TEXT: By Andrew Hoskins
  FROM THE TOME 
  OF RIGHTEOUS REPOSE
  PATHFINDER SOCIETY SCENARIO #8-07 
  TIER 3–7
  
  Pathfinder Society Scenario #8–07: From the 
  Tome of Righteous Repose is a Pathfinder Society 
  Scenario designed for 3rd- through 7th-level 
  characters (Tier 3–7; Subtiers 3–4 and 6–7). 
  The setting and encounters in this adventure are 
  flexible. The section on page 4 titled Running This 
  Scenario provides detailed GM instructions that 
  describe how to construct this adventure. Unlike a 
  typical Pathfinder Society scenario for characters 
  higher than 1st level, players and GMs can replay 
  this adventure for credit. 
  This scenario is designed for play in the Pathfinder 
  Society Organized Play campaign, but can easily be 
  adapted for use with any world. 
  HOW TO PLAY
  Author • Andrew Hoskins
  Development Lead • Linda Zayas-Palmer
  Contributing Artists • Giorgio Baroni and Paul Guzenko
  Cartographer • Jason Engle
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Joe Pasini, and 
  Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell  
  and Adam Vick
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
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  Paizo Inc.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying 
  Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game 
  product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #8–07: From the Tome of Righteous Repose © 2016, Paizo Inc. All Rights Reserved. Paizo, 
  Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo 
  Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
  GM ResouRces
  From the Tome of Righteous Repose makes use of various resources depending on the encounter arc. 
  The encounters include creatures drawn from Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, 
  Pathfinder RPG Bestiary 3, Pathfinder RPG Bestiary 4, Pathfinder RPG Bestiary 5, Pathfinder RPG Monster 
  Codex, and Pathfinder RPG NPC Codex. All treasure items that the PCs can gain in this scenario appear in 
  Pathfinder RPG Ultimate Equipment (UE). Every encounter arc uses the Pathfinder RPG Advanced Player’s 
  Guide (APG) for some of its possible encounters. The orc troop arc uses the Pathfinder RPG Advanced 
  Class Guide (ACG) for some possible encounters, and both the orc troop and dragon arcs may include a 
  kineticist, which can be found in Pathfinder RPG Occult Adventures (OA). In addition to being available for 
  purchase in bookstores and game stores worldwide, all rules referenced in this adventure can be found in 
  the free Pathfinder Reference Document online at paizo.com/prd. The relevant rules from the Bestiary 
  volumes, Monster Codex, and NPC Codex are reprinted in Appendices 3–9 for the GM’s convenience.
  Table of Contents
  From the Tome of Righteous Repose .   .   .   .   .   . 3
  Appendix 4: Undead Crusader Encounters  . 35
  Player Handouts  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  Appendix 5: Dragon Encounters  .   .   .   .   .   .   . 44
  Appendix 1: Random Elements .   .   .   .   .   .   .   .   . 26
  Appendix 6: Raiders Encounters  .   .   .   .   .   .   .  51
  Appendix 2: Example Dungeon  .  .  .  .  .  .  .  . 30
  Appendix 7: Additional Threats (Subtier 3–4) 63
  Appendix 9: Environmental Threats  .  .  .  .  . 72
  Appendix 3: Orc Troop Encounters  .  .  .  .  . 31
  Appendix 8: Additional Threats (Subtier 6–7) 68
  Chronicle Sheet   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 76
  
  • Vellumis
  Lastwall
  Hold of Belkzen
  Ustalav
  3
  of the clean but cluttered back rooms of the Ace of Dreams, a 
  rowdy inn and gambling hall in the heart of Lastwall. There 
  the venture-captain reveals the Tome of Righteous Repose, an 
  ancient book whose cryptic rhymes tell of locations that were 
  significant during the Shining Crusade. He asks the PCs for 
  help in locating one of the sites. If the PCs are unable to 
  decipher the location, he hires a navigator to locate the site. 
  Besnik then sends the PCs out to investigate, lending them 
  some of his old adventuring supplies.
  Due to the replayable nature of the scenario, Besnik 
  may send the PCs to any of three locations: an orc-ravaged 
  dwarven ruin in Belkzen, a forgotten crypt in Lastwall, or an 
  old Shining Crusade fortification in Ustalav.
  T
  welve years ago, Venture-Captain Shevar Besnik 
  won a large gambling hall in the city of Vellumis on 
  a bet. While gambling halls are legal in the crusader 
  nation of Lastwall, they draw the scorn of numerous locals 
  who would prefer not to host what they see as dens of vice in 
  their righteous nation. Besnik’s gambling hall does attract 
  some of the seedier elements of society, and the venture-
  captain leverages his access to the miscreants who linger 
  there to learn the latest rumors and gossip. This information 
  often leads him to interesting sites and unclaimed relics 
  before noble crusaders can march in and secure those 
  priceless artifacts for themselves.
  In order to retain his foothold in Vellumis, Besnik must 
  curry favor from Lastwall’s pious defenders from time to 
  time. He recently acquired the Tome of Righteous Repose, an 
  old collection of poetic stories of tragic and glorious deaths 
  from the Shining Crusade. The Shining Crusade holds 
  special significance in Lastwall, as this lengthy war against 
  the forces of the infamous lich known as the Whispering 
  Tyrant precipitated the nation’s founding. The tome gives 
  Besnik the opportunity he needs to offer the local nobles 
  an attractive gift, but he knows they are likely to want 
  something more substantial than a moldy tome. Besnik 
  plans to send groups of Pathfinders out to various sites to 
  search for evidence that corroborates the stories in the tome 
  and collect relics along the way. He intends to keep and 
  catalogue the best items, donating the rest to the temples 
  and churches of Lastwall as an offering of goodwill.
  The three stories Besnik fixates upon all directly or 
  indirectly involve the Yohanatotsu sisters, Akina, . In life, 
  these three elves were all devout worshipers of Shizuru 
  who traveled over the Crown of the World to help in the 
  Shining Crusade as their goddess commanded. In death, the 
  three sisters fell to the Whispering Tyrant’s corruption and 
  became undead monstrosities. Whichever story the venture-
  captain chooses for the PCs to follow, it points the way to 
  a promising adventure site filed with danger and treasure.
  SUMMARY
  The PCs speak with Venture-Captain Shevar Besnik in one 
  FROM THE TOME OF 
  RIGHTEOUS REPOSE
  By Andrew Hoskins
  From the Tome of Righteous Repose begins in Uscalin Lodge in 
  Vellumis; from there the PCs adventure to Belkzen or Ustalav, 
  or within the country of Lastwall. Detailed information on 
  Belkzen appears in Pathfinder Campaign Setting: Belkzen, 
  Hold of the Orc Hordes and Pathfinder Player Companion: 
  Orcs of Golarion. Pathfinder Campaign Setting: Rule of Fear 
  describes the nation of Ustalav. Finally, Pathfinder Campaign 
  Setting: Cities of Golarion details Lastwall’s capital, Vigil. 
  These titles are available at bookstores and hobby stores 
  everywhere and online at paizo.com. 
  Where on Golarion?
  
  PATHFINDER SOCIETY SCENARIO
  4
  Once the PCs identify the location, they travel to it with 
  relatively few problems. At each location, they encounter one 
  of four encounter arcs, each of which includes two different 
  threats, as well as three additional dungeon elements. You 
  can select roll randomly for the locations and their threats 
  or choose specific elements, as is explained below.
  RUNNING THIS SCENARIO
  This scenario is designed as a flexible adventure using the 
  map Pathfinder Flip Mat: Bigger Dungeon. It provides options 
  for many central components, including the setting and 
  the encounters. The scenario is set in one of the following 
  locations: Belkzen, Lastwall, or Ustalav. If it takes place in 
  Belkzen, use the side of the flip mat depicted on page 9. If 
  it takes place in Lastwall or Ustalav, use the side shown on 
  page 14 instead. 
  Many of the dungeon’s features are determined via 
  tables in Appendix 1 (see page 26). For each table, you can 
  roll randomly, or you can choose specific options. You can 
  also roll on some charts and select options from others. In 
  general, higher rolls on a chart result in harder encounters.
  The first table determines the adventure’s location and 
  its encounter arc. The encounter arc determines the general 
  theme and story of the adventure. The rest of the tables 
  in Appendix 1 determine the five encounters that the PCs 
  face during the adventure. In the section for the encounter 
  arc you chose, use the table for your subtier to determine 
  the scenario’s climactic encounter, called the major 
  threat, and another encounter connected to the climactic 
  encounter, called the linked threat. After determining the 
  major threat and the linked threat, proceed to the final 
  two tables in the appendices: the Additional Threats table 
  on page 28, and the Environmental Threats table on page 
  29. The Additional Threats table contains possibilities for 
  another encounter that the PCs find in the dungeon, and 
  the Environmental Threats table contains possible haunts, 
  hazards, and traps. Select two different elements from 
  the Additional Threats table and one element from the 
  Environmental Threats table. 
  Once you have selected your encounters, read the 
  adventure background, adventure goal, and treasure sections 
  for your location (see page 8 for Belkzen, pages 12–13 for 
  Lastwall, and pages 17–18 for Ustalav). The treasure section 
  contains three sets of treasure that appear in your dungeon. 
  Two additional sets of treasure are tied to your major and 
  linked encounter; these items appear in the Treasure section 
  at the end of your encounter arc’s description. Next, read 
  the description of the story behind your encounter arc. 
  Encounter arc descriptions begin on page 20.
  Now that you are familiar with the storyline and have 
  determined all the elements that need to be placed in your 
  dungeon, review the map and encounter area descriptions 
  for your dungeon location (see pages 9–11 for Belkzen, 
  pages 14–16 for Lastwall, and pages 18–19 for Ustalav). Place 
  encounters first, attempting to keep them as spread out as 
  possible while maintaining verisimilitude. When the PCs 
  face the various encounters, they should face only one threat 
  at a time unless they are specifically trying to trigger multiple 
  encounters at once. In a situation where one encounter 
  would naturally trigger a second encounter—particularly 
  if there are loud spell or weapon effects, an NPC calls for 
  help, or the like—the second threat should not arrive until 
  at least the fourth round of combat. Before the additional 
  encounter, the PCs can take time to equip gear, cast spells, 
  or approach carefully to avoid an ambush. 
  Now you’re ready to place the treasure. Each set of treasure 
  should appear with or near an encounter. Each location 
  provides three treasure packages, listed near the beginning 
  of the location’s description (see page 8 for Belkzen, page 
  13 for Lastwall, and page 18 for Ustalav). The final two sets 
  of treasure are paired with the encounter arc’s major and 
  linked encounter, and they depend upon the encounter 
  arc; refer to the end of your encounter arc’s description for 
  details. More information about placing treasure in this 
  scenario appears in the Adventure Rewards section on page 
  20. Finally, place any objects described in your location’s 
  adventure goal. In general, the PCs should have to face the 
  dungeon’s encounters in order to achieve the adventure 
  goal. If you are running the Undead Crusader arc, you need 
  to place a few additional items in the dungeon, as listed in 
  that arc’s description.
  If possible, gather information from the players in 
  advance about their past experiences with this scenario. As 
  you assemble your adventure, consider avoiding options 
  that your players have already experienced. If you do not 
  know which PCs to expect and have enough time, consider 
  selecting a location and story arc, and then preparing two 
  or three thematically and mechanically different choices 
  for each type of encounter. When in doubt, prepare only 
  as much material as your time and circumstances allow; 
  a well-prepared GM running a familiar adventure is 
  better than a harried GM running material that is new to 
  the players.
  A detailed example of a hypothetical GM preparing this 
  scenario appears in Appendix 2 on page 30.
  GETTING STARTED
  The PCs travel to Lastwall, where they meet with the 
  Venture-Captain Shevar Besnik in the back room of the Ace 
  of Dreams, a gambling house that serves as the Pathfinder 
  Society’s Uscalin Lodge. 
  Read or paraphrase the following to get the adventure 
  underway.
  Loud and raucous conversation filters through the door from 
  the common room of the Uscalin Lodge, which doubles as the 
  
