"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: -
Abjuration
Taotieh; CR: 11; XP: 12,800; Align: N; Large construct
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +2
DEFENSE: AC: 28; TAC: 11; FFAC: 26; HD: 14d10+30; HP: 107; Saves: For: +4, Ref: +6, Will: +6; DR: 10/adamantine; Resist: acid 10, cold 10, electricity 10, fire 10; Weaknesses: vulnerable to sonic
OFFENSE: Speed: 40 ft.; Melee: bite +23 (1d8+10 plus grab), 2 claws +23 (1d6+10 plus grab); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: pounce, rake (2 claws +23, 1d6+10), swallow whole (suffocation, AC 17, harness 8, 25 hp)
Statistics: Str: 30; Dex: 15; Con: -; Int: -; Wis: 14; Cha: 1; BAB: +14; CMB: +25 (+29 grapple); CMD: 37 (41 vs. trip)
Feats:
Skills: 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) +2, 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:
Swallow Whole (Su): A taotieh can expand its jaws to swallow Large or smaller creatures. When swallowed, a victim is transported to its own lightless pocket dimension—a stone prison just large enough to contain the victim. Creatures do not take damage within this pocket dimension, but there is only enough air inside to last for 3 rounds. At the end of the third round, the trapped creature must hold its breath or risk suffocation. A creature that attempts to carve its way out of this dimension with a weapon must be able to penetrate the surrounding walls’ hardness 8. When a creature manages to cut its way out of this dimension, it appears to leap out of the taotieh’s mouth to emerge into any square adjacent to the taotieh’s space—no actual hole is created in the creature, and new creatures that are swallowed later must cut their own way out. When a taotieh is destroyed, its body bursts open to allow the contents of its extradimensionalstomachs to spill out into adjacent spaces. A taotieh can swallow up to four creatures at any one time.
Environment: any
Organization: solitary or pair
Treasure: incidental
"This white marble statue resembles a large feline, but its body and face are covered in decorative etchings and runes."
Conjuration
Golem, Obsidian; CR: 12; XP: 19,200; Align: N; Large construct
Init: +0; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 27; TAC: 9; FFAC: 27; HD: 17d10+30; HP: 123; Saves: For: +5, Ref: +5, Will: +5; Defensive Abilities: jagged body; DR: 10/adamantine; Immune: construct traits, magic
OFFENSE: Speed: 20 ft.; Melee: 2 claws +25 (2d12+9 plus bleed); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: bleed (2d6), obsidian spray
Statistics: Str: 28; Dex: 10; Con: -; Int: -; Wis: 11; Cha: 1; BAB: +17; CMB: +27; CMD: 37
Special Abilities:
Death Throes (Ex): When an obsidian golem is reduced to 0 or fewer hit points, it explodes. All creatures within a 20-foot burst take 12d6 points of piercing and slashing damage and 2d6 points of bleed damage. A successful DC 18 Reflex save results in half damage and negates the bleed effect. The save DC is Constitution-based.
Immunity to Magic (Ex): An obsidian golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage sharpens the obsidian golem’s claws, increasing their critical threat range to 18–20 and increasing bleed damage to 3d6 for 1d4+1 rounds.
A magical attack that deals cold damage cakes ice over the obsidian golem’s form, suppressing the bleed damage from its claw attacks and negating its jagged body ability for 1 round.
A stone to flesh spell negates the golem’s damage reduction, jagged body, and immunity to magic for 1 full round.
Jagged Body (Ex): A creature that grapples an obsidian golem or that hits it with a natural attack or unarmed strike takes 2d6 points of bleed damage.
Obsidian Spray (Ex): As a swift action every 1d4+1 rounds, an obsidian golem can unleash a torrent of obsidian shards, filling a 30-foot cone. Creatures caught in this attack take 8d6 points of piercing and slashing damage and 2d6 points of bleed damage. A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.
Languages:
Special Qualities: death throes
Environment: any
Organization: solitary or eruption (2–5)
Treasure: none
"This statue resembles a lean human cut from blackened glass stone. Numerous razor-sharp protuberances jut from its body."
