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Gazzilfek CR 20 XP 307,200 Male spriggan favored spawn of Kyuss, rogue 12/bard (Archeologist) 3 CE Large humanoid (gnome)

Init +11; Senses low-light vision; Perception +23


Aura fear aura (40-ft. radius, Will DC 19)
Defense
AC 25, touch 17, flat-footed 17 (+8 armor, +7 Dex, +1 dodge, -1 size); Combat Expertise and defending shortsword
HP 209/259 (4d8+12d8+3d8+107); fast healing 5
Fort +14, Ref +21, Will +7; +4 vs bardic performance, sonic, and language-dependent effects
Defensive Abilities improved uncanny dodge, Improved evasion; Immune undead traits; DR 10/silver,
Offense
Speed 20 ft.
Melee +3 defending short sword +24 (1d8+9/17-20)
Ranged +1 light crossbow +21 (2d6/1920)
Special Attacks sneak attack +6d6, archaeologists luck 9/day (Swift action for +1 luck bonus on attacks, saves, damage, skill checks)
Spell-Like Abilities (CL 4th; concentration +10)
At willflare (DC 16), scare (DC 18), shatter (DC 18)
Spells Known (CL 3rd, Ranged Touch +4, Cast Defensively +9) [+1 racial bonus on concentration checks and to save DCs]
1st (5/day) [DC 13]feather fall, grease, undetectable alignment
0 (Will) [DC 12] dancing lights, mage hand, mending, message, prestidigitation, summon instrument
Statistics
Str 22, Dex 24 Con , Int 15, Wis 8, Cha 20
Base Attack +14; CMB +21; CMD 39
Feats Combat Reflexes, Combat Expertise, Dodge, Improved Critical (short sword) Improved Feint, Improved Initiative, Improved Unarmed
Strike, Lightning Reflexes, Mobility, Rapid Reload (light crossbow), Spring Attack, Weapon Finesse, Weapon Focus (short sword); Rogue
Feats bleeding attack +6, befuddling strike, fast stealth, finesse rogue, improved evasion, offensive/defensive
Skills Acrobatics +29, Bluff +27, Climb +18, Diplomacy +16, Disable Device +21, Intimidate +21, Perform (comedy) +16, Perform (oratory)
+13, Perform (wind instruments) +9, Perception +23, Sleight of Hand +31, Stealth +37; Racial Modifiers +2 Climb, +2 Disable Device, +2
Perception, +2 Sleight of Hand, +2 Stealth; +1 to knowledge checks and can use them untrained
Languages Common, Giant, Gnome
Gear leather armor +5. +3 defending short sword, +1 light cross bow with 20 bolts, helm of teleportation, ring of chameleon power, Belt of
Dexterity +4, potion of fly (2), wand of invisibility (42 charges), scented oils worth 500 gp
Special Abilities
Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects
on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When
a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, 2 Dexterity, and +6 Constitution, and he takes a 2 size
penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from
class levels or templates, he retains their use in both sizes).
Create Spawn (Su) Once per round as a free action, Gazzilfek can transfer a Kyuss worm to an opponent whenever he hits with an unarmed
strike. Alternately, he may do so as a melee touch attack or ranged touch attack, hurling a worm at a foe up to 10 feet away. Each worm is a
Fine vermin with AC 10 and 1 hit point that can be killed by damage or the touch of silver. On Gazzilfek's next action, the worm burrows into
its hosts flesh. A creature with a natural armor bonus of +5 or better is immune to this burrowing effect. The worm deals 1 point of damage per
round for 1d4+1 rounds, during which time remove curse or remove disease destroys it and a dispel evil or neutralize poison delays its progress
for 10d6 minutes. A successful DC 20 Heal check can extract and kill it Once the worm reaches the brain, it deals 1d2 points of Intelligence
damage per round until it is either killed or it slays its host (death occurs at 0 Intelligence). A Small, Medium, or Large creature slain by a worm
rises as a spawn of Kyuss (not favored spawn) in ld6+4 rounds; smaller creatures simply putrefy while larger creatures become zombies.
Fear Aura (Su):. A creature that makes the saving throw to resist this effect is immune to Gazzilfeks aura for 24 hours. While he is disguised,
Gazzilfek suppresses this aura; he can activate it as a free action.
Foul Embrace (Su) By pressing his face against a helpless victim, Gazzilfek can infest the victim with 2d6 Kyuss worms. This ability is
treated as his create spawn ability, save that a victim slain by this infestation rises as a favored spawn of Kyuss.
Kyuss Gift (Su): A creature hit by Gazzilfeks unarmed strike must make a DC 24 Fortitude save or contract this supernatural disease. The
incubation period is 1 day and the disease deals 1d6 points of Constitution damage and 1d4 points of Wisdom damage. These effects manifest
as rotting flesh and dementia, and an affected creature gets only half the benefits of natural and magical healing.

Hill Giant CR 7 XP 3,200 CE Large humanoid (giant)


Init 1; Senses low-light vision; Perception +6
Defense
AC 21, touch 8, flat-footed 21 (+4 armor, 1 Dex, +9 natural, 1 size)
HP 90/120 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching
Offense
Speed 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
PA greatclub +12/+7 (2d8+16) or 2 slams +11 (1d8+11)
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Statistics
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Attack +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Climb +10, Intimidate +12, Perception +6
Languages Giant
Gear hide armor, greatclub

