1. Broken Keep
Savvarrah
Medusa, Animus Shade; CR: 9; XP: 6,400; Align: CE; Medium undead (incorporeal)
Init: +6; Senses: darkvision 60 ft.; Perception +24; Aura mental static (30 ft., DC 16)
DEFENSE: AC: 16; TAC: 16; FFAC: 14; HD: 8d8+32; HP: 68; Saves: For: +6, Ref: +8, Will: +7; Defensive Abilities all-around vision, channel resistance +4, incorporeal, mental schism; Immune undead traits
OFFENSE: Speed: fly 30 ft. (perfect); Melee: incorporeal touch +10 (animous insinuation, DC 16); Ranged: rend psyche +10 touch (9d6 plus 1d6 Charisma damage, DC 18); Special Attacks: animus insinuation, corrupt intent, petrifying gaze, rend psyche
Statistics: Str: - ; Dex: 15; Con: - ; Int: 12; Wis: 13; Cha: 19; BAB: +8; CMB: +8; CMD: 20
Feats: Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills: Undead: (4+Int/HD) Bluff (Ch) +10, Climb (S)(c), Disguise (Ch)(c) +15, Fly (D)(c), Intimidate (Ch)(c) +23, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +24, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +13 Racial Modifiers: +8 Intimidate, +12 Perception
Special Abilities:
All-Around Vision (Ex): A medusa’s snake-hair allows her to see in all directions. The medusa animus shade gains a +4 racial bonus on Perception checks and cannot be flanked.
Animous Insinuation (Sp): Whenever an animus shade touches a creature, it inspires that creature’s animus to rise up and overthrow the creature’s dominant personality. This effect functions as per id insinuation II if the animus shade’s CR is 7 or less or id insinuation IV if the animus shade’s CR is 8 or higher, except that either way, the effect only targets a single creature touched and the duration is 1 round per Hit Die of the animus shade, without the need for concentration.
Corrupt Intent (Su): An animus shade subverts the intent and willpower of its enemies, filling them with doubt and conflicting desires that play into the animus shade’s hands. Whenever a creature strikes the animus shade with a melee or ranged attack, it must succeed at a Will save or take a –1 penalty on all further attacks against the animus shade for 1d4 rounds.
Each subsequent failed save against this ability by a creature already under its effect increases the total penalty by 1 and extends the duration of the effect by 1 round.
Rend Psyche (Su): As a standard action, an animus shade unleashes a jet of dark energy at a creature within 30 feet. On a successful ranged touch attack, the target is wracked with mental agony as its own animus attempts to wrench free from its physical form. This violent struggle deals a number of d6s of damage equal to the animus shade’s CR, as well as 1d6 points of Charisma damage.
A successful Will save halves the damage and negates the Charisma damage. The save DC is Charisma-based.
Mental Schism (Su): An animus shade’s mind is a chaotic tangle of the shredded remnants of the dominant personality that once subsumed it. This mercurial state of being is too piecemeal for alignment-based effects to take hold. The animus shade is immune to all effects that are dependent on alignment.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
Languages: Common
Environment: temperate swamps or underground
Organization: solitary
Treasure: none
Lord Gerrevar of Blaynet Hall
Fext; CR: 10; XP: 9,600; Align: LE; Medium undead
Init: +4; Senses: dakvision 60 ft.; Perception +20
DEFENSE: AC: 25; TAC: 12; FFAC: 23; HD: 15d8+60; HP: 127; Saves: For: +9, Ref: +9, Will: +11; SR: 21; DR: 10/glass or obsidian; Immune: cold, undead traits, Resist electricity 10, fire 10;
OFFENSE: Speed: 40 ft. (30 ft. in armor); Melee: +1 bastard sword +20/+15/+10 (1d10+8/17-20) or slam +18 (1d4 +10 plus energy drain);
Special Attacks: energy drain (1d4 levels, DC 21);
Spell-Like Abilities: (CL 15th; concentration +19);
At will - death knell (DC 16), protection from good, spead with dead (DC 17)
3/day - bestow curse (DC 17)
Statistics: Str: 25; Dex: 18; Con: -; Int: 13; Wis: 15; Cha: 18; BAB: +11; CMB: +18; CMD: 33
Feats: Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Mobility, Power Attack, Spring Attack, Weapon Focus (bastard sword)
Skills: Undead: (4+Int/HD) Acrobatics (D) +4, Climb (S)(c), Disguise (Ch)(c) +15, Fly (D)(c), Intimidate (Ch)(c) +20, Knowledge (Arcana) (I*)(c), Knowledge (Engineering) (I*) +12, Knowledge (Religion) (I*)(c) +12, Perception (W)(c) +20, Sense Motive (W)(c) +9, Spellcraft (I*)(c), Stealth (D)(c) +11
Special Abilities:
Unkillable (Su): When reduced to 0 hit points by anything other than a glass weapon or an obsidian weapon, a fext is not destroyed,but instead becomes unconscious. Additionally, 1d4 minutes after falling unconscious, a fext gains fast healing 1. To be completely destroyed, a fext must be reduced to 0 hit points by a glass or obsidian weapon, or once it is rendered unconscious, its head must be severed and anointed with holy water. Once destroyed, a fext dissolves into fine ash.
