Chapter 2 Part 4 Encounters

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

CHAPTER 2 The Skinsaw Murders PART IV Misgivings

The Foxglove Haunts – one haunt per PC, assigned based on criteria on pages 90-91

UNIVERSAL HAUNT – effect all PCs; any unassigned haunt becomes universal

BURNING HAUNT - __________________

FESTERING HAUNT - ___________________

INSANE HAUNT - __________________

OBSESSED HAUNT - __________________

VENGEFUL HAUNT - ___________________

WRATHFUL HAUNT - ____________________

Chap 2 – Part IV – Page 1


CARRIONSTORM CR 1
NE Tiny undead (swarm)
Identify DC 12 Knowledge (Religion)
Init +4; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 12, touch 12, flat-footed 12 (+2 size)
hp 11 (2d8+2)
Fort +1, Ref +0, Will +5
Defensive Abilities swarm traits; Immune undead traits
Weaknesses vulnerable to channeled energy
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee swarm (1d6 plus distraction DC 12)
Space 10 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 11, Con —, Int 2, Wis 14, Cha 13
Base Atk +1; CMB -1; CMD 4 (can't be tripped)
Feats Improved Initiative
Skills Fly +12, Perception +6
SQ pallid bond
Languages Necril
Treasure none
SPECIAL ABILITIES
Pallid Bond (Ex) A carrionstorm never initiates an attack on a creature that openly wears a symbol of Ugathoa
or that is itself undead. If attacked first by such a creature, the carrionstorm's swarm attack deals only 1d3 points
of damage to that creature rather than the usual 1d6 points.
Vulnerable to Channeled Energy (Ex) A carrionstorm takes 150% as much damage as normal from
channeled positive energy.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature
that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 +
1/2 creature's HD + creature's Con modifier) negates the effect.
Swarm Traits A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical
hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A
swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit
points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or
resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped,
grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target

Chap 2 – Part IV – Page 2


spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects,
patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as
much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation
spells.
Description Where the dead walk, the carrion birds follow. In most cases, the unfortunate birds that feast on
the remains of fallen undead creatures simply grow diseased and die. Yet the flesh of some ghouls has an
altogether different effect upon such scavengers, and when they die of the poisoned repast, they do not stay dead
for long. Alone, an undead crow or vulture is little more than a hideous mockery, but in rare cases where
ghoulish activity is thick, entire colonies of carrion birds can succumb to undeath, retaining their flock mentality
yet no longer seeking the flesh of the freshly dead to sate their hunger. Carrionstorms, as these flocks of undead
birds are called, find brief respite from their morbid hunger only when their meals are warm and screaming.
Carrionstorms are typically found near graveyards, haunted structures, or abandoned villages where ghouls have
been active. Many necromancers and cultists of Urgathoa have a particular fondness for carrionstorms, and
since the birds have a strange respect for the symbol of the Pallid Princess, rookeries of them are often found
roosting in the nooks of the goddess of undeath's macabre cathedrals.
Although the individual undead birds that make up a carrionstorm are little more intelligent than they were in
life, as a while, a carrionstorm forms a rudimentary hive mind that grants its members a slight bit more intellect
than the typical bird. This not only allows the undead birds to utilize basic tactics, but allows rudimentary
speech as well. Most carrionstorms understand a few dozen words in Necril, the language of the dead, and the
sound of thousands of these undead carrions birds croaking out strange words can be truly unsettling to those
who aren't prepared for the horror. This same hive mind allows necromancers to treat an entire carrionstorm as
a single undead creature with regard to the effects of spells like command undead and control undead, or feats
like Command Undead. The swarms make excellent scouts, and even better threats against small towns and
superstitious c0mmunities

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B1 Ruined Servants' Quarters (CR 5)
pg 91

Carrionstorm (4)
Tactics first time PCs pass, just a few sickly looking ravens perched about and fly away when PCs approach.
Second time PCs pass (probably on the way out), hundreds upon thousands of ravens sit quietly in the area and
are still and silent until anyone comes within 30 feet, then they attack.
Morale fight to the death, pursue foes as far as the Lost Coast Road or to the manor entrance if they flee back
inside

| Carrionstorm – 18 hp | Carrionstorm – 18 hp | Carrionstorm – 18 hp | Carrionstorm – 18 hp |

