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The Moonscar GM Notes

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Printed 0/0/0000 0:00:00 AMPage 20 of 27

River DrakeCR 8

Male advanced river drake (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 107)

NE Large dragon (aquatic, water)

Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +13

Defense

AC 21, touch 14, flat-footed 16 (+4 Dex, +1 dodge, +7 natural, -1 size)

hp 134 (8d12+56)

Fort 24, Ref 21, Will 19

Immune paralysis, sleep; Resist acid 20

Offense

Speed 20 ft., fly 60 ft. (average), swim 30 ft.

Melee bite +16 (2d6+9), tail slap +11 (1d6+4)

Space 10 ft.; Reach 10 ft.

Special Attacks caustic mucus, pounce

Statistics

Str 29, Dex 18, Con 24, Int 12, Wis 14, Cha 13

Base Atk +8; CMB +18; CMD 33

Feats Dodge, Improved Initiative, Mobility, Power Attack

Skills Acrobatics +4 (+0 to jump), Climb +20, Fly +13, Intimidate +12, Perception +13, Stealth +11, Survival +13, Swim +28

Languages Draconic

SQ amphibious, speed surge

Special Abilities

Caustic Mucus (2d8 acid, every 1d6 rds, Ref part, DC 21) (Su) As a standard action, a river drake can spit a ball of caustic mucus that explodes in a 5-foot-radius spread. This attack has a range of 50 feet, deals 2d8 points of acid damage, and entangles creatures in the area. A DC 21 Reflex save halves the damage and negates the entangle effect. An entangled creature takes 1d4 points of acid damage each round on its turn, and may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the acid damage. Once a river drake spits mucus, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

Pounce (Ex) You can make a full attack as part of a charge.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Speed Surge (3/day) (Ex) Use a swift action to gain an extra move action this round.

Zythorne (void elementalist)CR 13

Human wizard 14

CE Medium humanoid (human)

Init +3; Senses darkvision 60 ft., see invisibility; Perception +24

Aura aura of prescience (30 ft.)

Defense

AC 29, touch 16, flat-footed 26 (+4 armor, +2 deflection, +3 Dex, +1 insight, +5 natural, +4 shield)

hp 93 (14d6+42)

Fort 19, Ref 20, Will 21; +4 insight bonus vs. spells and spell-like abilities

Resist electricity 30, fire 30, void awareness

Offense

Speed 30 ft. (20 ft. in armor)

Melee Doomblade[footnoteRef:1] +8/+3 (1d4+2/19-20) [1: Whenever a debilitating weapon is used to attack an opponent that is denied its Dexterity bonus to AC and hits, that opponent takes a 1 penalty on attack rolls or to its AC for 1 round (wielders choice). Any creature that is immune to sneak attacks is immune to this penalty, and any item or ability that protects a creature from critical hits also protects a creature from the penalties imposed by a debilitating weapon. Multiple hits from multiple debilitating weapons in the same round do not increase the penalty or its duration.]

Special Attacks reveal weakness

Wizard Spells Prepared (CL 14th; concentration +21)

7thintensified maximized freezeblast (DC 22), prismatic spray, spell turning, greater teleport

6thdisintegrate (DC 23), greater dispel magic, greater dispel magic, enlarged maximized icy ray, enlarged telekinesis

5thmaximized acid arrow, maximized icy ray, lightning arcUM (DC 24), mind fog (DC 22), wall of force

4tharcane eye, dimension door, greater invisibility, maximized magic missile, shout, wandering star motesAPG (DC 21)

3rdclairaudience/clairvoyance, dispel magic, fly, nondetection, twilight knifeAPG, twilight knifeAPG, wind wall

2ndacid arrow, darkness, darkvision, glitterdust (DC 19), haunting mistsUM (DC 19), resist energy, see invisibility

1stcolor spray (DC 18), endure elements, expeditious retreat, mage armor, magic missile, shield, true strike

0 (at will)dancing lights, detect magic, mage hand, message

Opposition Schools Fire

Tactics

Before Combat At the beginning of each day, Zythorne casts endure elements, nondetection, and mage armor. If he anticpates combat, he casts darkvision, resist energy (electricity, fire), see invisibility, and spell turning.

During Combat Zythorne uses tactics specific to his quarry, choosing spells with saving throws that target his prey's weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged black tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized icy ray, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident.

Base Statistics Without darkvision, mage armor, resist energy (electricity, fire), and see invisibility, the wizard's statistics are AC 17, touch 16, flat-footed 13; Senses low-light vision; Defensive Abilities none; Resist none.

Statistics

Str 10, Dex 16, Con 14, Int 25, Wis 8, Cha 10

Base Atk +7; CMB +7; CMD 23

Feats Defensive Feedback, Enlarge Spell, Greater Spell Focus (evocation), Intensified SpellAPG, Maximize Spell, Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation), Spell Penetration, Spell SpecializationUM, Time Stutter

Skills Acrobatics +14 (+10 to jump), Bluff +14, Craft (metalwork) +15, Diplomacy +14, Disable Device +12, Fly +13, Intimidate +10, Knowledge (arcana) +24, Knowledge (history) +24, Knowledge (planes) +24, Knowledge (religion) +22, Linguistics +17, Perception +24, Spellcraft +24, Survival +0

Languages Abyssal, Aklo, Ancient Osiriani, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Infernal, Mi-go, Necril, Shadowtongue, Sylvan, Thassilonian

SQ arcane bond (Doomblade)

Combat Gear potion of barkskin +5, potion of cure serious wounds (2), potion of invisibility, potion of pass without trace, scroll of teleport, teleport, wand of voidmote[DM] (CL 9th, 20 charges); Other Gear Doomblade (+1 voidglass lesser concealed debilitating1 dagger), dusty rose prism ioun stone, mossy disk ioun stone[footnoteRef:2], pink rhomboid ioun stone[footnoteRef:3], amulet of natural armor +1, bag of holding III, belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +4[footnoteRef:4], ring of protection +2, ring of sustenance, adventurer's sash, masterwork backpackAPG, spellbook, spellbook, wizard starting spellbook, 3,648 gp [2: Knowledge (religion)] [3: +2 enhancement bonus to Constitution] [4: Acrobatics and disable device]

Special Abilities

Arcane Bond (Doomblade) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).

Aura of Prescience (30 ft., 14 rounds/day) (Su) At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.

Defensive Feedback (Su) When an abjuration spell you cast prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage for every 10 points of damage prevented.

Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.

Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.

Enlarge Spell Increase spell ranges. +1 Level.

Fire You must spend 2 slots to cast spells from the Fire school.

Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.

Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).

Maximize Spell All variable effects of a spell are maximized. +3 Levels.

Reveal Weakness (-7 penalty, 10/day) (Su) When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to your caster level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Spell Specialization (freezeblast) Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Time Stutter (1/day) (Sp) You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day plus one additional time for every 5 wizard levels you possess beyond 10th.

Void Awareness +4 (Su) Your ability to recognize the void allows your body to react to magical manifestations before youre even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result.

Kartreth (drow alchemist)CR 11

Male drow alchemist 12 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 114)

CE Medium humanoid (elf)

Init +11; Senses darkvision 120 ft.; Perception +18

Defense

AC 37, touch 18, flat-footed 34 (+6 armor, +5 deflection, +3 Dex, +9 natural, +4 shield)

hp 105 (12d8+48)

Fort 27, Ref 31, Will 21; +2 vs. enchantments, +2 resistance bonus vs. poison

Immune sleep, electricity (12 points), poison; SR 18

Weaknesses light blindness

Offense

Speed 30 ft. (20 ft. in armor)

Melee +1 longspear +12/+7 (1d8+1/3)

Ranged blackstar bomb +19 (6d4+4 Bludgeoning plus bull rush) or

Ranged bomb +19 (6d6+4 Fire) or

Ranged dart +18/+13 (1d4) or

Ranged void bomb +19 (6d4+4 Bludgeoning)

Special Attacks bomb 16/day (6d6+4 fire, DC 20)

Spell-Like Abilities (CL 12th; concentration +14)

1/daydancing lights, darkness, faerie fire

Alchemist Extracts Prepared (CL 12th; concentration +16)

4tharmor of thorns, cure critical wounds, greater false lifeUM, freedom of movement

3rdabsorbing touchAPG (DC 17), gaseous form, heroism, lightning lash bomb admixture[UC], protection from energy

