TEXT: By Andrew Hoskins and Kalervo Oikarinen
  THE SOLSTICE SCAR
  PATHFINDER SOCIETY SCENARIO #8-99C 
  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 
  PathfinderSociety.club.
  This is Version C of an evolving storyline that is
  re-released regularly with updated content.
  HOW TO PLAY
  Author • Andrew Hoskins and Kalervo Oikarinen
  Development Lead • John Compton
  Cover Artist • Jason Engle
  Interior Artists • Javier Charro and Akim Kaliberda
  Cartographers • Jason Engle, Sean Macdonald, and 
  Corey Macourek
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, 
  Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Michael Sayre, Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Simone Dietzler, Leo Glass, 
  Avi Kool, Lyz Liddell, Adrian Ng, Lacy Pellazar, and 
  Jason Tondro 
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  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
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Lissa Guillet, Erik Keith, and 
  Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  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, 
  characters, dialogue, locations, plots, storylines, and trade dress. (Elements that have previously 
  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 Scenario #8–99C: The Solstice Scar © 2018, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, 
  and the Starfinder logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder 
  Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, 
  Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat, 
  Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player 
  Companion, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder 
  Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  This adventure makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced 
  Player’s Guide (APG), Pathfinder RPG Advanced Race Guide (ARG), Pathfinder RPG Ultimate 
  Combat (UC), 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, and Pathfinder RPG NPC 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 Bestiary and Codex volumes are reprinted 
  at the back of the adventure in Appendices 1–15 for the GM’s convenience.
  Table of Contents
  The Solstice Scar, Version C        3
  Appendices                          43
  Aid Token                            85
  Chronicle Sheet                    87
  
  • The Solstice Stones
  • Blighted Battlefield
  Lastwall
  Realm of the 
  Mammoth Lords
  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 and Kalervo Oikarinen
  Having retrieved Ivvora’s dagger and made peace with 
  the Kellids, the PCs 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. Finally, the 
  PCs travel to the eastern reaches of the Northern Fangwood 
  in Lastwall to strike down the blighted monstrosity that 
  lives there. For more information about the Realm of the 
  Mammoth Lords and Lastwall, see Pathfinder Campaign 
  Setting: People of the North and Pathfinder Campaign 
  Setting: The Inner Sea World Guide 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 stole 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
  Version C of this adventure begins partway through the 
  story, and events from prior versions (Parts 1 and 2) are also 
  summarized here.
  In Part 1, the PCs receive a call for help from the Blakros 
  Museum, where intruders have tripped the many defenses 
  and barricaded themselves inside the building. Upon 
  overcoming these safeguards, the PCs encounter Medda 
  and her Twinhorn warriors. She 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 C 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.
  In Part 5, the PCs travel to an ancient battlefield where 
  Ivvora and her comrades fought against an overwhelming 
  undead force, only to shatter it once Ivvora’s actions called 
  down a miracle from empyreal lord Vildeis herself. In the 
  centuries since, the lingering undead influence has caused 
  the nearby Fangwood to grow over the area and turn into a 
  blighted landscape. Only by destroying the heart of the blight 
  can the PCs earn Vildeis’s approval and secure the weapons 
  with which they might destroy the nightwalker Eshimka.
  RUNNING THE EVENT
  The Solstice Scar accommodates varying House sizes (anything 
  from 3 tables to 150 tables or more). There is not a specific 
  introductory mustering event, and tables should not begin 
  until the Overseer GM officially starts Part 3. Until then, lead 
  the players in introductions and provide a brief overview 
  of the events so far for anyone who has not participated in 
  earlier versions of this adventure.
  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.
  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 3: WINTER SOLSTICE
  The Overseer GM should read or paraphrase the following.
  Months ago, agents of the Blakros Museum in Absalom stole a holy 
  dagger—a relic of the Kellid Twinhorn following and the Shining 
  Crusade from centuries ago. What seemed a simple dagger was 
  key to keeping a powerful villain at bay, and the Pathfinder Society 
  has allied with the Twinhorn following and its bold spiritual leader 
  Medda in order to return the relic, use it to perform a ritual before 
  midnight on the winter solstice, and stem an undead invasion.
  “We are only hours away from the stone circle and our 
  encampment,” Medda announces.” 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 14.
  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. The next successful melee or ranged attack made 
  by each PC before the end of Part 3 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 
  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).
  Bloodied Convoy: Run the encounters in Part 3 
  as written.
  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. 
  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
  
  PATHFINDER SOCIETY SCENARIO
  8
  GM is also responsible for making announcements to the 
  House, tracking time, and concluding the adventure.
  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!”
  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 Allies 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 17.
  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
  9
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  10
  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 43)
  HUMAN ZOMBIES (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288; see page 44) 
  SUBTIER 3–4 (CR 5)
  SCRAMBLER NECROCRAFT 
  CR 3
  hp 26 (Pathfinder RPG Bestiary 4 200; see page 49) 
  HUMAN ZOMBIES (4) 
  CR 1/2
  hp 12 each (Pathfinder RPG Bestiary 288; see page 50) 
  SUBTIER 5–6 (CR 8)
  SCRAMBLER NECROCRAFTS (3) 
  CR 3
  hp 26 each (Pathfinder RPG Bestiary 4 200; see page 57) 
  RAGEWIGHT 
  CR 6
  hp 82 (Pathfinder Campaign Setting: Andoran, Birthplace of 
  Freedom 60; see page 57)
  SUBTIER 7–8 (CR 10)
  BODAK 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 48; see page 65) 
  RAGEWIGHTS (2) 
  CR 6
  hp 82 each (Pathfinder Campaign Setting: Andoran, Birthplace of 
  Freedom 60; see page 66)
  SUBTIER 10–11 (CR 13)
  BODAK 
  CR 8
  hp 85 (Pathfinder RPG Bestiary 2 48; see page 75) 
  DEVOURER 
  CR 11
  hp 133 (Pathfinder RPG Bestiary 82; see page 75) 
  RAGEWIGHTS (3) 
  CR 6
  hp 82 each (Andoran, Birthplace of Freedom 60; see page 77)
  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 on page 12, 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
  11
  THE SOLSTICE SCAR
  
  PATHFINDER SOCIETY SCENARIO
  12
  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
  13
  THE SOLSTICE SCAR
  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 43) 
  SUBTIER 3–4 (CR 5)
  ECTOPLASMIC HUMANS (2) 
  CR 1/2
  hp 7 each (Pathfinder RPG Bestiary 4 82; see page 49)
  GUARDIAN PHANTOM ARMORS (2) 
  CR 2
  hp 13 each (Pathfinder RPG Bestiary 4 213; see page 49)
  SUBTIER 5–6 (CR 8)
  EXILED SHADE 
  CR 6
  hp 68 (Pathfinder RPG 
  Bestiary 6 124; see page 56)
  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 58)
  SUBTIER 7–8 (CR 10)
  EXILED SHADES (2) 
  CR 6
  hp 68 each (Pathfinder RPG 
  Bestiary 6 124; see page 65)
  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 66)
  SUBTIER 10–11 (CR 13)
  ENLIGHTENED VAMPIRE 
  CR 12
  hp 108 (Pathfinder RPG Monster Codex 
  242; see page 76)
  GREATER SHADOWS (2) 
  CR 8
  hp 58 each (Pathfinder RPG Bestiary 
  245; see page 77)
  Reporting: If the PCs successfully 
  overcome this encounter, report one 
  success to the Overseer GM.
  
  PATHFINDER SOCIETY SCENARIO
  14
  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 43) 
  SUBTIER 3–4 (CR 5)
  GIANT SHADOW DRAKES (2) 
  CR 3
  hp 28 each (Pathfinder RPG Bestiary 4 289, 80; see page 50) 
  SUBTIER 5–6 (CR 8)
  OSTIARIUS 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 4 176; see page 57) 
  MURDEROUS SHAES (2) 
  CR 5
  NE advanced shae (Pathfinder RPG Bestiary 3 294, 242; see page 58)
  hp 38 each
  SUBTIER 7–8 (CR 10)
  SCEANDUINARS (2) 
  CR 7
  hp 85 each (Pathfinder RPG Bestiary 2 239; see page 67)
  MURDEROUS SHAES (2) 
  CR 5
  NE advanced shae (Pathfinder RPG Bestiary 3 242, 294; see 
  page 67)
  hp 38 each
  SUBTIER 10–11 (CR 13)
  SHADOW GIANT 
  CR 13
  hp 199 (Pathfinder RPG Bestiary 6 135; see page 78) 
  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
  15
  THE SOLSTICE SCAR
  
  Body Snatcher
  PATHFINDER SOCIETY SCENARIO
  16
  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 43) 
  BLOODY SKELETONS (3) 
  CR 1/2
  hp 4 (Pathfinder RPG Bestiary 250, 251; see page 44) 
  SUBTIER 3–4 (CR 6)
  GIANT CRAWLING HAND 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 2 59; see page 49)
  HUMAN SKELETONS (6) 
  CR 1/3
  hp 4 each (Pathfinder RPG Bestiary 250; see page 50)
  SUBTIER 5–6 (CR 9)
  FALLEN 
  CR 8
  hp 93 (Pathfinder RPG Bestiary 6 126; see page 56)
  SKELETAL CHAMPIONS (4) 
  CR 2
  hp 17 each (Pathfinder RPG Bestiary 252; see page 59)
  SUBTIER 7–8 (CR 11)
  BODY SNATCHER 
  CR 11
  hp 144 (see page 65) 
  SUBTIER 10–11 (CR 14)
  BODY SNATCHER 
  CR 11
  hp 144 (see page 75)
  FALLEN (4) 
  CR 8
  hp 93 each (Pathfinder RPG Bestiary 6 126; see page 76)
  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.
  
  17
  THE SOLSTICE SCAR
  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.
  
  PATHFINDER SOCIETY SCENARIO
  18
  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 27.
  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 
  
  19
  THE SOLSTICE SCAR
  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 18) and triggering the 
  encounter in area N early (see Surprised Dragons on page 18). 
  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
  PATHFINDER SOCIETY SCENARIO
  20
  
  Kobold
  21
  THE SOLSTICE SCAR
  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 45)
  KOBOLD DRAGON HERALD 
  CR 1
  hp 24 (see page 45)
  SUBTIER 3–4 (CR 5)
  KOBOLD MONSTER WRANGLER 
  CR 1
  hp 17 (Pathfinder RPG Monster Codex 132; see page 52)
  KOBOLD SNIPERS (3) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 52)
  SLURK 
  CR 2
  hp 17 (Pathfinder RPG Bestiary 2 251; see page 52)
  SUBTIER 5–6 (CR 7)
  KOBOLD BLADES (2) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 130; see page 60)
  KOBOLD GUILECASTER 
  CR 5
  hp 35 (Pathfinder RPG Monster Codex 131; see page 60)
  SUBTIER 7–8 (CR 9)
  FROST DRAKE 
  CR 7
  hp 84 (Pathfinder RPG Bestiary 2 108; see page 68)
  KOBOLD BATTLE MASTER 
  CR 6
  hp 57 (Pathfinder RPG Monster Codex 132; see page 69)
  ICE NEWT MOUNT 
  CR —
  hp 45 (see page 69)
  KOBOLD BOMBERS (2) 
  CR 1
  hp 12 each (Pathfinder RPG Monster Codex 133; see page 70)
  SUBTIER 10–11 (CR 12)
  FROST DRAKES (2) 
  CR 7
  hp 84 each (Pathfinder RPG Bestiary 2 108; see page 79)
  KOBOLD DRAGON EVANGELISTS (2) 
  CR 9
  hp 108 each (see page 80)
  
  PATHFINDER SOCIETY SCENARIO
  22
  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
  23
  THE SOLSTICE SCAR
  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 46)
  WOLF 
  CR 1
  hp 13 (Pathfinder RPG Bestiary 278; see page 46)
  SUBTIER 3–4 (CR 5)
  KOBOLD BOMBERS (2) 
  CR 1
  hp 12 each (Pathfinder RPG Monster Codex 133; see page 51)
  KOBOLD DRAGON HERALD 
  CR 1
  hp 24 (see page 52)
  YOUNG GRIZZLY BEAR 
  CR 3
  hp 32 (Pathfinder RPG Bestiary 295, 31; see page 53)
  
  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
  PATHFINDER SOCIETY SCENARIO
  24
  
