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Kings of The Rift

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Rhorsk CR 10 XP 9,600 gravetouched ghoul cleric 10 CE Medium undead (augmented human)

Init +3; Senses darkvision 60 ft.; Perception +31


Active Spells

Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
HP 113/140 (10d8+60)
Fort +3, Ref +6, Will +4
Defensive Abilities channel resistance +2; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits

Offense
Speed 30 ft.
Melee bite +8 (1d6+1 plus ghoul fever and paralysis), 2 claws +8 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 20, elves are immune to this effect), Channel Negative Energy (5d6, DC 20, 8/Day)

Spells (CL 10th; Cast Defensively +19, Ranged Touch +10)


5th [DC 24]dispel law (D), flame strike, spell resistance, wall of stone
4th [DC 23]air walk, control weather, chaos hammer (D), spiritual ally, tongues
3rd [DC 22]dispel magic, magic circle against law (D), stone shape (3)
2nd [DC 21]aid, bulls strength. cats grace, hold person, shatter(D), silence
1st [DC 20]bless, command, entropic shield, obscuring mist, protection from law (D), sanctuary, shield of faith
0 [DC 19]bleed, detect magic, guidance, read magic
Domains Chaos, Evil

Statistics
Str 12, Dex 16, Con , Int 15, Wis 4, Cha 21
Base Attack +7; CMB +8; CMD 21

Feats Alertness, Combat Casting, Craft Wondrous Item, Multiattack, Scribe Scroll, Skill Focus (Knowledge [History])

Skills Heal +10, Knowledge (history) +18, Knowledge (Religion) +15, Perception +11, Spellcraft +15

Languages Common, Celestial

Gear chain shirt +2

Special Abilities
Disease (Su): Ghoul Fever: Biteinjury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2
consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the
flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Madness (Ex): Rhorsk uses his Charisma score instead of his Wisdom for all of his Clerical abilities.
Touch of Chaos (Sp): Rhorsk can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must
roll twice and take the less favorable result. He can use this ability 8 times per day.
Chaos Blade (Su): Rhorsk can give a weapon touched the anarchic special weapon quality 5 rounds once per day.
Touch of Evil (Sp): Rhorsk can cause a creature to become sickened as a melee touch attack. Creatures sickened by his touch count as good for
the purposes of spells with the evil descriptor. This ability lasts for 5 rounds and he can use this ability 8 times per day.
Scythe of Evil (Su): Rhorsk can give a weapon touched the unholy special weapon quality for 5 rounds once per day.

BKruss CR 14 XP 38,400 Male Hobgoblin fighter 15 (Rough Rider) LE Medium humanoid


Init +5; Senses darkvision 60 ft.; Perception -1
Defense
AC 29, touch 16, flat-footed 25 (+9 armor, +2 deflection, +4 Dex, +4 shield)
HP 139/19 (15d10+45)
Fort +14, Ref +8, Will +8
Offense
Speed 40 ft.
Melee +2 spell storing bastard sword +24/+19/+14 (1d10+10/1720) +4 to Confirm + Blindness Fort 25, Success=Dazzled 1d4
PA +2 spell storing bastard sword +20/+15/+10 (1d10+18/1720)
Statistics
Str 18, Dex 18, Con 16, Int 10, Wis 8, Cha 12
Base Attack +15; CMB +19 (+21 to Grapple) CMD 35 (37 vs Grapple)
Feats Blinding Critical, Critical Focus, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon
Specialization (bastard sword), Improved Critical (bastard sword), Improved Grapple, Leadership, Mounted Combat, Power Attack, Ride-ByAttack, Skill Focus (ride), Spirited Charge, Unarmed Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)

Skills Acrobatics +18 (+28 to jump without armor), Handle Animal +19, Ride +28
Languages Common
Combat Gear +3 mithril breastplate, +2 heavy steel shield, +2 spell storing bastard sword (vampiric touch CL 10), Belt of Strength +2, ring of
protection +2, boots of striding and springing, potions of cure moderate wounds (2)
Special Abilities
Steadfast Mount (Ex): After BKruss has spent 1 hour practicing with a mount, the mount gains a +4 dodge bonus to AC and a +4 morale
bonus on saves, but only while BKruss is mounted on it or adjacent to it.
Armored Charger (Ex): BKruss no longer suffers armor check penalties on Ride skill checks.
Mounted Mettle (Ex): BKruss and his mount gain a +3 bonus on attack and damage rolls when he is mounted or adjacent to his mount.
Leap from the Saddle (Ex): After BKrusss mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full attack action.
Relentless Steed (Ex): BKrusss mount does not reduce its speed when wearing heavy barding or carrying a heavy load. BKruss may also
reroll a Ride skill check or a saving throw made by the mount twice per day, but must use the second roll even if it is worse.
Ride Them Down (Ex): BKruss can spur his mount on while readying an attack. If his mount takes a single move, BKruss can make a full
attack, taking his attacks at any point during his mount's movement. If he has the Trample feat, he may substitute an overrun combat maneuver
for each of his attacks. This movement provokes attacks of opportunity against the roughrider but not his mount.
Unavoidable Onslaught (Ex): BKrusss mounted charge is not blocked by friendly creatures or difficult terrain.

