Yunauth:GMNotes

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Yunauth/

Contents

Soul Table[edit]

Type Roll Result
Aeon Success 01-50
Agathion Success 01-10
Angel Success 01-30
Archon Success 01-10
Asura Success 01-70
Axiomite Success 01
Azata Success 01-03
Daemon Success 01-05
Demodand Success 01-97
Demon Success 01-99
Devil Success 01-00
Div Success 01-90
Earth Spirit Success 01-80
Fire Spirit Success 01-80
Inevitable Success 01
Kami Success 01-30
Oni 31
Oni Success 01-10
Kyton Success 01-20
Metal Spirit Success 01-80
Protean Success 01-60
Qlippoth Success 01-20
Water Spirit Success 01-80
Wood Spirit Success 01-80
Random Good Agathion 01-07
Angel 08-32
Archon 33-39
Azata 40
Random Evil Asura 01-07
Daemon 08
Demodand 09-30
Demon 31-53
Devil 54-76
Div 77-96
Kyton 97-98
Qlippoth 99-00
Random Chaos Azata 01
Demodand 02-36
Demon 37-72
Protean 72-92
Qlippoth 93-99
Random Law Archon 01-05
Asura 06-40
Devil 41-90
Kyton 91-00
Random Nature Earth 01-19
Water 20-38
Metal 39-57
Fire 58-76
Wood 77-95
Random Anything Aeon 01-05
Agathion 06
Angel 07-09
Archon 10
Asura 11-17
Demodand 18-25
Demon 26-34
Devil 35-43
Div 44-51
Earth 52-59
Fire 60-67
Kyton 68-69
Metal 70-77
Protean 78-82
Qlippoth 83-84
Water 85-92
Wood 93-00

Treasure Hoard[edit]

  • 8195 gp

Ledgers[edit]

Date Description Credit Debit
Satori, for whatever 50k
Satori, for town improvement 50k
Jack, for whatever 50k
Jack, for town improvement 50k
Scram, for whatever 50k
Scram, for town improvement 50k

In the Temple[edit]

Trial[edit]

Deity Like Dislike
Isanar Swaddling Cloth Wedding Ring
Oretan Feather Signet ring
Shind Coin Letter of credit
Oroanneno Paper talisman Telescope
Erouralra Fish Sapling
Aeraexri Aphrodisiac herb Mask
Jokr Booze Grapevines
Rak Plate of food Firefly
Ideth Alchemist's fire Red clay
Sheto Noose Gavel
Enaylak Wooden dice Carved names
Thaeyl Melted iron nail Tamborine
Adi'a Book Trapped chest
Tullax Handcuffs Bones
No One Pear

Artifacts[edit]

Exploration[edit]

Random Encounters - Minarcil Area[edit]

Minarcil - Snowy Forest[edit]

15% chance per day

d100 Encounter XP
01-08 1 Dire Rat 135
09-15 1 Flash Beetle (variant fire beetle) 200
16-19 2 Human Skeletons 270
20-27 1 Giant Amoeba 400
28-32 3 Human Skeletons 405
33-40 1 Bombardier Beetle (variant giant beetle) 600
41-48 1 Bat Swarm 600
49-55 1 Dire Bat 600
56-59 1 Ice Mephit 800
60-66 1 Frost Scorpion (Giant Scorpion, trade climb for stealth in snow, Str dmg for Con dmg) 800
67-73 2 Wolves 800
74-80 1 Ankheg 800
81-87 2 Giant Ants (1 worker, 1 soldier) 1,000
88-92 3 Wolves 1,200
93-97 1 Brown Bear 1,200
98-00 1 Creeper 1,200


Minarcil - Swamps[edit]

Exploring[edit]

25% chance

  • Creepers - 3 dead crocodiles that spawn 6 young creepers
  • Stirges - 8 stirges fly off a carcass
  • Boggards - 5 boggards and 7 giant frogs ambush the players
  • Dire Croc - A dire croc ambushes the players from the water
  • Witch - A crazed witch in a walking hut
Travelling[edit]

A 20% chance of a random encounter per hex per day.

d20 Description
1-2 6 striges
3-5 4 giant frogs
6-8 4 crocodiles
9-10 2 mosquito swarms
11-14 1 gray ooze
15 1 will-o-wisp
16-17 3 giant leeches
18 1 leech swarm
19-20 1 ochre jelly

Random Encounters - Capathes Area[edit]

Jungle[edit]

A 40% chance of a random encounter per hex per day.

d20 Description
1-2 Storm (Lightning)
3 1 Tobongo
4 1 Tyrannosaurus
5-6 1 Giant Anaconda
7-8 Cyclops tribe (1 tyrant, 1d3+1 followers)
9 Grimstalker troupe (1d3+2)
10 Weaverworm plus Orc worshipers (3d3)
11 Zomok
12 Imperial Forest Dragon
13 Willow Dusk
14 Alraune
15 Sard

Plains[edit]

Swamp[edit]

Mountains (Top)[edit]

Mountains (Underside)[edit]

Random Scenery[edit]

Snowy Forest[edit]

d20 Perception Description
1 - Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.
2 - Left over pit trap. Perception DC 20. DC 20 Reflex to avoid 2d6 falling damage.
3 10 Berries. Survival DC 15 to see that they are edible.
4 10 Berries. Survival DC 15 to see that they are poisonous.
5 10 Mushrooms. Survival DC 20 to see that they are edible.
6 10 Mushrooms. Survival DC 20 to see that they are poisonous.
7 10 Flowers. Knowledge (Nature) DC 20 to see that they are valuable. 60x1d6 gp worth.
8 10 Flowers. Knowledge (Nature), but there's nothing special about them.
9 20 An ancient stone cairn. Roll below if dug up.
10 15 An overgrown path. Roll to see which direction it leads.
11 15 Tiny snowmen.
12 - A hot spring. Roll again for encounter.
13 - A clearing.
14 15 Huge animal bones.
15 15 A leftover temporary shelter.
16 20 An old camp site.
17 5 A small band of nomads.
18 5 A small fresh water spring.
19 10 A shallow cave. Roll below.
20 10 A deep cave. Roll below and reroll encounter.
d100 Description
01-05 Nothing
06-13 Bones
14-25 Vermin
26-40 Coins. 100 x 1d6 gp worth.
41-70 A gem. 50 x 4d6 gp worth.
71-90 An old masterwork weapon.
91-00 A minor magic item.

Swamps[edit]

d20 Perception Description
1 - Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.
2 - Quicksand. (http://www.d20pfsrd.com/gamemastering/environment/wilderness)
3 - Swamp gas. (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/exploration.html)
4 10 Berries. Survival DC 20 to see that they are edible.
5 10 Berries. Survival DC 20 to see that they are poisonous.
6 10 Mushrooms. Survival DC 25 to see that they are poisonous.
7 10 Unusual plants. Knowledge (Nature) DC 25 to see that they are valuable. 60x1d6 gp worth.
8 10 Unusual plants. Knowledge (Nature), but there's nothing special about them.
9 - A freshwater spring. Roll again for encounter.
10 - A snake nest. Snakes and roll below if searched.
11 - A sunken cart. Roll below.
12 15 An abandoned hut. Roll below.
13 20 An old camp site.
14 10 A shallow cave. Roll below.
15 10 Large brown mold. Roll below if cleared.
16 - Large bog. Waste a day.
17
18
19
20
d100 Description
01-05 Nothing
06-13 Bones
14-25 Vermin
26-40 Coins. 100 x 1d6 gp worth.
41-70 A gem. 50 x 4d6 gp worth.
71-90 An old masterwork weapon.
91-00 A minor magic item.

