Fighter, Level 03; CR: 2; XP: 600; Human male fighter 3 Align: N; Medium humanoid (human)
Init: +6; Senses: Perception +4
DEFENSE: AC: 20; TAC: 12; FFAC: 18; HD: 3d10+6; HP: 27; Saves: For: +4, Ref: +3, Will: +4; Defensive Abilities: bravery +1
OFFENSE: Speed: 30 ft.; Melee: masterwork longsword +7 (1d8+3/19-20) or cold iron dagger +6 (1d4+3/19-20); Ranged: heavy crossbow +5 (1d10/19-20)
Statistics: Str: 17; Dex: 14; Con: 12; Int: 8; Wis: 13; Cha: 10; BAB: +4; CMB: +6; CMD: 18
Feats: Cleave, Improved Initiative, Iron Will, Power Attack, Toughness
Skills: Heal (W) +2, Perception (W) +4, Survival (W) +5
Languages: Common
Special Qualities: armor training 1, bravery +1
Treasure: NPC Gear (potion of bull strength, potion of moderate light wounds, potion of enlarge person, alchemist's fire, holy water, oil (2), healer's kit (2 uses remaining), masterwork breastplate, heavy wooden shield, cold iron dagger, heavy crossbow, bolts (20), masterwork longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 124gp)
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
Devilbound - Fighter, Level 09; CR: 9; XP: 6,400; Pit fiend-bound oread male fighter 9 Align: NE; Medium humanoid (human)
Init: +6; Senses: Darkvision 60 ft.; Perception +10
DEFENSE: AC: 33; TAC: 14; FFAC: 30; +2 AC to confirm criticals HD: 9d10+27; HP: 90 regeneration 5 (good spells, good weapons); Saves: For: +9, Ref: +7, Will: +8; +4 vs Poison; Defensive Abilities: bravery +2, Resist: acid 5, fire 30; Weaknesses: contract bound
OFFENSE: Speed: 20 ft.; Melee: +1 longsword +19/+14 (1d8+9/19-20) or cold iron dagger +15/+8(1d4+6/19-20); Ranged: heavy crossbow +11/+6 (1d10/19-20)
Statistics: Str: 23; Dex: 16; Con: 14; Int: 8; Wis: 15; Cha: 8; BAB: +9; CMB: +15; CMD: 28
Devilbound Spell-Like Abilities: (CL 9th; concentration +11);
3/day - quickened fireball (DC 15), invisibility
1/day - blasphemy (DC 19), summon (level 5, 1 lemure, or 1 bearded devil 100%)
Oread Spell-Like Ability: (CL 9th; Concentration 8)
1/day - magic stone
Feats: Cleave, Greater Shield Focus, Improved Initiative, Iron Will, Power Attack, Shield Focus, Shield Specialization, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword),
Skills: Heal (W) +2, Perception (W) +10, Survival (W) +5
Special Abilities:
Contract Bound (Ex): The creature has signed a contact of service in return for this template. The devil must reveal its nature as a creature of Hell when it offers a contract, and it can't hide the details of the contract in any way. The creature must enter the agreement willingly (without magical compulsion). Usually the creature must perform one or more tasks for the devil, and in exchange, the creature gains the template's abilities, whether immediately, after a specific amount of time, or once the task has been completed.
