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