NPCs from Sollir's Campaign (80+ critters CR 1/2 to 22 currently)

The backstory behind this is that I've painstakingly and very lovingly (in a evil DM manner) statted a bunch of critters out who just get killed. These critters are strewn about across various documents on my comp, so I've decided to organize them in anticipation for hopefully me starting a storyhour. My PCs are ECL 18-19 right now, from starting at level 2, so I've got *a lot* of creatures. I hope that someone else can find some new homes for them and find this thread overall useful. I encourage any other DMs who have the stats for their monsters on their comp to feel free to post them here as well. If anyone has any questions as to where a particular feat or class or similar came from, or a backstory on the critter and how'd it go on a fight, just post and i'll be glad to answer (subject to how well my memory treats me, of course).

Notes-some of these are not original and are just annotated stat blocks. Most of these have maximized HP which most games don't use so that'd need to be adjusted. You'll also realize I hardly do skills b/c I'm really lazy. Some NPCs are recurring, thus multiple stat blocks.


CR 1/2

Armored Skeleton: CR 1/2; Medium-size Undead; HD 1d12+2; hp 8; Init +5; Spd 20 ft; AC 20; Melee 2 Claws +1 (1d4+1); SQ Undead, Immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.
Skills and Feats: None; Improved Initiative.
Equipment: Half-Plate Armor (600).

Zombie: CR 1/2; Medium-size Undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft; AC 11; Melee Slam +2 (1d6+1); SQ Undead, partial actions only; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con --, Int --, Wis 10, Cha 1.
Skills and Feats: None; Toughness.
Equipment: None.


CR 1
Temple Warrior, male human War2: CR 1; Medium-size Humanoid (human); HD 2d8+4; hp 13; Init +0; Spd 20 ft; AC 17 (+4 Scale mail, +2 large shield, +1 Dex); Melee Long sword +5 (1d8+2); AL LE; SV Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 8.
Skills and Feats: X; Power Attack, Weapon Focus (Long sword).
Equipment: Long sword (15), Scale mail (50), Large Steel Shield (20).

Ghoul: CR 1; Medium-size Undead; HD 2d12; hp 13; Init +2; Spd 30 ft; AC 14; Melee Bite +3 (1d6+1+paralysis), 2 Claws +0 (1d3+ paralysis); SA Paralysis, create spawn; SQ Undead, +2 turn resistance; AL N; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16.
Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (Bite).
Equipment: None.

Lemure (11): CR 1; Medium-size Outsider (Evil, Lawful); HD 2d8; hp 9; Init +0; Spd 20 ft; AC 14 (+4 natural); Melee 2 Claws +2 (1d4) (Grapple +2); SQ DR 5/Good or silver, Darkvision 60‘, fire/poison immunity, mindless, A/CR 10, see in darkness; AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int --, Wis 11, Cha 5.
A lemure is about 5 feet tall and weighs about 100 pounds.
Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.
Combat
Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.
A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


CR 2

Priest of the Phoenix, male human Clr2: CR 2; Medium-size Humanoid (human); HD 2d8+4; hp 13; Init +0; Spd 20 ft; AC 17 (+7 Half-Plate); Melee Morning Star +5 (1d8+3); SA rebuke undead, spells; AL LE; SV Fort +5, Ref +0, Will +5; Str 14, Dex 10, Con 14, Int 11, Wis 15, Cha 11.
Skills and Feats: X; Weapon Focus (Morning Star).
SA–Rebuke Undead (Su): 3/day, Priest of the Phoenix can attempt to rebuke undead creatures. He can rebuke undead with no more than (1d20-4)/3 HD. Each attempt, he rebukes 2d6+2 total HD. Undead with 1 or fewer HD are commanded instead.
Cleric Spells Prepared (4/3):
0-Guidance, Light, Resistance, Virtue
1-Bless, Cure Light Wounds (x2)
Domain Spells (Fire and Renewal):
1-Burning Hands
Domain Powers:
Equipment: MW Morning Star, Half-Plate Armor (600).

A sigil made of flames in the shape of the deity Felseid’s holy symbol, a dagger crossed with a feather dances above the head of every undead creature within the troops. Upon closer inspection, the undead soldiers appear to be fiery skeletons with a faint orange glow in their eye sockets, smoke coming out from the top of them.
Burning Skeleton: CR 2; Medium-size Undead (Fire); HD 2d12+2; hp 15; Init +5; Spd 40 ft; AC 13 (-1 size, +1 Dex, +3 natural); Melee 2 Claws +3 (1d6+2 + 1d6 fire); SA Burning Touch; SQ Burning aura, immunities, undead; AL N; SV Fort +0, Ref +1, Will +3; Str 14, Dex 12, Con --, Int --, Wis 10, Cha 11.
Skills and Feats: None; Weapon Focus (Claws).
Burning Aura-Creatures touching or striking a Burning Skeleton suffer 1d6 fire damage.

Adventurer, Fighter 2: CR 2; HD 2d10+7; hp 23; Init +5; Spd 30 ft; Melee +6 (1d8 or 10 +3), Ranged +6 (1d6+2); AL N; SV Fort +4, Ref +3, Will -1; Str 15, Dex 13, Con 14, Int 12, Wis 8, Cha 10.
Feats: Improved Initiative, Lightning Reflexes, Toughness, Weapon Focus.
Equipment: Longsword or similar, (+2) Might Composite Shortbow, Potion of Cure Light Wounds x2

CR 3

Jeygar, Ghast (Former elf): CR 3; Medium-size Undead; HD 4d12; hp 26; Init +2; Spd 30 ft; AC 19; Melee Bite +3 (1d8+1+paralysis), Rapier +6 (1d6+1, 15-20/x2); SA Stench, paralysis, create spawn; SQ Undead, +2 turn resistance; AL N; SV Fort +0, Ref +2, Will +5; Str 13, Dex 17, Con --, Int 13, Wis 14, Cha 16.
Skills and Feats: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +7, Move Silently +8, Search +6, Spot +7; Weapon Finesse (Rapier).
Equipment: “Lonely Tear“, +1 Keen Rapier, MW Leather Armor.

Gnoll of the Lorg Clan, Barbarian 2: CR 3; Medium-size Humanoid (Gnoll); HD 2d8+2d12+4; hp 30; Init +0; Spd 40 ft; AC 14 (+1 natural, +3 studded leather); Melee Great axe +7 (1d12+3); Ranged Short bow +3 (1d6); SQ Darkvision 60‘, Uncanny Dodge (Dex bonus to AC); AL CE; SV Fort +6, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
Skills and Feats: Power Attack, Weapon Focus (Greataxe); Listen +5, Spot +5.
Equipment: MW Great axe, Studded Leather Armor, Potion of Cure Light Wounds.
When Raging: 38 hp, 12 AC, Great axe +9 (1d12+6/x3)

Ice Mephit: CR 3; Small-size Outsider (Air, Cold); HD 3d8; hp 13; Init +7; Spd 30 ft, fly 50 ft. (perfect); AC 18 (+1 size, +3 Dex, +4 natural); Melee 2 Claws +4 (1d3 + 2 cold); SA Breath weapon, spell-like abilities, summon mephit; SQ Cold subtype, fast healing 2, damage reduction 5/+1; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15.
Skills and Feats: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6; Improved Initiative.


CR 4

Soldier (12), male human Ftr4: CR 4; Medium-size Humanoid (human); HD 4d10+12; hp 52; Init +0; Spd 20 ft; AC 17 (+2 shield, +5 breastplate); Melee Longsword +7 (1d8+3, 19-20/x2); AL LN; SV Fort +7, Ref +3, Will +2; Str 16, Dex 10, Con 14, Int 12, Wis 13, Cha 11.
Skills and Feats: X; Great Fortitude, Lightning Reflexes, Toughness, Weapon Focus (Longsword).
Equipment: MW Longsword, MW Full Plate, MW Large Steel Shield.

Archer (6), male elf Ftr4: CR 4; Medium-size Humanoid (elf); HD 4d10+4; hp 44; Init +4; Spd 20 ft; AC 18 (+4 chain shirt, +4 dexterity); Range Longbow +11 (1d8+2, 20/x3); AL LN; SV Fort +6, Ref +5, Will +2; Str 14, Dex 18, Con 12, Int 11, Wis 12, Cha 10.
Skills and Feats: X; Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow).
Equipment: MW Mighty Composite Longbow (+2), MW Arrows x30

Clown (Doppelganger Rogue 1): CR 4; Medium-size Shapechanger; HD 4d8+1d6+5; hp 26; Init +1; Spd 30 ft; AC 15 (+1 Dex, +4 natural); Melee/Ranged Special (See Below); SA Detect Thoughts, Sneak Attack +1d6; SQ Alter Self, Immunities, Silence; AL N; SV Fort +5, Ref +7, Will +6; Str 14, Dex 13, Con 12, Int 13, Wis 14, Cha 13.
Skills and Feats: Bluff +12, Disguise +12, Listen +11, Sense Motive +6, Spot +8; Alertness, Dodge.
Equipment: Special (See Below).
#1 MW Spiked Gauntlet (+5 melee, 1d4+3/x2), Boots of Alacrity (+10ft. base movement)
#2 +1 Scimitar (+6 melee, 1d6+4, 18-20/x2)
#3 MW Great club (+5 melee, 1d10+3, x2), Ring of Protection +1
#4 MW Bow, 25 +1 arrows (+5 ranged, 1d8+1/x3)
#5 - Ring Master - MW Whip (1d2 subdual), Wand of Hold Person (15 charges)
#6 - Puppet master - Puppet Strings (Bracers), cast Puppeteer (magic of faerun) 1/day as a 8th level bard.

Hydra: CR 4; Huge Beast; HD 5d10+25; hp 52; Init +1; Spd 20 ft, Swim 10 ft; AC 15; Melee 5 bites +5 Bite ; SQ Undead, Immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.
Skills and Feats: None; Improved Initiative.
Equipment: None.

Spinagon (3): CR 4; Small-size Outsider (Evil, Lawful); HD 4d8; hp 18; Init +3; Spd Fly 120 ft (average); AC 18 (+1 size, +3 Dex, +4 natural); Melee Talons +5 (1d4+1d4 fire); Ranged 2 spikes +9 (1d4+1 + 1d4 fire, 30‘ range increments) or Ranged Touch +8; SA Spell-like abilities, summon baatezu (used); SQ DR 5/silver or good, dark vision 60’, fire/poison immunity, A/CR 10, see in darkness, SR 18, spike regeneration; AL LE; SV Fort +3, Ref +4, Will +4; Str 10, Dex 16, Con 11, Int 8, Wis 13, Cha 13.
Skills and Feats: Diplomacy +7, Hide +8, Listen +7, Spot +7; Point Blank Shot, Weapon Focus (Spikes).
Equipment: Blood Stones stones worth 250 gold on each Spinagon.
Spell-like Abilities; At will-change self, produce flame. These abilities are as the spells cast by an 8th level sorcerer (save DC = 11 + spell level).
Spike Regeneration (Su): A spinagon can fire two spikes from its body each round. These spikes regenerate within a round, so the spinagon has unlimited ammunition. The spikes have a range increment of 30 feet.


CR 5

Grendel, High Priest, female elf Clr5: CR 5; Medium-size Humanoid (elf); HD 5d8+5; hp 27; Init +3; Spd 30 ft; AC 13 (+3 Dex); Melee Quarterstaff +2 (1d8-1); SA rebuke undead, spells; SQ elven traits; AL LE; SV Fort +4, Ref +4, Will +7; Str 9, Dex 16, Con 11 (13), Int 13, Wis 16, Cha 15 (17).
Skills and Feats: X; X.
SA–Rebuke Undead (Su): 5/day, Grendel, High Priest can attempt to rebuke undead creatures. She can rebuke undead with no more than (1d20+7)/3 HD. Each attempt, she rebukes 2d6+7 total HD. Undead with 2 or fewer HD are commanded instead.
SQ–Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows.
Cleric Spells Prepared (5/4/3/2):
0-Detect Magic (x2), Guidance, Light, Resistance
1-Bane, Cure Light Wounds, Random Action, Shield of Faith (+2)
2-Bull’s Strength, Sound Burst, Summon Monster II
3-Animate Dead, Cure Serious Wounds
Domain Spells (Fire and Renewal):
1-Burning Hands
2-Produce Flame
3-Resist Elements
Equipment: Quarterstaff, Amulet of Charisma +2 (4,000 gold), Greater Holy Symbol (5,040 gold).


