• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Fright Brigade (and Other Defeated Monsters)

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.
 
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Here're a few of the nasties the party defeated in the Caves of the Chaos during their initial attempt to track down the Fright Brigade:

Five Demon Fungi: CR 4; Medium Outsider (Native); HD 2d8+8; hp 17; Init +1; Spd 10 ft., fly 20 ft. (average); AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +1; Grp +5; Atk Tentacle +5 melee (1d6+4 plus poison); Full Atk 4 tentacles +5 melee (1d6+4 plus poison); Space/Reach 5 ft./10 ft.; SA darkness (3/day), poison, smite good (1/day); SQ DR 5/magic, tremorsense 30 ft., plant traits, resistances, SR 12; AL NE; SV Fort +7, Ref +1, Will +0; Str 18, Dex 12, Con 18, Int --, Wis 11, Cha 11.
.....Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d4 Strength and 1d4 Constitution. The save DC is Constitution-based.
.....Resistances (Ex): Acid 10, cold 10, electricity 10, fire 10.

One Lurker Above: CR 8; Large Magical Beast; HD 10d10+20; hp 75; Init +1; Spd 5 ft., fly 20 ft. (poor); AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +10; Grp +18; Atk Tentacle +13 melee (1d6+4); Full Atk 2 tentacles +13 melee (1d6+4); Space/Reach 10 ft./10 ft.; SA constrict (1d6+6), improved grab, suffocate; SQ darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +7, Will +5; Str 19, Dex 12, Con 14, Int 2, Wis 12, Cha 11.
.....Skills and Feats: Hide +19, Listen +1, Spot +1. Alertness, Great Fortitude, Iron Will, Power Attack. (A lurker above gains a +8 bonus to Hide checks in stony environments.)
.....Suffocate (Ex): If the target succeeds on a DC 19 Fortitude save when grappled, it is unaffected by this ability. If it fails its Fortitude save, it can still continue to breathe by taking a standard action in each round to gasp for breath. An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Fortitude save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath. If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is dying. Attacks that hit an engulfing trapper deal half their damage to the monster and half to the trapped victim. The save DC is Strength-based.

Eight Mobats: CR 4; Small Magical Beast; HD 4d10+4; hp 26; Init +2; Spd 5 ft., fly 30 ft. (good); AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12; Base Atk +4; Grp -2; Atk Bite +7 melee (1d6-2); Space/Reach 5 ft./5 ft.; SA screech; SQ blindsense 20 ft., darkvision 60 ft., low-light vision; AL NE; SV Fort +5, Ref +6, Will +3; Str 7, Dex 15, Con 12, Int 5, Wis 14, Cha 10.
.....Skills and Feats: Hide +8, Listen +8, Move Silently +9, Spot +8. Alertness, Weapon Finesse. (A mobat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.)
.....Screech (Su): 30-ft.-radius spread. Will save DC 14 or be paralyzed for 1d4+1 rounds. Even those who save must make Concentration check (DC 10 + spell/power level) to cast/manifest. The save DC is Wisdom-based.
.....Blindsense (Ex): A mobat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
 
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In the dwarven catacombs beneath the lair of the red dragon Magmar (defeated by the party), our heroes encountered a few undead that were once not undead, but lost their lives and their souls after being sent on a fool's quest into the dwarven catacombs by their dragon master.

Four Mummified Hellhounds: CR 5; Medium Undead (Evil, Extraplanar, Fire, Lawful); HD 4d12; hp 26; Init +5; Spd 30 ft.; AC 26 (+1 Dex, +15 natural), touch 11, flat-footed 25; Base Atk +4; Grp +12; Atk Bite +12 melee (1d8+12 plus 1d6 fire); SA breath weapon, despair, fiery bite, mummy rot; SQ darkvision 60 ft., DR 5/-, immunity to fire, scent, undead traits, vulnerability to cold; AL LE; SV Fort +4, Ref +5, Will +6; Str 27, Dex 13, Con --, Int 2, Wis 14, Cha 10.
.....Languages: Hell hounds do not speak but understand Infernal.
.....Skills and Feats: Hide +13, Jump +19, Listen +9, Move Silently +13, Spot +9, Survival +9. Improved Initiative, Run, Track. (Hell hounds receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.)
.....Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 12 half. The save DC is Charisma-based.
.....Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.
.....Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.
.....Mummy Rot (Su): Supernatural disease - slam, DC 12 Fortitude save, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
.....To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Two Mummified Fire Goblin Packmasters: Rogue 5; CR 7; Small Undead (Fire, Goblinoid); HD 5d12; hp 32; Init +8; Spd 20 ft.; AC 27 (+1 size, +4 Dex, +10 natural, +2 armor), touch 15, flat-footed 27; Base Atk +3; Grp +6; Atk Slam +12 melee (1d4+9) or masterwork shortbow +9 ranged (1d4/x3); SA despair, mummy rot, sneak attack +3d6; SQ darkvision 60 ft., DR 5/-, evasion, immunity to fire, trapfinding, trap sense +1, uncanny ddoge, undead traits, vulnerability to cold; AL LE; SV Fort +1, Ref +8, Will +3; Str 24, Dex 18, Con --, Int 10, Wis 14, Cha 10.
.....Languages: Draconic, Goblin, Infernal.
.....Skills and Feats: Balance +12, Disable Device +8, Handle Animal +4, Hide +18, Listen +10, Move Silently +14, Open Lock +12, Search +8, Spot +10, Tumble +12. Improved Initiative, Stealthy.
.....Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.
.....Mummy Rot (Su): Supernatural disease - slam, DC 12 Fortitude save, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
.....To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
.....Possessions: Two potions of neutralize poison, masterwork leather armor, masterwork dagger, masterwork shortbow, quiver with 10 arrows, 5 silvered arrows, masterwork thieves' tools.
 
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During our most recent Man Day, our heroes - Ebon the Monk, Shadra the Psion, Drusis the Sorcerer, Roan the Rogue, Gurmi the Fighter, Lala the Cleric/Fighter, Maerek the Cleric, Vaulta the Barbarian (all heroes being either 7th or 8th level) - ran afoul of an Octagon, a team of bad guys dedicated to the Scarlet Brotherhood's Eight-Fold Path of Tyranny. The bad guys cover nine different classes at 5th level combined with one level of rogue. They present a wide array of different attacks and defenses.

Tomaka and Ibo escaped. The party subdued Kibakichi. Via charm person, the heroes learned that the Scarlet Brotherhood seeks the Crystal Key to the Chaos Caves which the heroes liberated from the Fright Brigade. According to Kibakichi, the Crystal Key allows access to the Caves' lost githyanki vaults, which allegedly hold hints to finding "a powerful artifact."