2ndalchemical allocationAPG, barkskin, false life, invisibility, invisibility, ironskin

1stbomber's eyeAPG, cure light wounds, cure light wounds, disguise self, expeditious retreat, shield

Statistics

Str 10, Dex 24, Con 16, Int 19, Wis 8, Cha 14

Base Atk +9; CMB +11; CMD 31

Feats Brew Potion, Improved Initiative, Improved Iron Will, Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Throw Anything

Skills Acrobatics +16 (+12 to jump), Appraise +12, Bluff +4, Climb -1, Craft (alchemy) +23 (+35 to create alchemical items), Diplomacy +10, Disable Device +23, Disguise +4, Escape Artist +6, Fly +6, Heal +3, Intimidate +4, Knowledge (arcana) +13, Knowledge (engineering) +13, Knowledge (local) +10, Linguistics +9, Perception +18, Ride +6, Sense Motive +1, Sleight of Hand +21, Spellcraft +16, Stealth +18, Survival +14, Swim -1, Use Magic Device +13; Racial Modifiers +2 Perception

Languages Aklo, Common, Elven, Giant, Gnome, Goblin, Necril, Orc, Undercommon

SQ alchemy (alchemy crafting +12), discoveries (blackstar bomb, enhance potion, greater mutagen, immolation bomb[UC], precise bombs [4 squares], void bomb), mutagen (+6/+4/-2, +4 natural armor, 120 minutes), poison use, poison use, swift alchemy

Combat Gear boots of escapeARG, mutagen (greater)APG, poisoner's glovesUE, potion of cure light wounds, potion of cure moderate wounds, potion of delay poison, potion of lesser restoration, potion of remove disease, potion of shield of faith +5, alchemist's fire (4), alchemist's kindnessAPG (2), antiplagueAPG (2), antitoxin (2), bloodblockAPG,[footnoteRef:5] (2), deathblade[footnoteRef:6] (4), giant wasp poison[footnoteRef:7] (10), healer's kit, liquid iceAPG (4), oil of taggit[footnoteRef:8] (2), shriek bomb[footnoteRef:9], smelling saltsAPG, soothe syrupAPG (2), tangleburn bagUE (2); Other Gear +2 darkleaf cloth lamellar (leather) armor[UC], +1 longspear, dart (10), dart (2), cloak of resistance +3, focusing flask[footnoteRef:10], handy haversack, plague rat beltUE,[footnoteRef:11], ring of protection +1, snakeskin tunicUE,[footnoteRef:12], winged bottle[footnoteRef:13], alchemist starting formula book, alchemist's lab, belt pouch, bottle of strong brandy (1.5 lb), masterwork thieves' tools, 14 gp [5: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).] [6: Type poison (injury); Save Fortitude DC 20; Frequency 1/round for 6 rounds; Effect 1d3 Con damage; Cure 2 consecutive saves] [7: Type poison (injury); Save Fortitude DC 18; Frequency 1/round for 6 rounds; Effect 1d2 Dex damage; Cure 1 save] [8: Type poison (ingested); Save Fortitude DC 15; Onset 1 minute; Effect unconsciousness for 1d3 hours; Cure 1 save] [9: This yellow ball of volatile resin has a hemp wick. Lighting the fuse is a move action; 1 d3-1 rounds later (a result of 0 rounds takes place at the end of your turn), the shriek bomb explodes, dealing 2d6 points of sonic damage to creatures in a 10-foot radius burst (Fortitude DC 15 half). A shriek bomb can be thrown as a splash weapon with a range of 10 feet.] [10: This round, rainbow-hued glass flask allows up to three alchemical splash weapons of the same type to be poured into it, concentrating them such that they never increase its weight noticeably. If multiple types of alchemical items are poured in, all the contents are ruined. The flask can be thrown as a normal splash weapon, and when it breaks, it releases all of the contained splash weapons in the same space, and the focusing flask is destroyed. If the items held within the flask normally allow a saving throw to reduce or negate the effects, the target of a focusing flask needs to succeed at only a single saving throw, regardless of the number of items held within the focusing flask. The DC of the saving throw increases by 2 if the flask contains two alchemical items, or by 4 if it contains three items.] [11: This belt grants its wearer a +2 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Also, as an immediate action three times per day, the wearer can call upon the belt to reroll a saving throw made to resist a disease or poison. The wearer must use the second roll, even if it is worse.] [12: When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison.] [13: This sky-blue glass bottle sports a sculpture of a silver eagle wrapped around the top of the glass. A winged bottle can be filled with the contents of an alchemical splash weapon as a standard action that provokes attacks of opportunity. Three times per day, on command, the bottle sprouts crystalline wings and takes flight. The owner can move the winged bottle to any space within 130 feet as a move action; if given no direction, the bottle floats in place. While flying, the bottle is able to drop its contents as a splash weapon with an attack bonus equal to 3 + the owner's Dexterity modifier. The owner must have line of sight to the bottle in order to direct it. Three rounds after being activated, a winged bottle loses the power of flight and drifts safely to ground.]

Special Abilities

Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Blackstar Bomb +16 (Su) This bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity. The target takes damage as if hit by a void bomb. All other creatures within 5 feet of the target are subject to a bull rush. The alchemist uses his alchemist class level in place of his Combat Maneuver Bonus, and adds his Intelligence modifier in place of his Strength or Dexterity modifier to resolve the bull rush attempts. Creatures moved by a blackstar bomb are pushed directly away from the target's square.

Bomb 6d6+4 (16/day, DC 20) (Su) Thrown Splash Weapon deals 6d6+4 fire damage.

Enhance Potion (4/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.

Greater Mutagen (Su) The alchemists mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a 2 penalty on both associated mental ability scores as long as the mutagen persists.

Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct targets body, causing the bomb to deal its damage over time instead of all at once. The bombs effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemists Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemists Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemists turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bombs direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + the alchemists level + the alchemists Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.

Immunity to Electricity (12 points) You are immune to electricity damage.

Immunity to Poison You are immune to poison.

Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.

Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 120 minutes.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.

Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Spell Resistance (18) You have Spell Resistance.

Swift Alchemy (Ex) You can construct alchemical items in half the normal time.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Void Bomb (DC 20) (Su) By combining the spores from strange fungi with slivers from extradimensional voids, some drow alchemists create bombs that cause bursts of gravity capable of crushing those inside. Void bombs deals 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every 2 alchemist levels beyond 1st, instead of 1d6. A creature hit by the bomb must succeed at a Reflex save against the bomb's DC. If it fails, it is knocked prone and can't get up for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round. Other creatures within 5 feet of the bomb's target take no damage, but must succeed at a Reflex save against the bomb's DC or have all their movement speeds reduced to 5 feet for 1 round.

Flenta CasalinaCR 13

Female halfling fighter 14

CN Small humanoid (halfling)

Init +6; Senses Perception +3

Defense

AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +1 natural, +1 size)

hp 123 (14d10+42)

Fort 27, Ref 24, Will 21 (+4 vs. fear); +2 vs. fear

DR 2/

Offense

Speed 20 ft., fly 60 ft. (good)

Melee +1 bastard sword +26/+21/+16 (1d8+10/19-20)

Special Attacks weapon trainings (heavy blades +3, light blades +2, thrown +1)

Tactics

Before Combat The fighter uses her scrolls of bear's endurance, bull's strength, fly, and heroism.

During Combat The fighter uses scorching ray and lightning bolt to soften up targets, then moves in with her bastard sword, using her first attack to disarm. If facing a spellcaster, she uses a scroll of silence. If she disarms a particularly powerful weapon, she spends a round picking it up and stuffing it in her handy haversack.

Base Statistics Without bear's endurance, bull's strength, and heroism, the fighter's statistics are Senses Perception +1; hp 95; Fort +12, Ref +11, Will +8; Speed 20 ft.; Melee +1 bastard sword +22/+17/+12 (1d8+8/19-20); Str 15, Con 10; CMB +15 (+19 disarm); CMD 28 (+30 vs. disarm); Skills Acrobatics +18 (+14 when jumping), Bluff +17, Climb +4, Fly +6, Knowledge (arcana) +14, Perception +1, Spellcraft +16, Use Magic Device +23.

