TEXT: By Andrew Hoskins
  THE SOLSTICE SCAR
  PATHFINDER SOCIETY SCENARIO #8-99B 
  TIER 1–11
  
  The Solstice Scar 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, 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, see the campaign’s home page 
  at paizo.com/pathfinderSociety.
  This is Version B of an evolving storyline that is
  re-released regularly with updated content.
  HOW TO PLAY
  Author • Andrew Hoskins
  Development Lead • John Compton
  Cover Artist • Jason Engle
  Interior Artist • Javier Charro
  Cartographer • Jason Engle, Sean Macdonald
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, 
  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 • Lyz Liddell, Adrian Ng, and Lacy Pellazar 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Director of Licensing • Michael Kenway
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
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  Sara Marie, and Diego Valdez
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  Lissa Guillet, and Erik Keith
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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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 trademarks, proper nouns (characters, deities, locations, etc., as well 
  as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, 
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  been designated as Open Game Content, or are exclusively derived from previous open game 
  content, or that are in the public domain are not included in this declaration.)
  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 Special #8–99B: The Solstice Scar © 2017, 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, 
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  Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder 
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  GM ResouRces
  This adventure makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Class 
  Guide (ACG), Pathfinder RPG Advanced Player’s Guide (APG), Pathfinder RPG Advanced Race Guide 
  (ARG), Pathfinder RPG Occult Adventures (OA), Pathfinder RPG Ultimate Combat (UC), Pathfinder 
  RPG Ultimate Equipment (UE), Pathfinder RPG Ultimate Magic (UM), Pathfinder RPG Bestiary, 
  Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder RPG 
  Bestiary 5, Pathfinder RPG Bestiary 6, Pathfinder RPG Monster Codex, Pathfinder RPG NPC Codex, 
  and Pathfinder RPG Villain Codex. These rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Document at paizo.com/prd, and the relevant rules from the bestiaries and 
  codices are reprinted at the back of the adventure in Appendices 1–15 for the GM’s convenience.
  Table of Contents
  The Solstice Scar, Version B        3
  Player Handout                     44
  Appendices                          45
  Aid Token                            94
  Chronicle Sheet                    96
  
  • The Solstice Stones
  Realm of the 
  Mammoth Lords
  Absalom
  Belkzen
  3
  W
  hen 
  the 
  Shining 
  Crusade 
  defeated 
  the 
  dread lich Tar-Baphon in 3827 ar, the lich’s 
  lieutenants scattered, hoping to evade the 
  crusade’s triumphant armies. Eshimka, one of the 
  nightwalkers serving Tar-Baphon, fled north to hide and 
  build up its power. Ivvora, a disciple of the divine martyr 
  Vildeis, tracked the evil creature into the Tusk Mountains. 
  There she contacted a nearby tribe of Kellids known as the 
  Twinhorn following, and together, they formed a plan to 
  destroy the nightwalker.
  On the winter solstice, they lured Eshimka to a circle 
  of standing stones where the Twinhorn druids used their 
  powerful magic to bind the nightwalker. Ivvora leapt from 
  the shadows and attacked, burying her sacred dagger deep 
  into Eshimka’s flesh before the blade snapped off near the 
  hilt. Try as it might, the nightwalker could not pry the blade 
  loose. As the druids’ ritual concluded at the darkest hour of 
  the solstice, Eshimka sensed its imminent demise and used 
  magic to escape back to the Negative Energy Plane.
  After the escape of the nightwalker, Ivvora left the ruined 
  hilt of her blade with the Twinhorn following, instructing 
  them to place it on the center stone each year when the 
  world grew darkest. She then traveled north, pursuing 
  new threats in her never-ending quest to eradicate evil 
  from Golarion. The Twinhorns have kept their promise 
  to Ivvora over countless generations, ensuring that their 
  nomadic circuit always brings them back to the standing 
  stones each winter.
  For centuries, Eshimka has been able to travel the planes 
  and build up its power, gathering armies of undead followers. 
  However, the combination of the druids’ magic and the 
  fragment of Ivvora’s blade have prevented the nightwalker 
  from returning; the former bars it from traveling to the 
  Material Plane except during the winter solstice, and the 
  latter pulses painfully with holy power as a reminder of what 
  awaits the undead menace if it returns. Eshimka is patient 
  and waits for the day it can gain its revenge on mortals. Each 
  year it prepares itself to travel back, but thinks better after 
  sensing Ivvora—in truth the hilt of her dagger—waiting to 
  finish it off.
  THE SOLSTICE SCAR
  By Andrew Hoskins
  Part 1 of this adventure takes place in Absalom, where the 
  Twinhorn warriors have broken into the Blakros Museum 
  and retrieved their stolen relic, setting off the museum’s 
  numerous defenses in the process. After the PCs retrieve 
  the hilt and make peace with the Kellids, they travel north 
  to the Twinhorn camp at the base of the Tusk Mountains, 
  but find that Eshimka’s vanguard has already begun its 
  invasion of Golarion. After fending off the assault, the 
  PCs travel farther north in the Tusk Mountains that bisect 
  the Realm of the Mammoth Lords to find a lost hero, 
  clash with a tribe of fanatic kobolds, and battle a flight 
  of white dragons. For more information about the Realm 
  of the Mammoth Lords, see Pathfinder Campaign Setting: 
  People of the North, available in game stores and online 
  at paizo.com.
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  4
  Recently, acquisition agents from the Blakros Museum 
  discovered the Twinhorns’ interesting tradition while 
  following the story of Ivvora, champion of the Shining 
  Crusade. They approached the following, asking to buy the 
  relic to display in their new exhibit. When the Twinhorns 
  refused, the acquisition agents decided to steal it, unwilling 
  to let such a rare treasure rest in the hands of barbaric 
  northerners. They quickly traveled south, returning to 
  Absalom with their prize. Once the following became aware 
  of the theft, they dispatched a large group of warriors to 
  retrieve the hilt, led by Medda, the following’s spiritual 
  leader and keeper of Ivvora’s treasured weapon. They vowed 
  to return with it before the winter solstice, for it was not a 
  point of pride but a matter of life and death for all living 
  creatures in their territory.
  SUMMARY
  The PCs begin the adventure in the Grand Lodge, having 
  just participated in the Torchbearing, an annual event to 
  train Pathfinders and build trust between its diverse agents. 
  In Part 1, the PCs learn from Venture-Captain Ambrus Valsin 
  that the Blakros Museum is under attack—again. He urges 
  the PCs to help him disable the haywire defenses and arrest 
  the thieves who invaded the museum. The PCs must deal 
  with the magical wards, constructs, guard creatures, and 
  even haunted Shining Crusade relics. Once they get to 
  the third floor, they encounter Medda and her Twinhorn 
  warriors. While interacting with them, a bound devil escapes 
  into the cramped lounge; the Kellids and the PCs must work 
  together to destroy this greater threat.
  After the devil is dispatched, Medda has a warrior’s respect 
  for the PCs and is willing to discuss the Kellids’ reason for 
  attacking. Valsin is angered to learn that museum agents 
  resorted to theft to gain relics and promises Medda that the 
  PCs will accompany them back to the Tusk Mountains to 
  return the hilt, beginning the next part.
  Part 2 does not appear in Version B of this adventure. (In 
  Part 2, the PCs secure passage for their convoy through the 
  Hold of Belkzen and fight off renegade tribes’ raiders.)
  In Part 3, the PCs arrive at the Twinhorn encampment too 
  late; Eshimka’s forces have begun flooding through a portal 
  at the standing stones. The PCs must fight back the undead 
  and close the rift. Once it’s sealed, the PCs learn that the 
  attack left an extraplanar scar. Expecting an even greater 
  invasion the next solstice, the PCs must prepare to defeat 
  Eshimka and end the threat forever.
  In Part 4, the PCs follow in the footsteps of the paladin 
  Ivvora, seeking the place where she died battling a powerful 
  white dragon. There, Medda hopes to commune with Ivvora 
  in the afterlife, learning how they can reforge the broken 
  dagger or create a new weapon to destroy Eshimka. In the 
  process, the PCs must fight the new generations of white 
  dragons and their kobold servitors who now inhabit the area.
  RUNNING THE EVENT
  The Solstice Scar accommodates varying House sizes (anything 
  from 3 tables to 150 tables or more). The introduction and 
  player mustering phases are built into the scenario. There 
  is no requirement to have everyone seated before players 
  actually begin the introduction, and Table GMs should be 
  ready to start as soon as four or more players have been 
  seated at their table.
  For conveying data to larger numbers of tables, a 
  projected display can help aid the House in having access 
  to important information including art depictions of PCs 
  locations, maps that illustrate travel across Avistan, and 
  a gauge in each part showing how close the House is to 
  earning a special benefit.
  GLOSSARY OF TERMS
  The Solstice Scar uses several terms unique to the Pathfinder 
  Society Special format as listed below. Each participant’s role 
  in the event is outlined under the respective entry.
  APL: This term indicates the Average Party Level for a 
  participating table.
  Courier: For larger events, the HQ Staff will need to 
  provide some extra volunteers to wander among the 
  tables and collect notes that report successes from the 
  various tables.
  House: All the PCs participating in the adventure across 
  all subtiers.
  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 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
  
  5
  THE SOLSTICE SCAR
  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. 
  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 for 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 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.
  Part: This event is broken into three separate segments. 
  Within each part, each individual table can generally 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.
  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.
  Table GM: These GMs each manage a single table of 
  players. Tables are run exactly like one would run 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 
  should notify the Overseer GM; as time allows, either run 
  an additional encounter or have the table take a short break 
  before the next scene change. 
  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 check and saving throw DCs.
  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 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.
  Once per encounter, any character at a table can use an 
  Aid Token to assist the group in one of the ways described 
  below. Once a table uses an Aid Token, one of the players 
  then passes the Aid Token to a neighboring table for them to 
  use. A table can only benefit from one token per encounter. 
  Because there are a limited number of Aid Tokens; hoarding 
  one means that somebody else doesn’t get to use it.
  If a table receives an Aid Token and doesn’t need 
  its benefits, they’re encouraged to boost its potency by 
  expending some of their own resources or attempting a skill 
  check. Boosting an Aid Token, including attempting a skill 
  check, is part of passing that Aid Token to another table. A 
  table can neither retry such a skill check nor boost an Aid 
  Token more than once before passing it to another table. 
  A table may boost a 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 name down next to the boosted 
  effect along with any other relevant information. Using a 
  boosted effect consumes the boost; the player should erase 
  the boost information from the Aid Token.
  Some Aid Token benefits may be used only if already 
  boosted by another table. An Aid Token’s benefits vary based 
  on the table’s subtier, and these benefits can take one of the 
  following forms.
  Allied Offensive: A Pathfinder agent strikes a creature at 
  the same time as the PC, increasing the damage dealt by one 
  attack by 1d8 points. In addition, after the attack, anyone 
  attacking the target is considered to be flanking it until the 
  beginning of the attacker’s next turn. In Subtiers 5–6 and 
  7–8, this amount increases to 2d8 points. In Subtier 10–11, 
  this amount increases to 3d8 points. To Boost: Succeed at 
  an attack roll against an AC equal to an Average skill check. 
  Boosted Effect: +1d8 points of damage.
  Burst of Healing: A Pathfinder agent heals all of the 
  PCs of 1d6 points of damage. In Subtiers 5–6 and 7–8, the 
  amount healed increases to 3d6 points. In Subtier 10–11, the 
  amount healed increases to 5d6 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 APL/2, rounded down. A PC must cast this spell, not 
  simply activate a wand or scroll. Boosted Effect: +2d6 points 
  of damage healed.
  Timely Inspiration: A Pathfinder agent 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 similar 
  ability. Boosted Effect: Increase the competence bonus by 1.
  Provide Knowledge (Must Be boosted): Gain the benefits 
  of a Knowledge skill check or Spellcraft skill check used to 
  identify a magical item; the type and difficulty (Easy, Average 
  or Hard) depend on the table granting the benefit. To Boost: 
  
  PATHFINDER SOCIETY SCENARIO
  6
  Succeed at a Knowledge check of your choice, the result of 
  the check (Easy, Average or Hard) should be noted 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 
  and note your PC’s name and caster level on the Aid 
  Token: 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, may also 
  grant these benefits.
  TIMELINE
  The Solstice Scar should take less than 5 hours. Each section 
  transitions automatically after a certain amount of time 
  passes. In general, each part should take no longer than 
  90 minutes, allowing approximately 30 minutes total for 
  transitions, mustering, and filling out Chronicle sheets.
  Individual parts have more detailed information about 
  their time breakdown.
  
  7
  THE SOLSTICE SCAR
  PART 1: CHAOS AT THE MUSEUM
  Medda and her warriors have scouted the Blakros Museum. 
  They discovered Ivvora’s hilt on display on the 2nd floor 
  and planned to come back for it once the museum closed. 
  After sunset, they crept up, forced open the front door and 
  headed upstairs under cover of obscuring mist.
  Medda planned on taking Ivvora’s hilt and leaving 
  right away, but the museum’s security features activated 
  and blocked their escape. During the fight, the resonant 
  power imbued in Ivvora’s hilt animated the Shining 
  Crusade relics nearby, in some cases even awakening the 
  spirits of long-dead crusaders. These haunted objects 
  now run rampant through the museum, clashing with 
  the site’s defenses and tearing apart the building. Nigel 
  Aldain, the museum’s curator, tried to disable the security 
  and calm the roused spirits, but his efforts couldn’t quell 
  the phenomena. He immediately sought out help at the 
  Grand Lodge.
  BEGINNING PART 1
  As the event begins, players have approximately 15 
  minutes for mustering, during which they may introduce 
  themselves and learn about their team. Once the players 
  arrive at the table, the Table GM should read or paraphrase 
  the following.
  The fourth and final day of training has come to a close at the Grand 
  Lodge of Absalom, heralding the end of this year’s Torchbearing. 
  Pathfinders the world over attend this annual symposium to share 
  their knowledge, teach each other new skills, and reinforce their 
  connections across the Inner Sea and beyond. To celebrate the 
  end of festivities, the lodge has hosted a grand banquet in the 
  visiting agents’ honor. A refreshing winter breeze blows through 
  an open window, flickering torches and sending papers scattering. 
  The smell of freshly baked desserts fills the air while initiates clear 
  away the remnants of the first course.
  If any of the PCs is a member of the Restful Pathfinders’ 
  Lounge (by possessing the vanity of the same name from page 
  61 of Pathfinder Campaign Setting: Pathfinder Society Field Guide), 
  they can attend a special private banquet that grants that PC 
  the benefits of hero’s feast for the duration of Part 1. Each PC 
  with this vanity can invite one guest (such as another PC or an 
  animal companion) to gain the benefits, too.
  The Three Masters, along with other notable Pathfinders, 
  taught a variety of classes, from Golarion’s history to 
  spellcasting techniques, and ran obstacle courses and a 
  triathlon. Have the PCs describe the subject about which 
  they learned the most, filling in details with your favorite 
  Pathfinder agent. Each PC should choose one skill. For the 
  duration of this adventure, that PC either treats it as a class 
  skill or gains a +1 bonus on checks with that skill if it was 
  already a class skill.
  DIPLOMACY (GATHER INFORMATION) OR 
  KNOWLEDGE (LOCAL)
  Based on the result of their skill check, the PCs might 
  know more about the Torchbearing. They learn all of the 
  information whose DC is equal to or less than the result of 
  their check.
  15+: The Three Masters use the event to keep an eye out 
  for particularly talented agents that embody the Pathfinder 
  Society ideals: Explore, Report, and Cooperate.
  20+: At the end of the Torchbearing, the most exemplary 
  agents are publicly recognized and given special wayfinders.
  25+: Sometimes Pathfinder agents disappear for hours 
  during the course of events. Rumors suggest they are brought 
  before The Decemvirate, but no one can agree on why.
  Once the PCs have settled in, the Table GM should read 
  or paraphrase the following, then give the players the 
  Player Handout. 
  As the Pathfinders conclude the dessert course, a small origami 
  swan flutters through the room and lands on the center of the 
  table. In moments, it unfolds itself into a crisp and creaseless 
  piece of paper.
  After receiving the missive, the PCs might recall some 
  information based on their studies and experiences.
  KNOWLEDGE (NOBILITY)
  Based on the result of their Knowledge (nobility) check, the 
  PCs might know more about the Blakros Family. They learn 
  all of the information whose DC is equal to or less than the 
  result of their checks.
  10+: The Blakros are one of the wealthiest and most well-
  known merchant families from Taldor. They own a variety of 
  businesses with interests all over the Inner Sea.
  15+: For years, the Pathfinder Society and the Blakros 
  family have been allies, even if only at arm’s length. 
  Occasionally the family invites notable Pathfinders to one of 
  its high-society affairs.
  20+: The Blakros family has been involved with some 
  shady organizations during its rise to power, including the 
  Onyx Alliance and House Thrune.
  KNOWLEDGE (LOCAL)
  Based on the result of their Knowledge (local) checks, the 
  PCs might know more about the Blakros Museum. They 
  learn all of the information whose DC is equal to or less 
  than the result of their checks.
  10+: The Blakros Museum is located in the Wise District, 
  owned by the Blakros family, and curated by Nigel Aldain (a 
  former Pathfinder). It is open to the public when an exhibit 
  is on display. Though the exterior of the building is ugly and 
  squat, patrons marvel at how much bigger it is on the inside.
  
  Ambrus Valsin
  PATHFINDER SOCIETY SCENARIO
  8
  15+: The museum has been closed for the past several 
  months, ramping up for a huge exhibit, “Legacy of the 
  Shining Crusade,” opening next week.
  20+: Rumors suggest that shadow magic makes the inside 
  of the museum larger. A few years ago the inside changed 
  drastically, which drew the curiosity of many in Absalom.
  25+: Ralzeros the Overwatched was a powerful wizard 
  who owned the building before the Blakros Family. 
  Evidence suggests he cursed the building on his 
  death. The number of accidents and strange 
  events that occur there would seem to support 
  that rumor.
  KNOWLEDGE (LOCAL) 
  Based on the result of their Knowledge (local) 
  checks, the PCs might know more about Nigel 
  Aldain. They learn all of the information 
  whose DC is equal to or less than the 
  result of their checks.
  10+: Though the relationship 
  between the Society and Nigel 
  is often strained, they remain 
  steadfast allies. Nigel often 
  collaborates with the Society, 
  loaning 
  artifacts 
  and 
  trading 
  information. 
  He 
  has 
  obsessively 
  researched the Shining Crusade for 
  the past several months.
  15+: Nigel is a former Pathfinder 
  who resigned after marrying Dhrami Blakros; the position 
  of curator was part of his marriage contract.
  20+: Nigel’s museum has suffered many mishaps since he 
  became curator, which the Society has regularly helped clean 
  up. Nigel still tries to distance himself from the Society and 
  act independently, but when trouble befalls the museum, he 
  often turns to the Society for help.
  25+: Recently, Nigel has spent a fortune in security for 
  the museum, particularly in magical protections from the 
  Arcanamirium and Golemworks in Magnimar. 
  A FRIEND IN NEED
  After mustering is complete and the House is ready to 
  begin, the Overseer GM should read the following aloud.
  The front doors of Skyreach burst open with a loud crack. Venture-
  Captain Ambrus Valsin strides to the edge of the platform, with 
  a slender elf dressed in practical but expensive clothing trailing 
  meekly behind. The red-faced venture-captain addresses the 
  crowd in a booming voice. “Pathfinders, I regret interrupting the 
  festivities, but we have something of a situation. Approximately 
  twenty minutes ago, unknown forces invaded the Blakros 
  Museum. Fortunately for everyone involved, the Torchbearing is 
  about cooperation and helping our colleagues, so let’s think of this 
  less as an inconvenience and more as an opportunity to practice 
  what we preach.”
  The elf, Nigel, exhales sharply, then speaks, “Now, Ambrus, 
  I’ve spent a king’s ransom fortifying the museum from all sorts of 
  invaders: sentinels from the Golemworks, magical wards from the 
  Arcanamirium, and even contracts for guard beasts, both magical 
  and mundane—spared no expense. I didn’t want to come here, 
  but I’ve got no choice.”
  Valsin’s forced smile cracks slightly, showing his 
  annoyance. “Out with it, Nigel. Get to the point.”
  “Someone broke into my museum and set off the 
  magical protections! I was preserving priceless Shining 
  Crusade pieces for our new exhibit when the first 
  alarm activated. I sent for district guards and went to 
  investigate, but by the time I arrived, the thieves 
  had already locked themselves in my study. 
  They somehow caused the Shining Crusade 
  relics to fly around the museum and 
  attack my sentinels. Everything 
  is going haywire! The magical 
  traps started to target me, the 
  sentinels are not responding to 
  my commands, and—”
  Valsin holds out a hand to 
  steady the increasingly agitated elf. 
  “The last you knew, the thieves were 
  still in your study?” Nigel nods. “Very 
  well. Pathfinders: the Seekers should 
  prepare to teleport directly into the 
  Blakros study—“
  “That won’t work,” Nigel interrupts, “The study is magically 
  sealed. After that dreadful Numerian exhibit, I turned it into a 
  magical safe room. The robbers must have figured out how to 
  activate it; no one can get in or out while the wards hold. I can 
  work on breaking the wards, but meanwhile my sentinels are 
  smashing up the collection. Some of those priceless relics are 
  on loan from your own Society lodges, so helping me is really 
  helping yourselves.”
  “Fine.” Ambrus Valsin takes a deep breath and then turns 
  to the assembled Pathfinders. “Pathfinders, go to the Blakros 
  Museum, secure any relics you can, disable the security systems, 
  and apprehend the looters if possible. Stay safe.”
  In this Part, the PCs have 55 minutes to fight their way 
  through the first floor, find a way up to the second floor, 
  and to try and disable the wards and magical traps. After 55 
  minutes has passed, the magical wards on the third floor 
  dissipate; PCs should head there directly to confront Medda 
  and her Twinhorn warriors.
  TABLE GM INSTRUCTIONS
  The PCs need to find a way into the museum and discover 
  what is going on. They can stay on the first floor or travel 
  
  Nigel Aldain
  9
  THE SOLSTICE SCAR
  directly up to the second floor, effectively allowing the PCs 
  to perform the encounters in areas A and B in any order. 
  Wards around the third floor (area C) prevent the PCs from 
  entering as if the area were magically protected against 
  teleportation, ethereal intrusion, and brute force.
  Scouting: If the PCs would like to scout out the various 
  locations, they may do so, but any scouting PCs must 
  succeed at an Average Stealth check or 
  be discovered and immediately trigger 
  the next encounter. Other PCs arrive 
  1d3 rounds later. If the scouts’ Stealth 
  check is successful, they can examine an 
  encounter area and its creatures without 
  being noticed. If the PCs desire, they can 
  then evade that encounter entirely and seek 
  out a different one.
  Final Encounters: Parts 1 and 3 of this 
  adventure conclude with a final encounter 
  during the last 30–35 minutes of that part. 
  When the Overseer GM announces 
  that the final encounter area is 
  accessible, endeavor to transition 
  the group to that encounter within 
  the next several minutes. It’s okay 
  to wrap up an ongoing encounter 
  with some quick narrative in order to 
  give the group plenty of time with the 
  final encounter.
  When the Overseer GM announces 
  this transition, she also notes that the High Stress, Subdued 
  Defenses, or Peace in the Museum condition is in effect. The 
  effects of these effects appear in the Kellids Under Stress 
  sidebar on page 16.
  Reporting: For most encounters the PCs successfully 
  overcome (through combat, negotiation, or otherwise), 
  the Table GM should send a Runner to report one 
  success to the Overseer GM. Rarely, an encounter might 
  ask the GM not to report any success but instead move 
  to another encounter. In Part 1, PCs can pursue a more 
  challenging encounter by attempting to disable the 
  magical wards around the museum, represented by the 
  encounter in area A3. After successfully completing this 
  encounter, the Table GM should send a Runner to report 
  a special success to the Overseer GM. Each encounter 
  has a Reporting entry at the very end that notes how to 
  handle successes.
  If the PCs kill Medda in encounter C, report a Kellid 
  Slain to the Overseer GM. Once enough tables report 
  this event (one-third, rounded up), the Overseer GM 
  announces the Tragic Death effect, which lasts until the 
  end of the scenario.
  Failing Wards: This condition triggers and affects the 
  entire House once enough tables have reported special 
  successes. In the Guard Creatures (area A2) and Trapped 
  Twinhorns (area C) encounters, reduce the DC of Bluff, 
  Diplomacy, Handle Animal, and Intimidate checks by one 
  step (Hard to Average and Average to Easy). All creatures in 
  the Automated Defenses (area B) and Magical Wards (area 
  A3) encounters take a –1 penalty to AC and on attack rolls, 
  saving throws, skill checks, and ability checks.
  Tragic Death: This condition triggers and affects 
  the entire House when enough tables have 
  reported Kellid Slain instances (one-third, 
  rounded up). Adjust the scenario’s read-
  aloud text as indicated to compensate for 
  Medda’s absence. When in doubt, Anok can 
  stand in for her involvement. At the end of 
  Part 1 she is restored to life, but she never 
  quite trusts the Pathfinders.
  OVERSEER GM INSTRUCTIONS
  During Part 1, the Overseer GM tallies 
  reported successes, special successes, and 
  Kellid Slain notifications. The Overseer 
  GM is also responsible for making 
  announcements 
  to 
  the 
  House, 
  tracking time, and managing the 
  transition to the adventure’s next part.
  After 55 Minutes: Once the House 
  has had 55 minutes in which to explore 
  areas A and B, the Overseer GM should 
  make the following announcement to 
  indicate that area C is now accessible.
  After a loud crack and a ripple of arcane energy, silence falls 
  across the museum as the construct guards freeze in place 
  and haunted relics drop to the ground. Nigel’s voice rings out, 
  magically projected throughout the museum: “We’ve disabled the 
  magical security measures. Since we haven’t found the thieves 
  yet, they must be hiding in my third-story study. Please subdue 
  them; they have much to answer for!”
  Additionally, immediately read aloud one of the following 
  three entries based on the number of successes the House 
  has reported (see the Successes section below).
  Successes: The number of successes reported affects 
  which extra condition is in effect after 55 minutes when 
  the House can enter area C. If the House has reported a 
  number of successes equal to or less than 1.5 × the number 
  of tables, the High Stress condition is in play. If the House 
  has reported a number of successes greater than 1.5 × the 
  number of tables and less than 2.5 × the number of tables, 
  the Subdued Defenses condition is in play. If the House 
  has reported a number of successes equal to or greater 
  than 2.5 × the number of tables, the Peace in the Museum 
  condition is in play. 
  
  PATHFINDER SOCIETY SCENARIO
  10
  For the High Stress condition, read the following aloud.
  The ongoing cacophony of clockwork defenders, yowling beasts, 
  and exploding traps nearly drowns out Nigel Aldain’s voice. To 
  those hiding on the third floor, the rest of the museum sounds 
  like a war zone.
  Table GMs: the High Stress condition is in effect, and the way 
  to area C is now open. Please move to that encounter area swiftly.
  For the Subdued Defenses condition, read the following 
  aloud.
  The clatter of a Pathfinder toppling a clockwork defender garbles 
  some of Nigel Aldain’s announcement, and there are still 
  intermittent sounds of battle throughout the museum. There’s no 
  question that the Society’s efforts have quelled the worst of the 
  trouble, and hopefully that will reassure whoever hides on the 
  third floor.
  Table GMs: the Subdued Defenses condition is in effect, and 
  the way to area C is now open. Please move to that encounter 
  area swiftly.
  For the Peace in the Museum condition, read the following 
  aloud.
  Nigel Aldain’s announcement echoes through a museum littered 
  with shattered clockwork and toppled exhibits. There’s no question 
  that the Pathfinders have quelled the building’s defenses, and 
  perhaps the peaceful silence will set whoever hides on the third 
  floor at ease.
  Table GMs: the Peace in the Museum condition is in effect, and 
  the way to area C is now open. Please move to that encounter 
  area swiftly.
  Special Successes: Runners report special successes 
  following the successful completion of the encounter in 
  area A3, and these contribute to activating the Failing Wards 
  condition. Once the House has reported a number of special 
  successes equal to one-third (1/3) the number of tables, 
  rounded up, read the following aloud.
  A high-pitched buzz pervades the museum, rising in frequency 
  to the point of being inaudible. A moment later, a rolling boom 
  echoes through the museum like thunder, and the glowing wards 
  around the museum begin to fade.
  Table GMs, the Failing Wards condition is in effect.
  Kellid Slain: Runners report a Kellid Slain anytime a table 
  kills the Kellid spiritualist Medda, and these contribute 
  to activating the Tragic Death condition. Once the House 
  has reported a number of Kellid Slain instances equal to 
  one-third (1/3) the number of tables, rounded up, read the 
  following aloud.
  A terrible scream fills the air, echoed by a ghastly, ethereal wail. 
  Table GMs, the Tragic Death condition is in effect.
  Concluding Part 1: This part should end 90 minutes after 
  mustering ends. See the Concluding Part 1 section on page 18.
  A. THE MUSEUM ENTRANCE
  As the PCs approach the museum, read or paraphrase the 
  following.
  Dozens of Wise District guards surround the Blakros Museum. The 
  sergeant nods to Ambrus Valsin as he approaches, a subtle smirk 
  dancing across the venture-captain’s face. The museum itself is 
  alight with swirling whorls of color and the sounds of metal and 
  stone clashing. Occasionally, brief flashes of light burst from the 
  front entrance, illuminating a toppled banner that says “Legacy of 
  the Shining Crusade.”
  The PCs may take their time to scout out encounters 
  inside the museum (areas A1 or A2). If they’re up for a 
  challenge, they may attempt to disable the magical wards 
  (area A3). 
  The sergeant of the Learned Guard is Svaralk of Asleifar 
  (N human middle-aged barbarian 3/rogue 2), a broad-
  shouldered Ulfen man who retired to Absalom after serving 
  in Grand Prince Stavian III’s Ulfen Guard. In his seven 
  years of service to the city, he’s responded to numerous 
  catastrophes at the Blakros Museum, though none quite 
  so dramatic as this. He has ordered his subordinates to 
  withdraw and form a perimeter after an initial attempt to 
  quell the animated relics failed. Even so, Svaralk is somewhat 
  bemused by the scene, perceiving it as further proof of the 
  museum’s reputation for trouble.
  Svaralk can provide the PCs an overview of the museum’s 
  layout and identify that there are animated relics, guard 
  animals, and clockwork creatures skirmishing with each 
  other within. After Nigel Aldain harangued him for 
  dereliction of duty in not immediately retaking the museum, 
  Svaralk’s in no rush to sacrifice lives until the competing 
  creatures inside wear each other down. He doesn’t hold this 
  outburst against Nigel, recognizing that the elf is rightfully 
  concerned—albeit rather precious—about his exhibit.
  In the event the PCs are really struggling in this Part of 
  the adventure, Svaralk can provide them three potions of cure 
  moderate wounds as a professional courtesy. He considers the 
  cost negligible, given the fortune he earned as part of the 
  Ulfen Guard.
  A1. HAUNTED BY MEMORIES
  Under a sign that reads “The Shining Armory,” priceless Shining 
  Crusade artifacts displayed on pedestals creak and move by 
  some unseen force. Eerie light seems to dart between the 
  
  11
  THE SOLSTICE SCAR
  objects while the din of a raging battle echoes throughout 
  the chamber. The central feature is a low, artificial hill atop 
  which stand two stuffed owlbears surrounded by shattered 
  undead foes. Each of the beasts wears chainmail barding and 
  an orange-and-black caparison depicting a stylized owlbear. A 
  dead man dressed in furs lies on the floor before a suit of full-
  plate armor. 
  When Medda and her Twinhorn brethren came under 
  attack by the museum’s defenses, Ivvora’s hilt called out to 
  the Shining Crusade relics on display and stirred the psychic 
  energy held within each object. The warrior is from the 
  Twinhorn following and was slain by an animated longsword.
  Creatures: The Shining Crusade attracted soldiers of all 
  stripes, from Taldor’s official armies and hedge knights 
  to independent mercenary corps. The Order of the Sable 
  Owlbear joined the crusade late but made a lasting name 
  for itself on the field of battle, and Nigel Aldain has gathered 
  dozens of relics from the mercenary company—including 
  two stuffed owlbears prepared by some of the corps’ 
  descendants. The lingering resonance of these relics have 
  infused them with their long-dead owners’ will, animating 
  them to fight all comers.
  A plaque at the base of the artificial hill notes the 
  company’s name and lists some of its accomplishments, and 
  a PC who succeeds at an Average Knowledge (nobility) check 
  can recognize the group based on the owlbears’ caparisons. 
  SUBTIER 1–2 (CR 3)
  SHINING CRUSADE BANNER 
  CR 3
  hp 36 (see page 46)
  TACTICS
  During Combat The animated banner subdues creatures. It 
  immediately drops and ignores unconscious creatures.
  SUBTIER 3–4 (CR 5)
  SHINING CRUSADE BANNERS (2) 
  CR 3
  hp 36 each (see page 53)
  TACTICS
  During Combat The animated banner subdues creatures. It 
  immediately drops and ignores unconscious creatures.
  SUBTIER 5–6 (CR 8)
  ANIMATED OWLBEAR MASCOT 
  CR 8
  hp 89 (see page 60)
  SUBTIER 7–8 (CR 10)
  ANIMATED OWLBEAR MASCOTS (2) 
  CR 8
  hp 89 each (see page 71)
  SUBTIER 10–11 (CR 13)
  ANIMATED HERO’S REGALIA 
  CR 11
  hp 132 (see page 82)
  ANIMATED OWLBEAR MASCOTS (2) 
  CR 8
  hp 89 each (see page 82)
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  A2. GUARD CREATURES
  Long shadows cast by ruined displays and broken furniture litter 
  the floor. A humanoid-shaped figure made of shattered clockwork 
  lies slumped over a bench. Above, an elaborately painted sign 
  reads “Crusader’s Chronicles.”
  Nigel rents well-trained guard dogs to supplement his 
  magical security. He has also convinced dweomercats to 
  guard the museum at night, earning their service in exchange 
  for information about unusual magical discoveries.
  One of the clockwork servants (see area B1) mistook the 
  guard creatures for invaders and began attacking them; they 
  tore it apart, and it lies here, useless.
  Creatures: In Subtier 1–2 and 3–4, the PCs come across 
  startled guard dogs that lash out at any creature that comes 
  near them; treat them as hostile. With a successful Hard 
  Handle Animal check or Average wild empathy check, a 
  PC can calm the dogs down and avert a fight. A subsequent 
  successful Average Handle Animal check allows the PCs to 
  lead the dogs out of the museum and away from harm.
  In Subtier 5–6, 7–8 and 10–11, the PCs cross paths with 
  one or more of the dweomercats on guard duty; they have 
  remained hidden, fascinated by the interaction between the 
  artificial guards and the haunted relics. The dweomercat 
  decides to interrogate the PCs, both curious about the 
  mayhem and attempting to do its duty. If the PCs succeed at 
  a Hard Bluff or Diplomacy check—only Average if the PCs 
  speak Sylvan—then the dweomercat decides not to attack 
  them and can describe some of the other defenses in the 
  museum. If the PCs fail to convince the dweomercat they are 
  there to help, the cat attacks, believing the PCs are a threat 
  to the museum.
  SUBTIER 1–2 (CR 3)
  DOGS (3) 
  CR 1/3
  hp 6 each (Pathfinder RPG Bestiary 87; see page 45)
  ALPHA DOG 
  CR 1
  Riding dog (Pathfinder RPG Bestiary 87; see page 45)
  hp 13 
  
  A. The Museum Entrance
  1 square = 5 feet
  A3
  A2
  A1
  Pathfinder Flip-Mat: Museum
  N
  PATHFINDER SOCIETY SCENARIO
  12
  
  13
  THE SOLSTICE SCAR
  SUBTIER 3–4 (CR 5)
  GUARD DOGS (3) 
  CR 2
  Advanced riding dog (Pathfinder RPG Bestiary 294, 87; see 
  page 52)
  hp 17 each
  SUBTIER 5–6 (CR 8)
  ADVANCED DWEOMERCAT 
  CR 8
  hp 105 (see page 60) 
  SUBTIER 7–8 (CR 10)
  ADVANCED DWEOMERCATS (2) 
  CR 8
  hp 105 each (see page 72) 
  SUBTIER 10–11 (CR 13)
  DWEOMERLIONS (2) 
  CR 11
  Variant dweomercats (see page 83)
  hp 147 each
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  A3. MAGICAL WARDS
  Thousands of glowing glyphs form a protective shell around the 
  outside of the museum, casting a sparkling aura of light that 
  bounces off the fountain’s waters.
  Nigel 
  commissioned 
  these 
  wards 
  from 
  the 
  Arcanamirium to capture intruders alive for questioning, 
  but he didn’t foresee their magic interfering with the 
  constructs he purchased from Magnimar’s Golemworks. 
  Once the constructs became aggressive, the magical 
  runes stopped responding to Nigel’s command word to 
  deactivate them.
  Creatures: The magical runes that protect the museum 
  act like intelligent swarms, targeting violent creatures in 
  the area. Though they’re quite resilient to damage, doing 
  enough physical harm to them causes them to lapse into a 
  regenerative stasis for about a minute before they resume 
  protecting the museum. The runes also have control over 
  the museum’s magical traps; the activation area is a 20-foot-
  by-20-foot space centered on a swarm.
  Due to the swarms’ resilient nature, the easiest way 
  to permanently shut them down is to disable the runes. 
  A PC that is adjacent to the runes can attempt to shut 
  them down by performing an Average Disable Device, 
  Knowledge (arcana), Linguistics, Spellcraft or Use Magic 
  Device check. It takes 10 successes to destroy a swarm, 
  and after 5 successes, reduce the swarm’s distraction 
  DC by 4. If a PC’s skill check result would succeed at a 
  Hard skill check DC, the PC earns two successes instead. 
  Casting dispel magic, erase, or a similar effect on the swarm 
  earns a number of successes equal to the spell’s level 
  (minimum 2). 
  Failing one of the Average DC skill checks above reduces 
  the reset time of each trap by 1 round (maximum one 
  reduction per round).
  Traps: Nigel installed magical traps all around the 
  museum. The magical rune constructs control the traps, so 
  they cannot be disarmed normally.
  SUBTIER 1–2 (CR 4)
  LIVING RUNES 
  CR 3
  hp 26 (see page 45) 
  ARCANE GLUE TRAP 
  CR 1
  Type magic; Perception DC 26; Disable Device see 
  Creatures above
  EFFECTS
  Trigger location (alarm); Reset 1d4 rounds
  Effect atk +10 touch (target is entangled as if hit by a 
  tanglefoot bag)
  SUBTIER 3–4 (CR 5)
  LIVING RUNES 
  CR 3
  hp 26 (see page 52)
  MERCIFUL BURNING HANDS TRAP 
  CR 3
  Type magic; Perception DC 26; Disable Device see 
  Creatures above
  EFFECTS
  Trigger location (alarm); Reset 1d4 rounds
  Effect spell effect (mercifulAPG burning hands, 3d4 nonlethal fire 
  damage, DC 16 Reflex save for half damage); multiple targets 
  (all targets in a 15-ft. cone)
  SUBTIER 5–6 (CR 9)
  SHIFTING RUNES 
  CR 7
  hp 58 (see page 62) 
  MERCIFUL FIREBALL TRAP 
  CR 5
  Type magic; Perception DC 28; Disable Device see 
  Creatures above
  EFFECTS
  Trigger location (alarm); Reset 1d6 rounds
  Effect spell effect (mercifulAPG fireball, 6d6 nonlethal fire 
  damage, DC 16 Reflex save for half damage); multiple targets 
  (all targets in a 20-ft. burst)
  
  PATHFINDER SOCIETY SCENARIO
  14
  SUBTIER 7–8 (CR 11)
  SHIFTING RUNES (2) 
  CR 7
  hp 58 each (see page 73) 
  MERCIFUL CHAIN LIGHTNING TRAP (2) 
  CR 7
  Type magic; Perception DC 31; Disable Device see 
  Creatures on page 13
  EFFECTS
  Trigger location (alarm); Reset 1d6 rounds
  Effect spell effect (mercifulAPG chain lightning, 8d6 nonlethal 
  electricity damage, DC 19 Reflex save for half damage); 
  multiple targets (up to eight targets in a 20-ft. burst)
  SUBTIER 10–11 (CR 14)
  SWIRLING RUNES 
  CR 13
  hp 117 (see page 85)
  MAZE TRAP 
  CR 9
  Type magic; Perception DC 33; Disable Device see 
  Creatures on page 13
  EFFECTS
  Trigger location (alarm); Reset 1d6 rounds
  Effect spell effect (maze)
  Development: If the PCs are defeated or flee, they do not 
  get a second chance to disable the runes. Have the PCs begin 
  a different encounter.
  Reporting: If the PCs successfully overcome this 
  encounter, report one special success to the Overseer GM.
  B. UPPER FLOORS
  Many of the smaller exhibits and relics are on the second 
  floor. This is also where the museum has several offices and 
  classrooms for holding lectures.
  AUTOMATED DEFENSES
  Gears, glass, and chunks of wax litter the polished wood floor 
  under a sign that proclaims “Scars of the Lich.” The corpse of a 
  Kellid warrior lies in a pool of blood, her furs soaked through. A 
  constant ticking and whirring sound echoes in this area.
  Nigel sent a literal cartful of coins to the Golemworks 
  in Magnimar for reliable security constructs that could 
  double as waitstaff or art pieces. During operating hours the 
  clockwork constructs clean, assist guests, and help patrons 
  feel safe. The clockwork golem acts as a beautiful clockwork 
  partition wall while the wax golems act as art pieces bedecked 
  in replica Shining Crusade regalia.
  However, Nigel didn’t have the Golemworks mages work 
  with the Arcanamirium wardsmiths, and their magic is reacting 
  poorly; none of the command words are working on the golems 
  and they see every moving creature as an immediate threat. 
  Creatures: The constructs attack all creatures and do not 
  respond to shut down commands.
  SUBTIER 1–2 (CR 3)
  WAX GOLEM 
  CR 3
  hp 42 (Pathfinder RPG Bestiary 4 133; see page 47)
  TACTICS
  During Combat Artificers shaped the wax golem based on a 
  portrait of a long-dead crusader. When the PCs encounter the 
  golem, it has started to develop sentience. This gives it the 
  mannerisms of a crusader, but not the feats or skills listed in 
  the Conditional Sentience ability. The golem believes one of 
  Tar-Baphon’s cultists has trapped it in a nightmare.
  SUBTIER 3–4 (CR 5)
  CLOCKWORK SERVANTS (3) 
  CR 2
  hp 31 each (Pathfinder RPG Bestiary 3 56; see page 52)
  SUBTIER 5–6 (CR 8)
  CLOCKWORK SOLDIERS (2) 
  CR 6
  hp 64 each (Pathfinder RPG Bestiary 3 57; see page 60)
  SUBTIER 7–8 (CR 10)
  CLOCKWORK GUARDIANS (2) 
  CR 8
  hp 85 each (Pathfinder RPG Bestiary 6 61; see page 71)
  SUBTIER 10–11 (CR 13)
  ADVANCED CLOCKWORK GOLEM 
  CR 13
  hp 118 (Pathfinder RPG Bestiary 2 137; see page 82)
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  C. CONFRONTING THE INTRUDERS
  The magical defenses Nigel Aldain referenced protect the 
  third floor, preventing the PCs from traveling there until the 
  Overseer GM announces that it is accessible.
  TRAPPED TWINHORNS
  The Table GM should read or paraphrase the following.
  The mahogany walls and domed, plaster ceiling both show signs 
  of heavy damage. Most of the luxurious furniture and the crystal 
  chandelier are intact. The contents of cabinets and bookcases lie 
  strewn about the floor. A small wooden panel near the door hangs 
  open, revealing an arcane sigil covered in scorch marks.
  
