TEXT: A Wretched Soul 
   
  Page 21  
  Appendix One – Encounter 3: Jungle Rendezvous
  APL 10 
   
   
   
   
   
  Maldwyn ap Talvan: Male human Rog5/Clr3; 
  CR 
  8; 
  Medium-Size 
  Humanoid; 
  HD 
  5d6+3d8+16; hp 53; Init +8; Spd 30 ft.; AC 21 
  (+4 Dex, +5 leather armor of silent moves +3, +2 
  deflection ring of protection +2) touch 16, flat-
  footed 21; Base Atk +5; Grp +5; Atk/Full Atk +7 
  melee (1d4+2 [crit 19- 20/x2], returning dagger 
  +2), or +11 ranged (1d4+2 [crit 19-20/x2], 
  returning dagger +2); SA Sneak attack +3d6; 
  SQ 
  Evasion, 
  rebuke 
  undead 
  (4/day), 
  spontaneous casting (inflict), uncanny dodge; 
  AL N; SV Fort +8, Ref +11, Will +8. Str 10, Dex 
  18, Con 14, Int 14, Wis 14, Cha 12. Height 5 ft. 6 
  in. 
   
  Skills and Feats: Appraise +5, Balance +13, 
  Bluff +9, Climb +0, Concentration +5, Decipher 
  Script +7, Diplomacy +3, Disguise +6, Escape 
  Artist +12, Gather Information +6, Heal +4, Hide 
  +12, Intimidate +3, Jump +6, Knowledge 
  (Arcana) +7, Knowledge (Religion) +4, Listen 
  +7, Move Silently +16, Open Lock +7, Search 
  +6, Sense Motive +2, Sleight of Hand +11, 
  Spellcraft +5, Spot +6, Tumble +12; Dodge, 
  Improved Initiative, Mobility, Spring Attack. 
   
  Spells Prepared (4/3+1/2+1; base DC = 12 
  + spell level): 0–cure minor wounds, detect 
  magic, 
  guidance, 
  resistance; 
  1st–Nystul’s 
  undetectable 
  aura*, 
  cure 
  light 
  wounds, 
  sanctuary, shield of faith; 2nd–detect thoughts*, 
  bear’s endurance, hold person. 
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Possessions: Olman attire, +3 leather armor 
  of silent moves, ring of protection +2, gloves of 
  dexterity +4, vest of resistance +2, potion of 
  cure moderate wounds, potion of gaseous form, 
  potion of invisibility, +2 returning dagger. 
   
  Notes: Maldwyn speaks Common, Giant, 
  and Infernal. 
   
  APL12 
   
   
   
   
   
  Maldwyn ap Talvan: Male human Rog5/Clr5; 
  CR 
  10; 
  Medium-Size 
  Humanoid; 
  HD 
  5d6+5d8+20; hp 67; Init +8; Spd 30 ft.; AC 21 
  (+4 Dex, +5 leather armor of silent moves +3, +2 
  deflection ring of protection +2) touch 16, flat-
  footed 21; Base Atk +6; Grp +6; Atk +12 ranged 
  (1d4+2 [crit 19-20/x2], returning dagger +2); Full 
  Atk +8/+3 melee (1d4+2 [crit 19-20/x2], returning 
  dagger +2), or +12/+7 ranged (1d4+2 [crit 19-
  20/x2], returning dagger +2); SA Sneak attack 
  +3d6; SQ Evasion, rebuke undead (4/day), 
  spontaneous casting (inflict), uncanny dodge; 
  AL N; SV Fort +9, Ref +11, Will +9. Str 10, Dex 
  18, Con 14, Int 14, Wis 14, Cha 12. Height 5 ft. 6 
  in. 
   
  Skills and Feats: Appraise +5, Balance +13, 
  Bluff 
  +9, 
  Climb 
  +0, 
  Concentration 
  +7 
  (+9),Decipher Script +7, Disguise +6, Escape 
  Artist +12, Gather Information +6, Heal +4, Hide 
  +12, 
  Jump 
  +6, 
  Knowledge 
  (Arcana) 
  +7, 
  Knowledge (Religion) +8, Listen +7, Move 
  Silently +17, Open Lock +7, Search +6, Sleight 
  of Hand +11, Spellcraft +7, Spot +6, Tumble 
  +12; Close-Quarters Fighting, Dodge, Improved 
  Initiative Mobility, Spring Attack. 
   
  Spells Prepared (5/4+1/3+1/1+1; base DC = 
  12 + spell level): 0–cure minor wounds (2), 
  detect magic, guidance, resistance; 1st–Nystul’s 
  undetectable aura*, cause fear, cure light 
  wounds, sanctuary, shield of faith; 2nd–detect 
  thoughts*, bear’s endurance, hold person, 
  silence; 
  3rd–dispel 
  magic*, 
  cure 
  serious 
  wounds. 
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Possessions: Olman attire, +3 leather armor 
  of silent moves, ring of protection +2, gloves of 
  dexterity +4, vest of resistance +2, potion of 
  cure moderate wounds, potion of gaseous form, 
  potion of invisibility, +2 returning dagger. 
   
  Notes: Maldwyn speaks Common, Giant, 
  and Infernal. 
  
  A Wretched Soul 
   
  Page 22  
  APL 14 
   
   
   
   
   
  Maldwyn 
  ap 
  Talvan: 
  Male 
  human 
  Rog5/Clr5/Asn2; 
  CR 
  12; 
  Medium-Size 
  Humanoid; HD 7d6+5d8+24; hp 71; Init +9; Spd 
  30 ft.; AC 22 (+5 Dex, +5 leather armor of 
  shadow silent moves +3, +2 deflection ring of 
  protection +2) touch 17, flat-footed 22; Base Atk 
  +7; Grp +7; Atk +14 ranged (1d4+2 [crit 19-
  20/x2] plus poison, returning dagger +2); Full 
  Atk +9/+4 melee (1d4+2 [crit 19-20/x2] plus 
  poison, returning dagger +2), or +14/+9 ranged 
  (1d4+2 [crit 19-20/x2] plus poison, returning 
  dagger +2); SA Sneak attack +4d6, death 
  attack; 
  SQ 
  Evasion, 
  poison 
  use, 
  poison 
  resistance, rebuke undead (4/day), spontaneous 
  casting (inflict), uncanny dodge; AL N; SV Fort 
  +10, Ref +16, Will +10. Str 10, Dex 21, Con 14, 
  Int 14, Wis 14, Cha 12. Height 5 ft. 6 in.  
   
  Skills and Feats: Appraise +5, Balance +14, 
  Bluff +10, Climb +0, Concentration +7, Decipher 
  Script +7, Disguise +6, Escape Artist +13, 
  Gather Information +6, Heal +4, Hide +20, Jump 
  +6, 
  Knowledge 
  (Arcana) 
  +7, 
  Knowledge 
  (Religion) +8, Listen +9, Move Silently +20, 
  Open Lock +8, Search +7, Sleight of Hand +15, 
  Spellcraft +7, Spot +7, Tumble +15; Close-
  Quarters Fighting, Dodge, Improved Initiative, 
  Mobility, Point Blank Shot, Spring Attack. 
   
   Spells Prepared (cleric) (5/4+1/3+1/1+1; 
  base DC = 12 + spell level): 0–cure minor 
  wounds (2), detect magic, guidance, resistance; 
  1st–Nystul’s undetectable aura*, cause fear, 
  cure light wounds, sanctuary, shield of faith; 
  2nd–detect thoughts*, bear’s endurance, hold 
  person, silence; 3rd–dispel magic*, cure serious 
  wounds. 
   
  Spells Known (assassin) (1; base DC = 12 + 
  spell level): 1st–disguise self, true strike. 
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Possessions: Olman attire, +3 leather armor 
  of shadow silent moves, ring of protection +2, 
  gloves of dexterity +6, vest of resistance +3, 
  potion of cure moderate wounds, potion of 
  gaseous form,potion of invisibility, +2 returning 
  dagger (poisoned). 
   
  Death Attack: Study a target for 3 rounds 
  then make a successful sneak attack within the 
  next 3 rounds to paralyze (for 1d6+2 rounds) or 
  kill the target. Fortitude save (DC 14) to avoid 
  effects. 
   
  Poison Use: Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
   
  Poison (deathblade): Injury (DC 20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  Notes: Maldwyn speaks Common, Giant, 
  and Infernal. 
  APL 16 
   
   
   
   
   
  Maldwyn 
  ap 
  Talvan: 
  Male 
  human 
  Rog5/Clr5/Asn5; 
  CR 
  15; 
  Medium-Size 
  Humanoid; HD 10d6+5d8+24; hp 97; Init +9; 
  Spd 30 ft.; AC 22 (+5 Dex, +5 leather armor of 
  shadow silent moves +3, +2 deflection ring of 
  protection +2) touch 17, flat-footed 22; Base Atk 
  +9; Grp +9; Atk +16 ranged (1d4+2 [crit 19-
  20/x2] plus poison, returning dagger +2); Full 
  Atk +11/+6 melee (1d4+2 [crit 19-20/x2] plus 
  poison, returning dagger +2), or +16/+11 ranged 
  (1d4+2 [crit 19- 20/x2] plus poison, returning 
  dagger +2); SA Sneak attack +4d6, death 
  attack; 
  SQ 
  Evasion, 
  poison 
  use, 
  poison 
  resistance, rebuke undead (4/day), spontaneous 
  casting (inflict), uncanny dodge; AL N; SV Fort 
  +12, Ref +18, Will +12. Str 10, Dex 21, Con 14, 
  Int 14, Wis 14, Cha 12. Height 5 ft. 6 in. 
   