  Shevar Besnik
  5
  FROM THE TOME OF RIGHTEOUS REPOSE
  Ace of Dreams gambling house. “I know it’s here. I had it just a 
  moment ago.” Venture-Captain Shevar Besnik lifts piles of papers 
  and numerous boxes off of his desk, stacking them on various 
  side tables and chairs in his clean but overly cluttered office. The 
  tall, Varisian man’s face parts in a toothy grin as he lifts up a 
  solid oak box. “Found it!” As if to punctuate his discovery, a crowd 
  of players in the gambling hall erupts in cheers. 
  Distracted for a moment, Besnik stares at the 
  closed office door that leads to the common 
  room. “Desna laughs. Well, she laughs at 
  me, but she smiles on them.” The venture-
  captain shrugs. “All they have is gold; 
  what I have in here is far more 
  valuable.”
  Besnik 
  opens 
  the 
  box’s 
  lid 
  painstakingly slowly, careful to keep the 
  contents out of sight. With reverence, he lifts a 
  large tome from the box and gently sets it on 
  the table. “Careful, the binding hasn’t held up 
  well. This is one of the few Tomes of 
  Righteous Repose left in the world. 
  I’m pretty sure there’s one in the 
  library of the Sancta Iomedaea in 
  Vigil, but I’m—well, let’s just say I’m 
  no longer welcome there. That’s a 
  story for another time.
  “Up until today, I’ve only skimmed 
  the pages. I didn’t want to damage it, 
  but now that you’re here, I can’t wait any 
  longer. Care to plumb the depths of this 
  most ancient and wonderful storybook? 
  Oh, the marvelous adventures we will 
  soon read! This tome is a collection of tales describing how various 
  crusaders died gloriously and honorably. I’m hoping to find some 
  clues in the text that will lead us to an as-of-yet undiscovered 
  site or relic. Maybe we can trade a bit of what we find with the 
  Knights of Ozem and earn ourselves some goodwill. After what 
  happened last time, we need it.
  “Care to peruse the pages with me?”
  The conversation with Venture-Captain Besnik should 
  play out fairly organically. The PCs will likely have questions 
  for Besnik while they peruse the tome. He provides them 
  with the information listed below.
  Who are the Knights of Ozem? “They’re an order of 
  Iomedaean knights based in Vigil. That’s about it; they aren’t 
  typically an exciting bunch.”
  What is Vigil? “Vigil is a military fortress that serves as 
  the capital of Lastwall. It’s a sacred site for worshipers of 
  Iomedae, and it produces more new paladins each year than 
  any other place I know of.”
  What happened with the Knights of Ozem last time? 
  “Have you heard of the Boartusk Twins? Garl and Shrade 
  saved the lives of one of my teams a few years back, so I 
  offered them field commissions. Then they got us in trouble 
  by using wayfinders like badges of authority. I shipped them 
  down to Old Mutton Chops for some training, but gaining 
  the knights’ trust again is taking time.”
  Old Mutton Chops? “You know, the venture-captain out 
  of Absalom. Ambrus Valsin. My, but the man takes good 
  care of his facial hair.”
  Why is the lodge called Uscalin Lodge? “Funny 
  story: I was playing a hand of golem in this 
  very establishment against my fellow 
  Pathfinder 
  and 
  good 
  friend 
  Uscalin—and by ‘good friend’ I 
  mean ‘most bitter rival.’ Well, the 
  snake won a big pot against me, 
  but the smug bastard wanted more 
  from my pockets. He doubled down 
  and put this very establishment up as 
  collateral. After a prayer to Lady 
  Luck, I won the next pot and the 
  place has been mine ever since! 
  We started calling it Uscalin 
  Lodge to get under his skin, and 
  it just stuck.”
  The crusaders allow you to 
  run a gambling hall in Lastwall? 
  The 
  venture-captain 
  quotes 
  the crusaders’ statements with a 
  wrinkled nose and a haughty, superior 
  tone. “They ‘allow its continued 
  existence by their good graces,’ but 
  only because they can’t legally force 
  me to close it down. Plus, I think they like having all the 
  dirty, underhanded scum in one place so they can keep an 
  eye on them. Having all the disreputable types in one area 
  does allow me to pick up a good amount of gossip, too. Like 
  the story of ol’ Lady Withren—whew!”
  What happened with Lady Withren? “Let’s just say it 
  involves a cat, a rooster, and a misplaced bottle of sovereign 
  glue. Quite embarrassing for her, really. Best not to mention 
  it around her if you want to stay in her good graces.”
  Why is the Tome of Righteous Repose important? “Well, early 
  crusaders had amazing adventures fighting the Whispering 
  Tyrant, orcs, and a whole host of other threats, but they don’t 
  have very many records that aren’t as dry as an Iomedaean’s 
  hip-flask. This tome gives us important insights into the 
  crusaders’ adventures. Rellakarabee Fustbickle, the gnome 
  author, interviewed dozens of crusaders and wrote about the 
  most heroic and tragic deaths in this book. It wasn’t very 
  widely published, so it’s been difficult to get my hands on 
  it. The poetry is a bit purple, too. Not really my style—but 
  perhaps it’s something you’d be able to interpret?”
  What is the Sancta Iomedaea? “It’s a huge, overly 
  
  PATHFINDER SOCIETY SCENARIO
  6
  glamorous temple to Iomedae in Vigil, rumored to be the 
  first of her temples. I always smile when I think about it. 
  Ah, memories.”
  What happened at the Sancta Iomedaea? “I was once 
  the lover of one of the cathedral’s librarians; a brilliant, 
  insightful woman. Let’s just say she got caught shirking 
  her duties with me in a room of sacred texts. The head 
  librarian was not pleased with us.”
  Why haven’t you looked through 
  the book until now? “Well, it’s a 
  bit delicate; no telling how long 
  the pages will last. I wanted to 
  make sure we had multiple sets of 
  eyes on it in case it gets damaged.”
  GATHER INFORMATION 
  (DIPLOMACY), KNOWLEDGE 
  (LOCAL), OR LINGUISTICS
  Based on the result of a Diplomacy check 
  to gather information, a Knowledge (local) 
  check, or a Linguistics check, the PCs might 
  know more about Rellakarabee Fustbickle 
  and his Tome of Righteous Repose. The PCs learn 
  all of the information whose DC is equal to or 
  less than the result of their check.
  15+: Rellakarabee Fustbickle is a gnome poet, known 
  mostly among literary scholars. His subject matter revolves 
  around heroic figures and tragic deaths. His style is too 
  melodramatic to gain significant acclaim, though he is 
  popular in some circles.
  20+: Fustbickle based his poems on true stories from the 
  Shining Crusade. However, the finer details are ambiguous 
  at best. Rumors suggest he was on speaking terms with the 
  mortal Iomedae.
  KNOWLEDGE (HISTORY OR RELIGION)
  Based on the result of a Knowledge (history or religion) 
  check, the PCs might know more about Lastwall. They learn 
  all of the information whose DC is equal to or less than the 
  result of their check.
  10+: Lastwall was established in 3828 ar, when it seceded 
  from Taldor. It is a military dictatorship, primary focused 
  on keeping the Whispering Tyrant locked away and the orc 
  hordes of Belkzen at bay.
  15+: Lastwall originated from the remnants of crusaders 
  living in the area after the conclusion of the Shining 
  Crusade, the great war against the evil wizard-king Tar-
  Baphon (also known as the Whispering Tyrant, who rose 
  after his death as a lich).
  20+: Lately, Lastwall has had to recruit less pious 
  individuals to fill its ranks. On the borders, followers of 
  Gorum and Kurgess are more common than paladins of 
  Iomedae and Sarenrae.
  THE YOHANATOTSU SISTERS
  The Pathfinders come across a significant piece of art next 
  to one of the poems in the Tome of Righteous Repose. The 
  piece depicts three samurai in a Minkai art style. Venture-
  Captain Besnik reacts strongly to this piece.
  The Venture-Captain jolts upright. “Minkai art! Let’s see, the 
  Minkai Empire was founded in 3619, and the empire’s first 
  explorers didn’t reach the west coast of the continent 
  until at least 3691 ar, which leaves only sixty years 
  before the beginning of the Shining Crusade itself. 
  These women could have been among the first 
  Minkai citizens to reach the Inner Sea! Let’s 
  see, what secrets does the poem on 
  this page hold?”
  Development: The poem on 
  the page directs the PCs to a ruin 
  in one of three locations: the Hold 
  of Belkzen, Lastwall, or Ustalav. 
  Proceed to your location’s section 
  below for more information on the 
  poem. The Belkzen section follows, the 
  Lastwall section begins on page 11, and the Ustalav 
  section begins on page  16.
  BELKZEN
  Give the PCs Player Handout #1, which contains the poem 
  “Sonnet of the Shattered Sword.” Once the PCs have had the 
  chance to read the poem, Besnik comments on the contents. 
  Read or paraphrase the following.
  So she died in battle, victim to orcs’ treachery. If we can locate 
  this ruin and retrieve the samurai’s remains and her blade, we 
  can present them to the Knights of Ozem for proper burial. Any 
  ideas on where this might be? Looks like there are some clues in 
  the poem.”
  KNOWLEDGE (LOCAL OR GEOGRAPHY)
  Based on the result of a Knowledge (local or geography) 
  check, the PCs might know more about Belkzen. The PCs 
  learn all of the information whose DC is equal to or less 
  than the result of their check.
  10+: Hordes of orcs live in the Hold of Belkzen, most of 
  which is a barren wasteland with terrifying creatures and 
  very few resources.
  15+: Fresh water is one of the most important commodities 
  when traveling in Belkzen, as there are very few natural 
  sources available.
  20+: Most major orc settlements and fortresses are in the 
  ruins of castles and keeps built by the Shining Crusade or 
  the dwarves before them.
  
  Yohanatotsu 
  Sisters
  7
  FROM THE TOME OF RIGHTEOUS REPOSE
  KNOWLEDGE (HISTORY OR LOCAL)
  Based on the result of a Knowledge (history or local) 
  check, the PCs might know more about the “Sonnet of the 
  Shattered Sword.” Variations of the sonnet have spread as 
  heroic tales, but the truth behind the story and its origin 
  had been shrouded in mystery. The PCs learn all of the 
  information whose DC is equal 
  to or less than the result of 
  their check.
  10+: A shining crusader 
  charged into battle alone 
  against a horde of orcs. 
  Before dying, the crusader 
  fought through the ranks and 
  slew the chieftain, sending 
  his clan running. This story 
  is often used to teach faith in 
  the face of impossible odds.
  15+: The vast Stranglegut 
  Clan was under the control 
  of Tar-Baphon.
  20+: When the sonnet’s 
  hero died, the crusaders 
  buried her and her sword, 
  which had shattered against 
  the orc’s bones, in a dwarven 
  ruin. After the orc chief 
  perished, his hordes fled. 
  Without this victory, the 
  Shining Crusade would have 
  suffered major losses.
  BESNIK’S INSIGHT
  Venture-Captain 
  Besnik 
  shares the information that 
  he knows if the PCs ask, 
  providing them results as if 
  he had rolled a 15 on these Knowledge 
  checks. After the PCs determine what 
  they already know, they can attempt to discern the location 
  of the ruin from Fustbickle’s poem.
  FUSTBICKLE’S CLUE
  PCs who analyze Fustbickle’s poem can attempt a DC 18 
  Knowledge (geography), Survival, or other relevant skill 
  check at your discretion (DC 22 in Subtier 6–7). If their 
  result for the Knowledge (history or local) check earlier 
  (see above) was 20 or higher, they gain a +2 bonus on this 
  skill check. A thorough analysis of the poem reveals the 
  following information, which is sufficient to pinpoint the 
  location: the Stranglegut clan was a prominent horde of 
  orcs allied with the Whispering Tyrant; in their day, they 
  controlled the orc’s largest settlement, Urgir. Kala’s Rage 
  was the name of a massive waterfall in Belkzen, 40 miles 
  east of Urgir. Over time, the mountains became dry and 
  the waterfall slowed to a trickle, earning the waterfall the 
  name Kala’s Tears.
  If the PCs do not determine the location of the site 
  referenced in the Tome of Righteous Repose, Besnik hires a 
  scholar to decipher the poem, 
  and 
  then 
  provides 
  the 
  information 
  listed 
  above. 
  Before sending the PCs to 
  the site, Besnik digs through 
  his office and finds items to 
  give the PCs that may help 
  them on their adventure (see 
  Treasure below).
  Once 
  the 
  PCs 
  have 
  completed their preparations, 
  they can depart for the 
  ruin. The journey takes 13 
  days (assuming a 30-foot 
  movement speed), all but 
  the last 2 days of which pass 
  through Lastwall. The last 
  settlement the PCs pass is 
  Castle Firrine, a fortified 
  town on the border between 
  Lastwall and the Hold of 
  Belkzen. 
  Within 
  Belkzen 
  itself, the PCs occasionally 
  hear the echoes of orc war 
  drums in the distance, but 
  they do not run in to any 
  significant danger.
  Treasure: Besnik gives the 
  PCs a wand of cure moderate 
  wounds (5 charges), a wand of 
  protection from evil (7 charges), 
  and a traveler’s any-toolUE. In Subtier 
  6–7, replace the wand of cure moderate 
  wounds with a wand of cure serious wounds (5 charges). If the 
  PCs were able to find the location of the site on their own, 
  he uses the gold he would have otherwise spent toward that 
  end on providing the PCs additional gear.
  Subtier 3–4: Besnik provides the PCs with one potion of 
  bear’s endurance and one fire ward gelUE. 
  Subtier 6–7: Besnik provides the PCs with two potions of 
  bear’s endurance and two potions of resist energy (fire). 
  Rewards: If the PCs do not discover the adventure site on 
  their own, reduce each PC’s gold earned by the following 
  amount.
  Subtier 3–4: Reduce each PC’s gold earned by 75 gp.
  Out of Subtier: Reduce each PC’s gold earned by 134 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 193 gp.
  
