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Expanded Bestiary v4.4

The document provides detailed statistics and abilities for various creatures, including the Ogre Bear, Bandersnatch, Beithir, and others, each with their own challenge ratings (CR), defenses, hit points, and special abilities. It includes information on their attacks, loot drops, and unique qualities such as Frightful Presence and Poison effects. The creatures range from CR 2 to CR 15, showcasing a variety of beasts and their combat capabilities.

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rivencoelhinha
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0% found this document useful (0 votes)
13 views11 pages

Expanded Bestiary v4.4

The document provides detailed statistics and abilities for various creatures, including the Ogre Bear, Bandersnatch, Beithir, and others, each with their own challenge ratings (CR), defenses, hit points, and special abilities. It includes information on their attacks, loot drops, and unique qualities such as Frightful Presence and Poison effects. The creatures range from CR 2 to CR 15, showcasing a variety of beasts and their combat capabilities.

Uploaded by

rivencoelhinha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Frightful Presence- Any enemy that begins its turn within 6

-Expanded Bestiary- squares of the ogre bear, suffers a -2 penalty to all skill checks.
This is both a mind and fear effect.
(v4.4 Update 1) Loot Obsidian (95%)
Steal Riband (5%), Max-Potion (20%)
Additional Beasts *Includes 2 points of power attack

Axebeak CR 2
N Large Beast (bird) 3
Init d8; Senses low-light vision; Passive Perception 21 Bee, Killer CR 2
Defences Ref 15 (flat-footed 12), Fort 21, Will 13 N Small Beast (insect) 3
Hp 24; Threshold 21 Init d8; Senses darkvision; Passive Perception 12
Speed 10 squares Defences Ref 16 (flat-footed 14), Fort 11, Will 11
Melee bite +15 (1d6+5) Hp 18; Threshold 11
Space 2x2 squares; Reach 2 squares Immune Poison
Abilities Str 18, Agi 17, Vit 16, Int 2, Mnd 11, Chr 10 Speed 4 squares, fly 12 squares (hover)
Feats Skill Focus (perception, unarmed) Melee bite +13 (1d3+1/poison)
Skills Perception +11, Survival +6, Unarmed +15 Space 1x1 square; Reach 1 square
Loot Great Feather (5%), Earth Crystal (50%) Abilities Str 11, Agi 14, Vit 13, Int -, Mnd 12, Chr 9
Steal Mandrake Root (20%), Earth Crystal (95%) Special Qualities Mindless
Feats Agile Manoeuvres, Skill Focus (unarmed)
Skills Unarmed +13
Poison- Whenever a killer bee successfully stings a living target,
Bandersnatch CR 9 the target becomes poisoned with widows kiss.
N Large Beast (cat) 10 Loot Poison Fang (20%), Antidote (50%)
Init d6; Senses darkvision, scent; Passive Perception 23 Steal Poison Fang (20%), Antidote (50%)
Defences Ref 25 (flat-footed 20), Fort 21, Will 14
Hp 100; DR 10; Threshold 21
Resistance Colde, Dark
Weakness Fire, Holy Beithir CR 10
Speed 8 squares N Large Beast (lizard) 11
Melee bite +25 (1d8+16), or Init d4; Senses low-light vision, scent; Passive Perception 26
Melee 2 claws +25 (1d6+16) Defences Ref 24 (flat-footed 21), Fort 21, Will 12
Space 2x2 squares; Reach 2 squares Hp 110; DR 10; Threshold 21
Atk Options Ambush Immune Electric, Paralysis, Sleep
Abilities Str 31, Agi 21, Vit 21, Int 2, Mnd 16, Chr 10 Speed 6 squares, climb 6 squares
Special Qualities Pounce, Shadow Claw Melee bite +22 (1d8+12)
Feats Improved Defences, Improved Initiative, Skill Focus Space 2x2 squares; Reach 2 squares
(stealth, unarmed), Skill Training (stealth) Atk Options Thunder Bolt +20 (6d6+10 electric/paralysis)
Skills Perception +13, Stealth +20, Survival +13, Unarmed +25 Abilities Str 25, Agi 17, Vit 20, Int 2, Mnd 12, Chr 7
Ambush- Bandersnatches deal an additional 2d6 damage to Special Qualities Conductive
creatures that are flanked, flat-footed, or otherwise denied theirFeats Improved Defences, Improved Initiative (2), Skill Focus
Agi to reflex defence. (perception, stealth, unarmed)
Pounce- Bandersnatch may use all of their natural attacks at the Skills Perception +16, Stealth +13, Unarmed +22
end of a charge. Conductive- The damage from a beithers natural attacks, is
Shadow Fang- Whenever a bandersnatches bite attack beat both treated as electric damage, against enemies that are either weak,
the reflex and fortitude defences of a target, the target becomes resistant, or immune to electric damage. Additionally, should the
both blind and paralysed. attack roll beat both the targets reflex and fortitude defence, the
Loot Frost Pendant (20%), Shadow Essence (50%) target may not use reactions until the start of the beithir's next
Steal Moonwort (50%), Elfwort (95%) turn.
Thunder Bolt- As a standard action, the beithir may target a
single creature within a 6 squares and line of sight with an attack
roll (d20+20). If successful, the creature suffers 6d6+10 electric
Bear, Ogre CR 14 damage and are paralysed. Otherwise, creatures take half damage
N Huge Beast (bear) 15 and are not paralysed. Additionally, should the attack roll beat
Init d8; Senses low-light vision, scent; Passive Perception 28 both the targets reflex and fortitude defence, the attack may target
Defences Ref 24 (flat-footed 24), Fort 27, Will 11 an additional creature within 4 squares of the original target. This
Hp 195; DR 15; Threshold 27 may continue indefinitely, but may not target the same creature
Speed 10 squares more than once per use. The beithir may not use this ability again
Melee bite +26* (2d6+20*), or for 1d4+1 rounds.
Melee 2 claws +26* (1d8+20*), or Loot Aeromancer's Ring (5%), Storm Crystal (50%), Beast Scale
Melee gore +30* (2d6+27*) with powerful charge (95%)
Space 3x3 squares; Reach 3 squares Steal Moonwort (20%), Storm Crystal (95%)
Atk Options Bull Rush, Powerful Charge
Abilities Str 33, Agi 10, Vit 25, Int 2, Mnd 12, Chr 10
Special Qualities Frightful Presence
Feats Bull Rush, Improved Defences, Power Attack, Powerful
Charge, Skill Focus (perception, unarmed), Shake it Off,
Toughness
Skills Perception +18, Survival +13, Unarmed +28
Boar, Wild CR 4 Hell Pig CR 13
N Large Beast (swine) 5 N Huge Beast (swine) 14
Init d6; Senses low-light vision, scent; Passive Perception 18 Init d8; Senses darkvision, scent; Passive Perception 28