Divination
Golem, Crystal; CR: 11; XP: 12,800; Align: N; Large construct
Init: +1; Senses: darkvision 60 ft., low-light vision, thoughtsense 60 ft.; Perception +3
DEFENSE: AC: 26; TAC: 10; FFAC: 25; HD: 15d10+30; HP: 112; Saves: For: +5, Ref: +6, Will: +8; DR: 10/adamantine; Immune: construct traits, magic:
OFFENSE: Speed: 20 ft.; Melee: 2 slams +21 (2d8+7); Space: 10 ft.; Reach: 10 ft.;
Psychic Magic (CL 14th; concentration +17)
12 PE - explode head (5 PE, DC 18) mind thrust II (2 PE, DC 15)
Spell-Like Abilities: (CL 14th; concentration +17);
Constant - ethereal fists
Statistics: Str: 25; Dex: 12; Con: -; Int: -; Wis: 17; Cha: 1; BAB: +15; CMB: +23; CMD: 34
Special Abilities:
Immunity to Magic (Ex): A crystal golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against the creature, as noted below.
A shatter spell damages a crystal golem as if it were a crystalline creature, and slows it (as the slow spell) for 3 rounds (no saving throw).
A magical attack that deals fire damage ends any slow effect on the golemand heals 1 point of damage for every 3 points of damage the attack would otherwise deal.
Any attempt at direct possession (such as the possession spell but not dominate monster) can affect a crystal golem. The golem does not resist these effects if they come from its creator or targets designated by its creator. Against all other attempts at intrusion, the golem receives a Will save at a +5 bonus.
Psychic Amplification (Su): Each time a creature within 30 feet of a crystal golem uses a psychic spell or spell-like ability, the caster can choose to gain the benefit of either the Enlarge Spell, Extend Spell, Intuitive Spell, or Logical Spell metamagic feat without requiring a full-round action to cast. Only one such feat can be applied to a given casting. A crystal golem can use the spell-like abilities from its psychic magic as a swift action, and all its spell-like ability save DCs are Wisdom-based.
Environment: any
Organization: solitary or expatiation (2–5)
Treasure: none
"This burly humanoid figure is cut from blue crystal that shines with an inner light."
Enchantment
Cephalophore; CR: 8; XP: 4,800; Align: N; Large construct
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +1
DEFENSE: AC: 23; TAC: 11; FFAC: 21; HD: 12d10+30; HP: 96; Saves: For: +4, Ref: +6, Will: +5; Defensive Abilities: shatter weapons; Immune: construct traits; SR: 20
OFFENSE: Speed: 20 ft.; Melee: 2 slams +18 (2d6+7 plus dazing strike); Ranged: ; Space: 10 ft.; Reach: 10 ft.;
Special Attacks: dazing gaze, dazing strike
Statistics: Str: 25; Dex: 14; Con: -; Int: -; Wis: 12; Cha: 1; BAB: +12; CMB: +20; CMD: 32
Special Abilities:
Dazing Gaze (Su): As a standard action, a cephalophore can hold up its severed head to make a gaze attack that affects all seeing creatures within a 60-foot radius. These creatures must succeed at a DC 16 Will save or be stunned for 1 round. Creatures that successfully save are instead sickened for 1 round. This is a mind-affecting fear effect, and the save DC is Wisdom-based.
Dazing Strike (Su): Any creature struck by the cephalophore’s slam attacks must succeed at a DC 16 Will save or be dazed for 1 round. Those who save against this affect are instead sickened for 1 round. This is a mind-affecting fear effect, and the save DC is Wisdom-based.
Shatter Weapons (Ex): Whenever a character strikes a cephalophore with a weapon (magical or non-magical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition.
Statue (Ex): If a cephalophore stands perfectly still, it is indistinguishable from a normal statue. An observer must succeed at a DC 20 Perception check to notice the cephalophore is alive. If a cephalophore initiates combat from this pose, it gains a +6 bonus on its initiative check.
