Mark Chance
Boingy! Boingy!
Recently, our heroes finally cornered and defeated the dreaded Fright Brigade. Our heroes included a psion, a monk, a cleric, a ranger, a ranger/rogue, a sorcerer, a fighter, and a barbarian. After the fight was over, the ranger, ranger/rogue, and sorcerer were dead.
Elf-Flayer, male aranea: Ranger 6; CR 10; Medium Magical Beast (Shapechanger); HD 3d10+9 plus 6d8+18; hp 70; Init +8; Spd 50 ft., climb 25 ft.; AC 16 (+4 Dex, +1 natural, +1 armor), touch 14, flat-footed 12; Base Atk +9; Grp +10; Atk Bite +13 melee (1d6+1 plus poison), +1 short composite (+1 Strength) bow +15 ranged (1d6+3 plus poison/x3), +1 short composite (+1 Strength) bow with Manyshot +11/+11 (1d6+3 plus poison/x3), web +13 ranged touch (0); Full Atk Bite +13 melee (1d6+1 plus poison), +1 short composite (+1 Strength) bow +13/+13/+13 (1d6+3 plus poison/x3), or web +13 ranged touch (0); SA favored enemy (elves) +4, poison, spells, web; SQ animal companion, change shape, darkvision 60 ft., low-light vision, wild empathy +8; AL NE; SV Fort +11, Ref +12, Will +8; Str 13, Dex 18, Con 16, Int 14, Wis 17, Cha 14.
.....Languages: Common, Elven, Infernal.
.....Skills and Feats: Bluff +7*, Climb +13, Concentration +7, Escape Artist +8, Jump +15, Hide +10, Knowledge (dungeoneering) +8, Listen +15*, Move Silently +10, Sense Motive +8*, Spot +15*, Survival +12*. Endurance, Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Finesse. *Don't forget favored enemy bonus.
.....Ranger Spells Prepared (2; save DC 13 + spell level): 1st - entangle, resist energy.
.....Sorcerer Spells Known (6/6; save DC 12 + spell level): 0 - daze, detect magic, ghost sound, light, resistance; 1st - mage armor, magic missile, silent image.
.....Favored Enemy (Ex): Elf-Flayer gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +4 bonus on weapon damage rolls against such creatures.
.....Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
.....Web (Ex): In spider or hybrid form (see change shape), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 14 Escape Artist check or burst the web with a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
.....Animal Companion: Elf-Flayer is unusual for a ranger in that he has a Medium monstrous spider for an animal companion.
.....Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique goblin. The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares). An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
.....Possessions: +1 short composite (+1 Strength) bow, +1 arrows (x50), potion of blur, potion of cat's grace, bracers of armor +1, two quivers, silver spider brooch (50 gp), 150 gp.
Skitterbug, monstrous spider: Medium Vermin; HD 4d8+4; hp 22; Init +4; Spd 30 ft., climb 20 ft.; AC 17 (+4 Dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +4; Atk Bite +7 melee (1d6+1 plus poison); SA poison, web; SQ evasion, link, share spells, tremorsense 60 ft., vermin traits (darkvision 60’, mindless); AL N; SV Fort +5, Ref +8, Will +1; Str 12, Dex 18, Con 12, Int --, Wis 10, Cha 2.
.....Skills and Feats: Climb +12, Hide +8*, Jump +11, Move Silently +4*, Spot +4; Weapon Finesse.
.....Mindless: No Intelligence, immunity to mind-affecting (charms, compulsions, phantasms, patterns, morale effects).
.....Poison (Ex): A monstrous spider has a poisonous bite, Fortitude save DC 13, inflicts 1d4 Strength initial and secondary damage. The save DC is Constitution-based.
.....Tremorsense (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.
