In the Abyss

In the Abyss

In the Abyss was the second full adventure published for Planescape, and firmly established the Doomguard faction as one of the bad guys. While the Sinkers were a part of The Eternal Boundary, they were as much a victim of circumstances as all of the other factions involved. In the Abyss put the Doomguard’s alliance with the tanar’ri front-and-centre in the form of the Ship of Chaos. It also for the first time put the player characters square in the middle of the eternal conflict between the tanar’ri and the baatezu, and forced them to make a major choice: honour their contract with the baatezu to turn the Ship of Chaos over to them, or disable the ship to keep it out of all fiendish hands. Of course, if they’re not quick enough, they might end up lucky to escape with their lives!

Chapter I: The Announcement

The Grinning Imp

Pit Fiend (Wullum)      CR 20

XP 307,200
Devil, pit fiend
hp 350 (Pathfinder RPG Bestiary 80)

The Portal

Optional Encounters

Guards (8*)      CR 6

XP 2,400
Human fighter 7 (Doomguard or Mercykillers)
CE Medium humanoid (human)
Init +1; Senses Perception +1

DEFENCE
AC 20, touch 12, flat-footed 19 (+8 armour, +1 deflection, +1 Dex)
hp 67 (7d10+21)
Fort +7, Ref +3, Will +3; +2 vs. fear

OFFENCE
Speed 30 ft.
Melee +1 longsword +16/+11 (Doomguard) or +15/+10 (Mercykillers) (1d8+8/19-20)
Ranged +1 composite longbow +10/+5 (1d8+7 [Doomguard] or 1d8+5 [Mercykillers]/×3)
Spell-Like Abilites (CL 7th; concentration +6) [Mercykillers only]
1/day–discern lies (DC 13)

STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats CleaveB, Deadly AimB, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Weapon Focus (longbow)B (bonus for Doomguard only), Weapon Focus (longsword)B, Weapon Specialization (longbow) (Doomguard only), Weapon Specialization (longsword)B
Skills Climb +11, Intimidate +9, Knowledge (engineering) +2 (Doomguard only), Survival +11 (Mercykillers +13 when following tracks)
Faction Traits Doomguard: Healing Resistance, Sift, Sword Training; Mercykillers: Above the Law, Discern Lies, Eight Tenets of Justice
Languages Common
SQ armour training 2, bravery +2, weapon training 1 (heavy blades +1)
Combat Gear potion of cure moderate wounds (2); Other Gear +1 banded armour, +1 longsword, +1 composite longbow (+4 Str bonus) with 20 arrows, ring of protection +1

Chapter II: In the Abyss

Arrival

Molydeus      CR 19

XP 204,800
Demon, molydeus
hp 313 (Fiendish Codex I: Hordes of the Abyss 46)

Seeking the Ship of Chaos

Chasme      CR 10

XP 9,600
Demon, stirge
hp 92 (The Tome of Horrors Complete 175)

Eyewing      CR 2

XP 600
Eyewing
hp 21 (Bestiary of Krynn, Revised 51)

Armanite      CR 7

XP 3,200
Demon, armanite
hp 103 (Fiendish Codex I: Hordes of the Abyss 28)

Fiendish Giant Soldier Ant      CR 2

XP 600
Fiendish giant ant (Pathfinder RPG Bestiary 16, 294)
N Medium vermin
Init +0; Senses darkvision 60 ft., scent; Perception +5

DEFENCE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 18 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting effects; Resist cold 5, fire 5; SR 7

OFFENCE
Speed 50 ft., climb 20 ft.
Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
Special Attacks smite good (1/day; +0 attack, +2 damage)

STATISTICS
Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)
Feats ToughnessB
Skills Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival

SPECIAL ABILITIES
Poison (Ex) Sting–injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Viper Tree Forests

Viper Tree (CR 3)

At first glance, a viper tree looks like a colourless white beech tree with leafless branches. Its fleshy trunk supports a tangle of serpentine boughs that end in ophidian mouths. The branches writhe and hiss as characters approach, occasionally lashing down to the ground to strike at a victim with sharp teeth and deadly venom. The trees are most common in Zrintor, the Viper Forest of Azzagrat, but their seeds have spread throughout the Abyss, where groves often protect the strongholds of powerful demons.

