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Stat Blocks – Revenge of the Kobold King

Boss Payden Teedum (PIT BOSS)


PAYDEN TEEDUM PAYDEN'S REGULATORS
CR 6 CR 2
(Human Monk 2/Fighter 4) XP 2,400 Male human rogue 1/fighter 1 XP 600
Male human monk 2/fighter 4 NE Medium humanoid (human)
NE Medium humanoid (human) Init +4; Senses Perception +4
Init +6; Senses Perception +8  DEFENSE
 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex,
AC 16, touch 14, flat-footed 14 (+2 armor, +2 Dex, +1 dodge)
+2 Wis) hp 12 (1d8+1d10+2)
hp 46 (2d8+4d10+12) Fort +3, Ref +4, Will +0
Fort +9, Ref +6, Will +8; +1 vs. fear  OFFENSE
Defensive Abilities bravery, evasion Speed 30 ft.
 OFFENSE Melee masterwork short sword +7 (1d6+4/19-20),
Speed 30 ft. or
Melee unarmed strike +11 (1d6+7), unarmed masterwork short sword +5 (1d6+4/19-20) and
strike (flurry of blows) +10/+10/+5 (1d6+7) masterwork short sword +5 (1d6+2/19-20)
Special Attacks flurry of blows, Stunning Fist, Ranged masterwork light crossbow +5 (1d8/19-20)
unarmed strike Special Attacks sneak attack +1d6
Tactics
Before Combat He downs a potion of bull’s Tactics
strength before any serious fight. Before Combat The regulators guzzle their potions
During Combat He flanks with one of his goons of bull’s strength just like their boss.
and delivers powerful stunning fists every round. During Combat These goons fire their crossbows at
He favors spellcasters if can get to them. enemies engaged with PCs but try to avoid melee
Morale He does not fight at all if the PCs are doing until their final battle with the party.
his work for him, but in a fight against the PCs he Morale The goons aren’t paid enough to die. if
gives it his all and fights to the death rather than reduced to 3 hp or less they surrender.
face his master’s wrath.  STATISTICS
 STATISTICS Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 11
Str 16, Dex 15, Con 14, Int 10, Wis 14, Cha 12 Base Atk +1; CMB +5; CMD 17
Base Atk +5; CMB +8; CMD 20 Feats Dodge, Weapon Focus (short sword), Two-
Feats Alertness, Deflect Arrows, Improved Weapon Fighting
Initiative, Iron Will, Persuasive, Skill Focus Skills Acrobatics +6, Bluff +4, Climb +8, Escape
(Intimidate), Stunning Fist, Power Attack, Weapon Artist +6, Intimidate +5, Perception +4, Stealth +6
Focus (unarmed strike), Weapon Specialization Languages Common
(unarmed strike), SQ trapfinding
Skills Acrobatics +9, Bluff +7, Climb +10, Diplomacy Combat Gear potion of bull’s strength, potion of
+3, Intimidate +15, Perception +8, Sense Motive cure light wounds (2); Other Gear masterwork
+4, Stealth +9 short swords (2), masterwork studded leather
Languages Common armor, masterwork light crossbow and 10 bolts,
SQ armor training dice and playing cards, purse with 10 sp, a
Combat Gear potion of bull's strength (3), potion wineskin, waterskin, and a week’s rations.
of cure moderate wounds (3); Other Gear amulet
of mighty fists +2, bracers of armor +2, battleaxe, Base Statistics: Without bull’s strength, make the
following adjustments:
can of blood-bark chaw, pouch with 15 gp, a
Melee unarmed strike +9 (1d6+5), unarmed strike
simple gold wedding band (10 gp; he never speaks
+7/+7 (1d6+5)
about this ring). Str 12, Climb +8
PART 1 – Blood on the Leaves

