This humanoid figure is tall and abnormally thin, with long fingers and nails. Its skin is pale and its bright blue eyes study you contemptuously.
The Archivist CR 9 XP 6,400
CE Medium outsider (demon, evil, extraplanar, chaotic) Init +8; Senses darkvision 60 ft, see in darkness, lifesense 100 ft, Perception +18
DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 76 (10d10+21) Fort +5; Ref +11; Will +11 DR 10/good; Immune poison, mind-affecting effects; SR 22 Special Defenses permanent mage armor
OFFENSE Speed 30 ft. Melee unarmed strike +6 (1d3) Special Attacks harvest memory, possession Spell-Like Abilities (CL 12th; concentration +19)
at will—command (DC 18), suggestion (DC 20), detect magic, read magic
3/day—dominate person (DC 22), mind fog (DC 22), greater command (DC 22)
When engaged in combat, the Archivist casts greater command, telling everyone to stand still. It then uses the harvest memory ability to remove a powerful spell from a spellcaster to use against its foes.
STATISTICS Str 10, Dex 18, Con 16, Int 20, Wis 18, Cha 18 Base Atk +6; CMB +6; CMD +20 Feats Improved Initiative, Combat Casting, Craft Wondrous Item, Spell Focus (enchantment); Greater Spell Focus (enchantment) Skills Appraise +7, Bluff +15, Diplomacy +15, Knowledge (arcana) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +18, Sense Motive +15, Spellcraft +15 Languages Infernal, Common, Draconic, Abyssal, Goblin
ECOLOGY Environment any Organization solitary Treasure none
SPECIAL ABILITIES Possession (Su) As a standard action, the Archivist may possess any object or creature that has an Intelligence score (negated by a DC 20 Will save). This save is Wisdom based. A possessed creature still maintains control, but the Archivist may assert control and direct its actions (a DC 24 Will save is required to resist being compelled). The Archivist may leave at any time, or automatically leaves if the creature is killed or the object is destroyed. Harvest Memory (Su) As a standard action, the Archivist may attempt to harvest a memory from any creature within 60 ft. (negated by a DC 22 Will save). If successful, the Archivist may steal and use a spell that the target can cast or steal a memory. This spell is removed from the target’s known spells as if the target cast it, and the Archivist uses its hit dice to determine the spell’s caster level. If a memory is stolen the target gains a negative level, and the Archivist gains a cumulative +2 luck bonus to all save and attack rolls.
Archivists live to collect information—they travel the planes, stealing new spells and memories from those they encounter to return them to the great libraries in the Abyss. They often possess natives of a plane or objects so that they can operate uninterrupted for great lengths of time. Sometimes they even possess those in leadership positions, and conduct social experiments with the power of the possessed.
This large humanoid figure has enormous hulking muscles, its skin dark, cracked, and stone-like. Several large crystalline shards extend outward from various parts of its form, seeming to have naturally formed upon the looming creature. Its gnarled and twisted face stares outward with fiery eyes in an expression of contempt and hatred. Ireful Hellion CR 9 XP 6,400 CE Large outsider (devil, evil, extraplanar, chaotic) Init +4; Senses darkvision 60 ft., see in darkness, telepathy 100 ft., Perception +18
DEFENSE AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size) hp 85 (10d10+30) Fort +6; Ref +11; Will +10 DR 10/good; Immune poison; Resist fire 10; SR 20
OFFENSE Speed 40 ft. Melee+2 jagged crystal fang +14/+9 (1d8+4) and +2 jagged crystal fang +14/+9 (1d8+4) Space 10 ft.; Reach 10 ft. Special Attacks aura of wrath Spell-Like Abilities (CL 10th; concentration +15) At will—charm person, command, polymorph (self only) 1/day—greater invisibility, nightmare (DC 22)
When engaged in combat the ireful hellion breaks off two razor sharp, jagged crystal fangs that juts out from its large body and wields them as melee weapons (that deal slashing damage).