A viper tree occupies a 5-foot-space (although its trunk might be less than 5 feet in diameter) and is rooted in place, making the creature incapable of movement. Once a round, a viper tree can make a single melee attack with a +13 bonus against any creature within 10 feet. Its bite deals 2d6 points of damage on a successful hit, and the victim must succeed on a DC 14 Fortitude save to stave off the effects of the tree’s deadly venom (1d6 Dex/1d6 Dex). Those who fail both the initial and secondary saves are paralysed for 24 hours. This condition can be lifted only by remove paralysis or heal. Viper trees have hardness 7, a break DC of 30, and 300 hit points. Sundered trees or those specimens brought to 0 hit points are effectively killed.

Viper trees speak Abyssal, but their extremely limited intelligence (Int 2) limits the topics of conversation to their insatiable hungers and thirsts. They are extremely afraid of fire and will not attack any creature holding an open flame equivalent to a torch or larger. They usually appear in groves of 1d20+4 trees.

Planar lore holds that viper trees are the bastard children of the World Serpent Nidhogg, who dwells at the base of the plane-spanning tree Yggdrasil. Others suggest that they first appeared in the Gray Waste of Hades.

Ruins

Mane      CR 1

XP 400
Demon, mane
hp 8 (Fiendish Codex I: Hordes of the Abyss 45)

Armanite      CR 7

XP 3,200
Demon, armanite
hp 103 (Fiendish Codex I: Hordes of the Abyss 28)

Cranium Rat Swarm, Lesser Pack      CR 3

XP 800
Fiend Folio 167
NE Tiny magical beast (extraplanar, swarm)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENCE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 46 (6d10+12)
Fort +7, Ref +8, Will +6
Immune swarm traits
Weaknesses hive mind

OFFENCE
Speed 40 ft., climb 20 ft.
Melee swarm (2d6)
Space 10 ft.; Reach 10 ft.
Special Attacks distraction (DC 15), mind blast (DC 14)

STATISTICS
Str 2, Dex 17, Con 14, Int 9, Wis 14, Cha 13
Base Atk +6; CMB —; CMD
Feats Alertness, Combat Casting, Iron Will
Skills Climb +11, Perception +11; Racial Modifiers uses Dex to modify Climb
SQ merge swarms

SPECIAL ABILITIES
Hive Mind (Ex) A cranium rat swarm has a hive mind, which makes it susceptible to mind-affecting spells. For purposes of such spells, the swarm is a single creature of the magical beast type.
Merge Swarms (Ex) Two lesser cranium rat packs can move into the same space and merge into a single swarm, becoming an average pack. Likewise, two average packs can merge together into a greater pack. Merging in this fashion is a full-round action.
Mind Blast (Su) This attack is a 60-foot cone. Anyone caught in this cone must succeed on a Will save (DC 14) or be stunned for 3d4 rounds. A lesser cranium rat pack can use this power every 2 rounds.

Fighters (6*)      CR 7

XP 3,200
Prime human fighter 8
N Medium humanoid (human)
Init +1; Senses Perception +1

DEFENCE
AC 25, touch 12, flat-footed 24 (+9 armour, +1 deflection, +1 Dex, +4 shield)
hp 84 (8d10+32)
Fort +8, Ref +3, Will +5; +2 vs. fear

OFFENCE
Speed 30 ft.
Melee +1 longsword +16/+11 (1d8+7/19-20) or mwk dagger +13/+8 (1d4+4/19-20)
Ranged mwk composite longbow +13/+8 (1d8+4/×3)

STATISTICS
Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +12; CMD 23
Feats Cleave, Greater Weapon Focus (longsword)B, Iron Will, Power Attack, Shield FocusB, Step Up, Toughness, Vital StrikeB, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Climb +12, Intimidate +10, Survival +12
Languages Common
SQ armour training 2, bravery +2, weapon training 1 (heavy blades +1)
Combat Gear two each from the following list: elixir of fire breath, potion of command undead, 2 potions of cure light wounds, 2 potions of cure serious wounds, potion of detect thoughts, potion of fly, potion of gaseous form, potion of haste, potion of invisibility, potion of treasure scent*, salve of slipperiness; Other Gear +2 banded mail, +1 heavy steel shield, +1 longsword, masterwork dagger, masterwork composite longbow (+4 Str) with 20 arrows, ring of protection +1
* New spell; see Appendix.

