Home Pax Tortana

Spring of Air

Arriving at the Spring of Air, there is a softly bubbling pool with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Air," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Encounter Tables

Creature Type d%
Animal 01-29
Elemental 30-54
Four Rangers 55-72
Dragon 73-87
Magical Beast 88-100

Animal CR d%
Trumpeter Swan(air infused) 2 01-23
Giant Frog(air infused) 3 24-38
Giant Frog(air infused) 3 39-54
Swamp Barracuda(air infused) 4 55-65
Poisonous Frog Swarm(air infused) 4 66-71
Giant Dire Frog(air infused) 5 72-80
Emperor Cobra(air infused) 7 81-87
Iguanodon(air infused) 8 88-93
Giant Anaconda(air infused) 12 94-96
Spinosaurus(air infused) 13 97-100

Dragon CR d%
Smoke Dragon 2 01-19
Wyrmling Green Dragon 4 20-28
Mist Drake 5 29-35
Very Young Green Dragon 6 36-41
Young Cloud Dragon 7 42-44
Young Mist Dragon 7 45-49
Young Green Dragon 8 50-54
Juvenile Green Dragon 9 55-58
Young Sky Dragon 9 59-62
Adult Cloud Dragon 11 63-65
Adult Mist Dragon 11 66-69
Young Adult Green Dragon 11 70-72
Adult Green Dragon 12 73-75
Adult Sky Dragon 13 76-78
Mature Adult Green Dragon 13 79-81
Old Green Dragon 15 82-83
Ancient Cloud Dragon 16 84-86
Ancient Mist Dragon 16 87-88
Very Old Green Dragon 16 89-90
Ancient Green Dragon 17 91-92
Ancient Sky Dragon 18 93-94
Wyrm Green Dragon 18 95-97
Great Wyrm Green Dragon 20 98-99
Jabberwock 23 100

Magical Beast CR d%
Divine Guardian Hydra 5 01-36
Dragon Horse 7 37-62
Kirin 7 63-88
Tempest Behemoth 22 89-97
Agyra 27 98-100

Elemental CR d%
Small Air Elemental 1 01-21
Small Lightning Elemental 1 22-42
Medium Air Elemental 3 43-49
Medium Lightning Elemental 3 50-56
Comozant Wyrd 4 57-61
Large Air Elemental 5 62-65
Large Lightning Elemental 5 66-69
Wind Walker 5 70-73
Belker 6 74-77
Huge Air Elemental 7 78-80
Huge Lightning Elemental 7 81-83
Invisible Stalker 7 84-86
Mihstu 8 87-89
Greater Air Elemental 9 90-91
Greater Lightning Elemental 9 92-93
Aerial Servant 11 94-95
Elder Air Elemental 11 96-97
Elder Lightning Elemental 11 98-99
Elemental Air Dragon 18 100

Spring of Earth

Arriving at the Spring of Earth, there is a pool of muddy water with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Earth," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Creature Type d%
Animal 01-27
Elemental 28-52
Magical Beast 53-73
Four Rangers 74-88
Dragon 89-100

Animal CR d%
Trumpeter Swan(Earth infused) 2 01-23
Giant Frog(Earth infused) 3 24-38
Giant Frog(Earth infused) 3 39-54
Swamp Barracuda(Earth infused) 4 55-65
Poisonous Frog Swarm(Earth infused) 4 66-71
Giant Dire Frog(Earth infused) 5 72-80
Emperor Cobra(Earth infused) 7 81-87
Iguanodon(Earth infused) 8 88-93
Giant Anaconda(Earth infused) 12 94-96
Spinosaurus(Earth infused) 13 97-100