Languages: Common, Terran
Special Qualities: armor training 2, bravery +2, weapon training 2 (heavy blades), Energy Resistane (acid resistance 5), Spell-Like Ability (can use magic stone 1/day (CL = character level, DC 11 + Cha mod), Earth Affinity (Sorcerers with elemental (earth) bloodline treat their charisma as 2 points higher for all sorcerer spells and class abilities. Clerics with the Earth domain cast their Earth domain powers and spells at +1 caster level),
Treasure: NPC Gear (+2 belt of mighty strength, potion of cure moderate wounds (2), potion of enlarge person, +1 longsword, +1 half-plate, +1 heavy steel shield, +1 cloak of resistance, +1 ring of protection, alchemist's fire, unholy water, oil (2), healer's kit (2 uses remaining), cold iron dagger, heavy crossbow, bolts (20), bedroll, tindertwigs (2), whetstone, wooden holy symbol, 454gp)
Devilbound - Earth Sorcerer CR: 9; XP: 6,400; Pit fiend-bound oread male sorcerer 9 Align: LE; Medium (Small) humanoid (human)
Init: +2; Senses: Perception +10
DEFENSE: AC: 15 (19); TAC: 14 (18); FFAC: 12 (16); HD: 9d6+18; HP: 54; regeneration 5 (good spells, good weapons); Saves: For: +6, Ref: +6, Will: +10; +4 vs. Poison; DR: 10/adamantine (90 hit points) ; Resist: acid 20, fire 30; Weaknesses: contract bound
OFFENSE: Speed: 20 ft. burrow 30 ft. (earth glide); Melee: dagger +4/-1 (1d4-1/19-20); Ranged: scorching ray +8/+8 (+9/+9 within 30 ft.) (4d6 or 4d6+1 within 30 ft.)
Oread Spell-Like Ability: (CL 9th; Concentration +16)
1/day - magic stone
Devilbound Spell-Like Abilities: (CL 9th; concentration +16);
3/day - quickened fireball (acid) (DC 21), invisibility
1/day - blasphemy (DC 23), summon (level 7, 1 lemure, or 1 bearded devil 100%)
Bloodline Spell-Like Abilities: (CL 9th; concentration +16);
9/day - elemental ray (1d6+4 acid)
1/day - elemental blast (9d6, DC 22)
Sorcerer Spells Known: (CL 9th; concentration +16);
4th (2) - 5/day - confusion (DC 22), elemental body I (B), stoneskin (already cast), touch of slime (DC 22)
3rd (3) - 7/day - displacement, fireball (acid) (DC 21), protection from energy (B), stinking cloud (DC 21),
2nd (4) - 7/day - acid arrow, darkness, detect thoughts (DC 20), glitterdust (DC 20), scorching ray (acid) (B)
1st (5) - 7/day - burning hands (acid)(B) (DC 18), mage armor (already cast), magic missile, obscuring mist, ray of enfeeblement (DC 18), touch of gracelessness (DC 18)
0 - at will - acid splash, arcane mark, detect magic, ghost sound (DC 17), mage hand, mending, message, prestidigitation, read magic
Bloodline (B): elemental (earth)
Statistics: Str: 10(12); Dex: 16; Con: 14; Int: 10; Wis: 16; Cha: 22; BAB: +4; CMB: +4; CMD: 12
Feats: Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Mobility, Point Blank Shot, Weapon Focus (ray)
Skills: Diplomacy (Ch) +7, Handle Animal (Ch*) +7, Heal (W) +7, Knowledge (arcana) (I*) +10, Knowledge (Religion) (I*) +1, Linguistics (I*) +1, Perception (W) +10, Spellcraft (I*) +10, Survival (W) +4
Languages: Common, Terran, Infernal
Special Qualities: bloodline elemental (earth) (change energy damage spells to acid), Energy Resistance (acid resistance 5), Spell-Like Ability (can use magic stone 1/day (CL = character level, DC 11 + Cha mod), Earth Affinity (Sorcerers with elemental (earth) bloodline treat their charisma as 2 points higher for all sorcerer spells and class abilities. Clerics with the Earth domain cast their Earth domain powers and spells at +1 caster level)
Organization:
Treasure: NPC Gear (dagger, +1 ring of protection, +1 amulet of natural armor, +1 cloak of resistance, +2 headband of alluring charisma, brooch of shielding [50 points], potion of cure serious wounds, wand of haste [15 charges], 250 gp in diamond dust, 654gp
Devil, Erinyes; CR: 8; XP: 4,800; Align: LE; Medium outsider (devil, evil, extraplanar, lawful)
Init: +6; Senses: darkvision 60 ft., see in darkness, true seeing; Perception +16
DEFENSE: AC: 23 ; TAC: 17 ; FFAC: 16 ; HD: 9d10+45; HP: 94 ; Saves: For: +11 , Ref: +12, Will: +7; SR: 19 ; DR: 5/good ; Immune: fire, poison; Resist: acid 10, cold 10
OFFENSE: Speed: 30 ft., fly 50 ft. (good); Melee: +1 longsword +15/+10 (1d8+8/19-20); Ranged: +1 flaming composite longbow +14/+14/+9 (1d8+6/x3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities: (CL 12th)
Constant - true seeing
At will - fear (single target DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day - summon (level 3, 2 bearded devils, 50%)
Statistics: Str: 20 ; Dex: 23 ; Con: 21 ; Int: 14 ; Wis: 18 ; Cha: 21 ; BAB: +9 ; CMB: +14 ; CMD: 31
Feats: Combat Reflexes, Dodge, Mobility, Point-Blank shot, Precise Shot, Rapid Shot, Shot on the Run
Skills: Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist 12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Special Abilities:
Entangle (Su): Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinye's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.
