This campaign is a long term campaign from level 1 through 20, though level 20 characters might find the final boss slightly underwhelming. This is intended to be a threshhold leveling campaign, not an experience point leveling campaign.
There is a wizard by the name of Felgrinbrand who is performing unethical experiments with the intention of combining people with oozes in an attempt at immortality. He is not evil, but unless the party is, they are likely to oppose his efforts due to the suffering involved. Throughout the campaign, the main enemies will be Felgrinbrand's experiments.
Oozes may be found wandering the alleys and cellars of Ba and whatever city Felgrinbrand happens to be living in at the time, materials for his experiments.
Streets | d% |
---|---|
Tiny | 01-17 |
Small | 18-57 |
Medium | 58-70 |
Large | 71-100 |
Buildings | d% |
---|---|
Tiny | 01-24 |
Small | 25-81 |
Medium | 82-100 |
Tiny Oozes | CR | d% |
---|---|---|
Sanguine Ooze Swarm | 1/3 | 01-20 |
Phlegmatic Ooze Swarm | 1/2 | 21-33 |
Animate Hair | 1/2 | 34-46 |
Skincrawler | 1/2 | 47-59 |
Amoeba Swarm | 1 | 60-65 |
Amber Ooze | 1 | 66-72 |
Melancholic Ooze Swarm | 1 | 73-79 |
Boilborn | 1 | 80-85 |
Zvucni | 1 | 86-92 |
Choleric Ooze Swarm | 2 | 93-95 |
Gelatinous Orb | 2 | 96-98 |
Cerebric Cyst | 7 | 99 |
Brain Ooze | 7 | 100 |
Small Oozes | CR | d% |
---|---|---|
Giant Amoeba | 1 | 01-24 |
Alchemic Amoeba | 2 | 25-36 |
Apallie | 2 | 37-49 |
Tar Jelly | 2 | 50-61 |
Garden Ooze | 2 | 62-73 |
Hag Eye Ooze | 3 | 74-81 |
Slithering Tracker | 3 | 82-89 |
Slithering Tracker | 4 | 90-95 |
Etheric Jelly | 5 | 96-100 |
Medium Oozes | CR | d% |
---|---|---|
Slime Mold | 1 | 01-18 |
Whip Jelly | 2 | 19-26 |
Sapphire Ooze | 2 | 27-35 |
Slithering Pit | 2 | 36-44 |
Emerald Ooze | 3 | 45-50 |
Crystal Ooze | 4 | 51-54 |
Gray Ooze | 4 | 55-59 |
Gray Crystal Ooze | 4 | 60-63 |
Doppledrek | 5 | 64-67 |
Blood Pudding | 5 | 68-70 |
Ambergrim | 6 | 71-73 |
Emotion Ooze | 6 | 74-76 |
Id Ooze | 6 | 77-79 |
Verdurous Ooze | 6 | 80-82 |
Mimic Ooze | 9 | 83-84 |
Capacitor Ooze | 11 | 85 |
Carnivorous Crystal Ooze | 11 | 86-87 |
Vespergaunt | 12 | 88-89 |
Desert Blight | 13 | 90 |
Proto Shoggoth | 13 | 91 |
Mountain Blight | 14 | 92 |
Mezlan | 14 | 93-94 |
Sewer Blight | 15 | 95 |
Tundra Blight | 16 | 96 |
Swamp Blight | 17 | 97 |
Immortal Ichor | 17 | 98 |
Forest Blight | 18 | 99 |
Cave Blight | 19 | 100 |
Large Oozes | CR | d% |
---|---|---|
Diger | 2 | 01-10 |
Slime Mold | 2 | 11-20 |
Gelatinous Cube | 3 | 21-27 |
Hungry Flesh | 3 | 28-34 |
Stun Jelly | 3 | 35-41 |
Slime Mold | 3 | 42-48 |
Mudbog | 3 | 49-55 |
Freezing Flow | 4 | 56-60 |
Frost Gelatinous Cube | 4 | 61-65 |
Mercury Ooze | 4 | 66-70 |
Ectoplasmic Ooze | 5 | 71-74 |
Ebony Gelatinous Cube | 5 | 75-78 |
Globster | 5 | 79-82 |
Ochre Jelly | 5 | 83-86 |
Electric Gelatinous Cube | 6 | 87-90 |
Livestone | 6 | 91-93 |
Glacial Ooze | 6 | 94-97 |
Metallic Ooze | 6 | 98-100 |
Diminutive animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +5, Will +1
OFFENSE
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5
SPECIAL ABILITIES
Spiny Defense (Ex) - As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Death Throes (Su) - When killed, a boilborn pops in a 10-foot-radius burst that deals 2d6 points of acid damage (DC 14 Reflex half). Creatures taking damage must succeed at a DC 12 Fortitude save or contract leprosy.
Disease (Su) - Leprosy: Injury; save Fort DC 12; onset 2d4 weeks; frequency 1/week; effect 1d2 Cha damage; cure 2 consecutive saves. This save is Constitution-based.
Small animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
OFFENSE
Speed 30 ft., swim 20 ft.
Melee bite +0 (1d3–2+1d3 acid)
STATISTICS
Str 6, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB +1; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +4, Stealth +15, Swim +11
Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4+1d3 acid)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
Tiny animal
Init +1; Senses low-light vision; Perception -1
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will -1
Defensive Abilities quills
OFFENSE
Speed 30 ft.
Melee tail slap +2 (1d3+1d3 acid)
STATISTICS
Str 11, Dex 12, Con 12, Int 2, Wis 9, Cha 5
Base Atk +0; CMB -1; CMD 9 (13 vs. trip)
Feats Lightning Reflexes
Skills Climb +4, Stealth +9 (+13 in grass); Racial Modifiers +4 Stealth in grass
SPECIAL ABILITIES
Quills (Ex) - Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage and 1d3 acid damage. A creature that grapples a porcupine takes 1d3 points of piercing damage and 1d3 acid damage each round it does so.
Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee bite +4 (1d3-4+1d3 acid), 2 claws +4 (1d2-4+1d3 acid)
Ranged spray +4 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk
STATISTICS
Str 3, Dex 15, Con 9, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Perception +5
SPECIAL ABILITIES
Musk (Ex) - Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray takes 1d3 acid damage and must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.
Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4+1d3 acid), bite +4 (1d3–4+1d3acid)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee bite +1 (1d3-1+1d3 acid)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Tiny animal
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4+1d3 acid)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics
Small animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +6, Ref +3, Will +1
OFFENSE
Speed 30 ft.
Melee bite +1 (1d4+1d3 acid)
STATISTICS
Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Great Fortitude
Skills Perception +5
Small animal
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1+1d3 acid)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Small animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 30 ft., burrow 10 ft.
Melee bite +1 (1d3+1d3 acid), 2 claws +1 (1d2+1d3 acid)
Special Attacks blood rage
STATISTICS
Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB –1; CMD 10 (14 vs. trip)
Feats Toughness
Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist
Tiny animal
Init +2; Senses low-light vision, scent; Perception +3
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-1+1d3 acid)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Sleight of Hand +3
Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4+1d3 acid plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach (Ex) - When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
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 +3 (1d6+3+1d4 acid plus trip)
STATISTICS
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6 (+10 in tall grass); Racial Modifiers +4 Stealth in tall grass
Half-Elf Commoner 1
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 4 (1d6+1)
Fort +1, Ref +2, Will –1; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee slam -1 (1d6-3 plus disease)
Languages Common
Human commoner 1/rogue 1
N Medium humanoid
Init +3; Perception +6
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (2 HD; 1d8+1d6+5)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Melee 4 tendrils +2 (1d4 plus 1d4 acid)
Special Attacks sneak attack +1d6
STATISTICS
Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Endurance, Skill Focus (Survival)
Skills Climb +6, Knowledge (local) +5, Perception +6, Sleight of Hand +8, Stealth +8, Survival +6
Languages Common
SQ trapfinding +1
Gear begging bowl
Medium animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +5, Ref +5, Will +2
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +4 (1d6+2), bite +4 (1d4+2), tentacle +5 (1d4+4 plus pull)
Special Attacks rage
STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +10, Perception +10
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.
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), 4 tendrils +2 (1d4 plus 1d4 acid)
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
Female human commoner 3/aristocrat 2
N Medium humanoid (human)
Init +1; Perception +10
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 19 (3d6+2d8)
Fort +1, Ref +2, Will +4
Defensive Abilities all-around vision; DR 5/bludgeoning; Immune acid, mind-affecting effects, ooze traits
OFFENSE
Speed 30 ft.