Felseid Priest, male half-elf Clr5: CR 5; Medium-size Humanoid (elf); HD 5d8+5; hp 27; Init +1; Spd 30 ft; AC 11 (+1 Dex); Melee Dagger +3 (1d4); SA rebuke undead, spells; SQ half-elven traits; AL LE; SV Fort +5, Ref +2, Will +8; Str 10, Dex 12, Con 12, Int 10, Wis 14, Cha 12.
Skills and Feats: Concentration +9, Knowledge (Religion) +8, Spell craft +8, Spot +7; Combat Casting, Iron Will.
SQ–Half-Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, elven blood.
Cleric Spells Prepared (5/4/3/1):
1-Bless, Cure Light Wounds (x2), Divine Favor, Shield of Faith
2-Desecrate, Silence (Third spell used already to buff)
3-Prayer
Domain Spells (Fire):
1-Burning Hands
2-Produce Flame
3-Resist Elements
Equipment: Silver Dagger, Holy Symbol of Felseid, Priestly Garments.

Lord of the Mountain, Troll: CR 5; Large-size Giant; HD 6d8+48; hp 96; Init +2; Spd 30 ft; AC 15 (-1 size, -1 Dex, +7 natural); Melee (10’ Reach) 2 Claws +9 (1d6+6), Bite +4 (1d6+3); SA Rend 2d6+9; SQ Regeneration 5, scent, dark vision 90 ft.; AL N; SV Fort +11, Ref +4, Will +3; Str 23, Dex 8, Con 27, Int 6, Wis 9, Cha 6.
Skills and Feats: Listen +3, Spot +3; Deformity (Obese), Multiattack, Willing Deformity.
Equipment: None.

Hired Thug, male halfling Rog5: CR 5; Small-size Humanoid (halfling); HD 5d6+10; hp 40; Init +4; Spd 20 ft; AC 19 (+1 Size, +4 Dex, +4 Chain Shirt); Melee Short Sword +10 (1d6, 19-20/x2), Crossbow +11 (1d6); SA sneak attack +3d6; SQ evasion, halfling traits, uncanny dodge; AL NE; SV Fort +2, Ref +6, Will +3; Str 10, Dex 18, Con 14, Int 10, Wis 11, Cha 11.
Skills and Feats: Tumble +12; Weapon Finesse, Weapon Focus.
SA–Sneak Attack (Ex): Hired Thug deals +3d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SQ–Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons.
SQ–Uncanny Dodge: Dex bonus to AC.
Equipment: MW Short Sword.

Mimic: CR 5; Large Aberration; HD 10d8+30; hp 75; Init +1; Spd 10 ft; AC 13; Melee Slam +9 (1d8+7, 10‘ reach); SA Adhesive; SQ Mimic shape, acid immunity; AL N; SV Fort +5, Ref +3, Will +6; Str 20, Dex 12, Con 17, Int 10, Wis 13, Cha 10.
Skills and Feats: Climb +3, Disguise +16, Listen +14, Spot +9; Power Attack, Skill Focus (Disguise), Weapon Focus (Slam).
Equipment: None.

Quicksilver Golem: CR 5; Medium-size Construct; HD 10d10; hp 55; Init +8; Spd 60 ft; AC 24 (+4 Dex, +4 haste, +6 natural); Melee 2 slams +9/+4 (1d6+2); SQ Construct, dark vision 60 ft., DR 10/+2, speed, mirror dependence, spell immunity; AL N; SV Fort +3, Ref +7, Will +3; Str 14, Dex 18, Con --, Int --, Wis 14, Cha 1.
Skills and Feats: None; Improved Initiative.

Barbazu (Bearded Devil): CR 5; Medium-size Outsider (LE); HD 6d8+18; hp 45; Init +6; Spd 50 ft; AC 19 (+2 Dex, +7 natural); Melee Glaive +10 (1d10+3 + infernal wound, 10‘ reach) or 2 claws +8 (1d6+2); SA Infernal wound, beard, battle frenzy, summon devil; SQ DR 5/silver or good, dark vision 60‘, fire/poison immunity, A/CR 10, see in darkness, SR 17, telepathy 100‘; AL LE; SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 16, Wis 10, Cha 10.
Skills and Feats: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9; Improved Initiative, Power Attack, Weapon Focus (glaive).
Equipment: MW Glaive, Potion of Cure Serious Wounds (x2), Sapphire worth 400 gold.
A bearded devil stands 6 feet tall and weighs about 225 pounds. Every bearded devil carries a sawtoothed glaive.
Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
Spell-Like Abilities: At will- greater teleport (self plus 50 pounds of objects only). Caster level 12th.



CR 6

The Marionette (Ice Paraelemental Ftr 1): CR 6; Large-size Elemental (Air, Cold); HD 8d8+1d10+27; hp 68; Init +6 (Dex); Spd 30 ft; AC 20 (-1 size, +6 Dex, +5 natural); Melee +1 Short sword of Frost +13/+8 (1d6+4 + 3d6 cold, 19-20/x2); Ranged Icicle +11/+6 (2d6 + 2d6 cold); SA Chill Metal, spell-like abilities; SQ Elemental, DR 10/+1, cold subtype; AL N; SV Fort +7, Ref +12, Will +2; Str 14 Dex 23, Con 16, Int 6, Wis 11, Cha 15.
Spell-like Abilities-Hypnotism 3/day, Ice Storm 1/day as a 8th level sorcerer. (DC 12+spell level)
Skills and Feats: Listen +12, Spot +12; Combat Reflexes, Weapon Finesse (Short sword), Weapon Focus (Short sword), Weapon Specialization (Short sword).
Equipment: +1 Short sword of Frost, Bracers of Dexterity +2.

Darbu, Half-Red Dragon Ogre, Barbarian 2: CR 6; Large-size Giant; HD 4d10+2d12+18; hp 74, when Raging: 86; Init -1; Spd 40 ft, Fly 40 ft. (Average); AC 20 (-1 size, -1 Dex, +9 natural, +3 Studded Leather); Melee Bite +17 (1d8+11) and 2 Claws +15 (1d6+5); SA Breath Weapon; AL CE; SV Fort +7, Ref +0, Will +1; Str 29 (33 with Bull‘s Strength), Dex 8, Con 17 (20 with Endurance), Int 8, Wis 10, Cha 9.
When Raging: Bite +19 (1d8+13) and 2 Claws +17 (1d6+6)
Skills and Feats: Climb +4, Listen +2, Spot +2; Cleave, Multiattack, Power Attack.
Equipment: MW Studded Leather Armor.
Special: AC 22 with Shield of Faith, damage increases by +1/+1 with Divine Favor, Attack bonus increases by +1 with Prayer

Murond Sacred Guard, male human Ftr6: CR 6; Medium-size Humanoid (human); HD 6d10+18; hp 78; Init +1; Spd 20 ft; AC 21 (+2 shield, +8 full plate, +1 dexterity); Melee Longsword +11 (1d8+5, 19-20/x2); AL LN; SV Fort +9, Ref +5, Will +5; Str 16, Dex 12, Con 14, Int 12, Wis 13, Cha 11.
Skills and Feats: X; Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Toughness, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Equipment: MW Longsword, MW Full Plate, MW Large Steel Shield.

Templar, male human Clr6: CR 6; Medium-size Humanoid (human); HD 6d8+6; hp 33; Init +1; Spd 20 ft; AC 20 (+1 Dex, +7 Platemail, +2 large shield), 24 with Magic Vestment cast on his Armor and Shield; Melee Heavy Mace +7 (1d8+2); SA spells, turn undead; AL LN; SV Fort +8, Ref +3, Will +10; Str 14, Dex 12, Con 12, Int 12, Wis 16, Cha 10.
Skills and Feats: Concentration +10 (+14 in combat), Knowledge (Religion ) +10, Knowledge (the Planes) +10; Combat Casting, Great Fortitude, Iron Will, Weapon Focus (Heavy Mace) (Bonus).
SA–Turn Undead (Su): 3/day, Templar can attempt to turn undead creatures. He can turn undead with no more than (1d20+8)/3 HD. Each attempt, he turns 2d6+6 total HD. Undead with 3 or fewer HD are destroyed instead.
Cleric Spells Prepared (5/4/4/3):
0-Detect Magic (x2), Guidance (x2)
1-Command, Divine Favor, Sanctuary, Shield of Faith
2-Resist Paralysis, Sound Burst (x2), Spirit Weapon
3-Inflict Serious Wounds, Magic Vestment
Domain Spells (Law and War):
1-Magic Weapon
2-Spirit Weapon
3-Magic Vestment
Equipment: MW Heavy Mace, MW Full Platemail, MW Large Steel Shield, Wand of Cure Moderate Wounds (25 charges).

Canaloth: CR 6; Medium-size Outsider (Evil); HD 6d8+24; hp 51; Init +5; Spd 30 ft; AC 20 (+1 Dex, +9 natural); Melee Tongue +12 (2d4+5 plus 1d6 acid and paralysis/20 ft. reach), 2 claws +9 (1d6+2) (Grapple +11); SA Acidic tongue, improved grab, paralysis, spell-like abilities; SQ Blindsight 60‘, DR 10/good or silver, dark vision 60‘., immunities, immunity to acid and poison, C/E/FR 10, Scent 60‘, SR 17, Telepathy 100‘; AL NE; SV Fort +9, Ref +6, Will +8; Str 21, Dex 13, Con 19, Int 6, Wis 16, Cha 14.
Skills and Feats: Climb +14, Hide +10, Jump +14, Listen +22 (+10 racial bonus), Move Silently +10, Survival +12; Improved Initiative, Multiattack, Weapon Focus (tongue).
Equipment: Ruby worth 500 gold.
Resembling an armored bulldog in appearance, this strange creature stands roughly chest high on a human. A long, barbed tongue, dripping with a foul substance, hangs from a mouth composed of both a vertical and horizontal set of jaws. Strangely, the creature possesses no eyes or visual organs that you can see.
Canoloths stand around 4 feet tall at their back and weigh around 350 pounds.
Immunities: Canoloths are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold it can attempt to pull the creature to its mouth in the same round by making a strength check. A creature that gets pulled into its mouth takes 1d8+2 points of damage every round that the canoloth maintains the hold, in addition to normal tongue damage.
Paralysis (Ex): Those struck by a canoloth’s tongue attack must succeed at a Fortitude save (DC 17) or be paralyzed for 2d4 rounds. The save DC is Constitution based.
Spell-like Abilities: At will – darkness, fear (DC 16). Caster level 6th. The save DC’s are Charisma based.

Xill: CR 6; Medium-size Outsider; HD 6d8+12; hp 39; Init +7; Spd 40 ft; AC 20 (+3 Dex, +7 natural); Melee 2 Short swords +9 (1d6+2, 1d6+1, 19-20/x2), and 2 claws +6 (1d4+1) (Grapple +7); Ranged 1 longbow +11 or 2 longbows +7 (1d8/x3); SA Implant, improved grab, paralysis; SQ Darkvision 60‘, plane walk, SR 22; AL LE; SV Fort +7, Ref +8, Will +6; Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11.
Skills and Feats: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings); Improved Initative, MultiattackB, Multiweapon Fighting.
Equipment: 2 MW Short swords, 2 MW Longbows, 24 MW Arrows, 2 Emeralds worth 200 gold each.
A xill stands 4 to 5 feet tall and weighs about 100 pounds. Xills speak Infernal.
Xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.
Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.


Company of the Golden Sphere:
Rose, Female Elf Fighter 6: hp 66; Init +9; Spd 30 ft; AC 18 (+3 armor, +5 Dex); Melee Short sword +12 (1d6+2, 19-20/x2); Ranged Longbow +15 (1d8+4/x3) +3 when within 30‘; AL LN; SV Fort +6, Ref +7, Will +2; Str 14, Dex 20, Con 12, Int 12, Wis 11, Cha 10.
Skills and Feats: Tumble +14; Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (Longbow), Weapon Specialization (Longbow).
Equipment: MW Short sword, MW Mighty Composite Longbow (+2), MW Studded Leather Armor, 50 +2 Arrows (Greater Magic Weapon), Potion of Cure Moderate Wounds (x2).

Alton, Halfling Rogue 6: hp 42; Init +8; Spd 20 ft; AC 18 (+3 armor, +4 dex, +1 size); Melee Dagger +11 (1d4+3, 19-20/x2); SA Sneak attack +3d6; SQ Evasion, Uncanny Dodge (Flanking); AL CN; SV Fort +2, Ref +11, Will +1; Str 12, Dex 18, Con 13, Int 14, Wis 9, Cha 12.
Skills and Feats: MS/Tum+13;Improved Initiative, Lightning Reflexes, Weapon Finesse.
Equipment: MW Dagger x6, +1 Shadowy Leather Armor, Potion of Cure Serious Wounds, Potion of Invisibility.
Notes-Start Invisible, listen check for Pcs to hear him.