Languages: Common, Infernal
Special Qualities: unkillable
Environment: any
Organization: solitary
Treasure: standard (+1 bastard sword, full plate, heavy steel shield, other gear), 1,635gp
"This creature’s pallid skin and dead, vacant eyes belie its healthy, powerful physique. It is clad in fearsome armor."
Information Gained:
This was the elven, Mondon O-Gul, Tower of Magic, that was ruled by the queen and King, Harvareel Zelelechillion. However, the battle of the gods caused them to differ in their opinions. The king sided with Flarr, and the gods of good, while his wife demanded they stay neutral and follow the teachings of Lorimar. However, a silent faction of Erasha, had infiltrated the queen's faction and soured the relationship. The result was a divisive fight within the kingdom and eventually caused Mondon O-Gul to sink beneath the earth and bury its treasures.
Day 15 -
7 - Giant, Wood; CR: 6; XP: 2,400; Align: CG; Large humanoid (giant)
Init: +5; Senses: low-light vision; Perception +11
DEFENSE: AC: 20 ; TAC: 14 ; FFAC: 15 ; HD: 9d8+27; HP: 67 ; Saves: For: +9 , Ref:+8 , Will: +7; Defensive Abilities: rock catching
OFFENSE: Speed: 40 ft. ; Melee: longsword +10/+5 (2d6+5/19-20) or 2 slams +10 (1d6+5); Ranged: mwk longbow +9/+9/+4 (2d6+5/x3) ; Space: 10 ft. ; Reach: 10 ft.
Spell-Like Abilities: (CL 7th; concentration +8)
Constant – passwithout trace, speak with animals
3/day – charm animal (DC 12), quench, tree shape
1/day – enlarge person (self only), spike growth
Statistics: Str: 20 ; Dex: 21 ; Con: 17 ; Int: 14 ; Wis: 15 ; Cha: 12 ; BAB: +6 ; CMB: +12 ; CMD: 27
Feats: Deadly Aim, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot
Skills: Acrobatics +8 (+12 jump), Climb +14, Knowledge (nature) +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in forests), Survival +8; Racial Modifiers: +4 Stealth in forests
Languages: Common, Giant, Sylvan; speak with animals
Organization: solitary, gang (2-4), hunting party (5-9, plus 1-4 dire wolves), or clan (10-40, plus 35% noncombatants, 1-3 druids or witches of 2nd-4th level, 1 ranger chieftain of 3rd-7th level, 4-10 dire wolves, and 2-8 giant eagles)
Treasure: standard (leather armor, longsword, masterwork composite longbow with 20 arrows, other treasure), 2,000gp
“Standing tall and graceful, this sharp-eared giant’s skin is pale. Its large brow gives it a somewhat primitive visage.”
6 - Wolf, Dire; CR: 3; XP: 800; Align: N; Large animal
Init: +2; Senses: low-light vision, scent; Perception +10
DEFENSE: AC: 14 ; TAC: 11 ; FFAC: 12 ; HD: 5d8+15; HP: 37 ; Saves: For: +7 , Ref: +6, Will: +2
OFFENSE: Speed: 50 ft.; Melee: bite +7 (1d8+6 plus trip); Space: 10 ft. ; Reach: 5 ft.
Statistics: Str: 19 ; Dex: 15 ; Con: 17 ; Int: 2 ; Wis: 12 ; Cha: 10 ; BAB: +3 ; CMB: +8 ; CMD: 20 (24 vs. trip)
Feats: Run, Skill Focus (Perception), Weapon Focus (bite)
Skills: Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers: +4 Survival when tracking by scent
Organization: soilitary, pair, or pack (3-8)
Treasure: none
"This immense black wolf is the size of a horse, its fangs as large and sharp as knives."
