Alp; CR: 11; XP: 9,600; Align: CN; Medium fey
Init: +12; Senses: darkvision 60 ft., low-light vision; Perception +15
DEFENSE: AC: 24; TAC: 19; FFAC: 15; HD: 13d6+78; HP: 123; Saves: For: +10, Ref: +16, Will: +9; SR: 21; DR: 10/cold iron; Immune: sleep effects, Weaknesses: light sensitivity
OFFENSE: Speed: 30 ft.; Melee: bite +17 (1d6+5), 2 claws +17 (1d4+5); Ranged: ; Space: ; Reach: ;
Special Attacks: blood drain (1d2 Constitution), crushing leap, nightmare rider, sneak attack +2d6;
Spell-Like Abilities: (CL 10th; concentration +13th)
Constant—greater magic fang
At will—deep slumber (DC 16), prestidigitation
3/day—nightmare (DC 18), putrefy food and drink
1/day—greater invisibility (self only)
Statistics: Sr: 14, Dex: 27, Con: 23, Int: 10, Wis: 8, Cha: 17 ; BAB: +6; CMB: +14; CMD: 27
Feats: Agile Maneuvers, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills: (6+Int/HD) Acrobatics (D)(c) +24, Bluff (Ch)(c), Climb (S)(c) +18, Craft ( ) (I)(c), Diplomacy (Ch)(c), Disguise (Ch)(c), Escape Artist (D)(c) +24, Fly (D)(c), Intimidate (Ch) +16, Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Perception (W)(c) +15, Perform ( ) (Ch)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c), Stealth (D)(c) +24, Swim (S)(c), Use Magic Device (Ch*)(c); Racial Modifiers:
Special Abilities:
Crushing Leap (Su): An alp can perform a special leaping attack by jumping on top of an adjacent target of its size category or smaller. The target must succeed at a DC 22 Reflex save or take 2d6+3 points of damage and be knocked prone. The alp can immediately attempt to grapple this foe without provoking an attack of opportunity. The save DC is Constitution-based.
Nightmare Rider (Su): An alp controls the dreams of a sleeping target by sitting atop its torso. Once it does so, the alp becomes heavier and heavier, restricting the victim’s breathing while inducing terrible nightmares and draining its blood. The victim can attempt a Perception check to waken, opposed by the alp’s Stealth check (the Perception check modifier for the character being asleep is only +5, due to the alp’s weight). If the sleeper fails to waken, the alp can use its blood drain ability against the victim and gains a +4 circumstance bonus to the save DC of its nightmare spell-like ability against that creature. If the creature fails the saving throw, it takes 1d6 points of Charisma damage in addition to the normal effects of nightmare.
Languages: Aklo, Common; telepathy 30 ft.
Special Qualities: change shape (cat, dog, pig, snake, or butterfly; shapechange)
Environment: any land
Organization: solitary, pair, or visitation (3–8)
Treasure: standard, 7,000gp
"This hoofed creature’s large yellow eyes are set in a noseless face above a grinning, fang-filled mouth."
Alps are troublesome fey who disturb the dreams and drink the blood of sleeping victims. Unlike other dream-haunting monsters, alps are driven more by their capricious whims than any desire to do harm; when an alp drinks a victim’s blood, it always takes care to leave him alive—if only so it can return at a later date to feed again. Alps despise bright light and avoid well-lit rooms, if they can. They enjoy playing pranks and causing minor mishaps. A typical alp stands about 5 feet tall and weighs about 90 pounds.
Liaasha of Verden
Demon, Succubus; CR: 7; XP: 3,200; Align: CE; Medium outsider (chaotic, demon, evil, extraplanar)
Init: +3; Senses: darkvision 60 ft., detect good; Perception +21
DEFENSE: AC: 20 ; TAC: 13 ; FFAC: 17 ; HD: 8d10+40; HP: 84 ; Saves: For: +7 , Ref: +9, Will: +10 SR: 18 ; DR: 10/cold, iron, or good ; Immune: electricity, fire, poison
OFFENSE: Speed: 30 ft.; fly 50 ft. (average); Melee: 2 claws +11 (1d6+)
Special Attacks: energy drain, profane gift
Spell-Like Abilities: (CL 12th)
Constant - detect good, tongues
At will - charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects
only), suggestion (DC 21), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day - dominate person (DC 23), summon (level 3, 1 babau 50%)
Statistics: Str: 13 ; Dex: 17 ; Con: 20 ; Int: 18 ; Wis: 14 ; Cha: 27 ; BAB: +8 ; CMB: +11 ; CMD: 22
Feats: Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14; Racial Modifiers: +8 Bluff, +8 Perception
Special Abilities:
Energy Drain (Su): A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su): Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift frome a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Special Qualities: change shape (alter self, Small or Medium humanoid)
Languages: Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
Organization: solitary, pair, or harem (3-12)
Treasure: double, 5,200gp
"Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman."
