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The Beggar’s Pearl – Monster Stat Blocks L7

ACT I: Torvic’s Cave


Perception: DC 17 – Hear fighting inside cave

Barricade: wooden boughs lashed together with rawhide - Hardness 4, hp 13, DC 18 to smash
Power Attack (Combat)
Torvic Scrathmane Benefit: –1 penalty on all melee attack rolls
and combat manoeuvre checks to gain a +2
Male dwarf expert 2 xp: 600 bonus on all melee damage rolls. This bonus
LN Medium humanoid to damage is increased by half (+50%) if you
Init +0; Senses darkvision 60 ft.; Perception –1 are making an attack with a two-handed
DEFENSE weapon, a one handed weapon using two
AC 9, touch 9, flat-footed 9 (-1 Dex) hands, or a primary natural weapon that adds
hp 15 (currently –1) (2d8+2) 1-1/2 times your Strength modifier on damage
Fort +1, Ref -1, Will +1; rolls. This bonus to damage is halved (–50%) if
+2 vs. poison, spells, and spell-like abilities you are making an attack with an off-hand
Defensive Abilities: defensive training, hardy, weapon or secondary natural weapon. When
stability your base attack bonus reaches +4, and every
OFFENSE 4 points thereafter, the penalty increases by –1
Speed 20 ft. and the bonus to damage increases by +2.
Melee battleaxe +1 (1d8) You must choose to use this feat before
Special Attacks: hatred (+1 attack vs orcs and making an attack roll, and its effects last until
goblins) your next turn. The bonus damage does not
TACTICS apply to touch attacks or effects that do not
Base Statistics When the PCs encounter him, deal hit point damage.
Torvic has been awake for days and was
tortured with fungal concoctions from which he Defensive Training (Combat)
has not recovered. Benefit: You treat your total Hit Dice as your
He is fatigued. If given the chance to recover, base attack bonus when calculating your
Torvic has a Strength score of 13, a Dexterity Combat Manoeuvre Defence
score of 10, and a Charisma score of 9.
Torvic’s current Charisma score is the result of
3 points of Charisma damage from Lady
Morilaeth’s night terrors ability.
STATISTICS
Str 11(13) Dex 8 (10), Con 13, Int 12, Wis 10,
Cha 6(9)
Base Atk +1; CMB +2; CMD 12 (16 vs bull
rush or trip)
Feats: Power Attack
Skills: Appraise +6 (+2 on items with precious
metals or gemstones), Disable Device +4,
Knowledge (dungeoneering)
+6, Knowledge (engineering) +6, Knowledge
(nature) +6,
Linguistics +6, Perception –1, Stealth +4
Languages: Common, Dwarven, Orcish,
Terran, Undercommon
SQ: stonecunning
Gear: mining tools, ragged clothing, rusty
battleaxe, assorted nonmagical scrolls
Tier 6-7 (CR 7) Fey Traits
Mites (4) CR1/4 xp100 A fey possesses the following traits:
• Low-light vision.
LE Small fey • Proficient with all simple weapons and any weapons
Init +1; Senses darkvision 120 ft., low-light mentioned in its entry.
vision, scent; • Proficient with whatever type of armor (light, medium,
Perception +5 or heavy) it is described as wearing, as well as all lighter
types.
Defense Fey not indicated as wearing armor are not proficient
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 with armor. Fey are proficient with shields if they are
size) proficient with any form of armor.
hp 3 (1d6) • Fey breathe, eat, and sleep.
Fort +0, Ref +3, Will +3
Light Sensitivity (Ex)
DR 2/cold iron Creatures with light sensitivity are dazzled in areas of
Weaknesses: light sensitivity bright sunlight or within the radius of a daylight spell.
Offense Dazzled Condition: The creature is unable to see well
because of overstimulation of the eyes. A dazzled
Speed 20 ft., climb 20 ft. creature takes a –1 penalty on attack rolls and sight-
Melee dagger +0 (1d3–1/19–20) based Perception checks.
Ranged dart +2 (1d3–1)
Special Attacks: hatred Doom necromancy [emotion, fear, mind-affecting]
Spell-Like Abilities (CL 1st) Casting Time 1 standard action
Components V, S, DF
At will—prestidigitation Range medium (100 ft. + 10 ft./level)
1/day—doom (DC 10) Target one living creature
Tactics Duration 1 min./level
During Combat The mites first order their ant minion to Saving Throw Will negates; Spell Resistance yes
attack using their vermin empathy ability, and then cast This spell fills a single subject with a feeling of horrible
doom on the first two PCs that enter the cave. After that dread that causes it to become shaken.
they assault the PCs from range with darts. Shaken: A shaken character takes a –2 penalty on attack
Morale If the ant dies, the mites both flee in terror. rolls, saving throws, skill checks, and ability checks. Shaken is
Statistics a less severe state of fear than frightened or panicked
Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8
Base Atk +0; CMB –2; CMD 9 Scent (Ex)
This special quality allows a creature to detect
Feats: Point-Blank Shot approaching enemies, sniff out hidden foes, and track
Skills: Climb +7, Handle Animal +0, Perception by sense of smell. Creatures with the scent ability can
+5, Ride +2, identify familiar odors just as humans do familiar sights.
Sleight of Hand +9, Stealth +13; Racial The creature can detect opponents within 30 feet by
Modifiers +4 Sleight sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet.
of Hand, +4 Stealth Strong scents, such as smoke or rotting garbage, can
Languages: Undercommon be detected at twice the ranges noted above.
SQ: vermin empathy +4 Overpowering scents, such as skunk musk or troglodyte
stench, can be detected at triple normal range.
Special Abilities When a creature detects a scent, the exact location of
the source is not revealed—only its presence
somewhere within range. The creature can take a move
Hatred (Ex) Mites receive a +1 bonus on attack rolls
action to note the direction of the scent. When the
against humanoid creatures of the dwarf or gnome
creature is within 5 feet of the source, it pinpoints the
subtype due to special training against these hated foes.
source’s location.
A creature with the scent ability can follow tracks by
Vermin Empathy (Ex) This ability functions as a druid’s
smell, making a Wisdom (or Survival) check to find or
wild empathy, save that a mite can only use this ability
follow a track. The typical DC for a fresh trail is 10 (no
on vermin. A mite gains a +4 racial bonus on this check.
matter what kind of surface holds the scent). This DC
Vermin are normally mindless, but this empathic
increases or decreases depending on how strong the
communication imparts on them a modicum of
quarry’s odor is, the number of creatures, and the age of
implanted intelligence, allowing mites to train Medium
the trail. For each hour that the trail is cold, the DC
vermin and use them as mounts. Vermin empathy treats
increases by 2. The ability otherwise follows the rules for
swarms as if they were one creature possessing a
the Survival skill. Creatures tracking by scent ignore the
single mind—a mite can thus use this ability to influence
effects of surface conditions and poor visibility.
and direct the actions of swarms with relative ease.