STATISTICS Str 18, Dex 18, Con 17, Int 12, Wis 17, Cha 20 Base Atk +10; CMB +14; CMD 28 Feats Double Slice, Improved Critical (jagged crystal fang), Improved Two-Weapon Fighting, Two Weapon Fighting, Weapon Focus (jagged crystal fang) Skills Acrobatics +15, Climb +15, Escape Artist +15, Knowledge (planes) +15, Perception +18, Sense Motive +15, Stealth +10 Languages Infernal, Common (understands, but does not speak; will utilize in telepathy) Gear+2 jagged crystal fang (x2)
ECOLOGY Environment any; small locale, magically bound to the prime material plane Organization solitary with 6d12 hellion revenants Treasure none
SPECIAL ABILITIES Aura of Wrath (Su) As a full round action, the ireful hellion can radiate an aura of wrath in a 50 ft. radius. All creatures within the area of effect must succeed on a DC 10 Will save or become enraged for 1d4 rounds. Creatures enraged by this effect lose all sense of themselves and become overwhelmed with rage and violence. The affected creature gains a +3 to all melee attacks and the effects of haste, but cannot tell friend from foe and will expend actions attacking any target within their reach (randomly determined at the beginning of that creature’s turn). A creature who is already enraged in this manner and is again affected by the aura of wrath extends the enraged effect for another 1d4 rounds.
It is unknown what stature an ireful hellion may have once held in the infernal hierarchy, but eons of being bound and trapped on this plane have caused it to evolve into what is surely a viler abomination than its original form. The reason for its dimensional anchor to this plane has been long forgotten and lost to history, and an ireful hellion’s lair (where it is bound) is often ancient, ruined, and with geological traces which hint that the devil has been trapped there for many millennia.
A sentience whittled down by time to an unadulterated anger and vengeful wrath, an ireful hellion’s only purpose is to break its bonds and destroy anyone and anything that it happens to cross paths with. It has no allies and serves no master.
An ireful hellion has a supernatural ability to attract any recently departed soul unlucky enough to wander near its layer, luring them to their bound home. The hellion consumes and subsists off any remaining energies of these souls (increasing its own power) leaving behind only mindless wraiths called hellion revenants that join their master in a rage-filled existence.
Throughout countless centuries, an ireful hellion may have trapped and consumed dozens (or even hundreds) of damned souls effectively building a small army of ethereal undead, which if ever released, would wreak havoc upon the world.
This featureless humanoid form stands about five feet in height, its form wreathed in ethereally translucent shadowlike veils. When it moves, though the apparition’s legs seem to be walking, its feet never touch the ground beneath it and it progresses with movements that could almost be described as graceful. Hellion Revenant CR 2 XP 600 CE Medium undead (incorporeal) Init +7; Senses darkvision 60 ft., greater lifesense; Perception +10 Aura unnatural aura (30 ft.)
DEFENSE AC 13, touch 13, flat-footed 10 (+3 Dex) hp 18 (4d8) Fort +4, Ref +4, Will +4 Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
OFFENSE Speed fly 60 ft. (good) Melee incorporeal touch (1d4 negative energy plus 1 point of Con drain [DC 15]) Special Attack inanimate possession
When released from the ireful hellion’s lair where it was imprisoned, the hellion revenant immediately attempts to flee to the largest concentration of nearby living creatures [in this instance, Steamtown] by utilizing its greater lifesense ability. To cause the most havoc among the living it encounters, the hellion revenant will attempt to possess frequently used everyday objects using its inanimate possession special ability.