Miki, female human: Rogue 1/Monk 5; CR 6; Medium Humanoid; HD 1d6+1 plus 5d8+5; hp 32; Init +2; Spd 60 ft.; AC 17 (+2 Dex, +3 Wisdom, +1 monk, +1 armor), touch 16, flat-footed 15; Base Atk +3; Grp +5; Atk Unarmed strike +6 melee (1d8+2) or +1 handaxe +6 melee (1d6+3/x3), or masterwork light crossbow +6 ranged (1d8/19-20); Full Atk Flurry of blows +5/+5 (1d8+2); SA ki strike (magic), sneak attack +1d6; SQ evasion, purity of body, slow fall 20 ft., still mind (+2 vs. enchantments), trapfinding; AL LE; SV Fort +5, Ref +8, Will +7; Str 14, Dex 15, Con 13, Int 14, Wis 16, Cha 8.
.....Languages: Common, Gnome, Scarlet Tongue.
.....Skills and Feats: Climb +11, Escape Artist +11, Hide +11, Jump +13, Listen +12, Move Silently +11, Open Lock +6, Search +6, Sleight of Hand +6, Spot +7, Tumble +13. Acrobatic, Combat Reflexes, Dodge, Mobility, Stunning Fist (5/day, Fort DC 16), Weapon Focus (unarmed strike).
.....Possessions: bracers of armor +1, +1 hand axe, oil of magic vestment +2, potion of invisibility (x2), masterwork light crossbow, quiver with 10 bolts, platinum ring with skull motif (75 gp).


Ryuji, male human: Rogue 1/Psychic Warrior 5; CR 6; Medium Humanoid; HD 1d6+2 plus 5d8+16; hp 44; Init +1; Spd 20 ft.; AC 20 (+1 Dex, +7 armor, +2 shield), touch 11, flat-footed 19; Base Atk +3; Grp +5; Atk Masterwork warhammer +7 melee (1d8+2/x3), or masterwork light crossbow +5 ranged (1d8/19-20); SA psionics, sneak attack +1d6; SQ trapfinding; AL LE; SV Fort +6, Ref +4, Will +4; Str 15, Dex 13, Con 14, Int 14, Wis 16, Cha 12.
.....Languages: Common, Orc, Scarlet Tongue.
.....Skills and Feats: Autohypnosis +10, Climb +4*, Concentration +9, Disable Device +6, Jump -2*, Knowledge (psionic) +4, Listen +7, Ride +8, Search +6, Spot +7, Swim -8*. Mental Leap (+10 Jump for psionic focus), Power Attack, Psionic Body, Psionic Weapon (+2d6 melee for psionic focus), Rapid Reload, Weapon Focus (warhammer). *Apply -7 (-14 for Swim) armor check penalty where applicable.
.....Psionic Powers (14 pp; save DC 13 + power level): 1st (1 pp) - biofeedback (DR 2/-, aug 4 pp for DR 3/-, 5 minutes), dissipating touch (1d6 touch per 1 pp), offensive prescience (+2 dmg, aug 4 pp for +3 dmg, 5 minutes); 2nd (3 pp) - body adjustment (1 round manifest, 1d12 healing, aug 5 pp for 2d12 healing), dissolving weapon (4d6 acid touch, aug 5 pp for 5d6 acid touch).
.....Possessions: +1 banded mail, potion of invisibility (x2), psychic tattoo (animal affinity +4 Con), psychic tattoo (vampiric blade for 7 rounds), heavy steel shield, masterwork warhammer, masterwork light crossbow, quiver with 10 bolts.


Kibakichi, male human: Rogue 1/Cleric 5; CR 6; Medium Humanoid; HD 1d6+2 plus 5d8+10; hp 38; Init +6; Spd 20 ft.; AC 20 (+2 Dex, +6 armor, +2 shield), touch 12, flat-footed 18; Base Atk +3; Grp +4; Atk Masterwork battle axe +6 melee (1d8+1/x3), or light crossbow +5 ranged (1d8/19-20); SA sneak attack +1d6, spells; SQ rebuke undead +2, spontaneous casting, trapfinding; AL LE; SV Fort +6, Ref +5, Will +7; Str 13, Dex 15, Con 14, Int 14, Wis 16, Cha 12.
.....Languages: Common, Dwarven, Scarlet Tongue.
.....Skills and Feats: Bluff +6, Concentration +10, Diplomacy +13, Disable Device +6, Gather Information +9, Knowledge (local) +7, Knowledge (religion) +9, Listen +8, Search +8, Sense Motive +9, Spellcraft +7, Spot +7. Improved Initiative, Investigator, Martial Weapon Proficiency (battle axe), Negotiator, Weapon Focus (battle axe). *Apply -6 (-12 for Swim) armor check penalty where applicable.
.....Spells Prepared (5/4+1/3+1/2+1; save DC 13 + spell level): 0 - detect magic, guidance, read magic, resistance, virtue; 1st - bless, cause fear*, deathwatch, divine favor (+1 luck on attack and damage for 1 minute), shield of faith (+2 deflection to AC for 5 minutes); 2nd - bear's endurance (+4 Con, +12 hp, +2 Fort SV for 5 minutes), bull's strength (+4 Str, +2 attack and damage for 5 minutes), cure moderate wounds, spiritual weapon* (+6 melee [1d8+1/x3] within 150 ft.); 3rd - dispel magic, magic vestment* (+1 shield enhancement), prayer (+1/-1 luck within 40-ft.-radius burst for 5 rounds).
.....* Domain spell. Domains: Death, War.
.....Possessions: +1 chain mail, necklace of fireballs type II (1 6d6, 2 4d6, 2 2d6), potion of cure moderate wounds, potion of invisibility (x2), heavy steel shield, masterwork battle axe, light crossbow, quiver with 10 bolts.