VJuss CR 10 XP 9,600 male hobgoblin sorcerer 11 CE Medium humanoid (goblinoid)


Init +2; Senses darkvision 60 ft.; Perception
Active Spells

Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP 79/99 (11d6+33)
Fort +6, Ref +5, Will +7; +4 to poison saves
Defensive Abilities resist fire 10

Offense
Speed 30 ft.
Melee mw dagger +5 (1d4-1/19-20)
Ranged mw light crossbow +8 (1d8/19-20)
Special Attacks corrupting touch, hellfire

Spells (CL 10th; Cast Defensively +19, Ranged Touch +10)


5th (7/day) [DC 18]dominate person, feeblemind
4th (7/day) [DC 17]charm monster (DC 19), dimension door, lesser globe of invulnerability
3rd (7/day) [DC 16]fireball, haste, suggestion, vampiric touch
2nd (7/day) [DC 15]acid arrow, continual flame, invisibility, scorching ray, summon swarm
1st (7/day) [DC 14]burning hands, charm person (DC 16), color spray, feather fall, magic missile, protection from good
0 (Will) [DC 13]arcane mark, detect magic, detect poison, mending, message, ray of frost, read magic, resistance, touch of fatigue
Bloodline Infernal

Statistics
Str 8, Dex 15, Con 16, Int 12, Wis 10, Cha 17
Base Attack +5; CMB +4; CMD 22

Feats Combat Casting, Defensive Combat Training, Enlarge Spell, Eschew Materials, Greater Spell Penetration, Improved Counterspell, Spell
Penetration

Skills Bluff +17, Diplomacy +11, Intimidate +12, Stealth +6, Spellcraft +15

Languages Common, Goblin, Orc

Gear Staff of Fire 24 charges, mw light crossbow with 20 bolts, mw dagger, amulet of natural armor +1, dark velvet robes worth 250gp

Special Abilities
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Corrupting Touch (Sp): Vjuss can cause a creature to become shaken as a melee touch attack. This effect persists for 5 rounds and can be
used 6 times per day. Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches
do not stack, but they do add to the duration.
Infernal Resistances (Ex): Vjuss gains resist fire 10 and a +4 bonus on saving throws made against poison.
Hellfire (Sp): Vjuss can call down a column of hellfire once per day. This 10-foot-radius burst does 11d6 points of fire damage. Those caught
in the area of your blast receive a Reflex 18 save for half damage. Good creatures that fail their saves are shaken for 11 rounds.

Girallon Behemoth CR 17 XP 102,400 N Gargantuan magical beast


Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defense
AC 21, touch 10, flat-footed 21 (+4 Dex, +15 natural, 4 size)
HP 336/432 (24d10+192)
Fort +21, Ref +18, Will +11
Offense
Speed 40 ft., climb 40 ft.
Melee bite +35 (3d6+14), 4 claws +35 (2d6+14 plus rend)
PA bite +28 (3d6+28), 4 claws +28 (2d6+28 plus rend)
VS+PA bite +28 (12d6+28)
Space 20 ft.; Reach 20 ft.
Special Attacks rend (4 claws, 2d6+21)
Statistics
Str 38, Dex 18, Con 24, Int 2, Wis 12, Cha 7
Base Attack +24; CMB +42; CMD 56
Feats Combat Reflexes, Greater Vital Strike, Improved Initiative, Improved Natural Attack (Claw, Bite), Improved Vital Strike, Iron Will,
Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (bite, claw)
Skills Climb +29, Perception +13

Bulette CR 16 XP 76,800 N Gargantuan magical beast


Init +7; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11
Defense
AC 30, touch 9, flat-footed 27 (+3 Dex, +21 natural, 4 size)
HP 432/486 (27d10+216)
Fort +24, Ref +19, Will +12
Offense
Speed 40 ft., burrow 20 ft.
Melee bite +37 (2d8+19/1920) and 2 claws +37 (2d6+13)
PA bite +30 (4d8+40/1920) and 2 claws +30 (4d6+27)
Space 20 ft.; Reach 15 ft.
Special Attacks leap, savage bite

Statistics
Str 36, Dex 16, Con 26, Int 2, Wis 13, Cha 6
Base Attack +27; CMB +44; CMD 57 (61 vs. trip)
Feats Improved Initiative, Improved Natural Armor (5), Improved Natural Attack (bite, claw), Iron Will, Power Attack, Skill Focus
(Acrobatics, Perception), Weapon Focus (bite, claw)
Skills Acrobatics +9 (+17 jumping), Perception +11; Racial Modifiers +4 on Acrobatics checks made to jump
Special Abilities
Leap (Ex) A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20
Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks
against foes in reach, but cannot make a bite attack.
Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack,
and threatens a critical hit on a 1920.