Cleric      CR 7

XP 3,200
Male prime human cleric 8 (Kord)
CN Medium humanoid (human)
Init -1; Senses Perception +4
Aura chaos, good

DEFENCE
AC 17, touch 9, flat-footed 17 (+6 armour, -1 Dex, +2 shield)
hp 59 (8d8+16)
Fort +7, Ref +3, Will +10

OFFENCE
Speed 20 ft.
Melee +1 disruption heavy mace +8 (1d8+2)
Special Attacks channel positive energy 7/day (1 remaining) (DC 16, 4d6), might of the gods 8 rounds/day (3 remaining), spontaneous casting (cure spells)
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day–bit of luck (2 remaining), strength surge (1 remaining)
Spells Prepared (CL 8th; concentration +12)
4th–inflict critical wounds (DC 18), neutralize poison
3rd–remove disease
2nd–aid, augury
1st–sanctuary (DC 15)
0 (at will)–detect magic, guidance, light, resistance
Domains Luck, Strength

STATISTICS
Str 12, Dex 8, Con 13, Int 10, Wis 19, Cha 14
Base Atk +5; CMB +6; CMD 15
Feats Brew Potion, Combat Casting, Extra Channel, Lightning Reflexes, Weapon Focus (heavy mace)
Skills Heal +15, Knowledge (religion) +11, Spellcraft +11
Languages Common
SQ aura of chaos, aura of good, good fortune (1/day), orisons
Combat Gear potion of cure serious wounds, potion of resist energy (fire); Other Gear masterwork breastplate, masterwork heavy steel shield, +1 disruption heavy mace, silver holy symbol, spell component pouch
Note: The cleric has cast the rest of his spells already today.

Wizard      CR 7

XP 3,200
Male prime human wizard 8
CN Medium humanoid (human)
Init -1; Senses Perception +1

DEFENCE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 47 (8d6+16)
Fort +4, Ref +3, Will +7

OFFENCE
Speed 30 ft.
Melee +1 dagger +4 (1d4/19-20)
Special Attacks hand of the apprentice 7/day (2 remaining), metamagic mastery 1/day (0 remaining)
Spells Prepared (CL 8th; concentration +12)
4th–dimension door, greater invisibility
3rd–fireball (DC 17), slow (DC 17)
2nd–ray of enfeeblement, stinking cloud (DC 16)
1st–charm person (DC 15), magic missile (2)
0 (at will)–detect magic, disrupt undead, ghost sound (DC 14), read magic

STATISTICS
Str 8, Dex 13, Con 14, Int 19, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 14
Feats Brew Potion, Combat Casting, Craft Magic Arms and Armour, Enlarge Spell, Scribe ScrollB, Silent SpellB, Spell Penetration
Skills Appraise +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (history) +15, Knowledge (nature) +12, Knowledge (religion) +15, Linguistics +15, Spellcraft +15
Languages Common, Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan
SQ arcane bond (wand of fear)
Combat Gear potion of ventriloquism, wand of fear (19 charges); Other Gear +1 dagger, spell component pouch, spellbook
Spellbook contains prepared spells and all cantrips plus 1st–alarm, colour spray, disguise self, enlarge person, mage armour, silent image; 2nd–alter self, invisibility, mirror image, scorching ray; 3rd–dispel magic, displacement, fly, haste; 4th–charm monster, fear, stoneskin
Note: The cleric has cast the rest of his spells already today.

Alu-demon      CR 5

XP 1,600
Demon, alu
hp 45 (The Tome of Horrors Complete 154)

Cambion      CR 8

XP 4,800
Baron cambion demon fighter 7 (Pathfinder 76: The Midnight Isles 84)
CN Medium outsider (chaotic, demon, evil)
Init +6; Senses darkvision 60 ft.; Perception +8

DEFENCE
AC 23, touch 14, flat-footed 20 (+7 armour, +1 deflection, +2 Dex, +1 dodge, +2 natural)
hp 121 (9d10+69)
Fort +22, Ref +6, Will +7 (+9 vs. fear)
Defensive Abilities bravery +2; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13