  B. Upper Floors
  1 square = 5 feet
  B
  C
  Pathfinder Flip-Mat: Museum
  N
  15
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  16
  The Twinhorn Kellids have been trapped here for some 
  time, and the chaos they hear outside set them on edge. 
  The noisier and more violent the museum sounds are 
  when the PCs approach, the more stressed and aggressive 
  the Kellids are. This is represented by one of three possible 
  conditions that the Overseer GM announces when area C 
  becomes accessible.
  High Stress: The PCs must succeed at two Hard Bluff 
  or Diplomacy checks to calm the Kellids in the Trapped 
  Twinhorns encounter. The Kellids and Anok gain a +1 morale 
  bonus on attack rolls, damage rolls, and saving throws. In 
  Subtiers 7–8 and 10–11, increase this bonus to +2.
  Subdued Defenses: Run the encounters in area C as 
  written.
  Peace in the Museum: The PCs need only succeed at 
  an Average Bluff or Diplomacy check to calm the Kellids in 
  the Trapped Twinhorns encounter.
  Kellids Under Stress
  After the Twinhorns obtained Ivvora’s hilt, they fled from 
  the construct guardians into this tower room. One of the 
  Kellids found and activated the magical sigil near the exit. 
  Though he was hoping to lock the door, he instead activated 
  a sort of magical panic room, preventing anything from 
  getting inside, but also preventing them from getting out. 
  When Nigel and the Pathfinders finally disabled the wards, 
  the arcane sigil near the door sparked and sizzled. The 
  Twinhorns tested the door, realized they could escape, and 
  then started to gather their gear. In shorting out the wards, 
  the Society inadvertently weakened several other safeguards 
  that suppressed evil relics stored throughout the museum. 
  Upon finally breaking free during the encounter The Devil’s 
  Due, these evils manifest as fiends.
  Once the PCs enter the room, the Table GM should read 
  or paraphrase the following.
  A Kellid woman dressed in furs with intricate scars all over her 
  body steps forward. She holds a hand up and says, “Stay back. We 
  are members of the Twinhorn following, and we have only come 
  to retrieve what was stolen from us.”
  A towering figure steps forward; his translucent red form 
  is that of a man clad in heavy armor and wielding twin 
  warhammers. “Medda, they must be in league with the thieves; 
  they should die for crossing us.” The man’s voice sounds hollow 
  and unnaturally loud, and as he speaks, the chandelier glows 
  with a dull light.
  The woman, Medda, puts a hand on the figure’s arm and says, 
  “Maybe we should give them a chance to explain themselves, Anok.”
  Creatures: Medda and her Kellid warriors are eager 
  to leave, and they don’t wish to fight the PCs; however, 
  they attack if not reassured and provided a means to 
  escape. Anok is the manifested phantom of an ancient 
  Kellid warrior bound to Medda. The PCs have a chance 
  to learn about the Twinhorns’ stolen artifact and have a 
  chance to befriend them. With a successful Hard Bluff or 
  Diplomacy check, the PCs can convince the Twinhorns 
  to leave peacefully and talk with Nigel to find a peaceful 
  solution. Otherwise, the Twinhorn warriors feel there is 
  no way to escape without violence, and any offer by the 
  PCs is trickery. Note that the combat only lasts until Anok 
  is slain or Medda is reduced to half her hit points (see 
  Development on page 17).
  Below are likely questions the PCs may have. Medda’s 
  speech is forcefully calm, for she suspects treachery but is 
  hoping the PCs see reason. Anok’s voice is deep, booming, 
  and hollow. He assumes the PCs are treacherous and would 
  rather fight. If Medda dies, Anok manifests as an unfettered 
  phantom and can answer all of the questions below, though 
  he does so more aggressively than Medda.
  Who are the Twinhorn following? Medda responds, “We 
  are from the northern lands—the Realm of the Mammoth 
  Lords to you southerners. Our following, or tribe, has been 
  searching for our stolen heritage for months.”
  What was stolen from you? Medda responds, “These 
  Blakros people stole our most precious heirloom.” Medda 
  retrieves a bundle of bloody bandages, then unwraps it 
  to reveal a dagger hilt with only the fragment of a black 
  blade. “It belonged to Ivvora, a champion of Vildeis who 
  vanquished the great black evil from our land over 900 years 
  ago. We kept it safe until the Blakros agents stole it three 
  months ago.”
  How do you know it was them? Anok responds, “They 
  came into our camp asking about Ivvora. Medda gave them 
  shelter and told Ivvora’s story, but we would not part with 
  the hilt. The next morning the hilt and the Blakros agents 
  were gone. We tracked it here, to this building.”
  Who is Ivvora? Anok replies, “She was a scourge against 
  evil, a true friend, a dwarf, and a devotee of Vildeis. Choose 
  your own answer.”
  Is that a ghost? Anok growls, “I’m a phantom, not a ghost. 
  I am Anok, and I protect the guardian of Ivvora’s hilt, Medda. 
  Who are you, Medda? Medda opens her mouth to answer, 
  but Anok steps forward defensively and proudly announces, 
  “She is the guardian of Ivvora’s hilt, passed from keeper to 
  keeper for generations—or for her, from parent to child. She 
  is the first evening’s daughter in decades,” he boasts, earning 
  him a withering look from Medda before he adds, “And it is 
  she who can sense and wield the hilt’s power properly.”
  What is an evening’s daughter? Medda shoots Anok a 
  scolding glare before explaining. “An evening’s child is one 
  who realizes and expresses their true identity later in life. 
  I am an evening’s daughter because when I was born, my 
  tribe mistook me for a male child. My connection to our 
  
  Medda 
  Spiritbearer
  17
  THE SOLSTICE SCAR
  ancestral spirits has helped me transform in body, not just 
  soul. As you are strangers, I would rather leave it at that.” 
  Anok pales to a rosy hue before muttering an apology: “I 
  misspoke, Medda. I forget that few are as open as I am about 
  one’s past lives.”
  Can you prove the hilt is yours? Medda replies, “It is 
  bound to me.” She grasps the hilt tightly, then her eyes begin 
  to glow with a brilliant white light as her scars begin to seep 
  thin rivulets of blood. “Does that answer your question?”
  Why not just ask for it back? Medda answers, “We did. That 
  Nigel man refused. He said he did not honor ‘seller’s remorse.’”
  Why did you cause all that destruction downstairs? Anok 
  responds, “When the metal men attacked us, Ivvora’s spirit 
  called through the hilt to her allies’ armaments. She protects 
  us, even now.”
  SUBTIER 1–2 (CR 3)
  ANOK THE VENGEFUL 
  CR —
  hp 15 (see page 46)
  MEDDA SPIRITBEARER 
  CR 1
  hp 19 (see page 45)
  TWINHORN SCOUTS (2) 
  CR 1/2
  N cutpurse (Pathfinder RPG NPC Codex 144; 
  see page 46)
  hp 10 each 
  SUBTIER 3–4 (CR 5)
  ANOK THE VENGEFUL 
  CR —
  hp 15 (see page 53)
  MEDDA SPIRITBEARER 
  CR 1
  hp 19 (see page 53)
  TWINHORN ARCHERS (2) 
  CR 2
  Guard sniper (Pathfinder RPG Villain Codex 46; 
  see page 54)
  hp 27 each 
  SUBTIER 5–6 (CR 8)
  ANOK THE VENGEFUL      CR —
  hp 45 (see page 61)
  MEDDA SPIRITBEARER CR 6
  hp 56 (see page 61)
  TWINHORN SKIRMISHERS (2) CR 4
  Elite marauder (Pathfinder RPG Villain 
  Codex 133; see page 62)
  hp 42 each 
  STATISTICS
  SQ favored terrain (forest +2), hunter’s bond (companions), 
  track +2, wild empathy +4
  SUBTIER 7–8 (CR 10)
  ANOK THE VENGEFUL 
  CR —
  hp 45 (see page 73)
  MEDDA SPIRITBEARER 
  CR 6
  hp 56 (see page 72)
  TWINHORN SKIRMISHERS (2) 
  CR 4
  Elite marauder (Pathfinder 
  RPG Villain Codex 133; see 
  page 74)
  hp 42 each 
  STATISTICS
  SQ favored terrain (forest +2), 
  hunter’s bond (companions), 
  track +2, wild empathy +4
  TWINHORN CHAMPION 
  CR 8
  Beast trainer (Pathfinder RPG Villain 
  Codex 38; see page 73)
       hp 81 
  TWINHORN COMPANION 
  CR —
  Wolverine animal companion (see 
  page 74)
  hp 63
  SUBTIER 10–11 (CR 13)
  ANOK THE VENGEFUL 
  CR —
  hp 67 (see page 84)
  MEDDA SPIRITBEARER 
  CR 11
  hp 93 (see page 83)
  TWINHORN CHAMPIONS (2) 
  CR 8
  Beast trainer (Pathfinder RPG Villain 
  Codex 38; see page 85)
  hp 81 each
  TWINHORN COMPANIONS (2) 
  CR —
  Wolverine animal companion (see 
  page 85)
  hp 63 each
  Development: If the PCs calm 
  Medda without violence, the Kellids 
  
  PATHFINDER SOCIETY SCENARIO
  18
  begin to gather their gear to depart, though the growing 
  fiendish presence here manifests and attacks; begin the 
  encounter The Devil’s Due immediately (see below). If the 
  PCs fight Medda, the chandelier falls at the beginning of the 
  round after Anok is defeated or Medda is reduced to below 
  half her hit points. 
  Reporting: Do not report successes to the Overseer GM. 
  If Medda is killed, report a Kellid Slain to the Overseer GM.
  THE DEVIL’S DUE
  Creatures: As Medda and her companions gather their 
  belongings, the fiendish influences left unshielded by the 
  disabled wards break free, causing the chandelier to crash to 
  the ground. A devil then manifests atop the wreckage. This 
  is a rare fiend that Nigel had hoped to trade to a collector of 
  pre-Thrune Chelish relics, and the outsider is furious. 
  The appearance of a devil changes the Twinhorn warriors’ 
  priorities. Medda asks the PCs for help in battling the fiend 
  while she motions for her Kellid companions to stay clear of 
  the devil. Anok aids the PCs in confronting the devil while 
  Medda uses her magic to keep the PCs alive.
  Hazard: When the chandelier falls into the 10 foot square 
  in the center of the room, anyone caught under it takes 
  1d6 damage and is pushed back 5 feet; an Easy Reflex save 
  negates the damage but not the forced movement.
  SUBTIER 1–2 (CR 3)
  DREAD LEMURE 
  CR 3
  Advanced lemure (Pathfinder RPG Bestiary 294, 79; see page 45)
  hp 28
  SUBTIER 3–4 (CR 5)
  BEARDED DEVIL 
  CR 5
  hp 57 (Pathfinder RPG Bestiary 73; see page 52)
  SUBTIER 5–6 (CR 7)
  WARMONGER DEVIL 
  CR 7
  hp 100 (Pathfinder RPG Bestiary 5 81; see page 62)
  SUBTIER 7–8 (CR 10)
  ADVANCED BONE DEVIL 
  CR 10
  hp 125 (Pathfinder RPG Bestiary 294, 74; see page 71)
  SUBTIER 10–11 (CR 13)
  MOTHER OF SPIKES 
  CR 13
  Advanced giant barbed devil (Pathfinder RPG Bestiary 294, 295, 
  72; see page 84)
  hp 186
  Development: Once the devil is defeated, Medda has 
  new respect for the PCs and their shared hatred of evil. She 
  is willing to speak with them again, offering to heal their 
  wounds to the best of her ability. She tells them the story of 
  how Blakros agents stole Ivvora’s hilt, if she has not already 
  done so. Medda and Anok wish to speak with the PCs’ leaders 
  before revealing more or making any kind of negotiation.
  If the PCs complete this encounter quickly, they may 
  continue roleplaying or attempt an encounter from sections 
  A or B, as some of the museum’s defenses are still active.
  Reporting: Do not report any successes to the 
  Overseer GM.
  CONCLUDING PART 1
  As long as the Tragic Death effect is not in play, the Overseer 
  GM reads the following once the chapter’s allotted time has 
  ended, bringing this part of the adventure to a close.
  The crowd of guards, onlookers, and concerned citizens outside 
  the Blakros Museum quiets as Venture-Captain Ambrus Valsin 
  approaches a woman clad in furs exiting the museum. “My 
  Pathfinder agents tell me that you are Medda of the Twinhorn 
  following, is that correct?”
  “Yes, I speak for the following.” Medda glares at Nigel Aldain, 
  “I have come to reclaim what is rightfully ours. His agents stole 
  our most sacred relic after we refused to sell it. We have traveled 
  through dangerous lands to claim it back, and still he refused—“
  “My agents claim they bought it,” Nigel protests. “I’m not going 
  to just give it to you because you stomp into my office demanding 
  priceless artifacts.”
  Valsin interjects, “Nigel, let us listen to her story and decide 
  how to proceed. Medda, tell us about this relic. Why is it so 
  important to you?”
  Medda takes a deep breath. “Over 900 years ago, a powerful 
  warrior named Ivvora came into our camp. She spoke of an angel 
  named Vildeis who guided her hunt for a great dark evil she called 
  Eshimka. Several of our scouts had recently disappeared, later 
  found ripped into pieces. The elders insisted that we help banish 
  this evil and ensure the safety of our following. They laid a trap for 
  the evil spirit, luring it to our sacred standing stones on the winter 
  solstice. There, Ivvora and the great dark evil, Eshimka, fought a 
  mighty battle that raged for hours. Just as the night was darkest, 
  Ivvora dealt Eshimka a telling blow, digging her dagger deep into 
  its flesh. The creature tried to escape, but it only snapped off the 
  blade and then collapsed on the center stone. The elders finished 
  their ritual and destroyed it completely.
  “Ivvora rested with us for the winter before departing to 
  eradicate more evil from the world, but not before leaving us the 
  hilt of her weapon.” Medda withdraws a bundle of bloody cloth 
  from her bag, then unwraps it to reveal a small hilt with a bloody 
  fragment of black metal. “She told us to bring the hilt back to 
  the standing stones every year at the winter solstice to keep evil 
  away. We’ve had to travel for so long to retrieve the hilt, I’m afraid 
  
  19
  THE SOLSTICE SCAR
  we won’t make it back in time for the solstice. Please, let me 
  leave now.”
  Ambrus Valsin contemplates Medda’s story for a moment, then 
  nods, his brow furrowed. “Nigel, you should send for the Blakros 
  agents who ‘obtained’ the hilt and hear what they have to say. 
  Medda, I’m going to send as many Pathfinder agents as you deem 
  necessary to travel with you and your following. I want to ensure 
  we return this relic to its proper place.” Nigel starts to protest, but 
  Valsin cuts him off. “Nigel, you wanted my help; you are getting 
  it. I’m helping you fix a mistake your agents made. As for your 
  museum,“ Valsin takes a moment to survey the heavily damaged 
  museum, “I’m told most of the damage was done by your own 
  security, not Medda and her following.
  “Pathfinders, prepare to head north to the Realm of the 
  Mammoth Lords.”
  If the Tragic Death effect is in play, the Overseer GM 
  should read the following instead:
  The crowd of guards, onlookers, and concerned citizens outside 
  the Blakros Museum quiets as a semi-transparent man strides 
  slowly up to Venture-Captain Ambrus Valsin. “I am Anok of the 
  Twinhorn following. You are in charge here, is that correct?”
  “Yes, I speak for the Pathfinder Society. Why have you invaded 
  the museum?” Valsin asks, a slight quiver in his voice.
  Anok begins to glow a bright red, “I have come to reclaim what 
  is rightfully ours.” He then points to Nigel Aldain. “His agents stole 
  our most sacred relic after we refused to sell it. We have traveled 
  through dangerous lands to reclaim it, and still he refused—“
  “My agents claim they bought it,” Nigel protests. “I’m not going 
  to just give it to you because you stomp into my office demanding 
  priceless artifacts.”
  Valsin interjects, “Nigel, let us listen to his story and decide how to 
  proceed. Anok, tell us about this relic. Why is it so important to you?”
  Anok grits his ectoplasmic teeth, then begins: “Over 900 years 
  ago, an incredible warrior named Ivvora came into our camp. She 
  spoke of an angel named Vildeis who guided her hunt for a great 
  dark evil she called Eshimka. Several of our scouts had recently 
  disappeared, later found ripped into pieces. We elders insisted that 
  we help banish this evil and ensure the safety of our following. 
  We laid a trap for the evil spirit, luring it to our sacred standing 
  stones on the winter solstice. There, Ivvora and the great dark evil, 
  Eshimka, fought an epic battle that raged for hours. Just as the 
  night was darkest, Ivvora dealt Eshimka a mighty blow, digging her 
  dagger deep into its flesh. The creature tried to escape, but only 
  snapped off the blade and then collapsed on the center stone. The 
  druids finished their ritual and destroyed it completely.
  “Ivvora lived with us for a year before departing to eradicate 
  more evil from the world, but not before leaving me the hilt of her 
  weapon.” A nearby Kellid warrior hands Anok a bundle of bloody 
  cloth, and he then unwraps it to reveal a small hilt with a bloody 
  fragment of black metal. “As she instructed, we brought the hilt 
  back to the standing stones every year at the winter solstice to 
  keep evil away. We’ve had to travel for so long to retrieve the hilt, 
  I’m afraid we won’t make it back in time for the solstice. Please, 
  let me leave now.”
  Ambrus Valsin contemplates Anok’s story for a moment, then 
  nods, his brow furrowed. “Nigel, you should send for the Blakros 
  agents who ‘obtained’ the hilt and hear what they have to say. 
  Anok, I’m going to send as many Pathfinder agents as you deem 
  necessary to travel with you and your following. I want to ensure 
  we return this relic to its proper place.” Nigel starts to protest, but 
  Valsin cuts him off. “Nigel, you wanted my help; you are getting 
  it. I’m helping you fix a mistake your agents made. As for your 
  museum,“ Valsin takes a moment to survey the heavily damaged 
  museum, “I’m told most of the damage was done by your own 
  security, not Anok and his following.
  Anok takes a step forward. “What about my fallen companions? 
  Medda is dead; she is the rightful bearer of Ivvora’s hilt—”
  Nigel interjects, “That can be fixed.”
  With a sidelong look to Nigel, Valsin turns to Anok, “What my 
  companion means to say is, he will pay to get your friend raised 
  if her spirit is willing. Pathfinders, prepare to head north to the 
  Realm of the Mammoth Lords.”
  With that, the Overseer GM should announce that Part 1 
  of the adventure has concluded and that PCs begin the next 
  chapter fully rested. Remember, in Version B, the adventure 
  moves next to Part 3. This is a good time to provide a short 
  break before beginning the next section.
  
  PATHFINDER SOCIETY SCENARIO
  20
  PART 3: WINTER SOLSTICE
  The Overseer GM should read or paraphrase the following.
  “My Pathfinder allies, thank you for bringing us much needed 
  support,” says Medda, the Twinhorn following’s spiritual leader. 
  She stands beside Anok, her phantom and constant companion. 
  “After the orc ambush sapped our supplies and strength, we 
  pushed north to our winter home. We are only hours away from 
  the stone circle and our encampment—if we are going to make it 
  there by midnight, we need to press on. Once there, we will use 
  Ivvora’s hilt to perform our time-honored ritual and keep evil from 
  our lands.” Medda produces the small hilt of a broken weapon 
  with only a fragment of its black metal blade remaining. “Let us 
  move. There are dangers in these ancient woods: orc raiders, bears 
  that topple trees, and worse. Stay in groups and don’t get lost.”
  The PCs have 60 minutes to rally the Twinhorn following 
  and fight their way through the undead in area H before 
  moving on to any of the encounters in area I. In the final 30 
  minutes, the PCs encounter Eshimka’s lieutenants and can 
  close the planar rift in area J.
  If Part 3 serves as the beginning or middle of the adventure, 
  the PCs use the entire 90-minute duration to battle their way 
  through the encounters. They must still begin with area H 
  before moving on to area I. They can choose to take on a 
  greater challenge by traveling to area J.
  TABLE GM INSTRUCTIONS
  During Part 3, the PCs save a group of Twinhorn Kellids 
  convincing the Twinhorn leadership to unite against the 
  undead, or containing the threat posed by other planar 
  threats escaping through the nightwalker’s rift.
  Light and Movement: Part 3 occurs at night, though the 
  combination of starlight and the illumination created by 
  nearby Pathfinder groups typically means that the default 
  light level is dim. Traveling from one mapped encounter 
  area to another takes 2d6 minutes.
  Final Encounter: In Version A of this adventure, the 
  encounter in area J is accessible (and is an obligatory finale) 
  only during the last 30 minutes of Part 3. When the Overseer 
  GM announces that the final encounter area is accessible, 
  endeavor to transition the group to that encounter within 
  the next several minutes. It’s okay to wrap up an ongoing 
  encounter with some quick narrative in order to give the 
  group plenty of time with the final encounter.
  When the Overseer GM announces this transition, she 
  will also note that the Deepening Shadows, Uncertain 
  Opportunity, or Bolstering Light condition is in effect. The 
  effects of these conditions appear in the Counting Successes 
  sidebar on page 27.
  In other versions of The Solstice Scar in which Part 3 is the 
  beginning or middle of the adventure, the encounter in area 
  J is an optional, more challenging encounter that the PCs 
  can experience anytime after concluding the encounter in 
  area H. In this case, the Overseer GM will not make any 
  special announcements at the start of the encounter.
  Reporting: Each encounter has a Reporting entry at 
  the very end that notes how to handle successes. For most 
  encounters the PCs successfully overcome (through combat, 
  negotiation, or otherwise), the Table GM should send a 
  Runner to report one success to the Overseer GM. If the PCs 
  defeat the encounter in area J, the Table GM should send 
  a Runner to report a special success to the Overseer GM. 
  If the PCs successfully conclude the Seeking Aid encounter, 
  the Table GM should send a Runner to report either one or 
  two diplomatic successes to the Overseer GM. 
  Portal Closed: This condition triggers and affects the 
  entire House once enough tables have reported special 
  successes. All undead creatures must immediately succeed at 
  an Easy Will save or become dazed for 1 round. Additionally, 
  the undead each take a –1 penalty to AC and on attack rolls, 
  saving throws, skill checks, and ability checks.
  Twinhorn Allies: This condition triggers and affects the 
  entire House once enough tables have reported diplomatic 
  successes. When this occurs, the next successful melee 
  or ranged attack made by each PC before the end of the 
  adventure automatically gains the benefits of the boosted 
  Allied Offensive aid token effect.
  OVERSEER GM INSTRUCTIONS
  During Part 3, the Overseer GM tallies reported successes, 
  special successes, and diplomatic successes. The Overseer 
  GM is also responsible for making announcements to the 
  House, tracking time, and concluding the adventure.
  The number of Twinhorn warriors who survived the 
  journey to Absalom and back influences the difficulty of 
  encounters during Part 3. When running a version that 
  does not include Part 2, do not adjust the encounters (as 
  though the Bloodied Convoy condition were in effect).
  Devastated Army: Any combat encounter in area H or 
  I that has two or more of the same creature (such as two 
  ragewights) gains one additional creature of that type. 
  If there are several types of creatures that qualify, add 
  only one additional creature of the creature type with the 
  highest CR in that encounter. 
  Bloodied Convoy: Run the encounters in Part 3 as 
  written.
  Twinhorn Champions: The Pathfinders fight alongside 
  numerous Twinhorn veterans who share supplies and are 
  ready to come to the Society’s aid. When the PCs use an 
  aid token, they can activate two different benefits during 
  that encounter.
  Twinhorn Assistance
  
  21
  THE SOLSTICE SCAR
  After 60 Minutes: If Part 3 serves as the final part of this 
  adventure, the Overseer GM should make the following 
  announcement to indicate that area J is now accessible once 
  the House has had 60 minutes in which to explore areas H 
  and I. Otherwise, ignore this announcement.
  Medda rides by, calling above the din of the raging battle, “The 
  path is clear—we can reach the valley that holds the stone circle. 
  Let us band together and stop the undead tide. I am concerned 
  that some of the foul creatures had the name ‘Eshimka’ on their 
  rotting lips. We must stand together and use all of our power to 
  close this black portal before it’s too late!”
  Additionally, immediately read aloud one of the following 
  three entries based on the number of successes the House 
  has reported (see the Successes section below).
  Successes: The number of successes reported affects 
  what extra condition is in effect after 60 minutes when the 
  House can enter area J (whether a group reports one or two 
  diplomatic successes for the Seeking Aid encounter, treat this 
  as one success for this purpose). If the House has reported 
  a number of successes equal to or less than 2 � the number 
  of tables, the Deepening Shadows condition is in play. If the 
  House has reported a number of successes between 2 � the 
  number of tables and 3 � the number of tables, the Uncertain 
  Opportunity condition is in play. If the House has reported a 
  number of successes equal to or greater than 3 � the number 
  of tables, the Bolstering Light condition is in play.
  If Part 3 is not the final part of the adventure, instead 
  begin this part with the Deepening Shadows condition in 
  play. Once the PCs have reported enough successes to meet 
  the Uncertain Opportunity and later the Bolstering Light 
  thresholds, announce that those respective conditions have 
  replaced Deepening Shadows.
  For Deepening Shadows, read the following aloud.
  Despite the Society’s best efforts, the undead forces seem to grow 
  in power, fed by a grim shadow that conceals even the stars.
  Table GMs, the Deepening Shadows condition is in effect.
  For Uncertain Opportunity, read the following aloud.
  Fighting side-by-side, the Twinhorn following and Pathfinders 
  have carved a path to the stone circle. This affords only a brief 
  opening to stop the undead army, and the fighting will be difficult.
  Table GMs, the Uncertain Opportunity condition is in effect
  For Bolstering Light, read the following aloud.
  The undead forces begin to fall back, scattered by the Society’s 
  ferocity. As if Vildeis herself approved, Pathfinders’ battle wounds 
  glow with light that pushes back the darkness.
  Table GMs, the Bolstering Light condition is in effect.
  Special Successes: Runners report special successes 
  following the successful completion of the encounter in 
  area J, and these contribute to activating the Portal Closed 
  condition; note that this condition does not apply in 
  Version A of The Solstice Scar, so special successes are merely 
  an indicator of how many tables have concluded the final 
  encounter. Once the House has reported a number of 
  special successes equal to one-sixth the number of tables, 
  rounded up, read the following aloud.
  Brilliant light shines from the stone circle, penetrating the thick 
  forest and illuminating the entire valley. Just as quickly as it 
  appeared, it vanishes, leaving the undead looking feeble. Table 
  GMs, the Portal Closed effect is in play.
  Diplomatic Successes: Runners report either one or 
  two diplomatic successes whenever a table successfully 
  concludes the Seeking Aid encounter, and these contribute 
  to activating the Twinhorn Comrades condition. Once the 
  House has reported a number of diplomatic successes equal 
  to one-third the number of tables, rounded up, read the 
  following aloud.
  The air fills with the sound of Kellid battle cries as dozens of 
  Twinhorn warriors join the fight. Table GMs, the Twinhorn Allies 
  effect is in play.
  Concluding Part 3: This part should end after 90 minutes. 
  See the Concluding Part 3 section on page 30.
  H. BLOOD ON THE SNOW
  The PCs should complete this encounter first before 
  continuing to area I.
  Once the PCs approach the Twinhorn following 
  encampment, they see evidence of a bloody battle and the 
  encampment is under attack. The Overseer GM should start 
  Part 3 by reading the following.
  As the Kellids and Pathfinders reach the top of the hill next to the 
  Twinhorn encampment, they notice splashes of blood and the 
  occasional corpse dotting the landscape. Medda raises her voice, 
  calling, “My brethren, our families are under attack! Secure the 
  camp and drive back any who oppose you. Pathfinder allies, join 
  us in defense of our home!” The landscape opens into a burned 
  hillside where blackened trees stand like lifeless sentinels. A 
  crude blockade shields the entrance to a natural cavern.
  When the first waves of undead attacked, the Twinhorn 
  members remaining in the encampment struggled to fight 
  them off. Some retreated to this nearby cave and constructed 
  a haphazard barricade. They’ve held off the undead horde 
  for several hours, but the barricade is about to collapse. The 
  charred trees here don’t provide cover or impede movement.
  
  H. Blood on the Snow
  1 square = 5 feet
  Pathfinder Flip-Mat: Bigger Forest
  N
  Enemy 
  Starting 
  Area
  PCs’ 
  Starting 
  Area
  PATHFINDER SOCIETY SCENARIO
  22
  
  23
  THE SOLSTICE SCAR
  Creatures: The undead creatures try to break the barricade, 
  but they turn their attention to the PCs at their arrival.
  SUBTIER 1–2 (CR 3)
  HUMAN SKELETONS (3) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 250; see page 48)
  HUMAN ZOMBIES (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288; see page 49) 
  SUBTIER 3–4 (CR 5)
  SCRAMBLER NECROCRAFT 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 4 200; see page 55) 
  HUMAN ZOMBIES (4) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288; see page 56) 
  SUBTIER 5–6 (CR 8)
  SCRAMBLER NECROCRAFTS (3) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 4 200; see page 65) 
  RAGEWIGHT 
  CR 6
  hp 82 (Pathfinder Campaign Setting: Andoran, Birthplace of 
  Freedom 60; see page 65)
  SUBTIER 7–8 (CR 10)
  BODAK 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 48; see page 75) 
  RAGEWIGHTS (2) 
  CR 6
  hp 82 each (Pathfinder Campaign Setting: Andoran, Birthplace of 
  Freedom 60; see page 76)
  SUBTIER 10–11 (CR 13)
  BODAK 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 48; see page 87) 
  DEVOURER 
  CR 11
  hp 133 (Pathfinder RPG Bestiary 82; see page 87) 
  RAGEWIGHTS (3) 
  CR 6
  hp 82 each (Andoran, Birthplace of Freedom 60; see page 89)
  Development: The Twinhorn Kellids are thankful for the 
  PCs’ assistance and direct them to the main encampment 
  to talk with their leaders. They also mention that creatures 
  have been pouring from a portal at the stone circle since 
  nightfall and ask that the PCs hold back the tide of undead 
  and find a way to close the portal. Once the PCs reach the 
  camp (area I), they can meet with the Twinhorn elders (the 
  Seeking Aid encounter) or fend off the undead that are 
  attacking the settlement (the Spirits of the Past and Planar 
  Opportunists encounters). In any version of The Solstice Scar 
  other than Version A, the PCs can also travel to area J to 
  confront Eshimka’s lieutenants.
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  I. TWINHORN CAMP
  The Twinhorn following has numerous tents made of thick 
  animal hides (hardness 2, 10 hit points), and they have 
  created a partial palisade around the camp’s core to provide 
  a windbreak and make the site easier to defend. The palisade 
  is 10 feet tall. 
  During the combat encounters here, the enemies can 
  attack from any direction, though ideally they should 
  approach from a direction that allows them to begin the 
  encounter at least 60 feet away from the PCs. If the PCs 
  are at risk of failing a combat encounter catastrophically, 
  they can flee successfully so long as they can reach the 
  edge of the map; don’t report a success, but do move to 
  a different encounter once the PCs have finished healing 
  their wounds.
  SEEKING AID
  This encounter takes place inside the large tent near the 
  center of the camp.
  The thick hide walls of this large tent muffle the sounds of battle 
  outside. Iron spikes pin down an enormous map in the center of 
  the tent. Wooden carvings of warriors and monsters lie strewn 
  about the map, marking the location of fighting warriors and the 
  encroaching undead.
  By the time Medda entered the tent, the other two 
  Twinhorn council elders had just agreed to retreat. They 
  intend to escape with their surviving warriors, abandoning 
  their winter home and the pledge they made to Ivvora 
  long ago. When the PCs arrive, Medda has been arguing 
  with them for several minutes, demanding that they stay 
  and fight for their home and traditions. The PCs are 
  able to influence the outcome of this debate by swaying 
  the opinions of the other two council members. This is 
  a greatly simplified version of the influence subsystem 
  (Pathfinder RPG Ultimate Intrigue 102) that does not require 
  the printed source to run.
  To persuade a council member, the PCs must perform 
  a number of successful skill checks; the types of skills 
  that function in this way appear in the Influence entry of 
  the NPC’s stat block below, and the number of successful 
  checks needed appears immediately below that. A PC can 
  also try to uncover important information about an NPC by 
  
  I. Twinhorn Camp
  1 square = 5 feet
  Pathfinder Map Pack: Army Camp
  Pathfinder Flip-Mat: Basic Terrain Multi-Pack
  N
  PATHFINDER SOCIETY SCENARIO
  24
  
  25
  THE SOLSTICE SCAR
  succeeding at one of the skill checks listed in the Discovery 
  entry, which informs the PCs what that NPC’s advantages 
  and biases are. Knowing these advantages and biases helps 
  the PCs gain cumulative bonuses and avoid penalties on 
  checks to influence the NPCs.
  Each PC receives three opportunities to perform a skill 
  check to influence a council member or discover an advantage 
  for influencing a council member. Have the PCs describe 
  or roleplay each skill check before rolling it. Particularly 
  persuasive strategies can earn a PC up to +4 bonus on a 
  check. A PC can instead aid the attempt of another PC, using 
  one of her own three allotted skill checks. Biases may affect 
  some PCs’ skill checks with a bonus or penalty, based on the 
  temperament of the elder. Succeeding at a skill check listed 
  under the Influence section grants the PCs a success, and 
  exceeding the DC by 10 or more earns two successes. Once 
  the PCs have acquired the number of successes needed, that 
  council member has decided to stay and fight.
  For Four Players: For a group of four PCs, grant each PC 
  one additional opportunity to attempt a skill check during 
  this encounter.
  Creatures: The three council members are Medda 
  Spiritbearer, Kragr Bloodhand, and Jala the Patient. If the 
  House earned the Tragic Death condition in Part 1, Medda is 
  distrustful of the Pathfinders. This increases her successes 
  needed to 3 and increases the check DCs of all skills to 
  influence her to Hard.
  MEDDA SPIRITBEARER
  NG female human spiritualist
  DESCRIPTION
  Background When she was 11 years old, Medda accepted 
  the responsibility of sheltering Anok’s phantom, as had her 
  mother before her. She had been presumed to be a boy 
  up until that point, and accepting the heavy family burden 
  helped her find the inner strength to acknowledge her true 
  self. Her revelation pleased the elder council, for “evening’s 
  daughters”—daughters who revealed themselves later than 
  most—were presumed in Kellid culture to posses incredible 
  willpower and tenacity. Once bound to Ivvora’s hilt and Anok, 
  Medda developed considerable psychic magic, which she 
  honed through many adventures and spiritual trials in the 15 
  years since. Medda is a wise councilor, resourceful healer, and 
  time-tested leader for the Twinhorn following.
  Appearance Medda has a lithe build, especially by Kellid 
  standards, and wears her auburn hair tied in a tight braid. She 
  wears a breastplate over her furs and carries a longspear into 
  battle. As a devout follower of Vildeis, she wears a bloody 
  bandage as a symbol of her own sacrifice, giving some of her 
  own life force to sustain the phantom of Anok. Small scars 
  featuring celestial runes peak from beneath her clothing.
  Personality Medda is trusting and seeks peace, but she’s not 
  afraid to fight against evil at any cost.
  Biases Medda has a bias toward outward followers of good-
  aligned deities (+2) and against those who are violent for 
  glory or personal gain (–2).
  INFLUENCE
  Influence Easy Knowledge (religion) or Perform (oratory)
  Successes Needed 2 checks
  Discovery Easy Knowledge (religion) or Sense Motive
  Advantage Medda’s bloody bandage and celestial rune 
  scars symbolize her devotion to Vildeis, the empyreal lord 
  known as the Cardinal Martyr. She selflessly fights any 
  encroaching evil.
  Special If the PCs support Medda directly, she becomes inspired 
  and even more fervent. The DC to influence the other council 
  members decreases by one step (Hard to Average and 
  Average to Easy).
  KRAGR BLOODHAND
  CN middle-aged male human barbarian
  DESCRIPTION
  Background As the primary hunter of the Twinhorns, Kragr 
  is most comfortable outdoors. He has had experience in 
  skirmishes with other followings and orcs from the south, but 
  he usually fights his foes directly. He has wanted to abandon 
  the traditions of Vildeis and Ivvora for years, feeling there are 
  better places to spend winters with more game and fewer 
  orcs. He sees no value in remaining.
  Appearance This massive Kellid stands a head taller than 
  most humans and wears a dire polar bear cloak from a bear 
  he personally wrestled, pinned, and strangled during a 
  year he spent traveling the Crown of the World. The many 
  scars on his body suggest a life of physical conflict and 
  perseverance.
  Personality Kragr is short tempered and impatient. He sees no 
  value in the Twinhorns’ annual visit to this area.
  Biases Kragr admires physically powerful creatures with a 
  combined Strength and Constitution score above 30 (+2); he 
  looks down on weak creatures whose combined Strength, 
  Dexterity, and Constitution are 36 or lower (–2).
  INFLUENCE
  Influence Average Intimidate; Hard Diplomacy or Bluff
  Successes Needed 4 checks
  Discovery Average Knowledge (local) or Sense Motive
  Advantage Kragr doesn’t like people to think he’s a coward. 
  Insinuating that he’s afraid motivates him to look strong (+4), 
  but outright calling him a coward makes him angry (–2).
  JALA THE PATIENT
  LN venerable female human ranger
  DESCRIPTION
  Background Jala was once the hero of the following, able to 
  bring down a stag at 500 feet in a gale. Now she leads the 
  following as the eldest surviving member, relying on her 
  hunter’s instincts to guide her words instead of her arrows.
  
