Unnamed NPCs

This is a list of unnamed NPCs encountered by the players, by Challenge Rating
 
Challenge Rating 1/2

Challenge Rating 1

Challenge Rating 2 

    Challenge Rating 3

    Challenge Rating 4

    Challenge Rating 5

    Challenge Rating 6

    Challenge Rating 7

    Challenge Rating 8

    Challenge Rating 9
    • F


    Challenge Rating 10

    Challenge Rating 11
    • Crushing Wave priest (human cleric 12)

    Challenge Rating 12

    Challenge Rating 13

    Challenge Rating 16

    Challenge Rating 17
    • F


    CR 1/2

    Human scout (rogue 1)
    XP 200
    NE Medium humanoid (human)
    Init +3; Senses Perception +4

    DEFENSE
    AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
    hp 10 (1d8+6)
    Fort +2, Ref +5, Will +0

    OFFENSE
    Speed 30 ft.
    Melee short sword +3 (1d6+1/19–20) or dagger +3 (1d4+1/19–20)
    Ranged light crossbow +3 (1d8/19–20 plus poison)
    Special Attacks sneak attack +1d6

    STATISTICS
    Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 8
    Base Atk +0; CMB +1; CMD 14
    Feats Toughness, Weapon Finesse
    Skills Acrobatics +7, Appraise +5, Climb +5, Craft (traps) +5, Disable Device +7, Escape Artist +7, Knowledge (local) +5, Perception +4, Ride +4, Stealth +7
    Languages Common
    SQ trap finding +1
    Combat Gear potion of cure light wounds, greenblood oil (2);
    Other Gear padded armor, dagger, light crossbow with 10 bolts, short sword


    CR 1

    Human guard (warrior 2)
    CR 1
    CE Medium humanoid
    Init +4; Senses Perception –1

    DEFENSE
    AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
    hp 11 each (2d8+2)
    Fort +4, Ref +0, Will –1

    OFFENSE
    Spd 20 ft .
    Melee longsword +4 (1d8+1/19–20)
    Ranged light crossbow +2 (1d8/19–20)

    STATISTICS
    Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
    Base Atk +2; Grp +3
    Feats Improved Initiative, Weapon Focus (longsword)
    Skills Handle Animal +5, Intimidate +4, Ride +7
    Languages Common
    Gear chainmail, heavy steel shield, longsword, light crossbow with 10 bolts, 20 gp


    Human Outlaw (fighter 1 / rogue 1)
    XP 400
    NE Medium humanoid (human)
    Init +7; Senses Perception +6

    DEFENSE
    AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)  
    hp 17 (2 HD; 1d10+1d8+3)
    Fort +3, Ref +5, Will +1

    OFFENSE
    Speed 30 ft.
    Melee short sword +4 (1d6+2/19–20) or dagger +4 (1d4+3/19–20)
    Ranged mwk light crossbow +5 (1d8/19–20 plus poison)
    Special Attacks sneak attack +1d6

    STATISTICS
    Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
    Base Atk +1; CMB +3; CMD 16
    Feats Improved Initiative, Point-Blank Shot, Weapon Finesse
    Skills Acrobatics +8, Appraise +5, Climb +7, Disable Device +8, Perception +6, Stealth +8
    Languages Common
    SQ trap finding +1
    Combat Gear potion of cure light wounds, Small centipede poison (4);
    Other Gear leather armor, dagger, mwk light crossbow with 20 bolts, short sword.


    Human Raider (barbarian 1)
    CR 1
    CN Medium humanoid (human)
    Init +1; Senses Perception +5

    DEFENSE
    AC 17, touch 9, at-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield)
    hp 17 (1d12+5)
    Fort +6, Ref +1, Will +3

    OFFENSE
    Speed 30 .
    Melee battleaxe +6 (1d8+4/×3)
    Special Attacks rage (6 rounds/day)

    STATISTICS
    Str 19, Dex 12, Con 18, Int 10, Wis 13, Cha 8
    Base Atk +1; CMB +5; CMD 14
    Feats Power Attack, Weapon Focus (battleaxe)
    Skills Intimidate +3, Perception +5, Profession (sailor) +2, Survival +5, Swim +1
    Languages Common, Skald
    SQ fast movement
    Treasure NPC Gear (chainmail, heavy wooden shield,battleaxe, potion of cure light wounds, other treasure)


    Male gnome (rogue 1) 
    CR 1
    NE Small humanoid
    Init +2; Senses low-light vision; Perception +4

    DEFENSE
    AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dexterity, +1 size)
    hp 8 (1d6+2)
    Fort +2, Ref +4, Will +2 (+2 vs. illusions)

    OFFENSE
    Speed 20 .
    Melee kukri +0 (1d3/18–20) or sap +0 (1d4 nonlethal)
    Special Attacks sneak attack +1d6
    Spell-Like Abilities (CL 1st)
    1/day—speak with animals (burrowing mammal, duration 1 minute)

    STATISTICS
    Str 11, Dex 15, Con 14, Int 10, Wis 14, Cha 8
    Base Atk +0; Grp –4
    Feats Martial Weapon Proficiency (kukri)
    Skills Bluff +3, Climb +3, Disguise +5, Hide +9, Intimidate +3, Knowledge (local) +4, Move Silently +5, Sleight of Hand +5
    Languages Common, Gnome
    SQ trapfinding
    Gear studded leather armor, kukri, disguise kit, key to cabinet


    Male goblin (cleric 2)
    CR 1
    NE Small humanoid (goblinoid)
    Init +4; Senses darkvision 60 ft.; Perception +3

    DEFENSE
    AC 17, touch 15, at-footed 13 (+2 armor, +4 Dex, +1 size)
    hp 16 (2d8+4)
    Fort +4, Ref +4, Will +5

    OFFENSE
    Speed 30 ft.
    Melee masterwork falchion +3 (1d6/18–20)
    Special Attacks channel negative energy 3/day (DC 9, 1d6)
    Domain Spell-Like Abilities (CL 2nd; concentration +4) 5/day—copycat (2 rounds), strength surge (+1)
    Cleric Spells Prepared (CL 2nd; concentration +4)
    1st—bless, cause fear (DC 13), command (DC 13), enlarge person D (DC 13)
    0 (at will)—bleed (DC 12), detect magic, detect poison, resistance
    D domain spell;  
    Domains Strength, Trickey

    STATISTICS
    Str 10, Dex 18, Con 13, Int 10, Wis 15, Cha 6
    Base Atk +1; CMB +0; CMD 14
    Feats Extra Channel
    Skills Heal +6, Perception +3, Ride +8, Spellcraft +4, Stealth +16
    Languages Goblin
    Combat Gear wand of cure light wounds (20 charges); Other
    Gear leather armor, masterwork falchion, 95 gp


    Male half-orc (fighter 1)
    CR 1
    CE Medium humanoid
    Init +1; Senses darkvision 60 ft.; Perception +1

    DEFENSE
    AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
    hp 12 (1d10+2)
    Fort +4, Ref +1, Will +1

    OFFENSE
    Speed 20 .
    Melee flail +5 (1d8+3)

    STATISTICS
    Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8
    Base Atk +1; Grp +4
    Feats Weapon Focus (flail)
    Skills Balance –1, Intimidate +3
    Languages Common
    Gear studded leather armor, light shield, flail


