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CR 13
stack with the Mirror Im age spell. You can use this ability a num ber of tim es per day equal to 3 + your
W isdom m odifier.
M aster's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and
any num ber of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell
veil. The rounds do not need to be consecutive.
Divine Vigor (feat): Expend one channel energy to gain +10 speed and 22 hp for 3 m inutes.
Improved Channel (feat): +2 bonus on channel energy DC (Fort half, DC 21)
Breath W eapon (Su): 1/day; 60' line, 12d6 electricity, Ref half, DC 21.
Black Dragoncraft Full Plate: resist 5 acid. Treat as m edium arm or, -4 skill penalty.
Red Dragoncraft Heavy Steel Shield: resist 5 fire. -0 skill penalty.
Blue Dragonfang W eapon: +1 electricity dam age
Conversion Note: Technically, Azarr Kuls breath weapon would do 0d6 dam age. But that odd artifact of
the conversion process seem s both counterintuitive and counter-fun. Ignore it.
CR 10
CR 9
Arcane Bond (Ex): Ulwai has the arcane bond ability as a wizard, using her whip as her bonded item .
Arcane Armor (Ex): Ulwai has Medium Arm or Proficiency and can cast bard spells in m edium arm or with
no chance of arcane spell failure.
Staff of Stormclouds:
1.
Fog Cloud (1 charge)
2.
Call Lightning (2 charges)
3.
Control W eather (4 charges)
Conversion Note: This build ignores the Storm singer prestige class of the original in order to pick up
som e nifty Arcane Duellist abilities from the APG. Version 2 is m ore faithful to the original (See below).
CR 9
the norm al uses of bardic m usic. Additionally, Ulwai can detect the approach of a natural storm 24 hours
in advance of it reaching the characters current location.
Gust of W ind (Sp): Ulwai can use bardic m usic to generate a gust of wind, as the spell of
the sam e nam e. Her caster level is 10.
Thunderstrike (Su): Ulwai can use bardic m usic to unleash a deadly thunderbolt. The bolt can be
targeted at any one creature within 60 feet, and Ulwai m ust m ake a successful ranged touch
attack to hit the target. If she hits, Ulwai then m akes a Perform (sing) check; the result indicates
how m uch electricity dam age the thunderbolt deals. A Refl ex save (DC 18) halves the dam age. If
the creature fails its Reflex save, it m ust m ake a Fortitude save(sam e DC) or be deafened for a
num ber of rounds equal to the dam age dealt.
Control W inds (Sp): Ulwai can use bardic m usic to cast control winds. This functions like the spell
of the sam e nam e, except that the duration of the effect is concentration plus 3
rounds, and the save DC is 18. Ulwais caster level is 10.
Staff of Stormclouds:
4.
Fog Cloud (1 charge)
5.
Call Lightning (2 charges)
6.
Control W eather (4 charges)
Conversion Note: This build is m ore faithful to the original than Version 1.
CR 7
CR 7
TYRGARUN
CR 12
VARANTHIAN
CR 10
Fem ale Half-Fiend Behir
LE Huge Outsider ((Magical Beast))
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +19
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AC 24, touch 11, flat-footed 21 (+3 Dex, -2 size, +13 natural)
hp 115 (10d10+60)
Fort +13, Ref +10, W ill +5
DR 5/m agic; Immune electricity, poison;
Resist acid 10, cold 10, electricity 10, fire 10; SR 20
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Spd 40 ft., Clim bing (20 feet), Flying (80 feet, Good)
M elee Bite (Behir) +19 (2d6+10/20/x2) and
Bite (Half-Fiend Tem plate) +19 (2d6+10/20/x2) and
Claw x2 (Half-Fiend Tem plate) +18 x2 (1d8+10/20/x2) and
Constrict (Behir) +18 (2d6+10/20/x2) and
Rake x6 (Behir) +18 x6 (1d4+10/20/x2) and
Unarm ed Strike +18/+13 (1d6+10/20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks Breath weapon (20-foot line, 7d6 electricity, Ref , Grab, Sm ite Good (1/day),
Swallow W hole (2d8+9, AC 16, 11 HP)
Spell-Like Abilities
1/day - Contagion (DC 15), Desecrate (DC 16), Unholy Blight (DC 16)
3/day - Darkness, Poison (+18 m elee touch, DC 16)
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Str 30, Dex 17, Con 23, Int 11, W is 14, Cha 14
Base Atk +8; CM B +22 (+26 Grappling); CM D 35 (can't be Tripped)
Feats Alertness, Cleave, Great Cleave, Power Attack +6/-3, W eapon Focus: Bite
Skills Acrobatics +16, Clim b +30, Fly +10, Perception +19, Perform : Sing +8, Sense Motive +4,
Stealth +8, Survival +12, Swim +14
Languages Com m on, Draconic, Infernal
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Breath weapon (20-foot line, 7d6 electricity, Ref half, every 1d4r) (DC 21)
Contagion (1/day) (Sp) Infects subject with chosen disease.