Titan CR 21 XP 409,600 CE Colossal outsider (chaotic, extraplanar, good)


Init +7; Senses darkvision 120 ft., true seeing; Perception +33
Defense
AC 37, touch 5, flat-footed 34 (+9 armor, +3 Dex, +23 natural, 8 size)
HP 409 (21d10+294); regeneration 15 (evil)
Fort +21, Ref +15, Will +21; +8 resistance vs. mind-affecting
Defensive Abilities DR 15/evil; Immune aging, death effects, disease; SR 32
Offense
Speed 60 ft. (40 ft. in armor)
Melee maul of the titans +33/+28/+23/+18 (6d8+28/1720) or 2 slams +30 (2d8+17)
PA maul of the titans +27/+22/+17/+12 (6d8+46/1720) or 2 slams +24 (2d8+29)
VS+PA maul of the titans +27 (24d8+46/1720) or slams +24 (8d8+29)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (2d8+25, DC 37)
Spell-Like Abilities (CL 20th; concentration +27)
Constantair walk, mind blank, true seeing
At willbestow curse (DC 21), break enchantment, divination, greater dispel magic, sending
3/daygreater scrying (DC 24), heal, mass suggestion (DC 23)
1/dayfreedom, greater planar ally, meteor swarm (DC 26)
Statistics
Str 45, Dex 16, Con 39, Int 21, Wis 28, Cha 24
Base Attack +21; CMB +46; CMD 59
Feats Awesome Blow, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder,
Improved Vital Strike, Power Attack, Staggering Critical, Vital Strike
Skills Bluff +31, Craft (any) +29, Diplomacy +31, Intimidate +31, Knowledge (engineering) +26, Knowledge (planes) +29, Perception +33,
Perform (any) +28, Sense Motive +33, Spellcraft +29, Use Magic Device +31
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ change shape (any humanoid; alter self)
Treasure +3 breastplate, maul of the titans

Girallon CR 6 XP 2,400 N Large magical beast


Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Defense
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, 1 size)
hp 73 (7d10+35)
Fort +9, Ref +8, Will +5
Offense
Speed 40 ft., climb 40 ft.
Melee bite +10 (1d6+4), 4 claws +10 (1d4+4 plus rend)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (4 claws, 1d4+6)
Statistics
Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
Base Atk +7; CMB +12; CMD 25
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Climb +12, Perception +11, Stealth +5
Gargoyle Minion CR 14 XP 38,400 Advanced four-armed gargoyle fighter (Weapon Master) 5 CE Large monstrous humanoid (Earth)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +18
Defense
AC 19, touch 12, flat-footed 16 (+2 Dex, +7 natural, +1 dodge, 1 size)
HP 161/213 (8d10+5d10+83)
Fort +12, Ref +8, Will +10
Defensive Abilities DR 10/magic
Offense
Speed 40 ft., fly 60 ft. (average)
Melee 4 claws +23 (1d6+10) and bite +22 (1d8+8) and gore +20 (1d8+4)
Space 10 ft.; Reach 10 ft.
Tactics
During Combat Gargoyle Minions wade into combat, focusing on a single foe if possible. They attempt to grapple anyone who proves to be
particularly dangerous, allowing other gargoyles to gang up on them.
Morale These creatures do not retreat from combat.
Statistics
Str 24, Dex 12, Con 23, Int 6, Wis 11, Cha 7
Base Attack +13; CMB +21 (+23 Grapple) CMD 34 (36 vs Grapple)
Feats Alertness, Cleave, Dodge, Improved Grapple, Improved Natural Armor, Multiattack, Power Attack, Weapon Focus (claws), Weapon
Specialization (Claws)
Skills Stealth +17 (+23 near stone), Perception +18
Languages Common, Terran
Special Abilities
Freeze (Ex) A four-armed gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice
that the gargoyle is really alive.
Weapon Training (Ex) Gargoyle Minion gains a +1 bonus on attack and damage rolls with natural weapons.
Reliable Strike (Ex) A Gargoyle Minion may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an
immediate action. He must accept the second roll even if it is worse. He can use this ability once per day.

