon.

8. Flurry of Blows (Ex)

When unarmoured, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kamanunchakuquarterstaffsaishuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

9. Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weaponfor the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk.

10. Monk’s Bonus – Stunning Fist

Prerequisites

Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructsoozesplantsundead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special

monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Gyloof has one additional Stunning Fist attack as a result of wearing a Monk’s Belt for a total of four attacks per day. Fort DC 17 to resist.

11. Monk’s Bonus – Deflect Arrows

Prerequisites

Dex 13, Improved Unarmed Strike.

Benefit

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

12. Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armour or no armour. A helpless monk does not gain the benefit of evasion.

13. Power Attack

Prerequisite

Str 13.

Benefit

On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

You can add the bonus from Power Attack to the damage dealt with unarmed strikes andnatural weapon attacks.

14. Cleave

Prerequisites

Str 13, Power Attack.

Benefit

If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

15. Two-Weapon Fighting (Unarmed Strikes)

Prerequisite

Dex 15.

Benefit

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

16. Great Cleave

Prerequisites

Str 13, CleavePower Attack, base attack bonus +4.

Benefit

This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

17. Weapon Specialisation (Unarmed Strike)

Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites

Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit

You gain a +2 bonus on all damage rolls you make using the selected weapon.

18. Snatch Arrows

Prerequisites

Dex 15, Deflect ArrowsImproved Unarmed Strike.

Benefit

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

19. Improved Critical (Unarmed Strike, 19-20)

Choose one type of weapon.

Prerequisite

Proficient with weapon, base attack bonus +8.

Benefit

When using the weapon you selected, your threat range is doubled.

20. Bravery +2 (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

21. Weapon Training 1 (Monk: unarmed strike)

Statistics & Character Background by Stephen Yeardley

CR 11

XP 12,800
LE Medium humanoid Elf (Drow)
Init +2; Senses Darkvision 120’; Perception +8


DEFENSE


AC 21, touch 19, flat-footed 19 (+2 Dex, +2 natural, +3 bracers, +3 Wisdom bonus through monk levels, +1 for Monk’s Belt)
hp 66 (2d8+2 plus 7d10+7)
Fort +10, Ref +7, Will +7 (+9);


OFFENSE


Speed 30 ft.
Melee Unarmed +16/+11 (1d3+8); Two Weapon Fighting, unarmed +14/+9/+14 (1d3+8); Flurry of Blows +13/+13 1d8+6; (all crit 19-20)

Whip +12/+7 (1d3+4 plus 1d6 Merciful non-lethal damage plus Drow poison) ; Snatch Arrows return +13 (damage as per weapon)
Space 5 ft. Reach 5 ft.


STATISTICS


Str 18, Dex 15, Con 12, Int 12, Wis 16, Cha 8;
Base Atk +8; CMB 13; CMD
Feats See below
Skills See above

 

 

 

 

Coranzan (3.5)

Elder Son of House Gullion CR12

Level 10. Arcane Archer with ranks in an Assassin Class for stealth and slaying from a great distance.

Coranzan is the personal guardian of the almighty Matron Maelora of House Gullion. He keeps a distance and waits. If anyone threatens the Matron he pierces their throat from a distance with a well-aimed arrow imbued with powerful magic. He is so skilled that many times he has been able to kill 2 or 3 men before others are even able to tell where the arrows came from.

Coranzan had a small but vitally important problem during all of his early life; he couldn’t keep his mouth shut when threatened. Although of no great strength, intellect or wisdom, when insulted, pressed, taunted or challenged, Coranzan had to respond and reply, no matter who or what he was dealing with. This resulted in polarised responses, as Coranzan either managed to make his antagoniser laugh and forgive him or he received the most terrible beating for his pains. But no matter how many times the beatings happened Coranzan wouldn’t stop. His very nature demanded he deliver some kind of witty or barbed retort and to the Abyssal planes with the consequences.

This put his family and friends in an alarmingly difficult situation; Drow are notorious for not always showing their true feelings and no-one could clearly tell if those who received Coranzan’s comments were happy about it or enraged, were prepared to let the matter drop or were intent on wiping out the whole family and its allies, were now Coranzan’s friends or had simply added themselves to the list of his would-be murderers. The amount of the contents of the family’s treasury that was spent on divination and information gathering to find out just what the situation was with any other family and then placating the enraged direct family members of that house’s Matron was legendary. But Coranzan’s mother felt it was worth it and never once externally baulked at the expense.

Whilst clearly never going to be a mage, fighter or, Fates preserve the Family, a cleric and be openly useful to the city, Coranzan was wonderfully adept with his hands and had a ready, easy charm when he wanted. At other times that charm was turn swiftly to malicious purpose; as a result, Coranzan learned to live on his feet, forever coming up with something to either get by or get away. So after careful consideration, Coranzan’s mother decided, against both her better judgement and maternal desires and aspirations for one of her sons, to apprentice him to as senior rogue as she could find who would admit to their trade and be a wet-nurse to an insufferable loud-mouth. At yet more great expense, a suitable tutor was found and Coranzan sent away.

To no-one’s great surprise, although to many of the family’s great anger, he was back within a week, the skin barely on his frame and an unimaginably large bounty on his head if he stepped anywhere near the Guild again.

Coranzan had hated the Guild pretty much immediately. It was dark, even by Drow standards, dank, dingy, dirty, dispiriting and deadly! Three members of the new intake were dispatched in that first week and Coranzan himself managed to escape two assassinations in the two days before he left. Again the problem was his mouth. Although gifted with his nimble fingers and persuasive tongue, Coranzan just rubbed everyone up the wrong way with the way he used his greatest attribute. He said he was literally being weighed down by the filth and stench of the unwashed Drow sent to Guild as well as the tedious and unimaginative corruption of those running it. Naturally this angered those who had deigned to take this stripling in and his tutor in particular, notwithstanding the fact he had ‘requisitioned’ most of Coranzan’s possessions on the first day as part of his ‘Gift to the Guild’. An extraordinary general Guild council gathering was called after just four days and the decision made the next. It was always wondered if those two attempts were actually Guild-sanctioned and not random acts of rage. No one will be able to find out because those that know aren’t telling and many of those that did know are no longer city dwellers, for myriad reasons.

So it came to the one choice left, a place considered worse that either jail, being presented as a gift to Lolth’s high priestesses or just being left naked within crawling distance of the nearest cloaker flock; Coranzan was enrolled at the local bardic college, a place where only those totally unsuited for absolutely anything else ended up.

Of course, in a way that went dagger-in-sheath with Coranzan’s perverse, individual path, he excelled at the college, quickly becoming the fastest entrant on record to gain the requisite ability to be called a full bard. Indeed Coranzan managed to pass two stages of bardic ability in less time than most students took to gain one. Whilst not great and no true natural, Coranzan tried hard – a first for him – and enjoyed all he did. He also took to the spell casting aspect so readily no-one could explain why he’d proved to be quite hopeless when being considered for the magehood. But thrive he did and all seemed to be blessed by the Great Mother. That was until the efreeti bard Falorushel visited and Coranzan was taken by his wanderings.

So Coranzan left the college with the intention of moving on from the city as a whole. He’d become proficient with the shortbow whilst at the college as it was light to use yet responsive to his dexterous abilities. As fortune and the Fates would have it, the city had recently made a pact with a enclave of Duergar and the visiting entourage contained an experienced ranger. For yet more gold, Coranzan’s family paid to have him taken under the wing of this ranger, Bruthwol Landguarder. It was a good move for all concerned. Many of the city’s highest ranking members were concerned with Coranzan’s lack of real progress and his mother’s constant bailing out of him from difficult situations was beginning to tarnish both his own and the family’s name. To send him away as pupil and ambassador would either make or break him; either his tongue would get him killed or he’d return a better Drow.

Bruthwol was of his kind in that his general nature was determined and courageous, but he had little of the stain of your typical Duergar otherwise. Yes, he was evil, placing little value on the lives and property of others, but he lacked much of the sullen, violent, ungratefulness that was commonplace to his kind. Indeed that was why he had become a ranger himself, in order to be able to spend time away from the hard-bitten clan he belonged to yet show his worth by returning with workable wealth. Coranzan was hooked and strived to learn all he could from Bruthwol.

The first thing Coranzan was taught that your own kind are actually your own worst enemy and that being able to rise above those who would do away with you was the most important aspect of Underworld life. This was something Coranzan had heard a thousand times before, but Bruthwol’s explanation somehow made more sense than all the previous times combined. Coranzan chose elves as his favoured enemy and never looked back. Bruthwol revealed eventually that he too was adept at slaying elves with his bow, but only after the relationship had been a close one for many seasons and Coranzan had clearly benefited from Bruthwol’s guidance. But the Duergar had underestimated just how strong the pull of a home city and family house was when properly considered and, for no particular reason other than he didn’t want to find he’d made a mistake in following Bruthwol even after several years, Coranzan murdered Bruthwol by charming him and convincing him to face an enemy just too strong. With Bruthwol severely injured and calling for assistance Coranzan calmly walked towards him and shot him clean through the eye, killing him instantly. That the enemy was a huge spider, which approached Coranzan after the murder to reveal itself as a creature marked by the Goddess Herself, was a sign to Coranzan that he should return home.

Somehow, on his return, his mother and clerically-minded sister knew what had happened and welcomed him back with open arms. Coranzan was now steeped in evil, caring nothing for either the overall Drow society and its guidelines or the frivolous free-for-all that was supposedly designed to let the strong rise over the weak. Coranzan had finally learned that only dedication to a task would lead to success and took it upon himself to approach the Guild he’d previously insulted. As expected, he was soon marked by an assassin, who in no way tried to hide her profession or intent, and Coranzan acted. Using all of the skills he had amassed during his time in College and away with Bruthwol, as well as presenting the assassin with Bruthwol’s Hand of Glory, he got himself apprenticed for the third time and disappeared into the deepest recesses of the city’s shadows.

