Well of Worlds

Well of Worlds

Updated 9 Jun 2015: Added Chapter VII: Recruiters

The first of several adventure anthologies published for Planescape, Well of Worlds is a collection of nine short, un-releated adventures of varying quality. Some of the adventures set the seeds for later encounters and adventures, and the seventh adventure “Recruiters” includes a brief call-back to Green Marvent and the Illuminated from The Eternal Boundary.

Chapter I: To Baator and Back

It Begins

The Approach

Owlbear      CR 4

XP 1,200
hp 47 (Pathfinder RPG Bestiary 288)

The Wizard’s Mound

Green Slime (CR 4)

XP 1,200
Pathfinder RPG Core Rulebook 416

Build-Up

Welcoming Party (A)

Halistu, a Least Baatezu      CR 4

XP 1,200
Devil, spinagon
hp 23 (Fiendish Codex II: Tyrants of the Nine Hells 136)

Mountains (B)

Hexla      CR 6

XP 2,400
Female old planar half-elf witch (dimensional occultist) 7 (Free League) (Pathfinder Campaign Setting: Pathfinder Society Field Guide 28)
N Medium humanoid (elf, extraplanar, human)
Init +0; Senses low-light vision; Perception +5


DEFENCE
AC 13, touch 11, flat-footed 13 (+2 armour, +1 deflection)
hp 23 (7d6-7)
Fort +4, Ref +3, Will +10 (+12 vs. mind-affecting)
Immune sleep


OFFENCE
Speed 30 ft.
Melee mace of smiting -2 (1d8) or mwk quarterstaff +0 (1d6-3)
Ranged ray +3 (by spell)
Special Attacks hexes (cauldron, sleep [DC 18, 7 rounds], tongues [7 minutes/day])
Spells Prepared (CL 7th; concentration +12)
4th–detect scrying, dimension door
3rd–blink, fly, lightning bolt (DC 18)
2nd–blindness/deafness (DC 17), cure moderate wounds, see invisibility, web (DC 17)
1st–burning hands (DC 15), cause fear (DC 15), enlarge person, identify, know factionB, mage armour, unseen servant
0 (at will)–detect magic, guidance, mending, read magic
Patron dimensions


STATISTICS
Str 5, Dex 11, Con 9, Int 20, Wis 12, Cha 15
Base Atk +3; CMB +0; CMD 11
Feats AlertnessB, Brew PotionB, Craft Wondrous Item, Greater Spell Penetration, Iron Will, Skill Focus (Knowledge [arcana])B, Spell Penetration
Skills Craft (alchemy) +19, Fly +8, Intimidate +12, Knowledge (arcana) +18, Knowledge (planes) +15, Perception +5, Sense Motive +3, Spellcraft +15, Use Magic Device +12
Faction Traits Free Will, Know Faction, On Our Own, One of Us
Languages Common, Draconic, Elven, Gnomish, Sylvan
SQ cantrips, dimensional augmentation 3/day, elf blood, multitalented, witch’s familiar (rat named Faye)
Combat Gear potion of cure moderate wounds, 3 vials of holy water; Other Gear mace of smiting, masterwork quarterstaff, bracers of armour +2, brooch of shielding, cloak of resistance +1, gem of seeing, ring of protection +1, spell component pouch

Guile’s Note: The mace of smiting and gem of seeing were not included when calculating Hexla’s gear, on the assumption they were “gifts” from Bel.

Riverbed (D)

Giant Bloodworm      CR 5

XP 1,600
N Huge vermin (extraplanar)
Init +2; Senses tremorsense 60 ft.; Perception +0


DEFENCE
AC 13, touch 8, flat-footed 11 (+2 armour, +3 natural, -2 size)
hp 68 (8d8+32)
Fort +10, Ref +4, Will +2
Immune mind-affecting effects


OFFENCE
Speed 20 ft., swim 20 ft., burrow 10 ft.
Melee bite +11 (2d6+10 plus grab plus wounding bite)
Space 15 ft.; Reach15 ft.
Special Attacks blood drain, drag under


STATISTICS
Str 24, Dex 15, Con 19, Int –, Wis 10, Cha 2
Base Atk +6; CMB +15; CMD 27


SPECIAL ABILITIES
Blood Drain (Ex) A giant bloodworm can drain the blood of any grappled victim grappled when it hits with its bite. It automatically deals normal bite damage and 1d4 Con damage every round.
Drag Under (Ex) A giant bloodworm can drag any grappled victim under by making another grapple check. If the victim is in the water, he must hold his breath or drown (see the Drowning rules on page 445 of the Core Rulebook).
Wounding Bite (Ex) A giant bloodworm’s bite leaves a bleeding wound. Each wound deals 1 point of bleed damage per round until the victim is bandaged or magically healed. Damage due to multiple wounds stacks.

Muster (F)

Red Abishai, a Lesser Baatezu (10)      CR 8

Devil, red abishai
XP 4,800
hp 68 (Fiendish Codex II: Tyrants of the Nine Hells 108)

Black Abishai, a Lesser Baatezu (40)      CR 5

Devil, black abishai
XP 1,600
hp 37 (Fiendish Codex II: Tyrants of the Nine Hells 108)

Climax

Gateway to Freedom (G)

Ar’kle-mens, a Lesser Baatezu (10)      CR 8

XP 4,800
Devil, red abishai
hp 68 (Fiendish Codex II: Tyrants of the Nine Hells 108)

Chapter II: The Mazes

Build-Up

The Expansionists

Once The Expansionists were a faction, but after their factol Vartus Timlin was mazed by The Lady of Pain they faded into obscurity. Now Timlin is the only known living member and they have been reduced to, at best, a sect. Sects aren’t as powerful or well-established as factions; this is represented by sects not having feats to increase the power of their members.

The Lady’s Wrath Expansionists should not expect a warm welcome in Sigil. If a Grower makes his allegiance known, he can expect a -2 to all Charisma-based ability rolls while in Sigil, as Cagers don’t want to invite the Lady’s wrath.

