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I.

LEADERS OF THE HORDE


HIGH W YRM LORD AZARR KUL

CR 13

Male Half-Dragon (blue) hobgoblin cleric 12


LE Medium dragon
Init +0; Senses darkvision 60 ft. low-light vision; Perception +9
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AC 31, touch 12, flat-footed 31 (+11 arm or, +4 natural arm or, +4 shield, +2 deflection )
hp 108 (12d8+36)(+12hp Favored Class)
Immune Sleep, Paralysis, Electricity
Resist acid 5, fire 5
Fort +14, Ref +7, W ill +14
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Speed 20 ft. (4 squares); Fly 40 (8 squares)(average)
M elee +2 keen blue dragonfang heavy pick +17/+12 (1d6+7 plus 1 electricity / 19-20/x4) and
bite +14 (1d6+6)
Special Actions: Channel Energy (6d6)(8/day)(+2 DC); Spontaneous Casting (Inflict spells),
Destructive Sm ite, Copycat, Destructive Aura, Masters Illusions
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Str 20, Dex 10, Con 16, Int 12, W is 20, Cha 16
Base Atk +9/+4; CM B +14; CM D 24
Feats Ability Focus (Breath W eapon), Craft W ondrous Item , Divine Vigor, Extra Channel, Im proved
Channel, W eapon Focus (Heavy Pick)
Skills Bluff +7, Craft (Sculpting) +16, Diplom acy +10, Intim idate +7, Knowledge (Arcana) +8, Knowledge
(Religion) +8, Perception +9
Languages Com m on, Draconic, Goblin, Infernal
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Spells (Dom ains: Destruction, Trickery
6 th (DC 21) - Antilife Shell, Harm, Mislead D
5 th (DC 20) - Flame Strike, Mass Inflict Light W ounds, Righteous Might, Spell Resistance, ShoutD
4 th (DC 19) - Death W ard, Freedom of Movement, Spiritual Ally (APG), Unholy Blight, Confusion D
3 rd (DC 18) - Contagion, Cure Serious W ounds, Dispel Magic, Prayer, Searing Light,
Magic VestmentD
nd
2 (DC 17) - bears endurance, bulls strength, cure moderate wounds, hold person, silence,
Invisibility D
st
1 (DC 16) - bane, burning disarm (APG), command, cure light wounds (x2), protection from good
true strike D
0 (DC 15) - detect magic, stabilize (x2), resistance
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+2 black dragoncraft full plate,* +2 heavy red dragoncraft shield,* +2 keen blue dragonfang
heavy pick*, headband of inspired W isdom +4, cloak of resistance +3, ring of protection +2, Hewards
handy haversack, bejeweled Tiamat headdress worth 2,000 gp, potion of barkskin +4, potion of haste,
scroll of heal, scroll of restoration, scroll of word of recall
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Destructive Smite (Su): 6/day: +6 dam age to single attack.
Destructive Aura (Su): At 8th level, you can em it a 30-foot aura of destruction for a num ber of rounds per
day equal to your cleric level. All attacks m ade against targets in this aura (including you) gain a m orale
bonus on dam age equal to 1/2 your cleric level and all critical threats are autom atically confirm ed. These
rounds do not need to be consecutive.
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.
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.

W YRM LORD HRAVEK KHARN

CR 10

Male hobgoblin cleric 11


LE Medium m onstrous hum anoid (goblinoid)
Init +6; Senses darkvision 60 ft. low-light vision; Perception +9
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AC 28, touch 12, flat-footed 26 (+11 arm or, +4 shield, +2 dex, +1 deflection )
hp 121 (11d8+55)(+11hp Favored Class)
Resist fire 5
Fort +13, Ref +7, W ill +12
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Speed 20 ft. (4 squares);
M elee +1 wounding heavy pick +16/+11 (1d6+6 plus 1 con/ x4)
Special Actions: Channel Energy (6d6)(8/day)(+2 DC); Spontaneous Casting (Inflict spells),
Touch of Evil, Scythe of Evil, Strength Surge, Might of the Gods
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Str 18/22, Dex 14, Con 18, Int 10, W is 16, Cha 12
Base Atk +8/+3; CM B +14; CM D 26
Feats Channel Sm ite, Diehard,Endurance, Im proved Initiative, Toughness, W eapon Focus (Heavy Pick)
Skills Clim b +11, Diplom acy +9, Intim idate +11, Knowledge (Religion)+8,
Languages Com m on, Draconic, Goblin, Infernal
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Spells (Dom ains: Evil, Strength)
6 th (DC 19) - Summon Monster VI, Mislead D
5 th (DC 18) - Flame Strike, Righteous Might, Spell Resistance, Dispel Good D
4 th (DC 17) - Freedom of Movement, Spiritual Ally (APG), Unholy Blight, Spell Immunity D
3 rd (DC 16) - Contagion, Cure Serious W ounds, Dispel Magic, Prayer, Searing Light,
Magic VestmentD
nd
2 (DC 15) - bears endurance, bulls strength, cure moderate wounds, hold person, silence,
Bulls Strength D
st
1 (DC 14) - bane, burning disarm (APG), command, cure light wounds (x2), protection from good
Enlarge Person D
0 (DC 13) - detect magic, stabilize (x2), resistance
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+2 red dragoncraft full plate,* +2 heavy steel shield, +1 wounding heavy pick*, Belt of Giant Strength+4,
cloak of resistance +2, ring of protection +1, 1 scroll of cure critical wounds, 2 potions of cure serious
wounds, potion of fly, potion of haste
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Touch of Evil (Sp): 4/day, Touch sickens for 5 rounds. Victim s treated as Good for purposes of evil
spells. No save.
Scythe of Evil (Sp): 1/day, give a weapon the Unholy weapon quality for 5 rounds.
Strength Surge (Sp): 4/day, Creature touched gains +5 attack rolls, CMB, and strength skills. Lasts 1
round.
M ight of the Gods (Sp): +11 bonus to your strength for 11 rounds. Only for Strength checks and Strength
skills.
Red Dragoncraft Full Plate: resist 5 fire. Treat as m edium arm or, -4 skill penalty.
Unholy W eapon Quality: +2d6 dam age to good-aligned creatures.

W YRM LORD ULW AI STORM CALLER (Version 1)

CR 9

Fem ale Hobgoblin Bard 10 (Arcane Duellist build)


NE Medium m onstrous hum anoid (goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +6
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AC 23, touch 15, flat-footed 18 (+8 arm or, +5 Dex)
hp 80 (10d8+20)(+10hp Favored Class)
Fort +5, Ref +14, W ill +12
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Speed 30 ft. (6 squares);
M elee Masterwork W hip +15/+10 (1d3)
Range Masterwork Shortbow +15/+10 (1d6)
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Str 10, Dex 20/24, Con 14, Int 13, W is 8, Cha 17
Base Atk +7/+2; CM B +7; CM D 24
Feats Arcane Strike, Com bat Casting, Disruptive, Exotic W eapon Proficiency (W hip), Extend Spell,
Magical Aptitude, Spellbreaker, Storm Magic*, W eapon Finesse
Skills Bluff +9, Diplom acy +12, Intim idate +16, Knowledge (Arcana) +9, Knowledge (Geography) +7,
Knowledge (Nature) +7, Perception +6, Perform +16 , Sense Motive +7, Spellcraft +16, Stealth +14, Use
Magic Device +16.
Languages Auran, Com m on, Draconic, Goblin, Infernal
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Bardic Performances: Distraction, Fascinate, Inspire Courage +2, Inspire Com petence +3,
Dirge of Doom , Inspire Greatness.
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Spells
4 th (DC 17) (1/day) - Dimension Door, Dominate
3 rd (DC 16) (3/day) - Confusion, Haste, Purging Finale (APG), Slow
2 nd (DC 15) (5/day) - Cacophanous Call (APG), Cure Moderate W ounds, Eagles Splendor,
Enter Image (APG), Honeyed Tongue (APG)
1 st (DC 14) (6/day) - Expeditious Retreat, Feather Fall, Feather Step (APG), Innocence (APG),
Vanish (APG)
0 (DC 13) (unlim ited) - Ghost Sound, Lullaby, Prestidigitation,
Read Magic, Summon Instrument, Unwitting Ally (APG)
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Staff of the Stormclouds (26 charges), Gloves of Incredible Dexterity +4, +2 mithral breastplate,
m asterwork whip, m asterwork shortbow with 20 shock arrows, m ithral jewelry (necklace, earrings,
bracelets, rings and anklets) worth 1000 gp, potion of cure serious wounds.
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Storm M agic Feat: Cast spells at +1 caster level during storm s.
Disruptive Feat: Enem ies you threaten are -4 to cast defensively.
Spellbreaker: You gain AoO against foes who try and fail to cast defensively.
Rallying Cry (Su): Each round Ulwai m akes an Intim idate check. Any ally (including Ulwai ) within 30 feet
m ay use this check in place of his own saving throw against fear and despair effects. Those already under
a fear or despair effect can attem pt a new save each round using Ulwais Intim idate check. Rallying cry
does not work on effects that dont allow saves. This perform ance replaces Countersong
Bladethirst (Su): Ulwai can grant one weapon, one natural weapon, one end of a double weapon, or 50
item s of am m unition of the sam e type within 30 feet a +2 enhancem ent bonus. These bonuses stack with
existing bonuses and m ay be used to increase the item s enhancem ent bonus up to +5 or to add any of
the following weapon properties: defending, distance, ghost touch, keen, m ighty cleaving, returning,
shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the
weapon is not m agical, at least a +1 enhancem ent bonus m ust be added before adding special abilities.

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).

