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Defense
Offense
Speed 30 ft.
Melee mw short sword +7 (1d6+1/1920)
Ranged mw light crossbow +7 (1d8/1920)
Special Attacks sneak attack +3d6
Tactics
Statistics
Str 13, Dex 16, Con 14, Int 10, Wis 8, Cha 12
Base Attack +3; CMB +4 CMD 18
Feats Dodge, Improved Initiative, Weapon Finesse, Skill Focus (Intimidate), Persuasive
Class Abilities Evasion, Sneak Attack (+3d6), Assault Leader (R), Offensive Defense (R), Frightening, Uncanny Dodge
Skills Appraise +9, Bluff +10, Intimidate +15, Knowledge (local) +9, Sleight of Hand +12, Perception +8, Sense Motive +8, Acrobatics +12,
Stealth +12; ACP 0
SQ trapfinding
Gear masterwork studded leather, 23 gp, Potions: cure moderate wounds, invisibility
Special Abilities
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by
1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Brutal Beating (Ex): Whenever a thug deals sneak attack damage, they can choose to forgo 1d6 points of sneak attack damage to make the
target sickened for 3 rounds. This ability does not stack with itselfonly the most recent duration applies.
Assault Leader (Ex): Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also
flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Offensive Defense (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +3
dodge bonus to AC for 1 round.
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP 28/44 (4d10+4)
Fort +5, Ref +6, Will +3
Offense
Speed 50 ft.
Melee bite +7 (1d6+4 plus trip)
Statistics
Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Attack +4; CMB +7; CMD 19 (23 vs. trip)
Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Defense
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, 1 size)
HP 50/70 (5d10+20)
Fort +10, Ref +5, Will +2
Offense
Speed 30 ft.
Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
Space 10 ft.; Reach 5 ft.
Statistics
Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
Base Attack +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Defense
AC 20, touch 15, flat-footed 14; (+5 Dex, +1 dodge, +5 natural, -1 size)
HP 54/78 (6d10+18)
Fort +8, Ref +10, Will +5; +2 resistance vs. any non-touch ranged
Defensive Abilities displacement, resistance to ranged attacks
Offense
Speed 40 ft.
Melee 2 tentacles +9 (1d6+4 plus grab), 4 claws +4 (1d6+2), bite +4 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks lashing tentacles, pounce, rake (2 claws +4, 1d6+2)
Statistics
Str 18, Dex 20, Con 17, Int 4, Wis 17, Cha 10
Base Attack +6; CMB +11 (+15 grapple); CMD 26 (34 vs. trip)
Skills Escape Artist +7, Perception +11, Sense Motive +5, Stealth +17; Racial Modifiers +8 Stealth
Languages Common
Special Abilities
Displacement (Su) A light-bending glamour continually surrounds a displacer beast, making it difficult to surmise the creatures true location.
Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true
seeing effect allows the user to see the beasts position, but see invisibility has no effect.
Lashing Tentacles (Ex) A displacer beast makes 2 tentacle attacks as a standard action.
Resistance to Ranged Attacks (Su) A displacer beast has a +2 resistance bonus on saves against any ranged attack that specifically targets it
(except for ranged touch attacks).
Defense
AC 17, touch 14, flat-footed 13 (+3 Armor, +1 Dodge, +3 Dexterity)
HP 56/64 (6d8+18)
Fort 3, Ref +7, Will +0
Defensive Abilities evasion
Offense
Speed 30 ft.
Melee mw short sword +7 (1d6+1/1920)
Statistics
Str 13, Dex 16, Con 14, Int 10, Wis 18, Cha 12
Base Attack +3; CMB 4 CMD 18
Feats Dodge, Improved Initiative, Weapon Finesse, Skill Focus (Sleight of Hand), Deft Hands
Class Abilities Evasion, Sneak Attack (+3d6), fast fingers, fast getaway, Uncanny Dodge
Skills Appraise +9, Bluff +10, Climb +10, Knowledge (local) +9, Sleight of Hand +17, Perception +8, Sense Motive +8, Acrobatics +12,
Stealth +12; ACP 0
SQ trapfinding
Gear masterwork studded leather, 23 gp, Potions: cure moderate wounds, invisibility
Special Abilities
Measure the Mark (Ex): When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception
check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to
make the check based on the results of the targets Perception check. If the rogue elects not to make the check, she can make a Bluff check,
opposed by the targets Sense Motive, to prevent the target from noticing the attempt.