Common Uses
Giant Ant (Drone) CR 3 xp: 800 Avoid Falling After Being Attacked:
You are not considered flat-footed while flying. If you are
N Medium vermin flying using wings and you take damage while flying,
Init +0; Senses darkvision 60 ft., scent you must make a DC 10 Fly check to avoid losing 10
Perception +5 feet of altitude. This descent does not provoke an attack
Defense of opportunity and does not count against a creature’s
AC 19, touch 10, flat-footed 19; (+9 natural) movement.
hp 22 (2d8+13) Avoid Falling After Collision:
Fort +8, Ref +2, Will +3 If you are using wings to fly and you collide with an
Immune: mind-affecting effects object equal to your size or larger, you must immediately
Offense make a DC 25 Fly check to avoid plummeting to the
Speed 50 ft., climb 20 ft., fly 30 ft (average) ground, taking the appropriate falling damage.
Melee bite +5 (1d6+4 plus grab), sting +5 (1d4+4 plus Negate Falling Damage:
poison) If you are falling and have the ability to fly, you can
make a DC 10 Fly check to negate the damage. You
Tactics
cannot make this check if you are falling due to a failed
During Combat Once ordered, the giant ant attacks the Fly check or a collision. See Falling Damage if you fail
nearest PC and always mindlessly attacks whatever PC this check.
is closest.
Morale The ant fights to the death. Modifiers
High Wind Speeds:
Statistics Table: Wind Effects on Flying
Str 16, Dex 12, Con 19, Int —, Wis 15, Cha 13 Force Speed Checked Blown Away Penalty
Base Atk +3; CMB +5 (+9 grapple); CMD 17 (25 vs. trip) Light 0–10mph — — —
Moderate 11–20 — — —
Feats: Toughness Strong 21–30 Tiny — –2
Skills: Climb +12, Perception +7, Survival +7; Racial Severe 31–50 Small Tiny –4
Modifiers +4 Perception, +4 Survival Storm 51–74 Medium Small –8
Hurricane 75–174 Large Medium –12
Special Abilities Tornado 175+ Huge Large –16
Poison (Ex) Sting—injury; save Fort DC 16; frequency “Checked” creatures size or smaller DC 20 Fly check to move at all so long
as the wind persists.
1/round for 4 rounds; effect 1d2 Str; cure 1 save “Blown away” creatures size or smaller DC 25 Fly check or be blown back
2d6×10 feet and take 2d6 points of nonlethal damage. This check must be
Fly (Dex; Armor Check Penalty) made every round the creature remains airborne. A creature that is blown
away must still make a DC 20 Fly check to move due to also being
Table: Flying Maneuver DCs checked.
Flying Maneouver Fly
DC Action
Move less than half speed and 10 None. A Fly check doesn’t require an action; it is made
remain flying as part of another action or as a reaction to a situation.
Hover 15
Turn > 45° by spending 5 feet of 15 Modifiers
movement Fly Speed:
Creatures with a fly speed treat the Fly skill as a class
Turn 180° by spending 10 feet of 20
skill. A creature with a natural fly speed receives a
movement
bonus (or penalty) on Fly skill checks depending on its
Fly up at a greater than 45° angle 20
maneuverability. Creatures without a maneuverability
rating are assumed to have average maneuverability
You generally need only make a Fly check when you
and take no penalty on Fly checks.
are attempting a complex manoeuver. Without making a
Clumsy –8 Poor –4Average +0 Good +4
check, a flying creature can remain flying at the end of
Perfect +8
its turn so long as it moves a distance greater than half
Size:
its speed. It can also turn up to 45 degrees by sacrificing
A creature larger or smaller than Medium takes a size
5 feet of movement, can rise at half speed at an angle of
bonus or penalty on Fly checks depending on its size
45 degrees, and can descend at any angle at normal
category:
speed. Note that these restrictions only apply to
Fine +8 Dimin +6 Tiny +4 Small +2 Large –
movement taken during your current turn. At the
2
beginning of the next turn, you can move in a different
Huge –4 Gargant –6 Colossal –8
direction than you did the previous turn without making
Feats:
a check. Taking any action that violates these rules
If you have the Acrobatic feat, you get a +2 bonus on
requires a Fly check. The difficulty of these maneuvers
Fly skill checks. If you have 10 or more ranks in this
varies depending upon the maneuver you are
skill, the bonus from the Acrobatics feat increases to +4.
attempting, as noted on the following chart.
ACT II: THE GALLERY OF WONDERS
Area 1: Area 6:
Secret Door Tier 6-7 (CR 7)
Type: Mechanical, Perception: DC 15, Giant Ant (Drone) (4) CR 3
Dwarven Signs must be pressed in order:
Glory – Kings – Found – Art – Support N Medium vermin
Disable Device: DC 20 (pry runes free or find Init +0; Senses darkvision 60 ft., scent
combination on Trovic’s parchment scraps) Perception +5
Defense
Tier 6–7 (CR 7)
AC 19, touch 10, flat-footed 19; (+9 natural)
Wall of the Humbled King CR 7
hp 22 (2d8+13)
Type mechanical
Fort +8, Ref +2, Will +3
Perception DC 29 (Crown holds an empty gem
Immune: mind-affecting effects
setting)
Disable Device DC 20 (place pearl in setting) Offense
Effects Speed 50 ft., climb 20 ft., fly 30 ft (average)
Melee bite +5 (1d6+4 plus grab), sting +5
Trigger touch
(1d4+4 plus poison)
Reset automatic reset
Effect CMB +20 (push 5, 6d6 falling damage) Tactics
DC 20 Reflex avoids During Combat Once ordered, the giant ant
multiple targets (all targets in a 10-ft.-by-5-ft. attacks the nearest PC and always mindlessly
area) attacks whatever PC is closest.
Morale The ant fights to the death.
Statistics
Str 16, Dex 12, Con 19, Int —, Wis 15, Cha 13
Base Atk +3; CMB +5 (+9 grapple); CMD 17
(25 vs. trip)
Feats: Toughness
Skills: Climb +12, Perception +7, Survival +7;
Racial Modifiers +4 Perception, +4 Survival
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 16;
frequency 1/round for 4 rounds; effect 1d2 Str;
cure 1 save
Area 7:
Tnarat and Sterik CR 3 Kinlunik and Gardak, Troll Thralls CR 5
Male Derro (2) Male trolls (2)
This pale blue humanoid has bulging white eyes, wild This tall creature has rough, green hide. Its hands end
hair, four fingered hands, stands 3 feet tall and weighs in claws, and its bestial face has a hideous, tusked
70 pounds. underbite.
CE Small humanoid (derro) CE Large humanoid (giant)
Init +6; Senses darkvision 60 ft.; Perception +0 Init +2; Senses darkvision 60 ft., low-light vision, scent;
Defense Perception +8
AC 17, touch 13, flat-footed 15 Defense
(+2 armor, +2 Dex, +2 natural, +1 size) AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1
hp 25 (3d8+12) size)
Fort +5, Ref +3, Will +6 hp 63 (6d8+36)
SR 14 regeneration 5 (acid or fire)
Weaknesses: vulnerability to sunlight Fort +11, Ref +4, Will +3
Offense Offense
Speed 20 ft. Speed 30 ft.