Quantity Over Quality The Growers try to learn as much as they can as quickly as they can, but rarely take the time to learn anything very well. Quantity is definitely more important than quality, as they are never satisfied with what they have and where they are. Therefore, they have a -2 penalty to all trained skill checks.

Rear Guard Enemies flanking the character do not gain the standard +2 bonus to hit when flanking. Flanking attackers are still considered to be flanking.

Skills Expansionists have a +2 competence bonus on Intimidate checks. An Expansionist always treats Bluff and Intimidate as class skills.

Vartus Timlin      CR 17

XP 102,400
Male middle-aged planar human fighter (weapon master) 18 (Expansionists) (Advanced Player’s Guide 109)
N Medium humanoid (extraplanar, human)
Init +2; Senses Perception +1


DEFENCE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 148 (10d10+36)
Fort +12, Ref +8, Will +7; +5 vs. fear
Defensive Abilities mirror move


OFFENCE
Speed 30 ft.
Melee Lightbringer +31/+26/+21/+16 (1d8+17/17-20) or dagger +23/+18/+13/+8 (1d4+5/19-20)
Ranged composite shortbow +19/+14/+9/+4 (1d6+5/×3) or dagger +20 (1d4+5/19-20)
Special Attacks critical specialist, deadly critical 2/day, reliable strike 3/day


STATISTICS
Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 14
Base Atk +18; CMB +23; CMD 25 (30 vs. disarm and sunder attempts on his longsword)
Feats Cleave, Critical FocusB, Dazzling DisplayB, Deadly Stroke, Great Cleave, Greater Penetrating StrikeB, Greater Vital Strike, Greater Weapon Focus (longsword)B, Greater Weapon Specialization (longsword)B, Improved Critical (longsword), Improved Initiative, Improved Vital StrikeB, Intimidating ProwessB, Leadership, Penetrating Strike, Power Attack, Shatter DefencesB, Vital Strike, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Bluff +18, Climb +24, Knowledge (dungeoneering) +21, Intimidate +26, Sense Motive +17
Sect Traits The Lady’s Wrath, Quantity Over Quality, Rear Guard
Languages Common, Dwarven, Orc
SQ weapon guard +5, weapon training +4
Gear Lightbringer (+2 longsword) (wielded two-handed), brace of seven daggers, composite shortbow (+5 Str bonus) with 20 arrows


SPECIAL ABILITIES
Exceptional Stats (Ex) Vartus Timlin is exceptional, and his ability scores were generated using 25 points rather than the standard 15-point buy used to create most NPCs. This modification increases his total CR by +1.
Underequipped (Ex) Timlin’s equipment is low compared to even a typical NPC of his level. This modification reduces his total CR by -1.

Guile’s Note: Even with a 25-point buy Timlin’s scores will never match what they were originally presented as, but such was the way of Advanced Dungeons & Dragons 2nd Edition.

Factional Encounters

Karnyne      CR 2

XP 600
Male planar human cleric (Heironeous) 3 (Harmonium)
LN Medium humanoid (extraplanar, human)
Init -1; Senses Perception +3


DEFENCE
AC 17, touch 9, flat-footed 17 (+6 armour, -1 Dex, +2 shield)
hp 24 (3d8+6)
Fort +4, Ref +0, Will +8


OFFENCE
Speed 20 ft.
Melee mwk longsword +4 (1d8+1/19-20)
Special Attacks channel positive energy 5/day (2d6, DC 13), spontaneous casting (cure spells)
Faction Spell-Like Abilities (CL 3rd; concentration +5)
1/day–command (DC 13)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day–battle rage, touch of law
Spells Prepared (CL 3rd; concentration +6)
2nd–bull’s strength, hold person (DC 15), spiritual weaponD
1st–bless, magic weaponD, protection from evil, shield of faith
0 (at will)–detect magic, light, read magic, resistance
D domain spell; Domains Law, War


STATISTICS
Str 12, Dex 8, Con 13, Int 10, Wis 17, Cha 14
Base Atk +2; CMB +3; CMD 12
Feats Combat Casting, Iron Will, Skill Focus (Intimidate)
Skills Intimidate +10, Knowledge (religion) +6, Spellcraft +6
Faction Traits Command, Orders
Languages Common
SQ aura of good, aura of law, orisons
Combat Gear potion of cure moderate wounds (2); Other Gear masterwork breastplate, masterwork heavy steel shield, masterwork longsword, spell component pouch, silver holy symbol

Harmonium Warrior (5)      CR ½

XP 200
Human warrior 2 (Harmonium)
LN Medium humanoid (extraplanar, human)
Init +0; Senses Perception +0


DEFENCE
AC 18, touch 10, flat-footed 18 (+6 armour, +2 shield)
hp 16 (2d10+4)
Fort +4, Ref +0, Will +0


OFFENCE
Speed 20 ft.
Melee mwk longsword +6 (1d8+2/19-20)
Faction Spell-Like Abilities (CL 2nd; concentration +2)
1/day–command (DC 10)


STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (longsword)
Skills Intimidate +6, Survival +2
Faction Traits Command, Orders
Languages Common
Gear chainmail, heavy steel shield, masterwork longsword
Nonhuman Harmonium Warrior: -2 Str. Remove all ranks in Survival. Remove Power Attack.