Demon, Babau; CR: 6; XP: 2,400; Align: CE; Medium outsider (chaotic, demon, evil, extraplanar)
Init: +5; Senses: darkvision 60 ft.; see invisibility; Perception +19
DEFENSE: AC: 19; TAC: 11; FFAC: 18; HD: 7d20+35; HP: 73; Saves: For: +10, Ref: +6, Will: +5; SR: 17; DR: 10/cold, iron, or good; Defensive Abilities: protective slime, Immune: electricity, poison, Resist: acid 10, cold 10, fire 10
OFFENSE: Speed: 30 ft.; Melee: 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7/×3), bite +7 (1d6+2); Ranged: ; Space: 5 ft.; Reach: 5 ft. (10 ft. with longspear);
Special Attacks: sneak attack +2d6;
Spell-Like Abilities: (CL 7th);
Constant—see invisibility
At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 3, 1 babau at 40%)
Statistics: Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16; BAB: +7; CMB: +12; CMD: 23
Feats: Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills: Outsider (6+Int/HD): Acrobatics (D)(c) +11, Bluff (Ch)(c), Climb (S)+12, Craft ( ) (I)(c), Disable Device (I*)(c) +11, Escape Artist (D)(c) +11, Knowledge (Planes) (I*)(c), Perception (W)(c) +19, Sense Motive (W)(c) +11, Sleight of Hand (D*)(c) +11, Stealth (D)(c) +22; Racial Modifiers: +8 Perception, +8 Stealth
Special Abilities:
Protective Slime (Su): A layer of acidic slime coats a babau’s skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.
Special Qualities:
Environment: any (Abyss)
Organization: solitary, pair, or gang (3–8)
Treasure: standard (longspear, other treasure) 2,000gp
"This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather."
Killiak of Huxxik
Gnoll Cleric, 11th level; CR: 12; XP: 19,200; Gnoll 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)
Xut the Ravager
Gnoll Antipaladin, 10th level; CR: 11; XP: 12,800; Gnoll 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
Vunn Darkmaw
Bugbear, Ambusher; CR: 10; XP: 1,600; Bugbear ranger (trapper) 8 Align: CE; Medium humanoid (goblinoid)
Init: +6; Senses: darkvision 60 ft., scent; Perception +11
DEFENSE: AC: 25 ; TAC: 14 ; FFAC: 22; HD: 3d8+8d10+33 ; HP: 90 ; Saves: For: +11 , Ref: +12 , Will: +7
OFFENSE: Speed: 30 ft; Melee: +1 longsword, flaming +14/+9 (1d8+6+1d6 fire/19-20), +1 short sword +14 (1d6+3/19-20); Ranged: masterwork dagger +11 (1d4+5/19-20)
Special Attacks: favored enemy (elves +4, gnomes +2), traps (7/day; DC 17; pit trap, snare trap, tar trap)
Statistics: Str: 20 ; Dex: 14 ; Con: 16 ; Int: 10 ; Wis: 16 ; Cha: 6 ; BAB: +10 ; CMB: +15 ; CMD: 27
Feats: Dodge, Double Slice, Endurance, Improved Initiative, Improved Natural Armor, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Two- Weapon Rend
Skills: Climn +11, Disable Device +18, Intimidate +15, Perception +11, Stealth +18, Survival +11; Racial Modifiers: +4 Intimidate, +4 Stealth
Special Abilities:
Stalker (Ex): Perception and Stealth are always class skills for bugbears
Special Qualities: favored terrain (forest +2), stalker, track +1, wild empathy +1
Languages: Common, Goblin
Organization: solitary, pair, gang (3-6), or warband (7-12 plus 2 warriors of 1st level and 1 chieftain of 3rd-5th level)
