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[[Yunauth]]/
 
[[Yunauth]]/
  
== Soul Table ==
+
== Treasure Hoard ==
 +
 
 +
* 8195 gp
  
{| border="1"
+
== Ledgers ==
! align="center" | Type !! align="center" | Roll !! align="center" | Result
+
 
 +
{| border="1" style="text-align:right"
 +
! align="center" | Date !! align="center" | Description !! Credit !! Debit
 
|-
 
|-
| Aeon || Success || 01-50
+
| || align="left" | Satori, for whatever || || 50k
 
|-
 
|-
| Agathion || Success || 01-10
+
| || align="left" | Satori, for town improvement || || 50k
 
|-
 
|-
| Angel || Success || 01-30
+
| || align="left" | Jack, for whatever || || 50k
 
|-
 
|-
| Archon || Success || 01-10
+
| || align="left" | Jack, for town improvement || || 50k
 
|-
 
|-
| Asura || Success || 01-70
+
| || align="left" | Scram, for whatever || || 50k
 
|-
 
|-
| Axiomite || Success || 01
+
| || align="left" | Scram, for town improvement || || 50k
 +
|}
 +
 
 +
== In the Temple ==
 +
 
 +
=== Trial ===
 +
{| border="1" style="text-align:right"
 +
! Deity !! Like !! Dislike
 
|-
 
|-
| Azata || Success || 01-03
+
| Isanar || Swaddling Cloth || Wedding Ring
 
|-
 
|-
| Daemon || Success || 01-05
+
| Oretan || Feather || Signet ring
 
|-
 
|-
| Demodand || Success || 01-97
+
| Shind || Coin || Letter of credit
 
|-
 
|-
| Demon || Success || 01-99
+
| Oroanneno || Paper talisman || Telescope
 
|-
 
|-
| Devil || Success || 01-00
+
| Erouralra || Fish || Sapling
 
|-
 
|-
| Div || Success || 01-90
+
| Aeraexri || Aphrodisiac herb || Mask
 
|-
 
|-
| Earth Spirit || Success || 01-80
+
| Jokr || Booze || Grapevines
 
|-
 
|-
| Fire Spirit || Success || 01-80
+
| Rak || Plate of food || Firefly
 
|-
 
|-
| Inevitable || Success || 01
+
| Ideth || Alchemist's fire || Red clay
 
|-
 
|-
| rowspan=2 | Kami || Success || 01-30
+
| Sheto || Noose || Gavel
 
|-
 
|-
| Oni || 31
+
| Enaylak || Wooden dice || Carved names
 
|-
 
|-
| Oni || Success || 01-10
+
| Thaeyl || Melted iron nail || Tamborine
 
|-
 
|-
| Kyton || Success || 01-20
+
| Adi'a || Book || Trapped chest
 
|-
 
|-
| Metal Spirit || Success || 01-80
+
| Tullax || Handcuffs || Bones
 
|-
 
|-
| Protean || Success || 01-60
+
| No One || Pear ||
 +
|}
 +
 
 +
=== Artifacts ===
 +
 
 +
== Exploration ==
 +
 
 +
=== Random Encounters ===
 +
 
 +
==== Minarcil - Snowy Forest ====
 +
 
 +
15% chance per day
 +
 
 +
{| border="1" style="text-align:left"
 +
! d100 !! Encounter !! XP
 
|-
 
|-
| Qlippoth || Success || 01-20
+
| 01-08 || 1 Dire Rat || 135
 
|-
 
|-
| Water Spirit || Success || 01-80
+
| 09-15 || 1 Flash Beetle (variant fire beetle) || 200
 
|-
 
|-
| Wood Spirit || Success || 01-80
+
| 16-19 || 2 Human Skeletons || 270
 
|-
 
|-
| rowspan=4 | Random Good || Agathion || 01-07
+
| 20-27 || 1 Giant Amoeba || 400
 
|-
 
|-
| Angel || 08-32
+
| 28-32 || 3 Human Skeletons || 405
 
|-
 
|-
| Archon || 33-39
+
| 33-40 || 1 Bombardier Beetle (variant giant beetle) || 600
 
|-
 
|-
| Azata || 40
+
| 41-48 || 1 Bat Swarm || 600
 
|-
 
|-
| rowspan=8 | Random Evil || Asura || 01-07
+
| 49-55 || 1 Dire Bat || 600
 
|-
 
|-
| Daemon || 08
+
| 56-59 || 1 Ice Mephit || 800
 
|-
 
|-
| Demodand || 09-30
+
| 60-66 || 1 Frost Scorpion (Giant Scorpion, trade climb for stealth in snow, Str dmg for Con dmg) || 800
 
|-
 
|-
| Demon || 31-53
+
| 67-73 || 2 Wolves || 800
 
|-
 
|-
| Devil || 54-76
+
| 74-80 || 1 Ankheg || 800
 
|-
 
|-
| Div || 77-96
+
| 81-87 || 2 Giant Ants (1 worker, 1 soldier) || 1,000
 
|-
 
|-
| Kyton || 97-98
+
| 88-92 || 3 Wolves || 1,200
 
|-
 
|-
| Qlippoth || 99-00
+
| 93-97 || 1 Brown Bear || 1,200
 
|-
 
|-
| rowspan=5 | Random Chaos || Azata || 01
+
| 98-00 || 1 Creeper || 1,200
|-
+
|}
| Demodand || 02-36
+
 
|-
+
 
| Demon || 37-72
+
==== Minarcil - Swamps ====
|-
+
 
| Protean || 72-92
+
===== Exploring =====
|-
+
25% chance
| Qlippoth || 93-99
+
* Creepers - 3 dead crocodiles that spawn 6 young creepers
|-
+
* Stirges - 8 stirges fly off a carcass
| rowspan=4 | Random Law || Archon || 01-05
+
* Boggards - 5 boggards and 7 giant frogs ambush the players
|-
+
* Dire Croc - A dire croc ambushes the players from the water
| Asura || 06-40
+
* Witch - A crazed witch in a walking hut
|-
+
 
| Devil || 41-90
+
===== Travelling =====
|-
+
A 20% chance of a random encounter per hex per day.
| Kyton || 91-00
+
 
 +
{| border="1" style="text-align:left; margin:1em"
 +
! d20 !! Description
 
|-
 
|-
| rowspan=5 | Random Nature || Earth || 01-19
+
| 1-2 || 6 striges
 
|-
 
|-
| Water || 20-38
+
| 3-5 || 4 giant frogs
 
|-
 
|-
| Metal || 39-57
+
| 6-8 || 4 crocodiles
 
|-
 
|-
| Fire || 58-76
+
| 9-10 || 2 mosquito swarms
 
|-
 
|-
| Wood || 77-95
+
| 11-14 || 1 gray ooze
 
|-
 
|-
| rowspan=17 | Random Anything || Aeon || 01-05
+
| 15 || 1 will-o-wisp
 
|-
 
|-
| Agathion || 06
+
| 16-17 || 3 giant leeches
 
|-
 
|-
| Angel || 07-09
+
| 18 || 1 leech swarm
 
|-
 
|-
| Archon || 10
+
| 19-20 || 1 ochre jelly
 +
|}
 +
 
 +
=== Random Scenery ===
 +
 
 +
==== Snowy Forest ====
 +
{| border="1" style="text-align:left; margin:1em"
 +
! d20 !! Perception !! Description
 
|-
 
|-
| Asura || 11-17
+
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.
 
|-
 
|-
| Demodand || 18-25
+
| 2 || - || Left over pit trap. Perception DC 20. DC 20 Reflex to avoid 2d6 falling damage.
 
|-
 
|-
| Demon || 26-34
+
| 3 || 10 || Berries. Survival DC 15 to see that they are edible.
 
|-
 
|-
| Devil || 35-43
+
| 4 || 10 || Berries. Survival DC 15 to see that they are poisonous.
 
|-
 
|-
| Div || 44-51
+
| 5 || 10 || Mushrooms. Survival DC 20 to see that they are edible.
 
|-
 
|-
| Earth || 52-59
+
| 6 || 10 || Mushrooms. Survival DC 20 to see that they are poisonous.
 
|-
 
|-
| Fire || 60-67
+
| 7 || 10 || Flowers. Knowledge (Nature) DC 20 to see that they are valuable. 60x1d6 gp worth.
 
|-
 
|-
| Kyton || 68-69
+
| 8 || 10 || Flowers. Knowledge (Nature), but there's nothing special about them.
 +
|-  
 +
| 9 || 20 || An ancient stone cairn. Roll below if dug up.
 
|-
 
|-
| Metal || 70-77
+
| 10 || 15 || An overgrown path. Roll to see which direction it leads.
 
|-
 
|-
| Protean || 78-82
+
| 11 || 15 || Tiny snowmen.
 
|-
 
|-
| Qlippoth || 83-84
+
| 12 || - || A hot spring. Roll again for encounter.
 
|-
 
|-
| Water || 85-92
+
| 13 || - || A clearing.
 
|-
 
|-
| Wood || 93-00
+
| 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.
 
|}
 
|}
  
== Treasure Hoard ==
+
{| border="1" style="text-align:left; margin:1em"
 
+
! d100 !! Description
* 8195 gp
+
|-
 
+
| 01-05 || Nothing
== Ledgers ==
 
 
 
{| border="1" style="text-align:right"
 
! align="center" | Date !! align="center" | Description !! Credit !! Debit
 
 
|-
 
|-
| || align="left" | Satori, for whatever || || 50k
+
| 06-13 || Bones
 
|-
 
|-
| || align="left" | Satori, for town improvement || || 50k
+
| 14-25 || Vermin
 
|-
 
|-
| || align="left" | Jack, for whatever || || 50k
+
| 26-40 || Coins. 100 x 1d6 gp worth.
 
|-
 
|-
| || align="left" | Jack, for town improvement || || 50k
+
| 41-70 || A gem. 50 x 4d6 gp worth.
 