Jungle[edit]

d20 Perception Description
1 - A small, swift river.
2 - A large, slow river. Reroll encounter.
3 20 Mosquito infested pond. 1d3 rounds of mosquito swarm if pond is disturbed. Can also roll Survival or Knowledge Nature.
4 20 Rotten tree. DC 20 reflex save or take 3d6 damage from fall.
5 20 Dense undergrowth. Reroll encounter and double travel time through this hex.
6 - Steep slope. Acrobatics checks or lose 1 hour.
7
8
9
10
11
12
13
14
15
16
17
18
19
20
d100 Description

Temperate Forest[edit]

d20 Perception Description
1 - An unusually large, hollow tree. Roll below and reroll encounter.
2 - A clearing. Roll below.
3 20 Assassin vine. (Can roll Survival or Knowledge Nature as well.)
4 20 Pseudodragon nest. Shy. (1d4 pseudodragons.)
5 15 Ape nest. Agressive, but won't pursue for long. (Alpha male, 4d3 females, 4d3 children)
6 15 Abandoned tree house. Roll below.
7 15 Large Grig community along a small river. Wary. (100+ individuals.)
8 - Small lake. Reroll encounter.
9 20 Nymph's abode. Wary.
10
11
12
13
14
15
16
17
18
19
20
d100 Description

Mountainous (Top)[edit]

Mountainous (Underside)[edit]

Creepy Jungle[edit]

Used Creepy Events[edit]

Description
A wolf howls in the distance but it's cut off mid-howl. You hear nothing else, not even insects chirping.
The moon through the trees makes a very convincing pair of eyes staring down on you. Its gaze seems to follow you as you continue to walk. It blinks as something passes overhead.
A very large panther lands in front of you. It bolts past you as if you weren't there. It had no eyes.
Your reflection in the water has three glowing eyes. When you move away, you realize it was just a trick of the light.

Used Creepy Treasures[edit]

Description
You hear someone talking indistinctly, but there's no one there. (After some investigation) it seems like there's a wand caught in a tree and the wind is somehow setting it off. [Wand of Ghost Sound with 2d20 charges left.]
You find a half buried skull. In its eye sockets are two clear gems. The reflections make it look as if the skull is watching you. A centipede crawls out from under one of the gems as you watch. [Two 10k gp diamonds.]
The trees ahead have glowing yellow and white eyes all along the trunks and limbs that look like grasping claws. (Upon closer inspection) the eyes turn out to be gold coins that the trees grew around. [7777 gp in gold and platinum.]
A hollow tree is run through with a variety of swords and spears. Most are rusted through, but one is in good shape. Whatever was inside the tree is no longer there. [Tormented Edge]
You notice a skeleton flying through a clearing above you, no just hovering or maybe hanging, though there's nothing to hang from. (Upon closer inspection) it's neck is caught between two immovable rods.

Random Creepy Events[edit]

d12 Description
1 A wolf howls in the distance but it's cut off mid-howl. The wind picks up briefly, then you hear nothing else, not even insects chirping. [2 Flying Polyps]
2 A large ring of mushrooms dance and sway in a non-existent wind. [12 Phycomid, 3 Mi-Go]
3 You suddenly notice that the knots and holes in the trees make them look like they're screaming. All of them.
4 The trees here are growing in disturbing spirals and helices.
5 A swarm of gnats and flies ahead of you are flying in strange patterns. You can almost make out letters, numbers and other symbols in the air. They disperse before you can get a good look. [2 Bloodhaze Mosquito Swarms]
6 The jungle is dead quiet. Your footsteps echo back much more and much more loudly than it seems like they should.
7 You see a large deer ahead. It raises its head from another deer carcass to reveal a wide, blood-soaked grin full of serrated teeth. It bolts into the jungle before you can ready your weapons. [1 Wendigo]
8 A small bird lands on a branch ahead of you. It sees you and lets out a deep, bone-shaking scream before flying away. The silence is much heavier now. [2 Roc]
9 A red liquid oozes from under the dead leaves with each step. Upon closer inspection, it seems to just be mud. It does have an iron smell though. [4 Blood Pudding]
10 All around you, worms begin fleeing the ground. All different kinds dig up to the surface and crawl away, apparently away from you. (Perception 20: You can feel something moving underground, something large.) [1 Purple Worm]
11 This section of the jungle seems to be perfectly normal. (Survival 20: There are signs that a large predator lives nearby.) [1 Mythic Advanced Dire Bear, 6 Redcaps]
12

Random Creepy Treasures[edit]

d8 Description
1 You find a ring in the mud. It's still on a finger. The rest of the body is nowhere to be found. [Ring of Transposition]
2 Behind a small mound, you find a skeleton holding a potion. Whoever it was appears to have died while trying to get the stopper out. [Potion of Protection from Chaos]
3 In a hollow stump, you find a scroll. You can't tell what material it's made of and the symbols on it seem to move under your gaze. Make a Will save if trying to decipher (no real effect).
4 You find a discarded pouch made of some unidentifiable material. Inside, you find three transparent mushrooms full of a strange, blue liquid. [3 Potions, Cure Major + Barkskin+4 + 1 Dex Dmg.]
5 Some distance away, the terrain seems to be changing before your eyes. The last remains of some old ruins seems to be dissolving into a new hill. [1 Pleroma Aeon (not interested in the characters), Demon Armor in the ruins, Celestial Armor and healing spring in the hill]
6 In a shallow cave, you find a large number of old corpses. It looks as if they killed each other. The entire cave has a strange reddish tinge. [Bloodletting Kukri, 1 Derghodaemon]
7 On a rock, you find a single platinum coin. [A pugwampi rogue follows the party.]
8 A strange, blue humanoid pulls something out of an old cairn and stashes it in a chest, which it then stows on its back. [1 mercane. Will trade magic items. Will plane shift if attacked.]

Rak's Festival[edit]

Note: 700 XP each

Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge

Preparation[edit]

1 week before the festival, there are several things remaining to be sorted out.

Arbitrate the argument over the size of pies.

Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.

Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there's a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don't make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it's a bit more expensive since they'll have to get some extra from the local fishermen's guild considering how much they've already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won't pay it).

To collect meat, the party will have to organize a hunt. There's 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person's worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There's a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.

There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.

There's an argument over which drinks to serve at the drinking contest. There's a short beer that most people don't think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).

Decide which order to host the events. Each event lasts 1 hour. There's an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.

Last year, some wizard used obscuring mist in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)

An ankheg will interrupt preparations if the party doesn't find it first.

Pie Eating Contest[edit]

Note: Two size categories (two prizes). Pies served in rounds.

You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).

  • -1 for each pie you've already eaten
  • -5 if you tried to eat the pie in a single round
  • -2 if you tried to eat the pie in two rounds
  • +0 if you tried to eat the pie in three rounds
  • +2 if you tried to eat the pie in five rounds
  • +5 if you tried to eat the pie in one minute

On a failed roll, you manage to eat that pie, but:

  • After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you're still counted as having failed once).
  • After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)
  • After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.

