An elite group of intelligent ogres designed on the elimination of the Elven race. They are based in the giant lands atop a mountain known as Star Scratcher. They are led by an extremely old ogre with giant blood, Huxxuk the Wise, who oversees the training and deployment of all Elf Reapers across the world. Their mountain-top abode is well-guarded by the frost giants they are in league with as the jarl has seen a great benefit in the training of ogres. The frost giants breed them after enslaving tribes.
Huxxuk the Wise of Xellix;Ogre; CR: 3; XP: 800; Ogre cleric 17, Align: CE; Large humanoid (giant)
Init: +6; Senses: darkvision 60 ft., low-light vision; Perception +25, true seeing
DEFENSE: AC: 30 (32 w/spells; TAC: 11; FFAC: 28; HD: 4d8+28+17d8+119; HP: 273 (+42 bear's constitution, +17 divine power); Saves: For: +24, Ref: +12, Will: +24
OFFENSE: Speed: 30 ft. (40 ft. base); Melee: "Trilkorz" +5 unholy greataxe - Frost Brand, Elf-Bane, Brilliant Energy, +33/+28/+23 (+2 vs. elves) (+6 divine power) (2d8+17 (+8 battle rage, +6 divine power) +1d6 vs. good + 2d6 vs. elves, 19-20/x3); Space: 10 ft.; Reach: 10 ft.
Special Attacks: channel negative energy 8/day (DC 25, 9d6), scythe of evil (8 rounds 3/day), weapon master (17 rounds/day)
Domain Spell-Like Abilities: (CL 17th, concentration +22)
10/day - battle rage (+8 damage), touch of evil (8 rounds)
Cleric Spells Prepared (CL 17th, concentration +24)
9th - power word killD, storm of vengeance
8th - frightful aspect, nine lives, power word stunD
7th - blasphemyD (DC 24), destruction (DC 24), ethereal jaunt, repulsion (DC 24)
6th - blade barrierD (DC 23), greater dispel magic, harm (DC 23), heal, mass bull's strength
5th - dispel good, flame strikeD (DC 22), righteous might, slay living (2) (DC 20), spell resistance
4th - air walk, chaos hammer (DC 21), death ward, divine powerD, blessing of fervor, unholy blight (DC 21)
3rd - cure serious wounds, deeper darkness, dispel magic, magic circle against goodD, meld into stone, prayer
2nd - bear's endurance, bull's strength, death knell (DC 19), hold person (2) (DC 19), spiritual weaponD
1st - bane (DC 18), cause fear (2) (DC 18), divine favor, doom (DC 18), entropic shield, true strikeD
0 (at will) - bleed (DC 17), guidance, read magic, resistance
D = domain spell, Domains: Evil, War
Statistics: Str: 34 (38 bull's strength, 42, righteous might); Dex: 14; Con: 24 (28 bear's endurance, 32 righteous might); Int: 18 ; Wis: 24 ; Cha: 18 ; BAB: +15 ; CMB: +25 (+27 bull's strength, +29 righteous might) ; CMD: 37 (39 bull's strength, 41 righteous might)
Feats: Bleeding Critical, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Items, Critical Focus, Improved Channel, Improved Critical (greataxe), Improved Initiative, Improved Vital Strike, Inscribe Magical Tattoo, Vital Strike, Weapon Focus (greataxe)
Skills: Climb +10, Perception +25, Stealth +20, Survival +18, Disguise +8
Special Qualities: true seeing (permanency), aura
Spells to cast before fight: nine lives, blessing of fervor, bear's endurance, bull's strength, magic circle against good, righteous might, divine power, frightful aspect
Runes:
Rune of Contingency: Once per day, the bearer of this rune can gain the effects of the spells feather fall and water breathing. In addition, if he is reduced to 0 or fewer hit points and is not killed, he turns into a cloud of vapor as per the spell gaseous form for 5 rounds. He remains conscious during this time, but after 5 rounds returns to his normal form and is unconscious and dying.
Rune of Razing: This rune grants the bearer the ability to ignore hardness and damage reduction for 5 rounds per day. Its activation is a free action, and the rounds need not be used consecutively.
