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The Horror Tree CR 14
Unique undead advanced treant
NE Gargantuan undead
Init –1; Senses darkvision 60 ft., low-light vision; Listen +27, Spot +27
AC 30, touch 7, flat-footed 30
(–1 Dexterity, +23 natural, –2 size)
hp 220 (21d12+84)
Fort +9, Ref +5, Will +15
DR 10/slashing; Immune cold, undead traits
Weakness vulnerability to fire
Spd 30 ft.
Melee 2 slams +22 (4d6+15 plus fungus)
Space 20 ft.; Reach 20 ft.
Special Attacks double damage against objects, trample 3d6+22 (DC 35)
During Combat The horror tree has an uncanny knack for sensing druids, rangers, gnomes, and other creatures with ties to the natural world. It targets these foes over others. The horror tree pursues foes as long as they remain in sight but does not pursue enemies into the cabin (though if foes remain in reach, it does strike at them through open doors and windows).
Morale The horror tree fights until destroyed.
Str 41, Dex 8, Con —, Int 12, Wis 16, Cha 18
Base Atk +10; Grp +33
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack (slam), Power Attack, Weapon Focus (slam)
Skills Knowledge (nature) +25, Listen +27, Sense Motive +27, Spot +27, Survival +27 (+29 in above-ground natural environments)
SQ unholy fortitude
Fungus (Ex) The horror tree’s branches are encrusted with a virulent fungus that grows rapidly when in contact with blood, sending filaments ripping through the bodies of any living creatures damaged by its slams and dealing 1d6 points of Dexterity damage in the process. A creature brought to 0 Dexterity by this effect is slain.
Unholy Fortitude (Ex) The horror tree gains bonus hit points equal to its Charisma modifier times its Hit Dice, and a bonus on its Fortitude saves equal to its Charisma modifier.
Ghostly Expert CR 15
Male dwarf ghost expert 14 (incorporeal)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Listen +10, Spot +10
Aura horrific appearance (60 ft., DC 22)
AC 17, touch 17, flat-footed 15
(+5 deflection, +2 Dexterity)
hp 91 (14d12)
Fort +6, Ref +6, Will +12
Defensive Abilities +4 turn resistance; Immune incorporeal traits, undead traits
Spd fly 30 ft. (perfect)
Melee vicious bite +15 touch (3d6+7/18–20 plus eater of flesh)
Special Attacks frightful moan (DC 22), telekinesis (CL 14th, DC 22)
During Combat He uses his frightful moan on the first round of combat, then uses telekinesis to hurl non-flying foes off of his ledge. He focuses his melee attacks on larger foes—victims with the most meat on their bones.
Morale Once he engages in battle, he fights until destroyed, knowing he will just rejuvenate in a few days.
Str —, Dex 14, Con —, Int 13, Wis 12, Cha 20
Base Atk +10; Grp —
Feats Endurance, Improved Initiative, Iron Will, Great Fortitude, Skill Focus (Profession [miner])
Skills Climb +17, Craft (armorsmith) +18, Craft (blacksmith) +18, Hide +10, Knowledge (geography) +18, Knowledge (nature) +18, Listen +10, Profession (miner) +21, Search +26, Spot +10
Languages Common, Dwarven, Giant
Eater of Flesh (Su) As a victim of the wendigo’s insidious disease prior to his death, he retains a portion of that sickness within his very being. On a successful critical hit with his bite attack, the ghost tears away a chunk of flesh and consumes it (the flesh becoming ethereal and vanishing as he does so)—this deals 1d6 points of Constitution and Charisma damage to the victim.
Rejuvenation (Su) Until his bones are returned to the the cabin, kis ghost rejuvenates 2d4 days after it is destroyed.
Vicious Bite (Su) He threatens a critical hit with his bite on a natural roll of 18–20. His fangs become solid and razor sharp as they cut through flesh but ignore armor, allowing him to attack with his bite as a touch attack. He adds 1-1/2 times his Charisma modifier as damage to his vicious bite attack. Wounds caused by his vicious bite are deep and gory, continuing to bleed for 1d8 points of damage per round for 4 rounds after they are dealt. This bleeding cannot be staunched by nonmagical means, but any amount of magical healing stops it at once.
Female icy nymph druid 8
CN Medium elemental (augmented fey, cold, extraplanar, water)
Init +6; Senses low-light vision; Listen +23, Spot +23
Aura blinding beauty (30 ft., DC 20), cold (10 ft., DC 22)
AC 28, touch 21, flat-footed 22
(+5 deflection, +6 Dexterity, +5 natural, +2 shield)
hp 161 (14d8+98)
Fort +20, Ref +18, Will +22
DR 10/cold iron; Immune cold; Resist fire 30
Weakness vulnerable to fire
Spd 30 ft., swim 20 ft.