.....Web (Ex): Monstrous spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. A creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17), both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Strunk, male greater barghest: Blackguard 5; CR 10; Large Outsider (Evil, Extraplanar, Lawful, Shapechanger); HD 9d8+36 plus 5d10+20; hp 124; Init +4; Spd 40 ft.; AC 25 (-1 size, +4 Dex, +9 natural, +3 shield), touch 13, flat-footed 17; Base Atk +14; Grp +26; Atk Masterwork greatsword +22 melee (2d6+8/19-20 plus poison for first attack) or bite +21 melee (1d8+8); Full Atk Masterwork greatsword +22/+17/+12 (2d6+8/19-20 plus poison for first attack) and bite +16 melee (1d8+4), or bite +21 melee (1d8+8) and 2 claws +16 melee (1d6+4); Space/Reach 10 ft./10 ft.; SA aura of despair, command undead, feed, poison use, smite good 2/day, sneak attack +1d6, spell-like abilities, spells; SQ aura of evil, change shape, detect good, dark blessing, DR 10/magic, darkvision 60 ft., fiendish servant, scent; AL LE; SV Fort +17, Ref +14, Will +15; Str 26 (+8), Dex 18, Con 19, Int 18, Wis 20, Cha 16.
.....Languages: Common, Draconic, Goblin, Infernal, Worg.
.....Skills and Feats: Bluff +15, Climb +20, Concentration +16, Diplomacy +9, Handle Animal +9, Heal +13, Hide +17, Intimidate +20, Jump +20, Knowledge (religion) +10, Listen +17, Move Silently +16, Sense Motive +17, Spot +17, Survival +17. Cleave, Combat Casting, Improved Sunder, Power Attack, Track.
.....Aura of Despair (Su): Strunk radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
.....Command Undead (Su): Strunk commands undead as a 2nd-level cleric.
.....Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
.....Poison Use (Ex): Strunk is skilled in the use of poison.
.....Smite Good (Su): Strunk gains a +3 bonus to his attack roll and a +5 bonus to his damage roll.
.....Spell-Like Abilities: At will - blink, levitate, invisibility sphere, misdirection (DC 15), rage (DC 16); 1/day - charm monster (DC 17), crushing despair (DC 17), dimension door, mass bull’s strength, mass enlarge. (Caster level equals the greater barghest’s HD. The save DCs are Charisma-based.)
.....Blackguard Spells Prepared (3/2/1; save DC 15 + spell level): 1st - cause fear, corrupt weapon, cure light wounds; 2nd - cure moderate wounds, death knell; 3rd - cure serious wounds.
.....Change Shape (Su): A greater barghest can assume the shape of a enormous goblin or a dire wolf as a standard action. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a greater barghest loses its claw attacks but retains its bite attack.
.....Detect Good (Sp): At will with a 60-foot range.
.....Dark Blessing (Su): Strunk gains his Charisma modifier as a bonus to all saving throws.
.....Fiendish Servant: Strunk is served by a fiendish dire rat.
.....Pass Without Trace (Ex): A greater barghest in wolf form can use pass without trace (as the spell) as a free action.
.....Possessions: +1 heavy shield of blinding, potion of bear's endurance, potion of fly, potion of barkskin +3, masterwork greatsword, platinum ring with skull motif (75 gp), 75 gp.
Ratatooie, fiendish dire rat: Small Magical Beast; HD 5d8+5; hp 27; Init +3; Spd 40 ft., climb 20 ft.; AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15; Base Atk +3; Grp +0; Atk Bite +7 melee (1d4+1 plus disease); SA disease, smite good; SQ darkvision, DR 5/magic, empathic link, improved evasion, low–light vision, resistance to cold and fire 5, scent, share spells, speak with Strunk, SR 10; AL NE; SV Fort +14, Ref +13, Will +11; Str 12, Dex 17, Con 12, Int 7, Wis 12, Cha 4.
.....Skills and Feats: Climb +13, Hide +9, Listen +7, Move Silently +5, Spot +5, Swim +13. Alertness, Weapon Finesse.
.....Disease (Ex): Filth fever—bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
.....Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD.
Sundiata, male doppelganger: Cleric 7 (of Ralishaz); CR 10; Medium Monstrous Humanoid (Shapechanger); HD 4d8+8 plus 7d8+14; hp 71; Init +3; Spd 30 ft.; AC 21 (+3 Dex, +4 natural, +3 armor, +1 deflection), touch 14, flat-footed 18; Base Atk +9; Grp +10; Atk +1 heavy flail +11 melee (1d10+2/19-20); Full Atk +1 heavy flail +11/+6 melee (1d10+2/19-20); SA detect thoughts, rebuke undead, spells; SQ change shape, darkvision 60 ft., immunity to sleep and charm effects; AL CN; SV Fort +10, Ref +9, Will +9; Str 12, Dex 16, Con 15, Int 12, Wis 20, Cha 14.