Treasure: NPC Gear (potion of cure light wounds (2), potion of cure moderate wounds (2), potion of invisibility, +1 chain shirt, +1 longsword, +1 short sword, +1 cloak of resistance, +1 amulet of natural armor, +1 ring of protection, masterwork dagger (2), 271gp)
“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”
Minx of Relunar
Ratfolk, Cleric of Relunar - elder 8; CR: 8; XP: 4,800; Ratfolk cleric 9 Align: N; Small humanoid (ratfolk)
Init: +4; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 19; TAC: 11; FFAC: 19; HD: 9d8+36; HP: 80; Saves: For: +12, Ref: +5, Will: +12
OFFENSE: Speed: 40 ft.; Melee: rod of nettles +8/+3 (see below for damage); Ranged: light crossbow +7 (1d6/19-20)
Special Attacks: channel positive energy 7/day (DC 16, 5d6), swarming
Domain Spell-Like Abilities: (CL 9th; concentration +13)
7/day - resistant touch +2
At will - dimensional hop (90 feet/day)
Cleric Spells Prepared CL 9th; concentration +13)
5th - teleportD, wall of stone (DC 19)
4th - dimension doorD, dismissal (DC 18), freedom of movement, summon monster IV
3rd - dispel magic, magic vestment, meld into stone, protection from energyD, stone shape
2nd - bull's strength, calm emotions (DC 16), darkness, shield otherD, sounds burst (DC 16), zone of truth (DC 16)
1st - bless, command (DC 15), endure elements, longstriderD, sanctuary (DC 15), shield of faith
D domain spell; Domain Protection, Travel
Statistics: Str: 10; Dex: 10; Con: 14; Int: 12; Wis: 18; Cha: 14; BAB: +6; CMB: +5; CMD: 15
Feats: Extra Channel, Great Fortitude, Improved Initiative, Selective Channeling, Toughness
Skills: Cleric (2+Int): Appraise (I)(c) +5, Craft (alchemt) (I)(c) +3, Diplomacy (Ch) +14, Heal (W)(c) +12, Knowledge (Arcana) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*), Knowledge (Religion) (I*) +9, Linguistics (I*), Perception (W) +6, Profession ( ) (W*)(c), Sense Motive (W)(c) +14, Spellcraft (I*)(c), Use Magic Device (Ch) +4 Racial Modifiers: +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Special Abilities:
Rod of Nettles (item)
This wooden rod is engraved with serrated-edged leaves of stinging nettles.
- This rod acts as a +1 light mace that deals no damage. Instead, the rod’s venomous touch (melee touch attack) deals 1d3 points of Dexterity damage and causes the target to become sickened for 1d6 rounds (DC 14 Fortitude negates the sickened effect and halves the Dexterity damage); on a critical hit, no saving throw is allowed.
- Once per day on command, the wielder may touch the rod of nettles to ordinary vegetation, causing a 20-foot cube to become tangled with nettle-choked overgrowth as the overgrowth ability of the plant growth spell. Furthermore, creatures entering or within this area are affected as if touched by the rod, though creatures with a natural armor bonus of +3 or greater are immune to this effect.
- A creature that saves is unaffected by the area’s poison for 24 hours.
Languages: Celestial, Common
Special Qualities: agile feet (7/day), aura of protection (+1 deflection, energy resistance 5, 9 rds/day), +10 base speed from travel domain.