    Male human (expert 2) 
    CR 1
    LE Medium humanoid
    Init +1; Senses  Perception –1

    DEFENSE
    AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dexterity)
    hp 9 (2d6+2)
    Fort +1, Ref +1, Will +2

    OFFENSE
    Speed 30.
    Melee dagger +1 (1d4/19–20)
    Ranged acid splash +2 touch (1d3 acid) or alchemical item +2 touch (varies)

    STATISTICS
    Str 10, Dex 12, Con 13, Int 11, Wis 9, Cha 8
    Base Atk +1;
    Feats Point Blank Shot, Skill Focus (Use Magic Device)
    Skills Appraise +5, Cra (alchemy) +5, Disable Device +5, Forgery+5, Knowledge (arcana) +5, Search +5, Spellcraft +7, Use Magic Device +7
    Languages Common, Gnome
    Combat Gear wand of acid splash (28 charges), acid (3), tanglefoot bag (2), thunderstone; Other Gear leather armor, dagger, light crossbow with 10 bolts, garnet amulet worth 100 gp, key


    CR 2

    Apothecary (rogue 2 / transmuter 1)
    XP 600
    NE Medium humanoid (human)
    Init +6; Senses Perception +7

    DEFENSE
    AC 16, touch 12, at-footed 14 (+4 armor, +2 Dex)
    hp 23 (3 HD; 2d8+1d6+8)
    Fort +4, Ref +5, Will +3
    Defensive Abilities evasion

    OFFENSE
    Speed 30 ft.
    Melee masterwork short sword +4 (1d6–1/19–20)
    Ranged acid flask +3 ranged touch (1d6 acid)
    Special Attacks sneak attack +1d6
    Arcane School Spell-Like Abilities (CL 1st; concentration +4)
    6/day—telekinetic st (1d4 bludgeoning)
    Transmuter Spells Prepared (CL 1st; concentration +4)
    1st—animate rope, color spray (DC 14), mage armor
    0 (at will)—light, mage hand, prestidigitation (DC 13)
    Opposition Schools divination, necromancy

    STATISTICS
    Str 8, Dex 14, Con 14, Int 17, Wis 12, Cha 10
    Base Atk +1; CMB +0; CMD 12
    Feats Great Fortitude, Improved Initiative, Scribe Scroll, Weapon Finesse
    Skills Acrobatics +8, Craft (alchemy, traps) +9, Disable Device +8, Knowledge (arcana, dungeoneering) +9, Perception +7, Sleight of Hand +8, Spellcraft +9, Stealth +8
    Languages Common, Dwarven, Goblin, Undercommon
    SQ arcane bond (ring), physical enhancement +1, rogue talents (slow reactions), trap finding +1
    Combat Gear acid flasks (3), Medium spider venom (3);
    Other Gear masterwork short sword, hemp rope (50 ft.)



    Male human (expert 4 / rogue 2)
    CR 2
    NE Medium humanoid
    Init +5; Senses Perception +4

    DEFENSE
    AC 11, touch 11, flat-footed 10 (+1 Dexterity)
    hp 11 (6d6–12)
    Fort –1, Ref +5, Will +6
    Defensive Abilities evasion

    OFFENSE
    Speed 15 ft.
    Melee mwk dagger +6 (1d4–3/19–20)
    Ranged mwk hand crossbow +6 (1d4/19–20)
    Special Attacks sneak attack +1d6

    STATISTICS
    Str 5, Dex 13, Con 7, Int 16, Wis 14, Cha 15
    Base Atk +4; Grp +1
    Feats Combat Expertise, Improved Initiative, Skill Focus (Bluff), Weapon Finesse
    Skills Appraise +12, Bluff +14, Forgery +12, Handle Animal +9, Intimidate +13, Knowledge (local) +12, Open Lock +10, Sleight of Hand +12, Perception +4
    Languages Common, Goblin
    SQ trapfinding
    Gear masterwork dagger, masterwork hand crossbow with 10 bolts, ring of keys


    CR 3

    Berserker cannibal (human barbarian 4)
    XP 800
    CR 3
    CE Medium humanoid
    Init +1; Senses Perception +11

    DEFENSE
    AC 13, touch 9, at-footed 12 (+4 armor, +1 Dex, –2 rage)
    hp 55 (4d12+24)
    Fort +10, Ref +2, Will +6
    Defensive Abilities trap sense +1, uncanny dodge

    OFFENSE
    Speed 30 ft.
    Melee +1 greataxe +9 (1d12+7/×3)
    Special Attacks rage (13 rounds/day), rage powers (animal fury, scent)

    STATISTICS
    Str 18, Dex 13, Con 22, Int 10, Wis 12, Cha 8
    Base Atk +4; CMB +8; CMD 17
    Feats Iron Will, Power Attack, Skill Focus (Perception)
    Skills Climb +9, Intimidate +6, Perception +11, Stealth +3, Survival +8, Swim +9 Languages Skald
    SQ fast movement
    Treasure NPC gear (masterwork hide armor, +1 greataxe)


    Guard commander (human fighter 3)
    CR 3
    CN Medium humanoid
    Init +2; Senses Perception –1

    DEFENSE
    AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
    hp 24 (3d10+3)
    Fort +4, Ref +3, Will +0

    OFFENSE
    Spd 20 ft.
    Melee mwk spear +6 (1d8+3/ 3)
    Ranged mwk composite longbow +7 (1d8+3/19–20)

    STATISTICS
    Str 15, Dex 14, Con 12, Int 10, Wis 8, Cha 13
    Base Atk +3; Grp +5
    Feats Iron Will, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (longbow)
    Skills Handle Animal +7, Intimidate +7, Ride +10 Languages Common
    Gear potion of cure moderate wounds; masterwork chainmail, masterwork spear, masterwork composite longbow (+2 Strength) with 20 +1 arrows


    Thug (human fighter 3)
    CN Medium humanoid
    Init +0; Senses Perception +4

    DEFENSE
    AC 16, touch 11, fl at-footed 15 (+5 armor, +1 Dex)
    hp 27 (3d10+6)
    Fort +5, Ref +2, Will +0

    OFFENSE
    Spd 20 ft.
    Melee masterwork sap +7 (1d6+2 nonlethal)

    STATISTICS
    Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12
    Base Atk +3; Grp +4
    Feats Alertness, Diehard, Endurance, Weapon Focus (sap)
    Skills Intimidate +7, Perception +4
    Languages Common
    Gear chainmail, masterwork sap, 20 gp


    Worshipper (troglodyte adept 4)
    XP 800
    CN Medium humanoid (reptilian)
    Init +4; Senses darkvision 90 ft.; Perception +2

    DEFENSE
    AC 16, touch 10, flat-footed 16 (+6 natural)
    hp 33 (6 HD; 2d8+4d6+10)
    Fort +7, Ref +1, Will +6

    OFFENSE
    Speed 30 ft.
    Melee club +3 (1d6), claw +3 (1d4), bite +3 (1d4) or 2 claws +3 (1d4), bite +3 (1d4)
    Ranged javelin +3 (1d6)
    Adept Spells Prepared (CL 3rd; concentration +5)
    2nd—mirror image
    1st—burning hands (DC 13), cause fear (DC 13), sleep (DC 13)
    0—detect magic, ghost sound (DC 12), touch of fatigue (DC 12)

