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Aramathra

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Legion Archons (6) CR 7

XP 3,200 each (19,200 XP total)


LG Medium outsider (archon, extraplanar, good, lawful)
Init +1; Senses darkvision 60 ft. detect evil, low-light vision; Perception
+13
Aura aura of menace (DC 17)
DEFENSE
AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural; +2
deflection vs. evil)
hp 76 (8d10+32)
Fort +10, Ref +5, Will +8; +4 vs. poison, +2 vs. evil
DR 10/evil; Immune electricity, petrification; SR 18
OFFENSE
Speed 40 ft., fly 90 ft. (average)
Melee +1 flaming burst greatsword +13/+8 (2d6+5/17-20 plus 1d6
fire)
Ranged +1 flaming javelin +10 (1d6+4 plus 1d6 fire)
Special Attacks flames of faith
Spell-Like Abilities (CL 8th; concentration +11)
Constantdetect evil, magic circle against evil
At willaid, continual flame, greater teleport (self plus 50 lbs. of
objects only), message
3/dayalign weapon, mirror image, versatile weapon
TACTICS
During Combat As soon as enemies are detected the archons cast
mirror image upon themselves.They prefer to use flight to keep
their distance and rain down flaming javelins. If that becomes
impossible or if it looks like their foes might enter the Garden,
then they resort to using their greatswords.
Morale They fight to the death to defend this sacred vale.
STATISTICS
Str 16, Dex 12, Con 19, Int 10, Wis 15, Cha 17
Base Atk +8; CMB +11; CMD 22
Feats Improved Bull Rush, Improved Critical (greatsword)B, Power
Attack, Vital Strike, Weapon Focus (greatsword), Whirlwind
AttackB
Skills Diplomacy +14, Fly +12, Intimidate +14, Knowledge (religion)
+11, Perception +13, Sense Motive +9, Survival +9
Languages Celestial, Draconic, Infernal; truespeech
SQ second skin
SPECIAL ABILITIES
Flames of Faith (Ex) A legion archon can manifest a +1 flaming
burst greatsword or +1 flaming javelin as a move-equivalent
action. The legion archons sword vanishes if it leaves its hand,
and its javelin vanishes after striking or missing its target.
Second Skin (Ex) A legion archon is proficient in all forms of armor.
It takes no reduction to its speed or any armor check penalties
from wearing any sort of armor. These legion archons wear full
plate armor

Loot: Ring of avoidance +2 (+2 reflex)


Lea the Huntress, Guardian of the Sacred Gardens CR 12
XP 19,200
NG Medium outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception
+19
Aura protective aura (20 ft.)
DEFENSE
AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural) (+4
deflection vs. evil)
hp 147 (14d10+70)
Fort +16, Ref +14, Will +8; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune electricity, petrification; Resist cold
10, sonic 10; SR 23
OFFENSE
Speed 60 ft.
Melee bite +24 (1d8+9 plus grab), 2 claws +24 (1d6+9)
Special Attacks roar, pounce, rake (2 claws +24, 1d6+9)
Spell-Like Abilities (CL 14th; concentration +16)
Constant--speak with animals
At will--detect thoughts, fireball (DC 15), hold monster (DC 16)
3/day--cure critical wounds, neutralize poison, remove disease, wall
of force
1/day--heal
TACTICS
During Combat Her preferred mode of combat is hiding until she announces
her presence with a mighty roar hopefully catching all
her enemies within the great cone. Shen then uses wall of force
to isolate her foes so she can fight them one at a time. She leaps
into combat using her fearsome pounce to grab and maul her
enemies. Once that victory is won, she uses heal or cure critical
wounds and repeats the procedure until all that invade the Hall
of the Huntress are laid low.
Lea is not interested in taking prisoners. All who invade her Hall
are worthy only death for their crime.
Morale Lea knows that if she dies she will both be banished from this
plane and have proven herself an unworthy guardian. Fanatical
about seeing that neither occurs, she fights to the death to
defend her charge.
STATISTICS
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Base Atk +14; CMB +22 (+26 grapple); CMD 36
Feats Ability Focus (roar), Dodge, Improved Initiative, Mobility,
Spring Attack, Weapon Focus (bite, claw)
Skills Acrobatics +24 (+36 jump), Handle Animal +19, Intimidate
+19, Knowledge (any one) +19, Perception +19, Sense Motive
+19, Spellcraft +16, Stealth +24; Racial Modifiers +4 Acrobatics,
+4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals,
truespeech
SQ lay on hands (7d6, 9/day, as a 14th level paladin)
SPECIAL ABILITIES
Protective Aura (Su)Against attacks made or effects created by
evil creatures, this ability provides a +4 deflection bonus to AC
and a +4 resistance bonus on saving throws to anyone within
20 feet of the leonal. Otherwise, it functions as a magic circle
against evil effect and a lesser globe of invulnerability, both with
a radius of 20 feet (caster level equals leonals HD). The defensive
benefits from the circle are not included in a leonals stat
block.
Roar (Su) Up to three times per day, a leonal can emit a powerful
roar as a standard action. Each roar affects a 60- foot cone
with the effects of a holy word spell and also deals 2d6 points
of sonic damage to all creatures in the area (DC 21 Fortitude
negates). This is a sonic effect. The save DC is Charisma-based.