|-
 
|-
| || align="left" | Scram, for whatever || || 50k
+
| 71-90 || An old masterwork weapon.
 
|-
 
|-
| || align="left" | Scram, for town improvement || || 50k
+
| 91-00 || A minor magic item.
 
|}
 
|}
  
== In the Temple ==
+
==== Swamps ====
 
+
{| border="1" style="text-align:left; margin:1em"
=== Trial ===
+
! d20 !! Perception !! Description
{| border="1" style="text-align:right"
 
! Deity !! Like !! Dislike
 
 
|-
 
|-
| Isanar || Swaddling Cloth || Wedding Ring
+
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.
 
|-
 
|-
| Oretan || Feather || Signet ring
+
| 2 || - || Quicksand. (http://www.d20pfsrd.com/gamemastering/environment/wilderness)
 
|-
 
|-
| Shind || Coin || Letter of credit
+
| 3 || - || Swamp gas. (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/exploration.html)
 
|-
 
|-
| Oroanneno || Paper talisman || Telescope
+
| 4 || 10 || Berries. Survival DC 20 to see that they are edible.
 
|-
 
|-
| Erouralra || Fish || Sapling
+
| 5 || 10 || Berries. Survival DC 20 to see that they are poisonous.
 
|-
 
|-
| Aeraexri || Aphrodisiac herb || Mask
+
| 6 || 10 || Mushrooms. Survival DC 25 to see that they are poisonous.
 
|-
 
|-
| Jokr || Booze || Grapevines
+
| 7 || 10 || Unusual plants. Knowledge (Nature) DC 25 to see that they are valuable. 60x1d6 gp worth.
 
|-
 
|-
| Rak || Plate of food || Firefly
+
| 8 || 10 || Unusual plants. Knowledge (Nature), but there's nothing special about them.
 +
|-
 +
| 9 || - || A freshwater spring. Roll again for encounter.
 
|-
 
|-
| Ideth || Alchemist's fire || Red clay
+
| 10 || - || A snake nest. Snakes and roll below if searched.
 
|-
 
|-
| Sheto || Noose || Gavel
+
| 11 || - || A sunken cart. Roll below.
 
|-
 
|-
| Enaylak || Wooden dice || Carved names
+
| 12 || 15 || An abandoned hut. Roll below.
 
|-
 
|-
| Thaeyl || Melted iron nail || Tamborine
+
| 13 || 20 || An old camp site.
 
|-
 
|-
| Adi'a || Book || Trapped chest
+
| 14 || 10 || A shallow cave. Roll below.
 
|-
 
|-
| Tullax || Handcuffs || Bones
+
| 15 || 10 || Large brown mold. Roll below if cleared.
 
|-
 
|-
| No One || Pear ||
+
| 16 || - || Large bog. Waste a day.
 
|}
 
|}
  
=== Artifacts ===
+
{| border="1" style="text-align:left; margin:1em"
 
+
! d100 !! Description
== Exploration ==
 
 
 
=== Random Encounters - Minarcil Area ===
 
 
 
==== Minarcil - Snowy Forest ====
 
 
 
15% chance per day
 
 
 
{| border="1" style="text-align:left"
 
! d100 !! Encounter !! XP
 
 
|-
 
|-
| 01-08 || 1 Dire Rat || 135
+
| 01-05 || Nothing
 
|-
 
|-
| 09-15 || 1 Flash Beetle (variant fire beetle) || 200
+
| 06-13 || Bones
 
|-
 
|-
| 16-19 || 2 Human Skeletons || 270
+
| 14-25 || Vermin
 
|-
 
|-
| 20-27 || 1 Giant Amoeba || 400
+
| 26-40 || Coins. 100 x 1d6 gp worth.
 
|-
 
|-
| 28-32 || 3 Human Skeletons || 405
+
| 41-70 || A gem. 50 x 4d6 gp worth.
 
|-
 
|-
| 33-40 || 1 Bombardier Beetle (variant giant beetle) || 600
+
| 71-90 || An old masterwork weapon.
 
|-
 
|-
| 41-48 || 1 Bat Swarm || 600
+
| 91-00 || A minor magic item.
|-
 
| 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
 
 
|}
 
|}
  
 +
== Rak's Festival ==
 +
 +
Note: 700 XP each
 +
 +
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge
 +
 +
=== Preparation ===
  
==== Minarcil - Swamps ====
+
1 week before the festival, there are several things remaining to be sorted out.
  
===== Exploring =====
+
Arbitrate the argument over the size of pies.
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 =====
+
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.
A 20% chance of a random encounter per hex per day.
 
  
{| border="1" style="text-align:left; margin:1em"
+
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).
! d20 !! Description
+
 
|-
+
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.
| 1-2 || 6 striges
+
 
|-
+
There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.
| 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 ===
+
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).
  
==== Jungle ====
+
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.
A 40% chance of a random encounter per hex per day.
 
  
{| border="1" style="text-align:left; margin:1em"
+
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)
! d20 !! Description
+
 
|-
+
An ankheg will interrupt preparations if the party doesn't find it first.
| 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 ====
+
=== Pie Eating Contest ===
==== Swamp ====
 
==== Mountains (Top) ====
 
==== Mountains (Underside) ====
 
  
=== Random Scenery ===
+
Note: Two size categories (two prizes). Pies served in rounds.
  
==== Snowy Forest ====
+
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).
{| border="1" style="text-align:left; margin:1em"
+
* -1 for each pie you've already eaten
! d20 !! Perception !! Description
+
* -5 if you tried to eat the pie in a single round
|-
+
* -2 if you tried to eat the pie in two rounds
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.
+
* +0 if you tried to eat the pie in three rounds
|-
+
* +2 if you tried to eat the pie in five rounds
| 2 || - || Left over pit trap. Perception DC 20. DC 20 Reflex to avoid 2d6 falling damage.
+
* +5 if you tried to eat the pie in one minute
|-
+
 
| 3 || 10 || Berries. Survival DC 15 to see that they are edible.
+
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).
| 4 || 10 || Berries. Survival DC 15 to see that they are poisonous.
+
* 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.
| 5 || 10 || Mushrooms. Survival DC 20 to see that they are edible.
+
 
|-
+
==== Opponents ====
| 6 || 10 || Mushrooms. Survival DC 20 to see that they are poisonous.
+
 
|-
+
Opponents do the following:
| 7 || 10 || Flowers. Knowledge (Nature) DC 20 to see that they are valuable. 60x1d6 gp worth.
+
* 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).
| 8 || 10 || Flowers. Knowledge (Nature), but there's nothing special about them.
+
* 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).
| 9 || 20 || An ancient stone cairn. Roll below if dug up.
+
* 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.
| 10 || 15 || An overgrown path. Roll to see which direction it leads.
+
 
|-
+
==== Prize ====
| 11 || 15 || Tiny snowmen.
+
 
|-
+
A small bowl that will cast ''abstemiousness'' 1/day (CL 1), worth 400 gp.
| 12 || - || A hot spring. Roll again for encounter.
+
 
|-
+
=== Archery Contest ===
| 13 || - || A clearing.
+
 
|-
+
Note: Personal, non-magic weapons. Longbow provided. No guns.
| 14 || 15 || Huge animal bones.
+
 
|-
+
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.
| 15 || 15 || A leftover temporary shelter.
+
* 30 feet - +0 to attack
|-
+
* 70 feet - +0 to attack (-2 if shortbow)
| 16 || 20 || An old camp site.
+
* 125 feet - -2 to attack (-4 if shortbow)
|-
+
* 210 feet - -6 to attack (-8 if shortbow)
| 17 || 5 || A small band of nomads.
+
 
|-
+
==== Opponents ====
| 18 || 5 || A small fresh water spring.
 
|-
 
| 19 || 10 || A shallow cave. Roll below.
 
|-
 
| 20 || 10 || A deep cave. Roll below and reroll encounter.
 
|}
 
  
{| border="1" style="text-align:left; margin:1em"
+
Opponents have no special tactics
! d100 !! Description
+
* +4 to attack (has a MW bow if personal weapons are allowed)
|-
+
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)
| 01-05 || Nothing
+
* +3 to attack
|-
+
* +2 to attack
| 06-13 || Bones
+
* -1 to attack (can borrow a MW bow)
|-
+
 
| 14-25 || Vermin
+
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.
|-
+
 
| 26-40 || Coins. 100 x 1d6 gp worth.
+
==== Prize ====
|-
+
 
| 41-70 || A gem. 50 x 4d6 gp worth.
+
A mask that casts ''hide from animals'' 1/day (CL 1), worth 400 gp.
|-
 
| 71-90 || An old masterwork weapon.
 
|-
 
| 91-00 || A minor magic item.
 
|}
 
  
==== Swamps ====
+
=== Paintball / Ribbon Tag ===
{| border="1" style="text-align:left; margin:1em"
+
 
! d20 !! Perception !! Description
+
Note: Using slingshots.
|-
+
 
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.
+
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.)
|-
+
 
| 2 || - || Quicksand. (http://www.d20pfsrd.com/gamemastering/environment/wilderness)
+
==== Opponents ====
|-
+
 
| 3 || - || Swamp gas. (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/exploration.html)
+
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
| 4 || 10 || Berries. Survival DC 20 to see that they are edible.
+
* 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
| 5 || 10 || Berries. Survival DC 20 to see that they are poisonous.
+
* 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)
| 6 || 10 || Mushrooms. Survival DC 25 to see that they are poisonous.
+
 
|-
+
For a second round, use the same stats at +1. Change a couple of the races around.
| 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 || ||
 
|}
 
  
{| border="1" style="text-align:left; margin:1em"
+
==== Prize ====
! d100 !! Description
+
 
|-
+
A necklace that gives +2 Perception, worth 400 gp.
| 01-05 || Nothing
+
 
|-
+
=== Drinking Contest ===
| 06-13 || Bones
+
 
|-
+
Note: Fortified ale (DC 14)
| 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 ====
+
Take as many drinks as you can until you give, pass out or puke.
  