Defences Ref 15 (flat-footed 15), Fort 18, Will 11 Defences Ref 24 (flat-footed 23), Fort 29, Will 17
Hp 45; DR 5; Threshold 18 Hp 210; DR 15; Threshold 29
Speed 8 squares Immune Fire
Melee gore +13 (1d8+8), or Resistance Electric
Melee gore +17 (1d8+10) with powerful charge Weakness Colde
Space 2x2 squares; Reach 2 squares Speed 10 squares
Abilities Str 23, Agi 10, Vit 17, Int 2, Mnd 13, Chr 8 Melee gore +28 (2d6+18) or,
Feats Powerful Charge, Skill Focus (unarmed), Toughness Melee gore +32 (2d6+25) with powerful charge
Skills Perception +8, Survival +8, Unarmed +13 Space 3x3 squares; Reach 3 squares
Loot Beast Fang (50%), Beast Mane (95%) Atk Options Bull Rush, Trample
Steal Mandrake Root (50%) Abilities Str 32, Agi 13, Vit 29, Int 2, Mnd 22, Chr 10
Feats Bull Rush, Improved Defences, Powerful Charge, Skill
Focus (survival, unarmed), Toughness, Trample
Skills Perception +18, Survival +23, Unarmed +28
Cockatrice CR 5 Burn- The damage from a hell pigs natural attacks, is treated as
N Large Beast (bird) 6 fire damage, against enemies that are either weak, resistant, or
Init d6; Senses darkvision; Passive Perception 24 immune to fire damage. Additionally, if the attack roll beat both
Defences Ref 18 (flat-footed 15), Fort 21, Will 17 the targets reflex and fortitude defence, they take half that
Hp 30; DR 5; Threshold 21 damage again at the start of their next turn.
Immunity Petrification Heatwave- Any creature that begins their turn adjacent to the hell
Weakness Colde pig, is subject to an attack roll (d20+26) against their reflex
Speed 8 squares, fly 10 squares defence. If successful, the creature suffers 4d6 fire damage.
Melee bite +17 (1d6+7) Otherwise, the creature takes only half damage. This is an area
Space 2x2 squares; Reach 2 squares effect.
Abilities Str 18, Agi 17, Vit 11, Int 2, Mnd 13, Chr 8 Loot Beast Fang (50%), Fire Crystal (95%)
Special Qualities Death Gaze Steal Flame Pendant (20%)
Feats Improved Initiative, Skill Focus (perception, unarmed)
Skills Perception +14, Survival +9, Unarmed +17
Death Gaze- As a standard action, a cockatrice may fix its gaze
upon another living creature within 6 squares with line of sight, Rat, Plague CR 5
and make an attack (d20+13) against the target's fortitude N Small Beast (rat) 6
defence. If successful, the target creature becomes petrified, Init d8; Senses low-light vision, scent; Passive Perception 20
otherwise the creature instead becomes paralysed. If the attack
failed by 5 or more, the creature suffers no status effect.
Loot Evil Eye (5%), Pistoja Powder (20%), Health Potion (50%),
Fire Crystal (95%)
Steal Pistoja Powder (5%), Health Potion (20%)

Defences Ref 21 (flat-footed 17), Fort 14, Will 12


Hp 54; DR 5; Threshold 14
Immune Disease, Poison
Speed 8 squares
Melee bite +17 (1d4+7/disease)
Space 1x1 square; Reach 1 square
Abilities Str 12, Agi 19, Vit 18, Int 5, Mnd 14, Chr 11
Special Qualities Festering Bite, Overwhelm
Feats Agile Manoeuvres, Skill Focus (unarmed) Weapon Finesse unarmed)
Skills Perception +10, Stealth +12, Survival +10, Unarmed +17 Skills Perception +16, Stealth +16, Unarmed +17
Festering Bite- If a plague rats bite attack exceeds both the Burn- The damage from a salamanders natural attacks, is treated
targets fort defence, in addition to its ref defence, the target as fire damage, against enemies that are either weak, resistant, or
becomes diseased. immune to fire damage. Additionally, if the attack roll beat both
Overwhelm- Plague Rats receive a +2 morale bonus to attack the targets reflex and fortitude defence, they take half that
rolls for each adjacent dire rat. damage again at the start of their next turn.
Loot Remedy (5%), Antidote (20%), Beast Mane (50%) Firespit- As a standard action, a salamander may target a single
Steal 1gp (20%), Beast Mane (50%) creature within 6 squares and line of sight with an attack roll
(d20+18). If successful, the target suffer 6d6+8 fire damage.
Otherwise, creatures take half damage. Additionally, creatures
adjacent to the target, whose defences were overcome, take half
Roc CR 15 damage. The salamander may not use this ability again for 1d4+1
N Huge Beast (bird) 16 rounds.
Init d6; Senses low-light vision; Passive Perception 29 Loot Fire Crystal (50%), Beast Scale (95%)
Steal Hi-Potion (95%)