  25
  THE SOLSTICE SCAR
  SUBTIER 5–6 (CR 8)
  KOBOLD SNIPERS (2) 
  CR 1/2
  hp 12 each (Pathfinder RPG Monster Codex 130; see page 61)
  KOBOLD YAPPER 
  CR 7
  hp 31 (Pathfinder RPG Monster Codex 135; see page 61)
  POLAR BEAR 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 5 41; see page 62)
  SUBTIER 7–8 (CR 10)
  DIRE POLAR BEAR 
  CR 8
  hp 115 (Pathfinder RPG Bestiary 5 41; see page 68)
  KOBOLD BLADES (2) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 130; see page 69)
  KOBOLD YAPPER 
  CR 7
  hp 31 (Pathfinder RPG Monster Codex 135; see page 71)
  SUBTIER 10–11 (CR 13)
  ADVANCED MASTODON 
  CR 10
  hp 157 (Pathfinder RPG Bestiary 294, 128; see page 79)
  KOBOLD CHIEFTAINS (3) 
  CR 8
  hp 72 each (Pathfinder RPG Monster Codex 135; see page 79)
  KOBOLD GUILECASTERS (3) 
  CR 5
  hp 35 each (Pathfinder RPG Monster Codex 131; see page 80)
  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 (Subtier 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
  PATHFINDER SOCIETY SCENARIO
  26
  
  27
  THE SOLSTICE SCAR
  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 45)
  KOBOLD SNIPER 
  CR 1/2
  hp 12 (Pathfinder RPG Monster Codex 130; see page 46)
  PIT TRAP 
  CR 1
  See page 46
  SUBTIER 3–4 (CR 5)
  KOBOLD BLADE 
  CR 3
  hp 30 (Pathfinder RPG Monster Codex 130; see page 51)
  KOBOLD BOMBER 
  CR 1
  hp 12 (Pathfinder RPG Monster Codex 133; see page 51)
  SPIKED PIT TRAP 
  CR 2
  See page 53
  SUBTIER 5–6 (CR 8)
  KOBOLD GUILECASTER 
  CR 5
  hp 35 (Pathfinder RPG Monster Codex 131; see page 60)
  KOBOLD MASTER TRAPPER 
  CR 4
  hp 31 (Pathfinder RPG Monster Codex 133; see page 61)
  WALL SCYTHE TRAPS (2) 
  CR 4
  See page 62
  SUBTIER 7–8 (CR 10)
  FALLING BLOCK TRAPS (2) 
  CR 5
  See page 68
  KOBOLD GUILECASTER 
  CR 5
  hp 35 (Pathfinder RPG Monster Codex 131; see page 70)
  KOBOLD MASTER TRAPPERS (2) 
  CR 4
  hp 31 each (Pathfinder RPG Monster Codex 133; see page 71)
  WYVERN ARROW TRAP 
  CR 6
  See page 71
  SUBTIER 10–11 (CR 13)
  KEEN PURPLE WORM WALL SCYTHE TRAP 
  CR 9
  See page 79
  KOBOLD SKIRMISHERS (2) 
  CR 7
  hp 55 (see page 80)
  WYVERN ARROW TRAPS (3) 
  CR 6
  See page 81
  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
  PATHFINDER SOCIETY SCENARIO
  28
  
  29
  THE SOLSTICE SCAR
  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 45)
  KOBOLDS (4) 
  CR 1/4
  hp 5 each (Pathfinder RPG Bestiary 183; see page 45)
  SUBTIER 3–4 (CR 6)
  GIANT VERY YOUNG WHITE DRAGON 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 295, 100; see page 51)
  KOBOLD DRAGON HERALDS (2) 
  CR 1
  hp 24 each (see page 52)
  SUBTIER 5–6 (CR 9)
  GIANT JUVENILE WHITE DRAGON 
  CR 8
  hp 112 (Pathfinder RPG Bestiary 295, 100; see page 60)
  KOBOLD BLADES (3) 
  CR 3
  hp 30 each (Pathfinder RPG Monster Codex 130; see page 60)
  SUBTIER 7–8 (CR 11)
  ADULT WHITE DRAGON 
  CR 10
  hp 149 (Pathfinder RPG Bestiary 100; see page 68)
  KOBOLD BATTLE MASTERS (2) 
  CR 6
  hp 57 each (Pathfinder RPG Monster Codex 132; see page 69)
  ICE NEWT MOUNTS (2) 
  CR —
  hp 45 each (see page 69)
  SUBTIER 10–11 (CR 14)
  HORRALYDAX 
  CR 13
  Old white dragon (Pathfinder RPG Bestiary 100; see page 81)
  hp 212
  KOBOLD DRAGON EVANGELISTS (2) 
  CR 9
  hp 108 each (see page 80)
  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 
  
  PATHFINDER SOCIETY SCENARIO
  30
  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.
  
  31
  THE SOLSTICE SCAR
  PART 5: BLIGHTED BATTLEGROUND
  Long before Ivvora met the Twinhorn following, she 
  joined the Shining Crusade to vanquish Tar-Baphon. She 
  first served not with the main force but with a secondary 
  contingent tasked with shielding the army’s western flank 
  and rooting out evil in what is now central Lastwall. Despite 
  initial successes, the force found itself outmaneuvered, cut 
  off from reinforcements by an undead horde, and backed 
  against the Fangwood. Ivvora, seeing their brigade with little 
  left to lose, proposed a daring plan virtually guaranteed 
  to cost her life, and the commander accepted her strategy. 
  It all went according to plan except for one piece: Ivvora 
  didn’t die. Instead, she awoke on the battlefield hours later, 
  her body scarred and clutching a blessed dagger—a sign of 
  Vildeis’s approval of her willingness to sacrifice herself in 
  order to stop evil. 
  Ivvora served with distinction during the rest of the 
  Shining Crusade, but she and her comrades never returned 
  to the Fangwood, so they never sensed how the taint of 
  undeath had lingered on that battlefield. The Fangwood’s 
  fey noticed the change fairly early, though, and they soon 
  contained it from spreading. They might have eliminated 
  it entirely, too, were it not for the devastating Darkblight 
  that shattered Fangwood’s Accresiel Court and left many 
  of the fey, animals, and plants corrupted. With the fey 
  dominion broken, those containing and eliminating 
  the undead presence gradually disappeared. For several 
  centuries since, the area has festered. In the past decade, 
  these several square miles have bloomed into a hungry 
  wilderness thanks to a powerful witch calling herself 
  Mother Bloodleaf.
  GETTING STARTED
  To begin Part 5, the Overseer GM should read or paraphrase 
  the following.
  The long journey south from the slopes of the Tusk Mountains to 
  the edge of Fangwood took several weeks, during which many 
  of the Twinhorns and Pathfinders exchanged ancestral stories 
  and tales of daring adventures to pass the time on the relatively 
  uneventful trek. By the time the Fangwood rises ahead in the 
  brisk morning air, both groups are eager to confront whatever 
  lies ahead.
  Medda addresses the crowd gathered before her. “South of 
  here lies a battlefield where the paladin Ivvora risked her life 
  in a daring ploy to help her battalion defeat an undead horde. 
  For her selflessness, Ivvora earned a token of Vildeis’s favor: the 
  dagger she used to deal a terrible blow to Eshimka! For all the 
  crusaders’ heroism, I can sense an undead taint lingered here, and 
  that stretch of the Fangwood has expanded in the centuries since 
  to absorb it. It is now our turn to earn Vildeis’s blessing, risking 
  ourselves to end this threat so that in turn we might slay Eshimka 
  once and for all.
  “The terrain favors small groups over larger formations, so 
  we shall divide into smaller groups to navigate the forest and 
  identify the corruption’s heart. May Ivvora’s example guide us to 
  victory!” With that, Medda and her phantom Anok turn and enter 
  the Fangwood, followed by Pathfinder and Twinhorn teams that 
  fan out behind her.
  The PCs have 60 minutes to explore this blighted part 
  of the Fangwood to gain access to the ancient battleground 
  where the blight’s core grows. After the PCs have gotten 
  through the brambles, they begin with the encounter in area 
  O, after which they can attempt to convince imprisoned 
  spirits to aid them against the blight in the Grove of Faces 
  encounter. If they have time, the PCs may take on a trial 
  set up by a mischievous fey called Grimpfkin in exchange 
  for his aid. In the final 30 minutes, the PCs enter area Q to 
  deal with the rotten heart of the blight and its corrupted 
  guardians, cleansing Fangwood of this infestation for good.
  TABLE GM INSTRUCTIONS
  During Part 5, the PCs make their way into Northern 
  Fangwood, fight against blighted creatures, seek aid from 
  spirits bound to the forest, and might attempt a trial set up 
  by a fey called Grimpfkin. Finally, the PCs confront the heart 
  of the blight and its corrupted guardians.
  Pacing: All of Part 5 except the final encounter is intended 
  to take about 55 minutes to play, providing each table enough 
  time to complete 3–4 encounters. At that time, the Overseer 
  GM announces the transition to area Q; do not move to that 
  area earlier. Once that announcement occurs, wrap up any 
  ongoing encounters with some quick narrative to ensure the 
  players get plenty of time to tackle the last encounter.
  Reporting: Almost all encounters have a reporting entry 
  at the very end that notes how to handle successes. Most 
  encounters involve the Table GM reporting one success to 
  the HQ Staff. If the PCs convince the spirits to aid them, the 
  Table GM should report one or more spirit successes. If the 
  PCs destroy the heart of the blight or a seedpod, the Table 
  GM should report one special success.
  Travel Time: Navigating the Fangwood is difficult, and it 
  takes about 20 minutes to travel from encounter to encounter 
  in Part 5 for a group with a speed of 30 feet (about 30 minutes 
  with a speed of 20 feet or 15 minutes for a speed of 40 feet). 
  Treat any PCs who are able to ignore natural obstacles (such 
  as with the woodland stride ability) as though their speed 
  were four times greater for the purpose of this travel time.
  Fey Challenge: The encounter with Grimpfkin does not 
  involve reporting any successes or conditions that affect 
  the entire House. Instead, see the Development sections on 
  pages 37 and 39 for resolving that encounter.
  Helpful Spirits: This condition triggers and affects the 
  entire House once the tables have reported enough spirit 
  successes. This affects the placement of the PCs in the 
  