Treasure: NPC Gear (scroll of bear's endurance, scroll of invisibility purge, scroll of sending, wand of cure moderate wounds (15 charges), +1 chainmail, light steel shield, light crossbow, bolts (10), masterwork light mace, rod of nettles, cloak of resistance +1, headband of inspired wisdom +2, silver holy symbol of Relunar, spell component pouch, sunrod, pair of platinum rings (50gp each)), 768gp
Texxik of Huxxik
Gnoll Cleric, 4th level; CR: 5; XP: 1,600; Gnoll cleric 4 Align: CE; Medium humanoid (gnoll)
Init: +1; Senses: darkvision 60 ft.; Perception +3
DEFENSE: AC: 18; TAC: 11; FFAC: 17; HD: 6d8+4; HP: 31; Saves: For: +7, Ref: +2, Will: +7; SR: ; DR: ; Special:
OFFENSE: Speed: 20 ft.; Melee: masterwork falchion +8 (2d4+4/18-20); Ranged: javelin +5 (1d6+3); Special Attacks: channel negative energy 6/day (DC 15, 2d6);
Domain Spell-Like Abilities: (CL 4th, concentration +7)
6/day - copycat (4 rounds), strength surge (+2)
Cleric Spells Prepared: (CL 4th, concentration +7)
2nd - death knell (DC 15), dread bolt (DC 15), hold person (DC 15), invisibilityD
1st - bane (DC 14), doom (DC 14), enlarge personD(DC 14), entropic shield, ray of sickening(DC 14)
0 - at will - bleed (DC 13), guidance, resistance, stabilize
D domain spell; Domains Strength, Trickery
Statistics: Str: 17; Dex: 12; Con: 10; Int: 8; Wis: 16; Cha: 12; BAB: +4; CMB: +7; CMD: 18
Feats: Combat Casting, Extra Channel, Improved Channel
Skills: (2+Int): Spellcraft (I*)(c) +8
Languages: Gnoll
Treasure: NPC Gear (potion of cure light wounds, wand of cure light wounds (50 ch), alchemist's fire (2), masterwork scale mail, javelins (2), masterwork falchion, amlet of natural armor +1, 33gp)
10
Bugbear, Gnasher (Cannibal); CR: 4; XP: 1,200; Bugbear barbarian 2 Align: CE; Medium humanoid (goblinoid)
Init: +4; Senses: darkvision 60 ft., scent; Perception +9
DEFENSE: AC: 22 (21); TAC: 13 (12); FFAC: 19 (17); HD: 3d8+2d12+22; HP: 41 (53); Saves: For: +7 (+9), Ref: +8, Will:+1 (+3); Defensive Abilities: uncanny dodge
OFFENSE: Speed: 30 ft.; Melee: masterwork falchion +10 (+11) (2d4+7/18-20), (2d4+9/18-20), bite +5 (1d4+3); Ranged: javelin +8 (1d6+6)
Special Attacks: rage (8 rounds/day), rage powers (animal fury)
Statistics: Str: 18 (22) ; Dex: 19 ; Con: 14 (18) ; Int: 10 ; Wis: 9 ; Cha: 10 ; BAB: +4 ; CMB: +8 (+10) ; CMD: 22
Feats: Hurtful*, Intimidating Prowess, Power Attack, Skill Focus (Perception)
Skills: Intimidate +15 (+17), Perception +9, Stealth +11, Survival +4
Special Qualities: fast movement, stalker
Languages: Common, Goblin
Organization:
Treasure: NPC Gear (elixir of oppression*, +1 cloak of resistance, breastplate, javelins (6), masterwork falchion, 219gp)
“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”
Traps:
FALLING BLOCK TRAP CR 5
Type: mechanical Perception: DC 20 Disable Device: DC 20
EFFECTS:
Trigger: location
Reset: manual
Effect: Atk +15 melee (6d6); multiple targets (all targets in a 10-ft. square)
WALL SCYTHE TRAP CR 4
Type: mechanical Perception: DC 20 Disable Device: DC 20
EFFECTS:
Trigger: location
Reset: automatic reset
Effect: Atk +20 melee (2d4+6/x4)
SWINGING AXE TRAP CR 1
Type: mechanical Perception: DC 20 Disable Device: DC 20
EFFECTS:
Trigger: location
Reset: manual
Effect: Atk +10 melee (1d8+1/x3); multiple targets (all targets in a 10-ft. line)
PIT TRAP CR 1
Type: mechanical Perception: DC 20 Disable Device: DC 20
EFFECTS:
Trigger: location
Reset: manual
Effect: 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
ARROW TRAP CR 1
Type: touch Perception: DC 20 Disable Device: 20
EFFECTS:
Trigger: touch
Reset: none
Effect: Atk +15 ranged (1d8+1/x3)
Coins
281 pp, 2396 gp, 678 sp, 1025 cp
Gems
Agate (9 gp)
Citrine (50 gp)
Malachite (7 gp)
Rhodochrosite (8 gp)
Tigereye (11 gp)
Turquoise (7 gp)
Turquoise (10 gp)
Ivory (45 gp)
Shell (11 gp)
Turquoise (11 gp)
Total value = 169 gp
Magic Items
Oil of Purify Food and Drink (cr, 25 gp)
Potion of Protection from Chaos (cr, 50 gp)
Wand of True Strike (cr, 750 gp)
Potion of Keen Senses (apg, 50 gp)
Scroll of Daze (cr, 12 gp 5 gp)
Scroll of Find Traps (cr, 150 gp)
Scroll of Hydraulic Push (apg, 25 gp)
Wand of Resistance (cr, 375 gp)