{| border="1" style="text-align:left; margin:1em"
+
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.
! 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 || - || [http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/treacherous-hillside-cr-1 Steep slope.] Acrobatics checks or lose 1 hour.  
 
|-
 
| 7 || ||
 
|-
 
| 8 || ||
 
|-
 
| 9 || ||
 
|-
 
| 10 || ||
 
|-
 
| 11 || ||
 
|-
 
| 12 || ||
 
|-
 
| 13 || ||
 
|-
 
| 14 || ||
 
|-
 
| 15 || ||
 
|-
 
| 16 || ||
 
|-
 
| 17 || ||
 
|-
 
| 18 || ||
 
|-
 
| 19 || ||
 
|-
 
| 20 || ||
 
|}
 
  
{| border="1" style="text-align:left; margin:1em"
+
==== Opponents ====
! d100 !! Description
 
|-
 
| ||
 
|-
 
| ||
 
|-
 
| ||
 
|}
 
  
==== Temperate Forest ====
+
* CON +3, Fort +6
 
+
* CON +2, Fort +4
{| border="1" style="text-align:left; margin:1em"
+
* CON +2, Fort +3
! d20 !! Perception !! Description
+
* CON +0, Fort +1
|-
+
* CON -1, Fort -1
| 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 || ||
 
|}
 
  
{| border="1" style="text-align:left; margin:1em"
+
==== Prize ====
! d100 !! Description
+
 
|-
+
A stein that can cast ''purify food and water'' up to twice per day (CL 1), worth 400 gp.
| ||
 
|-
 
| ||
 
|-
 
| ||
 
|}
 
  
==== Mountainous (Top) ====
+
=== Sneaking Contest ===
  
==== Mountainous (Underside) ====
+
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.
  
=== Creepy Jungle ===
+
All the watchers have +5 Perception.
  
==== Used Creepy Events ====
+
==== Opponents ====
  
{| border="1" style="text-align:left; margin:1em"
+
* Goblin Fighter, Stealth +9
! Description
+
* Human Rogue, Stealth +6
|-
+
* Elf Ranger, Stealth +5
| A wolf howls in the distance but it's cut off mid-howl. You hear nothing else, not even insects chirping.
+
* Halfling Commoner, Stealth +3
|-
+
* Dwarf Wizard, Stealth +0 (knows ''obscuring mist'' and ''reduce person'' [+5])
| 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 ====
+
==== Prize ====
  
{| border="1" style="text-align:left; margin:1em"
+
A cloak that gives +2 stealth, worth 400 gp.
! 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 ====
+
=== Knowledge Contest ===
  
{| border="1" style="text-align:left; margin:1em"
+
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.
! 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 ====
+
1 point for beating the DC, +1 for each 5 points over.
  
{| border="1" style="text-align:left; margin:1em"
+
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)
! d8 !! Description
+
* Water Naga Painting (Dungeoneering DC 17)
|-
+
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)
| 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]
+
* Tengu Painting (Local DC 10, can be made untrained)
|-
+
* Salt Mephit Statue (Planes DC 13)
| 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 ==
+
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.
  
Note: 700 XP each
+
==== Opponents ====
  
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge
+
* 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
  
=== Preparation ===
+
==== Prize ====
  
1 week before the festival, there are several things remaining to be sorted out.
+
A magnifying glass that casts ''identify'' (CL 1) once per day, worth 400 gp.
  
Arbitrate the argument over the size of pies.
+
=== Greased Pig Contest ===
  
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.
+
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.
  
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).
+
Harming the pig is forbidden, as is effecting it magically.
  
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.
+
==== Opponents ====
  
There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.
+
* 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
  
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).
+
==== Prize ====
  
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.
+
The three pigs. There are people that will buy them for 400 gp.
  
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)
+
=== Grand Hunt ===
  
An ankheg will interrupt preparations if the party doesn't find it first.
+
== Creatures ==
  
=== Pie Eating Contest ===
+
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Young Gelationous Cube ===
Note: Two size categories (two prizes). Pies served in rounds.
+
{{PathfinderMonster
 
+
|name=Young Gelatinous Cube
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).
+
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.
* -1 for each pie you've already eaten
+
|cr=2
* -5 if you tried to eat the pie in a single round
+
|xp=400
* -2 if you tried to eat the pie in two rounds
+
|alignment=N
* +0 if you tried to eat the pie in three rounds
+
|size=Medium
* +2 if you tried to eat the pie in five rounds
+
|type=Ooze
* +5 if you tried to eat the pie in one minute
+
|senses=Blindsight 60 ft.
 
+
|move-speeds=15 ft.
On a failed roll, you manage to eat that pie, but:
+
|hd=4d8+24
* 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).
+
|hp=42
* 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.)
+
|bab=+3
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.
+
|fort=+7
 
+
|ref=-2
==== Opponents ====
+
|will=-4
 
+
|str=6
Opponents do the following:
+
|dex=5
* 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.
+
|con=22
* 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).
+
|int=-
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.
+
|wis=1
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).
+
|cha=1
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.
+
|init=-3
* Most people that didn't eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.
+
|ac=7
 
+
|touch-ac=7
==== Prize ====
+
|flatfooted-ac=7
 
+
|ac-breakdown=-3 dex
A small bowl that will cast ''abstemiousness'' 1/day (CL 1), worth 400 gp.
+
|def-abilities=transparent
 +
|dr=none
 +
|immunities=electricity, ooze traits
 +
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)
 +
|space=5 ft.
 +
|reach=5 ft.
 +
|special-attacks=engulf, paralysis
 +
|spell-like=none
 +
|cmb=+1
 +
|cmd=10
 +
|perception=-5
 +
|skills=
 +
|feats=
 +
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)
 +
|environment=any
 +
|organization=solitary
 +
|special-abilities='''Acid (Ex)''' - A gelatinous cube's acid does not harm metal or stone.
  
=== Archery Contest ===
+
'''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.
  
Note: Personal, non-magic weapons. Longbow provided. No guns.
+
'''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.
  
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.
+
'''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.
* 30 feet - +0 to attack
+
|description=
* 70 feet - +0 to attack (-2 if shortbow)
+
}}
* 125 feet - -2 to attack (-4 if shortbow)
+
</div>
* 210 feet - -6 to attack (-8 if shortbow)
 
  
==== Opponents ====
+
<div style="border:1px solid black; padding:3px; margin:3px">
  
Opponents have no special tactics
+
=== Creeper ===
* +4 to attack (has a MW bow if personal weapons are allowed)
+
{{PathfinderMonster
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)
+
|name=Creeper
* +3 to attack
+
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
* +2 to attack
+
|cr=4
* -1 to attack (can borrow a MW bow)
+
|xp=1200
 
+
|alignment=N
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.
+
|size=Medium
 
+
|type=Aberration
==== Prize ====
+
|senses=Darkvision 60 ft.
 
+
|move-speeds=30 ft.
A mask that casts ''hide from animals'' 1/day (CL 1), worth 400 gp.
+
|hd=5d8+15
 
+
|hp=37
=== Paintball / Ribbon Tag ===
+
|bab=+3
 
+
|fort=+4
Note: Using slingshots.
+
|ref=+4
 
+
|will=+5
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.)
+
|str=8
 
+
|dex=16
==== Opponents ====
+
|con=16
 
+
|int=4
Opponents have no special tactics, though some are more aggressive than others.
+
|wis=12
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
+
|cha=8
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB
+
|init=+2
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
+
|ac=15
* 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)
+
|touch-ac=13
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)
+
|flatfooted-ac=12
 +
|ac-breakdown=+3 dex, +2 natural
 +
|def-abilities=none
 +
|dr=none
 +
|immunities=electricity
 +
|melee-list=slam +2 (1d4-1 bashing)
 +
|space=5 ft.
 +
|reach=5 ft.
 +
|special-attacks=explosion
 +
|spell-like=none
 +
|cmb=+2
 +
|cmd=15
 +
|perception=+1
 +
|skills=Stealth +12,
 +
|feats=Skill Focus (Stealth), Run, Step Up
 +
|treasure=special
 +
|environment=any
 +
|organization=solitary or hatchlings (1d4 young creepers)
 +
|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.
  
For a second round, use the same stats at +1. Change a couple of the races around.
+
'''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.
 +
|description=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.
  
==== Prize ====
+
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.
  
A necklace that gives +2 Perception, worth 400 gp.
+
{{{!}}
 +
! 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.
 +
{{!}}}
 +
}}
 +
</div>
  
=== Drinking Contest ===
+
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Martite Devil ===
Note: Fortified ale (DC 14)
+
{{PathfinderMonster
 
+
|name=Martite
Take as many drinks as you can until you give, pass out or puke.
+
|appearance=This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.
 
+
|cr=1
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.
+
|xp=400
 
+
|alignment=LE
==== Opponents ====
+
|size=Small
 
+
|type=Outsider (Devil, Extraplanar, Evil, Lawful)
* CON +3, Fort +6
+
|senses=See in darkness, Darkvision 60 ft.
* CON +2, Fort +4
+
|move-speeds=20 ft., climb 20 ft.
* CON +2, Fort +3
+
|hd=2d10+4
* CON +0, Fort +1
+
|hp=15
* CON -1, Fort -1
+
|bab=+2
 
+
|fort=+2
==== Prize ====
+
|ref=+5
 
+
|will=+3
A stein that can cast ''purify food and water'' up to twice per day (CL 1), worth 400 gp.
+
|str=8
 +
|dex=14
 +
|con=14
 +
|int=6
 +
|wis=10
 +
|cha=12
 +
|init=+2
 +
|ac=14
 +
|touch-ac=13
 +
|flatfooted-ac=12
 +
|ac-breakdown=+1 size, +2 Dex, +1 natural
 +
|def-abilities=resist acid 10, resist cold 10
 +
|dr=5/silver or good
 +
|immunities=fire
 +
|melee-list=claws +2 (1d3-1)
 +
|space=5 ft.
 +
|reach=5 ft.
 +
|special-attacks=none
 +
|spell-like=3/day flare, 3/day ray of fire
 +
|cmb=+0
 +
|cmd=12
 +
|perception=+5
 +
|skills=Sense Motive +5, Diplomacy +3, Bluff +6
 +
|feats=Weapon Finesse
 +
|treasure=none
 +
|environment=Demonic Realms
 +
|organization=solitary, squad (1 advanced martite and 1d6 martites)
 +
|special-abilities='''See in Darkness (Su)''' A martite can see even in magical darkness.
 +
|description=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.
  