Darkness (3/day) (Sp) Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Fills area with negative energy, m aking undead stronger.
Poison (3/day) (Sp) Touch deals 1d10 Con dam age, repeats in 1 m in.
Smite Good (1/day) (Su) +2 to hit, +10 to dam age, +2 deflection bonus to AC when used.
Sw allow W hole (2d8+9, AC 16, 11 HP) (Ex) You can swallow sm aller targets whole.
Unholy Blight (1/day) (Sp) W ithers one plant or deals 1d6/level dam age to plant creature.
ABITHRIAX
CR 11
REGIARIX
CR 8
OZYRRANDION
CR 8
ASPECT OF TIAM AT
CR 14
XP 38,400
LE Huge dragon (extraplanar)
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +21
Aura frightful presence (180 ft., DC 20)
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AC 27, touch 8, flat-footed 27 (+19 natural, 2 size)
hp 172 (15d12+75)
Fort +17, Ref +8, W ill +13
DR 5/epic; Immune paralysis, sleep; SR 23
Resist acid 15, cold 15, electricity 15, fire 15
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Speed 40 ft., fly 200 ft. (poor)
M elee 5 bites each +21 (2d8+12/1920) and
sting +17 (1d6+6 plus poison)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (see below), crush (Sm all creatures, DC 22, 2d8+12)
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Str 32, Dex 9, Con 26, Int 19, W is 16, Cha 18
Base Atk +15; CM B +26; CM D 35 (39 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Im proved Critical (bite, claws), Im proved Initiative,
Iron W ill, Power Attack
Skills Fly +22, Intim idate +22, Knowledge (arcana) +22, Knowledge (history) +22,
Knowledge (the plans) +22, Knowledge (Religion) +22, Perception +21, Sense Motive +21,
Survival +21, Swim +30
Languages Com m on, Draconic, Infernal
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Breath W eapon (Su): 40 cone or line, each head once every 1d4 rounds, 12d8 acid, cold, electricity, or
fire, Reflex half (DC 24). Each of the aspects five heads can produce a breath weapon, but only one head
can do so in any single round.
Poison (Ex): injury; save Fortitude DC 24; frequency 1/round for 2 rounds; effect 1d8 Constitution; cure 1
save
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Em bodim ent of Tiam ats rage; destruction incarnate. Die, you insignificant worm s!
SPECIAL M INIONS
M IHA SERANI
CR 8
assum es the sam e appearance and traits, m uch as a lycanthrope would. In hum anoid form , an aranea
cannot use its bite attack, webs, or poison.
The second form is a Medium spider-hum anoid hybrid. In hybrid form , an aranea looks like a Medium
hum anoid at first glance, but a DC 18 Spot check reveals the creatures fangs and spinnerets. The aranea
retains its bite attack, webs, and poison in this form , and can also wield weapons or wear arm or. W hen in
hybrid form , an araneas speed is 30 feet (6 squares).
An aranea rem ains in one form until it chooses to assum e a new one. A change in form cannot be
dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals
its natural form if it is in hum anoid or hybrid form .