After a few seasons gaining the basic skills of his chosen profession and honing some of them, Coranzan bought his way out of the assassin Family and returned home. He knew now that he had to return all the favours from his past, repay all that had been spent on keeping him alive by his mother and finally take up the position of responsibility that was his to grasp. Coranzan focused all of his formidable skills towards his talent for the bow, bending his magical abilities to enhancing his deadly nature. His archery took on an arcane quality and he used this to become the family’s protector. Able to immediately kill Drow by a single careful shot after taking a little time to watch them, Coranzan has begun to truly make a name for himself and to return the family to a position characterised by fear, envy and admiration. As for Coranzan himself, less and less of his current situation is known about him and his history is now discounted as an elaborate hoax or game played on the city as a whole by his mother. Both these facts are gleefully nurtured by all concerned. Indeed, Coranzan is beginning to gain a near-mythical status as no-one can claim to have actually seen him for more than four years now. Whether the diplomatic companion, the curt bag carrier, the protective guard or the near-silent yet charming-seeming occasional voice of the Matron Lady were Coranzan is open to gossip and conjecture but no positive confirmation. It is as if the boy everyone claimed to know has disappeared and a half-dozen or more men have appeared to replace him.

click above image to enlarge

Standard: Str 10 (+0); Dex 20 (+5); Con 12 (+1); Int 12 (+1); Wis 12 (+1); Cha 16 (+3). Original Dex was 18, +1 at 4th level, +1 at 8th Level

 

With Items: Str 10 (+0); Dex 20 (+5); Con 12 (+1); Int 12 (+1); Wis 12 (+1); Cha 16 (+3).

Spells Known:

 

Bard: 0th (DC 13) – Flare, Lullaby, Mage Hand, Open/Close, Resistance; 1st (DC 14) – Charm Person, Feather Fall

Spells

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: The Bard are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Ranger: 1st (DC 12) – Spell usually taken is Pass Without Trace

 

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Rangerindicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Assassin: 1st (DC 12) – Disguise Self, Jump, True Strike

 

Spells

Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The assassin’s spell list appears below. An assassin casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Assassin Spell List

Assassins choose their spells from the following list:

1st Level

disguise selfdetect poisonfeather fallghost soundjumpobscuring mistsleep,true strike.

 

 

Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 11 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

4. +2 racial bonus on Will saves against spells and spell-like abilities.

5. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

6. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Weapon Focus (shortbow)

 

Prerequisites

Proficiency with selected weapon, base attack bonus +1.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon.

8. Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

9. Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks inKnowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

10. Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

11. Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listenand Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

12. Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

13. Point Blank Shot

Benefit

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

14. Favoured Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favoured Enemies. The ranger gains a +2 bonus on BluffListenSense Motive,Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured enemy from those given on the table. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favoured enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Coranzan’s favoured enemy is Humanoid – Elf (Drow)

15. Track

A ranger gains Track as a bonus feat.

16. Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacycheck to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

17. Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Coranzan’s chosen Combat Style is Archery.

Prerequisites

Dex 13, Point Blank Shot.

Benefit

You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

18. Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

19. Precise Shot

Prerequisite

Point Blank Shot.

Benefit

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

20. Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger,cameldire ratdogriding dogeaglehawkhorse (light or heavy), owlponysnake(Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta rayporpoiseMedium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Coranzan’s Animal Companion is a Medium Viper.

21. Sneak Attack

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

22. Poison Use

Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

23. Death Attack (DC 13)

If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysiseffect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

24. Save Bonus against Poison

The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

25. Uncanny Dodge (Ex)

Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilised.)

26. Manyshot

Benefit

As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special

Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

27. Enhance Arrow (Su)

At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

28. Imbue Arrow (Sp)

At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centred on where the arrow lands, even if the spell could normally be centred only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Statistics & Character Background by Stephen Yeardley

 

Coranzan (Pathfinder)

Elder Son of House Gullion

Level 10. Arcane Archer with ranks in an Assassin Class for stealth and slaying from a great distance.

Coranzan is the personal guardian of the almighty Matron Maelora of House Gullion. He keeps a distance and waits. If anyone threatens the Matron he pierces their throat from a distance with a well aimed arrow imbued with powerful magic. He is so skilled that many times he has been able to kill 2-3 men before others are even able to tell where the arrows came from.

Coranzan had a small but vitally important problem during all of his early life; he couldn’t keep his mouth shut when threatened. Although of no great strength, intellect or wisdom, when insulted, pressed, taunted or challenged, Coranzan had to respond and reply, no matter who or what he was dealing with. This resulted in polarised responses, as Coranzan either managed to make his antagoniser laugh and forgive him or he received the most terrible beating for his pains. But no matter how many times the beatings happened Coranzan wouldn’t stop. His very nature demanded he deliver some kind of witty or barbed retort and to the Abyssal planes with the consequences.

This put his family and friends in an alarmingly difficult situation; Drow are notorious for not always showing their true feelings and no-one could clearly tell if those who received Coranzan’s comments were happy about it or enraged, were prepared to let the matter drop or were intent on wiping out the whole family and its allies, were now Coranzan’s friends or had simply added themselves to the list of his would-be murderers. The amount of the contents of the family’s treasury that was spent on divination and information gathering to find out just what the situation was with any other family and then placating the enraged direct family members of that house’s Matron was legendary. But Coranzan’s mother felt it was worth it and never once externally baulked at the expense.

Whilst clearly never going to be a mage, fighter or, Fates preserve the Family, a cleric and be openly useful to the city, Coranzan was wonderfully adept with his hands and had a ready, easy charm when he wanted. At other times that charm was turn swiftly to malicious purpose; as a result, Coranzan learned to live on his feet, forever coming up with something to either get by or get away. So after careful consideration, Coranzan’s mother decided, against both her better judgement and maternal desires and aspirations for one of her sons, to apprentice him to as senior rogue as she could find who would admit to their trade and be a wet-nurse to an insufferable loud-mouth. At yet more great expense, a suitable tutor was found and Coranzan sent away.

To no-one’s great surprise, although to many of the family’s great anger, he was back within a week, the skin barely on his frame and an unimaginably large bounty on his head if he stepped anywhere near the Guild again.

Coranzan had hated the Guild pretty much immediately. It was dark, even by Drow standards, dank, dingy, dirty, dispiriting and deadly! Three members of the new intake were dispatched in that first week and Coranzan himself managed to escape two assassinations in the two days before he left. Again the problem was his mouth. Although gifted with his nimble fingers and persuasive tongue, Coranzan just rubbed everyone up the wrong way with the way he used his greatest attribute. He said he was literally being weighed down by the filth and stench of the unwashed Drow sent to Guild as well as the tedious and unimaginative corruption of those running it. Naturally this angered those who had deigned to take this stripling in and his tutor in particular, notwithstanding the fact he had ‘requisitioned’ most of Coranzan’s possessions on the first day as part of his ‘Gift to the Guild’. An extraordinary general Guild council gathering was called after just four days and the decision made the next. It was always wondered if those two attempts were actually Guild-sanctioned and not random acts of rage. No one will be able to find out because those that know aren’t telling and many of those that did know are no longer city dwellers, for myriad reasons.

So it came to the one choice left, a place considered worse that either jail, being presented as a gift to Lolth’s high priestesses or just being left naked within crawling distance of the nearest cloaker flock; Coranzan was enrolled at the local bardic college, a place where only those totally unsuited for absolutely anything else ended up.

Of course, in a way that went dagger-in-sheath with Coranzan’s perverse, individual path, he excelled at the college, quickly becoming the fastest entrant on record to gain the requisite ability to be called a full bard. Indeed Coranzan managed to pass two stages of bardic ability in less time than most students took to gain one. Whilst not great and no true natural, Coranzan tried hard – a first for him – and enjoyed all he did. He also took to the spell casting aspect so readily no-one could explain why he’d proved to be quite hopeless when being considered for the magehood. But thrive he did and all seemed to be blessed by the Great Mother. That was until the efreeti bard Falorushel visited and Coranzan was taken by his wanderings.

So Coranzan left the college with the intention of moving on from the city as a whole. He’d become proficient with the shortbow whilst at the college as it was light to use yet responsive to his dexterous abilities. As fortune and the Fates would have it, the city had recently made a pact with a enclave of Duergar and the visiting entourage contained an experienced ranger. For yet more gold, Coranzan’s family paid to have him taken under the wing of this ranger, Bruthwol Landguarder. It was a good move for all concerned. Many of the city’s highest ranking members were concerned with Coranzan’s lack of real progress and his mother’s constant bailing out of him from difficult situations was beginning to tarnish both his own and the family’s name. To send him away as pupil and ambassador would either make or break him; either his tongue would get him killed or he’d return a better Drow.

Bruthwol was of his kind in that his general nature was determined and courageous, but he had little of the stain of your typical Duergar otherwise. Yes, he was evil, placing little value on the lives and property of others, but he lacked much of the sullen, violent, ungratefulness that was commonplace to his kind. Indeed that was why he had become a ranger himself, in order to be able to spend time away from the hard-bitten clan he belonged to yet show his worth by returning with workable wealth. Coranzan was hooked and strived to learn all he could from Bruthwol.

The first thing Coranzan was taught that your own kind are actually your own worst enemy and that being able to rise above those who would do away with you was the most important aspect of Underworld life. This was something Coranzan had heard a thousand times before, but Bruthwol’s explanation somehow made more sense than all the previous times combined. Coranzan chose elves as his favoured enemy and never looked back. Bruthwol revealed eventually that he too was adept at slaying elves with his bow, but only after the relationship had been a close one for many seasons and Coranzan had clearly benefited from Bruthwol’s guidance. But the Duergar had underestimated just how strong the pull of a home city and family house was when properly considered and, for no particular reason other than he didn’t want to find he’d made a mistake in following Bruthwol even after several years, Coranzan murdered Bruthwol by charming him and convincing him to face an enemy just too strong. With Bruthwol severely injured and calling for assistance Coranzan calmly walked towards him and shot him clean through the eye, killing him instantly. That the enemy was a huge spider which approached Coranzan after the murder to reveal itself as a creature marked by Lolth was a sign to Coranzan that he should return home.

Somehow, on his return, his mother and clerically-minded sister knew what had happened and welcomed him back with open arms. Coranzan was now steeped in evil, caring nothing for either the overall Drow society and its guidelines or the frivolous free-for-all that was supposedly designed to let the strong rise over the weak. Coranzan had finally learned that only dedication to a task would lead to success and took it upon himself to approach the Guild he’d previously insulted. As expected, he was soon marked by an assassin, who in no way tried to hide her profession or intent, and Coranzan acted. Using all of the skills he had amassed during his time in College and away with Bruthwol, as well as presenting the assassin with Bruthwol’s Hand of Glory, he got himself apprenticed for the third time and disappeared into the deepest recesses of the city’s shadows.

After a few seasons gaining the basic skills of his chosen profession and honing some of them, Coranzan bought his way out of the assassin Family and returned home. He knew now that he had to return all the favours from his past, repay all that had been spent on keeping him alive by his mother and finally take up the position of responsibility that was his to grasp. Coranzan focused all of his formidable skills towards his talent for the bow, bending his magical abilities to enhancing his deadly nature. His archery took on an arcane quality and he used this to become the family’s protector. Able to immediately kill Drow by a single careful shot after taking a little time to watch them, Coranzan has begun to truly make a name for himself and to return the family to a position characterised by fear, envy and admiration.

