TEXT: APL 6 
   
  INTRODUCTION: THE REAR GUARD 
   
  H A L M A D A R  R A I D E R 
   
   
  CR  5 
  Male Khaasta Barbarian 2 
  CE Medium Monstrous Humanoid  
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 24, touch 14, flat-footed 24 
   (+2 Dex, +2 Deflection, +8 Natural Armor, +6 greater mage 
  armor, -4 Reckless Rage) 
  hp 77(5 HD) 
  Fort +13, Ref +5, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 Falchion +17 (2d4+30/18-20)* or +1 Falchion +17 
  (2d4+30/18-20) and bite +9 (1d6+19)* 
  * Includes 4 point power attack 
  Ranged Javelin (1d6+15) 
  Base Atk +5; Grp +17 
  Atk Options Power attack, Reckless Rage 
  Combat Gear +1 Falchion, Javelins 
  Pre-cast Spells: barkskin (CL3, factored into these stats), bull’s 
  strength (CL3, factored into these stats) bear’s endurance 
  (CL3, factored into these stats), greater mage armor (CL 5, 
  factored into these stats), inspirational boost and inspire 
  courage (factored into these stats), protection from evil (CL3, 
  factored into these stats) 
  Abilities Str34, Dex 15, Con 28, Int 14, Wis 10, Cha 11 
  SQ Uncanny Dodge, Fast Movement 
  Feats Power Attack, Reckless Rage 
  Skills  Climb+18, Jump +22, Knowledge (the planes) +6, 
  Listen +6, Spot +6 
  Possessions:  combat gear plus potion of bear’s endurance, potion 
  of barkskin +2, potion of bull’s strength, potion of haste. 
  Reckless Rage (Ex) When not raging, the hired muscle 
  statistics change as follows: 
   
  AC 28, touch 12, flat-footed 26 
    
  (+2 Dex, +2 deflection, +6 greater mage armor, +8 
  natural armor); uncanny dodge 
   
  hp 62  
   
  Fort +10, Will +3 
   
  Melee +1 Falchion +18 (2d4+17/18-20) or +1 Falchion 
  +18 (2d4+17/18-20) and bite +12 (1d6+16) 
   
  Grp +14 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +19 
   
   
  PHASE I: BLACK ROSE SCAVENGER 
  HUNT 
   
  S H I V S  M A CK E N Z I E 
  CR  7 
  Male gnome Monk 5/Drunken Master 2 
  LN Medium Humanoid (gnome) 
  Init +2; Senses low-light vision; Listen +2, Spot +2 
  Languages Common, Gnome  
  AC 17, touch 17, flat-footed 14 
   (+1 size, +2 Dex, +3 class, +1 deflection, +1 Dodge) 
  hp 52 (7 HD) 
  Fort +11, Ref +9, Will +5  
  Speed 30 ft. (6 squares), base movement 30 ft., climb 20 ft. 
  (spider climb) 
  Melee unarmed strike +6 (1d8+1) 
  Melee improvised weapon +6 (1d8+1 plus 1d4) 
  Base Atk +4; Grp +5 
  Combat Gear slippers of spider climbing 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 10 
  SQ evasion, Fast Movement, Still Mind, Ki Strike, Slow Fall, 
  Purity of Body, Drink Like a Demon, Improvised Weapon 
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Grapple, Improved Unarmed Strike, Stunning Fist  
  Skills Balance +9, Blulff +8, Jump +13, Sense Motive +3, 
  Tumble +14 
  Possessions ring of protection +1 
  Drink Like a Demon (Ex) You can drinkn the equivalent of 
  a large tankard of ale as a move equivalent action. Each 
  drink consumed during combat reduces your Int and Wis 
  by 2 points but increases your Str or Con by 2 points (your 
  choice).You can benefit from 2 drinks. The duration of the 
  drink’s effects is five rounds. 
  Improvised Weapon (Ex) You can use nearby objects as 
  improvised weapons. Improvised weapons do the same 
  damage as your unarmed strike plus an extra 1d4 points. 
  Whenever you roll a natural 1 on an attack roll with an 
  improvised weapon, the weapon breaks apart and 
  becomes useless. 
  Stagger (Ex) By tripping, stumbling, and staggering you can 
  make a charge attack that surprises your opponents. The 
  charge need not be in a straight line, even though you can 
  move up to twice your speed. When staggering, you can 
  make a DC 15 Tumble check before beginning a charge, 
  movement through threatened squares provokes no 
  attacks of opportunity.  
   
  G N A R L E Y  F O R E S T  A N A R C H I S T 
  CR  3 
  Male wood elf barbarian 2/fighter 1 
  CN Medium humanoid (elf) 
  Init +2; Senses low-light vision; Listen +8, Spot +3 
  Languages Common, Elven 
  AC 13, touch 8, flat-footed 13 
   (+2 Dex, +4 armor, +1 shield, -4 rage); uncanny dodge 
  hp 37 (3 HD) 
  Fort +9, Ref +2, Will +3 (+5 vs enchantment effects) 
  Speed 40 ft. (8 squares) 
  Ranged bow of the wintermoon +7 (1d6+7/x3) within 30 feet  
  Ranged bow of the wintermoon +6 (1d6+6/x3) outside of 30 feet  
  Melee spiked gauntlet +9 (1d4+6)  
  Base Atk +3; Grp +9 
  Atk Options rage 1/day 
  Abilities Str 22, Dex 15, Con 19, Int 6, Wis 12, Cha 10  
   
  
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (longbow) 
  Skills Jump +10, Listen +8, Search +0, Spot +3, Survival +6 
  Possessions bow of the wintermoon, spiked gauntlet, 
  masterwork chain shirt, masterwork buckler, holy symbol 
  of Corellon Larethian 
  Rage (Ex) When not raging, the Gnarley Forest Anarchist’s 
  statistics change as follows: 
   
  AC 17, touch 12, flat-footed 17 
    
  (+2 Dex, +4 armor, +1 shield); uncanny dodge 
   
  hp 28  
   
  Fort +6, Will +1 
   
  Ranged bow of the wintermoon +7 (1d6+4/x3) within 30 
  feet  
   
  Ranged bow of the wintermoon +6 (1d6+3/x3) outside of 
  30 feet  
   
  Melee spiked gauntlet +6 (1d4+3) 
   
  Grp +6 
   
  Abilities Str 16, Con 13 
   
  Skills Jump +7  
   
   
  PHASE I: ELEVEN ENCLAVE ERRAND 
   
  T H R O N G  O F  G N O M E S 
   
   
  CR  5 
  CN Huge humanoid (throng of Small gnomes) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Gnome   
  AC 9, touch 9, flat-footed 9 
   (+1 Dex, -2 size) 
  hp 70 (17 HD) 
  Fort +5, Ref +13, Will +6  
  Speed 20 ft. (4 squares) 
  Melee swarm (3d6) 
  Space 15; Reach 0 
  Base Atk +15; Grp +22 
  Atk Options expert grappler, trample 2d6 
   
  Abilities Str 7, Dex 12, Con 11, Int 10, Wis 10, Cha 10  
  SQ mob anatomy 
  Feats Improved Initiative, Improved Bull Rush, Improved 
  Overrun  
  Skills  Listen +4, Spot +4   
  Attack Throngs have no reach. In order to attack, the swarm 
  moves into an opponent’s space, provoking an attack of 
  opportunity. It can occupy the same space as a creature, 
  since it tramples over and moves around its victim. A 
  throng can move through squares occupied by enemies, 
  and vice versa, without impediment, although it provokes 
  attacks of opportunity if it does so. A throng can move 
  through openings large enough for its component 
  creatures.  
   
  A throng of gnomesdeals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at the end 
  of its move, with no attack roll needed. Its attacks ignore 
  concealment and cover. Damage reduction applies to 
  throng attacks. 
  Expert Grappler (Ex) A throng can maintain a grapple 
  without penalty and still make attacks against other 
  targets (normally, attacking other targets while grappling 
  imposes a -20 on grapple checks). A throng is never 
  consideredflat-footed while grappling.  
  Trample (Ex) A throng that simply moves over a creature 
  and doesn’t end its movement with that creature in one of 
  its occupied squares can trample the creature. A trampled 
  creature takes damage equal to 2d6 points +1-½ times the 
  throng’s Strength modifier. The victim can either make an 
  attack of opportunity against the throng or attempt a 
  Reflex save (DC 25 + the throng’s Strength modifier) to 
  take half damage.  
  Mob anatomy (Ex) A throng has no clear front or back and 
  no discernable anatomy, so it is not subject to extra 
  damage from critical hits or sneak attacks. A mob cannot 
  be flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of relatively 
  small numbers of individual creatures, so spells that target 
  specific numbers of creatures can have an effect on a mob. 
  Each specific creature that is slain, disabled or otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the throng. A 
  throng that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of negative 
  energy (and thus cannot be blocked by death ward or 
  removed by restoration), but never result in permanent 
  level loss. A throng takes half again as much damage 
  (+50%) from spells or effects that affect an area, such as 
  splash weapons and evocation spells.  
   
