Akaruzug
(NPC
) | CR | XP |
No Gender Akaruzug | LE Large Construct
(
)
|
Init +2 | Senses Darkvision (60 feet), Low-Light Vision
; Perception +1 |
Aura Unhallow (Constant) |
Defense |
AC 29
, touch 11
, flat-footed 27
(+2
Dex
, -1
size, +18
natural
) |
hp 206
(32d10
) |
Fort +10 Ref +12 Will +11 |
Immune Construct Traits (+30 HP), ability damage, ability drain, bleeds, energy drain, exhaustion, fatigue, death and necromancy effects, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; Weaknesses Soul Engine; DR 15/good |
Offense |
Spd 30
ft; Flight (40 feet, Perfect) |
Melee | Claw x2 (Akaruzug) +41 x2
(1d8+10
/20/x2
) |
| Slam (Akaruzug) +41
(2d8+10
/20/x2
) |
| Wing x2 (Akaruzug) +36 x2
(1d8+5
/20/x2
) |
Special Attacks: Soul Slave, Soul Steal (DC 26) |
Statistics |
Str 30
(+10
) Dex 14
(+2
) Con 0
(+0
) Int 0
(+0
) Wis 12
(+1
) Cha 1
(-5
) |
Base Atk +32
; CMB +43
; CMD 55 |
Feats Simple Weapon Proficiency - All |
Skills |
Languages Common |
SQ |
Special Abilities |
Unhallow (Constant) (Sp) An akaruzug emanates a 40-foot aura of unholy energy, as per the spell unhallow. The construct’s creator determines what, if any, additional spell effects are tied to the akaruzug’s unhallow aura at the time of its creation. The construct benefits from any spell effects tied to its unhallow aura. Common choices are darkness, detect good, freedom of movement, and invisibility purge. |
Soul Engine (Su) An akaruzug draws the energy it requires to function from a living creature crucified upon its frame. An active akaruzug (or another creature working with an inactive akaruzug) can spend 1 minute to bind a helpless or willing creature to the construct. Once the victim is restrained, the akaruzug draws the creature’s soul into it, an effect similar to the spell magic jar. While the soul remains in the akaruzug, the construct remains active. If the body crucified upon it is removed, the soul within the construct is freed and the akaruzug deactivates after 1d4 rounds. An akaruzug’s victim cannot be resurrected while its soul is still trapped within the construct.
The most likely ways to free a body from an active akaruzug are to pull it free or magically remove the body. A creature who makes a grapple attempt against an akaruzug can target the body hung on the construct. The akaruzug gains a +10 bonus on the opposed grapple check to keep its victim in place. If the akaruzug fails this check, its victim is freed. Casting a spell like teleport object on an akaruzug’s victim can remove it from its bindings. If a saving throw is allowed to resist the spell, the akaruzug makes it for its victim. As an akaruzug’s victim is dead, it no longer counts as a creature for the purposes of spells that target individuals. An akaruzug’s victim cannot be targeted in any ways besides these, and thus cannot be destroyed without first destroying the construct.
Destroying an akaruzug or removing its victim’s body releases the soul restrained within. A released soul is not returned to its body, however, and instead departs just as any other slain soul. |
Soul Slave (Su) Using the soul trapped within its frame, an akaruzug can manifest ghostly representations of its victim to attack its enemies as a standard action. These soul slaves appear as the akaruzug’s victim did in life and wield a weapon favored by that individual. Aside from this, the soul slave functions similarly to the spell spiritual weapon cast by a 15th level cleric (though with an AC adjusted by the victim’s size). An akaruzug can use this ability up to three times a day. |
Soul Steal (DC 26) (Su) An akaruzug can attempt to draw additional soul energy into it. Once every 1d4 rounds, the construct can unleash a blast of soul essence that seeks to flense the life force of any living creature within 20 feet. All living creatures in the area must make a DC 26 Fortitude save or gain 1d4 negative levels. The save DC is Constitution-based. For each negative level bestowed, the akaruzug gains 5 temporary hit points. |
Assassin, Red Mantis
(NPC
) | CR | XP |
Male Human Fighter (Two-Weapon Fighter) 2, Red Mantis Assassin 4, Rogue 3 | LE Medium |
Init +5 | Perception +14 |
Defense |
AC 20
, touch 16
, flat-footed 14
(+5
Dex
, +3
armor, +1
shield, +1
dodge
) |
hp 68
(2d10+7d8+18
) Fast Healing 2
(Ex) |
Fort +8 Ref +11 Will +4 |
Defensive Abilities: Bravery +1, Evasion, Red Shroud (4rounds) (2/day), Trap Sense +1 |
Offense |
Spd 60
ft |
Melee | Dagger +12/+7
(1d4+1
/19-20/x2
) |
| Dagger +12/+7
(1d4+1
/19-20/x2
) |
| Dagger +12/+7
(1d4+1
/19-20/x2
) |
| Dagger +12/+7
(1d4+1
/19-20/x2
) |
| Masterwork Sawtooth Sabre +8
(1d8+3
/19-20/x2
) |
| Masterwork Sawtooth Sabre +8/+3
(1d8+3
/19-20/x2
) |
Special Attacks: Lasting Poison, Prayer Attack (DC 16), Sneak Attack +4d6 |
Red Mantis Assassin
Spells Known
(CL
, melee touch +8/+3
, ranged touch +12/+7
, DC
) |
2
(2
/day) | Cat's Grace (DC 14
), Spider Climb (DC 14
) |
1
(4
/day) | Disguise Self, Expeditious Retreat, Feather Fall (DC 13
), Jump (DC 13
) |
Cantrips | |
Statistics |
Str 12
(+1
) Dex 20
(+5
) Con 14
(+2
) Int 8
(-1
) Wis 10
(+0
) Cha 14
(+2
) |
Base Atk +7
; CMB +8
; CMD 23 |
Feats Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Double Slice, Exotic Weapon Proficiency: Sawtooth Sabre, Martial Weapon Proficiency - All, Rogue Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Sawtooth Sabre, Weapon Specialization: Sawtooth Sabre |
Skills Acrobatics +17, Bluff +10, Climb +7, Diplomacy +6, Disable Device +10, Disguise +6, Escape Artist +12, Intimidate +10, Knowledge (Local) +9, Perception +14, Sleight of Hand +9, Stealth +17 |
Languages Common |
SQ , Trapfinding +1 |
Combat Gear Dagger, Dagger, Dagger, Dagger, Masterwork Sawtooth Sabre, Masterwork Sawtooth Sabre, +1 Leather |
Other Gear Alchemist's Fire Flask (20 GP
), Dagger (2 GP
), Dagger (2 GP
), Dagger (2 GP
), Dagger (2 GP
), Thieves' tools (30 GP
) |
Special Abilities |
Fast Healing 2 (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. |
Bravery +1 (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. |
Evasion (Ex) If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, you takes no damage with a successful saving throw. |
Red Shroud (4rounds) (2/day) (Su) At 3rd level, a Red Mantis assassin gains the ability to create a veil of red mist a number of times per day equal to her Constitution bonus (minimum once per day) as a move-equivalent action. The red shroud persists for 1 round per class level. It grants a +1 dodge bonus to AC and fast healing equal to her Constitution bonus (minimum of fast healing 1). This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains. |
Trap Sense +1 (Ex) A character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the character reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack. |
Lasting Poison (Ex) A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent. |
Prayer Attack (DC 16) (Su) At 2nd level, a Red Mantis assassin learns her signature assassination style. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action, and causes her victim to be fascinated by her unless he makes a Will save (DC 10 + the Red Mantis assassin's class level + her Charisma modifier - if she's wielding two sawtooth sabres, this DC gains a +2 bonus). She can maintain the fascination effect by concentrating. The victim may attempt a new save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity. |
Sneak Attack +4d6 If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment. |
Summon Mantis (1/day) (Sp) Once per day at 4th level, a Red Mantis assassin may summon an advanced fiendish giant mantis, 1d3 fiendish giant mantises, or 1d4+1 giant mantises, as if using summon monster V. She can mentally direct the actions of these summoned vermin as a free action. All mantises summoned by this spell-like ability are blood red, and gain no racial bonus on Stealth checks in forests. |
Mask of the Mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.
Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp |
Trapfinding +1 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. |
Beirawash, Devilfish | CR | XP |
Male Devilfish | NE Gargantuan Magical Beast
(Aquatic
)
|
Init +9 | Senses Darkvision (60 feet), Low-Light Vision, See in Darkness
; Perception +16 |
Defense |
AC 27
, touch 12
, flat-footed 21
(+5
Dex
, -4
size, +15
natural, +1
dodge
) |
hp 370
(5d10+253
) |
Fort +23 Ref +18 Will +12 |
Resist cold 10 |
Offense |
Spd 10
ft; Swimming (40 feet) |
Melee | Tentacle (Devilfish) +27
(8d6+39
/19-20/x2
) |
Special Attacks: Grab, Poison: Savage bite - injury (DC 31), Savage Bite (2d6+4/18-20 plus poison), Unholy Blood (DC 31) |
Statistics |
Str 38
(+14
) Dex 20
(+5
) Con 31
(+10
) Int 7
(-2
) Wis 16
(+3
) Cha 12
(+1
) |
Base Atk +23
; CMB +41
; CMD 57 |
Feats Cleave, Combat Reflexes (6 AoO/round), Dodge, Improved Critical: Tentacle, Improved Initiative, Improved Natural Armor, Improved Natural Attack: Tentacle (Devilfish), Iron Will, Mobility, Power Attack -6/+12, Spring Attack, Toughness +23 |
Skills Escape Artist +12, Perception +16, Swim +28 |
Languages Abyssal, Aquan, Common |
SQ Water Dependency |
Special Abilities |
Grab (Gargantuan) (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to 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 make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line. |
Poison: Savage bite - injury (DC 31) (Ex) You have a poison attack. |
Savage Bite (2d6+4/18-20 plus poison) (Ex) A devilfish can attack with its savage bite whenever it makes a successful grapple check. This attack is in place of any other action made with a successful grapple check. The bite threatens a critical hit on a roll of 18-20, and injects the target with poison as well. |
Unholy Blood (DC 31) (Su) A devilfish's blood is infused with fiendish magic. Once per day, as a swift action, a devilfish can emit a night-black cloud of this foul liquid, filling a 20-foot-radius cloud if underwater, or a 20-foot-radius burst on land. In water, the blood provides total concealment for everything but a devilfish (which can see through the blood with ease); on land the slippery blood coats the ground, making the area difficult terrain. The blood persists for 1 minute before fading. Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land must make a DC 16 Fortitude save or be nauseated for 1d4 rounds - this save need be made only once per cloud. The save DC is Constitution-based. |
Water Dependency (Ex) A devilfish can survive out of the water for 1 hour, after which it becomes fatigued. After 2 hours, the devilfish becomes exhausted and begins to suffocate (Pathfinder RPG Core Rulebook 445). |
Boggard, Champion | CR | XP |
Male Boggard Barbarian 9 | CE Medium |
Init +5 | Senses Darkvision (60 feet), Low-Light Vision
; Perception +14 |
Defense |
AC 22
, touch 9
, flat-footed 21
(+1
Dex
, +7
armor, +6
natural, -2
misc
) |
hp 181
(9d12+3d8+96
) |
Fort +16 Ref +5 Will +7 |
Defensive Abilities: Improved Uncanny Dodge (Lv >=13), Trap Sense +3; DR 1/ |
Offense |
Spd 30
ft; Swimming (30 feet) |
Melee | +1 Thundering Greatclub +16/+11/+6
(1d10+19
/19-20/x2
) |
| Bite (Animal Fury) +9
(1d4+6
/20/x2
) |
| Claw x2 (Beast Totem, Lesser) +9 x2
(1d6+6
/20/x2
) |
Special Attacks: Animal Fury, Beast Totem, Lesser |
Statistics |
Str 22
(+6
) Dex 12
(+1
) Con 24
(+7
) Int 6
(-2
) Wis 12
(+1
) Cha 10
(+0
) |
Base Atk +11
; CMB +17
; CMD 26 |
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Extra Rage Power, Improved Critical: Greatclub, Improved Initiative, Martial Weapon Proficiency - All, Power Attack -3/+6, Shield Proficiency, Simple Weapon Proficiency - All, Toughness +12, Weapon Focus: Greatclub |
Skills Acrobatics +8, Climb +8, Intimidate +4, Perception +14, Stealth +5, Survival +5 |
Languages Boggard |
SQ Beast Totem +3 AC, Boggard Skill Bonuses, Fast Movement +10, Hold Breath (x4), No Escape (1/rage), Rage (25 rounds/day), Raging Swimmer +9, Sticky Tongue, Swamp Stride, Terrifying Croak (1/hour) (DC 18) |
Combat Gear +1 Thundering Greatclub, +3 Hide Shirt |
Special Abilities |
Improved Uncanny Dodge (Lv >=13) (Ex) You gain the ability to react to danger before her senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have levels of uncanny dodge. |
Trap Sense +3 (Ex) A character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the character reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack. |
Animal Fury (Ex) While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus -5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. |
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. |
Beast Totem +3 AC (Su) While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power. |
Boggard Skill Bonuses +16 to Acrobatics checks to jump. +8 to Stealth checks within swamps. |
Fast Movement +10 (Ex) A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. |
Hold Breath (x4) (Ex) You can hold its breath for a number of rounds equal to the listed multiplier times its Constitution score before you risk drowning.
Normal: You can hold your breath for a number of rounds equal to 2 times your CON score before you risk drowning. |
No Escape (1/rage) (Ex) The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage. |
Rage (25 rounds/day) (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like Bear's Endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. |
Raging Swimmer +9 (Ex) When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks. |
Sticky Tongue (Ex) Members of this race can make an attack with their long, sticky tongue as a melee attack. This is a secondary attack. A creature hit by this cannot move more than 10 feet away from the attacker and takes a - 2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce your hit points). Members of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. Members of this race can only have one creature attached to its tongue at a time. |
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally. |
Terrifying Croak (1/hour) (DC 18) (Su) As a supernatural ability, once per hour, as a standard action, members of this race can emit a thunderous croak. Any creature not of the race's subtype (if humanoid) or type (if another race type) must make a Will saving throw (DC 10 + 1/2 creature's level + creature's Charisma modifier) or become shaken for 1d4 rounds. Creatures that save cannot be affected again by a terrifying croak made by a creature of your subtype (if humanoid) or type (if another race type) for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. |
Devil, Barbed | CR | XP |
Male Devil, Barbed | LE Medium Outsider
(Devil Extraplanar
)
|
Init +6 | Senses Darkvision (60 feet), See in Darkness
; Perception +21 |
Defense |
AC 26
, touch 16
, flat-footed 20
(+6
Dex
, +10
natural
) |
hp 138
(12d10+72
) |
Fort +14 Ref +14 Will +8 |
Resist acid 10, cold 10, spells 22; Immune fire, poison; DR 10/good |
Offense |
Spd 30
ft |
Melee | Claw x2 (Devil, Barbed) +18 x2
(2d8+6
/19-20/x2
) |
Special Attacks: Grab |
Statistics |
Str 23
(+6
) Dex 23
(+6
) Con 22
(+6
) Int 12
(+1
) Wis 15
(+2
) Cha 18
(+4
) |
Base Atk +12
; CMB +18
; CMD 34 |
Feats Alertness, Cleave, Combat Reflexes (7 AoO/round), Improved Critical: Claw, Iron Will, Martial Weapon Proficiency - All, Power Attack -4/+8, Simple Weapon Proficiency - All |
Skills Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (Planes) +16, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +13, Survival +14 |
Languages Celestial, Common, Draconic, Infernal |
SQ Barbed Defense, Fear (DC 20), Impale |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Grab (Medium) (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to 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 make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line. |
Summon (level 4, 1 barbed devil 35%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Barbed Defense (Su) A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way. |
Fear (DC 20) (Su) A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. |
Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check. |
Devil, Bearded | CR | XP |
Male Devil, Bearded | LE Medium Outsider
(Devil Extraplanar
)
|
Init +6 | Senses Darkvision (60 feet), See in Darkness
; Perception +10 |
Defense |
AC 19
, touch 12
, flat-footed 17
(+2
Dex
, +7
natural
) |
hp 57
(6d10+24
) |
Fort +9 Ref +7 Will +3 |
Resist acid 10, cold 10, spells 16; Immune fire, poison; DR 5/good or silver |
Offense |
Spd 40
ft |
Melee | Claw x2 (Devil, Bearded) +5 x2
(1d6+2
/20/x2
) |
| Glaive +11/+6
(1d10+6
/20/x3
) |
Special Attacks: Beard (DC 17), Infernal Wound |
Statistics |
Str 19
(+4
) Dex 15
(+2
) Con 19
(+4
) Int 6
(-2
) Wis 12
(+1
) Cha 10
(+0
) |
Base Atk +6
; CMB +10
; CMD 22 |
Feats Improved Initiative, Martial Weapon Proficiency - All, Power Attack -2/+4, Simple Weapon Proficiency - All, Weapon Focus: Glaive |
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11 |
Languages Celestial, Common, Draconic, Infernal |
SQ |
Combat Gear Glaive |
Other Gear Glaive (8 GP
) |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Beard (DC 17) (Ex) If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.
