Nirrigil White Fang
Gnoll Cleric, 11th level; CR: 12; XP: 19,200; Gnoll female cleric 11 Align: CE; Medium humanoid (gnoll)
Init: -1; Senses: darkvision 60 ft.; Perception +8
DEFENSE: AC: 22; TAC: 10; FFAC: 22; HD: 13d8+37; HP: 95; Saves: For: +13, Ref: +3, Will: +13;
OFFENSE: Speed: 20 ft.; Melee: +1 falchion +15/+10 (2d4+7/18-20), +1 spear +14/+9 (1d8+5/x3); Ranged: +1 spear +9 (1d8+5/x3); Special Attacks: channel negative energy 7/day (DC 17, 6d6), might of the gods (+11, 11 rounds/day), scythe of evil (5 rounds 1/day);
Domain Spell-Like Abilities: (CL 11th, concentration +14)
6/day - strength surge (+5), touch of evil (5 rounds)
Cleric Spells Prepared: (CL 11th, concentration +14)
6th - stoneskinD, summon monster VI
5th - breath of life, righteous mightD, slay living (DC 18)
4th - confusion (DC 17), divine power, freedom of movement, unholy blightD (DC 17)
3rd - bestow curse (DC 16), blindness (DC 16), cure serious wounds, magic vestmentD, vision of hell (DC 16), wind wall
2nd - aid, blinding ray (DC 15), bull's strengthD, death knell (DC 15), hold person (DC 15), sound burst (DC 15)
1st - cause fear (DC 14), enlarge person (DC 14), entropic shield, forbid action (DC 14), protection from goodD
0 - at will - bleed (DC 13), detect magic, read magic, stabilize
D domain spell; Domains Evil, Strength
Statistics: Str: 18; Dex: 8; Con: 14; Int: 8; Wis: 16; Cha: 14; BAB: +9; CMB: +13; CMD: 23
Feats: Cleave, Combat Casting, Extra Channel, Iron Will, Power Attack, Selective Channeling, Weapon Focus (falchion)
Skills: (2+Int): Appraise (I)(c), Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch), Handle Animal (Ch*)(c), Heal (W)(c), Knowledge (Arcana) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W) +8, Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Spellcraft (I*)(c) +10, Survival (W)(c)
Languages: Gnoll
Treasure: NPC Gear (wand of cure moderate wounds (20 ch), +2 chainmail, +1 falchion, +1 spear, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, silver holy symbol, granite and diamond dust (750gp), 448gp)
Bleholda Ranxx
Gnoll Antipaladin, 10th level; CR: 11; XP: 12,800; Gnoll male antipaladin 10 Align: CE; Medium humanoid (gnoll)
Init: +0; Senses: darkvision 60 ft.; Perception +1; Aura: cowardice (10 ft.), despair (10 ft.)
DEFENSE: AC: 21; TAC: 10; FFAC: 21; HD: 2d8+10d10+46; HP: 122; Saves: For: +16, Ref: +5, Will: +12; Immune: disease
OFFENSE: Speed: 20 ft.; Melee: +1 human-bane falchion +17/+12/+7 (2d4+7/15-20);
Special Attacks: channel negative energy (DC 16, 5d6), smite good 4/day (+1 attack and AC, +10 damage)
Antipaladin Spell-Like Abilities: (CL 10th, concentration +11)
At will - detect good
Antipaladin Spells Prepared: (CL 10th, concentration +11)
2nd - bull's strength
1st - doom (DC 12), litany of sloth, protection from good
Statistics: Str: 19; Dex: 10; Con: 18; Int: 6; Wis: 12; Cha: 13; BAB: +11; CMB: +15; CMD: 25
Feats: Cleave, Great Cleave, Improved Critical (falchion), Iron Will, Power Attack, Weapon Focus (falchion)
Skills: (2+Int): Bluff (Ch)(c), Climb (S)(c), Craft ( ) (I)(c), Disguise (Ch)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch)(c) +16, Knowledge (Religion) (I*)(c), Perception (W) +1, Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c), Survival (W)(c)
Languages: Gnoll
Special Qualities: cruelties (fatigued, nauseated, staggered), fiendish boon (weapon +2, 2/day), touch of corruption (6/day, 5d6)
Treasure: NPC Gear (potion of cure moderate wounds, +1 full plate, +1 human-bane falchion, belt of mighty constitution +2, cloak of resistance +1), 125gp
Chamber of Wings - 3 Baykok's hunt ghouls (and anything else) who enter this chamber.
Baykok; CR: 9; XP: 6,400; Align: NE; Medium undead
Init: +10; Senses: darkvision 60 ft., Perception +18
DEFENSE: AC: 24; TAC: 17; FFAC: 17; HD: 15d8+30; HP: 97; Saves: For: +7, Ref: +11, Will: +9; Immune undead traits
OFFENSE: Speed: 30 ft., fly 60 ft. (good); Melee: 2 claws +14 (1d6+3); Ranged: +1 adaptive composite longbow +20/+15/+10 (1d8+4/19-20/x3 plus 1d6 negative energy and paralysis); Special Attacks: devour soul, dread howl, infused arrows; Spell-Like Abilities: ;
Statistics: Str: 17; Dex: 22; Con: -; Int: 11; Wis: 10; Cha: 15; BAB: +11; CMB: +14; CMD: 31
Feats: Dodge, Improved Critical (composite longbow), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (composite longbow)
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c) +28, Intimidate (Ch)(c) +20, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +18, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +24,
Special Abilities:
Devour Soul (Su): A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a DC 19 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect. The save DC is Charisma-based.
Dread Howl (Su): Once per day, a baykok can unleash a blood-curdling howl. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a DC 19 Will save. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect. The DC is Charisma-based.
Infused Arrows (Su): A baykok creates arrows of bone as it fires its bow—it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. Further, the first creature struck in a round by a baykok’s arrow must make a DC 19 Fortitude save to avoid being paralyzed for 1d3 rounds. A baykok can fire normal arrows from its bow if it wishes—such arrows, however, do not gain the special negative energy damage or paralysis effects. The DC is Charisma-based.
Languages: Common
Environment: any
Organization: solitary, gang (2-5), or flight (6-12)
Treasure: standard (+1 composite longbow [+3 Str], other treasure), 2250gp
"This howling corpse swoops through the air with hideously elongated legs and a bow made of bone."