Loot: Amulet of mighty fists +1 Cloak of Resistance +2, Potion of Resist Fire +30
Sirius the Hound, Hunter of the Labyrinth CR 11
XP 12,800
Male advanced 8th level Sorcerer (celestial) blink dog
LG Large magical beast
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception
+13
DEFENSE
AC 24, touch 14, flat-footed 20 (+4 armor, +4 Dex, +6 natural, +1
dodge, -1 size)
hp 81 (5d10+8d6+26)
Fort +7, Ref +9, Will +11
Resist Acid 5, Cold 5
OFFENSE
Speed 40 ft.
Melee bite +11 (1d8+2)
Special Attack heavenly fire +13 ranged touch (1d4+4 against evil
targets)
Spell-Like Abilities (CL 9th; concentration +13)
Constantblink
At willquickened dimension door (self only)
Sorcerer Spells Known (CL 8th; concentration +12)
4th (4/day) shout (DC 19)
3rd (6/day) hold person (DC 18), lightning bolt (DC 18), magic circler
against evil
2nd (7/day) bulls strength, flaming sphere (DC 17), hideous laughter
(DC 17), resist energy
1st (7/day) bless, charm person (DC 16), grease (DC 16), mage armor,
magic missile, sleep (DC 16)
0 arcane mark, detect magic, detect poison, ghost sound, light,
mage hand, prestidigitation, ray of frost
Bloodline Celestial
TACTICS
Before Combat Sirius always keeps mage armor cast upon himself.
During Combat Anyone Sirius encounters in the labyrinth who he
does not recognize, he first tries to charm and if that fails, he
tries to slay using his lethal bark (shout).
Morale Sirius has been charged with keeping the labyrinth safe by
Ara Mathra himself, and he will die before failing in that duty.
STATISTICS
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 18
Base Atk +9; CMB +11; CMD 25 (29 vs. trip)
Feats Combat Casting, Combat Reflexes, Dodge, Eschew Materials,
Improved Initiative, Iron Will, Spell Focus (enchantment),
Spell Focus (evocation)
Skills Intimidate +15, Knowledge (arcana) +13, Perception +13,
Spellcraft +13, Stealth +14, Survival +9 (+13 scent tracking)
Languages Celestial, Common, Sylvan
SPECIAL ABILITIES
Heavenly Fire (Sp): Sirius can unleash a ray of heavenly fire as a
standard action, targeting any foe within 30 feet as a ranged
touch attack. Against evil creatures, this ray deals 1d4 points
of damage + 4. This damage is divine and not subject to energy
resistance or immunity. This ray heals good creatures of
1d4 points of damage + 4. A good creature cannot benefit from
your heavenly fire more than once per day. Neutral creatures
are neither harmed nor healed by this effect. Sirius can use this
ability 7 times per day.
Sambethe, the Oracle of Mitra CR 14
XP 38,400
Female aasimar oracle 14
NG Medium outsider (native)
Init +1; Senses darkvision 60ft.; Perception +3
DEFENSE
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield)
hp 119 (14d8+56)
Fort +8, Ref +7, Will +12
Immune fatigue; Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 20 ft.
Melee longsword +15/+10 (1d8+4/19-20)
Special Attacks channel positive energy 5/day (DC 21, 7d6)
Spell-Like Abilities (CL 14th; concentration +18)
1/daydaylight
Oracle Spells Known (CL 14th; concentration +18)
7th (3/day)greater restoration, holy word (DC 21), mass cure serious
wounds
6th (5/day)blade barrier (DC 20), greater dispel magic, heal, mass
cure moderate wounds
5th (6/day)breath of life, cleanse, flame strike (DC 19), mass cure
light wounds, righteous might
4th (7/day)cure critical wounds, divine power, freedom of movement,
holy smite (DC 18), restoration, tongues
3rd (7/day)cure serious wounds, dispel magic, magic circle against
evil, neutralize poison, remove curse, remove disease
2nd (7/day)consecrate, cure moderate wounds, lesser restoration,
remove paralysis, silence (DC 16), spear of purity (DC 16), status
1st (7/day)bless, comprehend languages, cure light wounds, detect