  PATHFINDER SOCIETY SCENARIO
  32
  encounter in area Q, and the House gains access to a new 
  aid token benefit for the final encounter; see the Guardians 
  and Spirits sidebar on page 39.
  Unaware Guardians: This condition triggers and affects 
  the entire House once the tables have reported enough 
  successes. This affects the encounter in area Q; see the 
  Guardians and Spirits sidebar on page 39.
  Weakening Blight: This condition triggers and affects 
  the entire House once the tables have reported enough 
  special successes. All blighted creatures must immediately 
  succeed at an Easy Will save or become dazed for 1 round. 
  Additionally, the blighted creatures take a −1 penalty to AC 
  and a –1 penalty on attack rolls and saving throws.
  OVERSEER INSTRUCTIONS
  During Part 5, the Overseer GM tallies reported successes, 
  special successes, and spirit successes. The Overseer GM is 
  also responsible for making announcements to the House, 
  tracking time, and concluding the adventure.
  After 55 Minutes: Once the House has had 55 minutes to 
  explore the blighted forest, the Overseer GM should make 
  the following announcement to indicate that area Q is now 
  accessible.
  It is difficult to tell how much time has passed through the 
  smothering canopy as Medda addresses the regrouped Pathfinder 
  and Twinhorn forces. “The ancient battlefield is just beyond those 
  trees. There, Ivvora and her comrades scattered an undead army, 
  but the necromantic taint never left this land. Instead, the plants 
  and animals have gradually absorbed the evil, encouraged by 
  someone calling herself Mother Bloodleaf.
  “We must strike as one, simultaneously attacking the 
  corruption’s heart as well as the seedpods spread out around the 
  swamp. Their destruction will unleash harmful energies, so we of 
  the Twinhorn following shall head toward the center to ritually 
  disperse that energy to keep it from festering anew! Each team 
  should follow its Twinhorn mystic to an intended target, and from 
  there, three blasts of a horn shall signal our attack. May Vildeis 
  bless us as she did Ivvora before us!”
  Medda, the Twinhorns, and the Pathfinders spread out and 
  make their way through the woods to their striking positions.
  In addition, read one of the two announcements in the 
  Successes entry below, based on the number of successes the 
  House has reported.
  Successes: The number of successes (not including 
  spirit successes) reported affects what extra condition is in 
  effect after 55 minutes when the House can enter area Q. 
  If the House has reported at least a number of successes 
  equal to 1.5 × the number of tables, the Unaware Guardians 
  condition is in play, and the Overseer GM should read the 
  first of the announcements below. If not, read the second 
  announcement instead.
  For the Unaware Guardians condition, read the 
  following aloud.
  Three blasts of a war-horn echo across the heavily forested 
  battleground. As the Pathfinders rush toward their targets, startled 
  figures with purple glowing eyes hurry toward the seedpods and 
  the enormous dark flower at the heart of the swamp. A shriek 
  carries over the battleground. “What treachery is this? My minions 
  have fallen without so much as warning me? No matter, I shall rip 
  out any trespassers’ souls and feed them to the blight!”
  Table GMs, the Unaware Guardians condition is now in effect, 
  and the way to area Q is now open. Please move to that encounter 
  area quickly.
  If the House has not earned enough successes to trigger 
  the Unaware Guardians condition, read the following instead.
  Three blasts of a war-horn echo across the battlefield. As the 
  Pathfinders rush toward their targets, malicious laughter echoes 
  over the marsh. “Ah, the main course has arrived at last! Our 
  flowers shall drink up your souls and spread across the land.” 
  Across the clearing, glowing purple eyes open in anticipation, and 
  an enormous flower near the center sways as if in anticipation. It 
  seems the creatures here are aware of your attack.
  Table GMs, please move to the encounter in area Q swiftly.
  Special Successes: Runners report special successes 
  following the destruction of the heart of the blight or a 
  seedpod in the encounter in area Q, and these contribute 
  to activating the Weakening Blight 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.
  Several blasts of purple energy momentarily light up the 
  battlefield. The initial shouts of celebration are quickly drowned 
  out by the agonized screech emitted by the heart of the blight.
  Table GMs, the Weakening Blight effect is in play.
  Spirit Successes: Runners report either one or two spirit 
  successes whenever a table successfully concludes the Grove 
  of Faces encounter, and these contribute to activating the 
  Helpful Spirits condition. Once the House has reported a 
  number of spirit successes equal to the number of tables, 
  read the following aloud.
  Even though much of the forest withers from some evil curse, 
  eager faces flow from tree to tree as the friendly, whispering 
  spirits encourage their would-be saviors onward.
  Table GMs, the Helpful Spirits effect is in play.
  Concluding Part 5: This part should end after 90 minutes. 
  See the Concluding Part 5 section on page 42.
  
  33
  THE SOLSTICE SCAR
  THROUGH THE BRAMBLES
  As the PCs approach the edge of the forest, read or 
  paraphrase the following.
  Brambles grow wild throughout the edge of the wood where a 
  thick canopy of trees begins to filter out sunlight, turning day into 
  night. The overgrown plant life forbids easy access deeper into the 
  forest and fills the air with the sickly-sweet smell of decay.
  The outer edge of the blighted forest is overgrown 
  with poisonous barbed plants, and the thick foliage hides 
  venomous creatures in its nooks and crannies. To navigate 
  their way through the area safely, each PC must succeed at a 
  Hard skill check using one of the following skills: Acrobatics, 
  Climb, Handle Animal, Knowledge (nature), or Survival. 
  Alternatively, a PC can attempt an Average wild empathy 
  check, and any PC with the woodland stride class feature (or 
  a similar ability) receives a +4 bonus on any of these checks. 
  If the check fails, the PC must succeed at an Average Reflex 
  save or a Hard Fortitude save. On a failed save, the PC is 
  sickened during the encounter in area O.
  Development: The PCs are free to move onto area O.
  Reporting: If more than half of the PCs get through this 
  encounter without becoming sickened, report one success 
  to the Overseer GM.
  O. BLIGHTED FOREST
  As the PCs proceed, read or paraphrase the following.
  The forest floor is blanketed with eerie dark flowers that paint 
  the otherwise lightless woods with their purple incandescence. 
  Disorienting paths cut through the trees, forward-facing paths 
  seem to lead back to where they started, and retracing one’s 
  steps leads to unfamiliar terrain. Glowing eyes glare hungrily 
  from within the impenetrable thickets where the vines slowly curl 
  around anyone who gets too close.
  The blight that infects this forest extends to more than the 
  plants; much of the fauna is likewise tainted and aggressive 
  as a result. The infected beasts surround the PCs as the latter 
  emerge from the thickets and attack. If the battle goes badly 
  for the PCs, they can escape by going beyond the edge of the 
  map. The thick canopy of the forest keeps any outside light 
  from passing through, but the glowing flowers provide dim 
  light throughout the area. This heavy plant growth can also 
  slow the PCs (see Hazard below).
  Creatures: The blighted beasts have eyes that glow faintly 
  purple, and the same eerie flowers that blanket the forest grow 
  also on their bodies. These creatures ignore all hazards in the 
  area and can move freely through the thickets. In addition, 
  the flowers’ illumination is enough for the beasts to navigate 
  and attack without penalties due to the dim light. Due to the 
  blight’s influence, the beasts fight until they are killed.
  SUBTIER 1–2 (CR 3)
  INFECTED BEASTS (2) 
   
  CR 1
  Elk (Pathfinder RPG Bestiary 3 147; see page 47)
  hp 13 each
  SUBTIER 3–4 (CR 5)
  INFECTED BEASTS (2) 
   
  CR 3
  Dire wolves (Pathfinder RPG Bestiary 278; see page 54)
  hp 37 each
  SUBTIER 5–6 (CR 8)
  INFECTED BEASTS (2) 
   
  CR 6
  Hodags (Pathfinder RPG Bestiary 3 148; see page 63)
  hp 60 each
  SUBTIER 7–8 (CR 10)
  INFECTED BEASTS (3) 
   
  CR 7
  Yaoguais (Pathfinder RPG Bestiary 4 284; see page 73)
  hp 84 each
  SUBTIER 10–11 (CR 13)
  INFECTED BEASTS (2) 
   
  CR 11
  Goliath spiders (Pathfinder RPG Bestiary 4 252; see page 82)
  hp 147 each
  Hazard: The local plant life seems to have a mind of 
  its own and responses to intruders with displeasure. Any 
  creature that ends its turn within 5 feet of the thickets must 
  succeed at an Average Reflex save or become entangled. 
  Entangled creatures can attempt to break free as a move 
  action, succeeding with an Average Escape Artist check or 
  DC 13 Strength check. Alternatively, a creature can free itself 
  by dealing an amount of slashing damage to the plants equal 
  to 3+APL. This effect is treated as a plant for the purpose 
  of class features such as resist nature’s lure, and the plants 
  ignore anyone benefiting from fire shield or a similar effect 
  that automatically burns or withers them. Likewise, any area 
  of effect that specifically harms plants (e.g. blight or diminish 
  plants) or deals at least 3×APL points of fire damage or 
  negative energy damage disables the grasping plants in that 
  area for the duration of the encounter.
  In addition to actively ensnaring the PCs, the denser 
  parts of the forest are very difficult to navigate. Entering a 
  square costs 4 squares of movement, and each such diagonal 
  movement costs 6 squares. The thick growth also provides 
  cover against any attacks that pass through at least 10 feet 
  of a thicket, and anything protected by at least 20 feet gains 
  full cover. Any creature that ignores natural undergrowth 
  
  O. Blighted Forest
  B : Beast
  1 square = 5 feet
  PCs
  Pathfinder Flip-Mat Classics: Forest
  N
  B
  B
  B
  PATHFINDER SOCIETY SCENARIO
  34
  
  Grove of Faces
  35
  THE SOLSTICE SCAR
  (such as with the woodland stride class feature) can move at 
  normal speed but does not ignore the cover.
  Development: Whether the PCs defeat the blighted 
  beasts or flee from them, they can move on to the Grove 
  of Faces encounter.
  Reporting: If the PCs successfully overcome this 
  encounter, report one success to the Overseer GM.
  GROVE OF FACES
  As the PCs continue to wander within the blighted forest, 
  read or paraphrase the following.
  The forest opens to a small clearing that is free of the dark flowers 
  that seem to permeate the rest of the landscape. A ring of tall grey 
  trees circles the clearing, their branches reaching toward each 
  other to form a ceiling of black leaves. A chorus of whispering 
  voices echoes within the clearing as countless faces form out of 
  tree bark only to meld back in, flowing from tree to tree. Three of 
  the faces remain in place and speak out in unison. “Who wanders 
  these forlorn paths? Do you seek to join us? 
  Join us!”
  This portion of the Fangwood has 
  trapped spirits for centuries, first 
  by nature of the lingering undead 
  influence and more recently due to 
  Mother Bloodleaf’s efforts. The entities 
  are a diverse mix of nature spirits, 
  mortal souls, and the memories of 
  Ivvora’s comrades. They have only fuzzy 
  memories of their mortal lives, with even 
  details of their identities eluding their 
  recall. On the other hand, the spirits are 
  very familiar with the forest, its shifting 
  paths, and the region where Mother 
  Bloodleaf perpetuates the blight. 
  With patience and persuasion, the 
  PCs can secure their help as guides. 
  Three spirits take charge of dealing 
  with the PCs, while the rest shift 
  from tree to tree within the grove, 
  observing and whispering among 
  themselves. One of these spirits 
  acts in an aggressive manner, 
  one jokes around, and the last 
  one adopts a calmer attitude. The 
  spirits ask the PCs questions about 
  who they are, why have they come 
  to the forest, and why the spirits 
  should risk Mother Bloodleaf’s 
  wrath by helping.
  How much help the spirits 
  provide 
  depends 
  on 
  how 
  convincing the PCs are, and the trio only cares to linger for 
  a short time. This provides the PCs enough time to perform 
  two major actions each: observe a face and present a case.
  Observation: As the PCs interact with the spirits, each 
  PC can study one face and its behavior to learn about its 
  personality and which strategies might be most effective 
  against it. After the PCs have roleplayed for a short while, 
  have each one select one spirit and attempt a Sense Motive 
  check. If the PC’s check meets the Average check DC, she 
  learns that spirit’s dislikes. If her check also meets the Hard 
  DC, she also learns the spirit’s likes.
  Presentation: With the small talk aside, the spirits are 
  eager to hear why they should assist the PCs. Each PC can 
  make her pitch to one spirit—either independently or by 
  using the aid another action—each of which requires one 
  successful check to persuade (except if there are 6 or more 
  PCs, in which case one spirit is especially stubborn and 
  requires a second success). More than one PC can try to 
  persuade a particular spirit, though after two failed checks, 
  that spirit fades back into the trees.
  The check’s DC depends on a PC’s 
  strategy. For many checks, the DC is 
  Average. If the PC’s skill or strategy 
  appeals to the spirit’s likes, the DC 
  is instead Easy. Likewise, making an 
  argument that chafes against the spirit’s 
  dislikes increases the DC to Hard.
  AGGRESSIVE SPIRIT
  Personality This spirit acts aggressively, 
  but it is trying to hide that it’s actually afraid 
  of what Mother Bloodleaf might do to the 
  spirits if they provide assistance to the 
  Pathfinders.
  Likes Emotional and reassuring tactics that 
  convince it that the PCs will do all that they 
  can to help and protect the spirits.
  Dislikes Aggressive methods that try to 
  intimidate the spirit or demonstrate the 
  might of the PCs.
  JOKER SPIRIT
  Personality This spirit acts as though it 
  doesn’t care what happens and thinks 
  everything is a joke, but it is actually 
  worried about the other spirits and any 
  other victims the blight might entrap.
  Likes Tactics that use reason and logic to 
  convince the spirit that helping the PCs 
  is the best course of action to help the 
  spirits as a whole.
  Dislikes Methods that appeal to emotions 
  or garner empathy.
  
