Here follows a collection of monstrous characters, each suitable for a one-shot game. These characters were created using Savage Species rules and have an ECL of 8. A very helpful method developed by the Game Mechanics was used to build these characters. Note that the Challenge Ratings for these monsters reflect that they are outfitted with equipment suitable for an 8th-level PC. In order to see the backup calcs, just click on the "Show Math" button below.
Somewhere in the vastness of the multiverse, there exists a demiplane. And on that demiplane sprawls a complex filled with many rooms. One of these rooms is lined with row after row of crystal chambers. And within those chambers sleep monsters, plucked from many different worlds.
The sleeps of these monsters are haunted by dreams, dreams of their former lives. The monsters do not know how they arrived in these crystal chambers, nor do they know what unseen force maintains their captivity. What each monster does know is that every so often, they awaken to find themselves wandering within a great maze.
Sometimes they are alone in the great maze; sometimes they are accompanied by other sleepers. And for a time, these monsters must navigate the great maze, which is ever-changing but always filled with deadly traps and even deadlier guardians. If one of the sleepers are killed, they do not die, but are instead transported back into their crystal chamber, their wounds healed. And there they sleep, and wait, until their next turn in the maze. These monsters are the Taken . . .
Male carnivorous ape
CN Large monstrous humanoid
Init +2 (+2 Dex); Senses low-light vision, scent; Listen +7, Spot +7
AC 19, touch 12, flat-footed 17 (+3 bracers of armor, +2 Dex, -1 size, +1 ring of protection, +4 natural)
hp 46 (5 HD)
Fort +5, Ref +6, Will +6 (Ape F+1, R+4, W+4; Con +4, Dex +2, Wis +2)
Spd 30 ft
Melee 2 claws +16 (1d4+11) (+5 BAB, +11 Str, -1 size, +1 Weapon Focus) and bite +10 (1d8+5) (+5 BAB, +11 Str, -1 size, -5 secondary attack)
Space 10 ft; Reach 10 ft
Base Atk +5 (+5 Ape); Grp +18
Atk Options Power Attack
Special Atk rend
Abilities Str 32, Dex 15, Con 18, Int 5, Wis 14, Cha 7
Feats Alertness bonus for ape, Power Attack 1st level, Weapon Focus (claws) 3rd level
Skills Climb +21, Listen +7, Spot +7
Possessions 27,000 gp—belt of giant strength +4 16,000 GP (reflected in statistics above), bracers of armor +3 9,000 GP, ring of protection +1 2,000 GP
Rend (Ex) A carnivorous ape that hits with two claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+22 points of damage.
Scent (Ex) Brodach can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Physical Description: Brodach is a hulking white ape standing over seven feet tall. Despite his savage, bestial appearance he wears a belt, bracers, and a ring.
Skills (carnivorous ape): Climb 2 ranks (+11 Str, +8 racial trait), Listen 3 ranks (+2 Wis, +2 Alertness), Spot 3 ranks (+2 Wis, +2 Alertness) = 8 (8 skill points)
NOTE: Number of feats is derived as follows: Alertness (bonus ape) + 1 at 1st HD + 1 at 3rd HD = 3
NOTE: CR calculated as follows: 3 (ape HD) + 1 (elite array) + 1 (equipment) = 5
Male ogre barbarian 2
CN Large giant
Init +0 (+0 Dex); Senses darkvision 60 ft, low-light vision; Listen +3, Spot +4
Languages Giant, Common
AC 18, touch 9, flat-footed 18 (+4 hide armor, -1 size, +5 natural); uncanny dodge
hp 77 (6 HD)
Fort +15, Ref +2, Will +2 (Ogre F+4, R+1, W+1; Bbn F+3, R+0, W+0; Con +7, Dex +0, Wis +0; +1 cloak of resistance)
Spd 40 ft
Melee +2 greatclub +14 (2d8+12) (+5 BAB, +7 Str, -1 size, +2 greatclub, +1 Weapon Focus)
Ranged javelin +4 (1d8+7) (+5 BAB, -1 size)
Space 10 ft; Reach 10 ft
Base Atk +5 (+3 ogre, +2 Bbn); Grp +16
Atk Options Power Attack, rage 1/day
Combat Gear potion of bear's endurance 300 GP, 3 potions of cure light wounds 150 GP
Abilities Str 24, Dex 11, Con 24, Int 7, Wis 11, Cha 8
Skills Climb +7, Intimidate +1, Listen +3, Spot +4, Survival +2
Feats Improved Bull Rush 6th, Power Attack 3rd, Weapon Focus (greatclub) 1st
Possessions 27,000 GP—combat gear, amulet of health +4 16,000 GP (reflected in statistics above), +2 greatclub 8,305 GP, +1 hide armor 1,165 GP, cloak of resistance +1 1,000 GP, 79 GP remaining wealth in coins
Rage (Ex) While Graal rages, the following changes to his statistics are in effect: (Str 28, Con 28, AC -2, +12 hit points, +2 to all melee attacks and damage, Fort save +17, Will save +4, Climb +9). His fit of rage lasts 12 rounds. At the end of the rage, Graal loses the rage modifiers and restrictions and becomes fatigued (Str 22, Dex 9, +1 to AC, -1 to all melee attacks and damage, Ref save +1, Climb +6, can't charge or run) for the duration of the current encounter.
Uncanny Dodge (Ex) Graal retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Graal is a massive creature, towering over nine feet tall, with sallow skin punctuated by warty brown bumps. His long teeth and talons are black, and his repellent odor is reminiscent of curdled milk. Graal has long, greasy, blackish-blue hair and wears hide armor.
Skills (Ogre): Climb 0 ranks (+7 Str), Listen 3 ranks (+0 Wis), Spot 4 ranks (+0 Wis) = 7 (7 skill points)
Skills (Barbarian): Intimidate 2 ranks (-1 Cha), Survival 2 ranks (+0 Wis) = 4 (4 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st HD + 2 at 3rd HD + 1 at 2nd Bbn level (6HD) = 3
NOTE: CR calculated as follows: 3 (ogre HD) + 2 (2 associated class levels) + 1 (equipment) = 6
Male bugbear cleric 4
CN Medium humanoid (goblinoid)
Init +3 (+3 Dex); Senses darkvision 60 ft, scent; Listen +6, Spot +6
Languages Common, Goblin
AC 21, touch 13, flat-footed 18 (+3 leather, +3 natural, +3 Dex, +2 shield)
hp 64 (7 HD)
Fort +8, Ref +7, Will +8 (Bugbear F+1, R+3, W+1; Clr F+4, R+1, W+4; Con +3, Dex +3, Wis +3)
Spd 30 ft
Melee +2 thundering morningstar +11 (1d8+5) (+5 BAB, +3 Str, +2 morningstar, +1 Weapon Focus)
Ranged javelin +8 (1d6+3) (+5 BAB, +3 Dex)
Base Atk +5 (+2 bugbear, +3 Clr); Grp +8
Combat Gear 3 potions of cure serious wounds 2,250 GP
Special Atk rebuke undead 2/day (-1, 2d6+2 HD)
Spells Prepared (CL 4th, 5th for Chaos Spells)
2nd—darkness, invisibility*, silence (DC 15), sound burst (DC 15)
1st—cause fear (DC 13), disguise self*, obscuring mist, summon monster I
0—cure minor wounds, detect magic, inflict minor wounds (+8 melee touch), light, resistance
*Domain spell. Domains Chaos, Trickery
Abilities Str 16, Dex 16, Con 16, Int 9, Wis 16, Cha 9
SQ Bluff, Disguise, and Hide are class skills
Feats Alertness 1st, Stealthy 3rd, Weapon Focus (Morningstar) 6th
Skills Bluff +0, Climb +3, Concentration +5, Disguise +0, Hide +7, Listen +6, Move Silently +10, Search +0, Spot +6
Possessions 27,000—combat gear, +2 thundering morningstar 18,308 GP, periapt of wisdom +2 4,000 GP (reflected in statistics above),+1 leather armor 1,160 GP, +1 small wooden shield 1,153 GP, javelin, 129 GP remaining wealth in coins
Rebuke Undead (Su) Grishnak may attempt to rebuke or command undead 2 times per day.
