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Tiefling Guard CR 1 XP 400 Male Tiefling Fighter 2 N Medium humanoid

Init +3 Senses Darkvision 60 Perception +2


Active Spells shield of faith (+2)

Defense
AC 19, touch 15, flat-footed 16 (+4 Armor, +3 Dex, +2 Def)
HP 22/26 (2d10+6)
Fort +5, Ref +3, Will +0 (+1 vs Fear)
Defensive Abilities Resistance 5 (Cold, Electricity, Fire)

Offense
Speed 30 ft.
Melee PA mw Greataxe +5 (1d12+6/x3)
Ranged Composite Longbow +5 (1d8+2/x3)
Spell-Like Abilities (CL 2)
1/day darkness

Statistics
Str 15, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Attack +2; CMD +4; CMD 17
Feats Cleave, Furious Focus, Power Attack, Weapon Focus (great axe)
Skills Craft (Weapon) +5, Intimidate +3, Ride +7, Perception +2; Racial Modifier +2 Bluff and Stealth
Languages Common, Abyssal, Infernal
Combat Gear chain shirt, masterwork great axe, composite longbow (+2 Str) with 20 arrows, 2 potions of cure light wounds,
potion of shield of faith (+2), skeleton key, 27 gp

Human Skeleton

CR 1/3 XP 135 NE Medium undead


Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
HP 5/8 (1d8)
Fort +0, Ref +2, Will +2
Defensive Abilities DR 5/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee heavy mace +2 (1d8+2)
Statistics
Str 15, Dex 14, Con , Int , Wis 10, Cha 10
Base Attack +0; CMB +2; CMD 14
Feats Improved Initiative
Gear rusted full plate, heavy steel shield, heavy mace, bells

Cultist CR 1/3 XP 135 Male human commoner 1 LE Medium humanoid


Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 13, touch 10, flat-footed 13 (+3 armor)
HP 9/11 (1d6+5)
Fort +2, Ref +0, Will +0
Offense
Speed 30 ft.
Melee longspear +1 (1d8+1/x3)
Statistics
Str 13, Dex 11, Con 14, Int 9, Wis 10, Cha 8
Base Attack +0; CMB +1; CMD 11
Skills Profession (miner) +4
Feats Light Armor Proficiency, Toughness
Gear studded leather armor, longspear, wooden holy symbol of Zon Kuthon, skeleton key

Dire Boar (Daeodon) CR 4 XP 1,200 N Large animal


Init +4; Senses low-light vision, scent; Perception +12

Defense
AC 15, touch 9, flat-footed 15 (+6 natural, 1 size)
HP 45/60 (5d8+20)
Fort +7, Ref +4, Will +2
Defensive Abilities ferocity

Offense
Speed 40 ft.
Melee gore +8 (2d6+9)

Statistics

Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Attack +3; CMB +10; CMD 20

Feats Improved Initiative, Skill Focus (Perception), Toughness

Skills Perception +12

Garras CR 2 XP 600 Male half-orc Separatist cleric of Zon-Kuthon 1/fighter 2 3 NE Medium humanoid
Init +1 Senses Darkvision 60, Perception +1
Active Spells

Defense
AC 19, touch 10, flat-footed 19 (+8 Armor, +1 Shield)
HP 27/33 (1d10+2d8+7)
Fort +7, Ref +1, Will +3 (+4 vs fear)

Offense
Speed 30 ft.
Melee mw flail +7 (1d8+3)
Ranged dagger +3 (1d4+3/19-20)
Special Attacks channel negative energy (1d6 damage, Will DC 10, 2/day)
Spells Known (CL 1st, Ranged Touch +3, Cast Defensively +2)
1st (DC 12)bless, cure light wounds, true strike (D)
0 (DC 11)create water, guidance, stabilize
Domains Destruction, War

Statistics
Str 16, Dex 12, Con 15, Int 10, Wis 13, Cha 8

Base Attack +2; CMD +5 (+9 Trip); CMD 16 (18 vs Trip)


Feats Channel Smite, Combat Expertise, Improved Trip, Weapon Focus (Flail)
Skills Knowledge (religion) +6, Spellcraft +6
Languages Common, Orc
Combat Gear half-plate, light steel shield, mw flail, dagger, potions: barkskin (+2), blur, bulls strength, 2 cure light wounds,
shield of faith (+2)

Special Abilities

Orc Ferocity: Once per day, when Garras is brought below 0 hit points but not killed, he can fight on for one more round as if disabled.
At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Battle Rage (Sp): Garras can touch a creature 4 times per day as a standard action to give it a +1 bonus on melee damage rolls for 1
round.
Destructive Smite (Su): Harras gains the destructive smite power: the supernatural ability to make a single melee attack with a +1
morale bonus on damage rolls. Garras must declare the destructive smite before making the attack and can use it 4 times per day.