Tomaka, female human: Rogue 1/Conjurer 5; CR 6; Medium Humanoid; HD 1d6+1 plus 5d4+5; hp 22; Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Base Atk +2; Grp +3; Atk Quarterstaff +3 melee (1d6+1), or masterwork light crossbow +5 ranged (1d8/19-20); SA sneak attack +1d6, spells; SQ familiar (rat), trapfinding; AL LE; SV Fort +4, Ref +5, Will +5; Str 12, Dex 15, Con 13, Int 16, Wis 12, Cha 8.
.....Languages: Abyssal, Common, Giant, Scarlet Tongue.
.....Skills and Feats: Concentration +9, Decipher Script +12, Disable Device +7, Forgery +7, Gather Information +5, Hide +6, Knowledge (arcana) +10, Knowledge (local) +12, Listen +8, Move Silently +6, Search +7, Spellcraft +12*. (Alertness), Augment Summoning, Dodge, Extend Spell, Scribe Scroll, Spell Focus (conjuration). *Gains a +2 bonus on Spellcraft checks to learn conjuration spells.
.....Spells Prepared (4+1/4+1/3+1/2+1; save DC 13 + spell level or 14 + spell level for conjuration): 0 - acid splash* (x2), detect magic, light, message; 1st - expeditious retreat (+30 ft. spd for 5 min.), mage armor*, magic missile (x2) (3 missiles), shield; 2nd - acid arrow* (2d4 acid ranged touch for 2 rounds), protection from arrows (DR 10/magic for 50 hp), see invisibility, summon monster II* (35-ft.-range); 3rd - dispel magic, slow (5 creatures within 30 ft., Will neg., 35-ft.-range), summon monster II (Extend Spell)* (35-ft.-range).
.....Possessions: potion of invisibility (x2), potion of cure moderate wounds, potion of shield of faith +5, arcane scroll (caster level 5th) (dispel magic, lightning bolt, stinking cloud, summon monster III [x2]), arcane scroll (caster level 11th) (greater dispel magic, teleportation [caster level check DC 12]), quarterstaff, masterwork light crossbow.


Kyoko, female human: Rogue 1/Soulknife 5; CR 6; Medium Humanoid; HD 1d6+2 plus 5d10+10; hp 43; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +3; Grp +6; Atk +1 mind blade +8 melee (1d10+5/19-20), or +1 mind blade +7 (1d10+4/19-20); SA +1 mind blade, free draw, psychic strike +1d8, shape mind blade, sneak attack +1d6, throw mind blade; SQ trapfinding; AL LE; SV Fort +3, Ref +8, Will +5; Str 16, Dex 15, Con 14, Int 14, Wis 12, Cha 8.
.....Languages: Common, Draconic, Scarlet Tongue.
.....Skills and Feats: Autohypnosis +5, Climb +12, Disable Device +8, Hide +11, Jump +11, Knowledge (psionics) +9, Listen +5, Move Silently +11, Search +8, Spot +5, Tumble +11. Dodge, Psionic Dodge, Speed of Thought, Weapon Focus (mind blade), Wild Talent.
.....Possessions: +1 studded leather, crawling tattoo (energy bolt - 5d6 fire) (x2), potion of invisibility (x2), potion of cure moderate wounds, potion of barkskin +2.


Haraguchi, male human: Rogue 1/Fighter 5; CR 6; Medium Humanoid; HD 1d6+2 plus 5d10+10; hp 43; Init +6; Spd 20 ft.; AC 20 (+2 Dex, +6 armor, +2 shield), touch 12, flat-footed 18; Base Atk +5; Grp +8; Atk Masterwork bastard sword +10 (1d10+5/19-20), or masterwork light crossbow +8 (1d8/19-20); SA sneak attack +1d6; SQ trapfinding; AL LE; SV Fort +6, Ref +5, Will +2; Str 16, Dex 15, Con 14, Int 14, Wis 12, Cha 8.
.....Languages: Common, Elven, Scarlet Tongue.
.....Skills and Feats: Appraise +6, Climb +6*, Handle Animal +6, Intimidate +12, Jump +2*, Listen +5, Ride +11, Search +6, Sense Motive +5, Spot +5, Swim -5*. Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Rapid Reload (light crossbow), Weapon Focus (bastard sword), Weapon Specialization (bastard sword). *Includes -6 (-12 for Swim) armor check penalty where applicable.
.....Possessions: +1 chain mail, necklace of fireballs type I (1 5d6, 2 3d6), potion of invisibility (x2), heavy steel shield, masterwork bastard sword, masterwork light crossbow, quiver with 10 bolts.


Junichiro, male human: Rogue 1/Sorcerer 5; CR 6; Medium Humanoid; HD 1d6+1 plus 5d4+8; hp 25; Init +2; Spd 30 ft.; AC 13 (+2 Dex, +1 armor), touch 12, flat-footed 11; Base Atk +2; Grp +3; Atk Quarterstaff +3 melee (1d6+1), or masterwork light crossbow +5 ranged (1d8/19-20); SA sneak attack +1d6, spells; SQ familiar (toad), trapfinding; AL LE; SV Fort +2, Ref +5, Will +7; Str 12, Dex 15, Con 13, Int 14, Wis 12, Cha 16.
.....Languages: Common, Infernal, Scarlet Tongue.
.....Skills and Feats: Bluff +12, Concentration +9, Diplomacy +5, Hide +6, Intimidate +4, Knowledge (arcana) +9, Listen +7, Move Silently +6, Open Lock +6, Search +6, Spellcraft +11*, Spot +7, Use Magic Device +9*. (Alertness), Force of Will (make Will SV vs. all psi), Hostile Mind (against telepathy, psion must make DC 16 Will SV or suffer 2d6), Iron Will. *Gains a +2 bonus to decipher scrolls and a +2 bonus on Use Magic Device related to scrolls.
.....Spells Known (6/4/2; 6/7/5 per day; save DC 13 + spell level): 0 - acid splash, detect magic, message, ray of frost, read magic, resistance; 1st - color spray (15-ft.-cone, Will neg., stunned for 1 round), magic missile (3 missiles), ray of enfeeblement (1d6+2 Strength penalty), shield; 2nd - glitterdust (150-ft.-range, 10-ft.-radius spread, Will neg., 5 rounds), scorching ray (4d6 fire ranged touch, 35-ft.-range).
.....Possessions: bracers of armor +1, potion of invisibility (x2), potion of cure moderate wounds, wand of magic missiles (3rd) (25 charges), quarterstaff, masterwork light crossbow, quiver with 10 bolts.


Masara, female human: Rogue 1/Ranger 5; CR 6; Medium Humanoid; HD 1d6+2 plus 5d8+10; hp 38; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk +5; Grp +7; Atk +1 shortsword +9 (1d6+3/19-20), or masterwork composite (Strength +2) longbow +8 ranged (1d8+2/x3); Full Atk +1 shortsword/masterwork shortsword +7/+7 melee (1d6+3/19-20 and 1d6+2/19-20); SA favored enemy (elf) +2, favored enemy (human) +2, sneak attack +1d6; SQ animal companion, trapfinding, wild empathy +4; AL LE; SV Fort +4, Ref +6, Will +1; Str 14, Dex 15, Con 14, Int 14, Wis 12, Cha 8.
.....Languages: Common, Goblin, Scarlet Tongue.
.....Skills and Feats: Bluff +5*, Climb +11, Handle Animal +2, Heal +8, Hide +11, Listen +10*, Move Silently +11, Ride +9, Sense Motive +10*, Spot +10*, Survival +8*. Dodge, Endurance, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (shortsword). *Don't forget favored enemy bonus.
.....Spells Prepared: 1st - longstrider (+10 ft. spd for 2 hours).
.....Possessions: +1 studded leather, +1 shortsword, potion of invisibility (x2), earth elemental gem (50-ft.-range, 11 rounds), masterwork masterwork composite (Strength +2) longbow, quiver with 20 arrows.