Stab and Grab (Ex): As a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the
target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an item from the creature during combat;
otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a 5 penalty on
the Perception check to notice the theft.
Fast Fingers (Ex): Twice per day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result.
She must choose to use this talent before making the Sleight of Hand check.
Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to
take the withdraw action. She can move no more than her speed during this movement.
Defense
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
HP 67/92 (4d10+4d8+20)
Fort +6, Ref +11, Will +7
Defensive Abilities Immune charm, sleep
Offense
Speed 30 ft.
Melee 2 claws +8 (1d8+4)
Special Attacks sneak attack +3d6
Statistics
Str 18, Dex 18, Con 14, Int 13, Wis 14, Cha 17
Base Attack +7; CMB +11; CMD 26
Feats Dodge, Great Fortitude, Ability Focus (detect thoughts), Improved Initiative
Class Feats Evasion, guileful polyglot (+10 bluff 1/day), resiliency (+4 HPs when under 0), Uncanny Dodge
Skills Bluff +17 (+21 while using change shape ability), Diplomacy +10, Disguise +15 (+35 while using change shape ability), Perception +13,
Sense Motive +10, Stealth +12, Knowledge local +12; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common
Special Abilities
Mimicry (Ex): Ixiaxian is proficient in all weapons, armor, and shields. In addition, Ixiaxian can use any spell trigger or spell completion item
as if the spells were on its spell list. (CL 4)
Perfect Copy (Su): When Ixiaxian uses change shape, it can assume the appearance of specific individuals.
Skilled Liar (Ex): Whenever Ixiaxian uses Bluff to attempt to deceive someone, it gains a +2 bonus on the opposed roll. This bonus does not
apply to feint attempts or attempts to pass secret messages.
Poison Use (Ex): Ixiaxian is trained in the use of poison and cannot accidentally poison itself when applying poison to a blade.
Elaxan CR 8 XP 4,800 Doppelganger Rogue (Spy) 4/Fighter 2 N Medium monstrous humanoid (shapechanger)
Defense
AC 24, touch 15, flat-footed 19 (+5 Armor, +4 Dex, +1 dodge, +4 natural)
HP 92/126 (4d10+2d10+4d8+34)
Fort +10, Ref +11, Will +7 (+8 vs Fear)
Defensive Abilities Immune charm, sleep
Offense
Speed 30 ft.
Melee 2 claws +13 (1d8+4) or +1 short sword +15/+10 (1d6+5)
PA 2 claws +10 (1d8+10) or +1 short sword +12/+7 (1d6+11)
Special Attacks sneak attack +3d6
Statistics
Str 18, Dex 18, Con 16, Int 13, Wis 14, Cha 15
Base Attack +9; CMB +13; CMD 28
Feats Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Vital Strike, Weapon Focus (Short Sword)
Class Feats Evasion, guileful polyglot (+10 bluff 1/day), resiliency (+4 HPs when under 0), Uncanny Dodge
Skills Bluff +16 (+20 while using change shape ability), Diplomacy +11, Disguise +14 (+34 while using change shape ability), Perception +15,
Sense Motive +10, Stealth +12, Knowledge local +12; Racial Modifiers +4 Bluff, +4 Disguise
Gear +2 studded leather, +1 short sword, potions: cure moderate wounds, invisibility
Special Abilities
Mimicry (Ex): Elaxan is proficient in all weapons, armor, and shields. In addition, Elaxan can use any spell trigger or spell completion item as
if the spells were on its spell list. (CL 4)
Perfect Copy (Su): When Elaxan uses change shape, it can assume the appearance of specific individuals.
Skilled Liar (Ex): Whenever Elaxan uses Bluff to attempt to deceive someone, it gains a +2 bonus on the opposed roll. This bonus does not
apply to feint attempts or attempts to pass secret messages.
Poison Use (Ex): Elaxan is trained in the use of poison and cannot accidentally poison itself when applying poison to a blade.