Rune of Resistance (3) (fire & cold, acid & sonic, electricity): This rune grants the bearer resistance 10 to two energy types chosen at the time that the rune is inscribed.
Rune of the Inscrutable One: The bearer of this rune confuses all attempts to divine information about him. This functions as a permanent misdirection spell, which the bearer can change the target of (and thus what he is detected as) at will.
In addition, whenever the rune’s bearer enters an area affected by a divination (scrying) effect or anytime a creature casts a divination (scrying)spell that targets him, the scrying spell’s caster must make a DC 18 Will save. If this save fails, the rune’s bearer realizes that he is being scryed upon, knows what spell is in effect, and knows the name of the spell’s caster.
Languages: Giant
Organization: solitary, pair, gang (3-4), or family (5-16)
Treasure: standard (+5 breastplate of heavy fortification and determination (breath of life 5d8 +17), +3 ring of protection, +3 ring of resistance, +5 amulet of natural armor "Trilkorz" , brooch of shielding), 800gp
“This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.”
Vaxiirx; CR: 15; XP: 51,200; Align: NE; Large outsider (evil, extraplanar)
Init: +9; Senses: darkvision 60 ft., scent; Perception +33
DEFENSE: AC: 32; TAC: 14; FFAC: 27; HD: 18d10+108; HP: 276; Saves: For: +17, Ref: +11, Will: +17; SR: 26; DR: 15/good; Defensive Abilities: soul scream
OFFENSE: Speed: 50 ft.; fly 100 ft. (good); Melee: bite +25 (6d6+8/19-20), bite +25 (3d6+8/19-20 plus poison); Ranged: poison gout +22 touch (6d10 acid plus poison); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: bay, breath weapon (30-ft. cone, 12d10 fire and see below, Reflex DC 25 half, usable every 1d4 rounds), poison;
Spell-Like Abilities: (CL 15th; concentration +21);
At will - blindness/deafness (DC 18), locate creature, rage (DC 19), veil (DC 22)
3/day - baleful polymorph (DC 21), feeblemind (DC 21), greater dispel magic, plane shift(self and willing targets only), summon (level 4, 1d3 yeth hounds 100%)
1/day - control weather, unhallow
Statistics: Str: 26; Dex: 20; Con: 22; Int: 17; Wis: 23; Cha: 22; BAB: +18; CMB: +27 (+29 bull rush or drag); CMD: 42
Feats: Cleave, Flyby Attack, Hover, Improved Bull Rush, Improved Critical (bite), Improved Drag, Improved Initiative, Power Attack, Skill Focus (Perception)
Skills: Acrobatics (D) +26, Bluff (Ch) +27, Climb (S) +17, Fly (D) +7, Haggle (Ch Tom), Intimidate (Ch) +27, Knowledge (Planes) (I*) +27, Knowledge (Religion) (I*) +15, Perception (W) +33, Sense Motive (W) +27, Stealth (D) +22, Survival (W) +27
Special Abilities:
Bay (Su): When Vaxiirx howls or barks, each creature within a 300-foot radius spread must succeed at a DC 25 Will save or be panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Evil outsiders are immune to this ability. Whether or not it succeeds at its save, a creature in the area is immune to Vaxiirx's bay for 24 hours. The save DC is Charisma-based.
Breath Weapon (Su): Vaxiirx's breath weapon is a jet of smoke. Any nonevilcreature that takes damage from this breath weapon must succeed at a DC 25 Will save or be confused for 1d6 rounds. The save DC is Constitution-based.
Soul Scream (Su): Anytime Vaxiirx takes piercing or slashing damage, its wounds create a terrifying cacophany equivalent to its bay ability. Creatures within 10 feet of it take a -4 penalty on their saves against this effect.
Poison (Ex): Contact or bite - injury; save Fort DC 25; frequency 1/round for 4 rounds; effect 1d6 Str; cure2 consecutive saves.
Languages: Abyssal, Common, Infernal
Organization: Solitary
Treasure: None
"A fourteen foot tall wolf-like creature with wings has a fanged serpent where its tail should be, tattered wings, and smoking eye sockets."