Encounter – 4-6 Graypelt’s Kin: 4 x Worgs Encounter 7-9 Troll Arm


PART 1 – Blood on the Leaves
Encounter 11-12: Eyes in the Cold – 4 x Griggs Encounter 13-15 Fuming Wife
DARK ICE GRIG
CR 1
NG Tiny fey XP 400
Init +4; Senses low-light vision; Perception +5
DEFENSE
AC 23, touch 17, flat-footed 18 (+4 Dex, +1 dodge, +6
natural, +2 size)
hp 8 (1d6+2)
Fort +1, Ref +6 Will +3
DR 5/cold iron; SR 17
Weakness vulnerability to fire
OFFENSE
Speed 20 ft., fly 30 ft. (poor)
Melee short sword +6 (1d3-2/19-20), 2 claws +6 (1d3-2
plus 1d6 cold)
Ranged longbow +6 (1d4-2/x3)
Space 2 1/2 ft. Reach 2 1/2 ft.
Special Attacks fiddle, frigid touch, frosty grasp
Spell-Like Abilities (CL 9th)
3/day–disguise self, entangle (DC 13), invisibility (self
only), pyrotechnics (DC 14), ventriloquism (DC 13)
STATISTICS
Str 7, Dex 18, Con 15, Int 10, Wis 13, Cha 14
Base Atk +0; CMB -2; CMD 12
Feats Dodge, Weapon FinesseB
Skills Acrobatics +16, Craft (any one) +4, Escape Artist
+8, Fly +4, Perception +5, Stealth +8 (+13 in forested
areas)
Racial Modifiers +8 Acrobatics, +5 Stealth in forested
areas
Languages Common, Sylvan SQ frostwalker
SPECIAL ABILITIES
Fiddle (Su)
One grig in each band carries a tiny, grig-sized fiddle. When
the fiddler plays, any nonsprite within 30 feet of the
instrument must succeed on a DC 12 Will save or be affected
as though by irresistible dance for as long as the playing
continues. The save DC is Charisma-based.
Frigid Touch (Su)
Once per day, a dark ice grig may make a touch attack
against a foe to deal 1d6 points of Dexterity damage by
freezing the blood in its veins and numbing its bones.
Frosty Grasp (Su)
A dark ice grig’s natural attacks, as well as any weapons it
wields, deal an additional 1d6 points of cold damage.
Frostwalker (Su)
Dark ice grigs take no penalties to movement on ice, no
matter how slippery, and cannot be forced to make
Acrobatics checks or Reflex saves to avoid falling on icy
terrain. They may climb icy surfaces as if under the effect of a
spider climb spell.
PART 1 – Blood on the Leaves
Encounter 16-17 Short Statue: Cockatrice Encounter 18-19 Restless Old Bones