OFFENCE
Speed 40 ft.
Melee +1 trident +16 (1d8+6/19-20), claw +9 (1d4+2/19-20) or 2 claws +14 (1d4+4/19-20)
Special Attacks sadistic strike, sinfrenzy (1/day, 9 rounds)
Spell-Like Abilites (CL 3rd; concentration +5)
3/day–command (DC 13)
1/day–charm person (DC 13), death knell (DC 14), enthral (DC 14)

BASE STATISTICS
When not in a sinfrenzy, the cambions have the following statistics:
hp 103 (9d10+51)
Ref +5
Speed 30 ft.
Melee +1 trident +15 (1d8+6/19-20), claw +8 (1d4+1/19-20) or 2 claws +13 (1d4+2/19-20)

STATISTICS
Str 19, Dex 15, Con 18, Int 11, Wis 14, Cha 14
Base Atk +9; CMB +13; CMD 25
Feats CleaveB, Deceitful, Dodge, Great CleaveB, Improved Initiative, Power Attack, Toughness, Weapon Focus (trident)B, Weapon Specialization (trident)B
Skills Bluff +16, Disguise +10, Intimidate +14, Perception +8, Sense Motive +8, Stealth +7
Languages Abyssal, Common; telepathy 30 ft.
SQ armour training 1, weapon training 1 (spears +1)
Gear +1 half-plate, +1 trident, amulet of natural armour +1, ring of protection +1

Vrock      CR 9

XP 6,400
Demon, vrock
hp 112 (Pathfinder RPG Bestiary 69)

Cities

Cambion      CR 8

XP 4,800
hp 121 (see above)

Tiefling      CR 8

XP 4,800
Male tiefling rogue 9 (Pathfinder RPG Bestiary 264)
CE Medium humanoid (extraplanar, planetouched)
Init +4; Senses darkvision 60 ft.; Perception +11

DEFENCE
AC 20, touch 15, flat-footed 20 (+5 armour, +1 deflection, +4 Dex)
hp 54 (9d8+9)
Fort +4, Ref +10, Will +2
Defensive Abilities evasion, improved uncanny dodge, uncanny dodge, trap sense +3; Resist cold 5, electricity 5, fire 5

OFFENCE
Speed 30 ft.
Melee +1 short sword +9/+4 (1d6+1/19-20), +1 dagger +9/+4 (1d4+1/19-20)
Special Attacks sneak attack +5d6
Spell-Like Abilites (CL 9th; concentration +10)
1/day–darkness

STATISTICS
Str 10, Dex 19, Con 12, Int 15, Wis 8, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Agile Manoeuvres, Combat ExpertiseB, Combat Reflexes, Deft Hands, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +21, Appraise +14, Bluff +15, Diplomacy +13, Disable Device +24, Intimidate +13, Knowledge (local) +14, Perception +11 (+15 locate traps), Sense Motive +11, Sleight of Hand +18, Stealth +23; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Abyssal
SQ rogue talents (combat trick, fast stealth, finesse rogue, ledge walker), trapfinding +4
Gear +1 mithral shirt, +1 dagger, +1 short sword, boots of elvenkind, cloak of elvenkind, ring of protection +1, masterwork thieves’ tools

Succubus      CR 7

XP 3,200
Demon, succubus
hp 84 (Pathfinder RPG Bestiary 68)

Babau      CR 6

XP 2,400
Demon, babau
hp 84 (Pathfinder RPG Bestiary 57)

Hezrou      CR 11

XP 12,800
Demon, hezrou
hp 84 (Pathfinder RPG Bestiary 62)

Conduits

Hezrou      CR 11

XP 12,800
Demon, hezrou
hp 84 (Pathfinder RPG Bestiary 62)

Molydeus      CR 19

XP 204,800
Demon, molydeus
hp 313 (Fiendish Codex I: Hordes of the Abyss 46)

Babau      CR 6

XP 2,400
Demon, babau
hp 84 (Pathfinder RPG Bestiary 57)

Hezrou      CR 11

XP 12,800
Demon, hezrou
hp 84 (Pathfinder RPG Bestiary 62)

Bebelith      CR 10

XP 9,600
Bebelith
hp 150 (Pathfinder RPG Bestiary 32)

