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Kingmaker 1: Stolen Land

Location Table A Oleg's Trading Post (Automatic) B Barbarian Cairn (Hidden DC 20) C Trap-Filled Glade (Explore) D Bokken's Hut (Explore) E Dead Trapper (Explore) F Fairy Nest (Hidden - DC 25, but will react) G Radish Patch (Explore) H Spider's Nest (Explore) I Frog Pond (Explore) J Temple of the Elk (Hidden DC 15) K Bandit Camp (Explore) L Gold Mine (Hidden DC 20) M Forgotten Cache (DC 20 Track check) AA Yakov (Explore) Hex Movement Rate in Kingmaker Hex Movement Rate Travel Only Plains Forest/Hill Mtn/Swamp Explore Plains Forest/Hill Mtn/Swamp

N Statue of Erastil (Explore) O Boggard Lair (Explore) P Tuskgutter's Lair (Explore) Q Rickety Bridge (Automatic) R Mite Lair (Automatic) S Nettle's Crossing (Automatic) T Dead Unicorn (Explore) U Tatzylwyrm Den (Explore) V Trapped Thylacine (Explore) W Fangberry Thicket (Explore) X River Crossing (Explore) Y Kobold Caverns (Hidden DC Unknown) Z Stag Lords Fort (Automatic)

15' 11 hr 16 hr 16 hr 3 days 4 days 5 days

20' 8 hr 12 hr 12 hr 2 days 3 days 4 days

30' 5 hr 8 hr 8 hr 1 day 2 days 3 days

40' 4 hr 6 hr 6 hr 1 day 1 day 2 days

50' 3 hr 5 hr 5 hr 1 day 1 day 1 day

Random Encounter: 5% when entering a hex, and 15% per day or night spent in the hex.

Encounter Table A Happs Bydon, 3 Bandits, 6 Horses B C Dozens of Bear Traps D Bokken E F Tyg-Titter-Tut and Perlivash G 4 Kobolds H Giant Trapdoor Spider I 2 Giant Frogs J Guardian of the Elk K Bandit Camp [see below] L Yellow Musk Creeper and 2 Zombies (Optional) M AA Yakov, 2x Bee Swarm Bandit Camp (K) K1 2 or 6 Bandits and Kressle K2 Bandit (Lookout) K3 Bandit (Lookout) Mite Lair (R) R1 Dingetooth and Uurch R2 Quoggy and 3 Giant Centipedes R3 6 Mites and Mikmek

N O Garuum and Ubagub P Tuskgutter Q R Mite Lair [see below] S Davik Nettles T U 2 Tatzylwyrms V Brush Thylacine W Chew Spider Swarm X Y Kobold Caverns [see below] Z Stag Lords Fort [see below]

K4 K5

R4 Giant Whiptail Centipede R5 Grabbles, Tickleback and 4 Mites R6 6 Mites

Kobold Caverns (Y) Y1 3 Pit Traps, Nakpik, Mite Prisoner Y2 2 Kobolds Y3 Stag Lords Fort (Z) - 12 Zombies Z1 2 Horses Z2 Z3a Bandit (Ayles Megesen) Z3b Bandit (Falgrim Sneeg) Z3c Bandit (Jex the Snitch) Z4 Auchs NPCs Anza the Jay (Guide) Baba Orla the Witch Badma the Boar Hunter Bokka the Potion-Maker Jhod Kavke, Cleric of Erastil Kesten Garess and Kesten's Guards Mercenary Lieutenant Nikki the Hunter Oleg and Svetlana Schai the Hunter Sir Toad (Tuudur)

Y4 Chief Sootscale and 6 Kobolds Y5 Tartuk Y6

Z5 Dovan from Nisroch, 4 Bandits Z6 Owlbear Z7 Akiros Ismort Z8 The Stag Lord Z9 Z10 Z11 Nugrah the Decrepit

Sivva the Hunter Trapper Jon Yakov the Beekeeper

Forest Lake/River Plains Hills 1-4 1-5 1-6 1-8 5-7 6-8 9-10 7-9 8-13 9-11 10-16 11-15 14-15 12-16 17-18 17-19 16-18 19-22 23-26 16-24 27-33 20-27 19-26 25-29 34-36 28-29 27-28 30-33 37-39 30-33 29-31 34-38 40-44 34-35 39-45 45-51 36-45 32-41 46-49 42-47 46-48 50-51 48-51 52-55 49-53 57-58 52-53 52-54 54-56 59-61 55-56 62-64 57-58 54-55 57-58 59-61 62-64 65-67 56-57 59-60 65-68 68-70 58-61 61-63 69-71 62-64 64-65 65-67 66-68 72-75 71-75 68-72 69-72 76-82 76-81 73-81 73-80 83-85 82-85 82-85 81-85 86-100 86-100 86-100 86-100

Random Encounter 1d6 Bandits 2d4 Bear Traps 1 Bee Swarm 1d4 Boars 1d4 Boggards 1 Brush Thylacine 1 Crayfish, Giant 1 Dragonfly, Giant 1d6 Elk 1 Faerie Dragon 1d4 Grigs 1 Grizzly Bear 1 Hunter 1d8 Kobolds 1d8 Mites 1 Nixie 1 Owlbear 1 Shambling Mound 1 Slurk 1 Redcap 1d3 Satyrs 1 Tatzylwyrm 1d4 Trolls 1 Werewolf 1 Giant Whiptail Centipede 1 Will-o-wisp 1d6 Wolves 1 Worg Roll Twice

Scripted Random Encounter NPC Encounter

Disease Afflictions

Faerie Mound/Circle NPC Encounter

Roc hunting horses

Faerie Mound/Circle Faerie Mound/Circle Troll Spoor

Wyvern Sighting Disease Afflictions Storm

C. Bear Trap

CR 1 XP 400 Type mechanical; Perception DC 15; Disable Device DC 20 Effects Trigger location; Reset manual Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the victims ankle and halves the creatures base speed (or holds the victim immobile if the trap is attached to a solid object); the trap can be escaped with a DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check. Description Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check. Each trap has a retail value of 2 gp.

D. Bokken the Hermit

CR 3 XP 800 Male Human Adept 5 | CN Medium humanoid (human) Init +0; Senses Perception +4 Defense AC 10, touch 10, flat-footed 10 hp 25 (5d6+5) Fort +2, Ref +1, Will +6 Offense Spd 30 ft. Melee Club +1 (1d6-1/20/x2) and Adept Spells Known (CL 5, 1 melee touch, 2 ranged touch): 2 (2/day) Invisibility, Animal Trance (DC 14) 1 (3/day) Sleep (DC 13), Cause Fear (DC 14), Cure Light Wounds (DC 13) 0 (3/day) Purify Food and Drink (DC 12), Create Water, Detect Magic, Guidance Statistics Str 8, Dex 10, Con 12, Int 13, Wis 15, Cha 8 Base Atk +2; CMB +1; CMD 11 Feats Brew Potion, Magical Aptitude, Skill Focus: Spellcraft, Spell Focus: Necromancy Skills Craft: Alchemy +5, Heal +7, Know: Arcana +6, Know: Local +6, Know: Nature +6, Know: Religion +5, Perception +4, Prof: Herbalist +10, Sense Motive +3, Spellcraft +14, Survival +7 Languages Common, Hallit Combat Gear Club; 2 pot Cure Lt Wounds, 2 pot Cure Mod Wounds, 2 pot Endure Elements Other Gear Alchemist's Kit, Healer's kit (10 uses) Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC. Crafting Bokken can craft any of the following potions: (1) bless, comprehend languages, cure light wounds, endure elements, protection from chaos, protection from evil, protection from good, protection from law; (2) aid, bear's endurance, bull's strength, cat's grace, cure moderate wounds, delay poison, invisibility, mirror image, resist energy, see invisibility.

F. Perlivash

CR 2 XP 600 Male faerie dragon (Pathfinder RPG Bonus Bestiary 9) | CG Tiny dragon Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size) hp 22 (3d12+3) Fort +4, Ref +6, Will +5 Immune paralysis, sleep; SR 13 Offense Speed 30 ft., fly 60 ft. (perfect), swim 30 ft. Melee bite +4 (1d31) Space 2 1/2 ft.; Reach 0 ft. Special Attacks breath weapon (5 ft cone, Euphoria, Fort DC 12) Spell-Like Abilities (CL 3rd; concentration +6) 3/daygreater invisibility (self only) Sorcerer Spells Known (CL 3rd; concentration +6) 1st (6)grease (DC 14), silent image (DC 14), sleep (DC 14) 0 (at will)dancing lights, flare (DC 13), ghost sound, mage hand, open/close Tactics Before Casts greater invisibility before combat. During Prefers to use spell-like abilities and breath weapon to confuse and disorient, hopefully causing enemies to flee or giving himself a chance to flee. He only bites if letting a foe live would lead to greater evil. Morale Flees if below 10 hit points, unless a friend is in peril. if so he flees if friend can come otherwise fights to death. Statistics Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 Base Atk +3; CMB +4; CMD 14 (18 vs. trip) feats Acrobatic, Dodge Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9 Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

F. Perlivash (cont.)
Special Abilities Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Affected creatures are staggered (single move or standard action), sickened (-2 on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks), and immune to fear effects for the duration of the euphoria. Usable once every 1d4 rounds. The save DC is Constitution-based. Selected Spell-Like Abilities and Spells Greater Invisibility 3 rounds. Caster or target invisible, even if attacks. +40 Stealth if stationary; +20 Stealth if moving Grease (Ref DC 14; SR No); Range 30 ft; 3 mins. 10 ft square or single object is slippery. Reflex save or fall/drop item. Moving through greased area takes DC 10 Acrobatics to move half speed; fail by 5 and fall. Sleep (Will DC 14; SR Yes); Range 130 ft; 1 round casting. One or more targets within 10 ft radius burst. Up to 4 HD targets (starting with lowest HD) fall magically asleep, taking a standard action to wake. Does not affect unconscious creatures, constructs or undead. Flare (Fort DC 13; SR Yes); Range 30 ft. Single target dazzled for 1 minute unless it saves. Sightless creatures, as well as creatures already dazzled, are not affected.

F. Tyg-Titter-Tut
Defense

CR 1 XP 400

Female grig | NG Tiny fey Init +4; Senses low-light vision; Perception +5 AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size) hp 4 (1d6+1) Fort +1, Ref +6, Will +3 DR 5/cold iron; SR 12

Offense
Speed 20 ft., fly 40 ft. (poor) Melee short sword 1 (1d33/1920) or Ranged longbow +6 (1d43/3) Space 2 1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 3rd; concentration +5) 3/daydisguise self (DC 12), entangle (DC 12), invisibility (self only), pyrotechnics (DC 12)

Tactics
During Prefers to use her longbow in battle, keeping foes from reaching her by flying or using entangle. Morale Flees if she takes any damage at all.

Statistics
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 Base Atk +0; CMB +2; CMD 10 (18 vs. trip) Feats Dodge; Skills Acrobatics +8, Escape Artist +8, Fly +8, Perception +5, Perform (string) +6, Stealth +16 Languages Common, Sylvan

Selected Spell-Like Abilities


Invisibility 3 rounds. Caster invisible until attacks. +40 Stealth if stationary; +20 Stealth if moving Entangle (Ref DC 12; SR No); Range 520 ft; 3 mins. 40 ft radius. Reflex save or enter spread and become entangled (Move half speed; -2 attacks, -4 Dex; Cast Spell DC 16 Concentration). Break free with DC 12 Str or Escape Artists check. Area is also difficult terrain. 1 damage/round if thorns. Pyrotechnics Extinguishes a fire and causes effect: Fireworks (Will DC 12; SR Yes); Range 120 ft; Save or for 1d4+1 rounds blinded (-2 AC; lose Dex bonus to AC, -4 to Str and Dex skill checks, and opposed Perception checks; opponents have total concealment). Smoke Cloud (Fort DC 12; SR No); Range 20 ft. radius cloud; 3 rounds. No sight within cloud. Within cloud save or -4 penalty to Str and Dex for 1d4+1 rounds after leave cloud.

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

H. Giant Trapdoor Spider

CR 1 XP 400 N Medium vermin Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 Defense AC 14, touch 13, flat-footed 11 (+1 natural armor, +3 Dex) hp 16 (3d8+3) Fort +4, Ref +4, Will +1 Immune mind-affecting effects Offense Speed 30 ft., climb 30 ft. Melee bite +2 (1d6 plus poison) Statistics Str 11, Dex 17, Con 12, Int , Wis 10, Cha 2 Base Atk +2; CMB +2; CMD 15 (27 vs. trip) Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs) Feats Spring Attack Special Abilities Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

H.* Advanced Giant Trapdoor Spider

CR 2 XP 600 N Medium advanced vermin Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6 Defense AC 18, touch 15, flat-footed 13 (+3 natural armor, +5 Dex) hp 22 (3d8+9) Fort +6, Ref +6, Will +3 Immune mind-affecting effects Offense Speed 30 ft., climb 30 ft. Melee bite +4 (1d6+2 plus poison) Statistics Str 15, Dex 21, Con 16, Int , Wis 14, Cha 6 Base Atk +2; CMB +4; CMD 19 (31 vs. trip) Skills Climb +18, Perception +6 (+10 in webs), Stealth +9 (+13 in webs) Feats Spring Attack Special Abilities Poison (Ex) Biteinjury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

I. Giant Frog

CR 1 XP 400 N Medium animal Init +1; Senses low-light vision, scent; Perception +3 Defense AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 15 (2d8+6) Fort +6, Ref +6, Will -1 Offense Speed 30 ft., swim 30 ft. Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) Space 5 ft.; Reach 5 ft. (15 ft. with tongue) Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue Statistics Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6 Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip) Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 Special Abilities Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

I. Giant Frog

CR 1 XP 400 N Medium animal Init +1; Senses low-light vision, scent; Perception +3 Defense AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 15 (2d8+6) Fort +6, Ref +6, Will -1 Offense Speed 30 ft., swim 30 ft. Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) Space 5 ft.; Reach 5 ft. (15 ft. with tongue) Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue Statistics Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6 Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip) Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 Special Abilities Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

J. Guardian of the Elk

CR 3 800 XP Sickened Bear, Grizzly | N Large Animal Init +1; Senses Low-Light Vision, Scent; Perception +6 Defense AC 16, touch 10, flat-footed 15 (+1 Dex, -1 size, +6 natural) hp 30 (5d8+20) Fort +8, Ref +5, Will +2 Offense Spd 40 ft. Melee Bite (Bear, Grizzly) +7 (1d6+5/20/x2) and Claw x2 (Bear, Grizzly) +7 x2 (1d6+5/20/x2) and Space 10 ft.; Reach 5 ft. Special Attacks Grab Statistics Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +9 (+13 Grappling); CMD 20 (24 vs. Trip) Feats Endurance, Run, Skill Focus: Survival Skills Fly -1, Perception +6, Stealth -3, Survival +5, Swim +14 Special Abilities Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Insanity (Ex) Various modifications Cursed by Erastil (Su) -2 to attack, damage rolls and saving throws vs Erastil worshippers. Erastil worshippers gain +4 sacred bonus on attack and weapon damage rolls vs this creature.