Advanced Megaraptor Skeleton CR 3


XP 800
NE Large undead
Init +10; Senses Low-Light Vision, Scent;
Perception +10
DEFENSE
AC 17, touch 13, flat-footed 13 (+4 Dex, -1 size, +4
natural)
hp 26 (4d8+8)
Fort +1, Ref +7, Will +5
DR 5/bludgeoning; Immune cold
OFFENSE
Speed 60 ft.
Melee 2 talons +11 (2d6+8),bite +11 (1d8+8),
foreclaws +6 (1d6+4)
Special Attacks pounce
STATISTICS
Str 27, Dex 23, Con -, Int -, Wis 14, Cha 14
Base Atk +3; CMB +10; CMD 26
Feats Improved Initiative
Skills Acrobatics +14 (+26 jump), Perception +10,
Stealth +14
Racial Modifiers +8 Acrobatics, +8 Perception, +8
Stealth
PART 1 – Blood on the Leaves
Site of Slaughter Base Statistics: Without barkskin, bear’s endurance, cat’s
DEPNAAKRA Male kobold druid 5 XP 1,600 CR 5 grace, longstrider, and shillelagh, make the following
adjustments:
NE Small humanoid (reptilian)
Init +3
Init +5; Senses darkvision 60 ft.; Perception +13
AC 19, touch 14, flat-footed 16,
 DEFENSE
hp 31 (5d8+5)
AC 24, touch 19, flat-footed 19 (+4 armor, +5 Dex, +1 natural,
Fort +5, Ref +4
+1 size, +3 barkskin)
Melee masterwork quarterstaff +3 (1d4–1)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +7, +4 vs. spell-like and supernatural Dex 16, Con 13
abilities of fey "Pinch Pinch"
CR -
Defensive Abilities resist nature's lure Giant scorpion animal companion 5 XP -
Weakness light sensitivity N Large vermin
 OFFENSE Init +0; Senses darkvision 60 ft., tremorsense 60 ft.;
Speed 40 ft. Perception +4
Melee masterwork quarterstaff +4 (1d8) DEFENSE
Spells Prepared (CL 5th) AC 18, touch 9, flat-footed 18 (+7 armor, +2 natural, –1 size)
3rd—call lightning (DC 16), poison (DC 16) hp 37 (5d8+15)
2nd—barkskin, bear’s endurance, cat’s grace Fort +7, Ref +1, Will +1
1st—entangle (DC 14), longstrider, obscuring mist, shillelagh Defensive Ability evasion; Immune mind-affecting effects
0—detect magic, detect poison, flare, guidance OFFENSE
Tactics Speed 50 ft.
Before Combat Depnaakra casts barkskin, bear’s endurance, Melee 2 claws +7 (1d6+5 plus grab), sting +7 (1d6+5 plus
cat’s grace, longstrider, and shillelagh as soon as the PCs are poison)
detected. he then creeps closer and casts call lightning. Space 10 ft.; Reach 10 ft.
During Combat Depnaakra brings down bolts of lightning on Special Attacks constrict (1d6+5)
the PCs, and casts entangle if any PCs are grouped together. STATISTICS
Morale Depnaakra flees into the woods if reduced to fewer Str 20, Dex 10, Con 16, Int —, Wis 10, Cha 2
than 10 hp. Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
 STATISTICS Skills Climb +9, Perception +4, Stealth +0;
Str 9, Dex 20, Con 17, Int 10, Wis 16, Cha 12 Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Base Atk +3; CMB +1; CMD 16 SQ link, share spells
Feats Natural Spell, Vermin Companion, Vermin Heart SPECIAL ABILITIES
Skills Craft (trapmaking) +2, Handle Animal +9, Knowledge Poison (Ex)
(Nature) +8, Perception +13, Profession (miner) +5, Stealth Sting—injury; save Fort DC 17; frequency 1/round for 6
+14, Survival +13 rounds; effect 1d2 Strength damage; cure 1 save. The save DC
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 is Constitution-based and includes a +2 Racial bonus.
Profession (miner)
Languages Draconic, Druidic
SQ nature bond (animal companion, giant scorpion named
Pinch Pinch), trackless step, wild empathy +6, wild shape
(1/day, as beast shape I), woodland stride
Combat Gear scroll of tree shape, wand of summon swarm
(12 charges); Other Gear +2 leather armor, masterwork
quarterstaff with vermin cages hanging off it, hemp belt and
ratty robes with tons of pockets for his venomous “friends.”

Conversion Notes: One of Depnaakra's defining features is


"Pinch Pinch" his giant scorpion companion.  In the previous
version, this required the following two feats from the Vermin Heart: You have a special bond with things that
Pathfinder Campaign Setting.  It's likely they'll see an update, creep and crawl. Prerequisites: Wild empathy class feature.
given the huge change in how animal companions work. Benefit: You may target Vermin with spells and special
Luckily, a large monstrous scorpion from the previous edition abilities that normally only affect animals (although they are
(now  a giant scorpion) is the rough equivalent of 5th level still affected by spells targeting Vermin as well). You may use
animal companion. wild empathy to influence Vermin as easily as you influence
Vermin Companion: Your understanding of Vermin has animals.
grown to the point where you can bond with one as a
companion. Prerequisites: Vermin Heart, Animal companion
class feature, wild empathy class feature.
PART 1 – Blood on the Leaves
1 The Approach 1 x Depnaakra’s Disciples 1 The Approach 6 x Kobold Zombies