W YRM LORD ULW AI STORM CALLER (Version 2)

CR 9

Fem ale Hobgoblin Bard 5 (Arcane Duellist build) / Storm singer 5


NE Medium m onstrous hum anoid (goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +6
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AC 23, touch 15, flat-footed 18 (+8 arm or, +5 Dex)
hp 75 (10d8+20)(+5hp Favored Class)
Resist 5 electricity
Fort +4, Ref +15, W ill +11
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Speed 30 ft. (6 squares);
M elee Masterwork W hip +13 (1d3) (1d3+3 with Arcane Strike)
Range Masterwork Shortbow +13 (1d6) (1d6+3 with Arcane Strike)
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Str 10, Dex 20/24, Con 14, Int 13, W is 8, Cha 17
Base Atk +5; CM B +5; CM D 22
Feats Arcane Strike, Com bat Casting, Exotic W eapon Proficiency (W hip), Extend Spell, Storm Magic*,
W eapon Finesse
Skills Bluff +9, Diplom acy +12, Intim idate +16, Knowledge (Arcana) +7, Knowledge (Geography) +7,
Knowledge (Nature) +7, Perception +6, Perform (Sing) +16 , Sense Motive +7, Spellcraft +14, Stealth +14,
Use Magic Device +16.
Languages Auran, Com m on, Draconic, Goblin, Infernal
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Bardic Performances: Distraction, Fascinate, Inspire Courage +2, Inspire Com petence +2
Stormsongs: Gust of W ind, Thunderstrike, Control W inds
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Spells
4 th (DC 17) (1/day) - Dimension Door, Dominate
3 rd (DC 16) (3/day) - Confusion, Haste, Purging Finale (APG), Slow
2 nd (DC 15) (5/day) - Cacophanous Call (APG), Cure Moderate W ounds, Eagles Splendor,
Enter Image (APG), Honeyed Tongue (APG)
1 st (DC 14) (6/day) - Expeditious Retreat, Feather Fall, Feather Step (APG), Innocence (APG),
Vanish (APG)
0 (DC 13) (unlim ited) - Ghost Sound, Lullaby, Prestidigitation,
Read Magic, Summon Instrument, Unwitting Ally (APG)
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Staff of the Stormclouds (26 charges), Gloves of Incredible Dexterity +4, +2 mithral breastplate,
m asterwork whip, m asterwork shortbow with 20 shock arrows, m ithral jewelry (necklace, earrings,
bracelets, rings and anklets) worth 1000 gp, potion of cure serious wounds.
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Storm M agic Feat: Cast spells at +1 caster level during storm s.
Arcane Strike : As a swift action, Ulwai can im bue her weapons with a fraction of her power. For 1 round,
her weapons deal +3 dam age and are treated as m agic for the purpose of overcom ing dam age reduction.
This ability replaces Bardic Knowledge.
Rallying Cry (Su): W hen using this bardic perform ance, Ulwai m akes an Intim idate check. Any ally
(including Ulwai) within 30 feet m ay use this check in place of his own saving throw against fear and
despair effects. Those already under a fear or despair effect can attem pt a new save each round using
UlwaisIntim idate check. Rallying cry does not work on effects that dont allow saves.
Arcane Bond (Ex): Ulwai has the arcane bond ability as a wizard, using her whip as her bonded item .
Stormsong: Ulwai can use her bardic m usic ability to create various storm -related effects in addition to

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.

W YRM LORD SAARVITH

CR 7

Male Goblin Ranger 8 (Arcane Duellist build)


NE Sm all m onstrous hum anoid (goblinoid)
Init +7; Senses Darkvision (60 feet); Perception +6
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AC 21, touch 14, flat-footed 17 (+6 arm or, +4 Dex, -1 size)
hp 74 (8d10+16)(+8hp Favored Class)
Fort +9, Ref +11, W ill +4
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Speed 10 ft. (4 squares);
M elee m wk sm all greatsword +9/+4 (1d10-1/19-20)
Range +1 small longbow +14/+14/+9 (1d6 +1/x3)
Favored Enemies: Elves +4, Hum ans +2 (bonus to hit, dam age, Bluff, Percep., Sense Motive, Survival)
Favored Terrain: Swam p +4, Forest +2 (bonus to initiative, Perception, Stealth, Survival)
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Str 8, Dex 18, Con 14, Int 8, W is 13, Cha 10
Base Atk +8/+3; CM B +6; CM D 20
SQ: W oodland Stride, Swift Tracker
Feats Endurance, Manyshot, Mounted Com bat, Mounted Archery, Point-Blank Shot,
Precise Shot, Rapid Shot
Skills Clim b +5, Craft (Taxiderm y) +6, Handle Anim al +6, Perception +12, Ride +17, Stealth +23,
Survival +12
Languages Com m on, Draconic, Goblin, Infernal
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Spells
2 nd (DC 13) - Barkskin, Spike Growth
1 st (DC 12) - Longstrider, Resist Energy
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+2 mithral small chain shirt, m asterwork sm all greatsword, +1 small longbow with 20 arrows,
10 +1 elf-bane arrows, cloak of resistance +1, leather pouch containing 37 gp, 11 pp and the key to his
chest. Potion of cure moderate wounds, potion of minor image, scroll of animal growth.
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Eagle Companion
CR N sm all anim al
Init +2; Senses low-light vision; Perception +9
AC 16, touch 13, flat-footed 14 (+3 natural, +2 Dex, +1 size)
hp 35 (5d8+10)
Fort +6, Ref +6, W ill +3
Speed 10 ft., fly 80 ft. (average)
M elee 2 talons +8 (1d6+1), bite +2 (1d4+1),
Str 12, Dex 16, Con 14, Int 2, W is 14, Cha 6
Base Atk +3; CM B +3; CM D 15
Feats Im proved Natural Attack (talons), W eapon Finesse, W eapon Focus (talons)
Skills Perception +9, Stealth +7
Animal Grow th spell 7.
Strength 20; Constitution 18. Dexterity 14. HP: 45; AC: 16.
8.
M elee 2 talons +11 (1d8+5), bite +5 (1d6+5)

W YRM LORD KOTH

CR 7

Male Bugbear Sorcerer 6 (Infernal bloodline)


LE Medium m onstrous hum anoid (goblinoid)
Init +6; Senses Darkvision (60 feet); Scent Perception +6
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Natural) (AC 23 with mage armor and shield)
hp 59 (3d8+3 +6d6+18)
Resist 5 fire
Fort +9, Ref +11, W ill +4 (+2 v. poison)
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Spd 30 ft. (6 squares)
M elee Masterwork Morningstar +9 (1d8+3)
Ranged W and of magic missiles (3d4+3), 15 charges
SQ: Corrupting Touch
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Str 16, Dex 15, Con 16, Int 8, W is 10, Cha 15
Base Atk +5; CM B +8; CM D 20
Feats Im proved Initiative, Intim idating Prowess, Iron W ill, Lightning Reflexes, Persuasive
Skills Bluff +7, Diplom acy +6, Fly +6, Intim idate+10, Knowledge (Arcana) +4, Perception +8, Stealth +10
Languages Com m on, Goblin, Infernal
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Spells (CL6, +8 m elee touch, +8 ranged touch):
3rd - (DC 15, 3/day) - lightning bolt
2nd - (DC 14, 5/day) - blindness/deafness, detect thoughts, scorching ray
1st - (DC 13, 7/day) - charm person (DC 15), mage armor, protection from good,
ray of enfeeblement, shield
0 - (DC 12, unlim ited) - acid splash, flare, ghost sound, mage hand, message, open/close,
read magic
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wand of magic missiles (CL 5, 15 charges), potion of fly, 2 potions of cure moderate wounds; Masterwork
m orningstar, bag of holding (Type I) containing a scroll of mount, 2 elixirs of truth, 743 gp, 2,980 sp.
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Corrupting Touch (Sp): At 1st level, you can cause a creature to becom e shaken as a m elee touch
attack. This effect persists for a num ber of rounds equal to 1/2 your sorcerer level (m inim um 1). 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. You can use this ability a num ber of tim es per day
equal to 3 + your Charism a m odifier.

TYRGARUN

CR 12

Male Young Adult blue dragon


LE Huge dragon (earth)
Init +4; Senses Darkvision 120', Blindsense 60'; Perception +19
Frightful Presence (150 ft., DC 19)
DEFENSE
AC 26, touch 11, flat-footed 26 (+17 natural, 2 size, +1 deflection)
hp 154 (14d12+56)
Fort +13, Ref +9, W ill +11
DR 5/m agic; Im m une electricity, paralysis, sleep; SR 23
OFFENSE
Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
M elee bite +24 (2d8+7), 2 claws +23 (2d6+75), 2 wings +21 (1d8+3), tail slap +21 (2d6+10)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 19, 10d8 electricity), desert thirst (DC 19)
Spell-Like Abilities (CL 14th)
At will ghost sound (DC 12), minor image (DC 13)
Spells Know n (CL 3rd)
1st (7/day) alarm , m age arm or, shield
0 (at will) arcane m ark, detect m agic, m age hand, m ending, read m agic
STATISTICS
Str 25, Dex 10, Con 19, Int 14, W is 15, Cha 14
Base Atk +14; CM B +21; CM D 31 (35 vs. trip)
Feats Dazzling Display, Deadly Stroke, Hover, Im proved Initiative, Multiattack, Shatter Defenses,
W eapon Focus (bite)
Skills Bluff +19, Fly +10, Intim idate +19, Knowledge (local) +19, Knowledge (geography) +19,
Perception +19, Spellcraft +19, Stealth +10, Survival +19
Languages Com m on, Draconic, Giant
SPECIAL ABILITIES
Sound Imitation (Ex)
A very young or older blue dragon can m im ic any voice or sound it has heard by m aking a successful Bluff
check against a listener's Sense Motive check.
Dazzling Display feat: W hile wielding the weapon in which you have W eapon Focus, you can perform a
bewildering show of prowess as a full-round action. Make an Intim idate check to dem oralize all foes within
30 feet who can see your display.
Deadly Stroke Feat: As a standard action, m ake a single attack with the weapon for which you have
Greater W eapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the norm al
dam age and the target takes 1 point of Constitution bleed (see Conditions). The additional dam age and
bleed is not m ultiplied on a critical hit.
Shatter Defenses Feat: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed
to your attacks until the end of your next turn. This includes any additional attacks you m ake this round.
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wand of fireballs (CL 7, 18 charges (7d6, ref DC 14), amulet of mighty fists +2, ring of protection +1

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

Male Juvenile Red Dragon


CE Large dragon (fire)
Init +6; Senses Darkvision (60 feet), Low-Light Vision, sm oke vision; Perception +16
Frightful Presence (120 ft., DC 18)
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AC 25, touch 10, flat-footed 21 (+1 Dex, +15 natural, 1 size)
hp 169 (13d12+78)
Fort +12, Ref +8, W ill +10
Immune fire, paralysis, sleep
Resist cold 10
W eaknesses vulnerability to cold (after resistance)
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Speed 40 ft., fly 200 ft. (poor)
M elee bite +20 (2d6+11), 2 claws +20 (1d8+8), 2 wings +18 (1d6+4), tail slap +18 (1d8+11)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 22, 8d10 fire)
Spell-Like Abilities (CL 13th)
At will detect magic , pyrotechnics (DC 14)
Spells Know n (CL 3rd)
1st (6/day) magic missile, shield, true strike
0 (at will) arcane mark, mage hand, message, prestidigitation, read magic
__________________________________________________________________
Str 27, Dex 12, Con 21/23, Int 14, W is 15, Cha 14
Base Atk +13; CM B +21; CM D 32 (36 vs. trip)
Feats Cleave, Im proved Initiative, Im proved Vital Strike, Iron W ill, Multiattack, Power Attack, Vital Strike
Skills Appraise +16, Bluff +15, Fly +11, Intim idate +16, Knowledge (Arcana) +15, Perception +16, Sense
Motive +16, Stealth +11
Languages Com m on, Draconic, Infernal
__________________________________________________________________
Sm oke Vision (Ex) See perfectly in sm oky conditions (such as those created by pyrotechnics).
__________________________________________________________________
Belt of Mighty Constitution +2 (worn as bracelet), minor ring of cold resistance.