  PATHFINDER SOCIETY SCENARIO
  36
  CALM SPIRIT
  Personality This spirit maintains a calm appearance, but it 
  inwardly seethes rage towards the blight and Mother Bloodleaf.
  Likes Tactics that demonstrate the power of the PCs or that 
  describe how they will vanquish the blight and make Mother 
  Bloodleaf pay.
  Dislikes Methods that try to use reason and logic to convince the 
  spirit that helping the PCs is the best course of action.
  Development: No matter how the PCs fare, at least a 
  few of the spirits follow them for the rest of Part 5 and 
  occasionally manifest in tree trunks along the way. 
  However, these spirits provide imperfect directions and 
  are not numerous enough to provide much assistance. For 
  each spirit the PCs do persuade, though, their entourage 
  becomes larger and more capable.
  Unless the Overseer GM has directed the action to area Q, 
  move to the Fey Challenge.
  Reporting: Report one spirit success if the PCs successfully 
  persuade one or two spirits. If the PCs convince all three 
  spirits, report two spirit successes.
  THE FEY CHALLENGE
  As the PCs travel toward the blight’s heart, the spirits leading 
  them suddenly halt, and a booming voice demands to meet 
  Mother Bloodleaf’s latest minions. The speaker is Grimpfkin 
  (CN male seilenosB5), a very powerful fey who resembles a 
  heavyset satyr. Grimpfkin adopts a sinister mien initially, 
  first accusing the PCs of being evil servants, then casting 
  doubts on any professed desires to end the blight, and even 
  making absurdly violent threats. He manages to keep up this 
  charade only for a moment before his jovial nature gets the 
  better of him, at which point he steps into the open in a fit 
  of laughter. Read or paraphrase the following.
  The spirits suddenly freeze in place as a burly middle-aged man 
  with the ears and legs of a goat steps out from behind a tree. He 
  grins and waves his hand. “Ho there, adventurers! I got bored 
  waiting, so I think we should have some fun! Don’t worry, this 
  won’t take long. I wouldn’t want you to miss the main event, and 
  I plan to have a front-row seat. Oh, where are my manners? The 
  name’s Grimpfkin. So, what do you say? Do you choose to test your 
  speed or might?”
  Grimpfkin bears the PCs no ill will and would rather rid 
  the Fangwood of its distasteful blight, but he’s already on thin 
  ice with Arlantia and her Accressiel Court to the south (and 
  was gradually making his way elsewhere for his own sake). 
  As a result, he’s not eager to help the PCs directly, but he is 
  willing to give them a boon to clear up this forest—his idea of 
  a parting gift for the Fangwood. To make sure the PCs stand a 
  chance of vanquishing the blight, though, he challenges them 
  to their choice of a test of speed or a test of might.
  Overall, Grimpfkin’s a pleasant and spirited individual 
  who has some difficulty taking anything seriously for too 
  long. He responds well to passionate PCs and tends to bait 
  stodgy PCs into foolish statements or actions.
  Development: If the PCs refuse the challenge, Grimpfkin 
  feigns offense before smirking, complaining about the PCs’ 
  boorish behavior, and springing off into the woods, releasing 
  the frozen spirits to continue guiding the PCs. If the PCs 
  accept the challenge, move to either the Test of Speed (see 
  below) or Test of Might (see page 37). If the PCs attack him, 
  Grimpfkin shouts curses at whoever struck him and departs. 
  Anyone who attacked him gains a jinx (see the Fey Charm 
  sidebar on page 37).
  TEST OF SPEED
  If the PCs agree to a test of speed, Grimpfkin nods 
  approvingly, hops atop a mossy rock, and flings the contents 
  of his mug into the air. Before it reaches the ground, the 
  fizzing ale transforms into a bird and takes flight off into the 
  woods, leaving a faintly sparkling trail. The seilenos looks 
  on with surprised approval before clapping his hands at the 
  PCs and exclaiming, “What are you waiting for? Catch it, and 
  the prize is yours. Just, ah, no flying or teleporting—it’s a 
  challenge, remember?”
  The PCs must follow the glimmering trail left behind by 
  the bird. They encounter four obstacles that can hinder their 
  progress. At each obstacle, the PCs are free to decide how 
  they attempt to get through it, using their attributes, attacks, 
  saves, skills etc. If the idea is particularly clever, reduce the 
  difficulty by one step (e.g. from Hard to Average) for that PC. 
  Provided the idea helps the other PCs as well, the difficulty 
  might be lower for them all. If a plan has multiple parts, the 
  check is made for the most important or difficult part, or 
  the parts could be divided between the PCs. If a majority of 
  the PCs succeed at their check to overcome an obstacle, it 
  counts as one success for measuring how fast they were (see 
  Development). The PCs don’t take any damage from failure; 
  it just costs them time and speed. 
  Although some spells might provide an automatic success 
  (such as magically creating a bridge over the ravine) or grant 
  an explicit skill bonus, a good rule of thumb is that a helpful 
  spell should grant that PC a bonus on his check against that 
  obstacle equal to twice the spell’s level.
  Grimpfkin easily arrives nearby to observe as the PCs 
  reach each obstacle; for example, sitting or lounging on a 
  tree branch and giving commentary on the PCs’ successes 
  and failures. 
  Ravine
  The glittering trail leads across a wide ravine that cuts through the 
  forest. The ravine has several old logs set across it, and a slowly 
  flowing creek runs along the bottom.
  
  37
  THE SOLSTICE SCAR
  The DC for this obstacle is Average. Likely strategies include 
  balancing carefully or jumping (Acrobatics), identifying 
  which log is the most stable (Knowledge [nature] or Survival), 
  anchoring a grappling hook in a distant tree (ranged attack), 
  or sliding down the slope to swim across the creek (Swim).
  Cliffside
  The trail ends at a tall cliff that splits the forest, and the glittering 
  trail leads up the rock face. Several thick vines descend from 
  above, but each vine bears several long thorns.
  The DC for this obstacle is Average. Likely strategies 
  include ascending the cliff (Climb) or carefully checking the 
  vines to only grab where there aren’t thorns (Perception).
  Overgrown Maze
  The trail zigzags through a large thicket that winds about like a 
  primal hedge maze. Some of the plants seem to move on their 
  own, reaching towards warmth.
  The DC for this obstacle is Hard. Likely strategies include 
  avoiding the plants most likely to entangle the PCs (Knowledge 
  [nature]), finding the shortest path through the area (Survival), 
  or using weapons to hack through the tangle (melee attack).
  Ruins
  A ruined two-story building rises out of the forest, hugged by 
  dense, thorny thickets on both sides. The front wall, ceiling, and 
  floors have long since collapsed. Several support columns rise 
  from the cellar, and the remains of a staircase up to the second 
  floor look far too weak to support weight. The back door leads to 
  clearer terrain, where the trail continues.
  The DC for this obstacle is Hard. Likely strategies include 
  identifying the most stable columns to use as stepping 
  stones (Acrobatics or Knowledge [engineering]), pushing 
  over a column to serve as an improvised ramp or bridge (DC 
  18 Strength), or climbing the inside walls toward the back 
  door (Climb).
  Development: When the PCs finish the race, Grimpfkin 
  is reclining against a tree stump where the ale-bird has 
  alighted. If the PCs successfully overcame one or none of 
  the obstacles, the bird has lost its animating force and is 
  now only a wet stain on the stump. If the PCs overcame two 
  or three obstacles, Grimpfkin congratulates them heartily. 
  He uses his magic to shape part of the stump into a set of 
  mugs, and when he knocks his own mug against the stump, 
  the bird splits into equal parts, turning back into ale that 
  fills each mug. He toasts the PCs and invites them to drink; 
  this grants each of the PCs the Charm of Luck benefit. If 
  the PCs successfully overcame all four obstacles, Grimpfkin 
  performs the same ceremony, but the PCs instead gain the 
  Greater Charm of Luck benefit.
  Regardless, the PCs are free to move to area Q when the 
  Overseer GM announces that it’s open. If the PCs have 
  quickly overcome all other encounters so far, they may also 
  participate in the test of might.
  Reporting: Do not report any successes for this encounter 
  unless the PCs also completed the Test of Might. The 
  encounter’s benefits otherwise apply only to the table.
  P. TEST OF MIGHT
  If the PCs choose the test of might, Grimpfkin nods 
  approvingly, salutes the PCs with his mug, and turns to 
  lead them deeper into the woods. After about 5 minutes of 
  travel, they reach a clearing surrounded by both towering 
  trees and 8-foot-tall mushrooms. Toward the center looms a 
  menacing shape, and the seilenos whispers to the PCs, “Go 
  ahead, I’m sure that great heroes like you will be fine.”
  The thickets here are difficult terrain.
  Creature: The ongoing blight has infected many of the 
  forest’s creatures. That includes the creature here, which 
  has become evil-aligned due to its long exposure. The 
  creature turns to face the PCs, but it has little interest in 
  chasing PCs beyond the map or attacking unconscious PCs 
  (unless the PCs are somehow using this reticence to harass 
  the creature).
  SUBTIER 1–2 (CR 3)
  MOSS TROLL 
  CR 3
  hp 30 (Pathfinder RPG Bestiary 3 273; see page 47)
  SUBTIER 3–4 (CR 5)
  OGRE SPIDER 
  CR 5
  hp 52 (Pathfinder RPG Bestiary 3 254; see page 54)
  Depending on how the PCs fare in Grimpfkin’s challenges, 
  the PCs might earn one of the following.
  Charm of Luck: Once during the encounter in area Q, a PC 
  can choose to reroll a d20 after seeing the result but before 
  learning the outcome. The PC must keep the new result.
  Greater Charm of Luck: This functions as the Charm of 
  Luck, but the PC can roll twice when rerolling the d20 and 
  take the higher result.
  Jinx: The first time a PC hits an enemy, she must reroll 
  the attack roll and use the new result. Alternatively, first 
  time an enemy fails a save against the PC’s spell or effect, 
  the enemy rerolls the save and keeps the new result.
  Fey Charm
  
  P. Test of Might
  B : Beast
  1 square = 5 feet
  PCs
  Pathfinder Flip-Mat Classics: Forest
  N
  B
  PATHFINDER SOCIETY SCENARIO
  38
  
  39
  THE SOLSTICE SCAR
  SUBTIER 5–6 (CR 8)
  TREANT 
  CR 8
  hp 114 (Pathfinder RPG Bestiary 266; see page 64)
  SUBTIER 7–8 (CR 10)
  FEN MAULER 
  CR 10
  hp 136 (Pathfinder RPG Bestiary 6 127; see page 72)
  SUBTIER 10–11 (CR 13)
  ADVANCED AMAROK 
  CR 13
  hp 202 (Pathfinder RPG Bestiary 5 288, 17; see page 82)
  Development: When the PCs defeat the creature, Grimpfkin 
  ambles out from the woods to inspect the fallen beast. Nodding 
  with approval, he uses his magic to mold a set of mugs from a 
  nearby tree (or the fallen treant), and by knocking his own mug 
  against them, he causes each mug to fill with delicious drinks. 
  He toasts the PCs and invites them to drink; this grants each of 
  the PCs the Greater Charm of Luck benefit.
  In the event one or more PCs were left unconscious in 
  this area when the others fled the encounter, the PCs left 
  behind wake up about 10 minutes later with half their total 
  hit points. The creature is gone, but Grimpfkin is sitting a 
  nonthreatening distance away. He makes some chagrined 
  remarks about the PCs’ loyalty to each other before wishing 
  the fallen PC luck in what lies ahead and departing.
  Regardless, the PCs are free to move to area Q when the 
  Overseer GM announces that it’s open. If the PCs have 
  quickly overcome all other encounters so far, they may also 
  participate in the test of speed.
  Reporting: Do not report any successes for this encounter 
  unless the PCs also completed the Test of Speed. The 
  encounter’s benefits otherwise apply only to the table.
  Q. HEART OF THE BLIGHT
  This encounter area is accessible only once the Overseer 
  GM has made an announcement indicating that PCs can 
  travel here. Until then, run the previous encounters, or give 
  the players a quick break if the PCs have already completed 
  all of the other encounters.
  The ancient battleground has turned into a fetid swamp that 
  fills the air with the scent of death and decay. Rusted weapons 
  jut out from the patches of solid land. Here and there, skeletal 
  remains and grimacing skulls clad in ruined iron peek out from 
  the glowing mire. A seedpod pulsing with purplish energy 
  grows on an islet across the swamp.
  The heart of the blight is a great, monstrous black flower. 
  The flower periodically creates seedpods that its host of 
  evil witch and druid attendants distribute throughout the 
  Fangwood and beyond. Their leader, Mother Bloodleaf, is 
  an exiled orc from the Hold of Belkzen. As she wandered 
  the Fangwood humiliated and abandoned a decade ago, the 
  blight called to her and offered her power. She has served it 
  ever since and recruited a host of followers. 
  PCs in most subtiers (Subtiers 1–2, 3–4, 5–6, and 7–8) 
  make for the seedpods, whereas PCs in Subtier 10–11 attack 
  the heart of the blight directly. The PCs begin in the area 
  marked Q1. The swamp water glows visibly, providing dim 
  light throughout the area. The water is about 2 feet deep 
  and functions as a shallow bog for which it costs 2 squares 
  of movement to enter a square; also see the Hazard section 
  on page 42. The large fallen tree near the center of the map 
  forms a slick barrier about 10 feet tall, requiring either an 
  Average Climb check to clamber over it or a Hard Escape 
  Artist check to slip under it while moving half speed. The 
  narrow fallen tree that crosses to the heart of the blight is 
  unsteady and slippery; a creature must succeed at a Hard 
  Acrobatics check to cross it, and failing the check by 5 or 
  more dumps that PC in the water.
  There are several conditions that might be in effect during 
  this encounter.
  Helpful Spirits: This condition triggers if the House reports 
  enough spirit successes. The forest spirits accompanying the 
  PCs open two connected portals that allow instantaneous 
  movement between two trees in area Q. These trees cannot 
  be more than 60 feet apart. When a creature enters the area 
  of the portal tree, they can appear in a space adjacent to the 
  other portal tree. The portals work both ways and remain 
  open for 1 minute. The PCs can choose which trees form the 
  portals and only the PCs and their allies can use the portals. 
  Spells and effects do not travel through these portals.
  When the encounter begins, one PC can attempt a Hard 
  Knowledge (nature) or Spellcraft check to increase the 
  distance between the trees to 120 feet.
  Unaware Guardians: This condition triggers if the House 
  reports enough successes prior to the encounter in area Q. 
  Place the blighted creatures (other than the heart of the 
  blight) in the area marked G2 on the map, rather than in the 
  area marked G1. Each of these creatures is staggered for the 
  first round of combat (Average Reflex save negates).
  Weakening Blight: This condition triggers and affects 
  the entire House once the tables have reported enough 
  special successes; it is not in effect at the beginning of 
  this encounter. All blighted creatures must immediately 
  succeed at an Easy Will save or become dazed for 1 round. 
  Additionally, the blighted creatures take a –1 penalty to 
  AC and a –1 penalty on attack rolls and saving throws.
  Guardians and Spirits
  