J.* Guardian of the Elk (Advanced)

CR 4 1,200 XP Advanced Sickened Bear, Grizzly | N Large Animal Init +3; Senses Low-Light Vision, Scent; Perception +8 Defense AC 20, touch 12, flat-footed 17 (+3 Dex, -1 size, +8 natural) hp 40 (5d8+30) Fort +10, Ref +7, Will +4 Offense Spd 40 ft. Melee Bite (Bear, Grizzly) +9 (1d6+7/20/x2) and Claw x2 (Bear, Grizzly) +9 x2 (1d6+7/20/x2) and Space 10 ft.; Reach 5 ft. Special Attacks Grab Statistics Str 25, Dex 17, Con 23, Int 2, Wis 16, Cha 10 Base Atk +3; CMB +11 (+15 Grappling); CMD 24 (28 vs. Trip) Feats Endurance, Run, Skill Focus: Survival Skills Fly +1, Perception +8, Stealth -1, Survival +7, Swim +16 Special Abilities Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Insanity (Ex) Various modifications Cursed by Erastil (Su) -2 to attack, damage rolls and saving throws vs Erastil worshippers. Erastil worshippers gain +4 sacred bonus on attack and weapon damage rolls vs this creature.

K. Kressle

CR 1 XP 400 Female Human Ranger 2 | NE Medium Humanoid (Human) Init +1; Senses Perception +6 Defense AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge) hp 17 (2d10+4) Fort +5, Ref +4, Will +1 Offense Spd 30 ft. Melee Mwk Handaxe +5 (1d6+3/20/x3) and Masterwork Handaxe +5 (1d6+1/20/x3) or Mwk Handaxe +7 (1d6+3/x3) Ranged Dagger +3 (1d4+3/19-20) Special Attacks Favored Enemy (Human +2 attack and damage) Tactics During Combat Kressle spends the first few rounds of combat throwing daggers and waiting for the enemy to fight their way through her bandits to confront her. Shell switch to using her two axes after a few rounds, focusing her attacks on humans if she can. Morale Kressle attempts to flee south to the Stag Lords fort if brought below 5 hit points, but if its obvious that she cant escape the PCs, she fights to the death. Statistics Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 8 Base Atk +2; CMB +5; CMD 17 Feats Dodge, Two-Weapon Fighting, Weapon Focus: Handaxe Skills Climb +7, Intimidate +4, Knowledge: Geography +5, Knowledge: Nature +5, Perception +6, Stealth +5, Survival +6 (Track +7) Languages Common SQ Track +1, Wild Empathy +1 Combat Gear potion of cure light wounds; Other Gear masterwork chain shirt armor, 2 masterwork handaxes, 4 daggers, 115 gp

K.* Kressle (Advanced)(In Forest)

CR2 XP 600 Female human ranger 3 | NE Medium humanoid (human) Init +3; Senses Perception +9 Defense AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) hp 29 (3d10+12) Fort +5, Ref +4, Will +2 Offense Speed 30 ft. Melee mwk handaxe +6 (1d6+3/3), mwk handaxe +6 (1d6+1/3) or mwk handaxe +8 (1d6+3/3) Ranged dagger +4 (1d4+3/1920) Special Attacks favored enemy (human +2 attack and damage) Tactics During Combat Kressle spends the first few rounds of combat throwing daggers and waiting for the enemy to fight their way through her bandits to confront her. Shell switch to using her two axes after a few rounds, focusing her attacks on humans if she can. Morale Kressle attempts to flee south to the Stag Lords fort if brought below 5 hit points, but if its obvious that she cant escape the PCs, she fights to the death. Statistics Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 8 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Two-Weapon Fighting, Weapon Focus (handaxe), Toughness, Endurance Skills Climb +8, Intimidate +5, Knowledge (geography) +8, Knowledge (nature) +6, Perception +9, Stealth +8, Survival +9 (Track +10) Languages Common SQ track +1, wild empathy +2, favoured terrain +2 (forest)* Combat Gear potion of cure moderate wounds; Other Gear masterwork chain shirt armor, 2 masterwork handaxes, 4 daggers, 115 gp * If outside forest, reduce initiative, Knowledge (Geography), Perception, Stealth and Survival by 2.

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

L.* Yellow Musk Creeper

CR 2 XP 600 N Medium plant Init +2; Senses tremorsense 30 ft.; Perception +0 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 22 (3d8+9) Fort +6, Ref +3, Will +1 Defensive Abilities plant traits Offense Speed 5 ft. Melee tendril +5 (1d4+4) Space 5 ft., Reach 10 ft. Special Attacks create yellow musk zombie, pollen spray Tactics Statistics Str 17, Dex 15, Con 16, Int , Wis 11, Cha 8 Base Atk +2; CMB +5; CMD 17 (can't be tripped) Special Abilities Immune Plant Traits Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Create Yellow Musk Zombie (Su) As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie. Pollen Spray (Ex) As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.

L*. Yellow Musk Zombie

CR 1/2 XP 200 NE Medium plant Init +0; Senses darkvision 60 ft.; Perception +0 Defense AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3) Fort +0, Ref +0, Will +3 DR 5/slashing; Immune plant traits Offense Speed 30 ft. Melee slam +4 (1d6+4) Tactics Statistics Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats ToughnessB SQ plant traits, staggered Special Abilities Plant Traits (Ex) This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie. Immune Plant Traits Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

O. Garuum

CR 2 XP 600 CN Medium humanoid (boggard) Init -1; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 14, touch 9, flat-footed 14 (+2 armor, 1 Dex, +3 natural) hp 22 (3d8+9) Fort +5, Ref +0, Will +1 Offense Speed 20 ft., swim 30 ft. Melee morningstar +5 (1d8+3), tongue 1 touch (sticky tongue) Special Attacks terrifying croak (1/hour) (DC 13) Statistics Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10 Base Atk +2; CMB +4; CMD 13 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +2 (+14 jumping), Stealth 1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ hold breath, swamp stride Special Abilities
Hold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 13 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can). The save DC is Charisma-based and includes a +2 racial bonus.

O.* Garuum the Candidate (Customized)

CR 2 XP 600 Male Boggard Warrior 1 | CN Medium Humanoid (Boggard) Init -1; Senses Darkvision (60 feet), Low-Light Vision; Perception +4 Defense AC 12, touch 9, flat-footed 12 (-1 Dex, +3 natural) hp 29 (1d10+3d8+8) Fort +7, Ref +0, Will +3 Offense Speed 20 ft., Swimming (30 feet) Melee Morningstar +6 (1d8+2/20/x2) Special Attacks Terrifying Croak (1/hour) (DC 15) Statistics Str 15, Dex 8, Con 14, Int 9, Wis 10, Cha 13 Base Atk +3; CMB +5; CMD 14 Feats Iron Will, Persuasive Skills Acrobatics +2 (+14 jumping), Diplo +5, Intimdt +8, Perceptn +4, Stealth -1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ Hold Breath, Sticky Tongue, Swamp Stride Special Abilities
Hold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) 1/hour, standard action. Non-boggards within 30 feet DC 15 Will save or shaken for 1d4 rounds ( 2 penalty on attack rolls, saving throws, skill checks, and ability checks). On success, cannot be affected again by the same boggard's croak for 24 hours. If already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can).

O. Ubagub

CR 2 XP 600 Slurk | N Medium Magical Beast Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +0 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 17 (2d10+6) Fort +6, Ref +5, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite +4 (2d6+3/20/x2) Ranged Touch Slime +4 (entangle) (30 feet) Special Attacks Belly Grease, Slime on Overrun/Bull Rush Statistics Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10 Base Atk +2; CMB +4 (+6 Bull Rushing, +6 Overrunning); CMD 16 (22 vs. Bull Rush and Overrun, 20 vs. Grapple and Trip) Feats Improved Bull Rush, Improved Initiative, Improved Overrun Skills Acrobatics +6, Climb +14, Escape Artist +6 Languages Boggard (can't speak) SQ Hunker Special Abilities Belly Grease (Ex) 1/minute, as a full-round action can coat 5-foot radius spot on floor with grease, which creates difficult terrain for 10 minutes. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Overrun Overrun at +2, and opponent cannot choose to avoid / block. Slime (Ex) Standard action at will, can squirt slime as a ranged touch attack against any target within 30 feet, entangling target (move half speed; -2 attacks, -4 Dex; cast spell DC 16 Concentration). Target of successful bull rush or overruns is automatically slimed. Slime can be removed as a full-round action with a DC 15 Strength check.

O.* Second Slurk

CR 2 XP 600 Slurk | N Medium Magical Beast Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +0 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 17 (2d10+6) Fort +6, Ref +5, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite +4 (2d6+3/20/x2) Ranged Touch Slime +4 (entangle) (30 feet) Special Attacks Belly Grease, Slime on Overrun/Bull Rush Statistics Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10 Base Atk +2; CMB +4 (+6 Bull Rushing, +6 Overrunning); CMD 16 (22 vs. Bull Rush and Overrun, 20 vs. Grapple and Trip) Feats Improved Bull Rush, Improved Initiative, Improved Overrun Skills Acrobatics +6, Climb +14, Escape Artist +6 Languages Boggard (can't speak) SQ Hunker Special Abilities Belly Grease (Ex) 1/minute, as a full-round action can coat 5-foot radius spot on floor with grease, which creates difficult terrain for 10 minutes. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Overrun Overrun at +2, and opponent cannot choose to avoid / block. Slime (Ex) Standard action at will, can squirt slime as a ranged touch attack against any target within 30 feet, entangling target (move half speed; -2 attacks, -4 Dex; cast spell DC 16 Concentration). Target of successful bull rush or overruns is automatically slimed. Slime can be removed as a full-round action with a DC 15 Strength check.

P. Tuskgutter

CR 3 XP 800 Advanced Boar | N Medium Animal Init +2; Senses Low-Light Vision, Scent; Perception +8 Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 22 (2d8+13) Fort +8, Ref +5, Will +3 Defensive Abilities Ferocity Offense Speed 40 ft. Melee Gore +6 (1d8+7/20/x2) Statistics Str 21, Dex 14, Con 21, Int 2, Wis 17, Cha 8 Base Atk +1; CMB +6; CMD 18 Feats Toughness Skills Perception +8 Special Abilities Ferocity (Ex) Remains conscious and can continue fighting even if its hit point total is below 0. Still staggered and loses 1 hit point each round Scent (Ex) Detect opponents within 15+ feet by sense of smell.

P.* Tuskgutter (+1 HD)

CR 4 XP 1,000 Advanced +1 HD Boar | N Medium Animal Init +2; Senses Low-Light Vision, Scent; Perception +8 Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 32 (2d8+18) Fort +8, Ref +5, Will +4 Defensive Abilities Ferocity Offense Spd 40 ft. Melee Gore +7 (1d8+7/20/x2) Statistics Str 21, Dex 14, Con 21, Int 2, Wis 17, Cha 8 Base Atk +2; CMB +7; CMD 19 Feats Toughness Skills Perception +8 Special Abilities Ferocity (Ex) Remains conscious and can continue fighting even if its hit point total is below 0. Still staggered and loses 1 hit point each round Scent (Ex) Detect opponents within 15+ feet by sense of smell.

R1. Dingetooth

CR 1/4 XP 100 Male Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Charges into battle. Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R1. Uurch

CR 1/4 XP 100 Male Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) caltrop tosser +0 (1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Uses caltrop tosser until it hits, then flees. Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R2. Quoggy

CR 1/4 XP 100 Female Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat/Morale Attempts to flee to seek help from other mites. Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks)

R2. Centipede, Giant

CR XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +2 (1d61 plus poison) Special Attacks poison Statistics Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2 Base Atk +0; CMB 1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10 Special Abilities Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

R2. Centipede, Giant

CR XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +2 (1d61 plus poison) Special Attacks poison Statistics Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2 Base Atk +0; CMB 1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10 Special Abilities Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

R2. Centipede, Giant

CR XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +2 (1d61 plus poison) Special Attacks poison Statistics Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2 Base Atk +0; CMB 1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10 Special Abilities Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

R3. Mikmek

CR XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 4 (1d10) (currently 1 hp) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) (not available) Ranged sling +3 (1d3-1) (not available) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3.* Mikmek the Survivor

CR 1/3 XP 135 Kobold fighter 1 | LE Small humanoid (reptilian) Init +2; Senses darkvision 60 ft.; Perception +1 Defense AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size) hp 14 (1d10+4) (currently 2 hp) Fort +3, Ref +2, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee club +2 (1d4/20/x2) Ranged club +4 (1d4/20/x2) hvy crossbow +5 (1d8/19-20/x2) (not available) Statistics Str 10, Dex 14, Con 13, Int 13, Wis 8, Cha 10 Base Atk +1; CMB +0; CMD 12 Feats Toughness, Wpn Focus: hvy crossbow Skills Climb +4, Craft (trapmaking) +7, Disable Device +3, Perception +1, Stealth +10; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R4. Giant Whiptail Centipede

CR 3 XP 800 N Huge vermin Init +0; Senses darkvision 60 ft.; Perception +0 Defense AC 11, touch 4, flat-footed 11 (+7 natural, 2 size, 4 squeezing) hp 38 (4d8+20) Fort +9, Ref +1, Will +1 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +4 (2d6+7 plus poison), tail slap 1 (1d3 nonlethal plus trip) Space 15 ft.; Reach 15 ft. (20 ft. with tail slap) Tactics During Combat The whiptail attacks the closest target, pursuing it throughout the mite lair but not out of it. These stats have been modified for the fact that the centipede is forced to squeeze in the environs. Morale The centipede fights to the death. Statistics Str 25, Dex 11, Con 21, Int , Wis 10, Cha 2 Base Atk +3; CMB +12; CMD 22 (cant be tripped) Skills Climb +15 SQ compact Special Abilities Compact (Ex) Although a giant whiptail centipede is a Huge creature, its compact and slender frame allow it to squeeze through areas as if it were a Medium creatureit still suffers normal effects for squeezing into small areas. Poison (Ex) Biteinjury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. Note DC is corrected per confirmation from James Jacons Tail Slap (Ex) A whiptail centipedes tail slap attack inflicts nonlethal damage and gains no bonus from its strength score on damage inflicted. The monsters reach with its tail slap is 20 feet.