Lakes of Molten Iron

Glabrezu (G’oud’neejh)      CR 13

XP 25,600
Demon, glabrezu
hp 186 (Pathfinder RPG Bestiary 61)

Magma Mephit      CR 3

XP 800
Mephit, magma
hp 19 (Pathfinder RPG Bestiary 202)

Mane      CR 1

XP 400
Demon, mane
hp 8 (Fiendish Codex I: Hordes of the Abyss 45)

Bodak      CR 8

XP 4,800
Bodak
hp 85 (Pathfinder RPG Bestiary 2 48)

Volcanoes

Efreeti      CR 8

XP 4,800
Genie, erfeeti
hp 95 (Pathfinder RPG Bestiary 140)

Lesser Varrangoin      CR 6

XP 2,400
Fiend Folio 183
CE Medium magical beast (extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENCE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 37 (5d10+5)
Fort +5, Ref +7, Will +1
DR 10/cold iron; Immune fire; Resist acid 10, cold 10, electricity 10; SR 12
Weaknesses light blindness

OFFENCE
Speed 20 ft., fly 40 ft. (average)
Melee bite +7 (1d6+2), 2 claws +7 (1d4+2), tail sting +7 (1d4+2 plus poison)
Special Attacks breath weapon

STATISTICS
Str 14, Dex 16, Con 13, Int 11, Wis 11, Cha 8
Base Atk +5; CMB +7; CMD 20
Feats Dodge, Flyby Attack, Skill Focus (Perception)
Skills Perception +11, Stealth +11
Languages Abyssal, Varrangoin
SQ death throes

SPECIAL ABILITIES
Breath Weapon (Ex) 30-foot cone, 3d6 fire damage, DC 13 Reflex half.
Death Throes (Ex) When slain (reduced to -13 hit points), a lesser varrangoin explodes in a 20-foot burst of energy. This explosion deals 3d6 points of fire damage (Reflex DC 13 half).
Light Blindness (Ex) Exposure to bright light (such as sunlight or a daylight spell) blinds varrangoins for 1 round. Even after recovering from being blinded, they take a -1 circumstance penalty on all attack rolls, saves, and skill checks while operating in bright light.
Poison (Ex) Tail sting—injury; save Fort DC 13; frequency 1/round for 6 rounds, effect 1d2 Dex damage, cure 1 save.

Raazorforge

Fire Mephit      CR 3

XP 800
Mephit, fire
hp 19 (Pathfinder RPG Bestiary 202)

Mane      CR 1

XP 400
Demon, mane
hp 8 (Fiendish Codex I: Hordes of the Abyss 45)

Dretch      CR 2

XP 600
Demon, dretch
hp 19 (Pathfinder RPG Bestiary 60)

Badlands

Viper Tree (CR 3)

See above.

Lesser Varrangoin      CR 6

XP 2,400
hp 37 (see above)

Bodak      CR 8

XP 4,800
Bodak
hp 85 (Pathfinder RPG Bestiary 2 48)

Arcanaloth      CR 17

XP 102,400
Daemon, arcanadaemon
hp 261 (Dungeon Magazine #149 46)

Yeth Hound      CR 3

XP 800
Yeth hound
hp 19 (Pathfinder RPG Bestiary 286)

Chapter III: The Ship of Chaos

Larva      CR 1

XP 400
Human petitioner (Pathfinder 76: The Midnight Isles 71)
CE Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft.; Perception +5

DEFENCE
AC 10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Resist cold 10, electricity 10, fire 10

OFFENCE
Speed 30 ft.
Melee bite +2 (1d6)

STATISTICS
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Intimidate +2, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5, Survival +2
Languages Abyssal

Getting Aboard

Armanite      CR 7

XP 3,200
Demon, armanite
hp 103 (Fiendish Codex I: Hordes of the Abyss 28)

Dretch      CR 2

XP 600
Demon, dretch
hp 19 (Pathfinder RPG Bestiary 60)

Small Monstrous Scorpion      CR ½

XP 200
Small giant scorpion (Pathfinder RPG Bestiary 242)
N Small vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENCE
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 9 (2d8)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects

OFFENCE
Speed 50 ft.
Melee 2 claws +4 (1d3-1 plus grab), sting +4 (1d3-1 plus poison)
Special Attacks constrict (1d3-1)