Opponents[edit]

Opponents do the following:

  • Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.
  • Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies).
  • Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.
  • Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).
  • Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.
  • Most people that didn't eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.

Prize[edit]

A small bowl that will cast abstemiousness 1/day (CL 1), worth 400 gp.

Archery Contest[edit]

Note: Personal, non-magic weapons. Longbow provided. No guns.

Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can't get more than 1 point.

  • 30 feet - +0 to attack
  • 70 feet - +0 to attack (-2 if shortbow)
  • 125 feet - -2 to attack (-4 if shortbow)
  • 210 feet - -6 to attack (-8 if shortbow)

Opponents[edit]

Opponents have no special tactics

  • +4 to attack (has a MW bow if personal weapons are allowed)
  • +3 to attack, plus Point Blank Shot (+1 at 30 feet)
  • +3 to attack
  • +2 to attack
  • -1 to attack (can borrow a MW bow)

With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.

Prize[edit]

A mask that casts hide from animals 1/day (CL 1), worth 400 gp.

Paintball / Ribbon Tag[edit]

Note: Using slingshots.

Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)

Opponents[edit]

Opponents have no special tactics, though some are more aggressive than others.

  • A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
  • A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB
  • A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
  • An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)
  • A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)

For a second round, use the same stats at +1. Change a couple of the races around.

Prize[edit]

A necklace that gives +2 Perception, worth 400 gp.

Drinking Contest[edit]

Note: Fortified ale (DC 14)

Take as many drinks as you can until you give, pass out or puke.

You can drink 1 + CON MOD drinks with no effect. After that, it's a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you're forcibly woken before then, you're sickened for 1 hour per drink over the limit.

Opponents[edit]

  • CON +3, Fort +6
  • CON +2, Fort +4
  • CON +2, Fort +3
  • CON +0, Fort +1
  • CON -1, Fort -1

Prize[edit]

A stein that can cast purify food and water up to twice per day (CL 1), worth 400 gp.

Sneaking Contest[edit]

Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.

All the watchers have +5 Perception.

Opponents[edit]

  • Goblin Fighter, Stealth +9
  • Human Rogue, Stealth +6
  • Elf Ranger, Stealth +5
  • Halfling Commoner, Stealth +3
  • Dwarf Wizard, Stealth +0 (knows obscuring mist and reduce person [+5])

Prize[edit]

A cloak that gives +2 stealth, worth 400 gp.

Knowledge Contest[edit]

Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren't easily fooled.

1 point for beating the DC, +1 for each 5 points over.

  • Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)
  • Water Naga Painting (Dungeoneering DC 17)
  • Gourd Leshy Sculpture (Nature DC 11, can be made untrained)
  • Tengu Painting (Local DC 10, can be made untrained)
  • Salt Mephit Statue (Planes DC 13)

To bluff, you must first pass the base DC on the original check (to at least know the creature's name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don't get the extra points and you get -1 point.

Opponents[edit]

  • Human Bard, +7 Nature, +4 others
  • Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int
  • Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int
  • Half-Orc Fighter, +4 Dungeoneering, +0 Int
  • Human Commoner, +1 Local, -1 Int

Prize[edit]

A magnifying glass that casts identify (CL 1) once per day, worth 400 gp.

Greased Pig Contest[edit]

See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.

Harming the pig is forbidden, as is effecting it magically.

Opponents[edit]

  • Dwarf Fighter, +4 CMB, 15 CMD, 18 AC
  • Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC
  • Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows enlarge person +1 CMB, 12 CMD, 15 AC)
  • Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC
  • Human Commoner, +2 CMB, 14 CMD, 14 AC

Prize[edit]

The three pigs. There are people that will buy them for 400 gp.

Grand Hunt[edit]

Creatures[edit]

Tin-Infused Snow Leopard[edit]

A large cat with a metallic sheen to its coat

Tin-Infused Snow Leopard

CR 4

XP
N Medium Animal
Init +5; Senses Low light vision, scent; Perception +10
DEFENSE
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 Natural)
hp 30 (4d8+8 plus 4)
Fort +6, Ref +9, Will +2
Defensive Abilities Light Fortification, Resist Cold 10; DR none; Immune none
OFFENSE
Speed 40 ft, climb 20 ft
Melee 2 claw +8 (1d4+1), bite +8 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +8, 1d4+1)
Spell-Like Abilities none
STATISTICS
Str 13, Dex 21, Con 15, Int 1, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 19 (23 vs. Trip)
Feats Skill Focus (Perception), Toughness, Weapon Finesse
Skills Acrobatics +5 (+13 balancing), Climb +13, Stealth +13 Perception +10
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES


Tin-Infused Young Advanced Ankheg[edit]

A smaller than usual Ankheg with an odd metalic sheen

Tin-Infused Medium Ankheg

CR 4

XP
N Medium Magical Beast
Init +4; Senses Darkvision 60 ft., Low-light vision, Tremorsense 60 ft.; Perception +10
DEFENSE
AC 23, touch 14, flat-footed 19 (+4 Dex, +9 Natural)
hp 22 (3d10+9 plus 3)
Fort +6, Ref +7, Will +4
Defensive Abilities Light Fortification, Resist Cold 10; DR none; Immune none
OFFENSE
Speed 30 ft., Burrow 20 ft.
Melee bite +3 (1d8 plus 1d4 acid and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Spit Acid
Spell-Like Abilities none
STATISTICS
Str 10, Dex 18, Con 17, Int 1, Wis 17, Cha 12
Base Atk +3; CMB +5; CMD 20 (28 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +13 Perception +10
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Spit Acid (Ex) - Once every 6 hours, an ankheg can spit a 30 ft. line of acid. Creatures struck take 4d4 points of acid damage (Reflex DC 14 halves). Afterwards, the ankheg loses its acid damage bonus to its bite. It uses this when wounded (half hp) or frustrated (fails multiple grabs).


Copper-Infused Young Ankheg[edit]

A smaller than usual Ankheg with an odd metalic sheen

Copper-Infused Medium Ankheg

CR 3

XP
N Medium Magical Beast
Init +2; Senses Darkvision 60 ft., Low-light vision, Tremorsense 60 ft.; Perception
DEFENSE
AC 20, touch 12, flat-footed 18 ((+2 Dex, +8 Natural))
hp 22 (3d10+3 plus 3)
Fort +4, Ref +5, Will +3
Defensive Abilities Light Fortification, Resist Fire 10; DR none; Immune none
OFFENSE
Speed 30 ft., Burrow 20 ft.
Melee bite +4 (1d8+1 plus 1d4 acid and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Spit Acid
Spell-Like Abilities none
STATISTICS
Str 12, Dex 14, Con 13, Int 1, Wis 15, Cha 4
Base Atk +3; CMB +4; CMD 16 (24 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Perception
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Spit Acid (Ex) - Once every 6 hours, an ankheg can spit a 30 ft. line of acid. Creatures struck take 4d4 points of acid damage (Reflex DC 12 halves). Afterwards, the ankheg loses its acid damage bonus to its bite. It uses this when wounded (half hp) or frustrated (fails multiple grabs).