Base StatisticsL Without their potions of cat’s grace, and Kobold Zombie CR 1/4
dust of disappearance, make the following adjustments:
Init +3
AC 19, touch 14 XP 100
Ref +6 NE Small undead (augmented humanoid)
Melee masterwork hand axe +8 (1d4+1/×3) or Init +1; Senses darkvision 60 ft.; Perception +0
masterwork hand axe +6 (1d4+1/×3) and masterwork hand
axe +6 (1d4/×3)  DEFENSE
Ranged masterwork hand axe +8 (1d4+1/×3)
Dex 16, Acrobatics +8, Escape Artist +8, Stealth +14
AC 15, touch 12, flat-footed 14 (+2 armor, +2
DEPNAAKRA'S DISCIPLE CR 3
natural, +1 size)
XP 800
Male kobold ranger 3 hp 12 (2d8+3)
N Small humanoid (reptilian) Fort +0, Ref +0, Will +3
Init +5 (+7 in forest terrain); Senses darkvision 60 ft.; DR 5/slashing; Immune cold
Perception +9
 DEFENSE
 OFFENSE
AC 22, touch 16, flat-footed 16 (+3 armor, +5 Dex, +1 size, +2
shield)
hp 17 (3d10) Speed 30 ft.
Fort +3, Ref +8, Will +2 Melee spear +1 (1d6/x3), slam +1 (1d2)
Weakness light sensitivity
 OFFENSE  STATISTICS
Speed 30 ft.
Melee masterwork hand axe +10 (1d4+1/×3) or
masterwork hand axe +8 (1d4+1/×3) and masterwork hand Str 11, Dex 10, Con -, Int -, Wis 10, Cha 10
axe +8 (1d4/×3) Base Atk +1; CMB ; CMD 10
Ranged masterwork hand axe +10 (1d4+1/×3) Feats Toughness
Special Attacks favored enemy +2 (humanoid [humans]) SQ staggered
Gear leather armor, spear
Tactics
Before Combat These kobolds quaff their potions of cat’s
grace, sprinkle their pouches of dust of disappearance on
themselves, fan out and attempt to sneak up on PCs and
surprise them in combat.
During Combat The disciples flank enemies and hack away
with their hand axes. if they can find good cover they merrily
hurl axes at the PCs for as long as possible.
Morale The disciples fight to the death unless they see
Depnaakra fee, at which point they follow.
 STATISTICS
Str 12, Dex 20, Con 11, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 18
Feats Endurance, Stealthy, Two-Weapon Fighting, Weapon
Finesse
Skills Acrobatics +10, Climb +6, Craft (trapmaking) +5, Escape
Artist +10, Perception +9, Profession (miner) +3, Stealth +16,
Survival +5
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2
Profession (miner)
Languages Draconic
SQ favored terrain (forest) +2, track, wild empathy +2
Combat Gear potion of cat’s grace, dust of disappearance
Other Gear masterwork studded leather armor, +1 buckler, 3
masterwork hand axes.
3 Yard Master’s Quarters – 4 x Kobold Warriors 3 Yard Master’s Quarters 1 x Centipede Swarm
4 The Zombie Feast 10 x Kobold Zombies 5 The Breath of Locusts – 2 x Locust Swarms

Kobold Zombie CR 1/4 Locust Swarm CR 3


XP 800
XP 100 N Diminutive vermin (swarm)
NE Small undead (augmented humanoid) Init +4; Senses darkvision 60 ft.; Perception +4
Init +1; Senses darkvision 60 ft.; Perception +0 DEFENSE
AC 18, touch 18, flat-footed 14; (+4 Dex, +4 size)
 DEFENSE hp 21 (6d8-6)
Fort +4, Ref +6, Will +2
AC 15, touch 12, flat-footed 14 (+2 armor, +2 Defensive Abilities swarm traits; Immune weapon
natural, +1 size) damage
hp 12 (2d8+3) Weakness swarm traits
Fort +0, Ref +0, Will +3 OFFENSE
DR 5/slashing; Immune cold Speed 10 ft., fly 30 ft. (poor)
Melee swarm (2d6)
 OFFENSE Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 12)
Speed 30 ft. STATISTICS
Melee spear +1 (1d6/x3), slam +1 (1d2) Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +4; CMB —; CMD —
 STATISTICS Skills Fly +6, Perception +4; Racial Modifiers +4
Perception
Str 11, Dex 10, Con -, Int -, Wis 10, Cha 10 SQ swarm traits, vermin traits
Base Atk +1; CMB ; CMD 10
Feats Toughness
SQ staggered
Gear leather armor, spear
6 Collapsing Smithy –
6 x small monst Spiders CR1/2 = 3 x Spiders CR1
GIANT SPIDER CR 1
XP 400
N Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60
ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural
armor)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
STATISTICS
Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs),
Stealth +7 (+11 in webs); Racial Modifiers +4
Perception, +4 Stealth (+8 in webs), +16 Climb
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 14; frequency 1/round
for 4 rounds; effect 1d2 Strength damage; cure 1
save.
7 Dread Myrmidon’s Tower – 1 x Dread Myrmidon
DREAD MYRMIDON XP 800
CR 3
Flying Talon
Male dread zombie kobold fighter 2 This light exotic piercing weapon consists of a
LE Small undead (augmented humanoid) three pronged barbed hook attacked to a length
(Advanced Bestiary 105) of chain.  The talon gives its wielder a reach of
Init +0; Senses darkvision 60 ft.; Perception +5 10 feet and deals 1d4 piercing damage (or 1d3
Aura unnatural aura for Small creatures), threatening a critical on a
 DEFENSE natural 20.  In addition, the wielder may initiate
AC 16, touch 11, flat-footed 16 (+3 armor, +2 disarm or trip attacks with the talon, gaining a
natural +1 size) +2 bonus on either chick.  If the opponent resists
hp 14 (2d10) the trip attempt and tries to trip him in turn, the
Fort +4, Ref +0, Will +0, +1 vs. fear wielder may drop the talon to avoid falling
Defensive Abilities Channel Resistance +2, undead prone.
traits     Cost: 15 gp; Weight: 5 lbs.
Weakness light sensitive
 OFFENSE
Speed 30 ft. (cannot run)
Melee short spear +5 (1d4+2 plus poison), flying
talon +5 (1d3+2 plus poison), slam +5 (1d4+2), bite
+0 (1d3+2)
Ranged javelin +3 (plus poison)
Special Attacks brain consumption (DC 13), giant
scorpion poison (injury, DC 17, 1/rd. for 6 rds., 1d2
Str, 1 save)
Tactics