REGIARIX

CR 8

CE m edium dragon (water)


Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +19
__________________________________________________________________
AC 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 deflection)
hp 105 (10d12+40)
Fort +11, Ref +9, W ill +9
Immune acid, paralysis, sleep
__________________________________________________________________
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
M elee bite +18 (1d8+7), 2 claws +17 (1d6+5), 2 wings +12 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60 ft. line, DC 20, 8d6 acid)
Spell-Like Abilities (CL 10th, concentration +11)
At will--darkness (40 ft. radius)
__________________________________________________________________
Str 21, Dex 14, Con 19, Int 12, W is 15, Cha 12
Base Atk +10; CM B +15; CM D 27 (31 vs. trip)
Feats Alertness, Im proved Initiative, Power Attack, Skill Focus (Stealth), W eapon Focus (bite)
Skills Fly +15, Handle Anim al +11, Intim idate +14, Knowledge (Arcana) +14, Perception +19,
Stealth +21, Swim +26; Racial Modifiers +8 Swim
Languages Com m on, Draconic
SQ speak with reptiles, swam p stride, water breathing
__________________________________________________________________
Speak with Reptiles (Sp) A young or older black dragon gains the constant spell-like ability to speak with
reptiles. This functions as speak with anim als, but only with reptilian anim als.
Sw amp Stride (Ex) A very young or older black dragon can m ove through bogs and quicksand without
penalty at its norm al speed.
W ater Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while subm erged.
__________________________________________________________________
amulet of mighty fists +2, ring of protection +1

OZYRRANDION

CR 8

Male Young Green Dragon


LE Large dragon (air)
Init +1; Senses Darkvision (60 feet), Low-Light Vision; Perception +15
__________________________________________________________________
AC 24, touch 10, flat-footed 23 (Arm or +4, +1 Dex, +10 natural, 1 size)
hp 94 (9d12+36)
Fort +11, Ref +7, W ill +9
Immune acid, paralysis, sleep
__________________________________________________________________
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
M elee bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 wings +8 (1d6+2), tail slap +8 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 18, 6d6 acid)
Spell-Like Abilities (CL 9th)
At will entangle (DC 12)
__________________________________________________________________
Str 21, Dex 12, Con 17/19, Int 12, W is 13, Cha 12
Base Atk +9; CM B +15; CM D 26 (30 vs. trip)
Feats Alertness, Cleave, Great Cleave, Iron W ill, Power Attack
Skills Fly +7, Knowledge (nature) +13, Perception +15, Spellcraft +13, Stealth +9, Survival +13, Swim +25
Languages Com m on, Draconic, Infernal
__________________________________________________________________
W ater Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath
weapon, spells, and other abilities while subm erged.
W oodland Stride (Ex) A very young or older green dragon can m ove through any sort of foliage at full
speed without taking dam age or suffering im pairm ent. Areas of foliage that have been m agically
m anipulated affect it norm ally.
__________________________________________________________________
Belt of Mighty Constitution +2 (worn as bracelet), Bracers of Armor +4

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)
__________________________________________________________________
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
__________________________________________________________________
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)
__________________________________________________________________
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
__________________________________________________________________
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
________________________________________________________________
Em bodim ent of Tiam ats rage; destruction incarnate. Die, you insignificant worm s!

SPECIAL M INIONS
M IHA SERANI

CR 8

Fem ale aranea sorcerer 5(Fey bloodline)


NE Medium Magical Beast (shapechanger)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
__________________________________________________________________
AC 15, touch 13, flat-footed 12 (+3 dex, +1 natural, +1 deflection) (+4 w/ Mage Armor)
hp 52 (3d10+6+8+4d6+8)
Fort +6, Ref +7, W ill +7
__________________________________________________________________
Speed 50 ft. (10 squares), clim b 25 ft.
M elee Bite +5 m elee (1d6 plus poison) or web +5 ranged
Special Attacks Poison, spells, web
Special Qualities: Change shape
__________________________________________________________________
Str 8, Dex 17, Con 14, Int 18, W is 14, Cha 20
Base Atk +7; CM B +6; CM D 19 (cannot be tripped in spider form )
Feats Persuasive, Spell Focus (Enchantm ent), Greater Spell Focus (Enchantm ent),
Skill Focus (Bluff)
Skills Acrobatics +10, Bluff +19, Diplom acy+11, Disguise +10, Escape Artist +7, Intim idate +9, Clim b
+18, Knowledge (Arcana) +9, Perception +12, Spellcraft +9, Stealth +7 (includes 5 sp - Favored
Class)
Languages Com m on, Dwarven, Elven, Gnom e, Halfing, Sylvan
________________________________________________________________
Spells (CL 8)
4 th (DC 19) (4/day) - Confusion (DC 21)
3 rd (DC 18) (6/day) - Hold Person (DC 20), Suggestion (DC 20)
2 nd (DC 17) (7/day) - Hideous Laughter (DC 19), Invisibility, Mirror Im age, Stone Call (APG)
1 st (DC 16) (8/day) - Charm Person (DC 18), Com prehend Languages, Disguise Self, Entangle
Mage Arm or, Vanish (APG)
0 (DC 15) (at will) - Daze (DC 17), Detect Magic, Detect Poison, Ghost Sound, Message,
Read Magic, Spark (APG), Prestidigitation
________________________________________________________________
Dagger, Handy Haversack, Ring of Protection +1, scroll of Sending, Potion of Glibness,
Potion of Blur, 3 Potions of Cure light wounds
__________________________________________________________________
W eb (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six tim es per day. This is
sim ilar to an attack with a net but has a m axim um range of 50 feet, with a range increm ent of 10 feet, and
is effective against targets of up to Large size. The web anchors the target in place, allowing no
m ovem ent.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17
Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial
bonus. The web has 6 hit points, hardness 0, and takes double dam age from fire.
Poison (Ex): injury; save Fortitude DC 13; frequency 1/round for 2 rounds; effect 1d6 Str; cure 1 save
Change Shape (Su): An araneas natural form is that of a Medium m onstrous spider. It can assum e two
other form s. The first is a unique Sm all or Medium hum anoid; an aranea in its hum anoid form always

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.
________________________________________________________________
Can act any part; loves danger and m anipulation

SKATHER

CR 10

Male blackspawn raider ninja 6


CE Medium m onstrous hum anoid (dragonblood)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
________________________________________________________________
AC 23, touch 16, flat-footed 17 (+6 Dex +7 natural) (ki dodge)
hp 122 (8d10+16+10+5d8+10)(+6 favored class); DR 5/m agic or good
Immune acid, paralysis, sleep
Fort +6, Ref +17, W ill +6 (+2 w/ ki)
_______________________________________________________________
Speed 40 ft. (8 squares)
M elee +1 shortsword +19/+14/+9 (1d6+4/19-20 plus poison)
Ranged +1 com posite shortbow +19/+19/+14/+9 (1d6+4/x3 plus poison)
Special Attacks breath weapon 40-ft. line, once every 1d4 rounds,
dam age 7d4 acid, Reflex DC 19 half)
________________________________________________________________
Str 16, Dex 20/22, Con 14, Int 10, W is 16, Cha 11
Base Atk +12; CM B +15; CM D 31
Feats Im proved Initiative, Point Blank Shot, Rapid Shot, Manyshot, W eapon Finesse
Skills Acrobatics +19, Clim b +14, Escape Artist +16, Perception +13, Stealth +21, Survival +13
Languages Com m on, Draconic
________________________________________________________________
+1 shortsword, +1 com posite shortbow (+3 Str bonus) with 10 adam antine arrows, 10 cold iron arrows,
10 silvered arrows and 20 norm al arrows, efficient quiver, 3 doses of sassone leaf residue,
2 doses of purple worm poison, belt of incredible dexterity +2, handy haversack, 50' silk rope,
grappling hook, 5 pp, 45 gp.
________________________________________________________________
Sassone Leaf Residue: injury; save Fortitude DC 16; frequency 1/m inute for 6 m inutes; effect 2d12 hp/1
Con; cure 1 save
Purple W orm Poison: injury; save Fortitude DC 24; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2
saves
Ki Pow er (Su): Skather can use his ki powers (ghost step or ki dodge) a total of 6 tim es per day. As long
as he has at least one daily use rem aining, he gains a +2 bonus to W ill saves.
Sudden Strike (Ex): Skather deals +3d6 dam age when his opponent is denied a Dexterity bonus to
Arm or Class (not m erely from flanking). This extra bonus applies to ranged attacks within 30'.
Ghost Step (Su): Skather can spend one daily use of his ki powers to becom e invisible for 1 round. Using
this power is a swift action that does not provoke attacks of opportunity.
Great Leap (Su): Skather always m akes Acrobatics checks to jum p as if he were running, enabling him to
m ake long jum ps without a running start.
Ki Dodge (Su): Skather can spend 1 daily use of his ki powers to grant him self concealm ent (20% m iss
chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of
opportunity.
________________________________________________________________
Cool, calm , collected and deadly sniper. Die now and beat the rush.

RANK AND FILE HORDE M EM BERS


Blackspaw n Raider

CR 4

CE Medium m onstrous hum anoid (dragonblood)


Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
________________________________________________________________
AC 15, touch 12, flat-footed 13 (+2 Dex +3 natural)
hp 84 (8d10+24); DR 5/m agic or good
Immune acid, paralysis, sleep
Fort +5, Ref +8, W ill +1
_______________________________________________________________
Speed 40 ft. (8 squares)
M elee m wk falchion +11/+6 (2d4+3/1820)
Ranged javelin +10/+5 (1d6+2)
Special Attacks breath weapon 40-ft. line, once every 1d4 rounds,
dam age 4d4 acid, Reflex DC 17 half)
________________________________________________________________
Str 14, Dex 15, Con 16, Int 10, W is 11, Cha 8
Base Atk +8/+3; CM B +10; CM D 22
Feats Im proved Initiative, Power Attack, Track
Skills Perception +4, Stealth +7; Racial Modifiers +4 Stealth
Languages Com m on, Draconic
________________________________________________________________
m asterwork falchion, 2 javelins, silk rope (50 ft.), 5 tiger eye turquoise worth 10 gp each, 50 gp,
potion of jump, potion of pass without trace, oil of magic weapon, potion of cure moderate wounds,
2 potions of invisibility, potion of protection from good
________________________________________________________________
W ily agent of destruction; delights in slaughter.
______________________________________________________________________________
Bloodghost Berserker

CR 4

(Raging figured in)

Bugbear barbarian 2
CE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Perception +6
________________________________________________________________
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
_______________________________________________________________
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)
________________________________________________________________
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
________________________________________________________________
m asterwork greataxe, throwing axe, m asterwork studded leather arm or, potion of cure moderate wounds
________________________________________________________________
Dyes his hide a m ottled gray-white color to signify that he walks in the world of the dead.