As for Coranzan himself, less and less of his current situation is known about him and his history is now discounted as an elaborate hoax or game played on the city as a whole by his mother. Both these facts are gleefully nurtured by all concerned. Indeed, Coranzan is beginning to gain a near-mythical status as no-one can claim to have actually seen him for more than four years now. Whether the diplomatic companion, the curt bag carrier, the protective guard or the near-silent yet charming-seeming occasional voice of the Matron Lady were Coranzan is open to gossip and conjecture but no positive confirmation. It is as if the boy everyone claimed to know has disappeared and a half-dozen or more men have appeared to replace him.

Standard: Str 10 (+0); Dex 20 (+5); Con 12 (+1); Int 12 (+1); Wis 12 (+1); Cha 16 (+3). Original Dex was 18, +1 at 4th level, +1 at 8th Level

With Items: Str 10 (+0); Dex 22 (+6); Con 12 (+1); Int 12 (+1); Wis 12 (+1); Cha 16 (+3).


Magic Items:

Boots of Speed

As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.

Moderate transmutation; CL 10th; Craft Wondrous Itemhaste; Price 12,000 gp; Weight 1 lb.

Bracers of Archery, Greater

These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage roll whenever using that type of bow. Both bracers must be worn for the magic to be effective.

Moderate transmutation; CL 8th; Craft Wondrous ItemCraft Magic Arms and Armour; Price 25,000 gp; Weight 1 lb.

Brooch of Shielding

This appears to be a piece of silver or gold jewellery used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missilesbefore it melts and becomes useless.

Faint abjuration; CL 1st; Craft Wondrous Itemshield; Price 1,500 gp.

Dust of Disappearance

This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, includingsee invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.

The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn’t know when the duration will end.

Moderate illusion; CL 7th; Craft Wondrous Itemgreater invisibility; Price 3,500 gp.

Dagger of Venom

This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

Faint necromancy; CL 5th; Craft Magic Arms and Armourpoison; Price 8,302 gp; Cost 4,302 gp + 320 XP.

Efficient Quiver

This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a non-dimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Moderate conjuration; CL 9th; Craft Wondrous Itemsecret chest; Price 1,800 gp; Weight 2 lb.

Gloves of Dexterity

These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2. Both gloves must be worn for the magic to be effective.

Moderate transmutation; CL 8th; Craft Wondrous Itemcat’s grace; Price 4,000 gp (+2),

Shortbow of Wounding

This +2 wounding weapon deals 1d6 points of Constitution damage from blood loss when it critically hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. It has to be given 1hp of your own blood per two hours per day to activate the Wounding effect and is inherently evil, turning its user Neutral Evil over time. Coranzan tends to feed his bow at the end of the day when points can be recovered overnight.

5 Arrows +3, 10 Arrows +2

 

+2 Mithril Chain shirt (+6 to AC)

CR 12

XP ?
NE Medium humanoid Elf (Drow)
Init +5; Senses Darkvision 120’; Listen  +14, Spot +9


DEFENSE


AC 22, touch 16, flat-footed 16 (+6 Dex, +6 mithril chain shirt, +0 size)
hp 57 (2d6+2 plus 4d8+4 plus 2d6+2 plus 2d6+2)
Fort +8, Ref +18, Will +5 (+7);


OFFENSE


Speed 30 ft.
Melee Shortbow +20/+15 (1d6+2): Dagger +9/+4 (1d4+1 plus poison)
Space 5 ft. Reach 5 ft.


STATISTICS


Str 10, Dex 22, Con 12, Int 12, Wis 12, Cha 16;
Base Atk +8/+3; Grapple +8
Feats See below
Skills See below

 

BAB + Dex + Weapon Focus + Inspire Courage + Favoured Enemy + Gloves of Dexterity + Shortbow of Wounding + Assassin Arrow Enhance + Point Blank if within 30 ft. + Bracers of Archery + Haste  = +23 to hit, 1d6+6 plus 1d6 Con on critical


Spells Known:

 

Bard: 0th (DC 13) – Flare, Lullaby, Mage Hand, Open/Close, Resistance; 1st (DC 14) – Charm Person, Feather Fall

Spells

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: The Bard are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Ranger: 1st (DC 12) – Spell usually taken is Pass Without Trace

 

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Rangerindicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Assassin: 1st (DC 12) – Disguise Self, Jump, True Strike

 

Spells

Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The assassin’s spell list appears below. An assassin casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Assassin Spell List

Assassins choose their spells from the following list:

1st Level

disguise selfdetect poisonfeather fallghost soundjumpobscuring mistsleep,true strike.

Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 11 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

4. +2 racial bonus on Will saves against spells and spell-like abilities.

5. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

6. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Weapon Focus (shortbow)

 

Prerequisites

Proficiency with selected weapon, base attack bonus +1.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon.

8. Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

9. Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks inKnowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

10. Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

11. Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listenand Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

12. Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

13. Point Blank Shot

Benefit

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

14. Favoured Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favoured Enemies. The ranger gains a +2 bonus on BluffListenSense Motive,Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favoured enemy from those given on the table. In addition, at each such interval, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favoured enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Coranzan’s favoured enemy is Humanoid – Elf (Drow)

15. Track

A ranger gains Track as a bonus feat.

16. Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacycheck to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

17. Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armour. He loses all benefits of his combat style when wearing medium or heavy armour.

Coranzan’s chosen Combat Style is Archery.

Prerequisites

Dex 13, Point Blank Shot.

Benefit

You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

18. Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

19. Precise Shot

Prerequisite

Point Blank Shot.

Benefit

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

20. Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger,cameldire ratdogriding dogeaglehawkhorse (light or heavy), owlponysnake(Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta rayporpoiseMedium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Coranzan’s Animal Companion is a Medium Viper.

21. Sneak Attack

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

22. Poison Use

Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

23. Death Attack (DC 13)

If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysiseffect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

24. Save Bonus against Poison

The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

25. Uncanny Dodge (Ex)

Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilised.)

26. Manyshot

Benefit

As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special

Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

27. Enhance Arrow (Su)

At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

28. Imbue Arrow (Sp)

At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centred on where the arrow lands, even if the spell could normally be centred only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Statistics & Character Background by Stephen Yeardley

 

 

 

 

Sor (3.5)

Middle Son of House Gullion

CR9

Sor of House Gullion

Size/Type Medium Drow (Elf) Ranger 7

Hit Dice 7d8+7 (42 hp)

Initiative +5

Speed 30 ft

Armor Class 21 (+5 +2 improved slick studded leather armor, +5 Dex, +1 Insight), touch 16, flat-footed 16

Base Atk +7/+2; Grp +9

Attack +11/+6 melee +1 flaming scimitar (1d6+1 plus 1d6 fire/18-20/x2) and +10/+5 shortsword (1d6+1/19-20/x2) or +12 whip (1d3/x2/nonlethal/used on animals for training) or +12/+7 hand crossbow ranged (1d4 plus poison/19-20/x2)

Full Attack +11/+6 melee +1 flaming scimitar (1d6+1 plus 1d6 fire/18-20/x2) and +10/+5 shortsword (1d6+1/19-20/x2) or +12 whip (1d3/x2/nonlethal/used on animals for training) or +12/+7 hand crossbow ranged (1d4 plus poison/19-20/x2)

Space/Reach 5 ft./5 ft.

Special Attacks poison, spell-like abilties

Special Qualities +2 racial bonus vs. Enchantment +2 racial bonus to Will saves vs. spells and spell-like abilities, Animal Companion (Elon), darkvision 120 ft., Favored Enemy (animals/+4 to Bluff, Knowledge, Perception, Sense Motive, Survival checks against animals, +4 to attack and damage rolls), Favored Enemy (Aberrations/+2 to Bluff, Knowledge, Perception, Sense Motive, Survival check, +2 to attack and damage rolls), Perception, Stealth, and Survival checks), Immune to sleep, light blindness, Spells, spell resistance 18, Woodland Stride

Saves Fort +6, Ref +10, Will +6

Abilties Str 14, Dex 20, Con 12, Int 14, Wis 18, Cha 16

Skills Climb +7, Handle Animal +16, Heal +7, Hide +6, Jump +3, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (nature) +11, Listen +10, Move Silently +6, Ride +7, Search +7, Spot +10, Survival +7, Swim +7, Use Rope +10

Feats Animal Affinity, Endurance, Improved Two-Weapon Fighting*, Skill Focus (Handle Animal), Two-Weapon Fighting*, Weapon Finesse *Combat Style Bonus Feat

Challenge Rating 9

Alignment Neutral Evil

Languages Common, Elven, Gnome, Goblin, Undercommon

Special Qualities +2 racial bonus vs. Enchantment +2 racial bonus to Will saves vs. spells and spell-like abilities, Animal Companion (Elon), Favored Enemy (animals/+4 to Bluff, Knowledge, Perception, Sense Motive, Survival checks against animals, +4 to attack and damage rolls), Favored Enemy (Aberrations/+2 to Bluff, Knowledge, Perception, Sense Motive, Survival check, +2 to attack and damage rolls), Perception, Stealth, and Survival checks), Spells, Woodland Stride

 

Poison Use (Ex) Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.  Sor uses venom that he milks from Elon’s venom glands.

Black Widow Venom—injury; save Fort DC 17; frequency1/round for 6 rounds; effect 1d3 Con damage and staggeredcure 2 saves. Save DC is Con-based with a +2 racial bonus

 

Magic Items wand of eagle’s splendor (32 charges), wand of summon monster III (45 charges)

 

Spells

1st – (DC 15) calm animals, speak with animals

 

Spell-like Abilities (CL 7) 1/day – dancing lights, darkness, faerie fire

 

Elon (3.5)

CR4

Awakened Giant Black Widow Spider (Magical beast, Augmented Animal)

XP 1,200
N Large vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.;Perception +4

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +1 Dodge +4 natural, –1 size)
hp 47 (7d8+15)
Fort +7, Ref +4, Will +1
Immune mind-affecting effects

 

OFFENSE

Speed 60 ft., climb 60 ft.
Melee bite +6 (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+4 ranged, DC 19, 5 hp)

 

STATISTICS

Str 19, Dex 15, Con 16, Int 9, Wis 10, Cha 4
Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
Skills Climb* +20, Perception +4, Stealth* +2 (+6 webs); Racial Modifiers +8 Climb, +4 Perception, +4Stealth (+8 webs)
SQ awakened, Favored Enemy (animals/+4 to Bluff, Knowledge, Perception, Sense Motive, Survival checks against animals, +4 to attack and damage rolls), Favored Enemy (Aberrations/+2 to Bluff, Knowledge, Perception, Sense Motive, Survival check, +2 to attack and damage rolls), Favored Terrain (underground/+ 2 to initiative, Knowledge (geography), permanently hasted, strong webs,

Languages Undercommon

 

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 17; frequency1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.