Dragon CR d%
Wyrmling Copper Dragon 4 01-08
Wyrmling Blue Dragon 5 09-14
Very Young Copper Dragon 6 15-19
Young Crystal Dragon 6 20-21
Very Young Blue Dragon 7 22-26
Desert Drake 8 27-30
Salt Drake 8 31-34
Young Copper Dragon 8 35-37
Juvenile Copper Dragon 9 38-41
Rift Drake 9 42-44
Young Blue Dragon 9 45-48
Adult Crystal Dragon 10 49-51
Juvenile Blue Dragon 10 52-54
Young Forest Dragon 10 55-57
Young Adult Copper Dragon 11 58-60
Adult Copper Dragon 12 61-63
Young Adult Blue Dragon 12 64-65
Adult Blue Dragon 13 66-68
Mature Adult Copper Dragon 13 69-70
Adult Forest Dragon 14 71-72
Mature Adult Blue Dragon 14 73-74
Ancient Crystal Dragon 15 75-77
Mature Adult Forest Dragon 15 78-79
Old Copper Dragon 15 80-81
Spine Dragon 16 82-85
Very Old Copper Dragon 16 86-87
Ancient Copper Dragon 17 88-89
Very Old Blue Dragon 17 90-91
Ancient Blue Dragon 18 92-93
Wyrm Copper Dragon 18 94-95
Ancient Forest Dragon 19 96-97
Wyrm Blue Dragon 19 98
Great Wyrm Copper Dragon 20 99
Great Wyrm Blue Dragon 21 100

Magical Beast CR d%
Muckdweller 1/4 01-88
Death Worm 6 89-91
Stirge Swarm 6 92-95
Stymphalides Swarm 6 96-99
Thunder Behemoth 18 100

Elemental CR d%
Small Obsidian Quasi-elemental 1/2 01-22
Small Earth Elemental 1 23-34
Small Magma Elemental 1 35-45
Small Mud Elemental 1 46-56
Medium Obsidian Quasi-elemental 2 57-62
Large Obsidian Quasi-elemental 3 63-65
Medium Earth Elemental 3 66-69
Medium Magma Elemental 3 70-73
Medium Mud Elemental 3 74-77
Huge Obsidian Quasi-elemental 5 78-79
Large Earth Elemental 5 80-81
Large Magma Elemental 5 82-83
Large Mud Elemental 5 84-86
Greater Obsidian Quasi-elemental 7 87-88
Huge Earth Elemental 7 89-90
Huge Magma Elemental 7 91-92
Huge Mud Elemental 7 93
Elder Obsidian Quasi-elemental 9 94
Greater Earth Elemental 9 95
Greater Magma Elemental 9 96
Greater Mud Elemental 9 97
Elder Earth Elemental. 11 98
Elder Magma Elemental 11 99
Elder Mud Elemental 11 100

Spring of Fire

Arriving at the Spring of Fire, there is a pool spouting small bursts of flame with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Fire," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Creature Type d%
Animal 01-31
Elemental 32-51
Four Rangers 52-70
Magical Beast 71-85
Dragon 86-100

Animal CR d%
Trumpeter Swan(Fire infused) 2 01-23
Giant Frog(Fire infused) 3 24-38
Giant Frog(Fire infused) 3 39-54
Swamp Barracuda(Fire infused) 4 55-65
Poisonous Frog Swarm(Fire infused) 4 66-71
Giant Dire Frog(Fire infused) 5 72-80
Emperor Cobra(Fire infused) 7 81-87
Iguanodon(Fire infused) 8 88-93
Giant Anaconda(Fire infused) 12 94-96
Spinosaurus(Fire infused) 13 97-100

Dragon CR d%
Wyrmling Brass Dragon 3 01-07
Very Young Brass Dragon 5 08-13
Wyrmling Red Dragon 6 14-19
Wyrmling Gold Dragon 7 20-24
Young Brass Dragon 7 25-28
Juvenile Brass Dragon 8 29-33
Very Young Red Dragon 8 34-37
Very Young Gold Dragon 9 38-40
Young Adult Brass Dragon 10 41-44
Young Red Dragon 10 45-47
Adult Brass Dragon 11 48-50
Juvenile Red Dragon 11 51-53
Young Gold Dragon 11 54-56
Juvenile Gold Dragon 12 57-59
Mature Adult Brass Dragon 12 60-62
Young Adult Red Dragon 13 63-64
Adult Red Dragon 14 65-67
Old Brass Dragon 14 68-69
Young Adult Gold Dragon 14 70-72
Adult Gold Dragon 15 73-74
Mature Adult Red Dragon 15 75-76
Very Old Brass Dragon 15 77-78
Ancient Brass Dragon 16 79-80
Mature Adult Gold Dragon 16 91-82
Old Red Dragon 17 83-84
Wyrm Brass Dragon 17 85-86
Old Gold Dragon 18 87-88
Very Old Red Dragon 18 89-90
Ancient Red Dragon 19 91-92
Great Wyrm Brass Dragon 19 93-94
Ancient Gold Dragon 20 95-96
Wyrm Red Dragon 20 97-98
Great Wyrm Red Dragon 22 99
Great Wyrm Gold Dragon 23 100