Blue Abishai

CR 7

LE Medium outsider (devil, evil, extraplanar, lawful)


Init +7 ; Senses darkvision 60 ft., low-light vision; Perception +14
________________________________________________________________
AC 21, touch 14, flat-footed 18
hp 70 (7d10+28); regeneration 7; DR 10/m agic
Immune fire, poison
Resist acid 10, cold 10; SR 14
Fort +8, Ref +8, W ill +6
_______________________________________________________________
Speed 30 ft. (8 squares); fly 50 ft. (poor)
M elee
Ranged
Spell-Like Abilities (CL 7 th):
At will - animate dead, charm person (DC 17), command (DC 17), desecrate
disguise self (DC 17), major image (DC 19), scare (DC 18), suggestion (DC 19)
1/day sum m on (level 3, 2d6 lem ures, 50% or another blue abishai, 20% chance)
________________________________________________________________
Str 16, Dex 16, Con 16, Int 11, W is 13, Cha 15
Base Atk +7; CM B +10; CM D 23
Feats Com bat Reflexes, Im proved Initiative, Toughness, Lightning Reflexes
Skills Bluff +10, Escape Artist +11, Fly +11, Intim idate +11, Knowledge (planes) +7, Perception +11,
Stealth +13, Use Magic Device +12
Languages Com m on, Draconic, Infernal; telepathy 100 ft.
________________________________________________________________
Regeneration (Ex) Holy water and good-aligned weapons deal lethal dam age to an abishai.
See in Darkness (Su) Abishais can see perfectly in darkness of any kind, even that created by m agic.
____________________________________________________________________________________

Bluespaw n Thunderlizard

CR 6

LE Large Magical Beast (dragonblood)


Init -1; Senses darkvision 60 ft., low-light vision; Perception +8
________________________________________________________________
AC 23, touch 8, flat-footed 23 (-1 size, -1 Dex +15 natural)
hp 78 (6d10+42); DR 5/m agic or good
Immune electricity
Fort +11, Ref +4, W ill +4
_______________________________________________________________
Speed 40 ft. (8 squares)
M elee gore +13 (2d6+12)
Space 10 ft, Reach 5 ft.
Special Attacks electricity arc, electricity link
________________________________________________________________
Str 27, Dex 9, Con 22, Int 2, W is 14, Cha 8
Base Atk +6; CM B +14; CM D 23
Feats Im proved Bull Rush, Im proved Overrun, Power Attack
Skills Clim b +13, Perception +8,
Languages None
________________________________________________________________
Deadly Charge (Ex) A bluespawn thunderlizard typically begins a battle by charging at an opponent. In
addition to the norm al benefits and hazards of a charge, a bluespawn thunderlizard gains an extra 2d6
points of dam age on its charge attack.
Electricity Arc (Su) As a standard action, a bluespawn thunderlizard can create a 100-foot-long line of
electricity. Creatures in the line take 6d6 points of electricity dam age (Ref lex DC 19 half ). The save DC is
Constitution-based.
Electricity Link (Su) W hen bluespawn thunderlizards gather, electrical energy surges between them . The
powerful energies that roil within their bodies reach out and connect to each other. As a swift action, a
bluespawn thunderlizard can cause a line of electricity to fire from itself to another bluespawn
thunderlizard within 100 feet. Creatures in the line take 3d6 points of electricity dam age (Reflex DC 19
half). The save DC is Constitution-based.

Doom Fist Monk

CR 4

Hobgoblin monk 5
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
________________________________________________________________
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
_______________________________________________________________
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
________________________________________________________________
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
________________________________________________________________
bracers of armor +1, masterwork light crossbow, masterwork dragonchain,
potion of bulls strength, potion of cure moderate wounds, potion of shield of faith +3
________________________________________________________________
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.
________________________________________________________________
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.

Doom Hand Cleric

CR 3

Hobgoblin cleric 4
LE Medium hum anoid (goblinoid)
Init +0; Senses darkvision 60 ft.; Perception +7
________________________________________________________________
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
_______________________________________________________________
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
________________________________________________________________
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
________________________________________________________________
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
________________________________________________________________
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)
________________________________________________________________
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.
________________________________________________________________
Harangues the PCs with threats of doom , pain, despair, and death.

Doom Hand W arpriest

CR 8

Hobgoblin cleric 8 / W arpriest 1


LE Medium hum anoid (goblinoid)
Init +0; Senses darkvision 60 ft.; Perception +7
________________________________________________________________
AC 22, touch 10, flat-footed 22 (+10 arm or,+2 shield)
hp 89 (8d8+24+1d10+3+9)(+8 hp favored class)
Fort +11, Ref +2, W ill +9
_______________________________________________________________
Speed 20 ft.
M elee +1 heavy mace +11/+6 (1d8+3)
Special Actions: Channel Energy (3d6); Spontaneous Casting (Inflict spells), Destructive Sm ite, Copycat,
Seize the Initiative, W eapon Master, Rally
________________________________________________________________
Str 14, Dex 10, Con 16, Int 10, W is 16, Cha 12
Base Atk +7/+2; CM B +9; CM D 19
Feats Com bat Casting, Selective Channelling, Toughness, W eapon Focus (Heavy Mace),
Skills Diplom acy +8, Knowledge (Religion) +7, Perception +7, Spellcraft +7, Sense Motive +8, Stealth +6
Languages Com m on, Goblin
________________________________________________________________
Spells (Dom ains: Destruction, Trickery, W ar (Tactics))
4 th (DC 17) - Air W alk, Unholy Blight, Confusion D
3 rd (DC 16) - Bestow Curse, Searing Light, Cure Serious W ounds, Dispel Magic, Magic VestmentD
2 nd (DC 15) - Cure Moderate W ounds, Hold Person, Grace (APG),Spiritual weapon, Invisibility D
1 st (DC 14) - bless, burning disarm, command, cure light wounds (x2), true strike D
0 (DC 13) - detect magic, stabilize (x2), resistance
________________________________________________________________
+1 full plate armor, +1 heavy steel shield, +1 heavy mace, scroll of flame strike (DC 10 CL check), scroll of
spell immunity, scroll of summon monster IV, wand of cure light wounds
________________________________________________________________
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.
Seize the Initiative (Su): W henever you and your allies roll for initiative, you can grant one ally within 30
feet the ability to roll twice and take either result. This decision is m ade before results are revealed. You
can use this ability a num ber of tim es per day equal to 3 + your W isdom m odifier.
W eapon M aster (Su): At 8th level, you gain the use of one com bat feat for a num ber of rounds per day
equal to your cleric level. These rounds do not need to be consecutive and you can change the feat
chosen each tim e you use this ability. You m ust m eet the prerequisites to use this feat.
Rally (Ex): A W arpriest who currently is not suffering from a fear effect can use this ability as a standard
action. Allies within 60 feet who are suffering from any fear effect and who can hear the W arpriest are
allowed another saving throw against the fear effect, with a +1 m orale bonus per W arpriest level.
________________________________________________________________
Gloatingly prom ises the PCs a swift and m erciless death.

Goblin W org Rider

CR 3

Goblin Fighter 4 (archer build)


LE Sm all hum anoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
________________________________________________________________
AC 19, touch 14, flat-footed 16 (+4 arm or, +3 Dex, +1 shield, +1 size)
hp 36 (4d10+8)(+4 hp favored class)
Fort +6, Ref +4, W ill +0
_______________________________________________________________
Speed 30 ft. (6 squares)
M elee m wk sm all scim itar +6 (1d4/1820)
Ranged m wk sm all com posite longbow +10 (1d4/3)
Special Qualities: Hawkeye, Trick Shot
________________________________________________________________
Str 11, Dex 17, Con 14, Int 10, W is 9, Cha 6
Base Atk +4; CM B +3; CM D 15
Feats Deadly Aim , Mounted Archery, Mounted Com bat, Point-Blank Shot, Precise Shot,
W eapon Focus (shortbow)
Skills Handle Anim al +1, Ride +12, Perception +5, Stealth +12
Languages Com m on, Goblin
________________________________________________________________
+1 small studded leather armor, sm all buckler, sm all m asterwork scim itar,
m asterwork sm all com posite shortbow
________________________________________________________________
Haw keye (Ex):+1 bonus on Perception checks (figured), and the range increm ent for any bow he uses
increases by 5 feet.
Trick Shot (Ex): Choose one of the following com bat m aneuvers or actions: disarm , feint, or sunder. He
can perform this action with a bow against any target within 30 feet, with a 4 penalty to his CMB.
__________________________________________________________________________________

Greenspaw n Razorfiend

CR 7

LE Large Magical Beast (dragonblood)


Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
________________________________________________________________
AC 20, touch 13, flat-footed 16 (-1 size, +3 Dex, +7 natural, +1 Dodge)
hp 90 (10d10+30); DR 5/m agic
Immune acid, paralysis
Fort +13, Ref +10, W ill +5
_______________________________________________________________
Speed 50 ft. (10 squares); Swim 50 (10 squares)
M elee 2 wingblades each +16 (2d6+6/18-20/x3) and bite +16 (1d8+6)
Space 10 ft, Reach 10 ft.
Special Attacks Breath W eapon 20-ft. cone, once every 1d4 rounds, 5d6 acid, Ref (DC 18)
Special Qualities W ater Breathing
________________________________________________________________
Str 22, Dex 17, Con 16, Int 12, W is 15, Cha 12
Base Atk +10; CM B +16; CM D 29
Feats Dodge, Im proved Initiative, Mobility, Power Attack, Spring Attack
Skills Acrobatics+11, Clim b +13, Perception +9, Swim +14
Languages Com m on, Draconic, Infernal
___________________________________________________________________________________

Hobgoblin Bladebearer

CR 4

Hobgoblin fighter 5 (two-weapon warrior build)


LE Medium hum anoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +7
________________________________________________________________
AC 18, touch 14, flat-footed 13 (+3 arm or, +3 Dex, +1 dodge, +1 TW Defense)
(+1 AC w/ full attack)(+2 w/ fighting defensively or full defense)
hp 50 (5d10+15)(+5 hp favored class)
Fort +6, Ref +4, W ill +2 (+3 vs. Fear)
_______________________________________________________________
Speed 30 ft. (6 squares)
M elee +1 shortsword +10 (1d6+6/19-20) or
2 +1 shortswords each +9 (1d6+7/19-20)
________________________________________________________________
Str 16, Dex 16, Con 15, Int 10, W is 12, Cha 8
Base Atk +5; CM B +8; CM D 21
Feats Dodge, Toughness, Two-W eapon Defense, Two-W eapon Fighting,
W eapon Focus (Shortsword), W eapon Specialization (shortsword)
Skills Acrobatics+9, Clim b +9, Perception +7, Stealth +8
Languages Com m on, Goblin
________________________________________________________________
2 +1 short swords, m asterwork studded leather arm or
________________________________________________________________
Elite cham pion who clashes blades together and calls out individual opponents. You! You dare fight m e?