  Medda 
  Spiritbearer
  PATHFINDER SOCIETY SCENARIO
  26
  Appearance Jala’s age may have wrinkled her skin and clouded 
  her vision, but she still wears her leather armor and longbow 
  proudly. Regular exercise has kept her body strong, despite 
  her old age.
  Personality Jala is often silent, waiting for the right moment to 
  speak. When she does, her words are direct and to the point.
  Biases Jala prefers to hear reasoned arguments (+2) and 
  dislikes impassioned pleas that depend on emotional 
  manipulation (–2).
  INFLUENCE
  Influence Average Knowledge (nature) or Profession (soldier); 
  Hard Knowledge (religion)
  Successes Needed 3 checks
  Discovery Average Knowledge (nature) or Sense Motive
  Advantage Jala still retains her hunting instincts, silently 
  evaluating the situation and acting only when most effective. 
  She reacts well to facts (+2), but not to emotional appeals 
  (–2).
  Development: Once each PC has attempted three 
  skill checks, the council members vote. Each NPC 
  for whom the PCs attained enough successes 
  votes in favor of staying to fight. So long as 
  the House did not earn the Tragic Death 
  condition, Medda votes to remain.
  Reporting: If at least two members 
  of the council vote to stay and fight, 
  report one diplomatic success to 
  the Overseer GM. If the vote is 
  unanimously to stay and fight, report 
  two diplomatic successes.
  SPIRITS OF THE PAST
  A stream of glowing mist winds its way through 
  the trees as the air takes on a sudden chill.
  Creatures: Eshimka has gathered hundreds 
  of undead creatures into an army, and the 
  waves of negative energy that pulse from 
  the rift in area J have also caused many 
  long-dead crusaders and cultists to 
  haunt this wilderness. The undead 
  travel toward the camp and kill 
  whoever they find. Remember 
  that 
  although 
  incorporeal 
  undead could play extended 
  games of cat-and-mouse by 
  constantly hiding in solid 
  objects, those tactics are not 
  appropriate for this adventure’s fast-
  paced encounters as they use up too 
  much time.
  SUBTIER 1–2 (CR 3)
  ECTOPLASMIC HUMANS (4) 
  CR 1/2
  hp 7 each (Pathfinder RPG Bestiary 4 82; see page 48) 
  SUBTIER 3–4 (CR 5)
  ECTOPLASMIC HUMANS (2) 
  CR 1/2
  hp 7 each (Pathfinder RPG Bestiary 4 82; see page 55)
  GUARDIAN PHANTOM ARMORS (2) 
  CR 2
  hp 13 each (Pathfinder RPG Bestiary 4 213; see page 55)
  SUBTIER 5–6 (CR 8)
  EXILED SHADE 
  CR 6
  hp 68 (Pathfinder RPG 
  Bestiary 6 124; see page 64)
  SPECIAL ABILITIES
  Exiled (Ex) The exiled shade 
  responds to symbols of Aroden, 
  Iomedae, and Taldor.
  SHADOWS (2) 
  CR 3
  hp 19 each (Pathfinder RPG 
  Bestiary 245; see page 66)
  SUBTIER 7–8 (CR 10)
  EXILED SHADES (2) 
  CR 6
  hp 68 each (Pathfinder RPG 
  Bestiary 6 124; see page 75)
  SPECIAL ABILITIES
  Exiled (Ex) The exiled shades respond to 
  symbols of Aroden, Iomedae, and Taldor.
  GREATER SHADOW 
  CR 8
  hp 58 (Pathfinder RPG Bestiary 245; see 
  page 76)
  SUBTIER 10–11 (CR 13)
  ENLIGHTENED VAMPIRE 
  CR 12
  hp 108 (Pathfinder RPG Monster Codex 
  242; see page 88)
  GREATER SHADOWS (2) 
  CR 8
  hp 58 each (Pathfinder RPG Bestiary 
  245; see page 89)
  Reporting: If the PCs successfully 
  overcome this encounter, report one 
  success to the Overseer GM.
  
  27
  THE SOLSTICE SCAR
  PLANAR OPPORTUNISTS
  Several outsiders from the Plane of Shadow have made a deal 
  with Eshimka; they offered to help with this initial assault in 
  exchange for passage to the Material Plane. 
  Creatures: Many of these shadow creatures are looking 
  to carve out their own territory, while some are just aiming 
  to cause mayhem among the mortals, but first they must 
  first fight in the vanguard of Eshimka’s army. They show 
  no mercy.
  SUBTIER 1–2 (CR 3)
  GIANT SHADOW DRAKE 
  CR 3
  hp 28 (Pathfinder RPG Bestiary 4 289, 80; see page 48) 
  SUBTIER 3–4 (CR 5)
  GIANT SHADOW DRAKES (2) 
  CR 3
  hp 28 each (Pathfinder RPG Bestiary 4 289, 80; see page 56) 
  SUBTIER 5–6 (CR 8)
  OSTIARIUS 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 4 176; see page 65) 
  MURDEROUS SHAES (2) 
  CR 5
  NE advanced shae (Pathfinder RPG Bestiary 3 294, 242; see page 66)
  hp 38 each
  SUBTIER 7–8 (CR 10)
  SCEANDUINARS (2) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 2 239; see page 77)
  MURDEROUS SHAES (2) 
  CR 5
  NE advanced shae (Pathfinder RPG Bestiary 3 242, 294; see 
  page 77)
  hp 38 each
  SUBTIER 10–11 (CR 13)
  SHADOW GIANT 
  CR 13
  hp 199 (Pathfinder RPG Bestiary 6 135; see page 90) 
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  J. VOICE OF THE SHADOW
  In Version A of The Solstice Scar, do not begin this encounter 
  until directed to do so by the Overseer GM. In other versions, 
  the PCs can travel to this area once they’ve concluded the 
  encounter in area H.
  The clearing on the riverbank features a circle of standing stones 
  with a large stone altar at its center. A shadowy tear floats 
  above the altar, so dark that what little light shines from the 
  stars seems to become trapped inside. Eight large tendrils of 
  inky darkness coil around the menhirs as if keeping the stones 
  in a stranglehold. Other tendrils lick out from the shadowy rift 
  as if tasting the air.
  Eshimka has torn open a jagged wound between the 
  planes, creating an unstable gate where Ivvora defeated the 
  nightwalker. If a PC travels through the gate, he reaches a 
  liminal space between the Negative Energy Plane and the 
  Shadow Plane; exploring this is beyond the scope of this 
  adventure, though the PC takes 1 negative level each round 
  he remains inside. The tear is quickly getting larger, growing 
  by almost an inch per minute. After sending through its 
  vanguard, Eshimka sent its lieutenants to organize the 
  undead rabble and prepare for the nightwalker’s return.
  To begin the encounter, begin the PCs about 60–90 feet 
  from the stone circle. Because of the haunting sounds 
  ahead, the PCs should have 2 full rounds in which to cast any 
  preliminary spells before they need to rush in to intervene.
  Creatures: One or more of Eshimka’s lieutenants guards 
  the rift, killing any living creature that dares to approach. 
  During combat, the intelligent undead describe the 
  horrible ways that Eshimka will torture the PCs’ souls on 
  the nightwalker’s return.
  Hazard: Shadowy tentacles lash out at any living creature 
  that enters the stone circle, as the spell black tentacles with 
  a caster level equal to the table’s Average Party Level (APL). 
  The light level within the marked area is also reduced by one 
  level (to darkness under most circumstances). In Subtier 1–2, 
  the tentacles only grapple creatures (dealing no damage), 
  and in Subtier 3–4, they deal only 1d6 points of damage. 
  Depending on how well the PCs fight off the undead and 
  shadowy invaders in areas H and I, they may be able to 
  reach the standing stones before Eshimka can flood the 
  region with even more negative energy. If the PCs are 
  especially capable, they may even earn a temporary 
  blessing from Vildeis or one of that empyreal lord’s angels.
  Deepening Shadows: The entirety of area J is affected 
  by the spell desecrate, though not as though it were 
  centered on an evil altar.
  Uncertain Opportunity: Run the encounter in area J 
  as written.
  Bolstering Light: The entirety of area J is affected 
  by the spell consecrate, though not as though it were 
  centered on an altar dedicated to a good-aligned deity. If 
  a PC casts consecrate, the affected area’s bonuses double, 
  as though it were centered on such a permanent altar.
  Counting Successes
  
  J. Voice of the Shadow
  1 square = 5 feet
  Pathfinder Flip-Mat: Bigger Forest
  N
  Enemy 
  Starting 
  Area
  and 
  Hazard
  PATHFINDER SOCIETY SCENARIO
  28
  
  Body Snatcher
  29
  THE SOLSTICE SCAR
  The tentacles act to maintain the grapple effect on initiative 
  count 10 each round. This effect does not target nor impede 
  undead creatures in any way. Furthermore, any creature that 
  ends its turn within the stone circle is subject to an amount 
  of negative energy damage equal to 1d6 × half the party’s 
  APL (minimum 1d6; Easy Will save for half). The negative 
  energy both harms living creatures and heals undead 
  creatures. Any positive energy that affects any part of the 
  hazard’s area—such as from the channel energy class feature 
  or cure spell—and that deals damage equal to at least double 
  the APL suppresses this hazard for 1 round.
  SUBTIER 1–2 (CR 4)
  SKELETAL CHAMPION 
  CR 2
  hp 17 (Pathfinder RPG Bestiary 252; see page 48) 
  BLOODY SKELETONS (3) 
  CR 1/2
  hp 4 (Pathfinder RPG Bestiary 250, 251; see page 49) 
  SUBTIER 3–4 (CR 6)
  GIANT CRAWLING HAND 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 2 59; see page 55)
  HUMAN SKELETONS (6) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 250; see page 56)
  SUBTIER 5–6 (CR 9)
  FALLEN 
  CR 8
  hp 93 (Pathfinder RPG Bestiary 6 126; see page 64)
  SKELETAL CHAMPIONS (4) 
  CR 2
  hp 17 each (Pathfinder RPG Bestiary 252; see page 67)
  SUBTIER 7–8 (CR 11)
  BODY SNATCHER 
  CR 11
  hp 144 (see page 75) 
  SUBTIER 10–11 (CR 14)
  BODY SNATCHER 
  CR 11
  hp 144 (see page 87)
  FALLEN (4) 
  CR 8
  hp 93 each (Pathfinder RPG Bestiary 6 126; see page 88)
  Development: The PCs can close the rift by standing at the 
  circle’s edge, performing a sealing ritual, and succeeding at 
  three Average skill checks for one or more of the following 
  skills: Knowledge (arcana, planes or religion), Linguistics, 
  Perform (oratory), Spellcraft, or Use Magic Device. Each check 
  takes a full-round action. The ritual is easiest when performed 
  by multiple PC; for each check beyond the first that a PC 
  attempts, increase that PC’s check DCs by 1. Expending an 
  ability that uses positive energy—such as casting a spell with 
  the healing descriptor or using a cleric’s channel positive 
  energy class feature—grants a bonus on a single check equal to 
  the level of the spell; for channeled positive energy, the bonus 
  is equal to the number of d6s rolled. If a PC’s result would 
  meet the Hard skill check DC, the check instead earns two 
  successes. A PC who completed a similar ritual in Pathfinder 
  Society Scenario #8–07: From the Tome of Righteous Repose gains a 
  +4 circumstance bonus on these checks.
  If the PCs succeed, the rift starts to close slowly. If more 
  than 15 minutes remain in Part 3, the table GM should 
  have the PCs help defeat other threats near the Twinhorn 
  encampment (such as in area I).
  Reporting: If the PCs successfully overcome this 
  encounter, report one special success to the Overseer GM.
  
  PATHFINDER SOCIETY SCENARIO
  30
  CONCLUDING PART 3
  After about 90 minutes, the Overseer GM should read the 
  following aloud to conclude Part 3—and the event as a 
  whole if this is the final part of the adventure.
  As Medda and Anok join the group of Pathfinders around the 
  stone circle, she assists them with the binding ritual. Medda 
  thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The 
  shadow rift shrinks and closes, releasing a massive shock wave 
  that knocks the Pathfinders, the Twinhorn warriors, and Medda to 
  the ground. A field of dark, rippling energy remains, suspended 
  above the stone altar. As Medda reaches out to pick up Ivvora’s 
  hilt—the already broken blade now spider-webbed with new 
  cracks—a supernatural silence descends. Only the telepathic 
  rage of some unseen menace cuts through the quiet. 
  “You dare to shut me out?” it rages. “I see you, but I 
  do not see her. Where is the dwarf woman, Ivvora, 
  who fought me so long ago? Has her mortal 
  body failed at last? Has the realm of the 
  living at last lost its protector? Know 
  this: when the long shadows reach 
  out again, I will grasp them and 
  claw my way back into your world to 
  see your flesh devoured by my children.”
  Sound returns to the Realm of the Mammoth Lords, and Medda 
  cautiously stands. “It seems that Eshimka still lives and has even 
  left this foul scar on our world,” she declares. “If we are to believe 
  its promises, the fiend will attack on the next winter solstice. If we 
  are to survive, we must be ready. Nearly a millennium ago, Ivvora 
  held the key to defeating Eshimka. By following her legends and 
  discovering her fate, we may harness the same holy power that 
  banished this fiend—and together end the 
  beast entirely.
  “When we set out, it would be the 
  privilege of this following to have the 
  Pathfinders at our side. But that is a trial for 
  another day. Tonight, at last, we rest.”
  If this is the final Part, the Overseer GM should close 
  the event, thank the Table GMs for their hard work, and 
  thank the players for their support of Pathfinder Society 
  Roleplaying Guild Organized Play campaign. Provide the 
  GMs and players with instructions for submitting reporting 
  sheets and exiting the event.
  Otherwise, the Overseer GM should begin Part 4.
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 
  Prestige Points.
  
  31
  THE SOLSTICE SCAR
  PART 4: IVVORA’S FATE
  To begin Part 4, the Overseer GM should read or paraphrase 
  the following.
  Celebration and preparation have filled the last two days. The 
  Twinhorns are both relieved to have thwarted the villain Eshimka 
  and resolved to help the following’s spiritual leader, Medda, 
  retrace the paladin Ivvora’s millennium-old steps. After hours 
  of considering and retelling ancient stories preserved by oral 
  tradition, Medda gathers the Pathfinders.
  “The holy warrior Ivvora came to us in pursuit of Eshimka, 
  whom she vanquished and banished with the Twinhorns’ help. 
  However, she would not rest for long, and she insisted on seeking 
  out other evils in the area. At that time, the most fearsome threat 
  was Grathatonhakis, an immense white dragon that lurked in 
  the Tusk Mountains and would strike our camps. Ivvora learned 
  what she could, left her dagger with us, and departed to slay the 
  dragon. She never returned, and neither did the dragon. Exactly 
  what transpired is unclear from our legends.”
  Medda cradles the fragile remnants of Ivvora’s dagger. “This blade 
  kept Eshimka at bay for so many generations, and now it is ready to 
  fall apart. Ivvora held the key to defeating Eshimka, and by learning 
  her fate or communing with her spirit where she fell, we might 
  harness the same power. Then we shall not just reseal the shadow 
  fiend but destroy it once and for all! From our tales we have learned 
  where the wyrm Grathatonhakis laired. Let us set out together to 
  learn what happened—and who might have taken the caves since.”
  The trek is long and cold, taking the group first across the 
  tundra and then into shadow of the frigid Tusk Mountains. As the 
  trail winds around a frozen lake, the snap of a snare echoes over 
  the ice, and a Pathfinder is whipped into air by a cleverly laid trap. 
  Medda scowls and announces, “Pathfinders, we have kobolds. 
  Keep within earshot and spread out. They aren’t just a threat; they 
  may also be our best better to finding the dead dragon’s lair.”
  The PCs have 90 minutes to fan out, clash with kobolds, 
  and carve a pair to their lair—also the former home of 
  the mighty white dragon Grathatonhakis. The PCs begin 
  with the encounter in area K, after which they can elect to 
  convince a fey court to support their mission or push into 
  the mountains. They have two approaches: a direct route 
  into the cave system through its largest entrance (area L), 
  and a narrower entrance higher up the slope (area M). Either 
  route ultimately leads to the white dragons that currently 
  lair here (area N).
  The Twinhorn following can provide the PCs with ample 
  cold weather outfits and other basic provisions. The PCs’ 
  Kellid hosts can also supply them some information about 
  the Realm of the Mammoth Lords, including its cold climate 
  and the prevalence of evergreen trees and large mammals. 
  They also warn that the region is home to dangerous 
  megafauna, dragons, and fey, the last of which have often 
  chased away humanoid tribes.
  TABLE GM INSTRUCTIONS
  During Part 4, the PCs clash with kobolds, might negotiate an 
  alliance with fey, navigate the kobolds’ trap-heavy defenses, 
  and slay a dragon. 
  Pacing: All of Part 4 except the final encounter is intended 
  to take about 60 minutes to play, providing each table 
  enough time to complete two to three encounters. At that 
  time (or slightly before, based on accumulated successes), 
  the Overseer GM will announce the transition to area N; 
  do not move to that area earlier. Once that announcement 
  occurs, it’s okay to wrap up an ongoing encounter with some 
  quick narrative to ensure the players get plenty of time to 
  face off against a dragon.
  Reporting: Each encounter has a reporting entry at the 
  very end that notes how to handle successes. Most encounters 
  with kobolds involve the Table GM reporting one success to 
  HQ Staff. If the PCs successfully negotiate an alliance in the 
  encounter The Fey’s Favor, the Table GM should report one 
  fey success. If the PCs successfully slay a white dragon, the 
  Table GM should report one special success.
  Fey Allies: This condition triggers and affects the entire 
  House once enough tables have reported fey successes. 
  When this occurs, all PCs and companion creatures gain a 
  single-use benefit they can use during Part 4. As a free action 
  on its turn, a creature can use its benefit to gain either 
  damage reduction equal to half the table’s APL (minimum 
  1) or cold resistance equal to the table’s APL until the end of 
  that encounter. Each PC and companion creature can select 
  a different benefit.
  Scattered Kobolds: This condition triggers and affects 
  the entire House once the tables have reported enough 
  successes. When this occurs, all remaining kobolds take a 
  –2 penalty on saving throws against fear effects. Kobolds 
  also attempt to flee when reduced to half their maximum 
  hit points. Treat any kobolds who escape as defeated for the 
  purpose of resolving an encounter.
  Surprised Dragons: This condition triggers and affects 
  the entire House once the tables have reported enough 
  successes. This begins the encounter in area N (take a 
  moment to conclude any current encounter with some 
  narrative flair). In addition, the dragon in the encounter 
  is less prepared to fend off the PCs, as noted in the Well- 
  Prepared Dragons sidebar on page 40.
  OVERSEER INSTRUCTIONS
  During Part 4, the Overseer GM tallies reported successes, 
  special successes, and fey successes. The Overseer GM is 
  also responsible for making announcements to the House, 
  tracking time, and concluding the adventure.
  After 60 Minutes: Once the House has had 60 minutes 
  to interact with the fey court and clash with kobolds 
  in areas K, L, and M, the Overseer GM should make 
  the following announcement to indicate that area N in 
  
  PATHFINDER SOCIETY SCENARIO
  32
  now  accessible. However, the Overseer GM should not 
  make this announcement if the House has reported enough 
  successes to trigger the Surprised Dragons condition (see 
  Successes below).
  The kobolds continue to mount a frustrating defense, luring 
  Pathfinders into cramped and trap-filled tunnels and unleashing 
  captive monsters on unsuspecting agents. Even so, the kobolds are 
  losing ground with each battle. As another skirmish echoes from 
  elsewhere in the caverns, a tremendous roar reverberates through 
  the cave complex, rattling stalactites and causing snowdrifts to slide 
  down the outside slopes. As the sound dissipates, the voice of a 
  massive creature booms from deep within the kobolds’ warren.
  “Long ago my ancestor Grathatonhakis ruled here, and a 
  meager dwarf challenged his might only to become his trophy. 
  Both were fools, and both are now dead. I am neither, and your 
  paltry attacks shall not change that. Fall back, kobolds of the 
  Shiverscale tribe! Let these intruders die in sight of the last fool to 
  challenge Horralydax, the master of the Tusk Mountains. Rally to 
  me, my children. Today we dine on adventurers!”
  The kobolds kowtow to the booming voice, scramble to their 
  feet, and begin retreating deeper into the caves. For once they 
  aren’t covering their tracks, so the way to the dragon’s lair is clear.
  Table GMs, please move to the encounter in area N swiftly.
  Successes: The number of successes reported has two 
  potential effects: adjusting the kobolds’ morale during 
  Part 4 (see Scattered Kobolds on page 31) and triggering the 
  encounter in area N early (see Surprised Dragons on page 
  31). Once the House has reported a number of successes (not 
  special successes or fey successes) equal to 2 × the number of 
  tables, rounded up, read the following aloud.
  Time and again, the Pathfinders break through the Shiverscale 
  kobolds’ defenses, thwarting clever trap after cunning ambush. It’s 
  clear you have the kobolds on the run, and even those willing to 
  stand in your way seem shaky and unwilling to fight to the death.
  Table GMs, the Scattered Kobolds condition is now in effect.
  Once the House has reported a number of successes 
  equal to 2-1/2 × the number of tables (rounded up), read the 
  following aloud.
  The kobolds turn and flee. It’s clear that this time they aren’t just 
  baiting the Pathfinders into another trap; they’ve lost the will to 
  fight entirely. The Society rallies and gives chase, approaching a 
  large cavern where they can overhear a deep voice. “Your tribe has 
  failed me, chieftain? There shall be time to punish you later, but 
  first I shall strike the fear of ice and darkness into these intruders. 
  They shall know the name Horralydax, whose ancestor froze that 
  meager dwarf as his trophy ages ago! Come, there is still much to 
  prepare before they arrive, spells to cast, and—“ The voice pauses 
  before incredulously exclaiming, “They’re already here?!?”
  The Pathfinders have overwhelmed the kobolds so decisively 
  that they have taken the dragons by surprise. Table GMs, please 
  move to the encounter in area N swiftly. The Surprised Dragons 
  condition is in effect.
  Fey Successes: Once the House has reported a number of 
  fey successes equal to 1/3 the number of tables (rounded up), 
  read the following aloud.
  A sudden gust of wind rushes through the area, riming the trees 
  and rocks with frost that resembles faces of the region’s fey 
  monarchs. “Your Society has requested our aid, and we have 
  agreed to support your endeavors. Carry our token, call upon us in 
  your time of need, and ensure the dragons prey upon this region 
  no more.” With that, the icy faces melt away, and each of you find 
  a tiny crown of pine needles nearby.
  Table GMs, the Fey Allies condition is in effect.
  Concluding Part 4: This part should end after 90 minutes, 
  or earlier if the House reports a number of special successes 
  equal to the number of tables.
  K. LEAF AND SCALE
  As the PCs disperse and begin exploring the frozen terrain, they 
  descend a gentle slope toward a frozen lake to the west with the 
  mountains rising to the north and east. This is a frequent stop 
  for the kobolds, who like to go ice fishing and hunt any game 
  that comes to the water. It’s also popular with the local fey, who 
  often frolic around the shore or skate atop the ice.
  Creatures: Most of the time, the fey and kobolds leave 
  each other alone. However, the growing number of dragons 
  in the mountains has made the kobolds more aggressive and 
  the fey more anxious. As the PCs arrive from the southeast, 
  a group of kobolds is locked in a heated argument with a 
  coniferous dryad. They both exchange angry words, though 
  each side only knows a small number of words in the other’s 
  language, relying instead on inflection and gestures to 
  express their growing dislike of one another. Specifically, 
  the dryad insists the kobolds must leave forever, and the 
  kobolds are threatening to chop up the dryad and turn her 
  into stew.
  Once the PCs come into view, the kobolds attack the 
  Pathfinders, assuming they’re allies of the fey. The dryad 
  steps back to watch, preferring to ascertain the PCs’ 
  intentions before intervening. This fight is stacked pretty 
  heavily in the PCs’ favor, and it’s entirely fine for them to 
  trounce the kobolds quickly. After all, there are more kobold 
  encounters ahead that provide them their traditional 
  advantages: hazardous terrain, traps, and dragon allies.
  As a move action, a PC can attempt an Average Bluff, 
  Diplomacy, or Knowledge (nature) check to appeal to 
  the dryad for assistance; reduce this check’s difficulty 
  to Easy if the PC addresses the dryad in Sylvan. If the PC 
  
  K. Leaf and Scale
  E : Enzial
  E
  1 square = 5 feet
  Kobold Starting
  Area
  PCs’ Starting
  Area
  Pathfinder Flip-Mat: Winter Forest
  N
  33
  THE SOLSTICE SCAR
  
  Kobold
  PATHFINDER SOCIETY SCENARIO
  34
  succeeds, the dryad uses magic to inconvenience one of 
  the kobolds, applying one of the following conditions for 
  1 round: confused, entangled, flat-footed, prone, or shaken. 
  Alternatively, the dryad can cause up to 8 squares of ice to 
  become dry and ridged, allowing creatures to move over it 
  at normal speed. The dryad can provide this aid only once 
  per turn and no more than twice during the encounter. If 
  attacked by the PCs, the dryad flees.
  Hazard: Navigating this area is difficult. Entering a square 
  of ice, such as that of the frozen creek or lake, takes 2 squares 
  of movement, and the DC for Acrobatics checks increases by 5. 
  Areas on the map occupied by trees count as difficult terrain 
  and grant partial cover.
  Any Large creature moving on the lake’s ice (but not the 
  creek) causes the ice to groan loudly under the pressure, and 
  each time such a creature moves on the lake ice, there is a 25% 
  chance that it falls through into the freezing water beneath; 
  a Huge or larger creature automatically falls through the ice. 
  This leaves a hole the size of the creature’s space. The water 
  is about 10 feet deep in the depicted area, and clambering out 
  of the hole requires a successful DC 
  15 Swim check (or Climb check if 
  the creature’s at least Large). Each 
  round that a creature’s in the 
  freezing water, it takes 1d3 
  points of cold damage.
  At the GM’s 
  discretion, an especially dense or heavy creature (e.g., a dwarf 
  in full plate with a tower shield or an iron golem) is treated as 
  one size category larger for the purpose of breaking through 
  the ice.
  SUBTIER 1–2 (CR 3)
  KOBOLDS (4) 
  CR 1/4
  hp 5 each (Pathfinder RPG Bestiary 183; see page 50)
  KOBOLD DRAGON HERALD 
  CR 1
  hp 24 (see page 50)
  SUBTIER 3–4 (CR 5)
  KOBOLD MONSTER WRANGLER 
  CR 1
  hp 17 (Pathfinder RPG Monster Codex 132; see page 58)
  KOBOLD SNIPERS (3) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 58)
  SLURK 
  CR 2
  hp 17 (Pathfinder RPG Bestiary 2 251; see page 58)
  SUBTIER 5–6 (CR 7)
  KOBOLD BLADES (2) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 130; see page 68)
  KOBOLD GUILECASTER 
  CR 5
  hp 35 (Pathfinder RPG Monster Codex 131; see page 68)
  SUBTIER 7–8 (CR 9)
  FROST DRAKE 
  CR 7
  hp 84 (Pathfinder RPG Bestiary 2 108; see page 78)
  KOBOLD BATTLE MASTER 
  CR 6
  hp 57 (Pathfinder RPG Monster Codex 132; see page 79)
  ICE NEWT MOUNT 
  CR —
  hp 45 (see page 79)
  KOBOLD BOMBERS (2) 
  CR 1
  hp 12 each (Pathfinder RPG Monster Codex 133; see page 80)
  SUBTIER 10–11 (CR 12)
  FROST DRAKES (2) 
  CR 7
  hp 84 each (Pathfinder RPG Bestiary 2 108; see page 91)
  KOBOLD DRAGON EVANGELISTS (2) 
  CR 9
  hp 108 each (see page 92)
  
  35
  THE SOLSTICE SCAR
  Development: So long as the PCs did not attack the dryad, 
  she introduces herself as Enzial, voices her gratitude for 
  their assistance, and explains that white dragons from the 
  mountains have hatched a new clutch of wyrmlings. This 
  has spurred the kobolds who serve these dragons to hunt 
  a staggering number of local animals for meat. The fey 
  normally don’t mind hunting, but the kobolds’ predation 
  threatens to wipe out several prey species in the area entirely. 
  Although Enzial never met Ivvora, she knows that the 
  powerful wyrm Grathatonhakis terrorized this region for 
  centuries before dying unexpectedly nearly a millennium 
  ago. The white dragons were too fearful to return in force 
  until the last century.
  If the PCs ask for aid or voice their intention to kill the 
  dragons, Enzial suggests the PCs might speak with Vallahk 
  and Quiselle, the stewards of this region. She warns that 
  these two are difficult to convince of anything, but if they 
  PCs persuade the two to aid their cause, the pair could 
  provide considerable assistance. Enzial is also amenable to 
  showing the PCs the way to the kobolds’ and dragons’ large 
  lair, identifying a large front entrance (area L) and a lesser-
  known entrance much higher in the mountain (area M). She 
  believes that both will lead the Pathfinders to the dragons.
  If the PCs ask the fey for aid against the dragons, Enzial 
  suggests that the PCs speak with Vallahk and Quiselle, 
  protectors of the forest. She also warns them that the fey are 
  unlikely to act unless the PCs can win the approval of both 
  leaders, not just one. If the PCs take her up on the offer, they 
  can proceed to The Fey’s Favor encounter, otherwise, they 
  can track the kobolds to their caves (area L or M).
  If the PCs attacked Enzial, they do not have the opportunity 
  to speak with the fey. However, the PCs can easily trace the 
  kobolds’ tracks back to their lair, made all the easier to follow 
  by the red-tinged trails left by the reindeer carcasses they’ve 
  dragged toward the mountains. This trail leads only to area 
  L, though the PCs can identify the path to area M with an 
  Average Survival or Hard Perception check. Reporting: If 
  the PCs successfully overcome this encounter, report one 
  success to the Overseer GM.
  THE FEY’S FAVOR
  If the PCs choose to speak with the fey court, Enzial leads 
  them into a nearby cluster of birch trees so dense that it 
  seems not even a sparrow could fly between them. As she 
  approaches, the trees seem to leap aside, clearing a short 
  path. Traveling this path causes the scenery to blur, as though 
  each step were carrying the PC several miles at a time. After 
  walking what feels like a few dozen feet, the PCs arrive in a 
  clearing surrounded by a living palisade of birch trees. At 
  the center stands a lopsided oak tree with green leaves, and 
  two regal fey sit atop the roots while holding court before 
  several dozen other First World beings like dryads, pixies, 
  satyrs, and awakened animals.
  This is one of the courts held by the erlking Vallahk and 
  the hamadryad Quiselle, the self-declared king and queen 
  of the forest. When the PCs arrive, the king and queen are 
  discussing the “dragon problem” and considering all-out war. 
  However, they’re concerned about the safety of those under 
  their protection. They’re also concerned that if they lose and 
  upset the dragons, no one will remain to protect the forest.
  The monarchs are gracious hosts and are willing to hear 
  the PCs’ requests and offers, though the two regularly argue 
  over the details of specific proposals and strategies. An 
  overview of each leader appears below, including a list of 
  different skills that the PCs can use to influence that leader. 
  The PCs have the opportunity to attempt 12 skill checks 
  to impress one leader or the other during this encounter. 
  The king and queen like to hear from all of their guests, so 
  they prompt each PC to participate; 10 of the 12 skill checks 
  must be split as evenly as possible among the PCs, and the 
  remaining two checks can be performed by any PC. 
  Each PC can use the aid another action once during 
  this encounter, after which one of the leaders chides that 
  PC to stop interrupting the others. Particularly persuasive 
  strategies can earn that PC up to a +4 bonus on the check. 
  If a PC has a particularly creative approach to influencing 
  a leader that doesn’t use one of the listed skills, consider 
  allowing it—particularly if the player is willing to expend 
  some resource like a spell slot to make it happen.
  Three successful checks are needed to earn a leader’s 
  favor, and the PCs must successfully gain the favor of both 
  to win any assistance from the fey. Enzial can help gently 
  steer the PCs if they’re struggling to devise a strategy or 
  are wasting skill checks on a monarch they’ve already won 
  over. Likewise, use the two monarchs banter to convey what 
  approaches each one respects and help the players choose a 
  sound strategy.
  Pacing: Remember that there’s limited time to complete 
  Part 4’s encounters, so endeavor to keep the roleplaying fast-
  paced and lively. Aim for about 15 minutes for this encounter.
  VALLAHK
  CN erlking (Pathfinder RPG Bestiary 4 94)
  DESCRIPTION
  Strategy Vallahk has watched the kobolds hunting to feed the 
  dragons, and he has some respect for their tenacity. Adhering 
  to a rather merciless “survival of the fittest” philosophy, he 
  feels nature should be able to take its course. 
  Appearance Birdlike wings covered with pine needles instead of 
  feathers extend from the back of this regal, elf-like humanoid. 
  He perches on the oak, looking down on the PCs.
  Personality Vallahk embodies the aggressive, dangerous, and 
  vengeful aspects of the wilds. He is quick to judge and even 
  quicker to anger. His words are fast and fierce.
  Biases Vallahk admires confidence and self-assurance (+2), but 
  he sees creatures showing weakness as prey (–4).
  