World Tree Spiderling[edit]

A large spider like creature apparently made of vines

Spiderling

CR 11

XP 12,800
N Large Plant
Init +2; Senses Low light vision; Perception +21
DEFENSE
AC 22, touch 11, flat-footed 20 (-1 size, +2 dex, +7 natural, +4 armor)
hp 184 (16d8+64)
Fort +17, Ref +7, Will +7
Defensive Abilities SR 22, mage armor; DR 20/cold iron; Immune mind-affecting, paralysis, poison, polymorph, sleep, stun
OFFENSE
Speed 40 ft, climb 20 ft
Melee bite +21 (1d8+9 plus Dispelling Bite), claw +16 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Dispelling bite, enhanced bite
Spell-Like Abilities none
STATISTICS
Str 18, Dex 14, Con 24, Int 13, Wis 15, Cha 21
Base Atk +12; CMB +17 (+2 Disarm, +2 Sunder, +4 Trip); CMD 29
Feats Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Greater Trip, Weapon Focus (Bite)
Skills Stealth +21, Acrobatics +18, Disable Device +18 Perception +21
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Dispelling bite (Ex) - A creature hit must make a Will save (DC 23). On a failure ongoing spell effects on that creature are dispelled and the creature loses the ability to use spells or supernatural abilities for 1d2 rounds. Sundered magic items must make a reflex save or be suppressed for 1d4 rounds.

Enhanced Bite (Su) - A spiderling's bite counts as a +4 weapon.

Mage Armor (Su) - Spiderlings produce a constant mage armor effect.


Overfed Spiderling[edit]

A huge, well-fed spider like creature apparently made of vines

Spiderling

CR 15

XP 51,200
N Huge Plant
Init +3; Senses Low light vision; Perception +28
DEFENSE
AC 25, touch 11, flat-footed 22 (-2 size, +3 dex, +10 natural, +4 armor)
hp 275 (22d8+176)
Fort +21, Ref +10, Will +10
Defensive Abilities SR 26, mage armor; DR 20/cold iron; Immune mind-affecting, paralysis, poison, polymorph, sleep, stun
OFFENSE
Speed 40 ft, climb 20 ft
Melee bite +26 (2d6+10 plus Dispelling Bite), 2 claw +21 (1d8+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Dispelling bite, Enhanced bite, Force webs
Spell-Like Abilities none
STATISTICS
Str 20, Dex 16, Con 26, Int 13, Wis 16, Cha 24
Base Atk +16; CMB +23 (+2 Disarm, +2 Sunder, +4 Overrun, +4 Trip); CMD 36
Feats Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Greater Trip, Weapon Focus (Bite), Sundering Strike, Improved Overrun, Greater Overrun
Skills Stealth +28, Acrobatics +25, Disable Device +25 Perception +28
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Dispelling bite (Ex) - A creature hit must make a Will save (DC 28). On a failure ongoing spell effects on that creature are dispelled and the creature loses the ability to use spells or supernatural abilities for 1d2 rounds. Sundered magic items must make a Reflex save or be suppressed for 1d4 rounds.

Enhanced Bite (Su) - A spiderling's bite counts as a +4 weapon.

Force Webs (Su) - A spiderling can spray flexible strands of sticky, invisible force at a single Medium or smaller target up to 20 feet away. A successful Reflex save (DC 28) lets the target avoid the webs; failure means the creature is entangled (-2 attack, -4 Dex, half move speed). Force webs are immune to all damage and most spells, including dispel magic. A force web dissolves after 1d4 hours.

Mage Armor (Su) - Spiderlings produce a constant mage armor effect.


World Tree Humanoid[edit]

A humanoid creature made up of massed vines

Humanoid

CR 13

XP 25600
N Medium Plant
Init +7; Senses Low light vision; Perception +24
DEFENSE
AC 27, touch 18, flat-footed 19 (+7 dex, +5 natural, +4 armor, +1 dodge)
hp 180 (19d8+95)
Fort +16, Ref +13, Will +8
Defensive Abilities SR 24, mage armor; DR 20/cold iron; Immune mind-affecting, paralysis, poison, polymorph, sleep, stun
OFFENSE
Speed 30 ft
Melee bite +22 (1d6+8 plus Dispelling Bite), claw +17 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Dispelling bite, Enhanced bite, Force webs
Spell-Like Abilities none
STATISTICS
Str 16, Dex 24, Con 20, Int 13, Wis 15, Cha 21
Base Atk +14; CMB +21 (+2 Disarm, +2 Sunder, +2 Trip); CMD 34
Feats Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Agile Maneuvers, Weapon Focus (Bite), Dodge, Step Up
Skills Stealth +28, Acrobatics +25, Disable Device +25 Perception +24
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Dispelling bite (Ex) - A creature hit must make a Will save (DC 21). On a failure ongoing spell effects on that creature are dispelled and the creature loses the ability to use spells or supernatural abilities for 1d2 rounds. Sundered magic items must make a Reflex save or be suppressed for 1d4 rounds.

Enhanced Bite (Su) - A spiderling's bite counts as a +4 weapon.

Force Webs (Su) - A spiderling can spray flexible strands of sticky, invisible force at a single Medium or smaller target up to 20 feet away. A successful Reflex save (DC 21) lets the target avoid the webs; failure means the creature is entangled (-2 attack, -4 Dex, half move speed). Force webs are immune to all damage and most spells, including dispel magic. A force web dissolves after 1d4 hours.

Mage Armor (Su) - Spiderlings produce a constant mage armor effect.


World Tree Rhino[edit]

A rhino shaped creature made up of massed vines

Rhino

CR 14

XP 38,400 XP
N Large Plant
Init +3; Senses Low light vision; Perception +28
DEFENSE
AC 29, touch 17, flat-footed 22 (+3 dex, +4 deflection, +12 natural)
hp 230 (20d8+140)
Fort +19, Ref +9, Will +8
Defensive Abilities SR 25, mage armor; DR 20/cold iron; Immune mind-affecting, paralysis, poison, polymorph, sleep, stun
OFFENSE
Speed 40 ft
Melee gore +24 (1d8+9), bite +24 (1d8+9 plus dispelling bite)
Space 10 ft.; Reach 5 ft.
Special Attacks Dispelling bite, Enhanced bite, powerful charge (gore, 2d8+18)
Spell-Like Abilities none
STATISTICS
Str 20, Dex 16, Con 24, Int 13, Wis 15, Cha 21
Base Atk +15; CMB +19 (+2 bull rush); CMD 32 (+2 trip)
Feats Power Attack (-3/+6), Improved Bull Rush, Greater Bull Rush, Minotaur's Charge
Skills Survival +28 Perception +28
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Dispelling bite (Ex) - A creature hit must make a Will save (DC 21). On a failure ongoing spell effects on that creature are dispelled and the creature loses the ability to use spells or supernatural abilities for 1d2 rounds. Sundered magic items must make a Reflex save or be suppressed for 1d4 rounds.

Enhanced Bite (Su) - A rhino's bite counts as a +4 weapon.

Enhanced Horn (Su) - A rhino's horn counts as a +4 weapon.

Mage Armor (Su) - Rhinos produce a constant mage armor effect.