.....Languages: Common, Infernal.
.....Skills and Feats: Bluff +18, Disguise +16, Hide +8, Intimidate +4, Listen +11, Psicraft +6, Sense Motive +10. Dodge, Great Fortitude, Iron Will, Persuasive. (When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.)
.....Cleric Spells Prepared (6/6+1/5+1/4+1/3+1; save DC 18 + spell level): 0 - detect magic (x2), guidance, light, mending, resistance; 1st - command, deathwatch, divine favor (x2), entropic shield, random action*, shield of faith; 2nd - aid, bear's endurance, death knell, hold person, invisibility*, silence; 3rd - dispel magic (x2), nondetection*, protection from energy, prayer; 4th - confusion*, freedom of movement, sending, spell immunity.
.....* Domain spell. Domains: Madness (insanity +3, true madness 1/day - +8 on one Wisdom check); Trickery.
.....Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
.....Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
.....Possessions: +1 studded leather, +1 heavy flail, ring of protection +1, divine scroll (invisibility purge, sleet storm, caster level 5th), 50 gp.
Crush, mimic: Fighter 6; CR 10; Large Aberration (Shapechanger); HD 7d8+42 plus 6d10+36; hp 142; Init +1; Spd 10 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +11; Grp +25; Atk Slam +17 melee (1d8+8/19-20); Full Atk 2 slams +17 melee (1d8+8/19-20); Space/Reach 10 ft./10 ft.; SA adhesive, crush; SQ darkvision 60 ft., immunity to acid, mimic shape; AL N; SV Fort +13, Ref +9, Will +9; Str 23, Dex 16, Con 22, Int 10, Wis 14, Cha 8.
.....Languages: Common, Goblin.
.....Skills and Feats: Climb +17, Disguise +15, Listen +9, Spot +9. Alertness, Deflect Arrows, Improved Critical (slam), Improved Grapple, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Weapon Focus (slam), Weapon Specialization (slam). (A mimic has a +8 racial bonus on Disguise checks.)
.....Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
.....Crush (Ex): A mimic deals 1d8+8 points of damage with a successful grapple check.
.....Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.
Camazotz, bugbear natural dire werebat (bugbear form): Wizard 5; CR 10; Medium Humanoid (Goblinoid, Shapechanger); HD 3d8+6 plus 4d8+8 plus 5d4+10; hp 68; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +7; Grp +8; Atk Dagger +8 melee (1d4+1/19-20) or +9 ranged touch; Full Atk Dagger +8/+3 melee (1d4+1/19-20) or +9/+4 ranged touch; Space/Reach 5 ft./5 ft.; SA spells; SQ alternate form, bat empathy, darkvision 60 ft., familiar, low-light vision, scent; AL CE; SV Fort +8, Ref +9, Will +14; Str 12, Dex 13, Con 14, Int 16, Wis 16, Cha 12.
.....Languages: Common, Giant, Goblin, Infernal.
.....Skills and Feats: Concentration +7, Hide +13, Jump +6, Knowledge (arcana) +8, Listen +15*, Move Silently +17, Spellcraft +10, Spot +15. Alertness, Dodge, Combat Casting, Iron Will, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Stealthy. Bugbears have a +4 racial bonus on Move Silently checks. *Gains a +3 bonus to Listen checks if within 1 miles of his familiar.
.....SQ - Alternate Form (Su): Camazotz can assume the form of a dire bat or a dire bat-humanoid hybrid as a standard action.
.....SQ - Bat Empathy (Ex): Camazotz communicates with bats and dire bats, and has a +4 racial bonus on Charisma-based checks against bats and dire bats.
.....Spells per Day (4/4/3/2, save DC 13 + spell level, DC 14 + spell for necromancy). Spells Prepared: 0 - detect magic, message, read magic, touch of fatigue; 1st - alarm (x2), mage armor, resist energy; 2nd - chill touch (Silent Spell), ray of enfeeblement (Silent Spell), shield (Silent Spell); 3rd - spectral hand (Silent Spell), touch of idiocy (Silent Spell).
.....Spellbook: 0 - all; 1st - alarm, burning hands, chill touch, mage armor, protection from law, ray of enfeeblement, reduce person, resist energy, shield, unseen servant; 2nd - false life, ghoul touch, spectral hand, touch of idiocy; 3rd - ray of exhaustion, slow, vampiric touch.