Melee +3 dagger +18/+13 (1d4+2/19–20 plus icy touch) or
icy touch +15 touch (1d6 cold)
Special Attacks exude ice, icy touch, stunning glance (DC 18), wild shape 3/day (Large)
Spell-Like Ability (CL 7th)
Spells Prepared (CL 15th)
8th—finger of death (DC 24)
7th—heal, wind walk
6th—antilife shell, greater dispel magic (2), transport via plants
5th—baleful polymorph (DC 21), call lightning storm (DC 21), commune with nature, cure critical wounds (2)
4th—air walk, control water, cure serious wounds (2), ice storm
3rd—cure moderate wounds (3), dominate animal (DC 19), quench, sleet storm
2nd—barkskin, bear’s endurance, cat’s grace, chill metal (DC 18), gust of wind, lesser restoration, resist energy
1st—charm animal (DC 17), cure light wounds (3), obscuring mist (2), speak with animals
0—cure minor wounds (3), guidance (3)
Before Combat She casts barkskin, bear’s endurance, and cat’s grace on herself before revealing herself to the PCs.
During Combat Her first action in combat is to cast antilife shell. She then relies on this spell to keep enemies from engaging her in melee while she summons creatures and uses ranged spells against foes. If her foes manage to engage her in melee, she wild shapes into a dire bear to continue the battle.
Morale She fights until brought below 25 hit points, at which she flees using transport via plants to escape to the opposite side of the Icemists; she does not seek another confrontation with the PCs.
Str 8, Dex 22, Con 24, Int 16, Wis 22, Cha 20
Base Atk +9; Grp +8
Feats Ability Focus (blinding beauty), Dodge, Mobility, Natural Spell, Weapon Finesse
Skills Balance +11, Climb +4, Concentration +24, Diplomacy +13, Escape Artist +15, Handle Animal +14, Hide +15, Knowledge (nature) +21, Listen +23, Move Silently +15, Sense Motive +15, Spot +23, Swim +24
Languages Aquan, Common, Sylvan
SQ animal companion (none currently), ice mastery, nature sense, resist nature’s lure, trackless step, unearthly grace, wild empathy +19, woodland stride
Gear +3 dagger, ring of force shield, ring of greater fire resistance
Cold Aura (Su) She emits an aura of cold to 10 feet. Any creature in this range takes 2d6 points of cold damage per round, with a DC 22 Fortitude save halving the damage for that round. She can suppress or resume her cold aura as a free . The save DC is Constitution-based.
Exude Ice (Su) At will as a full-round action, She can exude a circle of slippery ice in a 20-foot-diameter spread centered on her. This ice remains in the affected area, melting away as normal for the ambient temperature. Moving into a square of ice costs 2 squares of movement, and the DC for Balance, Climb, and Tumble checks in the area increases by +5.
Ice Mastery (Ex) She gains a +1 morale bonus on attack and damage rolls if her foe is touching ice. She never slips or slides on ice unless she wishes, and can climb icy surfaces as though affected by a spider climb spell.
Icy Touch (Su) She touch deals 1d6 points of cold damage. Attacks she makes with metallic weapons deal +1d6 points of cold damage as well. Anyone who suffers this additional cold damage must make a DC 22 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.
Giants of Shangri La
Many giants dwell in Shangri La, mostly cloud giants and frost giants, but with a few taiga giants and storm giants thrown into the mix. Without exception, these giants have all fallen under the control of the revived rune giants of Shangri La. Before the greed lord's awakening 5 years ago, the cloud and frost giants of Shangri La lived in a dozen different bickering tribes, but under the new regime they have reverted to the enslaved minions.
All of the giants encountered in Shangri La possess telepathic links with a rune giant within the city itself. They can use this telepathic link to inform their lords of the PCs, and in so doing alert the city of their approach. This mental link and command functions similar to dominate monster (CL 20th), and can be dispelled. A giant freed from his rune giant master becomes panicked and attempts to flee the environs at once—only if magically compelled does a freed giant even contemplate a return to Shangri La.
The control exerted over the giants by their masters is much more subtle than that of most dominate monster effects—it’s a DC 30 Sense Motive check to sense this enchantment effect.
CN Medium humanoid (skulk)
Init +2; Senses low-light vision; Listen +1, Spot +2
AC 13, touch 12, flat-footed 11
(+2 Dex, +1 natural)
hp 11 (2d8+2)
Fort +1, Ref +5, Will +1
Spd 30 ft.
Melee spear +1 (1d8)
Ranged spear +2 (1d8)
Special Attacks sneak attack +1d6
During Combat Like most skulks, lives by avoiding combat; he fights only if cornered, but does so while sobbing and begging for mercy.
Morale He flees if confronted with combat.
Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 6
Base Atk +1; Grp +1
Feats Altitude Affinity
Skills Hide +22, Move Silently +14, Spot +2
Untrackable (Ex) Skulks can pass through forest and subterranean settings without a trace—double the DC for any tracking attempt against a skulk.
Skills Skulks have a +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks.
Abominable Snowmen CR 10
Yeti barbarian 2/fighter 4
CE Large monstrous humanoid (cold)
Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6
Aura frightful gaze (30 ft.)
