Deep within the wood of oak, a form flits to and fro. No matter how you try, it eludes you for getting a solid sighting of it. Frustrated, you finally decide to take it down with your bow. It's quickness is surprisingly too fast for even you. You must get to see this creature.. this creature that evades even the most lucky of halflings... who is apparently down on his luck.
The elves of Erenenlea are isolationists who want nothing to do with the outside world. They will warn adventurers to leave their woods. If there is an elf among them, they will listen to what the adventurers have to say and may assist if the leader of the scouting company deems them worthy.
Elven Recluse - Jassterin Gil'Daren
Elf Ranger Level 8; CR: 7; XP: 3,200; Align: CG; Medium humanoid (elf)
Init: +4; Senses: low-light vision; Perception +14
DEFENSE: AC: 20; TAC: 15; FFAC: 16; HD: 8d10+14; HP: 62; Saves: For: +8, Ref: +11, Will: +4; +2 vs. enchantments Immune: sleep, Resist: fire 10
OFFENSE: Speed: 30 ft.; Melee: masterwork elven curve blade +13/+8 (1d10+1/18-20); Ranged: +1 longbow +13/+8 (1d8+1/x3);
Special Attacks: favored enemy (orcs +2, dwarves +4);
Ranger Spells Prepared: (CL 5th; concentration +6)
2nd - barkskin, cat's grace
1st - entangle, resist energy
Statistics: Str: 13; Dex: 19; Con: 12; Int: 12; Wis: 12; Cha: 8; BAB: +8; CMB: +9; CMD: 24
Feats: Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Skills: Acrobatics (D) +11, Climb (S) +9, Heal (W) +8, Knowledge (Dungeoneering) (I*) +6, Knowledge (Geography) (I*) +6, Knowledge (Nature) (I*) +8, Perception (W) +14, Ride (D) +10, Stealth (D) +14, Survival (W) +12, Swim (S) +7;
Languages: Common, Elven, Orc
Special Qualities: elven magic, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride
Treasure: potion of cure moderate wounds, +1 chain shirt, +1 longbow, arrows (20), masterwork elven curve blade, +1 cloak of resistance, +1 ring of protection, 194gp
Patrols -
Warden Gisserell
Elf Ranger Level 8; CR: 7; XP: 3,200; Align: CG; Medium humanoid (elf)
Init: +4; Senses: low-light vision; Perception +14
DEFENSE: AC: 23; TAC: 15; FFAC: 19; HD: 8d10+14; HP: 62; Saves: For: +8, Ref: +11, Will: +4; +2 vs. enchantments Immune: sleep, Resist: fire 10
OFFENSE: Speed: 30 ft.; Melee: masterwork elven curve blade +13/+8 (1d10+1/18-20); Ranged: +1 longbow +13/+8 (1d8+1/x3);
Special Attacks: favored enemy (orcs +2, dwarves +4);
Ranger Spells Prepared: (CL 5th; concentration +6)
2nd - barkskin, cat's grace
1st - entangle, resist energy
Statistics: Str: 13; Dex: 19; Con: 12; Int: 12; Wis: 12; Cha: 8; BAB: +8; CMB: +9; CMD: 24
Feats: Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Skills: Acrobatics (D) +11, Climb (S) +9, Heal (W) +8, Knowledge (Dungeoneering) (I*) +6, Knowledge (Geography) (I*) +6, Knowledge (Nature) (I*) +8, Perception (W) +14, Ride (D) +10, Stealth (D) +14, Survival (W) +12, Swim (S) +7;
Languages: Common, Elven, Orc
Special Qualities: elven magic, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride
Treasure: potion of cure moderate wounds, +1 chain shirt, +1 longbow, arrows (20), masterwork elven curve blade, +1 cloak of resistance, +1 ring of protection, 194gp
Quickling, Quippethell; CR: 21; XP: 2,400; Quickling male 3 fighter / 16 rogue Align: CE; Small fey
Init: +11; Senses: low-light vision, Perception +28
DEFENSE: AC: 36; TAC: 24; FFAC: 27; HD: 4d6+12+3d10+9+16d8+48; HP: 208; Saves: For: +12, Ref: +28, Will: +16; DR: 5/cold iron ; Defensive Abilities: evasion, natural invisibility, supernatural speed, uncanny dodge; Weaknesses: slow susceptibility
OFFENSE: Speed: 120 ft. ; Melee: +2 small short sword of subtlety +28/+23/+18 (+32/+27/+22 on sneak attack) (1d4+4/18-20); Range: masterwork dagger +20/+15/+10 (1d3+2/19-20)
Special Attacks: sneak attack +9d6 (+4 with sword)
Rogue Spell-Like Abilities (CL 16th, concentration +16)
3/day - detect magic
2/day - shield
Statistics: Str: 14 ; Dex: 28 ; Con: 16 ; Int: 15 ; Wis: 15; Cha: 14 ; BAB: +17 ; CMB: +12 ; CMD: 32
Feats: Critical Focus, Dazzling Display, Dodge, Improved Critical (short sword), Improved Iron Will, Iron Will, MobilityB, Shatter Defenses, Sickening Critical, Spring AttackB, Step Up, Weapon Finesse, Improved Initiative, Weapon Focus (short sword), Blind-Fight
Skills: Acrobatics +33 (+66 jump), Bluff +28, Craft (any one) +9, Disable Device +25, Escape Artist +33, Fly + 20, Intimidate +26, Perception +28, Spellcraft +22, Stealth +37 (+42), Survival +4, Use Magic Device +23
Special Abilities:
Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
Supernatural Speed (Su): A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).
Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.
Languages: Aklo, Common, Sylvan
Special Qualities: poison use, armor training 1, bravery 1, rogue talents (combat trick, dispelling attack [CL 16th], feat, improved evasion, major magic, minor magic, slippery mind, weapon training), trapfinding +8
Organization: solitary, gang (2-5), or band (4-11 plus one advanced leader)
Treasure: NPC gear (blue whinnis poison (4), +4 amulet of natural armor, +2 small short sword of subtlety, +4 chain mail, other treasure, +3 ring of protection, +5 ring of resistance, Cloak of the Bat (+5 stealth, may turn into a bat))
Blue Whinnis Poison
Type poison (injury); Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save
" This creature resembles a short and slight elf wearing drab clothes and a wicked grin. In a blink, the thing darts from sight."
Thunder Behemoth; CR: 18; XP: 153,600; Align: N; Colossal magical beast
Init: -2; Senses: blindsense 60 ft., darkvision 60 ft., tremorsense 60 ft.; Perception +27
DEFENSE: AC: 35; TAC: 0; FFAC: 35; HD: 25d10+200; HP: 337; regeneration 20 ; Saves: For: +22, Ref: +12, Will: +12; SR: 29; DR: 15/epic; Defensive Abilities: unstoppable; Immune: ability damage, acid, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; Weaknesses: vulnerable to miracles and wishes
OFFENSE: Speed: 30 ft.; burrow 30 ft. Melee: bite +33 (4d6+16 plus grab), gore +33 (4d6+16), 2 stomps +28 (2d8+8 plus trip) Ranged: 4 rocks +15 (3d6+24 plus stun); Space: 30 ft.; Reach: 20 ft.;
Spell-Like Abilities: (CL 20th; concentration +22)
3/day - earthquake(DC 20)
Special Attacks: fast swallow, mighty roar, rock spitting, ruinous, swallow whole (4d6+24 bludgeoning and 4d6 fire damage, AC 27, 33 hp), trample (2d8+24, DC 38);
Statistics: Str: 43; Dex: 6; Con: 26; Int: 3; Wis: 14; Cha: 15; BAB: +25; CMB: +49 (+53 grapple); CMD: 57 (61 vs. trip)
Feats: Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lunge, Power Attack, Snatch
Skills: Perception (W) +27, Survival (W) +14, Swim (S) +28; Racial Modifiers: +10 Perception
Special Abilities:
Mighty Roar (Su): Every 1d4 rounds as a standard action, a thunder behemoth can issue a mighty roar in a 60-foot cone that duplicates the effect of an empowered greater shout (Fortitude DC 30 for half damage). This is a sonic effect. The save DC is Constitution-based.
Rock Spitting (Ex): A thunder behemoth can spit rocks from the essentially inexhaustible store in its gizzard. It can spit up to four rocks as a standard action, with a range increment of 60 feet. A creature that is critically hit by one of these rocks must make a DC 38 Fortitude save to resist being stunned for 1 round. The save DC is Strength-based.
Swallow Whole (Ex): A thunder behemoth has five stomachs and can shunt a swallowed victim into any one of them (usually choosing an empty stomach).
Languages: Aklo (cannot speak)
Environment: any land
Organization: solitary or pair
Treasure: none
"This enormous beast has rocky, armored plates on its body. Elaborate horns crown its horrific head."