.....Possessions: Pearl of power - 3rd level spell, ring of jumping. His dagger is carried in a loose belt worn cross-wise his torso. The pearl of power is secured around his neck on a leather strip. He wears the ring of jumping on his left hand. These items are visible regardless of form.
Camazotz, bugbear natural dire werebat (hybrid form): Wizard 5; CR 10; Large Humanoid (Goblinoid, Shapechanger); HD 3d8+15 plus 4d8+20 plus 5d4+25; hp 104; Init +6; Spd 30 ft.; AC 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16; Base Atk +7; Grp +15; Atk Claw +10 melee (1d4+4) or +13 ranged touch; Full Atk 2 claws +10 melee (1d4+4) and bite +5 melee (1d6+2), or +13/+8 ranged touch; Space/Reach 10 ft./10 ft.; SA curse of lycanthropy, spells (no verbal components); SQ alternate form, bat empathy, blindsense 40 ft., darkvision 60 ft., DR 10/silver, familiar, low-light vision, scent; AL CE; SV Fort +11, Ref +14, Will +14; Str 18, Dex 23, Con 20, Int 16, Wis 16, Cha 12.
.....Languages: Common, Draconic, Giant, Goblin (can't speak).
.....Skills and Feats: Concentration +10, Hide +14, Jump +9, Knowledge (arcana) +8, Listen +19*, Move Silently +22, Spellcraft +10, Spot +19. Alertness, Dodge, Combat Casting, Iron Will (B), Scribe Scroll (B), Silent Spell (B), Spell Focus (necromancy), Stealthy. Bugbears have a +4 racial bonus on Move Silently checks. Gains a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. *Gains a +3 bonus to Listen checks if within 1 miles of his familiar.
.....SA - Curse of Lycanthropy (Su): Any humanoid or giant hit by Camazotz's bite attack while he is in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of Large, the victim cannot contract lycanthropy from Camazotz.
.....SQ - Blindsense (Ex): Camazotz uses echolocation to pinpoint creatures within 40 feet. Unseen opponents still have 100% concealment against a creature with blindsense.
Camazotz, bugbear natural dire werebat (animal form): Wizard 5; CR 10; Large Humanoid (Goblinoid, Shapechanger); HD 3d8+15 plus 4d8+20 plus 5d4+25; hp 104; Init +6; Spd 20 ft., fly 40 ft. (good); AC 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16; Base Atk +7; Grp +15; Atk Bite +10 melee (1d8+6); Full Atk (same); Space/Reach 10 ft./5 ft.; SA curse of lycanthropy; SQ alternate form, bat empathy, blindsense 40 ft., darkvision 60 ft., DR 10/silver, familiar, low-light vision, scent; AL CE; SV Fort +11, Ref +14, Will +14; Str 18, Dex 23, Con 20, Int 16, Wis 16, Cha 12.
.....Languages: Common, Draconic, Giant, Goblin (can't speak).
.....Skills and Feats: Concentration +10, Hide +14, Jump +9, Knowledge (arcana) +8, Listen +19*, Move Silently +22, Spellcraft +10, Spot +19. Alertness, Dodge, Combat Casting, Iron Will (B), Scribe Scroll (B), Silent Spell (B), Spell Focus (necromancy), Stealthy. Bugbears have a +4 racial bonus on Move Silently checks. Gains a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. *Gains a +3 bonus to Listen checks if within 1 mile of his familiar.
Bakka, bat familiar: Diminutive Magical Beast; HD 5d8; hp 34; Init +2; Spd 5 ft., fly 40 ft. (good); AC 19 (+4 size, +2 Dex, +3 natural), touch 16, flat-footed 17; Base Atk +7; Grp -10; Atk --; Full Atk --; Space/Reach 1 ft./0 ft.; SA deliver touch spells; SQ blindsense 20 ft., empathic link, improved evasion, low-light vision, share spells, speak with master; AL N; SV Fort +6, Ref +10, Will +11; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4.
.....Skills and Feats: Concentration +5, Hide +26, Knowledge (arcana) +4, Listen +16, Move Silently +12, Spellcraft +6, Spot +18. Alertness. A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
.....SQ - Blindsense (Ex): Bakka notices and locates creatures within 20 feet. Unseen opponents still have 100% concealment against a creature with blindsense.