Statistics

Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 16

Base Atk +14; CMB +19 (+23 disarm); CMD 30 (32 vs. disarm)

Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Greater Disarm, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Skill Focus (Use Magic Device), Strike Back, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)

Skills Acrobatics +20 (+16 to jump), Appraise +4, Bluff +19, Climb +8, Diplomacy +5, Disguise +5, Escape Artist +4, Fly +19, Heal +1, Intimidate +5, Knowledge (arcana) +16, Perception +3, Ride +4, Sense Motive +1, Spellcraft +18, Stealth +8, Survival +1, Swim +6, Use Magic Device +25; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception

Languages Common, Elven, Goblin, Halfling

SQ armor training 3

Combat Gear potion of cure moderate wounds, scroll of bear's endurance, bear's endurance, scroll of bull's strength, bull's strength, scroll of cure serious wounds, scroll of dimension door, scroll of fly (CL 8th), scroll of heroism (CL 4th), scroll of silence (CL 6th), wand of lightning bolt (CL 10th, 5 charges), wand of scorching ray (CL 11th, 18 charges), wand of shield (CL 3rd, 12 charges), wand of shield of faith (CL 6th, 11 charges); Other Gear +1 adamantine breastplate, +1 bastard sword, amulet of natural armor +1, cloak of resistance +2, handy haversack, 370 gp

Special Abilities

Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.

Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.

Damage Reduction (2/-) You have Damage Reduction against all attacks.

Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.

Improved Disarm You don't provoke attacks of opportunity when disarming.

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.

Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.

Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades

Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Flenta always wanted to be a wizard. She studied, memorized, and practiced, but still can't cast spells. She has, however, discovered a knack for manipulating magic items. Flenta passes herself off as a fighter with sorcerous skills, pretending to be casting spells rather than activating magic items (a ruse that rarely fools those with knowledge of spellcasting). If confronted, she insists that she gets the job done regardless of her methods. Deep down, Flenta still hopes to someday unlock the magical potential she's sure she possesses, whatever it takes.

Mixing martial prowess with magic support, arcane pretenders typically serve as guards for powerful casters. Other arcane pretenders become adventurers, sellswords, or explorers.

Void BoyCR 12

Male half-orc fighter 13

LE Medium humanoid (human, orc)

Init +2; Senses darkvision 60 ft.; Perception +1

Defense

AC 27, touch 12, flat-footed 25 (+10 armor, +2 Dex, +5 shield)

hp 141 (13d10+65)

Fort 26, Ref 20, Will 19 (+3 vs. fear)

Defensive Abilities orc ferocity

Offense

Speed 30 ft.

Melee +1 vicious light flail +20/+15/+10 (1d8+10/19-20 plus 2d6) or

Melee +2 heavy shield bash +23 (1d4+6)

Ranged mwk throwing axe +19 (1d6+5) or

Ranged throwing axe +18 (1d6+5)

Special Attacks weapon trainings (flails +3, close +2, thrown +1)

Tactics

Before Combat The fighter drinks her potions of bears endurance and heroism.

During Combat Using the free bull rush from her shield bash attack, the fighter pushes her foes around the battlefield, forcing them back until they're pressed against an obstacle, then bull rushes again to knock them prone. She saves her shield's bite attack for prone enemies and other easy targets.

Base Statistics Without bear's endurance and heroism, the fighter's statistics are Senses Perception -1; hp 115; Fort +11, Ref +7, Will +6; Melee +1 vicious flail +18/+13/+8 (1d8+10/19-20 plus 2d6), lion's shield +21 (1d4+6 plus bull rush attempt) or +1 vicious flail +22/+17/+2 (1d8+10/19-20 plus 2d6); Ranged mwk throwing axe +17 (1d6+5); Con 14; CMB +17; Skills Intimidate +19, Sense Motive +12.

Statistics

Str 18, Dex 15, Con 18, Int 10, Wis 8, Cha 12

Base Atk +13; CMB +19; CMD 29

Feats Critical Focus, Disruptive, Improved Critical (light flail), Improved Shield Bash, Iron Will, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Staggering Critical, Step Up, Two-weapon Fighting, Weapon Focus (light flail), Weapon Specialization (light flail)

Skills Acrobatics +2, Appraise +2, Bluff +3, Climb +4, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +2, Heal +1, Intimidate +21, Perception +1, Ride +2, Sense Motive +14, Stealth +2, Survival +1, Swim +4; Racial Modifiers +2 Intimidate

Languages Common, Orc

SQ armor training 3, orc blood

Combat Gear potion of bear's endurance, potion of cure moderate wounds, potion of heroism; Other Gear +1 full plate, lion's shield, +1 vicious light flail, mwk throwing axe, throwing axe (2), belt of giant strength +2, cloak of resistance +1, 198 gp

Special Abilities

Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.

Critical Focus +4 to confirm critical hits.

Darkvision (60 feet) You can see in the dark (black and white only).

Disruptive +4 DC to cast defensively for those you threaten.

Improved Shield Bash You still get your shield bonus while using Shield Bash.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.

Shield Slam Shield Bash attack gives a free bull rush on a hit.

Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.

Staggering Critical (DC 23) Critical hit staggers target

Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

Weapon Training (Close) +2 (Ex) +2 Attack, Damage, CMB, CMD with Close-in weapons

Weapon Training (Flails) +3 (Ex) +3 Attack, Damage, CMB, CMD with Flails

Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

SkarathCR 13

Female human chaokineticist 14 (Pathfinder RPG Occult Adventures 10)

NE Medium humanoid (human)

Init +4; Senses darkvision 60 ft.; Perception +16

Defense

AC 24, touch 15, flat-footed 19 (+7 armor, +4 Dex, +1 dodge, +2 natural)

hp 164 (14d8+98)

Fort 28, Ref 26, Will 16 (+1 vs. emotion effects)

Defensive Abilities fortification 5%; Resist negative energy 2

Offense

Speed 30 ft.

Special Attacks kinetic blast, metakinesis (empower, maximize, quicken)

Kineticist Wild Talents Known

Defenseemptiness

Infusionsdarkness infusion, enervating infusion, extended range, extreme range, kinetic blade, kinetic whip, singularity

Blastsgravitic boost, gravity blast (7d6+13), negative blast (7d6+3 negative energy), void blast (14d6+20)

Utilitybasic chaokinesis, elemental whispers, eyes of the void, gravity control, greater gravity control, no breath, skilled kineticist, greater skilled kineticist

Statistics

Str 9, Dex 18, Con 22, Int 10, Wis 8, Cha 10

Base Atk +10; CMB +9; CMD 24

Feats Combat Reflexes, Dodge, Expanded Metakinesis, Kinetic Leap[OA], Lunge, Point-Blank Shot, Precise Shot, Weapon Finesse

Skills Acrobatics +11, Appraise +14, Diplomacy +14, Escape Artist +11, Intimidate +17, Knowledge (planes) +17, Perception +18, Perform (oratory) +10, Sleight of Hand +8, Stealth +11, Use Magic Device +13

Languages Common

SQ basic chaokinesis, burn (4 points/round, max 9), elemental overflow +4, emptiness, expanded element (void), gather power, infusion specialization 4, internal buffer 2, no breath, supercharge

Combat Gear potion of cure serious wounds (5); Other Gear +3 mithral chain shirt, amulet of natural armor +2, belt of physical might +2 (Dex, Con), cloak of resistance +2

Special Abilities

Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.

Basic Chaokinesis (Sp) You can create a shadow that protects a target from bright light. You can also change gravity to increase a creatures carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump. Each benefit lasts 1 hour or until you use basic chaokinesis again.

Burn 4/round (14 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.

Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Darkness Infusion Your kinetic blast creates darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This effect counts as a 3rd-level darkness spell.

Darkvision (60 feet) You can see in the dark (black and white only).

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.

Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.

Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0

You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Emptiness (Su) Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%. When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.

Energy Resistance, Negative energy (2) You have the specified Energy Resistance against Negative Energy attacks.

Enervating Infusion (DC 23) Your kinetic blast drains life force. Foes that take damage from your infused blast also take 1 temporary negative level. Negative levels from this infusion fade after 24 hours and never become permanent.

Expanded Metakinesis (Piercing Spell) Accept 1 burn to alter kinetic blast with chosen metamagic effect.

Extended Range Kinetic blast has range of 120ft.

Extreme Range Kinetic blast has range of 480ft.

Fortification 5% You have a chance to negate critical hits on attacks.

Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2

Gravitic Boost (Gravity Blast) (Sp) Level 7; Burn 2. You infuse a simple physical blast with added gravity, increasing its damage dice from d6s to d8s; it otherwise deals damage as per the simple blast. At 15th level, you can also infuse a composite blast with gravity, though to do so you must accept 1 additional point of burn.

Gravity Blast (Sp) Level 7; Burn 0. You manipulate gravity to distort and buffet your foes body.

Gravity Control (Sp) You use your gravitic abilities to move yourself, as per flame jet.

Gravity Control, Greater (Sp) You use your gravitic abilities to move yourself, as per greater flame jet.

Infusion Specialization 4 (Ex) Reduce burn cost of blasts with infusions by 4

Internal Buffer 2 (Su) Store burn for use later

Kinetic Blade (Light Weapon) Create a blade of pure energy.

Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.

Kinetic Leap (1/day) As swift action, gain +10 to jump. 1 burn to do so at will.

Kinetic Whip Form a kinetic blade with reach.

Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.

Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.

Negative Blast (Sp) Level 7; Burn 0

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Singularity (DC 21) You create a growing singularity. Choose a grid intersection within 30 feet. All creatures and objects in a 5-foot-radius burst centered on the intersection take your blasts normal amount of damage (or half damage for a negative blast). On your next turn, the singularity deals damage in a 10-foot-radius burst, and on your turn after that, it deals damage in a 15-foot-radius burst. The DC is Dexterity-based.

Speak with Familiar (Ex) You can communicate verbally with your familiar.

Supercharge (Su) Increase effectiveness of gather power by 1.

Void Blast (Sp) Level 7; Burn 2. Blast Type physical; Damage half bludgeoning, half negative energy. You call forth the power of the void to annihilate your foe.

Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this emaciated skeletal hag. Painful looking lesions weep pus in the areas of uncovered skin you can see. She wears barbed and spiked scale mail, but the barbs seem directed in at its wearer rather than a defense against attacks from outside.

Sister of VigilanceCR 11

XP 12,800

Variant female succubus ranger 4 (Pathfinder RPG Bestiary 68)

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +6; Senses darkvision 60 ft., detect good; Perception +26

Defense

AC 27, touch 13, flat-footed 24 (+7 armor, +3 Dex, +7 natural)

hp 154 (12d10+88)

Fort 24, Ref 27, Will 21

DR 10/good or cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18

Offense

Speed 30 ft. (20 ft. in armor), fly 50 ft. (average)

Melee 2 claws +13 (1d6+1)

Ranged +1 shock composite longbow +19/+14/+9 (1d8+3/3 plus 1d6 electricity)

Special Attacks combat style (archery), energy drain (1 level, DC 22), favored enemy (good outsiders +2), profane gift

Spell-Like Abilities (CL 12th; concentration +20)

Constantdetect good, tongues

At willcharm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self plus 50 lbs. of objects only), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 21), vampiric touch

1/daydominate person (DC 23), summon (level 3, 1 babau 50%)

Ranger Spells Prepared (CL 1st; concentration +4)

1stgravity bowAPG

Tactics

Before Combat The sisters patrol the area around the portal from the air, circling near the edge of the Moonscar's atmosphere on the backs of their shantak mounts.

During Combat The sisters attack from a distance an summon babaus to fight interlopers in melee, preferring to use their own long bows and spell-like abilities rather than engage opponents at close quarters.

Morale The succubi are delighted if an opponent proves worthy of them, as this may indicate the Insatiable Queen will be pleased with a new prisoner. Once reduced be low 2 hit points, or if one of their kind is slain, a sister teleports back to the Shrine of Rest and Fulfillment to spread the joyous news that worthy flesh is near, while any remaining sisters remain to capture or kill the intruders.

Statistics

Str 14, Dex 22, Con 24, Int 16, Wis 17, Cha 26

Base Atk +12; CMB +18; CMD 30

Feats Agile Maneuvers, Combat Reflexes, Endurance, Mounted Archery, Mounted Combat, Rapid Shot, Skill Focus (Ride), Weapon Finesse

Skills Acrobatics +3 (-1 to jump), Bluff +31, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Handle Animal +15, Intimidate +23, Knowledge (geography) +7, Knowledge (local) +14, Knowledge (nobility) +4, Perception +26, Profession (torturer) +8, Ride +17, Sense Motive +14, Stealth +18, Use Magic Device +12; Racial Modifiers +8 Bluff, +8 Perception

Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft., tongues

SQ change shape (small/medium humanoid; alter self), favored terrain (jungle +2), hunter's bond (companions), track +2, wild empathy +12

Combat Gear wand of enervation (15 charges); Other Gear +2 mortification scale mail, +1 shock composite longbow (+2 Str)

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB

Change Shape (Small/Medium humanoid; alter self) (Su) You can change your form.

Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Damage Reduction (10/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Energy Drain (1 level, DC 22) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.

Favored Enemy (Good Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Good Outsiders) foes.

Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).

Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.

Immunity to Electricity You are immune to electricity damage.

Immunity to Fire You are immune to fire damage.

Immunity to Poison You are immune to poison.

Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Profane Gift (1/day) (Su) Full rd action to give humanoid +2 to an attribute, telepathic link. Can withdraw for 2d6 Cha drain.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Summon (level 3, 1 babau 50%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Track +2 Add the listed bonus to survival checks made to track.

Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Larger than an elephant, this scaly, bird-like creature has a vaguely horse-like head and vast, slime-encrusted wings.

ShantakCR 8

Male shantak (Pathfinder RPG Bestiary 2 244)

CE Huge magical beast

Init +3; Senses darkvision 60 ft., low-light vision; Perception +3

Defense

AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, -2 size)

hp 104 (11d10+44)

Fort 22, Ref 21, Will 17

Defensive Abilities slippery; Immune cold, disease

Offense

Speed 20 ft., fly 80 ft. (average)

Melee bite +17 (2d6+8), talon +17 (1d8+8 plus grab)

Space 15 ft.; Reach 15 ft.

Statistics

Str 26, Dex 17, Con 19, Int 8, Wis 17, Cha 10

Base Atk +11; CMB +21 (+23 bull rush, +25 grapple); CMD 34 (36 vs. bull rush, 38 vs. grapple)

Feats Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover

Skills Acrobatics +3 (-1 to jump), Escape Artist +11, Fly +13; Racial Modifiers +8 Escape Artist

Languages Aklo

SQ no breath, share defenses, starflight

Other Gear bit and bridle, blanketAPG, exotic riding saddle, feed (per day) (2), saddlebags

Special Abilities

Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.

Flyby Attack You can take a standard action during your move action while flying.

Grab: Talon (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.

Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Share Defenses (Su) As a free action, a shantak can extend its no breath ability and cold immunity to a single creature touching it. It can withdraw this protection as a free action.

Slippery (Ex) A shantak's scales seep slippery slime. This grants the creature a +8 bonus on all Escape Artist checks and to its CMD against grapples, and imparts a -5 penalty on all Ride checks made by creatures attempting to ride a shantak.

Starflight (Su) A shantak can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the

Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.

This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.

Babau (Demon)CR 6

Male babau demon (Pathfinder RPG Bestiary 57)

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +5; Senses darkvision 60 ft., see invisibility; Perception +19

Defense

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)

hp 73 (7d10+35)

Fort 21, Ref 17, Will 16

Defensive Abilities protective slime; DR 10/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

Offense

Speed 30 ft.

Melee longspear +12/+7 (1d8+7/3) or

Melee bite +7 (1d6+2), 2 claws +7 (1d6+2)

Special Attacks sneak attack +2d6

Spell-Like Abilities (CL 7th; concentration +10)

Constantsee invisibility

At willdarkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)

1/daysummon (level 3, 1 babau 40%)

Statistics

Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16

Base Atk +7; CMB +12; CMD 23

Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)

Skills Acrobatics +11, Climb +12, Disable Device +9, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22; Racial Modifiers +8 Perception, +8 Stealth

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Other Gear longspear

Special Abilities

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Protective Slime (Su) Acid slime deals 1d8 acid damage to weapons and creatures touching it.

Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.

Summon (level 3, 1 babau 40%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

BaregaraCR 12

Male baregara (Pathfinder RPG Bestiary 3 34)

CE Large outsider (chaotic, evil, extraplanar)

Init +8; Senses darkvision 60 ft.; Perception +22

Defense

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)

hp 168 (16d10+80)

Fort 26, Ref 25, Will 21

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 23

Offense

Speed 30 ft., climb 40 ft.