    STATISTICS
    Str 10, Dex 10, Con 13, Int 8, Wis 14, Cha 11
    Base Atk +3; CMB +3; CMD 13
    Feats Combat Casting, Great Fortitude, Improved Initiative  
    Skills Acrobatics +5, Heal +8, Spellcraft +3, Stealth +5 (+9 in rocky areas), Survival +6
    Languages Draconic
    Combat Gear potion of cure moderate wounds;
    Other Gear boots of elvenkind, club, javelins (3)


    CR 4

    Aquatic summoner (undine summoner 5)
    XP 1,200
    CN Medium outsider (aquatic, native)Init +0; Senses darkvision 60 ft.; Perception +7

    DEFENSE
    AC 15, touch 11, at-footed 15 (+4 armor, +1 deflection)
    hp 31 (5d8+5)
    Fort +4, Ref +1, Will +6
    Defensive Abilities shield ally; Resist cold 5

    OFFENSE
    Speed 30 ft., swim 40 ft.
    Melee dagger +2 (1d4–1/19–20)
    Ranged light crossbow +3 (1d8/19–20)
    Spell-Like Abilities (CL 5)
    1/day—hydraulic push
    Summoner Spell-Like Abilities (CL 5th; concentration +8):
    6/day—summon monster III
    Summoner Spells Known (CL 5th; concentration +8)
    2nd (3/day)—glitterdust (DC 15), haste, summon monster II
    1st (5/day)—corrosive touch, daze monster (DC 14), lesser rejuvenate eidolon, mage armor
    0 (at will)—acid splash, detect magic, mage hand, message, open/close, read magic

    STATISTICS
    Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 16
    Base Atk +3; CMB +2; CMD 13
    Feats Aquatic Ancestry, Combat Casting, Great Fortitude
    Skills Knowledge (arcana, nature, planes) +10, Perception +7, Spellcraft +10, Swim +5
    Languages Aklo, Aquan, Common, Draconic
    SQ amphibious, bond senses (5 rounds/day), eidolon, life link, water affinity
    Combat Gear potion of cure moderate wounds, scroll of aqueous
    orb, scroll of invisibility;
    Other Gear chain shirt, dagger, light crossbow with 10 masterwork bolts, ring of protection +1, antitoxin, backpack, asks (10), glass bottles (5), hourglass (1hour), ink, inkpen, ,journal, scrollcase, coral(worth100 gp), irregular pearls (5, worth 10 gp each), pearl (worth 100 gp), 71 gp.


    Cult cleric (cleric 3 / rogue 2)
    XP 1,200NE Medium humanoid (human)
    Init +6; Senses Perception +11

    DEFENSE
    AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
    hp 38 (5 HD; 3d8+2d8+13)
    Fort +5, Ref +6, Will +6
    Defensive Abilities evasion

    OFFENSE
    Speed 30 ft.
    Melee +1 rapier +6 (1d6/18–20)
    Ranged light crossbow +5 (1d8/19–20)
    Special Attacks channel negative energy 4/day (DC 12, 2d6), sneak attack +1d6
    Domain Spell-Like Abilities (CL 3rd; concentration +6)
    6/day—bleeding touch (1 rounds), dazing touch
    Cleric Spells Prepared (CL 3rd; concentration +6)
    2nd—calm emotions D (DC 16), hold person (DC 16), sound burst (DC 15)
    1st—bless, charm person D (DC 15), remove fear, shield of faith
    0 (at will)—bleed (DC 13), detect magic, detect poison, light
    D domain spell;
    Domains Charm, Death

    STATISTICS
    Str 8, Dex 14, Con 14, Int 10, Wis 17, Cha 12
    Base Atk +3; CMB +2; CMD 14
    Feats Channel Smite, Combat Casting, Improved Initiative, Spell Focus (enchantment), Weapon Finesse
    Skills Acrobatics +5, Bluff +9, Diplomacy +5, Disable Device +5, Escape Artist +5, Knowledge (religion) +8, Perception +11, Spellcraft +8, Stealth +7
    Languages Common
    SQ rogue talents (finesse rogue), trap finding +1
    Combat Gear potion of invisibility;
    Other Gear +1 chain shirt, +1 rapier, light crossbow, holy symbol


    Longboat Captain (human fighter 5)
    XP 1,200
    CR 4
    CN Medium humanoid (human)
    Init +3; Senses Perception –1

    DEFENSE
    AC 17, touch 13, at-footed 14 (+4 armor, +3 Dex)
    hp 42 (5d10++10)
    Fort +6, Ref +4, Will +2; +1 vs. fear
    Defensive Abilities bravery +1

    OFFENSE
    Speed 30 .
    Melee masterwork battleaxe +7 (1d8+1/×3)
    Ranged +1 composite longbow +1 (1d8+5/×3)
    Special Attacks weapon training (bows +1)

    STATISTICS
    Str 12, Dex 16, Con 14, Int 13, Wis 8, Cha 12
    Base Atk +5; CMB +6; CMD 19
    Feats Deadly Aim, Iron Will, Persuasive, Point-Blank Shot, Precise Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
    Skills Craft (carpentry) +9, Intimidate +11, Profession (sailor) +7, Sense Motive +4, Swim +9
    Languages Aquan, Common, Skald
    SQ armor training 1
    Treasure NPC gear (masterwork chainshirt, +1 composite longbow with 20 arrows, masterwork battleaxe, potions of cure moderate wounds [2], other treasure).



    Female bugbear (ranger 2)
    CR 4
    CE Medium humanoid (goblinoid)
    Init +3; Senses darkvision 60 ft., scent; Perception +9

    DEFENSE
    AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
    hp 26 (5 HD; 3d8+2d10+2)
    Fort +4, Ref +9, Will +3

    OFFENSE
    Speed 30 ft.
    Melee morningstar +8 (1d8+4)
    Ranged composite longbow +8 (1d8+2/×3)
    Special Attacks favored enemy (humans +2)

    STATISTICS
    Str 18, Dex 17, Con 11, Int 10, Wis 14, Cha 11
    Base Atk +4; CMB +8; CMD 21
    Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
    Skills Climb +8, Handle Animal +5, Intimidate +12, Perception +9, Ride +8, Stealth +12, Survival +6, Swim +8
    Languages Common, Goblin
    SQ stalker, track +1, wild empathy +2
    Gear leather armor, composite longbow (+2 Str), morningstar, ring of feather falling, 3 garnets worth 50 gp each, 124 gp.