AC 23, touch 9, flat-footed 21
(+2 Dexterity, +14 natural, –2 rage, –1 size)
hp 113 (10 HD; 4d8+2d12+4d10+60)
Fort +16, Ref +7, Will +9
Defensive Abilities uncanny dodge; DR 10/piercing; Immune cold
Weaknesses vulnerable to fire
Spd 50 ft.
Melee 2 claws +19 (1d8+11/19–20 plus 2d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks cold, improved grab, squeeze
During Combat The abominable snowmen lack subtlety in combat—their roars and bellowing charges are as close as they get to organized tactics. Each snowman picks one target to attack, doubling up only if there aren’t enough victims to go around.
Morale The snowmen fight to the death to protect their lair but do not pursue foes further than 500 feet from its edge.
Base Statistics When not raging, an abominable snowman’s stats change as follows: AC 25, touch 11, flat-footed 23; hp 93; Fort +14, Will +7; Melee 2 claws +17 (1d8+9/19–20 plus 2d6 cold);
Str 24, Con 18; Climb +14
Str 28, Dex 15, Con 22, Int 6, Wis 14, Cha 10
Base Atk +10; Grp +21
Feats Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Power Attack, Skill Focus (climb), Weapon Focus (claw), Weapon Specialization (claw)
Skills Climb +16, Hide +9 (+21 in snow), Listen +6, Move Silently +10, Spot +6
SQ thick hide
Cold (Ex) An abominable snowman’s body generates intense cold, even more so than that generated by a typical yeti, dealing 2d6 points of damage to those who contact it for at least 1 round or those who are struck by its claws.
Frightful Gaze (Su) Creatures within 30 feet that meet the eyes of an abominable snowman must succeed on a DC 12 Will save or stand paralyzed in fear. This is a mind-affecting fear effect. A creature that successfully saves cannot be affected again by the frightful gaze of that abominable snowman for one day. The save DC is Charisma-based.
Improved Grab (Ex) To use this ability, an abominable snowman must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the abominable snowman establishes a hold and can squeeze.
Squeeze (Ex) An abominable snowman that makes a successful grapple check against a Medium or smaller opponent pulls the opponent against its body and squeezes it with both arms, dealing 2d6+10 points of crushing damage and 2d6 points of cold damage each round.
Thick Hide (Ex) Abominable snowmen of the Kodar Mountains have thicker fur and hides than most yeti—their base natural armor bonus is +14 and they possess damage reduction 10/piercing as a result.
Skills An abominable snowman has a +4 racial bonus on Listen and Spot checks. They gain a +12 racial bonus on Hide checks made in snowy terrain.
The Hidden Beast CR 15
Male advanced dread vampire decapus sorcerer 10
CE Large undead (augmented aberration)
Init +8; Senses blindsight 30 ft., darkvision 120 ft., scent; Listen +22, Spot +22
AC 33, touch 16, flat-footed 29
(+5 armor, +3 deflection, +4 Dexterity, +12 natural, –1 size)
hp 177 (25d12+15); fast healing 5
Fort +13, Ref +17, Will +22
Defensive Abilities turn resistance +6; DR 10/good and silver;
Immune cold; Resist acid 10, electricity 10, sonic 10
Weaknesses sunlight vulnerability, water vulnerability
Spd 30 ft., climb 30 ft., fly 15 ft. (perfect)
Melee 10 tentacles +27 (1d8+12/19–20)
Space 10 ft.; Reach 15 ft.
Special Attacks blood drain, children of the night, constrict 1d8+12, create spawn, dominate (DC 26), energy drain, illusion, improved grab, sound imitation
Spell-Like Abilities (CL 10th)
3/day—darkness, fog cloud
Spells Known (CL 10th, +19 ranged touch)
5th (5/day)—telekinesis (DC 24)
4th (7/day)—greater invisibility, phantasmal killer (DC 25)
3rd (7/day)—dispel magic, displacement, lightning bolt (DC 22)
2nd (8/day)—blindness/deafness, false life, mirror image, scorching ray
1st (9/day)—alarm, magic missile, ray of enfeeblement, shield, ventriloquism (DC 22)
0 (6/day)—acid splash, dancing lights, detect magic, ghost sound (DC 21), mage hand, message, open/close, prestidigitation, read magic
Before Combat The Hidden Beast casts extended false life on itself every day and places a silent mental alarm at each of the room entrances. It uses its ring of invisibility to remain invisible at all times.
During Combat The Hidden Beast concentrates on maintaining the illusion of the undead speaker, hoping the PCs waste at least a round fighting it while its vampire minions move into position around them. The creature uses ventriloquism to disguise its actual location, taking the first few rounds of combat to cast displacement, mirror image, and shield on itself. Its final act is to cast greater invisibility, so on ensuing rounds as it attacks the PCs, it remains unseen. The Hidden Beast is fond of using telekinesis to disarm foes, but it generally starts its offense by casting phantasmal killer or lightning bolt. It avoids melee combat unless it can engage a foe one-on-one.
