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AoW PF conversion Pt.

5 The Champion's Belt


Rennida (Arcane Auriga) CR 9 XP 6,400 Female elf Fighter (Archer)
5/Wizard 3/Arcane Archer 2 N Medium humanoid
Init +6; Senses Perception -1
Active Spells false life, mirror image, cats grace, jump
Defense
AC 23, touch 16, flat-footed 17 (+7 armor, +6 Dex)
HP 73/103 +10 Temp (5d10+3d6+2d10+15+10 Temp)
Fort +7, Ref +9, Will +4
Defensive Abilities Immune Sleep
Offense
Speed 30 ft.
Melee mw adamantine short sword +9/+4 (1d6/1920)
Ranged +1 frost longbow +18/+13 (1d8+4+1d6 cold (enhanced)/x3)
DA +1 frost longbow +15/+10 (1d8+10+1d6 cold
(enhanced)/x3)
Spells Known (CL 4th, Ranged Touch +14(+15), Cast Defensively +6)
2ndacid arrow, mirror image*, false life*
1st jump*, ray of enfeeblement, true strike (2)
0 acid splash, daze, ray of frost, resistance
Statistics
Str 10, Dex 22, Con 12, Int 14, Wis 8, Cha 12
Base Attack +8; CMB 8 CMD 24
Feats Alertness, Deadly Aim, Manyshot, Point Blank Shot, Point
Blank Master, Precise Shot, Quick Draw, Scribe Scroll, Weapon
Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +11 (+31 Jump), Climb +13, Craft (bowmaking)
+12, Ride +11, Spellcraft +6
Languages Common, elven
Gear +1 mithril breatplate, +1 frost longbow with 40 arrows,
adamantine short sword, potions of cats grace*, cure serious
wounds
Special Abilities
Hawkeye (Ex): Rennida gains a +1 bonus on Perception checks, and
the range increment for any bow she uses increases by 5 feet.
Trick Shot (Ex): Rennida can perform disarm with a bow against
any target within 30 feet, with a 4 penalty to her CMB.

Expert Archer (Ex): Rennida gains a +1 bonus on attack and damage


rolls with bows.
Enhance Arrows (Su): Every nonmagical arrow Rennida nocks and
lets fly becomes magical, gaining a +1 enhancement bonus. Unlike
magic weapons created by normal means, Rennida need not spend
gold pieces to accomplish this task. However, an archer's magic
arrows only function for her.
Imbue Arrow (Sp): Rennida gained the ability to place an area
spell upon an arrow. When the arrow is fired, the spell's area is
centered where the arrow lands, even if the spell could normally
be centered only on the caster. This ability allows the archer to
use the bow's range rather than the spell's range. A spell cast
in this way uses its standard casting time and the arcane archer
can fire the arrow as part of the casting. The arrow must be
fired during the round that the casting is completed or the spell
is wasted. If the arrow misses, the spell is wasted.

Team Arcane Auriga CR 5 XP 1,600 Female elf Fighter (Archer) 6 N


Medium humanoid
Init +10; Senses Perception +3
Active Spells cats grace
Defense
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
HP 52/72 (6d10+12)
Fort +5, Ref +7, Will +2 (+4 vs fear)
Defensive Abilities Immune Sleep
Offense
Speed 30 ft.
Melee mw short sword +7/+2 (1d6/1920)
Ranged +1 Longbow +15/+10 (1d8+3/x3) (Add +1/+1 within 30')
DA +1 Longbow +13/+8
(1d8+7/x3) (Add +1/+1 within 30')
Statistics

Str 10, Dex 22, Con 12, Int 12, Wis 13, Cha 8
Base Attack +6; CMB 6 CMD 22
Feats Deadly Aim, Improved Initiative, Point Blank Shot, Point
Blank Master, Precise Shot, Weapon Focus (longbow), Weapon
Specialization (longbow)
Skills Acrobatics +11 (+31 Jump), Climb +13, Craft (bowmaking)
+12, Ride +11, Spellcraft +6
Languages Common, elven
Combat Gear +1 studded leather, +1 longbow, mw short sword,
potion of cats grace*
Special Abilities
Hawkeye (Ex): Team Auriga gains a +2 bonus on Perception checks,
and the range increment for any bow they use increases by 10
feet.
Trick Shot (Ex): Team Auriga can perform disarm with a bow
against any target within 30 feet, with a 4 penalty to their
CMB.
Expert Archer (Ex): Team Auriga gains a +1 bonus on attack and
damage rolls with bows.