Ancient Night Twist CR 20 XP 307,200 NE Huge Plant


Init -2; Senses low-light vision; Perception +31
Defense
AC 38, touch 12, flat-footed 38 (-2 Dex, +24 natural, -2 size, +6 def)
HP 425/500 (25d8+300);
Fort +33, Ref +14, Will +19
Defensive Abilities Immune to mind affecting effects, paralysis, poison, polymorph, sleep effects, and stunning; DR 15/slashing
Weakness Vulnerable to fire
Offense
Speed 10 ft.
Melee 6 slams +33 (4d6+17)
PA 6 slams +28 (4d6+27)
Space 15 ft; Reach 15 ft.
Spell-Like Abilities (CL 20, Cast Defensively +26)
5/dayphantasmal killer (DC 20);
3/dayblight (DC 21), circle of death (DC 22), deeper darkness, entangle (DC 17), fear (DC 20), insanity (DC 23)
1/dayweird (DC 25).
Statistics
Str 45, Dex 6, Con 34, Int 12, Wis 16, Cha 23
Base Attack +18; CMB +44; CMD 54
Feats Blind-fight, Diehard, Endurance, Greater Vital Strike Improved Natural Armor (3), Improved Vital Strike, Improved Sunder, Iron Will,
Lightning Reflexes, Power Attack, Vital Strike
Skills Knowledge (nature) +29, Perception +31, Survival +; Racial Bonus +16 to stealth in swamps or marshes where other trees thrive.
Languages Abyssal, Common, Infernal
Special Abilities
Death Curse (Su): Killing a night twist invites a curse similar to that bestowed by the nightmare spell. The creature dealing the death blow
must make a DC 28 Will save to avoid being cursed with hideous and unsettling nightmares that prevent restful sleep and deal 1d10 points of
damage. The recipient becomes fatigued and unable to prepare or ready arcane spells for the next 24 hours. The nightmares and resulting
damage affect the subject every night until the curse is removed or the victim dies. If the curse is removed, the victim remains fatigued for 24
hours. A limited wish spell or more powerful magic cast while the subject is in the throes of a nightmare is the only way to remove a night
twists death curse.

If the victim of a night twist dies and is interred, a new night twist springs from where the corpse was laid one month later. While the creature is
developing, a night twist sapling appears at the gravesite; the creature seems to be a normal (nonintelligent) plant until it reaches maturity.
Despair Song (Su): Every evening, a night twist emits a sorrowful sound that inspires melancholy and despair in all creatures with an
Intelligence score of 6 or higher within a radius of fifty feet per Hit Die of the night twist. Those who fail a DC 28 Will save are affected as if
by a crushing despair spell and must seek out the source of their sorrow (the night twist) to the neglect of all other tasks or needs, including
eating or sleeping. If physically restrained and not allowed to seek out the night twist, a victim of this despair song loses 1d10 hit points every
evening until it dies or the enchantment is removed. Relocating a victim outside the area affected by the night twists song does not end the
enchantment.
The despair song ceases to affect a subject in the round after the night twist makes a slam attack against it. To remove the effects of the night
twists despair song before it attacks, a limited wish or more powerful magic must be employed. Dispel magic or dispel evil spells cannot
remove the enchantment. However, a bard of 12th level or higher using the song of freedom class feature can provide the subject a second Will
save. The death of the night twist always ends the enchantment. A night twists caster level is equal to its Hit Dice for the purpose of its despair
song ability.
Unholy Grace (Su): A night twist adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Wind Blast (Su): A night twists wind blast ability is similar to the gust of wind spell. The creature can use its wind blast as a free action, but
does so only when it feels threatened. A powerful, gale-force wind (50 mph) emanates from the tree in all directions out to 120 feet. All other
effects of the wind blast are the same as those of the gust of wind spell. Any creature in the affected area can avoid the effect with a DC 28
Fortitude save. If a night twist is attacked with fire, it uses its wind blast to extinguish the flames.

Harrowdrath CR 18 XP 153,600 Advanced Elite Nightmare Beast CE Huge magical beast


Init +1; Senses darkvision 60 ft., low-light vision; Perception +12
Defense
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, 2 size)
HP 336/432 (24d10+192)
Fort +22, Ref +16, Will +8
Defensive Abilities DR 15/magic; SR 20
Offense
Speed 30 ft
Melee bite +33 (2d4+11/19-20) and gore +33 (2d4+11/19-20) and 2 tusks +31 (6d6+11/17-20)
PA bite +26 (2d4+25/19-20) and gore +26 (2d4+25/19-20) and 2 tusks +24 (6d6+25/17-20)
VS+PA tusk +26 (24d6+25/17-20)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 10, Cast Defensively +14)
2/day chain lightning (DC 20), cloudkill (DC 19), dimension door (1,000 ft. range), disintegrate (DC 20), dispel magic, fireball (DC 17),
heat metal (DC 16), incendiary cloud (DC 22), lightning bolt (DC 17), monster summoning V, wall of fire
Tactics
During Combat Gargoyle Minions wade into combat, focusing on a single foe if possible. They attempt to grapple anyone who proves to be
particularly dangerous, allowing other gargoyles to gang up on them.
Morale These creatures do not retreat from combat.
Statistics
Str 32, Dex 14, Con 26, Int 8, Wis 10, Cha 18
Base Attack +24; CMB +37 (+39 Bull Rush) CMD 49 (51 vs Bullrush)
Feats Improved Bull Rush, Improved Critical (Tusks), Improved Natural Armor (4), Improved Natural Attack (Tusks), Multi-attack, Power
Attack, Vital Strike + Improved + Greater
Skills Acrobatics +14 (+26 to Jump), Perception +12
Languages Common, Terran
Special Abilities
Augmented Critical (Ex) A nightmare beast threatens a critical hit on a natural attack of 19 or 20 with any of its natural weapons.