Kendra CR 2 XP 600 Female human Separatist cleric of Zon-Kuthon 3 NE Medium humanoid


Init +4 Senses Perception +3

Defense
AC 20, touch 10, flat-footed 20 (+8 Armor, +2 Shield)
HP 24/30 (3d8+6)
Fort +4, Ref +1, Will +6

Offense
Speed 30 ft.
Melee mw flail +5 (1d8+3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel negative energy (2d6 damage, Will DC 14, 6/day)

Spells Known (CL 3rd, Ranged Touch +2, Cast Defensively +10)
2nd (DC 15)silence, sound burst, spiritual weapon (D)
1st (DC 14)bane, cause fear, doom, protection from good (D)
0 (DC 13)create water, detect poison, read magic, resistance
Domains Evil, War

Statistics
Str 12, Dex 10, Con 12, Int 11, Wis 16, Cha 14
Base Attack +2; CMD +3 (+5 Trip); CMD 13
Feats Combat Casting, Improved Initiative, Weapon Focus (Flail)
Skills Diplomacy +8, Heal +9, Knowledge (religion) +6
Languages Common
Combat Gear half-plate, heavy steel shield, mw flail, dagger, dagger, wand of cure light wounds 41 charges, Scroll: silence,
sound burst

Special Abilities

Battle Rage (Sp): You can touch a creature 6 times per day as a standard action to give it a +1 bonus on melee damage rolls for 1
round.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as
good for the purposes of spells with the evil descriptor. This ability lasts for 1 round and can be used 6 times per day.

Fast Zombie Troglodyte CR 1/2 XP 200 NE Medium undead (reptilian)


Init +0; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 13, 10 rounds)

Defense
AC 16, touch 8, flat-footed 16 (2 Dex, +8 natural)
HP 18/27 (3d8+3)
Fort +1, Ref +1, Will +3
Defensive Abilities undead traits

Offense
Speed 40 ft.
Melee 2 claws +4 (1d4+2), bite +4 (1d4+2) or slam +4 (1d6+2)

Statistics
Str 14, Dex 7, Con , Int , Wis 10, Cha 10
Base Attack +2; CMB +4; CMD 12

Feats Toughness

Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base
attack bonus.

Theldrick CR 5 XP 1,800 Male human Separatist cleric of Zon-Kuthon 6 NE Medium humanoid


Init +1 Senses Perception +3
Active Spells protection from arrows, magic vestment (Shield), bulls strength, magic weapon (Flail)

Defense
AC 24, touch 12, flat-footed 23 (+9 Armor, +3 Shield, +1 Dex, +1 def)
HP 57/72 (6d8+24)
Fort +8, Ref +5, Will +8

Offense
Speed 30 ft.
Melee +1 flail +8 (1d8+3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel negative energy (3d6 damage, Will DC 16, 6/day)
Spells Known (CL 3rd, Ranged Touch +2, Cast Defensively +10)
3rd (DC 15)create food and water, dispel magic, magic vestment (D), summon monster III
2nd (DC 15)aid (D), hold person, resist energy, sound burst, spiritual weapon
1st (DC 14)bane, bless, cure light wounds, divine favor, magic weapon (D)
0 (DC 13)create water, guidance, light, resistance
Domains Evil, War

Statistics
Str 15 (11), Dex 12, Con 16, Int 12, Wis 17, Cha 14 (25 point build)
Base Attack +4; CMD +6; CMD 18
Feats Combat Casting, Lightning Reflexes, Rapid Reload, Weapon Focus (Flail)
Skills Diplomacy +11, Heal +12, Knowledge (religion) +10, Spellcraft +10
Languages Common
Combat Gear +1 full plate, heavy steel shield, mw flail, mw light crossbow with 20 bolts, potions: dagger, ring of protection +1,
potion of protection from arrows, Scroll: dispel magic, spiritual weapon, bulls strength holy symbol, 8gp, keys