  PHASE I: BLACK SHEEP IN THE 
  FAMILY 
   
  H A L F L I N G  F U G I T I V E 
   
   
  CR  6 
  Male halfling Rogue 2/Scout 4 
  CN Small Humanoid (halfling)  
  Init +10; Senses Listen +11, Spot +9 
  Languages Common, Halfling 
  AC 27, touch 20, flat-footed 26 
   (+1 size, +5 Dex, +3 armor, +3 natural, +4 deflection) 
  Miss chance 20% 
  Resist evasion 
  hp 51(6 HD) 
  Fort +7, Ref +13, Will +2  
  Speed 30 ft. (6 squares); base move 20 ft. plus fast movement 
  Melee masterwork short sword +6 (1d4, 19-20/x2) 
  Ranged +1 shortbow +11 (1d4+1 20/x3) 
  Base Atk +4; Grp +0 
  Atk Options sneak attack +1d6, skirmish +1d6, Point Blank 
  Shot, Rapid Shot (+1 shortbow +9/+9 (1d4+1, 20/x3)) 
  Combat Gear potion of cure moderate wounds, tanglefoot bag 
  Abilities Str 10, Dex 17 (21), Con 14 (18), Int 10, Wis 10, Cha 
  10 
  
  SQ trapfinding, evasion, battle fortitude, uncanny dodge, fast 
  movement +10 ft., trackless step 
  Feats Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot  
  Skills  Bluff +4, Climb+10, Disguise +2, Escape Artist +14, 
  Hide +18, Listen +11, Move Silently +16, Spot +9, Survival 
  +4, Tumble +14 
  Possessions: combat gear plus potion of barkskin +3, potion of 
  bear’s endurance, potion of blur, potion of cat’s grace, potion of 
  shield of faith, masterwork studded leather armor, 
  masterwork short sword, +1 shortbow 
  Skirmish (Ex) A scout deals an extra 1d6 points of damage 
  on all attacks he makes during any round in which he 
  moves at least 10 feet. At 3rd level, a scout gains a +1 
  competence bonus to AC during any round in which he 
  moves at least 10 feet.  
    Battle Fortitude (Ex) At 2nd level, a scout gains a +1 
  competence bonus on Fort saves and initiative checks. 
  Fast Movement (Ex) Starting at 3rd level, a scout gains a +10 
  ft. enhancement bonus to his base land speed.  
   
   
  B O N D S M A N  R E C R U I T 
  CR  1 
  Male or female human fighter 1 
  LG Medium humanoid (human) 
  Init +4; Senses Listen +0, Spot +1 
  Languages Common  
  AC 15, touch 10, flat-footed 15 
   (+4 armor, +1 shield) 
  hp 11 (1 HD) 
  Fort +3, Ref +0, Will +0  
  Speed 20 ft. (4 squares) 
  Melee longsword +3 (1d8+1/19-20) 
  Ranged shortbow +1 (1d6/x3) 
  Base Atk +1; Grp +2 
  Combat Gear acid flask 
  Abilities Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 8  
  Feats Improved Initiative, Quick Draw, Weapon Focus 
  (longsword)  
  Skills Climb -2, Handle Animal +2, Intimidate +2, Jump -2, 
  Ride +2, Spot +1 
  Possessions longsword, shortbow, 20 blunt arrows, 20 
  arrows, tabard of Estival. 
   
  PHASE I: THE BEST MINERS IN 
  GNOMEBERG 
   
  K E N K U  T O U G H S 
  CR  3 
  Male Kenku Ranger 1/Rogue 2 
  NE Medium humanoid (Kenku) 
  Init +9; Senses low-light vision; Listen +7, Spot +7 
  Languages Common, Kenku 
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +3 armor, +1 shield) 
  hp 25 (3 HD) 
  Resist evasion 
  Fort +6, Ref +10, Will +1  
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +8 (1d6, 19-20/x2) or 
   
  Claw +7 (1d3, 20/x3) or 2 claws +7 (1d3, 20/x3) 
  Ranged mwk shortbow +8 (1d6, 20/x3) 
  Base Atk +2; Grp +2 
  Atk Options sneak attack +1d6, great ally +4 to hit when 
  flanking, favored enemy (human) +2, quickfrost weapon 
  capsules +1d6 cold damage.  
  Combat Gear potion of cat’s grace, potion of bear’s endurance, 
  tanglefoot bag, thunderstone, triple weapon capsule 
  retainer, 3 quickfrost alchemical capsules, 2 flash pellets 
  Abilities Str 10, Dex 15 (19), Con 14 (18), Int 13, Wis 12, Cha 
  8  
  SQ wild empathy, evasion, favored enemy (human) +2, sneak 
  attack +1d6, trapfinding, great ally, mimicry 
  Feats Improved Initiative, Track, Weapon Finesse 
  Skills Bluff +4, Climb +5, Disguise +4, Escape Aartist +10, 
  Hide +13, Listen +7, Move Silently +13, Spot +7, Survival 
  +4, Tumble +10 
  Possessions combat gear plus mwk studded leather armor, 
  mwk buckler, mwk short sword, mwk shortbow, thieves’ 
  tools, holy symbol of Vecna, 165 gp.   
  Great Ally (Ex) Kenku work exceptionally well with their 
  allies. When successfully aided on a skill check or attack 
  roll by an ally, or when aiding another, a kenku applies or 
  gains a +3 on its check or attack roll (instead of the normal 
  +2 bonus). Furthermore, a kenku gains a +4 bonus on 
  attack rolls against an opponent flanked by an ally (instead 
  of the normal +3 bonus). 
  Mimicry (Ex) A kenku can perfectly mimic familiar sounds, 
  voices, and accents. This ability does not enable the kenku 
  to speak languages it can’t normally speak. To duplicate a 
  specific individual’s voice, a kenku makes a Bluff check; a 
  listener familiar with the voice being imitated must 
  succeed on an opposed Sense Motive checkto discern that 
  the voice is not genuine.  
   
  PHASE II: OPERATION: STORM 
  TOWER 
   
  V E R B O B O N C  M I L I T I A 
  CR  1/2 
  Male human Warrior 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will +1  
  Speed 30 ft. (6 squares) 
  Melee longsword +2 (1d8+1) 
  Ranged longbow +2 (1d8/19-20) 
  Base Atk +1; Grp +2 
  Combat Gear acid flask, tanglefoot bag 
  
  Abilities Str 12, Dex 13, Con 11, Int 8, Wis 9, Cha 10  
  Feats Iron Will, Toughness  
  Skills Intimidate +4, Sense Motive +1 
  Possessions combat gear plus studded leather armor, 
  longsword, sap, longbow, 20 blunt arrows (nonleathal 
  damage), 20 dragonsbreath arrows (+1 fire damage and Ref 
  DC 15 or catch on fire), holy symbol of St. Cuthbert, 
  tabard of House Estival 
   
  G R E Y F I S T  M A G E  
   
     CR  3 
  Male human Wizard 3 
  LG Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Elven  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 mage armor, +4 shield) 
  hp 19 (3 HD + Toughness) 
  Fort +6, Ref +4, Will +4 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +2 (1d4+1) 
  Ranged ranged touch +5 
  Base Atk +1; Grp +2 
  Atk Options activate piercer cloak (swift, 3/day) 
  Combat Gear wand of magic missiles (9
  th level, 5 charges), potion of 
  fly, potion of cure light wounds, scroll of cat’s grace, tanglefoot 
  bag 
  Wizard Spells Prepared (CL 3
  rd): 
   
  2nd—scorching ray (x2) 
   
  1st—mage armor, ray of enfeeblement, shield
   
  0—acid splash, ray of frost, resistance, touch of fatigue 
  spells cast have been incorporated in statistics  
  Abilities Str 12, Dex 17 (13 + cat’s grace), Con 14, Int 15, Wis 
  10, Cha 8 
  Feats Scribe Scroll, Improved Initiative, Toughness, Weapon 
  Focus (ranged touch) 
  Skills Concentration +8, Listen +3, Spellcraft +8, Spot +3 
  Tumble +6 
  Possessions combat gear plus universal solvent, spiked 
  gauntlet, spell component pouch (x2), tabard of Estival, 
  arcane thesis notes, rat familiar. 
   
   
  PHASE II: OPERATION: SHADOW 
  WALK 
   
  V E R B O B O N C  M I L I T I A 
  CR  1/2 
  Male human Warrior 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will +1  
  Speed 30 ft. (6 squares) 
  Melee longsword +2 (1d8+1) 
  Ranged longbow +2 (1d8/19-20) 
  Base Atk +1; Grp +2 
  Combat Gear acid flask, tanglefoot bag 
  Abilities Str 12, Dex 13, Con 11, Int 8, Wis 9, Cha 10  
  Feats Iron Will, Toughness  
  Skills Intimidate +4, Sense Motive +1 
  Possessions combat gear plus studded leather armor, 
  longsword, sap, longbow, 20 blunt arrows (nonleathal 
  damage), 20 dragonsbreath arrows (+1 fire damage and Ref 
  DC 15 or catch on fire), holy symbol of St. Cuthbert, 
  tabard of House Estival 
   
  G R E Y F I S T  M A G E  
   
     CR  3 
  Male human Wizard 3 
  LG Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Elven  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 mage armor, +4 shield) 
  hp 19 (3 HD + Toughness) 
  Fort +6, Ref +4, Will +4 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +2 (1d4+1) 
  Ranged ranged touch +5 
  Base Atk +1; Grp +2 
  Atk Options activate piercer cloak (swift, 3/day) 
  Combat Gear wand of magic missiles (9
  th level, 5 charges), potion of 
  fly, potion of cure light wounds, scroll of cat’s grace, tanglefoot 
  bag 
  Wizard Spells Prepared (CL 3
  rd): 
   
  2nd—scorching ray (x2) 
   
  1st—mage armor, ray of enfeeblement, shield
   
  0—acid splash, ray of frost, resistance, touch of fatigue 
  spells cast have been incorporated in statistics  
  Abilities Str 12, Dex 17 (13 + cat’s grace), Con 14, Int 15, Wis 
  10, Cha 8 
  Feats Scribe Scroll, Improved Initiative, Toughness, Weapon 
  Focus (ranged touch) 
  Skills Concentration +8, Listen +3, Spellcraft +8, Spot +3 
  Tumble +6 
  Possessions combat gear plus universal solvent, spiked 
  gauntlet, spell component pouch (x2), tabard of Estival, 
  arcane thesis notes, rat familiar. 
   