Melee 2 slam +4 (1d4+2)
STATISTICS
Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 12
Feats Alertness, Deceitful, Persuasive, Skill Focus (bluff)
Skills Bluff +16, Diplomacy +10, Knowledge (nobility) +5, Perception +10, Sense Motive +10
Languages Common
Gear jewelry (200 gp)
Human Commoner 5
CN Medium humanoid (human)
Init +1; Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 17 (5d6)
Fort +1, Ref +2, Will +1
Immune acid, ooze traits
OFFENSE
Speed 35 ft.
Melee slam +4 (1d4+1 plus 1d6 acid)
Ranged dagger +3 (1d4–1/19–20)
STATISTICS
Str 8, Dex 13, Con 11, Int 9, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Alertness, Dodge, Fleet, Nimble Moves
Skills Diplomacy +6, Knowledge (local) +4, Perception +6, Sense Motive +6
Languages Common
Gear dagger, antitoxin, 2,298 gp
Elf Commoner 6
CN Medium humanoid (elf)
Init +0; Senses low-light vision; Perception +11
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 15 (6d6–6)
Fort +1, Ref +2, Will +5; +2 vs. enchantments
Defensive Abilities transparency; Immune cold, fire, ooze traits, sleep
OFFENSE
Speed 30 ft.
Melee mwk rapier +3 (1d6–1/18–20)
STATISTICS
Str 9, Dex 10, Con 8, Int 14, Wis 12, Cha 13
Base Atk +3; CMB +2; CMD 12
Feats Alertness, Iron Will, Skill Focus (Appraise)
Skills Appraise +11, Bluff +5, Intimidate +5, Knowledge (history, local) +4, Perception +11, Sense Motive +9, Spellcraft +5 (+7 to identify magic item properties)
Languages Common, Elven, Gnome, Halfling
SQ elven magic, weapon familiarity
Gear potion of cure light wounds, acid (2), alchemist’s fire (2), tanglefoot bag, thunderstone, masterwork studded leather, masterwork rapier, magnifying glass, merchant’s scale, silver holy symbol, 638 gp
Human Commoner 7
N Medium humanoid (human)
Init +3; Perception +4
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 45 (7d6+21)
Fort +3, Ref +1, Will +1
OFFENSE
Speed 30 ft.
Melee 2 slams +10 (1d6+5)
Ranged dagger +2 (1d4+3/19–20)
STATISTICS
Str 16, Dex 8, Con 12, Int 11, Wis 9, Cha 10
Base Atk +3; CMB +6; CMD 15
Feats Improved Initiative, Skill Focus (Intimidate, Stealth), Step Up, Toughness
Skills Bluff +5, Intimidate +8, Perception +4, Sense Motive +1, Stealth +9
Languages Common
Gear feather token (whip), potions of cure light wounds (2), potion of shield of faith, leather armor, club, daggers (4), masterwork dagger, manacles, rope (50 ft.), sunrods (4), 3,656 gp
Half-orc Commoner 8
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 28 (8d6)
Fort +1, Ref +3, Will +6
Defensive Abilities orc ferocity, ooze traits;
Immune cold, fire
OFFENSE
Speed 30 ft.
Melee mwk spear +4 (1d8–1/×3)
Spell-Like Abilities (CL 4th)
At will — lesser confusion
STATISTICS
Str 9, Dex 12, Con 8, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +3; CMD 14
Feats Alertness, Iron Will, Persuasive, Toughness
Skills Bluff +5, Diplomacy +7, Intimidate +9, Knowledge (local) +9, Perception +4, Perform (oratory) +5, Sense Motive +12
Languages Common, Giant, Orc
SQ orc blood, weapon familiarity
Gear potion of cure moderate wounds, potion of invisibility, masterwork chain shirt, masterwork spear, courtier’s outfit, bit and bridle, light horse, riding saddle, 4,731 gp
Human Commoner 9
NE Medium humanoid (human)
Init +0; Perception +14
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 49 (9d6+18)
Fort +5, Ref +4, Will +6
Defensive Abilities split
Immune acid, fire, mind-affecting effects, ooze traits, slashing and piercing damage
OFFENSE
Speed 30 ft.
Melee +1 spear +8 (1d8+4/×3) or mwk sap +7 (1d6+2 nonlethal)
Ranged mwk light crossbow +5 (1d8/19–20)
STATISTICS
Str 14, Dex 11, Con 13, Int 10, Wis 10, Cha 9
Base Atk +4; CMB +6; CMD 16
Feats Alertness, Iron Will, Light Armor Proficiency, Martial Weapon Proficiency (sap), Toughness, Weapon Focus (spear)
Skills Climb +6, Handle Animal +4, Intimidate +3, Knowledge (local) +6, Perception +14, Ride +5, Sense Motive +11, Swim +5
Languages Common
Gear potion of bull’s strength, potions of cure light wounds (2), tanglefoot bags (4), masterwork chain shirt, +1 spear, masterwork light crossbow with 10 bolts, masterwork sap, cloak of resistance +1, everburning torch, sunrods (5), bit and bridle, heavy horse (combat trained), military saddle, 2,568 gp
Human Commoner 10
CE Medium humanoid (human)
Init –1; Perception +14
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
hp 55 (10d6+20)
Fort +6, Ref +4, Will +6
Immune detect thoughts, discern lies, alignment detection, acid, mind-affecting effects, ooze traits, piercing damage
OFFENSE
Speed 30 ft.
Melee 2 touches +12 (5d6 acid plus grab)
Ranged splash weapon +4 (varies)
STATISTICS
Str 9, Dex 8, Con 12, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +4; CMD 13
Feats Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness
Skills Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12
Languages Common, Dwarven, Elven, Halfling
Gear potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist’s fire (2), leather armor, light mace, ring of mind shielding, 875 gp
CE Mimic Ooze infused Succubus
Init 3; Senses Darkvision; Perception 21
DEFENSE
AC 20; Touch 20; Flat-Footed 17
HP 84
Fort 7 ; Ref 9 ; Will 10
DR 10/cold iron or good; Immune electric, fire, poison; Resist acid, cold 10; SR 18
OFFENSE
Speed 30; Fly 50/average;
Melee 11 Claw (1d6+1+5d6 acid, x2); s;
Spell-Like Abilities
Constant-Detect Good, Tongues
At-Will-Charm Monster (DC 22), Detect Thoughts (DC 20), Ethereal Jaunt, Suggestion (DC 21), Teleport, Greater, Vampiric Touch
1/day-Dominate Person (DC 23), Summon (level 3, babau 50%)
STATISTICS
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk 10; CMB 11; CMD 24
Skills perception 21
Languages Common, Abyssal, Celestial, Draconic, tongues, telepathy 100ft
SQ Darkvision (Ex), Detect Good (Su),
Energy Drain (Su) - A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Profane Gift (Su) - Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Gear Clothing: Courtesan's Outfit, Clothing: Jewelry (6000); Money 2 gp, 39 pp
Human Rogue 10
Medium humanoid (human)
Init +8; Perception +12
DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, +1 dodge)
hp 68 (10d8+20)
Fort +4, Ref +11, Will +2
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
Immune acid, mind-affecting effects, ooze traits, piercing damage
OFFENSE
Speed 30 ft.
Melee +1 keen rapier +13/+8 (1d6+3/15–20)
Ranged light crossbow +11 (1d8/19–20)
Special Attacks sneak attack +5d6
STATISTICS
Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Nimble Moves, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Whirlwind Attack
Skills Acrobatics +17, Climb +15, Disable Device +19, Escape Artist +17, Intimidate +13, Perception +12, Perform (dance) +13, Sleight of Hand +17, Stealth +17, Swim +15
Languages Common, Elven
SQ rogue talents (combat trick, finesse rogue, opportunist, surprise attack, weapon training), trapfinding +5
Gear potion of blur, potion of cat’s grace, alchemist’s fire (2), +1 studded leather, +1 keen rapier, light crossbow with 20 bolts, ring of protection +1, masterwork thieves’ tools, 480 gp
Elf Rogue 11
NE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +17
DEFENSE
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
hp 86 (11d8+33)
Fort +5, Ref +13, Will +5; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3;
Immune sleep, acid, mind-affecting effects, ooze traits, piercing damage
OFFENSE
Speed 30 ft.
