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== Exploration ==
 
== Exploration ==
  
=== Random Encounters - Minarcil Area ===
+
=== Random Encounters ===
  
 
==== Minarcil - Snowy Forest ====
 
==== Minarcil - Snowy Forest ====
Line 281: Line 281:
 
| 19-20 || 1 ochre jelly
 
| 19-20 || 1 ochre jelly
 
|}
 
|}
 
=== Random Encounters - Capathes Area ===
 
 
==== Jungle ====
 
A 40% chance of a random encounter per hex per day.
 
 
{| border="1" style="text-align:left; margin:1em"
 
! d20 !! Description
 
|-
 
| 1-2 || Storm (Lightning)
 
|-
 
| 3 || 1 Tobongo
 
|-
 
| 4 || 1 Tyrannosaurus
 
|-
 
| 5-6 || 1 Giant Anaconda
 
|-
 
| 7-8 || Cyclops tribe (1 tyrant, 1d3+1 followers)
 
|-
 
| 9 || Grimstalker troupe (1d3+2)
 
|-
 
| 10 || Weaverworm plus Orc worshipers (3d3)
 
|-
 
| 11 || Zomok
 
|-
 
| 12 || Imperial Forest Dragon
 
|-
 
| 13 || Willow Dusk
 
|-
 
| 14 || Alraune
 
|-
 
| 15 || Sard
 
|-
 
| ||
 
|-
 
| ||
 
|-
 
| ||
 
|}
 
 
==== Plains ====
 
==== Swamp ====
 
==== Mountains (Top) ====
 
==== Mountains (Underside) ====
 
  
 
=== Random Scenery ===
 
=== Random Scenery ===
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|-
 
|-
 
| 16 || - || Large bog. Waste a day.
 
| 16 || - || Large bog. Waste a day.
|-
 
| 17 || ||
 
|-
 
| 18 || ||
 
|-
 
| 19 || ||
 
|-
 
| 20 || ||
 
 
|}
 
|}
  
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|}
 
|}
  
==== Jungle ====
+
== Rak's Festival ==
  
{| border="1" style="text-align:left; margin:1em"
+
Note: 700 XP each
! d20 !! Perception !! Description
+
 
|-
+
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge
| 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 || ||
 
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| 13 || ||
 
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| 14 || ||
 
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| 15 || ||
 
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| 16 || ||
 
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| 17 || ||
 
|-
 
| 18 || ||
 
|-
 
| 19 || ||
 
|-
 
| 20 || ||
 
|}
 
  
{| border="1" style="text-align:left; margin:1em"
+
=== Preparation ===
! d100 !! Description
+
 
|-
+
1 week before the festival, there are several things remaining to be sorted out.
| ||
+
 
|-
+
Arbitrate the argument over the size of pies.
| ||
+
 
|-
+
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.
| ||
+
 
|}
+
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there's a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don't make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it's a bit more expensive since they'll have to get some extra from the local fishermen's guild considering how much they've already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won't pay it).
 +
 
 +
To collect meat, the party will have to organize a hunt. There's 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person's worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There's a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.
 +
 
 +
There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.
  
==== Temperate Forest ====
+
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).
  
{| border="1" style="text-align:left; margin:1em"
+
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.
! d20 !! Perception !! Description
 
|-
 
| 1 || - || An unusually large, hollow tree. Roll below and reroll encounter.
 
|-
 
| 2 || - || A clearing. Roll below.
 
|-
 
| 3 || 20 || Assassin vine. (Can roll Survival or Knowledge Nature as well.)
 
|-
 
| 4 || 20 || Pseudodragon nest. Shy. (1d4 pseudodragons.)
 
|-
 
| 5 || 15 || Ape nest. Agressive, but won't pursue for long. (Alpha male, 4d3 females, 4d3 children)
 
|-
 
| 6 || 15 || Abandoned tree house. Roll below.
 
|-
 
| 7 || 15 || Large Grig community along a small river. Wary. (100+ individuals.)
 
|-
 
| 8 || - || Small lake. Reroll encounter.
 
|-
 
| 9 || 20 || Nymph's abode. Wary.
 
|-
 
| 10 || ||
 
|-
 
| 11 || ||
 
|-
 
| 12 || ||
 
|-
 
| 13 || ||
 
|-
 
| 14 || ||
 
|-
 
| 15 || ||
 
|-
 
| 16 || ||
 
|-
 
| 17 || ||
 
|-
 
| 18 || ||
 
|-
 
| 19 || ||
 
|-
 
| 20 || ||
 
|}
 
  
{| 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)
! d100 !! Description
 
|-
 
| ||
 
|-
 
| ||
 
|-
 
| ||
 
|}
 
  
==== Mountainous (Top) ====
+
An ankheg will interrupt preparations if the party doesn't find it first.
  
==== Mountainous (Underside) ====
+
=== Pie Eating Contest ===
  
=== Creepy Jungle ===
+
Note: Two size categories (two prizes). Pies served in rounds.
  
==== Used Creepy Events ====
+
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).
 
+
* -1 for each pie you've already eaten
{| border="1" style="text-align:left; margin:1em"
+
* -5 if you tried to eat the pie in a single round
! Description
+
* -2 if you tried to eat the pie in two rounds
|-
+
* +0 if you tried to eat the pie in three rounds
| A wolf howls in the distance but it's cut off mid-howl. You hear nothing else, not even insects chirping.
+
* +2 if you tried to eat the pie in five rounds
|-
+
* +5 if you tried to eat the pie in one minute
| 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 ====
+
On a failed roll, you manage to eat that pie, but:
 +
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you're still counted as having failed once).
 +
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)
 +
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.
  
{| border="1" style="text-align:left; margin:1em"
+
==== Opponents ====
! 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 ====
+
Opponents do the following:
 +
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.
 +
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies).
 +
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.
 +
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).
 +
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.
 +
* Most people that didn't eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.
  
{| border="1" style="text-align:left; margin:1em"
+
==== Prize ====
! 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 ====
+
A small bowl that will cast ''abstemiousness'' 1/day (CL 1), worth 400 gp.
  
{| border="1" style="text-align:left; margin:1em"
+
=== Archery Contest ===
! d8 !! Description
 
|-
 
| 1 || You find a ring in the mud. It's still on a finger. The rest of the body is nowhere to be found. [Ring of Transposition]
 
|-
 
| 2 || Behind a small mound, you find a skeleton holding a potion. Whoever it was appears to have died while trying to get the stopper out. [Potion of Protection from Chaos]
 
|-
 
| 3 || In a hollow stump, you find a scroll. You can't tell what material it's made of and the symbols on it seem to move under your gaze. Make a Will save if trying to decipher (no real effect).
 
|-
 
| 4 || You find a discarded pouch made of some unidentifiable material. Inside, you find three transparent mushrooms full of a strange, blue liquid. [3 Potions, Cure Major + Barkskin+4 + 1 Dex Dmg.]
 
|-
 
| 5 || Some distance away, the terrain seems to be changing before your eyes. The last remains of some old ruins seems to be dissolving into a new hill. [1 Pleroma Aeon (not interested in the characters), Demon Armor in the ruins, Celestial Armor and healing spring in the hill]
 
|-
 
| 6 || In a shallow cave, you find a large number of old corpses. It looks as if they killed each other. The entire cave has a strange reddish tinge. [Bloodletting Kukri, 1 Derghodaemon]
 
|-
 
| 7 || On a rock, you find a single platinum coin. [A pugwampi rogue follows the party.]
 
|-
 
| 8 || A strange, blue humanoid pulls something out of an old cairn and stashes it in a chest, which it then stows on its back. [1 mercane. Will trade magic items. Will plane shift if attacked.]
 
|}
 
  
== Rak's Festival ==
+
Note: Personal, non-magic weapons. Longbow provided. No guns.
  
