GastidemCR 1/2

Male gnome rogue 1

CE Small humanoid (gnome)

Init +1; Senses low-light vision; Perception +6

DEFENSE

AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size) (+4 dodge vs. giants)

hp11 (1d8+3)

Fort +2, Ref +3, Will +0; +2 vs. illusions, +2 vs. mind-affecting effects

OFFENSE

Speed 20 ft.

Melee dagger +0 (1d3–1/19–20)

Ranged dagger +2 (1d3–1/19–20)

Special Attacks sneak attack +1d6, +1 on attack rolls against goblinoid and reptilian humanoids

TACTICS

During Combat Gastidem knows he’s outnumbered and not in any condition to fight. He does his best to defend himself, all the while trying to maintain the ruse of encouraging the PCs to attempt the Kiss of Korada.

Morale If reduced to 5 or fewer hit points, Gastidem surrenders and begs the PCs for forgiveness and mercy, hoping he can distract them by placing blame on Dakang.

STATISTICS

Str9, Dex13, Con 14, Int14, Wis 10, Cha 10

Base Atk+0; CMB –2; CMD 9

Feats Skill Focus (Craft [traps])

Skills Bluff +4, Craft (alchemy) +6, Craft (traps) +11, Disable Device +5, Escape Artist +5, Knowledge (engineering) +3, Knowledge (nature) +3, Perception +6, Sleight of Hand +5, Stealth +9; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Elven, Gnome, Tien

SQ flayleaf addiction, trapfinding +1

Gear leather armor, dagger, flayleaf (4 doses)

SPECIAL ABILITIES

Flayleaf Addiction (Ex) Gastidem is addicted to the potent drug flayleaf, which he grows himself and chews throughout the day. The narcotic grants him a +2 alchemical bonus on saves against mind-affecting effects, gives him the fatigued condition, and deals 1 point of Wisdom damage. The fatigued condition is already calculated into his statistics, but the ability damage is not enough to lower his effective Wisdom modifier (though it stacks with other Wisdom-damaging effects). For more information on flayleaf, drugs, and addictions, see pages 236–237 of the Pathfinder RPG GameMastery Guide.

SKELETAL CHAMPION (T1-2)CR 2

XP 600

Human skeletal champion warrior 1

NE Medium undead

Init +5; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural,

+2 shield)

hp17 (3 HD; 2d8+1d10+3)

Fort +3 Ref +1 Will +3; channel resistance +4

DR 5/bludgeoning; Immune cold, undead traits

OFFENSE

Speed 30 ft.

Melee mwklongsword +7 (1d8+3/19–20)

STATISTICS

Str17, Dex13, Con —, Int9, Wis 10, Cha 12

Base Atk+2; CMB +5; CMD 16

Feats Cleave, Improved InitiativeB, Power Attack, Weapon

Focus (longsword)

Skills Intimidate +7, Perception +6, Stealth –1

Undead Traits (Ex)

Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Cleave (Combat)

You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

HUMAN SKELETONS (2)(T1-2)CR 1/3

XP 135

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

hp4 (1d8)

Fort +0, Ref +2, Will +2

DR 5/bludgeoning; Immune cold, undead traits

OFFENSE

Speed 30 ft.

Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or

2 claws +2 (1d4+2)

STATISTICS

Str15, Dex14, Con —, Int—, Wis 10, Cha 10

Base Atk+0; CMB +2; CMD 14

Feats Improved InitiativeB

Gear broken chain shirt, broken scimitar

DRETCH (T1-2)CR 2

XP 600

CE Small outsider (chaotic, demon, evil, extraplanar)

Init +0; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)

hp18 (2d10+7)

Fort +5, Ref +0, Will +3

DR 5/cold iron or good; Immune electricity, poison; Resistacid 10, cold 10, fire 10

OFFENSE

Speed 20 ft.

Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)

Spell-Like Abilities (CL 2nd)

1/day—cause fear (DC 11), stinking cloud (DC 13), summon(level 1, 1 dretch 35%)

STATISTICS

Str12, Dex10, Con 14, Int5, Wis 11, Cha 11

Base Atk+2; CMB +2; CMD 12

Feats Toughness

Skills Escape Artist +5, Perception +5, Stealth +9

Languages Abyssal (cannot speak); telepathy 100 ft. (limited toAbyssal-speaking targets)

Cause Fear

Schoolnecromancy [emotion, fear, mind-affecting]; Levelantipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1; Domain daemon1, death1; Bloodlineabyssal1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 5 or fewer HD
Duration 1d4 rounds or 1 round; see text
Saving ThrowWill partial; Spell Resistance yes

DESCRIPTION

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

Stinking Cloud

Schoolconjuration (creation) [poison]; Levelbloodrager 3, magus 3, sorcerer/wizard 3, witch 3; Domainsmoke 3
CASTING
Casting Time 1 standard action
Components V, S, M (a rotten egg or cabbage leaves)
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving ThrowFortitude negates; see text; Spell Resistance no / By the way...
The effects created by this spell do not move with a vehicle.
SourceSkull & Shackles Player's Guide

DESCRIPTION

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Telepathy (Su)

The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time

Devout Bodyguards (3) (T1-2)CR 1/2

Aasimar fighter 1 (Pathfinder RPG Bestiary 7)

LN Medium outsider (native)

Init +2; Senses darkvision 60 ft.; Perception +3

DEFENSE

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)

hp11 each (1d10+1)

Fort +3, Ref +2, Will –2

Resist acid 5, cold 5, electricity 5

OFFENSE

Speed 20 ft.

Melee spear +4 (1d8+3/×3)

Spell-Like Abilities (CL 1st; concentration +3)

1/day—daylight

TACTICS

During Combat Unless convinced of Dakang’s blasphemy, the bodyguards fight loyally to protect the priest and defend his quarters from intrusion.

Morale As long as they remain faithful to Dakang, the bodyguards do not surrender.

STATISTICS

Str15, Dex14, Con 13, Int10, Wis 7, Cha 14

Base Atk+1; CMB +3; CMD 15

Feats Alertness, Weapon Focus (spear)

Skills Diplomacy +4, Intimidate +6, Perception +3, Sense Motive +1; Racial Modifiers +2 Diplomacy, +2 Perception

Languages Celestial, Common, Tien

Combat Gear tanglefoot bag; Other Gear breastplate, spear

SPECIAL ABILITIES

Heresy’s Bounty (Ex) As is the case of most of the temple’s inhabitants, the constant ingestion of heresy’s bounty from the corrupted banquet table of the autumn feast has resulted in ongoing Wisdom damage to the aasimar guards, reducing their Wisdom scores to 7.

Daylight

Schoolevocation [light]; Levelbard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3; Domainday 3, light 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target object touched
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no /

DESCRIPTION

You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Tanglefoot Bag

SourceCore Rulebook

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Dakang(T1-2)CR 4

Male vermlek demon cleric of Sifkesh 2 (Pathfinder Campaign Setting: Lords of Chaos 54)

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +1; Senses blindsense 30 ft., darkvision 60 ft., scent; Perception +10

DEFENSE

AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 natural)

hp51 (6 HD; 4d10+2d8+20)

Fort +10, Ref +4, Will +10

Defensive Abilities abandon flesh, flesh armor, negative energy affinity; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 14

OFFENSE

Speed 30 ft., burrow 20 ft.

Melee quarterstaff +8 (1d6+4), bite +3 (1d6+1)

Special Attacks channel negative energy 4/day (DC 12, 1d6)

Spell-Like Abilities (CL 3rd; concentration +4)

3/day—mass inflict light wounds (DC 16), spider climb

1/day—gentle repose, summon (level 2, 1d4 dretches 50%)

Domain Spell-Like Abilities (CL 2nd; concentration +5)

6/day—vision of madness (+/–1)

6/day—copycat (2 rounds)

Cleric Spells Prepared (CL 2nd; concentration +5)

1st—bane (DC 14), cause fear (DC 14), lesser confusion (DC 14)D, shield of faith

0 (at will)—bleed (DC 13), detect magic, resistance, stabilize D Domain spell;

Domains Madness, Trickery

TACTICS

Before Combat If Dakang is aware of the PCs’ approach, he casts shield of faith and spider climb, preparing for the impending battle.