World Tree Spitter[edit]

A strange creature made up of massed vines

Spitter

CR 10

XP 9,600
N Medium Plant
Init +8; Senses Low light vision; Perception +20
DEFENSE
AC 27, touch 22, flat-footed 19 (+8 dex, +4 deflection, +5 natural)
hp 127 (15d8+60)
Fort +11, Ref +11, Will +5
Defensive Abilities SR 21, mage armor; DR 20/cold iron; Immune mind-affecting, paralysis, poison, polymorph, sleep, stun
OFFENSE
Speed 30 ft
Melee spit +19 (4d4+4 acid plus dispelling spit), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Dispelling spit, Enhanced spit
Spell-Like Abilities none
STATISTICS
Str 12, Dex 26, Con 18, Int 13, Wis 15, Cha 21
Base Atk +7; CMB +15; CMD 26
Feats Point blank shot, Precise shot, Agile Maneuvers
Skills +26 Stealth Perception +20
ECOLOGY
Environment any
Organization solitary
Treasure
SPECIAL ABILITIES
Dispelling Spit (Ex) - A creature hit must make a Will save (DC 21). On a failure ongoing spell effects on that creature are dispelled and the creature loses the ability to use spells or supernatural abilities for 1d2 rounds. Sundered magic items must make a Reflex save or be suppressed for 1d4 rounds.

Enhanced Spit(Su) - This thing's spit counts as a +4 ranged weapon.

Mage Armor (Su) - This thing produces a constant mage armor effect.


Nahum the Inferno[edit]

A great puddle of living liquid fire

Nahum

CR 19 MR 2

XP 307200
N Gargantuan Ooze
Init -1; Senses Blindsight 120 ft; Perception +0
DEFENSE
AC 9, touch 5, flat-footed 9 (+4 natural, -1 dex, -4 size)
hp 422 (28d8+296)
Fort +19, Ref +8, Will +9
Defensive Abilities Energy Resist 15, Block Attack, Second Save; DR 10/epic; Immune fire, piercing*, slashing*
OFFENSE
Speed 20 ft, climb 20 ft
Melee slam +26 (2d6+13 plus burn plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks Ooze Toss
Spell-Like Abilities none
STATISTICS
Str 28, Dex 8, Con 30, Int -, Wis 10, Cha 10
Base Atk +21; CMB +34 (+38 grapple); CMD 43
Feats
Skills Perception +0
ECOLOGY
Environment any
Organization solitary
Treasure 67,000 gp
SPECIAL ABILITIES
Burn (Ex) - 2d10 to all creatures within 20 feet and to any creature that attacks with a natural or non-reach melee weapon.

Flare (Ex) - (Used when at half hp.) Raise burn to 5d10 at the cost of 2 hp per round. All creatures within sight must make a Reflex save (DC 34) or be blinded for the duration. Those that make the save are dazzled instead. Save DC is Con based.

Ooze Toss (Ex) - Does burn damage as a 30 ft burst at up to 100 ft range.

Block Attack (Ex) - Once per round, when hit by a melee or ranged attack, roll at +26. If that exceeds the attack, it does no damage as if it missed.

Second Save (Ex) - Reroll save versus an ongoing effect as a free action at the beginning of each turn.

Near-immunity to Piercing and Slashing (Ex) - All piercing and slashing damage is reduced to at most 1 damage (after DR).


Kobold Guard[edit]

Armed with an axe, an alchemist's fire and a tanglefoot bag

Kobold Guard - Fighter 2

CR 1/2

XP 200
LE Small Humanoid (Reptilian)
Init +2; Senses Darkvision 60 ft. (Light Sensitivity); Perception +3
DEFENSE
AC 20, touch 14, flat-footed 17 (+2 dex, +1 shield, +1 size, +1 natural, +1 dodge, +4 armor)
hp 17 (2d10+2)
Fort +3, Ref +2, Will +0 (+1 vs fear)
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 20 ft
Melee handaxe +6 (1d4-2 20/x3 slashing)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 7, Dex 15, Con 10, Int 8, Wis 10, Cha 9
Base Atk +2; CMB -1; CMD 12
Feats Weapon Finesse, Weapon Focus (Handaxe), Dodge
Skills Stealth +7 Perception +3
ECOLOGY
Environment any
Organization solitary
Treasure MW small hide, handaxe, buckler, alchemist's fire, tanglefoot bag
SPECIAL ABILITIES
none


Kobold Elite Guard[edit]

Armed with a spiked chain and two alchemist's fire

Kobold Elite Guard - Fighter 6

CR 4

XP 1200
LE Small Humanoid (Reptilian)
Init +5; Senses Darkvision 60 ft. (Light Sensitivity); Perception +7
DEFENSE
AC 25, touch 17, flat-footed 19 (+7 armor, +5 dex, +1 size, +1 natural, +1 dodge)
hp 49 (6d10+12)
Fort +8, Ref +9, Will +5 (+2 vs fear)
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft
Melee spiked chain +15/+10 (1d6+3 20/x2 piercing, disarm, trip)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 8, Dex 18 (+2 from belt), Con 12, Int 8, Wis 13, Cha 10
Base Atk +6; CMB +4 (+5 with chain); CMD 20
Feats Weapon Finesse, Weapon Focus (Spiked Chain), Dodge, Combat Reflexes, Exotic Weapon Prof., Weapon Specialization (Spiked Chain), Stand Still
Skills Stealth +13, Acrobatics +6 Perception +7
ECOLOGY
Environment any
Organization solitary
Treasure +1 mithral breastplate, +1 spiked chain, belt of incredible dexterity +2, cloak of resistance +2, alchemist's fire x2, potion of CMW x2, potion of shield of faith +4
SPECIAL ABILITIES
none


Kobold Cleric[edit]

Healbot

Kobold Cleric - Cleric 6

CR 4

XP 1200
LE Small Humanoid (Reptilian)
Init +1; Senses Darkvision 60 ft. (Light Sensitivity); Perception +11
DEFENSE
AC 20, touch 14, flat-footed 19 (+4 armor, +1 dex, +1 size, +1 natural, +2 deflection)
hp 36 (6d8+6)
Fort +6, Ref +3, Will +8
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft
Melee none
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities Copy cat 6/day, Dragonbreath (4d6, 15 ft cone, acid) 1/day, stabilize, bane, bless, CLW x2, CMW x2, aid, invisibility, CSW, invisibility purge, deeper darkness
STATISTICS
Str 4, Dex 12, Con 12, Int 12, Wis 16, Cha 13
Base Atk +4; CMB +0; CMD 15
Feats Brew Potion, Combat Casting, Defensive Combat Training
Skills Heal +12, Sense Motive +12, Survival +9 Perception +11
ECOLOGY
Environment any
Organization solitary
Treasure +1 studded leather, amulet of natural armor +1, ring of protection +2, wand of CMW (50 charges)
SPECIAL ABILITIES
none


Young Gelationous Cube[edit]

It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.

Young Gelatinous Cube

CR 2

XP 400
N Medium Ooze
Init -3; Senses Blindsight 60 ft.; Perception -5
DEFENSE
AC 7, touch 7, flat-footed 7 (-3 dex)
hp 42 (4d8+24)
Fort +7, Ref -2, Will -4
Defensive Abilities transparent; DR none; Immune electricity, ooze traits
OFFENSE
Speed 15 ft.
Melee slam +1 (1d4-2 bashing plus 1d4 acid)
Space 5 ft.; Reach 5 ft.
Special Attacks engulf, paralysis
Spell-Like Abilities none
STATISTICS
Str 6, Dex 5, Con 22, Int -, Wis 1, Cha 1
Base Atk +3; CMB +1; CMD 10
Feats
Skills Perception -5
ECOLOGY
Environment any
Organization solitary
Treasure Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)
SPECIAL ABILITIES
Acid (Ex) - A gelatinous cube's acid does not harm metal or stone.