  PATHFINDER SOCIETY SCENARIO
  8
  BELKZEN ADVENTURE BACKGROUND
  When the Knights of Ozem buried the samurai, they 
  cast forbiddance over her grave and the adjoining rooms. 
  In the centuries since, an earthquake has disrupted the 
  forbiddance. Before the magical protection expired, several 
  orcs died attempting to enter these rooms, giving the place 
  a reputation for being haunted. The Rotten Tongue orc clan 
  controlled the ruin for some time before abandoning it a 
  few months ago to seek out greater glory. The ruin still bears 
  signs of their presence.
  In the undead crusader encounter arc, the Yohanatotsu 
  sister in question still lingers nearby. If the major threat 
  is  Akina or Michiko, she has removed the sword from the 
  wall and wield it in combat. The force that corrupted the 
  samurai covers the blade in a sickly yellow glow, which 
  suppresses the weapon’s holy special ability and repairs its 
  broken condition whenever she holds it. While Yua, as a 
  ghost, cannot wield the blade, she appears as if she were 
  wielding a katana. In this event, treat the blade as if it had 
  the ghost touch special ability, but only against the ghost of 
  its former owner.
  If you are not running the undead crusader encounter 
  arc, pitons secure a katana against the wall. The blade shines 
  with a radiant light. Beneath, an elf’s skeleton lies buried in 
  a carefully constructed cairn.
  Treasure: The katana is a +1 holy katana with the broken 
  condition.
  BELKZEN ADVENTURE GOAL
  Once the room with the samurai’s body is safe, the PCs 
  can attempt to lay her to rest properly. If the PCs succeed 
  at a DC 18 Knowledge (local or religion) check, they know 
  that Shizuran tradition is to cremate the body on a pyre 
  under the midday sun, then distribute the ashes to the 
  deceased’s descendants. Similarly, Lastwall’s tradition is 
  to cremate the entire body save the skull, which is etched 
  with the name and dates of birth and death then placed 
  in The Ossuaries of the Fallen in Vigil. In Subtier 3–4, 
  the samurai’s body carries a badly damaged prayer book 
  of Shizuru that assists the PCs in discerning the proper 
  rite; this book grants them a +4 circumstance bonus on 
  the skill check. Any sincere attempt to complete either 
  of these objectives succeeds in bringing her soul to rest 
  and earns the PCs their secondary success condition. PCs 
  playing the undead crusader encounter arc must first 
  destroy the undead creature before properly performing 
  rites on the body.
  BELKZEN TREASURE
  Distribute all three of the following subtier-appropriate 
  treasure packages throughout the dungeon.
  BELKZEN TREASURE PACKAGES
  To accommodate a group of four PCs, reduce the DC of the 
  Knowledge check by 2.
  Scaling Belkzen 
  Adventure Goal
  Package Name
  Subtier 3–4
  Subtier 6–7
  Alchemical 
  supplies
  Acid flask (12), 
  alchemist’s fire 
  (12), antitoxin (2), 
  antiplagueUE (2), 
  elixir of fire breath, 
  shadow essence 
  poison (4)
  Deathblade poison 
  (2), fuse 
  grenadesUE (12), 
  shadow essence 
  poison (4), volatile 
  vaporizerUE (1st 
  level)
  Ceremonial orc 
  weapon
  +1 kukri with a 
  bloodstone handle 
  (worth 2,704 gp)
  Bloodletting kukriUE 
  with a cut ruby 
  (worth 1,000 gp) 
  set in its pommel, 
  oil of keen edge
  Magical stash
  Potion of cure 
  moderate wounds 
  (2), potion of 
  lesser restoration, 
  wand of burning 
  hands (CL 5; 23 
  charges)
  Amulet of 
  elemental 
  vengeance 
  (combines the 
  abilities of 
  an amulet of 
  elemental strifeUE 
  with a necklace 
  of fireballs with 
  four spheres [4d6 
  fire damage each] 
  remaining)
  A. DWARVEN TEMPLE
  After climbing halfway up a rocky mountain to a wide 
  ledge, the PCs reach an obvious entrance carved into the 
  rock.  Unless otherwise stated, the walls and ceilings within 
  are made of hewn stone, 10 feet high, and all rooms are 
  completely dark.
  A1. Entrance
  Hot winds blow ash through the air; it collects against the rocky 
  wall of this ancient structure. Four stone columns mark the 
  entrance, where a fifteen-foot-wide stair descends into darkness. 
  Dwarven statuary once embellished the outer walls 
  of this temple to Torag, but centuries of firestorms have 
  eroded them into obscurity. Vague outlines of enormous 
  reliefs depicting dwarven warriors, poets, and masons 
  cover the walls.
  A2. Shrine of Shizuru
  This room’s stonework suggests a dwarven architect, but the floor 
  and walls display carvings of Tien design.
  
  A. Dwarven Temple
  1 square = 5 feet
  A1
  A2
  A3
  A4
  A10
  A11
  A12
  A13
  A14
  A15
  A16
  A17
  A17
  A18
  A19
  A5
  A6
  A7
  A7
  A7
  A7
  A7
  A8
  A9
  Pathfinder Flip-Mat: Bigger Dungeon
  N
  9
  FROM THE TOME OF RIGHTEOUS REPOSE
  
  PATHFINDER SOCIETY SCENARIO
  10
  When crusaders reached the samurai, she had already 
  perished; they laid her to rest in nearby dwarven ruins they 
  intended to repurpose. While renovating the structure, they 
  dedicated this room as a shrine to Shizuru. Carvings of 
  swimming carp, Shizuru’s sacred animal, cover the western 
  wall. The eastern wall carving depicts a katana over the sun, 
  Shizuru’s holy symbol. On the northern wall is a carving of 
  two Minkai elven women standing before funerary pyre. The 
  floor boasts the carving of an imperial sky dragon.
  A3. Chapel to Nulgreth
  A charred orc corpse hanging over a pool of blood accentuates the 
  grisly atmosphere in this befouled shrine.
  When the Rotten Tongue orc clan settled here, they 
  desecrated this sanctuary to Torag and rededicated it to 
  Nulgreth, the orc god of bloodlust and fighting. Broken 
  implements of bloodletting and torture lie on the 
  bloodstained stone alter. The ceiling is 20 feet tall.
  Hazard: While in this room, all creatures gain the benefits 
  of the Bleeding Critical feat, and all blood shed in this room 
  slowly oozes into the pool. These effects last until the creature 
  leaves the room or the altar is destroyed (hardness 8, 50 hp).
  A4. Destroyed Reliquary
  This room was once filled with display cases of relics to 
  various dwarven gods. Now, pottery chips and fractured 
  pieces of stone clutter the floor. An unrecognizable statue 
  stands on a high dais in the northwestern corner.
  A5. Imperial Dragon Statue
  Shining Crusade artisans erected a sovereign dragon statue 
  to guard the shrine to Shizuru.
  A6. Meeting Room
  Burned wood, pottery fragments, and ancient dwarven 
  utensils litter the floor. Carved maps of the surrounding 
  area decorate the walls, though orcs have added their own 
  grizzly markers to the stony cartography.
  A7. Orc Barracks
  Orcs’ sleep mats, broken weapons, and dirty clothes clutter 
  the area.
  A8. Grand Hall
  Atop a stepped dais is a gargantuan humanoid skull that glows 
  with an eerie blue light. A wagon with a broken axle leans against 
  the northern wall. Damaged wooden crates spill out from the cart 
  onto the floor.
  The current orc chief claims to have slain the creature 
  whose skull now rest on the dais. In truth, the chief found 
  the skull in a cave while waiting out an emberstorm. 
  The skull is under the effects of a continual flame spell, 
  making it a perfect display of the clan’s power. A PC who 
  succeeds at a DC 25 Knowledge (local) check discerns that 
  the skull came from a rune giant. The cart belonged to an 
  alchemical weapons merchant before orcs slew him and 
  took his cargo. His business contracts and ledgers remain 
  in the wagon.
  The angled ceiling in this room rises to 30 feet high at 
  the center. The steep steps ascending 5 feet to the dais are 
  difficult terrain.
  A9. Shadowy Pit
  A 5-foot-wide pit leads 100 feet down into a cave system, and 
  eventually to the Darklands. The pit and areas beyond are 
  outside the scope of this adventure. 
  A10. Damaged Statue
  Orcs have been using a statue to practice fighting. The 
  statue is now so heavily damaged that its original features 
  are unrecognizable.
  A11. Darklands Statue
  The stone visage of a horrifying creature with several tentacles for 
  a face sits in the corner of this room. The creature appears to be 
  rearing back in preparation to strike.
  This room once contained two statues depicting Torag 
  about to land a killing blow on a Darklands creature, but the 
  orcs destroyed Torag and left the monster. Fragments of the 
  statue of Torag lie strewn about the room.
  A12. Spoiled Spring
  A rectangular basin of clear, warm water fills most of this room, 
  leaving only a five-foot walkway around the edge. The humid air 
  rising from the pool keeps plants, including forms of moss and 
  fungi, alive along the room’s walls and ceiling.
  Dwarves diverted an underground cold spring from the 
  Darklands into this room for a fresh supply of water. Over time, 
  another water source has merged with the original, heating and 
  tainting the water that emerges here. Orcs use the room as an 
  emergency source of water and mushroom farm.
  Hazard: Slime covers the floor; treat the entire room as if 
  it were covered by a grease spell. Additionally, any humanoid 
  who drinks the water becomes sickened for 1 hour.
  A13. Stairway Down
  This rubble-choked stairway to the next level is beyond the 
  scope of this adventure.
  
  11
  FROM THE TOME OF RIGHTEOUS REPOSE
  A14. Hot Spring Bathing Pool
  A gargantuan square pool, twenty feet wide and four feet deep, 
  occupies most of this chamber. The steaming water releases a 
  pungent odor.
  Dwarven engineers diverted a hot spring into the room 
  so travelers could clean themselves and relax. The crusaders 
  later used the room for the same purposes. Fifty years ago, 
  something beneath the ground spoiled the water; it has been 
  poisonous and dangerously hot since.
  Hazard: Creatures who enter the room are exposed to 
  cackle fever (Pathfinder RPG Core Rulebook 557). Each minute 
  that a creature spends in the room provides another 
  exposure to the disease. The water is hot to the touch; 
  creatures submerged in the water take 1d6 points of fire 
  damage each round and are exposed to cackle fever.
  A15. Shrine to Kols
  A statue of a dwarven man strangling a snake stands in the 
  northwest part of this irregularly shaped room.
  The statue depicts Kols, dwarven demigod of duty and son 
  of Torag. A PC who succeeds at a DC 20 Knowledge (religion) 
  check recalls a legend in which Kols turned Droskar into a 
  snake and nearly strangled him before Droskar managed to 
  slither away.
  A16. Vault Antechamber
  This chamber shows evidence of several triggered and disabled 
  traps. A heavy steel door seals a passageway to the south.
  Dwarves originally had several mechanical and magical 
  traps of the highest quality in this room to protect their 
  vault beyond. In the millennia since they built the structure, 
  looters have triggered or disabled the traps. The southern 
  door is unlocked.
  A17. Refuse Pile
  This room contains little else than broken weapons and the 
  eye-watering stench of fouled smallclothes.
  A18. Ancestor Shrine
  Imagery of skulls, dwarves in burial shrouds, and young dwarves 
  praying adorn this long hall. Heraldic charts from several dwarven 
  clans cover the southern wall. The skeleton of a large, serpentine 
  creature is coiled on a stone pedestal in the eastern alcove.
  Dwarves built this chamber to honor dead ancestors, and 
  placed a statue of Magrim on the pedestal. A decade ago, a 
  Rotten Tongue chieftain, Gurklar, destroyed the statue and 
  displayed his taxidermic animal companion on the empty 
  pedestal. Insects have since found the rock serpent corpse 
  and consumed its poorly preserved flesh.
  A19. Vault
  Lead sheets line portions of the stone walls, floor, and ceiling 
  of this damp chamber; many more sheets lie on the floor, bent. 
  Arcane runes are inscribed on the stone. Patches of fungal 
  growth are fed by a slow trickle of water dripping into the room’s 
  cracked ceiling.
  The dwarves would store their most prized possessions 
  here, though the many protections of this room have broken 
  or been destroyed over the millennia. The ceiling of this 
  chamber is 20 feet tall.
  LASTWALL
  Give the PCs Player Handout #2. Once the PCs have had a 
  chance to read the poem “Ode to the Lost,” Besnik comments 
  on the contents. Read or paraphrase the following.
  “Mordesha? Is that the name of a place or a person? Are the 
  samurai the heroes who the poem evokes? Wherever these 
  terrible events took place holds the answers to our mystery. Once 
  we can verify the location, we can share the information with the 
  Knights of Ozem. If some dark force still haunts the place, remove 
  it. I have a ritual that can unravel evil magic.” Besnik searches 
  through his office, eventually producing a finger-length scroll case.
  GATHER INFORMATION (DIPLOMACY) OR 
  KNOWLEDGE (LOCAL)
  Based on the result of a Gather Information (Diplomacy) or 
  Knowledge (local) check, the PCs might know more about 
  current events in Lastwall. They learn all of the information 
  whose DC is equal to or less than the result of their check.
  10+: The government of Lastwall is run by the military 
  with a single elected leader, the watcher-lord. Though the 
  Knights of Ozem are prominent in both the military and 
  politics, not all citizens are knights, nor even soldiers.
  15+: Followers of good deities are abundant Lastwall, but 
  so are followers of other militaristic deities such as Gorum. 
  Though known as a nation of paladins and clerics, many of 
  the soldiers in Lastwall are not very religious.
  20+: Defenses against the orcs have been waning, and 
  many Lastfolk are concerned that if the orcs organize 
  enough to mount an offensive, Lastwall may not survive 
  the attack.
  25+: The crusaders spend most of their resources 
  guarding their borders, while dark forces go unnoticed 
  inside the country. Yet if the knights move resources from 
  