  Skills and Feats: Appraise +5, Balance +14, 
  Bluff +12, Climb +0, Concentration +7, Decipher 
  Script +7, Disguise +6, Escape Artist +15, 
  Gather Information +6, Heal +4, Hide +23, Jump 
  +6, 
  Knowledge 
  (Arcana) 
  +8, 
  Knowledge 
  (Religion) +8, Listen +10, Move Silently +23, 
  Open Lock +8, Search +8, Sleight of Hand +18, 
  Spellcraft +7, Spot +8, Tumble +18; Close-
  Quarters Fighting, Dodge, Improved Initiative, 
  Mobility, Point Blank Shot, Precise Shot, Spring 
  Attack. 
   
  Spells Prepared (cleric) (5/4+1/3+1/1+1; 
  base DC = 12 + spell level): 0–cure minor 
  wounds (2), detect magic, guidance, resistance; 
  1st–Nystul’s undetectable aura*, cause fear, 
  cure light wounds, sanctuary, shield of faith; 
  2nd–detect thoughts*, bear’s endurance, hold 
  person, silence; 3rd–dispel magic*, cure serious 
  wounds. 
   
  Spells Known (assassin) (4/3; base DC = 12 
  + spell level): 1st–feather fall, disguise self, 
  sleep, true strike; 2nd–cat’s grace, invisibility, 
  pass without trace. *Domain spell. Domains: 
  
  A Wretched Soul 
   
  Page 23  
  Knowledge (All Knowledge skills are class skills. 
  Divinations are cast at +1 caster level); Magic 
  (May use spell completion or spell trigger 
  devices as a 5-level wizard). 
   
  Possessions: Olman attire, +3 leather armor 
  of shadow silent moves, ring of protection +2, 
  gloves of dexterity +6, vest of resistance +4, 
  potion of cure moderate wounds, potion of 
  gaseous form, potion of invisibility, +2 returning 
  dagger (poisoned). 
   
  Death Attack: Study a target for 3 rounds 
  then make a successful sneak attack within the 
  next 3 rounds to paralyze (for 1d6+2 rounds) or 
  kill the target. Fortitude save (DC 17) to avoid 
  effects. 
   
  Poison Use: Assassins are trained in the 
  use of poison and never risk accidentally 
  poisoning themselves when applying poison to a 
  blade. 
   
  Poison 
  (deathblade): 
  Injury 
  (DC 
  20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  
  A Wretched Soul 
   
  Page 24  
  Appendix Two – Encounter 4: Procession of the Snakes 
  APL 10 
   
   
   
   
   
  Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Tyrannosaur of Legend (Advanced); CR 12; 
  Huge Outsider (Native, Augmented Animal); HD 
  *24d8+249; hp 357; Init +9; Spd 40 ft.; AC 24 (-2 
  size, +5 Dex, +11 natural), touch 13, flat-footed 
  19; Base Atk +18; Grp +40; Full Atk +30 melee 
  (3d6+21 plus poison, bite); Space/Reach 15 
  ft./10 ft.; SA Improved grab, swallow whole 
  poison,; SQ Darkvision 60 ft., fast healing 5; SR 
  22; SV Fort +27, Ref +22, Will +14; AL N; Str 38, 
  Dex 20, Con 31, Int 4, Wis 17, Cha 14. 
   
  Skills and Feats: Hide +0, Listen +16, Spot 
  +16; Alertness, Awesome Blow, Improved 
  Initiative (B), Improved Natural Armor, Improved 
  Natural Attack (bite), Run, Toughness (3), 
  Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one 
  size smaller with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can 
  try to swallow a grabbed opponent of up to two 
  sizes smaller by making a successful grapple 
  check. 
   
  The swallowed creature takes 2d8+8 points 
  of bludgeoning damage and 8 points of acid 
  damage per round from the tyrannosaurus’s 
  gizzard. A swallowed creature can cut its way 
  out by using a light slashing or piercing weapon 
  to deal 25 points of damage to the gizzard (AC 
  15). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Huge tyrannosaurus’s gizzard can hold 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller opponents. 
   
  Poison (Ex): Chalmeccacihuatl possesses 
  a venomous bite. Injury, Fortitude DC 32, initial 
  damage 1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial 
  bonus on Listen and Spot checks. 
   
  APL 12 
   
   
   
   
   
  Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Tyrannosaur of Legend (Advanced); CR 14; 
  Huge Outsider (Native, Augmented Animal); HD 
  30d8+339; hp 474; Init +9; Spd 40 ft.; AC 25 (-2 
  size, +5 Dex, +12 natural), touch 13, flat-footed 
  19; Base Atk +22; Grp +44; Full Atk +34 melee 
  (3d6+21 plus poison, bite); Space/Reach 15 
  ft./10 ft.; SA Improved grab, swallow whole, 
  poison; SQ Darkvision 60 ft., fast healing 5; SR 
  25; SV Fort +31, Ref +25, Will +16; AL N; Str 38, 
  Dex 20, Con 32, Int 4, Wis 17, Cha 14. 
   
  Skills and Feats: Hide +2, Listen +18, Spot 
  +18; 
  Alertness, 
  Awesome 
  Blow, 
  Combat 
  Reflexes, Improved Initiative (B), Improved 
  Natural Armor (2), Improved Natural Attack 
  (bite), Run, Toughness (3), Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one 
  size smaller with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can 
  try to swallow a grabbed opponent of up to two 
  sizes smaller by making a successful grapple 
  check. 
   
  The swallowed creature takes 2d8+8 points 
  of bludgeoning damage and 8 points of acid 
  damage per round from the tyrannosaurus’s 
  gizzard. A swallowed creature can cut its way 
  out by using a light slashing or piercing weapon 
  to deal 25 points of damage to the gizzard (AC 
  16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Huge tyrannosaurus’s gizzard can hold 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller opponents. 
   
  Poison (Ex): Chalmeccacihuatl possesses 
  a venomous bite. Injury, Fortitude DC 36, initial 
  damage 1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial 
  bonus on Listen and Spot checks. 
   
  
  A Wretched Soul 
   
  Page 25  
  APL 14 
   
   
   
   
   
  Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Tyrannosaur of Legend (Advanced); CR 16; 
  Huge Outsider (Native, Augmented Animal); HD 
  36d8+405; hp 567; Init +9; Spd 40 ft.; AC 25 (-2 
  size, +5 Dex, +12 natural), touch 13, flat-footed 
  20; Base Atk +27; Grp +49; Full Atk +39 melee 
  (3d6+21 plus poison, bite); Space/Reach 15 
  ft./10 ft.; SA Improved grab, swallow whole, 
  poison; SQ Darkvision 60 ft., fast healing 5; SR 
  28; SV Fort +34, Ref +28, Will +19; AL N; Str 38, 
  Dex 21, Con 32, Int 4, Wis 18, Cha 14. 
   
  Skills and Feats: Hide +4, Listen +20, Spot 
  +20; 
  Alertness, 
  Awesome 
  Blow, 
  Combat 
  Reflexes, Improved Critical (bite), Improved 
  Initiative (B), Improved Natural Armor (2), 
  Improved Natural Attack (bite), Power Attack, 
  Run, Toughness (3), Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one 
  size smaller with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can 
  try to swallow a grabbed opponent of up to two 
  sizes smaller by making a successful grapple 
  check.  
   
  The swallowed creature takes 2d8+8 points 
  of bludgeoning damage and 8 points of acid 
  damage per round from the tyrannosaurus’s 
  gizzard. A swallowed creature can cut its way 
  out by using a light slashing or piercing weapon 
  to deal 25 points of damage to the gizzard (AC 
  16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Huge tyrannosaurus’s gizzard can hold 2 
  Medium, or 8 Small opponents. 
   
  Poison (Ex): Chalmeccacihuatl possesses 
  a venomous bite. Injury, Fortitude DC 39, initial 
  damage 1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial 
  bonus on Listen and Spot checks. 
  APL 16 
   
   
   
   
   
  Chalmeccacihuatl “The Sacrificer”: 
  Tyrannosaur of Legend (Advanced); CR 18; 
  Gargantuan 
  Outsider 
  (Native, 
  Augmented 
  Animal); HD 42d8+555; hp 744; Init +10; Spd 40 
  ft.; AC 29 (-4 size, +6 Dex, +17 natural), touch 
  12, flat-footed 23; Base Atk +31; Grp +61; Full 
  Atk +45 melee (4d6+27 plus poison, bite); 
  Space/Reach 20 ft./15 ft.; SA Improved grab, 
  swallow whole, poison; SQ Darkvision 60 ft., fast 
  healing 5; SR 31; SV Fort +39, Ref +32, Will 
  +20; AL N; Str 46, Dex 22, Con 36, Int 4, Wis 
  18, Cha 14. 
   
  Skills and Feats: Hide +6, Listen +22, Spot 
  +22; 
  Alertness, 
  Awesome 
  Blow, 
  Combat 
  Reflexes, Improved Critical (bite), Improved 
  Initiative (B), Improved Natural Armor (3), 
  Improved 
  Natural 
  Attack 
  (bite), 
  Improved 
  Sunder, Power Attack, Run, Toughness (3), 
  Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one 
  size smaller with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can 
  try to swallow a grabbed opponent of up to two 
  sizes smaller by making a successful grapple 
  check. 
   