Ibo, male human: Rogue 1/Shaper 5; CR 6; Medium Humanoid; HD 1d6+2 plus 5d4+22; hp 40; Init +1; Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +2; Grp +1; Atk Shortspear +1 melee (1d6-1), or dorje of augmented energy ray +3 ranged touch (3d6); SA psionics, sneak attack +1d6; SQ improved psicrystal, trapfinding; AL LE; SV Fort +5, Ref +4, Will +7; Str 8, Dex 13, Con 15, Int 16, Wis 12, Cha 12.
.....Languages: Common, Goblin, Scarlet Tongue.
.....Skills and Feats: Bluff +11, Concentration +10, Diplomacy +3, Disable Device +7, Disguise +11*, Hide +5, Intimidate +3, Knowledge (psionics) +11, Listen +5*, Move Silently +5, Open Lock +5, Psicraft +13, Search +7, Spot +5*. Body Fuel, Boost Construct, Extend Power, Improved Psicrystal, Psicrystal Affinity, Psionic Body. *Gains a +2 bonus on Disguise checks when he knows he being observed and tries to act in character. Gains a +2 bonus on Listen and Spot checks if psicrystal is within arm's reach.
.....Powers Known (32 pp; save DC 13 + power level): 1st (1 pp) - astral construct (35 ft. rng, 1 r./lvl, aug to 5 pp), inertial armor (+7 armor for 5 pp); 2nd (3 pp) - energy push (2d6 electricity plus Str check, Ref DC 17, 5 pp add +1d6 and +2 DC), psionic repair damage (touch, 3d8+5, +1d8 for 5 pp); 3rd (5 pp) - ectoplasmic cocoon (Ref DC 16, 1 r./lvl).
.....Possessions: dorje of augmented energy ray (3d6) (25 charges), potion of invisibility (x2), elixir of hiding, shortspear.
 

This past Saturday, the heroes embarked on John Simcoe's "Racing the Snake" (from Dungeon 105 of December 2003), modified by yours truly to account for the campaign setting and larger party of higher-level characters. The heroes were hired by merchant Bradford Trend to impersonate his daughter Felicia in order to thwart a group of assassins intent on disrupting Trend's business ties with the family into which Felicia is to marry.

During the resulting cat-and-mouse deadliest game through Obad-hai's Scar toward the wood elf village of Oakvein, the PCs took an accidental wrong turn at a fork not on their maps. The assassins, who had been tracking the PCs, stayed at the fork to wait for the PCs return trip toward the correct path. Unfortunately for the assassins, the PCs followed the wrong turn to its cul-de-sac conclusion, and then they decided to exit the Scar there. As a result, the PCs made it to Oakvein without encountering the assassins at all.

Aside from various "normal" monsters, the party encountered a few more unusual creatures.

Monstrous Undead Centipedes (x4): CR 3; Huge Undead; HD 6d12; hp 39; Init +3; Spd 40 ft., climb 40 ft.; AC 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18; Base Atk +3; Grp +15; Atk Bite +5 melee (2d6+6 plus poison and energy drain); Space/Reach 15 ft./10 ft.; SA energy drain, poison; SQ darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +5, Will +6; Str 19, Dex 17, Con --, Int 3, Wis 12, Cha 6.
.....Skills and Feats: Climb +12, Hide +3, Move Silently +11, Spot +5. (Monstrous undead centipedes can take 10 on Climb checks, even if threatened or distracted.)
.....Energy Drain (Su): Living creatures hit by a monstrous undead centipede's slam attack gain one negative level. The DC is 11 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the monstrous undead centipede gains 5 temporary hit points.
.....Poison (Ex): A monstrous undead centipede has a poisonous bite, Fortitude save DC 11 to negate, inflicts 1d6 Dex initial and secondary damage. The save DC is Charisma-based.

Summary of Spur of the Moment Template: Type changes to Undead. Keep subtypes. HD to d12. +4 natural AC. Undead BAB and saves (as wizard, good Will). Atk same. SA lose Sp and Su. SQ lose Sp and Su. +8 racial bonus on Move Silently. Keep feats and skills. Gain Energy Drain and Undead traits. +2 Str, +2 Dex, Con --, Wis +2, Cha +4. Int minimum 3. CR +1.


The PCs defeated but did not slay this creature, which almost absconded with one of the party's bags of holding:

Advanced Ethereal Filcher: Rogue 7; CR 11; Large Aberration; HD 8d8+24 plus 7d6+21; hp 105; Init +9; Spd 40 ft.; AC 21 (-1 size, +5 Dex, +5 natural, +2 deflection), touch 16, flat-footed 16; Base Atk +11; Grp +20; Atk Bite +16 melee (1d8+6); Space/Reach 10 ft./10 ft.; SA sneak attack +4d6; SQ darkvision 60 ft., detect magic, ethereal jaunt, evasion, trapfinding, trap sense +2, uncanny dodge; AL CN; SV Fort +8, Ref +13, Will +9; Str 20, Dex 21, Con 17, Int 10, Wis 12, Cha 8.
.....Languages: Ethereal filchers do not speak.
.....Skills and Feats: Bluff +12, Climb +12, Hide +14, Intimidate +3*, Listen +14, Move Silently +18, Open Lock +12, Sleight of Hand +26, Spot +14, Use Rope +7*. Deft Hands, Dodge, Improved Initiative, Improved Natural Attack (bite), Persuasive, Stealthy. *Gains a +4 bonus on Intimidate checks for each size category larger than target. Use Rope is untrained.
.....Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will.
.....Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
.....Possessions: Amulet of mighty fists +1, ring of protection +2, potion of cure light wounds, oil of darkness, potion of mage armor.


The party didn't enter the territory of these monsters since the PCs took that aforementioned wrong turn. These dire baboons are really just apes with a few changes. Who says making up new monsters needs to be complicated?

Dire Baboons (x18): CR 2; Large Animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +12; Atk Claw +7 melee (1d6+5), or thrown stone +5 ranged (1d6+5); Full Atk 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2); Space/Reach 10 ft./10 ft.; SA throw stones; SQ low-light vision, scent; 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 +14, Listen +6, Spot +6. Alertness, Toughness. (Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.)
.....Throw Stones (Ex): Dire baboons can throw stones out to a range of 50 ft. with no penalties for range.