Treasure:
155 pp, 1578 gp, 952 sp, 4800 cp
Amber (100 gp)
Amethyst (100 gp)
2 x Aquamarine (450 gp)
Azurite (10 gp)
Carnelian (50 gp)
Citrine (50 gp)
Freshwater Pearl (8 gp)
Freshwater Pearl (12 gp)
Hematite (7 gp)
Hematite (11 gp)
Ivory (45 gp)
Ivory (50 gp)
Ivory (55 gp)
Jasper (55 gp)
Malachite (10 gp)
Milky Quartz (55 gp)
Moonstone (50 gp)
Onyx (60 gp)
Opal (600 gp)
Red Spinel (45 gp)
Rhodochrosite (8 gp)
Rhodochrosite (11 gp)
Rock Quartz (8 gp)
Rock Quartz (10 gp)
Saltwater Pearl (130 gp)
2 x Sard (55 gp)
Sard (65 gp)
Tigereye (10 gp)
Topaz (450 gp)
Topaz (600 gp)
2 x Tourmaline (130 gp)
Zircon (55 gp)
Scroll of Shield of Faith (cr, 25 gp)
Scroll of Summon Monster I (cr, 25 gp)
Scroll of Touch of Idiocy (cr, 150 gp)
Wand of Light (cr, 375 gp) (design provides clue to function)
Wand of Magic Weapon (cr, 750 gp)
Day 18
2. Korrstok the Bevvrik Minder
Treant, Advanced; CR: 13; XP: 25,600; Align: NG; Gargantuan plant
Init: +3; Senses: low-light vision, Perception +19
DEFENSE: AC: 28; TAC: 7; FFAC: 28; HD: 19d8+147; HP: 251; Saves: For: +18 , Ref: +5, Will: +11; DR: 10/slashing; Special: plant traits, Weaknesses: vulnerability to fire
OFFENSE: Speed: 30 ft.; Melee: 2 slams +26 (3d6+14/19-20); Ranged: rock +16 (2d6+21); Space: 15 ft.; Reach: 15 ft.; Special Attacks: rock throwing (180 ft.), trample (2d6+21, DC 25)
Statistics: Str: 39; Dex: 8; Con: 25 ; Int: 12 ; Wis: 16; Cha: 13 ; BAB: +14 ; CMB: +30 ; CMD: 39
Feats: Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam), Improved Natural Attack, Snatch, Toughness, Improved Initiative
Skills: Diplomacy +16, Intimidate +16, Knowledge (nature) +16, Perception +19, Sense Motive +16, Stealth -2 (+14 in forests); Racial Modifiers: +16 Stealth in forests
Special Abilities:
Animate Trees (Sp): A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerabilities to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
Double Damage Against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Treespeech (Ex): A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet then with an attitude of friendly or helpful.
Special Qualities: animate trees, double damage against objects, treespeech
Languages: Common, Sylvan, Treant
Organization: solitary or grove (2-7)
Treasure: standard, 11,600gp
"This animated tree's bark is knotted into vaguely humanoid features, with branches for arms and roots for legs."
Treasure:
59 pp, 546 gp, 210 sp, 2500 cp
Black Pearl (500 gp)
Chrysoprase (35 gp)
Chrysoprase (45 gp)
Green Spinel (45 gp)
Ivory (40 gp)
Opal (400 gp)
Saltwater Pearl (80 gp)
Tourmaline (110 gp)
+2 Great Axe, Shocking Burst
Day 22
6 - Army Ant Swarm; CR: 5; XP: 1,600; Align: N; Fine vermin (swarm)
Init: +2; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 20; TAC: 20; FFAC: 18; HD: 11d8; HP: 49; Saves: For: +7, Ref: +5, Will: +3; Defensive Abilities: swarm traits; Immune: weapon damage
OFFENSE: Speed: 30 ft., climb 30 ft.; Melee: swarm (3d6); Space: 10 ft.; Reach: 0 ft.; Special Attacks: cling, consume, distraction (DC 15);
Statistics: Str: 1; Dex: 15; Con: 10; Int: -; Wis: 10; Cha: 2; BAB: +8; CMB: -; CMD: -
Skills: Climb (S) +10, Perception (W) +4 Racial Modifiers: +4 Perception
Special Abilities:
Cling (Ex): If a creature leaves an army ant swarm’s square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with army ants clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants. The save DC is Dexterity-based.
Consume (Ex): An army ant swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an army ant swarm attack deals 6d6 points of damage.
Environment: any tropical
Organization: solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms)
Treasure: None
Day 25 - Elves, Halflings, and Humans
Dessteril
Elf Ranger Level 8; CR: 7; XP: 3,200; Align: CG; Medium humanoid (elf)
Init: +4; Senses: low-light vision; Perception +14
DEFENSE: AC: 20; TAC: 15; FFAC: 16; HD: 8d10+14; HP: 62; Saves: For: +8, Ref: +11, Will: +4; +2 vs. enchantments Immune: sleep, Resist: fire 10
OFFENSE: Speed: 30 ft.; Melee: masterwork elven curve blade +13/+8 (1d10+1/18-20); Ranged: +1 longbow +13/+8 (1d8+1/x3);
Special Attacks: favored enemy (animals +2, orcs +4);
Ranger Spells Prepared: (CL 5th; concentration +6)
2nd - barkskin, cat's grace
1st - entangle (DC 12), resist energy
Statistics: Str: 13; Dex: 19; Con: 12; Int: 12; Wis: 12; Cha: 8; BAB: +8; CMB: +9; CMD: 24
