Goblin WARRIOR

AC 16 / HP 6 (-12)

NE Small humanoid (goblinoid), hd 1d10+1

Goblin dog

N Medium animal, hd 1d8+5

INIT: +6 SPEED: 30ft PERCEPTION: -1

INIT: +2 SPEED: 50ft PERCEPTION: +1

AC: 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) SAVES: Fort +3, Ref +2, Will –1

AC: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) SAVES: Fort +4, Ref +4, Will +1 Immune: Disease

MELEE: dogslicer +3 (1d4+1/19-20) Base atk: +1 CMB: +0 CMD: 12

MELEE: bite +2 (1d6+3 plus allergic reaction) Base atk: +0 CMB: +2 CMD: 14

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6

Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8

Feats: Improved Initiative

Feats: Toughness

Skills: Ride +10, Stealth +10, Swim +4 Racial Modifiers +4 Ride, +4 Stealth

Skills: Stealth +6

Languages: Goblin.

Goblin Commando

AC 17 / HP 12 (-15)

NE Small humanoid (goblinoid), hd 1d10+2

Special: Allergic Reaction (Ex) A goblin dog’s dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog’s bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.

Stickfoot AC 14 / HP 11 (-12) N Medium animal, hd 2d8+2

INIT: +3 SPEED: 30ft PERCEPTION: +5

INIT: +6 SPEED: 40ft PERCEPTION: +6

AC: 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) SAVES: Fort +4, Ref +5, Will +2

AC: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) SAVES: Fort +4, Ref +5, Will +2

MELEE: mwk horsechopper +4 (1d8+1) Ranged: shortbow +5 (1d4/x3) Favored enemy: animals +2 roll/damage Base atk: +1 CMB: +1 CMD: 14 Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8 Feats: Mounted combat Skills: Handle animal +3, Linguistics +0, Perception +5, Ride +9, Stealth +13, Survival +5 Racial Modifiers +4 Ride, +4 Stealth Languages: Goblin, Common

MELEE: bite +2 (2d4+1) Base atk: +1 CMB: +2 CMD: 14 (18 vs trip) Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7 Feats: Improved Initiative Skills: Climb +21, Perception +6; Racial Modifiers +8 Climb SQ Expert Climber (som Spider Climb)

Shadowmist AC 15 / HP 19, nu 15 (-17)

SQ: Track +1, wild empathy +0

N Large animal, hd 2d8+10

GEar: Potion of cure moderate wounds (2d8+2), studded leather, masterwork horsechopper, shortbow 20 arrows

INIT: +2 SPEED: 50ft PERCEPTION: +6

Mounted combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

AC 13 / HP 9 (-15)

AC: 15, touch 11, flat-footed 13 (+2 Dex, –1 size, +4 advanced) SAVES: Fort +6, Ref +5, Will +1 MELEE: 2 hooves +0 (1d4+3) Space: 10 ft Reach: 5 ft Base atk: +1 CMB: +5 CMD: 21 (25 vs trip) Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Feats: Endurance, Run Skills: Perception +6

When running, you move five times your normal speed (250ft!)

Human skeleton

NE Medium undead, hd 1d8

AC 16 / HP 4

Tickwood boar

N Medium animal, hd 2d8+9

AC 14 / HP 18 (-17)

INIT: +6 SPEED: 30ft PERCEPTION: +0

INIT: +0 SPEED: 40ft PERCEPTION: +6

AC: 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural) SAVES: Fort +0, Ref +2, Will +2 DR: 5/bludgeoning; Immune cold, undead traits

AC: 14, touch 10, flat-footed 14 (+4 natural) SAVES: Fort +6, Ref +3, Will +1 DEfensive ability: Ferocity

MELEE: broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2) Base atk: +0 CMB: +2 CMD: 14

MELEE: gore +4 (1d8+4) Base atk: +1 CMB: +4 CMD: 14

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10

Feats: Toughness

Feats: Improved Initiative

A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4

A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.

