TEXT: By Mike Kimmel
  THE HAO JIN CATACLYSM
  PATHFINDER SOCIETY SCENARIO #10-00 
  TIER 1–11
  
  Pathfinder Society Scenario #10–00: The Hao 
  Jin Cataclysm is a Pathfinder Society Scenario 
  designed for 1st- through 11th-level characters 
  (Tier 1–11; Subtiers 1–2, 3–4, 5–6, 7–8, and 
  10–11). This scenario is designed for play 
  in the Pathfinder Society Roleplaying Guild 
  campaign, but can easily be adapted for use 
  with any world. For more information on the 
  Roleplaying Guild, how to read the attached 
  Chronicle sheets, and how to find games in your 
  area, check out the campaign’s home page at 
  pathfindersociety.club.
  HOW TO PLAY
  Author • Mike Kimmel
  Development Lead • Linda Zayas–Palmer
  Contributing Artists • Marko Horvatin and  
  Kieran Yanner
  Cartographer • Jason Engle, Sean Macdonald and 
  Corey Macourek
  Creative Directors • James Jacobs, Robert G. 
  McCreary, and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and  
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris Sims, 
  and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell,  
  Adrian Ng, Lacy Pellazar, and Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
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  Open Game Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #10–00: The Hao Jin Cataclysm © 2018, Paizo Inc. All Rights Reserved. 
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, 
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  GM ResouRces
  The Hao Jin Cataclysm makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, 
  Pathfinder RPG Bestiary 5, Pathfinder RPG Monster Codex (MC), Pathfinder RPG NPC Codex (NPC), 
  and Pathfinder RPG Ultimate Equipment (UE). This adventure assumes the GM has access to these 
  sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at pfrd.info, and the relevant creature entries from the Bestiary and Codex 
  volumes are reprinted in the adventure’s appendices for the GM’s convenience.
  Table of Contents
  The Hao Jin Cataclysm                               3
  Appendix 1 : Subtier 1-2 Bestiary                  40
  Appendix 2: Subtier 3-4 Bestiary                  46
  Appendix 3: Subtier 5-6 Bestiary                  53
  Appendix 4: Subtier 7-8 Bestiary                  62
  Aid Token                                         85
  Chronicle Sheet                                   88
  Appendix 5: Subtier 10-11 Bestiary                70
  Handouts                                          81
  Map                                                86
  
  • Absalom
  Isle of Kortos
  33
  SUMMARY
  Having discovered the imminent collapse of the Hao Jin 
  Tapestry, former Master of Spells Aram Zey sends out a 
  desperate call for aid to all available Pathfinders. As the 
  agents muster, they can gather or recall information about 
  the Tapestry and help the Society prepare for its mission. 
  Once all of the agents have gathered, Aram Zey explains 
  the situation. The Hao Jin Tapestry is unraveling, with 
  portals to the Astral Plane ripping into its fabric. Zey 
  informs the Pathfinders of six missions they must 
  undertake to stabilize the tapestry by supporting the 
  Society’s allies and fending off dangerous creatures and 
  events. Many of the missions involve revisiting areas and 
  people from the Pathfinder Society’s previous forays into 
  the tapestry. 
  T
  he legendary sorceress Hao Jin built her own 
  personal demiplane, the Hao Jin Tapestry, by pulling 
  in sites of historical interest from across Golarion. 
  The residents of these places came along for the ride, 
  creating a diverse, eclectic population within the tapestry. 
  Hao Jin also created rivers, mountains, and climate systems, 
  simulating the natural environments from which each site 
  had originated. Since Hao Jin’s mysterious disappearance 
  three centuries ago, however, this power has waned, causing 
  ecosystems within the tapestry to meld and water sources 
  to dry up.
  After Hao Jin’s disappearance, priests of Abadar dutifully 
  executed her will, holding a spectacular martial arts contest 
  each decade and granting an item from Hao Jin’s collection 
  to the victors. Six years ago, the Pathfinder Society entered 
  the tournament. Surprising onlookers, the Society ignored 
  the more ostentatious and marvelous items from Hao Jin’s 
  collection, claiming as their prize an unassuming and 
  worn tapestry. This frayed piece of cloth serves as a gateway 
  to Hao Jin’s fantastical demiplane.
  Since then, the Society has launched numerous missions 
  into the tapestry demiplane, cataloguing sites thought lost 
  and meeting with some of the cultures that survive within. 
  The Aspis Consortium also poured efforts into the tapestry 
  demiplane, engineering a back door to steal treasures from 
  under the Society’s noses. The tapestry’s connections to the 
  Material Plane allowed both organizations to rip holes in 
  it, using it as an extradimensional gateway for fast travel 
  across Golarion.
  Since his rescue from captivity inside a soul gem, former 
  Master of Spells Aram Zey has mostly kept to himself, 
  dedicating his time to studying the Hao Jin Tapestry. He 
  discovered that the demiplane was degrading over time as 
  it gradually expended the magic that Hao Jin had stored 
  within it, and he sought ways to slow the process. But 
  the slow erosion on the surface masked an impending 
  catastrophe. Now, suffering natural degradation combined 
  with the damage from Pathfinder and Aspis activities, the 
  demiplane is about to collapse, destroying everyone and 
  everything inside. 
  By Mike Kimmel
  THE HAO JIN 
  CATACLYSM
  THE HAO JIN 
  CATACLYSM
  The initial mustering phase of The Hao Jin Cataclysm takes 
  place in Absalom. The adventure then progresses into the 
  Hao Jin Tapestry, a demiplane created by the Tian sorceress 
  Hao Jin to hold her largest and most dangerous treasures. 
  Pathfinder agents must explore a variety of locations within 
  the tapestry, some new and some from past adventures. For 
  more information on these adventures, see the missions 
  listed on Handout #2.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  44
  With the tapestry stabilized, the Pathfinders return to 
  the Grand Lodge to rest. Aram Zey informs them that the 
  tapestry has been repairing itself with the souls of the dead 
  and its own water supplies. He is eager to seek a more 
  permanent solution. The reprieve is short-lived, however, 
  as malevolent forces on the Astral Plane spring into action, 
  seizing their opportunity to attack the weakened tapestry. 
  The Pathfinders must fend off these Astral invaders, undead 
  uprisings, and the Tapestry’s own phoenix guardians. By 
  gathering the feathers of these guardians, the Pathfinders 
  can repair the tapestry, stop the attacks, and temporarily 
  stabilize the demiplane. From there, the Society can begin to 
  permanently restore the Hao Jin Tapestry.
  RUNNING THE EVENT
  The Hao Jin Cataclysm is meant to accommodate varying 
  House sizes (from 4 tables up to 150+ tables). To facilitate a 
  more cohesive process for seating players at larger events, 
  the introduction and player mustering phases are built into 
  the scenario during Part 1. There is no requirement to have 
  everyone seated before players begin Part 1, and Table GMs 
  should be ready to start as soon as four or more players have 
  been seated at the table.
  Because of the nature of mustering, players may need to 
  be moved from one table to another to achieve minimum 
  numbers or table balance. If players whose tables are already 
  underway are asked to move, the Table GM should encourage 
  them to bring along any information they discovered at 
  their initial table and share it with their new table.
  PATHFINDER ADVENTURE CARD GUILD
  The Hao Jin Cataclysm includes an optional Pathfinder 
  Adventure Card Guild component, allowing these two 
  organized play programs to participate together toward the 
  same goals as part of one giant adventure. Roleplaying Guild 
  and Adventure Card Guild successes both impact the House, 
  and both types of tables are added together to calculate the 
  successes needed to trigger special conditions and events.
  The rules for the Adventure Card Guild portion of the 
  adventure are included as part of Pathfinder Adventure Card 
  Guild Special: The Hao Jin Cataclysm. These rules include 
  ways in which Overseer GM announcements impact the 
  Adventure Card Guild tables. The Adventure Card Guild’s 
  encounters are scored in slightly different ways than the 
  Roleplaying Guild tables.
  Part 1: The Adventure Card Guild tables spend this time 
  setting up their game boxes and building the first scenario.
  Part 2: The Adventure Card Guild tables complete three 
  scenarios in any order. In one scenario, they fight serpentfolk 
  ritualists who are contributing to the tapestry’s decline and 
  terrorizing the Pathfinder Society’s lizardfolk allies. In the 
  second scenario, they stop bands of duergar who are sailing 
  the tapestry’s rivers and enslaving the people who live along 
  their banks. In the third scenario, they track down and rescue 
  Pathfinder messengers who were forced to run for cover in the 
  face of an unnatural storm. The Adventure Card Guild tables 
  simply report successes, not specific location successes. The 
  Overseer GM can apply these successes to any combination 
  of mission goals, helping to realize goals that are nearly done 
  or shore up goals at underrepresented locations.
  Part 3: The Adventure Card Guild tables spend most of 
  this part combating the invaders from the Astral Plane, even 
  venturing through a rift to pursue their foes. The Overseer 
  GM can count their successes as Undead or Astral successes 
  until those goals are completed. Once the Tapestry’s Last 
  Defense condition is in play, treat all Adventure Card Guild 
  successes as Phoenix successes, which contribute to the final 
  scene in the adventure.
  GLOSSARY OF TERMS
  The Hao Jin Cataclysm uses several terms unique to the 
  Pathfinder Society Special format. Each participant’s role in 
  the event is outlined under the respective entry.
  APL: The term indicates the Average Party Level for 
  a participating table. In addition to its typical role in 
  determining which subtier a group of PCs should play, 
  APL modifies the threats that the PCs face at several points 
  during the adventure. 
  House: All the PCs participating in the adventure across 
  all subtiers.
  HQ Staff: These are support personnel who tabulate 
  results and handle player table assignments at the beginning 
  of the event. Members of the HQ Staff are responsible for 
  managing the results of table actions during the event.
  Part: This event is broken into three separate segments. 
  To a degree, each individual table can move through 
  encounters at its own pace, but the entire House starts and 
  ends each part simultaneously to ensure the stage of play 
  remains synchronized across the entire House.
  Overseer GM: This Game Master manages the timing, 
  scoring, and flow of the event. In addition, she makes 
  announcements about the amount of time remaining and 
  events that impact the entire House, as well as presenting 
  the opening and closing scenes of the adventure. The 
  Overseer GM should have some means of signaling to the 
  entire room, especially Table GMs, who are her liaisons to 
  the players. This may be a bell or other auditory signal that 
  can cut through the din of a room full of excited players, 
  or it could be a visual signal like a flashing light or waving 
  flag. The signal indicates that everyone in the House should 
  be silent and direct their attention to the Overseer GM. 
  The Overseer GM should inform all Table GMs what this 
  signal is prior to the event’s start and ensure that they are 
  all positioned to be able to see or hear it during the event.
  Table GM: Each of these Game Masters manages a single 
  table of players. Tables are run exactly like one would run 
  
  55
  THE HAO JIN CATACLYSM
  a standard Pathfinder Society table, with the following 
  exceptions. Table GMs must follow the timing of the event 
  as set by the Overseer GM. Whenever the Overseer GM 
  announces the end of a part, that part is finished for all 
  tables, and the Table GMs must follow the instructions for 
  getting the PCs to the next part in the scenario. Likewise, 
  if a Table GM has a group that finishes the part before the 
  Overseer GM calls time, she must notify the Overseer GM.
  Every Table GM should make a special note of her table’s 
  Average Party Level (APL) as calculated in the Pathfinder 
  Society Roleplaying Guild Guide. In addition to the Table 
  GM determining the appropriate subtier to use for each 
  encounter, the adventure sometimes uses the table’s APL to 
  determine several important skill and saving throw DCs.
  Runner: For smaller events (30 tables or fewer), each table 
  should nominate one player to be a Runner. These players 
  are responsible for delivering notes from their Table GMs to 
  the HQ Staff and vice versa.
  Courier: For larger events, the HQ Staff needs to provide 
  some Couriers, volunteers who wander among the tables 
  and collect notes that report successes.
  AID TOKENS
  During the event, it is possible for characters at one table to 
  assist those at another with Aid Tokens. Each represents the 
  assistance of allied Pathfinder agents and other NPCs who 
  assist the PCs. The House should begin with a number of 
  Aid Tokens equal to one-third (1/3) the number of tables, and 
  the Overseer GM should distribute these at random to tables 
  before beginning. An Aid Token appears on page 85, which the 
  Overseer GM can print for use.  A player-friendly summary 
  of the Aid Token rules appears on in the Aid Token reference 
  handout on page 84.
  Once per encounter, any character at a table can use an Aid 
  Token to assist the group in one of the ways described below. 
  At the end of the encounter, pass the Aid Token to another 
  table that does not already have an Aid Token. A table can only 
  benefit from one Aid Token per encounter. Treat the time 
  spent resolving the effects of an encounter—such as healing, 
  removing conditions, and identifying magic items—as part 
  of the encounter itself. If the players use an Aid Token while 
  resolving the effects of an encounter, immediately pass it to 
  another table. Players who do not need an aid token should be 
  encouraged to pass it along to another table who could make 
  use of its benefits.
  Before passing an aid token—whether a table has used the 
  token or not—the players are encouraged to boost its potency 
  by expending some of their own resources or attempting a skill 
  check.  A table cannot retry a skill check, nor can they boost 
  an Aid Token more than once before passing it to another 
  table. A table can boost an Aid Token even while in combat 
  without taking any in-round actions; the scenario assumes 
  the aid was granted before that encounter began. Players 
  should be encouraged to write their PC’s name down next to 
  the boosted effect along with any other relevant information. 
  Using a boosted effect consumes the boost; the player using 
  that benefit should cross off the boost information from the 
  Aid Token.
  When a table completes one of the missions in Part 
  2, they unlock the ability to grant a special boost to one of 
  the benefits of the Aid Token. A table may use each special 
  boost that they have unlocked once during the adventure. For 
  example, a table that completes Mission 5 and Mission 3 could 
  perform the special boost to Allied Offensive once and the 
  special boost to Burst of Healing once. The GM can use the 
  Special Boost Tracker on page 83 for reference.
  Some Aid Token benefits can be used only if another 
  table boosts them first. An Aid Token’s benefits vary based 
  on the table’s subtier, and these benefits can take one of the 
  following forms.
  Allied Offensive: An NPC ally strikes a creature at the same 
  time as the PC, increasing the damage dealt on one attack by 
  1d8 points. In addition, after the attack, characters attacking 
  the target are considered to be flanking it until the beginning 
  of the attacker’s next turn. In Subtiers 5–6 and 7–8, this 
  additional damage increases to 2d8 points. In Subtier 10–11, 
  this additional damage increases to 3d8 points. 
  To Boost: Succeed at an attack roll against an AC equal to an 
  Average skill check. 
  Boosted Effect: Increase the damage dealt by 1d8. If you grant 
  this boost, write Allied Offensive (+1d8) on the Aid Token.
  The Difficulty Class of many of this adventure’s skill checks and 
  saving throws varies by subtier. Each such check is defined as 
  Easy, Average, or Hard. The corresponding DC for each of these 
  checks in a given subtier appears in the table below.
  Skills and Saves
  SKILL CHECK AND COMBAT MANEUVER 
  CHECK DCS
  Subtier 
  Easy 
  Average 
  Hard
  1–2 
  12 
  15 
  18
  3–4 
  14 
  17 
  20
  5–6 
  16 
  20 
  24
  7–8 
  18 
  23 
  28
  10–11 
  21 
  27 
  33
  SAVING THROW DCS
  Subtier 
  Easy 
  Average 
  Hard
  1–2  
  10 
  11 
  13
  3–4  
  11 
  13 
  15
  5–6  
  13 
  15 
  17
  7–8  
  15 
  17 
  19
  10–11 
  17 
  20 
  23
  
  PATHFINDER SOCIETY SCENARIO
  66
  Special Boost: Once during the adventure, a table that has 
  completed Mission 5 (Allies on the Fringe) can automatically 
  boost this Aid Token and grant +2d8 damage. If you grant 
  this boost, write Allied Offensive (+2d8) on the Aid Token.
  Burst of Healing: An NPC ally restores 1d6 hit points 
  to each PC. In Subtiers 5–6 and 7–8, the amount restored 
  increases to 3d6 hit points. In Subtier 10–11, the amount 
  restored increases to 5d6 hit points.
  To Boost: Expend one use of channel positive energy or 
  cast one spell with the (healing) descriptor with a spell level 
  greater than or equal to your table’s APL/2, rounded up. A PC 
  must cast this spell, not simply activate a magic item. 
  Boosted Effect: Increase the healing by 2d6. If you grant this 
  boost, write Burst of Healing on the Aid Token.
  Special Boost: Once during the adventure, a table that has 
  completed Mission 3 (Terror at the Temple of Empyreal 
  Enlightenment) can boost this Aid Token without expending 
  any resources.
  Coordinated Maneuvers: An NPC ally assists a PC in 
  performing a combat maneuver. The PC must choose to use 
  this Aid Token before rolling; they may roll twice and take 
  the better result. 
  To Boost: Succeed at combat maneuver check against a 
  CMD equal to an Average skill check. 
  Boosted Effect: The combat maneuver check gains a +2 
  bonus. If you grant this boost, write Coordinated Maneuvers 
  (+2) on the Aid Token.
  Special Boost: Once during the adventure, a table that 
  has completed Mission 4 (Return to Slave Mountain) can 
  automatically boost this Aid Token and increase the bonus 
  to +4. If you grant this boost, write Coordinated Maneuvers 
  (+4) on the Aid Token.
  Provide Spellcasting (must be boosted): Gain the benefits 
  of a beneficial spell cast by an ally as listed on the Aid Token. 
  To Boost: Cast one of the following spells: lesser restoration, 
  neutralize poison, remove curse, or remove disease. Only these 
  spells may be granted. Expending resources that produce the 
  effects of these spells, such as a paladin’s mercy class feature, 
  can also grant these benefits. Write Provide Spellcasting on 
  the Aid Token, along with the spell granted, the caster level, 
  and the name of the casting PC.
  Special Boost: Once during the adventure, a table that has 
  completed Mission 1 (What Lurks Beneath the Muckmouth) 
  can increase the spell’s caster level by 4 when boosting this 
  Aid Token.
  Share Knowledge (must be boosted): Gain the benefit of a 
  Knowledge check or a Spellcraft check to identify a magical 
  item; the type and difficulty (Easy, Average, or Hard) depend 
  on the table granting the benefit. 
  To Boost: Succeed at a Knowledge check of your choice. 
  Write Share Knowledge on the Aid Token, noting the type of 
  the check and the difficulty reached (Easy, Average, or Hard).
  Special Boost: Once during the adventure, a table that 
  has completed Mission 2 (Rescue at Round Mountain) can 
  automatically grant a Hard skill check result when boosting 
  this token.
  Timely Inspiration: An NPC ally provides the effects of 
  a bard’s inspire courage bardic performance for 3 rounds. 
  In Subtiers 1–2 and 3–4, the competence bonus is +1. In 
  Subtiers 5–6 and 7–8, the competence bonus increases to +2. 
  In Subtier 10–11, the competence bonus increases to +3. 
  To Boost: Expend 3 rounds of bardic performance or a 
  similar ability.
  Boosted Effect: Increase the competence bonus by 1. If you 
  grant this boost, write Timely Inspiration on the Aid Token.
  Special Boost: Once during the adventure, a table that has 
  completed Mission 6 (Eternal Lake) can extend the duration 
  of the boost to 6 rounds. Write Timely Inspiration (6 rounds) 
  on the Aid Token.
  TIMELINE
  The Hao Jin Cataclysm is designed to take less than 5 hours, 
  including a modest amount of time for mustering and 
  setup. Each section transitions automatically after a certain 
  amount of time passes, though Part 1 is somewhat flexible 
  based on mustering needs. The following is a measure of 
  how long each part should last.
  Part 1: 15 minutes (or longer, if mustering requires)
  Part 2: 140 minutes
  Intermission: 5 to 10 minutes
  Part 3: 100–120 minutes
  PEOPLE AND PERILS OF THE PATCHWORK 
  PLANE
  The Hao Jin Cataclysm presents a diverse range of encounters 
  for every subtier, reflecting the patchwork nature of the 
  demiplane. Some of the tapestry’s residents were trapped on 
  the demiplane hundreds of years ago, while many more are 
  their descendants. Some, like the ratfolk of Round Mountain 
  and the Muckmouth lizardfolk, are allies of the Pathfinder 
  Society. Others, such as the duergar of Slave Mountain, are 
  enemies or otherwise distrust the society. The missions in 
  Part 2 include more information about these groups and 
  their reaction to Pathfinders. Because they have resided on 
  the tapestry demiplane for centuries or more, these locals 
  have the native subtype and cannot be affected by dismissal 
  and similar effects.
  In addition to locals both friendly and hostile, the PCs face 
  unique threats that arise from the tapestry’s fractured state. 
  The tapestry’s malfunctioning repair mechanism spawns 
  hordes of undead creatures that terrorize the inhabitants. 
  In Part 3, invaders pour in from the Astral Plane. These 
  invaders are a mix of giants, humanoid pirates, and drow who 
  wish to disrupt the tapestry, steal its treasures, or both. While 
  in the tapestry, these creatures gain the extraplanar subtype, 
  making them vulnerable to dismissal and similar effects.
  
  77
  THE HAO JIN CATACLYSM
  Finally, the adventure features the plots of the night hag 
  Aslynn, a long-time enemy of Aram Zey. Though she does 
  not appear directly, the PCs have a few opportunities to 
  notice her machinations.
  TRAVEL IN THE TAPESTRY
  Any creature can select a location on the physical tapestry in 
  the Grand Lodge and enter the demiplane instantaneously 
  with the utterance of a command word.
  Behind each arriving creature floats a 2-foot-diameter 
  sphere of pulsing blue light known as an astral eddy, each 
  visible only to the creature whose journey to the tapestry 
  created it. A creature stepping into its own astral eddy is 
  shifted back to the Material Plane precisely where it left, 
  with any carried objects. If another creature occupies 
  that space, the teleported creature appears in the nearest 
  unoccupied square.
  The six locations described in the mission briefing 
  are connected by “tears” in the metaphysical fabric of the 
  tapestry caused by degradation and extensive travel through 
  these regions over time. After stabilizing a region, the PCs 
  can use these tears to move to their next mission.
  STARTING THE EVENT
  As the event begins, players have approximately 15 minutes 
  for mustering, during which they may acquaint themselves 
  with their mission and their companions. The HQ Staff 
  should ensure that everyone is properly seated as quickly 
  and orderly as possible.
  As mustering begins, the Overseer GM, speaking as 
  former Master of Spells Aram Zey, should read the following.
  “Pathfinders, an entire world is in danger! The Hao Jin Tapestry is 
  on the brink of collapse. If we do not act now, all its wonders and 
  its people will be lost to us forever. Find your assigned group, aid 
  in our preparations to enter the demiplane however you can, and 
  await further instructions.”
  PART 1: TEARING AT THE SEAMS
  The PCs may have participated in adventures in the Hao 
  Jin Tapestry before, and these experiences can influence the 
  missions during Part 2. As players arrive, Table GMs should 
  ask them to fill out Handout #1, which tracks which PCs 
  have played which adventures. Table GMs should read or 
  paraphrase the following to orient the players.
  Countless Pathfinders stand ready in a large stone room 
  deep beneath the Grand Lodge. A ragged tapestry covered in 
  clashing colors and abstract symbols rests on an inclined slab 
  in the center of the room, surrounded by scaffolds and ladders. 
  Scholars frantically rush along the scaffolds, studying a flurry of 
  rips appearing on the tapestry. 
  A harried oread woman approaches. “I am Master of Spells 
  Sorrina Westyr. I won’t mince words—the situation is dire. 
  This cloth is the famous Hao Jin Tapestry, an ancient relic the 
  Pathfinder Society acquired in the Ruby Phoenix Tournament six 
  years ago. It contains a vast wealth of locations, treasures, and 
  peoples torn from Golarion by the sorceress Hao Jin. We have 
  explored many regions of the tapestry, struggled to keep the Aspis 
  Consortium from turning its populace against us, and devised a 
  means to use the tapestry for fast travel across all of Golarion. 
  But now, it has begun to unravel. We must act quickly to repair 
  the tapestry—and that means sending agents into the demiplane 
  itself. Our former Master of Spells, Aram Zey, knows more about 
  the tapestry than anyone here. He is preparing a formal briefing. 
  In the meantime, familiarize yourself with your team, discuss any 
  previous experience you may have with the Hao Jin Tapestry, and 
  gather what information and resources you can. 
  One more thing, and this is important: you will be able to retreat 
  safely from the tapestry to Absalom. However, we cannot risk 
  damaging the tapestry further by sending groups back and forth. 
  Be sure that you gather everything you need before entering the 
  tapestry, because once you return to Absalom, you will no longer 
  be a part of this mission.
  During the rest of Part 1, players may introduce their PCs 
  to the group, purchase gear, and participate in the minor tasks 
  listed in the Preparations section below.
  PREPARATIONS
  The PCs may attempt the following tasks in any order while 
  the House is mustering. The GM describes the task, engages 
  the PCs in some brief roleplaying (1–2 minutes), and then 
  prompts the PCs to each choose one of the listed skills to 
  attempt. Each task has three levels of success corresponding 
  to the Easy, Average, and Hard skill check DCs. The group 
  receives the information and rewards that correspond to the 
  check result and any easier levels (e.g. meeting the Average 
  check DC earns information and rewards associated with 
  both the Easy and Average checks). The PCs can attempt the 
  checks individually or use the aid another action, provided 
  that the PCs are using the same skill.
  ASSESS THE DAMAGE
  Relevant Skills: Appraise, Disable Device, Perception, or Use 
  Magic Device
  TASK DETAILS
  The PCs inspect the tapestry itself to help discern what might be 
  happening to it.
  REWARD
  Easy: The PCs notice that the largest holes appear around six of 
  the regions that Pathfinder agents visited in the past few years.
  Average: The PCs notice that the tapestry is radiating warmth.
  Hard: The PCs notice that, despite the tapestry’s warmth, there 
  are spots around the largest tears that are chill as a grave. Once 
  
  PATHFINDER SOCIETY SCENARIO
  88
  during the adventure, when the group encounters one or more 
  undead opponents, the group can activate this reward to grant 
  the PCs a +4 bonus on their initiative checks for that encounter.
  INTERROGATE THE SNAKES
  Relevant Skills: Bluff or Intimidate
  TASK DETAILS
  The PCs interrogate a group of Aspis Consortium agents recently 
  arrested in Absalom, attempting to discern if the Consortium 
  is infiltrating the tapestry again. The agents insist that the 
  Consortium is not involved.
  REWARD
  Easy: The PCs believe the Consortium agents. The agents reveal 
  that the Aspis Consortium recently tried to re-infiltrate the 
  tapestry, but it was too unstable and they could not gain entry.
  Average: As above, but the PCs also gain information about 
  the Consortium’s past dealings with groups in the tapestry. 
  Once during the adventure, one PC can gain a +2 bonus to 
  a Charisma-based skill check made when interacting with a 
  creature in the tapestry.
  Hard: When using the reward above, the PC can roll twice and 
  take the better result (in addition to gaining the +2 bonus).
  KNOWLEDGE OF THE WEAVE
  Relevant Skills: Diplomacy (gather information) or Knowledge 
  (local or planes)
  TASK DETAILS
  The PCs recall or gather information about the Hao Jin Tapestry.
  REWARD
  Easy: The PCs recall or learn that many regions in the tapestry 
  are pulled directly from Golarion. However, most of its 
  denizens have lived in the tapestry for their entire lives, and 
  some can trace back many generations to ancestors who lived 
  on the tapestry as well. Once during the adventure, one PC 
  can reroll a failed Knowledge check and use the new result.
  Average: When using the reward above, the PC can instead reroll 
  any one skill check.
  Hard: When using the reward above, the PC can instead reroll 
  any one d20 roll.
  SOMETHING IS WATCHING
  Relevant Skills: Knowledge (arcana or planes), Perception, 
  Sense Motive, or Spellcraft
  TASK DETAILS
  The PCs get a strange feeling of being watched and investigate 
  to determine what is going on.
  REWARD
  Easy: The PCs feel suddenly anxious, like they’ve just awoken 
  from a nightmare, but the feeling is fleeting.
  Average: The PCs feel suddenly anxious and sense a malicious 
  supernatural presence trying to enter their minds, but they 
  manage to resist. Once during the adventure before rolling a 
  Will save, one PC may add a +2 bonus.
  Hard: The PCs feel suddenly anxious and detect a malicious 
  presence. Before fighting it off, they sense its intentions: to 
  feed on the chaos and death in the tapestry. Once during this 
  adventure before attempting a Will save, one PC can roll twice 
  and choose the better result. 
  SUPPLY CHECK
  Relevant Skills: Appraise, Craft (any relevant skill), Knowledge 
  (arcana), or Profession (any relevant skill)
  TASK DETAILS
  The PCs assess the repair team’s supplies, including climbing gear, 
  traveling gear, food and drink, and supplies for magic rituals.
  REWARD
  Easy: The repair team, grateful for the PCs’ aid, provides each PC 
  with a potion of cure serious wounds.
  Average: The repair team also provides each PC with an additional 
  potion of the PC’s choice that does not have an expensive 
  material component. In Subtiers 1–2 and 3–4, this is a 1st-level 
  potion. In Subtier 5–6, this is a 1st- or 2nd- level potion. In 
  Subtier 7–8 and 10–11, this is a 1st-, 2nd-, or 3rd-level potion.
  Hard: The repair team is supplied well enough to set up a 
  rudimentary shop in the Hao Jin Tapestry. Between encounters, 
  the PCs may purchase items from the Pathfinder RPG Core 
  Rulebook or Pathfinder RPG Ultimate Equipment with a price of 
  1,500 gp or less. 
  TALES FROM THE TAPESTRY
  Relevant Skills: Diplomacy, Knowledge (history), or Perform
  TASK DETAILS
  The PCs briefly swap tales of the Pathfinder Society’s previous 
  adventures in the tapestry. 
  REWARD
  Easy: The PCs recall several stories of Pathfinder agents 
  adventuring in the tapestry and dealing with all manner of 
  different peoples and creatures, from ratfolk and lizardfolk to 
  ancient mummies and manipulative demons. Each time the 
  PCs attempt a Knowledge check to identify a creature in the 
  tapestry, one PC can choose to gain a +2 bonus on the check.
  Average: Once during the scenario, each PC can roll twice and take 
  the better result instead of gaining a +2 bonus.
  Hard: Instead of rolling the Knowledge check twice to identify the 
  creature (see above), the PC can treat their result as they had 
  rolled a 20. Alternatively, the PC may gain the benefits of the 
  Average result while treating the Knowledge skill as trained.
  TRAVEL TIPS
  Relevant Skills: Knowledge (geography or nature), Profession 
  (any relevant profession), or Survival
  TASK DETAILS
  The PCs share tips for navigating and surviving a variety of terrains.
  REWARD
  Easy: The PCs recall the various terrain types from the Pathfinder 
  Society’s previous adventures in the tapestry: buildings, caves 
  
  Aram Zey
  99
  THE HAO JIN CATACLYSM
  and tunnels, ancient ruins, mountains, and deserts. Many 
  more are known to exist within the tapestry as well.
  Average: The PCs share advice for dealing with different terrains. 
  Once during the adventure, one PC can choose to re-roll a 
  failed skill check made as part of their movement (such as 
  Acrobatics, Climb, or Fly).
  Hard: The PCs share advice for rapidly adapting to new 
  environments and situations. Each PC can use the benefit 
  from the reward above.
  THE COMMON THREAD
  As Part 1 nears completion, the Overseer GM 
  should read the following transition aloud.
  Aram Zey cries out in alarm as a massive rip 
  appears in the Hao Jin Tapestry. A silvery 
  void dances within the breach. “The rifts are 
  widening—we’re running out of time! Quickly, 
  Pathfinders. Finish your preparations and 
  gather around the tapestry.”
  This text warns Table GMs and 
  players that they should conclude 
  Part 1’s preparation encounters and 
  get settled for the briefing. After 
  the room is quiet and ready, 
  the Overseer GM reads the 
  following aloud to transition to 
  Part 2.
  Aram Zey’s gaze remains fixed on the tapestry as he addresses 
  the crowd around him. He is harried and pale, with dark bags 
  under his bloodshot eyes. His hands tremble slightly as he sets 
  a mug of coffee down on a table already littered with empty 
  cups. “Pathfinders, the Hao Jin Tapestry is falling to pieces. Both 
  the physical object you see before you and the mystical realm it 
  contains have been unraveling for several months, possibly even 
  longer. My only hope is that there is still time to save the tapestry 
  and those who live inside.”
  The former Master of Spells glares at the tapestry for a moment, 
  and then a new rip catches his attention. He jabs a finger at the 
  frayed fabric. “There! You see? The degradation is causing—or 
  perhaps caused by—rifts to the Astral Plane that are appearing 
  throughout the demiplane. Fixing these tears is not as simple as 
  stitching fabric or performing a few rituals. We must enter the 
  tapestry itself, find the rifts, and repair them as best we can. But 
  the tapestry is in chaos—undead horrors are emerging throughout 
  the demiplane, and we do not quite understand why. On top of 
  that, the people and creatures of the tapestry are reacting to the 
  chaos, and they are only making matters worse! That, Pathfinders, 
  is where you come in.”
  Aram Zey finally turns to face the crowd gathered around 
  him. “The tapestry is a massive realm, and we have spent years 
  exploring it and using it for travel. I fear that our activities are 
  at least partly responsible for the degradation. I don’t think it’s a 
  coincidence many of the six most damaged areas of the tapestry 
  are sites of previous Pathfinder missions.” 
  Zey’s face twists into a pained expression, “My efforts to repair 
  the demiplane over the course of the last several days have met 
  with nothing but failure. The decline continues to accelerate. I 
  have no choice but to send you into the tapestry 
  to deal with the chaos around these six sites. 
  I’ll be sending in other teams to perform the 
  laborious work of patching the rifts once you’ve 
  established control of the situation. Then I can 
  work on a permanent solution. Time is of 
  the essence. By my estimates, in a little over 
  two day’s time, the entire demiplane will 
  collapse without your efforts. I don’t care what 
  motivates you, whether you want to preserve 
  powerful artifacts, save innocent lives, or be 
  a good Pathfinder—get in there and get the 
  job done.” Aram Zey returns his gaze to the 
  tapestry, raising his hand to his forehead 
  and wincing in pain. In a low grumble, he 
  adds, “You all are this demiplane’s last hope. 
  Don’t let them down.”  Table GMs, Part 2 
  has begun.
  In large events, some players 
  may find their seats just before 
  the overseer GM makes this 
  announcement. If the PCs did 
  not yet have time to purchase equipment, Table GMs should 
  allow the PCs to buy what they need from Absalom before 
  beginning Part 2.
  PART 2: TATTERS AND TROUBLES
  Aram Zey recently realized that the erosion of the Hao Jin 
  Tapestry masks an impending catastrophe. The tapestry’s 
  denizens, however, have been battling the effects of this 
  erosion for many months. The most apparent dangers are the 
  appearance of undead throughout the tapestry—the result 
  of the demiplane’s malfunctioning repair mechanism—and 
  the drying up of many of its water sources. These threats, 
  combined with general chaos throughout the tapestry caused 
  by external influences over the past several years, have caused 
  serious problems for many groups native to the demiplane. 
  By addressing these problems and securing the various 
  regions of the tapestry, the Pathfinder Society hopes to access 
  and repair the widest tears in the tapestry’s planar fabric.
  Once Part 2 has begun, read or paraphrase the following. 
  The speaker of this text can be Venture-Captain Ambrus 
  Valsin or any other reputable NPC of the GM’s choice. This 
  person approaches the PCs to provide them with additional 
  details relevant to the mission.
  