Scorpion, Giant CR 4
N Medium Beast (insect) 5
Init d8; Senses darkvision, tremmorsense; Passive Perception 17
Defences Ref 15 (flat-footed 15), Fort 13, Will 10
Hp 45; DR 5; Threshold 13
Immune Poison
Speed 10 squares
Melee sting +16 (1d4+6/poison), or
Melee 2 claws +16 (1d4+6)
Space 1x1 square; Reach 1 square
Abilities Str 19, Agi 10, Vit 16, Int -, Mnd 10, Chr 12
Special Qualities Mindless
Defences Ref 27 (flat-footed 25), Fort 28, Will 12 Feats Skill Focus (unarmed), Skill Training (Perception),
Hp 208; DR 15; Threshold 28 Toughness
Speed 4 squares, fly 16 squares (hover) Skills Perception +7, Unarmed +16
Melee bite +25* (2d6+19*) Poison- Whenever a giant scorpion successfully stings a living
Space 3x3 squares; Reach 3 squares target, the target becomes poisoned with black adder venom*.
Atk Options Devour, Running Attack Loot Poison Fang (20%), Antidote (50%), Health Potion (95%)
Abilities Str 28, Agi 15, Vit 25, Int 2, Mnd 12, Chr 11 Steal Antidote (20%), Health Potion (50%)
Special Qualities Devour *place holder
Feats Improved Defences, Improved Initiative, Power Attack,
Running Attack, Shake it Off, Skill Focus (perception, unarmed),
Toughness
Skills Perception +19, Survival +14, Unarmed +27 Scorpion, Rock CR 9
Devour- Whenever a roc successfully hits a creature, of medium N Large Beast (insect) 10
size or smaller, with its bite attack, it may immediately make a Init d8; Senses darkvision, tremmorsense; Passive Perception 22
free grapple check. Upon success, the creature is grappled and Defences Ref 22 (flat-footed 19), Fort 21, Will 13
begins being devoured. A creature being devoured suffers 1d8+17 Hp 110; DR 10; Threshold 21
unaspected damage, at the start of each their turn, before taking Immune Poison, Stuns
any actions, until they reach 0 HP, at which point, they are Speed 10 squares
swallowed and die. Melee sting +23 (1d6+13/poison), or
Loot Remedy (5%), Hi-Potion (20%), Great Feather (50%) Melee 2 claws +23 (1d6+13)
Steal Great Feather (95%) Space 2x2 squares; Reach 2 squares
*includes 2 points of power attack Abilities Str 27, Agi 15, Vit 20, Int -, Mnd 14, Chr 12
Special Qualities Mindless
Feats Improved Defences, Shake it Off, Skill Focus (unarmed),
Skill Training (Perception), Toughness
Salamander CR 7 Skills Perception +12, Unarmed +23
N Medium Beast (lizard) 8 Poison- Whenever a rock scorpion successfully stings a living
Init d8; Senses darkvision; Passive Perception 26 target, the target becomes poisoned with black adder venom*.
Defences Ref 22 (flat-footed 19), Fort 15, Will 13 Loot Poison Fang (50%), Antidote (95%)
Hp 64; DR 10; Threshold 15 Steal Antidote (50%)
Immune Fire *place holder
Weakness Colde
Speed 6 squares, climb 6 squares
Melee bite +17 (1d6+7)
Space 1x1 square; Reach 1 square Sphinx CR 12
Atk Options Firespit +18 (6d6+8 fire) CG Huge Beast (chimera) 13
Abilities Str 16, Agi 14, Vit 18, Int 2, Mnd 15, Chr 7 Init d8; Senses darkvision; Passive Perception 29
Special Qualities Burn Defences Ref 22 (flat-footed 22), Fort 29, Will 13
Feats Improved Defences, Skill Focus (perception, stealth, Hp 182; DR 15; Threshold 29
Immune Mind Effects, Paralysis, Petrification, Slow the target becomes poisoned with black adder venom*.
Speed 8 squares, fly 10 squares Web- As a standard action, a tarantula can spew forth an
Melee 2 claws +28 (1d8+18) adhesive webbing, targeting a single creature, no more than 20
Space 3x3 squares; Reach 3 squares squares from the tarantula. Make an attack (d20+22) against the
Abilities Str 35, Agi 10, Vit 26, Int 12, Mnd 17, Chr 17 target's reflex defence. If successful, the target becomes
Special Qualities Death Gaze, Purify immobilized. While immobilized this way, targets are considered
Feats Improved Defences, Running Attack, Skill Focus flat footed and cannot move until they succeed a DC20 strength
(deception, knowledge [history], perception, persuasion, check or Acrobatics check. Should the webbing be hit by a fire
unarmed) attack, the affected creatures take the appropriate amount of fire
Skills Deception +19, Knowledge (History) +17, Perception +19, damage and are no longer immobilized. Alternatively, the red
Persuasion +19, Survival +14, Unarmed +28 widow can spend one hour to cover a 4x4 square area with
Death Gaze- As a standard action, a sphinx may fix its gaze upon webbing, automatically immobilizing anyone who stumbles into
another living creature within 6 squares with line of sight, and the web. Detecting the web requires a DC 20 perception check.
make an attack (d20+13) against the target's fortitude Loot Hi-Potion (50%), Silk Thread (95%)
defence. If successful, the target creature becomes petrified, Steal Hi-Potion (95%)
otherwise the creature instead becomes paralysed. If the attack *Place Holder
failed by 5 or more, the creature suffers no status effect.
Purify- As a move action, a sphinx may clear itself of all status
effects. The sphinx may not use this ability again for 1d4+1 turns.
Loot Evil Eye (20%), Orichalcum (50%), Great Feather (95%) Vulture CR 4
Steal Dwarven Warpick (5%), Moonwart (20%), Orichalcum N Large Beast (bird) 5
(50%) Init d8; Senses low-light vision, scent; Passive Perception 24