  Vallahk
  PATHFINDER SOCIETY SCENARIO
  36
  INFLUENCE
  Influence Average Intimidate, Profession (hunter or trapper), or 
  Survival; Hard Perception or Stealth.
  Special Vallahk cannot stand groveling, which to him includes 
  pandering. If the PCs successfully influence Quiselle with 
  Diplomacy, increase the number of checks required to 
  influence Vallahk to 4. 
  QUISELLE
  CG hamadryad (Pathfinder RPG Bestiary 
  4 148)
  DESCRIPTION
  Strategy Quiselle prefers a gentle approach 
  that would slow the kobold’s hunting. She 
  knows deep down that with a new clutch 
  of wyrmlings, the dragon problem will only 
  grow over time, but she’s reluctant to 
  give in to violence.
  Appearance The oak’s branches 
  twist and bend, creating a 
  throne whenever she begins 
  to sit. This elf-like woman 
  wears a dress of pine needles 
  and crown of geraniums.
  Personality Quiselle represents 
  the protective, patient, 
  and nurturing aspects of 
  nature. Although generally 
  happy and carefree, she has 
  become melancholy thanks to the dragons’ 
  ravenous appetites.
  Biases Quiselle appreciates those with a positive, optimistic attitude 
  (+2), but those who show aggression frustrate her (–2).
  INFLUENCE
  Influence Average Diplomacy, Handle Animal, or Heal; Hard 
  Knowledge (nature) or Perform (any)
  Advantage Quiselle tolerates Vallahk’s occasional bloodlust, but 
  she doesn’t like to see it encouraged. If the PCs successfully 
  influence Vallahk with Intimidate, increase the number of 
  checks required to influence Quiselle to 4.
  Development: Once the PCs have either attained the 
  necessary successes to influence both leaders or have used 
  all 12 of their skill checks, the two monarchs whisper among 
  themselves and decide what to do. Whatever they decide, 
  Quiselle gives the PCs a sly smile and says, “Your proposal 
  intrigues us. We shall consider giving you our blessing when 
  your need is greatest.” She then waves her hand, causing a 
  rush of oak leaves to fall from the tree and whirl around 
  the PCs. When the leaves clear, the PCs and Enzial are back 
  along the frozen lake’s bank.
  Reporting: If the PCs attain the requisite number of 
  successes report one fey success to the Overseer GM. 
  L. OUTSIDE THE CAVES
  The forest path leads northeast, where dense evergreens 
  give way to steep, rocky foothills. Several intersecting trails 
  lead up to the cave system’s main entrance partway up the 
  Tusk Mountains. The raised outcroppings in this area are 
  about 10 feet tall, and scaling one requires a successful DC 
  12 Climb check. The frozen ground 
  is not difficult terrain, but 
  it does impose a –2 penalty 
  on Acrobatics checks.
  Creatures: The kobolds 
  frequently set traps here to 
  capture beasts. Any meek 
  creatures  they snare are 
  destined to become the 
  dragons’ dinner, but the 
  kobolds keep the more 
  ferocious ones chained to 
  the base of the mountain 
  as guard animals. Despite 
  the 
  kobolds’ 
  smaller 
  size, they have habitually 
  tormented the beast they 
  have trapped here, making 
  the 
  animal 
  fearfully 
  attack 
  the 
  kobolds’ 
  enemies. However, a PC 
  who changes the animal’s 
  attitude to indifferent or better 
  causes it to turn on its cruel captors.
  As combat begins, one kobold tugs a series of wires as 
  a standard action to unlock the animal’s chain from a 
  distance. The kobolds prefer to keep their distance, letting 
  the larger animal tear into the PCs.
  SUBTIER 1–2 (CR 3)
  KOBOLD SNIPERS (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 51)
  WOLF 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 278; see page 51)
  SUBTIER 3–4 (CR 5)
  KOBOLD BOMBERS (2) 
  CR 1
  hp 12 each (Pathfinder RPG Monster Codex 133; see page 57)
  KOBOLD DRAGON HERALD 
  CR 1
  hp 24 (see page 58)
  YOUNG GRIZZLY BEAR 
  CR 3
  hp 32 (Pathfinder RPG Bestiary 295, 31; see page 59)
  
  L. Outside the Caves
  K : Kobold Starting Area
  K
  K
  K
  K
  K
  K
  1 square = 5 feet
  Pathfinder Flip-Mat: Winter Forest
  N
  Trapped
  Animal
  PCs’ Starting
  Area
  37
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  38
  SUBTIER 5–6 (CR 8)
  KOBOLD SNIPERS (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 69)
  KOBOLD YAPPER 
  CR 7
  hp 31 (Pathfinder RPG Monster Codex 135; see page 69)
  POLAR BEAR 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 5 41; see page 70)
  SUBTIER 7–8 (CR 10)
  DIRE POLAR BEAR 
  CR 8
  hp 115 (Pathfinder RPG Bestiary 5 41; see page 78)
  KOBOLD BLADES (2) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 130; see page 79)
  KOBOLD YAPPER 
  CR 7
  hp 31 (Pathfinder RPG Monster Codex 135; see page 81)
  SUBTIER 10–11 (CR 13)
  ADVANCED MASTODON 
  CR 10
  hp 157 (Pathfinder RPG Bestiary 294, 128; see page 91)
  KOBOLD CHIEFTAINS (3) 
  CR 8
  hp 72 each (Pathfinder RPG Monster Codex 135; see page 91)
  KOBOLD GUILECASTERS (3) 
  CR 5
  hp 35 each (Pathfinder RPG Monster Codex 131; see page 92)
  Development: Once the PCs defeat the enemies here, they 
  have a clear path into the cave system where the kobolds 
  and dragons lair. The kobolds have carved petroglyphs and 
  stylized murals into the rocks along the slope, depicting 
  significant scenes in their tribe’s history and distant 
  mythology. Among these are images of a humanoid with hair 
  on her head, a blade in one hand, and patterns that suggest 
  armor covering her body. The figure is shown fighting an 
  immense dragon and appears to be frozen in ice.
  Move to area M unless the Overseer GM has instructed 
  you to move to area N.
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM. If the 
  PCs avoid harming the animal and either improve its 
  attitude to indifferent (or better) or otherwise chase it off 
  nonviolently, also report one fey success.
  M. KOBOLD CAVES
  The kobolds maintain several entrances into their home, 
  though they hide these secondary routes as best they can. If 
  the PCs receive directions from the dryad Enzial in area K 
  or identify the route by following the kobolds’ tracks, they 
  can travel to this area rather than to area L.
  The series of switchback trails comes with its own 
  dangers, though, for climbing hundreds of feet higher into 
  the mountains exposes the PCs to icy winds and dropping 
  temperatures. Each PC must succeed at Hard Fortitude 
  save against the cold weather, and on a failure, that PC takes 
  nonlethal cold damage equal to the APL and is fatigued 
  for the next encounter. Remember that the cold weather 
  gear the PCs acquired from the Twinhorn following grants 
  them a +5 circumstance bonus on this saving throw.
  Once inside, the PCs can travel through the kobold 
  warren’s outer tunnels, which range from 5–10 feet in 
  width. They enter this area from the northwest, and to 
  reach other parts of the lair they must reach the exit to the 
  southeast. The passages are natural stone (Climb DC 15).
  In places, the kobolds have carved low tunnels between 
  different passageways, allowing them to take shortcuts 
  and harass invaders from unexpected directions. These 
  shortcuts are only several feet in diameter, so Small 
  creatures can move freely through them but Medium 
  creatures must squeeze. Large creatures cannot fit at 
  all without succeeding at a DC 30 Escape Artist check. 
  Furthermore, these shortcuts are concealed, requiring a 
  Hard Perception check to spot; treat these as secret doors 
  and unusual stone features for any special abilities a PC 
  might have. The kobolds here know the locations of these 
  shortcuts and can find them without a Perception check.
  The tunnels bear numerous carved petroglyphs and 
  stylized murals, depicting significant scenes in the kobolds’ 
  history and distant mythology. Among these are images of 
  a humanoid with hair on her head, a blade in one hand, 
  and patterns that suggest armor covering her body.
  The PCs can also find among these a rounded cartouche 
  containing several Dwarven letters and words. A dwarven 
  PC automatically recognizes this, and others can do so 
  with a successful Average Knowledge (local) or Linguistics 
  check; it is a gladdringgar, a dwarven mark carved into a 
  cave to prove to others that a dwarf reached that point. This 
  one identifies the carver as Ivvora, servant of Vildeis.
  Creatures: The kobolds defend their territory ferociously, 
  using traps to augment their hit-and-run strategies. The 
  kobold master trappers (Subtiers 5–6 and Subtier 7–8) have 
  set their traps to manual activation, using their cunning 
  trigger talent to set them off at the most strategic moment.
  Traps: The kobolds have prepared numerous traps here, 
  though only a few are currently armed. Before the encounter 
  begins, the GM should decide where the traps are located. 
  The kobolds know where each are the armed traps are and 
  can move through those spaces without triggering them.
  Pacing: With a luck and care, the kobolds here could 
  potentially savage the PCs for hours. That said, remember 
  
  M. Kobold Caves
  S : Shortcut
  S
  S
  S
  S
  S
  S
  S
  S
  1 square = 5 feet
  Pathfinder Flip-Mat: Twisted Caverns
  N
  39
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  40
  that this adventure has limited time. Once the kobolds have 
  softened up the PCs, made the PCs trip over each other to 
  fend off ambushes, and led the PCs into a few traps, consider 
  having the remaining kobolds triumphantly close in to 
  finish off the PCs—in the process exposing the kobolds to 
  more direct retaliation.
  SUBTIER 1–2 (CR 3)
  KOBOLD SCALECASTER 
  CR 1/2
  hp 7 (Pathfinder RPG Monster Codex 131; see page 50)
  KOBOLD SNIPER 
  CR 1/2
  hp 12 (Pathfinder RPG Monster Codex 130; see page 51)
  PIT TRAP 
  CR 1
  See page 51
  SUBTIER 3–4 (CR 5)
  KOBOLD BLADE 
  CR 3
  hp 30 (Pathfinder RPG Monster Codex 130; see page 57)
  KOBOLD BOMBER 
  CR 1
  hp 12 (Pathfinder RPG Monster Codex 133; see page 57)
  SPIKED PIT TRAP 
  CR 2
  See page 59
  SUBTIER 5–6 (CR 8)
  KOBOLD GUILECASTER 
  CR 5
  hp 35 (Pathfinder RPG Monster Codex 131; see page 68)
  KOBOLD MASTER TRAPPER 
  CR 4
  hp 31 (Pathfinder RPG Monster Codex 133; see page 69)
  WALL SCYTHE TRAPS (2) 
  CR 4
  See page 70
  SUBTIER 7–8 (CR 10)
  FALLING BLOCK TRAPS (2) 
  CR 5
  See page 78
  KOBOLD GUILECASTER 
  CR 5
  hp 35 (Pathfinder RPG Monster Codex 131; see page 80)
  KOBOLD MASTER TRAPPERS (2) 
  CR 4
  hp 31 each (Pathfinder RPG Monster Codex 133; see page 81)
  WYVERN ARROW TRAP 
  CR 6
  See page 81
  SUBTIER 10–11 (CR 13)
  KEEN PURPLE WORM WALL SCYTHE TRAP 
  CR 9
  See page 91
  KOBOLD SKIRMISHERS (2) 
  CR 7
  hp 55 (see page 92)
  WYVERN ARROW TRAPS (3) 
  CR 6
  See page 93
  Development: Once the PCs defeat the enemies here, they 
  face only minor resistance as they navigate the caves. That 
  said, the path to the dragons’ lair is not clear, and the PCs 
  rapidly find themselves out near the main cave entrances 
  where other Pathfinders are fighting to get in. 
  Move to area L unless the Overseer GM has instructed 
  you to move to area N.
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM. 
  N. DRAGON’S LAIR 
  This encounter area is accessible only once the Overseer GM 
  has made an announcement indicating that it is. Until then, 
  run the encounters in areas K, L, and M.
  A narrow cavern to the east opens into a larger cave. A gently 
  sloping ramp descends counter clockwise to an elaborately carved 
  column of ice. A vast pile of gold, jewels, furs, and immense bones 
  lie piled around the column.
  Thanks to the Shiverscale tribe’s efforts, the dragons 
  here have ample treasure and opportunity to prepare for 
  conflict. Apply the following additional conditions and 
  benefits unless the Surprised Dragons condition is in play, 
  placing them at your discretion.
  All Subtiers: Each dragon has used its breath weapon 
  to create a 20-foot-radius patch of ice on a surface, which 
  is treated as difficult terrain. The dragon has instructed the 
  kobolds to apply a special salve to its scales that negates 
  its vulnerability to fire the first time it takes fire damage 
  during the encounter.
  Subtier 5–6: Each dragon has created a 20-foot-radius 
  bank of fog and snow, using its fog cloud spell-like ability.
  Subtier 7–8: Each dragon has already cast shield and 
  has created a 20-foot-radius bank of fog and snow, using 
  its fog cloud spell-like ability.
  Subtier 10–11: Each dragon has already cast shield and 
  has created a 20-foot-radius bank of fog and snow, using 
  its freezing fog ability.
  Well-Prepared Dragons
  
  N. Dragon’s Lair
  D : Dragon
  D
  1 square = 5 feet
  Ceiling
  Tunnel
  Ceiling
  Tunnel
  Pathfinder Flip-Mat: Twisted Caverns
  N
  41
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  42
  When Ivvora came to face the white wyrm Grathatonhakis, 
  she expected to perish in her endeavor. Accepting her death, 
  she devised a strategy that would ensure success and bring 
  peace to the Tusk Mountains. She wounded the powerful 
  dragon with her blade several times. With only had moments 
  to live, she whispered a prayer to Vildeis asking her to forbid 
  the dragon from healing itself. Though Grathatonhakis 
  froze her with his deadly breath, he found that he could not 
  bring himself to bind any of his wounds or allow anyone else 
  to tend to them. After he died, kobolds eventually harvested 
  the scales for armor and brought what bones they could 
  back here, building a shrine to the fallen wyrm around the 
  perpetually frozen corpse of Ivvora. Several centuries later, 
  the dragon’s grandson Horralydax returned here with a 
  mate, making this his new home. Since then, his brood have 
  multiplied, and they regularly return here to pay homage.
  The ceiling in the larger chambers is 30 feet tall, 
  whereas the tunnels are only about 10 feet tall. A large 
  tunnel directly above the ice column rises 40 feet into 
  the stone and then turns north, letting out into the large 
  cave there. This elevated passageway also has a third exit, 
  a natural chimney that leads high to a promontory high 
  up the mountain’s slope—the dragons’ preferred means of 
  entering and exiting the caves.
  Creatures: Horralydax has made his lair in the most 
  prestigious part of the caves. When he isn’t guarding his 
  hoard personally, he forces one of his progeny to guard it 
  for him. Here the PCs encounter a dragon and several of the 
  remaining Shiverscale kobolds.
  SUBTIER 1–2 (CR 4)
  GIANT WYRMLING WHITE DRAGON 
  CR 3
  hp 28 (Pathfinder RPG Bestiary 295, 100; see page 50)
  KOBOLDS (4) 
  CR 1/4
  hp 5 each (Pathfinder RPG Bestiary 183; see page 50)
  SUBTIER 3–4 (CR 6)
  GIANT VERY YOUNG WHITE DRAGON 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 295, 100; see page 57)
  KOBOLD DRAGON HERALDS (2) 
  CR 1
  hp 24 each (see page 58)
  SUBTIER 5–6 (CR 9)
  GIANT JUVENILE WHITE DRAGON 
  CR 8
  hp 112 (Pathfinder RPG Bestiary 295, 100; see page 68)
  KOBOLD BLADES (3) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 130; see page 68)
  SUBTIER 7–8 (CR 11)
  ADULT WHITE DRAGON 
  CR 10
  hp 149 (Pathfinder RPG Bestiary 100; see page 78)
  KOBOLD BATTLE MASTERS (2) 
  CR 6
  hp 57 each (Pathfinder RPG Monster Codex 132; see page 79)
  ICE NEWT MOUNTS (2) 
  CR —
  hp 45 each (see page 79)
  SUBTIER 10–11 (CR 14)
  HORRALYDAX 
  CR 13
  Old white dragon (Pathfinder RPG Bestiary 100; see page 93)
  hp 212
  KOBOLD DRAGON EVANGELISTS (2) 
  CR 9
  hp 108 each (see page 92)
  Development: Once the PCs have defeated the dragon and 
  the kobolds, they can hear combat continuing elsewhere in 
  the caves as other Pathfinders clash with their own enemies. 
  You can certainly begin another dragon encounter (without 
  the kobolds) in the map’s northern cave, but if there’s only 
  a short amount of time remaining, it’s also fine to let your 
  players relax for a few minutes and wait for Part 4’s conclusion.
  Reporting: If the PCs successfully overcome this 
  encounter, report one special success to the Overseer GM.
  CONCLUSION
  After about 90 minutes—or once the House has reported 
  a number of Special Successes equal to the number of 
  tables—the Overseer GM should read the following aloud to 
  conclude Part 4. This concludes the event as a whole if this 
  is the final part of the adventure.
  With the dragons defeated and their kobolds fleeing, the 
  Pathfinders assemble in the deep cave. With her phantom Anok in 
  tow, Medda approaches the frozen column and brushes away the 
  outer layer of frost. Frozen within the column is a dwarven woman 
  in steel armor, her body torn as if by immense claws. With her 
  hand pressed against the ice, Medda pleads. “Ivvora, I have found 
  you. Now what? Vildeis said to find you and that you would help 
  me, but how can we help you in this state?”
  “You look to me when you should look to the evil that stalks 
  our homeland. It is not I who needs help,” declares a voice 
  that is both sweet as music and powerful as a thunderstorm. 
  The frost melts away from the column, revealing dozens of 
  clear facets that dribble melt water as if from open wounds. 
  The image of a wounded angelic figure reflects in each facet, 
  simultaneously warming the chamber and judging all that the 
  angel sees. “As you can see, I serve Vildeis more directly than 
  
  43
  THE SOLSTICE SCAR
  before.” The images look to Anok. “I see you took your oath 
  seriously, Anok. I was wrong to have doubted your conviction. 
  How are our people?”
  The red phantom’s hue turns rosier as he looks to Medda and 
  responds, “You would be proud.”
  With a nod, the angel addresses everyone at once. “Then why 
  do you seek me?”
  “Eshimka has returned,” Medda announces. “We fought off the 
  horror once, but it shall return at the next solstice.”
  The angel’s eyes flare with righteous fire. “Then you will need a 
  weapon to defeat it, as I had. Vildeis granted me the blade that I 
  gave your people, but only after I thought I had given everything to 
  vanquish my greatest foe. Even now I can sense evil has returned to 
  that land, far to the south in a forest where the Whispering Tyrant’s 
  legions once ruled. Show our patron Vildeis the same dedication 
  that I did, and I shall ask that she equip you in the same way.” With 
  that, the angelic images fade from the melting column.
  Medda addresses the gathered Pathfinders. “I believe I know 
  the forests Ivvora mentioned. You have already done so much, 
  Pathfinders, but I invite you to help more. After I give Ivvora the 
  burial she deserves, I will set forth with all who are able and 
  willing for the Fangwood.”
  If this is the final part, the Overseer GM should close 
  the event, thank the Table GMs for their hard work, and 
  thank the players for their support of Pathfinder Society 
  Roleplaying Guild campaign. Provide the GMs and players 
  with instructions for submitting reporting sheets and 
  exiting the event.
  Otherwise, the Overseer GM should begin Part 5.
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 
  Prestige Points.
  
  PATHFINDER SOCIETY SCENARIO
  44
  Player handout
  Pathfinders,
  My apologies for interrupting your feast, but Nigel 
  Aldain has just informed me that there is trouble at 
  the Blakros Museum. Once your bitter laughter has 
  subsided, let us continue.
  Nigel says it can’t wait until morning. We don’t want 
  to jeopardize our relationship with the Blakros Family, 
  so we will do what we can to aid him. Please gather 
  your gear and meet in the main hall within Skyreach. 
  I will give more instructions then.
  Venture-Captain Ambrus Valsin
  
  45
  THE SOLSTICE SCAR
  APPENDIX 1: SUBTIER 1–2 BESTIARY (PART 1)
  DOG 
  CR 1/3
  Pathfinder RPG Bestiary 87
  N Small animal
  Init +1; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 6 (1d8+2)
  Fort +4, Ref +3, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +2 (1d4+1)
  STATISTICS
  Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent 
  tracking); Racial Modifiers +4 Survival when tracking by scent
  DOG, RIDING 
  CR 1
  Pathfinder RPG Bestiary 87
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +3 (1d6+3 plus trip)
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +6 (+14 jumping), Perception +8, Survival 
  +1 (+5 scent tracking); Racial Modifiers +4 Survival when 
  tracking by scent
  DREAD LEMURE 
  CR 3
  Pathfinder RPG Bestiary 79
  Advanced lemure
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +0; Senses darkvision 60 ft., see in darkness; Perception +0
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, -1 size)
  hp 28 (3d10+12)
  Fort +7, Ref +3, Will +1
  DR 5/good or silver; Immune fire, mind-affecting effects, 
  poison; Resist acid 10, cold 10
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +6 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 19, Dex 10, Con 18, Int —, Wis 11, Cha 5
  Base Atk +3; CMB +8; CMD 18
  LIVING RUNES 
  CR 3
  N Tiny construct (swarm)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 26 (4d10+4); fast healing 2
  Fort +1, Ref +3, Will +1
  Defensive Abilities rejuvenation, swarm traits; Immune 
  construct traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee swarm (1d6 nonlethal plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 12), trap control
  Spell-Like Abilities (CL 4th; concentration +4)
  Constant—alarm
  STATISTICS
  Str 2, Dex 14, Con —, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB —; CMD —
  Feats Improved Initiative, Toughness
  Skills Fly +14, Perception +12, Stealth +14
  Languages Draconic
  SQ catch and detain
  SPECIAL ABILITIES
  Catch and Detain (Ex) Living runes always deal nonlethal damage 
  with their swarm attack to creatures that are vulnerable to 
  nonlethal damage. If a creature is knocked unconscious, it takes 
  no damage from a living rune’s swarm attack.
  Trap Control (Su) Living runes can be attuned to a single 
  magical trap. As a move action, they can change the position 
  of the magical trap up to 20 feet, but the trigger area must 
  be on a solid surface. Nearby creatures may notice the trap 
  move with a successful DC 20 Perception check. As a standard 
  action, living runes may trigger the trap.
  MEDDA SPIRITBEARER 
  CR 1
  Female human spiritualist (haunted) 2 (Pathfinder RPG Occult 
  Adventures 72, 110)
  NG Medium humanoid (human)
  Init –1; Senses Perception +4
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 19 (2d8+7)
  Fort +5, Ref –1, Will +6
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee cold iron dagger +1 (1d4/19–20) or  
  longspear +1 (1d8/×3)
  
  PATHFINDER SOCIETY SCENARIO
  46
  Ranged sling +0 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Spiritualist Spells Known (CL 2nd; concentration +5)
  1st (3/day)—burst of adrenalineOA, cure light wounds, remove 
  fear, sanctuary (DC 14)
  0 (at will)—detect magic, detect psychic significanceOA, 
  guidance, read magic, stabilize
  TACTICS
  During Combat Medda casts sanctuary on herself and moves for 
  cover. She uses her magic to keep her allies alive.
  Morale Medda surrenders when she is reduced to half of her 
  hit points.
  STATISTICS
  Str 10, Dex 8, Con 14, Int 12, Wis 17, Cha 13
  Base Atk +1; CMB +1; CMD 10
  Feats Emotional ConduitOA, Toughness
  Skills Bluff +5, Diplomacy +2, Knowledge (geography) +5, 
  Knowledge (history) +5, Knowledge (nature) +5, Knowledge 
  (religion) +5, Linguistics +6, Perception +4, Sense Motive +7, 
  Spellcraft +5, Survival +4
  Languages Celestial, Common, Erutaki, Hallit, Orc
  SQ bonded senses (2 rounds/day), etheric tether, phantom 
  (Anok the Vengeful, anger), shared consciousness
  Combat Gear potion of cure light wounds (3), scroll of locate 
  object, wand of cure light wounds (14 charges), acid (2); 
  Other Gear furs, mwk chain shirt, cold iron dagger, longspear, 
  sling, traveler’s outfit, 3 gp
  ANOK THE VENGEFUL 
  CR —
  Male phantom (Pathfinder RPG Occult Adventures 78)
  NG Medium outsider (phantom)
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 13 (2d10+2)
  Fort +5, Ref +1, Will +3
  DR 5/slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +5 (1d8+2)
  TACTICS
  Before Combat Medda has summoned Anok 2 minutes before 
  the PCs arrive.
  During Combat Anok focuses his attacks on creatures targeting 
  Medda.
  Morale Anok fights until destroyed.
  STATISTICS
  Str 15, Dex 12, Con 13, Int 7, Wis 10, Cha 14
  Base Atk +2; CMB +4; CMD 15
  Feats Power AttackB, Weapon Focus (slam)
  Skills Intimidate +7, Knowledge (history) +3, Survival +5
  Languages Common, Hallit
  SQ ectoplasmic phase lurch
  SHINING CRUSADE BANNER 
  CR 3
  Animated object (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Immune construct traits
  Weakness haunted
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee slam +5 (1d6+3 nonlethal plus grab)
  Special Attacks constrict (1d6+3 nonlethal)
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5 (+9 grapple); CMD 15
  Skills Fly –8
  SQ construction points (additional movement speed [fly], cloth, 
  constrict, exceptional reach, grab, haunted)
  SPECIAL ABILITIES
  Cloth (Ex) Unlike most animated objects, a Shining Crusade 
  banner has no hardness. Furthermore, its attacks deal 
  nonlethal damage.
  Haunted (Su) A Shining Crusade banner is haunted by a spirit. 
  It takes damage from positive energy as if it were an undead 
  creature and can be detected by detect undead.
  TWINHORN SCOUT 
  CR 1/2
  Pathfinder NPC Codex 144
  Human rogue 1
  N Medium humanoid (human)
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist 
  +7, Knowledge (local) +4, Perception +3, Sleight of Hand +7, 
  Stealth +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure light wounds, acid (2), smokestick, 
  
  47
  THE SOLSTICE SCAR
  tanglefoot bag; Other Gear masterwork studded leather, 
  daggers (5), short sword, thieves’ tools, 25 gp
  WAX GOLEM 
  CR 3
  Pathfinder RPG Bestiary 4 133
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +0, Will +1
  Immune cold, construct traits, magic
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d6+3)
  STATISTICS
  Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +6; CMD 15
  SQ conditional sentience
  SPECIAL ABILITIES
  Conditional Sentience (Su) A wax golem constructed to look 
  like a humanoid (whether a particular individual or not) has 
  a small chance of gaining sentience and genuinely believing 
  it is a living creature. Each week, such a wax golem has a 
  cumulative 1% chance of becoming sentient (on the second 
  week the chance is 2%, the third week 3%, and so on), to a 
  maximum of 5%. If it does attain sentience, the golem gains an 
  Intelligence score of 10, retroactive skill points, feats dependent 
  on its Hit Dice, and 1 class level with the potential to gain more. 
  If it was crafted to resemble a specific individual, it also gains 
  a +10 racial bonus on Disguise checks made to impersonate 
  that individual. A sentient wax golem ventures into the world 
  and tries to live a life similar to that of the person (or type 
  of person) it resembles. However, if the sentient wax golem 
  ever encounters the person it is modeled after, it attempts to 
  stealthily kill that person and take her place. The only way for 
  a sentient wax golem to lose its sentience is either to take an 
  amount of fire damage equal to half its hit points (which melts 
  its features away) or to be destroyed.
  Immunity to Magic (Ex) A wax golem is immune to any spell 
  or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the fire 
  descriptor. In addition, certain spells and effects function 
  differently against the creature, as noted below.
  • A magical attack that deals fire damage slows a wax golem 
  (as the slow spell) for 2d6 rounds (no save). In addition, for 
  3 rounds after taking fire damage, every time a wax golem 
  uses its slam attack, it deals an additional 1d4 points of 
  fire damage due to its molten wax.
  • A magical attack that deals cold damage breaks any 
  slow effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. A wax golem gains no saving 
  throw against cold effects.
  
  PATHFINDER SOCIETY SCENARIO
  48
  APPENDIX 2: SUBTIER 1–2 BESTIARY 
  (PART 3)
  ECTOPLASMIC HUMAN 
  CR 1/2
  Pathfinder RPG Bestiary 4 82
  N Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 7 (1d8+3)
  Fort +0, Ref +0, Will +2
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.; air walk
  Melee slam +3 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  STATISTICS
  Str 16, Dex 11, Con —, Int —, Wis 10, Cha 12
  Base Atk +0; CMB +3; CMD 13
  Feats ToughnessB
  SQ phase lurch
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 11 Will save or be 
  shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to 
  pass through walls or material obstacles. To use this ability, 
  the ectoplasmic creature must begin and end its turn 
  outside of whatever wall or obstacle it’s moving through. 
  An ectoplasmic creature cannot move through corporeal 
  creatures with this ability, and its movement speed is halved 
  while moving through a wall or obstacle. Any surface it 
  moves through is coated with a thin, silvery mucus that 
  lingers for 1 minute.
  SHADOW DRAKE, GIANT 
  CR 3
  Pathfinder RPG Bestiary 4 80, 289
  CE Small dragon (cold)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 28 (3d12+9)
  Fort +6, Ref +7, Will +4
  Defensive Abilities shadow blend; Immune cold, paralysis, 
  sleep
  Weaknesses light sensitivity, vulnerability to fire
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee bite +8 (1d4+1), tail slap +3 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks stygian breath
  STATISTICS
  Str 13, Dex 18, Con 16, Int 11, Wis 12, Cha 16
  Base Atk +3; CMB +3; CMD 17
  Feats Flyby Attack, Weapon Finesse
  Skills Acrobatics +7, Disable Device +5, Fly +20, Perception +7, 
  Sleight of Hand +7, Stealth +14
  Languages Common, Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Shadow Blend (Su) In conditions of illumination other than 
  bright light, a shadow drake disappears into the shadows, 
  giving it concealment (20% miss chance). It can resume or 
  suspend this ability as a free action.
  Speed Surge (Ex) Three times per day as a swift action, a 
  shadow drake may draw on its draconic heritage for a boost 
  of strength and speed to take an additional move action in 
  that round.
  Stygian Breath (Su) As a standard action, a shadow drake can 
  exhale a ball of black liquid that explodes into a cloud of 
  frigid black mist. This attack has a range of 60 feet and deals 
  2d6 points of cold damage (Reflex DC 14 half) to all creatures 
  within a 5-foot-radius spread. The mist snuffs out light sources 
  in the area effect, extinguishing nonmagical light sources and 
  dispelling light spells of 1st level or lower. Once a shadow 
  drake has used its stygian breath, it cannot do so again for 
  1d6 rounds. The save DC is Constitution-based.
  SKELETAL CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural,  
  +2 shield)
  hp 17 (2d8+1d10+3)
  Fort +3, Ref +1, Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus 
  (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, masterwork longsword
  SKELETON, HUMAN 
  CR 1/3
  Pathfinder RPG Bestiary 250
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +0
  
  49
  THE SOLSTICE SCAR
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2
  DR 5/bludgeoning; Immune cold, undead traits
  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
  SKELETON, BLOODY 
  CR 1/2
  Pathfinder RPG Bestiary 251
  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 6 (1d8+2); fast healing 1
  Fort +2, Ref +2, Will +2
  Defensive Abilities channel resistance +4; DR 5/bludgeoning; 
  Immune cold, undead traits
  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 14
  Base Atk +0; CMB +2; CMD 14
  Feats Improved InitiativeB
  SQ deathless
  Gear broken chain shirt, broken scimitar
  SPECIAL ABILITIES
  Deathless (Su) A bloody skeleton is destroyed when reduced 
  to 0 hit points, but it returns to unlife 1 hour later at 1 hit 
  point, allowing its fast healing thereafter to resume healing 
  it. A bloody skeleton can be permanently destroyed if it is 
  destroyed by positive energy, if it is reduced to 0 hit points 
  in the area of a bless or hallow spell, or if its remains are 
  sprinkled with a vial of holy water.
  ZOMBIE, HUMAN 
  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 ToughnessB
  Special Qualities staggered
  
  PATHFINDER SOCIETY SCENARIO
  50
  APPENDIX 3: SUBTIER 1–2 BESTIARY  
  (PART 4)
  GIANT WYRMLING WHITE DRAGON 
  CR 3
  Pathfinder RPG Bestiary 100, 295
  CE Small dragon (cold)
  Init +6; Senses dragon senses; Perception +5
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
  hp 28 (3d12+9)
  Fort +6, Ref +5, Will +2
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.; 
  icewalking
  Melee bite +6 (1d6+3), 2 claws +6 (1d4+2)
  Special Attacks breath weapon (20-ft cone, 2d4 cold, Reflex  
  DC 14 half)
  STATISTICS
  Str 15, Dex 14, Con 17, Int 6, Wis 9, Cha 6
  Base Atk +3; CMB +4; CMD 16 (20 vs. trip)
  Feats Flyby Attack, Improved Initiative
  Skills Fly +10, Perception +5, Stealth +12, Swim +16
  Languages Draconic
  SPECIAL ABILITIES
  Icewalking (Ex) This ability works like the spider climb spell, but 
  the surfaces the dragon climbs must be icy. The dragon can 
  move across icy surfaces without penalty and does not need 
  to succeed at Acrobatics checks to run or charge on ice.
  KOBOLD 
  CR 1/4
  Pathfinder RPG Bestiary 183
  Kobold warrior 1
  LE Small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
  hp 5 (1d10)
  Fort +2, Ref +1, Will –1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee spear +1 (1d6–1/×3)
  Ranged sling +3 (1d3–1)
  STATISTICS
  Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
  Base Atk +1; CMB –1; CMD 10
  Feats Skill Focus (Perception)
  Skills Craft (trapmaking) +6, Perception +5, Stealth +5; 
  Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  Languages Draconic
  SQ crafty
  SPECIAL ABILITIES
  Crafty (Ex) Craft (trapmaking) and Stealth are always class skills 
  for a kobold.
  KOBOLD DRAGON HERALD 
  CR 1
  Kobold barbarian 2 (Pathfinder RPG Bestiary 183)
  NE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+3 armor, +2 Dex, +1 natural,  
  –2 rage, +1 size)
  hp 24 (2d12+6)
  Fort +6, Ref +2, Will +3
  Defensive Abilities uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft.
  Melee mwk greatsword +6 (1d10+3/19–20)
  Ranged dart +5 (1d3+2)
  Special Attacks rage (7 rounds/day), rage power  
  (intimidating glare)
  STATISTICS
  Str 15, Dex 15, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +2; CMB +3; CMD 13
  Feats Skill Focus (Intimidate)
  Skills Acrobatics +6, Intimidate +8, Perception +8, Stealth +10, 
  Survival +5, Swim +6; Racial Modifiers +2 Perception
  Languages Draconic
  SQ crafty, fast movement
  Combat Gear potion of cure light wounds, potion of enlarge 
  person; Other Gear mwk studded leather, darts (4), mwk 
  greatsword, 53 gp
  KOBOLD SCALECASTER 
  CR 1/2
  Pathfinder RPG Monster Codex 131
  Kobold sorcerer 1
  LN Small humanoid (reptilian)
  Init +7; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 7 (1d6+1)
  Fort +0, Ref +3, Will +3
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee 2 claws –2 (1d3–3)
  Ranged light crossbow +4 (1d6/19–20)
  Special Attacks claws (1d3–3, 5 rounds/day)
  Sorcerer Spells Known (CL 1st; concentration +3)
  1st (4/day)—burning hands (DC 13), charm person (DC 13)
  0 (at will)—dancing lights, detect magic, flare (DC 12),  
  ray of frost
  
  51
  THE SOLSTICE SCAR
  Bloodline draconic (gold)
  STATISTICS
  Str 4, Dex 16, Con 10, Int 10, Wis 13, Cha 15
  Base Atk +0; CMB –4; CMD 9
  Feats Eschew Materials, Improved Initiative
  Skills Craft (trapmaking) +2, Perception +3, Profession (miner) 
  +3, Stealth +11, Use Magic Device +6
  Languages Draconic
  SQ bloodline arcana (fire spells deal +1 damage per die), 
  crafty
  Combat Gear scroll of mage armor, scroll of vanish, caltrops, 
  silversheen; Other Gear light crossbow, 54 gp
  KOBOLD SNIPER 
  CR 1/2
  Pathfinder RPG Monster Codex 130
  Kobold fighter 1
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 12 (1d10+2)
  Fort +3, Ref +3, Will +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee short sword +1 (1d4–1/19–20)
  Ranged mwk light crossbow +6 (1d6/19–20)
  STATISTICS
  Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +3, Craft (trapmaking) +2, Perception +4, 
  Profession (miner) +3
  Languages Common, Draconic
  SQ crafty
  Combat Gear alchemist’s fire; Other Gear studded leather, mwk 
  light crossbow, short sword
  PIT TRAP 
  CR 1
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); Reflex DC 20 avoids; 
  multiple targets (all targets in a 10-ft.-square area)
  WOLF 
  CR 1
  Pathfinder RPG Bestiary 278
  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
  
  PATHFINDER SOCIETY SCENARIO
  52
  APPENDIX 4: SUBTIER 3–4 BESTIARY 
  (PART 1)
  BEARDED DEVIL 
  CR 5
  Pathfinder RPG Bestiary 73
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +10
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 57 (6d10+24)
  Fort +9, Ref +7, Will +3
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 
  10; SR 16
  OFFENSE
  Speed 40 ft.
  Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 
  2 claws +10 melee (1d6+4)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Special Attacks beard
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only)
  1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)
  STATISTICS
  Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
  Base Atk +6; CMB +10; CMD 22
  Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
  Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, 
  Stealth +11
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  SPECIAL ABILITIES
  Beard (Ex) If a bearded devil hits a single opponent with both 
  claw attacks, it also lashes at the same target with its spiky, 
  filthy beard. The victim takes 1d8+2 points of damage and 
  must succeed on a DC 17 Fortitude save or contract devil chills. 
  The save DC is Constitution-based. Devil Chills: Disease—injury; 
  save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 
  Str damage; cure 3 consecutive saves.
  Infernal Wound (Su) The damage a bearded devil deals with its 
  glaive inflicts persistent wounds that cause 2 points of bleed 
  damage. Bleed caused from an infernal wound is particularly 
  difficult to stanch—a DC 17 Heal check stops the damage, 
  and any attempt to heal a creature suffering from an infernal 
  wound must succeed on a DC 16 caster level check or the 
  spell does not function. Success indicates the healing works 
  normally and stops all bleed effects on the victim. The infernal 
  wounds caused by a bearded devil are a supernatural ability 
  of the devil, not of the weapon.
  CLOCKWORK SERVANT 
  CR 2
  Pathfinder RPG Bestiary 3 56
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
  hp 31 (2d10+20); fast healing 2
  Fort +0, Ref +4, Will +0
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d4+6)
  Ranged net +4
  STATISTICS
  Str 19, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +2; CMB +6; CMD 20 (22 trip)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ repair clockwork, swift reactions, winding
  SPECIAL ABILITIES
  Net (Ex) As a standard action, a clockwork servant can launch 
  a net from its shoulder. The launcher itself can contain up 
  to five nets—loading a folded net into the launcher is a 
  standard action. Some clockwork servants are outfitted with 
  masterwork or even magic nets, although the clockwork 
  servant presented here is armed with standard nets.
  Repair Clockwork (Ex) Clockwork servants are adept at repairing 
  other clockwork constructs. As a standard action that does 
  not provoke an attack of opportunity, a clockwork servant can 
  repair damage done to either itself or an adjacent clockwork 
  creature, healing 1d10 points of damage to the target.
  DOG, ADVANCED RIDING 
  CR 2
  Pathfinder RPG Bestiary 87, 294
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 17 (2d8+8)
  Fort +7, Ref +7, Will +3
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d6+6 plus trip)
  STATISTICS
  Str 19, Dex 19, Con 19, Int 2, Wis 16, Cha 10
  Base Atk +1; CMB +5; CMD 19 (23 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +8 (+16 jumping), Perception +10, Survival 
  +3 (+7 scent tracking); Racial Modifiers +4 Survival when 
  tracking by scent 
  LIVING RUNES 
  CR 3
  N Tiny construct (swarm)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 26 (4d10+4); fast healing 2
  