Joren (Badlands Revenge) CR 9 XP 6,400 Male Human Barbarian


5/Druid 5 CN Humanoid
Init +4; Senses Perception +3
Active Spells barkskin, bears endurance, bulls strength, cats
grace, longstrider, speak with animal
Defense
AC 22(21), touch 12, flat-footed 20 (+5 armor, +2 Nat, +2 Dex, +3
Shield)
HP 160/195 (5d12+5d8+95)
Fort +17, Ref +4, Will +8 (+10 Raging)
Offense
Speed 40 ft.
Melee +1 spear +14/+9 (1d6+6/x3)
PA +1 spear +11/+6 (1d6+12/x3)
Ranged +1 sling +11 (1d+1)
Spells Known (CL 5th)
3rdcure moderate wounds, greater magic fang*
2ndbarkskin*, bear's endurance*, cat's grace*
1stcure light wounds, longstrider*, produce flame, speak with
animal*
0acid splash, daze, ray of frost, resistance
Statistics
Str 17 (21), Dex 14, Con 22 (28), Int 12, Wis 17, Cha 8
Base Attack +8; CMB 8 CMD 24
Feats Diehard, Endurance, Power Attack, Self-Sufficient, Raging
Vitality, Aspect of the Beast, Cleave
Class Abilities Nature Sense, Wild Empathy, Woodland Stride,
Trackless Step, Resist Nature Lure, Wild Shape 1/day, Rage 16
Rounds, Imp Uncanny Dodge, Trap Sense +1, Rage Powers -Scent,
Rolling Dodge
Skills Handle Animal +12, Heal +18, Intimidate +9 , Knowledge
(nature) +14, Perception +13, Ride +8, Survival +20, Swim +14(16)
Languages Common, Elven
Combat Gear +1 hide armor, +1 spear, +1 large wooden shield, +1
sling, wand of bulls strength (13), scroll of summon natures
ally IV

Scrimmanduro (Animal Companion) Dire Badger M Animal


Init +3; Senses Perception +6, Lowlight Vision, Scent
Active Spells greater magic fang, bulls strength
Defense
AC 18(16), touch 13, flat-footed 15 (+5 Nat, +3 Dex)
HP 50/65 (5HD 5d8+25)
Fort +9, Ref +7, Will +2 (+4 Raging)
Offense
Melee Bite +10 1d6+7 and 2 Claws +10 1d4+7
Speed 40 ft.
Melee
Special Attacks Rage 6 rounds after being hit 1st time
Statistics
Str 19 (23), Dex 16, Con 17 (21), Int 3, Wis 12, Cha 10
Base Attack +3; CMB 9 CMD 22
Feats Power Attack, Cleave, Natural Armor
Skills Perception +6

Jorens Halberdiers (Badlands Revenge) CR 3 XP 800 CE Medium


humanoid (gnoll) fighter 3
Init +0; Senses darkvision 60 ft.; Perception +5
Active Spells aid, longstrider
Defense
AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
HP 50/64+8 Temp (2d8+3d10+18+8 Temp)
Fort +9, Ref +4, Will +2 (+3 vs fear)
Offense
Speed 40 ft.
Melee PA mw halberd +11 (1d8+13/3)
Statistics
Str 20, Dex 16, Con 16, Int 8, Wis 12, Cha 6
Base Attack +4; CMB +9; CMD 22
Feats Power Attack, Cleave, Improved Natural Armor, Weapon Focus
(halberd)
Skills Perception +5