Bevishinson Wartusk - Giant, Frost - Jarl; CR: 18; XP: 153,600; Frost giant ranger 9 Align: CE; Large humanoid (cold, giant)
Init: +4; Senses: low-light vision, Perception +24
DEFENSE: AC: 35; TAC: 15; FFAC: 31; HD: 14d8+9d10+112; HP: 328; Saves: For: +26, Ref: +17, Will: +13; Defensive Abilities: evasion, rock catching; Immune: cold, Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft.; Melee: +1 warhammer +27/+22/+17/+12 (2d6+12/x3), +1 warhammer +27/+22/+17/+12 (2d6+12/x3), Ranged: rock +22 (1d8+16) or +1 warhammer +24/+19 (2d6+12/x3) ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: combat style (two-weapon), favored enemy (giants +2, humans +4), rock throwing (120 ft.)
Ranger Spells Prepared (CL 6th; concentration +7)
2nd - communal returning weaponUC
1st – call animalAPG, charm animal (DC 12), lead bladesAPG
Statistics: Str: 32; Dex: 19; Con: 27; Int: 12; Wis: 12; Cha: 10; BAB: +19; CMB: +31; CMD: 47
Feats: Double Slice, Dreadful CarnageAPG, Endurance, Furious FocusAPG, Greater Two-Weapon Fighting, Improved Iron Will, Improved Two-Weapon Fighting, Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Toughness, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (warhammer)
Skills: Acrobatics +8 (+12 when jumping), Climb +23, Diplomacy +5, Heal +9, Intimidate +23, Perception +24, Perform (sing) +5, Sense Motive +11, Stealth +17 (+21 in snow), Survival +14; Racial Modifiers: +4 Acrobatics when jumping, +4 Stealth in snow
Special Qualities: favored terrain (cold +4, forest +2), hunter's bond (companions), swift tracker, track +4, wild empathy +9, woodland stride
Languages: Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (potions of cure serious wounds (3), potion of protection from energy (fire), alchemist's fire (2); +4 chain shirt, +1 warhammer (2), +2 amulet of natural armor, +4 belt of physical might (Dex, Con), boots of the winterlands, +3 cloak of resistance, +2 ring of protection, stone of alarm), 1,886gp
Clan Treasure:
18,674 gp, 23,765 sp, 123,452 cp, 50 pounds of frost rock
Ogre, Giantkin (Hillblood) – Elf Reaper Slayer; CR: 18; XP: 153,600; Ogre Antipaladin 10/Assassin 5 Align: CE; Large humanoid (giant)
Init: +6; Senses: see invisible, detect good, darkvision 60 ft., low-light vision; Perception +16
DEFENSE: AC: 30; TAC: 14; FFAC: 27; HD: 4d8+24 + 10d10+50 + 5d8+25; HP: 245; Saves: For: +24, Ref: +16, Will: +20 (+2 vs. poison); Special Defense: +2 natural armor from hillblood, improved uncanny dodge
OFFENSE: Speed: 30 ft. (40 ft. base); Melee: +3 unholy glaive of elf-bane +28/+23/+18/+13 (2d8+15 +1d6 vs. good + 2d6 vs. elves); Ranged: javelin (); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: rock throwing (1d6, 90 ft.), sneak attack +3d6
Antipaladin Spell-Like Abilities: (CL 10th, Concentration +14)
At will - detect good
Antipaladin Spells Prepared: (CL 7th, Concentration +11)
3rd - litany of sightUC
2nd - invisibility, silence (DC 15)
1st - litany of slothUC, murderous commandUM (DC 14), protection from good
Statistics: Str: 27 ; Dex: 16 ; Con: 20 ; Int: 12 ; Wis: 12 ; Cha: 18 ; BAB: +16/+11/+6/+1 ; CMB: +25 ; CMD: 35
Feats (10): Iron Will, Toughness, Channel Smite, Improved Critical (glaive), Improved Initiative, Weapon Focus (glaive), Blind Fight, Improved Blind Sight, Improved Power Attack (-4 to hit, +12 to damage), Furious Focus (do not suffer attack penalty on first attack of power attack per round)
Skills: Climb +10, Perception +16, Stealth +18, Survival +16, Disguise +6
Special Qualities: see invisible (permanency), aura of evil, detect good, smite good 4/day, touch of corruption 9/day (5d6), unholy resilience, aura of cowardice (-4 on saves vs. fear), cruelties (DC 19): [sickened (10 rds), staggered (5 rds), cursed (like bestow curse)], plague bringer, channel negative energy (uses two touch of corruption uses), fiendish boon: fiendish spirit 2/day (add +2 to weapon or its equivalent) for 10 minutes, aura of despair (enemies take a -2 penalty on all saving throws), sneak attack +3d6, death attack (study opponent for 3 rounds, Make attack to kill or paralyze for 1d6+5 rounds Fort DC 16), poison use, +2 saves vs. poison, uncanny dodge, hidden weapons (add level to sleight of hand skill to hide weapons), true death (caster must make a caster level check DC 20 to be able to raise the dead, remove curse (DC 15) the round before attempting raise negates the true death), improved uncanny dodge
Runes:
Rune of Contingency: Once per day, the bearer of this rune can gain the effects of the spells feather fall and water breathing. In addition, if he is reduced to 0 or fewer hit points and is not killed, he turns into a cloud of vapor as per the spell gaseous form for 5 rounds. He remains conscious during this time, but after 5 rounds returns to his normal form and is unconscious and dying.