Special Abilities

Seize the Initiative (Su): Whenever 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 made before results are revealed. You can use this ability 6 times per day.
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as
good for the purposes of spells with the evil descriptor. This ability lasts for 3 rounds and can be used 6 times per day

Morlock CR 2 XP 600 CE Medium monstrous humanoid


Init +8; Senses darkvision 120 ft., scent; Perception +2

Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +2 shield +1 natural)
HP 24/36 (3d10+6)
Fort +3, Ref +9, Will +5
Immune disease, poison
Weaknesses light blindness

Offense
Speed 40 ft., climb 30 ft.
Melee Morningstar +5 (1d8+2), bite +0 (1d4+1)
Ranged Javelin +7 (1d6+2)
Special Attacks leap attack, sneak attack +1d6, swarming

Statistics
Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
Base Attack +3; CMB +5; CMD 19

Feats Improved Initiative, Lightning Reflexes

Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb

Languages Undercommon

SQ expert climber

Gear Morningstar, Javelin (3), Heavy Wooden Shield

Special Abilities

Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.

Morlock Kennel Master CR 3 XP 800 Fighter 1 CE Medium monstrous humanoid


Init +1; Senses darkvision 120 ft., scent; Perception +6

Defense
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
HP 41/53 (4d10+13)
Fort +5, Ref +5, Will +2
Immune disease, poison
Weaknesses light blindness

Offense
Speed 40 ft., climb 30 ft.
Melee mw battle axe +8 (1d8+4/x3), bite +2 (1d4+1)
Ranged composite longbow +5 (1d8+3/x3)
Special Attacks leap attack, sneak attack +1d6, swarming

Statistics
Str 16, Dex 14, Con 15, Int 13, Wis 8, Cha 10
Base Attack +4; CMB +7; CMD 18

Feats Dodge, Skill Focus (handle animal), Toughness

Skills Acrobatics +16, Climb +25, Handle Animal +10, Perception +6, Stealth +9 (+13 in caverns); Racial Modifiers +4 Stealth in
caverns, +8 Acrobatics, +16 Climb; -1 Armor Check Penalty

Languages Common, Undercommon

SQ expert climber

Gear mw hide shirt armor, mw battle axe, composite longbow (+3 Str) with 20 arrows, pouch with 5gp, potions: cure light wounds,
remove fear (2)

Special Abilities

Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.

Krenshar CR 1 XP 400 N Medium magical beast


Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
HP 14/22 (2d10+2)
Fort +4, Ref +5, Will +1

Offense
Speed 40 ft.
Melee bite +2 (1d6), 2 claws +2 (1d4)
Special Attacks skullface

Statistics
Str 11, Dex 14, Con 13, Int 6, Wis 12, Cha 13
Base Attack +2; CMB +2; CMD 14 (18 vs. trip)

Feats Improved Initiative

Skills Intimidate +1 (+5 to demoralize), Perception +5, Stealth +10; Racial Modifiers +4 Intimidate to demoralize, +4 Stealth

Languages Sylvan (can't speak)

Special Abilities

Skullface (Su) As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of
its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud
screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted
creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more
than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar's for 24 hours.

Choker CR 2 XP 600 CE Small aberration


Init +6; Senses darkvision 60 ft.; Perception +1

Defense
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
HP 16 (3d8+3)
Fort +2, Ref +3, Will +4

Offense
Speed 20 ft., climb 10 ft.
Melee 2 tentacles +6 (1d4+3 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d4+3), strangle, grab (Large)

Statistics
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Base Attack +2; CMB +4 (+8 grappling); CMD 16

Feats Improved Initiative, Skill Focus (Stealth)

Skills Climb +16, Stealth +13

Language Undercommon

SQ quickness

Special Abilities

Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot
speak or cast spells with verbal components.

Quickness (Su) A choker is supernaturally quick. It can take an extra move action during its turn each round.