Before Combat The dread myrmidon coats his


weapons with poison.
During Combat The dread myrmidon throws
javelins from afar, or battles with his short spear in
melee while taking bites out of his foes.
Morale The dread myrmidon fights to the death.

 STATISTICS
Str 14, Dex 10, Con -, Int 7, Wis 10, Cha 6
Base Atk +2; CMB +3 (+5 to trip or disarm with
flying talon); CMD 13
Feats Exotic Weapon Proficiency (flying talon),
Power Attack, Skill Focus (Perception), ToughnessB,

Skills Climb +7, Craft (trapmaking) +2, Profession


(miner) +2, Perception +5, Ride +5
Racial Modifiers +2 Craft (trapmaking), +2
Perception, +2 Profession (miner)
Languages Draconic
SQ command zombies

Combat Gear 4 doses giant scorpion venom; Other


Gear short spear, studded leather, flying talon, 2
javelins.
8 Log Pile – 1 x Depnaarkra’s Disciple 9 Azlanti Beetle’s Nest – 1 x Chariot Beetle
Base StatisticsL Without their potions of cat’s grace, and This giant beetle looks capable of biting a full-
dust of disappearance, make the following adjustments: grown horse in half. The thing’s carapace
Init +3 shimmers with purple and white lights that trap the
AC 19, touch 14
Ref +6
eye and seem to dull the mind.
Melee masterwork hand axe +8 (1d4+1/×3) or BEETLE, CHARIOT CR 5
masterwork hand axe +6 (1d4+1/×3) and masterwork hand XP 1,600
axe +6 (1d4/×3) N Huge vermin
Ranged masterwork hand axe +8 (1d4+1/×3) Init +6; Senses blindsense 60 ft., darkvision 60 ft.;
Dex 16, Acrobatics +8, Escape Artist +8, Stealth +14 Perception +3
DEPNAAKRA'S DISCIPLE CR 3  DEFENSE
XP 800 AC 20, touch 10, flat-footed 18 (+2 Dex, +10
Male kobold ranger 3 natural, -2 size)
N Small humanoid (reptilian)
hp 51 (6d8+24)
Init +5 (+7 in forest terrain); Senses darkvision 60 ft.;
Perception +9 Fort +9, Ref +4, Will +2
 DEFENSE Defensive Abilities vermin traits
AC 22, touch 16, flat-footed 16 (+3 armor, +5 Dex, +1 size, +2  OFFENSE
shield) Speed 40 ft., burrow 20 ft., fly 20 ft. (clumsy)
hp 17 (3d10) Melee bite +11 (3d6+12 plus grab)
Fort +3, Ref +8, Will +2
Weakness light sensitivity
Space 15 ft.; Reach 15 ft.
 OFFENSE Special Attacks hypnotic carpace, immure
Speed 30 ft. Tactics
Melee masterwork hand axe +10 (1d4+1/×3) or During Combat Chariot beetles activate their
masterwork hand axe +8 (1d4+1/×3) and masterwork hand carapace, bite foes and bury them in the dirt.
axe +8 (1d4/×3)
Ranged masterwork hand axe +10 (1d4+1/×3)
Morale Chariot beetles fight to the death.
Special Attacks favored enemy +2 (humanoid [humans])  STATISTICS
Str 26, Dex 14, Con 18, Int 6, Wis 10, Cha 11
Tactics Base Atk +4; CMB +14; CMD 26 (34 vs. trip)
Before Combat These kobolds quaff their potions of cat’s Feats Improved Initiative, Improved Natural Attack
grace, sprinkle their pouches of dust of disappearance on
(bite), Weapon Focus (bite)
themselves, fan out and attempt to sneak up on PCs and
surprise them in combat. Skills Climb +11, Fly -10, Perception +3
During Combat The disciples flank enemies and hack away  SPECIAL ABILITIES
with their hand axes. if they can find good cover they merrily Hypnotic Carapace (Su)