Rune of Obedience: Designed as a foolproof means of ensuring absolute loyalty, even from those ordinarily immune to compulsion and mind-affecting magic, this rune is infused with a single specific prohibition when first inscribed. This prohibition must be stated in 10 words or fewer and the bearer must agree to it of his own free will. From then on, if the bearer breaks this prohibition, he is afflicted with searing pain, taking a –4 penalty on attack rolls, skill checks, and ability checks for as long as he is in violation of the prohibition and for 5 minutes thereafter. This rune affects any creature who agrees to bear it.
Rune of Razing: This rune grants the bearer the ability to ignore hardness and damage reduction for 5 rounds per day. Its activation is a free action, and the rounds need not be used consecutively.
Rune of Resistance (3) (fire & cold, acid & sonic, electricity): This rune grants the bearer resistance 10 to two energy types chosen at the time that the rune is inscribed.
Rune of the Inscrutable One: The bearer of this rune confuses all attempts to divine information about him. This functions as a permanent misdirection spell, which the bearer can change the target of (and thus what he is detected as) at will.
In addition, whenever the rune’s bearer enters an area affected by a divination (scrying) effect or anytime a creature casts a divination (scrying)spell that targets him, the scrying spell’s caster must make a DC 18 Will save. If this save fails, the rune’s bearer realizes that he is being scryed upon, knows what spell is in effect, and knows the name of the spell’s caster.
Languages: Giant
Organization: solitary, pair, gang (3-4), or family (5-16)
Treasure: standard (+3 breastplate, +3 ring of protection, +3 amulet of resistance, +3 unholy glaive of elf-bane, brooch of shielding), 800gp
“This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.”
Giant, Frost; CR: 9; XP: 6,400; Align: CE; Large humanoid (cold, giant)
Init: -1; Senses: low-light vision, Perception +10
DEFENSE: AC: 21; TAC: 8; FFAC: 21; HD: 14d8+70; HP: 133; Saves: For: +14, Ref: +3, Will: +6; Defensive Abilities: rock catching; Immune: cold, Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft.; Melee: greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged: rock +9 (1d8+13) ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (120 ft.)