R4.* Giant Whiptail Centipede (Advanced)

CR4 XP 1,200 N Huge advanced vermin Init +2; Senses darkvision 60 ft.; Perception +2 Defense AC 15, touch 6, flat-footed 13 (+9 natural, +2 dexterity, 2 size, 4 squeezing) hp 46 (4d8+28) Fort +11, Ref +3, Will +3 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +6 (2d6+9 plus poison), tail slap +1 (1d3 nonlethal plus trip) Space 15 ft.; Reach 15 ft. (20 ft. with tail slap) Tactics During Combat The whiptail attacks the closest target, pursuing it throughout the mite lair but not out of it. These stats have been modified for the fact that the centipede is forced to squeeze in the environs. Morale The centipede fights to the death. Statistics Str 29, Dex 15, Con 25, Int , Wis 14, Cha 6 Base Atk +3; CMB +14; CMD 26 (cant be tripped) Skills Climb +17 SQ compact Special Abilities Compact (Ex) Although a giant whiptail centipede is a Huge creature, its compact and slender frame allow it to squeeze through areas as if it were a Medium creatureit still suffers normal effects for squeezing into small areas. Poison (Ex) Biteinjury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. Tail Slap (Ex) A whiptail centipedes tail slap attack inflicts nonlethal damage and gains no bonus from its strength score on damage inflicted. The monsters reach with its tail slap is 20 feet.

R5. Grabbles

CR 1/3 XP 135 Male Advanced Mite | LE Small fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) hp 5 (1d6) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +2 (1d3+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB 0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand +11, Stealth +15; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles, Lord Among Mites

CR 2 XP 600 LE Small advanced fey, Fighter 2 Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +3 Defense AC 21, touch 14, flat-footed 18 (+3 Dex, +1 size, +2 natural, +4 armor, +1 buckler) hp 17 (2d10+6) Fort +5, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee mwk longspear +6 (1d6+1/20x3) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 12, Wis 17, Cha 12 Base Atk +2; CMB +2; CMD 15 Feats Mounted Combat, Weapon Focus (Longspear), Combat Reflexes Skills- Ride +8, Handle Animal +6, Climb +6, Stealth +11, Perception + Languages Undercommon SQ vermin empathy +6 Combat Gear- Masterwork Longspear, Masterwork Chain Shirt, Masterwork Buckler, Cure Light Wounds Potion Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Mounted Combat 1/round when mount is hit, attempt a Ride check (DC is attack roll) to prevent the hit. Combat Reflexes 3 attacks of opportunity per round, and may take attacks of opportunity while flat-footed. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Tickleback

CR 3 XP 800 Variant giant tick (Tome of Horrors Revised 344) | N Medium vermin Init +0; Senses darkvision 60 ft., scent; Perception +0 Defense AC 15, touch 10, flat-footed 15 (+5 natural) hp 34 (4d8+16) Fort +8, Ref +1, Will +1 Immune mind-affecting effects Special Mounted Combat feat if ridden by Grabbles, Lord Among Mites Offense Speed 20 ft. Melee bite +7 (1d6+6 plus grab and disease) Special Attacks blood drain Tactics During Combat The tunnel tick attacks the target Grabbles directs, or the closest large target if no orders are given. Morale The tunnel tick fights to the death. Statistics Str 18, Dex 10, Con 19, Int , Wis 10, Cha 2 Base Atk +3; CMB +7; CMD 17 (29 vs. trip) Special Abilities Blood Drain (Ex) A tunnel tick drains blood at the end of each turn it grapples a target, inflicting 1 point of Strength and Constitution damage. Disease (Ex) Red ache: Biteinjury; save Fort DC 16; onset 1d3 days; frequency 1 day; effect 1d6 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

S. Davik Nettles

CR 3 XP 800 Male unique undead | NE Medium undead Init 1; Senses darkvision 60 ft.; Perception +9 Aura stench (DC 16, 1 minute) Defense AC 15, touch 9, flat-footed 15 (1 Dex, +6 natural) hp 34 (4d8+16); fast healing 5 Fort +5, Ref +0, Will +6 Immune fire, undead traits Offense Speed 30 ft., swim 30 ft. Melee +1 ranseur +7 (2d4+5/3) (reach 10) or slam +6 (1d6+4) Special Attacks fear gaze Spell-Like Abilities (CL 4th; concentration +8): Constantwater walk; 1/daynightmare (DC 19) Tactics
During Combat If PCs attack, he continues to request the Stag Lords death; if the PCs stop their attack and agree, he will stop, nod, and melt back into the river. While fighting, Davik uses stench and fear gaze to disrupt attempts to surround him. Morale Davik fights until destroyed.

Stastitics
Str 17, Dex 9, Con , Int 9, Wis 15, Cha 18 Base Atk +3; CMB +6; CMD 15 Feats Ability Focus (fear gaze), Power Attack; Skills Climb +10, Perception +9, Swim +15 Languages Common

Special Abilities
Fear Gaze (Su) Shaken, range 30 feet, Will DC 16 negates, fear effect, non-stacking. Charisma based. Shaken is 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Ranseur His +1 ranseur cannot be taken from him. If disarmed, or dropped, it melts into waterhe can retrieve his ranseur by pulling it out of any body of water as a move equivalent action that provokes an attack of opportunity. If he is permanently put to rest, it becomes a normal +1 ranseur. Stench Creatures within 30 ft must make DC 16 Fort save or be sickened (2 penalty on attacks, damage rolls, saving throws, skill checks, and ability checks) for 1 minute. Spells and abilities that neutralize poison will neutralize stench.

S.* Davik Nettles (Advanced)

CR 4 XP 1,200 Male unique undead | NE Medium undead Init 1; Senses darkvision 60 ft.; Perception +11 Aura stench (DC 18, 1 minute) Defense AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 42 (4d8+24); fast healing 5 Fort +7, Ref +2, Will +8 Immune fire, undead traits Offense Speed 30 ft., swim 30 ft. Melee +1 ranseur +9 (2d4+8/3) (reach 10) or slam +8 (1d6+7) Special Attacks fear gaze Spell-Like Abilities (CL 4th; concentration +10): Constantwater walk; 1/daynightmare (DC 21) Tactics
During Combat If PCs attack, he continues to request the Stag Lords death; if the PCs stop their attack and agree, he will stop, nod, and melt back into the river. While fighting, Davik uses stench and fear gaze to disrupt attempts to surround him. Morale Davik fights until destroyed.

Stastitics
Str 21, Dex 13, Con , Int 13, Wis 1, Cha 22 Base Atk +3; CMB +8; CMD 19 Feats Ability Focus (fear gaze), Power Attack; Skills Climb +12, Perception +11, Swim +17 Languages Common

Special Abilities
Fear Gaze (Su) Shaken, range 30 feet, Will DC 18 negates, fear effect, non-stacking. Charisma based. Shaken is 2 penalty on attacks, saving throws, skill checks, and ability checks. Ranseur His +1 ranseur cannot be taken from him. If disarmed, or dropped, it melts into waterhe can retrieve his ranseur by pulling it out of any body of water as a move equivalent action that provokes an attack of opportunity. If he is permanently put to rest, it becomes a normal +1 ranseur. Stench Creatures within 30 ft must make DC 18 Fort save or be sickened (2 penalty on attacks, damage rolls, saving throws, skill checks, and ability checks) for 1 minute. Spells and abilities that neutralize poison will neutralize stench.

U. Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

U. Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

U.* Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

V. Brush Thylacine

CR 2 XP 600 N Medium animal Init +2; Senses low-light vision; Perception +8 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 25 (3d8+12) Fort +7, Ref +5, Will +2 Offense Speed 30 ft. Melee bite +5 (1d6+4/1920) Statistics Str 16, Dex 14, Con 19, Int 2, Wis 13, Cha 7 Base Atk +2; CMB +5; CMD 17 (21 vs. trip) Feats Skill Focus (Perception), Step Up Skills Acrobatics +6 (+10 jumping), Perception +8, Stealth +6 SQ powerful jaws Special Abilities Powerful Jaws (Ex) A brush thylacines muscular jaws threaten a critical hit on a natural roll of 19 or 20.

V.* Blood Cougar (Advanced Brush Thylacine)

CR 3 XP 800 N Medium animal Init +4; Senses low-light vision; Perception +10 Defense AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) hp 31 (3d8+18) Fort +9, Ref +7, Will +4 Offense Speed 30 ft. Melee bite +7 (1d6+7/1920) Statistics Str 20, Dex 18, Con 23, Int 2, Wis 17, Cha 11 Base Atk +2; CMB +7; CMD 21 (25 vs. trip) Feats Skill Focus (Perception), Step Up Skills Acrobatics +8 (+12 jumping), Perception +8, Stealth +6 SQ powerful jaws Special Abilities Powerful Jaws (Ex) A brush thylacines muscular jaws threaten a critical hit on a natural roll of 19 or 20.

W. Chew Spider Swarm

CR 1 XP 400 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 Defense AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) Fort +3, Ref +3, Will +0 Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage Weaknesses swarm traits Offense Speed 20 ft., climb 20 ft. Melee swarm (1d6 plus poison and distraction) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 11) Statistics Str 1, Dex 17, Con 10, Int , Wis 10, Cha 2 Base Atk +1; CMB ; CMD Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks Special Abilities Poison (Ex) Swarminjury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 11 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

W.* Extra Chew Spider Swarm

CR 1 XP 400 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 Defense AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) Fort +3, Ref +3, Will +0 Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage Weaknesses swarm traits Offense Speed 20 ft., climb 20 ft. Melee swarm (1d6 plus poison and distraction) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 11) Statistics Str 1, Dex 17, Con 10, Int , Wis 10, Cha 2 Base Atk +1; CMB ; CMD Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks Special Abilities Poison (Ex) Swarminjury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 11 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

Y1. Pit Trap

CR XP 200 Type mechanical; Perception DC 20; Disable Device DC 20 Effects Trigger touch; Bypass remote switch; Reset manual effect 10-foot-deep pit (1d6 falling damage); DC 20 Reflex avoid Description Three 10-foot-deep pit traps with hidden lids protect the entrance to this cave.

Y1.* Deep Pit Trap

CR 1 XP 400 Type mechanical; Perception DC 20; Disable Device DC 20 Effects Trigger touch; Bypass remote switch; Reset manual effect 20-foot-deep pit (2d6 falling damage); DC 20 Reflex avoid Description Three 20-foot-deep pit traps with hidden lids protect the entrance to this cave.

Y1. Mite Prisoner

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) (currently 1 hp) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics If released, the thankless creature hisses and runs away, attacking with unarmed strikes if prevented from fleeing. Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y1. Nakpik the Lookout

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Tactics Crouches behind one of the big rocks at the cave entrance. If he spots PCs, he chirps loudly in surprisehe was expecting mites, not bigger foes. The kobold hesitates for a few moments, confused since he has no actual orders regarding big folk, then makes an unusual decision driven by an uncharacteristic stroke of logic. He hails the PCs and cries out, Wait! Wait! I wanna talk! If the PCs attack, Nakpik shrieks in terror and runs into the cave to area Y4 to warn the rest of his tribe. Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y2. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y2. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y2.* Extra Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4. Chief Sootscale

CR 2 XP 600 Male kobold rogue 3 | LE Small humanoid (reptilian) Init +7; Senses darkvision 60 ft.; Perception +6 Defense AC 16, touch 15, flat-footed 12 (+3 Dex, +1 dodge, +1 natural, +1 size) hp 16 (3d8+3) fort +1, Ref +6, Will +1 Defensive Abilities evasion, trap sense +1 Weaknesses light sensitivity Offense Speed 30 ft. Melee mwk club +4 (1d4) Special Attacks sneak attack +2d Tactics
During Combat Chief Sootscale moves in quickly to attack obvious healers on the first round of combat, hoping to get in a sneak attack. He then uses Acrobatics to stay mobile and attack foes who are flanked. Morale Chief Sootscale surrenders if brought below 5 hit points, dropping his club and trying to blame Tartuk for forcing him to attack the PCs. Sootscale hopes to get the PCs to shift their wrath to the other kobold.

Statistics
Str 10, Dex 17, Con 10, Int 8, Wis 10, Cha 13 Base Atk +2; CMB +1; CMD 15 feats Dodge, Improved Initiative Skills Acrobatics +9, Climb +5, Dis. Device +9, Intimidate +7, Linguistics +3, Perception +6, Stealth +13, Swim +6 Languages Common, Draconic SQ crafty, rogue talent (surprise attack), Trapfinding, weapon training (club), uncanny dodge Gear masterwork club, amulet of natural armor +1, +1 studded leather

Special Abilities
Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks). Evasion (Ex) On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage. Surprise Attack During the surprise round, opponents are always considered flat-footed, even if they have already acted.

Y4.* Chief Sootscale (+1 Level)

CR3 XP 800 Male kobold rogue 4 | LE Small humanoid (reptilian) Init +8; Senses darkvision 60 ft.; Perception +7 Defense AC 21, touch 16, flat-footed 16 (+3 Dex, +4 armour, +1 dodge, +1 natural, +1 size) hp 22 (4d8+4) Fort +1, Ref +8, Will +1 Defensive Abilities evasion, trap sense +1, uncanny dodge Weaknesses light sensitivity Offense Speed 30 ft. Melee mwk club +6 (1d4) Special Attacks sneak attack +2d6 Tactics
During Combat Chief Sootscale moves in quickly to attack obvious healers on the first round of combat, hoping to get in a sneak attack. He then uses Acrobatics to stay mobile and attack foes who are flanked. Morale Chief Sootscale surrenders if brought below 5 hit points, dropping his club and trying to blame Tartuk for forcing him to attack the PCs. Sootscale hopes to get the PCs to shift their wrath to the other kobold with this tactic.

Statistics
Str 10, Dex 18, Con 10, Int 8, Wis 10, Cha 13 Base Atk +3; CMB +2; CMD 17 Feats Dodge, Improved Initiative Skills Acrobatics +10, Climb +6, Dis. Device +10, Intimidate +8, Linguistics +4, Perc. +7, Stealth +14, Swim +6 Languages Common, Draconic, Undercommon SQ crafty, rogue talent (surprise attack), Trapfinding, weapon training (club), uncanny dodge Gear masterwork club, amulet of natural armor +1, +1 studded leather

Special Abilities
Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks). Evasion (Ex) On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage. Surprise Attack During the surprise round, opponents are always considered flat-footed, even if they have already acted.

