The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners.
Animated Object (Tiny) CR 1/2
XP 200
Male Animated Object (Tiny)
N Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception -5
Defense
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5; Immune construct traits
Offense
Speed 30 ft.
Melee slam +1 (1d3-2) and
unarmed strike +1 (1-2 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Statistics
Str 6, Dex 14, Con —, Int —, Wis 1, Cha 1
Base Atk +1; CMB +1; CMD 9
Skills
SQ hero points, status
TRACKED RESOURCES
Action Points - 0/5
ECOLOGY
Environment Any
Organization Solitary, pair, or group (3-12)
Treasure None
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hardness 5 Subtract Hardness from damage done.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Status: -3 In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs will come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute. This attribute i
With a jolt, this severed hand springs to life, its fingers propelling it forth at great speed like a deformed spider.
Crawling Hand CR 1
XP 400
Male Crawling Hand
NE Diminutive undead
Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4
Defense
AC 14, touch 14, flat-footed 14 (+4 size)
hp 11 (1d8+5)
Fort +2, Ref +0, Will +2
Immune undead traits
Offense
Speed 40 ft., climb 40 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks grab (Medium), mark quarry, strangle
Statistics
Str 13, Dex 11, Con —, Int 2, Wis 11, Cha 14
Base Atk +0; CMB -4 (+0 grapple); CMD 7
Feats Toughness
Skills Climb +9, Perception +4, Survival +4; Racial Modifiers +4 Survival
Languages Common
ECOLOGY
Environment Any land
Organization Solitary or gang (2-5)
Treasure None
Special Abilities
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Climbing (40 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of
Strangle (Ex) Grappled foes cannot speak or cast spells with verbal components.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
Elemental, Earth, Small CR 1
XP 400
Male Elemental, Earth, Small
N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex, +1 size, +7 natural)
hp 13 (2d10+2)
Fort +4, Ref -1, Will +3
Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
Statistics
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4 (+6 bull rush); CMD 13 (15 vs. bull rush, 13 vs. overrun)
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
ECOLOGY
Environment Any (plane of earth)
Organization Solitary, pair, or gang (3-8)
Treasure None
Special Abilities
Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Giant human skeleton CR 2
XP 600
Giant human skeleton warrior Fighter 1
NE Large undead (humanoid, giant, unbreathing, undead)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
Aura fear aura (DC 13)
Defense
AC 13, touch 9, flat-footed 13 (-1 size, +4 natural)
hp 31 (1d10+3)
Fort +5, Ref +0, Will +1
Defensive Abilities negative energy affinity; DR 10/bludgeoning, 10/magic; Immune death from massive damage, ability damage, channel energy, undead traits; Resist cold 1; SR 17
Weakness resistant to healing
Offense
Speed 20 ft.
Melee (H) heavy mace +4 (3d6-5) and
unarmed strike +6 (1d4+6 nonlethal)
Space 10 ft.; Reach 5 ft.
Statistics
Str 22, Dex 10, Con —, Int —, Wis 12, Cha 16
Base Atk +1; CMB +8; CMD 18
Feats Concussion
Skills Intimidate +11, Perception +7, Sense Motive +7; Racial Modifiers racial skill modifier, racial skill modifier, racial skill modifier
Languages Varisian
SQ find target, hero points, status, unbreathing, undead magic vulnerability
Other Gear parade armor, heavy mace
TRACKED RESOURCES
Action Points - 0/5
Special Abilities
Concussion Your critical hits can knock the sense out of your foe.
Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Fear Aura (DC 13) (Su) Skeleton warriors are shrouded in an aura of fear. Creatures with less than 5 HD and in a 30-foot radius must succeed on a Will save or be affected as though by fear cast by a caster of the skeleton warrior 's levels.
Find Target (Sp) A skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location. Using this ability, it can also find the last person to possess its circlet. Its caster level is equal to its total Hit Dice.
Immune to Death from Massive Damage You are immune to death from massive damage.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Channel Energy You are immune to channel energy.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Racial Skill Bonus (+6 Perception) You have the listed racial skill modifier.
Racial Skill Bonus (+6 Sense Motive) You have the listed racial skill modifier.
Racial Skill Bonus (+8 Intimidate) You have the listed racial skill modifier.
Resistant to Healing (Ex) You receive only half hp from magic healing.
Spell Resistance (17) You have Spell Resistance.
Status: 5 In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs will come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute. This attribute i
Unbreathing (0 minutes) (Ex) You can choose to not breathe.
Undead Magic Vulnerability (Ex) Immune to spells/effects that do not affect undead.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
This budding young necromancer is eager to prove his worth to his master. He attempts to drive out intruders with reason and logic before resorting to violence. He isn't afraid of combat, even when out numbered.
Ignatius Montargh CR 1
XP 400
Male Human (Chelaxian) Wizard 2
NE Medium humanoid (human)
Init +1; Senses Perception +4
Defense
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 13 (2d6+2)
Fort +1, Ref +1, Will +5
Offense
Speed 20 ft.
Melee +1 dagger +2 (1d4+1/19-20)
Wizard Spells Prepared (CL 2nd; concentration +5):
1st—cause fear (DC 14), mage armor, ray of enfeeblement (DC 14), ray of enfeeblement [S] (DC 14)
0 (at will)—acid splash, bleed (DC 13), flare (DC 13), resistance, touch of fatigue (DC 13)
Statistics
Str 10, Dex 13, Con 12, Int 17, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Command Undead, Dodge, Eschew Materials, Scribe Scroll
Skills Appraise +8, Diplomacy +0, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Spellcraft +8, Stealth -1
Languages Abyssal, Common, Draconic, Infernal
SQ arcane bonds (arcane bond [ring]), grave touch, hero points, opposition schools (divination, enchantment), specialized schools (necromancy)
Other Gear +1 dagger, - arcane bond ring -, bedroll, belt pouch, cooking kit, flint and steel, ink, black, ink, colored, inkpen, mug/tankard, parchment (10), rogue's kit, scroll case, torch (9), trail rations (3), waterskin
TRACKED RESOURCES
+1 dagger - 0/1
Arcane Bond (Ring) (1/day) (Sp) - 0/1
Command Undead (6/day) (DC 10) - 0/6
Grave Touch (6/day) (Sp) - 0/6
Torch - 0/9
Trail rations - 0/3
Special Abilities
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Command Undead (6/day) (DC 10) Channel energy can take control of undead.