Rendela      CR 1

XP 400
Female tiefling fighter 2 (Fated)
NG Medium humanoid (extraplanar, planetouched)
Init +2; Senses darkvision 60 ft.; Perception +1


DEFENCE
AC 21, touch 13, flat-footed 18 (+6 armour, +2 Dex, +1 dodge, +2 shield)
hp 20 (2d10+4)
Fort +5, Ref +2, Will +1; +1 vs. fear
Resist cold 5, electricity 5, fire 5


OFFENCE
Speed 20 ft.
Melee mwk longsword +6 (1d8+2/19-20)
Spell-Like Abilities (CL 2nd; concentration +0)


STATISTICS
Str 15, Dex 15, Con 14, Int 12, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 16
Feats DodgeB, Intimidating Prowess, Weapon Focus (longsword)B
Skills Bluff +0, Intimidate +5, Knowledge (dungeoneering) +6, Stealth -1, Sleight of Hand +4
Faction Traits Haggle, Nothing’s Free, Taker’s Skills
Alternate Racial Traits prehensile tail
Languages Common, Draconic, Infernal
SQ bravery +1
Combat Gear potion of cure light wounds; Other Gear masterwork breastplate, heavy steel shield, masterwork longsword

Fated Warrior (5)      CR ½

XP 200
Human warrior 2 (Fated)
LN Medium humanoid (extraplanar, human)
Init +0; Senses Perception +0


DEFENCE
AC 13, touch 10, flat-footed 13 (+3 armour)
hp 14 (2d10+4)
Fort +4, Ref +0, Will +0


OFFENCE
Speed 30 ft.
Melee mwk battleaxe +6 (1d8+2/×3)


STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Focus (Sleight of Hand), Weapon Focus (battleaxe)
Skills Sleight of Hand +10, Survival +2
Faction Traits Haggle, Nothing’s Free, Taker’s Skills
Languages Common
Combat Gear potion of cure light wounds; Other Gear masterwork studded leather, masterwork battleaxe
Nonhuman Fated Warrior: -2 Str. Remove all ranks in Survival. Remove Skill Focus (Sleight of Hand).

Kayle      CR 2

XP 600
Male prime half-elf wizard 3 (Mercykillers)
LN Medium humanoid (elf, extraplanar, human)
Init +1; Senses low-light vision; Perception +3


DEFENCE
AC 11, touch 11, flat-footed 10 (+1 armour, +1 Dex)
hp 20 (3d6+6)
Fort +2, Ref +1, Will +4; +2 vs. enchantments
Immune sleep


OFFENCE
Speed 30 ft.
Melee mwk dagger +1 (1d4-1/19-20)
Special Attacks hand of the apprentice 6/day
Spell-Like Abilities (CL 3rd; concentration +3)
1/day–discern lies (DC 14)
Spells Prepared (CL 3rd; concentration +6)
2nd–scorching ray, web (DC 15)
1st–mage armour, magic missile, shocking grasp
0 (at will)–detect magic, disrupt undead, light, read magic


STATISTICS
Str 8, Dex 13, Con 14, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 11
Feats Arcane Strike, Empower Spell, Scribe ScrollB, Skill Focus (Sense Motive)
Skills Appraise +9, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (dungeoneering) +9, Knowledge (planes) +9, Sense Motive +10, Spellcraft +9, Survival +1 (+3 following tracks)
Faction Traits Above the Law, Discern Lies, Eight Tenets of Justice
Languages Common, Elven, Celestial, Draconic, Infernal
SQ arcane bond (dagger), cantrips
Combat Gear potion of cure moderate wounds; Other Gear masterwork dagger, scroll of detect secret doors (4), spell component pouch, spellbook (contains all cantrips and currently prepared spells)

Mercykiller Warrior (5)      CR ½

XP 200
Human warrior 2 (Mercykillers)
LN Medium humanoid (extraplanar, human)
Init +0; Senses Perception +0


DEFENCE
AC 16, touch 10, flat-footed 15 (+5 armour, +1 shield)
hp 18 (2d10+6)
Fort +4, Ref +0, Will +0


OFFENCE
Speed 20 ft.
Melee mwk handaxe +6 (1d6+2/×3)
Spell-Like Abilities (CL 2nd; concentration +1)
1/day–discern lies (DC 13)


STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Intimidating Prowess, Weapon Focus (handaxe)
Skills Intimidate +6, Sense Motive +5, Survival +0 (+2 following tracks)
Faction Traits Above the Law, Discern Lies, Eight Tenets of Justice
Languages Common
Gear masterwork scale mail, light steel shield, masterwork handaxe
Nonhuman Mercykiller Warrior: -2 Str. Remove all ranks in Intimidate. Remove Intimidating Prowess.

Chapter III: Love Letter

It Begins

Kas’rarlin, a Greater Baatezu      CR 16

XP 76,800
Devil, horned (cornugon)
hp 217 (Pathfinder RPG Bestiary 76)

Build-Up

Erinyes, a Lesser Baatezu      CR 8

XP 4,800
Devil, erinyes
hp 94 (Pathfinder RPG Bestiary 75)

Barbazu, a Lesser Baatezu (3)      CR 5

XP 1,600
Devil, bearded (barbazu)
hp 94 (Pathfinder RPG Bestiary 73)

Wharf (D)

Modified Elasmosaurus      CR 8

XP 4,800
Acidborn elasmosaurus (Pathfinder RPG Bestiary 84, Dungeonscape 111)
N Huge magical beast (augmented animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14


DEFENCE
AC 22, touch 11, flat-footed 19 (+2 Dex, +1 dodge, +11 natural, -2 size)
hp 135 (10d10+80)
Fort +16, Ref +9, Will +6
Immune acid, poison


OFFENCE
Speed 20 ft., swim 50 ft.
Melee bite +16 (2d8+12 plus 1d6 acid)
Space 15 ft.; Reach 20 ft.