Coins: 17 pp, 746 gp, 690 sp, 2324 cp
Gems (2656 gp): Agate (9 gp), Amber (130 gp), Amethyst (120 gp), Azurite (11 gp), 2 x Black Pearl (450 gp), Chrysoberyl (80 gp), Citrine (40 gp), Deep Blue Spinel (100 gp), Green Spinel (55 gp), Green Spinel (60 gp), Hematite (7 gp), Jasper (50 gp), Onyx (35 gp), Onyx (65 gp), Peridot (50 gp), Pyrite (9 gp), Rose Quartz (35 gp), 2 x Rose Quartz (50 gp), 2 x Topaz (400 gp)
Miscellaneous (344 gp 3 sp 6 cp) : Altar (30 gp), Armchair (10 gp), Bag of Chalk (1 sp, 1/2 lb), 26 x Bag of Common Spice (1 gp, 1 lb), 36 x Bag of Dried Mushrooms (1 gp, 1 lb), 3 x Bag of Iron Nails (5 sp, 1 lb), Bag of Rare Spice (10 gp, 1 lb), Barrel (2 gp, 30 lb), 17 x Bedroll (1 sp, 5 lb), 9 x Bolt of Canvas (1 gp, 10 lb), Bottle of Brandywine (5 gp, 4 lb), 2 x Bottle of Common Wine (1 sp, 4 lb), Bottle of Honey (4 sp, 4 lb), 11 x Box of 20 Arrowheads (5 sp, 1 lb), Box of 20 Candles (2 sp, 1 lb), 10 x Box of Charcoal (1 sp, 20 lb), Cheap Wig (1 sp), Chest (10 gp), 32 x Chisel (5 sp, 2 lb), Clay Pitcher (2 cp, 5 lb), Courtier's Outfit (30 gp, 6 lb), 2 x Fishing Net (4 gp, 5 lb), Flask of Oil (1 sp, 1 lb), 2 x Hammer (5 sp, 2 lb), 13 x Handsaw (3 gp, 5 lb), 12 x Hemp Rope (50') (1 gp, 10 lb), 16 x Iron Bar (1 sp, 5 lb), Ladder (10') (2 sp, 20 lb), 6 x Large Iron Box (2 gp, 100 lb), Miner's Pick (3 gp, 10 lb), Mortar and Pestle (5 gp, 2 lb), Piton (1 sp, 1/2 lb)
34 x Pole (10') (5 cp, 8 lb), 2 x Pouch of Tobacco (5 sp, 1 lb), Rack of Firewood (1 sp, 200 lb), Sack of Wheat (5 sp, 50 lb), Scroll Case (1 gp, 1/2 lb), Sickle (1 gp, 2 lb), 2 x Sled (20 gp, 300 lb), 2 x Sledge (1 gp, 10 lb), Small Cask of Oil (8 sp, 5 lb), Small Cask of Pickled Fish (2 gp, 5 lb), Small Cask of Sausages (1 gp, 5 lb), 49 x Small Cask of Wax (2 sp, 5 lb), 3 x Small Glass Rod (1 sp), Small Iron Box (1 gp, 20 lb), Small Wooden Chest (1 gp, 10 lb), Tiny Wooden Box (5 sp, 1 lb), 2 x Waterskin (1 gp, 1/2 lb), 22 x Whetsone (2 cp, 1 lb), Wooden Holy Symbol (1 gp), Wool Cloak (5 sp, 3 lb)
Magic: buffering cap (2,000gp), long arm bracers (7,200gp), western star ioun stone (2,000gp), Oil of Remove Paralysis (cr, 300 gp), Potion of Magic Fang (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Beast Shape I (cr, 375 gp), Scroll of Bestow Weapon Proficiency (uc, 150 gp), Scroll of Identify (cr, 25 gp), Wand of Goodberry (cr, 750 gp), Wand of Magic Weapon (cr, 750 gp), Wand of Reduce Person (cr, 750 gp) (inscription provides clue to function)
Elemental, Fire, Huge; CR: 7; XP: 3,200; Align: N; Huge outsider (elemental, extraplanar, fire)
Init: +11; Senses: darkvision 60 ft.; Perception +13
DEFENSE: AC: 21; TAC: 16; FFAC: 13; HD: 10d10+30; HP: 85; Saves: For: +10, Ref: +14, Will: +5; DR: 5/-; Immune elemental traits, fire; Weaknesses vulnerability to cold
OFFENSE: Speed: 60 ft.; Melee: 2 slams +15 (2d6+4 plus burn); Space: 15 ft.; Reach: 15 ft.; Special Attacks: burn (2d6, DC 18); Spell-Like Abilities: ;
Statistics: Str: 18; Dex: 25; Con: 16; Int: 6; Wis: 11; Cha: 11; BAB: +10; CMB: +16; CMD: 34
Feats: Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Skills: Outsider (6+Int/HD): Acrobatics (D) +16, Bluff (Ch)(c), Climb (S) +13, Craft ( ) (I)(c), Escape Artist (D) +16, Intimidate (Ch) +9, Knowledge (Planes) (I*)(c) +7, Perception (W)(c) +13, Sense Motive (W)(c), Stealth (D)(c)
Special Abilities:
Burn (Ex): A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Languages: Ignan
Special Qualities:
Environment: any (Plane of Fire)
Organization: solitary, pair, or gang (3–8)
Treasure: none
"This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn."
Elemental, Fire, Large; CR: 5; XP: 1,600; Align: N; Large outsider (elemental, extraplanar, fire)
Init: +9; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 19; TAC: 15; FFAC: 13; HD: 8d10+16; HP: 60; Saves: For: +8, Ref: +11, Will: +4; DR: 5/-; Immune elemental traits, fire; Weaknesses vulnerability to cold
OFFENSE: Speed: 50 ft.; Melee: 2 slams +12 (1d8+2 plus burn); Ranged: ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: burn (1d6, DC 16); Spell-Like Abilities: ;
Statistics: Str: 14; Dex: 21; Con: 14; Int: 6; Wis: 11; Cha: 11; BAB: +8; CMB: +11; CMD: 27
Feats: Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Skills: Outsider (6+Int/HD): Acrobatics (D) +14, Bluff (Ch)(c), Climb (S) +9, Craft ( ) (I)(c), Escape Artist (D) +12, Intimidate (Ch) +9, Knowledge (Planes) (I*)(c) +5, Perception (W)(c) +11, Sense Motive (W)(c), Stealth (D)(c) +
Special Abilities:
Burn (Ex): A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Languages: Ignan
Special Qualities:
Environment: any (Plane of Fire)
Organization: solitary, pair, or gang (3–8)
Treasure: none
"This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn."
Geist; CR: 9; XP: 6,400; Align: CE; Medium undead (incorporeal)
Init: +9; Senses: darkvision 60 ft.; Perception +17
DEFENSE: AC: 20; TAC: 20; FFAC: 15; HD: 12d8+60; HP: 114; Saves: For: +9, Ref: +9, Will: +10; Defensive Abilities: channel resistance +4, incorporeal, Immune: undead traits; Weaknesses: sunlight powerlessness
OFFENSE: Speed: fly 40 ft. (perfect); Melee: incorporeal bite +14 (1d6 negative energy plus 1d4 Con); Special Attacks: spiritual manipulation, terrifying laughter (30 ft.; DC 21)
Statistics: Str: -; Dex: 20; Con: -; Int: 15; Wis: 15; Cha: 21; BAB: +9; CMB: +14; CMD: 29
Feats: Blind-Fight, Combat Reflexes, Flyby Attack, Improved Initiative, Skill Focus(Stealth), Weapon Finesse
Skills: Undead: (4+Int/HD) Bluff (Ch) +17, Climb (S)(c), Disguise (Ch)(c), Fly (D)(c) +18, Intimidate (Ch)(c) +20, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c) +15, Perception (W)(c) +17, Sense Motive (W)(c) +17, Spellcraft (I*)(c), Stealth (D)(c) +26,
Special Abilities:
Spiritual Manipulation (Su): Geists have the ability to take control of haunts. When a geist enters a haunt’sarea of effect, the geist can immediately attempt to take over the haunt by making a Charisma check. If the result of the Charisma check is equal to or greater than the haunt’s CR, the geist takes over the haunt and maintains control as long as the geist remains within 1 mile. If the geist’s attempt to take control of a haunt fails, the geist must retreat from the haunt’s area of effect and cannot attempt to take control of the haunt again for 24 hours. When a geist controls a haunt, it can activate or suppress the haunt’s effects as a free action and the haunt automatically resets in half its normal time. A haunt under a geist’s control can still be neutralized when reduced to 0 hit points, but it cannot be permanently put to rest until the geist that controls it is destroyed. A geist can control a number of haunts up to its Charisma modifier at one time (usually five).