Scent (Ex) Grishnak can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Grishnak is a giant, hairy goblin of thick build, standing seven feet tall. He has a light yellow hide with thick, coarse brown hair. His eyes are wild and bestial, being greenish white with red pupils, while his ears are wedge shaped, rising from the top of his head. Grishnak's mouth is full of long sharp fangs and his nose—like his tough leathery hide and long sharp nails—look something like a bear's.
Skills (bugbear): Climb 0 ranks (+3 Str), Hide 2 ranks (+3 Dex, +2 Stealthy), Listen 1 rank (+3 Wis, +2 Alertness), Move Silently 1 rank (+3 Dex, +2 Stealthy, +4 racial trait), Search 1 rank (-1 Int), Spot 1 rank (+3 Wis, +2 Alertness) = 6 (6 skill points)
Skills (cleric): Bluff 1 rank (-1 Cha), Concentration 2 ranks (+3 Con), Disguise 1 rank (-1 Cha) = 4 (4 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st HD + 1 at 3rd HD + 1 at 3rd level (6 HD) = 3
NOTE: CR calculated as follows: 2 (bugbear HD) + 1 (3 non-associated class levels up to 3rd level) + 1 (1 non associated class level above 3rd level) + 1 (equipment) = 5
Male gloranthan duck fighter 6/duelist 2
CN Medium monstrous humanoid
Init +10 (+4 Dex, +4 Improved Initiative, +2 Improved Reaction); Senses Listen +2, Spot +2
Languages Common
AC 23, touch 21, flat-footed 15 (+1 armor, +4 Dex, +2 deflection, +4 canny defense, +2 natural)
hp 70 (8 HD)
Fort +7, Ref +9, Will +2 (Duck F+0, R+0, W+0; Ftr F+5, R+2, W+2; Duelist F+0, R+3, W+0; Con +2, Dex +4, Wis +0)
Spd 20 ft, swim 30 ft
Melee +2 short sword +15/+10 (1d6+2/19-20) (+8 BAB, +4 Dex, +2 short sword, +1 Weapon Focus)
Ranged +2 shortbow +14/+9 (1d6+2) (+8 BAB, +4 Dex, +2 shortbow)
Atk Options Combat Expertise
Combat Gear potion of keen edge 750 GP, 2 potions of cure moderate wounds 600 GP
Base Atk +8 (+6 Ftr, +2 Duelist); Grp +8
Abilities Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 8
SQ canny defense, improved reaction +2
Feats Combat Expertise 4th, Dodge b 1st, Fighter bonus, Improved Disarm b 6th, Fighter bonus, Improved Initiative 6th, Mobility b 2nd, Fighter bonus, Weapon Focus (short sword) 3rd, Weapon Finesse 1st
Skills Bluff +3, Climb +6, Craft (Weaponsmithing) +8, Jump +6, Listen +2, Perform (Dance) +1, Sense Motive +4, Spot +2, Swim +16, Tumble +7
Possessions 27,000 GP—+2 shortbow 8,330 GP, +2 short sword 8,310 GP, ring of protection +2 8,000 GP, bracers of armor +1 1,000 GP, 10 GP remaining wealth in coins
Canny Defense (Ex) When not wearing armor or using a shield, Heward adds 1 point of Intelligence bonus per duelist class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Improved Reaction (Ex) Heward gains a +2 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.
Heward is a black feathered humanoid about four feet tall with webbed feet and a bill. He has arms rather than wings and a stout build.
Skills (Fighter): Climb 6 ranks (+0 Str), Craft (Weaponsmithing) 6 ranks (+2 Int), Jump 6 ranks (+0 Str), Perform (Dance) 4* ranks (-1 Cha), Swim 8 ranks (+0 Str, +8 racial trait), Tumble 6* ranks (+4 Dex) = 36 (36 skill points) * Indicates cross-class skills
Skills (Duelist): Bluff 4 ranks (-1 Cha), Listen 2 ranks (+0 Wis), Sense Motive 4 ranks (+0 Wis), Spot 2 ranks (+0 Wis) = 12 (12 skill points)
NOTE: Number of feats is derived as follows: 3 for class levels + 4 fighter bonus feats = 7
NOTE: CR calculated as follows: 8 (8 PC class levels) + 1 (equipment) = 9
Male drow invoker 6
CN Medium humanoid (elf)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 120 ft; Listen +2, Spot +2
Languages Elf, Common, Undercommon
AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +0 size, +2 deflection)
hp 27 (6 HD)
SR 17
Fort +7, Ref +8, Will +7 (Wizard F+3, R+3, W+5; Con +2, Dex +3, Wis +0; +2 cloak of resistance)
Weakness light blindness
Spd 30 ft
Melee +1 short sword +3 (1d6/19-20) (+3 BAB, -1 Str, +1 short sword)
Ranged mwk hand crossbow +7 (1d4/19-20) (+3 BAB, +3 Dex, +1 masterwork)
Base Atk +3; Grp +2
Combat Gear wand of magic missiles (3rd level caster) 2,250 GP, scroll of ice storm 700 GP, potion of blur 300 GP
Special Atk poison (DC 13, unconsciousness)
Spells Prepared (CL 6th)
3—gaseous form, lightning bolt (DC 18), suggestion (DC 17)
2—hideous laughter (DC 16), mirror image, scorching ray (+6 ranged touch), shatter (DC 17), spider climb
1—burning hands (DC 15), cause fear (DC 14), magic missile, ray of enfeeblement (+6 ranged touch), shocking grasp (+2 melee touch [+5 if opponent is wearing metal])
0—dancing lights, detect magic, flare (DC 15), read magic, ray of frost (+6 ranged touch)
Prohibited schools Abjuration, Conjuration
Spell-Like Abilities (CL 7th) 1/day—dancing lights, darkness, faerie fire
Abilities Str 8, Dex 16, Con 14, Int 19, Wis 11, Cha 14
SQ drow traits
Feats Combat Casting 3rd, Improved Initiative 1st, Scribe Scroll 1st, Silent Spell 5th, Spell Focus (evocation) 6th
Skills Concentration +12 (+16 casting defensively), Craft (alchemy) +9, Decipher Script +9, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (religion) +9, Knowledge (the planes) +9, Listen +2, Search +6, Spellcraft +13, Spot +2
Possessions 27,000—combat gear, bracers of armor +3 9,000 GP, ring of protection +2 8,000 GP, cloak of resistance +2 4,000 GP, +1 short sword 2,310 GP, masterwork hand crossbow 400 GP, vial of drow knockout poison (4 doses), spellbook, 40 GP remaining wealth in coins
Drow Traits Ilphral is immune to magic sleep spells and effects, and he has a +2 racial bonus on saves against enchantment spells or effects and a +2 racial bonus on Will saves against spells or spell-like abilities. He is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. In addition, Ilphral has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison (Ex): An opponent hit by a drow's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Skills (wizard): Concentration 9 ranks (+3 Con), Craft (Alchemy) 5 ranks (+4 Int), Decipher Script 5 ranks (+4 Int), Knowledge (Arcana) 9 ranks (+4 Int), Knowledge (Dungeoneering) 9 ranks (+4 Int), Knowledge (Religion) 5 ranks (+4 Int), Knowledge (The Planes) 5 ranks (+4 Int), Listen 0 ranks (+0 Wis, +2 racial trait), Search 0 ranks (+4 Int, +2 racial trait), Spellcraft 9 ranks (+4 Int), Spot 0 ranks (+0 Wis, +2 racial trait) = 56 (56 skill points)