STATISTICS
Str 26, Dex 15, Con 26, Int 2, Wis 13, Cha 9
Base Atk +10; CMB +20; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16
SQ breathe acid

Through the Hills (E)

Eyewing      CR 2

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

The Keep (G)

Chasme      CR 10

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

Balor, a true tanar’ri      CR 20

XP 307,200
Demon, balor
hp 370 (Pathfinder RPG Bestiary 58)

Molydeus      CR 19

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

3rd Level

Chiryn, a lesser tanar’ri      CR 7

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

Chapter IV: Blood Storm

Climax

Guard (6)      CR ½

XP 200
Male prime human warrior 2
NG Medium humanoid (human)
Init +0; Senses Perception +2


DEFENCE
AC 14, touch 10, flat-footed 14 (+3 armour, +1 shield)
hp 18 (2d10+6)
Fort +4, Ref +0, Will +0


OFFENCE
Speed 30 ft.
Melee mwk short sword +6 (1d6+2/19-20)


STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Alertness, Weapon Focus (short sword)
Skills Perception +4, Sense Motive +4
Languages Common
Gear masterwork studded leather, light steel shield, masterwork short sword

The Church

Gallus, Cra’lingen, and Hebarlzel, greater baatezu      CR 20

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

The Cemetery

Henjar and Miirta, true tanar’ri      CR 20

XP 307,200
Demon, balor
hp 370 (Pathfinder RPG Bestiary 58)

Riza, a true tanar’ri      CR 20

XP 102,400
Demon, marilith
hp 264 (Pathfinder RPG Bestiary 63)

Wight (20 or 35)      CR 3

XP 800
Wight
hp 26 (Pathfinder RPG Bestiary 276)

Ghast (20 or 35)      CR 2

XP 600
Advanced ghoul (Pathfinder RPG Bestiary 146)
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +9
Aura stench (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes)


DEFENCE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 17 (2d8+8)
Fort +4, Ref +4, Will +7
Defensive Abilities channel resistance +2; Immune undead traits


OFFENCE
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis), 2 claws +5 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15)


STATISTICS
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +1; CMB +4; CMD 18
Feats Weapon Finesse
Skills Acrobatics +6, Climb +8, Knowledge (religion) +8, Perception +9, Stealth +9, Survival +6, Swim +5
Languages Common


SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Hamatula, a lesser baatezu      CR 11

XP 12,800
Demon, barbed (hamatula)
hp 138 (Pathfinder RPG Bestiary 72)

Chapter V: Hard Time

Build-Up

The Town of Gaola (A)

The Watcher      CR 1

XP 400
Female human petitioner (Pathfinder RPG Bestiary 2 208)
NE Medium outsider
Init +1; Senses darkvision 60 ft., Perception +9


DEFENCE
AC 14, touch 11, flat-footed 13 (+3 armour, +1 Dex)
hp 16 (2d10+4)
Fort +5, Ref +4, Will +1
Immune acid, cold, mind-affecting effects; Resist electricity 10, fire 10


OFFENCE
Speed 30 ft.
Melee longsword +5 (1d8+3/19-20) or slam +5 (1d4+3)


STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Skill Focus (Perception)
Skills Bluff +9, Knowledge (planes) +5, Perception +9, Sense Motive +6; Racial Modifiers +10 Bluff
Languages Common
Gear studded leather, longsword

Petitioner (B)

Tanaaka      CR 2

XP 600
Female hill giant petitioner (Pathfinder RPG Bestiary 150, Pathfinder RPG Bestiary 2 208)
N Large outsider
Init -1; Senses darkvision 60 ft., Perception +0


DEFENCE
AC 21, touch 8, flat-footed 21 (+4 armour, -1 Dex, +9 natural, -1 size)
hp 20 (2d10+8)
Fort +7, Ref +2, Will +0
Immune acid, cold, mind-affecting effects; Resist electricity 10, fire 10


OFFENCE
Speed 40 ft. (30 ft. in armour)
Melee greatclub +8 (2d8+10) or slam +8 (1d6+7)
Space 10 ft.; Reach 10 ft.


STATISTICS
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +2; CMB +10; CMD 19
Feats Intimidating Prowess
Skills Bluff +8, Climb +9, Intimidate +7; Racial Modifiers +10 Bluff
Languages Giant
Gear hide armour, greatclub

Lone Cave (C)

Krell, a Yugoloth      CR 10

XP 9,600
Daemon, arcanaloth (outcast) (Dungeon Magazine #149 46)
NE Medium outsider (daemon, extraplanar, evil)
Init +7; Senses darkvision 60 ft., Perception +19


DEFENCE
AC 23, touch 8, flat-footed 23 (-2 Dex, +15 natural)
hp 66 (12d10-36), current hp 27
Fort +8, Ref +11, Will +10
DR 15/good; Immune acid, poison, mind-affecting effects; Resist cold 10, fire 10, electricity 10; SR 24


OFFENCE
Speed 30 ft., fly 50 ft. (poor)
Melee 2 claws +9 (1d4-3 plus poison), bite +4 (1d6-3)
Special Attacks poison


STATISTICS
Str 5, Dex 6, Con 5, Int 20, Wis 18, Cha 17
Base Atk +12; CMB +9; CMD 17
Feats Combat Casting, Empower Spell, Improved Initiative, Iron Will, Skill Focus (Spellcraft), Spell Focus (abjuration)
Skills Bluff +18, Diplomacy +18, Fly +13, Intimidate +18, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +19, Profession (scribe) +19, Sense Motive +19, Spellcraft +26, Use Magic Device +18
Languages any; telepathy 100 ft.


SPECIAL ABILITIES
Poison (Ex) Claws–injury; save Fort DC 16, frequency 1/round for 2 rounds, effect 1 Str damage, cure 1 save.

Hill Giant Steading (D)

Hill Giant (100)      CR 2

XP 600
Hill giant petitioners (Pathfinder RPG Bestiary 150, Pathfinder RPG Bestiary 2 208)
hp 20 (see Tanaaka’s stats)

The Village of Straifling (E)

Villagers (50)      CR 1

XP 400
Human petitioners (Pathfinder RPG Bestiary 2 208)
Any alignment but NE Medium outsider
Init +0; Senses darkvision 60 ft., Perception +5


DEFENCE
AC 10, touch 10, flat-footed 10
hp 17 (2d10+5)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects, varies*; Resist varies*
* Immunities and resistances vary depending on which plane the individual petitioner was supposed to end up on. Other adjustments may also apply; see Petitioners of the Great Wheel for details.