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
HP 52 (7d8+21)
Fort +5, Ref +5, Will +6
Defensive Abilities Immune acid
Offense
Speed 10 ft.
Melee slam +10 (1d8+6 plus adhesive)
Special Attacks constrict (slam, 1d8+6)
Statistics
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Base Attack +5; CMB +9; CMD 20 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (dungeoneering) +10, Perception +14; Racial Modifiers +20
Disguise when mimicking objects
Languages Common
SQ mimic object
Special Abilities
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesivecovered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive
without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17
Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive,
but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature
dies. The save DC is Strength-based.
Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature
cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic
gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
Martel and Regim CR 7 XP 3,200 Doppelganger Fighter 5 N Medium monstrous humanoid (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +13
Defense
AC 23, touch 14, flat-footed 19 (+3 Armor, +2 Shield, +3 Dex, +1 dodge, +4 natural)
HP 90/122 (4d10+5d10+32)
Fort +10, Ref +8, Will +6 (+7 vs Fear)
Defensive Abilities Immune charm, sleep
Offense
Speed 30 ft.
Melee 2 claws +14 (1d8+5) or
+1 longsword +17/+12 (1d8+7) or
PA +1 longsword +14/+9 (1d8+13)
Statistics
Str 20, Dex 16, Con 16, Int 13, Wis 12, Cha 15
Base Attack +9; CMB +14; CMD 28
Feats Dodge, Great Fortitude, Power Attack, Cleave, Vital Strike, Improved Initiative, Weapon Focus (Longsword), Weapon Specialization
(Longsword)
Skills Bluff +15 (+19 while using change shape ability), Diplomacy +5, Disguise +10 (+30 while using change shape ability), Perception +13,
Sense Motive +5, Stealth +7; Racial Modifiers +4 Bluff, +4 Disguise; ACP -2 when using shield
Special Abilities
Mimicry (Ex): A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell
completion item as if the spells were on its spell list. (CL 4)
Perfect Copy (Su): When a doppelganger uses change shape, it can assume the appearance of specific individuals.
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
HP 84/112 (7d10+42)
Fort +11, Ref +11, Will +4
Defensive Abilities natural invisibility; Immune elemental traits
Offense
Speed 30 ft., fly 30 (perfect)
Melee 2 slams +12 (2d6+4)
Statistics
Str 18, Dex 19, Con 22, Int 14, Wis 15, Cha 11
Base Attack +7; CMB +11; CMD 25
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (slam)
Skills Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12, Perception +12, Sense Motive +12, Stealth +14, Survival +12
SQ improved tracking
Special Abilities
Improved Tracking (Ex) An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed.
Natural Invisibility (Ex) This ability is constantan invisible stalker remains invisible at all times, even when attacking. As this ability is
inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth
checks when moving, or +40 when standing stillthese bonuses are not included in the statistics above.
HP 96/132 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)
Offense
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attack constrict (tentacle, 1d4+2)
Statistics
Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
Base Attack +9; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Abilities
Poison (Ex) Biteinjury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.
Defense
AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
HP 40/60 (5d10+10)
Fort +6, Ref +7, Will +4
Offense
Speed 50 ft., climb 30 ft.
Melee bite +8 (1d6 plus poison)
Special Attacks web (+8 ranged, DC 14, HP 5)
1st (7/day) [DC 14]charm person, mage armor, silent image (DC 14), sleep
0 (at will) [DC 13]daze, detect magic, ghost sound, light, mage hand, resistance
Statistics
Str 11, Dex 17, Con 14, Int 14, Wis 13, Cha 16
Base Attack +5; CMB +5; CMD 18
Skills Acrobatics +9 (+17 jump), Climb +14, Escape Artist +8, Knowledge (arcana) +7, Perception +9, Stealth +9; Racial Modifiers +2
Acrobatics, +2 Perception
Special Abilities
Change Shape (Su) An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea
cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with
the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and
wear armor. When in humanoid or hybrid form, an aranea's speed is 30 feet and it has no climb speed.
Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Strength; cure 1 save.
Spells An aranea casts spells as a 5th-level sorcerer, but does not gain any additional abilities, such as a sorcerous bloodline.
Defense
AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
HP 28/44 (4d10+4)
Fort +4, Ref +5, Will +6
Defensive Abilities Immune charm, sleep
Offense
Speed 30 ft.