Devil Chills: Disease - injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. |
Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch-a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon. |
Summon Monster (level 3, 1 bearded devil or 6 lemures, 50%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Devil, Belier (Sermignatto) | CR | XP |
Male Devil, Belier | LE Large Outsider
(Devil Extraplanar
)
|
Init +10 | Senses Darkvision (60 feet), See in Darkness
; Perception +28 |
Defense |
AC 33
, touch 15
, flat-footed 27
(+6
Dex
, -1
size, +18
natural
) |
hp 212
(17d10+119
) |
Fort +17 Ref +11 Will +20 |
Resist acid 10, cold 10, spells 28; Immune fire, poison; DR 10/good, 10/silver |
Offense |
Spd 20
ft; Flight (60 feet, Perfect) |
Melee | Bite (Devil, Belier) +23
(4d8+7
/20/x2
) |
| Constrict (Devil, Belier) +23
(1d6+7
/20/x2
) |
| Tongue x3 (Devil, Belier) +23 x3
(2d6+7
/19-20/x2
) |
Special Attacks: Blood Drain (1d4 con damage), Grab, Possession, Strangle |
Statistics |
Str 24
(+7
) Dex 23
(+6
) Con 25
(+7
) Int 25
(+7
) Wis 26
(+8
) Cha 24
(+7
) |
Base Atk +17
; CMB +25
; CMD 41 |
Feats Combat Expertise +/-5, Combat Reflexes (7 AoO/round), Greater Disarm, Greater Trip, Improved Critical: Tongue, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Martial Weapon Proficiency - All, Simple Weapon Proficiency - All |
Skills Appraise +24, Bluff +27, Diplomacy +27, Fly +32, Intimidate +24, Knowledge (Arcana) +27, Knowledge (Local) +27, Knowledge (Nobility) +27, Knowledge (Planes) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +22 |
Languages Celestial, Common, Draconic, Infernal |
SQ |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Blood Drain (1d4 con damage) (Ex) The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage. |
Grab (Large) (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to 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 make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line. |
Possession (Su) When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain. |
Strangle (Ex) An opponent grappled by the creature cannot speak or cast spells with verbal components. |
Summon (level 6, 3 barbed devils 45%) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Devil, Contract (Phistophilus) | CR | XP |
No Gender Devil, Contract (Phistophilus) | LE Medium Outsider
(Devil Extraplanar
)
|
Init +9 | Senses Darkvision (60 feet), Infernal Investment, See in Darkness
; Perception +21 |
Defense |
AC 22
, touch 16
, flat-footed 16
(+5
Dex
, +6
natural, +1
dodge
) |
hp 104
(11d10+55
) |
Fort +8 Ref +12 Will +16 |
Resist acid 10, cold 10, spells 22; Immune fire, poison; DR 10/good |
Offense |
Spd 30
ft |
Melee | Binding Contracts x2 (Devil, Contract (Phistophilus)) +9 x2
(1d4
/20/x2
) |
| Gore (Devil, Contract (Phistophilus)) +14
(1d8+3
/20/x2
) |
Special Attacks: Impale, Improved Grab |
Tactics |
Before Combat Contract devils abhor combat and always teleport away before fighting begins. If an opponent particularly frustrates one of these fiends, it uses its summon devil ability to leave a fiercer devil behind while it retreats. Should some effect prevent a contract devil’s retreat, it casts shield of faith upon itself and attempts to use detect thoughts on opponents, seeking hidden desires that it might use to bargain its way out of danger. |
During Combat If forced into combat, a contract devil talks constantly, attempting to coax its opponents into seemingly beneficial bargains or using its enchantment spell-like abilities while staying behind summoned bodyguards. |
Morale Contract devils find fighting—especially their own battles—distasteful, seeing themselves as above such uncouth brawling. If an interaction comes to violence, most leave in frustration or boredom before the fighting even begins. A contract devil never again treats with a creature that has attacked it—that is, unless it’s paid a sizable apology fee. |
Statistics |
Str 17
(+3
) Dex 20
(+5
) Con 21
(+5
) Int 24
(+7
) Wis 24
(+7
) Cha 22
(+6
) |
Base Atk +11
; CMB +14
; CMD 30 |
Feats Dodge, Improved Initiative, Iron Will, Martial Weapon Proficiency - All, Mobility, Persuasive, Simple Weapon Proficiency - All, Skill Focus: Diplomacy |
Skills Appraise +21, Bluff +20, Diplomacy +30, Intimidate +24, Knowledge (Arcana) +14, Knowledge (History) +14, Knowledge (Planes) +21, Knowledge (Religion) +21, Linguistics +21, Perception +21, Profession (Scribe) +21, Sense Motive +21, Sleight of Hand +16, Spellcraft +21 |
Languages Aboleth, Abyssal, Aquan, Auran, Celestial, Common, Common, Daemonic, Draconic, Dwarven, Elven, Ignan, Infernal, Kelish, Osiriani, Sylvan, Terran, Undercommon, Vudrani |
SQ Infernal Contract |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Impale (Ex) A contract devil deals 2d8+4 points of piercing damage to a grabbed opponent with a successful grapple check. |
Improved Grab (Ex) To use this ability, a contract devil must hit with a binding contract. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale. |
Summon Devil (1/day 1d6 bearded or 1 bone, 50%) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Infernal Contract (Su) As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects. To receive these benefits, however, the mortal must sign his true name to the document of his own free will. Upon doing so the mortal’s soul is foresworn to the contract devil, condemning him to an eternity of servitude in Hell rather than whatever fate would naturally befall him after death. Thus, should the mortal die, no spell or ability short of divine intervention can resurrect him. In return for a mortal soul, contract devils commonly draft one of the following three contracts.
Evil Wishes: Upon signing this contract, a mortal is granted 3 wishes, as per the spell wish. He can use these wishes immediately or at a point in the future by calling upon the contract devil (see the devil’s infernal investment) ability. While the mortal chooses the intention of the wishes, the contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase his wish.
Hellbound Heart: Upon signing this contract, a mortal is bound to a specific willing devil, gaining the devil-bound template (see the Advanced Bestiary). If the mortal does not name a particular fiend or type of devil the contract devil chooses one for him.
Infernal Slave: A mortal can negotiate with a contract devil for the lifelong service of a devil. The mortal chooses any type of devil with Hit Dice equal to or less than his own at the time of the bargain (except for a contract devil). Upon signing the contract, the mortal’s infernal slave appears and is bound to do him no harm and follow his orders for as long as he lives. Although the devil must obey its master’s commands, many devils delight in corrupting their orders’ intentions in all manner of cruel or mischievous ways.
Breaking a Contract: An agreement with a contract devil can only be broken in two ways. Upon a contract being signed, two copies of the contract are made, one held by the devil and one given to the mortal. Mortals are free to do whatever they please with the lengthy, obviously evil documents, and contract devils typically keep all of their active contracts with them at all times. Should both a mortal and a contract devil’s copies of a contract be destroyed, any effects caused by the contract (spell effects, granted templates, etc.) are canceled or reversed and the mortal’s soul goes to its normal place of rest after death and can be resurrected as normal.
Alternatively, a second mortal might be allowed to adopt the terms of a contract—his soul replacing that of the original contract signer after death. The mortal who seeks to pay the debt of another must contact the contract devil who holds the relevant contract. The contract devil has a choice in whether or not to allow one mortal to pay another’s debt, but value religious and good-aligned souls over others. Shrewd manipulators, contract devils often only agree to allow one mortal to pay another’s debt in return for some service or proof of worth. If a contract devil agrees to accept another soul in payment, the original contract signer retains all of the benefits of his contract, but is released from damnation and may be resurrected as normal. The new signer, however, receives no benefits, cannot be returned to life upon dying, and spends an eternity in Hell after death. |
Devil, Erinyes | CR | XP |
Male Devil, Erinyes | LE Medium Outsider
(Devil Extraplanar
)
|
Init +6 | Senses Darkvision (60 feet), See in Darkness
; Perception +16 |
Defense |
AC 23
, touch 17
, flat-footed 16
(+6
Dex
, +6
natural, +1
dodge
) |
hp 94
(9d10+45
) |
Fort +11 Ref +12 Will +7 |
Resist acid 10, cold 10, spells 19; Immune fire, poison; DR 5/good |
Offense |
Spd 30
ft; Flight (50 feet, Good) |
Melee | +1 Longsword +15/+10
(1d8+8
/19-20/x2
) |
Ranged | +1 Flaming Composite Longbow (Str +5) +16/+11
(1d8+6
/20/x3
) |
Statistics |
Str 20
(+5
) Dex 23
(+6
) Con 21
(+5
) Int 14
(+2
) Wis 18
(+4
) Cha 21
(+5
) |
Base Atk +9
; CMB +14
; CMD 31 |
Feats Combat Reflexes (7 AoO/round), Dodge, Martial Weapon Proficiency - All, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Simple Weapon Proficiency - All |
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +16, Sense Motive +10, Stealth +15 |
Languages Celestial, Common, Draconic, Infernal |
SQ Entangle (DC 20) |
Combat Gear +1 Longsword, +1 Flaming Composite Longbow (Str +5) |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Summon (level 3, 2 bearded devils, 50%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Entangle (DC 20) (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based. |
Devil, Horned (Mavrokeras) | CR | XP |
Male Devil, Horned | LE Large Outsider
(Devil Extraplanar
)
|
Init +8 | Senses Darkvision (60 feet), See in Darkness
; Perception +24 |
Aura Frightful Presence (5 feet, 5d6 rounds) (DC 23) |
Defense |
AC 35
, touch 17
, flat-footed 27
(+8
Dex
, -1
size, +18
natural
) |
hp 217
(15d10+135
) Regeneration 5 |
Fort +18 Ref +17 Will +13 |
Resist acid 10, cold 10, spells 27; Immune fire, poison; DR 10/good, 10/silver |
Offense |
Spd 30
ft; Flight (50 feet, Average) |
Melee | Adamantine Chain, Spiked +26/+21/+16
(2d6+15
/20/x2
) |
| Bite (Devil, Horned) +22
(2d8+5