Engulf (Ex) - Although it moves slowly, a gelatinous cube can simply engulf Medium or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 10 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.

Paralysis (Ex) - A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Transparent (Ex) - Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.


Creeper[edit]

A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.

Creeper

CR 4

XP 1200
N Medium Aberration
Init +2; Senses Darkvision 60 ft.; Perception +1
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural)
hp 37 (5d8+15)
Fort +4, Ref +4, Will +5
Defensive Abilities none; DR none; Immune electricity
OFFENSE
Speed 30 ft.
Melee slam +2 (1d4-1 bashing)
Space 5 ft.; Reach 5 ft.
Special Attacks explosion
Spell-Like Abilities none
STATISTICS
Str 8, Dex 16, Con 16, Int 4, Wis 12, Cha 8
Base Atk +3; CMB +2; CMD 15
Feats Skill Focus (Stealth), Run, Step Up
Skills Stealth +12, Perception +1
ECOLOGY
Environment any
Organization solitary or hatchlings (1d4 young creepers)
Treasure special
SPECIAL ABILITIES
Immunity to Electricity (Ex) A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.

Explosion (Ex) A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.

Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.

Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.

Dungeoneering Lore
DC 14 This is a creeper, an aberration that kills its victims by detonating itself.
DC 19 Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.
DC 24 The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.

Martite Devil[edit]

This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.

Martite

CR 1

XP 400
LE Small Outsider (Devil, Extraplanar, Evil, Lawful)
Init +2; Senses See in darkness, Darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 15 (2d10+4)
Fort +2, Ref +5, Will +3
Defensive Abilities resist acid 10, resist cold 10; DR 5/silver or good; Immune fire
OFFENSE
Speed 20 ft., climb 20 ft.
Melee claws +2 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities 3/day flare, 3/day ray of fire
STATISTICS
Str 8, Dex 14, Con 14, Int 6, Wis 10, Cha 12
Base Atk +2; CMB +0; CMD 12
Feats Weapon Finesse
Skills Sense Motive +5, Diplomacy +3, Bluff +6 Perception +5
ECOLOGY
Environment Demonic Realms
Organization solitary, squad (1 advanced martite and 1d6 martites)
Treasure none
SPECIAL ABILITIES
See in Darkness (Su) A martite can see even in magical darkness.

Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.

Planes Lore
DC 11 This is a martite, a very low rank devil.
DC 16 Martites aren't terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.
DC 21 Like most devils, they are fairly resilient physically. Unlike most other devils, that's almost all they have going for them. They are still capable of a few magic cantrips.

Reproma[edit]

Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.

Reproma

CR 1

XP 400
N Medium Plant
Init -1; Senses tremorsense, Perception +4; Perception +4
DEFENSE
AC 12, touch 9, flat-footed 12 (-1 Dex, +3 natural)
hp 7 (1d8+2)
Fort +4, Ref -1, Will +0
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 0 ft.
Melee 4 tentacles +1 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Constrict (1d4+1), Grab (tentacle)
Spell-Like Abilities none
STATISTICS
Str 12, Dex 8, Con 14, Int -, Wis 10, Cha 8
Base Atk +0; CMB +1 (+5 grapple); CMD 10 (can't be tripped)
Feats Multiattack
Skills Perception +4
ECOLOGY
Environment any forest
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Constrict (Ex): Do an extra 1d4+1 damage on a successful grapple check.

Grab (Ex): If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.

Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly.

Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.

Nature Lore
DC 11 This is a reproma. It's simply a plant that attacks anything that moves.
DC 16 Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.
DC 21 Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.

Goblin Assassin - Spleenstabber[edit]

'

Spleenstabber, goblin ninja 5

CR 4

XP 1200
LE small Humanoid (Goblinoid)
Init +5; Senses Darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 16, flat-footed 13 (+5 dex, +2 armor, +1 size)
hp 23 (5d8+0)
Fort +1, Ref +9, Will +2
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 35 ft.
Melee MW rapier +11 (1d4-2/18 + 3d6 sneak attack)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 10, Dex 20, Con 10, Int 11, Wis 13, Cha 10
Base Atk +3; CMB +2; CMD 17
Feats Fleet, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10 Perception +9
ECOLOGY
Environment
Organization
Treasure MW rapier, MW leather, 1 use Dimension Door smoke bomb
SPECIAL ABILITIES
Fast Stealth, Vanishing Trick, Ki 2 pts


Goblin Wizard - Foeblaster[edit]

'

Foeblaster, goblin wizard 10

CR 9

XP
LE small Humanoid (Goblinoid)
Init +7; Senses Darkvision 60 ft.; Perception +12
DEFENSE
AC 19, touch 16, flat-footed 16 (+3 dex, +3 natural armor, +2 deflection, +1 size)
hp 47 (10d6+0)
Fort +5, Ref +8, Will +11
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee +9 ranged
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 6, Dex 17, Con 10, Int 17, Wis 14, Cha 10
Base Atk +6; CMB +2; CMD 17
Feats Combat Casting, Enlarge Spell, Eschew Materials, Improved Counterspell, Improved Initiative, Maximize Spell, Point-Blank Shot, Scribe Scroll
Skills Swim +8, Stealth +24, Spellcraft +16, Linguistics +16 Perception +12
ECOLOGY
Environment
Organization
Treasure Amulet of natural armor +3 (bonded), Cloak of resistance +2, Ring of protection +2, Staff of fire
SPECIAL ABILITIES

Spellbook:
1 - Alarm
1 - Burning Hands
1 - Color Spray
1 - Magic Missile
1 - Obscuring Mist
1 - Shield
1 - Silent Image
2 - Flaming Sphere
2 - Hypnotic Pattern
2 - Invisibility
2 - Minor Image
2 - Mirror Image
2 - See Invisibility
3 - Dispel
3 - Fireball
3 - Illusory Script
3 - Invisibility Sphere
4 - Fire Shield
4 - Illusory Wall
4 - Wall of Fire
5 - Cone of Cold (fire)
5 - Persistent Image

Goblin Chief - Toechopper[edit]

'

Toechopper, goblin fighter 3

CR 2

XP 600
CE small Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +3
DEFENSE
AC 20, touch 15, flat-footed 16 (+3 dex, +4 armor, +1 size, +1 dodge, +1 shield)
hp 25 (3d10+6)
Fort +4, Ref +4, Will +2 (+3 vs fear)
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee MW longsword +6 (1d6+1, 19-20/x2 slashing)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 6
Base Atk +3; CMB +3 (+4 grapple); CMD 17 (18 to break a grapple)
Feats Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
Skills Acrobatics +3, Climb +5, Intimidate +3, Survival +5, Perception +3
ECOLOGY
Environment
Organization
Treasure longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
SPECIAL ABILITIES
none


Goblin Assassin 7[edit]

'