Gear mw studded leather armor, masterwork halberd


Korush (Sapphire Squad) CR 7 XP 3,200 Janni Fighter (Roughrider)
3 N Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11
Active Spells speak with animals
Defense
AC 23, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 dodge, +1
natural)
HP 52/72 (6d10+12)
Fort +7, Ref +11, Will +4
Defensive Abilities Resist fire 10
Offense
Speed 30 ft., fly 20 ft. (perfect)
Melee scimitar +9/+4 (1d6+4/1820)
Ranged composite longbow +8/+3 (1d8+3/3)
Special Attacks change size
Spell-Like Abilities (CL 8th, Cast Defensively +9)
3/dayinvisibility (self only), plane shift (willing targets to
elemental planes, Astral Plane, or Material Plane only), speak
with animals
1/daycreate food and water, ethereal jaunt (for 1 hour)
Statistics
Str 18, Dex 22, Con 15, Int 14, Wis 15, Cha 13
Base Attack +6; CMB +10; CMD 27
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility,
mounted combat, ride-by attack, spirited charge
Skills Appraise +11, Craft (weaponsmith) +11, Fly +14, Perception
+11, Ride +18, Sense Motive +11, Spellcraft +11, Stealth +6,
Handle Animal +7
Languages Common, Auran, Celestial; telepathy 100 ft.
SQ elemental endurance
Gear +1 mithril chain shirt, +2 scimitar, mw composite longbow
(+4), +1 arrows (12), belt of incredible dexterity +2
Special Abilities
Steadfast Mount (Ex): Korush's mount gains a +1 dodge bonus to AC
and a +1 morale bonus on saves, but only while the roughrider is
mounted on it or adjacent to it.
Armored Charger (Ex): Korush no longer suffers armor check

penalties on Ride skill checks. His mount's Speed is not reduced


when carrying a medium load or wearing medium barding.
Korush's Mecenaries CR 5 XP 1,600 Male Human Fighter (Rough
Rider) 6 N Medium humanoid
Init +10; Senses Perception +1
Defense
AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1 Dodge);
HP 79/113 (6d10+12)
Fort +8, Ref +4, Will +4 (+6 vs fear)
Offense
Speed 30 ft.
Melee
+1 scimitar +12/+10 (1d6+7/1820)
Charge +1 scimitar +14 (2d6+14/1820)
Ranged mw comp longbow +15/+10 (1d8+3/X3)
Statistics
Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Attack +6; CMB 9 CMD 20
Feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited
Charge, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Handle Animal +9, Ride +10
Languages Common, Elven
Combat Gear +1 chainmail, mw comp longbow (+3), +1 scimitar,
cloak of resistance +1
Special Abilities
Steadfast Mount (Ex): The mercenaries' mount gains a +1 dodge
bonus to AC and a +1 morale bonus on saves, but only while the
roughrider is mounted on it or adjacent to it.
Armored Charger (Ex): The mercenaries no longer suffer armor
check penalties on Ride skill checks. Their mount's speed is not
reduced when carrying a medium load or wearing medium barding.
Mounted Mettle (Ex): The mercenaries and their mounts gain a +1
bonus on attack and damage rolls when the mercenaries are mounted
or adjacent to their mounts.
Heavy War Horse N Large animal
Init +4; Senses low-light vision, scent; Perception +8
Defense
AC 20, touch 14, flat-footed 11 (+4 Armor, +4 Dex, 1 size, +2
natural)

HP 20/26 (2d8+10)
Fort +9, Ref +8, Will +4
Offense
Speed 50 ft.
Melee 2 hooves +6 (1d6+6), bite +6 (1d4+6)
Space 10 ft.; Reach 5 ft.
Statistics
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Attack +1; CMB +7; CMD 21 (25 vs. trip)
Feats Run, light armor proficiency
Skills Perception +8
Gear chain barding