Note: 700 XP each
+
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can't get more than 1 point.
 +
* 30 feet - +0 to attack
 +
* 70 feet - +0 to attack (-2 if shortbow)
 +
* 125 feet - -2 to attack (-4 if shortbow)
 +
* 210 feet - -6 to attack (-8 if shortbow)
  
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge
+
==== Opponents ====
  
=== Preparation ===
+
Opponents have no special tactics
 +
* +4 to attack (has a MW bow if personal weapons are allowed)
 +
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)
 +
* +3 to attack
 +
* +2 to attack
 +
* -1 to attack (can borrow a MW bow)
  
1 week before the festival, there are several things remaining to be sorted out.
+
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.
  
Arbitrate the argument over the size of pies.
+
==== Prize ====
  
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 mask that casts ''hide from animals'' 1/day (CL 1), worth 400 gp.
  
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).
+
=== Paintball / Ribbon Tag ===
  
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.
+
Note: Using slingshots.
  
There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.
+
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.)
  
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).
+
==== Opponents ====
 +
 
 +
Opponents have no special tactics, though some are more aggressive than others.
 +
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
 +
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB
 +
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
 +
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)
 +
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)
  
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.
+
For a second round, use the same stats at +1. Change a couple of the races around.
  
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)
+
==== Prize ====
  
An ankheg will interrupt preparations if the party doesn't find it first.
+
A necklace that gives +2 Perception, worth 400 gp.
  
=== Pie Eating Contest ===
+
=== Drinking Contest ===
  
Note: Two size categories (two prizes). Pies served in rounds.
+
Note: Fortified ale (DC 14)
  
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).
+
Take as many drinks as you can until you give, pass out or puke.
* -1 for each pie you've already eaten
 
* -5 if you tried to eat the pie in a single round
 
* -2 if you tried to eat the pie in two rounds
 
* +0 if you tried to eat the pie in three rounds
 
* +2 if you tried to eat the pie in five rounds
 
* +5 if you tried to eat the pie in one minute
 
  
On a failed roll, you manage to eat that pie, but:
+
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.
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you're still counted as having failed once).
 
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)
 
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.
 
  
 
==== Opponents ====
 
==== Opponents ====
  
Opponents do the following:
+
* CON +3, Fort +6
* 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 +2, Fort +4
* 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).
+
* CON +2, Fort +3
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.
+
* CON +0, Fort +1
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).
+
* CON -1, Fort -1
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.
 
* Most people that didn't eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.
 
  
 
==== Prize ====
 
==== Prize ====
  
A small bowl that will cast ''abstemiousness'' 1/day (CL 1), worth 400 gp.
+
A stein that can cast ''purify food and water'' up to twice per day (CL 1), worth 400 gp.
  
=== Archery Contest ===
+
=== Sneaking Contest ===
  
Note: Personal, non-magic weapons. Longbow provided. No guns.
+
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.
  
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.
+
All the watchers have +5 Perception.
* 30 feet - +0 to attack
 
* 70 feet - +0 to attack (-2 if shortbow)
 
* 125 feet - -2 to attack (-4 if shortbow)
 
* 210 feet - -6 to attack (-8 if shortbow)
 
  
 
==== Opponents ====
 
==== Opponents ====
  
Opponents have no special tactics
+
* Goblin Fighter, Stealth +9
* +4 to attack (has a MW bow if personal weapons are allowed)
+
* Human Rogue, Stealth +6
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)
+
* Elf Ranger, Stealth +5
* +3 to attack
+
* Halfling Commoner, Stealth +3
* +2 to attack
+
* Dwarf Wizard, Stealth +0 (knows ''obscuring mist'' and ''reduce person'' [+5])
* -1 to attack (can borrow a MW bow)
 
 
 
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.
 
  
 
==== Prize ====
 
==== Prize ====
  
A mask that casts ''hide from animals'' 1/day (CL 1), worth 400 gp.
+
A cloak that gives +2 stealth, worth 400 gp.
  
=== Paintball / Ribbon Tag ===
+
=== Knowledge Contest ===
  
Note: Using slingshots.
+
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.
  
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.)
+
1 point for beating the DC, +1 for each 5 points over.
  
==== Opponents ====
+
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)
 +
* Water Naga Painting (Dungeoneering DC 17)
 +
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)
 +
* Tengu Painting (Local DC 10, can be made untrained)
 +
* Salt Mephit Statue (Planes DC 13)
  
Opponents have no special tactics, though some are more aggressive than others.
+
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.
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
+
 
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB
+
==== Opponents ====
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
 
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)
 
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)
 
  
For a second round, use the same stats at +1. Change a couple of the races around.
+
* Human Bard, +7 Nature, +4 others
 +
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int
 +
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int
 +
* Half-Orc Fighter, +4 Dungeoneering, +0 Int
 +
* Human Commoner, +1 Local, -1 Int
  
 
==== Prize ====
 
==== Prize ====
  
A necklace that gives +2 Perception, worth 400 gp.
+
A magnifying glass that casts ''identify'' (CL 1) once per day, worth 400 gp.
  
=== Drinking Contest ===
+
=== Greased Pig Contest ===
  
Note: Fortified ale (DC 14)
+
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.
  
Take as many drinks as you can until you give, pass out or puke.
+
Harming the pig is forbidden, as is effecting it magically.
 
 
You can drink 1 + CON MOD drinks with no effect. After that, it's a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you're forcibly woken before then, you're sickened for 1 hour per drink over the limit.
 
  
 
==== Opponents ====
 
==== Opponents ====
  
* CON +3, Fort +6
+
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC
* CON +2, Fort +4
+
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC
* CON +2, Fort +3
+
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows ''enlarge person'' +1 CMB, 12 CMD, 15 AC)
* CON +0, Fort +1
+
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC
* CON -1, Fort -1
+
* Human Commoner, +2 CMB, 14 CMD, 14 AC
  
 
==== Prize ====
 
==== Prize ====
  
A stein that can cast ''purify food and water'' up to twice per day (CL 1), worth 400 gp.
+
The three pigs. There are people that will buy them for 400 gp.
  
=== Sneaking Contest ===
+
=== Grand Hunt ===
  
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.
+
== Creatures ==
  
All the watchers have +5 Perception.
+
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Nahum the Inferno ===
==== Opponents ====
+
{{PathfinderMonster
 
+
|name=Nahum
* Goblin Fighter, Stealth +9
+
|appearance=A great puddle of living liquid fire
* Human Rogue, Stealth +6
+
|cr=19 MR 2
* Elf Ranger, Stealth +5
+
|xp=307200
* Halfling Commoner, Stealth +3
+
|alignment=N
* Dwarf Wizard, Stealth +0 (knows ''obscuring mist'' and ''reduce person'' [+5])
+
|size=Gargantuan
 
+
|type=Ooze
==== Prize ====
+
|senses=Blindsight 120 ft
 
+
|move-speeds=20 ft, climb 20 ft
A cloak that gives +2 stealth, worth 400 gp.
+
|hd=28d8+296
 
+
|hp=422
=== Knowledge Contest ===
+
|bab=+21
 
+
|fort=+19
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.
+
|ref=+8
 
+
|will=+9
1 point for beating the DC, +1 for each 5 points over.
+
|str=28
 
+
|dex=8
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)
+
|con=30
* Water Naga Painting (Dungeoneering DC 17)
+
|int=-
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)
+
|wis=10
* Tengu Painting (Local DC 10, can be made untrained)
+
|cha=10
* Salt Mephit Statue (Planes DC 13)
+
|init=-1
 +
|ac=9
 +
|touch-ac=5
 +
|flatfooted-ac=9
 +
|ac-breakdown=+4 natural, -1 dex, -4 size
 +
|def-abilities=Energy Resist 15, Block Attack, Second Save
 +
|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.
  
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.
+
'''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.
  
==== Opponents ====
+
'''Ooze Toss (Ex)''' - Does burn damage as a 30 ft burst at up to 100 ft range.
  
* Human Bard, +7 Nature, +4 others
+
'''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.
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int
 
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int
 
* Half-Orc Fighter, +4 Dungeoneering, +0 Int
 
* Human Commoner, +1 Local, -1 Int
 
  
==== Prize ====
+
'''Second Save (Ex)''' - Reroll save versus an ongoing effect as a free action at the beginning of each turn.
  