/20/x2
) |
| Claw x2 (Devil, Horned) +22 x2
(2d6+5
/20/x2
) |
| Tail Slap (Devil, Horned) +22
(2d6+5
/20/x2
) |
Statistics |
Str 31
(+10
) Dex 27
(+8
) Con 28
(+9
) Int 14
(+2
) Wis 22
(+6
) Cha 23
(+6
) |
Base Atk +15
; CMB +26
; CMD 44 |
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Martial Weapon Proficiency - All, Multiattack, Power Attack -4/+8, Simple Weapon Proficiency - All, Vital Strike, Weapon Focus: Chain, Spiked |
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (Planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22 |
Languages Celestial, Common, Draconic, Infernal |
SQ Infernal Wound, Stun (DC 27) |
Combat Gear Adamantine Chain, Spiked |
Special Abilities |
Frightful Presence (5 feet, 5d6 rounds) (DC 23) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a failed save, the opponent is shaken, or panicked if 4 Hit Dice or fewer. An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. |
Regeneration 5 A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability. |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Summon (level 6, 3 barbed devils, 35%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Infernal Wound (Su) The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch-a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. |
Ring of Invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp. |
Stun (DC 27) (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based. |
Devil, Imp | CR | XP |
Male Devil, Imp | LE Tiny Outsider
(Devil Extraplanar
)
|
Init +3 | Senses Darkvision (60 feet)
; Perception +7 |
Defense |
AC 17
, touch 16
, flat-footed 13
(+3
Dex
, +2
size, +1
natural, +1
dodge
) |
hp 16
(3d10
) Fast Healing 2
(Ex) |
Fort +1 Ref +6 Will +4 |
Resist acid 10, cold 10; Immune fire, poison; DR 5/good or silver |
Offense |
Spd 20
ft; Flight (50 feet, Perfect) |
Melee | Sting (Devil, Imp) +8
(1d4
/20/x2
) |
Special Attacks: Poison: Sting—Injury (DC 13) |
Statistics |
Str 10
(+0
) Dex 17
(+3
) Con 10
(+0
) Int 13
(+1
) Wis 12
(+1
) Cha 14
(+2
) |
Base Atk +3
; CMB +4
; CMD 15 |
Feats Dodge, Martial Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Finesse |
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (Arcana) +7, Knowledge (Planes) +7, Perception +7, Spellcraft +7 |
Languages Common, Infernal |
SQ Change Shape (boar, giant spider, rat, or raven, { |
Special Abilities |
Fast Healing 2 (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. |
Poison: Sting—Injury (DC 13) (Ex) You have a poison attack. |
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day |
Commune (1/week) (Sp) As the spell, but only ask 6 questions once per week. Caster level 12th. |
Detect Good (At will) (Sp) As the spell. Caster level 6th |
Detect Magic (At will) (Sp) As the spell. Caster level 6th |
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th |
Suggestion (1/day) (Sp) As the spell. Caster level 6th, DC 15. Once per day. |
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar as a standard action. This is similar to a Polymorph (CL 12) except that you don't regain HP for changing forms, and you can only assume one or two forms no larger than Medium. You gain the natural weapons and extraordinary special abilities of your new form. |
Gray Maiden
(NPC
) | CR | XP |
Female Human Fighter (Shielded Fighter) 9 | LE Medium |
Init +2 | Perception -1 |
Defense |
AC 26
, touch 11
, flat-footed 25
(+1
Dex
, +11
armor, +4
shield
) |
hp 98
(9d10+27
) |
Fort +10 Ref +6 Will +5 |
Defensive Abilities: Active Defense, Bravery +2 |
Offense |
Spd 20
ft |
Melee | Heavy Shield Bash +9
(1d4+3
/20/x2
) |
| +1 Longsword +9/+4
(1d8+5
/17-20/x2
) |
Ranged | Masterwork Longbow, Composite (Str +2) +12/+7
(1d8+2
/20/x3
) |
Special Attacks: Shield Buffet (move action), Shield Fighter +2 |
Statistics |
Str 14
(+2
) Dex 15
(+2
) Con 16
(+3
) Int 10
(+0
) Wis 8
(-1
) Cha 14
(+2
) |
Base Atk +9
; CMB +11
; CMD 22 |
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Greater Shield Focus, Improved Critical: Longsword, Improved Shield Bash, Iron Will, Martial Weapon Proficiency - All, Quick Draw, Shield Focus, Shield Proficiency, Shield Slam, Simple Weapon Proficiency - All, Tower Shield Proficiency, Two-weapon Fighting, Weapon Focus: Longsword, Weapon Specialization: Longsword |
Skills Acrobatics +4, Climb +7, Intimidate +14 |
Languages Common |
SQ |
Combat Gear +1 Longsword, Masterwork Longbow, Composite (Str +2), +2 Full Plate, Masterwork Shield, Heavy Steel |
Other Gear 20 – Arrows (1 GP
) |
Special Abilities |
Active Defense +2 (Ex) At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn. This ability replaces armor training 1, 2, 3, and 4. |
Bravery +2 (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. |
Shield Buffet (move action) (Ex) At 9th level, as a move action, a shielded fighter may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the target suffers a –2 penalty on its attack rolls against the shielded fighter and a –2 penalty to AC on attacks made by the shielded fighter until the beginning of his next turn.
At 13th level, a shielded fighter may use this ability as a swift action. This ability replaces weapon training 2 and 3. |
Shield Fighter +2 (Ex) At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1. |
Ileosa Arabasti
(NPC
) | CR | XP |
Female Human Aristocrat 2, Bard 18 | NE Medium |
Init +9 | Senses True Seeing
; Perception +28 |
Defense |
AC 45
, touch 30
, flat-footed 32
(+9
Dex
, +8
armor, +7
natural, +5
deflection, +4
dodge, +2
misc
) |
hp 315
(20d8+200
) Regeneration 20 |
Fort +25 Ref +31 Will +24 |
Resist acid 10, cold 10, spells 22; Immune fire, poison; DR 10/adamantine |
Offense |
Spd 30
ft |
Melee | Fan (+4 Dancing Icy Burst) +25/+20/+15
(1d6+8
/18-20/x2
) |
Special Attacks: Bardic Performance (swift action) (51 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 32), Bardic Performance: Frightening Tune (DC 32), Bardic Performance: Inspire Competence +5, Bardic Performance: Inspire Courage +4, Bardic Performance: Inspire Greatness (4 allies), Bardic Performance: Inspire Heroics (2 allies), Bardic Performance: Mass Suggestion (DC 32), Bardic Performance: Soothing Performance |
Bard
Spells Known
(CL
, melee touch +20/+15/+10
, ranged touch +25/+20/+15
, DC
) |
6
(5
/day) | Dirge of the Victorious Knights (DC 29
), Geas/Quest (DC 31
), Irresistible Dance (DC 31
), Shout, Greater (DC 29
) |
5
(7
/day) | Dispel Magic, Greater (DC 28
), Mind Fog (DC 30
), Shadow Walk (DC 28
), Song of Discord (DC 30
) |
4
(8
/day) | Cure Critical Wounds (DC 27
), Dimension Door (DC 27
), Dominate Person (DC 29
), Freedom of Movement (DC 27
), Hold Monster (DC 29
) |
3
(8
/day) | Blink, Confusion (DC 28
), Crushing Despair (DC 28
), Displacement (DC 26
), Gaseous Form (DC 26
), Slow (DC 26
) |
2
(8
/day) | Blindness/Deafness (DC 25
), Cure Moderate Wounds (DC 25
), Detect Thoughts (DC 25
), Misdirection (DC 25
), Sound Burst (DC 25
), Suggestion (DC 27
) |
1
(9
/day) | Charm Person (DC 26
), Cure Light Wounds (DC 24
), Feather Fall (DC 24
), Grease (DC 24
), Hideous Laughter (DC 26
), Silent Image (DC 24
) |
Cantrips | Detect Magic (DC 23
), Mage Hand (DC 23
), Mending (DC 23
), Open/Close (DC 23
), Prestidigitation (DC 23
), Resistance (DC 23
) |
Statistics |
Str 18
(+4
) Dex 28
(+9
) Con 28
(+9
) Int 15
(+2
) Wis 13
(+1
) Cha 36
(+13
) |
Base Atk +14
; CMB +18
; CMD 48 |
Feats Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Bard Weapon Proficiencies, Combat Casting, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus: Enchantment, Harmonic Spell, Martial Weapon Proficiency - All, Quicken Spell-Like Ability: Bardic Performance: Mass Suggestion (3/day), Shield Proficiency, Simple Weapon Proficiency - All, Spell Focus: Enchantment, Toughness +20, Tower Shield Proficiency, Weapon Focus: Rapier |
Skills Intimidate +36, Knowledge (History) +34, Knowledge (Nobility) +34, Linguistics +8, Perception +28, Perform (Act) +36, Perform (Dance) +36, Perform (Oratory) +36, Perform (Sing) +36, Use Magic Device +36 |
Languages Common, Draconic, Elven, Infernal, Thassilonian, Varisian |
SQ Bardic Knowledge, Contract Bount, Jack of All Trades: Class skills, Jack of All Trades: Trained skills, Lore Master (3/day), Versatile Acting, Versatile Dance, Versatile Oratory, Versatile Singing, Well Versed |
Combat Gear Fan (+4 Dancing Icy Burst) |
Special Abilities |
Regeneration 20 A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability. |
Bardic Performance (swift action) (51 rounds/day) A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop and previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. |
Bardic Performance: Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. |
Bardic Performance: Dirge of Doom (Su) A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. |
Bardic Performance: Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. |
Bardic Performance: Fascinate (DC 32) (Su) At 1st level a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 bard's level + bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. |
Bardic Performance: Frightening Tune (DC 32) (Sp) A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 bard's level + bard's Cha modifier) to negate the effect. If the save succeeds, the bard cannot use frightening tune on that creature again for 24 hours. If the save fails, the creature becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components. |
Bardic Performance: Inspire Competence +5 (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. |
Bardic Performance: Inspire Courage +4 (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. |
Bardic Performance: Inspire Greatness (4 allies) (Su) A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. |
Bardic Performance: Inspire Heroics (2 allies) (Su) A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components. |
Bardic Performance: Mass Suggestion (DC 32) (Sp) A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
At 18th level, a bard can use this ability against any number of fascinated creatures. |
Bardic Performance: Soothing Performance (Su) A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components. |
Quicken Spell-Like Ability: Bardic Performance: Mass Suggestion (3/day) This creature can use one of its spell-like abilities with next to no effort.