Y4. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4.* Extra Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y4.* Extra Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y5. Tartuk

CR 4 XP 1,200 Male kobold sorcerer 5 | CE Small humanoid (reptilian) Init +5; Senses darkvision 60 ft.; Perception +1 Defense AC 18, touch 12, flat-footed 17 (+1 armor, +1 Dex, +1 natural, +4 shield, +1 size) hp 22 (5d6+5) Fort +1, Ref +2, Will +3 Offense Speed 30 ft. Melee mwk cold iron sickle +4 (1d4+1) Spells Known (CL 5th; concentration +9) [Bloodline arcana] 2nd (5/day) detect thoughts (DC 16), invisibility, minor image (DC 16) 1st (7/day)(2 used)cause fear (DC 15), identify, shield, silent image (DC 15), unseen servant 0 (at will) acid splash, detect magic, light, mage hand, message, prestidigitation Tactics
Before Combat Tartuk tries to cast shield soon before combat and unseen servant every dayl. During Combat Tartuk uses his wand and cause fear against enemies unless forced into melee, in which case he uses Arcane Strike to increase sickle damage (this damage bonus is included in the stats above). Morale Tartuk fights to the death, almost as if on some level he seeks it. Base Statistics Without Shield/Arcane Strike, stats are: AC 14, flat-footed 13; Melee mwk cold iron sickle +3 (1d41)

Statistics
Str 8, Dex 12, Con 11, Int 14, Wis 8, Cha 18 Base Atk +2; CMB +0; CMD 11 feats Alertness, Arcane Strike, Eschew Materials, Improved Initiative, Silent Spell Skills Appraise +5, Bluff +12, Fly +0, Knowledge (arcana) +7, Knowledge (geography) +3, Knowledge (religion) +4, Perception +1, Sense Motive +1, Spellcraft +10, Stealth +0, Survival +4 Languages Common, Draconic, Gnome, Undercommon SQ arcane bond (raven familiar named Tickbiter), bloodline arcana, crafty, metamagic adept 1/day Combat Gear wand of magic missile (CL 3rd, 28 charges); Other Gear masterwork cold iron sickle, bracers of armor +1, personal journal

Y5. Tartuk (Continued)

Special Abilities Arcane Strike Swift action, weapons deal +1 damage and treated as magic to overcome DR. Metamagic Adept 1/day apply metamagic without increasing casting time. Magic Missile (Wand) 130 ft, No save, SR yes. Two 1d4+1 force damage missile strike. Cause Fear 35 ft, Will DC 15, SR yes. 1 target of 5HD or less is frightened for 1d4 rounds (fails save) or shaken for 1 round (saves). Shaken is 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Frightened is shaken plus creature must flee (using special abilities) if able.

Tickbiter, Tartuk Familiar CR


Raven familiar | CE Tiny animal Init +2; Senses low-light vision; Perception +8 Defense AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 11 (1/2 of masters (treat as 4 HD) Fort +1, Ref +4, Will +6 Offense Speed 10 ft., fly 40 ft. (average) Melee bite +4 (1d34) Space 2 ft.; Reach 0 ft. Statistics Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Base Atk +2; CMB +2; CMD 8 Feats Skill Focus (Perception), Weapon Finesse, Alertness, Improved Evasion Special Abilities Share Spells, Empathic Link, Deliver Touch Spells Skills Fly +6, Perception +8 Languages Draconic

Y5.* Tartuk (+1 Level)

CR 5 XP 1,600 Male kobold sorcerer 6 | CE Small humanoid (reptilian) Init +5; Senses darkvision 60 ft.; Perception +1 Defense AC 18, touch 12, flat-footed 17 (+1 armor, +1 Dex, +1 natural, +4 shield, +1 size) hp 27 (6d6+6) Fort +3, Ref +4, Will +5 Offense
Speed 30 ft. Melee mwk cold iron sickle +5 (1d4+1) Spells Known (CL 5th; concentration +9) [Bloodline arcana] 3rd (4/day) deep slumber (DC17) 2nd (6/day) detect thoughts (DC 16), invisibility, minor image (DC 16) 1st (7/day) (2 used) cause fear (DC 15), identify, shield, silent image (DC 15), unseen servant 0 (at will) acid splash, detect magic, light, mage hand, message, prestidigitation, resistance

Tactics
Before/During Combat Tartuk casts shield and invisibility as soon as he thinks combat will ensue. During combat, Tartuk will first cast Deep Slumber on entire party. Afterwards, uses his wand and cause fear against enemies unless forced into melee. In melee, he uses Arcane Strike to increase damage done with his sickle (included in stats above). Morale Tartuk fights to the death, almost as if on some level he seeks it. Base Statistics Without shield and arcane strike, stats are: AC 14, flat-footed 13; Melee mwk cold iron sickle +3 (1d41)

Statistics
Str 8, Dex 12, Con 11, Int 14, Wis 8, Cha 18 Base Atk +3; CMB +1; CMD 12 Feats Alertness, Arcane Strike, Eschew Materials, Improved Initiative, Silent Spell Skills Appraise +5, Bluff +13, Fly +0, Knowledge (arcana) +7, Knowledge (geography) +3, Knowledge (religion) +5, Perception +1, Sense Motive +2, Spellcraft +11, Stealth +0, Survival +4 Languages Common, Draconic, Gnome, Undercommon SQ arcane bond (raven familiar named Tickbiter), bloodline arcana, crafty, metamagic adept 1/day Combat Gear wand of magic missile (CL 3rd, 28 charges); Other Gear masterwork cold iron sickle, bracers of armor +1, cloak of resistance +1, personal journal (see Treasure below)

Y5.* Tartuk (+1 Level) (continued)

Special Abilities Arcane Strike Swift action, weapons deal +1 damage and treated as magic to overcome DR. Metamagic Adept 1/day apply metamagic without increasing casting time. Magic Missile (Wand) 130 ft, No save, SR yes. Two 1d4+1 force damage missile strike. Cause Fear 40 ft, Will DC 15, SR yes. 1 target of 5HD or less is frightened for 1d4 rounds (fails save) or shaken for 1 round (saves). Shaken is 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Frightened is shaken plus creature must flee (using special abilities) if able. Deep Slumber (Will DC 17; SR Yes); Range 40 ft; 1 round casting. One or more targets within 10 ft radius burst. Up to 10 HD targets (starting with lowest HD) fall magically asleep, taking a standard action to wake. Does not affect unconscious, creatures, constructs or undead.

Tickbiter, Tartuk Familiar CR


Init +2; Senses low-light vision; Perception +8 Defense AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 13 (1/2 of masters (treat as 6 HD) Fort +2, Ref +5, Will +7 Offense Speed 10 ft., fly 40 ft. (average) Melee bite +5 (1d34) Space 2 ft.; Reach 0 ft. Statistics Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Base Atk +3; CMB +3; CMD 9 Feats Skill Focus (Perception), Weapon Finesse, Alertness, Improved Evasion Special Abilities Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master Skills Fly +6, Perception +8 Languages Draconic

Y5.* Tartuk (+1 Level, Custom)

CR 5 XP 1,600 Male kobold sorcerer 6 | CE Small humanoid (reptilian) Init +5; Senses darkvision 60 ft.; Perception +1 Defense AC 18, touch 12, flat-footed 17 (+1 armor, +1 Dex, +1 natural, +4 shield, +1 size) hp 27 (6d6+6) Fort +3, Ref +4, Will +5 Offense
Speed 30 ft. Melee mwk cold iron sickle +5 (1d4+1) Spells Known (CL 5th; concentration +9) [Bloodline arcana] 3rd (4/day) deep slumber (DC17) 2nd (6/day) detect thoughts (DC 16), invisibility, minor image (DC 16) 1st (7/day) (2 used) cause fear (DC 15), identify, magic missile*, shield, silent image (DC 15), unseen servant 0 (at will) acid splash, detect magic, light, mage hand, message, prestidigitation, resistance

Tactics
Before/During Combat Tartuk casts shield and invisibility as soon as he thinks combat will ensue. During combat, Tartuk will first cast Deep Slumber on entire party. Afterwards, uses magic missile and cause fear against enemies unless forced into melee. In melee, he uses Arcane Strike to increase damage done with his sickle (included in stats above). Morale Tartuk fights to the death, almost as if on some level he seeks it. Base Statistics Without shield and arcane strike, stats are: AC 14, flat-footed 13; Melee mwk cold iron sickle +3 (1d41)

Statistics
Str 8, Dex 12, Con 11, Int 14, Wis 8, Cha 18 Base Atk +3; CMB +1; CMD 12 Feats Alertness, Arcane Strike, Eschew Materials, Improved Initiative, Silent Spell Skills Appraise +6, Bluff +13, Knowledge (arcana) +11, Knowledge (geography) +3, Knowledge (religion) +5, Perception +1, Sense Motive +2, Spellcraft +11, Stealth +5 Languages Common, Draconic, Gnome, Undercommon SQ arcane bond (raven familiar named Tickbiter), bloodline arcana, crafty, metamagic adept 1/day Combat Gear staff of force (magic missile, mage hand); Other Gear masterwork cold iron sickle, bracers of armor +1, cloak of resistance +1, personal journal (see Treasure below)

Y5.* Tartuk (+1 Level) (continued, Custom)

Special Abilities Arcane Strike Swift action, weapons deal +1 damage and treated as magic to overcome DR. Metamagic Adept 1/day apply metamagic without increasing casting time. Magic Missile (Staff of Force) 130 ft, No save, SR yes. Three 1d4+1 force damage missile strike. Cause Fear 40 ft, Will DC 15, SR yes. 1 target of 5HD or less is frightened for 1d4 rounds (fails save) or shaken for 1 round (saves). Shaken is 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Frightened is shaken plus creature must flee (using special abilities) if able. Deep Slumber (Will DC 17; SR Yes); Range 40 ft; 1 round casting. One or more targets within 10 ft radius burst. Up to 10 HD targets (starting with lowest HD) fall magically asleep, taking a standard action to wake. Does not affect unconscious, creatures, constructs or undead.

Tickbiter, Tartuk Familiar CR


Init +2; Senses low-light vision; Perception +8 Defense AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 13 (1/2 of masters (treat as 6 HD) Fort +2, Ref +5, Will +7 Offense Speed 10 ft., fly 40 ft. (average) Melee bite +5 (1d34) Space 2 ft.; Reach 0 ft. Statistics Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7 Base Atk +3; CMB +3; CMD 9 Feats Skill Focus (Perception), Weapon Finesse, Alertness, Improved Evasion Special Abilities Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master Skills Fly +6, Perception +8 Languages Draconic

Y5*. Tartuks Bodyguard

CR XP 200 Male Kobold Fighter 2 | NE Small Humanoid (Reptilian) Init +2; Senses Darkvision (60 feet); Perception +3 Defense AC 25, touch 14, flat-footed 22 (+5 armor, +5 shield, +2 Dex, +1 size, +1 natural, +1 dodge) hp 18 (2d10+2) Fort +4, Ref +2, Will +1 Defensive Abilities Bravery +1 Weakness Light Sensitivity Offense Spd 20 ft. Melee Gauntlet (from Armor) +2 (1d2+1/20/x2) and Longsword +2 (1d6+1/19-20/x2) and Statistics Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 10 Base Atk +2; CMB +2; CMD 15 Feats Dodge, Iron Will, Shield Focus Skills Intimidate +5, Perception +3 Languages Draconic Combat Gear Longsword, Scale Mail, Tower Shield; Special Abilities Bravery +1 (Ex) +1 Will save vs. Fear Darkvision (60 feet) You can see in the dark (black and white vision only). Light Sensitivity (Ex) Dazzled as long as they remain in bright light. Shield Focus +1 Shield AC

Y5.* Tartuk Assistant

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Tactics During Combat Obeys Tartuk only out of fear, and will surrender if he is slain, and may even turn against him if battle is going against him. Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

Y5.* Tartuk Assistant

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Tactics During Combat Obeys Tartuk only out of fear, and will surrender if he is slain, and may even turn against him if battle is going against him. Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

AA.* Yakov the Beekeeper (Human Form)


Defense
AC 10, touch 10, flat-footed 10 hp 59 (5d10+20) Fort +8, Ref +4, Will +4

CR 5

Male Human Werebear Ranger 5 | CG Medium Humanoid (Human, Shapechanger) Init +0; Senses Low-Light Vision, Scent; Perception +9 (+11 in plains)

Offense
Spd 30 ft. (40 ft. with longstrider) Melee Big Hammer +8 (2d6+3/20/x3) or with Power Attack +6 (2d6+12/x3) or Handaxe +7 (1d6+2/20/x3) Special Attacks Curse of Lycanthropy (DC 15), favored enemy (fey +2, giants +4) Ranger Spells Known (CL 2, 7 melee touch, 5 ranged touch): 1 (2/day) Longstrider, Endure Elements

Statistics
Str 14, Dex 10, Con 18, Int 10, Wis 12, Cha 12 Base Atk +5; CMB +7 (+9 Grappling); CMD 17 (19 vs. Grapple) Feats Blind-Fight, Endurance, Imp. Grapple, Imp. Natural Attack: Claw, Iron Will, Power Attack -2/+4 Skills Climb +8, Diplomacy +2 (+12 for bears), Handle Animal +9, Heal +6, Intimidate +9, Perception +9, Prof: Beekeeper +9, Sense Motive +4, Survival +9 (+11 track), Swim +6; Languages Common SQ Animal Companion Link (Ex), Change Forms (Su), Enemies: Fey (+2 bonus) (Ex), Enemies: Hum. (Giant) (+4 bonus) (Ex), Lycanthropic Empathy +10 (Ex), Terrains: Plains (+2 bonus) (Ex), Track +2, Wild Empathy +6 (Ex) Combat Gear Big Hammer, Handaxe, Hide; Other Gear smokepot, 100 gp

Special Abilities
Blind-Fight Re-roll misses because of concealment, other benefits. Change Forms (Su) Change into Hybrid or Animal forms. Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy. Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Enemies: Fey/Giant (Ex) +2/+4 to attack, damage, various skills rolls vs Fey/Giants. Improved Grapple Grapple at +2, with no attacks of opportunity allowed. Longstrider +10 movement for 5 hours. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains. Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

AA.* Yakov the Beekeeper (Hybrid Form)


Defense

CR 5

Male Human Werebear Ranger 5 | CG Medium Humanoid (Human, Shapechanger) Init +1; Senses Low-Light Vision, Scent; Perception +10 (+12 in plains) AC 18, touch 10, flat-footed 17 (+1 Dex, -1 size, +8 natural) hp 64 (5d10+25) Fort +9, Ref +5, Will +5 DR 10/silver
Offense