OFFENCE
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20) or slam +4 (1d4+2)


STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Toughness
Skills Knowledge (planes) +4, Perception +5, Sense Motive +5
Languages Common
SQ planar commitment
Gear longsword
Nonhuman Villagers: -2 Str.

Climax

Inside the Temple

Guards (petitioners)      CR 1

XP 400
Human petitioner (Pathfinder RPG Bestiary 2 208)
N(C)E Medium outsider
Init +0; Senses darkvision 60 ft., Perception +0


DEFENCE
AC 13, touch 10, flat-footed 13 (+3 armour)
hp 17 (2d10+5)
Fort +4, Ref +3, Will +0
Immune acid, cold, mind-affecting effects; Resist electricity 10, fire 10


OFFENCE
Speed 30 ft.
Melee short sword +4 (1d6+2/19-20) or slam +4 (1d4+2)


STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Toughness
Skills Bluff +14, Perception +5, Sense Motive +5; Racial Modifiers +10 Bluff
Languages Common
Gear studded leather, short sword, 15 gp

Lesser Priest (10)      CR 1

XP 400
Human petitioner (Pathfinder RPG Bestiary 2 208)
N(C)E Medium outsider
Init -1; Senses darkvision 60 ft., Perception +0


DEFENCE
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 11 (2d10)
Fort +3, Ref +2, Will +2
Immune acid, cold, mind-affecting effects; Resist electricity 10, fire 10


OFFENCE
Speed 30 ft.
Melee slam +2 (1d4)


STATISTICS
Str 10, Dex 8, Con 11, Int 9, Wis 15, Cha 12
Base Atk +2; CMB +2; CMD 11
Feats Skill Focus (Knowledge [religion])
Skills Bluff +16, Knowledge (religion) +4, Perception +7; Racial Modifiers +10 Bluff
Languages Common

High Priest Antiphonus      CR 6

XP 2,400
Male planar human cleric 13
CE Medium humanoid (extraplanar, human)
Init -1; Senses Perception +4


DEFENCE
AC 12, touch 9, flat-footed 12 (+3 armour, -1 Dex)
hp 94 (13d8+26)
Fort +11, Ref +5, Will +17


OFFENCE
Speed 30 ft.
Melee unarmed strike +9 (1d3 non-lethal)


STATISTICS
Str 10, Dex 8, Con 12, Int 14, Wis 20, Cha 13
Base Atk +9; CMB +9; CMD 18
Feats Alertness, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Diplomacy +17, Heal +20, Knowledge (history) +18, Knowledge (planes) +18, Knowledge (religion) +18, Perception +7, Sense Motive +25
Languages Common, Abyssal, Infernal
Gear studded leather armour

Guile’s Note: Antiphonus does not have any class abilities, spells, or domain powers, because Crius is not a deity and therefore cannot grant spells or abilities. Because he also does not have any equipment beyond his armour, his CR has been severely reduced.

Guards (planars)      CR 2

XP 600
Planar human warrior 4
CE Medium humanoid (human)
Init +0; Senses Perception +0


DEFENCE
AC 15, touch 10, flat-footed 15 (+4 armour, +1 shield)
hp 32 (4d10+8)
Fort +5, Ref +1, Will +1


OFFENCE
Speed 30 ft.
Melee +1 longsword +8 (1d8+4/19-20)


STATISTICS
Str 16, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +4; CMB +7; CMD 17
Feats Cleave, Power Attack, Weapon Focus (longsword)
Skills Intimidate +6, Perception +4
Languages Common
Gear masterwork chain shirt, masterwork light steel shield, +1 longsword

Zeracuk      CR 1

XP 400
Male dwarf petitioner (Pathfinder RPG Bestiary 2 208)
N Medium outsider (extraplanar)
Init +2; Senses darkvision 60 ft., Perception +7


DEFENCE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (2d10+4)
Fort +5, Ref +5, Will +2
DR 5/magic; Immune electricity, mind-affecting effects, petrification, polymorph; Resist acid 10


OFFENCE
Speed 20 ft.
Melee slam +1 (1d4-1)


STATISTICS
Str 8, Dex 14, Con 14, Int 15, Wis 15, Cha 8
Base Atk +2; CMB +1; CMD 13
Feats Skill Focus (Knowledge [planes])
Skills Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (planes) +10, Knowledge (religion) +4, Perception +7, Sense Motive +7
Languages Common, Dwarven, Gnome, Orc

Crius      CR 22

XP 614,400
Titan, Thanatotic
hp 471 (Pathfinder RPG Bestiary 2 267)

Chapter VI: Epona’s Daughter

It Begins

Keltea      CR 7

XP 3,200
nic’Epona
N Large outsider (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +14


DEFENCE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
hp 59 (7d10+21)
Fort +8, Ref +6, Will +5
DR 10/silver or magic; Immune charm; SR 17


OFFENCE
Speed 60 ft.
Melee 2 hooves +10 (1d6+4), bite +10 (1d4+4) or rear kick +10 (3d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede


STATISTICS
Str 18, Dex 13, Con 17, Int 16, Wis 17, Cha 18
Base Atk +7; CMB +12; CMD 23
Feats Endurance, Improved Initiative, Power Attack, Run
Skills Diplomacy +14, Knowledge (geography) +13, Knowledge (nature) +13, Knowledge (planes) +13, Perception +13, Sense Motive +13, Stealth +11, Survival +13, Swim +14
Languages any
SQ colour change, enchantment awareness, plane shift, sure footing