Terrifying Laugh (Su): Once per minute, a geist can unleash a terrifying laugh as a standard action. The laughter lasts until the beginning of the geist’s next turn. All creatures within 30 feet of the geist when it begins to laugh, as well as all creatures that end their turn within that radius, must succeed at a DC 21 Will save or be panicked. The save is required only once per laugh. Those who succeed at their saving throws need not save against the same geist’s terrifying laughter for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Languages: Abyssal, Common
Special Qualities:
Environment: any (haunted sites or ruins)
Organization: solitary or haunting (2–7)
Treasure: incidental
"This disembodied phantom wears black robes that swirl around a maw of sharp teeth."
Ghoul, Cinder; CR: 7; XP: 3,200; Align: CE; Large undead (fire)
Init: +9; Senses: darkvision 60 ft.; Perception +12
DEFENSE: AC: 20; TAC: 14; FFAC: 15; HD: 8d8+40; HP: 64; Saves: For: +6, Ref: +11, Will: +7; DR: 10/magic; Immune fire, precision damage, undead traits; Weaknesses vulnerable to cold
OFFENSE: Speed: fly 40 ft. (perfect); Melee: 2 slams +11 (1d8+3 plus burn plus energy drain); Space: 10 ft.; Reach: 5 ft.; Special Attacks: burn (1d6, DC 18), energy drain (1 level DC 18), smoke inhalation
Statistics: Str: 16; Dex: 20; Con: -; Int: 4; Wis: 12; Cha: 19; BAB: +5; CMB: +8; CMD: 23
Feats: Improved Initiative, Lightning Reflexes, Toughness, Weapon Finesse
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c) +11, Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c)+12, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c),
Special Abilities:
Smoke Inhalation (Su): As a full-round action, a cinder ghoul can attempt to force some of its smoky form into the lungs of an adjacent living opponent. The target must succeed on a DC 18 Fortitude save or inhale part of the creature. Smoke inside the victim’s lungs burns the tissues and organs, dealing 1 point of Constitution damage each round for 1d4+2 rounds. The affected creature can attempt another Fortitude save each round to cough out the burning residue and stop the Constitution damage. The save DC is Charisma-based.
Smoke Form (Ex): A cinder ghoul’s natural form is similar to a gaseous form spell, though it retains its natural armor bonus, all attacks, and can use its supernatural abilities. It is able to fly naturally but is subject to the effects of wind (though it cannot be dispersed and takes no damage from wind). A cinder ghoul cannot enter water or other liquids and cannot pass through small holes or narrow openings.
Languages: Common (cannot speak)
Special Qualities: smoke form
Environment: any
Organization: solitary, gang (2-5) or mob (6-11)
Treasure: none
"This creature is a swirling, humanoid cloud of burning ash and charred body parts. A red glow of burning embers can be glimpsed floating within the mass. This creature reeks of smoke and burnt flesh."
Ghoul, Leng; CR: 10; XP: 9,600; Align: CE; Medium undead (extraplanar)
Init: +7; Senses: darkvision 60 ft.; Perception +20
DEFENSE: AC: 25; TAC: 17; FFAC: 18; HD: 12d8+72; HP: 126; Saves: For: +10, Ref: +11, Will: +13; Defensive Abilities: channel resistance +4; Immune: cold, undead traits
OFFENSE: Speed: 30 ft.; Melee: bite +16 (1d8+7 plus disease and paralysis), 2 claws +17 (1d6+7 plus paralysis); Special Attacks: rend (2 claws, 1d6+10), sneak attack +2d6
Statistics: Str: 24; Dex: 24; Con: -; Int: 17; Wis: 20; Cha: 23; BAB: +9; CMB: +16 (+18 vs. trip); CMD: 33 (35 vs. trip)
Feats: Combat Expertise, Combat Reflexes, Improved Feint, Improved Trip, Lunge, Weapon Focus (claws)
Skills: Undead: (4+Int/HD) Acrobatics (D) +19, Climb (S)(c) +30, Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c) +12, Knowledge (Dungeoneering) (I*)+12, Knowledge (Planes) (I*) +12, Knowledge (Religion) (I*)(c) +12, Perception (W)(c) +20, Sense Motive (W)(c) +20, Spellcraft (I*)(c), Stealth (D)(c) +22,
Special Abilities:
Disease (Ex): Leng Ghoul Fever: Bite— injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Erudite (Ex): All Knowledge skills are class skills for Leng ghouls. In addition, a Leng ghoul can cast spells from any magic scroll as if it had the spells on its spell list. It automatically succeeds at the caster level check necessary to use the scroll.
Paralysis (Ex): A successful DC 22 Fortitude save negates a Leng ghoul’s paralysis. At the end of each round after the first, the victim can attempt a new DC 22 Fortitude saving throw to end the paralysis effect; the effect is otherwise permanent. Once the effect ends, the victim is staggered for 1 round.
Languages: Aklo, Common
Special Qualities: erudite
Environment: any
Organization: solitary, pair, or cult (3–8)
Treasure: standard, 5,450gp
"This semi-canine humanoid has rancid green flesh and hoof like feet, yet its eyes sparkle with the gleam of intelligence."
Hall of Traps - 4 Deathtrap Oozes exist down here (was one but split)
Deathtrap Ooze; CR: 8; XP: 4,800; Align: N; Large ooze
Init: -4; Senses: Perception -5
DEFENSE: AC: 10; TAC: 5; FFAC: 10; HD: 12d8+72; HP: 126; Saves: For: +10, Ref: +0, Will: -1; Immune acid, ooze traits
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: slam +13 (2d6+6 plus 2d6 acid and grab); Space: 10 ft.; Reach: 10 ft.; Special Attacks: constrict (2d6+6 plus 2d6 acid);
Statistics: Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1; BAB: +9; CMB: +15 (+19 grapple); CMD: 21 (can't be tripped)
Special Abilities:
Acid (Ex): A deathtrap ooze secretes acid that dissolves only flesh. Creatures made of materials other than flesh are immune to this acid.
Trap Form (Su): Taking 1 minute to do so, a deathtrap ooze can assume the form of any Medium or Large mechanical trap that has no more than one moving part (excluding pits). The ooze can maintain this form indefinitely. The trap it can assume the form of must be of a CR equal to or less than that of the deathtrap ooze itself—appropriate traps include the swinging axe trap (CR 1), the wall scythe trap (CR 4), and the falling block trap (CR 5). In trap form, the ooze uses its attack bonus, but otherwise functions as the emulated trap and uses that trap’s statistics and damage. If a creature searching for traps exceeds the DC to find the ooze’s trap form, a successful follow-up DC 19 Knowledge (dungeoneering) check allows the creature that discovered the trap to discern its true nature. If the ooze takes any damage, it reverts to its normal form as a free action. Otherwise, reverting to its normal form takes a swift action.
Languages:
Special Qualities:
Environment: any underground
Organization: solitary
Treasure: none
"The killing blade of this horrific trap drips with an animated sheen of foul brown-orange slime."