Spd 30 ft. (40 ft. with longstrider) Melee (M) Big Hammer +9 (2d6+6/20/x3) or with power attack +7 (2d6+12/20/x3) or Bite (Werebear, Natural) +10 (1d8+6/20/x2) and Claw x2 (Werebear, Natural) +10 x2 (2d6+6/20/x2) Space 10 ft.; Reach 10 ft. Special Attacks Curse of Lycanthropy (DC 15), Grab Ranger Spells Known (CL 2, 10 melee touch, 5 ranged touch): 1 (2/day) Longstrider, Endure Elements
Statistics Str 14/23, Dex 10/13, Con 18/21, Int 10, Wis 12/14, Cha 12 Base Atk +5; CMB +12 (+18 Grappling); CMD 23 (25 vs. Grapple) Feats Blind-Fight, Endurance, Imp. Grapple, Imp. Natural Attack: Claw x2 (Werebear, Natural), Iron Will, Power Attack -2/+4 Skills Climb +12, Diplomacy +2 (+12 vs Bears), Handle Animal +9, Heal +7, Intimidate +9, Perception +10, Prof: Beekeeper +10, Sense Motive +5, Survival +10 (+12 track), Swim +14; Languages Common SQ Animal Companion Link, Change Forms, Enemies: Fey (+2 bonus), Enemies: Hmn. (Giant) (+4 bonus), Lycan. Empathy +10, Terrains: Plains (+2 bonus), Track +2, Wild Empathy +6 Combat Gear Big Hammer, Handaxe, Hide; Other Gear smokepot, 100 gp Special Abilities Blind-Fight Re-roll misses because of concealment, other benefits. Change Forms (Su) Change into Hybrid or Animal forms. Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy. Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Enemies: Fey/Giant (Ex) +2/+4 to attack, damage, various skills rolls vs Fey/Giants. Improved Grapple Grapple at +2, with no attacks of opportunity allowed. Longstrider +10 movement for 5 hours. Terrains: Plains (+2 bonus) (Ex) +2 to rolls vs Plains. Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

AA.* Bee Swarm

CR 3 XP 800 N Diminutive vermin (swarm) Init +1; Senses darkvision 60 ft.; Perception +9 Defense AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size) hp 31 (7d8) Fort +5, Ref +3, Will +3 Defensive Abilities swarm traits; Immune weapon damage Weakness swarm traits Offense Speed 5 ft., fly 40 ft. (good) Melee swarm (2d6 plus poison) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 13), poison Statistics Str 1, Dex 13, Con 10, Int , Wis 12, Cha 9 Base Atk +5; CMB ; CMD Skills Fly +11, Perception +9; Racial Modifiers +8 Perception SQ swarm traits, vermin traits Special Abilities Poison (Ex) Swarminjury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a bee swam to become nauseated (no actions other than single move action) if it fails a DC 14 Fortitude save. This condition persists as long as the swarm remains in the smoke, plus 1d4 rounds. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 13 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

AA.* Bee Swarm

CR 3 XP 800 N Diminutive vermin (swarm) Init +1; Senses darkvision 60 ft.; Perception +9 Defense AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size) hp 31 (7d8) Fort +5, Ref +3, Will +3 Defensive Abilities swarm traits; Immune weapon damage Weakness swarm traits Offense Speed 5 ft., fly 40 ft. (good) Melee swarm (2d6 plus poison) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 13), poison Statistics Str 1, Dex 13, Con 10, Int , Wis 12, Cha 9 Base Atk +5; CMB ; CMD Skills Fly +11, Perception +9; Racial Modifiers +8 Perception SQ swarm traits, vermin traits Special Abilities Poison (Ex) Swarminjury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a bee swam to become nauseated (no actions other than single move action) if it fails a DC 14 Fortitude save. This condition persists as long as the swarm remains in the smoke, plus 1d4 rounds. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 13 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

RE. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10gp

RE. Bandit

Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10gp

CR 1/3 XP 135

RE. Bandit

Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10gp

CR 1/3 XP 135

RE. Bandit

Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10gp

CR 1/3 XP 135

RE. Bear Trap

CR 1 XP 400 Type mechanical; Perception DC 15; Disable Device DC 20 Effects Trigger location; Reset manual Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the victims ankle and halves the creatures base speed (or holds the victim immobile if the trap is attached to a solid object); the trap can be escaped with a DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check. Description Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check. Each trap has a retail value of 2 gp.

RE. Bee Swarm

CR 3 XP 800 N Diminutive vermin (swarm) Init +1; Senses darkvision 60 ft.; Perception +9 Defense AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size) hp 31 (7d8) Fort +5, Ref +3, Will +3 Defensive Abilities swarm traits; Immune weapon damage Weakness swarm traits Offense Speed 5 ft., fly 40 ft. (good) Melee swarm (2d6 plus poison) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 13), poison Statistics Str 1, Dex 13, Con 10, Int , Wis 12, Cha 9 Base Atk +5; CMB ; CMD Skills Fly +11, Perception +9; Racial Modifiers +8 Perception SQ swarm traits, vermin traits Special Abilities Poison (Ex) Swarminjury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a bee swam to become nauseated (no actions other than single move action) if it fails a DC 14 Fortitude save. This condition persists as long as the swarm remains in the smoke, plus 1d4 rounds. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 13 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

RE. Boar

CR 2 XP 600 N Medium Animal Init +0; Senses Low-Light Vision, Scent; Perception +6 Defense AC 14, touch 10, flat-footed 14 (+4 natural) hp 18 (2d8+9) Fort +6, Ref +3, Will +1 Defensive Abilities Ferocity Offense Speed 40 ft. Melee Gore +4 (1d8+4/20/x2) Statistics Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Base Atk +1; CMB +4; CMD 14 Feats Toughness Skills Perception +6 Special Abilities Ferocity (Ex) Remains conscious and can continue fighting even if its hit point total is below 0. Still staggered and loses 1 hit point each round Scent (Ex) Detect opponents within 15+ feet by sense of smell.

RE. Boar

CR 2 XP 600 N Medium Animal Init +0; Senses Low-Light Vision, Scent; Perception +6 Defense AC 14, touch 10, flat-footed 14 (+4 natural) hp 18 (2d8+9) Fort +6, Ref +3, Will +1 Defensive Abilities Ferocity Offense Speed 40 ft. Melee Gore +4 (1d8+4/20/x2) Statistics Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Base Atk +1; CMB +4; CMD 14 Feats Toughness Skills Perception +6 Special Abilities Ferocity (Ex) Remains conscious and can continue fighting even if its hit point total is below 0. Still staggered and loses 1 hit point each round Scent (Ex) Detect opponents within 15+ feet by sense of smell.

RE. Boggard

CR 2 XP 600 CN Medium humanoid (boggard) Init -1; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 14, touch 9, flat-footed 14 (+2 armor, 1 Dex, +3 natural) hp 22 (3d8+9) Fort +5, Ref +0, Will +1 Offense Speed 20 ft., swim 30 ft. Melee morningstar +5 (1d8+3), tongue 1 touch (sticky tongue) Special Attacks terrifying croak (1/hour) (DC 13) Statistics Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10 Base Atk +2; CMB +4; CMD 13 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +2 (+14 jumping), Stealth 1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ hold breath, swamp stride Special Abilities
Hold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 13 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can). The save DC is Charisma-based and includes a +2 racial bonus.

RE. Boggard

CR 2 XP 600

CN Medium humanoid (boggard) Init -1; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 14, touch 9, flat-footed 14 (+2 armor, 1 Dex, +3 natural) hp 22 (3d8+9) Fort +5, Ref +0, Will +1 Offense Speed 20 ft., swim 30 ft. Melee morningstar +5 (1d8+3), tongue 1 touch (sticky tongue) Special Attacks terrifying croak (1/hour) (DC 13) Statistics Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10 Base Atk +2; CMB +4; CMD 13 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +2 (+14 jumping), Stealth 1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ hold breath, swamp stride Special Abilities
Hold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 13 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can). The save DC is Charisma-based and includes a +2 racial bonus.

RE. Boggard

CR 2 XP 600 CN Medium humanoid (boggard) Init -1; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 14, touch 9, flat-footed 14 (+2 armor, 1 Dex, +3 natural) hp 22 (3d8+9) Fort +5, Ref +0, Will +1 Offense Speed 20 ft., swim 30 ft. Melee morningstar +5 (1d8+3), tongue 1 touch (sticky tongue) Special Attacks terrifying croak (1/hour) (DC 13) Statistics Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10 Base Atk +2; CMB +4; CMD 13 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +2 (+14 jumping), Stealth 1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ hold breath, swamp stride Special Abilities
Hold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 13 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can). The save DC is Charisma-based and includes a +2 racial bonus.

RE. Boggard

CR 2 XP 600 CN Medium humanoid (boggard) Init -1; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 14, touch 9, flat-footed 14 (+2 armor, 1 Dex, +3 natural) hp 22 (3d8+9) Fort +5, Ref +0, Will +1 Offense Speed 20 ft., swim 30 ft. Melee morningstar +5 (1d8+3), tongue 1 touch (sticky tongue) Special Attacks terrifying croak (1/hour) (DC 13) Statistics Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10 Base Atk +2; CMB +4; CMD 13 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +2 (+14 jumping), Stealth 1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ hold breath, swamp stride Special Abilities
Hold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 13 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can). The save DC is Charisma-based and includes a +2 racial bonus.

RE. Brush Thylacine

CR 2 XP 600 N Medium animal Init +2; Senses low-light vision; Perception +8 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 25 (3d8+12) Fort +7, Ref +5, Will +2 Offense Speed 30 ft. Melee bite +5 (1d6+4/1920) Statistics Str 16, Dex 14, Con 19, Int 2, Wis 13, Cha 7 Base Atk +2; CMB +5; CMD 17 (21 vs. trip) Feats Skill Focus (Perception), Step Up Skills Acrobatics +6 (+10 jumping), Perception +8, Stealth +6 SQ powerful jaws Special Abilities Powerful Jaws (Ex) A brush thylacines muscular jaws threaten a critical hit on a natural roll of 19 or 20.

RE. Crayfish, Giant CR 3 XP 800

N Large Vermin (Aquatic) Init +0; Senses Darkvision 60 ft.; Perception +4 Defense AC 15, touch 9, flat-footed 15 (-1 size, +6 natural) hp 26 (4d8+8) Fort +6, Ref +1, Will +1 Immune mind-affecting effects Weaknesses Water dependency Offense Speed 20 ft., swim 40 ft. Melee 2 claws +5 (1d6+3, 19-20/x2) Space 10 ft.; Reach 5 ft. Special Attacks Constrict 1d6+3, improved grab Tactics A giant crayfish prefers to ambush its prey, lying in wait until its target moves in close to it. The giant crayfish springs from its hiding place and attacks with its claws. Grappled prey is usually dragged back to the creatures lair while still alive and slowly devoured. Statistics Str 16, Dex 10, Con 14, Int --, Wis 10, Cha 2 Base Atk +3; CMB +7; CMD 17 (29 vs. trip) Feats Improved Critical (claw) Skills Perception +4, Stealth +4, Swim +11 (+19 sometimes); Special Abilities Constrict On a successful grapple check, a monstrous crayfish deals 1d6+3 points of damage. Improved Grab To use this ability, must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an AOO. If it wins grapple check, it establishes a hold and can constrict. Water Dependency Can survive out of the water for 1 hour per 2 points of Constitution. Beyond this limit, a monstrous crayfish runs the risk of suffocation, as if it were drowning.

RE. Dragonfly, Giant

CR 4 XP 1,200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +1 Defense AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) hp 45 (7d8+14) Fort +7, Ref +4, Will +3 Immune mind-affecting effects Offense Speed 20 ft., fly 80 ft. (perfect) Melee bite +9 (2d8+6 plus grab) Special Attacks darting charge Statistics Str 19, Dex 15, Con 14, Int --, Wis 12, Cha 9 Base Atk +5; CMB +9 (+13 grappling, or +17 grappling on a charge); CMD 21 (29 vs. trip) Feats Flyby Attack Skills Fly +10 Special Abilities Darting Charge (Ex) A giant dragonfly is adept at swooping in to attack prey with a powerful bite and then, just as quickly, swooping back up out of reach. As a result, a giant dragonfly gains Flyby Attack as a bonus feat. In addition, if a giant dragonfly charges while flying, it receives a +4 bonus on CMB checks made to grapple foes.

RE. Elk

CR 1 XP 400 N Medium animal Init +3; Senses low-light vision; Perception +7 Defense AC 13, touch 13, flat-footed 10 (+3 Dex) hp 15 (2d8+6) Fort +6, Ref +8, Will +2 Offense Speed 50 ft. Melee gore +3 (1d6+2) or 2 hooves 2 (1d3+1) Statistics Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7 Base Atk +1; CMB +3; CMD 16 (20 vs. trip) Feats Lightning Reflexes, Run Skills Perception +7

RE. Faerie Dragon


Defense

CR 2 XP 600

Faerie dragon (Pathfinder RPG Bonus Bestiary 9) | CG Tiny dragon Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size) hp 22 (3d12+3) Fort +4, Ref +6, Will +5 Immune paralysis, sleep; SR 13

Offense
Speed 30 ft., fly 60 ft. (perfect), swim 30 ft. Melee bite +4 (1d31); Space 2 1/2 ft.; Reach 0 ft. Special Attacks breath weapon (5 ft cone, Euphoria, Fort DC 12) Spell-Like Abilities (CL 3rd; concentration +6) 3/daygreater invisibility (self only) Sorcerer Spells Known (CL 3rd; concentration +6); 1st (6)grease (DC 14), silent image (DC 14), sleep (DC 14) 0 (at will)dancing lights, flare (DC 13), ghost sound, mage hand, open/close

Statistics
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 Base Atk +3; CMB +4; CMD 14 (18 vs. trip) Feats Acrobatic, Dodge Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9 Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

Special Abilities
Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Affected creatures are staggered (single move or standard action), sickened (-2 on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks), and immune to fear effects for the duration of the euphoria. Usable once every 1d4 rounds. Selected Spell-Like Abilities and Spells Greater Invisibility 3 rounds. Caster or target invisible, even if attacks. +40 Stealth if stationary; +20 Stealth if moving Grease (Ref DC 14; SR No); Range 30 ft; 3 mins. 10 ft square or single object is slippery. Reflex save or fall/drop item. Moving through greased area takes DC 10 Acrobatics to move half speed; fail by 5 and fall. Sleep (Will DC 14; SR Yes); Range 130 ft; 1 round casting. One or more targets within 10 ft radius burst. Up to 4 HD targets (starting with lowest HD) fall magically asleep, taking a standard action to wake. Flare (Fort DC 13; SR Yes); Range 30 ft. Single target dazzled for 1 minute unless it saves. Sightless creatures, as well as creatures already dazzled, are not affected.