A magnifying glass that casts ''identify'' (CL 1) once per day, worth 400 gp.
+
'''Near-immunity to Piercing and Slashing (Ex)''' - All piercing and slashing damage is reduced to at most 1 damage (after DR).
 +
|description=
 +
}}
 +
</div>
  
=== Greased Pig Contest ===
+
<div style="border:1px solid black; padding:3px; margin:3px">
  
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.
+
=== Kobold Guard ===
 
+
{{PathfinderMonster
Harming the pig is forbidden, as is effecting it magically.
+
|name=Kobold Guard - Fighter 2
 
+
|appearance=Armed with an axe, an alchemist's fire and a tanglefoot bag
==== Opponents ====
+
|cr=1/2
 
+
|xp=200
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC
+
|alignment=LE
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC
+
|size=Small
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows ''enlarge person'' +1 CMB, 12 CMD, 15 AC)
+
|type=Humanoid (Reptilian)
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC
+
|senses=Darkvision 60 ft. (Light Sensitivity)
* Human Commoner, +2 CMB, 14 CMD, 14 AC
+
|move-speeds=20 ft
 
+
|hd=2d10+2
==== Prize ====
+
|hp=17
 
+
|bab=+2
The three pigs. There are people that will buy them for 400 gp.
+
|fort=+3
 
+
|ref=+2
=== Grand Hunt ===
+
|will=+0 (+1 vs fear)
 
+
|str=7
== Creatures ==
+
|dex=15
 
+
|con=10
<div style="border:1px solid black; padding:3px; margin:3px">
+
|int=8
=== Tin-Infused Snow Leopard ===
+
|wis=10
{{PathfinderMonster
+
|cha=9
|name=Tin-Infused Snow Leopard
+
|init=+2
|appearance=A large cat with a metallic sheen to its coat
+
|ac=20
|cr=4
+
|touch-ac=14
|xp=
+
|flatfooted-ac=17
|alignment=N
+
|ac-breakdown=+2 dex, +1 shield, +1 size, +1 natural, +1 dodge, +4 armor
|size=Medium
+
|def-abilities=none
|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
 
|will=+2
 
|str=13
 
|dex=21
 
|con=15
 
|int=1
 
|wis=12
 
|cha=8
 
|init=+5
 
|ac=18
 
|touch-ac=15
 
|flatfooted-ac=13
 
|ac-breakdown=+5 Dex, +3 Natural
 
|def-abilities=Light Fortification, Resist Cold 10
 
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=2 claw +8 (1d4+1), bite +8 (1d6+1)
+
|melee-list=handaxe +6 (1d4-2 20/x3 slashing)
 
|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=-1
|cmd=19 (23 vs. Trip)
+
|cmd=12
|perception=+10
+
|perception=+3
|skills=Acrobatics +5 (+13 balancing), Climb +13, Stealth +13
+
|skills=Stealth +7
|feats=Skill Focus (Perception), Toughness, Weapon Finesse
+
|feats=Weapon Finesse, Weapon Focus (Handaxe), Dodge
|treasure=
+
|treasure=MW small hide, handaxe, buckler, alchemist's fire, tanglefoot bag
 
|environment=any
 
|environment=any
 
|organization=solitary
 
|organization=solitary
|special-abilities=
+
|special-abilities=none
 
|description=
 
|description=
 
}}
 
}}
Line 896: Line 705:
  
 
<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 ===
+
=== Kobold Elite Guard ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Tin-Infused Medium Ankheg
+
|name=Kobold Elite Guard - Fighter 6
|appearance=A smaller than usual Ankheg with an odd metalic sheen
+
|appearance=Armed with a spiked chain and two alchemist's fire
 
|cr=4
 
|cr=4
|xp=
+
|xp=1200
|alignment=N
+
|alignment=LE
|size=Medium
+
|size=Small
|type=Magical Beast
+
|type=Humanoid (Reptilian)
|senses=Darkvision 60 ft., Low-light vision, Tremorsense 60 ft.
+
|senses=Darkvision 60 ft. (Light Sensitivity)
|move-speeds=30 ft., Burrow 20 ft.
+
|move-speeds=30 ft
|hd=3d10+9 plus 3
+
|hd=6d10+12
|hp=22
+
|hp=49
|bab=+3
+
|bab=+6
|fort=+6
+
|fort=+8
|ref=+7
+
|ref=+9
|will=+4
+
|will=+5 (+2 vs fear)
|str=10
+
|str=8
|dex=18
+
|dex=18 (+2 from belt)
|con=17
+
|con=12
|int=1
+
|int=8
|wis=17
+
|wis=13
|cha=12
+
|cha=10
|init=+4
+
|init=+5
|ac=23
+
|ac=25
|touch-ac=14
+
|touch-ac=17
 
|flatfooted-ac=19
 
|flatfooted-ac=19
|ac-breakdown=+4 Dex, +9 Natural
+
|ac-breakdown=+7 armor, +5 dex, +1 size, +1 natural, +1 dodge
|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=spiked chain +15/+10 (1d6+3 20/x2 piercing, disarm, trip)
 
|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=+4 (+5 with chain)
|cmd=20 (28 vs. trip)
+
|cmd=20
|perception=+10
+
|perception=+7
|skills=Climb +13
+
|skills=Stealth +13, Acrobatics +6
|feats=Skill Focus (Perception), Toughness
+
|feats=Weapon Finesse, Weapon Focus (Spiked Chain), Dodge, Combat Reflexes, Exotic Weapon Prof., Weapon Specialization (Spiked Chain), Stand Still
|treasure=
+
|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
 
|environment=any
 
|organization=solitary
 
|organization=solitary
|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 755:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Copper-Infused Young Ankheg ===
+
=== Kobold Cleric ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Copper-Infused Medium Ankheg
+
|name=Kobold Cleric - Cleric 6
|appearance=A smaller than usual Ankheg with an odd metalic sheen
+
|appearance=Healbot
|cr=3
+
|cr=4
|xp=
+
|xp=1200
|alignment=N
+
|alignment=LE
|size=Medium
+
|size=Small
|type=Magical Beast
+
|type=Humanoid (Reptilian)
|senses=Darkvision 60 ft., Low-light vision, Tremorsense 60 ft.
+
|senses=Darkvision 60 ft. (Light Sensitivity)
|move-speeds=30 ft., Burrow 20 ft.
+
|move-speeds=30 ft
|hd=3d10+3 plus 3
+
|hd=6d8+6
|hp=22
+
|hp=36
|bab=+3
+
|bab=+4
|fort=+4
+
|fort=+6
|ref=+5
+
|ref=+3
|will=+3
+
|will=+8
|str=12
+
|str=4
|dex=14
+
|dex=12
|con=13
+
|con=12
|int=1
+
|int=12
|wis=15
+
|wis=16
|cha=4
+
|cha=13
|init=+2
+
|init=+1
|ac=20
+
|ac=20
|touch-ac=12
+
|touch-ac=14
|flatfooted-ac=18
+
|flatfooted-ac=19
|ac-breakdown=(+2 Dex, +8 Natural)
+
|ac-breakdown=+4 armor, +1 dex, +1 size, +1 natural, +2 deflection
|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=none
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=Spit Acid
+
|special-attacks=none
|spell-like=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=+4
+
|cmb=+0
|cmd=16 (24 vs. trip)
+
|cmd=15
|perception=
+
|perception=+11
|skills=
+
|skills=Heal +12, Sense Motive +12, Survival +9
|feats=Skill Focus (Perception), Toughness
+
|feats=Brew Potion, Combat Casting, Defensive Combat Training
|treasure=
+
|treasure=+1 studded leather, amulet of natural armor +1, ring of protection +2, wand of CMW (50 charges)
 
|environment=any
 
|environment=any
 
|organization=solitary
 
|organization=solitary
|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=none
 
|description=
 
|description=
 
}}
 
}}
Line 997: Line 806:
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== World Tree Spiderling ===
+
=== Young Gelationous Cube ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Spiderling
+
|name=Young Gelatinous Cube
|appearance=A large spider like creature apparently made of vines
+
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.
|cr=11
+
|cr=2
|xp=12,800
+
|xp=400
 