 

Strong Webs (Ex)

A black widow’s webs gain a +4 bonus to the DC to break or escape.

 

 

 

 

 

Sor (Pathfinder)

Middle Son of House Gullion

As the middle son of House Gullion, Sor was neither favored nor disfavored, he was mostly left to his own devices, within reason.  Uninterested in the politics of the Matriarchy, Sor spent most of his childhood outside the palace.  He trekked through the Underground and explored.  Seeing Sor’s affinity for the Underground and the animals that roamed it, Maelora convinced him to train the creatures outside the palace to fight each other or slaves for her amusement.  Sor initially disagreed, not wanting to harm the animals outside, but over time, he realized that he couldn’t disobey the Matriarch.

Sor had a special area under the palace built so that he had a place to train the animals he found.  Chokers, cave fishers, giant centipedes, a few morlocks and troglodytes were the first specimens that Sor ‘recruited’ but Maelora wanted more.   Soon after, he added an otyugh to his herd.  Maelora made the suggestion to Sor to bring in surface animals, as they were all but unseen in the Underground.

Being more comfortable around the animals and monsters of the Underground than he was with other Drow, Sor made solo forays to the surface world.  By himself, he brought back bears and wolves, tigers and, with some difficulty, a troll.

These animals were not enough for Maelora.  She demanded something new, something unique.  With some hesitance, Sor went to the surface and captured his first human.  Maelora was delighted.  For now, the human has sated her desire for new creatures, but Sor knows that she’ll want something newer soon.

On one of Sor’s journeys to find new creatures, he found that a giant spider followed him, always staying out of harm’s way, but Sor could feel the eight eyes on him as he walked.  After a few hours of animals being scared away by the spider, Sor finally stopped and turned to the spider.

“What do you want?” he yelled.

“Home.” The spider said.

Sor blinked.  Had the spider just spoken to him?  “What?”

“I need home.” The spider said again in broken Undercommon.  “Small ones take space.”

The spider crept along the tunnel ceiling, ready to run at a moment’s notice.

Sor slowly laid down his weapons.

“Small ones?” Sor asked.  “You mean Dwarves?”

“No.  Black eyes.”

“Oh, the Duergar.” Sor said, having run into those twisted mockeries of Dwarves once before on his hunts.

The spider dropped from the ceiling in a swift movement and for the briefest of instances, Sor panicked.  He tried to gauge whether he could get to his scimitar before the giant beast was on top of him.

“Name Elon.” The spider said.  “No harm you.”

“Sor.” He said, tapping himself on the chest.  “How is it you can speak?”

“Not know.” Elon said.  “One day, no speak.  Human waves hands, says funny words.  Next day, speak.”

“’Human waves hands?’”  Sor thought it over.  “A spell!  A human cast a magical spell on you!  This is amazing.”  He reached out and touched the closest leg of immense black widow.  She did not recoil.

“Are you…were you sent to me by the Spider Goddess?” Sor asked.

“Not holy.” Elon said.  “Only spider.”

Sor nodded.  “Come, my new friend.” Sor said.  “I believe we can work together.”

When Sor and Elon returned to Holoth, the people proclaimed Sor a prophet and a seer due to his returning with a living symbol of Naraneus.  He wanted nothing to do with their adoration.

Maelora saw the love being heaped upon her son and was afraid that he might use his newfound respect to cause an upheaval in the family.  She couldn’t have that, so she organized a family dinner and made it known that Sor would direct all of the praise given to him to the family and Naraneus, but more specifically, to Maelora.

Sor simply nodded, not caring in the slightest.

Maelora made a speech to her subjects declaring that Naraneus had smiled upon her family and that Elon was an avatar of the Spider Goddess herself, sent to lead the family to even further greatness.

 

Personality

Sor is a loner, preferring to spend his time with animals to people, especially his family members.  He has no interest in family politics and no ambition to be the eldest brother.  He simply exists and only plays in the political arena when his mother forces him to.  As he does spend more time with non-Drow, he is not very diplomatic.  However, his force of personality is fairly strong, so his family tends to overlook his rough edges and is usually around to smooth things over when Sor inadvertently insults someone.

 

Tactics

Even though Sor doesn’t care for combat like the rest of his family, he fights when he or his animal charges are threatened or when Maelora orders him to.  If combat is occurring nearby but Sor is not fighting, he will ride Elon into battle using his wand of summon monster III to summon 1d3 fiendish giant spiders.  Sor will leap off before using his flaming scimitar.  He and Elon work as a team, with Elon using her web ability to prevent Sor from being overwhelmed.  Sor uses his whip to try to trip or disarm his opponent before drawing his scimitar and short sword.

 

If enemies appear while Sor is in his training area, Sor will open the animal pens while Elon moves to intercept the invaders.  Usually her appearance alone is enough to make the enemy pause.   Sor will use speak with animals to ask them to fight beside him.

 

CR 7

NE Drow Ranger 7

Init +5; Senses darkvision 120 ft., Spot/Listen/Perception +11

 

Defense

AC 21, touch 16, flat-footed 16 (+5 +2 improved slick studded leather armor, +5 Dex, +1 Insight)

hp 50

Fort +6, Ref +10, Will +6

Immune sleep

SR 19

Weaknesses Light blindness

 

Offense

Speed 30 ft.

Melee +11/+6 +1 flaming scimitar (1d6+1 plus 1d6 fire/18-20/x2) and +10/+5 shortsword (1d6+1/19-20/x2) or +12 whip (1d3/x2/nonlethal/used on animals for training)

Ranged +12/+7 hand crossbow (1d4 plus poison/19-20/x2)

Spell-like Abilities (CL 7) 1/day – dancing lights, darkness, faerie fire

 

Statistics

Str 14, Dex 20, Con 12, Int 14, Wis 18, Cha 16

Base Atk +7/+2; CMB +9; CMD 24

Feats Animal Affinity, Endurance, Improved Two-Weapon Fighting*, Skill Focus (Handle Animal), Two-Weapon Fighting*, Weapon Finesse

*Combat Style Feat

Skills Climb +8, Craft, Handle Animal +17, Heal +12, Intimidate +9, Knowledge (dungeoneering) +6, Knowledge (geography) +7, Knowledge (nature) +7, Perception +13, Ride +9, Sense Motive +8, Spellcraft +4, Stealth +9, Survival +8, Swim +8

Languages Common, Elven, Undercommon

Special Qualities +2 racial bonus vs. Enchantment sells, Favored Enemy (animals/+4 to Bluff, Knowledge, Perception, Sense Motive, Survival checks against animals, +4 to attack and damage rolls), Favored Enemy (Aberrations/+2 to Bluff, Knowledge, Perception, Sense Motive, Survival check, +2 to attack and damage rolls), Hunter’s Bond (Elon), Perception, Stealth, and Survival checks), Spells, Woodland Stride

 

Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows Drow to capture slaves with great ease.  Sor uses venom that he milks from Elon’s venom glands.

Black Widow Venom—injury; save Fort DC 17; frequency1/round for 6 rounds; effect 1d3 Con damage and staggeredcure 2 saves. Save DC is Con-based with a +2 racial bonus

 

Magic Items wand of eagle’s splendor (32 charges), wand of summon monster III (45 charges)

 

Spells

1st – (DC 15) calm animals, speak with animals

 

 

Elon (Pathfinder)

CR 4

Awakened Giant Black Widow Spider (Magical beast, Augmented Animal)

XP 1,200
N Large vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.;Perception +4

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +1 Dodge +4 natural, –1 size)
hp 47 (7d8+15)
Fort +7, Ref +4, Will +1
Immune mind-affecting effects

 

OFFENSE

Speed 60 ft., climb 60 ft.
Melee bite +6 (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+4 ranged, DC 19, 5 hp)

 

STATISTICS

Str 19, Dex 15, Con 16, Int 9, Wis 10, Cha 4
Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
Skills Climb* +20, Perception +4, Stealth* +2 (+6 webs); Racial Modifiers +8 Climb, +4 Perception, +4Stealth (+8 webs)
SQ awakened, Favored Enemy (animals/+4 to Bluff, Knowledge, Perception, Sense Motive, Survival checks against animals, +4 to attack and damage rolls), Favored Enemy (Aberrations/+2 to Bluff, Knowledge, Perception, Sense Motive, Survival check, +2 to attack and damage rolls), Favored Terrain (underground/+ 2 to initiative, Knowledge (geography), permanently hasted, strong webs,

Languages Undercommon

 

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 17; frequency1/round for 6 rounds; effect 1d3 Con andstaggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.

 

Strong Webs (Ex)

A black widow’s webs gain a +4 bonus to the DC to break or escape.

 

 

 

Mathorn (3.5)

Younger Daughter of House Gullion

Mathorn of House Gullion  CR 8

NE Female Fighter 1, Rogue 3, Shadowdancer 3

Init +5; Sense darkvision 120 ft.

 

Defense

AC 23, touch 17, flat-footed18 (+3 improved shadow studded leather, +1 dodge, +1 insight)

hp 44

Fort +6, Ref +10, Will +2

Immune sleep, SR 18

 

Offense

Spd 30 ft, Climb 20 ft.