Stirge CR 11
N Huge Beast (bat) 12
Init d8; Senses blindsense, darkvision; Passive Perception 27
Defences Ref 24 (flat-footed 21), Fort 28, Will 12
Hp 156; DR 10; Threshold 28
Speed 2 squares, fly 10 squares
Melee bite +23 (2d6+13)
Space 3x3 squares; Reach 3 squares
Atk Options Ultrasonic Screech
Abilities Str 25, Agi 16, Vit 25, Int 2, Mnd 12, Chr 6
Special Qualities Blood Drain, Bloodlust, Ultrasonic Screech
Feats Improved Defences, Skill Focus (perception, stealth,
unarmed), Toughness
Skills Perception +17, Stealth +9, Unarmed +23
Blood Drain- Whenever a stirge deals damage to a target with its
Bite, it gains an amount of HP equal to half the damage dealt Defences Ref 17 (flat-footed 15), Fort 19, Will 12
(minimum 1). Hp 45; DR 5; Threshold 19
Bloodlust- The stirge deals +1 damage die, against any creature Immune Disease
that took physical damage, on the previous turn. Speed 2 squares, fly 10 squares (hover)
Ultrasonic Screech: As a standard action, a stirge can let out an Melee bite +18 (1d8+8)
ear piercing screech, making an attack roll (d20+23) against the Space 2x2 squares; Reach 2 squares
fortitude defences of all enemies within a 12 square cone. If Atk Options Swoop
successful, the targets move -1 step on the condition track. This Abilities Str 22, Agi 15, Vit 18, Int 2, Mnd 15, Chr 7
ability cannot be used again for 1d4+1 turns. Special Qualities Swoop
Loot Sacrificial Dagger (5%), Antidote (20%), Vampyre Fang Feats Running Attack, Skill Focus (perception, unarmed)
(50%), Shadow Essence (95%) Skills Perception +14, Survival +9, Unarmed +18
Steal Vampyre Fang (20%) Swoop- Whenever the Vulture uses the running attack feat, it
deals +1 damage die.
Loot 10 Fire Arrows (5%), Great Feather (20%), Storm Crystal
(50%)
Tarantula CR 9 Steal 120gp (20%), Great Feather (50%)
N Large Beast (arachnid) 10
Init d8; Senses darkvision, tremorsense; Passive Perception 25
Defences Ref 21 (flat-footed 20), Fort 22, Will 10
Hp 130; DR 10; Threshold 22 Wasp, Giant CR 6
Immune Mind Effects N Medium Beast (insect) 7
Speed 6 squares, climb 6 squares Init d8; Senses darkvision; Passive Perception 14
Melee bite +27 (1d8+12) Defences Ref 19 (flat-footed 18), Fort 13, Will 12
Space 2x2 squares; Reach 2 squares Hp 56; DR 5: Threshold 13
Atk Options Web Immune Poison
Abilities Str 35, Agi 13, Vit 24, Int 1, Mnd 10, Chr 2 Speed 4 squares, fly 12 squares (hover)
Feats Improved Defences, Skill Focus (perception, unarmed), Melee sting +18 (1d4+8/poison)
Toughness Space 1x1 square; Reach 1 square
Skills Perception +15, Unarmed +27 Abilities Str 20, Agi 12, Vit 15, Int -, Mnd 13, Chr 11
Poison- Whenever a tarantula successfully stings a living target, Special Qualities Mindless
Feats Improved Defences, Running Attack, Skill Focus Steal Mega-Potion (5%), Elfwort (20%)
(unarmed), Toughness
Skills Unarmed +18
Poison- Whenever a giant wasp successfully stings a living
target, the target becomes poisoned. Roll the poison against the Faun CR 4
target's fortitude defence (d20+15). Should the attack roll surpass CN Medium Beastkin 4
the target's defence, the target moves -1 persistent step down the Init d8; Senses; Passive Perception 19
condition track. Should the target be reduced to 0 on the Defences Ref 17 (flat-footed 14), Fort 15, Will 16
condition track, it is paralysed but not unconscious. Roll for the Hp 24; DR 5; Threshold 11
poison each round until it is cured. Immunity Sleep
Loot Remedy (20%), Poison Fang (50%), Antidote (95%) Dfs Options Dodge +10
Steal Remedy (5%), Poison Fang (20%), Antidote (50%), Golden Speed 6 squares
Sap (95%) Melee gore +14 (1d6+4)
Space 1x1 square; Reach 1 square
Atk Options Lullaby
Abilities Str 14, Agi 16, Vit 13, Int 11, Mnd 14, Chr 17
Beastkin Feats Skill Focus (perform instrument, unarmed)
Beastkin function as beasts, however, they have the class skills of Skills Acrobatics +10, Deception +11, Knowledge (nature) +7,
a nonheroic character, and add their level to all defences. Perception +9, Perform (instrument) +14, Survival +9, Unarmed
+14
Alseid CR 10 Lullaby- As a standard, the Faun may make a perform instrument
N Large Beastkin 10 check (d20+14) against the will defence all living creatures
Init d8; Senses; Passive Perception 23 within 6 squares. If the attack roll meets or exceeds the target's
Languages Common, Sylvan will defence, they are put to sleep.
Defences Ref 25 (flat-footed 24), Fort 29, Will 23 Loot Beast Horn (50%), Crumhorn (95%)
Hp 90; DR 10; Threshold 29 Steal Ammonia Powder (50%)
Immunity Toad
Dfs Options Mounted Combat +16
Speed 12 squares
Ranged Arbalest +21* (2d12+5) Gnoll CR 7
Space 2x2 squares; Reach 2 squares CN Medium Beastkin 7
Abilities Str 23, Agi 12, Vit 19, Int 11, Mnd 16, Chr 10 Init d8; Senses darkvision; Passive Perception 18
Special Qualities Rider, Sturdy Aim Defences Ref 21 (flat-footed 19), Fort 21/26*, Will 17
Feats Mounted Archery, Mounted Combat, Skill Focus (Ranged, Hp 63; DR 5; Threshold 21
Ride), Weapon Proficiency (crossbow) Immunity Confusion, Disease
Skills Athletics +16, Knowledge (nature) +10, Perception +13, Speed 6 squares
Ranged +21, Ride +16, Survival +13, Unarmed +16 Melee Bandit’s Bhuj +19 (2d6+9), or
Rider- Alsaieds are treated as mounted for the sake of skills and Melee Spiked Pavis +18 (2d6+7)
abilities. Space 1x1 square; Reach 1 square
Sturdy Aim- Alseids may use their strength modifier for ranged Abilities Str 18, Agi 14, Vit 19, Int 8, Mnd 10, Chr 8
attack rolls. Special Qualities Bloodlust, Pack Tactics
Loot Arbalest (5%), Platemail (20%), 2d4 Tranquil Bolts (50%), Feats Armour Proficiency (light), Shield Proficiency, Skill Focus
2d4 Black Bolts (20%) (1-handed), Weapon Proficiency (axes)
Steal Elfwort (20%), Golden Sap (50%) Skills 1-handed +17, Athletics +12, Acrobatics +10, Knowledge
*Includes mounted archery penalties. (nature) +7, Perception +8, Survival +8
Bloodlust- A gnoll deals +1 damage die, against any creature that
took physical damage, on the previous turn.
Pack Tactics- When a gnoll is adjacent to an enemy creature, all
Centaur CR 9 of the gnolls allies gain a +2 bonus on attack rolls against that
N Large Beastkin 9 creature.
Init d8; Senses; Passive Perception 22 Loot Bandit’s Bhuj (5%), Spiked Pavis (20%), Wooden
Languages Common, Sylvan Breastplate (50%)
Defences Ref 24 (flat-footed 23), Fort 30, Will 22 Steal Ether (50%), Hi-Potion (95%)
Hp 98; DR 10; Threshold 30 *Against poison.
Immunity Toad
Dfs Options Block +22
Speed 12 squares
Melee Knights Lance +22 (2d10+12), or Harpy CR 9
Melee Knights Lance +26 (2d10+16) when charging NE Medium Beastkin 9
Space 2x2 squares; Reach 2 squares Init d8; Senses; Low-Light Vision; Passive Perception 21
Abilities Str 24, Agi 12, Vit 22, Int 9, Mnd 16, Chr 12 Defences Ref 24 (flat-footed 19), Fort 22, Will 21
Special Qualities Rider Hp 72 DR 10 Threshold 22
Feats Powerful Charge, Running Attack, Shield Proficiency, Skill Immunity Curse, Paralysis, Poison, Silence
Focus (1-handed), Weapon Proficiency (Polearms) Speed 4 squares, Fly 12 squares (hover)
Skills Athletics +16, 1-handed +21, Perception +12, Ride +15, Melee 2 Claws +19 (1d4+9)
Survival +12, Unarmed +16 Space 1×1 square; Reach 1 Square
Rider- Centaurs are treated as mounted for the sake of skills and Abilities Str 10, Vit 16, Agi 20, Int 7, Mnd 14, Cha 19
abilities. Special Qualities Blasphemous Song, Swoop
Loot Plate Armour (20%), Kite Shield (50%), Knights Lance Feats Agile Manouveurs, Running Attack, Skill Focus (Perform
(95%) Oratory, Unarmed), Weapon Finesse
Skills Acrobatics +14, Perception +11, Perform (oratory) +18, N Medium Beastkin 7
Survival +11, Unarmed +19 Init d8; Senses low-light vision; Passive Perception 15
Blasphemous Song- Once per turn, as a swift action, the harpy Defences Ref 19 (flat-footed 17), Fort 19, Will 19
may make a perform oratory check against the will defence of a Hp 44; DR 5; Threshold 12
single enemy within 6 squares and line of sight. If successful, the Dfs Options Dodge +15
creature is cursed with Dim. The harpy may not use this ability Speed 6 squares
again for 1d4+1 rounds. Melee gore +10 (1d6+5)
Swoop- Whenever the Harpy uses the running attack feat, it deals Space 1x1 square; Reach 1 square
+1 damage die. Atk Options Lullaby
Loot Hi-potion (50%), Great feather (95%) Abilities Str 14, Agi 15, Vit 15, Int 12, Mnd 14, Chr 19
Steal Hi-potion (95%) Feats Dodge, Skill Focus (acrobatics, knowledge nature, perform
Instrument),
Skills Acrobatics +15, Deception +12, Knowledge (nature) +18,
Perform (instrument) +17, Persuasion +12, Stealth +10, Survival
Kobold CR 3 +10, Unarmed +10
N Small Beastkin 3 Lullaby- As a standard, the Satyr may perform instrument check