Melee short sword +5 (1d4) Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Ranged repeating light crossbow +5 (1d6/19–20 plus Space 10 ft.; Reach 10 ft.
poison) Special Attacks rend (2 claws, 1d6+7)
Special Attacks: sneak attack +1d6 Statistics
Spell-Like Abilities (CL 3rd) Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
At will—darkness, ghost sound (DC 13) Base Atk +4; CMB +10; CMD 22
1/day—daze (DC 13), sound burst (DC 15) Feats: Intimidating Prowess, Iron Will, Skill Focus
Tactics (Perception)
During Combat Both derros cast darkness on the first Skills: Intimidate +9, Perception +8
round Languages: Giant, Undercommon
of combat and then wield their crossbows from cover. Tactics
They During Combat The trolls stay near Tnarat and fight to
hesitate to use sound burst, lest the spell damage their keep the PCs away from their derro masters.
treasured lab equipment. Both would rather capture foes Morale The trolls fight to the death as long as the derros
than kill them. are alive. Should both derros fall, one troll stays to fight
Morale If brought to below 10 hit points, Tnarat and the PCs and the other flees to area 12 to warn Lady
Sterik flee. Morilaeth.
Statistics
Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16 Scent (Ex)
Base Atk +2; CMB +1; CMD 13 This allows a creature to detect approaching enemies,
Feats: Improved Initiative, Weapon Finesse sniff out hidden foes, and track by sense of smell.
Skills: Perception +0, Stealth +9 Creatures with the scent ability can identify familiar
Languages: Aklo, Undercommon odors just as humans do familiar sights.
SQ: madness, poison use The creature can detect opponents within 30 feet by
Special Abilities sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet.
Madness (Ex) Derros use their Charisma modifier on
Strong scents, such as smoke or rotting garbage, can
Will saves instead of their Wisd modifier, and are
be detected at twice the ranges noted above.
immune to insanity and confusion effects. Only a
Overpowering scents can be detected at triple normal
miracle or wish can remove a derro’s madness. If this
range.
occurs, the derro gains 6 points of Wisdom and loses 6
When a creature detects a scent, the exact location of
points of Charisma.
the source is not revealed—only its presence
Poison Use (Ex) Derros are not at risk of poisoning
somewhere within range. The creature can take a move
themselves when handling poison. They use Medium
action to note the direction of the scent. When the
spider venom to poison their crossbow bolts, and
creature is within 5 feet of the source, it pinpoints the
generally carry 10 prepoisoned bolts at all times.
source’s location.
Vulnerability to Sunlight (Ex) A derro takes 1 point of
A creature with the scent ability can follow tracks by
Con damage after every hour it is exposed to sunlight.
smell, making a Wisdom (or Survival) check to find or
follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules for
the Survival skill. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility.
Daze Standard, Target one humanoid creature of 4 HD or less, Duration 1 round
Target: Humanoid with 4 or fewer Hit Dice will take no actions. Humanoids of 5 or more HD are
not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
After a creature has been dazed by this spell, it is immune to the effects of this spell for 1
minute. Will negates. Dazed Condition: The creature is unable to act normally. A dazed
creature can take no actions, but has no penalty to AC.

Sound Burst
Casting Time 1 standard action, Range: close (25 ft. + 5 ft./2 levels) Components V, S, F/DF (a
musical instrument), Area: 10-ft.-radius spread
Duration: instantaneous,
Blast an area with a tremendous cacophony. Creatures in the area take 1d8 sonic damage and
must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot
hear are not stunned but are still damaged.
Stunned Condition: A stunned creature drops everything held, can't take actions, takes a –2
penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on
attack rolls to perform combat maneuvers against a stunned opponent.

Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal
damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is
still functioning (although creatures with regeneration still fall unconscious when their hit points
are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to
stop functioning on the round following the attack. During this round, the creature does not heal
any damage and can die normally. The creature’s descriptive text describes the types of
damage that cause the regeneration to cease functioning.
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also
does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can
regrow lost portions of their bodies and can reattach severed limbs or body parts if they are
brought together within 1 hour of severing. Severed parts that are not reattached wither and die
normally.

Rend (Ex) If it hits with two or more natural attacks in 1 round, a creature with the rend special
attack can cause tremendous damage by latching onto the opponent’s body and tearing f lesh.
This attack deals an additional amount of damage, but no more than once per round. The type
of attacks that must hit and the additional damage are included in the creature’s description.
The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2
the creature’s Strength bonus.
Area 8: Tier 6–7 (CR 6) Male Mite Rogues 3
Tifer, Pestin, and Gralt CR 1/2
Spiked Pit Trap CR 5 1600xp
Type mechanical
Perception DC 25 Mite Rogue CR 1/2 xp:200
Disable Device DC 20 Male mite rogue 3
LE Small fey
Effects
Init +3; Senses darkvision 120 ft., low-light vision, scent;
Trigger location Perception +7
Reset manual
Defense
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes
(Atk +20 melee, 2d4 spikes per target for 1d4+1 AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1
damage each); DC 20 Reflex avoids size)
multiple targets (all targets in a 10-ft.-square area) hp 24 (1d6+3d8+4)
Fort +2, Ref +8, Will +3
Light Sensitivity (Ex) Defensive Abilities: evasion, trap sense +1
Creatures with light sensitivity are dazzled in areas of bright DR 2/cold iron;
sunlight or within the radius of a daylight spell. Weaknesses: light sensitivity
Dazzled Condition: The creature is unable to see well because Offense
of overstimulation of the eyes. A dazzled creature takes a –1
penalty on attack rolls and sight-based Perception checks. Speed 20 ft., climb 20 ft.
Melee short sword +5 (1d4+1/19–20)
Doom or 2 short swords +3 (1d4+1/19–20)
School necromancy [emotion, fear, mind-affecting] Ranged dart +6 (1d3+1)
Level antipaladin 1, cleric/oracle 1, inquisitor 1; Special Attacks: hatred, sneak attack +2d6
Domain demon (chaos, evil) 1 Spell-Like Abilities (CL 1st)
Casting Time 1 standard action At will—prestidigitation
Components V, S, DF 1/day—doom (DC 10)
Range medium (100 ft. + 10 ft./level)
Target one living creature Statistics
Duration 1 min./level Str 12, Dex 17, Con 13, Int 8, Wis 11, Cha 10
Saving Throw Will negates; Spell Resistance yes Base Atk +2; CMB +2; CMD 15
This spell fills a single subject with a feeling of horrible dread Feats: Point-Blank Shot, Two-Weapon Fighting,
that causes it to become shaken. Weapon Focus (shortsword)
Skills: Climb +12, Craft (trapmaking) +6, Handle Animal
Scent (Ex) +4,
This special quality allows a creature to detect approaching
enemies, sniff out hidden foes, and track by sense of smell.
Perception +7, Ride +7, Sleight of Hand +14, Stealth
Creatures with the scent ability can identify familiar odors just +18; Racial Modifiers +4 Sleight of Hand, +4 Stealth
as humans do familiar sights. Languages: Undercommon
The creature can detect opponents within 30 feet by sense of SQ: trapfinding, vermin empathy +4, weapon training
smell. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Strong scents, such as Gear: 12 darts, 2 small short swords, studded leather
smoke or rotting garbage, can be detected at twice the ranges armor, masterwork thieves’ tools, key to area 9
noted above. Overpowering scents, such as skunk musk or
troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the
source is not revealed—only its presence somewhere within
range. The creature can take a move action to note the
direction of the scent. When the creature is within 5 feet of the
source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell,
making a Wisdom (or Survival) check to find or follow a track.
The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the quarry’s
odor is, the number of creatures, and the age of the trail. For
each hour that the trail is cold, the DC increases by 2. The
ability otherwise follows the rules for the Survival skill.