Melee +13 +3 keen frost falchion (2d4 + 5 plus 1d6 cold/15-20/x2) or +11 +1 frost dagger(1d4+3 plus 1d6 cold/19-20/x2)

Ranged +12 +2 seeking shock composite longbow +3 (1d8 + 3 plus 1d6 electricity plus poison/x3)

Special Attacks Sneak attack +2d6

Spell-like Abilities 1/day (CL 7) dancing lights, darkness, faerie fire

 

Statistics

Str 16, Dex 20, Con 13, Int 14, Wis 11, Cha 16

Base Atk +5; Grp +8

Feats Combat Reflexes, Dodge*, Mobility, Vital Strike

*indicates bonus Feat

Skills Appraise, Balance +10, Bluff +5, Climb +11, Decipher Script +4, Diplomacy +10, Disable Device +7, Disguise +5, Escape Artist, Forgery +4, Gather Information +10, Hide +20, Intimidate +7, Knowledge (local) +4, Listen +6, Move Silently +10, Open Lock, Perform (dance) +10, Search +10, Sense Motive +7, Spot +6, Tumble +7,

Languages Abyssal, Common, Elven, Goblin, Undercommon,

SQ +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment, Darkvision, Evasion, Hide in Plain Sight, Shadow Illusion (CL 3), Summon Shadow, Trapfinding, Uncanny Dodge

 

Gear +3 improved shadow studded leather, +3 keen frost falchion+2 seeking shock composite longbow +3 cloak of arachnidia, Drow House Symbol

 

Poison Use (Ex):

Drow poison – injury; Fort save DC 13, frequency 1/minute for 2 minutes; initial effectunconsciousness for 1 minute; secondary effect unconsciousness 2d4 hours; cure 1 save

 

 

 

Mol, former Maidservant of House Gullion

Shadow

CR 3

NE Medium undead (incorporeal)

Init +2, Senses darkvision 60 ft.; Perception +8

 

Defense

AC 13, touch, 13, flat-footed 11 (+2 Dex, +1 deflection)

hp 22

Fort +3, Ref +3, Will +4

Defensive Abilities incorporeal, channel resistance +4

Immune undead traits

 

Offense

Speed fly 40 ft. (good)

Melee incorporeal touch +3 (1d6 Strength damage)

Special Attacks Strength damage

 

Statistics

Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15

Base Atk +1; Grp –

Feats Alertness, Dodge

Skills Hide +8, Listen +7, Search +4, Spot +7

Racial Modifier +4 Hide in dim light, (-4 Hide in bright light)

 

Special Abilities

Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature.  This is a negative energy effect.  A creature dies if this Strength damage equals or exceeds its actual Strength score.

Mathorn was a rarity among the Drow: a happy child, relatively untouched by the hatred and political jockeying of the Drow.  As an heir to the title of Matriarch, she was given everything she could want.  The Matriarch and Mathorn’s tutors tried to groom Mathorn into a Priestess of the Spider Goddess, but Mathorn did not feel the calling she was supposed to.  Instead, she studied the ways of combat with her brother, Gal.  She took to the teachings well, but some of her tutor’s lessons had sunk in.  Instead of standing face to face with her enemies, she learned how to use her natural abilities to strike from hiding.

During an expedition to the surface world, Mathorn’s party was attacked by a group of adventurers.  A human killed Mathorn’s favorite tutor, Mol, even though she didn’t defend herself.  Mathorn was devastated.  No tutor that she had after that was good enough because they were not Mol.  Mathorn sank into a depression.

As she grew older, she finally felt the calling of the Spider Goddess, but not in the way a Priestess should.  She learned the way of the shadows and embraced them, learning to harness them and make herself even more deadly.  She found that not only was she good at killing, she enjoyed it.  It was only when she wrapped herself in the darkness that she realized that Mol was still with her as a shadow.

Matron Maelora noticed her daughter’s abilities and the skills she had built up and used that to turn Mathorn into a spy for the family.  Maelora used Mathorn to gather information on rival houses, which Mathorn was very good at.  Maelora didn’t count on Mathorn using those same skills to gather secrets about her own family members.

Mathorn now spends her days kept mostly to herself, keeping tabs on families, both her own and rivals.  She is usually found atop on of the towers of the palace, keeping watch, and keeping her wits and blades sharp.

 

Tactics

Mathorn likes to use her longbow from a hidden position.  She doesn’t gain sneak attack damage, but it makes her harder to pinpoint with return fire.  In melee, Mathorn prefers to use surprise to gain her sneak attack damage.  Barring that, she will ask Mol to engage a foe from behind in order to flank the target and then use her sneak attack.  If the opportunity is right, she will use her cloak of arachnidia in order to climb above foes and drop down on them for surprise.

 

 

Mathorn (Pathfinder)

Younger Daughter of House Gullion

NE Female Fighter 1, Rogue 3, Shadowdancer 3

Init +5; Sense darkvision150 ft.

 

Defense

AC 23, touch 17, flat-footed18 (+3 improved shadow studded leather, +1 dodge, +1 insight)

hp 44

Fort +6, Ref +10, Will +2

Immune sleep, SR 13

 

Offense

Spd 30 ft, Climb 20 ft.

Melee +13 +3 keen frost falchion (2d4 + 5 plus 1d6 cold/15-20/x2) or +11 +1 frost dagger(1d4+3 plus 1d6 cold/19-20/x2)

Ranged +12 +2 seeking shock composite longbow +3 (1d8 + 3 plus 1d6 electricity plus poison/x3)

Special Attacks Sneak attack +2d6

Spell-like Abilities 1/day (CL 7) dancing lights, darkness, faerie fire

 

Statistics

Str 16, Dex 20, Con 13, Int 14, Wis 11, Cha 16

Base Atk +5; CMB +8; CMD 23

Feats Combat Reflexes, Dodge*, Mobility, Vital Strike, Weapon Finesse*, Weapon Focus (shortsword)*

*indicates bonus Feat

Skills Acrobatics +16, Bluff +11, Climb +13, Craft, Diplomacy +7, Disable Device +9, Disguise +8, Escape Artist +10, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +10, Perception +18, Perform (dance) +12, Sense Motive +9, Stealth +25, Survival, Use Magic Device +7

Languages Common, Elven, Goblin, Undercommon

SQ +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment, Darkvision, Evasion, Finesse Rogue talent, Hide in Plain Sight, Shadow Illusion (CL 3), Summon Shadow, Trapfinding, Uncanny Dodge, Weapon Trainingtalent

 

 

Gear +3 improved shadow studded leather, +3 keen frost falchion+2 seeking shock composite longbow +3 cloak of arachnidia, Drow House Symbol

 

Poison Use (Ex): Mathorn is skilled in the use of poison and never risks accidently poisoning herself.

Drow poison – injury; Fort save DC 13, frequency 1/minute for 2 minutes; initial effectunconsciousness for 1 minute; secondary effect unconsciousness 2d4 hours; cure 1 save

 

 

 

 

Mol, former Maidservant of House Gullion

Shadow

CR 3

NE Medium undead (incorporeal)

Init +2, Senses darkvision 60 ft.; Perception +8

 

Defense

AC 15, touch, 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)

hp 22

Fort +3, Ref +3, Will +4

Defensive Abilities incorporeal, channel resistance +4

Immune undead traits

 

Offense

Speed fly 40 ft. (good)

Melee incorporeal touch +4 (1d6 Strength damage)

Special Attacks Strength damage

 

Statistics

Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15

Base Atk +2; CMB +4; CMD +17

Feats Dodge, Skill Focus (Perception)

Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light), Racial Modifier +4 Stealth in dim light, (-4 Stealth in bright light)

 

Special Abilities

Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature.  This is a negative energy effect.  A creature dies if this Strength damage equals or exceeds its actual Strength score.

 

Makinnga (3.5)

Theurgist Gatekeeper of the Crypt of Gullion CR9

Youngest Daughter of House Gullion

Level 3 Cleric, Level 3 Mage (Necromancer), Level 2 Mystic Theurge. Gatekeeper and Master of the Crypts of House Gullion

Makinnga was an oddity from the moment of her birth; two of her great, great, great grandparents showed up at the moment of her arrival, which may not seem so strange for long-lived Elves, except they had both been dead for more than 500 years, caught up in the war against Calanthaxtorishal, a gold wyrm, and his troops. Ucecarne and Venthori had been a cleric and wizard of renown, not just in House Gullion but across the city, and had been at the vanguard of the war. Yet the dragon had swept away them and their undead forces away with multiple sunbursts even as they bought precious time for the rest of the defenders to rally themselves.

They appeared at Makinnga’s mother’s bedside with two gifts that were unexpected, strange, horrific and yet beguiling all at the same time; a Periapt of Foul Rotting and a Scarab of Death. Ignoring the protestations of all those others in the room, not least Makinnga’s mother, Ucecarne the Wizard placed the scarab into Makinnga’s right hand and Venthori the Cleric the periapt into her left. Drow are used to their gods working in ways which constantly challenge and test their faith, so this wasn’t a surprise; what happened was. Makinnga clutched the two items in the way any very small child would and simply giggled, with not sign of ill effect from either item. The child wouldn’t give them up and nobody wanted to take hold of them, so the onlookers waited until the child fell asleep and allowed them to both drop into small lead boxes decorated with ritualistically-blessed platinum and stored them as birth gifts for the miracle that was Makinnga.

As she grew, Makinnga was visited on rare occasions by Ucecarne and Venthori, but only when alone. Many of the House thought Makinnga made these encounters up, but if they openly questioned her they often found one or other of her birth-gifts in their possession and that was their lot. Others noted that, as time went by, Makinnga attracted more than her fair share of interest from the undead workers and soldiers of the city. On trips away from the House, even just around the city, skeletons and zombies would begin to trail after her, often away from their clerical mistresses, and have to be led back to their homes. Incorporeal undead would rise out of crypts at approach her, often through other drow, yet cause no harm to either Makinnga or the unfortunate individual in the way of their path. The young Makinnga thought this hugely amusing and would laugh joyfully at the uproar it caused. At other times, Makinnga’s guardians would go into a frantic search for the missing child only to find a wraith, spectre or vampire had taken her offered hand and was showing her its home. When questioned, the creatures had no real idea why or how they were doing so, answering only that it felt the right thing to do for the child and anyway, what harm could it do. This last point was seemingly true; although no different from any other drow with regard to any kind of immunity to undead, it just seemed that undead liked Makinnga and had no wish to hurt her. Makinnga felt the same way about the undead she spent most of her time with.

This affinity and mutual like and trust were in stark contrast to her time with the living. Whilst Makinnga readily absorbed both divine and arcane knowledge about death and necromancy, she had few-to-no social skills with her family or peers and was shunned by both when at all possible. A more than able scholar, Makinnga gradually withdrew from the drow community to spend time with and then live almost exclusively with the undead community of House Gullion. Moving into the crypts, she learned of passages and paths that others thought only legends at best and more likely myths; she found relics of ancient members of, at first, House Gullion and then, once the tales of her abilities spread, other Houses, for a fee of course. These abilities only added to the aura of mystique that surrounded Makinnga and that was how she liked things to be. Makinnga never courted these tales or beliefs, but as she found mixing with the living problematic, being given a chance to mix with the dead suited her well.

 

Eventually, although still very young for a drow, Makinnga was given the pivotal role of looking after the crypts and undead of House Gullion. Since then, she has raised and created a veritable army of undead creatures, all of which have sworn a oath of timeless loyalty to her. Makinnga herself shows no outward sign of abusing this position and throws herself further and further into understanding the ways of the afterlife. She has complete trust in the protection these creatures provide for her whilst they, in return, seem to appreciate all that she does for them; healing, mending, stabilising, strengthening and generally protecting them as her life’s work. She is still visited by many powerful creatures and is feted as some kind of channel between the worlds of the living and unliving. Her Staff of Necromancy was a gift from a drow lich that turned up riding a cauchemar. Since then, no-one has questioned her dealings with the undead.