  Q. Heart of the Blight
  1 square = 5 feet
  PCs
  Pathfinder Flip-Mat Classics: Swamp
  N
  Guardians
  G
  Heart of the 
  Blight/Seed 
  Pod
  H
  1
  2
  G2
  G1
  H
  PATHFINDER SOCIETY SCENARIO
  40
  
  Heart of 
  the Blight
  41
  THE SOLSTICE SCAR
  Seedpod: Each seedpod is a 5-foot-diameter hardened 
  husk surrounding a large kernel that pulses with purple 
  light. A seedpod’s statistics vary by subtier (see the table 
  below), and each has an Armor Class equal to 10 + the table’s 
  APL and a Touch AC of 5. Once reduced to 0 hit points, a 
  seedpod splits open in a burst of negative energy that deals 
  the listed damage to non-blighted living creatures in a 15-
  foot radius (Average Will save for half); the enemy creatures 
  in this encounter are immune to this effect. The seedpods 
  appear on the small island marked H.
  SEEDPOD STATISTICS
  Subtier 
  Hardness HP 
  Damage
  1–2 
  5 
  15 
  2d6
  3–4 
  8 
  30 
  4d6
  5–6 
  10 
  45 
  6d6
  7–8 
  12 
  60 
  8d6
  Creatures: Corrupted druids, witches, plants, and beasts 
  protect the seedpods and the heart of the blight. All of them 
  have dark flowers growing out of their flesh and purple 
  glowing eyes. They prioritize protecting the seedpods and 
  the heart of the blight, and they fight to the death to protect 
  these plants. These creatures ignore any harmful effects 
  from hazards and seedpods in the area, such as negative 
  energy. Place the blighted creatures in location G1 on the 
  map unless the Unaware Guardians condition is in effect. 
  The heart of the blight is placed in location H on the map.
  SUBTIER 1–2 (CR 4)
  BLIGHTED CREEPER 
  CR 2
  Yellow musk creeper (Pathfinder RPG Bestiary 285; see page 47)
  hp 22
  BLIGHTED HUSKS (3) 
  CR 1/2
  Yellow musk zombies (Pathfinder RPG Bestiary 288; see  
  page 47)
  hp 12 each
  SUBTIER 3–4 (CR 6)
  BLIGHT DRUID 
  CR 3
  Savage plant sage (Pathfinder RPG NPC Codex 63; see page 54)
  hp 32
  BLIGHTED VINE 
  CR 3
  Assassin vine (Pathfinder RPG Bestiary 22; see page 54)
  hp 30
  BLIGHTED BEAST 
  CR 3
  Dire wolf (Pathfinder RPG Bestiary 278; see page 54)
  hp 37
  SUBTIER 5–6 (CR 9)
  BLIGHT WITCH 
  CR 5
  Goblin frog-talker (Pathfinder RPG Monster Codex 110; see  
  page 63)
  hp 47
  SHAMBLING BLIGHT 
  CR 6
  Shambling mound (Pathfinder RPG Bestiary 246; see page 64)
  hp 67
  BLIGHTED BEASTS (2) 
  CR 4
  Dire boar (Pathfinder RPG Bestiary 36; see page 63)
  hp 42 each
  SUBTIER 7–8 (CR 11)
  BLIGHT FLOWER 
  CR 7
  Crypt flower (Pathfinder RPG Bestiary 6 67; see page 72)
  hp 78
  BLIGHT WITCH 
  CR 8
  Troll fury (Pathfinder RPG Monster Codex 229; see page 73)
  hp 156
  
  PATHFINDER SOCIETY SCENARIO
  42
  SHAMBLING BLIGHTS (2) 
  CR 6
  Shambling mound (Pathfinder RPG Bestiary 246; see page 72)
  hp 67 each
  SUBTIER 10–11 (CR 14)
  HEART OF THE BLIGHT 
  CR 13
  Corpse lotus (Pathfinder RPG Bestiary 5 60; see page 82)
  hp 178
  MOTHER BLOODLEAF 
  CR 8
  Orc witch doctor (Pathfinder RPG Monster Codex 171; see  
  page 83)
  hp 94
  SHAMBLING BLIGHTS (3) 
  CR 6
  Shambling mound (Pathfinder RPG Bestiary 246; see page 84)
  hp 67 each
  Hazard: Just as the blight has corrupted the organisms here, 
  so too has it gradually dissolved the land, reducing the ancient 
  battlefield’s epicenter into a swamp. The first time each round 
  that a non-blighted creature starts its turn in the water or 
  enters the water, the creature takes 1d4 points of negative 
  energy damage. This increases to 1d8 points of negative energy 
  damage in Subtier 3–4, 2d8 in Subtier 5–6, 3d8 in Subtier 7–8, 
  and 4d8 in Subtier 10–11. A creature takes only the minimum 
  damage with a successful Average Fortitude save, and the save 
  DC increases to Hard if the creature is prone.
  Development: Once the PCs have defeated their enemies 
  and destroyed a seedpod (lower subtiers) or the heart of the 
  blight (Subtier 10–11), they can see the battle continuing to 
  rage across the swamp. If there’s plenty of time left, you 
  can begin another encounter with the same monsters but 
  without the seedpod as reinforcements appear from one 
  side of the map. In Subtier 10–11, you may use the corpse 
  lotus in this follow-up encounter, or you may include a pair 
  of goliath spiders (see page 82).
  Reporting: If the PCs successfully destroy the seedpod 
  or the heart of the blight, report one special success to the 
  Overseer GM.
  CONCLUDING PART 5
  After about 90 minutes, the Overseer GM should read the 
  following aloud to conclude Part 5. This concludes the event 
  as a whole if this is the final part of the adventure.
  Strands of purple energy whip across the battleground and begin 
  to swirl above the remains of the giant flower. The continuous 
  chant of the Twinhorn shamans reaches a fever pitch and then 
  suddenly stops. After a breathless moment of silence, a loud 
  reverberating boom echoes across the swamp as a column of 
  purple energy pierces through the clouds, dissipating into the 
  starry sky. Shouts of celebration begin to sound across the field 
  as Medda makes her way to the heart of the blight. A shaft of 
  moonlight shines on the site through the parted clouds as she rips 
  through the withered roots of the blighted flower. Medda reaches 
  in and draws out the shriveled remains of a female crusader. In 
  stark contrast to the rest of the remains, her silvery breastplate 
  glimmers in the moonlight. A grievous blow has scarred its surface 
  where a golden engraved figure spreads out her wings. Trails of 
  blood seep out from scars running across the figure. Medda lowers 
  the remains gently upon a white cloak that a Twinhorn warrior has 
  placed on the ground.
  With a heavenly glow, the ghostly form of Ivvora appears in 
  the clouds above. “She was my sister-in-arms against the vile Tar-
  Baphon. I now know that her sacrifice spared me all those years 
  ago, as it will all of you in the days to come. Go with Vildeis’ grace 
  and use this blessed plate to vanquish my hated adversary. Hurry 
  back north, for the moment of Eshimka’s reckoning draws near!” 
  Medda looks up to the sky as the visage of Ivvora dissipates, 
  the red phantom hand of Anok floating above her shoulder. After 
  a moment, she kneels next to the crusader’s remains and carefully 
  wraps them up in the white cloak, which is slowly soaked with 
  red. She looks at the crowd gathered around her and speaks up. 
  “We stand here triumphant, having rid this land of corruption. 
  But this is a mere shade of the darkness that awaits us at the 
  Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons 
  to strike true and eradicate Eshimka for good!” Medda motions 
  for the Twinhorn warriors to raise the bundled remains on their 
  shields as one of the honored dead. “Pathfinders, you have done 
  much for my tribe and our lands, but I ask you once more to 
  lend us your weapons so that we might end the evil that haunts 
  Solstice Scar. What say you?”
  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 the Pathfinder Society 
  Roleplaying Guild campaign. Provide the GMs and players 
  with instructions for submitting reporting sheets and 
  exiting the event. If the House reported a number of special 
  successes equal to at least two-thirds (2/3) the number of 
  tables, announce that each PC also earns the Fangwood 
  Purifier boon; for the sake of clarity, be sure to instruct Table 
  GMs to cross out the boon if the House did not earn it.
  Otherwise, the Overseer GM should begin Part 6.
  SUCCESS CONDITIONS
  For participating in this adventure, each PC earns 2 Prestige 
  Points. Each PC earns the Blight Bane and Martyr’s Shard 
  3 boons on their Chronicle sheet. So long as the House 
  reported a number of special successes equal to at least 
  two-thirds (2/3) the number of tables, each PC also earns the 
  Fangwood Purifier boon.
  