Melee +1 rapier +15/+10 (1d6+3/15–20 plus poison)
Ranged mwk dagger +14/+9 (1d4+2/19–20 plus poison)
Special Attacks sneak attack +6d6
STATISTICS
Str 14, Dex 20, Con 12, Int 12, Wis 12, Cha 8
Base Atk +8; CMB +10; CMD 26
Feats Combat Reflexes, Improved Critical (rapier), Power Attack, Stand Still, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +19, Bluff +13, Climb +16, Disable Device +21, Disguise +13, Intimidate +13, Knowledge (local) +15, Perception +17, Stealth +19
Languages Common, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +6, combat trick, crippling strike, fast stealth, surprise attack), trapfinding +5, weapon familiarity
Gear elixir of hiding, potion of cure serious wounds, potion of invisibility, antitoxin, blue whinnis poison (4), +2 studded leather, +1 rapier, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, masterwork thieves’ tools, sunrods (3), 617 gp
CE Large dragon (cold)
Init +5; Senses dragon senses, snow vision; Perception +22; Aura cold (5 ft., 1d6 cold damage), frightful presence (180 ft., DC 17)
DEFENSES
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 149 (13d12+65)
Fort +13, Ref +9, Will +10
DR 5/magic;
Immune cold, paralysis, sleep;
SR 21
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +20 (2d6+10/19–20), 2 claws +19 (1d8+7), 2 wing tentacle slam +14 (2d4+3 plus 1d6 cold), tail slap +14 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 21, 12d4 cold)
Spell-Like Abilities (CL 13th)
At will—fog cloud, gust of wind
Spells Known (CL 1st)
1st (4/day)—shield, true strike
0th (at will)—dancing lights, detect magic, ray of frost, mending
STATISTICS
Str 25, Dex 12, Con 21, Int 12, Wis 15, Cha 12
Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
Feats Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Fly +11, Intimidate +17, Knowledge (arcane) +17, Perception +22, Spellcraft +17, Stealth +13, Swim +31
Languages Common, Draconic
SPECIAL ABILITIES
Cold Aura (Su) - An adult white dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.
Ice Shape (Su) - A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon’s caster level for this effect is equal to its Hit Dice.
Icewalking (Ex) - This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) - A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
This blood red blob jiggles menacingly toward you.
N Medium ooze
Init –5; Senses blindsight 60 ft., tremorsense 60 ft.; Perception –5
DEFENSE
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 94 (9d8 +54)
Fort +9, Ref –2, Will –2
Defensive Abilities split; Immune acid, fire, mind-affecting effects, ooze traits, slashing and piercing damage
OFFENSE
Speed 20 ft.
Melee slam +9 (1d6+4 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+4 plus 1d6 acid)
STATISTICS
Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +6; CMB +9 (+13 grapple); CMD 14 (can’t be tripped)
Skills Stealth –4; Racial Modifier +0 Stealth
SPECIAL ABILITIES
Acid (Ex) - A dragonblood ooze secretes a digestive acid that dissolves flesh and metal quickly. Each time a creature takes damage from a dragonblood ooze’s acid, the creature’s metal equipment and armor take the same amount of damage from the acid. A DC 20 Reflex save prevents damage to such items. A metal or natural weapon that strikes a dragonblood ooze takes 1d6 points of acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. If a dragonblood ooze remains in contact with a metal object for 1 full round, it inflicts 20 points of acid damage (no save) on the object. The save DCs are Constitution-based.
Split (Ex) - Slashing and piercing weapons deal no damage to a dragonblood ooze. Instead, if the dragonblood ooze would have taken 10 or more points of damage from a single slashing or piercing attack, it splits into two identical oozes, each with half of the original’s current hit points (round down). Slashing or piercing attacks that deal less than 10 points of damage do not cause a dragonblood ooze to split. Damage from multiple slashing or piercing attacks is not cumulative. A dragonblood ooze with 15 hit points or less cannot be further split and dies if reduced to 0 hit points.
Male human warrior 13
LN Medium humanoid (human)
Init +1; Perception +6
DEFENSE
AC 22, touch 12, flat-footed 20 (+6 armor, +1 Dex, +1 dodge, +4 shield)
hp 84 (13d10+13)
Fort +9, Ref +5, Will +4
DR 10/—;
Immune cold, electricity, ooze traits;
Resist fire 20
Weaknesses brittle, vulnerable to sonic
OFFENSE
Speed 30 ft. (20 ft. with armor)
Melee slam +18 (7d8+9/18-20)
Ranged masterwork light crossbow +14 (1d8/19-20)
STATISTICS
Str 17, Dex 13, Con 13, Int 11, Wis 11, Cha 12
Base Atk +13; CMB +16; CMD 27
Feats Alertness, Blind-Fight, Dodge, Improved Sunder, Lunge, Power Attack, Shield Focus, Weapon Focus (longsword)
Skills Diplomacy +14, Knowledge (local) +13, Sense Motive +13
Languages Common
Gear +1 longsword, +1 scale armor, +1 heavy steel shield, belt of physical perfection +2, masterwork light crossbow with 10 bolts
SPECIAL ABILITIES
Brittle (Ex) - Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
Razor Sharp (Ex) - A carnivorous crystal’s slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Subsonic Hum (Su) - An active carnivorous crystal gives off supernatural sonic vibrations. Any living creature starting its turn within this aura must succeed at a DC 22 Fortitude save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.
CE Large dragon (water)
Init +5; Senses dragon senses; Perception +24; Aura frightful presence (180 ft., DC 19)
DEFENSE
AC 28, touch 10, flat-footed 27 (+1 Dex, +18 natural, –1 size)
hp 161 (14d12+70)
Fort +14, Ref +10, Will +12
DR 5/magic; Immune acid, paralysis, sleep, electricity, ooze traits; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +21 (2d6+10+paralysis), 2 claws +20 (1d8+7+paralysis), 2 wings +15 (1d6+3+paralysis), tail +15 (1d8+10+paralysis)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid), corrupt water
Spell-Like Abilities (CL 14th)
At will—darkness (60-ft. radius)
Spells Known (CL 3rd)
1st (6/day)—alarm, mage armor, obscuring mist
0th (at will)—dancing lights, detect magic, mending, message, read magic
STATISTICS
Str 25, Dex 12, Con 21, Int 14, Wis 17, Cha 14
Base Atk +14; CMB +22; CMD 33 (37 vs. trip)
Feats Alertness, Improved Initiative, Improved Vital Strike, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Fly +12, Handle Animal +16, Intimidate +19, Knowledge (arcana) +19, Perception +24, Spellcraft +19, Stealth +20, Swim +32
Languages Common, Draconic, Giant
SPECIAL ABILITIES
Corrupt Water (Sp) - Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 19) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is 180 ft.
Speak with Reptiles (Sp) - A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals. swamp stride, water breathing
Swamp Stride (Ex) - A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex) - A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Acid (Ex) - An ebony cubes acid is more powerful than a common gelatinous cubes, able to dissolve even metal. Any melee hit or engulf attack deals 1d6 acid damage and the opponent’s armor and clothing dissolve and become useless immediately unless he succeeds on a DC 20 Reflex save. A metal or wooden weapon that strikes an ebony cube also dissolves immediately unless it succeeds on a DC 20 Reflex save. The cube’s acidic touch deals 20 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Paralysis (Ex) - A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
CG Large dragon (fire)
Init +5; Senses blindsense 60 ft., dragon senses; Perception +24; Aura frightful presence (180 ft., DC 20)
DEFENSES
AC 28, touch 10, flat-footed 27; (+1 Dex, +18 natural, –1 size)
hp 161 (14d12+70)
Fort +14, Ref +10, Will +12
DR 5/magic; Immune fire, paralysis, sleep, ooze traits; SR 22
Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
Melee bite +20 (2d6+10+1d6 acid plus poison), 2 claws +20 (1d8+7+1d6 acid plus poison), 2 wings +15 (1d6+3+1d6 acid plus poison), tail slap +15 (1d8+10+1d6 acid plus poison)
Special Attacks breath weapon (80-ft. line, DC 22, 12d4 fire), desert wind, sleep breath
Spell-Like Abilities (CL 14th)
At will—endure elements, speak with animals, suggestion (DC 18)
Spells Known (CL 7th)
3rd (5/day)—hold person (DC 18), tongues
2nd (7/day)—alter self, detect thoughts (DC 15), see invisibility
1st (7/day)—alarm, charm person (DC 16), protection from evil, shield, ventriloquism
0th (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation
STATISTICS
Str 25, Dex 12, Con 21, Int 16, Wis 17, Cha 16
Base Atk +14; CMB +22; CMD 33 (37 vs. trip)
Feats Alertness, Flyby Attack, Hover, Greater Spell Focus (enchant), Improved Initiative, Power Attack, Spell Focus (enchant)
Skills Bluff +20, Diplomacy +20, Fly +12, Heal +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Survival +20
Languages Common, Draconic, plus any 14 others
SPECIAL ABILITIES
Desert Wind (Su) - A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal to the dragon’s breath weapon DC.
Move Sand (Sp) - A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell.
Sleep Breath (Su) - Instead of a line of fire, a brass dragon can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round per age category of the dragon.
Irritating Fumes (Ex) - If a metallic ooze is subjected to a heat or fire effect, it emanates a cloud of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within a 10-foot radius. Affected creatures must succeed on a DC 21 Fortitude save or take 2d6 points of acid damage initially and suffer a -2 circumstance penalty on attack and weapon damage rolls for 3 rounds. The cloud disperses in 1d4 rounds and can be affected by wind. The save DC is Constitution-based.