Nightmares (Su) Every intelligent creature that falls asleep within 10miles of a nightmare beast must succeed at a Will save (DC 26) or suffer
from horrid, vivid nightmares of being stalked and killed by monsters, demons, cruel enemies, or whatever else it fears. The effect is otherwise
the same as that of a nightmare spell (caster level 15th; Will save DC 17), except that a dispel evil spell cast on a victim does not stun the
nightmare beast. A remove curse or a successful dispel magic negates the effect. Once a creature has either been affected by this ability or made
a successful save, it cannot be affected by that nightmare beasts nightmare power again for 24 hours.
Trample (Ex) As a standard action during its turn each round, a nightmare beast can trample opponents at least one size category smaller than
itself by making a running jump from up to 35 feet away. This attack deals 4d6+16 points of bludgeoning damage. A trampled opponent can
attempt either an attack of opportunity at a 4 penalty or a Reflex save (DC 33) for half damage.

Darl Quethos CR 18 XP 153,600 male human cleric of Norgorber 19 NE Medium humanoid


Init +4; Senses darkvision 120 ft., see invisible and ethereal; Perception +30
Active Spells foresight, winds of vengeance, discern location, greater spell immunity (pick), unholy aura, heros feast, divine power, spell
resistance, blessings of fervor, death ward, freedom of movement, stoneskin, protection from energy (pick), bears endurance

Defense
AC 30, touch 16, flat-footed 30 (+8 armor, +6 shield, +4 deflection, +2 insight)
HP 190/247 (19d8+95) +33 Temporary
Fort +19, Ref +14, Will +25; +4 vs poison and fear
Defensive Abilities SR 31; DR 10 Adamantite (70 points); Immune to range weapons

Offense
Speed 30 ft.; Fly 60 (Perfect)
Melee +4 short sword +27/+22/+17/+27 (1d6+10/17-20) and Hand of the Lich King touch +18 (1d10 cold plus ability damage) or
Hand of the Lich King touch +23/+18/+13/+23 (1d10 cold plus ability damage)
Special Abilities Channel Negative Energy (10d6, 11 times per day Will DC 27)

Spells (CL 19th; Cast Defensively +31, Ranged Touch +14)

9th [DC 27]foresight (D), implosion, quickened plane shift, mass heal, winds of vengeance
8th [DC 26]quickened cure critical wounds (2), discern location (D), greater spell immunity, mass cure critical wounds,
7th [DC 25]quickened cure serious wounds, reach harm, destruction (D), extended heros feast, repulsion, spell turning
6th [DC 24]quickened cure moderate wounds, find the path (D), greater dispel magic, harm, heal, wind walk
5th [DC 23]quickened cure light wounds, flame strike (2), extended divine power, scrying, spell resistance, true seeing (D)
4th [DC 22]blessings of fervor, cure critical wounds (2), death ward (D), freedom of movement, greater magic weapon, sending
3rd [DC 21]cure serious wounds, invisibility purge, keen edge (D), magic vestment (2), protection from energy (2)
2nd [DC 20]bears endurance, cure moderate wounds (3), detect thoughts (D), silence (2)
1st [DC 19]comprehend languages (D), cure light wounds (4), entropic shield, sanctuary
0 [DC 18]detect magic, light, purify food and water, read magic
Domains Knowledge, Murder

Statistics
Str 11, Dex 11, Con 15 (19), Int 16, Wis 28, Cha 17
Base Attack +14; CMB +14; CMD 35

Feats Combat Casting, Defensive Combat Training, Craft Wondrous Items, Extend Spell, Greater Spell Penetration, Improved Initiative,
Quicken Channel, Quicken Spell, Reach Spell, Selective Channel, Spell Penetration

Skills Diplomacy +14, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (Religion) +25, Perception +20 (+30 Robe of Eyes),
Spellcraft +20, Use Magic Device +19

Languages Common, Draconic, Infernal

Gear Hand of the Lich King (1d10 cold + 3/day drain 1 ability score point and keep, blasphemy and unholy aura 1/day, CL20, DC 20), mithril
chain shirt, +1 short sword, +1 animated heavy steel shield, +6 circlet of Wisdom, robe of eyes, ring of protection +2, ring of mind shielding,
wand of cure serious wounds (25 charges), wand of stoneskin (9 charges), wand of restoration (18 charges), wand of charm monster (22
charges)

Special Abilities
Lore Keeper (Sp): Darl can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, he gains information as
if he made the appropriate Knowledge skill check that can pass a DC 42 check.
Remote Viewing (Sp): Darl can use clairvoyance/clairaudience at will as a spell-like ability (CL 19). He can use this ability 19 rounds per day
and do not need to be consecutive.
Bleeding Touch (Sp): As a melee touch attack 11 times per day, Darl can cause a living creature to take 1d6 points of damage per round. This
effect persists for 9 rounds or until stopped with a DC 15 Heal check or any spell or effect that heals damage.
Killing Blow (Su): Weapons Darl use become infused with the power of death. Whenever he confirms a critical hit with a melee or ranged
weapon, his attack deals an additional 9 bleed damage. Darl can use this ability 3 times per day.