Goblin slayer 7

CR 6

XP
NE small Humanoid (Goblinoid)
Init +5; Senses Darkvision 60 ft.; Perception +11
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 dex, +4 armor, +1 natural, +1 dodge, +1 size)
hp 59 (7d10+21)
Fort +7, Ref +10, Will +3
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee +15/+10 kukri (1d3+1 plus 2d6 sneak attack, 18)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy human/dwarf +2 (move action), stalker
Spell-Like Abilities none
STATISTICS
Str 11, Dex 20, Con 14, Int 10, Wis 12, Cha 6
Base Atk +7/+2; CMB +11; CMD 22
Feats Agile Maneuvers, Dodge, Weapon Finesse, Weapon Focus (Kukri), Fast Stealth, Camouflage, Slow Reactions, Surprise Attack
Skills Acrobatics +15, Climb +10, Disguise +8, Escape Artist +15, Stealth +23, Perception +11
ECOLOGY
Environment
Organization
Treasure +1 kukri, +1 leaf armor, amulet of natural armor +1
SPECIAL ABILITIES


Goblin Assassin 9[edit]

'

Goblin slayer 9

CR 8

XP
NE small Humanoid (Goblinoid)
Init +5; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 dex, +4 armor, +1 natural, +1 deflection, +1 dodge, +1 size)
hp 76 (9d10+27)
Fort +8, Ref +11, Will +4
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee +17/+12 rapier (1d4+2 plus 3d6 sneak attack, 18)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy human/dwarf +2 (move action), stalker
Spell-Like Abilities none
STATISTICS
Str 12, Dex 20, Con 14, Int 10, Wis 12, Cha 6
Base Atk +9/+4; CMB +13; CMD 26
Feats Agile Maneuvers, Dodge, Weapon Finesse, Weapon Focus (Rapier), Fast Stealth, Camouflage, Slow Reactions, Surprise Attack, Slowing Strike, Lunge
Skills Acrobatics +17, Climb +13, Disguise +10, Escape Artist +17, Stealth +25, Perception +13
ECOLOGY
Environment
Organization
Treasure +1 adamantine rapier, +1 leaf armor, amulet of natural armor +1, ring of protection +1
SPECIAL ABILITIES


Goblin Cleric - Dogkicker[edit]

'

Dogkicker, goblin cleric 1

CR 1/2

XP 200
NE small Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +1
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 dex, +1 armor, +1 size, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +3
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee longsword +0 (1d6-2, 19-20/x2 slashing)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding touch 4/day, channel energy 6/day
Spell-Like Abilities Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day
STATISTICS
Str 6, Dex 16, Con 13, Int 10, Wis 12, Cha 12
Base Atk +0; CMB -3; CMD 10
Feats Extra Channel
Skills Heal +5, Spellcraft +4, Perception +1
ECOLOGY
Environment
Organization
Treasure
SPECIAL ABILITIES
Aura (Ex) Detects as lawful evil.

Channel Energy (Su) Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.

Battle Rage (Sp) Standard action touch grants +1 damage for 1 round.

Bleeding Touch (Sp) Melee touch attack for 1d6 damage.

Cure Light Wounds (Spell) Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.

Savage Maw (Spell) Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).


Goblin Swordsman L3[edit]

'

Goblin fighter 3

CR 2

XP 600
LE small Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +1
DEFENSE
AC 22, touch 14, flat-footed 19 (+2 dex, +5 armor, +1 size, +1 dodge, +3 shield)
hp 23 (3d10+6)
Fort +4, Ref +3, Will +1 (+2 vs fear)
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft. (run)
Melee MW longsword +6 (1d6, 19-20/x2 slashing)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 7
Base Atk +3; CMB +2; CMD 15
Feats Weapon Focus (longsword), Dodge, Run, Shield Focus
Skills Acrobatics -1, Climb +0, Survival +4, Stealth +6, Perception +1
ECOLOGY
Environment
Organization
Treasure MW longsword, scale mail, MW heavy steel shield, potion of CLW
SPECIAL ABILITIES
none


Goblin Shieldsman L5[edit]

'

Goblin fighter 5

CR 4

XP
LE small Humanoid (Goblinoid)
Init +7; Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 28, touch 14, flat-footed 25 (+9 armor, +2 dex, +5 shield, +1 dodge, +1 size)
hp 47 (5d10+10)
Fort +5, Ref +5, Will +4 (+5 vs fear)
Defensive Abilities stand still; DR none; Immune none
OFFENSE
Speed 20 ft.
Melee longsword +7 (1d6+3, 19-20/x2 slashing)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 14, Dex 16, Con 14, Int 8, Wis 13, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats Combat Reflexes, Dodge, Improved Init, Iron Will, Shield Focus, Stand Still
Skills Perception +6
ECOLOGY
Environment
Organization
Treasure longsword, plate mail, tower shield
SPECIAL ABILITIES
none


Goblin Archer L5[edit]

'

Goblin fighter 5

CR 4

XP
LE small Humanoid (Goblinoid)
Init +5; Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 20, touch 17, flat-footed 14 (+3 armor, +5 dex, +1 dodge, +1 size)
hp 42 (5d10+5)
Fort +5, Ref +6, Will +2 (+3 vs fear)
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee longbow +13 (1d6, x3)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 12, Dex 20, Con 13, Int 8, Wis 12, Cha 8
Base Atk +5; CMB +2; CMD 15
Feats Deadly Aim, Dodge, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus Longbow
Skills Perception +6
ECOLOGY
Environment
Organization
Treasure longbow, studded leather
SPECIAL ABILITIES
none


Goblin Cleric L3[edit]

'

Goblin cleric 3

CR 2

XP 600
LE small Humanoid (Goblinoid)
Init +1; Senses Darkvision 60 ft.; Perception +3
DEFENSE
AC 17, touch 12, flat-footed 16 (+1 dex, +5 armor, +1 size)
hp 17 (3d8+3)
Fort +3, Ref +2, Will +4
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee Heavy mace +1 (1d6-2, 20/x2 bashing)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities 3/day channel negative energy (2d6, DC 11), command (DC 13), CLW, cause fear (DC 12), bless, spiritual weapon, summon monster II
STATISTICS
Str 7, Dex 12, Con 11, Int 10, Wis 13, Cha 10
Base Atk +2; CMB -1; CMD 10
Feats Combat Casting, Spell Focus (Enchantment)
Skills Acrobatics -3, Climb -5, Survival +3, Stealth +9, Perception +3
ECOLOGY
Environment
Organization
Treasure heavy mace, scale mail, 2 potions of CLW, 1 alchemist fire
SPECIAL ABILITIES
none


Goblin Warpriest L3[edit]

'

Goblin warpriest 3

CR 2

XP 600
LE small Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 21, touch 14, flat-footed 18 (+2 dex, +6 armor, +1 dodge, +1 size, +1 shield)
hp 23 (3d8+3)
Fort +4, Ref +3, Will +4
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 20 ft.
Melee Longsword +5 (1d6+1, 19/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities divine favor (+1 atk/dmg), entropic shield (20% ranged miss), shield of faith (+2 ac), cure light wounds (1d8+3)
STATISTICS
Str 12, Dex 14, Con 13, Int 8, Wis 12, Cha 13
Base Atk +3; CMB +2; CMD 15
Feats Weapon Focus (Longsword), Combat Reflexes, Dodge, Combat Casting (+8)
Skills Stealth +10, Perception +4
ECOLOGY
Environment
Organization
Treasure longsword, chainmail, light steel shield
SPECIAL ABILITIES
none

Can cast two spells on self as swift actions with fervor. Will cast divine favor at beginning of fight. Will use entropic shield if taking ranged damage. Will cast shield of faith if divine favor wears off and in melee. Otherwise attacks with sword and stays in group.