Languages: Celestial, Common, Draconic, Infernal, telepathy 100 ft.
Organization: solitary or trio
Treasure: triple (+1 longsword, +1 flaming composite longbow (+5 Str bonus), rope), 10,050gp
"Some calamity has befallen this angelic warrior. Wings stained in black shear the air as her merciless eyes search for a target."
Devil, Barbed (Hamatula); CR: 11; XP: 12,800; Align: LE; Medium outsider (devil, evil, extraplanar, lawful)
Init: +6 ; Senses: darkvision 60 ft., see in darkness; Perception +21
DEFENSE: AC: 26; TAC: 16 ; FFAC: 20; HD: 12d10+72; HP: 138; Saves: For: +14, Ref: +14, Will: +8; SR: 22; DR: 10/good; Special: Immune: fire, poison; Resist: acid 10, cold 10
OFFENSE: Speed: 30 ft; Melee: 2 claws +18 (2d8+6/19-20 plus fear and grab);
Special Attacks: fear, impale 3d8+9;
Spell-Like Abilities: (CL 12th);
At will - greater teleport (self plus 50 lbs of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only)
1/day - order's wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy blight (DC 18)
Statistics: Str: 23; Dex: 23; Con: 22; Int: 12; Wis: 15; Cha: 18; BAB: +12; CMB: +18 (+22 grapple); CMD: 34
Feats: Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
Skills: Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +13, Survival +14
Special Abilities:
Barbed Defense (Su): A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su): A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Grab (Ex): A barbed devil can use its grab attack against a foe up to Medium size
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Organization: solitary, pair, team (3–5), or squad (6–11)
Treasure: standard, 7,000gp
"From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs."
Devil, Bearded (Barbazu); CR: 5; XP: 1,600; Align: LE; Medium outsider (devil, evil, extraplanar, lawful)
Init: +6; Senses: darkvision 60 ft., see in darkness; Perception +10
DEFENSE: AC: 19 ; TAC: 12 ; FFAC: 17 ; HD: 6d10+24; HP: 57 ; Saves: For: +9 , Ref: +7, Will: +3; SR: 16; DR: 5/good or silver ; Immune: fire, poison; Resist: acid 10, cold 10
OFFENSE: Speed: 40 ft; Melee: glaive +11/+6 (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4); Space: 5 ft.; Reach: 5 ft. (10 ft. with glaive);
Special Attacks: beard
Spell-Like Abilities: (CL 12th)
At will - greater teleport (self plus 50 lbs. of objects only)
1/day - summon (level 3, 1 bearded devil or 6 lemures, 50%)
Statistics: Str: 19 ; Dex: 15 ; Con: 19 ; Int: 6 ; Wis: 12 ; Cha: 10; BAB: +6 ; CMB: +10 ; CMD: 22
Feats: Improved initiative, Power Attack, Weapon Focus (glaive)
Skills: Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Special Abilities:
Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.
Devils Chills: Disease - injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves
Infernal Wound (Su): The damage the bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch - a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
Languages: Celestial, Common, Draconic, Infernal, telepathy 100 ft.
Organization: solitary, pair, squad (3-10), or troop (10-40)
Treasure: standard (glaive, other treasure), 1,550gp
"This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard."