NOTE: Number of feats is derived as follows: 3 Wizard levels + 1 bonus feat + Scribe Scroll
NOTE: CR calculated as follows: 6 (6 PC class levels) + 1 (drow) + 1 (equipment) = 8
Male thri-kreen ranger 5
CN Medium monstrous humanoid
Init +6 (+6 Dex); Senses darkvision 60 ft; Listen +9, Spot +9
Languages Common
AC 21, touch 18, flat-footed 15 (+6 Dex, +3 natural, +2 ring of protection)
hp 42 (7 HD)
Immune sleep
Fort +5, Ref +13, Will +6 (Thri-kreen F+0, R+3, W+3; Rng F+4, R+4, W+1; Con +1, Dex +6, Wis +2)
Spd 40 ft
Melee +3 gythka as double weapon +12/+7/+12 (1d8+6/1d8+4) (+7 BAB, +3 Str, +3 gythka, +1 Weapon Focus, -2 two-weapon fighting) and bite+8 (1d4+1 plus poison) (+7 BAB, +3 Str, -2 secondary weapon) or
+3 gythka two-handed +14/+9 (1d8+7) (+7 BAB, +3 Str, +3 gythka, +1 Weapon Focus) and bite +8 (1d4+1 plus poison) (+7 BAB, +3 Str, -2 secondary weapon) or
4 claws +10 (1d4+3) (+7 BAB, +3 Str) and bite +8 (1d4+1 plus poison) (+7 BAB, +3 Str, -2 secondary attack)
Ranged chatkcha +13 (1d6+3) (+7 BAB, +6 Dex)
Base Atk +7 (+2 thri-kreen, +5 Rng); Grp +10
Combat Gear potions of cat's grace and protection from arrows 10/magic 600 GP
Special Atk poison (DC 12, paralysis 2d6 minutes)
Spells Prepared (CL 1st) 1st—longstrider
Abilities Str 16, Dex 22, Con 13, Int 13, Wis 15, Cha 5
SQ endurance, favored enemy (humans +4), leap, weapon familiarity (gythka), weapon familiarity (chatkcha), wild empathy
Feats Deflect Arrows b thri-kreen, Endurance b ranger, Multiattack 3rd, Multiweapon Fighting 6th, Track b ranger, Two-Weapon Fighting b ranger, Weapon Focus (gythka) 1st
Skills Balance +9, Climb +10, Hide +14 (+18 in sandy or arid situations), Jump +36, Listen +9, Move Silently +11, Search +6. Spot +9, Survival +7
Possessions 27,000 GP—combat gear, +3 gythka 18,360 GP, +2 ring of protection 8,000 GP, chatkchas (10) 10 GP, 30 GP remaining wealth in coins
Favored Enemy (Ex) K'chulik has selected humans as a favored enemy. He gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He gets the same bonus on weapon damage rolls against humans.
Immunity to Sleep (Ex) Thri-kreen are immune to magic sleep effects. A thri-kreen spellcaster still requires 8 hours of rest before preparing spells.
Leap (Ex) A thri-kreen is a natural jumper. It gains a +30 competence bonus on all Jump checks (already figured into the statistics given above) and its maximum jumping distance is not limited by height.
Poison (Ex) 1/day—Injury, Fortitude DC 12, initial damage and secondary damage paralysis for 2d6 minutes. The save DC is Constitution-based.
Wild Empathy (Ex) K'chulik can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20, or 1d20-4 if attempting to influence a magical beast with an Intelligence score of 1 or 2, for the check.
K'Chulik appears much like a human-sized mantis with a sandy-yellow exoskeleton. Of the six limbs protruding from his midsection, two are used for walking; the other four end in four-fingered hands. Two compound eyes, two antennae, and a complicated jaw structure give his head a startling visage.
Skills (thri-kreen): Balance 3 ranks (+6 Dex), Climb 2 ranks (+3 Str), Hide 3 ranks (+6 Dex), Jump 3 ranks (+3 Dex, +30 racial trait), Listen 2 ranks (+2 Wis), Spot 2 ranks (+2 Wis) = 15 (15 skill points)
Skills (ranger): Climb 5 ranks, Hide 5 ranks, Listen 5 ranks, Spot 5 ranks, Move Silently 5 ranks (+6 Dex), Search 5 ranks (+1 Int), Survival 5 ranks (+2 Wis) = 35 (35 skill points)
NOTE: Number of feats is derived as follows: deflect arrows (b) + 1 thri-kreen HD + 2 ranger HD
NOTE: CR calculated as follows: 1 (thri-kreen HD) + 5 (5 associated class levels) + 1 (equipment) = 7
Male cavefolk barbarian 3/cleric 3
CN Medium humanoid (cavefolk)
Init +1 (+1 Dex); Senses low-light vision, trap sense +1; Listen +6, Spot +6
Languages Common, speak with animals 1/day
AC 14, touch 11, flat-footed 13 (+3 hide armor, +1 Dex); uncanny dodge
hp 71 (6 HD)
Fort +11, Ref +7, Will +7 (cavefolk F+0, R+3, W+0; Bbn F+3, R+1, W+1; Clr F+3, R+1, W+3; Con +4, Dex +1, Wis +2; +1 luckstone)
Spd 40 ft
Melee +1 handaxe +9/+4 (1d6+3/x3) (+6 BAB, +2 Str, +1 handaxe )
Ranged shortspear +7/+2 (1d6+2) (+6 BAB, +1 Dex)
Base Atk +6 (cavefolk +1, Bbn +3, Clr +2); Grp +8
Combat Gear potion of barkskin +3 600 GP, potion of cure light wounds 50 GP
Special Atk rage 1/day, turn undead 1/day (-2, 2d6+1 HD), turn air creatures 1/day (-2, 2d6+1 HD)
Spells Prepared (CL 3rd)
2—bear's endurance, bull's strength, hold animals*(DC 14)
1—calm animals*, doom (DC 13), endure elements, shield of faith
0—guidance, light, resistance, virtue
* Domain spell. Domains Animal; Earth
Abilities Str 15, Dex 12, Con 19, Int 6, Wis 14, Cha 7
SQ fast movement
Feats Alertness 1st level, Skill Focus (Survival) 6th level, Track 3rd level
Skills Climb +4, Craft (flintworking) +2, Concentration +6, Handle Animal +0, Heal +5, Jump +4, Listen +6, Spot +6, Survival +9
Possessions 27,000 GP—combat gear, stone of good luck 20,000 GP, amulet of health +2 (reflected in statistics above) 4,000 GP, +1 handaxe 2,306 GP, hide armor 15 GP, 29 GP remaining wealth in coins
Rage (Ex) While Kurok rages, the following changes to his statistics are in effect: (Str 19, Con 23, AC -2, +12 hit points, +2 to all melee attacks and damage, Fort save +13, Will save +9, Climb +6, Jump +6). His fit of rage lasts 9 rounds. At the end of the rage, Kurok loses the rage modifiers and restrictions and becomes fatigued (Str 13, Dex 10, +1 to AC, -1 to all melee attacks and damage, Ref save +6, Climb +3, Jump +3, can't charge or run) for the duration of the current encounter.