  PATHFINDER SOCIETY SCENARIO
  12
  the battlefront to patrol the interior, the borders could 
  quickly crumble.
  KNOWLEDGE (HISTORY OR LOCAL)
  Based on the result of a Knowledge (history or local) 
  check, the PCs might know more about the “Ode to the 
  Lost.” They learn all of the information whose DC is equal 
  to or less than the result of their check.
  10+: During the Shining Crusade, Tar-Baphon used the 
  corpses of his rivals as new recruits for his ever-growing 
  undead armies.
  15+: To protect their dead from joining the Whispering 
  Tyrant’s army, the members of the Shining Crusade 
  interred their dead in hidden crypts beneath consecrated 
  cathedral grounds. Powerful necromancers could still 
  overcome these protections and breach the crypts, 
  however. Mordesha could be the name of one of these 
  hidden sites.
  BESNIK’S INSIGHT
  Venture-Captain Besnik shares the information that he 
  knows if the PCs ask, providing them results as if he 
  had rolled a 15 on these Knowledge checks. After the PCs 
  determine what they already know, they can attempt to 
  discern the location of the ruin from Fustbickle’s poem.
  FUSTBICKLE’S CLUE
  PCs who analyze Fustbickle’s poem can attempt a DC 18 
  Knowledge (geography) check, Survival check, or other 
  relevant skill check at your discretion (DC 22 in Subtier 
  6–7). If they received the DC 20 result from the Knowledge 
  (history or local) check above, they gain a +2 bonus on the 
  skill check to analyze the poem. A thorough analysis of the 
  poem reveals the following information, which is sufficient 
  to pinpoint the location. Though several old documents 
  reference a town named Mordesha, it appears on no official 
  maps. There is a fire-blackened field 46 miles north of 
  Vellumis with tall cairns called Yua’s Fingers. Locals believe 
  it is an old druid site, fouled by evil magic. Other rumors 
  report the area to be haunted. The roads in the area curve a 
  mile around it, requiring the PCs to hike through the forest 
  to reach it.
  If the PCs do not determine the location of the site 
  referenced in the Tome of Righteous Repose, Besnik hires 
  a scholar to decipher the poem, and then provides the 
  information listed in the paragraph above. Before sending 
  the PCs to the site, Besnik digs through his office and finds 
  items to give the PCs that may help them on their adventure 
  (see Treasure below).
  Once the PCs have completed their preparations, they can 
  depart for the ruin. The journey takes 2 days (assuming a 
  30-foot movement speed), and the PCs do not run into any 
  significant danger.
  Treasure: Besnik gives the PCs a traveler’s any-toolUE, a wand 
  of cure moderate wounds (5 charges), and a wand of protection 
  from evil (7 charges). In Subtier 6–7, replace the wand of cure 
  moderate wounds with a wand of cure serious wounds (5 charges). 
  If the PCs were able to find the location of the site on their 
  own, he uses the gold he would have otherwise spent toward 
  that end on providing the PCs additional gear based on their 
  destination. 
  Subtier 3–4: Besnik provides the PCs with one oil of bless 
  weapon and two +1 flaming arrows (or two pieces of +1 flaming 
  ammunition of the PCs’ preferred type). The wand of cure 
  moderate wounds also has one additional charge. 
  Subtier 6–7: Besnik provides PCs with two +1 holy arrows 
  (or two pieces of +1 holy ammunition of the PCs’ preferred 
  type). The wand of cure serious wounds also has two additional 
  charges.
  Rewards: If the PCs do not discover the adventure site on 
  their own, reduce each PC’s gold earned by the following 
  amount.
  Subtier 3–4: Reduce each PC’s gold earned by 75 gp.
  Out of Subtier: Reduce each PC’s gold earned by 134 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 193 gp.
  LASTWALL ADVENTURE BACKGROUND
  Spies in Tar-Baphon’s service discovered and infiltrated 
  one of the Shining Crusade’s major tombs concealed under 
  the town of Mordesha. They murdered the crypt keepers 
  during a funeral and ritually opened a massive rift into the 
  Negative Energy Plane. Their dark rite animated hundreds 
  of uncontrolled undead, which ravaged the town and 
  surrounding areas before the crusade could stop them. 
  Not having the immediate resources to close the portal, the 
  crusaders razed the dead town and buried the entrance to 
  the crypts. 
  Centuries later, erosion has exposed the entrance, 
  allowing cruel things to take up residence there. The rift has 
  shrunk over time to a mere 3 inches wide, but it still infects 
  the area with dark energy.
  One of the Yohanatotsu sisters fell in the fight against 
  the undead legion, only to be swept up in the wave of 
  necromantic energy and raised as an undead monstrosity 
  herself. If you are running the undead crusader arc, that 
  sister was sealed within the crypt. Even though erosion has 
  reopened the entrance, she enjoys the presence of the rift 
  and returns here frequently. 
  Hazard: All creatures that begin their turn or pass 
  within 5 feet of the rift take 2d6 points of negative energy 
  damage (Will DC 14 half ). Creatures passing through the 
  rift take 3d6 points of negative energy damage with no 
  save. In Subtier 6–7, the rift deals 4d6 points of negative 
  energy damage to nearby creatures (Will DC 17 half ), or 
  6d6 points of negative energy damage to creatures that 
  pass through it.
  
  13
  FROM THE TOME OF RIGHTEOUS REPOSE
  To accommodate a group of four PCs, they need to succeed 
  at only two skill checks to close the rift.
  Scaling Lastwall
   Adventure Goal
  Package Name
  Subtier 3–4
  Subtier 6–7
  Emergency 
  supplies
  Gem of all 
  elements (acts as 
  an elemental gem, 
  but the user can 
  choose when 
  activating it 
  whether to 
  summon a Large 
  air, earth, fire, or 
  water elemental)
  Gravewatch 
  pendantUE
  Adventuring 
  equipment
  Belt of tumblingUE, 
  daredevil bootsUE, 
  potions of aid (2)
  Ghostvision 
  glovesUE, potion 
  of remove curse, 
  potion of remove 
  disease, potion of 
  remove blindness/
  deafness
  Magical cache
  Dust of illusion, 
  wand of vanish 
  (CL 4, 24 charges)
  Knight’s pennon 
  (battle)UE, wand 
  of daylight (17 
  charges)
  LASTWALL ADVENTURE GOAL
  The PCs can close the rift by spending 1 hour performing 
  the ritual from Besnik’s scroll and succeeding at three 
  DC 16 skill checks (DC 20 in Subtier 6–7). The possible 
  skills for these checks are Knowledge (arcana, planes or 
  religion), Linguistics, Perform (oratory), Spellcraft, and 
  Use Magic Device. Each PC can attempt a single skill 
  check. Expending an ability that releases positive energy, 
  such as cure spells and channeling, grants a bonus on a 
  single check. For spells, the bonus is equal to the level 
  of the spell; for channeled positive energy, the bonus 
  is equal to the number of dice rolled. Every 5 points by 
  which a character exceeds the check’s DC, the PCs earn an 
  additional success.
  One the PCs complete the ritual, the scroll erupts into 
  holy flame, consuming it. If the PCs succeeded at the 
  ritual, the rift closes with a satisfying but harmless shock 
  wave; otherwise, it remains open.
  LASTWALL TREASURE
  Distribute all three of the following subtier-appropriate 
  treasure packages throughout the dungeon.
  LASTWALL TREASURE PACKAGES
  B. FORGOTTEN CRYPT
  The PCs arrive during a thunderstorm to find a muddy 
  field with pillars of blackened stone reaching to the sky 
  like skeletal fingers. These forgotten chimneys are all that 
  remain of Mordesha. Near one of these is a long set of 
  stairs leading 100 feet underground. Unless otherwise 
  stated, the dungeon walls and ceilings are made of hewn 
  stone, 10 feet high. The rooms are completely dark unless 
  a light source is explicitly described.
  B1. Crypt Entrance
  A cavernous chamber reaches east and west, and several smaller 
  corridors branch outward from it. Dust and neglect mark this 
  chamber, and darkness fills its corners. To the east lies a single stone 
  sarcophagus. A long passage of text is carved into the wall behind 
  the sarcophagus. 
  A plaque on the lid of the sarcophagus bears the words 
  “General Dame Vheist” and Aroden’s holy symbol. The text on 
  the wall behind the sarcophagus describes a mighty battle, in 
  which the general charged at the point of a formation of cavalry 
  into a valley full of undead.
  PCs who succeed at a DC 15 Knowledge (history or nobility) 
  check recognize the name of this important general. She died 
  in 3825 ar at the decisive Battle of Crumblespine Ridge while 
  leading her troops to victory. 
  B2. Magical Lab
  Draconic and celestial symbols are etched into the walls at seemingly 
  random intervals. An unadorned stone table stands in the east side of 
  the room. Shelves worked into the walls are full of old books.
  The symbols on the wall are part of abjuration effects that the 
  room’s original owners placed to help safeguard against mishap 
  while conducting experiments with both arcane and divine 
  magic. The books are almost all ruined, but one book, Barricado 
  Arcanae, radiates a faint abjuration aura and is still legible. It is 
  an ancient textbook for amateur wizards, teaching theories of 
  abjuration. The text is written in archaic Common, but a PC 
  who succeeds at a 10 Intelligence or Linguistic check can read 
  it. According to the book, the magical effect that preserves it is 
  an example of a practical application of abjuration.
  Hazard: Searching through the old library stirs up 
  contaminated dust. All creatures in the room are exposed to 
  mindfire (Core Rulebook 557).
  B3. Aristocratic Crypts
  This long and winding hall contains the crypts of three 
  major houses; each section has a single stone sarcophagus 
  for the most prominently interred ancestor. Recesses in the 
  walls hold other, less important family members. All are 
  empty save for bits of burial cloth.
  B4. Officer’s Ossuary
  Notable officers of the Shining Crusade were once laid to 
  
  B. Forgotten Crypt or C. Beneath the Hungry 
  Mountains
  1 square = 5 feet
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  Pathfinder Flip-Mat: Bigger Dungeon
  N
  PATHFINDER SOCIETY SCENARIO
  14
  
  15
  FROM THE TOME OF RIGHTEOUS REPOSE
  rest on stacked alcoves in the walls of this chamber; those 
  alcoves are now bare.
  B5. Shrine to Pharasma
  Swirling patterns line the walls of this small shrine. A small 
  placard on the ground reads, “Those who perish fulfill life’s 
  duty.”
  The Pharasmins who wrote this grim inscription 
  intended for it to be encouraging, but it does not 
  necessarily serve that function.
  B6. Common Ossuary
  Niches in the walls hold stone boxes containing the bones 
  of the dead, though many have been opened. Fragments 
  of bone are scattered throughout the room.
  B7. Flooded Stairway
  Clear water swirls and shifts in this wide hallway. A staircase 
  leads down into watery depths.
  An underground river shifted, leaking into the lower 
  floor’s permeable stone. A current churns the water, 
  occasionally creating an eerie sloshing sound. The 
  flooded basement of this crypt is beyond the scope of this 
  adventure.
  B8. Tian Ossuary
  The walls of this long hall are filled with niches, each holding 
  a unique urn. On the north end of the hall is a raised platform 
  with a red symbol painted on the ground.
  The Shining Crusade cremated and interred Tian 
  soldiers here. Shelves are sectioned off by country. The 
  red symbol is an artistic combination of many Tien 
  symbols that mean “peaceful journey.”
  B9. Lillend Statue
  A statue of an elven woman with a snake’s body lies crumbled 
  at the east end of this long hallway. Dozens of fist-sized nooks 
  line the walls near the statue.
  A handful of nooks contain wax-sealed rolls of parchment 
  containing stories of heroism during the Shining Crusade. 
  Soldiers left the tales of fallen comrades here for bards and 
  historians to pick up, hoping to immortalize their acts of 
  bravery. A PC who succeeds at a DC 17 Knowledge (planes) 
  check identifies the broken statue as a lillend azata, a type 
  of benevolent outsider who chronicles lore and stories.
  B10. Halls of Names
  Carved on the walls are hundreds of names from dozens 
  of cultures and races. A malicious creature scratched away 
  many of the names, leaving large claw-marks.
  B11. Prisoners’ Ossuary
  Piles of bones, generally sorted by type, litter this chamber. A tibia 
  sharpened to a point lies near a circle scratched on the ground.
  Soldiers left the remains of refugees and prisoners in this 
  room, often placed in burial receptacles. Tar-Baphon’s vile 
  servants repurposed the bones for their own uses.
  B12. Spirit Statues
  Three white marble statues of featureless spirits echo the murals 
  on the walls, which depict thousands of souls streaming toward 
  a great spire.
  A PC who succeeds at a DC 10 Knowledge (religion or 
  planes) check knows the mural depicts the River of Souls 
  flowing into Pharasma’s Spire to be judged.
  B13. Funerary Chamber
  This vaulted room features a raised dais with a large, gold-flecked 
  stone basin full of a green fluid. Arcane symbols painted on the 
  basin glow amber. Six scorch-marks mar the floor of the chamber, 
  all angled from the dais into the gallery.
  Crusaders held funerary rites in this chamber, anointing 
  the living with holy water from the basin. When spies loyal to 
  Tar-Baphon infiltrated the crypt, they corrupted the holy basin, 
  transforming its contents into unholy water. They then cast 
  lightning bolts down at the gallery’s occupants, killing them all 
  instantly. 
  The ceiling of this room is 30 feet high.
  Hazard: The corrupt basin contains 10 gallons of unholy 
  water. The basin’s influence increases the DCs of all negative 
  energy spells and effects by 2 and decreases the DCs of all 
  positive energy spells and effects by 2. Emptying or destroying 
  the basin (hardness 8, 30 hp) or resanctifying the water ends 
  the effect.
  B14. Lord’s Crypt
  This grand chamber contains finely carved stone, opulent in 
  contrast to the rest of the crypt. The heraldry of five major houses 
  are inscribed into the wall above five ornate sarcophagi. Each 
  sarcophagus stands ajar and empty.
  Several elderly nobles commissioned this crypt, seeking 
  