Elf-Flayer, male aranea: Ranger 6; CR 10; Medium Magical Beast (Shapechanger); HD 3d10+9 plus 6d8+18; hp 70; Init +8; Spd 50 ft., climb 25 ft.; AC 16 (+4 Dex, +1 natural, +1 armor), touch 14, flat-footed 12; Base Atk +9; Grp +10; Atk Bite +13 melee (1d6+1 plus poison), +1 short composite (+1 Strength) bow +15 ranged (1d6+3 plus poison/x3), +1 short composite (+1 Strength) bow with Manyshot +11/+11 (1d6+3 plus poison/x3), web +13 ranged touch (0); Full Atk Bite +13 melee (1d6+1 plus poison), +1 short composite (+1 Strength) bow +13/+13/+13 (1d6+3 plus poison/x3), or web +13 ranged touch (0); SA favored enemy (elves) +4, poison, spells, web; SQ animal companion, change shape, darkvision 60 ft., low-light vision, wild empathy +8; AL NE; SV Fort +11, Ref +12, Will +8; Str 13, Dex 18, Con 16, Int 14, Wis 17, Cha 14.
.....Languages: Common, Elven, Infernal.
.....Skills and Feats: Bluff +7*, Climb +13, Concentration +7, Escape Artist +8, Jump +15, Hide +10, Knowledge (dungeoneering) +8, Listen +15*, Move Silently +10, Sense Motive +8*, Spot +15*, Survival +12*. Endurance, Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Finesse. *Don't forget favored enemy bonus.
.....Ranger Spells Prepared (2; save DC 13 + spell level): 1st - entangle, resist energy.
.....Sorcerer Spells Known (6/6; save DC 12 + spell level): 0 - daze, detect magic, ghost sound, light, resistance; 1st - mage armor, magic missile, silent image.
.....Favored Enemy (Ex): Elf-Flayer gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +4 bonus on weapon damage rolls against such creatures.
.....Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
.....Web (Ex): In spider or hybrid form (see change shape), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 14 Escape Artist check or burst the web with a DC 18 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
.....Animal Companion: Elf-Flayer is unusual for a ranger in that he has a Medium monstrous spider for an animal companion.
.....Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique goblin. The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares). An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
.....Possessions: +1 short composite (+1 Strength) bow, +1 arrows (x50), potion of blur, potion of cat's grace, bracers of armor +1, two quivers, silver spider brooch (50 gp), 150 gp.
Skitterbug, monstrous spider: Medium Vermin; HD 4d8+4; hp 22; Init +4; Spd 30 ft., climb 20 ft.; AC 17 (+4 Dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +4; Atk Bite +7 melee (1d6+1 plus poison); SA poison, web; SQ evasion, link, share spells, tremorsense 60 ft., vermin traits (darkvision 60’, mindless); AL N; SV Fort +5, Ref +8, Will +1; Str 12, Dex 18, Con 12, Int --, Wis 10, Cha 2.
.....Skills and Feats: Climb +12, Hide +8*, Jump +11, Move Silently +4*, Spot +4; Weapon Finesse.
.....Mindless: No Intelligence, immunity to mind-affecting (charms, compulsions, phantasms, patterns, morale effects).
.....Poison (Ex): A monstrous spider has a poisonous bite, Fortitude save DC 13, inflicts 1d4 Strength initial and secondary damage. The save DC is Constitution-based.
.....Tremorsense (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.
.....Web (Ex): Monstrous spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. A creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17), both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Strunk, male greater barghest: Blackguard 5; CR 10; Large Outsider (Evil, Extraplanar, Lawful, Shapechanger); HD 9d8+36 plus 5d10+20; hp 124; Init +4; Spd 40 ft.; AC 25 (-1 size, +4 Dex, +9 natural, +3 shield), touch 13, flat-footed 17; Base Atk +14; Grp +26; Atk Masterwork greatsword +22 melee (2d6+8/19-20 plus poison for first attack) or bite +21 melee (1d8+8); Full Atk Masterwork greatsword +22/+17/+12 (2d6+8/19-20 plus poison for first attack) and bite +16 melee (1d8+4), or bite +21 melee (1d8+8) and 2 claws +16 melee (1d6+4); Space/Reach 10 ft./10 ft.; SA aura of despair, command undead, feed, poison use, smite good 2/day, sneak attack +1d6, spell-like abilities, spells; SQ aura of evil, change shape, detect good, dark blessing, DR 10/magic, darkvision 60 ft., fiendish servant, scent; AL LE; SV Fort +17, Ref +14, Will +15; Str 26 (+8), Dex 18, Con 19, Int 18, Wis 20, Cha 16.
