Wandering Monsters Within the Scroll of Kakishon hides a miniature world, a realm stranger and more exotic than many created by nature alone. More than a dozen islands of varying sizes make up the world within the map, looking out over the misty realm past the plane’s magical edge. With whole islands locked in the grips of extreme environments and typified by breathtaking landscapes, each corner of Kakishon is a world unto itself.
d% Encounter Avg. Level
1–4 1 div, doru 2
5–9 2d6 human skeletons 3
10–12 1 buraq 5
13–16 1d6 edimmus 6
17–21 Gnoll gaiders 6
22–23 Beasts of Kakishon
24–27 1 dragonne 7
28–33 1d6 harpies 7
34–35 1d4 manticores 7
36–39 1 protean, naunet 7
40–42 Beasts of Kakishon
43–46 1 pairaka 7
47–52 1 gynosphinx 8
53–58 1 lamassu 8
59–66 Entropy flux
67–69 1 roc 9
70–74 1d4 shaitans 9
75–77 Beasts of Kakishon
78–79 1 guardian naga 10
80–83 1 protean, imentesh 10
84–85 1 rukh 10
86–89 1 stone golem 11
90–94 1 twelve-headed hydra 11
95–97 1 celestial charger 13
98–100 1 hadhayosh 18
Beasts of Kakishon: Upon each of the varied islands of Kakishon dwells a menagerie of strange and often deadly creatures. Presented here is a sampling of the animals and monsters found on the hidden plane’s most significant islands. Although not all of these beasts serve as appropriate encounters for 9th- and 10th-level parties, they should help drive home the exotic and deadly nature of the artificial world.
Aliskiren: cryohydras (MM 155), frost worms (MM 111), ice mephits (MM 182), remorhazes (MM 214).
Isle of the Dead: endimmus (Pathfinder #20), skeletons (MM 225), spectres (MM 232), stone golems (MM 134).
The Isles of Night: dire bats (MM 62), ettercaps (MM 106), monstrous centipedes (MM 286), krenshars (MM 163).
Ismaizade: destrachans (MM 49), earth mephits (MM 182), thoqquas (MM 242), xorns (MM 260).
Kakishon: apes (MM 268), griffons (MM 139), tigers (MM 281), rocs (MM 215).
Khandelinal: dust mephits (MM 181), lions (MM 274), purple worms (MM 211), sphinxes (MM 232).
Khosravi: animated objects (MM 13), fire mephits (MM 182), iron golems (MM 136), retrievers (MM 46).
The Serpent Isles: giant constrictors (MM 280), girallons (MM 126), hydras (MM 155), vipers (MM 279).
Water: dragon turtles (MM 88; see this month’s Set Piece), giant squids (MM 281), tojanidas (MM 243), water nagas (MM 193).
Entropy Flux: Chaos reigns supreme over the islands of Kakishon. Roll on the table on page 63 to see the effects of chaos surges on PCs.
Gnoll Raiders: Numerous groups of gnoll raiders form disparate packs across Kakishon. While most spend their time hunting and scavenging for food and treasures, they’re not above attacking lone genies or travelers that cross their paths. A typical band of gnoll raiders is comprised of 2d6 gnolls (MM 130) and makes for an EL 6 encounter, though using the stats for classed gnolls from previous volumes the GM can easily create deadlier raiding parties.
The native inhabitants of the Maelstrom, the chaotic neutral plane of the Pathfinder Chronicles campaign setting’s cosmology, feature prominently in this volume’s adventure. Primeval beings with little care for such concepts as good and evil, these creatures prove dangerous to the delicate environments and static physicalities of many other beings, most notably the beings of the Material Plane, who often mistake them for purposefully destructive fiends or murderous monsters. In truth, their minds and moralities simply indulge concerns contrary to those of most sane and peace-loving creatures, a vital distinction in realms populated by beings of pure good and absolute evil. Those seeking more information on the different breeds of proteans should look to this month’s article “Keepers of Chaos” and Pathfinder Chronicles: The Great Beyond, which also includes statistics for the third protean race, the keketars.