  PATHFINDER SOCIETY SCENARIO
  16
  the prestige of being buried alongside the crusaders. 
  They hired the best stoneworkers to fashion their tombs. 
  With a successful DC 15 Knowledge (nobility) check, a 
  PC recognizes the crests of houses Caliphvaso, Ordranti, 
  Immarin, Kavapesta, and Siervage.
  Tar-Baphon’s necromancers delighted in raising the 
  nobles, forcing them to watch their city die in agony. After 
  this torment, the necromancers destroyed their souls, 
  ensuring they would find no peace in the beyond. 
  This chamber’s elegant ceiling rises to a height of 15 
  feet.
  Hazard: The tattered remnants of the noble’s souls 
  still cling to this room. Any living creature in this room 
  has a 10% chance on its turn to wail and bemoan the fate 
  of Mordesha, taking no other actions. Only closing the 
  portal to the Negative Energy Plane ends this effect.
  USTALAV
  Give the PCs Player Handout #3. The damage to the poem 
  comes from smeared ink; spells such as mending and make 
  whole cannot repair it. Once the PCs have had the chance 
  to read the poem, Besnik comments on the contents. Read 
  or paraphrase the following.
  Besnik smiles reassuringly. “We may not be able to read every 
  word of this poem, but what we can read is more than enough 
  to tell us that we need to investigate this site. What is clear to 
  me is that the poem references some sort of protection against 
  the Whispering Tyrant. The Knights of Ozem have always been 
  secretive about the many and varied ways they keep that old 
  lich locked away in Gallowspire, even among themselves. It’s 
  possible that they have no idea this particular protection exists. 
  Whatever Gydular is, it must be important.”
  KNOWLEDGE (ARCANA, HISTORY OR RELIGION)
  Based on the result of a Knowledge (arcana, history or 
  religion) check, the PCs might know more about Ustalav 
  and Virlych. They learn all of the information whose DC 
  is equal to or less than the result of their check.
  10+: Virlych is a desolate, mountainous county of 
  Ustalav where nothing natural lives. The weather is 
  punishing and the ground rocky. Travelers do sometimes 
  pass through the accursed land, though.
  15+: Gallowspire is the Whispering Tyrant’s former 
  fortress. When the Knights of Ozem imprisoned him 
  there in 3827 ar, it marked the end of the Shining Crusade. 
  They placed numerous secret wards and protections over 
  his prison so that he could never escape.
  20+: The forces of Lastwall no longer have a direct 
  presence there, having been expelled by cultists and 
  the unholy presence of the Whispering Tyrant, even in 
  dormancy.
  KNOWLEDGE (HISTORY, LOCAL OR RELIGION)
  Based on the result of a Knowledge (history or local) check, 
  the PCs might know more about the “Rondeau of Righteous 
  Retention.” They learn all of the information whose DC is 
  equal to or less than the result of their check.
  15+: To keep the Whispering Tyrant locked away, the 
  Shining Crusade implemented a layered defense. Even if 
  one line of defenses fails, there are several others keeping 
  his immortal powers at bay.
  20+: The Knights of Ozem have compartmentalized 
  knowledge of the locks on Tar-Baphon’s magical prison. 
  This removes the threat of any one Knight becoming 
  compromised and allowing an enemy to gain knowledge of 
  all the prison’s safeguards.
  25+: Compartmentalized protection comes at a cost; if 
  secrets are not passed down, then future generations will 
  not know how to keep the lich imprisoned. Multiple layers 
  of protection have been lost during the centuries following 
  the Shining Crusade.
  BESNIK’S INSIGHT
  Venture-Captain Besnik shares the information that he 
  knows if the PCs ask, providing them results as if he 
  had rolled a 15 on these Knowledge checks. After the PCs 
  determine what they already know, they can attempt to 
  discern the location of the ruin from Fustbickle’s poem.
  FUSTBICKLE’S CLUE
  PCs who analyze Fustbickle’s poem can attempt a DC 18 
  Knowledge (geography) check, Survival check, or other 
  relevant skill check at your discretion (DC 22 in Subtier 
  6–7). A thorough analysis of the poem reveals the following 
  information, which is sufficient to pinpoint the location. 
  Gydular’s Point was once a famous peak in the Hungry 
  Mountains, as the view if provided of the surrounding 
  area was both majestic and militarily strategic. In 4187 ar, 
  a powerful earthquake crumbled the peak, leaving massive 
  slabs of jagged rock that locals renamed the Greyshards. 
  If the PCs do not determine the location of the site 
  referenced in the Tome of Righteous Repose, Besnik hires 
  a scholar to decipher the poem, and then provides the 
  information listed in the paragraph above. Before sending 
  the PCs to the site, Besnik digs through his office and finds 
  items to give the PCs that may help them on their adventure 
  (see Treasure below).
  Once the PCs have completed their preparations, they can 
  depart for the ruin. The journey takes 6 days (assuming a 
  30-foot movement speed. Halfway through their trek, they 
  pass by the closest major settlement, the fortress of Hammer 
  Rock on the border of Lastwall. The map of the ruin is the 
  same map that appears in the Lastwall location; see page 14.
  Treasure: Besnik gives the PCs a traveler’s any-toolUE, a wand 
  of cure moderate wounds (5 charges), and a wand of protection 
  
  17
  FROM THE TOME OF RIGHTEOUS REPOSE
  from evil (7 charges). In Subtier 6–7, replace the wand of cure 
  moderate wounds with a wand of cure serious wounds (5 charges). 
  If the PCs were able to find the location of the site on 
  their own, he uses the gold he would have otherwise spent 
  researching it on providing the PCs additional gear based on 
  their destination. 
  Subtier 3–4: Besnik provides the PCs with six flasks of holy 
  water and one soul stimulantUE.
  Subtier 6–7: Besnik provides the PCs with six flasks of 
  holy water, one scroll of lesser restoration, two potions of lesser 
  restoration and one soul stimulantUE.
  Rewards: If the PCs do not discover the adventure site’s 
  location on their own, reduce each PC’s gold earned by the 
  following amount.
  Subtier 3–4: Reduce each PC’s gold earned by 75 gp.
  Out of Subtier: Reduce each PC’s gold earned by 134 gp.
  Subtier 6–7: Reduce each PC’s gold earned by 193 gp.
  USTALAV ADVENTURE BACKGROUND
  When the Whispering Tyrant was sealed away, echoes of his 
  malevolence remained throughout the lands that he had 
  once ruled. In order to seal away a particularly troubling 
  pocket of necromantic energy, one of the Yohanatotsu sisters 
  performed a powerful holy ritual, sacrificing her own life to 
  fuel a ward. The ward held for centuries, but recent events 
  have disrupted it, threatening to unleash the necromantic 
  force once again.
  If you are not running the Undead Crusader encounter 
  arc, the most recent inhabitants of the dungeon disrupted 
  the ward by looting her sarcophagus and discarding her 
  skeleton outside.
  If you are running the Undead Crusader arc, the ward 
  gradually degraded over time, allowing a measure of the 
  necromantic energy to seep forth. The first manifestation of 
  this corruption appeared in the samurai herself, who rose 
  as an undead. The corruption has begun to raise her loyal 
  followers as well.
  USTALAV ADVENTURE GOAL
  The holy ward may be falling apart, but the PCs can restore 
  it. If they succeed at two of the following skill checks, they 
  learn enough information to determine that a ritual took 
  place here. If they succeed at any four of the following skill 
  checks, they glean enough information about the ritual 
  to purify the site and restore the ward; they do not need 
  to succeed at any further skill checks to do so. If you are 
  running the Undead Crusader encounter arc, the PCs must 
  defeat the undead samurai before they can restore the ward.
  Diplomacy, Intimidate, or Survival (DC 20, DC 25 in 
  Subtier 6–7): If you are not running the Undead Crusader 
  arc, the PCs can ask one of the dungeon’s inhabitants for 
  information about the site. Be generous in revealing the 
  following information. The inhabitant mentions that the 
  major threat looted a sarcophagus for its treasure and 
  dumped the “shiny old skeleton” outside, and then provides 
  enough information about the location for the PCs to find 
  it. Alternatively, the PCs can find the body by following old 
  tracks that lead to the site where the major threat dumped it.
  If you are running the Undead Crusader arc, the PCs 
  automatically find the body when they face the major threat; 
  this counts as one of the skill checks required to restore 
  the ward. Depending on the type of undead the samurai is, 
  either her body has either risen as the corporeal undead that 
  the PCs face, or it has risen as an incorporeal undead who 
  has commanded her minions to move her skeleton to the 
  room where she rests.
  Appraise (DC 15, or DC 20 in Subtier 6–7): By examining 
  the holy symbol of Shizuru on the ground near the samurai’s 
  tomb and succeeding at a skill check, the PCs determine 
  that it was made from silver, and discern details of its 
  construction that indicate it was designed for use as part of 
  a holy ritual.
  Heal (DC 15, or DC 20 in Subtier 6–7): If the PCs locate the 
  samurai’s body, they can attempt to discern how she died. A 
  PC who succeeds at this skill check realizes that she died in 
  a burst of holy energy.
  Knowledge (engineering) or Survival (DC 15, or DC 20 in 
  Subtier 6–7): A PC who succeeds at this skill check discerns 
  that what at first appeared to be simple erosion on the walls 
  of the hero’s tomb is in fact the result of a concentrated 
  burst of holy energy.
  Perception (DC 15, or DC 20 in Subtier 6–7) A PC who 
  succeeds at this check notices a discarded piece of vellum in 
  the corner of one of the rooms. The vellum is fragile; handling 
  it without causing it to crumble to pieces requires the PCs to 
  cast restorative magic such as mending on it or succeed at a 
  DC 15 Disable Device or Sleight of Hand check. The vellum 
  provides a partial account of the samurai’s holy ritual.
  Perception (DC 20, or DC 25 in Subtier 6–7): A PC who 
  succeeds at the Perception check notices a small cubbyhole 
  near the ceiling in one of the rooms, with a bronze object 
  peeking out of it. The bronze object is an embossed prayer 
  to Shizuru. The prayer is a warrior’s plea, asking for strength 
  and courage when facing the final moments of life. One 
  method of reaching the object is scaling the wall, which 
  requires a PC to succeed at a DC 15 Climb check (DC 20 in 
  Subtier 6–7).
  USTALAV TREASURE
  Distribute all three of the following subtier-appropriate 
  To accommodate a group of four PCs, lower the DCs of all 
  skill checks in this section by 2.
  Scaling Ustalav 
  Adventure Goal
  