    Singsong (Female human bard 4)
    CR 4
    CG Medium humanoid
    Init +4; Senses Perception -1

    DEFENSE
    AC 22, touch 17, flat-footed 18 (+5 armor, +3 deflection, +4 Dex)
    hp 20 (4d6+4)
    Fort +2, Ref +8, Will +3

    OFFENSE
    Spd 30 .
    Melee masterwork dagger +8 (1d4/19–20)
    Special Attacks bardic music (4/day, countersong, fascinate, inspire competence, inspire courage +1) Spells Known (CL 4th)
    2nd (1/day)—minor image (DC 15)
    1st (3/day)—cure light wounds, feather fall, hideous laughter (DC 14)
    0 (3/day)—daze (DC 13), light, mage hand, mending, message, prestidigitation

    STATISTICS
    Str 10, Dex 18, Con 13, Int 12, Wis 8, Cha 16
    Base Atk +3; Grp +3
    Feats Acrobatic, Roof Runner, Weapon Finesse
    Skills Balance +11, Bluff +10, Climb +9, Craft (painting) +8, Jump +23, Knowledge (local) +8, Perform (comedy) +10, Tumble +15
    Languages Common, Elven
    SQ bardic knowledge +5
    Combat Gear potion of cat’s grace, potion of jump, potion of shield of faith +3, wand of daze monster (10 charges);
    Other Gear +1 mithral shirt worn under commoner’s clothes, masterwork dagger, two bronze bracelets worth 50 gp each, copper necklace worth 100 gp.


    Swiftfingers (human rogue 4)
    CR 4
    LE Medium humanoid
    Init +3; Senses Perception +6

    DEFENSE
    AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
    hp 24 (4d6+8)
    Fort +3, Ref +7, Will +0
    Defensive Abilities evasion, trap sense +1, uncanny dodge

    OFFENSE
    Spd 30 ft .
    Melee masterwork bladed gauntlet +7 (1d4+1 plus poison) or masterwork bladed gauntlet +5 (1d4+1 plus poison) and masterwork bladed gauntlet +5 (1d4 plus poison)
    Ranged masterwork hand crossbow +7 (1d4/19–20 plus poison)
    Special Attacks sneak attack +2d6

    STATISTICS
    Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 13
    Base Atk +3; Grp +4
    Feats Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
    Skills Bluff +8, Climb +8, Cra (alchemy) +7, Diplomacy +10, Intimidate +10, Knowledge (local) +7, Sense Motive +6, Sleight of Hand +12, Spot +6
    Languages Common
    SQ trapfinding
    Combat Gear potion of cure moderate wounds, potion of invisibility, spider venom (5 doses, DC 12, 1d4 Str/1d4 Str); +1 leather armor, masterwork bladed gauntlets (2), masterwork hand crossbow with 20 bolts.


    CR 5


    Crushing Wave Scout
    CR 5
    XP 1,600
    NE Small fey 
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +12

    DEFENSE
    AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
    hp 60 (8d6+32)
    Fort +6, Ref +10, Will +7
    DR 5/cold iron; Immune disease, nausea, poison, sickened condition

    OFFENSE
    Speed 20 ft.
    Melee bite +8 (1d6+3)
    Ranged black water spores +9 (1d6 plus disease)
    Spell-Like Abilities (CL 7th; concentration +9)
    Constant — speak with plants (fungi and mold only)

    STATISTICS
    Str 16, Dex 18, Con 19, Int 15, Wis 9, Cha 8
    Base Atk +4; CMB +6; CMD 20
    Feats Alertness, Iron Will, Point-Blank Shot, Precise Shot
    Skills Acrobatics +8 (+4 when jumping), Craft (alchemy) +17, Heal +7, Knowledge (dungeoneering) +10, Knowledge (nature) +13, Perception +12, Sense Motive +10, Stealth +19 (+23 in caves or swamps), Survival +7 (+11 in caves or swamps), Swim +7; Racial Modifiers +4 Craft (alchemy), +4 Stealth in caves or swamps, +4 Survival in caves or swamps
    Languages scout is deaf

    SPECIAL ABILITIES
    Disease (Ex) Black water spores is a disease characterized by small, blue-white spores sprouting within a creature’s wounds. These spores quickly grow into phosphorescent, domed mounds that pulsate and throb, eating away at victims’ connective tissue, severely impairing them. Additionally, once a creature takes 7 points of Dexterity damage from the black water spores, the domed mounds burst, releasing a 10-foot-radius burst of diseased spores. This effect lasts for 1 round. Any creature caught within the burst radius or that moves through it is exposed to the black water spores disease. The save DC is Constitution-based.

    Black water spores: injury; save Fort DC 18; onset 1 minute; frequency 1/day; effect 1d6 Dex damage; cure 2 consecutive saves.


    Perfume shop owner (human expert 2 / rogue 4)
    XP1,600
    CN Medium humanoid
    Init +6; Senses Perception +10

    DEFENSE
    AC 14, touch 12, fl at-footed 12 (+2 armor, +2 Dexterity)
    hp 17 (6d6–6)Fort +0, Ref +6, Will +5
    Defensive Abilities evasion, trap sense +1, uncanny dodge

    OFFENSE
    Spd 30 ft.
    Melee masterwork dagger +7 (1d4/19–20 plus poison)
    Special Attacks sneak attack +2d6

    STATISTICS
    Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 16
    Base Atk +4; Grp +4
    Feats Dodge, Mobility, Skill Focus (Use Magic Device), Weapon Finesse
    Skills Bluff +12, Craft (alchemy) +10, Diplomacy +14, Escape Artist +6, Forgery +6, Knowledge (local) +10, Listen +10, Move Silently +6, Profession (perfumer) +10, Spot +5, Use Magic Device +15
    Languages Common, Varisian
    SQ trap finding
    Combat Gear wand of charm person (38 charges), wand of remove disease (7 charges), 2 doses of giant wasp poison (DC 14; 1d6/1d6 Dex damage);
    Other Gear masterwork dagger, bracers of armor +2, silver and violet jewelry worth 50 gp.



    Wilderness Scout (human ranger 6)
    XP 1,600
    CN Medium humanoid
    Init +4; Senses Perception +10

    DEFENSE
    AC 17, touch 15, at-footed 12 (+2 armor, +4 Dex, +1 dodge)  
    hp 55 (6d10+18)
    Fort +8, Ref +10, Will +4

    OFFENSE
    Speed 30 ft .
    Melee masterwork battleaxe +8/+3 (1d8+1/×3)
    Ranged +1 composite longbow +12/+7 (1d8+2/×3)
    Special Attacks favored enemy (giants +4, humans +2)
    Ranger Spells Prepared (CL 3rd; concentration +4)
    1st—animal messenger, resist energy

    STATISTICS
    Str 12, Dex 18, Con 14, Int 10, Wis 13, Cha 8
    Base Atk +6; CMB +7; CMD 22
    Feats Deadly Aim, Dodge, Endurance, Improved Precise Shot, Point-Blank Shot, Precise Shot, Weapon Focus (composite longbow)
    Skills Climb +10, Heal +10, Knowledge (local) +6, Knowledge (nature) +9, Perception +10, Stealth +13, Survival +10 Languages Common, Skald
    SQ favored terrain (cold +2), hunter’s bond (companions), track +3, wild empathy +5
    Treasure NPC gear (masterwork leather armor; +1 composite longbow with 20 arrows, 20 cold iron arrows, and 5 +1 aming arrows; masterwork battleaxe; potions of cure moderate wounds [2]; acid [4]; alchemist’s fi re [4]; cloak of resistance +1; cold weather survival gear; other treasure).