Skills Araneas have a +2 racial bonus on Acrobatics and Perception checks. They have a +8 racial bonus
on Clim b checks and can always choose to take 10 on Clim b checks even if rushed or threatened. These
bonuses are figured above.
Laughing Touch (Sp): Miha can cause a creature to burst out laughing for 1 round as a m elee touch
attack. A laughing creature can only take a m ove action but can defend itself norm ally. Once a creature
has been affected by laughing touch, it is im m une to its effects for 24 hours. She can use this ability 8
tim es a day.
W oodland Stride (Ex): Miha can m ove through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and sim ilar terrain) at your norm al speed and without taking dam age or suffering any
other im pairm ent. Thorns, briars, and overgrown areas that have been m agically m anipulated to im pede
m otion, however, still affect her.
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Can act any part; loves danger and m anipulation
SKATHER
CR 10
CR 4
CR 4
Bugbear barbarian 2
CE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Perception +6
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AC 17, touch 10, flat-footed 15 (+3 arm or, +2 Dex, +3 natural, +1 shield, -2 rage)
hp 56 (3d8+15+2d12+10)(+2 hp favored class)
Fort +9, Ref +4, W ill +2
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Speed 40 ft.
M elee m wk greataxe +13 (1d12+10/3)
Ranged throwing axe +6 (1d6+7)
Special Attacks No Escape (1/day; m ove up to 80' to follow withdrawing enem y; im m ediate action)
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Str 24, Dex 14, Con 20, Int 8, W is 13, Cha 9
Base Atk +4; CM B +11; CM D 23
Feats Intim idating Prowess, Skill Focus (Perception), W eapon Focus (greataxe)
Skills Clim b +10 , Intim idate +7, Perception +8, Stealth +10; Survival +4
Languages Com m on, Goblin
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m asterwork greataxe, throwing axe, m asterwork studded leather arm or, potion of cure moderate wounds
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Dyes his hide a m ottled gray-white color to signify that he walks in the world of the dead.
Blue Abishai
CR 7
Bluespaw n Thunderlizard
CR 6
CR 4
Hobgoblin monk 5
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
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AC 17, touch 14, flat-footed 15 (+1 armor, +2 Dex, +1 dodge, +2 W is, +1 monk)
hp 40 (5d8+10)(+5 hp favored class)
Fort +6, Ref +6, W ill +6, +2 v. Enchantment spells and effects, evasion
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Speed 40 ft.
Melee unarmed strike +6 (1d8+3) or
flurry of blows +6/+6 (1d8+3) or
mwk dragonchain +7 (1d6+4/19-20)
Ranged mwk light crossbow +6 (1d8)
Special Abilities: Stunning Fist, Ki Pool, Slow Fall, High Jump, Purity of Body
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Str 16, Dex 14, Con 15, Int 10, W is 14, Cha 8
Base Atk +3; CMB +8; CMD 20
Feats Combat Reflexes, Dodge, Exotic W eapon Proficiency (Dragonchain),
Improved Grapple Improved Unarmed Strike, Mobility, Stunning Fist
Skills Acrobatics +9, Climb +10, Perception +6, Sense Motive +6, Stealth +13 ;
Languages Common, Goblin
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bracers of armor +1, masterwork light crossbow, masterwork dragonchain,
potion of bulls strength, potion of cure moderate wounds, potion of shield of faith +3
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Stunning Fist (Ex) (5/day): Normal unarmed attack stuns opponent for 1 round (Fort save
negates (DC 14).
Ki Pool (Su): 4 points. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4 th
level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of
overcoming damage reduction. By spending 1 point from his ki pool, a monk can make one
additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he
can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point
from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Slow Fall: Takes damage from a fall as if he had fallen 20' less.
High Jump (Ex); At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for
vertical jumps and horizontal jumps. In addition, he always counts as having a running start when
making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk
gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and
magical diseases.
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Religious zealots who despise weakness and regard wounds received in combat
as marks of holy devotion. In pain I learn strength!