  43
  THE SOLSTICE SCAR
  APPENDIX 1: 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
  
  PATHFINDER SOCIETY SCENARIO
  44
  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
  
  45
  THE SOLSTICE SCAR
  APPENDIX 2: 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
  
  PATHFINDER SOCIETY SCENARIO
  46
  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
  
  47
  THE SOLSTICE SCAR
  APPENDIX 3: SUBTIER 1–2 BESTIARY  
  (PART 5)
  ELK 
  CR 1
  Pathfinder RPG Bestiary 3 147
  N Medium animal
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6, Ref +8, Will +2
  OFFENSE
  Speed 50 ft.
  Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)
  STATISTICS
  Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
  Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
  Feats Lightning Reflexes, RunB
  Skills Perception +7
  MOSS TROLL 
  CR 3
  Pathfinder RPG Bestiary 3 273
  CE Large humanoid (giant, shapechanger)
  Init +4 (+8 when climbing trees); Senses darkvision 60 ft., low-
  light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
  hp 30 (4d8+12); regeneration 5 (fire)
  Fort +7, Ref +5, Will +4
  Weaknesses fear of fire, vulnerable to fire
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee bite +5 (1d4+3), 2 claws +5 (1d4+3)
  Space 10 ft.; Reach 10 ft. (15 ft. with claws)
  STATISTICS
  Str 16, Dex 19, Con 16, Int 9, Wis 12, Cha 7
  Base Atk +3; CMB +7; CMD 21
  Feats Intimidating Prowess, Iron Will
  Skills Acrobatics +7, Climb +11, Intimidate +5, Perception +5, 
  Stealth +5 (+9 in vegetation); Racial Modifiers +2 Acrobatics, 
  +4 Stealth (+8 in vegetation)
  Languages Giant
  SQ change shape (mossy tree; tree shape), tree climber
  SPECIAL ABILITIES
  Fear of Fire (Ex) A moss troll is shaken as long as it is within 30 
  feet of a visible fire or an open flame of at least torch size.
  Tree Climber (Ex) When climbing trees and other foliage, a 
  moss troll’s climb speed increases to 30 feet. If a moss troll 
  falls while climbing in trees, it ignores the first 30 feet it falls 
  for the purposes of calculating total damage from the fall. 
  While climbing in trees, a moss troll gains a +4 racial bonus on 
  initiative checks.
  YELLOW MUSK CREEPER 
  CR 2
  Pathfinder RPG Bestiary 285
  N Medium plant
  Init +2; Senses tremorsense 30 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +6, Ref +3, Will +1
  Immune plant traits
  OFFENSE
  Speed 5 ft.
  Melee tendril +5 (1d4+4)
  Space 5 ft.; Reach 10 ft.
  Special Attacks create yellow musk zombie, pollen spray
  STATISTICS
  Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
  Base Atk +2; CMB +5; CMD 17 (can’t be tripped)
  SPECIAL ABILITIES
  Create Yellow Musk Zombie (Su) As a full-round action, a 
  yellow musk creeper can bore dozens of tendrils into the 
  brain of a helpless creature within reach, such as a creature 
  entranced by its pollen. This attack inflicts 1d4 points of 
  Intelligence damage per round. When a creature is reduced 
  to 0 Intelligence, it dies, and the tendrils break off inside its 
  brain. One hour later, the creature animates as a yellow musk 
  zombie (see below).
  Pollen Spray (Ex) As a standard action, a yellow musk creeper 
  can spray a cloud of pollen at a single creature within 30 feet. 
  It must make a +4 ranged touch attack to strike the target, 
  who must then succeed on a DC 14 Will save or be entranced 
  for 1d6 rounds. An entranced creature can take no action 
  other than to move at its normal speed into a space within 
  the yellow musk creeper’s reach, at which point an entranced 
  creature remains motionless and allows the creeper to insert 
  tendrils into its brain. The save DC is Constitution-based.
  YELLOW MUSK ZOMBIE 
  CR 1/2
  Pathfinder RPG Bestiary 285, 288
  NE Medium plant
  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 plant 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
  48
  SPECIAL ABILITIES
  Plant Traits (Ex) This zombie’s animation is provided not by 
  necromancy but by the plant that grows throughout its body. 
  Yellow musk zombies lack undead traits, but gain plant traits. 
  They are treated as plants, not undead, for the resolution of 
  magical effects and attacks. Channel energy cannot harm a 
  yellow musk zombie, for example, nor does negative energy 
  heal a yellow musk zombie.
  
  49
  THE SOLSTICE SCAR
  APPENDIX 4: 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
  50
  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, 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
  
  51
  THE SOLSTICE SCAR
  APPENDIX 5: 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
  52
  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
  
  53
  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
  54
  APPENDIX 6: SUBTIER 3–4 BESTIARY 
  (PART 5)
  ASSASSIN VINE 
  CR 3
  Pathfinder RPG Bestiary 22
  N Large plant
  Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +1, Will +2
  Immune electricity, plant traits; Resist cold 10, fire 10
  OFFENSE
  Speed 5 ft.
  Melee slam +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), entangle
  STATISTICS
  Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)
  SQ camouflage
  SPECIAL ABILITIES
  Camouflage (Ex) Since an assassin vine looks like a normal plant 
  when at rest, a DC 20 Perception check is required to notice 
  it before it attacks for the first time. Anyone with ranks in 
  Survival or Knowledge (nature) can use either of those skills 
  instead of Perception to notice the plant.
  Entangle (Su) An assassin vine can, as a free action, cause 
  plants within 30 feet of it to animate and grasp at foes. This 
  ability is otherwise similar to entangle (CL 4th, DC 13). The 
  save DC is Wisdom-based.
  SAVAGE PLANT SAGE 
  CR 3
  Pathfinder RPG NPC Codex 63
  Half-orc druid 4
  CN Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
  hp 32 (4d8+11)
  Fort +6, Ref +2, Will +5; +4 vs. fey and plant-targeted effects
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 20 ft.
  Melee mwk club +9 (1d6+4)
  Ranged spear +4 (1d8+4/×3)
  Special Attacks wild shape 1/day
  Domain Spell-Like Abilities (CL 4th; concentration +5)
  4/day—wooden fist
  Druid Spells Prepared (CL 4th; concentration +5)
  2nd—barkskinD, bull’s strength, summon swarm
  1st—entangleD (2, DC 12), faerie fire, shillelagh (2)
  0 (at will)—create water, know direction, light, stabilize
  D domain spell; Domain Plant
  TACTICS
  Before Combat The druid casts barkskin on himself.
  During Combat The druid casts entangle or summon swarm.
  Base Statistic Without barkskin, the druid’s statistics are AC 18, 
  touch 11, flat-footed 17.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 10
  Base Atk +3; CMB +7; CMD 18
  Feats Natural Spell, Weapon Focus (club)
  Skills Heal +7, Intimidate +2, Knowledge (nature) +8, Perception 
  +6, Survival +10
  Languages Common, Druidic, Orc
  SQ nature bond (Plant domain), nature sense, orc blood, trackless 
  step, weapon familiarity, wild empathy +4, woodland stride
  Combat Gear potion of cure moderate wounds; Other Gear 
  +1 dragonhide breastplate, mwk club, spears (4), holly and 
  mistletoe, 93 gp
  DIRE WOLF 
  CR 3
  Pathfinder RPG Bestiary 278
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  OGRE SPIDER 
  CR 5
  Pathfinder RPG Bestiary 3 254
  N Huge vermin
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +5
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (2d8+7 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks web (+5 ranged, DC 16, hp 7)
  
  55
  THE SOLSTICE SCAR
  STATISTICS
  Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
  Base Atk +5; CMB +12; CMD 24 (36 vs. trip)
  Skills Climb +29, Perception +5, Stealth –2; Racial Modifiers +16 
  Climb, +4 Perception, +4 Stealth
  SQ compression
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18 (includes +2 racial 
  bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 
  1d4 Dex; cure 1 save.
  
  PATHFINDER SOCIETY SCENARIO
  56
  APPENDIX 7: 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 
  
  57
  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
  58
  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.
  
  59
  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
  60
  APPENDIX 8: 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)
  
  61
  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
  62
  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)
  
  63
  THE SOLSTICE SCAR
  APPENDIX 9: SUBTIER 5–6 BESTIARY 
  (PART 5)
  DIRE BOAR 
  CR 4
  Pathfinder RPG Bestiary 36
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 42 (5d8+20)
  Fort +7, Ref +4, Will +2
  Defensive Abilities ferocity
  OFFENSE
  Speed 40 ft.
  Melee gore +8 (2d6+9)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +10; CMD 20
  Feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Perception +12
  GOBLIN FROG-TALKER 
  CR 5
  Pathfinder RPG Monster Codex 110
  Goblin witch 6 (Pathfinder RPG Advanced Player’s Guide 65)
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, 
  +1 size)
  hp 47 (6d6+24)
  Fort +5, Ref +6, Will +7
  OFFENSE
  Speed 30 ft.
  Melee dagger +2 (1d3–2/19–20)
  Ranged javelin +7 (1d4–2)
  Special Attacks hexes (evil eye [–2, 6 rounds], misfortune [1 
  round], mud witch, poison steepUM, swamp hagUM)
  Witch Spells Prepared (CL 6th; concentration +9)
  3rd—blink, lightning bolt (DC 16), spit venomUM (DC 16)
  2nd—feast of ashesAPG (DC 15), frost fallUC (DC 15), invisibility, 
  vomit swarmAPG
  1st—command (DC 14), mage armor, obscuring mist, sleep 
  (DC 14)
  0 (at will)—dancing lights, daze (DC 13), detect magic, touch 
  of fatigue (DC 13)
  Patron deception
  TACTICS
  Before Combat The frog-talker casts mage armor.
  During Combat The frog-talker uses blink and invisibility to avoid 
  melee opponents, and attacks with hexes and ranged spells.
  Base Statistics Without mage armor, the frog-talker’s statistics 
  are AC 15, touch 15, flat-footed 12.
  STATISTICS
  Str 6, Dex 17, Con 14, Int 16, Wis 12, Cha 8
  Base Atk +3; CMB +0; CMD 14
  Feats Brew Potion, Extra HexAPG, Toughness
  Skills Craft (alchemy) +9, Intimidate +8, Perception +7, Ride +7, 
  Spellcraft +12, Stealth +17, Swim +1; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Common, Giant, Goblin, Orc
  SQ witch’s familiar (frog)
  Combat Gear potion of air bubbleUC, potions of cure moderate 
  wounds (3), potion of fly, potion of hex wardUM, alchemist’s 
  fire (2), antitoxin (2), smokesticks (2), tanglefoot bags (2); 
  Other Gear dagger, javelin, cloak of resistance +1, ring of 
  protection +1, delicious poisoned food (1 lb.), 79 gp
  SPECIAL ABILITIES
  Mud Witch (Su) As a standard action, the frog-talker can assume 
  the form of viscous brown mud. Her type changes to ooze 
  and she is able to squeeze through even the smallest cracks, 
  but she can’t make attacks or cast spells with verbal, somatic, 
  material, or focus components while in this form, and she 
  loses her supernatural abilities. If she has a touch spell ready 
  to use, that spell is discharged harmlessly when she uses this 
  hex. While the witch is in mud form, her speed becomes 10 
  feet and she gains a swim speed of 20 feet. She also gains DR 
  10/slashing and cold resistance 10. The frog-talker can use 
  this ability for 6 minutes per day. The duration doesn’t need to 
  be consecutive, but it must be spent in 1-minute increments. 
  This hex affects only the witch.
  HODAG 
  CR 6
  Pathfinder RPG Bestiary 3 148
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +8, Will +5
  Defensive Abilities ferocity
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +11 (1d8+4), 2 claws +11 (1d6+4), tail slap +11 
  (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spiked tail, toss
  STATISTICS
  Str 19, Dex 14, Con 15, Int 7, Wis 12, Cha 10
  Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
  Feats Improved Iron Will, Iron Will, Power Attack, Vital Strike
  Skills Climb +10, Perception +7, Stealth +2, Swim +8
  Languages Common (cannot speak)
  SQ trackless
  SPECIAL ABILITIES
  Spiked Tail (Ex) A hodag’s tail spikes allow the creature’s tail 
  
  PATHFINDER SOCIETY SCENARIO
  64
  slap to deal both bludgeoning and piercing damage. A hodag’s 
  tail slap is a primary attack.
  Toss (Ex) A hodag charging 20 feet or more that damages a 
  foe with an attack can throw its foe with a special combat 
  maneuver check. The opponent must be corporeal and at 
  least one size category smaller than the hodag. If the combat 
  maneuver check succeeds, the hodag’s opponent is thrown 10 
  feet through the air in a direction chosen by the hodag and 
  falls prone. The hodag can only toss its opponent in a straight 
  line. If an obstacle prevents the creature’s movement, both 
  the creature tossed and the object struck take 1d6 points of 
  damage, and the creature falls prone in the space adjacent to 
  the obstacle. A hodag can also toss an opponent 10 feet up 
  into the air. The victim lands in the same square it started in, 
  falls prone, and takes 1d6 points of damage.
  Trackless (Ex) A hodag sweeps its tail behind itself in a way 
  that obscures its tracks. Attempts to track a hodag have their 
  normal DC increased by +10.
  SHAMBLING MOUND 
  CR 6
  Pathfinder RPG Bestiary 246
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist fire 
  10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  SPECIAL ABILITIES
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used against a 
  shambling mound temporarily increases its Constitution score 
  by 1d4 points. The shambling mound loses these temporary 
  points at the rate of 1 per hour.
  TREANT 
  CR 7
  Pathfinder RPG Bestiary 266
  NG Huge plant
  Init –1; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 114 (12d8+60)
  Fort +13, Ref +3, Will +9
  Immune plant traits; DR 10/slashing
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +17 (2d6+9/19–20)
  Ranged rock +7 (2d6+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13
  Base Atk +9; CMB +20; CMD 29
  Feats Alertness, Improved Critical (slam), Improved Sunder, Iron 
  Will, Power Attack, Weapon Focus (slam)
  Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, 
  Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); 
  Racial Modifiers +16 Stealth in forests
  Languages Common, Sylvan, Treant
  SQ animate trees, double damage against objects, treespeech
  SPECIAL ABILITIES
  Animate Trees (Sp) A treant can animate any trees within 
  180 feet at will, controlling up to two trees at a time. It 
  takes 1 full round for a tree to uproot itself, after which 
  it moves at a speed of 10 feet and fights as a treant 
  (although it has only one slam attack and lacks the 
  treant’s animation and rock-throwing abilities), gaining the 
  treant’s vulnerability to fire. If the treant that animated 
  it terminates the animation, moves out of range, or is 
  incapacitated, the tree immediately takes root wherever it 
  is and returns to its normal state.
  Double Damage Against Objects (Ex) A treant or animated tree 
  that makes a full attack against an object or structure deals 
  double damage.
  Treespeech (Ex) A treant has the ability to converse with plants 
  as if subject to a continual speak with plants spell, and most 
  plants greet them with an attitude of friendly or helpful.
  