Rift Giant Fighter CR 12 XP 19,200 Hill Giant Fighter 6 CE Large humanoid (giant)
Init 1; Senses low-light vision; Perception +8
Defense
AC 28, touch 8, flat-footed 27 (+8 armor, 1 Dex, +9 natural, +3 shield, 1 size); [+2 Shield Wall, +2 Saving Shield, Missile Shield]
HP 166/210 (10d8+6d10+70)
Fort +16, Ref +4, Will +5
Defensive Abilities rock catching
Offense
Speed 40 ft. (30 ft. in armor)
Melee mw warhammer +24/+19/+12 (2d6+11) or 2 slams +21 (1d8+8)
PA mw warhammer +20/+15/+10 (2d6+19) or 2 slams +21 (1d8+16)
Ranged rock +12 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Statistics
Str 26, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Attack +14; CMB +22; CMD 31
Feats Cleave, Great Cleave, Improved Critical (warhammer), Intimidating Prowess, Martial Weapon Proficiency (warhammer), Missile Shield,
Power Attack, Saving Shield, Shield Focus, Shield Wall, Weapon Focus (warhammer) , Weapon Specialization (warhammer)
Skills Climb +9, Intimidate +15, Perception +8
Languages Giant
Gear masterwork half-plate, masterwork heavy steel shield, masterwork warhammer, 100 gp

Necrozyte CR 20 XP 307, 200 LE Gargantuan fiendish wrym green dragon (extraplanar, air)
Init +2; Senses darkvision 120 ft., blindsense 60 ft; Perception +37
Aura frightful presence (330 ft., DC 27)
Defense
AC 38, touch 4, flat-footed 38 (-2 Dex, +34 natural, -4 size)
HP 337 (25d12+175)
Fort +21, Ref +12, Will +21
Defensive Abilities DR 20/magic and DR 10/good; Immune acid, paralysis, sleep; Resist 15 (cold, fire); SR 30
Offense
Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Melee bite +34 (4d6+19/19-20), 2 claws +34 (2d8+13/19-20), 2 wings +32 (2d6+6), tail slap +32 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 29, 22d6 acid), crush (Medium creatures, DC 29, 4d6+19), miasma, tail sweep (Small
creatures, DC 29, 2d6+19), smite good 1/day (+5 to attack and AC and +25 Damage vs target)
Spell-Like Abilities (CL 25th; concentration +30)
At will--charm person (DC 16), dominate person (DC 20), entangle (DC 16), plant growth, suggestion (DC 18)
Spells Known (CL 15th; concentration +20)
7th (4/day)--plane shift, summon monster VII
6th (6/day)--acid fog, disintegrate (DC 21), true seeing
5th (7/day)--baleful polymorph (DC 20), polymorph, summon monster V, teleport
4th (7/day)--dimension door, ice storm, scrying (DC 19), stoneskin
3rd (7/day)--dispel magic, displacement, fireball (DC 18), haste
2nd (7/day)--alter self, detect thoughts (DC 17), locate object, mirror image, see invisibility
1st (8/day)--magic missile, shield, silent image (DC 16), summon monster I, ventriloquism (DC 16)
0 (at will)--acid splash, bleed, dancing lights, detect magic, ghost sound, mage hand, message, resistance, prestidigitation
Statistics
Str 37, Dex 6, Con 25, Int 20, Wis 21, Cha 20
Base Attack +25; CMB +42 (+44 sunder); CMD 50 (52 vs. sunder, 54 vs. trip)
Feats Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Critical (claws),
Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack
Skills Fly +12, Knowledge (arcane) +33, Knowledge (local) +33, Knowledge (nature) +33, Knowledge (planes) +33, Perception +37,
Spellcraft +33, Stealth +14, Survival +33, Swim +49, Use Magic Device +33; Racial Modifiers +8 Swim
Languages Abyssal, Common, Draconic, Elven, Giant, Sylvan
SQ camouflage, trackless step, water breathing, woodland stride
Special Abilities
Camouflage (Ex) Necrozyte can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.
Miasma (Su) Necrozyte can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The
cloud moves with her and has a radius of 20 feet. When it's created, anyone inside this area takes 11d6 damage, with a Reflex save for half
damage. The damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud
takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.
Trackless Step (Ex) Necrozyte does not leave a trail in natural surroundings and cannot be tracked unless she so desires.
Water Breathing (Ex) Necrozyte can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while
submerged.
Woodland Stride (Ex) Necrozyte can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of
foliage that have been magically manipulated affect her normally.

Young Adult Black Dragon CR 10 XP 9,600 CE Large Dragon (Water)


Init +5; Senses dragon senses; Perception +21
Defense
AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, -1 size)
HP 126 (12d12+48)
Fort +12, Ref +9, Will +10
Defensive Abilities DR 5/magic; Immune acid, paralysis, sleep; SR 21
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +18 (2d6+9), 2 claws +17 (1d8+6), 2 wings +12 (1d6+3), tail slap +12 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 21, 10d6 acid)
Spell-Like Abilities (CL 12th)
At willdarkness (50-ft. radius)
Spells Known (CL 1st)
1st (4/day)alarm, obscuring mist
0 (Will)detect magic, mending, message, read magic
Statistics
Str 23, Dex 12, Con 19, Int 12, Wis 15, Cha 12
Base Attack +12; CMB +19; CMD 30 (34 vs. trip)
Feats Alertness, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Fly +10, Handle Animal +13, Intimidate +16, Knowledge (arcana) +16, Perception +21, Stealth +18, Swim +29; Racial +8 Swim
Language Common, Draconic
SQ speak with reptiles, swamp stride, water breathing
Special Abilities
Speak with Reptiles (Sp) A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak
with animals, but only with reptilian animals.
Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities
while submerged.

Adult Green Dragon CR 12 XP 19,200 LE Huge dragon (air)


Init +0; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 20)
Active spells shield
Defense
AC 31, touch 8, flat-footed 31 (+19 natural, +4 shield, 2 size)
HP 172 (15d12+75)
Fort +14, Ref +9, Will +14
Defensive Abilities DR 5/magic; Immune acid, paralysis, sleep; SR 23
Offense
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
Melee bite +21 (2d8+12/1920), 2 claws +21 (2d6+8/1920), 2 wings +16 (1d8+4), tail slap +16 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 22, 12d6 acid), crush (Small creatures, DC 22, 2d8+12)
Spell-Like Abilities (CL 15th)
At willcharm person (DC 14), entangle (DC 14), suggestion (DC 16)
Spells Known (CL 5th)
2nd (5/day)alter self, mirror image
1st (7/day)shield, silent image (DC 14), summon monster I, ventriloquism (DC 14)
0 (Will)dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation
Statistics
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Attack +15; CMB +25; CMD 35 (39 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (bite, claws), Iron Will, Power Attack
Skills Fly +10, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +25, Spellcraft +21, Stealth +10, Survival +21, Swim +34, Use
Magic Device +21
Languages Common, Draconic, Elven, Sylvan
Special Abilities
Trackless Step (Ex) An adult green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to
leave a trail, if it so desires.
Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities
while submerged.
Woodland Stride (Ex) An adultgreen dragon can move through any sort of foliage at full speed without taking damage or suffering
impairment. Areas of foliage that have been magically manipulated affect it normally.

