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The Great But Not So Large Tortoise
A tortoise with a multi-hued shell and a surprisingly expressive snout.
CR 1; 400 XP
LN Tiny Magical Beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +4
Defensive Abilities shell up
Offense
Speed 10 ft.
Melee bite +4 (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks magic bite
Statistics
Str 10, Dex 10, Con 12, Int 19, Wis 19, Cha 13
Base Atk +3; CMB +1; CMD 11
Feats Arcane StrikeB, Breadth Of Experience
Skills Knowledge (history) +8, Knowledge (local) +8, Knowledge (any other) +6, Perception +9, Profession (any) +6, Sense Motive +6, Spellcraft +6, Stealth +13
Language Common, Draconic, Sylvan, Terran
SQ old, slow metabolism
Magic Strike (Su) The Great But Not So Large Tortoise's gains an Arcane Strike as a bonus feat and uses his HD or his master's caster level to determine damage bonus.
Old (Ex) The Great But Not So Large Tortoise is very-very old and ignores usual prerequisites for his Breadth of Experience feat.
Shell Up (Ex) When The Great But Not So Large Tortoise uses total defense action as a full round action, he gains additional +2 bonus to AC and all his saving throws until the beginning of his following turn. If he continues to maintain total defense, the saving throw bonus applies continuously, including the effects that require saving throw at the beginning of his turn. While using shell up The Great But Not So Large Tortoise can't make 5-ft steps.
Slow Metabolism (Ex) The Great But Not So Large Tortoise needs to eat and drink a minuscule amounts of food and water, and doesn't suffer from starvation or thirst for up to a month. He can survive in hot and very hot environments without ill effects. In cold conditions he is even more sluggish than usual. His potential lifespan is unknown, but certainly extends well over a millennium.
The Great But Not So Large Tortoise is an ancient and wise tortoise that served as a familiar to many not so long-living and not so wise magicians. Those who listened to his sagacious advice thrived, and those who didn't... Ah, well, there are always new protegees to adopt.
The Great But Not So Large Tortoise might be wise and learned, but humility is not one of the qualities he acquired with experience. He berates his master when his advice is not followed, and he gets grumpy and offended when not following his advice shows positive results.
The Great But Not So Large Tortoise can become a familiar for a caster with Improved Familiar feat, requiring caster level 3 to bind. Unlike some other familiars, his bond seems to be based on mutual consent and can be passed to another master if all the parties involved agree (he can be easily swayed to agreeing if he is passed to a less experienced magician for purpose of "helping the new student reach full potential"... or if he and his current master are really getting on each others nerves). He can act as a familiar for a witch, though when passed between witches, the spells he learned are useless for the new witch and have to be-relearned again.
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Ohrias The Burning
A man with a tall plume of fire in place of head. He wears plain, brown-and-orange frock, spotted with ash.
CR 5; 1,600 XP
LN Medium Outsider (earth, fire, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +17
Defense
AC 18, touch 17, flat-footed 16 (+2 Dex, +1 monk, +1 natural, +4 Wis)
hp 55 (10d10); fast healing 5
Fort +8, Ref +8, Will +8
Defensive Abilities evasion, slow fall 20 ft.; Immune disease, fire, poison, sleep, starvation, thirst
Offense
Speed 40 ft.; high jump
Melee unarmed strike +12 (1d8 plus 1d6 fire) or flurry of blows +10/+10 (1d8 plus 1d6 fire)
Special Attacks ki strike (magic), unarmed strike
Spell-like Abilities (CL 10th, concentration +10)
1/week—plane shift (planes with particular affinity for earth and/or fire only)
Statistics
Str 10, Dex 14, Con 10, Int 11, Wis 19, Cha 11
Base Atk +10; CMB +10 (+12 grapple); CMD 27
Feats Combat Reflexes, Deflect Arrows, Improved Grapple, Improved Initiative, Improved Unarmed StrikeB, Weapon Finesse
Skills Acrobatics +15, Diplomacy +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +17, Sense Motive +17
Language Draconic, Ignan, Infernal, Terran
SQ eternal ember monk technique, no breath
Gear +1 robes of resistance
Eternal Ember Monk Technique (Ex) Ohrias The Burning shows a certain degree of capabilities of a 5th level monk.