STATISTICS Str —, Dex 16, Con —, Int 12, Wis 12, Cha 18 Base Atk +2; CMB +5; CMD 18 Feats Blind Fight, Combat Reflexes, Improved Initiative Skills Fly +5, Perception +5, Sense Motive +8, Stealth +10 Languages Common, Infernal
ECOLOGY Environment lair of an ireful hellion Organization pack 6-72 Treasure none
SPECIAL ABILITIES Constitution Drain (Su) Creatures hit by a hellion revenant’s touch attack must succeed on a DC 15 Fortitude save or take 1 point of Constitution drain. For each successful attack the hellion revenant gains 5 temporary hit points. The save DC is Charisma-based. Inanimate Possession (Su) Once per day a hellion revenant can possess an inanimate object within 10 ft. as a full-round action. Once an item is possessed it becomes a cursed item and radiates a 10 ft.-wide unnatural aura. To determine the effects of the curse bestowed upon an item due to possession by a hellion revenant see the Curse Chart [by Rory Toma and available later this week on the AaWBlog -JAM]. An item remains cursed until the revenant chooses to leave it (requiring a full-round action), the item is completely destroyed, or the effect is removed with remove curse (DC 15). When the curse effect is removed, the hellion revenant assumes its incorporeal form, stunned for 1d4 rounds before trying to flee until it can find another item to possess. Lifesense, Greater (Su) A hellion revenant notices and locates living creatures within a 5-mile radius, just as if it possessed the blindsight ability.
An ivory-skinned young human maiden, a waterfall nymph typically has dark blue or deep green hair and matching eyes. She always appears to be drenched and has a thin sheen of water that constantly moves across her skin. Usually dismissing the hindrance of clothing and equipment, at most a waterfall nymph wears a loose-fitting gown of gossamer fabric.
Waterfall Nymph CR 2 XP 600
CG Medium fey Init +4; Senses low-light vision; Perception +4
DEFENSE AC 19, touch 19, flat-footed 15 (+4 deflection, +4 Dex, +1 dodge) hp 13 (2d6+6) Fort +8, Ref +5, Will +8 DR 3/cold iron
OFFENSE Speed 30 ft., swim (perfect) 60 ft., water dancing special ability Ranged improvised, river stone +1 (1d4/20) Spell-Like Abilities (CL 2nd)
3/day—control water Spells Prepared (CL 2nd; druid)
1st—blend (water only), commune (with aquatic creatures)
0th—create water, know direction, resistance, virtue STATISTICS Str 8, Dex 18, Con 16, Int 16, Wis 14, Cha 20 Base Attack +1; CMB +6; CMD 20 Feats Agile Maneuvers, Dodge Skills Diplomacy +2, Escape Artist +2, Knowledge Nature +2, Perception +4, Stealth +2, Swim +12 Languages Common, Aquan SQ unearthly grace, water breathing
ECOLOGY Environment water or near a waterfall Organization hovel (6-24) Treasure standard
SPECIAL ABILITIES Unearthly Grace (Su) A waterfall nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. Water Breathing (Su) A waterfall nymph can breathe water freely as well as air. Water Dancing (Su) A waterfall nymph can move across the surface of constantly cascading water in any direction at her normal movement speed. This type of movement resembles a graceful dance across the moving surface of the waterfall.
Waterfall nymphs rarely wield weapons, using instead smooth river stones as a thrown bullets or their innate ability to control water to distract their enemies.
This enormous humanoid stands nearly fifty feet tall, and bears three sets of functional insect-like wings and a face that resembles a nightmarish insect. Several long tentacles protrude form the side of its head and its mouth is augmented with sharp pincers that gleam with spittle as it lets forth an ear-splitting roar while rising from its slumber within the temple, followed by the deafening buzz of its wings as they rev into a blur behind the monstrous thing’s back.
NAGHITH, THE MANY-WINGED FATHERCR 8 XP 4,800
CE Gargantuan outsider (insect, devil, extraplanar) Init +6; Senses darkvision 60 ft., see in darkness; Perception +16
DEFENSE AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural) hp 94 (9d10+45) Fort +11, Ref +12, Will +7 DR 8/good; Immune acid, poison; SR 19
TACTICS Before Combat Before engaging in direct combat, Naghith uses its spell-like ability to cast fear at the target that completed the temple lock puzzle. As its first action it takes flight, hovering 50 feet above the PCs before summoning a swarm (3d4) of gigantic locusts, which it commands to also engage the party. During Combat Naghith’s first attacks with its acid spit while mid-air. If the acid attacks seem less than effective then it lands. When it lands (or is forced to land), Naghith resorts to making melee attacks with its claws. If PCs wander into range of its tentacles, Naghith tries grapple and then use its pincer attacks. When Naghith is reduced to 30 or fewer hit points, it rips chunks of rubble from the ruined temple and hurls them at its opponents. After Combat Naghith fights to the death, but when reduced to fewer than 1/3 of its total hit points, if there’s no immediate aggression towards it, the giant creature retreats back into the temple where it slumbers to recover from its wounds. If awakened from this slumber, Naghith fights to the death.