Old Blue Dragon CR 16 XP 76,800 LE Gargantuan dragon (earth)


Init +3; Senses dragon senses; Perception +27
Aura electricity (10ft., 1d6 electricity), frightful presence (240 ft., DC 24)
Active Spells haste, mage armor, shield
Defense
AC 40, touch 6, flat-footed 40 (+4 armor, -1 Dex, +1 dodge, +26 natural, +4 shield, -4 size)
HP 250 (20d12+120)
Fort +18, Ref +11, Will +16
Defensive Abilities DR 10/magic; Immune electricity, paralysis, sleep; SR 27
Offense
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +28/+28 (4d6+15/19-20), 2 claws +27 (2d8+10), 2 wings +25 (2d6+5), tail slap +25 (2d8+15)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, DC 26, 16d8 electricity), crush (Medium creatures, DC 26, 4d6+15), desert thirst (DC 26),
mirage, tail sweep (Small creatures, DC 26, 2d6+15)
Spell-Like Abilities (CL 20th; concentration +24)
At willghost sound (DC 14), hallucinatory terrain (DC 18), minor image (DC 16), ventriloquism (DC 15)
Spells Known (CL 9th; concentration +13)
4th (5/day)dimension door, enervation
3rd (7/day)dispel magic, haste, vampiric touch
2nd (7/day)darkness, invisibility, resist energy, shatter
1st (7/day)alarm, mage armor, shield, true strike, unseen servant
0 (at will)arcane mark, bleed (DC 14), detect magic, light, mage hand, mending, read magic, resistance
Tactics Blue dragons prefer to surprise foes if possible, and are not above retreating if the odds turn against them.
Statistics
Str 31, Dex 8, Con 23, Int 18, Wis 19, Cha 18
Base Attack +20; CMB +34; CMD 43 (47 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack,
Shatter Defenses, Weapon Focus (bite)
Skills Bluff +27, Fly +8, Intimidate +27, Knowledge (arcana) +27, Knowledge (geography) +27, Knowledge (local) +27, Perception +27,
Spellcraft +27, Stealth +10, Survival +27
Languages Auran, Common, Draconic, Giant, Ignan
SQ sound imitation
Special Abilities
Desert Thirst (Su) A blue dragon can cast create water at will (CL 20). Alternatively, it can destroy an equal amount of liquid in a 10-foot
burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must
succeed on a Will save (DC 26) or be destroyed.
Electricity Aura (Su) An old blue dragon is surrounded by an aura of electricity. Creatures within 10 feet take 1d6 points of electricity damage
at the beginning of the dragon's turn.
Mirage (Su) An old blue dragon can make itself appear to be in two places at once as a free action for 20 rounds per day. This ability functions
as project image but the dragon can use its breath weapon through the mirage.
Sound Imitation (Ex) A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check
against a listener's Sense Motive check.

Vermirox CR 18 XP 153,600 LE Gargantuan dragon (earth)


Init +3; Senses dragon senses; Perception +32
Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 27)
Active Spells fire shield, stoneskin, displacement, haste, false life, mage armor, shield
Defenses
AC 46, touch 6, flat-footed 46 (+4 armor, 1 Dex, +32 natural, +4 shield, +1 dodge, 4 size)
HP 324/456 (24d12+168) +16 Temp
Fort +21, Ref +13, Will +19
Defensive Abilities DR 15/magic; Immune electricity, paralysis, sleep; SR 29
Offense
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +33/+33 (4d6+18/1920), 2 claws +33 (2d8+12), 2 wings +31 (2d6+6), tail slap +31 (2d8+18)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, DC 29, 20d8 electricity), crush, desert thirst (DC 27), mirage, storm breath (DC 29, 20d8
electricity), tail sweep
Spell-Like Abilities (CL 24th)
At willghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 17), veil, ventriloquism (DC 16)
Spells Known (CL 13th)
6th (4/day)forceful hand, mislead
5th (7/day)dream, persistent image, hold monster (DC 20)
4th (7/day)dimension door, enervation, fire shield, stoneskin
3rd (7/day)dispel magic, displacement, haste, vampiric touch
2nd (7/day)darkness, false life, invisibility, resist energy, shatter
1st (7/day)alarm, mage armor, shield, true strike, unseen servant
0 (Will)arcane mark, bleed (DC 15), detect magic, light, mage hand, mending, message, read magic, resistance
Statistics
Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
Base Attack +24; CMB +40; CMD 49 (53 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite), Improved Initiative, Multiattack,
Quicken Spell, Silent Spell, Shatter Defenses, Weapon Focus (bite)
Skills Bluff +32, Fly +10, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (local) +32, Knowledge
(geography) +32, Perception +32, Spellcraft +32, Stealth +14, Survival +32
Languages Auran, Common, Draconic, Giant, Ignan, Infernal
Special Abilities
Desert Thirst (Su) Vermirox can cast create water at will (CL 24). Alternatively, he can destroy an equal amount of liquid in a 10-foot burst.
Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed
on a Will save (DC 29) or be destroyed.
Electricity Aura (Su) Vermirox is surrounded by an aura of electricity. Creatures within 10 feet take 2d6 points of electricity damage at the
beginning of his turn.
Mirage (Su) Vermirox can make itself appear to be in two places at once as a free action for 24 rounds per day. This ability functions as project
image but the dragon can use its breath weapon through the mirage.
Sound Imitation (Ex) Vermirox can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense
Motive check.
Storm Breath (Su) Vermirox can use his breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage
is 20d8. He can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 29. Additional uses of this ability extend the duration
by an additional 1d6 rounds.