Ohrias The Burning is a wanderer coming from the lands of stone, fire, and dust deserts, seeker of strange riddles and exotic elemental lore. He doesn't understand humanity or mortal conditions much, and he can't grasp why people are weirded by the flames that compose his head. He himself finds the custom of pouring liquids within oneself common among humanoids incomprehensible and exasperating.
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Zombie-hare Swarm
A swarm of smelly, decaying, half-skeletal hares.
CR 2; XP 600
NE Tiny Undead (swarm)
Init +2; Senses darkvision 60 ft., scent; Perception +0
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 20 (8d8—16)
Fort +0; Ref +4; Will +6
Defensive Ability half weapon damage, swarm traits
Offense
Speed 30 ft.
Melee swarm (2d6)
Space 10 ft.; Reach 0 ft.
Special Attacks devour life, distraction (DC 14), ravenous
Statistics
Str 1, Dex 14, Con —, Int —, Wis 11, Cha 7
Base Atk +6; CMB —; CMD —
Ecology
Environment temperate forests and plains
Organization solitary, pair, plague (3–10 swarms)
Treasure none
Special Abilities
Devour Life (Ex) Whenever a living creature within zombie-hare space recovers hit points, the healing is halved and the zombie-hare swarm regains the same amount of hit points. Whenever zombie-hare swarm consumes eggs of Diminutive or larger creature, it heals 1 hit point per egg devoured.
Ravenous (Ex) Zombie-hare swarm inflicts 1d6 points of additional damage against creatures that are dazed, nauseated, paralyzed, prone, stunned, surprised, or unconscious. Zombie-hare swarm doesn't deal damage to creatures that aren't alive.
Zombie-hare swarms spread to roam grasslands and hills on a few spring nights, consuming whatever living creatures come in their way, especially humanoids, chickens, and sheep. Their only weakness is their rapacious appetite for eggs, which they will devour with great enthusiasm, giving other prey time to flee.
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Byu R'Pha, the infernal secretary
A shapely red-skinned lady with long black hair, two pairs of raven wings, four clawed arms and two scorpion tails.
CR 10; 9,600 XP
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness, analyze aura; Perception +24
Aura sanctuary (60 ft.)
Defense
AC 24, touch 18, flat-footed 20 (+4 armor, +4 deflection, +4 Dex, +2 natural)
hp 136 (13d10+65); regeneration 10 (good weapons and spells)
Fort +8, Ref +12, Will +14
DR 10/good; Immune charm, fear, fire, poison; Resist acid 10, cold 10, electricity 10; SR 21
Offense
Speed 30 ft., fly 60 ft. (good)
Melee 4 claws +17 (1d6+4), 2 stingers +17 (1d3+4 plus poison)
Special Attacks poison (DC 20)
Spell-Like Abilities (CL 13th, concentration +18)
Constant—mage armor, shield of faith
At will—analyze aura, erase, greater dispel magic, greater teleport (self plus 50 lbs of gear only), sending, mage hand, mending, unseen servant
1/day—gate (transportation only, always leading to the location of her current superior)
Statistics
Str 18, Dex 18, Con 18, Int 17, Wis 19, Cha 21
Base Atk +13; CMB +17; CMD 35
Feats Alertness, Combat Reflexes, Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Profession [secretary]), Toughness
Skills Bluff +21, Fly +24, Diplomacy +21, Knowledge (nobility) +19, Knowledge (planes) +19, Perception +24, Profession (secretary) +26, Sense Motive +24, Spellcraft +19
Language Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.