STATISTICS Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21 Base Attack +9; CMB +14; CMD 31 Feats Combat Reflexes, Dodge, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run Skills Acrobatics +18, Bluff +17, Escape Artist +12, Fly +19, Intimidate +19, Perception +16, Sense Motive +18, Stealth +18 Languages Infernal; telepathy 100 ft.
ECOLOGY Environment any Organization solitary Treasure triple (Dogovor, Falchion of Accord)
SPECIAL ABILITIES Grasping Protrusions (Su) The many tendrils protruding from the side of Naghith’s head can be used to grapple a medium-sized creature within a 15-foot range.
A writhing mass of tentacles and teeth bursts from the ground. Whipping limbs surround its wide, tooth-filled maw, and its entire body is marked randomly with eyes—everytime you look at the them they appear to be in a new place. Reality swirls in waves around the monster as the world tries to push it back to the nightmare that spawned it.
Nogth Ma’klurl’uth, the Madness Slug CR 13 XP 25,600 CE gargantuan outsider (chaotic, evil, extraplanar) Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +23 DEFENSE AC 29, touch 4, flat-footed 29 (+25 natural, -2 Dex, -4 size) hp 184 (16d10+96) regeneration 5 Fort +16, Ref +9, Will +16 DR 15/magic; Immune acid, cold, mind affecting effects, paralysis, sleep; SR 18 Defensive Abilities acidic blood OFFENSE Speed 20 ft., burrow 40 ft., swim 20 ft. Melee bite +24 (4d8+12), 4 tentacles +22 (2d6+12 plus grab) Space 20 ft.; Reach15 ft. Special Attacks breath weapon (60 ft. cone, Will DC 24, 1d6 wisdom drain), swallow whole (4d8+12 bludgeoning damage, AC 22, hp 18), feeding tentacles. STATISTICS Str 34, Dex 6, Con 22, Int 12, Wis 18, Cha 9 Base Atk +16; CMB +32 (+36 grapple); CMD 40 (cannot be tripped) Feats Blind Fight, Bloody Assault, Great Fortitude, Improved Initiative, Improved Natural Armor, Iron Will, Multiattack, Power Attack Skills Knowledge (arcana) +20, Knowledge (planes) +20, Perception +23, Sense Motive +23, Spellcraft +20, Stealth +17, Swim +31 Languages telepathy 120 ft. SQ Change shape (drow witch; see below) SPECIAL ABILITIES Acidic Blood (Ex) Nogth Ma’klurl’uth’s blood can corrode metal on contact. If a creature damages Nogth Ma’klurl’uth with a piercing or slashing weapon made of metal, Nogth Ma’klurl’uth’s blood deals 5d6 points of acid damage to the metal weapon (unlike most forms of energy damage, this damage is not halved when applied to a metal object, although it does still have to penetrate the metal’s hardness). The weapon’s wielder can halve the damage the weapon takes by making a successful DC 22 Reflex save. Creatures made of metal that deal slashing or piercing damage to Nogth Ma’klurl’uth with a natural attack take 5d6 points of acid damage (a DC 22 Reflex save halves this damage). The corrosive elements of the blood fade 1 round after it leaves Nogth Ma’klurl’uth’s body or it dies. The save DC is Constitution-based.
Aura of Madness (Su) Any creature within 15 ft. of Nogth Ma’klurl’uth must take a DC 20 Will save or fall under the effects of a confusionspell (CL 16th) for 1d10 rounds. 1-25 act normally 25-50 do nothing but babble incoherently 51-75 deal 1d8 points of damage + Str modifier to self with item in hand 76-100 attack nearest creature (a familiar counts as part of the subject’s self) Whether or not the save is successful, that creature cannot be affected again by Nogth Ma’klurl’uth’s aura of madness for 24 hours. This is a mind-affecting effect.