evil, detect undead, protection from evil, sanctuary (DC 15)
0 (at will)create water, detect magic, detect poison, guidance,
light, mending, purify food and drink, read magic, stabilize
Mystery Life
TACTICS
Before Combat The oracle can sense the villains approaching and
casts sanctuary and magic circle against evil on herself.
During Combat Sambethe does all she can to support the Master
and to keep him combatant. She heals his wounds, dispels
magical effects that afflict him and restores his strength. If
there is ever a round where he needs no healing then she uses
flame strike to damage his enemies.
If however finally the Master falls, she casts righteous might upon
herself and joins the fight personally. She uses her healing
spells upon herself to keep her in the battle. She uses holy
word to gain advantage against her foes and she presses the
attack. She uses her every spell with wanton abandon. The
time for half measures is over.
Morale The Oracle of Mitra fights to the death to defend the sacred
flame.
STATISTICS
Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 18
Base Atk +10/+5; CMB +13; CMD 24
Feats Armor Proficiency (heavy), Combat Casting, Greater Spell
Penetration, Martial Weapon Proficiency (longsword), Spell
Penetration, Toughness, Weapon Focus (longsword)
Skills Diplomacy +23, Heal +18, Knowledge (planes) +19, Knowledge
(religion) +19, Sense Motive +18, Spellcraft +19; Racial
Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Dwarven, Elven
SQ oracles curse (lame), revelations (channel, enhanced cures,
safe curing, spirit boost)
Gear +1 full plate, healers kit, +1 heavy wooden shield, holy symbol,
+1 longsword, Ring of Revelation (Greater), Cloak of resistance +2
Three Swords of Flame (Movanic Devas) C R 10
XP 9,600 each (28,800 XP total)
NG Medium outsider (angel, extraplanar, good)
Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception
+20
Aura protective aura
DEFENSE
AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural) (+4 deflection
vs. evil)
hp 126 (12d10+60)
Fort +13, Ref +12, Will +10; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities natures pacifism, protected life force; DR 10/
evil; Immune acid, cold, electricity, fire, death effects, energy
drain, petrification; SR 21
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +1 flaming greatsword +17/+12/+7 (2d6+7/19-20 plus 1d6
fire)
Spell-Like Abilities (CL 8th; concentration +12)
Constantdetect evil
At willaid, discern lies (DC 18), dispel evil (DC 19), dispel magic,
holy smite (DC 18), invisibility (self only), plane shift (DC 19), remove
curse, remove disease, remove fear
7/daycure serious wounds
1/dayantimagic field, awaken, holy aura (DC 22)
TACTICS
During Combat They start any fight by activating their antimagic
field. They employ holy smite and their flaming greatswords to
inflict divine fiery death on evil-doers who dare attack their Cathedral.
Morale The movanic devas fight to the death to defend the Cathedral.
STATISTICS
Str 19, Dex 17, Con 18, Int 17, Wis 17, Cha 19
Base Atk +12; CMB +16; CMD 29
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Toughness,
Vital Strike
Skills Diplomacy +19, Fly +22, Intimidate +19, Knowledge (planes)
+18, Knowledge (religion) +18, Perception +20, Sense Motive
+16, Stealth +18, Survival +18; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Natures Pacifism (Ex)Animals and plant creatures do not willingly
attack a movanic deva, though they can be forced to do
so by magic. If the deva attacks a plant or animal, its protection
against that creature ends.
Protected Life Force (Ex) Movanic devas are never harmed by
positive-dominant or negative-dominant planar traits.