RE. Grig
Defense

CR 1 XP 400

Grig | NG Tiny fey Init +4; Senses low-light vision; Perception +5 AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size) hp 4 (1d6+1) Fort +1, Ref +6, Will +3 DR 5/cold iron; SR 12

Offense
Speed 20 ft., fly 40 ft. (poor) Melee short sword 1 (1d33/1920) or Ranged longbow +6 (1d43/3) Space 2 1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 3rd; concentration +5) 3/daydisguise self (DC 12), entangle (DC 12), invisibility (self only), pyrotechnics (DC 12)

Tactics
During Prefers to use her longbow in battle, keeping foes from reaching her by flying or using entangle. Morale Flees if she takes any damage at all.

Statistics
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 Base Atk +0; CMB +2; CMD 10 (18 vs. trip) Feats Dodge; Skills Acrobatics +8, Escape Artist +8, Fly +8, Perception +5, Perform (string) +6, Stealth +16 Languages Common, Sylvan

Selected Spell-Like Abilities


Invisibility 3 rounds. Caster invisible until attacks. +40 Stealth if stationary; +20 Stealth if moving Entangle (Ref DC 12; SR No); Range 520 ft; 3 mins. 40 ft radius. Reflex save or enter spread and become entangled (Move half speed; -2 attacks, -4 Dex; Cast Spell DC 16 Concentration). Break free with DC 12 Str or Escape Artists check. Area is also difficult terrain. 1 damage/round if thorns. Pyrotechnics Extinguishes a fire and causes effect: Fireworks (Will DC 12; SR Yes); Range 120 ft; Save or for 1d4+1 rounds blinded (-2 AC; lose Dex bonus to AC, -4 to Str and Dex skill checks, and opposed Perception checks; opponents have total concealment). Smoke Cloud (Fort DC 12; SR No); Range 20 ft. radius cloud; 3 rounds. No sight within cloud. Within cloud save or -4 penalty to Str and Dex for 1d4+1 rounds after leave cloud.

RE. Grizzly Bear

CR 4 XP 1,200 N Large animal Init +1; Senses low-light vision, scent ; Perception +6 Defense AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, 1 size) hp 42 (5d8+20) Fort +8, Ref +5, Will +2 Offense Speed 40 ft. Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) Space 10 ft.; Reach 5 ft. Statistics Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip) Feats Endurance, Run, Skill Focus (Survival) Skills Perception +6, Survival +5, Swim +14

RE. Hunter
Defense

CR 1/3 XP 135 Male human warrior 1 | N Medium humanoid (human) Init +5; Senses Perception +0 AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1

Offense
Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3)

Statistics
Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

RE. Kobold

CR XP 100 Kobold warrior 1| LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

RE. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

RE. Nixie

CR 1 XP 400 N Small fey (aquatic) Init +3; Senses low-light vision; Perception +6 Defense AC 14, touch 14, flat-footed 11; (+3 Dex, +1 size) hp 9 (2d6+2) Fort +1, Ref +6, Will +4 DR 5/cold iron; SR 12 Offense Spd 20 ft., swim 30 ft. Melee short sword +5 (1d42/1920) Ranged light crossbow +5 (1d6/1920) Spell-Like Abilities (CL 12th) 3/daycharm person (DC 15) 1/daywater breathing Statistics Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 18 Base Atk +1; CMB 2; CMD 11 Feats Weapon Finesse Skills Bluff +9, Craft (any one) +5, Escape Artist +8, Handle Animal +6, Perception +6, Perform (sing) +8, Sense Motive +5, Stealth +12, Swim +10 Languages Aquan, Sylvan SQ amphibious, wild empathy (+12) Gear light crossbow with 20 bolts, short sword Special Abilities and Spells Amphibious (Ex) Aquatic subtype, but can survive indefinitely on land. Charm Person (Will DC 15) 55 ft range, 12 hours one humanoid regard the Nixie as a friend. Opposed Charisma checks to get target to do something out of character. Water Breathing Up to 24 hrs of water-breathing divided among touched creatures.

RE. Owlbear

CR 4 XP 1,200 N Large magical beast Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +12 Defense AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, 1 size) hp 47 (5d10+20) Fort +10, Ref +5, Will +2 Offense Speed 30 ft. Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4) Space 10 ft.; Reach 5 ft. Statistics Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10 Base Atk +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip) Feats Improved Initiative, Great Fortitude, Skill Focus (Perception) Skills Perception +12

RE. Shambling Mound

CR 6 XP 2,400 N Large plant Init +0; Senses darkvision 60 ft., low-Light vision; Perception +11 Defense AC 19, touch 9, flat-footed 19 (+10 natural, 1 size) hp 67 (9d8+27) Fort +9, Ref +5, Will +5 Defensive Abilities plant traits; Immune electricity; Resist fire 10 Offense Speed 20 ft., swim 20 ft. Melee 2 slams +11 (2d6+5 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (2d6+7) Statistics Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 Base Atk +6; CMB +12 (+16 grapple); CMD 22 Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam) Skills Perception +11, Stealth +8 (+16 in swamps or forest), Swim +13; Racial Modifiers +4 Stealth (+12 in swamps or forests), +4 Perception Languages Common, Sylvan (cannot speak) SQ electric fortitude Special Abilities Electric Fortitude (Ex) Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour. Plant Traits Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); paralysis, poison, polymorph, sleep effects, and stunning.

RE. Slurk

CR 2 XP 600 N Medium Magical Beast Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +0 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 17 (2d10+6) Fort +6, Ref +5, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite +4 (2d6+3/20/x2) Ranged Touch Slime +4 (entangle) (30 feet) Special Attacks Belly Grease, Slime on Overrun/Bull Rush Statistics Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10 Base Atk +2; CMB +4 (+6 Bull Rushing, +6 Overrunning); CMD 16 (22 vs. Bull Rush and Overrun, 20 vs. Grapple and Trip) Feats Improved Bull Rush, Improved Initiative, Improved Overrun Skills Acrobatics +6, Climb +14, Escape Artist +6 Languages Boggard (can't speak) SQ Hunker Special Abilities Belly Grease (Ex) 1/minute, as a full-round action can coat 5-foot radius spot on floor with grease, which creates difficult terrain for 10 minutes. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Overrun Overrun at +2, and opponent cannot choose to avoid / block. Slime (Ex) Standard action at will, can squirt slime as a ranged touch attack against any target within 30 feet, entangling target (move half speed; -2 attacks, -4 Dex; cast spell DC 16 Concentration). Target of successful bull rush or overruns is automatically slimed. Slime can be removed as a full-round action with a DC 15 Strength check.

RE. Redcap

CR 6 XP 2,400 NE Small fey Init +8; Senses low-light vision; Perception +12 Defense AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size) hp 60 (8d6+32); fast healing 3 Fort +6, Ref +10, Will +7 DR 10/cold iron Weaknesses irreligious Offense Speed 60 ft. Melee Medium scythe +10 (2d4+10/4), kick +4 (1d4+6) Statistics
Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15 Base Atk +4; CMB +7; CMD 21 Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe) Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Esc. Artist +15, Intim. +10, Know. (nature) +14, Perc. +12, Sense Motive +12, Stealth +19; Languages Aklo, Common, Giant, Sylvan SQ boot stomp, heavy weapons, red cap

Special Abilities
Boot Stomp (Ex) Boots give redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement just as if it had the Spring Attack feat. Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty. Irreligious (Ex) If foe uses standard action presenting a holy symbol, redcap that can see the symbol makes a DC 15 Will save or become frightened for 1 minute and attempts to flee. On successful save is shaken for 1 minute. Red Cap (Su) While wearing his cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. Benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to kill, the cap does not grant its bonuses.

RE. Satyr

CR 4 XP 1,200

CN Medium fey Init +2; Senses low-light vision; Perception +18 Defense AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural) hp 44 (8d6+16) Fort +4, Ref +8, Will +8 DR 5/cold iron Offense Speed 40 ft. Melee dagger +6 (1d4+2/1920), horns +1 (1d6+1) Ranged short bow +6 (1d6/3) Special Attacks pipes Spell-Like Abilities (CL 8th) At willcharm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17) 1/dayfear (DC 18), summon nature's ally III Statistics Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19 Base Atk +4; CMB +6; CMD 19 Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, Knowledge (nature) +10, Perception +18, Perform (wind instruments) +19, Stealth +17, Survival +7; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth Languages Common, Sylvan Special Abilities Pipes (Su) While playing, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, as chosen by stayr. If save successful, cannot be affected by samne set of pipes for 24 hours, but may still be affected by other spell-like abilities. Use does not count against other spelllike abilities.

RE. Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

RE. Troll

CR 5 XP 1,600 CE Large humanoid (giant) Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8 Defense AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, 1 size) hp 63 (6d8+36); regeneration 5 (acid or fire) Fort +11, Ref +4, Will +3 Offense Speed 30 ft. Melee bite +8 (1d8+5), 2 claws +8 (1d6+5) Space 10 ft.; Reach 10 ft. Special Attacks rend (2 claws, 1d6+7) Statistics Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Base Atk +4; CMB +10; CMD 22 Feats Intimidating Prowess, Iron Will, Skill Focus (Perception) Skills Intimidate +9, Perception +8 Languages Giant Special Abilities Regeneration Heals 5 hp every turn, even when would otherwise be dead, except following any round in which it takes fire or acid damage (and during which round, it can die). Rend Additional 1d6+7 damage if both claws hit.

RE. Werewolf (Human Form)

CR 2 XP 600 Human natural werewolf fighter 2 CE Medium humanoid (human, shapechanger) Init +5; Senses low-light vision, scent; Perception +4 Defense AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 19 (2d10+4) Fort +5, Ref +1, Will +2 (+3 vs. fear) Defensive Abilities bravery +1 Offense Speed 30 ft. (20 ft. in armor) Melee longsword +5 (1d8+4/1920) Ranged light crossbow +3 (1d8/1920) Statistics Str 17, Dex 13, Con 14, Int 8, Wis 14, Cha 8 Base Atk +2; CMB +5; CMD 16 Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack Skills Climb +3, Intimidate +4, Perception +4 Languages Common SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

RE. Werewolf (Hybrid Form)

CR 2XP 600 Human natural werewolf fighter 2 CE Medium humanoid (human, shapechanger) Init +5; Senses low-light vision, scent; Perception +4 Defense AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural) hp 21 (2d10+6) Fort +6, Ref +2, Will +2 (+3 vs. fear) Defensive Abilities bravery +1; DR 10/silver Offense Speed 30 ft. (20 ft. in armor) Melee longsword +6 (1d8+6/1920), bite +1 (1d6+1 plus trip and curse of lycanthropy) Ranged light crossbow +4 (1d8/1920) Statistics Str 19, Dex 15, Con 17,Int 8, Wis 14, Cha 8 Base Atk +2; CMB +6; CMD 18 Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack Skills Climb +4, Intimidate +4, Perception +4 Languages Common SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)

RE. Giant Whiptail Centipede

CR 3 XP 800 N Huge vermin Init +0; Senses darkvision 60 ft.; Perception +0 Defense AC 11, touch 4, flat-footed 11 (+7 natural, 2 size, 4 squeezing) hp 38 (4d8+20) Fort +9, Ref +1, Will +1 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +4 (2d6+7 plus poison), tail slap 1 (1d3 nonlethal plus trip) Space 15 ft.; Reach 15 ft. (20 ft. with tail slap) Tactics During Combat The whiptail attacks the closest target, pursuing it throughout the mite lair but not out of it. These stats have been modified for the fact that the centipede is forced to squeeze in the environs. Morale The centipede fights to the death. Statistics Str 25, Dex 11, Con 21, Int , Wis 10, Cha 2 Base Atk +3; CMB +12; CMD 22 (cant be tripped) Skills Climb +15 SQ compact Special Abilities Compact (Ex) Although a giant whiptail centipede is a Huge creature, its compact and slender frame allow it to squeeze through areas as if it were a Medium creatureit still suffers normal effects for squeezing into small areas. Poison (Ex) Biteinjury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. Note DC is corrected per confirmation from James Jacons Tail Slap (Ex) A whiptail centipedes tail slap attack inflicts nonlethal damage and gains no bonus from its strength score on damage inflicted. The monsters reach with its tail slap is 20 feet.

RE. Worg

CR 2 XP 600 NE Medium magical beast Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 26 (4d10+4) Fort +5, Ref +6, Will +3 Offense Speed 30 ft. Melee bite +7 (1d6+4 plus trip) Statistics Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10 Base Atk +4; CMB +7; CMD 19 (23 vs. trip) Feats Run, Skill Focus (Perception) Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival Languages Common, Goblin. Special Abilities Trip On a successful bite, can attempt to trip as a free action that does not provoke an attack of opportunity. May trip up to Large creatures. Trip resolved by CMB roll vs. CMD. Tripped target is prone. Prone person has -4 on melee attacks and cannot use ranged weapons (except crossbow); +4 AC vs. ranged attacks, but -4 AC vs melee attacks; standing up is a move equivalent action that provokes an attack of opportunity.

RE. Wolf

CR 1 XP 400 N Medium animal Init +2; Senses low-light vision, scent; Perception +8 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 Offense Speed 50 ft. Melee bite +2 (1d6+1 plus trip) Statistics Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +2; CMD 14 (18 vs. trip) Feats Skill Focus (Perception) Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent. Special Abilities Trip On a successful bite, can attempt to trip as a free action that does not provoke an attack of opportunity. May trip up to Large creatures. Trip resolved by CMB roll vs. CMD. Tripped target is prone. Prone person has -4 on melee attacks and cannot use ranged weapons (except crossbow); +4 AC vs. ranged attacks, but -4 AC vs melee attacks; standing up is a move equivalent action that provokes an attack of opportunity.

RES. Faerie Mound (Plains/Hills) or Circle (Forest)


Faerie mound is a low hill, while faerie circle is a ring of (otherwise unremarkable) mushrooms. Faerie mounds/circles appear where boundaries between the material plane and the first world are thin, and appear and disappear randomly. They are almost always accompanied by Fey mist. Destroying a faerie mound or circle is likely to anger local fey. Fey mist provides concealment. Furthermore, a living, non-fey creature that starts its turn within the mist must make a DC 12 Will saving throw or become confused for 1 round. Those that make their saving throws are dazzled for 1 round instead. This is an enchantment effect. Some areas of fey mist are more powerful than others, and have and require a DC 15, DC 20, or even DC 25 Will saving throw to avoid its confusion.

RES.* Disease Afflictions


After a wet night, PCs are exposed to common diseases.