Xyzanth CR 19 XP 204,800 Male wyrm fang dragon CN Gargantuan dragon


Init +4; Senses dragon senses; Perception +42
Aura frightful presence (330-ft. radius; Will DC 30 negates)
Active Spells death ward, displacement, haste, see invisibility, mage armor, shield
Defenses
AC 52, touch 7, flat-footed 52 (+4 armor, +37 natural, +4 shield, +1 dodge, 4 size)
HP 429/594 (33d12+198); fast healing 2
Fort +24, Ref +18, Will +24
Defensive Abilities DR 20/magic; Immune electricity, paralysis, sleep; SR 29
Offense
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +42/+42 (6d8+18/1920 plus 2d6 Con), 2 claws +42 (6d6+12/19-20), 2 wings +40 (2d6+6), tail slap +40 (2d8+18)
PA bite +34/+34 (6d8+42/1920 plus 2d6Con), 2 claws +34 (6d6+28/19-20), 2 wings +32 (2d6+14), tail slap +32 (2d8+42)
VS+PA bite +34 (24d8+42/1920 plus 2d6 Con)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks crush (4d8+18, Reflex DC 30 negates), ability drain, tail sweep (2d8+18 plus trip, Reflex DC 30 half)
Spell-Like Abilities (CL 24th)
At willdetect magic, read magic
2/dayshield, telekinesis (DC 19)
1/daydispel magic, spell turning
Spells Known (CL 13th)
6th (4/day)chain lightning (DC 20), greater dispel magic
5th (6/day)feeblemind (DC 19), sending, teleport
4th (7/day)confusion (DC 18), death ward, black tentacles, greater invisibility
3rd (7/day)displacement, fireball (DC 17), haste, stinking cloud (DC 17)
2nd (7/day)death knell (DC 16), acid arrow, mirror image, resist energy, see invisibility
1st (7/day)burning hands (DC 15), mage armor, ray of enfeeblement, sanctuary (DC 15), unseen servant
0 (Will)acid splash, arcane mark, daze (DC 14), flare (DC 14), mage hand, message, ray of frost, resistance
Statistics
Str 35, Dex 10, Con 23, Int 18, Wis 23, Cha 18
Base Attack +33; CMB +49; CMD 59 (63 vs. trip)
Feats Blind-Fight, Cleave, Flyby Attack, Great Cleave, Greater Vital Strike, Hover, Improved Critical (bite, claw), Improved Initiative,
Improved Natural Attack (bite, claw)), Improved Sunder, Improved Vital Strike, Multi-attack, Power Attack, Stealthy, Vital Strike
Skills Bluff +40, Escape Artist +33, Fly +23, Intimidate +40, Knowledge (arcana) +40, Knowledge (geography) +40, Perception +42, Sense
Motive +42, Spellcraft +40, Stealth +24
Languages Common, Draconic, Dwarven, Orc, Undercommon
Special Abilities
Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite drains 2d6 Constitution if the victim fails a DC 30 Fortitude
save. The save DC is Constitution-based.
Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were one size category larger.
Trip (Ex): A fang dragon that hits with a claw or tail attack can attempt to trip the opponent as a free action. If the attempt fails, the opponent
cannot react to trip the dragon.
Sound Imitation (Ex) Vermirox can mimic any voice or sound it has heard by making a successful Bluff check against a listener's Sense
Motive check.

Charlgar CR 17 XP 102,400 Male Hill Giant Fighter 11 (Two Handed) CE Large humanoid (giant)
Init 1; Senses low-light vision; Perception +7
Defense
AC 30, touch 9, flat-footed 30 (+12 armor, +9 natural, 1 size)
HP 257/327 (10d8+11d10+137)
Fort +20, Ref +6, Will +7; Re-roll 1 Will Save per day
Defensive Abilities rock catching
Offense
Speed 40 ft. (30 ft. in armor)
Melee +1 speed greataxe +36/+36/+31/+26/+21 (3d6+26/19-20x3 - 3d6+33/19-20x3 after 1st)
PA +1 speed greataxe +36/+31/+26/+21/+16 (3d6+41/19-20x3 - 3d6+48/19-20x3 after 1st)
VS+PA +1 speed greataxe +36 (12d6+48/19-20x3)
Ranged rock +18 (8d6+13) or crawler load +18 touch (paralysis for 2d4 rounds, Fort DC 24 resist)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Statistics
Str 36, Dex 10, Con 22, Int 6, Wis 8, Cha 10
Base Attack +18; CMB +32; CMD 42
Feats Dreadful Carnage, Furious Focus, Greater Vital Strike, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe),
Improved Bull Rush, Improved Critical (greataxe), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike,
Intimidating Prowess, Iron Will, Power Attack, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Intimidate +35, Perception +7
Languages Giant
Gear +5 banded mail, +1 speed greataxe, belt of giant strength +6, 6 rocks, 4 crawler loads; Potions: cure serious wounds (3), fly (2)
Special Abilities
Shattering Strike (Ex): Charlgar gains a +3 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Overhand Chop (Ex): When Charlgar makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double
his Strength bonus on damage rolls.
Weapon Training (Ex): When wielding two-handed melee weapons, Charlgar gains a +2 bonus on attack and damage rolls.
Backswing (Ex): When Charlgar makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all
attacks after the first.
Piledriver (Ex): As a standard action, Charlgar can make a single melee attack with a two-handed weapon. If the attack hits, he may make a
bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

Wilmot Coldtooth CR 19 XP 204,800 Dwarf rogue 20 NE Medium humanoid (Dwarf)