Feats: Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Skills: Acrobatics (D) +11, Climb (S) +9, Heal (W) +8, Knowledge (Dungeoneering) (I*) +6, Knowledge (Geography) (I*) +6, Knowledge (Nature) (I*) +8, Perception (W) +14, Ride (D) +10, Stealth (D) +14, Survival (W) +12, Swim (S) +7;
Languages: Common, Elven, Orc
Special Qualities: elven magic, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride
Treasure: potion of cure moderate wounds, +1 chain shirt, +1 longbow, arrows (20), masterwork elven curve blade, +1 cloak of resistance, +1 ring of protection, 194gp
Greyoak
Halfling Rogue; CR: 2; XP: 600; Align: N; Small humanoid (halfling)
Init: +3; Senses: Perception +8
DEFENSE: AC: 17; TAC: 14; FFAC: 14; HD: 3d8+6 ; HP: 23; Saves: For: +4, Ref: +7, Will: +2; +2 Saves vs. Fear Defensive Abilities: evasion, trap sense +1
OFFENSE: Speed: 20 ft.; Melee: rapier +4 (1d6+1/18-20); Ranged: masterwork shortbow +7 (1d6/x3), Point Blank masterwork shortbow +8 (1d6+1/x3); Special Attacks: sneak attack +2d6
Statistics: Str: 12; Dex: 17; Con: 14; Int: 10; Wis: 10; Cha: 15; BAB: +2; CMB: +2; CMD: 15
Feats: Point Blank Shot, Precise Shot
Skills: Acrobatics (D) +11, Climb (S) +9, Disable Device (I*) +5, Disguise (Ch) +5, Escape Artist (D) +9, Perception (W) +8, Ride (D) +6, Sense Motive (W), Stealth (D) +13, Survival (W) +3, Swim (S) +7, Racial Modifiers: +2 Perception, Acrobatics, Climb
Special Abilities:
Statistics: Str: 12; Dex: 17; Con: 14; Int: 10; Wis: 10; Cha: 15; BAB: +2; CMB: +2; CMD: 15
Feats: Point Blank Shot, Precise Shot
Skills: Acrobatics (D) +11, Climb (S) +9, Disable Device (I*) +5, Disguise (Ch) +5, Escape Artist (D) +9, Perception (W) +8, Ride (D) +6, Sense Motive (W), Stealth (D) +13, Survival (W) +3, Swim (S) +7, Racial Modifiers: +2 Perception, Acrobatics, Climb
Special Abilities: halfling luck (+1 saves), sure-footed (+2 Acrobatics, Climb), keen senses (+2 Perception),
Languages: Common, Halfling
Special Qualities: rogue talents (surprise attack), trapfinding 1, halfling luck (+1 saves), sure-footed (+2 Acrobatics, Climb), keen senses (+2 Perception),
Organization:
Treasure: NPC Gear (oil of magic weapon (2), potion of cure moderate wounds, potion of invisibility, sleep arrow, masterwork studded leather, masterwork composite longbow, arrows (20), rapier, 73 gp)
Jaxxin, Ungret
2 Fighter, Level 05; CR: 4; XP: 1,200; Human male fighter 5 Align: N; Medium humanoid (human)
Init: +6; Senses: Perception +6
DEFENSE: AC: 21; TAC: 12; FFAC: 19; HD: 5d10+10; HP: 45; Saves: For: +6, Ref: +4, Will: +5; Defensive Abilities: bravery +1
OFFENSE: Speed: 30 ft.; Melee: masterwork longsword +12 (1d8+7/19-20) or cold iron dagger +9 (1d4+6/19-20); Ranged: heavy crossbow +7 (1d10/19-20)
Statistics: Str: 18; Dex: 14; Con: 12; Int: 8; Wis: 13; Cha: 10; BAB: +5; CMB: +9; CMD: 21
Feats: Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills: Heal (W) +2, Perception (W) +6, Survival (W) +5
Languages: Common
Special Qualities: armor training 1, bravery +1, weapon training 1 (heavy blades)
Treasure: NPC Gear (potion of bull strength, potion of moderate light wounds, potion of enlarge person, +1 breastplate, +1 cloak of resistance, alchemist's fire, holy water, oil (2), healer's kit (2 uses remaining), heavy wooden shield, cold iron dagger, heavy crossbow, bolts (20), masterwork longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 204gp)
Day 46 - morning
Assassin Vine, Advanced; CR: 10; XP: 9,600; Align: N; Huge plant
Init: +0; Senses: blindsight 30 ft., low-light vision, Perception +1
DEFENSE: AC: 27; TAC: 9; FFAC: 27; HD: 11d8+55; HP: 152; Saves: For: +13, Ref: +3, Will: +4; Immune: electricity, plant traits, Resist: cold 10 and fire 10
OFFENSE: Speed: 5 ft.; Melee: slam +15/+10 (1d10+11 plus grab); Space: 15 ft.; Reach: 10 ft.; Special Attacks: constrict (1d8+11), entangle
Statistics: Str: 28; Dex: 10 ; Con: 20; Int: -; Wis: 13; Cha: 9; BAB: +8/+3; CMB: +16 (+20 grapple); CMD: 26 (can't be tripped)
Special Abilities:
Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Entangle (Su): An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based.
Special Qualities: camouflage
Organization: solitary, pair, or patch (3-6)
Treasure: incidental
"This gnarled vine, as thick as a man's arm and bearing hand-shaped leaves, convulses across the ground in an unnatural slither."