Special Qualities: shatter weapons, statue
Environment: any
Organization: solitary or pair
Treasure: none
"Holding its own severed head in its hands, this marble statue looms forbiddingly over what it protects."
Evocation
Tiberolith; CR: 10; XP: 9,600; Align: N; Huge construct
Init: +0; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 24; TAC: 8; FFAC: 24; HD: 13d10+40; HP: 111; Saves: For: +4, Ref: +4, Will: +4; SR: 24; Defensive Abilities: spell trap; DR: 10/adamantine and bludgeoning; Immune acid, construct traits; Resist: electricity 30
OFFENSE: Speed: 30 ft.; Melee: 2 slams +19 (3d8+8); Space: 15 ft.; Reach: 15 ft.;
Special Attacks: corrosive strikes, shockwave
Statistics: Str: 26; Dex: 11; Con: -; Int: -; Wis: 11; Cha: 1; BAB: +13; CMB: +23; CMD: 33
Special Abilities:
Corrosive Strikes (Ex): A tiberolith reduced to 30 or fewer hit points leaks acid, and deals an additional 1d6 points of acid damage with its slam attacks.
Shockwave (Su): Three times per day, a tiberolith can unleash a burst of electricity. This blast deals 12d6 points of electricity damage to all creatures within 30 feet (Reflex DC 16 half). A tiberolith is immune to its shockwave and that of other tiberoliths. The save DC is Constitution-based.
Spell Trap (Su): When a tiberolith is targeted by a spell that allows spell resistance and its spell resistance fails to protect it against that spell, the spell instead becomes trapped in the tiberolith’s magical runes. The runes can only trap one spell at a time; if a second spell would become trapped, the first spell affects the tiberolith normally (including allowing a saving throw, if appropriate) and the second spell is trapped. A trapped spell dissipates harmlessly after 24 hours.
Environment: any coastlines or water
Organization: solitary, pair, or squad (3–4)
Treasure: standard
"A bizarre thrum echoes from somewhere deep within this towering stone hulk, the ground roiling beneath the monolithic creature’s stony feet as blue liquid runs down its shuddering body."
Illusion
Golem, Glass; CR: 8; XP: 4,800; Align: N; Large construct
Init: -1; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 21; TAC: 8; FFAC: 21; HD: 12d10+30; HP: 96; Saves: For: +4, Ref: +3, Will: +4; DR: 5/adamantine ; Immune: magic, construct traits
OFFENSE: Speed: 30 ft.; Melee: 2 slams +16 (2d8+5 plus bleed); Space: 10 ft.; Reach: 10 ft.; Special Attacks: bleed (1d8), dazzling brightness
Statistics: Str: 20; Dex: 9; Con: -; Int: - ; Wis: 11 ; Cha: 1 ; BAB: +12 ; CMB: +18; CMD: 27
Special Abilities:
Dazzling Brightness (Ex): Any sighted creature within 30 feet of a glass golem while the golem is within an area of bright light gains the dazzled condition for 1 round (Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golem's brightness for 25 hours. The DC is Constitution-based.
Immune to Magic (Ex): A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below.
- a shatter spell damages a glass golem as if it were a crystalline creature.
- a keen edge spell affects all of a glass golem's slam attacks as if they were slashing weapons.
- A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for eacg 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass golem gets no saving throw against fire effects.
Reflect Spells (Ex): As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell
Organization: solitary or gang (2-5)
Treasure: none
"This jagged construct of glass has a human's shape, save that one arm ends in a jagged hammer and another in a spike of glass."
Necromancy
Golem, Bone; CR: 8; XP: 4,800; Align: N; Large construct
Init: +6; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 21; TAC: 11; FFAC: 19; HD: 11d10+30; HP: 90; Saves: For: +3, Ref: +5, Will: +3; DR: 5/adamantine and bludgeoning; Immune: construct traits, magic
OFFENSE: Speed: 30 ft.; Melee: bite +14 (1d8+4), 2 slams +14 (2d6+4); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: bone prison (ranged touch +12)
Statistics: Str: 18; Dex: 15; Con: -; Int: -; Wis: 10; Cha: 1; BAB: +11; CMB: +16 (+20 disarm or grapple); CMD: 28
Feats: Improved InitiativeB
Special Abilities:
Bone Prison (Ex): As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.