  The swallowed creature takes 2d8+8 points 
  of bludgeoning damage and 8 points of acid 
  damage per round from the tyrannosaurus’s 
  gizzard. A swallowed creature can cut its way 
  out by using a light slashing or piercing weapon 
  to deal 25 points of damage to the gizzard (AC 
  18). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Gargantuan tyrannosaurus’s gizzard can 
  hold 2 large, 8 Medium, or 32 Small opponents. 
   
  Poison (Ex): Chalmeccacihuatl possesses 
  a venomous bite. Injury, Fortitude DC 44, initial 
  damage 1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial 
  bonus on Listen and Spot checks. 
  
  A Wretched Soul 
   
  Page 26  
  Appendix Three – Encounter 5: Temple and Storm
  APL 12 
   
   
   
   
   
  Yuan-ti Halfblood Archers: Male yuan-ti 
  halfblood Rgr2; CR 7; Medium-Size Monstrous 
  Humanoid; HD 9d8+27; hp 75; Init +3; Spd 30 
  ft.; AC 22 (+3 Dex, +3 masterwork studded 
  leather, +2 buckler +1, +4 natural), touch 13, 
  flat-footed 19; Base Atk +9; Grp +12; Atk +14 
  ranged (1d8+4/crit x3 plus poison, composite 
  [+3 Str] longbow +1) or +13 melee (1d6+4/crit 
  18-20 x2, scimitar +1); Full Atk +14/+9 ranged 
  (1d8+4/crit x3 plus poison, composite [+3 Str] 
  longbow +1) or +13/+8 melee (1d6+4/crit 18-20 
  x2, scimitar +1) and +7 melee (1d6+1 plus 
  poison, bite); SA Poison, produce acid, favored 
  enemy 
  (human), 
  spell-like 
  abilities; 
  SQ 
  Chameleon power, detect poison, scent, wild 
  empathy; SR 18; AL NE; SV Fort +8, Ref +11, 
  Will +10; Str 17, Dex 17, Con 17, Int 16, Wis 20, 
  Cha 16. 
   
  Skills and Feats: Concentration +13, Hide 
  +12, Knowledge (Geography) +13, Knowledge 
  (Nature) +13, Listen +17, Move Silently +12, 
  Spot +17; Alertness (B), Blind-Fight (B), Far 
  Shot, Point Blank Shot, Precise Shot, Rapid 
  Shot (B), Track (B), Weapon Focus (composite 
  longbow). 
   
  Possessions: Masterwork studded leather 
  armor, buckler +1, composite [+3 Str] longbow 
  +1, scimitar +1, 40 poisoned arrows. 
   
  Chameleon 
  Power 
  (Sp): 
  A 
  yuan-ti 
  halfblood can psionically change the coloration 
  of itself and its equipment to match its 
  surroundings, granting it a +10 circumstance 
  bonus on Hide checks. 
   
  Favored 
  Enemy 
  (Human): 
  Against 
  humans, Yuan-ti archers gains a +2 bonus to 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  and secondary damage 1d6 Con. The save DC 
  is Constitution-based. 
   
  Produce Acid (Sp): A yuan-ti halfblood has 
  the psionic power to exude acid from its body, 
  dealing 3d6 points of acid damage to the next 
  creature it touches, including a creature hit by its 
  bite attack. If the yuan-ti is grappling or pinning a 
  foe when it uses this power, its grasp deals 5d6 
  points of acid damage. The acid becomes inert 
  when it leaves the yuan-ti’s body, and the yuan-
  ti is immune to its effects. 
   
  Spell-like 
  Abilities 
  (Sp): 
  3/day–animal 
  trance (DC 15), cause fear (DC 14); 1/day–
  deeper darkness, neutralize poison (DC 17), 
  suggestion (DC 16). Caster level 8th. The save 
  DCs are Charisma-based. 
   
  Wild Empathy (Ex): Yuan-ti archer can 
  make a check (+5) to improve the attitude of an 
  animal. He must be within 30 feet of the animal 
  and this takes 1 minute to perform.  
   
  APL 14 
   
   
   
   
   
  Yuan-ti 
  Halfblood 
  Snipers: 
  Male 
  yuan-ti 
  halfblood Rgr2/DpwdSnpr2; CR 9; Medium-Size 
  Monstrous Humanoid; HD 11d8+33; hp 91; Init 
  +3; Spd 30 ft.; AC 23 (+3 Dex, +4 studded 
  leather +1, +2 buckler +1, +4 natural), touch 13, 
  flat-footed 20; Base Atk +11; Grp +14; Atk +16 
  ranged (1d8+4/crit 19-20 x4 plus poison, 
  composite [+3 Str] longbow +1) or +15 melee 
  (1d6+4/crit 18-20 x2, scimitar +1); Full Atk 
  +16/+11/+6 ranged (1d8+4/ crit 19-20 x4 plus 
  poison, composite [+3 Str] longbow +1) or 
  +15/+10/+5 melee (1d6+4/crit 18-20 x2, scimitar 
  +1) and +9 melee (1d6+1 plus poison, bite); SA 
  Concealment 
  reduction, 
  favored 
  enemy 
  (human), keen arrows, magic weapon, poison, 
  produce acid, projectile improved critical, spell-
  like abilities; SQ Chameleon power, detect 
  poison, range increment bonus, scent, wild 
  empathy; SR 20; AL NE; SV Fort +8, Ref +11, 
  Will +10; Str 17, Dex 17, Con 17, Int 16, Wis 20, 
  Cha 16. 
   
  Skills and Feats: Concentration +14, Hide 
  +12, Knowledge (Geography) +13, Knowledge 
  (Nature) +15, Listen +20, Move Silently +16, 
  Spot +20; Alertness (B), Blind-Fight (B), Far 
  Shot, Point Blank Shot, Precise Shot, Rapid 
  Shot (B), Track (B), Weapon Focus (composite 
  longbow). 
   
  Possessions: Studded leather armor +1, 
  buckler +1, composite [+3 Str] longbow +1, 
  scimitar +1, 40 poisoned arrows. 
  
  A Wretched Soul 
   
  Page 27  
   
  Concealment 
  Reduction 
  (Ex): 
  Miss 
  chance against opponents with concealment 
  drops by 10%. 
   
  Chameleon 
  Power 
  (Sp): 
  A 
  yuan-ti 
  halfblood can psionically change the coloration 
  of itself and its equipment to match its 
  surroundings, granting it a +10 circumstance 
  bonus on Hide checks. 
   
  Favored 
  Enemy 
  (Human): 
  Against 
  humans, Yuan-ti archers gains a +2 bonus to 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
   
  Keen Arrows (Ex): All projectiles fired 
  behave as if they were keen weapons in 
  addition to any other properties they might 
  possess. This does not stack with any other 
  keen effect. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial 
  and secondary damage 1d6 Con. The save DC 
  is Constitution-based. 
   
  Produce Acid (Sp): A yuan-ti halfblood has 
  the psionic power to exude acid from its body, 
  dealing 3d6 points of acid damage to the next 
  creature it touches, including a creature hit by its 
  bite attack. If the yuan-ti is grappling or pinning a 
  foe when it uses this power, its grasp deals 5d6 
  points of acid damage. The acid becomes inert 
  when it leaves the yuan-ti’s body, and the yuan-
  ti is immune to its effects. 
   
  Projectile Improved Critical (Ex): The 
  critical multiplier of the composite longbow is 
  increased by 1. 
   
  Range Increment Bonus (Ex): The range 
  increment 
  of 
  the 
  composite 
  longbow 
  is 
  increased by 20 feet. 
   
  Spell-like 
  Abilities 
  (Sp): 
  3/day–animal 
  trance (DC 15), cause fear (DC 14); 1/day–
  deeper darkness, neutralize poison (DC 17), 
  suggestion  (DC 16). Caster level 8th. 1/day–
  magic weapon. Caster level 2nd. The save DCs 
  are Charisma based. 
   
  Wild Empathy (Ex): Yuan-ti archer can 
  make a check (+5) to improve the attitude of an 
  animal. He must be within 30 feet of the animal 
  and this takes 1 minute to perform. 
   
  APL 16 
   
   
   
   
   
  Yuan-ti 
  Halfblood 
  Snipers: 
  Male 
  yuan-ti 
  halfblood Rgr2/DpwdSnpr2; CR 11; Medium-
  Size Monstrous Humanoid; HD 13d8+33; hp 
  107; Init +4; Spd 30 ft.; AC 24 (+4 Dex, +4 
  studded leather +1, +2 buckler +1, +4 natural), 
  touch 14, flatfooted 20; Base Atk +13; Grp +16; 
  Atk +19 ranged (1d8+4/crit 19-20 x4 plus 
  poison, composite [+3 Str] longbow +1) or +17 
  melee (1d6+4/crit 18-20 x2, scimitar +1); Full Atk 
  +19/+14/+9 ranged (1d8+4/ crit 19-20 x4 plus 
  poison, composite [+3 Str] longbow +1) or 
  +17/+12/+7 melee (1d6+4/crit 18-20 x2, scimitar 
  +1) and +9 melee (1d6+1 plus poison, bite); SA 
  Concealment 
  reduction, 
  favored 
  enemy 
  (human), keen arrows, magic weapon, poison, 
  produce acid, projectile improved critical, spell-
  like abilities, take aim; SQ Chameleon power, 
  detect poison, range increment bonus, safe 
  poison use, scent, wild empathy; SR 22; AL NE; 
  SV Fort +9, Ref +16, Will +11; Str 17, Dex 18, 
  Con 17, Int 16, Wis 20, Cha 16. 
   
