~~~~~~ THE MEETING HOUSE, and the DREAM EATER BELOW ~~~~~~~~~~~~ ZODIAC BELOW THAT ~~~~~ ARCHMAGE
~~~~
Mimic ( +4HD Fiendish Advanced x2 ) CR 9
XP 6400 NE Large aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size)
hp 159 (11d8+110)
Fort +11, Ref +8, Will +10;
DR 10/good; Immune acid; Resist cold 15, fire 15; SR 12;
OFFENSE
Speed 10 ft.
Melee slam +21 (2d6+14 plus adhesive)
Space 10 ft.Reach 10 ft.
Special Attacks constrict (slam, 1d8+6); Smite Good 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).
STATISTICS
Str 36, Dex 18, Con 29, Int 18, Wis 21, Cha 18;
Base Atk 9; CMB 17; CMD 32 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +18, Disguise +14, Knowledge (dungeoneering) +14, Perception +18;
Racial Modifiers +24 Disguise when mimicking objects
Languages Common SQ mimic object
ECOLOGY
Environment any Organization solitary Treasure incidental
SPECIAL ABILITIES
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive coated mimic is stuck fast unless the wielder succeeds on a DC 21 Reflex save. A successful DC 21 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC 4 Strength-based.
Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
Smite Good (Su)
Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.
Source: PFRPG Bestiary
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~~~THE FIEND AFFECTING THE ARCH MAGES DREAMS ~~~~~~~~~~~~~~~~~
Dream Spectre ( +2HD Fiendish Advanced x2 Half-Fiend ) CR 15
XP 51200
Any evil Medium outsider (native)
Init +14; Senses darkvision 60 ft., dreamsense 100 ft.; Perception +23
DEFENSE
AC 30, touch 25, flat-footed 18 (+4 deflection, +10 Dex, +1 dodge, +5 natural)
hp 97 (10d10+40)
Fort +10, Ref +16, Will +15;
Defensive Abilities incorporeal; DR 10/good, 5/magic; Immune poison; Resist cold 15, fire 15, acid 10, cold 10, electricity 10, fire 10; SR 26;
Weaknesses sunlight powerlessnes
OFFENSE
Speed fly 60 ft. (average)
Melee incorporeal touch +18 (1d4 plus 1d4 Charisma+5), bite +5 (1d6-4), 2 claw +5 (1d4-4)
Space 5 ft.Reach 5 ft.
Special Attacks Charisma damage, heart-stopping fear, nightmare, sleep; Smite Good 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests)., smite good 1/day
Spell-Like Abilities (CL 11) 3/day - darkness, poison (DC 24); 1/day - blasphemy (DC 27), contagion (DC 23), desecrate, unholy blight (DC 24);
STATISTICS
Str 2, Dex 30, Con 25, Int 25, Wis 28, Cha 30;
Base Atk 9; CMB 18; CMD 39 (can't be tripped)
Feats Alertness, Blind-Fight, Dodge, Combat Reflexes, Improved Initiative
Skills Bluff +21, Diplomacy +18, Fly +22, Intimidate +22, Knowledge (any one) +18, Knowledge (planes) +15, Perception +23, Sense Motive +23, Stealth +22, Survival +21
Languages Common, Dreamspeak
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Charisma Damage (Su) Any creature hit by a dream spectre's incorporeal touch attack takes 1d4 points of Charisma damage. At Charisma 0, the victim falls into a nightmare-filled coma until at least 1 point of Charisma is restored.
Sunlight Powerlessness (Ex) A dream spectre caught in sunlight cannot attack and is staggered.
Dreamsense (Su) A dream spectre can automatically pinpoint the presence of dreams within 100 feet. This ability only works against sleeping creatures. Heart-Stopping Fear (Su) By revealing its true form to a living creature, a dream spectre instills heart-stopping fear in its foe. A creature viewing the dream spectre must succeed on a DC 23 Will save or suffer a heart attack and be reduced to 0 hit points. On the next round the creature drops to -1 hit point and is dying. Whether or not the save is successful, that creature is immune to the heart-stopping fear attack of that dream spectre for one day. This ability only functions against creatures that are awake. The save DC 5 Charisma-based.