   
  PHASE II: OPERATION: EARTHEN 
  GRASP 
   
  P Y U S S  O F  T H E  C U L T  O F  V E C N A 
   
     CR  6 
  Male human Sorcerer 6 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Elven, Goblin 
  AC 20, touch 12, flat-footed 17 
   (+2 Dex, +4 mage armor, +4 shield) 
  
  hp 24 (6 HD); 36 with false life 
  SR 16 
  Immune poison 
  Fort +4, Ref +7, Will +7  
  Speed 30 ft. (6 squares) 
  Melee dagger +4 (1d4/19-20) 
  Ranged dagger +7 (1d4/19-20)  
  Base Atk +3; Grp +2 
  Atk Options mass suggestion (DC 23; 3/day, as 20
  th level 
  caster), goblinoid polymorph (DC 23; 3/day, as baleful 
  polymorph (goblin form only) cast by 20
  th level caster) 
  Combat Gear The Crown of Kurotha, bands of blood rage, scroll of 
  shield
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)—unluck (DC 17) 
   2nd (5/day)—false life*, Tasha’s hideous laughter (DC 15) 
   1st (6/day)—charm person (DC 14), grease (DC 14), mage 
  armor*, magic missile 
   0 (6/day)—daze (DC 13), detect magic, detect poison, light, 
  message, prestidigitation, ray of frost (+7 ranged touch) 
  * already cast prior to combat 
  Abilities Str 8, Dex 14, Con 13, Int 8, Wis 12, Cha 16  
  SQ familiar (weasel), command all goblinoid creatures within 
  300 feet, as dominate person 
  Feats Improved Initiative, Spell Focus (divination), Skill 
  Focus (Concentration)  
  Skills  Climb +1, Concentration +13, Jump +1, Hide +3, 
  Listen +3, Move Silently +5, Spot +3 
  Possessions combat gear plus daggers (2), spell component 
  pouch (2), traveler’s outfit, holy symbol of Vecna 
   
  G O B L I N  S C R O U N G E R 
   CR  3 
  Male human (goblin form) Rogue 3 
  LE Small humanoid (goblin) 
  Init +7; Senses darkvision 60’; Listen +6, Spot +6 
  Languages Common, Goblin  
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex +2 armor) 
  hp 19 (3 HD) 
  Resist evasion 
  Fort +4, Ref +7, Will +1  
  Speed 30 ft. (6 squares) 
  Melee short sword +45 (1d6+2/19-20) 
  Ranged crossbow, light +5 (1d8/19-20) 
  Base Atk +2; Grp -1 
  Atk Options  sneak attack +2d6 
  Combat Gear tanglefoot bag (x2), acid flask (x2) 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 8  
  Feats Improved Initiative, Weapon Finesse 
  Skills Disable Device +6, Escape Artist +11, Hide +14, Listen 
  +7, Move Silently +10, Open Lock +9, Spot +7, Tumble +9, 
  Use Rope +9 
  Possessions combat gear plus short sword, light crossbow, 
  studded leather armor, tunic of the Battirovka Merchant 
  Family. 
   
  PHASE II: OPERATION TRUE STRIKE 
   
  R A O A N  P A L A D I N 
  CR  5 
  Male half-orc paladin 5 
  LG Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Aura courage, good 
  Languages Common, Orc 
  AC 19, touch 10, flat-footed 19 
   (+0 Dex, +8 armor, +1 shield) 
  hp 49 (5 HD) 
  Immune fear, disease 
  Fort +8, Ref +2, Will +5 
  Speed 20 ft. (4 squares) 
  Melee masterwork bastard sword +8 (1d10+2/19-20)  
  Base Atk +5; Grp +7 
  Atk Options smite evil (+1 to hit, +5 damage) 2/day, turn 
  undead (as Cleric 2
  nd) 4/day, lay on hands 5 hp/day 
  Combat Gear potion of cure light wounds, tanglefoot bag 
  Paladin Spells Prepared (CL 2nd): 
   1st—divine sacrifice 
  Abilities Str 15, Dex 10, Con 16, Int 6, Wis 12, Cha 12  
  SQ detect evil at will, summon mount 
  Feats Exotic Weapon Proficiency (bastard sword), Iron Will 
  Skills Diplomacy +6, Spellcraft +0 
  Possessions combat gear plus masterwork bastard 
  sword, full plate, masterwork light steel shield, holy 
  symbol of Rao, dagger, javelin, spell component pouch 
   
  PHASE III: WAVE 1 
   
  P L A G U E  W A L K E R 
  CR  3 
  CE Medium undead  
  Init -2; Senses darkvision 60 ft.; Listen +10, Spot +1 
  Languages understands creator’s orders 
  AC 12, touch 8, flat-footed 12 
   (-2 Dex, +4 natural) 
  hp 42 (6 HD) 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
  Speed 20 ft. (4 squares) 
  Melee 2 claws +8 each (1d6+4 plus diseased touch)  
  Base Atk +3; Grp +7 
  Atk Options diseased touch 
  Special Actions putrid burst 
  Abilities Str 18, Dex 6, Con —, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Skill Focus (Listen, Toughness, Weapon Focus (claws) 
  Skills Climb +7, Listen +10, Spot +1 
  Diseased Touch (Su) Any living creature struck by a plague 
  walker’s claws must succeed on a DC 13 Fortitude save or 
  be overcome with wracking painand nausea, causing that 
  creature to become sickened for 1 minute. The save DC is 
  
  Constitution-based. Creatures that have immunity to 
  disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit points or fewer, a plague walker can use a swift 
  action to explode. This burst has a 30-foot radius and deals 
  3d6 points of damage to everything in the area. All living 
  creatures in the area are nauseated for 1 round; a DC 15 
  Reflex save halves the damage and negates the nauseated 
  effect. The save DC is Constitution-based and includes a 
  +2 racial bonus. 
   
  If reduced to 0 hit points before it can activate its putrid 
  burst, a plague walker simply dissolves into a pile of 
  rotting flesh. 
  Bloated Target (Ex) The -4 penalty for firing into melee does 
  not apply to ranged attacks made against a plague walker. 
  This penalty does, however, apply to other creatures in 
  melee with it.  
  Description Staggering forward with an uneven gait, this moving 
  corpse is a large sphere of bloated, rotting flesh. Its bloodshot eyes 
  dart back and forth, and a gurgling sound issues from deep in its 
  throat. 
   
  PHASE III: WAVE 2 
   
  C O R R U P T O R  O F  F A T E 
  CR  5 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +5; Senses darkvision 60 ft.; Listen +10, Spot +10 
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft. 
  AC 18, touch 14, flat-footed 14; Dodge 
   (+4 Dex, +4 armor) 
  hp 52 (7 HD)  
  Immune acid, energy drain, necromantic effects, negative 
  energy effects, poison 
  Resist cold 10, fire 10, electricity 10; SR 14 
  Fort +8, Ref +9, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +12/+7 (1d6+2/19-20 plus bestow 
  curse)  
  Base Atk +7; Grp +9 
  Attack Options aligned strike (evil), bestow curse 
  Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10  
  SQ unluck, yugoloth traits 
  Feats Dodge, Improved Initiative, Weapon Finesse 
  Skills Balance +6, Disguise +10, Escape Artist +14, Hide +14, 
  Jump +4, Listen +10, Move Silently +14, Slight of Hand 
  +14, Spot +10, Tumble +14, Use Rope +4 (+6 involving 
  bindings) 
  Possessions +1 studded leather armor, masterwork short sword, 
  composite shortbow with 20 arrows 
  Bestow Curse (Su) As the bestow curse spell; at will; Will DC 
  16; caster level 7
  th.  
   
   
  This ability affects those touching or touched by a 
  corruptor of fate or its weapons. A cursed subject must roll 
  percentile dice each turn. On a roll of 01-50, it can take no 
  action. On a roll of 51-100, it can act normally. This is a 
  necromantic effect. Undead are unaffected by a corruptor 
  of fate’s bestow curse ability. The save DC is Constitution-
  based.  
  Corrupting Gaze (Su) A corruptor of fate can blast its 
  enemies with a glance, at a range of up to 30 feet. 
  Creatures that meet the corruptor’s gaze must succeed on 
  a DC 13 Fortitude save or take 1d6 points of damage and a 
  -1 penalty on attack rolls, skill checks, and saving throws 
  for 1 minute. The save DC is Charisma-based.  
  Unluck (Su) Roll twice for attacks and damage against a 
  corruptor of fate; the attacker must use the lower result. 
  This is a mind-affecting necromantic effect.  
  Description A corpulent creature with sickly yellow skin wears 
  black studded leather armor. It is armed with a short sword and 
  shortbow. As it attacks, a smell of brimstone emanates from its 
  body and the faint sound of rolling dice can be heard.  
   