  Skills and Feats: Concentration +15, Hide 
  +18, Knowledge (Geography) +13, Knowledge 
  (Nature) +17, Listen +22, Move Silently +18, 
  Spot +22; Alertness (B), Blind-Fight (B), Far 
  Shot, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot (B), Track (B), Weapon Focus 
  (composite longbow). 
   
  Possessions: Studded leather armor +1, 
  buckler +1, composite [+3 Str] longbow +1, 
  scimitar +1, 40 poisoned arrows. 
   
  Concealment 
  Reduction 
  (Ex): 
  Miss 
  chance against opponents with concealment 
  drops by 10%. 
   
  Chameleon 
  Power 
  (Sp): 
  A 
  yuan-ti 
  halfblood can psionically change the coloration 
  of itself and its equipment to match its 
  surroundings, granting it a +10 circumstance 
  bonus on Hide checks. 
   
  Favored 
  Enemy 
  (Human): 
  Against 
  humans, Yuan-ti archers gains a +2 bonus to 
  Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
   
  Keen Arrows (Ex): All projectiles fired 
  behave as if they were keen weapons in 
  addition to any other properties they might 
  possess. This does not stack with any other 
  keen effect. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial 
  and secondary damage 1d6 Con. The save DC 
  is Constitution-based. 
    
  Produce Acid (Sp): A yuan-ti halfblood has 
  the psionic power to exude acid from its body, 
  
  A Wretched Soul 
   
  Page 28  
  dealing 3d6 points of acid damage to the next 
  creature it touches, including a creature hit by its 
  bite attack. If the yuan-ti is grappling or pinning a 
  foe when it uses this power, its grasp deals 5d6 
  points of acid damage. The acid becomes inert 
  when it leaves the yuan-ti’s body, and the yuan-
  ti is immune to its effects. 
   
  Projectile Improved Critical (Ex): The 
  critical multiplier of the composite longbow is 
  increased by 1. 
   
  Range Increment Bonus (Ex): The range 
  increment 
  of 
  the 
  composite 
  longbow 
  is 
  increased by 40 feet. 
   
  Safe Poison Use (Ex): The yuan-ti can use 
  poison without any chance of poisoning itself. 
   
  Spell-like 
  Abilities 
  (Sp): 
  3/day–animal 
  trance (DC 15), cause fear (DC 14); 1/day–
  deeper darkness, neutralize poison (DC 17), 
  suggestion (DC 16). Caster level 8th. 1/day–
  magic weapon. Caster level 4th. The save DCs 
  are Charisma-based. 
   
  Take Aim (Ex): By aiming carefully, the 
  yuan-ti can gain a +2 bonus on attack rolls 
  against a stationary target. Taking aim is a full-
  round action and if the target moves more than 5 
  feet during that period the bonus is lost. 
   
  Wild Empathy (Ex): Yuan-ti archer can 
  make a check (+5) to improve the attitude of an 
  animal. He must be within 30 feet of the animal 
  and this takes 1 minute to perform.  
   
   
  
  A Wretched Soul 
   
  Page 29  
  Appendix Four – Encounter 6: Sacrifice 
  APL 10 
   
   
   
   
   
  Pacanan: Male human Clr3/Wiz7; CR 10; 
  Medium-Size Humanoid; HD 3d8+7d4+20; hp 
  59; Init +4; Spd 30 ft.; AC 20 (+4 mage armor, 
  +4 deflection Hand of Vecna, +2 ring of force 
  shield), touch 14, flat-footed 20; Base Atk +5; 
  Grp +12; Atk +13 melee (1d4+7, masterwork 
  dagger); SA Spells, Hand of Vecna; SQ Hand of 
  Vecna, fire resistance 20, electrical absorbance 
  84 points, familiar; AL NE; SV Fort +9, Ref +5, 
  Will +13; Str 24, Dex 10, Con 14, Int 15, Wis 17, 
  Cha 12.  
   
  Skills and Feats: Bluff +10, Concentration 
  +12, Decipher Script +2, Disguise +2, Gather 
  Information 
  +3, 
  Heal 
  +4, 
  Intimidate 
  +3, 
  Knowledge (Arcana) +10, Knowledge (History) 
  +8, Knowledge (Local) +7, Knowledge (Planes) 
  +7, Knowledge (Religion) +10, Listen +5, Sense 
  Motive +3, Spellcraft +12, Spot +5; Improved 
  Familiar, Improved Initiative, Persuasive, Silent 
  Spell, Skill Focus (Bluff), Reach Spell. 
   
  Spells Prepared (Cleric) (4/3+1/2+1; base 
  DC = 13 + spell level): 0–cure minor wounds, 
  detect 
  magic, 
  guidance, 
  resistance; 
  1st–
  command, detect secret doors*, entropic shield, 
  shield of faith; 2nd–bear’s endurance, detect 
  thoughts*, sound burst 
  . 
  Spells Prepared (Wizard) (4/5/4/2/1; base 
  DC = 12 + spell level): 0–acid splash, flare, 
  ghost sound, touch of fatigue; 1st–charm 
  person, expeditious retreat, mage armor, magic 
  missile, ray of enfeeblement; 2nd–magic missile 
  (silent), resist energy (fire), scorching ray, web; 
  3rd–sleet 
  storm, 
  protection 
  from 
  energy 
  (electricity); 4th– touch of idiocy (reach);  
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Possessions: Hand of Vecna, masterwork 
  dagger, cloak of resistance +2, ring of force 
  shield, scroll of dimension door.  
   
  Notes: 
  Pacanan 
  speaks 
  Common, 
  Draconic, and Undercommon. He has a 
  permanent Rary’s telepathic bond with his 
  familiar. 
   
  Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 10; hp 29; Init +3, Spd 20 ft., fly 
  50 ft. (perfect); AC 24, touch 15, flat-footed 21; 
  Base Atk +5; Grp –3; Atk/Full Atk +10 melee 
  (1d4 plus poison, sting); SA Poison, spell-like 
  abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, 
  granted abilities; AL LE; SV Fort +5, Ref +6, Will 
  +9; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  14.  
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (Planes) +6, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +6, Spot +7, Survival 
  +1; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
  The DC is Constitution-based and includes a +2 
  racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect 
  good, detect magic, invisibility (self only); 1/day– 
  suggestion. Caster level 6th; save DC 10 + spell 
  level. Once per week an imp can use commune 
  to ask six questions (otherwise as the spell cast 
  by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12th, except that an individual imp can 
  assume only one or two forms no larger than 
  Medium. Common forms include monstrous 
  spider, raven, rat, and boar. 
   
  Fiona Maynem: Female human Drd7/NmlLrd3 
  (Snake); CR 10; Medium-Size Humanoid; HD 
  10d8+20; hp 73; Init +0; Spd 30 ft.; AC 18 (+5 
  dragonhide wild hide armor +2, +3 natural 
  barkskin), touch 10, flat-footed 18; Base Atk +7; 
  Grp +6; Atk +8 melee (1d8+1/crit x3, spear +2); 
  Full Atk +8/+3 melee (1d8+1/crit x3, spear +2); 
  SA Spells; SQ Animal bond, animal companion, 
  animal sense, animal speech, lesser wild shape, 
  nature sense, resist nature’s lure, trackless step, 
  wild shape 3/day, wild empathy, woodland 
  stride, fire absorbance 84, electrical resistance 
  20; AL NE; SV Fort +10, Reflex +7, Will +9; Str 
  8, Dex 10, Con 14, Int 13, Wis 17, Cha 14. 
  Height 5 ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, 
  Concentration +10, Escape Artist +1, Handle 
  
  A Wretched Soul 
   
  Page 30  
  Animal +8, Heal +7, Hide +1, Knowledge 
  (Nature) +12, Listen +8, Spellcraft +7, Spot +8, 
  Survival +14; Animal Control, Animal Defiance, 
  Clever Wrestling (B), Lightning Reflexes, Natural 
  Spell, Resist Poison.* 
   
  Spells Prepared (Druid) (6/5/4/3/1; base DC 
  = 13 + spell level): 0–create water, cure minor 
  wounds (x3), detect magic, flare; 1st–charm 
  animal, cure light wounds, faerie fire, magic 
  fang, produce flame; 2nd–barkskin, bear’s 
  endurance, resist energy (electricity), warp 
  wood; 3rd–cure moderate wounds, meld into 
  stone, protection from energy (fire); 4th–freedom 
  of movement 
   
  Spells Prepared (Snakelord) (2/1; base DC 
  = 13 + spell level): 1st–camouflage, cure light 
  wounds; 2nd–hold animal. 
   
  Possessions: Dragonhide wild leather armor 
  +2, spear +2, collar of resistance +2 (animal 
  companion). 
   
  Animal Bond (Ex): Allows the Animal Lord 
  to have an animal companion as per the animal 
  companion ability of the druid, but limited to 
  animals in her selected group. The Animal 
  Lord’s levels count as its effective druid level for 
  purposes of this ability. If the Animal Lord 
  already has the animal companion ability from 
  another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge 
  viper animal companion named Ssesseth. 
   
  Animal Sense (Su): Fiona can sense any 
  snakes within a 9-mile radius. 
   
  Animal Speech (Ex): Fiona can converse 
  at will with snakes as though under the effects of 
  speak with animals. 
   
  Lesser Wild Shape (Su): Fiona may wild 
  shape into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus 
  on Knowledge (Nature) and Survival checks 
  (included). 
   
  Trackless Step (Ex): Fiona leaves no trail 
  in natural surroundings and cannot be tracked. 
  Fiona may choose to leave a trail if so desired. 
   
  Resist Nature’s Lure (Ex): Fiona gains a 
  +4 bonus on saving throws against the spell-like 
  abilities of fey. 
   