Common Cold
Type disease (contact or inhaled); Save Fortitude DC 12 Onset 1d3 days; Frequency 1/day Effect target is sickened and takes a 10 on all Stealth checks; Cure 1 save

Influenza

Type disease (contact or inhaled); Save Fortitude DC 14 Onset 1d6 days; Frequency 1/day Effect 1d3 Con damage; Cure 2 consecutive saves

RES. Rabid Wolverine

CR 2 XP 600 N Medium afflicted animal Init +2; Senses low-light vision, scent; Perception +9 Defense Normal Raging AC 14, touch 12, flat-footed 12 AC 12, touch 10, flat-footed 10 (+2 Dex, +2 nat) (+2 Dex, +2 nat, -2 raging) hp 22 (3d8+9) hp 28 (3d8+15) Fort +5, Ref +5, Will +1 Fort +7, Ref +5, Will +1 Offense Speed 30 ft., burrow 10 ft., climb 10 ft. Normal Raging Melee 2 claws +4 (1d6+2), Melee 2 claws +6 (1d6+4), bite +4 (1d4+2+rabies) bite +6 (1d4+4+rabies) Special Attacks rage Statistics Normal Raging Str 15, Dex 15, Con 14, Int 2, Wis 10, Cha 10 Str 19, Dex 15, Con 18, Int 2, Wis 10, Cha 10 Base Atk +2; CMB +4; CMD 16 (20 vs. trip) Base Atk +4; CMB +6; CMD 18 (22 vs. trip) Feats Skill Focus (Perception), Toughness Skills Climb +10, Perception +9 Special Abilities Rage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and 2 to AC. The creature cannot end its rage voluntarily. Rabies Type disease, injury; Save Fortitude DC 14 Onset 2d6 weeks; Frequency 1/day. Effect 1 Con damage plus 1d3 Wis damage (minimum reduction to 1 Wis); Cure 2 consecutive saves. Note 2 Wis damage and 1 Con damage already taken.

RES. Roc

CR 9 XP 6,400 N Gargantuan animal Init +6; Senses low-light vision; Perception +15 Defense AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, 4 size) hp 120 (16d8+48) Fort +13, Ref +14, Will +8 Offense Speed 20 ft., fly 80 ft. (average) Melee 2 talons +18 (2d6+9/1920 plus grab), bite +17 (2d8+9) Space 20 ft.; Reach 15 ft. Tactics During Combat The roc will attempt to grab and carry off any Large size creatures, preferring horses. Once it successfully grabs a Large creature, it will fly off, killing it later and feeding. The roc will ignore smaller creatures unless they cause 40 points or more damage in a single round. Statistics Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 11 Base Atk +12; CMB +25 (+29 grapple); CMD 37 Feats Flyby Attack, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (talons) Skills Fly +7, Perception +15 Special Abilities Grab On successful talon attack, a roc can attempt to start a grapple as a free action without provoking AOO. A roc may conduct the grapple normally, or use talons to hold the opponent. If it chooses to do the latter, it takes a 20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. Works only gargantuan or smaller creatures. Flyby Attack When flying, the roc can take a move action and another standard action at any point during the move. It cannot take a second move action during a round when it makes a flyby attack.

NPC. Sivva the Hunter

CR 2 XP 600 Male Human Rogue (Scout) 3 | CE Medium Humanoid (Human) Init +3; Senses Perception +7 Defense AC 13, touch 13, flat-footed 10 (+3 Dex) hp 21 (3d8+3) Fort +2, Ref +6, Will +2 Defensive Abilities Evasion, Trap Sense +1 Offense Spd 30 ft. Melee Shortsword +3 (1d6+1/19-20/x2) and Ranged Masterwork Shortbow, Composite (Str +1) +6 (1d6+1/20/x3) Special Attacks Sneak Attack +2d6 Statistics Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 8 Base Atk +2; CMB +3; CMD 16 Feats Point Blank Shot, Precise Shot, Rapid Shot Skills Acrobatics +9, Climb +7, Escape Artist +9, Handle Animal +1, Heal +2, Knowledge: Local +4, Knowledge: Nature +2, Perception +7, Sense Motive +7, Stealth +9, Survival +4, Swim +7; Languages Common SQ Fast Stealth (Ex), Trapfinding +1 Gear Mwk Leather, Mwk Shortbow, Composite (Str +1), Shortsword; 3 Bear Traps; silver stag amulet Special Abilities Evasion (Ex) If succeeds at a Reflex save for half damage, takes none instead. Fast Stealth (Ex) Moves at full speed while using the Stealth skill without penalty. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot No -4 to hit when shooting or throwing into combat. Rapid Shot Extra attack with ranged weapons. Each attack is at -2. Sneak Attack +2d6 damage if flanking target or target is flat-footed. Trap Sense (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 to find or disable traps.

NPC. Nikki the Hunter

CR 1 XP 400 Male Human Ranger 2 | N Medium Humanoid (Human) Init +3; Senses Perception +6 Defense AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 20 (2d10+2) Fort +4, Ref +6, Will +1 Offense Spd 30 ft. Melee Dagger +3 (1d4+1/19-20/x2) and Ranged Masterwork Longbow, Composite (Str +1) +6 (1d8+1/20/x3) Statistics Str 12, Dex 16, Con 12, Int 8, Wis 12, Cha 10 Base Atk +2; CMB +3; CMD 16 Feats Deadly Aim -1/+2, Point Blank Shot, Rapid Shot Skills Acrobatics +2, Climb +4, Craft: Bows +3, Escape Artist +2, Fly +2, Handle Animal +4, Heal +5, Knowledge: Nature +3, Perception +6, Ride +2, Stealth +7, Survival +6, Swim +4 Languages Common SQ Enemies: Animals (+2 bonus) (Ex), Track +1, Wild Empathy +2 (Ex) Combat Gear Dagger, Masterwork Longbow, Composite (Str +1), Studded Leather; Special Abilities Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Shot Extra attack with ranged weapons. Each attack is at -2. Track +1 to survival checks to track. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

NPC. Sir Toad (Tuudur)

CR 3 XP 800 Male Boggard Aristocrat 3 | CG Medium Humanoid (Boggard) Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +4 Defense AC 13, touch 9, flat-footed 13 (+1 armor, -1 Dex, +3 natural) hp 39 (6d8+6) Fort +5, Ref +1, Will +4 Offense Spd 30 ft., Swimming (30 feet) Melee +1 Rapier +5 (1d6+1/18-20/x2) Special Attacks Terrifying Croak Statistics Str 11, Dex 8, Con 12, Int 14, Wis 10, Cha 15 Base Atk +4; CMB +4; CMD 13 Feats Ability Focus: Terrifying Croak, Improved Initiative, Skill Focus: Profession: Merchant Skills Acrobatics -4 (+22 Jump), Appraise +11, Bluff +11, Diplomacy +11, Intimidate +6, Perception +4, Perform: Act +6, Perform: Dance +6, Prof: Merchant +12, Prof: Trapper +4, Sense Motive +7, Swim +9 Languages Common, Hallit, Skald SQ Hold Breath (x4), Sticky Tongue, Swamp Stride, Terrifying Croak (1/hour) (DC 19) Combat Gear +1 Rapier, Masterwork Full Plate (not worn), Padded; Other Gear Boots of Striding and Springing Special Abilities
Hold Breath (x4) Can stay under water longer than normal. Sticky Tongue Target hit by tongue attack cannot move more than 10 feet away and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Cannot move more than 10 feet away from the target, but may release its tongue as a free action. Cannot pull targets toward it with its tongue. Swamp Stride In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 19 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can).

NPC. Kesten's Guard

CR 1/3 XP 135 Male Human Warrior 1 | LN Medium Humanoid (Human) Init +0; Senses Perception +1 Defense AC 13, touch 10, flat-footed 13 (+3 armor) hp 11 (1d10+4) Fort +3, Ref +0, Will +0 Offense Spd 30 ft. Melee Spear +2 (1d8+1/20/x3) Ranged Sling +1 (1d4+1/20/x2) Statistics Str 13, Dex 10, Con 12, Int 9, Wis 11, Cha 8 Base Atk +1; CMB +2; CMD 12 Feats Lookout, Toughness +3 Skills Acrobatics -1, Climb +0, Escape Artist -1, Fly -1, Perception +1, Ride +3, Stealth -1, Swim +0 Languages Common Combat Gear Sling, Spear, Studded Leather; Special Abilities Lookout May act in the surprise round if an adjacent ally with this feat can act in the surprise round. Initiative is ally's roll or own -1.

NPC. Kesten Garess

CR 2 XP 600 Male Human Fighter 3 | CN Medium Humanoid (Human) Init +5; Senses Perception +2 Defense AC 23, touch 11, flat-footed 22 (+8 armor, +4 shield, +1 Dex) hp 37 (3d10+12) Fort +6, Ref +2, Will +2 Defensive Abilities Bravery +1 Offense Spd 20 ft. Melee +1 Longsword +7 (1d8+3/19-20/x2) or Cold Iron Mace, Heavy +5 (1d8+2/20/x2) or Masterwork Lance +6 (1d8+3/20/x3) Statistics Str 15, Dex 12, Con 16, Int 8, Wis 13, Cha 10 Base Atk +3; CMB +5; CMD 16 Feats Improved Initiative, Mounted Combat, Shield Focus, Toughness +3, Weapon Focus: Longsword Skills Diplomacy +2, Knowledge: Nobility +0, Perception +2, Ride -1 Languages Common SQ Armor Training 1 (Ex) Combat Gear +1 Longsword, +1 Shield, Heavy Steel, Cold Iron Mace, Heavy, Half Plate, Masterwork Lance; Special Abilities Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Bravery (Ex) +1 Will save vs. Fear Mounted Combat Once per round you can attempt to negate a hit to your mount in combat. Shield Focus +1 Shield AC

NPC. Anza the Jay CR 1/3 XP 135

human expert 2 | CN Medium humanoid (human) Init +0; Senses Perception +7 Defense AC 13, touch 10, flat-footed 13 (+3 armor) hp 12 (2d8+3) Fort +1, Ref +0, Will +5 Offense Speed 30 ft. Melee dagger +0 (1d41/1920) Ranged shortbow +1 (1d6/3) Statistics Str 9, Dex 10, Con 12, Int 10, Wis 15, Cha 9 Base Atk +1; CMB +0; CMD 10 Skills & Feats Handle Animal +3, Heal +6, Intimidate +4, Knowledge (geography) +5, Knowledge (nature) +5, Linguistics +1, Perception +7, Profession (guide) +6, Stealth +5, Survival +10, Skill Focus (Survival), Stealthy Languages Common, Hallit Gear studded leather, bottle of fine wine, compass, foothold trap, hunting knife, net, shortbow, 48 gp Special Abilities Guide All in party gain +2 bonus to Survival checks to avoid natural hazards and +2 bonus to Craft (Cartography) checks. Country Food Can feed self and four additional persons every day in the wild. Trailblazer Once day, with DC 15 Profession (guide) check can increase party's effective overland speed by 5 ft. DC modifiers: +1 for each party member more than 10; +2 for each Large creature; +5 for each cart or wheeled vehicle; impossible for Huge creatures. Other Hireling Cost 2 sp/day.

NPC. Mercenary Lieutenant CR 1/2 XP 200

Human warrior 2 | CN Medium humanoid (human) Init +0; Senses Perception +1 Defense AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield) hp 15 (2d10+4) Fort +5, Ref +0, Will +0; +2 vs. enchantment and mind-affecting effects Offense Speed 20 ft. Melee short sword +4 (1d6+1/1920) Ranged shortbow +2 (1d6/3) Statistics Str 13, Dex 11, Con 12, Int 11, Wis 8, Cha 10 Base Atk +2; CMB +3 (+5 to escape grapples); CMD 13 Feats Free Spirit (see below), Weapon Focus (short sword) Skills Craft (sculpture) +3, Diplomacy +1, Intimidate +4, Perception +2, Profession (cook) +3 Languages Common Gear scale mail, light wooden shield, shortbow with 20 arrows, short sword Special Abilities Free Spirit Gives him a +2 bonus on saves against enchantment and mind-affecting effects, and +2 on Escape Artist checks and to CMB to escape a grapple or bindings (see Pathfinder Chronicles Campaign Setting 129). Other Hireling Cost 5 sp/day.

NPC. Jhod Kavke

CR 3 800 XP Male Human Cleric 4 | NG Medium Humanoid (Human) Init +1; Senses Perception +4 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 19 (4d8-4) Fort +3, Ref +2, Will +10 Offense Spd 30 ft. Melee Masterwork Quarterstaff +4 (1d6/20/x2) Spell-Like Abilities Calming Touch (7/day) Cleric Spells Known (CL 4, 3 melee touch, 4 ranged touch): 2 (3/day) Shield Other, Calm Emotions (DC 16), Aid, Eagle's Splendor 1 (4/day) Protection from Evil, Command (DC 15), Sanctuary (DC 15), Endure Elements, Bless 0 (at will) Detect Poison, Mending, Detect Magic, Guidance Statistics Str 10, Dex 12, Con 8, Int 13, Wis 18, Cha 14 Base Atk +3; CMB +3; CMD 14 Feats Iron Will, Scribe Scroll, Skill Focus: Diplomacy Skills Diplomacy +11, Heal +10, Knowledge: History +6, Knowledge: Local +3, Knowledge: Nature +2, Knowledge: Religion +8, Profession: Scribe +8, Sense Motive +9, Spellcraft +6 Languages Celestial, Common SQ Channel Pos Energy 2d6 (5/day) (DC 14) (Su), Cl Domain: Community, Cl Domain: Good, Spont. Casting Combat Gear Leather, Masterwork Quarterstaff Special Abilities
Calming Touch (7/day) Touch heals 1d6+2 nonlethal damage and removes fatigue, shaken and sickened conditions. Touch of Good (7/day) Touch gives +2 sacred bonus on attacks, skill checks, ability checks, saving throws for 1 round. Channel Positive Energy 2d6 (5/day) (DC 14) (Su) Heals living or hurts undead within 30 ft. Spontaneous May spontaneously convert memorized spells into cure spells.