Morale If reduced to 0 hit points, the Hidden Beast automatically assumes gaseous form and attempts to escape through the fissures in and around the dais in the center of this room. These narrow fissures lead down 30 feet to a circular cavern, 20 feet in diameter, that serves as the Hidden Beast’s “coffin.” Once at rest here, it rematerializes and is helpless. It regains 1 hit point after 1 hour, then it is no longer helpless and resumes healing at the rate of 5 hit points per round from its fast healing.
Str 34, Dex 19, Con —, Int 14, Wis 16, Cha 28
Base Atk +16; Grp +36
Feats Alertness, Combat Reflexes, Eschew Materials, Extend Spell, Great Fortitude, Greater Spell Focus (illusion), Improved Critical (tentacle), Improved Grapple, Improved Initiative, Improved Natural Attack (tentacle), Lightning Reflexes, Power Attack, Silent Spell, Spell Focus (illusion), Track
Skills Bluff +19, Climb +20, Concentration +20, Hide +10, Listen +22, Move Silently +29, Search +12, Sense Motive +13, Spot +22
SQ alternate form, flight, gaseous form, summon familiar (currently none), uncanny climber
Gear bracers of armor +5, ring of invisibility, Sihedron ring
Alternate Form (Ex) As a standard action, the Hidden Beast can assume the shape of a crag spider or a spider swarm, although it rarely chooses to do so.
Blood Drain (Ex) The Hidden Beast can drain blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d6 points of Constitution drain each round it maintains the pin.
Children of the Night (Su) The Hidden Beast can command the lesser creatures and undead of the world and can summon them three times a day as a standard action. It can summon 1d8 crag spiders, 2d4 spider swarms, or 1d6 shadows with each use of this ability. Summoned creatures arrive in 2d6 rounds and serve the Hidden Beast for up to 1 hour.
Constrict (Ex) The Hidden Beast deals 1d8+12 points of damage with a successful grapple check.
Create Spawn (Su) Any humanoid or monstrous humanoid slain by the Hidden Beast’s energy drain attack rises as a vampire 24 hours later. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from the Hidden Beast’s blood drain attack rises in the same manner after death, but as a dread vampire. Undead created in this manner are under the Hidden Beast’s control—at any given time, the Hidden Beast may have enslaved vampires totaling no more than 30 Hit Dice—and undead it creates beyond this limit are free-willed. The majority of the Hidden Beast’s vampire minions are skulk rogues.
Dominate (Su) The Hidden Beast can crush an opponent’s will by looking into its eyes. This requires a standard action. Anyone targeted by the Hidden Beast’s gaze must make a DC 26 Will save or fall instantly under its control as though by a dominate monster spell (CL 15th). This ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su) Once per round, a living creature hit by one of the Hidden Beast’s tentacles in that round gains 2 negative levels. It’s a DC 26 Fortitude save to remove these negative levels. The Save DC is Charisma-based.
Flight (Su) The Hidden Beast’s flight is supernatural in nature and cannot be dispelled.
Gaseous Form (Su) The Hidden Beast can assume gaseous form at will, as the spell of the same name (CL 5th), except that the Hidden Beast may remain in gaseous form indefinitely and has a fly speed of 40 feet (perfect) in this form.
Illusion (Su) The Hidden Beast can create illusions, as per minor image (CL 15th), at will. A DC 26 Will save allows a creature to see through the illusion. The save DC is Charisma-based.
Improved Grab (Ex) To use this ability, the Hidden Beast must hit a creature of any size with a tentacle. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Sound Imitation (Ex) The Hidden Beast can mimic any creature it has previously encountered with total accuracy. A DC 26 Will save detects the ruse. The save DC is Charisma-based.
Sunlight Vulnerability (Ex) The Hidden Beast takes 5 points of damage per round of direct exposure to sunlight and does not gain any benefit from fast healing when exposed to sunlight.
Uncanny Climber (Su) The Hidden Beast can climb with ease, as if spider climbing. It can use the accelerated climb action to cover any distance up to 4 times its climb speed, with each check allowing it to climb a distance equal to its Climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Water Vulnerability (Ex) Running water (including the sea) deals 5 points of damage per round that the Hidden Beast is in contact with it, and its fast healing ability does not function during this time.
Vampire Skulk CR 9
Vampire skulk rogue 6
CE Medium undead (augmented humanoid)
Init +2; Senses low-light vision; Listen +20, Spot +20
AC 29, touch 18, flat-footed 22
(+2 armor, +1 deflection, +7 Dexterity, +7 natural, +2 shield)
hp 52 (8d12); fast healing 5
Defensive Abilities evasion, trap sense +2, turn resistance +4, uncanny dodge; DR 10/magic and silver; Resist cold 10, electricity 10
Fort +2, Ref +17, Will +6
Spd 30 ft.