Treasure: Rod of Enlarge Metamagic (11,000gp) - golden rod
Sootwing Bat; CR: 1/2; XP: 200; Align: CE; Tiny undead
Init: +1; Senses: blindsense 20 ft. Perception +5
DEFENSE: AC: 14; TAC: 13; FFAC: 13; HD: 2d8-2; HP: 7; Saves: For: -1, Ref: +1, Will: +4; Defensive Abilities: channel resistance +2; Immune undead traits
OFFENSE: Speed: 5 ft., fly 40 ft. (good); Melee: bite +4 (1d3-3 plus disease and paralysis); Space: 2 1/2 ft; Reach: 0 ft.; Special Attacks: disease (DC 10), paralysis (1d4+1 rounds, DC 10, elves are immune to this effect);
Statistics: Str: 5; Dex: 12; Con: -; Int: 2; Wis: 13; Cha: 8; BAB: +1; CMB: +0; CMD: 7
Feats: Weapon Finesse
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c) +9, Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +5 (+9 when using blindsense), Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c), Racial Modifiers: +4 Perception when using blindsense
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 10; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Environment: any land
Organization: solitary or colony (4-12)
Treasure: none
Ghoul Hound; CR: 1; XP: 400; Align: CE; Medium undead
Init: +6; Senses: darkvision 60 ft., Perception +6
DEFENSE: AC: 14; TAC: 12; FFAC: 12; HD: 2d8+4; HP: 13; Saves: For: +2, Ref: +2, Will: +5; Defensive Abilities: channel resistance +2; Immune undead traits
OFFENSE: Speed: 50 ft.; Melee: bite +5 (1d6+6 plus disease, paralysis, and trip); Special Attacks: disease (DC 13), paralysis (1d4+1 rounds, DC 13, elves are immune to this effect);
Statistics: Str: 18; Dex: 15; Con: ; Int: 2; Wis: 14; Cha: 14; BAB: +1; CMB: +5; CMD: 17 (21 vs. trip)
Feats: Improved Initiative
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +6, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +6,
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Environment: any land
Organization: solitary, guard (2-4 plus 2-4 ghouls) or pack (4-6, plus 2-4 ghouls)
Treasure: none
Ghoul Hound, Giant (Grathkall); CR: 2; XP: 600; Align: CE; Large undead
Init: +6; Senses: darkvision 60 ft., Perception +6
DEFENSE: AC: 16; TAC: 11; FFAC: 15; HD: 2d8+8; HP: 17; Saves: For: +2, Ref: +1, Will: +5; Defensive Abilities: channel resistance +2; Immune undead traits
OFFENSE: Speed: 50 ft.; Melee: bite +5 (1d8+8 plus disease, paralysis, and trip); Special Attacks: disease (DC 13), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)
Statistics: Str: 22; Dex: 13; Con: ; Int: 2; Wis: 14; Cha: 18; BAB: +1; CMB: +8; CMD: 20 (24 vs. trip)
Feats: Improved Initiative
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +6, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +6,
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Environment: any land
Organization: solitary, guard (2-4 plus 2-4 ghouls) or pack (4-6, plus 2-4 ghouls)
Treasure: none
Heevetta Zeech
Ghoul Monarch; CR: 12; XP: 19,200; Ghoul sorcerer 12 Align: CE; Medium undead
Init: +10; Senses: darkvision 60 ft.; Perception +20
DEFENSE: AC: 19; TAC: 17; FFAC: 13; HD: 2d8+12d6+110; HP: 161; Saves: For: +2, Ref: +2, Will: +5; Special: channel resistance +2; Resist Cold 10; Immune undead traits
DEFENSE (with false life, mage armor, nondetection): AC: 23, TAC: 17, FFAC: 17; (14 HD; 2d8+12d6+125); HP: 176; nondetection
OFFENSE: Speed: 30 ft., burrow 10ft..; Melee: bite +13 (1d6+1 plus disease and paralysis), 2 claws +13 (1d6+1 plus paralysis); Special Attacks: disease (DC 23), paralysis (1d4+1 rounds, DC 23, elves are immune to this effect), ravenous frenzy (12/day)
Sorcerer Spells Known (CL 12th; concentration +18)
6th (4/day) - mislead (DC 22), move earth
5th (6/day) - dominate person (DC 21), hungry earth (DC 21), suffocation (DC 21)
4th (7/day) - beast shape II, black tentacles, dimension door, fear
3rd (7/day) - gaseous form, lightning bolt (DC 19), nondetection, stinking cloud (DC 19), vampiric touch
2nd (8/day) - alter self, command undead (DC 18), false life, feast of ashes (DC 18), invisibility, mirror image
1st (8/day) - burning hands (DC 17), grease (DC 17), mage armor, obscuring mist, ray of enfeeblement (DC 17), silent image
0 (at will) - arcane mark, dancing lights, daze (DC 16), detect magic, light, mage hand, prestidigitation (DC 16), ray of frost, read magic
Bloodline ghoul
Statistics Str 13, Dex 22, Con —, Int 15, Wis 16, Cha 22; BAB: +7; CMB +8; CMD 25
Feats: Eschew Materials, Improved Initiative, Lightning Reflexes, Old as Dirt, Quicken Spell, Sleeper, Toughness, Warren Digger, Weapon Finesse
Skills: Undead/Sorcerer (2+Int): Appraise (Int)(c), Bluff (Cha)(c) +13, Climb (S)(c), Craft (Int)(c), Disguise (Ch)(c), Fly (Dex)(c), Intimidate (Cha)(c) +23, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +20, Profession (Wis)(c), Sense Motive (W)(c), Spellcraft (Int)(c) +19, Stealth (D)(c) +28, and Use Magic Device (Cha)(c)
Languages: Common, Draconic, Undercommon
Special Qualities: bloodline arcana (heal when casting necromancy spells)
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 23; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (potions of inflict moderate wounds (2), scroll of magic jar, scroll of teleport, +2 silken ceremonial armor, belt of incredible dexterity +2, headband of alluring charisma +2, ring of protection +1, stalker’s mask), 470 gp
Nefgor of Mirth
Red Jester; CR: 10; XP: 9,600; Align: CN; Medium undead
Init: +8; Senses: darkvision 60 ft.; Perception +15
DEFENSE: AC: 24; TAC: 14; FFAC: 20; HD: 15d8; HP: 67; Saves: For: +5, Ref: +9, Will: +11; SR: 21, Defensive Abilities: channel resistance +4; unassailable mind; DR: 10/magic; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: +2 light mace of merriment +17 (1d6+4 plus merriment) or 2 slams +13 (1d4+2); Ranged: jester's deck +15 (see below); Space: 5 ft.; Reach: 5 ft.; Special Attacks: fear cackle, jester's deck, merriment; Spell-Like Abilities: ;
Statistics: Str: 15; Dex: 18; Con: -; Int: 15; Wis: 14; Cha: 16; BAB: +11; CMB: +13; CMD: 27
Feats: Ability Focus (fear cackle), Catch Off-Guard, Dodge, Improved Initiative, Mobility, Spring Attack, Throw Anything, Weapon Finesse
Skills: Undead: (4+Int/HD) Acrobatics (D) +17, Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c) +16, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +15, Perform (act)(Ch) +16, Perform (comedy)(Ch) +20, Perform (oratory)(Ch) +16, Sense Motive (W)(c) +15, Sleight of Hand (D*) +17, Spellcraft (I*)(c), Stealth (D)(c) +17,
Racial Modifiers: +4 Perform (comedy)
Special Abilities:
Fear Cackle (Su): A red jester can unleash a fear-inducing cackle as a free action. All creatures within 60 feet that hear it must make a successful DC 22 Will save or become panicked for 2d4 rounds. Panicked creatures suffer a -2 morale penalty on saves and flee (if possible). A panicked creature has a 50% chance to drop what it’s holding. If cornered or unable to flee, a panicked creature cowers. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that red jester’s fear cackle for one day. The save DC is Charisma-based.
Jester’s Deck (Su): The red jester uses a deck of playing cards in combat that functions as a deck of many things. Once per round, as a standard action, the red jester can draw a single card and throw it at an opponent to a range of 20 feet. This requires a successful ranged touch attack. If successful, the card takes effect that round and affects the target just as if he had drawn a card from a deck of many things. A red jester can draw the same card more than once. The playing cards only function in the hands of a red jester. To anyone else, they are merely normal playing cards.