SPECIAL ABILITIES
Colour Change (Sp) At will, a nic’Epona may change her colouration to any colour in the light spectrum. They can appear to have any sort of pattern, and can have multiple colours at once. If the nic’Epona uses this ability to create a camouflage, she gains a +6 bonus to her Stealth checks.
Enchantment Awareness (Su) Nic’Epona are automatically aware of Enchantment effects affecting creatures within 20 ft., and can detect such magic being cast.
Immunity to Charms (Ex) Nic’Epona are completely immune to all sorts of magical charm spells and effects, as well as any sort of magic designed to gain their trust or coerce them into doing something.
Plane Shift (Su) A nic’Epona can plane shift, as the spell, at will. She can travel to any place in the Outer Planes that she has seen, except for realms of unfriendly deities (unless invited). The nic’Epona’s hooves glow with a faint purple fire when this power is activated, and she must be able to take a few steps for the magic to work.
Stampede (Ex) If 20 or more nic’Epona gather together in tight ranks, they can move as one creature, much like a swarm, at 60 feet per round. A stampede fills a 60-foot space, and this space increases by 20 feet for every 10 additional nic’Epona over the minimum 20.
The stampede must maintain a forward movement of at least 30 feet per round, or break up into individual nic’Eponas at the end of its turn. It can make a maximum turn of 90 degrees, and can use 5 ft. of its movement to turn 45 degrees. The stampede cannot move backwards.
The herd must be at least 150 feet away from their nearest target to build up enough speed to form a stampede. The stampede can move through any area containing a creature of Large size or smaller. Opponents can make opportunity attacks against individual nic’Epona within the stampede, but if they do so they are not entitled to a saving throw. All targets in the area suffer 10d6 points of bludgeoning damage for every 20 nic’Epona present in the stampede (Reflex save DC 17 for half). The save DC is Strength-based.
Stampeding nic’Epona are immune to fear (magical or otherwise).
Sure Footing (Su) A nic’Epona can walk on any surface, or lack thereof, including quicksand, water, or even air. So long as the nic’Epona is walking or running and remains moving, a momentary invisible walkway appears below her feet, allowing her to perform what appears to be impossible feats. A nic’Epona can even use this effect to run up vertical surfaces. So long as this power is active, a nic’Epona always succeeds at Acrobatics and Climb checks. This effect can last up to one hour at a time (at which point it ceases to exist), during which time her hooves flare a bright blue flame. No other creature can stand on or use the causeway, and only creatures riding the nic’Epona can benefit from it.

Build-Up

The Bog (C)

Troll (up to 12 per pack)      CR 5

XP 1,600
hp 63 (Pathfinder RPG Bestiary 268)

Gnome (100)      CR ⅓

XP 135
Gnome warrior 1
NG Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +2


DEFENCE
AC 14, touch 11, flat-footed 14 (+2 armour, +1 shield, +1 size) (+4 dodge vs. giants)
hp 10 (1d8+6)
Fort +4, Ref +0, Will +0; +2 vs. illusions


OFFENCE
Speed 20 ft.
Melee longsword +2 (1d6/19-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Racial Spell-Like Abilities (CL 1st; concentration +1)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals


STATISTICS
Str 11, Dex 11, Con 14, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 10
Feats Weapon Focus (light crossbow)
Skills any one Craft or Profession skill +5, Perception +2, Stealth +3
Languages Common, Gnome, Sylvan
Gear small leather armour, small buckler, small longsword, small light crossbow with 20 bolts

Climax

The Keep’s First Floor

Guard (50)      CR 3

XP 800
Prime human warrior 5
NG Medium humanoid (human)
Init +0; Senses Perception +0


DEFENCE
AC 15, touch 10, flat-footed 15 (+4 armour, +1 shield)
hp 44 (5d10+10)
Fort +5, Ref +1, Will +3


OFFENCE
Speed 30 ft.
Melee mwk spear +10 (1d8+5)
Ranged mwk spear +7 (1d8+3)


STATISTICS
Str 16, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 18
Feats Alertness, Iron Will, Power Attack, Weapon Focus (spear)
Skills Intimidate +7, Perception +7, Sense Motive +2
Languages Common
Gear masterwork chain shirt, masterwork buckler, masterwork spear, signal whistle

The Keep’s Basement

Myerai      CR 7

XP 3,200
nic’Epona
hp 59 (see above)

MacDougal      CR 16

XP 76,800
Male prime human fighter (two-weapon warrior) 15 (Advanced Player’s Guide 109)
LG Medium humanoid
Init +5; Senses Perception +1


DEFENCE
AC 24, touch 15, flat-footed 19 (+8 armour, +5 Dex, +1 shield)
hp 169 (15d10+75)
Fort +13, Ref +10, Will +6; +4 vs. fear
Defensive Abilities defensive flurry +4


OFFENCE
Speed 20 ft.
Melee +4 speed longsword +26 (1d8+15/17-20), +4 speed longsword +26 (1d8+15/17-20) [single attack] or +4 speed longsword +29/+29/+24/+19 (1d8+18/17-20), +4 speed longsword +29/+29/+24/+19 (1d8+18/17-20) [full-round attack]
Special Attacks doublestrike, equal opportunity


STATISTICS
Str 24, Dex 21, Con 18, Int 14, Wis 13, Cha 14
Base Atk +15; CMB +22; CMD 37
Feats Cleave, Double SliceB, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword)B, Greater Weapon Specialization (longsword)B, Intimidating Prowess, Improved Critical (longsword), Improved Two-Weapon FightingB, Leadership, Penetrating StrikeB, Power Attack, Step UpB, Two-Weapon Defence, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Skills Handle Animal +20, Intimidate +20, Ride +20, Survival +19, Swim +22
Languages Common
SQ bravery +4, improved balance, perfect balance, twin blades +3
Gear +5 breastplate, 2 +4 speed longswords, belt of physical perfection +6

SPECIAL ABILITIES
Exceptional Stats (Ex) MacDougal is exceptional, and his ability scores were generated using 25 points rather than the standard 15-point buy used to create most NPCs. In addition, he has an entire nation behind him, along with the foremost wizard on this planet, and thus has gear equal to that of a PC rather than an NPC. This modification increases his total CR by +2.

Guile’s Note: Despite his above-average Intelligence, MacDougal does not speak any additional languages. Were he to leave his isolated homeland, he could quickly learn additional languages, filling up his bonus language slots.