Trap Sense (Ex) Kurok gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Turn Undead (Su) Kurok may attempt to turn or destroy undead once per day.
Uncanny Dodge (Ex) Kurok retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Physical Description: Kurok resembles a hulking, bowlegged, and beetle-browed human with a receding forehead, dressed in hide armor.
Skills (cavefolk): Listen 1 rank (+2 Wis, +2 Alertness, +1 luckstone), Spot 1 rank (+2 Wis, +2 Alertness, +1 luckstone), Survival 3 ranks (+2 Wis, +3 Skill Focus, +1 luckstone) = 5 (5 skill points)
Skills (barbarian): Climb 1 rank (+2 Str, +1 luckstone), Craft (flintworking) 3 ranks (-2 Int, +1 luckstone), Handle Animal 1 rank (-2 Cha, +1 luckstone), Jump 1 rank (+2 Str, +1 luckstone) = 6 (6 skill points)
Skills (cleric): Concentration 1 rank (+4 Con, +1 luckstone), Heal 2 ranks (+2 Wis, +1 luckstone) = 3 (3 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st HD + 1 at 1st Barbarian level (3 HD) + 1 at 1st Cleric level (6 HD) = 3
NOTE: CR calculated as follows: 1 (cavefolk HD) + 3 (3 associated class levels) + 1 (2 non associated class levels up to 2nd level) + 1 (1 non-associated class level above 2nd level) + 1 (equipment) = 7
AC 26, touch 16, flat-footed 22 (+5 serpent mail, +4 Dex, +5 natural, +2 ring of protection)
hp 25 (3 HD)
Fort +5, Ref +9, Will +5 (Serpentfolk F+1, R+3, W+3; Con +2, Dex +4, Wis +0; +2 cloak of protection)
Spd 40 ft
Melee +2 scimitar +8 (1d6+5) (+3 BAB, +3 Str, +2 scimitar) and bite +4 (1d3+1 plus poison) (+3 BAB, +3 Str, -2 secondary attack) and claw +4 (1d3+1) (+3 BAB, +3 Str, -2 secondary attack) and tail slap +4 (1d6+1) (+3 BAB, +3 Str, -2 secondary attack)
Ranged +1 javelin +8 (1d6+4) (+3 BAB, +4 Dex, +1 javelin)
Base Atk +3; Grp +6
Combat Gear potion of invisibility 300 GP, potion of cure light wounds 50 GP
Special Atk poison (DC 13, nauseated 2d3+2 minutes/-)
Spells Prepared (CL 3rd)
2—acid arrow (+7 ranged touch), mirror image, scorching ray (+7 ranged touch)
1—magic missile, shield, silent image (DC 17), summon monster I
0—acid splash (+7 ranged touch), detect magic, flare (DC 16), ray of frost (+7 ranged touch)
Abilities Str 17, Dex 19, Con 15, Int 22, Wis 11, Cha 13
Feats Multiattack 3rd level, Toughness 1st level
Skills Concentration +8, Hide +10, Jump +6, Listen +4, Move Silently +10, Search +9, Spellcraft +10, Spot +4, Use Magical Device +5
Possessions 27,000 GP—combat gear, +2 scimitar 8,315 GP, ring of protection +2 8,000 GP, cloak of resistance +2 4,000 GP, headband of intellect +2 (reflected in the statistics above) 4,000 GP, javelin +1 2,301 GP, serpent mail N/A, 34 GP remaining wealth in coins
Keen Sense (Ex) Lyssithik sees three times as well as a human in low-light conditions and has darkvision to 60 feet. Lyssithik also has the scent ability: he can use his sense of smell to detect approaching enemies within 30 feet, can sniff our hidden foes as a move action, and may track by sense of smell.
Poison (Ex) Injury, Fortitude DC 13, initial damage nauseated 2d4+2 minutes, secondary damage —. The save DC is Constitution-based.
Lyssithik is a slender, long-necked, serpentine humanoid with green scales and striped orange markings. He wears ornately decorated robes.
Skills (Serpentfolk): Concentration 6 ranks (+2 Con), Hide 4 ranks (+4 Dex, +2 racial trait), Jump 3 ranks (+3 Str), Listen 4 ranks (+0 Wis), Move Silently 4 ranks (+4 Dex, +2 racial trait), Search 3 ranks (+6 Int), Spellcraft 4 ranks (+6 Int), Spot 4 ranks (+0 Wis), Use Magical Device 4 ranks (+1 Cha) = 36 (36 skill points)
NOTE: Number of feats is derived as follows: 3 for HD
NOTE: CR calculated as follows: 4 (serpentfolk HD) + 1 (elite array) + 1 (equipment) = 6
Male hobgoblin fighter 7
CN Medium humanoid (goblinoid)
Init +3 (+3 Dex); Senses darkvision 60 ft; Listen +0, Spot +0
Languages Common, Goblin
AC 20, touch 14, flat-footed 17 (+5 studded leather, +3 Dex, +1 shield, +1 ring of protection); Dodge, Mobility
hp 62 (7 HD)
Fort +7, Ref +5, Will +2 (Ftr F+5, R+2, W+2; Con +2, Dex +3, Wis +0)
Spd 30 ft
Melee +1 wounding longsword +11/+6 (1d8+5/19-20) (+7 BAB, +2 Str, +1 longsword, +1 Weapon Focus)
Ranged +1 throwing axe +11 (1d6+3) (+7 BAB, +3 Dex, +1 axe)
Base Atk +7; Grp +9
Atk Options Combat Expertise, Combat Reflexes, Spring Attack
Abilities Str 14, Dex 17, Con 15, Int 13, Wis 11, Cha 7
Feats Combat Expertise 1st, Combat Reflexes b 2nd, Dodge 3rd, Mobility 6th, Spring Attack b 6th, Weapon Focus (longsword) b 1st, Weapon Specialization (longsword) b 4th.
Skills Climb +4, Intimidate +8, Handle Animal +5, Jump +5, Move Silently +7, Ride +8, Swim +7
Possessions 27,000 GP—+1 wounding longsword 18,315 GP, +2 studded leather armor 4,175 GP, +1 throwing axe 2,306 GP, ring of protection +1 2,000 GP, masterwork light shield 153 GP, 51 GP remaining wealth in coins
Narath-Mergog is a burly humanoid standing over six feet tall. His hairy hide is dark gray in color and his face is red-orange. His eyes and teeth are yellow and his clothes are dyed bold, blood red.