  65
  THE SOLSTICE SCAR
  APPENDIX 10: 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
  66
  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 
  
  67
  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
  68
  APPENDIX 11: 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 
  
  69
  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
  70
  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. 
  
  71
  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
  72
  APPENDIX 12: SUBTIER 7–8 BESTIARY 
  (PART 5)
  CRYPT FLOWER 
  CR 7
  Pathfinder RPG Bestiary 6 67
  N Large plant
  Init +1; Senses low-light vision, tremorsense 30 ft.; Perception 
  +1
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 78 (12d8+24)
  Fort +10, Ref +5, Will +5
  Immune plant traits; Resist acid 10
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (1d8+5 plus grab), 2 vines +13 (1d8+5 plus grab)
  Ranged toxin splash +9 (poison)
  Space 10 ft.; Reach 10 ft. (20 ft. with vine)
  Special Attacks poison, swallow whole (1d6 acid plus poison, AC 
  15, 7 hp)
  STATISTICS
  Str 20, Dex 12, Con 14, Int —, Wis 13, Cha 6
  Base Atk +9; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  SQ excavate, gushing wound
  SPECIAL ABILITIES
  Excavate (Ex) A crypt flower can use its shoots to dig rapidly 
  through soil, dirt, sand, or other loose ground. As a result 
  of this constant excavation activity, the ground in a 20-foot 
  radius around a crypt flower is treated as difficult terrain for all 
  creatures except crypt flowers.
  Gushing Wound (Ex) Whenever an opponent scores a critical 
  hit on a crypt flower with a slashing or piercing weapon, the 
  flower’s toxic fluids squirt out. The attacker and all creatures 
  adjacent to the attacker must attempt a DC 18 Reflex save 
  or be doused in toxic fluids and thus exposed to the crypt 
  flower’s poison. The save DC is Constitution-based.
  Poison (Ex) Contact; save Fort DC 18; frequency 1/round for 6 
  rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
  Toxin Splash (Ex) As a standard action, a crypt flower can dip 
  its vines into the toxic fluids within its pitcher and fling the 
  liquid as a splash weapon with a range increment of 20 feet. 
  A target struck, as well as all targets in the splash radius, are 
  exposed to the crypt flower’s poison (although creatures in 
  the splash radius gain a +4 bonus on Fortitude saves to resist 
  the poison). A crypt flower can use its toxin splash once every 
  1d4 rounds. The save DC is Dexterity-based.
  Vines (Ex) A crypt flower’s vines are primary natural attacks that 
  deal bludgeoning damage.
  FEN MAULER 
  CR 10
  Pathfinder RPG Bestiary 6 127
  NE Large monstrous humanoid
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  Aura stench (DC 15, 10 rounds)
  DEFENSE
  AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10 natural, 
  –1 size)
  hp 136 (13d10+65)
  Fort +11, Ref +12, Will +11
  Defensive Abilities shadowy pelt; Immune disease; Resist cold 
  10
  OFFENSE
  Speed 30 ft.
  Melee bite +20 (1d8+8), 2 claws +20 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pounce, rend (2 claws, 1d8+12)
  STATISTICS
  Str 27, Dex 18, Con 20, Int 7, Wis 17, Cha 8
  Base Atk +13; CMB +22; CMD 37
  Feats Dodge, Great Fortitude, Improved Initiative, Intimidating 
  Prowess, Mobility, Power Attack, Skill Focus (Stealth)
  Skills Intimidate +16, Perception +17, Stealth +11 (+19 in 
  swamps), Survival +18; Racial Modifiers +4 Perception, +8 
  Stealth in swamps, +4 Survival
  Languages Sasquatch
  SQ swamp stride, trophy hunter
  SPECIAL ABILITIES
  Shadowy Pelt (Su) A fen mauler can swathe itself in shadows, 
  allowing it to become nearly invisible while standing 
  motionless. A fen mauler gains partial concealment on any 
  round it does not move from its current space.
  Swamp Stride (Ex) A fen mauler can move through any sort of 
  undergrowth and difficult terrain (such as briars, deep mud, 
  and similar terrain) in swamps at normal speed and without 
  taking damage or suffering any other impairment.
  Trophy Hunter (Su) As part of a 10-minute ritual, a fen mauler 
  can harvest bones, teeth, flesh, or hide from an animal, 
  humanoid, magical beast, or monstrous humanoid it has slain, 
  creating a trophy. This trophy is a permanent magic item that 
  functions only for the fen mauler that created it, granting 
  some measure of the slain creature’s power to the fen mauler 
  while carried or worn on its body. The fen mauler chooses 
  which of the following powers the trophy grants: blindsense 
  30 feet, climb 30 feet, evasion, ferocity, grab, pounce, 
  uncanny dodge, or a single energy immunity. Alternatively, 
  a trophy can grant a +4 competence bonus to a single skill. 
  The skill or ability modified must be one the trophy creature 
  had in life, and a trophy imparting a skill bonus allows the 
  fen mauler to attempt checks with that skill untrained. A 
  fen mauler can maintain a number of trophies equal to its 
  Wisdom modifier (3 for the standard fen mauler). The fen 
  mauler presented here has not assigned any of its trophies.
  SHAMBLING MOUND 
  CR 6
  Pathfinder RPG Bestiary 246
  
  73
  THE SOLSTICE SCAR
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist fire 
  10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  SPECIAL ABILITIES
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used against a 
  shambling mound temporarily increases its Constitution score 
  by 1d4 points. The shambling mound loses these temporary 
  points at the rate of 1 per hour.
  TROLL FURY 
  CR 8
  Pathfinder RPG Monster Codex 229
  Troll druid (troll fury) 6 (Monster Codex 224)
  CE Large humanoid (giant)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +24
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+5 armor, +2 Dex, +5 natural, –1 
  size)
  hp 156 (12d8+102); regeneration 5 (acid or fire)
  Fort +19, Ref +7, Will +13
  Resist fire 10
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (1d8+6), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks chosen prey (humans +2), fire bolt (1d6+3 fire, 
  6/day), rend (2 claws, 1d6+7), wild shape 2/day
  Druid Spells Prepared (CL 6th; concentration +9)
  3rd—call lightning (DC 18), fireballD (DC 18), poison (2, DC 16)
  2nd—barkskin, bull’s strength, flaming sphere (DC 17), hold 
  animal (DC 15), produce flameD
  1st—burning handsD (DC 16), entangle (DC 14), magic fang, 
  obscuring mist, pass without trace
  0 (at will)—detect magic, guidance, read magic, resistance
  D domain spell; Domain Fire
  TACTICS
  During Combat The fury attacks her foes with fire and electricity 
  spells, typically starting with fireball. She avoids melee 
  combat until her offensive spells are exhausted. She then 
  casts bull’s strength on herself and starts attacking.
  STATISTICS
  Str 23, Dex 14, Con 27, Int 8, Wis 16, Cha 4
  Base Atk +8; CMB +15; CMD 27
  Feats Combat Casting, Greater Spell Focus (evocation), Improved 
  Initiative, Iron Will, Skill Focus (Perception), Spell Focus 
  (evocation)
  Skills Intimidate +5, Knowledge (nature) +6, Perception +24, 
  Survival +10
  Languages Druidic, Giant
  SQ inspire fervor +2, nature bond (Fire domain), nature sense, 
  trackless step, woodland stride
  Combat Gear pearl of power (1st), scroll of fog cloud, scroll of 
  protection from energy (fire); Other Gear +1 hide armor, 
  cloak of resistance +1, headband of inspired wisdom +2, 110 
  gp
  SPECIAL ABILITIES
  Inspire Fervor (Ex) Once per day as a standard action, a troll 
  fury can chant over another troll within 30 feet, bolstering it 
  against fear and improving its combat abilities. This works like 
  the inspire courage bard ability, but affects only one troll and 
  lasts 1 minute. The troll fury uses her druid level as her bard 
  level to determine the effects of this ability.
  Chosen Prey (Ex) A troll fury can select one creature type from 
  the ranger’s favored enemy list and gains a favored enemy 
  bonus against that creature type with an effective ranger 
  level equal to her druid level. This ability never grants the troll 
  fury favored enemy bonuses against a second favored enemy 
  creature type.
  YAOGUAI 
  CR 7
  Pathfinder RPG Bestiary 4 284
  N Huge magical beast
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
  hp 84 (8d10+40); fast healing 5
  Fort +11, Ref +6, Will +4; +4 vs. mind-affecting effects
  Defensive Abilities fortification (50%); DR 5/—; Immune 
  nauseated, sickened; SR 18
  Weaknesses polymorph susceptibility
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12(1d8+6)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  
  PATHFINDER SOCIETY SCENARIO
  74
  Str 23, Dex 10, Con 21, Int 2, Wis 11, Cha 8
  Base Atk +8; CMB +16; CMD 26
  Feats Blind-Fight, Cleave, Iron Will, Power Attack
  Skills Climb +11, Perception +7, Swim +11
  SQ maker’s gift (grab and constrict)
  SPECIAL ABILITIES
  Maker’s Gift (Ex) Each yaoguai gains one additional ability 
  that is based on its specific form. Typical additional yaoguai 
  abilities include the following.
  Flight: The yaoguai gains a fly speed of 30 feet (clumsy).
  Grab and Constrict: The yaoguai’s tentacle attack gains grab and 
  constrict. The creature’s constrict damage is equal to its slam 
  damage plus its Strength bonus.
  Poison: One claw or tentacle attack is replaced with a sting 
  attack (same damage as the replaced attack) plus poison. 
  Poison Sting—injury; save Fort DC 19; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC 
  is Constitution-based.
  Pounce and Rake: The yaoguai gains pounce and rake (2 claws 
  +14, 1d8+7).
  Quills: A creature attacking the yaoguai with a melee weapon, 
  an unarmed strike, or a natural weapon takes 1d8+7 points 
  of piercing damage from the yaoguai’s quills. Melee weapons 
  with reach do not endanger their users in this way.
  Trample: The yaoguai gains a trample attack that deals an 
  amount of damage equal to its claw damage plus 1-1/2 times 
  its Strength modifier.
  Polymorph Susceptibility (Su) A yaoguai is immune to 
  polymorph effects or effects that otherwise change its shape, 
  but the attempt to alter its shape causes it great pain and it 
  must attempt a saving throw if the effect allows it. If it fails its 
  save or the effect doesn’t allow a saving throw, the yaoguai is 
  staggered and loses its damage reduction and fast healing for 
  1d4 rounds.
  
  75
  THE SOLSTICE SCAR
  APPENDIX 13: 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
  76
  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
  
  77
  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
  78
  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.
  