Prerequisite: Spell-like ability at CL 10th or higher.
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) -4. For a summary, see the table on page 316.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Normal: The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack of opportunity.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. |
Bardic Knowledge +9 (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. |
Contract Bount (Ex) Contract Bound (Ex): A devil-bound creature has signed a contract of service in return for the abilities granted by this template. The devil must reveal its nature when the contract is offered, and it cannot hide the details of the contract in any way. The exact conditions of the contract vary with the individual devil, but all require that when the devil has accomplished certain goals or when a certain amount of time has passed, the signer must perform a specific task or set of tasks for the devil that offered the contract. The signer might or might not be granted the powers of the devil-bound template while completing the devil’s tasks. If the signer fails to complete the tasks as specified in the contract, its soul appears as a gem in the devil’s possession (as though the signer were the target of a soul bind spell), regardless of distance or plane of origin. If the devil is dead and the signer dies before completing her tasks, her soul is destroyed, and she cannot be brought back to life by any means. No magic can free a creature from a devil’s contract; only the intervention of a deity can break the binding. |
Jack of All Trades: Class skills (Ex) At 16th level, the bard considers all skills to be class skills. |
Jack of All Trades: Trained skills (Ex) At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. |
Lore Master (3/day) (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. |
Ring of Spell Storing, Major As the minor ring of spell storing, except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell ability; Price 200,000 gp. |
Ring of Splendid Security This extravagant ring is heavy with precious jewels. Even were the ring itself not magical, it would be worth thousands.
As fashions go in and out of style (or as your fancy shifts), you can alter the appearance of your armor, clothing, and even weaponry as you see fit at will as a standard action; this change is illusory and does not affect the actual abilities of gear or weapons (although drastic changes in size are beyond the scope of this ability).
A ring of splendid security’s primary purpose, though, is to grant you protection from harm. As long as it is worn, the ring grants you a +5 deflection bonus to AC, a +5 resistance bonus on saving throws, and spell resistance 22.
Strong abjuration; CL 16th; Requirements Forge Ring, minor image, resistance, shield or shield of faith, spell resistance; Cost 90,000 gp + 7,200 XP; Price: 180,000 |
Versatile Acting +36 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks |
Versatile Dance +36 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks |
Versatile Oratory +36 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks |
Versatile Singing +36 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks |
Well Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. |
Ileosa's Furries (Devil, Erinyes, Advanced) | CR | XP |
Female Devil, Erinyes | LE Medium Outsider
(Devil Extraplanar
)
|
Init +6 | Senses Darkvision (60 feet), See in Darkness
; Perception +19 |
Defense |
AC 32
, touch 17
, flat-footed 25
(+6
Dex
, +7
armor, +8
natural, +1
dodge
) |
hp 169
(9d10+90
) |
Fort +15 Ref +15 Will +9 |
Resist acid 10, cold 10, spells 19; Immune fire, poison; DR 5/good |
Offense |
Spd 30
ft; Flight (50 feet, Good) |
Melee | +2 Flaming Burst, Returning Trident +20/+15/+10
(1d8+23
/19-20/x2
) |
Statistics |
Str 22
(+6
) Dex 22
(+6
) Con 22
(+6
) Int 14
(+2
) Wis 18
(+4
) Cha 19
(+4
) |
Base Atk +15
; CMB +21
; CMD 38 |
Feats Combat Reflexes (7 AoO/round), Dodge, Improved Critical: Trident, Martial Weapon Proficiency - All, Mobility, Point Blank Shot, Power Attack -4/+8, Precise Shot, Rapid Shot, Shot On The Run, Simple Weapon Proficiency - All, Weapon Focus: Trident |
Skills Acrobatics +21, Bluff +19, Diplomacy +16, Escape Artist +17, Fly +23, Intimidate +19, Knowledge (Planes) +13, Knowledge (Religion) +12, Perception +19, Sense Motive +19, Stealth +21 |
Languages Celestial, Common, Draconic, Infernal |
SQ Entangle (DC 23) |
Combat Gear +2 Flaming Burst, Returning Trident, +3 Mithral Chain Shirt |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Summon (level 3, 2 bearded devils, 50%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Entangle (DC 23) (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based. |
Ileosa, False
(NPC
) | CR | XP |
Female Human Aristocrat 1, Bard 9 | NE Medium |
Init +3 | Perception +12 |
Defense |
AC 15
, touch 15
, flat-footed 12
(+3
Dex
, +2
deflection
) |
hp 69
(10d8+10
) |
Fort +4 Ref +9 Will +7 |
Offense |
Spd 30
ft |
Melee | +1 Returning Dagger +10/+5
(1d4+1
/19-20/x2
) |
Special Attacks: Bardic Performance (move action) (24 rounds/day), Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 18), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies), Bardic Performance: Suggestion (DC 18) |
Bard
Spells Known
(CL
, melee touch +6/+1
, ranged touch +9/+4
, DC
) |
3
(4
/day) | Confusion (DC 19
), Dispel Magic (DC 17
), Displacement (DC 17
), Slow (DC 17
) |
2
(5
/day) | Cure Moderate Wounds (DC 16
), Detect Thoughts (DC 16
), Misdirection (DC 16
), Suggestion (DC 18
) |
1
(6
/day) | Charm Person (DC 17
), Cure Light Wounds (DC 15
), Feather Fall (DC 15
), Grease (DC 15
), Hideous Laughter (DC 17
) |
Cantrips | Detect Magic (DC 14
), Light (DC 14
), Mage Hand (DC 14
), Mending (DC 14
), Open/Close (DC 14
), Prestidigitation (DC 14
) |
Statistics |
Str 10
(+0
) Dex 16
(+3
) Con 13
(+1
) Int 12
(+1
) Wis 8
(-1
) Cha 19
(+4
) |
Base Atk +6
; CMB +6
; CMD 21 |
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Bard Weapon Proficiencies, Combat Casting, Extend Spell, Greater Spell Focus: Enchantment, Harmonic Spell, Martial Weapon Proficiency - All, Shield Proficiency, Simple Weapon Proficiency - All, Spell Focus: Enchantment, Tower Shield Proficiency, Weapon Finesse |
Skills Bluff +17, Diplomacy +17, Knowledge (Arcana) +10, Knowledge (History) +18, Knowledge (Nobility) +18, Perception +12, Perform (Oratory) +17, Sense Motive +17, Spellcraft +14, Use Magic Device +8 |
Languages Common, Thassilonian |
SQ Bardic Knowledge, Lore Master (1/day), Versatile Dance, Versatile Oratory, Well Versed |
Combat Gear +1 Returning Dagger |
Other Gear Crown (5000 GP
), Royal Gown (2500 GP
) |
Special Abilities |
Bardic Performance (move action) (24 rounds/day) A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop and previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. |
Bardic Performance: Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. |
Bardic Performance: Dirge of Doom (Su) A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. |
Bardic Performance: Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. |
Bardic Performance: Fascinate (DC 18) (Su) At 1st level a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 bard's level + bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. |
Bardic Performance: Inspire Competence +3 (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. |
Bardic Performance: Inspire Courage +2 (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. |
Bardic Performance: Inspire Greatness (1 allies) (Su) A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. |
Bardic Performance: Suggestion (DC 18) (Sp) A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
At 18th level, a bard can use this ability against any number of fascinated creatures. |
Bardic Knowledge +4 (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. |
Lore Master (1/day) (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. |
Versatile Dance +0 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks |
Versatile Oratory +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks |
Well Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. |
Mistress Kayltanya
(NPC
) | CR | XP |
Female Human Aristocrat 2, Red Mantis Assassin 10, Rogue 5 | LE Medium |
Init +6 | Perception +23 |
Defense |
AC 33
, touch 22
, flat-footed 26
(+6
Dex
, +5
armor, +1
shield, +5
natural, +5
deflection, +1
dodge
) |
hp 136
(17d8+51
) |
Fort +7 Ref +16 Will +8 |
Defensive Abilities: Evasion, Fading (3/day), Red Shroud (10rounds) (3/day), Trap Sense +1, Uncanny Dodge |
Offense |
Spd 60
ft |
Melee | +1 Shock Sawtooth Sabre +18/+18/+13/+8
(1d8+10
/17-20/x2
) |
| +1 Shocking Burst Mithral Sawtooth Sabre +18/+18/+13/+8
(1d8+10
/17-20/x2
) |
| Masterwork Dagger +19/+19/+14/+9
