TEXT: APL 10 
   
  INTRODUCTION: THE REAR GUARD 
   
  H A L M A D A R  B R U T E 
   
   
  CR  8 
  Male Khaasta Barbarian 2 Fighter 2 Exotic Weapon Master 1 
  CE Medium Monstrous Humanoid  
  Init +3; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 23, touch 8, flat-footed 23 
   (+2 Dex, +8 Natural Armor, +6 greater mage armor, -4 
  Reckless Rage) 
  hp 122(8 HD) 
  Fort +18, Ref +6, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +20/+15 (1d10+33/19-20)* or +1 
  bastard sword +20/+15 (1d10+33/19-20)* and bite +9 
  (1d6+18)* 
  * Includes 4 point power attack. 
  Ranged javelin (1d6+15) 
   
  Base Atk +10; Grp +22 
  Atk Options Power attack, Reckless Rage, Combat Expertise 
  Combat Gear +1 bastard sword, javelins, cloak of predatory 
  vigor, devastation gauntlets 
  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), protection from evil (CL 3, factored 
  into these stats) 
  Abilities Str 34, Dex 16, Con 28, Int 14, Wis 10, Cha 11 
  SQ Uncanny Dodge, Fast Movement, Uncanny Blow 
  Feats Power Attack, Reckless Rage, Exotic weapon 
  proficiency (bastard sword), Weapon Focus (bastard 
  sword), Combat Expertise  
  Skills  Climb+18, Craft (weaponsmithing) +6,  Jump +26, 
  Knowledge (the planes) +8, 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 27, touch 15, flat-footed 27 
    
  (+2 Dex, +2 Deflection +6 greater mage armor, +8 
  natural armor); uncanny dodge 
   
  hp 98  
   
  Fort +15, Will +3 
   
  Melee +1 bastard sword +17/+12 (1d10+32/19-20)* or +1 
  bastard sword +17/+12 (1d10+32/19-20)* and bite +9 
  (1d6+15)* 
  * Includes 5 point power attack 
   
  Grp +17 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +23 
   
   
  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 
  CG 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 Gnarley 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  7 
  Male human cleric 7 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common  
  AC 21, touch 14, flat-footed 19 
   
  (+5 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 46 (7 HD);  
  Fort +8, Ref +4, Will +9  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +6 (1d8+1)  
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +5; Grp +6 
  Atk Options spells, rebuke undead 
  Combat Gear cloak of elemental protection, scroll of unholy blight, 
  wand of magic missile (CL 9
  th, 5 charges), wand of cure 
  moderate wounds (5 charges) 
  Cleric Spells Prepared (CL 5
  th, DC 14 + spell level): 
   
  4th—unholy blight*, neutralize poison, poison 
   
  3rd—magic circle against good*, bestow curse, invisibility 
  purge, searing light  
   
  2nd—desecrate*, deific vengeance, hold person, sound burst, 
  spiritual weapon 
   
  1st—protection from good*, bane, bless, command, doom, 
  shield of faith
   
  0—cure minor wounds (x3), guidance (x3) 
  *Domain spell. Deity: Vecna. Domains: Evil, Magic 
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 18, Cha 12 
  SQ Aura of evil (Ex), spontaneous casting, restricted spells, 
  rebuke undead (Su) 
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Improved Toughness 
  Skills Concentration +11, Knowledge (religion) +10, 
  Spellcraft +10 
  Possessions combat gear plus heavy mace, light crossbow, 
  quiver, 20 bolts, 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 
   
  V E C N A N  B A R D  
   
   
  CR  7 
  Male human (Rhennee) Bard  7 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Rhopan,   
  AC 16, touch 11, flat-footed 15 
   (+5 armor, +1 Dex) 
  hp 37 (7 HD) 
  Fort +3, Ref +6, Will +5  
  Speed 30 ft. (6 squares) 
  Melee dagger +5 (1d4/19-20) 
  Ranged dagger +5 (1d4/19-20) 
  Base Atk +5; Grp +5 
  Combat Gear potion of cure light wounds, tanglefoot bag, 
  feathers, small tarts, bracers of arcane freedom, cape of the 
  mountebank 
  Bard Spells Known (CL 7th; +5 melee touch, +6 ranged 
  touch): 
   
  3rd (1/day)—, charm monster (DC 19), glibness(DC 19)  
   
  2nd (3/day)—detect thoughts, glitterdust (DC 16), silence, 
  tongues  
   
  1st (4/day)—charm person, cure light wounds, feather fall, 
  Tasha’s hideous laughter (DC 17) 
   
  0 (3/day)—daze (DC 16), detect magic, know direction, mage 
  hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 7, factored into these stats) 
  Abilities Str 10, Dex 12, Con 12, Int 11, Wis 10, Cha 18  
  Feats Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment), Captivating Melody, Melodic Casting  
  Skills  Bluff +12 (currently +32), Diplomacy +16, Knowledge 
  (history) +6, Knowledge (religion) +4, Perform (Stringed 
  Instruments) +14, Perform (Tin Whistle) +8, Perform 
  (Poetics) +6, Profession (Gambler) +4, Spellcraft +4, 
  Tumble +7, Use Magic Device +12 
  
  Possessions: combat gear plus breastplate, masterwork sap, 
  daggers (2), spell component pouch, traveler’s outfit 
   
  M O B  O F  H U M A N S 
   
   
  CR  8 
  CN Gargantuan humanoid (throng of Medium humans) 
  Init +4; Senses Listen +4, Spot +4 
  Languages Common   
  AC 6, touch 6, flat-footed 6 
   (-4 size) 
  hp 135 (30 HD) 
  Fort +11, Ref +9, Will +17  
  Speed 20 ft. (4 squares) 
  Melee swarm (5d6) 
  Space 20; Reach 0 
  Base Atk +22; Grp +34 
  Atk Options expert grappler, trample 2d6 
   
  Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10  
  SQ mob anatomy 
  Feats Improved Initiative, Great Fortitude, Improved Bull 
  Rush, Improved Overrun  
  Skills  Listen +4, Spot +4   
  Attack Mobs 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 mob deals 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 mob 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 mob is never 
  considered flat-footed while grappling.  
  Trample (Ex) A mob 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 
  mob’s Strength modifier. The victim can either make an 
  attack of opportunity against the mob or attempt a Reflex 
  save (DC 25 + the mob’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  O F  E S T I V A L 
  CR  4 
  Male human Monk 2/Fighter 2 
  LG Medium humanoid (human) 
  
  Init +5; Senses Listen +6, Spot +6 
  Languages Common 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +1 Wis, +4 mage armor) 
  hp 33 (4 HD) 
  Fort +8, Ref +4, Will +6; evasion 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +7 (1d6+3) or unarmed strike +5/+5 
  (1d6+3) 
  Ranged javelin +4 (1d6+3) 
  Base Atk +3; Grp +6 
  Atk Options stunning fist 2/day (Fort DC 12)  
  Combat Gear cloak of elemental protection, potion of cure light 
  wounds, potion of mage armor
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Iron Will, Stunning 
  Fist, Weapon Focus (unarmed strike) 
  Skills Balance +8, Diplomacy +1, Jump +9, Listen +6, Sense 
  Motive +6, Spot +6, Tumble +9 
  Possessions combat gear plus javelins (2), manacles, signal 
  whistle, uniform of a Bondsman of House Estival 
   
   
  C L E R I C  O F  S T.  C U T H B E R T 
   
  CR  7 
  Male human cleric 7 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common  
  AC 21, touch 14, flat-footed 19 
   
  (+5 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 46 (7 HD);  
  Fort +8, Ref +4, Will +9  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +6 (1d8+1)  
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +5; Grp +6 
  Atk Options spells, turn undead 
  Combat Gear cloak of elemental protection, scroll of dictum 
  Cleric Spells Prepared (CL 7
  th, DC 14 + spell level): 
   
  4th—dictum*, neutralize poison, poison 
   
  3rd—magic circle against chaos*, bestow curse, invisibility 
  purge, searing light  
   
  2nd—calm emotions*, deific vengeance, hold person, sound 
  burst, spiritual weapon 
   