Dragonchain - The monks of the Doom Fist order wield an exotic weapon called the dragonchain. This is a
six-foot length of weighted chain, with a heavy striking head at one end cast in the shape of a dragons skull
and a chain loop at the other. A proficient user can use the dragonchain to disarm or trip an opponent; if the
wielder is tripped during his own trip attempt, he can drop the dragonchain to avoid being tripped.
Constrict: If the wielder successfully initiates a grapple while wielding the dragonchain; he can loop
the weapon around the opponent. He constricts his opponent for 1d8 damage (plus 1-1/2 times his Strength
modifier). On subsequent rounds he can use the dragonchain to deal constriction damage with a successful
Combat Maneuver check (all bonuses and penalties to grappling apply). In addition, the chain provides a +2
circumstance bonus to the Combat Maneuver check made to deal this constriction damage.
Dragonchain: Exotic two-handed melee weapon; cost 50 gp; damge 1d4 (S); 1d6 (M); critical 1920/x2; weight 10 lbs; type bludgeoning.
CR 3
Hobgoblin cleric 4
LE Medium hum anoid (goblinoid)
Init +0; Senses darkvision 60 ft.; Perception +7
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AC 19, touch 10, flat-footed 19 (+7 arm or,+2 shield)
hp 36 (4d8+12)(+4 hp favored class)
Fort +7, Ref +1, W ill +6
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Speed 20 ft.
M elee m wk heavy m ace +6 (1d8+1)
Special Actions: Channel Energy (2d6); Spontaneous Casting (Inflict spells), Destructive Sm ite, Copycat
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Str 13, Dex 10, Con 16, Int 10, W is 15, Cha 12
Base Atk +3; CM B +4; CM D 14
Feats Selective Channelling, W eapon Focus (Heavy Mace)
Skills Knowledge (Religion) +5, Perception +7, Spellcraft +5, Stealth +6
Languages Com m on, Goblin
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Spells (Dom ains: Destruction, Trickery)
2 nd (DC 14) - Cure Moderate W ounds, Hold Person, Grace (APG), Invisibility D
1 st (DC 13) - bless, burning disarm, command, cure light wounds, true strike D
0 (DC 12) - detect magic, stabilize (x2), resistance
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breastplate +1, heavy steel shield, m asterwork heavy m ace, 2 potions of cure light wounds,
scroll of spiritual weapon, scroll of summon monster III (DC 6 CL check)
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Destructive Smite (Su): You gain the destructive sm ite power: the supernatural ability to m ake a single
m elee attack with a m orale bonus on dam age rolls equal to 1/2 your cleric level (m inim um 1). You m ust
declare the destructive sm ite before m aking the attack. You can use this ability a num ber of tim es per day
equal to 3 + your W isdom m odifier.
Copycat (Sp): You can create an illusory double of yourself as a m ove action. This double functions as a
single Mirror Im age and lasts for a num ber of rounds equal to your cleric level, or until the illusory
duplicate is dispelled or destroyed. You can have no m ore than one copycat at a tim e. This ability does not
stack with the Mirror Im age spell. You can use this ability a num ber of tim es per day equal to 3 + your
W isdom m odifier.
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Harangues the PCs with threats of doom , pain, despair, and death.
CR 8
CR 3
Greenspaw n Razorfiend
CR 7
Hobgoblin Bladebearer
CR 4
Hobgoblin Regular
CR 1
Hobgoblin fighter 2
LE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +4
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AC 20, touch 12, flat-footed 18 (+6 arm or, +2 Dex, +2 shield)
hp 20 (2d10+6) (+2 hp favored class)
Fort +5, Ref +3, W ill +1 (+2 v. Fear)
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Speed 20 ft.
M elee MW longsword +4 (1d8+2/1920)
Ranged com posite longbow +3 (1d8+2/3)
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Str 15, Dex 15, Con 16, Int 10, W is 12, Cha 8
Base Atk +2; CM B +4; CM D 16
Feats Toughness, W eapon Focus (longsword)
Skills Perception +5, Stealth +9; Racial Modifiers +4 Stealth
Languages Com m on, Goblin
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Chainm ail, heavy steel shield, m asterwork longsword, com posite longbow (+2 Str bonus) with 20
arrows, potion of cure light wounds.
