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Primates & Cold Blood


Primates & Cold Blood (CR 10; 9,600 XP)

As the adventurers travel through a jungle, they enter a clearing and song of chirping wildlife is abruptly cut off. Read the following to the players when the party notices the ominous silence.   

Suddenly a terrifying roar reverberates down from the woods ahead. Trees snap as something big makes its way toward you—a flock of birds take to the air from the trees, the bright colors reflecting from their feathers in stark contrast to the cacophony made by a roaring dinosaur bursting into view. The enormous reptilian beast charges forward on two powerful hind legs, roaring as it snaps its toothy salivating maw and barrels at you!

The allosaurus was searching the jungle prey for a juicy carcass when girallons decided to use it in their attack on the PCs. The many-armed primates pelted the dinosaur with rocks, driving it toward the party—after being goaded into a state of frenzy, the creature charges through the jungle and at the PCs. The girallons wants to use the reptile’s charge to bolster their own assault, hoping to bring back some prisoners to their high masters to be used as sacrifices in dark rites, or simply as slaves in the forgotten jungle ruins the girallons use as their base of operations in the area.

(1) Allosaurus

Allosaurus (1)     CR 7
N huge animal
Init+5; Senses low-light vision, scent, Perception+28
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)
hp 93
Fort+11, Reflex +8, Will +7
Speed 50ft.
Melee bite +14 (2d6+8 plus grab, Crit 19-20/x2), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)
Base Atk +8; CMB +18; CMD 29
Str 26, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Feats Alertness, Improved Critical (Bite), Improved Initiative, Iron Will, Nimble Moves, Run
The allosaurus charges at the first character in a line and focuses all its attack on one foe at a time. If a character deals more than 20 points of damage against the reptile, it will focus its attacks on that opponent.

(3) Girallons

Girallon (3)     CR 6
N large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense, Perception +11
AC18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 73
Fort +9, Reflex +8, Will +5
Speed 40 ft., climb 40 ft.
Melee bite +10 (1d6+4), 4 claws +10 (1d4+4 plus rend)
Space 10 ft.;Reach 5 ft.
Special Attacks rend (4 claws 1d4+6)
Base Atk +7; CMB +12; CMD 25
Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Climb +14, Stealth +5
The girallons will let the allosaurus charge first and then follow right behind it. They follow their instincts and attack any strong-looking characters first. When the many-armed primates outnumber the survivors they grapple frail-looking characters to take as prisoners. They keep a distance from the allosaurus the entire time, as they do not want to end up in its jaws—clever PCs may realize that they are keen not to near the dinosaur and use this to their advantage. Should no characters survive, the girallons drag the party’s bodies back to their hideout.

The medium undergrowth makes movement difficult—the allosaurus is an exception to this rule as the undergrowth is not strong enough to make difficulties for a creature of its size and strength.

To modify this encounter, apply the following changes:
CR 9 (6,400 xp)
Remove one girallon from the encounter and apply the young simple template to the remaining two (-2 on all Dex based rolls, -2 on all other rolls, -14 hp).
CR 11 (12,800 xp)
Add the allosaurus’ mate for a total of two dinosaurs.

[Submitted by Brian Wiborg Monster]

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Unlikely Allies

Serene Forest

Unlikely Allies (CR 6; XP 2,400)

The PCs are traveling through a wooded or hilly region with notably few passerby. Eventually they reach a clearing in the woods or knoll that exposes them to the wardens of these forests. Read the following when the PCs take a rest or have prepared to sleep for the night:

The galloping of hooves grows in the distance and in less than a minute becomes a cacophonous clopping that heralds the arrival of not horses but three centaur; their bronzed skin is dulled by dirt and grime, each face bearing the same slack-jawed expression of hatred. Their gray eyes look on impassively as they charge forward, a slow guttural cry rising from their throats.

The tribe of centaur that lives here and have recently become violent, impassively murdering all they encounter – including the party. These noble beast-men were once the wardens of the region’s wilds but they unfortunately came upon the person of Tutti Crashsmith. The dwarf is not just an accomplished necromancer, but an illusionist of no small renown; after observing him for a few days the pack of centaur descended upon the sleeping wizard.

Unfortunately for the centaurs, Crashsmith was hidden in the trees above. Soon they were surrounded by the undead, the skeletal warriors quickly becoming legion around them. Since then the mad dwarf has taken to terrorizing the nearby settlements and anyone along the trade routes nearby, delighting in horrifying travelers with the swift undead he cleverly concocted.

Tutti is growing fat and complacent, attacking groups of travelers without spying on them first. His arrogance has not blinded him entirely however, and he chooses to strike when  his opponents will be off their guard.

