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.