  PATHFINDER SOCIETY SCENARIO
  10
  10
  “As Aram Zey said, we have identified the six most damaged areas 
  of the tapestry. Unfortunately, each of these areas is populated. In 
  some of them, you’ll find allies who require aid, and in others 
  long-time foes that would thwart our efforts. We must defeat 
  these foes or win them over to our side. Choose your missions 
  carefully! If you have visited the tapestry before, its people are 
  likely to remember you, for good or ill.
  “I do have one piece of good news—the tapestry’s attempts to 
  repair itself have caused loose threads from these six locations 
  to connect to each other. What that means for you is that 
  traveling between those locations once you’re inside should be 
  straightforward. Advance scouts tell us these connections look like 
  bridges made of tattered fabric decorated to resemble the two 
  locations in the tapestry that the bridge connects.
  “As for getting back home, when you enter, you’ll leave a little 
  blue portal behind you. It’s called an astral eddy, and it’s your 
  personal connection to the Material Plane. Walk back into it, and 
  you’ll reappear in Absalom. Once you’ve come home, though, we 
  won’t be sending you back in. 
  “You have two days to complete as many missions as you can, 
  but don’t be so hasty that you throw away your lives. Take the 
  time to rest if you find a safe place.”
  The PCs can choose from six missions to stabilize various 
  locations within the tapestry and allow the NPC Pathfinder 
  agents to conduct their repairs. Give the players Handout 
  #2 (see page 82), which helps the PCs choose and track these 
  missions. More detailed instructions for each mission are 
  available in the Table GM Instructions section below.
  TABLE GM INSTRUCTIONS
  During Part 2, each table can choose from six missions in 
  different regions of the tapestry. Some of the missions revisit 
  areas or groups from past scenarios. The PCs can attempt the 
  missions in any order. Inform the players that it’s unlikely 
  they have time to complete all six missions, so they should 
  consider those associated with their past Chronicle sheets or 
  those that best match their PCs’ abilities and interests. The 
  group can undertake any of the missions, regardless of their 
  past Chronicle sheets. For tracking spell durations, assume 
  that each mission takes about 1 hour to complete and that it 
  takes 10 minutes to travel between locations.
  Over the course of Part 2, the Overseer GM will report 
  when each location’s objectives are complete. When this 
  happens, no other groups can begin the mission at that 
  location. However, those groups currently performing that 
  mission may finish it and report successes. The Overseer 
  GM will count these successes toward other objectives.
  Reporting Successes: During Part 2, it is important to 
  report each successfully completed mission to HQ Staff.
  Optional Encounters: After completing a mission, the 
  PCs can choose to provide further help in that area by 
  completing an optional additional encounter (see page 27) 
  instead of attempting another mission. Completing an 
  additional encounter earns the PCs another success of the 
  same type that the mission normally grants.
  Maps: The encounters in Part 2 use Pathfinder Flip-Mat 
  Classics: Darklands Pathfinder Flip-Mat: Desert Ruins, and 
  Pathfinder Flip-Mat: Lost City, as well as a map from Pathfinder 
  Society Scenario #3-21: The Temple of Empyreal Enlightenment.
  Rest Opportunity and Restroom Break: Table GMs 
  should encourage their table to rest once during Part 2, 
  likely after their 2nd or 3rd mission. The PCs can rest in a 
  relatively safe area of the tapestry, such as any of the mission 
  locations after successfully completing a mission there. 
  During this time, the PCs receive the benefits of 8 hours of 
  uninterrupted rest. GMs should also encourage players to 
  take a 5 or 10-minute restroom break, if necessary, at this 
  time. The HQ Staff expects each table will take such a break. 
  Groups that do not rest before the Intermission receive one 
  last opportunity to rest at that time if they have not already.
  Spellcasting Services: There are enough Pathfinders 
  in the tapestry to provide spellcasting services between 
  encounters, as though the PCs were in a large city.
  Spells, Special Abilities, and Creativity: This scenario 
  cannot account for all players' creative solutions. During Part 
  2, GMs should allow PCs to use spells, abilities, and creative 
  solutions when appropriate, such as casting telekinesis to flip 
  the table in the temple refectory during Mission 3. In general, 
  these solutions should grant a +2 or +4 bonus to one check 
  or allow PCs to use a skill other than the one listed in the 
  scenario. Use this final option sparingly—the players should 
  not rely solely on their best skills, or use common skills like 
  Diplomacy or Perception in the place of niche skills like Craft.
  ANNOUNCED CONDITIONS
  There are six conditions the Overseer GM might announce, 
  each tied to the House completing an objective in one of 
  six mission locations. These conditions grant each table a 
  single-use benefit that the players can choose to activate as a 
  group. Activating a benefit takes no action, but a table can only 
  benefit from up to two of these per encounter. These benefits 
  can also affect companion creatures, such as familiars and 
  animal companions. Benefits that replicate an Aid Token’s 
  benefits can be used in the same encounter as an Aid Token.
  Muckmouth Secured: When the Overseer GM announces 
  that the Muckmouth objective is fulfilled, the lizardfolk lend 
  their newfound magic to the Society. The group gains one 
  free use of the Aid Token’s Burst of Healing benefit that the 
  PCs can activate at their discretion.
  Round Mountain Secured: When the Overseer GM 
  announces that the Round Mountain objective is fulfilled, 
  the spherical mountain stabilizes and the ratfolk emerge to 
  aid the Society in navigating the tapestry. At the beginning of 
  one encounter, the PCs can activate this benefit to increase 
  their land speed by 10 feet for the duration of the encounter.
  
  11
  11
  THE HAO JIN CATACLYSM
  Temple Secured: When the Overseer GM announces 
  that the Temple objective is fulfilled, the faithful of 
  Korada disperse from the temple to provide healing to the 
  Pathfinders. Once during the adventure, the PCs can activate 
  this benefit to instantaneously cure every PC of the following 
  conditions: fatigued, shaken, sickened, dazed, and staggered.
  Slave Mountain Secured: When the Overseer GM 
  announces that the Slave Mountain objective is fulfilled, 
  the freed slaves join the Pathfinders in battling the 
  malevolent forces in the tapestry. At the beginning of 
  one encounter, the PCs can activate this benefit to gain 
  a number of temporary hit points equal to 3 × their APL 
  (minimum 6 temporary hit points); these last until the end 
  of the encounter.
  Patchwork Allies Secured: When the Overseer GM 
  announces that the Patchwork Allies objective is fulfilled, 
  the Society’s new allies join the fray. The group gains one 
  free use of the Aid Token’s Allied Offensive benefit that the 
  PCs can activate at their discretion.
  Eternal Lake Secured: When the Overseer GM 
  announces that the Eternal Lake objective is fulfilled, 
  the kappas of the lake profess eternal gratitude and heap 
  praise upon the Pathfinders. The group gains one free use 
  of the Aid Token’s Timely Inspiration benefit that the PCs 
  can activate at their discretion.
  OVERSEER GM INSTRUCTIONS
  During Part 2, the responsibilities of the Overseer GM are 
  to tally the number and type of each success reported and, 
  when the House has accumulated the requisite number 
  of successes for a mission, to announce that the mission 
  is completed. If displaying a map of the Tapestry or other 
  visual aid, the Overseer GM should update it after the 
  completion of each mission.
  The House’s goal is to complete as many of the missions 
  as possible before time runs out. Once the House has 
  reported enough successes, the mission is complete. Make 
  the announcement that corresponds to that location, as 
  listed below. The number of successes required depends 
  upon the size of the House—if the House has between four 
  and nine tables, they need a number of successes equal to 
  half (1/2) the number of tables. If the house has 10 or more 
  tables, they need a number of successes equal to three-
  fifths (3/5) the number of tables.
  Because tables complete encounters at different rates, 
  some tables will report successes for missions after the 
  Overseer GM has already announced the success condition 
  for those missions. The Overseer GM can apply these 
  successes to any combination of location goals, helping 
  realize goals that are nearly done or shore up goals in 
  underrepresented locations.
  For the Muckmouth announcement (Mission 1), read the 
  following aloud.
  The repair teams have patched the rift beneath the Muckmouth. 
  They discovered that the tapestry itself is generating massive 
  amounts of necromantic energy around the rifts. The Muckmouth 
  is secured! 
  For the Round Mountain announcement (Mission 2), read 
  the following aloud.
  The repair teams have patched the rift at Round Mountain. Be 
  on the lookout! Before closing the rift, the team glimpsed a 
  mysterious sailing vessel lurking in the Astral Plane. Round 
  Mountain is secured!
  For the Temple announcement (Mission 3), read the 
  following aloud.
  The repair teams have patched the rift at the Temple of Empyreal 
  Enlightenment. The nightmare is over, and Korada’s faithful now 
  lend us their aid! The Temple is secured!
  For the Slave Mountain announcement (Mission 4), read 
  the following aloud.
  The repair teams have patched the rift at Slave Mountain. Many 
  slaves are now free, and they have pledged their aid! Slave 
  Mountain is secured!
  For the Patchwork Allies announcement (Mission 5), read 
  the following aloud.
  Our new allies on the patchwork plane have granted the repair 
  teams access to the rift, and it is repaired. These allies can help in 
  the coming battles. The Patchwork Allies are secured!
  For the Eternal Lake announcement (Mission 6), read the 
  following aloud.
  The waters of the Eternal Lake flow once more, and our repair 
  teams have patched the nearby rift. The kappas make for strange 
  companions, but they have pledged unending loyalty to the 
  Society. The Eternal Lake is secured!
  Adventure Card Guild: The Adventure Card Guild tables 
  spend Part 2 fighting to secure the tapestry’s waterways. 
  An Adventure Card Guild table simply reports Secured the 
  Waterways successes, not specific location successes. The 
  Overseer GM can apply these successes to any combination 
  of location goals, helping realize goals that are nearly done 
  or shore up goals in underrepresented locations.
  Concluding Part 2: This part should end after 140 minutes 
  or after the House has completed all six objectives, whichever 
  comes first. To finish Part 2, proceed to the Intermission on 
  page 28.
  
  PATHFINDER SOCIETY SCENARIO
  12
  12
  MISSION 1: WHAT LURKS BENEATH THE 
  MUCKMOUTH
  The Muckmouth is the cavernous home of the Muckmouth 
  lizardfolk. The caves and their inhabitants were accidentally 
  transported into the tapestry when Hao Jin extracted her 
  intended target—a network of serpentfolk ruins. 
  Chronicle Adjustments: If any of the PCs have 
  completed Pathfinder Society Scenario #3–12: Wonders in the 
  Weave—Part I: The Dog Pharaoh’s Tomb or Pathfinder Society 
  Scenario #3–14: Wonders in the Weave—Part II: Snakes in 
  the Fold, Oosthic thanks them personally for helping the 
  Muckmouth survive against all odds and saving their eggs. 
  She tells the PCs that the children that hatched from the 
  eggs they rescued enjoy listening to the tales of the heroic 
  Pathfinders who saved them from the evil Aspis serpents. 
  She also muses that the children will be heartened to hear 
  that the same Pathfinders have returned to rescue them 
  from evil serpents once again. She gives each of those 
  PCs one of the following potions at the beginning of the 
  mission: a potion of bear’s endurance, a potion of bull’s strength, 
  a potion of cat’s grace, or a potion of lesser restoration. If at least 
  half of the PCs have completed one of these adventures, 
  Oosthic also offers a single scroll of restoration capable of 
  removing a permanent negative level.
  When the PCs arrive at the Muckmouth caves, the guards 
  usher them inside. Read or paraphrase the following.
  The Muckmouth tribe’s caves are dry but littered with the bones 
  of cave-dwelling fish. In the central cavern, a small band of 
  bedraggled lizardfolk watch as their ancient leader limps forward. 
  Long strings of tiny bones dangle from her armbands, clacking 
  on the stone floor. “Welcome, Pathfinder friends. I am Oosthic, 
  and I remember my tribe’s debt to you for rescuing our eggs and 
  our home. We must call on your strength once more. Our water 
  has vanished. Without water, the Muckmouth grow weak. Many 
  have perished seeking water in the ancient ruins beneath our 
  home. The ruins are crumbling, and the living dead slither from 
  the walls. I fear the serpent empire seeks vengeance against the 
  Muckmouth for disturbing its ruins, but we had no choice. Destroy 
  the undead and secure the lost magic of the serpentfolk for our 
  tribe. The Muckmouth must survive!”
  When the PCs are ready, the Muckmouth sentries lead 
  them through twisting passages to a ruined serpentfolk city 
  cradled in a steep-walled mountain valley.
  A. THE SUNDERED CITY
  The PCs emerge from the tunnels into a valley filled with 
  crumbling buildings and a massive ziggurat. The lizardfolk 
  guides go no further until the PCs have eliminated any 
  nearby dangers.
  Creatures: 
  The 
  Tapestry’s 
  soul-stitching 
  repair 
  mechanism has created many undead horrors, especially in 
  places where corpses and evil magic abound. The undead 
  immediately attack when they notice the PCs.
  SUBTIER 1–2 (CR 3)
  UNRAVELING SKELETONS (3) 
  CR 1/3
  hp 13 each (Pathfinder RPG Bestiary 250; see pages 45 and 44)
  UNRAVELING FAST ZOMBIES (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288; see page 45)
  SUBTIER 3–4 (CR 5)
  UNRAVELING GHOULS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146; see pages 51 and 49)
  UNRAVELING WIGHT 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 276; see page 51)
  SUBTIER 5–6 (CR 7)
  UNRAVELING MUMMY 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 210; see pages 60 and 59)
  UNRAVELING WIGHTS (2) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 276; see page 60)
  SUBTIER 7–8 (CR 9)
  UNRAVELING MOHRG 
  CR 8
  hp 91 (Pathfinder RPG Bestiary 208; see pages 69 and 66)
  UNRAVELING MUMMY 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 210; see pages 69 and 67)
  SUBTIER 10–11 (CR 12)
  UNRAVELING CURSED KING 
  CR 10
  hp 119 (Pathfinder RPG Bestiary 5 63; see pages 80 and 73)
  UNRAVELING MOHRGS (2) 
  CR 8
  hp 91 each (Pathfinder RPG Bestiary 208; see pages 80 and 78)
  THE BROKEN ZIGGURAT
  This structure was the site of countless bloody rituals. The 
  southwest corner of the structure has collapsed, revealing 
  an interior stone door covered in runes. Several lizardfolk 
  bodies lie nearby. The lizardfolk guides cry out, proclaiming 
  that Oosthic sent these lizardfolk to retrieve whatever 
  lies beyond the door. Before the PCs can safely enter the 
  chamber, they must disable its wards.
  Three magical wards protect the ziggurat from intrusion. 
  The runes on the door give clues as to the nature of 
  
  A. The Sundered City
  1 square = 5 feet
  PC Starting Area
  Enemy
   Starting 
  Area
  Pathfinder Flip-Mat: Lost City
  N
  13
  13
  THE HAO JIN CATACLYSM
  
  PATHFINDER SOCIETY SCENARIO
  14
  14
  the  wards. Any creature who can read Aklo, Draconic, or 
  Undercommon, or who casts read magic, can read the runes. 
  Unless all three wards are deactivated, any non-serpentfolk 
  creature that touches the door or enters the chamber is 
  subjected to a curse of poisoned blood that makes her 
  sickened (a successful Hard Fortitude save negates; this is a 
  poison effect). The curse is temporary. Its effect expires after 
  the PCs complete one additional mission in Part 2—or after 
  their first encounter in Part 3, if this is their last mission in 
  Part 2. The PCs need not be aware of the wards to deactivate 
  them; if they take the indicated action, a ward deactivates, 
  regardless of their knowledge of it. When a ward deactivates, 
  its runes fade, and it remains inactive for 1 hour.
  The Blood Ward: These red runes read, “warm blood feeds 
  the cold god.” Any PC succeeding at an Easy Knowledge 
  (religion) or Hard Heal check knows that serpentfolk often 
  sacrificed “lesser” creatures to their cruel gods. To deactivate 
  this ward, a creature must touch blood taken from a warm-
  blooded creature to the ziggurat. 
  The Mind Ward: These white runes read, “pure 
  minds speak in silence.” Any PC succeeding at an 
  Average Knowledge (arcana or history) check recalls that 
  serpentfolk are masters of telepathy and view creatures 
  lacking telepathy as beings fit only for servitude. Silence 
  is sacred to them, and they prefer magical forms of 
  communication. To deactivate this ward, a creature must 
  use telepathy, sign language, or a supernatural or spell-like 
  form of communication (such as message) to successfully 
  communicate with another creature. 
  The Scale Ward: These green runes read, “false skin 
  emboldens the true.” Any PC succeeding at an Easy 
  Knowledge (local or nature) or Hard Bluff check recalls 
  that serpentfolk are masters of disguise, even using rituals 
  to permanently alter their appearance. A creature must 
  approach within 30 feet wearing a magical or non-magical 
  disguise (including an altered form) and succeed at an 
  Average Disguise check.  
  Development: Whether or not the PCs disable the wards, 
  the lizardfolk send for Oosthic. If the PCs disabled all three 
  wards, the door opens onto a chamber containing ancient 
  tomes of magical knowledge. Oosthic shares some of these 
  items with the Pathfinder Society, unlocking the special 
  boost option for the Provide Spellcasting Aid Token. If 
  the PCs disabled one or two wards, Oosthic sends in her 
  toughest lizardfolk to force the door open. They suffer from 
  the poison curse, but Oosthic promises that their suffering 
  will bring prosperity to the Muckmouth, and she shares the 
  items with the PCs. If the PCs disabled no wards, Oosthic 
  asks that the PCs force the door open and retrieve the items. 
  Every PC must help and attempt a saving throw against the 
  curse to get the items out in time. In this circumstance, if 
  even one PC does not participate, the PCs do not receive the 
  special boost option for the Aid Token.
  Reporting: If the PCs successfully defeat the undead and 
  help the Muckmouth to access the ziggurat, report one 
  Muckmouth success to HQ staff.
  MISSION 2: RESCUE AT ROUND MOUNTAIN
  Round Mountain is a sphere of stone over 10 miles in 
  diameter that Hao Jin plucked from the Darklands. Over 
  nearly five centuries, the ratfolk of Round Mountain 
  built a great pagoda of stone at the sphere’s center; this 
  building serves as their temple and warren. Six years ago, 
  the Pathfinder Society freed the ratfolk from the rule of 
  a rakshasa called Durriya. In so doing, they gained the 
  allegiance of Krella, a ratfolk druid and the new leader of the 
  ratfolk. These ratfolk are one of the most influential groups 
  in the tapestry.
  Chronicle Adjustments: If any of the PCs have completed 
  Pathfinder Society Scenario #3–20: The Rats of Round Mountain, 
  Part I: The Sundered Path or Pathfinder Society Scenario #3-22: 
  The Rats of Round Mountain—Part II: Pagoda of the Rat, the 
  ratfolk recognize them and are eager to help. The ratfolk tell 
  the PCs that if it weren’t for their aid, they may still have 
  been languishing under the iron fist of the tyrant Durriya. 
  They also explain that the tyrant’s replacement, Krella, 
  is a fair and just leader who, after a brief initial period of 
  uncertainty, has become quite popular with the people. The 
  PCs gain the ratfolk’s assistance in the Tumbling Cavern 
  automatically (see below). Additionally, they scout ahead for 
  the PCs in encounter B, granting each PC a +2 bonus on 
  their initiative check. If half or more of the PCs completed 
  at least one of these scenarios, increase this initiative bonus 
  to +4. When the PCs arrive at the designated spot where they 
  are to meet Krella’s messengers in the tunnels of Round 
  Mountain, read or paraphrase the following.
  The floor of the narrow tunnel trembles. Pebbles clatter across 
  the ground, and a low rumbling sound echoes from the distance. 
  A group of ratfolk scouts stagger into the tunnel. One of them 
  cries out, “I hope that was the last of it! Hey, you, Pathfinders! 
  Watch your step. Round Mountain is rolling! If you want to get 
  to the Pagoda, we’ll need to secure safe passage through this 
  tumbling cavern!” 
  TRAVERSING THE TUMBLING CAVERN
  As the PCs proceed towards the Pagoda of the Rat, Round 
  Mountain begins to spin, slowly but erratically. Everyone in 
  the cavern risks repeatedly falling prone or being knocked 
  into walls. The PCs must secure passage for the repair team by 
  succeeding at three of the following five checks (or two checks 
  for a four-player table) using the Average skill check DC, which 
  they can attempt in any order. Each PC can participate in each 
  check once, whether by rolling the check independently or 
  aiding another PC who is rolling the check.
  
  15
  15
  THE HAO JIN CATACLYSM
  • Find and point out the best handholds (Perception or 
  Survival)
  • Construct makeshift scaffolds of wood, ropes, or debris 
  (Craft [carpentry or ships] or Knowledge [dungeoneering 
  or engineering])
  • Find and traverse the quickest route (Acrobatics, Climb, or 
  Escape Artist)
  • Encourage the ratfolk to help (Bluff, Diplomacy, Intimidate, 
  Knowledge [local], or Perform). PCs with relevant Chronicle 
  sheets earn this success automatically without expending 
  an action (see Chronicle Adjustments on page 14).
  • Discern a pattern in the mountain’s rotations (Intelligence 
  or Wisdom check; use the Easy skill check DC, max 18).
  If the PCs succeed at three of these checks, they secure 
  passage through the cavern. If not, the tunnel collapses, 
  crushing the ratfolk repair team in an instant. The PCs are 
  spared the worst of the fallout, but the collapse still harms 
  them, dealing an amount of bludgeoning damage to each 
  PC equal to 1d6 × the party’s APL (Average Reflex half). At 
  this point, barring extraordinary circumstances, the PCs fail 
  Mission 2. 
  B. ROUND MOUNTAIN CROSSING
  The ratfolk lead the PCs deeper into Round Mountain, into 
  a cavern with a chasm and bridge at the center. Stating that 
  it’s not far to go, the ratfolk nonetheless caution the PCs, as 
  the mountain’s erratic movements have shaken loose many 
  dangerous creatures. The PCs begin on the south edge of the 
  map and are heading toward the exit in the northeast. The 
  raised cliffs in the south and northeast are 15 feet above the 
  surrounding cavern floor. 
  The chamber is rough natural stone with stalactite-
  covered ceilings that are roughly 30 feet high from the 
  ground level, making them roughly 15 feet high above the 
  cliffs. The torches on the central bridge are normal torches. 
  Creatures: Many Darklands creatures dwell within Round 
  Mountain. Bypassing these creatures is insufficient to 
  succeed at this encounter, as the path must be safe for other 
  Pathfinders and ratfolk. These creatures use Stealth and wait 
  in the northeast area of the cavern. When the monsters attack, 
  the weary ratfolk rush into the shadows and hide. In Subtiers 
  1–2, 3–4, and 5–6, the creatures cling to the cave ceiling above 
  the raised cliff. Stalactites above the northeastern cliff reach 
  down to 5 feet above the ground. The creatures scurry along 
  these stalactites to reach the PCs. In Subtier 7–8, the chuuls 
  hide in the water just to the west of the cliff. In Subtier 10–11, 
  the roper pretends to be a stalagmite near the bridge, hoping 
  to bait PCs into stumbling into the chasm.
  SUBTIER 1–2 (CR 3)
  DARKMANTLES (2) 
  CR 1
  hp 15 each (Pathfinder RPG Bestiary 55; see page 41)
  SUBTIER 3–4 (CR 5)
  CHOKERS (3) 
  CR 2
  hp 16 each (Pathfinder RPG Bestiary 45; see page 47)
  SUBTIER 5–6 (CR 7)
  CLOAKERS (2) 
  CR 5
  hp 51 each (Pathfinder RPG Bestiary 47; see page 55)
  SUBTIER 7–8 (CR 9)
  CHUULS (2) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 46; see page 64)
  SUBTIER 10–11 (CR 12)
  ROPER 
  CR 12
  hp 162 (Pathfinder RPG Bestiary 237; see page 78)
  Hazard: Round Mountain is still moving erratically 
  during this encounter. These movements are not extreme 
  enough to change the orientation of the cavern, but they 
  can knock creatures down. Each round on initiative count 0, 
  starting on the round that the PCs enter the cavern, roll a d6. 
  On a roll of 1 or 2, all creatures on the ground must succeed 
  at an Average Acrobatics check or fall prone. Creatures who 
  fall prone in a square adjacent to the chasm fall in unless 
  they succeed at an Average Reflex save. 
  The chasm’s depth depends on the PC’s level—it’s depth 
  is equal to 10 feet × the party’s APL. Creatures who fall in due 
  to Round Mountain’s erratic movements fall only halfway 
  down the chasm before the mountain rotates enough for 
  the creature to land on the “side” of the chasm and grab on. 
  Climbing the rough, slanted walls requires an Easy Climb 
  check. If the mountain moves again before a creature can 
  climb out, it must succeed at an Average Climb check or fall 
  the remaining distance.
  Development: With the creatures defeated, the PCs can 
  proceed to the Pagoda of the Rat. This seven-story structure 
  is the ratfolk's stronghold and seat of power at the center 
  of Round Mountain. Here, the PCs speak with Krella, a 
  druid and the leader of the ratfolk. She is grateful for their 
  aid in helping to secure Round Mountain and provides the 
  Pathfinder repair team with detailed directions to the Astral 
  rift nearby. She personally thanks any PCs who helped her 
  establish her position as leader of the ratfolk of Round 
  Mountain, gifting each PC who played one of the scenarios 
  listed in the Chronicle Adjustments section on page 14 with 
  a scroll from the following list (CL 3rd): cure light wounds, 
  goodberry, or longstrider. In Subtier 5–6 and above, increase the 
  CL to 7th, and add barkskin and cat’s grace to the list. In Subtier 
  10–11, add resist energy and stone shape to the list.
  
  B. Round Mountain Crossing
  1 square = 5 feet
  Enemy Starting 
  Area (Subtier 7-8)
  Enemy 
  Starting 
  Area
  PC 
  Starting 
  Area
  (Subtier 10-11)
  Enemy Starting 
  Area (Subtiers 1-2, 
  3-4, and 5-6)
  Pathfinder Flip-Mat Classic: Darklands
  N
  PATHFINDER SOCIETY SCENARIO
  16
  16
  
  17
  17
  THE HAO JIN CATACLYSM
  Krella speaks in a whisper, “While we wait for the repair team, 
  I must caution you. We ratfolk have many eyes and ears in the 
  tapestry. Your old enemies, the Aspis Consortium, have poisoned 
  many of the tapestry’s people against you, but I sense that 
  something far more sinister lurks just out of reach. Someone—
  or something—is at work in the tapestry, and has taken great 
  effort to remain hidden. I fear that this is just the beginning of 
  our trouble.”
  The PCs unlock a special boost option for the Share 
  Knowledge Aid Token.
  Reporting: If the PCs successfully reach the Pagoda of the 
  Rat, report one Round Mountain success to HQ staff.
  MISSION 3: TERROR AT THE TEMPLE OF 
  EMPYREAL ENLIGHTENMENT
  The Temple of Empyreal Enlightenment is dedicated to 
  Korada, the Empyreal Lord of foresight, forgiveness, and 
  peace. When Hao Jin brought the temple into the tapestry, 
  a vermlek demon named Dakang infiltrated the temple and 
  established a secret cult of Sifkesh, demon lord of heresy and 
  suicide. Over more than three centuries, Dakang deceived 
  his followers into paying horrific tribute to Sifkesh. About six 
  years ago, Pathfinder Society agents revealed the vermlek’s 
  true nature and set the temple’s worshipers on a path to 
  unravel Korada’s teachings from Dakang’s perversions.
  Chronicle Adjustments: If any of the PCs have completed 
  Pathfinder Society Scenario #3–21: The Temple of Empyreal 
  Enlightenment, they can influence Zhuang’s visions more easily. 
  Once during the Laying the Spirits to Rest encounter, any PCs 
  who completed that scenario can choose to attempt one of the 
  checks untrained or re-roll a failed check. Additionally, many 
  of the aasimar in the temple remember PCs who played the 
  earlier scenario. Their responses to the PCs vary, with some 
  pointedly avoiding the PCs out of shame that the PCs once 
  witnessed them participating in demonic rituals and others 
  asking the PCs to participate in spiritual discussion.
  When the PCs arrive at the temple, three aasimar guards 
  welcome them.
  The Temple of Empyreal Enlightenment, crafted of white marble, 
  rests atop a forested hill. Three aasimars stand guard before 
  ornate double doors that bear an image of four spheres resting 
  inside a lotus flower. Recognizing agents of the Pathfinder Society, 
  the aasimars open the doors and lead the way to the temple’s 
  garden courtyard. 
  The garden’s plants are brown and withered. A Tian man sits 
  at the edge of a dried-up fountain, staring forlornly at the noble 
  turtle in its center. The man has hazel eyes and a streak of white 
  in his hair. Several temple acolytes are busy preparing incense, 
  meditating, and inscribing symbols on the fountain.
  One of the aasimar speaks. “This is Zhuang, our leader. After you 
  Pathfinders defeated the demon, Dakang, and purged the temple 
  of corruption, Zhuang was determined to set us on a better path. 
  We now aid wayward travelers in the tapestry and spread Korada’s 
  teachings. However, Dakang’s deceptions have always plagued 
  Zhuang, and he is on the verge of abandoning the temple. He has 
  been sitting like this for many days, and neither speaks nor eats. 
  Will you help us with a ritual to bring peace to his mind?”
  As the tapestry unravels, Zhuang’s already-troubled mind 
  has opened itself to the restless spirits of worshipers who 
  suffered under Dakang. Because of the tapestry’s soul-
  stitching mechanism, their souls linger, and their malice 
  grows as the tapestry degrades. Zhuang cannot help but 
  see these spirits everywhere he looks, and is trapped in an 
  endless vision of suffering.
  LAYING THE SPIRITS TO REST
  The acolytes can conduct a ritual that allows the PCs to enter 
  Zhuang’s mind and see the temple as he does. This version 
  of the temple is a desolate place, locked in perpetual dusk 
  and filled with anguished screams and howling wind.
  In this encounter, the PCs work as a team to bring peace to 
  the temple by overcoming a series of obstacles, each keyed to 
  a location in the temple. Two options exist to overcome each 
  obstacle without serious repercussions; each player group 
  attempts only one option in each location before moving on 
  to the next obstacle. At the end of each turn, use the highest 
  check result among the PCs’ checks, and treat any other 
  checks with a result of 10 or higher as though that PC had 
  instead used the aid another action. Instead of rolling, a PC 
  can use a spell or ability that seems helpful, such as casting 
  silence on the “priest” in the chapel. This grants the highest 
  check result a +2 or +4 bonus (GM’s discretion). If the PCs 
  fail to overcome an obstacle, they proceed to the next. Keep 
  track of the number of obstacles the PCs fail to overcome. 
  When the PCs overcome (or fail to overcome) the sixth and 
  final obstacle, they return to the garden (area C).
  Several of the obstacles below reference a “Hard +3” DC. 
  To calculate this check, add 3 to the Hard check DC.
  The temple map is not necessary for this encounter unless 
  the PCs cause Zhuang’s nightmares to manifest as fiends 
  (see Development), but GMs may wish to use it to help set 
  the scene by showing the PCs’ location in the temple. As they 
  complete each task, the vision “fades” to the next task.
  Crypt (C1): Dozens of skeletal figures claw at one another, 
  trying to crawl their way out of overflowing sarcophagi.
  Beat them Back: Hard melee attack roll.
  Quick, Shut the Lids!: Initiative check (Average skill check DC, 
  max 23).
  Library (C2): Two young acolytes sit facing each other on 
  the floor. They read aloud from unholy texts, and tears of 
  blood drip onto the pages from their unblinking eyes.
  Find a Holy Text: (Hard + 3) Perception check
  Speak the Words of Korada: Hard Knowledge (religion) check
  
  C. The Temple of Empyreal Enlightenment
  1 square = 5 feet
  C1
  C2
  C3
  C4
  C5
  C6
  C7
  N
  Scenario #3–21: The Temple of Empyreal Enlightenment
  PATHFINDER SOCIETY SCENARIO
  18
  18
  
  19
  19
  THE HAO JIN CATACLYSM
  Meditation Room (C3): Several monks perform grotesque 
  contortions and throw glass spheres to one another while 
  reciting the mantra, “bind my soul to Sifkesh.” Countless 
  worms carpet the floor and walls.
  Spin the Sacred Spheres: Hard Sleight of Hand check
  Practice Proper Techniques: Hard Acrobatics check
  Chapel (C4): A bloated corpse stands upon a balcony at the 
  front of this vaulted chapel, preaching heresy and ugly truths 
  to a crowd of rapt worshipers.
  Drown Him Out: Hard Perform (oratory or sing) check
  Distract the Congregation: (Hard + 3) Bluff check
  Refectory (C5): A table covered in scorched dirt and vermin 
  sits at the center of this dining room. Two dozen acolytes 
  choke and gag as they feast on the roiling mess.
  Flip the Table: Hard combat maneuver check
  Treat the Sick: Average Heal check
  Kitchen (C6): A halfling sits in the center of this room, 
  weeping in anguish. He waves his fingerless left hand and 
  screams, “Korada has forsaken us! Abandon all hope!”
  Instill Hope: Hard Will save
  Talk Him Down: (Hard + 3) Diplomacy check
  Development: After the PCs have attempted the final 
  checks, they reappear in the garden. Depending on how many 
  checks the PCs succeed at, the PCs and Zhuang suffer the 
  following effects.
  5 or 6 Successes: The PCs take no damage. Zhuang awakens 
  from his nightmares with a headache, but no lasting harm. 
  3 or 4 Successes: The PCs take an amount of damage equal 
  to 1d4 × their APL (Average Will half). Zhuang suffers severe 
  convulsions and, as the PCs exit the ritual, his nightmares 
  manifest as fiends, which immediately attack the PCs.
  2 or Fewer Successes: The PCs take an amount of damage equal 
  to 1d6 × their APL (Average Will half). Zhuang’s nightmares 
  manifest with increased strength; grant each foe a +2 bonus 
  on ability checks, attack rolls, saving throws, and skill checks.
  C7. GARDEN OF DEMONS
  This encounter takes place only if Zhuang’s nightmares 
  manifest as fiends (see Development above). The acolytes flee 
  into the temple as Zhuang’s inner demons take physical form. 
  Creatures: As manifestations of Zhuang’s nightmares, 
  these outsiders cannot use their summoning abilities. They 
  immediately attack the PCs and fight to the death.
  SUBTIER 1–2 (CR 3)
  ADVANCED DRETCH 
  CR 3
  hp 22 (Pathfinder RPG Bestiary 294, 60; see page 41)
  SUBTIER 3–4 (CR 5)
  DRETCHES (3) 
  CR 2
  hp 18 each (Pathfinder RPG Bestiary 60; see page 47)
  SUBTIER 5–6 (CR 7)
  SUCCUBUS 
  CR 7
  hp 84 (Pathfinder RPG Bestiary 68; see page 56)
  SUBTIER 7–8 (CR 9)
  VROCK 
  CR 9
  hp 112 (Pathfinder RPG Bestiary 69; see page 65)
  SUBTIER 10–11 (CR 12)
  VROCKS (3) 
  CR 9
  hp 112 each (Pathfinder RPG Bestiary 69; see page 74)
  Development: With Zhuang’s demons defeated, he comes 
  out of his twisted nightmares. He gathers his pupils around 
  him and begs forgiveness. Then he turns to the PCs, bowing 
  and offering his deepest gratitude. He states that the temple 
  will forever remain a haven for Pathfinders and offers his 
  service to their mission. The PCs unlock a special boost 
  option for the Burst of Healing Aid Token.
  If any PCs played The Temple of Empyreal Enlightenment, 
  Zhuang turns to them, bows, and calls them “a blessing from 
  Korada’s open hand.”
  Reporting: If the PCs successfully awaken Zhuang, report 
  one Temple success to HQ staff.
  MISSION 4: RETURN TO SLAVE MOUNTAIN
  About three years ago, the Pathfinder Society defeated the 
  Slave Mountain duergar’s leaders while in search of a piece 
  of the Sky Key. Since then, the duergar have stepped up 
  their slave-taking operations, venturing farther from their 
  mountain fortress. When the night hag Aslynn entered the 
  tapestry in search of souls, she made an offer to the duergar: 
  they could provide their own souls to her, or they could 
  collect slaves for her to consume. In exchange, she promised 
  to restore their dead leaders and escort the duergar safely 
  out of the disintegrating tapestry.
  Chronicle Adjustments: If any of the PCs have completed 
  Pathfinder Society Scenario #6–21: Tapestry’s Toil, the duergar—
  including the undead leaders—recognize them. Instead 
  of defending the siphoning stone, they focus their attacks 
  on these hated PCs, risking everything for revenge. Among 
  the prisoners is Swareti, a wayang whom the PCs freed in 
  their previous mission at Slave Mountain. If the PCs rescue 
  Swareti again, the wayang gladly helps with the investigation 
  of the siphoning stone. The PCs gain a +2 bonus on checks 
  to investigate the stone and can make them untrained.
  D. CAVE OF LOST SOULS
  When the PCs arrive through a tapestry portal, they appear in a 
  cavern beneath the fortress. Read or paraphrase the following.
  