.....Languages: Common, Draconic, Goblin, Infernal, Worg.
.....Skills and Feats: Bluff +15, Climb +20, Concentration +16, Diplomacy +9, Handle Animal +9, Heal +13, Hide +17, Intimidate +20, Jump +20, Knowledge (religion) +10, Listen +17, Move Silently +16, Sense Motive +17, Spot +17, Survival +17. Cleave, Combat Casting, Improved Sunder, Power Attack, Track.
.....Aura of Despair (Su): Strunk radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
.....Command Undead (Su): Strunk commands undead as a 2nd-level cleric.
.....Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
.....Poison Use (Ex): Strunk is skilled in the use of poison.
.....Smite Good (Su): Strunk gains a +3 bonus to his attack roll and a +5 bonus to his damage roll.
.....Spell-Like Abilities: At will - blink, levitate, invisibility sphere, misdirection (DC 15), rage (DC 16); 1/day - charm monster (DC 17), crushing despair (DC 17), dimension door, mass bull’s strength, mass enlarge. (Caster level equals the greater barghest’s HD. The save DCs are Charisma-based.)
.....Blackguard Spells Prepared (3/2/1; save DC 15 + spell level): 1st - cause fear, corrupt weapon, cure light wounds; 2nd - cure moderate wounds, death knell; 3rd - cure serious wounds.
.....Change Shape (Su): A greater barghest can assume the shape of a enormous goblin or a dire wolf as a standard action. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a greater barghest loses its claw attacks but retains its bite attack.
.....Detect Good (Sp): At will with a 60-foot range.
.....Dark Blessing (Su): Strunk gains his Charisma modifier as a bonus to all saving throws.
.....Fiendish Servant: Strunk is served by a fiendish dire rat.
.....Pass Without Trace (Ex): A greater barghest in wolf form can use pass without trace (as the spell) as a free action.
.....Possessions: +1 heavy shield of blinding, potion of bear's endurance, potion of fly, potion of barkskin +3, masterwork greatsword, platinum ring with skull motif (75 gp), 75 gp.
Ratatooie, fiendish dire rat: Small Magical Beast; HD 5d8+5; hp 27; Init +3; Spd 40 ft., climb 20 ft.; AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15; Base Atk +3; Grp +0; Atk Bite +7 melee (1d4+1 plus disease); SA disease, smite good; SQ darkvision, DR 5/magic, empathic link, improved evasion, low–light vision, resistance to cold and fire 5, scent, share spells, speak with Strunk, SR 10; AL NE; SV Fort +14, Ref +13, Will +11; Str 12, Dex 17, Con 12, Int 7, Wis 12, Cha 4.
.....Skills and Feats: Climb +13, Hide +9, Listen +7, Move Silently +5, Spot +5, Swim +13. Alertness, Weapon Finesse.
.....Disease (Ex): Filth fever—bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
.....Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD.
Sundiata, male doppelganger: Cleric 7 (of Ralishaz); CR 10; Medium Monstrous Humanoid (Shapechanger); HD 4d8+8 plus 7d8+14; hp 71; Init +3; Spd 30 ft.; AC 21 (+3 Dex, +4 natural, +3 armor, +1 deflection), touch 14, flat-footed 18; Base Atk +9; Grp +10; Atk +1 heavy flail +11 melee (1d10+2/19-20); Full Atk +1 heavy flail +11/+6 melee (1d10+2/19-20); SA detect thoughts, rebuke undead, spells; SQ change shape, darkvision 60 ft., immunity to sleep and charm effects; AL CN; SV Fort +10, Ref +9, Will +9; Str 12, Dex 16, Con 15, Int 12, Wis 20, Cha 14.
.....Languages: Common, Infernal.