Init +6; Senses darkvision 90; Perception +25
Defense
AC 30, touch 19, flat-footed 24 (+11 armor, +3 def, +5 Dex, +1 dodge)
HP 173240 (20d8+80)
Fort +10, Ref +20, Will +8;
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +6; SR 25
Offense
Speed 30 ft.
Melee +3 wounding scorpion whip +25/+20/+15 (1d4+3/1920)
Special Attacks master strike (DC 23), sneak attack +10d6
Statistics
Str 10, Dex 21, Con 20, Int 13, Wis 12, Cha 6
Base Attack +15; CMB +18; CMD 38 (42 vs Bull Rush, Disarm)
Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (whip), Greater Disarm, Greater Feint, Improved Disarm, Improved Feint,
Medium Armor Proficiency, Mobility, Skill Focus (Bluff), Toughness, Weapon Finesse, Weapon Focus (whip); Rogue Feats bleeding attack
+10, befuddling strike, crippling strike*, finesse rogue, improved evasion*, offensive/defensive, slippery mind*, unwitting ally*, weapon
snatcher*, weapon training
Skills Acrobatics +27, Bluff +27, Craft (poison making) +24, Escape Artist +27, Intimidate +21, Knowledge (dungeoneering) +26, Perception
+24, Sleight of Hand +27, Stealth +27, Use Magic Device +21; -1 ACP
Languages Common, Dwarf, Giant
SQ trapfinding +10
Combat Gear +5 mithril breastplate, +3 wounding scorpion whip, belt of dexterity +6, ring of protection +3, periapt of proof vs poison; wand
of cure moderate wounds (32 charges), wand of scorching ray (8 th level, 29 charges), 10 carrion crawler juice, 5 purple worm poison

The Mother Worm CR 20 XP 307,200 N Colossal aberration


Init +5; Senses darkvision 120 ft., scent; Perception +35
Defense
AC 41, touch 3, flat-footed 40 (+38 natural, +1 Dex, 8 size)
HP 645/774 (43d8+430)
Fort +33, Ref +15, Will +8
Defensive Abilities Immune disease, mind affecting, poison; Resist 30 (acid); SR 29
Offense
Speed 30 ft.; climb 15ft.
Melee 8 tentacle +40 (1d6+16/19-20 plus paralysis) and bite +38 (3d6+8/19-20)
PA 8 tentacle +31 (1d6+34/19-20 plus paralysis) and bite +29 (3d6+17/19-20)
PA+VS 8 tentacle bite +31 (12d6+34/19-20)
Ranged acid ray touch +33 (15d6 acid/19-20)
Space 40 ft.; Reach 40 ft.
Statistics
Str 42, Dex 13, Con 30, Int 2, Wis 15, Cha 26
Base Attack +32; CMB +56 (+15 grapple); CMD 23 (25 vs. trip)
Feats Blind-Fight, Cleave, Cleaving Finish, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Cleaving Finish, Improved Critical
(acid ray, tentacle, bite), Improved Initiative, Improved Natural Armor (5), Improved Natural Attack (bite, tentacle), Improved Vital Strike,
Multiattack, Power Attack, Vital Strike
Skills Climb +37, Perception +35; Racial Modifiers +8 racial to climb
Languages Common
Special Abilities
Acid Ray (Su) Every ld4 rounds, the mother worm can generate a ray of acid from her mouth. She makes a ranged touch attack with this ray
against any target within 300 feet, inflicting 15d6 acid damage on a hit. The mother worm is immune to damage from her own acid ray attack,
but not to acid from other sources (although her acid resistance 30 still applies).
Paralysis (Ex) Those hit by the mother worms tentacle attack must make a DC 41 Fortitude save or be paralyzed for 2d4 rounds.

Advanced Gelatinous Cube CR 3 XP 800 N Gargantuan ooze


Init 5; Senses blindsight 60 ft.; Perception 5
Defense
AC -3, touch -3, flat-footed -3 (5 Dex, -4 squeeze, 4 size)
HP 408/484 (24d8+288)
Fort +20, Ref +3, Will +3
Immune electricity, ooze traits
Offense
Speed 15 ft.
Melee slam +18 (2d6+12 plus 1d6 acid plus paralysis) [-4 due to squeezing factored in]
Space 20 ft.; Reach 15 ft.
Special Attacks engulf, paralysis
Statistics
Str 26, Dex 1, Con 34, Int , Wis 1, Cha 1
Base Attack +18; CMB +30; CMD 35 (can't be tripped)
SQ transparent
Special Abilities
Acid (Ex) A gelatinous cube's acid does not harm metal or stone.
Engulf (Ex) Although it moves slowly, a gelatinous cube can simply engulf Gargantuan or smaller creatures in its path as a standard action. It
cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as
it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who
do not attempt attacks of opportunity can attempt a DC 31 Reflex save to avoid being engulfedon a success, they are pushed back or aside
(opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in
danger of suffocating, and are trapped within its body until they are no longer pinned.
Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by this cube's melee or engulf attack must succeed on a DC 34
Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Transparent (Ex) Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a
motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

Fire Giant CR 10 XP 9,600 LE Large humanoid (fire, giant)


Init 1; Senses low-light vision; Perception +14
Defense
AC 24, touch 8, flat-footed 24 (+8 armor, 1 Dex, +8 natural, 1 size)
HP 150/195 (15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to cold
Offense
Speed 40 ft. (30 ft. in armor)
Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
Statistics
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Attack +11; CMB +22; CMD 31
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon
Focus (greatsword)
Skills Climb +14, Craft (weaponsmithing) +8, Intimidate +11, Perception +14
Languages Common, Giant
Gear half-plate, greatsword
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.