  1st—sanctuary*, bane, bless, command, doom, shield of faith
   
  0—cure minor wounds (x3), guidance (x3) 
  *Domain spell. Deity: St. Cuthbert. Domains: Law, Protection  
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 18, Cha 12 
  SQ Aura of good (Ex), Spontaneous casting, Restricted spells, 
  Turn undead (Su) 
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Improved Toughness 
  Skills Concentration +11, Knowledge (religion) +10, 
  Spellcraft +10 
  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  S T R I K E R 
  CR  5 
  Male Kenku Ranger 2/Rogue 3 
  NE Medium humanoid (Kenku) 
  Init +9; Senses low-light vision; Listen +9, Spot +9 
  Languages Common, Kenku 
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 armor) 
  hp 43 (5 HD) 
  Resist evasion 
  Fort +6, Ref +11, Will +2  
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +10 (1d6, 19-20/x2) or 
   
  claw +7 (1d3, 20/x3) or 2 short swords +8/+8 (1d6, 19-
  20/x2) or 2 claws +7 (1d3, 20/x3) 
  Ranged mwk shortbow +10 (1d6, 20/x3) 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +2d6, great ally +4 to hit when 
  flanking, favored enemy (human) +2, quickfrost weapon 
  capsules +1d6 cold damage.  
  Combat Gear potion of bear’s endurance, potion of cat’s grace, 
  potion 
  of 
  cure 
  moderate 
  wounds, 
  tanglefoot 
  bag, 
  thunderstone, 2 triple weapon capsule retainer, 6 
  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 +2d6, trapfinding, great ally, mimicry 
  Feats Improved Initiative, Track, Two Weapon Fighting, 
  Weapon Finesse 
  Skills Bluff +4, Climb +5, Disguise +6, Escape Aartist +10, 
  Hide +15, Listen +9, Move Silently +15, Spot +9, Survival 
  +7, Tumble +13 
  Possessions combat gear plus +1 studded leather armor, 2 
  mwk short swords, mwk shortbow, thieves’ tools, holy 
  symbol of Vecna   
  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  7 
  Female human Wizard 7 
  NE Medium humanoid (human) 
  Init +6; Senses see invisibility; Listen +6, Spot +6 
  Languages Common, Draconic, Elven  
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +4 mage armor, +4 shield) 
  hp  (7 HD + bear’s endurance, Improved Toughness) 
  Fort +7, Ref +5, Will +6 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +4 (1d4+1) 
  Ranged ranged touch +8 
  Base Atk +3; Grp +4 
  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 (9
  th level, 10 
  charges) 
  Wizard Spells Prepared (CL 7): 
   
  4th—empowered scorching ray 
   
  3rd—empowered ray of enfeeblement, ray of exhaustion 
   
  2nd—glitterdust (DC 17), see invisibility
   
  1st—grease (DC 16), mage armor, ray of enfeeblement (x2), 
  lesser orb of acid   
   
  0—acid splash, ray of frost, resistance, touch of fatigue 
  spells cast have been incorporated in statistics  
  Abilities Str 12, Dex 14 (18), Con 14 (18), Int 16 (20), Wis 10, 
  Cha 8 
  Feats Empower Spell, Improved Initiative, Improved 
  Toughness, Point Blank Shot, Precise Shot, Scribe Scroll, 
  Weapon Focus (ranged touch)  
  Skills Concentration +14, Listen +6, Spellcraft +14, Spot +6 
  Tumble +10 
  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  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 elf’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 
   
   
  G R E Y F I S T  M A G E  
   
     CR  7 
  Male human Wizard 7 
  LG Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common, Draconic, Elven  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 mage armor, +4 shield) 
  hp 57 (7 HD + bear’s endurance, Improved Toughness) 
  Fort +9, Ref +6, Will +6 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +4 (1d4+1) 
  Ranged ranged touch +7 
  Base Atk +3; Grp +4 
  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), wand of magic missiles (9
  th level, 5 charges) 
  Wizard Spells Prepared (CL 7):  
   
  4th—enervation  
   
  3rd—fireball (x2), wind wall  
   
  2nd—scorching ray (x2), Tasha’s hideous laughter (DC 17) 
   
  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 Craft Wand, Double Wand Wielder, Scribe Scroll, 
  Improved Toughness, Two Weapon Fighting, Weapon 
  Focus (ranged touch) 
  Skills Concentration +12, Listen +5, Spellcraft +12, Spot +5 
  Tumble +8 
  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  10 
  Male human Sorcerer 10 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common, Elven, Goblin 
  AC 20, touch 12, flat-footed 17 
   (+2 Dex, +4 mage armor, +4 shield)(+2 vs. good) 
  hp 49 (10 HD); 60 with false life 
  SR 20 
  Immune poison 
  Fort +6, Ref +9, Will +9 (+2 vs. good) 
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. (12 squares) 
  Melee dagger +5 (1d4-1/19-20) 
  Ranged dagger +8 (1d4-1/19-20)  
  Base Atk +5; Grp +4 
  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, barbs of 
  retribution, potion of fly, scroll of shield
  Sorcerer Spells Known (CL 10th): 
   5th (3/day)—cone of cold 
   4th (6/day)—enervation (+9 ranged touch), greater 
  invisibility 
   3rd (7/day)—blink, 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 15), 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), touch of fatigue 
  * 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), Empower Spell 
  Skills  Climb +1, Concentration +17, Jump +1, Hide +7, 
  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  T H I E F  
   
   
  CR  5 
  Male goblin Rogue 7 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60’; Listen +1, Spot +1 
  Languages Common, Goblin  
  AC 22, touch 14, flat-footed 19 (and Dodge) 
   
  (+1 size, +5 armor, +3 Dex, +3 shield) 
  hp 60 (7 HD);  
  Resist evasion 
  Fort +9, Ref +8, Will +4  
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +10/+5 (1d6+4, plus poison) 
  Ranged light crossbow +9/+4 (1d6+3/19-20) 
  Base Atk +6; Grp +0  
  Atk Options sneak attack +3d6, poison 
  Combat Gear healing belt 
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 8 
  SQ evasion, uncanny dodge 
  Feats Dodge, Iron Will, Mobility, Spring Attack, Weapon 
  Focus (rapier)  
  Skills Disable Device +10, Escape Artist +14, Hide +17, Listen 
  +10, Move Silently +15, Open Lock +12, Spot +10, Tumble 
  +12, Use Rope +12 
  Possessions combat gear plus +1 rapier, light crossbow, 
  quiver, 20 bolts, dagger, breastplate, +1 heavy wooden shield, 
  small onyx hand with a silver eye etched in the palm (100 
  gp holy symbol to Vecna) 
  Poison (Ex) The goblin thief’s rapier is coated with wyvern 
  poison; injury (first hit only); DC 17, 2d6 Con/2d6 Con. 
   
  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) 
   
  PHASE II: OPERATION: TRUE STRIKE 
   
  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. 
   
  K N I G H T  O F  L U N A  L I E U T E N A N T    
  CR  9 
  Female Human Cleric (Heironeous) 4 / Ordained Champion 
  5 
  LG Medium Humanoid (Human) 
  Init +4; Senses Listen +1, Spot +1 
  Auras good (moderate) 
  Languages Common  
   
  AC 22, touch 13, flat-footed 18; (+0 Dex, +9 armor, +3 
  deflection 
  hp 84 + 27 temp (9 HD)  
  Fort +12, Ref +2, Will +11  
   
  
  Speed 30 ft. (6 squares) in full plate; base 30 ft. 
  Melee +1 lance +19 (1d8+12/x3; 10 ft. reach) or lance +18 
  (1d8+11; 10ft. reach) or longsword +16 (1d8+8/19-20)  
  Melee Charge on horse +1 lance +21 (3d8+36/x3; 10 ft. 
  reach) 
  Melee Charge on horse with Smite +1 lance +24 
  (3d8+63/x3; 10 ft. reach) 
  Ranged light crossbow +9 (1d8/19-20; 80 ft./x10; 20 bolts) or 
  spiritual weapon +10 (1d8+2/19-20) 
  Base Atk +9; Grp +15 
  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 
  (CL7, factored into these stats), divine favor (CL7, factored into 
  these stats) eagle’s splendor (CL3, factored into these stats) 
  protection from evil (CL 7, factored into these stats), divine 
  power (CL7, factored into these stats) 
   
  Spells prepared Cleric (CL 7, +9 ranged touch, DC 13 + spell 
  level) 
  ~ 4th – divine power*, cure critical wounds  
  ~ 3rd - prayer, protection from energy; searing light, magic vestment*  
  ~ 2nd - silence, spiritual weapon*; cure moderate wounds (X3) 
  ~ 1st - bless, divine favor, protection from evil*; cure light wounds 
  (X3) 
  ~ 0 - detect magic (2), detect poison, guidance, light 
  *Domain Spell 
  Domains Law, Good, War 
   
  Abilities Str 22, Dex 11, Con 18, Int 10, Wis 16, Cha 16 
  Feats Diehard, Martial Weapon Proficiency (Longsword², 
  Lance), Improved Initiative, Mounted Combat,  Ride-By 
  Attack, Spirited Charge,  Power Attack,  Weapon Focus 
  (Longsword), Divine Vigor (factored into these stats) 
  Skills Concentration +15, Diplomacy +5, Heal +1, Knowledge 
  (religion) +7, Ride +12, 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 
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, nonlethal 
  damage, ability drain, ability damage, energy drain, 
  fatigue, exhaustion, death by massive damage, any effect 
  requiring a Fortitude save (except those that work on 
  objects)  
  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 the name and appearance of every one of that 
  individual’s friends and loved ones. Furthermore, it gains 
  a general sense 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. 
   
