Cloud Giant's Island

Cultists CR 2

Human rogue 1/cleric 1

NE Medium humanoid

Init +6; Senses Perception +6

AC 14, touch 12, flat-footed 12

(+2 armor, +2 Dex)

hp 12 (1d6+1d8+2)

Fort +3, Ref +4, Will +4

Spd 30 ft.

Melee mwk war razor +2 (1d4+1/18–20)

Special Attacks death touch 1/day (1d6 damage), sneak attack +1d6, rebuke undead 2/day (–1, 2d6)

Spells Prepared (CL 1st)

1st—command (DC 13), disguise selfD (DC 13), shield of faith

0—light, mending, virtue

D domain spell; Domains Death, Trickery

Tactics

During Combat A Cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.

Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.

Statistics

Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8

Mask

Aura faint necromancy [evil]; CL 3rd

Slot head; Price 1,500 gp

DESCRIPTION

This hideous mask resembles a patchwork deformed face, with one bulbous eye, a grimacing mouth of long teeth, and no noticeable nose.

When worn, the mask fills the wearer’s mind with hideous whispers and images of murder and violence. It heightens his ability to sense fear. He can smell the cold sweat brought on by terror and hear the thundering beating of a frightened heart. Further, fresh blood glows brightly to him, to the extent that he can see the shimmering traceries of living circulatory systems pumping away in the bodies of those around him.

These enhancements grant +2 competence bonuses on Perception checks made against creatures that aren’t immune to fear. Further, the ability to see so plainly the map of a target’s arteries and veins grants the wearer a +1 profane bonus on damage with slashing weapon attacks made against living creatures.

Wearing a skinsaw mask leaves hideous mental scars; when the mask is donned, the wearer takes 1 point of Charisma damage as his thoughts become tangled with images of murder. The mask cannot be removed by anyone not of evil alignment.

Construction

Requirements Craft Wondrous Item, deathwatch; Cost 750

gp, 60 XP

The Scarecrow CR 8

Lifespark elite flesh golem (MM 135; Advanced Bestiary 159)

CE Large construct

Init +1; Senses darkvision 60 ft., low-light vision; Listen +1, Spot +1

Defense

AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)

hp 79 (9d10+30)

Fort +3, Ref +4, Will +4; –2 against mind-affecting effects

Defensive Abilities construct traits; DR 5/adamantine

Offense

Spd 30 ft.

Melee +1 scythe +14/+9 (2d6+11/×4) or

2 slams +12 (2d8+7)

Space 10 ft.; Reach 10 ft.

Tactics

During Combat The Scarecrow does not pursue foes up the stairs, but it does chase after anyone who tries to escape into the Shadow district. Morale Although a construct and loyal to the cult, the Scarecrow values its life as well. If brought below 20 hit points it tries to escape into the water, where it remains for days until it feels brave enough to emerge and seek out someone it can bully into repairing its damage.

Statistics

Str 25, Dex 13, Con —, Int 12, Wis 13, Cha 10

Base Atk +6; Grp +17

Feats Martial Weapon Proficiency (scythe), Power Attack, Stealthy, Weapon Focus (scythe)

Skills Climb +19, Hide +16, Move Silently +15

Languages Common, Infernal

SQ open mind

Gear +1 scythe, cloak of elvenkind

Special Abilities

Immune to Magic (Ex) The Scarecrow is immune to any spell or spell-like ability that allows spell resistance. Any magical attack that deals cold or fire damage slows the Scarecrow for 2d6 rounds (no saving throw). Any magical attack that deals electricity damage breaks any slow effect on the Scarecrow and heals 1 point of damage for every 3 points of damage the attack would otherwise deal; excess hit points are gained as temporary hit points.

Open Mind (Ex) Unlike standard flesh golems, the Scarecrow is self-aware and possesses a personality, and it does not have a chance of going berserk. It is not immune to mind-affecting attacks, and in fact takes a –2 penalty on saving throws against mind-affecting effects.

Falling Bell CR 5

Type mechanical

Search DC 20; Disable Device DC 20

Effects

Trigger manual; Reset repair

Effect Falling bronze bell, targets 1d4 characters in area E1 or E2, Atk +15 (6d6 bludgeoning damage).

The bell breaks stairs in a 10-footlong swath wherever it hits a PC.

A character damaged by the bell falls into area E1, taking the appropriate falling damage, unless he makes a DC 15 Reflex save to cling to the stairs.