Makinnga has indeed pledged herself to the unliving and strives to better understand how to make, deal with, care for and live among their kind. She has no wish to “control” them in the conventional sense and much of her necromantic striving is to show the undead that she has their best interests at heart. She is happy to place undead above the living and to give them what they need ahead of the needs of House members, something that used to cause great consternation but is now of little consequence as virtually no living drow will approach her. The Matron Mother does trust Makinnga explicitly, even if she doesn’t quite understand the child; if nothing else she uses Makinnga and her birth-gifts to occasionally discipline other House members, slaves and, naturally, enemies.

For herself, Makinnga is happy and comfortable with the life she leads, tending to her adoring army, meeting with the incorporeal agents that turn up in her rooms and fending off the advancements of vampire, lich, death-knight and nightwalker alike. Her only concern is that she will eventually attract the attention of the Prince of the Undead; she is not worried about him in himself, only of the test of loyalty that the meeting will surely bring. But that is for another time.

Standard: Str 8 (-1); Dex 10 (+0); Con 14 (+2); Int 18 (+4); Wis 18 (+4); Cha 10 (18 to Undead) (+0). Original Wis was 16, +1 at 4th level, +1 at 8th Level
Magic Items:

SPECIAL

Periapt of Foul Rotting

This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a remove disease and then a healmiraclelimited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.

Faint abjuration; CL 10th; Craft Wondrous Itemcontagion; Price 17,000 gp.

Scarab of Death

This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than 1 round or carried by a living creature for 1 minute, it changes into a horrible burrowing beetle-like creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim’s heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents the monster from coming to life and allows for long-term storage of the item.

Strong abjuration; CL 19th; Craft Wondrous Itemslay living; Price 80,000 gp

OTHER ITEMS

Eyes of Doom

These crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week.

Moderate necromancy; CL 11th; Craft Wondrous Itemdoomdeathwatchfear; Price 25,000 gp.

 

Mask of the Skull

This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer’s face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer’s base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.

Strong necromancy and transmutation; CL 13th; Craft Wondrous Itemanimate objects,finger of deathfly; Price 22,000 gp; Weight 3 lb.

Robe of Bones

This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:

  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie

Moderate necromancy [evil]; CL 6th; Craft Wondrous Itemanimate dead; Price 2,400 gp; Weight 1 lb.

 

Staff of Necromancy

This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:

Strong necromancy; CL 13th; Craft Staffcause fearcircle of deathenervationghoul touchhalt undeadwaves of fatigue; Price 65,000 gp.

Makinnga rarely, if every, gets into actual hand-to-hand combat and therefore has no interest in protective items. This is seen as arrogance by many but is in fact simply a dogmatic approach to being able to cast spells without fear of them failing. Makinnga will use items from the Robe of Bones and flee if untimely and unprepared for death seems likely.

Makinnga will not use her Staff of Necromancy as a weapon under any circumstances.

All six of these items were gifts from various evil undead creatures. If Makinnga is killed and the items taken, these undead creatures will return to reclaim their items, with destroying the killer and thief, as they see it, being part of this task. The giver of these gifts is as follows:

Periapt of Foul Rotting – Venthori the Cleric – 16th Level clerical ghost

Scarab of Death – Ucecarne the Wizard – 16th Level battle wizard that has the abilities of a dread wraith

Eyes of Doom – 13th Level fighter vampire

Mask of the Skull – 14th Level rogue vampire

Robe of Bones – An 8HD wight from within a sealed chamber under House Gullion that was previously unknown and that Makinnga released.

Staff of Necromancy – Drow wizard lich (18th level) with a Cauchemar nightmare of maximum strength and protective troupe

 

CR 10

NE Medium humanoid Elf (Drow)
Init +0; Senses Darkvision 120’; Listen +4, Spot +4


DEFENSE


AC 10, touch 10, flat-footed 10
hp 50 (3d8 +6 plus 3d4 +6 plus 2d4 +4)
Fort +6, Ref +2, Will +13 (+15);


OFFENSE


Speed 30 ft.
Melee Dagger +7/+2 (1d6+1) plus special
Space 5 ft. Reach 5 ft.


STATISTICS


Str 8, Dex 10, Con 14, Int 18, Wis 18, Cha 10 (18 to Undead)
Base Atk +6/+1; Grapple +6
Feats See below
Skills See above

Languages spoken Undercommon, Common, Abyssal, Celestial, Draconic, Infernal


Clerical Spells Usually Taken:

0th – 5 – Cure Minor Wounds, Guidance, Light, Resistance, Resistance

1st – 5 – Bane, Cause Fear, Command, Detect Undead, Obscuring Mist

Domain Spell – Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

2nd – 4 – Calm Emotions, Desecrate, Owl’s Wisdom, Resist Energy

Domain Spell – False Life: Gain 1d10 temporary hp +1/level (max +10).

3rd – 3 – Deeper Darkness,Magic Circle Against Good, Prayer

Domain Spell – Animate Dead M: Creates undead skeletons and zombies.

Domains:

Death Domain

Granted Power

You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Animate Dead M: Creates undead skeletons and zombies.
  1. Death Ward: Grants immunity to death spells and negative energy effects.
  2. Slay LivingTouch attack kills subject.
  3. Create Undead M: Create ghoulsghastsmummies, or mohrgs.
  4. Destruction F: Kills subject and destroys remains.
  5. Create Greater Undead M: Create shadowswraithsspectres, or devourers.
  6. Wail of the Banshee: Kills one creature/level.

Necromancy Domain

Granted Power

You cast evil spells at +1 caster level.

Necromancy Domain Spells

  1. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  2. False Life: Gain 1d10 temporary hp +1/level (max +10).
  3. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Waves of Fatigue: Several targets become fatigued.
  6. Circle of Death M: Kills 1d4/level HD of creatures.
  7. Control Undead: Undead don’t attack you while under your command.
  8. Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9. Energy Drain: Subject gains 2d4 negative levels.

Wizard (Necromancer, prohibited schools Conjuration and Illusion) Spells Known (DC 14 plus level):

0th – 4; Mending, Ray of Frost, Stabilise Undead (AaW spell), Touch of Fatigue

Also in Spellbook – Arcane Mark, Detect Magic, Disrupt Undead, Flare, Mage Hand, Open/Close, Read Magic

1st – 4; Cause Fear, Chill Touch, Chill Touch, Shield

Also in Spellbook – Detect Secret Doors, Detect Undead, Endure Elements, Hold Portal, Ray of Enfeeblement, Shocking Grasp, Sleep

2nd – 3; Ghoul Touch, Spectral Hand, Fox’s Cunning

Also in Spellbook – Blindness/Deafness, Command Undead, False Life, Resist Energy, Scare, Scorching Ray

3rd – 2; Gaseous Form, Vampiric Touch

Also in Spellbook – Gentle Repose, Halt Undead, Hold Person, Protection from Energy, Ray of Exhaustion, Shrink Item

 

Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 11 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

4. +2 racial bonus on Will saves against spells and spell-like abilities.

5. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

6. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell)blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channelling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undeadcreatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

8. Spell Focus (Necromancy)
Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

9. Greater Spell Focus (Necromancy)
Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

10. Summon familiar

A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

Makinnga has permanently given up this ability to obtain a Skeletal Minion (a human warrior skeleton) instead. See below

11. Scribe Scroll

Benefit

You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

12. Spell Penetration

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Necromancer Variants

Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that rob the living of strength and grant unlife to the dead. The most powerful necromancers command dangerous undead minions and threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the shepherds of the living and guardians of the dead can also prove valuable allies.

Campaigns that include evil necromancers or groups of undead as antagonists can benefit from the inclusion of variant necromancers. Rival groups of necromancers might view certain types of undead as the only true or “pure” undead and all others as evils that must be destroyed, with each group disagreeing on which types are which. Other factions or groups might have an innate loathing for undead raised by any but themselves.

Skeletal Minion

A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.

This creature is a loyal servant that follows the necromancer’s commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.

At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer’s class level. Add one-half the necromancer’s class level to the skeleton’s natural armour bonus. Add one-third of the necromancer’s class level to the skeleton’s Strength and Dexterity scores.

A necromancer using this variant permanently gives up the ability to obtain a familiar.

Undead Apotheosis (Ex)

As a necromancer using this variant progresses in levels, she gains some of the qualities that typify undead creatures.

At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level.

At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.

At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armour special ability.

A necromancer using this variant does not gain bonus feats for advancing as a wizard.

Statistics & Character Background by Stephen Yeardley

 

 

Makinnga (Pathfinder)

Theurgist Gatekeeper of the Crypt of Gullion CR9

Youngest Daughter of House Gullion

Level 3 Cleric, Level 3 Mage (Necromancer), Level 2 Mystic Theurge.Gatekeeper and Master of the Crypts of House Gullion

Makinnga was an oddity from the moment of her birth; two of her great, great, great grandparents showed up at the moment of her arrival, which may not seem so strange for long-lived Elves, except they had both been dead for more than 500 years, caught up in the war against Calanthaxtorishal, a Gold Wyrm, and his troops. Ucecarne and Venthori had been a wizard and cleric of renown, not just in House Gullion but across the city and had been at the vanguard of the war, yet the dragon had swept them and their undead forces away with multiple Sunbursts even as they bought precious time for the rest of the defenders to rally themselves.

They appeared at Makinnga’s mother’s bedside with two gifts that were unexpected, strange, horrific and yet beguiling all at the same time; a Periapt of Foul Rotting and a Scarab of Death. Ignoring the protestations of all those others in the room, not least Makinnga’s mother, Ucecarne the Wizard placed the scarab into Makinnga’s right hand and Venthori the Cleric the periapt into her left. Drow are used to their gods working in ways which constantly challenge and test their faith, so this wasn’t a surprise; what happened was. Makinnga clutched the two items in the way any very small child would and simply giggled, with not sign of ill effect from either item. The child wouldn’t give them up and nobody wanted to take hold of them, so the onlookers waited until the child fell asleep and allowed them to both drop into small lead boxes decorated with ritualistically-blessed platinum and stored them as birth gifts for the miracle that was Makinnga.