Fnipper, Gnome Transmuter 6: hp 42; Init +1; Spd 20 ft; AC 16 (+4 m. armor, +1 Dex, +1 size); Ranged Light crossbow +8 (1d8+1, 19-20/x2); AL N; SV Fort +5, Ref +3, Will +6; Str 8, Dex 12, Con 16, Int 16, Wis 12, Cha 10.
Skills and Feats: X; Silent Spell, Still Spell, Spell Mastery, Weapon Focus (Crossbow).
Equipment: MW Light Crossbow, 25 +1 bolts, Potion of Cure Moderate Wounds (x2), Tanglefoot Bag (x4), Spellbook.
Spells Per Day (4/5/5//4) (Evocation Banned):
1-Burning Hands (x2), Expeditious Retreat, Mage Armor (cast), True Strike
2-Bull’s Strength (cast), Invisibility (x2) (both cast), Melf’s Acid Arrow (x2)
3-Dispel Magic (x2), Greater Magic Weapon (cast), Haste
Pedro, Raven Familiar, AC 21, Fly speed 40’ avg, +7 touch attack.
Notes-Him and his familiar start invisible.

Hugo, Human Fighter 6: hp 78; Init +0; Spd 20 ft; AC 15 (+5 armor); Melee unarmed strike +0 (1d3); SA X; SQ X; AL N; SV Fort +8, Ref +2, Will +2; Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 9.
Skills and Feats: X; Blind-Fight, Cleave, Great Fortitude, Power Attack, Toughness, Weapon Focus (Great Sword), Weapon Specialization (Great Sword).
Equipment: +1 Great sword, MW Breastplate, Potion of Cure Serious Wounds (x2).

Mary, Half-Elf Druid 6: hp 48; Init +6; Spd 30 ft; AC 18 (+4 barkskin); Melee Quarterstaff +6 (1d8+1), after Shillelagh (1d10+2); SQ Wildshape 2x/day; AL N; SV Fort +5, Ref +4, Will +10; Str 12, Dex 14, Con 11, Int 12, Wis 16, Cha 13.
Skills and Feats: X; Alertness, Improved Initiative, Iron Will.
Equipment: MW Quarterstaff, Leather Armor, Dire Wolf Companion (see MM).
Spells Per Day (5/4/4/3)
1-Cure Light Wounds (x2), Entangle, Shillelagh
2-Barkskin (x3) (1 cast), Tree Shape
3-Cure Moderate Wounds (x2), Dominate Animal

Fiendish Animals (EL 6 Encounter):
Fiendish Lion: CR 4; Large-size Animal; HD 5d8+10; hp 32; Init +3; Spd 40 ft; AC 15 (-1 size, +3 Dex, +3 natural) Melee 2 claws +7 (1d4+5), bite +3 (1d8+2); SA Pounce, improved grab, rake 1d4+2, smite good (+5 damage 1/day); SQ CR/FR 10, DR 5/+1, Scent, SR 10; AL N; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Balance +7, Hide +4, Jump +5, Listen +5, Move Silently +11, Spot +5.
Fiendish Ape: CR 3; Large-size Animal; HD 4d8+8; hp 26; Init +2; Spd 30 ft, Climb 30 ft; AC 14 (-1 size, +2 Dex, +3 natural); Melee 2 claws +7 (1d6+5), bite +2 (1d6+2) (10‘ Reach); SA Smite Good (+4 damage 1/day); SQ CR/FR 10, DR 5/+1, Scent, SR 8; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.
Skills and Feats: Climb +18, Listen +6, Spot +6.
Fiendish Black Bear: CR 3; Medium-size Animal; HD 4d8+8 hp 26; Init +1; Spd 40 ft; AC 13 (+1 Dex, +2 natural); Melee 2 Claws +7 (1d4+4), bite +2 (1d6+2); SA Smite good (+4 damage 1/day); SQ CR/FR 10, DR 5/+1, Scent, SR 8; AL N; SV Fort +6, Ref +5, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Climb +6, Listen +4, Spot +7, Swim +8.
--Fiend’s Eye: Floating orb responsible for the animals being fiendish. AC 16 (+4 Size, +2 Natural), Hardness 6 and 20 hit points, +1 morale bonus to all attacks and damage made by fiendish creatures within 50 ft. of it (Not accounted for in creature‘s current stats).


CR 7

Kobold Trapper, Kobold Ftr2/Rog5: Small-size Humanoid (Kobold); CR 7; HD 2d10+5d6+14; hp 64; Init +8; Spd 30 ft; AC 18; Melee Short sword +10/+10 (1d6/crit 19-20/x2); SA sneak attack; SQ evasion, uncanny dodge; AL NE; SV Fort +5, Ref +9, Will +4; Str 10, Dex 18, Con 14, Int 11, Wis 12, Cha 10.
Skills and Feats: Hide +16, Move Silently +12, Tumble +13; Ambidexterity, Improved Initiative, Two Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword).
SA–Sneak Attack (Ex): Character deals +4d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SQ–Uncanny Dodge: Dex bonus to AC, can't be flanked.
Equipment: 2 MW Short Swords, MW Chain Shirt.


CR 8

Freyalise, Erinyes: CR 8; Medium-size Outsider (Evil, Lawful); HD 9d8+45; hp 117; Init +5; Spd 30 ft, Fly 50 ft (good); AC 27 (+5 Dex, +8 natural, +4 armor); Melee +15/+10 Longsword (1d8+5, 19-20/x2); Ranged +16/+11 Longbow (1d8+6/x3 plus 1d6 fire) or +14 Rope (entangle), SA Entangle, spell-like abilities, summon devil; SQ DR 5/good, dark vision 60‘, immunity to fire and poison, AR/CR 10, see in darkness, SR 20, telepathy 100‘, true seeing; AL LE; SV Fort +11, Ref +11, Will +10; Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20.
Skills and Feats: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings); DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run.
Equipment: MW Longsword, +1 Flaming Composite Longbow (+5 mighty), Rope, Ceremonial Mithril Full Plate Armor, 5 MW arrows with XX poison on them, 25 MW arrows.

Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.

Combat
Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.
Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.


Gustave, Greater Doppleganger Rogue 3: CR 8; Medium-size Shapechanger; HD 6d8+3d6+18; hp 55; Init +7; Spd 40 ft; AC 19 (+3 Dex, +6 Natural); Melee 2 Mutable Weapon +8 (1d10+3, 19-20/x2, 10‘ reach); SA Detect thoughts, Sneak Attack +2d6; SQ Alter self, evasion, immunities; AL NE; SV Fort +7, Ref +8, Will +7; Str 14, Dex 16, Con 14, Int 13, Wis 14, Cha 16.
Skills and Feats: Bluff +16/+20, Disguise +26/+30, Listen +13, Sense Motive +8, Spot +10, Use Magic Device +10; Alertness, Combat Reflexes, Improved Feint, Improved Initiative.
Equipment: Ring of Mind shielding.


Threxes, Young Red Dragon: CR 8; Large-size Dragon (Fire); HD 13d12+39; hp 123; Init +0; Spd 40 ft, Fly 150 ft (Poor); AC 21 (-1 size, +12 natural); Melee Bite +19 (2d6+7, 19-20/x2) and 2 Claws +14 (1d8+3) and 2 Wings +14 (1d6+3) and 1 Tail Slap +14 (1d8+10); SA Breath Weapon (40‘ cone, 6d10 fire damage, Reflex DC 19 half), spells; AL CE; SV Fort +11, Ref +8, Will +11; Str 25, Dex 10, Con 17, Int 12, Wis 13, Cha 12.
Skills and Feats: Appraise +16, Bluff +17, Climb +23, Jump +23, Knowledge (Geography) +17, Sense Motive +17, Spell craft +17; Improved Critical (Bite), Iron Will, Power Attack, Weapon Focus (Bite), Wingover (Make a 180 degree turn/round).
Equipment: Horn of Goodness/Evil (Wears on a necklace).
Sorcerer Spells Known (cast 5/4):
0-Dancing Lights, Flare, Ghost Sound, Ray of Fire
1-Mage Armor, Obscuring Mist


Werewolf, male human lycanthrope (Werewolf) Ftr6: CR 8; Medium-size Humanoid (human, shapechanger); HD 6d10+2d8+8; hp 65/81; Init +6; Spd 30 ft; AC 17/21; Melee Longsword +11/+6 (1d8+3, 19-20/x2); Ranged Longbow +10/+5 (1d8, x3); Transformed: Melee Bite +10 (1d6+3); AL CE; SV Fort +9/11, Ref +7/9, Will +4; Str 16/18, Dex 14/18, Con 12/16, Int 11, Wis 14, Cha 10.
Skills and Feats: Hide +8/10, Listen +8, Move Silently +8/10, Spot +8; Dodge, Improved Initiative, Multiattack, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (Claw).
Equipment: MW Longsword, MW Studded Leather Armor.


Barendd, the Iron Enforcer, male dwarf Clr4/Ftr4: CR 8; Medium-size Humanoid (dwarf); HD 4d8+4d10+48; hp 120; Init +5; Spd 20 ft; AC 21 (+1 Dex, +8 Full Plate, +2 shield); Melee Warhammer +14/+9 (1d8+8/x3, +1d6 electricity); SA spells; SQ dwarven traits; AL LN; SV Fort +14, Ref +3, Will +6; Str 16 (19), Dex 12, Con 18 (23), Int 10, Wis 12, Cha 8.
Skills and Feats: X; Improved Initiative, Weapon Focus (Warhammer), Weapon Specialization (Warhammer).
SQ–Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.
Cleric Spells Prepared (5/4/2):
1-Bless, Obscuring Mist, Sanctuary, Shield of Faith (+2)
2-Bull’s Strength (used), Endurance (used)
Domain Spells (Law and War):
1-Protection from Chaos
2-Spiritual Weapon
Equipment: +2 Warhammer of Shocking, MW Full Plate, MW Steel Shield, 2 potions of Cure Critical Wounds.

Werebear, male human lycanthrope (Werewolf) Ftr6: CR 8; Medium-size Humanoid (human, shapechanger); HD 6d10+2d8+8; hp 65/81; Init +6; Spd 30 ft; AC 17/21; Melee Longsword +11/+6 (1d8+3, 19-20/x2); Ranged Longbow +10/+5 (1d8, x3); Transformed: Melee Bite +10 (1d6+3); AL CE; SV Fort +9/11, Ref +7/9, Will +4; Str 16/18, Dex 14/18, Con 12/16, Int 11, Wis 14, Cha 10.
Skills and Feats: Hide +8/10, Listen +8, Move Silently +8/10, Spot +8; Dodge, Improved Initiative, Multiattack, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (Claw).
Equipment: MW Longsword, MW Studded Leather Armor.


CR 9

Night Warden (Clr 7 with that Flesh Creature template from BoVD): CR 9; Medium-size Undead; HD 7d12; hp 84; Init +1; Spd 20 ft; AC 21 (+8 full plate, +1 dex, +2 natural); Melee Slam +10 (1d6+7); SA rebuke undead, spells; SQ undead traits; AL NE; SV Fort +5, Ref +3, Will +9; Str 20, Dex 12, Con --, Int 13, Wis 18, Cha 14.
Skills and Feats: X; Blind Fight (B), Blind sight (10’ radius), Boost Spell Resistance, Eyes in the Back of the Head.
SA–Rebuke Undead (Su): 5/day, Character can attempt to rebuke undead creatures. He can rebuke undead with no more than (1d20+13)/3 HD. Each attempt, he rebukes 2d6+9 total HD. Undead with 3 or fewer HD are commanded instead.
Cleric Spells Prepared (6/5/4/3/2):
1-Deathwatch, Divine Favor, Hide from Undead, Sanctuary, Shield of Faith
2-Bull’s Strength, Darkness, Death Knell, Desecrate
3-Devil’s Eye, Eyes of the Zombie, Fleshripper
4-Stop Heart (x2)
Domain Spells (Darkness and Death):
1-Cause Fear
2-Darkbolt
3-Animate Dead
4-Damning Darkness (BoVD)
Death Domain: Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Equipment: MW Full Plate.