Hobgoblin Regular

CR 1

Hobgoblin fighter 2
LE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +4
________________________________________________________________
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)
_______________________________________________________________
Speed 20 ft.
M elee MW longsword +4 (1d8+2/1920)
Ranged com posite longbow +3 (1d8+2/3)
________________________________________________________________
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
________________________________________________________________
Chainm ail, heavy steel shield, m asterwork longsword, com posite longbow (+2 Str bonus) with 20
arrows, potion of cure light wounds.
________________________________________________________________
Conditioned to follow orders; accustom ed to cruelty and harsh discipline.
______________________________________________________________________________
Hobgoblin Sergeant

CR 3

Hobgoblin fighter 4
LE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +5
________________________________________________________________
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)
_______________________________________________________________
Speed 30 ft. (Arm or Training)
M elee MW bastard sword +8 (1d10+2/1920)
Ranged MW com posite longbow +7 (1d8+2/3)
________________________________________________________________
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
________________________________________________________________
+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
________________________________________________________________
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
________________________________________________________________
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
_______________________________________________________________
Speed 20 ft.
M elee MW longsword +7 (1d8+2/1920)
Ranged com posite longbow +6 (1d8+2/3)
________________________________________________________________
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
________________________________________________________________
Banded Mail, heavy steel shield, m asterwork longsword, com posite longbow (+2 Str bonus) with 20
arrows, 3 potions of cure moderate wounds.
________________________________________________________________
Conditioned to follow orders; cruel esprit de corps. W e are the Red Hand! W e do not know defeat!

Kulkor Zhul M indbender

CR 8

Hobgoblin bard 7 / Mindbender 2


LE Medium hum anoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +12
________________________________________________________________
AC 16, touch 12, flat-footed 14 (+4 arm or,+2 dex)
hp 50 (7d8+7+2d6+1)
Fort +5, Ref +7, W ill +9 (+4 vs. sonic or language-dependant effects)
_______________________________________________________________
Speed 30 ft. (6 squares)
M elee m wk dagger +6 (1d4-1/19-20)
Special Actions: bardic perform ance (19 rounds)(countersong, distraction, fascinate, inspire courage +2,
inspire com petence +2), versatile perform ance (Act, Oratory), Suggestion, Push the W eak Mind
________________________________________________________________
Str 8, Dex 14, Con 12, Int 14, W is 13, Cha 17
Base Atk +6/+1; CM B +5; CM D 17
Feats Great Fortitude, Greater Spell Focus (Enchantm ent), Persuasive, Spell Focus (Enchantm ent),
Spell Penetration
Skills Bluff +12, Diplom acy +16, Disguise +14, Fly +13, Intim idate +16, Perception +12, Perform +14,
Sense Motive +12, Stealth +17
(+7 sp favored class)
Languages Com m on, Draconic, Goblin, Infernal; telepathy 100 ft.
________________________________________________________________
Spells
3 rd (DC 16) (2/day) - Charm Monster (DC 18), Seek Thoughts (APG)
2 nd (DC 15) (4/day) - Detect Thoughts, Enthrall (DC 17), Hold Person (DC 17),
Suggestion (DC 17)
1 st (DC 14) (5/day) - Charm Person (DC 16), Cure Light W ounds, Hypnotism (DC 16),
Mem ory Lapse (APG)(DC 16), Vanish (APG)
0 (DC 13) (unlim ited) - Daze (DC 15) , Detect Magic, Ghost Sound (DC 13), Message,
Sift (APG), Unwitting Ally (APG)
________________________________________________________________
+1 studded leather armor, m asterwork dagger, Hewards handy haversack, 2 elixirs of truth, 2 elixirs of
love, torture im plem ents, 3 doses of striped toadstool poison, 40 gp, potion of blur, potion of invisibility,
scroll of dominate person, wand of cause fear (25 charges), wand of disguise self (25 charges)
________________________________________________________________
Suggestion (Sp): Use perform ance to m ake a suggestion (as spell) against a fascinated creature.
W ill negates (DC 16)
Push the W eak M ind (Sp): Can use suggestion on any living creature of Large size or sm aller once per
day. Range, 100 ft.; duration 7 hours; Telepathic; W ill DC 17.
Fascinate (Su): Fascinates up to 3 creatures w/in 90 ft. No com bat or dangers nearby. W ill negates (DC
16). Sits quietly and watches perform ance. Creatures receive -4 penalty to Perception. Threat negates.
Inspire Courage (Su): Allies within 30 ft. receive +2 bonus to attack rolls, dam age and saves v. Charm or
Fear.
________________________________________________________________
Crafty, m anipulative schem er; Your thoughts are m ine to plunder, your will m ine to bend or break.

Kulkor Zhul W ar Adept

CR 6

Hobgoblin sorcerer 7 (draconic bloodline)(blue)


(Caster Level 8)
LE Medium hum anoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +12
________________________________________________________________
AC 20, touch 13, flat-footed 17 (+2 natural arm or, +3 dex, +4 mage armor)
hp 42 (7d6+14)
Resist Electricity 17
Fort +5, Ref +6, W ill +5 (+4 vs. sleep, paralysis, electricity)
_______________________________________________________________
Speed 30 ft. (6 squares)
M elee 2 claws each +3 (1d6/x2) (treat as m agic for purposes of DR)
Special: +1 Caster Level; +1 DC to all electricity spells; +1 dam age to all electricity spells
________________________________________________________________
Str 10, Dex 16, Con 15, Int 12, W is 8, Cha 19
Base Atk +3; CM B +3; CM D 16
Feats Draconic Heritage (blue), Draconic Power, Draconic Resistance, Draconic Skin, Toughness
Skills Bluff +11, Fly +11, Knowledge (Arcana) +8, Perception +6, Stealth +11, Spellcraft +9
(+7 sp favored class)
Languages Com m on, Draconic, Goblin
________________________________________________________________
Spells (Caster Level 8)
3 rd (DC 17) (5/day) - Draconic Reservoir (APG), Fly, Lightning Bolt (DC 18)
2 nd (DC 16) (7/day) - Glitterdust, Mirror Im age, Resist Energy, Sum m on Swarm
1 st (DC 15) (7/day) - Break (APG), Hydraulic Push (APG), Mage Arm or,
Magic Missile, Shocking Grasp, Vanish (APG)
0 (DC 14) (unlim ited) - Daze, Detect Magic, Disrupt Undead, Ghost Sound,
Mage Hand, Read Magic, Spark (APG)
________________________________________________________________
+1 ring of protection, +1 cloak of resistance, Headband of Alluring Charisma +2, 2 potions of cure
moderate wounds, scroll of fly, scroll of haste, 2 scrolls of invisibility, scroll of summon monster IV
________________________________________________________________
Break - Range Close. You can attem pt to break or at least dam age any one Medium or sm aller object
within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken
item , that item is destroyed on a failed save.
Hydraulic Push - Range Close. No Save. You can use this blast of water to m ake a bull rush against any
one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence,
W isdom , or Charism a m odifier, whichever is highest. This bull rush does not provoke an attack of
opportunity. Hydraulic push extinguishes any norm al fires on a creature, object, or in a single 5-foot
square which it is targeted against. Magical fires are unaffected.
Vanish - As invisibility, but lasts only 5 rounds.
Draconic Reservoir - Draconic reservoir functions as protection from energy, absorbing 6 points of one
type of energy dam age per caster level (acid, cold, electricity, or fire, m axim um 60 points). Each round, as
a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any m elee attack,
as if using an acidic, flam ing, frost, or shock weapon. The first creature the subject strikes with this attack
takes the energy dam age in addition to any other consequences of the attack.
Releasing energy in this way does not "free up" space to absorb still m ore energy; the m axim um am ount
of energy the spell can absorb rem ains fixed. The subject cannot release m ore energy than he currently
has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes dam age as
norm al from that energy type. Once the energy has been released, the spell is discharged.

Draconic reservoir does not stack with protection from energy.


Draconic reservoir overlaps (and does not stack with) resist energy. If a character is warded by draconic
reservoir and resist energy, draconic reservoir absorbs dam age until it reaches its m axim um lim it.
________________________________________________________________
Sneering elitist; W hat can softbellies like you do against the m ight of the People of the Dragon?