Sinspawn AC 14 / HP 19 (-14) NE Medium aberration, hd 3d8+6

INIT: +5 SPEED: 40ft PERCEPTION: +7 AC: 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural) SAVES: Fort +3, Ref +2, Will +4 Immune: mind-affecting effects; SR 13

ce, a ll resistan at has spe th (1d20 k re c tu e a h a cre r level c e st a c To affect a e 's ak r must m e creature spellcaste equal to th st ance a st le t si a re vel) r's spell e d n + caster le fe e d ttacks. ance. The magical a st in a spell resist g a ss Armor Cla is like an

MELEE: ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1) Base atk: +2 CMB: +3 CMD: 15 Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12 Feats: Dodge, Improved Initiative

Human zombie

AC 12 / HP 12

Language: Aklo

NE Medium undead, hd 2d8+3

Special: Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn’s sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.

INIT: +0 SPEED: 30ft PERCEPTION: +0

Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.

MELEE: slam +4 (1d6+4) Base atk: +1 CMB: +4 CMD: 14

Vargouille AC 15 / HP 19 (-13) NE Small outsider (evil, extraplanar), hd 3d10+3 INIT: +1 FLY: 30ft PERCEPTION: +7 AC: 15, touch 12, flat-footed 14; (+1 Dex, +3 natural, +1 size) SAVES: Fort +4, Ref +4, Will +2 MELEE: bite +5 (1d4 plus poison) SHRiek: Inom 60ft: De som hör och ser monstret: Fort save DC 12. Fail: Paralysed 2d4 rundor eller till attackerad av monstret. Success: Kan inte bli paralyserad på 24 h. Constitution based. KISS: På helpless target: En lyckad touch-attack (provokar AoO): Fort save DC 16 eller riskera att bli en vargouille inom 24h. POISON: Injury (bite). Save Fort DC 12; frequency once, effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based. Base atk: +3 CMB: +2 CMD: 13 Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8 Skills: Fly +13, Intimidate +5, Perception +7, Stealth +8 LANGUAGE: Infernal

AC: 12, touch 10, flat-footed 12 (+2 natural) SAVES: Fort +0, Ref +0, Will +3 DR: 5/slashing. IMMUNE undead traits

Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 Feats: Toughness Special qualities: Staggered (bara en action)

A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim’s head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation’s progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.

Tentamort AC 17 / HP 39 (-14)

Yeth Hound

INIT: +5 SPEED: 20ft (climb 20ft) PERCEPTION: +11; Blindsense 30 ft

INIT: +6 SPEED: 40ft (fly 60ft) PERCEPTION: +9; Scent

N Medium aberration, hd 6d8+12

AC: 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) SAVES: Fort +4, Ref +5, Will +7 MELEE: sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus grab) Base atk: +4 CMB: +6 (+10 grapple) CMD: 17 (can’t be tripped) REACH: 10 ft. Special attack: Constrict 1d6+1 (Bludgeoning damage when successful grapple check) Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6 Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)

AC 15 / HP 30 (-15)

NE Medium outsider (evil, extraplanar), hd 4d10+8 AC: 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) SAVES: Fort +3, Ref +6, Will +6 DR: 5/silver

MELEE: bite +7 (2d6+4 plus sinister bite and trip) Base atk: +4 CMB: +6 (+10 grapple) CMD: 17 (can’t be tripped) REACH: 10 ft. Special attack: Bay: Ylande/skall: alla utom evil outsiders inom 300 ft spread slår DC 12 Will, fail = panicked 2d4 rounds. Sonic mind-affecting fear effect. Oavsett lyckad eller misslyckad save, immun mot bay i 24h. Save DC är Charisma-based. Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills: Climb +10, Perception +11

Feats: Improved Initiative, Skill Focus (Fly)

Poison (Ex) Sting—injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save.