|alignment=N
 
|alignment=N
|size=Large
+
|size=Medium
|type=Plant
+
|type=Ooze
|senses=Low light vision
+
|senses=Blindsight 60 ft.
|move-speeds=40 ft, climb 20 ft
+
|move-speeds=15 ft.
|hd=16d8+64
+
|hd=4d8+24
|hp=184
+
|hp=42
|bab=+12
+
|bab=+3
|fort=+17
+
|fort=+7
|ref=+7
+
|ref=-2
|will=+7
+
|will=-4
|str=18
+
|str=6
|dex=14
+
|dex=5
|con=24
+
|con=22
|int=13
+
|int=-
|wis=15
+
|wis=1
|cha=21
+
|cha=1
|init=+2
+
|init=-3
|ac=22
+
|ac=7
|touch-ac=11
+
|touch-ac=7
|flatfooted-ac=20
+
|flatfooted-ac=7
|ac-breakdown=-1 size, +2 dex, +7 natural, +4 armor
+
|ac-breakdown=-3 dex
|def-abilities=SR 22, mage armor
+
|def-abilities=transparent
|dr=20/cold iron
+
|dr=none
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
+
|immunities=electricity, ooze traits
|melee-list=bite +21 (1d8+9 plus Dispelling Bite), claw +16 (1d6+4)
+
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)
|space=10 ft.
+
|space=5 ft.
|reach=10 ft.
+
|reach=5 ft.
|special-attacks=Dispelling bite, enhanced bite
+
|special-attacks=engulf, paralysis
|spell-like=none
+
|spell-like=none
|cmb=+17 (+2 Disarm, +2 Sunder, +4 Trip)
+
|cmb=+1
|cmd=29
+
|cmd=10
|perception=+21
+
|perception=-5
|skills=Stealth +21, Acrobatics +18, Disable Device +18
+
|skills=
|feats=Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Greater Trip, Weapon Focus (Bite)
+
|feats=
|treasure=
+
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)
|environment=any
+
|environment=any
|organization=solitary
+
|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.
+
|special-abilities='''Acid (Ex)''' - A gelatinous cube's acid does not harm metal or stone.
 
 
'''Enhanced Bite (Su)''' - A spiderling's bite counts as a +4 weapon.
 
 
 
'''Mage Armor (Su)''' - Spiderlings produce a constant ''mage armor'' effect.
 
|description=
 
}}
 
</div>
 
  
<div style="border:1px solid black; padding:3px; margin:3px">
+
'''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.
  
=== Overfed Spiderling ===
+
'''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.
{{PathfinderMonster
 
|name=Spiderling
 
|appearance=A huge, well-fed spider like creature apparently made of vines
 
|cr=15
 
|xp=51,200
 
|alignment=N
 
|size=Huge
 
|type=Plant
 
|senses=Low light vision
 
|move-speeds=40 ft, climb 20 ft
 
|hd=22d8+176
 
|hp=275
 
|bab=+16
 
|fort=+21
 
|ref=+10
 
|will=+10
 
|str=20
 
|dex=16
 
|con=26
 
|int=13
 
|wis=16
 
|cha=24
 
|init=+3
 
|ac=25
 
|touch-ac=11
 
|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.
+
'''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.
 
 
'''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=
 
|description=
 
}}
 
}}
Line 1,109: Line 863:
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== World Tree Humanoid ===
+
=== Creeper ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Humanoid
+
|name=Creeper
|appearance=A humanoid creature made up of massed vines
+
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
|cr=13
+
|cr=4
|xp=25600
+
|xp=1200
 
|alignment=N
 
|alignment=N
 
|size=Medium
 
|size=Medium
|type=Plant
+
|type=Aberration
|senses=Low light vision
+
|senses=Darkvision 60 ft.
|move-speeds=30 ft
+
|move-speeds=30 ft.
|hd=19d8+95
+
|hd=5d8+15
|hp=180
+
|hp=37
|bab=+14
+
|bab=+3
|fort=+16
+
|fort=+4
|ref=+13
+
|ref=+4
|will=+8
+
|will=+5
|str=16
+
|str=8
|dex=24
+
|dex=16
|con=20
+
|con=16
|int=13
+
|int=4
|wis=15
+
|wis=12
|cha=21
+
|cha=8
|init=+7
+
|init=+2
|ac=27
+
|ac=15
|touch-ac=18
+
|touch-ac=13
|flatfooted-ac=19
+
|flatfooted-ac=12
|ac-breakdown=+7 dex, +5 natural, +4 armor, +1 dodge
+
|ac-breakdown=+3 dex, +2 natural
|def-abilities=SR 24, mage armor
+
|def-abilities=none
|dr=20/cold iron
+
|dr=none
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
+
|immunities=electricity
|melee-list=bite +22 (1d6+8 plus Dispelling Bite), claw +17 (1d4+3)
+
|melee-list=slam +2 (1d4-1 bashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=Dispelling bite, Enhanced bite, Force webs
+
|special-attacks=explosion
 
|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=Stealth +12,
|feats=Combat Expertise, Power Attack, Combat Reflexes, Improved Disarm, Improved Trip, Improved Sunder, Agile Maneuvers, Weapon Focus (Bite), Dodge, Step Up
+
|feats=Skill Focus (Stealth), Run, Step Up  
|treasure=
+
|treasure=special
|environment=any
+
|environment=any
|organization=solitary
+
|organization=solitary or hatchlings (1d4 young creepers)
|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='''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.
  
'''Enhanced Bite (Su)''' - A spiderling's bite counts as a +4 weapon.
+
'''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.
  
'''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.
+
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.
  
'''Mage Armor (Su)''' - Spiderlings produce a constant ''mage armor'' effect.
+
{{{!}}
|description=
+
! 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>
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Martite Devil ===
=== World Tree Rhino ===
 
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Rhino
+
|name=Martite
|appearance=A rhino shaped creature made up of massed vines
+
|appearance=This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.
|cr=14
+
|cr=1
|xp=38,400 XP
+
|xp=400
|alignment=N
+
|alignment=LE
|size=Large
+
|size=Small
|type=Plant
+
|type=Outsider (Devil, Extraplanar, Evil, Lawful)
|senses=Low light vision
+
|senses=See in darkness, Darkvision 60 ft.
|move-speeds=40 ft
+
|move-speeds=20 ft., climb 20 ft.
|hd=20d8+140
+
|hd=2d10+4
|hp=230
+
|hp=15
|bab=+15
+
|bab=+2
|fort=+19
+
|fort=+2
|ref=+9
+
|ref=+5
|will=+8
+
|will=+3
|str=20
+
|str=8
|dex=16
+
|dex=14
|con=24
+
|con=14
|int=13
+
|int=6
|wis=15
+
|wis=10
|cha=21
+
|cha=12
|init=+3
+
|init=+2
|ac=29
+
|ac=14
|touch-ac=17
+
|touch-ac=13
|flatfooted-ac=22
+
|flatfooted-ac=12
|ac-breakdown=+3 dex, +4 deflection, +12 natural
+
|ac-breakdown=+1 size, +2 Dex, +1 natural
|def-abilities=SR 25, mage armor
+
|def-abilities=resist acid 10, resist cold 10
|dr=20/cold iron
+
|dr=5/silver or good
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
+
|immunities=fire
|melee-list=gore +24 (1d8+9), bite +24 (1d8+9 plus dispelling bite)
+
|melee-list=claws +2 (1d3-1)
|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=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== World Tree Spitter ===
 