  53
  THE SOLSTICE SCAR
  Fort +1, Ref +3, Will +1
  Defensive Abilities rejuvenation, swarm traits; Immune 
  construct traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee swarm (1d6 nonlethal plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 12), trap control
  Spell-Like Abilities (CL 4th; concentration +4)
  At will—alarm
  STATISTICS
  Str 2, Dex 14, Con —, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB —; CMD —
  Feats Improved Initiative, Toughness
  Skills Fly +14, Perception +12, Stealth +14
  Languages Draconic
  SQ catch and detain
  SPECIAL ABILITIES
  Catch and Detain (Ex) Living runes always deal nonlethal damage 
  with their swarm attack to creatures that are vulnerable to 
  nonlethal damage. If a creature is knocked unconscious, it takes 
  no damage from a living rune’s swarm attack.
  Trap Control (Su) Living runes can be attuned to a single 
  magical trap. As a move action, they can change the position 
  of the magical trap up to 20 feet, but the trigger area must 
  be on a solid surface. Nearby creatures may notice the trap 
  move with a successful DC 20 Perception check. As a standard 
  action, living runes may trigger the trap.
  MEDDA SPIRITBEARER 
  CR 1
  Female human spiritualist (haunted) 2 (Pathfinder RPG Occult 
  Adventures 72, 110)
  NG Medium humanoid (human)
  Init –1; Senses Perception +4
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 19 (2d8+7)
  Fort +5, Ref –1, Will +6
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee cold iron dagger +1 (1d4/19–20) or  
  longspear +1 (1d8/×3)
  Ranged sling +0 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Spiritualist Spells Known (CL 2nd; concentration +5)
  1st (3/day)—burst of adrenalineOA, cure light wounds, remove 
  fear, sanctuary (DC 14)
  0 (at will)—detect magic, detect psychic significanceOA, 
  guidance, read magic, stabilize
  TACTICS
  During Combat Medda casts sanctuary on herself and moves for 
  cover. She uses her magic to keep her allies alive.
  Morale Medda surrenders when reduced to half her hit points.
  STATISTICS
  Str 10, Dex 8, Con 14, Int 12, Wis 17, Cha 13
  Base Atk +1; CMB +1; CMD 10
  Feats Emotional ConduitOA, Toughness
  Skills Bluff +5, Diplomacy +2, Knowledge (geography) +5, 
  Knowledge (history) +5, Knowledge (nature) +5, Knowledge 
  (religion) +5, Linguistics +6, Perception +4, Sense Motive +7, 
  Spellcraft +5, Survival +4
  Languages Celestial, Common, Erutaki, Hallit, Orc
  SQ bonded senses (2 rounds/day), etheric tether, phantom 
  (Anok the Vengeful, anger), shared consciousness
  Combat Gear potion of cure light wounds (3), scroll of locate 
  object, wand of cure light wounds (14 charges), acid (2); 
  Other Gear furs, mwk chain shirt, cold iron dagger, longspear, 
  sling, traveler’s outfit, 3 gp
  ANOK THE VENGEFUL 
  CR —
  Male phantom (Pathfinder RPG Occult Adventures 78)
  NG Medium outsider (phantom)
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 13 (2d10+2)
  Fort +5, Ref +1, Will +3
  DR 5/slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +5 (1d8+2)
  TACTICS
  Before Combat Medda has summoned Anok 2 minutes before 
  the PCs arrive.
  During Combat Anok focuses his attacks on creatures targeting 
  Medda.
  Morale Anok fights until destroyed.
  STATISTICS
  Str 15, Dex 12, Con 13, Int 7, Wis 10, Cha 14
  Base Atk +2; CMB +4; CMD 15
  Feats Power AttackB, Weapon Focus (slam)
  Skills Intimidate +7, Knowledge (history) +3, Survival +5
  Languages Common, Hallit
  SQ ectoplasmic phase lurch
  SHINING CRUSADE BANNER 
  CR 3
  Animated object (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception –5
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Immune construct traits
  Weakness haunted
  
  PATHFINDER SOCIETY SCENARIO
  54
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee slam +5 (1d6+3 nonlethal plus grab)
  Special Attacks constrict (1d6+3 nonlethal)
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5 (+9 grapple); CMD 15
  Skills Fly –8
  SQ construction points (additional movement speed [fly], cloth, 
  constrict, exceptional reach, grab, haunted)
  SPECIAL ABILITIES
  Cloth (Ex) Unlike most animated objects, a Shining Crusade banner 
  has no hardness. Furthermore, its attacks deal nonlethal damage.
  Haunted (Su) A Shining Crusade banner is haunted by a spirit. 
  It takes damage from positive energy as if it were an undead 
  creature and can be detected by detect undead.
  TWINHORN ARCHER 
  CR 2
  Guard sniper Pathfinder RPG Villain Codex 46
  Human ranger 3
  LN Medium humanoid (human)
  Init +3; Senses Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 27 (3d10+6)
  Fort +4, Ref +6, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +6 (2d4+3/18–20)
  Ranged mwk composite longbow +7 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (humans +2)
  STATISTICS
  Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 18
  Feats Deadly Aim, Endurance, Far Shot, Point-Blank Shot,  
  Precise Shot
  Skills Climb +7, Craft (bows) +7, Handle Animal +5, Heal +8, 
  Knowledge (local) +4, Perception +6, Stealth +8, Survival +6
  Languages Common, Dwarven
  SQ favored terrain (urban +2), track +1, wild empathy +2
  Combat Gear oil of magic weapon, potion of cure light 
  wounds, blue whinnis (2); Other Gear mwk chain shirt, mwk 
  composite longbow (+2 Str) with 20 bluntAPG arrows and 20 
  flightAPG arrows, mwk falchion, healer’s kit, 11 gp
  
  55
  THE SOLSTICE SCAR
  APPENDIX 5: SUBTIER 3–4 BESTIARY 
  (PART 3)
  CRAWLING HAND, GIANT 
  CR 5
  Pathfinder RPG Bestiary 2 59
  NE Medium undead
  Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
  hp 52 (7d8+21)
  Fort +4, Ref +6, Will +6
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee claw +11 (1d6+7 plus grab)
  Special Attacks mark quarry, pus burst
  STATISTICS
  Str 21, Dex 15, Con —, Int 2, Wis 13, Cha 14
  Base Atk +5; CMB +10 (+14 grapple); CMD 23
  Feats Dodge, Lightning Reflexes, Toughness, Weapon Focus 
  (claw)
  Skills Acrobatics +3, Perception +7, Stealth +12; Racial Modifiers 
  +4 Stealth
  Languages Common (can’t speak)
  SPECIAL ABILITIES
  Mark Quarry (Su) A crawling hand is assigned a quarry by 
  anointing the hand with a drop of the intended quarry’s blood. 
  If the hand has no current quarry, it automatically gains the 
  next creature it damages as its quarry. Once attuned to a 
  target, it becomes aware of the target’s location as if under 
  the effect of a continuous locate creature spell. The hand 
  gains a +1 bonus on all attack rolls, damage rolls, and skill 
  checks made to seek out and destroy the marked quarry. The 
  mark quarry ability lasts until the quarry or the hand is slain.
  Pus Burst (Su) When damaged by a piercing or slashing melee 
  weapon, a spray of vile pus strikes the attacker unless the 
  attacker makes a DC 15 Reflex save. Weapons that provide 
  reach protect the attacker completely from a pus burst. 
  Creatures struck by pus become nauseated for 1d3 rounds and 
  take 2d6 points of negative energy damage. The save DC is 
  Charisma-based.
  ECTOPLASMIC HUMAN 
  CR 1/2
  Pathfinder RPG Bestiary 4 82
  N Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 7 (1d8+3)
  Fort +0, Ref +0, Will +2
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.; air walk
  Melee slam +3 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  STATISTICS
  Str 16, Dex 11, Con —, Int —, Wis 10, Cha 12
  Base Atk +0; CMB +3; CMD 13
  Feats ToughnessB
  SQ phase lurch
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 11 Will save or be 
  shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to pass 
  through walls or material obstacles. To use this ability, the 
  ectoplasmic creature must begin and end its turn outside of 
  whatever wall or obstacle it’s moving through. An ectoplasmic 
  creature cannot move through corporeal creatures with this 
  ability, and its movement speed is halved while moving 
  through a wall or obstacle. Any surface it moves through is 
  coated with a thin, silvery mucus that lingers for 1 minute.
  GUARDIAN PHANTOM ARMOR 
  CR 2
  Pathfinder RPG Bestiary 4 213
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
  hp 13 (3d8)
  Fort +1, Ref +2, Will +3
  Defensive Abilities channel resistance +2; Immune undead 
  traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+2/19–20) or 
  2 slams +4 (1d4+2)
  STATISTICS
  Str 14, Dex 13, Con —, Int 7, Wis 11, Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Improved Initiative, Power Attack
  Skills Perception +6, Stealth +7
  Languages Common (can’t speak)
  SQ freeze (suit of armor)
  NECROCRAFT, SCRAMBLER 
  CR 3
  Pathfinder RPG Bestiary 4 200
  NE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +2, Ref +2, Will +4
  Immune undead traits
  
  PATHFINDER SOCIETY SCENARIO
  56
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 claws +5 (1d4+2), bite +5 (1d6+2)
  STATISTICS
  Str 15, Dex 13, Con —, Int —, Wis 10, Cha 13
  Base Atk +3; CMB +5; CMD 16
  Feats ToughnessB
  SHADOW DRAKE, GIANT 
  CR 3
  Pathfinder RPG Bestiary 4 80, 289
  CE Small dragon (cold)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 28 (3d12+9)
  Fort +6, Ref +7, Will +4
  Defensive Abilities shadow blend; Immune cold, paralysis, 
  sleep
  Weaknesses light sensitivity, vulnerability to fire
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee bite +8 (1d4+1), tail slap +3 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks stygian breath
  STATISTICS
  Str 13, Dex 18, Con 16, Int 11, Wis 12, Cha 16
  Base Atk +3; CMB +3; CMD 17
  Feats Flyby Attack, Weapon Finesse
  Skills Acrobatics +7, Disable Device +5, Fly +20, Perception +7, 
  Sleight of Hand +7, Stealth +14
  Languages Common, Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Shadow Blend (Su) In conditions of illumination other than 
  bright light, a shadow drake disappears into the shadows, 
  giving it concealment (20% miss chance). It can resume or 
  suspend this ability as a free action.
  Speed Surge (Ex) Three times per day as a swift action, a 
  shadow drake may draw on its draconic heritage for a boost 
  of strength and speed to take an additional move action in 
  that round.
  Stygian Breath (Su) As a standard action, a shadow drake 
  can exhale a ball of black liquid that explodes into a cloud 
  of frigid black mist. This attack has a range of 60 feet and 
  deals 2d6 points of cold damage (Reflex DC 14 half) to all 
  creatures within a 5-foot-radius spread. The mist snuffs out 
  light sources in the area effect, extinguishing nonmagical 
  light sources and dispelling light spells of 1st level or lower. 
  Once a shadow drake has used its stygian breath, it cannot 
  do so again for 1d6 rounds. The save DC is Constitution-
  based.
  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
  DR 5/bludgeoning; Immune cold, undead traits
  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
  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 ToughnessB
  Special Qualities staggered
  
  57
  THE SOLSTICE SCAR
  APPENDIX 6: SUBTIER 3–4 BESTIARY  
  (PART 4)
  GIANT VERY YOUNG WHITE DRAGON 
  CR 5
  Pathfinder RPG Bestiary 100, 295
  CE Medium dragon (cold)
  Init +5; Senses dragon senses, snow vision; Perception +10
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 52 (5d12+20)
  Fort +8, Ref +5, Will +4
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.; 
  icewalking
  Melee bite +9 (1d8+6), 2 claws +9 (1d6+4), 2 wings +4 (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft cone, 4d4 cold, Reflex  
  DC 16 half)
  STATISTICS
  Str 19, Dex 12, Con 19, Int 8, Wis 11, Cha 8
  Base Atk +5; CMB +9; CMD 20 (24 vs. trip)
  Feats Alertness, Flyby Attack, Improved Initiative
  Skills Fly +9, Intimidate +7, Perception +10, Sense Motive +2, 
  Stealth +9, Swim +20
  Languages Draconic
  SPECIAL ABILITIES
  Icewalking (Ex) This ability works like the spider climb spell, 
  but the surfaces the dragon climbs must be icy. The dragon 
  can move across icy surfaces without penalty and it does 
  not need to succeed at Acrobatics checks to run or charge 
  on ice.
  Snow Vision (Ex) A white dragon learns to see perfectly well in 
  snowy conditions. A white dragon does not take penalties on 
  Perception checks while in snow.
  KOBOLD BLADE 
  CR 3
  Pathfinder RPG Monster Codex 130
  Kobold fighter 4
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 30 (4d10+4)
  Fort +4, Ref +5, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11 (1d4+2/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  STATISTICS
  Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
  Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Craft (trapmaking) +3, Intimidate +6, Knowledge 
  (dungeoneering) +8, Perception +2, Profession (miner) +2, 
  Stealth +13
  Languages Common, Draconic
  SQ armor training 1, crafty
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds; Other Gear mwk breastplate, mwk light crossbow 
  with 10 bolts, mwk rapier
  KOBOLD BOMBER 
  CR 1
  Pathfinder RPG Monster Codex 133
  Kobold alchemistAPG (alchemical trapperMC) 2
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, +1 size)
  hp 12 (2d8)
  Fort +2, Ref +6, Will +1; +2 vs. poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +2 (1d6–1/×3)
  Ranged sling +5 (1d3–1)
  Special Attacks bomb 6/day (1d6+2 fire, DC 13), bomb trap
  Alchemist Extracts Prepared (CL 2nd)
  1st—abjuring stepUC, endure elements, shield
  STATISTICS
  Str 8, Dex 16, Con 8, Int 15, Wis 13, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Brew Potion, Extra Bombs, Throw Anything
  Skills Acrobatics +3, Craft (trapmaking) +9, Disable Device +6, 
  Escape Artist +3, Knowledge (engineering) +4, Perception +3, 
  Profession (miner) +3, Stealth +10; Racial Modifiers +2 Craft 
  (trapmaking), +2 Perception, +2 Profession (miner)
  Languages Common, Draconic, Gnome, Goblin
  SQ alchemy (alchemy crafting +2, identify potions), crafty, 
  mutagen (+4/–2, +2 natural, 20 minutes), poison use
  Combat Gear potion of invisibility, acid, alchemist’s fire (3); 
  Other Gear chain shirt, mwk spear, sling, 8 gp
  SPECIAL ABILITIES
  Bomb Trap (Su) At 2nd level, an alchemical trapper can use 
  one of her bombs to make a trap. Setting a bomb trap is 
  a full-round action that provokes attacks of opportunity. A 
  bomb trap fills a single 5-foot square and cannot be placed 
  in the same area as any other trap. The alchemical trapper 
  needs the same materials required for making a bomb. The 
  DCs for Perception checks to notice the trap, Disable Device 
  checks to disable it, and saving throws to avoid it are equal 
  
  PATHFINDER SOCIETY SCENARIO
  58
  to the DC for the alchemical trapper’s bombs. All bomb traps 
  have location triggers and do not reset. The alchemical 
  trapper can use any one discovery that applies to a bomb 
  when making a bomb trap. The bomb trap lasts 10 minutes 
  for each alchemist level the trapper has. If the bomb trap 
  is not disabled or exploded within that time frame, the 
  trap becomes inert. Creating a bomb trap uses one of the 
  alchemical trapper’s bombs per day.
  KOBOLD DRAGON HERALD 
  CR 1
  Kobold barbarian 2 (Pathfinder RPG Bestiary 183)
  NE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+3 armor, +2 Dex, +1 natural, –2 
  rage, +1 size)
  hp 24 (2d12+6)
  Fort +6, Ref +2, Will +3
  Defensive Abilities uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft.
  Melee mwk greatsword +6 (1d10+3/19–20)
  Ranged dart +5 (1d3+2)
  Special Attacks rage (7 rounds/day), rage power  
  (intimidating glare)
  STATISTICS
  Str 15, Dex 15, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +2; CMB +3; CMD 13
  Feats Skill Focus (Intimidate)
  Skills Acrobatics +6, Intimidate +8, Perception +8, Stealth +10, 
  Survival +5, Swim +6; Racial Modifiers +2 Perception
  Languages Draconic
  SQ crafty, fast movement
  Combat Gear potion of cure light wounds, potion of enlarge 
  person; Other Gear mwk studded leather, darts (4), mwk 
  greatsword, 53 gp
  KOBOLD MONSTER WRANGLER 
  CR 1
  Pathfinder RPG Monster Codex 132
  Kobold cavalierAPG 2
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 14, flat-footed 19 (+5 armor, +3 Dex, +1 natural, +2 
  shield, +1 size)
  hp 17 (2d10+2)
  Fort +3, Ref +3, Will +0
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee mwk lance +4 (1d6/×3)
  Special Attacks challenge (+2, +1, 1/day)
  STATISTICS
  Str 11, Dex 16, Con 10, Int 8, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 14
  Feats Paired OpportunistsAPG, Slurk RiderMC
  Skills Craft (trapmaking) +1, Handle Animal +9, Intimidate +6, 
  Perception +2, Profession (miner) +2, Ride +4
  Languages Common, Draconic
  SQ crafty, mount (cave salamander or slurk), order of the lion 
  (lion’s call), tactician (1/day, 4 rounds, standard action)
  Combat Gear liquid ice, potion of cure light wounds; Other Gear 
  mwk scale mail, mwk heavy steel shield, mwk lance, 10 gp
  SPECIAL ABILITIES
  Slurk Rider A kobold monster wrangler can control, guide, and 
  communicate with slurks (Pathfinder RPG Bestiary 2 251), 
  as if they understood Draconic. The kobold can also spend a 
  standard action to manipulate the nodules on a slurk’s back 
  to activate its slime ability. Both the kobold and the slurk can 
  activate this ability during the same round.
  KOBOLD SNIPER 
  CR 1/2
  Pathfinder RPG Monster Codex 130
  Kobold fighter 1
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 12 (1d10+2)
  Fort +3, Ref +3, Will +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee short sword +1 (1d4–1/19–20)
  Ranged mwk light crossbow +6 (1d6/19–20)
  STATISTICS
  Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +3, Craft (trapmaking) +2, Perception +4, 
  Profession (miner) +3
  Languages Common, Draconic
  SQ crafty
  Combat Gear alchemist’s fire; Other Gear studded leather, mwk 
  light crossbow, short sword
  SLURK 
  CR 2
  Pathfinder RPG Bestiary 2 251
  N Medium magical beast
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 17 (2d10+6)
  Fort +6, Ref +5, Will +0
  
  59
  THE SOLSTICE SCAR
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +4 (2d6+3)
  Ranged slime squirt +4 ranged touch
  Special Attacks belly grease, slime
  STATISTICS
  Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
  Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, 
  overrun, and trip)
  Feats Improved Bull Rush, Improved Initiative, Improved Overrun
  Skills Acrobatics +16, Climb +14, Escape Artist +6; Racial 
  Modifiers +10 Acrobatics, +4 Escape Artist
  Languages Boggard (can’t speak)
  SQ hunker
  SPECIAL ABILITIES
  Belly Grease (Ex) The slurk exudes a slippery grease from its 
  belly that grants it a +4 bonus on Escape Artist skill checks 
  and to its CMD versus grapples. Once per minute, a slurk can 
  wallow on a solid surface as a full-round action to coat the 
  floor in a 5-foot radius with this grease. The smear created 
  turns that area of floor into difficult terrain for 10 minutes, 
  after which the grease dries to a nasty crust.
  Hunker (Ex) The slurk gains a +4 bonus to its CMD to avoid bull 
  rush or overrun attempts.
  Slime (Ex) A slurk’s back is crusted with thick, dry slime and 
  dozens of nodules. As a standard action at will, a slurk can 
  squirt a jet of this slime from one of these nodules as a 
  ranged touch attack against any target within 30 feet. The 
  slime quickly hardens to the texture of cold tar, entangling 
  any foe hit by the slime. Anyone the slurk successfully bull 
  rushes or overruns is automatically squirted with back slime. 
  The hardened slime can be removed as a full-round action 
  with a successful DC 15 Strength check. The slurk’s back slime 
  grants a creature riding it a +8 bonus on Ride checks to stay in 
  the saddle, but a –8 penalty on Ride checks to dismount.
  SPIKED PIT TRAP 
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); Reflex DC 
  20 avoids; multiple targets (all targets in a 10-ft.-square area)
  YOUNG GRIZZLY BEAR 
  CR 3
  Pathfinder RPG Bestiary 31, 295
  Init +3; Senses low-light vision, scent ; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 32 (5d8+10)
  Fort +6, Ref +7, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+3), 2 claws +6 (1d4+3 plus grab) 
  STATISTICS
  Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +6 (+10 grapple); CMD 19 (23 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +12; Racial Modifiers 
  +4 Swim
  
  PATHFINDER SOCIETY SCENARIO
  60
  APPENDIX 7: SUBTIER 5–6 BESTIARY 
  (PART 1)
  ANIMATED OWLBEAR MASCOT 
  CR 8
  Animated object (Pathfinder RPG Bestiary 14)
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 20, touch 8, flat-footed 20 (+6 armor, –1 Dex, +6 natural, –1 size)
  hp 89 (8d10+45)
  Fort +5, Ref +4, Will +0
  Defensive Abilities hardness 5, reinforced; Immune  
  construct traits
  Weakness haunted
  OFFENSE
  Speed 40 ft.
  Melee bite +13 (2d6+6), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 9, Con —, Int —, Wis 1, Cha 1
  Base Atk +8; CMB +15; CMD 24
  Skills Acrobatics –1 (+3 to jump)
  SQ construction points (additional natural attack [claw, bite], 
  faster, haunted, improved natural attack)
  SPECIAL ABILITIES
  Haunted (Su) An animated owlbear mascot is haunted by a 
  spirit. It takes damage from positive energy as if it were an 
  undead creature and can be detected by detect undead.
  Reinforced (Ex) Due to its barding and the powerful psychic 
  resonance that powers its body, an animated owlbear mascot 
  gains 15 additional hit points, a +6 armor bonus to AC, and a 
  +3 bonus on all saving throws. These are incorporated into its 
  statistics above.
  CLOCKWORK SOLDIER 
  CR 6
  Pathfinder RPG Bestiary 3 57
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+2 Dex, +2 dodge, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +6, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +18/+13 (1d10+14/×3)
  Special Attacks latch
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs. disarm)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ efficient winding, proficient, standby, swift reactions
  SPECIAL ABILITIES
  Efficient Winding (Ex) A clockwork soldier can function for 2 
  days per Hit Die every time it is wound.
  Latch (Ex) Clockwork soldiers have specially designed hands that 
  easily grasp and lock onto weapons and objects. A soldier can 
  attempt to disarm or grapple as a standard action without 
  provoking an attack of opportunity, and it receives a +2 bonus 
  on disarm checks. In addition, it receives a +2 bonus to CMD 
  against attempts to disarm it.
  Proficient (Ex) A clockwork soldier is proficient with all simple 
  and martial weapons.
  Standby (Ex) A clockwork soldier can place itself on standby as a 
  standard action. While on standby, a clockwork soldier cannot 
  move or take any actions. It remains aware of its surroundings 
  but takes a –4 penalty on Perception checks. Time spent 
  on standby does not count against the soldier’s wind-down 
  duration. A clockwork soldier can exit standby as a swift 
  action—if it does so to initiate combat, it gains a +4 racial 
  bonus on its Initiative check.
  DWEOMERCAT, ADVANCED 
   
  CR 8
  Advanced dweomercat (Pathfinder RPG Bestiary 294, Pathfinder 
  Adventure Path #36: Sound of a Thousand Screams 82)
  CN Medium magical beast
  Init +12; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +18
  DEFENSE
  AC 27, touch 19, flat-footed 18 (+8 Dex, +1 dodge, +8 natural)
  hp 105 (10d10+50)
  Fort +12, Ref +15, Will +8
  DR 5/magic; SR 19
  OFFENSE
  Speed 40 ft.
  Melee bite +18 (1d6+4), 2 claws +18 (1d4+4)
  Special Attacks dweomer leap, pounce, rake (2 claws +18, 1d4+4)
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—detect magic
  At will—dispel magic, lesser globe of invulnerability
  3/day—antimagic field, dimension door (self only)
  STATISTICS
  Str 19, Dex 27, Con 20, Int 17, Wis 20, Cha 20
  Base Atk +10; CMB +14; CMD 33 (37 vs. trip)
  Feats Dodge, Improved Initiative, Mobility, Spring Attack, 
  Weapon Finesse
  Skills Acrobatics +21 (+25 to jump), Climb +21, Knowledge 
  (arcana) +13, Perception +18, Stealth +21; Racial Modifiers 
  +4 Climb
  Languages Common, Sylvan
  SQ spell link
  SPECIAL ABILITIES
  Dweomer Leap (Su) When a dweomercat is targeted by a spell 
  or within the area of effect of a spell, it can, as a swift action, 
  choose to teleport to a square adjacent to the spell’s caster, 
  
  61
  THE SOLSTICE SCAR
  effectively appearing mid-leap and aimed toward the caster. 
  This ability takes effect regardless of whether or not the spell 
  overcomes the dweomercat’s spell resistance. If it chooses, 
  the dweomercat can immediately make a full attack against 
  the spell’s caster as though pouncing. Using this ability does 
  not provoke an attack of opportunity. If there is no safe space 
  adjacent to the caster—or if the dweomercat chooses—the 
  dweomercat can forgo using this ability.
  Spell Link (Su) When a dweomercat is targeted by a spell or 
  within the area of effect of a spell, it can, as a swift action, 
  forgo its dweomer leap ability to gain an effect related to the 
  school of the spell targeting it. This effect activates before the 
  dweomercat is affected by the spell targeting it and regardless 
  of whether or not the spell overcomes its spell resistance. 
  Each power lasts for 1 minute per level of the spell targeting 
  the dweomercat, until the dweomercat uses this ability again, 
  or until the dweomercat chooses to dismiss the effect as a 
  free action, whichever duration is shortest. This ability does 
  not prevent the spell affecting the dweomercat from taking 
  effect; it only provides an additional benefit.
  Abjuration: Gains acid, cold, fire, electricity, or sonic 
  resistance equal to 2 per spell level.
  Conjuration: Gains a deflection bonus to AC equal to +1 for 
  every 5 levels of the spell.
  Divination: Gains the effects of detect chaos, evil, good, 
  or law.
  Enchantment: Grants the effects of the spell heroism.
  Evocation: Inflicts an amount of damage equal to the spell’s 
  level upon the spell’s caster.
  Illusion: Grants the effects of invisibility. This effect ends as 
  per the spell.
  Necromancy: Gains the effects of false life, as if cast by the 
  opposing spell’s caster.
  Transmutation: Gains an enhancement bonus on its natural 
  weapons equal to +1 for every 5 levels of the spell.
  MEDDA SPIRITBEARER 
  CR 6
  Female human spiritualist (haunted) 7 (Pathfinder RPG Occult 
  Adventures 72, 110)
  NG Medium humanoid (human)
  Init –1; Senses Perception +10
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex)
  hp 56 (7d8+21)
  Fort +7, Ref +3, Will +9
  Defensive Abilities spiritual interference
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk cold iron dagger +6 (1d4/19–20) or 
  mwk longspear +6 (1d8/×3)
  Ranged mwk sling +5 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
  Special Attacks phantom recall 1/day
  Spiritualist Spell-Like Abilities (CL 7th; concentration +11)
  At will—detect undead
  1/day—calm spiritOA (DC 13)
  Spiritualist Spells Known (CL 7th; concentration +11)
  3rd (2/day)—cure serious wounds, haste, howling agonyUM 
  (DC 17)
  2nd (4/day)—cure moderate wounds, locate object, rage, 
  remove paralysis, see invisibility
  1st (5/day)—burst of adrenalineOA, cure light wounds, mage 
  armor, remove fear, sanctuary (DC 15), shield
  0 (at will)—detect magic, detect psychic significanceOA, 
  guidance, message, read magic, stabilize
  TACTICS
  During Combat Medda casts sanctuary on herself and moves for 
  cover. She uses her magic to keep her allies alive.
  Morale Medda surrenders when reduced to half her hit points.
  STATISTICS
  Str 10, Dex 8, Con 14, Int 12, Wis 18, Cha 13
  Base Atk +5; CMB +5; CMD 14
  Feats Emotional ConduitOA, Lightning Reflexes, Medium Armor 
  Proficiency, Spiritualist’s CallOA, Toughness
  Skills Bluff +5, Diplomacy +2, Intimidate +5, Knowledge 
  (geography) +6, Knowledge (history) +6, Knowledge (nature) 
  +6, Knowledge (religion) +6, Linguistics +6, Perception +10, 
  Sense Motive +13, Spellcraft +10, Survival +10, Use Magic 
  Device +9
  Languages Celestial, Common, Erutaki, Hallit, Orc
  SQ bonded senses (7 rounds/day), etheric tether, phantom 
  (Anok the Vengeful, anger), shared consciousness, usurp 
  manifestation (10 rounds/day)
  Combat Gear potion of cure moderate wounds (2), potion of 
  cure serious wounds, wand of cure moderate wounds (14 
  charges), wand of lesser restoration (12 charges), acid (2); 
  Other Gear +1 breastplate, furs, mwk cold iron dagger, mwk 
  longspear, mwk sling, traveler’s outfit, 43 gp
  ANOK THE VENGEFUL 
   
  CR —
  Male phantom (Pathfinder RPG Occult Adventures 78)
  NG Medium outsider (phantom)
  Init +1; Senses darkvision 60 ft.; Perception +0
  Aura aura of fury (20 ft.)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+4 armor, +1 Dex, +8 natural)
  hp 45 (6d10+12)
  Fort +7, Ref +3, Will +5 (+4 morale bonus vs. enchantment 
  spells and effects)
  DR 5/magic and slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +11 (2d6+4)
  TACTICS
  Before Combat Medda has cast mage armor on Anok after 
  summoning him, 2 minutes before the PCs arrive.
  
  PATHFINDER SOCIETY SCENARIO
  62
  During Combat Anok focuses his attacks on creatures targeting 
  Medda. At his discretion, he activates Medda’s usurp 
  manifestation ability to become larger and more powerful.
  Morale Anok fights until destroyed.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 7, Wis 10, Cha 15
  Base Atk +6; CMB +10; CMD 21
  Feats Dazzling Display, Intimidating Prowess, Power AttackB, 
  Weapon Focus (slam)
  Skills Intimidate +16, Knowledge (history) +7, Survival +9
  Languages Common, Hallit
  SQ devotion, ectoplasmic phase lurch, magic attacks, usurp 
  manifestation (10 rounds/day)
  SHIFTING RUNES 
  CR 7
  N Diminutive construct (swarm)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
  hp 58 (9d10+9); fast healing 5
  Fort +3, Ref +8, Will +3
  Defensive Abilities rejuvenation, swarm traits; Immune 
  construct traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee swarm (2d6 nonlethal plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14), trap control
  Spell-Like Abilities (CL 9th; concentration +9)
  Constant—alarm
  1/day—see invisibility
  STATISTICS
  Str 1, Dex 16, Con —, Int 10, Wis 10, Cha 10
  Base Atk +9; CMB —; CMD —
  Feats Dodge, Improved Initiative, Lightning Reflexes, Toughness, 
  Wind Stance
  Skills Fly +17, Perception +17, Stealth +24
  Languages Draconic
  SQ catch and detain
  SPECIAL ABILITIES
  Catch and Detain (Ex) Living runes always deal nonlethal damage 
  with their swarm attack to creatures that are vulnerable to 
  nonlethal damage. If a creature is knocked unconscious, it takes 
  no damage from a living rune’s swarm attack.
  Trap Control (Su) Living runes can be attuned to a single 
  magical trap. As a move action, they can change the position 
  of the magical trap up to 20 feet, but the trigger area must 
  be on a solid surface. Nearby creatures may notice the trap 
  move with a successful DC 20 Perception check. As a standard 
  action, living runes may trigger the trap.
  TWINHORN SKIRMISHER 
  CR 4
  Pathfinder RPG Villain Codex 133
  Human ranger 5
  N Medium humanoid (human)
  Init +7; Senses Perception +9
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
  hp 42 (5d10+10)
  Fort +7, Ref +8, Will +3
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk greatsword +8 (2d6+3/19–20)
  Ranged mwk composite longbow +7 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (animals +2, humans +4)
  Ranger Spells Prepared (CL 2nd; concentration +3)
  1st—gravity bowAPG, resist energy
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +7; CMD 20
  Feats Endurance, Improved Initiative, Power Attack, Precise Shot, 
  Quick Draw, Quick Stow
  Skills Acrobatics +5 (+1 when jumping), Climb +6, Disable Device 
  +3, Handle Animal +6, Knowledge (geography, nature) +6, 
  Perception +9, Ride +7, Stealth +8, Survival +7, Swim +3
  Languages Common
  SQ favored terrain (forest +2), hunter’s bond (horse), track +2, 
  wild empathy +4
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds; Other Gear mwk agile breastplateAPG, mwk 
  composite longbow (+3 Str) with 20 arrows, mwk greatsword, 
  cloak of resistance +1, basic maps, flint and steel, grappling 
  hook, mwk backpackAPG, silk rope (50 ft.), mwk thieves’ tools, 
  waterskin, 103 gp
  SPECIAL ABILITIES
  Quick Stow A Twinhorn archer do not provoke an attack of 
  opportunity when sheathing a weapon, and he can combine a 
  move action to sheathe a weapon with a regular move action. 
  (He can both stow and draw a weapon as part of the same 
  move action in this way.)
  WARMONGER DEVIL 
  CR 7
  Pathfinder RPG Bestiary 5 81
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; Perception +16
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
  hp 84 (8d10+40)
  Fort +10, Ref +9, Will +5
  Defensive Abilities construct form; DR 5/good; Immune fire, 
  poison; Resist acid 10, cold 10; SR 12
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee mwk trident +13/+8 (2d6+7), 2 legs +7 (1d8+2) or 
  2 claws +12 (1d6+5), 2 legs +7 (1d8+2)
  
  63
  THE SOLSTICE SCAR
  Ranged mwk trident +10 (2d6+7) or 
  net +10 ranged touch (entangle)
  Space 10 ft.; Reach 10 ft.
  Special Attacks merciless blow, trample (1d8+7, DC 19)
  Spell-like Abilities (CL 12th; concentration +14)
  At will—greater teleport (self plus 50 lbs. of objects only)
  1/day—summon (level 4, 1d4 lemures or 1 bearded devil 40%)
  STATISTICS
  Str 20, Dex 17, Con 19, Int 14, Wis 16, Cha 15
  Base Atk +8; CMB +14; CMD 27 (31 vs. bull rush and trip)
  Feats Combat Reflexes, Improved Initiative, Power Attack, 
  Toughness
  Skills Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) +9, 
  Intimidate +13, Knowledge (dungeoneering, engineering) 
  +9, Knowledge (planes) +13, Perception +16, Stealth +12 
  (+18 among metal objects or debris); Racial Modifiers +2 
  Perception, +2 Stealth (+8 Stealth among metal objects or 
  debris)
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  SQ hellstrider, phalanx, stability
  SPECIAL ABILITIES
  Construct Form Despite being true devils, levalochs possess 
  a number of immunities common to constructs, including 
  immunity to ability damage, ability drain, death effects, death 
  from massive damage, disease, energy drain, exhaustion, 
  fatigue, necromancy effects, nonlethal damage, paralysis, 
  sleep effects, and stunning. Upon being reduced to 0 hit 
  points, they are immediately destroyed.
  Hellstrider (Su) A levaloch is not impeded by difficult terrain, 
  and can move or charge through such squares as normal. It 
  can also cross areas covered with dangerous impediments 
  (such as caltrops or thorns) without being damaged or 
  hindered. The creature’s legs are immune to acid and cold, 
  allowing it to cross even rivers of acid without being damaged 
  or hindered as long as the hazard is fewer than 4 feet deep. 
  This ability does not protect a levaloch against magical 
  hindrances like black tentacles, web, or similar spells.
  Merciless Blow (Su) Any trident attack a levaloch makes 
  against an entangled creature deals an extra 2d6 points 
  of damage.
  Phalanx (Ex) All devils adjacent to a levaloch gain a +1 morale 
  bonus on attack rolls and to AC.
  Stability (Ex) A levaloch gains a +4 bonus to CMD against bull 
  rush and trip.
  