Skills: Fly +16, Perception +9, Stealth +9, Survival +9

Shadow AC 15 / HP 19 CE Medium undead (incorporeal), hd 3d8+6

INIT: +2 SPEED: fly 40ft PERCEPTION: +8 AC: 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) SAVES: Fort +3, Ref +3, Will +4 Defensive abilities: incorporeal, channel resistance +2; Immune undead traits MELEE: incorporeal touch +4 (1d6 Strength damage) Base atk: +2 CMB: +4 CMD: 17 Special attack: Create spawn: humanoid dödad av Str damage blir shadow om 1d4 rounds. Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 Feats: Dodge, Skill Focus (Perception) Skills: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light) Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Languages: Abyssal or Infernal (cannot speak) Sinister Bite (Su) A yeth hound’s bite is treated as evilaligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a fear effect (such as the hound’s bay attack), the victim is instead completely overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect. The save DC is Constitution-based.

An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

Malfeshnekor AC 20 / HP 85 (-19) LE Large outsider (evil, extraplanar, lawful, shapechanger), hd 9d10+36 INIT: +6 SPEED: 40ft PERCEPTION: +16 AC: 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size) SAVES: Fort +9, Ref +10, Will +10 DR: 10/magic MELEE: bite +14 (1d8+6), 2 claws +14 (1d6+6) Base atk: +9 CMB: +16 CMD: 28 (32 vs trip) Spell-like abilities: (CL 9th) At will — blink, invisibility sphere, levitate, misdirection 1/day —charm monster (DC 18), crushing despair (DC 18), dimension door (typ teleport), mass bull’s strength, mass enlarge

Blink: transmutation, 1 standard action, 9 rounds You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and out of reality at random. - Physical attacks and spells 50% miss/ fail. Blind-fight doesn’t help. 20% if attacker can see invisible creatures. - Half damage from area attacks. - Half damage from falling. - Can step through objects. For each 5 ft of solid material, 50% of becoming material and pushed into open space. 1d6 dmg per 5 ft travelled.

Str 23, Dex 15, Con 19, Int 18, Wis 18, Cha 18 Feats: Combat Casting, Combat Reflexes (2 st AoO), Improved Initiative, Great Fortitude, Lightning Reflexes Skills: Acrobatics +14, Bluff +16, Climb +15, Diplomacy +16, Intimidate +16, Perception +16, Sense Motive +16, Stealth +10, Survival +16, Swim +15 Languages: Common, Goblin, Infernal SQ: Change shape (goblin/wolf, polymorph)

Crushing despair: enchantment (compulsion) [mind-affecting], 1 standard action, 30 ft cone shaped burst. 9 minutes. Will negates. Spell resistance yes. An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Med bull’s strength: STR 27. CMB: +18. CMD: 30 (34 vs trip) bite +16 (1d8+8), 2 claws +16 (1d6+8)

Ability damage

-1 per 2 damage

Ability damage

-1 per 2 damage

Strength

Skill checks, melee attack rolls, weapon damage rolls, CMB

Strength

Skill checks, melee attack rolls, weapon damage rolls, CMB

Dexterity

Skill checks, ranged attack rolls, initiative checks, Reflex throws, AC (ej flat-footed)

Dexterity

Skill checks, ranged attack rolls, initiative checks, Reflex throws, AC (ej flat-footed)

Constitution Intelligence Wisdom Charisma

Fortitude throws, HP (Penalty x Hit die = minus hp) Skill checks, Int-based Spell DC’s Skill checks, Will throws, Wis-based Spell DC’s Skill checks, Cha-based Spell DC’s

Constitution Intelligence Wisdom Charisma

Fortitude throws, HP (Penalty x Hit die = minus hp) Skill checks, Int-based Spell DC’s Skill checks, Will throws, Wis-based Spell DC’s Skill checks, Cha-based Spell DC’s

burnt offerings monster.pdf

Page 1 of 5. Goblin WARRIOR AC 16 / HP 6 (-12). NE Small humanoid (goblinoid), hd 1d10+1. INIT: +6 SPEED: 30ft PERCEPTION: -1. AC: 16, touch 13, ...

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