  D. Cave of Lost Souls
  G
  : Gemstone
  G
  1 square = 5 feet
  PCs Starting
  Area
  Enemy 
  Starting 
  Area
  Pathfinder Flip-Mat Classics: Darklands
  N
  PATHFINDER SOCIETY SCENARIO
  20
  20
  
  21
  21
  THE HAO JIN CATACLYSM
  Incoherent murmurs and groans echo through this large, dark 
  cave. Tall stalagmites emerge from the cave floor surrounded by 
  shallow pools of water. Ahead, a dim purplish light emanating 
  from a multifaceted black gemstone the size of a human skull 
  illuminates several humanoid forms heaped around the stone.
  These natural stone caves are dark, except for dim light 
  in a 20-foot radius around the gemstone. The ceilings are 
  20 feet high. The black sapphire embedded in the floor is 
  a creation of Aslynn that the duergar are using to siphon 
  creatures’ souls (see Hazard below).
  Creatures: The duergar despise the Pathfinders, but unless 
  they recognize the PCs, they prioritize fulfilling their bargain 
  with Aslynn over destroying intruders. They fight defensively 
  and protect the siphoning stone. See Chronicle Adjustments 
  on page 19 for what to do if they recognize the PCs.
  Aslynn has partially restored the soul of one of the 
  duergars’ former leaders, Chergin Ironwhip, as part of her 
  bargain. He fights with wild aggression, not bothering to 
  defend the stone.
  Thirteen captives—a mix of ratfolk, wayangs, and 
  dwarves—lie around the gemstone. They are unconscious 
  and suffer from demon fever (see Hazard below).
  SUBTIER 1–2 (CR 3)
  DUERGAR SLAVER 
  CR 1/2
  hp 10 (Pathfinder RPG Monster Codex 47; see page 42)
  DUERGAR WARRIORS (3) 
  CR 1/3
  hp 8 each (Pathfinder RPG Bestiary 117; see page 42)
  ZOMBIE 
  CR 1/2
  hp 12 (Pathfinder RPG Bestiary 288; see page 45)
  SUBTIER 3–4 (CR 5)
  DUERGAR ANVILS (2) 
  CR 1
  hp 18 each (Pathfinder RPG Monster Codex 49; see page 48)
  DUERGAR BOMBARDIER 
  CR 1
  hp 18 (Pathfinder RPG Monster Codex 48; see page 48)
  GHOUL 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 146; see page 49)
  SUBTIER 5–6 (CR 7)
  DUERGAR BOMBARDIERS (2) 
  CR 1
  hp 18 each (Pathfinder RPG Monster Codex 48; see page 58)
  DUERGAR LIEUTENANT 
  CR 5
  hp 61 (Pathfinder RPG Monster Codex 46; see page 58)
  GHOULS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146; see page 58)
  SUBTIER 7–8 (CR 9)
  BRUTE WIGHT 
  CR 5
  Advanced giant wight (Pathfinder RPG Bestiary 294, 295, 276; see 
  page 63)
  hp 34
  DUERGAR LIEUTENANTS (3) 
  CR 5
  hp 61 each (Pathfinder RPG Monster Codex 46; see page 66)
  SUBTIER 10–11 (CR 12)
  DUERGAR CAPTAINS (3) 
  CR 8
  hp 90 each (Pathfinder RPG Monster Codex 50; see page 76)
  MOHRG 
  CR 8
  hp 91 (Pathfinder RPG Bestiary 208; see page 78)
  Hazard: The black sapphire is a siphoning stone, one 
  of Aslynn’s unique creations. Any creature that remains 
  adjacent to the stone takes 1 point of Constitution drain per 
  hour. When a creature reaches 0 Con, its soul vanishes into 
  the gem; after fully consuming 13 souls, the sapphire sends 
  them through the Ethereal Plane to Aslynn. Any creature that 
  touches the stone risks contracting the disease demon fever. 
  The duergar force their captives to touch the stone.
  Disease (Su) Demon Fever: contact; save Hard Fort DC; onset 
  immediate; frequency 1/day; effect 1d6 Con damage (target 
  must save a 2nd time or 1 point of the damage is drain 
  instead); cure 2 consecutive saves. 
  The PCs can collect information about the stone for 
  their mission in three ways. First, they can succeed at an 
  Average Diplomacy or Heal check to help the terrified 
  slaves recount their experiences. They describe having 
  nightmares of a dark void and recall that the duergar spoke 
  of a bargain with a “witch.” Second, the PCs can succeed at 
  an Average Knowledge (arcana, planes, or religion) check to 
  understand that the stone is drawing souls into the Ethereal 
  Plane. Finally, the PCs can succeed at a Hard Perception 
  check to see that their reflection in one of the stone’s facets 
  is corpse-thin, fanged, and purple. Any PC who succeeds 
  at an Average Knowledge (planes) check recognizes these 
  as facial features of a night hag. The increased difficulty of 
  this check in higher subtiers reflects greater abstraction in 
  the image.
  The siphoning stone has hardness 5 (in Subtiers 1–2 and 
  3–4) or hardness 10 (in Subtiers 5–6, 7–8, and 10–11) and a 
  number of hit points equal to 10 × the party’s APL. When 
  destroyed, it releases any partially consumed souls to their 
  original possessors, and an otherworldly scream of rage 
  
  PATHFINDER SOCIETY SCENARIO
  22
  22
  echoes through the cavern. Any creatures suffering from 
  demon fever induced by the gem are immediately cured of 
  the affliction, though any ability damage or drain remains.
  Development: If the PCs discern two of the three clues 
  about the siphoning stone above, the Astral rift repair team 
  realizes this is the work of the night hag Aslynn, a powerful 
  foe who has vexed the Pathfinder Society for several years, but 
  always stays out of direct conflict. 
  The freed slaves agree to help the Pathfinders in their 
  efforts to secure the tapestry. The PCs gain access to a special 
  boost option for the Coordinated Maneuvers Aid Token.
  Reporting: If the PCs successfully defeat the duergar and 
  destroy the siphoning stone (whether or not they successfully 
  investigate it), report one Slave Mountain success to HQ staff.
  MISSION 5: ALLIES ON THE FRINGE 
  During the Aspis Consortium’s time in the tapestry, they 
  turned several groups against the Pathfinder Society to gain 
  allies for their assault on the Grand Lodge in Pathfinder 
  Society Scenario #6–97: Siege of Serpents. While many members 
  of these groups aided in the attack, others stayed behind, 
  and they still harbor distrust or outright hatred for the 
  Pathfinder Society. Some believe the Aspis Consortium’s 
  claims that the Society is a group of thieves and murderers, 
  while others blame the Pathfinders for thwarting the Aspis, 
  eliminating their chance to escape from the demiplane. 
  Nonetheless, recognizing that the tapestry is falling apart, 
  they have agreed to meet with the PCs.
  Chronicle Adjustments: If any of the PCs have completed 
  #6–97: Siege of Serpents, they interacted with members of 
  these groups who participated in the attack on the Grand 
  Lodge. These past interactions give the PCs insight into the 
  grievances that some of the tapestry’s denizens have against 
  the Pathfinder Society. The PCs gain a +4 bonus on a single 
  check to influence one group, which they can apply after 
  rolling but before the GM reveals the results. If half or more 
  of the PCs completed Siege of Serpents, the PCs gain a +2 bonus 
  on all skill checks in this section, which stacks with the +4 
  bonus on the single check.
  When the PCs set out to meet with these factions, read or 
  paraphrase the following.
  This area of the tapestry is a strange patchwork of several 
  environments: sand dunes abut jagged hills, and massive 
  evergreen trees rise from a dry riverbed. Tense silence permeates 
  the area, filling the space between three groups of humanoids: 
  a group of stoic soldiers enshrouded in strips of cloth, a group of 
  winged people with draconic features, and a group of lanky, owl-
  headed scholars.
  These groups only reluctantly agreed to meet with the 
  Pathfinders, and they wait for the PCs to make the first move. 
  The PCs can confront the groups in any order. Successfully 
  completing the mission requires the PCs to convince at least 
  two of these groups to join the Pathfinders in securing the 
  unstable regions of the tapestry. If the PCs fail to convince 
  two of the groups, the unconvinced groups make a final 
  offer: they will offer aid if the PCs can defeat the raiders of 
  the hated Skullbreaker tribe (see area E below).
  The PCs can perform three different tasks listed in each 
  group’s entry below. The PCs must succeed at two or more 
  tasks to convince each group to lend assistance. Encourage 
  players to roleplay these interactions rather than simply 
  rolling dice. The GM should consider granting a +2 bonus 
  on a check for impressive roleplaying. The members of each 
  group are wary of the PCs. They do not appreciate attempts 
  that the PCs may make to all talk at once. Only one PC may 
  attempt to use aid another to assist a check. A different PC 
  may attempt to try a task that the group has failed previously, 
  taking a cumulative –4 penalty for each previous failure. If 
  the PCs are caught attempting to use magic to influence a 
  group, that group immediately abandons the negotiations, 
  stating that they should never have trusted the Pathfinders 
  over the Aspis Consortium’s warnings.
  The Faithful of Xiwu: This sect of Tian soldiers came 
  from the Lung Wa Empire, from a region that is now part of 
  Lingshen. They used an obscure rite of self-mummification 
  to extend their loyal service into eternity. The corruption 
  of their spirits has increased with their centuries in the 
  tapestry. They may be calm one moment, and then enraged 
  the next. As their spirits have slowly unraveled, they have 
  forgotten their names.
  Give Aid: With a successful Average Heal or Knowledge 
  (religion) check, a PC can help the Xiwunese repair their 
  frayed magical wrappings, which have suffered from 
  centuries of degradation. This calms the soldiers’ spirits, 
  making them more reasonable.
  Sense Loyalty: With a successful Average Sense Motive 
  check, a PC can sense that these soldiers are fiercely loyal to 
  the Lung Wa Empire, and are (perhaps willfully) ignorant of 
  its downfall. The PC knows to play on the soldiers’ sense of 
  duty but avoid mentioning their lost empire.
  Command: With a successful Average Intimidate or 
  Profession (soldier) check, a PC can take charge of the 
  soldiers, commanding them to be honorable in this time of 
  need. This check is Easy if the PCs succeeded at the Sense 
  Loyalty check (see above).
  The Hhruul: These owl-headed syrinxes hail from Arcadia 
  and are eager to return to their ancestral homeland, but they 
  have no sense of where they are in space and time. The Hhruul 
  make a show of being calm and collected, but are obviously 
  excited to speak with people from outside the tapestry and 
  often interrupt the conversation to ask questions like, “what’s 
  the sky like where you come from?” or “how many star cycles 
  does it take you to get home from here?” This excitement is 
  tempered only by their wariness of the PCs.
  
  23
  23
  THE HAO JIN CATACLYSM
  Impressive Knowledge: The PCs can succeed at an Average 
  Knowledge (geography) or Profession (sailor) check to 
  describe where Arcadia is and how to get there.
  Promise Assistance: The PCs can’t know precisely how to 
  help the Hhruul get home, but with a successful Average Bluff 
  check they can give assurances that the Pathfinder Society 
  possesses the knowledge and means to help. This check is 
  Easy if the PCs succeeded at the Impressive Knowledge check 
  (see above).
  Philosophical Appeal: The syrinxes bluntly ask the 
  Pathfinders about the philosophical implications of siding 
  with the Society instead of fending for themselves. The PCs 
  can succeed at an Easy Will save to prevail in a drawn-out 
  philosophical debate with the syrinx.
  The Raegrigx Clan: These wyvarans are territorial and 
  greedy. The Aspis Consortium convinced them that the 
  Pathfinder Society abducted them centuries ago to steal their 
  treasures. They distrust the Pathfinder Society even more 
  since several of their kin went to attack the Grand Lodge 
  and never returned. However, given the current state of the 
  tapestry, they are willing to hear out the Pathfinders. The 
  wyvarans insult and antagonize the PCs, calling them weak 
  and blaming them for the tapestry’s problems. They begin the 
  conversation by demanding to know why they should listen to 
  “a band of thieves and murderers.”
  Straight Talk: With a successful Average Diplomacy check, 
  a PC can explain the truth about the Pathfinder Society and 
  its long enmity with the Aspis Consortium, convincing the 
  wyvarans that the Aspis told them outright lies.
  Excessive Praise: With a successful Average Knowledge 
  (arcana or local) check, a PC recognizes that wyvarans are 
  quite proud, like dragons. Heaping praise and adulation upon 
  them can help win them over.
  Proper Tribute: A PC who succeeds at a Hard Diplomacy or 
  Bluff check can convince the wyvarans that, if they help, the 
  Pathfinder Society will grant them treasure and territory as 
  compensation. A PC who personally offers valuable tribute to 
  the wyvarans (items or coins worth an amount of gp equal to 
  20 × the party’s APL) gains a +4 bonus on this check.
  E. DESERT ENCAMPMENT
  The Skullbreaker bugbear tribe is so violent and hateful that 
  even the Aspis Consortium did not bother to groom them 
  as allies. 
  Creatures: A small raiding party lairs near a desert ruin 
  on the edge of the tapestry. They use sneaky tactics, such as 
  ambushing foes from stealth and focusing their attacks on 
  the physically weakest opponents.
  SUBTIER 1–2 (CR 3)
  BUGBEAR 
  CR 2
  hp 16 (Pathfinder RPG Bestiary 38; see page 40)
  GOBLINS (3) 
  CR 1/3
  hp 6 each (Pathfinder RPG Bestiary 156; see page 43)
  SUBTIER 3–4 (CR 5)
  BUGBEARS (2) 
  CR 2
  hp 16 each (Pathfinder RPG Bestiary 38; see page 47)
  ADVANCED GOBLINS (2) 
  CR 1
  hp 8 each (Pathfinder RPG Bestiary 294, 156; see page 49)
  SUBTIER 5–6 (CR 7)
  BUGBEARS (3) 
  CR 2
  hp 16 each (Pathfinder RPG Bestiary 38; see page 55)
  BUGBEAR STALKER 
  CR 5
  hp 41 (Pathfinder RPG Monster Codex 23; see page 55)
  SUBTIER 7–8 (CR 9)
  BUGBEAR FLESH GLUTTON 
  CR 8
  hp 99 (Pathfinder RPG Monster Codex 22; see page 63)
  BUGBEAR STALKERS (2) 
  CR 5
  hp 41 each (Pathfinder RPG Monster Codex 23; see page 64)
  SUBTIER 10–11 (CR 12)
  BUGBEAR FLESH GLUTTONS (2) 
  CR 8
  hp 99 each (Pathfinder RPG Monster Codex 22; see page 73)
  BUGBEAR LURKERS (2) 
  CR 8
  hp 81 each (Pathfinder RPG Monster Codex 25; see page 73)
  Development: If the PCs successfully negotiate with at least 
  two groups or defeat the Skullbreakers, their new allies agree 
  to lend aid to stabilize the tapestry. The PCs gain access to a 
  special boost option for the Allied Offensive Aid Token.
  Reporting: If the PCs successfully negotiate with at least 
  two groups or defeat the Skullbreakers, report one Patchwork 
  Allies success to HQ staff. 
  MISSION 6: ETERNAL LAKE
  The tapestry’s malfunctioning soul-stitching mechanism 
  is drawing on the tapestry’s waters, from the smallest lakes 
  to the greatest rivers. The Taikaga family, a group of kappa 
  named after a lake transported from Golarion, is particularly 
  reliant on these waters. Their ancestors were among the first 
  residents of the tapestry, and now they travel the myriad 
  waterways of the demiplane, playing tricks and swapping 
  tales. They have a reputation throughout the tapestry as 
  annoying but useful sources of information.
  
  E. Desert Encampment
  1 square = 5 feet
  PC Starting Area
  Enemy
   Starting 
  Area
  Pathfinder Flip-Mat: Desert Ruins
  N
  PATHFINDER SOCIETY SCENARIO
  24
  24
  
  25
  25
  THE HAO JIN CATACLYSM
  When the PCs arrive at Lake Taikaga, read or paraphrase 
  the following.
  Nestled in the center of a serene woodland valley, this small lake 
  bed is devoid of water. At its center, a dozen humanoid turtles lie 
  on their backs, alive but unable to move. To the north, a ravine 
  leads to a small temple on a rocky hilltop.
  A mystical fountain housed in the temple north of the 
  lake feeds the lake’s waters. When the waterways began to dry 
  up, the kappa returned to Lake Taikaga, hoping the fountain 
  had sustained it. However, a misguided sovereign dragon 
  has taken up residence in the temple and disabled the 
  fountain to protect it. Though well intentioned, the dragon 
  has exacerbated the problem, as the fountain provided a 
  moderate but theoretically infinite source of “fuel” for the 
  tapestry’s repairs. When the kappa tried to reason with the 
  dragon, she tipped them over in irritation. 
  The kappas hail the PCs, calling out, “It’s not a trick! Please 
  help!” GMs should role-play the kappas as lighthearted 
  creatures who are wise enough to recognize their plight, but 
  not smart enough to suggest solutions other than “drown 
  the mean, stupid dragon.” They are gracious to anyone who 
  re-fills their head-bowls or offers food (especially cucumbers 
  or horseflesh). They have little to offer in return except for 
  tales of the tapestry, but they insist that the PCs deal with 
  the dragon first.
  F. ETERNAL LAKE TEMPLE
  The ravine is normally filled with water that flows from the 
  fountain in Taikaga Temple. The walls of the ravine are 20 
  feet high.
  Chronicle Adjustments: None.
  Creatures: The sovereign dragon Aoitsun fiercely guards 
  the temple. Her ancestors swore to Hao Jin that they 
  and their descendants would help preserve balance and 
  harmony in the tapestry. Aoitsun believes she is protecting 
  the tapestry’s water sources by keeping the fountain’s magic 
  disabled until balance is restored to the tapestry. 
  To convince Aoitsun to restore the waters, the PCs must 
  negotiate with her, scare her off, or defeat her in combat.
  Negotiation: The PCs can try to reason with Aoitsun by 
  attempting five different skill checks or saving throws (all 
  Average difficulty), of which the PCs must succeed at three. 
  The PCs can repeat a skill check in place of attempting a 
  new tactic, but each additional attempt takes a cumulative –4 
  penalty. If the PCs succeed at fewer than three checks, their 
  only recourse is to fight. If the PCs succeeded at exactly two 
  of the checks, the dragon hesitates and is staggered for the 
  first round of combat.
  Encourage the PCs to roleplay this scene (not just roll 
  checks), and endeavor to prompt particular checks with 
  dialogue. The negotiation process can involve reasoning 
  with the dragon (Diplomacy), giving the right type of 
  compliments (Perform [oratory] or Sense Motive), explaining 
  the impact of the dried-up waterways (Knowledge [nature or 
  planes]), feigning helplessness (Bluff), and appealing to the 
  sovereign dragon’s noble and honorable nature (Knowledge 
  [arcana or nobility]).
  Threats: This strategy functions as the negotiation option 
  (see above), but with different checks. Threatening Aoitsun 
  can involve a show of martial strength (Hard attack roll), 
  impressing the dragon with magical prowess (Spellcraft or 
  Use Magic Device), describing the desperate people in the 
  tapestry (Knowledge [local]), sensing the dragon’s loneliness 
  and desire for allies (Sense Motive), or threatening the 
  dragon with violence (Intimidate).
  Combat: If the PCs decide to attack the temple without 
  first talking to Aoitsun, they surprise the arrogant dragon; 
  the PCs gain a surprise round.
  If the PCs fail to convince Aoitsun to restore the waters 
  of Lake Taikaga, their last resort is to defeat the dragon in 
  combat. Aoitsun begins at the entrance to the temple. If 
  reduced below one-fifth of her maximum hit points, she 
  surrenders and agrees to help.
  SUBTIER 1–2 (CR 3)
  AOITSUN 
  CR 3
  hp 30 (see page 40)
  SUBTIER 3–4 (CR 5)
  AOITSUN 
  CR 5
  hp 51 (see page 46)
  SUBTIER 5–6 (CR 7)
  AOITSUN 
  CR 7
  Wyrmling sovereign dragon (Pathfinder RPG Bestiary 3 100; see 
  page 53)
  hp 68
  SUBTIER 7–8 (CR 9)
  AOITSUN 
  CR 9
  Very young sovereign dragon (Pathfinder RPG Bestiary 3 100; see 
  page 62)
  hp 95
  SUBTIER 10–11 (CR 12)
  AOITSUN 
  CR 12
  Juvenile sovereign dragon (Pathfinder RPG Bestiary 3 100; see 
  page 70)
  hp 161
  
  F. Eternal Lake Temple
  1 square = 5 feet
  Dragon 
  Starting Area
  PC 
  Starting 
  Area
  Pathfinder Flip-Mat: Desert Ruins
  N
  PATHFINDER SOCIETY SCENARIO
  26
  26
  
  27
  27
  THE HAO JIN CATACLYSM
  Development: If the PCs secure Aoitsun’s cooperation or 
  defeat her in combat, they can restore the temple’s fountain. 
  The grateful kappas gladly share with the PCs that since 
  the Aspis Consortium stopped turning up, the tapestry has 
  generally been a more peaceful and stable place—current 
  events aside. Lowering their voices to hushed whispers, 
  they also share that many residents have begun having 
  terrible nightmares. Finally, they urge the PCs to watch out 
  for mysterious strangers, “even stranger than you lot, with 
  purple skin and evil eyes.” These rumors are references to 
  the night hag Aslynn and the drow mercenaries she has 
  employed to spy on the tapestry. The kappas agree to help 
  inspire agents of the Pathfinder Society to complete their 
  mission. The PCs gain access to a special boost option for 
  the Timely Inspiration Aid Token.
  Reporting: If the PCs successfully secure the temple, report 
  one Eternal Lake success to HQ staff. 
  ADDITIONAL ENCOUNTERS
  The following encounters are designed to provide more 
  content for tables where the players move quickly through 
  their missions and have extra time, or tables where the 
  players wish to provide additional help in a particular 
  location but would rather not fight the same encounter 
  multiple times. Table GMs can use these encounters at 
  their discretion during Part 2; the encounters can take 
  place in any of the locations, but only after the PCs have 
  successfully completed the primary mission for that 
  location. GMs can simply re-use the combat map from that 
  location or use any appropriate flip-mat from the scenario 
  to add encounter variety, at their discretion.
  Reporting: If the PCs complete one of these encounters, 
  report one additional success for their current location to 
  HQ staff.
  OPTIONAL ENCOUNTER 1: SHREDDED SOULS
  When the Pathfinder repair team arrives to begin repairing 
  the Astral rift in the PCs’ current region, their activity causes 
  the tapestry’s soul-stitching repair mechanism to spawn 
  more undead. These undead menaces continue to appear in 
  a variety of locations.
  Creatures: These undead relentlessly attack any nearby 
  living creatures.
  SUBTIER 1–2 (CR 3)
  UNRAVELING GHOULS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146; see pages 51 and 43)
  SUBTIER 3–4 (CR 5)
  UNRAVELING GHOULS (4) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146; see pages 51 and 49)
  SUBTIER 5–6 (CR 7)
  UNRAVELING WIGHTS (4) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 276; see page 60)
  SUBTIER 7–8 (CR 9)
  UNRAVELING MUMMIES (4) 
  CR 5
  hp 60 each (Pathfinder RPG Bestiary 210; see pages 69 and 67)
  SUBTIER 10–11 (CR 12)
  UNRAVELING MOHRGS (4) 
  CR 8
  hp 91 each (Pathfinder RPG Bestiary 208; see pages 80 and 78)
  OPTIONAL ENCOUNTER 2: DESPERATE SWAMP-
  DWELLERS
  The degradation of the tapestry’s waterways has been 
  especially hard on its amphibious residents, such as the 
  Bugsucker boggard tribe. Boggards typically keep to 
  themselves in their swampy homes, but the Bugsucker’s 
  swamp is vanishing, and a scouting party has gone out to 
  secure a new home by force.
  Creatures: The boggards attempt to drive off the PCs, 
  seeing them as competition for a home in the tapestry. 
  Boggards have little tolerance for weakness among their kin, 
  so they do not flee.
  SUBTIER 1–2 (CR 3)
  BOGWIGGLES (2) 
  CR 1
  hp 16 each (Pathfinder RPG Monster Codex 16; see page 40)
  SUBTIER 3–4 (CR 5)
  BOGGARDS (3) 
  CR 2
  hp 22 each (Pathfinder RPG Bestiary 37; see page 46)
  SUBTIER 5–6 (CR 8)
  BOGGARDS (3) 
  CR 2
  hp 22 each (Pathfinder RPG Bestiary 37; see page 54)
  BOGGARD PROPHETS (2) 
  CR 5
  hp 59 each (Pathfinder RPG Monster Codex 13; see page 54)
  SUBTIER 7–8 (CR 10)
  BOGGARD CHAMPION 
  CR 7
  hp 72 (Pathfinder RPG Monster Codex 10; see page 62)
  BOGGARD HUNTERS (4) 
  CR 5
  hp 53 each (Pathfinder RPG Monster Codex 14; see page 63)
  
  PATHFINDER SOCIETY SCENARIO
  28
  28
  SUBTIER 10–11 (CR 13)
  BOGGARD CHAMPIONS (5) 
  CR 7
  hp 72 each (Pathfinder RPG Monster Codex 10; see page 72)
  BOGGARD PRIEST-KING 
  CR 11
  hp 120 (Pathfinder RPG Monster Codex 15; see page 72)
  OPTIONAL ENCOUNTER 3: WAYWARD BEASTS
  The recent chaos has resulted in more wandering, dangerous 
  creatures than usual, which pose a threat to any who cross 
  their path. The tapestry’s residents are eager to see these 
  creatures dealt with.
  Creatures: These beasts are hungry and desperate. They 
  attack the PCs on sight and do not back down.
  SUBTIER 1–2 (CR 3)
  WOLVES (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 278; see page 44)
  SUBTIER 3–4 (CR 6)
  DIRE HYENAS (3) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 179; see page 49)
  SUBTIER 5–6 (CR 8)
  MANTICORES (3) 
  CR 5
  hp 57 each (Pathfinder RPG Bestiary 199; see page 59)
  SUBTIER 7–8 (CR 10)
  CHIMERAS (3) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 44; see page 64)
  SUBTIER 10–11 (CR 13)
  BEHEMOTH HIPPOPOTAMUSES (3) 
  CR 10
  hp 133 each (Pathfinder RPG Bestiary 2 157; see page 77)
  INTERMISSION: HANGING ON BY A THREAD
  After time has run out or the House has successfully 
  completed all six missions in Part 2, the Overseer GM 
  should announce an intermission, during which tables can 
  exchange information about the mission and learn more of 
  the story.
  Having 
  secured 
  the 
  tapestry 
  and 
  implemented 
  provisional repairs, the Pathfinders return to the tapestry 
  chamber in the Grand Lodge. Aram Zey begins assessing 
  the tapestry’s condition and stability. While awaiting 
  further instructions, each table should send one or two 
  Pathfinders to neighboring tables to share information 
  about the missions they completed and learn about the 
  ones they didn’t. Players can also boost any Aid Token in 
  their possession once, and this is an excellent opportunity 
  to pass it to another group. 
  Announce how long the House has for this intermission. 
  Typically, 5 minutes is enough for the players to stretch and 
  chat about what they’ve learned, but you might consider 
  extending this to 10 minutes, particularly when running this 
  adventure for a House with many tables.
  PART 3: THE CATACLYSM AND THE PHOENIX
  After the intermission, the Overseer GM begins Part 3. 
  Malevolent forces on the Astral Plane, urged by the night 
  hag Aslynn, have been watching as the tapestry unravels, 
  preparing to strike and steal its treasures. Witnessing the 
  Pathfinders’ efforts to save the demiplane, they realize that 
  they must act quickly. They tear a massive portal in the 
  tapestry and pour in to fight the Pathfinders. This enormous 
  rent in the tapestry also accelerates the demiplane’s soul-
  stitching mechanism, spawning countless undead. 
  The Overseer GM reads the following to begin Part 3.
  Aram Zey stands once more before the tapestry, a renewed 
  light in his sunken eyes. “The Hao Jin Tapestry is stable at last. 
  While you were performing your duties, I have reached a better 
  understanding of the chaos you faced. The tapestry is still in dire 
  condition. Lacking Hao Jin’s own magic, the tapestry has been 
  using small pieces of departing souls to maintain itself over 
  the centuries. This mechanism is depleting the tapestry’s water 
  sources and spawning undead horrors. However, thanks to you, 
  we have time to search for a more permanent fix. For now, get 
  some rest, and—” 
  The former Master of Spells staggers back as a three-foot tear 
  down the center of the fabric gouts sudden flame. Pathfinder 
  agents flock around him, scrambling to assess the damage. A vein 
  pops out on his forehead, and he yells sharply, “Pathfinders! What 
  have you done?” He cuts himself short, taking a deep breath and 
  muttering to himself, “Keep it together. Don’t take it out on the 
  agents.” Frowning, he returns his gaze to the tapestry, his eyes 
  darting wildly across its surface. When he speaks again, his voice 
  is low and determined, “This new rift is no accident. Something 
  is attacking the tapestry from the Astral Plane. Damage of this 
  magnitude must have spawned hundreds more undead. Quickly, 
  re-enter the demiplane and fend off the invaders!”
  TABLE GM INSTRUCTIONS
  During this part of the adventure, each group can choose 
  either to confront the undead or to beat back the invaders 
  from the Astral Plane. Each encounter takes place at the 
  site of one of the missions from Part 2; it does not matter 
  whether or not the PCs have completed a particular mission 
  when they choose which foes to battle.
  
  29
  29
  THE HAO JIN CATACLYSM
  Reporting Successes: During Part 3, there are three 
  potential events to report to HQ staff. Each of these should 
  be reported differently. 
  Astral: Report the defeat of a group of Astral invaders (see 
  areas G, H, and I).
  Undead: Report the defeat of a group of undead (see area J).
  Phoenix: Report the successful use of a ruby feather to 
  repair the tapestry (see area K).
  ANNOUNCED CONDITIONS
  There are three conditions the Overseer GM might 
  announce, each tied to the House completing one of Part 
  3’s objectives. Some of these conditions grant each group 
  a benefit, and they all contribute to advancing the story to 
  the final encounter.
  Undead Contained: When the Overseer GM announces 
  this condition, the tapestry stops spawning undead and 
  any undead still fighting quickly disintegrate. The PCs 
  have a brief reprieve to catch their breath as the tapestry 
  stabilizes. All PCs immediately gain a number of temporary 
  hit points equal to 1d6 × the group’s APL (maximum 40 
  temporary hit points). PCs can conclude any encounters 
  against the undead and should now focus their efforts on 
  battling the Astral invaders in areas G, H, and I. Do not 
  begin more undead encounters.
  Astral Invaders Retreat: When the Overseer GM 
  announces this condition, the astral invaders (giants, 
  pirates, and drow alike) call off their attack to regroup. NPC 
  allies arrive to help the PCs defeat any ongoing encounters 
  in areas G, H, and I. To represent this, reduce the hit points 
  of those enemy creatures by half their maximum hit point 
  totals. If this would reduce any creature to 0 or fewer hit 
  points, instead reduce it to 1 hit point. PCs can conclude 
  these encounters and should now focus their efforts on 
  fighting undead. Do not begin more astral encounters.
  Tapestry’s Last Defense: When the Overseer GM 
  announces this condition, the tapestry has activated its 
  last-gasp defense, which takes the form of a Colossal ruby-
  flamed phoenix. Immediately end any ongoing encounter, 
  allow the PCs 2 rounds to recover and prepare, then begin 
  the Fury of the Ruby Phoenix encounter (area K).
  OVERSEER GM INSTRUCTIONS
  During Part 3, the responsibilities of the Overseer GM are 
  to tally the number and type of each success reported and, 
  when the House has accumulated the requisite number of 
  successes for an event, to announce that event’s condition 
  is in effect (see the respective announcements below). 
  Additional Undead successes after the Undead Contained 
  condition is in effect should be treated as Astral successes, 
  and vice versa. When both the Undead Contained and Astral 
  Invaders Retreat conditions are in effect, the Tapestry’s Last 
  Defense condition triggers.
  The House’s goal is to fend off the undead and astral 
  invaders long enough for Aram Zey to figure out a solution. 
  Before that happens, the tapestry initiates its own last 
  defense, manifesting a Colossal ruby-flamed phoenix to 
  fend off the Pathfinders and astral invaders alike.
  Once the House has reported a number of Undead 
  successes equal to one half (1/2) of the number of tables, read 
  the following aloud.
  Aram Zey speaks out through the tapestry. “The soul stitching is 
  slowing down! The undead are under control. But the tapestry 
  remains in danger. Fight on!” 
  The Undead Contained condition is in effect.
  Once the House has reported a number of Astral successes 
  equal to three-quarters (3/4) the number of tables, read the 
  following aloud.
  Aram Zey speaks out through the tapestry. “The assault from the 
  Astral Plane has been turned aside! But the tapestry remains in 
  danger. Fight on!” 
  The Astral Invaders Retreat condition is in effect.
  Once both the Undead Contained and Astral Invaders 
  Retreat conditions are in effect, read the following aloud. 
  After making the announcement, begin a 40-minute 
  countdown until the end of the adventure.
  Suddenly, it becomes clear that the astral invaders’ retreat is 
  merely a ploy. More invaders pour through the rifts to reinforce 
  their companions. Their reckless assault tears the holes wider, 
  and the entire demiplane begins to shift and fold. Locations fade 
  and vanish, reappearing miles away, now separated by a wide 
  expanse of barren, rocky wasteland. The invaders continue to pour 
  through, and the tapestry’s exhausted repair mechanisms cease 
  to function altogether. The triumphant attackers converge on the 
  Pathfinders scattered across the wasteland.
  Then, the sky turns red.
  A primal screech pierces the tapestry, and a colossal ruby-
  flamed phoenix appears in the sky, its wings nearly blocking the 
  sun. It swoops across the sky at tremendous speed, its tattered 
  feathers leaving a trail of smoke. With another screech, it flaps 
  its massive wings, and countless fiery feathers shoot towards the 
  invaders. As the feathers strike, they explode, incinerating much 
  of the invading force. Then the phoenix turns its attention to the 
  other outsiders—the mass of Pathfinders—and beats its wings 
  once more. A barrage of feathers strikes the wasteland, and from 
  each resulting inferno emerges a bird of pure ruby-red flames.
  Aram Zey’s voice echoes. “Can you hear me, Pathfinders? The 
  tapestry is in its death throes! You are cut off—I cannot help you 
  escape. Destroy the phoenixes—perhaps their magic can repair 
  the tapestry!”
  Table GMs, the Tapestry’s Last Defense condition is in effect.
  
  PATHFINDER SOCIETY SCENARIO
  30
  30
  Adventure Card Guild: The Adventure Card Guild tables 
  spend most of this part combating the Astral invaders. 
  Their successes count as Astral successes until the Astral 
  Invaders Retreat condition is in effect; then they count 
  as Undead successes. Once the Tapestry’s Last Defense 
  condition is in effect, the Adventure Card Guild successes 
  count as Phoenix successes.
  Pacing Part 3: Most conditions in Part 3 control the pace 
  of the adventure and provide a sequence of dramatic scenes 
  as the PCs defend the Tapestry from destruction. There are 
  not any special, lasting rewards that the House can unlock 
  for reporting enough successes of a particular type, so the 
  Overseer GM has some leeway to announce a condition 
  even if the House hasn’t reported quite the right number 
  of successes. Do so with caution, as calling a condition early 
  can also cut short tables’ imminent victories over their 
  current foes.
  Part 3 should take about 100–120 minutes in total. Ideally, 
  the House should have 40 minutes to battle the Ruby 
  Phoenix Guardians, so after about 60 minutes of play, assess 
  the number of successes and consider announcing the 
  Tapestry’s Last Defense condition a little early if needed. 
  It’s important that the PCs have enough time for this final 
  encounter, as the PCs’ reported Phoenix successes affect 
  their earned rewards.
  Concluding Part 3: This part should end 40 minutes after 
  the Tapestry’s Last Defense condition is announced. Proceed 
  to the Conclusion section on page 39 to end the adventure.
  THE ASTRAL INVADERS 
  Those groups of PCs that choose to defend the Tapestry 
  against the invaders from the Astral Plane witness the 
  following as they teleport into the tapestry.
  A gaping hole mars the sky of the tapestry. Beyond the rift, dozens 
  of strange vessels float in the Astral Plane, crawling with invaders. 
  Every surface of the tapestry realm stretches and tears as it tries 
  to repair itself, creating more rifts in a slow but devastating chain 
  reaction. The vessels deploy invaders to wreak havoc as the 
  demiplane disintegrates.
  It takes the PCs only 10 minutes to reach the area they 
  choose to defend.
  G. ASTRAL GIANT INVASION
  The PCs intercept the invaders at a set of ancient ruins in 
  the desert. When the PCs find them, read or paraphrase the 
  following.
  As a horde of towering humanoids approaches, Aram Zey’s voice 
  booms. “Pathfinders, these giants may be simpleminded, but 
  our allies can’t outwit them without your help. Get out there and 
  teach them a lesson.”
  Creatures: These giants are exiles from their clans or sole 
  survivors of war. They banded together to seek treasure, glory, 
  and violence across the infinite reaches of the planes.
  SUBTIER 1–2 (CR 3)
  MOSS TROLL 
  CR 3
  hp 30 (Pathfinder RPG Bestiary 3 273; see page 44)
  SUBTIER 3–4 (CR 6)
  OGRES (3) 
  CR 3
  hp 30 each (Pathfinder RPG Bestiary 220; see page 50)
  SUBTIER 5–6 (CR 8)
  TROLLS (3) 
  CR 5
  hp 63 each (Pathfinder RPG Bestiary 268; see page 60)
  SUBTIER 7–8 (CR 10)
  MARSH GIANTS (2) 
  CR 8
  hp 102 each (Pathfinder RPG Bestiary 2 129; see page 66)
  SUBTIER 10–11 (CR 13)
  ASH GIANT 
  CR 11
  hp 147 (Pathfinder RPG Bestiary 3 126; see page 76)
  GIANT MOSQUITOES (2) 
  CR 6
  hp 60 each (Pathfinder RPG Bestiary 2 193; see page 78)
  HILL GIANTS (2) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 150; see page 76)
  Development: After the battle, the PCs should proceed to 
  another encounter from Part 3.
  Reporting: When the PCs defeat the giants, report one 
  Astral success to HQ staff.
  H. ASTRAL PIRATES ATTACK!
  This battle takes place in the garden. The temple’s residents 
  locked and barricaded all the doors into the temple. When the 
  PCs approach the temple, read or paraphrase the following.
  Aram Zey’s voice carries through the tapestry. “I wish I could say 
  I’m surprised that pirates would strike at a time like this. But 
  there are always forces lurking in the shadows looking to take 
  advantage of weakness. Don’t let them get away with it.”
  Creatures: Aram Zey is correct: these pirates are here for 
  plunder. They drop directly into the temple’s garden and 
  attack the PCs. 
  