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Conditioned to follow orders; accustom ed to cruelty and harsh discipline.
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Hobgoblin Sergeant
CR 3
Hobgoblin fighter 4
LE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
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AC 21, touch 12, flat-footed 19 (+7 arm or, +2 Dex, +2 shield)
hp 44 (4d10+16)(+4 hp favored class)
Fort +6, Ref +3, W ill +2 (+3 vs. Fear)
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Speed 30 ft. (Arm or Training)
M elee MW bastard sword +8 (1d10+2/1920)
Ranged MW com posite longbow +7 (1d8+2/3)
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Str 15, Dex 15, Con 16, Int 10, W is 12, Cha 8
Base Atk +4; CM B +6; CM D 18
Feats Power Attack, Toughness, Exotic W eapon Proficiency (bastard sword), Iron W ill,
W eapon Focus (bastard sword)
Skills Handle Anim al +3, Intim idate +6, Perception +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Com m on, Goblin
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+1 breastplate, heavy steel shield, m asterwork bastard sword, m asterwork com posite
longbow (+2 Str bonus) with 20 arrows, potion of cure moderate wounds
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Tough as nails with a m ean streak a m ile wide; At them , you dogs! Slay until your hands drip with blood!
Hobgoblin Veteran
CR3
Hobgoblin fighter 4
LE Medium hum anoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +4
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AC 21, touch 12, flat-footed 19 (+7 arm or, +2 Dex, +2 shield)
hp 44 (4d10+16)(+4 hp favored class)
Fort +6, Ref +3, W ill +2 (+3 vs. Fear) 1
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Speed 20 ft.
M elee MW longsword +7 (1d8+2/1920)
Ranged com posite longbow +6 (1d8+2/3)
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Str 15, Dex 15, Con 16, Int 10, W is 12, Cha 8
Base Atk +5; CM B +7; CM D 19
Feats Im proved Initiative, Toughness, W eapon Focus (longsword)
Skills Handle Anim al +3, Intim idate +6, Perception +5, Stealth +8; Racial Modifiers +4 Stealth
Languages Com m on, Goblin
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Banded Mail, heavy steel shield, m asterwork longsword, com posite longbow (+2 Str bonus) with 20
arrows, 3 potions of cure moderate wounds.
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Conditioned to follow orders; cruel esprit de corps. W e are the Red Hand! W e do not know defeat!
CR 8
CR 6
CR 13
CR5
Bloodcurdling How l (Su): The m ournful howling of a ghost brute chills the living to the core. The
creature can howl as a standard action. All living creatures within a 30-foot radius m ust m ake a successful
W ill save (DC 14)or becom e frightened for 2d4 rounds; those m ore than 30 feet away but within 300 feet
m ust m ake a W ill save or becom e shaken for 2d4 rounds. This is a sonic, necrom antic, m ind-affecting
fear effect. A creature that successfully saves against the bloodcurdling howl cannot be affected by the
sam e ghost brutes howl for 24 hours.
CR7
CR7
Gray Ooze
CR 7
N Large ooze
Init -6; Senses blindsight 60 ft.; Perception -5
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AC 9, touch 4, flat-footed 9 (-5 Dex, +5 natural, -1 size)
hp 126 (7d8+95)
Fort +11, Ref -5, W ill -4;
Defensive Abilities ooze traits; Im m une cold, fire;
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Speed 10 ft.
M elee slam +13 (1d8+8 plus 1d6 acid and grab)
Space 10 ft. Reach 5 ft.
Special Attacks acid, constrict (1d8+3 plus 1d6 acid)
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Str 24, Dex -1, Con 30, Int -, W is 1, Cha 1;
Base Atk 6; CM B 14 (+18 grapple) ; CM D 19 (Cannot be tripped)
SQ transparent
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Acid (Ex) The digestive acid that covers a gray ooze dissolves m etals and organic m aterial, but not stone.