Poison (Ex) - Melee—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
Human Barbarian 13
CN Medium humanoid (human)
Init +1; Senses blindsight 60 ft., true seeing; Perception +19
DEFENSE
AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield) (+1 deflection vs. ranged weapons)
hp 194 (13d12+104)
Fort +16, Ref +6, Will +9; +5 vs. spells and spell-like or supernatural abilities
Defensive Abilities improved uncanny dodge, trap sense +4, all-around vision, amorphous; DR 10/aligned; Immune cold, ooze traits
OFFENSE
Speed 40 ft.
Melee 2 slams +21 (2d8+8 plus siphon spirit)
Ranged mwk composite longbow +15/+10/+5 (1d8+7/×3)
Space 5 ft.; Reach 10 ft.
Special Attacks greater rage (32 rounds/day), rage powers (guarded stance +3, mighty swing, renewed vigor 3d8+10, rolling dodge +3, strength surge +13, superstition +5)
Base Statistics - When not raging, the barbarian’s statistics are AC 19, touch 11, flat-footed 18; hp 155; Fort +13, Will +6; no bonus vs. spells and spell-like or supernatural abilities; Melee +1 lance +18/+13/+8 (1d8+5/×3); Ranged mwk composite longbow +15/+10/+5 (1d8+4/×3); Str 18, Con 18; CMB +17; CMD 28; Skills Climb +7, Swim +7.
STATISTICS
Str 24, Dex 13, Con 24, Int 10, Wis 12, Cha 8
Base Atk +13; CMB +20; CMD 29
Feats Animal Affinity, Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat
Skills Acrobatics +11, Climb +10, Handle Animal +19, Knowledge (nature) +10, Perception +17, Ride +26, Survival +13, Swim +10
Languages Common
SQ fast movement
Gear oil of keen edge, potion of cure light wounds, rhino hide armor, +1 arrow catching buckler, masterwork composite longbow (+7 Str) with 20 arrows, bag of tricks (tan), belt of mighty constitution +2, cloak of resistance +1, heavy warhorse with riding saddle and masterwork studded leather barding, 51 gp
LE Huge dragon (earth)
Init +4; Senses dragon senses; Perception +22; Aura electricity (5 ft., 1d6 elect.), frightful presence (180 ft., DC 21)
DEFENSES
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 184 (16d12+80)
Fort +15, Ref +10, Will +13
DR 5/magic; Defensive Abilities ooze traits; Immune electricity, paralysis, sleep, acid, slashing and piercing damage; ; SR 24; Resist cold 5
OFFENSE
Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
Melee bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 wing pseudopod slam +18 (2d6+4 plus 2d8 acid and grab), tail slap +20 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 23, 12d8 electricity), crush, desert thirst (DC 21)
Spell-Like Abilities (CL 16th)
At will—ghost sound (DC 13), minor image (DC 15), ventriloquism (DC 14)
Spells Known (CL 5th)
2nd (5/day)—invisibility, resist energy
1st (7/day)—alarm, mage armor, shield, true strike
0th (at will)—arcane mark, detect magic, mage hand, mending, read magic, resistance
STATISTICS
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Hover, Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)
Skills Bluff +22, Fly +11, Intimidate +22, Knowledge (local) +22, Knowledge (geography) +22, Perception +22, Spellcraft +22, Stealth +11, Survival +22
Languages Auran, Common, Draconic, Giant
SPECIAL ABILITIES
Desert Thirst (Su) - A blue dragon can cast create water at will (CL 24). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 29) or be destroyed.
Electricity Aura (Su) - An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon’s turn.
Sound Imitation (Ex) - A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener’s Sense Motive check.
Acid (Ex) - The bog scum secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a bog scum’s acid, the creature’s clothing and armor takes an equal amount of damage from the acid. A DC 25 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes the bog scum takes 2d8 acid damage unless the weapon’s wielder succeeds on a DC 25 Reflex save. If the bog scum remains in contact with a wooden or metal object for 1 full round, it inflicts 25 points of acid damage (no save) to the object. The acid DCs are Constitution-based. The acid damage is not doubled with a successful Vital Strike.
Sticky (Ex) - Bog scum is extremely sticky and difficult to get away from. The bog scum gains a +4 racial bonus on grapple checks.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
CG Large dragon (earth)
Init +5; Senses dragon senses; Perception +22; Aura frightful presence (180 ft., DC 21)
DEFENSE
AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, –1 size)
Fort +14, Ref +10, Will +13
hp 172 (15d12+75)
Defensive Abilities uncanny dodge; DR 5/magic; Immune acid, paralysis, sleep, ooze traits; SR 23
OFFENSE
Speed 40 ft., fly 200 ft. (poor); climb stone
Melee bite +21 (2d6+10/19–20), 2 claws +21 (1d8+7/19–20), 2 wing pseudopod slam +16 (1d8+4 plus 1d6 acid plus poison), tail +16 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid), slow breath
Spell-Like Abilities (CL 15th; concentration +19)
At will—grease (DC 15), hideous laughter (DC 16), stone shape
Spells Known (CL 7th; concentration +11)
3rd (5/day)—dispel magic, major image (DC 17)
2nd (7/day)—glitterdust (DC 16), invisibility, phantom trap
1st (7/day)—alarm, identify, magic missile, shield, silent image (DC 15)
0th (at will)—detect magic, ghost sound (DC 14), light, message, open/close, prestidigitation, read magic
STATISTICS
Str 25, Dex 12, Con 21, Int 18, Wis 19, Cha 18
Base Atk +15; CMB +23; CMD 34 (38 vs. trip)
Feats Combat Expertise, Greater Trip, Improved Critical (bite, claw), Improved Initiative, Improved Trip, Power Attack, Vital Strike
Skills Bluff +22, Craft (traps) +28, Diplomacy +22, Fly +13, Perception +22, Perform (comedy) +19, Sense Motive +22, Spellcraft +22, Stealth +15, Use Magic Device +22
Languages Common, Draconic, Elven, Gnome, Halfling
SQ climb stone, trap master
SPECIAL ABILITIES
Climb Stone (Ex) - A copper dragon can climb on stone surfaces as though using the spider climb spell.
Slow Breath (Su) - Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon.
Trap Master (Ex) - A juvenile or older copper dragon receives a +1 bonus per age categroy on Craft (traps) and Perception checks made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps as if he had the rogue’s Trapfinding class feature.
Irritating Fumes (Ex) - If a metallic ooze is subjected to a heat or fire effect, it emanates a cloud of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within a 10-foot radius. Affected creatures must succeed on a DC 21 Fortitude save or take 2d6 points of acid damage initially and suffer a -2 circumstance penalty on attack and weapon damage rolls for 3 rounds. The cloud disperses in 1d4 rounds and can be affected by wind. The save DC is Constitution-based.
Poison (Ex) - Slam—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
Elf slayer (sniper) 14
CE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +22
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 123 (14d10+42)
Fort +11, Ref +14, Will +4; +2 vs. enchantments, +3 resistance bonus vs. poison; Immune sleep
OFFENSE
Speed 30 ft.
Melee 2 tentacles +21 (2d6+10/19–20 plus grab)
Ranged +1 composite longbow +24/+24/+19/+14 (1d8+5/×3)
Special Attacks eternal grudge, quarry, slayer’s advance 1/day, sneak attack +4d6, studied target +3 (3rd, swift action)
Base Statistics Without Rapid Shot, quarry, and studied target, the slayer has the following stats: Melee +1 vicious elven curve blade +20/+15/+10 (1d10+2/18–20 plus 2d6); Ranged +1 composite longbow +21/+16/+11 (1d8+2/×3); CMB +15; Skills Disguise +28, Intimidate +16, Knowledge (local) +20, Perception +19, Sense Motive +17, Stealth +27, Survival +17.
STATISTICS
Str 13, Dex 20, Con 14, Int 16, Wis 10, Cha 8
Base Atk +14; CMB +20; CMD 30
Feats Extreme Prejudice, Point-Blank Shot, Precise Shot, Rapid Shot, Seething Hatred (humanoid [orc]), Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +22, Climb +18, Disguise +31, Intimidate +19, Knowledge (local) +23, Perception +22, Sense Motive +20, Stealth +30, Survival +20; Racial Modifiers +2 Perception
Languages Common, Elven, Gnoll, Goblin, Orc
SQ accuracy, deadly range, elven magic, slayer talents (deadly range [2], powerful sneak, sniper’s eye, stealthy sniper, woodland stride), stalker, swift tracker, +1 poison resistant trackless studded leather, +1 composite longbow (+1 Str), +1 vicious elven curve blade, belt of physical might +2 (Dex, Con), boots of the cat, hat of disguise, disguise kit, 145 gp
Dehydration Pulse (Su) - Three times per day as a standard action (but no more often than once every 1d4 rounds), a desert blight can draw in the moisture from an area in a 20 – foot radius surrounding itself. Living creatures within range take 12d6 points of damage and are staggered for 1d4 rounds (a successful DC 24 Fortitude save halves the damage and negates the staggered effect). Creatures with the aquatic or water subtype take double damage from this effect. The save DC is Constitution-based.
