Giant, Wood 11th Ranger; CR: 16; XP: 76,800; Wood giant ranger 11 Align: CG; Large humanoid (giant)
Init: +10; Senses: low-light vision; Perception +26
DEFENSE: AC: 27; TAC: 16; FFAC: 22; HD: 9d8+45+11d10+62; HP: 228; Saves: For: +20, Ref:+19, Will: +12; Defensive Abilities: rock catching
OFFENSE: Speed: 40 ft. ; Melee: +2 longsword +25/+20/+15/+10 (2d6+10/19-20) or 2 slams +23 (1d6+8); Ranged: +2 composite longbow +24/+24/+19/+14/+9 (2d6+10/19-20/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: 26; Dex: 25; Con: 21 ; Int: 14 ; Wis: 17 ; Cha: 10 ; BAB: +17 ; CMB: +25 ; CMD: 42
Feats: Deadly Aim, Devastating Strike, Endurance, Evasion, Far Shot, Greater Vital Strike, Improved Critical (longbow), Improved Initiative, Improved Vital Strike, Iron Will, Parting Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Vital Strike,
Skills: Humanoid: (2+Int/HD)/Ranger (6+Int): Acrobatics (D) +21 (+25 jump), Climb (S)(c) +28, Craft ( ) (I)(c), Handle Animal (Ch*)(c) +14, Heal (W)(c), Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Geography) (I*)(c) +15, Knowledge (Nature) (I*)(c) +22, Perception (W)(c) +26, Profession (farmer) (W*)(c) +9, Ride (D)(c), Spellcraft (I*)(c), Stealth (D)(c) +24 (+28 in forests), Survival (W)(c) +20, Swim (S)(c); Racial Modifiers: +4 Stealth in forests
Languages: Common, Giant, Sylvan; speak with animals
Special Qualities: (favored enemy - (outsider (evil) (+6), giant (+4), dragon (+2)), track, wild empathy, combat style feats - far shot, parting shot; endurance, favored terrain - (forest, hills), hunter's bond, woodland stride, swift tracker, quarry
Feat Explanation:
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Devastating Strike: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
Greater Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Parting Shot: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. Starting at 6th level, a ranger with the archery combat style may select Parting Shot as a combat style feat.
Shot on the Run: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
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 (+2 leather armor, +2 longsword, +2 composite longbow with 20 arrows, +2 belt of giant strength, amulet of natural armor +2, cloak of resistance +2, ring of protection +2, 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.”
Treasure:
Coins: 33 pp, 267 gp, 539 sp, 1,462 cp
Art:
[500 gp] gold chess set
[400 gp] gold censer with platinum inlay
[750 gp] gold cauldron with alchemical symbols
[500 gp] platinum holy symbol
[850 gp] gold decanter with grape vine patterns
[800 gp] platinum censer with ornate markings
[800 gp] platinum bowl with arcane engravings
Gems:
[55 gp] milky quartz
[90 gp] unworked jade (worth 45 gp; Craft (jewelry) DC 15 to repair)
[10 gp] malachite
[7 gp] tigereye
[7 gp] rhodochrosite
[11 gp] unworked rhodochrosite (worth 5 gp; Craft (jewelry) DC 10 to repair)
[13 gp] rhodochrosite
Earth Sorcerer CR: 8; XP: 4,800; Oread male sorcerer 9 Align: N; Medium (Small) humanoid (human)
Init: +2; Senses: Perception +9
DEFENSE: AC: 14 (18); TAC: 13 (17); FFAC: 12 (16); HD: 9d6+9; HP: 45; Saves: For: +5, Ref: +6, Will: +10; ; DR: 10/adamantine (90 hit points) ; Resist: acid 20
OFFENSE: Speed: 20 ft. burrow 30 ft. (earth glide); Melee: dagger +4/-1 (1d4-1/19-20); Ranged:scorching ray +7/+7 (+8/+8 within 30 ft.) (4d6 or 4d6+1 within 30 ft.)
Oread Spell-Like Ability: (CL 9th; Concentration +15)
1/day - magic stone
Bloodline Spell-Like Abilities: (CL 9th; concentration +15);
9/day - elemental ray (1d6+4 acid)
1/day - elemental blast (9d6, DC 21)
Sorcerer Spells Known: (CL 9th; concentration +14);
4th (2) - 5/day - confusion (DC 21), elemental body I (B), stoneskin (already cast), touch of slime (DC 21)
3rd (3) - 7/day - displacement, fireball (acid) (DC 20), protection from energy (B), stinking cloud (DC 20),
2nd (4) - 7/day - acid arrow, darkness, detect thoughts (DC 18), glitterdust (DC 19), scorching ray (acid) (B)
1st (5) - 7/day - burning hands (acid)(B) (DC 17), mage armor (already cast), magic missile, obscuring mist, ray of enfeeblement (DC 17), touch of gracelessness (DC 17)
0 - at will - acid splash, arcane mark, detect magic, ghost sound (DC 16), mage hand, mending, message, prestidigitation, read magic
Bloodline (B): elemental (earth)
Statistics: Str: 10(12); Dex: 14; Con: 12; Int: 10; Wis: 16; Cha: 20; BAB: +4; CMB: +4; CMD: 11
Feats: Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Mobility, Point Blank Shot, Weapon Focus (ray)
Skills: Diplomacy (Ch) +5, Handle Animal (Ch*) +5, Heal (W) +6, Knowledge (arcana) (I*) +10, Knowledge (Religion) (I*) +1, Linguistics (I*) +1, Perception (W) +9, Spellcraft (I*) +10, Survival (W) +3
Languages: Common, Terran
Special Qualities: bloodline elemental (earth) (change energy damage spells to acid), Energy Resistance (acid resistance 5), Spell-Like Ability (can use magic stone 1/day (CL = character level, DC 11 + Cha mod), Earth Affinity (Sorcerers with elemental (earth) bloodline treat their charisma as 2 points higher for all sorcerer spells and class abilities. Clerics with the Earth domain cast their Earth domain powers and spells at +1 caster level)
Organization:
Treasure: NPC Gear (dagger, +1 ring of protection, +1 amulet of natural armor, +1 cloak of resistance, +2 headband of alluring charisma, brooch of shielding [50 points], potion of cure serious wounds, wand of haste [15 charges], 250 gp in diamond dust, 654gp
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.”