Skills (fighter): Climb 2 ranks (+2 Str), Intimidate 10 ranks (-2 Cha), Handle Animal 5 ranks (+0 Wis), Jump 3 ranks (+2 Str), Move Silently 0 ranks (+3 Dex, +4 racial trait), Ride 5 ranks (+3), Swim 5 ranks (+2 Str) = 30 (30 skill points)
NOTE: Number of feats is derived as follows: 3 levels + 4 fighter feats
NOTE: CR calculated as follows: 7 (7 PC class levels) + 1 (equipment) = 8
Male duergar rogue 3/fighter 4
CN Medium humanoid (dwarf)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 120 ft, trap sense +1; Listen + 7, Spot +6
Languages Common, Dwarf, Undercommon
AC 24, touch 13, flat-footed 21 (+7 chain shirt, +3 Dex, +4 shield); Dodge, Mobility
hp 64 (7 HD)
Fort +8, Ref +7, Will +2 (Duergar F+0, R+0, W+0; Rog F+1, R+3, W+1; Ftr F+4, R+1, W+1; Con +3, Dex +3, Wis +0); evasion
Weakness light sensitivity
Spd 20 ft
Base Atk +6 (+2 Rog, +4 Ftr); Grp +9
Melee +2 warhammer +12/+7 (1d6+7/x3) (+6 BAB, +3 Str, +2 warhammer, +1 Weapon Focus)
Ranged mwk light crossbow +10 (1d8/19-20) (+6 BAB, +3 Dex, +1 masterwork)
Combat Gear potion of haste 750 GP
Special Atk sneak attack +2d6
Spell-Like Abilities (CL 7th) 1/day—enlarge person, invisibility; these abilities affect only the duergar and whatever it carries
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 4
SQ duergar traits, trapfinding
Feats Improved Initiative b 4th, Dodge b 5th, Mobility 6th, Toughness 1st, Weapon Focus (warhammer) 3rd, Weapon Specialization (warhammer) b 6th
Skills Balance +5, Climb +7, Disable Device +7, Escape Artist +7, Hide +7, Jump +7, Listen +7, Move Silently +11, Open Lock +9, Search +6, Sleight of Hand +3, Spot +6, Tumble +3
Possessions 27,000 GP—combat gear, +3 chain shirt 9,300 GP, +2 warhammer 8,312 GP, +2 heavy shield 4,170 GP, gauntlets of ogre power +2 (reflected in statistics above) 4,000 GP, masterwork light crossbow 335 GP, 183 GP remaining wealth in coins
Duergar Traits Immunity to paralysis, phantasms, and poison. +2 racial bonus on saves against spells and spell-like abilities. +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). He also has stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth). Nildrickin is immune to paralysis, phantasms, and to magical or alchemical poisons (but not normal poisons). He also has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal, a +4 racial bonus on Move Silently checks, and +1 racial bonus on Listen and Spot checks (already figured into the statistics above).
Evasion (Ex) Nildrickin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Light Sensitivity (Ex) Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
Trapfinding (Ex) Nildrickin can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Nildrickin can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it (with his party) without disarming it.
Trap Sense (Ex) Nildrickin has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Nildrickin appears to be an emaciated, nasty-looking dwarf. His complexion and hair are dark gray in color, and he wears drab clothing.
Skills (Rogue): Balance 4 ranks (+3 Dex, -2 armor), Disable Device 6 ranks (+1 Int), Escape Artist 6 ranks (+3 Dex, -2 armor), Hide 6 ranks (+3 Dex, -2 armor), Listen 6 ranks (+0 Wis, +1 racial trait), Move Silently 6 ranks (+3 Dex, +4 racial trait, -2 armor), Open Lock 6 ranks (+3 Dex), Search 5 ranks (+1 Int), Sleight of Hand 2 ranks (+3 Dex, -2 armor), Spot 5 ranks (+Wis, +1 racial trait), Tumble 2 ranks (+3 Dex, -2 armor) = 54 (54 skill points)
Skills (Fighter): Climb 6 ranks (+3 Str, -2 armor), Jump 6 ranks (+3 Str, -2 armor) = 12 (12 skill points)
NOTE: Number of feats is derived as follows: 3 for class levels + 3 bonus fighter feats
NOTE: CR calculated as follows: 7 (7 PC class levels) + 1 (duergar) + 1 (equipment) = 9
Male lizardfolk fighter 3/druid 2
CN Medium humanoid (reptilian)
Init -1 (-1 Dex); Senses Listen +2, Spot +2
Languages Common, Draconic
AC 23, touch 10, flat-footed 23 (+5 heavy shield, -1 Dex, +5 natural, +3 bracers of armor, +1 ring of protection)
hp 50 (7 HD)
Fort +11, Ref +5, Will +8 (Lizardfolk F+0, R+3, W+0; Ftr F+3, R+1, W+1; Drd F+3, R+0, W+3; Con +3, Dex -1, Wis +2; cloak of resistance +2)
Spd 30 ft; woodland stride
Melee 2 claws +8 (1d6+3) (+5 BAB, +3 Str) and bite +6 (1d4+1) (+5 BAB, +3 Str, -2 secondary attack) or
+1 club +9 (1d6+3) (+5 BAB, +3 Str, +1 club) and bite +6 melee (1d4+1) (+5 BAB, +3 Str, -2 secondary attack)
Ranged javelin +4 (1d6+3) (+5 BAB, -1 Dex)
Base Atk +5 (lizardfolk +1, Ftr +3, Drd +1); Grp +8
Atk Options Cleave, Power Attack
Combat Gear potion of owl's wisdom 300 GP, 2 potions of cure light wounds 100 GP
Spells Prepared (CL 2nd)
1—cure light wounds, entangle (DC 15), produce flame (+8 melee touch or +4 ranged touch)
0—cure minor wounds, detect magic, guidance, resistance
Abilities Str 16, Dex 8, Con 16, Int 7, Wis 15, Cha 13
SQ hold breath, nature sense, wild empathy +3
Feats Cleave 3rd, Combat Casting 6th, Improved Natural Attack (claws), Multiattack 1st, Power Attack 3rd
Skills Balance +9, Concentration +4 (+8 casting defensively), Heal +3, Jump +9, Knowledge (nature) +0, Survival +3, Swim +11
Possessions 27,000 GP—combat gear, +3 heavy shield 9,159 GP, bracers of armor +3 9,000 GP, cloak of resistance +2 4,000 GP, +1 club 2,300 GP, ring of protection +1 2,000 GP, 139 GP remaining wealth in coins
Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Nature Sense (Ex) Sathas gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex) Sathas can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Sathas can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride (Ex) Sathas may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Sathas is a broadly-built, six-foot tall reptilian humanoid with dark green, scaled skin. His tail is approximately 3 feet long and he wears strings of bones and a necklace of crocodile teeth.