  PATHFINDER SOCIETY SCENARIO
  64
  APPENDIX 8: SUBTIER 5–6 BESTIARY 
  (PART 3)
  EXILED SHADE 
   
  CR 6
  Pathfinder RPG Bestiary 6 123
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 deflection, +3 Dex, +1 dodge)
  hp 68 (8d8+32)
  Fort +6, Ref +5, Will +8
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses exiled
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +10 (1d6 Intelligence damage)
  Special Attacks rage thrall
  STATISTICS
  Str —, Dex 17, Con —, Int 7, Wis 14, Cha 19
  Base Atk +6; CMB +9; CMD 24
  Feats Dodge, Improved Initiative, Mobility, Weapon Focus 
  (incorporeal touch)
  Skills Fly +18, Perception +9, Sense Motive +9, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Exiled (Ex) The symbols of an exiled shade’s former organization 
  still hold power over its restless spirit. An exiled shade that 
  can see such a symbol is sickened for as long as the symbol 
  remains visible. Additionally, if a shade is directly confronted 
  with such a symbol (which requires a standard action) it must 
  succeed at a DC 16 Will save or become dazed for 1 round. If 
  the shade succeeds, it can no longer be dazed in this manner 
  for 24 hours, but remains sickened while in the symbol’s 
  presence. If this symbol is a holy symbol and is used in the 
  act of channeling energy, the exiled shade does not gain its 
  channel resistance against the effect. The symbol must be 
  something the exiled shade’s organization used to identify its 
  members while the shade was alive, such as a noble crest, a 
  knightly banner, or a holy icon.
  Intelligence Damage (Su) An exiled shade’s touch clouds the 
  target’s mind with anger and resentment, dealing 1d6 points 
  of Intelligence damage. This is an emotion-based, mind- 
  affecting, negative energy effect.
  Rage Thrall (Su) If an exiled shade deals a cumulative amount 
  of Intelligence damage greater than or equal to a humanoid 
  target’s actual Intelligence score, the affected creature does 
  not fall unconscious as normal. Instead, the target ceases to 
  take penalties from its Intelligence damage and falls under 
  the control of the exiled shade, as per dominate person. 
  Creatures so dominated cannot attempt new saving throws 
  to escape the shade’s control until their Intelligence damage 
  no longer equals or exceeds their actual Intelligence score. An 
  exiled shade can control only a single creature in this manner. 
  If an exiled shade deals enough Intelligence damage to a 
  second creature to activate this ability, the first creature is 
  relinquished from its control (though it might immediately fall 
  unconscious if its Intelligence damage equals or exceeds its 
  actual Intelligence score).
  FALLEN 
  CR 8
  Pathfinder RPG Bestiary 6 126
  LE Medium undead (incorporeal)
  Init +3; Senses blindsense 60 ft., darkvision 60 ft.; Perception 
  +17 
  DEFENSE
  AC 22, touch 17, flat-footed 19 (+4 armor, +4 deflection, +3 Dex, 
  +1 shield)
  hp 93 (11d8+44)
  Fort +7, Ref +6, Will +10
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits; Resist acid 5, fire 5
  Weaknesses light sensitivity
  OFFENSE
  Speed fly 30 ft. (good)
  Melee longsword +11/+6 (1d8 force/19–20 plus 2d6 negative 
  energy and despair), light shield +13 (1d3 force plus 2d6 
  negative energy and despair)
  Ranged longbow +11/+6 (1d8 force/×3 plus 2d6 negative 
  energy and despair)
  Special Attacks agent of despair, curse of the unburied, phantom 
  armaments, touch of the grave
  Spell-Like Abilities (CL 12th; concentration +16)
  3/day—deeper darkness, telekinesis (DC 19)
  STATISTICS
  Str —, Dex 16, Con —, Int 13, Wis 17, Cha 18
  Base Atk +8; CMB +15; CMD 25 
  Feats Combat Expertise, Deadly Aim, Improved Shield Bash, 
  Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword)
  Skills Fly +15, Intimidate +18, Knowledge (religion) +10, 
  Perception +17, Sense Motive +17, Survival +14
  Languages Common
  SPECIAL ABILITIES
  Agent of Despair (Su) A creature that takes damage from a 
  fallen’s attacks must succeed at a DC 19 Will save or take a 
  –4 penalty on saving throws against fear. If a creature that 
  has immunity to fear fails this saving throw, its immunity is 
  temporarily suppressed. This effect lasts as long as a creature 
  still has damage taken from a fallen’s attacks. This is a curse 
  effect. The save DC is Charisma-based.
  Curse of the Unburied (Su) Once per day, a fallen can curse 
  a good-aligned cleric, paladin, or warpriest within 30 feet 
  whose deity is opposed to the creation of undead to locate 
  the fallen’s remains and perform a funeral for it. The target 
  must succeed at a DC 19 Will save or take a –2 penalty to 
  each of its ability scores. Each day, the target can attempt a 
  
  65
  THE SOLSTICE SCAR
  new saving throw; success keeps the target from accruing an 
  additional –2 penalty to each of its ability scores. No ability 
  score can be reduced below 1 by this effect. The ability score 
  penalties are removed immediately upon completing funeral 
  rites for the fallen. The target does not need to complete the 
  rites personally, but it is responsible for seeing that they’re 
  carried out. The save DC is Charisma-based.
  Phantom Armaments (Su) A fallen’s weapons and armor are 
  formed of force, allowing the fallen to make physical attacks 
  and wear protective armor. This gear cannot be disarmed 
  or removed from the fallen. Arrows fired from the fallen’s 
  longbow vanish after dealing damage to their target. A fallen 
  gains a bonus on attack rolls with melee weapons and on 
  combat maneuver checks equal to its Charisma modifier.
  Rejuvenation (Su) A fallen is tied to the place where it died. A 
  fallen is permanently destroyed and its soul is released when 
  funeral rites lasting at least 1 minute are performed at the 
  site where it perished or over its earthly remains. Otherwise, a 
  fallen reforms 2d4 days after its destruction at the site where 
  it first died.
  Touch of the Grave (Su) All of a fallen’s melee and ranged 
  attacks deal 2d6 additional points of negative energy damage 
  to living targets (this does not heal undead targets struck).
  NECROCRAFT, SCRAMBLER 
  CR 3
  Pathfinder RPG Bestiary 4 200
  NE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +2, Ref +2, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 claws +5 (1d4+2), bite +5 (1d6+2)
  STATISTICS
  Str 15, Dex 13, Con —, Int —, Wis 10, Cha 13
  Base Atk +3; CMB +5; CMD 16
  Feats ToughnessB
  OSTIARIUS KYTON 
  CR 5
  Pathfinder RPG Bestiary 4 176
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +6; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 shield)
  hp 52 (7d10+14); regeneration 2 (good weapons and spells)
  Fort +7, Ref +4, Will +11
  Immune cold, magic missile
  OFFENSE
  Speed 30 ft.
  Melee 2 touches +2 (1 plus bleed)
  Special Attacks bleed (1d6), compel courage, unnerving gaze 
  (30 ft., DC 19)
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—shield
  At will—calm emotions (DC 16), darkness, enthrall (DC 16), 
  major image (DC 17)
  3/day—crushing despair (DC 17), shadow walk, silence (DC 16)
  1/day—plane shift (DC 21; to the Material Plane and the Plane 
  of Shadow only, lawful evil creatures only), shout (DC 18)
  STATISTICS
  Str 10, Dex 15, Con 14, Int 19, Wis 18, Cha 19
  Base Atk +7; CMB +7; CMD 19
  Feats Alertness, Blind-Fight, Improved Initiative, Iron Will
  Skills Bluff +14, Diplomacy +14, Escape Artist +9, Heal +14, 
  Intimidate +14, Knowledge (planes) +14, Perception +16, 
  Perform (oratory) +14, Sense Motive +16, Stealth +12
  Languages Common, Infernal; telepathy 100 ft.
  SQ shadow traveler
  SPECIAL ABILITIES
  Compel Courage (Ex) An ostiarius can inspire courage as a 5th-
  level bard using bardic performance, granting a +2 morale 
  bonus on saving throws against charm and fear effects and 
  a +2 competence bonus on attack and weapon damage rolls. 
  This ability has a range of 50 feet and affects those creatures 
  the ostiarius chooses who also willingly accept the benefits 
  of the effect (no saving throw required). The ostiarius’s 
  performance compels creatures to perform at dangerous 
  extremes. Any living non-outsider that benefits from this 
  ability takes 1 point of bleed damage. A creature that accepts 
  these benefits for multiple consecutive rounds gains additional 
  points of bleed damage that stack with one another (to a 
  maximum of 5). This is an audible, mind-affecting effect and 
  can be countered by a bard’s countersong class feature.
  Shadow Traveler (Ex) When an ostiarius uses plane shift to 
  travel to the Plane of Shadow, it arrives at its intended 
  destination with complete accuracy. When an ostiarius uses 
  shadow walk, it moves at 100 miles per hour.
  Unnerving Gaze (Ex) A creature that succumbs to an ostiarius’s 
  unnerving gaze becomes sickened for 1d4 rounds. This is a 
  mind-affecting fear effect. The save DC is Charisma-based.
  RAGEWIGHT 
  CR 6
  Pathfinder Campaign Setting: Andoran, Birthplace of Freedom 58
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 rage)
  hp 82 (11d8+33)
  Fort +6, Ref +5, Will +10; +4 morale bonus vs. spells, 
  supernatural abilities, and spell-like abilities
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  
  PATHFINDER SOCIETY SCENARIO
  66
  Melee greatsword +12/+7 (2d6+6/17–20 plus energy drain), 
  bite +7 (1d4+2 plus energy drain)
  Ranged javelin +10 (1d6+4)
  Special Attacks create spawn, energy drain (1 level, DC 17), 
  rage powers (animal fury, intimidating glare, knockback, 
  superstition, unexpected strike)
  TACTICS
  Base Statistics When not using savage fury, the ragewight’s 
  statistics are AC 19, touch 11, flat-footed 18 (+1 Dex, +8 
  natural); hp 49 (11d8); Fort +3, Will +8; Melee mwk 
  greatsword +9/+4 (2d6+1/17–20 plus energy drain); Ranged 
  javelin +9 (1d6+4); Str 12, Cha 11; CMB +9; CMD 21; Skills 
  Climb +15, Intimidate +11
  STATISTICS
  Str 18, Dex 14, Con —, Int 11, Wis 13, Cha 17
  Base Atk +8; CMB +12; CMD 24
  Feats Cleave, Furious FocusAPG, Great Cleave, Improved Critical 
  (greatsword), Lunge, Power Attack
  Skills Climb +18, Intimidate +16, Knowledge (religion) +7, 
  Perception +15, Stealth +20; Racial Modifiers +8 Stealth
  Languages Common
  Gear greatsword, javelin
  SPECIAL ABILITIES
  Create Spawn (Su) Most humanoids slain by a ragewight rise 
  as cairn wights (though with chaotic evil alignments) in 1d4 
  rounds. However, humanoids with 6 or more Hit Dice and 
  the rage class feature instead become ragewights, retaining 
  the rage powers they had in life. Such spawn are under the 
  command of their creator until its death, at which point they 
  become free-willed undead.
  Savage Fury (Ex) A ragewight can trigger a savage fury as a 
  free action. It can use this fury for 24 rounds each day. These 
  rounds don’t need to be consecutive. The ragewight gains 
  a +6 profane bonus to its Strength and Charisma and a +3 
  profane bonus on Will saves when using this fury. When a 
  ragewight ends its fury, it is staggered for 1d4 rounds and 
  can’t resume its fury during this time. This ability otherwise 
  functions as the greater rage barbarian class feature, treating 
  the ragewight’s racial Hit Dice as its barbarian level for the 
  purposes of rage and any rage powers.
  SHADOW 
  CR 3
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative energy 
  effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  SHAE, ADVANCED 
  CR 5
  N Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 20, touch 18, flat-footed 12 (+8 Dex, +2 natural)
  hp 46 (4d10+26)
  Fort +10, Ref +9, Will +9
  Defensive Abilities amorphous, blur; Immune cold
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +10 (2d4+7/18–20 plus 1d6 cold) or 
  touch +7 (1d6 cold)
  Spell-Like Abilities (CL 4th; concentration +9)
  Constant—blur
  At will—lesser shadow evocation (DC 18)
  STATISTICS
  Str 20, Dex 26, Con 22, Int 25, Wis 17, Cha 21
  Base Atk +4; CMB +7; CMD 23
  Feats Combat Expertise, Iron Will
  Skills Acrobatics +15, Bluff +12, Climb +11, Diplomacy +12, 
  Disguise +12, Intimidate +9, Knowledge (arcana) +11, 
  Knowledge (planes) +15, Perception +10, Sense Motive 
  +10, Spellcraft +14, Stealth +15 (+25 in regions of low light 
  or darkness), Use Magic Device +12; Racial Modifiers +10 
  Stealth in regions of low light or darkness
  Languages Aklo, Common, Shae
  SPECIAL ABILITIES
  Cold (Su) A shae’s touch saps heat from living creatures, leaving 
  patches of colorless flesh rather than physical wounds. A shae 
  can deal 1d6 points of cold damage with a touch. It adds +1d6 
  points of cold damage to any melee weapon damage it deals.
  Lesser Shadow Evocation (Sp) This spell-like ability functions 
  identically to the spell shadow evocation, but it can only 
  create quasi-real versions of sorcerer or wizard evocation 
  spells of 2nd level or lower. This spell-like ability is the 
  equivalent of a 3rd-level spell.
  
  67
  THE SOLSTICE SCAR
  SKELETAL CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 
  shield)
  hp 17 (2d8+1d10+3)
  Fort +3, Ref +1, Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon Focus 
  (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, masterwork longsword
  
  PATHFINDER SOCIETY SCENARIO
  68
  APPENDIX 9: SUBTIER 5–6 BESTIARY  
  (PART 4)
  GIANT JUVENILE WHITE DRAGON 
  CR 8
  Pathfinder RPG Bestiary 100, 295
  CE Large dragon (cold)
  Init +5; Senses dragon senses, snow vision; Perception +14
  DEFENSE
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 112 (9d12+54)
  Fort +12, Ref +7, Will +6
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; 
  icewalking
  Melee bite +15 (2d6+10), 2 claws +15 (1d8+7), tail slap +10 
  (1d8+10), 2 wings +10 (1d6+3)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft cone, 8d4 cold, Reflex  
  DC 20 half)
  Spell-Like Abilities (CL 9th; concentration +9)
  At will—fog cloud
  STATISTICS
  Str 25, Dex 12, Con 23, Int 10, Wis 11, Cha 10
  Base Atk +9; CMB +17; CMD 28 (32 vs. trip)
  Feats Alertness, Flyby Attack, Improved Initiative, Power Attack, 
  Vital Strike
  Skills Fly +7, Intimidate +12, Perception +14, Sense Motive +2, 
  Spellcraft +12, Stealth +9, Swim +27
  Languages Draconic
  SQ ice shape
  SPECIAL ABILITIES
  Ice Shape (Su) A white dragon can shape ice and snow at will. 
  This ability functions as stone shape (CL 9th), but targeting 
  only ice and snow, not stone.
  Icewalking (Ex) This ability works like the spider climb spell, but 
  the surfaces the dragon climbs must be icy. The dragon can 
  move across icy surfaces without penalty and does not need 
  to succeed at Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A white dragon learns to see perfectly well in 
  snowy conditions. A white dragon does not take penalties on 
  Perception checks while in snow.
  KOBOLD BLADE 
  CR 3
  Pathfinder RPG Monster Codex 130
  Kobold fighter 4
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 30 (4d10+4)
  Fort +4, Ref +5, Will +1 (+1 vs. fear)
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11 (1d4+2/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  STATISTICS
  Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
  Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Craft (trapmaking) +3, Intimidate +6, Knowledge 
  (dungeoneering) +8, Perception +2, Profession (miner) +2, 
  Stealth +13
  Languages Common, Draconic
  SQ armor training 1, crafty
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds; Other Gear mwk breastplate, mwk light crossbow 
  with 10 bolts, mwk rapier
  KOBOLD GUILECASTER 
  CR 5
  Pathfinder RPG Monster Codex 131
  Kobold sorcerer 6
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, 
  +1 size)
  hp 35 (6d6+12)
  Fort +3, Ref +4, Will +4
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +2 (1d4–2)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—trap rune (DC 16)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—lightning bolt (DC 16)
  2nd (6/day)—create pitAPG, mirror image, scorching ray
  1st (7/day)—alarm, charm person (DC 14), mage armor, 
  magic missile, ray of enfeeblement (DC 14)
  0 (at will)—arcane mark, daze, detect magic, open/close, 
  prestidigitation (DC 13), resistance, sparkAPG
  Bloodline koboldARG
  STATISTICS
  Str 6, Dex 14, Con 12, Int 13, Wis 8, Cha 16
  Base Atk +3; CMB +0; CMD 12
  Feats Combat Expertise, Eschew Materials, Improved Feint, Skill 
  Focus (Craft [trapmaking])
  Skills Bluff +15, Craft (trapmaking) +15, Perception +1, 
  Profession (miner) +1, Use Magic Device +15; Racial 
  Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  
  69
  THE SOLSTICE SCAR
  Languages Draconic, Dwarven
  SQ bloodline arcana (+2 to spell DC if target is denied Dex bonus 
  to AC), crafty, trap sense +2
  Combat Gear antitoxin, thunderstone; Other Gear quarterstaff, 
  circlet of persuasion, mwk artisan’s tools, 15 gp
  SPECIAL ABILITIES
  Bloodline Arcana Whenever the kobold casts a spell against a 
  creature that is denied its Dexterity bonus to AC, increase that 
  spell’s DC by 2.
  Trap Rune (Sp) As a standard action, the kobold can sketch a 
  single, nearly invisible magical rune on any 5-foot-square solid 
  surface, picking one of the following energy types: acid, cold, 
  electricity, or fire. While the rune is active, the next creature 
  other than the kobold who steps on or touches the rune’s area 
  causes the rune to explode, dealing 1d8+6 points of damage 
  to anything in the square. A successful DC 16 Reflex saving 
  throw halves the damage. The rune is considered a magical 
  trap for the purpose of perceiving it or disabling it. The DC for 
  both Perception and Disable Device checks is 16. Each rune 
  lasts for 24 hours or until discharged.
  Trap Sense (Ex) The kobold gains a +2 bonus on Perception checks 
  to notice traps, a +1 bonus on Reflex saves to avoid traps, and a 
  +1 dodge bonus to AC against attacks made by traps. 
  KOBOLD MASTER TRAPPER 
  CR 4
  Pathfinder RPG Monster Codex 133
  Kobold rogue 5
  LE Small humanoid (reptilian)
  Init +8; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, +1 size)
  hp 31 (5d8+5)
  Fort +2, Ref +10, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Ranged mwk shortbow +9 (1d4/×3)
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +1; CMD 15
  Feats Improved Initiative, Lightning Reflexes, Skill Focus  
  (Craft [trapmaking])
  Skills Acrobatics +11, Appraise +8, Climb +6, Craft (trapmaking) 
  +13, Disable Device +13, Escape Artist +11, Perception +11, 
  Profession (miner) +3, Sleight of Hand +11, Stealth +15; 
  Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  Languages Draconic
  SQ crafty, rogue talents (trap spotter, cunning triggerAPG), 
  trapfinding +2
  Combat Gear necklace of fireballs I; Other Gear +1 chain shirt, 
  dagger, mwk shortbow with 20 arrows, mwk artisan’s tools, 
  mwk thieves’ tools, 62 gp
  KOBOLD SNIPER 
  CR 1/2
  Pathfinder RPG Monster Codex 130
  Kobold fighter 1
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 12 (1d10+2)
  Fort +3, Ref +3, Will +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee short sword +1 (1d4–1/19–20)
  Ranged mwk light crossbow +6 (1d6/19–20)
  STATISTICS
  Str 9, Dex 17, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +3, Craft (trapmaking) +2, Perception +4, 
  Profession (miner) +3
  Languages Common, Draconic
  SQ crafty
  Combat Gear alchemist’s fire; Other Gear studded leather, mwk 
  light crossbow, short sword
  KOBOLD YAPPER 
  CR 7
  Pathfinder RPG Monster Codex 135
  Kobold bard (dragon yapperMC) 8
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1 
  natural, +1 size)
  hp 31 (8d8–8)
  Fort +0, Ref +10, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +7/+2 (1d4/19–20)
  Ranged +1 shortbow +13/+8 (1d4+1/×3)
  Special Attacks bardic performance 20 rounds/day (move 
  action; countersong, frightful song [DC 16], distraction, inspire 
  competence +3, inspire courage +2, suggestion [DC 16], 
  yapping song [DC 16])
  Bard Spells Known (CL 8th; concentration +10)
  3rd (2/day)—confusion (DC 15), deep slumber (DC 15), haste
  2nd (5/day)—blur, heroism, hold person (DC 14), mirror image
  
  PATHFINDER SOCIETY SCENARIO
  70
  1st (5/day)—alarm, charm person (DC 13), grease (DC 13), 
  silent image (DC 13), ventriloquism (DC 13)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 
  12), mage hand, prestidigitation (DC 12), resistance
  STATISTICS
  Str 8, Dex 18, Con 6, Int 13, Wis 10, Cha 15
  Base Atk +6; CMB +4; CMD 19
  Feats Dodge, Point-Blank Shot, Precise Shot, Weapon  
  Focus (shortbow)
  Skills Acrobatics +14, Bluff +13, Craft (trapmaking) +3, 
  Perception +2, Perform (oratory) +13, Perform (sing) +13, 
  Profession (miner) +2, Sleight of Hand +14, Spellcraft +12, 
  Stealth +18
  Languages Common, Draconic, Sylvan
  SQ bardic knowledge +4, crafty, lore master 1/day, versatile 
  performance (sing, oratory)
  Gear +1 chain shirt, +1 short sword, +1 shortbow with 20 
  arrows, 410 gp
  SPECIAL ABILITIES
  Frightful Song (Su) A dragon yapper can amplify his voice to 
  sound like an actual dragon. Enemies within 30 feet become 
  shaken unless they succeed at a DC 16 Will save. A successful 
  save renders targets immune to this ability for 24 hours. 
  Frightful song is a mind-affecting ability, and a fear effect that 
  uses audible components.
  Yapping Song (Su) A dragon yapper can use performance to 
  annoy those that hear it, causing them to take a –2 penalty on 
  attack and damage rolls (minimum 1) and a –2 penalty  
   
  on saves against fear effects and charm effects as long as the 
  dragon yapper continues performing. Yapping song is a mind-
  affecting ability that uses audible components, but is not 
  language-dependent.
  POLAR BEAR 
  CR 5
  Pathfinder RPG Bestiary 5 41
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 52 (5d8+30)
  Fort +10, Ref +7, Will +4
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +9 (1d8+7), 2 claws +9 (1d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 25, Dex 17, Con 23, Int 2, Wis 16, Cha 10
  Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +8, Survival +8, Swim +19
  WALL SCYTHE TRAP 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic
  Effect Atk +20 melee (2d4+6/×4)
  
  71
  THE SOLSTICE SCAR
  APPENDIX 10: SUBTIER 7–8 BESTIARY 
  (PART 1)
  ANIMATED OWLBEAR MASCOT 
  CR 8
  Animated object (Pathfinder RPG Bestiary 14)
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 20, touch 8, flat-footed 20 (+6 armor, –1 Dex, +6 natural, 
  –1 size)
  hp 89 (8d10+45)
  Fort +5, Ref +4, Will +0
  Defensive Abilities hardness 5, reinforced; Immune construct traits
  Weakness haunted
  OFFENSE
  Speed 40 ft.
  Melee bite +13 (2d6+6), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 9, Con —, Int —, Wis 1, Cha 1
  Base Atk +8; CMB +15; CMD 24
  Skills Acrobatics –1 (+3 to jump)
  SQ construction points (additional natural attack [claw, bite], 
  faster, haunted, improved natural attack)
  SPECIAL ABILITIES
  Haunted (Su) An animated owlbear mascot is haunted by a 
  spirit. It takes damage from positive energy as if it were an 
  undead creature and can be detected by detect undead.
  Reinforced (Ex) Due to its barding and the powerful psychic 
  resonance that powers its body, an animated owlbear mascot 
  gains 15 additional hit points, a +6 armor bonus to AC, and a 
  +3 bonus on all saving throws. These are incorporated into its 
  statistics above.
  BONE DEVIL, ADVANCED 
  CR 10
  Pathfinder RPG Bestiary 74, 288
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +11; Senses darkvision 60 ft., see in darkness; Perception +21
  Aura frightful presence (5 ft., DC 21, 1d6 rounds)
  DEFENSE
  AC 29, touch 16, flat-footed 22 (+7 Dex, +13 natural, –1 size)
  hp 125 (10d10+70)
  Fort +14, Ref +14, Will +9
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +16 (1d8+7), 2 claws +16 (1d6+7), sting +16 (3d4+7 
  plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 12th; concentration +18)
  Constant—fly
  At will—dimensional anchor, greater teleport (self plus 50 lbs. 
  of objects only), invisibility (self only), major image (DC 
  19), wall of ice (DC 20)
  3/day—quickened invisibility
  1/day—summon (level 4, 1 bone devil, 35%)
  STATISTICS
  Str 25, Dex 25, Con 24, Int 20, Wis 19, Cha 22
  Base Atk +10; CMB +18; CMD 35
  Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, 
  Quicken Spell-Like Ability (invisibility)
  Skills Acrobatics +20, Bluff +19, Diplomacy +19, Fly +28, 
  Intimidate +19, Knowledge (planes) +18, Knowledge 
  (religion) +18, Perception +21, Sense Motive +21, Spellcraft 
  +18, Stealth +16
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 
  ft.
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. 
  The save DC is Constitution-based.
  CLOCKWORK GUARDIAN 
  CR 8
  Pathfinder RPG Bestiary 6 61
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+2 Dex, +2 dodge, +6 natural, +2 
  shield)
  hp 85 (10d10+30)
  Fort +3, Ref +7, Will +3
  Defensive Abilities barrier; DR 5/adamantine; Immune 
  construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee shield bash +19/+14 (1d6+9), slam +14 (1d4+4) or 
  2 slams +19 (1d4+9)
  STATISTICS
  Str 28, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +10; CMB +19; CMD 33
  Feats Improved InitiativeB, Improved Shield BashB, Lightning 
  ReflexesB, ToughnessB
  SQ difficult to create, shield expert, swift reactions, winding 
  SPECIAL ABILITIES
  Barrier (Su) Once per day as a swift action, a clockwork guardian 
  can unfold its shield to form a metal barrier up to 5 feet 
  wide and 10 feet tall. This duplicates the effects of a wall 
  of iron spell, save for the smaller size of the created wall. 
  After using this ability, the clockwork guardian loses its shield 
  bonus and shield bash attack, but it gains two slam attacks 
  as primary attacks. The clockwork guardian’s shield rebuilds 
  itself automatically 24 hours after it uses this ability. Multiple 
  clockwork guardians can work together to create a larger 
  barrier, each new metal barrier merging seamlessly with an 
  
  PATHFINDER SOCIETY SCENARIO
  72
  existing one. Once created, a clockwork guardian’s barrier lasts 
  for 24 hours before crumbling.
  Shield Expert (Su) A clockwork guardian carries a heavy shield 
  that cannot be disarmed or sundered. Its programming grants 
  it proficiency in the shield’s use and Improved Shield Bash 
  as a bonus feat. The clockwork guardian’s shield bash deals 
  damage as if it were one size category larger than normal 
  (1d6 points for a Medium clockwork guardian).
  DWEOMERCAT, ADVANCED 
  CR 8
  Advanced dweomercat (Pathfinder RPG Bestiary 294, Pathfinder 
  Adventure Path #36: Sound of a Thousand Screams 82)
  CN Medium magical beast
  Init +12; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +18
  DEFENSE
  AC 27, touch 19, flat-footed 18 (+8 Dex, +1 dodge, +8 natural)
  hp 105 (10d10+50)
  Fort +12, Ref +15, Will +8
  DR 5/magic; SR 19
  OFFENSE
  Speed 40 ft.
  Melee bite +18 (1d6+4), 2 claws +18 (1d4+4)
  Special Attacks dweomer leap, pounce, rake (2 claws +18, 1d4+4)
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—detect magic
  At will—dispel magic, lesser globe of invulnerability
  3/day—antimagic field, dimension door (self only)
  STATISTICS
  Str 19, Dex 27, Con 20, Int 17, Wis 20, Cha 20
  Base Atk +10; CMB +14; CMD 33 (37 vs. trip)
  Feats Dodge, Improved Initiative, Mobility, Spring Attack, 
  Weapon Finesse
  Skills Acrobatics +21 (+25 to jump), Climb +21, Knowledge (arcana) 
  +13, Perception +18, Stealth +21; Racial Modifiers +4 Climb
  Languages Common, Sylvan
  SQ spell link
  SPECIAL ABILITIES
  Dweomer Leap (Su) When a dweomercat is targeted by a spell 
  or within the area of effect of a spell, it can, as a swift action, 
  choose to teleport to a square adjacent to the spell’s caster, 
  effectively appearing mid-leap and aimed toward the caster. 
  This ability takes effect regardless of whether or not the spell 
  overcomes the dweomercat’s spell resistance. If it chooses, 
  the dweomercat can immediately make a full attack against 
  the spell’s caster as though pouncing. Using this ability does 
  not provoke an attack of opportunity. If there is no safe space 
  adjacent to the caster—or if the dweomercat chooses—the 
  dweomercat can forgo using this ability.
  Spell Link (Su) When a dweomercat is targeted by a spell or 
  within the area of effect of a spell, it can, as a swift action, 
  forgo its dweomer leap ability to gain an effect related to the 
  school of the spell targeting it. This effect activates before the 
  dweomercat is affected by the spell targeting it and regardless 
  of whether or not the spell overcomes its spell resistance. 
  Each power lasts for 1 minute per level of the spell targeting 
  the dweomercat, until the dweomercat uses this ability again, 
  or until the dweomercat chooses to dismiss the effect as a 
  free action, whichever duration is shortest. This ability does 
  not prevent the spell affecting the dweomercat from taking 
  effect; it only provides an additional benefit.
  Abjuration: Gains acid, cold, fire, electricity, or sonic 
  resistance equal to 2 per spell level.
  Conjuration: Gains a deflection bonus to AC equal to +1 for 
  every 5 levels of the spell.
  Divination: Gains the effects of detect chaos, evil, good,  
  or law.
  Enchantment: Grants the effects of the spell heroism.
  Evocation: Inflicts an amount of damage equal to the spell’s 
  level upon the spell’s caster.
  Illusion: Grants the effects of invisibility. This effect ends as 
  per the spell.
  Necromancy: Gains the effects of false life, as if cast by the 
  opposing spell’s caster.
  Transmutation: Gains an enhancement bonus on its natural 
  weapons equal to +1 for every 5 levels of the spell.
  MEDDA SPIRITBEARER 
  CR 6
  Female human spiritualist (haunted) 7 (Pathfinder RPG Occult 
  Adventures 72, 110)
  NG Medium humanoid (human)
  Init –1; Senses Perception +10
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex)
  hp 56 (7d8+21)
  Fort +7, Ref +3, Will +9
  Defensive Abilities spiritual interference
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk cold iron dagger +6 (1d4/19–20) or 
  mwk longspear +6 (1d8/×3)
  Ranged mwk sling +5 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
  Special Attacks phantom recall 1/day
  Spiritualist Spell-Like Abilities (CL 7th; concentration +11)
  At will—detect undead
  1/day—calm spiritOA (DC 13)
  Spiritualist Spells Known (CL 7th; concentration +11)
  3rd (2/day)—cure serious wounds, haste, howling agonyUM 
  (DC 17)
  2nd (4/day)—cure moderate wounds, locate object, rage, 
  remove paralysis, see invisibility
  1st (5/day)—burst of adrenalineOA, cure light wounds, mage 
  armor, remove fear, sanctuary (DC 15), shield
  0 (at will)—detect magic, detect psychic significanceOA, 
  guidance, message, read magic, stabilize
  
  73
  THE SOLSTICE SCAR
  TACTICS
  During Combat Medda casts sanctuary on herself and moves for 
  cover. She uses her magic to keep her allies alive.
  Morale Medda surrenders when reduced to half her hit points.
  STATISTICS
  Str 10, Dex 8, Con 14, Int 12, Wis 18, Cha 13
  Base Atk +5; CMB +5; CMD 14
  Feats Emotional ConduitOA, Lightning Reflexes, Medium Armor 
  Proficiency, Spiritualist’s CallOA, Toughness
  Skills Bluff +5, Diplomacy +2, Intimidate +5, Knowledge 
  (geography) +6, Knowledge (history) +6, Knowledge (nature) 
  +6, Knowledge (religion) +6, Linguistics +6, Perception +10, 
  Sense Motive +13, Spellcraft +10, Survival +10, Use Magic 
  Device +9
  Languages Celestial, Common, Erutaki, Hallit, Orc
  SQ bonded senses (7 rounds/day), etheric tether, phantom 
  (Anok the Vengeful, anger), shared consciousness, usurp 
  manifestation (10 rounds/day)
  Combat Gear potion of cure moderate wounds (2), potion of 
  cure serious wounds, wand of cure moderate wounds (14 
  charges), wand of lesser restoration (12 charges), acid (2); 
  Other Gear +1 breastplate, furs, mwk cold iron dagger, mwk 
  longspear, mwk sling, traveler’s outfit, 43 gp
  ANOK THE VENGEFUL 
  CR —
  Male phantom (Pathfinder RPG Occult Adventures 78)
  NG Medium outsider (phantom)
  Init +1; Senses darkvision 60 ft.; Perception +0
  Aura aura of fury (20 ft.)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+4 armor, +1 Dex, +8 natural)
  hp 45 (6d10+12)
  Fort +7, Ref +3, Will +5 (+4 morale bonus vs. enchantment 
  spells and effects)
  DR 5/magic and slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +11 (2d6+4)
  TACTICS
  Before Combat Medda has cast mage armor on Anok after 
  summoning him, 2 minutes before the PCs arrive.
  During Combat Anok focuses his attacks on creatures that are 
  targeting Medda. At his discretion, he activates Medda’s 
  usurp manifestation ability to become larger and more 
  powerful.
  Morale Anok fights until destroyed.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 7, Wis 10, Cha 15
  Base Atk +6; CMB +10; CMD 21
  Feats Dazzling Display, Intimidating Prowess, Power AttackB, 
  Weapon Focus (slam)
  Skills Intimidate +16, Knowledge (history) +7, Survival +9
  Languages Common, Hallit
  SQ devotion, ectoplasmic phase lurch, magic attacks, usurp 
  manifestation (10 rounds/day)
  SHIFTING RUNES 
  CR 7
  N Diminutive construct (swarm)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
  hp 58 (9d10+9); fast healing 5
  Fort +3, Ref +8, Will +3
  Defensive Abilities rejuvenation, swarm traits; Immune 
  construct traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee swarm (2d6 nonlethal plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14), trap control
  Spell-Like Abilities (CL 9th; concentration +9)
  At will—alarm
  1/day—see invisibility
  STATISTICS
  Str 1, Dex 16, Con —, Int 10, Wis 10, Cha 10
  Base Atk +9; CMB —; CMD —
  Feats Dodge, Improved Initiative, Lightning Reflexes, Toughness, 
  Wind Stance
  Skills Fly +17, Perception +17, Stealth +24
  Languages Draconic
  SQ catch and detain
  SPECIAL ABILITIES
  Catch and Detain (Ex) Living runes always deal nonlethal damage 
  with their swarm attack to creatures that are vulnerable to 
  nonlethal damage. If a creature is knocked unconscious, it takes 
  no damage from a living rune’s swarm attack.
  Trap Control (Su) Living runes can be attuned to a single 
  magical trap. As a move action, they can change the position 
  of the magical trap up to 20 feet, but the trigger area must 
  be on a solid surface. Nearby creatures may notice the trap 
  move with a successful DC 20 Perception check. As a standard 
  action, living runes may trigger the trap.
  TWINHORN CHAMPION 
  CR 8
  Beast Trainer (Pathfinder RPG Villain Codex 38)
  Human ranger 9
  NE Medium humanoid (human)
  Init +2; Senses Perception +1
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, 
  +1 shield)
  hp 81 (9d10+27)
  Fort +9, Ref +10, Will +6
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  
  PATHFINDER SOCIETY SCENARIO
  74
  Melee mwk kukri +14/+9 (1d4+5/15–20), mwk kukri +14/+9 
  (1d4+5/15–20)
  Ranged dart +11/+6 (1d4+5)
  Special Attacks combat style (two-weapon combat), favored 
  enemy (animals +4, humans +2)
  Ranger Spells Prepared (CL 6th; concentration +7)
  2nd—barkskin
  1st—charm animal (DC 12), longstrider, speak with animals
  TACTICS
  Before Combat The beast trainer drinks her potion of bull’s 
  strength and casts barkskin on an animal ally (already 
  included in the both creatures’ statistics).
  Base Statistics Without bull’s strength, the beast trainer’s 
  statistics are Melee mwk kukri +12/+7 (1d4+3/15–20), mwk 
  kukri +12/+7 (1d4+3/15–20); Ranged dart +11/+6 (1d4+3); 
  Str 16; CMB +12; CMD 24; Skills Climb +11.
  STATISTICS
  Str 20, Dex 15, Con 13, Int 8, Wis 12, Cha 12
  Base Atk +9; CMB +14; CMD 26
  Feats Double Slice, Endurance, Improved Critical (kukri), 
  Improved Two-Weapon Fighting, Quick Draw, Toughness, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon Focus (kukri)
  Skills Acrobatics +7 (+11 to move through a threatened square 
  or enemy’s space, +3 when jumping), Climb +13, Handle 
  Animal +13, Knowledge (nature) +10, Ride +5, Stealth +10, 
  Survival +10
  Languages Common
  SQ favored terrain (plains +2, urban +4), hunter’s bond 
  (constrictor snake animal companion), swift tracker, track +4, 
  wild empathy +10, woodland stride
  Combat Gear potion of bull’s strength, potions of cure moderate 
  wounds (2); Other Gear +1 chainmail, darts (6), mwk 
  kukri (2), belt of tumblingUE, cloak of resistance +2, ring of 
  protection +1, entertainer’s outfit, 81 gp
  TWINHORN COMPANION 
  CR —
  Wolverine animal companion
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+4 Dex, +9 natural, –2 rage)
  hp 63 (6d8+36)
  Fort +10, Ref +9, Will +7; +4 vs. enchantment spells and effects
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee bite +9 (1d6+5), 2 claws +10 (1d4+5)
  Special Attacks rage (6 rounds/day)
  STATISTICS
  Str 20, Dex 18, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
  Feats Iron Will, Toughness, Weapon Focus (claw)
  Skills Climb +11, Perception +7
  SQ devotion
  TWINHORN SKIRMISHER 
  CR 4
  Pathfinder RPG Villain Codex 133
  Human ranger 5
  N Medium humanoid (human)
  Init +7; Senses Perception +9
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
  hp 42 (5d10+10)
  Fort +7, Ref +8, Will +3
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk greatsword +8 (2d6+3/19–20)
  Ranged mwk composite longbow +7 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (animals +2, humans +4)
  Ranger Spells Prepared (CL 2nd; concentration +3)
  1st—gravity bowAPG, resist energy
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +7; CMD 20
  Feats Endurance, Improved Initiative, Power Attack, Precise Shot, 
  Quick Draw, Quick Stow
  Skills Acrobatics +5 (+1 when jumping), Climb +6, Disable Device 
  +3, Handle Animal +6, Knowledge (geography, nature) +6, 
  Perception +9, Ride +7, Stealth +8, Survival +7, Swim +3
  Languages Common
  SQ favored terrain (forest +2), hunter’s bond (horse), track +2, 
  wild empathy +4
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds; Other Gear mwk agile breastplateAPG, mwk 
  composite longbow (+3 Str) with 20 arrows, mwk greatsword, 
  cloak of resistance +1, basic maps, flint and steel, grappling 
  hook, mwk backpackAPG, silk rope (50 ft.), mwk thieves’ tools, 
  waterskin, 103 gp
  SPECIAL ABILITIES
  Quick Stow A Twinhorn archer do not provoke an attack of 
  opportunity when sheathing a weapon, and he can combine a 
  move action to sheathe a weapon with a regular move action. 
  (He can both stow and draw a weapon as part of the same 
  move action in this way.)
  