   
  C L E R I C  O F  V E C N A 
   
  CR  10 
  Male human cleric 10 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common  
  AC 23, touch 14, flat-footed 21 
   
  (+6 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 86 (10 HD) 
  SR 21 
  Fort +7, Ref +5, Will +11  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +7 (1d8+1)  
  Ranged light crossbow +8 (1d8/19-20) 
  Base Atk +7; Grp +8 
  Atk Options spells, rebuke undead 
  Combat Gear cloak of elemental protection, scroll of unholy blight, 
  wand of magic missile (CL 9
  th, 5 charges), wand of cure 
  moderate wounds (5 charges) 
  Cleric Spells Prepared (CL 10
  th, DC 16 + spell level): 
   
  5th—spell resistance*, flame strike (x2), wall of stone 
   
  4th—unholy blight*, cure critical wounds, death ward, 
  freedom of movement, poison 
   
  3rd—magic circle against good*, bestow curse, cure serious 
  wounds, invisibility purge, searing light  
   
  2nd—desecrate*, deific vengeance, hold person (x2), sound 
  burst, spiritual weapon 
   
  1st—protection from good*, bane, bless, command, doom, 
  shield of faith
   
  0—cure minor wounds (x3), guidance (x3) 
  *Domain spell. Deity: Vecna. Domains: Evil, Magic 
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 22, Cha 12 
  SQ Aura of evil (Ex), spontaneous casting, restricted spells, 
  rebuke undead (Su) 
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Improved Toughness, Lightning Reflexes 
  Skills Concentration +14, Knowledge (religion) +13, 
  Spellcraft +13 
  Possessions combat gear plus heavy mace, light crossbow, 
  quiver, 20 bolts, dagger, +1 breastplate, +1 heavy wooden 
  shield, periapt of Wisdom +2, 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 III: WAVE 2 
   
  S H A D E S T E E L  G O L E M 
  CR  11 
  N Medium Construct (extraplanar) 
  Init +3; Senses darkvision 60’, low-light vision; Listen +0, 
  Spot +0 
  Languages – (understands commands given by creator) 
  AC 33, touch 13, flat-footed 33 
   (+3 Dex, +20 natural)  
  Miss chance 50% shadow blend  
  hp 119 (18 HD) 
  DR 10/adamantine and magic 
  Immune magic that allows SR, mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death effects, 
  critical hits, nonlethal damage, ability drain, ability 
  damage, energy drain, fatigue, exhaustion, death by 
  massive damage 
  Fort +6, Ref +9, Will +6  
  
  Speed 30 ft. (6 squares); fly (perfect) 30 ft. 
  Melee slam +20 (2d6+7) or 2 slams +20 (2d6+7) 
  Base Atk +13; Grp +20 
  Atk Options negative pulse wave (every 1d4+1 rounds, 40’ 
  radius, 12d6 damage, DC 19) 
  Abilities Str 24, Dex 16, Con –, Int –, Wis 11, Cha 7  
  SQ construct traits 
  Feats none 
  Skills Hide +15, Move Silently +19 
  Possessions none  
  Negative Pulse Wave (Su) The shadesteel golem can radiate 
  a burst of inky black negative energy as a free action every 
  1d4+1 rounds. The pulse wave drains life from all living 
  creatures within 40 feet of the golem, dealing 12d6 points 
  of negative energy damage. A DC 19 Fortitude save halves 
  the damage; the save DC is Constitution-based.  
   
  Undead creatures within the area are healed of 12d6 
  points of damage instead, and any turning effect they are 
  under is broken. A death ward spell or similar effect 
  protects a creature from a shadesteel golem’s negative 
  pulse wave.  
  Immunity to Magic (Ex) A shadesteel golem is immune to 
  any spell, supernatural ability, or spell-like ability that 
  allows spell resistance. In addition, certain spells and 
  effects function differently against the creature, as noted 
  below.  
  • 
  Magical effect with the light descriptor (such as 
  continual flame): the golem is hasted for 2d4 rounds.  
  • 
  Positive energy effect (such as turning undead): the 
  golem is hasted for 2d4 rounds.  
  • 
  Magical effect with the darkness descriptor: the golem is 
  healed 1 point of damage per level of the spell.  
  Shadow Blend (Su) In any condition of illumination other 
  than full daylight, a shadesteel golem can disappear into 
  the 
  shadows, 
  giving 
  it 
  concealment. 
  Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability, though a daylight spell does.  
  Description This 7-foot tall shadowy automaton is crafted from a 
  matte black metal that seems to absorb light. A mist fills the 
  hollow spaces between its skeletal frame, and its two long arms 
  end in sharp metal claws. A dour, skull-shaped head surmounts 
  its broad torso, but the construct has no neck to speak of. It moves 
  slowly but silently, hovering slightly above the ground and 
  disturbing nothing as it passes.  
   
   
   
  
   APL 12 
   
  INTRODUCTION: THE REAR GUARD 
   
  H A L M A D A R  B R U T E 
   
   
  CR  8 
  Male Khaasta Barbarian 2 Fighter 2 Exotic Weapon Master 1 
  CE Medium Monstrous Humanoid  
  Init +3; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 23, touch 8, flat-footed 23 
   (+2 Dex, +8 Natural Armor, +6 greater mage armor, -4 
  Reckless Rage) 
  hp 122(8 HD) 
  Fort +18, Ref +6, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +20/+15 (1d10+33/19-20)* or +1 
  bastard sword +20/+15 (1d10+33/19-20)* and bite +9 
  (1d6+18)* 
  * Includes 4 point power attack. 
  Ranged javelin (1d6+15) 
  Base Atk +10; Grp +22 
  Atk Options Power attack, Reckless Rage, Combat Expertise 
  Combat Gear +1 bastard sword, javelins, cloak of predatory 
  vigor, devastation gauntlets 
  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), protection from evil (CL 3, factored 
  into these stats) 
  Abilities Str 34, Dex 16, Con 28, Int 14, Wis 10, Cha 11 
  SQ Uncanny Dodge, Fast Movement, Uncanny Blow 
  Feats Power Attack, Reckless Rage, Exotic weapon 
  proficiency (bastard sword), Weapon Focus (bastard 
  sword), Combat Expertise  
  Skills  Climb+18, Craft (weaponsmithing) +6,  Jump +26, 
  Knowledge (the planes) +8, 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 27, touch 15, flat-footed 27 
    
  (+2 Dex, +2 Deflection +6 greater mage armor, +8 
  natural armor); uncanny dodge 
   
  hp 98  
   
  Fort +15, Will +3 
   
  Melee +1 bastard sword +17/+12 (1d10+32/19-20)* or +1 
  bastard sword +17/+12 (1d10+32/19-20)* and bite +9 
  (1d6+15)* 
  * Includes 5 point power attack 
   