   
  D R E A D  G U A R D 
  CR  2 
  N Medium Construct 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages understands commands in Common 
  AC 17, touch 10, flat-footed 17 
   (+4 Dex, +6 armor, +1 shield) 
  hp 27 (5 HD)  
  Immune construct immunities 
  Resist cold 10, fire 10  
  Fort +1, Ref +1, Will +2 
  Speed 20 ft. (4 squares) 
  Melee mwk longsword +7 (1d8+3/19-20)  
  Base Atk +5; Grp +8 
  Abilities Str 17, Dex 11, Con —, Int 6, Wis 13, Cha 2  
  SQ construct traits 
  Feats — 
  Skills — 
  Possessions masterwork banded mail, masterwork small 
  steel shield, masterwork longsword 
  Description This figure is clad in black banded mail and bears a 
  small steel shield and longsword. Two scarlet eyes peer out from 
  the darkness within its empty helm. Silently, it moves to attack. 
   
   
  G L O O M  G O L E M 
  CR  7 
  NE Large Construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, 
  Spot +0 
  Languages — 
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +11 natural) 
  hp 74 (8 HD); DR 10/good 
  Immune magic that allows SR 
  Fort +2, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +9 each (1d8+4 plus 1d6 Cha) 
  Melee spiked chain +9/+4 (2d6+6 plus 1d6 Cha) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +6; Grp +14 
  Atk Options aligned strike (evil), touch of woe 
  
  Special Actions crushing despair 
  Abilities Str 18, Dex 15, Con —, Int —, Wis 11, Cha 15  
  SQ construct traits 
  Feats — 
  Skills Move Silently -8 
  Crushing Despair (Su) Creatures within 30 feet of a gloom 
  golem who hear its incessant howl must succeed on a DC 
  16 Will save or take a -2 penalty on attack rolls, saving 
  throws, skill checks, ability checks, and weapon damage 
  rolls. The penalties last until the golem is destroyed, for 
  only then is the victim’s despair lifted. A good hope spell 
  counters this mind-affecting compulsion. The save DC is 
  Charisma based.  
  Touch of Woe (Ex) A creature wounded by a gloom golem 
  must succeed on a DC 16 Will save or take 1d6 points of 
  Charisma drain. As the creature loses Charisma, it 
  becomes more miserable and withdrawn until, at 0 
  Charisma, it collapses into a nightmare-filled coma. The 
  save DC is Charisma-based.   
  Skills Due to its incessant howling, a gloom golem takes a -10 
  penalty on Move Silently checks. 
  Description This misshapen ogre-like brute has taut flesh with a 
  claylike texture. Howls of pain issue from the gaping black orifice 
  where its face should be. Tormented visages press out from 
  beneath its membranous skin, as though other creatures trapped 
  inside it were clamoring for release.  
    
   
  
  NPC STATISTICS: APL 8 
   
  INTRODUCTION: THE REAR GUARD 
   
  H A L M A D A R  R A I D E R 
   
   
  CR  5 
  Male Khaasta Barbarian 2 
  CE Medium Monstrous Humanoid  
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 24, touch 14, flat-footed 24 
   (+2 Dex, +2 Deflection, +8 Natural Armor, +6 greater mage 
  armor, -4 Reckless Rage) 
  hp 77(5 HD) 
  Fort +13, Ref +5, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 Falchion +17 (2d4+30/18-20)* or +1 Falchion +17 
  (2d4+30/18-20) and bite +9 (1d6+19)* 
  * Includes 4 point power attack 
  Ranged Javelin (1d6+15) 
  Base Atk +5; Grp +17 
  Atk Options Power attack, Reckless Rage 
  Combat Gear +1 Falchion, Javelins 
  Pre-cast Spells: barkskin (CL3, factored into these stats), bull’s 
  strength (CL3, factored into these stats) bear’s endurance 
  (CL3, factored into these stats), greater mage armor (CL 5, 
  factored into these stats), inspirational boost and inspire 
  courage (factored into these stats), protection from evil (CL3, 
  factored into these stats) 
  Abilities Str34, Dex 15, Con 28, Int 14, Wis 10, Cha 11 
  SQ Uncanny Dodge, Fast Movement 
  Feats Power Attack, Reckless Rage 
  Skills  Climb+18, Jump +22, Knowledge (the planes) +6, 
  Listen +6, Spot +6 
  Possessions:  combat gear plus potion of bear’s endurance, potion 
  of barkskin +2, potion of bull’s strength, potion of haste. 
  Reckless Rage (Ex) When not raging, the hired muscle 
  statistics change as follows: 
   
  AC 28, touch 12, flat-footed 26 
    
  (+2 Dex, +2 deflection, +6 greater mage armor, +8 
  natural armor); uncanny dodge 
   
  hp 62  
   
  Fort +10, Will +3 
   
  Melee +1 Falchion +18 (2d4+17/18-20) or +1 Falchion 
  +18 (2d4+17/18-20) and bite +12 (1d6+16) 
   
  Grp +14 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +19 
   
   
  PHASE I: BLACK ROSE SCAVENGER 
  HUNT 
   
  S H I V S  M A CK E N Z I E 
  CR  7 
  Male gnome Monk 5/Drunken Master 2 
  LN Medium Humanoid (gnome) 
  Init +2; Senses low-light vision; Listen +2, Spot +2 
  Languages Common, Gnome  
  AC 17, touch 17, flat-footed 14 
   (+1 size, +2 Dex, +3 class, +1 deflection, +1 Dodge) 
  hp 52 (7 HD) 
  Fort +11, Ref +9, Will +5  
  Speed 30 ft. (6 squares), base movement 30 ft., climb 20 ft. 
  (spider climb) 
  Melee unarmed strike +6 (1d8+1) 
  Melee improvised weapon +6 (1d8+1 plus 1d4) 
  Base Atk +4; Grp +5 
  Combat Gear slippers of spider climbing 
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 10 
  SQ evasion, Fast Movement, Still Mind, Ki Strike, Slow Fall, 
  Purity of Body, Drink Like a Demon, Improvised Weapon 
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Grapple, Improved Unarmed Strike, Stunning Fist  
  Skills Balance +9, Blulff +8, Jump +13, Sense Motive +3, 
  Tumble +14 
  Possessions ring of protection +1 
  Drink Like a Demon (Ex) You can drinkn the equivalent of 
  a large tankard of ale as a move equivalent action. Each 
  drink consumed during combat reduces your Int and Wis 
  by 2 points but increases your Str or Con by 2 points (your 
  choice).You can benefit from 2 drinks. The duration of the 
  drink’s effects is five rounds. 
  Improvised Weapon (Ex) You can use nearby objects as 
  improvised weapons. Improvised weapons do the same 
  damage as your unarmed strike plus an extra 1d4 points. 
  Whenever you roll a natural 1 on an attack roll with an 
  improvised weapon, the weapon breaks apart and 
  becomes useless. 
  Stagger (Ex) By tripping, stumbling, and staggering you can 
  make a charge attack that surprises your opponents. The 
  charge need not be in a straight line, even though you can 
  move up to twice your speed. When staggering, you can 
  make a DC 15 Tumble check before beginning a charge, 
  movement through threatened squares provokes no 
  attacks of opportunity.  
   
  G N A R L E Y  F O R E S T  A N A R C H I S T 
  CR  5 
  Male wood elf barbarian 2/fighter 2/ranger 1 
  NG Medium humanoid (elf) 
  Init +3; Senses low-light vision; Listen +11, Spot +4 
  Languages Common, Elven 
  AC 14, touch 9, flat-footed 14 
   (+3 Dex, +4 armor, +1 shield, -4 rage); uncanny dodge 
  hp 56 (5 HD) 
  Fort +12, Ref +5, Will +3 (+5 vs enchantment effects) 
  Speed 40 ft. (8 squares) 
  Ranged bow of the wintermoon +9/+9 (1d6+7/x3 plus 1d6 
  electricity) or bow of the wintermoon +11 (1d6+7/x3 plus 
  1d6 electricity) within 30 feet  
  Ranged bow of the wintermoon +8/+8 (1d6+6/x3 plus 1d6 
  electricity) or bow of the wintermoon +10 (1d6+6/x3 plus 
  1d6 electricity) outside of 30 feet  
  
  Melee spiked gauntlet +11 (1d4+6)  
  Base Atk +5; Grp +11 
  Atk Options favored enemy (dwarves +2), rage 1/day 
  Abilities Str 22, Dex 16, Con 19, Int 6, Wis 12, Cha 10  
  SQ wild empathy +1 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, Reckless 
  Rage, Track, Weapon Focus (longbow) 
  Skills Jump +11, Listen +11, Search +0, Spot +4, Survival +6 
  Possessions bow of the wintermoon with crystal of energy assault 
  (lesser, electricity), spiked gauntlet, masterwork chain shirt, 
  masterwork buckler, holy symbol of Corellon Larethian 
  Rage (Ex) When not raging, the Ganrley Forest Anarchist’s 
  statistics change as follows: 
   
  AC 18, touch 13, flat-footed 18 
    
  (+3 Dex, +4 armor, +1 shield); uncanny dodge 
   
  hp 41  
   
  Fort +9, Will +1 
   
  Ranged bow of the wintermoon +9/+9 (1d6+4/x3 plus 1d6 
  electricity) or bow of the wintermoon +11 (1d6+4/x3 plus 
  1d6 electricity) within 30 feet  
   
  Ranged bow of the wintermoon +8/+8 (1d6+3/x3 plus 1d6 
  electricity) or bow of the wintermoon +10 (1d6+3/x3 plus 
  1d6 electricity) outside of 30 feet  
   