  PATHFINDER SOCIETY SCENARIO
  18
  treasure packages throughout the dungeon.
  USTALAV TREASURE PACKAGES
  C. BENEATH THE HUNGRY MOUNTAINS
  As the PCs travel through the lifeless Hungry Mountains 
  in Virlych toward their destination, a drizzle transforms 
  into an ever more aggressive snowstorm, as if the weather 
  itself were keeping them away, and strange whispers 
  fill the air. As a small consolation, the tedious climb is 
  shallow enough that the PCs are not exposed to the 
  dangers of altitude sickness. Eventually, the PCs find a 
  toppled obelisk on a peak marking the entrance to the 
  underground fortress. A staircase descends 30 feet into 
  the mountainside.
  Unless otherwise stated, the dungeon walls and ceilings 
  are made of hewn stone, and are 10 feet high. The rooms are 
  completely dark unless a light source is explicitly described. 
  Use the map on page 14 for this ruin.
  C1. Hall of Discouragement
  A maze of sprung traps obstructs this large entrance hall. Blades, 
  spikes, blast marks, and bones litter the ground. Carved holy 
  symbols of Aroden, Sarenrae, and Pharasma cover the walls, but 
  many of them have been vandalized.
  Crusaders set up a variety of traps to slow down 
  attackers if they found the location. Over the centuries, 
  various creatures have stumbled on this location and 
  triggered the traps, leaving a maze of rusted metal. The 
  ceiling rises to 20 feet.
  Hazard: The traps’ exposed weapons make safely moving 
  around the room difficult. Creatures moving along the 
  ground at faster than half their speed must succeed at a DC 
  10 Acrobatics check or fall prone. Creatures that fall prone 
  have a 50% chance of taking 1d8 points of damage from 
  landing on the exposed blades and spikes.
  C2. Hero’s Tomb
  A single sarcophagus dominates the east end of this room. The 
  walls are adorned with engravings of soldiers in plate armor 
  holding their helms reverently to their sides, eyes downcast. 
  The sarcophagus contains the remains of one of the 
  Yohanatotsu sisters along with her katana and armor. 
  Minkai writing marks the lid with her family name. The 
  sarcophagus is empty, and a holy symbol of Shizuru lies on 
  the dusty ground nearby.
  If you are using the Undead Crusader encounter arc, 
  there are several open niches in the wall, where other coffins 
  once rested. In addition, the sarcophagus’s lid has cracked 
  and fallen to the floor.  If you are using another encounter 
  arc, there are no such niches, and the sarcophagus’s lid is 
  ajar. 
  C3. Workshops
  These workshops for repairing and maintaining weapons 
  and armor served the Shining Crusade well, but are now in 
  disarray. Broken tools lie strewn about.
  C4. Armory
  The heavy iron door to this room is ajar, its superior lock 
  melted by acid.
  Shelves of weapons and armor racks line the walls in this small 
  chamber. The racks are well-stocked with tarnished and broken 
  equipment.
  The crusaders stored extra equipment here, ready to equip 
  soldiers for a variety of needs. The PCs can find at least one 
  piece of each type of weapon and armor found in the Core 
  Rulebook here, but they all have the broken condition. An 
  unassembled ballista lies among the forgotten armaments. 
  C5. Stained Laboratory
  The walls of this room are covered in scorch marks and odd 
  discolorations.
  This room once held an impressive alchemical laboratory, 
  but the tables and workbenches decayed and collapsed over 
  time, shattering the delicate instruments they once held. 
  Now only fragments of the laboratory remain. Rows of stone 
  bookshelves line the walls, though many of the pages are torn 
  out. An ancient book titled Alchemikal Experiments, an early 
  primer on the study of alchemy, lies buried in the rubble, but it 
  is a curiosity rather than a treasure.
  C6. Shrine
  Humble shrines provided the crusaders with a place to worship 
  and give offerings. Each shrine features a small altar, religious 
  carvings, and a shelf for holy books. From north to south, the 
  shrines are dedicated to Aroden, Sarenrae, Torag, and Shizuru.
  Package Name
  Subtier 3–4
  Subtier 6–7
  Crusader’s blade
  +1 fire-forged 
  longswordUE
  +1 undead-bane 
  longsword
  Restorative cache
  Restorative 
  ointment 
  (3 applications)
  Martyr’s tearsUE 
  (contains 18 hit 
  points)
  Magical reserve
  Pearl of power (1st 
  level), wand of 
  gust of wind (18 
  charges)
  Restorative 
  ointment
  
  19
  FROM THE TOME OF RIGHTEOUS REPOSE
  C7. Magical Spring
  Warm, steamy water splashes down into the center of this small pool. 
  A set of stairs leads down into the water.
  Crusader clerics enchanted this 5-foot-deep pool with 
  permanent create water and purify food and drink spells. The 
  magic cleanses any soiling of the water within 10 minutes. 
  A command word, etched on the wall, changes the water 
  dropping from the ceiling between hot and cold.
  C8. Archery Range
  Racks for bows, crossbows, and other ranged weapons line the 
  southern walls of the chamber. Receptacles for ammunition stand 
  between the racks. A large arcane mark glows on the floor atop a 
  raised platform.
  PCs who succeed at a DC 19 Spellcraft or DC 15 Use Magic 
  Device check identify the magic word to activate the glyph, 
  which uses minor creation (CL 9) to form three humanoid-
  shaped archery targets at the top of the stairs.
  Hazard: Crusader wizards sometimes used magical wind 
  effects to add additional challenges to the archery practice. 
  The magical effect was never deactivated and has gone haywire. 
  Each round, a gust of wind (as per the spell) blows through the 
  room in a random direction. A PC who succeeds at a DC 15 
  Disable Device or Use Magic Device check (DC 20 in Subtier 
  6–7) can end the effect; exceeding the DC by 5 allows the PC to 
  control the direction for 2d4 rounds.
  C9. Naga Statue
  Coiled in the eastern alcove is the statue of a cobra-like snake with a 
  contemplative humanoid face. Parts of the statue have crumbled and 
  fallen to the ground, though enough detail remains to see sadness in 
  the creature’s stony eyes.
  A PC who succeeds at a DC 20 Knowledge (history) check 
  recognizes the statue as a depiction of Slassalla, a guardian naga 
  who acted as magical council to the Knights of Ozem during 
  the Shining Crusade. Historians debate just how influential 
  she was in persuading them to turn the Whispering Tyrant’s 
  fortress into his prison.
  C10. Barracks
  Rusted metal beds, stacked three high, line the walls of 
  this room. The mattresses are little more than dust held 
  together by mold.
  C11. Supply Storage
  Old crates lay open and scattered around the room. Bare shelves 
  contain little more than patches of mold, and water trickles down 
  the moldy west wall.
  This room once held enough supplies for the crusaders 
  stationed here to survive for a month. The rations are now 
  nothing but dust.
  Hazard: Creatures searching through room expose 
  themselves a slime mold’s fungal rot, which functions as a 
  disease (save Fortitude DC 16; onset 1 day; frequency 1/day; effect 
  1d2 Str damage and 1 Con damage and fatigue; cure 1 save).
  C12. Celestial Gallery
  Three statues of lantern archons cast a steady light from the alcoves 
  in this room. Murals depicting dog-headed figures and angelic 
  humanoids battling undead horrors cover the walls.
  The murals here depict a variety of archons fighting the 
  forces of the Whispering Tyrant. The statues each feature a 
  swirl of clouds holding the form of a lantern archon, which 
  emits magical light as per heightened continual flame (5th level, 
  CL 9).
  C13. Dining Hall
  Petrified oak banquet tables and benches form long lines in this large 
  chamber. On a raised platform stands a large ceramic bowl, covered 
  in runes and full of a greenish-yellow substance.
  The ceramic bowl functions similarly to a sustaining spoon 
  but is able to feed up to 40 people each day. Excess food from 
  its last activation is consumed by mold if it is not thoroughly 
  cleaned. Rooms to the north contain a makeshift kitchen. The 
  main hall’s ceiling rises to 20 feet.
  Hazard: Eating or interacting with the mold exposes a 
  creature to fungal rot (see area C11).
  C14. Hero’s Crypt
  Four large, unadorned stone sarcophagi stand upright in alcoves along 
  the north and south edges of this chamber, while a fifth stands on 
  a small platform to the west. Above the platform, a large inscription 
  reads, “They gave their lives to battle death.”
  Soldiers who died in the service of the crusade were interred 
  here until their bodies could be delivered to Vigil or properly 
  cremated. The sarcophagi are all empty. The ceiling is 20 feet 
  high.
  ADVENTURE REWARDS
  Each location includes a set of three treasure packages, 
  which you can find in each location’s description (for 
  Belkzen, Lastwall, and Ustalav, see pages 8, 13, and 18, 
  
  PATHFINDER SOCIETY SCENARIO
  20
  respectively). Each encounter arc also includes two 
  additional treasure packages: one for the major threat and 
  one for the linked threat. You should have five treasure 
  packages in total.
  Place these in the dungeon with or very near your 
  encounters. Up to two of the treasure packages may be 
  hidden, requiring a successful DC 20 and DC 15 Perception 
  check to locate (DC 25 and 20 in Subtier 6–7). They could 
  be hidden on the bottom of a pool of liquid, in a secret 
  compartment, in a statue, or somewhere similar—it is up 
  to you, the GM, to decide the specifics of where the items 
  are located.
  The following lists the reward value for each treasure 
  package. Should the PCs fail to find a treasure package or 
  defeat the associated encounter, reduce each PC’s gold earned 
  by the listed value. Should you need to skip encounters due 
  to lack of time, include any skipped encounters’ treasure 
  with the next encounter.
  REWARDS SUMMARY
  ENCOUNTER ARC DESCRIPTIONS
  The PCs face one of four possible encounter arcs. Each 
  encounter arc provides a pair of encounters, as well as a 
  general story that describes what the creatures in those 
  encounters are doing for the different locations. The 
  encounter arcs sometimes play out slightly differently 
  depending upon the location. All story information 
  related to the encounter arcs appears in the sections 
  below.
  Violence is not the only way to defeat encounters. The 
  PCs can circumvent any encounter in the scenario except 
  the major encounter by using skill checks. However, each 
  time the PCs bypass an encounter, other denizens of the 
  dungeon become more suspicious. The PCs can negotiate 
  safe passage past an encounter with a reasonable argument 
  and successful DC 20 Diplomacy, Bluff, or Intimidate check 
  (DC 24 in Subtier 6–7). Each time the PCs negotiate safe 
  passage, the DC of these skill checks increases by 5. For 
  example, if PCs playing in Subtier 3–4 negotiate safe passage 
  past two encounters, the DC to gain safe passage past a third 
  encounter is 30. Typically, the PCs can use other skills to 
  bypass the linked encounter; specific examples are listed 
  in each adventure arc’s description. However, the linked 
  encounters for the Raider arc and the Undead Crusader arc 
  cannot be bypassed with a Bluff, Diplomacy, or Intimidate 
  check. Refer to the description of these arcs below for more 
  details.
  ORC TROOP
  A small but enterprising band of orcs from the Rotten 
  Tongue clan is using the dungeon as a base of operations, 
  but is still dealing with the current inhabitants. The linked 
  threat acts as a scouting party, looking out for dangers 
  inside and outside the dungeon. These orcs are willing to 
  come to a truce if the PCs demonstrate their might. If the 
  orcs spot a wayfinder or glyph of the open road, they assume 
  the PCs are Pathfinders and not crusaders, and the PCs gain 
  a +2 bonus on Charisma checks. Additional skills that can 
  influence orcs are Craft (weapons or armor), Handle Animal, 
  Profession (soldier), and Survival.
  Belkzen: The orcs have used this site as a base of 
  operations for generations and feel at home, but water 
  is always scarce in Belkzen. Providing a mundane source 
  of water grants a +4 bonus on skill checks against the orc 
  scouting party, but offering an obviously magical source, 
  such as create water, inspires fury. The orcs have been 
  tricked before, and they know that magical water lasts 
  only a day. They attack the PCs to capture the PC who can 
  magically create water.
  Lastwall: The orcs are planning to raid human settlements 
  and caravans, and cannot afford to leave any witnesses 
  alive. They start as hostile and are unlikely to be dissuaded, 
  increasing the DC to dissuade them with any skill by 10.
  Ustalav: The orcs here regularly raid humans for food and 
  resources, so they are expecting an attack; their guard is up, 
  increasing the DC to dissuade them with Diplomacy or Bluff 
  by 10.
  Major Encounters: The following NPCs can serve as the 
  orc troop’s chief.
  Bozena Ursatuk believes in the most brutal form of 
  survival of the fittest. She enjoys hunting humans and 
  other intelligent prey to hone her skills, and she takes grisly 
  trophies of her kills to inspire fear.
  Groblek Targar takes great pride in his martial abilities. 
  To maintain his hold on power, he engages in frequent 
  brawls with his followers, “accidentally” killing any who 
  have become powerful enough to pose a threat. He relishes 
  the sound his enemies’ bones make when he snaps them.
  Shirish is quick to anger, and she expresses her rage by 
  setting the offender on fire. She does not often intend to 
  kill those she sets ablaze, but no one in her tribe dares to 
  suggest that she would have more followers if she chose a 
  less lethal punishment.
  Treasure: The orcs’ treasure packages are their gear.
  Description
  Subtier 3–4
  Out of Subtier
  Subtier 6–7
  Find adven-
  ture site
  75 gp
  140 gp
  205 gp
  Location 
  Treasure 
  Package (3)
  225 gp each
  375 gp each
  525 gp each
  Linked 
  Threat 
  Treasure
  250 gp
  450 gp
  650 gp
  Major Threat 
  Treasure
  300 gp
  550 gp
  800 gp
  