Melee bite +23 (1d8+8), 2 claws +23 (1d10+8 plus grab), gore +18 (1d8+4)

Space 10 ft.; Reach 10 ft.

Special Attacks devouring grapple, monstrous challenge, one-armed hold

Spell-Like Abilities (CL 16th ; concentration +19)

Constantsee invisibility

At willdispel magic, teleport (self plus 50 lbs. of objects only)

3/dayquickened hold person (DC 16)

1/daysummon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%), unholy blight (DC 17)

Statistics

Str 26, Dex 19, Con 20, Int 15, Wis 16, Cha 17

Base Atk +16; CMB +25 (+29 grapple); CMD 39

Feats Critical Focus, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability (hold person), Step Up, Throw Anything

Skills Acrobatics +15, Bluff +14, Climb +27, Diplomacy +11, Intimidate +30, Knowledge (nature) +10, Knowledge (planes) +13, Perception +22, Sense Motive +14, Stealth +19, Survival +19, Swim +16

Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.

Special Abilities

Critical Focus +4 to confirm critical hits.

Devouring Grapple (Ex) Maw in chest does 2d8 + 1/2 Str automatic damage to grappled foes each rd.

Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Monstrous Challenge (3/day) (Su) When use Intimidate to demoralize foe gain +4 to Str and Con for 10 min.

One-Armed Hold (Ex) Does not take -4 penalty to grapple for not having both hands free.

Power Attack -5/+10 You can subtract from your attack roll to add to your damage.

Quicken Spell-Like Ability (Hold Person) Spell-like ability is cast as a swift action up to 3/day.

Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

Summon (level 4, 1d4 dire apes 50% or 1d2 girallons 35%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash and writhe.

MiglarguCR 16

Male half-fiend froghemoth (Pathfinder RPG Bestiary 136, 171)

NE Huge outsider (aberration, native)

Init +6; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +29

Defense

AC 30, touch 10, flat-footed 28 (+2 Dex, +20 natural, -2 size)

hp 216 (16d8+144)

Fort 25, Ref 20, Will 23

DR 10/magic; Immune immune to electricity (partial), poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 27

Weaknesses slowed by electricity

Offense

Speed 20 ft., fly 40 ft. (good), swim 30 ft.

Melee bite +22 (2d6+12/19-20 plus grab), bite +22 (2d6+12/19-20 plus grab), 2 claws +22 (1d8+12), 4 tentacles +20 (1d8+6 plus grab), tongue +20 (1d4+6 plus grab)

Space 15 ft.; Reach 15 ft. (30 ft with tongue)

Special Attacks constrict (1d6+12), smite good, swallow whole (3d6+12 bludgeoning damage, AC 20, 21 hp)

Spell-Like Abilities (CL 16th; concentration +18)

3/daydarkness, poison, unholy aura

1/dayblasphemy, contagion, desecrate, horrid wilting, unhallow, unholy blight

Statistics

Str 34, Dex 15, Con 28, Int 4, Wis 15, Cha 15

Base Atk +12; CMB +26 (+30 grapple); CMD 38

Feats Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)

Skills Acrobatics +2 (-2 to jump), Fly +2, Perception +29, Stealth +19 (+27 in marshes), Survival +21, Swim +20; Racial Modifiers +8 Perception, +8 Stealth in marshes

Special Abilities

All-Around Vision (Ex) You can see in all directions and cannot be flanked.

Blasphemy (1/day) (Sp) Kills, paralyzes, weakens, or dazes nonevil subjects.

Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Contagion (1/day) (Sp) Infects subject with chosen disease.

Darkness (3/day) (Sp) 20-ft. radius of supernatural shadow.

Darkvision (60 feet) You can see in the dark (black and white only).

Desecrate (1/day) (Sp) Fills area with negative energy, making undead stronger.

Grab: Bite or Tentacle or Tongue (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Horrid Wilting (1/day) (Sp) Deals 1d6/level damage within 30 ft.

Immune to electricity (partial) Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.

Immunity to Poison You are immune to poison.

Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.

Poison (3/day) (Sp) Touch deals 1d10 Con damage, repeats in 1 min.

Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

Slowed by Electricity (Ex) Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.

Smite Good (1/day) (Su) +2 to hit, +16 to damage, +2 deflection bonus to AC when used.

Swallow Whole (3d6+12 bludgeoning damage, AC 20, 21 HP) (Ex) You can swallow smaller targets whole.

Unhallow (1/day) (Sp) Designates location as unholy.

Unholy Aura (3/day) (Sp) +4 to AC, +4 resistance, and SR 25 against good spells.

Unholy Blight (1/day) (Sp) Harms and sickens good creatures (1d8 damage/2 levels).

Moon-Beast GuardiansCR 18

Variant male moon-beast (Pathfinder RPG Bestiary 3 195)

CE Large aberration

Init +8; Senses blindsight 90 ft., darkvision 60 ft.; Perception +34

Defense

AC 30, touch 14, flat-footed 25 (+4 Dex, +1 dodge, +16 natural, -1 size)

hp 230 (21d8+105)

Fort 23, Ref 24, Will 29

Defensive Abilities amorphous; DR 10/piercing or slashing; Immune cold, gaze, visual-based, poison; Resist electricity 30; SR 22

Offense

Speed 50 ft., climb 20 ft.

Melee 2 claws +21 (1d6+6), 4 tentacles +19 (1d6+3)

Space 10 ft.; Reach 10 ft.

Special Attacks ability drain - wis, rend (2 claws, 1d6+9 plus 1d4 WIS drain)

Spell-Like Abilities (CL 11th; concentration +18)

Constantair walk

At willdetect thoughts (DC 19)

3/daycharm monster (DC 21), dominate person (DC 21), quickened dispel magic, shadow conjuration, shadow evocation (DC 22), veil (DC 23)

1/dayconfusion (DC 21), major image (DC 20), mirage arcana (DC 22), plane shift (self only) (DC 24)

Statistics

Str 22, Dex 18, Con 20, Int 19, Wis 18, Cha 25

Base Atk +15; CMB +22; CMD 37

Feats Combat Casting, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Multiattack, Quicken Spell-Like Ability (dispel magic), Skill Focus (Perception), Weapon Focus (claw), Weapon Focus (tentacle)

Skills Acrobatics +4 (+12 to jump), Climb +14, Diplomacy +18, Intimidate +31, Knowledge (arcana) +14, Knowledge (planes) +25, Perception +34, Sense Motive +25, Spellcraft +28, Stealth +31, Swim +10, Use Magic Device +28; Racial Modifiers +8 Stealth

Languages Aklo (can't speak); telepathy 300 ft.

SQ compression, no breath

Special Abilities

1d4 WIS drain (Rend, DC 25) Heal 5 Hp per point drained, if foe drained to 0 Wis gain heal effect (Will neg).

Amorphous (Ex) Body is malleable and shapeless.

Blindsight (90 feet) (Ex) Sense things and creatures without seeing them.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.

Immunity to Critical Hits You are immune to Critical Hits

Immunity to Gaze Attacks, visual effects and attacks relying on sight You are immune to gaze attacks, visual effects and attacks relying on sight.

Immunity to Poison You are immune to poison.

Immunity to Precision Damage You are immune to Precision Damage

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Quicken Spell-Like Ability (Dispel Magic) Spell-like ability is cast as a swift action up to 3/day.

Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.

This enormous, bestial demon combines the worst aspects of a bear, a mantis, a wolf, and a reptilian humanoid.

Shemhazian (Demon)CR 16

XP 76,800

Male shemhazian demon (Pathfinder RPG Bestiary 2 80)

CE Gargantuan outsider (chaotic, demon, evil, extraplanar)

Init +4; Senses darkvision 60 ft., scent; Perception +36

Defense

AC 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, -4 size)

hp 246 (17d10+153)

Sanity 52, threshhold 8, edge 26

Fort 30, Ref 22, Will 29

DR 10/cold iron, 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27

Offense

Speed 40 ft., climb 20 ft., fly 60 ft. (good)

Melee bite +25 (2d6+12), 2 claws +25 (2d6+12), 2 pincers +23 (1d12+6), tail slap +23 (2d6+6)

Space 20 ft.; Reach 20 ft.

