Monsters

Bone Priest CR 4

 This skeletal creature wears rotting robes, and carries a sword in its talon-like hands. An evil blue light dances in its empty eye sockets.

XP 1,200
LE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 37 (5d8+15)
Fort +4, Ref +3, Will +7
Defensive Abilities channel resistance +2; DR 5/bludgeoning and magic; Immune cold, undead traits

OFFENSE

Speed 30 ft.
Melee mwk bastard sword +7 (1d10+3/19–20) or slam +5 (1d4+3)
Special Attacks death drink, unnerving gaze
Spells Prepared (CL 3rd; concentration +6)
2ndhold person (DC 15), spiritual weapon, touch of idiocyD (DC 15)
1stcause fear (DC 14), command (DC 14), lesser confusionD (DC 14), protection from good
0detect magic, guidance, read magic, resistance
D domain spell; Domain Madness

STATISTICS

Str 14, Dex 15, Con —, Int 11, Wis 16, Cha 17
Base Atk +3; CMB +5; CMD 17
Feats Combat Casting, Improved Initiative, Weapon Focus (bastard sword)
Skills Intimidate +11, Knowledge (religion) +8, Perception +11, Stealth +10
Languages Common, Undercommon

SPECIAL ABILITIES

Death Drink (Su) When a bone priest reduces a creature to 0 hit points or fewer with a melee attack or coup de grace, it can use death knell against that creature as a free action. It doesn’t need to be touching the creature to use this ability.

Spells A bone priest casts spells as 3rd-level cleric. It also gains domain spells from the Madness domain, but none of the other domain abilities or cleric abilities.

Unnerving Gaze (Su) A bone priest can make a gaze attack that strikes fear into the hearts of all creatures within a 30-foot radius that can see the bone priest. These creatures must succeed at a DC 15 Will saving throw or be shaken for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.

Bone priests are undead servants of evil gods, condemned to continue serving for decades or centuries after death. In life, bone priests were acolytes or underpriests who failed at some difficult test or fell in battle against powerful enemies of the faith. Their dark gods have rewarded their fanaticism by giving another chance to demonstrate their worthiness.

Bone priests retain the spellcasting ability and some of the domain spells they possessed in life. A typical bone priest casts spells as a 3rd-level cleric and has the bonus spells of one of the domains it had originally—usually Darkness, Death, Destruction, Evil, or Madness (the bone priest presented here possesses the Madness domain).

While bone priests occasionally arise with no outside intervention other than the will of their gods, they are normally created through a profane ritual that culminates in the casting of a create undead spell by a caster of at least 11th level.
 

 

Lightning Assassin CR 8

XP 4,800
NE Medium construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
Aura electricity (5 ft., DC 12)

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 47 (5d10+20)
Fort +4, Ref +7, Will +1
DR 5/adamantine; Immune construct traits,
electricity, elemental traits
Defensive Abilities natural invisibility
Weaknesses magic dependent

OFFENSE

Speed 30 ft.
Melee +3 longsword +13 (1d8+8/19–20), slam +5 (1d4+2),
slam +5 (1d4 plus 1d3 electricity)
Special Attacks metal mastery, spark leap
Space 5 ft., Reach 5 ft.

STATISTICS

Str 20, Dex 13, Con 10, Int 8, Wis 11, Cha 11
Base Atk +7; CMB +11 (+13 sunder); CMD 24 (26 vs. sunder)
Feats
Improved Initiative, Improved SunderB, Power AttackB, Weapon Finesse 
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
SQ proficient, improved tracking

SPECIAL ABILITIES

Electricity Aura (Su) A lightning assassin reduced to half its hit points or fewer emits hazardous energy from its damaged magical battery. Any non-construct creature that ends its turn within 5 feet of a damaged lightning assassin takes 1d10 points of electricity damage (Reflex DC 12 negates). The save DC is Constitution-based.

Improved Tracking (Ex) A lightning assassin takes no penalty to Survival checks when tracking and moving at any speed.

Magic Dependent (Su) A lightning assassin is partially powered by magic. When deprived of magic, the lightning assassin is affected as if it were exhausted. The lightning assassin’s magic can be cut off by antimagic, or suppressed by a dispel magic or mage’s disjunction effect as if it were a magic item.


Metal Mastery (Ex) A lightning assassin gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Natural Invisibility: The lightning assassin remains invisible at all times when not attacking. When attacking, the lightning assassin becomes visible for 1d4 rounds before becoming invisible again. The lightning assassin gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above.