  G. The Astral Giant Invasion
  1 square = 5 feet
  Enemy 
  Starting Area
  PC 
  Starting 
  Area
  Pathfinder Flip-Mat: Desert Ruins
  N
  31
  31
  THE HAO JIN CATACLYSM
  
  H. Astral Pirates Attack!
  1 square = 5 feet
  N
  Scenario #3–21: The Temple of Empyreal Enlightenment
  PATHFINDER SOCIETY SCENARIO
  32
  32
  
  33
  33
  THE HAO JIN CATACLYSM
  SUBTIER 1–2 (CR 3)
  GEM SORCERER 
  CR 1
  hp 18 (Pathfinder RPG NPC Codex 160; see page 42)
  INITIATES OF FLAME (2) 
  CR 1/2
  hp 15 each (Pathfinder RPG NPC Codex 62; see page 43)
  SUBTIER 3–4 (CR 5)
  BRAMBLE SORCERER 
  CR 4
  hp 30 (Pathfinder RPG NPC Codex 162; see page 46)
  SAVAGE MERCENARIES (2) 
  CR 1/2
  hp 17 each (Pathfinder RPG NPC Codex 10; see page 51)
  SUBTIER 5–6 (CR 8)
  BLOODFIRE SORCERER 
  CR 6
  hp 60 (Pathfinder RPG NPC Codex 164; see page 53)
  CAUTIOUS ARCHERS (2) 
  CR 4
  hp 47 each (Pathfinder RPG NPC Codex 82; see page 55)
  SUBTIER 7–8 (CR 10)
  MOUNTAINEERS (3) 
  CR 6
  hp 59 each (Pathfinder RPG NPC Codex 131; see page 67)
  TRICKSTER MAGE 
  CR 7
  hp 46 (Pathfinder RPG NPC Codex 165; see page 68)
  SUBTIER 10–11 (CR 13)
  AZURE BOLT SORCERER 
  CR 12
  hp 141 (Pathfinder RPG NPC Codex 170; see page 70)
  GRIFFON RIDER 
  CR 9
  hp 94 (Pathfinder RPG NPC Codex 85; see page 77)
  GRIFFON RIDER’S GRIFFON FIGURINE 
  CR –
  hp 42 (Pathfinder RPG Bestiary 168, Pathfinder RPG Core 
  Rulebook 513; see page 77)
  Development: After the battle, the PCs should proceed to 
  another encounter from Part 3. 
  Reporting: When the PCs defeat the pirates, report one 
  Astral success to HQ staff.
  I. ASLYNN’S ASTRAL ALLIES
  Among the invaders are a clan of drow mercenaries who serve 
  the night hag Aslynn. They have helped her spy on the tapestry 
  for several months. For reasons unknown to the drow, she has 
  ordered them cause as much havoc as possible. When the PCs 
  reach Round Mountain, read or paraphrase the following.
  Aram Zey’s voice projects into the caverns of Round Mountain. “A 
  force of drow is descending upon our ratfolk allies. Don’t let your 
  guard down—I can’t shake the sense that there’s more to these 
  drow than it seems.”
  Creatures: The ruthless drow have attacked the Pagoda of 
  the Rat, which they see as the most significant humanoid 
  settlement in the tapestry. The drow spread out, attempting 
  to cross the chasm and outflank the PCs. The giant tarantulas 
  are large enough to step across the chasm unhindered.
  SUBTIER 1–2 (CR 3)
  DROW SCOUT 
  CR 1
  hp 16 (Pathfinder RPG Monster Codex 34; see page 41)
  DROW WARRIORS (3) 
  CR 1/3
  hp 5 each (Pathfinder RPG Bestiary 114; see page 41)
  SUBTIER 3–4 (CR 6)
  DROW HOUSE GUARDS (4) 
  CR 2
  hp 24 each (Pathfinder RPG Monster Codex 35; see page 48)
  SUBTIER 5–6 (CR 8)
  DROW HOUSE GUARDS (3) 
  CR 2
  hp 24 each (Pathfinder RPG Monster Codex 35; see page 57)
  DROW PRIESTS (2) 
  CR 5
  hp 31 each (Pathfinder RPG Monster Codex 36; see page 57)
  SUBTIER 7–8 (CR 10)
  DROW HOUSE CAPTAINS (2) 
  CR 6
  hp 55 each (Pathfinder RPG Monster Codex 35; see page 65)
  GIANT TARANTULA 
  CR 8
  hp 115 (Pathfinder RPG Bestiary 2 256; see page 68)
  SUBTIER 10–11 (CR 13)
  DROW DEMONIC CHAMPIONS (3) 
  CR 9
  hp 79 each (Pathfinder RPG Monster Codex 37; see page 75)
  FIENDISH GIANT TARANTULA 
  CR 9
  hp 115 (Pathfinder RPG Bestiary 2 292, 256; see page 80)
  Hazard: Round Mountain is no longer spinning 
  erratically, but the chasm from area A is still present in this 
  
  I. Aslynn’s Astral Allies
  1 square = 5 feet
  PC Starting 
  Area
  Enemy 
  Starting 
  Area
  Pathfinder Flip-Mat Classics: Darklands
  N
  PATHFINDER SOCIETY SCENARIO
  34
  34
  
  35
  35
  THE HAO JIN CATACLYSM
  encounter, with the same depth as before (a number of feet 
  equal to 10 × the party’s APL).
  Development: After the battle, the PCs should proceed to 
  another encounter from Part 3.
  Reporting: When the PCs defeat the drow, report one Astral 
  success to HQ staff.
  THE DISINTEGRATING DEMIPLANE
  Those groups of PCs that choose to fight off the undead 
  spawning from the tapestry witness the following as they 
  teleport into the tapestry.
  A gaping hole mars the sky of the tapestry. As astral 
  invaders deploy, every fiber of the tapestry begins to unravel. 
  The tapestry’s soul stitching is out of control; wild undead 
  rip their way out of the demiplane, causing damage faster 
  than the tapestry can repair. When the PCs head toward the 
  undead hordes, read or paraphrase the following.
  Aram Zey speaks through the tapestry. “The undead are strongest 
  in the tapestry’s ancient ruins. Cut this problem off at its source.”
  J. SURGE OF HUNGRY SOULS
  The massive rent in the tapestry causes hundreds of undead 
  to spawn as the demiplane’s soul stitching accelerates beyond 
  control. Countless smaller tears appear throughout the realm 
  as the tapestry cannibalizes its own fabric.
  Creatures: All of these undead are hungry for living flesh 
  and souls. The PCs must destroy them to allow the tapestry 
  to consume their lingering soul residue and patch itself up. 
  SUBTIER 1–2 (CR 3)
  UNRAVELING GHOULS (2) 
  CR 1
  hp 13 each (Pathfinder RPG Bestiary 146; see pages 45 and 43)
  SUBTIER 3–4 (CR 5)
  UNRAVELING MUMMY 
  CR 5
  hp 60 (Pathfinder RPG Bestiary 210; see pages 51 and 50)
  SUBTIER 5–6 (CR 8)
  UNRAVELING BODAK 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 48; see pages 60 and 53)
  SUBTIER 7–8 (CR 10)
  UNRAVELING BODAK 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 48; see pages 69 and 62)
  UNRAVELING MOHRG 
  CR 8
  hp 91 (Pathfinder RPG Bestiary 208; see pages 69 and 66)
  SUBTIER 10–11 (CR 13)
  UNRAVELING BAYKOKS (2) 
  CR 9
  hp 97 each (Pathfinder RPG Bestiary 3 35; see pages 80 and 71)
  UNRAVELING DEVOURER 
  CR 11
  hp 133 (Pathfinder RPG Bestiary 82; see pages 80 and 74)
  Development: When the PCs defeat the undead, the “soul 
  tear” draws fragments of their soul energy back in and repairs 
  itself, leaving an ugly red scar hovering in the tapestry. A few 
  stray threads remain. With a successful Average Craft (cloth), 
  Knowledge (arcana or planes), or Spellcraft check, a PC can 
  determine that these threads may be useful in conducting 
  further repairs on the tapestry. If they succeed at this check, 
  the PCs acquire one soul stitch (see area K).
  The PCs can proceed to another encounter from Part 3 
  or remain and fight more undead as another tear appears. 
  They repeat the encounter in area J with one exception: they 
  fight double the next lowest subtier’s foes. The lowest subtier 
  instead fights four unraveling zombies (see page 45). 
  Reporting: When the PCs defeat the undead, report one 
  Undead success to HQ staff.
  K. FURY OF THE RUBY PHOENIX
  This encounter begins immediately when the Tapestry’s Last 
  Defense condition is in effect. As a last-gasp defense woven 
  into the tapestry by Hao Jin herself, a massive concentration of 
  magical energy manifests as a Colossal ruby-flamed phoenix 
  determined to fend off any creature that is not native to the 
  tapestry. It bombards all such creatures with a storm of fiery 
  feathers that then transform into Ruby Phoenix Guardians 
  of various sizes. In defeating these guardians, the PCs can 
  recover powerful feathers to use in the immediate repair of 
  the tapestry.
  After the Overseer GM announces the Tapestry’s Last 
  Defense condition—don’t forget to give the PCs 2 rounds to 
  prepare—read or paraphrase the following.
  All around, flaming feathers barrage the tapestry. The scattered 
  demiplane natives are unharmed by the inferno, as is the 
  landscape itself. Screeches echo across the ruby-tinted landscape, 
  and the tattered birds of ruby fire close in.
  Creatures: These Ruby Phoenix Guardians—and the 
  Colossal creature that spawned them—are not true phoenixes, 
  but manifestations of Hao Jin’s magic. They understand 
  various languages, but they do not stop to negotiate. Built to 
  be lawful guardians, they despise chaos, and they focus their 
  attacks on chaotic PCs. They do not directly attack creatures 
  native to the tapestry, and such creatures are immune to their 
  attacks. Unlike a true phoenix, a Ruby Phoenix Guardian does 
  not resurrect when slain. Instead, it self-immolates, leaving 
  
  J. Surge of Hungry Souls
  1 square = 5 feet
  Pathfinder Flip-Mat: Lost City
  N
  PATHFINDER SOCIETY SCENARIO
  36
  36
  
  K. Fury of the Ruby Phoenix
  1 square = 5 feet
  Pathfinder Flip-Mat: Battlefield
  N
  37
  37
  THE HAO JIN CATACLYSM
  
  PATHFINDER SOCIETY SCENARIO
  38
  38
  behind a single tattered ruby feather (see Development 
  below). Several of the Ruby Phoenix Guardians have an ability 
  to banish PCs from the tapestry. If a PC is banished, she 
  reappears in the Grand Lodge next to the tapestry. She can 
  convince Aram Zey to send her back in by spending 2 Prestige 
  Points—with the current state of the rift, there is little risk for 
  further damage to the tapestry. If she does so, she reappears 
  in the combat one round after she disappeared, arriving at the 
  edge of the map.
  SUBTIER 1–2 (CR 3)
  MEDIUM RUBY PHOENIX GUARDIAN  
  CR 3
  LN variant medium fire elemental (Pathfinder RPG Bestiary 124; 
  see page 44)
  hp 30
  SUBTIER 3–4 (CR 6)
  HUGE RUBY PHOENIX GUARDIAN 
  CR 6
  LN variant huge fire elemental (Pathfinder RPG Bestiary 124; see 
  page 50)
  hp 71
  SUBTIER 5–6 (CR 8)
  GREATER RUBY PHOENIX GUARDIAN 
  CR 8
  LN variant greater fire elemental (Pathfinder RPG Bestiary 124; 
  see page 59)
  hp 93
  SUBTIER 7–8 (CR 10)
  MASTER RUBY PHOENIX GUARDIAN 
  CR 10
  LN variant phoenix (Pathfinder RPG Bestiary 227; see page 68)
  hp 116
  SUBTIER 10–11 (CR 14)
  ELDER RUBY PHOENIX GUARDIAN 
  CR 14
  LN variant phoenix (Pathfinder RPG Bestiary 227; see page 79)
  hp 199
  OPTIONAL: UNDAUNTED BY FLAMES
  Some tables may prefer to face an increased challenge during 
  this encounter. If all of the players at a particular table wish 
  to face a greater threat, the GM can apply the following 
  adjustments to the encounter. If the PCs defeat this more 
  challenging encounter, they gain a +5 bonus on skill checks to 
  repair the tapestry using feathers (see below).
  Subtier 1–2: The Ruby Phoenix Guardian gains DR 2/
  chaotic. Once per day when the Ruby Phoenix guardian hits 
  a target with a slam attack, it can attempt to eject that target 
  from the Hao Jin Tapestry. This functions as banishment (DC 12 
  Will negates).
  Subtier 3–4: The Ruby Phoenix Guardian’s DR increases to 
  DR 5/chaotic, and it gains SR 17. It also gains the ability to cast 
  fireball as a spell-like ability 1/day (CL 6th, Reflex DC 14 half).
  Subtier 5–6: The Ruby Phoenix Guardian’s DR increases to 
  DR 10/chaotic. It deals 1d6 additional points of fire damage 
  on each hit with its attacks. Any creature within 15 feet of 
  the guardian at the start of its turn must succeed at a DC 19 
  Reflex save or take 2d6 points of fire damage. Additionally, the 
  guardian can use its banishing strike ability 3 times per day. A 
  creature who succeeds at a saving throw against this ability is 
  immune for 24 hours.
  Subtier 7–8: The Ruby Phoenix guardian’s strikes tap 
  into Hao Jin’s mythic abilities. Its fire damage ignores all 
  resistances and immunities of non-lawful targets. Increase 
  the damage that its shroud of flames deals to creatures at the 
  start of their turns to 4d6. Additionally, the Guardian can use 
  its banishing strike ability once per round. A creature who 
  succeeds at a saving throw against this ability is immune for 
  24 hours.
  Subtier 10–11: Use the True Phoenix Guardian statistics in 
  Appendix 5.
  SUBTIER 10–11 (CR 16)
  TRUE RUBY PHOENIX GUARDIAN  
  CR 16
  LN variant phoenix (Pathfinder RPG Bestiary 227; see page 79)
  hp 210
  Development: When the PCs defeat a Ruby Phoenix 
  Guardian, it self-immolates and leaves behind a single 
  tattered ruby-red feather imbued with Hao Jin’s magic. Give 
  the players one copy of Handout #3. In Subtiers 7–8 and 10–11, 
  the PCs gain two feathers for defeating a Guardian. Give them 
  two copies of Handout #3. The PCs have three possible uses 
  for feathers that they receive, whether they receive the feather 
  from their own combat or from another table (see below for 
  details on how feathers can pass between tables).
  Repair: The PCs can attempt a Hard Craft (cloth), Heal, 
  Knowledge (arcana or planes), Spellcraft, or Use Magic Device 
  check. A successful check consumes the feather, which 
  crumbles to ashes. The ashes ignite into majestic ruby flames, 
  which swirl through the air toward the colossal ruby phoenix 
  in the sky. If empowered (see below), the DC of the skill check 
  is only Average. If the PCs have a soul stitch from defeating 
  undead in area J, they can use it before rolling in order to 
  roll twice and take the higher result. If the PCs fail the check, 
  the feather’s magic wanes. However, they can pass the feather 
  to another table to be empowered, which restores its magic 
  and allows a second chance to use the repair function. If the 
  PCs fail a check to repair using a feather that has already been 
  empowered, the feather’s magic fades away entirely.
  
  39
  39
  THE HAO JIN CATACLYSM
  Resurrect: The PCs may use the feather to cast resurrection 
  on a single member of the party. This consumes the feather’s 
  magic entirely, and it can no longer be used to repair the 
  tapestry. If empowered, the resurrection affects all slain 
  members of the party.
  Empower: The PCs have the option of empowering the 
  feather. To do so, one PC must expend one use of a healing 
  ability (such as channel energy) or an ability that does fire 
  damage, or cast one spell with the (healing) or (fire) descriptor 
  with a sufficient spell level (1st level for Subtiers 1–2 and 3–4, 
  2nd level for Subtier 5–6, 3rd level for Subtiers 7–8 and 10–11). 
  The PCs then check the “empowered” box and pass Handout 
  #3 to another table.
  After the PCs successfully use one of these options, 
  they have 2 rounds to recover and prepare before fighting 
  another phoenix.
  Reporting: When the PCs successfully use a feather for 
  repairs, report one Phoenix success to HQ staff (and deliver 
  Handout #3 to HQ). 
  CONCLUSION
  Forty minutes after announcing the Tapestry’s Last Defense 
  condition, the Overseer GM should tally the Phoenix 
  successes reported by the House and read the following to 
  conclude the adventure.
  The colossal ruby phoenix grows more resplendent and terrifying 
  with each restored feather that soars into the sky to meet it. 
  The magnificent bird lets out a final screech as its shroud of 
  flames intensifies, utterly consuming it. The phoenix is gone. As 
  ruby ashes drift towards the tapestry, the invaders, seeing the 
  tapestry’s last defense has failed, pour through, their entire force 
  pushing through the largest rift in a massive final attack. The 
  entire world shudders as the rift widens.
  Aram Zey steps forward to rest under the falling ashes. 
  “Pathfinders, you fought bravely and well, and your sacrifices 
  were not in vain.” Aram Zey pauses, and his expression turns 
  pensive. “But, the tapestry’s tale has not yet ended. There is 
  clearly a force at work here that is greater than we realized,” he 
  gestures out toward the invaders, “Furthermore, we have not 
  permanently repaired the demiplane—we have only patched the 
  worst of the damage and prevented irreversible catastrophe. I 
  fear that…”Aram Zey’s voice trails off for a moment, “Yes, just 
  as I thought.” 
  The ruby ashes begin to glow, faint as smoldering coals at 
  first, and then intensifying, coalescing, and swirling in beautiful 
  patterns as they lift Aram Zey into the air. “It seems the key to 
  defending the tapestry is allowing its guardian to be reborn. I 
  will do whatever I can to provide the arcane energy necessary 
  to keep the tapestry stable. In the meantime, I hope the Society 
  will search for a more permanent solution. I refuse to believe that 
  the knowledge of the legendary Ruby Phoenix herself has been 
  lost to us forever.” The ashes and Zey converge on a single point, 
  a great ruby ember in the sky. There is a spark, and then the 
  ember explodes. A wave of fire engulfs the tapestry as the Ruby 
  Phoenix emerges from the explosion with a triumphant, piercing 
  cry. Aram Zey floats within its heart, his body engulfed in ruby fire. 
  The explosion’s flames reach the invaders first, turning them to 
  ash and cinders. The flames wash over the tapestry’s defenders 
  without harming them. The tapestry burns—but the fires replenish 
  it, scouring the wasteland and restoring the tapestry’s original 
  environments. The phoenix beats its wings, sending wave after 
  wave of fire into the Astral rift and searing the portal shut. The 
  phoenix soars in a great arc across the sky and flies off toward 
  the sun.
  Finally, announce to the House whether they earned the 
  Radiant Ruby Feathers boon. If there are at least as many 
  Phoenix successes as there are tables, all PCs earn this boon.
  FINAL CLOSING
  The Overseer GM should close the event, thank the Table 
  GMs for their hard work, thank the players for their support 
  of Pathfinder Society Organized Play, and provide the GMs 
  and players with instructions for submitting reporting sheets 
  and exiting the event.
  SUCCESS CONDITIONS
  There are no specific success conditions. For participating 
  in this adventure, each PC earns 2 Prestige Points.
  
  PATHFINDER SOCIETY SCENARIO
  40
  40
  APPENDIX 1: SUBTIER 1–2 BESTIARY
  Many of the undead presented here are referenced as being 
  “unraveling” versions of themselves. See the unraveling 
  template at the bottom of this appendix.
  AOITSUN
  This magnificent dragon is covered in splendid golden scales, and 
  horns jut from its head like a crown.
  AOITSUN 
  CR 3
  Variant sovereign dragon (Pathfinder RPG Bestiary 3 100)
  N Tiny dragon 
  Init +7; Senses darkvision 120 ft., dragon senses; Perception +9
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
  hp 30 (4d12+4)
  Fort +5, Ref +7, Will +4
  Immune paralysis, sleep
  OFFENSE
  Speed 60 ft., fly 100 ft. (average)
  Melee bite +6 (1d4), 2 claws +6 (1d3)
  Space 2½ ft.; Reach 0 ft. (5 ft. with bite)
  Special Attacks breath weapon (15-ft. cone, 1d6 sonic, Reflex 
  DC 13 half)
  STATISTICS
  Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 10
  Base Atk +4; CMB +5; CMD 15 (19 vs. trip)
  Feats Alertness, Improved Initiative
  Skills Acrobatics +3 (+15 to jump), Bluff +7, Diplomacy +7, 
  Fly +14, Linguistics +7, Perception +9, Sense Motive +9
  Languages Celestial, Common, Draconic
  SPECIAL ABILITIES
  Dogmatic Dissonance (Su) Good or evil creatures take a –2 
  penalty when making saving throws against Aiotsun’s breath 
  weapon and spell-like abilities.
  BOGWIGGLE
  This sallow-green beast appears to be an oversized tadpole that 
  never fully matured, with two large, bulbous eyes bulging from 
  either side of its head, and a gaping mouth revealing jagged fangs.
  BOGWIGGLE 
  CR 1
  Pathfinder RPG Monster Codex 16
  CE Small aberration (aquatic)
  Init +5; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 16 (3d8+3)
  Fort +2, Ref +2, Will +4
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee bite +4 (1d4+1), tongue –1 touch (sticky tongue)
  Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
  STATISTICS
  Str 13, Dex 12, Con 13, Int 3, Wis 12, Cha 6
  Base Atk +2; CMB +2; CMD 13
  Feats Improved Initiative, Power Attack
  Skills Acrobatics +5, Perception +1 (+5 in swamps), Stealth +9 
  (+17 in swamps), Swim +13; Racial Modifiers +4 Perception 
  in swamps, +8 Stealth in swamps
  Languages Boggard (can’t speak)
  SQ amphibious, swamp stride
  SPECIAL ABILITIES
  Sticky Tongue (Ex) A creature hit by a bogwiggle’s tongue attack 
  can’t move more than 10 feet away from the bogwiggle and 
  takes a –2 penalty to AC as long as the tongue is attached (this 
  penalty does not stack if multiple tongues are attached). The 
  tongue can be removed by succeeding at an opposed Strength 
  check as a standard action or by dealing 2 points of slashing 
  damage to the tongue (AC 11, damage doesn’t deplete the 
  bogwiggle’s actual hit points). The bogwiggle can’t move 
  more than 10 feet away from the target while attached. It 
  can release its tongue’s grip as a free action. Like a boggard, a 
  bogwiggle can’t pull targets toward it with its tongue.
  Swamp Stride (Ex) A bogwiggle can move through natural 
  difficult terrain at its normal speed while within a swamp. 
  Magically altered terrain affects a bogwiggle normally.
  BUGBEAR
  This dark-furred creature raises a spiked morningstar, its tiny, 
  milk-white eyes glittering with the thrill of the coming kill.
  BUGBEAR 
  CR 2
  Pathfinder RPG Bestiary 38
  CE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft., scent; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural,  
  +1 shield)
  hp 16 (3d8+3)
  Fort +2, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee morningstar +5 (1d8+3)
  Ranged javelin +3 (1d6+3)
  STATISTICS
  Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
  Base Atk +2; CMB +5; CMD 16
  Feats Intimidating Prowess, Skill Focus (Perception)
  Skills Intimidate +7, Perception +8, Stealth +10; Racial Modifiers 
  +4 Intimidate, +4 Stealth
  SQ stalker
  Languages Common, Goblin
  Gear leather armor, light wooden shield, morningstar, javelins (3)
  SPECIAL ABILITIES
  Stalker (Ex) Perception and Stealth are class skills for bugbears.
  
  41
  41
  THE HAO JIN CATACLYSM
  DARKMANTLE
  This shadowy creature opens like a hideous octopus, revealing thin, 
  hook-lined tentacles connected by a fleshy web.
  DARKMANTLE 
  CR 1
  Pathfinder RPG Bestiary 55
  N Small magical beast
  Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; 
  Perception +4
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 15 (2d10+4)
  Fort +5, Ref +3, Will +0
  OFFENSE
  Speed 20 ft., fly 30 ft. (poor)
  Melee slam +3 (1d4 plus grab)
  Special Attacks constrict (1d4+4), grab (any size)
  Spell-Like Abilities (CL 5th)
  1/day—darkness
  STATISTICS
  Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10
  Base Atk +2; CMB +1 (+5 grapple); CMD 13 (can’t be tripped)
  Feats Improved Initiative
  Skills Fly +5, Perception +4, Stealth +10; Racial Modifiers +4 
  Perception, +4 Stealth
  DEMON, DRETCH
  This creature’s bloated frame shudders with each heaving step, yet 
  despite its shape, the thing moves with surprising quickness.
  ADVANCED DRETCH 
  CR 3
  Pathfinder RPG Bestiary 294, 60
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
  hp 22 (2d10+11)
  Fort +7, Ref +2, Will +5
  DR 5/cold iron or good; Immune electricity, poison; Resist acid 
  10, cold 10, fire 10
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +6 (1d4+3), bite +6 (1d4+3)
  Spell-Like Abilities (CL 2nd)
  1/day—cause fear (DC 13), stinking cloud (DC 15), summon 
  (level 1, 1 dretch 35%)
  STATISTICS
  Str 16, Dex 14, Con 18, Int 9, Wis 15, Cha 15
  Base Atk +2; CMB +4; CMD 14
  Feats Toughness
  Skills Escape Artist +7, Perception +7, Stealth +11
  Languages Abyssal (cannot speak); telepathy 100 ft. (limited to 
  Abyssal-speaking targets)
  DROW
  This dark-skinned elf stands in a battle-ready pose, his hair silver 
  and eyes white and pupilless.
  DROW SCOUT 
  CR 1
  Pathfinder RPG Monster Codex 34
  Drow rogue 2
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 16 (2d8+4)
  Fort +1, Ref +6, Will +1; +2 vs. enchantment
  Defensive Abilities evasion; Immune sleep; SR 8
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee short sword +2 (1d6+1/19–20)
  Ranged mwk shortbow +6 (1d6/×3 plus poison)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 2nd, concentration +2)
  1/day—dancing lights, darkness, faerie fire
  STATISTICS
  Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB +2; CMD 15
  Feats Weapon Focus (shortbow)
  Skills Acrobatics +8, Climb +6, Disable Device +7,  
  Knowledge (dungeoneering) +5, Knowledge (local) +4, 
  Perception +8, Sense Motive +5, Stealth +8, Survival +3, Swim +5
  Languages Elven, Undercommon
  SQ poison use, trapfinding +1
  Combat Gear potion of cure light wounds, drow poison (2), 
  tanglefoot bag; Other Gear mwk studded leather, mwk 
  shortbow and 20 arrows, short sword, 14 gp
  SPECIAL ABILITIES
  Poison Use (Ex) Drow never risk accidentally poisoning 
  themselves. They favor an insidious toxin that causes its 
  victims to lapse into unconsciousness. 
  Drow Poison—injury; save Fort DC 13; frequency 1/minute 
  for 2 minutes; initial effect unconsciousness for 1 minute; 
  secondary effect unconsciousness for 2d4 hours; cure 1 save.
  DROW WARRIOR 
  CR 1/3
  Pathfinder RPG Bestiary 114
  Drow warrior 1
  CE Medium humanoid (elf)
  Init +2; Senses darkvision 120 ft.; Perception +2
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
  hp 5 (1d10)
  Fort +2, Ref +2, Will –1; +2 vs. enchantment
  Immune sleep; SR 7
  Weaknesses light blindness
  
  PATHFINDER SOCIETY SCENARIO
  42
  42
  OFFENSE
  Speed 30 ft.
  Melee rapier +2 (1d6/18–20)
  Ranged hand crossbow +3 (1d4/19–20 plus poison)
  Spell-Like Abilities (CL 1st)
  1/day—dancing lights, darkness, faerie fire
  STATISTICS
  Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 10
  Base Atk +1; CMB +1; CMD 13
  Feats Weapon Finesse
  Skills Perception +2, Stealth +2; Racial Modifiers +2 Perception
  Languages Elven, Undercommon
  SQ poison use
  SPECIAL ABILITIES
  Poison Use (Ex) See the drow scout on page 41.
  DUERGAR
  This bald dwarf with dull gray skin carries a well-crafted crossbow.
  DUERGAR SLAVER 
  CR 1/2
  Pathfinder RPG Monster Codex 47
  Duergar rogue 1
  LE Medium humanoid (dwarf)
  Init +6; Senses darkvision 120 ft.; Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +4, Will +3; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee short sword +1 (1d6+1/19–20) or sap +1 (1d6+1 nonlethal)
  Ranged mwk light crossbow +3 (1d8/19–20)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 1st; concentration –2)
  1/day—enlarge person (self only), invisibility (self only)
  STATISTICS
  Str 13, Dex 15, Con 12, Int 12, Wis 16, Cha 4
  Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush or trip)
  Feats Improved Initiative
  Skills Acrobatics +5, Climb +4, Disable Device +5, Escape Artist 
  +5, Knowledge (dungeoneering) +5, Perception +7, Sense 
  Motive +7, Stealth +5, Survival +4
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability, trapfinding +1
  Gear studded leather, mwk light crossbow with 20 bolts, sap, 
  short sword, 18 gp
  SPECIAL ABILITIES
  Slow and Steady Duergar have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Stability Duergar receive a +4 racial bonus to their CMD against 
  bull rush and trip attempts while on solid ground.
  DUERGAR WARRIOR 
  CR 1/3
  Pathfinder RPG Bestiary 117
  Duergar warrior 1
  LE Medium humanoid (dwarf)
  Init –1; Senses darkvision 120 ft; Perception +1
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
  hp 8 (1d10+3)
  Fort +4, Ref –1, Will +1; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee warhammer +3 (1d8+1/×3)
  Ranged light crossbow +0 (1d8/19–20)
  Spell-Like Abilities (CL 3rd)
  1/day—enlarge person (self only), invisibility (self only)
  STATISTICS
  Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
  Base Atk +1; CMB +2; CMD 11
  Feats Weapon Focus (warhammer)
  Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception 
  relating to stonework, +4 Stealth
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability
  SPECIAL ABILITIES
  Slow and Steady See the duergar slaver above.
  Stability See the duergar slaver above.
  GEM SORCERER
  Flames cover this dwarf’s hands. Smoke rises from his closely 
  cropped, singed beard.
  GEM SORCERER 
  CR 1
  Pathfinder RPG NPC Codex 160
  Dwarf sorcerer 2
  LE Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 18 (2d6+9)
  Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee spiked gauntlet +3 (1d4+2) or 
  heavy mace +3 (1d8+2)
  Ranged mwk heavy crossbow +2 (1d10/19–20)
  Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids
  Bloodline Spell-Like Abilities (CL 2nd; concentration +3)
  4/day—elemental ray (1d6+1 fire)
  
  43
  43
  THE HAO JIN CATACLYSM
  Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell 
  failure 10%)
  1st (5/day)—burning hands (DC 12), shocking grasp (fire)
  0 (at will)—acid splash (fire), dancing lights, mending, read 
  magic, touch of fatigue (DC 11)
  Bloodline elemental (fire)
  STATISTICS
  Str 14, Dex 10, Con 15, Int 12, Wis 10, Cha 13
  Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)
  Feats Eschew Materials, Toughness
  Skills Appraise +5 (+7 to assess metals or gemstones), Craft 
  (jewelry) +5, Perception +2 (+4 to notice unusual stonework), 
  Spellcraft +5, Use Magic Device +5
  Languages Common, Dwarven, Giant
  SQ bloodline arcana (change energy damage spells to fire)
  Combat Gear potion of cure light wounds, scroll of flaming 
  sphere, acid (2), alchemist’s fire (3); Other Gear leather 
  armor, heavy mace, masterwork heavy crossbow with 20 
  bolts, spiked gauntlet, uncut gems (worth 100 gp), 23 gp
  GHOUL
  This humanoid creature has long, sharp teeth, and its pallid flesh is 
  stretched tightly over its starved frame.
  GHOUL 
  CR 1
  Pathfinder RPG Bestiary 146
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 
  (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are 
  immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
  Languages Common
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. A 
  humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight. A humanoid who becomes a ghoul in this way 
  retains none of the abilities it possessed in life. It is not under 
  the control of any other ghouls, but it hungers for the flesh of 
  the living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast.
  GOBLIN
  This creature stands barely three feet tall, its scrawny, humanoid 
  body dwarfed by its wide, ungainly head.
  GOBLIN 
  CR 1/3
  Pathfinder RPG Bestiary 156
  Goblin warrior 1
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 
  size)
  hp 6 (1d10+1)
  Fort +3, Ref +2, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +2 (1d4/19–20)
  Ranged short bow +4 (1d4/×3)
  STATISTICS
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +1; CMB +0; CMD 12
  Feats Improved Initiative
  Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, 
  +4 Stealth
  Languages Goblin
  Gear leather armor, light wooden shield, short sword, short bow 
  (20 arrows)
  INITIATE OF FLAME
  This dwarf carries a wicked spear and flames dance at her fingertips.
  INITIATE OF FLAME 
  CR 1/2
  Pathfinder RPG NPC Codex 62
  Dwarf druid 1
  LN Medium humanoid (dwarf)
  Init +0; Senses Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 15 (1d8+7)
  Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee spear +2 (1d8+3/×3)
  Ranged sling +0 (1d4+2)
  Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—fire bolt
  
  PATHFINDER SOCIETY SCENARIO
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  44
  Druid Spells Prepared (CL 1st; concentration +3)
  1st—burning handsD (DC 13), endure elements, faerie fire
  0 (at will)—detect poison, flare (DC 12), stabilize
  D Domain spell; Domain Fire
  STATISTICS
  Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
  Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush or trip)
  Feats Toughness
  Skills Climb +4, Handle Animal +2, Knowledge (geography) +5, 
  Knowledge (nature) +3, Perception +6 (+8 to notice unusual 
  stonework), Survival +8
  Languages Common, Druidic, Dwarven, Giant
  SQ nature bond (Fire domain), nature sense, wild empathy –1
  Combat Gear alchemist’s fire (2), smokesticks (2); Other Gear 
  mwk hide armor, sling with 20 bullets, spear, climber’s kit, 
  healer’s kit, holly and mistletoe, spell component pouch, 8 gp
  RUBY PHOENIX GUARDIAN
  A bird made of ruby flames soars through the air, smoke trailing 
  in its wake.
  MEDIUM RUBY PHOENIX GUARDIAN 
  CR 3
  Variant medium fire elemental (Pathfinder RPG Bestiary 124)
  LN Medium outsider (elemental, fire, native)
  Init +7; Senses darkvision 60 ft., detect chaos; Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +1
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee 2 slams +7 (1d4+1 plus burn)
  Special Attacks burn (1d4, DC 14)
  Spell-Like Abilities (CL 3rd)
  Constant—detect chaos
  STATISTICS
  Str 12, Dex 17, Con 14, Int 14, Wis 11, Cha 13
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +10, Escape Artist +10, Fly +14, Intimidate +8, 
  Knowledge (nature) +8, Knowledge (planes) +8, Perception 
  +7, Sense Motive +7
  Languages Common, Ignan, Tien
  TROLL, MOSS
  This large and lanky moss-colored humanoid has an elongated, 
  toothy snout and appears to be covered in bits of foliage.
  MOSS TROLL 
  CR 3
  Pathfinder RPG Bestiary 3 273
  CE Large humanoid (giant, shapechanger)
  Init +4 (+8 when climbing trees); Senses darkvision 60 ft., low-
  light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
  hp 30 (4d8+12); regeneration 5 (fire)
  Fort +7, Ref +5, Will +4
  Weaknesses fear of fire, vulnerable to fire
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee bite +5 (1d4+3), 2 claws +5 (1d4+3)
  Space 10 ft.; Reach 10 ft. (15 ft. with claws)
  STATISTICS
  Str 16, Dex 19, Con 16, Int 9, Wis 12, Cha 7
  Base Atk +3; CMB +7; CMD 21
  Feats Intimidating Prowess, Iron Will
  Skills Acrobatics +7, Climb +11, Intimidate +5, Perception +5, 
  Stealth +5 (+9 in vegetation); Racial Modifiers +2 Acrobatics, 
  +4 Stealth (+8 in vegetation)
  Languages Giant
  SQ change shape (mossy tree; tree shape), tree climber
  SPECIAL ABILITIES
  Fear of Fire (Ex) A moss troll is shaken as long as it is within 30 
  feet of a visible fire or an open flame that is at least torch size.
  Tree Climber (Ex) When climbing trees, a moss troll’s climb 
  speed increases to 30 feet and it gains a +4 racial bonus on 
  initiative checks. If a moss troll falls while climbing in trees, it 
  ignores the first 30 feet when calculating falling damage. 
  SKELETON
  The pile of bones suddenly stirs, rising up to take on a human 
  shape. Its long, bony fingers reach out to claw at the living.
  SKELETON 
  CR 1/3
  Pathfinder RPG Bestiary 250
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2
  OFFENSE
  Speed 30 ft.
  Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 
  2 claws +2 (1d4+2)
  STATISTICS
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +0; CMB +2; CMD 14
  Feats Improved InitiativeB
  Gear broken chain shirt, broken scimitar
  WOLF
  This powerful canine watches its prey with piercing yellow eyes, 
  darting its tongue across sharp white teeth.
  