As she grew, Makinnga was visited on rare occasions by Ucecarne and Emybla, but only when alone. Many of the House thought Makinnga made these encounters up, but if they openly questioned her they often found one or other of her birth-gifts in their possession and that was their lot. Others noted that, as time went by, Makinnga attracted more than her fair share of interest from the undead workers and soldiers of the city. On trips away from the House, even just around the city, skeletons and zombies would begin to trail after her, often away from their clerical mistresses, and have to be led back to their homes. Incorporeal undead would rise out of crypts as approach her, often through other Drow, yet cause no harm to either Makinnga or the unfortunate individual in the way of their path. The young Makinnga thought this hugely amusing and would laugh joyfully at the uproar it caused. At other times, Makinnga’s guardians would go into a frantic search for the missing child only to find a wraith, spectre or vampire had taken her offered hand and was showing her its home. When questioned, the creatures had no real idea why they were doing so, answering only that it felt the right thing to do for the child and anyway, what harm could it do. This last point was seemingly true; although no different from any other Drow with regard to any kind of immunity to undead, it just seemed that undead liked Makinnga and had no wish to hurt her. Makinnga felt the same way about the undead she spent most of her time with.

This affinity and mutual like and trust were in stark contrast to her time with the living. Whilst Makinnga readily absorbed both divine and arcane knowledge about death and necromancy, she had few-to-no social skills with her family or peers and was shunned by both when at all possible. A more than able scholar, Makinnga gradually withdrew from the Drow community to spend time with and then live almost exclusively with the undead community of House Gullion. Moving into the crypts, she learned of passages and paths that others thought only legends at best and more likely myths; she found relics of ancient members of, at first, House Gullion and then, once the tales of her abilities spread, other Houses, for a fee of course. These abilities only added to the aura of mystique that surrounded Makinnga and that was how she liked things to be. Makinnga never courted these tales or beliefs, but as she found mixing with the living problematic, being given a chance to mix with the dead suited her well.

Eventually, although still very young for a Drow, Makinnga was given the pivotal role of looking after the crypts and undead of House Gullion. Since then, she has raised and created a veritable army of undead creatures, all of which have sworn a oath of timeless loyalty to her. Makinnga herself shows no outward sign of abusing this position and throws herself further and further into understanding the ways of the afterlife. She has complete trust in the protection these creatures provide for her whilst they, in return, seem to appreciate all that she does for them; healing, mending, stabilising, strengthening and generally protecting them as her life’s work. She is still visited by many powerful creatures and is feted as some kind of channel between the worlds of the living and unliving. Her Staff of Necromancy was a gift from a drow lich that turned up riding a cauchemar. Since then, no-one has questioned her dealings with the undead.

Makinnga has indeed pledged herself to the unliving and strives to better understand how to make, deal with, care for and live among their kind. She has no wish to “control” them in the conventional sense and much of her necromantic striving is to show the undead that she has their best interests at heart. She is happy to place undead above the living and to give them what they need ahead of the needs of House members, something that used to cause great consternation but is now of little consequence as virtually no living drow will approach her. The Matron Mother does trust Makinnga explicitly, even if she doesn’t quite understand the child; if nothing else she uses Makinnga and her birth-gifts to occasionally discipline other House members, slaves and, naturally, enemies.

For herself, Makinnga is happy and comfortable with the life she leads, tending to her adoring army, meeting with the incorporeal agents that turn up in her rooms and fending off the advancements of vampire, lich, death-knight and nightwalker alike. Her only concern is that she will eventually attract the attention of the Prince of the Undead; she is not worried about him in himself, only of the test of loyalty that the meeting will surely bring. But that is for another time.

 

Standard: Str 8 (-1); Dex 10 (+0); Con 14 (+2); Int 18 (+4); Wis 18 (+4); Cha 10 (18 to Undead) (+0). Original Wis was 16, +1 at 4th level, +1 at 8th Level
Magic Items:

SPECIAL

Periapt of Foul Rotting

This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a remove disease and then a healmiraclelimited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.

Faint abjuration; CL 10th; Craft Wondrous Item, contagion; Price 17,000 gp.

Scarab of Death

This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than 1 round or carried by a living creature for 1 minute, it changes into a horrible burrowing beetle-like creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim’s heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents the monster from coming to life and allows for long-term storage of the item.

Strong abjuration; CL 19th; Craft Wondrous Item, slay living; Price 80,000 gp

OTHER ITEMS

Eyes of Doom

These crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week.

Moderate necromancy; CL 11th; Craft Wondrous Item, doom, deathwatch, fear; Price 25,000 gp.

 

Mask of the Skull

This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer’s face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer’s base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.

Strong necromancy and transmutation; CL 13th; Craft Wondrous Item, animate objects, finger of deathfly; Price 22,000 gp; Weight 3 lb.

Robe of Bones

This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:

  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie

Moderate necromancy [evil]; CL 6th; Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb.

 

Staff of Necromancy

This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:

  • Cause fear (1 charge)
  • Ghoul touch (1 charge)
  • Halt undead (1 charge)
  • Enervation (2 charges)
  • Waves of fatigue (2 charges)
  • Circle of death (3 charges)

Strong necromancy; CL 13th; Craft Staff, cause fearcircle of deathenervationghoul touchhalt undeadwaves of fatigue; Price 65,000 gp.

Makinnga rarely, if ever, gets into actual hand-to-hand combat and therefore has no interest in protective items. This is seen as arrogance by many but is in fact simply a dogmatic approach to being able to cast spells without fear of them failing. Makinnga will use items from the Robe of Bones and flee if untimely and unprepared for death seems likely.

Makinnga will not use her Staff of Necromancy as a weapon under any circumstances.

All six of these items were gifts from various evil undead creatures. If Makinnga is killed and the items taken, these undead creatures will return to reclaim their items, with destroying the killer and thief, as they see it, being part of this task. The giver of these gifts is as follows:

Periapt of Foul Rotting – Venthori the Cleric – 16th Level clerical ghost

Scarab of Death – Ucecarne the Wizard – 16th Level battle wizard that has the abilities of a dread wraith

Eyes of Doom – 13th Level fighter vampire

Mask of the Skull – 14th Level rogue vampire

Robe of Bones – An 8HD wight from within a sealed chamber under House Gullion that was previously unknown and that Makinnga released.

Staff of Necromancy – Drow wizard lich (18th level) with a Cauchemar nightmare of maximum strength and protective troupe

CR 11

XP 12,800
NE Medium humanoid Elf (Drow)
Init +0; Senses Darkvision 120’; Perception +4


DEFENSE


AC 10, touch 10, flat-footed 10
hp 54 (3d8 +6 plus 3d6 +6 plus 2d6 +4)
Fort +6, Ref +2, Will +13 (+15);


OFFENSE


Speed 30 ft.
Melee Dagger +7/+2 (1d6+1) plus special
Space 5 ft. Reach 5 ft.


STATISTICS


Str 8, Dex 10, Con 14, Int 18, Wis 18, Cha 10 (18 to Undead)
Base Atk +6; CMB +5; CMD 15
Feats See below
Skills See above

Languages spoken Undercommon, Common, Abyssal, Celestial, Draconic, Infernal


Clerical Spells Usually Taken:

0th – 5 – Cure Minor Wounds, Guidance, Light, Resistance, Resistance

1st – 5 – Bane, Cause Fear, Command, Detect Undead, Obscuring Mist

Domain Spell – Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

2nd – 4 – Calm Emotions, Desecrate, Owl’s Wisdom, Resist Energy

Domain Spell – False Life: Gain 1d10 temporary hp +1/level (max +10).

3rd – 3 – Deeper Darkness,Magic Circle Against Good, Prayer

Domain Spell – Animate Dead: Creates undead skeletons and zombies.

Domains:

Death Domain

Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.Death Domain Spells

  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
  3. Animate Dead: Creates undead skeletons and zombies.
  4. Death Ward: Grants immunity to death spells and negative energy effects.
  5. Slay Living: Touch attack kills subject.
  6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
  7. Destruction: Kills subject and destroys remains.
  8. Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
  9. Wail of the Banshee: Kills one creature/level.

Necromancy Domain

Granted Powers

Touch of the Dead (Su): With a successful touch attack, you deal your Wisdom modifier in negative energy and on a failed Will save, the target gains the frightened condition for 3 rounds.   You can use this ability a number of times equal to 3 + your Wisdom modifier.  This cannot be combined with other touch attacks.

Rejection of the Grave (Su): At 6th level, if you touch a creature within 1 round after its death, you raise that creature as a zombie that you control, as long as the creatures hit dice do not exceed your Cleric class levels.

Necromancy Domain Spells

  1. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  2. False Life: Gain 1d10 temporary hp +1/level (max +10).
  3. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Waves of Fatigue: Several targets become fatigued.
  6. Circle of Death: Kills 1d4/level HD of creatures.
  7. Control Undead: Undead don’t attack you while under your command.
  8. Horrid Wilting: Deals 1d6/level damage within 30 ft.
  9. Energy Drain: Subject gains 2d4 negative levels.

Wizard (Necromancer, prohibited schools Conjuration and Illusion) Spells Known (DC 14 plus level):

0th – 4; Mending, Ray of Frost, Stabilise Undead (AaW spell), Touch of Fatigue

Also in Spellbook – Arcane Mark, Detect Magic, Disrupt Undead, Flare, Mage Hand, Open/Close, Read Magic

1st – 4; Cause Fear, Chill Touch, Chill Touch, Shield

Also in Spellbook – Detect Secret Doors, Detect Undead, Endure Elements, Hold Portal, Ray of Enfeeblement, Shocking Grasp, Sleep

2nd – 3; Ghoul Touch, Spectral Hand, Fox’s Cunning

Also in Spellbook – Blindness/Deafness, Command Undead, False Life, Resist Energy, Scare, Scorching Ray

3rd – 2; Gaseous Form, Vampiric Touch

Also in Spellbook – Gentle Repose, Halt Undead, Hold Person, Protection from Energy, Ray of Exhaustion, Shrink Item

 

Other Abilities:

1. Darkvision out to 120 feet.

2. Spell resistance equal to 6 + class levels.

3. Spell-Like Abilities: Drow can use the following spell-like abilities once per day:dancing lightsdarknessfaerie fire. Caster level equals the drow’s class levels.

4. +2 racial bonus on Will saves against spells and spell-like abilities.

5. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.

6. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

7. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

 

 

8. Spell Focus (Necromancy)

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

9. Greater Spell Focus (Necromancy)

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

10. Summon familiar

A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

Makinnga has permanently given up this ability to obtain a Skeletal Minion (a human warrior skeleton) instead. See below

11. Scribe Scroll

Benefit

You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

12. Spell Penetration

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Necromancer Variants

Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that rob the living of strength and grant unlife to the dead. The most powerful necromancers command dangerous undead minions and threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the shepherds of the living and guardians of the dead can also prove valuable allies.

Campaigns that include evil necromancers or groups of undead as antagonists can benefit from the inclusion of variant necromancers. Rival groups of necromancers might view certain types of undead as the only true or “pure” undead and all others as evils that must be destroyed, with each group disagreeing on which types are which. Other factions or groups might have an innate loathing for undead raised by any but themselves.