Each slam and constrict attack deals 1d6 additional acid dam age. Arm or or clothing worn by a creature
grappled by a gray ooze takes the sam e am ount of acid dam age unless the wearer succeeds on a DC 22
Reflex saving throw. A wooden or m etal weapon that strikes a gray ooze takes 1d6 acid dam age unless
the weapon's wielder succeeds on a DC 22 Reflex save. The ooze's touch deals 12 points of acid dam age
per round to wooden or m etal objects, but the ooze m ust rem ain in contact with the m aterial for 1 full
round in order to deal this dam age. The save DCs are Constitution-based.
Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings
in m ost environm ents. A DC 15 Perception check is required to notice the gray ooze. Any creature that
fails to notice a gray ooze and walks into it autom atically suffers dam age as if struck by the ooze's slam
attack and is im m ediately subject to a grab attem pt by the ooze.
LESSER BONEDRINKER
CR4
CE Sm all undead
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 63 (7d8+28)
Fort +2, Ref +4, W ill +4
Immune Undead im m unities
Resist Cold 5, Fire 5, Sonic 5
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Speed 30 ft.
M elee 2 tentacles each +8 (1d8+3) and 2 claws each +6 (1d6+1)
Space 5 ft. Reach 5 ft. (10 ft. with tentacles)
Special Actions Grab, Power Attack, Bonedrink, Pounce
Special Quality Unholy Toughness
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Str 16, Dex 14, Con -, Int 10, W is 8, Cha 14
Base Atk +5; CM B +8 (+12 grapple); CM D 20
Feats Com bat Reflexes, Im proved Natural Attack (Claws), Multiattack, Power Attack
Skills Clim b +13, Perception +9, Sense Motive +9, Stealth +12
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Pounce (Ex) W hen the bonedrinker charges, it can m ake a full attack.
Grab (Ex) To use this ability, the lesser bonedrinker m ust hit with a tentacle attack. It deals norm al
dam age and attem pts to start a grapple as a free action without provoking an attack of opportunity. The
lesser bonedrinker has the option to conduct the grapple norm ally, or sim ply use the part of its body it
used in the grab to hold the opponent. If it chooses to do the latter, it takes a 20 penalty on its CMB
check to m ake and m aintain the grapple, but does not gain the grappled condition itself. Each successful
grapple check it m akes during successive rounds autom atically deals tentacle dam age. A lesser
bonedrinker that has successfully pinned an opponent m ay begin to drink its bones (see Bonedrink,
below). Lesser bonedrinkers have a +4 racial bonus on com bat m aneuver checks m ade to start and
m aintain a grapple (including the Move, Dam age and Pin options).
Bonedrink (Su) Once a lesser bonedrinker has successfully pinned an opponent, it can begin to drink its
bones. As part of the pin m aneuver, it fastens onto the creature with its fangs and secretes a painful toxin
that deals 1d4 points of Constitution dam age. Each round the pin is m aintained, the lesser bonedrinker
deals an additional 1d4 points of Constitution dam age. Creatures reduced to 0 Constitution die; their
bones becom e too brittle to support their bodies and they collapse into a sack of loose flesh. Creatures
without bones or Constitution scores are im m une to this ability.
Unholy Toughness (Ex) A lesser bonedrinker gains a bonus to its hit points equal to its Charism a
m odifier x its Hit Dice.
CR 5
JORR NATHERSON
CR 5
OLD W ARKLEGNAW
CR 7
SELLYRIA STARSINGER
CR 7
CR 4
Male elf ranger 5 (Mounted Com bat Com bat Style - APG)
CG Medium Hum anoid
Init +4; Senses low-light vision; Perception +11
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AC 18, touch 14, flat-footed 14 (+3 arm or, +1 shield, +4 Dex)
hp 40 (5d10+10)
Immune m agical sleep
Fort +6, Ref +8, W ill +2 (+4 vs. Enchantm ents)
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Speed 30 ft.