Day 46 - Afternoon
Bear, Dire; CR: 7; XP: 3,200; Align: N; Large animal
Init: +5; Senses: low-light vision, scent; Perception +12
DEFENSE: AC: 18 ; TAC: 10 ; FFAC: 17; HD: 10d8+50; HP: 95 ; Saves: For: +12 , Ref: +8 , Will: +4
OFFENSE: Speed: 40 ft.; Melee: 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 25 ; Dex: 13 ; Con: 21 ; Int: 2 ; Wis: 12 ; Cha: 10 ; BAB: +7 ; CMB: +15 (+19 grapple); CMD: 26 (30 vs. trip)
Feats: Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills: Perception +12, Swim +19; Racial Modifiers: +4 Swim
Organization: solitary or pair
Treasure: incidental
“Spittle drips from this feral bear’s roaring maw, and its matted fur is broken in places by wicked, bony growths.”
Day 46 - Night
Woodwose; CR: 10; XP: 9,600; Align: NE; Medium fey
Init: +7; Senses: low-light vision, plant sense 60 ft.; Perception +28
DEFENSE: AC: 24; TAC: 14; FFAC: 20; HD: 17d6+68; HP: 127; Saves: For: +9, Ref: +13, Will: +13; Defensive Abilities: plant passivism, DR: 10/cold iron; Immune: wood
OFFENSE: Speed: 30 ft.; Melee: club +11 (1d6+3) or 2 slams +11 (1d6+3);
Special Attacks: spines;
Spell-Like Abilities: (CL 17th);
At will - entangle (DC 15), pass without trace, shillelagh, speak with plants, wood shape
3/day - blight (DC 19), transport via plants, wall of thorns
1/day - ironwood, tree shape
Spells Prepared (CL 9th);
5th - insect plague
4th - giant vermin, rusting grasp (DC 17)
3rd - contagion (DC 16), dominate animal (DC 16), snare
2nd - barkskin, chill metal (DC 15), fire trap (DC 15), flaming sphere (DC 15), heat metal (DC 15)
1st - detect animals or plants, endure elements, faerie fire, magic stone, summon nature’s ally I
0th - detect magic, flare (DC 13), guidance, know direction, read magic, resistance
Statistics: Str: 17; Dex: 16; Con: 18; Int: 13; Wis: 16; Cha: 18; BAB: +8; CMB: +11; CMD: 25
Feats: Alertness, Blind-Fight, Combat Casting, Dodge, Empower Spell, Improved Initiative, Quicken Spell, Stealthy
Skills: Fey: (6+Int/HD) Acrobatics (D)(c), Bluff (Ch)(c)+22, Climb (S)(c), Craft (alchemy) (I)(c)+21, Craft (anyy) (I)(c)+21, Diplomacy (Ch)(c)+17, Disguise (Ch)(c), Escape Artist (D)(c), Fly (D)(c), Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c)+21, Perception (W)(c)+27, Perform ( ) (Ch)(c), Sense Motive (W)(c)+27, Sleight of Hand (D*)(c), Stealth (D)(c)+17(+21 in forests), Swim (S)(c), Use Magic Device (Ch*)(c); Racial Modifiers: +4 Stealth in forests
Acrobatics (D), Appraise (I), Bluff (Ch)+22, Climb (S), Craft (alchemy) (I)+21, 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*)
Special Abilities:
Immunity to Wood (Ex): A woodwose is unaffected by wooden weapons (such as clubs or quarterstaffs) and spells or effects that generate or use wood-type effects (such as a wall of thorns for example). Weapons with damaging parts that are primarily metal (or some other material) such as arrows, spears, and so on, damage a woodwose normally.
Plant Passivism (Ex): No plant creatures willingly attack a woodwose. They can be forced to do so through magical means however. If attacked by a woodwose or one of its allies, the effect is broken and the plant creature can attack the woodwose normally.
Plantsense (Ex): A woodwose can automatically sense the location of anything within 60 feet that is in contact with vegetation.
Spells: A woodwose casts spells as a 9th-level druid.
Spines (Ex): As a free action, a woodwose can cause sharpened wooden spines to protrude from its body. Any creature in contact with the woodwose or grappling with it takes 1d6 points of piercing damage each round it remains in contact with the woodwose. In addition, any creature attacking a woodwose with natural weaponsor unarmed attacks takes the same 1d6 points of damage.
Languages: Common, Sylvan
Special Qualities:
Environment: temperate forests
Organization: solitary
Treasure: standard (club, other treasure)
"This green skinned green haired figure has the appearance of a gnarled old man with skin like tree bark. Its hair and beard looks like Spanish moss with brambles and leaves knotted through it."
Day 47 - Afternoon
12 - Uintatherium, Megafauna; CR: 7; XP: 3,200; Align: N; Large animal
Init: +0; Senses: low-light visiob; Perception +20
DEFENSE: AC: 20; TAC: 9; FFAC: 20; HD: 10d8+50; HP: 95; Saves: For: +12, Ref: +7, Will: +6;
OFFENSE: Speed: 30 ft.; Melee: bite +16 (2d8+15); Space: 10 ft.; Reach: 10 ft.
