A giant of a cyclops has risen to take over the dozens of cyclops tribes in the area. This cyclops king - Korrok Earthcrusher- has been able to reign the fighting cyclops under his banner - a shattered mountain.
5 tribes - Bonegrinders, Raxxin, The Cleft Eye, Morrisk Gundall, and Bloodeyes are under his control.
Bone grinders - 16 - leader - Jonkx - 7 dead - All dead
Raxxin - 10 - leader - Raxxin Skullcracker - All dead
The Broken Mountain - 15 - leader - Devastook the Mountain - Mighty Cyclops - 14 dead
Morrisk Gundall - 15 - leader Morrisk Gundall - All dead
Bloodeyes - 11 - Reerage - All Dead
Has slain 4 tribes - Underbreak, Ecckod, Mountain Rocks, Red Rock Ravagers
3 tribes - Oogot Gardar, Berserk Maw, and Sundered Rock not under his control
Oogot Gardar - 7 - leader - Oogot Gardar
Berserk Maw - 13 - Mad Igdarok
Sundered Rock - 17 - Weelk Blue Eyes
Korrok Earthcrusher - Great Cyclops
2 Bone Grinders
2 Raxxin
2 The Cleft Eye
2 Morrisk Gundall
2 Bloodeyes
Cyclops; CR: 5; XP: 1,600; Align: NE; Large humanoid (giant)
Init: -1; Senses: low-light vision; Perception +11
DEFENSE: AC: 19; TAC: 8; FFAC: 19; HD: 10d8+20; HP: 65; Saves: For: +9, Ref: +2, Will: +4; Defensive Abilities: ferocity
OFFENSE: Speed: 30 ft.; Melee: greataxe +11/+6 (3d6+7/x3); Ranged: heavy crossbow +5 (2d8/19-20); Space: 10 ft.; Reach: 10 ft.;
Statistics: Str: 21; Dex: 8; Con: 15; Int: 10; Wis: 13; Cha: 8; BAB: +7; CMB: +13; CMD: 22
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills: Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch) +9, Perception (W) +11, Profession (soothsayer) (W*)(c) +10, Ride (D)(c), Sense Motive (W) +5, Survival (W)(c) +6; Racial Modifiers: +8 Perception
Special Abilities:
Flash of Insight (Su): Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
Languages: Common, Cyclops, Giant
Special Qualities: flash of insight
Environment: any temperate or tropical
Organization: solitary or conclave (2-6) or tribe (7-18)
Treasure: standard (hide armor, Large greataxe, Large heavy crossbow, other treasure). 1,550gp
"A single huge eye stares from the forehead of this nine-foot-tall giant. Below this sole orb, an even larger mouth gapes like a cave."
Devastook the Mountain
Cyclops, Mighty; CR: 10; XP: 9,600; Align: NE; Large humanoid (giant)
Init: +4; Senses: low-light vision; Perception +11
DEFENSE: AC: 24; TAC: 13; FFAC: 24; HD: 10d8+20+100; HP: 165; Saves: For: +14, Ref: +7, Will: +9; Defensive Abilities: ferocity, Immune mind-affecting, paralysis, sleep; SR: 17
OFFENSE: Speed: 60 ft.; Melee: greataxe +21/+16 (3d6+12/x3); Ranged: heavy crossbow +15 (2d8+5/19-20/x3); Space: 10 ft.; Reach: 10 ft.;
Statistics: Str: 21; Dex: 8; Con: 15; Int: 10; Wis: 13; Cha: 8; BAB: +17; CMB: +23; CMD: 37
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Skills: Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch) +17, Perception (W) +11, Profession (soothsayer) (W*)(c) +15, Ride (D)(c), Sense Motive (W) +10, Survival (W)(c) +11; Racial Modifiers: +8 Perception
Special Abilities:
Flash of Insight (Su): Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
Languages: Common, Cyclops, Giant
Special Qualities: flash of insight
Environment: any temperate or tropical
Organization: solitary or conclave (2-6) or tribe (7-18)
Treasure: standard (hide armor, Large greataxe, Large heavy crossbow, other treasure), 5,450gp
"A single huge eye stares from the forehead of this twelve foot-tall giant. Above this sole orb, a curved horn grows from the creature’s massive brow. Two shaggy, ox-like legs that end in huge black hooves support its heavy frame."
Korrok Earthcrusher
Cyclops, Great; CR: 12; XP: 19,200; Align: CE; Huge humanoid (giant)
Init: +1; Senses: low-light vision; Perception +22
DEFENSE: AC: 26; TAC: 9; FFAC: 25; HD: 17d8+119; HP: 195; Saves: For: +12, Ref: +6, Will: +14;
OFFENSE: Speed: 50 ft.; Melee: masterwork greatclub +24/+19/+14 (3d8+19), gore +17 (1d8+6), or gore +23 (1d8+13), 2 slams +23 (2d6+13); Ranged: rock +11 (2d6+19); Space: 15 ft.; Reach: 15 ft.; Special Attacks: powerful charge (gore, 4d8+24), rock throwing (120 ft.);
Statistics: Str: 36; Dex: 13; Con: 25; Int: 7; Wis: 14; Cha: 8; BAB: +12; CMB: +27; CMD: 38
Feats: Awesome Blow, Cleave, Critical Focus, Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Staggering Critical
Skills: (2+Int/HD) Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Perception (W) +22, Profession ( ) (W*)(c), Ride (D)(c), Survival (W)(c); Racial Modifiers:
Special Abilities:
Flash of Brutality (Su): Once per day as a swift action, a great cyclops can gain a burst of savage of inspiration. When it does, it doubles the threat range of all weapons, natural attacks, and rock attacks it makes until the start of its next turn. Furthermore, once per day, when the great cyclops reaches 0 or fewer hit points and is conscious because of its Diehard feat, this ability recharges, allowing it to use the ability a second time that same day.