=== Sneaking Contest ===
+
{{{!}}
 +
! 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.
 +
{{!}}}
 +
}}
 +
</div>
  
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.
+
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Reproma ===
All the watchers have +5 Perception.
+
{{PathfinderMonster
 
+
|name=Reproma
==== Opponents ====
+
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.
 
+
|cr=1
* Goblin Fighter, Stealth +9
+
|xp=400
* Human Rogue, Stealth +6
+
|alignment=N
* Elf Ranger, Stealth +5
+
|size=Medium
* Halfling Commoner, Stealth +3
+
|type=Plant
* Dwarf Wizard, Stealth +0 (knows ''obscuring mist'' and ''reduce person'' [+5])
+
|senses=tremorsense, Perception +4
 
+
|move-speeds=0 ft.
==== Prize ====
+
|hd=1d8+2
 
+
|hp=7
A cloak that gives +2 stealth, worth 400 gp.
+
|bab=+0
 
+
|fort=+4
=== Knowledge Contest ===
+
|ref=-1
 
+
|will=+0
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.
+
|str=12
 +
|dex=8
 +
|con=14
 +
|int=-
 +
|wis=10
 +
|cha=8
 +
|init=-1
 +
|ac=12
 +
|touch-ac=9
 +
|flatfooted-ac=12
 +
|ac-breakdown=-1 Dex, +3 natural
 +
|def-abilities=none
 +
|dr=none
 +
|immunities=none
 +
|melee-list=4 tentacles +1 (1d4+1)
 +
|space=5 ft.
 +
|reach=5 ft.
 +
|special-attacks=Constrict (1d4+1), Grab (tentacle)
 +
|spell-like=none
 +
|cmb=+1 (+5 grapple)
 +
|cmd=10 (can't be tripped)
 +
|perception=+4
 +
|skills=
 +
|feats=Multiattack
 +
|treasure=incidental
 +
|environment=any forest
 +
|organization=solitary
 +
|special-abilities='''Constrict (Ex):''' Do an extra 1d4+1 damage on a successful grapple check.
  
1 point for beating the DC, +1 for each 5 points over.
+
'''Grab (Ex):''' If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.
 +
|description=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.  
  
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)
+
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.
* 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.
+
{{{!}}
 +
! 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.
 +
{{!}}}
 +
}}
 +
</div>
  
==== Opponents ====
+
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Goblin Assassin - Spleenstabber ===
* Human Bard, +7 Nature, +4 others
+
{{PathfinderMonster
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int
+
|name=Spleenstabber, goblin ninja 5
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int
+
|appearance=
* Half-Orc Fighter, +4 Dungeoneering, +0 Int
+
|cr=4
* Human Commoner, +1 Local, -1 Int
+
|xp=1200
 
+
|alignment=LE
==== Prize ====
+
|size=small
 
+
|type=Humanoid (Goblinoid)
A magnifying glass that casts ''identify'' (CL 1) once per day, worth 400 gp.
+
|senses=Darkvision 60 ft.
 
+
|move-speeds=35 ft.
=== Greased Pig Contest ===
+
|hd=5d8+0
 
+
|hp=23
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.
+
|bab=+3
 
+
|fort=+1
Harming the pig is forbidden, as is effecting it magically.
 
 
 
==== Opponents ====
 
 
 
* 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 ====
 
 
 
The three pigs. There are people that will buy them for 400 gp.
 
 
 
=== Grand Hunt ===
 
 
 
== Creatures ==
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Tin-Infused Snow Leopard ===
 
{{PathfinderMonster
 
|name=Tin-Infused Snow Leopard
 
|appearance=A large cat with a metallic sheen to its coat
 
|cr=4
 
|xp=
 
|alignment=N
 
|size=Medium
 
|type=Animal
 
|senses=Low light vision, scent
 
|move-speeds=40 ft, climb 20 ft
 
|hd=4d8+8 plus 4
 
|hp=30
 
|bab=+3
 
|fort=+6
 
 
|ref=+9
 
|ref=+9
 
|will=+2
 
|will=+2
|str=13
+
|str=10
|dex=21
+
|dex=20
|con=15
+
|con=10
|int=1
+
|int=11
|wis=12
+
|wis=13
|cha=8
+
|cha=10
 
|init=+5
 
|init=+5
 
|ac=18
 
|ac=18
|touch-ac=15
+
|touch-ac=16
 
|flatfooted-ac=13
 
|flatfooted-ac=13
|ac-breakdown=+5 Dex, +3 Natural
+
|ac-breakdown=+5 dex, +2 armor, +1 size
|def-abilities=Light Fortification, Resist Cold 10
+
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=2 claw +8 (1d4+1), bite +8 (1d6+1)
+
|melee-list=MW rapier +11 (1d4-2/18 + 3d6 sneak attack)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=pounce, rake (2 claws +8, 1d4+1)
+
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+4
+
|cmb=+2
|cmd=19 (23 vs. Trip)
+
|cmd=17
|perception=+10
+
|perception=+9
|skills=Acrobatics +5 (+13 balancing), Climb +13, Stealth +13
+
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10
|feats=Skill Focus (Perception), Toughness, Weapon Finesse
+
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)
|treasure=
+
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|special-abilities=
+
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts
 
|description=
 
|description=
 
}}
 
}}
Line 896: Line 761:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Tin-Infused Young Advanced Ankheg ===
+
 
 +
=== Goblin Chief - Toechopper ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Tin-Infused Medium Ankheg
+
|name=Toechopper, goblin fighter 3
|appearance=A smaller than usual Ankheg with an odd metalic sheen
+
|appearance=
|cr=4
+
|cr=2
|xp=
+
|xp=600
|alignment=N
+
|alignment=CE
|size=Medium
+
|size=small
|type=Magical Beast
+
|type=Humanoid (Goblinoid)
|senses=Darkvision 60 ft., Low-light vision, Tremorsense 60 ft.
+
|senses=Darkvision 60 ft.
|move-speeds=30 ft., Burrow 20 ft.
+
|move-speeds=30 ft.
|hd=3d10+9 plus 3
+
|hd=3d10+6
|hp=22
+
|hp=25
 
|bab=+3
 
|bab=+3
|fort=+6
+
|fort=+4
|ref=+7
+
|ref=+4
|will=+4
+
|will=+2 (+3 vs fear)
|str=10
+
|str=12
|dex=18
+
|dex=17
|con=17
+
|con=12
|int=1
+
|int=10
|wis=17
+
|wis=12
|cha=12
+
|cha=6
|init=+4
+
|init=+3
|ac=23
+
|ac=20
|touch-ac=14
+
|touch-ac=15
|flatfooted-ac=19
+
|flatfooted-ac=16
|ac-breakdown=+4 Dex, +9 Natural
+
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield
|def-abilities=Light Fortification, Resist Cold 10
+
|def-abilities=none
|dr=none
+
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=bite +3 (1d8 plus 1d4 acid and grab)
+
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=Spit Acid
+
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+5
+
|cmb=+3 (+4 grapple)
|cmd=20 (28 vs. trip)
+
|cmd=17 (18 to break a grapple)
|perception=+10
+
|perception=+3
|skills=Climb +13
+
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,
|feats=Skill Focus (Perception), Toughness
+
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
|treasure=
+
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|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).
+
|special-abilities=none
 
|description=
 
|description=
 
}}
 
}}
Line 946: Line 812:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Copper-Infused Young Ankheg ===
+
=== Goblin Cleric - Dogkicker ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Copper-Infused Medium Ankheg
+
|name=Dogkicker, goblin cleric 1
|appearance=A smaller than usual Ankheg with an odd metalic sheen
+
|appearance=
|cr=3
+
|cr=1/2
|xp=
+
|xp=200
|alignment=N
+
|alignment=NE
|size=Medium
+
|size=small
|type=Magical Beast
+
|type=Humanoid (Goblinoid)
|senses=Darkvision 60 ft., Low-light vision, Tremorsense 60 ft.
+
|senses=Darkvision 60 ft.
|move-speeds=30 ft., Burrow 20 ft.
+
|move-speeds=30 ft.
|hd=3d10+3 plus 3
+
|hd=1d8+2
|hp=22
+
|hp=10
|bab=+3
+
|bab=+0
|fort=+4
+
|fort=+3
|ref=+5
+
|ref=+3
 
|will=+3
 
|will=+3
|str=12
+
|str=6
|dex=14
+
|dex=16
 
|con=13
 
|con=13
|int=1
+
|int=10
|wis=15
+
|wis=12
|cha=4
+
|cha=12
|init=+2
+
|init=+3
|ac=20
+
|ac=16
|touch-ac=12
+
|touch-ac=14
|flatfooted-ac=18
+
|flatfooted-ac=12
|ac-breakdown=(+2 Dex, +8 Natural)
+
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield
|def-abilities=Light Fortification, Resist Fire 10
+
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=bite +4 (1d8+1 plus 1d4 acid and grab)
+
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=Spit Acid
+
|special-attacks=bleeding touch 4/day, channel energy 6/day
|spell-like=none
+
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day
|cmb=+4
+
|cmb=-3
|cmd=16 (24 vs. trip)
+
|cmd=10
|perception=
+
|perception=+1
|skills=
+
|skills=Heal +5, Spellcraft +4,
|feats=Skill Focus (Perception), Toughness
+
|feats=Extra Channel
 
|treasure=
 
|treasure=
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|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).
+
|special-abilities='''Aura (Ex)''' Detects as lawful evil.
|description=
 
}}
 
</div>
 
  
<div style="border:1px solid black; padding:3px; margin:3px">
+
'''Channel Energy (Su)''' Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.
  