Statistics: Str: 30; Dex: 10; Con: 21; Int: 1; Wis: 13; Cha: 3; BAB: +7; CMB: +18; CMD: 28 (32 vs. trip)
Feats: Diehard, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills: Animal: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +20, Stealth (D)(c), Swim (S)(c); Racial Modifiers:
Environment: temperate swamps
Organization: solitary, pair, or herd (3-12)
Treasure: none
"This large creature is built like a rhinocerus, but with fangs like a saber-toothed tiger and smaller hornlike ridges."
Day 47 - Night
Barometz; CR: 15; XP: 51,200; Align: N; Gargantuan plant
Init: +5; Senses: low-light vision; Perception +27
DEFENSE: AC: 31; TAC: 11; FFAC: 26; HD: 22d8+154; HP: 253; Saves: For: +20, Ref: +12, Will: +11; Immune electricity, plant traits
OFFENSE: Speed: 40 ft.; Melee: gore +23 (5d10+15/19-20); Space: 20 ft.; Reach: 20 ft.;
Special Attacks: powerful charge (gore, 10d10+15), trample (5d10+15, DC 31)
Statistics: Str: 30; Dex: 21; Con: 24; Int: 2; Wis: 15; Cha: 9; BAB: +16; CMB: +30 (+34 bull rush or overrun); CMD: 45 (47 vs. bull rush or overrun, 49 vs. trip)
Feats: Awesome Blow, Bleeding Critical, Critical Focus, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (gore), Improved Overrun, Iron Will, Power Attack, Weapon Focus (gore)
Skills: Perception (W) +27
Environment: any forests
Organization: solitary or serving druid masters
Treasure: none
"This massive green ramlike creature's pelt is actually a tangle of vines, and its horns are wickedly sharp wooden branches."
Day 48 - Morning
5 - Tyrannosaurus; CR: 9; XP: 6,400; Align: N; Gargantuan animal
Init: +5; Senses: low-light vision, scent, Perception +37
DEFENSE: AC: 21; TAC: 7; FFAC: 20; HD: 18d8+72; HP: 153; Saves: For: +15, Ref: +12, Will: +10
OFFENSE: Speed: 40 ft.; Melee: bite +20 (4d6+22/19-20 plus grab); Space: 20 ft.; Reach: 20 ft.
Special Attacks: swallow whole (2d8+11, AC 17, hp 15)
Statistics: Str: 32; Dex: 13; Con: 19; Int: 2; Wis: 15; Cha: 10; BAB: +13; CMB: +28 (+32 grapple); CMD: 39
Feats: Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills: Perception (W) +37; Racial Modifiers: +8 Perception
Special Abilities:
Powerful Bite (Ex): A tyrannosaurus applies twice in Strength modifier to bite damage
Environment: warm forests and plains
Special Qualities: powerful bite
Organization: solitary, pair, or pack (3-6)
Treasure: none
"This bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth."
Day 49 - Night
10 - Displacer Beast; CR: 4; XP: 1,200; Align: LE; Large magical beast
Init: +2; Senses: darkvision 60 ft., low-light vision, scent, Perception +10
DEFENSE: AC: 17; TAC: 12; FFAC: 14; HD: 5d8+10; HP: 42; Saves: For: +8, Ref: +7, Will: +3; Defensive Abilities: displacement, resistant to ranged attacks
OFFENSE: Speed: 40 ft.; Melee: bite +8 (1d8+4), 2 tentacles +8 (1d6+4); Space: 10 ft.; Reach: 5 ft. (10 ft. with tentacles)
Statistics: Str: 18; Dex: 15; Con: 16; Int: 5; Wis: 12; Cha: 8; BAB: +5; CMB: +10; CMD: 23 (31 vs. trip)
Feats: Dodge, Skill Focus (Perception, Stealth)
Skills: Perception (W) +10, Stealth (D) +12 ; Racial Modifiers: +8 Stealth
Special Abilities:
Displacement (Su): A light-bending glamer continually surrounds a displacer beast making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.
Resistance to Ranged Attacks(Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks).
Environment: Temperate Hills
Languages: Common
Organization: solitary, pair, or pack (6-10)
Treasure: half standard, 575 gp
"This creature looks like an emaciated panther, with blue-black fur, six legs, and a body that is nothing but muscle and bone. A pair of tentacles sprout from its shoulders and end in horny-ridged pads."