{{PathfinderMonster
 
|name=Spitter
 
|appearance=A strange creature made up of massed vines
 
|cr=10
 
|xp=9,600
 
|alignment=N
 
|size=Medium
 
|type=Plant
 
|senses=Low light vision
 
|move-speeds=30 ft
 
|hd=15d8+60
 
|hp=127
 
|bab=+7
 
|fort=+11
 
|ref=+11
 
|will=+5
 
|str=12
 
|dex=26
 
|con=18
 
|int=13
 
|wis=15
 
|cha=21
 
|init=+8
 
|ac=27
 
|touch-ac=22
 
|flatfooted-ac=19
 
|ac-breakdown=+8 dex, +4 deflection, +5 natural
 
|def-abilities=SR 21, mage armor
 
|dr=20/cold iron
 
|immunities=mind-affecting, paralysis, poison, polymorph, sleep, stun
 
|melee-list=spit +19 (4d4+4 acid plus dispelling spit), 2 claws +8 (1d4+1)
 
 
|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 flare, 3/day ray of fire
|cmb=+15
+
|cmb=+0
|cmd=26
+
|cmd=12
|perception=+20
+
|perception=+5
|skills=+26 Stealth
+
|skills=Sense Motive +5, Diplomacy +3, Bluff +6
|feats=Point blank shot, Precise shot, Agile Maneuvers
+
|feats=Weapon Finesse
|treasure=
+
|treasure=none
|environment=any
+
|environment=Demonic Realms
|organization=solitary
+
|organization=solitary, squad (1 advanced martite and 1d6 martites)
|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='''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.
'''Enhanced Spit(Su)''' - This thing's spit counts as a +4 ranged weapon.
+
 
 
+
{{{!}}
'''Mage Armor (Su)''' - This thing produces a constant ''mage armor'' effect.
+
! Planes
|description=
+
! Lore
}}
+
{{!}}-
</div>
+
{{!}} 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">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Reproma ===
=== Nahum the Inferno ===
 
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Nahum
+
|name=Reproma
|appearance=A great puddle of living liquid fire
+
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.
|cr=19 MR 2
+
|cr=1
|xp=307200
+
|xp=400
 
|alignment=N
 
|alignment=N
|size=Gargantuan
+
|size=Medium
|type=Ooze
+
|type=Plant
|senses=Blindsight 120 ft
+
|senses=tremorsense, Perception +4
|move-speeds=20 ft, climb 20 ft
+
|move-speeds=0 ft.
|hd=28d8+296
+
|hd=1d8+2
|hp=422
+
|hp=7
|bab=+21
+
|bab=+0
|fort=+19
+
|fort=+4
|ref=+8
+
|ref=-1
|will=+9
+
|will=+0
|str=28
+
|str=12
 
|dex=8
 
|dex=8
|con=30
+
|con=14
 
|int=-
 
|int=-
 
|wis=10
 
|wis=10
|cha=10
+
|cha=8
 
|init=-1
 
|init=-1
|ac=9
+
|ac=12
|touch-ac=5
+
|touch-ac=9
|flatfooted-ac=9
+
|flatfooted-ac=12
|ac-breakdown=+4 natural, -1 dex, -4 size
+
|ac-breakdown=-1 Dex, +3 natural
|def-abilities=Energy Resist 15, Block Attack, Second Save
+
|def-abilities=none
|dr=10/epic
+
|dr=none
|immunities=fire, piercing*, slashing*
+
|immunities=none
|melee-list=slam +26 (2d6+13 plus burn plus grab)
+
|melee-list=4 tentacles +1 (1d4+1)
|space=20 ft.
+
|space=5 ft.
|reach=20 ft.
+
|reach=5 ft.
|special-attacks=Ooze Toss
+
|special-attacks=Constrict (1d4+1), Grab (tentacle)
 
|spell-like=none
 
|spell-like=none
|cmb=+34 (+38 grapple)
+
|cmb=+1 (+5 grapple)
|cmd=43
+
|cmd=10 (can't be tripped)
|perception=+0
+
|perception=+4
 
|skills=
 
|skills=
|feats=
+
|feats=Multiattack
|treasure=67,000 gp
+
|treasure=incidental
|environment=any
+
|environment=any forest
 
|organization=solitary
 
|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.
+
|special-abilities='''Constrict (Ex):''' Do an extra 1d4+1 damage on a successful grapple check.
  
'''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.
+
'''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.  
  
'''Ooze Toss (Ex)''' - Does burn damage as a 30 ft burst at up to 100 ft range.
+
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.
  
'''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.
+
{{{!}}
 
+
! Nature
'''Second Save (Ex)''' - Reroll save versus an ongoing effect as a free action at the beginning of each turn.
+
! Lore
 
+
{{!}}-
'''Near-immunity to Piercing and Slashing (Ex)''' - All piercing and slashing damage is reduced to at most 1 damage (after DR).
+
{{!}} DC 11
|description=
+
{{!}} 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>
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Goblin Assassin - Spleenstabber ===
=== Kobold Guard ===
 
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Kobold Guard - Fighter 2
+
|name=Spleenstabber, goblin ninja 5
|appearance=Armed with an axe, an alchemist's fire and a tanglefoot bag
+
|appearance=
|cr=1/2
+
|cr=4
|xp=200
+
|xp=1200
 
|alignment=LE
 
|alignment=LE
|size=Small
+
|size=small
|type=Humanoid (Reptilian)
+
|type=Humanoid (Goblinoid)
|senses=Darkvision 60 ft. (Light Sensitivity)
+
|senses=Darkvision 60 ft.
|move-speeds=20 ft
+
|move-speeds=35 ft.
|hd=2d10+2
+
|hd=5d8+0
|hp=17
+
|hp=23
|bab=+2
+
|bab=+3
|fort=+3
+
|fort=+1
|ref=+2
+
|ref=+9
|will=+0 (+1 vs fear)
+
|will=+2
|str=7
+
|str=10
|dex=15
+
|dex=20
 
|con=10
 
|con=10
|int=8
+
|int=11
|wis=10
+
|wis=13
|cha=9
+
|cha=10
|init=+2
+
|init=+5
|ac=20
+
|ac=18
|touch-ac=14
+
|touch-ac=16
|flatfooted-ac=17
+
|flatfooted-ac=13
|ac-breakdown=+2 dex, +1 shield, +1 size, +1 natural, +1 dodge, +4 armor
+
|ac-breakdown=+5 dex, +2 armor, +1 size
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=handaxe +6 (1d4-2 20/x3 slashing)
+
|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=none
 
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=-1
+
|cmb=+2
|cmd=12
+
|cmd=17
|perception=+3
+
|perception=+9
|skills=Stealth +7
+
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10
|feats=Weapon Finesse, Weapon Focus (Handaxe), Dodge
+
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)
|treasure=MW small hide, handaxe, buckler, alchemist's fire, tanglefoot bag
+
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|special-abilities=none
+
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts
 
|description=
 
|description=
 
}}
 
}}
Line 1,389: Line 1,113:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Kobold Elite Guard ===
+
=== Goblin Wizard - Foeblaster ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Kobold Elite Guard - Fighter 6
+
|name=Foeblaster, goblin wizard 10
|appearance=Armed with a spiked chain and two alchemist's fire
+
|appearance=
|cr=4
+
|cr=9
|xp=1200
+
|xp=
 
|alignment=LE
 
|alignment=LE
|size=Small
+
|size=small
|type=Humanoid (Reptilian)
+
|type=Humanoid (Goblinoid)
|senses=Darkvision 60 ft. (Light Sensitivity)
+
|senses=Darkvision 60 ft.
|move-speeds=30 ft
+
|move-speeds=30 ft.
|hd=6d10+12
+
|hd=10d6+0
|hp=49
+
|hp=47
 
|bab=+6
 
|bab=+6
|fort=+8
+
|fort=+5
|ref=+9
+
|ref=+8
|will=+5 (+2 vs fear)
+
|will=+11
|str=8
+
|str=6
|dex=18 (+2 from belt)
+
|dex=17
|con=12
+
|con=10
|int=8
+
|int=17
|wis=13
+
|wis=14
 
|cha=10
 
|cha=10
|init=+5
+
|init=+7
|ac=25
+
|ac=19
|touch-ac=17
+
|touch-ac=16
|flatfooted-ac=19
+
|flatfooted-ac=16
|ac-breakdown=+7 armor, +5 dex, +1 size, +1 natural, +1 dodge
+
|ac-breakdown=+3 dex, +3 natural armor, +2 deflection, +1 size
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=spiked chain +15/+10 (1d6+3 20/x2 piercing, disarm, trip)
+
|melee-list=+9 ranged
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+4 (+5 with chain)
+
|cmb=+2
|cmd=20
+
|cmd=17
|perception=+7
+
|perception=+12
|skills=Stealth +13, Acrobatics +6
+
|skills=Swim +8, Stealth +24, Spellcraft +16, Linguistics +16
|feats=Weapon Finesse, Weapon Focus (Spiked Chain), Dodge, Combat Reflexes, Exotic Weapon Prof., Weapon Specialization (Spiked Chain), Stand Still
+
|feats=Combat Casting, Enlarge Spell, Eschew Materials, Improved Counterspell, Improved Initiative, Maximize Spell, Point-Blank Shot, Scribe Scroll
|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
+
|treasure=Amulet of natural armor +3 (bonded), Cloak of resistance +2, Ring of protection +2, Staff of fire
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|special-abilities=none
+
|special-abilities=
|description=
+
|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>
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Kobold Cleric ===
+
 