  Melee spiked gauntlet +8 (1d4+3)  
   
  Grp +8 
   
  Abilities Str 16, Con 13 
   
  Skills Jump +8 
   
   
  C L E R I C  O F  V E C N A 
   
  CR  5 
  Male human cleric 5 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 14, flat-footed 19 
   
  (+5 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 42 (5 HD);  
  Fort +5, Ref +3, Will +7  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +4 (1d8+1)  
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +3; Grp +4  
  Atk Options spells, rebuke undead 
  Combat Gear wand of magic missile (CL 9
  th, 5 charges), wand of 
  cure light wounds (5 charges) 
  Cleric Spells Prepared (CL 5
  th, DC 13 + spell level): 
   
  3rd—dispel magic*, bestow curse  
   
  2nd—invisibility*, hold person, sound burst, silence 
   
  1st—disguise self*, bless, cure light wounds, protection from 
  good, shield of faith, 
   
  0—cure minor wounds (x2), guidance (x2), resistance
  *Domain spell. Deity: Vecna. Domains: Trickery, Magic  
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 16, Cha 12 
  SQ Aura of evil (Ex), spontaneous casting, restricted spells, 
  rebuke undead (Su) 
  Feats Combat Casting, Improved Initiative, Improved 
  Toughness 
  Skills Concentration +9, Knowledge (religion) +8, Spellcraft 
  +8 
  Possessions combat gear plus heavy mace, light crossbow, 
  quiver, 20 bolts, masterwork dagger, breastplate, heavy 
  wooden shield, crumpled hat, ruby starburst (holy symbol 
  of St. Cuthbert), small onyx hand with a silver eye etched 
  in the palm (holy symbol to Vecna) 
   
  PHASE I: ELEVEN ENCLAVE ERRAND 
   
  T H R O N G  O F  G N O M E S 
   
   
  CR  5 
  CN Huge humanoid (throng of Small gnomes) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Gnome   
  AC 9, touch 9, flat-footed 9 
   (+1 Dex, -2 size) 
  hp 70 (17 HD) 
  Fort +5, Ref +13, Will +6  
  Speed 20 ft. (4 squares) 
  Melee swarm (3d6) 
  Space 15; Reach 0 
  Base Atk +15; Grp +22 
  Atk Options expert grappler, trample 2d6 
   
  Abilities Str 7, Dex 12, Con 11, Int 10, Wis 10, Cha 10  
  SQ mob anatomy 
  Feats Improved Initiative, Improved Bull Rush, Improved 
  Overrun  
  Skills  Listen +4, Spot +4   
  Attack Throngs have no reach. In order to attack, the swarm 
  moves into an opponent’s space, provoking an attack of 
  opportunity. It can occupy the same space as a creature, 
  since it tramples over and moves around its victim. A 
  throng can move through squares occupied by enemies, 
  and vice versa, without impediment, although it provokes 
  attacks of opportunity if it does so. A throng can move 
  through openings large enough for its component 
  creatures.  
   
  A throng of gnomesdeals 5d6 points of bludgeoning 
  damage to any creature whose space it occupies at the end 
  of its move, with no attack roll needed. Its attacks ignore 
  concealment and cover. Damage reduction applies to 
  throng attacks. 
  Expert Grappler (Ex) A throng can maintain a grapple 
  without penalty and still make attacks against other 
  targets (normally, attacking other targets while grappling 
  imposes a -20 on grapple checks). A throng is never 
  consideredflat-footed while grappling.  
  Trample (Ex) A throng that simply moves over a creature 
  and doesn’t end its movement with that creature in one of 
  its occupied squares can trample the creature. A trampled 
  creature takes damage equal to 2d6 points +1-½ times the 
  throng’s Strength modifier. The victim can either make an 
  attack of opportunity against the throng or attempt a 
  Reflex save (DC 25 + the throng’s Strength modifier) to 
  take half damage.  
  Mob anatomy (Ex) A throng has no clear front or back and 
  no discernable anatomy, so it is not subject to extra 
  
  damage from critical hits or sneak attacks. A mob cannot 
  be flanked, tripped, grappled, or bull rushed. 
   
  Unlike standard swarms, mobs are made up of relatively 
  small numbers of individual creatures, so spells that target 
  specific numbers of creatures can have an effect on a mob. 
  Each specific creature that is slain, disabled or otherwise 
  incapacitated by spells or effects that target specific 
  creatures bestows two negative levels on the throng. A 
  throng that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative levels 
  gained in this manner are not the result of negative 
  energy (and thus cannot be blocked by death ward or 
  removed by restoration), but never result in permanent 
  level loss. A throng takes half again as much damage 
  (+50%) from spells or effects that affect an area, such as 
  splash weapons and evocation spells.  
   
  PHASE I: BLACK SHEEP IN THE 
  FAMILY 
   
  H A L F L I N G  F U G I T I V E 
   
   
  CR  6 
  Male halfling Rogue 2/Scout 4 
  CN Small Humanoid (halfling)  
  Init +10; Senses Listen +11, Spot +9 
  Languages Common, Halfling 
  AC 27, touch 20, flat-footed 26 
   (+1 size, +5 Dex, +3 armor, +3 natural, +4 deflection) 
  Miss chance 20% 
  Resist evasion 
  hp 51(6 HD) 
  Fort +7, Ref +13, Will +2  
  Speed 30 ft. (6 squares); base move 20 ft. plus fast movement 
  Melee masterwork short sword +6 (1d4, 19-20/x2) 
  Ranged +1 shortbow +11 (1d4+1 20/x3) 
  Base Atk +4; Grp +0 
  Atk Options sneak attack +1d6, skirmish +1d6, Point Blank 
  Shot, Rapid Shot (+1 shortbow +9/+9 (1d4+1, 20/x3)) 
  Combat Gear potion of cure moderate wounds, tanglefoot bag 
  Abilities Str 10, Dex 17 (21), Con 14 (18), Int 10, Wis 10, Cha 
  10 
  SQ trapfinding, evasion, battle fortitude, uncanny dodge, fast 
  movement +10 ft., trackless step 
  Feats Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot  
  Skills  Bluff +4, Climb+10, Disguise +2, Escape Artist +14, 
  Hide +18, Listen +11, Move Silently +16, Spot +9, Survival 
  +4, Tumble +14 
  Possessions: combat gear plus potion of barkskin +3, potion of 
  bear’s endurance, potion of blur, potion of cat’s grace, potion of 
  shield of faith, masterwork studded leather armor, 
  masterwork short sword, +1 shortbow 
  Skirmish (Ex) A scout deals an extra 1d6 points of damage 
  on all attacks he makes during any round in which he 
  moves at least 10 feet. At 3rd level, a scout gains a +1 
  competence bonus to AC during any round in which he 
  moves at least 10 feet.  
    Battle Fortitude (Ex) At 2nd level, a scout gains a +1 
  competence bonus on Fort saves and initiative checks. 
  Fast Movement (Ex) Starting at 3rd level, a scout gains a +10 
  ft. enhancement bonus to his base land speed.  
   
  B O N D S M A N  R E C R U I T 
  CR  1 
  Male or female human fighter 1 
  LG Medium humanoid (human) 
  Init +4; Senses Listen +0, Spot +1 
  Languages Common  
  AC 15, touch 10, flat-footed 15 
   (+4 armor, +1 shield) 
  hp 11 (1 HD) 
  Fort +3, Ref +0, Will +0  
  Speed 20 ft. (4 squares) 
  Melee longsword +3 (1d8+1/19-20) 
  Ranged shortbow +1 (1d6/x3) 
  Base Atk +1; Grp +2 
  Combat Gear acid flask 
  Abilities Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 8  
  Feats Improved Initiative, Quick Draw, Weapon Focus 
  (longsword)  
  Skills Climb -2, Handle Animal +2, Intimidate +2, Jump -2, 
  Ride +2, Spot +1 
  Possessions longsword, shortbow, 20 blunt arrows, 20 
  arrows, tabard of Estival. 
   
  C L E R I C  O F  S T.  C U T H B E R T 
   
  CR  5 
  Male human cleric 5 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 14, flat-footed 19 
   
  (+5 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 42 (5 HD);  
  Fort +5, Ref +3, Will +7  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +4 (1d8+1)  
  Ranged light crossbow +5 (1d8/19-20) 
  Base Atk +3; Grp +4  
  Atk Options spells, turn undead 
  Combat Gear  
  Cleric Spells Prepared (CL 5
  th, DC 13 + spell level): 
   
  3rd—magic circle against chaos*, bestow curse  
   
  2nd—calm emotions*, deific vengeance, sound burst, spiritual 
  weapon 
   
  1st—sanctuary*, bless, doom, shield of faith
   
  0—cure minor wounds (x3), guidance (x2) 
  *Domain spell. Deity: St. Cuthbert. Domains: Law, Protection  
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 16, Cha 12 
  SQ Aura of good (Ex), Spontaneous casting, Restricted spells, 
  Turn undead (Su) 
  Feats Combat Casting, Improved Initiative, Improved 
  Toughness 
  Skills Concentration +9, Knowledge (religion) +8, Spellcraft 
  +8 
  
  Possessions combat gear plus heavy mace, light crossbow, 
  quiver, 20 bolts, dagger, breastplate, heavy wooden shield, 
  crumpled hat, holy symbol of St. Cuthbert. 
   