Statistics: Str: 29 ; Dex: 9; Con: 21; Int: 10; Wis: 14; Cha: 11; BAB: +10; CMB: +20; CMD: 29
Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)
Skills: Climb +13, Craft (any one) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow); Racial Modifiers: +4 Stealth in snow
Languages: Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (chain shirt, great axe, other treasure), 4,250gp
Giant, Frost - Battle Priest; CR: 13; XP: 25,600; Frost giant cleric 8 Align: CE; Large humanoid (cold, giant)
Init: -1; Senses: low-light vision, Perception +30
DEFENSE: AC: 27; TAC: 9; FFAC: 27; HD: 22d8+96; HP: 195; Saves: For: +19, Ref: +7, Will: +16; Defensive Abilities: rock catching; Immune: cold, Weaknesses: vulnerability to fire
OFFENSE: Speed: 30 ft.; Melee: +1 battleaxe +28/+23/+18/+13 (2d6+13) or 2 slams +20 (1d8+11); Ranged: rock +14 (1d8+18) ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: channel negative energy 5/day (DC 16, 4d6), might of the gods (+8, 8 rounds/day), rock throwing (120 ft.), weapon master (8 rounds/day)
Domain Spell-like Abilities (CL 8th; concentration +14)
9/day - strength surge (+4)
9/day - battle rage (+4)
Cleric Spells Prepared (CL 8th; concentration +14)
4th - blessing of fervorAPG, communal protection from energyUC, divine powerD, unholy blight (DC 20)
3rd - enter imageAPG, invisiblity purge, magic vestmentD, protection from energy, sacred bondAPG
2nd - align weapon, death knell (DC 18), hold person (DC 18), magic boulder*, spiritual weaponD, weapon of aweAPG
1st - bane (DC 17), bless, command (DC 17), cure light wounds, divine favor, enlarge personD (DC 17), shield of faith
0 (at will) - detect magic, guidance, mending, read magic
D domain spell Domains: Strength, War
Statistics: Str: 34 ; Dex: 8; Con: 18; Int: 13; Wis: 23; Cha: 14; BAB: +16; CMB: +29; CMD: 39 (41 vs sunder)
Feats: Brew Potion, Cleave, Combat Casting, Craft Magic Arms and Armor, Craft Wand, Great Cleave, Improved Sunder, Lightning Reflexes, Martial Weapon Proficiency (battleaxe), Power Attack, Vital Strike
Skills: Climb +17, Craft (armor) +10, Intimidate +15, Knowledge (religion) +14, Perception +30, Spellcraft +7, Stealth +1 (+5 in snow) Racial Modifiers: +4 Stealth in snow
Special Qualities: icicle 9/day (1d6+3)
Languages: Abyssal, Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (potions of bull strength (2), potions of cure serious wounds (4), potions of protection from energy (fire)(2), potion of water breathing, wand of cure critical wounds (15 ch), wand of cure moderate wounds (15 ch), masterwork chainmail, +1 battleaxe, +1 amulet of natural armor, +2 headband of inspired wisdom, +1 ring of protection, ring of sustenance), golden bracelet forsacred bond (2), silver unholy symbol, spell components pouch, 4,410gp
Giant, Frost - Raider; CR: 11; XP: 12,800; Frost giant barbarian 2 Align: CE; Large humanoid (cold, giant)
Init: 0; Senses: low-light vision, Perception +22
DEFENSE: AC: 25; TAC: 10; FFAC: 25; HD: 14d8+2d12+114; HP: 195; Saves: For: +20, Ref: +5, Will: +8; Defensive Abilities: rock catching, uncanny dodge; Immune: cold, Weaknesses: vulnerability to fire
When RAGING: AC: 23; TAC: 8; FFAC: 23; HD: 14d8+2d12+146; HP: 227; Saves: For: +22, Ref: +5, Will: +10;
OFFENSE: Speed: 50 ft.; Melee: +1 greataxe +25/+20/+15 (3d6+19/x3) or 2 slams +18 (1d8+9); Ranged: rock +11(1d8+18) ;
When RAGING: Melee:+1 greataxe +27/+22/+17 (3d6+22/x3) or 2 slams +18 (1d8+11); Ranged: rock 11 (1d8+21 ;
Space: 10 ft.; Reach: 10 ft.;
Special Attacks: rock throwing (120 ft.)