Magical Beast CR d%
Pyrolisk 3 01-52
Fire Lizard 8 53-72
Phoenix 15 73-82
Thrasfyr 17 83-91
Mythic Phoenix 18 92-100

Elemental CR d%
Small Fire Elemental 1 01-37
Magmin 3 38-49
Medium Fire Elemental 3 50-61
Phantom Stalker 4 62-70
Large Fire Elemental 5 71-78
Heat Swarm 7 79-83
Huge Fire Elemental 7 84-88
Greater Fire Elemental 9 89-92
Elder Fire Elemental 11 93-96
Mythic Elder Fire Elemental 14 97-98
Elemental Fire Dragon 22 99-100

Spring of Water

Arriving at the Spring of Water, there is a crystal clear pool with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Water," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Creature Type d%
Animal 01-31
Elemental 32-50
Four Rangers 51-69
Dragon 70-85
Magical Beast 86-100

Animal CR d%
Trumpeter Swan(Water infused) 2 01-23
Giant Frog(Water infused) 3 24-38
Giant Frog(Water infused) 3 39-54
Swamp Barracuda(Water infused) 4 55-65
Poisonous Frog Swarm(Water infused) 4 66-71
Giant Dire Frog(Water infused) 5 72-80
Emperor Cobra(Water infused) 7 81-87
Iguanodon(Water infused) 8 88-93
Giant Anaconda(Water infused) 12 94-96
Spinosaurus(Water infused) 13 97-100

Dragon CR d%
Wyrmling Black Dragon 3 01-12
Very Young Black Dragon 5 13-20
Wyrmling Bronze Dragon 5 21-27
Very Young Bronze Dragon 7 28-32
Young Black Dragon 7 33-38
Juvenile Black Dragon 8 39-42
Young Sea Dragon 8 43-47
Young Bronze Dragon 9 48-51
Juvenile Bronze Dragon 10 52-54
Young Adult Black Dragon 10 55-58
Adult Black Dragon 11 59-61
Adult Sea Dragon 12 62-65
Mature Adult Black Dragon 12 66-68
Young Adult Bronze Dragon 12 69-71
Adult Bronze Dragon 13 72-74
Mature Adult Bronze Dragon 14 75-76
Old Black Dragon 14 77-79
Very Old Black Dragon 15 80-81
Ancient Black Dragon 16 82-84
Old Bronze Dragon 16 85-86
Ancient Sea Dragon 17 87-88
Very Old Bronze Dragon 17 89-90
Wyrm Black Dragon 17 91-92
Ancient Bronze Dragon 18 93-94
Great Wyrm Black Dragon 19 95-96
Wyrm Bronze Dragon 19 97-98
Great Wyrm Bronze Dragon 21 99-100

Magical Beast CR d%
Divine Guardian Hydra 5 01-80
Thalassic Behemoth 20 81-100

Elemental CR d%
Small Water Elemental 1 01-52
Medium Water Elemental 3 53-69
Large Water Elemental 5 70-79
Huge Water Elemental 7 80-87
Greater Water Elemental 9 88-92
Elder Water Elemental 11 93-97
Elemental Water Dragon 18 98-100

Spring of Dreams

Arriving at the Spring of Dreams, there is a pool of water with strange reflections with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Dreams," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Creature CR d%
Trumpeter Swan(Dream infused) 2 01-23
Giant Frog(Dream infused) 3 24-38
Giant Frog(Dream infused) 3 39-54
Swamp Barracuda(Dream infused) 4 55-65
Poisonous Frog Swarm(Dream infused) 4 66-71
Giant Dire Frog(Dream infused) 5 72-80
Emperor Cobra(Dream infused) 7 81-87
Iguanodon(Dream infused) 8 88-93
Feargaunt 9 88-93
Dream Naga 9 88-93
Four Rangers 10 88-93
Young Dream Dragon 10 88-93
Giant Anaconda(Dream infused) 11 94-96
Dreamthief Hag 11 88-93
Spinosaurus(Dream infused) 13 97-100
Demon, Painajai 14 88-93
Adult Dream Dragon 14 88-93
Azata, Uinuja 15 88-93
Ancient Dream Dragon 19 88-93