Gear: Cloak of resistance +1


GLASS GOLEM

XP 4,800
N Large construct
Init 1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 21, touch 8, flat-footed 21 (1 Dex, +13 natural, 1 size)


hp 96 (12d10+30)
Fort +4, Ref +3, Will +4
Defensive Abilities reflect spells; DR 5/adamantine; Immune magic, construct traits

OFFENSE

Speed 30 ft.
Melee 2 slams +16 (2d8+5 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d8), dazzling brightness

STATISTICS

Str 20, Dex 9, Con , Int , Wis 11, Cha 1


Base Atk +12; CMB +18; CMD 27

SPECIAL ABILITIES

Dazzling Brightness (Ex)

New Wording (with errata): A glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (Fortitude DC 16 negate
a creature makes its save against this ability, it is immune to that golems brightness for 24 hours. The DC is Constitution-based.

Reworded for clarity: Any sighted creature within 30 feet of a glass golem while the golem is within an area of bright light gains the dazzled condition f
(Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golems brightness for 24 hours. The DC isConstituti

Immune to Magic (Ex)

A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a
golem, as noted below.

A shatter spell damages a glass golem as if it were a crystalline creature.


A keen edge spell affects all of a glass golems slam attacks as if they were slashing weapons.
A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the atta
otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points
golem gets no saving throw against fire effects.

Reflect Spells (Ex)

As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, th
reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning
ANGEL, MONADIC DEVA CR
16

XP 19,200
NG Medium outsider (angel, aquatic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, low-light vision; Perception +29
Aura protective aura

DEFENSE

AC 38, touch 15, flat-footed 35 (+5 Dex, +19 natural +3 shield +6 armor +5 armor enhancement) (+4 deflection vs. evil)
hp 189 (14d10+98)
Fort +15, Ref +13, Will +10; +4 vs. poison; +4 resistance vs. evil
DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification, Fast Healing 10 SR 23

OFFENSE

Speed 40 ft., fly 90 ft. (good)


Melee +3 Mace of Smiting +25/+20/+15 (1d8+13 plus solid blow)
Spell-Like Abilities (CL 10th; concentration +14)

Constant--detect evil
At will--aid, charm monster (DC 21, elementals only), discern lies (DC 21), dispel evil (DC 22), dispel magic, holy smite (DC
21), invisibility (self only), plane shift (DC 22), remove curse, remove disease, remove fear
3/day--cure serious wounds, holy word (DC 24), mirror image Quickened Cure Light Wounds
1/day--heal, hold monster (DC 22), holy aura (DC 25)

STATISTICS

Str 27, Dex 23, Con 22, Int 25, Wis 24, Cha 25
Base Atk +14; CMB +19; CMD 33
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Diplomacy +21, Fly +25, Intimidate +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +29, Sense
Motive +25, Stealth +21, Survival +21,Swim +27; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; truespeech
SQ amphibious

SPECIAL ABILITIES

Solid Blow (Su)

If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+10 points of damage.

Special Attacks: Voice of Power (Su) Archangels are often tasked with delivering important messages and speeches for the god they serve.
Whenever the archangel speaks, a number of HD of creatures equal to twice the archangels HD (or at least one creature, regardless of HD)
must make a Will save or be fascinated for the duration of the speech plus 4 rounds. The save DC is 10 + 1/2 the archangels HD + the
archangels Charisma modifier.

Loot: +3 shield of the dove Mithril Breastplate, Oil of magic vestment +5 enhancement to armor

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