Chap 2 – Part IV – Page 3


REVENANT CR 6
LE Medium undead
Identify DC 19 Knowledge (Religion)
Init +7; Senses darkvision 60 ft., sense murderer; Perception +13
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (9d8+36)
Fort +7, Ref +6, Will +7
DR 5/slashing; Immune cold, undead traits; SR 17
Weaknesses self-loathing
OFFENSE
Speed 30 ft.
Melee 2 claws +14 (1d8+7 plus grab)
Special Attacks baleful shriek, constrict (1d6+7)
STATISTICS
Str 24, Dex 17, Con —, Int 7, Wis 12, Cha 19
Base Atk +6; CMB +13 (+17 grapple); CMD 26
Feats Cleave, Improved Initiative, Power Attack, Step Up, Weapon Focus (claw)
Skills Intimidate +16, Perception +13
Languages Common
SQ reason to hate
Treasure standard
SPECIAL ABILITIES
Power Attack (Combat) You can choose to take a –2 penalty on all melee attack rolls and combat maneuver
checks to gain a +4 bonus on all melee damage rolls. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do
not deal hit point damage.
Cleave (Combat) As a standard action, you can make a single attack at your full base attack bonus against a foe
within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack
bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack
per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Baleful Shriek (Su) Once every 1d4 rounds, a revenant can shriek as a standard action. All creatures within a
60-foot spread must make a DC 18 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect.
The save DC is Charisma-based.
Step Up (Combat) Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make
a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you
take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next
turn, subtract 5 feet from your total movement.

Chap 2 – Part IV – Page 4


Reason to Hate (Su) A revenant's existence is fueled by its hatred for its murderer. As long as the murderer
exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes
undead does not trigger a revenant's destruction. When a revenant encounters its murderer, it gains the benefits
of a haste spell (CL 20th) that lasts as long as its murderer remains in sight. Against its murderer, the revenant
also gains a +4 profane bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws.
Self-Loathing (Ex) When confronted with its reflection or any object that was important to it in life, a revenant
must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant
helpless, and lasts until the revenant is attacked or sees its murderer. If a revenant resists becoming
overwhelmed, the revenant becomes obsessed with the source that triggered the saving throw and does
everything it can to destroy it, reacting to the trigger as if the trigger were its murderer and gaining bonuses from
its reason to hate ability.
Sense Murderer (Su) A revenant knows the direction but not the distance to its murderer—this sense can be
blocked by any effect that blocks scrying. Against its murderer, a revenant has true seeing and discern lies in
effect at all times (CL 20th); these abilities cannot be dispelled.
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it
deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the
grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and
maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra
damage unless the creature also has the constrict special attack. If the creature does not constrict, each
successful grapple check it makes during successive rounds automatically deals the damage indicated for the
attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the
creature's descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature.
Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it
makes a successful grapple check (in addition to any other effects caused by a successful check, including
additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of
damage caused by the creature's melee attack.
Description Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its
murderer. Devoid of any compassion, emotion, or logic, a revenant has but one purpose, and cannot rest until it
has found vengeance.

Chap 2 – Part IV – Page 5


CHAPTER 2 The Skinsaw Murders PART III Misgivings – B24 Iesha's Prison (CR 6) pg 100-101

Iesha Foxglove, Revenant


Tactics If Iesha ends up attacking the PCs, she fights them until they either hand over whatever item it was that
triggered her wrath or everyone in the group spends a round not attacking her or getting in her way; at this point,
she breaks off the attack and continues on her march toward Aldern.
Morale Does everything in her power to kill Aldern, fights anything that gets in her way or otherwise attempts
to prevent her from reaching Aldern

| Iesha Foxglove, Revenant – 108 hp |

Chap 2 – Part IV – Page 6


RAT SWARM CR 2
N Tiny animal (swarm)
Identify DC 8 Knowledge (Nature)
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 12)
STATISTICS
Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10
Treasure none
SPECIAL ABILITIES
Disease (Su) Vorel's Phage: Swarm—injury; save Fort DC 12; onset 1 day; frequency 1/day; effect 1d4 Cha
damage and 1d4 Con damage; cure 3 consecutive saves. Those of the Foxglove bloodline who die of Vorel's Phage
rise soon thereafter as a ghast or other undead horror. The save DC is Constitution-based.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature
that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 +
1/2 creature's HD + creature's Con modifier) negates the effect.
Swarm Traits A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical
hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not
degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage.
Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target
spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects,
patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as
much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation
spells.
Description A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to

Chap 2 – Part IV – Page 7


uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become
voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in
the sewers of large human settlements. Rat swarms surround and attack any warm-blooded prey in their path.