Immunity to Magic (Ex): A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
Environment: any
Organization: solitary or gang (2-4)
Treasure: none
"This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew."
Transmutation
Golem, Lead; CR: 10; XP: 9,600; Align: N; Large construct
Init: -2; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 26; TAC: 7; FFAC: 26; HD: 14d10+30; HP: 107; Saves: For: +4, Ref: +2, Will: +4; DR: 10/adamantine; Immune: acid, construct traits, electricity, magic
OFFENSE: Speed: 20 ft.; Melee: 2 slams +21 (2d10+8); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: retributive miasma
Statistics: Str: 26; Dex: 7; Con: -; Int: -; Wis: 11; Cha: 1; BAB: +14; CMB: +23; CMD: 31 (39 vs. bull rush, reposition)
Special Abilities:
Divination Screen (Ex): Divination spells cast within 60 feet of a lead golem automatically fail.
Immunity to Magic (Ex): A lead golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against a lead golem, as noted below.
A magical attack that deals acid damage instead coats the lead golem, granting its slam attacks an additional 1d6 acid damage for the following 1d4 rounds.
A gust of wind or neutralize poison spell directed at the lead golem dissipates any clouds created by the golem’s retributive miasma ability and prevents it from using that ability for 1d6 rounds.
Intractable Density (Ex): The weight and sturdiness of its form grants the lead golem a +8 racial bonus on CMD versus bull rush and reposition combat maneuvers.
Retributive Miasma (Ex): Any attack that overcomes the damage reduction of the lead golem causes fine lead particles to fill the air within a 5-foot radius of the lead golem. This cloud of lead persists for 1 round; any creatures within the area or that pass through the cloud are exposed to the cloud’s poisonous effects.
Subsequent attacks damaging the golem increase the duration of the cloud by 1 round each.
Poison Cloud—inhaled; save Fort 16; frequency 1/round for 6 rounds; effect 1d3 Constitution and 1d3 Wisdom damage; cure 2 saves. The save DC is Constitution-based.
Special Qualities: divination screen, intractable density
Environment: any
Organization: solitary or curtain (2–4)
Treasure: none
"Resembling an unearthed vein of dull gray minerals, this crude, hunchbacked humanoid figure uses its arms to support itself."
Golem, Stone; CR: 11; XP: 12,800; Align: N; Large construct
Init:-1 ; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 26 ; TAC: 8 ; FFAC: 26 ; HD: 14d10+30; HP: 107 ; Saves: For: +4 , Ref: +3, Will: +4; DR: 10/adamantine; Immune: construct traits, magic
OFFENSE: Speed: 20 ft. ; Melee: 2 slams +22 (2d10+9); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: slow
Statistics: Str: 28 ; Dex: 9 ; Con: - ; Int: - ; Wis: 11 ; Cha: 1 ; BAB: +14 ; CMB: +24 ; CMD: 33
Special Abilities:
Immunity to Magic (Ex): A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
- A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
- A stone to flesh spell does not actually change the golem’s structure but negates is damage reduction and immunity to magic for 1 full round.
Slow (Su): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save is Constitution-based.
Organization: solitary or gang (2-4)
Treasure: none
"Lorimar" Is really Gerrendilar Per'Stara. Son of Lorimar, in elf form, and a human sorceress, Maestrom, Kellena Freylin. With her growing belly, grew Maelstrom's power. She began delving into the dark arts to prolong her life so she could walk the world forever. She claimed the life of her husband, the King, in this process condemning her to an afterlife of misery. Also, such magics contorted her unborn's son's development. When he was born, Maelstrom died during birth, but was reborn as a ghoul queen and he was taken by a human clan of barbarians, known as the Brakk'arn Fury Riders. In effort to regain him, she started a war that lasted years. She finally was able to regain her son and placed him within a chamber to protect from the outside world while allowing him to grow. She fed him illusions that he was Lorimar himself and this was his realm.