Creatures tracking by scent ignore the effects of surface
conditions and poor visibility.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and
unusual attacks with great agility. If she makes a successful
Reflex saving throw against an attack that normally deals half
damage on a successful save, she instead takes no damage.
Evasion can be used only if the rogue is wearing light armor or
no armor. A helpless rogue does not gain the benefit of
evasion.
Area 12: Special Abilities
Feign Death (Ex) (DC 14) Whenever a nightmare creature is
Lady Morilaeth CR 6 2400xp unconscious, it appears dead. A conscious nightmare creature can
Female nightmare creature elf cleric of Lamashtu 6 also make itself appear dead as an immediate action. Any creature
CE Medium humanoid (elf ) that physically interacts with a nightmare creature feigning death must
Init +6; Senses darkvision 120 ft., low-light vision succeed at a Heal check or Will saving throw (DC 10 + 1/2 the
Perception +5 nightmare creature's Hit Dice + the nightmare creature's Intelligence or
Aura fear aura (60 ft., DC 16) frightful presence (30 ft., DC 16) Charisma modifier, whichever is higher) to recognize it is actually
Defense alive.
AC 23, touch 14, flat-footed 21
(+7 armor, +2 Dex, +2 deflection, +2 shield) Night Terrors (Su)
hp 48 (6d8+18) Once a nightmare creature enters a target's mind with its dream or
regeneration 5 (silver or good – halt for 1 round) nightmare spell-like ability, it can attempt to control the target's dream.
Fort +6, Ref +6, Will +8 If the target fails a Will saving throw, it remains asleep and trapped in
+2 saves vs. good creatures, enchantment spells and effects, +4 the dream world with the nightmare creature. Thereafter, the
saves vs. illusion effects nightmare creature controls all aspects of the dream. Each hour that
Defensive Abilities: protection from good passes, the target can attempt another saving throw to try to awaken
DR 5/silver or good; Immune illusion spells and effects (it automatically awakens after 8 hours or if the nightmare creature
Offense releases it). The target takes 1d4 points of Charisma damage each
Speed 20 ft., fly 10 ft. (perfect) hour it is trapped in the dream; if it takes any Charisma damage, it is
Melee cold iron rapier +5 (1d6+1/18-20) fatigued and unable to regain arcane spells for the next 24 hours. The
Ranged +1 longbow +7 (1d8+1/x3) target dies if this Charisma damage equals or exceeds its actual
Special Attacks: channel negative energy (3d6, DC 16, 4/day), night Charisma score.
terrors
Spell-Like Abilities (CL 6th; concentration +9) Protection from Good (Su) A nightmare creature gains a +2 deflection
3/day—detect thoughts, dream, nightmare, suggestion; bonus to AC and a +2 resistance bonus on saves against attacks by
1/day—shadow walk good creatures. Furthermore, it is immune to any attempt by a good
Domain Spell-Like Abilities (CL 6th; concentration +9) creature to posses, charm, or influence it.
6/day—copycat (6 rounds)
6/day—vision of madness (+/–3) Illusion Resistance (Ex)
Cleric Spells Prepared (CL 6th; concentration +9) A nightmare creature automatically disbelieves illusions (no saving
3rd—blindness/deafness (DC 16), dispel magic, invisibility, throw required) and has a +4 bonus on saving throws to resist illusion
summon monster III effects.
2nd—cure moderate wounds, hold person (DC 15),
invisibility, silence (2) Regeneration 5 (Ex)
1st—bane (DC 16), cause fear (DC 16), cure light wounds Good-aligned weapons, silver weapons, and spells with the good
(2), disguise self (DC 14) descriptor cause a nightmare creature's regeneration to stop
0 (at will)—detect magic, detect poison, stabilize, virtue functioning for 1 round.
Domains Madness, Trickery
Special Attacks: A nightmare creature gains several special attacks.
Tactics
Save DCs are equal to 10 + 1/2 the nightmare creature's Hit Dice + its
Before Combat If Lady Morilaeth detects the PCs she casts disguise Charisma modifier unless otherwise noted. The nightmare creature's
self to change her appearance to that of a derro, albeit the tallest caster level is equal to its total Hit Dice (or the caster level of the base
derro in the room. creature's spell-like abilities, whichever is higher).
During Combat Once disguised, Morilaeth joins the revelers,
hoping to get close to the PCs and surprise them with channeled Fear Aura (Su)
negative energy. Morilaeth is aware of the effect her fear aura will All creatures within a 60-foot radius that see or hear a nightmare
have on the mites and derros—namely, when she uses it, most of creature must succeed at a Will save or be shaken for as long as they
them will run from the room—and she doesn’t hesitate to use it. Nor are within the aura. Whether or not the save is successful, that
does she hesitate to use her channel negative energy ability to injure creature cannot be affected again by the same nightmare creature's
the PCs fear aura for 24 hours. This is a mind-affecting fear affect.
While fighting, Morilaeth repeatedly screams, “You will dream of me!”
Morale If reduced to less than 5 hit points, Lady Morilaeth retreats to Shaken: A shaken character takes a –2 penalty on attack
area 13 to regenerate. If she’s unable to make it, she uses feign death rolls, saving throws, skill checks, and ability checks. Shaken is
and regenerates. a less severe state of fear than frightened or panicked
Statistics
Str 12, Dex 14, Con 12, Int 14, Wis 16, Cha 17 Frightful Presence (Su)
Base Statistics AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 This ability activates when the nightmare creature charges, attacks
shield) versus non-good creatures during a surprise round, or succeeds at a DC 15 Intimidate or Perform
Base Atk +4; CMB +5; CMD 17 check. Its frightful presence has a range of 30 feet.
Feats: Improved Initiative, Lightning Reflexes, Toughness
Skills: Bluff +7, Craft (sculpture) +7, Fly +6, Heal +9, Intimidate +12, Nightmare Template
Linguistics +6, Stealth +13 A nightmare creature uses its ability to control dreams to confuse and
Racial Modifiers: +6 Stealth, +6 Intimidate, +2 Perception frighten its target with horrendous imagery—visions of failure or
Languages: Aklo, Common, Elven, Undercommon betrayal and horrific scenes of murder and death. A nightmare
SQ: aura, elven magic, feign death creature may even allow the target to think it is in control of the dream
or has awakened from a nightmare, only to snatch away that hope and
Combat Gear: scroll of aid, scroll of lesser planar ally send its target into a downward spiral of misery and self-doubt.

Other Gear: +1 breastplate, +1 buckler, +1 longbow with 20


arrows, cold iron rapier, blackened silver holy symbol of
Lamashtu, noblewoman’s robes, 4 parchment pages filled
with Lamashtu holy scripts, silver necklace (100 gp value),
silver ring bearing Lamashtu’s symbol (50 gp value), spell
component pouch
Lady Morilaeth’s Spells: Nightmare (DC 17/18)
School illusion (phantasm) [mind-affecting, evil]; Components V, S
Domain Spell-Like Abilities Casting Time 10 minutes
Copycat (Sp): You can create an illusory double of yourself as a Range unlimited
move action. This double functions as a single Mirror Image and lasts Target one living creature Duration instantaneous
for a number of rounds equal to your cleric level, or until the illusory Saving Throw Will negates; see text; Spell Resistance yes
duplicate is dispelled or destroyed. You can have no more than one You send a hideous and unsettling phantasmal vision to a specific
copycat at a time. This ability does not stack with the Mirror Image creature that you name or otherwise specifically designate.
spell. You can use this ability a number of times per day equal to 3 + The nightmare prevents restful sleep and causes 1d10 points of
your Wisdom modifier. damage. The nightmare leaves the subject fatigued and unable to
regain arcane spells for the next 24 hours.