  21
  FROM THE TOME OF RIGHTEOUS REPOSE
  UNDEAD CRUSADER
  The Yohanatotsu sisters’ souls have been twisted and cursed. 
  The PCs have a chance to try and right the wrongs of the 
  past and save the soul of one of these fallen soldiers. The 
  undead in the linked threat are formed from the souls of 
  soldiers who once fought loyally at the samurai’s side, and it 
  is extremely difficult to dissuade them from killing the PCs; 
  the PCs must succeed at a DC 35 Intimidate or Knowledge 
  (religion) check (DC 40 in Subtier 6–7). 
  However, the PCs have several means of gaining 
  substantial bonuses on this check. A divine spellcaster who 
  worships Shizuru gains a +5 bonus on this skill check, as the 
  undead sense the presence of Shizuru’s power. (This bonus 
  stacks with the bonuses described below.)
  Each location also contains three additional ways for the 
  PCs to grant themselves a stacking +5 bonus on this skill 
  check. Select three of the following four methods to include. 
  If the PCs fulfill all three of these conditions, they receive 
  an additional benefit—the entire dungeon is hit with the 
  effects of a consecrate spell for 24 hours. Even if the dungeon 
  does not contain an altar to Shizuru, the effect manifests as 
  if it did contain one.
  The first method is to pray at a shrine to Pharasma or a 
  good-aligned deity. Delivering a sufficiently fervent prayer 
  requires a PC to succeed at a DC 15 Knowledge (religion) 
  check (DC 18 in Subtier 6–7). This DC decreases by 5 for 
  worshipers of the deity, and by 10 for divine spellcasters who 
  draw power from that deity. The second method is to present 
  one of the sister’s holy symbols of Shizuru. This symbol 
  appears at a location of your choice within the dungeon. 
  It is somewhat concealed, but the PCs can find it with a 
  successful DC 15 Perception check (DC 20 in Subtier 6–7); 
  for Ustalav, it is the same symbol that contributes to the PCs’ 
  adventure goal. The third method is to clean a monument 
  to the Yohanatotsus’ ancestors. This monument appears at a 
  location of your choice within the dungeon. It is easy to spot, 
  but it is fragile. Cleaning the monument without damaging 
  it requires a successful DC 15 Disable Device or Sleight of 
  Hand check (DC 18 in Subtier 6–7).  The final means of 
  gaining a bonus on this skill check involves a lamp. The 
  lamp is inscribed with a message in Tien, which the PCs can 
  decipher with a successful DC 15 Linguistics check if they do 
  not speak the language. The exact means of using the lamp 
  depends upon the location, as described below.
  Belkzen: The Yohanatotsu sister in question perished 
  after defeating the orc chieftain, and the crusaders failed to 
  perform the proper burial ceremony (see Belkzen Adventure 
  Goal on page 8). She was interred with several of her fellow 
  fallen soldiers, who have now risen from the dead. 
  The lamp is inscribed with the words “The Light Shines 
  Brightest When Sword and Flame Become One.” To use 
  the lamp properly, a PC must strike its flint with a bladed 
  weapon and succeed at an attack roll against AC 15 (AC 20 in 
  Subtier 6–7). If the attack roll fails by 5 or more, the lamp is 
  crushed; otherwise, the PC can try again.
  Lastwall: This samurai was laid to rest in Mordesha after 
  dying bravely in battle. She awoke during the madness 
  caused by the rift to the Negative Energy Plane and was 
  conscripted into Tar-Baphon’s service. 
  The lamp is inscribed with the message “In Purity Is 
  Our Refuge from Corruption.” To use the lamp properly, 
  the PCs must locate a statue of a demon and a wall carving 
  of a paladin—these two features are in a location of your 
  choice. They must place the demon statue in a room in such 
  a way that its shadow falls only on the paladin. After the PCs 
  find two of the three features, a PC who succeeds at a DC 15 
  Knowledge (history, local, or religion) or Perform (any) check 
  recalls a Tien folk tale relevant to the situation. The moral 
  of the tale is that even in the brightest light, a demon always 
  casts a shadow. It is best, then, that the shadow be cast upon 
  those with the honor and valor to withstand it.
  Ustalav: After her heroic sacrifice to seal away a vestige of 
  the Whispering Tyrant’s power, the samurai rested peacefully 
  for centuries. Now, the ward’s corruption has raised her as 
  an undead, a twisted mockery of her former self.
  The lamp is somewhat damaged from years of disuse. It 
  must be repaired and then filled with lamp oil that has been 
  mixed with holy water. The PCs can find lamp oil elsewhere 
  in the dungeon if they do not have any of their own. The 
  lamp is inscribed with the message “Light Without Purity 
  Reveals Falsehoods in the Place of Truth.” The PCs can align 
  the lamp with a successful DC 15 Disable Device, Knowledge 
  (engineering), or Sleight of Hand check. Failing this check by 
  5 or more breaks the lamp. Once the lamp has been repaired, 
  it is possible to light it. Lighting the lamp without including 
  holy water in the oil causes it to produce grotesque shadows 
  on the walls of the room.
  Major Encounters: The three Yohanatotsu sisters are 
  Akina, Michiko, and Yua.
  Akina was the youngest sister. In life, she was full of 
  hope and joy, but her selfless nature and insurmountable 
  spirit have transformed into a determined pursuit of her 
  own self-interest, particularly hedonistic thrills. She now 
  worships Urgathoa.
  Michiko was the eldest and most serious of the three. Her 
  armor has blackened as if blasted by fire and the holy symbol 
  has cracked and mostly fallen off, leaving a misshapen blast 
  mark reminiscent of Fumeiyoshi’s unholy symbol. A slight 
  orange glow seeps from the seams of the armor, as if the 
  woman inside were on fire. 
  Yua was the middle child, born in a time of family 
  strife; in life she often had a cheerful disposition, but is 
  now sorrowful and in anguish. She still wields a spiritual 
  representation of her katana, though the real katana and 
  armor lies nearby, useless to her. She wears quasi-real armor 
  that has a greenish tinge, but otherwise resembles the 
  
  PATHFINDER SOCIETY SCENARIO
  22
  lamellar she wore in life.
  Treasure: The undead crusader’s treasure package is her 
  gear. The Linked Threat has a searing arrowUE and an aegis of 
  recoveryUE. In Subtier 6–7 it also has an immovable rod.
  DRAGON
  A young dragon (Blemia, Karkadon, or Skeshnil—see Major 
  Encounters below) has decided to make this dungeon its 
  temporary abode while searching for a new lair. Persuasive 
  PCs may be able to recommend a better lair. The linked 
  threat is the dragon’s entourage or seneschal, who acts as 
  caretaker for the lair. Additional skills that can influence 
  the dragon’s allies are Appraise, Knowledge (arcana, 
  dungeoneering, geography, or nature), and Perform. If the 
  PCs provide tribute to the dragon as a part of attempting 
  this skill check, they gain a circumstance bonus (+1 for every 
  50 gp in Subtier 3–4, or +1 for every 100 gp in Subtier 6–7; 
  max +10).
  Belkzen: The dragon has grown tired of eating orc 
  flesh. If the PCs present the dragon’s followers with an 
  offering of interesting food, they gain a +4 bonus on their 
  skill check. This bonus increases to +8 if they provide the 
  dragon’s favorite food; Skeshnil enjoys pre-frightened living 
  creatures, Blemia prefers undead, and Karkadon prefers 
  extraordinarily spicy food.
  Lastwall: Karkadon and Skeshnil are especially frustrated 
  with the rift; if the PCs promise to close it, they gain a +4 
  bonus on their skill check against the dragon’s followers. 
  However, if the PCs declare their intention to close the rift 
  to Blemia’s followers, the followers immediately attack.
  Ustalav: Undead creatures continue to menace the 
  dragon, if the PCs can show they’ve defeated undead or can 
  give advice on destroying them, they gain a +4 bonus on 
  skill checks against the dragon’s followers. The PCs may use 
  Knowledge (religion) on this skill check.
  Major Encounters: The PCs encounter one of the 
  following dragons.
  Blemia was born on the Shadow Plane, but she enjoys 
  living in a place where she can more easily exert her own 
  power. She claims to be descended from Argrinyxia, the 
  great wyrm umbral dragon who rules over Shadow Absalom, 
  and reacts violently to the slightest suggestion that this 
  claim may be false. 
  Karkadon believes himself to be the most powerful 
  creature around, and treats his orc caretakers as slaves and 
  playthings, but finds himself continually bored. The orcs ally 
  with him because he eats members of their rival orc tribes. 
  Skeshnil grows tired of invading the dreams of surface 
  dwellers and seeks a lair in the Darklands, where he can 
  draw inspiration for greater terrors. When the PCs arrive, 
  he is negotiating with the dark folk for a foothold beneath 
  the surface.
  Treasure: The dragon’s treasure package is a small hoard 
  of gemstones, jewelry, and gold worth 1,900 gp (in Subtier 
  6–7, the hoard is worth 5,000 gp). The linked threat has a 
  cloak of the hedge wizardUE (divination).  In Subtier 6–7, the 
  linked threat instead has a dragonslayer’s shieldUE.
  RAIDERS
  A local leader of the Catspaw Marauders, an infamous 
  bandit group, found information about a possible dungeon 
  filled with loot, including a key that was rumored to be 
  connected to that dungeon. The leader traveled with a group 
  of underlings to the location, only to find that it was more 
  dangerous than they were prepared to deal with. The entrance 
  to one of the chambers is an iron door covered in chains that 
  glisten with magical runes, and the chains are sealed with a 
  superior-quality padlock that seems to match his key. The 
  room is warded with moderate abjuration, conjuration, and 
  evocation magic. The abjuration effect blocks teleportation 
  into and out of the room, as per forbiddance, except it deals 
  no damage. The conjuration effect provides the benefits of 
  a ring of sustenance to any creatures within the room. Finally, 
  the evocation effect maintains permanent walls of force along 
  each of the room’s walls, floor, and ceiling, covering every 
  part of the room except the door. The creature from the 
  Sealed Monster table lurks behind the door.
  When the PCs come across the raiders, they tell the PCs 
  truthfully that they are afraid to open the door. The raider 
  leader claims that the group will allow the PCs to keep three-
  quarters of the treasure within in exchange for giving the 
  PCs the key to enter the room. This claim is a lie; in truth, 
  after waiting for the survivor to be softened up in the fight, 
  the raiders plan to finish off any surviving creatures or PCs. 
  The PCs can detect the ruse with a successful DC 15 Sense 
  Motive check (DC 20 in Subtier 6–7). Note that the raiders do 
  not carry any symbols or indications of their membership in 
  the Catspaw Marauders, as they are not planning to exploit 
  their group’s reputation for duplicity and murder on this 
  expedition. 
  All Locations: Convincing the creature in the sealed room 
  to stop fighting requires meeting the conditions listed in 
  the individual creature’s tactics. If no conditions are listed, 
  the creature cannot be convinced to end combat peacefully.
  Major Encounter: One of the following NPCs leads the 
  raider band.
  Khalanna has an extreme prejudice against orcs. If there 
  are any orcs in the party, the PCs gain a +4 bonus on the 
  Sense Motive check to detect her deceitful offer, as she has 
  trouble concealing her hatred.
  Laurlathsa doesn’t believe people can be trusted to keep 
  to their agreements unless magically compelled to do so. 
  She expects the PCs to betray her if she doesn’t betray them 
  first, and her comfort with deception increases the DC of the 
  Sense Motive check to spot the ruse by 4.
  Norwhip is quite sadistic. Regardless of the disposition of 
  
  23
  FROM THE TOME OF RIGHTEOUS REPOSE
  the sealed creature, he wishes to see it suffer for making him 
  wait for his treasure. He urges the PCs to slay the creature 
  within, even if it is a good outsider. If they do not seem 
  inclined to do so, he casts a suggestion spell in an attempt to 
  force violent combat.
  Treasure: The raiders’ treasure package is their gear. 
  There is a javelin of lightning, a ring of arcane signetsUE and 500 
  gp worth of gems in the sealed room. In Subtier 6–7, there is 
  also a miser’s maskUE and additional gems worth 500 gp.
  CONCLUSION
  Once the PCs return to Uscalin Lodge, Venture-Captain 
  Shevar Besnik asks them about their adventure. After the 
  PCs recount the events, he remarks what a wonderful 
  chronicle this will make once he’s heard back from his 
  other teams, who are also investigating passages from the 
  tome.
  If the PCs were successful, he congratulates them saying, 
  “I knew you would triumph! Just goes to show I picked the 
  right Pathfinders to seek out adventure while unknown 
  dangers lurked. There could have been almost anything 
  there! Go and rest while I put our report together for the 
  Ten. Surely, this addition to the Chronicles will put Uscalin 
  Lodge on the map.”
  The venture-captain also comments on the PCs’ specific 
  mission, praising them for their successes. If the PCs 
  achieved the secondary success condition, he adds, “Though 
  I may joke about the crusaders, they play a vital part in the 
  service of good. You, too, have done important work today. 
  You have removed a pressing danger and helped the spirit of 
  an ancient hero find rest. Well done, Pathfinders. I hope you 
  are as proud of yourselves as I am of you.”
  PRIMARY SUCCESS CONDITIONS
  The primary success condition depends on the location of 
  the adventure site.
  Belkzen: The PCs found the remains of the fallen samurai 
  and recovered her +1 holy katana.
  Lastwall: The PCs discovered the rift and successfully 
  performed the ritual to close it.
  Ustalav: The PCs determined that a holy ritual happened 
  at the site.
  SECONDARY SUCCESS CONDITIONS
  The secondary success condition depends on the location of 
  the adventure site.
  Belkzen: The PCs performed the proper funerary rites for 
  the fallen samurai, cremating her completely (or all but her 
  skull), then returned her ashes to her family, the Ossuaries 
  of the Fallen in Vigil, or another appropriate organization.
  Lastwall: The PCs closed the rift.
  Ustalav: The PCs repaired the damage to the holy ritual.
  