  Wild Empathy (Ex): Fiona can make a 
  check (+14) to improve the attitude of an animal. 
  He must be within 30 feet of the animal and this 
  takes 1 minute to perform. 
   
  Wild Shape (Su): Fiona may turn into a 
  Small or Medium size animal and back again 3 
  times/day for up to 7 hours. 
   
  Woodland 
  Stride 
  (Ex): 
  Fiona 
  moves 
  through dense jungle at full speed without 
  suffering any damage or impairment. Magically 
  overgrown areas still impede Fiona. 
   
  Ssesseth, viper animal companion: Huge 
  Magical Beast (Augmented Animal); HD 8d8+8; 
  hp 44; Init +7; Spd 20 ft., climb 20 ft., swim 20 
  ft.; AC 18 (-2 size, +3 Dex, +7 natural), touch 11, 
  flatfooted 15; Base Atk +6; Grp +17; Full Atk +9 
  melee (1d6+4 plus poison, bite); Space/Reach 
  15 ft./10 ft.; SA Poison; SQ Evasion, link, scent, 
  share spells; AL N; SV Fort +9, Ref +11, Will +5; 
  Str 17, Dex 16, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +11. 
  Hide +6, Listen +7, Spot +7, Swim +11; 
  Improved Initiative, Run, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  damage 1d6 Con, secondary damage 1d6 Con. 
  The DC is Constitution-based. 
   
  Evasion (Ex): If Ssesseth is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move 
  action. A druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal 
  checks made regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks 
  – attack (x2), come, defend, stay. 
   
  APL 12 
   
   
   
   
   
  Pacanan: Male human Clr3/Wiz7/MyT2; CR 12; 
  Medium-Size Humanoid; HD 3d8+9d4+24; hp 
  69; Init +4; Spd 30 ft.; AC 20 (+4 mage armor, 
  +4 deflection Hand of Vecna, +2 ring of force 
  shield), touch 14, flat-footed 20; Base Atk +6; 
  Grp +13; Ak +14 melee (1d4+7, masterwork 
  dagger); 
  Full 
  Atk 
  +14/+9 
  melee 
  (1d4+7, 
  masterwork dagger); SA Spells, Hand of Vecna; 
  SQ Familiar, Hand of Vecna; fire resistance 20, 
  electrical absorbance 108 points; AL NE; SV 
  
  A Wretched Soul 
   
  Page 31  
  Fort +10, Ref +6, Will +17; Str 24, Dex 10, Con 
  14, Int 16, Wis 17, Cha 12.  
   
  Skills and Feats: Bluff +11, Concentration 
  +14, Decipher Script +3, Disguise +5, Gather 
  Information 
  +5, 
  Heal 
  +4, 
  Intimidate 
  +5, 
  Knowledge (Arcana) +11, Knowledge (History) 
  +9, Knowledge (Local) +8, Knowledge (Planes) 
  +8, Knowledge (Religion) +11, Listen +5, Sense 
  Motive +7, Spellcraft +14, Spot +5; Deceitful, 
  Improved 
  Familiar, 
  Improved 
  Initiative, 
  Persuasive, Silent Spell, Skill Focus (Bluff), 
  Reach Spell. 
   
  Spells Prepared (Cleric) (5/4+1/3+1/2+1; 
  base DC = 13 + spell level): 0–cure minor 
  wounds, detect magic, guidance, resistance, 
  virtue; 1st–command, detect secret doors*, 
  entropic shield, sanctuary, shield of faith; 2nd– 
  bear’s endurance, detect thoughts*, silence, 
  sound burst; 3rd–cure serious wounds, dispel 
  magic*, protection from energy. 
   
  Spells Prepared (Wizard) (4/5/5/4/2/1; base 
  DC = 13 + spell level): 0–acid splash, flare, 
  ghost sound, touch of fatigue; 1st–charm 
  person, expeditious retreat, mage armor, magic 
  missile, ray of enfeeblement; 2nd– magic missile 
  (silent), mirror image, resist energy (fire), 
  scorching 
  ray, 
  web; 
  3rd–deep 
  slumber, 
  protection from energy (electricity), sleet storm, 
  suggestion; 4th–dimension door, touch of idiocy 
  (reach); 5th–vampiric touch (reach). 
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Possessions: Hand of Vecna masterwork 
  dagger, cloak of resistance +3, ring of force 
  shield, scroll of dimension door. 
   
  Notes: 
  Pacanan 
  speaks 
  Common, 
  Draconic, and Undercommon. He has a 
  permanent Rary’s telepathic bond with his 
  familiar. 
   
   
  Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 12; hp 34; Init +3, Spd 20 ft., fly 
  50 ft. (perfect); AC 24, touch 15, flat-footed 21; 
  Base Atk +6; Grp –2; Atk/Full Atk +11 melee 
  (1d4 plus poison, sting); SA Poison, spell-like 
  abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, 
  granted abilities; AL LE; SV Fort +5, Ref +6, Will 
  +12; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (Planes) +6, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +6, Spot +7, Survival 
  +1; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
  The DC is Constitution-based and includes a +2 
  racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect 
  good, detect magic, invisibility (self only); 1/day– 
  suggestion. Caster level 6th; save DC 10 + spell 
  level. Once per week an imp can use commune 
  to ask six questions (otherwise as the spell cast 
  by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12th, except that an individual imp can 
  assume only one or two forms no larger than 
  Medium. Common forms include monstrous 
  spider, raven, rat, and boar. 
   
  Fiona Maynem: Female human Drd8/NmlLrd4 
  (Snake); CR 12; Medium-Size Humanoid; HD 
  12d8+24; hp 87; Init +0; Spd 30 ft.; AC 18 (+5 
  dragonhide wild hide armor +2, +3 natural 
  barkskin), touch 10, flat-footed 18; Base Atk +9; 
  Grp +8; Atk +10 melee (1d8+1/crit x3, spear +2); 
  Full Atk +10/+5 melee (1d8+1/crit x3, spear +2); 
  SA Spells; SQ Animal bond, animal companion, 
  animal farspeech, animal sense, animal speech, 
  lesser wild shape, nature sense, resist nature’s 
  lure, trackless step, wild shape 3/day, wild 
  empathy, woodland stride, acid absorbance 84, 
  electrical resistance 20, fire resistance 5; AL NE; 
  SV Fort +12, Reflex +8, Will +11; Str 8, Dex 10, 
  Con 14, Int 13, Wis 18, Cha 14. Height 5 ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, 
  Concentration +12, Escape Artist +1, Handle 
  Animal +9, Heal +8, Hide +2, Knowledge 
  (Nature) +14, Listen +10, Spellcraft +8, Spot 
  +10, Survival +15; Animal Control, Animal 
  Defiance, 
  Clever 
  Wrestling 
  (B), 
  Lightning 
  Reflexes, 
  Natural 
  Spell, 
  Resist 
  Poison, 
  Resistance to Energy (fire). 
   
  Spells Prepared (Druid) (6/5/4/4/3; base DC 
  = 14 + spell level): 0–create water, cure minor 
  wounds (x3), detect magic, flare; 1st–charm 
  animal, cure light wounds, faerie fire, magic 
  fang, produce flame; 2nd–barkskin, bear’s 
  
  A Wretched Soul 
   
  Page 32  
  endurance, resist energy (electricity), warp 
  wood; 3rd–cure moderate wounds, meld into 
  stone, protection from energy (acid), sleet storm; 
  4th–cure serious wounds, flame strike, freedom 
  of movement.  
   
  Spells Prepared (Snakelord) (2/2; base DC 
  = 14 + spell level): 1st–camouflage, cure light 
  wounds; 2nd–cure moderate wounds, hold 
  animal. 
   
  Possessions: Dragonhide wild leather armor 
  +2, spear +2, collar of resistance +3 (animal 
  companion). 
   
  Animal Bond (Ex): Allows the Animal Lord 
  to have an animal companion as per the animal 
  companion ability of the druid, but limited to 
  animals in her selected group. The Animal 
  Lord’s levels count as its effective druid level for 
  purposes of this ability. If the Animal Lord 
  already has the animal companion ability from 
  another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge 
  viper animal companion named Ssesseth. 
   
  Animal Farspeech (Sp): Fiona can use her 
  animal speech ability to converse telepathically 
  with any snake within a 16-mile radius. 
   
  Animal Sense (Su): Fiona can sense any 
  snakes within a 16-mile radius. 
   
  Animal Speech (Ex): Fiona can converse 
  at will with snakes as though under the effects of 
  speak with animals. 
   
  Lesser Wild Shape (Su): Fiona may wild 
  shape into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus 
  on Knowledge (Nature) and Survival checks 
  (included). 
   
  Resist Nature’s Lure (Ex): Fiona gains a 
  +4 bonus on saving throws against the spell-like 
  abilities of fey. 
   
  Summon Animal (Sp): Fiona can summon 
  1d3 Small or Medium size snakes once per day. 
  This effect functions like summon nature’s ally 
  and lasts one round per Animal Lord level. 
   
  Trackless Step (Ex): Fiona leaves no trail 
  in natural surroundings and cannot be tracked. 
  Fiona may choose to leave a trail if so desired. 
   
  Wild Empathy (Ex): Fiona can make a 
  check (+16) to improve the attitude of an animal. 
  He must be within 30 feet of the animal and this 
  takes 1 minute to perform. 
   
  Wild Shape (Su): Fiona may turn into a 
  Small or Medium size animal and back again 3 
  times/day for up to 8 hours. 
   