Init d8; Senses low-light vision, scent; Passive Perception 15 (d20+19) against all living creatures within 6 squares. If the
Defences Ref 15 (flat-footed 14), Fort 14, Will 12 attack roll meets or exceeds the target's will defence, they are put
Hp 24; Threshold 14 to sleep.
Speed 6 squares Loot Satyrs Aulos (50%), Beast Horn (95%)
Melee Field Khukri +12 (2d4+1) Steal Panacea (20%), Ammonia Salt (50%)
Space 1x1 square; Reach 1 square
Abilities Str 9, Agi 13, Vit 12, Int 10, Mnd 9, Chr 8
Special Qualities Inspired Loyalty, Pack Tactics
Feats Skill Focus (light weapon), Weapon Proficiency (knives) Siren CR 5
Skills Acrobatics +9, Athletics +5, Knowledge (tactics) +6, Light N Medium Beastkin 5
Weapon +12, Perception +5, Stealth +14, Unarmed +5 Init d8; Senses low-light vision; Passive Perception 21
Inspired Loyalty- Kobolds both respect and fear the biggest in Languages Aquan, Auran, Common, Sylvan
the pack. Kobolds may add the Str modifier of a single ally, Defences Ref 18 (flat-footed 15), Fort 19, Will 19
within 6 squares and line of sight, to their own will defence. Hp 42; DR 5 Threshold 19
Pack Tactics- When a kobold is adjacent to an enemy creature, Immunity Silence, Toad
all of the kobolds allies gain a +2 bonus on attack rolls against Speed 4 squares, Fly 12 squares (hover)
that creature. Melee 2 claws +16 (1d4+2)
Loot Field Khukri +(20%), Beast Mane (50%) Space 1x1 square; Reach 1 square
Steal Health Potion (5%) Atk Options Siren Song +17
Abilities Str 10, Agi 17, Vit 12, Int 14, Mnd 19, Chr 21
Special Qualities Siren Song, Swoop
Feats Agile Manoeuvers, Running Attack, Skill Focus (oration)
Minotaur CR 10 Skills Acrobatics +10, Knowledge (geography) +9, Perception
CN Large Beastkin 10 +11, Perform (oratory) +17, Stealth +10, Survival +11, Unarmed
Init d8; Senses darkvision, scent; Passive Perception 24 +16
Languages Common Siren Song- As a swift action, the siren can cast the charm spell,
Defences Ref 19 (flat-footed 19), Fort 27, Will 24 without MP, using its perform oratory check. The siren may not
Hp 70; DR 10; Threshold 27 do this again for 1d4+1 rounds.
Immunity Curse, Death Effects, Paralysis, Petrify Swoop- Whenever the Siren uses the running attack feat, it deals
Speed 6 squares +1 die of damage.
Melee Gigas Mallet +22* (2d12+23*), or Loot Hi-Potion (50%), Golden sap (95%)
Melee Gore +23* (1d8+22*) with powerful charge Steal Hi-potion (5%), Health Potion (95%)
Space 2x2 squares; Reach 2 squares
Atk Options Trample
Abilities Str 23, Agi 10, Vit 15, Int 7, Mnd 19, Chr 9
Special Qualities Beef Up, Butcher's Grip, Stampede Additional Constructs
Feats Bull Rush, Power Attack, Powerful Charge, Skill Focus (2-
handed, Unarmed) Iron Golem CR 13
Skills 2-handed +21, Athletics +16, Perception +14, Survival N Huge Construct 13
+14, Unarmed +21 Init d8; Senses; Passive Perception 22
Beef Up- As a swift action, the minotaur can grant itself Defences Ref 21 (flat-footed 21), Fort 32, Will 12
resistance to all physical damage, for the duration of the Hp 221; DR 15; Threshold 37
encounter. This effect can be dispelled, in which case, the Immune Construct Immunities, Charm
minotaur may not activate this ability again for 1d4+1 rounds. Resistance Fire, Piercing, Slashing
Butcher's Grip- Minotaurs may treat large weapons as 2-handed Weakness Electric
weapons, despite their size. Speed 4 squares
Stampede- Minotaurs may trample as if they had the appropriate Melee Slam +27 (1d8+17)
feat, even though they are not mounted. Space 3x3 squares; Reach 3 square
Loot Gigas Mallet (5%), Mega-Potion (50%), Beast Horn (95%) Abilities Str 32, Agi 9, Vit -, Int 2, Mnd 12, Chr 1
Steal Gigas Heart (50%), Earth Crystal (95%) Special Abilities Granite Punch, Immoveable, Steadfast
Feats Crush, Disruptive, Improved Damage Threshold, Improved
Defences, Pin, Skill Focus (unarmed), Toughness
Skills Athletics +22, Perception +12, Unarmed + 27
Satyr CR 7 Granite Punch- Whenever the iron golems slam attack exceeds
both a target's reflex defence and fort defence, the target may take Skills Acrobatics +10, Athletics +8, Perception +9, Stealth +20,
no actions on its next turn, and is flat-footed until the start of the Unarmed +15
iron golems next turn. This is a stun. Burn- A jack-o'-lantern's bite attack deals fire damage.
Immovable- The Iron Golem cannot be moved by any means of Additionally if the attack roll surpasses both the target's reflex
forced movement, including teleportation. defence and fortitude defence, the target takes an additional 2d6
Steadfast- Once per encounter, when an attack would move the fire damage at the start of it’s next turn, before taking any other
Iron golem down the condition track, the Iron Golem can choose action.
to not move down the condition track. Explode- When a jack-o’-lantern is reduced to 0 hp, or reduced
Loot Adamantite (20%), Mythril (50%), Storm Crystal (95%) to the bottom of the condition track, it is not destroyed, but may
Steal Ore Amour (20%), Mega-Potion (50%) not take any actions. However, at the beginning of it's next turn,
the jack-o’-lantern explodes, making an attack roll (d20+15)
against the reflex defence of all creatures within 4 squares. If
successful, creatures suffer 4d6+5 fire damage. Otherwise,
Greedy Grimoire CR 10 creatures only suffer half damage. The jack-o’-lantern is then
Mp 88 destroyed.
CE Tiny Construct 10 Firespit- As a standard action, a jack-o’-lantern may target a
Init d6; Senses dark-vision; Passive Perception 25 single creature within 6 squares and line of sight with an attack
Defences Ref 26 (flat-footed 22), Fort 11, Will 16 roll (d20+15). If successful, the target suffers 4d6+5 fire damage.
Hp 60; DR 10; Threshold 11 Otherwise, creatures take half damage. Additionally, creatures
Immune Construct Immunities, Mind Effects adjacent to the target, whose defences were overcome, take half
Weakness Fire damage. The Jack-O’-Lantern may not use this ability again for
Speed 2 squares (hover) 1d4+1 rounds.
Melee Slam +19 (1d6+6) Imitate- A jack-O’-Lantern may take 20 on stealth checks made
Space 1x1 squares; Reach 1 square when remaining completely still, and can hide in plain sight.
Atk Options Syphon Mana Loot Faewood (20%), Ether (50%), Fire Crystal (95%)
Abilities Str 12, Agi 18, Vit-, Int 12, Mnd 22, Chr 8 Steal Faewood (50%)
Special Abilities Absorb Magick, Imitate, Spell Thief, Syphon
Mana
Feats Agile Manoeuvres, Combat Casting, Improved Initiative,
Skill Focus (spellcraft, unarmed) Mimic CR 7
Skills Athletics +11, Acrobatics +14, Deception +8, Perception CE Medium Construct 7
+16, Spellcraft +20, Stealth +24, Survival +16, Unarmed +19 Init d8; Senses low-light vision; Passive Perception 24
Absorb Magick- When a greedy grimoire is targeted by a non- Defences Ref 19 (flat-footed 18), Fort 14, Will 12
blue magick spell, it suffers no effect and instead regains an Hp 56; DR 5; Threshold 14
amount of temporary MP equal to the cost of the spell used. If Immune Construct Immunities, Petrification
this temporary mana is not used by the end of the encounter, it is Speed 2 squares
lost. Melee bite +15 (1d6+7)
Imitate- A greedy grimoire may take 20 on stealth checks made Space 1x1 squares; Reach 1 square
when remaining completely still, and can hide in plain sight. Abilities Str 19, Agi 12, Vit 17, Int 6, Mnd 13, Chr 10
Spell Thief- Any spell cast within 12 squares and line of sight of Special Abilities Imitate, Voracious
the greedy grimoire is then treated as a known spell, by the Feats Improved Defences, Improved Initiative, Skill Focus
greedy grimoire, until the end of the encounter. (perception, unarmed)
Syphon Mana- As a standard action, Greedy Grimoires can Skills Deception +8, Knowledge (local) +6, Perception +14,
make a spellcraft check against the will defence of a single Stealth +5, Unarmed +15
creature within 12 squares and line of sight, if successful the Imitate- A mimic may take 20 on stealth checks made when
target loses 2d6 MP. This die may explode. The Greedy Grimoire remaining completely still, and can hide in plain sight.
then gains an amount of MP equal to that which the target lost. Voracious- When a mimics bite attack surpasses both a targets
The greedy grimiore may not use this ability again for 1d4+1 reflex defence and will defence, the target loses all positive
rounds. effects and buffs provided by spells, and the mimic gains them.
Loot Evil Eye (20%), Mega-Ether (50%), Magicite (95%) This effect takes place before damage is rolled.
Steal Mega-Ether (50%) Loot Hi-Ether (5%), Hi-potion (20%), Ether (95%)
Steal Antidote (25%), Hi-potion (95%)