Treasure:
105 pp, 1458 gp, 2138 sp, 6650 cp
Agate (11 gp)
Aquamarine (500 gp)
Azurite (10 gp)
Bloodstone (50 gp)
Chrysoprase (45 gp)
Deep Blue Spinel (70 gp)
Green Spinel (35 gp)
Green Spinel (50 gp)
Hematite (10 gp)
Ivory (45 gp)
2 x Ivory (50 gp)
Lapis Lazuli (8 gp)
Lapis Lazuli (10 gp)
Malachite (9 gp)
Malachite (10 gp)
Milky Quartz (40 gp)
Milky Quartz (60 gp)
Opal (500 gp)
Peridot (55 gp)
Pyrite (10 gp)
Red Spinel (50 gp)
Rhodochrosite (12 gp)
Rock Quartz (10 gp)
Rose Quartz (45 gp)
Saltwater Pearl (100 gp)
Sardonyx (65 gp)
Shell (10 gp)
Smoky Quartz (50 gp)
Smoky Quartz (55 gp)
Tigereye (7 gp)
Tigereye (9 gp)
2 x Tigereye (10 gp)
2 x Tigereye (11 gp)
Topaz (400 gp)
Topaz (550 gp)
Tourmaline (90 gp)
Tourmaline (100 gp)
Day 58 - Night
Wood Giants
5 - Giant, Wood; CR: 6; XP: 2,400; Align: CG; Large humanoid (giant)
Init: +5; Senses: low-light vision; Perception +11
DEFENSE: AC: 20 ; TAC: 14 ; FFAC: 15 ; HD: 9d8+27; HP: 67 ; Saves: For: +9 , Ref:+8 , Will: +7; Defensive Abilities: rock catching
OFFENSE: Speed: 40 ft. ; Melee: longsword +10/+5 (2d6+5/19-20) or 2 slams +10 (1d6+5); Ranged: mwk longbow +9/+9/+4 (2d6+5/x3) ; Space: 10 ft. ; Reach: 10 ft.
Spell-Like Abilities: (CL 7th; concentration +8)
Constant – passwithout trace, speak with animals
3/day – charm animal (DC 12), quench, tree shape
1/day – enlarge person (self only), spike growth
Statistics: Str: 20 ; Dex: 21 ; Con: 17 ; Int: 14 ; Wis: 15 ; Cha: 12 ; BAB: +6 ; CMB: +12 ; CMD: 27
Feats: Deadly Aim, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot
Skills: Acrobatics +8 (+12 jump), Climb +14, Knowledge (nature) +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in forests), Survival +8; Racial Modifiers: +4 Stealth in forests
Languages: Common, Giant, Sylvan; speak with animals
Organization: solitary, gang (2-4), hunting party (5-9, plus 1-4 dire wolves), or clan (10-40, plus 35% noncombatants, 1-3 druids or witches of 2nd-4th level, 1 ranger chieftain of 3rd-7th level, 4-10 dire wolves, and 2-8 giant eagles)
Treasure: standard (leather armor, longsword, masterwork composite longbow with 20 arrows, other treasure), 2,000gp
“Standing tall and graceful, this sharp-eared giant’s skin is pale. Its large brow gives it a somewhat primitive visage.”
4 - Wolf, Dire; CR: 3; XP: 800; Align: N; Large animal
Init: +2; Senses: low-light vision, scent; Perception +10
DEFENSE: AC: 14 ; TAC: 11 ; FFAC: 12 ; HD: 5d8+15; HP: 37 ; Saves: For: +7 , Ref: +6, Will: +2
OFFENSE: Speed: 50 ft.; Melee: bite +7 (1d8+6 plus trip); Space: 10 ft. ; Reach: 5 ft.
Statistics: Str: 19 ; Dex: 15 ; Con: 17 ; Int: 2 ; Wis: 12 ; Cha: 10 ; BAB: +3 ; CMB: +8 ; CMD: 20 (24 vs. trip)
Feats: Run, Skill Focus (Perception), Weapon Focus (bite)
Skills: Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers: +4 Survival when tracking by scent
Organization: soilitary, pair, or pack (3-8)
Treasure: none
"This immense black wolf is the size of a horse, its fangs as large and sharp as knives."
Day 59 - Morning
Guecubu
Guecubu; CR: 8; XP: 4,800; Align: CE; Medium undead (earth)
Init: +8; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +18; Aura: broken ground (30 ft., DC 20)
DEFENSE: AC: 21; TAC: 15; FFAC: 16; HD: 11d8+55; HP: 105; fast healing 5; Saves: For: +8, Ref: +7, Will: +11; Defensive Abilities: channel resistance +2; DR: 5/bludgeoning; Immune electricity, undead traits, Resist: cold 10
OFFENSE: Speed: 30 ft.; Melee: bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 plus misfortune)
Spell-Like Abilities: (CL 8th; concentration +13)
At will—stone shape
3/day—soften earth and stone, spike growth (DC 18)
1/day—spike stones (DC 19), transmute mud to rock (DC 20), transmute rock to mud (DC 20)
Statistics: Str: 22; Dex: 18; Con: -; Int: 13; Wis: 18; Cha: 21; BAB: +8; CMB: +14; CMD: 29
Feats: Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack
Skills: Undead: (4+Int/HD) Acrobatics (D) +15,Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c), Knowledge (Arcana) (I*)(c), Knowledge (Nature) (I*) +12, Knowledge (Religion) (I*)(c), Perception (W)(c) +18, Sense Motive (W)(c) +18, Spellcraft (I*)(c), Stealth (D)(c) +18,
Special Abilities:
Broken Ground (Su): The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain. A guecubu can move through this area with no penalty. Consecrated ground cannot be affected by this ability, nor can any area warded by a magic circle against chaos or a magic circle against evil.