  PHASE I: THE BEST MINERS IN 
  GNOMEBERG 
   
  K E N K U  T O U G H S 
  CR  3 
  Male Kenku Ranger 1/Rogue 2 
  NE Medium humanoid (Kenku) 
  Init +9; Senses low-light vision; Listen +7, Spot +7 
  Languages Common, Kenku 
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +3 armor, +1 shield) 
  hp 25 (3 HD) 
  Resist evasion 
  Fort +6, Ref +10, Will +1  
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +8 (1d6, 19-20/x2) or 
   
  Claw +7 (1d3, 20/x3) or 2 claws +7 (1d3, 20/x3) 
  Ranged mwk shortbow +8 (1d6, 20/x3) 
  Base Atk +2; Grp +2 
  Atk Options sneak attack +1d6, great ally +4 to hit when 
  flanking, favored enemy (human) +2, quickfrost weapon 
  capsules +1d6 cold damage.  
  Combat Gear potion of cat’s grace, potion of bear’s endurance, 
  tanglefoot bag, thunderstone, triple weapon capsule 
  retainer, 3 quickfrost alchemical capsules, 2 flash pellets 
  Abilities Str 10, Dex 15 (19), Con 14 (18), Int 13, Wis 12, Cha 
  8  
  SQ wild empathy, evasion, favored enemy (human) +2, sneak 
  attack +1d6, trapfinding, great ally, mimicry 
  Feats Improved Initiative, Track, Weapon Finesse 
  Skills Bluff +4, Climb +5, Disguise +4, Escape Aartist +10, 
  Hide +13, Listen +7, Move Silently +13, Spot +7, Survival 
  +4, Tumble +10 
  Possessions combat gear plus mwk studded leather armor, 
  mwk buckler, mwk short sword, mwk shortbow, thieves’ 
  tools, holy symbol of Vecna, 165 gp.   
  Great Ally (Ex) Kenku work exceptionally well with their 
  allies. When successfully aided on a skill check or attack 
  roll by an ally, or when aiding another, a kenku applies or 
  gains a +3 on its check or attack roll (instead of the normal 
  +2 bonus). Furthermore, a kenku gains a +4 bonus on 
  attack rolls against an opponent flanked by an ally (instead 
  of the normal +3 bonus). 
  Mimicry (Ex) A kenku can perfectly mimic familiar sounds, 
  voices, and accents. This ability does not enable the kenku 
  to speak languages it can’t normally speak. To duplicate a 
  specific individual’s voice, a kenku makes a Bluff check; a 
  listener familiar with the voice being imitated must 
  succeed on an opposed Sense Motive checkto discern that 
  the voice is not genuine.  
   
   
  V E C N A N  W I Z A R D 
   
   
     CR  5 
  Female human Wizard 5 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Draconic, Elven  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 mage armor, +4 shield) 
  hp 39 (5 HD + bear’s endurance, Toughness) 
  Fort +6, Ref +4, Will +5 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +3 (1d4+1) 
  Ranged ranged touch +6 
  Base Atk +2; Grp +3 
  Atk Options activate piercer cloak 
  Combat Gear healing belt, potion of fly, scroll of cat’s grace, scroll of 
  bear’s endurance,scroll of mirror image, scroll of shield, 
  tanglefoot bag (x2), wand of magic missiles (7
  th level, 10 
  charges) 
  Wizard Spells Prepared (CL 5): 
   
  2nd—scorching ray, glitterdust (DC 18) 
   
  1st—grease (DC 16), mage armor, ray of enfeeblement (x2) 
   
  0—acid splash, ray of frost, resistance, touch of fatigue 
  spells cast have been incorporated in statistics  
  Abilities Str 12, Dex 13 (17), Con 14 (18), Int 16 (20), Wis 10, 
  Cha 8 
  Feats Combat Casting, Scribe Scroll, Empower Spell, 
  Improved Initiative, Toughness, Weapon Focus (ranged 
  touch) 
  Skills Concentration +10 (+14 casting defensively), Listen +4, 
  Spellcraft +10, Spot +4 Tumble +7 
  Possessions combat gear plus universal solvent, spiked 
  gauntlet, spell component pouch (x2), holy symbol of 
  Vecna, rat familiar. 
   
   
  PHASE II: OPERATION: STORM 
  TOWER 
   
  E L F  L O Y A L I S T 
  CR  3 
  Male wood elf barbarian 2/fighter 1 
  NG Medium humanoid (elf) 
  Init +2; Senses low-light vision; Listen +8, Spot +3 
  Languages Common, Elven 
  AC 13, touch 8, flat-footed 13 
   (+2 Dex, +4 armor, +1 shield, -4 rage); uncanny dodge 
  hp 37 (3 HD) 
  Fort +9, Ref +2, Will +3 (+5 vs enchantment effects) 
  Speed 40 ft. (8 squares) 
  Ranged bow of the wintermoon +7 (1d6+7/x3) within 30 feet  
  Ranged bow of the wintermoon +6 (1d6+6/x3) outside of 30 feet  
  Melee spiked gauntlet +9 (1d4+6)  
  Base Atk +3; Grp +9 
  Atk Options rage 1/day 
  Abilities Str 22, Dex 15, Con 19, Int 6, Wis 12, Cha 10  
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (longbow) 
  
  Skills Jump +10, Listen +8, Search +0, Spot +3, Survival +6 
  Possessions bow of the wintermoon, spiked gauntlet, 
  masterwork chain shirt, masterwork buckler, holy symbol 
  of Corellon Larethian 
  Rage (Ex) When not raging, the elf’s statistics change as 
  follows: 
   
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +4 armor, +1 shield); uncanny dodge 
   
  hp 28  
   
  Fort +6, Will +1 
   
  Ranged bow of the wintermoon +7 (1d6+4/x3) within 30 
  feet  
   
  Ranged bow of the wintermoon +6 (1d6+3/x3) outside of 
  30 feet  
   
  Melee spiked gauntlet +6 (1d4+3) 
   
  Grp +6 
   
  Abilities Str 16, Con 13 
   
  Skills Jump +7  
   
  G R E Y F I S T  M A G E  
   
     CR  5 
  Male human Wizard 5 
  LG Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Draconic, Elven  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 mage armor, +4 shield) 
  hp 39 (5 HD + bear’s endurance, Toughness) 
  Fort +6, Ref +4, Will +5 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +3 (1d4+1) 
  Ranged ranged touch +6 
  Base Atk +2; Grp +3 
  Atk Options activate piercer cloak 
  Combat Gear healing belt, potion of fly, scroll of cat’s grace, scroll of 
  bear’s endurance, tanglefoot bag (x2), wand of magic missiles (9
  th 
  level, 10 charges) 
  Wizard Spells Prepared (CL 5): 
   
  2nd—scorching ray (x2) 
   
  1st—grease (DC 16), mage armor, ray of enfeeblement, shield
   
  0—acid splash, ray of frost, resistance, touch of fatigue 
  spells cast have been incorporated in statistics  
  Abilities Str 12, Dex 17 (13 + cat’s grace), Con 18 (14 + bear’s 
  endurance), Int 20 (16 + fox’s cunning), Wis 10, Cha 8 
  Feats Combat Casting, Scribe Scroll, Empower Spell, 
  Improved Initiative, Toughness, Weapon Focus (ranged 
  touch) 
  Skills Concentration +10 (+14 casting defensively), Listen +4, 
  Spellcraft +10, Spot +4 Tumble +7 
  Possessions combat gear plus universal solvent, spiked 
  gauntlet, spell component pouch (x2), tabard of Estival, 
  arcane thesis notes, rat familiar. 
   
  PHASE II: OPERATION: EARTHEN 
  GRASP 
   
  P Y U S S  O F  T H E  C U L T  O F  V E C N A 
   
     CR  8 
  Male human Sorcerer 8 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common, Elven, Goblin 
  AC 20, touch 12, flat-footed 17 
   (+2 Dex, +4 mage armor, +4 shield)(+2 vs. good) 
  hp 40 (8 HD); 51 with false life 
  SR 18 
  Immune poison 
  Fort +5, Ref +8, Will +8 (+2 vs. good) 
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. (12 squares) 
  Melee dagger +4 (1d4-1/19-20) 
  Ranged dagger +7 (1d4-1/19-20)  
  Base Atk +4; Grp +3 
  Atk Options mass suggestion (DC 24; 3/day, as 20
  th level 
  caster), goblinoid polymorph (DC 24; 3/day, as baleful 
  polymorph (goblin form only) cast by 20
  th level caster) 
  Combat Gear The Crown of Kurotha, bands of blood rage, potion 
  of fly, potion of remove blindness/deafness, scroll of shield
  Sorcerer Spells Known (CL 8th): 
   4th (3/day)—greater invisibility 
   3rd (6/day)—lighting bolt (DC 17), unluck (DC 18) 
   2nd (6/day)—false life*, scorching ray (+8 ranged touch), 
  Tasha’s hideous laughter (DC 16) 
   1st (6/day)—charm person (DC 15), grease (DC 14), mage 
  armor*, magic missile, protection from good* 
   0 (6/day)—daze (DC 14), detect magic, detect poison, flare (DC 
  14), light, message, prestidigitation, ray of frost (+8 ranged 
  touch) 
  * already cast prior to combat 
  Abilities Str 8, Dex 14, Con 14, Int 8, Wis 12, Cha 18  
  SQ familiar (weasel), command all goblinoid creatures within 
  300 feet, as dominate person 
  Feats Improved Initiative, Spell Focus (divination), Skill 
  Focus (Concentration)  
  Skills  Climb +1, Concentration +15, Jump +1, Hide +3, 
  Listen +3, Move Silently +5, Spot +3 
  Possessions combat gear plus daggers (2), spell component 
  pouch (2), cloak of charisma +2, traveler’s outfit, holy 
  symbol of Vecna 
   