Spell Effects: Never Surprised or flatfooted, +2 insight bonus to AC and reflex; fly 60 (Perfect), ranged weapons deflected, If hit attacking
creature makes Fort Save DC 27 or 5d8 bludgeoning and prone/blown away; immune to 4 8 th level or lowers spells; 1d8+9 temp hps, +1 morale
on attacks and Will saves, +4 vs poison and fear; +6 luck on attacks, damage, and 19 temp hps, plus 1 additional full round attack; SR 31; +2 to
attacks rolls and reflex; +4 to save on death spells; cant be grappled or held, DR10/Adamantite (70 points); protection from 120 points of fire;
+4 resistance save to all spells, SR 25 to good spells, 1d6 Str damage to good melee attackers (Fort Negates DC 26)
Malhazar, the Exiled Flame Male Efreeti Fighter (Roughrider) 10 CR 17 XP 102,400 LE Large outsider (extraplanar, fire)
Init +8; Senses darkvision 60 ft., detect magic; Perception +17
Active Spells heroes feast, unholy aura (if within 30 of Darl)
Defense
AC 32, touch 14, flat-footed 27 (+7 armor, +4 Dex, +1 dodge, +11 natural, 1 size); +4 Deflection with unholy aura
HP 220/300 (10d10+10d10+100) +33 Temp
Fort +15, Ref +14, Will +11; +4 vs poison and fear; +4 with unholy aura
Defensive Abilities Immune fire; SR 25 vs good spells (with unholy aura)
Vulnerabilities cold

Offense
Speed 20 ft., fly 40 ft. (perfect)
Melee 2 slams +27 (1d8+8 plus 1d6 fire) or mw falchion +31/+26/+21/+16 (2d6+18/1620) +2 to hit/damage when mounted
Space 10 ft.; Reach 10 ft.
Special Attacks change size, heat
Spell-Like Abilities (CL 11th, +23 ranged touch)
Constantdetect magic
Willplane shift (willing targets to elemental planes, Astral Plane, or Material Plane), produce flame, pyrotechnics (DC 16), scorching ray
3/dayinvisibility, quickened scorching ray, wall of fire (DC 18)
1/daygrant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 20)
Statistics
Str 27, Dex 18, Con 21, Int 12, Wis 12, Cha 18
Base Attack +20; CMB +29; CMD 44
Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, Greater Weapon Focus (Falchion), Greater Weapon Focus (Falchion), Improved
Critical (Falchion), Improved Initiative, Iron Will, Mounted Combat, Mounted Skirmisher, Quicken Spell-Like Ability (scorching ray), Ride-by
Attack, Spirited Charge, Trick Riding, Weapon Focus (Falchion), Weapon Specialization (Falchion)
Skills Bluff +21, Diplomacy +20, Fly +14, Intimidate +30, Perception +17, Ride +20, Sense Motive +17, Spellcraft +14, Stealth +16
Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.
SQ change shape (humanoid or giant, alter self or giant form I)
Gear +3 chain shirt, +2 flaming burst falchion, amulet of natural armor +3, ornate brass bracelets and anklets studded with fire opals (6 total,
each worth 2,000gp), brilliant white and red cloak made from enameled dragon scales (4,000 gp), potions of cure serious wounds (3)
Special Abilities
Change Size (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person
spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 15 Fortitude save negates the effect.
Heat (Ex) An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.
Steadfast Mount (Ex) Malhazar has spent 1 hour practicing with Black Fire, so it gains a +3 dodge bonus to AC and a +3 morale bonus on
saves, but only while Malhazar is mounted on it or adjacent to it.
Armored Charger (Ex) Malhazar no longer suffers armor check penalties on Ride skill checks. Black Fires speed is not reduced when
carrying a medium load or wearing medium barding.

Mounted Mettle (Ex) Malhazar and Black Fire gain a +2 bonus on attack and damage rolls when he is mounted or adjacent to Black Fire.
Leap from the Saddle (Ex) After Black Fire takes a single move, Malhazar may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full-attack action.

Black Fire CR 11 XP 12,800 Cauchemar NE Huge outsider (evil, extraplanar)


Init +6; Senses darkvision 60 ft.; Perception +22
Active Spells heroes feast, unholy aura (if within 30 of Darl)
Defense
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, 2 size); +3 Dodge Bonus with Malhazar; +4 Deflection with unholy aura
HP 154/210 (14d10+70) +33 Temp
Fort +14, Ref +11, Will +7; +4 vs poison and fear; +3 Morale Bonus with Malhazar; +4 with unholy aura
Defensive Abilities SR 25 vs good spells (with unholy aura)
Offense
Speed 40 ft., fly 90 ft. (good)
Melee bite +22 (2d6+10), 2 hooves +17 (2d6+5 plus 1d6 fire); +2 to Attack/Damage with Malhazar
Space 15 ft.; Reach 10 ft.
Special Attacks smoke (DC 22)
Spell-Like Abilities (CL 15th)
1/hour (self plus 1 rider only)ethereal jaunt, plane shift
Statistics
Str 31, Dex 15, Con 21, Int 16, Wis 12, Cha 12
Base Attack +14; CMB +26; CMD 38 (42 vs. trip); +3 to CMD with Malhazar
Feats Alertness, Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Run
Skills Acrobatics +19, Bluff +18, Fly +19, Intimidate +18, Knowledge (arcana, planes) +20, Perception +22, Sense Motive +22, Stealth +11
Languages Abyssal, Infernal
Special Abilities
Smoke (Su) In battle, Black Fire exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the
cone must succeed on a DC 18 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist
for the purposes of concealment. The smoke persists for 1 round.