Proficient (Ex) A lightning assassin is proficient with all simple and martial weapons.
 
Spark Leap (Ex) A lightning assassin gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.
 

Moon Spider CR 2

XP 600
NE Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +10

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
hp 22 (3d10+6)
Fort +5, Ref +5, Will +3

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+1 plus poison)
Special Attacks poison, web (+11 ranged touch, DC 19, 10 hp, DR 5/slashing)
Spell-Like Abilities (CL 5th; concentration +3)
3/day—obscuring mist
1/day—gaseous form

STATISTICS

Str 12, Dex 15, Con 14, Int 5, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 16
Feats Ability Focus (poison), Improved Initiative
Skills Climb +21, Perception +10, Stealth +10; Racial Modifiers +16 Climb, +4 Perception, +4 Stealth
Languages Common (can’t speak)
SQ moon spider webs

SPECIAL ABILITIES

Moon Spider Webs (Ex) The webs created by a moon spider are especially strong and sticky, and the creatures weave net-like snares to trap their enemies. A moon spider’s web attack is a ranged touch attack with a +6 racial bonus to the save DC needed to burst or escape the web. The spider also holds a trailing tether that prevents an entangled creature from moving away from the spider until it gets free.

Moon spiders frequently set web traps throughout areas where they live. Anyone who enters a square of moon spider web must succeed at a Reflex save (DC 13) or become entangled as though it had been hit by a web attack (though the spider doesn’t have a tether to it). If a creature that is already entangled enters a square of moon spider web, it must save again or become grappled. The save DC is Constitution-based.

A moon spider’s webs have 10 hit points and DR 5/slashing. A web that’s set on fire takes an additional 1d6 points of fire damage each round until it’s destroyed.

Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 5 rounds; effect 1d3 Str; cure 1 save.

Moon spiders are malevolent giant spiders that haunt the Echo Wood and other forests in the western vales of the Sellen River. They are far more intelligent than most of their arachnid kin; while they aren’t as smart as humans, they possess a sly cunning and magical talents that make them much more dangerous than other giant spiders—they even hunt cooperatively and share their kills.

Moon spiders are web-weavers, and often create huge traps of sticky webbing. A creature that enters a square of moon spider webbing can easily become entangled or grappled. Typically, a moon spider uses its obscuring mist to hide the extent of its webs when prey approaches, using its tremorsense to keep track of its prey’s struggles.

Moon spiders do not speak any humanoid language, but communicate with each other in clicks and taps of their legs on the ground, and they can understand simple concepts in Common (which is useful when they’re listening to prey).

ZZZ



Silver Demon CR 4

XP 1,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., see invisibility; Perception +13

DEFENSE

AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 37 (5d10+10)
Fort +6, Ref +3, Will +3
DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15

OFFENSE

Speed 30 ft.
Melee mwk scimitar +10 (1d10+4/x3 plus disease), gore +3 (1d6+2) or gore +8 (1d6+4)
Special Attacks powerful charge (gore, 3d6+4)
Spell-Like Abilities (CL 6th; concentration +4)
Constantsee invisibility, tongues
3/dayexpeditious retreat, protection from law, protection from good
1/daysummon (level 2, 1d3 schirs 20%)

STATISTICS

Str 17, Dex 14, Con 15, Int 8, Wis 5, Cha 6
Base Atk +5; CMB +8; CMD 20
Feats Iron Will, Power Attack, Weapon Focus (scimtar)
Skills Acrobatics +10 (+18 jumping), Climb +11, Intimidate +6, Perception +13, Survival +2; Racial Modifiers +8 Acrobatics when jumping, +8 Perception
Languages Abyssal; telepathy 100 ft., tongues

SPECIAL ABILITIES

A Silver Demon's veins flow with hot molted silver, and when the Demon is hurt silver blood sprays the attacker. Any creature struck by this splatter of silver blood must succeed at a DC 15 Fortitude save or cbe affected by a type of blister phage—a frightening disease that causes a painful and hideous outbreak of facial tumors and a sickening deterioration of the skin across the entire body, and also works on the minds of some, slowly driving them insane.. The save DC is Constitution-based.
Blister Phage: Silver Blood - splatter; save Fortitude DC 20; onset immediate; frequency 1/day; effect 1d4 Cha damage and 1d4 Con Damage.

 

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