Nightmare (Su) As a full-round action, a dream spectre can touch a sleeping creature and warp and twist its dreams into violent, chaotic nightmares. An affected creature must succeed on a DC 23 Will save or be affected as by a nightmare spell. The save DC 5 Charisma-based.
Sleep (Su) As a full-round action, a dream spectre can induce sleep in a single creature it touches with its incorporeal touch attack. An affected creature must succeed on a DC 23 Will save or fall asleep for 1 minute. The save DC 5 Charisma-based., Smite Good(Su): Once per day it can add extra damage equal to its HD (maximum of +20) against a good foe.
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ZODIAC SHARDS ( +2HD Celestial Advanced x2 ) CR 8
XP 4800 N Medium fey
Init +5; Senses darkvision 60 ft.; environmental awareness, low-light vision; Perception +13
DEFENSE
AC 20, touch 15,
1. LEO fearless, berserk
2. AQUARIUS water blast
3. TAURUS ancestral bull rush
4. CAPRICORN charging horns
5. GEMINI mind link
6. CANCER DR 15/pierce
7. SCORPIO poison magic
flat-footed 15 (+5 Dex, +5 natural, +0 size)
hp 67 (5d6+50)
Fort +6, Ref +8, Will +10;
Defensive Abilities environmental awareness;
DR 5/evil; Resist acid 10, cold 10, electricity 10;
SR 11;
OFFENSE
Speed 20 ft.
Melee shortspear +14 (1d6+5 plus poison)
Ranged shortspear +6 (1d6-4 plus poison)
Space 6 ft.Reach 5 ft.
Spell-Like Abilities (CL 3rd) At will-blur
8. ARIES demonic arcana
9. LIBRA clerical magic
10. PISCES slippery grappler
11. SAGITARIUS mega archer
12. VIRGO charm anything
Special Attacks Smite Evil 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).
STATISTICS
Str 21, Dex 21, Con 21, Int 22, Wis 25, Cha 29;
Base Atk 1; CMB 15; CMD 22
Feats Skill Focus (Knowledge [nature]), Weapon Finesse
Skills Acrobatics +11, Climb +20, Craft (alchemy) +12, Escape Artist +11, Knowledge (nature) +15, Perception +13, Sense Motive +13, Stealth +11, Survival +11; Racial Modifiers +4 Acrobatics when jumping, +4 Survival
Languages Common, Elven, Sylvan
SQ forgetful presence
ECOLOGY
Environment any forests
Organization troop (2-8) or clan (10-100)
Treasure incidental
SPECIAL ABILITIES
Environmental Awareness (Ex) The very earth speaks to a forgotten one. A forgotten one has the benefits of tremorsense and blindsight within a 100-foot radius. It cannot be flanked or caught flat-footed.
Poison Use (Ex) Forgotten Ones are skilled in the use of poison and never risk accidentally poisoning themselves. Forgotten ones use a mixture of bee and spider venom on their spears that causes severe itching and soreness. Forgotten One Poison-injury; save Fort DC 21; frequency 1/hour for 24 hours; effect -1 (non-cumulative) penalty on attack rolls, skill checks, and saving throws, if the target fails at least 8 saves it also takes 1 point of Con damage; cure 1 save. Humanoids and monstrous humanoids have a 5% chance of being severely allergic to forgotten one poison. The effects of a failed save are as above, but the penalty is -2 rather than -1, and 1d3 Con damage.
Forgetful Presence (Su) Three times per day, a forgotten one can cause any creature within 20 feet of it to forget an encounter with it as per a modify memory spell with the restriction that it can only remove memories specifically dealing with the forgotten one. Opponents that succeed on a DC 26 Will save avoid the effects. Opponents that make the save are immune to the forgetful presence of that forgotten one for 24 hours. The save DC 10 Charisma-based.
Source: Tome of Horrors Complete