Misfortune (Su): A creature struck by a guecubu must make a DC 20 Will save or become permanently cursed with misfortune. The victim of this curse takes a -4 penalty on all attack rolls, saving throws, and skill checks, and any critical threat against the victim automatically confirms. If a guecubu hits a creature already suffering from this curse, the victim must make a DC 20 Will save or be staggered for 1 round. This is a curse effect. The save DC is Charisma-based.
Languages: Abyssal, Common
Environment: any
Organization: solitary
Treasure: standard, 3,350gp
"A skeletal carcass pulls itself from the ground, its body formed as much from earth and soil as from bones and rotting flesh."
Day 63 - Night
Rakshasha
Day 65 - Afternoon
Taniniver
Day 68 - Night
Dandasuka
Day 71 - Morning
Mummy
Day 74 - Morning
Giant Horsefly
Day 77 - Night
Mezlan
Day 77 -Elven Slayers - Tylaes Mas "Monster Slayers"
Slayer 6, Bow, Elf; CR: 5; XP: 1,600; Elf slayer 6 Align: CG; Medium (elf)
Init: +4; Senses: Low-light Vision; Perception +10
DEFENSE: AC: 20; TAC: 14; FFAC: 16; HD: 6d10+18; HP: 63; Saves: For: +6, Ref: +9, Will: +1; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: masterwork longsword +10/+5 (1d8+3/19-20); Ranged: +2 composite longbow +13x2/+13/+8 (1d8+8/x3);
Special Attacks: sneak attack +2d6, studied target +2 (2nd); Spell-Like Abilities: ;
Statistics: Str: 16; Dex: 18; Con: 14; Int: 17; Wis: 8; Cha: 10; BAB: +6; CMB: +9; CMD: 22
Feats: Focused Shot, Manyshot, Point Blank Shot, Point Blank Shot Master, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills: Slayer (6+Int): Acrobatics (D)(c) +18, Bluff (Ch)(c), Climb (S)(c), Craft ( ) (I)(c), Disguise (Ch)(c) +9, Heal (W)(c), Intimidate (Ch)(c) +9, Knowledge (Dungeoneering) (I*)(c), Knowledge (Geography) (I*)(c) +11, Knowledge (Local) (I*)(c), Perception (W)(c) +10, Profession ( ) (W*)(c), Ride (D)(c) +13, Sense Motive (W)(c), Stealth (D)(c) +18, Survival (W)(c) +8, Swim (S)(c) Racial Modifiers: +2 Perception, +2 Spellcraft when identifying
Special Abilities:
Languages: Common, Elven,
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), slayer talent (ranger combat style (archery - rapid shot, point blank shot master), rogue talent (weapon training - weapon focus))), track +2, weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons),
Environment:
Organization:
Treasure: NPC Gear (+1 studded leather, +2 composite longbow (+3), arrows (20), masterwork longsword, heavy steel shield, potion of cure moderate wounds, potion of invisibility, gauntlets of giant strength +2, Circlet of Intelligence +2, cloak of elvenkind, boots of elvenkind), 324gp
Battle Mage; CR: 2; XP: 600; Elf wizard 3 Align: NG; Medium humanoid (elf)
Init: +2; Senses: low-light vision; Perception +5
DEFENSE: AC: 16 (mage armor); TAC: 12; FFAC: 14; HD: 3d6+6; HP: 19; Saves: For: +2, Ref: +3, Will: +3; +2 vs. enchantments Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: masterwork rapier +3 (1d6/18-20); Ranged: masterwork longbow +4 (1d8+1/x3); Special Attacks: hand of the apprentice (6/day);
Wizard Spells Prepared: (CL 3rd; concentration +6);
2nd - mirror image, scorching ray
1st - magic missile, shield, shocking grasp
0 (at will) - daze (DC 13), detect magic, light, resistance
Statistics: Str: 12; Dex: 15; Con: 12; Int: 17; Wis: 10; Cha: 8; BAB: +1; CMB: +2; CMD: 14
Feats: Combat Casting, Point Blank Shot, Scribe Scroll
Skills: Acrobatics (D) +4, Climb (S) +2, Knowledge (arcana) (I*) +9, Knowledge (History) (I*) +7, Perception (W) +5, Spellcraft (I*) +9 (+11 to identify magic item properties), Stealth (D) +4
Languages: Common, Draconic, Elven, Orc, Sylvan
Special Qualities: arcane bond (rapier), elven magic, weapon familiarity
Treasure: NPC Gear (potion of cure moderate wounds, scroll of glitterdust, scroll of haste (2), scroll of invisibility, scroll of magic weapon, scroll of mirror image (2), scroll of obscuring mist, scroll of protection from evil, scroll of scorching ray, wand of mage armor (20 ch), masterwork longbow, arrows (20), masterwork rapier, spellbook - 2nd - Glitterdust, Mirror Image, Scorching Ray, Invisibility, Hideous Laughter, 1st - magic missile, shield, shocking grasp, charm person, reduce, magic weapon, protection from evil, mage armor, alarm, 113gp.
Day 78 -
Dire Tiger
Day 86 -
Chyzaedu
Day 88
Dandasuka