Merriment (Su): If a red jester strikes an opponent with its mace, the creature must make a successful DC 20 Will save or fall to the ground laughing for 1d3 rounds. The opponent is not helpless, but is unable to move or act for the duration. A mace of merriment functions only in the hands of a red jester. In the hands of any other creature it functions as a masterwork light mace.
Unassailable Mind (Ex): The mind of a red jester is a twisted and dangerous place to journey. Being undead, it is immune to all mind-influencing effects and should a creature target the mind of a red jester with such an effect (including psionics, telepathy, or the like), the creature attempting to invade the red jester’s mind must make a successful DC Will save or suffer the effects of an insanity spell (caster level 15th). The save DC is Charisma-based.
Languages: Common plus any 2
Special Qualities:
Environment: any
Organization: solitary
Treasure: standard; Gear (jester’s deck; Other Gear +2 light mace of merriment); 5,450gp
"A horrid walking corpse appears, arrayed in brightly colored clothes, floppy shoes, and a bright red jester’s hat complete with jingling bells sewn to the ends of the cap. The rigor mortis seems to have permanently pulled the creature’s face into a broad and horrific grin."
Vallareen D'Errstel
Ghoul Commander; CR: 8; XP: 4,800; Ghoul Antipaladin 7 Align: CE; Medium undead
Init: +3; Senses: darkvision 60 ft.; Perception +15, Aura cowardice (10 ft.)
DEFENSE: AC: 21; TAC: 13; FFAC: 18; HD: 2d8+7d10+52; HP: 99; Saves: For: +13, Ref: +9, Will: +15; Special: channel resistance +2; Immune disease, undead traits
OFFENSE: Speed: 20 ft.; Melee: masterwork greateaxe +15/+10 (1d12+7/19-20/x3), bite +8 (1d6+2 plus disease and paralysis) or bite +13 (1d6+5 plus disease and paralysis), 2 claws +13 (1d6+5 plus paralysis); Ranged: masterwork composite shortbow +12/+7 (1d6+5/x3); Special Attacks: channel negative energy (DC 17, 4d6), disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect), smite good 3/day (+4 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th, concentration +11)
At Will - detect good
Antipaladin Spells Prepared (CL 4th; concentration +11)
1st - disguise self, inflict light wounds (DC 15)
2nd - desecrate
Statistics: Str: 20; Dex: 17; Con: - ; Int: 13; Wis: 16; Cha: 18; BAB: +8; CMB: +13; CMD: 26
Feats: Cleave, Improved Critical (greataxe), Power Attack, Toughness, Weapon Focus (greataxe)
Skills: Undead/Antipaladin (2+Int): Bluff (Ch)(c) +11, Climb (S)(c), Craft ( ) (I)(c), Disguise (Ch)(c), Fly (D)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +16, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +15, Profession ( ) (W*)(c), Ride (D)(c) +12, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c)
Languages: Common, Undercommon
Special Qualities: cruelties (fatigued, staggered), fiendish boon (fiendish dire boar servant), touch of corruption 7/day (3d6)
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (scroll of inflict serious wounds, mwk breastplate, mwk composite shortbow, arrows (20), mwk greataxe, belt of giant strength +2), 79 gp
Fiendish Dire Boar Servant; CR: -; XP: -; Align: N; Large animal
Init: +4; Senses: low-light vision, scent; Perception +12
DEFENSE: AC: 15 ; TAC: 9 ; FFAC: 15; HD: 5d8+20; HP: 42; Saves: For: +7 , Ref: +4, Will:+2; Defensive Abilities: ferocity
OFFENSE: Speed: 40 ft. ; Melee: gore +8 melee (2d6+9);
Statistics: Str: 23 ; Dex: 10 ; Con: 17 ; Int: 2 ; Wis: 13 ; Cha: 8 ; BAB: +3 ; CMB: +10 ; CMD: 20
Feats: Improved Initiative, Skill Focus (Perception), Toughness
Skills: Perception +12
Organization: solitary, pair, or herd (3-8)
Treasure: none
Kallek Okreaann
Ghoul Gravedigger; CR: 10; XP: 9,600; Ghoul oracle 10 Align: CE; Medium undead
Init: +4; Senses: darkvision 60 ft.; Perception +17
DEFENSE: AC: 18; TAC: 15; FFAC: 14; HD: 12d8+58; HP: 112; Saves: For: +8, Ref: +8, Will: +13; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee bite +13 (1d6+5 plus disease and paralysis), 2 frost claws +14 (1d6+5 plus 1d6 cold, disease, and paralysis); Ranged rock +13/+8 (2d4+7) Special Attacks: disease (DC 15), paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)
Oracle Spells Known (CL 10th; concentration +14)
5th (3/day) - flame strike (DC 19), mass inflict light wounds, stoneskin
4th (6/day) - divine power, inflict critical wounds, summon monster IV, wall of stone (DC 18)
3rd (7/day) - animate dead, blindness/deafness (DC 17), dispel magic, inflict serious wounds, meld into stone
2nd (7/day) - darkness, desecrate, hold person (DC 16), inflict moderate wounds, spiritual weapon, stone call
1st (7/day) - command (DC 15), entropic shield, inflict light wounds, liberating command, magic stone, obscuring mist, shield of faith
0 (at will) - bleed (DC 14), create water, detect magic, detect poison, guidance, mending, read magic, resistance, spark
Mystery stone
Statistics: Str 20, Dex 18, Con —, Int 15, Wis 14, Cha 18; BAB: +8; CMB: +13 (+17 trip); CMD: 27 (31 vs. bull rush, 33 vs. trip)
Feats: Combat Reflexes, Extra Rage, Greater Trip, Improved Natural Armor, Improved Trip, Power Attack, Quick Draw, Weapon Focus (claw)
Skills: Undead/Oracle (4+Int): Appraise (I)(c), Bluff (Ch) +16, Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c) +19, Disguise (Ch)(c), Fly (D)(c), Heal (W)(c), Intimidate (Ch)(c) +19, Knowledge (Arcana) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +17, Profession ( ) (W*)(c), Sense Motive (W)(c), Spellcraft (I*)(c) +17, Stealth (D)(c) +18, Survival (W)(c),
Languages: Aklo, Common, Draconic, Terran, Undercommon; tongues (understands only)
Special Qualities: oracle’s curse (tongues [Aklo]), revelations (crystal sight, earth glide, rock throwing, stone stability)
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (potion of greater magic fang, potion of mage armor, belt of giant strength +2, cloak of resistance +1, frost amulet of mighty fists, ring of protection +1, throwing stones (10), onyx gems (worth 1,000 gp total), silver dust (worth 25 gp))
Ghoul Stalker; CR: 6; XP: 2,400; Ghoul rogue 6 Align: CE; Medium undead
Init: +5; Senses: darkvision 60 ft.; Perception +14
DEFENSE: AC: 18; TAC: 15; FFAC: 13; HD: 8d8+38; HP: 74; Saves: For: +5, Ref: +10, Will: +8; Special: channel resistance +2, evasion, trap sense +2, uncanny dodge; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: bite +8 (1d6+3 plus disease and paralysis) and 2 claws +8 (1d6+3 plus paralysis); Ranged: +1 composite shortbow +10/+10 (1d6+4/x3) or +1 composite shortbow +12 (1d6+4/x3); Special Attacks: disease (DC 14), paralysis (1d4+1 rounds, DC 14, elves are immune to this effect), sneak attack +3d6
Statistics: Str: 17; Dex: 20; Con: - ; Int: 13; Wis: 16; Cha: 16; BAB: +5; CMB: +8; CMD: 23
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (composite shortbow)
Skills: Undead/Rogue (8+Int): Acrobatics (D)(c) +16, Appraise (I)(c), Bluff (Ch)(c) +10, Climb (S)(c) +14, Craft ( ) (I)(c), Diplomacy (Ch)(c), Disable Device (I*)(c) +8, Disguise (Ch)(c), Escape Artist (D)(c) +16, Intimidate (Ch)(c) +10, Knowledge (Arcana) (I*)(c), Knowledge (Dungeoneering) (I*)(c) +12, Knowledge (Local) (I*)(c), Knowledge (Religion) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +14, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c) +14, Sleight of Hand (D*)(c), Spellcraft (I*)(c), Stealth (D)(c) +16, Swim (S)(c), Use Magic Device (Ch*)(c)
Languages: Common
Special Qualities: rogue talents (finesse rogue, ledge walker, weapon training), trapfinding +3