Special Attacks paralyzing gaze, rend (2 claws, 2d6+18), strength drain

Spell-Like Abilities (CL 15th; concentration +18)

Constantdetect good, fly, true seeing

At willgreater teleport (self plus 50 lbs.), invisibility, telekinesis

3/dayclairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes

1/dayblasphemy (DC 19), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)

Tactics

Before Combat When called to the clearing, the demon first casts clairvoyance/clairaudience to determine the nature of the sacrifice, and prepares accordingly when it notices that its prey is capable of fighting back, casting invisibility before teleporting to the stone.

During Combat Gzarnarath immediately attacks the creature with the strongest aura of good, focusing the brunt of its attacks on good-aligned creatures before turning to neutral- or evil-aligned prey.

Morale Gzarnarath fights until reduced to 50 or fewer hit points, at which time it summons 1d4 vrocks to fend off the PCs while it flees via its greater teleport spell-like ability.

Statistics

Str 35, Dex 19, Con 29, Int 10, Wis 26, Cha 16

Base Atk +17; CMB +33 (+35 bull rush); CMD 48 (50 vs. bull rush)

Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike

Skills Acrobatics +4 (+8 to jump), Bluff +23, Climb +20, Fly +9, Heal +28, Intimidate +23, Knowledge (religion) +20, Perception +36, Sense Motive +28; Racial Modifiers +8 Perception

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Special Abilities

Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.

Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.

Paralyzing Gaze (DC 21) (Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.

Power Attack -5/+10 You can subtract from your attack roll to add to your damage.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Strength Drain (DC 27) (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based.

Summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Vital Strike Standard action: 2 weapon damage dice.

The TrailblazorCR 16

Variant male jotund troll fighter 1 (Pathfinder RPG Bestiary 3 272)

CE Huge humanoid (giant)

Init +3; Senses all-around vision, low-light vision, scent; Perception +27

Defense

AC 30, touch 7, flat-footed 30 (-1 Dex, +23 natural, -2 size)

hp 231 (17 HD; 16d8+1d10+154); regeneration 10 (acid and fire)

Fort 29, Ref 17, Will 24 (+4 vs. mind-affecting)

Defensive Abilities multiple minds; Immune confusion, insanity effects

Offense

Speed 30 ft.

Melee +2 scythe +23/+18/+13 (3d6+17/19-20/4) or

Melee club +21/+16/+11 (2d6+10) or

Melee bite +16 (2d6+5 plus grab), 2 claws +16 (1d8+5 plus grab)

Ranged rock +7 (2d8+15)

Space 15 ft.; Reach 15 ft.

Special Attacks all-seeing attacks, cacophonous roar, fast swallow, rock throwing (120 feet), swallow whole (4d6+15 bludgeoning damage, AC 21, 23 hp)

Statistics

Str 31, Dex 8, Con 29, Int 10, Wis 17, Cha 6

Base Atk +13; CMB +25 (+27 bull rush, +29 grapple); CMD 34 (36 vs. bull rush)

Feats Awesome Blow, Giant's Crush, Great Fortitude, Improved Bull Rush, Improved Critical (scythe), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (scythe), Power Attack, Vital Strike

Skills Climb +30, Handle Animal +3, Perception +27; Racial Modifiers +4 Perception

Languages Giant

Other Gear +2 scythe, club

Special Abilities

All-Around Vision (Ex) You can see in all directions and cannot be flanked.

All-Seeing Attacks (9 AoO/round) (Ex) Gain an extra attack of opportunity for each head.

Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.

Cacophonous Roar (DC 16) (Su) Every d4 rds, creatures in 60 ft are confused d4 rds (Will neg).

Fast Swallow (Ex) Can swallow foes as a free action any time during the rd, not just at the start.

Giant's Crush (DC 23) Knock creature smaller than you prone with Power Attack and Vital strike (Ref negates).

Grab: Bite (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Grab: Claw (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Immunity to Confusion Immunity to confusion

Immunity to Insanity Effects Immune to insanity

Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.

Multiple Minds (Ex) Roll Will saves twice & take higher result. +4 to save vs. mind-affecting effects.

Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Swallow Whole (4d6+15 bludgeoning damage, AC 21, 23 HP) (Ex) You can swallow smaller targets whole.

Vital Strike Standard action: x2 weapon damage dice.

With a jolt, this severed hand springs to life, its fingers propelling it forth at great speed like a deformed spider.

Trailblazor's HoundsCR 6

Male giant advanced crawling hand (Pathfinder RPG Bestiary 288, 295, Pathfinder RPG Bestiary 2 59)

NE Medium undead

Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10

Defense

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)

hp 65 (5d8+25)

Fort 16, Ref 13, Will 17

Immune undead traits

Offense

Speed 40 ft., climb 40 ft.

Melee unarmed strike +13 (1d3+10) or

Melee claw +13 (1d4+15 plus grab)

Special Attacks grab (Gargantuan), mark quarry, strangle

Statistics

Str 30, Dex 13, Con , Int 6, Wis 15, Cha 18

Base Atk +3; CMB +13 (+19 grapple); CMD 24 (26 vs. grapple)

Feats Improved Grapple, Improved Unarmed Strike, Toughness

Skills Acrobatics +1 (+5 to jump), Climb +18, Perception +10, Stealth +9, Survival +6; Racial Modifiers +4 Survival

Languages Common (can't speak)

Special Abilities

Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.

Grab: Claw (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Immunity to Ability Drain Energy Drain, and Physical Ability Damage Immunity to ability drain energy drain, and to ability damage to your physical abilities.

Immunity to Bleed, Death Effects, Disease, Exhausted, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, and Stunning You are immune to bleed, death effects, diseases, the exhausted condition, the fatigued condition, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and being stunned.

Improved Grapple You don't provoke attacks of opportunity when grappling a foe.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of

Strangle (Ex) Grappled foes cannot speak or cast spells with verbal components.

Undead Traits Undead have many immunities.

Large tendrils ending in tiny claws unfurl from the central stalk of this plant, which rises like a serpent ready to strike.

Viper VineCR 13

Male viper vine (Pathfinder RPG Bestiary 2 279)

N Large plant

Init +8; Senses low-light vision, tremorsense 60 ft.; Perception +13

Defense

AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural, -1 size)

hp 190 (20d8+100)

Fort 27, Ref 23, Will 17

Immune acid, plant traits

Weaknesses cold lethargy

Offense

Speed 10 ft.

Melee bite +23 (2d6+8/19-20 plus 3d6 acid), 4 tentacles +23 (1d6+8 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks captivating cloud, constrict (1d6+8)

Statistics

Str 26, Dex 19, Con 19, Int 1, Wis 10, Cha 6

Base Atk +15; CMB +24 (+28 grapple); CMD 39 (can't be tripped)

Feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (tentacle)

Skills Acrobatics +4 (-4 to jump), Perception +13, Stealth +13

Special Abilities

Captivating Cloud (DC 24) (Su) Once per day as a swift action, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless dispersed by moderate or stron

Cold Lethargy (Ex) Exposure to any cold effect slows a viper vine (as a slow spell) for 1d4 rounds.

Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Energy Damage: Bite (3d6 acid) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.

Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Immunity to Acid, Mind-Affecting effects, Paralysis, Poison, Polymorph, Sleep, and Stunning You are immune to acid damage, mind-affecting effects, paralysis, poison, polymorph effects, sleep effects, and being stunned.

Plant Traits Plants have many immunities.

Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

This shapely female humanoid has dark hair, dark eyes, and a pair of small black horns just above her eyes. Small, black, leathery wings protrude from her shoulders.

Alu-DemonCR 5

Alu- demon (Tome of Horrors Complete)

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +2; Senses darkvision 120 ft.; Perception +15

Defense

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)

hp 45 (6d10+12)

Fort 18, Ref 18, Will 15

DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16

Offense

Speed 30 ft., fly 50 ft. (average)

Melee longsword +9/+4 (1d8+3/19-20) or

Melee 2 claws +9 (1d6+3)

Spell-Like Abilities (CL 8th; concentration +11)

3/daycharm person (DC 14), detect thoughts (DC 15), disguise self, suggestion (DC 16)

1/daydimension door

Statistics

Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16

Base Atk +6; CMB +9; CMD 21

Feats Blind-fight, Cleave, Power Attack

Skills Bluff +11, Diplomacy +12, Escape Artist +11, Intimidate +12, Knowledge (planes) +11, Perception +15, Stealth +11, Survival +11

Languages Abyssal, Common; telepathy 100 ft.