Melee 2 claws +8 (1d8+4)
Statistics
Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Base Attack +4; CMB +8; CMD 20
Skills Bluff +9 (+13 while using change shape ability), Diplomacy +4, Disguise +9 (+29 while using change shape ability), Perception +9,
Sense Motive +6, Stealth +5; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common
Special Abilities
Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell
completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.
Room D15.
Variant Doppelganger - Instead of Dodge feat these doppelgangers instead have the Haunting Similarity feat. (AC 15; Disguise +11 or +31)
Haunting Similarity - You get a +2 bonus on Disguise checks to impersonate an individual creature (as opposed to a "generic" creature). In
addition, if the creature you impersonate damages you, the creature is shaken for 1 round. Creatures immune to fear are also immune to this
effect.
Defense
AC 26, touch 16, flat-footed 22 (+4 Armor, +3 Dex, +1 dodge, +2 Def, +6 natural)
HP 72/108 [80/126] (9d10+18+18 false life)
Fort +5, Ref +9, Will +11
Defensive Abilities Immune mind affecting spells, detect alignment
Offense
Speed 30 ft.
Melee 2 claws +13 (1d8+4)
Statistics
Str 18, Dex 17, Con 14, Int 17, Wis 17, Cha 15
Base Attack +9; CMB +13; CMD 27
Skills Bluff +14 (+18 while using change shape ability), Diplomacy +9, Disguise +14 (+34 while using change shape ability), Perception +14,
Sense Motive +10, Stealth +12; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common
Gear +1 frost greataxe, ring of protection +2, scroll of fireball (CL8 DC 14), wand of cure moderate wounds (26 charges)
Special Abilities
Mimicry (Ex): A greater doppelganger is proficient in all weapons, armor, and shields. In addition, it can use any spell trigger or spell
completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
Perfect Copy (Su): When a greater doppelganger uses change shape, it can assume the appearance of specific individuals.
Consume Identity (Su): By eating the brain of a Medium-sized or smaller humanoid victim, a greater doppelganger can absorb the mind,
memories, and personality of that victim. After consuming a victim's identity, it can assume the victim's form with 100% accuracy and possess
the victim's memories, abilities, and alignment. The only exceptions are cleric spells of 2nd level or greater, a paladin's (or equivalent) Special
Abilities, and other powers that are granted by deities. When a greater doppelganger has already consumed three or more personalities, and
wishes to consume another, it must make a Will save (DC 16) to avoid losing a random personality from those consumed earlier. In any case, it
cannot have more consumed identities than it has total levels, losing a random identity from its pool if it attempts to exceed that limit. If it
"wears" one of its assumed identities and commits an act that runs counter to that form's alignment, it is immediately reverted to its normal
form for 1d10 rounds. In a greater doppelgangers normal form, it retains the basic memories of all the identities it has consumed, though not
deeper memories. Memories from previously consumed identities that have been forced out by new identities fade quickly.
Polymorph Rend (Su): A greater doppelganger can make a touch attack against a being that is presently enchanted by polymorph self ,
shapechange, or polymorph other spell cast by someone other than itsself. This touch attack inflicts 6d6 points of damage on the polymorphed
creature.
AC 24, Str 22 Con 18, Will +13, HP +18 temporary hps; Speed 40'
Special Abilities, Improved Uncanny Dodge, Trap Sense, DR 1/-; Rage (20 Rounds )
Melee +1 frost greataxe +16 (1d12+10 +1d6 frost, +1d6 acid, electricity or fire)
Rage Powers - Elemental Rage (normal), Renewed Vigor (standard action to heal 2d8+4), Unexpected Strike (AoO on approach 1/Rage)
Spells Known (CL 8th, Ranged Touch +12, Cast Defensively +11)
4th (DC 17) confusion, wall of fire
3rd (DC 16) clairvoyance, dispel magic, fireball, slow
2nd (DC 15) false life, extended mage armor, resist energy, scorching ray
1st (DC 14) charm person, grease, magic missile (2), ray of enfeeblement
0 (DC 13) detect magic, disrupt undead, ray of frost, touch of fatigue (DC 15)
Universal School
Defense
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
HP 44/60 (5d10+10)
Fort +5, Ref +4, Will +1 (+2 vs Fear, +3 vs. enchantment)
Defensive Abilities Immune sleep; SR 11
Weaknesses light blindness
Offense
Speed 30 ft.