Morlock Archers CR 3 XP 800 Fighter 1 CE Medium monstrous humanoid


Init +4; Senses darkvision 120 ft., scent; Perception +7

Defense
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
HP 41/53 (4d10+13)
Fort +5, Ref +7, Will +3
Immune disease, poison
Weaknesses light blindness

Offense
Speed 40 ft., climb 30 ft.
Melee club +6 (1d6+2), bite +1 (1d4+1)
Ranged mw composite longbow +10 (1d8+2/x3)
RS mw composite longbow +8/+8 (1d8+2/x3)
Special Attacks leap attack, sneak attack +1d6, swarming

Statistics
Str 14, Dex 19, Con 15, Int 9, Wis 10, Cha 6
Base Attack +4; CMB +7; CMD 18

Feats Point Blank Shot, Rapid Shot, Weapon Focus (longbow)

Skills Acrobatics +15, Climb +22, Perception +7 ; Stealth +11 (+15 in caverns); Racial Modifiers +4 Stealth in caverns, +8
Acrobatics, +16 Climb; -1 Armor Check Penalty

Languages Common, Undercommon

SQ expert climber

Gear mw hide shirt, club, mw composite longbow (+2 Str) with 40 arrows, tanglefoot bags (3), 50 rope with grappling hook, pouch
with 21gp, potions: cure light wounds (2)

Special Abilities

Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.

Morlock Barbarian CR 4 XP 1,200 CE Medium Female Barbarian (Wild Rager) 2 monstrous humanoid

Init +8; Senses darkvision 120 ft., scent; Perception +2


Active Spells bulls strength, cats grace

Defense
AC 19 (17), touch 14 (12), flat-footed 15 (13) (+4 Armor, +4 Dex, +1 natural)
HP 64/81 (3d10+2d12+27)
Fort +3, Ref +8, Will +4 (+2 morale bonus to Will when raging)
Immune disease, poison;
Weaknesses light blindness

Offense
Speed 0 ft., climb 30 ft.
Melee 2 claws +8 (1d6+4) and bite +8 (1d6+4)
Rage 2 claws +10 (1d6+6) and bite +10 (1d6+6)
R+PA 2 claws +8 (1d6+10) and bite +8 (1d6+10)
Special Attacks leap attack, sneak attack +1d6, swarming, Rage (9 rounds)

Statistics
Str 18 (22), Dex 18, Con 16 (20), Int 5, Wis 9, Cha 7
Base Attack +4; CMB +8 (+10); CMD 22

Feats Improved Initiative, Improved Natural Weapon (bite), Power Attack

Skills Acrobatics +18, Climb +26 (+28), Stealth +9 (+13 in caverns); Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16
Climb

Languages Undercommon

SQ expert climber, trap sense +1

Gear +1studded leather armor, 2 masterwork daggers, sling with 10 bullets, pouch with 21gp, potions: bulls strength, cats grace, cure
light wounds (2)

Special Abilities

Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.

Uncontrolled Rage (Ex): A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she
must attempt a Will save (DC 11) or become confused. For the remainder of her current turn, she attacks the nearest creature other than
herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round
thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count
against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.

Wild Fighting (Ex): Even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack
action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a
-2 penalty on attack rolls and 4 penalty to AC. This ability replaces uncanny dodge.

Beast Totem, Lesser (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are
made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's
Strength modifier.

Morlock Chieftan CR 5 XP 1,800 CE Medium Barbarian 3 Male monstrous humanoid


Init +8; Senses darkvision 120 ft., scent; Perception +2

Defense
AC 18 (16), touch 12 (10), flat-footed 16 (14) (+5 Armor, +2 Dex, +1 natural)
HP 74/96 (3d10+3d12+30)
Fort +3, Ref +9, Will +5 (+2 morale bonus to Will when raging)
Immune disease, poison; DR 1/; Resist Fire 1
Weaknesses light blindness

Offense
Speed 0 ft., climb 30 ft.
Melee PA mw greataxe +11 (1d12+12) and bite +2 (1d4+4)
R+PA mw greataxe +13 (1d12+15) and bite +6 (1d4+5)
Special Attacks leap attack, sneak attack +1d6, swarming, Rage (11 rounds)

Statistics
Str 18 (22), Dex 15, Con 16 (20), Int 10, Wis 6, Cha 10
Base Attack +5; CMB +9 (+11); CMD 23

Feats Furious Focus, Power Attack, Weapon Focus (Great Axe)

Skills Acrobatics +14, Climb +25 (+27), Intimidate +8, Stealth +10 (+14 in caverns); Racial Modifiers +4 Stealth in caverns, +8
Acrobatics, +16 Climb

Languages Undercommon

SQ expert climber

Gear +1 chain shirt, masterwork greataxe, pouch with 30gp

Special Abilities

Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.