  75
  THE SOLSTICE SCAR
  APPENDIX 11: SUBTIER 7–8 BESTIARY 
  (PART 3)
  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.
  BODY SNATCHER 
  CR 11
  CE Medium undead
  Init +10; Senses darkvision 60 ft., lifesense; Perception +21
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
  hp 144 (17d8+68)
  Fort +8, Ref +13, Will +11
  Defensive Abilities channel resistance +4; Immune undead 
  traits; SR 23
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee 4 tentacles +20 (1d6+8 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+8 plus disease), tentacle bind
  Spell-Like Abilities (CL 14th; concentration +20)
  Constant—silence
  At will—shadow stepUM
  3/day—inflict critical wounds (DC 17), quickened dispel magic
  1/day—fear (DC 16), touch of slimeUM (DC 17)
  STATISTICS
  Str 26, Dex 23, Con —, Int 14, Wis 13, Cha 17
  Base Atk +12; CMB +20 (+28 grapple); CMD 36 (38 vs. grapple, 
  can’t be tripped)
  Feats Blind-fight, Body ShieldUC, Combat Reflexes, Greater 
  Grapple, Improved Grapple, Improved Initiative, Improved 
  Lightning Reflexes, Improved Unarmed Strike, Lightning 
  Reflexes, Quicken Spell-Like Ability (dispel magic), Toughness
  Skills Fly +14, Intimidate +23, Knowledge (arcana) +22, 
  Perception +21, Sense Motive +21, Spellcraft +22, Stealth +26
  Languages Abyssal, Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Disease (Su) A body snatcher’s tentacles inflict a fast-acting 
  disease that causes the victim to experience terrifying 
  premonitions and visions of the world’s imminent destruction. 
  In the later stages, the victim perceives a fictitious cataclysm 
  that ends with the victim’s vital systems ceasing entirely, 
  so certain is the body that it has died. Apocalypse Shakes: 
  Constrict—injury; save Fort DC 21; onset immediate; 
  frequency 1/hour; effect 1d3 Wis damage and shaken; cure 
  2 consecutive saves. A creature dies if this Wisdom damage 
  equals or exceeds its actual Wisdom score. The save DC is 
  Charisma-based.
  Tentacle Bind (Su) A body snatcher may use its own tentacles 
  to tie up a pinned target, detaching them from its body. When 
  it does this, the body snatcher takes 1 point of damage per 
  HD (typically 16) and cannot make tentacle attacks until its 
  tentacles regrow at the beginning of its next turn. Creatures 
  pinned by this ability cannot make sound, as if affected by the 
  spell silence.
  EXILED SHADE 
   
  CR 6
  Pathfinder RPG Bestiary 6 123
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 deflection, +3 Dex, +1 dodge)
  hp 68 (8d8+32)
  Fort +6, Ref +5, Will +8
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses exiled
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +10 (1d6 Intelligence damage)
  Special Attacks rage thrall
  STATISTICS
  Str —, Dex 17, Con —, Int 7, Wis 14, Cha 19
  Base Atk +6; CMB +9; CMD 24
  Feats Dodge, Improved Initiative, Mobility, Weapon Focus 
  (incorporeal touch)
  Skills Fly +18, Perception +9, Sense Motive +9, Stealth +10
  Languages Common
  
  PATHFINDER SOCIETY SCENARIO
  76
  SPECIAL ABILITIES
  Exiled (Ex) The symbols of an exiled shade’s former organization 
  still hold power over its restless spirit. An exiled shade that 
  can see such a symbol is sickened for as long as the symbol 
  remains visible. Additionally, if a shade is directly confronted 
  with such a symbol (which requires a standard action) it must 
  succeed at a DC 16 Will save or become dazed for 1 round. If 
  the shade succeeds, it can no longer be dazed in this manner 
  for 24 hours, but remains sickened while in the symbol’s 
  presence. If this symbol is a holy symbol and is used in the 
  act of channeling energy, the exiled shade does not gain its 
  channel resistance against the effect. The symbol must be 
  something the exiled shade’s organization used to identify its 
  members while the shade was alive, such as a noble crest, a 
  knightly banner, or a holy icon.
  Intelligence Damage (Su) An exiled shade’s touch clouds the 
  target’s mind with anger and resentment, dealing 1d6 points 
  of Intelligence damage. This is an emotion-based, mind- 
  affecting, negative energy effect.
  Rage Thrall (Su) If an exiled shade deals a cumulative amount 
  of Intelligence damage greater than or equal to a humanoid 
  target’s actual Intelligence score, the affected creature does 
  not fall unconscious as normal. Instead, the target ceases to 
  take penalties from its Intelligence damage and falls under 
  the control of the exiled shade, as per dominate person. 
  Creatures so dominated cannot attempt new saving throws 
  to escape the shade’s control until their Intelligence damage 
  no longer equals or exceeds their actual Intelligence score. An 
  exiled shade can control only a single creature in this manner. 
  If an exiled shade deals enough Intelligence damage to a 
  second creature to activate this ability, the first creature is 
  relinquished from its control (though it might immediately fall 
  unconscious if its Intelligence damage equals or exceeds its 
  actual Intelligence score).
  GREATER SHADOW 
  CR 8
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn (as per shadow), strength damage
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 
  in bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Strength Damage (Su) A greater shadow’s touch deals 1d8 
  points of Strength damage to a living creature. This is a 
  negative energy effect. A creature dies if this Strength 
  damage equals or exceeds its actual Strength score.
  RAGEWIGHT 
  CR 6
  Pathfinder Campaign Setting: Andoran, Birthplace of Freedom 58
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 rage)
  hp 82 (11d8+33)
  Fort +6, Ref +5, Will +10; +4 morale bonus vs. spells, 
  supernatural abilities, and spell-like abilities
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee greatsword +12/+7 (2d6+6/17–20 plus energy drain), 
  bite +7 (1d4+2 plus energy drain)
  Ranged javelin +10 (1d6+4)
  Special Attacks create spawn, energy drain (1 level, DC 17), 
  rage powers (animal fury, intimidating glare, knockback, 
  superstition, unexpected strike)
  TACTICS
  Base Statistics When not using savage fury, the ragewight’s 
  statistics are AC 19, touch 11, flat-footed 18 (+1 Dex, +8 
  natural); hp 49 (11d8); Fort +3, Will +8; Melee mwk 
  greatsword +9/+4 (2d6+1/17–20 plus energy drain); Ranged 
  javelin +9 (1d6+4); Str 12, Cha 11; CMB +9; CMD 21; Skills 
  Climb +15, Intimidate +11
  STATISTICS
  Str 18, Dex 14, Con —, Int 11, Wis 13, Cha 17
  Base Atk +8; CMB +12; CMD 24
  Feats Cleave, Furious FocusAPG, Great Cleave, Improved Critical 
  (greatsword), Lunge, Power Attack
  Skills Climb +18, Intimidate +16, Knowledge (religion) +7, 
  Perception +15, Stealth +20; Racial Modifiers +8 Stealth
  Languages Common
  Gear greatsword, javelin
  SPECIAL ABILITIES
  Create Spawn (Su) Most humanoids slain by a ragewight rise 
  as cairn wights (though with chaotic evil alignments) in 1d4 
  rounds. However, humanoids with 6 or more Hit Dice and 
  the rage class feature instead become ragewights, retaining 
  the rage powers they had in life. Such spawn are under the 
  command of their creator until its death, at which point they 
  become free-willed undead.
  Savage Fury (Ex) A ragewight can trigger a savage fury as a 
  free action. It can use this fury for 24 rounds each day. These 
  
  77
  THE SOLSTICE SCAR
  rounds don’t need to be consecutive. The ragewight gains 
  a +6 profane bonus to its Strength and Charisma and a +3 
  profane bonus on Will saves when using this fury. When a 
  ragewight ends its fury, it is staggered for 1d4 rounds and 
  can’t resume its fury during this time. This ability otherwise 
  functions as the greater rage barbarian class feature, treating 
  the ragewight’s racial Hit Dice as its barbarian level for the 
  purposes of rage and any rage powers.
  SCEANDUINAR 
  CR 7
  Pathfinder RPG Bestiary 2 239
  NE Medium outsider (extraplanar)
  Init +5; Senses darkvision 120 ft., lifesense, low-light vision; 
  Perception +17
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 85 (9d10+36)
  Fort +10, Ref +11, Will +5
  Defensive Abilities entropic flesh, negative energy affinity, 
  void child; DR 10/adamantine or good; Immune cold, 
  death effects, disease, energy drain, poison; Resist acid 10, 
  electricity 10, sonic 10; SR 18
  OFFENSE
  Speed 40 ft., fly 90 ft. (good)
  Melee bite +14 (1d6+3 plus 1d6 negative energy and energy 
  drain), 2 wings +9 (1d6+1 plus 1d6 negative energy)
  Special Attacks energy drain (1 level, DC 17), entropic touch
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—entropic shield, hide from undead (DC 14)
  At will—bleed (DC 13), dimension door (self only), dispel magic
  3/day—death knell (DC 15), deeper darkness, enervation, 
  inflict serious wounds (DC 16), silence
  1/day—antilife shell, greater teleport (self plus 50 lbs. of 
  objects only), harm (DC 19), slay living (DC 18)
  STATISTICS
  Str 17, Dex 20, Con 18, Int 13, Wis 14, Cha 17
  Base Atk +9; CMB +12; CMD 28
  Feats Dodge, Mobility, Skill Focus (Perception), Step Up, Weapon 
  Finesse
  Skills Escape Artist +17, Fly +9, Intimidate +15, Knowledge 
  (nature) +13, Knowledge (planes) +17, Perception +17, Sense 
  Motive +14, Stealth +25; Racial Modifiers +4 Knowledge 
  (planes), +8 Stealth
  Languages Aklo, Common
  SPECIAL ABILITIES
  Entropic Flesh (Ex) Any creature that hits a sceaduinar with a 
  melee attack takes 1d6 points of negative energy damage. 
  Attacking with a weapon that provides reach allows a creature 
  to avoid taking this damage.
  Entropic Touch (Ex) A sceaduinar’s natural attacks can strike 
  incorporeal creatures as if they were ghost touch weapons. All 
  of a sceaduinar’s natural attacks deal +1d6 points of negative 
  energy damage to the target. This energy does not heal 
  creatures healed by inflict spells.
  Void Child (Ex) Sceaduinars are immune to effects that target 
  souls (such as trap the soul) or require knowledge of a 
  creature’s identity (such as scrying). When one is slain, it 
  cannot be restored to life by magic save by a miracle or wish, 
  or by divine intervention.
  SHAE, ADVANCED 
  CR 5
  Pathfinder RPG Bestiary 3 242, 290
  N Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 20, touch 18, flat-footed 12 (+8 Dex, +2 natural)
  hp 46 (4d10+26)
  Fort +10, Ref +9, Will +9
  Defensive Abilities amorphous, blur; Immune cold
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +10 (2d4+7/18–20 plus 1d6 cold) or 
  touch +7 (1d6 cold)
  Spell-Like Abilities (CL 4th; concentration +9)
  Constant—blur
  At will—lesser shadow evocation (DC 18)
  STATISTICS
  Str 20, Dex 26, Con 22, Int 25, Wis 17, Cha 21
  Base Atk +4; CMB +7; CMD 23
  Feats Combat Expertise, Iron Will
  Skills Acrobatics +15, Bluff +12, Climb +11, Diplomacy +12, 
  Disguise +12, Intimidate +9, Knowledge (arcana) +11, 
  Knowledge (planes) +15, Perception +10, Sense Motive 
  +10, Spellcraft +14, Stealth +15 (+25 in regions of low light 
  or darkness), Use Magic Device +12; Racial Modifiers +10 
  Stealth in regions of low light or darkness
  Languages Aklo, Common, Shae
  SPECIAL ABILITIES
  Cold (Su) A shae’s touch saps heat from living creatures, 
  leaving patches of colorless flesh rather than physical 
  wounds. A shae can deal 1d6 points of cold damage with 
  a touch. It adds +1d6 points of cold damage to any melee 
  weapon damage it deals.
  Lesser Shadow Evocation (Sp) This spell-like ability functions 
  identically to the spell shadow evocation, but it can only 
  create quasi-real versions of sorcerer or wizard evocation 
  spells of 2nd level or lower. This spell-like ability is the 
  equivalent of a 3rd-level spell.
  
  PATHFINDER SOCIETY SCENARIO
  78
  APPENDIX 12: SUBTIER 7–8 BESTIARY 
  (PART 4)
  ADULT WHITE DRAGON 
  CR 10
  Pathfinder RPG Bestiary 100
  CE Large dragon (cold)
  Init +5; Senses dragon senses, snow vision; Perception +22
  Aura cold (5 ft., 1d6 cold damage), frightful presence (180 ft., 
  DC 17)
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 149 (13d12+65)
  Fort +13, Ref +9, Will +10
  DR 5/magic; Immune cold, paralysis, sleep; SR 21
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +20 (2d6+10/19–20), 2 claws +19 (1d8+7), 2 wings 
  +14 (1d6+3), tail slap +14 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft cone, 12d4 cold, Reflex  
  DC 21 half)
  Spell-Like Abilities (CL 13th)
  At will—fog cloud, gust of wind
  Spells Known (CL 1st)
  1st (4/day)—shield, true strike
  0 (at will)—dancing lights, detect magic, ray of frost, mending
  STATISTICS
  Str 25, Dex 12, Con 21, Int 12, Wis 15, Cha 12
  Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
  Feats Alertness, Flyby Attack, Improved Critical (bite), Improved 
  Initiative, Power Attack, Vital Strike, Weapon Focus (bite)
  Skills Fly +11, Intimidate +17, Knowledge (arcane) +17, 
  Perception +22, Spellcraft +17, Stealth +13, Swim +31
  Languages Common, Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Cold Aura (Su) A white dragon radiates an aura of cold. All 
  creatures within 5 feet of the dragon take 1d6 points of cold 
  damage at the beginning of the dragon’s turn. 
  Ice Shape (Su) A white dragon can shape ice and snow at will. 
  This ability functions as stone shape (CL 13th), but targeting 
  only ice and snow, not stone.
  Icewalking (Ex) This ability works like the spider climb spell, but 
  the surfaces the dragon climbs must be icy. The dragon can 
  move across icy surfaces without penalty and does not need 
  to succeed at Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A white dragon learns to see perfectly well in 
  snowy conditions. A white dragon does not take penalties on 
  Perception checks while in snow.
  DIRE POLAR BEAR 
  CR 8
  Pathfinder RPG Bestiary 5 41
  N Large animal
  Init +7; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 115 (10d8+70)
  Fort +14, Ref +10, Will +6
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +15 (1d8+9), 2 claws +15 (1d6+9 plus grab)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 29, Dex 17, Con 25, Int 2, Wis 16, Cha 14
  Base Atk +7; CMB +17 (+21 grapple); CMD 28 (32 vs. trip)
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus 
  (Perception)
  Skills Perception +14, Survival +7, Swim +21
  FALLING BLOCK TRAP 
  CR 5
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (6d6); multiple targets (all targets in a 
  10-ft. square)
  FROST DRAKE 
  CR 7
  Pathfinder RPG Bestiary 2 108
  CE Large dragon (cold)
  Init +5; Senses darkvision 60 ft., low-light vision, scent, snow 
  vision; Perception +10
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 84 (8d12+32)
  Fort +10, Ref +7, Will +5
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 20 ft., burrow 20 ft. (snow only), fly 60 ft. (average)
  Melee bite +13 (2d6+6 plus 1d6 cold), tail slap +8 (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks freezing mist breath
  STATISTICS
  Str 22, Dex 13, Con 18, Int 8, Wis 9, Cha 13
  Base Atk +8; CMB +15; CMD 26
  Feats Flyby Attack, Improved Initiative, Power Attack, Vital Strike
  Skills Climb +17, Fly +10, Intimidate +12, Perception +10, Stealth +8
  Languages Draconic
  SQ speed surge, icewalking
  SPECIAL ABILITIES
  Freezing Mist Breath (Su) A frost drake can, as a standard action, 
  spit a ball of liquid that bursts into a cloud of freezing mist. 
  This attack has a range of 60 feet and deals 7d6 points of cold 
  damage (Reflex DC 18 half) to all creatures in a 20-foot-radius 
  spread. The mist cakes all surfaces in the area with a sheet 
  
  79
  THE SOLSTICE SCAR
  of slippery ice that turns the area into difficult terrain for 2d4 
  rounds, after which the ice cracks or melts enough to revert 
  to the normal terrain features in the area. Once a frost drake 
  has used its freezing mist breath, it cannot do so again for 1d6 
  rounds. The Reflex save is Constitution-based.
  Icewalking (Ex) This ability works like spider climb, but the 
  surfaces the drake climbs must be icy. It can move across icy 
  surfaces without penalty and does not need to succeed at 
  Acrobatics checks to run or charge on ice.
  Speed Surge (Ex) Three times per day as a swift action, a frost 
  drake can draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  Snow Vision (Ex) A frost drake can see perfectly well in snowy 
  conditions, and does not take any penalties on Perception 
  checks while in snow.
  KOBOLD BATTLE MASTER 
  CR 6
  Pathfinder RPG Monster Codex 132
  Kobold cavalierAPG 7
  LE Small humanoid (reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 23, touch 12, flat-footed 22 (+8 armor, +1 Dex, +1 natural, +2 
  shield, +1 size)
  hp 57 (7d10+14)
  Fort +7, Ref +4, Will +4; +2 bonus vs. paralysis and sleep
  Resist electricity 5
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 lance +11/+6 (1d6+2/×3) or
  mwk short sword +10/+5 (1d4+1/19–20)
  Special Attacks banner +2/+1, breath weapon (30-ft. line, 
  2d6 electricity damage, Reflex DC 14 half, usable every 1d4 
  rounds), cavalier’s charge, challenge (+7, +2, 3/day)
  STATISTICS
  Str 12, Dex 12, Con 12, Int 12, Wis 13, Cha 8
  Base Atk +7; CMB +7; CMD 18
  Feats Draconic Aspect (blue), Draconic Breath, Improved 
  Initiative, Mounted Combat, Shield Wall, Weapon Focus (lance)
  Skills Craft (trapmaking) +3, Handle Animal +9, Perception +13, 
  Profession (miner) +3, Ride +5, Stealth +9, Swim +5
  Languages Common, Draconic
  SQ crafty, expert trainer +3, mount (cave salamander), order of the 
  dragon (aid allies), tactician (2/day, 6 rounds, standard action)
  Combat Gear dust of dryness; Other Gear +1 banded mail, 
  mwk heavy steel shield, +1 lance, mwk short sword, cloak of 
  resistance +1
  ICE NEWT MOUNT 
  CR —
  Variant cave salamander animal companion (Pathfinder RPG 
  Monster Codex 128)
  N Medium animal
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +6 natural)
  hp 45 (6d8+18)
  Fort +7, Ref +7, Will +5 (+4 morale bonus vs. enchantment 
  spells and effects)
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d6+6)
  STATISTICS
  Str 18, Dex 14, Con 15, Int 1, Wis 12, Cha 4
  Base Atk +4; CMB +8; CMD 20
  Feats Combat Reflexes, Iron Will, Toughness
  Skills Acrobatics +2 (+6 to jump), Climb +8, Perception +7, 
  Stealth +6, Swim +8
  SQ combat riding, devotion, ice walker, tricks (attack, combat 
  riding, come, defend, down, guard, heel)
  Gear leather armor
  SPECIAL ABILITIES
  Ice Walker (Ex) An ice newt mount can move across icy surfaces 
  without penalty and does not need to succeed at Acrobatics 
  checks to run or charge on ice.
  KOBOLD BLADE 
  CR 3
  Pathfinder RPG Monster Codex 130
  Kobold fighter 4
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 30 (4d10+4)
  Fort +4, Ref +5, Will +1 (+1 vs. fear)
  Defensive Abilities bravery +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11 (1d4+2/18–20)
  Ranged mwk light crossbow +10 (1d6/19–20)
  STATISTICS
  Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
  Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse, 
  Weapon Focus (rapier), Weapon Specialization (rapier)
  Skills Craft (trapmaking) +3, Intimidate +6, Knowledge 
  (dungeoneering) +8, Perception +2, Profession (miner) +2, 
  Stealth +13
  Languages Common, Draconic
  SQ armor training 1, crafty
  Combat Gear elixir of fire breath, potion of cure moderate 
  wounds; Other Gear mwk breastplate, mwk light crossbow 
  with 10 bolts, mwk rapier
  
  PATHFINDER SOCIETY SCENARIO
  80
  KOBOLD BOMBER 
  CR 1
  Pathfinder RPG Monster Codex 133
  Kobold alchemistAPG (alchemical trapperMC) 2
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 12 (2d8)
  Fort +2, Ref +6, Will +1; +2 vs. poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +2 (1d6–1/×3)
  Ranged sling +5 (1d3–1)
  Special Attacks bomb 6/day (1d6+2 fire, DC 13), bomb trap
  Alchemist Extracts Prepared (CL 2nd)
  1st—abjuring stepUC, endure elements, shield
  STATISTICS
  Str 8, Dex 16, Con 8, Int 15, Wis 13, Cha 8
  Base Atk +1; CMB –1; CMD 12
  Feats Brew Potion, Extra Bombs, Throw Anything
  Skills Acrobatics +3, Craft (trapmaking) +9, Disable Device +6, 
  Escape Artist +3, Knowledge (engineering) +4, Perception +3, 
  Profession (miner) +3, Stealth +10; Racial Modifiers +2 Craft 
  (trapmaking), +2 Perception, +2 Profession (miner)
  Languages Common, Draconic, Gnome, Goblin
  SQ alchemy (alchemy crafting +2, identify potions), crafty, 
  mutagen (+4/–2, +2 natural, 20 minutes), poison use
  Combat Gear potion of invisibility, acid, alchemist’s fire (3); 
  Other Gear chain shirt, mwk spear, sling, 8 gp
  SPECIAL ABILITIES
  Bomb Trap (Su) At 2nd level, an alchemical trapper can use 
  one of her bombs to make a trap. Setting a bomb trap is a 
  full-round action that provokes attacks of opportunity. A bomb 
  trap fills a single 5-foot square and cannot be placed in the 
  same area as any other trap. The alchemical trapper needs 
  the same materials required for making a bomb. The DCs for 
  Perception checks to notice the trap, Disable Device checks to 
  disable it, and saving throws to avoid it are equal to the DC for 
  the alchemical trapper’s bombs. All bomb traps have location 
  triggers and do not reset. The alchemical trapper can use any 
  one discovery that applies to a bomb when making a bomb 
  trap. The bomb trap lasts 10 minutes for each alchemist level 
  the trapper has. If the bomb trap is not disabled or exploded 
  within that time frame, the trap becomes inert. Creating a 
  bomb trap uses one of the alchemical trapper’s bombs per day.
  KOBOLD GUILECASTER 
  CR 5
  Pathfinder RPG Monster Codex 131
  Kobold sorcerer 6
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, 
  +1 size)
  hp 35 (6d6+12)
  Fort +3, Ref +4, Will +4
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +2 (1d4–2)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—trap rune (DC 16)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—lightning bolt (DC 16)
  2nd (6/day)—create pitAPG, mirror image, scorching ray
  1st (7/day)—alarm, charm person (DC 14), mage armor, 
  magic missile, ray of enfeeblement (DC 14)
  0 (at will)—arcane mark, daze, detect magic, open/close, 
  prestidigitation (DC 13), resistance, sparkAPG
  Bloodline koboldARG
  STATISTICS
  Str 6, Dex 14, Con 12, Int 13, Wis 8, Cha 16
  Base Atk +3; CMB +0; CMD 12
  Feats Combat Expertise, Eschew Materials, Improved Feint, Skill 
  Focus (Craft [trapmaking])
  Skills Bluff +15, Craft (trapmaking) +15, Perception +1, 
  Profession (miner) +1, Use Magic Device +15; Racial 
  Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  Languages Draconic, Dwarven
  SQ bloodline arcana (+2 to spell DC if target is denied Dex bonus 
  to AC), crafty, trap sense +2
  Combat Gear antitoxin, thunderstone; Other Gear quarterstaff, 
  circlet of persuasion, mwk artisan’s tools, 15 gp
  SPECIAL ABILITIES
  Bloodline Arcana Whenever the kobold casts a spell against a 
  creature that is denied its Dexterity bonus to AC, increase that 
  spell’s DC by 2.
  Trap Rune (Sp) As a standard action, the kobold can sketch a 
  single, nearly invisible magical rune on any 5-foot-square 
  solid surface, picking one of the following energy types: 
  acid, cold, electricity, or fire. While the rune is active, 
  the next creature other than the kobold who steps on or 
  touches the rune’s area causes the rune to explode, dealing 
  1d8+6 points of damage to anything in the square. A 
  successful DC 16 Reflex saving throw halves the damage. 
  The rune is considered a magical trap for the purpose of 
  perceiving it or disabling it. The DC for both Perception and 
  Disable Device checks is 16. Each rune lasts for 24 hours or 
  until discharged.
  Trap Sense (Ex) The kobold guilecaster gains a +2 bonus on 
  Perception checks to notice traps, a +1 bonus on Reflex saves 
  to avoid traps, and a +1 dodge bonus to AC against attacks 
  made by traps. 
  
  81
  THE SOLSTICE SCAR
  KOBOLD MASTER TRAPPER 
  CR 4
  Pathfinder RPG Monster Codex 133
  Kobold rogue 5
  LE Small humanoid (reptilian)
  Init +8; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 31 (5d8+5)
  Fort +2, Ref +10, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3–1/19–20)
  Ranged mwk shortbow +9 (1d4/×3)
  Special Attacks sneak attack +3d6
  STATISTICS
  Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +1; CMD 15
  Feats Improved Initiative, Lightning Reflexes, Skill Focus (Craft 
  [trapmaking])
  Skills Acrobatics +11, Appraise +8, Climb +6, Craft (trapmaking) 
  +13, Disable Device +13, Escape Artist +11, Perception +11, 
  Profession (miner) +3, Sleight of Hand +11, Stealth +15; 
  Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  Languages Draconic
  SQ crafty, rogue talents (trap spotter, cunning triggerAPG), 
  trapfinding +2
  Combat Gear necklace of fireballs I; Other Gear +1 chain shirt, 
  dagger, mwk shortbow with 20 arrows, mwk artisan’s tools, 
  mwk thieves’ tools, 62 gp
  KOBOLD YAPPER 
  CR 7
  Pathfinder RPG Monster Codex 135
  Kobold bard (dragon yapperMC) 8
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1 
  natural, +1 size)
  hp 31 (8d8–8)
  Fort +0, Ref +10, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +7/+2 (1d4/19–20)
  Ranged +1 shortbow +13/+8 (1d4+1/×3)
  Special Attacks bardic performance 20 rounds/day (move 
  action; countersong, frightful song [DC 16], distraction, inspire 
  competence +3, inspire courage +2, suggestion [DC 16], 
  yapping song [DC 16])
  Bard Spells Known (CL 8th; concentration +10)
  3rd (2/day)—confusion (DC 15), deep slumber (DC 15), haste
  2nd (5/day)—blur, heroism, hold person (DC 14),  
  mirror image
  1st (5/day)—alarm, charm person (DC 13), grease (DC 13), 
  silent image (DC 13), ventriloquism (DC 13)
  0 (at will)—dancing lights, detect magic, ghost sound  
  (DC 12), mage hand, prestidigitation (DC 12), resistance
  STATISTICS
  Str 8, Dex 18, Con 6, Int 13, Wis 10, Cha 15
  Base Atk +6; CMB +4; CMD 19
  Feats Dodge, Point-Blank Shot, Precise Shot, Weapon Focus 
  (shortbow)
  Skills Acrobatics +14, Bluff +13, Craft (trapmaking) +3, 
  Perception +2, Perform (oratory) +13, Perform (sing) +13, 
  Profession (miner) +2, Sleight of Hand +14, Spellcraft +12, 
  Stealth +18
  Languages Common, Draconic, Sylvan
  SQ bardic knowledge +4, crafty, lore master 1/day, versatile 
  performance (sing, oratory)
  Gear +1 chain shirt, +1 short sword, +1 shortbow with 20 
  arrows, 410 gp
  SPECIAL ABILITIES
  Frightful Song (Su) A dragon yapper can amplify his voice 
  to sound like an actual dragon. Enemies within 30 feet 
  become shaken unless they succeed at a DC 16 Will save. 
  A successful save renders targets immune to this ability for 
  24 hours. Frightful song is a mind-affecting ability, and a 
  fear effect that uses audible components.
  Yapping Song (Su) A dragon yapper can use performance to 
  annoy those that hear it, causing them to take a –2 penalty 
  on attack and damage rolls (minimum 1) and a –2 penalty 
  on saves against fear effects and charm effects as long as 
  the dragon yapper continues performing. Yapping song is a 
  mind-affecting ability that uses audible components, but is 
  not language-dependent.
  WYVERN ARROW TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6 plus wyvern poison/×3)
  
  PATHFINDER SOCIETY SCENARIO
  82
  APPENDIX 13: SUBTIER 10–11 BESTIARY 
  (PART 1)
  ANIMATED HERO’S REGALIA 
  CR 12
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 28, touch 12, flat-footed 26 (+2 Dex, +13 natural, +3 shield)
  hp 132 (15d10+50)
  Fort +10, Ref +12, Will +10
  Defensive Abilities hardness 10, reinforced;  
  Immune construct traits
  Weakness haunted
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee +1 mithral longsword +21/+16/+11 (1d8+6/19–20) or 
  2 slams +20 (1d6+6)
  Special Attacks relive the crusade
  STATISTICS
  Str 21, Dex 14, Con —, Int —, Wis 10, Cha 17
  Base Atk +15; CMB +20; CMD 32
  Feats Following StepAPG, B, Step UpB, Step Up and StrikeAPG, B
  Skills Fly +6
  Other Gear +1 mithral heavy steel shield, +1 mithral longsword
  SPECIAL ABILITIES
  Haunted (Su) An animated hero’s regalia is haunted by a spirit. 
  It takes damage from positive energy as if it were an undead 
  creature and can be detected by detect undead.
  Reinforced (Ex) Due to the powerful psychic resonance 
  that powers its body, an animated hero’s regalia gains 30 
  additional hit points and a +5 bonus on all saving throws. 
  These are incorporated into its statistics above.
  Relive the Crusade (Su) As a swift action, an animated hero’s 
  regalia can issue a wordless challenge to a target it can 
  see, causing the target to take on superficially undead 
  features such as skeletally taunt skin, bony claws, a haunting 
  voice, or sunken eyes. This change is an illusion, not a true 
  transformation. Against this target, the regalia gains a +3 
  bonus on attack rolls and deals an additional 1d8+6 damage 
  with each attack. The challenge and the target’s changed 
  appearance last for 1 hour or until the regalia is destroyed.
  ANIMATED OWLBEAR MASCOT 
  CR 8
  Animated object (Pathfinder RPG Bestiary 14)
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 20, touch 8, flat-footed 20 (+6 armor, –1 Dex, +6 natural,  
  –1 size)
  hp 89 (8d10+45)
  Fort +5, Ref +4, Will +0
  Defensive Abilities hardness 5, reinforced; Immune construct traits
  Weakness haunted
  OFFENSE
  Speed 40 ft.
  Melee bite +13 (2d6+6), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 22, Dex 9, Con —, Int —, Wis 1, Cha 1
  Base Atk +8; CMB +15; CMD 24
  Skills Acrobatics –1 (+3 to jump)
  SQ construction points (additional natural attack [claw, bite], 
  faster, haunted, improved natural attack)
  SPECIAL ABILITIES
  Haunted (Su) An animated owlbear mascot is haunted by a 
  spirit. It takes damage from positive energy as if it were an 
  undead creature and can be detected by detect undead.
  Reinforced (Ex) Due to its barding and the powerful psychic 
  resonance that powers its body, an animated owlbear mascot 
  gains 15 additional hit points, a +6 armor bonus to AC, and a 
  +3 bonus on all saving throws. These are incorporated into its 
  statistics above.
  CLOCKWORK GOLEM, ADVANCED 
  CR 13
  Pathfinder RPG Bestiary 2 137, 292
  N Large construct
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 30, touch 12, flat-footed 27 (+3 Dex, +18 natural, –1 size)
  hp 118 (16d10+30)
  Fort +5, Ref +8, Will +7
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +25 (2d10+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks death burst, grind, wall of gears
  STATISTICS
  Str 31, Dex 16, Con —, Int —, Wis 15, Cha 5
  Base Atk +16; CMB +27 (+31 grapple); CMD 40
  SPECIAL ABILITIES
  Death Burst (Ex) When a clockwork golem is reduced to 0 or 
  fewer hit points, it explodes in a shower of razor-sharp gears 
  and debris. All creatures within a 10-foot burst take 12d6 
  points of slashing damage—a DC 18 Reflex save results in half 
  damage. The save DC is Constitution-based.
  Grind (Ex) A clockwork golem deals an additional 2d10+15 
  points of slashing damage when it makes a successful grapple 
  check as razor-sharp gears and blades emerge from its body 
  to grind and slice its foe.
  Immunity to Magic (Ex) A clockwork golem is immune to 
  any spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently against 
  a clockwork golem, as noted below.
  • A grease spell cast on the golem causes it to move quickly for 
  1d6 rounds, as if under the effects of haste.
  
  83
  THE SOLSTICE SCAR
  • A rusting grasp spell deals damage to a clockwork golem 
  normally, and makes the golem staggered for 1d6 rounds 
  (no save).
  Wall of Gears (Su) As a standard action, a clockwork golem 
  can fold into a whirling wall of grinding gears measuring 10 
  feet by 10 feet or 5 feet by 20 feet. Anyone passing through 
  the wall takes 15d6 points of slashing damage. If the wall 
  appears in a creature’s space, that creature can attempt a 
  DC 18 Reflex save to leap to one side and avoid the damage 
  entirely. The clockwork golem can take no actions while in 
  this form except to resume its normal form as a move action. 
  A clockwork golem’s AC and immunities remain the same 
  while it is in this form.
  DWEOMERLION 
  CR 11
  Advanced dweomercat (Pathfinder RPG Bestiary 294, Pathfinder 
  Adventure Path #36: Sound of a Thousand Screams 82)
  CN Medium magical beast
  Init +10; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
  DEFENSE
  AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
  hp 142 (15d10+60)
  Fort +13, Ref +15, Will +10
  DR 10/cold iron and magic; SR 22
  OFFENSE
  Speed 40 ft.
  Melee bite +21 (1d6+4), 2 claws +21 (1d6+4)
  Special Attacks dweomer leap, pounce, rake (2 claws +21, 
  1d6+4)
  Spell-Like Abilities (CL 12th; concentration +15)
  Constant—detect magic
  At will—dispel magic, lesser globe of invulnerability
  3/day—antimagic field, dimension door (self only)
  STATISTICS
  Str 19, Dex 23, Con 18, Int 14, Wis 17, Cha 16
  Base Atk +15; CMB +19; CMD 36 (40 vs. trip)
  Feats Dodge, Improved Initiative, Improved Natural Attack 
  (claw), Improved Iron Will, Iron Will, Mobility, Spring Attack, 
  Weapon Finesse
  Skills Acrobatics +17 (+21 to jump), Climb +18, Knowledge 
  (arcana) +17, Perception +21, Stealth +24; Racial Modifiers 
  +4 Climb
  Languages Common, Sylvan
  SQ spell link
  SPECIAL ABILITIES
  Change Shape (Su) Twice per day as a swift action, a 
  dweomerlion can increase its size to Large. This functions 
  as enlarge person, and it lasts for 10 minutes or until the 
  dweomerlion ends the effect as a swift action. While Large, a 
  dweomerlion’s reach is 5 feet.
  Dweomer Leap (Su) When a dweomerlion is targeted by a spell 
  or within the area of effect of a spell, it can, as a swift action, 
  choose to teleport to a square adjacent to the spell’s caster, 
  effectively appearing mid-leap and aimed toward the caster. 
  This ability takes effect regardless of whether or not the spell 
  overcomes the dweomerlion’s spell resistance. If it chooses, 
  the dweomerlion can immediately make a full attack against 
  the spell’s caster as though pouncing. Using this ability does 
  not provoke an attack of opportunity. If there is no safe space 
  adjacent to the caster—or if the dweomerlion chooses—the 
  dweomerlion can forgo using this ability.
  Spell Link (Su) When a dweomerlion is targeted by a spell or 
  within the area of effect of a spell, it can, as a swift action, 
  forgo its dweomer leap ability to gain an effect related to 
  the school of the spell targeting it. This effect activates 
  before the dweomerlion is affected by the spell targeting 
  it and regardless of whether or not the spell overcomes its 
  spell resistance. Each power lasts for 1 minute per level of 
  the spell targeting the dweomerlion, until the dweomerlion 
  uses this ability again, or until the dweomerlion chooses 
  to dismiss the effect as a free action, whichever duration 
  is shortest. This ability does not prevent the spell affecting 
  the dweomerlion from taking effect; it only provides an 
  additional benefit.
  Abjuration: Gains acid, cold, fire, electricity, or sonic 
  resistance equal to 2 per spell level.
  Conjuration: Gains a deflection bonus to AC equal to +1 for 
  every 5 levels of the spell.
  Divination: Gains the effects of detect chaos, evil, good,  
  or law.
  Enchantment: Grants the effects of the spell heroism.
  Evocation: Inflicts an amount of damage equal to the spell’s 
  level upon the spell’s caster.
  Illusion: Grants the effects of invisibility. This effect ends as 
  per the spell.
  Necromancy: Gains the effects of false life, as if cast by the 
  opposing spell’s caster.
  Transmutation: Gains an enhancement bonus on its natural 
  weapons equal to +1 for every 5 levels of the spell.
  MEDDA SPIRITBEARER 
  CR 11
  Female human spiritualist (haunted) 12 (Pathfinder RPG Occult 
  Adventures 72, 110)
  NG Medium humanoid (human)
  Init –1; Senses Perception +16
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 armor, –1 Dex)
  hp 93 (12d8+36)
  Fort +12, Ref +7, Will +15; +4 bonus vs. mind-affecting
  Defensive Abilities greater spiritual interference
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 darkwood longspear +10/+5 (1d8+1/×3) or 
  mwk cold iron dagger +10/+5 (1d4/19–20)
  Ranged mwk sling +9 (1d4)
  
  PATHFINDER SOCIETY SCENARIO
  84
  Space 5 ft.; Reach 5 ft. (10 ft. with +1 darkwood longspear)
  Special Attacks phantom recall 2/day
  Spiritualist Spell-Like Abilities (CL 12th; concentration +16)
  At will—detect undead
  2/day—calm spiritOA (DC 13)
  1/day—see invisibility
  Spiritualist Spells Known (CL 12th; concentration +17)
  4th (4/day)—cure critical wounds, freedom of movement, 
  neutralize poison, restoration, telekinetic chargeUC
  3rd (5/day)—cure serious wounds, haste, howling agonyUM 
  (DC 17), remove curse, remove disease
  2nd (6/day)—cure moderate wounds, locate object, rage, 
  remove paralysis, lesser restoration, see invisibility
  1st (7/day)—burst of adrenalineOA, cure light wounds, mage 
  armor, remove fear, remove sicknessUM (DC 15), sanctuary 
  (DC 15), shield
  0 (at will)—detect magic, detect psychic significanceOA, 
  guidance, message, read magic, stabilize
  TACTICS
  Before Combat Medda cast freedom of movement on herself 
  before entering the museum.
  During Combat Medda casts sanctuary on herself and moves for 
  cover. She uses her magic to keep her allies alive.
  Morale Medda surrenders when reduced to half her hit points.
  STATISTICS
  Str 10, Dex 8, Con 14, Int 12, Wis 20, Cha 13
  Base Atk +9; CMB +9; CMD 18
  Feats Emotional ConduitOA, Focused PhantomOA, Lightning 
  Reflexes, Medium Armor Proficiency, Phantom FortificationOA, 
  Skill Focus (Intimidate), Skill Focus (Survival), Spiritualist’s 
  CallOA, Toughness
  Skills Bluff +5, Diplomacy +2, Intimidate +8, Knowledge 
  (geography, history, nature, religion) +7, Linguistics +6, 
  Perception +16, Sense Motive +19, Spellcraft +15, Survival 
  +22, Use Magic Device +15
  Languages Celestial, Common, Erutaki, Hallit, Orc
  SQ bonded senses (at will), etheric tether, fused consciousness, 
  phantom (Anok the Vengeful, anger), shared consciousness, 
  usurp manifestation (15 rounds/day), usurp spell
  Combat Gear potion of cure moderate wounds (2), potion of 
  cure serious wounds, wand of cure moderate wounds (14 
  charges), wand of lesser restoration (12 charges), acid (2); 
  Other Gear +2 breastplate, +1 darkwood longspear, furs, 
  mwk cold iron dagger, mwk sling, cloak of resistance +2, 
  lesser talisman of freedomOA, traveler’s outfit, 98 gp
  ANOK THE VENGEFUL 
  CR —
  Male phantom (Pathfinder RPG Occult Adventures 78)
  NG Medium outsider (phantom)
  Init +1; Senses darkvision 60 ft.; Perception +0
  Aura aura of fury (20 ft.)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+4 armor, +1 Dex, +10 natural)
  hp 67 (9d10+18)
  Fort +8, Ref +4, Will +6; +4 morale bonus vs. enchantments
  DR 10/magic, 5/slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +16 (2d8+6)
  TACTICS
  Before Combat Medda has cast mage armor on Anok after 
  summoning him, 2 minutes before the PCs arrive.
  During Combat Anok focuses his attacks on creatures targeting 
  Medda. At his discretion, he activates Medda’s usurp 
  manifestation ability to become larger and more powerful.
  Morale Anok fights until destroyed.
  STATISTICS
  Str 22, Dex 12, Con 14, Int 7, Wis 10, Cha 18
  Base Atk +9; CMB +15; CMD 26
  Feats Dazzling Display, Gory FinishUC, Intimidating Prowess, 
  Power Attack, Shatter Defenses, Weapon Focus (slam)
  Skills Intimidate +22, Knowledge (history) +10, Survival +12
  Languages Common, Hallit
  SQ devotion, ectoplasmic phase lurch, ferocious mien, magic 
  attacks, usurp manifestation (14 rounds/day), usurp spell
  MOTHER OF SPIKES 
  CR 13
  Advanced giant barbed devil (Pathfinder RPG Bestiary 72, 288)
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; Perception +23
  DEFENSE
  AC 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, –1 size)
  hp 186 (12d10+120)
  Fort +18, Ref +15, Will +10
  Defensive Abilities barbed defense; DR 10/good; Immune fire, 
  poison; Resist acid 10, cold 10; SR 22
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +21 (3d8+10/19–20 plus fear and grab)
  Special Attacks fear, impale 4d8+15
  Spell-Like Abilities (CL 12th; concentration +18)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  hold person (DC 19), major image (DC 19), produce flame, 
  pyrotechnics (DC 18), scorching ray (2 rays only)
  1/day—order’s wrath (DC 20), summon (level 4, 1 barbed 
  devil 35%), unholy blight (DC 20)
  STATISTICS
  Str 31, Dex 25, Con 30, Int 16, Wis 19, Cha 22
  Base Atk +12; CMB +23 (+27 grapple); CMD 40
  Feats Alertness, Cleave, Combat Reflexes, Improved Critical 
  (claw), Iron Will, Power Attack
  Skills Acrobatics +22, Diplomacy +21, Intimidate +21, Knowledge 
  (planes) +18, Perception +23, Sense Motive +23, Spellcraft 
  +15, Stealth +18, Survival +19
  Languages Celestial, Common, Draconic, Infernal; telepathy  
  100 ft.
  