Temperature Extremes (Su) - Creatures in a desert blight’s cursed domain endure extreme temperatures. In daylight hours, the temperature in a desert blight’s cursed domain functions as if it were one category higher than it is (so if the desert’s temperature is normally severe heat, the temperature rises to extreme heat conditions within the cursed domain). At night, the temperature swings to the other extreme, and is considered one category lower than the surrounding desert’s temperature conditions. If this puts the temperature conditions beyond extreme heat or extreme cold, the conditions function the same as for normal extreme heat or extreme cold, but all Fortitude saving throws against these temperature effects are attempted with a –5 penalty.
LE Huge dragon (earth)
Init +4; Senses dragon senses; Perception +22; Aura electricity (5 ft., 1d6 elect.), frightful presence (180 ft., DC 21)
DEFENSES
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 184 (16d12+80)
Fort +15, Ref +10, Will +13
DR 5/magic; Immune electricity, paralysis, sleep, ooze traits, acid, slashing and piercing damage; SR 24; Resist cold 5
OFFENSE
Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
Melee bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 wing pseudopod slam +20 (2d6+4 plus 2d8 acid and grab), tail slap +20 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 23, 12d8 electricity), crush, desert thirst (DC 21)
Spell-Like Abilities (CL 16th)
At will—ghost sound (DC 13), minor image (DC 15), ventriloquism (DC 14)
Spells Known (CL 5th)
2nd (5/day)—invisibility, resist energy
1st (7/day)—alarm, mage armor, shield, true strike
0th (at will)—arcane mark, detect magic, mage hand, mending, read magic, resistance
STATISTICS
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Hover, Improved Initiative, Multiattack, Shatter Defenses, Weapon Focus (bite)
Skills Bluff +22, Fly +11, Intimidate +22, Knowledge (local) +22, Knowledge (geography) +22, Perception +22, Spellcraft +22, Stealth +11, Survival +22
Languages Auran, Common, Draconic, Giant
SPECIAL ABILITIES
Desert Thirst (Su) - A blue dragon can cast create water at will (CL 24). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 29) or be destroyed.
Electricity Aura (Su) - An adult blue dragon is surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of the dragon’s turn.
Sound Imitation (Ex) - A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener’s Sense Motive check.
Acid (Ex) - The bog scum secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a bog scum’s acid, the creature’s clothing and armor takes an equal amount of damage from the acid. A DC 25 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes the bog scum takes 2d8 acid damage unless the weapon’s wielder succeeds on a DC 25 Reflex save. If the bog scum remains in contact with a wooden or metal object for 1 full round, it inflicts 25 points of acid damage (no save) to the object. The acid DCs are Constitution-based. The acid damage is not doubled with a successful Vital Strike.
Sticky (Ex) - Bog scum is extremely sticky and difficult to get away from. The bog scum gains a +4 racial bonus on grapple checks.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
LG Huge dragon (water)
Init +0; Senses dragon senses; Perception +28; Aura frightful presence (180 ft., DC 23)
DEFENSE
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 184 (16d12+80)
Fort +15, Ref +10, Will +15
Defensive Abilities ooze traits; DR 5/magic; Immune electricity, paralysis, sleep, acid, slashing and piercing damage; SR 24; Resist cold 5
OFFENSE
Speed 40 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), 2 wing pseudopod slam +20 (2d6+4 plus 2d8 acid and grab), tail slap +20 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, DC 23, 12d6 electricity), crush, repulsion breath
Spell-Like Abilities (CL 16th)
At will—create food and water, fog cloud, speak with animals
Spells Known (CL 7th)
3rd (5/day)—dispel magic, slow (DC 18)
2nd (7/day)—blur, gust of wind, mirror image
1st (8/day)—alarm, mage armor, obscuring mist, shield, true strike
0th (at will)—detect magic, light, message, resistance
STATISTICS
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk +16; CMBK +26; CMD 36 (40 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Hover, Improved Vital Strike, Multiattack, Power Attack, Vital Strike
Skills Diplomacy +24, Fly +11, Handle Animal +21, Intimidate +24, Knowledge (arcana) +24, Knowledge (geography) +24, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +11, Swim +35
Languages Aquan, Common, Draconic, Elven, Gnome
SPECIAL ABILITIES
Change Shape (Su) - A young or older bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
Repulsion Breath (Su) - Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect.
Water Breathing (Ex) - A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater.
Wave Mastery (Su) - For up to 10 minutes per age category per day, a juvenile bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.
Acid (Ex) - The bog scum secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a bog scum’s acid, the creature’s clothing and armor takes an equal amount of damage from the acid. A DC 25 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes the bog scum takes 2d8 acid damage unless the weapon’s wielder succeeds on a DC 25 Reflex save. If the bog scum remains in contact with a wooden or metal object for 1 full round, it inflicts 25 points of acid damage (no save) to the object. The acid DCs are Constitution-based. The acid damage is not doubled with a successful Vital Strike.
Sticky (Ex) - Bog scum is extremely sticky and difficult to get away from. The bog scum gains a +4 racial bonus on grapple checks.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
Dwarf Monk 15
LN Medium humanoid (dwarf)
Init +7; Perception +22
DEFENSE
AC 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +2 natural, +4 Wis)
hp 91 (15d8+20)
Fort +13, Ref +15, Will +16; +2 vs. enchantments, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities rejuvenation, defensive training (+4 dodge bonus to AC vs. giants), improved evasion, ; Immune disease, poison, acid, electricity, ooze traits; SR 25; Resist cold 10
OFFENSE
Speed 70 ft.
Melee +1 unarmed strike +24 (2d10+18/19–20)
Ranged improvised thrown weapon +15 (1d8+4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, quivering palm (1/day, DC 21), stunning fist (15/day, DC 21)
Base Statistics - Without barkskin and cat’s grace, the monk’s statistics are Init +5; AC 24, touch 20, flat-footed 22; Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19–20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills Acrobatics +14 (+45 when jumping), Stealth +9.
STATISTICS
Str 18, Dex 17, Con 12, Int 12, Wis 18, Cha 8
Base Atk +11; CMB +19 (+21 trip); CMD 37 (41 vs. bull rush, 43 vs. trip)
Feats Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improvised Weapon Mastery, Medusa’s Wrath, Power Attack, Scorpion Style, Step Up, Stunning Fist, Throw Anything
Skills Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to assess non-magical metals or gemstones), Climb +11, Craft (carpentry) +21, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +8, Perception +22 (+24 to notice unusual stonework), Sense Motive +19, Stealth +11
SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body
Gear oil of greater magic weapon (3), oil of mending (5), potion of barkskin, potion of cat’s grace, potions of cure serious wounds (2), amulet of mighty fists +1, belt of giant strength +2, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, masterwork artisan’s tools, 470 gp
Hypoxic Domain (Su) - A mountain blight’s cursed domain is always treated as being one altitude zone higher than its actual zone would otherwise indicate, so areas that would normally function as a low pass zone (lower than 5,000 feet) function as low peak or high pass (5,000 to 15,000 feet), and areas that normally function as low peak or high pass instead function as high peak (higher than 15,000 feet). If the mountain blight’s cursed domain is already located in an area counted as a high peak, the effects of altitude sickness manifest immediately rather than after a 6-hour period spent in the area. Furthermore, as soon as a creature fails a Fortitude save against this effect, it suffers the effects of slow suffocation. Characters in these zones must attempt regular Fortitude saves to avoid suffering from fatigue and other effects of altitude sickness. A mountain blight is always considered to be acclimated to its domain and never suffers ill effects from this ability, and it can select creatures within this domain to be similarly protected as a free action.
Powerful Slam (Ex) - A mountain blight applies one and a half times its Strength modifier to slam damage.
Tremors (Su) - As a swift action up to three times per day but no more often than once every 1d4 rounds, a mountain blight may cause the ground in a 60-foot radius around it to shake and shudder, as if from a localized earthquake. All creatures standing in this area must succeed at a DC 26 Reflex save or fall prone. These tremors are not strong enough to damage buildings. Creatures that can’t be tripped are immune to this effect. The save DC is Constitution-based.
A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body.