  79
  THE SOLSTICE SCAR
  APPENDIX 14: 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
  80
  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
  DEFENSE
  
  81
  THE SOLSTICE SCAR
  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
  82
  APPENDIX 15: SUBTIER 10–11 BESTIARY 
  (PART 5)
  ADVANCED AMAROK 
  CR 13
  Pathfinder RPG Bestiary 5 288, 17
  LN Huge magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent, see in 
  darkness, true seeing; Perception +30
  DEFENSE
  AC 32, touch 15, flat-footed 25 (+7 Dex, +17 natural, -2 size)
  hp 202 (15d10+120)
  Fort +17, Ref +16, Will +15
  OFFENSE
  Speed 50 ft.
  Melee bite +25 (4d6+18/19–20 plus grab and trip)
  Space 15 ft.; Reach 10 ft.
  Special Attacks grab, soul bite, trip
  Spell-Like Abilities (CL 12th; concentration +17)
  Constant—discern lies, true seeing
  3/day—remove curse
  STATISTICS
  Str 34, Dex 25, Con 26, Int 19, Wis 27, Cha 20
  Base Atk +15; CMB +29 (+37 grapple); CMD 46 (48 vs. grapple, 
  50 vs. trip)
  Feats Alertness, Cleave, Combat Reflexes, Greater Grapple, 
  Improved Critical (bite), Improved Grapple, Improved Vital 
  Strike, Iron Will, Power Attack, Vital Strike
  Skills Acrobatics +25, Perception +30, Sense Motive +27, Stealth 
  +21, Survival +23, Swim +30; Racial Modifiers +4 Stealth
  Languages Common, Sylvan; speak with animals
  SPECIAL ABILITIES
  Soul Bite (Su) As a standard action, an amarok can bite directly 
  into the soul of any creature it can see. A shadowy image 
  of the bitten creature appears next to the amarok, and the 
  amarok makes its bite attack as if the creature were within 
  reach. A soul bite deals the same amount of damage as 
  a normal bite attack, and ignores hardness and damage 
  reduction. If its bite attack hits, the amarok can attempt to 
  trip and grab the target. When the amarok grabs a creature in 
  this way, the creature doesn’t move, but the amarok visibly 
  wrestles with the shadowy image and the creature appears 
  to be grappling with thin air. This ability doesn’t work against 
  creatures that don’t have souls (like most constructs) or that 
  don’t have a separate body and soul (like outsiders).
  CORPSE LOTUS 
  CR 13
  Pathfinder RPG Bestiary 5 60
  N Huge plant
  Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 
  30 ft.; Perception +21
  Aura preserving mists (30 ft.)
  DEFENSE
  AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, -2 size)
  hp 178 (17d8+102)
  Fort +16, Ref +11, Will +6
  Defensive Abilities all-around vision; DR 10/slashing; Immune 
  plant traits; Resist acid 10, electricity 10
  OFFENSE
  Speed 10 ft.
  Melee 4 vines +22 (1d8+12 plus grab)
  Space 15 ft.; Reach 25 ft.
  Special Attacks constrict (1d8+12), swallow whole (4d6 acid 
  damage, AC 17, 17 hp)
  STATISTICS
  Str 34, Dex 19, Con 23, Int 2, Wis 13, Cha 14
  Base Atk +12; CMB +26 (+28 bull rush); CMD 40 (42 vs. bull 
  rush, can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, 
  Great Cleave, Improved Bull Rush, Lightning Reflexes, Power 
  Attack, Weapon Focus (vine)
  Skills Perception +21
  SQ camouflage, digest corpse, preserving mists
  SPECIAL ABILITIES
  Camouflage (Ex) A corpse lotus can blend in exceptionally well 
  with vegetated areas when not taking any actions. In such 
  an area, a creature must make a successful DC 30 Perception 
  check to recognize a corpse lotus for what it is before the 
  corpse lotus attacks the first time.
  Digest Corpse (Su) A corpse lotus can consume a corpse to 
  quickly heal damage it has taken. As a standard action, a 
  corpse lotus can swallow any corpse within reach that still has 
  flesh attached to grant itself fast healing 10 for 1 minute. Any 
  living creature killed by a corpse lotus’s swallow whole ability 
  automatically triggers this ability. A corpse lotus must wait 
  until 1 minute after its fast healing has ended before it can 
  use this ability again.
  Preserving Mists (Su) Corpse lotuses emanate a fine mist that 
  spreads across the ground to a range of 30 feet. Any corpse 
  within this area is affected as if by gentle repose (CL 1st).
  Vines (Ex) A corpse lotus’s vines are primary natural attacks 
  with the grab ability. A corpse lotus doesn’t gain the grappled 
  condition when grappling enemies with its vines and can 
  maintain grapples with any number of its vines with the same 
  standard action.
  GOLIATH SPIDER 
  CR 11
  Pathfinder RPG Bestiary 4 252
  N Colossal vermin
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +4
  DEFENSE
  AC 25, touch 3, flat-footed 24 (+1 Dex, +22 natural, –8 size)
  hp 147 (14d8+84)
  Fort +15, Ref +5, Will +4
  Immune mind-affecting effects
  OFFENSE
  
  83
  THE SOLSTICE SCAR
  Speed 40 ft., climb 20 ft.
  Melee bite +17 (6d8+22 plus poison)
  Space 30 ft.; Reach 30 ft.
  Special Attacks poison, poisoned web (+13 ranged, DC 23, 14 
  hp), trample (4d8+22, DC 32)
  STATISTICS
  Str 41, Dex 13, Con 22, Int —, Wis 10, Cha 2
  Base Atk +10; CMB +33; CMD 44 (56 vs. trip)
  Skills Climb +23, Perception +4, Stealth –7 (+1 in forests); Racial 
  Modifiers +8 Climb, +4 Perception, +8 Stealth (+16 in forests)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d6 Str and paralysis 1 round; cure 2 
  consecutive saves.
  Poisoned Web (Ex) This ability works like the web ability, but 
  affects all creatures in a 10-foot-radius burst. In addition, any 
  creature hit by the web must save against the spider’s poison.
  ORC WITCH DOCTOR 
  CR 8
  Pathfinder RPG Monster Codex 171
  Orc witch (scarred witch doctor) 9 (Pathfinder RPG Advanced 
  Race Guide 140)
  CE Medium humanoid (orc)
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
  hp 94 (9d6+60)
  Fort +7, Ref +6, Will +10; +2 vs. pain
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6 (1d4+1/19–20)
  Ranged sling +6 (1d4+1)
  Special Attacks hexes (blight [90 feet], cackle, evil eye [–4, 4 
  rounds], misfortune [2 rounds], slumber [9 rounds])
  Witch Spells Prepared (CL 9th; concentration +10)
  5th—cloudkill (DC 17)
  4th—enervation, shout (DC 16)
  3rd—fly, lightning bolt (DC 15), pain strikeAPG (DC 15), 
  screechAPG (DC 15)
  2nd—blindness/deafness (DC 14), false life, glitterdust (DC 
  14), hold person (DC 14), touch of idiocy
  1st—burning hands (DC 13), chill touch (DC 13), enlarge 
  person (DC 13), mage armor, ray of enfeeblement (DC 13)
  0 (at will)—arcane mark, detect magic, read magic, sparkAPG
  Patron vengeance
  TACTICS
  Before Combat The witch doctor casts false life and mage armor 
  on herself before combat.
  During Combat Before enemies reach her, the witch doctor 
  casts cloudkill. She then casts fly on herself so she can cast 
  additional spells and use hexes from above her enemies’ 
  melee reach. The witch doctor typically spends a couple of 
  rounds weakening her strongest foes using enervation and 
  ray of exhaustion, then begins blasting with evocation spells.
  Base Statistics Without false life and mage armor, the witch 
  doctor’s statistics are AC 13, touch 13, flat-footed 11; hp 79.
  STATISTICS
  Str 12, Dex 14, Con 16, Int 12, Wis 12, Cha 8
  Base Atk +4; CMB +5; CMD 18
  Feats Accursed Hex, Combat Casting, Extra HexAPG, Iron Will, 
  Toughness
  Skills Heal +7, Intimidate +12, Perception +10, Spellcraft +13
  Languages Common, Orc
  SQ fetish mask, fierce intelligence, hex scar, scarshield (+4, 9 
  min./day), weapon familiarity
  Combat Gear potion of cure serious wounds, wand of ray of 
  exhaustion (4 charges); Other Gear mwk dagger, sling with 
  20 stones, belt of incredible dexterity +2, bracers of armor +1, 
  cloak of resistance +1, ring of protection +1, 98 gp
  SPECIAL ABILITIES
  Errata Adjustments These statistics first appeared in Pathfinder 
  RPG Monster Codex, shortly after which the scarred witch 
  doctor archetype received adjustments in a new printing of 
  Pathfinder RPG Advanced Race Guide. The special abilities 
  printed below reflect the updated abilities, and the statistics 
  above have received minor adjustments to match these 
  changes. In some places, there may be minor inconsistencies 
  that result and can be waived (e.g. the witch doctor’s 
  low Intelligence would now prevent her casting 5th-level 
  spells). To minimize the number of books needed to run 
  this encounter, the spells prepared have replaced several 
  Advanced Race Guide spells with those that appear in the 
  Pathfinder Core Rulebook.
  It is also okay to use the original statistics as they appear in 
  the Monster Codex.
  Fetish Mask (Su) When wearing her fetish mask, a scarred witch 
  doctor gains a +2 circumstance bonus on Heal and Intimidate 
  checks and gains a +2 bonus on saving throws against effects 
  that specifically cause pain or have the pain descriptor.
  Fierce Intelligence A scarred witch doctor treats her 
  Intelligence score as 2 points higher when determining the 
  highest level of spells she can cast, the number of spells she 
  can cast per day, her spell save DCs, her number of spells 
  known at 1st level, and any effects of her hexes determined 
  by her Intelligence.
  Hexes (Su) The scarred witch doctor’s save DCs for her hexes 
  is 16.
  Scarshield (Su) At 1st level, a scarred witch doctor learns how to 
  harden her mutilated skin, gaining a +4 enhancement bonus 
  to her natural armor. She can use this ability for a number of 
  minutes per day equal to her class level. These minutes do not 
  need to be consecutive, but she must spend them in 1-minute 
  increments.
  
  PATHFINDER SOCIETY SCENARIO
  84
  SHAMBLING MOUND 
  CR 6
  Pathfinder RPG Bestiary 246
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon 
  Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth (+12 in 
  swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  SPECIAL ABILITIES
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used against a 
  shambling mound temporarily increases its Constitution score 
  by 1d4 points. The shambling mound loses these temporary 
  points at the rate of 1 per hour.
  
  85
  THE SOLSTICE SCAR
  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: _________________________________________
  
  86
  PATHFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” 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) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  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 described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Albie Fiore. 
  Yellow Musk Zombie from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Albie Fiore. 
  Pathfinder Society Scenario #8–99C: The Solstice Scar © 2018, Paizo Inc.; Authors: 
  Andrew Hoskins and Kalervo Oikarinen.
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Concordance
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  Concordance
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-99: 
  The Solstice Scar, Version C
  
  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 C
  Blight Bane: As a swift action, you can challenge an animal, plant, or vermin creature that you can see, gaining 
  special bonuses against that foe for a number of rounds equal to your Wisdom modifier (minimum 1 round). 
  You gain a +1 bonus on attack rolls against that foe, and your weapons and spells deal an additional 1d6 
  damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has 
  the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using 
  your Wisdom bonus to determine its duration. When you use this boon, cross it off your Chronicle sheet.
  ▫ Fangwood Purifier: You have vanquished the blighted infestation growing in part of the Fangwood, and in 
  time the flora, fauna, and fey will recover. You can spend 2 Prestige Points to learn Sylvan as a bonus language. 
  In addition, you can check the box that precedes this boon to attempt a wild empathy check (Pathfinder Core 
  Rulebook 50) to influence an animal or magical beast, treating your character level as your druid level for this 
  purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box 
  to roll the check twice and take the higher result.
  ▫ Martyr’s Shard 3: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. 
  By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s 
  assistance in a time of need—particularly when battling evil.
  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 of undead 
  creatures for 1 minute. During this time, the weapon also grants you a +2 bonus on caster level checks to 
  overcome the spell resistance of evil creatures.
  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 it grants you a +1 bonus 
  on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks 
  with this weapon also ignore the first 5 points of damage reduction possessed by undead creatures.
  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).
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-99 - The Soltice Scar C.pdf