Languages: Common, Cyclops, Giant
Special Qualities: flash of brutality
Environment: any temperate or tropical
Organization: solitary, colony (2-5), or tribe (6-14)
Treasure: standard (masterwork greatclub, hide armor, other treasure), 9,000gp
"This misshapen but incredibly muscular humanoid has a single huge bloodshot eye set under a short, jagged horn on its brow."
Bunda Amiata - Baby Tiamat
Hydra; CR: 6; XP: 2,400; Align: N; Huge magical beast (fire)
Init: +1; Senses: low-light vision, scent; Perception +10
DEFENSE: AC: 15; TAC: 9; FFAC: 14; HD: 5d10+20; HP: 47; fast healing 5; Saves: For: +8, Ref: +7, Will: +3
OFFENSE: Speed: 20 ft., swim 20 ft.; Melee: 5 bites +6 (1d8+3); Space: 15 ft.; Reach: 10 ft.; Special Attacks: pounce, breath weapon (15-ft. cone, DC 16, 3d6 fire);
Statistics: Str: 17; Dex: 12; Con: 18; Int: 2; Wis: 11; Cha: 9; BAB: +5; CMB: +10; CMD: 21 (can't be tripped)
Feats: Combat Reflexes, Iron Will, Lightning Reflexes
Skills: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +10, Stealth (D)(c), Swim (S)(c) +11; Racial Modifiers: +2 Perception
Special Abilities:
Fast Healing (Ex): A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra’s body.
Hydra Traits (Ex): A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
Regenerate Head (Ex): When a pyrohydra’s head is destroyed, two heads regrow in 1d4 rounds. A pyrohydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or cold damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or cold damage from area attacks can affect stumps and the body simultaneously. A pyrohydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or cold.
Special Qualities: hyrda traits, regenerate head
Environment: deserts, volcanic mountains
Organization: solitary
Treasure: standard, 2,000gp
"Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster."
The Mint
Here it seems minting of coins is at hand. Oven, tongs, anvil bench, dies with the eye on one side and a broken mountain on the other. (The mountain is called Ice Dagger to the locals. It is located 5 days journey to the north.
Treasure - bubbling pot of gold - 500gp value
Gremlin Filcher; CR: 6; XP: 2,400; Align: CE; Small fey
Init: +5; Senses: low-light vision; Perception +15
DEFENSE: AC: 19; TAC: 17; FFAC: 13; HD: 1d6+2+6d8+12+6; HP: 50; Saves: For: +4, Ref: +10, Will: +7; SR: 17; DR: 5/cold iron; Defensive Abilities: evasion, trap sense +2, uncanny dodge; Weaknesses: light blindness
OFFENSE: Speed: 20 ft.; Melee: short sword +10 (1d4-2), bite +5 (1d4-2 or bite +10(1d4-2), 2 claws +10 (1d4-2; Special Attacks: sneak attack +4d6;
Spell-Like Abilities: (CL 5th):
3/day—phase door
Statistics: Str: 7; Dex: 21; Con: 15; Int: 16; Wis: 16; Cha: 13; BAB: +4; CMB: +1; CMD: 17
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse
Skills: Fey: (6+Int/HD) Acrobatics (D)(c) +15 (+11 jump), Bluff (Ch)(c) +11, Climb (S)(c) +8, Craft (traps) (I)(c) +13, Diplomacy (Ch)(c), Disable Device (D*)(c) +15, Disguise (Ch)(c), Escape Artist (D)(c) +15, Fly (D)(c), Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Perception (W)(c) +15, Perform ( ) (Ch)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c) +15, Stealth (D)(c) +19, Swim (S)(c), Use Magic Device (Ch*)(c)
Racial Modifiers: +2 Perception
Special Abilities:
Knot Expert (Ex): A gremlin treats its total Hit Dice as its base attack bonus when calculating its CMB to determine the Escape Artist check DC of any restraints it ties using ropes.
Phase Door (Sp): A gremlin can take only other gremlins through the passage and it cannot set triggering conditions to allow others to use the passage.
Languages: Common, Goblin, Sylvan
Special Qualities: rogue talents (fast stealth, ledge walker, quick disable), trapfinding
Environment:
Organization:
Treasure: Gear, short sword, 2000gp
"This creature resembles a goblin with long floppy ears, a pinched wrinkled face, nasty claws, a mouth full of sharp teeth and a wicked glint to its eyes."
Gremlin filchers are a force to be reckoned with (when it comes to securing your valuables or hiring one to secure someone else’s valuables). Their small size and high Stealth bonus allows them to easily slip unnoticed into most places. Their knack with ropes not only aids them in climbing into hard to reach spaces (which could be several given their small size), but also allows them to bind any person(s) who would stop them from their task at hand.