    CR 6

    Serpentfolk priest (cleric 7)
    CR 6
    XP 2,400
    CE Medium monstrous humanoid
    Init +9; Senses darkvision 60 ft., scent; Perception +14

    DEFENSE
    AC 20, touch 17, flat-footed 15 (+2 de ection, +5 Dex, +3 natural)
    hp 85 (9 HD; 5d10+4d8+40)
    Fort +11, Ref +10, Will +12
    Immune mind-affecting effects, paralysis, poison; SR 19

    OFFENSE
    Speed 30 ft.
    Melee +1 rapier +12/+7 (1d6+3/18–20), +1 rapier +12 (1d6+2/18–20), bite +8 (1d6+1 plus poison) or +1 rapier +14/+9 (1d6+3/18–20), bite +8 (1d6+1 plus poison)
    Special Attacks channel negative energy 8/day (DC 17, 2d6)
    Spell-Like Abilities (CL 4th; concentration +9)
    At will—disguise self (humanoid form only, DC 16), ventriloquism
    1/day—blur, dominate person (DC 20), major image, mirror image, suggestion (DC 18)
    Domain Spell-Like Abilities (CL 4th; concentration +8)
    7/day— fire bolt (1d6+2 fire)
    7/day—copycat (4 rounds)
    Cleric Spells Prepared (CL 4th; concentration +8)
    2nd—bull's strength, cure moderate wounds, hold person (DC 16), produce flame D
    1st—bless, burning hands D (DC 15), cure light wounds, protection from good, shield of faith
    0 (at will)—bleed (DC 14), detect magic, read magic, stabilize
    D domain spell; Domains Fire, Trickery

    STATISTICS
    Str 14, Dex 20, Con 19, Int 18, Wis 19, Cha 20
    Base Atk +8; CMB +10; CMD 27
    Feats Great Fortitude, Improved Initiative, Martial Weapon Pro ciency (rapier), Two-Weapon Fighting, Weapon Finesse
    Skills Acrobatics +10, Bluff +12, Diplomacy +12, Escape Artist +18, Heal +11, Knowledge (arcana) +16, Knowledge (planes, religion) +11, Perception +14, Sense Motive +13, Spellcraft +14, Use Magic Device +14
    Languages Abyssal, Aklo, Common, Draconic, Ignan, Undercommon; telepathy 100 ft.
    Gear +1 rapier, pearl of power (1st), gold holy symbol (worth 600 gp)
    SPECIAL ABILITIES
    Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for
    6 rounds; effect 1d2 Str; cure 2 saves.





    CR 7

    Gold-clad tinkerer (evoker 7) 
    CR 7
    XP 3,200
    NE Medium humanoid (human)
    Init +3; Senses Perception +6

    DEFENSE
    AC 16, touch 9, flat-footed 16 (+4 armor, –1 Dex, +3 natural)
    hp 60 (7d6+33) Fort +5, Ref +2, Will +7
    Defensive Abilities fortification (25%); DR 10/adamantine(70 points); Resist fire 10
    Weaknesses vulnerable to electricity

    OFFENSE
    Speed 20 ft.
    Melee masterwork dagger +5 (1d4+1/19–20) or slam +4 (1d6+1)
    Special Attacks intense spells (+3 damage)
    Arcane School Spell-Like Abilities (CL 7th; concentration +12)
    8/day—force missile (1d4+3)
    Evoker Spells Prepared (CL 7th; concentration +12)
    4th—fear (DC 19), ice storm, stoneskin
    3rd—dispel magic, fireball (DC 18), lightning bolt (DC 18), stinking cloud (DC 18)
    2nd—blindness/deafness (DC 17), false life, invisibility, scorching ray, web (DC 17)
    1st—burning hands (DC 16), mage armor, obscuring mist, magic missile, protection from good, shocking grasp (2)
    0 (at will)—detect magic, light, message, ray of frost
    Opposition Schools enchantment, transmutation

    STATISTICS
    Str 12, Dex 8, Con 15, Int 20, Wis 8, Cha 14
    Base Atk +3; CMB +4; CMD 13
    Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Iron Will, Scribe Scroll
    Skills Acrobatics –5, Appraise +15, Climb –3, Craft (armor) +15, Escape Artist –5, Intimidate +12, Knowledge (arcana, engineering, planes) +15, Perception +6, Sleight of Hand –5, Spellcraft +15, Stealth –5, Swim –3
    Languages Common, Elven, Giant, Goblin, Ignan, Undercommon
    SQ arcane bond (ring)
    Combat Gear potion of cure moderate wounds, wand of magic missile (CL 3rd, 25 charges);
    Other Gear masterwork dagger, belt of mighty constitution +2, cloak of resistance +1, Spire transport token, journal, 273 gp.


    Sea hag bottom dweller (druid 5)
    CR 7
    NE Medium humanoid
    Init +7; Senses darkvision 60 ft.; Perception +10

    DEFENSE
    AC 20, touch 13, flat-footed 18 (+2 armor, +3 Dexterity, +5 natural)
    hp 60 (8d8+24)
    Fort +10, Ref +7, Will +11
    Defensive Abilities resist nature’s lure; SR 14

    OFFENSE
    Spd 30 ft., swim 40 ft .
    Melee +1 short spear +14/+9(1d6+8) and claw +9 (1d4+4)
    Special Attacks evil eye (DC 13), horrific appearance (DC 13), wild shape 1/day
    Spells Known (CL 5th)
    3rd—cure moderate wounds, greater magic fang
    2nd—barkskin, bull’s strength, resist energy
    1st—charm animal (DC 15), cure light wounds, faerie fire, speak with animals
    0—detect magic, detect poison, are, read magic, resistance

    STATISTICS
    Str 24, Dex 16, Con 16, Int 8, Wis 18, Cha 14
    Base Atk +6; Grp +13
    Feats Alertness, Great Fortitude, Improved Initiative Skills Concentration +8, Handle Animal +7, Knowledge (nature) +6, Perception +10, Survival +6, Swim +15
    Languages Common, Druidic, Giant
    SQ amphibious, animal companion (dire shark), nature sense, trackless step, wild empathy +9, woodland stride
    Gear +1 short spear, bracers of armor +2.


    Serpentfolk priest (cleric 5)
    CR 7
    XP 3,200
    NE Medium monstrous humanoid 
    Init +10; Senses darkvision 60 ft., scent; Perception +17

    DEFENSE
    AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
    hp 104 (10 HD; 5d10+5d8+55)
    Fort +12, Ref +11, Will +13
    Immune mind-affecting effects, paralysis, poison; SR 20

    OFFENSE
    Speed 30 ft.
    Melee bite +14 (1d6 plus poison)
    Special Attacks channel negative energy 5/day (DC 14, 3d6), venomous stare (DC 17)
    Spell-Like Abilities (CL 4; concentration +6)
    At will—disguise self (humanoid form only, DC 13), ventriloquism
    1/day—blur, dominate person (DC 17), major image, mirror image, suggestion (DC 15)
    Domain Spell-Like Abilities (CL 5th; concentration +10)
    8/day—battle rage (+2)
    Cleric Spells Prepared (CL 5th; concentration +10)
    3rd—magic vestment D, protection from energy, summon monster III
    2nd—cure moderate wounds, silence (DC 17), sound burst (DC 17), spiritual weapon D
    1st—bane (DC 16), cause fear (DC 16), cure light wounds, divine favor, magic fang D, sanctuary (DC 16)
    0 (at will)—bleed (DC 15), detect magic, guidance, virtue
    D domain spell; Domains War

    STATISTICS 
    Str 11, Dex 22, Con 20, Int 18, Wis 20, Cha 14
    Base Atk +8; CMB +8; CMD 24
    Feats Combat Casting, Great Fortitude, Improved Initiative, Selective Channeling, Weapon Finesse
    Skills Acrobatics +16, Disguise +12, Escape Artist +24, Knowledge (arcana) +17, Perception +17, Sense Motive +14, Spellcraft +17, Use Magic Device +11
    Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
    SQ serpent companion (dead)
    SPECIAL ABILITIES
    Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 STR; cure 2 saves.