hurl axes at the PCs for as long as possible. Weakly shimmering magical lights daze those
Morale The disciples fight to the death unless they see
Depnaakra fee, at which point they follow.
within 30 feet who look upon them (DC 15 Will
 STATISTICS save negates). The save is Charisma-based and
Str 12, Dex 20, Con 11, Int 8, Wis 12, Cha 8 includes a +2 racial bonus.
Base Atk +3; CMB +3; CMD 18 Immure (Ex)
Feats Endurance, Stealthy, Two-Weapon Fighting, Weapon
Finesse Chariot beetles are obsessed with the burial of all
Skills Acrobatics +10, Climb +6, Craft (trapmaking) +5, Escape things. If a chariot beetle successfully achieves a
Artist +10, Perception +9, Profession (miner) +3, Stealth +16, pin against a grappled opponent, it buries them in
Survival +5 the earth. From that point on, the beetle no longer
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 needs to make grapple checks to maintain the pin
Profession (miner)
Languages Draconic (although the creature may still attempt to escape
SQ favored terrain (forest) +2, track, wild empathy +2 the pin on his turn as normal) and is not
Combat Gear potion of cat’s grace, dust of disappearance considered grappled. the creature that is buried
Other Gear masterwork studded leather armor, +1 buckler, 3 must begin holding his breath as soon as he is
masterwork hand axes. buried and may suffocate.
PART 2 – ECHOES OF AGES PAST: Cold Marrow
2 Accursed Entry 2 x Shadows 3 The Broken Fountain – 3 x small Water
Elementals
4 Mural Chamber – Belker 5 Sepulchre of the Honor Guard – 5 x Wights
6 The consort – 1 x wraith
8 Sepulchre of the Prince - 2 x Dread Myrmidons Merlokep, The Kobold King
DREAD MYRMIDON XP 800 MERLOKREP, THE KOBOLD KING XP 4,800 CR 8
CR 3
Male dread zombie kobold fighter 2 Male dread wight kobold fighter 2/sorcerer 4
LE Small undead (augmented humanoid) LE Medium humanoid (reptilian)
(Advanced Bestiary 105) Init +8; Senses blindsense 60 ft., darkvision 60 ft.;
Perception +8
Init +0; Senses darkvision 60 ft.; Perception +5
 DEFENSE
Aura unnatural aura
AC 24, touch 14, flat-footed 20 (+4 armor, +4 Dex, +6
 DEFENSE natural)
AC 16, touch 11, flat-footed 16 (+3 armor, +2 hp 43 (2d10+4d6+18)
natural +1 size) Fort +4, Ref +5, Will +8; +9 vs. fear
hp 14 (2d10) Defensive Abilities Channel Resistance +4; Resist fire 5
Fort +4, Ref +0, Will +0, +1 vs. fear Weakness light sensitivity
Defensive Abilities Channel Resistance +2, undead  OFFENSE
traits Speed 30 ft.
Weakness light sensitive Melee +2 adamantine battleaxe +13 (1d8+11/x3), slam
 OFFENSE +10 (1d4)
Special Attacks energy drain (DC 16, 1 level), grow
Speed 30 ft. (cannot run)
claws (2 claws +10 (1d4+5 plus energy drain), lasts 6
Melee short spear +5 (1d4+2 plus poison), flying
rounds)
talon +5 (1d3+2 plus poison), slam +5 (1d4+2), bite Spells Known (CL 4th)
+0 (1d3+2) 2nd (5/day) – bull’s strength
Ranged javelin +3 (plus poison) 1st (7/day) – enlarge person, mage armor, magic
Special Attacks brain consumption (DC 13), giant missile, sleep (DC 16)