Melee slam +12 (1d6+7 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 15), sneak attack +4d6
During Combat Once combat begins, the hidden skulks move along the walls of the room and attempt to take up positions where they can move as pairs to flank foes. They continue to fight two-on-one as long as possible to maximize their sneak attacks. They prefer to fight foes who do not possess silver weapons, breaking off combat with those who use such weapons to seek easier prey if possible.
Morale The vampire skulks fight until reduced to 0 hit points, at which point they turn gaseous and drift toward the balcony to the northwest. Once there, they seep through cracks in the wall into a room under the balcony in which their coffins (actually nothing more than narrow niches in the floor) wait for them to rest and recover.
Str 20, Dex 24, Con —, Int 12, Wis 18, Cha 12
Base Atk +5; Grp +10
Feats Alertness, Altitude Affinity, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Shield Proficiency, Weapon Finesse
Skills Bluff +9, Climb +13, Hide +41, Jump +15, Listen +20, Move\ Silently +34, Search +9, Sense Motive +12, Spot +20, Tumble +17
SQ alternate form, gaseous form, spider climb, trapfinding, untrackable
Gear +1 padded armor, +1 buckler, ring of protection +1
Untrackable (Ex) A vampire skulk can pass through forest and subterranean settings without a trace—double the DC for any tracking attempt against a skulk.
Skills Skulks have a +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks.
CR 16 Male elite advanced ice devil
LE Large outsider (evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., see in darkness; Listen +28, Spot +28
Aura fear aura (10-ft. radius, DC 25), unholy aura (spell-like ability always active)
AC 35, touch 17, flat-footed 31
(+4 deflection, +4 Dexterity, +18 natural, –1 size)
hp 225 (18d8+144); regeneration 5 (good-aligned weapons and spells with the good descriptor)
Fort +23, Ref +19, Will +22
DR 10/good; Immune fire and poison; Resist acid and cold 10; SR 25
Spd 40 ft.; fly 60 ft. (good)
Melee +4 icy burst returning spear +30/+25/+20/+15 (2d6+16/19–20/×3 plus 1d6 cold plus slow) and
bite +23 (2d6+4) and
tail +23 (3d6+4 plus slow)
Ranged +4 icy burst returning spear +26 (2d6+12/19–20/×3 plus 1d6 cold plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks slow (DC 27), summon devil
Spell-Like Abilities (CL 13th)
At will—cone of cold (DC 22), fly, greater teleport (self plus 50 pounds of objects only), ice storm, persistent image (DC 22), unholy aura (DC 25), wall of ice (DC 21)
Before Combat He maintains fly and unholy aura at all times. Just before he starts a fight, he attempts to summon 2d4 bone devils to aid him.
During Combat He lets summoned devils engage foes in melee while he wreaks havoc with mobility, using wall of ice to break up enemy tactics. Cone of cold and ice storm are favorites to use at range, but once he’s engaged in melee he abandons his spell-like abilities and focuses his anger on obvious healers before moving on to other enemies.
Morale He has lived for thousands of years by knowing when he’s outclassed, but he’s never been confronted here in Shangri La. He cuts it close to the edge as a result, fleeing to a distant hideout via greater teleport only if reduced to fewer than 20 hit points. He does not return to Shangri La anytime soon if he escapes in this manner.
Str 27, Dex 18, Con 26, Int 22, Wis 24, Cha 24
Base Atk +18; Grp +30
Feats Dodge, Improved Critical (spear), Mobility, Multiattack, Persuasive, Spring Attack, Weapon Focus (spear)
Skills Bluff +30, Concentration +29, Intimidate +32, Jump +33, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (local) +27, Knowledge (nobility and royalty) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +28, Sense Motive +28, Spellcraft +29, Spot +28
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
Gear +4 icy burst returning spear
Mountain Roper CR 15
CE Huge magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7
AC 27, touch 10, flat-footed 26
(+1 Dexterity, +17 natural, –1 size)
hp 216 (16d10+128)
Fort +17, Ref +10, Will +11
Immune electricity; Resist cold 10; SR 30
Weakness vulnerability to fire
Spd 10 ft.
Melee bite +24 (3d6+15)
Ranged 6 strands +15 ranged touch (drag)
Space 15 ft.; Reach 15 ft. (75 feet with strand)
Special Attacks weakness (DC 28)
During Combat The mountain roper lashes out at the closest foes, but isn’t unintelligent. It knows to focus its first attacks on heavily armored foes.
Morale The mountain roper fights to the death.
