Planar NPC: Errena Baneth Amedek, Princess Of Duk-Arath

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Errena Baneth Amedek, Princess Of Duk-Arath

A short, well-rounded, blonde-haired young lady with perky nose and deep blue eyes. She wears an exquisite dress of blue and green.

CR 1/2; XP 200
Female human aristocrat 2
NG Medium Humanoid (human)
Init +1; Perception +2

AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (2d8+2)
Fort +2, Ref +2, Will +6

Speed 30 ft.
Melee mwk dagger +1 (1d4–1/19–20/×2)

Str 8, Dex 13, Con 12, Int 13, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 11
Feats Skill Focus (Perform [dance]), Skill Focus (Perform [sing])
Skills Diplomacy +7, Knowledge (nobility) +6, Perform (dance) +10, Perform (sing) +10, Ride +6
Language Common, Duk, Sylvan

Notable Gear an ornate masterwork dagger with crest of Amedek family, necklace–amulet protecting from harm (+1 resistance bonus to saving throws), choice of expensive but characteristic jewelry

Errena Baneth Amedek is the second daughter of the Dakon Amedek, High Prince Of Duk-Arath, one of many small principalities. Unlike her older, more responsible, and married sister, Errena is curious, passionate, carefree, and innocently naive young girl that has yet to learn of hardships of life that touch both the lower and higher classes.

It can soon change, for her father is engaged in negotiations with various neighbors and allies that might benefit from marrying her off to strength the ties with existing allies or gain new ones. This also means that she is a potential target for those who would see those negotiations fail and the alliances break, or those who would use her as a bargaining bit in other ways...


Monster: Snow Wight

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Snow Wight
A pale-skinned girl, slender, almost thin, with dark hair and dark, soulless eyes wearing gown much too delicate and revealing for the winter weather.

CR 8; XP 4,800
NE Medium Undead (cold)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura eternal cold (100 ft.)

AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 95 (10d8+50)
Fort +8, Ref +8, Will +11
Defensive Abilities channel resistance +4, frozen tomb; DR 10/bludgeoning and magic; Immune undead traits; SR 19
Weakness vulnerable to fire

Speed 40 ft., climb 20 ft., swim 20 ft., icewalking
Melee 2 claws +12 (1d4+1 plus 2d6 cold plus energy drain) and bite +12 (1d6+1 plus 2d6 cold plus energy drain)
Special Attacks create spawn, energy drain (1 levels, DC 20), piercing chill
Spell-Like Abilities (CL 10th; concentration +15)
At Will—control weather (bringing cold weather, snow, and hail only)

Str 13, Dex 20, Con —Int 15, Wis 14, Cha 21
Base Atk +7; CMB +12; CMD 26
Feats Agile Maneuvers, Defensive Combat Training, Improved Initiative, Iron Will, Weapon Finesse
Skills Acrobatics +15, Bluff +15, Climb +9, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +15, Sense Motive +15, Swim +9
Languages understands Auran, Common, and one local language but usually don't speak

Environment any cold and temperate
Organization solitary, or accompanied by a number of frost wights
Treasure standard

Aura Of Eternal Cold (Su) A snow wight is surrounded by subtle chill that reduces cold resistance by 10 points and gives –4 penalty to saving throws and Constitution checks made to withstand cold weather. Whenever a cold spell or spell-like ability is used within the aura, the snow wight heals a number of hit points equal to the level of the spell or its equivalent.

Create Spawn (Su) Humanoids killed by a snow wight's energy drain raise as frost wights 1d4 rounds after their death. Female humanoids of royal descent are instead frozen solid within a tomb of ice and break free out of it after 1d4 days as snow wights themselves. A snow wight can command up to 40 HD of frost wights before she has to release some of her direct control, but newly created snow wights are free, though twisted into evil reflections of themselves.

Frozen Tomb (Su) When a snow wight is reduced to 0 or less hit points by damage other than magical fire or positive energy, unless the effect immediately destroys a corpse (such disintegrate), a sarcophagus of magic ice with hardness 5 and 100 hit points forms around her body within 1d4 rounds. When the frozen tomb is broken or melted, the snow wight is released fully healed.