Gustave, Doppelganger Rogue 1/Mindspy 5: CR 9; Medium-size Shapechanger; HD 9d8+1d6+20; hp 98; Init +7; Spd 40 ft; AC 19 (+3 Dex, +6 Natural), 23 with Detect Thoughts, +1 w/ Dodge; Melee 2 Mutable Weapon +10 (1d10+3, 19-20/x2, 10‘ reach); SA Detect thoughts, Sneak Attack +1d6; SQ Alter self, evasion, immunities; AL NE; SV Fort +7, Ref +10, Will +10; Str 14, Dex 16, Con 14, Int 13, Wis 14, Cha 18.
Skills and Feats: Bluff +21/+25, Disguise +31/+35, Listen +17, Sense Motive +12, Spot +14, Use Magic Device +19; Alertness, Combat Reflexes, Dodge, Improved Initiative.
Equipment: Ring of Mind shielding, Wand of Greater Sleep (10 charges).
Mindspy Abilities:
Anticipate: +4 insight bonus to AC and attacks vs. an opponent who’s surface thoughts he reads.
Combat Telepathy: Concentrate check DC = 10 + points of damage taken last round to maintain Detect Thoughts from previous round.
Spherical Detect Thoughts/Multiple Surface Thoughts (Four)/Instant Mindscan-Detect thoughts in a sphere instead of cone, affects up to four people at once and all benefits of 3rd round of scanning in the first round.

(False, Simulacrum) Chael, Male human Sorcerer 6/Frost Savant 3: CR 9; HD 9d4+18; hp 54; Init +7; Spd 30 ft; AC 17 (+3 Dex); SQ Cold Resistance 10; AL LN; SV Fort +5, Ref +6, Will +8; Str 10, Dex 16, Con 14, Int 15, Wis 14, Cha 18.
Skills and Feats: X; Combat Casting, Elemental Substitution (Cold) (B), Eschew Material Components (B), Extra Spell, Improved Initiative, Spell Focus (Conjuration).
Sorcerer Spells Known (cast 6/8/7/7/5):
1-Grease (DC 18), Lesser Cold Orb (DC 17), Ray of Enfeeblement, True Strike
2-Cat’s Grace, False Life, Ice Shards, Invisibility
3-Fly, Ice Burst (DC 21), Slow (DC 18)
4-Cold Orb (DC 20), Dimensional Door, Ice Arrow (DC 22).
Equipment: MW Dagger.

Count (Joshwa) Macbrea, male human Ex-Cleric 1/Conjurer 3/Diabolist 5: CR 9; Medium-size Humanoid (human); HD 1d8+8d4+18; hp 58; Init +0; Spd 30 ft; AC 11; Melee Blade Cane +5 (1d6, 18-20/x2); SA spells, diabolism +2d6 (2/day); SQ summon familiar; AL LE; SV Fort +5, Ref +2, Will +9; Str 10, Dex 12, Con 14, Int 18, Wis 12, Cha 14.
Skills and Feats: X; Corrupt Spell, Evil Brand, Malign Spell Focus Scribe Scroll (B), Spell Focus (Conjuration), Tattoo Focus (Conjuration).
Wizard Spells Prepared (4/6/5/5/4) (Divination, Enchantment, and Necromancy banned)
DC 14+Spell level, 16+Spell level for Evil spells, 17+Spell level for Conjuration spells
0-Arcane Mark, Detect Magic (x2), Light
1-Color Spray (x2), Mage Armor (cast), Prot. from Good (cast), Shield, Shocking Grasp
2-Mirror Image, Protection from Arrows (DR 10/+2 vs. Arrows) (cast), Shatter, Shriveling (x2) (BoVD, Blasts and blackens target’s flesh with negative energy, close range, 1d4 damage/caster level)
3-Drown (BoVD), Fly (cast), Haste, Lightning Bolt (x2)
4-Dimension Door, Wall of Ice (Used), Wrack (x2) (BoVD)
Equipment: MW Blade Cane+ (390), Pearl of Power (3rd) (9,000 gold), Wand of Shatter (25 charges)
+Exotic Weapon-Blade Cane, Piercing (M Weapon, 1d6, 18-20/x2-Piercing, 3 lbs.)
Round 0-(AC 15, 17 vs. Good)
Round 1-Haste, Shield (AC 19/26) (21/28 vs. good)
Round 2-Color Spray (DC 15), Mirror Image
Round 3-Color Spray (DC 15), Diabolist Lightning Bolt (DC 19, 10d6)
Round 4-Drown (DC 20) x2 on spellcasters
Round 5-Wrack (DC 20) x2
Round 6-Shriveling (8d4, DC 18) and Diabolist Shriveling (8d4+2d6, DC 18) on anyone still standing


Aniel, Ranger 1/Rogue 5/Assassin 1: CR 9; Medium-size Undead (Former elf); HD 7d12; hp 45; Init +10; Spd 30 ft; AC 23 (+6 Dex, +6 Natural, +1 Leather); Melee 2 Daggers +8 (1d4+5/1d4+3, 19-20/x2); SA Blood Drain, Children of the Night, Create Spawn, Domination (DC 17), Energy Drain 2, Sneak Attack +4d6; SQ Alternate form, cold resistance 10, DR 10/silver and magic, electrical resistance 10, evasion, fast healing 5, gaseous form, immunities, spider climb, turn resistance +4; AL NE; SV Fort +3, Ref +12, Will +3; Str 18, Dex 22, Con --, Int 14, Wis 14, Cha 18.
Skills and Feats: X; Ambidexterity (Ranger), Improved Initiative, Mercurial Strike, Two Weapon Fighting (Ranger), Track (Ranger), Weapon Finesse (Dagger).
Equipment: +1 Dagger x2, MW Leather armor.

Esiel, Dominated Avoral: CR 9; Medium-size Outsider (Good); HD 7d8+35; hp 65; Init +6; Spd 40 ft, fly 90 ft. (good); AC 24 (+6 Dex, +8 Natural); Melee +13 2 Wings (2d8+2); SA Spell-like abilities, fear aura; SQ DR 10/evil or silver, dark vision 60 ft., immunity to electricity and petrification, lay on hands, low light vision, resistance to cold 10 and sonic 10, speak with animals, SR 25, true seeing; AL NG; SV Fort +10 (+14 against poison), Ref +11, Will +8; Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16.
Skills and Feats: Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (History) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21; Empower Spell-like Ability (magic missile), Flyby Attack, Weapon Finesse.


CR 10

Charles and Richard Ordune, male human Hex Blade 5/Occult Slayer 5: CR 10; Medium-size Humanoid (human); HD 5d10+5d8+20; hp 110; Init +5; Spd 40 ft; AC 21; Melee +14/+9 Greatsword (2d6+4 +1d6 elemental); AL LE; SV Fort +9, Ref +9, Will +9 (Increase by +8 vs. spells); Str 14, Dex 12, Con 14, Int 13, Wis 14, Cha 16.
Skills and Feats: Concentration +11, Diplomacy (Charles) +12, Intimidate (Richard) +12, Knowledge (Arcana) +12, Sense Motive +11, Spell craft +14; Double Team (+4 when flanking), Expertise, Improved Initiative, Lightning Reflexes, Weapon Focus (Greatsword).
Equipment: +1 Flaming (Charles) or Shocking (Richard) Greatsword, +2 Full Plate Armor, Cloak of Resistance +2.
Spells Known/Per Day (Expeditious Retreat, cast)
Hexblade Powers: Hexblade’s Curse 2/day (Free action within 60‘, -2 penalty to attack rolls/saves/ability-skill checks/weapon damage rolls for 1 hr. unless victim makes a save vs. DC 15), Arcane Resistance, Mettle, Summon Familiar (Weasel), Bonus Feat (useless).
Occult Slayer Powers: Magical Defense +3, Weapon Bond (+1d6 to spell casters), Vicious Strike (double damage if readied to disrupt spellcasting), Mind of Magic 2/day (Spell Turning as a 10th level spell caster), Auravision (Detect Magic as free action), Nondetection Cloak (Caster level 5), Blank Thoughts (immune to mind-affecting effects).


Curiosity, Gynosphinx: CR 10; Large Magical Beast; HD 12d10+12; hp 72; Init +5; Spd 40 ft, Fly 60 ft (Poor); AC 21 (-1 size, +1 Dex, +11 natural); Melee 2 Claws +15 (1d6+4); SA Pounce, rake 1d6+2, spell-like abilities; AL N; SV Fort +7, Ref +7, Will +8; Str 19, Dex 12, Con 13, Int 20, Wis 21, Cha 19.
Skills and Feats: Concentration +16, Intimidate +17, Listen +22, Sense Motive +22, Spot +22; Combat Casting, Flyby Attack, Improved Initiative, Iron Will.
Spell-like Abilities: 3/day-Clairaudience/clairvoyance, detect magic, read magic, and see invisibility; 1/day-comprehend languages, locate object, dispel magic, remove curse, and legend lore. These abilities are as the spells cast by a 14th level sorcerer (save DC 14+spell level). 1/Week, Symbol (1 of each, DC 22) as an 18th level sorcerer.
Equipment: Medallion of Thoughts.



CR 11

Aniel, Ranger 1/Rogue 5/Assassin 3: CR 11; Medium-size Undead (Former elf); HD 9d12; hp 108; Init +11; Spd 30 ft; AC 24 (+7 Dex, +6 Natural, +1 Leather); Melee 2 Daggers +12/+12/+7 (1d4+5/1d4+3/1d4+5, 19-20/x2) or Slam +10/+5 (1d6+6 + 2 negative levels); SA Blood Drain, Children of the Night, Create Spawn, Death Attack (DC 15), Domination (DC 17), Energy Drain 2, Sneak Attack +5d6; SQ Alternate form, cold resistance 10, DR 10/silver and magic, electrical resistance 10, evasion, fast healing 5, gaseous form, immunities, spider climb, turn resistance +4; AL NE; SV Fort +4, Ref +14, Will +4; Str 18, Dex 24, Con --, Int 14, Wis 14, Cha 18.
Skills and Feats: X; Ambidexterity (Ranger), Improved Initiative, Mercurial Strike, Two Weapon Fighting (Ranger), Track (Ranger), Weapon Finesse (Dagger). 1 more
Spells Known (Per Day: 2/1)
1-Change Self, Obscuring Mist, 2-Darkness
Equipment: +1 Dagger x2, MW Leather armor.
Mercurial Strike Requisites: Improved Initiative
"Benefit: Any time an opponent provokes an attack of opportunity from you, but you are unarmed, you may draw a melee weapon and make your attack of opportunity with it. The target of your attack of opportunity is caught flat footed for that attack."
*Note-has 4 vampire servitors.

Esiel, Dominated Avoral: CR 11; Medium-size Outsider (Good); HD 11d8+55; hp 143; Init +6; Spd 40 ft, fly 90 ft. (good); AC 24 (+6 Dex, +8 Natural); Melee +17 2 Wings (2d8+2); SA Spell-like abilities, fear aura; SQ DR 10/evil or silver, dark vision 60 ft., immunity to electricity and petrification, lay on hands, low light vision, resistance to cold 10 and sonic 10, speak with animals, SR 25, true seeing; AL NG; SV Fort +10 (+14 against poison), Ref +11, Will +8; Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16.
Skills and Feats: Bluff +17, Concentration +19, Diplomacy +11, Disguise +7 (+9 acting), Handle Animal +17, Hide +20, Intimidate +9, Knowledge (History) +16, Listen +19, Move Silently +20, Ride +12, Sense Motive +17, Spellcraft +16, Spot +27; Alertness, Empower Spell-like Ability (magic missile), Flyby Attack, Weapon Finesse.
An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces.
Avorals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.
Combat-On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however.
An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day-lightning bolt (DC 16). Caster level 9th. The save DCs are Charisma-based.
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 19). The save DC is Charisma-based.
Lay on Hands (Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.
Speak with Animals (Su): This ability works like speak with animals (caster level 9th) but is a free action and does not require sound.
True Seeing (Su): This ability is identical with true seeing (caster level 15th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.