Melee mw rapier +11 (1d6+3/1820)
Ranged mw hand crossbow +9 (1d4/1920)
Statistics
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 10
Base Attack +5; CMB 7 (9 Disarm); CMD 20 (22 Disarm)
Feats Weapon Finesse, Improved Disarm, Combat Expertise, Weapon Focus/Specialization (Rapier), Blind-fight
SQ poison use
Gear mw chain shirt, mw heavy steel shield, mw rapier, mw hand crossbow, 20 bolts, potion cure moderate wounds, alchemist fire (2),
tanglefoot bag
Shrieker Hazard
This human-sized purple mushroom emits a piercing sound that lasts for 1d3 rounds whenever there is movement or a light source within 10
feet. This shriek makes it impossible to hear any other sound within 50 feet. The sound attracts nearby creatures that are disposed to investigate
it. Some creatures that live near shriekers learn that this noise means there is food or an intruder nearby.
Defense
AC 24, touch 15, flat-footed 22 (+7 armor, +2 Dex, +3 Def, +2 shield)
HP 93/117 (9d8+45) +9 Temporary
Fort +9 (+7), Ref +6, Will +9 (+11 vs. enchantment)
Defensive Abilities Immune sleep; SR 15
Weaknesses light blindness
Offense
Speed 20 ft.
Melee +1 spell storing morningstar +12+12/+7 (1d8+6)
PA +1 spell storing morningstar +10/+10/+5 (1d8+10)
Ranged mw hand crossbow +12 (1d4/1920)
Special Attacks channel negative energy 5d6 (6/day)
Spells Known (CL 9th, Ranged Touch +8, Cast Defensively +16)
5th (DC 18)righteous might, shout (D)
4th (DC 17)cure critical wounds, divine power, unholy blight (D)
3rd (DC 16)dispel magic, magic vestment (2), rage (D)
2nd (DC 15)align weapon (D), bears endurance, cure moderate wounds, sound burst, spiritual weapon
1st (DC 14)divine favor, doom, sanctuary, shield of faith, true strike (D)
0 (DC 13)detect magic, detect poison, read magic, resistance
Statistics
Str 14, Dex 14, Con 16 (12), Int 10, Wis 16, Cha 10
Base Attack +6; CMB 6 (8 Disarm); CMD 19 (21 Disarm)
Feats Toughness, Lightning Reflexes, Power Attack, Combat Casting, Channel Smite (Will DC 17)
Gear +1 light fortification breastplate, mw heavy steel shield, +1 spell storing morningstar (hold person, DC 15), mw hand crossbow with 20
bolts, Key to M5
Special Abilities
Destructive Smite (Su): Myrianaas gains the destructive smite power: the supernatural ability to make a single Melee attack with a +4 Morale
bonus on damage rolls. She must declare the destructive smite before making the attack. You can use this ability 6 times per day.
Destructive Aura (Su): Myrianaas can emit a 30-foot aura of destruction for 9 rounds per day. All attacks made against targets in this aura
(including her) gain a +4 Morale bonus on damage and all critical threats are automatically confirmed. These rounds do not need to be
consecutive.
Fury of the Abyss (Su): As a swift action 6 times per day, Myrianaas can give herself a +4 enhancement on Melee attacks, Melee damage
rolls, and combat maneuver checks. This bonus lasts for 1 round and she takes a 2 penalty to AC during that round.
Scythe of Evil (Su): Once per day, Myrianaas can give a weapon touched the unholy special weapon quality for 4 rounds.
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
HP 56/80 (8d8+16)
Fort +4, Ref +4, Will +6
Defensive Abilities Immune electricity
Offense
Speed 30 ft., Climb 30ft
Melee 2 claws +10 (1d8+4)
PA 2 claws +8 (1d8+8)
Statistics
Str 19, Dex 14, Con 15, Int 8, Wis 11, Cha 15
Base Attack +6; CMB +10; CMD 22
Skills Climb +23, Perception +15, Swim +12; Racial Modifiers +8 to Climb and can always Take 10, +4 to Perception
Languages Common
SQ mimic object
Slowing Gaze (Su): Slow for 1d6 rounds, 30 feet, Will Save DC 18
Penetrating Sight (Su): An Octopin can see through up to 2 feet of wood, 6 inches of stone or metal, and 1 inch of lead. Octopin are immune
to visual figments and glamers (invisible).