Tiamikal Nul-Shada Sergeant CR 14 XP 38,400 Fire Giant Fighter 5 LE Large humanoid (fire, giant)
Init 1; Senses low-light vision; Perception +20
Defense
AC 27, touch 9, flat-footed 26 (+10 armor, +8 natural, 1 size)
HP 254/315 (15d8+5d10+145)
Fort +20, Ref +6, Will +11
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to cold
Offense
Speed 40 ft. (30 ft. in armor)
Melee greatsword +30/+25/+20/+15 (3d6+22) or 2 slams +28 (1d8+13)
PA greatsword +30/+20/+15/+10 (3d6+37) or 2 slams +23 (1d8+23)
VS+PA greatsword +30 (12d6+44)
Ranged rock +16 (1d8+19 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
Statistics
Str 36, Dex 10, Con 24, Int 10, Wis 17, Cha 8
Base Attack +16; CMB +30; CMD 40; (+2 to Overrun, +3 to Sunder)
Feats Cleave, Cleaving Finish, Furious Focus, Great Cleave, Greater Vital Strike, Improved Overrun, Improved Sunder, Improved Vital Strike,
Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword) , Weapon Specialization (greatsword)
Skills Climb +19, Craft (weaponsmithing) +8, Intimidate +15, Perception +20; ACP 5
Languages Common, Giant
Gear +1 full plate, mw greatsword, mw composite bow (+13 Str), 50 arrows, bag of rocks, 400 gp; oil of magic weapon (2), potion of cure
moderate wounds (2), tanglefoot bag (2), alchemists fire (5)
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.
Shattering Strike (Ex): Sergeants gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Overhand Chop (Ex): When Charlgar make a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his
Strength bonus on damage rolls.
Weapon Training (Ex): When wielding two-handed melee weapons, Sergeants gain a +1 bonus on attack and damage rolls.

12 Headed Pyrohydra CR 13 XP 25,600 N Huge magical beast (fire)


Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +17
Defense
AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, -2 size)
HP 132/180 (12d10+60); fast healing 12
Fort +12, Ref +11, Will +6
Immune fire
Weaknesses vulnerability to cold
Offense
Speed 20 ft., swim 20 ft.
Melee 12 bites +15 (1d8+4)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, 12 breath weapons (15-ft. cone, DC 20, 3d6 fire)
Statistics
Str 18, Dex 12, Con 19, Int 2, Wis 11, Cha 9
Base Attack +12; CMB +18; CMD 29 (can't be tripped)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Lunge, Toughness, Weapon Focus (bite)
Skills Perception +17, Swim +12; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head
Special Abilities
Fast Healing (Ex) A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only
to damage inflicted on the hydra's body.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects
the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder
attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's
HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the
hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
Regenerate Head (Ex) When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original
number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a
touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't
die from losing its heads until all are cut off and the stumps seared by acid or fire.

Bram Cleftshank CR 18 XP 153,600 Fire Giant ranger 3/dragonslayer 6 LE Large humanoid (fire, giant)
Init +5; Senses low-light vision; Perception +23
Aura Courage (10ft.)
Active Spells longstrider, lead blades
Defense
AC 27, touch 10, flat-footed 25 (+7 armor, +1 shield, +1 dodge, +1 Dex, +8 natural, 1 size)
HP 280/357 (15d8+3d10+6d10+147)
Fort +22, Ref +14, Will +17
Defensive Abilities rock catching; Immune fire, fear; Resist acid 5, cold 10, electricity 5, sonic 5; DR 2/Weaknesses vulnerability to cold
Offense
Speed 50 ft. (40 ft. in armor)
Melee +2 flaming burst battleaxe +31/+26/+21/+16 (3d6+14/19-20x3 plus 1d6 fire) and +2 flaming burst handaxe +31 (3d6+14/19-20x3 plus
1d6 fire)
PA +2 flaming burst battleaxe +25/+20/+15/+10 (3d6+24/19-20x3 plus 1d6 fire) and +2 flaming burst handaxe +26 (2d6+24/19-20x3 plus
1d6 fire)
Ranged +1 returning spear +21 (2d6+13x3)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
Spells Prepared (CL 2nd)
1stlead blades, longstrider
Statistics
Str 35, Dex 15, Con 22, Int 10, Wis 18, Cha 8
Base Attack +20; CMB +33; CMD 46
Feats Dazing Assault (Fort Save DC 30), Deadly Finish, Dodge, Double Slice, Endurance, Improved Critical (battle axe, hand axe), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Two-Weapon Fighting, Two Weapon Defense, Weapon Focus (battle axe,
hand axe)
Skills Acrobatics +14, Intimidate +24, Knowledge (Arcana) +10, Perception +23; -1 ACP
Languages Common, Giant
SQ Favored Enemy +2 (Dragon), Track, Wild Empathy, Favored Terrain (Mountains)
Gear +3 cold resistance chain shirt, +2 flaming burst battleaxe, +2 flaming burst handaxe, +1 returning spear , potions of cure serious wounds
(3), potion of fly, wand of protection from energy (16 charges)
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.
Aura of Courage (Su) Bram is Immune to fear, and all allies within 10 feet gain a +4 morale bonus on saving throws against fear effects.
Damage Bonus (Ex) Bram gains a +6 bonus on all weapon damage rolls made against dragons.
Overcome Draconic Spell Resistance (Ex) Bram gains a +6 bonus on caster level checks to overcome a dragon's spell resistance.