Xarindel, male elf Diviner 5/Loremaster 6: CR 11; Medium-size Humanoid (elf); HD 11d4+33; hp 77; Init +5; Spd 30 ft; AC 15; Melee Dagger +5 (1d4); SA spells; SQ bonus language, greater lore, lore, 3 secrets, summon familiar, true lore; AL N; SV Fort +11, Ref +10, Will +17; Str 10, Dex 12, Con 14 (16), Int 20 (24), Wis 14, Cha 11.
Skills and Feats: Concentration +17, Knowledge (Arcana) +24, Knowledge (The Planes) +22, Knowledge (Religion) +22, Scry +22, Search +14, Spell craft +24; Improved Initiative, Magical Talent, Scribe Scroll (B), Spellcasting Prodigy, Subtle Scrying, Quicken Spell (B).
Equipment: Amulet of Health +2, Cloak of Resistance +4, Headband of Intellect +4
Wizard Spells Prepared (4/7/7/7/6/4/3):
1-Mage Armor, Magic Missile (x3), Proficiency (x2), Shield
2-Detect Thoughts, Flaming Sphere, Invisibility, Knock (x2), See Invisibility (x3)
3-Alikaba’s Theft (Steal item, Ref save neg., Close Range) (x2), Arcane Sight, Dispel Magic (x2), Fireball, Haste
4-Arrow Redirection (1/round redirect target arrow), Fire Shield, Resilient Sphere, Scry (x2), Stoneskin
5-Sending, Telepathic Bond, Teleport (x2)
6-Contingency (Teleport), Scry Blast, True Seeing
Loremaster Powers: Lore (d20+13), Secrets-Inner Strength, True Stamina, Avoidance


Count (Joshwa) Macbrea, male human Ex-Cleric 1/Conjurer 3/Diabolist 8: CR 11; Medium-size Humanoid (human); HD 1d8+11d4+24; hp 76; Init +1; Spd 30 ft; AC 11; Melee Blade Cane +5 (1d6, 18-20/x2); SA spells, diabolism +3d6 (3/day); SQ summon familiar; AL LE; SV Fort +5, Ref +2, Will +9; Str 10, Dex 12, Con 14, Int 19 (23), Wis 12, Cha 14.
Skills and Feats: X; Corrupt Spell, Evil Brand, Malign Spell Focus Scribe Scroll (B), Spell Focus (Conjuration), Tattoo Focus (Conjuration).
Wizard Spells Prepared (4/6/6/5/4/3/2): (Divination, Enchantment, and Necromancy banned), Spell DC-16+Spell level, 18+Spell level for Evil spells, 19+Spell level for Conjuration spells
0-Arcane Mark, Detect Magic (x2), Light
1-Color Spray (x3), Mage Armor (cast), Protection from Good (cast), Shield
2-Mirror Image, Protection from Arrows (DR 10/+2 vs. Arrows) (cast), Shatter, Shriveling (x2) (BoVD, Blasts and blackens target’s flesh with negative energy, close range, 1d4 damage/caster level)
3-Drown (x2) (BoVD), Fly (cast), Haste, Lightning Bolt
4-Dimension Door (x2), Wrack (x2) (BoVD)
5-
6-
Equipment: MW Blade Cane+ (390), Brooch of Intellect +4 (16,000), Cloak of Arachnida* (6,000 gold), Wand of Web (25 charges) (2,250 gold).
+Exotic Weapon-Blade Cane, Piercing (M Weapon, 1d6, 18-20/x2-Piercing, 3 lbs.)
* Spider Climb, move on webs at half speed, 1/day cast web at 6th level, +2 luck bonus on saves vs. poisons on all spiders)



CR 12

Traol, male human Clr12: CR 12; Medium-size Humanoid (human); HD 12d8+72; hp 168; Init +0; Spd 20 ft; AC 28 (+10 banded mail, +6 shield, +2 deflection), 30 vs. Chaotic opponents; Melee Heavy Mace +21/+16/+11 (1d8+10 + Knock back); SA spells, turn undead; SQ CR 10, SoR 5, SR 24; AL LN; SV Fort +12, Ref +4, Will +14; Str 14 (18), Dex 10, Con 14 (18), Int 12, Wis 19 (23), Cha 12.
Skills and Feats: Concentration +17, Knowledge (history) +16, Knowledge (religion) +16, Spell Craft +16; Cleave, Combat Casting, Power Attack, Still Spell, Toughness, Weapon Focus (Heavy Mace).
SA–Turn Undead (Su): 4/day, Traol can attempt to turn undead creatures. He can turn undead with no more than (1d20+24)/3 HD. Each attempt, he turns 2d6+12 total HD. Undead with 5 or fewer HD are destroyed instead.
Cleric Spells Prepared (6/6/5/5/4/3/2) (DC 16+Spell level):
1-Bless*, Divine Favor*, Endure Elements (Sonic)*, Protection from Chaos*, Sanctuary (x2)
2-Bear’s Endurance*, Hold Person (x2), Owl’s Wisdom*, Resist Energy (cold)*
3-Greater Magic Weapon*, Magic Vestment*, Stilled Enthrall (x2), Wind Wall*
4-Stiilled Searing Light (x3), Stilled Stone Shape
5-Flame Strike (x2), Spell Resistance*
6-Blade Barrier, Word of Recall
Domain Spells (Knowledge and War):
1-Magic Weapon
2-Spiritual Weapon
3-Magic Vestment*
4-Divine Power*
5-Flame Strike
6-Blade Barrier
Equipment: +1 Heavy Mace of Knock back (MoF)*, Ring of Deflection +2, Gem with Death Dragon (CL 13), stored.
*Opponent hit must make Fort save (DC 19) or fall back (or fall down if no room), then make another Fort save (DC 19) or be stunned for one round.

Empowered Traol, male human Clr12: CR 14; Medium-size Humanoid (human); HD 11d8+55; hp 143; Init +0; Spd 20 ft; AC 34 (+10 banded mail, +6 shield, +4 natural, +4 deflection), 36 vs. Chaotic opponents; Melee Touch +17/+12/+7 (4d8+13, Fort DC 20 half); SA Cone of Fear (DC 20), Inflict Critical Wounds, spells, turn undead; SQ CR 10, SoR 5, SR 23; AL LN; SV Fort +11, Ref +3, Will +13; Str 14 (18), Dex 10, Con 14 (18), Int 12, Wis 18 (22), Cha 12.


Sonaj, Master of Doors, female gnome Ill12: CR 12; ECL 12; Medium-size Humanoid (gnome); HD 12d4+72; hp 102; Init +1; Spd 30 ft; AC 11 (+1 Dex); Melee unarmed strike -1/-6 (1d3-1); SA spells; SQ gnome traits, summon familiar; AL LE; SV Fort +9, Ref +5, Will +10; Str 8, Dex 12, Con 20, Int 18, Wis 14, Cha 11.
Skills and Feats: X; Greater Spell Focus: Enchantment, Greater Spell Focus: Illusion, Spell Focus: Enchantment, Spell Focus: Illusion, Toughness.
SA–Spells: Cast dancing lights, ghost sound, and prestidigitation each 1/day.
SQ–Gnome Traits (Ex): Low-light vision, +2 save vs. illusions, +1 attack vs. kobolds and goblinoids, +4 dodge vs. giants.
Wizard Spells Prepared (4/6/6/6/5/4/3) (Evocation and Necromancy Banned):
1-Expeditious Retreat, Mage Armor, Obscuring Mist, Silent Image (x3)
2-Alter Self*, Blindness, Magic Mouth, Resist Elements (Acid)*, See Invisibility, Tasha’s Hideous Laughter
3-Invisibility Sphere, Slow, Suggestion (x3), Water Breathing*
4-Evard’s Black Tentacles, Improved Invisibility (x2), Phantasmal Killer (x2)
5-Hold Monster, Mind Fog, Mirage Arcana, Persistent Image
6-Disintegrate, Mislead, Shadowwalk
Equipment: Scroll of Disintegrate (x2).


Pandemonic Silver: Mined from thin veins of ore on the plane of Pandemonium, pandemonic silver has all the properties of alchemical silver. In addition, a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it’s unsheathed in at least a light breeze. This scream is a sonic, mind-affecting compulsion that is a fear effect. Other than the wielder, those within 30 feet who hear the scream must succeed on a Will save or cower for 1d4 rounds. The DC of the Will save depends on the strength of the wind, as indicated on the table below.
Wind Force, Save DC
Light (0-10 mph), 10 Moderate (11-20 mph), 13 Strong (21-30 mph), 16
Severe (31-50 mph), 19 Windstorm (51-74 mph), 22 Hurricane (75-174 mph), 25
Tornado (175-300 mph), 28
Pandemonic silver can be used to coat the striking surface of any slashing or piercing weapon made of steel.
(Cowering creatures lose dex bonus to AC, can’t take any actions, and -2 penalty to AC)

Starke, Male human Fighter 12: CR 12; HD 12d10+36; hp 156; Init +2; Spd 30 ft; AC 16; Melee Blister +21/+16/+11 (1d10+11, 17-20/x2); AL N; SV Fort +12, Ref +8, Will +7; Str 18 (22), Dex 15, Con 14, Int 13, Wis 12, Cha 9.
Skills and Feats: Tumble; Dodge, Expertise, Greater Weapon Focus (Bastard Sword), Improved Critical (Bastard Sword), Improved Disarm, Mobility, Quick Draw, Spring Attack, Toughness, Weapon Focus (Bastard sword), Weapon Specialization (Bastard Sword), Whirlwind Attack.
Equipment: Blister (Pandemonic Silver Bastard Sword), MW Spiked Gauntlet, Belt of Giant Strength +4, Chain Shirt, Cloak of Resistance +3.

Dwarf Fighter 12: CR 12; Medium Humanoid; HD 12d10+60; hp 180; Init +5; Spd 20 ft; AC 21 (+10 full plate, +1 Dex); Melee Guisarme +20/+15/+10 (2d4+12, 19-20/x2); SA X; SQ dark vision, +2 saves vs. spells/poison, +4 vs. trip/bull rush; AL LN; SV Fort +14, Ref +7, Will +8; Str 18, Dex 12, Con 18, Int 10, Wis 14, Cha 8.
Skills and Feats: X; Great Fortitude, Greater Weapon Focus (Guisarme), Greater Weapon Specialization, Improved Critical (Guisarme), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (Guisarme), Weapon Specialization (Guisarme).
Equipment: +2 Guisarme, +2 Full Plate Armor, Locked Gauntlet, Potion of Cure Critical Wounds x2.

*Improved Trip gives +4 on Str check to trip in addition to other effects


CR 13

Xarindel, male elf Diviner 5/Loremaster 8: CR 13; Medium-size Humanoid (elf); HD 13d4+42; hp 114; Init +5; Spd 30 ft; AC 15; Melee Dagger +5 (1d4); SA spells; SQ bonus language, greater lore, lore, 3 secrets, summon familiar, true lore; AL N; SV Fort +11, Ref +10, Will +17; Str 10, Dex 12, Con 14 (16), Int 20 (24), Wis 14, Cha 11.
Skills and Feats: Concentration +19, Knowledge (Arcana) +26, Knowledge (The Planes) +26, Knowledge (Religion) +24, Scry +24, Search +16, Spell craft +26; Extend Spell, Improved Initiative, Magical Talent, Scribe Scroll (B), Spell Focus (Divination), Spellcasting Prodigy, Subtle Scrying, Quicken Spell (B).
Equipment: Amulet of Health +2, Cloak of Resistance +4, Headband of Intellect +4
Wizard Spells Prepared (4/7/7/7/7/5/4/3):
1-Mage Armor, Magic Missile (x3), Proficiency (x2), Shield
2-Detect Thoughts, Flaming Sphere, Invisibility, Knock (x2), See Invisibility (x3)
3-Alikaba’s Theft (Steal item, Ref save neg., Close Range) (x2), Arcane Sight, Dispel Magic (x2), Fireball, Haste
4-Arrow Redirection (1/round redirect target arrow), Fire Shield, Resilient Sphere, Scry (x2), Stoneskin
5-Sending (x2), Telepathic Bond, Teleport (x2)
6-Scry Blast (x3), True Seeing
7-Extended Contingency (Teleport), Greater Scry (x2)
Loremaster Powers: Lore (d20+15), Secrets-Inner Strength, True Stamina, Avoidance



Marquis Henry Ordune, male vampire (formerly human) Fighter 5/Lasher 6: CR 13; Medium-size Undead; HD 11d12; hp 132; Init +0; Spd 20 ft, Fly 50’; AC 28 (+11 Full Plate, +1 Dex, +6 natural); Melee Mighty (+4) Whip Dagger +14/+14/+9/+4 (1d6+10, 15-20/x2), Spike +14/+9 (1d6+7, 19-20/x2);
SA (DC 22) Blood Drain, Children of the Night, Dominate, Energy Drain 2;
SQ Alternate Form, DR 10/magic and silver, Fast Healing 5, Gaseous Form, Spider Climb, Turn Resistance +4;
AL NE; SV Fort +6, Ref +9, Will +7; Str 18, Dex 12, Con --, Int 18, Wis 19, Cha 22.
Skills and Feats: Bluff +21, Craft +6, Listen +19, Knowledge: Tactics +18, Search +19, Sense Motive +19, Spot +19, Use Rope +13; Alertness, Ambidexterity, Combat Reflexes, Dodge, Exotic Weapon Proficiency (Whip), Improved Critical (Whip), Improved Disarm, Improved Initiative, Improved Trip, Improved Two Weapon Fighting, Lightning Reflexes, Strong Whip User*, Two Weapon Fighting, Weapon Focus (Whip), Weapon Specialization (Whip).
Equipment: “Thorn” (+2 Keen Mighty (+4) Whip Dagger), “Spike” (+3 Short sword), “Iron Maiden” (+3 Spiked Full Plate Armor), Locked Gauntlet.