Str 30, Dex 12, Con 26, Int 10, Wis 20, Cha 12
Base Atk +16; Grp +34
Feats Ability Focus (weakness), Alertness, Altitude Affinity, Improved Initiative, Iron Will, Weapon Focus (strand)
Skills Climb +29, Hide +12 (+20 in stony or icy areas), Listen +7, Spot +7
Languages Terran, Imperial
CR 17 Male elite mature adult blue dragon (earth)
LE Huge dragon
Init +6; Senses blindsense 60 ft., darkvision 120 ft., keen senses;
Listen +30, Spot +30
Aura frightful presence (210 ft., DC 26)
AC 40, touch 13, flat-footed 38
(+4 armor, +3 deflection, +2 Dexterity, +23 natural, –2 size)
hp 324 (24d12+168)
Fort +24, Ref +19, Will +20
DR 10/magic; Immune electricity, paralysis, sleep; Resist cold 30;
Spd 40 ft., burrow 20 ft., fly 150 ft. (poor)
Melee bite +30 (4d6+8/19–20) and 2 claws +28 (2d6+4) and 2 wings +28 (1d8+4) and tail slap +28 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100 ft. line, 14d8 electricity, DC 29), crush (4d6+12, DC 29), sound imitation (DC 26)
Spell-Like Abilities (CL 7th)
3/day—create/destroy water, ventriloquism (DC 15)
Spells Known (CL 7th)
3rd (5/day)—cure serious wounds, haste
2nd (7/day)—invisibility, lesser restoration, resist energy
1st (7/day)—alarm, cure light wounds, mage armor, magic missile, shield
0 (6/day)—detect magic, detect poison, mage hand, mending, message, prestidigitation, read magic
During Combat He first attempts a breath weapon pass if two or more opponents are in a line. He focuses his shatter spell against an obvious handhold where a PC clings or a piton is embedded. Before engaging in melee, he casts shield of faith and invisibility, unleashing a second breath weapon before doing so if able.
Morale If reduced to below 100 hit points, He flees back to the lair to warn his brethren. If this transpires, chances of encounters occur every 2 hours and involve pairs of dragons.
Str 26, Dex 15, Con 24, Int 18, Wis 16, Cha 19
Base Atk +24; Grp +40
Feats Altitude Affinity, Dodge, Hover, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Mobility, Multiattack, Spring Attack
Skills Bluff +31, Concentration +34, Hide +21, Intimidate +33, Knowledge (architecture and engineering) +31, Listen +30, Sense Motive +30, Spellcraft +33, Spot +30, Use Magic Device +31
Languages Common, Draconic, Giant, Infernal, Imperial
Gear Sihedron ring, ring of greater cold resistance
CR 18 Female human fighter 18
NE Large humanoid
Init +7; Senses Listen +3, Spot +3
AC 33, touch 13, flat-footed 32
(+13 armor, +3 deflection, +1 Dexterity, +7 shield, –1 size)
hp 247 (18d10+144)
Fort +24, Ref +14, Will +14
Defensive Abilities 20% miss chance; Immune death effects, energy drain, mind affecting effects; SR 20 (32 against transmutation)
Spd 20 ft.
Melee Chellan +22 (2d6+27/15–20) or
Chellan +28/+25/+20/+15 (2d6+17/15–20) and
shield bash +21 (1d6+4)
Space 10 ft.; Reach 10 ft.
During Combat Her tactics are simple—she selects the strongest looking foe and focuses her wrath upon him, moving to other foes only when her current target is defeated. She uses a 10-point Power Attack when she isn’t making a full attack, but abandons this tactic when making a full attack with Chellan and her shield bash.
Morale She fights to the death.
Str 26, Dex 16, Con 26, Int 10, Wis 16, Cha 8
Base Atk +18; Grp +30
Feats Altitude Affinity, Combat Reflexes, Dodge, Great Fortitude, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Bull Rush, Improved Initiative, Improved Shield Bash, Iron Will, Lightning Reflexes, Mobility, Quick Draw, Power Attack, Spring Attack, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Intimidate +20, Jump +18, Ride +24
SQ runelord champion, inherent bonuses, permanent spells
Combat Gear potions of cure serious wounds (5), potions of fly (2), potion of haste; Other Gear +5 full plate, +5 heavy steel shield, Chellan, amulet of health +4, belt of giant strength +4, cloak of minor displacement, ring of freedom of movement, Sihedron ring, scarab of protection (10 charges)
Inherent Bonuses In order to ensure his champion is as powerful as possible, her lord has used wish spells to grant Viorian a +5 inherent bonus to Strength and Dexterity and +4 inherent bonuses to Constitution and Wisdom.
Permanent Spells She has the following permanent spell effects at CL 22nd (placed by her lord): enlarge person and telepathic bond.
Runelord Champion (Ex) She bears the rune of greed upon her left cheek, a physical manifestation of her role as her lord’s champion. She has pledged herself to his service, body and soul, and as long as he lives (even while that life is confined inside of the runewell), she gains complete immunity to mind-affecting effects. In addition, she possesses SR 32 against spells from the school of transmutation.
Unfortunately, being the champion of greed also brings with it an associated weakness against domineering runeforged weapons—she qualifies as a transmuter for that weapon’s bane effects, and critical hits made against her with such weapons automatically confirm.
Chellan, Sword of Greed
Aura strong transmutation; CL 16th
Slot —; Weight 25 lb.