 +
=== Goblin Chief - Toechopper ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Kobold Cleric - Cleric 6
+
|name=Toechopper, goblin fighter 3
|appearance=Healbot
+
|appearance=
|cr=4
+
|cr=2
|xp=1200
+
|xp=600
|alignment=LE
+
|alignment=CE
|size=Small
+
|size=small
|type=Humanoid (Reptilian)
+
|type=Humanoid (Goblinoid)
|senses=Darkvision 60 ft. (Light Sensitivity)
+
|senses=Darkvision 60 ft.
|move-speeds=30 ft
+
|move-speeds=30 ft.
|hd=6d8+6
+
|hd=3d10+6
|hp=36
+
|hp=25
|bab=+4
+
|bab=+3
|fort=+6
+
|fort=+4
|ref=+3
+
|ref=+4
|will=+8
+
|will=+2 (+3 vs fear)
|str=4
+
|str=12
|dex=12
+
|dex=17
 
|con=12
 
|con=12
|int=12
+
|int=10
|wis=16
+
|wis=12
|cha=13
+
|cha=6
|init=+1
+
|init=+3
 
|ac=20
 
|ac=20
|touch-ac=14
+
|touch-ac=15
|flatfooted-ac=19
+
|flatfooted-ac=16
|ac-breakdown=+4 armor, +1 dex, +1 size, +1 natural, +2 deflection
+
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=none
+
|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=none
 
|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
+
|spell-like=none
|cmb=+0
+
|cmb=+3 (+4 grapple)
|cmd=15
+
|cmd=17 (18 to break a grapple)
|perception=+11
+
|perception=+3
|skills=Heal +12, Sense Motive +12, Survival +9
+
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,
|feats=Brew Potion, Combat Casting, Defensive Combat Training
+
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
|treasure=+1 studded leather, amulet of natural armor +1, ring of protection +2, wand of CMW (50 charges)
+
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
|environment=any
+
|environment=
|organization=solitary
+
|organization=
 
|special-abilities=none
 
|special-abilities=none
 
|description=
 
|description=
Line 1,489: Line 1,236:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Goblin Assassin 7 ===
=== Young Gelationous Cube ===
 
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Young Gelatinous Cube
+
|name=Goblin slayer 7
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.
+
|appearance=
 
|cr=2
 
|cr=2
|xp=400
+
|xp=600
|alignment=N
+
|alignment=CE
|size=Medium
+
|size=small
|type=Ooze
+
|type=Humanoid (Goblinoid)
|senses=Blindsight 60 ft.
+
|senses=Darkvision 60 ft.
|move-speeds=15 ft.
+
|move-speeds=30 ft.
|hd=4d8+24
+
|hd=3d10+6
|hp=42
+
|hp=25
 
|bab=+3
 
|bab=+3
|fort=+7
+
|fort=+4
|ref=-2
+
|ref=+4
|will=-4
+
|will=+2 (+3 vs fear)
|str=6
+
|str=12
|dex=5
+
|dex=17
|con=22
+
|con=12
|int=-
+
|int=10
|wis=1
+
|wis=12
|cha=1
+
|cha=6
|init=-3
+
|init=+3
|ac=7
+
|ac=20
|touch-ac=7
+
|touch-ac=15
|flatfooted-ac=7
+
|flatfooted-ac=16
|ac-breakdown=-3 dex
+
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield
|def-abilities=transparent
+
|def-abilities=none
 
|dr=none
 
|dr=none
|immunities=electricity, ooze traits
+
|immunities=none
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)
+
|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=engulf, paralysis
+
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+1
+
|cmb=+3 (+4 grapple)
|cmd=10
+
|cmd=17 (18 to break a grapple)
|perception=-5
+
|perception=+3
|skills=
+
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,
|feats=
+
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)
+
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
|environment=any
+
|environment=
|organization=solitary
+
|organization=
|special-abilities='''Acid (Ex)''' - A gelatinous cube's acid does not harm metal or stone.
+
|special-abilities=none
 
 
'''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=
 
|description=
 
}}
 
}}
Line 1,546: Line 1,286:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
+
=== Goblin Assassin 9 ===
=== Creeper ===
 
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Creeper
+
|name=goblin slayer 9
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
+
|appearance=
|cr=4
+
|cr=2
|xp=1200
+
|xp=600
|alignment=N
+
|alignment=CE
|size=Medium
+
|size=small
|type=Aberration
+
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|move-speeds=30 ft.
|hd=5d8+15
+
|hd=3d10+6
|hp=37
+
|hp=25
 
|bab=+3
 
|bab=+3
 
|fort=+4
 
|fort=+4
 
|ref=+4
 
|ref=+4
|will=+5
+
|will=+2 (+3 vs fear)
|str=8
+
|str=12
|dex=16
+
|dex=17
|con=16
+
|con=12
|int=4
+
|int=10
 
|wis=12
 
|wis=12
|cha=8
+
|cha=6
|init=+2
+
|init=+3
|ac=15
+
|ac=20
|touch-ac=13
+
|touch-ac=15
|flatfooted-ac=12
+
|flatfooted-ac=16
|ac-breakdown=+3 dex, +2 natural
+
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
|immunities=electricity
+
|immunities=none
|melee-list=slam +2 (1d4-1 bashing)
+
|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=explosion
+
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+2
+
|cmb=+3 (+4 grapple)
|cmd=15
+
|cmd=17 (18 to break a grapple)
|perception=+1
+
|perception=+3
|skills=Stealth +12,
+
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,
|feats=Skill Focus (Stealth), Run, Step Up
+
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
|treasure=special
+
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
|environment=any
+
|environment=
|organization=solitary or hatchlings (1d4 young creepers)
+
|organization=
|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.
+
|special-abilities=none
 +
|description=
 +
}}
 +
</div>
  
'''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.
+
<div style="border:1px solid black; padding:3px; margin:3px">
|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.
+
=== Goblin Cleric - Dogkicker ===
 
+
{{PathfinderMonster
{{{!}}
+
|name=Dogkicker, goblin cleric 1
! Dungeoneering
+
|appearance=
! Lore
+
|cr=1/2
{{!}}-
+
|xp=200
{{!}} DC 14
+
|alignment=NE
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.
+
|size=small
{{!}}-
+
|type=Humanoid (Goblinoid)
{{!}} DC 19
+
|senses=Darkvision 60 ft.
{{!}} 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.
+
|move-speeds=30 ft.
{{!}}-
+
|hd=1d8+2
{{!}} DC 24
+
|hp=10
{{!}} 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.
+
|bab=+0
{{!}}}
+
|fort=+3
}}
+
|ref=+3
</div>
+
|will=+3
 