Coins: 0 pp, 65 gp, 592 sp, 2,136 cp
Armor: [4,160 gp] +2 leather armor
Art:
[400 gp] gold censer with platinum inlay
[300 gp] gilded demon skull
[550 gp] gold cup with royal crest
[500 gp] gold puzzle box
[1,500 gp] painting of a queen by a master
[1,300 gp] platinum statuette of a deity
[1,100 gp] decorated platinum plate
Gems:
[11 gp] unworked hematite (worth 5 gp; Craft (jewelry) DC 10 to repair)
[13 gp] unworked pyrite (worth 6 gp; Craft (jewelry) DC 10 to repair)
[10 gp] obsidian
Potions:
[50 gp] potion/oil of hide from undead (CL 1)
[300 gp] potion/oil of reduce animal (CL 3)
[25 gp] potion/oil of arcane mark (CL 1)
Wands:
[375 gp] wand of acid splash (CL 1)
Cooshee; CR: 2; XP: 600; Align: NG; Large magical beast
Init: +3; Senses: darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE: AC: 16; TAC: 12; FFAC: 13; HD: 3d10+12; HP: 28; Saves: For: +7, Ref: +5, Will: +2, +4 vs. enchantment
OFFENSE: Speed: 40 ft. (plus sprint); Melee: bite +10 (1d8+6 plus grab or trip), 2 claws +10 (1d4+5);
Statistics: Str: 23; Dex: 15; Con: 19; Int: 4; Wis: 12; Cha: 6; BAB: +3; CMB: +6 (+10 to grapple); CMD: 19
Feats: Alertness, Weapon Finesse
Skills: Perception (W) +7, Sense Motive (W) +3, Stealth (D) +7 (+11*), Survival (W) +5 (+9**); Racial Modifiers: +4 Stealth
*Due to coloration, the racial bonus to Stealth checks increases to +8 in their natural environment.
** Cooshee have a +4 racial bonus on Survival checks when tracking by scent.
Special Abilities:
Sprint (Ex): Once per hour, a cooshee can move ten times its normal speed (400 ft.) when it makes a charge attack.
Environment: temperate forests
Languages:
Special Qualities: sprint
Organization: solitary, pair, or pack (4-9)
Treasure: none
"This creature appears as a large green and brown spotted dog with slightly elven features. It has a long curling tail and ears that taper to points above its head."
Blink Dog; CR: 6; XP: 2,400; Rogue 8 Align: LG; Large magical beast
Init: +6; Senses: darkvision 60 ft., low-light vision, scent; Perception +15
DEFENSE: AC: 16; TAC: 14; FFAC: 12; HD: 3d10+15+8d8+48; HP: 116; Saves: For: +9, Ref: +12, Will: +6
OFFENSE: Speed: 40 ft.; Melee: bite +16/+11 (1d8+7)
Special Attacks: sneak attack +4d6, bleeding attack +4
Spell-Like Abilities: (CL 7th; concentration +7)
Constant – blink
At will – quickened dimension door (self only)
Statistics: Str: 24; Dex: 17; Con: 20; Int: 13; Wis: 13 ; Cha: 9; BAB: +9 ; CMB: +17; CMD: 30 (34 vs. trip)
Feats: Combat Reflexes, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Focus (bite)
Skills: Magical Beasts: (2+Int/HD), Rogue (8+Int): Acrobatics (D)(c), Appraise (I)(c), Bluff (Ch)(c), Climb (S)(c) +18, Craft ( ) (I)(c), Diplomacy (Ch)(c), Disable Device (I*)(c), Disguise (Ch)(c), Escape Artist (D)(c) +18, Fly (D)(c), Intimidate (Ch)(c) +15, Knowledge (Dungeoneering) (I*)(c), Knowledge (Local) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +15, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c), Stealth (D)(c) +17, Swim (S)(c), Use Magic Device (Ch*)(c)
Perception +15, Stealth +2, Survival +2 (+6 scent tracking)
Languages: Sylvan
Special Qualities: Rogue (sneak attack, trapfinding +2, rogue talents - (fast stealth, offensive defense, bleeding attack +4), evasion, uncanny dodge, improved uncanny dodge
Organization: solitary, pair, or pack (3-14)
Treasure: incidental
“This sleek canine has a coarse, tawny coat, pointed ears, and pale eyes. A faint blue nimbus seems to dance upon its fur.”
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."