=== World Tree Spiderling ===
+
'''Battle Rage (Sp)''' Standard action touch grants +1 damage for 1 round.
{{PathfinderMonster
+
 
|name=Spiderling
+
'''Bleeding Touch (Sp)''' Melee touch attack for 1d6 damage.
|appearance=A large spider like creature apparently made of vines
 
|cr=11
 
|xp=12,800
 
|alignment=N
 
|size=Large
 
|type=Plant
 
|senses=Low light vision
 
|move-speeds=40 ft, climb 20 ft
 
|hd=16d8+64
 
|hp=184
 
|bab=+12
 
|fort=+17
 
|ref=+7
 
|will=+7
 
|str=18
 
|dex=14
 
|con=24
 
|int=13
 
|wis=15
 
|cha=21
 
|init=+2
 
|ac=22
 
|touch-ac=11
 
|flatfooted-ac=20
 
|ac-breakdown=-1 size, +2 dex, +7 natural, +4 armor
 
|def-abilities=SR 22, mage armor
 
|dr=20/cold iron
 
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
 
|melee-list=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=none
 
|cmb=+17 (+2 Disarm, +2 Sunder, +4 Trip)
 
|cmd=29
 
|perception=+21
 
|skills=Stealth +21, Acrobatics +18, Disable Device +18
 
|feats=Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Greater Trip, Weapon Focus (Bite)
 
|treasure=
 
|environment=any
 
|organization=solitary
 
|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.
+
'''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).
  
'''Mage Armor (Su)''' - Spiderlings produce a constant ''mage armor'' effect.
 
 
|description=
 
|description=
 
}}
 
}}
Line 1,052: Line 874:
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== Overfed Spiderling ===
+
=== Goblin Swordsman L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Spiderling
+
|name=Goblin fighter 3
|appearance=A huge, well-fed spider like creature apparently made of vines
+
|appearance=
|cr=15
+
|cr=2
|xp=51,200
+
|xp=600
|alignment=N
+
|alignment=LE
|size=Huge
+
|size=small
|type=Plant
+
|type=Humanoid (Goblinoid)
|senses=Low light vision
+
|senses=Darkvision 60 ft.
|move-speeds=40 ft, climb 20 ft
+
|move-speeds=30 ft. (run)
|hd=22d8+176
+
|hd=3d10+6
|hp=275
+
|hp=23
|bab=+16
+
|bab=+3
|fort=+21
+
|fort=+4
|ref=+10
+
|ref=+3
|will=+10
+
|will=+1 (+2 vs fear)
|str=20
+
|str=11
|dex=16
+
|dex=14
|con=26
+
|con=12
|int=13
+
|int=8
|wis=16
+
|wis=11
|cha=24
+
|cha=7
|init=+3
+
|init=+2
|ac=25
+
|ac=22
|touch-ac=11
+
|touch-ac=14
|flatfooted-ac=22
 
|ac-breakdown=-2 size, +3 dex, +10 natural, +4 armor
 
|def-abilities=SR 26, mage armor
 
|dr=20/cold iron
 
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
 
|melee-list=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=none
 
|cmb=+23 (+2 Disarm, +2 Sunder, +4 Overrun, +4 Trip)
 
|cmd=36
 
|perception=+28
 
|skills=Stealth +28, Acrobatics +25, Disable Device +25
 
|feats=Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Greater Trip, Weapon Focus (Bite), Sundering Strike, Improved Overrun, Greater Overrun
 
|treasure=
 
|environment=any
 
|organization=solitary
 
|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.
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== World Tree Humanoid ===
 
{{PathfinderMonster
 
|name=Humanoid
 
|appearance=A humanoid creature made up of massed vines
 
|cr=13
 
|xp=25600
 
|alignment=N
 
|size=Medium
 
|type=Plant
 
|senses=Low light vision
 
|move-speeds=30 ft
 
|hd=19d8+95
 
|hp=180
 
|bab=+14
 
|fort=+16
 
|ref=+13
 
|will=+8
 
|str=16
 
|dex=24
 
|con=20
 
|int=13
 
|wis=15
 
|cha=21
 
|init=+7
 
|ac=27
 
|touch-ac=18
 
 
|flatfooted-ac=19
 
|flatfooted-ac=19
|ac-breakdown=+7 dex, +5 natural, +4 armor, +1 dodge
+
|ac-breakdown=+2 dex, +5 armor, +1 size, +1 dodge, +3 shield
|def-abilities=SR 24, mage armor
+
|def-abilities=none
|dr=20/cold iron
+
|dr=none
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
+
|immunities=none
|melee-list=bite +22 (1d6+8 plus Dispelling Bite), claw +17 (1d4+3)
+
|melee-list=MW longsword +6 (1d6, 19-20/x2 slashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=Dispelling bite, Enhanced bite, Force webs
+
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+21 (+2 Disarm, +2 Sunder, +2 Trip)
+
|cmb=+2
|cmd=34
+
|cmd=15
|perception=+24
+
|perception=+1
|skills=Stealth +28, Acrobatics +25, Disable Device +25
+
|skills=Acrobatics -1, Climb +0, Survival +4, Stealth +6,
|feats=Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Agile Maneuvers, Weapon Focus (Bite), Dodge, Step Up
+
|feats=Weapon Focus (longsword), Dodge, Run, Shield Focus
|treasure=
+
|treasure=MW longsword, scale mail, MW heavy steel shield, potion of CLW
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|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.
+
|special-abilities=none
 
 
'''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.
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== World Tree Rhino ===
 
{{PathfinderMonster
 
|name=Rhino
 
|appearance=A rhino shaped creature made up of massed vines
 
|cr=14
 
|xp=38,400 XP
 
|alignment=N
 
|size=Large
 
|type=Plant
 
|senses=Low light vision
 
|move-speeds=40 ft
 
|hd=20d8+140
 
|hp=230
 
|bab=+15
 
|fort=+19
 
|ref=+9
 
|will=+8
 
|str=20
 
|dex=16
 
|con=24
 
|int=13
 
|wis=15
 
|cha=21
 
|init=+3
 
|ac=29
 
|touch-ac=17
 
|flatfooted-ac=22
 
|ac-breakdown=+3 dex, +4 deflection, +12 natural
 
|def-abilities=SR 25, mage armor
 
|dr=20/cold iron
 
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
 
|melee-list=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=none
 
|cmb=+19 (+2 bull rush)
 
|cmd=32 (+2 trip)
 
|perception=+28
 
|skills=Survival +28
 
|feats=Power Attack (-3/+6), Improved Bull Rush, Greater Bull Rush, Minotaur's Charge
 
|treasure=
 
|environment=any
 
|organization=solitary
 
|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.
 
 
|description=
 
|description=
 
}}
 
}}
Line 1,223: Line 925:
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== World Tree Spitter ===
+
=== Goblin Cleric L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Spitter
+
|name=Goblin cleric 3
|appearance=A strange creature made up of massed vines
+
|appearance=
|cr=10
+
|cr=2
|xp=9,600
+
|xp=600
|alignment=N
+
|alignment=LE
|size=Medium
+
|size=small
|type=Plant
+
|type=Humanoid (Goblinoid)
|senses=Low light vision
+
|senses=Darkvision 60 ft.
|move-speeds=30 ft
+
|move-speeds=30 ft.
|hd=15d8+60
+
|hd=3d8+3
|hp=127
+
|hp=17
|bab=+7
+
|bab=+2
|fort=+11
+
|fort=+3
|ref=+11
+
|ref=+2
|will=+5
+
|will=+4
|str=12
+
|str=7
|dex=26
+
|dex=12
|con=18
+
|con=11
|int=13
+
|int=10
|wis=15
+
|wis=13
|cha=21
+
|cha=10
|init=+8
+
|init=+1
|ac=27
+
|ac=17
|touch-ac=22
+
|touch-ac=12
|flatfooted-ac=19
+
|flatfooted-ac=16
|ac-breakdown=+8 dex, +4 deflection, +5 natural
+
|ac-breakdown=+1 dex, +5 armor, +1 size
|def-abilities=SR 21, mage armor
+
|def-abilities=none
|dr=20/cold iron
+
|dr=none
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
+
|immunities=none
|melee-list=spit +19 (4d4+4 acid plus dispelling spit), 2 claws +8 (1d4+1)
+
|melee-list=Heavy mace +1 (1d6-2, 20/x2 bashing)
|space=5 ft.
+
|space=5 ft.
|reach=5 ft.
+
|reach=5 ft.
|special-attacks=Dispelling spit, Enhanced spit
+
|special-attacks=none
|spell-like=none
+
|spell-like=3/day channel negative energy (2d6, DC 11), command (DC 13), CLW, cause fear (DC 12), bless, spiritual weapon, summon monster II
|cmb=+15
+
|cmb=-1
|cmd=26
+
|cmd=10
|perception=+20
+
|perception=+3
|skills=+26 Stealth
+
|skills=Acrobatics -3, Climb -5, Survival +3, Stealth +9,
|feats=Point blank shot, Precise shot, Agile Maneuvers
+
|feats=Combat Casting, Spell Focus (Enchantment)
|treasure=
+
|treasure=heavy mace, scale mail, 2 potions of CLW, 1 alchemist fire
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|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.
+
|special-abilities=none
 
+
|description=
'''Enhanced Spit(Su)''' - This thing's spit counts as a +4 ranged weapon.
 