  Woodland 
  Stride 
  (Ex): 
  Fiona 
  moves 
  through dense jungle at full speed without 
  suffering any damage or impairment. Magically 
  overgrown areas still impede Fiona. 
   
  Ssesseth, viper animal companion: Huge 
  Magical 
  Beast 
  (Augmented 
  Animal); 
  HD 
  10d8+10; hp 55; Init +7; Spd 20 ft., climb 20 ft., 
  swim 20 ft.; AC 20 (-2 size, +3 Dex, +9 natural), 
  touch 11, flatfooted 17; Base Atk +7; Grp +19; 
  Full Atk +11 melee (1d6+5 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Poison; SQ 
  Devotion, evasion, link, scent, share spells; AL 
  N; SV Fort +11, Ref +13, Will +7; Str 18, Dex 17, 
  Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12. 
  Hide +8, Listen +7, Spot +7, Swim +11; Combat 
  Reflexes, Improved Initiative, Run, Weapon 
  Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  damage 1d6 Con, secondary damage 1d6 Con. 
  The DC is Constitution-based. 
   
  Devotion (Ex): Ssesseth gains a +4 morale 
  bonus on Will saves against enchantment spells 
  and effects. 
   
  Evasion (Ex): If Ssesseth is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move 
  action. A druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal 
  checks made regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks 
  – attack (x2), come, defend, seek, stay. 
  APL 14 
   
   
   
   
   
  Pacanan: Male human Clr3/Wiz7/MyT4; CR 14; 
  Medium-Size Humanoid; HD 3d8+11d4+28; hp 
  79; Init +4; Spd 30 ft.; AC 20 (+4 mage armor, 
  +4 deflection Hand of Vecna, +2 ring of force 
  shield), touch 14, flat-footed 20; Base Atk +7; 
  Grp +14; Atk +15 melee (1d4+7, masterwork 
  dagger); Full Atk +15/+10 melee (1d4+7, 
  masterwork dagger); SA Spells, Hand of Vecna; 
  SQ Hand of Vecna, familiar, fire resistance 30, 
  
  A Wretched Soul 
   
  Page 33  
  electrical absorbance 120 points; AL NE; SV 
  Fort +12, Ref +8, Will +19; Str 24, Dex 10, Con 
  14, Int 16, Wis 17, Cha 12. 
   
  Skills and Feats: Bluff +11, Concentration 
  +16, Decipher Script +5, Disguise +7, Gather 
  Information 
  +5, 
  Heal 
  +4, 
  Intimidate 
  +5, 
  Knowledge (Arcana) +12, Knowledge (History) 
  +9, Knowledge (Local) +8, Knowledge (Planes) 
  +8, Knowledge (Religion) +12, Listen +5, Sense 
  Motive +8, Spellcraft +15, Spot +5; Deceitful, 
  Improved 
  Familiar, 
  Improved 
  Initiative, 
  Persuasive, Silent Spell, Skill Focus (Bluff), 
  Reach Spell. 
   
  Spells 
  Prepared 
  (Cleric) 
  (6/5+1/4+1/3+1/1+1; base DC = 13 + spell 
  level): 0–cure minor wounds (2), detect magic, 
  guidance, resistance, virtue; 1st–command, cure 
  light wounds, detect secret doors*, entropic 
  shield, sanctuary, shield of faith; 2nd–bear’s 
  endurance, cure moderate wounds, detect 
  thoughts*, 
  silence, 
  sound 
  burst; 
  3rd–cure 
  serious wounds, dispel magic*, meld into stone, 
  protection from energy; 4th–air walk, divination*. 
   
  Spells Prepared (Wizard) (4/5/5/5/3/2/1; 
  base DC = 13 + spell level): 0–acid splash, flare, 
  ghost sound, touch of fatigue; 1st–charm 
  person, expeditious retreat, mage armor, magic 
  missile, ray of enfeeblement; 2nd–magic missile 
  (silent), mirror image, resist energy (fire), 
  scorching 
  ray, 
  web; 
  3rd–deep 
  slumber, 
  nondetection, 
  protection 
  from 
  energy 
  (electricity), 
  sleet 
  storm, 
  suggestion; 
  4th–
  dimension door, Evard’s black tentacles, touch 
  of idiocy (reach); 5th–dominate person, vampiric 
  touch (reach); 6th–mass suggestion. 
   
  *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard). 
   
  Possessions: Hand of Vecna, Masterwork 
  dagger, cloak of resistance +4, ring of force 
  shield, scroll of dimension door. 
   
  Notes: 
  Pacanan 
  speaks 
  Common, 
  Draconic, and Undercommon. He has a 
  permanent Rary’s telepathic bond with his 
  familiar. 
   
   
  Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 14; hp 39; Init +3, Spd 20 ft., fly 
  50 ft. (perfect); AC 24, touch 15, flat-footed 21; 
  Base Atk +7; Grp –1; Atk/Full Atk +12 melee 
  (1d4 plus poison, sting); SA Poison, spell-like 
  abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, 
  granted abilities; AL LE; SV Fort +6, Ref +7, Will 
  +13; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  14. Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (Planes) +6, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +6, Spot +7, Survival 
  +1; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 19, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
  The DC is Constitution-based and includes a +2 
  racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect 
  good, detect magic, invisibility (self only); 1/day– 
  suggestion. Caster level 6th; save DC 10 + spell 
  level. Once per week an imp can use commune 
  to ask six questions (otherwise as the spell cast 
  by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12th, except that an individual imp can 
  assume only one or two forms no larger than 
  Medium. Common forms include monstrous 
  spider, raven, rat, and boar. 
   
  Fiona Maynem: Female human Drd9/NmlLrd5 
  (Snake); CR 14; Medium-Size Humanoid; HD 
  14d8+28; hp 101; Init +0; Spd 30 ft.; AC 19 (+5 
  dragonhide wild hide armor +2, +4 natural 
  barkskin), touch 10, flat-footed 19; Base Atk +9; 
  Grp +8; Atk +10 melee (1d8+1/crit x3 plus 
  poison, spear +2); Full Atk +10/+5 melee 
  (1d8+1/crit x3 plus poison, spear +2); SA Spells, 
  produce poison; SQ Animal bond, animal 
  companion, animal farspeech, animal sense, 
  animal speech, lesser wild shape, nature sense, 
  resist nature’s lure, share lesser form, summon 
  animal, trackless step, venom immunity, wild 
  shape 3/day, wild empathy, woodland stride, 
  acid absorbance 84, electrical resistance 20, fire 
  resistance 5; AL NE; SV Fort +12, Reflex +9, 
  Will +11; Str 8, Dex 10, Con 14, Int 13, Wis 18, 
  Cha 14. Height 5 ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, 
  Concentration +14, Escape Artist +1, Handle 
  Animal +9, Heal +8, Hide +2, Knowledge 
  (Nature) +15, Listen +12, Spellcraft +10, Spot 
  +12, Survival +15; Animal Control, Animal 
  Defiance, 
  Clever 
  Wrestling 
  (B), 
  Lightning 
  Reflexes, 
  Natural 
  Spell, 
  Resist 
  Poison, 
  Resistance to Energy (fire). 
  
  A Wretched Soul 
   
  Page 34  
   
  Spells Prepared (Druid) (6/5/5/4/3/1; base 
  DC = 14 + spell level): 0–create water, cure 
  minor wounds (x3), detect magic, flare; 1st–
  charm animal, cure light wounds, faerie fire, 
  magic fang, produce flame; 2nd–barkskin, bear’s 
  endurance, chill metal, resist energy (electricity), 
  warp wood; 3rd–cure moderate wounds, meld 
  into stone, protection from energy (acid), sleet 
  storm; 4th–cure serious wounds, flame strike, 
  freedom of movement; 5th–baleful polymorph 
   
  Spells Prepared (Snakelord) (2/2/1; base 
  DC = 14 + spell level): 1st–camouflage, cure 
  light wounds; 2nd–cure moderate wounds, hold 
  animal; 3rd–cure serious wounds. 
   
  Possessions: Dragonhide wild leather armor 
  +2, spear +2, collar of resistance +4 (animal 
  companion). 
   
  Animal Bond (Ex): Allows the Animal Lord 
  to have an animal companion as per the animal 
  companion ability of the druid, but limited to 
  animals in her selected group. The Animal 
  Lord’s levels count as its effective druid level for 
  purposes of this ability. If the Animal Lord 
  already has the animal companion ability from 
  another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge 
  viper animal companion named Ssesseth. 
   
  Animal Farspeech (Sp): Fiona can use her 
  animal speech ability to converse telepathically 
  with any snake within a 25-mile radius. 
   
  Animal Sense (Su): Fiona can sense any 
  snakes within a 25-mile radius. 
   
  Animal Speech (Ex): Fiona can converse 
  at will with snakes as though under the effects of 
  speak with animals. 
   
  Lesser Wild Shape (Su): Fiona may wild 
  shape into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus 
  on Knowledge (Nature) and Survival checks 
  (included). 
   
  Produce Poison (Ex): Fiona can produce 
  poison once per day (Fortitude save DC 15, 
  initial and secondary damage 2d6 Constitution). 
   
   
  Resist Nature’s Lure (Ex): Fiona gains a 
  +4 bonus on saving throws against the spell-like 
  abilities of fey. 
   
  Share Lesser Form (Sp): Fiona can share 
  her snake form with up to 5 willing individuals. 
  This effect is identical to the polymorph spell but 
  lasts 5 hours. 
   