Lasher Abilities: Close Combat (don’t provoke AoOs w/ Whip), Whip Lash (Make AoOs with Whip), Third Hand, Crack of Fate (as flurry, but requires FRA with whip), Lashing Whip (+2 damage bonus), Improved Disarm (Move equiv action to put weapon in hand, whip counts as Medium sized weapon for disarming), Whip Sneak Attack +2d6


Rofell, male human Fighter 6/Blackguard 3/Divine Knight 4: CR 13; Medium-size Humanoid; HD 4d8+9d10+52; hp 174; Init +1; Spd 20 ft; AC 24 (+2 Full Platemail, +3 dex); Melee Blue Splinter +22/+17/+12 (2d6+12); SA Aura of despair, smite good; SQ Aura of evil, command undead 10/day, dark blessing, detect good, Divine Knight Swordskills (DC 21); AL N; SV Fort +18, Ref +10, Will +11; Str 18, Dex 16, Con 15, Int 14, Wis 14, Cha 16.
Skills and Feats: X; Cleave, EWP (Knightsword), Extra Turning, Improved Sunder, Iron Will, Power Attack, Toughness (x2), Weapon Focus (Knightsword), Weapon Specialization (Knightsword).
Equipment: Blue Splinter (+4 Mithril Knight Sword), Divine Knight Regalia (+2 Mithril Full Platemail), Locked Gauntlet.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.


Blaine, male human Clr4/Ftr4/Dark Knight 4: CR 13; Medium-size Humanoid (human); HD 8d8+4d10+24; hp 128; Init +1; Spd 20 ft; AC 23 (+10 armor, +2 shield, +1 Dex); Melee Knightsword +19/+14/+9 (2d6+7/crit 19-20); SA rebuke undead, spells, swordskills (DC 22); AL LN; SV Fort +11, Ref +3, Will +9; Str 16, Dex 12, Con 14, Int 13, Wis 14, Cha 18.
Skills and Feats: X; Extra Turning, EWP (Knightsword), Improved Critical (Knightsword), Weapon Focus (Knightsword), Weapon Specialization (Knight Sword).
SA–Turn Undead (Su): 8/day, Blaine can attempt to turn undead creatures. He can turn undead with no more than (1d20+6)/3 HD. Each attempt, he turns 2d6+8 total HD. Undead with 2 or fewer HD are destroyed instead.
Cleric Spells Prepared (5/4/3):
1-Bless (x2), Sanctuary, Shield of Faith
2-Lesser Restoration x3
Domain Spells:
Equipment: Knight Sword +4, +2 Full Plate Armor, Large Steel Shield.


Leslaith
Half-Blue Dragon/Half-Harpy, Dragon Samurai 7
Code:
 	Medium Monstrous Humanoid
Hit Dice:	14d10+42 (182 hp)
Initiative:	+8
Speed:	20 ft. (4 squares), fly 80 ft. (average)
Armor Class:	28 (+9 armor, +4 Dex, +5 natural)
Base Attack/Grapple:	+12/+18
Attack:	Greatsword +20
Full Attack:	Greatsword +20/+15/+10 melee (2d6+11+2d6 electricity) and 2 claws +15 melee (1d4+3+1d6 electricity)
Space/Reach:	5 ft./5 ft.
Special Attacks:	Breath weapon (1/day), captivating song
Special Qualities:	Darkvision 60 ft., electricity immunity
Saves:	Fort +2, Ref +7, Will +6
Abilities:	Str 22, Dex 19, Con 16, Int 12, Wis 16, Cha 22
Skills:	Bluff +16, Intimidate +12, Listen +12, Perform (oratory) +12, Spot +12
Feats:	Dodge, Flyby Attack, Improved Initiative, Persuasive
Challenge Rating:	13
Treasure:	+2 Shocking Greatsword, +5 Mithril Chain Shirt
Alignment:	Chaotic Evil

COMBAT
When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Breath Weapon (Su): 60’ line of lightning, 13d8 damage (Ref 23 half).
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 23 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.


CR 14

The True Chael, male human Sor6/Frost Savant 8: CR 14; Medium-size Humanoid (human); HD 14d4+56; hp 112; Init +7; Spd 30 ft; AC 13 (+3 Dex); Melee Staff +7/+2 (1d8); SA spells; SQ summon familiar; AL LN; SV Fort +8, Ref +8, Will +11; Str 10, Dex 16, Con 14 (16), Int 15, Wis 14, Cha 19 (23).
Skills and Feats: X; Blindsight, Combat Casting, Elemental Substitution (Cold) (B), Empower Spell (B), Eschew Material Components (B), Improved Initiative, Spell Focus: Conjuration, Spell Focus: Evocation, Spell Penetration, Toughness.
Sorcerer Spells Known (cast 6/8/8/7/7/7/6/3):
1-Expeditious Retreat, Grease*, Lesser Cold Orb, Ray of Enfeeblement, True Strike
2-Cat’s Grace, Glitterdust*, False Life, Ice Shards, Invisibility, Rope Trick
3-Fly, Ice Burst*, Sleet Storm, Slow
4-Cold Orb, Dimensional Door, Fire Shield, Ice Arrow
5-Cone of Cold, Summon Monster V, Telekinesis
6-Freezing Sphere, Simulacrum
7-Limited Wish
Equipment: Staff of Illusion (25 charges)**, Amulet of Health +2, Circlet of Charisma +4.

*1 arrow + 1 arrow/4 caster levels, 4d4 damage on successful ranged touch attack, no save, targets damaged must make a Reflex save or be paralyzed to a maximum of 1 round/level, however they may make a strength check DC 20 to escape every round as a full round action.


The Chosen of Felseid, male lich (former human) Evoker 5/Fire Savant 7: CR 14; Medium-size Undead (Fire); HD 12d12; hp 144; Init +1; Spd 30 ft; AC 21 (+2 Dex, +5 Natural, +4 Mage Armor); Melee Burning Touch +6/+1 (4d6 Fire damage and set aflame); SA spells; SQ DR 15/+1, Fire Shield (1d6+12), immunities, turn resistance +4; AL LE; SV Fort +8, Ref +10, Will +15; Str 10, Dex 14, Con --, Int 22 (26), Wis 16, Cha 16.
Skills and Feats: Concentration +18; Extend Spell, Spell Focus (Evocation), Spell Penetration.
Wizard Spells Prepared (4/7/7/7/6/5/4) (DC 20+Spell level vs. Fire)
1-Burning Hands (x6), Mage Armor
2-Flaming Sphere (x2), Scorching Ray (x5) RTA deals 4d6 fire damage, +1 ray/four levels (max 3)
3-Dispel Magic (x3), Fireball (x3), Phantom Steed
4-Wall of Fire (x6)
5-Cone of Fire, Permanency (x4)
6-Arc Fire (as Chain Lightning), Disintegrate, Summon Monster VI (x2)
Equipment: Staff of Fire, Helmet of Intellect +4, Robe of Resistance +4.


Kalanyr, Ghaele: CR 14; Medium-size Outsider (Chaotic, Extraplanar, Good); HD 14d8+28; hp 140; Init +11; Spd 50 ft, Fly 150 ft. (perfect); AC 26 (+7 Dex, +9 natural); Melee +5 Quarterstaff of Defending +23/+18/+13 (1d8+9), w/ Divine Favor +27/+22/+17 (1d8+13); Ranged Light Ray +21/+21 (2d12); SA Spell-like abilities, spells; SQ CR/FR 10, damage reduction 10/evil and cold iron, dark vision 60 ft., immunity to electricity and petrification, lowlight vision, protective aura, SR 28, tongues; AL CG; SV Fort +9, Ref +8, Will +10; Str 18, Dex 25, Con 15, Int 16, Wis 19, Cha 18.
Skills and Feats: Bluff +17, Concentration +15, Disguise +17, Escape Artist +20, Handle Animal +16, Hide +20, Knowledge (Arcana ) +16, Knowledge (Religion) +16, Knowledge (The Planes) +16, Listen +16, Move Silently +20, Sense Motive +16, Spot +16, Tumble +20; Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip.
Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid, alter self, charm monster (DC 18), color spray (DC 15), comprehend languages, continual flame, cure light wounds (DC 15), dancing lights, detect evil, detect thoughts (DC 16), dispel magic, hold monster (DC 19), improved invisibility (self only), major image (DC 17), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning (DC 20), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.
Spells: XXX in humanoid form can cast divine spells as a 14th-level cleric with the Luck and Trickery. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1/3+1/2+1; save DC 14 + spell level): 0-cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st-bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith; 2nd-aid, align weapon, bear ’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth; 3rd-daylight, gaseous form*, prayer, remove curse, searing light, water breathing; 4th-death ward, dismissal, divine power, restoration, summon nature’s ally IV (animal)*; 5th-control winds*, flame strike, raise dead, true seeing; 6th-banishment, blade barrier, chain lightning*, heal; 7th-holy word, summon monster VII, Ward of Syfis (20’ emanation, 14d8 damage, Ref half) .
*Domain spell. Domains: Air and Animal.
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
Tongues (Su): Ghaeles can speak with any creature that has a language, as though using a ongues spell (caster level 14th). This ability is always active.


Matron Mother, Advanced Guardian Naga
Code:
 	Huge Aberration
Hit Dice:	17d8+102 (238 hp)
Initiative:	+2
Speed:	40 ft. (8 squares)
Armor Class:	28 (-1 size, +1 Dex, +13 natural, +5 armor)
Base Attack/Grapple:	+12/+21
Attack:	Bite +22 melee (2d6+15 plus poison) or spit +15 ranged touch (poison)
Full Attack:	Bite +22 melee (2d6+15 plus poison) or spit +15 ranged touch (poison)
Space/Reach:	15 ft./10 ft.
Special Attacks:	Poison, spit, spells
Special Qualities:	Darkvision 60 ft.
Saves:	Fort +11, Ref +8, Will +14
Abilities:	Str 29, Dex 12, Con 23, Int 16, Wis 19, Cha 18
Skills:	Bluff +24, Concentration +25, Listen +19, Diplomacy +14, Disguise +6 (+8 acting), Intimidate +12, Sense Motive +24, Spellcraft +23, Spot +19
Feats:	Alertness, C. Casting, Dodge, Eschew MaterialsB, L. Reflexes, Toughness
Challenge Rating:	14
Treasure:	Standard
Alignment:	Lawful Evil

Guardian nagas speak Celestial and Common.
Combat
Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.
Poison (Ex): Injury or contact, Fortitude DC 24, initial and secondary damage 1d10 Con. The save DC is Constitution-based.
Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.
Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/7/5; save DC 14 + spell level): 0- cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st-cure light wounds, divine favor*, expeditious retreat, mage armor*, magic missile; 2nd-detect thoughts, lesser restoration, see invisibility, scorching ray; 3rd-cure serious wounds, dispel magic, lightning bolt; 4th-Cure Critical Wounds, greater invisibility.


CR 15


The True Chael, male human Sor6/Frost Savant 9: CR 15; Medium-size Humanoid (human); HD 15d4+60; hp 120; Init +7; Spd 30 ft; AC 13 (+3 Dex); Melee Staff +7/+2 (1d8); SA spells; SQ summon familiar; AL LN; SV Fort +8, Ref +8, Will +11; Str 10, Dex 16, Con 14 (16), Int 15, Wis 14, Cha 19 (23).
Skills and Feats: X; Blindsight, Combat Casting, Elemental Substitution (Cold) (B), Empower Spell (B), Eschew Material Components (B), Improved Initiative, Spell Focus: Conjuration, Spell Focus: Evocation, Spell Penetration, Toughness.
Sorcerer Spells Known (cast 6/8/8/7/7/7/7/4):
1-Expeditious Retreat, Grease*, Lesser Cold Orb, Ray of Enfeeblement, True Strike
2-Cat’s Grace, Glitterdust*, False Life, Ice Shards, Invisibility, Rope Trick
3-Fly, Ice Burst*, Sleet Storm, Slow
4-Cold Orb, Dimensional Door, Fire Shield, Ice Arrow
5-Cone of Cold, Summon Monster V, Telekinesis, Wall of Force
6-Freezing Sphere, Greater Dispel Magic, Simulacrum
7-Limited Wish, Summon Monster VII
Equipment: Staff of Illusion (25 charges)**, Amulet of Health +2, Circlet of Charisma +4.