Statistics: Str: 35 ; Dex: 11; Con: 24; Int: 10; Wis: 16; Cha: 8; BAB: +12; CMB: +25; CMD: 36
When RAGING: Str: 39 ; Dex: 11; Con: 28; Int: 10; Wis: 16; Cha: 8; BAB: +12; CMB: +27 (+29 bull rush); CMD: 36 (38 vs. bull rush)
Feats: Cleave, Dazzling Display, Great Cleave, Improved Bull Rush, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greataxe)
Skills: Climb +18, Intimidate +30, Perception +22, Stealth -5 (-1 in snow); Racial Modifiers: +4 Stealth in snow
When RAGING: Climb +20, Intimidate +32
Special Qualities: fast movement
Languages: Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (potions of cure serious wounds (2), potion of displacement, potion of protection from arrows, potion of protection from energy (fire), alchemist's fire (5), +1 chain shirt, +1 greataxe, +1 amulet of natural armor, +2 belt of giant strength, +1 cloak of resistance, +1 ring of protection), 380gp
Worg, Winter Wolf; CR: 5; XP: 1,600; Align: NE; Large magical beast
Init: +5; Senses: darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE: AC: 17; TAC: 10; FFAC: 16; HD: 6d10+24; HP: 57; Saves: For: +9, Ref: +6, Will: +3; Immune: cold; Weaknesses: vulnerability to fire
OFFENSE: Speed: 30 ft.; Melee: bite +10 (1d8+7 plus 1d6 cold and trip); Space: 10 ft.; Reach: 5 ft.; Special Attacks: breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)
Statistics: Str: 20; Dex: 13; Con: 18; Int: 9; Wis: 13; Cha: 10; BAB: +6 ; CMB: +12 ; CMD: 23 (27 vs. trip)
Feats: Improved Initiative, Run, Skill Focus (Perception)
Skills: Perception +11, Stealth +4 (+10 in snow), Survival +5; Racial Modifiers: +2 Perception, +2 Stealth (+8 in snow), +2 Survival
Languages: Common, Giant
Organization: solitary, pair, or pack (6-11)
Treasure: standard, 1,550gp
"This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color."
Frost - White Dragon, Very Old (male); 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
Glacier - White Dragon, Ancient (female);White Dragon, Ancient; CR: 15; XP: 51,200; Align: CE; Huge dragon (cold)
Init: +4; Senses: dragon senses; snow vision; Perception +32; Aura cold (10 ft., 2d6 cold damage), frightful presence (300 ft., DC 23)
DEFENSE: AC: 37; TAC: 8; FFAC: 37; HD: 21d12+147; HP: 283; Saves: For: +19, Ref: +14, Will: +16;
SR: 26; 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 +31 (2d8+16/19-20), 2 claws +30 (2d6+11), 2 wings +25 (1d8+5), tail slap +25 (2d6+16);
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite);
Special Attacks: blizzard, breath weapon (50-ft. cone, DC 27, 20d4 cold); crush (Small Creatures, DC 25, 2d8+15), freezing fog (3/day, DC 19)
Spell-Like Abilities: (CL 21st, concentration +24)
At will - fog cloud, gust of wind, wall of ice (DC 17)
Spells Known: (CL 9th, concentration +12)
4th (4/day) - charm monster (DC 17), dimension door
3rd (7/day) - displacement, lightning bolt (DC 16)
2nd (7/day) - fog cloud, invisibility, resist energy, see invisibility
1st (7/day) - alarm, grease (DC 14), 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, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills: Fly +16, Intimidate +27, Knowledge (arcane) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27,, Stealth +16, Swim +43; Racial Modifiers: +8 Swim
Special Abilities:
Blizzard (Su): An ancient white dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does.