CE Huge dragon (fire)
Init +4; Senses dragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
DEFENSE
AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
hp 212 (17d12+102)
Fort +16, Ref +10, Will +15
Defensive Abilities ooze traits; DR 5/magic; Immune fire, paralysis, sleep, acid, slashing and piercing damage; SR 25; Resist cold 5
OFFENSE
Speed 40 ft., fly 200 ft. (poor)
Melee bite +25 (2d8+15), 2 claws +25 (2d6+10), 2 wing pseudopod slams +23 (2d6+4 plus 2d8 acid and grab), tail slap +23 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 24, 12d10 fire), crush (Small Creatures, DC 24, 2d8+15)
Spell-Like Abilities (CL 17th, concentration +20)
At will—detect magic, pyrotechnics (DC 15), suggestion (DC 16)
Spells Known (CL 7th, concentration +10)
3rd (5/day)—dispel magic, haste
2nd (7/day)—invisibility, resist energy, see invisibility
1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike
0th (at will)—arcane mark, light, mage hand, mending, message, prestidigitation, read magic
STATISTICS
Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
Feats Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowledge (arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12
Languages Common, Draconic, Dwarven, Orc
SPECIAL ABILITIES
Fire Aura (Su) - An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.
Smoke Vision (Ex) - A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
Acid (Ex) - The bog scum secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a bog scum’s acid, the creature’s clothing and armor takes an equal amount of damage from the acid. A DC 25 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes the bog scum takes 2d8 acid damage unless the weapon’s wielder succeeds on a DC 25 Reflex save. If the bog scum remains in contact with a wooden or metal object for 1 full round, it inflicts 25 points of acid damage (no save) to the object. The acid DCs are Constitution-based. The acid damage is not doubled with a successful Vital Strike.
Sticky (Ex) - Bog scum is extremely sticky and difficult to get away from. The bog scum gains a +4 racial bonus on grapple checks.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
LG Huge dragon (cold)
Init +4; Senses dragon senses, fog vision; Perception +25; Aura frightful presence (180 ft., DC 23)
DEFENSE
AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
hp 195 (17d12+85)
Fort +15, Ref +12, Will +17
Defensive Abilities ooze traits; DR 5/magic; Immune acid, cold, paralysis, sleep, acid, slashing and piercing damage; SR 25; Resist cold 5
Weaknesses vulnerability to fire
OFFENSE
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight
Melee bite +24 (2d8+12), 2 claws +23 (2d6+8), 2 wing pseudopod slams +21 (2d6+4 plus 2d8 acid and grab), tail slap +21 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 23, 12d8 cold), crush (small, DC 23, 2d8+12), paralyzing breath
Spell-Like Abilities (CL 17th; concentration +23)
At will—detect evil, feather fall, fog cloud
Spells Known (CL 7th; concentration +13)
3rd (5/day)—dispel magic, wind wall
2nd (7/day)—augury, cure moderate wounds, web (DC 17)
1st (7/day)—alarm, bless, divine favor, shield, true strike
0th (at will)—detect magic, flare, light, message, prestidigitation, read magic, stabilize
STATISTICS
Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +27; CMD 37 (41 vs. trip)
Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +17, Diplomacy +25, Fly +16, Heal +25, Intimidate +25, Knowledge (arcana) +25, Knowledge (local) +25, Knowledge (nobility) +25, Perception +25, Sense Motive +25, Spellcraft +25
Languages Auran, Common, Draconic, Dwarven, Giant, Terran
SPECIAL ABILITIES
Change Shape (Su) - A silver dragon can assume any animal or humanoid form 3/day as if using polymorph.
Cloudwalking (Su) - A very young or older silver dragon can tread on clouds or fog as though on solid ground.
Fog Vision (Ex) - A juvenile or older silver dragon can see perfectly well in fog and clouds.
Graceful Flight (Ex) - A young or older silver dragon’s aerial maneuverability is one step better than normal.
Paralyzing Breath (Su) - Instead of a cone of cold, a silver dragon can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Acid (Ex) - The bog scum secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a bog scum’s acid, the creature’s clothing and armor takes an equal amount of damage from the acid. A DC 25 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes the bog scum takes 2d8 acid damage unless the weapon’s wielder succeeds on a DC 25 Reflex save. If the bog scum remains in contact with a wooden or metal object for 1 full round, it inflicts 25 points of acid damage (no save) to the object. The acid DCs are Constitution-based. The acid damage is not doubled with a successful Vital Strike.
Sticky (Ex) - Bog scum is extremely sticky and difficult to get away from. The bog scum gains a +4 racial bonus on grapple checks.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
Dwarf Fighter 16
NE Medium humanoid (dwarf)
Init +5; Perception +20
DEFENSE
AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, +4 natural)
hp 172 (16d10+80)
Fort +19, Ref +15, Will +12; +2 vs. poison, spells, and spell-like abilities; +4 vs. fear
Defensive Abilities acidic spray, rejuvenation, bravery +4, defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee 2 claws +25 (2d8+13/19–20 plus 2d6 acid) reach 15
Ranged +3 unholy heavy crossbow +31 (1d10+11/17–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (crossbows +3, axes +2, hammers +1)
Base Statistics - Without greater magic weapon, barkskin, and heroism, the Fighter’s statistics are Senses Perception +18; AC 25, flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer +20/+15/+10/+5 (1d8+3/×3); Ranged +1 unholy heavy crossbow +27 (1d10+8/17–20); CMB +18; Skills Perception +18 (+20 to notice unusual stonework), Ride +23.
STATISTICS
Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 6
Base Atk +16; CMB +20; CMD 34 (38 vs. bull rush or trip)
Feats Blinding Critical, Critical Focus, Deadly Aim, Greater Vital Strike, Greater Weapon Focus (heavy crossbow), Greater Weapon Specialization (heavy crossbow), Improved Critical (heavy crossbow), Improved Precise Shot, Improved Vital Strike, Mounted Combat, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Vital Strike, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow)
Skills Perception +20 (+22 to notice unusual stonework), Ride +25
Languages Common, Dwarven
SQ armor training 4
Gear +1 axiomatic bolts (5), +1 human–bane bolts (5), +1 merciful bolts (5), oil of greater magic weapon (CL 12th), potion of barkskin (CL 9th), potion of cure serious wounds, potion of heroism, adamantine bolts (15), cold iron bolts (10), silver bolts (10), +2 banded mail, +1 unholy heavy crossbow with 50 bolts, masterwork dwarven waraxe, masterwork warhammer, belt of physical might +2 (Dex, Con), cloak of resistance +3, efficient quiver, eyes of the eagle, ring of protection +1, manacles (4), silk rope (100 ft.), bit and bridle, heavy horse (combat trained), manacles (4), masterwork chain shirt barding, military saddle, saddlebags, 118 gp
Acidic Spray (Ex) - As an immediate action, a sewer blight can spray a blast of acid on any creature that damages it with a melee attack. This spray of acid deals 8d6 points of acid damage, split evenly between the weapon and the weapon’s wielder (if the weapon was a natural weapon or an unarmed strike, the full damage applies to the attacker). A successful DC 27 Reflex save halves the acid damage. The save DC is Constitution-based.
Command Ooze (Su) - Unintelligent oozes never attack a sewer blight, and a sewer blight can target any mindless ooze with dominate monster, even though they are normally immune to this mind-affecting spell. When a sewer blight dominates an ooze in this way, it gains enough influence over the ooze for the ooze to carry out simple commands (such as “guard this room,” “flank this foe,” or “bring me that dead body”).
Plagued Domain (Su) - The first time a creature enters a sewer blight’s domain in a 24-hour period, it must succeed at a DC 27 Reflex save or contract filth fever. Within the domain, the save DCs for all disease-based effects inflicted by creatures under the sewer blight’s control increase by 2 and onset times for all diseases contracted there are reduced to 0.
Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.
LG Huge dragon (fire)
Init +0; Senses dragon senses; Perception +30; Aura frightful presence (180 ft., DC 24)
DEFENSE
AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
hp 225 (18d12+108)
Fort +17, Ref +11, Will +18
Defensive Abilities ooze traits; DR 5/magic; Immune fire, paralysis, sleep, acid, slashing and piercing damage; SR 26; Resist cold 5
OFFENSE
Speed 60 ft., fly 250 ft. (poor), swim 60 ft.
Melee bite +26 (2d8+15/19–20), 2 claws +26 (2d6+10/19–20), 2 wing pseudopod slams +24 (2d6+4 plus 2d8 acid and grab), tail +24 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 25, 12d10 fire), crush (small, DC 25, 2d8+15), weakening breath
Spell-Like Abilities (CL 18th; concentration +23)
At will—bless, daylight, detect evil
Spells Known (CL 7th; concentration +12)
3rd (5/day)—dispel magic, prayer
2nd (7/day)—aid, cure moderate wounds (DC 17), resist energy
1st (7/day)—alarm, divine favor, mage armor, shield, shield of faith
0th (at will)—detect magic, light, mending, stabilize
STATISTICS
Str 31, Dex 10, Con 23, Int 20, Wis 21, Cha 20
Base Atk +18; CMB +30; CMD 40 (44 vs. trip)
Feats Alertness, Critical Focus, Extend Spell, Improved Critical (bite, claw), Iron Will, Multiattack, Power Attack, Vital Strike
Skills Diplomacy +26, Fly +13, Heal +26, Knowledge (arcana, local, nobility, religion) +26,Perception +30, Sense Motive +30, Spellcraft +26, Swim +39
Languages Celestial, Common, Draconic
SPECIAL ABILITIES
Change Shape (Su) - A very young or older gold dragon can assume any animal or humanoid form 3/day as if using polymorph.