+
|str=6
<div style="border:1px solid black; padding:3px; margin:3px">
+
|dex=16
=== Martite Devil ===
+
|con=13
{{PathfinderMonster
+
|int=10
|name=Martite
+
|wis=12
|appearance=This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.
+
|cha=12
|cr=1
+
|init=+3
|xp=400
+
|ac=16
|alignment=LE
+
|touch-ac=14
|size=Small
+
|flatfooted-ac=12
|type=Outsider (Devil, Extraplanar, Evil, Lawful)
+
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield
|senses=See in darkness, Darkvision 60 ft.
+
|def-abilities=none
|move-speeds=20 ft., climb 20 ft.
+
|dr=none
|hd=2d10+4
+
|immunities=none
|hp=15
+
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)
|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.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=none
+
|special-attacks=bleeding touch 4/day, channel energy 6/day
|spell-like=3/day flare, 3/day ray of fire
+
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day
|cmb=+0
+
|cmb=-3
|cmd=12
+
|cmd=10
|perception=+5
+
|perception=+1
|skills=Sense Motive +5, Diplomacy +3, Bluff +6
+
|skills=Heal +5, Spellcraft +4,
|feats=Weapon Finesse
+
|feats=Extra Channel
|treasure=none
+
|treasure=
|environment=Demonic Realms
+
|environment=
|organization=solitary, squad (1 advanced martite and 1d6 martites)
+
|organization=
|special-abilities='''See in Darkness (Su)''' A martite can see even in magical darkness.
+
|special-abilities='''Aura (Ex)''' Detects as lawful evil.
|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.
+
 
 +
'''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.
! Planes
+
 
! Lore
+
'''Savage Maw (Spell)''' Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).
{{!}}-
+
 
{{!}} DC 11
+
|description=
{{!}} 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>
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Reproma ===
+
 
 +
=== Goblin Swordsman L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Reproma
+
|name=Goblin fighter 3
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.
+
|appearance=
|cr=1
+
|cr=2
|xp=400
+
|xp=600
|alignment=N
+
|alignment=LE
|size=Medium
+
|size=small
|type=Plant
+
|type=Humanoid (Goblinoid)
|senses=tremorsense, Perception +4
+
|senses=Darkvision 60 ft.
|move-speeds=0 ft.
+
|move-speeds=30 ft. (run)
|hd=1d8+2
+
|hd=3d10+6
|hp=7
+
|hp=23
|bab=+0
+
|bab=+3
 
|fort=+4
 
|fort=+4
|ref=-1
+
|ref=+3
|will=+0
+
|will=+1 (+2 vs fear)
|str=12
+
|str=11
|dex=8
+
|dex=14
|con=14
+
|con=12
|int=-
+
|int=8
|wis=10
+
|wis=11
|cha=8
+
|cha=7
|init=-1
+
|init=+2
|ac=12
+
|ac=22
|touch-ac=9
+
|touch-ac=14
|flatfooted-ac=12
+
|flatfooted-ac=19
|ac-breakdown=-1 Dex, +3 natural
+
|ac-breakdown=+2 dex, +5 armor, +1 size, +1 dodge, +3 shield
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=4 tentacles +1 (1d4+1)
+
|melee-list=MW longsword +6 (1d6, 19-20/x2 slashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=Constrict (1d4+1), Grab (tentacle)
+
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+1 (+5 grapple)
+
|cmb=+2
|cmd=10 (can't be tripped)
+
|cmd=15
|perception=+4
+
|perception=+1
|skills=
+
|skills=Acrobatics -1, Climb +0, Survival +4, Stealth +6,
|feats=Multiattack
+
|feats=Weapon Focus (longsword), Dodge, Run, Shield Focus
|treasure=incidental
+
|treasure=MW longsword, scale mail, MW heavy steel shield, potion of CLW
|environment=any forest
+
|environment=
|organization=solitary
+
|organization=
|special-abilities='''Constrict (Ex):''' Do an extra 1d4+1 damage on a successful grapple check.
+
|special-abilities=none
 
+
|description=
'''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>
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Goblin Assassin - Spleenstabber ===
+
=== Goblin Shieldsman L5 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Spleenstabber, goblin ninja 5
+
|name=Goblin fighter 5
 
|appearance=
 
|appearance=
 
|cr=4
 
|cr=4
|xp=1200
+
|xp=
 
|alignment=LE
 
|alignment=LE
 
|size=small
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|senses=Darkvision 60 ft.
|move-speeds=35 ft.
+
|move-speeds=20 ft.
|hd=5d8+0
+
|hd=5d10+10
|hp=23
+
|hp=47
|bab=+3
+
|bab=+5
|fort=+1
+
|fort=+5
|ref=+9
+
|ref=+5
|will=+2
+
|will=+4 (+5 vs fear)
|str=10
+
|str=14
|dex=20
+
|dex=16
|con=10
+
|con=14
|int=11
+
|int=8
 
|wis=13
 
|wis=13
|cha=10
+
|cha=8
|init=+5
+
|init=+7
|ac=18
+
|ac=28
|touch-ac=16
+
|touch-ac=14
|flatfooted-ac=13
+
|flatfooted-ac=25
|ac-breakdown=+5 dex, +2 armor, +1 size
+
|ac-breakdown=+9 armor, +2 dex, +5 shield, +1 dodge, +1 size
|def-abilities=none
+
|def-abilities=stand still
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=MW rapier +11 (1d4-2/18 + 3d6 sneak attack)
+
|melee-list=longsword +7 (1d6+3, 19-20/x2 slashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
 
|special-attacks=none
 
|special-attacks=none
 
|spell-like=none
 
|spell-like=none
|cmb=+2
+
|cmb=+5
|cmd=17
+
|cmd=19
|perception=+9
+
|perception=+6
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10
+
|skills=
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)
+
|feats=Combat Reflexes, Dodge, Improved Init, Iron Will, Shield Focus, Stand Still
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb
+
|treasure=longsword, plate mail, tower shield
 
|environment=
 
|environment=
 
|organization=
 
|organization=
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts
+
|special-abilities=none
 
|description=
 
|description=
 
}}
 
}}
Line 1,797: Line 1,499:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Goblin Wizard - Foeblaster ===
+
 
 +
=== Goblin Archer L5 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Foeblaster, goblin wizard 10
+
|name=Goblin fighter 5
 
|appearance=
 
|appearance=
|cr=9
+
|cr=4
 
|xp=
 
|xp=
 
|alignment=LE
 
|alignment=LE
Line 1,807: Line 1,510:
 
|type=Humanoid (Goblinoid)
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|senses=Darkvision 60 ft.
|move-speeds=30 ft.
+
|move-speeds=30 ft.  
|hd=10d6+0
+
|hd=5d10+5
|hp=47
+
|hp=42
|bab=+6
+
|bab=+5
 
|fort=+5
 
|fort=+5
|ref=+8
+
|ref=+6
|will=+11
+
|will=+2 (+3 vs fear)
|str=6
+
|str=12
|dex=17
+
|dex=20
|con=10
+
|con=13
|int=17
+
|int=8
|wis=14
+
|wis=12
|cha=10
+
|cha=8
|init=+7
+
|init=+5
|ac=19
+
|ac=20
|touch-ac=16
+
|touch-ac=17
|flatfooted-ac=16
+
|flatfooted-ac=14
|ac-breakdown=+3 dex, +3 natural armor, +2 deflection, +1 size
+
|ac-breakdown=+3 armor, +5 dex, +1 dodge, +1 size
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=+9 ranged
+
|melee-list=longbow +13 (1d6, x3)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
Line 1,834: Line 1,537:
 
|spell-like=none
 
|spell-like=none
 
|cmb=+2
 
|cmb=+2
|cmd=17
+
|cmd=15
|perception=+12
+
|perception=+6
|skills=Swim +8, Stealth +24, Spellcraft +16, Linguistics +16
+
|skills=
|feats=Combat Casting, Enlarge Spell, Eschew Materials, Improved Counterspell, Improved Initiative, Maximize Spell, Point-Blank Shot, Scribe Scroll
+
|feats=Deadly Aim, Dodge, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus Longbow
|treasure=Amulet of natural armor +3 (bonded), Cloak of resistance +2, Ring of protection +2, Staff of fire
+
|treasure=longbow, studded leather
 
|environment=
 
|environment=
 
|organization=
 
|organization=
|special-abilities=
+
|special-abilities=none
|description=Spellbook:<br/>
+
|description=
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>
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== Goblin Chief - Toechopper ===
+
=== Goblin Cleric L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Toechopper, goblin fighter 3
+
|name=Goblin cleric 3
 
