Kallixtor the White has been in a slumber for years until recently. He has been approached by a group of yeti who have worshiped him for decades. Now with the contact of a cyclops for an alliance, the dragon sees an opportunity to spread its avarice and greed far and wide through strong minions.
Wedilkar the Wise is the leader of the yeti and claims that Kallixtor's lair protects a portal to a bloom to the icy peaks of a fey realm.
Yeti; CR: 4; XP: 1,200; Align: N; Large monstrous humanoid
Init: +1; Senses: darkvision 60'; scent; Perception +10
DEFENSE: AC: 17; TAC: 10; FFAC: 16; HD: 6d10+12; HP: 45; Saves: For: +6, Ref: +6, Will: +6; Immune: cold; Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft., climb 30 ft.; Melee: 2 claws +9 (1d6+4 plus 1d6 cold); Ranged: ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold);
Spell-Like Abilities: ;
Statistics: Str: 19; Dex: 12; Con: 15; Int: 9; Wis: 12; Cha: 10; BAB: +6; CMB: +11; CMD: 22
Feats: Cleave, Great Fortitude, Power Attack
Skills: Monstrous Humanoid: (4+Int/HD) Climb (S)(c) +21, Craft ( ) (I)(c), Fly (D)(c), Intimidate (Ch)(c) +9, Perception (W)(c) +10, Ride (D)(c), Stealth (D)(c) +1(+9 in snow), Survival (W)(c), Swim (S)(c); Racial Modifiers: +4 Stealth (+12 in snow)
Special Abilities:
Cold (Su): A yeti’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.
Frightful Gaze (Su): Creatures within 30 feet that meet a yeti’s gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.
Languages: Aklo
Special Qualities:
Environment: cold mountains
Organization: solitary, pair, or tribe (3–8)
Treasure: standard, 1,150gp
"This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white fur."
Crimson Lord - Shaman 9; CR: 8; XP: 4,800; Align: CE; Medium humanoid (human)
Init: +3; Senses: Perception +4
DEFENSE: AC: 19; TAC: 10; FFAC: 19; HD: 9d8+27; HP: 80; Saves: For: +7, Ref: +6, Will: +14; Resist: fire 10
OFFENSE: Speed: 30 ft.; Melee: masterwork greatsword +9/+4 (2d6+3/19-20); Ranged: ; Space: ; Reach: ;
Special Attacks: hexes (chant, flight, fortune, misfortune), wandering hex (cinder dance);
Shaman Spell-Like Abilities: (CL 9th, concentration +13);
At will - feather fall (self only)
Shaman Spells Prepared: (CL 9th; concentration +13)
5th - flame strike (DC 19), righteous mightS or summon monster V(fire elementals only)S
4th - greater magic weapon, restoration, scrying (DC 18), wall of fireS
3rd - dispel magic, magic vestment, stinking cloud (DC 17), wind wall; fireballS, or magic vestmentS
2nd - barkskin, bull's strength, false life, owl's wisdom, wicker horse, fog cloudS or resist energyS
1st - bless, burning hands (2)(DC 15), entangle (DC 15), obscuring mist; burning handsS (DC 15), or enlarge personS (DC 15)
0 (at will) - create water, detect magic, detect poison, read magic
S = spirit magic spell; Spirit: flame Wandering Spirit: battle
Statistics: Str: 14; Dex: 8; Con: 14; Int: 10; Wis: 18; Cha: 12; BAB: +6; CMB: +8; CMD: 18
Feats: Extra Hex, Heavy Armor Proficiency, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (greatsword), Nimble Moves, Toughness
Skills: Shaman (4 + Int): Craft ( ) (I)(c), Diplomacy (Ch)(c) +13, Fly (D)(c), Handle Animal (Ch*)(c), Heal (W)(c) +16, Knowledge (Nature) (I*)(c) +12, Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c) +12, Perception (W), Profession ( ) (W*)(c), Ride (D)(c) +6, Spellcraft (I*)(c), Survival (W)(c), Swim (S) +1; Racial Modifiers:
Special Abilities:
Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
Fiery Soul (Su): The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Languages: Common