Icewalking (Ex and Su) A snow wight can walk on snowy and icy terrain without any hindrance. She can pass barriers of ice and snow at half her speed as if she was incorporeal.

Piercing Chill (Su) A snow wight can dispel or suppress magic effect that protects from death of a touched creature as if using a greater dispel magic with caster level equal to the snow wight HD. She can bestow 1d3 negative energy levels on a creature she embraces without the creature noticing.

When a young princess with undeveloped talent for cold magic dies, usually to exposure, though treason, murder, and suicide might also lead to this outcome, she might rise as a undead entity, distant but malicious, hungering for warmth of the living and their adoration, lacking any empathy, mercy,  or compassion they might have when alive.

A snow wight might pretend to be a lost girl seeking help, or she might be a nearly feral predator, though a few seemingly assumed positions of power, either by regaining their own throne, or by swaying a naive prince to marry them.


Monster: Pyroceros

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A massive, stocky quadruped with glassy skin resembling obsidian, covered with fiery cracks. It has a long, bulky head adorned with a horn of molten lava.

CR 11; XP 12,800
N Huge Outsider (earth, elemental, extraplanar, fire)
Init +1; Senses darkvision 60 ft.; Perception +19

AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, –2 size)
hp 150 (12d10+84)
Fort +15, Ref +7, Will +14
Defensive Abilities fiery hide, lava bathing, stable; DR 10/adamantine and magic; Immune acid, bleed, extra damage from critical hits and sneak attacks, fire, flanking, paralysis, poison, sleep, stunning
Weakness vulnerable to cold

Speed 50 ft., fly 40 ft (clumsy)
Melee gore +19 (3d6+12 plus 8d6 fire, 19–20/×2)
Space 15 ft.; Reach 10 ft.
Special Attacks burn through, fiery horn

Str 26, Dex 13, Con 24, Int 2, Wis 19, Cha 11
Base Atk +12; CMB +22; CMD 43 (47 vs. trip)
Feats Critical Focus, Improved Critical (gore), Improved Iron Will, Iron Will, Lightning Reflexes, Weapon Focus (gore)
Skills Intimidate +15, Perception +19

Environment desolated wastelands, volcanoes (Elemental Planes Of Earth and Fire)
Organization solitary, pair, or stampede (3–10)
Treasure standard

Burn Through (Ex) A pyroceros flames are extremely potent, burning through lesser protections with ease. Each time a creature is exposed to a pyroceros's fire damage, its fire resistance is reduced by 5 (10 if the pyroceros scored a critical hit with its gore attack) after the damage is dealt, cumulatively. Fire resistance provided by constant sources, such as racial ability or permanent magic item recovers at the rate of 5 points per minute since the last exposure to pyrocers's fire damage.

Fiery Hide (Ex) A pyrocers body cracks and splashes molten lava. Whenever a pyrocers is damaged, it deals 2d6 points of fire damage to all adjacent creatures.

Fiery Horn (Ex) A pyroceros's horn inflicts additional 8d6 fire damage on hit. When a pyroceros makes an attack at the end of charge, it splashes molten lava, inflicting the fire damage in a 15-ft cone instead. Creatures and objects other than the one hit by the charge can halve the damage with a successful Reflex saving throw (DC 23). The saving throw DC is Constitution-based.

Lava Bathing (Ex) Exposure to molten lava heals pyroceros for amount equal to damage it would normally inflict. Pyroceroses can swim in molten lava as if it was water.

Stable (Ex) A pyroceros has a +10 racial bonus to CMD.

Pyroceroses are fierce, territorial, elementals composed of molten lava, living along the borders between the Planes Of Earth and Fire. They are animalistic in their intelligence and behavior, resembling rhinoceros and similar large land animals of the Material Plane, occasionally fighting elemental predators.

From time to time, they might appear near elemental rifts on the Material Plane, and are hard to get rid off, because of their stubbornness.


Monster: Kittykhore

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A cute fuzzy kitty with a pair of bat wings and a scorpion tail.