During Combat Dakang opens by casting bane, followed by mass inflict light wounds, trying to climb to the ceiling to avoid melee combat. If a particular enemy seems especially threatening, Dakang casts cause fear on the foe to remove her from combat. If surrounded, Dakang casts mass inflict light wounds (targeting himself as one of the affected creatures), preferring to channel negative energy only to heal himself since his spell-like ability allows him to both heal himself and harm his attackers.

Morale If reduced to fewer than 10 hit points,Dakang sheds his humanoid form and attempts to escape by burrowing into the ground.

STATISTICS

Str17, Dex13, Con 16, Int10, Wis 17, Cha 12

Base Atk+5; CMB +8; CMD 19

Feats Combat Casting, Deceitful, Lightning Reflexes

Skills Bluff +10, Disguise +10 (+18 when inhabiting a corpse), Escape Artist +8 (+16 when not inhabiting a corpse), Knowledge (religion) +7, Perception +10, Sense Motive +10, Use Magic Device +8; Racial Modifiers +8 Disguise when inhabiting a corpse+8 Escape Artist when not inhabiting a corpse

Languages Abyssal, Common, Tien; telepathy 100 ft.

SQ aura, inhabit body

Gear quarterstaff

SPECIAL ABILITIES

Abandon Flesh (Su) As a swift action, a vermlek can abandon an inhabited body, crawling hideously out of its host and leaving behind an empty sack of skin and bits of gristle. In so doing, it absorbs much of the body’s flesh to heal itself, restoring 2d6+3 hit points. A vermlek cannot later reclaim this body with its inhabit body ability.

Flesh Armor (Su) When a vermlek wears a humanoid body (see inhabit body, below), it treats the dead flesh and muscle as armor and gains a +3 armor bonus to its AC.

Inhabit Body (Su) Avermlek can crawl into the body of any dead Medium humanoid, consuming and replacing the bulk of the humanoid’s skeleton and internal organs as it does so. This process takes 1d4 rounds for the vermlek to complete, during which it is considered flat-footed. Once the process is complete, the vermlek appears for all practical purposes to be a living but hideously obese version of the previous humanoid—it gains a +8 racial bonus on Disguise checks to appear as a normal humanoid while wearing a dead body in this manner, but does not gain any of the abilities that the dead creature possessed in life, including natural attacks, unusual movement types, or bonuses to natural armor. It loses its own burrow speed while inhabiting a body, but gains the ability to wield weapons or wear armor shaped for humanoids (although note that the armor bonus granted by wearing armor does not stack with the bonus granted by the vermlek’s flesh armor ability).

Negative Energy Affinity (Ex) A vermlek is healed by negative energy and harmed by positive energy as if it were an undead creature.

Spell Resistance (Ex)

A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw

Shield of Faith

Schoolabjuration; Levelcleric/oracle 1, inquisitor 1; Domainagathion 1, glory 1
CASTING
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
EFFECT
Range touch
Target creature touched
Duration 1 min./level
Saving ThrowWill negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Spider Climb

Schooltransmutation; Level alchemist 2, bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, summoner 2
CASTING
Casting Time 1 standard action
Components V, S, M (a live spider)
EFFECT
Range touch
Target creature touched
Duration 10 min./level
Saving ThrowWill negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Bane

Schoolenchantment (compulsion) [emotion, fear, mind-affecting]; Levelantipaladin 1, cleric/oracle 1, inquisitor 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range 50 ft.
Area 50-ft.-radius burst, centered on you
Duration 1 min./level
Saving ThrowWill negates; Spell Resistance yes

DESCRIPTION

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.

Inflict Light Wounds, Mass

Schoolnecromancy; Levelcleric/oracle 5, inquisitor 5, witch 6

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving ThrowWill half; Spell Resistance yes

DESCRIPTION

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Confusion

Schoolenchantment (compulsion) [mind-affecting]; Levelbard 3, bloodrager 4, sorcerer/wizard 4, witch 4; Domain lust 4, madness 4, trickery 4
CASTING
Casting Time 1 standard action
Components V, S, M/DF (three nutshells)
EFFECT
Range medium (100 ft. + 10 ft./level)
Targets all creatures in a 15-ft.-radius burst
Duration 1 round/level
Saving ThrowWill negates; Spell Resistance yes
DESCRIPTION

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.