Drusfan and Pharbol CR 10 XP 9,600 Male dwarven Barbarian


(Breaker) 11 CN Humanoid
Init +2; Senses Perception +13
Active Spells barkskin (+4), bulls strength, fly, shield of
faith (+3)
Defense
AC 25, touch 13, flat-footed 23 (+5 armor, +2 Dex, +3 Shield, +3
Def, +4 Nat, -2 Rage)
HP 181/231 (11d12+55+44)
Fort +15, Ref +5, Will +5 (+8 Raging)
Defensive Abilities DR 2/-; SR 16
Offense
Speed 20 ft., fly 60 ft
Melee PA +1 flaming adamantine bastard sword +17/+12/+7
(1d10+14+1d6 fire/17-20x2)
Sunder +1 flaming adamantine bastard sword +20 (1d10+22)
Statistics
Str 18 (24), Dex 14, Con 18 (26), Int 8, Wis 14, Cha 8
Base Attack +11; CMB +15 (+18) CMD 27 (28); +4 to Sunder Checks,
excess damage to target
Class Abilities Rage 29 rounds, Improved Uncanny Dodge
Rage Powers Strength Surge (2) +11 to Str or CMB/CMD check,
Renewed Vigor (4) 2d8+8, Ground Breaker(6), Unexpected Strike
(8), Flesh Wound (10) Fort save = Damage taken

Skills Climb +15 (18), Acrobatics +13, Perception +13, Survival


+12
Feats Bastard Sword Feats - Exotic Weapon Proficiency, Weapon
Focus, Improved Critical; Power Attack, Improved Sunder, Greater
Sunder
Languages Common, dwarven
Combat Gear +1 chain shirt, +1 steel shield, +1 flaming
adamantine bastard sword, belt of mighty constitution +2, potion
of cure moderate wounds
SQ Ancient Enmity (+1 to attack rolls on elves), Magic Resistant,
Rock Stepper (Ignore 5 difficult terrain)
Special Abilities
Destructive (Ex): Whenever the breaker barbarian makes a melee
attack that targets an unattended object or makes a sunder combat
maneuver, he adds +5 on the damage roll.
Battle Scavenger (Ex): The breaker barbarian suffers no penalty
on attack rolls when using an improvised weapon or a weapon with
the broken condition. In addition, he gains a +3 bonus on damage
rolls with improvised or broken weapons.

Froghemoth CR 13 XP 25,600 N Huge aberration


Init +1; Senses all-around vision, blindsight 30 ft., darkvision

60 ft.; Perception +16


Active Spells heroes feast
Defense
AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, 2 size)
HP 202/250 (16d8+112+10)
Fort +12, Ref +8, Will +12
Defensive Abilities Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity
Offense
Speed 20 ft., swim 30 ft.
Melee bite +21 (2d6+10/1920 plus grab), 4 tentacles +19 (1d8+5
plus grab), tongue +19 (1d4+5 plus grab)
PA bite +16 (2d6+20/1920 plus grab), 4 tentacles +14 (1d8+10
plus grab), tongue +14 (1d4+10 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
Special Attacks constrict (tentacle, 1d6+10), swallow whole
(3d6+10 damage, AC 19, HP 18)
Statistics
Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11
Base Attack +12; CMB +24 (+28 grapple); CMD 35
Feats Cleave, Improved Critical (bite), Improved Initiative,
Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus
(Stealth)
Skills Perception +16, Stealth +14 (+22 in marshes), Swim +18;
Racial Modifiers +8 Perception, +8 Stealth in marshes
Special Abilities
All-Around Vision (Ex) A froghemoth's stalked eyes allow it to
see in all directions at once. It cannot be flanked.
Slowed by Electricity (Ex) Although a froghemoth is immune to
damage from electricity, whenever it would otherwise take such
damage it is instead slowed for 1 round.

Auric CR 10 XP 9,600 Male Human Fighter 11 (Mobile Fighter) N


Medium humanoid
Init +2; Senses Perception -1
Active Buffs: barkskin (+3), bear's endurance, fly, shield of
faith (+2)
Defense
AC 28, touch 15, flat-footed 25 (+7 armor, +2 Dex, +3 Shield, +1
dodge, +3 Nat, +2 Def)
HP 126/165 (11d10+55)
Fort +11, Ref +5, Will +2 (+4 vs fear)
Offense
Speed 30 ft.
Melee +1 greatsword +18/+13/+8 (2d6+11/1720x2) +4 to confirm
PA +1 greatsword +18/+10/+5 (2d6+20/1720x2)
Ranged mw light crossbow +14
(1d8/19-20x2)
Statistics
Str 18, Dex 14, Con 18, Int 10, Wis 8, Cha 12
Base Attack +11; CMB 15 CMD 28
Feats Greatsword Feats: Weapon Focus, Greater Weapon Focus,
Weapon Specialization, Improved Critical; Power Attack, Dodge,
Mobility, Critical Focus, Nimble Moves, Step Up, Lunge, Furious
Focus, Dreadful Carnage
Skills Acrobatics +14, Climb +18, Intimidate +15
Languages Common