CR 2; XP 600
N Tiny Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +4

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +5, Will +1

Speed 40 ft., fly 40 ft (clumsy)
Melee bite +3 (1d3–2), 2 claws +3 (1d3—2), and sting +3 (1d3–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with sting)
Special Attacks addictive poison, pounce, rake (2 claws, +3)

Str 6, Dex 14, Con 12, Int 5, Wis 11, Cha 15
Base Atk +3; CMB +3; CMD 11 (15 vs. trip)
Feats Hover, Improved Initiative
Skills Acrobatics +6 (+10 jumping), Fly +0, Perception +4, Stealth+14
Languages understands Common; empathy 30 ft.

Environment warm hills and forests
Organization solitary, pair, or pride (3–6)
Treasure standard

Addictive Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/day for 3 days; initial effect 1d3 Cha damage and charmed for 1 day; secondary effect charmed for 1 day; cure 1 save.

Empathy (Su) A kittykhore can communicate by project its feelings and emotions to nearby sapient beings.

Kittykhores are tiny felines that somewhat resemble manticores. They are usually friendly to creatures they didn't classified as prey, often trying to get sapient beings to feed and protect them, by their disarming cuteness or their addictive venom.

A spellcaster willing to take care of, feed, and entertain one, can select a kittykhore for an Improved Familiar at 5th level, though this usually involves getting addicted to their poison, unless one is immune to poison or really good at avoiding their stings. Surprising number of liches get themselves kittykhores as familiars.


Monster: Therewolf

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A monstrous wolf, black like night, with glowing green eyes.

CR 9; XP 6,400
NE Large Magical Beast
Init +8; Senses darkvision 120 ft., low-light vision, scent; Perception +17
Aura stalking shadows (100 ft.)

AC 12, touch 12, flat-footed 11 (+4 Dex, +10 natural, –1 size)
hp 114 (12d10+48)
Fort +12, Ref +12, Will +8
DR 10/cold iron and magic

Speed 50 ft.
Melee bite +17 (1d8+9)
Special Attacks phantom wolves

Str 22, Dex 18, Con 18, Int 17, Wis 15, Cha 19
Base Atk +12; CMB +19; CMD 33 (37 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Vital Strike, Iron Will, Vital Strike
Skills Bluff +16, Disguise +16, Intimidate +16, Perception +17, Stealth+15
Languages Abyssal, Common, Sylvan
SQ change shape (a specific Small or Medium humanoid; alter self)

Environment any
Organization solitary
Treasure standard

Phantom Wolves (Su) A therewolf can project shadowy, half-real wolf shapes. It can create one phantom wolf as a standard action, with a maximum number of phantom wolves active at one time equal to its Charisma bonus. Phantom wolves that don't attack specific targets roam and stride across their therewolf stalking shadows aura area, each bestowing a cumulative –1 penalty to attack rolls,  Perception and Survival checks, and saving throws against illusions and shadow effects made by a therewolf's enemies and victims. A therewolf can take a swift action to designed a target for each of its currently active phantom wolves. Each phantom wolf attacks its designated target once per the therewolf's turn, using the therewolf's base attack bonus and its Charisma bonus instead of Strength, dealing 1d6+Charisma bonus points of damage (+16 attack bonus for a typical therewolf, dealing 1d6+4 damage). The therewolf has to see the target to designate it as a prey for a phantom wolf, but the phantom wolf can continue to attack its prey even outside the therewolf's line of sight as long as they remain within the stalking shadows aura. A phantom wolf can be attacked with magic weapons and spells, having the same AC and saving throws as the therewolf, though it vanishes in a puff of shadows after suffering a hit from an effect dealing lethal magic damage or failing a saving throw against effect that deals lethal magic damage. A phantom wolf can make attack of opportunity when the prey takes actions that provokes one, other than movement.

Stalking Shadows (Su) A therewolf is surrounded by an unseen aura that twists and deepens shadows, bestowing +4 bonus to all Disguise and Stealth checks made within.

Therewolves are cruel, cunning, monstrous wolves that favor hunting sapient prey. While they need to consume flesh, like other living beings, they greatly enjoy deceiving and terrifying their victims by projecting a shadowy wolf-like forms that can. A therewolf projections can consume meat and apparently need to be feed on their own, greatly increasing the therewolf's everyday food intake.

Therewolves can take on a humanoid alter ego, using it to set up ambushes, disturb their future prey with dreadful tales, and sneak upon unsuspecting victims.