Jack-O’-Lantern CR 5
CN Small Construct 5 Additional Fae
Init d6; Senses darkvision; Passive Perception 18
Defences Ref 19 (flat-footed 16), Fort 11, Will 12 Owlbear CR 9
Hp 30; DR 5; Threshold 13 N Large Fae 10
Immune Construct Immunities Init d6; Senses darkvision, scent; Passive Perception 26
Resistance Fire Defences Ref 21 (flat-footed 20), Fort 31, Will 22
Weakness Colde Hp 110; DR 10; Threshold 21
Speed 4 squares Speed 6 squares
Melee Bite +15 (1d4+3) Melee bite +22 (1d8+12), or
Space 1x1 squares; Reach 1 square Melee 2 claws +22 (1d6+12)
Atk Options Firespit Space 2x2 squares; Reach 2 squares
Abilities Str 12, Agi 17, Vit -, Int 7, Mnd 14, Chr 7 Atk Options Gust
Special Abilities Burn, Explode, Firespit, Imitate Abilities Str 25, Agi 13, Vit 21, Int 2, Mnd 12, Chr 10
Feats Agile Manoeuvres, Improved Initiative, Skill Focus Special Qualities Gust, Magick Resistance
(unarmed) Feats Improved Defences, Improved Initiative, Skill Focus
(perception, unarmed), Toughness Init d8; Senses darkvision; Passive Perception 26
Skills Perception +16, Survival +11, Unarmed +22 Languages Celestial, Common, Infernal
Gust- As a standard action, an owlbear may make an attack roll Defences Ref 31 (flat-footed 25), Fort 30, Will 29
(d20+20) against the fortitude defence of all targets within a 6Hp 154; DR 15; Threshold 30
square cone. If successful, targets take 4d6+10 slashing damage Immune Dark, Fire, Poison, Curses, Death Effects
and are moved 2 squares directly away from the owlbear. Resistant Colde
Otherwise targets take half damage and are not moved. Creatures Weakness Holy
Dfs Options Block +26 (daemon shield)
that are 2 or more size categories larger than the owlbear ignore
the forced movement, even upon success. Speed 6 squares, fly 10 squares
The owlbear cannot use this ability again for 1d4+1 turns. Melee Hell Sabre +26 (2d6+16), or
Magick Resistance- The owlbear gains a +5 bonus to all Melee Hell Sabre +24 (3d6+16), or
defences against spells. Melee 2 claws +22 (1d4+12)
Loot Elfwort (20%), Earth Crystal (50%), Great Feather (95%) Space 1 square; Reach 1 square
Steal Golden Sap (5%), Great Feather (20%), Earth Crystal Atk Options Swoop
(95%) Abilities Str 20, Agi 23, Vit 21, Int 14, Mnd 18, Cha 21
Special Qualities Overwhelm, Swoop
Feats Improved Defences, Rapid Strike, Running Attack, Skill
Focus (unarmed, 1-handed), Shield Proficiency, Toughness
Additional Infernals Skills 1-handed +22, Acrobatics +18, Athletics +17, Deception
+17, Knowledge (religion) +14, Perception +16, Persuasion +17,
Behemoth CR 16 Stealth +18, Unarmed +22
N Large Infernal 16 Overwhelm- Erinyes gain a +2 bonus to attack rolls for each
Init d8; Senses darkvision; Passive Perception 29 adjacent erinyes.
Language Infernal Swoop- Whenever the erinyes uses the running attack feat, it
Defences Ref 26 (flat-footed 25), Fort 50, Will 33 deals +1 damage die.
Hp 304; DR 15; Threshold 55 Loot Hell Sabre (5%), Daemon Shield (20%), Daemon Heart
Immune Dark, Fire, Paralysis, Petrification, Poison, Toad (50%), Daemon Wing (95%)
Weakness Holy Steal Hell Sabre (20%), Daemon Shield (50%), Angell Tear
Speed 10 squares (95%)
Melee Bite +31* (2d6+25*), or
Melee 2 Claws +31* (1d8+25*), or
Melee Gore +35* (2d6+33*) with powerful charge
Space 3x3 squares; Reach 3 squares Nightmare CR 12
Atk Options Powerful Charge, Tail Slam +31* (1d8+25*), N Large Infernal 12
Trample +35* (1d8+33*) with powerful charge Init d6; Senses darkvision; Passive Perception 22
Abilities Str 40, Agi 13, Vit 37, Int 6, Mnd 22, Chr 10 Language Celestial, Infernal
Special Qualities Devour, Hellfire Breath, Tail Slam
Feats Bull Rush, Improved Damage Threshold, Improved
Defences, Power Attack, Powerful Charge, Skill Focus
(unarmed), Toughness, Trample
Skills Athletics +28, Knowledge (religion) +11, Perception +19,
Persuasion +13 (+28**), Unarmed +33
Devour- Whenever a behemoth successfully hits a creature, of
medium size or smaller, with its bite attack, it may immediately
make a free grapple check. Upon success, the creature is grappled
and begins being devoured. A creature being devoured suffers
1d8+23 unaspected damage, at the start of each their turn, before
taking any actions, until they reach 0 HP, at which point, they are
swallowed and die.
Hellfire Breath- As a standard action, the behemoth can make an
attack roll (d20+31) against the reflex defence of all creatures
within a 12 square cone. If successful, creatures take 10d6+21
fire damage. Otherwise creatures take half damage. The damage
is instead treated as dark against any creature immune, resistant,
or weak to dark damage. The behemoth may not use this attack
again for 1d4+1 rounds.
Tail Slam- Whenever the behemoth is flanked and uses its
natural attacks against a target, it may make a free tail slam attack
(d20+31*) against a creature in range, that is providing the target
a flanking bonus. This attack deals 1d8+25* blunt damage.
Loot Daemon Heart (20%), Daemon Tail (50%), Daemon Horn Defences Ref 24 (flat-footed 22), Fort 33, Will 23
(95%) Hp 132; DR 10; Threshold 33
Steal Daemon Flesh (50%) Immune Dark, Fire, Fear, Poison, Blind, Sleep, Confusion
*includes 2 points of power attack Weakness Holy
**when using intimidation Speed 10 squares
Melee gore +26 (1d8+16), or
Melee gore +30 (1d8+22) with powerful charge
Space 2x2 squares; Reach 2 squares
Erinyes CR 14 Atk Options Trample
LE Medium Infernal 14 Abilities Str 31, Agi 15, Vit 21, Int 13, Mnd 12, Chr 12
Special Qualities Terror Touch Defenses Ref 23 (flat-footed 19), Fort 25, Will 24
Feats Improved Defences, Improved Initiative, Powerful Charge, Hp 88; DR 10; Threshold 25
Skill Focus (unarmed), Toughness, Trample Dfs Abilities Incorporeal
Skills Athletics +21, Deception +12, Knowledge (religion) +12, Immune Petrification, Undead Immunities
Perception +12, Persuasion +12, Stealth +13, Unarmed +26 Weakness Holy
Burn- The damage from a nightmares natural attack, is treated as Speed fly 12 squares (hover)
fire damage, against enemies that are either weak, resistant, or Melee slam +18 (1d4+8)
immune to fire damage. Additionally, if the attack roll beat both Space 1 square; Reach 1 square
the targets reflex and fortitude defence, they take half that Atk Options Wail (d20+20)
damage again at the start of their next turn. Abilities Str —, Agi 18, Vit —, Int 5, Mnd 20, Cha 23
Terror Touch- Whenever a nightmares gore attack surpasses the Special Qualities Incorporeal, Wail
targets will defence, in addition to their reflex defence, the targetFeats Improved Initiative, Improved Defences, Skill Focus
loses their move action on their next turn. (unarmed), Weapon Finesse
If the attack surpassed the targets will defence by 5 or more, the Skills Acrobatics +23, Perception +14, Unarmed +18
target also loses their standard action. Wail- Once per encounter, a banshee may emit a terrible scream,