Combat Gear +1 breastplate, +1 animated heavy steel shield, +1


greatsword, cloak of resistance +1, belt of giant strength +2, mw
light crossbow, potion of cure light wounds (2)
Special Abilities
Agility (Ex): Auric gains a +3 bonus on saving throws made
against effects that cause him to become paralyzed, slowed, or
entangled.
Leaping Attack (Ex): When Auric moves at least 5 feet prior to
attacking, he gains a +2 bonus on attack and damage rolls.
Rapid Attack (Ex): Auric can combine a full attack action with a
single move. He must forgo the attack at his highest bonus but
may take the remaining attacks at any point during his movement.
This movement provokes attacks of opportunity as normal.

Kellek CR 10 XP 9,600 Male Human Wizard 11 NE Medium humanoid


Init +8; Senses Perception
Active Spells: barkskin +3, fly, false life, cat's grace, mirror
image, shield, stoneskin, displacement
Defense

AC 25, touch 15, flat-footed 22 (+4 armor, +4 Dex, +3 Nat, +4


Shield, +1 Def)
HP 79/99 +16 Temp (11d6+33+16 Temp)
Fort +5, Ref +7, Will +7
Defensive Abilities DR 10/- (11 Charges), 50% Miss Chance
Offense
Speed 30 ft.
Melee mw dagger +5 (1d4-1/1920)
Spells Known (CL 11th, Ranged Touch +9, Cast Defensively +20)
6thchain lightning
5thfeeblemind (DC 22), quickened shield*, persistant deep
slumber (DC 20)
4thstoneskin, confusion (DC 21), dimension door, fear
3rddeep slumber (DC 20), fly*, displacement*, fireball
2ndcat's grace*, false life*, mirror image*, hideous laughter
(DC 19), touch of idiocy
1stcharm person (DC 18), grease, magic missile, ray of
enfeeblement (2)
0acid splash, detect magic, touch of fatigue, mage hand
Statistics
Str 8, Dex 18, Con 14, Int 20, Wis 10, Cha 12
Base Attack +5; CMB +4 CMD 25
Feats Alertness, Combat Casting, Craft Wand, Craft Wondrous Item,
Defensive Combat Training, Greater Spell Focus (enchantment),
Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus
(Enchantment), Persistent Spell
Skills Acrobatics +11 (+31 Jump), Climb +13, Craft (bowmaking)
+12, Ride +11, Spellcraft +6
Languages Common, elven
Combat Gear potion of cure moderate wounds (2), scroll of dispel
magic, shatter; wand of glitterdust (4 charges), wand of mage
armor (CL5 15 Charges), wand of scorching ray (CL8, 43 charges),
headband of vast intelligence +2, ring of protection +1, cloak of
resistance +1
Special Abilities
Hand of the Apprentice (Su): Kellek can cause his melee weapon to
fly from his grasp and strike a foe before instantly returning to
him. As a standard action, he can make a single attack using a
melee weapon at a range of 30 feet. This attack is treated as a
ranged attack with a thrown weapon, except that he adds his
Intelligence modifier on the attack roll instead of his Dexterity
modifier. This ability cannot be used to perform a combat
maneuver. He can use this ability 8 times per day.

Metamagic Mastery (Su): Kellek can apply any one metamagic feat
that he knows to a spell he is about to cast. This does not alter
the level of the spell or the casting time. He can use this
ability twice per day. Any time he uses this ability to apply a
metamagic feat that increases the spell level by more than 1, he
must use an additional daily usage for each level above 1 that
the feat adds to the spell.