Tutti Crashsmith

There seems to be black fold upon black fold within this wizard’s robes, the only clues to the stout spellcaster apparent being the bushy graying beard that fills the bottom of its thick hood and the chained tome swinging at his side.


Tutti Crashsmith              CR 5

XP 1,600

Male dwarf wizard (necromancer) 6

CE Medium humanoid (dwarf)

Init +2; Senses Darkvision 60 ft.; Perception +6


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

hp 33 (6d6+12)

Fort +4, Ref +4, Will +5; +2 vs poison, spells and spell-like effects


Speed 20 ft.

Melee quarterstaff +3 (1d6)

Ranged +1 light crossbow +6 (1d8+1, Crit 19-20/x2, Range 80 ft.)

Special Attacks Command Undead 6/day (as the feat, Will DC 15), grave touch 6/day (standard action, melee touch, shaken for 3 rounds)

Spells Prepared (CL 6th; concentration +9; arcane bond [light crossbow])

3rd—fireball, major image, ray of exhaustion (DC 17), vampiric touch

2nd—blindness/deafness (DC 16), bull’s strength, false life, invisibility

1st—mage armor, magic missile, ray of enfeeblement (DC 15) x3

0th—detect magic, ghost sound, touch of fatigue (DC 14)


Base Atk +3; CMB +4; CMD 16

Str 10, Dex 14, Con 15, Int 16, Wis 10, Cha 10

Feats Combat Casting, Improved Channel, Scribe Scroll, Spell Focus (necromancy). Silent Spell

Skills Acrobatics +8, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +6, Spellcraft +12, Stealth +8

Languages Common, Draconic, Dwarven, Gnome, Undercommon

SQ Arcane school (specialization – necromancy; prohibed schools – divination, enchantment), cantrips, defensive training (giants), greed, hatred, hardy, stability, stonecunning

Gear +1 light crossbow, 40 bolts, quarterstaff, ring of protection +1, spellbook, spell components (worth ~486 gold), handy haversack (2 potions of cure light wounds, 1,358 gold)

Tutti is bold, but not stupid; he remains invisible on the back of one of the centaurs, casting spells to empower and complement his undead steed. Once combat is in full swing he weakens his enemies with rays of enfeeblement before unleashing a fireball (which may include the centaurs – an impediment that stops Crashsmith not at all).

(3) Skeletal Centaur

At first these centaur seem like any other, but as you strike your first blow the flesh of the creature ripples like a breaking wave to reveal pitted alabaster bones. Its majestic countenance is completely gone and only the skeleton of a centaur remains before you, the once impassive grey eyes now only black pits filled with a malevolent red light.

SKELETAL CENTAUR (3)           CR 2

XP 600

N Large undead

Init +7; Senses Darkvision 60 ft.; Perception +0


AC 22, touch 12, flat-footed 19 (+6 armor, +3 Dex, +2 natural, +2 shield, –1 size)

hp 18 (4d8)

Fort +1, Ref +4, Will +2

DR 5/bludgeoning; Immune cold, undead traits


Speed 50 ft. (35 ft. in armor)

Melee longsword +4 (1d8+2/19-20) and 2 hooves -1 (1d6+1)

Ranged spear +5 (1d8+2/Ă—3)

Space 10 ft.; Reach 5 ft.


Str 15, Dex 16, Con —, Int —, Wis 10, Cha 10

Base Atk +3; CMB +6; CMD 19 (23 vs. trip)

Feats Improved Initiative, Run

Skills —

SQ undersized weapons

Gear breastplate, heavy steel shield, longsword, spear, 42 gold


These centaur are mindless skeletons, but still under the control of Tutti Crashsmith. The dwarf necromancer always stays on top of or near one of his minions for protection and a swift escape, but the remainder of his undead target healers first (clerics especially), then spellcasters and finally any characters using blunt weapons.



The clearing used by the PCs was once the site of a horrendous battle, offering the necromancer a seemingly endless supply of bodies to re-animate. Rather than summon a legion of soldiers, he prefers to use remains underneath the ground to hamper and trap the victims of his ambushes. As a standard action, Tutti Crashsmith may make use of one of his Command Undead abilities for the day to replicate the effect of an entangle spell that only affects living targets within a 30-foot radius burst of the dwarf.



To modify this encounter, apply the following changes:

CR 5 (XP 1,600): Remove one centaur from the encounter and reduce Tutti Crashmith’s level by one (-1 to attacks, -1 to all saves, -1 caster level, -1 concentration, remove false life and vampiric touch from his prepared spell list).

CR 7 (XP 3,200): Add one centaur to the encounter and the fiendish template to Tutti Crashsmith (DR 5/good, Resist Cold/Fire 10, SR 11, Smite Good 1/day).