Vision of Madness (Sp): You can give a creature a vision of The difficulty of the save depends on your knowledge the subject and
madness as a melee touch attack. Choose one of the following: attack the physical connection (if any) you have to that creature.
rolls, saving throws, or skill checks. The target receives a bonus to the Knowledge Will Save Modifier
chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty None* +10
to the other two types of rolls equal to 1/2 your cleric level (minimum – Secondhand (you have heard +5
1). This effect fades after 3 rounds. You can use this ability a number of the subject)
of times per day equal to 3 + your Wisdom modifier. Firsthand (you have met the +0
subject)
Spell-Like Abilities Familiar (you know the subject -5
well)
Detect Thoughts (DC 14/15)
Casting Time 1 standard action Components V, S, F/DF (a copper piece) Connection Will Save Modifier
Range 60 ft. Likeness or picture -2
Area cone-shaped emanation Possession or garment -4
Duration concentration, up to 1 min./level (D) Body part, lock of hair, bit of -10
Saving Throw Will negates; see text; Spell Resistance no nail, etc.
You detect surface thoughts. The amount of information revealed *You must have some sort of connection to a creature of which you
depends on how long you study a particular area or subject. have no knowledge.
1st Round: Presence or absence of thoughts (from conscious Dispel evil cast on the subject while you are casting the spell dispels
creatures with Intelligence scores of 1 or higher). the nightmare and causes you to be stunned for 10 minutes per caster
2nd Round: Number of thinking minds and the Intelligence score of level of the dispel evil.
each. If the highest Intelligence is 26 or higher (and at least 10 points If the recipient is awake when the spell begins, you can choose to
higher than your own Intelligence score), you are stunned for 1 round cease casting (ending the spell) or to enter a trance until the recipient
and the spell ends. This spell does not let you determine the location goes to sleep, whereupon you become alert again and complete the
of the thinking minds if you can't see the creatures whose thoughts casting. If you are disturbed during the trance, you must succeed on a
you are detecting. Concentration check as if you were in the midst of casting a spell or
3rd Round: Surface thoughts of any mind in the area. A target's Will the spell ends. If you choose to enter a trance, you are not aware of
save prevents you from reading its thoughts, and you must cast detect your surroundings or the activities around you while in the trance.
thoughts again to have another chance. Creatures of animal You are defenseless, both physically and mentally, while in the trance.
intelligence (Int 1 or 2) have simple, instinctual thoughts. (You always fail Will saving throws, for example.) Creatures who don't
Each round, you can turn to detect thoughts in a new area. The spell sleep (such as elves, but not half-elves) or dream are immune to this
can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a spell.
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Suggestion (DC 15/16)
Dream School enchantment (compulsion) [language-dependent, mind-
Casting Time 1 minute Components V, S affecting];
Range unlimited Casting Time 1 standard action
Target one living creature touched Components V, M (a snake's tongue and a honeycomb)
Duration see text Saving Throw none; Spell Resistance yes Range close (25 ft. + 5 ft./2 levels)
Send a message to others in the form of a dream. At the beginning of Target one living creature
the spell, you must name the recipient or identify him or her by some Duration 1 hour/level or until completed
title that leaves no doubt as to identity. The messenger then enters a Saving Throw Will negates; Spell Resistance yes
trance, appears in the intended recipient's dream, and delivers the You influence the actions of the target creature by suggesting a
message. The message can be of any length, and the recipient course of activity (limited to a sentence or two). The suggestion must
remembers it perfectly upon waking. The communication is one-way. be worded in such a manner as to make the activity sound
The recipient cannot ask questions or offer information, nor can the reasonable. Asking the creature to do some obviously harmful act
messenger gain any information by observing the dreams of the automatically negates the effect of the spell.
recipient. Once the message is delivered, the messenger's mind The suggested course of activity can continue for the entire duration. If
returns instantly to its body. The duration of the spell is the time the suggested activity can be completed in a shorter time, the spell
required for the messenger to enter the recipient's dream and deliver ends when the subject finishes what it was asked to do. You can
the message. instead specify conditions that will trigger a special activity during the
If the recipient is awake when the spell begins, the messenger can duration. If the condition is not met before the spell duration expires,
choose to wake up (ending the spell) or remain in the trance. The the activity is not performed.
messenger can remain in the trance until the recipient goes to sleep, A very reasonable suggestion causes the save to be made with a
then enter the recipient's dream and deliver the message as normal. A penalty (such as -1 or -2).
messenger that is disturbed during the trance comes awake, ending
the spell. Creatures who don't sleep or don't dream cannot be
contacted by this spell.
The messenger is unaware of its own surroundings or of the activities
around it while in the trance. It is defenseless both physically and
mentally (always failing any saving throw) while in the trance.
Lady Morilaeth’s Spells (ctd): 1st – Level:

Bane (DC13/16)
Shadow Walk
School enchantment (compulsion) [emotion, fear, mind-affecting];
School illusion (shadow) [shadow];
Level antipaladin 1, cleric/oracle 1, inquisitor 1
Casting Time 1 standard action Components V, S
Casting Time 1 standard action
Range touch
Components V, S, DF
Targets up to one touched creature/level
Range 50 ft.
Duration 1 hour/level (D)
Area 50-ft.-radius burst, centered on you
Saving Throw Will negates; Spell Resistance yes
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
To use the shadow walk spell, you must be in an area of dim light.
Bane fills your enemies with fear and doubt. Each affected creature
You and any creature you touch are then transported along a coiling
takes a -1 penalty on attack rolls and a -1 penalty on saving throws
path of shadowstuff to the edge of the Material Plane where it borders
against fear effects. Bane counters and dispels bless.
the Plane of Shadow. The effect is largely illusory, but the path is
quasi-real. You can take more than one creature along with you
Cause Fear (DC 13/16)
(subject to your level limit), but all must be touching each other.
School necromancy [emotion, fear, mind-affecting]; Level antipaladin
In the region of shadow, you move at a rate of 50 miles per hour,
1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1,
moving normally on the borders of the Plane of Shadow but much
witch 1; Domain daemon 1, death 1; Bloodline abyssal 1
more rapidly relative to the Material Plane. Thus, you can use this
Casting Time 1 standard action
spell to travel rapidly by stepping onto the Plane of Shadow, moving
Components V, S
the desired distance, and then stepping back onto the Material Plane.
