6 Eagle, Giant; CR: 3; XP: 800; Align: N; Large magical beast
Init:+3 ; Senses: low-light vision; Perception +15
DEFENSE: AC: 15 ; TAC: 12 ; FFAC: 12 ; HD: 4d10+4; HP: 26 ; Saves: For: +5 , Ref:+7 , Will: +3; Defensive Abilities: evasion
OFFENSE: Speed: 10 ft., fly 80 ft. (average) ; Melee: 2 claws +7 (1d8+4), bite +7 (1d6+4)
Statistics: Str: 18 ; Dex: 17 ; Con: 12 ; Int: 10 ; Wis: 15 ; Cha: 11 ; BAB: +4 ; CMB: +9 ; CMD: 22
Feats: Alertness, Flyby Attack
Skills: Fly +8, Perception +15, Sense Motive +4 ; Racial Modifiers: +4 Perception
Organization: solitary, pair, or eyrie (3-12)
Treasure: none
"This immense eagle's feathers are golden brown and shimmer in the light. Its sharp beak and curved talons are dark yellow."
Psychic Stalker; CR: 7; XP: 3,200; Align: NE; Medium undead (incorporeal)
Init: +8; Senses: darkvision 60 ft., thoughtsense 60 ft.; Perception +16
DEFENSE: AC: 20; TAC: 20; FFAC: 16; HD: 8d8+48; HP: 84; Saves: For: +8, Ref: +6, Will: +8; Defensive Abilities: channel resistance +2, incorporeal; Immune undead traits
OFFENSE: Speed: fly 60 ft. (good); Melee: incorporeal touch +10 (1d6 Charisma damage); Special Attacks: fleeting possession;
Statistics: Str: -; Dex: 18; Con: -; Int: 13; Wis: 15; Cha: 23; BAB: +6; CMB: +10; CMD: 26 (can't be tripped)
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c) +19, Intimidate (Ch)(c) +17, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +16, Sense Motive (W)(c) +13, Spellcraft (I*)(c), Stealth (D)(c) +15
Special Abilities:
Charisma Damage (Su): A psychic stalker’s touch deals 1d6 points of Charisma damage to a living creature. Each time a creature takes Charisma damage from a psychic stalker that would normally exceed the creature’s current Charisma score, the creature must make a successful DC 20 Fortitude saving throw or die. This is a negative energy effect. The save DC is Charisma-based.
Fleeting Possession (Sp): As a standard action, a psychic stalker can enter an adjacent living creature’s body and begin to destroy its mind in a violent attempt to feel alive. The psychic stalker can initiate this process only on a creature that has taken an amount of Charisma damage equal to or greater than half the creature’s Charisma score.
This effect functions as per possession (CL 8th; Will DC 20; the save DC is Charisma-based), but the target continues to take damage each round as if it had been struck by the psychic stalker’s touch attack. Psychic stalkers delight in possessing creatures immune to negative energy, since the stalkers don’t affect those creatures’ Charisma scores and can inhabit them indefinitely. A creature that successfully saves is immune to that psychic stalker’s possession for 24 hours.
Formless (Ex): A psychic stalker has no visible form, but creatures that have taken Charisma damage from its attacks hallucinate a screaming skull within a ghostly haze, allowing them to damage the creature normally. It is treated as invisible to all other creatures, but as it has no true form or substance, effects like invisibility purge, see invisibility, and even faerie fire or glitterdust don’t negate this ability (though blindsight provided by thoughtsense can be used to locate a psychic stalker). The ability to hallucinate a psychic stalker and negate its concealment after taking Charisma damage is a mind-affecting effect.
Languages: Common
Special Qualities: formless
Environment: any
Organization: solitary
Treasure: none
"This horrific, ghostly skull’s brain pulses within its cranium, the whorls and folds plainly visible through bone."
Psychic stalkers are the undead minds of psychic spellcasters who suffered unexpectedly violent deaths.
Such minds are sometimes powerful enough to persist even after their bodies’ destruction, transforming into incorporeal creatures composed entirely of thought, yet they retain no true memories or abilities from their former existence. Knowing only that they are missing a vital part of their being, psychic stalkers are ruled by the envious desire to take control of new bodies.
3 Clockwork Soldier; CR: 6; XP: 2,400; Align: N; Medium construct (clockwork)
Init: +6; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 20 ; TAC: 14; FFAC: 16; HD: 8d10+20; HP: 64; Saves: For: +2, Ref: +6, Will: +2; DR: 5/adamantine ; Immune: construct traits
OFFENSE: Speed: 30 ft.; Melee: +1 halberd +18/+13 (1d10+13/x3);
Special Attacks: latch
Statistics: Str: 28 ; Dex: 15 ; Con: - ; Int: - ; Wis: 11 ; Cha: 1 ; BAB: +8 ; CMB: +17 (+19 disarm) ; CMD: 31 (33 vs. disarm)
Feats: Improved InitiativeB, Lightning ReflexesB
Special Abilities:
Efficient Winding (Ex): A clockwork soldier can function for 2 days per Hit Die every time it is wound.
Latch (Ex): Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
Proficient (Ex): A clockwork soldier is proficient with all simple and martial weapons.
Standby (Ex): A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork soldier cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty on Perception checks. Time spent on standby does not count against the soldier's wind-down duration. A clockwork soldier can exit standby as a swift action-if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.
Special Qualities: efficient winding, proficient, standby, swift reactions
Organization: solitary, pair, trio, troop (3-8), or company (9-12 plus 1-4 clockwork servants)
Treasure: standard (+1 halberd), 2,000gp
Surround a large rock with a skeleton sitting on it. Wizard skeleton - Backpack, Robe of Components, +1 quarterstaff with continual light cast upon it., belt pouch - 128gp, 3 - 50gp quartz
Spellbook:
Level 1: Animate Rope – Ant Haul – Burning Hands – Charm Person – Enlarge Person – Expeditious Retreat – Feather Fall – Floating Disk – Handy Grapnel – Jump – Magic Weapon – Obscure Poison – Shield – Shocking Grasp – Sleep – Snapdragon Fireworks – Touch of Gracelessness – Unerring Weapon – Unseen Servant – Weaken Powder – Wizened Appearance
Level 2: Bear's Endurance – Bull's Strength – Cat's Grace – Darkvision – Eagle's Splendor – Fox's Cunning – Invisibility – Knock – Levitate – Merge With Familiar – Mirror Image – Owl's Wisdom – Pouncing Fury – Resist Energy – Thunder Fire – Whispering Wind
Level 3: Blink – Countless Eyes – Excruciating Deformation – Fly – Gaseous Form – Heroism – Open Book – Sleet Storm – Slow – Spider Climb, Communal – Water Breathing
Level 4: Darkvision, Greater – Enervation – Enlarge Person, Mass – Fey Form I – Firefall – Reduce Person, Mass – Remove Curse – Wall Of Fire