STATISTICS
Str 9, Dex 14, Con 10, Int —, Wis 10, Cha 2
Base Atk +1; CMB -1 (+3 grapple); CMD 11 (23 vs. trip)
Feats Weapon FinesseB
Skills Climb +3, Perception +4, Stealth +10; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 13, frequency 1/round for 6 rounds, effect 1d2 Strength damage, cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Giant Poisonous Toad      CR 1

XP 400
Variant giant toad (Pathfinder RPG Bestiary 2 268)
N Large animal
Init +1; Senses low-light vision, scent; Perception +8

DEFENCE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +0
Defensive Abilities poison skin

OFFENCE
Speed 30 ft., swim 15 ft.
Melee bite +5 (1d6+6 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks swallow whole (1d4 bludgeoning, AC 12, 2 hp)

STATISTICS
Str 19, Dex 13, Con 16, Int 1, Wis 8, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +5 (+9 jump), Perception +8, Stealth +5, Swim +12; Racial Modifiers +4 Acrobatics (+8 jump), +4 Stealth

SPECIAL ABILITIES
Poison Skin (Ex) A creature that strikes a giant toad with an unarmed strike or natural weapon exposes itself to the toad’s poisonous skin.
Skin—contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.

Large Monstrous Spider      CR 3

XP 800
Giant black widow spider
hp 37 (Pathfinder RPG Bestiary 2 256)

Mane      CR 1

XP 400
Demon, mane
hp 8 (Fiendish Codex I: Hordes of the Abyss 45)

Hugh      CR 2

XP 600
Male planar human fighter 3 (Doomguard)
CN Medium humanoid (extraplanar, human)
Init +1; Senses Perception +1

DEFENCE
AC 19, touch 11, flat-footed 18 (+8 armour, +1 Dex)
hp 31 (3d10+9)
Fort +5, Ref +2, Will +4; +1 vs. fear

OFFENCE
Speed 20 ft.
Melee unarmed strike +6 (1d3+3)

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Blind-FightB, Cleave, Improved SunderB, Iron Will, Power Attack, Weapon Focus (longsword)B
Skills Climb +3, Intimidate +5, Knowledge (engineering) +2, Survival +7
Faction Traits Healing Resistance, Sift, Sword Training
Languages Common
SQ armour training 1, bravery +1
Combat Gear potion of levitate (2); Other Gear half-plate, waterskin (empty)

If allowed out of the brig, Hugh claims some of the equipment:

Melee +1 longsword +9 (1d8+5/19-20)
Ranged shortbow +4 (1d6/×3)
Combat Gear potion of levitate; Other Gear half-plate, +1 longsword, shortbow with 20 arrows, 2 days of trail rations, waterskin (empty)

Falcata      CR 2

XP 600
Female planar human fighter 2/rogue 1 (Doomguard)
CN Medium humanoid (extraplanar, human)
Init +3; Senses Perception +0

DEFENCE
AC 16, touch 14, flat-footed 12 (+2 armour, +3 Dex, +1 dodge)
hp 26 (2d10+1d8+5)
Fort +5, Ref +6, Will +1; +1 vs. fear

OFFENCE
Speed 30 ft.
Melee +1 longsword +6 (1d8+3/19-20) or dagger +4 (1d4+2/19-20)
Ranged dagger +5 (1d4+2/19-20)
Special Attacks sneak attack +1d6

STATISTICS
Str 15, Dex 16, Con 13, Int 12, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 19
Feats Cleave, Dodge, MobilityB, Power Attack, Weapon Focus (longsword)B
Skills Acrobatics +7, Climb +8, Disable Device +8, Intimidate +5, Knowledge (engineering) +3, Perception +5, Sleight of Hand +7, Stealth +8, Survival +5, Swim +7
Faction Traits Healing Resistance, Sift, Sword Training
Languages Common, Abyssal
SQ bravery +1, trapfinding
Gear leather armour, +1 longsword, dagger, thieves’ tools, waterskin

If allowed out of the brig, Falcata claims some of the equipment:

Ranged shortbow +3 (1d6/×3) or dart +5 (1d4+2) or dagger +5 (1d4+2/19-20)
Combat Gear potion of heroism; Other Gear leather armour, 2 +1 longswords, shortbow with 20 arrows, dagger, 9 darts, 1 day of trail rations, thieves’ tools, waterskin