III. THE GHOSTLORDS MINIONS


THE GHOSTLORD

CR 13

Male Human lich druid 6 / blighter 6


NE medium undead
Init +1; Senses darkvision 60 ft.; Perception +28
Aura Fear
________________________________________________________________
AC 22, touch 11, flat-footed 21 (+5 armor, +5 natural, +1 Dex, +1 Dodge)
hp 102 (12d8+36)(+6 hp favored class)
Resist Channel Resistance +4
Immune Undead Traits, Cold, Electricity; DR 15/bludgeoning and magic
Fort +10, Ref +5, Will +15
_______________________________________________________________
Speed 30 ft. (6 squares)
Melee Touch +8/+3 (1d8 +6 plus paralysis (Fort save negates paralysis (DC 19))
Special Blightfire, Contagious Touch, Undead Wild Shape 3/day (large).
________________________________________________________________
Str 9, Dex 12, Con -, Int 15, Wis 20, Cha 17
Base Atk +9/+4; CMB +8; CMD 19
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Natural Spell, Dodge, Mobility
Skills Climb +3, Fly +5, Handle Animal +20, Intimidate +17, Knowledge (Arcana) +14,
Knowledge (Nature) +17, Perception +28, Sense Motive +28, Spellcraft +17, Stealth +21,
Survival +20
Languages Common, Druidic, Halfling, Sylvan
________________________________________________________________
Spells
6th (DC 21) (1) - finger of death
5th (DC 20) (2) - create undead, harm
4th (DC 19) (3) - flame strike, rusting grasp, wall of fire
3rd (DC 18) (4) - desecrate, dispel magic, poison, stinking cloud
2nd (DC 17) (4) - flaming sphere, heat metal, resist energy, warp wood
1st (DC 16) (5) - bane, burning hands, decomposition, doom, ray of enfeeblement
0 (DC 15) (6) - detect magic, detect poison, flare, ghost sound, read magic, touch of fatigue
________________________________________________________________
+1 wild hide armor, ring of protection +1, ring of animal friendship, wand of produce flame (25 charges)
________________________________________________________________
Blightfire (Su): As a standard action, the Ghostlord can unleash a scorching blast of fire, dealing 5d6 points of
damage to all creatures within 10 of the Ghostlord (Reflex save DC 20 half).
Contagious Touch (Su): Once per day, the Ghostlord can activate this ability, which lasts for 11 rounds. When he
activates this ability, he must select one of the following diseases: blinding sickness, cackle fever, filth fever,
mindfire, red ache, the shakes or slimy doom. Any living creature he this with a melee touch attack during this period
must make a DC 15 Fortitude save or contract the disease selected. The Ghostlord can infect no more than one
creature per round with his Contagious Touch.
Deforestation (Sp): Once per day, the Ghostlord can kill all nonsentient plant life in a 100-foot radius as a full-round
action. If a plant is under the control of another (such as a druids liveoak or a dryads home tree), the controller can
make a DC 20 Fortitude save to keep it alive. Affected plants wilt and die within 24 hours. Nothing can grow in this
area until it has a hallow spell cast upon it.
Speak with Dead Animal (Sp): The Ghostlord can use speak with dead (caster level 12th ) once per day, but only on
the corpse of a dead animal.
Undead Wild Shape (Su): This ability works as a druids wild shape ability, except that the form assumed is
skeletal. The animal forms natural armor bonus is +1 (Small) or +2 (Medium or Large). It gains a +2 bonus to
Dexterity and has no Constitution score, has immunity to cold and gains DR 5/bludgeoning. The Ghostlord can use
this ability twice a day and can assume a Small, Medium or Large form. He sometimes takes the form of a skeletal
dire lion. Since hes a much more effective combatant in his true form, he typically uses this ability to increase his
mobility, often by assuming the form of an undead eagle.
Suggestions: The Ghostlord as written is woefully weak for a CR 13 villain. Several small changes might help. First
of all, he can wear any medium armor, as he is no longer a druid. A +2 breastplate, a +2 heavy steel shield and a
ring of protection +2 sound about right and will boost his AC to a more respectable 31. Also, get rid of that pathetic
wand of produce flame and give him a staff of fire or a staff of swarming insects.

GHOST BRUTE LION

CR5

N Large Undead (augm ented anim al; incorporeal)


Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +14
________________________________________________________________
AC 13, touch 13, flat-footed 10 (+3 Dex, +1 natural, 1 size); Incorporeal (50% m iss chance)
hp 35 (5d8+10)
Fort +6, Ref +7, W ill +2
Immune Undead im m unities
Resist Channel Resistance +2
_______________________________________________________________
Speed fly 30 ft. (perfect)
M elee +6 corrupting touch (5d6 dam age, Fort half (DC 14))
Space 10 ft.; Reach 5 ft.
Special Actions bloodcurdling howl
________________________________________________________________
Str -, Dex 17, Con -, Int 2, W is 12, Cha 14
Base Atk +3; CM B +9 (+13 grapple); CM D 22 (26 vs. trip)
Feats Im proved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +14, Stealth +12
________________________________________________________________
Rejuvenation (Su): A destroyed ghost brute lion returns to its old haunt within 2d4 days. Theo only
definitive way to destroy a ghost brute lion is by destroying the Heart of the Lion in area 15 of the
Ghostlords lair.
Corrupting Touch (Su): By passing part of its incorporeal body through a foes body as a standard
action, the ghost brute lion inflicts 5d6 dam age. This dam age is not negative energy it m anifests in the
form of physical wounds and aches from supernatural aging. Creatures im m une to m agical aging are
im m une to this dam age, but otherwise the dam age bypasses all form s of dam age reduction. A Fortitude
save (DC 14) halves the dam age inflicted.

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.

GHOST DIRE LION

CR7

N Large Undead (augm ented anim al; incorporeal)


Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +19
________________________________________________________________
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection, -1 size); Incorporeal (50% m iss chance)
hp 72 (8d8+32)
Fort +6, Ref +7, W ill +4
Immune Undead im m unities
Resist Channel Resistance +4
_______________________________________________________________
Speed fly 30 ft. (perfect)
M elee +6 corrupting touch (7d6 dam age, Fort half (DC 17))
Space 10 ft.; Reach 5 ft.
Special Actions corrupting gaze
________________________________________________________________
Str -, Dex 17, Con -, Int 2, W is 10, Cha 19
Base Atk +6; CM B +14 (+18 grapple); CM D 26 (30 vs. trip)
Feats Alertness, Im proved Initiative, Iron W ill, Skill Focus (Perception),
Skills Acrobatics +11, Perception +19, Stealth +11
________________________________________________________________
Rejuvenation (Su): A destroyed ghost dire lion returns to its old haunt within 2d4 days. Theo only
definitive way to destroy a ghost dire lion is by destroying the Heart of the Lion in area 15 of the
Ghostlords lair.
Corrupting Touch (Su): By passing part of its incorporeal body through a foes body as a standard
action, the ghost dire lion inflicts 7d6 dam age. This dam age is not negative energy it m anifests in the
form of physical wounds and aches from supernatural aging. Creatures im m une to m agical aging are
im m une to this dam age, but otherwise the dam age bypasses all form s of dam age reduction. A Fortitude
save (DC 17) halves the dam age inflicted.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a
range of 30 feet that causes 2d10 dam age and 1d4 Charism a dam age (Fortitude save (DC 17) negates
Charism a dam age but not physical dam age).+11
________________________________________________________________
CONVERSION NOTE: This version of the ghost dire lion is a literal translation of the printed original in
Red Hand of Doom. That creature had a m uch higher Charism a than the standard dire lion, giving this
version m ore hit points and a better AC. Note also that Pathfinder ghosts have the powerful corrupting
touch ability.

GHOST DIRE LION

CR7

N Large Undead (augm ented anim al; incorporeal)


Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +19
________________________________________________________________
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection, -1 size); Incorporeal (50% m iss chance)
hp 72 (8d8+32)
Fort +6, Ref +7, W ill +4
Immune Undead im m unities
Resist Channel Resistance +4
_______________________________________________________________
Speed fly 30 ft. (perfect)
M elee +6 corrupting touch (7d6 dam age, Fort half (DC 17))
Space 10 ft.; Reach 5 ft.
Special Actions corrupting gaze
________________________________________________________________
Str -, Dex 17, Con -, Int 2, W is 10, Cha 19
Base Atk +6; CM B +14 (+18 grapple); CM D 26 (30 vs. trip)
Feats Alertness, Im proved Initiative, Iron W ill, Skill Focus (Perception),
Skills Acrobatics +11, Perception +19, Stealth +11
________________________________________________________________
Rejuvenation (Su): A destroyed ghost dire lion returns to its old haunt within 2d4 days. Theo only
definitive way to destroy a ghost dire lion is by destroying the Heart of the Lion in area 15 of the
Ghostlords lair.
Corrupting Touch (Su): By passing part of its incorporeal body through a foes body as a standard
action, the ghost dire lion inflicts 7d6 dam age. This dam age is not negative energy it m anifests in the
form of physical wounds and aches from supernatural aging. Creatures im m une to m agical aging are
im m une to this dam age, but otherwise the dam age bypasses all form s of dam age reduction. A Fortitude
save (DC 17) halves the dam age inflicted.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze attack with a
range of 30 feet that causes 2d10 dam age and 1d4 Charism a dam age (Fortitude save (DC 17) negates
Charism a dam age but not physical dam age).+11
________________________________________________________________
CONVERSION NOTE: This version of the ghost dire lion is a literal translation of the printed original in
Red Hand of Doom. That creature had a m uch higher Charism a than the standard dire lion, giving this
version m ore hit points and a better AC. Note also that Pathfinder ghosts have the powerful corrupting
touch ability.

Gray Ooze

CR 7

N Large ooze
Init -6; Senses blindsight 60 ft.; Perception -5
________________________________________________________________
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;
________________________________________________________________
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)
________________________________________________________________
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
________________________________________________________________
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
________________________________________________________________
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
_______________________________________________________________
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
________________________________________________________________
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
________________________________________________________________
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.

IV. ALLIES AND POSSIBLY HELPFUL NPCS


CAPTAIN SORANNA ANITAH

CR 5

Fem ale hum an fighter 6 (Archer Build - APG)


CG Medium Hum anoid
Init +3; Senses Perception +6
________________________________________________________________
AC 23, touch 14, flat-footed 19 (+7 arm or, +2 shield,+3 Dex, +1 Dodge)
hp 42 (6d10+6) (+6 hp favored class)
Fort +6, Ref +5, W ill +1
_______________________________________________________________
Speed 20 ft.
M elee
m wk longsword +8/+3 (1d8+1/1920)
Ranged
+1 composite longbow +12/+7 (1d8+5/3) or
+1 composite longbow +10/+10/+5 (1d8+5/3) with Rapid Shot
Special Attacks Deadly Aim , Point Blank Shot, Precise Shot
________________________________________________________________
Str 13, Dex 16, Con 12, Int 10, W is 8, Cha 14
Base Atk +6; CM B +7; CM D 19
Feats Deadly Aim , Dodge, Persuasive, Point Blank Shot, Rapid Shot, Precise Shot, W eapon Focus
(longbow), W eapon Specialization (longbow)
Skills Bluff +6, Diplom acy +8, Intim idate +12, Knowledge (local) +4, Perception +6, Ride +9
Languages Com m on
________________________________________________________________
+1 composite longbow with 20 arrows, m asterwork longsword, +1 breastplate,
m asterwork heavy steel shield, 2 potions of cure moderate wounds, potion of fly, 45 gp.
________________________________________________________________
Hawkeye (Ex) Soranna has a +2 bonus on Perception checks (figured above), and the range increm ent
for her com posite longbow is 120'. This ability replaces Bravery.
Trick Shot (Ex) Soranna can perform the Sunder m aneuver with a bow against any target within 30 feet,
with a 4 penalty to her CMB. This ability replaces Arm or Training 1.
Expert Archer (Ex) Soranna gains a +1 bonus on attack and dam age rolls with bows (figured above).This
ability replaces W eapon Training 1.