    Wererat sewer commander (fighter 5)
    XP 3,200
    CE Medium humanoid (human, shapechanger)
    Init +8; Senses low-light vision, scent; Perception +6

    DEFENSE
    AC 25, touch 14, flat-footed 22 (+5 armor, +3 deflection, +4 Dexterity, +3 natural)
    hp 49 (5d10+2d8+13)
    Fort +10, Ref +11, Will +5
    DR 10/silver

    OFFENSE
    Spd 30 ft.
    Melee +1 silver rapier +13/+8 (1d6+4/18–20) and bite +6 (1d6 plus disease)
    Special Attacks curse of lycanthropy

    STATISTICS
    Str 13, Dex 20, Con 14, Int 10, Wis 11, Cha 8
    Base Atk +6; Grp +7
    Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning Re exes, Mobility, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
    Skills Climb +4, Handle Animal +3, Hide +9, Listen +6, Move Silently +5, Spot +4, Swim +9
    Languages Common
    SQ alternate form, rat empathy
    Combat Gear potion of blur, potion of shield of faith +3;
    other Gear +1 chain shirt, +1 silver rapier, 30 gp.



    CR 8


    Animator (rogue 6 / sorcerer 2)
    Female elf
    XP 4,800
    CE Medium humanoid
    Init +9; Senses Perception +3,

    DEFENSE
    AC 21, touch 15, at-footed 16 (+4 armor, +5 Dexterity, +2 shield)
    hp 44 (6d6+2d4+16)
    Fort +4, Ref +10, Will +4
    Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep

    OFFENSE
    Spd 30 .
    Melee mwk dagger +7 (1d4+1/19–20)
    Ranged +1 light crossbow +11 (1d8+1/19–20) or +1 light crossbow +12 with screaming bolt (1d8+2/19–20 plus Will DC 14 or be shaken)
    Special Attacks sneak attack +3d6
    Spells Known (CL 2nd; +10 ranged touch)
    1st (5/day)—ray of enfeeblement, shield
    0 (6/day)—acid splash, dancing lights, ghost sound (DC 12), mage hand, open/close

    STATISTICS
    Str 12, Dex 20, Con 14, Int 10, Wis 8, Cha 14
    Base Atk +5; Grp +6
    Feats Alertness, Improved Initiative, Point Blank Shot, Precise Shot, Scribe Scroll
    Skills Balance +10, Bluff +7, Climb +3, Concentration +6, Disguise +7, Escape Artist +8, Gather Information +7, Hide +12, Jump +3, Knowledge (local) +6, Listen +3, Move Silently +12, Open Lock +8, Perform (comedy) +6, Search +2, Sleight of Hand +10, Spot +3, Tumble +12
    Languages Common, Elven
    SQ summon familiar trap finding
    Combat Gear potion of invisibility (3), potion of remove disease (2), wand of cat’s grace (11 charges), smoke bombs (4);
    other Gear +1 glamered studded leather armor, +1 light crossbow with 3 screaming bolts and
    30 bolts, masterwork dagger, alchemist’s fire (2), flint and steel, manacles, sealing wax, sewing needles (20), 150 gp in stolen jewelry.


    Serpentfolk sorcerer (sorcerer 6)
    CR 8
    XP 4,800
    CE Medium monstrous humanoid 
    Init +11; Senses darkvision 60 ft., scent; Perception +16

    DEFENSE
    AC 24, touch 17, at-footed 17 (+4 armor, +7 Dex, +3 natural)
    hp 109 (11 HD; 5d10+6d6+61)
    Fort +9, Ref +13, Will +11
    Immune harmful vapors and gases, mind-affecting effects, paralysis, poison; SR 20

    OFFENSE
    Speed 30 ft.
    Melee +2 dagger +17/+12 (1d4+2/19–20), 2 bites +10 (1d6 plus poison) or 2 bites +15 (1d6 plus poison)
    Special Attacks long limbs (+5 ft.)
    Spell-Like Abilities (CL 4th; concentration +10)
    At will—disguise self (humanoid form only, DC 17), ventriloquism 1/day—blur, dominate person (DC 21), major image, mirror image, suggestion (DC 19)
    Bloodline Spell-Like Abilities (CL 6th; concentration +12)
    9/day—acidic ray (1d6+3 acid)
    Sorcerer Spells Known (CL 6th; concentration +12)
    3rd (4/day)— fireball (DC 19)
    2nd (7/day)—invisibility, see invisibility, summon monster II
    1st (8/day)—charm person (DC 17), enlarge person, mage armor, magic missile, ray of enfeeblement (DC 17)
    0 (at will)—acid splash, detect magic, ghost sound (DC 16), light, mage hand, resistance, touch of fatigue (DC 16)
    Bloodline aberrant

    STATISTICS
    Str 11, Dex 24, Con 18, Int 16, Wis 14, Cha 22
    Base Atk +8; CMB +8; CMD 25
    Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Still Spell, Toughness, Weapon Finesse
    Skills Acrobatics +17, Disguise +11, Escape Artist +20, Knowledge (arcana) +17, Perception +16, Sense Motive +7, Spellcraft +17, Use Magic Device +20
    Languages Aklo, Common, Draconic, Undercommon; telepathy 100 ft.
    SQ bloodline arcana (+50% duration on polymorphs)
    Gear +2 dagger, necklace of adaptation, jade holy symbol, 25 pp, topazes (5, worth 50 gp each)  

    SPECIAL ABILITIES
    Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for
    6 rounds; effect 1d2 Str; cure 2 saves.




    CR 9


    a


    CR 10

    Bandit Chief (human fighter 11)
    CR 10
    XP 9,600
    CE Medium humanoid (human)
    Init +6; Senses Perception +0

    DEFENSE
    AC 25, touch 16, flat-footed 19 (+7 armor, +6 Dex, +2 natural)
    hp 98 (11d10+33)
    Fort +10, Ref +10, Will +6; +3 vs. fear
    Defensive Abilities bravery +3

    OFFENSE
    Speed 30 ft., climb 20 ft.
    Melee +1 rapier +19/+14/+9 (1d6+8/15–20), masterwork dagger +18/+13 (1d4+5/19–20)
    Ranged dagger +19 (1d4+5/19–20) or masterwork composite longbow +19/+14/+9 (1d8+2/×3)
    Special Attacks weapon training (light blades +2, bows +1)