  85
  THE SOLSTICE SCAR
  SPECIAL ABILITIES
  Barbed Defense (Su) A creature that strikes the Mother of Spikes 
  with a melee weapon, an unarmed strike, or a natural weapon 
  takes 2d6+10 points of piercing damage from the devil’s barbs. 
  Melee weapons with reach do not endanger a user in this way.
  Fear (Su) The Mother of Spikes’ fear attack affects any creature 
  it damages with its claws. A DC 22 Will save resists this effect, 
  otherwise the victim becomes frightened for 1d4 rounds. This 
  is a mind-affecting fear effect. The save DC is Charisma-based.
  Grab (Ex) The Mother of Spikes can use its grab attack against a 
  foe of up to Large size.
  Impale (Ex) The Mother of Spikes deals 4d8+15 points of 
  piercing damage to a grabbed opponent with a successful 
  grapple check.
  SWIRLING RUNES 
  CR 13
  N Fine construct (swarm)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
  DEFENSE
  AC 23, touch 23, flat-footed 18 (+4 Dex, +1 dodge, +8 size)
  hp 117 (18d10+18); fast healing 5
  Fort +6, Ref +12, Will +6
  Defensive Abilities rejuvenation, swarm traits; Immune 
  construct traits
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee swarm (4d6 nonlethal plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 21), trap control
  Spell-Like Abilities (CL 18th; concentration +18)
  At will—alarm, true seeing
  1/day—quickened greater dispel magic
  STATISTICS
  Str 1, Dex 18, Con —, Int 10, Wis 10, Cha 10
  Base Atk +18; CMB —; CMD —
  Feats Ability Focus (distraction), Dodge, Improved Initiative, 
  Improved Lightning Reflexes, Lightning Reflexes, Lightning 
  Stance, Quicken Spell-Like Ability (greater dispel magic), 
  Toughness, Wind Stance
  Skills Fly +20, Perception +26, Stealth +38
  Languages Draconic
  SQ catch and detain
  SPECIAL ABILITIES
  Catch and Detain (Ex) Living runes always deal nonlethal damage 
  with their swarm attack to creatures that are vulnerable to 
  nonlethal damage. If a creature is knocked unconscious, it takes 
  no damage from a living rune’s swarm attack.
  Trap Control (Su) Living runes can be attuned to a single 
  magical trap. As a move action, they can change the position 
  of the magical trap up to 20 feet, but the trigger area must 
  be on a solid surface. Nearby creatures may notice the trap 
  move with a successful DC 20 Perception check. As a standard 
  action, living runes may trigger the trap.
  TWINHORN CHAMPION 
  CR 8
  Beast Trainer (Pathfinder RPG Villain Codex 38)
  Human ranger 9
  NE Medium humanoid (human)
  Init +2; Senses Perception +1
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, 
  +1 shield)
  hp 81 (9d10+27)
  Fort +9, Ref +10, Will +6
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee mwk kukri +14/+9 (1d4+5/15–20), mwk kukri +14/+9 
  (1d4+5/15–20)
  Ranged dart +11/+6 (1d4+5)
  Special Attacks combat style (two-weapon combat), favored 
  enemy (animals +4, humans +2)
  Ranger Spells Prepared (CL 6th; concentration +7)
  2nd—barkskin
  1st—charm animal (DC 12), longstrider, speak with animals
  TACTICS
  Before Combat The beast trainer drinks her potion of bull’s 
  strength and casts barkskin on an animal ally (already 
  included in the both creatures’ statistics).
  Base Statistics Without bull’s strength, the beast trainer’s 
  statistics are Melee mwk kukri +12/+7 (1d4+3/15–20), mwk 
  kukri +12/+7 (1d4+3/15–20); Ranged dart +11/+6 (1d4+3); 
  Str 16; CMB +12; CMD 24; Skills Climb +11.
  STATISTICS
  Str 20, Dex 15, Con 13, Int 8, Wis 12, Cha 12
  Base Atk +9; CMB +14; CMD 26
  Feats Double Slice, Endurance, Improved Critical (kukri), 
  Improved Two-Weapon Fighting, Quick Draw, Toughness, 
  Two-Weapon Defense, Two-Weapon Fighting, Weapon 
  Focus (kukri)
  Skills Acrobatics +7 (+11 to move through a threatened square 
  or enemy’s space, +3 when jumping), Climb +13, Handle 
  Animal +13, Knowledge (nature) +10, Ride +5, Stealth +10, 
  Survival +10
  Languages Common
  SQ favored terrain (plains +2, urban +4), hunter’s bond 
  (constrictor snake animal companion), swift tracker, track +4, 
  wild empathy +10, woodland stride
  Combat Gear potion of bull’s strength, potions of cure moderate 
  wounds (2); Other Gear +1 chainmail, darts (6), mwk 
  kukri (2), belt of tumblingUE, cloak of resistance +2, ring of 
  protection +1, entertainer’s outfit, 81 gp
  TWINHORN COMPANION 
  CR —
  Wolverine animal companion
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +7
  
  PATHFINDER SOCIETY SCENARIO
  86
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+4 Dex, +9 natural, –2 rage)
  hp 63 (6d8+36)
  Fort +10, Ref +9, Will +7; +4 vs. enchantment spells and effects
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee bite +9 (1d6+5), 2 claws +10 (1d4+5)
  Special Attacks rage (6 rounds/day)
  STATISTICS
  Str 20, Dex 18, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
  Feats Iron Will, Toughness, Weapon Focus (claw)
  Skills Climb +11, Perception +7
  SQ devotion
  
  87
  THE SOLSTICE SCAR
  APPENDIX 14: SUBTIER 10–11 BESTIARY 
  (PART 3)
  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.
  BODY SNATCHER 
  CR 11
  CE Medium undead
  Init +10; Senses darkvision 60 ft., lifesense; Perception +21
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
  hp 144 (17d8+68)
  Fort +8, Ref +13, Will +11
  Defensive Abilities channel resistance +4; Immune undead 
  traits; SR 23
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee 4 tentacles +20 (1d6+8 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+8 plus disease), tentacle bind
  Spell-Like Abilities (CL 14th; concentration +20)
  Constant—silence
  At will—shadow stepUM
  3/day—inflict critical wounds (DC 17), quickened dispel magic
  1/day—fear (DC 16), touch of slimeUM (DC 17)
  STATISTICS
  Str 26, Dex 23, Con —, Int 14, Wis 13, Cha 17
  Base Atk +12; CMB +20 (+28 grapple); CMD 36 (38 vs. grapple, 
  can’t be tripped)
  Feats Blind-fight, Body ShieldUC, Combat Reflexes, Greater 
  Grapple, Improved Grapple, Improved Initiative, Improved 
  Lightning Reflexes, Improved Unarmed Strike, Lightning 
  Reflexes, Quicken Spell-Like Ability (dispel magic), Toughness
  Skills Fly +14, Intimidate +23, Knowledge (arcana) +22, 
  Perception +21, Sense Motive +21, Spellcraft +22, Stealth +26
  Languages Abyssal, Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Disease (Su) A body snatcher’s tentacles inflict a fast-acting 
  disease that causes the victim to experience terrifying 
  premonitions and visions of the world’s imminent destruction. 
  In the later stages, the victim perceives a fictitious cataclysm 
  that ends with the victim’s vital systems ceasing entirely, 
  so certain is the body that it has died. Apocalypse Shakes: 
  Constrict—injury; save Fort DC 21; onset immediate; frequency 
  1/hour; effect 1d3 Wis damage and shaken; cure 2 consecutive 
  saves. A creature dies if this Wisdom damage equals or exceeds 
  its actual Wisdom score. The save DC is Charisma-based.
  Tentacle Bind (Su) A body snatcher may use its own tentacles to 
  tie up a pinned target, detaching them from its body. When it 
  does this, the body snatcher takes 1 point of damage per HD 
  (typically 16) and cannot make tentacle attacks until its tentacles 
  regrow at the beginning of its next turn. Creatures pinned by this 
  ability cannot make sound, as if affected by the spell silence.
  DEVOURER 
  CR 11
  Pathfinder RPG Bestiary 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 (4th), bestow curse (4th, DC 19), 
  confusion (4th, DC 19), control undead (7th, DC 22), 
  death knell (2nd, DC 17), ghoul touch (2nd, DC 17), inflict 
  serious wounds (3rd, DC 18), lesser planar ally (4th), ray of 
  enfeeblement (1st), spectral hand (2nd), suggestion (3rd, DC 
  18), true seeing (6th), vampiric touch (3rd, DC 18)
  STATISTICS
  Str 28, Dex 16, Con —, Int 19, Wis 16, Cha 21
  Base Atk +10; CMB +20; CMD 33
  
  PATHFINDER SOCIETY SCENARIO
  88
  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. 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). At the start of an encounter, a devourer 
  generally has 3d4+3 essence points available. 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 (but they do not stack with any 
  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 trapped 
  soul is released from its prison and the creature whose body it 
  belonged to can now be restored to life as normal.
  ENLIGHTENED VAMPIRE 
  CR 12
  Pathfinder RPG Monster Codex 242
  Human vampire monk (hungry ghost monk) 11 (Pathfinder RPG 
  Advanced Player’s Guide 110, Pathfinder RPG Bestiary 270)
  LE Medium undead (augmented humanoid, human)
  Init +9; Senses darkvision 60 ft.; Perception +30
  DEFENSE
  AC 34, touch 25, flat-footed 28 (+2 armor, +1 deflection, +5 Dex, 
  +1 dodge, +4 monk, +4 Wis, +7 natural)
  hp 108 (11d8+55); fast healing 5
  Fort +10, Ref +14, Will +11; +2 vs. enchantments
  Defensive Abilities channel resistance +4, improved evasion; DR 
  10/magic and silver; Immune disease, poison, undead traits; 
  Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +15/+10 (2d8+6/19–20 plus energy 
  drain) or flurry of blows +15/+15/+10/+10/+5 (2d8+6/19–20 
  plus energy drain) or slam +14 (1d4+6 plus energy drain)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 18), energy drain (2 levels, DC 18), flurry of 
  blows, life from a stone, life funnel, steal ki
  TACTICS
  During Combat The enlightened vampire uses flurry of blows 
  and ki strike to gain extra attacks, and uses steal ki and life 
  funnel to replenish his ki and hit points. He uses Punishing 
  Kick to knock his most dangerous opponent prone, then 
  grapples it and drains its blood.
  STATISTICS
  Str 22, Dex 20, Con —, Int 14, Wis 18, Cha 16
  Base Atk +8; CMB +17 (+21 grapple); CMD 39 (41 vs. grapple)
  Feats Alertness, Combat Expertise, Dodge, Gorgon’s Fist, Greater 
  Grapple, Improved Critical (unarmed strike), Improved 
  Grapple, Improved Initiative, Improved Unarmed Strike, Ki 
  Stand, Lightning Reflexes, Mobility, Power Attack, Punishing 
  KickAPG, Scorpion Style, Step Up, Toughness, Weapon Focus 
  (unarmed strike)
  Skills Acrobatics +19 (+42 when jumping), Climb +20, Intimidate 
  +17, Knowledge (history) +16, Perception +30, Sense Motive 
  +30, Stealth +27; Racial Modifiers +8 Bluff, +8 Perception, +8 
  Sense Motive, +8 Stealth
  Languages Celestial, Common, Elven
  SQ change shape (dire bat or wolf, beast shape II), fast 
  movement, gaseous form, high jump, ki pool (9 points, 
  cold iron/lawful/magic), life funnel, maneuver training, 
  shadowless, slow fall 50 ft., spider climb
  Combat Gear potion of displacement, potion of haste; Other 
  Gear amulet of natural armor +1, belt of physical might +2 
  (Str, Dex), bracers of armor +1, headband of alluring charisma 
  +2, ring of protection +1, 500 gp
  SPECIAL ABILITIES
  Energy Drain (Su) A creature hit by a vampire’s slam (or other 
  natural weapon) gains two negative levels. This ability only 
  triggers once per round, regardless of the number of attacks a 
  vampire makes.
  FALLEN
  Pathfinder RPG Bestiary 6 126
  LE Medium undead (incorporeal)
  Init +3; Senses blindsense 60 ft., darkvision 60 ft.;  
  Perception +17 
  DEFENSE
  AC 22, touch 17, flat-footed 19 (+4 armor, +4 deflection, +3 Dex, 
  +1 shield)
  hp 93 (11d8+44)
  Fort +7, Ref +6, Will +10
  
  89
  THE SOLSTICE SCAR
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits; Resist acid 5, fire 5
  Weaknesses light sensitivity
  OFFENSE
  Speed fly 30 ft. (good)
  Melee longsword +11/+6 (1d8 force/19–20 plus 2d6 negative 
  energy and despair), light shield +13 (1d3 force plus 2d6 
  negative energy and despair)
  Ranged longbow +11/+6 (1d8 force/×3 plus 2d6 negative 
  energy and despair)
  Special Attacks agent of despair, curse of the unburied, phantom 
  armaments, touch of the grave
  Spell-Like Abilities (CL 12th; concentration +16)
  3/day—deeper darkness, telekinesis (DC 19)
  STATISTICS
  Str —, Dex 16, Con —, Int 13, Wis 17, Cha 18
  Base Atk +8; CMB +15; CMD 25 
  Feats Combat Expertise, Deadly Aim, Improved Shield Bash, 
  Shield Slam, Two-Weapon Fighting, Weapon Focus (longsword)
  Skills Fly +15, Intimidate +18, Knowledge (religion) +10, 
  Perception +17, Sense Motive +17, Survival +14
  Languages Common
  SPECIAL ABILITIES
  Agent of Despair (Su) A creature that takes damage from a 
  fallen’s attacks must succeed at a DC 19 Will save or take a 
  –4 penalty on saving throws against fear. If a creature that 
  has immunity to fear fails this saving throw, its immunity is 
  temporarily suppressed. This effect lasts as long as a creature 
  still has damage taken from a fallen’s attacks. This is a curse 
  effect. The save DC is Charisma-based.
  Curse of the Unburied (Su) Once per day, a fallen can curse 
  a good-aligned cleric, paladin, or warpriest within 30 feet 
  whose deity is opposed to the creation of undead to locate 
  the fallen’s remains and perform a funeral for it. The target 
  must succeed at a DC 19 Will save or take a –2 penalty to 
  each of its ability scores. Each day, the target can attempt a 
  new saving throw; success keeps the target from accruing an 
  additional –2 penalty to each of its ability scores. No ability 
  score can be reduced below 1 by this effect. The ability score 
  penalties are removed immediately upon completing funeral 
  rites for the fallen. The target does not need to complete the 
  rites personally, but it is responsible for seeing that they’re 
  carried out. The save DC is Charisma-based.
  Phantom Armaments (Su) A fallen’s weapons and armor are 
  formed of force, allowing the fallen to make physical attacks 
  and wear protective armor. This gear cannot be disarmed 
  or removed from the fallen. Arrows fired from the fallen’s 
  longbow vanish after dealing damage to their target. A fallen 
  gains a bonus on attack rolls with melee weapons and on 
  combat maneuver checks equal to its Charisma modifier.
  Rejuvenation (Su) A fallen is tied to the place where it died. A 
  fallen is permanently destroyed and its soul is released when 
  funeral rites lasting at least 1 minute are performed at the 
  site where it perished or over its earthly remains. Otherwise, a 
  fallen reforms 2d4 days after its destruction at the site where 
  it first died.
  Touch of the Grave (Su) All of a fallen’s melee and ranged attacks 
  deal 2d6 additional points of negative energy damage to living 
  targets (this does not heal any undead targets struck).
  GREATER SHADOW 
  CR 8
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn (as per shadow), strength damage
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, 
  Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 
  in bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Strength Damage (Su) A greater shadow’s touch deals 1d8 
  points of Strength damage to a living creature. This is a 
  negative energy effect. A creature dies if this Strength 
  damage equals or exceeds its actual Strength score.
  RAGEWIGHT 
  CR 6
  Pathfinder Campaign Setting: Andoran, Birthplace of Freedom 58
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 rage)
  hp 82 (11d8+33)
  Fort +6, Ref +5, Will +10; +4 morale bonus vs. spells, 
  supernatural abilities, and spell-like abilities
  Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee greatsword +12/+7 (2d6+6/17–20 plus energy drain), 
  bite +7 (1d4+2 plus energy drain)
  Ranged javelin +10 (1d6+4)
  Special Attacks create spawn, energy drain (1 level, DC 17), 
  rage powers (animal fury, intimidating glare, knockback, 
  superstition, unexpected strike)
  
  PATHFINDER SOCIETY SCENARIO
  90
  TACTICS
  Base Statistics When not using savage fury, the ragewight’s 
  statistics are AC 19, touch 11, flat-footed 18 (+1 Dex, +8 
  natural); hp 49 (11d8); Fort +3, Will +8; Melee mwk 
  greatsword +9/+4 (2d6+1/17–20 plus energy drain); Ranged 
  javelin +9 (1d6+4); Str 12, Cha 11; CMB +9; CMD 21; Skills 
  Climb +15, Intimidate +11
  STATISTICS
  Str 18, Dex 14, Con —, Int 11, Wis 13, Cha 17
  Base Atk +8; CMB +12; CMD 24
  Feats Cleave, Furious FocusAPG, Great Cleave, Improved Critical 
  (greatsword), Lunge, Power Attack
  Skills Climb +18, Intimidate +16, Knowledge (religion) +7, 
  Perception +15, Stealth +20; Racial Modifiers +8 Stealth
  Languages Common
  Gear greatsword, javelin
  SPECIAL ABILITIES
  Create Spawn (Su) Most humanoids slain by a ragewight rise 
  as cairn wights (though with chaotic evil alignments) in 1d4 
  rounds. However, humanoids with 6 or more Hit Dice and 
  the rage class feature instead become ragewights, retaining 
  the rage powers they had in life. Such spawn are under the 
  command of their creator until its death, at which point they 
  become free-willed undead.
  Savage Fury (Ex) A ragewight can trigger a savage fury as a 
  free action. It can use this fury for 24 rounds each day. These 
  rounds don’t need to be consecutive. The ragewight gains 
  a +6 profane bonus to its Strength and Charisma and a +3 
  profane bonus on Will saves when using this fury. When a 
  ragewight ends its fury, it is staggered for 1d4 rounds and 
  can’t resume its fury during this time. This ability otherwise 
  functions as the greater rage barbarian class feature, treating 
  the ragewight’s racial Hit Dice as its barbarian level for the 
  purposes of rage and any rage powers.
  SHADOW GIANT 
  CR 13
  Pathfinder RPG Bestiary 6 135
  LE Large humanoid (extraplanar, giant)
  Init +2; Senses darkvision 120 ft., low-light vision; Perception +19
  DEFENSE
  AC 28, touch 11, flat-footed 26 (+7 armor, +2 Dex, +10 natural, 
  –1 size)
  hp 199 (19d8+114)
  Fort +17, Ref +8, Will +14
  Defensive Abilities rock catching, shadow cloak
  OFFENSE
  Speed 30 ft. (40 ft. without armor)
  Melee mwk spiked chain +26/+21/+16 (2d6+18/19–20 plus 
  energy drain) or
  2 slams +25 (1d8+12 plus energy drain)
  Ranged rock +16 (1d8+12/19–20 plus energy drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy drain (1 level, DC 21), rock throwing 
  (180 ft.)
  STATISTICS
  Str 34, Dex 15, Con 22, Int 10, Wis 22, Cha 15
  Base Atk +14; CMB +27 (+31 bull rush); CMD 39 (41 vs. bull rush)
  Feats Combat Reflexes, Deadly Aim, Greater Bull Rush, Improved 
  Bull Rush, Improved Critical (rock, spiked chain), Improved 
  Iron Will, Iron Will, Power Attack, Vital Strike
  Skills Climb +21, Intimidate +15, Perception +19 (+23 in dim 
  light), Spellcraft +0 (+8 in dim light), Stealth +4; Racial 
  Modifiers +4 Perception in dim light, +8 Spellcraft in dim light
  Languages Common, Giant
  SQ militant
  SPECIAL ABILITIES
  Energy Drain (Su) A shadow giant inflicts its energy drain attack 
  no more than once per round via its first successful melee 
  attack (with its slam attack or with any melee weapon it 
  wields) or via a thrown rock.
  Militant (Ex) A shadow giant is proficient with all simple 
  weapons, all martial weapons, and one exotic weapon of 
  its choice. Most shadow giants choose proficiency with the 
  spiked chain.
  Shadow Cloak (Sp) Because of the shadow giant’s connection 
  with the Shadow Plane, as a move action in any illumination 
  other than direct sunlight, a shadow giant can cloak itself 
  in moving shadows, gaining the benefits of blur for 1d6+6 
  rounds (CL 13th for the purposes of dispel magic and similar 
  effects). It can use this ability three times per day.
  
  91
  THE SOLSTICE SCAR
  APPENDIX 15: SUBTIER 10–11 BESTIARY 
  (PART 4)
  ADVANCED MASTODON 
  CR 10
  Pathfinder RPG Bestiary 128, 294
  N Huge animal
  Init +3; Senses low-light vision, scent; Perception +26
  DEFENSE
  AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
  hp 157 (14d8+98)
  Fort +16, Ref +12, Will +9
  OFFENSE
  Speed 40 ft.
  Melee gore +23 (2d8+14), slam +22 (2d6+14)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d8+21, DC 31)
  STATISTICS
  Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +26; CMD 39 (43 vs. trip)
  Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, 
  Power Attack, Skill Focus (Perception), Weapon Focus (gore)
  Skills Perception +26
  FROST DRAKE 
  CR 7
  Pathfinder RPG Bestiary 2 108
  CE Large dragon (cold)
  Init +5; Senses darkvision 60 ft., low-light vision, scent, snow 
  vision; Perception +10
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 84 (8d12+32)
  Fort +10, Ref +7, Will +5
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 20 ft., burrow 20 ft. (snow only), fly 60 ft. (average)
  Melee bite +13 (2d6+6 plus 1d6 cold), tail slap +8 (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks freezing mist breath
  STATISTICS
  Str 22, Dex 13, Con 18, Int 8, Wis 9, Cha 13
  Base Atk +8; CMB +15; CMD 26
  Feats Flyby Attack, Improved Initiative, Power Attack, Vital Strike
  Skills Climb +17, Fly +10, Intimidate +12, Perception +10, Stealth +8
  Languages Draconic
  SQ speed surge, icewalking
  SPECIAL ABILITIES
  Freezing Mist Breath (Su) A frost drake can, as a standard 
  action, spit a ball of liquid that bursts into a cloud of freezing 
  mist. This attack has a range of 60 feet and deals 7d6 
  points of cold damage (Reflex DC 18 half) to all creatures in 
  a 20-foot-radius spread. The mist cakes all surfaces in the 
  area with a sheet of slippery ice that turns the area into 
  difficult terrain for 2d4 rounds, after which the ice cracks or 
  melts enough to revert to the normal terrain features in the 
  area. Once a frost drake has used its freezing mist breath, 
  it cannot do so again for 1d6 rounds. The Reflex save is 
  Constitution-based.
  Icewalking (Ex) This ability works like spider climb, but the 
  surfaces the drake climbs must be icy. It can move across icy 
  surfaces without penalty and does not need to succeed at 
  Acrobatics checks to run or charge on ice.
  Speed Surge (Ex) Three times per day as a swift action, a frost 
  drake can draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  Snow Vision (Ex) A frost drake can see perfectly well in snowy 
  conditions, and does not take any penalties on Perception 
  checks while in snow.
  KEEN PURPLE WORM WALL SCYTHE TRAP 
  CR 9
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic (poison applies to only the first 
  target struck)
  Effect Atk +20 melee (2d4+6/19–20/×4)
  KOBOLD CHIEFTAIN 
  CR 8
  Pathfinder RPG Monster Codex 135
  Kobold fighter 5/rogue 3/assassin 1
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 26, touch 15, flat-footed 22 (+7 armor, +4 Dex, +1 natural, 
  +3 shield, +1 size)
  hp 72 (9 HD; 5d10+4d8+23)
  Fort +6, Ref +9, Will +2 (+1 vs. fear)
  Defensive Abilities bravery +1, evasion, trap sense +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +15/+10 (1d4+2/18–20)
  Special Attacks death attack (DC 12), sneak attack +3d6, 
  weapon training (light blades +1)
  STATISTICS
  Str 11, Dex 18, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +7; CMB +6; CMD 20
  Feats Combat Expertise, Diehard, Endurance, Greater Feint, 
  Improved Feint, Toughness, Vital Strike, Weapon Finesse, 
  Weapon Focus (rapier)
  Skills Bluff +11, Craft (trapmaking) +3, Disable Device +2, 
  Disguise +6, Intimidate +6, Linguistics +7, Perception +14, 
  Profession (miner) +2, Sense Motive +6, Sleight of Hand +7, 
  Stealth +17, Use Magic Device +5
  Languages Common, Dark Folk, Draconic, Dwarven, Undercommon
  SQ armor training 1, crafty, poison use, rogue talents (finesse 
  rogue), trapfinding +1
  
  PATHFINDER SOCIETY SCENARIO
  92
  Gear +1 breastplate, +1 heavy wooden shield, +1 rapier, belt of 
  mighty constitution +2, 1,223 gp
  KOBOLD DRAGON EVANGELIST 
  CR 9
  Kobold barbarian 10 (Pathfinder RPG Bestiary 183)
  NE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+8 armor, +3 Dex, +1 natural, –2 
  rage, +1 size)
  hp 108 (10d12+38)
  Fort +11, Ref +7, Will +7; +3 morale bonus vs. fear, paralysis, 
  and sleep
  Defensive Abilities improved uncanny dodge, trap sense +3;  
  DR 2/—; Resist cold 10
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +16/+11 (1d10+7 plus 1d6 cold/19–20) or
  bite +10 (1d3+2 plus 1d6 cold)
  Ranged dart +14 (1d3+4 plus poison)
  Special Attacks rage (23 rounds/day), rage powers (animal 
  fury, dragon totemUC, dragon totem resilienceUC, dragon 
  totem wingsUC, elemental rageAPG, lesser elemental rageAPG, 
  intimidating glare)
  TACTICS
  Base Statistics When not raging, the kobold evangelist’s 
  statistics are AC 23, touch 14, flat-footed 20; hp 88; Fort +9, 
  Will +5; Melee +1 greatsword +14/+9 (1d10+4); Str 14,  
  Con 12; CMB +11; Skills Swim +3.
  STATISTICS
  Str 18, Dex 16, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +10; CMB +13; CMD 24
  Feats Extra Rage PowerAPG (2), Furious FocusAPG, Power Attack, 
  Skill Focus (Intimidate)
  Skills Acrobatics +8, Fly +9, Intimidate +19, Perception +19, Stealth 
  +8, Survival +5, Swim +5; Racial Modifiers +2 Perception
  Languages Draconic
  SQ crafty, fast movement
  Combat Gear potion of cure serious wounds, potion of 
  enlarge person; Other Gear +2 dragonhide breastplate, +1 
  greatsword, darts poisoned with giant wasp poison (4), belt 
  of giant strength +2, cloak of resistance +1, 158 gp
  KOBOLD GUILECASTER 
  CR 5
  Pathfinder RPG Monster Codex 131
  Kobold sorcerer 6
  LE Small humanoid (reptilian)
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
  hp 35 (6d6+12)
  Fort +3, Ref +4, Will +4
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +2 (1d4–2)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—trap rune (DC 16)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—lightning bolt (DC 16)
  2nd (6/day)—create pitAPG, mirror image, scorching ray
  1st (7/day)—alarm, charm person (DC 14), mage armor, 
  magic missile, ray of enfeeblement (DC 14)
  0 (at will)—arcane mark, daze, detect magic, open/close, 
  prestidigitation (DC 13), resistance, sparkAPG
  Bloodline koboldARG
  STATISTICS
  Str 6, Dex 14, Con 12, Int 13, Wis 8, Cha 16
  Base Atk +3; CMB +0; CMD 12
  Feats Combat Expertise, Eschew Materials, Improved Feint, Skill 
  Focus (Craft [trapmaking])
  Skills Bluff +15, Craft (trapmaking) +15, Perception +1, 
  Profession (miner) +1, Use Magic Device +15; Racial 
  Modifiers +2 Craft (trapmaking), +2 Perception, +2 
  Profession (miner)
  Languages Draconic, Dwarven
  SQ bloodline arcana (+2 to spell DC if target is denied Dex bonus 
  to AC), crafty, trap sense +2
  Combat Gear antitoxin, thunderstone; Other Gear quarterstaff, 
  circlet of persuasion, mwk artisan’s tools, 15 gp
  SPECIAL ABILITIES
  Bloodline Arcana Whenever the kobold casts a spell against a 
  creature that is denied its Dexterity bonus to AC, increase that 
  spell’s DC by 2.
  Trap Rune (Sp) As a standard action, the kobold can sketch a 
  single, nearly invisible magical rune on any 5-foot-square solid 
  surface, picking one of the following energy types: acid, cold, 
  electricity, or fire. While the rune is active, the next creature 
  other than the kobold who steps on or touches the rune’s area 
  causes the rune to explode, dealing 1d8+6 points of damage 
  to anything in the square. A successful DC 16 Reflex saving 
  throw halves the damage. The rune is considered a magical 
  trap for the purpose of perceiving it or disabling it. The DC for 
  both Perception and Disable Device checks is 16. Each rune 
  lasts for 24 hours or until discharged.
  Trap Sense (Ex) The kobold gains a +2 bonus on Perception 
  checks to notice traps, a +1 bonus on Reflex saves to avoid 
  traps, and a +1 dodge bonus to its AC against attacks made 
  by traps. 
  KOBOLD SKIRMISHER 
  CR 7
  Kobold rogue (scout) 8 (Pathfinder RPG Bestiary 183, Pathfinder 
  RPG Advanced Player’s Guide 134)
  LE Small humanoid (reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +14
  
  93
  THE SOLSTICE SCAR
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+4 armor, +4 Dex, +1 dodge,  
  +1 natural, +1 size)
  hp 55 (8d8+16)
  Fort +4, Ref +11, Will +4
  Defensive Abilities evasion, trap sense +2
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee short sword +7/+2 (1d4/19–20)
  Ranged +1 composite shortbow +13/+8 (1d4+1/×3)
  Special Attacks scout’s charge, skirmisher, sneak attack +4d6 
  plus 4 bleed
  STATISTICS
  Str 10, Dex 18, Con 12, Int 10, Wis 12, Cha 8
  Base Atk +6; CMB +5; CMD 20
  Feats Dodge, Mobility, Point-Blank Shot, Shot On The Run, 
  Weapon Focus (shortbow)
  Skills Acrobatics +15, Climb +7, Disable Device +21, Escape 
  Artist +15, Knowledge (dungeoneering) +11, Perception +14, 
  Sleight of Hand +15, Stealth +19, Swim +7; Racial Modifiers 
  +2 Perception
  Languages Draconic
  SQ crafty, rogue talents (bleeding attack +4, deadly rangeUC, trap 
  spotter, weapon training), trapfinding +4
  Combat Gear +1 dwarf-bane arrow, +1 gnome-bane arrow, 
  potion of blur, sizzling arrowAPG; Other Gear +1 studded 
  leather, +1 composite shortbow with 20 arrows, short sword, 
  cloak of resistance +1, mwk thieves’ tools, 123 gp
  OLD WHITE DRAGON 
  CR 13
  Pathfinder RPG Bestiary 100
  CE Huge dragon (cold)
  Init +4; Senses dragon senses, snow vision; Perception +27
  Aura cold (10 ft, 1d6 cold), frightful presence (240 ft., DC 20)
  DEFENSE
  AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
  hp 212 (17d12+102)
  Fort +16, Ref +12, Will +13
  DR 10/magic; Immune cold, paralysis, sleep; SR 24
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; 
  icewalking
  Melee bite +25 (2d8+13/19-20), 2 claws +24 (2d6+9), tail slap 
  +19 (2d6+13), 2 wings +19 (1d8+4)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft cone, 16d4 cold, Reflex DC 
  24 half), crush (Small creatures, DC 24, 2d8+13), freezing fog 
  3/day)
  Spell-Like Abilities (CL 17th; concentration +19)
  At will—fog cloud, gust of wind (DC 14)
  Sorcerer Spells Known (CL 5th; concentration +7)
  2nd (5/day)—resist energy, see invisibility
  1st (7/day)—alarm, grease, shield, true strike
  0 (at will)—dancing lights, detect magic, ghost sound (DC 12), 
  message, ray of frost, read magic
  STATISTICS
  Str 29, Dex 10, Con 23, Int 14, Wis 17, Cha 14
  Base Atk +17; CMB +28; CMD 38 (42 vs. trip)
  Feats Alertness, Flyby Attack, Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, Lightning Reflexes, Power 
  Attack, Vital Strike, Weapon Focus (bite)
  Skills Fly +12, Intimidate +22, Knowledge (arcana) +22, 
  Perception +27, Sense Motive +27, Spellcraft +22, Stealth +12, 
  Swim +37
  Languages Common, Draconic
  SQ ice shape
  SPECIAL ABILITIES
  Cold Aura (Su) A white dragon radiates an aura of cold. All 
  creatures within 10 feet of the dragon take 1d6 points of cold 
  damage at the beginning of the dragon’s turn. 
  Freezing Fog (Sp) A white dragon can use this ability three 
  times per day. It is similar to an acid fog spell but deals cold 
  damage instead of acid damage. It also causes a rime of 
  slippery ice to form on any surface the fog touches, creating 
  the effect of a grease spell. The dragon is immune to the 
  grease effect because of its icewalking ability. This ability is 
  the equivalent of a 6th-level spell.
  Ice Shape (Su) A white dragon can shape ice and snow at will. 
  This ability functions as stone shape (CL 13th), but targeting 
  only ice and snow, not stone.
  Icewalking (Ex) This ability works like the spider climb spell, but 
  the surfaces the dragon climbs must be icy. The dragon can 
  move across icy surfaces without penalty and does not need 
  to succeed at Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A white dragon learns to see perfectly well in 
  snowy conditions. A white dragon does not take penalties on 
  Perception checks while in snow.
  WYVERN ARROW TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6 plus wyvern poison/×3)
  
  PATHFINDER SOCIETY SCENARIO
  94
  Aid Token
  In this event, an aid token can provide any one of the effects below. At the end of an encounter after using the token, pass it to 
  another table. 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. Some effects reference the table below for their benefits.
  Allied Offensive: Other Pathfinders aid your attack, increasing the damage you deal by the listed amount. After the attack, anyone 
  attacking the target is considered to be flanking until the beginning of your next turn.
  To Boost: Succeed at an attack roll (Average difficulty).
  Boosted Effect: Increase the damage dealt by 1d8, and cross out the boost.
  Burst of Healing: A fellow Pathfinder heals all of the PCs by the listed amount.
  To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor whose spell level is at least half 
  your level (rounded down).
  Boosted Effect: Increase the healing by 2d6, and cross out the boost.
  Timely Inspiration: A fellow Pathfinder grants the benefits of a bard’s inspire courage performance for 3 rounds, granting a bonus 
  equal to the listed amount.
  To Boost: Expend 3 rounds of bardic performance or a similar ability.
  Boosted Effect: Increase the competence bonus by 1, and cross out the boost.
  Provide Knowledge (Boosted Only): Gain the benefits of an Easy, Average, or Hard Knowledge check or an Easy, Average, or Hard 
  Spellcraft check to identify a magic item. Then cross out the boost.
  To Boost: Attempt a Knowledge or Spellcraft check. Record whether your check met the DC for an Easy, Average, or Hard skill check 
  based on your subtier.
  Provide Spellcasting (Boosted Only): Gain the benefits of a spell cast by a fellow Pathfinder.
  To Boost: Cast lesser restoration, neutralize poison, remove curse, or remove disease. Note the spell, your caster level, and your 
  PC’s name on the aid token. Then cross out the boost.
  Benefits
   
   
   
   
   
  Subtier
  Effect  
   
  1–2 
  3–4 
  5–6 
  7–8 
  10–11
  Allied Offensive 
   
  1d8 
  1d8 
  2d8 
  2d8 
  3d8
  Burst of Healing 
   
  1d6 
  1d6 
  3d6 
  3d6 
  5d6
  Timely Inspiration +1 
  +1 
  +2 
  +2 
  +3
  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: _________________________________________
  
  95
  THE SOLSTICE SCAR
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  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
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-99: 
  The Solstice Scar, Version B
  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 
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  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) 
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  “Using” means to use, Distribute, copy, edit, format, modify, translate and 
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  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and 
  in terms 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 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
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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 
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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.
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  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 Special #8–99B: The Solstice Scar © 2017, Paizo Inc.; 
  Author: Andrew Hoskins.
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  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 #8-99: 
  The Solstice Scar, Version B
  ▫ Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing 
  attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon 
  to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate 
  action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold 
  resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number 
  of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
  ▫ Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. 
  By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on 
  your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action 
  you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that 
  stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, 
  such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction 
  and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box 
  that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s 
  caster level.
  Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a 
  +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome 
  damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. 
  Future Martyr’s Shard boons may unlock additional benefits.
  Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a 
  dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned 
  two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 
  90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that 
  would reduce the price further, you gain additional gp equal to the difference between the two costs (as though 
  you had purchased the dagger at the lower cost).
  ▫ Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of 
  kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as 
  a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical 
  hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to 
  confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian 
  subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor 
  special ability against that attack. 
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-99 - The Soltice Scar B.pdf