Curly      CR 5

XP 4,800
Male tiefling fighter 6 (Doomguard) (Pathfinder RPG Bestiary 264)
CN Medium humanoid (extraplanar, planetouched)
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENCE
AC 20, touch 12, flat-footed 18 (+8 armour, +2 Dex)
hp 52 (6d10+12)
Fort +6, Ref +4, Will +2 (+4 vs. fear)
Resist cold 5, electricity 5, fire 5

OFFENCE
Speed 30 ft.
Melee unarmed strike +9/+4 (1d3+3)
Spell-Like Abilites (CL 6th; concentration +7)
1/day–darkness

STATISTICS
Str 16, Dex 15, Con 12, Int 10, Wis 10, Cha 12
Base Atk +6; CMB +9; CMD 21
Feats CleaveB, Dazzling Display, Greater Weapon Focus (longsword)B, Intimidating Prowess, Leadership, Power Attack, Quick-DrawB, Shield Focus, Stunning DefenceB, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Bluff +4, Climb +9, Intimidate +13, Knowledge (engineering) +2, Stealth +1, Survival +9; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Abyssal
SQ armour training 1, bravery +2, weapon training 1 (heavy blades +1)
Gear +2 chainmail

If allowed out of the brig, Curly claims some of the equipment:

AC 25, touch 12, flat-footed 23; (+8 armour, +2 Dex, +5 shield)
Melee +1 longsword +13/+8 (1d8+7/19-20)
Ranged shortbow +8/+3 (1d6/×3)
Skills Climb +8, Stealth +0
Combat Gear potion of heroism (if no one else claims it); Other Gear +2 chainmail, +2 heavy steel shield, +1 longsword, shortbow with 20 arrows, 2 days of trail rations

Dretch      CR 2

XP 600
Demon, dretch
hp 19 (Pathfinder RPG Bestiary 60)

Babau      CR 6

XP 2,400
Demon, babau
hp 84 (Pathfinder RPG Bestiary 57)

Cambion      CR 8

XP 4,800
hp 121 (see above)

Illusory Vrock      CR 8

XP 4,800
CE Large outsider (chaotic, demon, evil)
Init +6; Senses darkvision 60 ft.; Perception +23

DEFENCE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size)
hp 112 (9d10+63)
Fort +13, Ref +10, Will +6
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20

OFFENCE
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +13 (2d6+5*), bite +13 (1d8+5*), 2 talons +13 (1d6+5*)
Space 10 ft.; Reach 10 ft.
Special Attacks dance of ruin**, spores**, stunning screech**
Spell-Like Abilities (CL 12th; concentration +15)
At will—greater teleport (self plus 50 pounds of objects only), telekinesis (DC 18)
1/day—heroism, mirror image

STATISTICS
Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15, Spellcraft +15, Stealth +10, Survival +15; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.

SPECIAL ABILITIES
Dance of Ruin (Su) A vrock can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.**
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.**
Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.**

* The vrock is an illusion (shadow) effect created by a shades spell; if it is disbelieved (Will DC 22) it only inflicts 80% damage to nonbelievers. See the shades spell in the Core Rulebook for more details.
** Special abilities are only 80% likely to work against nonbelievers.

Ship’s Brains      CR 8

XP 4,800
CE Huge outsider (chaotic, demon, evil)
Init +6; Senses darkvision 60 ft.; Perception +23

DEFENCE
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 130 (9d10+81)
Fort +15, Ref +8, Will +6
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20

OFFENCE
Speed 0 ft.
Space 15 ft.; Reach
Special Attacks spores
Spell-Like Abilities (CL 12th; concentration +15)
At will—telekinesis (DC 18)
1/day—heroism, mirror image

STATISTICS
Str —, Dex —, Con 29, Int 14, Wis 16, Cha 16
Base Atk +9; CMB —; CMD
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15, Spellcraft +15, Stealth +10, Survival +15; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.

SPECIAL ABILITIES
Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.

Twelvetrees

Vrock      CR 9

XP 6,400
Demon, vrock
hp 112 (Pathfinder RPG Bestiary 69)

Chasme      CR 10

XP 9,600
Demon, stirge
hp 92 (The Tome of Horrors Complete 175)

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