Goblin Sorcerer L3[edit]

'

Goblin sorcerer 3

CR 2

XP 600
NE small Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 dex, +1 size)
hp 14 (3d6+3)
Fort +1, Ref +3, Will +4
Defensive Abilities none; DR none; Immune none
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d4-2, 20/x2 bashing)
Space 5 ft.; Reach 5 ft.
Special Attacks none
Spell-Like Abilities 3/day Elemental ray, acid splash, daze (DC 10), flare (DC 10), penumbra, ray of frost, grease (DC 11), enlarge person, acid hands (DC 11)
STATISTICS
Str 6, Dex 14, Con 11, Int 9, Wis 12, Cha 11
Base Atk +1; CMB -2; CMD 10
Feats Point-blank shot, Precise shot
Skills Acrobatics -1, Climb -5, Survival +2, Stealth +7, Perception +2
ECOLOGY
Environment
Organization
Treasure quarterstaff, 2 potions of CLW
SPECIAL ABILITIES
none


Goblin Notes[edit]

  • Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)
  • Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC
  • Miners - Light pick +2 (1d3 / x4)
  • Others - Shortsword +2 (1d4 / 19-20)

Mythic Wood Elemental CR 15, MR 2[edit]

'

Invincible Elder Wood Elemental, Warpriest 4

CR 15, MR 2

XP 51200
N huge Outsider (Wood)
Init +5; Senses Darkvision 60 ft., low-light vision; Perception +25
DEFENSE
AC 26, touch 7, flat-footed 26 (-2 size, -1 dex, +19 natural)
hp 246 (16d10+4d8+120+20)
Fort +20, Ref +10, Will +13
Defensive Abilities energy resist 15, block attacks, second save; DR 10/-,10/epic; Immune elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
OFFENSE
Speed 30 ft., woodland stride
Melee 2 slams +31/+26 (2d10+1d6+29/19-20 plus Awesome Blow, Entangle)
Space 15 ft.; Reach 15 ft.
Special Attacks fervor (4 times, heal 1d6 or trade for spell), blessings (5 times; plant, entangle on hit; nobility, +2 morale to ally)
Spell-Like Abilities bull's strength, burning disarm, doom, entropic shield
STATISTICS
Str 38, Dex 8, Con 23, Int 12, Wis 15, Cha 11
Base Atk +19; CMB +35; CMD 44
Feats Awesome Blow, Cleave, Furious Focus, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Critical, Improved Overrun, Improved Sunder, Power Attack
Skills ... Perception +25
ECOLOGY
Environment
Organization
Treasure
SPECIAL ABILITIES


Mythic Wood Elemental CR 6, MR 1[edit]

'

Invincible Large Wood Elemental

CR 6, MR 1

XP 2400
N large Outsider (Wood)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC 20, touch 9, flat-footed 20 (+11 natural, -1 size)
hp 78 (8d10+24+10)
Fort +9, Ref +2, Will +6
Defensive Abilities energy resist 10, block attacks, second save; DR 5/-,5/epic; Immune elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
OFFENSE
Speed 30 ft., woodland stride
Melee 2 slams +14 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks none
Spell-Like Abilities none
STATISTICS
Str 24, Dex 10, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16; CMD 26
Feats Cleave, Greater Bull Rush, Improved Bull Rush (B), Improved Overrun, Power Attack
Skills ... Perception +11
ECOLOGY
Environment
Organization
Treasure
SPECIAL ABILITIES


Metal Elemental[edit]

'

Agile Metal Elemental

CR 17, MR 1

XP 153,600
N large Outsider (Metal)
Init +27; Senses Darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 34, touch 18, flat-footed 26 (+7 dex, +3 dodge, +16 natural, -2 size)
hp 238 (24d10+106)
Fort +12, Ref +21, Will +13
Defensive Abilities Evasion; DR 15/bludgeoning and adamantine; Immune elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
OFFENSE
Speed 80 ft.
Melee 2 slams +33 (4d10+11)
Space 10 ft.; Reach 30 ft.
Special Attacks quickness
Spell-Like Abilities none
STATISTICS
Str 33, Dex 24, Con 18, Int 11, Wis 11, Cha 8
Base Atk +24; CMB +36; CMD +43
Feats Dodge, Mobility, Run, Spring Attack
Skills Perception +0
ECOLOGY
Environment
Organization
Treasure
SPECIAL ABILITIES


Giant Metal Elemental[edit]

'

Giant Savage Agile Metal Elemental

CR 19, MR 3

XP 614,400
N huge Outsider (Metal)
Init +26; Senses Darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 36, touch 177, flat-footed 28 (+6 dex, +3 dodge, +19 natural, -2 size)
hp 306 (24d10+174)
Fort +12, Ref +20, Will +13
Defensive Abilities Evasion; DR 15/bludgeoning and adamantine, 10/epic; Immune elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
OFFENSE
Speed 80 ft.
Melee 3 slams +37 (4d10+15 plus bleed 1)
Space 15 ft.; Reach 40 ft.
Special Attacks quickness, feral savagery (full attack)
Spell-Like Abilities none
STATISTICS
Str 41, Dex 22, Con 22, Int 11, Wis 11, Cha 8
Base Atk +24; CMB +40; CMD +46
Feats Dodge, Mobility, Run, Spring Attack
Skills Perception +0
ECOLOGY
Environment
Organization
Treasure
SPECIAL ABILITIES


Deities[edit]

Ignost[edit]

Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).

Domains: Tyranny (Law), Evil, Death, War, Healing

Favored weapon: Longsword

Favored spell: Savage Maw (L 1)

Poisons[edit]

Prices[edit]

Multiply all price factors.

Frequency Price
each round 1
each minute 1.8
each hour ?
each day ?
Onset Price
immediate 1
delay 1 frequency 0.8
delay 10 frequency ?
Save DC Price
11 4
12 ?
13 10
14+ DC
Cure Count Price
1 1
2 2
3 2.5
4 2.8
5 3.1
6 3.3
Max Failures Price
1 ?
2 4
4 5
6 6
Damage Type Price
Dex or Str 1
Unconsciousness 2
Con or HP 2.5
Int, Wis, Cha ?
Drain ?
Damage Amount Price
Unconsciousness 1
1 to ability score 1
d2 to ability score 2
d3 to ability score 3
d4 to ability score 6
d6 to ability score 8
2d12 to HP 0.87

Spotted Hood[edit]

Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.


Type poison (injury); Save Fortitude DC 15

Onset -; Frequency 1/round for 4 rounds

Initial Effect 1d2 Int damage; Secondary Effect 1d2 Int damage; Cure 2 consecutive saves

Other Plants[edit]

Gaies Mushrooms[edit]

These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per goodberry.

Jade Mold - CR 2[edit]

These large patches of green mold resemble moss, though often grow in places moss ordinarily wouldn't. If disturbed the mold releases a cloud of acidic vapors dealing 1d6 points of acid damage to all creatures within 30 ft each round for 1 minute. The mold is immune to acid. Fire damage destroys the mold but does not prevent it from releasing the acid. Cold does no damage but causes the mold to become inert for 1 minute.