Horned Devil (Cornugon) CR 16 XP 76,800 LE Large outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
Active Spells heroes feast, unholy aura (if within 30 of Darl)
Aura fear aura (5 ft., DC 23)
Defense
AC 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, 1 size); +4 Deflection with unholy aura
HP 225/285 (15d10+135); regeneration 5 (good weapons, good spells) +33 temp
Fort +18, Ref +17, Will +13; +4 vs poison and fear; +4 with unholy aura
Defensive Abilities DR 10/good and silver; Immune fire, poison; Resist 10 (acid, cold); SR 27
Offense
Speed 30 ft., fly 50 ft. (average)
Melee +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24
(2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)
PA +1 unholy spiked chain +22/+17/+12 (2d6+19 plus stun), bite +18 (2d8+9), tail +18 (2d6+9 plus infernal wound) or 2 claws +20
(2d6+18), bite +20 (2d8+18), tail +18 (2d6+9 plus infernal wound)
PA+VS +1 unholy spiked chain +22 (6d6+19 plus stun) or tail +20 (6d6+18 plus infernal wound) or bite +20 (6d8+18)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th)
At willdispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 lbs. of objects only), persistent
image (DC 21)
3/dayfireball (DC 19), lightning bolt (DC 19)
1/daysummon (level 6, 3 barbed devils, 35%)
Statistics
Str 31, Dex 27, Con 28, Int 14, Wis 22, Cha 23
Base Attack +15; CMB +26; CMD 44
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked
chain)
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth
+22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Special Abilities
Infernal Wound (Su) The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding
caused in this way is difficult to stauncha DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal
wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all
bleed effects.
Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4
rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based.

Jalagar and Sabir Sinfire CR 15 XP 51,200 Male Tiefling Monk 16 NE Medium Outsider (Native)
Init +10; Senses darkvision 60 ft.; Perception +20
Active Spells unholy aura (if within 30 of Darl), heroes feast, barkskin (+4)
Defense
AC 28, touch 24, flat-footed 20 (+2 deflection, +4 Nat, +6 Dex, +1 Wis, +4 Monk, +1 dodge); 4 Deflection with unholy aura
HP 131/176 (16d8+48); +33 Temp HPs
Fort +12, Ref +16, Will +11; +4 vs poison and fear; +4 with unholy aura
Defensive Abilities Resist 5 (cold, electricity, fire); Immune disease, poison; SR 26
Offense
Speed 70 ft.
Melee Unarmed Strike +21/+16/+11 (2d8+4)
FoB Unarmed Strike +23/+23/+18/+18/+13/+13/+8 (2d8+4)
Statistics
Str 15, Dex 22, Con 14, Int 12, Wis 12, Cha 6
Base Attack +12; CMB +18 CMD 40
Feats Acrobatic, Alertness, Dodge, Greater Disarm, Improved Disarm, Improved Initiative, Mobility, Snatch Arrows, Stunning Fist, Weapon
Finesse, Weapon Focus (Unarmed Strike)
Skills Acrobatics +25 (+41 to Jump), Intimidate +17, Perception +20, Sense Motive +20, Stealth +25
Languages Common, Draconic, Infernal, Tengu
Combat Gear amulet of mighty fists +2, ring of protection +2, boots of speed, Belt of Dex +4
SQ Flurry of Blows, Improved Evasion, Slow Fall 80, Ki Pool 9 points
Special Abilities
Ki Pool (Su) As long as they have 1 point in their Ki Pool their unarmed strikes count as magic, cold iron, lawful, and admanatine for
overcoming DR or hardness.
As a swift action, they can spend 1 Ki point to do the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack (1 Point)
Increase his speed by 20 feet for 1 round
Give himself a +4 dodge bonus to AC for 1 round
Gain a +20 bonus on Acrobatics checks made to jump for 1 round
They can also do the following:
As a Standard action that costs 2 Ki Points, they can heal 16 HPs.
As a Move action that costs 2 Ki Points, they can slip magically between spaces, as if using the spell dimension door (CL 16)
Quivering Palm (Su) Jalagar and Sabir can use this quivering palm attack once per day, and they must announce their intent before making the
attack roll. Creatures immune to critical hits cannot be affected. Otherwise, they strike successfully and the target takes damage from the blow,
the quivering palm attack succeeds. Thereafter, they can try to slay the victim at any later time, as long as the attempt is made within 16 days.
To make such an attempt, they merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 27), it

dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by
another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another
is still in effect, the previous effect is negated.