Finally should the attack surpass the targets will defence by 10 or as a full round action. The banshee makes an attack (d20+20)
more, the target may take no actions until the start of the against the will defence of all living creatures within 6 squares,
nightmares next turn. dealing 4d6+10 unaspected damage and leaving all affected
Loot Daemon Horn (20%), Ammonia Salt (50%), Hi-Potion targets frozen in fear for 1 round, unable to act. Any creatures
(95%) whose defence was not met or surpassed, take half damage and
Steal Elfwort (20%), Snowdrop (50%) are not feared. This is a mind affecting fear ability. This is both a
fear and mind effect.
Incorporeal Touch- The banshees slam attack deals unaspected
damage to living creatures. Additionally, when the banshee
Succubus CR 10 successfully hits a living creature with its slam, the target moves
CE Medium Infernal 10 -1 step down the condition track.
Init d8; Senses darkvision; Passive Perception 22 Loot Obsidian Brooch (5%), Mega-Potion (20%), Shadow
Languages Celestial, Common, Draconic, Elven, Infernal Essence (50%), Obsidian (95%)
Defenses Ref 23 (flat-footed 20), Fort 25, Will 22 Steal Obsidian (20%), Shadow Essence (95%)
Hp 100; DR 10; Threshold 25
Immune Electric, Fire, Poison, Toad
Resistant Colde
Weakness Holy Barghest CR 5
Speed 6 squares, fly 10 squares N Medium Undead 5
Melee 2 claws +18 (1d4+8) Init d6; Senses darkvision; Passive Perception 12
Space 1 square; Reach 1 square Defences Ref 18 (flat-footed 16), Fort 18, Will 18
Atk Options Energy Drain, Torturous Strike Hp 35; DR 5; Threshold 18
Abilities Str 13, Agi 17, Vit 20, Int 18, Mnd 14, Cha 27 Immune Undead Immunities
Special Qualities Energy Drain, Torturous Strike Resistant Colde
Feats Agile Manoeuvres, Skill Focus (persuasion, spellcraft, Weakness Fire, Holy
unarmed), Weapon Finesse Speed 10 squares
Skills Acrobatics +13, Athletics +11, Deception +18, Knowledge Melee bite +16 (1d6+6)
(local) +14, Knowledge (religion) +14, Perception +12, Space 1x1 square; Reach 1 square
Persuasion +23, Spellcraft +19, Stealth +13, Survival +12, Abilities Str 19, Agi 15, Vit -, Int 2, Mnd 14, Chr 15
Unarmed +18 Special Qualities Dirty Claw
Delusional Vision- Once per turn, a succubus may cast the charm Feats Improved Defences, Improved Initiative, Skill Focus
spell as a move action at no MP cost. This charm spell is not (unarmed)
broken by kiss of the daemon. However, any creature that Skills Unarmed +16
resisted the spells effect cannot be targeted by this ability again, Dusk Fang- If a barghest’s bite attack exceeds the targets fort
for the duration of the encounter. defence, in addition to its ref defence, the target moves -1 step on
Kiss of the Daemon- A succubus drains energy from any target the condition track, plus an additional step for every 5 points by
she lures into a passionate act. An unwilling victim must be which the attack roll surpassed the fortitude defence.
grappled before the succubus may attempt to use this ability. By Loot Cursed Bone (20%), Putrid Flesh (50%)
kissing the target, the succubus moves the target -1 persistent step Steal Hi-Potion (50%)
down the condition track.
Torturous Strike- When a succubus claw attack beats both the
targets reflex and fort defence, it deals an additional 2d6 damage
and moves the target -1 step down the condition track. Black Rider CR 10
Loot Vampire Fang (20%), Daemon Heart (50%), Daemon Horn N Large Undead 10
(95%) Init d8; Senses blindsight; Passive Perception 23
Steal Vampire Fang (50%) Defences Ref 23 (flat-footed 21), Fort 29, Will 23
Hp 90; DR 10; Threshold 29
Immune Undead Immunities
Weakness Holy
Additional Undead Speed 10 squares
Melee ice brand +22 (2d8+12)
Banshee CR 8 Space 2x2 squares; Reach 2 squares
CE Medium Incorporeal Undead 8 Abilities Str 20, Agi 14, Vit -, Int 11, Mnd 16, Chr 18
Init d6; Senses darkvision, lifesense; Passive Perception 24 Special Qualities Memento Mori, Rider
Languages Common Feats Mounted Combat, Running Attack, Trample, Skill Focus
(1-handed, ride) (95%)
Skills 1-Handed +20, Deception +14, Perception +13, Persuasion Steal 540gp (5%), Shadow Essence (95%)
+14, Ride +17, Stealth +9, Unarmed +17
Memento Mori- Anytime damage from a black rider would
exceed both a targets reflex and fortitude defence, the target
becomes cursed with withering.
Rider- Black riders are treated as mounted for the sake of using -Expanded NPC Index-
skills and abilities.
Loot Black Garb (5%), Ice Brand (20%), Shadow Essence (50%) Archdruid CR 15
Steal 500gp (5%), Shadow Essence (50%) NG Medium Wood Elf initiate 7/archdruid 8
Mana 129
Init d12; Senses low-light vision; Passive Perception 26
Languages Common, Dwarven, Elven, Sylvan, Terran
Draugr CR 9 Defences Ref 30 (flat-footed 27), Fort 29, Will 33
CE Medium Undead 9 Hp 127; DR 7; Threshold 29
Init d8; Senses darkvision; Passive Perception 20 Immunities Curse, Toad, Zombify
Defences Ref 23 (flat-footed 21), Fort 22, Will 20 Resistance Dark, Holy
Hp 72; DR 10; Threshold 27 Speed 6 squares
Immune Undead Immunities Melee Unarmed +20 (1d4+9)
Resistant Colde Ranged Terra Staff +22 (3d8+7)
Weakness Fire, Holy Special Actions Beast Shape, Tranquillity
Speed 6 squares Spells Known (Spellcraft +22) Barrier, Cleanse, Curatio, Dispel,
Melee Headsman’s Axe +22 (2d10+16) Entangle, Overgrowth, Protect, Succession, Tempest, Ward,
Space 1x1 square; Reach 1 squares Windburst, Whirlwind
Atk Options Mighty Swing Abilities Str 14, Agi 16, Vit 14, Int 16, Mnd 18, Cha 10
Abilities Str 21, Agi 14, Vit -, Int 8, Mnd 12, Chr 17 Special Qualities Child of Nature, Life Cycle (8), Lightning
Special Qualities Restless Dead Reflexes, Nature's Covenant, Survivalist, Tranquillity
Feats Armor Proficiency (light), Improved Damage Threshold, Talents Beast Shape, Beast Shape Mastery, Galeforce, Greater
Mighty Swing, Shake it Off, Skill Focus (2-handed) Beast Shape, Savage Bite, Summon Wild, Toxicant, Wild Magick
Skills 2-handed +19, Athletics +14, Perception +10, Stealth +11, Feats Agile Manoeuvrers, Arcane Study (3), Armour Proficiency
Unarmed +14 (mystic), Channel, Combat Casting, Extra Mana, Improved
Restless Dead- Once per encounter, after a Draugr is reduced to Defences, Shake it Off, Skill Focus (spellcraft, unarmed),
0 HP or moved to the bottom of the condition track, they revive Toughness, Weapon Proficiency (knives, staves)
with half of their max hp, as well as move +3 steps up the Skills Acrobatics+15, Athletics +14, Knowledge Nature +15,
condition track, in 1d3+1 rounds. Perception +16, Spellcraft +22, Survival +16, Unarmed +20
Loot Headsman’s Axe (5%), Cursed Bone (20%), Viking Coat Loot Sage's Surplice (5%), Jet Necklace (20%), Tourmaline Ring
(50%), Shadow Essence (95%) (50%), Terra Staff (95%), and 8,700gp
Steal Cursed Bone (50%) Steal Tourmaline Ring (20%), Hi-Ether (95%)