Clockwork Golem; CR: 12; XP: 19,200; Align: N; Large construct
Init: +1; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 26; TAC: 10; FFAC: 25; HD: 16d10+30; HP: 118; Saves: For: +5, Ref: +6, Will: +5; DR: 10/adamantine; Immune: construct traits, magic
OFFENSE: Speed: 30 ft.; Melee: 2 slams +23 (2d10+8 plus grab); Space: 10 ft.; Reach: 10 ft.; Special Attacks: death burst, grind, wall of gears
Statistics: Str: 27; Dex: 12; Con: -; Int: -; Wis: 11; Cha: 1; BAB: +16; CMB: +25 (+29 grapple); CMD: 36
Special Abilities:
Death Burst (Ex): When a clock golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take 12d6 points of slashing damage - a DC 18 Reflex save results in half damage. The save DC is Constitution-based.
Grind (Ex): A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe.
Immunity to Magic (Ex): A clockwork golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a clockwork golem, as noted below.
- a grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.
- a rusting grasp spell deals damage to a clockwork golem normally, and makes the golem staggered for 1d6 rounds (no save).
Wall of Gears (Su): As a standard action, a clockwork golem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 15d6 points of slashing damage. If the wall appears in a creature's space, that creature can attempt a DC 18 Reflex save to leap to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a move action. A clockwork golem's AC and immunities remain the same while it is in this form.
Organization: solitary or gang (2-4)
Treasure: none
Golem, Glass; CR: 8; XP: 4,800; Align: N; Large construct
Init: -1; Senses: darkvision 60 ft., low-light vision; Perception +0
DEFENSE: AC: 21; TAC: 8; FFAC: 21; HD: 12d10+30; HP: 96; Saves: For: +4, Ref: +3, Will: +4; DR: 5/adamantine ; Immune: magic, construct traits
OFFENSE: Speed: 30 ft.; Melee: 2 slams +16 (2d8+5 plus bleed); Space: 10 ft.; Reach: 10 ft.; Special Attacks: bleed (1d8), dazzling brightness
Statistics: Str: 20; Dex: 9; Con: -; Int: - ; Wis: 11 ; Cha: 1 ; BAB: +12 ; CMB: +18; CMD: 27
Special Abilities:
Dazzling Brightness (Ex): Any sighted creature within 30 feet of a glass golem while the golem is within an area of bright light gains the dazzled condition for 1 round (Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golem's brightness for 25 hours. The DC is Constitution-based.
Immune to Magic (Ex): A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below.
- a shatter spell damages a glass golem as if it were a crystalline creature.
- a keen edge spell affects all of a glass golem's slam attacks as if they were slashing weapons.
- A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for eacg 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass golem gets no saving throw against fire effects.
Reflect Spells (Ex): As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell
Organization: solitary or gang (2-5)
Treasure: none
"This jagged construct of glass has a human's shape, save that one arm ends in a jagged hammer and another in a spike of glass."
Hell Hound; CR: 3; XP: 800; Align: LE; Medium outsider (evil, extraplanar, fire, lawful)
Init: +5; Senses: darkvision 60 ft., scent; Perception +7
DEFENSE: AC: 16 ; TAC: 11 ; FFAC: 15 ; HD: 4d10+8; HP: 30 ; Saves: For: +6 , Ref: +5, Will: +1; Immune: fire; Weaknesses: vulnerability to cold
OFFENSE: Speed:40 ft. ; Melee: bite +5 (1d8+1 plus 1d6 fire);
Special Attacks: breath weapon (10-ft. cone, once every 2d4 rounds, 2d6 fire damage, Reflex DC 14 for half)
Statistics: Str: 13 ; Dex: 13 ; Con: 15 ; Int: 6 ; Wis: 10 ; Cha: 6 ; BAB: +4 ; CMB: +5 ; CMD: 16 (20 vs. trip)
Feats: Improved Initiative, Run
Skills: Acrobatics +8, Perception +7, Stealth +13, Survival +7 ; Racial Modifiers: +5 Stealth
Languages: Infernal (cannot speak)
Organization: solitary, pair, or pack (3-12)
Treasure: incidental
“This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.”