Esoteric Dragon, Etheric - Wyrmling
Etheric Dragon, Wyrmling; CR: 3; XP: 800; Align: N; Tiny dragon (extraplanar)
Init: +2; Senses: dragon senses; see in darkness, Perception +11
Aura: frightful presence (30 ft., DC 12)
DEFENSE: AC: 17; TAC: 14; FFAC: 15; HD: 8d12+16; HP: 90; Saves: For: +4, Ref: +4, Will: +4; SR: 14; DR: ; Immune: paralysis, sleep
OFFENSE: Speed: 40 ft., fly 100 ft. (average); Melee: bite +13 (1d4+7), 2 claws +13(1d3+5); Ranged: ; Space: 5 ft.; Reach: 5 ft.;
Special Attacks: breath weapon (30' line, DC 12, 2d8 force), spectral attacks; Spell-Like Abilities: ;
Statistics: Str: 20; Dex: 15; Con: 14; Int: 13; Wis: 10; Cha: 11; BAB: +8; CMB: +11; CMD: 23
Feats: Flyby Attack, Multiattack
Skills: Appraise (I) +8, Fly (D) +13, Intimidate (Ch), +11, Knowledge (Planes) (I*) +12, Perception (W) +11, Sense Motive (W) +11, Stealth (D) +13, Survival (W) +11
Special Abilities:
Spectral Attacks (Su): An etheric dragon's bite or claw attacks are considered to be ghost touch weapons.
Environment: any (Ethereal Plane)
Languages: Draconic
Organization: solitary
Treasure: double, 1,600gp
"This silent dragon seems to gather shadows and gloom around its tattered-appearing wings."
Ooze, Amber; CR: 1; XP: 400; Align: N; Diminutive ooze
Init: +0; Senses: blindsight 60 ft.; Perception -5
DEFENSE: AC: 14; TAC: 14; FFAC: 14; HD: 1d8+2; HP: 6; Saves: For: +2, Ref: +0, Will: -5; Immune ooze traits
OFFENSE: Speed: 10 ft.; Space: 1 ft.; Reach: 0 ft.;
Special Attacks: ability drain, infuse, weaken will
Statistics: Str: 10; Dex: 10; Con: 14; Int: - ; Wis: 1; Cha: 1; BAB: +0; CMB: -4; CMD: 3 (can't be tripped)
Special Abilities:
Ability Drain (Ex): If not purged from the host body, the acids and protoplasm of an amber ooze begin damaging its host's body and mind. After 1 week, the host takes 1 point each of Intelligence, Wisdom, and Charisma drain per day. When one of the three abilities reaches 0, the host dies.
Infuse (Ex): A victim that has ingested an amber ooze must succeed on a DC 13 Fortitude save or the amber ooze infuses itself into his body. The ooze merges with flesh and bone, and can only be removed by aremove disease spell. The save DC is Constitution-based. A detect magic (or similar magic) cast on the host reveals the amber ooze. If the victim succeeds on the Fortitude save, the amber ooze takes one point of acid damage per round from the host's digestive juices. Once it begins to take damage, the ooze retreats from the host's body through its mouth.
Weaken Will (Su): An amber ooze that has infused itself into a host weakens the will of the victim. As long as the amber ooze remains in the host, he takes a -4 penalty on Will saves to resist mind-influencing spells and effects (such as charm person and suggestion).
Environment: any temperate or warm land
Organization: solitary
Treasure: none
"This creature resembles a small pool of liquid the color and consistency of mead."
Ooze, Dark Matter Entropic ; CR: 14; XP: 38,400; Align: N; Huge ooze (extraplanar)
Init: -3; Senses: blindsight 60 ft., soulsight 120 ft.; Perception -5
DEFENSE: AC: 13; TAC: 5 FFAC: 13; HD: 27d8+270; HP: 391; Saves: For: +19, Ref: +6, Will: +4; Immune negative energy, ooze traits; SR: 24 (against positive energy);
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: slam +28 (2d8+15 plus energy drain); Space: 15 ft.; Reach: 10 ft.;
Special Attacks: devour soul, energy drain (3 levels, DC 23)
Statistics: Str: 31; Dex: 4; Con: 30; Int: -; Wis: 1; Cha: 10; BAB: +20; CMB: +32; CMD: 39 (can't be tripped)
Skills: Climb (S) +18
Special Abilities:
Devour Soul (Su): A living creature slain by an entropic ooze has its soul devoured by the ooze. Such a creature cannot be returned to life until the entropic ooze that contains its soul is slain.
Soulsight (Su): An entropic ooze can automatically detect the location of any living creature within 120 feet. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Environment: Negative Energy Plane
Organization: solitary
Treasure: none
"This protoplasmic creature resembles a giant amoeba, black in color. A deathly cold seems to emanate from its form."