JORR NATHERSON

CR 5

Male hum an ranger 6 (Guide Build - APG)(Archery Com bat Style)


CG Medium Hum anoid
Init +7; Senses Perception +8
________________________________________________________________
AC 17, touch 13, flat-footed 14 (+3 arm or, +1 natural,+3 Dex)
hp 48 (6d10+12) (+6 hp favored class)
Fort +7, Ref +8, W ill +3
_______________________________________________________________
Speed 30 ft.
M elee
m wk dagger +7/+2 (1d4/1920)
Ranged
+1 longbow +10/+10+5 (1d8+1/3) or
+1 longbow +8/+8+3 (1d8+5/3) with Deadly Aim
________________________________________________________________
Str 10, Dex 16, Con 14, Int 13, W is 12, Cha 8
Base Atk +6; CM B +6; CM D 19
SQ Track, W ild Em pathy
Feats Deadly Aim , Endurance, Im proved Initiative, Manyshot, Rapid Shot, Self-Sufficient, Stealthy,
Skills Handle Anim al +6, Heal +10, Knowledge (geography) +8, Knowledge (local) +8,
Knowledge (nature) +13, Perception +8, Profession (Trapper) +8, Survival +13, Stealth +14
Languages Com m on, Goblin
________________________________________________________________
+1 longbow with 20 arrows, m asterwork dagger, m asterwork studded leather arm or
amulet of natural armor +1, potion of cure moderate wounds, potion of neutralize poison.
________________________________________________________________
Favored Terrain (Ex) Jorr gains a +2 bonus on initiative checks and Knowledge (geography), Perception,
Stealth, and Survival skill checks when he is in Forest terrain. W hen traveling through a forest, Jorr
norm ally leaves no trail and cannot be tracked (though he m ay leave a trail if he so chooses).
Rangers Focus (Ex) Twice per day, Jorr can focus on a single enem y within line of sight as a swift
action. That creature rem ains Jorrs focus until it is reduced to 0 or fewer hit points or surrenders, or until
Jorr designates a new focus , whichever occurs first. Jorr gains a +4 bonus on attack and dam ge rolls
against the target of his focus. This ability replaces Favored Enem y.
Terrain Bond (Ex) Jorr has form ed a bond with the land itself, enabling him to direct others in Forest
terrain. W hen in Forest Terrain, Jorr grants all allies within line of sight and that can hear him a +2 bonus
on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with
him , Jorrs allies leave no trail and cant be tracked. Jorr can choose for the group to leave a trail, or even
specific m em bers of the group to leave a trail if he so desires. This ability replaces Hunters Bond.

OLD W ARKLEGNAW

CR 7

Venerable Male forest giant


CN Huge hum anoid (giant)
Init +0; Senses Darkvision 60 ft.; Perception +15
________________________________________________________________
AC 17, touch 6, flat-footed 17 (-2 size, -2 Dex, +11 natural )
hp 104 (13d8+39)
Fort +14, Ref +5, W ill +7
_______________________________________________________________
Speed 40 ft.
M elee
huge greatclub +18/+13 (2d8+16) (currently +15/+10 (2d8+10) (wielded two-handed)
Ranged
rock +8/+3 (2d8+16) (currently +8/+3 (2d8+10)) or
rock +7/+7/+3 (2d8+16) (currently +7/+7/+3 (2d8+10))
________________________________________________________________
Str 27 (currently 21), Dex 6, Con 16, Int 17, W is 9, Cha 15
Base Atk +10; CM B +18 (currently 15); CM D 24 (currently 21)
Feats Far Shot, Im proved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, W eapon Focus (rocks),
Self-Sufficient
Skills Diplom acy +18, Knowledge (History) +9, Knowledge (Nature) +10, Perception +15,
Sense Motive +15, Survival +17.
Languages Com m on, Giant
________________________________________________________________
huge greatclub, 5 throwing boulders, ratty owlbear pelt, loincloth
________________________________________________________________
W arklegnaw hopes you taste like owlbear!

SELLYRIA STARSINGER

CR 7

Fem ale Elf Druid 8 (Swam p druid build - APG)


NG Medium Hum anoid
Init -3; Senses Low-light vision.; Perception +16
________________________________________________________________
AC 9, touch 8, flat-footed 9 (-3 Dex, +1 natural, +1 deflection)
hp 24 (8d8-16)
Immune m agical sleep
Resist +4 bonus against diseases and exceptional, supernatural or spell-like abilities of monstrous humanoids.
DR/- 4 against swarm s.
Fort +4, Ref -1, W ill +10 (+12 v. Enchantm ent)
_______________________________________________________________
Speed 30 ft.; swam p stride
M elee
m wk scim itar +4 (1d6-3/18-20)
Ranged
m wk longbow +4 (1d8-3/x3)
Special Actions wild shape 3/day
________________________________________________________________
Str 4, Dex 4, Con 7, Int 13, W is 19, Cha 17
Base Atk +6; CM B +3; CM D 10
SQ Anim al com panion (giant crocodile), trackless step, wild em pathy +11
Feats Augm ent Sum m oning, Brew Potion, Com bat Casting, Natural Spell
Skills Diplom acy +11, Handle Anim al +14, Knowledge (Nature) +12, Perception +16, Ride +10,
Survival +15 (includes 8 sp from favored class)
Languages Com m on, Druidic, Elven, Sylvan
________________________________________________________________
Spells
(+2 bonus on caster rolls to overcom e spell resistance)
4 th (DC 18) - control weather, cure serious wounds, scrying
3 rd (DC 17) - cure moderate wounds, remove disease, summon natures ally III
2 nd (DC 16) - animal messenger, bears endurance, flaming sphere, wood shape
1 st (DC 15) - cure light wounds, entangle, goodberry, produce flame, speak with animals
0 (DC 14) (orisons) - detect magic, mending, purify food and drink, stabilize
________________________________________________________________
Masterwork scim itar, m asterwork longbow with 20 arrows, ring of protection +1,
amulet of natural armor +1, potion of cure moderate wounds, potion of lesser restoration, scroll of quench,
scroll of remove disease, leather pouch containing 94 gp, 5pp
________________________________________________________________
M arshw right (Ex) Sellyria gains a +4 bonus to Initiative checks and Knowledge (geography), Perception,
Stealth, Swim and Survival checks in swam p terrain and she cannot be tracked in such an environm ent.
________________________________________________________________
Crocodile
CR 4
XP 1200
N Huge animal
Init +0; Senses low-light vision; Perception +8
AC 17, touch 8, flat-footed 17 (+0 Dex, +9 natural, -2 size)
hp 52 (5d8+30)
Fort +8, Ref +3, Will +2;
Speed 20 ft., swim 30 ft. sprint
Melee bite +10 (2d6+8 plus grab) and tail slap +5 (1d12+6)
Space 15 ft. Reach 10 ft.
Special Attacks death roll (1d8+6 plus trip)
Str 27, Dex 10, Con 21, Int 1, Wis 12, Cha 2;
Base Atk 4; CMB 12; CMD 22
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +0, Swim +14; Racial Modifiers +8 on Stealth in water
SQ hold breath
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its
legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

KILLIAR ARROW SW IFT

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
________________________________________________________________
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)
_______________________________________________________________
Speed 30 ft.
M elee
m wk handaxe +6 (1d6/x3)
Ranged
+1 longbow +9 (1d8/x3)
________________________________________________________________
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
________________________________________________________________
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

Fem ale elf bard 5


NG Medium Hum anoid
Init +2; Senses low-light vision; Perception +10
________________________________________________________________
AC 18, touch 14, flat-footed 14 (+3 arm or, +1 shield, +4 Dex)
hp 25 (5d8)
Immune m agical sleep
Fort +1, Ref +6, W ill +5 (+7 vs. Enchantm ents)
_______________________________________________________________
Speed 30 ft.
M elee
m asterwork longsword +6 (1d8-1/19-20)
Ranged
m asterwork longbow +6 (1d8/x3)
Special Actions bardic perform ance 7 rds/day, Countersong, distraction, fascinate, inspire courage +2,
inspire com petence +1, lore m aster 1/day
________________________________________________________________
Str 8, Dex 15, Con 10, Int 12, W is 12, Cha 16
Base Atk +3; CM B +2; CM D 14
SQ Bardic Knowledge +8
Feats Com bat Casting, Dodge, W eapon Finesse
Skills Acrobatics +9, Diplom acy +10, Knowledge (geography) +9, Knowledge (history) +9, Knowledge
(nature) +9, Perception +10, Perform (Sing) +11, Use Magic Device +7.
Languages Com m on, Elven, Sylvan
________________________________________________________________
Spells
(+2 bonus on caster rolls to overcom e spell resistance)
2nd (DC 15) (3/day) - animal messenger, cats grace, hold person
1 st (DC 14) (5/day) - cure light wounds, grease, identify, silent image, sleep
0 (DC 13) (cantrips) - detect magic, lullaby, mage hand, summon instrument
________________________________________________________________
+1 chain shirt, m asterwork longsword, m asterwork longbow with 20 arrows,
potion of cure moderate wounds, wand of lesser confusion (47 charges), leather pouch containing 17 gp
and 3 100 gp pearls.
________________________________________________________________

TIRI KITOR HUNTER

CR 1

Male elf ranger 2


CG Medium Hum anoid
Init +3; Senses low-light vision; Perception +X
________________________________________________________________
AC 15, touch 13, flat-footed 12 (+2 arm or, +3 Dex)
hp 18 (2d10+4) (+2 favored class bonus)
Immune m agical sleep
Fort +5, Ref +6, W ill +1 (+3 vs. Enchantm ents)
_______________________________________________________________
Speed 30 ft.
M elee
handaxe +3 (1d6+1/x3)
Ranged
m wk com posite longbow +6 (1d8+1/x3) or
m wk com posite longbow +4/+4 (1d8+1/x3) with rapid shot
________________________________________________________________
Str 12, Dex 17, Con 14, Int 8, W is 13, Cha 8
Base Atk +2; CM B +3; CM D 16
SQ Track, W ild Em pathy +0,
Feats Point Blank Shot, Rapid Shot
Skills Handle Anim al +8, Knowledge (Nature) +7, Perception +11, Ride +11, Survival +9
Languages Com m on, Elven
________________________________________________________________
leather arm or, m asterwork com posite longbow with 20 arrows, handaxe, 2 potions of cure light wounds
leather pouch containing 5 sp
________________________________________________________________
Favored Enem ies: Tiri Kitor Hunters gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive,
and Survival checks against hum anoid reptilians. Likewise, they get a +2 bonus on weapon attack and
dam age rolls against hum anoid reptilians. They m ay m ake Knowledge skill checks untrained when
attem pting to identify these creatures.