Defense
AC 18, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 Size)
HP 144/212 (16d8+64)
Fort +9, Ref +4, Will +6
Defensive Abilities Immune electricity
Offense
Speed 30 ft., Climb 30ft
Melee 2 claws +20 (2d6+7)
PA 2 claws +16 (2d6+15)
PA+VS claw +16 (6d6+15)
Special Attacks Rend (2d6+10), slowing gaze
Statistics
Str 27, Dex 12, Con 19, Int 8, Wis 11, Cha 15
Base Attack +12; CMB +20; CMD 31
Feats Ability Focus (Slowing Gaze), Alertness, Improved Initiative, Power Attack, Blind-fight, Cleave, Vital Strike, Improved Vital Strike
Skills Climb +35, Perception +25, Swim +24; Racial Modifiers +8 to Climb and can always Take 10, +4 to Perception
Languages Common
SQ mimic object
Slowing Gaze (Su): Slow for 1d6 rounds, 30 feet, Will Save DC 22
Penetrating Sight (Su): An Octopin can see through up to 2 feet of wood, 6 inches of stone or metal, and 1 inch of lead. Octopin are immune
to visual figments and glamers (invisible).
Zyrzog CR 11 XP 19,200 mind flayer Sorcerer 8 LE Medium aberration
Init +8; Senses darkvision 60 ft.; Perception +23
Active Spells displacement, false life, resist energy (choice), shield
Defense
AC 22, touch 15, flat-footed 17 (+4 Dex, +3 natural, +1 Dodge, +4 Shield)
HP 178 (8d8+8d6+48+18)
Fort +8, Ref +10, Will +18
Defensive Abilities 50% Miss Chance; Resist fire 20; SR 32
Offense
Speed 30 ft.
Melee 4 Tentacles +14 (1d4+grab)
Spells Known (CL 8th, Ranged Touch +14, Cast Defensively +18)
4th (4/day) (DC 17)ice storm
3rd (6/day) (DC 16)displacement, lightning bolt
2nd (8/day) (DC 15)false life, resist energy, scorching ray
1st (8/day) (DC 14)alarm, grease, magic missile, ray of enfeeblement, shield
0 (Will) (DC 13)acid splash, arcane mark, detect magic, flare, read magic, ray of frost, prestidigitation
Bloodline Aberration
Statistics
Str 10, Dex 18, Con 14, Int 19, Wis 19, Cha 22
Base Attack +10; CMB +10; CMD 31
Feats Combat Casting, Combat Expertise, Craft Wondrous Item, Defensive Combat Training, Dodge, Improved Initiative, Nimble Moves,
Toughness, Weapon Finesse
Skills Bluff +25, Diplomacy +10, Disguise +6, Intimidate +25, Knowledge (Arcane) +23, Perception +23, Sense Motive +16, Spellcraft +23,
Stealth +20
Languages Common
SQ mimic object
Gear boots of elvenkind, cloak of resistance +2, ring of counterspells (dispel magic), potion of cure serious wounds (2), necklace of fireballs
(Type 3), lesser empowered metamagic rod, Key to M14
Special Abilities
Bloodline Arcana: Whenever Zyrzog casts a spell of the polymorph subschool, increase the duration of the spell by 50%. This bonus does not
stack with the increase granted by the Extend Spell feat.
Acidic Ray (Sp): Zyrzog can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray
deals 1d6+4 points of acid damage 9 times per day.
Long Limbs (Ex): Zyrzogs reach increases by 5 feet whenever it is making a melee touch attack. This ability does not otherwise increase its
threatened area.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached to a single opponent and who successfully maintains the hold
automatically extracts the opponent's brain, instantly killing that creature
Mind Blast (Sp): Cone 60 ft. long; anyone inside must succeed at a Will save (DC 20) or be stunned for 3d4 rounds