SQ vampiric touch

Other Gear longsword

Special Abilities

Blind-Fight Re-roll misses because of concealment, other benefits.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Spell Resistance (16) You have Spell Resistance.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack

Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman.

EuphrixiaCR 13

Female succubus warpriest of Nocticula 6 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 68)

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +3; Senses darkvision 60 ft., detect good; Perception +29

Defense

AC 28, touch 11, flat-footed 27 (+10 armor, +1 Dex, +7 natural)

hp 147 (14 HD; 6d8+8d10+76)

Fort 23, Ref 22, Will 28

DR 10/good or cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18

Offense

Speed 30 ft. (20 ft. in armor), fly 50 ft. (average)

Melee +1 shocking burst scimitar +17/+12/+7 (1d8+4/15-20 plus 1d6 electricity) or

Melee +1 silversheen dagger +16/+11/+6 (1d4+2/19-20) or

Melee mwk klar +16/+11/+6 (1d6+1) or

Melee 2 claws +10 (1d6)

Special Attacks blessings 6/day (Chaos: anarchic strike, Shadow: flicker of shadow), channel negative energy 3/day (DC 25, 2d6), energy drain (1 level, DC 23), fervor 7/day (2d6), profane gift, sacred weapon (1d8, +1, 6 rounds/day)

Spell-Like Abilities (CL 12th; concentration +21)

Constantdetect good, tongues

At willcharm monster (DC 23), detect thoughts (DC 21), ethereal jaunt (self plus 50 lbs. of objects only), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 22), vampiric touch

1/daydominate person (DC 24), summon (level 3, 1 babau 50%)

Warpriest Spells Prepared (CL 6th; concentration +10)

2ndcure moderate wounds, ray of the eclipse, silence (DC 16), soothsayers shield

1stcommand (DC 15), cure light wounds, cure light wounds, protection from law, shield of faith

0 (at will)detect magic, hone blade, lesser magic spike (DC 14), read magic, read magic

Statistics

Str 13, Dex 17, Con 20, Int 14, Wis 18, Cha 28

Base Atk +12; CMB +15; CMD 26

Feats Agile Maneuvers, Combat Reflexes, Dervish DanceISWG, Improved Critical (scimitar), Improved Vital Strike, Iron Will, Reach SpellAPG, Vital Strike, Weapon Finesse, Weapon Focus (scimitar)

Skills Acrobatics -2 (-6 to jump), Appraise +4, Artistry (musical composition) +7, Bluff +28, Diplomacy +16, Disguise +18, Escape Artist +2, Fly +9, Handle Animal +16, Intimidate +18, Knowledge (planes) +11, Knowledge (religion) +11, Perception +29, Perform (dance) +13, Sense Motive +15, Spellcraft +11, Stealth +9, Survival +11; Racial Modifiers +8 Bluff, +8 Perception

Languages Abyssal, Celestial, Common; telepathy 100 ft., tongues

SQ change shape (small/medium humanoid; alter self)

Other Gear folding plateAPG, +1 shocking burst scimitar, +1 silversheen dagger, mwk klarUE

Special Abilities

Agile Maneuvers Use DEX instead of STR for CMB

Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.

Change Shape (Small/Medium humanoid; alter self) (Su) You can change your form.

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Dervish Dance Use Dex modifier instead of Str modifier with scimitar

Energy Drain (1 level, DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.

Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.

Profane Gift (1/day) (Su) Full rd action to give humanoid +2 to an attribute, telepathic link. Can withdraw for 2d6 Cha drain.

Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.

Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Spell Resistance (18) You have Spell Resistance.

Summon (level 3, 1 babau 50%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Vital Strike Standard action: x2 weapon damage dice.

Warpriest Channel Negative Energy 2d6 (3/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

This fiend's armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.

Hezrou (Demon)CR 11

Male hezrou demon (Pathfinder RPG Bestiary 62)

CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)

Init +4; Senses darkvision 60 ft.; Perception +23

Aura stench (30 ft., DC 24, 10 rounds)

Defense

AC 25, touch 9, flat-footed 25 (+16 natural, -1 size)

hp 145 (10d10+90)

Fort 27, Ref 14, Will 20

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 22

Offense

Speed 30 ft., swim 30 ft.

Melee bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks nausea

Spell-Like Abilities (CL 13th; concentration +17)

At willchaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)

3/daygaseous form

1/dayblasphemy (DC 20), summon (level 4, 1 hezrou 35%)

Statistics

Str 27, Dex 11, Con 29, Int 14, Wis 14, Cha 18

Base Atk +10; CMB +19 (+23 grapple); CMD 29

Feats Blind-fight, Cleave, Great Cleave, Improved Initiative, Power Attack

Skills Climb +21, Escape Artist +10, Intimidate +14, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29; Racial Modifiers +8 Perception

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SQ amphibious

Special Abilities

Amphibious (Ex) You can survive indefinitely on land.

Blind-Fight Re-roll misses because of concealment, other benefits.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Nausea (DC 24) (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Stench (30 feet, 10 rounds, DC 24) Living creatures in aura's range are sickened for listed duration (Fort neg).

Summon (level 4, 1 hezrou 35%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

MaurinaxianCR 15

Male adult gold dragon (Pathfinder RPG Bestiary 108)

LG Huge dragon (fire)

Init +0; Senses dragon senses; Perception +30

Aura frightful presence (180 ft., DC 24)

Defense

AC 30, touch 8, flat-footed 30 (+22 natural, -2 size)

hp 225 (18d12+108)

Fort +17, Ref +11, Will +18

DR 5/magic; Immune fire, paralysis, sleep; SR 26

Weaknesses vulnerable to cold

Offense

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee bite +26 (2d8+15/19-20), 2 claws +26 (2d6+10/19-20), tail slap +24 (2d6+15), 2 wings +24 (1d8+5)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft cone, DC 25, 12d10 fire), crush (Small creatures, DC 25, 2d8+15), weakening breath (50-ft. cone, 6 Str dam, DC 25)

Spell-Like Abilities (CL 18th; concentration +23)

At willbless, daylight, detect evil

3/daylocate object (gemstones only)

Sorcerer Spells Known (CL 7th; concentration +12)

3rd (5/day)dispel magic, prayer

2nd (7/day)aid, cure moderate wounds, resist energy

1st (8/day)alarm, divine favor, mage armor, shield, shield of faith

0 (at will)detect magic, disrupt undead, guidance, light, mending, purify food and drink (DC 15), stabilize

Statistics

Str 31, Dex 10, Con 23, Int 20, Wis 21, Cha 20

Base Atk +18; CMB +30; CMD 40 (44 vs. trip)

Feats Alertness, Critical Focus, Extend Spell, Improved Critical (bite), Improved Critical (claw), Iron Will, Multiattack, Power Attack, Vital Strike

Skills Acrobatics +0 (+12 to jump), Diplomacy +26, Fly +9, Heal +26, Knowledge (arcana) +26, Knowledge (local) +26, Knowledge (nobility) +26, Knowledge (religion) +26, Perception +30, Sense Motive +30, Spellcraft +26, Swim +39

Languages Celestial, Common, Draconic

SQ change shape (humanoid or animal; polymorph), fast flight, luck (1d3+18 hours, 1/day)

Special Abilities

Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.

Breath Weapon (50-ft cone, 12d10 fire, usable every 1d4 rounds, DC 25) As a standard action, affect an area with elemental damage (Ref half).

Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.

Critical Focus +4 to confirm critical hits.

Crush (Small creatures, 2d8+15, DC 25) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m

Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.

Extend Spell Spell duration lasts twice as normal. +1 Level.

Fast Flight (Ex) A young or older gold dragon is treated as one size category larger when determining his fly speed.

Frightful Presence (180 feet, 5d6 rds, DC 24) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i

Luck (1d3+18 hours, 1/day) (Sp) Enchant gem for several hours, grants nearby allies +1 to saves.

Power Attack -5/+10 You can subtract from your attack roll to add to your damage.

Vital Strike Standard action: x2 weapon damage dice.

Weakening Breath (50-ft. cone, 6 Str dam, DC 25) (Su) As a standard action, creatures in area take strength damage (Will half).