  Grp +17 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +23 
   
  A D V A N C E D  V I T R E O U S  D R I N K E R 
  CR  12 
  NE Medium undead 
  Init +8; Senses darkvision 120 ft.; Listen +2, Spot +23 
  Languages Abyssal, Common, Draconic, Infernal 
  AC 33, touch 19, flat-footed 28 
   (+5 Dex, +4 deflection, +10 natural, +4 mage armor) 
  hp 117 (18 HD) DR 10/good 
  SR 22  
  Resist +6 turn resistance  
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, nonlethal 
  damage, ability drain, ability damage, energy drain, 
  fatigue, exhaustion, death by massive damage, any effect 
  requiring a Fortitude save (except those that work on 
  objects)  
  Fort +10, Ref +16, Will +17 
  Speed 30 ft. (6 squares) 
  Melee tongue lash +15/+10 (2d4+1 plus eye drinking) 
  Base Atk +9; Grp +10 
  Atk Options eye drinking, horrific gaze 
  Combat Gear potion of gaseous form, scroll of enervation, wand of 
  invisibility, wand of scorching ray  
  Spell-like Abilities (CL 18th): 
   At will—arcane eye, detect thoughts (DC 16), tongues 
   3/day—eyebite (DC 22), vampiric touch (quickened 1/day, 
  +14 touch) 
   1/day—dimension door, finger of death (DC 21) 
  Abilities Str 12, Dex 20, Con —, Int 18, Wis 15, Cha 18  
  SQ  spectral ravens, undead traits, unholy grace 
  Feats Ability Focus (eye drinking), Ability Focus (eyebite), 
  Improved Initiative, Lightning Reflexes, Quicken Spell-
  Like Ability (vampiric touch), Weapon Finesse, Weapon 
  Focus (tongue lash)  
  Skills Balance +7, Bluff +10, Concentration +21, Decipher 
  Script +21, Diplomacy +17, Gather Information +19, 
  Intimidate +19, Knowledge (arcana) +18, Knowledge 
  (local: VTF) +11, Knowledge (nature) +8, Knowledge 
  (religion) +8, Knowledge (the planes) +8, Listen +2, Sense 
  Motive +16, Spot +23, Use Magic Device +21 (+23 scrolls)   
  Possessions combat gear plus cloak of charisma +2, holy 
  symbol of Vecna  
  Eye Drinking (Su) A vitreous drinker can use its lashing 
  tongue to magically steal a creature’s ability to see. This 
  ability has no effect on creatures that lack sight.  A 
  creature struck by the drinker’s tongue must succeed on a 
  DC 25 Fortitude save. On a failed save, the creature’s eyes 
  become covered with thick, milky cataracts. The creature 
  cannot see farther than 60 feet, and all melee and ranged 
  attacks it makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater restoration or 
  miracle, or by the destruction of the drinker that stole the 
  victim’s sight.  The save DC is Charisma-based. 
   
   
  A creature who has its sight stolen has a –4 penalty 
  on Will saves made to resist the vitreous drinker’s abilities 
  and any of its spell-like abilities. The victim cannot avert 
  its eyes to avoid the drinker’s horrific gaze (see below). 
   
   
  A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim’s full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The range 
  and duration of this ability have no limit, though the 
  
  drinker can view through only one victim’s eyes at a time. 
  A drinker uses its own Spot skill to view details through 
  the victim’s eyes and benefits from its darkvision. 
  Horrific Gaze (Su) A vitreous drinker’s disgusting visage 
  revolts even the strongest soul. A drinker has a gaze attack 
  with a range of 60 feet that causes a creature to be 
  nauseated for 1 round.  A successful DC 23 Fortitude save 
  negates this effect, but a creature must attempt another 
  save each round it remains within range of the gaze. The 
  save DC is Charisma-based. 
  Spectral Ravens (Su) A vitreous drinker is accompanied at 
  all times by spectral ravens that serve the drinker 
  unconditionally. The drinker shares a powerful symbiotic 
  link with the spectral ravens. It is constantly aware of 
  what they see and hear and can direct them as a free 
  action. The ravens are incorporeal, and a vitreous drinker 
  can control them as long as they remain on the same 
  plane as the drinker.  The ravens are not creatures, but 
  rather objects spawned by the drinker.  Each raven has 5 
  hit points and AC 15. Otherwise, treat them as 
  unattended, Tiny objects. A vitreous drinker is 
  accompanied by up to twenty-four ravens, and if any are 
  destroyed, the creature can restore them at a rate of one 
  per day. 
   
   
  The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent action, 
  nor can they do anything to physically affect the world 
  around them. They exist solely to observe. 
  Unholy Grace (Su) A vitreous drinker adds its Charisma 
  modifier as a bonus on its saving throws and as a 
  deflection bonus to its AC. Included above.  
  Description This hunched, shambling figure might be able to pass 
  for human except for the bulging, wet eyes that cover every inch of 
  its skin and the long, repulsively prehensile tongue that lolls from 
  its gaping mouth. Several translucent, shadowy ravens circle the 
  creature’s head, their beaks open in silent cries. 
   
   
  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 
  CG 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 Gnarley 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  9 
  Male human cleric 9 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common  
  AC 23, touch 14, flat-footed 21 
   
  (+6 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 65 (9 HD) 
  SR 21 
  Fort +7, Ref +7, Will +11  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +7 (1d8+1)  
  Ranged light crossbow +8 (1d8/19-20) 
  Base Atk +6; Grp +7 
  Atk Options spells, rebuke undead 
  Combat Gear cloak of elemental protection, scroll of unholy blight, 
  wand of magic missile (CL 9
  th, 5 charges), wand of cure 
  moderate wounds (5 charges) 
  Cleric Spells Prepared (CL 5
  th, DC 14 + spell level): 
   
  5th—spell resistance*, flame strike, wall of stone 
   
  4th—unholy blight*, cure critical wounds, neutralize poison, 
  poison 
   
  3rd—magic circle against good*, bestow curse, cure serious 
  wounds, invisibility purge, searing light  
   
  2nd—desecrate*, deific vengeance, hold person (x2), sound 
  burst, spiritual weapon 
   
  1st—protection from good*, bane, bless, command, doom, 
  shield of faith
   
  0—cure minor wounds (x3), guidance (x3) 
  *Domain spell. Deity: Vecna. Domains: Evil, Magic 
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 18, Cha 12 
  SQ Aura of evil (Ex), spontaneous casting, restricted spells, 
  rebuke undead (Su) 
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Improved Toughness, Lightning Reflexes 
  Skills Concentration +11, Knowledge (religion) +10, 
  Spellcraft +10 
  Possessions combat gear plus heavy mace, light crossbow, 
  quiver, 20 bolts, dagger, +1 breastplate, +1 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 
   
  V E C N A N  B A R D  
   
   
  CR  9 
  Male human (Rhennee) Bard 9 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Rhopan,   
  AC 16, touch 11, flat-footed 15 
   (+5 armor, 1 Dex) 
  hp 47 (9 HD) 
  Fort +4, Ref +7, Will +6  
  Speed 30 ft. (6 squares) 
  Melee dagger +6 (1d4/19-20) 
  Ranged dagger +6 (1d4/19-20) 
  Base Atk +6; Grp +6 
  Combat Gear potion of cure light wounds, tanglefoot bag, 
  feathers, small tarts, bracers of arcane freedom, cape of the 
  mountebank 
  Bard Spells Known (CL 7th; +6 melee touch, +7 ranged 
  touch): 
   
  3rd (3/day)—, charm monster (DC 19), glibness(DC 19) 
  phantom steed 
   
  2nd (4/day)—detect thoughts, glitterdust (DC 16), silence, 
  tongues  
   
  1st (4/day)—charm person, cure light wounds, feather fall, 
  Tasha’s hideous laughter (DC 17) 
   
  0 (3/day)—daze (DC 16), detect magic, know direction, mage 
  hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 7, factored into these stats) 
  Abilities Str 10, Dex 12, Con 12, Int 11, Wis 10, Cha 19  
  Feats Spell Focus (Enchantment), Greater Spell Focus 
  (Enchantment), Captivating Melody, Melodic Casting 
  Retributive Spell (Tasha’s hideous Laughter DC 17) 
  Skills  Bluff +14 (currently +34), Diplomacy +18, Knowledge 
  (history) +8, Knowledge (religion) +4, Perform (Stringed 
  Instruments) +16, Perform (Tin Whistle) +10, Perform 
  (Poetics) +6, Profession (Gambler) +4, Spellcraft +4, 
  Tumble +7, Use Magic Device +14 
  Possessions: combat gear plus breastplate, masterwork sap, 
  daggers (2), spell component pouch, cloak of charisma +2, 
  traveler’s outfit, Rhennee tin whistle, lute 
   
  M O B  O F  H U M A N S 
   
   
  CR  8 
  CN Gargantuan humanoid (throng of Medium humans) 
  Init +4; Senses Listen +4, Spot +4 
  Languages Common   
  AC 6, touch 6, flat-footed 6 
   (-4 size) 
  hp 135 (30 HD) 
  Fort +11, Ref +9, Will +17  
  Speed 20 ft. (4 squares) 
  Melee swarm (5d6) 
  Space 20; Reach 0 
  Base Atk +22; Grp +34 
  