Alpha Dire Baboon: CR 3; Large Animal; HD 8d8+16; hp 55; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +6; Grp +15; Atk Claw +10 melee (1d6+5), or thrown stone +8 ranged (1d6+5); Full Atk 2 claws +10 melee (1d6+5) and bite +5 melee (1d6+2), or thrown stone +8/+3 ranged (1d6+5); Space/Reach 10 ft./10 ft.; SA throw stones; SQ low-light vision, scent; AL N; SV Fort +8, Ref +8, Will +3; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.
.....Skills and Feats: Climb +18, Listen +8, Spot +8. Alertness, Quick Draw, Toughness. (Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.)
 


Schmoe said:
This is cool stuff! I'm looking forward to seeing more from further adventures of your group.

Danke!

Unfortunately, the next update won't be until mid-September due to scheduling conflicts. :(
 

As previously noted, the heroes embarked on John Simcoe's "Racing the Snake" (from Dungeon 105 of December 2003), modified by yours truly to account for the campaign setting and larger party of higher-level characters. During the resulting cat-and-mouse deadliest game through Obad-hai's Scar toward the wood elf village of Oakvein, the PCs took an accidental wrong turn at a fork not on their maps. The assassins, who had been tracking the PCs, stayed at the fork to wait for the PCs return trip toward the correct path. Unfortunately for the assassins, the PCs followed the wrong turn to its cul-de-sac conclusion, and then they decided to exit the Scar there. As a result, the PCs made it to Oakvein without encountering the assassins at all.

Since the assassins are going to move on to greener pastures (and thus out of the game), I figured there's no harm in presenting the stats for these villains. By the way, Maerek the Elf Cleric scored a critical hit with searing light to slay Gurken, who attacked them while polymorphed into a wyvern in order to test the heroes' capabilities.

The Hunters

Maliss, male yuan-ti thinblood: Ranger 12; CR 14; Medium Humanoid (Psionic); HD 12d8+36; hp 90; Init +7; Spd 30 ft.; AC 18 (+3 Dex, +4 armor, +1 natural), touch 13, flat-footed 15; Base Atk +12; Grp +13; Atk Masterwork scimitar +14 melee (1d6+1/18-20), or +2 composite (+1 Str bonus) longbow +17 ranged (1d8+3/19-20, x3), Manyshot +13 ranged (1d8+3 plus 1d8+3/19-20, x3), or Manyshot +11 ranged (1d8+3 plus 2d8+6/19-20, x3); Full Atk Masterwork scimitar +14/+9/+4 melee (1d6+1/18-20), or +2 composite (+1 Str bonus) longbow +15/+15/+10/+5 ranged (1d8+3/19-20, x3); SA favored enemy +4 (humans), favored enemy +2 (animals), psi-like abilities, spells; SQ animal companion, darkvision 60 ft., evasion, low-light vision, snake form (1/day), swift tracker, wild empathy +12, woodland stride; AL NE; SV Fort +12, Ref +12, Will +8; Str 13, Dex 16, Con 16, Int 14, Wis 16, Cha 10.
.....Languages: Common, Draconic, Yuan-ti.
.....Skills and Feats: Bluff +6*, Diplomacy +5, Hide +16, Knowledge (dungeoneering) +10, Knowledge (geography) +9, Knowledge (nature) +10, Listen +16*, Move Silently +23, Sense Motive +21*, Spot +16*, Survival +16*, Swim +9. Dodge, Endurance, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Track. *Don't forget favored enemy bonuses. Gains a +2 bonus to Survival checks to avoid hazards, when in aboveground natural environs, and when underground.
.....Spells Prepared (2/2/2 per day; save DC 13 + spell level): 1st - entangle, longstrider (+10 ft.); 2nd - barkskin (+3), cat's grace; 3rd - command plants, water walk. Caster level 6th.
.....Favored Enemy (Ex): Gains listed bonus Bluff, Listen, Sense Motive, Spot, and Survival checks, and weapon damage rolls.
.....Psi-Like Abilities: 2/day - chameleon (+10 Hide checks for 2 hours), detect psionics, dissolving weapon (8d6 acid touch); 1/day - aversion (Will DC 19). Save DC = 13 + power level. Manifester level 12th.
.....Snake Form (Su): Once per day, Maliss can polymorph into a Medium constrictor. Caster level 12th.
.....Possessions: +1 silent moves studded leather, +2 composite (+1 Str bonus) longbow, 25 +1 human bane arrows (+1 attack rolls plus 2d6+1 points of damage against humans), wand of cure moderate wounds (18 charges), cloak of resistance +1, potion of shield of faith +5, potion of greater magic fang +2, masterwork scimitar, two quivers, 25 normal arrows, two gold armbands worth 500 gp each, garnet worth 300 gp, 185 gp.
.....Note: Maliss is not a standard yuan-ti. He was created using the Dawnforge rules.

Zortan, monitor lizard companion: Medium Animal; HD 5d8+15; hp 37; Init +3; Spd 30 ft., swim 30 ft.; AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +7; Atk Bite +7 melee (1d8+6); SQ evasion, link, low-light vision, share spells; AL N; SV Fort +9, Ref +7, Will +2; Str 18, Dex 16, Con 17, Int 1, Wis 12, Cha 2.
.....Skills and Feats: Climb +7, Hide +7, Listen +4, Move Silently +7, Spot +4, Swim +11. Alertness, Great Fortitude. (A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.)


Alrughf, male kobold: Sorcerer 9; CR 9; Small Humanoid (Reptilian); HD 9d4+9; hp 31; Init +7; Spd 30 ft.; AC 17 (+1 size, +3 Dex, +1 natural, +2 armor), touch 14, flat-footed 14; Base Atk +4; Grp -3; Atk Masterwork dagger +3 melee (1d3-3/19-20), +9 ranged touch (ray); SA spells; SQ darkvision 60 ft., familiar (rat), light sensitivity; AL CE; SV Fort +7, Ref +7, Will +8; Str 4, Dex 16, Con 12, Int 10, Wis 12, Cha 16.
.....Languages: Draconic.
.....Skills and Feats: Concentration +10, Craft (trapmaking) +2, Hide +7, Knowledge (arcana) +5, Profession (miner) +3, Search +2, Spellcraft +11. Combat Casting, Empower Spell, Improved Initiative, Weapon Focus (ray).
.....Spells Known (6/7/7/7/4 per day; save DC 13 + spell level): 0 - acid splash, dancing lights, detect magic, mage hand, mending, read magic, resistance, ray of frost; 1st - grease, magic missile, ray of enfeeblement, shield, true strike; 2nd - acid arrow (2d4 acid for 4 rounds), false life, minor image, scorching ray (2 rays at 4d6 fire); 3rd - dispel magic, fireball, ray of exhaustion; 4th - greater invisibility, wall of fire.
.....Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
.....Possessions: bracers of armor +2, ring of resistance +1 (no space limitation) (2000 gp), lesser metamagic rod of silence, potion of cure moderate wounds, arcane scroll (polymorph [x3]) (caster level 7th), Small masterwork dagger, gold circlet (200 gp), 98 gp.