  G O B L I N  P R O P H E T  O F  V E C N A 
   
  CR  5 
  Male goblin cleric 5 
  NE Small humanoid (goblinoid) 
  Init +2; Senses darkvision 60’; Listen +1, Spot +1 
  Languages Common, Goblin  
  AC 22, touch 15, flat-footed 20 
   
  (+1 size, +5 armor, +2 Dex, +2 shield, +2 deflection shield 
  of faith) (+2 vs. good) 
  hp 43 (5 HD);  
  Fort +6, Ref +3, Will +4 (+2 vs. good) 
  Speed 30 ft. (6 squares) 
  Melee light mace +3 (1d6+1)  
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +0  
  Atk Options spells, turn undead 
  
  Combat Gear potion of owl’s wisdom, potion of cure light wounds, 
  wand of magic missile (3
  rd level, 5 charges) 
  Cleric Spells Prepared (CL 5
  th, DC 13 + spell level): 
   
  3rd—dispel magic*, bestow curse  
   
  2nd—invisibility*, hold person, sound burst, silence 
   
  1st—disguise self*, bless, cure light wounds, protection from 
  good, shield of faith, 
   
  0—cure minor wounds (x2), guidance (x2), resistance
  *Domain spell. Deity: Vecna. Domains: Trickery, Magic  
  Abilities Str 12, Dex 14, Con 12, Int 12, Wis 15, Cha 12 
  SQ Aura of evil (Ex), Spontaneous casting, Restricted spells, 
  Rebuke undead (Su) 
  Feats Greater Spell Focus (enchantment), Spell Focus 
  (enchantment), Improved Toughness 
  Skills Concentration +9, Hide +6, Listen +1,  Move Silently 
  +2, Spellcraft +9, Spot +1 
  Possessions combat gear plus light mace, light crossbow, 
  quiver, 20 bolts, dagger, breastplate, heavy wooden shield, 
  crumpled hat, holy symbol of St. Cuthbert, small onyx 
  hand with a silver eye etched in the palm (100 gp holy 
  symbol to Vecna) 
   
   
  G O B L I N  S C R O U N G E R 
   CR  3 
  Male human (goblin form) Rogue 3 
  LE Small humanoid (goblin) 
  Init +7; Senses darkvision 60’; Listen +6, Spot +6 
  Languages Common, Goblin  
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex +2 armor) 
  hp 19 (3 HD) 
  Resist evasion 
  Fort +4, Ref +7, Will +1  
  Speed 30 ft. (6 squares) 
  Melee short sword +45 (1d6+2/19-20) 
  Ranged crossbow, light +5 (1d8/19-20) 
  Base Atk +2; Grp -1 
  Atk Options  sneak attack +2d6 
  Combat Gear tanglefoot bag (x2), acid flask (x2) 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 8  
  Feats Improved Initiative, Weapon Finesse 
  Skills Disable Device +6, Escape Artist +11, Hide +14, Listen 
  +7, Move Silently +10, Open Lock +9, Spot +7, Tumble +9, 
  Use Rope +9 
  Possessions combat gear plus short sword, light crossbow, 
  studded leather armor, tunic of the Battirovka Merchant 
  Family. 
   
   
  PHASE II: OPERATION: TRUE STRIKE 
  R A O A N  P A L A D I N 
  CR  5 
  Male half-orc paladin 5 
  LG Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Aura courage, good 
  Languages Common, Orc 
  AC 19, touch 10, flat-footed 19 
   (+0 Dex, +8 armor, +1 shield) 
  hp 49 (5 HD) 
  Immune fear, disease 
  Fort +8, Ref +2, Will +5 
  Speed 20 ft. (4 squares) 
  Melee masterwork bastard sword +8 (1d10+2/19-20)  
  Base Atk +5; Grp +7 
  Atk Options smite evil (+1 to hit, +5 damage) 2/day, turn 
  undead (as Cleric 2
  nd) 4/day, lay on hands 5 hp/day 
  Combat Gear potion of cure light wounds, tanglefoot bag 
  Paladin Spells Prepared (CL 2nd): 
   1st—divine sacrifice 
  Abilities Str 15, Dex 10, Con 16, Int 6, Wis 12, Cha 12  
  SQ detect evil at will, summon mount 
  Feats Exotic Weapon Proficiency (bastard sword), Iron Will 
  Skills Diplomacy +6, Spellcraft +0 
  Possessions combat gear plus masterwork bastard sword, full 
  plate, masterwork light steel shield, holy symbol of Rao, 
  dagger, javelin, spell component pouch  
   
  K N I G H T  O F  L U N A 
   
   
  CR  7 
  Male Human Cleric (Heironeous) 4 / Ordained Champion 3 
  LG Medium Humanoid (Human) 
  Init +0; Senses Listen +1, Spot +1 
  Auras good (faint) 
  Languages Common  
   
  AC 22, touch 13, flat-footed 18; (-0Dex, +9 armor, +3 
  deflection 
  hp 66 +14 temporary (7 HD)  
  Fort +11, Ref +2, Will +8  
   
  Speed 30 ft. (6 squares) in full plate; base 30 ft. 
  Melee +1 lance +15 (1d8+10/x3; 10 ft. reach) or lance +14 
  (1d8+9; 10ft. reach) or longsword +15 (1d8+5/19-20)  
  Melee Charge +1 lance +17 (3d8+30/x3; 10 ft. reach) 
  Melee Charge with Smite +1 lance +20 (3d8+51/x3; 10 ft. 
  reach) 
  Ranged light crossbow +6 (1d8/19-20; 80 ft./x10; 20 bolts) or 
  spiritual weapon +7 (1d8+2/19-20) 
  Base Atk +6; Grp +11 
  Special Actions spontaneous casting (war domain spells), 
  turn undead 6/day (+5, 2d6+10, 6th; smite  
  Combat gear potions of cure light wounds (2), potions of cure 
  moderate wounds (1), extra lance longsword 
   
  Pre-cast Spells: bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these stats), bless 
  (CL6, factored into these stats), divine favor (CL6, factored into 
  these stats) eagle’s splendor (CL3, factored into these stats) 
  protection from evil (CL 6, factored into these stats) 
   
  Spells prepared Cleric (CL 6, +6 ranged touch, DC 11 + spell 
  level) 
  ~ 3rd - prayer, protection from energy; searing light, magic vestment*  
  ~ 2nd - silence, spiritual weapon*; cure moderate wounds (X2) 
  ~ 1st - bless, divine favor, protection from evil*; cure light wounds 
  
  (X2) 
  ~ 0 - detect magic (2), detect poison, guidance, light 
  *Domain Spell 
  Domains Law, Good, War 
   
  Abilities Str 20, Dex 11, Con 18, Int 10, Wis 13, Cha 16 
  Feats Diehard, Martial Weapon Proficiency (Longsword², 
  Lance), Mounted Combat,  Ride-By Attack, Spirited 
  Charge,  Power Attack,  Weapon Focus (Longsword), 
  Divine Vigor (factored into these stats) 
  Skills Concentration +13, Diplomacy +4, Heal +1, Knowledge 
  (religion) +7, Ride +10, Listen +1, Spot +1 
  Possessions combat gear plus +1 full plate armor, spell 
  component pouch, standard adventurer's kit, wooden holy 
  symbol (Heironeous), 12 gp 
  Modified Spontaneous Casting (Ex): If you have cleric 
  levels, you lose the ability to spontaneously cast cure or 
  inflict spells. Instead, you can swap out previously 
  prepared cleric spells for any spells of equal or lower level 
  from the War domain. This alteration applies even to 
  levels you gain as a cleric after becoming an ordained 
  champion. If you are not a cleric, modified spontaneous 
  casting does not apply to you, even if you can 
  spontaneously cast some other kind of spell, such as 
  summon nature’s ally. 
  Smite (Su): At 2nd level, you can spend one daily use of your 
  turn/rebuke undead ability as a swift action to turn your 
  next melee attack into a smite. You gain a bonus equal to 
  your Charisma modifier on attack rolls, and you deal extra 
  damage equal to your total effective turning or rebuking 
  level. Your smite attack is not limited by alignment or 
  race; you can attempt to smite any foe.  
  Channel Spell (Sp): You can channel any spell you have 
  available to cast into your melee weapon. Doing so 
  requires a move action and uses up a prepared spell or 
  spell slot just as if you had cast the spell. The channeled 
  spell affects the next target you successfully attack with 
  that weapon, though saving throws and spell resistance 
  still apply normally. Even if the spell normally affects an 
  area or is a ray, it still affects only the target in this case. 
  On a successful hit, the spell is discharged from the 
  weapon, which can then hold another spell. You can 
  channel your spells into only one weapon at a time. A 
  spell channeled into a weapon is lost if not used within 8 
  hours. 
  Divine Bulwark (Sp): You can sacrifice a prepared spell or 
  spell slot as a swift action to gain damage reduction. The 
  value of the damage reduction equals 1 + spell level 
  sacrificed, and it can be overcome by a chaotic-aligned 
  strike. 
   