Kagro Thundersmiter CR 18 XP 153,600 Fire Giant rogue (Swashbuckler) 9/dragonstalker 4 LE Large humanoid (fire, giant)
Init +0; Senses low-light vision; Perception +25
Defense
AC 24, touch 8, flat-footed 24 (+11 armor, +2 deflection, +8 natural, 1 size)
HP 350/531 (15d8+9d8+4d8+207)
Fort +23, Ref +18, Will +20
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to cold
Offense
Speed 40 ft. (30 ft. in armor)
Melee +2 keen dragon bane greataxe +35/+30/+25/+20 (3d6+21/19-20) or 2 slams +32 (1d8+12)
PA +2 keen dragon bane greataxe +29/+24/+19/+14 (3d6+39/19-20) or 2 slams +26 (1d8+24)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.); sneak attack 5d6 (9d6 vs dragons)
Statistics
Str 36, Dex 10, Con 24, Int 10, Wis 17, Cha 8
Base Attack +20; CMB +22; CMD 31
Feats Blind-Fight, Bull Rush Strike, Cleave, Great Cleave, Dodge, Greater Blind-Fight, Improved Blind Fight, Improved Bull Rush, Improved
Feint, Improved Initiative, Iron Will, Martial Weapon Proficiency (greataxe), Medium Armor Proficiency, Mobility, Power Attack, Spring
Attack, Weapon Focus (greataxe); Rogue Feats Befuddling Strike, Offensive/Defensive, Powerful Sneak, Slow Reactions, Stand Up
Skills: Acrobatics +25, Bluff +30 (+34 vs. dragons), Climb +28, Intimidate +11, Knowledge (arcana) +20, Perception +26 (+30 vs. dragons),
Sense Motive +7 (+11 vs. dragons), Stealth +7, Survival +7 (+9 when following tracks); ACP -1
Languages Common, Giant
Gear +5 mithral breastplate, +2 keen dragon bane greataxe, 5 +1 javelins, mantle of faith, ring of protection +2, ring of resistance +3 (as cloak
of resistance +3), Belt of Con +2, cape of the mountebank, potion of barkskin (2), potion of displacement, potion of haste (2), potion of cure
serious wounds (3), vault key
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.
Hunting Bonus (Ex): Kagro gets a +4 bonus on Bluff, Perception, and Sense Motive when using these skills against dragons.
Sneak Attack (dragon) (Ex): This functions as the rogue ability of the same name, except that it only works against dragons.
Ignore Natural Armor (Ex) Once per day, Kagro can ignore a target's natural armor bonus (including any enhancement bonus to that natural
armor). He must declare that he is using this ability before he makes the attack roll.

Marilith CR 17 XP 102,400 CE Large outsider (chaotic, demon, evil, extraplanar)


Init +4; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 25)
Defense
AC 38, touch 20, flat-footed 34 (+3 armor, +7 deflection, +4 Dex, +15 natural, 1 size)
HP 264 (16d10+176)
Fort +25, Ref +18, Will +13
Defensive Abilities DR 10/cold iron and good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 28
Offense
Speed 40 ft.
Melee +1 flaming burst scimitar+26/+21/+16/+11 (1d8+10/1520 plus 1d6 fire), 5 +1 scimitar +26 (1d8+5/1520), tail slap +19 (2d6+4 plus
grab) or 6 slams +22 (1d8+9), tail slap +19 (2d6+4 plus grab)
PA +1 flaming burst scimitar+21/+16/+11/+6 (1d8+20/1520 plus 1d6 fire), 5 +1 scimitar +21 (1d8+10/1520), tail slap +14 (2d6+9 plus
grab) or 6 slams +17 (1d8+19), tail slap +14 (2d6+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon mastery
Spell-Like Abilities (CL 16th)
Constanttrue seeing, unholy aura (DC 25)
At willgreater teleport (self plus 50 lbs. of objects only), project image (DC 24), telekinesis (DC 22)
3/dayblade barrier (DC 23), fly
1/daysummon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
Statistics
Str 29, Dex 19, Con 33, Int 18, Wis 18, Cha 24
Base Attack +16; CMB +26 (+30 grapple); CMD 44 (can't be tripped)
Feats Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (scimitar), Improved Disarm, Power Attack,
Weapon Focus (scimitar)
Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, Intimidate +26, Knowledge (engineering) +20, Perception +31, Sense Motive +23,
Stealth +19, Use Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
Gear +1 flaming burst scimitar, five +1 scimitars, Belt of Strength +4, bracers of armor +3, ring of protection +3, bracelets worth a total of
4,500 gp
Special Abilities
Crushing Coils (Ex) A creature that takes damage from a marilith's constrict attack must succeed on a DC 25 Fortitude save or lose
consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and
evil cold iron weapon (in addition to retaining the qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to her attack roll when fighting with multiple weapons.

Vercinabex Tor CR 18 XP 6,400 CE Frost Giant sorcerer 18 Large humanoid (cold, giant)
Init 1; Senses low-light vision; Perception +10
Active Spells greater magic weapon (warmace)
Defense
AC 25, touch 10, flat-footed 24 (+6 armor, +1 Dex, +9 natural, 1 size)
HP 354/416 (14d8+18d6+224)
Fort +21, Ref +11, Will +16
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerability to fire
Offense
Speed 40 ft.
Melee +4 icy burst warmace +32/+27/+22/+16 (3d6+19/19-20x3 plus 1d6 cold) or 2 slams +28 (1d8+10)
PA +4 icy burst warmace +32/+22/+17/+11 (3d6+34/19-20x3 plus 1d6 cold) or 2 slams +28 (1d8+20)
VS+ PA +4 icy burst warmace +32 (6d6+34/19-20x3 plus 1d6 cold)
Ranged rock +20 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spells Known (CL 18th, +19 ranged touch)
9th (3/day) [DC 26]timestop, wish
8th (5/day) [DC 25]greater shout (DC 29), maze, power word stun, protection from spells
7th (7/day) [DC 24]greater teleport, mass hold person, prismatic spray (DC 26), spell turning
6th (7/day) [DC 23]chain lightning (DC 27), disintegrate, greater dispel magic, Otiluke's freezing sphere (DC 27), true seeing
5th (7/day) [DC 22]cloudkill, cone of cold (DC 24), overland flight, teleport, wall of force
4th (7 day) [DC 21]dimension door, confusion, greater false life, greater invisibility, ice storm, wall of ice (DC 25)
3rd (8/day) [DC 20]dispel magic, greater magic weapon, haste, fly, lightning bolt (DC 24)
2nd (8/day) [DC 19]fox's cunning, gust of wind (DC 23), invisibility, locate object, mirror image, shatter (DC 23)
1st (8/day) [DC 18]disguise self, expeditious retreat, identify, magic missile, shocking grasp, shield
0 (at will) [DC 17]acid splash, disrupt undead, ghost sound, mage hand, message, prestidigitation, ray of frost, read magic, touch of
fatigue
Statistics
Str 30, Dex 12, Con 24, Int 10, Wis 12, Cha 24
Base Attack +19; CMB +30; CMD 41 (43 vs Bull Rush)
Feats Alertness*, Cleave, Great Cleave, Combat Casting*, Craft Wondrous Item, Eschew Materials*, Exotic Weapon (warmace), Extend Spell,
Furious Focus, Greater Spell Focus (evocation), Improved Bull Rush, Improved Critical (warmace), Improved Initiative*, Maximize Spell,
Power Attack, Quicken Spell, Spell Focus (evocation), Vital Strike +3 Feats
Skills: Bluff +16, Intimidate +26, Knowledge (arcana) +20, Perception +23 (+26 in bright light), Spellcraft +18; Racial Modifiers +4 Stealth
in snow
Languages Common, Giant
Gear +2 icy burst warmace, bracers of armor +6, circlet of charisma +6, potions of cure serious wounds (4)
Special Abilities
Bloodline Arcana: Whenever Vercinabex applies a metamagic feat to a spell that increases the slot used by at least one level, increase the
spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Metamagic Adept (Ex) Vercinabex can apply any one metamagic feat he knows to a spell he is about to cast without increasing the casting
time. He must still expend a higher-level spell slot to cast this spell. Vercinabex can use this ability 4 times per day.
School Power (Ex) The DC for any spells Vercinabex casts from the evocation school increases by +2.