M elee
m wk handaxe +6 (1d6/x3)
Ranged
+1 longbow +9 (1d8/x3)
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Str 10, Dex 18, Con 14, Int 8, W is 13, Cha 10
Base Atk +5; CM B +5; CM D 19
SQ Track, W ild Em pathy +5
Feats Endurance, Mounted Archery, Mounted Com bat, Rapid Shot, Ride-by Attack
Skills Handle Anim al +8, Knowledge (Nature) +7, Perception +11, Ride +11, Survival +9
Languages Com m on, Elven
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m asterwork studded leather arm or, +1 longbow with 20 arrows, m asterwork handaxe, light wooden shield,
potion of cure moderate wounds, potion of invisibility, leather pouch containing 21 gp, 13 sp
________________________________________________________________
Favored Enem ies: Killiar gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival
checks against dragons (+2 against hum anoid reptilians). Likewise, he gets a +4 bonus on weapon attack
and dam age rolls against dragons (+2 against hum anoid reptilians). Killiar m ay m ake Knowledge skill
checks untrained when attem pting to identify these creatures.
Favored Terrain (Ex) Killiar gains a +2 bonus on initiative checks and Knowledge (geography),
Perception, Stealth, and Survival skill checks when he is in Swam p terrain. W hen traveling through a
swam p, Killiar norm ally leaves no trail and cannot be tracked (though he m ay leave a trail if he so
chooses).
Favored Class Bonus: +2 (+2) to rolls to confirm a critical threat with the longbow (APG).
Hunters Bond (Ex) Owl com panion.
TRELLARA NIGHTSHADOW
CR 4
CR 1
CR 7
TREDORA GOLDENBROW
CR 8
CR 9
Conversion Note: Im m erstal really should learn foxs cunning and m ake him self a headband of vast
intelligence. He certainly will in m y cam paign.
Lion of Brindol
CR 4
Hum an fighter 5
LN Medium hum anoid
Init +1; Senses Perception -1
________________________________________________________________
AC 19, touch 11, flat-footed 18 (+6 arm or, +1 Dex, +2 shield)
hp 45 (5d10+10) (+5 hp favored class)
Fort +6, Ref +2, W ill +2 (+3 v. Fear)
_______________________________________________________________
Speed 30 ft. (Arm or Training)
M elee +1 longsword +11 (1d8+7/1920)
Ranged m wk com posite longbow +7 (1d8+3/3)
________________________________________________________________
Str 16, Dex 13, Con 14, Int 10, W is 8, Cha 12
Base Atk +5; CM B +8; CM D 19
Feats Iron W ill, Mounted Com bat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, W eapon Focus
(longsword), W eapon Specialization (longsword)
Skills Handle Anim al +6, Intim idate +6, Ride +12
Languages Com m on
________________________________________________________________
Masterwork breastplate, m asterwork heavy steel shield, +1 longsword, m asterwork com posite longbow
with 20 arrows, potion of bulls strength, potion of cure serious wounds, leather pouch containing 35 gp.
________________________________________________________________
W eapon Training Lions of Brindol gain +1 to hit and dam age with heavy blades (figured above).
________________________________________________________________
This statistics block can also be used for House Kaals Elite Guards.
______________________________________________________________________________
HUM AN TOW N GUARD
CR 1/3
Hum an warrior 1
N Medium hum anoid
Init +0; Senses Perception +1
________________________________________________________________
AC 17, touch 10, flat-footed 17 (+5 arm or,+2 shield)
hp 10 (1d10+1+3)
Fort +3, Ref +0, W ill -1
_______________________________________________________________
Speed 20 ft.
M elee longsword +2 (1d8+1/1920)
Ranged light crossbow +1 (1d8/19-20)
________________________________________________________________
Str 13, Dex 11, Con 12, Int 10, W is 9, Cha 8
Base Atk +1; CM B +2; CM D 12
Feats Alertness, Toughness
Skills Intim idate +3, Ride +4, Sense Motive +1
Languages Com m on
________________________________________________________________
scale m ail, heavy wooden shield, longsword, light crossbow with 20 bolts.
HUM AN M ILITIA
CR 1/4
CR 4
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