Range close (25 ft. + 5 ft./2 levels)
Because of the blurring of reality between the Plane of Shadow and
Target one living creature with 5 or fewer HD
the Material Plane, you can't make out details of the terrain or areas
Duration 1d4 rounds or 1 round; see text
you pass over during transit, nor can you predict perfectly where your
Saving Throw Will partial; Spell Resistance yes
travel will end. It's impossible to judge distances accurately, making
The affected creature becomes frightened. If the subject succeeds on
the spell virtually useless for scouting or spying. Furthermore, when
a Will save, it is shaken for 1 round. Creatures with 6 or more HD are
the spell effect ends, you are shunted 1d10 x 100 feet in a random
immune to this effect. Cause fear counters and dispels remove fear.
horizontal direction from your desired endpoint. If this would place you
Frightened
within a solid object, you are shunted 1d10 x 1,000 feet in the same
A frightened creature flees from the source of its fear as best it can. If
direction. If this would still place you within a solid object, you (and any
unable to flee, it may fight. A frightened creature takes a –2 penalty on
creatures with you) are shunted to the nearest empty space available,
all attack rolls, saving throws, skill checks, and ability checks. A
but the strain of this activity renders each creature fatigued (no save).
frightened creature can use special abilities, including spells, to flee;
Shadow walk can also be used to travel to other planes that border on
indeed, the creature must use such means if they are the only way to
the Plane of Shadow, but this usage requires the transit of the Plane
escape.
of Shadow to arrive at a border with another plane of reality. The
Shaken
transit of the Plane of Shadow requires 1d4 hours.
A shaken character takes a –2 penalty on attack rolls, saving throws,
Any creatures touched by you when shadow walk is cast also make
skill checks, and ability checks. Shaken is a less severe state of fear
the transition to the borders of the Plane of Shadow.
than frightened or panicked.
They may opt to follow you, wander off through the plane, or stumble
back into the Material Plane (50% chance for either of the latter results
Cure Light Wounds (1d8 + 2/1d8 + 5)
if they are lost or abandoned by you). Creatures unwilling to
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1,
accompany you into the Plane of Shadow receive a Will saving throw,
druid 1, inquisitor 1, paladin 1, ranger 2, witch 1
negating the effect if successful.
Casting Time 1 standard action
Components V, S
Cleric Spells: Range touch
Target creature touched
O-Level: Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes
Stabilize (harmless); see text
School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, When laying your hand upon a living creature, you channel positive
witch 0 energy that cures 1d8 points of damage +1 point per caster level
Casting Time 1 standard action (maximum +5). Since undead are powered by negative energy, this
Components V,S spell deals damage to them instead of curing their wounds. An undead
Range close (25 ft. + 5 ft./2 levels) creature can apply Spell Resistance, and can attempt a Will save to
Target one living creature take half damage.
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes Disguise Self (DC 13/14)
(harmless) School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1,
Upon casting this spell, you target a living creature that has –1 or inquisitor 1, sorcerer/wizard 1; Domain trickery 1
fewer hit points. That creature is automatically stabilized and does not Casting Time 1 standard action
lose any further hit points. If the creature later takes damage, it Components V, S
continues dying normally. Range personal Target you Duration 10 min./level (D)
You make yourself - including clothing, armor, weapons, and
Virtue equipment - look different. You can seem 1 foot shorter or taller, thin,
School transmutation; Level cleric/oracle 0, druid 0, inquisitor 0, fat, or in between. You cannot change your creature type (although
paladin 1 you can appear as another subtype). Otherwise, the extent of the
Casting Time 1 standard action apparent change is up to you. You could add or obscure a minor
Components V, S, DF feature or look like an entirely different person or gender.
Range touch The spell does not provide the abilities or mannerisms of the chosen
Target creature touched form, nor does it alter the perceived tactile (touch) or audible (sound)
Duration 1 min. properties of you or your equipment. If you use this spell to create a
Saving Throw none; Spell Resistance yes (harmless) disguise, you get a +10 bonus on the Disguise check. A creature that
With a touch, you infuse a creature with a tiny surge of life, granting interacts with the glamer gets a Will save to recognize it as an illusion.
the subject 1 temporary hit point.
Lady Morilaeth’s Spells ctd Silence (DC 15, 6 rounds)
School illusion (glamer); Level antipaladin 2, bard 2, cleric/oracle 2,
inquisitor 2
2nd – Level: Casting Time 1 round
Components V, S
Cure Moderate Wounds (2d8 + 6) Range long (400 ft. + 40 ft./level)
School conjuration (healing); Level alchemist 2, bard 2, cleric/oracle 2, Area 20-ft.-radius emanation centered on a creature, object, or point in
druid 3, inquisitor 2, paladin 3, ranger 3, witch 2; Domain healing 2 space
This spell functions like cure light wounds, except that it cures 2d8 Duration 1 round/level (D)
points of damage + 1 point per caster level (maximum +10). Saving Throw Will negates; see text or none (object); Spell Resistance
yes; see text or no (object)
Hold Person (DC 15) Upon the casting of this spell, complete silence prevails in the affected
School enchantment (compulsion) [mind-affecting]; Level antipaladin area. All sound is stopped: Conversation is impossible, spells with
2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3, verbal components cannot be cast, and no noise whatsoever issues
witch 2 from, enters, or passes through the area. The spell can be cast on a
Casting Time 1 standard action point in space, but the effect is stationary unless cast on a mobile
Components V, S, F/DF (a small, straight piece of iron) object. The spell can be centered on a creature, and the effect then
Range medium (100 ft. + 10 ft./level) radiates from the creature and moves as it moves. An unwilling
Target one humanoid creature creature can attempt a Will save to negate the spell and can use Spell
Duration 1 round/level (D); see text Resistance, if any. Items in a creature's possession or magic items
Saving Throw Will negates; see text; Spell Resistance yes that emit sound receive the benefits of saves and Spell Resistance,
The subject becomes paralyzed and freezes in place. It is aware and but unattended objects and points in space do not. Creatures in an
breathes normally but cannot take any actions, even speech. Each area of a silence spell are immune to sonic or language-based
round on its turn, the subject may attempt a new saving throw to end attacks, spells, and effects.
the effect. This is a full-round action that does not provoke attacks of
opportunity. A winged creature who is paralyzed cannot flap its wings 3rd – Level:
and falls. A swimmer can't swim and may drown.
Paralyzed Blindness-Deafness (DC 16)
A paralyzed character is frozen in place and unable to move or act. A School necromancy [curse]; Level antipaladin 2, bard 2, bloodrager 2,
paralyzed character has effective Dexterity and Strength scores of 0 cleric/oracle 3, sorcerer/wizard 2, witch 2; Domain darkness 2
and is helpless, but can take purely mental actions. A winged creature Casting Time 1 standard action
flying in the air at the time that it becomes paralyzed cannot flap its Components V
wings and falls. A paralyzed swimmer can't swim and may drown. A Range medium (100 ft. + 10 ft./level)
creature can move through a space occupied by a paralyzed creature Target one living creature
—ally or not. Each square occupied by a paralyzed creature, however, Duration permanent (D)
counts as 2 squares to move through. Saving Throw Fortitude negates; Spell Resistance yes
You call upon the powers of unlife to render the subject blinded or
Invisibility (6 minutes) deafened, as you choose.
School illusion (glamer); Level alchemist 2, antipaladin 2, bard 2, Blinded
inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2; Domain trickery The creature cannot see. It takes a –2 penalty to Armor Class, loses
2; Bloodline arcane 2 its Dexterity bonus to AC (if any), and takes a –4 penalty on most
Casting Time 1 standard action Strength- and Dexterity-based skill checks and on opposed Perception
Components V, S, M/DF (an eyelash encased in gum arabic) skill checks. All checks and activities that rely on vision (such as
Range personal or touch reading and Perception checks based on sight) automatically fail. All
Target you or a creature or object weighing no more than 100 opponents are considered to have total concealment (50% miss
lbs./level chance) against the blinded character. Blind creatures must make a
Duration 1 min./level (D) DC 10 Acrobatics skill check to move faster than half speed.