Brazzemal the Burning CR 22 XP 615,000 CE Colossal dragon (fire)


Init +2; Senses dragon senses, smoke vision; Perception +38
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)
Active Spells fire shield, stoneskin, displacement, haste, tongues, resist energy (electricity 30), see invisibility
Defense
AC 43, touch 0, flat-footed 43 (-2 Dex, +4 shield, +39 natural, -8 size); 50% miss chance
HP 464/609 (29d12+261)
Fort +25, Ref +14, Will +24
Defensive Abilities DR 20/magic; Immune fire, paralysis, sleep; Resist (cold, electricity) 30; SR 33
Weaknesses Vulnerability to cold
Offense
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +37 (4d8+24/19-20), 2 claws +37 (4d6+16), 2 wings +35 (2d8+8), tail slap +35 (4d6+24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 33, 24d10 fire), crush (Large creatures, DC 33, 4d6+24), incinerate, manipulate flames, melt
stone, tail sweep (Medium creatures, DC 27, 2d8+24)
Spell-Like Abilities (CL 29th; concentration +35)
At willdetect magic, discern location, find the path, pyrotechnics (DC 18), suggestion (DC 19), wall of fire
Spells Known (CL 19th; concentration +25)
9th (4/day)time stop, weird
8th (6/day)greater shout, prismatic wall, screen
7th (6/day)limited wish, mass hold person, spell turning
6th (7/day)antimagic field, contingency, greater dispel magic
5th (7/day)polymorph, telekinesis (DC 21), teleport, wall of force
4th (7/day)fear (DC 20), fire shield, greater invisibility, stoneskin
3rd (7/day)dispel magic, displacement, haste, tongues
2nd (8/day)alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day)alarm, grease (DC 17), magic missile, shield, true strike
0 (at will)arcane mark, bleed, light, mage hand, mending, message, open/close, prestidigitation, read magic
Statistics
Str 43, Dex 6, Con 29, Int 22, Wis 23, Cha 22
Base Atk +29; CMB +53; CMD 61 (65 vs. trip)
Feats Cleave, Critical Focus, Empower Spell, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved
Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Vital Strike, Wingover
Skills Appraise +38, Bluff +38, Diplomacy +38, Fly +14, Intimidate +38, Knowledge (arcana) +38, Knowledge (history) +38, Perception +38,
Sense Motive +38, Spellcraft +38, Stealth +14, Use Magic Device +38
Languages Abyssal, Common, Draconic, Dwarven, Giant, Ignan, Orc
Gear ring of major spell storing (contains heal, sending), ring of greater cold resistance, 5 gold earrings worth 1,000 gp each, 666 ornamental
gemstones embedded into his hide (each is worth 100 gp)
Special Abilities
Incinerate (Su) Brazzemal can incinerate creatures in its fiery breath. A creature reduced to fewer than 0 hit points by its breath weapon must
make a Fortitude save (using the breath weapon's DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can
only be restored to life through true resurrection or similar magic.
Manipulate Flames (Su) Brazzemal can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability
allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the
new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell
cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so
desires.

Melt Stone (Su) Brazzemal can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The
area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the
second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Raam CR 11 XP 12,800 NG or NE Huge undead
Init +1; Senses darkvision 60; Perception +17
Aura Fear (30 Will DC 25 or panicked)
Defense
AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, 2 size)
HP 200/275 (25d8+75)
Fort +13, Ref +10, Will +21
Defensive Abilities rock catching; DR 10/Offense
Speed 50 ft.
Melee 2 slams +33 (2d6+16/19-20 + 1d6 Strength Damage)
PA 2 slams +28 (2d6+26/19-20 + 1d6 Strength Damage)
Ranged rock +19 (2d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.)
Statistics
Str 43, Dex 15, Con , Int 8, Wis 20, Cha 16
Base Attack +18; CMB +36; CMD 48 (+4 to Bull Rush)
Feats Bull Rush Strike, Cleave, Great Cleave, Combat Reflexes, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical
(slam), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (slam)
Skills: Climb +30, Disguise +19 (+27 when disguised as statue)., Knowledge (history) +13, Perception +33, Perform (song) +17, Stealth 0 (+8
in rocky terrain); Racial +8 bonus on stealth checks in rocky terrain and on Disguise checks when attempting to appear as an inanimate statue.
Languages Giant
Special Abilities
Fear Aura (Su): Any creature within a 30-foot radius of a raam when it attacks must succeed on a DC 25 Will save or become panicked for
2d4 rounds. A creature that successfully saves cannot be affected by that particular rums aura for 24 hours.
Strength Damage (Su): The touch of a raam deals ld6 points of Strength damage to a living foe, or 2d6 points of Strength damage on a critical
hit. The raam heals 5 points of damage whenever it drains Strength. A creature reduced to Strength 0 by a raam dies. This is a negative energy
effect.
Trample (Ex): Reflex half DC 38. The save DC is Strength-based.

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