Special Qualities: battle spirit, fiery soul, spirit animal (red fox), touch of flame
Environment:
Organization:
Treasure: NPC Gear (masterwork full plate, masterwork greatsword, cloak of resistance +2, ring of protection +1, golden cup (25gp), wand of cure serious wounds 9 charges
6 Barbarian Followers
Bugbear, Giant, Flesh Glutton (Cannibal); CR: 8; XP: 4,800; Giant bugbear barbarian 5 Align: CE; Large humanoid (goblinoid)
Init: +3; Senses: darkvision 60 ft., scent; Perception +14
DEFENSE: AC: 24 (23); TAC: 12 (10); FFAC: 21 (19); HD: 3d8+5d12+48; HP: 83 (99); Saves: For: +12 (+9), Ref: +8, Will:+5 (+3); Defensive Abilities: improved uncanny dodge, trap sense +1
OFFENSE: Speed: 30 ft.; Melee: +1 falchion +13/+8 (+15/+10) (2d6+10/18-20) (2d6+13/18-20), bite +5 (1d4+3); Ranged: masterwork javelin +10 (1d8+6) (1d8+8)
Special Attacks: rage (8 rounds/day), rage powers (animal fury)
Statistics: Str: 22 (26) ; Dex: 17 ; Con: 18 (22) ; Int: 10 ; Wis: 10 ; Cha: 10 ; BAB: +7 ; CMB: +14 (+16) ; CMD: 27
Feats: Hurtful*, Intimidating Prowess, Pile On*, Power Attack
Skills: Intimidate +21 (+23), Perception +14, Stealth +10, Survival +10
Special Qualities: fast movement, stalker
Languages: Common, Goblin
Organization:
Treasure: NPC Gear (elixir of oppression*, cloak of fangs, +1 breastplate, masterwork javelins (2), +1 falchion, 373gp)
“This muscular, savage humanoid stands 7 feet tall. Coarse hair covers most of its body. Its mouth is full of long, sharp fangs, and its nose is much like that of a bear”
White Dragon, Very Old; CR: 14; XP: 38,400; Align: CE; Huge dragon (cold)
Init: +4; Senses: dragon senses; snow vision; Perception +29; Aura cold (10 ft., 1d6 cold damage), frightful presence (270 ft., DC 21)
DEFENSE: AC: 34; TAC: 8; FFAC: 34; HD: 19d12+114; HP: 237; Saves: For: +17, Ref: +13, Will: +14;
SR: 25; DR: 15/magic; Immune cold, paralysis, sleep, Weaknesses vulnerability to fire
OFFENSE: Speed: 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee: bite +28 (2d8+15/19-20), 2 claws +27 (2d6+10), 2 wings +22 (1d8+5), tail slap +22 (2d6+15);
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite);
Special Attacks: breath weapon (50-ft. cone, DC 25, 18d4 cold); crush (Small Creatures, DC 25, 2d8+15), freezing fog (3/day, DC 18)
Spell-Like Abilities: (CL 19th, concentration +21)
At will - fog cloud, gust of wind
Spells Known: (CL 7th, concentration +9)
3rd (4/day) - displacement, lightning bolt (DC 15)
2nd (7/day) - fog cloud, invisibility, resist energy
1st (4/day) - alarm, grease (DC 13), magic aura, shield, true strike
0 (at will) - acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost
Statistics: Str: 31; Dex: 10; Con: 23; Int: 14; Wis: 17; Cha: 14; BAB: +19; CMB: +31; CMD: 41 (45 vs. trip)
Feats: Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills: Fly +14, Intimidate +24, Knowledge (arcane) +24, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +14, Swim +40; Racial Modifiers: +8 Swim
Special Abilities:
Cold Aura (Su): An adult white dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon's turn. An old dragon's aura extends to 10 feet. An ancient dragon's damage increases to 2d6.
Ice Shape (Su): A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice.
Icewalking (Ex): This ability works like the spider climb spell, but surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex): A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.
Languages: Common, Draconic, Giant
Special Qualities: icewalking, ice shape
Organization: solitary
Treasure: Triple, 45,000gp