LARS ULVERTH, LION GUARD CAPTAIN

CR 7

Male hum an fighter 8


LG Medium Hum anoid
Init +3; Senses Perception +0
________________________________________________________________
AC 22, touch 9, flat-footed 22 (+10 arm or, +3 shield, -1 Dex)
hp 72 (8d10+16) (+8 hp favored class)
Fort +8, Ref +1, W ill +4 (+6 v. Fear)
_______________________________________________________________
Speed 30 ft. (Arm or Training)
M elee
+1 bastard sword +13/+8 (1d10+6/19-20) w/ weapon training
Ranged
m wk com posite longbow +8/+3 (1d8+2/x3)
Special Attacks Power Attack
________________________________________________________________
Str 15, Dex 8, Con 14, Int 12, W is 10, Cha 14
Base Atk +8; CM B +10; CM D 19
Feats Com bat Reflexes, Disruptive, Exotic W eapon Proficiency (bastard sword) ,
Im proved Initiative, Iron W ill, Leadership, Persuasive, Power Attack,
W eapon Focus (bastard sword), W eapon Specialization (bastard sword)
Skills Diplom acy +13, Handle Anim al +11, Intim idate +13, Ride +8, Sense Motive +9
Languages Com m on, Dwarf
________________________________________________________________
+1 full plate, +1 heavy steel shield, +1 bastard sword, m asterwork com posite longbow with 20 arrows,
65 gp.
________________________________________________________________

TREDORA GOLDENBROW

CR 8

Fem ale aasim ar cleric 9 (Sarenrae)


LG Medium Hum anoid
Init +3; Senses Darkvision 60' Perception +14
________________________________________________________________
AC 20, touch 10, flat-footed 20 (+7 arm or, +3 shield)
hp 54 (9d8+9)
Resist 5 cold, acid & electricity
Fort +7, Ref +3, W ill +10
_______________________________________________________________
Speed 20 ft.
M elee
m wk heavy m ace +6/+1 (1d8-1/x2)
Special Actions Spontaneous Casting (Cure spells), Channel Positive Energy (5d6) 6/day
________________________________________________________________
Str 8, Dex 10, Con 13, Int 12, W is 19/21, Cha 16
Base Atk +6; CM B +5; CM D 15
Feats Brew Potion, Craft W and, Selective Channeling, Skill Focus (Diplom acy)
Skills Diplom acy +18, Heal +16, Knowledge (religion) +11, Perception +14, Sense Motive +15 ( includes
9 sp from Favored Class bonus)
Languages Celestial, Com m on, Elven
________________________________________________________________
Spells
(Dom ains: Healing, Sun)
5 th (DC 20) - flame strike D, summon monster V, true seeing
4 th (DC 19) - dismissal, fire shield D, sending, spell immunity
3 rd (DC 18) - channel vigor, dispel magic, prayer, remove disease, searing light D
2 nd (DC 17) - aid, augury, delay poison, heat metalD, resist energy, zone of truth
1 st (DC 16) - blessing of the watch (APG), command, comprehend languages, detect evil,
divine favor, endure elements D, sanctuary
0 (DC 15) (orisons) - detect magic, mending, purify food and drink, stabilize
Spell-Like Abilities (CL 8 th) - 1/day - daylight
________________________________________________________________
+1 breastplate, +1 heavy steel shield, m asterwork heavy m ace, headband of inspired wisdom +2,
silver holy sym bol, 2 potions of lesser restoration, wand of cure moderate wounds.
__________________________________________________________
Rebuke Death (Sp): Tredora can touch a living creature as a standard action, healing it for 1d4+4 points
of dam age. She can only use this ability on a creature that is below 0 hit points. Tredora can use this
ability 8 tim es a day.
Healer's Blessing (Su): Tredoras cure spells are treated as if they were em powered, increasing the
am ount of dam age healed by half (+50% ). This does not apply to dam age dealt to undead with a cure
spell. This does not stack with the Em power Spell m etam agic feat.
Sun's Blessing (Su): W henever Tredora channels positive energy to harm undead creatures, she adds
her cleric level to the dam age dealt. Undead do not add their channel resistance to their saves when you
channel positive energy.
Nimbus of Light (Su): Tredora can em it a 30-foot nim bus of light for 9 rounds a day.. This acts as a
Daylight spell. In addition, undead within this radius take 9 dam age each round that they rem ain inside the
nim bus. Spells and spell-like abilities with the darkness descriptor are autom atically dispelled if brought
inside this nim bus. These rounds do not need to be consecutive.

IM M ERSTAL THE RED

CR 9

Male hum an wizard 10 (Conjuration specialist)


CG Medium Hum anoid
Init +2; Senses Perception +10
________________________________________________________________
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 54 (10d6+9)
Resist 5 cold, acid & electricity
Fort +7, Ref +3, W ill +10
_______________________________________________________________
Speed 20 ft.
M elee m wk dagger +5 (1d4/19-20)
Range m wk light crossbow +7 (1d8/19-20)
________________________________________________________________
Str 10, Dex 14, Con 13, Int 17, W is 12, Cha 8
Base Atk +5; CM B +5; CM D 17
Feats Augm ent Sum m oning, Brew potion, Com bat Casting, Craft Magic Arm s and Arm or, Craft W and,
Craft W ondrous Item , Scribe Scroll, Spell Penetration
Skills Craft (alchem y) +12, Fly +11, Knowledge (arcana) +16, Knowledge (history) +12, Knowledge (the
planes) +12, Perception +10, Spellcraft +16
Languages Com m on, Draconic, Elven, Sphinx
________________________________________________________________
Spells
(Divination and Necrom ancy are opposition schools) (Spell Penetration)
5 th (DC 18) - cloudkill, summon monster V, telepathic bond
4 th (DC 17) - dimension door, stoneskin, summon monster IV
3 rd (DC 16) - dispel magic, fly, fireball, haste, summon monster III
2 nd (DC 15) - flaming sphere, glitterdust, invisibility, mirror image, resist energy, web
1 st (DC 14) - enlarge person, expeditious retreat, mage armor, mount, shield, vanish (APG)
0 (DC 13) (cantrips) - create ice, detect magic, light, mage hand, message
________________________________________________________________
wand of magic missiles (9 th, 34 charges), wand of false life (16 chages), m asterwork dagger, m asterwork
light crossbow with 10 bolts, cloak of resistance +2, pearl of power (1 st level), goggles of Night, scroll of
teleport, 3 scrolls of telepathic bond, potion of cats grace, potion of displacement, potion of fly, potion of
invisibility, leather pouch containing, 73 gp, and 3 pearls worth 100 gp each.
__________________________________________________________
Spellbook spells prepared plus 5 th - overland flight, teleport; 4 th - charm monster, ice storm; 3 rd - heroism,
slow; 2 nd protection from arrows, rope trick; 1 st - burning hands, chill touch; 0 - all.
__________________________________________________________
Summoner's Charm (Su): +10 rounds to the duration of conjuration (sum m oning) spells.
Acid Dart (Sp): Six tim es a day, as a standard action Im m erstal can unleash an acid dart targeting any
foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+5 points of acid dam age. This attack
ignores spell resistance.
Dimensional Steps (Sp): Im m erstal can use this ability to teleport up to 300 feet per day as a standard
action. This teleportation m ust be used in 5-foot increm ents and such m ovem ent does not provoke an
attack of opportunity. He can bring other willing creatures with him , but he m ust expend an equal am ount
of distance for each additional creature brought with him .
Arcane Bond (Sp): Im m erstals arcane item is his m asterwork dagger.

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

Hum an com m oner 1


N Medium hum anoid
Init +0; Senses Perception -1
________________________________________________________________
AC 12, touch 10, flat-footed 12 (+2 arm or)
hp 8 (1d6+1+3)
Fort +0, Ref +0, W ill -1
_______________________________________________________________
Speed 30 ft.
M elee spear +1 (1d8+1/x3)
________________________________________________________________
Str 13, Dex 11, Con 12, Int 10, W is 9, Cha 8
Base Atk +0; CM B +1; CM D 11
Feats Skill Focus (Profession), Toughness
Skills Craft (Varies) +4, Profession (Varies) +7
Languages Com m on
________________________________________________________________
leather arm or, spear
__________________________________________________________________________________________

CRIM SON TIGER THUG

CR 4

Hum an rogue 5 (Thug build - APG)


NE Medium hum anoid
Init +6; Senses Perception +7
________________________________________________________________
AC 19, touch 13, flat-footed 17 (+4 arm or, +2 shield, +2 dex, +1 Dodge)
hp 24 (4d8+4)
Fort +4, Ref +6, W ill +0; evasion
_______________________________________________________________
Speed 30 ft.
M elee m wk short sword +7 (1d6+3/19-20)
Ranged m wk light crossbow +6 (1d8/19-20)
Attack Option sneak attack +3d6
________________________________________________________________
Str 16, Dex 14, Con 13, Int 10, W is 8, Cha 12
SQ frightening
Base Atk +3; CM B +6; CM D 18
Feats Com bat Reflexes, Dodge, Great Fortitude, Im proved Initiative, Intim idating Prowess
Skills Bluff +9, Clim b +11, Diplom acy +9, Escape Artist +10, Intim idate +12, Perception +7, Sleight of
Hand +10, Stealth +10
Languages Com m on
________________________________________________________________
+1 studded leather, +1 buckler, m asterwork shortsword, m asterwork light crossbow with 20 bolts, 2
potions of cure moderate wounds, 50 gp.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a
sneak attack. This attack causes the target to take 1 additional point of dam age each round for each die
of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that am ount of
dam age every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point dam age. Bleeding dam age from this ability does
not stack with itself. Bleeding dam age bypasses any dam age reduction the creature m ight possess.
Strong Impression - Crim son Tiger Thugs have the Intim idating Prowess feat.
Frightening (Ex) W henever a Crim son Tiger Thug successfully uses Intim idate to dem oralize a creature,
the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or
m ore rounds, the Crim son Tiger Thug can instead to decide to m ake the target frightened for one round.
This ability replaces trapfinding.
Brutal Beating (Ex) W henever a Crim son Tiger Thug deals sneak attack dam age, he can choose to
forgo 1d6 points of sneak attack dam age to m ake the target sickened for 2 rounds. This ability does not
stack with itself - only the m ost recent duration applies. This ability replaces trap sense.

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