Detect Gems (Sp) - A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.
Fast Flight (Ex) - A young or older gold dragon is treated as one size category larger when determining his fly speed.
Luck (Sp) - Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This ability is the equivalent of a 2nd-level spell.
Weakening Breath (Su) - Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half).
Acid (Ex) - The bog scum secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a bog scum’s acid, the creature’s clothing and armor takes an equal amount of damage from the acid. A DC 25 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes the bog scum takes 2d8 acid damage unless the weapon’s wielder succeeds on a DC 25 Reflex save. If the bog scum remains in contact with a wooden or metal object for 1 full round, it inflicts 25 points of acid damage (no save) to the object. The acid DCs are Constitution-based. The acid damage is not doubled with a successful Vital Strike.
Sticky (Ex) - Bog scum is extremely sticky and difficult to get away from. The bog scum gains a +4 racial bonus on grapple checks.
Ooze Blood (Ex) - Every 20 points of piercing or slashing damage releases a Dragonblood Ooze from inside the dragon's body.
Human Rogue 17
LN Medium humanoid (human)
Init +6; Perception +15
DEFENSE
AC 27, touch 19, flat-footed 21 (+7 armor, +3 deflection, +5 Dex, +1 dodge, +1 natural)
hp 148 (17d8+68)
Fort +9, Ref +18, Will +9
Defensive Abilities rejuvenation, improved evasion, improved uncanny dodge, trap sense +5; Immune acid, cold, ooze traits; Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee +1 shock rapier +19/+14/+9 (1d6+1/15–20 plus 1d6 electricity), 4 stings +26 (1d8+13 plus 1d6 cold and curse)
Ranged +1 shortbow +19/+14/+9 (1d6+1/?3)
Special Attacks sneak attack +9d6
STATISTICS
Str 10, Dex 22, Con 14, Int 14, Wis 10, Cha 12
Base Atk +12; CMB +12; CMD 32
Feats Combat Expertise, Dodge, Greater Feint, Improved Critical (rapier), Improved Feint, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse
Skills Bluff +21, Climb +8, Diplomacy +21, Disable Device +23, Disguise +21, Escape Artist +19, Intimidate +9, Knowledge (arcana, geography) +7, Knowledge (local) +22, Knowledge (nobility) +12, Perception +15, Perform (act) +8, Ride +11, Sense Motive +15, Sleight of Hand +14, Stealth +26, Use Magic Device +16
Languages Common, Dwarven, Elven
SQ rogue talents (bleeding attack +9, crippling strike, defensive roll, fast stealth, improved evasion, slippery mind, stand up, trap spotter), trapfinding +8
Gear potions of cure serious wounds (2), scroll of dimension door, scroll of heal, scrolls of invisibility (2), +4 shadow studded leather, +1 shock rapier, +1 shortbow with 20 arrows, amulet of natural armor +1, bag of holding (type I), belt of incredible dexterity +4, cloak of resistance +2, hat of disguise, ring of protection +3, everburning torch, masterwork thieves’ tools, 1,765 gp
Creeping Cold (Su) - A tundra blight’s stings deal an additional 1d6 points of cold damage. In addition, this cold clings to the target and continues to deal an additional 1d6 points of cold damage each round at the start of the affected creature’s turn. This creeping cold effect can be stopped by a successful DC 15 Heal check or through the application of any magical healing. This additional cold damage does not stack with multiple stings.
Curse of Winter (Su) - A creature struck by a tundra blight’s sting attack must succeed at a DC 26 Will save or gain vulnerability to cold. Creatures immune to cold damage that fail this save do not become vulnerable, but are instead no longer immune to cold (they cannot then be made vulnerable to cold from this curse, as its effects do not stack in this manner). This curse persists until it is removed. This is a cold curse effect. The save DC is Charisma-based.
Frozen Domain (Su) - A tundra blight’s domain is always treated as being one category colder than the region would otherwise dictate. If a region is normally treated as extreme cold, it deals 1d6 points of lethal damage per round of exposure instead of per minute. Anyone attempting a saving throw against the effects of these cold temperatures or a saving throw against cold effects takes a –4 penalty on the save within a tundra blight’s frozen domain. When a character attempts to cast any spell with the fire descriptor in this domain, she must succeed at a DC 30 caster level check or the spell is negated when it is cast.
Icewalking (Ex) - A tundra blight can navigate icy surfaces as if under the effect of spider climb. It can move across icy surfaces without penalty and does not need to attempt Acrobatics checks to run or charge on ice.
Halfling Rogue 18
NE Small humanoid (halfling)
Init +5; Perception +23
DEFENSE
AC 27, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, +2 natural, +1 shield, +1 size)
hp 138 (18d8+54)
Fort +9, Ref +17, Will +7; +2 vs. fear
Defensive Abilities displacement, improved evasion, improved uncanny dodge, trap sense +6, incorporeal, split (slashing, 10 hp); Immune ooze traits; Resist cold 5, electricity 5
OFFENSE
Speed 20 ft.
Melee +1 wounding dagger +19/+14/+9 (1d3+1/17–20 plus 1 bleed), +1 dagger +19/+14/+9 (1d3+1/17–20) or +1 wounding dagger +21/+16/+11 (1d3+1/17–20 plus 1 bleed)
Ranged mwk dagger +21/+16/+11 (1d3/17–20)
Special Attacks sneak attack +9d6
STATISTICS
Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +13; CMB +12; CMD 29
Feats Combat Expertise, Critical Focus, Greater Feint, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Feint, Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +28 (+24 when jumping), Bluff +21, Climb +23, Diplomacy +12, Disable Device +28, Escape Artist +26, Intimidate +12, Knowledge (local) +14, Perception +23, Sleight of Hand +26, Stealth +30, Swim +12
Languages Common, Halfling
SQ rogue talents (bleeding attack +9, combat trick, crippling strike, defensive roll, feat, finesse rogue, improved evasion, slow reactions, surprise attack), trapfinding +9
Gear +4 leather armor, +1 dagger, +1 wounding dagger, daggers (4), masterwork daggers (4), amulet of natural armor +2, boots of speed, cloak of minor displacement, dust of appearance, ring of protection +2, salve of slipperiness, masterwork thieves’ tools, 1,770 gp
Evaporating Touch (Su) - An etheric jelly’s otherworldly touch dissolves living matter, leaving festering wounds and causing 4d6 points of damage plus 1 Charisma damage. A DC 17 Fortitude save negates the Charisma damage and halves the damage. Any creature slain by this ability evaporates completely, as if affected by disintegrate. Undead, constructs, and other non-living materials such as clothing or other normal gear are immune to this ability. The save DC is Constitution-based.
Reactive Jaunt (Ex) - When an etheric jelly on the Ethereal Plane is detected by a creature on the Material Plane (for example, by a creature using see invisibility), the etheric jelly immediately shifts to the Material Plane. Nonmagical abilities such as blindsight and abilities which cannot detect ethereal creatures do not trigger this ability. The etheric jelly remains on the Material Plane permanently, barring dismissal or similar magic. This ability is otherwise identical to ethereal jaunt (CL 12th).
Split (Ex) - Magical slashing weapons deal no damage to an etheric jelly. Instead, the creature splits into two identical etheric jellies, each with half of the original creature’s current hit point total, rounded down. An etheric jelly with 10 or fewer hit points cannot be further split and dies if reduced to 0 hit points.
Transparent (Ex) - Due to its lack of coloration, an etheric jelly is difficult to discern from its surroundings. A DC 15 Perception check is required to notice the etheric jelly. Any creature that fails to notice an etheric jelly and walks into it automatically suffers damage as if struck by the jelly’s slam attack.
Human Rogue 19
LE Medium humanoid (human)
Init +10; Perception +23
DEFENSE
AC 28, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural, +2 shield)
hp 184 (19d8+95)
Fort +12, Ref +20, Will +12
Defensive Abilities rejuvenation, improved evasion, improved uncanny dodge, trap sense +6
OFFENSE
Speed 30 ft.