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B25 Kitchen (CR 4) pg 101

Rat Swarm (2)


Tactics Once enraged, the swarms continue to pursue intruders throughout the house. They do not follow prey
outside
Morale fight to the death

| Rat Swarm – 27 hp | Rat Swarm – 27 hp |

Chap 2 – Part IV – Page 8


SKAVELING CR 5
CE Large undead
Identify DC 19 Knowledge (Religion)
Init +7; Senses blindsense 120 ft.; Perception +14
DEFENSE
AC 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 58 (9d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (2d8+7 plus disease and paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks screech, paralysis (1d4+1 rounds, DC 16)
STATISTICS
Str 21, Dex 17, Con —, Int 8, Wis 15, Cha 14
Base Atk +6; CMB +12; CMD 26
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Stealth)
Skills Fly +13, Perception +14 (+18 when using blindsense), Stealth +14
Languages Undercommon
Treasure incidental
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and
1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever
rises as a ghoul at the next midnight (see ghouls).
Screech (Su) Once per day as a standard action, a skaveling can screech as a mobat, save that those who are
affected are stunned for 1d3 rounds unless they make a DC 16 Fortitude save. The save DC is Charisma-based.
Paralysis (Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or
take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar
effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time
that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Mobility (Combat) You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you
move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if
any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during
the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Description Known in some circles as ghoul bats, skavelings are the hideous result of necromantic
manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid

Chap 2 – Part IV – Page 9


flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to
serve as mounts and guardians.

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B32 Feeding Cave (CR 5) pg 103-104

Skaveling (1)
Tactics Defends it's lair with a single-minded fury against intruders. Uses superior fly speed to out maneuver
PCs, attacking with flyby attack and defending from AoOs with +4 AC from mobility.
Morale fight to the death within lair, doesn't follow fleeing PCs

| Skaveling – 90 hp |

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B33 Dangerous Mold (CR 6) pg 104

Yellow Mold (CR 6): If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All
within 10 feet of the mold must make a DC 15 Fortitude save or take 1d3 points of Constitution damage. Another
DC 15 Fortitude save is required once per round for the next 5 rounds, to avoid taking 1d3 points of Constitution
damage each round. A successful Fortitude save ends this effect. Fire destroys yellow mold, and sunlight renders
it dormant.

Chap 2 – Part IV – Page 10


GHOUL CR 1
CE Medium undead
Identify DC 12 Knowledge (Religion)
Init +2; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2; Immune undead traits
OFFENSE
Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
STATISTICS
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
Treasure standard
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and
1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever
rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and
behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Paralysis (Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or
take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar
effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time
that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Description Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were
either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed
on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these
undead scavengers is unclear.
Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample
supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to
improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively,
rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon

Chap 2 – Part IV – Page 11


lords of hunger. These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a
well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the
coffin.

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B34 Ghoulish Guardians (CR 4) pg 104

Ghouls (3)
Tactics Ghouls hide in the shadows, if they are spotted, they attack at once. They use intelligent tactics such as
flanking and coup-de-grace.
Morale fight to the death

| Ghoul – 20 hp | Ghoul – 20 hp | Ghoul – 20 hp |

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B35 The Grave (CR 5) pg 104

Ghouls (4)
Tactics Join combat in B34 if they hear combat noises, arriving in 3 rounds from the time they first hear
combat. They use intelligent tactics such as flanking and coup-de-grace.
Morale fight to the death