  Atk Options expert grappler, trample 2d6 
   
  Abilities Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10  
  SQ mob anatomy 
  Feats Improved Initiative, Great Fortitude, Improved Bull 
  Rush, Improved Overrun  
  Skills  Listen +4, Spot +4   
  Attack Mobs 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 mob deals 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 mob 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 mob is never 
  considered flat-footed while grappling.  
  Trample (Ex) A mob 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 
  mob’s Strength modifier. The victim can either make an 
  attack of opportunity against the mob or attempt a Reflex 
  save (DC 25 + the mob’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  O F  H O U S E  E S T I V A L 
  CR  6 
  Male human Monk 4/Fighter 2 
  LG Medium humanoid (human) 
  Init +5; Senses Listen +8, Spot +8 
  Languages Common 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +1 Wis, +4 mage armor) 
  hp 47 (6 HD) 
  Fort +9, Ref +5, Will +7 (+9 enchantment); evasion 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +9 (2d6+3) or unarmed strike +7/+7 
  (2d6+3) 
  Ranged javelin +6 (1d6+3) 
  Base Atk +5; Grp +8 
  Atk Options stunning fist 4/day (Fort DC 13)  
  Combat Gear cloak of elemental protection, potion of cure light 
  wounds, potion of mage armor, anklet of translocation 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  
  SQ Ki strike (magic), slow fall 20 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Initiative, Improved Natural Attack, Improved Unarmed 
  Strike, Iron Will, Stunning Fist, Weapon Focus (unarmed 
  strike) 
  Skills Balance +10, Diplomacy +1, Jump +13, Listen +8, Sense 
  Motive +8, Spot +8, Tumble +11 
  Possessions combat gear plus javelins (2), manacles, signal 
  whistle, uniform of a Bondsman of House Estival 
   
  C L E R I C  O F  S T.  C U T H B E R T 
   
  CR  7 
  Male human cleric 7 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common  
  AC 21, touch 14, flat-footed 19 
   
  (+5 armor, +2 Dex, +2 shield, +2 deflection shield of faith) 
  hp 46 (7 HD);  
  Fort +8, Ref +4, Will +9  
  Speed 20 ft. (4 squares) 
  Melee heavy mace +6 (1d8+1)  
  Ranged light crossbow +7 (1d8/19-20) 
  Base Atk +5; Grp +6  
  Atk Options spells, turn undead 
  Combat Gear cloak of elemental protection, scroll of dictum 
  Cleric Spells Prepared (CL 7
  th, DC 14 + spell level): 
   
  4th—dictum*, neutralize poison, poison 
   
  3rd—magic circle against chaos*, bestow curse, invisibility 
  purge, searing light  
   
  2nd—calm emotions*, deific vengeance, hold person, sound 
  burst, spiritual weapon 
   
  1st—sanctuary*, bane, bless, command, doom, shield of faith
   
  0—cure minor wounds (x3), guidance (x3) 
  *Domain spell. Deity: St. Cuthbert. Domains: Law, Protection  
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 18, Cha 12 
  SQ Aura of good (Ex), Spontaneous casting, Restricted spells, 
  Turn undead (Su) 
  Feats Combat Casting, Great Fortitude, Improved Initiative, 
  Improved Toughness 
  Skills Concentration +11, Knowledge (religion) +10, 
  Spellcraft +10 
  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 
  GNOMEBURG 
   
  K E N K U  S T R I K E R 
  CR  5 
  Male Kenku Ranger 2/Rogue 3 
  NE Medium humanoid (Kenku) 
  Init +9; Senses low-light vision; Listen +9, Spot +9 
  Languages Common, Kenku 
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 armor) 
  hp 43 (5 HD) 
  Resist evasion 
  Fort +6, Ref +11, Will +2  
  Speed 30 ft. (6 squares) 
  Melee mwk short sword +10 (1d6, 19-20/x2) or 
   
  claw +7 (1d3, 20/x3) or 2 short swords +8/+8 (1d6, 19-
  20/x2) or 2 claws +7 (1d3, 20/x3) 
  Ranged mwk shortbow +10 (1d6, 20/x3) 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +2d6, great ally +4 to hit when 
  flanking, favored enemy (human) +2, quickfrost weapon 
  capsules +1d6 cold damage.  
  Combat Gear potion of bear’s endurance, potion of cat’s grace, 
  potion 
  of 
  cure 
  moderate 
  wounds, 
  tanglefoot 
  bag, 
  thunderstone, 2 triple weapon capsule retainer, 6 
  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 +2d6, trapfinding, great ally, mimicry 
  Feats Improved Initiative, Track, Two Weapon Fighting, 
  Weapon Finesse 
  Skills Bluff +4, Climb +5, Disguise +6, Escape Aartist +10, 
  Hide +15, Listen +9, Move Silently +15, Spot +9, Survival 
  +7, Tumble +13 
  Possessions combat gear plus +1 studded leather armor, 2 
  mwk short swords, mwk shortbow, thieves’ tools, holy 
  symbol of Vecna   
  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  9 
  Female human Wizard 9 
  NE Medium humanoid (human) 
  Init +5; Senses see invisibility;Listen +6, Spot +6 
  Languages Common, Draconic, Elven  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +4 mage armor, +4 shield) 
  hp 53 (7 HD + bear’s endurance, Improved Toughness) 
  Fort +7, Ref +5, Will +6 (+2 to Fort from rat familiar, +1 to all 
  from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +4 (1d4+1) 
  Ranged ranged touch +7 
  Base Atk +3; Grp +4 
  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 7): 
   
  5th—empowered fireball 
   
  4th—empowered scorching ray, enervation 
   
  3rd—empowered ray of enfeeblement (x2), ray of exhaustion, 
  empowered lesser orb of acid 
   
  2nd—glitterdust, protection from arrows, scorching ray 
  (x2), see invisibility
   
  1st—grease (DC 16), mage armor, ray of enfeeblement (x2), 
  lesser orb of acid 
   
  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, Improved Toughness, Weapon Focus 
  (ranged touch) 
  Skills Concentration +12 (+16 casting defensively), Listen +5, 
  Spellcraft +12, Spot +5 Tumble +9 
  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  7 
  Male wood elf barbarian 2/fighter 4/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 76 (7 HD) 
  Fort +13, Ref +6, Will +4 (+6 vs enchantment effects); +2 to 
  one save1/day 
  Speed 40 ft. (8 squares) 
  Ranged bow of the wintermoon +11/+11/+6 (1d6+9/x3 plus 1d6 
  electricity) or bow of the wintermoon +13/+8 (1d6+9/x3 plus 
  1d6 electricity) within 30 feet  
  Ranged bow of the wintermoon +10/+10/+5 (1d6+8/x3 plus 1d6 
  electricity) or bow of the wintermoon +12/+7 (1d6+8/x3 plus 
  1d6 electricity) outside of 30 feet  
  Melee spiked gauntlet +13 (1d4+6)  
  Base Atk +7; Grp +13 
  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, True Believer, Weapon Focus (longbow), 
  Weapon Specialization (longbow) 
  Skills Jump +13, 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 elf’s statistics change as 
  follows: 
   
  AC 18, touch 13, flat-footed 18 
    
  (+3 Dex, +4 armor, +1 shield); uncanny dodge 
   
  hp 41  
   
  Fort +10, Will +2 
   
  Ranged bow of the wintermoon +11/+11/+6 (1d6+6/x3 
  plus 1d6 electricity) or bow of the wintermoon +13/+8 
  (1d6+6/x3 plus 1d6 electricity) within 30 feet  
   
  Ranged bow of the wintermoon +10/+10/+5 (1d6+5/x3 
  plus 1d6 electricity) or bow of the wintermoon +12/+7 
  (1d6+5/x3 plus 1d6 electricity) outside of 30 feet  
   
  Melee spiked gauntlet +10 (1d4+3)  
   