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, 58,500gp
Coin:
69,568 gp, 11,675 sp, 39, 872 cp
Magic
Caster's Shield (3153 gp), Claws of the Ice Bear (1300 gp), Falchion (+1 weapon) (2375gp), Full Plate (+1 armor) (2650 gp), Greataxe (+2 weapon) (sheds light) (8320 gp), Greater Hushing Arrow (1047 gp), Heavy Steel Shield (+1 shield) (1170 gp), Heavy Wooden Shield (+1 shield) (1157 gp), Lesser Bracers of Archery (5000 gp), Mithral Shirt (1100 gp), Necklace of Fireballs (type IV) (5400 gp) (design provides clue to function), Nunchaku (+1 weapon) (2302 gp), Oil of Bless Weapon (cr, 50 gp), Oil of Daylight (cr, 750 gp), Oil of Magic Vestment (cr, 750 gp), Oil of Purify Food and Drink (cr, 25 gp), Potion of Good Hope (cr, 750 gp), 2 x Potion of Protection from Fire (5th) (cr, 750 gp), Potion of Status (cr, 300 gp), Quarterstaff (+2 weapon) (8600 gp), Quarterstaff (+1 weapon, Ki Focus) (8600 gp), Scroll of Charm Person (cr, 25 gp), Scroll of Sleep (cr, 25 gp), Shortbow (+1 weapon) (sheds light) (2330 gp), Splint Mail (+1 armor, Warding) (4350 gp), Staff of Feast and Famine (20800 gp), Staff of Size Alteration (26150 gp), Vest of Surgery (3000 gp), Volatile Vaporizer (2nd) (3000 gp), Wand of Bless (cr, 750 gp), Wand of Cause Fear (cr, 750 gp), Wand of Faerie Fire (cr, 750 gp), Wand of Flame Blade (cr, 4500 gp), Wand of Obscuring Mist (cr, 750 gp), 2 x Wand of Sleep (cr, 750 gp)
Art and Artifacts
Bronze flagon with warrior images (50 gp), Decorated silver plate (60 gp), Engraved mithral scarab (400 gp), Engraved platinum scarab (700 gp), Gilded demon skull (300 gp), Gold and mithral chess set (1000 gp), Gold and platinum statuette of a deity (750 gp), Gold chalice with griffon carvings (600 gp), Gold holy symbol (100 gp), Mithral hourglass with diamond dust (4000 gp), Mithral scepter with gold inlay (600 gp), Platinum holy symbol (500 gp), Preserved beast head on a plaque (75 gp), Silver brazier with religious markings (80 gp), Silver comb with ornate handle (75 gp), 3 x Silver holy symbol (25 gp), Silver statue of a dragon (65 gp)
Gems
Amber (80 gp), Amber (90 gp), Amber (100 gp), Amethyst (90 gp), Amethyst (120 gp), 2 x Black Pearl (500 gp), Chrysoberyl (90 gp), Chrysoberyl (110 gp), Coral (90 gp), Coral (110 gp), Coral (120 gp), Deep Blue Spinel (90 gp), Deep Blue Spinel (100 gp), Deep Blue Spinel (120 gp), 3 x Garnet (90 gp), Garnet (100 gp), Garnet (120 gp), Ivory (40 gp), Ivory (45 gp), Ivory (55 gp), 2 x Jade (80 gp), 2 x Jade (90 gp), Jade (120 gp), Jasper (50 gp), Jet (120 gp), Jet (130 gp), Opal (500 gp), Opal (650 gp), Peridot (55 gp), Peridot (60 gp), Saltwater Pearl (100 gp), Saltwater Pearl (110 gp), Saltwater Pearl (120 gp), Sardonyx (50 gp), Sardonyx (55 gp), Small Diamond (800 gp), Small Ruby (1000 gp), Smoky Quartz (50 gp), Tourmaline (90 gp), Tourmaline (110 gp), Zircon (40 gp)
Prisoners:
King Felorin & Queen Orilli Rolodiir
King Taenion & Queen Marilwn Birvaul
Princess Raina Rolodiir - 14th level Wizard - Artificer
Purple Worm; CR: 12; XP: 19,200; Align: N; Gargantuan magical beast
Init: ;-2 Senses: darkvision 60 ft., tremorsense 60 ft., Perception +18
DEFENSE: AC: 26; TAC: 4; FFAC: 26; HD: 16d10+112; HP: 200; Saves: For: +17, Ref: +8, Will: +4
OFFENSE: Speed: 20 ft., burrow 20 ft., swim 10 ft.; Melee: bite +25 (4d8+12/19-20), sting +25 (2d8+12 plus poison); Space: 20 ft.; Reach: 15 ft.;
Special Attacks: swallow whole (4d8+12 bludgeoning damage, AC 21, 20 hp)
Statistics: Str: 35 ; Dex: 6 ; Con: 25 ; Int: 1 ; Wis: 8 ; Cha: 8 ; BAB: +16; CMB: +32 ; CMD: 40 (can't be tripped)
Feats: Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting)
Skills: Perception (W) +18, Swim (S) +20
Special Abilities:
Poison (Ex): sting - injury; save Fortitude DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based
Languages:
Organization: Solitary
Treasure: incidental
"This enormous worm is covered with dark purple plates of chitinous armor. Its giant, tooth-filled mouth is the size of an ox."