Skeletal Minion

A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.

This creature is a loyal servant that follows the necromancer’s commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.

At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer’s class level. Add one-half the necromancer’s class level to the skeleton’s natural armour bonus. Add one-third of the necromancer’s class level to the skeleton’s Strength and Dexterity scores.

A necromancer using this variant permanently gives up the ability to obtain a familiar.

Undead Apotheosis (Ex)

As a necromancer using this variant progresses in levels, she gains some of the qualities that typify undead creatures.

At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th level.

At 10th level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.

At 20th level, the necromancer gains 25% resistance to critical hits, as the light fortification armour special ability.

A necromancer using this variant does not gain bonus feats for advancing as a wizard.

 

 

 

Gal (3.5)

Youngest Son of House Gullion

CR 8

Male Fighter 6

NE Medium humanoid

Init: +7; Senses: Darkvision 120’, Listen +6, Spot +6

 

Defense

AC 22, touch 14, flat-footed 19

(+4 armor,  +3 Dex, +1 Insight, +2 +2 everdancing heavy steel shield)

hp 44 (6d10 + 6)

Fort +8, Ref +7, Will +4

SR 17

 

Offense

Spd 30 ft.

Melee  +1 shocking greatsword +10/+5 (1d10+5 plus 1d6 electricity/19-20/x2)

Ranged  +2 Composite longbow +9/+4 (1d8+2/x3)

 

Tactics

Before combat, Gal will be blunt but attempt to be diplomatic to try to defuse any hostilities.

During combat, Gal will loose his everdancing shield so that he may employ his greatsword with both hands.

 

Statistics

Str 15, Dex 16, Con 12, Int 19, Wis 11, Cha 17

Base Atk +6/+1, Grp+8

Feats Cleave, Improved Initiative, Negotiator, Power Attack, Skill Focus (Diplomacy), Weapon Focus (greatsword), Weapon Specialization (greatsword)

Skills Climb +2, Craft (weaponsmithing) +8, Diplomacy +18, Handle Animal +9, Jump -1, Listen +6, Ride +4 Search +10, Sense Motive +9, Spot +6, Survival +3

Languages Common, Drow, Elven, Goblin, Gnome, Undercommon

SQ Immune to sleep spells and effects, +2 racial saving throw bonus against enchantment spells or effects, darkvision to 120’, spell-like abilities: 1/day dancing lights, darkness, faerie fire (CL 6), SR 17, +2 racial bonus on Will saves against spells and spell-like abilities, +2 racial bonus on Listen, Search, and Spot checks.  When Gal is within 5 feet of a secret or concealed door, he is entitled to a Search check as if he were actively looking for it, Light blindness

Combat Gear +2 everdancing shield, +1 shocking greatsword, chain shirt of light fortification

Other Gear Drow House Insignia, Piwafwi of Resistance +2

Everdancing Shield During combat, this shield can be released and it will move with the wielder, allowing them to use both hands and still retain their shield bonus.

Piwafwi of Resistance +2 This black cloak grants the wearing a +2 resistance bonus on all saving throws.

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

Statistics by Will Myers

 

Mal Yrr Niss of House Gullion  (3.5)

Gal Gullion’s Lieutenant

CR 7

Female Cleric 4/Fighter 1

NE Medium humanoid

Init +7; Sense Darkvision 120 ft. Listen +6, Spot +6

 

Defense

AC 20, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 Insight)

Hp 50

Fort10, Ref +6, Will +9

Spell Resistance 16

 

Offense

Spd 20 ft.

Melee whip +5 (1d3 nonlethal/x2)

+1 Aberration bane heavy flail +6 (1d10+2/19-20/x2; +2 to hit aberrations plus extra 2d6 damage against aberrations)

Ranged longbow +7 (1d8/x3)

 

Tactics

Before combat, Mal will attempt to be diplomatic, following Gal’s lead on negotiations.  She has a few useful spells, such as comprehend languages, detect magic and guidance to help her with negotiations.

During combat, Mal will use her spells to enhance Gal’s fighting prowess while using her whip to try tripping or disarming opponents.

 

Statistics

Str 12, Dex 17, Con 14, Int 12, Wis 16, Cha 16

Base Atk +4; Grp +5

Feats Combat Casting, Exotic Weapon Proficiency (whip), Improved Initiative

Skills Concentration +10, Diplomacy +16, Heal +4, Knowledge (religion) +2, Listen +6, Sense Motive +9, Spot + 6

Languages Common, Drow, Elven, Undercommon

SQ Immune to sleep spells and effects, +2 racial saving throw bonus against enchantment spells or effects, darkvision to 120’, spell-like abilities: 1/day dancing lights, darkness, faerie fire (CL 5), SR 17, +2 racial bonus on Will saves against spells and spell-like abilities, +2 racial bonus on Listen, Search, and Spot checks.  When Gal is within 5 feet of a secret or concealed door, he is entitled to a Search check as if he were actively looking for it, Light blindness, Spells

Combat Gear +1 aberration bane heavy flail, whip, longbow, arrows

Other Gear potion of cure light wounds (2), potion of cure moderate wounds, piwafwi of resistance +2, Drow House Insignia

Piwafwi of Resistance +2 This black cloak grants the wearing a +2 resistance bonus on all saving throws.

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

 

Spells

Domains Destruction and Evil

0 – create water, detect magic, guidance, read magic, resistance

1 – comprehend languages, cure light wounds, divine favor, doom, magic weapon, protection from good*

2 – bull’s strength, cure moderate wounds, hold person, shatter*

*indicates Domain spell

Statistics by Will Myers

 

 

 

 

 

Gal (Pathfinder)

Youngest Son of House Gullion

CR 6

XP 1,200

Fighter 6

NE Medium humanoid (elf)

Init +7, Senses Darkvision 120 ft; Perception +6

 

Defense

AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +1 Insight, +2 +2 everdancing shield)

Hp 44

Fort +8, Ref +7, Will +4 (+2 vs. enchantment)

Immune sleep, SR 12

Weaknesses light blindness

 

Offense

Speed 30 ft.

Melee +11/+6 +1 shocking greatsword (2d6+5 plus 1d6 electricity/19-20/x2)

Ranged +9/+4 composite longbow +2 (1d8+2/x3)

Spell-like Abilities (CL 6th) 1/day dancing lights, darkness, faerie fire

Poison Use

 

Tactics

Before combat, Gal will be blunt but attempt to be diplomatic to try to defuse any hostilities.

During combat, Gal will loose his everdancing shield so that he may employ his greatsword with both hands.

 

Statistics

Str 15, Dex 16, Con 13, Int 17, Wis 11, Cha 17

Base Atk +6/+!, CMB 8, CMD 21

Feats Cleave, Improved Initiative, Persuasive, Power Attack, Skill Focus (Diplomacy), Weapon Focus (greatsword), Weapon Specialization (greatsword)

Skills Climb +5, Craft (weaponsmithing) +6, Diplomacy +17, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Perception +6, Sense Motive +10, Survival +6, Swim +6

 

Languages Common, Drow, Elven, Goblin, Gnome, Undercommon

 

Combat Gear +2 everdancing shield, +1 shocking greatsword, chain shirt of light fortification

Other Gear Drow House Insignia, Piwafwi of Resistance +2

 

Poison Use  Gal is skilled in the use of poison and never risks accidentally poisoning himself.

Drow Poison­ – Injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save

 

Everdancing Shield During combat, this shield can be released and it will move with the wielder, allowing them to use both hands and still retain their shield bonus.

Piwafwi of Resistance +2 This black cloak grants the wearing a +2 resistance bonus on all saving throws.

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

Statistics by Will Myers

 

 

 

Mal Yrr Niss of House Gullion (Pathfinder)

Gal Gullion’s Lieutenant

CR5

Female NE Medium humanoid (elf)

Init +7; Senses darkvision 120 ft.; Perception +6

 

Defense

AC 20, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 Insight)

Hp 50

Fort +10, Ref +6, Will +9

Immune sleep; SR11

Weaknesses light blindness

 

Offense

Speed 20 ft.

Melee  +5 whip (1d3 nonlethal/x2) or +5 +1 aberration bane heavy flail (1d10+2/19-20/x2/additional +2 to hit and 2d6 damage against aberrations)

Ranged +7 longbow (1d8/x2)

Spell-Life Abilities (CL 5th) 1/day – dancing lights, darkness, faerie fire

Special Abilities Channel Negative Energy (2d6), Destructive Smite, Touch of Evil

 

Tactics

Before combat, Mal will attempt to be diplomatic, following Gal’s lead on negotiations.  She has a few useful spells, such as comprehend languages, detect magic and guidance to help her with negotiations.

During combat, Mal will use her spells to enhance Gal’s fighting prowess while using her whip to try tripping or disarming opponents.

 

Statistics

Str 12, Dex 17, Con 14, Int 10, Wis 16, Cha 16

Base Atk 4; CMB +5; CMD 18

Feats Combat Casting, Exotic Weapon Proficiency (whip), Improved Initiative

Skills Diplomacy 15, Knowledge (religion) 3, Perception 6, Sense Motive 11

Languages Drow, Elven, Undercommon

SQ Aura, Domains, Orisons, Poison Use, Spells

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.  Mal radiates as evil.

Poison Use  Mal is skilled in the use of poison and never risks accidentally poisoning herself.

Drow Poison­ – Injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effectunconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save

Piwafwi of Resistance +2 This black cloak grants the wearing a +2 resistance bonus on all saving throws.

Drow House Insignia This brooch is worked in the design of House Gullion.  It grants a wearer of House Gullion +5 to Diplomacy and Sense Motive skill checks and a +1 insight bonus to Armor Class.

 

Domains – Destruction and Evil

Granted Powers

Destructive Smite:  Mal gains the supernatural ability to make a single melee attack with a morale bonus of damage rolls equal to ½ her Cleric level (minimum 1).  She can use this ability a number of times equal to 3 + her Wisdom modifier.

Touch of Evil:  Mal can cause a creature to become sickened with a melee touch attack.  Creatures sickened by her touch count as good for the purpose of spells with the Evil descriptor.  This ability lasts for a number of rounds equal to ½ Mal’s Cleric level (minimum 1).  She can use this ability a number of times equal to 3 + her Wisdom modifier.

 

Spells

0 – create water, detect magic, guidance, read magic, resistance

1 – comprehend languages, cure light wounds, divine favor, doom, magic weapon, true strike*

2 – bull’s strength, cure moderate wounds, hold person, shatter*

*indicates Domain spell

Statistics by Will Myers