| Ghoul – 20 hp | Ghoul – 20 hp | Ghoul – 20 hp | Ghoul – 20 hp |

Chap 2 – Part IV – Page 12


GOBLIN GHAST CR 2
Variant ghast (Pathfinder RPG Bestiary 146)
CE Small undead
Identify DC 12 Knowledge (Religion)
Init +5; Senses darkvision 60 ft.; Perception +9
Aura stench (10-ft. Radius, DC 15, sickened for 1d6+4 minutes)
DEFENSE
AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
hp 17 (2d8+8)
Fort +4, Ref +5, Will +7
Defensive Abilities channel resistance +2; Immune undead traits
OFFENSE
Speed 30 ft.
Melee bite +7 (1d4+1 plus disease and paralysis) and 2 claws +7 (1d4+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15)
STATISTICS
Str 13, Dex 21, Con —, Int 17, Wis 18, Cha 18
Base Atk +1; CMB +1; CMD 16
Feats Weapon Finesse
Skills Acrobatics +7, Climb +6, Intimidate +9, Perception +9, Sense Motive +9, Stealth +14, Swim +3
Languages Goblin
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3
Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises
as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and
behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Paralysis (Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or
take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar
effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time
that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

CHAPTER 2 The Skinsaw Murders PART III Misgivings – B36 The Vent (CR 6) pg 104-105
Goblin Ghasts (4)
Tactics The goblin ghasts focus their attacks on one target, attempting to overwhelm their victim with their
claws and bites.
Morale The goblin ghasts fight to the death.
| Goblin Ghast – 24 hp | Goblin Ghast – 24 hp | Goblin Ghast – 24 hp | Goblin Ghast – 24 hp |

Chap 2 – Part IV – Page 13


THE SKINSAW MAN CR 7
Male unique ghast aristocrat 4/rogue 3
CN Medium undead (human)
Identify DC 17 Knowledge (Religion)
Init +10; Senses darkvision 60 ft.; Perception +4
Aura stench (10-ft. Radius, DC 17, sickened for 1d6+4 minutes)
DEFENSE
AC 23, touch 18, flat-footed 16 (+3 armor, +1 deflection, +6 Dex, +1 dodge, +2 natural)
hp 90 (7d8+59)
Fort +9, Ref +12, Will +9
Defensive Abilities channel resistance +4, evasion, trap sense +1; Immune undead traits
OFFENSE
Speed 30 ft.
Melee +1 war razor +12 (1d4+5/19-20), bite +6 (1d6+2 plus disease and paralysis), claw +6 (1d6+2 plus
paralysis)
Special Attacks disease (ghoul fever, DC 17), paralysis (1d4+1 rounds, DC 17), sneak attack +2d6
STATISTICS
Str 19 Dex 22, Con —, Int 18, Wis 18, Cha 24
Base Atk +5; CMB +9; CMD 27
Feats Dodge, Improved Initiative, Lightning Reflexes, Persuasive, Toughness, Weapon Finesse
Skills Acrobatics +16 (+21 jump), Bluff +17, Climb +14, Diplomacy +19, Intimidate +19, Knowledge (local) +14,
Knowledge (nobility) +14, Ride +14, Sense Motive +14, Sleight of Hand +16, Stealth +21
Languages Common, Elven, Varisian
SQ rogue talents (finess rogue), trapfinding +1
Treasure +1 leather armor (1,160 gp, 15 lbs), +1 war razor (2,308 gp, 1 lb), ring of jumping (2,500 gp), ring of
protection +1 (2,000 gp), stalker's mask (3,500 gp, 1 lb), extravagant noble's outfit worth 200 gp, cameo worth
100 gp containing tiny portrait of PC, key to area B29
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 17; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3
Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises
as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and
behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Paralysis (Su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or
take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike hold person and similar
effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time
that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Chap 2 – Part IV – Page 14


CHAPTER 2 The Skinsaw Murders PART III Misgivings – B37 Vorel's Laboratory (CR 7)
pg 105-108

The Skinsaw Man


Tactics Aldern's tactics in combat are influenced to a certain degree by his personalities, as detailed above.
When the Skinsaw Man takes over, he puts on his stalker's mask and assumes the form of his obsession,
attacking that character to the exclusion of all other targets.
Morale Aldern fights to the death.

| The Skinsaw Man – 115 hp |

Chap 2 – Part IV – Page 15

You might also like