(1d4+1
/19-20/x2
) |
Special Attacks: Lasting Poison, Prayer Attack (DC 21), Sneak Attack +7d6 |
Red Mantis Assassin
Spells Known
(CL
, melee touch +13/+8/+3
, ranged touch +18/+13/+8
, DC
) |
4
(2
/day) | Dimension Door (DC 18
), Invisibility, Greater (DC 18
) |
3
(4
/day) | Clairaudience/Clairvoyance (DC 17
), Displacement (DC 17
), Fly (DC 17
), Keen Edge (DC 17
) |
2
(5
/day) | Darkness (DC 16
), Darkvision (DC 16
), Invisibility (DC 16
), See Invisibility, Spider Climb (DC 16
) |
1
(6
/day) | Disguise Self, Expeditious Retreat, Feather Fall (DC 15
), Jump (DC 15
), True Strike |
Cantrips | |
Statistics |
Str 12
(+1
) Dex 22
(+6
) Con 16
(+3
) Int 10
(+0
) Wis 8
(-1
) Cha 18
(+4
) |
Base Atk +11
; CMB +12
; CMD 34 |
Feats Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Double Slice, Exotic Weapon Proficiency: Sawtooth Sabre, Greater Two-weapon Fighting, Greater Weapon Focus: Sawtooth Sabre, Greater Weapon Specialization: Sawtooth Sabre, Improved Two-weapon Fighting, Martial Weapon Proficiency - All, Quick Draw, Rogue Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency, Two-weapon Defense, Two-weapon Fighting, Two-weapon Rend, Weapon Finesse, Weapon Focus: Sawtooth Sabre, Weapon Specialization: Sawtooth Sabre |
Skills Acrobatics +26, Bluff +24, Climb +6, Diplomacy +24, Disable Device +15, Disguise +9, Escape Artist +14, Intimidate +24, Knowledge (Local) +7, Perception +23, Sense Motive +8, Sleight of Hand +11, Stealth +26, Swim +6 |
Languages Common |
SQ Death Mantis Form (1/day), Resurrection Sense, Trapfinding +2 |
Combat Gear +1 Shock Sawtooth Sabre, +1 Shocking Burst Mithral Sawtooth Sabre, Masterwork Dagger, +3 Leather |
Other Gear 10 – Poison, Large Scorpion Venom (2000 GP
), Thieves' tools, masterwork (100 GP
) |
Special Abilities |
Evasion (Ex) If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, you takes no damage with a successful saving throw. |
Fading (3/day) (Su) At 8th level, the Red Mantis assassin can become ethereal as a free action a number of times each day equal to her Constitution modifier (minimum 1/day) for an instant as she is attacked by a weapon or is forced to make a Reflex saving throw. She must choose to activate this ability before the weapon's attack roll or the spell's effects are adjudicated. This grants the Red Mantis assassin a 50% chance to avoid taking damage from the attack or effects. |
Red Shroud (10rounds) (3/day) (Su) At 3rd level, a Red Mantis assassin gains the ability to create a veil of red mist a number of times per day equal to her Constitution bonus (minimum once per day) as a move-equivalent action. The red shroud persists for 1 round per class level. It grants a +1 dodge bonus to AC and fast healing equal to her Constitution bonus (minimum of fast healing 1). This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains. |
Trap Sense +1 (Ex) A character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the character reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack. |
Uncanny Dodge (Ex) You gain the ability to react to danger before her senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. |
Lasting Poison (Ex) A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent. |
Prayer Attack (DC 21) (Su) At 2nd level, a Red Mantis assassin learns her signature assassination style. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action, and causes her victim to be fascinated by her unless he makes a Will save (DC 10 + the Red Mantis assassin's class level + her Charisma modifier - if she's wielding two sawtooth sabres, this DC gains a +2 bonus). She can maintain the fascination effect by concentrating. The victim may attempt a new save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity. |
Sneak Attack +7d6 If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment. |
Mantis Doom (3/day) (Sp) At 9th level, a Red Mantis assassin may use creeping doom as a spell-like ability three times per day. This version of the spell summons swarms of venomous praying mantises, but the effects are otherwise the same as the spell. |
Summon Mantis (1/day) (Sp) Once per day at 4th level, a Red Mantis assassin may summon an advanced fiendish giant mantis, 1d3 fiendish giant mantises, or 1d4+1 giant mantises, as if using summon monster V. She can mentally direct the actions of these summoned vermin as a free action. All mantises summoned by this spell-like ability are blood red, and gain no racial bonus on Stealth checks in forests. |
Death Mantis Form (1/day) (Su) At 6th level, a Red Mantis assassin may transform into a bloodred giant praying mantis once per day as a standard action, as if using vermin shape II (caster level equals her class level). In addition to the normal adjustments to Strength, Dexterity, and natural armor provided by this spell effect, she gains the giant mantis's darkvision 60 feet, grab, lunge, mandibles, and sudden strike extraordinary abilities, but not its immunity to mind-affecting effects or its racial modifiers to Perception or Stealth. If she wields a magical sawtooth sabre in her hand when she transforms, the magical enhancements for that weapon apply to her corresponding claw attack - if she wields two of them, then the weapons each apply to a different claw attack.
Blood Mantis: At 8th level, her claw attacks inflict 1d6 bleed on a hit. She also gains damage reduction 5/good while in this form.
Death Mantis: At 10th level, whenever she uses her mandibles to attack, she inflicts 1 negative level. Each negative level inflicted in this manner grants the Red Mantis assassin 5 temporary hit points that last for 1 hour.
The save DC to remove these negative levels is equal to 20 + the Red Mantis assassin's Constitution modifier. In addition, her damage reduction increases to 10/good while in this form. |
Resurrection Sense (Su) At 5th level, a Red Mantis assassin senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane. |
Trapfinding +2 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. |
Sabina Merin
(NPC
) | CR | XP |
Female Human Fighter (Weapon Master) 15 | LN Medium |
Init +5 | Perception +9 |
Defense |
AC 33
, touch 13
, flat-footed 32
(+1
Dex
, +12
armor, +3
shield, +5
natural, +2
deflection
) |
hp 169
(15d10+60
) |
Fort +14 Ref +10 Will +8 |
Offense |
Spd 20
ft |
Melee | Heavy Shield Bash +16/+11/+6
(1d4+13
/20/x2
) |
| +4 Wounding Falchion +26/+21/+16
(2d4+31
/15-20/x2
) |
| Gauntlet (from Armor) +16/+11/+6
(1d3+13
/20/x2
) |
Special Attacks: Deadly Critical: Falchion (1/day), Reliable Strike: Falchion (3/day), Weapon Training +4: Falchion |
Statistics |
Str 20
(+5
) Dex 12
(+1
) Con 16
(+3
) Int 10
(+0
) Wis 8
(-1
) Cha 13
(+1
) |
Base Atk +15
; CMB +20
; CMD 33 |
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Diehard, Endurance, Greater Weapon Focus: Falchion, Greater Weapon Specialization: Falchion, Improved Critical: Falchion, Improved Initiative, Improved Iron Will (1/day), Iron Will, Lightning Reflexes, Martial Weapon Proficiency - All, Mounted Combat, Power Attack -4/+8, Ride-by Attack, Shield Proficiency, Simple Weapon Proficiency - All, Spirited Charge, Toughness +15, Tower Shield Proficiency, Vital Strike, Weapon Focus: Falchion, Weapon Specialization: Falchion |
Skills Climb +3, Handle Animal +5, Intimidate +18, Knowledge (Local) +1, Perception +9, Profession (Soldier) +3, Ride +13, Swim +3 |
Languages Common |
SQ , Weapon Guard +4: Falchion |
Combat Gear +4 Wounding Falchion, +1 Animated Shield, Heavy Steel, +3 Full Plate |
Special Abilities |
Deadly Critical: Falchion (1/day) (Ex) At 13th level, when a weapon master confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th. This ability replaces weapon training 3. |
Reliable Strike: Falchion (3/day) (Ex) At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1. |
Weapon Training +4: Falchion (Ex) At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Addition from Mirror Move: A weapon master gains his weapon training bonus as an insight bonus to AC when attacked by his chosen weapon. |
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp. |
Weapon Guard +4: Falchion (Ex) At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery. |
Sermignatto | CR | XP |
No Gender Devil, Belier | LE Large Outsider
(Devil Extraplanar
)
|
Init +10 | Senses Darkvision (60 feet), See in Darkness
; Perception +28 |
Defense |
AC 33
, touch 15
, flat-footed 27
(+6
Dex
, -1
size, +18
natural
) |
hp 212
(17d10+119
) |
Fort +17 Ref +11 Will +20 |
Resist acid 10, cold 10, spells 28; Immune fire, poison; DR 10/good, 10/silver |
Offense |
Spd 20
ft; Flight (60 feet, Perfect) |
Melee | Bite (Devil, Belier) +23
(4d8+7
/20/x2
) |
| Constrict (Devil, Belier) +23
(1d6+7
/20/x2
) |
| Tongue x3 (Devil, Belier) +23 x3
(2d6+7
/19-20/x2
) |