Spring of Time

Arriving at the Spring of Time, there is a pool with a river flowing back uphill leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Time," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Creature CR d%
Trumpeter Swan(Time infused) 2 01-13
Giant Frog(Time infused) 3 14-20
Giant Frog(Time infused) 3 21-33
Gloomwing 4 34-43
Swamp Barracuda(Time infused) 4 44-46
Poisonous Frog Swarm(Time infused) 4 47-54
Giant Dire Frog(Time infused) 5 55-60
Temporal Crawler 3 61-67
Emperor Cobra(Time infused) 7 68-72
Iguanodon(Time infused) 8 73-76
Four Rangers 10 77-80
Young Time Dragon 3 81-84
Time Flayer 3 85-87
Giant Anaconda(Time infused) 11 88-90
Spinosaurus(Time infused) 13 91-93
Tenebrous Purple Worm 3 94-95
Adult Time Dragon 3 96-98
Ancient Time Dragon 3 99-100

Spring of Shadow

Arriving at the Spring of Shadow, there is a dark pool with a river leading back into a densely wooded swamp. There to greet you is a lizardfolk riding a large hippopotamus flanked by several other lizardfolk dressed in leaf armor.

"Welcome to the Spring of Air," the lead lizardfolk proclaims to the gathered crowd. "You are welcome to hunt, but have respect for the creatures and spirits of the waters. Good Luck." So saying, they bow from the back of their hippo and gesture at the river path.

If the players decide to talk to the Elder, they will happily give them information about the denizens of the spring, including approximate encounter rates. No other information is available.

Grand Elder

N Lizardfolk Druid 20

Init 4; Perception 18

DEFENSE

AC 25; Touch 14; Flat-Footed 25

HP 121

Fort 13 (+4 vs spell-like and supernatural fey abilities); Ref 8 (+4 vs spell-like and supernatural fey abilities); Will 18 (+4 vs spell-like and supernatural fey abilities)

OFFENSE

Speed 30; Swim 30;

Melee 17 Impact Wounding Quarterstaff (1d8+2+1 bleed, 19-20x2); b;

Spells Known/Prepared

9th—Clashing Rocks, Regenerate, Summon Nature's Ally IX, Polar Midnight

8th—Control Plants, Euphoric Tranquility, Summon Nature's Ally VIII, Frightful Aspect

7th—Animate Plants, Control Weather, Legendary Proportions, Summon Nature's Ally VII

6th—Cyclic Reincarnation, Liveoak, Summon Nature's Ally VI, Move Earth

5th—Animal Growth, Cure Critical Wounds, Raise Animal Companion, Summon Nature's Ally V, Tree Stride

4th—Cure Serious Wounds, Freedom of Movement, Protection from Energy, Communal, Summon Nature's Ally IV, Command Plants

3rd—Call Lightning, Companion Mind Link, Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III

2nd—Alpha Instinct, Animal Messenger, Endure Elements, Communal, Hold Animal, Summon Nature's Ally II

1st—Call Animal, Calm Animals, Charm Animal, Cure Light Wounds, Endure Elements, Summon Nature's Ally I

0th—Chameleon Scales, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS

Str 14, Dex 10, Con 13, Int 14, Wis 20, Cha 16

Base Atk 15; CMB 17; CMD 27

Feats Country Born, Alertness, Animal Affinity, Combat Casting, Conceal Scent, Lightning Reflexes, Persuasive, Improved Initiative, Improved Critical, Critical Focus

Skills climb 13, craft: Alchemy 13, diplomacy 12, fly 11, handle Animal 16, heal 16, intimidate 13, knowledge Geography 13, knowledge Nature 15, linguistics 3, perception 18, ride 13, sense Motive 15, spellcraft 13, survival 18, swim 21

Languages Lizardfolk, common, druidic

SQ Nature Bond: animal companion (hippopotamus) (Su), Wild Empathy (Ex), Woodland Stride (Ex), Trackless Step (Ex), Resist Nature's Lure (Su), Wild Shape (Sp), Venom Immunity (Ex), A Thousand Faces (Su), Timeless Body (Su), Home Ground (Ex)

Gear Weapon: Impact Wounding Quarterstaff, Armor: +5 Leaf Armor, Eyes: Spectacles of Understanding, Feet: Boots of the Mire, Hands: Gloves of the Commanding Conjurer, Neck: Amulet of Natural Armor +3, Arms: Bracers of Armor +3; Money 200 pp

Hippopotamus

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 97 (16d8+28)

Fort +13 (+10 vs. nonmagical disease), Ref +10, Will +6

Defensive Abilities sweat

OFFENSE

Speed 40 ft.