  Grp +10 
   
  Abilities Str 16, Con 13 
   
  Skills Jump +10 
   
  G R E Y F I S T  M A G E  
   
     CR  9 
  Male human Wizard 9 
  LG Medium humanoid (human) 
  Init +2; Senses see invisibility; Listen +6, Spot +6 
  Languages Common, Draconic, Elven  
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +4 mage armor, +4 shield) 
  hp 73 (9 HD + bear’s endurance, Improved Toughness) 
  Fort +10, Ref +8, Will +7 (+2 to Fort from rat familiar, +1 to 
  all from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +5 (1d4+1) 
  Ranged ranged touch +9 
  Base Atk +4; Grp +5 
  Atk Options activate piercer cloak 
  Combat Gear healing belt, potion of fly, potion of remove 
  blindness/deafness, scroll of cat’s grace, scroll of bear’s endurance, 
  tanglefoot bag (x2), wand of magic missiles (9
  th level, 20 charges), 
  wand of magic missiles (9
  th level, 10 charges) 
  Wizard Spells Prepared (CL 7):  
   
  5th—cone of cold 
   
  4th—enervation, wall of ice  
   
  3rd—empowered ray of enfeeblement, fireball, haste, wind 
  wall  
   
  2nd—scorching ray (x2), see invisibility, Tasha’s hideous 
  laughter (DC 17), touch of idiocy 
   
  1st—grease (DC 16) (x2), 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 18 (14 + cat’s grace), Con 18 (14 + bear’s 
  endurance), Int 20 (16 + fox’s cunning), Wis 10, Cha 8 
  Feats Craft Wand, Double Wand Wielder, Scribe Scroll, 
  Empower Spell, Improved Toughness, Two Weapon 
  Fighting, Weapon Focus (ranged touch) 
  Skills Concentration +14, Listen +6, Spellcraft +14, Spot +6 
  Tumble +10 
  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 
   
  E L F  L O Y A L I S T 
  CR  7 
  Male wood elf barbarian 2/fighter 4/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 76 (7 HD) 
  Fort +13, Ref +6, Will +4 (+6 vs enchantment effects); +2 to 
  one save1/day 
  Speed 40 ft. (8 squares) 
  Ranged bow of the wintermoon +11/+11/+6 (1d6+9/x3 plus 1d6 
  electricity) or bow of the wintermoon +13/+8 (1d6+9/x3 plus 
  1d6 electricity) within 30 feet  
  Ranged bow of the wintermoon +10/+10/+5 (1d6+8/x3 plus 1d6 
  electricity) or bow of the wintermoon +12/+7 (1d6+8/x3 plus 
  1d6 electricity) outside of 30 feet  
  Melee spiked gauntlet +13 (1d4+6)  
  Base Atk +7; Grp +13 
  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, True Believer, Weapon Focus (longbow), 
  Weapon Specialization (longbow) 
  Skills Jump +13, 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 elf’s statistics change as 
  follows: 
   
  AC 18, touch 13, flat-footed 18 
    
  (+3 Dex, +4 armor, +1 shield); uncanny dodge 
   
  hp 41  
   
  Fort +10, Will +2 
   
  Ranged bow of the wintermoon +11/+11/+6 (1d6+6/x3 
  plus 1d6 electricity) or bow of the wintermoon +13/+8 
  (1d6+6/x3 plus 1d6 electricity) within 30 feet  
   
  Ranged bow of the wintermoon +10/+10/+5 (1d6+5/x3 
  plus 1d6 electricity) or bow of the wintermoon +12/+7 
  (1d6+5/x3 plus 1d6 electricity) outside of 30 feet  
   
  Melee spiked gauntlet +10 (1d4+3)  
   
  Grp +10 
   
  Abilities Str 16, Con 13 
   
  Skills Jump +10 
   
  G R E Y F I S T  M A G E  
   
     CR  9 
  Male human Wizard 9 
  LG Medium humanoid (human) 
  Init +2; Senses see invisibility; Listen +6, Spot +6 
  Languages Common, Draconic, Elven  
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +4 mage armor, +4 shield) 
  hp 73 (9 HD + bear’s endurance, Improved Toughness) 
  Fort +10, Ref +8, Will +7 (+2 to Fort from rat familiar, +1 to 
  all from resistance)  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. 
  Melee spiked gauntlet +5 (1d4+1) 
  Ranged ranged touch +9 
  Base Atk +4; Grp +5 
  Atk Options activate piercer cloak 
  Combat Gear healing belt, potion of fly, potion of remove 
  blindness/deafness, scroll of cat’s grace, scroll of bear’s endurance, 
  tanglefoot bag (x2), wand of magic missiles (9
  th level, 20 charges), 
  wand of magic missiles (9
  th level, 10 charges) 
  Wizard Spells Prepared (CL 7):  
   
  5th—cone of cold 
   
  4th—enervation, wall of ice  
   
  3rd—empowered ray of enfeeblement, fireball, haste, wind 
  wall  
   
  2nd—scorching ray (x2), see invisibility, Tasha’s hideous 
  laughter (DC 17), touch of idiocy 
   
  1st—grease (DC 16) (x2), 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 18 (14 + cat’s grace), Con 18 (14 + bear’s 
  endurance), Int 20 (16 + fox’s cunning), Wis 10, Cha 8 
  Feats Craft Wand, Double Wand Wielder, Scribe Scroll, 
  Empower Spell, Improved Toughness, Two Weapon 
  Fighting, Weapon Focus (ranged touch) 
  Skills Concentration +14, Listen +6, Spellcraft +14, Spot +6 
  Tumble +10 
  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  12 
  Male human Sorcerer 12 
  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 58 (12 HD); 74 with false life 
  SR 22 
  Immune poison 
  Fort +7, Ref +10, Will +10  
  Speed 30 ft. (6 squares); fly (perfect) 60 ft. (12 squares) 
  Melee dagger +6/+1 (1d4-1/19-20) 
  Ranged dagger +9 (1d4-1/19-20)  
  Base Atk +6; Grp +5 
  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, barbs of 
  retribution, healing belt, potion of fly, scroll of shield
  Sorcerer Spells Known (CL 12th): 
   6th (3/day)—disintegrate 
   5th (5/day)—cone of cold (DC 19), wall of force 
   4th (6/day)—enervation (+8 ranged touch), greater 
  invisibility, lesser globe of invulnerability*  
   3rd (7/day)—blink, lighting bolt (DC 17), slow (DC 17), 
  unluck (DC 18) 
   2nd (6/day)—false life*, mirror image*, scorching ray (+8 
  ranged touch), Tasha’s hideous laughter (DC 16) 
   1st (6/day)—charm person (DC 15), grease (DC 15), 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), touch of fatigue 
  * 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 Empower Spell, Improved Initiative, Improved 
  Toughness, 
  Spell 
  Focus 
  (divination), 
  Skill 
  Focus 
  (Concentration),  
  Skills  Climb +1, Concentration +20, 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  T H I E F  
   
   
  CR  5 
  Male goblin Rogue 7 
  NE Small humanoid (goblinoid) 
  Init +3; Senses darkvision 60’; Listen +1, Spot +1 
  Languages Common, Goblin  
  AC 22, touch 14, flat-footed 19 (and Dodge) 
   
  (+1 size, +5 armor, +3 Dex, +3 shield) 
  hp 60 (7 HD);  
  Resist evasion 
  Fort +9, Ref +8, Will +4  
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +10/+5 (1d6+4, plus poison) 
  Ranged light crossbow +9/+4 (1d6+3/19-20) 
  Base Atk +6; Grp +0  
  Atk Options sneak attack +3d6, poison 
  Combat Gear healing belt 
  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 8 
  SQ evasion, uncanny dodge 
  Feats Dodge, Iron Will, Mobility, Spring Attack, Weapon 
  Focus (rapier)  
  Skills Disable Device +10, Escape Artist +14, Hide +17, Listen 
  +10, Move Silently +15, Open Lock +12, Spot +10, Tumble 
  +12, Use Rope +12 
  Possessions combat gear plus +1 rapier, light crossbow, 
  quiver, 20 bolts, dagger, breastplate, +1 heavy wooden shield, 
  small onyx hand with a silver eye etched in the palm (100 
  gp holy symbol to Vecna) 
  Poison (Ex) The goblin thief’s rapier is coated with wyvern 
  poison; injury (first hit only); DC 17, 2d6 Con/2d6 Con. 
   