Wild Watcher Sayren-Lei CR 19 XP 204,800 N Medium Fey


Init +12; Senses darkvision 60 ft., see in darkness, true seeing; Perception +24
Aura swarm aura (10 ft., DC 32)
Active Spells barkskin
Defense
AC 43, touch 22, flat-footed 31 (+12 Dex, +21 natural)
HP 338/390 (26d6+234); fast healing 10
Fort +17, Ref +27, Will +20
Defensive Abilities DR 15/cold iron and magic; Immune fear, poison; Resist 30 (acid, cold, electricity, fire); SR 30
Offense
Speed 30 ft., fly 50 ft. (average)
Melee +5 shocking burst longspear +27/+22/+17 (1d8+17 +1d6 electricity/19-20x3)
PA +5 shocking burst longspear +23/+18/+13 (1d8+29 +1d6 electricity/19-20x3)
Spell-Like Abilities (CL 19th)
At willbaleful polymorph (23), barkskin, gaseous form, greater dispel magic, greater invisibility, gust of wind, pass without trace, transport
via plants, wall of thorns
3/dayquickened barkskin, quickened baleful polymorph (DC 23), fire shield, insect plague
1/daycall lightning storm (DC 23), commune with nature, creeping doom, quickened air walk (Air Banner), quickened flame strike (Fire
Banner), stoneskin (Earth Banner)
Statistics
Str 27, Dex 34, Con 29, Int 20, Wis 21, Cha 27
Base Attack +13; CMB +21; CMD 43 (+4 to disarm and trip)
Feats Combat Expertise, Disarming Strike, Greater Disarm, Greater Trip, Improved Critical (spear), Improved Disarm, Improved Initiative,
Improved Trip, Power Attack, Quickened Spell-Like Ability (barkskin, baleful polymorph), Tripping Strike, Weapon Focus (Spear)
Skills Acrobatics +41, Bluff +37, Diplomacy +37, Knowledge (geography) +34, Knowledge (local) +34, Knowledge (nature) +34, Perception
+34, Sense Motive +34, Stealth +41, Survival +31
Languages Aquan, Auran, Common, Druidic, Ignan, Sylvan, Terran
Special Abilities
Elemental Standards (Su): Every wild watcher wears four elemental standards on his back, each one corresponding to one of the elements.
Each banner grants a different benefit as long as the wild watcher wears it. The air banner grants electricity resistance 30 and the ability to cast
a quickened air walk once per day as a spell-like ability. The fire banner grants fire resistance 30 and the ability to cast a quickened fame strike
once per day as a spell-like ability. The water banner grants cold resistance 30 and the constant ability to breathe water. The earth banner grants
acidresistance 30 and the ability to cast stoneskin once per day as a spell-like ability. Spell-like abilities function at caster level 19th.
Gift of the Watcher (Su) A wild watcher may grant any other creature one (or more) of its banners to be used by that creature in defense of the
natural world. The receiver of the banner must either hold it in hand or wear it on his back (in the cloak item slot) to gain its benefits. Only a
wild watcher may wear multiple standards on its back. A watcher cannot be forced to grant its gift of the watcher through magical means, nor
through intimidation, but if a watcher is caught in a bet or in a broken promise, he may begrudgingly yield up a banner. A gifted banner remains
in the possession of the creature as long as the wild watcher wills it; he may reclaim the banner at any time as a free action, at which time the
banner returns to the wild watcher across any distance. If the wild watcher is killed, the creature who gained the gift can keep the banner
indefinitely, but if he tries to give it away or sell it, the banner is destroyed.

Summon Spear (Su): A watcher may summon a +5 shocking burst spear into its hands as an immediate action (a free action it can take once
per round even when its not its turn). This spear is real as long as it remains in contact with the wild watcher; the instant he releases it, it
vanishes. A wild watcher's spear can be used to make disarm or trip attacks, but grants no additional bonus on these checks.
Swarm Aura (Su): A wild watcher is constantly surrounded by a swarm of flying vermin. Anyone within 10 feet of a wild watcher must make
a DC 32 Fortitude save to avoid becoming nauseated for 1 round. All creatures who begin their turn within 10 feet of a wild watcher take 3d6
points of damage from being exposed to the biting and stinging insects. A wild watcher is immune to swarm damage, and can move through
swarms without fear of being harmed or distracted. The save DC is Constitution-based.
Thorny Cloak (Ex): The cloak of woven thorns, briars, and nettles that surrounds a wild watcher possesses a life of its own and serves the
watcher diligently at all times. Any creature making a melee attack against the watcher is automatically subjected to a disarm attempt by the
wild watcher. In addition, the thorny cloak snatches arrows and other small projectiles and thrown weapons out of the air, launching them back
at the attacker. The cloak makes disarm attempts and ranged attacks using the wild watcher's melee and ranged attack bonuses. It can attempt a
disarm or return fire a captured ranged weapon attack only once per character per round, always attempting to do so on that characters first
attack.

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