 
 
'''Mage Armor (Su)''' - This thing produces a constant ''mage armor'' effect.
 
|description=
 
 
}}
 
}}
 
</div>
 
</div>
Line 1,278: Line 976:
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== Nahum the Inferno ===
+
=== Goblin Sorcerer L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Nahum
+
|name=Goblin sorcerer 3
|appearance=A great puddle of living liquid fire
+
|appearance=
|cr=19 MR 2
+
|cr=2
|xp=307200
+
|xp=600
|alignment=N
+
|alignment=NE
|size=Gargantuan
+
|size=small
|type=Ooze
+
|type=Humanoid (Goblinoid)
|senses=Blindsight 120 ft
+
|senses=Darkvision 60 ft.
|move-speeds=20 ft, climb 20 ft
+
|move-speeds=30 ft.
|hd=28d8+296
+
|hd=3d6+3
|hp=422
+
|hp=14
|bab=+21
+
|bab=+1
|fort=+19
+
|fort=+1
|ref=+8
+
|ref=+3
|will=+9
+
|will=+4
|str=28
+
|str=6
|dex=8
+
|dex=14
|con=30
+
|con=11
|int=-
+
|int=9
|wis=10
+
|wis=12
|cha=10
+
|cha=11
|init=-1
+
|init=+2
|ac=9
+
|ac=13
|touch-ac=5
+
|touch-ac=13
|flatfooted-ac=9
+
|flatfooted-ac=11
|ac-breakdown=+4 natural, -1 dex, -4 size
+
|ac-breakdown=+2 dex, +1 size
|def-abilities=Energy Resist 15, Block Attack, Second Save
+
|def-abilities=none
|dr=10/epic
 
|immunities=fire, piercing*, slashing*
 
|melee-list=slam +26 (2d6+13 plus burn plus grab)
 
|space=20 ft.
 
|reach=20 ft.
 
|special-attacks=Ooze Toss
 
|spell-like=none
 
|cmb=+34 (+38 grapple)
 
|cmd=43
 
|perception=+0
 
|skills=
 
|feats=
 
|treasure=67,000 gp
 
|environment=any
 
|organization=solitary
 
|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).
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Kobold Guard ===
 
{{PathfinderMonster
 
|name=Kobold Guard - Fighter 2
 
|appearance=Armed with an axe, an alchemist's fire and a tanglefoot bag
 
|cr=1/2
 
|xp=200
 
|alignment=LE
 
|size=Small
 
|type=Humanoid (Reptilian)
 
|senses=Darkvision 60 ft. (Light Sensitivity)
 
|move-speeds=20 ft
 
|hd=2d10+2
 
|hp=17
 
|bab=+2
 
|fort=+3
 
|ref=+2
 
|will=+0 (+1 vs fear)
 
|str=7
 
|dex=15
 
|con=10
 
|int=8
 
|wis=10
 
|cha=9
 
|init=+2
 
|ac=20
 
|touch-ac=14
 
|flatfooted-ac=17
 
|ac-breakdown=+2 dex, +1 shield, +1 size, +1 natural, +1 dodge, +4 armor
 
|def-abilities=none
 
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=handaxe +6 (1d4-2 20/x3 slashing)
+
|melee-list=quarterstaff +0 (1d4-2, 20/x2 bashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|special-attacks=none
|spell-like=none
+
|spell-like=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)  
|cmb=-1
+
|cmb=-2
|cmd=12
+
|cmd=10
|perception=+3
+
|perception=+2
|skills=Stealth +7
+
|skills=Acrobatics -1, Climb -5, Survival +2, Stealth +7,
|feats=Weapon Finesse, Weapon Focus (Handaxe), Dodge
+
|feats=Point-blank shot, Precise shot
|treasure=MW small hide, handaxe, buckler, alchemist's fire, tanglefoot bag
+
|treasure=quarterstaff, 2 potions of CLW
|environment=any
 
|organization=solitary
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Kobold Elite Guard ===
 
{{PathfinderMonster
 
|name=Kobold Elite Guard - Fighter 6
 
|appearance=Armed with a spiked chain and two alchemist's fire
 
|cr=4
 
|xp=1200
 
|alignment=LE
 
|size=Small
 
|type=Humanoid (Reptilian)
 
|senses=Darkvision 60 ft. (Light Sensitivity)
 
|move-speeds=30 ft
 
|hd=6d10+12
 
|hp=49
 
|bab=+6
 
|fort=+8
 
|ref=+9
 
|will=+5 (+2 vs fear)
 
|str=8
 
|dex=18 (+2 from belt)
 
|con=12
 
|int=8
 
|wis=13
 
|cha=10
 
|init=+5
 
|ac=25
 
|touch-ac=17
 
|flatfooted-ac=19
 
|ac-breakdown=+7 armor, +5 dex, +1 size, +1 natural, +1 dodge
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=spiked chain +15/+10 (1d6+3 20/x2 piercing, disarm, trip)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+4 (+5 with chain)
 
|cmd=20
 
|perception=+7
 
|skills=Stealth +13, Acrobatics +6
 
|feats=Weapon Finesse, Weapon Focus (Spiked Chain), Dodge, Combat Reflexes, Exotic Weapon Prof., Weapon Specialization (Spiked Chain), Stand Still
 
|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
 
|environment=any
 
|organization=solitary
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Kobold Cleric ===
 
{{PathfinderMonster
 
|name=Kobold Cleric - Cleric 6
 
|appearance=Healbot
 
|cr=4
 
|xp=1200
 
|alignment=LE
 
|size=Small
 
|type=Humanoid (Reptilian)
 
|senses=Darkvision 60 ft. (Light Sensitivity)
 
|move-speeds=30 ft
 
|hd=6d8+6
 
|hp=36
 
|bab=+4
 
|fort=+6
 
|ref=+3
 
|will=+8
 
|str=4
 
|dex=12
 
|con=12
 
|int=12
 
|wis=16
 
|cha=13
 
|init=+1
 
|ac=20
 
|touch-ac=14
 
|flatfooted-ac=19
 
|ac-breakdown=+4 armor, +1 dex, +1 size, +1 natural, +2 deflection
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=none
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=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
 
|cmb=+0
 
|cmd=15
 
|perception=+11
 
|skills=Heal +12, Sense Motive +12, Survival +9
 
|feats=Brew Potion, Combat Casting, Defensive Combat Training
 
|treasure=+1 studded leather, amulet of natural armor +1, ring of protection +2, wand of CMW (50 charges)
 
|environment=any
 
|organization=solitary
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Young Gelationous Cube ===
 
{{PathfinderMonster
 
|name=Young Gelatinous Cube
 
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.
 
|cr=2
 
|xp=400
 
|alignment=N
 
|size=Medium
 
|type=Ooze
 
|senses=Blindsight 60 ft.
 
|move-speeds=15 ft.
 
|hd=4d8+24
 
|hp=42
 
|bab=+3
 
|fort=+7
 
|ref=-2
 
|will=-4
 
|str=6
 
|dex=5
 
|con=22
 
|int=-
 
|wis=1
 
|cha=1
 
|init=-3
 
|ac=7
 
|touch-ac=7
 
|flatfooted-ac=7
 
|ac-breakdown=-3 dex
 
|def-abilities=transparent
 
|dr=none
 
|immunities=electricity, ooze traits
 
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=engulf, paralysis
 
|spell-like=none
 
|cmb=+1
 
|cmd=10
 
|perception=-5
 
|skills=
 
|feats=
 
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)
 
|environment=any
 
|organization=solitary
 
|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.
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Creeper ===
 
{{PathfinderMonster
 
|name=Creeper
 
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
 
|cr=4
 
|xp=1200
 
|alignment=N
 
|size=Medium
 
|type=Aberration
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=5d8+15
 
|hp=37
 
|bab=+3
 
|fort=+4
 
|ref=+4
 
|will=+5
 
|str=8
 
|dex=16
 
|con=16
 
|int=4
 
|wis=12
 
|cha=8
 
|init=+2
 
|ac=15
 
|touch-ac=13
 
|flatfooted-ac=12
 
|ac-breakdown=+3 dex, +2 natural
 
|def-abilities=none
 
|dr=none
 
|immunities=electricity
 
|melee-list=slam +2 (1d4-1 bashing)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=explosion
 
|spell-like=none
 
|cmb=+2
 
|cmd=15
 
|perception=+1
 
|skills=Stealth +12,
 
|feats=Skill Focus (Stealth), Run, Step Up
 
|treasure=special
 
|environment=any
 
|organization=solitary or hatchlings (1d4 young creepers)
 
|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.
 
|description=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.
 
{{!}}}
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Martite Devil ===
 
{{PathfinderMonster
 
|name=Martite
 
|appearance=This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.
 
|cr=1
 
|xp=400
 
|alignment=LE
 
|size=Small
 
|type=Outsider (Devil, Extraplanar, Evil, Lawful)
 
|senses=See in darkness, Darkvision 60 ft.
 
|move-speeds=20 ft., climb 20 ft.
 
|hd=2d10+4
 
|hp=15
 
|bab=+2
 
|fort=+2
 
|ref=+5
 
|will=+3
 
|str=8
 
|dex=14
 
|con=14
 
|int=6
 
|wis=10
 
|cha=12
 
|init=+2
 
|ac=14
 
|touch-ac=13
 
|flatfooted-ac=12
 
|ac-breakdown=+1 size, +2 Dex, +1 natural
 
|def-abilities=resist acid 10, resist cold 10
 
|dr=5/silver or good
 
|immunities=fire
 
|melee-list=claws +2 (1d3-1)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=3/day flare, 3/day ray of fire
 
|cmb=+0
 
|cmd=12
 
|perception=+5
 
|skills=Sense Motive +5, Diplomacy +3, Bluff +6
 
|feats=Weapon Finesse
 
|treasure=none
 
|environment=Demonic Realms
 
|organization=solitary, squad (1 advanced martite and 1d6 martites)
 
|special-abilities='''See in Darkness (Su)''' A martite can see even in magical darkness.
 
|description=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.
 