   
  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) 
   
   
  PHASE II: OPERATION: TRUE STRIKE 
   
  K N I G H T  O F  L U N A  L I E U T E N A N T    
  CR  9 
  Female Human Cleric (Heironeous) 4 / Ordained Champion 
  5 
  LG Medium Humanoid (Human) 
  Init +4; Senses Listen +1, Spot +1 
  Auras good (moderate) 
  Languages Common  
   
  AC 22, touch 13, flat-footed 18; (+0 Dex, +9 armor, +3 
  deflection 
  hp 84 + 27 temp (9 HD)  
  Fort +12, Ref +2, Will +11  
   
  
  Speed 30 ft. (6 squares) in full plate; base 30 ft. 
  Melee +1 lance +19 (1d8+12/x3; 10 ft. reach) or lance +18 
  (1d8+11; 10ft. reach) or longsword +16 (1d8+8/19-20)  
  Melee Charge on horse +1 lance +21 (3d8+36/x3; 10 ft. 
  reach) 
  Melee Charge on horse with Smite +1 lance +24 
  (3d8+63/x3; 10 ft. reach) 
  Ranged light crossbow +9 (1d8/19-20; 80 ft./x10; 20 bolts) or 
  spiritual weapon +10 (1d8+2/19-20) 
  Base Atk +9; Grp +15 
  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 
  (CL7, factored into these stats), divine favor (CL7, factored into 
  these stats) eagle’s splendor (CL3, factored into these stats) 
  protection from evil (CL 7, factored into these stats), divine 
  power (CL7, factored into these stats) 
   
  Spells prepared Cleric (CL 7, +9 ranged touch, DC 13 + spell 
  level) 
  ~ 4th – divine power*, cure critical wounds  
  ~ 3rd - prayer, protection from energy; searing light, magic vestment*  
  ~ 2nd - silence, spiritual weapon*; cure moderate wounds (X3) 
  ~ 1st - bless, divine favor, protection from evil*; cure light wounds 
  (X3) 
  ~ 0 - detect magic (2), detect poison, guidance, light 
  *Domain Spell 
  Domains Law, Good, War 
   
  Abilities Str 22, Dex 11, Con 18, Int 10, Wis 16, Cha 16 
  Feats Diehard, Martial Weapon Proficiency (Longsword², 
  Lance), Improved Initiative, Mounted Combat,  Ride-By 
  Attack, Spirited Charge,  Power Attack,  Weapon Focus 
  (Longsword), Divine Vigor (factored into these stats) 
  Skills Concentration +15, Diplomacy +5, Heal +1, Knowledge 
  (religion) +7, Ride +12, 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. 
   
  K N I G H T  O F  L U N A  S E R G E A N T 
   
  CR  11 
  Male Human Cleric (Heironeous) 6 / Ordained Champion 5 
  LG Medium Humanoid (Human) 
  Init +4; Senses Listen +1, Spot +1 
  Auras good (moderate) 
  Languages Common  
   
  AC 23, touch 13, flat-footed 18; (+0 Dex, +10 armor, +3 
  deflection 
  hp 111 + 33 temporary (11 HD)  
  Fort +13, Ref +3, Will +12  
   
  Speed 30 ft. (6 squares) in full plate; base 30 ft. 
  Melee +1 lance +22 (1d8+13/x3; 10 ft. reach) or lance +18 
  (1d8+12; 10ft. reach) or longsword +16 (1d8+9/19-20)  
  Melee Charge on horse +1 lance +23 (3d8+39/x3; 10 ft. 
  reach) 
  Melee Charge on horse with Smite +1 lance +26 
  (3d8+117/x3; 10 ft. reach) 
  Ranged light crossbow +11 (1d8/19-20; 80 ft./x10; 20 bolts) or 
  spiritual weapon +12 (1d8+3/19-20) 
  Base Atk +11; Grp +17 
  Special Actions spontaneous casting (war domain spells), 
  turn undead 6/day (+5, 2d6+14, 11th; 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 
  (CL9, factored into these stats), divine favor (CL9, factored into 
  these stats) eagle’s splendor (CL3, factored into these stats) 
  protection from evil (CL 9, factored into these stats), divine 
  power (CL9, factored into these stats) 
   
  Spells prepared Cleric (CL 7, +9 ranged touch, DC 13 + spell 
  level) 
  ~ 5th –flame strike* (DC 18). righteous might 
  ~ 4th – divine power*, cure critical wounds (X2)  
  ~ 3rd - prayer, protection from energy; searing light (X2), magic 
  vestment*  
  ~ 2nd - silence, spiritual weapon*; cure moderate wounds (X4) 
  
  ~ 1st - bless, divine favor, protection from evil*; cure light wounds 
  (X3) 
  ~ 0 - detect magic (2), detect poison, guidance, light 
  *Domain Spell 
  Domains Law, Good, War 
   
  Abilities Str 22, Dex 11, Con 18, Int 10, Wis 16, Cha 16 
  Feats Diehard, Martial Weapon Proficiency (Longsword², 
  Lance), Improved Initiative, Mounted Combat,  Ride-By 
  Attack, Spirited Charge,  Power Attack,  Weapon Focus 
  (Longsword), Divine Vigor (factored into these stats) 
  Skills Concentration +18, Diplomacy +5, Heal +2, Knowledge 
  (religion) +7, Ride +14, 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 
   
  Y U G O L O T H,  U L T R A L O T H  
  CR  13 
  Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Neutral Evil 
  Init +3; Senses see invisibility; Listen +20, Spot +22 
  Languages: Abyssal, Draconic, Infernal, telepathy 100 ft. 
  AC 21, touch 13, flat-footed 18 
   
  (+3 Dex, +8 natural) 
  SR 25 
  Resist cold 10, fire 10, and electricity 10  
  Immune acid, poison  
  hp 171 (18 HD);   DR: 15/good 
  Fort +16, Ref +14, Will +15  
  Speed 30 ft. (6 squares) 
  Melee +3 longsword +22/+17/+12/+7 (1d8+4) 
  Ranged ray +22 ranged touch (as spell) 
  Base Atk +18; Grp +19 
  Atk Options hypnotic gaze, spell like abilities, summon 
  yugoloth  
  Spell-Like Abilities: At will—alter self, deeper darkness, 
  desecrate, fear (DC 18), gaseous form, invisibility, greater teleport 
  (self plus 50 pounds of objects only), prying eyes, ray of 
  enfeeblement (+22 ranged touch), ray of exhaustion (+22 
  ranged touch), scorching ray (+22 ranged touch), scrying, see 
  invisibility, suggestion (DC 18); 3/day—binding (DC 23), 
  enervation (+22 ranged touch), geas/quest (DC 21), mass 
  suggestion (DC 21); 1/day—symbol of death (DC 22). Caster 
  level 18
  th. 
  Abilities Str 13, Dex 16, Con 21, Int 16, Wis 15, Cha 19 
  SQ outsider traits, all melee attacks treated as evil-aligned for 
  overcoming DR 
  Feats Combat Casting, Iron Will, Point Blank Shot, Precise 
  Shot, Quicken Spell-Like Ability (scorching ray), Spell 
  Focus (enchantment), Weapon Focus (ray) 
  Skills Bluff +22, Concentration +30, Diplomacy +23, 
  Intimidate +27, Knowledge (arcana) +24, Knowledge (the 
  planes) +24, Listen +20, Move Silently +21, Search +21, Sense 
  Motive +21, Spellcraft +26, Spot +22 
  Possessions +3 longsword 
  
  Hypnotic Gaze Hypnotic pattern as cast by an 18
  th level 
  sorcerer, no HD limit, 30 feet, Will DC 23 negates. The 
  save is Charisma-based. 
  Summon Yugoloth (Ex): Once per day, a ultraloth can 
  attempt to summon 1d4 nycaloths, 1d6 mezzoloths, or 
  another ultraloth with a 35% chance of success. 
  Description Dark-skinned and alien-lookinig, this slim 
  figure is fearsome to behold. Its long head and bulbous 
  eyes give its face an imposing, evil look. 
   