Breath Weapon (Su) Swirling mass of solidified madness. 60 ft. cone, Will save DC 24 to negate, 1d6 wisdom drain. Nogth Ma’klurl’uth can use its breath weapon once every 1d4 rounds. An opponent reduced to zero or below in wisdom by Nogth Ma’klurl’uth’s breath weapon gains a severe insanity from the list below (curable DC 24). 1-3 paranoia 4-6 schizophrenia 7-9 psychosis 10-12 multiple personality disorder See the “Sanity and Madness” section in Chapter 8 of Pathfinder Roleplaying Game: Gamemastery Guide for the specific rules of each one of these types of insanity.
Feeding Tentacles (Ex) Nogth Ma’klurl’uth can transfer one creature with the grappled condition from a tentacle to its mouth as a free action at the beginning of its turn. The creature does not lose the grappled condition during the transfer and starts in Nogth Ma’klurl’uth’s mouth with the grappled condition to be either swallowed whole or bitten.
Ferocity (Ex) Nogth Ma’klurl’uth continues to fight even when reduced to negative hit points.
Horrific Death (Ex) When Nogth Ma’klurl’uth is first reduced to negative hit points, creatures within its reach take 1d6+16 acid damage. While at negative hit points, Nogth Ma’klurl’uth adds a bonus to all damage equal to its hit dice (16). When it finally dies, Nogth Ma’klurl’uth dissolves into a pool of unidentifiable goo and reforms on the Plane of Madness after 101 years.
Madness Without, Madness Within (Ex) Nogth Ma’klurl’uth is madness given form and as such its insides consists of swirling fragmented visions of a variety of insanities. Any creature that has been swallowed whole must make a DC 22 Will save before attempting to cut their way out of Nogth Ma’klurl’uth. Failure results in the creature using its turn trying to maintain their precious grasp on reality; a new save may be attempted next round. Success means the creature can attempt to cut its way out and no further saves are necessary. This is a mind-affecting effect.
Voidborn (Ex) Nogth Ma’klurl’uth can exist safely in the void of space or similar hostile conditions.
The demiplane of madness is a maelstrom of insanities. The ground is a deluge of mud made of madnesses that has lost their potency—now they lie dormant and make up the ground of the plane. From this mire structures rise, but not in any conventional sense: floating towers, inverted houses, and structures that are there one moment and gone the next are common. The inhabitants of the plane are no less weird than the dimension itself. Hordes of madmen roam the everchanging landscape and nightmarish creatures prowl the skies.
This is the realm of Nogth Ma’klurl’uth; for centuries he roamed the plane, growing big on the different madnesses encountered there. When a rift appeared in the sky, Nogth Ma’klurl’uth entered it to find new avenues of destruction—what it found was the Dar’Spelun Slugmarsh. The unique properties of the Slugmarsh and the madness seeping in through the rift from his home plane made it an ideal hunting ground for the madness slug, which has since spent centuries hunting in the subterranean swamps, going back to the demiplane of madness when prey is scarce in the Underworld bogs.
One of the first denizens of the Dar’Spelun Slugmarsh that Nogth Ma’klurl’uth came across was a drow witch named Hejkri. The dark elf didn’t answer the impulse to run and was quickly swallowed whole by the madness slug, but did not die quickly. Instead she suffered for decades, her soul and mind torn apart by Nogth Ma’klurl’uth—since then the madness slug has assumed her form at times, insinuating herself into traveling parties, establishing a coven, and otherwise driving those that meet “her” into madness.