{{!}}}
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Reproma ===
 
{{PathfinderMonster
 
|name=Reproma
 
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.
 
|cr=1
 
|xp=400
 
|alignment=N
 
|size=Medium
 
|type=Plant
 
|senses=tremorsense, Perception +4
 
|move-speeds=0 ft.
 
|hd=1d8+2
 
|hp=7
 
|bab=+0
 
|fort=+4
 
|ref=-1
 
|will=+0
 
|str=12
 
|dex=8
 
|con=14
 
|int=-
 
|wis=10
 
|cha=8
 
|init=-1
 
|ac=12
 
|touch-ac=9
 
|flatfooted-ac=12
 
|ac-breakdown=-1 Dex, +3 natural
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=4 tentacles +1 (1d4+1)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=Constrict (1d4+1), Grab (tentacle)
 
|spell-like=none
 
|cmb=+1 (+5 grapple)
 
|cmd=10 (can't be tripped)
 
|perception=+4
 
|skills=
 
|feats=Multiattack
 
|treasure=incidental
 
|environment=any forest
 
|organization=solitary
 
|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.
 
|description=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.
 
{{!}}}
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Goblin Assassin - Spleenstabber ===
 
{{PathfinderMonster
 
|name=Spleenstabber, goblin ninja 5
 
|appearance=
 
|cr=4
 
|xp=1200
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=35 ft.
 
|hd=5d8+0
 
|hp=23
 
|bab=+3
 
|fort=+1
 
|ref=+9
 
|will=+2
 
|str=10
 
|dex=20
 
|con=10
 
|int=11
 
|wis=13
 
|cha=10
 
|init=+5
 
|ac=18
 
|touch-ac=16
 
|flatfooted-ac=13
 
|ac-breakdown=+5 dex, +2 armor, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=MW rapier +11 (1d4-2/18 + 3d6 sneak attack)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+2
 
|cmd=17
 
|perception=+9
 
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10
 
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)
 
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb
 
|environment=
 
|organization=
 
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Goblin Wizard - Foeblaster ===
 
{{PathfinderMonster
 
|name=Foeblaster, goblin wizard 10
 
|appearance=
 
|cr=9
 
|xp=
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=10d6+0
 
|hp=47
 
|bab=+6
 
|fort=+5
 
|ref=+8
 
|will=+11
 
|str=6
 
|dex=17
 
|con=10
 
|int=17
 
|wis=14
 
|cha=10
 
|init=+7
 
|ac=19
 
|touch-ac=16
 
|flatfooted-ac=16
 
|ac-breakdown=+3 dex, +3 natural armor, +2 deflection, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=+9 ranged
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+2
 
|cmd=17
 
|perception=+12
 
|skills=Swim +8, Stealth +24, Spellcraft +16, Linguistics +16
 
|feats=Combat Casting, Enlarge Spell, Eschew Materials, Improved Counterspell, Improved Initiative, Maximize Spell, Point-Blank Shot, Scribe Scroll
 
|treasure=Amulet of natural armor +3 (bonded), Cloak of resistance +2, Ring of protection +2, Staff of fire
 
|environment=
 
|organization=
 
|special-abilities=
 
|description=Spellbook:<br/>
 
1 - Alarm<br/>
 
1 - Burning Hands<br/>
 
1 - Color Spray<br/>
 
1 - Magic Missile<br/>
 
1 - Obscuring Mist<br/>
 
1 - Shield<br/>
 
1 - Silent Image<br/>
 
2 - Flaming Sphere<br/>
 
2 - Hypnotic Pattern<br/>
 
2 - Invisibility<br/>
 
2 - Minor Image<br/>
 
2 - Mirror Image<br/>
 
2 - See Invisibility<br/>
 
3 - Dispel<br/>
 
3 - Fireball<br/>
 
3 - Illusory Script<br/>
 
3 - Invisibility Sphere<br/>
 
4 - Fire Shield<br/>
 
4 - Illusory Wall<br/>
 
4 - Wall of Fire<br/>
 
5 - Cone of Cold (fire)<br/>
 
5 - Persistent Image
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Chief - Toechopper ===
 
{{PathfinderMonster
 
|name=Toechopper, goblin fighter 3
 
|appearance=
 
|cr=2
 
|xp=600
 
|alignment=CE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=3d10+6
 
|hp=25
 
|bab=+3
 
|fort=+4
 
|ref=+4
 
|will=+2 (+3 vs fear)
 
|str=12
 
|dex=17
 
|con=12
 
|int=10
 
|wis=12
 
|cha=6
 
|init=+3
 
|ac=20
 
|touch-ac=15
 
|flatfooted-ac=16
 
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+3 (+4 grapple)
 
|cmd=17 (18 to break a grapple)
 
|perception=+3
 
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,
 
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
 
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Goblin Assassin 7 ===
 
{{PathfinderMonster
 
|name=Goblin slayer 7
 
|appearance=
 
|cr=6
 
|xp=
 
|alignment=NE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=7d10+21
 
|hp=59
 
|bab=+7/+2
 
|fort=+7
 
|ref=+10
 
|will=+3
 
|str=11
 
|dex=20
 
|con=14
 
|int=10
 
|wis=12
 
|cha=6
 
|init=+5
 
|ac=22
 
|touch-ac=17
 
|flatfooted-ac=16
 
|ac-breakdown=+5 dex, +4 armor, +1 natural, +1 dodge, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=+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=none
 
|cmb=+11
 
|cmd=22
 
|perception=+11
 
|skills=Acrobatics +15, Climb +10, Disguise +8, Escape Artist +15, Stealth +23,
 
|feats=Agile Maneuvers, Dodge, Weapon Finesse, Weapon Focus (Kukri), Fast Stealth, Camouflage, Slow Reactions, Surprise Attack
 
|treasure=+1 kukri, +1 leaf armor, amulet of natural armor +1
 
|environment=
 
|organization=
 
|special-abilities=
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Assassin 9 ===
 
{{PathfinderMonster
 
|name=Goblin slayer 9
 
|appearance=
 
|cr=8
 
|xp=
 
|alignment=NE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=9d10+27
 
|hp=76
 
|bab=+9/+4
 
|fort=+8
 
|ref=+11
 
|will=+4
 
|str=12
 
|dex=20
 
|con=14
 
|int=10
 
|wis=12
 
|cha=6
 
|init=+5
 
|ac=22
 
|touch-ac=17
 
|flatfooted-ac=16
 
|ac-breakdown=+5 dex, +4 armor, +1 natural, +1 deflection, +1 dodge, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=+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=none
 
|cmb=+13
 
|cmd=26
 
|perception=+13
 
|skills=Acrobatics +17, Climb +13, Disguise +10, Escape Artist +17, Stealth +25,
 
|feats=Agile Maneuvers, Dodge, Weapon Finesse, Weapon Focus (Rapier), Fast Stealth, Camouflage, Slow Reactions, Surprise Attack, Slowing Strike, Lunge
 
|treasure=+1 adamantine rapier, +1 leaf armor, amulet of natural armor +1, ring of protection +1
 
|environment=
 
|organization=
 
|special-abilities=
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Cleric - Dogkicker ===
 
{{PathfinderMonster
 
|name=Dogkicker, goblin cleric 1
 
|appearance=
 
|cr=1/2
 
|xp=200
 
|alignment=NE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=1d8+2
 
|hp=10
 
|bab=+0
 
|fort=+3
 
|ref=+3
 
|will=+3
 
|str=6
 
|dex=16
 
|con=13
 
|int=10
 
|wis=12
 
|cha=12
 
|init=+3
 
|ac=16
 
|touch-ac=14
 
|flatfooted-ac=12
 
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=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=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day
 
|cmb=-3
 
|cmd=10
 
|perception=+1
 
|skills=Heal +5, Spellcraft +4,
 
|feats=Extra Channel
 
|treasure=
 
|environment=
 
|organization=
 
|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).
 
 
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Swordsman L3 ===
 
{{PathfinderMonster
 
|name=Goblin fighter 3
 
|appearance=
 
|cr=2
 
|xp=600
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft. (run)
 
|hd=3d10+6
 
|hp=23
 
|bab=+3
 
|fort=+4
 
|ref=+3
 
|will=+1 (+2 vs fear)
 
|str=11
 
|dex=14
 
|con=12
 
|int=8
 
|wis=11
 
|cha=7
 
|init=+2
 
|ac=22
 
|touch-ac=14
 
|flatfooted-ac=19
 
|ac-breakdown=+2 dex, +5 armor, +1 size, +1 dodge, +3 shield
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=MW longsword +6 (1d6, 19-20/x2 slashing)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+2
 
|cmd=15
 
|perception=+1
 
|skills=Acrobatics -1, Climb +0, Survival +4, Stealth +6,
 
|feats=Weapon Focus (longsword), Dodge, Run, Shield Focus
 
|treasure=MW longsword, scale mail, MW heavy steel shield, potion of CLW
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Goblin Shieldsman L5 ===
 
{{PathfinderMonster
 
|name=Goblin fighter 5
 
|appearance=
 
|cr=4
 
|xp=
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=20 ft.
 
|hd=5d10+10
 
|hp=47
 
|bab=+5
 
|fort=+5
 
|ref=+5
 
|will=+4 (+5 vs fear)
 
|str=14
 
|dex=16
 
|con=14
 
|int=8
 
|wis=13
 
|cha=8
 
|init=+7
 
|ac=28
 
|touch-ac=14
 
|flatfooted-ac=25
 
|ac-breakdown=+9 armor, +2 dex, +5 shield, +1 dodge, +1 size
 
|def-abilities=stand still
 
|dr=none
 
|immunities=none
 
|melee-list=longsword +7 (1d6+3, 19-20/x2 slashing)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+5
 
|cmd=19
 
|perception=+6
 
|skills=
 
|feats=Combat Reflexes, Dodge, Improved Init, Iron Will, Shield Focus, Stand Still
 
|treasure=longsword, plate mail, tower shield
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Archer L5 ===
 