Saving Throw Will negates (harmless) or Will negates (harmless, Creatures that fail this check fall prone. Characters who remain
object); Spell Resistance yes (harmless) or yes (harmless, object) blinded for a long time grow accustomed to these drawbacks and can
The creature or object touched becomes invisible. If the recipient is a overcome some of them.
creature carrying gear, that vanishes, too. If you cast the spell on Deafened
someone else, neither you nor your allies can see the subject, unless A deafened character cannot hear. He takes a –4 penalty on initiative
you can normally see invisible things or you employ magic to do so. checks, automatically fails Perception checks based on sound, takes a
–4 penalty on opposed Perception checks, and has a 20% chance of
Items dropped or put down by an invisible creature become visible; spell failure when casting spells with verbal components. Characters
items picked up disappear if tucked into the clothing or pouches worn who remain deafened for a long time grow accustomed to these
by the creature. Light, however, never becomes invisible, although a drawbacks and can overcome some of them.
source of light can become so (thus, the effect is that of a light with no
visible source). Any part of an item that the subject carries but that Dispel Magic
extends more than 10 feet from it becomes visible. School abjuration; Level antipaladin 3, bard 3, cleric/oracle 3, druid 4,
Of course, the subject is not magically silenced, and certain other inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3, summoner 3, witch
conditions can render the recipient detectable (such as swimming in 3; Domain magic 3; Bloodline arcane 3
water or stepping in a puddle). If a check is required, a stationary Casting Time 1 standard action
invisible creature has a +40 bonus on its Stealth checks. This bonus is Components V, S
reduced to +20 if the creature is moving. The spell ends if the subject Range medium (100 ft. + 10 ft./level)
attacks any creature. For purposes of this spell, an attack includes any Target or Area one spellcaster, creature, or object
spell targeting a foe or whose area or effect includes a foe. Exactly Duration instantaneous
who is a foe depends on the invisible character's perceptions. Actions Saving Throw none; Spell Resistance no
directed at unattended objects do not break the spell. Causing harm You can use dispel magic to end one ongoing spell that has been cast
indirectly is not an attack. Thus, an invisible being can open doors, on a creature or object, to temporarily suppress the magical abilities of
talk, eat, climb stairs, summon monsters and have them attack, cut a magic item, or to counter another spellcaster's spell. A dispelled
the ropes holding a rope bridge while enemies are on the bridge, spell ends as if its duration had expired. Some spells, as detailed in
remotely trigger traps, open a portcullis to release attack dogs, and so their descriptions, can't be defeated by dispel magic. Dispel magic can
forth. If the subject attacks directly, however, it immediately becomes dispel (but not counter) spell-like effects just as it does spells. The
visible along with all its gear. Spells such as bless that specifically effect of a spell with an instantaneous duration can't be dispelled,
affect allies but not foes are not attacks for this purpose, even when because the magical effect is already over before the dispel magic can
they include foes in their area. take effect. You choose to use dispel magic in one of two ways: a
targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the Summoned Creature: Dire Bat
dispel magic spell. You make one dispel check (1d20 + your caster Dire Bat (CR 2)
level) and compare that to the spell with highest caster level (DC = 11
+ the spell's caster level). If successful, that spell ends. If not, N Large fiendish animal
compare the same result to the spell with the next highest caster level. Init +2; Senses blindsense 40 ft., darkvision 60 ft.; Perception +12
Repeat this process until you have dispelled one spell affecting the Defense
target, or you have failed to dispel every spell. AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
For example, a 7th-level caster casts dispel magic, targeting a hp 22 (4d8+4)
creature affected by stoneskin (caster level 12th) and fly (caster level Fort +5, Ref +6, Will +3
6th). The caster level check results in a 19. This check is not high SR 7
enough to end the stoneskin (which would have required a 23 or Fiendish - Resist Cold and Fire 5
higher), but it is high enough to end the fly (which only required a 17).
Offense
Had the dispel check resulted in a 23 or higher, the stoneskin would
have been dispelled, leaving the fly intact. Had the dispel check been Speed 20 ft., fly 40 ft. (good)
a 16 or less, no spells would have been affected. Melee bite +5 (1d8+4)
You can also use a targeted dispel to specifically end one spell Special Attack Smite good
affecting the target or one spell affecting an area (such as a wall of Statistics
fire). You must name the specific spell effect to be targeted in this Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
way. If your caster level check is equal to or higher than the DC of that Base Atk +3; CMB +7; CMD 19
spell, it ends. No other spells or effects on the target are dispelled if Feats: Alertness, Stealthy
your check is not high enough to end the targeted effect. Skills: Fly +9, Perception +12, Stealth +4;
If you target an object or creature that is the effect of an ongoing spell Racial Modifiers: +4 Perception when using blindsense
(such as a monster summoned by summon monster), you make a Special Abilities
dispel check to end the spell that conjured the object or creature. Smite good 1/day as a swift action (adds CHA bonus (+0) to attack
If the object that you target is a magic item, you make a dispel check rolls and damage bonus equal to HD (+4) against good foes; smite
against the item's caster level (DC = 11 + the item's caster level). If persists until target is dead or the fiendish creature rests).
you succeed, all the item's magical properties are suppressed for 1d4
rounds, after which the item recovers its magical properties. A
suppressed item becomes nonmagical for the duration of the effect.
An interdimensional opening (such as a bag of holding) is temporarily
closed. A magic item's physical properties are unchanged: A
suppressed magic sword is still a sword (a masterwork sword, in fact).
Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that
you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets
a spellcaster and is cast as a counterspell. Unlike a true counterspell,
however, dispel magic may not work; you must make a dispel check to
counter the other spellcaster's spell

Summon Monster III


School conjuration (summoning); Level antipaladin 3, bard 3,
cleric/oracle 3, sorcerer/wizard 3, witch 3
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider,
elemental, or magical beast native to another plane). It appears where
you designate and acts immediately, on your turn. It attacks your
opponents to the best of its ability. If you can communicate with the
creature, you can direct it not to attack, to attack particular enemies, or
to perform other actions. This spell functions like summon monster I,
except that you can summon one creature from the 3rd-level list, 1d3
creatures of the same kind from the 2nd-level list, or 1d4+1 creatures
of the same kind from the 1st-level list. You choose which kind of
creature to summon, and you can choose a different one each time
you cast the spell.
A summoned monster cannot summon or otherwise conjure another
creature, nor can it use any teleportation or planar travel abilities.
Creatures cannot be summoned into an environment that cannot
support them. Creatures summoned using this spell cannot use spells
or spell-like abilities that duplicate spells with expensive material
components (such as wish).
When you use a summoning spell to summon a creature with an
alignment or elemental subtype, it is a spell of that type. Creatures on
Table: Summon Monster marked with an "*" are summoned with the
celestial template, if you are good, and the fiendish template, if you
are evil. If you are neutral, you may choose which template to apply to
the creature. Creatures marked with an "*" always have an alignment
that matches yours, regardless of their usual alignment. Summoning
these creatures makes the summoning spell's type match your
alignment.
Planar Ally, Lesser Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical
School conjuration (calling) [see text]; Level cleric/oracle 4 ability. This gives them immunity to maze spells and prevents them from ever becoming lost.