Dullahan CR 13 Glade Guardian CR 10


N Large Incorporeal Undead 13 CN Medium Wood Elf rogue 3/bard 3/warrior 1/blade dancer 3
Init d6; Senses blindsight; Passive Perception 25 Init d8; Senses low-light vision; Passive Perception 20
Defences Ref 29 (flat-footed 26), Fort 35, Will 28 Languages Common, Elven, Gnomish, Goblin, Orcish, Sylvan,
Hp 143; DR 15; Threshold 35 Terran
Immune Undead Immunities Defenses Ref 32 (flat-footed 28), Fort 23, Will 21
Resistance Fire Hp 85; DR 9; Threshold 23
Weakness Holy Dfs Abilities Dodge (d20+19)
Speed 10 squares Immunities Sleep, Stuns
Melee Doom Flail +26 (3d8+16), or Speed 6 squares
Melee Doom Flail +30 (3d8+23) with powerful charge Melee 2 Mythril Swords +18 (2d6+13), or
Space 2x2 squares; Reach 2 squares Melee 2 Mythril Swords +18 (2d6+15) with samba
Abilities Str 25, Agi 16, Vit -, Int 11, Mnd 19, Chr 22 Special Actions No Foot Rise (1/encounter), Samba, War Dance
Special Qualities Frightful Presence, Incorporeal, Memento Known Performances (Perform Dance +17) Mourning Elegy,
Mori, Rider Vagrant's Threnody
Feats Improved Defences, Improved Initiative, Mounted Abilities Str 10, Agi 19, Vit 12, Int 13, Mnd 10, Cha 14
Combat, Powerful Charge, Running Attack, Trample, Skill Focus Special Qualities Child of Nature, Lightning Reflexes, No Foot
(1-handed, ride) Rise, Survivalist
Skills 1-Handed +23, Deception +17, Perception +15, Persuasion Talents Dance, Dual Weapon Flourish I, Dual Weapon Flourish
+17, Ride +19, Stealth +9, Unarmed +18 II, Improved Uncanny Dodge, Samba, Uncanny Dodge, Weapon
Frightful Presence- Any enemy that begins its turn within 6 Specialization (swords)
squares of the dullahan, suffers a -2 penalty to all skill checks. Feats Armor Proficiency (light), Dodge, Improved Initiative,
This is both a mind and fear effect. Improved Two Weapon Fighting, Linguist, Skill Focus
Memento Mori- Anytime damage from a black rider would (acrobatics, light weapon, perform dance), Weapon, Two Weapon
exceed both a targets reflex and fortitude defence, the target Fighting, Weapon Finesse, Weapon Proficiency (axes, bludgeons,
becomes cursed with withering. crossbows, knives, swords)
Rider- Black riders are treated as mounted for the sake of using Skills Acrobatics +19, Athletics +10, Knowledge (Nature) +11,
skills and abilities. Light Weapon +19, Perception +10, Perform (Dance) +17,
Loot Zombie Mail (20%), Doom Flail (50%), Shadow Essence Persuasion +12, Survival +10, Stealth +14
Loot Mythril Shirt (5%), Mythril Sword (20%), Agate Ring Feats Arcane Study, Armour Proficiency (light, heavy), Channel,
(50%), Amethyst Armlet (95%), and 3,700gp Combat Casting, Extra Mana, Improved Defences, Shield
Steal Mega-Potion (20%), Hi-Potion (95%) Proficiency, Skill Focus (athletics, spellcraft, unarmed), Skill
Shapeshifter CR 12 Training (spellcraft), Toughness, Weapon Proficiency (axes,
NG Medium* Catfolk warrior 1/initiate 6/druid 5 bludgeons, knives, polearms, swords)
Mana 86 Skills Acrobatics +12, Athletics +19, Knowledge (Nature) +13,
Init d12; Senses darkvision, scent; Passive Perception 25 Medicine +15, Perception +15, Spellcraft +20, Survival +15,
Languages Catfolk, Common, Gnomish, Terran Unartmed +19
Defences Ref 27 (flat-footed 26), Fort 27, Will 31 Loot Gigas Chestplate (5%), Jet Necklace (20%), Tourmaline
Hp 115; DR 10; Threshold 27 Ring (50%), Panacea (95%), and 5,700gp
Dfs Abilities Tough as Nails Steal Jet Necklace (5%), Hi-Potion (95%)
Immunities Stuns, Toad, Zombify *Large for the sake of size requirements.

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