The Leatherworks CR 7 XP 3,200 Flesh Golem N Large construct


Init 1; Senses darkvision 60 ft., low-light vision; Perception
+0
Defense
AC 20, touch 8, flat-footed 20; (1 Dex, +12 natural, 1 size)
HP 84/120 (9d10+30)
Fort +3, Ref +2, Will +3
Defensive Abilities DR 5/adamantine; Immune construct traits,
magic
Offense
Speed 30 ft.
Melee 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk
Statistics
Str 20, Dex 9, Con , Int , Wis 11, Cha 1
Base Attack +9; CMB +15; CMD 24
Languages none
Special Abilities

Berserk (Ex) When a flesh golem enters combat, there is a


cumulative 1% chance each round that its elemental spirit breaks
free and the golem goes berserk.
The uncontrolled golem goes on a rampage, attacking the nearest
living creature or smashing some object smaller than itself if no
creature is within reach, then moving on to spread more
destruction. The golem's creator, if within 60 feet, can try to
regain control by speaking firmly and persuasively to the golem,
which requires a DC 19 Charisma check. It takes 1 minute of
inactivity by the golem to reset the golem's berserk chance to
0%.
Immunity to Magic (Ex) A flesh golem is immune to any spell or
spell-like ability that allows spell resistance. In addition,
certain spells and effects function differently against the
creature, as noted below.
A magical attack that deals cold or fire damage slows a flesh
golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow
effect on the golem and heals 1 point of damage for every 3
points of damage the attack would otherwise deal. If the amount
of healing would cause the golem to exceed its full normal hit
points, it gains any excess as temporary hit points. A flesh
golem gets no saving throw against attacks that deal electricity
damage.

Bodyguards CR 5 XP 1,600 Male Human Fighter 6 N Medium humanoid


Init +5; Senses Perception +1
Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 Shield)
HP 64/84 (6d10+24)
Fort +7, Ref +3, Will +3 (+5 vs fear)
Defensive Abilities Immune Sleep
Offense
Speed 30 ft.
Melee
mw longsword +13/+8 (1d8+5/1920)
PA mw longsword +11/+6 (1d8+9/1920)
VS+PA mw longsword +11
(2d8+9/1920)
Ranged +1 Light Crossbow +7 (1d8/19-20x2)
Statistics
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Attack +6; CMB 10 CMD 21; +2 to Bull Rush and Sunder
Feats Improved Bull Rush, Improved Sunder, Iron Will, Power
Attack, Weapon Focus (longsword), Weapon Specialization
(longsword), Vital Strike, Improved Initiative
Skills Climb +13, Intimidate +8, Ride +10
Languages Common
Combat Gear mw breastplate, +1 buckler, mw longsword, mw light
crossbow with quarrels, mw manacles, potion of cure moderate
wounds (20, potion of fly

Spawn of Kyuss CR 5 XP 1,600 CE Medium undead


Init +2; Senses darkvision 60 ft.; Perception +7
Aura Fear (40' radius DC 14)
Defense
AC 11, touch 9, flat-footed 12 (-1 Dex, +2 natural)
HP 32/44 (4d8+12); fast healing 5
Fort +1, Ref +0, Will +4
Defensive Abilities channel resistance +2; Immune Undead Traits
Weaknesses Curative tranformation
Offense
Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3
(1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune
to this effect)
Statistics
Str 18, Dex 9, Con , Int 6, Wis 11, Cha 15
Base Attack +3; CMB +7; CMD 16
Feats Toughness, Weapon Focus (Slam)
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim
+3
Languages Common
Special Abilities
Kyusss Gift (Su): Any creature hit by a spawn of Kyusss slam
attack must succeed at a Fortitude save (DC 12) or contract this

supernatural disease. The incubation period is 1 day, and the


disease deals 1d6 points of Constitution damage and 1d4 points of
Wisdom damage. An affected creature gets only half the benefits
of natural and magical healing, though a cure disease effect
removes the affliction.
Curative Transformation (Ex): Any remove curse or remove disease
effect, or a more powerful version of either of these effects,
transforms a spawn of Kyuss into a normal zombie.

Mohrg CR 8 XP 4,800 CE Medium undead


Init +8; Senses darkvision 60 ft.; Perception +20
Defense
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
HP 98/140 (14d8+28)
Fort +6, Ref +10, Will +9
Defensive Abilities Immune undead traits
Offense
Speed 30 ft.