Skills (Lizardfolk): Balance 2 ranks (+3 Str, +4 racial trait), Jump 1 rank (+3 Str, +4 racial trait), Swim 2 ranks (+3 Str, +4 racial trait) = 5 (5 skill points)
Skills (Fighter): Jump 1 rank, Swim 2 ranks = 3 (3 skill points)
Skills (Druid): Concentration 1 rank (+3 Con), Heal 1 rank (+2 Wis), Knowledge (nature) 1 rank (-2 Int, +2 Nature Sense), Survival 1 rank (+2 Wis, +2 Nature Sense) = 4 (4 skill points)
NOTE: Number of feats is derived as follows: 1 at 1 HD + 1 at 1st fighter level (3 HD) + 1 at 1st druid level (6HD) + 2 bonus fighter feats = 5
NOTE: CR calculated as follows: 1 (lizardfolk HD) + 3 (3 associated class levels) + 1 (2 non associated class levels) + 1 (equipment) = 6
Male rakasta fighter 4
CN Medium monstrous humanoid
Init +5 (+5 Dex); Senses darkvision 60 ft; Listen +7, Spot +3
Languages Common
AC 23, touch 18, flat-footed 18 (+4 amulet of natural armor, +5 Dex, +1 natural, +3 ring of protection)
hp 51 (6 HD)
Fort +7, Ref +9, Will +4 (Rakasta F+0, R+3, W+3; Ftr F+4, R+1, W+1; Con +3, Dex +5, Wis +0)
Spd 30 ft
Melee 2 claws +12 (1d4+4) (+6 BAB, +5 Dex, +1 Weapon Focus) and bite +9 (1d4+2) (+6 BAB, +5 Dex, -2 secondary natural attack) or
+1 scimitar +12/+7 (1d6+3/18-20) (+6 BAB, +5 Dex, +1 scimitar) and bite +6 (1d4+2) (+6 BAB, +5 Dex, -5 secondary attack)
Base Atk +6 (+2 rakasta, +4 Ftr); Grp +8
Special Atk improved grab, pounce, rake (+12, 1d4+3)
Combat Gear potion of invisibility 300 GP
Atk Options Blind-Fight, Combat Reflexes
Abilities Str 14, Dex 20, Con 17, Int 11, Wis 10, Cha 9
SQ weapon familiarity (war claws)
Feats Blind-Fight b 1st, bonus rakasta, Combat Reflexes 6th, Improved Natural Attack (claws) 3rd, Multiattack 4thb, Weapon Finesse 1st, Weapon Specialization (claws) 6th b, Weapon Focus (claws) 3rd b
Skills Balance +11, Climb +4, Intimidate +3, Jump +4, Listen +7, Spot +3, Tumble +11
Possessions 27,000 GP—combat gear, ring of protection +3 18,000 GP, +2 leather armor 4,160 GP, +1 scimitar 2,315 GP, amulet of natural armor +1 2,000 GP, 225 GP remaining wealth in coins
Improved Grab (Ex) To use this ability, Shiakar must hit with both claw attacks. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If Shiakar wins the grapple check, he establishes a hold and can rake.
Pounce (Ex) If Shiakar charges a foe, he can make a full attack, including two rake attacks.
Rake (Ex) Attack bonus +12 melee, damage 1d4+3.
Shiakar looks like a tan-furred human with the head of a cat.
Skills (rakasta): Balance 2 ranks (+5 Dex, +4 racial trait), Listen 3 ranks (+0 Wis, +4 racial trait), Spot 3 ranks (+0 Wis), Tumble 2 ranks (+5 Dex, +4 racial trait) = 10 (10 skill points)
Skills (fighter): Climb 2 ranks (+2 Str), Intimidate 4 ranks (-1 Cha), Jump 2 ranks (+2 Str) = 8 (8 skill points)
NOTE: Number of feats is derived as follows: Blind-Fight (b), + 1 monstrous humanoid levels, +2 fighter levels, + 3 fighter bonus feats
NOTE: CR calculated as follows: 1 (rakasta HD) + 4 (4 associated levels) + 1 (equipment) = 6
Male minotaur
CN Large monstrous humanoid
Init +0 (+0 Dex); Senses darkvision 60 ft, scent; Listen +6, Spot +6
Languages Common, Giant
AC 17, touch 10, flat-footed - (+2 bracers of armor, +0 Dex, -1 size, +5 natural, +1 ring of protection)
hp 57 (6 HD)
Fort +6, Ref +5, Will +4 (Minotaur F+2, R+5, W+5; Con +4, Dex +0, Wis -1)
Spd 30 ft
Melee +2 flaming greataxe +13/+8 (3d6+11/x3 plus 1d6 fire) (+6 BAB, +6 Str, -1 size, +2 greataxe) and gore +6 (1d8+3) (+6 BAB, +6 Str, -1 size, -5 secondary attack)
Space 10 ft; Reach 10 ft
Base Atk +6; Grp +16
Atk Options Cleave, Power Attack (+9 atk, 4d6+6 dmg)
Combat Gear 2 potion of cure serious wounds 1,500 GP, potion of haste 750 GP, potion of cure moderate wounds 300 GP
Special Atk powerful charge
Abilities Str 22, Dex 10, Con 18, Int 3, Wis 9, Cha 7
Feats Cleave 3rd, Power Attack 1st, Track 6th
Skills Intimidate -1, Jump +6, Listen +6, Search +2, Spot +6
SQ natural cunning
Possessions 27,000 GP—combat gear, +2 flaming greataxe 18,320 GP, bracers of armor +2 4,000 GP, ring of protection +1 2,000 GP, 130 GP remaining wealth in coins
Powerful Charge (Ex) A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows Tauron to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives Tauron immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, Tauron is never caught flat-footed.
Scent (Ex) Tauron can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Tauron stands well over seven feet tall, and is quite broad and muscular. He has the head of a jet-black bull but the body of a human male.
Skills (class): Intimidate 1 rank (-2 Cha), Jump 0 ranks (+6 Str), Listen 3 ranks (-1 Wis, +4 racial trait), Search 2 ranks (-4 Int, +4 racial trait), Spot 3 ranks (-1 Wis, +4 racial trait) = 9 (9 skill points)
NOTE: Number of feats is derived as follows: 3 racial
NOTE: CR calculated as follows: 4 (minotaur HD) + 1 (elite array) + 1 (equipment) = 6
Male wererat rogue 5
CN Medium humanoid (human, shapechanger)
Init +7 (+3 Dex, +4 Improved Initiative); Senses low-light vision, scent, trap sense +1; Listen +6, Spot +6
Languages Common
AC 22, touch 15, flat-footed 19 (+4 leather armor, +3 Dex, +2 natural, +1 shield, +2 ring of protection); uncanny dodge, Dodge
hp 42 (6 HD)
Fort +6, Ref +11, Will +5 (Wererat F+2, R+2, W+2; Rog F+1, R+4, W+1; Con +1, Dex +3, Wis +0; +2 cloak of resistance); evasion
Spd 30 ft
Melee +2 short sword +8 (1d6+1/19-20) (+3 BAB, +3 Dex, +2 short sword)
Ranged +1 light crossbow +10 (1d8+1/19-20) (+3 BAB, +6 Dex, +1 crossbow)
Base Atk +3 (wererat +0, Rog +3); Grp +2
Special Atk sneak attack +3d6
Abilities Str 9, Dex 16, Con 13, Int 14, Wis 11, Cha 12
SQ alternate form, rat empathy, trapfinding
Feats Alertness rat, Dodge 3rd, Improved Initiative 1st, Stealthy 1st, Weapon Finesse b dire rat
Skills Balance +9, Bluff +7, Climb +7, Escape Artist +9, Hide +17, Listen +6, Move Silently +17, Open Locks +5, Search +4 Sense Motive +6, Sleight of Hand +5, Spot +6, Swim +15, Tumble +9
Possessions 27,000 GP—+2 short sword 8,310 GP, ring of protection +2 8,000 GP, +2 leather armor 4,160 GP, cloak of resistance +2 4,000, +1 light crossbow 2,335, masterwork buckler 165 GP, 30 GP remaining wealth in coins
Rat Form In rat form, Terrence has the following changed statistics:
Small humanoid (human, shapechanger)
Init +10 (+6 Dex, +4 Improved Initiative)
Spd 40 ft, climb 20 ft
AC 20, touch 17, flat-footed 14 (+6 Dex, +1 size, +3 natural)
hp 48; DR 10/silver
Grp -2
Melee bite +10 (1d4-1 plus disease) (+3 BAB, +6 Dex, +1 size)
Special Atk curse of lycanthropy, disease (DC 15)
Fort +5, Ref +12, Will +3 (Wererat F+2, R+2, W+2; Rog F+1, R+4, W+1; Con +2, Dex +6, Wis +0)
Abilities Dex 22, Con 15
Skills Balance +12, Climb +22, Escape Artist +12, Hide +24, Move Silently +20, Open Locks +8, Sleight of Hand +8, Swim +22, Tumble +12
Hybrid Forms In hybrid form Terrence has the following changed statistics:
Init +10 (+6 Dex, +4 Improved Initiative)
AC 21, touch 18, flat-footed 15 (+6 Dex, +3 natural, +2 ring of protection)
hp 48; DR 10/silver
Melee +2 short sword +11 1d6+1/19-20) (+3 BAB, +6 Dex, +2 short sword) and bite +4 (1d6-1 plus disease) (+3 BAB, +6 Dex, -5 secondary attack) or
2 claws +9 (1d4-1) (+3 BAB, +6 Dex) and bite +4 (1d6-1 plus disease) (+3 BAB, +6 Dex, -5 secondary attack)
Ranged +1 light crossbow +10 (1d8+1/19-20) (+3 BAB, +6 Dex, +1 crossbow)
Grp +3
Special Atk curse of lycanthropy, disease (DC 15)
Fort +7, Ref +14 (Wererat F+2, R+2, W+2; Rog F+1, R+4, W+1; Con +2, Dex +6, Wis +0; +2 cloak of resistance)
Abilities Dex 22, Con 15
Skills Balance +12, Climb +14, Escape Artist +12, Hide +20, Listen +6, Move Silently +20, Open Locks +8, Sleight of Hand +8, Swim +22, Tumble +12
Alternate Form (Su) Terrence can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su) Any humanoid or giant hit by Terrence's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex) Filth fever; bite, Fortitude DC 15, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Evasion (Ex) Terrence can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Rat Empathy (Ex) Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.