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 14; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (+1 frost arrows (4), +1 human-bane arrows (3), potion of inflict light wounds, +1 composite shortbow, arrows (20), bracers of armor +1), 62 gp
Ghoul Murderer; CR: 8; XP: 4,800; Ghoul bard (dirge bard) 8 Align: CE; Medium undead
Init: +7; Senses: darkvision 60 ft.; Perception +15
DEFENSE: AC: 20; TAC: 13; FFAC: 17; HD: 10d8+68; HP: 113 ; Saves: For: +8, Ref: +9, Will: +11; +4 vs. necromantic effects; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: bite +10 (1d6+2 plus disease and paralysis), 2 claws +11 (1d6+2 plus paralysis); Ranged: masterwork composite shortbow +11/+6 (1d6+2/x3) Special Attacks: bardic performance 24 rounds/day (move action; countersong, dirge of doom [DC 20], distraction, fascinate [DC 20], inspire competence +3, inspire courage +2, suggestion [DC 20]), disease (DC 17), paralysis (1d4+1 rounds, DC 19, elves are immune to this effect)
Bard Spells Known (CL 8th; concentration +14)
3rd (3/day) - confusion (DC 19), crushing despair (DC 19), glibness
2nd (6/day) - allegro, fleshy facade (DC 18), inflict moderate wounds (DC 18), mirror image
1st (6/day) - disguise self, expeditious retreat, hideous laughter (DC 17), ray of enfeeblement (DC 17), silent image (DC 17)
0 (at will) - detect magic, ghost sound (DC 16), mage hand, message, prestidigitation (DC 16), summon instrument
Statistics: Str: 15; Dex: 17; Con: - ; Int: 17; Wis: 14; Cha: 22; BAB: +7; CMB: +9; CMD: 22
Feats: Ability Focus (paralysis), Combat Casting, Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Skills: Undead/Bard (6+Int): Acrobatics (D)(c), Appraise (I)(c), Bluff (Ch)(c) +19, Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c) +19, Disable Device (I*)(c), Disguise (Ch)(c) +19, Escape Artist (D)(c), Intimidate (Ch)(c) +19, Knowledge (Arcana) (I*)(c) +16, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c) +20, Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c) +15 (+19 to identify undead and their abilities), Linguistics (I*)(c), Perception (W)(c) +15, Perform (oratory) (Ch)(c) +14, Perform (percussion) (Ch)(c) +19, Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c), Stealth (D)(c), Spellcraft (D)(c), Swim (S)(c), Use Magic Device (Ch*)(c); Racial Modifiers: +4 Knowledge (religion) to identify undead creatures and their abilities
Languages: Common, Dwarven, Elven, Undercommon
Special Qualities: bardic knowledge +4, haunting refrain (+4 to demoralize, –2 penalty on saves against bard’s fear effects), secrets of the grave
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (+1 thundering arrows (4), potion of invisibility, scroll of hold person, wand of inflict light wounds (50 charges), +1 chain shirt, mwk composite shortbow, arrows (10), headband of alluring charisma +2, disguise kit), 10 gp
Ghoul Huntsmaster; CR: 7; XP: 3,200; Ghoul ranger 6 Align: CE; Medium undead
Init: +5; Senses: darkvision 60 ft.; Perception +14
DEFENSE: AC: 20; TAC: 15; FFAC: 15; HD: 2d8+6d10+38; HP: 80; Saves: For: +9, Ref: +10, Will: +8; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 40 ft.; Melee: bite +12 (1d6+2 plus disease and paralysis) and 2 claws +13 (1d8+2 plus paralysis); Ranged: masterwork composite longbow +13/+8 (1d8+2/x3); Special Attacks: paralysis (1d4+1 rounds, DC 15, elves are immune to this effect)
Ranger Spells Prepared: (CL 3rd; concentration +6)
1st - longstrider, magic fang
Statistics: Str: 15; Dex: 20; Con: - ; Int: 13; Wis: 16; Cha: 18; BAB: +7; CMB: +9; CMD: 24
Feats: Corpse Companion, Endurance, Improved Natural Attack (claw), Point-Blank Shot, Rapid Shot, Weapon Finesse, Weapon Focus (claw)
Skills: Undead/Ranger (6+Int): Acrobatics (D) +13(+17 when jumping), Climb (S)(c) +13, Craft ( ) (I)(c), Disable Device (I*) +13, Disguise (Ch)(c), Fly (D)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +14, Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +16, Survival (W)(c) +14, Swim (S)(c) +9
Languages: Common, Undercommon
Special Qualities: favored terrain (underground +2), hunter’s bond (animal), track +3, wild empathy +10
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Treasure: standard, (+1 human-bane arrows (3), +1 seeking arrows (2), potion of inflict moderate wounds, wand of greater magic fang (12 charges), mwk studded leather, mwk composite longbow, arrows (50)), 42 gp
Animal Companion
Corpse Cat; CR: -; XP: -; Align: N; Small undead
Init: +6; Senses: darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSE: AC: 20; TAC: 17; FFAC: 14; HD: 3d8+3; HP: 16; Saves: For: +4, Ref: +9, Will: +2; Immune: undead traits
OFFENSE: Speed: 50 ft.; Melee: bite +9 (1d4+1 plus trip), 2 claws +10 (1d2+1);
Statistics: Str: 13; Dex: 22; Con: -; Int: 2; Wis: 12; Cha: 12; BAB: +2; CMB: +2; CMD: 18 (22 vs. trip)
Feats: Weapon finesse, Weapon Focus (claw)
Bonus Tricks: attack [all creatures], come, fetch, guard, seek, stay, track
Skills: Acrobatics (D)(c)(ac) +10 (+18 when jumping), Appraise (I), Bluff (Ch), Climb (S)(c), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D)(ac), Fly (D)(ac)(c), Handle Animal (Ch*), Heal (W), Intimidate (Ch)(ac), Knowledge (arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W)(ac)(c) +5, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D)(ac)(c) +14, Survival (W)(ac), Swim (S)(ac)(c), Use Magic Device (Ch*)
Ghoul; CR: 1; XP: 400; Align: CE; Medium undead
Init: +2; Senses: darkvision 60 ft.; Perception +7
DEFENSE: AC: 14 ; TAC: 12 ; FFAC: 12; HD: 2d8+4; HP: 13 ; Saves: For: +2 , Ref: +2, Will: +5; Special: channel resistance +2; Immune undead traits
OFFENSE: Speed: 30 ft.; Melee: bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis); Special Attacks: paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
Statistics: Str: 13 ; Dex: 15 ; Con: - ; Int: 13 ; Wis: 14 ; Cha: 14 ; BAB: +1 ; CMB: +2 ; CMD: 14
Feats: Weapon Finesse
Skills: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages: Common
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, 260gp
Ghoul Creeper; CR: 3; XP: 800; Ghoul Rogue 3 Align: CE; Medium undead
Init: +4; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 18; TAC: 14; FFAC: 14; HD: 5d8+15; HP: 37; Saves: For: +4, Ref: +7, Will: +7; Special: channel resistance +2, evasion, trap sense +1
OFFENSE: Speed: 30 ft.; Melee: bite +7 (1d6+3 plus disease and paralysis) and 2 claws +7 (1d6+3 plus paralysis); masterwork light crossbow +8 (1d8/19-20);Special Attacks: disease (DC 14), paralysis (1d4+1 rounds, DC 14, elves are immune to this effect), sneak attack +2d6
Statistics: Str: 17; Dex: 19; Con: - ; Int: 13; Wis: 16; Cha: 16; BAB: +3; CMB: +6; CMD: 20
Feats: Bag of Bones, Power Attack, Weapon Finesse
Skills: Undead/Rogue (8+Int): Acrobatics (D)(c) +12, Appraise (I)(c), Bluff (Ch)(c) +11, Climb (S)(c) +11, Craft ( ) (I)(c), Diplomacy (Ch)(c), Disable Device (I*)(c) +5, Disguise (Ch)(c), Escape Artist (D)(c) +17, Intimidate (Ch)(c) +11, Knowledge (Arcana) (I*)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Religion) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +11, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c) +12, Spellcraft (I*)(c), Stealth (D)(c) +12, Swim (S)(c), Use Magic Device (Ch*)(c)
Languages: Common, Undercommon
Special Qualities: rogue talents (bleeding attack +2), trapfinding +1
Special Abilities:
Disease (Su): Ghoul Fever: Bite – injury; save For DC 14; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard, NPC Gear (potion of greater magic fang, potion of inflict moderate wounds, tanglefoot bag, leather armor, masterwork light crossbow, arrows (20)), 204gp
“This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.”