{{PathfinderMonster
 
|name=Goblin fighter 5
 
|appearance=
 
|cr=4
 
|xp=
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=5d10+5
 
|hp=42
 
|bab=+5
 
|fort=+5
 
|ref=+6
 
|will=+2 (+3 vs fear)
 
|str=12
 
|dex=20
 
|con=13
 
|int=8
 
|wis=12
 
|cha=8
 
|init=+5
 
|ac=20
 
|touch-ac=17
 
|flatfooted-ac=14
 
|ac-breakdown=+3 armor, +5 dex, +1 dodge, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=longbow +13 (1d6, x3)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+2
 
|cmd=15
 
|perception=+6
 
|skills=
 
|feats=Deadly Aim, Dodge, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus Longbow
 
|treasure=longbow, studded leather
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Cleric L3 ===
 
{{PathfinderMonster
 
|name=Goblin cleric 3
 
|appearance=
 
|cr=2
 
|xp=600
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=3d8+3
 
|hp=17
 
|bab=+2
 
|fort=+3
 
|ref=+2
 
|will=+4
 
|str=7
 
|dex=12
 
|con=11
 
|int=10
 
|wis=13
 
|cha=10
 
|init=+1
 
|ac=17
 
|touch-ac=12
 
|flatfooted-ac=16
 
|ac-breakdown=+1 dex, +5 armor, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=Heavy mace +1 (1d6-2, 20/x2 bashing)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=3/day channel negative energy (2d6, DC 11), command (DC 13), CLW, cause fear (DC 12), bless, spiritual weapon, summon monster II
 
|cmb=-1
 
|cmd=10
 
|perception=+3
 
|skills=Acrobatics -3, Climb -5, Survival +3, Stealth +9,
 
|feats=Combat Casting, Spell Focus (Enchantment)
 
|treasure=heavy mace, scale mail, 2 potions of CLW, 1 alchemist fire
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Warpriest L3 ===
 
{{PathfinderMonster
 
|name=Goblin warpriest 3
 
|appearance=
 
|cr=2
 
|xp=600
 
|alignment=LE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=20 ft.
 
|hd=3d8+3
 
|hp=23
 
|bab=+3
 
|fort=+4
 
|ref=+3
 
|will=+4
 
|str=12
 
|dex=14
 
|con=13
 
|int=8
 
|wis=12
 
|cha=13
 
|init=+2
 
|ac=21
 
|touch-ac=14
 
|flatfooted-ac=18
 
|ac-breakdown=+2 dex, +6 armor, +1 dodge, +1 size, +1 shield
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=Longsword +5 (1d6+1, 19/x2)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=divine favor (+1 atk/dmg), entropic shield (20% ranged miss), shield of faith (+2 ac), cure light wounds (1d8+3)
 
|cmb=+2
 
|cmd=15
 
|perception=+4
 
|skills=Stealth +10,
 
|feats=Weapon Focus (Longsword), Combat Reflexes, Dodge, Combat Casting (+8)
 
|treasure=longsword, chainmail, light steel shield
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=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.
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Goblin Sorcerer L3 ===
 
{{PathfinderMonster
 
|name=Goblin sorcerer 3
 
|appearance=
 
|cr=2
 
|xp=600
 
|alignment=NE
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|hd=3d6+3
 
|hp=14
 
|bab=+1
 
|fort=+1
 
|ref=+3
 
|will=+4
 
|str=6
 
|dex=14
 
|con=11
 
|int=9
 
|wis=12
 
|cha=11
 
|init=+2
 
|ac=13
 
|touch-ac=13
 
|flatfooted-ac=11
 
|ac-breakdown=+2 dex, +1 size
 
|def-abilities=none
 
|dr=none
 
|immunities=none
 
|melee-list=quarterstaff +0 (1d4-2, 20/x2 bashing)
 
|space=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|spell-like=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)  
 
|cmb=-2
 
|cmd=10
 
|perception=+2
 
|skills=Acrobatics -1, Climb -5, Survival +2, Stealth +7,
 
|feats=Point-blank shot, Precise shot
 
|treasure=quarterstaff, 2 potions of CLW
 
|environment=
 
|organization=
 
|special-abilities=none
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
=== Goblin Notes ===
 
 
 
* 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)
 
 
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Mythic Wood Elemental CR 15, MR 2 ===
 
{{PathfinderMonster
 
|name=Invincible Elder Wood Elemental, Warpriest 4
 
|appearance=
 
|cr=15, MR 2
 
|xp=51200
 
|alignment=N
 
|size=huge
 
|type=Outsider (Wood)
 
|senses=Darkvision 60 ft., low-light vision
 
|move-speeds=30 ft., woodland stride
 
|hd=16d10+4d8+120+20
 
|hp=246
 
|bab=+19
 
|fort=+20
 
|ref=+10
 
|will=+13
 
|str=38
 
|dex=8
 
|con=23
 
|int=12
 
|wis=15
 
|cha=11
 
|init=+5
 
|ac=26
 
|touch-ac=7
 
|flatfooted-ac=26
 
|ac-breakdown=-2 size, -1 dex, +19 natural
 
|def-abilities=energy resist 15, block attacks, second save
 
|dr=10/-,10/epic
 
|immunities=elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
 
|melee-list=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=bull's strength, burning disarm, doom, entropic shield
 
|cmb=+35
 
|cmd=44
 
|perception=+25
 
|skills=...
 
|feats=Awesome Blow, Cleave, Furious Focus, Greater Bull Rush, Greater Overrun, Greater Sunder, Improved Bull Rush, Improved Critical, Improved Overrun, Improved Sunder, Power Attack
 
|treasure=
 
|environment=
 
|organization=
 
|special-abilities=
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Mythic Wood Elemental CR 6, MR 1 ===
 
{{PathfinderMonster
 
|name=Invincible Large Wood Elemental
 
|appearance=
 
|cr=6, MR 1
 
|xp=2400
 
|alignment=N
 
|size=large
 
|type=Outsider (Wood)
 
|senses=Darkvision 60 ft., low-light vision
 
|move-speeds=30 ft., woodland stride
 
|hd=8d10+24+10
 
|hp=78
 
|bab=+8
 
|fort=+9
 
|ref=+2
 
|will=+6
 
|str=24
 
|dex=10
 
|con=17
 
|int=6
 
|wis=11
 
|cha=11
 
|init=+3
 
|ac=20
 
|touch-ac=9
 
|flatfooted-ac=20
 
|ac-breakdown=+11 natural, -1 size
 
|def-abilities=energy resist 10, block attacks, second save
 
|dr=5/-,5/epic
 
|immunities=elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
 
|melee-list=2 slams +14 (2d6+7)
 
|space=10 ft.
 
|reach=10 ft.
 
|special-attacks=none
 
|spell-like=none
 
|cmb=+16
 
|cmd=26
 
|perception=+11
 
|skills=...
 
|feats=Cleave, Greater Bull Rush, Improved Bull Rush (B), Improved Overrun, Power Attack
 
|treasure=
 
 
|environment=
 
|environment=
 
|organization=
 
|organization=
|special-abilities=
+
|special-abilities=none
 
|description=
 
|description=
 
}}
 
}}
Line 2,500: Line 1,026:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 +
=== Goblin Notes ===
  
=== Metal Elemental ===
+
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)
{{PathfinderMonster
+
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC
|name=Agile Metal Elemental
+
* Miners - Light pick +2 (1d3 / x4)
|appearance=
+
* Others - Shortsword +2 (1d4 / 19-20)
|cr=17, MR 1
 
|xp=153,600
 
|alignment=N
 
|size=large
 
|type=Outsider (Metal)
 
|senses=Darkvision 60 ft., low-light vision
 
|move-speeds=80 ft.
 
|hd=24d10+106
 
|hp=238
 
|bab=+24
 
|fort=+12
 
|ref=+21
 
|will=+13
 
|str=33
 
|dex=24
 
|con=18
 
|int=11
 
|wis=11
 
|cha=8
 
|init=+27
 
|ac=34
 
|touch-ac=18
 
|flatfooted-ac=26
 
|ac-breakdown=+7 dex, +3 dodge, +16 natural, -2 size
 
|def-abilities=Evasion
 
|dr=15/bludgeoning and adamantine
 
|immunities=elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
 
|melee-list=2 slams +33 (4d10+11)
 
|space=10 ft.
 
|reach=30 ft.
 
|special-attacks=quickness
 
|spell-like=none
 
|cmb=+36
 
|cmd=+43
 
|perception=+0
 
|skills=
 
|feats=Dodge, Mobility, Run, Spring Attack
 
|treasure=
 
|environment=
 
|organization=
 
|special-abilities=
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
  
=== Giant Metal Elemental ===
 
{{PathfinderMonster
 
|name=Giant Savage Agile Metal Elemental
 
|appearance=
 
|cr=19, MR 3
 
|xp=614,400
 
|alignment=N
 
|size=huge
 
|type=Outsider (Metal)
 
|senses=Darkvision 60 ft., low-light vision
 
|move-speeds=80 ft.
 
|hd=24d10+174
 
|hp=306
 
|bab=+24
 
|fort=+12
 
|ref=+20
 
|will=+13
 
|str=41
 
|dex=22
 
|con=22
 
|int=11
 
|wis=11
 
|cha=8
 
|init=+26
 
|ac=36
 
|touch-ac=177
 
|flatfooted-ac=28
 
|ac-breakdown=+6 dex, +3 dodge, +19 natural, -2 size
 
|def-abilities=Evasion
 
|dr=15/bludgeoning and adamantine, 10/epic
 
|immunities=elemental traits (bleed, paralysis, poison, sleep, stun, precision), mind-affecting, polymorph
 
|melee-list=3 slams +37 (4d10+15 plus bleed 1)
 
|space=15 ft.
 
|reach=40 ft.
 
|special-attacks=quickness, feral savagery (full attack)
 
|spell-like=none
 
|cmb=+40
 
|cmd=+46
 
|perception=+0
 
|skills=
 
|feats=Dodge, Mobility, Run, Spring Attack
 
|treasure=
 
|environment=
 
|organization=
 
|special-abilities=
 
|description=
 
}}
 
 
</div>
 
</div>
  
Line 2,728: Line 1,162:
  
 
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per ''goodberry''.
 
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per ''goodberry''.
 
=== Jade Mold - CR 2 ===
 
 
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.
 

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