|appearance=
 
|appearance=
 
|cr=2
 
|cr=2
 
|xp=600
 
|xp=600
|alignment=CE
+
|alignment=LE
 
|size=small
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|move-speeds=30 ft.
|hd=3d10+6
+
|hd=3d8+3
|hp=25
+
|hp=17
|bab=+3
+
|bab=+2
|fort=+4
+
|fort=+3
|ref=+4
+
|ref=+2
|will=+2 (+3 vs fear)
+
|will=+4
|str=12
+
|str=7
|dex=17
+
|dex=12
|con=12
+
|con=11
 
|int=10
 
|int=10
|wis=12
+
|wis=13
|cha=6
+
|cha=10
|init=+3
+
|init=+1
|ac=20
+
|ac=17
|touch-ac=15
+
|touch-ac=12
 
|flatfooted-ac=16
 
|flatfooted-ac=16
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield
+
|ac-breakdown=+1 dex, +5 armor, +1 size
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)
+
|melee-list=Heavy mace +1 (1d6-2, 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 channel negative energy (2d6, DC 11), command (DC 13), CLW, cause fear (DC 12), bless, spiritual weapon, summon monster II
|cmb=+3 (+4 grapple)
+
|cmb=-1
|cmd=17 (18 to break a grapple)
+
|cmd=10
 
|perception=+3
 
|perception=+3
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,
+
|skills=Acrobatics -3, Climb -5, Survival +3, Stealth +9,
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still
+
|feats=Combat Casting, Spell Focus (Enchantment)
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler
+
|treasure=heavy mace, scale mail, 2 potions of CLW, 1 alchemist fire
 
|environment=
 
|environment=
 
|organization=
 
|organization=
Line 1,920: Line 1,601:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
=== Goblin Assassin 7 ===
+
 
 +
=== Goblin Warpriest L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Goblin slayer 7
+
|name=Goblin warpriest 3
 
|appearance=
 
|appearance=
|cr=6
+
|cr=2
|xp=
+
|xp=600
|alignment=NE
+
|alignment=LE
 
|size=small
 
|size=small
 
|type=Humanoid (Goblinoid)
 
|type=Humanoid (Goblinoid)
 
|senses=Darkvision 60 ft.
 
|senses=Darkvision 60 ft.
|move-speeds=30 ft.
+
|move-speeds=20 ft.
|hd=7d10+21
+
|hd=3d8+3
|hp=59
+
|hp=23
|bab=+7/+2
+
|bab=+3
|fort=+7
+
|fort=+4
|ref=+10
+
|ref=+3
|will=+3
+
|will=+4
|str=11
+
|str=12
|dex=20
+
|dex=14
|con=14
+
|con=13
|int=10
+
|int=8
 
|wis=12
 
|wis=12
|cha=6
+
|cha=13
|init=+5
+
|init=+2
|ac=22
+
|ac=21
|touch-ac=17
+
|touch-ac=14
|flatfooted-ac=16
+
|flatfooted-ac=18
|ac-breakdown=+5 dex, +4 armor, +1 natural, +1 dodge, +1 size
+
|ac-breakdown=+2 dex, +6 armor, +1 dodge, +1 size, +1 shield
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=+15/+10 kukri (1d3+1 plus 2d6 sneak attack, 18)
+
|melee-list=Longsword +5 (1d6+1, 19/x2)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=favored enemy human/dwarf +2 (move action), stalker
+
|special-attacks=none
|spell-like=none
+
|spell-like=divine favor (+1 atk/dmg), entropic shield (20% ranged miss), shield of faith (+2 ac), cure light wounds (1d8+3)
|cmb=+11
+
|cmb=+2
|cmd=22
+
|cmd=15
|perception=+11
+
|perception=+4
|skills=Acrobatics +15, Climb +10, Disguise +8, Escape Artist +15, Stealth +23,
+
|skills=Stealth +10,
|feats=Agile Maneuvers, Dodge, Weapon Finesse, Weapon Focus (Kukri), Fast Stealth, Camouflage, Slow Reactions, Surprise Attack
+
|feats=Weapon Focus (Longsword), Combat Reflexes, Dodge, Combat Casting (+8)
|treasure=+1 kukri, +1 leaf armor, amulet of natural armor +1
+
|treasure=longsword, chainmail, light steel shield
 
|environment=
 
|environment=
 
|organization=
 
|organization=
|special-abilities=
+
|special-abilities=none
|description=
+
|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>
Line 1,971: Line 1,653:
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
  
=== Goblin Assassin 9 ===
+
=== Goblin Sorcerer L3 ===
 
{{PathfinderMonster
 
{{PathfinderMonster
|name=Goblin slayer 9
+
|name=Goblin sorcerer 3
 
|appearance=
 
|appearance=
|cr=8
+
|cr=2
|xp=
+
|xp=600
 
|alignment=NE
 
|alignment=NE
 
|size=small
 
|size=small
Line 1,982: Line 1,664:
 
|senses=Darkvision 60 ft.
 
|senses=Darkvision 60 ft.
 
|move-speeds=30 ft.
 
|move-speeds=30 ft.
|hd=9d10+27
+
|hd=3d6+3
|hp=76
+
|hp=14
|bab=+9/+4
+
|bab=+1
|fort=+8
+
|fort=+1
|ref=+11
+
|ref=+3
 
|will=+4
 
|will=+4
|str=12
+
|str=6
|dex=20
+
|dex=14
|con=14
+
|con=11
|int=10
+
|int=9
 
|wis=12
 
|wis=12
|cha=6
+
|cha=11
|init=+5
+
|init=+2
|ac=22
+
|ac=13
|touch-ac=17
+
|touch-ac=13
|flatfooted-ac=16
+
|flatfooted-ac=11
|ac-breakdown=+5 dex, +4 armor, +1 natural, +1 deflection, +1 dodge, +1 size
+
|ac-breakdown=+2 dex, +1 size
 
|def-abilities=none
 
|def-abilities=none
 
|dr=none
 
|dr=none
 
|immunities=none
 
|immunities=none
|melee-list=+17/+12 rapier (1d4+2 plus 3d6 sneak attack, 18)
+
|melee-list=quarterstaff +0 (1d4-2, 20/x2 bashing)
 
|space=5 ft.
 
|space=5 ft.
 
|reach=5 ft.
 
|reach=5 ft.
|special-attacks=favored enemy human/dwarf +2 (move action), stalker
+
|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=+13
+
|cmb=-2
|cmd=26
+
|cmd=10
|perception=+13
+
|perception=+2
|skills=Acrobatics +17, Climb +13, Disguise +10, Escape Artist +17, Stealth +25,
+
|skills=Acrobatics -1, Climb -5, Survival +2, Stealth +7,
|feats=Agile Maneuvers, Dodge, Weapon Finesse, Weapon Focus (Rapier), Fast Stealth, Camouflage, Slow Reactions, Surprise Attack, Slowing Strike, Lunge
+
|feats=Point-blank shot, Precise shot
|treasure=+1 adamantine rapier, +1 leaf armor, amulet of natural armor +1, ring of protection +1
+
|treasure=quarterstaff, 2 potions of CLW
 
|environment=
 
|environment=
 
|organization=
 
|organization=
|special-abilities=
+
|special-abilities=none
 
|description=
 
|description=
 
}}
 
}}
Line 2,021: Line 1,703:
  
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
<div style="border:1px solid black; padding:3px; margin:3px">
 +
=== Goblin Notes ===
  
=== Goblin Cleric - Dogkicker ===
+
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)
{{PathfinderMonster
+
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC
|name=Dogkicker, goblin cleric 1
+
* Miners - Light pick +2 (1d3 / x4)
|appearance=
+
* Others - Shortsword +2 (1d4 / 19-20)
|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=
 
|organization=
 
|special-abilities=
 
|description=
 
}}
 
</div>
 
 
 
<div style="border:1px solid black; padding:3px; margin:3px">
 
 
 
=== Metal Elemental ===
 
{{PathfinderMonster
 
|name=Agile Metal Elemental
 
|appearance=
 
|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>
  

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