Cold Cavern of Light
14 Charda
Charda; CR: 7; XP: 3,200; Align: CN; Small monstrous humanoid (aquatic)
Init: +2; Senses: darkvision 120 ft.; Perception +13
DEFENSE: AC: 20; TAC: 13; FFAC: 18; HD: 9d10+36; HP: 85; Saves: For: +7, Ref: +10, Will: +7; Defensive Abilities: ferocity: ; Immune cold, poison
OFFENSE: Speed: 20 ft., swim 60 ft.; Melee: +13 (1d6+3 plus 1d6 cold), 4 claws +14 (1d4+3); Special Attacks: black bile;
Statistics: Str: 16; Dex: 15; Con: 19; Int: 11; Wis: 12; Cha: 8; BAB: +9; CMB: +11 (+19 bull rush and trip); CMD: 23
Feats: Combat ExpertiseB, Improved Bull Rush, Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills: Monstrous Humanoid: (4+Int/HD) Climb (S)(c), Craft ( ) (I)(c), Fly (D)(c), Intimidate (Ch)(c) +6, Knowledge (Religion) (I*) +4, Perception (W)(c) +13, Ride (D)(c), Stealth (D)(c) +18, Survival (W)(c) +10, Swim (S)(c) +18;
Special Abilities:
Black Bile (Su): A charda’s body seethes with freezing black bile. Its supernaturally cold, black bile is the source of the additional cold damage when a charda bites a creature. As a standard action, a charda can expel its full store of bile as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half ). A charda can use this breath weapon once every 1d4 rounds—while its black bile is recharging, it does not deal additional cold damage with its bite. The save DC is Constitution-based.
Cold Vigor (Ex): When a charda is in a cold environment, it becomes more animated and gains a +1 racial bonus on attack rolls and weapon damage rolls.
Overwhelming (Ex): A charda gains a +8 racial bonus on bull rush and trip attacks.
Languages: Aklo, Undercommon
Special Qualities: amphibious, cold vigor, overwhelming
Environment: cold aquatic or underground
Organization: solitary, pair, gang (3–5), or tribe (6–14)
Treasure: standard, 2,600gp
"Armored in dense, bony plates, this four-armed creature drools wretched strings of black bile from its fanged maw."
Charda, Barbarian 3; CR: 10; XP: 9,600; Charda barbarian 3 Align: CN; Small monstrous humanoid (aquatic)
Init: +2; Senses: darkvision 120 ft.; Perception +16
DEFENSE: AC: 20; TAC: 13; FFAC: 18; HD: 9d10+36+3d12+15; HP: 125; Saves: For: +10, Ref: +11, Will: +8; Defensive Abilities: ferocity: ; Immune cold, poison
RAGING DEFENSE: AC: 18; TAC: 11; FFAC: 16; HD: 9d10+54+3d12+21; HP: 149; Saves: For: +12, Ref: +11, Will: +10;
OFFENSE: Speed: 30 ft., swim 60 ft.; Melee: bite +16 (1d6+3 plus 1d6 cold), 4 claws +17 (1d4+3/19-20); Special Attacks: black bile, rage (14 rounds/day), rage powers (knockdown);
RAGING OFFENSE: Speed: 30 ft., swim 60 ft.; Melee: bite +18 (1d6+5 plus 1d6 cold), 4 claws +19 (1d4+5/19-20);
Statistics: Str: 16; Dex: 15; Con: 19; Int: 11; Wis: 12; Cha: 8; BAB: +12; CMB: +14 (+22 bull rush, +24 trip); CMD: 26
RAGING Str: 20; Dex: 15; Con: 23; Int: 11; Wis: 12; Cha: 8; BAB: +12; CMB: +16 (+24 bull rush, +26 trip); CMD: 28
Feats: Combat ExpertiseB, Greater Trip, Improved Bull Rush, Improved Critical (claws), Improved Trip, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills: Monstrous Humanoid/Barbarian: (4+Int/HD) Acrobatics (Dex)(c), Climb (S)(c), Craft ( ) (I)(c), Fly (D)(c), Handle Animal (Cha)(c), Intimidate (Ch)(c) +9, Knowledge (nature) (Int)(c), Knowledge (Religion) (I*) +4, Perception (W)(c) +16, Ride (D)(c), Stealth (D)(c) +21, Survival (W)(c) +13, Swim (S)(c) +21;
Special Abilities:
Black Bile (Su): A charda’s body seethes with freezing black bile. Its supernaturally cold, black bile is the source of the additional cold damage when a charda bites a creature. As a standard action, a charda can expel its full store of bile as a breath weapon that can take the form of a 60-foot line or a 30-foot cone. All creatures in this area take 8d6 points of cold damage (DC 18 Reflex half ). A charda can use this breath weapon once every 1d4 rounds—while its black bile is recharging, it does not deal additional cold damage with its bite. The save DC is Constitution-based.
Cold Vigor (Ex): When a charda is in a cold environment, it becomes more animated and gains a +1 racial bonus on attack rolls and weapon damage rolls.
Overwhelming (Ex): A charda gains a +8 racial bonus on bull rush and trip attacks.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Languages: Aklo, Undercommon
Special Qualities: amphibious, cold vigor, overwhelming, fast movement, rage, rage power (knockdown 1/rage), uncanny dodge, trap sense +1
Environment: cold aquatic or underground
Organization: solitary, pair, gang (3–5), or tribe (6–14)
Treasure: standard, 5,450gp
"Armored in dense, bony plates, this four-armed creature drools wretched strings of black bile from its fanged maw."