NPC. Schai the Hunter

CR XP 200 Male Human Ranger 1 | N Medium Humanoid (Human) Init +1; Senses Perception +4 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 12 (1d10+2) Fort +4, Ref +3, Will +0 Offense Spd 30 ft. Melee Dagger +1 (1d4/19-20/x2) Ranged Longbow +2 (1d8/20/x3) Special Attacks favored enemy (animal +2 attack and damage) Statistics Str 10, Dex 12, Con 14, Int 8, Wis 10, Cha 8 Base Atk +1; CMB +1; CMD 12 Feats Rugged Northerner, Self-sufficient Skills Craft: Traps +3, Handle Animal +3, Heal +2, Knowledge: Nature +3, Perception +4, Stealth +5, Survival +6, Swim +4 Languages Common SQ Enemies: Animals (+2 bonus) (Ex), Track +1, Wild Empathy +0 (Ex) Combat Gear Dagger, Leather, Longbow; Special Abilities Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened Track +1 +1 to survival checks to track. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

NPC. Jirka the Deer Hunter

CR 2 Female Human Ranger 3 | NG Medium Humanoid (Human) Init +2; Senses Perception +5 Defense AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 25 (3d10+3) Fort +4, Ref +5, Will +0 Offense Spd 35 ft. Melee Dagger +3 (1d4/19-20/x2) Ranged Masterwork Longbow +7 (1d8/20/x3) Special Attacks favored enemy (animal +2 attack and damage Statistics Str 11, Dex 15, Con 12, Int 10, Wis 8, Cha 10 Base Atk +3; CMB +3; CMD 15 Feats Endurance, Fleet, Point Blank Shot, Rapid Shot, Weapon Focus: Longbow Skills Climb +6, Craft: Bows +5, Handle Animal +6, Heal +4, Know: Nature +6, Perc +5, Stealth +8, Survl +5, Swim +5 Languages Common SQ Enemies: Animals (+2 bonus) (Ex), Terrains: Forest (+2 bonus) (Ex), Track +1, Wild Empathy +3 (Ex) Combat Gear Dagger, Leather, Masterwork Longbow; Special Abilities Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Shot An extra attack with ranged weapons. Each attack is at -2. Terrains Forest If in forest, increase initiative, Know (Geography), Perception, Stealth and Survival by 2. Track +1 to survival checks to track. Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

NPC. Badma the Boar Hunter

CR 2 Male Human Ranger 3 | CN Medium Humanoid (Human) Init +0; Senses Perception +5 Defense AC 13, touch 10, flat-footed 13 (+3 armor) hp 28 (3d10+6) Fort +4, Ref +3, Will +0 Offense Spd 30 ft. Melee Masterwork Boar Spear +7 (1d8+3/20/x2) or Axe, Throwing +5 (1d6+2/20/x2) Ranged Axe, Throwing +3 (1d6+2/20/x2) Special Attacks favored enemy (animal +2 attack and damage Statistics Str 15, Dex 10, Con 12, Int 8, Wis 8, Cha 12 Base Atk +3; CMB +5; CMD 15 Feats Endurance, Power Attack -1/+2, Pushing Assault, Toughness +3, Weapon Focus: Boar Spear Skills Climb +5, Escape Artist +2, Heal +5, Knowledge: Nature +3, Perception +5, Profession: Tanner +4, Ride +3, Stealth +4, Survival +5, Swim +6 Languages Common SQ Enemies: Animals (+2 bonus) (Ex), Terrains: Forest (+2 bonus) (Ex), Track +1, Wild Empathy +4 (Ex) Combat Gear Axe, Throwing, Masterwork Boar Spear, Studded Leather; 30 gp Special Abilities Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Pushing Assault If wielding weapon in two hands, push target 5' back instead of dealing power attack damage. Terrains Forest If in forest, increase initiative, Know (Geography), Perception, Stealth and Survival by 2. Track +1 to survival checks to track. Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

NPC. Trapper Jon

CR 1/2 Male Human Expert 2 | CN Medium Humanoid (Human) Init +0; Senses Perception +5 Defense AC 11, touch 10, flat-footed 11 (+1 armor) hp 17 (2d8+4) Fort +2, Ref +0, Will +4 Offense Spd 30 ft. Melee Dagger +0 (1d4-1/19-20/x2) or Quarterstaff +0 (1d6-1/20/x2) Statistics Str 8, Dex 10, Con 15, Int 11, Wis 12, Cha 9 Base Atk +1; CMB +0; CMD 10 Feats Rugged Northerner, Skill Focus: Profession: Trapper Skills Appraise +4, Craft: Traps +5, Handle Animal +4, Heal +5, Knowledge: Geography +4, Knowledge: Nature +5, Perception +5, Profession: Trapper +9, Stealth +5, Survival +6 Languages Common Combat Gear Dagger, Padded, Quarterstaff; 6x Bear Traps, 10 sp Special Abilities Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened

NPC. Baba Orla the Witch

CR 3 Female Human Witch 4 | N Medium Humanoid (Human) Init +1; Senses Perception +2 (+4 near familiar) Defense AC 11, touch 11, flat-footed 10 (+1 Dex) or 15, touch 11, flat-footed 14 (+1 Dex, +4 mage armor) hp 26 (4d6+8) Fort +3, Ref +2, Will +5 Offense Spd 30 ft. Melee Sickle +1 (1d6-1/20/x2) Ranged Dart +3 (1d4-1/20/x2) Special Attacks Evil Eye (DC 15), Slumber (DC 15) Spell-Like Abilities Feather Fall (At will), Levitate (1/day) Witch Spells Known (CL 4, 1 melee touch, 3 ranged touch): 2 (3/day) Blindness/Deafness (DC 16), Scare (DC 16), Augury 1 (4/day) Hypnotism (DC 14), Mage Armor, Cure Light Wounds (DC 14), Ray of Enfeeblement (DC 15) 0 (at will) Resistance, Touch of Fatigue (DC 14), Mending, Message Statistics Str 8, Dex 12, Con 14, Int 17, Wis 12, Cha 8 Base Atk +2; CMB +1; CMD 12 Feats Brew Potion, Extra Hex, Spell Focus: Necromancy, Spell Penetration Skills Craft: Alchemy +12, Fly +8, Heal +8, Knowledge: Arcana +9, Knowledge: History +8, Knowledge: Nature +8, Perception +2 (+4 near familiar), Profession: Herbalist +5, Profession: Midwife +5, Sense Motive +3 (+5 near familiar), Spellcraft +10, Survival +2, Swim +3, Use Magic Device +3 Languages Boggard, Common, Giant, Sylvan SQ +3 to Appraise checks, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Share Spells with Familiar Combat Gear Dart, Sickle;

NPC. Baba Orla the Witch (continued)

Special Abilities Familiar Familiar can deliver touch spells, has empathic link and can share spells. Evil Eye (Will DC 15 partial) -2 penalty to (choose one) AC, ability checks, attack rolls, saving throws, or skill checks for 6 rounds, or 1 round with save. Feather Fall (At will) (Sp) FeatherfFall at will. Levitate (1/day) (Sp) Levitate 1/day Slumber (Will DC 15) (Su) Target (of any HD) falls asleep for 4 rounds. Spell Focus Necromancy Spells have +1 to their save DC. Spell Penetration +2 to caster levels checks to overcome spell resistance. Selected Spells Blindness/Deafness (Fortitude DC 16) 140 ft range, SR yes. Target is permanently blinded or deaf. Scare (Will DC 16 partial) 140 ft range, 2 creatures of 6 HD or less are frightened for 4 rounds (must flee, rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). On save, shaken (2 penalty on attack rolls, saving throws, skill checks, and ability checks) for 1 round. Augury 1 min casting time. 74% chance of telling whether specific action in next 30 minutes will be good, bas, good and bad, or nothing. Hypnotism (Will DC 14) 40 ft, for 2d4 rounds, 2d4 HD of creatures within 30 ft of each other do nothing and treated as two steps more friendly. -2 DC if done in combat, +2 DC if outside combat against single target. Mage Armor +4 AC for 4 hours. Cure Light Wounds Heals 1d8+4 hp. Ray of Enfeeblement (Fort DC 15 half) SR yes. 35 ft ranged touch ray causes 1d6+2 Str damage for 4 rounds. Resistance +1 resistance bonus on saving throws for 1 minute. Touch of Fatigue (Fort DC 14 negates) SR yes. Touched creature fatigues for 4 rounds (-2 Str and Dex; cannot run or charge).

NPC. Feathers (Orla Familiar)

CR 1/6 Male Raven | N Tiny Magical Beast Init +2; Senses Low-Light Vision; Perception +9 Defense AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural) or 20, touch 14, flat-footed 19 (+2 Dex, +2 size, +2 natural, +4 mage armor) hp 13 (1d10-1) Fort +1, Ref +4, Will +6 Offense Spd 10 ft., Flight (40 feet, Average) Melee Bite (Raven) +6 (1d3-4/20/x2) Space 2 ft.; Reach 0 ft. Statistics Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7 Base Atk +2; CMB +2; CMD 8 Feats Skill Focus: Perception, Weapon Finesse Skills Fly +13, Heal +6, Perception +9, Sense Motive +4, Spellcraft +2, Stealth +10, Survival +3 Languages SQ Improved Evasion (Ex) Special Abilities Flight (40 feet, Average) Improved Evasion (Ex) No damage on successful reflex save; half on failed save.

NPC. Sergei the Horse-Master

CR 2 XP 600 Male Human Ranger 3 | CN Medium Humanoid (Human) Init +2 (+4 in plains); Senses Perception +7 (+9 in plains) Defense AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 23 (3d10) Fort +3, Ref +5, Will +2 Offense Spd 30 ft. Melee Dagger +3 (1d4/19-20/x2) or Spear +3 (1d8/20/x3) Ranged Longbow +6 (1d8/20/x3) Special Attacks favored enemy (human +2 attack and damage) Statistics Str 10, Dex 14, Con 10, Int 8, Wis 12, Cha 14 Base Atk +3; CMB +3; CMD 15 Feats Animal Affinity, Endurance, Mounted Archery, Mounted Combat, Weapon Focus: Longbow Skills Appraise +1, Diplomacy +4, Escape Artist +1, Fly +1, Handle Animal +10, Heal +7, Perception +7 (+9 in plains), Ride +9, Survival +7 (+9 in plains), Swim +3 Languages Common SQ Enemies: Humans (+2 bonus) (Ex), Terrains: Plains (+2 bonus) (Ex), Track +1, Wild Empathy +5 (Ex) Combat Gear Dagger, Longbow, Spear, Studded Leather, 40 arrows, 10 silver arrows; Horse (combat-trained) and military saddle. Special Abilities Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Enemies: Humans (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human). Mounted Archery Ranged weapon penalty when mounted is halved to -2 (double move) or -4 (run). Mounted Combat Once per round you can attempt to negate a hit to your mount in combat. Track +1 +1 to survival checks to track. Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

NPC. Oleg Leveton

CR 1/2 XP __ Male human expert 2 | CG Medium humanoid (human) Init -1; Senses Perception +5 Defense AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex) hp 12 (2d8+2) Fort +1, Ref -1, Will +3 Offense Speed 30 ft. Melee quarterstaff +2 (1d6+1) Statistics Str 12, Dex 9, Con 13, Int 12, Wis 11, Cha 7 Base Atk +1; CMB +2; CMD 11 Feats Skill Focus (Appraise), Skill Focus (Prof: Merchant) Skills Appraise +9, Climb +1, Craft: Carpentry +6, Diplomacy -2, Handle Animal +0, Know: Local +6, Perception +5, Prof: Merchant +8, Ride +1, Sense Motive +5, Survival +5 Languages Common Gear leather armor, quarterstaff, anything from Oleg's Trading Post

NPC. Svetlana Leveton

CR 1/2 XP __ female human expert 2 | NG Medium humanoid (human) Init +1; Senses Perception +5 Defense AC 11, touch 11, flat-footed 10 (+1 Dex) hp 10 (2d8) Fort +0, Ref +1, Will +3 Offense Speed 30 ft. Melee dagger +0 (1d4-1) Statistics Str 8, Dex 12, Con 10, Int 13, Wis 11, Cha 12 Base Atk +1; CMB +0; CMD 11 Feats Skill Focus (Sense Motive) Skills Appraise +5, Bluff +5, Craft: Clothing +5, Diplomacy +6, Heal +5, Know: Local +5, Perception +5, Prof: Cook +4, Prof: Herbalist +1, Prof: Merchant +4, Ride +1, Sense Motive +8 Languages Common Gear dagger, anything from Oleg's Trading Post

NPC. Horse

CR 1 XP 400 N Large animal Init +2; Senses low-light vision, scent; Perception +6 Defense AC 11, touch 11, flat-footed 9 (+2 Dex, 1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 Offense Speed 50 ft. Melee 2 hooves 2 (1d4+1) Space 10 ft.; Reach 5 ft. Statistics Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run Skills Perception +6 SQ docile (hooves treated as secondary attacks)

NPC. Horse

CR 1 XP 400 N Large animal Init +2; Senses low-light vision, scent; Perception +6 Defense AC 11, touch 11, flat-footed 9 (+2 Dex, 1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 Offense Speed 50 ft. Melee 2 hooves 2 (1d4+1) Space 10 ft.; Reach 5 ft. Statistics Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run Skills Perception +6 SQ docile (hooves treated as secondary attacks)

NPC. Horse

CR 1 XP 400 N Large animal Init +2; Senses low-light vision, scent; Perception +6 Defense AC 11, touch 11, flat-footed 9 (+2 Dex, 1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 Offense Speed 50 ft. Melee 2 hooves 2 (1d4+1) Space 10 ft.; Reach 5 ft. Statistics Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run Skills Perception +6 SQ docile (hooves treated as secondary attacks)

NPC. Horse

CR 1 XP 400 N Large animal Init +2; Senses low-light vision, scent; Perception +6 Defense AC 11, touch 11, flat-footed 9 (+2 Dex, 1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 Offense Speed 50 ft. Melee 2 hooves 2 (1d4+1) Space 10 ft.; Reach 5 ft. Statistics Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, Run Skills Perception +6 SQ docile (hooves treated as secondary attacks)

NPC. Hunting Dog CR 1/3 XP 135

Customized Common Dog | N Small animal Init +1; Senses low-light vision, scent; Perception +9 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 6 (1d8+2) Fort +4, Ref +4, Will +2 Offense Speed 40 ft. Melee bite +2 (1d4+1) Statistics Str 12, Dex 14, Con 15, Int 2, Wis 14, Cha 6 Base Atk +0; CMB +0; CMD 12 (16 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +1 (+9 jumping), Perception +9, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

NPC. Hunting Dog CR 1/3 XP 135

Customized Common Dog | N Small animal Init +1; Senses low-light vision, scent; Perception +9 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 6 (1d8+2) Fort +4, Ref +4, Will +2 Offense Speed 40 ft. Melee bite +2 (1d4+1) Statistics Str 12, Dex 14, Con 15, Int 2, Wis 14, Cha 6 Base Atk +0; CMB +0; CMD 12 (16 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +1 (+9 jumping), Perception +9, Survival +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

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