Melee 2 slams +15 (2d8+5 plus grab), tongue +10 touch (paralysis)
Special Attacks create spawn, paralysis (1d4 minutes, DC 19)
Statistics
Str 21, Dex 19, Con , Int 11, Wis 10, Cha 14
Base Attack +10; CMB +15 (+19 grapple); CMD 30
Feats Ability Focus (paralysis), Dodge, Improved Initiative,
Lightning Reflexes, Mobility, Skill Focus (Perception), Spring
Attack
Skills Climb +22, Perception +23, Stealth +21, Swim +19
Special Abilities
Create Spawn (Su) Humanoid creatures killed by a mohrg rise
immediately as fast zombies under the mohrg's control. The sudden
bloom of unlife when a mohrg's victim dies and becomes a zombie
causes a surge of negative energy to flow through the mohrg.
Whenever a mohrg creates a zombie in this manner, it is healed
1d6 hit points per HD possessed by the slain creature and acts as
if hasted for the round immediately following the spawn's
creation.

Bozal Zahol Male tiefling CR 11 XP 12,800 Cleric 12 NE Medium


humanoid
Init +1; Senses Darkvision 60 feet; Perception +3
Active Spells: anti-life shell, spell resistance, death ward,
invisibility purge, resist energy (Pick one @ 20), protection
from good
Defense
AC 21, touch 12, flat-footed 21 (+7 armor, +2 shield, +2 Def)
HP 75/108 (12d8+12)
Fort +9, Ref +4, Will +11
Defensive Abilities Resist 5 (fire, cold, electricity), SR 22
Offense
Speed 30 ft.
Melee +1 unholy club +11/+6 (1d4+2)
Spells Prepared (CL 15th, Ranged attack +9, Def Casting +22)
6th anti-life shell*, harm (D), summon monster VI
5th spell resistance*, summon monster V, slay living (D) (+1)
4th cure critical wounds, death ward* (D), divine power, summon
monster IV
3rd blind/deaf, rage (D), dispel magic, invisibility purge*,
speak with dead, summon monster III
2nd death knell (D), cure moderate wounds, resist energy*,
shatter, summon monster II, undetectable alignment
1st command, cure light wounds (2), protection from good*,
sanctuary, true strike (D)
0 detect magic, read magic, resistance, stabilize
D domain spell; Domains Death, Destruction
Spell like Ability Darkness 1/day
Tactics
During Combat Bozal Summons monsters and uses ranged spell unless
his anti-life shell gets removed. Once in melee he'll cast divine
power and attack with his club.
Morale At 20 HPs he will cast his darkness and try to flee and
heal up. If at 5 HPs he releases the Ulgurstasta.
Statistics

Str 12, Dex 10, Con 12, Int 12, Wis 17, Cha 12
Base Attack +9; CMB +10 CMD 22
Feats Combat Casting, Iron Will, Spell Focus (necromancy),
Channel Smite, Weapon Focus (Club), Extra Channeling
Skills Diplomacy +16, Knowledge (Arcana) +9, Knowledge (History)
+9, Knowledge (religion) +16, Spellcraft +16,
Languages Common, Infernal
SQ spontaneous casting (inflict spells), Channel Negative Energy
(6d6) 9/day
Combat Gear +1 Chainmail, +1 light fortification wooden shield,
+1 unholy club, Belt of Con +2, Strand of Prayer Beads,
Special Abilities
Bleeding Touch (Sp): As a melee touch attack, Bozal can cause a
living creature to take 1d6 points of damage per round for 6
rounds or until stopped with a DC 15 Heal check or any spell or
effect that heals damage. Bozal can use this ability 7 times per
day.
Death's Embrace (Ex): Bozal heals damage instead of taking damage
from channeled negative energy.
Destructive Smite (Su): Bozal gains the destructive smite power:
the supernatural ability to make a single melee attack with a +6
morale bonus on damage rolls. Bozal must declare the destructive
smite before making the attack and can use this ability 7 times
per day.
Destructive Aura (Su): At 8th level, Bozal can emit a 30-foot
aura of destruction for 12 rounds per day. All attacks made
against targets in this aura (including Bozal) gain a +6 morale
bonus on damage and all critical threats are automatically
confirmed.