SQ infernal writ
Aura Of Sanctuary (Su) Byu R'Pha emanates a potent aura of calm that prevents bursts of violence, usually. All the creatures within 60 feet of her are affected by sanctuary effect (DC 21) as long as they don't engage in violence themselves. Any creature that attempts to act violently, even in self-defense, loses this protection for the next 24 hours, even if it failed the Will saving throw and was prevented from actually taking the action. The saving throw DC is Charisma-based.
Infernal Writ (Su) Any order written down and sealed by Byu R'Pha, signed by a high ranked devil acts as a suggestion (DC 18) on lesser devils and mortals legally beholden to hell (either through a soul-pact, pledge of servitude or by being a divine caster drawing power from hell, devil patron, or infernal deity). Alternatively, Byu R'Pha can write down instructions for a specific devil or hell-bound mortal that act like geas once the target reads them. As a part of preparing an infernal writ, she can call an imp bound to serve as deliverer of the writ.
Poison (Su) Sting—injury; save Fort DC 20, frequency 1/round for 6 rounds, effect 1d3 Cha damage, cure 3 consecutive saves. The victim feels loss of confidence and becomes more and more submissive in their outlook. Devils that violate Byu R'Pha's aura of sanctuary (even if they fail their Will saving throw) become vulnerable to her poison for the next 24 hours. The saving throw DC is Constitution-based.
Byu R'Pha is a cunning deviless stifled by and yet adapted to infernal misogyny. She found that even while being delegated to seemingly subordinate role of a secretary, she can still wield a lot of hidden power, twisting available resources and official channels to serve her own schemes. As long as she exploits them discreetly. She already arranged for fall of her many previous overseers and masters, while slowly moving upward.
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Necrotyugh
A swarm of big bees with bloated bellies, surrounded by sweet miasma.
CR 6; XP 2,400
NE Large Undead
Init +4; Senses darkvision 60 ft., scent, see ethereal; Perception +17
Aura aetheric miasma (60 ft.)
Defense
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 66 (12d8+12); fast healing 5
Fort +6; Ref +6; Will +10
Immune undead traits
Offense
Speed 20 ft.
Melee bite +12 (1d8+4 plus disease), 2 tentacles +11 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2 plus aetheric corruption), ghost touch
Statistics
Str 18, Dex 10, Con —, Int 7, Wis 15, Cha 11
Base Atk +9; CMB +14 (+18 grapple); CMD 24 (26 vs. trip)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Multiattack, Toughness, Weapon Focus (tentacles)
Skills Perception +17, Stealth +11
Ecology
Environment any underground
Organization solitary, pair, or cluster (3–4)
Treasure standard
Special Abilities
Aetheric Corruption (Su) When a necrotyugh inflicts constriction damage upon a grappled living creature, it also warps its lifeforce, granting the victim a negative energy affinity that will last for 1 day. Each time the creature suffers the constriction damage, the duration of the effect extends by another day. This is a necromantic curse effect that can be ended with break enchantment, remove curse (DC 16) or restoration.
Aetheric Miasma (Su) A necrotyugh constantly exudes corrupted aetheric waste that interfere with nearby use of positive and negative energies. Any time a positive or negative energy effect is used to heal or harm, it has 50% chance of having an opposite effect, harming when it was supposed to heal or healing when it was intended to harm. This effect emanates from the necrotyugh ignoring physical barriers that don't extend into ethereal plane.
Aetheric Senses (Su) Necrotyughs see ethereal creatures and can attack incorporeal ones as if their natural attacks were magical and had ghost touch weapon property.
Disease (Su) Necrotic filth fever: Bite–injury; save Fortitude DC 16; onset 1d3 hours; frequency 1/hour; effect 1d3 Dex damage and 1d3 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.
Otyughs are renowned for their filth and wallowing in waste in life and don't get better after death. Occasionally, the necrotic corruption coming from the tainted waste reanimates a deceased otyugh as a vile creature that corrupts the ether and warps energies of life and death around itself.