Nogth Ma’klurl’uth (drow witch 7); CR 11 (XP 12,800) HP 80 (12d6+36); AC 23 (+4 Dex, +1 dodge, +8 natural) Init +8; Speed 30 ft.; Atk dagger +7 (1d4+1) Base Atk +6; CMB +7; CMD 21; SA hexes (cackle, coven, evil eye, misfortune); SQ cantrips, darkvision 120 ft., DR15/magic; Immune acid, cold, mind affecting effects, paralysis, sleep; SR 18 AL Chaotic Evil; SV Fort +7, Ref +10, Will +11; Str 12, Dex 18, Con 16, Int 18, Wis 12 Cha 18 Skills Knowledge (arcana) +19, Knowledge (planes) +19, Perception +16, Sense Motive +16, Spellcraft +19, Stealth +19, Swim +16; Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes Spell-LikeAbilities (CL 12th, concentration +16) at will—glibness Witch Spells Prepared (CL 7th; concentration +11) 4th—black tentacles, fear 3rd—deep slumber, dispel magic, seek thoughts 2nd—blindness/deafness, detect thoughts, hold person, touch of idiocy 1st—burning hands, chill touch, command, mage armor, ray of enfeeblement 0th—bleed, detect magic, spark, touch of fatigue
Writhing through the murky slime, this undead mass of arms swims powerfully forward with impressive speed in the water, leaving much of its grotesque body hidden out of sight. It is utterly horrifying to see in full when it surfaces or slowly crawls on land, and few survive an encounter with the creature with their sanity—or their lives—intact.
CARRION CRAWLER CR 11 XP 12,800 CE Huge undead Init +2; Senses darkvision 120 ft., lifesense; Perception +15 Aura fear aura (50 ft., DC 22) DEFENSE AC 24, touch 10, flat-footed 24 (+4 deflection, -2 Dex, -2 size, +14 natural) hp 136 (16d8+64) Fort +11, Ref +5, Will +16 DR 10/magic and silver; Defensive Abilities all-around vision, amorphous; Immune undead traits; SR 23 Weaknesses sunlight powerlessness OFFENSE Speed 5 ft., swim 20 ft. Melee slam +18/+18/+18/+18 (1d8+8 plus grab) Ranged flung arm +8/+8/+8/+8 (1d6+8 plus attach, Range 15 ft.) Space 15 ft.; Reach 20 ft Special Attacks breath weapon (40-ft. cone, 8d6 sonic, DC 22 Reflex for half), constrict (1d8+8), fast swallow, swallow whole (1d6+8 plus 1 Wis, AC 17, 13 hp) TACTICS Before Combat Carrion crawlers are intelligent; they attempt to stalk their prey at first, isolating one enemy before using its babble ability and drawing close to drag down to a murky death. If attacking multiple creatures, it positions itself directly under them. During Combat The carrion crawler first unleashes a sonic breath weapon and then begins babbling, and emitting its fear aura. If encountered in the Tangleroot Forest, this catches creatures by surprise and shatters the “ground” they stand upon (dropping them directly into the carrion crawler’s enormous “mouth”). Afterward it takes its time eating more enemies, choosing its targets carefully and going for the toughest last. STATISTICS Str 26, Dex 6, Con —, Int 17, Wis 19, Cha 18 Base Atk +12; CMB +22 (+6 grapple); CMD 26 (32 vs grapple; cannot be tripped) Feats Ability Focus (babble), Improved Initiative, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Great Fortitude, Iron Will, Lightning Reflexes Skills Bluff +12, Climb +20, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +15, Sense Motive +16, Spellcraft +18, Stealth +9 (+17 in water); Racial Modifiers+8 Climb, +8 Stealth (water only); Size Modifiers -8 Stealth Languages tongues, telepathy 100 ft. SQ Compression, freeze, sound mimicry ECOLOGY Environment Dar’Spelun Slugmarsh Organization solitary Treasure triple SPECIAL ABILITIES Babble (Su) A carrion crawler constantly mutters to itself, creating a hypnotic effect. All sane creatures within 50 feet of the carrion crawler must succeed at a DC 24 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the carrion crawler can approach it without breaking the effect, but an attack by the carrion crawler does end the effect. Creatures that successfully save cannot be affected by the same carrion crawler’s babble for 24 hours. This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based. Flung Arm (Su) A carrion crawler can fling parts of itself at prey. A carrion crawler’s flung arm attaches to any creature it hits, dragging it by ethereal energies back to its body’s cavernous maw. Any attached arms deas constrict damage to a creature it grapples. A flung arm has a +20 CMB and CMD 30, AC 20 and 13 hit points. No creature can be targeted by more than two flung arms at once.