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Touch (6/day) (Sp) Melee touch attack, shakes then frightens target.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.
Jeres CR 2
XP 600
Male Human Natural Dire Wererat Rogue 2
LE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +6
Defense
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 11 (2d8+4)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion
Offense
Speed 30 ft.
Melee scimitar +5 (1d6+3/18-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks curse of lycanthropy, sneak attack +1d6
Statistics
Str 16, Dex 17, Con 15, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Martial Weapon Proficiency (scimitar), Weapon Finesse, Weapon Focus (scimitar)
Skills Acrobatics +8, Bluff +2, Climb +8, Disable Device +8, Escape Artist +7, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +6 (+7 to locate traps), Sense Motive +6, Sleight of Hand +7, Stealth +8, Swim +8, Use Magic Device +2
Languages Common, Undercommon
SQ change forms, lycanthropic empathy, rogue talents (fast stealth), trapfinding +1
Other Gear masterwork studded leather, crossbow bolts (20), light crossbow, scimitar, bedroll, flint and steel, waterskin, 27 gp
ECOLOGY
Environment Any urban
Organization Solitary, pair, pack (5–10), or guild (11–30 plus 5–12 dire rats)
Treasure NPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure)
Special Abilities
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contractd lycanthropy (Fort neg).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
BASIC DETAILS
Motivations & Goals Hideously ugly and deformed, this wererat was enlisted by the dungeons master to be a helper. He is eager to do his job, feeling shunned and ostrasized by society. For the first time in a long time, Jeres is happy; he feels valued and has been given responsibility to keep the surrounding area free of intruders. Thus he is loyal to his master, but is willing to talk for a few minutes to catch intruders off guard.
This Imp, Nethyllus, is the master of the dungeon's ally. However, Nethyllus truly believes he is in charge and has taken ti wandering the dungeon barking out orders in his master's absence. If confronted by three or more stangers, he flees in terror, shouting out an alarm and warning all other nearby denizens of the intruders' presence.
Nethyllus CR 1/2
XP 200
Devil, Imp, Marty (RA)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft.; Perception +11
Defense
AC 24, touch 16, flat-footed 20 (+3 Dex, +2 size, +8 natural, +1 dodge)
hp 16 (3d10)
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Offense
Speed 20 ft., fly 50 ft. (average)
Melee sting +8 (1d4) and
unarmed strike +8 (1 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
At will—detect good, detect magic, invisibility
1/day—augury, suggestion (DC 14)
1/week—commune
Statistics
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9 (+5 jump), Appraise +5, Bluff +8, Craft (alchemy) +13, Diplomacy +4, Fly +22, Heal +4, Knowledge (arcana) +10, Knowledge (geography) +2, Knowledge (history) +8, Knowledge (local) +2, Knowledge (nature) +8, Knowledge (planes) +13, Knowledge (religion) +2, Perception +11, Sense Motive +7, Spellcraft +10, Stealth +13, Survival +2, Swim +4, Use Magic Device +9
Languages Infernal (Diabolic), Trade Tongue
SQ hero points, status
TRACKED RESOURCES
Action Points - 0/5
Augury (1/day) - 0/1
Commune (1/week) - 0/1
Invisibility (At will) - 0/0
Suggestion (1/day) - 0/1
Special Abilities
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Flight (50 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Poison: Sting - injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Status: 4 In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs will come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute. This attribute i
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Skeleton (Human) CR 1/3
XP 135
Male Human Skeleton
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee scimitar +0 (1d6) and
claw -3 (1d4+1)
Statistics
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Skills
Languages Common
Other Gear chain shirt, scimitar
ECOLOGY
Environment Any
Organization Any
Treasure None
Special Abilities
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness.
Spider Swarm CR 1
XP 400
Male Spider Swarm
N Diminutive vermin (swarm)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
Defense
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 9 (2d8)
Fort +3, Ref +3, Will +0
Defensive Abilities swarm traits; Immune mind-affecting effects
Weakness vulnerability to area effects
Offense
Speed 20 ft., climb 20 ft.
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11), poison
Statistics
Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB —; CMD —
Skills Climb +11, Perception +4; Racial Modifiers +4 Perception
ECOLOGY
Environment Any
Organization Solitary, pair, tangle (3-6 swarms) or colony (11-20 swarms)
Treasure None
Special Abilities
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Distraction (DC 11) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Staggered Immune to staggered.
Poison: Swarm - injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 2 rds; effect 1d2 Str; cure 1 save.
Swarm Attack (1d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Imm to effects targeting number of creatures (unless mind affect vs hive mind).
Tremorsense (30 feet) Sense things and creatures without seeing them.
Vulnerability to Area Effects You are vulnerable (+50% damage) to spells and effects that damage an area.
This walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
Zombie (Human) CR 1/2
XP 200
Male Human Zombie
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
Offense
Speed 30 ft.
Melee slam +4 (1d6+4)
Statistics
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills
Languages Common
SQ staggered
ECOLOGY
Environment Any
Organization Any
Treasure None
Special Abilities
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
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