Of the Seven Blades of Conviction wielded by the runelords’ champions, weapons known as the Alara’hai to the Imperials, the sword of greed was the most extravagant, for it was made of magically hardened gold, tempered to the strength of adamantine yet retaining its luster. Although made of gold, Chellan functions as an adamantine weapon for purposes of overcoming damage reduction and bypassing hardness. Chellan is a +5 keen scimitar, and its dense weight allows it to damage foes as if it were one size category larger than its actual size. It can be properly wielded only by characters with a Strength of 18 or higher—all other characters must either wield it as a two-handed weapon or take a –2 penalty on attack rolls with the weapon.
Whenever Chellan strikes a foe, the target must make a DC 20 Fortitude save or be slowed as the spell (CL 16th). If the sword instead scores a critical hit, the target must make a DC 25 Fortitude save or be turned into a crystalline statue, as if by flesh to stone. Characters turned to crystal by Chellan appear to be made of ruby, diamond, or some other valuable gem, but are in fact merely colored quartz of little value to the looter.
The Thing from beyond Time CR 16
Advanced hound of Tindalos
NE Large outsider (evil)
Init +13; Senses darkvision 120 ft.; Listen +36, Spot +36
Aura ripping gaze (30 ft.)
AC 26, touch 19, flat-footed 17
(+9 Dexterity, +7 natural)
hp 294 (28d8+168)
Fort +21, Ref +26, Will +20
DR 10/magic; Immune poison, mind-affecting effects
Spd 40 ft.
Melee bite +26 (4d6+16) and
2 claws +21 (3d6+13)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 10th)
At will—air walk, fog cloud, invisibility, locate creature
3/day—dimensional anchor, greater scrying (DC 18), haste, slow (DC 17)
During Combat The Thing from beyond Time is not immune to the effects of the occluding field—in fact, its presence causes the monster extreme discomfort and pain. Beyond its first manifestation in the room (made possible only by the Leng Device’s fluctuation of energy), the hound of Tindalos cannot use its angled entry ability at all. The feeling of being trapped and cut off from the angles of time enrages the monster, driving it into a blind frenzy. It attacks any creature it sees, not using its spell-like abilities at all and focusing on the largest target available if choices must be made. It makes all attacks as 10-point Power Attacks.
Morale If the occluding field is brought down, the hound immediately plane shifts away, never to return. Otherwise, it fights to the death.
Str 23, Dex 28, Con 22, Int 20, Wis 21, Cha 18
Base Atk +28; Grp +38
Feats Ability Focus (ripping gaze), Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (bite, claw), Lightning Reflexes, Power Attack, Track, Weapon Finesse
Skills Balance +44, Concentration +37, Hide +36, Jump +45, Knowledge (arcana) +36, Knowledge (geography) +36, Knowledge (the planes) +36, Listen +36, Move Silently +40, Search +36, Spot +36, Survival +36, Tumble +44
SQ angled entry, otherworldly mind
Angled Entry (Su) Normally, a hound of Tindalos can use greater teleport at will once per round as a free action and plane shift three times a day, but as long as the occluding field is active, the Thing from beyond Time cannot use these abilities.
Otherworldly Mind (Ex) A non-outsider who attempts to read a hound’s thoughts must make a DC 29 Will save. Those who succeed take 5d6 points of damage and the attempt to read the hound’s thoughts ends. Those who fail are driven insane, as the spell insanity. The save DC is Wisdom-based.
Ripping Gaze (Su) 14d6 damage, 30 ft., Fortitude DC 29 negates. Those damaged by this gaze attack suffer deep, bloodless, but hideously painful rents in their flesh. The save DC is Charisma-based.
CR 16 Male human transmuter 16
LE Medium humanoid
Init +4; Senses arcane sight, darkvision 60 ft., see invisibility; Listen +1, Spot +1
AC 28, touch 17, flat-footed 24
(+5 armor, +3 deflection, +4 Dexterity, +2 natural, +4 shield)
hp 120 (16d4+79)
Fort +9, Ref +9, Will +11
DR 10/adamantine; Immune mind affecting effects; SR 18
Spd 30 ft., fly 40 ft. (average)
Melee staff of size alteration +11/+6 (1d6+3)
Spells Known (CL 16th; ranged touch +12)
8th—quickened maximized magic missile, mind blank (already cast), temporal stasis (DC 26)
7th—delayed blast fireball (DC 23), ethereal jaunt, statue, summon monster VII
6th—disintegrate (DC 24), flesh to stone (DC 24), greater dispel magic, quickened resist energ y, summon monster VI
5th—dismissal, quickened magic missile, overland flight (already cast), summon monster V, telekinesis (DC 23), wall of force
4th—arcane eye, dimension door, enervation, maximized magic missile, mnemonic enhancer, wall of ice
3rd—dispel magic, lightning bolt (DC 19), greater magic weapon (already cast), haste, nondetection (already cast), slow (DC 21)
2nd—bear’s endurance, blindness/deafness (3, DC 19), cat’s grace, false life (already cast), glitterdust (DC 19)
1st—alarm, expeditious retreat, feather fall, magic missile, obscuring mist, ray of enfeeblement, shield
0—acid splash, light, mage hand, message, prestidigitation
Prohibited Schools enchantment, illusion
Before Combat He casts greater magic weapon on his staff and false life, overland flight, mind blank, and nondetection on himself every morning. Once an alarm is raised, he also casts stoneskin, shield, bear’s endurance, and cat’s grace on himself before entering battle.