Burogerk, male kobold: Barbarian 7; CR 7; Small Humanoid (Reptilian); HD 7d12; hp 45; Init +7; Spd 40 ft.; AC 22 (+1 size, +3 Dex, +1 natural, +4 armor, +3 shield), touch 14, flat-footed 22; Base Atk +7; Grp +5; Atk Masterwork bastard sword +12 melee (1d8+2/19-20), or throwing axe +11 ranged (1d4+2); Full Atk Masterwork bastard sword +12/+7 (1d8+2/19-20); SA rage (2/day); SQ darkvision 60 ft., DR 1/-, improved uncanny dodge, light sensitivity, trap sense +2; AL CE; SV Fort +5, Ref +5, Will +3; Str 14, Dex 16, Con 11, Int 10, Wis 12, Cha 8.
.....Languages: Draconic.
.....Skills and Feats: Climb +10*, Craft (trapmaking) +2, Hide +5, Jump +14*, Listen +11, Profession (miner) +3, Search +2, Survival +11. Exotic Weapon Proficiency (bastard sword), Improved Initiative, Weapon Focus (bastard sword). *Includes -2 armor check penalty and bonus for greater speed.
.....Rage (Ex): +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC, +14 hp. Duration is 5 rounds. Afterward is fatigued (-2 Str, -2 Dex, cannot run or charge).
.....Possessions: +1 heavy wooden shield, gauntlets of ogre power, oil of magic weapon, oil of keen edge, potion of cure moderate wounds, Small masterwork chain shirt, Small masterwork bastard sword, Small throwing axe (x2), gold spiral bracer (300 gp), 78 gp.


Gurken, male kobold: Fighter 10; CR 10; Small Humanoid (Reptilian); HD 10d10+10; hp 65; Init +2; Spd 20 ft.; AC 20 (+1 size, +2 Dex, +1 natural, +6 armor), touch 13, flat-footed 18; Base Atk +10; Grp +7; Atk +1 shock/+1 gnome hooked hammer +15 melee (1d6+4 plus 1d6 electricity/19-20, x3), or masterwork composite (+1 Str bonus) longbow +13 ranged (1d6+1/x3); Full Atk +1 shock/+1 gnome hooked hammer +13/+8 (1d6+4 plus 1d6 electricity/19-20, x3) and +13/+8 melee (1d4+3/19-20, x4), or masterwork composite (+1 Str bonus) longbow +13/+8 ranged (1d6+1/x3); SQ darkvision 60 ft., light sensitivity; AL CN; SV Fort +8, Ref +5, Will +4; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 8.
.....Languages: Draconic.
.....Skills and Feats: Climb +10*, Craft (trapmaking) +2, Hide +3*, Jump +4*, Profession (miner) +3, Search +2. Dodge, Exotic Weapon Proficiency (gnome hooked hammer), Greater Weapon Focus (gnome hooked hammer), Improved Critical (gnome hooked hammer), Improved Two-Weapon Fighting, Mobility, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (gnome hooked hammer), Weapon Specialization (gnome hooked hammer). *Includes -3 armor check penalty and reduction for low speed.
.....Possessions: +1 Small chainmail, +1 shock/+1 Small gnome hooked hammer, potion of haste, potion of water-breathing, potion of cure moderate wounds, javelin of lightning, Small masterwork composite (+1 Str bonus) longbow, quiver, 20 arrows, jade bead necklace (250 gp), 30 gp.


Jun-Olip, male kobold: Bard 6; CR 6; Small Humanoid (Reptilian); HD 6d6; hp 21; Init +7; Spd 30 ft.; AC 18 (+1 size, +3 Dex, +1 natural, +3 armor), touch 14, flat-footed 15; Base Atk +4; Grp -2; Atk Masterwork shortsword +4 (1d4-2/19-20), or masterwork light crossbow +8 ranged (1d6+1/19-20); SA spells, suggestion; SQ bardic knowledge +10, bardic music (6/day), countersong, darkvision 60 ft., fascinate, inspire competence, inspire courage +1, light sensitivity; AL NE; SV Fort +2, Ref +8, Will +4; Str 6, Dex 16, Con 10, Int 14, Wis 8, Cha 15.
.....Languages: Common, Draconic, Yuan-ti.
.....Skills and Feats: Bluff +11, Concentration +9, Craft (trapmaking) +4, Escape Artist +12, Hide +16, Knowledge (history) +7, Move Silently +12, Perform (singing) +11, Profession (miner) +1, Search +4, Spellcraft +8, Use Magic Device +13. Improved Initiative, Magical Aptitude, Rapid Reload (light crossbow).
.....Spells Known (3/4/3 per day; save DC 12 + spell level): 0 - detect magic, message, open/close, read magic, resistance, summon instrument; 1st - cure light wounds, expeditious retreat, hideous laughter, lesser confusion; 2nd - cure moderate wounds, invisibility, pyrotechnics.
.....Inspire Courage (Su): +1 morale bonus to saves against fear, and to attack and damage. Duration of singing plus 5 rounds.
.....Possessions: +1 crossbow bolts (x50), screaming bolts (x4), arcane scroll (invisibility sphere) (caster level 5th), potion of cure serious wounds, potion of eagle's splendor, potion of bear's endurance, Small masterwork studded leather, Small masterwork shortsword, Small masterwork light crossbow, two quivers, 12 gp.


Krat, female kobold: Druid 6; CR 6; Small Humanoid (Reptilian); HD 6d8; hp 27; Init +3; Spd 30 ft.; AC 18 (+1 size, +3 Dex, +1 natural, +3 armor), touch 14, flat-footed 15; Base Atk +4; Grp -2; Atk Masterwork scimitar +4 melee (1d4-2/19-20), or sling +8 ranged (1d4/19-20); SA spells, spontaneous casting, wild shape (2/day); SQ animal companion, darkvision 60 ft., light sensitivity, nature sense, resist nature's lure, trackless step, wild empathy +5, woodland stride; AL NE; SV Fort +5, Ref +7, Will +8; Str 6, Dex 16, Con 11, Int 12, Wis 16, Cha 8.
.....Languages: Common, Draconic, Druidic.
.....Skills and Feats: Concentration +9, Craft (trapmaking) +3, Hide +7, Knowledge (nature) +10, Profession (miner) +5, Search +3, Spellcraft +10, Spot +12, Survival +12*. Combat Casting, Lightning Reflexes, Natural Spell. *Gains a +2 bonus to Survival checks in aboveground natural environs.
.....Spells Prepared (5/4/4/3; save DC 13 + spell level): 0 - detect magic, flare, guidance, resistance, virtue; 1st - goodberry, longstrider (+10 ft.), produce flame, speak with animals; 2nd - barkskin (+3 AC), bear's endurance, bull's strength, cat's grace; 3rd - greater magical fang (+2 to one or +1 to all), poison, spike growth.
.....Possessions: wand of flaming sphere (10 charges), potion of cure moderate wounds, divine scroll (warp wood x2, wood shape x2) (caster level 4th), Small masterwork studded leather, Small masterwork scimitar, Small sling, 20 bullets, pouch, 10 gp.