.....Skills and Feats: Bluff +18, Disguise +16, Hide +8, Intimidate +4, Listen +11, Psicraft +6, Sense Motive +10. Dodge, Great Fortitude, Iron Will, Persuasive. (When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.)
.....Cleric Spells Prepared (6/6+1/5+1/4+1/3+1; save DC 18 + spell level): 0 - detect magic (x2), guidance, light, mending, resistance; 1st - command, deathwatch, divine favor (x2), entropic shield, random action*, shield of faith; 2nd - aid, bear's endurance, death knell, hold person, invisibility*, silence; 3rd - dispel magic (x2), nondetection*, protection from energy, prayer; 4th - confusion*, freedom of movement, sending, spell immunity.
.....* Domain spell. Domains: Madness (insanity +3, true madness 1/day - +8 on one Wisdom check); Trickery.
.....Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
.....Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
.....Possessions: +1 studded leather, +1 heavy flail, ring of protection +1, divine scroll (invisibility purge, sleet storm, caster level 5th), 50 gp.
Crush, mimic: Fighter 6; CR 10; Large Aberration (Shapechanger); HD 7d8+42 plus 6d10+36; hp 142; Init +1; Spd 10 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +11; Grp +25; Atk Slam +17 melee (1d8+8/19-20); Full Atk 2 slams +17 melee (1d8+8/19-20); Space/Reach 10 ft./10 ft.; SA adhesive, crush; SQ darkvision 60 ft., immunity to acid, mimic shape; AL N; SV Fort +13, Ref +9, Will +9; Str 23, Dex 16, Con 22, Int 10, Wis 14, Cha 8.
.....Languages: Common, Goblin.
.....Skills and Feats: Climb +17, Disguise +15, Listen +9, Spot +9. Alertness, Deflect Arrows, Improved Critical (slam), Improved Grapple, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Weapon Focus (slam), Weapon Specialization (slam). (A mimic has a +8 racial bonus on Disguise checks.)
.....Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
.....Crush (Ex): A mimic deals 1d8+8 points of damage with a successful grapple check.
.....Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.
Camazotz, bugbear natural dire werebat (bugbear form): Wizard 5; CR 10; Medium Humanoid (Goblinoid, Shapechanger); HD 3d8+6 plus 4d8+8 plus 5d4+10; hp 68; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +7; Grp +8; Atk Dagger +8 melee (1d4+1/19-20) or +9 ranged touch; Full Atk Dagger +8/+3 melee (1d4+1/19-20) or +9/+4 ranged touch; Space/Reach 5 ft./5 ft.; SA spells; SQ alternate form, bat empathy, darkvision 60 ft., familiar, low-light vision, scent; AL CE; SV Fort +8, Ref +9, Will +14; Str 12, Dex 13, Con 14, Int 16, Wis 16, Cha 12.
.....Languages: Common, Giant, Goblin, Infernal.
.....Skills and Feats: Concentration +7, Hide +13, Jump +6, Knowledge (arcana) +8, Listen +15*, Move Silently +17, Spellcraft +10, Spot +15. Alertness, Dodge, Combat Casting, Iron Will, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Stealthy. Bugbears have a +4 racial bonus on Move Silently checks. *Gains a +3 bonus to Listen checks if within 1 miles of his familiar.
.....SQ - Alternate Form (Su): Camazotz can assume the form of a dire bat or a dire bat-humanoid hybrid as a standard action.
.....SQ - Bat Empathy (Ex): Camazotz communicates with bats and dire bats, and has a +4 racial bonus on Charisma-based checks against bats and dire bats.
.....Spells per Day (4/4/3/2, save DC 13 + spell level, DC 14 + spell for necromancy). Spells Prepared: 0 - detect magic, message, read magic, touch of fatigue; 1st - alarm (x2), mage armor, resist energy; 2nd - chill touch (Silent Spell), ray of enfeeblement (Silent Spell), shield (Silent Spell); 3rd - spectral hand (Silent Spell), touch of idiocy (Silent Spell).
.....Spellbook: 0 - all; 1st - alarm, burning hands, chill touch, mage armor, protection from law, ray of enfeeblement, reduce person, resist energy, shield, unseen servant; 2nd - false life, ghoul touch, spectral hand, touch of idiocy; 3rd - ray of exhaustion, slow, vampiric touch.