Casting Time 10 minutes Further, they are never caught flat-footed.
Components V, S, M (offerings worth 500 gp plus payment, see text),
Powerful Charge (Ex)
DF When a creature with this special attack makes a charge, its attack deals extra damage in
Range close (25 ft. + 5 ft./2 levels) addition to the normal benefits and hazards of a charge. The attack and amount of damage
Effect one called outsider of 6 HD or less from the attack is given in the creature’s description.
Charge
Duration instantaneous Charging is a special full-round action that allows you to move up to twice your speed and
Saving Throw none; Spell Resistance no attack during the action. Charging, however, carries tight restrictions on how you can move.
By casting this spell, you request your deity to send you an outsider Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and
(of 6 HD or less) of the deity's choice. If you serve no particular deity, may move up to double your speed directly toward the designated opponent. If you move a
the spell is a general plea answered by a creature sharing your distance equal to your speed or less, you can also draw a weapon during a charge attack if
philosophical alignment. If you know an individual creature's name, your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement
you may request that individual by speaking the name during the spell (such as difficult terrain or obstacles). You must move to the closest space from which you
(though you might get a different creature anyway). can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If
You may ask the creature to perform one task in exchange for a any line from your starting space to the ending space passes through a square that blocks
movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless
payment from you. Tasks might range from the simple to the complex. creatures don't stop a charge.
You must be able to communicate with the creature called in order to If you don't have line of sight to the opponent at the start of your turn, you can't charge that
bargain for its services. opponent.
You can't take a 5-foot step in the same round as a charge.
The creature called requires a payment for its services. This payment If you are able to take only a standard action on your turn, you can still charge, but you are
can take a variety of forms, from donating gold or magic items to an only allowed to move up to your speed (instead of up to double your speed) and you cannot
allied temple, to a gift given directly to the creature, to some other draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you
are restricted to taking only a standard action on your turn.
action on your part that matches the creature's alignment and goals. Attacking on a Charge
Regardless, this payment must be made before the creature agrees to After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and
perform any services. The bargaining takes at least 1 round, so any take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an
actions by the creature begin in the round after it arrives. opponent.
A task taking up to 1 minute per caster level requires a payment of Even if you have extra attacks, such as from having a high enough base attack bonus or from
100 gp per HD of the creature called. For a task taking up to 1 hour using multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted
per caster level, the creature requires a payment of 500 gp per HD. A character in a charge.
long-term task, one requiring up to 1 day per caster level, requires a Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace
payment of 1,000 gp per HD. feature deal double damage when readied (set) and used against a charging character.
A nonhazardous task requires only half the indicated payment, while Darkness
an especially hazardous task might require a greater gift. Few if any School evocation [darkness]
creatures will accept a task that seems suicidal (remember, a called Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wiz 2
Casting Time 1 standard action
creature actually dies when it is killed, unlike a summoned creature). Components V, M/DF (bat fur and a piece of coal)
However, if the task is strongly aligned with the creature's ethos, it Range touch
may halve or even waive the payment. Target object touched
Duration 1 min./level (D)
At the end of its task, or when the duration bargained for expires, the Saving Throw none; Spell Resistance no
creature returns to its home plane (after reporting back to you, if This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes
appropriate and possible). the illumination level in the area to drop one step, from bright light to normal light, from normal
light to dim light, or from dim light to darkness. This spell has no effect in an area that is
Note: When you use a calling spell that calls an air, chaotic, earth, already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light.
evil, fire, good, lawful, or water creature, it is a spell of that type. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total
concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of
dim light or darkness without penalty. Nonmagical sources of light, such as torches and
Half-Fiend Minotaur CR 6 lanterns, do not increase the light level in an area of darkness. Magical light sources only
This fiendish figure, complete with bat wings, claws, a fanged bull's increase the light level in an area if they are of a higher spell level than darkness.
head, and cloven feet, bellows a roar of challenge. If darkness is cast on a small object that is then placed inside or under a lightproof covering,
the spell's effect is blocked until the covering is removed.
CE Large outsider (native) This spell does not stack with itself. Darkness can be used to counter or dispel any light spell
Init +2; Senses darkvision 60 ft. of equal or lower spell level.
Perception +14 Non-magical light sources do not increase the light level within the spell's area, regardless of
whether the light source is in the area or outside the area.
Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) Unholy Blight
School evocation [evil]; Level cleric/oracle 4, inquisitor 4; Domain evil 4
hp 57 (6d10+24) Casting Time 1 standard action
Fort +8, Ref +7, Will +6 Components V, S
Defensive Abilities: natural cunning Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
DR 5/magic Duration instantaneous (1d4 rounds); see text
Immune poison Saving Throw Will partial; Spell Resistance yes
Resist acid 10, cold 10, electricity 10, fire 10 You call up unholy power to smite your enemies. The power takes the form of a cold, cloying
miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the
SR 17 spell.
Offense The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature
(or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for
Speed 30 ft., fly 60 ft. (average) 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect.
Melee greataxe +11/+6 (3d6+9/×3), bite +6 (1d8+3), gore +6 (1d6+3) The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not
Space 10 ft.; Reach 10 ft. sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a
Special Attacks: smite good 1/day, powerful charge (gore +13, 2d6+9) successful Will save.
Spell-Like Abilities (CL 6th) Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill
3/day—darkness; checks, and ability checks.
1/day—desecrate, unholy blight (DC 14)
Statistics
Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +13; CMD 25
Feats: Great Fortitude, Improved Bull Rush, Power Attack
Skills: Fly +0, Intimidate +9, Knowledge (religion) +5, Perception +14,
Stealth +7, Survival +14
Racial Modifiers: +4 Perception, +4 Survival
Languages: Giant

Lady Morilaeth’s Servants (3) CR 3


Male Derro
This pale blue humanoid has bulging white eyes, wild hair, four
fingered hands, stands 3 feet tall and weighs 70 pounds.
CE Small humanoid (derro)
Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 17, touch 13, flat-footed 15
(+2 armor, +2 Dex, +2 natural, +1 size)
hp 25 (3d8+12)
Fort +5, Ref +3, Will +6
SR 14
Weaknesses: vulnerability to sunlight
Offense
Speed 20 ft.
Melee short sword +5 (1d4)
Ranged repeating light crossbow +5 (1d6/19–20 plus poison)
Special Attacks: sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 13)
1/day—daze (DC 13), sound burst (DC 15)
Tactics
During Combat The derros plunge as many of the PCs as
possible into darkness, following up with sound burst.
They then work together to flank and sneak attack one PC
at a time.
Morale The derros fight to the death.
Statistics
Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats: Improved Initiative, Weapon Finesse
Skills: Perception +0, Stealth +9
Languages: Aklo, Undercommon
SQ: madness, poison use
Special Abilities
Madness (Ex) Derros use their Charisma modifier on Will saves
instead of their Wisd modifier, and are immune to insanity and
confusion effects. Only a miracle or wish can remove a derro’s
madness. If this occurs, the derro gains 6 points of Wisdom and loses
6 points of Charisma.
Poison Use (Ex) Derros are not at risk of poisoning themselves when
handling poison. They use Medium spider venom to poison their
crossbow bolts, and generally carry 10 prepoisoned bolts at all times.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage
after every hour it is exposed to sunlight.

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