KePahl      CR 15

XP 51,200
Male prime human wizard 14
N Medium humanoid (human)
Init +3; Senses Perception +0


DEFENCE
AC 17, touch 13, flat-footed 14; (+4 armour, +3 Dex)
hp 77 (15d6+15)
Fort +5, Ref +7, Will +10


OFFENCE
Speed 30 ft.
Melee quarterstaff of striking +9/+3 (1d6+2)
Special Attacks hand of the apprentice 7/day, metamagic mastery 4/day
Spells Prepared (CL 14th; concentration +18)
7th—greater scrying (DC 21), prismatic spray (DC 21)
6th—chain lightning (DC 20), flesh to stone (DC 20), true seeing
5th—cone of cold (DC 19), feeblemind (DC 19), teleport
4th—charm monster (DC 18), fear (DC 18), remove curse, stoneskin, wall of fire
3rd—dispel magic, gaseous form (DC 17), hold person (DC 17), slow (DC 17), tongues
2nd—glitterdust (DC 16), knock, mirror image, pyrotechnics (DC 16), summon swarm
1st—charm person (DC 15), colour spray (DC 15), enlarge person, hold portal, silent image (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), light, read magic


STATISTICS
Str 8, Dex 16, Con 12, Int 18, Wis 13, Cha 16
Base Atk +7; CMB +6; CMD 19
Feats Brew Potion, Craft Magic Arms and Armour, Craft RodB, Craft Staff, Craft Wand, Craft Wondrous Item, Extend SpellB, Forge Ring, Greater Spell Penetration, Scribe ScrollB, Spell Penetration
Skills Appraise +21, Craft (alchemy) +21, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (nobility) +21, Knowledge (religion) +21, Spellcraft +21
Languages Common, Draconic
SQ arcane bond (amulet of life protection)
Gear bracers of armour +4, quarterstaff of striking, amulet of life protection, spell component pouch, spellbook (contains all cantrips and currently prepared spells)


SPECIAL ABILITIES
Exceptional Stats (Ex) KePahl is exceptional, and his ability scores were generated using 25 points rather than the standard 15-point buy used to create most NPCs. In addition, he has an entire nation and its king behind him, and thus has gear equal to that of a PC rather than an NPC. This modification increases his total CR by +2.

If kePahl gets to his bedroom and arms himself against intruders, he has the following changed statistics:
SR 23
Melee staff of the magi +6/+1 (1d6-1)
Combat Gear staff of the magi (21 charges), ring of invisibility, ring of spell turning, wand of hold person (27 charges), wand of lightning bolt (18 charges); Other Gear bracers of armour +4, amulet of life protection, spell component pouch, spellbook (contains all cantrips and currently prepared spells)

Guile’s Note: Despite his high Intelligence, kePahl does not speak any additional languages other than Draconic, the language of magic. Were he to leave his isolated homeland, he could quickly learn additional languages, filling up his bonus language slots.

Chapter VII: Recruiters

Dungeon Master’s Notes

Hound, Plague-Mort Militia (140)     CR 3

XP 800
Planar human warrior 5 (Mercykillers, Fated, or Dustmen)
CE Medium humanoid
Init +1; Senses Perception +0


DEFENCE
AC 17, touch 10, flat-footed 17 (+5 armour, +2 shield)
hp 34 (5d10)
Fort +4, Ref +2, Will +1


OFFENCE
Speed 20 ft.
Melee +1 longsword +10 (1d8+6/19-20)
Spell-Like Abilites (CL 5th; concentration +4)
1/day—discern lies (DC 13) (Mercykillers only)


STATISTICS
Str 16, Dex 12, Con 11, Int 9, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 19
Feats Cleave, Mounted Combat, Power Attack, Weapon Focus (longsword)
Skills Handle Animal +7, Intimidate +6, Knowledge (religion) +1 (Dustmen only), Ride +4, Sleight of Hand +6 (Fated only), Survival +0 (+2 following tracks Mercykillers only)
Faction Traits Dustmen: Dead Truce, Toward True Death; Fated: Haggle, Nothing’s Free, Taker’s Skills; Mercykillers: Above the Law, Discern Lies, Eight Tenets of Justice
Languages Common
Gear masterwork chainmail, masterwork heavy steel shield, +1 longsword, signal whistle
Nonhuman Hound: -2 Str. Remove all ranks in Handle Animal. Remove Weapon Focus (longsword).

It Begins

The Arch-Lector’s Palace

Gaz the Hound      CR 10

XP 9,600
Male tiefling fighter 4/rogue (thug) 7 (Fated) (Advanced Player’s Guide 135)
CE Medium humanoid (planetouched)
Init +3; Senses darkvision 60 ft.; Perception +11


DEFENCE
AC 22, touch 14, flat-footed 22; (+5 armour, +1 deflection, +3 Dex, +1 natural, +1 shield)
hp 74 (4d10+7d8+11)
Fort +7, Ref +9, Will +4; +1 vs. fear
Defensive Abilities evasion, uncanny dodge; Resist cold 5, electricity 5, fire 5


OFFENCE
Speed 30 ft.
Melee +2 longsword +14/+9 (1d8+5/19-20), +1 short sword +13/+8 (1d6+4/19-20)
Special Attacks brutal beatingAPG, sneak attack +4d6
Spell-Like Abilities (CL 11th; concentration +10)
1/day—darkness


STATISTICS
Str 16, Dex 17, Con 13, Int 10, Wis 12, Cha 8
Base Atk +9; CMB +12; CMD 25
Feats Alertness, Combat Reflexes, Double Slice, Improved Two-Weapon FightingB, Intimidating Prowess, Mounted Combat, Power AttackB, Two-Weapon Defence, Two-Weapon FightingB
Skills Acrobatics +18, Bluff +11, Intimidate +13, Knowledge (arcana) +10, Knowledge (local) +10, Perception +11, Ride +17, Sense Motive +11, Sleight of Hand +13, Spellcraft +10, Stealth +20; Racial Modifiers +2 Bluff, +2 Stealth
Faction Traits Haggle, Nothing’s Free, Taker’s Skills
Languages Common, Abyssal
SQ armour training 1, bravery +1, frighteningAPG, prehensile tailARG, rogue talents (fast stealth, rogue crawl, surprise attack)
Combat Gear potion of cure moderate wounds (2); Other Gear +2 mithral shirt, +2 longsword, +1 short sword, amulet of natural armour +1, boots of elvenkind, cloak of elvenkind, ring of protection +1, signal whistle