  45
  45
  THE HAO JIN CATACLYSM
  WOLF 
  CR 1
  Pathfinder RPG Bestiary 288
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +2 (1d6+1 plus trip)
  STATISTICS
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  ZOMBIE
  This walking corpse wears only a few soiled rags, its flesh rotting off 
  its bones as it stumbles forward, arms outstretched.
  HUMAN FAST ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 288
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  Special Attacks quick strikes
  STATISTICS
  Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats Toughness 
  SPECIAL ABILITIES
  Quick Strikes (Ex) Whenever a fast zombie takes a full attack 
  action, it can make one additional slam attack.
  HUMAN ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 288
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats Toughness
  Special Qualities staggered
  SPECIAL ABILITIES
  Staggered (Ex) Zombies have poor reflexes and can only 
  perform a single move action or standard action each round. 
  A zombie can move up to its speed and attack in the same 
  round as a charge action.
  UNRAVELING CREATURE TEMPLATE
  An undead created by the tapestry’s malfunctioning repair 
  mechanism, known as soul stitching, gains the following 
  template to represent its connection to the demiplane’s fabric.
  UNRAVELING CREATURE (CR +0)
  The creature retains its statistics and special abilities and 
  gains those listed below.
  Senses: An unraveling creature gains blindsense 30 ft. 
  while in the Hao Jin Tapestry.
  Tapestry-Bound (Ex): An unraveling creature feels an 
  inexorable pull toward the part of the Hao Jin Tapestry that 
  created it. It cannot willingly travel more than a mile from the 
  location of its creation. If it is forced to do so, it is staggered 
  and takes a –2 penalty on all d20 rolls until it returns.
  Tapestry-Woven (Ex): Unraveling creatures lose any 
  abilities that would allow them to create additional creatures, 
  such as create spawn.
  Traverse Tapestry (Ex): This creature can pass through 
  any material of the tapestry demiplane (from earth and 
  stone to water and lava) as easily as a fish swims through 
  water. If the creature ends its turn while passing through 
  the tapestry (except through air), it has a 50% chance to be 
  reabsorbed into the demiplane and destroyed. This does 
  not grant creatures the ability to fly if they cannot already 
  do so.
  
  PATHFINDER SOCIETY SCENARIO
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  46
  APPENDIX 2: SUBTIER 3–4 BESTIARY
  Many of the undead presented here are referenced as being 
  “unraveling” versions of themselves. See the unraveling 
  template at the end of this appendix.
  AOITSUN
  This magnificent dragon is covered in splendid golden scales and 
  horns jut from its head like a crown.
  AOITSUN 
  CR 5
  Variant sovereign dragon (Pathfinder RPG Bestiary 3 100)
  N Small dragon
  Init +6; Senses dragon senses; Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
  hp 51 (6d12+12)
  Fort +7, Ref +7, Will +6
  Immune paralysis, sleep
  OFFENSE
  Speed 60 ft., fly 150 ft. (average)
  Melee bite +9 (1d6+3), 2 claws +9 (1d4+2)
  Special Attacks breath weapon (15-ft cone, 2d6 sonic, Reflex DC 
  15 half)
  Spell-Like Abilities (CL 6th; concentration +7)
  At will—detect evil, detect good
  STATISTICS
  Str 15, Dex 14, Con 15, Int 12, Wis 13, Cha 12
  Base Atk +6; CMB +7; CMD 19 (23 vs. trip)
  Feats Alertness, Hover, Improved Initiative
  Skills Acrobatics +2 (+14 to jump), Bluff +10, Diplomacy +10, Fly 
  +13, Heal +10, Linguistics +10, Perception +12, Sense Motive +12
  Languages Celestial, Common, Draconic
  SPECIAL ABILITIES
  Dogmatic Dissonance (Su) Good or evil creatures take a –2 
  penalty when making saving throws against Aiotsun’s breath 
  weapon and spell-like abilities.
  BOGGARD
  Bulbous eyes glare atop this creature’s decidedly toad-like head. A 
  multitude of warts and bumps decorate its greenish skin.
  BOGGARD 
  CR 2
  Pathfinder RPG Bestiary 37
  CE Medium humanoid (boggard)
  Init -1; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 14, touch 9, flat-footed 14 (+2 armor, –1 Dex, +3 natural)
  hp 22 (3d8+9)
  Fort +5, Ref +0, Will +1
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee morningstar +5 (1d8+3), tongue –1 touch (sticky tongue)
  Special Attacks terrifying croak
  STATISTICS
  Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10
  Base Atk +2; CMB +4; CMD 13
  Feats Toughness, Weapon Focus (morningstar)
  Skills Acrobatics +2 (+14 jumping), Stealth –1 (+7 in swamps), 
  Swim +10; Racial Modifiers +16 Acrobatics when jumping, +4 
  Perception, +8 Stealth in swamps
  Languages Boggard
  SQ hold breath, swamp stride
  Gear leather armor, morningstar
  SPECIAL ABILITIES
  Hold Breath (Ex) A boggard can hold its breath for a number of 
  rounds equal to four times its Constitution score before it risks 
  drowning or suffocating.
  Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack 
  cannot move more than 10 feet away from the boggard and 
  takes a –2 penalty to AC as long as the tongue is attached (this 
  penalty does not stack if multiple tongues are attached). The 
  tongue can be removed by making an opposed Strength check 
  as a standard action or by dealing 2 points of slashing damage 
  to the tongue (AC 11, damage does not deplete the boggard’s 
  actual hit points). The boggard cannot move more than 10 feet 
  away from the target, but the boggard can release its tongue 
  as a free action. A boggard cannot pull targets toward it with 
  its tongue.
  Swamp Stride (Ex) A boggard can move through any sort of 
  natural difficult terrain at its normal speed while within a 
  swamp. Magically altered terrain affects a boggard normally.
  Terrifying Croak (Su) Once per hour, a boggard can, as a standard 
  action, emit a loud and horrifying croak. Any non-boggard 
  creature within 30 feet of the boggard must succeed at a DC 
  13 Will save or become shaken for 1d4 rounds. Creatures that 
  succeed at this save cannot be affected again by the same 
  boggard’s croak for 24 hours. Creatures that are already shaken 
  become frightened for 1d4 rounds instead. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  BRAMBLE SORCERER
  The imposing half-elven man has a smattering of glimmering scales 
  across his cheekbones and the tips of wicked claws jutting from his 
  voluminous sleeves.
  BRAMBLE SORCERER 
  CR 4
  Pathfinder RPG NPC Codex 162
  Half-elf sorcerer 5
  LE Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +7
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge,  
  +1 natural)
  hp 30 (5d6+10)
  Fort +3, Ref +6, Will +4; +2 vs. enchantments
  Resist acid 5, fire 10
  
  47
  47
  THE HAO JIN CATACLYSM
  OFFENSE
  Speed 30 ft.
  Melee mwk light mace +3 (1d6) or 
  2 claws +2 (1d4)
  Ranged mwk light crossbow +5 (1d8/19–20)
  Special Attacks claws (2, 1d4, treated as magic, 7 rounds/day)
  Sorcerer Spells Known (CL 5th; concentration +9)
  2nd (5/day)—acid arrow, mirror image, resist energy
  1st (7/day)—cause fear (DC 15), charm person (DC 15), mage 
  armor, magic missile, ray of enfeeblement (DC 15)
  0 (at will)—acid splash, detect magic, ghost sound (DC 14), 
  mage hand, message, read magic
  Bloodline draconic (green)
  TACTICS
  Before Combat The sorcerer casts mage armor and resist energy 
  (fire).
  Base Statistics Without mage armor and resist energy, the 
  sorcerer’s statistics are AC 14, touch 13, flat-footed 11; Resist 
  acid 5.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
  Base Atk +2; CMB +2; CMD 15
  Feats Combat Casting, Dodge, Eschew Materials, Lightning 
  Reflexes, Skill Focus (Use Magic Device)
  Skills Intimidate +10, Knowledge (arcana) +7, Perception +7, 
  Spellcraft +7, Use Magic Device +13
  Languages Common, Draconic, Elven
  SQ bloodline arcana (acid spells deal +1 damage per die), elf blood
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, scrolls of levitate (2), scroll of ray of exhaustion, 
  scroll of silent image, wand of entangle (20 charges), 
  smokestick; Other Gear masterwork light crossbow with 10 
  bolts, masterwork light mace, cloak of resistance +1, 190 gp
  BUGBEAR
  This dark-furred creature raises a spiked morningstar, its tiny, milk-
  white eyes glittering with the thrill of the coming kill.
  BUGBEAR 
  CR 2
  Pathfinder RPG Bestiary 38
  CE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft., scent; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural,  
  +1 shield)
  hp 16 (3d8+3)
  Fort +2, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee morningstar +5 (1d8+3)
  Ranged javelin +3 (1d6+3)
  STATISTICS
  Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
  Base Atk +2; CMB +5; CMD 16
  Feats Intimidating Prowess, Skill Focus (Perception)
  Skills Intimidate +7, Perception +8, Stealth +10; Racial Modifiers 
  +4 Intimidate, +4 Stealth
  SQ stalker
  Languages Common, Goblin
  Gear leather armor, light wooden shield, morningstar, javelins (3)
  SPECIAL ABILITIES
  Stalker (Ex) Perception and Stealth are always class skills for 
  bugbears.
  CHOKER
  This hunched-over wretch has long, pliable arms like tentacles capped 
  with five wide, spiny claws.
  CHOKER 
  CR 2
  Pathfinder RPG Bestiary 45
  CE Small aberration
  Init +6; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 16 (3d8+3)
  Fort +2, Ref +3, Will +4
  OFFENSE
  Speed 20 ft., climb 10 ft.
  Melee 2 tentacles +6 (1d4+3 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+3), strangle, grab (Large)
  STATISTICS
  Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
  Base Atk +2; CMB +4 (+8 grappling); CMD 16
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Climb +16, Stealth +13
  Language Undercommon
  SQ quickness
  SPECIAL ABILITIES
  Strangle (Ex) Chokers have an unerring talent for seizing their 
  victims by the neck. A creature that is grappled by a choker 
  cannot speak or cast spells with verbal components.
  Quickness (Su) A choker is supernaturally quick. It can take an 
  extra move action during its turn each round.
  DEMON, DRETCH
  This creature’s bloated frame shudders with each heaving step, yet 
  despite its shape, the thing moves with surprising quickness.
  DRETCH 
  CR 2
  Pathfinder RPG Bestiary 60
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
  hp 18 (2d10+7)
  
  PATHFINDER SOCIETY SCENARIO
  48
  48
  Fort +5, Ref +0, Will +3
  DR 5/cold iron or good; Immune electricity, poison; Resist acid 
  10, cold 10, fire 10
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
  Spell-Like Abilities (CL 2nd)
  1/day—cause fear (DC 11), stinking cloud (DC 13), summon 
  (level 1, 1 dretch 35%) 
  STATISTICS
  Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 12
  Feats Toughness
  Skills Escape Artist +5, Perception +5, Stealth +9
  Languages Abyssal (cannot speak); telepathy 100 ft. (limited to 
  Abyssal-speaking targets)
  DROW HOUSE GUARD
  This slender elf’s obsidian skin matches the gleaming metal of his 
  sword and crossbow bolts.
  DROW HOUSE GUARD 
  CR 2
  Pathfinder RPG Monster Codex 35
  Drow fighter 3
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 24 (3d10+3)
  Fort +3, Ref +4, Will +2 (+1 vs. fear); +2 vs. enchantment
  Defensive Abilities bravery +1; Immune sleep; SR 9
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+2/19–20 plus poison)
  Ranged repeating heavy crossbow +7 (1d10/19–20 plus poison)
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—dancing lights, darkness, faerie fire
  STATISTICS
  Str 14, Dex 17, Con 11, Int 10, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating 
  crossbow), Point-Blank Shot, Weapon Focus (longsword)
  Skills Climb +6, Perception +6, Stealth +5
  Languages Elven, Undercommon
  SQ armor training 1, poison use
  Combat Gear +1 frost bolt, potion of cure light wounds, drow 
  poison (2), smokesticks (2), tanglefoot bag, thunderstones 
  (2); Other Gear mwk chain shirt, mwk longsword, repeating 
  heavy crossbow with 20 mwk bolts, 47 gp
  SPECIAL ABILITIES
  Poison Use (Ex) Drow never risk accidentally poisoning 
  themselves when applying poison to their weapons.
  DUERGAR
  These dwarves with dull gray skin glower menacingly. Two are 
  unarmed with hefty fists and builds as stocky as stone, and one 
  carries a bandolier of noxious chemicals. 
  DUERGAR ANVIL 
  CR 1
  Pathfinder RPG Monster Codex 49
  Duergar monk 2
  LE Medium humanoid (dwarf)
  Init +2; Senses darkvision 120 ft.; Perception +7
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
  hp 18 (2d8+6)
  Fort +5, Ref +5, Will +5; +2 vs. spells
  Defensive Abilities evasion; Immune paralysis, phantasms, 
  poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee unarmed strike +3 (1d6+2) or 
  unarmed strike flurry of blows +2/+2 (1d6+2)
  Ranged shuriken +3 (1d2+2) or 
  shuriken flurry of blows +2/+2 (1d2+2)
  Special Attacks flurry of blows, stunning fist (2/day, DC 13)
  Spell-Like Abilities (CL 1st; concentration –2)
  1/day—invisibility (self only), ironskinMC 
  STATISTICS
  Str 14, Dex 15, Con 14, Int 10, Wis 15, Cha 4
  Base Atk +1; CMB +3; CMD 18 (22 vs. bull rush or trip)
  Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Innate 
  FlexibilityMC, Stunning Fist
  Skills Acrobatics +7, Escape Artist +7, Perception +7, Stealth +7
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability
  Combat Gear potion of cure light wounds, potions of invisibility 
  (2), thunderstones (4); Other Gear shuriken (10), 7 gp
  SPECIAL ABILITIES
  Slow and Steady Duergar have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Stability Duergar receive a +4 racial bonus to their CMD against 
  bull rush and trip attempts while on solid ground.
  DUERGAR BOMBARDIER 
  CR 1
  Pathfinder RPG Monster Codex 48
  Duergar alchemist 2
  LE Medium humanoid (dwarf)
  Init +4; Senses darkvision 120 ft.; Perception +6
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+2 armor, +4 Dex, +6 natural)
  hp 18 (2d8+6)
  Fort +5, Ref +7, Will +0; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  
  49
  49
  THE HAO JIN CATACLYSM
  OFFENSE
  Speed 20 ft.
  Melee light mace +2 (1d6+1)
  Ranged bomb +6 (1d6+2 acid or fire) or 
  light crossbow +3 (1d8/19–20)
  Special Attacks bomb 6/day (1d6+2 acid or fire, DC 13)
  Spell-Like Abilities (CL 2nd; concentration –1)
  1/day—invisibility (self only), ironskinMC
  Alchemist Extracts Prepared (CL 2nd)
  1st—bomber’s eyeAPG, shield, true strike
  TACTICS
  Before Combat The bombardier quaffs a Dexterity mutagen and 
  casts ironskin.
  Base Statistics When she’s not under the effect of her mutagen 
  and ironskin, the bombardier’s statistics are Init +2; AC 14, 
  touch 12, flat-footed 12; Ref +5, Will +1; Ranged bomb +4 
  (1d6+2 fire) or light crossbow +3 (1d8/19–20); Dex 14, Wis 
  12; CMD 14 (18 vs. bull rush, 18 vs. trip); Skills Heal +6, 
  Disable Device +7, Perception +6, Survival +6.
  STATISTICS
  Str 12, Dex 16, Con 15, Int 15, Wis 10, Cha 4
  Base Atk +1; CMB +2; CMD 16 (20 vs. bull rush or trip)
  Feats Brew Potion, Extra BombsAPG, Throw Anything
  Skills Craft (alchemy) +7, Disable Device +8, Heal +4, Knowledge 
  (arcana) +7, Perception +6, Survival +4
  Languages Aklo, Common, Draconic, Dwarven, Undercommon
  SQ alchemy (alchemy crafting +2, identify potions), discovery 
  (acid bomb), ironskinnedMC, mutagen (+4/–2, +2 natural, 20 
  minutes), poison use, slow and steady, stability
  Combat Gear potions of cure light wounds (2), potions of 
  detect secret doors (2), potions of expeditious retreat (2), 
  potions of negate aromaAPG (2), acid (6), alchemist’s fire (6), 
  smokesticks (6), tanglefoot bags (6), thunderstones (6); 
  Other Gear leather armor, light crossbow with 10 bolts, light 
  mace, dust of tracelessness, tindertwigs (6), formula book 
  (contains all prepared formulas), 2 gp
  SPECIAL ABILITIES
  Slow and Steady See the duergar anvil on page 48.
  Stability See the duergar anvil on page 48.
  GHOUL
  This humanoid creature has long, sharp teeth, and its pallid flesh is 
  stretched tightly over its starved frame.
  GHOUL 
  CR 1
  Pathfinder RPG Bestiary 146
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 
  (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are 
  immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
  Languages Common
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. A 
  humanoid who dies of ghoul fever rises as a ghoul at the next 
  midnight, retaining none of the abilities it possessed in life. 
  It is not under the control of any other ghouls, but it behaves 
  like a normal ghoul in all respects. A humanoid of 4 Hit Dice 
  or more rises as a ghast. A ghast is an advanced ghoul with 
  the stench extraordinary ability (10-foot radius, Fort DC 15 
  negates, sickened for 1d6+4 minutes).
  GOBLIN
  This creature stands barely three feet tall, its scrawny, humanoid 
  body dwarfed by its wide, ungainly head.
  ADVANCED GOBLIN 
  CR 1/3
  Pathfinder RPG Bestiary 294, 156
  Goblin warrior 1
  NE Small humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +2 natural,  
  +1 shield, +1 size)
  hp 8 (1d10+3)
  Fort +5, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee short sword +4 (1d4+2/19–20)
  Ranged composite short bow +6 (1d4+2/×3)
  STATISTICS
  Str 15, Dex 19, Con 16, Int 14, Wis 13, Cha 10
  Base Atk +1; CMB +2; CMD 16
  Feats Improved Initiative
  Skills Climb +6, Intimidate +4, Ride +12, Stealth +12, Swim +6; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Abyssal, Common, Goblin
  HYENA, DIRE
  This large hyena has a thick head, rheumy red eyes, and a mouth 
  filled with sharp, powerful teeth.
  
  PATHFINDER SOCIETY SCENARIO
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  50
  DIRE HYENA (HYAENODON) 
  CR 3
  Pathfinder RPG Bestiary 179
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 26 (4d8+8)
  Fort +6, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +6 (2d6+6 plus trip)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Skill Focus (Perception, Stealth)
  Skills Perception +8, Stealth +7 (+11 in tall grass or heavy 
  undergrowth); Racial Modifiers +4 Stealth in tall grass
  MUMMY
  Wrapped from head to toe in ancient strips of moldering linen, this 
  humanoid moves with a shuffling gait.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must succeed at a DC 16 Will save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a mind-
  affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;      
  cure —Mummy rot is both a curse and disease and can only be 
  cured if the curse is first removed, at which point the disease can 
  be magically removed. Even after the curse element of mummy 
  rot is lifted, a creature suffering from it cannot recover naturally 
  over time. Anyone casting a conjuration (healing) spell on the 
  afflicted creature must succeed on a DC 20 caster level check, or 
  the spell is wasted and the healing has no effect. Anyone who 
  dies from mummy rot turns to dust and cannot be raised without 
  a resurrection or greater magic. The save DC is Charisma-based.
  OGRE
  This lumbering giant’s beady eyes are devoid of wit or kindness, 
  and its puffy face features a wide mouth with ill-fitting teeth.
  OGRE 
  CR 3
  Pathfinder RPG Bestiary 220
  CE Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural,  
  –1 size)
  hp 30 (4d8+12)
  Fort +6, Ref +0, Will +3
  OFFENSE
  Speed 30 ft. (40 ft. base)
  Melee greatclub +7 (2d8+7)
  Ranged javelin +1 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +9; CMD 18
  Feats Iron Will, Toughness
  Skills Climb +7, Perception +5
  Languages Giant
  Gear hide armor, greatclub, javelins (4)
  RUBY PHOENIX GUARDIAN
  A bird made of ruby flames soars through the air, smoke trailing 
  in its wake.
  HUGE RUBY PHOENIX GUARDIAN 
  CR 6
  Variant huge fire elemental (Pathfinder RPG Bestiary 124)
  LN Huge outsider (elemental, fire, native)
  Init +10; Senses darkvision 60 ft., detect chaos; Perception +11
  DEFENSE
  AC 20, touch 15, flat-footed 13 (+6 Dex, +1 dodge, +5 natural, 
  –2 size)
  hp 71 (8d10+16)
  Fort +8, Ref +12, Will +4
  DR 2/chaotic; Immune elemental traits, fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  
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  THE HAO JIN CATACLYSM
  Melee 2 slams +12 (2d6+4 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks banishing strike, burn (2d6 fire, DC 16)
  Spell-Like Abilities (CL 6th)
  Constant—detect chaos
  STATISTICS
  Str 18, Dex 23, Con 14, Int 14, Wis 11, Cha 13
  Base Atk +8; CMB +14; CMD 31
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Weapon FinesseB
  Skills Acrobatics +17, Escape Artist +17, Fly +17, Intimidate +12, 
  Knowledge (nature) +13, Knowledge (planes) +13, Perception 
  +11, Sense Motive +11
  Languages Common, Ignan, Tien
  SPECIAL ABILITIES
  Banishing Strike (Su) Once per day when the Ruby Phoenix 
  Guardian hits a target with a slam attack, it can attempt to 
  eject that target from the Hao Jin Tapestry. This functions as 
  banishment (DC 14 Will negates). The save DC is Wisdom-based.
  SAVAGE MERCENARY
  This heavily-armed human is covered in thick, ropy scars and 
  thicker muscles.
  SAVAGE MERCENARY 
  CR 1/2
  Pathfinder RPG NPC Codex 10
  Human barbarian 1
  CN Medium humanoid (human)
  Init +1; Senses Perception +5
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
  hp 17 (1d12+5)
  Fort +6, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee greatsword +6 (2d6+7/19–20) or
  heavy flail +6 (1d10+7/19–20)
  Special Attacks rage (6 rounds/day)
  TACTICS
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 17, touch 11, flat-footed 16; hp 15; Fort +4, Will+1; Melee 
  greatsword +4 (2d6+4/19–20) or heavy flail +4 (1d10+4/19–
  20); Ranged sling +2 (1d4+3); Str 17, Con 14; CMB +4; Skills 
  Climb +3, Swim +3.
  STATISTICS
  Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +6; CMD 15
  Feats Cleave, Power Attack
  Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, 
  Swim +5
  Languages Common
  SQ fast movement
  Combat Gear potion of cure light wounds, potion of remove fear, 
  alchemist’s fire; Other Gear breastplate, greatsword, heavy flail, 
  sling with 10 bullets, 5 gp
  WIGHT
  The flesh of this walking corpse is rotting and putrid, its body 
  skeletal in places and its eye sockets glowing with red light.
  WIGHT 
  CR 3
  Pathfinder RPG Bestiary 276
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +3, Ref +2, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 14)
  STATISTICS
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +16; Racial Modifier +8 Stealth
  Languages Common
  SQ create spawn
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoid creature that is slain by a 
  wight becomes a wight itself in only 1d4 rounds. Spawn so 
  created are less powerful than typical wights, and take a –2 
  penalty on all d20 rolls and checks, as well as –2 hp per HD. 
  Spawn are under the command of the wight that created 
  them and remain enslaved until its death, at which point they 
  lose their spawn penalties and become full-fledged and free-
  willed wights. They lack the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell cast 
  on a wight destroys it (Will negates). Using the spell in this way 
  does not require a material component.
  UNRAVELING CREATURE TEMPLATE
  An undead created by the tapestry’s malfunctioning repair 
  mechanism, known as soul stitching, gains the following 
  template to represent its connection to the demiplane’s fabric.
  UNRAVELING CREATURE (CR +0)
  The creature retains its statistics and special abilities and 
  gains those listed below.
  Senses: An unraveling creature gains blindsense 30 ft. 
  while in the Hao Jin Tapestry.
  Tapestry-Bound (Ex): An unraveling creature feels an 
  
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  52
  inexorable pull toward the part of the Hao Jin Tapestry that 
  created it. It cannot willingly travel more than a mile from the 
  location of its creation. If it is forced to do so, it is staggered 
  and takes a –2 penalty on all d20 rolls until it returns.
  Tapestry-Woven (Ex): Unraveling creatures lose any 
  abilities that would allow them to create additional creatures, 
  such as create spawn.
  Traverse Tapestry (Ex): This creature can pass through 
  any material of the tapestry demiplane (from earth and 
  stone to water and lava) as easily as a fish swims through 
  water. If the creature ends its turn while passing through 
  the tapestry (except through air), it has a 50% chance to be 
  reabsorbed into the demiplane and destroyed. This does not 
  grant creatures the ability to fly if they cannot already do so.
  
  53
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  THE HAO JIN CATACLYSM
  APPENDIX 3: SUBTIER 5–6 BESTIARY
  Many of the undead presented here are referenced as being 
  “unraveling” versions of themselves. See the unraveling 
  template at the end of this appendix.
  AOITSUN
  This magnificent dragon is covered in splendid golden scales and 
  horns jut from its head like a crown.
  AOITSUN 
  CR 7
  Sovereign dragon wyrmling (Pathfinder RPG Bestiary 3 100)
  N Small dragon
  Init +6; Senses dragon senses; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
  hp 68 (8d12+16)
  Fort +8, Ref +10, Will +10
  Immune paralysis, sleep
  OFFENSE
  Speed 50 ft., fly 150 ft. (average)
  Melee bite +13 (1d6+4), 2 claws +12 (1d4+3)
  Special Attacks breath weapon (20-ft cone, 2d6 sonic, Reflex DC 
  16 half)
  STATISTICS
  Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14
  Base Atk +8; CMB +10; CMD 22 (26 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon 
  Focus (bite)
  Skills Acrobatics +2 (+10 to jump), Appraise +13, Bluff +13, 
  Diplomacy +13, Fly +4, Intimidate +13, Knowledge (arcana) +13, 
  Knowledge (history) +13, Perception +13, Sense Motive +13
  Languages Celestial, Common, Draconic
  SQ dogmatic discordance
  SPECIAL ABILITIES
  Dogmatic Discordance (Su) Good or evil creatures take a –2 
  penalty when making saving throws against a sovereign 
  dragon’s spells, spell-like abilities, breath weapon, and aura.
  BLOODFIRE SORCERER
  This half orc woman cackles gleefully as flames dance in her eyes and 
  at her fingertips.
  BLOODFIRE SORCERER 
  CR 6
  Pathfinder RPG NPC Codex 164
  Half-orc sorcerer 7
  NE Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 60 (7d6+33)
  Fort +3, Ref +3, Will +7
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+4/18–20)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  Bloodline Spell-Like Abilities (CL 7th; concentration +10)
  6/day—elemental ray (1d6+3 fire)
  Sorcerer Spells Known (CL 7th; concentration +10)
  3rd (5/day)—fireball (DC 17), haste, protection from energy
  2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray
  1st (7/day)—burning hands (DC 15), mage armor, magic 
  missile, magic weapon, ray of enfeeblement (DC 14), shield
  0 (at will)—bleed (DC 13), dancing lights, detect magic, flare 
  (DC 14), light, ray of frost (fire), read magic
  Bloodline elemental (fire)
  TACTICS
  Before Combat The sorcerer cast false life and mage armor earlier 
  in the day.
  Base Statistics Without false life and mage armor, the sorcerer’s 
  statistics are AC 13, touch 11, flat-footed 12; hp 48.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
  Base Atk +3; CMB +6; CMD 18
  Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, 
  Spell Focus (evocation), Toughness
  Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, 
  Perception +7, Spellcraft +4
  Languages Common, Ignan, Orc
  SQ bloodline arcana (change energy damage spells to fire), orc 
  blood, weapon familiarity
  Combat Gear potion of cure moderate wounds, scroll of fly (2); 
  Other Gear masterwork falchion, masterwork heavy crossbow 
  with 10 bolts, amulet of natural armor +1, ring of protection 
  +1, 225 gp
  BODAK
  The flesh of this emaciated creature appears charred or dried, and its 
  empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, 
  fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  
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  54
  54
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  BOGGARD
  Bulbous eyes glare atop this creature’s decidedly toad-like head. A 
  multitude of warts and bumps decorate its greenish skin.
  BOGGARD 
  CR 2
  Pathfinder RPG Bestiary 37
  CE Medium humanoid (boggard)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 14, touch 9, flat-footed 14 (+2 armor, –1 Dex, +3 natural)
  hp 22 (3d8+9)
  Fort +5, Ref +0, Will +1
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee morningstar +5 (1d8+3), tongue –1 touch (sticky tongue)
  Special Attacks terrifying croak
  STATISTICS
  Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10
  Base Atk +2; CMB +4; CMD 13
  Feats Toughness, Weapon Focus (morningstar)
  Skills Acrobatics +2 (+14 jumping), Stealth –1 (+7 in swamps), 
  Swim +10; Racial Modifiers +16 Acrobatics when jumping, +4 
  Perception, +8 Stealth in swamps
  Languages Boggard
  SQ hold breath, swamp stride
  Gear leather armor, morningstar
  SPECIAL ABILITIES
  Hold Breath (Ex) A boggard can hold its breath for a number of 
  rounds equal to four times its Constitution score before it risks 
  drowning or suffocating.
  Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack 
  cannot move more than 10 feet away from the boggard and 
  takes a –2 penalty to AC as long as the tongue is attached 
  (this penalty does not stack if multiple tongues are attached). 
  The tongue can be removed by making an opposed Strength 
  check as a standard action or by dealing 2 points of slashing 
  damage to the tongue (AC 11, damage dealt to the tongue 
  does not deplete the boggard’s actual hit points). The boggard 
  cannot move more than 10 feet away from a target that is 
  stuck to its tongue, but the boggard can release its tongue 
  as a free action. Unlike a giant frog, a boggard cannot pull 
  targets toward it with its tongue.
  Swamp Stride (Ex) A boggard can move through any sort of 
  natural difficult terrain at its normal speed while within a 
  swamp. Magically altered terrain affects a boggard normally.
  Terrifying Croak (Su) Once per hour, a boggard can, as a 
  standard action, emit a loud and horrifying croak. Any non-
  boggard creature within 30 feet of the boggard must succeed 
  at a DC 13 Will save or become shaken for 1d4 rounds. 
  Creatures that succeed at this save cannot be affected again 
  by the same boggard’s croak for 24 hours. Creatures that are 
  already shaken become frightened for 1d4 rounds instead. The 
  save DC is Charisma-based and includes a +2 racial bonus.
  BOGGARD PROPHET 
  CR 5
  Pathfinder RPG Monster Codex 13
  Boggard sorcerer 4
  CE Medium humanoid (boggard)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+1 deflection, –1 Dex, +3 natural)
  hp 59 (7 HD; 3d8+4d6+32)
  Fort +8, Ref +2, Will +5; +2 vs. poison
  Resist electricity 5
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee 2 claws +10 (1d4+5), tongue +4 (plus sticky tongue)
  Ranged sling +3 (1d4+5)
  Special Attacks claws (1d6+5, 5 rounds/day), terrifying croak 
  (DC 15)
  Sorcerer Spells Known (CL 4th; concentration +6)
  2nd (4/day)—summon monster II
  1st (7/day)—burning hands (DC 13), cause fear (DC 13), 
  mage armor, summon monster I
  0 (at will)—acid splash, detect magic, detect poison, ghost 
  sound (DC 12), message, resistance
  Bloodline abyssal
  STATISTICS
  Str 20, Dex 9, Con 16, Int 10, Wis 9, Cha 14
  Base Atk +4; CMB +9; CMD 19
  Feats Combat Casting, Eschew Materials, Improved Initiative, 
  Toughness, Weapon Focus (claw)
  Skills Acrobatics +2 (+18 when jumping), Intimidate +6, 
  Knowledge (planes) +5, Perception +3, Spellcraft +7, Stealth 
  +0 (+8 in swamps), Swim +13, Use Magic Device +9
  Languages Boggard
  SQ bloodline arcana (summoned creatures gain DR 2/good), hold 
  breath, swamp stride
  Combat Gear potion of invisibility, scrolls of blindness/deafness 
  (2), scroll of enlarge person; Other Gear sling with 10 bullets, 
  
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  THE HAO JIN CATACLYSM
  cloak of resistance +1, elixir of vision, ring of protection +1, 
  75 gp 
  SPECIAL ABILITIES
  See the boggard on page 54.
  BUGBEAR
  This dark-furred creature raises a spiked morningstar, its tiny, 
  milk-white eyes glittering with the thrill of the coming kill.
  BUGBEAR 
  CR 2
  Pathfinder RPG Bestiary 38
  CE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft., scent; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural,  
  +1 shield)
  hp 16 (3d8+3)
  Fort +2, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee morningstar +5 (1d8+3)
  Ranged javelin +3 (1d6+3)
  STATISTICS
  Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
  Base Atk +2; CMB +5; CMD 16
  Feats Intimidating Prowess, Skill Focus (Perception)
  Skills Intimidate +7, Perception +8, Stealth +10; Racial Modifiers 
  +4 Intimidate, +4 Stealth
  SQ stalker
  Languages Common, Goblin
  Gear leather armor, light wooden shield, morningstar, javelins (3)
  SPECIAL ABILITIES
  Stalker (Ex) Perception and Stealth are class skills for bugbears.
  BUGBEAR STALKER 
  CR 5
  Pathfinder RPG Monster Codex 23
  Bugbear ranger 3
  CE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft., scent; Perception +11
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
  hp 41 (6 HD; 3d8+3d10+12)
  Fort +6, Ref +9, Will +4
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +9 (1d6+3/18–20)
  Ranged +1 composite longbow +10 (1d8+4/×3)
  Special Attacks favored enemy (humans +2)
  STATISTICS
  Str 16, Dex 17, Con 15, Int 12, Wis 14, Cha 6
  Base Atk +5; CMB +8; CMD 21
  Feats Deadly Aim, Endurance, Far Shot, Point-Blank Shot, Weapon 
  Focus (longbow)
  Skills Intimidate +11, Perception +11, Stealth +13, Survival +11
  Languages Common, Goblin, Sylvan
  SQ favored terrain (forest +2), stalker, track +1, wild empathy +1
  Combat Gear potions of cure light wounds (4); Other Gear chain 
  shirt, +1 composite longbow (+3 Str) with 20 arrows, mwk 
  scimitar, 284 gp
  SPECIAL ABILITIES
  Stalker (Ex) Perception and Stealth are class skills for bugbears.
  CAUTIOUS ARCHER
  This graceful elf wears a long, curved blade strapped across their 
  back and carries a well-used longbow.
  CAUTIOUS ARCHER 
  CR 4
  Pathfinder RPG NPC Codex 82
  Elf fighter 5
  CN Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +6
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
  hp 47 (5d10+15)
  Fort +7, Ref +6, Will +1; +2 vs. enchantments, +1 vs. fear
  Defensive Abilities bravery +1; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk elven curve blade +8 (1d10+3/18–20)
  Ranged mwk composite longbow +10/+10 (1d8+5/×3)
  Special Attacks weapon training (bows +1)
  TACTICS
  Before Combat The cautious archer drinks his potion of bear’s 
  endurance before attacking.
  Base Statistics Without bear’s endurance, the fighter’s statistics 
  are hp 37; Fort +5; Con +10.
  STATISTICS
  Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
  Base Atk +5; CMB +7; CMD 21
  Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow), Weapon Specialization 
  (composite longbow)
  Skills Climb +5, Craft (bows) +8, Handle Animal +8, Perception 
  +6, Stealth +6, Survival +3, Swim +5
  Languages Common, Elven, Gnome, Orc
  SQ armor training 1, elven magic, weapon familiarity
  Combat Gear +1 arrows (5), potion of bear’s endurance, potion 
  of cure moderate wounds, alchemical silver arrows (5), 
  cold iron arrows (5); Other Gear masterwork breastplate, 
  masterwork composite longbow (+2 Str) with 35 arrows, 
  masterwork elven curve blade, cloak of resistance +1, 
  masterwork artisan’s tools, riding dog, 67 gp
  CLOAKER
  This ray-like creature opens a toothy maw and leers with glaring red 
  eyes. Behind it whips a menacing tail of segmented bone.
  