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Ladle Wellcook
A small, ugly, hunched figure, wearing a chain shirt and a helmet made out of colander. In his hands he wields a wicked butcher's chopper.
CR 8; 4,800 XP
Male advanced hearth troll paladin 6
LG Small Humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision, scent, detect evil; Perception +18
Aura courage (10 ft.)
Defense
AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, +1 size)
hp 115 (4d8+6d10+70); regeneration 2 (acid, cold, electricity, sonic)
Fort +19, Ref +9, Will +14
Defensive Abilities aura of courage; Immune disease, fear
Offense
Speed 30 ft.
Melee falchion +16/+11 (1d6+8, 18–20/×2) and bite + 10 (1d3+2) or 2 claws +15 (1d3+5) and bite +15 (1d3+5)
Special Attacks channel positive energy (3d6, DC 16), divine bond (6 min, +1), smite evil (2/day, +3 attack and AC, +6 damage)
Paladin Spells (CL 3rd, concentration +6)
1st—create water, detect poison
Spell-Like Abilities (CL 6th, concentration +9)
At will—detect evil
Statistics
Str 20, Dex 16, Con 24, Int 17, Wis 21, Cha 16
Base Atk +9; CMB +13 (+15 grapple); CMD 26 (28 vs. grapple)
Feats Dirty Fighting, Improved Grapple, Improved Initiative, Power Attack, Skill Focus (Profession [fancy cooking])
Skills Climb +18, Knowledge (local) +16, Perception +18, Profession (fancy cooking) +24, Sense Motive +18
Language Common, Giant, Goblin
SQ knave, lay on hands (6/day, 3d6, fatigue, disease)
Gear cooking utensils, +1 falchion, +1 chain shirt
Ladle Wellcook is not what one would expect. His kin, hearth trolls are nowhere near as voracious beasts as their larger, savage brethren, they are not particularly known for fine cuisine either, nor for being paragons of virtue and compassion. And yet, Ladle is sort of both, for he is a dedicated gourmet and a paladin. He is generous, happily sharing his culinary creations with others, particularly those in genuine need and those who would be drawn to unsavory actions to satiate their hunger. He spends a lot of time acquiring ingredients for his work, both typical conventional cooking, and a weird urban products that are more tasty and nutritious than they sound, such as his rats-on-a-stick or five-fungi-flatbreads.
Ladle Wellcook made a number of deals with various tribes of urban underfolk, including hearth trolls, some gremlin mobs, fairy courts, and many others, exchanging favors and good deeds for recipes, supplies, aid, and restrain from hurting others.
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Bomber Bees
A swarm of big bees with bloated bellies, surrounded by sweet miasma.
CR 5; XP 1,600
N Fine Vermin (swarm)
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 18, touch 18, flat-footed 18 (+8 size)
hp 45 (10d8)
Fort +7; Ref +3; Will +3
Defensive Ability combustion, swarm traits; Immune weapon damage
Offense
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus 2d6 fire)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), flammable jelly
Statistics
Str 1, Dex 10, Con 10, Int —, Wis 11, Cha 7
Base Atk +7; CMB —; CMD —
Ecology
Environment temperate forests and plains
Organization solitary, pair, hive (3–6 swarms)
Treasure none
Special Abilities
Combustion (Ex) The flammable fumes surrounding the swarm cause any fire damage dealt to swarm to be shared with all creatures and objects that share the swarm space or are adjacent to it. When a bomber bees swarm is reduced to 0 or less hit points, it bursts in flames dealing 2d6 fire damage to all creatures and objects within its space or adjacent to it.
Flammable Jelly (Ex) Creatures that fail their saving throw against distraction are covered with a layer of flammable excretions that reduce their fire resistance by 2 per failed saving throw until they wash themselves.
Bomber bees are a highly aggressive aphids that naturally distill plant juices into flammable extracts and store them in their bloated bellies, using it as a natural defense mechanism.