Griffon (3)      CR 4

XP 1,200
hp 42 (Pathfinder RPG Bestiary 168)

Hippogriff (4)      CR 2

XP 600
hp 22 (Pathfinder RPG Bestiary 2 156)

Wyvern      CR 6

XP 2,400
hp 73 (Pathfinder RPG Bestiary 282)

Marquis Fearson (Sinfrenzy)      CR 6

XP 2,400
Advanced cambion (greed) demon rogue (chameleon) 2/assassin 1 (Pathfinder 76: The Midnight Isles 84, Pathfinder RPG Bestiary 294, Ultimate Combat 71)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +13


DEFENCE
AC 25, touch 17, flat-footed 17 (+5 armour, +6 Dex, +1 dodge, +3 natural)
hp 51 (6 HD; 3d10+3d8+20)
Fort +6, Ref +12, Will +7
Defensive Abilities evasion; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13


OFFENCE
Speed 40 ft. (8 squares)
Melee +2 longsword +13 (1d8+8/17-20), claw +6 (1d4+3/19-20) or 2 claws +11 (1d4+6/19-20)
Special Attacks death attack (DC 15), poison use, sadistic strike, sinfrenzy (1/day, 6 rounds), sneak attack +3d6
Spell-Like Abilities (CL 3rd; concentration +7)
3/day–command (DC 15)
1/day–charm person (DC 15), death knell (DC 16), enthral (DC 16)


BASE STATISTICS
When not in a sinfrenzy, Marquis Fearson has the following statistics:
Ref +11
Speed 30 ft. (6 squares)
Melee +2 longsword +12 (1d8+8/17-20), claw +5 (1d4+3/19-20) or 2 claws +10 (1d4+6/19-20)
Special Attacks sneak attack +2d6


STATISTICS
Str 23, Dex 22, Con 16, Int 19, Wis 18, Cha 18
Base Atk +4; CMB +10; CMD 26
Feats Deceitful, Dodge, Improved Initiative, Power Attack
Skills Acrobatics +14, Appraise +12, Bluff +15, Disguise +15, Intimidate +13, Knowledge (local) +12, Knowledge (planes) +11, Perception +13, Sense Motive +13, Stealth +14, Use Magic Device +9
Languages Abyssal, Common; telepathy 30 ft.
SQ misdirectionUC (5 points), rogue talent (surprise attack)
Gear +1 chain shirt, +2 longsword

Mortai (Sinfrenzy)      CR 3

XP 800
Cambion (sloth) demon fighter 1 (Pathfinder 76: The Midnight Isles 84)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +7


DEFENCE
AC 18, touch 13, flat-footed 15 (+4 armour, +3 Dex, +1 natural)
hp 42 (4d10+20)
Fort +8, Ref +5, Will +4
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13


OFFENCE
Speed 40 ft. (8 squares)
Melee +1 longsword +11 (1d8+6/17-20), claw +5 (1d4+2/19-20) or 2 claws +10 (1d4+5/19-20)
Special Attacks sadistic strike, sinfrenzy (1/day, 4 rounds)
Spell-Like Abilities (CL 3rd; concentration +4)
3/day–command (DC 12)
1/day–charm person (DC 12), death knell (DC 13), enthral (DC 13)


BASE STATISTICS
When not in a sinfrenzy, Mortai has the following statistics:
hp 34 (4d10+12)
Ref +4
Speed 30 ft. (6 squares)
Melee +1 longsword +10 (1d8+6/19-20), claw +4 (1d4+2) or 2 claws +9 (1d4+5)


STATISTICS
Str 20, Dex 17, Con 16, Int 15, Wis 12, Cha 12
Base Atk +4; CMB +9; CMD 22
Feats CleaveB, Deceitful, Power Attack
Skills Acrobatics +10, Bluff +9, Disguise +9, Intimidate +8, Knowledge (local) +8, Perception +7, Sense Motive +7, Stealth +10
Languages Abyssal, Common; telepathy 30 ft.
Gear +2 leather armour, +1 longsword

Latana, a lesser tanar’ri      CR 7

XP 3,200
Demon, succubus
hp 42 (Pathfinder RPG Bestiary 68)

Haarsa      CR 5

XP 1,600
Demon, alu- (The Tome of Horrors Complete 154)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120 ft.; Perception +15


DEFENCE
AC 25, touch 12, flat-footed 23 (+7 armour, +2 Dex, +6 natural)
hp 45 (6d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16


OFFENCE
Speed 20 ft., fly 40 ft.
Melee +1 longsword +10/+5 (1d8+4/19-20) or 2 claws +9 (1d4+3 plus vampiric touch)
Spell-Like Abilities (CL 8th; concentration +11)
3/day–charm person (DC 14), detect thoughts (DC 15), disguise self, suggestion (DC 16)
1/day–dimension door


STATISTICS
Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Blind-fight, Cleave, Power Attack
Skills Bluff +11, Diplomacy +12, Disguise +12, Escape Artist +11, Fly +6, Knowledge (planes) +11, Perception +15, Stealth +11, Survival +11; Racial Modifiers +4 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear +1 chainmail, +1 longsword, cloak of resistance +1


SPECIAL ABILITIES
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target’s current hit points + the target’s Con score (which is enough to kill the target). The temporary hit points disappear in one hour.

Stkal, a lesser tanar’ri      CR 5

XP 1,600
Demon, bar-lgura
hp 57 (Fiendish Codex I: Hordes of the Abyss 29)

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