    STATISTICS Str 16, Dex 23, Con 14, Int 13, Wis 10, Cha 8
    Base Atk +11; CMB +14 (+16 disarm); CMD 30 (+32 vs. disarm)
    Feats Combat Expertise, Critical Focus, Double Slice, Improved Critical (rapier), Improved Disarm, Improved Two-Weapon Fighting, Iron Will, Sickening Critical, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
    Skills Acrobatics +17, Bluff +10, Climb +15, Knowledge (local) +5, Perform (sing) +5, Sense Motive +9
    Languages Common, Dwarven
    SQ armor training 3
    Combat Gear potion of barkskin, potion of bull’s strength, potion of cat’s grace, potions of cure moderate wounds (2), potions of protection from good (CL 2nd) (2), silversheen; Other Gear +1 breastplate, +1 rapier, daggers (3), masterwork composite longbow (+1 Str) with 20 arrows, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, slippers of spider climbing, 121 gp


    Howling Hatred priest (cleric 11)
    CR 10
    XP 9,600
    LE Medium humanoid (human)
    Init +3; Senses Perception +11

    DEFENSE
    AC 20, touch 9, flat-footed 20 (+7 armor, –1 Dex, +1 natural, +3 shield)
    hp 75 (11d8+22) Fort +9, Ref +5, Will +13
    Resist electricity 20, fire 10

    OFFENSE
    Speed 20 ft.
    Melee masterwork scimitar +10/+5 (1d8+1)
    Ranged masterwork light crossbow +8 (1d8/19–20)
    Special Attacks channel negative energy 7/day (DC 19, 6d6), staff of order (5 rounds, 1/day)
    Domain Spell-Like Abilities (CL 11th; concentration +16)
    8/day—fire bolt (1d6+5 fire), touch of law
    Cleric Spells Prepared (CL 11th; concentration +16)
    D Domain spell; Domains Air, Law

    STATISTICS
    Str 13, Dex 8, Con 12, Int 10, Wis 21, Cha 14
    Base Atk +8; CMB +9; CMD 18
    Feats Extra Channel, Greater Spell Focus (evocation), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (evocation)
    Skills Intimidate +7, Knowledge (nobility, religion) +6, Knowledge (planes) +7, Linguistics +5, Perception +11, Sense Motive +13, Spellcraft +8
    Languages Common, Ignan, Infernal
    SQ aura
    Combat Gear potion of delay poison, wand of shield of faith (7 charges), wand of chain lightning (5 charges); Other Gear +1 breastplate, +1 heavy steel shield, masterwork heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, silver unholy symbol, 1,453 gp


    CR 11

    Crushing Wave priest (cleric 12)
    CR 11
    XP 12,800
    LE Medium humanoid (human)
    Init +1; Senses Perception +7

    DEFENSE
    AC 23, touch 12, flat-footed 22 (+8 armor, +1 deflection, +1 Dex, +3 shield)
    hp 73 (12d8+22)
    Fort +7, Ref +5, Will +13; Resist fire 20

    OFFENSE
    Speed 20 ft.
    Melee +1 flaming heavy mace, +9/+4 (1d6/1d8 plus 1d6 fire)
    Special Attacks channel negative energy 4/day (DC 17, 6d6)
    Domain Spell-Like Abilities (CL 12th; concentration +17)
    At will—master’s illusion (12 rounds/day)
    8/day— copycat (12 rounds), fire bolt (1d6+6 fire)
    Cleric Spells Prepared (CL 12th; concentration +17)
    STATISTICS
    Str 10, Dex 12, Con 8, Int 14, Wis 20, Cha 13
    Base Atk +9; CMB +9; CMD 21
    Feats Alertness, Channel Smite, Command Undead, Deceitful, Extend Spell, Persuasive, Spell Penetration
    Skills Bluff +14, Diplomacy +20, Disguise +3, Intimidate +9, Knowledge (history) +9, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +17, Perception +7, Sense Motive +16
    Languages Common, Infernal, +1 additional
    Combat Gear elixir of truth, potion of cure light wounds, potions of cure moderate wounds (2), scroll of atonement, scroll of raise dead, scroll of restoration, scroll of scrying
    Other Gear +2 breastplate, +2 light steel shield, +1 flaming heavy mace, cloak of resistance +1, ring of protection +1, spell component pouch, unholy symbol of Asmodeus, 28 gp


    CR 12

    Black Earth priest (cleric 13)

    CR 12
    XP 12,800
    CE Medium humanoid (human)
    Init +4; Senses Perception +8

    DEFENSE
    AC 25, touch 14, flat-footed 25 (+9 armor, +4 deflection, +2 shield)
    hp 105 (12d8+48)
    Fort +11, Ref +7, Will +13
    Immune mind-affecting effects, Resist cold 20, fire 30

    OFFENSE
    Speed 20 ft.
    Melee +2 corrosive burst warhammer +16/+11 (1d8+6/19–20)
    Ranged +1 ominous heavy crossbow +12 (1d8+6/19–20) or masterwork silver dagger +10 (1d4+4/19–20)
    Special Attacks channel negative energy 4/day (DC 15, 6d6), fury of the Abyss (+6, 7/day), scythe of evil (6 rounds, 2/day), surge (+16, 7/day)
    Cleric Spells Prepared (CL 12th; concentration +16)

    STATISTICS
    Str 18, Dex 10, Con 14, Int 12, Wis 19, Cha 8
    Base Atk +9; CMB +13; CMD 27
    Feats Combat Casting, Extra Channel, Improved Critical (warhammer), Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus (warhammer)
    Skills Diplomacy +8, Knowledge (history) +6, Knowledge (planes) +6, Knowledge (religion) +14, Perception +8, Sense Motive +13, Spellcraft +10, Swim +12
    Languages Abyssal, Common, Dwarven
    Combat Gear wand of cure light wounds (13 charges); Other Gear masterwork chainmail; +2 corrosive burst warhammer; +1 ominous heavy crossbow; masterwork silver dagger; cloak of resistance +1; ring of force shield; 13 gp
     

    Female human (rogue 13)
    CR 12
    CN Medium humanoid (human)
    Init +10; Senses Perception +17

    DEFENSE
    AC 22, touch 17, flat-footed 15 (+5 armor, +6 Dex, +1 dodge)
    hp 101 (13d8+39)
    Fort +6, Ref +14, Will +5
    Defensive Abilities improved evasion, trap sense +4, improved uncanny dodge

    OFFENSE
    Speed 30 ft.
    Melee +2 keen short sword +17/+12 (1d6+2/19–20)
    Special Attacks sneak attack +7d6

    STATISTICS
    Str 10, Dex 22, Con 14, Int 13, Wis 12, Cha 8
    Base Atk +9; CMB +9; CMD 26
    Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Finesse, Whirlwind Attack
    Skills Acrobatics +22, Appraise +17, Bluff +15, Climb +16, Disable Device +22, Disguise +8, Escape Artist +15, Knowledge (local) +13, Perception +17, Sense Motive +9, Stealth +22, Use Magic Device +15
    Languages Common, Halfling, Varisian
    SQ rogue talents (bleeding attack +7, defensive roll, fast stealth, finesse rogue, improved evasion, surprise attack), trapfinding +6
    Combat Gear potions of cure serious wounds (2), rod of cancellation, scroll of dispel magic, wand of knock (7 charges)
    Other Gear +3 leather armor, +2 keen short sword, belt of incredible dexterity +2, masterwork thieves’ tools, 335 gold pieces.