   
  Y U G O L O T H,  N Y C A L O T H  
   
  CR  13 
  Large Outsider (Evil, Extraplanar, Yugoloth) 
  Neutral Evil 
  Init +2; Senses see invisibility; Listen +19, Spot +19 
  Languages: Abyssal, Draconic, Infernal, telepathy 100 ft. 
  AC 23, touch 11, flat-footed 21 
   
  (-1 size, +2 Dex, +12 natural) 
  SR 24 
  Resist cold 10, fire 10, and electricity 10  
  Immune acid, poison  
  hp 161 (14 HD);   DR: 10/good 
  Fort +16, Ref +11, Will +11  
  Speed 40 ft. (8 squares); fly (good) 90 ft. (18 squares) 
  Melee claw +15 (1d6+8, plus bleeding wounds)* 
  Melee +2 greataxe +18 (3d6+15/x3)* 
  Melee +2 greataxe +18/+13/+8 (3d6+15/x3)* and 2 claws +10 
  (1d6+5 plus bleeding wounds)* 
  Melee 4 claws +15 (1d6+5 plus bleeding wounds)* 
  *includes adjustments for Power Attack 3 
  Base Atk +14; Grp +18 
  Atk Options spell like abilities, summon yugoloth  
  Spell-Like Abilities: At will—deeper darkness, desecrate, fear 
  (DC 18), mirror image, see invisibility, greater teleport (self 
  plus 50 pounds of objects only). Caster level 18
  th. 
  Abilities Str ,20 Dex 14, Con 25, Int 13, Wis 10, Cha 16 
  SQ outsider traits, all melee attacks treated as evil-aligned for 
  overcoming DR 
  Feats Alertness, Flyby Attack, Iron Will, Mobility, Power 
  Attack, Weapon Focus (greataxe) 
  Skills Bluff +13, Concentration +17, Diplomacy +13, 
  Intimidate +24, Knowledge (arcana) +11, Knowledge (the 
  planes) +11, Listen +19, Move Silently +12, Search +11, Sense 
  Motive +10, Spellcraft +11, Spot +19 
  Possessions +2 greataxe 
  Bleeding Wounds (Ex) A wound from a nycaloth’s claw 
  attack continues to bleed after the injury was inflicted. 
  Each wound bleeds for 1 point of damage per round 
  thereafter. Multiple claw wounds result in cumulative 
  bleeding loss. The bleeding can be stopped only by a 
  successful DC 15 Heal check or the application of any 
  cure spell or other healing spell.  
  Improved Grab (Ex) To use this ability, a nycaloth must hit 
  with both claw attacks. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to either deal damage with its claws, 
  rake the grappled target (see below), or use its liftoff 
  ability (see below). 
  Liftoff (Ex) A nycaloth can only use this ability when 
  airborne. A nycaloth that gets hold of a nonflying 
  opponent of Medium or smaller size can ascend with the 
  grappled creature. When carrying a a medium load (a 
  creature weighing between 267 and 532 pounds), the 
  nycaloth’s fly speed drops 60 feet and it takes a -3 penalty 
  on Hide and Move Silently checks; these penalties worsen 
  to -6 with a heavy load (a creature weighing between 533 
  and 800 pounds). A nycaloth can’t carry a load of more 
  than 800 pounds.  
  Rake (Ex) Attack bonus +15, damage 1d6+5. A nycaloth that 
  gets a hold can make two rake attacks with its hind legs. 
  This includes using the Power Attack feat to take a -3 
  penalty on its attack rolls to gain a +3 bonus on damage 
  rolls.  
  Summon Yugoloth (Ex): Once per day, a ultraloth can 
  attempt to summon 1d3 mezzoloths or another nycaloth 
  with a 30% chance of success. 
  Description Though large and obviously powerful, this winged 
  green creature still evokes a sense of speed and agility. Its dog-
  shaped head turns quickly from side to side, almost like a bird’s. 
  The claws on each of its four hands look more than a match for 
  all but the best armor. 
   
   
  Y U G O L O T H,  M E Z Z O L O T H 
   
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  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: cold 10, fire 10, and electricity 10  
  Immune acid, poison  
  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. 
   
   
   
  PHASE III: WAVE 2 
   
  A D V A N C E D  V I T R E O U S  D R I N K E R 
  CR  12 
  NE Medium undead 
  Init +8; Senses darkvision 120 ft.; Listen +2, Spot +23 
  Languages Abyssal, Common, Draconic, Infernal 
  AC 33, touch 19, flat-footed 28 
   (+5 Dex, +4 deflection, +10 natural, +4 mage armor) 
  hp 117 (18 HD) DR 10/good 
  SR 22  
  Resist +6 turn resistance  
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, nonlethal 
  damage, ability drain, ability damage, energy drain, 
  fatigue, exhaustion, death by massive damage, any effect 
  requiring a Fortitude save (except those that work on 
  objects)  
  Fort +10, Ref +16, Will +17 
  Speed 30 ft. (6 squares) 
  Melee tongue lash +15/+10 (2d4+1 plus eye drinking) 
  Base Atk +9; Grp +10 
  Atk Options eye drinking, horrific gaze 
  Combat Gear potion of gaseous form, scroll of enervation, wand of 
  invisibility, wand of scorching ray  
  Spell-like Abilities (CL 18th): 
   At will—arcane eye, detect thoughts (DC 16), tongues 
   3/day—eyebite (DC 22), vampiric touch (quickened 1/day, 
  +14 touch) 
   1/day—dimension door, finger of death (DC 21) 
  Abilities Str 12, Dex 20, Con —, Int 18, Wis 15, Cha 18  
  SQ  spectral ravens, undead traits, unholy grace 
  Feats Ability Focus (eye drinking), Ability Focus (eyebite), 
  Improved Initiative, Lightning Reflexes, Quicken Spell-
  Like Ability (vampiric touch), Weapon Finesse, Weapon 
  Focus (tongue lash)  
  Skills Balance +7, Bluff +10, Concentration +21, Decipher 
  Script +21, Diplomacy +17, Gather Information +19, 
  Intimidate +19, Knowledge (arcana) +18, Knowledge 
  (local: VTF) +11, Knowledge (nature) +8, Knowledge 
  (religion) +8, Knowledge (the planes) +8, Listen +2, Sense 
  Motive +16, Spot +23, Use Magic Device +21 (+23 scrolls)   
  Possessions combat gear plus cloak of charisma +2, holy 
  symbol of Vecna  
  Eye Drinking (Su) A vitreous drinker can use its lashing 
  tongue to magically steal a creature’s ability to see. This 
  ability has no effect on creatures that lack sight.  A 
  creature struck by the drinker’s tongue must succeed on a 
  DC 25 Fortitude save. On a failed save, the creature’s eyes 
  become covered with thick, milky cataracts. The creature 
  cannot see farther than 60 feet, and all melee and ranged 
  attacks it makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater restoration or 
  miracle, or by the destruction of the drinker that stole the 
  victim’s sight.  The save DC is Charisma-based. 
   
   
  A creature who has its sight stolen has a –4 penalty 
  on Will saves made to resist the vitreous drinker’s abilities 
  and any of its spell-like abilities. The victim cannot avert 
  its eyes to avoid the drinker’s horrific gaze (see below). 
   
   
  A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim’s full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The range 
  and duration of this ability have no limit, though the 
  drinker can view through only one victim’s eyes at a time. 
  A drinker uses its own Spot skill to view details through 
  the victim’s eyes and benefits from its darkvision. 
  Horrific Gaze (Su) A vitreous drinker’s disgusting visage 
  revolts even the strongest soul. A drinker has a gaze attack 
  with a range of 60 feet that causes a creature to be 
  nauseated for 1 round.  A successful DC 23 Fortitude save 
  negates this effect, but a creature must attempt another 
  save each round it remains within range of the gaze. The 
  save DC is Charisma-based. 
  Spectral Ravens (Su) A vitreous drinker is accompanied at 
  all times by spectral ravens that serve the drinker 
  unconditionally. The drinker shares a powerful symbiotic 
  link with the spectral ravens. It is constantly aware of 
  what they see and hear and can direct them as a free 
  action. The ravens are incorporeal, and a vitreous drinker 
  can control them as long as they remain on the same 
  plane as the drinker.  The ravens are not creatures, but 
  rather objects spawned by the drinker.  Each raven has 5 
  hit points and AC 15. Otherwise, treat them as 
  unattended, Tiny objects. A vitreous drinker is 
  accompanied by up to twenty-four ravens, and if any are 
  destroyed, the creature can restore them at a rate of one 
  per day. 
   
   
  The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent action, 
  nor can they do anything to physically affect the world 
  around them. They exist solely to observe. 
  Unholy Grace (Su) A vitreous drinker adds its Charisma 
  modifier as a bonus on its saving throws and as a 
  deflection bonus to its AC. Included above.  
  Description This hunched, shambling figure might be able to pass 
  for human except for the bulging, wet eyes that cover every inch of 
  its skin and the long, repulsively prehensile tongue that lolls from 
  its gaping mouth. Several translucent, shadowy ravens circle the 
  creature’s head, their beaks open in silent cries. 
  
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERInt8-02 Stat Blocks APL 10-1 (3E).pdf