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  CLOAKER 
  CR 5
  Pathfinder RPG Bestiary 237
  CN Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 51 (6d8+24)
  Fort +6, Ref +5, Will +7
  Defensive Abilities shadow shift
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +8 (1d6+5), tail slap +3 (1d8+2)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks engulf, moan
  STATISTICS
  Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
  Base Atk +4; CMB +10; CMD 23 (can’t be tripped)
  Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
  Skills Disguise +8 (+16 as cloak), Fly +10, Knowledge 
  (religion) +11, Perception +14, Sense Motive +8, Stealth +8; 
  Racial Modifiers +8 Disguise to appear as a cloak, sheet, 
  manta ray, or similarly shaped object or creature
  Languages Undercommon
  SPECIAL ABILITIES
  Engulf (Ex) A cloaker can try to wrap a Medium or smaller 
  creature in its body as a standard action. The cloaker attempts 
  a grapple that does not provoke an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and bites the 
  engulfed victim with a +4 bonus on its attack roll. It can still 
  use its whip-like tail to strike at other targets. Attacks that hit 
  an engulfing cloaker deal half their damage to the monster 
  and half to the trapped victim.
  Moan (Ex) A cloaker can emit an infrasonic moan as a standard 
  action, with one of four effects.
  Fear: All creatures in a 30-foot spread must save (Will 
  negates) or become panicked for 2 rounds.
  Nausea: All creatures in a 30-foot cone must save (Fortitude 
  negates) or fall prone and be nauseated for 1d4+1 rounds.
  Stupor: A single creature within 30 feet is affected by hold 
  monster for 5 rounds (Will negates).
  Unnerve: Anyone within a 60-foot spread automatically takes a 
  –2 penalty on attack and damage rolls. Those in the area for 
  more than 6 consecutive rounds must save (Will negates) or 
  enter a trance, helpless until the moaning stops.
  Cloakers are immune to these sonic, mind-affecting attacks. A 
  creature that successfully saves against the cloaker’s fear, 
  nausea, or unnerve moans cannot be affected by that same 
  moan effect from that cloaker for 24 hours. All of the save DCs 
  against a cloaker’s moan are DC 15. DCs are Charisma-based.
  Shadow Shift (Su) When in dim illumination, a cloaker can 
  manipulate shadows as a free action to create one of three 
  effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), 
  or silent image (DC 15, CL 6th, save DC is Charisma-based).
  DEMON, SUCCUBUS
  Tiny horns, bat-like wings, and a sinuous tail betray the demonic 
  nature of this alluring woman.
  SUCCUBUS 
  CR 7
  Pathfinder RPG Bestiary 68
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good; Perception +21
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 84 (8d10+40)
  Fort +7, Ref +9, Will +10
  DR 10/cold iron or good; Immune electricity, fire, poison;  
  Resist acid 10, cold 10; SR 18
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +11 (1d6+1)
  Special Attacks energy drain, profane gift
  Spell-Like Abilities (CL 12th)
  Constant—detect good, tongues
  At will—charm monster (DC 22), detect thoughts (DC 20), 
  ethereal jaunt (self plus 50 lbs. of objects only), suggestion 
  (DC 21), greater teleport (self plus 50 lbs. of objects only), 
  vampiric touch
  1/day—dominate person (DC 23), summon (level 3, 1 babau 
  50%)
  STATISTICS
  Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
  Base Atk +8; CMB +11; CMD 22
  Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon 
  Finesse
  Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, 
  Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, 
  Sense Motive +13, Stealth +14; Racial Modifiers +8 Bluff,  
  +8 Perception
  Languages Abyssal, Celestial, Common, Draconic; tongues, 
  telepathy 100 ft.
  SQ change shape (alter self, Small or Medium humanoid)
  SPECIAL ABILITIES
  Energy Drain (Su) A succubus drains energy from a mortal she 
  lures into an act of passion, such as a kiss. An unwilling victim 
  must be grappled before the succubus can use this ability. The 
  succubus’s kiss bestows one negative level. The kiss also has 
  the effect of a suggestion spell, asking the victim to accept 
  another act of passion from the succubus. The victim must 
  succeed on a DC 22 Will save to negate the suggestion. The DC 
  is 22 for the Fortitude save to remove a negative level. These 
  save DCs are Charisma-based.
  Profane Gift (Su) Once per day as a full-round action, a succubus 
  may grant a profane gift to a willing humanoid creature by 
  touching it for 1 full round. The target gains a +2 profane 
  bonus to an ability score of his choice. A single creature 
  may have no more than one profane gift from a succubus 
  
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  THE HAO JIN CATACLYSM
  at a time. As long as the profane gift persists, the succubus 
  can communicate telepathically with the target across any 
  distance (and may use her suggestion spell-like ability 
  through it). A profane gift is removed by dispel evil or dispel 
  chaos. The succubus can remove it as well as a free action 
  (causing 2d6 Charisma drain to the victim, no save).
  DROW HOUSE GUARD
  This slender elf’s obsidian skin matches the gleaming metal of his 
  sword and crossbow bolts.
  DROW HOUSE GUARD 
  CR 2
  Pathfinder RPG Monster Codex 35
  Drow fighter 3
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 24 (3d10+3)
  Fort +3, Ref +4, Will +2 (+1 vs. fear); +2 vs. enchantment
  Defensive Abilities bravery +1; Immune sleep; SR 9
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+2/19–20 plus poison)
  Ranged repeating heavy crossbow +7 (1d10/19–20 plus poison)
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—dancing lights, darkness, faerie fire
  STATISTICS
  Str 14, Dex 17, Con 11, Int 10, Wis 12, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating 
  crossbow), Point-Blank Shot, Weapon Focus (longsword)
  Skills Climb +6, Perception +6, Stealth +5
  Languages Elven, Undercommon
  SQ armor training 1, poison use
  Combat Gear +1 frost bolt, potion of cure light wounds, drow 
  poison (2), smokesticks (2), tanglefoot bag, thunderstones (2); 
  Other Gear mwk chain shirt, mwk longsword, repeating heavy 
  crossbow with 20 mwk bolts, 47 gp
  SPECIAL ABILITIES
  Poison Use (Ex) Drow never risk accidentally poisoning 
  themselves when applying poison to their weapons.
  DROW PRIEST
  This haughty, ebon-skinned elf wears intricately crafted full plate 
  and wields a wicked-looking flail.
  DROW PRIEST 
  CR 5
  Pathfinder RPG Monster Codex 36
  Drow noble cleric 5
  CE Medium humanoid (elf)
  Init +5; Senses darkvision 120 ft.; Perception +11
  DEFENSE
  AC 24, touch 13, flat-footed 23 (+9 armor, +2 deflection, +1 Dex, 
  +2 shield)
  hp 31 (5d8+5)
  Fort +5, Ref +2, Will +8; +2 vs. enchantment
  Immune sleep; SR 16
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee mwk flail +4 (1d8)
  Special Attacks channel negative energy 7/day (DC 14, 3d6), 
  hand of the acolyte (7/day)
  Spell-Like Abilities (CL 5th)
  Constant—detect magic
  At will—dancing lights, deeper darkness, faerie fire, feather 
  fall, levitate
  1/day—dispel magic, divine favor, suggestion (DC 15)
  Domain Spell-Like Abilities (CL 5th; concentration +9)
  7/day—touch of evil (2 rounds)
  Cleric Spells Prepared (CL 5th; concentration +9)
  3rd—bestow curse* (DC 17), dispel magicD, protection from 
  energy
  2nd—align weaponD (evil only), hold person (DC 16), resist 
  energy*, spiritual weapon
  1st—cure light wounds, entropic shield, command* (DC 15), 
  protection from goodD, shield of faith
  0 (at will)—bleed (DC 14), detect magic, detect poison, read magic
  D domain spell; Domains Evil, Magic
  TACTICS
  Before Combat The priest casts shield of faith on herself. 
  Base Statistics Without shield of faith, the drow’s statistics are AC 
  22, touch 11, flat-footed 21.
  STATISTICS
  Str 10, Dex 12, Con 12, Int 14, Wis 18, Cha 15
  Base Atk +3; CMB +3; CMD 14
  Feats Combat Casting, Extra Channel, Improved Initiative
  Skills Bluff +3, Diplomacy +6, Intimidate +7, Knowledge (arcana) 
  +6, Knowledge (history) +6, Knowledge (nobility) +6, 
  Knowledge (religion) +10, Perception +11, Sense Motive +12
  Languages Abyssal, Common, Elven, Undercommon
  SQ poison use
  Combat Gear potion of invisibility, potion of owl’s wisdom, scroll 
  of cure moderate wounds, scroll of cure serious wounds, scroll 
  of magic weapon; Other Gear mwk full plate, heavy steel 
  shield, mwk flail, spell component pouch, 167 gp
  SPECIAL ABILITIES
  Poison Use (Ex) See drow house guard above.
  *Spell altered from the original source to limit source books.
  DUERGAR
  These dwarves with dull gray skin glower menacingly. Two carry 
  bandoliers of noxious chemicals, and one swings a bloody hammer.
  
  PATHFINDER SOCIETY SCENARIO
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  DUERGAR BOMBARDIER 
  CR 1
  Pathfinder RPG Monster Codex 48
  Duergar alchemist 2
  LE Medium humanoid (dwarf)
  Init +4; Senses darkvision 120 ft.; Perception +6
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+2 armor, +4 Dex, +6 natural)
  hp 18 (2d8+6)
  Fort +5, Ref +7, Will +0; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee light mace +2 (1d6+1)
  Ranged bomb +6 (1d6+2 acid or fire) or 
  light crossbow +3 (1d8/19–20)
  Special Attacks bomb 6/day (1d6+2 acid or fire, DC 13)
  Spell-Like Abilities (CL 2nd; concentration –1)
  1/day—invisibility (self only), ironskinMC
  Alchemist Extracts Prepared (CL 2nd)
  1st—bomber’s eyeAPG, shield, true strike
  TACTICS
  Before Combat She uses a Dexterity mutagen and casts ironskin.
  Base Statistics When she’s not under the effect of her mutagen 
  and ironskin, the bombardier’s statistics are Init +2; AC 14, 
  touch 12, flat-footed 12; Ref +5, Will +1; Ranged bomb +4 
  (1d6+2 fire) or light crossbow +3 (1d8/19–20); Dex 14, Wis 
  12; CMD 14 (18 vs. bull rush, 18 vs. trip); Skills Heal +6, 
  Disable Device +7, Perception +6, Survival +6.
  STATISTICS
  Str 12, Dex 16, Con 15, Int 15, Wis 10, Cha 4
  Base Atk +1; CMB +2; CMD 16 (20 vs. bull rush or trip)
  Feats Brew Potion, Extra BombsAPG, Throw Anything
  Skills Craft (alchemy) +7, Disable Device +8, Heal +4, Knowledge 
  (arcana) +7, Perception +6, Survival +4
  Languages Aklo, Common, Draconic, Dwarven, Undercommon
  SQ alchemy (alchemy crafting +2, identify potions), discovery 
  (acid bomb), ironskinnedMC, mutagen (+4/–2, +2 natural, 20 
  minutes), poison use, slow and steady, stability
  Combat Gear potions of cure light wounds (2), potions of detect 
  secret doors (2), potions of expeditious retreat (2), potions of 
  negate aroma (2), acid (6), alchemist’s fire (6), smokesticks 
  (6), tanglefoot bags (6), thunderstones (6); Other Gear 
  leather armor, light crossbow with 10 bolts, light mace, dust 
  of tracelessness, tindertwigs (6), formula book, 2 gp
  SPECIAL ABILITIES
  Slow and Steady Duergar have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Stability Duergar receive a +4 racial bonus to their CMD against 
  bull rush and trip attempts while on solid ground.
  DUERGAR LIEUTENANT 
  CR 5
  Pathfinder RPG Monster Codex 46
  Duergar ranger 6
  LE Medium humanoid (dwarf)
  Init +1; Senses darkvision 120 ft.; Perception +11
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +4 natural)
  hp 61 (6d10+24)
  Fort +8, Ref +6, Will +4; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +11/+6 (2d6+4/×3)
  Ranged mwk light crossbow +8 (1d8/19–20)
  Special Attacks favored enemy (dwarves +4, elves +2)
  Spell-Like Abilities (CL 6th; concentration +3)
  1/day—dust of twilightAPG, ironskinMC
  Ranger Spells Prepared (CL 3rd; concentration +5)
  1st—lead bladesAPG, longstrider
  TACTICS
  Before Combat The lieutenant casts ironskin and lead blades.
  Base Statistics When not under the effects of ironskin and lead 
  blades, the lieutenant’s statistics are AC 16, touch 11, flat-
  footed 15; Melee +1 warhammer +11/+6 (1d8+4/×3).
  STATISTICS
  Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 4
  Base Atk +6; CMB +9; CMD 20 (24 vs. bull rush or trip)
  Feats Cleave, Endurance, Mounted Combat, Power Attack, Weapon 
  Focus (warhammer)
  Skills Climb +11, Handle Animal +6, Knowledge (dungeoneering) 
  +9, Perception +11, Ride +9, Survival +11
  Languages Common, Dwarven, Undercommon
  SQ favored terrain (underground +2), hunter’s bond (companions), 
  ironskinnedMC, slow and steady, stability, track +3, twilight 
  touchedMC, wild empathy +3
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, alchemist’s fire (2), thunderstones (2); Other Gear 
  +1 chain shirt, +1 warhammer, mwk light crossbow with 20 
  bolts, 51 gp
  SPECIAL ABILITIES
  Slow and Steady See duergar bombardier above.
  Stability See duergar bombardier above.
  GHOUL
  This humanoid creature has long, sharp teeth, and its pallid flesh is 
  stretched tightly over its starved frame.
  GHOUL 
  CR 1
  Pathfinder RPG Bestiary 146
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  
  59
  59
  THE HAO JIN CATACLYSM
  Fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 
  (1d6+1 plus paralysis)
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are 
  immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
  Languages Common
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 
  day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. A 
  humanoid who dies of ghoul fever rises as a ghoul at the next 
  midnight, retaining none of the abilities it possessed in life. 
  It is not under the control of any other ghouls, but it behaves 
  like a normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast. 
  MANTICORE
  This creature has a vaguely humanoid head, the body of a lion, and 
  the wings of a dragon. Its tail ends in long, sharp spikes.
  MANTICORE 
  CR 5
  Pathfinder RPG Bestiary 199
  LE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 57 (6d10+24)
  Fort +9, Ref +7, Will +3
  OFFENSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +10 (1d8+5), 2 claws +10 (2d4+5)
  Ranged 4 spikes +8 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 15, Con 18, Int 7, Wis 12, Cha 9
  Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
  Feats Flyby Attack, Hover, Weapon Focus (spikes)
  Skills Fly –3, Perception +9, Survival +4 (+8 tracking); Racial 
  Modifiers +4 Perception, +4 Survival when tracking
  Languages Common
  SPECIAL ABILITIES
  Spikes (Ex) With a snap of its tail, a manticore can loose a volley 
  of four spikes as a standard action (make an attack roll for 
  each spike). This attack has a range of 180 feet with no range 
  increment. All targets must be within 30 feet of each other. 
  The creature can launch only 24 spikes in any 24-hour period.
  MUMMY
  This shuffling humanoid is wrapped in strips of moldering linen.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must succeed at a DC 16 Will save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a mind-
  affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; 
  onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;      
  cure —Mummy rot is both a curse and disease and can only be 
  cured if the curse is first removed, at which point the disease can 
  be magically removed. Even after the curse element of mummy 
  rot is lifted, a creature suffering from it cannot recover naturally 
  over time. Anyone casting a conjuration (healing) spell on the 
  afflicted creature must succeed on a DC 20 caster level check, or 
  the spell is wasted and the healing has no effect. Anyone who 
  dies from mummy rot turns to dust and cannot be raised without 
  a resurrection or greater magic. The save DC is Charisma-based.
  RUBY PHOENIX GUARDIAN
  A bird made of ruby flames soars through the air, smoke trailing in 
  its wake.
  GREATER RUBY PHOENIX GUARDIAN 
  CR 8
  Variant greater fire elemental (Pathfinder RPG Bestiary 124)
  LN Huge outsider (elemental, fire, native)
  
  PATHFINDER SOCIETY SCENARIO
  60
  60
  Init +11; Senses darkvision 60 ft., detect chaos, see invisibility; 
  Perception +14
  DEFENSE
  AC 22, touch 16, flat-footed 14 (+7 Dex, +1 dodge, +6 natural, –2 
  size)
  hp 93 (11d10+22)
  Fort +9, Ref +14, Will +5
  DR 5/chaotic; Immune elemental traits, fire; SR 19
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 slams +16 (2d8+6 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks banishing strike, burn (2d8 fire, DC 17)
  Spell-Like Abilities (CL 8th; concentration +10)
  Constant—detect chaos, see invisibility
  1/day—fireball (DC 15), cure serious wounds
  STATISTICS
  Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 15
  Base Atk +13; CMB +22; CMD 41
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB, Wind Stance
  Skills Acrobatics +20, Escape Artist +15, Fly +20, Intimidate +15, 
  Knowledge (planes) +10, Linguistics +0, Perception +14
  Languages Common, Ignan, Tien
  SPECIAL ABILITIES
  Banishing Strike (Su) Three times per day, when the Ruby 
  Phoenix Guardian hits a target with its slam attack, it can 
  attempt to eject that target from the Hao Jin Tapestry. This 
  functions as banishment (DC 15 Will negates). A creature who 
  succeeds at a saving throw against this ability is immune for 24 
  hours. The save DC is Wisdom-based.
  TROLL
  This tall creature has rough, green hide. Its hands end in claws, and 
  its bestial face has a hideous, tusked underbite.
  TROLL 
  CR 5
  Pathfinder RPG Bestiary 268
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  STATISTICS
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant
  WIGHT
  The flesh of this walking corpse is rotting and putrid, its body skeletal 
  in places and its eye sockets glowing with red light.
  WIGHT 
  CR 3
  Pathfinder RPG Bestiary 276
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +3, Ref +2, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 14)
  STATISTICS
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge (religion) +7, Perception +11, 
  Stealth +16; Racial Modifier +8 Stealth
  Languages Common
  SQ create spawn
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoid creature that is slain by a 
  wight becomes a wight itself in only 1d4 rounds. Spawn so 
  created are less powerful than typical wights, and suffer a 
  –2 penalty on all d20 rolls and checks, as well as –2 hp per 
  HD. Spawn are under the command of the wight that created 
  them and remain enslaved until its death, at which point they 
  lose their spawn penalties and become full-fledged and free-
  willed wights. They do not possess any of the abilities they 
  had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a wight destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  UNRAVELING CREATURE TEMPLATE
  An undead created by the tapestry’s malfunctioning repair 
  mechanism, known as soul stitching, gains the following 
  template to represent its connection to the demiplane’s fabric.
  UNRAVELING CREATURE (CR +0)
  The creature retains its statistics and special abilities and 
  gains those listed on page 61.
  
  61
  61
  THE HAO JIN CATACLYSM
  Senses: An unraveling creature gains blindsense 30 ft. 
  while in the Hao Jin Tapestry.
  Tapestry-Bound (Ex): An unraveling creature feels an 
  inexorable pull toward the part of the Hao Jin Tapestry 
  that created it. It cannot willingly travel more than a mile 
  from the location of its creation. If it is forced to do so, it 
  is staggered and takes a –2 penalty on all d20 rolls until 
  it returns.
  Tapestry-Woven (Ex): Unraveling creatures lose any 
  abilities that would allow them to create additional creatures, 
  such as create spawn.
  Traverse Tapestry (Ex): This creature can pass through 
  any material of the tapestry demiplane (from earth and 
  stone to water and lava) as easily as a fish swims through 
  water. If the creature ends its turn while passing through 
  the tapestry (except through air), it has a 50% chance to be 
  reabsorbed into the demiplane and destroyed. This does not 
  grant creatures the ability to fly if they cannot already do so.
  
  PATHFINDER SOCIETY SCENARIO
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  62
  APPENDIX 4: SUBTIER 7–8 BESTIARY
  Many of the undead presented here are referenced as being 
  “unraveling” versions of themselves. See the unraveling 
  template at the end of this appendix.
  AOITSUN
  This magnificent dragon is covered in splendid golden scales and 
  horns jut from its head like a crown.
  AOITSUN 
  CR 9
  Very young sovereign dragon (Pathfinder RPG Bestiary 3 100)
  N Medium dragon
  Init +5; Senses dragon senses; Perception +16
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
  hp 95 (10d12+30)
  Fort +10, Ref +10, Will +12
  Immune paralysis, sleep
  OFFENSE
  Speed 50 ft., fly 150 ft. (average)
  Melee bite +16 (1d8+7), 2 claws +15 (1d6+5), gore +15 (1d6+7)
  Space 5 ft.; Reach 5 ft. (10 ft. with gore, 10 ft. with bite)
  Special Attacks breath weapon (30-ft cone, 4d6 sonic, Reflex DC 
  18 half)
  Spell-Like Abilities (CL 10th; concentration +13)
  At will—detect evil, detect good
  STATISTICS
  Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
  Base Atk +10; CMB +15; CMD 26 (30 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Weapon Focus (bite)
  Skills Acrobatics +1 (+9 to jump), Appraise +16, Bluff +16, 
  Diplomacy +16, Intimidate +16, Knowledge (arcana) +16, 
  Knowledge (history) +16, Perception +16, Sense Motive +16, 
  Spellcraft +16
  Languages Celestial, Common, Draconic, Infernal
  SQ dogmatic discordance
  SPECIAL ABILITIES
  Dogmatic Discordance (Su) Good or evil creatures take a –2 
  penalty when making saving throws against a sovereign 
  dragon’s spells, spell-like abilities, breath weapon, and aura.
  BODAK
  The flesh of this emaciated creature appears charred or dried, and 
  its empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, 
  fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  BOGGARD
  This wart-covered, toad-like creature carries a massive club studded 
  with bits of obsidian and what appear to be shark teeth.
  BOGGARD CHAMPION 
  CR 7
  Pathfinder RPG Monster Codex 10
  Boggard fighter 5
  CE Medium humanoid (boggard)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+6 armor, +1 Dex, +3 natural, +2 
  shield)
  hp 72 (8 HD; 3d8+5d10+32)
  Fort +10, Ref +5, Will +3 (+1 vs. fear)
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee +1 terbutje +15/+10 (1d8+9), tongue +7 touch (sticky tongue)
  Ranged mwk javelin +9 (1d6+5)
  Special Attacks terrifying croak (DC 12), weapon training (heavy 
  blades +1)
  STATISTICS
  Str 20, Dex 13, Con 16, Int 8, Wis 13, Cha 8
  Base Atk +7; CMB +12; CMD 23
  Feats Improved Initiative, Lightning Reflexes, Power Attack, 
  Toughness, Vital Strike, Weapon Focus (terbutje), Weapon 
  Specialization (terbutje)
  Skills Acrobatics +2 (+18 when jumping), Climb +6, Intimidate +6, 
  Perception +5, Stealth +0 (+8 in swamps), Survival +8, Swim +10
  
  63
  63
  THE HAO JIN CATACLYSM
  Languages Boggard
  SQ armor training 1, hold breath, swamp stride
  Combat Gear potion of bull’s strength, potion of cure serious 
  wounds; Other Gear +1 black dragonhide scale mail, mwk 
  heavy wooden shield, +1 terbutjeUE, mwk javelins (2), 282 gp
  SPECIAL ABILITIES
  Hold Breath (Ex) A boggard can hold its breath for a number of 
  rounds equal to four times its Constitution score before it risks 
  drowning or suffocating.
  Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack 
  cannot move more than 10 feet away from the boggard 
  and takes a –2 penalty to AC as long as the tongue is 
  attached (this penalty does not stack if multiple tongues 
  are attached). The tongue can be removed by succeeding 
  at an opposed Strength check as a standard action or by 
  dealing 2 points of slashing damage to the tongue (AC 11, 
  damage does not deplete the boggard’s actual hit points). 
  The boggard cannot move more than 10 feet away from 
  the target, but the boggard can release its tongue as a free 
  action. Unlike a giant frog, a boggard cannot pull targets 
  toward it with its tongue.
  Swamp Stride (Ex) A boggard can move through any sort of 
  natural difficult terrain at its normal speed while within a 
  swamp. Magically altered terrain affects a boggard normally.
  Terrifying Croak (Su) Once per hour, a boggard can, as a standard 
  action, emit a loud and horrifying croak. Any non-boggard 
  creature within 30 feet of the boggard must succeed at a DC 
  13 Will save or become shaken for 1d4 rounds. Creatures that 
  succeed at this save cannot be affected again by the same 
  boggard’s croak for 24 hours. Creatures that are already shaken 
  become frightened for 1d4 rounds instead. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  BOGGARD HUNTER 
  CR 5
  Pathfinder RPG Monster Codex 14
  Boggard ranger 3
  CE Medium humanoid (boggard)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 natural)
  hp 53 (6 HD; 3d8+3d10+24)
  Fort +10, Ref +6, Will +4
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee morningstar +9 (1d8+4), tongue +4 touch (sticky tongue)
  Ranged mwk composite longbow +8 (1d8+4/×3)
  Special Attacks combat style (archery), favored enemy (reptilian 
  humanoids +2), terrifying croak (DC 12)
  STATISTICS
  Str 19, Dex 13, Con 16, Int 8, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Toughness, 
  Weapon Focus (composite longbow)
  Skills Acrobatics +5 (+21 when jumping), Knowledge (nature) +5, 
  Perception +14, Stealth +8 (+16 in swamps), Survival +8, 
  Swim +12
  Languages Boggard
  SQ favored terrain (swamp +2), hold breath, swamp stride,  
  track +1, wild empathy +2
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  studded leather, morningstar, mwk composite longbow  
  (+4 Str), cloak of resistance +1, 267 gp
  SPECIAL ABILITIES
  See the boggard champion on page 62.
  BRUTE WIGHT
  This walking corpse resembles a rotting giant with eye sockets 
  glowing with red light.
  BRUTE WIGHT 
  CR 5
  Pathfinder RPG Bestiary 294, 295, 276
  LE Large undead
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 34 (4d8+16)
  Fort +5, Ref +3, Will +7
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +7 (1d6+7 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 14)
  STATISTICS
  Str 20, Dex 14, Con —, Int 15, Wis 17, Cha 19
  Base Atk +3; CMB +7; CMD 19
  Feats Blind-Fight, Skill Focus (Perception)
  Skills Climb +12, Intimidate +11, Knowledge (religion) +7, 
  Perception +13, Sense Motive +10, Stealth +17; Racial 
  Modifier +8 Stealth
  Languages Common
  SPECIAL ABILITIES
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a brute wight destroys it (Will negates). Using the 
  spell in this way does not require a material component.
  BUGBEAR FLESH GLUTTON
  This muscular humanoid’s dark fur is stained with blood and more 
  disturbing detritus. Bones from a variety of creatures decorate the
  humanoid’s ragged cloak.
  BUGBEAR FLESH GLUTTON 
  CR 8
  Pathfinder RPG Monster Codex 22
  Giant bugbear barbarian 5
  CE Large humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft., scent; Perception +14
  
  PATHFINDER SOCIETY SCENARIO
  64
  64
  DEFENSE
  AC 23, touch 10, flat-footed 19 (+7 armor, +3 Dex, +6 natural, –2 
  rage, –1 size)
  hp 99 (8 HD; 3d8+5d12+48)
  Fort +12, Ref +8, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee +1 falchion +15/+10 (2d6+13/18–20)
  Ranged mwk javelin +10 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (16 rounds/day), rage powers (animal fury, 
  powerful blow)
  TACTICS
  Before Combat The bugbear rages and charges.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  24, touch 12, flat-footed 21; hp 83; Fort +10, Will +3; Melee 
  +1 falchion +13/+8 (2d6+10/18–20) Ranged mwk javelin +10 
  (1d8+6); Str 22, Con 18; CMB +14; Skills Intimidate +21.
  STATISTICS
  Str 26, Dex 17, Con 22, Int 10, Wis 10, Cha 10
  Base Atk +7; CMB +16; CMD 27
  Feats HurtfulMC, Intimidating Prowess, Pile OnMC, Power Attack
  Skills Intimidate +23, Perception +14, Stealth +10, Survival +10
  SQ fast movement, stalker
  Gear +1 breastplate, +1 falchion, mwk javelins (2), cloak of 
  fangsUE, 373 gp
  BUGBEAR STALKER 
  CR 5
  Pathfinder RPG Monster Codex 23
  Bugbear ranger 3
  CE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft., scent; Perception +11
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
  hp 41 (6 HD; 3d8+3d10+12)
  Fort +6, Ref +9, Will +4
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +9 (1d6+3/18–20)
  Ranged +1 composite longbow +10 (1d8+4/×3)
  Special Attacks favored enemy (humans +2)
  STATISTICS
  Str 16, Dex 17, Con 15, Int 12, Wis 14, Cha 6
  Base Atk +5; CMB +8; CMD 21
  Feats Deadly Aim, Endurance, Far Shot, Point-Blank Shot, Weapon 
  Focus (longbow)
  Skills Intimidate +11, Perception +11, Stealth +13, Survival +11
  Languages Common, Goblin, Sylvan
  SQ favored terrain (forest +2), stalker, track +1, wild empathy +1
  Combat Gear potions of cure light wounds (4); Other Gear chain 
  shirt, +1 composite longbow (+3 Str) with 20 arrows, mwk 
  scimitar, 284 gp
  CHIMERA
  This winged monster has the body of a lion, though two more heads 
  flank its central feline one—a black dragon and a horned goat.
  CHIMERA 
  CR 7
  Pathfinder RPG Bestiary 44
  CE Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 85 (9d10+36)
  Fort +9, Ref +7, Will +6
  OFFENSE
  Speed 30 ft., fly 50 ft. (poor)
  Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 
  claws +12 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (usable every 1d4 rounds)
  STATISTICS
  Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
  Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
  Feats Hover, Improved Initiative, Iron Will, Skill Focus (Perception), 
  Toughness
  Skills Fly +2, Perception +10, Stealth +4 (+8 in scrubland or brush); 
  Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
  Languages Draconic
  SPECIAL ABILITIES
  Breath Weapon (Su) This chimera’s breath weapon deals 6d8 
  points of acid damage in a 40-ft line. A chimera’s breath 
  weapon is usable once every 1d4 rounds and allows a DC 17 
  Reflex save for half damage. The save DC is Constitution-based. 
  CHUUL
  This lobster-like creature has a thick armored shell. A pair of tiny eyes 
  gleams above a mouth full of writhing tentacles.
  CHUUL 
  CR 7
  Pathfinder RPG Bestiary 46
  CE Large aberration (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 85 (10d8+40)
  Fort +7, Ref +6, Will +9
  Immune poison
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +14 (2d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d6+7), paralytic tentacles
  STATISTICS
  Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5
  
  65
  65
  THE HAO JIN CATACLYSM
  Base Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
  Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, 
  Weapon Focus (claw)
  Skills Knowledge (nature) +8, Perception +19, Sense Motive +9, 
  Stealth +9, Swim +28
  Languages Common
  SQ amphibious
  SPECIAL ABILITIES
  Paralytic Tentacles (Ex) A chuul can transfer a grappled victim 
  from a claw to its tentacles as a move action. The tentacles 
  grapple with the same strength as the claw but deal no 
  damage, instead exuding a paralytic secretion. Anyone held 
  in the tentacles must succeed on a DC 19 Fortitude save each 
  round on the chuul’s turn or be paralyzed for 6 rounds. The save 
  DC is Constitution-based. While held in the tentacles, paralyzed 
  or not, a victim automatically takes 1d8+7 points of damage 
  each round from the creature’s mandibles.
  DEMON, VROCK
  A cloud of spores and a trail of feathers surrounds this twisted cross 
  between a man and a gigantic vulture.
  VROCK 
  CR 9
  Pathfinder RPG Bestiary 69
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 112 (9d10+63)
  Fort +13, Ref +10, Will +6
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dance of ruin, spores, stunning screech
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  telekinesis (DC 18)
  1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
  STATISTICS
  Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
  Base Atk +9; CMB +15; CMD 27
  Feats Cleave, Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Power Attack
  Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception 
  +23, Sense Motive +15, Spellcraft +14, Stealth +10, Survival 
  +15; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Dance of Ruin (Su) A vrock can dance and chant as a full-round 
  action—at the end of 3 rounds, a crackling wave of energy 
  explodes from the vrock, dealing 5d6 points of electricity 
  damage to all creatures within 100 feet. A DC 17 Reflex save 
  halves this damage. For each additional vrock that joins in 
  the dance, the damage increases by 5d6 and the DC to avoid 
  the effect increases by +1, to a maximum of 20d6 when four 
  or more vrocks are dancing (the DC continues to increase 
  with additional vrocks, but the damage does not). The dance 
  immediately ends and must be started anew if any of the 
  participating vrocks is slain, stunned, or otherwise prevented 
  from dancing. The save DC is Charisma-based.
  Spores (Ex) A vrock can release a cloud of spores from its body 
  once every 3 rounds as a free action. Adjacent creatures take 
  1d8 points of damage from the spores, plus 1d4 points of 
  damage per round for 10 rounds as the spores grow into thick 
  green vines. Although ugly, the vines are harmless and wither 
  away in 1d4 days if not shaved off before then. The spores 
  can be destroyed by casting bless on the affected creatures 
  or by sprinkling them with holy water. This attack can also be 
  halted by effects that remove or provide immunity to disease.
  Stunning Screech (Su) Once per hour, a vrock can emit a shrill 
  screech. All creatures except demons within a 30-foot-radius 
  spread must succeed on a DC 21 Fortitude save or be stunned 
  for 1 round. The save DC is Constitution-based.
  DROW HOUSE CAPTAIN
  This dark-skinned elf wields a wicked looking sword and carries an 
  expensive-looking crossbow.
  DROW HOUSE CAPTAIN 
  CR 6
  Pathfinder RPG Monster Codex 35
  Drow fighter 7
  CE Medium humanoid (elf)
  Init +4; Senses darkvision 120 ft.; Perception +8
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
  hp 55 (7d10+12)
  Fort +5, Ref +6, Will +3 (+2 vs. fear); +2 vs. enchantment
  Defensive Abilities bravery +2; Immune sleep; SR 13
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +12/+7 (1d8+6/19–20 plus poison)
  Ranged mwk repeating heavy crossbow +12/+7 (1d10/19–20 
  plus poison)
  Special Attacks weapon training (heavy blades +1)
  Spell-Like Abilities (CL 7th; concentration +7)
  1/day—dancing lights, darkness, faerie fire
  STATISTICS
  Str 14, Dex 18, Con 11, Int 10, Wis 12, Cha 10
  Base Atk +7; CMB +9; CMD 23
  Feats Deadly Aim, Exotic Weapon Proficiency (heavy repeating 
  crossbow), Point-Blank Shot, Quick Draw, Toughness, Vital 
  