Therewolves are hated and often attacked by actual wolves, though on rare occasions they make deals with werewolves and worgs as long as the prey is plentiful.


Fantasy Locations: The Othertown

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The Othertown is a settlement at the crossroads of the Material Plane and the Fey Otherworld. A place where the mundane meets the magical, where fey pretend to live as mortals, and mortals turn strange.

N Large Town
Corruption +0; Crime +0; Economy +1; Law +0; Lore +2; Society +2
Qualities fey denizens, strategic location, weirdness magnet
Danger +15

Government Autocracy
Population 4,000+ (2,500 fey living like mortals, 500 gnomes, 500 other humanoids , 500 intelligent animals and magical beasts, plus countless gremlins, sprites, pixies, and other fey entities that come and go without pretending to be humanoid citizens)
Notable NPCs
The Mayor (LN Fey)
Constable Dvyrwyn (LG Fey Paladin 4)
Lady Of The Questionable Morals (CE Fey)

Base Value 2,200 gp; Purchase Limit 15,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Adventure Leads

Children are vanishing from the nearby mortal settlements and farms with traces and hints leading to the Othertown. Is someone capturing humanoid thralls a highborn fey? Is some monster abducting them to fill its pantry? Or maybe a careless but not ill-wishing entity is just looking for friends to play with? Is it really not malicious, though?

A bold merchant leads a caravan into the Othertown and beyond into the strange lands of the Otherworld and looks for guards, guides, and people capable of dealing with fey. Preferably non-violently, unless absolutely necessary. It would be a bad move to kill the potential customers on the first foray, after all.

Lady Of Questionable Morals is playing a new game with her favorite nemesis. The constable needs a group of deputies to disrupt her operations. They need to infiltrate one of her dens of iniquities and gather evidence that will help thwart it, and maybe, just maybe, expose the Lady for the villain she is.

The Mayor decided that the Othertown needs a statue of an Owlbear. Obviously, this means that some brave heroes need to capture one, bring it back to the city, and turn it into stone in the right place, and right position!

A dragon attack was reported near the Othertown. Is that another of Lady Of The Questinable Moral's ploys, or is that an emergency that can be only dealt by having her negotiate with the dragon?!


Planar NPC: The Merchant

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The Merchant

A swarm of minute shards of mirror arranged in a vaguely anthropomorphic form.

CR 4; XP 2,400
NE Dimuntive Fey (swarm)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +16

AC 17, touch 15, flat-footed 16 (+1 Dexterity, +2 natural, +4 size)
hp 45 (10d6+10)
Fort +3, Ref +10, Will +10
Defensive Abilities swarm traits; Immune bleed, death, disease, poison, weapon damage
Weakness one mind, vulnerable to area damage

Speed fly 20 ft. (perfect)
Melee swarm (2d6 bleed plus distraction)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (2d6), distraction (DC 15)
Spell-Like Abilities (CL 10th, concentration +11)
At Will—detect magic, identify, read magic

Str 2, Dex 12, Con 10, Int 15, Wis 13, Cha 13
Base Atk +5; CMB –; CMD —
Feats Alertness, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Appraise +12, Bluff +14, Diplomacy +14, Fly +15, Knowledge (local) +15, Perception +16, Sense Motive +16, Spellcraft +15
Language Common, Sylvan
SQ coalesce, no breath

Coalesce (Ex) The Merchant can make its components fly in highly compact and coordinated fashion, taking on an almost anthropomorphic Medium form capable of manipulating objects with Strength 10. While in this state The Merchant suffers half damage from weapon attacks. Maintaining the coalesced form takes a move action.

One Mind (Ex) The Merchants is a swarm driven by single mind and can be targeted with single target mind-affecting effects.

The Merchant is a greedy and unprincipled trader of goods of varied quality and origins. Exchanging anything as long as it brings profit, The Merchant often has both legitimate and illicit deals with other denizens of the Othertown, thought none so blatant that it could bring the constable's full wrath.

In the times past, The Merchant had different form but was turned by an offended highborn fey into a magic mirror that was later shattered into thousand pieces. There is a recurring rumor that The Merchant business is really just a way to reassemble missing pieces and reform The Merchant into the old shape. The Merchant scoffs as such notions.