During Combat He begins his battles by casting summon monster spells, augmenting them with quickened spells as appropriate. He saves temporal stasis for particularly troublesome enemy spellcasters. He prefers to fight alongside giants and lamia, and if he finds the PCs before they’re already in a fight, he attempts to rally the nearest group of monstrous allies to attack before he confronts them.
Morale He fights to the death.
Base Statistics Init +2; AC 21, touch 14, flat-footed 19; hp 73; Fort
+7, Ref +7, Will +11; Dex 14, Con 14
Str 8, Dex 18, Con 18, Int 22, Wis 12, Cha 10
Base Atk +8; Grp +7
Feats Altitude Affinity, Augment Summoning, Craft Staff, Craft Wondrous Item, Greater Spell Focus (transmutation), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (conjuration, necromancy, transmutation)
Skills Concentration +19, Decipher Script +18, Knowledge (arcana)+19, Knowledge (architecture and engineering) +19, Knowledge (the planes) +19, Spellcraft +19
Languages Draconic, Giant, Imperial; tongues
SQ contingency, permanent spells, summon familiar (none currently)
Combat Gear staff of size alteration (18 charges); Other Gear amulet of natural armor +2, Sihedron ring, evil robe of the archmagi (variant: +4 resistance bonus on saves replaced by +4 enhancement bonus to Intelligence; this does not alter the robe’s gp value), gold and ivory contingency statuette worth 2,000 gp, spellbook (contains all spells from PH save for enchantment and illusion spells), gemstone dust worth 5,000 gp (for temporal stasis)
Contingency When Khalib snaps his fingers (a free action), stoneskin activates on him.
Permanent Spells Khalib has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, tongues.
CR 16 Female lamia harridan cleric 4
CE Large monstrous beast
Init +3; Senses darkvision 60 ft., low-light vision; Listen +29, Spot +29
AC 34, touch 14, flat-footed 31
(+4 armor, +3 deflection, +3 Dexterity, +14 natural, +2 shield, –2 size)
hp 237 (17d10+4d8+126)
Fort +24, Ref +17, Will +21
DR 10/magic; SR 23
Spd 60 ft.
Melee +4 unholy dagger +29/+24/+19/+14 (1d8+8/19–20) and touch +20 (1d8 Wisdom drain)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (1d6+7)
Spells Prepared (CL 16th, +23 touch, +19 ranged touch)
8th—quickened cure critical wounds, fire storm (DC 28), greater spell immunity, quickened unholy blightD (DC 24)
7th—quickened cure serious wounds, destruction (DC 27), disintegrateD (DC 17), quickened searing light, word of chaos
6th—blade barrier (DC 26), quickened cure moderate wounds, greater dispel magic, harmD (DC 26), heal
5th—quickened cure light wounds, dispel goodD, quickened divine favor, greater command (DC 25), flame strike (DC 25), slay living (DC 25), wall of stone
4th—air walk, cure critical wounds, death knell, greater magic weapon (already cast), sending, spell immunity, unholy blightD (DC 24)
3rd—blindness/deafness (DC 23), contagionD (DC 23), cure serious wounds (2), dispel magic, magic vestment (already cast), prayer, searing light
2nd—cure moderate wounds (3), hold person (DC 22), resist energy, shatterD (DC 22), silence (DC 22), spiritual weapon
1st—cure light wounds (5), endure elements (already cast), obscuring mist, protection from goodD, sanctuary (DC 20)
0—cure minor wounds (3), guidance, mending (2)
D domain spell; Domains Destruction, Evil
Before Combat She casts magic vestment on her clothing and greater magic weapon on her dagger every morning. She also casts endure elements on herself every morning as well. Once she realizes the PCs are in the Pinnacle, she casts air walk and death knell on herself. If possible, just before combat begins, she casts sending to warn her lord his enemies are near.
During Combat She lets her harridan minions engage the PCs at first while she hangs back and uses her attack spells at range. As soon as one harridan dies, she abandons this tactic and enters melee as well. She saves her quickened attack spells to augment her melee attacks.
Morale She fights to the death.
Str 24, Dex 16, Con 22, Int 12, Wis 28, Cha 19
Base Atk +20; Grp +35
Feats Altitude Affinity, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Forge Ring, Iron Will, Multiattack, Quicken Spell
Skills Bluff +12, Climb +11, Concentration +30, Hide +3, Knowledge (religion) +9, Listen +29, Spot +29
Languages Common, Giant, Imperial
Gear +1 unholy dagger, periapt of Wisdom +6, ring of force shield, Sihedron ring, four pearl anklets worth 2,000 gp each, golden crown worth 6,000 gp