  PATHFINDER SOCIETY SCENARIO
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  66
  Strike, Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Climb +5, Perception +8, Sense Motive +3, Stealth +12
  Languages Elven, Undercommon
  SQ armor training 2, poison use
  Combat Gear +1 frost bolts (6), potion of cure moderate 
  wounds, acid (2), drow poison (4); Other Gear +1 chainmail, 
  +1 longsword, mwk repeating heavy crossbow with 20 bolts, 
  66 gp
  SPECIAL ABILITIES
  Poison Use (Ex) Drow never risk accidentally poisoning 
  themselves when applying poison to their weapons.
  DUERGAR LIEUTENANT
  The glimmering hammer in the hand of this gray-skinned dwarf 
  swings easily, ready for sudden violence.
  DUERGAR LIEUTENANT 
  CR 5
  Pathfinder RPG Monster Codex 46
  Duergar ranger 6
  LE Medium humanoid (dwarf)
  Init +1; Senses darkvision 120 ft.; Perception +11
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +4 natural)
  hp 61 (6d10+24)
  Fort +8, Ref +6, Will +4; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +11/+6 (2d6+4/×3)
  Ranged mwk light crossbow +8 (1d8/19–20)
  Special Attacks favored enemy (dwarves +4, elves +2)
  Spell-Like Abilities (CL 6th; concentration +3)
  1/day—dust of twilightAPG, ironskinMC
  Ranger Spells Prepared (CL 3rd; concentration +5)
  1st—lead bladesAPG, longstrider
  TACTICS
  Before Combat The lieutenant casts ironskin and lead blades.
  Base Statistics When not under the effects of ironskin and lead 
  blades, the lieutenant’s statistics are AC 16, touch 11, flat-
  footed 15; Melee +1 warhammer +11/+6 (1d8+4/×3).
  STATISTICS
  Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 4
  Base Atk +6; CMB +9; CMD 20 (24 vs. bull rush or trip)
  Feats Cleave, Endurance, Mounted Combat, Power Attack, Weapon 
  Focus (warhammer)
  Skills Climb +11, Handle Animal +6, Knowledge (dungeoneering) 
  +9, Perception +11, Ride +9, Survival +11
  Languages Common, Dwarven, Undercommon
  SQ favored terrain (underground +2), hunter’s bond (companions), 
  ironskinnedMC, slow and steady, stability, track +3, twilight 
  touchedMC, wild empathy +3
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, alchemist’s fire (2), thunderstones (2); Other Gear 
  +1 chain shirt, +1 warhammer, mwk light crossbow with 20 
  bolts, 51 gp
  SPECIAL ABILITIES
  Slow and Steady Duergar have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Stability Duergar receive a +4 racial bonus to their CMD against 
  bull rush and trip attempts while on solid ground.
  GIANT, MARSH
  Cold, black eyes stare out from the fish-like face of this hideous green-
  skinned, web-fingered, and obese giant.
  MARSH GIANT 
  CR 8
  Pathfinder RPG Bestiary 2 129
  CE Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
  hp 102 (12d8+48)
  Fort +12, Ref +7, Will +8
  Defensive Abilities rock catching
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee gaff +16/+11 (2d6+12) or
  2 slams +16 (1d6+8)
  Ranged rock +12 (2d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  Spell-Like Abilities (CL 12th; concentration +13)
  3/day—augury, bestow curse (DC 15), fog cloud
  STATISTICS
  Str 27, Dex 17, Con 19, Int 8, Wis 15, Cha 12
  Base Atk +9; CMB +18; CMD 31
  Feats Combat Reflexes, Improved Iron Will, Improved Sunder, Iron 
  Will, Power Attack, Vital Strike
  Skills Perception +11, Stealth +5 (+13 in swamps), Swim +16; 
  Racial Modifiers +8 Stealth in swamps
  Languages Boggard, Giant
  Gear gaff (as flail, but deals piercing damage)
  MOHRG
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOHRG 
  CR 8
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  
  67
  67
  THE HAO JIN CATACLYSM
  Fort +6, Ref +10, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch 
  (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Skill Focus (Perception), Spring Attack
  Skills Climb +22, Perception +23, Stealth +21, Swim +19
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. The 
  sudden bloom of unlife when a mohrg’s victim dies and 
  becomes a zombie causes a surge of negative energy to flow 
  through the mohrg—the mohrg is healed 1d6 hit points per 
  HD possessed by the slain creature and acts as if hasted for 
  the round immediately following the spawn’s creation.
  MOUNTAINEER
  This keen-eyed dwarf seems as tough as mountain stone.
  MOUNTAINEER 
  CR 6
  Pathfinder RPG NPC Codex 131
  Dwarf ranger 7
  LE Medium humanoid (dwarf)
  Init +2; Senses Perception +12
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
  hp 59 (7d10+16)
  Fort +8, Ref +8, Will +5; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee +1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield 
  +9/+4 (1d4+5 plus bull rush)
  Ranged mwk heavy crossbow +10 (1d10/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, favored enemy (giants +2, humans +4)
  Ranger Spells Prepared (CL 4th; concentration +6)
  2nd—spike growth
  1st—longstrider, resist energy
  TACTICS
  Before Combat The ranger casts longstrider and resist energy 
  (fire), then drinks his potion of bull’s strength.
  Base Statistics Without bull’s strength, longstrider, and resist 
  energy, the ranger’s statistics are Resist none; Speed 20 ft.; 
  Melee +1 warhammer +7/+2 (1d8+4/×3), mwk heavy shield 
  +7/+2 (1d4+3 plus bull rush); Str 16; CMB +10; CMD 22 (26 vs. 
  bull rush or trip); Skills Climb +9, Swim +7.
  STATISTICS
  Str 20, Dex 14, Con 14, Int 10, Wis 15, Cha 6
  Base Atk +7; CMB +12; CMD 24 (28 vs. bull rush or trip)
  Feats Double Slice, Endurance, Improved Shield Bash, Improved 
  Two-Weapon Fighting, Power Attack, Shield Slam, Two-
  Weapon Fighting
  Skills Climb +11, Knowledge (dungeoneering, geography, 
  nature) +8, Perception +12 (+14 to notice unusual stonework), 
  Profession (miner) +8, Stealth +6, Survival +10, Swim +9
  Languages Common, Dwarven
  SQ favored terrain (mountain +2), hunter’s bond (companions), 
  track +3, wild empathy +5, woodland stride
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear +1 breastplate, masterwork heavy 
  wooden shield, +1 warhammer, masterwork heavy crossbow 
  with 20 bolts, cloak of resistance +1, 229 gp
  MUMMY
  Wrapped from head to toe in ancient strips of moldering linen, this 
  humanoid moves with a shuffling gait.
  MUMMY 
  CR 5
  Pathfinder RPG Bestiary 210
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  Feats Power Attack, Toughness, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must succeed at a DC 16 Will save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same mummy’s 
  despair ability for 24 hours. This is a paralysis and a mind-
  affecting fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 
  1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;  
  
  PATHFINDER SOCIETY SCENARIO
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  68
  cure—Mummy rot is both a curse and disease and can only be 
  cured if the curse is first removed, at which point the disease 
  can be magically removed. Even after the curse element of 
  mummy rot is lifted, a creature suffering from it cannot recover 
  naturally over time. Anyone casting a conjuration (healing) spell 
  on the afflicted creature must succeed on a DC 20 caster level 
  check, or the spell is wasted and the healing has no effect. 
  Anyone who dies from mummy rot turns to dust and cannot be 
  raised without a resurrection or greater magic. The save DC is 
  Charisma-based.
  RUBY PHOENIX GUARDIAN
  A bird made of ruby flames soars through the air, smoke trailing in 
  its wake.
  MASTER RUBY PHOENIX GUARDIAN 
  CR 10
  Variant phoenix (Pathfinder RPG Bestiary 227)
  LN Huge magical beast (fire)
  Init +9; Senses darkvision 60 ft., detect chaos, low-light vision, 
  see invisibility; Perception +19
  Aura shroud of flame (2d6 fire, 15 ft., DC 19)
  DEFENSE
  AC 25, touch 14, flat-footed 19 (+5 Dex, +1 dodge, +11 natural, 
  –2 size)
  hp 116 (13d10+39)
  Fort +11, Ref +13, Will +9
  DR 10/chaotic; Immune fire; SR 21
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee bite +17 (2d6+6 plus 1d6 fire), 2 talons +17 (1d8+6/19–20 
  plus 1d6 fire)
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—detect chaos, see invisibility
  At will—continual flame, cure serious wounds, dispel magic, 
  remove curse, wall of fire
  3/day—fireball (DC 18), restoration
  STATISTICS
  Str 22, Dex 21, Con 16, Int 23, Wis 16, Cha 20
  Base Atk +13; CMB +21; CMD 37
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical 
  (talon), Improved Initiative, Iron Will, Mobility
  Skills Acrobatics +21, Diplomacy +18, Fly +21, Intimidate +18, 
  Knowledge (nature) +19, Knowledge (planes) +19, Perception 
  +19, Sense Motive +16
  Languages Auran, Celestial, Common, Ignan, Tien
  SPECIAL ABILITIES
  Banishing Strike (Su) Three times per day, when the Ruby 
  Phoenix Guardian hits with its slam attack, it can attempt to 
  eject that target from the Hao Jin Tapestry. This functions as 
  banishment (DC 18 Will negates). A creature who succeeds at a 
  saving throw against this ability is immune for 24 hours. 
  Shroud of Flame (Su) The Ruby Phoenix Guardian can cause 
  its feathers to burst into flame as a free action. As long as its 
  feathers are burning, it deals an additional 1d6 points of fire 
  damage with each natural attack, and any creature within the 
  Guardian’s reach at the beginning of the creature’s turn must 
  succeed at a DC 19 Reflex save each round or take 2d6 points of 
  fire damage. A creature that attacks the Guardian with natural or 
  non-reach melee weapons takes 1d6 points of fire damage (no 
  save) with each successful hit. The save DC is Constitution-based.
  SPIDER, GIANT TARANTULA
  A massive tarantula covered in bristly hairs strides forward with 
  deliberate steps, its eight eyes scanning for prey.
  GIANT TARANTULA 
  CR 8
  Pathfinder RPG Bestiary 2 256
  N Gargantuan vermin
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 115 (10d8+70)
  Fort +14, Ref +4, Will +3
  Defensive Abilities barbed hairs; Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +15 (3d6+18 plus poison)
  Ranged barbed hairs +4 touch (nausea)
  Space 20 ft.; Reach 20 ft.
  STATISTICS
  Str 35, Dex 13, Con 24, Int —, Wis 10, Cha 2
  Base Atk +7; CMB +23; CMD 34 (46 vs. trip)
  Skills Climb +28, Perception +4, Stealth –7 (–3 in webs); Racial 
  Modifiers +8 Climb+4 Perception+4 Stealth (+8 in webs)
  SPECIAL ABILITIES
  Barbed Hairs (Ex) A tarantula can throw barbed hairs from its 
  back at a creature as a ranged touch attack (range increment 
  20 feet). A creature struck by these hairs must succeed at a DC 
  22 Fort save or be nauseated for 1d6 rounds. A creature that 
  attacks a giant tarantula with a non-reach melee weapon must 
  succeed at a DC 22 Reflex save to avoid being struck by these 
  hairs. The save DC is Con-based.
  Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 
  6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is 
  Con-based with a +2 racial bonus.
  TRICKSTER MAGE
  This smiling gnome seems to sparkle with strange fey magic.
  TRICKSTER MAGE 
  CR 7
  Pathfinder RPG NPC Codex 165
  Gnome sorcerer 8
  CE Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +10
  
  69
  69
  THE HAO JIN CATACLYSM
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 46 (8d6+16)
  Fort +3, Ref +4, Will +10; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee sickle +3 (1d4–2)
  Ranged mwk light crossbow +8 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Gnome Spell-Like Abilities (CL 8th; concentration +12)
  1/day—dancing lights, ghost sound (DC 15), prestidigitation, 
  speak with animals
  Bloodline Spell-Like Abilities (CL 8th; concentration +12)
  7/day—laughing touch
  Sorcerer Spells Known (CL 8th; concentration +12)
  4th (4/day)—phantasmal killer (DC 21)
  3rd (6/day)—deep slumber (DC 19), major image (DC 20), 
  suggestion (DC 19)
  2nd (7/day)—hideous laughter (DC 18), hypnotic pattern (DC 
  19), mirror image, scorching ray
  1st (7/day)—charm person (DC 15), color spray (DC 18), 
  entangle (DC 15), magic missile, shield, ventriloquism (DC 18)
  0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage 
  hand, message, ray of frost, read magic, touch of fatigue 
  (DC 14)
  Bloodline fey
  STATISTICS
  Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18
  Base Atk +4; CMB +1; CMD 14
  Feats Dodge, Eschew Materials, Greater Spell Focus (illusion), Iron 
  Will, Mobility, Spell Focus (illusion)
  Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, 
  Perception +10, Spellcraft +8, Use Magic Device +11
  Languages Common, Elven, Gnome, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, 
  woodland stride
  Combat Gear potion of cure moderate wounds, screaming bolts 
  (3), wand of grease (20 charges), wand of invisibility (21 
  charges); Other Gear masterwork light crossbow with 10 bolts, 
  sickle, bracers of armor +2, book of pressed fairy wings, 168 gp
  UNRAVELING CREATURE TEMPLATE
  An undead created by the tapestry’s malfunctioning repair 
  mechanism, known as soul stitching, gains the following 
  template to represent its connection to the demiplane’s fabric.
  UNRAVELING CREATURE (CR +0)
  The creature retains its statistics and special abilities and 
  gains those listed below.
  Senses: An unraveling creature gains blindsense 30 ft. 
  while in the Hao Jin Tapestry.
  Tapestry-Bound (Ex): An unraveling creature feels an 
  inexorable pull toward the part of the Hao Jin Tapestry that 
  created it. It cannot willingly travel more than a mile from the 
  location of its creation. If it is forced to do so, it is staggered 
  and takes a –2 penalty on all d20 rolls until it returns.
  Tapestry-Woven (Ex): Unraveling creatures lose any 
  abilities that would allow them to create additional creatures, 
  such as create spawn.
  Traverse Tapestry (Ex): This creature can pass through 
  any material of the tapestry demiplane (from earth and 
  stone to water and lava) as easily as a fish swims through 
  water. If the creature ends its turn while passing through 
  the tapestry (except through air), it has a 50% chance to be 
  reabsorbed into the demiplane and destroyed. This does not 
  grant creatures the ability to fly if they cannot already do so.
  
  PATHFINDER SOCIETY SCENARIO
  70
  70
  APPENDIX 5: SUBTIER 10–11 BESTIARY
  Many of the undead presented here are referenced as being 
  “unraveling” versions of themselves. See the unraveling 
  template at the end of this appendix.
  AOITSUN
  This magnificent dragon is covered in splendid golden scales and 
  horns jut from its head like a crown.
  AOITSUN 
  CR 12
  Juvenile sovereign dragon (Pathfinder RPG Bestiary 3 100)
  N Large dragon
  Init +5; Senses dragon senses; Perception +21
  Aura frightful presence (120 ft., DC 21)
  DEFENSE
  AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
  hp 161 (14d12+70)
  Fort +14, Ref +12, Will +15
  Immune paralysis, sleep
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +22 (2d6+12), 2 claws +21 (1d8+8), gore +21 
  (1d8+12), tail slap +19 (1d8+12)
  Space 10 ft.; Reach 5 ft. (10 ft. with gore, 10 ft. with bite)
  Special Attacks breath weapon (40-ft cone, 8d6 sonic, Reflex DC 
  22 half), violent retort
  Spell-Like Abilities (CL 14th; concentration +18)
  At will—calm emotions (DC 16), detect evil, detect good
  Sorcerer Spells Known (CL 3rd; concentration +7)
  1st (6/day)—charm person (DC 15), chill touch (DC 15), color 
  spray (DC 15)
  0 (at will)—detect magic, detect poison, disrupt undead, flare 
  (DC 14), ghost sound (DC 14)
  STATISTICS
  Str 27, Dex 12, Con 21, Int 18, Wis 19, Cha 18
  Base Atk +14; CMB +23; CMD 34 (38 vs. trip)
  Feats Flyby Attack, Improved Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Persuasive, Weapon Focus (bite)
  Skills Acrobatics +1 (+9 to jump), Appraise +21, Bluff +21, 
  Diplomacy +25, Fly –5, Heal +21, Intimidate +25, Knowledge 
  (arcana) +21, Knowledge (history) +21, Perception +21, Sense 
  Motive +21, Spellcraft +21
  Languages Auran, Celestial, Common, Draconic, Infernal
  SQ change shape (any humanoid; polymorph), dogmatic 
  discordance
  SPECIAL ABILITIES
  Change Shape (any humanoid; polymorph, 3/day) (Su) 
  Aoitsun has the ability to assume the appearance of a specific 
  humanoid, but retains most of her own physical qualities. 
  Aoitsun cannot change shape to a form more than one size 
  category smaller or larger than her original form unless noted 
  otherwise. This ability functions as a polymorph spell, but 
  Aoitsun does not adjust her ability scores.
  Dogmatic Discordance (Su) Good or evil creatures take a –2 
  penalty when making saving throws against a sovereign 
  dragon’s spells, spell-like abilities, breath weapon, and aura.
  Frightful Presence (Ex) Aoitsun’s very presence is unsettling to 
  her foes. Activating this ability is a free action that is usually 
  part of an attack or charge. Opponents within range who 
  witness the action must succeed at a saving throw or become 
  panicked or shaken for 5d6 rounds. This ability affects only 
  opponents with fewer Hit Dice or levels than Aoitsun has. On a 
  failed save, the opponent is shaken, or panicked if it has 4 Hit 
  Dice or fewer. An opponent that succeeds at the saving throw 
  is immune to Aoitsun’s frightful presence for 24 hours. Frightful 
  presence is a mind-affecting fear effect.
  Violent Retort (Ex) When Aoitsun takes damage from a melee 
  attack critical hit, she can, as an immediate action, make a claw 
  or tail slap attack against the creature that made the critical hit.
  AZURE BOLT SORCERER
  This haughty human sports a smattering of blue scales and a pair 
  of wicked claws.
  AZURE BOLT SORCERER 
  CR 12
  Pathfinder RPG NPC Codex 170
  Human sorcerer 13
  LE Medium humanoid (human)
  Init +6; Senses see invisibility; Perception +11
  DEFENSE
  AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, 
  +1 dodge, +3 natural)
  hp 141 (13d6+93)
  Fort +10, Ref +10, Will +9
  Resist electricity 10
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or 
  mwk morningstar +8/+3 (1d8+1)
  Ranged mwk javelin +9 (1d6+1)
  Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as 
  magic weapons, 8 rounds/day), breath weapon (60-foot line, 
  13d6 electricity, DC 21, 1/day)
  Sorcerer Spells Known (CL 13th; concentration +18)
  6th (4/day)—acid fog, chain lightning (DC 23), form of the 
  dragon I
  5th (7/day)—cone of cold (DC 22), feeblemind (DC 20), 
  overland flight, spell resistance
  4th (7/day)—black tentacles, charm monster (DC 19), 
  dimension door, fear (DC 19), ice storm
  3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), 
  slow (DC 18)
  2nd (7/day)—bear’s endurance, false life, gust of wind (DC 19), 
  resist energy, scorching ray, see invisibility
  1st (8/day)—grease, mage armor, magic missile, ray of 
  enfeeblement (DC 16), shield, shocking grasp
  
  71
  71
  THE HAO JIN CATACLYSM
  0 (at will)—acid splash, bleed (DC 15), detect magic, flare (DC 
  17), light, mage hand, mending, ray of frost, read magic
  Bloodline draconic (blue)
  TACTICS
  Before Combat The sorcerer casts bear’s endurance, false life, fly, 
  mage armor, and see invisibility.
  Base Statistics Without bear’s endurance, false life, fly, and mage 
  armor, the sorcerer’s statistics are AC 18, touch 15, flat-footed 
  15; hp 126; Fort +8; Speed 30 ft.
  STATISTICS
  Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21
  Base Atk +6; CMB +7; CMD 22
  Feats Combat Casting, Dodge, Eschew Materials, Greater Spell 
  Focus (evocation), Improved Initiative, Lightning Reflexes, 
  Maximize Spell, Mobility, Quick Draw, Spell Focus (evocation), 
  Toughness
  Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, 
  Linguistics +1, Perception +11, Spellcraft +7
  Languages Common, Draconic
  SQ bloodline arcana (electricity spells deal +1 damage per die)
  Combat Gear potions of cure serious wounds (2), wand of 
  vampiric touch (10 charges); Other Gear masterwork javelins 
  (2), masterwork morningstar, amulet of natural armor +1, bag 
  of holding (type I), cloak of resistance +2, headband of alluring 
  charisma +2, ring of protection +2, 1,839 gp
  BAYKOK
  This howling corpse swoops through the air with hideously elongated 
  legs and a bow made of bone.
  BAYKOK 
  CR 9
  Pathfinder RPG Bestiary 3 35
  NE Medium undead
  Init +10; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
  hp 97 (15d8+30)
  Fort +7, Ref +11, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +14 (1d6+3)
  Ranged +1 composite longbow +19/+14/+9 (1d8+4/19–20/×3 
  plus 1d6 negative energy and paralysis)
  Special Attacks devour soul, dread howl, infused arrows
  STATISTICS
  Str 17, Dex 22, Con —, Int 11, Wis 10, Cha 15
  Base Atk +11; CMB +14; CMD 31
  Feats Dodge, Improved Critical (composite longbow), Improved 
  Initiative, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow)
  Skills Fly +28, Intimidate +20, Perception +18, Stealth +24
  Languages Common
  SPECIAL ABILITIES
  Devour Soul (Su) A baykok can take a standard action to 
  devour the soul of an adjacent dead or dying creature. A 
  dying creature can resist this attack with a DC 19 Fortitude 
  save. If it fails, the target is instantly slain. If the creature is 
  already dead, it does not make a saving throw, although the 
  body cannot be more than 1 hour dead. A creature subjected 
  to this attack cannot be brought back to life via raise dead 
  (resurrection and more powerful effects work normally). 
  When a baykok devours a soul in this way, it heals 5d6+10 
  points of damage and becomes hasted for 4 rounds (as if 
  affected by haste). This is a death effect. The save DC is 
  Charisma-based.
  Dread Howl (Su) Once per day, a baykok can unleash a blood-
  curdling howl. Any living creature within a 30-foot-radius 
  burst becomes paralyzed with fear for 1 round unless it resists 
  with a DC 19 Will save. Any creature that makes this saving 
  throw is instead shaken for 1 round. This is a fear effect. The 
  DC is Charisma-based.
  Infused Arrows (Su) A baykok creates arrows of bone as it fires 
  its bow—it need not carry arrows as ammunition. These bone 
  arrows do normal damage for arrows fired from the bow, but 
  gain a +1 enhancement bonus on attack and damage rolls. 
  In addition, each arrow deals an additional 1d6 points of 
  negative energy on a hit. Further, the first creature struck in a 
  round by a baykok’s arrow must succeed at a DC 19 Fortitude 
  save to avoid being paralyzed for 1d3 rounds. A baykok can 
  fire normal arrows from its bow if it wishes—such arrows, 
  however, do not gain the special negative energy damage or 
  paralysis effects. The DC is Charisma-based.
  BODAK
  The flesh of this emaciated creature appears charred or dried, and its 
  empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist acid 10, 
  fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  
  PATHFINDER SOCIETY SCENARIO
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  72
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  BOGGARD
  This wart-covered, toad-like creature carries a massive club studded 
  with bits of obsidian and what appear to be shark teeth.
  BOGGARD CHAMPION 
  CR 7
  Pathfinder RPG Monster Codex 10
  Boggard fighter 5
  CE Medium humanoid (boggard)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+6 armor, +1 Dex, +3 natural, +2 
  shield)
  hp 72 (8 HD; 3d8+5d10+32)
  Fort +10, Ref +5, Will +3 (+1 vs. fear)
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee +1 terbutje +15/+10 (1d8+9), tongue +7 touch (sticky 
  tongue)
  Ranged mwk javelin +9 (1d6+5)
  Special Attacks terrifying croak (DC 12), weapon training (heavy 
  blades +1)
  STATISTICS
  Str 20, Dex 13, Con 16, Int 8, Wis 13, Cha 8
  Base Atk +7; CMB +12; CMD 23
  Feats Improved Initiative, Lightning Reflexes, Power Attack, 
  Toughness, Vital Strike, Weapon Focus (terbutje), Weapon 
  Specialization (terbutje)
  Skills Acrobatics +2 (+18 when jumping), Climb +6, Intimidate +6, 
  Perception +5, Stealth +0 (+8 in swamps), Survival +8, Swim +10
  Languages Boggard
  SQ armor training 1, hold breath, swamp stride
  Combat Gear potion of bull’s strength, potion of cure serious 
  wounds; Other Gear +1 black dragonhide scale mail, mwk 
  heavy wooden shield, +1 terbutjeUE, mwk javelins (2), 282 gp
  SPECIAL ABILITIES
  Hold Breath (Ex) A boggard can hold its breath for a number of 
  rounds equal to four times its Constitution score.
  Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack 
  cannot move more than 10 feet away from the boggard and 
  takes a –2 penalty to AC as long as the tongue is attached (this 
  penalty does not stack if multiple tongues are attached). The 
  tongue can be removed by making an opposed Strength check 
  as a standard action or by dealing 2 points of slashing damage 
  to the tongue (AC 11, damage does not deplete the boggard’s 
  actual hit points). The boggard cannot move more than 10 feet 
  away from the target, but the boggard can release its tongue as 
  a free action. Unlike a giant frog, a boggard cannot pull targets 
  toward it with its tongue.
  Swamp Stride (Ex) A boggard can move through any sort of 
  natural difficult terrain at its normal speed while within a 
  swamp. Magically altered terrain affects a boggard normally.
  Terrifying Croak (Su) Once per hour, a boggard can, as a standard 
  action, emit a loud and horrifying croak. Any non-boggard 
  creature within 30 feet of the boggard must succeed at a DC 
  13 Will save or become shaken for 1d4 rounds. Creatures that 
  succeed at this save cannot be affected again by the same 
  boggard’s croak for 24 hours. Creatures that are already shaken 
  become frightened for 1d4 rounds instead. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  BOGGARD PRIEST-KING 
  CR 11
  Pathfinder RPG Monster Codex 15
  Boggard cleric 10
  CE Medium humanoid (boggard)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+6 armor, –1 Dex, +4 natural, +1 
  shield)
  hp 120 (13d8+62)
  Fort +14, Ref +6, Will +14
  Resist cold 10
  OFFENSE
  Speed 15 ft., swim 30 ft.
  Melee +1 morningstar +15/+10 (1d8+5), tongue +8 touch  
  (sticky tongue)
  Special Attacks channel negative energy 5/day (DC 17, 5d6), 
  scythe of evil (5 rounds, 1/day), terrifying croak (DC 15)
  Spell-Like Abilities (CL 13th; concentration +15)
  1/day—fog cloud, jump, summon swarm
  Domain Spell-Like Abilities (CL 10th; concentration +15)
  8/day—icicle (1d6+5 cold), touch of evil (5 rounds)
  Cleric Spells Prepared (CL 10th; concentration +15)
  5th—dispel goodD (DC 20), insect plague, righteous might, slay 
  living (DC 20)
  4th—control waterD, cure critical wounds, divine power, 
  freedom of movement, unholy blight(DC 19)
  3rd—bestow curse (DC 18), dispel magic, invisibility purge, 
  magic circle against goodD, magic vestment
  2nd—bear’s endurance, death knell (DC 17), enthrall (DC 17), 
  fog cloudD, resist energy, sound burst (DC 17)
  1st—bane (DC 16), bless, cure light wounds, divine favor, 
  protection from goodD, sanctuary (DC 16), shield of faith
  
  73
  73
  THE HAO JIN CATACLYSM
  0 (at will)—create water, detect poison, guidance, purify food 
  and water
  D domain spell; Domains Evil, Water
  STATISTICS
  Str 18, Dex 9, Con 16, Int 10, Wis 20, Cha 14
  Base Atk +9; CMB +13; CMD 22
  Feats Brew Potion, Combat Casting, Craft Wand, Improved Initiative, 
  Lightning Reflexes, Toughness, Weapon Focus (morningstar)
  Skills Acrobatics +0 (+16 when jumping), Diplomacy +8, 
  Knowledge (planes) +8, Knowledge (religion) +8, Perception 
  +9, Sense Motive +13, Spellcraft +8, Stealth +0 (+8 in swamps), 
  Swim +10
  Languages Boggard
  SQ hold breath, priest-kingMC, swamp stride
  Combat Gear wand of cure light wounds (35 charges), wand of 
  owl’s wisdom (25 charges), wand of prayer (13 charges); Other 
  Gear +2 hide armor, mwk light wooden shield, +1 morningstar, 
  amulet of natural armor +1, cloak of resistance +1, spell 
  component pouch, 24 gp
  SPECIAL ABILITIES
  See the boggard champion on page 72.
  BUGBEAR
  This muscular humanoid’s dark fur is stained with blood and more 
  disturbing detritus.
  BUGBEAR FLESH GLUTTON 
  CR 8
  Pathfinder RPG Monster Codex 22
  Giant bugbear barbarian 5
  CE Large humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft., scent; Perception +14
  DEFENSE
  AC 23, touch 10, flat-footed 19 (+7 armor, +3 Dex, +6 natural, –2 
  rage, –1 size)
  hp 99 (8 HD; 3d8+5d12+48)
  Fort +12, Ref +8, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee +1 falchion +15/+10 (2d6+13/18–20)
  Ranged mwk javelin +10 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (16 rounds/day), rage powers (animal fury, 
  powerful blow)
  TACTICS
  Before Combat The bugbear rages and charges.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  24, touch 12, flat-footed 21; hp 83; Fort +10, Will +3; Melee 
  +1 falchion +13/+8 (2d6+10/18–20) Ranged mwk javelin +10 
  (1d8+6); Str 22, Con 18; CMB +14; Skills Intimidate +21.
  STATISTICS
  Str 26, Dex 17, Con 22, Int 10, Wis 10, Cha 10
  Base Atk +7; CMB +16; CMD 27
  Feats HurtfulMC, Intimidating Prowess, Pile OnMC, Power Attack
  Skills Intimidate +23, Perception +14, Stealth +10, Survival +10
  SQ fast movement, stalker
  Gear +1 breastplate, +1 falchion, mwk javelins (2), cloak of 
  fangsUE, 373 gp
  BUGBEAR LURKER 
  CR 8
  Pathfinder RPG Monster Codex 25
  Bugbear rogue 7
  CE Medium humanoid (goblinoid)
  Init +8; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 20; touch 15; flat-footed 18 (+4 armor, +4 Dex, +1 deflection, 
  +2 natural)
  hp 81 (10d8+37)
  Fort +6, Ref +12, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12/+7 (1d6+3/19–20)
  Ranged javelin +12 (1d6+2)
  Special Attacks sneak attack +4d6
  STATISTICS
  Str 14, Dex 18, Con 16, Int 13, Wis 10, Cha 10
  Base Atk +7; CMB +9; CMD 23
  Feats Combat Expertise, Improved Feint, Improved Initiative, Skill 
  Focus (Stealth), Weapon Finesse
  Skills Acrobatics +16, Bluff +13, Climb +14, Disable Device +16, 
  Intimidate +17, Perception +13, Stealth +31
  Languages Common, Goblin, Orc
  SQ rogue talents (bleeding attack +4, fast stealth, surprise attack), 
  stalker, trapfinding +3
  Combat Gear alchemist’s fire (4); Other Gear mwk chain shirt, +1 
  short sword, javelins (4), cloak of elvenkind, ring of protection 
  +1, 656 gp
  CURSED KING
  This desiccated figure wears linen wrappings and tarnished jewelry. 
  Its humanoid body is topped with a withered crocodile head.
  CURSED KING 
  CR 10
  Pathfinder RPG Bestiary 5 63
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +12
  Aura demanding aura (30 ft., DC 20, 1d4 rounds)
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 119 (14d8+56)
  Fort +9, Ref +8, Will +13
  DR 10/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  
  PATHFINDER SOCIETY SCENARIO
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  74
  Melee bite +20 (1d8+10/19-20), 2 slams +20 (1d6+10)
  Special Attacks berserk, bestial curs
  STATISTICS
  Str 30, Dex 19, Con —, Int 3, Wis 19, Cha 16
  Base Atk +10; CMB +20; CMD 34
  Feats Combat Reflexes, Following Step, Great Fortitude, Improved 
  Critical (bite), Power Attack, Step Up, Step Up and Strike, 
  Toughness
  Skills Perception +12, Stealth +16
  Languages Abyssal (can’t speak)
  SPECIAL ABILITIES
  Berserk (Ex) When a cursed king enters combat, there is a 
  cumulative 1% chance each round that its tortured spirit breaks 
  free and the creature goes berserk. This chance resets to 0% after 
  1 minute of inactivity. A berserk cursed king attacks the nearest 
  living creature (or smashes some object smaller than itself if no 
  creature is within reach). The undead’s creator, if within 60 feet, 
  can try to regain control by speaking firmly and persuasively to 
  the creature with a successful DC 20 Charisma check.
  Bestial Curse (Su) When a cursed king is destroyed, it unleashes 
  a final curse on all creatures within a 30-foot radius. This curse 
  slowly robs the targets of their minds and bodies, eventually 
  transforming them into animals of the same type as the 
  animal head sewn to the cursed king’s body. All creatures in 
  the area must succeed at a DC 21 Will save or take 1d6 points 
  of Wisdom damage and 1d6 points of Charisma damage. The 
  Accursed creature doesn’t benefit from effects that remove 
  ability damage. Once cursed, the target must succeed at a Will 
  save every 24 hours or take ability damage again. Once the 
  target’s Charisma or Wisdom score is reduced to 0, the victim is 
  transformed into a mundane animal as per baleful polymorph, 
  and is automatically treated as if it failed the second Will save 
  to retain its mind. At this point, the creature receives the typical 
  Wisdom and Charisma of that animal and stops taking ability 
  damage. This is a curse effect. The save DC is Charisma-based.
  Demanding Aura (Su) All creatures within a 30-foot radius that 
  can see a cursed king must succeed at a DC 20 Will save or 
  be terrified into subservience. A creature that fails its saving 
  throw gains the cowering condition for 1d4 rounds. A creature 
  that successfully saves is not subject to the same cursed king’s 
  demanding aura for 24 hours. This is a mind-affecting fear 
  effect, and the save DC is Charisma-based.
  DEMON, VROCK
  A cloud of spores and a trail of feathers surrounds this twisted cross 
  between a man and a gigantic vulture.
  VROCK 
  CR 9
  Pathfinder RPG Bestiary 69
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 112 (9d10+63)
  Fort +13, Ref +10, Will +6
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dance of ruin, spores, stunning screech
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  telekinesis (DC 18)
  1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
  STATISTICS
  Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
  Base Atk +9; CMB +15; CMD 27
  Feats Cleave, Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Power Attack
  Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception 
  +23, Sense Motive +15, Spellcraft +14, Stealth +10, Survival 
  +15; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Dance of Ruin (Su) A vrock can dance and chant as a full-round 
  action—at the end of 3 rounds, a crackling wave of energy 
  explodes from the vrock, dealing 5d6 points of electricity 
  damage to all creatures within 100 feet. A DC 17 Reflex save 
  halves this damage. For each additional vrock that joins in 
  the dance, the damage increases by 5d6 and the DC to avoid 
  the effect increases by +1, to a maximum of 20d6 when four 
  or more vrocks are dancing (the DC continues to increase 
  with additional vrocks, but the damage does not). The dance 
  immediately ends and must be started anew if any of the 
  participating vrocks is slain, stunned, or otherwise prevented 
  from dancing. The save DC is Charisma-based.
  Spores (Ex) A vrock can release a cloud of spores from its body 
  once every 3 rounds as a free action. Adjacent creatures take 
  1d8 points of damage from the spores, plus 1d4 points of 
  damage per round for 10 rounds as the spores grow into thick 
  green vines. Although ugly, the vines are harmless and wither 
  away in 1d4 days if not shaved off before then. The spores can 
  be destroyed by casting bless on the affected creatures or by 
  sprinkling them with holy water. This attack can also be halted 
  by effects that remove or provide immunity to disease.
  Stunning Screech (Su) Once per hour, a vrock can emit a shrill 
  screech. All creatures except demons within a 30-foot-radius 
  spread must succeed on a DC 21 Fortitude save or be stunned 
  for 1 round. The save DC is Constitution-based.
  DEVOURER
  This dry, hovering corpse’s chest is a prison of jagged ribs, within 
  which is trapped a small tormented ghostly form.
  