Melee bite +16 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception), Ferocious Beast, Intercept Blow, Valiant Steed, Disruptive Companion

Skills Intimidate +16, Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

SPECIAL ABILITIES - Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion

Capsize (Ex) - A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) - A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

Oasis Ranger

N Lizardfolk Ranger 10

Init 4; Perception 13

DEFENSE

AC 18; Touch 15; Flat-Footed 14

HP 79

Fort 9; Ref 11; Will 6

OFFENSE

Speed 30; Swim 30;

Ranged 15 Keen Longbow (1d8+4, 19-20x3); p;

Spells Known/Prepared

3rd—Instant Enemy

2nd—Barkskin, Cure Light Wounds

1st—Abundant Ammunition, Animal Messenger, Keen Senses

STATISTICS

Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 10

Base Atk 10; CMB 10; CMD 24

Feats Precise Shot, Bullseye Shot, Coordinated Shot, Rapid Shot, Weapon Focus (bow), Point Blank Shot, Point Blank Master, Pinpoint Targeting, Endurance

Skills climb 14, craft: Tanning 11, handle Animal 10, heal 13, intimidate 10, knowledge Dungeoneering 5, knowledge Geography 12, knowledge Nature 11, linguistics 3, perception 13, ride 7, spellcraft 11, stealth 14, survival 13, swim 17

Languages lizardfolk, common

SQ Favored Enemy (human) (Ex), Favored Enemy (orc) (Ex), Favored Enemy (dwarf) (Ex), Track (Ex), Wild Empathy (Ex), Combat Style (archery) (Ex), Favored Terrain (swamp) (Ex), Hunter's Bond: Animal Companion (snake) (Su), Woodland Stride (Ex), Swift Tracker (Ex), Evasion (Ex)

Gear Weapon: Keen Longbow, Armor: Expeditious Leaf Armor, Bag: Masterwork Backpack, Kit: Ranger's Kit, Kit: Animal Call Kit, trumpeter swan, Clothing: kilt, Clothing: poncho, Clothing: wide straw hat, Ring: Ring of Climbing, Campfire Bead; Money 4 gp, 19 pp, 2 sp

Constrictor Snake

This large snake has a thick, muscular body and dull green scales decorated with dirty brown stripes.

N Medium animal

Init +3; Senses scent; Perception +12

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)

hp 32 (6d8+6)

Fort +6, Ref +9, Will +3

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +7 (1d4+4 plus grab)

Special Attacks constrict (1d4+4)

STATISTICS

Str 19, Dex 19, Con 12, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics

SQ - Link, Share Spells, Evasion, Devotion

Creature CR d%
Trumpeter Swan(Shadow infused) 2 01-14
Giant Frog(Shadow infused) 2 15-22
Giant Frog(Shadow infused) 2 23-30
Shadow Drake 2 31-37
Kyton Augur 2 38-39
Swamp Barracuda(Shadow infused) 3 40-44
Poisonous Frog Swarm(Shadow infused) 3 45-49
D'ziriak 3 50-54
Giant Dire Frog(Shadow infused) 4 55-58
Gloomwing 4 59-62
Kyton Lampadarius 4 63-65
Shae 4 66-69
Kyton Ostiarius 5 70-72
Emperor Cobra(Shadow infused) 6 73-75
Darkling 6 76-77
Kyton Evangelist 6 78-80
Iguanodon(Shadow infused) 7 81-82
Tenebrous Worm 8 83-84
Kyton Cantor 9 85-86
Kyton Feral 9 87-88
Kyton Sacristan 10 89-90
Four Rangers 10 91
Kyton Oitos 11 92
Giant Anaconda(Shadow infused) 12 93
Kyton Interlocutor 12 94
Spinosaurus(Shadow infused) 13 95
Kyton Libitinarii 13 96
Kyton Termagant 17 97
Black Worm 18 98
Kyton Eremite 20 99
Kyton Demagogue 26 100