Scent (Ex) Terrence can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Trapfinding (Ex) Terrence can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Terrence can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it (with his party) without disarming it.
Trap Sense (Ex) Terrence has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) Terrence can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Wererats have a +8 racial bonus on Swim checks from their dire rat form.
Terrence's human form is that of a short, wiry man. His eyes constantly dart around, and his nose and mouth may twitch if he is excited. Terrence's hybrid form is somewhat shorter than the human form. The head, torso, and tail are identical to those of a rat, but the limbs remain human. Terrence's third form is that of a dire rat over two feet long from nose to rump.
Skills (dire rat): Hide 2 ranks, Move Silently 2 ranks = 4 (4 skill points)
Skills (Rogue): Balance 6 ranks (+6 Dex), Bluff 6 ranks (+1 Cha), Climb 8 ranks (+6 Str, +8 racial trait), Escape Artist 6 ranks (+6 Dex), Hide 10 ranks (+6 Dex, +2 Stealthy, +4 size), Listen 4 ranks (+0 Wis, +2 Alertness), Move Silently 10 ranks (+6 Dex, +2 Stealthy), Open Lock 2 ranks (+6 Dex), Search 2 ranks (+2 Int), Sense Motive 6 ranks (+0 Wis), Sleight of Hand 2 ranks (+6 Dex), Spot 4 ranks (+0 Wis, +2 Alertness), Swim 8 ranks (+6 Dex, +8 racial trait), Tumble 6 ranks (+6 Dex) = 80 (80 skill points)
NOTE: Number of feats is derived as follows: 1 human + 2 rogue + 1 dire rat + 1 bonus
NOTE: CR calculated as follows: 2 (wererat HD) + 5 (5 associated class levels) + 1 (equipment) = 8
Male wang-liang 8
LN Medium giant (spirit)
Init +1 (+1 Dex); Senses low-light vision; Listen +10, Spot +10
Languages Common
AC 22, touch 10, flat-footed 22 (+8 splint, +0 Dex, +4 natural)
hp 37 (4 HD); regeneration 2
Fort +7, Ref +2, Will +4 (wang-liang F+4, R+1, W+1; Con +3, Dex +1, Wis +3)
Spd 30 ft
Melee +2 keen lajatang +12 (1d8+11/19-20) (+3 BAB, +6 Str, +2 lajatang, +1 Weapon Focus) or
+2 keen lajatang as double weapon +10/+10 (1d8+6/19-20/1d8+3/19-20) (+3 BAB, +6 Str, +2 lajatang, +1 Weapon Focus, -2 double weapon) or
2 claws +9 (1d6+6) (+3 BAB, +6 Str)
Base Atk +3; Grp +9
Combat Gear 3 potions of cure light wounds 150 GP
Spell-like Abilities (CL 4th) 3/day—alter self, invisibility, see invisible, telepathic bond (with other wang-liang only)
Abilities Str 23, Dex 12, Con 17, Int 17, Wis 16, Cha 16
SQ weapon familiarity (lajatang)
Feats Two-Weapon Fighting 1st HD, Weapon Focus (lajatang) 3rd HD
Skills Climb +7, Concentration +10, Intimidate +10, Listen +10, Spot +10
Possessions 27,000 GP—combat gear, +2 keen lajatang 18,390 GP, +2 splint mail 4,350 gp, guantlets of ogre power +2 (reflected in statistics above) 4,000 gp, 110 gp remaining wealth in coins
Regeneration (Ex) Tetsuji takes normal damage from fire and acid.
Tetsuji is a monstrous, towering figure, over 8 feet tall. His body is covered with a soft pelt of lustrous black hair, including a wild mane on the top of his head and a long dark beard hanging from his chin. His catlike eyes are wide and large, having black irises rimmed with luminous, fiery red. He has the sharp, pointed teeth of a carnivore set in a protruding and delicate muzzle.
Skills (wang-liang): Climb 7 ranks (+6 Str, -6 armor), Concentration 7 ranks (+3 Con), Intimtidate 7 ranks (+3 Cha), Listen 7 ranks (+3 Wis), Spot 7 ranks (+3 Wis) = 35 (35 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st HD +1 at 3rd HD = 2
NOTE: CR calculated as follows: 3 (wang-liang HD) + 1 (elite array) + 3 (equipment) = 7
Cidri octopus fighter 6
CN Medium aberration (aquatic)
Init +5 (+5 Dex); Senses all-around vision, low-light vision; Listen +0, Spot +6
Languages Aquan
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +2 deflection); Dodge, Mobility
hp 62 (6 HD)
Fort +8, Ref +7, Will +2 (Ftr F+5, R+2, W+2; Con +3, Dex +5, Wis +0)
Spd 20 ft, swim 30 ft
Melee +1 handaxe +13/+8 (1d6+3/x3) (+6 BAB, +5 Dex, +1 handaxe, +1 Weapon Focus) and 2 +1 handaxes +13 (1d6+2/x3) (+6 BAB, +5 Dex, +1 handaxe, +1 Weapon Focus)
Ranged mwk light crossbow +12 (1d6) (+6 BAB, +5 Dex, +1 masterwork)
Base Atk +6 (Ftr +6); Grp +8
Atk Options Combat Reflexes
Combat Gear potion of resist energy (fire) 10 300 gp, oil of greater magic weapon +4 2,400 gp
Special Atk enhanced multiweapon fighting
Abilities Str 15, Dex 20, Con 17, Int 11, Wis 10, Cha 3
SQ amphibious
Feats Combat Reflexes b 6th, bonus fighter, Dodge b 2nd, bonus fighter, Mobility 6th Multiweapon Fighting 1st, Weapon Focus (handaxe) 3rd, Weapon Finesse b 1st, bonus fighter, Weapon Specialization (handaxe) b 4th, bonus fighter
Skills Intimidate +1, Search +6, Spot +6, Swim +7 (+15 to perform some special action or avoid a hazard)
Possessions 27,000 gp— combat gear, bracers of armor +3 9,000 gp, ring of protection +2 8,000 gp, 3 +1 handaxes 6,918 gp, masterwork light crossbow with 50 bolts 340 gp, 42 gp remaining wealth in coins
All-Around Vision (Ex) Thrilliquoll's wide-set eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks (already figured into the statistics given above). An octopus can't be flanked.