    CR 13

    Eternal Flame priest (cleric 14)
    CR 13
    XP 25,600
    Gnome Cleric 14
    N Small humanoid (gnome)
    Init +6; Senses low-light vision; Perception +22
    DEFENSE
    AC 24, touch 16, flat-footed 21 (+7 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +1 size) (+4 dodge vs. giants)
    hp 129 (14d8+63)
    Fort +16, Ref +9, Will +18; +2 vs. illusions
    Immune fire (120 points)
    OFFENSE
    Speed 15 ft.
    Melee mwk glaive +11/+6 (1d8–1/×3)
    Ranged mwk light crossbow +14 (1d6/19–20)
    Special Attacks channel positive energy 5/day (DC 19, 7d6), +1 on attack rolls against goblinoid and reptilian humanoids
    Domain Spell-Like Abilities (CL 14th; concentration +20)
    9/day—bit of luck, resistant touch
    Cleric Spells Prepared (CL 14th; concentration +20)

    D Domain spell; Domains Fire, Law
    TACTICS
    Before Combat The cleric casts air walk, bear’s endurance, delay poison, freedom of movement, and protection from energy (fire).
    During Combat The cleric prefers to paralyze, repel, or disable opponents with greater command and barrier spells, but reacts aggressively if his opponents won’t surrender or agree to a truce.
    Base Statistics
    Without bear’s endurance, the cleric’s statistics are hp 101; Fort +14; Con 14.
    STATISTICS
    Str 8, Dex 14, Con 18, Int 13, Wis 22, Cha 10
    Base Atk +10; CMB +8; CMD 23
    Feats Combat Casting, Dodge, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling, Turn Undead
    Skills Craft (armor) +3, Craft (jewelry) +6, Diplomacy +9, Heal +15, Knowledge (arcana, history, nobility) +6, Knowledge (local) +3, Knowledge (religion) +10, Perception +22, Sense Motive +12, Spellcraft +8
    Languages Common, Gnome, Sylvan
    SQ aura, aura of protection (+2 deflection, energy resistance 10, 14 rounds/day), good fortune (2/day)
    Combat Gear potions of invisibility (2), ring of the ram (10 charges); Other Gear +1 light fortification breastplate, masterwork glaive, masterwork light crossbow with 20 bolts, amulet of natural armor +1, headband of inspired wisdom +4, ring of protection +2, platinum holy symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp


    Male fiendish human (conjurer 14)
    CR 13
    NE Medium humanoid
    Init +2; Senses darkvision 60 ft .; Perception +5

    DEFENSE
    AC 16, touch 14, flat-footed 14 (+2 deflection, +2 Dex, +2 natural)
    hp 93 (14d6+42)
    Fort +8, Ref +7, Will +9
    DR 10/good; Resist cold 15, fire 15; SR 19

    OFFENSE
    Speed 30 ft.
    Melee masterwork dagger +8/+3 (1d4/19–20)
    Special Attacks smite good 1/day
    Arcane School Spell-Like Abilities (CL 14th; concentration +19)
    At will—dimensional steps (420 feet/day)
    8/day—acid dart (1d6+7 acid)
    Conjurer Spells Prepared (CL 14th; concentration +19)
    7th—mage’s sword
    6th—chain lightning (DC 21), disintegrate (DC 21), summon monster VI
    5th—cloudkill (DC 22), cone of cold
    4th—black tentacles, greater invisibility, lesser globe of invulnerability, resilient sphere, shout (DC 19), summon monster IV
    3rd—dispel magic, displacement, gaseous form, lightning bolt (DC 18), slow (DC 18)
    2nd—acid arrow, knock, scorching ray (DC 17), summon monster II, web (DC 19)
    1st—burning hands (DC 16), magic missile (2), obscuring mist, shield
    0 (at will)—acid splash, detect magic, read magic
    Opposition Schools Divination, Necromancy

    STATISTICS
    Str 10, Dex 14, Con 17, Int 20, Wis 8, Cha 12
    Base Atk +7; CMB +7; CMD 28
    Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Defensive Combat, Greater Spell Focus (conjuration), Improved Counterspell, Magical Aptitude, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (conjuration), Toughness
    Skills Appraise +22, Bluff +5, Cra (alchemy) +22, Diplomacy +5, Fly +19, Knowledge (arcana) +28, Knowledge (history) +22, Knowledge (planes) +22, Perception +5, Spellcraft +26, Use Magic Device +3
    Languages Common, Dwarven, Elven, Gnome, Ignan, Infernal
    SQ arcane bond (familiar [currently none]), summoner’s charm (7 rounds)
    Combat Gear lesser maximize metamagic rod;
    Other Gear masterwork dagger, amulet of natural armor +2, cloak of resistance +1, ring of protection +2, spell component pouch.


    CR 14

    a


    CR 15

    .


    CR 16
    Male human (aristocrat 1/wizard 16)

    CR 16
    LN Medium humanoid
    Init +4; Senses Perception +20

    DEFENSE
    AC 26, touch 17, flat-footed 26 (+5 armor, +3 deflection, +4 defending quarterstaff, +4 shield)
    hp 97 (17 HD; 16d6+1d8+33)
    Fort +7, Ref +5, Will +15

    OFFENSE
    Speed 30 ft .
    Melee +4 defending quarterstaff +11/+6 (1d6+3)
    Special Attacks hand of the apprentice (9/day), metamagic mastery (5/day)
    Wizard Spells Prepared (CL 16th; concentration +22)
    8th—mass charm monster (DC 24), heightened prismatic spray (DC 26)
    7th—finger of death (DC 23), quickened fireball (DC 21), forcecage (DC 25)
    6th—quickened bear’s endurance, chain lightning (DC 24), disintegrate, greater dispel magic
    5th—cone of cold (DC 23), dominate person (DC 21), heightened fireball (DC 23), quickened shield, teleport
    4th—black tentacles, dimension door, enervation (DC 20), shout (DC 22), wall of fire (DC 22)
    3rd—fireball (DC 21), fly, heroism, slow (DC 19), vampiric touch
    2nd—blur, detect thoughts (DC 18), fox’s cunning, scorching ray, see invisibility, spectral hand
    1st—burning hands (DC 19), expeditious retreat, magic missile (2), obscuring mist, ray of enfeeblement (DC 17) 0 (at will)—detect magic, light, mending, read magic

    STATISTICS
    Str 9, Dex 11, Con 10, Int 23, Wis 12, Cha 10
    Base Atk +8; CMB +7; CMD 20
    Feats Combat Casting, Craft Magic Arms and Armor, Great Fortitude, Greater Spell Focus (evocation), Heighten Spell, Improved Counterspell, Improved Initiative, Iron Will, Magical Aptitude, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
    Skills Appraise +17, Cra (alchemy) +12, Diplomacy +20, Fly +11, Knowledge (arcana) +26, Knowledge (history) +25, Knowledge (nobility) +26, Knowledge (planes) +25, Linguistics +13, Perception +20, Sense Motive +21, Spellcra +29, Use Magic Device +2
    Languages Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Varisian
    SQ arcane bond (staff)
    Gear +4 defending quarterstaff (bonded item), blessed book (contains all 0-level spells, all prepared spells and 400 additional spell levels’ worth of randomly determined spells), bracers of armor +5, ring of protection +3, spell component pouch.


    CR 17

    a


    CR 18

    a


    CR 19

    a


    CR 20

    a

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