Krat's Leopard Form: Medium Animal; HD 6d8+12; hp 39; Init +4; Spd 40 ft., climb 20 ft.; AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base Atk +4; Grp +7; Atk Bite +7 melee (1d6+3); Full Atk Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1); SA improved grab, pounce, rake (1d3+1); AL NE; SV Fort +7, Ref +8, Will +8; Str 16, Dex 19, Con 15, Int 12, Wis 16, Cha 8.
.....Skills and Feats: Balance +12, Climb +11, Concentration +9, Hide +8, Jump +15, Knowledge (nature) +10, Move Silently +8, Spellcraft +10, Spot +12, Survival +12. Combat Casting, Lightning Reflexes, Natural Spell. (Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.)
.....Improved Grab (Ex): To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
.....Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.
.....Rake (Ex): Attack bonus +7 melee, damage 1d3+1.

Gamog, eagle companion: Small Animal; HD 5d8+5; hp 27; Init +3; Spd 10 ft., fly 80 ft. (average); AC 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 15; Base Atk +3; Grp +0; Atk Talon +7 melee (1d6+1); Full 2 talons +7 melee (1d6+1) and bite +2 (1d4); SQ devotion, evasion, link, low-light vision, share spells; AL N; SV Fort +5, Ref +7, Will +3; Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6.
.....Skills and Feats: Listen +4, Spot +16. Improved Natural Attack (talon), Weapon Finesse. (Eagles have a +8 racial bonus on Spot checks.)
 

On the way to Oakvein, the party encountered a human-seeming girl who called herself Kayris. Suspicious of her, Maerek the Cleric of Corellon cast detect evil. He was stunned by the overwhelming aura about her. The party quickly attacked, but Kayris vanished, not to return, but leaving the party greatly unnerved.

Having arrived in Oakvein to complete the contract with Trend, the heroes settled in and started to enjoy the Festival of Life. Muriel, a priestess of Wee Jas and friend of Kala the Hextorite was there as well. So was the party's halfling gofer Gilbert.

Muriel told the party that the forces of evil were amassing to get their hands on a mysterious relic known as the Chalice of Dawn. She believes the means to acquiring the Chalice rests in the Caves of Chaos, but was heading to the Library of Greyhawk to do further research.

That evening, Vaulta suffered horrible nightmares and awoke weakened. Gilbert was also abducted and dragged into an extensive cave system. The party confronted the wood elves' city watch and received a lame story about "dangerous leopards." When the party threatened to spook the Festival-goers, they were admitted to the prescence of Theovald, the prince of Oakvein.

Theovald explained that centuries ago a great evil had been sealed beneath the forest, but that this evil had recently escaped. The party bartered a price and descended to confront the evil.

The traveled through miles of tunnels and caves, following a trail of pajama tassels sneakily dropped by Gilbert. The party - minus Roan the Rogue and Gurmi the Dwarf Fighter - soon found themselves in a fearsome battle with derro.

Maerek the Cleric died facing a pair of derro catlords. Garkul's pet gibbering mouther nearly killed both Vaulta the Barbarian and Ebon the Monk. Believing the last of the derro slain, the party retreated. Shadra the Psion assumed the form of an umber hulk to burrow them a secure camp ground.

What follows are the exceptional derro and the gibbering mouther, all defeated by the party.

Garkul the Keeper, male derro: Rogue 3/Reaping Mauler 3; CR 9; Small Monstrous Humanoid; HD 3d8+6 plus 3d6+6 plus 3d10+6; hp 58; Init +3; Spd 20 ft.; AC 20 (+1 size, +3 Dex, +2 natural, +4 armor), touch 14, flat-footed 17; Base Atk +8; Grp +11; Atk +1 armor spikes +13 melee (1d4+4) or masterwork repeating light crossbow +13 ranged (1d6 plus poison/19-20); Full Atk +1 armor spikes +13 /+8 melee (1d4+4), or masterwork repeating light crossbow +13/+8 melee (1d6 plus poison/19-20); SA adept wrestling +1, poison use, sneak attack +3d6, spell-like abilities, sleeper lock; SQ counter grapple, evasion, madness, SR 15, trapfinding, trap sense +1, vulnerability to sunlight; AL NE; SV Fort +8, Ref +12, Will +8; Str 16, Dex 16, Con 15, Int 14, Wis 4, Cha 14.
...Languages: Abyssal, Common, Dwarven.
...Skills and Feats: Bluff +11, Escape Artist +10, Handle Animal +6, Hide +16, Listen +6, Move Silently +15, Tumble +12. Combat Expertise, Clever Wrestling, Improved Feint, Improved Grapple, Improved Unarmed Strike, Mobility.
Poison Use (Ex): Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom.
...Spell-Like Abilities: At will - darkness, ghost sound; 1/day - daze (DC 12), sound burst (DC 14). Caster level 3rd. The save DCs are Charisma-based.
...Sleeper Lock (Ex): If Garkul can pin a foe for 1 full round, that foe must make a DC 10 Fortitude save or fall unconscious for 1d3 rounds.
...Possessions: Belt of expansion, potion of cat's grace, potion of cure moderate wounds, +1 studded leather with +1 armor spikes, masterwork repeating crossbow, bolts (40), plain platinum ring (50 gp).
...Important Stats When Expanded: Init +2; AC 18 (+2 Dex, +2 natural, +4 armor), touch 12, flat-footed 16; Grp +16; Full Atk +1 armor spikes +13 /+8 melee (1d6+5); Ref +11; Str 18, Dex 14; Escape Artist +9, Hide +11, Move Silently +14, Tumble +11.

Belt of Expansion: Once per day as a standard action command word, this belt affects its wearer with the 1st-level psychic warrior power expansion. The duration is 30 minutes. This causes instant growth, doubling the wearer's height, length, and width and multiplying his weight by 8. This increase changes the wearer's size category to the next larger one. He gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size. If his new size is Large or larger, he has a space of at least 10 feet and a natural reach of at least 10 feet.
...Faint psychometabolism; ML 3rd; Craft Universal Item, expansion; Price 1,080 gp.