Special Attacks: Blood Drain (1d4 con damage), Grab, Possession, Strangle |
Statistics |
Str 24
(+7
) Dex 23
(+6
) Con 25
(+7
) Int 25
(+7
) Wis 26
(+8
) Cha 24
(+7
) |
Base Atk +17
; CMB +25
; CMD 41 |
Feats Combat Expertise +/-5, Combat Reflexes (7 AoO/round), Disarming Strike, Greater Disarm, Greater Trip, Improved Critical: Tongue, Improved Disarm, Improved Initiative, Improved Trip, Iron Will, Martial Weapon Proficiency - All, Simple Weapon Proficiency - All, Tripping Strike |
Skills Appraise +24, Bluff +27, Diplomacy +27, Fly +32, Intimidate +24, Knowledge (Arcana) +27, Knowledge (Local) +27, Knowledge (Nobility) +27, Knowledge (Planes) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +22 |
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Infernal, Osiriani, Ancient, Thassilonian |
SQ |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Blood Drain (1d4 con damage) (Ex) The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage. |
Grab (Large) (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to 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 make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line. |
Possession (Su) When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain. |
Strangle (Ex) An opponent grappled by the creature cannot speak or cast spells with verbal components. |
Summon (level 6, 3 barbed devils 45%) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. |
Togomor
(NPC
) | CR | XP |
Male Human Wizard 16 | LE Medium |
Init +3 | Senses Darkvision (60 feet)
; Perception +16 |
Defense |
AC 19
, touch 11
, flat-footed 19
(-1
Dex
, +4
armor, +4
shield, +2
deflection
) |
hp 162
(16d6+80
) |
Fort +9 Ref +4 Will +10 |
Offense |
Spd 20
ft; Climbing (20 feet) |
Wizard
Spells Known
(CL 16
, melee touch +9/+4
, ranged touch +7/+2
, DC 16
) |
8
(2
/day) | Dimension Door, Quick (DC 20
), Polar Ray (DC 25
) |
7
(3
/day) | Prismatic Spray (DC 24
), Project Image, Spell Turning |
6
(4
/day) | Disintegrate, Dispel Magic, Greater, Invisibility, Quick (DC 18
), Summon Monster VI |
5
(5
/day) | Cloudkill, Cone of Cold (DC 22
), Feeblemind, Magic Missile, Quick (DC 18
), Overland Flight |
4
(5
/day) | Dimension Door, Dimension Door, Fear, Illusory Wall, Invisibility, Greater |
3
(5
/day) | Dispel Magic, False Life, Extend, Lightning Bolt (DC 20
), Nondetection, Stinking Cloud |
2
(6
/day) | Bear's Endurance, Blindness/Deafness, Glitterdust, Mirror Image, Scorching Ray (DC 19
), Spider Climb |
1
(6
/day) | Charm Person, Feather Fall, Grease, Magic Missile (DC 18
), Ray of Enfeeblement, Shield |
Cantrips | Light (DC 17
), Mage Hand, Prestidigitation, Touch of Fatigue |
Statistics |
Str 13
(+1
) Dex 8
(-1
) Con 18
(+4
) Int 22
(+6
) Wis 10
(+0
) Cha 12
(+1
) |
Base Atk +8
; CMB +9
; CMD 20 |
Feats Bloatmage Initiate: Evocation, Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Extend Spell, Improved Familiar, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus: Evocation, Toughness +16, Wizard Weapon Proficiencies |
Skills Appraise +25, Bluff +17, Craft (Armor) +20, Fly +23, Knowledge (Arcana) +25, Knowledge (Local) +25, Knowledge (Nobility) +10, Knowledge (Planes) +25, Linguistics +13, Perception +16, Spellcraft +25 |
Languages Abyssal, Aquan, Auran, Common, Daemonic, Draconic, Ignan, Infernal, Kelish, Osiriani, Terran |
SQ Arcane Familiar Nearby, Deliver Touch Spells Through Familiar, Empathic Link with Familiar, Hand of the Apprentice (9/day), Metamagic Mastery (5/day), Scry on Familiar (1/day), Share Spells with Familiar, Speak with Animals, Speak With Familiar |
Other Gear Key ring to all locks in the castle except those specifically excluded (
) |
SpellbookAcid Splash, Ant Haul, Arcane Mark, Arcane Sight, Bear's Endurance, Bleed, Blindness/Deafness, Charm Person, Clenched Fist, Cloudkill, Cone of Cold, Contingency, Dancing Lights, Darkvision, Daze, Detect Magic, Detect Poison, Dimension Door, Disintegrate, Dispel Magic, Dispel Magic, Greater, Disrupt Undead, Enervation, False Life, Fear, Feather Fall, Feeblemind, Flare, Ghost Sound, Glitterdust, Grease, Identify, Illusory Wall, Invisibility, Invisibility, Greater, Light, Lightning Bolt, Mage Hand, Magic Jar, Magic Missile, Mending, Message, Mirror Image, Nondetection, Open/Close, Overland Flight, Permanency, Polar Ray, Prestidigitation, Prismatic Spray, Project Image, Ray of Enfeeblement, Ray of Frost, Read Magic, Resistance, Scorching Ray, See Invisibility, Shield, Spark, Spell Turning, Spider Climb, Stinking Cloud, Stoneskin, Summon Monster VI, Tongues, Touch of Fatigue |
Special Abilities |
+8 Climb Bonus to Climb checks. |
Arcane Familiar Nearby If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat.
If you are within 1 mile of your familiar, you may gain other benefits. |
Deliver Touch Spells Through Familiar (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the 'toucher'. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. |
Empathic Link with Familiar (Su) The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does. |
Hand of the Apprentice (9/day) (Su) You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you 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 you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. |
Metamagic Mastery (5/day) (Su) At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting. |
Scry on Familiar (1/day) (Sp) If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. |
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). |
Speak with Animals (Ex) If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures. |
Speak With Familiar (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. |
Pudgyknuckles
(NPC
) | CR | XP |
Male Devil, Imp | LE Tiny Outsider
(Devil Extraplanar
)
|
Init +3 | Senses Darkvision (60 feet)
; Perception +7 |
Defense |
AC 25
, touch 16
, flat-footed 21
(+3
Dex
, +2
size, +9
natural, +1
dodge
) |
hp 81
(3d10
) Fast Healing 2
(Ex) |
Fort +5 Ref +8 Will +11 |
Resist acid 10, cold 10, spells 21; Immune fire, poison; DR 5/good or silver |
Offense |
Spd 20
ft; Flight (50 feet, Perfect) |
Melee | Sting (Devil, Imp) +13
(1d4
/20/x2
) |
Special Attacks: Poison: Sting—Injury (DC 13) |
Statistics |
Str 10
(+0
) Dex 17
(+3
) Con 10
(+0
) Int 16
(+3
) Wis 12
(+1
) Cha 14
(+2
) |
Base Atk +8
; CMB +9
; CMD 20 |
Feats Dodge, Martial Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Finesse |
Skills Acrobatics +9, Appraise +19, Bluff +8, Fly +34, Knowledge (Arcana) +22, Knowledge (Planes) +22, Linguistics +7, Perception +7, Sense Motive +7, Spellcraft +22, Stealth +17 |
Languages Abyssal, Common, Daemonic, Infernal |
SQ Change Shape (boar, giant spider, rat, or raven, {, Improved Evasion |
Special Abilities |
Fast Healing 2 (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. |
Poison: Sting—Injury (DC 13) (Ex) You have a poison attack. |
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day |
Commune (1/week) (Sp) As the spell, but only ask 6 questions once per week. Caster level 12th. |
Detect Good (At will) (Sp) As the spell. Caster level 6th |
Detect Magic (At will) (Sp) As the spell. Caster level 6th |
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th |
Suggestion (1/day) (Sp) As the spell. Caster level 6th, DC 15. Once per day. |
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar as a standard action. This is similar to a Polymorph (CL 12) except that you don't regain HP for changing forms, and you can only assume one or two forms no larger than Medium. You gain the natural weapons and extraordinary special abilities of your new form. |
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. |
Venster Arabasti
(NPC
) | CR | XP |
Male Devil-Spawn Tiefling Aristocrat 6 | TN Medium |
Init +1 | Senses Darkvision (120 feet)
; Perception +7 |
Defense |
AC 12
, touch 12
, flat-footed 11
(+1
Dex
, +1
deflection
) |
hp 36
(6d8+6
) |
Fort +3 Ref +3 Will +4 |
Defensive Abilities: Channel Resistance +4, Incorporeal, Rejuvenation; Resist cold 5, electricity 5, fire 5; Immune critical hits, precision damage, Undead Traits |
Offense |
Spd 30
ft; Flight (30 feet, Perfect) |
Special Attacks: Corrupting Touch 6d6 (DC 14), Telekinesis |
Statistics |
Str 0
(+1
) Dex 12
(+1
) Con 0
(+1
) Int 10
(+0
) Wis 8
(-1
) Cha 12
(+1
) |
Base Atk +4
; CMB +5
; CMD 17 |
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deep Sight, Martial Weapon Proficiency - All, Scholar: Knowledge (Engineering), Knowledge (History), Shield Proficiency, Simple Weapon Proficiency - All, Stealthy, Tower Shield Proficiency |
Skills Intimidate +10, Knowledge (Engineering) +11, Knowledge (History) +11, Knowledge (Nobility) +9, Knowledge (Planes) +9 |
Languages Common, Infernal |
SQ Does not Sleep |
Special Abilities |
Channel Resistance +4 A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). |