Melee rapier of puncturing +23/+18/+13 (1d6+4/15–20 plus 1 bleed), 4 tentacles +27 (1d8+7 plus grab)
Ranged mwk dagger +21 (1d4+2/19–20)
Special Attacks sneak attack +10d6, living forest
Spell-Like Abilities (CL 18th; concentration +25)
1/day—blight (DC 22), command plants (DC 21), dominate monster (animals and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21), wall of thorns
STATISTICS
Str 14, Dex 22, Con 16, Int 10, Wis 12, Cha 8
Base Atk +14; CMB +16; CMD 35
Feats Critical Focus, Dodge, Improved Critical (rapier), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Spring Attack, Staggering Critical, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Wind Stance
Skills Acrobatics +28, Bluff +21, Climb +24, Disable Device +39, Escape Artist +28, Perception +23, Sense Motive +23, Stealth +28, Swim +24
Languages Common
SQ rogue talents (bleeding attack +10, combat trick, defensive roll, feat, finesse rogue, improved evasion, rogue crawl, slippery mind, weapon training), trapfinding +9
Gear potions of cure serious wounds (2), potion of fly, potions of haste (2), potions of invisibility (3), +3 shadow studded leather, rapier of puncturing, masterwork dagger, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +3, ring of force shield, ring of protection +2, masterwork dagger (4), masterwork rapier, masterwork thieves’ tools, 3,977 gp
Human monk 20
LN Medium outsider (human)
Init +6; Senses darkvision 60 ft.; Perception +28
DEFENSE
AC 34, touch 27, flat-footed 31 (+5 armor, +2 deflection, +2 Dex, +1 dodge, +5 monk, +2 natural, +7 Wis)
hp 153 (20d8+60)
Fort +18, Ref +18, Will +23; +2 vs. enchantments
Defensive Abilities improved evasion, rejuvenation; DR 10/chaotic; Immune disease, poison, acid, ooze traits; SR 30
OFFENSE
Speed 90 ft.
Melee +3 unarmed strike +23/+18/+13 (2d8+15/19–20 plus petrification)) or mwk alchemical sliver dagger +20/+15/+10 (1d4+4/19–20) or +3 unarmed strike flurry of blows +26/+26/+21/+21/+16/+16/+11 (2d8+15/19–20 plus petrification)
Ranged mwk shuriken +18/+13/+8 (1d2+4) or mwk shuriken flurry of blows +21/+21/+16/+16/+11/+11/+6 (1d2+4)
Special Attacks flurry of blows, quivering palm (1/day, DC 27), stunning fist (20/day, DC 27), irradiate domain
Spell-Like Abilities (CL 19th; concentration +26)
1/day—blight (DC 22), command plants (DC 21), dominate monster (aberrations, animals, and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21), hungry pit (DC 22)
Base Statistics - Without barkskin and bear’s endurance, the monk’s statistics are AC 32, touch 27, flat-footed 29; hp 113; Fort +16; Con 10.
STATISTICS
Str 18, Dex 14, Con 14, Int 13, Wis 24, Cha 10
Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip)
Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Stance, Medusa’s Wrath, Power Attack, Scorpion Style, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike), Wind Stance
Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14, Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28, Sense Motive +30, Stealth +18
Languages Common, Draconic, Dwarven, Elven; tongue of the sun and moon
SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (17 points, adamantine, lawful, magic), maneuver training, perfect self, purity of body, slow fall any distance, timeless body, wholeness of body
Gear dust of appearance, feather token (whip), potions of barkskin (3), potions of bear’s endurance (2), potions of cure light wounds (2), potions of cure moderate wounds (2), potions of cure serious wounds (3), potions of lesser restoration (2), universal solvent (2), masterwork alchemical silver dagger, shuriken (50), amulet of mighty fists +3, bag of holding (type I), belt of giant strength +4, boots of elvenkind, bracers of armor +5, cloak of resistance +4, headband of inspired wisdom +6, ring of protection +2, healer’s kit, 130 gp
Irradiate Domain (Su) - The area of a cave blight’s cursed domain becomes infused with radioactive rock formations that manifest as glowing green crystals shedding illumination as per a candle and faint warmth. This radiation interferes with teleportation effects—a creature attempting to cast teleport to travel into or out of a cave blight’s domain must succeed at a DC 30 caster level check or the spell fails. In addition, all creatures that enter the blight’s domain must succeed at a DC 31 Fortitude save every 10 minutes to avoid taking 1 point of Constitution drain (this increases to 1d4 points of Constitution drain within 10 feet of a cave blight). This is a poison effect. The save DC is Constitution-based.
Petrification (Su) - A creature stung by a cave blight must succeed at a DC 31 Fortitude save or take 1d6 points of Dexterity drain. A living non-ooze creature that is immune to poison loses its immunity to poison as long as it suffers any Dexterity drain from this sting. A creature whose Dexterity score is drained to 0 becomes petrified, as per flesh to stone. The save DC is Constitution-based.
Human Wizard 20
Init 4; Senses ; Perception 24
Defense
AC 19; Touch 14; Flat-Footed 15
HP 113
Fort 12 ; Ref 14 ; Will 20
DR —; Immune —; Resist —; SR 18
Offense
Speed 30;
Melee 9 Vorpal Dagger (1d4-1, 19-20 behead); p or s;
Spells Known/Prepared
9th—Scribe's Binding, Wish, Weird, Meteor Swarm
8th—Planar Binding, Greater, Wall of Lava, Euphoric Tranquility, Polymorph Any Object, Binding
7th—Scrying, Greater, Ooze Form III, Polymorph, Greater, Limited Wish, Crime Wave
6th—Summon Monster VI, Globe Of Invulnerability, Fluid Form, Ooze Form II, Disintegrate
5th—Dismissal, Mage's Private Sanctum, Charm Person, Mass, Dominate Person, Ooze Form I
4th—Stoneskin, Touch of Slime, Charm Monster, Invisibility, Greater, Innocuous Shape, Make Whole, Greater
3rd—Fly, Urban Step, Tongues, Hold Fey, Hold Person
2nd—Mud Buddy, Detect Magic, Greater, Hideous Laughter, Molten Orb, Darkvision, Make Whole
1st—Mage Armor, Charm Fey, Charm Person, Crafter's Fortune, Expeditious Retreat, Youthful Appearance
0th—Acid Splash, Detect Magic, Read Magic, Mending, Message, Prestidigitation
Statistics
Str 8, Dex 19, Con 15, Int 26, Wis 18, Cha 22
Base Atk 10 ; CMB 19; CMD 33
Feats Improved Familiar, Brew Fleshcrafting Poison, Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Staff, Cultivate Magic Plants, Forge Ring, Grow Plant Creature, Inscribe Rune, Brew Potion, Craft Wondrous Item, Craft Ooze, Craft Wand, Scribe Scroll
Skills appraise 26, craft: Alchemy 31, diplomacy 21, fly 12, knowledge Arcana 26, knowledge Dungeoneering 13, knowledge Engineering 14, knowledge Geography 14, knowledge History 21, knowledge Local 21, knowledge Nature 14, knowledge Nobility 21, knowledge Planes 14, knowledge Religion 14, linguistics 14, perception 24, profession: Researcher 27, sense Motive 24, spellcraft 31
Languages common, elven, orc, dwarven, gnome, catfolk
SQ Telekinetic Fist (Sp), Change Shape (Sp), Arcane Bond Small Mud Elemental familiar (Su)
Gear Headband: Headband of Mental Superiority +6, Weapon: Vorpal Dagger, Clothing: Robe of the Archmagi, Eyes: Truesight Goggles, Feet: Boots of Teleportation, Neck: Amulet of Ooze Control, Ring: Ring of Regeneration, Ring: Ring of Contingent Transformation; Money 2400 gp
Living Lake form - Once Felgrinbrand's human form is defeated, he dissolves into a lake that emerges from the desert sand beneath him. He has the following stats and retains access to all spells not expended in the previous battle stage.
Colossal ooze
Init +4; Senses blindsight 60 ft., tremorsense 120 ft.; Perception +40
DEFENSE
AC 23, touch 2, flat-footed 23 (+21 natural, -8 size)
hp 525 (30d8+360 plus 30)
Fort +24, Ref +12, Will +18
Immune gaze attacks, visual effects, poison, sleep, paralysis, polymorph, stunning
OFFENSE
Speed 30 ft.
Melee 4 (or more) slams +31 (4d6+17 plus grab)
Space 100 ft.; Reach 20 ft.
Special Attacks constrict (4d6+17), engulf (4d6+17 bludgeoning, AC 20, 52 hp), trample (4d6+25, DC 42)
This animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge.
Small Mud Elemental
N Small outsider (earth, elemental, extraplanar, water)
Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
DEFENSE
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
hp 66 (20d10+2)
Fort +4, Ref +2, Will +0
Immune acid, elemental traits
OFFENSE
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee slam +5 (1d4+3 plus entrap)
Special Attacks entrap (DC 12, 10 minutes, hardness 5, hp 5)
STATISTICS
Str 14, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 12
Feats Improved Bull Rush, Power Attack
Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10; Racial Modifiers +8 Swim
Language Terran
SPECIAL ABILITIES
Earth Glide (Ex)M
A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Entrap (Ex)
The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water.