Invulnerability (Ex): The Morlock Chieftan gains DR 1/. This damage reduction is doubled against nonlethal damage. This ability
replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): The Morlock Chieftan is inured to hot climate effects as if using endure elements. In addition, he gains 1
point of fire resistance.

Grallk Kur CR 6 XP 2,400 cleric of Lamashtu 4 CE Medium Male Grimlock monstrous humanoid
Init +5; Senses darkvision 120 ft., scent; Perception +

Defense
AC 20, touch 11, flat-footed 19 (+8 armor, +1 Dex, +1 natural)
HP 62/83 (3d10+4d8+21)
Fort +8, Ref +5, Will +10
Immune disease, poison
Weaknesses light blindness

Offense
Speed 30 ft., climb 30 ft.
Melee mw morningstar +9 (1d8+2); bite +3 (1d4+1)
Special Attacks leap attack, sneak attack +1d6, swarming

Spells Known (CL 4th, Ranged Touch +6, Cast Defensively +13)
2nd (DC 15)hold person, invisibility (D), sound burst, spiritual weapon
1st (DC 14)cause fear, divine favor, entropic shield, magic weapon (D), obscuring mist
0 (DC 13)create water, detect magic, resistance, virtue
Domains Trickery, War

Statistics
Str 14, Dex 12, Con 16, Int 10, Wis 16, Cha 12
Base Attack +6; CMB +8; CMD 19

Feats Combat Casting, Improved Initiative, Spell Focus (necromancy), Weapon Focus (Morningstar)

Skills Acrobatics +16, Climb +23, Knowledge (Religion) +10, Perception +13, Sense Motive +9, Stealth +11 (+15 in caverns); Racial
Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb; -5 Armor Check Penalty

Languages Common, Undercommon

SQ expert climber

Gear +1 banded mail, mw Morningstar, brooch of shielding (82 points), pouch with 42gp, silver key, potion of cure light wounds

Special Abilities

Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a
morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces.
This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along
the course of the leapthe start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for
leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes.
Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are
considered to be flanking that foe as if they were in two opposite squares.

Copycat (Sp): Grallak can create an illusory double of himself as a move action. This double functions as a single mirror image and
lasts for 4 rounds, or until the illusory duplicate is dispelled or destroyed. He can have no more than one copycat at a time. This ability
does not stack with the mirror image spell. He can use this ability 6 times per day.

Battle Rage (Sp): Grallak can touch a creature 6 times per day as a standard action to give it a +2 bonus on melee damage rolls for 1
round.

Tengu CR 1 XP 400 Male tengu rogue (Knife Master) 2 NE Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +8
Active Spells shield of faith +2

Defense
AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +2 Def)
HP 15/18 (2d8+2)
Fort +1, Ref +6, Will +2

Offense
Speed 30 ft.
Melee dagger +4 (1d4+1/1920), bite 1 (1d3)
Ranged short bow +4 (1d6/3)
Special Attacks sneak attack +1d8

Statistics
Str 12, Dex 17, Con 12, Int 10, Wis 15, Cha 8
Base Attack +1; CMB +2; CMD 17

Feats Weapon Finesse, Outflank (Teamwork)

Skills Acrobatics +8, Appraise +5, Bluff +4, Climb +6, Knowledge (local) +5, Linguistics +9, Perception +9, Sleight of Hand +9,
Stealth +10; Racial Modifiers +2 Perception, +2 Stealth, +4 Linguistics

Languages Common, Dwarf, Elf, Goblin, Halfling, Tengu

SQ gifted linguist, swordtrained, evasion

Gear mw studded leather armor, dagger, short bow with 20 arrows, 5 sunrods, potion of shield of faith +2 (Taken before attacking), vial
of alchemists fire, pouch with 7 gp

Special Abilities

Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in
Linguistics rather than 1 language.

Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons
(including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers,
scimitars, short swords, and two-bladed swords).

Sneak Stab (Ex): A knife master focuses their ability to deal sneak attack damage with daggers and similar weapons to such a degree
that they can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When they make
a sneak attack with a dagger, use d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, use d4s
instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability .

Hidden Blade: The knife master Tengu Boss adds +2 on Sleight of Hand checks made to conceal a light blade.

Tengu Boss CR 4 XP 1,200 Male tengu rogue (Knife Master) 5 NE Medium humanoid (tengu)
Init +4; Senses low-light vision; Perception +12
Active Spells shield of faith +2

Defense
AC 19, touch 16, flat-footed 15 (+3 armor, +4 Dex, +2 Def)
HP 38/50 (5d8+10)
Fort +2, Ref +10, Will +3

Offense
Speed 30 ft.
Melee mw dagger +9 (1d4+1/1920), bite +2 (1d3)
Ranged short bow +7 (1d6/3)
Special Attacks sneak attack +3d8

Statistics
Str 12, Dex 18, Con 12, Int 10, Wis 15, Cha 8
Base Attack +3; CMB +4; CMD 20

Feats Combat Reflexes Outflank (Teamwork), Weapon Finesse, Weapon Focus (Dagger)

Skills Acrobatics +11, Appraise +8, Bluff +7, Climb +9, Knowledge (local) +8, Linguistics +12, Perception +12, Sleight of Hand +12,
Stealth +13; Racial Modifiers +2 Perception, +2 Stealth, +4 Linguistics

Languages Common, Dwarf, Elf, Goblin, Halfling, Tengu

SQ gifted linguist, swordtrained, evasion

Gear mw studded leather armor, mw dagger, short bow with 20 arrows, necklace of fireballs (type 1:5d6, 2 3d6 fireballs), potion of
shield of faith (+2), vial of alchemists fire, elixir of hiding, elixir of sneaking, elixir of vision, 5 sunrods, pouch with 7 gp.

Special Abilities

Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in
Linguistics rather than 1 language.

Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons
(including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers,
scimitars, short swords, and two-bladed swords).

Sneak Stab (Ex): A knife master focuses their ability to deal sneak attack damage with daggers and similar weapons to such a degree
that they can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When they make
a sneak attack with a dagger, use d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, use d4s
instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability .

Hidden Blade: The knife master Tengus add +1 on Sleight of Hand checks made to conceal a light blade.

Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a 2 penalty on attack
rolls against the rogue for 1d4 rounds.

Tengu Lieutenant CR 2 XP 600 Male tengu sorcerer 3 NE Medium humanoid (tengu)


Init +3; Senses low-light vision; Perception +8
Active Spells mage armor, shield of faith +2

Defense
AC 19, touch 15, flat-footed 16 (+4 Armor, +3 Dex, +2 Def)
HP 17/21 (3d6+3)
Fort +2, Ref +4, Will +4 (+2 bonus vs charm, cold, fear, fire, and sleep)

Offense
Speed 30 ft.
Melee dagger +1 (1d4/1920) or bite +1 (1d3)
Ranged mw light crossbow +5 (1d8/19-20)

Spells Known (CL 3rd, Ranged Touch +4, Cast Defensively +9)
1st (6/day) [DC 13]corrosive touch, grease, gravity bow, mage armor, ray of enfeeblement, true strike
0 (Will) [DC 12]acid splash, daze, dancing lights, detect magic, light
Bloodline Accursed

Statistics
Str 10, Dex 16, Con 12, Int 10, Wis 12, Cha 14
Base Attack +1; CMB +1; CMD 14

Feats Combat Casting, Point Blank Shot

Skills Bluff +8, Knowledge (Arcana) +6, Linguistics +4, Perception +3, Spellcraft +6, Stealth +5; Racial Modifiers +2 Perception, +2
Stealth, +4 Linguistics

Languages Common, Tengu

SQ gifted linguist, swordtrained,

Gear dagger, mw light crossbow with 20 bolts, 2 feather token (bird), 5 sunrods, feather token (whip), wand of magic missiles (38
charges), potion of shield of faith +2 (Taken before attacking), vial of alchemists fire, pouch with 32 gp

Special Abilities

Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in
Linguistics rather than 1 language.

Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons
(including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers,
scimitars, short swords, and two-bladed swords).

Horrific Visage (Su): The tengu lieutenant can draw upon his ancestor to cause one target to perceive it as having a horrifying
appearance. As a standard action, it can force one target within 30 feet to make a Will save (DC 13) or be shaken for 1 round up to 5
times per day This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects.

Wretched Endurance (Ex): The tengu lieutenant gains a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep
effects.

Dire Weasel CR 2 XP 600 N Medium animal


Init +4; Senses low-light vision, scent; Perception +7

Defense
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 size)
HP 15/24 (3d8)
Fort +3, Ref +7, Will +2

Offense
Speed 20 ft., climb 20 ft
Melee bite +6 (1d6+3)
Special Attacks attach

Statistics
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Base Attack +2; CMB +4; CMD 18 (22 vs. trip)

Feats Alertness, Weapon Finesse

Skills Acrobatics +12, Climb +12, Escape Artist + 5, Perception + 7, Sense Motive + 3, Stealth + 12, Swim + 4

Special Abilities

Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Allip CR 3 XP 800 CE Medium undead (incorporeal)


Init +5; Senses darkvision 60 ft.; Perception +7
Aura babble (60 ft., DC 15)

Defense
AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
HP 30 (4d8+12)
Fort +4, Ref +4, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee incorporeal touch +4 (1d4 Wisdom damage)
Special Attacks babble, touch of insanity

Statistics

Str , Dex 12, Con , Int 11, Wis 11, Cha 16


Base Attack +3; CMB +4; CMD 17

Feats Improved Initiative, Lightning Reflexes

Skills Fly +16, Intimidate +10, Perception +7, Stealth +8

Languages Aklo, Common

SQ madness

Special Abilities

Babble (Su) An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed
at a DC 15 Will save or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect,
but an attack by the allip does end the effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours.
This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.

Madness (Su) Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its
tortured mind and takes 1d4 points of Wisdom damage.

Touch of Insanity (Su) The touch of an allip deals 1d4 points of Wisdom damage (DC 15 Will negates). A successful critical hit causes
1d4 points of Wisdom damage and 1 point of Wisdom drain (instead of double Wisdom damage). With each successful attack, an allip
gains 5 temporary hit points. The save DC is Charisma-based.

Acolytes of Urgathoa CR 2 XP 600 Male human wizard 3 NE Medium humanoid


Init +6 Senses Perception +5
Active Spells mage armor, protection from arrows, foxs cunning, shield of faith (+3)

Defense
AC 19, touch 15, flat-footed 17 (+4 Armor, +2 Dex, +3 Def)
HP 20/24 (3d6+6)
Fort +3, Ref +3, Will +3
Defensive Abilities DR 10/Magic vs Ranged (up to 30 points prevented)

Offense
Speed 30 ft.

Melee dagger +1 (1d4/19-20)


Ranged dagger +4 (1d4/19-20) [6/day]
Spells Known (CL 3rd, Ranged Touch +3, Cast Defensively +10)
2nd (DC 17)glitterdust, scorching ray
1st (DC16)burning hands, color spray, mage armor
0 (DC 15)daze, detect magic, light, ray of frost
Wizard School Universal

Statistics
Str 10, Dex 14, Con 14, Int 16 (20), Wis 10, Cha 10
Base Attack +1; CMD +1; CMD 13 (17 with Deflection)
Feats Alertness (Familiar), Combat Casting, Improved Initiative, Scribe Scroll (Wizard),
Skills Knowledge (Arcana) +9, Knowledge (Local) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +5,
Spellcraft +9
Languages Abyssal, Common, Infernal, Tengu
Combat Gear Scroll of scorching ray, web, Potions: protection from arrows, foxs cunning, shield of faith (+3), gaseous form,
dagger, pouch with 48gp

Special Abilities

Hand of the Apprentice (Su): Acolytes can cause their melee weapon to fly from their grasp and strike a foe before instantly returning
to them. As a standard action 6 times per day, they can make a single attack using a melee weapon at a range of 30 feet. This attack is
treated as a ranged attack with a thrown weapon, except that they add your Intelligence modifier (+3) on the attack roll instead of your
Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.