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  THE HAO JIN CATACLYSM
  DEVOURER 
  CR 11
  Pathfinder RPG Bestiary 3 82
  NE Large undead (extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +7, Will +12
  Defensive Abilities spell deflection, undead traits; SR 22
  OFFENSE
  Speed 30 ft., fly 20 ft. (perfect)
  Melee 2 claws +18 (1d8+9 plus energy drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks devour soul, energy drain (1 level, DC 20)
  Spell-Like Abilities (CL 18th)
  At will—animate dead, bestow curse (DC 19), confusion (DC 
  19), control undead (DC 22), death knell (DC 17), ghoul 
  touch (DC 17), inflict serious wounds (DC 18), lesser planar 
  ally, ray of enfeeblement, spectral hand, suggestion (DC 18), 
  true seeing, vampiric touch (DC 18)
  STATISTICS
  Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
  Base Atk +10; CMB +20; CMD 33
  Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, 
  Improved Initiative, Improved Sunder, Power Attack
  Skills Bluff +19, Diplomacy +14, Fly +19, Intimidate +19, 
  Knowledge (arcana) +21, Knowledge (planes) +18, Perception 
  +20, Sense Motive +17, Spellcraft +21, Stealth +6
  Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Devour Soul (Su) By making a touch attack as a standard action, 
  a devourer can deal 12d6+18 points of damage as if using a 
  slay living spell. A DC 22 Fortitude save reduces this damage 
  to 3d6+18. The soul of a creature slain by this attack becomes 
  trapped within the devourer’s chest. The creature cannot be 
  brought back to life until the devourer’s destruction (or a 
  spell deflection—see below) releases its soul. A devourer can 
  hold only one soul at a time. The trapped essence provides 
  a devourer with 5 essence points for each Hit Die possessed 
  by the soul. This devourer has 10 essence points. A devourer 
  must expend essence points when it uses a spell-like ability 
  equal to the spell’s level (for sake of ease, spell levels for its 
  spell-like abilities are included in its stats in superscript). The 
  trapped essence gains one permanent negative level for every 
  5 points of essence drained—these negative levels remain if the 
  creature is brought back to life (they do not stack with negative 
  levels imparted by being brought back to life). A soul that is 
  completely consumed may only be restored to life by a miracle 
  or wish. The save DC is Charisma-based.
  Spell Deflection (Su) If any of the following spells are cast at 
  the devourer and overcome its spell resistance, they instead 
  affect a devoured soul: banishment, chaos hammer, confusion, 
  crushing despair, detect thoughts, dispel evil, dominate person, 
  fear, geas/quest, holy word, hypnotism, imprisonment, magic 
  jar, maze, suggestion, trap the soul, or any form of charm 
  or compulsion. While none of these effects harms the soul, 
  the caster makes a DC 25 caster level check when a spell is 
  deflected—success indicates that the soul is released from its 
  prison and the creature can now be restored to life as normal.
  DROW DEMONIC CHAMPION
  This ebon-skinned elf wears beautifully crafted full plate with a 
  matching shield, and a razor-sharp scimitar swings ready in her hand.
  DROW DEMONIC CHAMPION 
  CR 9
  Pathfinder RPG Monster Codex 37
  Drow antipaladin 10
  CE Medium humanoid (elf)
  Init +5; Senses darkvision 120 ft.; Perception +11
  Aura cowardice (10 ft.), despair (10 ft.)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 shield)
  hp 79 (10d10+20)
  Fort +11, Ref +7, Will +9; +2 vs. enchantments
  Immune sleep, disease; SR 16
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft.
  Melee +1 scimitar +16/+11 (1d6+5/15–20)
  Ranged heavy crossbow +12 (1d10/19–20)
  Special Attacks channel negative energy (DC 18, 5d6), smite good 
  4/day (+3 attack and AC, +10 damage)
  Spell-Like Abilities (CL 10th; concentration +3)
  1/day—dancing lights, darkness, faerie fire
  Antipaladin Spell-Like Abilities (CL 10th; concentration +13)
  At will—detect good
  Antipaladin Spells Prepared (CL 7th; concentration +10)
  3rd—vampiric touch*
  2nd—invisibility, silence (DC 15)
  1st—command*(DC 14), death knell*, protection from good
  STATISTICS
  Str 18, Dex 12, Con 12, Int 12, Wis 8, Cha 16
  Base Atk +10; CMB +14; CMD 25
  Feats Channel Smite, Improved Critical (scimitar), Improved 
  Initiative, Shield Focus, Weapon Focus (scimitar)
  Skills Acrobatics +0, Climb +3, Intimidate +11, Perception +11, 
  Stealth +8
  Languages Elven, Undercommon
  SQ cruelties (dazed, nauseated, sickened, staggered), fiendish 
  boon (weapon +2, 2/day), poison use, touch of corruption  
  8/day (5d6)
  Combat Gear potion of cure serious wounds, potion of delay 
  poison, potion of haste, scroll of defile armor, scroll of 
  invisibility, acid (2), alchemist’s fire (2), antitoxin; Other 
  Gear +1 full plate, +1 heavy steel shield, +1 scimitar, heavy 
  crossbow with 10 mwk bolts, belt of giant strength +2, 69 gp
  
  PATHFINDER SOCIETY SCENARIO
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  76
  SPECIAL ABILITIES
  Poison Use (Ex) Drow never risk accidentally poisoning 
  themselves when applying poison to their weapons.
  *Spell altered from the original source to limit source books.
  DUERGAR CAPTAIN
  This gray-skinned dwarf’s armor is meticulously maintained, and 
  the massive axe swinging in its hand shows the signs of frequent use.
  DUERGAR CAPTAIN 
  CR 8
  Pathfinder RPG Monster Codex 50
  Duergar fighter 9
  LE Medium humanoid (dwarf)
  Init +0; Senses darkvision 120 ft.; Perception +2
  DEFENSE
  AC 22, touch 10, flat-footed 20 (+10 armor, +1 deflection,  
  +1 natural, –1 size)
  hp 90 (9d10+36)
  Fort +10, Ref +4, Will +6 (+2 vs. fear); +2 vs. spells
  Defensive Abilities bravery +2, Immune paralysis, phantasms, 
  poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +2 dwarven waraxe +17/+12 (2d8+12/19–20/×3)
  Ranged mwk heavy crossbow +11 (2d8+1/19–20)
  Special Attacks weapon training (axes +2, crossbows +1)
  Spell-Like Abilities (CL 9th; concentration +6)
  1/day—enlarge person (self only), invisibility (self only)
  STATISTICS
  Str 19, Dex 10, Con 16, Int 10, Wis 15, Cha 4
  Base Atk +9; CMB +13 (+15 overrun, +15 sunder); CMD 25 (29 vs. 
  bull rush or trip)
  Feats Cleave, Great Cleave, Greater Overrun, Greater Sunder, 
  Greater Weapon Focus (dwarven waraxe), Mounted Combat, 
  Power Attack, Vital Strike, Weapon Focus (dwarven waraxe), 
  Weapon Specialization (dwarven waraxe)
  Skills Climb +6, Handle Animal +3, Perception +2, Ride +8, 
  Survival +8
  Languages Common, Dwarven, Undercommon
  SQ armor training 2, slow and steady, stability
  Combat Gear potions of cure serious wounds (2), thunderstones 
  (3); Other Gear +1 full plate, +2 dwarven waraxe, mwk heavy 
  crossbow with 10 bolts, amulet of natural armor +1, cloak of 
  resistance +1, ring of protection +1, 129 gp
  GIANT, ASH
  Towering above a typical human, this misshapen giant’s pale flesh is 
  covered in purulent sores and bulbous tumors.
  ASH GIANT 
  CR 11
  Pathfinder RPG Bestiary 3 126
  CN Large humanoid (giant)
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, 
  –1 size)
  hp 147 (14d8+84)
  Fort +15, Ref +6, Will +5
  Defensive Abilities rock catching; Immune disease, poison
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee Huge club +20/+15 (2d6+11 plus disease), slam +15 
  (1d8+5 plus disease) or 
  2 slams +20 (1d8+11 plus disease)
  Ranged rock +12 (1d8+16 plus disease)
  Space 10 ft.; Reach 10 ft.
  Special Attacks disease, rock throwing (120 ft.)
  STATISTICS
  Str 33, Dex 14, Con 23, Int 9, Wis 12, Cha 10
  Base Atk +10; CMB +22; CMD 34
  Feats Catch Off-Guard, Cleave, Great Cleave, Point-Blank Shot, 
  Power Attack, Precise Shot, Self-Sufficient
  Skills Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
  Languages Common, Giant
  SQ oversized weapon, vermin empathy +14
  Gear hide armor, Huge club
  SPECIAL ABILITIES
  Disease (Su) While ash giants are immune to disease, they carry a 
  contagious form of leprosy. Any creature struck by an ash giant’s 
  attacks is exposed to this virulent sickness.
  Ash Leprosy: Injury; save Fort 23; onset 1 minute; frequency 1/
  day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Oversized Weapon (Ex) An ash giant can wield Huge weapons 
  without penalty.
  Vermin Empathy (Ex) This ability functions as a druid’s wild 
  empathy ability, save that it works only on vermin. An ash 
  giant uses its Hit Dice (14 for most ash giants) as its effective 
  druid level. Vermin are normally mindless, but this empathic 
  communication imparts upon them a modicum of implanted 
  intelligence, allowing the ash giant to train vermin and use 
  them as guardians.
  GIANT, HILL
  This hunched giant exudes power and a crude, stupid anger, its filthy 
  fur clothing bespeaking a brutish and backwoods lifestyle.
  HILL GIANT 
  CR 7
  Pathfinder RPG Bestiary 150
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +6
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, 
   –1 size)
  
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  THE HAO JIN CATACLYSM
  hp 85 (10d8+40)
  Fort +11, Ref +2, Will +3
  Defensive Abilities rock catching
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
  Ranged rock +6 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
  Base Atk +7; CMB +15; CMD 24
  Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency 
  (greatclub), Power Attack, Weapon Focus (greatclub)
  Skills Climb +10, Intimidate +12, Perception +6
  Languages Giant
  Gear hide armor, greatclub
  GRIFFON RIDER
  This imperious elf wields an elegant lance and rides upon a gold-
  feathered griffon.
  GRIFFON RIDER 
  CR 9
  Pathfinder RPG NPC Codex 85
  Elf fighter 10
  LN Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +15
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
  hp 94 (10d10+35)
  Fort +11, Ref +7, Will +6; +2 vs. enchantments, +3 vs. fear
  Defensive Abilities bravery +3; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk lance +18/+13 (1d8+4/×3) or 
  flail +14/+9 (1d8+2)
  Ranged mwk composite longbow +16/+11 (1d8+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks weapon training (spears +2, bows +1)
  TACTICS
  Before Combat Well in advance of battle, the fighter activates her 
  bronze griffon and saddles and armors it. Before the fighting 
  starts, she mounts her griffon, takes to the air, and quaffs her 
  potion of heroism.
  Base Statistics Without heroism, the fighter’s statistics are Senses 
  Perception +13; Fort +9, Ref +5, Will +4; Melee mwk lance 
  +16/+11 (1d8+4/×3) or flail +12/+7 (1d8+2); Ranged mwk 
  composite longbow +14/+9 (1d8+3/×3); CMB +12; Skills 
  Handle Animal +8, Perception +13, Ride +17.
  STATISTICS
  Str 15, Dex 14, Con 14, Int 10, Wis 13, Cha 10
  Base Atk +10; CMB +14; CMD 24
  Feats Combat Reflexes, Improved Bull Rush, Mounted Combat, 
  Power Attack, Ride-By Attack, Shield Focus, Skill Focus (Ride), 
  Spirited Charge, Toughness, Unseat, Weapon Focus (lance)
  Skills Handle Animal +10, Perception +15, Ride +19
  Languages Common, Elven
  SQ armor training 2, elven magic, weapon familiarity
  Combat Gear potions of cure light wounds (2), potion of heroism, 
  alchemist’s fire (5); Other Gear masterwork banded mail, 
  masterwork heavy steel shield, masterwork lance, masterwork 
  composite longbow (Str +2) with 20 arrows, figurine of 
  wondrous power (bronze griffon), bit and bridle, exotic military 
  saddle, masterwork studded leather barding, 47 gp
  GRIFFON RIDER’S GRIFFON FIGURINE
  This majestic bronze beast has the body of a lion, the head and 
  forelegs of a great eagle, and a massive pair of feathered wings.
  GRIFFON FIGURINE 
  CR 4
  Pathfinder RPG Bestiary 168, Pathfinder RPG Core Rulebook 513
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7, Ref +6, Will +4
  OFFENSE
  Speed 30 ft., fly 80 ft. (average)
  Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +7, 1d4+3)
  STATISTICS
  Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
  Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
  Skills Acrobatics +10, Fly +6, Perception +12; Racial Modifiers +4 
  Acrobatics, +4 Perception
  Languages Common (cannot speak)
  HIPPOPOTAMUS, BEHEMOTH
  This immense behemoth of a hippo is larger than an elephant. Its 
  teeth are like scimitars, and it moves with an indomitable gait.
  BEHEMOTH HIPPOPOTAMUS 
  CR 10
  Pathfinder RPG Bestiary 2 157
  N Huge animal
  Init +3; Senses low-light vision; Perception +12
  DEFENSE
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
  hp 133 (14d8+70)
  Fort +14 (+16 vs. nonmagical disease), Ref +8, Will +7
  Defensive Abilities sweat
  OFFENSE
  Speed 50 ft.
  
  PATHFINDER SOCIETY SCENARIO
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  78
  Melee bite +17 (4d8+13/19–20 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks capsize, trample (2d6+13, DC 26)
  STATISTICS
  Str 29, Dex 8, Con 20, Int 2, Wis 13, Cha 5
  Base Atk +10; CMB +21 (+25 grapple); CMD 30 (34 vs. trip)
  Feats Diehard, Endurance, Improved Critical (bite), Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Perception +12, Stealth +2 (+12 underwater), Swim +13; 
  Racial Modifiers +10 Stealth underwater
  SQ hold breath
  MOHRG
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOHRG 
  CR 8
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  Fort +6, Ref +10, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch 
  (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility, Skill Focus (Perception), Spring 
  Attack
  Skills Climb +22, Perception +23, Stealth +21, Swim +19
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. The 
  sudden bloom of unlife causes a surge of negative energy to 
  flow through the mohrg. Whenever a mohrg creates a zombie 
  in this manner, it is healed 1d6 hit points per HD possessed 
  by the slain creature and acts as if hasted for the round 
  immediately following the spawn’s creation.
  MOSQUITO, GIANT
  A bloated, red belly dangles beneath the furiously beating wings of 
  this massive mosquito.
  GIANT MOSQUITO 
  CR 6
  Pathfinder RPG Bestiary 2 193
  N Medium vermin
  Init +7; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 19, touch 17, flat-footed 12 (+7 Dex, +2 natural)
  hp 60 (8d8+24)
  Fort +9, Ref +9, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +10 (1d8+6 plus bleed, disease, and grab)
  Special Attacks bleed (2d4), blood drain (1d2 Constitution)
  STATISTICS
  Str 18, Dex 25, Con 17, Int —, Wis 13, Cha 6
  Base Atk +6; CMB +10 (+14 grapple); CMD 27 (35 vs. trip)
  Skills Fly +11, Perception +9; Racial Modifiers Perception+8
  SPECIAL ABILITIES
  Disease (Ex) Malaria: Bite—injury; save Fortitude DC 17; onset 
  1d3 days; frequency 1 day; effect 1d3 Con damage and 
  1d3 Wis Damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  ROPER
  A huge eye opens in this conical creature’s front, just above a toothy 
  mouth. Long strands of fibrous material whip from its sides.
  ROPER 
  CR 12
  Pathfinder RPG Bestiary 237
  CE Large aberration
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +24
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 162 (12d8+108)
  Fort +13, Ref +5, Will +13
  Immune electricity; Resist cold 10; SR 27
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 10 ft.
  Melee bite +20 (4d8+18/19–20)
  Ranged 6 strands +10 touch (1d6 Strength)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pull (strand, 5 feet), strands
  STATISTICS
  Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
  Base Atk +9; CMB +22; CMD 33 (can’t be tripped)
  Feats Improved Critical (bite), Improved Initiative, Iron Will, Skill 
  Focus (Perception, Stealth), Weapon Focus (strand)
  Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge 
  (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy 
  areas); Racial Modifiers +8 Stealth in stony or icy areas
  Languages Aklo, Undercommon
  SPECIAL ABILITIES
  Strands (Ex) A roper can extend up to six thin, sticky strands 
  from its body at a time, launching them to a maximum range 
  of 50 feet. A roper’s attacks with its strands resolve as ranged 
  
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  THE HAO JIN CATACLYSM
  touch attacks. These strands are quite strong, but can be 
  severed by any amount of slashing damage (a strand is AC 
  20). A creature struck by a strand is numbed and weakened by 
  the strange material, and must succeed at a DC 25 Fortitude 
  save or take 1d6 points of Strength damage. The save DC is 
  Constitution-based. 
  RUBY PHOENIX GUARDIAN
  A bird made of ruby flames soars through the air, smoke trailing 
  in its wake.
  ELDER RUBY PHOENIX GUARDIAN 
  CR 14
  Variant phoenix (Pathfinder RPG Bestiary 227)
  LN Gargantuan magical beast (fire)
  Init +11; Senses darkvision 60 ft., detect chaos, low-light vision, 
  see invisibility; Perception +26
  Aura shroud of flame (4d6 fire, 20 ft., DC 24)
  DEFENSE
  AC 27, touch 14, flat-footed 19 (+7 Dex, +1 dodge, +13 natural, 
  –4 size)
  hp 199 (19d10+95); regeneration 5 (cold or chaotic)
  Fort +16, Ref +18, Will +12
  DR 15/chaotic; Immune fire; SR 25
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee bite +22 (2d8+7 plus 1d6 fire), 2 talons +22 (2d6+7/19–20 
  plus 1d6 fire)
  Space 20 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 15th; concentration +20) 
  Constant—detect chaos, see invisibility
  At will—continual flame, cure critical wounds, greater dispel 
  magic, remove curse, wall of fire
  3/day—greater restoration, mass cure critical wounds, 
  quickened wall of fire
  1/day—fire storm (DC 22)
  STATISTICS
  Str 25, Dex 25, Con 20, Int 23, Wis 18, Cha 20
  Base Atk +19; CMB +31; CMD 49
  Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, 
  Flyby Attack, Improved Critical (talon), Improved Initiative, 
  Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
  Skills Acrobatics +29, Diplomacy +25, Fly +27, Intimidate +25, 
  Knowledge (nature) +25, Knowledge (planes) +25, Perception 
  +26, Sense Motive +23
  Languages Auran, Celestial, Common, Ignan, Tien
  SPECIAL ABILITIES
  Banishing Strike (Su) Once per round, when the Ruby 
  Phoenix Guardian hits a target with its slam attack, it can 
  attempt to eject that target from the Hao Jin Tapestry. This 
  functions as banishment (DC 23 Will negates). A creature 
  who succeeds at a saving throw against this ability is 
  immune for 24 hours. 
  Shroud of Flame (Su) The Ruby Phoenix Guardian can cause 
  its feathers to burst into flame as a free action. As long as its 
  feathers are burning, it deals an additional 1d6 points of fire 
  damage with each natural attack, and any creature within the 
  Guardian’s reach at the beginning of the creature’s turn must 
  succeed at a DC 24 Reflex save each round or take 4d6 points of 
  fire damage. A creature that attacks the Guardian with natural 
  or non-reach melee weapons takes 1d6 points of fire damage 
  (no save) with each hit. The save DC is Constitution-based.
  TRUE RUBY PHOENIX GUARDIAN 
  CR 16
  Variant phoenix (Pathfinder RPG Bestiary 227)
  NG Gargantuan magical beast (fire)
  Init +11; Senses darkvision 60 ft., detect chaos, low-light vision, 
  true seeing; Perception +29
  Aura shroud of flame (5d6 fire, 20 ft., DC 25)
  DEFENSE
  AC 28, touch 14, flat-footed 20 (+7 Dex, +1 dodge, +14 natural, 
  –4 size)
  hp 210 (20d10+100); regeneration 10 (cold or chaotic)
  Fort +17, Ref +19, Will +14
  DR 15/chaotic; Immune fire; SR 27
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee bite +24 (2d8+8 plus 1d6 fire), 2 talons +24 (2d6+8/19–
  20 plus 1d6 fire)
  Space 20 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 18th; concentration +25)
  Constant—detect chaos, true seeing
  At will—continual flame, cure critical wounds, greater dispel 
  magic, remove curse, wall of fire
  3/day—fire storm (DC 24), greater restoration, heal, mass 
  cure critical wounds, quickened wall of fire
  STATISTICS
  Str 27, Dex 25, Con 20, Int 23, Wis 22, Cha 24
  Base Atk +20; CMB +32; CMD 50
  Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, 
  Flyby Attack, Improved Critical (talon), Improved Initiative, 
  Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
  Skills Acrobatics +30, Diplomacy +27, Fly +28, Intimidate +27, 
  Knowledge (nature) +26, Knowledge (planes) +26, Perception 
  +29, Sense Motive +26
  Languages Auran, Celestial, Common, Ignan, Tien
  SPECIAL ABILITIES
  Banishing Strike (Su) Once per round, when the Ruby Phoenix 
  Guardian hits a target with a slam attack, it can attempt to 
  eject that target from the Hao Jin Tapestry. This functions as 
  banishment (DC 26 Will negates). A creature who succeeds at 
  a saving throw against this ability is immune for 24 hours. 
  Hao Jin’s Flames (Su) The Ruby Phoenix Guardian’s strikes tap 
  into Hao Jin’s mythic abilities. Its fire damage ignores all 
  resistances and immunities of non-lawful targets.
  
  PATHFINDER SOCIETY SCENARIO
  80
  80
  Shroud of Flame (Su) The Ruby Phoenix Guardian can cause 
  its feathers to burst into flame as a free action. As long as its 
  feathers are burning, it deals an additional 1d6 points of fire 
  damage with each natural attack, and any creature within the 
  Guardian’s reach at the beginning of the creature’s turn must 
  succeed at a DC 25 Reflex save each round or take 5d6 points of 
  fire damage. A creature that attacks the Guardian with natural or 
  non-reach melee weapons takes 1d6 points of fire damage (no 
  save) with each successful hit. The save DC is Constitution-based.
  SPIDER, GIANT TARANTULA
  This massive tarantula’s eight eyes glow with otherworldly flames.
  FIENDISH GIANT TARANTULA 
  CR 9
  Pathfinder RPG Bestiary 2 292, 256
  N Gargantuan vermin
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 115 (10d8+70)
  Fort +14, Ref +4, Will +3
  Defensive Abilities barbed hairs; Immune mind-affecting effects; 
  Resist cold 10, fire 10; SR 14
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +15 (3d6+18 plus poison)
  Ranged barbed hairs +4 touch (nausea)
  Space 20 ft.; Reach 20 ft.
  Special Attacks smite good 1/day
  STATISTICS
  Str 35, Dex 13, Con 24, Int —, Wis 10, Cha 2
  Base Atk +7; CMB +23; CMD 34 (46 vs. trip)
  Skills Climb +28, Perception +4, Stealth –7 (–3 in webs); Racial 
  Modifiers +8 Climb+4 Perception+4 Stealth (+8 in webs)
  SPECIAL ABILITIES
  Barbed Hairs (Ex) A tarantula can throw barbed hairs from its 
  back at a creature as a ranged touch attack (range increment 20 
  feet). A creature struck by these hairs must succeed at a DC 22  
   
   
   
  Fort save or be nauseated for 1d6 rounds. A creature that 
  attacks a giant tarantula with a non-reach melee weapon must 
  succeed at a DC 22 Reflex save to avoid being struck by these 
  hairs. The save DC is Con-based.
  Poison (Ex) Bite—injury; save Fort DC 24; frequency 1/round for 
  6 rounds; effect 1d6 Str; cure 2 consecutive saves. Save DC is 
  Con-based with a +2 racial bonus.
  Smite Good Once per day as a swift action, a fiendish tarantula 
  can choose one target within sight to smite. If the target is 
  good, the tarantula adds a +10 bonus to its damage rolls 
  against the target until the tarantula rests.
  UNRAVELING CREATURE TEMPLATE
  An undead created by the tapestry’s malfunctioning repair 
  mechanism, known as soul stitching, gains the following 
  template to represent its connection to the demiplane’s fabric.
  UNRAVELING CREATURE (CR +0)
  The creature retains its statistics and special abilities and 
  gains those listed below.
  Senses: An unraveling creature gains blindsense 30 ft. 
  while in the Hao Jin Tapestry.
  Tapestry-Bound (Ex): An unraveling creature feels an 
  inexorable pull toward the part of the Hao Jin Tapestry that 
  created it. It cannot willingly travel more than half a mile 
  from the location of its creation. If it is forced to do so, it 
  is staggered and takes a –2 penalty on all d20 rolls until 
  it returns.
  Tapestry-Woven (Ex): Unraveling creatures lose any abilities 
  that would allow them to create additional creatures, such as 
  create spawn.
  Traverse Tapestry (Ex): This creature can pass through any 
  material of the tapestry demiplane (from earth and stone to 
  water and lava) as easily as a fish swims through water. If the 
  creature ends its turn while passing through the tapestry 
  (except through air), it has a 50% chance to be reabsorbed into 
  the demiplane and destroyed. This does not grant creatures 
  the ability to fly if they cannot already do so.
  
  81
  81
  THE HAO JIN CATACLYSM
  Handout #1: Tapestry Chronicles
  Search your PC’s Chronicle Sheets for those listed below. Write your character’s name next to one of the 
  blanks below, and check off the boxes corresponding to the scenarios your character has played. Then pass 
  this sheet to another player or the GM.
  Character #1 Name: _____________________ 
  Character #2 Name: _____________________ 
  Character #3 Name: _____________________ 
  Character #4 Name: _____________________ 
  Character #5 Name: _____________________ 
  Character #6 Name: _____________________ 
  Character #7 Name: _____________________
  #3–12: Wonders in the Weave—Part I: The Dog 
  Pharaoh’s Tomb 
   
   
   
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7 
   
   
  #3–14: Wonders in the Weave—Part II: Snakes 
  in the Fold 
   
   
   
   
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7
  #3–20: The Rats of Round Mountain—Part I: The 
  Sundered Path  
   
   
   
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7 
  #3–21: The Temple of Empyreal Enlightenment 
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7 
  #3–22: The Rats of Round Mountain—Part II: 
  Pagoda of the Rat 
   
   
   
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7
  #6–21: Tapestry’s Toil  
   
   
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7
  #6–97: Siege of Serpents 
   
   
  ▫ Character #1 
   
   
   
  ▫ Character #2 
   
   
   
  ▫ Character #3 
   
   
   
  ▫ Character #4 
   
   
   
  ▫ Character #5 
   
   
   
  ▫ Character #6 
   
   
   
  ▫ Character #7
  
  PATHFINDER SOCIETY SCENARIO
  82
  82
  Handout #2: Missions
  Handout #3: Ruby Feather
  Completing any of the missions below can assist in the Pathfinder Society’s efforts to secure a region of the 
  tapestry. Choose carefully, as you likely do not have time to tackle every mission.
  Mission 1: Visit our Muckmouth lizardfolk allies, help them fight back an incursion of undead, and secure 
  a source of magic relics for their tribe.
  Mission 2: Our ratfolk allies in Round Mountain sent out a call for help. The entire mountain is unstable, 
  and dangerous creatures abound! Secure passage to the Pagoda of the Rat.
  Mission 3: The Temple of Empyreal Enlightenment has flourished since we cleansed it of corruption, but 
  now its leader falters in the face of the tapestry’s chaos. Go to the temple and set things right.
  Mission 4: The duergar of Slave Mountain are becoming more desperate and aggressive. They are taking 
  slaves beneath the mountain and performing a disturbing ritual. Do what you can to understand their dark 
  plot, and stop the ritual!
  Mission 5: The Aspis Consortium poisoned many of the tapestry’s residents against us. Three factions have 
  nonetheless agreed to meet with us. You must convince them to trust the Society in this desperate hour.
  Mission 6: We know of a mystical fountain that never runs out of water and so could help with the 
  tapestry’s repairs, but it has stopped working. Secure this eternal water source.
  You’ve received a feather formed from the magic of the legendary sorceress Hao Jin. You can perform one 
  of the following three actions when you receive this feather.
  Repair: Succeed at a Hard Craft (cloth), Heal, Knowledge (arcana or planes), Spellcraft, or Use Magic 
  Device check. If this feather has been empowered, the DC decreases to Average.
  Resurrect: Cast resurrection on a single member of the party. If this feather has been empowered, you 
  can instead resurrect the entire party. Using the feather for resurrection consumes all of its magic, meaning 
  it can no longer be used to repair the tapestry.
  Empower: To empower a feather, a PC can expend one use of a healing ability (such as channel energy) 
  or an ability that does fire damage, or cast one spell with the healing or fire descriptor with a sufficient 
  spell level (1st level for Subtiers 1–2 and 3–4, 2nd level for Subtier 5–6, 3rd level for Subtiers 7–8 and 
  10–11). Check the empowered box below and pass this handout to another table. 
  ▫ EMPOWERED 
  
  83
  83
  THE HAO JIN CATACLYSM
  Handout #4: Special Boost Tracker
  As the PCs complete missions in Part 2, they earn the ability to perform special boosts to Aid Tokens. The 
  following table can assist GMs in tracking which boosts their table has earned and which boost effects 
  they have used.
  Mission 
  Boost 
  Unlocked? 
  Used?
  Mission 1 
  Provide Spellcasting 
  ▫ 
  ▫
  Mission 2 
  Share Knowledge 
  ▫ 
  ▫
  Mission 3 
  Burst of Healing 
  ▫ 
  ▫
  Mission 4 
  Coordinated Manuevers 
  ▫ 
  ▫
  Mission 5 
  Allied Offensive 
  ▫ 
  ▫
  Mission 6 
  Timely Inspiration 
  ▫ 
  ▫
  
  PATHFINDER SOCIETY SCENARIO
  84
  84
  Handout #5: Aid Token Reference
  In this event, you can use an Aid Token to gain one of the benefits below. At the end of an encounter in which the 
  token was used, pass it to another table that does not have an Aid Token. If you don’t need the token, you can pass it 
  to another table without using it.
  Before passing the token, you can perform a particular action to boost the effect. You can only attempt an action to 
  boost an aid token once before passing it. Each mission during Part 2 unlocks a special boost.
  Allied Offensive: An NPC ally aids your attack, increasing the damage dealt on one attack by the following amount: 
  1d8 in Subtiers 1–2 and 3–4, 2d8 in Subtiers 5–6 and 7–8, and 3d8 in Subtier 10–11. In addition, after the attack, 
  characters attacking the target are considered to be flanking it until the beginning of the attacker’s next turn. 
  To Boost: Succeed at an attack roll against an AC equal to the difficulty of an Average skill check. 
  Boosted Effect: Increase the damage dealt by 1d8. Write Allied Offensive (+1d8) on the Aid Token.
  Special Boost: Once during the adventure, a table that has completed a particular mission can automatically boost 
  this Aid Token and increase the damage dealt by 2d8. Write Allied Offensive (+2d8) on the Aid Token.
  Burst of Healing: An NPC ally heals all of the PCs for 1d6 points of damage in Subtier 1–2 and 3–4, 3d6 points of 
  damage in Subtier 5–6 and 7–8, and 5d6 points of damage in Subtier 10–11.
  To Boost: Expend one use of channel positive energy or cast one spell with the (healing) descriptor with a spell level 
  greater than or equal to your table’s APL/2, rounded up. A PC must cast this spell, not simply activate a magic item. 
  Boosted Effect: Increase the healing by 2d6.
  Special Boost: Once during the adventure, a table that has completed a particular mission can boost this Aid Token 
  without expending resources.
  Coordinated Maneuvers: An NPC ally assists a PC in performing a combat maneuver. The PC must choose to use 
  this Aid Token before rolling; they may roll twice and take the better result. 
  To Boost: Succeed at a combat maneuver check against a CMD equal to an Average skill check. 
  Boosted Effect: The combat maneuver check gains a +2 bonus. Write Coordinated Maneuvers (+2) on the Aid Token.
  Special Boost: Once during the adventure, a table that has completed a particular mission can automatically boost 
  this Aid Token and increase the bonus to +4. Write Coordinated Maneuvers (+4) on the Aid Token.
  Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. 
  To Boost: Cast one of the following spells: lesser restoration, neutralize poison, remove curse, or remove disease. 
  Only these spells may be granted. Write Provide Spellcasting, the spell granted, and the caster level on the Aid Token.
  Special Boost: Once during the adventure, a table that has completed a particular mission can increase the spell’s 
  caster level by 4 when boosting this Aid Token.
  Share Knowledge (must be boosted): Gain the benefit of a Knowledge check or a Spellcraft check to identify a 
  magical item; the type and difficulty (Easy, Average, or Hard) depend on the table granting the benefit. 
  To Boost: Succeed at a Knowledge check of your choice. Write Share Knowledge on the Aid Token, noting the type 
  of the check and the difficulty reached (Easy, Average, or Hard).
  Special Boost: Once during the adventure, a table that has completed a particular mission can automatically grant a 
  success on a Hard skill check when boosting this token. 
  Timely Inspiration: An NPC ally provides the effects of a bard’s inspire courage bardic performance for 3 rounds, 
  with +1 bonus in Subtiers 1–2 and 3–4, a +2 bonus in Subtiers 5–6 and 7–8, and a +3 bonus in Subtier 10–11. 
  To Boost: Expend 3 rounds of bardic performance or a similar ability.
  Boosted Effect: Increase the bonus by 1. Write Timely Inspiration on the Aid Token.
  Special Boost: Once during the adventure, a table that has completed a particular mission can extend the duration 
  of the boost to 6 rounds. Write Timely Inspiration (6 rounds) on the Aid Token.
  
  85
  85
  THE HAO JIN CATACLYSM
  Aid Token
  You’ve gained an Aid Token! For information about the ways you can use this token to benefit your PCs and 
  to help other tables, see the Aid Token reference sheet.
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  Boosted Effect: ___________________________________ Character Name: _________________________________________
  
  PATHFINDER SOCIETY SCENARIO
  86
  86
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
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  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
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  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Society Scenario #10–00: The Hao Jin Cataclysm © 2018, Paizo Inc.; 
  Author: Mike Kimmel.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #10-00: 
  The Hao Jin Cataclysm
  
  Normal
  Slow
  SUBTIER
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  1–2
  5–6
  7–8
  10–11
  250
  1,250
  2,667
  3,833
  625
  500
  2,500
  5,334
  7,667
  1,250
  3–4
  Pathfinder Society Scenario #10-00: 
  The Hao Jin Cataclysm
  Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone 
  who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the 
  following rewards corresponding to an objective that you successfully completed or that the House successfully 
  completed, and cross the others off your Chronicle sheet. 
  These NPCs help you in three different ways. First, you may spend 2 Prestige Points to learn the listed language 
  from that NPC. Second, you may check a box that precedes a reward as a standard action to consult that NPC for 
  assistance with one of the listed skill checks. You may use that NPC’s bonus in place of your own when rolling 
  the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless 
  otherwise stated, this is a standard action.
  The NPCs become stronger throughout their adventures with you. Their bonus on skill checks depends upon your 
  character level (Level 1–2: +6, Level 3–4: +8, Level 5–6: +11, Level 7–8: +14, Level 9–10: +18, Level 11+: +22)
  ▫ ▫ Aspiring Warrior (Muckmouth Lizardfolk): Inspired by your heroism, an eager young lizardfolk has decided to 
  join the Pathfinder Society. She is determined to someday be able to best you in combat, but for now, she’s happy to 
  share a few of her tricks. Language: Draconic; Skills: Acrobatics, Swim; Special: Add +1d6 on all of your damage rolls for 
  1 round (free action to activate).
  ▫▫ Canny Survivalist (Round Mountain): One of the scouts who maintains the tunnels around the Pagoda of the 
  Rat would much rather accompany you on your journeys than return to his duties. Language: Undercommon; Skills: 
  Handle Animal, Survival; Special: Gain the benefits of flanking on all of your attacks for 1 round (free action to activate).
  ▫▫ Curious Scholar (Patchwork Allies): This syrinx scholar is a fountain of knowledge to anyone who can tolerate her 
  incessant barrage of questions. Language: Tien; Skills: Knowledge (history or planes); Special: Reroll a Knowledge check 
  before learning the results of the roll (free action to activate).
  ▫▫ Rescued Gemsmith (Slave Mountain): After Pathfinders saved him from soul-sacrificing duergar, this taciturn 
  gemsmith decided to lend his sharp eyes to the Society. Language: Dwarven; Skills: Appraise, Perception; Special: The 
  dwarf casts detect secret doors or locate object (CL equal to your character level).
  ▫▫ Serene Kappa (Eternal Lake): This kappa wishes to find a new lake on Golarion, but not before sharing his 
  wisdom with the Society. Language: Aquan; Skills: Heal, Sense Motive; Special: The kappa casts water breathing (CL equal 
  to your character level).
  ▫▫ Traveling Priest (Temple of Empyreal Enlightenment): A priest from the Temple of Empyreal Enlightenment 
  believes that the next step on her path to enlightenment is to venture far from the temple, learning from sages across 
  Golarion. Language: Celestial; Skills: Diplomacy, Knowledge (religion); Special: Damage a touched haunt, as if a paladin 
  of your character level used lay on hands.
  ▫▫ Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical 
  energy left over, which they have gifted back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s 
  power.  You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, 
  gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level 
  as your caster level.
  Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
  Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.
  Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use 
  restoration to remove a permanent negative level, check both boxes.
  Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can 
  use, though both of these spell-like abilities requires you to check both boxes.
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 10/PF S10-00 - The Hao Jin Cataclysm.pdf