Sergeant D‘loss, male elf Ftr6/Blackguard 4/Dark Knight 5: CR 15; Medium-size Humanoid (human); HD 15d10+15; hp 165; Init +1; Spd 20 ft; AC 28 (+11 armor, +4 Shield, +3 Dex); Melee Knightsword +22/+17/+12 (2d6+7/crit 17-20), Ranged +21; SA rebuke undead, sneak attack +1d6, swordskills (DC 24); SQ: Dark Blessing, spells; AL NE; SV Fort +20, Ref +13, Will +13; Str 14, Dex 16, Con 12, Int 14, Wis 16, Cha 22.
Skills and Feats: X; Cleave, Extra Turning, EWP (Knightsword), Improved Critical (Knightsword), Improved Initiative, Improved Sunder, Power Attack, (g) Weapon Focus (Knightsword), Weapon Specialization (Knight Sword).
SA–Rebuke Undead (Su): 16/day, D’loss can attempt to rebuke undead creatures. He can rebuke undead with no more than (1d20+6)/3 HD. Each attempt, he rebukes 2d6+8 total HD. Undead with 2 or fewer HD are commanded instead.
Equipment: +3 Unholy Knight Sword, +3 Mithril Full Plate Armor, +2 Large Steel Shield, Headband of Charisma +2.

Standard Dark Knight
CR 9, Fighter 6/Blackguard 1/Dark Knight 2, 110 hp, AC 21 (8 armor, 3 shield, 1 dex), +2 knight sword’s, DC 17 abilities, +15/+10 attack (2d6+7), Equip: +1 shield, MW full plate, potion of cure serious wounds x2


Gravetouched Ghoul Monk 12, Evolved Undead (x5): CR 15; Medium-size Humanoid; HD 12d12+12; hp 156; Init +14; Spd 70 ft; AC 37 (+10 dex, +8 wis, +7 natural, +2 dodge); Melee unarmed strike +23/+23/+23/+18 (2d6+7+paralysis); SA Paralysis (DC 25, 1d4+1 rounds), stunning attack (12/day, DC 24); SQ Abundant step 1/day, fast healing 3, improved evasion, +7 turn resistance, undead traits, unholy strike +3, wholeness of body (24 hp); AL N; SV Fort +8, Ref +18, Will +16; Str 18, Dex 30, Con --, Int 12, Wis 26, Cha 20.
Skills and Feats: X; Dodge, Improved Initiative, Mobility, Spring Attack, Toughness, Weapon Focus (Unarmed).
Attacks count as Evil for purposes of DR.


CR 16

Joshwa Macbrea, male human Ex-Cleric 1/Conjurer 3/Diabolist 8/Thaumaturgist 5: CR 16; Medium-size Humanoid (human); HD 1d8+16d4+64; hp 108; Init +5; Spd 30 ft; AC 15 (+4 mage armor, +1 Dex); Melee Blade Cane +16/+11/+6 (1d6, 18-20/x2); SA spells, diabolism +2d6 (8/day); SQ summon familiar; AL LN; SV Fort +5, Ref +2, Will +9; Str 10, Dex 12, Con 14 (18), Int 22 (28), Wis 12, Cha 14.
Skills and Feats: X; Arcane Mastery, Craft Contingent Spell, Empower Spell, Greater Spell Focus (Conjuration), Improved Initiative, Scribe Scroll (B), Spell Focus (Conjuration), Spell Penetration.
Wizard Spells Prepared (8/7/7/7/7/7/5/4): (Divination, Enchantment, and Necromancy banned), Spell DC-19+Spell level, 23+Spell level for Conjuration spells)
1-Mage Armor (x2), Orb of Acid (x4), Protection from Chaos, Shield
2-Mirror Image, Protection from Arrows (DR 10/+4 vs. Arrows), Shriveling (x5) (BoVD, Blasts and blackens target’s flesh with negative energy, close range, 10d4)
3-Fly, Greater Magic Weapon, Haste (x2), Lightning Bolt (x3)
4-Dimension Door, Solid Fog, Summon Monster IV, Wrack (x4) (BoVD)
5-Cone of Cold, Dismissal (x2), Emp. Lightning Bolt (x2), Summon Monster V, Teleport
6-Emp. Orb of Acid*, Greater Dispelling (x2), Planar Binding, Wall of Iron (x2)
7-Emp. Cone of Cold, Mag. Mansion, Planeshift* (x2), Smn Monster VII
8-Maze (x2), Mind Blank, Trap the Soul* (Spellbook: Clone, Greater Planar Binding)
Equipment: , Brooch of Intellect +6 (36,000), Vest of Health +4 (16,000).
+Exotic Weapon-Blade Cane, Piercing (M Weapon, 1d6, 18-20/x2-Piercing, 3 lbs.)

Lord Ardune, Human Marshal 16: CR 16; Medium Humanoid; HD 16d8+64; hp 192, 224*; Init +7; Spd 30 ft; AC 27 (+3 Dex, +9 Armor, +5 Shield); Melee Longsword +21/+16/+11 (1d10+8, +2d6 to chaotic); SQ Auras, Grant Move Action 4/day; AL LG; SV Fort +18, Ref +11, Will +16; Str 16 (20)*, Dex 16, Con 16 (20)*, Int 14, Wis 16, Cha 20 (24).
Skills and Feats: X; Improved Initiative, Weapon Focus (Longsword).
Equipment: “Evictor” +3 Lawful Longsword, +3 Large Steel Shield, +4 Breastplate of Command (+4 Charisma), Cloak of Resistance +3, 2 Potions of Cure Critical Wounds, 2 potions of Heroism, 2 potions of Bull's Strength, 2 potions of Bear's Endurance.
Auras: Minor (+7 damage Flanking, +7 to damage while Charging, +7 to rolls on Disarm/Trip/Sunder/Bull Rush checks, +7 to AC vs. AoOs, or +7 to a save)
Major (+3 to melee attack rolls, +30 ft. to movement, +3 to all saves, or +3 to AC)
*Benefitting from Bull's Strength, Bear's Endurance

Advanced Visage Rogue 5, Evolved Undead (x4): CR 16; Medium Undead (Chaotic, Evil, Extraplanar); HD 19d12+19; hp 248; Init +10; Spd 40 ft (Perfect); AC 30 (+10 dex, +10 natural); Melee 2 Claws +28 (1d6+1); SA Assume identity, create spawn, dominate person, lucidity control; SQ DR 10/magic, darkvision 60’, evasion, fast healing 12, positive immunity, sneak attack +7d6, SR15, undead traits, +6 turn resistance; AL CE; SV Fort +5, Ref +23, Will +10; Str 13, Dex 30, Con --, Int 14, Wis 13, Cha 24.
Skills and Feats: X; Ability Focus (Lucidity control), Dodge, Improved Initiative, Improved Natural Attack (Claws), Toughness, Weapon Finesse, Weapon Focus (Claws).


CR 17

Marlissa, Elf Transmuter 12/Master of the Unseen Hand 5: CR 17; Medium-size Humanoid; HD 17d4+51; hp 119, 143*; Init +6; Spd 30 ft; AC 28 (+6 dex, +7 armor, +5 Deflection); Attack +25 Telekinesis; SA X; SQ X; AL N; SV Fort ++8*, Ref +10*, Will +15; Str 8, Dex 18 (22), Con 14 (18), Int 22 (28), Wis 16, Cha 12.
Skills and Feats: X; Greater Spell Focus (Transmutation),Greater Spell Penetration, Spellcasting Prodigy, Spell Focus (Transmutation), Spell Penetration, Toughness.
Equipment: Bracers of Armor +7, Headband of Intellect +6, Ring of Protection +5.
Spells per Day (8/7/7/6/6/4) (CL 12):
1-Protection from Chaos
2-Bear’s Endurance**, Bull’s Strength*, Cat’s Grace*, See Invis*, Spectral Hand
3-Fly, Haste x6
4-Dimension Anchor x2, Resilient Sphere x3, Stone Shape
5-Telekinesis (DC 29, CL 17) x5, Wall of Force
6-Flesh to Stone (DC 30) x2, Grasping Hand, Repulsion (DC 26)
*Benefitting from Bear's Endurance, Cat's Grace, See Invisibility


Rivil the Traitor, Corrupt (BoVD) Elf, Former Druid 5/Blighter 9: CR 17; Medium-size Aberration; HD 14d8+28; hp 140; Init +0; Spd 30 ft; AC 21 (+5 breastplate, +2 dex,+4 natural); Melee Touch +13/+8 (7 vile); SA Disruptive attack, enhanced power; SQ DR 10/good, fast healing 7 (14 with Slow Consumption), sustenance; AL N; SV Fort +0, Ref +0, Will +0; Str 18, Dex 14, Con 14, Int 13, Wis 22, Cha 9.
Skills and Feats: X; X.
Equipment:
Spells (5/7/5/5/3/2/1):
1-Decomposition (x2), Invis vs. Animals, Ray of Enfe. (x2), Slow Consumption (x2)
2-Chill Metal, Death Knell, Flaming Sphere (x2), Produce Flame
3-Deeper Darkness, Serpents of Thaggaron, Stinking Cloud, Vampiric Touch (x2)
4-Absorb Strength, Flame Strike (x2)
5-Antilife Shell, Circle of Death
6-Horrid Wilting


Storm Giant Fighter 4: CR 17; Huge Giant; HD 19d8+4d10+161; hp 383; Init +2; Spd 35 ft; AC 27 (-2 size, +2 dex, +12 natural, +5 breastplate); Melee Greatsword +31/+26/+21 (4d6+24, 17-20/x2, 15’ reach), Ranged Mighty (+12) Composite Longbow +17/+12/+7 (3d6+12/x3); SA Spell-like abilities; SQ Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing; AL CN; SV Fort +20, Ref +10, Will +15; Str 40, Dex 14, Con 23, Int 16, Wis 20, Cha 15.
Skills and Feats: X; Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (Greatsword), Improved Sunder, Iron Will, Power Attack, Toughness, Weapon Focus (Greatsword), Weapon Specialization (Greatsword).

Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Storm giants can live to be 600 years old. Storm giants’ garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.
Combat
Storm giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 180 feet.
Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.


Advanced Devourer, Evolved Undead (x4): CR 17; Large Undead; HD 24d12; hp 288; Init +4; Spd 30 ft; AC 30 (-1 size, +20 natural); Melee 2 Claws +26 (1d6+13); SA Energy drain, trap essence (DC 29), spell-like abilities; SQ dark vision 60’, fast healing 12, spell deflection, spell resistance 25, undead traits; AL N; SV Fort +8, Ref +8, Will +17; Str 36, Dex 10, Con --, Int 16, Wis 16, Cha 25.
Skills and Feats: X; Blind-Fight, Boost Spell-like Ability, Combat Casting, Expertise, Greater Spell Focus (Enchantment), Greater Spell Focus (Necromancy), Improved Initiative, Spell Focus (Enchantment), Spell Focus (Necromancy), Weapon Focus (claw).

Devourers lurk on the Ethereal Plane and the Astral Plane, stalking both natives and travelers with equal sadistic glee.
A devourer is about 9 feet tall and weighs 500 pounds.
Devourers speak Common.

COMBAT
Even if it had no special abilities, a devourer would be a terrible opponent, for its bony claws can flay enemies alive.
Energy Drain (Su): Living creatures hit by a devourer’s claw attack or spectral hand ability gain one negative level. The DC is 29 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
Trap Essence (Su): The devourer is named for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The he save DC is Charisma-based. A slain creature’s essence is trapped within the devourer’s ribs, and the tiny figure takes on that victim’s features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time.
The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 19 Fortitude save for each negative level or lose that level permanently.
Spell-Like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, a devourer can use one of the following abilities: confusion (DC 25), control undead (DC 28), ghoul touch (DC 23), lesser planar ally, ray of enfeeblement (DC 22), spectral hand, suggestion (DC 24), true seeing. Caster level 18th. The save DCs are Charisma-based. 3/day/spell-like ability increase DC by 2.
Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim.


CR 18

Brain in a Jar, Evolved Undead (x10): CR 18; Tiny Undead; HD 9d12+72; hp 180; Init +7; Spd Fly 30 ft (good); AC 37 (+2 size, +7 Dex, +18 deflection); SA Mind thrust, picnics, rebuke undead 11/day (9th level cleric); SQ Blindsight 60’, darkvision 60’, DR 5/-, fast healing 30, madness, telepathy, undead traits, +14 turn resistance, undead traits; AL NE; SV Fort +3, Ref +10, Will +7; Str --, Dex 24, Con --, Int 16, Wis 12, Cha 26.
Skills and Feats: X; Ability Focus (Mind thrust), Dodge, Greater Ability Focus (Mind thrust), Iron Will.
Mind Thrust (Su), 9d10 damage, Will DC 27 negates
Spell-like Abilities: 3/day-Suggestion, Telekinesis, 1/day-Dominate Person (DC 17+spell level), Manifester level 14th.