Faceless One CR 6 XP 1,800 Male human simulacrum wizard 7 NE Medium humanoid


Init +6 Senses Perception +11
Active Spells mage armor, shield, shield of faith (+4)

Defense
AC 24, touch 16, flat-footed 22 (+4 Armor, +4 shield, +2 Dex, +4 Def)
HP 20/24 (3d6+6)
Fort +5, Ref +5, Will +7

Offense
Speed 30 ft.
Melee dagger +3 (1d4/19-20)
Ranged dagger +8 (1d4/19-20) [8/day]
Spells Known (CL 3rd, Ranged Touch +3, Cast Defensively +10)
4th (DC 19)detonate (DC20), Empowered scorching ray
3rd (DC 18)fireball (DC 19), lightning bolt (DC 19), summon monster III
2nd (DC 17)false life, flaming sphere (DC 18), ray of enfeeblement, web
1st (DC16)hold portal, mage armor, magic missile (2), shield
0 (DC 15)daze, detect magic, flare, ray of frost
Wizard School Universal

Statistics
Str 10, Dex 14, Con 14, Int 21, Wis 14, Cha 14
Base Attack +3; CMD +3; CMD 19 (23 with Deflection bonus)
Feats Alertness (Familiar), Brew Potion, Combat Casting, Defensive Combat Training, Empowered Spell, Improved Initiative,
Scribe Scroll (Wizard), Spell Focus (evocation)

Skills Craft (alchemy) +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (planes) +15, Knowledge
(religion) +15, Linguistics +15, Perception +11, Spellcraft +15
Languages Abyssal, Common, Draconic, Dwarf, Elf, Giant, Infernal, Tengu
Combat Gear Scroll of lightning bolt, summon monster III, Potions: cure light wounds, shield of faith (+4), dagger, bracers of
armor +1, lesser metamagic rod (extend), pouch with 48gp

Special Abilities

Hand of the Apprentice (Su): The Faceless One can cause his melee weapon to fly from his grasp and strike a foe before instantly
returning to him. As a standard action 8 times per day, he can make a single attack using a melee weapon at a range of 30 feet. This
attack is treated as a ranged attack with a thrown weapon, except that he adds his Intelligence modifier (+3) on the attack roll instead of
his Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.

Ebon Aspect CR 6 XP 2,400 NE Large outsider (evil)


Init +1; Senses darkvision 60 ft.; Perception +16

Defense
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
HP 90/130 (10d10+30);
Fort +12, Ref +8, Will +10
DR 5/magic; Immune cold; Resist 10 (acid and fire); SR 16

Offense
Speed 40 ft., climb 20
Melee bite +15 (1d8+5) and 3 claws +15 (1d6+5)
PA bite +12 (1d8+11) and 3 claws +12 (1d6+11)
Space 10 ft; Reach 5 ft.
Special Attacks Ebon Bloodthirst, Ebon Weapon

Statistics
Str 20, Dex 12, Con 16, Int 12, Wis 16, Cha 20
Base Attack +10; CMB +16; CMD 27

Feats Cleave, Great Cleave, Power Attack, Weapon Focus (Bite and Claws)

Skills Acrobatics +14, Climb +18, Knowledge (religion) +14, Intimidate +18, Perception +16, Sense Motive +16, Spellcraft +14

Languages Abyssal, Common, Infernal

SQ Ebon Blessing

Special Abilities

Ebon Blessing (Su) If the caster check to overcome the Ebon Aspects spell resistance fails, it heals damage equal to twice the level of
the spell or effect targeting it.

Ebon Bloodthirst (Su) Once per day as a free action, the Ebon Aspect can enter a terrific fury for one round. The aspect gains DR
10/epic, fast healing 10, and a +4 profane bonus to attacks and damage.

Ebon Weapon (Sp) The Ebon Aspect can cast spiritual weapon (CL 10th) once per day. Attacks with the spiritual weapon have a +13
to attack and inflict 1d8+3 force damage on a hit.

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