  Summon Animal (Sp): Fiona can summon 
  1d3 Small or Medium size snakes once per day. 
  This effect functions like summon nature’s ally 
  and lasts one round per Animal Lord level. 
   
  Trackless Step (Ex): Fiona leaves no trail 
  in natural surroundings and cannot be tracked. 
  Fiona may choose to leave a trail if so desired. 
   
  Venom Immunity (Ex): Fiona is immune to 
  all poisons. 
    
  Wild Empathy (Ex): Fiona can make a 
  check (+18) to improve the attitude of an animal. 
  He must be within 30 feet of the animal and this 
  takes 1 minute to perform. 
   
  Wild Shape (Su): Fiona may turn into a 
  Small or Medium size animal and back again 3 
  times/day for up to 9 hours. 
   
  Woodland 
  Stride 
  (Ex): 
  Fiona 
  moves 
  through dense jungle at full speed without 
  suffering any damage or impairment. Magically 
  overgrown areas still impede Fiona. 
   
  Ssesseth, viper animal companion: Huge 
  Magical 
  Beast 
  (Augmented 
  Animal); 
  HD 
  10d8+10; hp 55; Init +7; Spd 20 ft., climb 20 ft., 
  swim 20 ft.; AC 20 (-2 size, +3 Dex, +9 natural), 
  touch 11, flatfooted 17; Base Atk +7; Grp +19; 
  Full Atk +11 melee (1d6+5 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Poison; SQ 
  Devotion, evasion, link, scent, share spells; AL 
  N; SV Fort +12, Ref +14, Will +8; Str 18, Dex 17, 
  Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12. 
  Hide +8, Listen +7, Spot +7, Swim +11; Combat 
  Reflexes, Improved Initiative, Run, Weapon 
  Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  damage 1d6 Con, secondary damage 1d6 Con. 
  The DC is Constitution-based. 
   
  Devotion (Ex): Ssesseth gains a +4 morale 
  bonus on Will saves against enchantment spells 
  and effects. 
   
  Evasion (Ex): If Ssesseth is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move 
  
  A Wretched Soul 
   
  Page 35  
  action. A druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal 
  checks made regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks 
  – attack (x2), come, defend, seek, stay. 
   
  APL 16 
   
   
   
   
   
  Pacanan: Male human Clr3/Wiz7/MyT6; CR 16; 
  Medium-Size Humanoid; HD 3d8+13d4+32; hp 
  89; Init +4; Spd 30 ft.; AC 16 (+4 mage armor, 
  +2 ring of force shield), touch 12, flat-footed 16; 
  Base Atk +8; Grp +15; Atk +16 melee (1d4+7, 
  masterwork dagger); Full Atk +16/+11 melee 
  (1d4+7, masterwork dagger); SA Spells, Hand of 
  Vecna; SQ Hand of Vecna, familiar, fire 
  resistance 30, freedom of movement, electrical 
  absorbance 120 points; AL NE; SV Fort +14, 
  Ref +10, Will +21; Str 24, Dex 10, Con 14, Int 
  17, Wis 17, Cha 12. 
   
  Skills and Feats: Bluff +11, Concentration 
  +18, Decipher Script +5, Disguise +11, Gather 
  Information 
  +5, 
  Heal 
  +4, 
  Intimidate 
  +5, 
  Knowledge (Arcana) +13, Knowledge (History) 
  +9, Knowledge (Local) +8, Knowledge (Planes) 
  +8, Knowledge (Religion) +14, Listen +5, Sense 
  Motive +10, Spellcraft +16, Spot +6; Deceitful, 
  Improved 
  Familiar, 
  Improved 
  Initiative, 
  Persuasive, Silent Spell, Skill Focus (Bluff), Skill 
  Focus (Disguise), Reach Spell. 
   
  Spells 
  Prepared 
  (Cleric) 
  (6/5+1/5+1/4+1/3+1/2+1; base DC = 13 + spell 
  level): 0–cure minor wounds (2), detect magic, 
  guidance, resistance, virtue; 1st–command, cure 
  light wounds, detect secret doors*, entropic 
  shield, sanctuary, shield of faith; 2nd–bear’s 
  endurance, cure moderate wounds, detect 
  thoughts*, silence, sound burst (2); 3rd–cure 
  serious wounds, dispel magic*, meld into stone, 
  protection from energy, wind wall; 4th–air walk, 
  death ward, divination*, freedom of movement; 
  5th–greater command, spell resistance*, plane 
  shift. 
   
  Spells Prepared (Wizard) (4/5/5/5/4/3/3; 
  base DC = 13 + spell level): 0–acid splash, flare, 
  ghost sound, touch of fatigue; 1st–charm 
  person, expeditious retreat, mage armor, magic 
  missile, ray of enfeeblement; 2nd–magic missile 
  (silent), mirror image, resist energy (fire), 
  scorching 
  ray, 
  web; 
  3rd–deep 
  slumber, 
  nondetection, 
  protection 
  from 
  energy 
  (electricity), 
  sleet 
  storm, 
  suggestion; 
  4th–
  dimension door, Evard’s black tentacles, greater 
  invisibility, touch of idiocy (reach); 5th–dominate 
  person (x2), vampiric touch (reach); 6th–bestow 
  curse (reach), disintegrate, mass suggestion. 
   
   *Domain spell. Domains: Knowledge (All 
  Knowledge skills are class skills. Divinations are 
  cast at +1 caster level); Magic (May use spell 
  completion or spell trigger devices as a 5-level 
  wizard).  
   
  Possessions: Hand of Vecna, masterwork 
  dagger, cloak of resistance +5, ring of force 
  shield, scroll of dimension door. 
   
  Notes: 
  Pacanan 
  speaks 
  Common, 
  Draconic, and Undercommon. He has a 
  permanent Rary’s telepathic bond with his 
  familiar. 
   
  Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 17; hp 47; Init +3, Spd 20 ft., fly 
  50 ft. (perfect); AC 24, touch 15, flat-footed 21; 
  Base Atk +8; Grp +0; Atk/Full Atk +13 melee 
  (1d4 plus poison, sting); SA Poison, spell-like 
  abilities; SQ alternate form, darkvision 60 ft., 
  deliver touch spells, DR 5/good or silver, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, 
  granted abilities; AL LE; SV Fort +7, Ref +8, Will 
  +14; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 
  14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (Planes) +6, Listen +7, Move Silently 
  +9, Search +6, Spellcraft +6, Spot +7, Survival 
  +1; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 20, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
  The DC is Constitution-based and includes a +2 
  racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect 
  good, detect magic, invisibility (self only); 1/day– 
  suggestion. Caster level 6th; save DC 10 + spell 
  level. Once per week an imp can use commune 
  to ask six questions (otherwise as the spell cast 
  by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster 
  level 12th, except that an individual imp can 
  assume only one or two forms no larger than 
  Medium. Common forms include monstrous 
  spider, raven, rat, and boar. 
   
  
  A Wretched Soul 
   
  Page 36  
  Fiona Maynem: Female human Drd10/NmlLrd6 
  (Snake); CR 16; Medium-Size Humanoid; HD 
  16d8+28; hp 115; Init +0; Spd 30 ft.; AC 19 (+5 
  dragonhide wild hide armor +2, +4 natural 
  barkskin), touch 10, flat-footed 19; Base Atk 
  +11; Grp +10; Atk +12 melee (1d8+1/crit x3 plus 
  poison, spear +2); Full Atk +12/+7/+2 melee 
  (1d8+1/crit x3 plus poison, spear +2); SA Spells, 
  produce poison; SQ Animal bond, animal 
  companion, 
  animal 
  farspeech, 
  animal 
  perception, animal sense, animal speech, lesser 
  wild shape, nature sense, resist nature’s lure, 
  scent, share lesser form, summon animal, 
  trackless step, venom immunity, wild shape 
  3/day, wild empathy, woodland stride, acid 
  absorbance 84, electrical resistance 20, fire 
  resistance 5; AL NE; SV Fort +14, Reflex +10, 
  Will +13; Str 8, Dex 10, Con 14, Int 13, Wis 19, 
  Cha 14. Height 5 ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, 
  Concentration +15, Escape Artist +1, Handle 
  Animal +10, Heal +8, Hide +3, Knowledge 
  (Nature) +16, Listen +14, Spellcraft +12, Spot 
  +12, Survival +15, Swim +3; Animal Control, 
  Animal Defiance, Clever Wrestling (B), Lightning 
  Reflexes, 
  Natural 
  Spell, 
  Resist 
  Poison, 
  Resistance to Energy (fire), Scent. 
   
  Spells Prepared (Druid) (6/5/5/4/4/2; base 
  DC = 14 + spell level): 0–create water, cure 
  minor wounds (x3), detect magic, flare; 1st–
  charm animal, cure light wounds, faerie fire, 
  magic fang, produce flame; 2nd–barkskin, bear’s 
  endurance, chill metal, resist energy (electricity), 
  warp wood; 3rd–cure moderate wounds, meld 
  into stone, protection from energy (acid), sleet 
  storm; 4th–cure serious wounds, dispel magic, 
  flame strike, freedom of movement; 5th–baleful 
  polymorph, wall of thorns. 
   
  Spells Prepared (Snakelord) (2/2/2; base 
  DC = 14 + spell level): 1st–camouflage, cure 
  light wounds; 2nd–cure moderate wounds, hold 
  animal; 3rd–cure serious wounds, protection 
  from energy. 
   
  Possessions: Dragonhide wild leather armor 
  +2, spear +2, collar of resistance +5 (animal 
  companion). 
   