.....Possessions: Pearl of power - 3rd level spell, ring of jumping. His dagger is carried in a loose belt worn cross-wise his torso. The pearl of power is secured around his neck on a leather strip. He wears the ring of jumping on his left hand. These items are visible regardless of form.
Camazotz, bugbear natural dire werebat (hybrid form): Wizard 5; CR 10; Large Humanoid (Goblinoid, Shapechanger); HD 3d8+15 plus 4d8+20 plus 5d4+25; hp 104; Init +6; Spd 30 ft.; AC 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16; Base Atk +7; Grp +15; Atk Claw +10 melee (1d4+4) or +13 ranged touch; Full Atk 2 claws +10 melee (1d4+4) and bite +5 melee (1d6+2), or +13/+8 ranged touch; Space/Reach 10 ft./10 ft.; SA curse of lycanthropy, spells (no verbal components); SQ alternate form, bat empathy, blindsense 40 ft., darkvision 60 ft., DR 10/silver, familiar, low-light vision, scent; AL CE; SV Fort +11, Ref +14, Will +14; Str 18, Dex 23, Con 20, Int 16, Wis 16, Cha 12.
.....Languages: Common, Draconic, Giant, Goblin (can't speak).
.....Skills and Feats: Concentration +10, Hide +14, Jump +9, Knowledge (arcana) +8, Listen +19*, Move Silently +22, Spellcraft +10, Spot +19. Alertness, Dodge, Combat Casting, Iron Will (B), Scribe Scroll (B), Silent Spell (B), Spell Focus (necromancy), Stealthy. Bugbears have a +4 racial bonus on Move Silently checks. Gains a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. *Gains a +3 bonus to Listen checks if within 1 miles of his familiar.
.....SA - Curse of Lycanthropy (Su): Any humanoid or giant hit by Camazotz's bite attack while he is in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of Large, the victim cannot contract lycanthropy from Camazotz.
.....SQ - Blindsense (Ex): Camazotz uses echolocation to pinpoint creatures within 40 feet. Unseen opponents still have 100% concealment against a creature with blindsense.
Camazotz, bugbear natural dire werebat (animal form): Wizard 5; CR 10; Large Humanoid (Goblinoid, Shapechanger); HD 3d8+15 plus 4d8+20 plus 5d4+25; hp 104; Init +6; Spd 20 ft., fly 40 ft. (good); AC 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16; Base Atk +7; Grp +15; Atk Bite +10 melee (1d8+6); Full Atk (same); Space/Reach 10 ft./5 ft.; SA curse of lycanthropy; SQ alternate form, bat empathy, blindsense 40 ft., darkvision 60 ft., DR 10/silver, familiar, low-light vision, scent; AL CE; SV Fort +11, Ref +14, Will +14; Str 18, Dex 23, Con 20, Int 16, Wis 16, Cha 12.
.....Languages: Common, Draconic, Giant, Goblin (can't speak).
.....Skills and Feats: Concentration +10, Hide +14, Jump +9, Knowledge (arcana) +8, Listen +19*, Move Silently +22, Spellcraft +10, Spot +19. Alertness, Dodge, Combat Casting, Iron Will (B), Scribe Scroll (B), Silent Spell (B), Spell Focus (necromancy), Stealthy. Bugbears have a +4 racial bonus on Move Silently checks. Gains a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. *Gains a +3 bonus to Listen checks if within 1 mile of his familiar.
Bakka, bat familiar: Diminutive Magical Beast; HD 5d8; hp 34; Init +2; Spd 5 ft., fly 40 ft. (good); AC 19 (+4 size, +2 Dex, +3 natural), touch 16, flat-footed 17; Base Atk +7; Grp -10; Atk --; Full Atk --; Space/Reach 1 ft./0 ft.; SA deliver touch spells; SQ blindsense 20 ft., empathic link, improved evasion, low-light vision, share spells, speak with master; AL N; SV Fort +6, Ref +10, Will +11; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4.
.....Skills and Feats: Concentration +5, Hide +26, Knowledge (arcana) +4, Listen +16, Move Silently +12, Spellcraft +6, Spot +18. Alertness. A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
.....SQ - Blindsense (Ex): Bakka notices and locates creatures within 20 feet. Unseen opponents still have 100% concealment against a creature with blindsense.
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