Into the Underdark:
Fleshwarp, Ghonhatine; CR: 10; XP: 9,600; Align: CE; Large aberration
Init: -2; Senses: darkvision 60 ft., scent; Perception +9; Aura powerful stench (10 ft., DC 24, 1d4 rounds)
DEFENSE: AC: 24; TAC: 7; FFAC: 24; HD: 12d8+108; HP: 162; Saves: For: +13, Ref: +2, Will: +6; Immune: acid, critical hits, disease, poison
OFFENSE: Speed: 40 ft.; Melee: 2 claws +16 (1d6+8), bite +16 (2d6+8), tail slap +14 (1d8+4); Ranged: regurgitate +6 (2d6 acid plis filth fever); Space: 10 ft.; Reach: 10 ft.; Special Attacks: feed, filth fever
Statistics: Str 27, Dex 7, Con 28, Int 4, Wis 7, Cha 8; BAB: +9; CMB: +18 (+20 bull rush); CMD: 26 (28 vs. bull rush)
Feats: Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Vital Strike
Skills: Aberration: (4+Int/HD) Acrobatics (D)(c), Climb (S)(c), Escape Artist (D)(c), Fly (D)(c), Intimidate (Ch)(c), (Pick One Knowledge): Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Perception (W)(c), Spellcraft (I*)(c), Stealth (D)(c), Survival (W)(c), Swim (S)(c)
Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Feed (Su): By spending a full-round action devouring the body of a dead or unconscious creature, a ghonhatine gains 1d8+9 temporary hit points and a +2 bonus on attack and damage rolls for 1 minute. The bonus to hit points is Constitution-based.
Filth Fever (Ex): Disease—injury; save Fort DC 25; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Powerful Stench (Ex): An enraged ghonhatine secretes a tarry, musk-like chemical. Any living, non-ghonhatine creature within 10 feet must succeed at a DC 24 Fortitude save or be nauseated as long as it remains within the affected area and for 1d4 rounds afterward. A creature that saves is sickened as long as it remains in the area, and can’t be affected again by the same ghonhatine’s stench for 24 hours. This is a poison effect. The save DC is Constitution-based.
Regurgitate (Ex): A ghonhatine can expel the contents of its stomach as a ranged attack with a splash weapon that has a range increment of 20 feet. It deals 2d6 acid damage to the target and splashes all adjacent creatures. In addition to taking damage, a target directly hit by a ghonhatine’s regurgitation must make two DC 24 Fortitude saves, the first to resist contracting filth fever, and the second to avoid being nauseated for 1 minute. A nauseated creature can end its nausea early by dousing itself in a gallon of water. All creatures adjacent to the target must make DC 24 Fortitude saves to avoid being sickened for 1 minute. Once a ghonhatine uses this ability it can’t use it again until it feeds. The save DCs are Constitution-based.
Languages: Draconic
Environment: any underground
Organization: solitary or squad (2–8)
Treasure: none
"Even hunched and creeping upon all fours, this reptilian behemoth towers over its prey, its protruding teeth snapping wildly."
"Lorimar"
Summoner, High Sire, Level 12; CR: 11; XP: 12,800; Half-elf summoner 12, Align: NE; Medium humanoid (elf, human)
Init: +4; Senses: low-light vision; Perception +2
DEFENSE: AC: 18; TAC: 10; FFAC: 17; HD: 12d8+12; HP: 69; Saves: For: +5, Ref: +5, Will: +9; +2 vs. enchantments; Defensive Abilities: greater shield ally: Immune sleep
OFFENSE: Speed: 30 ft.; Melee: masterwork sickle +9/+4 (1d6-1);
Special Attacks: maker's call 2/day, transposition
Summoner Spell-Like Abilities (CL 12th, concentration +19)
10/day - summon monster VI
Summoner Spells Known (CL 12th, concentration +19);
4th (4/day) - greater evolution surge (DC 21), overland flight, purified calling, transmogrify
3rd (6/day) - dimension door, greater magic fang, rejuvenate eidolon, wall of fire
2nd (7/day) - barkskin, bull's strength, cat's grace, haste, invisibility
1st (/day) - expeditious retreat, mage armor, magic fang, shield, unfetter (DC 18), ventriloquism (DC 18)
0 (at will) - arcane mark, detect magic, mage hand, message, open/close (DC 17), read magic
Statistics: Str: 9; Dex: 10; Con: 11; Int: 12; Wis: 10; Cha: 24; BAB: +9; CMB: +8; CMD: 18
Feats: Extra Evolution (3), Improved Initiative, Resilient Eidolon, Skill Focus (Knowledge [planes]), Toughness
Skills: Summoner (2+Int): Craft ( ) (I)(c), Fly (D)(c)+12, Handle Animal (Ch*)(c), Knowledge (Arcana) (I*)(c) +14, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c) +5, Knowledge (Planes) (I*)(c) +20, Knowledge (Religion) (I*)(c), Linguistics (I*)(c) +8, Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (I*)(c) +9, Use Magic Device (Ch*)(c) +11 Racial Modifiers: +2 Perception
Languages: Abyssal, Common, Draconic, Elven, Ignan, Infernal
Special Qualities: arcane training, bond senses (12 rds.), eidolon, elf blood, life bond
Treasure: NPC Gear (lesser reach metamagic rod, wand of lesser rejuvenate eidolon (4 ch), +2 elven chain, masterwork sickle, cloak of resistance +1, headband of alluring charisma +2, society ring, spell component pouch), 4 gp
Great Black Sphynx - "Scion"
Eidolon, Quadreped; CR: -; Align: NE; Large (outsider)
Init: +6; Senses: darkvision 60 ft., scent, Perception +12
DEFENSE: AC: 36 (38); TAC: 13 (15); FFAC: 32; HD: 9d10 +27; HP: 76; Saves: For: +9, Ref: +10 (+12), Will: +5; +4 morale vs. enchantment; Defensive Abilities: evasion; DR: 5/good; Resist: fire 15; SR: - (23)
OFFENSE: Speed: 40 ft. climb 40 ft.; Melee: bite +21 (+23) (1d8+19 (+21)/19-20 plus grab), 2 claws +18 (+20) (1d6+10 (+12)/19-20 plus grab); Space: 10 ft.; Reach: 10 ft.
Special Attacks: pounce, rake (2 claws +18 (+20), 1d6+10 (+12))
Statistics: Str: 30 (34); Dex: 18 (22); Con: 17; Int: 7; Wis: 10; Cha: 11; BAB: +9; CMB: +20 (+22) (+24 (+26) grapple); CMD: 34 (38)
Feats: Improved Critical (bite, claw), Improved Iron Will, Iron Will, Power Attack
Skills: Eidolon (per skill master level chart + master can choose 4 class skills of his choice): Acrobatics (D) +4 (+6) (+8 (+10) when jumping), Appraise (I), Bluff (Ch)(c) +5, Climb (S) +21, Craft ( ) (I)(c), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D)(c if they get flight for free), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*)(c) +5, Knowledge (Religion) (I*), Linguistics (I*), Perception (W)(c) +12, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W)(c) +5, Sleight of Hand (D*), Spellcraft (I*), Stealth (D)(c) +20 (+22), Survival (W) +9, Swim (S), Use Magic Device (Ch*); Racial Modifiers: +8 Stealth
Special Abilities:
Languages: Ignan
Special Qualities: devotion
Spells Cast On: bull's strength, cat's grace, greater evolution surge (spell resistance and grab [bite])
Treasure: -