Alkilith CR 14 XP 38,400 CE Medium outsider (chaotic, demon,


evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +17
Active Spells magic circle against good
Defense

AC 25, touch 19, flat-footed 18 (+6 natural, +7 Dex, +2 Def)


HP 99/143 (11d10+33)
Fort +6, Ref +14, Will +10
Defensive Abilities DR 15/good, half damage from Bludgeoning;
Immune acid, electricity, poison; Resist 10 (cold, fire); SR 23
Offense
Speed 40 ft.
Melee 4 slams (1d8+3+acid)
VS
slam
(3d8+3+acid)
Special Attacks cloudkill form
Spell-Like Abilities (CL 11th, Ranged Touch +18, Def Casting +14)
Constanttrue seeing
At willcontagion (DC 16), desecrate, detect magic, dispel magic,
enervation, greater teleport, hold monster (DC 17), magic circle
against good, stinking cloud (DC 16), wall of ice (DC 17)
1/daysummon Hezrou 50%
3/daycone of cold (DC 17), unholy blight (DC 17)
Statistics
Str 16, Dex 25, Con 16, Int 14, Wis 17, Cha 16
Base Attack +11; CMB +14; CMD 33
Feats Weapon Finesse, Weapon Focus (Slam), Improved Critical
(Slam), Vital Strike, Improved Vital Strike, combat reflexes
Skills Acrobatics +21, Bluff +17, Diplomacy +17, Escape Artist
+21, Intimidate +17, Perception +17, Sense Motive +17, Stealth
+21
Special Abilities
Acid (Su): Anyone struck by the Alkilith's slam must make a Fort
DC 18 save or take an additional 1d6 acid damage. The acid damage
continues over the next 1d6 rounds. Whenever a creature fails its
Fort save, one randomly chosen item suffers the item damage as
well.
Command Ooze (Su): An Alkilith can control any ooze with 60 feet
as a free action. (DC 17 Will to resist)
Cloudkill Form (Su): As a full round action, the Alkilith can
assume the form of a noxious cloud that acts as the cloudkill
spell (DC 17 as CL 11)

Apostle of Kyuss CR 13 XP 25,600 Enhanced Ulgurstasta CE


Gargantuan Undead
Init +6; Senses darkvision 60 ft. true seeing; Perception +23
Aura 40ft Tendrils (1d12 Slashing Damage, -2 to attacks by anyone
within the tendrils)
Active Spells: haste, shield of faith, bull's strength
Defense
AC 23, touch 15, flat-footed 20 (+8 natural, +2 Dex, +1 dodge, +5
Def, -3 Size)
HP 153/204 (17d8+68)
Fort +7, Ref +7, Will +13
Defensive Abilities DR 10 Magic/Piercing; Immune acid, cold;
Undead Traits; SR 21
Offense
Speed 70 ft.
Melee
2 Bites +22 (3d6+16) + Grab
PA 2 Bites +18 (3d6+28)
PA+VS
Bite +17 (12d6+28)
Reach 20ft
Special Attacks Swallow Whole, Breath Weapon (1/day, 60 ft cone
of Necromatic Acid, 3d6 Con Drain or (1d6 with DC 18 Save)
Spell-Like Abilities (CL 11th, Ranged Touch +18, Def Casting +14)
Constanttrue seeing
Statistics
Str 32, Dex 15, Con , Int 18, Wis 16, Cha 19
Base Attack +12; CMB +26; CMD 44
Feats Cleave, Power Attack, Vital Strike, Improved Vital Strike,

Greater Vital Strike, Weapon Focus (Bite), Improved Initiative,


Great Fortitude, Combat Reflexes
Skills Acrobatics +19, Escape Artist +19, Intimidate +24,
Knowledge (Arcana) +24, Knowledge (History) +21, Knowledge
(Planes) +21, Perception +23, Sense Motive +23
Special Abilities
Necromatic Acid (Su): A swallowed victim takes 1d8 Con Drain
every round.
Spawn of Kyuss: As a full round action it can spew up a Spawn of
Kyuss

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