Advanced Gibbering Mouther: CR 8; Large Aberration; HD 12d8+96; hp 150; Init +1; Spd 15 ft., swim 20 ft.; AC 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Atk +9; Grp +17; Atk Bite +12 melee (1d2+4) or spittle +10 ranged touch (1d6 acid plus blindness); Full Atk 6 bites +12 melee (1d2+4) and spittle +5 ranged touch (1d6 acid plus blindness); Space/Reach 10 ft./10 ft.; SA blood drain, engulf, gibbering, ground manipulation, improved grab, spittle; SQ amorphous, DR 5/bludgeoning, darkvision 60 ft.; AL N; SV Fort +12, Ref +7, Will +9; Str 18, Dex 12, Con 26, Int 5, Wis 13, Cha 13.
...Languages: Common, but seldom say anything other than gibberish.
...Skills and Feats: Listen +8, Spot +12, Swim +17. Alertness, Dash, Lightning Reflexes, Weapon Focus (bite, spittle). (A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.)
...Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.
...Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 16 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.
...Engulf (Ex): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. The opponent must succeed on a DC 22 Reflex save or fall and be engulfed. In the next round, the mouther makes six additional bite attacks against the engulfed creature (each with a +4 attack bonus). An engulfed creature is treated as grappled, but the mouther is not. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.
...Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 17 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.
...Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
...Improved Grab (Ex): To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
...Spittle (Ex): A gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d6 points of acid damage, and the target must succeed on a DC 24 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.


Derro Temple Guard (x2): Hexblade 5; CR 8; Small Monstrous Humanoid; HD 3d8+6 plus 5d10+10; hp 56; Init +5; Spd 20 ft.; AC 18 (+1 size, +1 Dex, +2 natural, +3 armor, +1 shield), touch 12, flat-footed 17; Base Atk +8; Grp +5; Atk Masterwork short sword +11 melee (1d4+1/19-20) or masterwork repeating light crossbow +11 ranged (1d6 plus poison/19-20); Full Atk Masterwork short sword +11/+6 melee (1d4+1/19-20), or masterwork repeating light crossbow +11/+6 ranged (1d6 plus poison/19-20); SA hexblade's curse 2/day, poison use, sneak attack +1d6, spell-like abilities, spells; SQ arcane resistance +5, familiar, madness, mettle, SR 15, vulnerability to sunlight; AL CE; SV Fort +4, Ref +5, Will +12; Str 12, Dex 12, Con 14, Int 14, Wis 7, Cha 21.
...Languages: Abyssal, Common, Dwarven.
...Skills and Feats: Bluff +16, Concentration +9, Hide +14, Listen +4, Move Silently +10, Survival +2. Blind-Fight, Combat Casting, Improved Initiative, Track.
...Spells Known (2; save DC 15 + spell level): 1st - entropic shield, phantom threat (Will DC 16). Caster level 2nd.
...Poison Use (Ex): Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom.
...Hexblade's Curse (Su): As a free action with a range of 60 feet. The target must make a DC 17 Will save or suffer a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one hour.
...Spell-Like Abilities: At will - darkness, ghost sound; 1/day - daze (DC 15), sound burst (DC 17). Caster level 3rd. The save DCs are Charisma-based.
...Possessions: Oil of the master swordsman (x2), potion of cure moderate wounds, masterwork short sword, masterwork studded leather armor, masterwork buckler, masterwork repeating crossbow, bolts (40), silver chain with chaos rune charm (45 gp).

Oil of the Master Swordsman: This potion combines the effects of oil of greater magic weapon +1 and oil of keen edge.
...Faint transmutation; CL 5th; Brew Potion, greater magic weapon, keen edge; Price 2,250 gp.


Derro Thug (x3): Ranger 2/Catlord 3; CR 8; Small Monstrous Humanoid; HD 3d8+9 plus 2d8+6 plus 3d10+9; hp 63; Init +9; Spd 20 ft.; AC 21 (+1 size, +5 Dex, +2 natural, +3 armor), touch 16, flat-footed 16; Base Atk +8; Grp +6; Atk Spiked gauntlet +14 melee (1d3+2) or repeating light crossbow +14 ranged (1d6 plus poison/19-20); Full Atk Spiked gauntlet +12/+7 melee (1d3+2) and spiked gauntlet +12 melee (1d3+1), or repeating light crossbow +14/+9 ranged (1d6 plus poison/19-20); SA favored enemy (human) +2, poison use, sneak attack +1d6, spell-like abilities, wild aspect (1/day); SQ detect cats, darkvision 60 ft., low-light vision, madness, SR 15, vulnerability to sunlight, wild empathy +7*; AL NE; SV Fort +10, Ref +14, Will +7; Str 14, Dex 20, Con 16, Int 10, Wis 6, Cha 14.
...Languages: Dwarven.
...Skills and Feats: Handle Animal +6*, Hide +22, Knowledge (nature) +6, Move Silently +22, Survival +6*. Arterial Strike, Improved Initiative, Track, Two-Weapon Fighting, Weapon Finesse. (Derro have a +4 racial bonus on Hide and Move Silently checks.) *Gains a +4 bonus to Handle Animal and wild empathy checks with cats. Gains a +2 bonus on Survival checks made in aboveground natural environs.
...Arterial Strike (Ex): Trade 1d6 of sneak attack damage to inflict a bleeding wound (cumulative 1 hit point per round). A DC 15 Heal check stops bleeding.
...Poison Use (Ex): Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom.
...Spell-Like Abilities: At will - darkness, ghost sound; 1/day - daze (DC 12), sound burst (DC 14). Caster level 3rd. The save DCs are Charisma-based.
...Wild Aspect (Su): As a swift action, gains Pounce extraordinary ability for 3 minutes.
...Possessions: Mask of the beast (5d10 charges), potion of cat's grace (x2), potion of scent, ring of stealth, masterwork studded leather, masterwork spiked gauntlet (x2), repeating light crossbow, quiver, bolts (40), jade "cat's claws" necklace (250 gp).

Mask of the Beast: This mask's wearer can cast sniper's shot as if the item were a spell trigger device. When created, the mask has 50 charges. Each use drains 1 charge. Casting sniper's shot from the mask is a standard action rather than a swift action.
...Faint transmutation; CL 1st; Craft Wondrous Item, sniper's shot; Price 750 gp.

Ring of Stealth: This magical ring grants its wearer a +2 competence bonus to both Hide and Move Silently checks.
...Faint transmutation; CL 3rd; Forge Ring, cat's grace; Price 1,200 gp.
 
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Into the Woods

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