  Animal Bond (Ex): Allows the Animal Lord 
  to have an animal companion as per the animal 
  companion ability of the druid, but limited to 
  animals in her selected group. The Animal 
  Lord’s levels count as its effective druid level for 
  purposes of this ability. If the Animal Lord 
  already has the animal companion ability from 
  another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge 
  viper animal companion named Ssesseth. 
   
  Animal Farspeech (Sp): Fiona can use her 
  animal speech ability to converse telepathically 
  with any snake within a 36-mile radius. 
   
  Animal Perception (Sp): Fiona can share 
  the sensory input of any snake within range of 
  her animal sense. 
   
  Animal Sense (Su): Fiona can sense any 
  snakes within a 36-mile radius. 
   
  Animal Speech (Ex): Fiona can converse 
  at will with snakes as though under the effects of 
  speak with animals. 
   
  Lesser Wild Shape (Su): Fiona may wild 
  shape into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus 
  on Knowledge (Nature) and Survival checks 
  (included). 
   
  Produce Poison (Ex): Fiona can produce 
  poison once per day (Fortitude save DC 15, 
  initial and secondary damage 2d6 Constitution). 
   
  Resist Nature’s Lure (Ex): Fiona gains a 
  +4 bonus on saving throws against the spell-like 
  abilities of fey. 
   
  Share Lesser Form (Sp): Fiona can share 
  her snake form with up to 6 willing individuals. 
  This effect is identical to the polymorph spell but 
  lasts 6 hours. 
   
  Summon Animal (Sp): Fiona can summon 
  1d3 Small or Medium size snakes twice per day. 
  This effect functions like summon nature’s ally 
  and lasts one round per Animal Lord level. 
   
  Trackless Step (Ex): Fiona leaves no trail 
  in natural surroundings and cannot be tracked. 
  Fiona may choose to leave a trail if so desired. 
   
  Venom Immunity (Ex): Fiona is immune to 
  all poisons. 
   
  Wild Empathy (Ex): Fiona can make a 
  check (+18) to improve the attitude of an animal. 
  He must be within 30 feet of the animal and this 
  takes 1 minute to perform. 
   
  Wild Shape (Su): Fiona may turn into a 
  Small to Large size animal and back again 4 
  times/day for up to 10 hours. 
  
  A Wretched Soul 
   
  Page 37  
   
  Woodland 
  Stride 
  (Ex): 
  Fiona 
  moves 
  through dense jungle at full speed without 
  suffering any damage or impairment. Magically 
  overgrown areas still impede Fiona. 
   
  Ssesseth, viper animal companion: Huge 
  Magical 
  Beast 
  (Augmented 
  Animal); 
  HD 
  12d8+12;hp 66; Init +8; Spd 20 ft., climb 20 ft., 
  swim 20 ft.; AC 23 (-2 size, +4 Dex, +11 
  natural), touch 12, flat-footed 19; Base Atk +9; 
  Grp +21; Atk +13 melee (1d8+5 plus poison, 
  bite); Full Atk +13/+8 melee (1d8+5 plus poison, 
  bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ 
  Devotion, evasion, link, scent, share spells; AL 
  N; SV Fort +14, Ref +17, Will +10; Str 19, Dex 
  18, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +12. 
  Hide +9, Listen +8, Spot +8, Swim +11; Combat 
  Reflexes, Improved Initiative, Improved Natural 
  Attack (bite), Run, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d6 Con, secondary damage 1d6 Con. 
  The DC is Constitution-based. 
   
  Devotion (Ex): Ssesseth gains a +4 morale 
  bonus on Will saves against enchantment spells 
  and effects. 
   
  Evasion (Ex): If Ssesseth is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it makes a 
  successful saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move 
  action. A druid gains a +4 circumstance bonus 
  on all wild empathy checks and Handle Animal 
  checks made regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks 
  – attack (x2), come, defend, down, seek, stay.
  
  A Wretched Soul 
   
  Page 38  
   Appendix Five: Hender and Mulac Statistics 
  Hender: male human Ftr2/Exp5/Roy5; CR 9; 
  Medium Humanoid; HD 5d6+5d8+2d10+24; hp 
  85; Init +2; Spd 30 ft. (6 squares); AC 18 (+2 
  Dex, 
  +4 
  armor studded leather of acid 
  resistance +1, +2 deflection ring of protection 
  +2), touch 14, flatfooted 16; Base Atk +8; Grp 
  +9; Full Atk +11/+6 melee (1d8+2 [crit 19-20/x2], 
  bone longsword +1) or +7 ranged (1d4+1, bolas 
  +1); SQ Brave, acid resistance 10; AL NG; SV 
  Fort +12, Ref +9, Will +8 (vest of resistance +2); 
  Str 12, Dex 14, Con 14; Int 12, Wis 12, Cha 13. 
   
  Skills and Feats: Appraise +6, Climb +8, 
  Decipher Script +10, Diplomacy +4, Disable 
  Device +5, Gather Information +9, Handle 
  Animal +4, Jump +6, Knowledge (Geography) 
  +8, Knowledge (History) +6, Knowledge (Local-
  Core) +6, Knowledge (Nature) +6, Listen +8, 
  Profession (Cartographer) +10, Ride +7, Search 
  +7, Sense Motive +6, Spot +8, Survival +3, 
  Swim +10, Use Rope +6; Alertness, Diligent, 
  Endurance, Diehard, Investigator, Point Blank 
  Shot, Weapon Focus(longsword). 
   
  Possessions: 
  Studded 
  leather 
  of 
  acid 
  resistance +1, ring of protection +2, bone 
  longsword +1, bone bolas +1, vest of resistance 
  +2. 
   
  Explorer Lore: Similar to bardic knowledge 
  ability, Hender has a chance to know almost 
  anything. Check modifier is +6. 
   
  Explorer Check: By making a Knowledge 
  (geography) check (DC 15) once per month or 
  whenever traveling to a new culture, Hender 
  gains a +4 circumstance bonus on Diplomacy 
  and Sense Motive skill checks. 
   
  Brave: Hender gains a +4 morale bonus on 
  Will saves against fear effects. 
   
  Search 
  Bonus: 
  Hender 
  gains 
  a 
  +2 
  competence bonus on Search and Survival 
  checks made to find a path, including checks for 
  secret doors and/or following tracks. 
   
  Mulac: male human Rgr10; CR 10; Medium 
  Humanoid; HD 10d8+10; hp 63; Init +3; Spd 30 
  ft. (6 squares); AC 17 (+3 Dex, +4 armor leather 
  of silent moves +2), touch 13, flatfooted 14; 
  Base Atk +10; Grp +11; Full Atk +15/+10 ranged 
  (1+1 plus poison, blowgun of seeking +1) or 
  +11/+6 melee (1d4+1 [crit 19-20/x2], bone 
  dagger); SA Poison; favored enemy, spells; SQ 
  Wild empathy, woodland stride, evasion, swift 
  tracker; AL NG; SV Fort +8, Ref +10, Will +4; Str 
  12, Dex 16, Con 12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +10, Handle Animal 
  +6, Heal +6, Hide +10, Jump +7, Knowledge 
  (geography) +8, Knowledge (local-Core) +6, 
  Knowledge (nature) +10, Listen +12, Move 
  Silently +15, Search +10, Spot +12, Survival 
  +14, Swim +6, Tumble +8, Use Rope +7; 
  Endurance (B), Exotic Weapon Proficiency 
  (blowgun), Manyshot (B), Point Blank Shot, 
  Precise Shot, Rapid Shot (B), Resist Poison, 
  Track (B), Weapon Focus (blowgun). 
   
  Spells Prepared (Ranger) (2/1; base DC = 
  11 + spell level): 1st–detect snares and pits, 
  longstrider; 2nd–barkskin. 
   
  Possessions: Leather armor of silent moves 
  +2, blowgun of seeking +1, poison darts (50). 
   
  Animal Companion (Ex): Mulac has a 
  jaguar as an animal companion Use the 
  standard leopard statistics as found in the 
  Monster Manual page 274 except the animal is 
  fully trained and has the bonus trick track. 
   
  Wild Empathy (Ex): Mulac can make a 
  check (+13) to improve the attitude of an animal. 
  He must be within 30 feet of the animal and this 
  takes 1 minute to perform. 
   
  Woodland Stride (Ex): Mulac moves 
  through dense jungle at full speed without 
  suffering any damage or impairment. Magically 
  overgrown areas still impede Mulac. 
   
  Evasion (Ex): If Mulac is subjected to an 
  attack that normally allows a Reflex saving throw 
  for half damage, he takes no damage if it makes 
  a successful saving throw. 
   
  Favored Enemy (Monstrous Humanoids): 
  Against monstrous humanoids, Mulac gains a 
  +6 bonus to Bluff, Listen, Sense Motive, Spot, 
  and Survival checks, as well as weapon damage 
  rolls. Against Animals or Magical Beasts, Mulac 
  gains a +2 bonus to Bluff, Listen, Sense Motive, 
  Spot, and Survival Checks, as well as weapon 
  damage rolls. 
   
  Swift Tracker (Ex): Mulac can move at 
  normal speed while following tracks without 
  taking the normal -5 penalty. Mulac takes only a 
  -10 penalty when moving at up to twice normal 
  speed. 
  
  A Wretched Soul 
   
  Page 39  
   
  Poison: The darts for Mulac’s blowgun are 
  coated with a naturally occurring poison made 
  from the concentrated secretions of a particular 
  frog. Injury, Fortitude DC 20, initial damage 1d6 
  Dex, secondary damage 2d6 Dex. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-13 A Wretched Soul monster stats (3E).pdf