scorpion poison (injury, DC 17, 1/rd. for 6 rds., 1d2 0 - daze (DC 14), detect magic, detect poison, light
Str, 1 save) Tactics
Tactics Before Combat Merlokrep casts bull’s strength on his
myrmidons and himself and enlarge person and mage
Before Combat The dread myrmidon coats his armor on himself. if the wights from area 5 are present
weapons with poison. he commands them to attack.
During Combat Merlokrep casts sleep first, then magic
During Combat The dread myrmidon throws
missile as long as his myrmidon keep the PCs at bay. if
javelins from afar, or battles with his short spear in they close, he savages them with slam attacks at first,
melee while taking bites out of his foes. reveling in his new undead power, but resorts to his axe
Morale The dread myrmidon fights to the death. if things start to go poorly.
Morale Merlokrep fights for vengeance to the last.
 STATISTICS  STATISTICS
Str 14, Dex 10, Con -, Int 7, Wis 10, Cha 6 Str 23, Dex 18, Con -, Int 13, Wis 14, Cha 17
Base Atk +2; CMB +3 (+5 to trip or disarm with Base Atk +4; CMB +10; CMD 22
flying talon); CMD 13 Feats Eschew Materials, Improved Initiative, Iron Will,
Feats Exotic Weapon Proficiency (flying talon), Power Attack, Spell Focus (enchantment), Weapon
Power Attack, Skill Focus (Perception), ToughnessB, Focus (battleaxe)
Skills Acrobatics +8, Climb +10, Craft (trapmaking) +7,
Knowledge (Arcana) +5, Intimidate +9, Perception +8,
Skills Climb +7, Craft (trapmaking) +2, Profession
Profession (miner) +4, Stealth +16
(miner) +2, Perception +5, Ride +5 Racial Modifiers +2 Craft (trapmaking), +2 Perception,
Racial Modifiers +2 Craft (trapmaking), +2 +2 Profession (miner), +8 Stealth
Perception, +2 Profession (miner) Languages Common, Draconic
Languages Draconic SQ command wights, create spawn, draconic bloodline
SQ command zombies (red)
Gear +2 Adamantine battleaxe, Azlanti sealstone (worn
Combat Gear 4 doses giant scorpion venom; Other in his eye socket), oversized red and gold satin cloak
Gear short spear, studded leather, flying talon, 2 with a crude, silly-looking painting of a gold dragon on
javelins. the back (though now the dragon is missing scales and
appears undead).
Merlokrep: Base Statistics

Without enlarge person, make the


following adjustments:
LE Small humanoid (reptilian)
Init +10
AC 26, touch 16, flat-footed 21 (+4 armor,
+5 Dex, +6 natural, +1 size)
Ref +6
Melee +2 adamantine battleaxe +13
(1d8+9/x3), slam +10 (1d3+5)
Special Attacks grow claws (2 claws +11
(1d3+5 plus energy drain), lasts 6 rounds)
Str 21, Dex 20
CMB +8; CMD 22
Skills Acrobatics +9, Climb +9, Stealth +21

Without bull's strength, enlarge person,


and mage armor, make the following
adjustments:
LE Small humanoid (reptilian)
Init +10
AC 22, touch 16, flat-footed 17 (+5 Dex, +6
natural, +1 size)
Ref +6
Melee +2 adamantine battleaxe +11
(1d8+6/x3), slam +8 (1d3+3)
Special Attacks grow claws (2 claws +9
(1d3+3 plus energy drain), lasts 6 rounds)
Str 17, Dex 20
CMB +6; CMD 20
Skills Acrobatics +9, Climb +7, Stealth +21

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