Maurinaxian (Possessed)CR 17

Male shadow demon-possessed adult gold dragon (Pathfinder RPG Bestiary 108)

LG Huge dragon (chaotic, evil, fire)

Init +1; Senses dragon senses; Perception +30

Aura frightful presence (180 ft., DC 25)

Defense

AC 31, touch 9, flat-footed 30 (+1 Dex, +22 natural, -2 size)

hp 225 (18d12+108)

Fort 28, Ref 23, Will 29; +4 profane vs. poison

DR 10/good or cold iron, 5/magic; Immune fire, paralysis, sleep; Resist electricity 20; SR 28

Weaknesses spell vulnerability, vulnerable to cold

Offense

Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.

Melee bite +26 (2d8+15/19-20 plus 2d6 vs. good), 2 claws +26 (2d6+10/19-20 plus 2d6 vs. good), tail slap +24 (2d6+15 plus 2d6 vs. good), 2 wings +24 (1d8+5 plus 2d6 vs. good)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft cone, DC 25, 12d10 fire), crush (Small creatures, DC 25, 2d8+15), pounce, profane attacks (2d6), weakening breath (50-ft. cone, 6 Str dam, DC 25)

Spell-Like Abilities (CL 18th; concentration +24)

At willbless, daylight, detect evil

3/daydeeper darkness, locate object (gemstones only), shadow evocation (DC 21)

1/daysummon (level 3, 1 shadow demon 25%)

Sorcerer Spells Known (CL 7th; concentration +13)

3rd (5/day)dispel magic, prayer

2nd (8/day)aid, cure moderate wounds, resist energy

1st (8/day)alarm, divine favor, mage armor, shield, shield of faith

0 (at will)detect magic, disrupt undead, guidance, light, mending, purify food and drink (DC 16), stabilize

Statistics

Str 31, Dex 12, Con 23, Int 22, Wis 21, Cha 22

Base Atk +18; CMB +30; CMD 41 (45 vs. trip)

Feats Alertness, Critical Focus, Extend Spell, Improved Critical (bite), Improved Critical (claw), Iron Will, Multiattack, Power Attack, Vital Strike

Skills Acrobatics +19 (+31 to jump), Bluff +27, Fly +10, Knowledge (local) +27, Knowledge (planes) +27, Perception +30, Sense Motive +30, Stealth +14, Swim +18

Languages Abyssal, Celestial, Common, Draconic

SQ change shape (humanoid or animal; polymorph), fast flight, luck (1d3+18 hours, 1/day), possessed

Special Abilities

Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.

Breath Weapon (50-ft cone, 12d10 fire, usable every 1d4 rounds, DC 25) As a standard action, affect an area with elemental damage (Ref half).

Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.

Critical Focus +4 to confirm critical hits.

Crush (Small creatures, 2d8+15, DC 25) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m

Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.

Extend Spell Spell duration lasts twice as normal. +1 Level.

Fast Flight (Ex) A young or older gold dragon is treated as one size category larger when determining his fly speed.

Frightful Presence (180 feet, 5d6 rds, DC 25) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i

Luck (1d3+18 hours, 1/day) (Sp) Enchant gem for several hours, grants nearby allies +1 to saves.

Possessed (Su) Possessed by a specific demon.

Pounce (1/day) (Ex) You can make a full attack as part of a charge.

Power Attack -5/+10 You can subtract from your attack roll to add to your damage.

Profane Attacks (2d6) (Su) Do extra damage to creatures of good aligment. Attacks are considered magic, chaotic and evil.

Spell Vulnerability (Ex) Certain spells have special additional effects against demon-possessed creatures.

Summon (level 3, 1 shadow demon 25%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.

Vital Strike Standard action: x2 weapon damage dice.

Weakening Breath (50-ft. cone, 6 Str dam, DC 25) (Su) As a standard action, creatures in area take strength damage (Will half).

Iron-Clad Somalcygot CR 16

Iron-clad somalcygot (Pathfinder RPG Bestiary 5 234)

NE Large aberration

Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +26

Defense

AC 31, touch 11, flat-footed 29 (+1 Dex, +1 dodge, +20 natural, -1 size)

hp 221 (15d8+150)

Fort 28, Ref 21, Will 24

Defensive Abilities fortification 75%, resistant evolution; DR 10/slashing; Immune acid, cold; Resist fire 15

Weaknesses rust vulnerability, vulnerable to sonic

Offense

Speed 30 ft., burrow 10 ft.

Melee bite +23 (2d6+13 plus 4d6 acid), 4 tentacles +21 (1d8+6 plus grab)

Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)

Special Attacks acid spray, constrict (1d8+6)

Statistics

Str 36, Dex 13, Con 30, Int 12, Wis 15, Cha 11

Base Atk +11; CMB +25 (+29 grapple); CMD 37 (can't be tripped)

Feats Cleave, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Multiattack, Power Attack, Skill Focus (Perception)

Skills Acrobatics +15 (+19 to jump), Climb +27, Escape Artist -3, Intimidate +18, Perception +26, Stealth +11, Swim +9

Languages Aklo; telepathy 60 ft.

SQ iron limbs, no breath

Special Abilities

Acid Spray (DC 27) (Ex) Every 1d4 rounds, spray a 60-ft line of acid dealing 10d6 acid, 5d6 following (Ref partial).

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Fortification 75% You have a chance to negate critical hits on attacks.

Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Iron Limbs (Ex) Natural attacks and grapple count as cold iron.

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Resistant Evolution (Su) +2 resistance bonus on all saving throws.

Rust Vulnerability (Ex) Creature counts as ferrous for the purpose of rusting attacks such as rusting grasp.

Telepathy (60 feet) (Su) Communicate telepathically if the target has a language.

Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

SomalcygotCR 12

Somalcygot (Pathfinder RPG Bestiary 5 234)

NE Large aberration

Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +26

Defense

AC 27, touch 13, flat-footed 23 (+3 Dex, +1 dodge, +14 natural, -1 size)

hp 189 (14d8+126)

Fort 26, Ref 22, Will 25

Defensive Abilities resistant evolution; DR 10/slashing; Immune acid, cold

Weaknesses vulnerable to sonic

Offense

Speed 40 ft., burrow 20 ft.

Melee bite +21 (2d6+12 plus 4d6 acid), 4 tentacles +19 (1d8+6 plus grab)

Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)

Special Attacks acid spray, constrict (1d8+6)

Statistics

Str 34, Dex 17, Con 28, Int 12, Wis 17, Cha 11

Base Atk +10; CMB +23 (+27 grapple); CMD 37 (can't be tripped)

Feats Cleave, Dodge, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception)

Skills Acrobatics +20 (+28 to jump), Climb +29, Intimidate +17, Perception +26, Stealth +16

Languages Aklo; telepathy 60 ft.

SQ no breath

Special Abilities

Acid Spray (DC 26) (Ex) Every 1d4 rounds, spray a 60-ft line of acid dealing 10d6 acid, 5d6 following (Ref partial).

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Resistant Evolution (Su) +2 resistance bonus on all saving throws.

Telepathy (60 feet) (Su) Communicate telepathically if the target has a language.

Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

Only this shadowy bat-winged demon's teeth and claws have any sense of physicality to them?the rest is lost in darkness.

ThastraknaCR 17

Male shadow demon (Pathfinder RPG Bestiary 67)

CE Colossal outsider (chaotic, demon, evil, extraplanar, incorporeal)

Init +7; Senses darkvision 60 ft.; Perception +33

Defense

AC 10, touch 10, flat-footed 7 (+5 deflection, +3 Dex, -8 size)

hp 422 (20d10+240)

Fort 30, Ref 28, Will 27

Defensive Abilities incorporeal; DR 10/good or cold iron; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17

Weaknesses sunlight powerlessness

Offense

Speed fly 40 ft. (perfect)

Melee bite +16 (6d6 plus 1d6 cold), 2 claws +16 (4d6 plus 1d6 cold)

Space 30 ft.; Reach 30 ft.

Special Attacks pounce, shadow blend, sprint

Spell-Like Abilities (CL 10th; concentration +15)

At willdeeper darkness, fear (DC 19), greater teleport (self only), telekinesis (DC 20)

3/dayshadow conjuration (DC 19), shadow evocation (DC 20)

1/daymagic jar (DC 20), summon (level 3, 1 shadow demon 50%)

Statistics

Str , Dex 16, Con 33, Int 14, Wis 14, Cha 20

Base Atk +20; CMB +31; CMD 46

Feats Blind-fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Iro