CR 19

Voiovas, Mummified Advanced Nalfeshnee, Evolved Undead (x2): CR 19; Huge Undead (Augmented, Chaotic, Extraplanar, Evil); HD 18d12+126; hp 342; Init +1; Spd 20 ft, Fly 40 ft (poor); AC 39 (-2 size, +1 Dex, +30 natural); Melee Bite +29 (2d8+13+mummy rot) and 2 Claws +27 (1d8+6+mummy rot); SA Despair, mummy rot, smite, spell-like abilities, summon demon; SQ DR 10/good, dark vision 60’, fast healing 6, fire vulnerability, immunities (electricity/poison), resistances (acid 10, cold 10, fire 10), SR 26, telepathy 100’, true seeing, +2 turn resistance; AL CE; SV Fort +11, Ref +12, Will +19; Str 37, Dex 13, Con --, Int 18, Wis 26, Cha 28.
Skills and Feats: Bluff +28, Concentration +21, Diplomacy +30, Disguise +11 (+13 acting), Hide +14, Intimidate +28, Knowledge (arcana) +25, Listen +37, Move Silently +22, Search +25, Sense Motive +29, Spellcraft +27 (29 scrolls), Spot +37, Survival +12 (+14 following tracks), Use Magic Device +28 (+30 scrolls);
Ability Focus (Smite), Boost Spell-like Ability, Cleave, Greater Ability Focus (Smite), Improved Bull Rush, Multiattack, Power Attack, Quicken Spell-like Ability.
Equipment: X.
A nalfeshnee can fly despite its small wings.
A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.
Combat
When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back.
aligned for the purpose of overcoming damage reduction.
Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 31 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—call lightning (DC 21), feeblemind (DC 23), greater dispel magic, slow (DC 21), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 26); 1/day--cone of cold (DC 24), haste. Caster level 18th. The save DCs are Charisma-based. 3/day/spell-like increase Dcs by 2.
Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 18th).
Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.


Advanced Deathbringer: CR 19; Large Undead; HD 38d12+38; hp 494; Init +2; Spd 40 ft; AC 35 (-1 size, +2 Dex, +18 natural, +6 banded mail); Melee +4 Heavy Flail +32/+27/+22 (1d10+18, 17-20/x2) and +4 Heavy Flail +32/+27 (1d10+12, 17-20/x2); SA Greater dispelling, negative burst, trample 2d4+18; SQ Undead traits; AL NE; SV Fort +14, Ref +16, Will +23; Str 34, Dex 15, Con --, Int 13, Wis 14, Cha 7.
Skills and Feats: X; Ambidexterity, Blind-fight, Cleave, Great Cleave, Greater Weapon Focus, Improved Bull Rush, Improved Critical (Heavy Flail), Improved Two-Weapon Fighting, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus (Heavy Flail), Weapon Specialization (Heavy Flail).
Equipment: 2 +4 Heavy Flails.
Greater Dispelling-At will, CL 20
Negative Burst, 20’ burst of negative energy anywhere within 100’, Heals 1d8+20, damages to living (Will DC 27 half). Must wait 1d4 rounds til next use.
Trample: Standard action vs. medium and smaller opponents, opponent may either make an AoO at a -4 penalty or a Ref save (DC 41) for half damage.


CR 21

Look under 'notes' for how mature adult and older dragons IMC function.

Emerald Guardian
Old Green Dragon (Facing: 15 ft. by 15 ft., Reach 15 ft.): CR 21; Huge-size Dragon; HD 26d12+234; hp 548; Init +14; Spd 40 ft, Fly 150 ft. (poor), Swim 40 ft.; AC 33 (-2 size, +25 natural), 39 with Scintillating Scales; Melee 1 Bite +34 (2d8+10, 19-20/x2), 2 Claws +32 (2d6+5), 2 Wings +32 (1d8+5), 1 Tail Slap +32 (2d6+15); Special Attack: Crush (Ref 29) (2d8+15); SA Breath weapon (50‘ Cone of Acid, 16d6/Ref DC 29 half), frightful presence (240 ft., DC 27), spells, suggestion (DC 17) 3/day; SQ Acid immunity, blind sight 240’, dark vision 700 ft., DR 10/magic, immune to sleep and paralysis, SR 24, water breathing; AL N; SV Fort +23/25*, Ref +15/17*, Will +20/22*; 31, Dex 10, Con 23 (27), Int 20, Wis 21, Cha 19.
Skills and Feats: X; Clinging Breath Weapon, Improved Initiative, Improved Snatch, Multiattack, Power Attack, Recover Breath, Snatch, Tail Constrict, Toughness.
Equipment: X.
Spells per Day (9th lvl Sorc, +17 vs. SR)
1-Feather Fall, Identify, Magic Missile, True Strike (7)
2-Bear’s Endurance, Earthbind*, Razorfang* (7 - 1)
3-Arcane Sight, Heroism, Slow (DC 22) (7 - 1)
4-Ice Storm (5d6 cold damage in 40x40x40 cylinder, no save), Stunning Breath* (5)

Attacks are +36/+34/+34/+34 with Heroism
+31/+29/+29/+29 with Power Attack 5 (2d8+15, 2d6+10, 1d8+10, 2d6+20)

Notes:
Battle-Typically, power attack for 5. Cast spells in this order: Heroism, Razor fang (Bite), Razor fang (Claws), Scintillating Scales. Ice Storm/Slow whenever unsure of what to do.
Draconic Reflexes: Racial +10 bonus on Initiative
Eldritch Mastery: May cast any spell that has a casting time of a standard action as a move equivalent action. A dragon is limited to casting one spell a turn, however. Dragons add twice their Charisma modifier to their spell DC and when penetrating SR casting spells as a sorcerer.
Fated: 4 Fate Points
Frightful Presence: Will save DC 28 or be shaken for 4d6 rounds.
Speed of the Ancients: Each round, a dragon takes a second turn’s worth of actions on an initiative count equal to his first one - 10.
Tail Constrict: Target hit by tail sweep must make grapple check (vs. +38) or be held in tail. If successful, target takes 2d6+30, and each round held after takes the same amount. Cannot use Tail Slap/Constrict on more than one target at a time.

Special Tactics (After Heroism):
Breath Weapon + Stunning Breath + Clinging Breath: 16d6 (Ref half), Stun 1 round (Fort half), next round half original damage (can scrape off with reflex save as standard action, +2 bonus if rolling on ground aka prone).
True Strike + Bite + Power Attack 26: +30 bite, if successful: 2d8+36, Crit 19-20/x2
Full Attack (No Power Attack) + Tail Constrict (automatic if Tail Slap hits).


Eclavadar the Unloving, (former drow) Pseudonatural Bodak: CR 21; Medium Undead; HD 9d12+18; hp 126; Init +11; Spd 40 ft; AC 46 (+7 Dex, +35 natural, +4 shield), 20% miss chance; Melee 4 Tentacle Rakes +32 (2d8+12), Grapple +32; SA Constant insight, death gaze, improved grab, rotting constriction, spell-like abilities; SQ Alternate form, DR 20/epic (DR 10/cold iron), immunity to electricity, improved grab, resistances (acid 25, fire 10), SR 26, undead traits, vulnerability to sunlight; AL CE; SV Fort +3, Ref +12, Will +14 (+16 vs. spells/spell-likes); Str 35, Dex 25, Con --, Int 8 (formerly 26), Wis 22, Cha 14.
Skills and Feats: Listen +14, Move Silently +18, Spot +14; Boost Spell Resistance, Improved Initiative, Iron Will, Weapon Focus (Tentacle Rake).
Equipment: X.
Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a move action. Other creatures receive a –1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.
Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Death Gaze (Su): Death, range 30 feet, Fortitude DC 16 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Spell-Like Abilities: At will—blur, dimension door, shield, unhallow. Caster level 20th. The DCs are Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.


CR 22

PCs have yet to fight these monsters, thus lack of equipment just yet:

Sleeruze, Corrupted, Advanced Death Slaad of Legend (Monk 2): CR 22; Medium Outsider (Chaos); HD 24d8+240; hp 348; Init +10; Spd 40 ft; AC 45 (+6 Dex, +4 Wis, +21 natural, +4 haste); Melee 2 claws +36 (4d6+14+12 vile, 19-20/x2), 1 Bite +34 (3d8+7+12 vile); SA Breath weapon (free action every 1d4 rounds, 15’ cone, 3d6 sonic Ref DC 31 half), catch arrows, disrupted attack, stun (9/day, DC 36), spell-like abilities (DC 23+spell level), summon slaad; SQ Fast healing 15, DR 10/law, enhanced attributes, enhanced power, evasion, haste, resistances, telepathy, alternate form; AL CE; SV Fort +27, Ref +23, Will +23; Str 34, Dex 22, Con 31, Int 20, Wis 18, Cha 20.
Skills and Feats: X; Ability Focus (Stun), Epic Prowess, Extra Stunning Blows, Improved Critical (Claws), Improved Initiative, Improved Natural Weapon (Claws), Iron Will, Multiattack, Power Attack.
Equipment: X.


Zanatose, Advanced Half-Beholder/Half-Iron Golem of Legend: CR 22; Huge-size Aberration; HD 22d8+220; hp 396; Init +5; Spd 5 ft, Fly 30 ft. (good); AC 39 (-2 size, +1 dex, +30 natural); Melee: Bite +29 (4d6+22+poison, 19-20/x2) and Ranged touch: Eye rays +16 (special); SA Breath weapon, eye rays (DC 28), poison (DC 35, 1d6/1d6 str); SQ All-around vision, anti magic cone, construct traits, DR 10/adamantine, enhanced attributes, fly, greater damage, magic immunity; AL N; SV Fort +21, Ref +10, Will +20; Str 40, Dex 12, Con 30, Int 13, Wis 17, Cha 13.
Skills and Feats: X; Ability Focus (Eye Rays), Flyby Attack, Improved Critical (Bite), Improved Initiative, Improved Natural Weapon (Bite), Iron Will, Shot on the Run, Weapon Focus (Eye Ray).
Equipment: X.
Breath Weapon (Su): 15-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 35 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron 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 electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 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. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.


Cyrus, Fallen Planetar of Legend (Blackguard 6): CR 22; Large Outsider (Evil); HD 14d8+6d10+180; hp 276; Init +7; Spd 30 ft, 90 ft. (good); AC 46 (-1 size, +7 Dex, +24 natural, +4 Armor, +2 morale); Melee +5 Flaming Burst Greatsword +41/+36/+31/+26 (3d6+27 +1d6 fire, 17-20, 10’ reach); SA Aura of despair, smite good 4/day (+10 attack, +6 damage), sneak attack +2d6, spell-like abilities, spells; SQ Command undead, DR 10/good, darkvision 60 ft., enhanced abilities, fiendish servant, haste, low-light vision, immunity to acid, cold, and petrification, poison use, lay on hands (200 hp), magic circle against good, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 28, telepathy 100’; AL LE; SV Fort +37/+39*, Ref +32/+34*, Will +31/+33*; Str 40, Dex 26, Con 30, Int 24, Wis 25, Cha 26 (30).
Skills and Feats: X; Boost Spell-like Ability, Improved Critical (Greatsword), Improved Sunder, Power Attack, Quicken Spell-like Ability (1/day/spell-like), Spell Focus (Enchantment), Spell Focus (Illusion).
Equipment: X.
Regeneration: A fallen planetar takes damage from good-aligned or silver weapons and from spells and effects with the good descriptor.
Spell-Like Abilities: At will—bestow curse, contagion, continual flame, death knell, dispel magic, fear, greater invisibility (self only), speak with dead, unholy blight; 3/day—blade barrier, flame strike, polymorph (self only), power word stun, slay living, waves of fatigue; 1/day—destruction, earthquake, mass charm monster, shape change, waves of exhaustion. Caster level 17th (save DC 24 + spell level, 26 + spell level if Enchantment or Illusion, 3/day/spell-like ability +2 to DC).
The following abilities are always active on the fallen planetar’s person, as the spells (caster level 17th): detect good, detect snares and pits, discern lies (DC 28), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Spells: Cyrus can cast divine spells as a 13th-level sorcerer (CL 20) with the Evil and Law Domains.
Spells Known (Cast: 8/8/8/8/8/6; save DC 24 + spell level, 26 + spell level if enchantment or illusion): 1st—Mage Armor*; 2nd—Blindness/Deafness, Eagles Splendor*, Hideous Laughter, Mirror Image, Scorching Ray; 3rd—Displacement, Heroism*, Suggestion, Vampiric Touch; 4th—Confusion, Crushing Despair, Enervation, Phantasmal Killer; 5th— Magic Jar, Mind Fog, Sending; 6th—Chain Lightning, Mislead.
 
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Your welcome, I hope you can make good use of them!

Just added a bunch of monsters CR 15-22 from the latest part of the campaign that the PCs are in (they're currently level 18, but are more equivilant to 19 with all the little bonuses they've gotten).
 

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