Amphibious (Ex) Although Cidri octopi are aquatic, they can survive indefinitely on land.
Enhanced Multiweapon Fighting (Ex) This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. When combined with the Multiweapon Fighting feat, this ability allows the use of one or more light offhand weapons with no penalty on the attack roll.
Thrilliquoll presents a bizarre sight: a crawling, writhing octopus over six feet tall, wielding three handaxes and wearing a black sharkskin harness on which its equipment are slung.
Skills (fighter): Intimidate 5 ranks (-4 Cha), Search 4/2 ranks (+0 Int, +4 racial), Spot 4/2 ranks (+0 Wis, +4 racial), Swim 5 ranks (+2 Str) = 6 (18 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 4 fighter bonus feats = 7
Male scorpionfolk 8
CN Large monstrous humanoid
Init +6 (+2 Dex, +4 Improved Initiative); Senses darkvision 60 ft; Listen +4, Spot +4
Languages Common
AC 20, touch 13, flat-footed 18 (+4 natural, +2 Dex, -1 size, +3 bracers of armor, +2 ring of protection)
hp 35 (6 HD)
SR 11
Fort +3, Ref +7, Will +7 (Scorpionfolk F+2, R+5, W+5; Con +1, Dex +2, Wis +2)
Spd 30 ft
Melee +2 falchion +12/+7 (2d4+9/18-20) (+6 BAB, +5 Str, -1 size +2 falchion) and sting +5 (1d8+2 plus poison) (+6 BAB, +5 Str, -1 size, -5 secondary attack) or
sting +10 (1d8+5 plus poison) (+6 BAB, +5 Str, -1 size) and 2 claws +8 (1d6+2) (+6 BAB, +5 Str, -1 size, -2 secondary natural attack)
Ranged mwk shortbow +8/+3 (1d6) (+6 BAB, +2 Dex, -1 size, +1 masterwork)
Space 10 ft; Reach 5 ft
Base Atk +6; Grp +15
Combat Gear elixir of fire breath 1,100 gp, 2 potions of cure light wounds 100 gp, potion of mage armor 50 gp
Special Atk poison (DC 13, 1d2 Dex/1d2 Dex)
Spell-Like Abilities (CL 4th) 1/day—mirror image
Abilities Str 20, Dex 15, Con 13, Int 7, Wis 14, Cha 10
Feats Alertness 1st level, Improved Initiative 3rd level, Improved Initiative 6th level
Skills Diplomacy +1, Intimidate +2, Listen +6, Sense Motive +4, Spot +4
Possessions 27,000 gp—combat gear, bracers of armor +3 9,000 gp, +2 falchion 8,375 gp, ring of protection +2 8,000 gp, masterwork shortbow with 50 arrows 333 gp, 43 gp remaining wealth in coins
Poison (Ex) Sting, DC 13 Fort save, Initial and Secondary damage 1d2 Dex.
From the waist up, Ukari appears to be a four-armed humanoid covered with black armor. From the waist down, he appears like an enormous scorpion. One pair of arms ends in vicious claws, while the other pair ends in humanoid hands. His skin is waxy gray, and his eyes are entirely black.
Skills (Scorpionfolk): Diplomacy 1 rank (+0 Cha), Intimidate 2 ranks (+0 Cha), Listen 2 ranks (+2 Wis, +2 Alertness), Sense Motive 2 rank (+2 Wis), Spot 2 ranks (+2 Wis) = 9 (9 skill points)
NOTE: Number of feats is derived as follows: 3 for 6 HD
NOTE: CR calculated as follows: 4 (scorpionfolk HD) + 1 (elite array) + 1 (equipment) = 6
Mind flayer 8
LN Medium aberration
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft; Listen +7, Spot +7
Languages telepathy 60 ft
AC 20, touch 15, flat-footed 17 (+3 bracers of armor, +3 Dex, +2 natural, +2 ring of protection)
hp 38 (4 HD)
SR 18
Fort +6, Ref +6, Will +8 (mind flayer F+1, R+1, W+4; Con +3, Dex +3, Wis +2; +2 cloak of resistance)
Spd 30 ft
Melee 3 tentacles +6 (1d4-1) (+3 BAB, +3 Dex)
Base Atk +3; Grp +2
Combat Gear potion of protection from arrows 15/magic 1,500 gp, potion of eagle's splendor 300 gp, 2 potions of cure light wounds 100 gp,
Special Atk improved grab, mind blast 3/day (10-ft cone, DC 13, stunned 1d4 rnds)
Psionics (CL 4th) At will—charm monster (DC 15), detect thoughts (DC 13), levitate, suggestion (DC 14)
Abilties Str 9, Dex 16, Con 16, Int 19, Wis 14, Cha 12
Feats Improved Initiative 1st HD, Weapon Finesse 3rd HD
Skills Bluff +6, Concentration +7, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Listen +7, Move Silently +8, Spot +7
Possessions 27,000 gp—combat gear, bracers of armor +3 9,000 gp, ring of protection +2 8,000 gp, cloak of resistance +2 4,000 gp, gloves of Dexterity +2 (reflected in statistics above) 4,000 gp, 100 gp remaining wealth in coins.
Improved Grab (Ex) To use this ability, Xithiarint must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. Xithiarint can grab a Huge or larger creature, but only if it can somehow reach the foe's head. After a successful grab, Xithiarint can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but Xithiarint gets a +2 circumstance bonus for each of its tentacles beyond the first that is attached to the target.
Mind Blast (Sp) 3/day; cone 10 feet long. Anyone caught in this cone must succeed at a DC 13 Will save or be stunned for 1d4 rounds.
Telepathy (Su) Xithiarint can communicate telepathically with any creature within 60 feet that has a language.
Xithiarint stands about 6 feet tall and has hideous mauve skin that glistens with slime. Its head resembles an octopus, with pupil-less white eyes and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. Xithiarint has three reddish fingers and a thumb on each hand.
Skills (class): Bluff 5 ranks (+1 Cha), Concentration 4 ranks (+3 Con), Intimidate 6 ranks (+1 Cha, +2 synergy), Knowledge (arcana) 5 ranks (+4 Int), Knowledge (dungeoneering) 7 ranks (+4 Int), Listen 5 ranks (+2 Wis), Move Silently 5 ranks (+3 Dex), Spot 5 ranks (+2 Wis) = 42 (42 skill points)
NOTE: Number of feats is derived as follows: 1 at 1st HD +1 at 2nd HD = 2
NOTE: CR calculated as follows: 4 (mind flayer HD) + 1 (elite array) + 1 (equipment) = 6