   
  HEAVY  WARHORSE  CR  2 
  always N Large animal
   
  Init +1; Senses low-light vision; Listen +5, Spot +4 
  Languages -- 
  AC 14, touch 10, flat-footed 13 
       (-1 size, +1 Dex, +4 natural) 
   
  hp 30 (4 HD) 
  Fort +7, Ref +5, Will +2
   
  Speed 50 ft. (10 squares); Run 
  Melee 2 hooves +6 (1d6+4) and 
      bite +1 (1d4+2) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +3; Grp +11
   
  Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 
  Feats Endurance, Run 
  Skills Listen +5, Spot +4 
  Advancement -- 
   
   
  PHASE III: WAVE 1 
   
  B A N E  W R A I T H 
  CR  8 
  NE Medium Undead (Incorporeal) 
  Init +7; Senses darkvision 60 ft., Listen +13, Spot +13 
  Languages Common 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 deflection) Incorporeal miss chance 50% 
  hp 52 (8 HD) 
  Resist +4 turn resistance 
  Fort +2, Ref +5, Will +8  
  Speed 40 ft. (8 squares); fly (perfect) 80 ft. 
  Melee Incorporeal touch +8 (1d4 Str or 1d4 Wis drain) 
  Base Atk +4; Grp – 
  Abilities Str –, Dex 17, Con –, Int 16, Wis 14, Cha 18  
  SQ empathic sense, false substance, incorporeal traits, 
  undead traits 
  Feats Blind-Fight, Improved Initiative, Weapon Focus 
  (incorporeal touch) 
  Skills Disgusie +25, Gather Information +10, Hide +14, 
  Intimidate +15, Listen +13, Search +14, Spot +13, Survival 
  +7 (+9 following tracks) 
  Possessions none  
  Ability Drain (Su) A bane wraith can drain either Strength 
  or Wisdom with a touch. It must decide which ability it is 
  draining before rolling its attack. While the effects of the 
  bane wraith’s Strength drain are immediately noticeable, 
  its Wisdom-draining attack is more subtle. If the target 
  does not realize he has been attacked – if for instance the 
  bane wraith brushes against him in a crowd, or attacks 
  from concealment – he must make a DC 18 Wisdom 
  check (with his new, reduced Wisdom score) to realize 
  that anything untoward has occurred.  
   
  If a bane wraith continues to use its Strength drain on a 
  target it has already reduced to 0 Strength, it deals 
  Constitution drain instead.   
  Create Spawn (Su) Any humanoid slain by a bane wraith 
  becomes a standard wraith in 1d4 rounds. Spawn are 
  under the control of the bane wraith that created them 
  
  and remain enslaved until its destruction. They do not 
  possess any of the abilities they had in life, though they do 
  physically resemble their former selves.  
  Empathic sense (Ex) When a bane wraith draws within 30 
  feet of any sentient being, it immediately and instinctively 
  knows thename and appearance of every one of that 
  individual’s friends and loved ones. Furthermore, it gains 
  a general sensse of where the individual believes her loved 
  ones to be, although this information may not be accurate. 
  This ability allows no save, but spells or abilities that make 
  the subject immune to mind-reading or telepathy block 
  this power. 
  False Substance (Ex) A bane wraith looks more solid than 
  most incorporeal creatures. In anything other than direct 
  lighting, observers must make a DC 18 Spot check to 
  notice that a bane wraith is incorporeal.  
  Spell-like abilities (Sp) At will – detect thoughts (DC 16), 
  disguise self (+10 bonus already included in statistics 
  above). CL 8. The save DCs are Charisma-based. 
  Description This individual appears normal, albeit livid with 
  rage. Only closer examination (DC 18 Spot check) reveals that 
  his form is slightly translucent, and that he floats an inch above 
  the earth. 
   
   
  M A G E R I P P E R  S W A R M 
  CR  6 
  CN Tiny aberration (swarm) 
  Init +4; Senses blind, blindsense 30 ft., sense magic 30 ft.; 
  Listen +12 
  Languages — 
  AC 18, touch 16, flat-footed 14 
   (+2 size, +4 Dex, +2 natural) 
  hp 55 (10 HD)  
  SR 21  
  Resist half damage from piercing and slashing weapons 
  Immune gaze attacks, illusions, visualeffects; swarm 
  immunities 
  Fort +4, Ref +7, Will +8 
  Speed 20 ft. (4 squares), climb 10 ft. 
  Melee swarm (2d6 plus magic leech) 
  Base Atk +7; Grp — 
  Atk Options distraction, magic leech 
  Abilities Str 4, Dex 19, Con 12, Int 6, Wis 12, Cha 15  
  SQ swarm traits 
  Feats Ability Focus (magic leech), Skill Focus (Listen), 
  Stealthy, Track  
  Skills Climb +5, Listen +12, Move Silently +6, Survival +6   
  Sense Magic (Su) A mageripper swarm automatically detects 
  magic auras within 30 feet, and it knows the strength and 
  location of each. It can also detect creatures that possess 
  the ability to cast spells or use spell-like abilities.  
  Dispelling Aura (Su) At the end of each of a mageripper 
  swarm’s turns, it can attempt a dispel check against one 
  randomly selected ongoing spell or spell-like effect on 
  each creature in its space. This works like the areadispel 
  effect of the dispel magic spell, with the following 
  differences. The dispelled spell is selected randomly from 
  those currently active on an affected creature, rather than 
  being the one with the highest caster level. This ability 
  has no effect on permanent magic items. 
   
  For each spell dispelled by its aura, a mageripper swarm 
  gains temporary hit points equal to 2 x that spell’s level. 
  These temporary hit points last for up to 24 hours, and a 
  swarm can gain a maximum number of temporary hit 
  points equal to its full normal hit point total. A mageripper 
  swarm that gains the maximum number of temporary hit 
  points and retains them for the full 24 hours advances 1 
  Hit Die at the end of this period, increasing its capabilities 
  as normal for advancement.  
  Magic Leech (Su) In addition to dealing damage to creatures 
  whose space it occupies, a mageripper swarm drains away 
  the ability to use spells and spell-like abilities, feeding on 
  the magical energy. 
   
  At the end of a mageripper swarm’s turn, each 
  creaturein its space must succeed on a DC 19 Will save or 
  lose one prepared spell or spell slot of the highest level 
  available. The save DC is Charisma-based. A creature with 
  a spell-like ability that fails its saving throw loses one daily 
  use of its highest-level ability. If this spell-like ability is 
  usable at will, the creature is unable to use it for 1 minute. 
  If the target has no spells prepared, no remaining spell 
  slots, and no uses of spell-like abilities remaining, this 
  ability has no effect. A mageripper swarm cannot choose 
  which spell to drain; determine this randomly.  
   
  For each spell drained in this way, a swarm gains 
  temporary hit points equal to 5 x the spell’s level. These 
  temporary hit points function as described in the 
  dispelling aura ability. 
  Distraction (Ex) Fortitude DC 16, nauseated 1 round. The 
  save DC is Constitution-based.  
  Skills Mageripper swarms have a +8 racial bonus on Cllimb 
  checks and can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
  Description A writhing mass of bizarre little creatures swarms 
  across the floor, myriad tentacles waving like antennae. They are 
  eyeless, their bodies little more than gaping jawsfilled with teeth, 
  yet they move unerringly toward you. 
   
   
  PHASE III: WAVE 2 
   
  Y U G O L O T H,  M E Z Z O L O T H 
   
  CR  6 
  Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Neutral Evil 
  Init +5; Senses Listen +13, Spot +13 
  Languages: Abyssal, Draconic, and Infernal, telepathy 
  100 ft. 
  AC 21, touch 11, flat-footed 20 
   
  (+6 armor, +1 Dex, +2 shield, +8 natural) 
  SR 22 
  Resist:  immunity to poison and acid, resistance to cold 10, 
  fire 10, and electricity 10 
  hp 95 (10 HD);   DR: 10/good 
  Fort +12, Ref +8, Will +7  
  Speed 40 ft. (8 squares) 
  
  Melee Claw +13 melee (1d4+3) or +1 trident +15 melee 
  (1d8+4/19–20) or 2 claws +13 melee (1d4+3) or +1 
  trident +15/+10 melee (1d8+4/19–20) 
  Ranged +13 +1 trident (1d8+4/19–20) 
  Base Atk +10; Grp +13  
  Atk Options spell like abilities  
  Spell-Like Abilities: At will—cause fear (DC 13), darkness, 
  desecrate, produce flame, see invisibility; 2/day—
  cloudkill (DC 17), dispel magic. Caster level 10th. Twice 
  per day, a mezzoloth can use greater teleport (self plus 50 
  pounds of objects only), as the spell cast by a 14
  th level 
  sorcerer. 
  Summon Yugoloth (Ex): Once per day, a mezzoloth can 
  attempt to summon another mezzoloth with a 40% chance 
  of success. 
  Combat Gear  +1 trident 
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14 
  SQ  
  Feats Improved Critical (trident), Improved Initiative, Power 
  Attack, Weapon Focus (trident) 
  Skills Hide +14, Intimidate +15, Knowledge (the planes) +11, 
  Listen +13, Move Silently +14, Spot +13 
  Description This six-limbed insectoid horror stares ahead 
  unblinkingly through glowing red eyes. It holds a long trident in 
  its claws. Mezzoloths are the most common foot soldiers in the 
  yugoloth armies. They understand little beyond combat, but their 
  skill in battle is fearsome. When they aren’t fighting, they’re 
  imagining new ways to hurt their enemies and practicing their 
  martial skills. 
   
   
     
   
  
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