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. |
Rejuvenation (Su) In most cases, it's difficult to destroy a ghost through simple combat: the "destroyed" spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM. |
Corrupting Touch 6d6 (DC 14) (Su) By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted. |
Telekinesis (Su) The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher). |
Does not Sleep You do not need to sleep. You are not immune to sleep effects. |
Wraith, Dread | CR | XP |
Male Wraith | LE Large Undead
(Incorporeal
)
|
Init +8 | Senses Darkvision (60 feet), Lifesense (60')
; Perception +12 |
Aura Unnatural Aura |
Defense |
AC 20
, touch 20
, flat-footed 16
(+4
Dex
, -1
size, +7
deflection
) |
hp 57
(5d8+35
) |
Fort +8 Ref +5 Will +8 |
Defensive Abilities: Channel Resistance +2, Incorporeal; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, critical hits, disease, mind-affecting, non-lethal damage, paralysis, poison, precision damage, sleep, stunning, Undead Traits |
Offense |
Spd 0
ft; Flight (60 feet, Good) |
Special Attacks: 1d6 CON drain (Melee Touch Attack), Energy Drain: Melee Touch Attack (1d6 levels) (DC |
Statistics |
Str 0
(+4
) Dex 18
(+4
) Con 0
(+7
) Int 18
(+4
) Wis 18
(+4
) Cha 25
(+7
) |
Base Atk +3
; CMB +8
; CMD 29 |
Feats Blind-Fight, Combat Reflexes (5 AoO/round), Improved Initiative, Simple Weapon Proficiency - All |
Skills Diplomacy +12, Fly +14, Intimidate +15, Knowledge (Planes) +9, Knowledge (Religion) +12, Perception +12, Sense Motive +12, Stealth +8 |
Languages Common, Giant, Infernal, Other Language, Other Language |
SQ Create Spawn, Sunlight Powerlessness |
Special Abilities |
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check. |
Channel Resistance +2 A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). |
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. |
1d6 CON drain: Melee Touch Attack Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. While ability damage can be healed naturally, ability drain is permanent and can only be restored through magic. |
Energy Drain: Melee Touch Attack (1d6 levels) (DC 19) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. |
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life. |
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered. |
Yzahnum | CR | XP |
Male Genie, Efreeti Fighter (Free Hand Fighter) 4, Rogue (Swashbuckler) 4 | LE Large Outsider
(Extraplanar Fire
)
|
Init +10 | Senses Darkvision (60 feet)
; Perception +18 |
Defense |
AC 32
, touch 19
, flat-footed 24
(+6
Dex
, +4
armor, -1
size, +9
natural, +2
deflection, +2
dodge
) |
hp 211
(14d10+4d8+108
) |
Fort +14 Ref +18 Will +10 |
Defensive Abilities: Evasion, Uncanny Dodge; Resist cold 10, Daring +1; Immune fire; Weaknesses Vulnerability to Cold |
Offense |
Spd 20
ft; Flight (40 feet, Perfect) |
Melee | +1 Flaming Scimitar +26/+21/+16/+11
(1d8+11
/15-20/x2
) |
| Slam x2 (Genie, Efreeti) +19 x2
(1d8+4
/20/x2
) |
Special Attacks: Change Size (DC 22), Heat, Positioning Attack (1/day), Powerful Sneak, Sneak Attack +2d6 |
Statistics |
Str 26
(+8
) Dex 22
(+6
) Con 22
(+6
) Int 12
(+1
) Wis 12
(+1
) Cha 16
(+3
) |
Base Atk +17
; CMB +26
; CMD 46 |
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Combat Reflexes (7 AoO/round), Deceitful, Dodge, Improved Critical: Scimitar, Improved Initiative, Improved Natural Armor, Martial Weapon Proficiency - All, Mobility, Quicken Spell-Like Ability: Scorching Ray (3/day), Quicken Spell-Like Ability: Scorching Ray (3/day), Rogue Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency - All, Spring Attack, Tower Shield Proficiency, Weapon Focus: Scimitar, Weapon Specialization: Scimitar |
Skills Acrobatics +17, Bluff +20, Craft (Weapons) +12, Diplomacy +19, Disguise +11, Fly +16, Intimidate +24, Perception +18, Sense Motive +18, Spellcraft +14, Stealth +23 |
Languages Aquan, Auran, Common, Ignan, Terran |
SQ Change Shape (humanoid or giant, alter self or gia, Deceptive Strike +1, Elusive +1 |
Combat Gear +1 Flaming Scimitar |
Special Abilities |
Telepathy (100 feet) (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. |
Evasion (Ex) If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, you takes no damage with a successful saving throw. |
Uncanny Dodge (Ex) You gain the ability to react to danger before her senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. |
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage. |
Change Size (DC 22) (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. |
Heat (Ex) An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples. The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds. |
Positioning Attack (1/day) (Ex) Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. |
Powerful Sneak (Ex) Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s. |
Sneak Attack +2d6 If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment. |
Change Size (DC 22) (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. |
Quicken Spell-Like Ability: Scorching Ray (3/day) This creature can use one of its spell-like abilities with next to no effort.
Prerequisite: Spell-like ability at CL 10th or higher.
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) -4. For a summary, see the table on page 316.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Normal: The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack of opportunity.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. |
Quicken Spell-Like Ability: Scorching Ray (3/day) This creature can use one of its spell-like abilities with next to no effort.
Prerequisite: Spell-like ability at CL 10th or higher.
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) -4. For a summary, see the table on page 316.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Normal: The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack of opportunity.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. |
Change Shape (humanoid or giant, alter self or giant form I) (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions. |
Deceptive Strike +1 (Ex) At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery. |
Elusive +1 (Ex) At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 1, 2, 3, and 4. |
Zarmangarof | CR | XP |
Male Dragon, Black, Adult | CE Large Dragon
(Water
)
|
Init +5 | Senses Blindsense (60 feet), Darkvision (120 feet), Dragon Senses, Low-Light Vision
; Perception +24 |
Aura Frightful Presence (180 feet, 5d6 rounds) (DC 19) |
Defense |
AC 32
, touch 10
, flat-footed 31
(+1
Dex
, +4
armor, -1
size, +18
natural
) |
hp 161
(14d12+70
) |
Fort +14 Ref +10 Will +12 |
Resist spells 22; Immune acid, paralysis, sleep; DR 5/magic |
Offense |
Spd 60
ft; Flight (200 feet, Poor), Swimming (60 feet) |
Melee | Bite (Dragon, Black, Adult) +21
(2d6+10
/20/x2
) |
| Claw x2 (Dragon, Black, Adult) +20 x2
(1d8+7
/20/x2
) |
| Tail Slap (Dragon, Black, Adult) +15
(1d8+10
/20/x2
) |
| Wing x2 (Dragon, Black, Adult) +15 x2
(1d6+3
/20/x2
) |
Special Attacks: Breath Weapon (80-ft. line, 12d6 acid, every 1d4 r |
Racial
Spells Known
(CL 20
, melee touch +20
, ranged touch +14
, DC
) |
1 (7
/day) | Burning Hands (DC 13
), Mage Armor (DC 13
), Magic Missile (DC 13
) |
Cantrips | Dancing Lights (DC 12
), Detect Magic (DC 12
), Mending (DC 12
), Message (DC 12
), Read Magic |
Statistics |
Str 25
(+7
) Dex 12
(+1
) Con 21
(+5
) Int 14
(+2
) Wis 17
(+3
) Cha 14
(+2
) |
Base Atk +14
; CMB +22
; CMD 33 |
Feats Alertness, Improved Initiative, Improved Vital Strike, Power Attack -4/+8, Simple Weapon Proficiency - All, Skill Focus: Stealth, Vital Strike, Weapon Focus: Bite |
Skills Fly +12, Handle Animal +16, Intimidate +19, Knowledge (Arcana) +19, Perception +24, Spellcraft +19, Stealth +20, Swim +32 |
Languages Common, Draconic, Giant |
SQ Swamp Stride, Water Breathing |
Special Abilities |
Frightful Presence (180 feet, 5d6 rounds) (DC 19) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature's racial HD + frightful creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a failed save, the opponent is shaken, or panicked if 4 Hit Dice or fewer. An opponent that succeeds on the saving throw is immune to that same creature's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. |
Breath Weapon (80-ft. line, 12d6 acid, every 1d4 rounds, Ref half) (DC 22) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled. |
Corrupt Water (1/day) (Sp) Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to the dragon's frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence. |
Speak with Reptiles (Constant) (Sp) A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals. |
Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed. |
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its Breath weapon, spells, and other abilities while submerged. |