  PATHFINDER SOCIETY SCENARIO
  24
  Player Handout #1: “Sonnet of the Shattered Sword”
  Player Handout #2: “Ode to the Lost”
  Stranglegut are legion, forces of death,
  Soldiers of the lich who were promised might.
  A bold samurai struck forth; in a breath
  A thousand orcs struck down before her sight.
  From tow’ring giant green, a challenge thrown;
  The chieftain Slarg upon the bloody field
  That she would stand in front of him alone
  And not for less than death would either yield.
  With cries of faith cast to the rising sun
  The brave samurai charged and met his steel
  Her blade she shoved beneath his ribs, she spun
  A scratch from poisoned blade forced her to keel
  In Torag’s house the elf was last interred.
  With view of Kala’s Tears, her peace insured.
  Oh Heroes,
  Ne’er shall we see you again in life,
  For we hid you like buried treasure
  ‘Neath the halls of poor, sweet Mordesha,
  Away from our foes’ rasping voices.
  Yet they found you, sharpened your edges
  Turned you loose as wild dogs
  In poor, sweet Mordesha.
  Though we remember you,
  We’ll forget where you rest.
  The knights have clamored long
  For ignorance of your fate.
  Our thoughts of you burn bright
  But brighter is poor, sweet Mordesha
  Her chimneys rise as skel’tal fingers
  Desperate call, betrayal anew
  We turn away, willfully blinded
  From the eyes of poor, sweet Mordesha.
  
  25
  FROM THE TOME OF RIGHTEOUS REPOSE
  Player Handout #3: “Rondeau of Righteous Retention”
  The Whisp’ring Tyrant lurks below, 
  Feeding on peasants’ fear and woe. 
  The god’s faithful set a border,
  Shielding with their knightly order.
  Hidden beneath Gydular’s snow
  [illegible] shining glow 
  [illegible] darkness he would sow,
  [illegible] Minkai warder.
  Still the Tyrant lurks below.
  Only few, the location know,
  In case Tar-Baphon’s power grow 
  And find [illegible]
  Trusted few knew [illegible]
  But they were [illegible]
  Still the Tyrant lurks below.
  
  PATHFINDER SOCIETY SCENARIO
  26
  APPENDIX 1: RANDOM ELEMENTS
  The tables below provide the information necessary to run this scenario. Encounter statistics appear in Appendices 3–9.
  LOCATIONS AND ENCOUNTER ARCS
  First, roll to determine the adventure’s location and encounter arc. Then roll on the corresponding encounter arc table.
  LOCATIONS AND ENCOUNTER ARCS
   1d12 
  Location 
  Encounter Arc  
  1d12 
  Location Encounter Arc 
   
  1 
  Belkzen 
  Orc troop 
   
  7 
  Ustalav 
  Raiders
   
  2 
  Lastwall 
  Raiders 
   
  8 
  Belkzen 
  Undead crusader
   
  3 
  Belkzen 
  Dragon 
   
  9 
  Lastwall 
  Dragon
   
  4 
  Belkzen 
  Raiders 
   
  10 
  Lastwall 
  Orc troop
   
  5 
  Ustalav 
  Orc troop 
   
  11 
  Ustalav 
  Undead crusader
   
  6 
  Ustalav 
  Dragon 
   
  12 
  Lastwall 
  Undead crusader
  ENCOUNTER ARC TABLES
  Each encounter arc has a major threat and a linked threat determined by rolling on the table for the appropriate subtier. For 
  more information about the context of these encounters, see pages 20–23. 
  ORC TROOP ENCOUNTER ARC: MAJOR AND LINKED THREATS
  The possible orc troop encounters appear in the table below. Their statistics appear on pages 31–34. 
  SUBTIER 3–4
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
   1–2 
  Bozena (orc scout), 2 orc thugs Remove 1 orc thug 
  2 orc thugs 
  Orcs are fatigued
   3–4 
  Groblek (orc tactician) and 
  Remove 1 war drummer 
  Orc scout 
  Orc is fatigued  
   
   
   
  2 orc war drummers
   5–6 
  Shirish (orc pyro) and 
  Remove 1 war drummer 
  2 orc thugs 
  Orcs are fatigued 
   
   
   
  2 orc war drummers
  SUBTIER 6–7
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
   1–2 
  Groblek (orc champion) and 
  Groblek is sickened 
  Bear priest, 2 orc thugs 
  Replace bear priest with 
   
   
  2 orc scouts 
   
   
  orc scout 
   3–4 
  Bozena (bear priest), 2 orc 
  Remove orc tacticians 
  Orc immolator, 
  Remove both orc thugs 
   
   
  tacticians, orc scout, 2 orc thugs  
  2 orc thugs 
   5–6 
  Shirish (orc immolator), bear 
  Remove orc bear priest 
  2 orc tacticians, orc scout 
  Remove 1 tactician    
   
   
  priest, 4 orc thugs 
  UNDEAD CRUSADER ENCOUNTER ARC: MAJOR AND LINKED THREATS
  The possible undead crusader encounters appear in the table below. Their statistics appear on pages 35–43.  
  SUBTIER 3–4
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
   1–2 
  Akina and 3 skeletal champions  Weaken Akina1, remove 1 
  Advanced unfettered 
  Phantom is staggered 
   
   
   
  skeletal champion 
  phantom
   3–4 
  Yua and 1 advanced unfettered Weaken Yua2 
  3 skeletal champions 
  2 skeletal champions  
   
   
  phantom
   5–6 
  Michiko and 2 phantom armors Weaken Michiko3, remove 
  2 shadows 
  Shadows’ Str damage is 1d4  
   
   
   
  phantom armors 
  1 Akina’s dominate ability is 1/day and the DC to resist her energy drain is 14.
  2 Reduce Yua’s corrupting touch to 4d6 points of damage (Fort DC 14 half). She has already cast two 2nd-level spells today.
  3 Reduce Michiko’s natural armor by 4 and remove her channel destruction ability.
  
  27
  FROM THE TOME OF RIGHTEOUS REPOSE
  SUBTIER 6–7
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
   1–2 
  Akina and 3 wraiths 
  Weaken Akina1,  
  Bodak 
  Add the degenerate   
   
   
   
  remove 1 wraith  
   
  template2
   3–4 
  Yua and 4 advanced unfettered Remove 2 phantoms 
  Mohrg 
  Add the degenerate   
   
   
  phantoms 
   
   
  template2
   5–6 
  Michiko and 2 dullahans 
  Weaken Michiko3 and 
  Greater shadow 
  Shadow’s Str damage is 1d6  
   
   
   
  remove 1 dullahan
  1 Akina’s dominate ability is 1/day and the DC to resist her energy drain is 16.
  2 See page 35.
  3 Reduce Michiko’s natural armor by 4 and remove her channel destruction ability.
  DRAGON ENCOUNTER ARC: MAJOR AND LINKED THREATS
  The possible dragon encounters appear in the table below. Most of their statistics appear in the Dragon Encounters appendix 
  starting on page 44.
  SUBTIER 3–4
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
   1–2 
  Karkadon, orc thug 
  Remove orc thug 
  2 orc thugs 
  Orcs are fatigued
   3–4 
  Blemia, shadow drake 
  Remove shadow drake 
  Nightgaunt and dark creeper 
  Remove dark creeper 
   5–6 
  Skeshnil, dark slayer 
  Remove dark slayer 
  3 shadow drakes 
  Remove 1 drake
  SUBTIER 6–7
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat 
  Linked Threat (4 players)
   1–2 
  Karkadon, 3 orc scouts 
  Remove 2 orc scouts 
  Orc immolator, 
  Remove orc thugs   
   
   
   
   
  2 orc thugs
   3–4 
  Blemia 
  Add 
  2 shadow drakes and 3 shae 
  Remove 1 drake and 1 shae 
   5–6 
  Skeshnil, 2 dark callers 
  Remove dark callers 
  Weakened denizen of Leng 
  Weaken denizen* and 
   
   
   
   
  and 2 dark slayers 
  remove 1 slayer
  * Remove the Denizen of Leng’s dexterity drain and planar fast healing abilities.
  RAIDERS ENCOUNTER ARC: MAJOR AND LINKED THREATS
  The possible raider encounters appear in the table below. Their statistics appear on pages 51–62. The linked threat for all 
  raiders encounters is a sealed monster; roll on the sealed monsters table on page 28.
  SUBTIER 3–4
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat
   1–2 
  Cave stalker*, storm sorcerer 
  Sorcerer has one 3rd-level spell 
  Sealed monster
   3–4 
  Storm sorcerer*, 2 spry ambushers 
  Remove 1 spry ambusher 
  Sealed monster
   5–6 
  Cave stalker1, 2 murderous halflings 
  Remove 1 murderous halfling 
  Sealed monster
  * Raider leader
  SUBTIER 6–7
   1d6 
  Major Threat 
  Major Threat (4 players) 
  Linked Threat
   1–2 
  Norwhip (trickster mage)1,2, 2 cave 
  Remove 1 cave stalker and 2 spry 
  Sealed monster 
   
   
   
   
  stalkers, 4 spry ambushers 
  ambushers
   3–4 
  Laurlathsa (seductive enchanter)1, 2 
  Remove 1 sorcerer and 2 halflings 
  Sealed monster 
   
   
   
   
  storm sorcerers, 4 murderous halflings
   5–6 
  Khalanna (orc slayer)1, seductive 
  Remove seductive enchanter 
  Sealed monster 
   
   
   
   
  enchanter, 2 storm sorcerers
  1 Raider leader
  2 Replaces phantasmal killer with wandering star motesAPG
  
  PATHFINDER SOCIETY SCENARIO
  28
  SEALED MONSTERS
   1d6 
  Sealed Monster 
  Sealed Monster 
  Sealed Monster  
  Sealed Monster 
   
   
   
  (3–4) 
  (3–4, 4 Players) 
  (6–7) 
  (6–7, 4 Players)
   1 
  Psychopomp, catrina 
  Add degenerate template1, 2 
  2 bralani azatas 
  Modify tactics2,3
   2 
  Aeon, othaos 
  Add degenerate template1 
  Celestial chimera 
  Chimera2,4
   3 
  Dream dragon, wyrmling 
  Add degenerate template1 
  Grythyk (advanced legion archon) Legion archon
   4 
  Augmented pixie5 
  Pixie 
  Axiomite 
  Add degenerate template1, 3
   5 
  Ironbane (Advanced rust 
  Rust monster 
  Mihstu 
  Add degenerate template1 
   
   
  monster)
   6 
  Lurker in light 
  Add degenerate template1 
  Bodak 
  Add degenerate template1
  1 See page 35.
  2 The azata that acts first in initiative flees after 2 rounds of combat. 
  3 Lower the DC of the Diplomacy or Knowledge (religion) check by 2.
  4 As celestial chimera, including the CN alignment. Remove DR, SR, energy resistances, and smite evil. The creature still holds a deep 
  hatred for evil and acts as specified in the tactics. 
  5 Replace the pixie’s charm arrows with confusion arrows (as the spell confusion with a 1 minute duration, DC 15 Will negates). It uses 
  these arrows instead of its lesser confusion spell. Additionally, it can cast baleful polymorph 1/day (DC 18).
  ADDITIONAL THREATS
  Roll twice on the table below to determine the scenario’s additional threats. If the second result is the same as the first, reroll 
  until you have two different additional threats.
  ADDITIONAL THREATS
   1d10 
  Subtier 3–4 
  Subtier 3–4 (4 players) 
  Subtier 6–7  
  Subtier 6–7 (4 players)
   1–2 
  Roll on the environmental  
   
   
   
   
   
   
   
  threat table (see below)
   3 
  3 skeletal champions 
  2 skeletal champions 
  3 advanced unfettered 
  Remove 1 phantom  
   
   
   
   
  phantoms
   4 
  8 stirge 
  6 stirge 
  As 3–4 plus 1 stirge queen 
  Stirge queen emerges from  
   
   
   
   
   
  nest on round 1
   5 
  Fiendish gargoyle 
  Gargoyle2 
  Cephalophore 
  Add degenerate template1
   6 
  2 assassin vines 
  Vines are sickened 
  3 ascomoids  
  2 ascomoids 
   7 
  Army ant swarm 
  Add degenerate template1 
  Rot grub swarm and 2 giant 
  Remove giant grubs   
   
   
   
   
  rot grubs
   8 
  Slithering tracker and 
  Slithering tracker 
  Deathtrap ooze 
  Add degenerate template1  
   
   
  amoeba swarm
   9 
  Ice golem 
  Breath weapon is 1/day 
  2 wood golems 
  Add degenerate template1
   10 
  Gibbering mouther 
  Weaken gibbering mouther3 
  Animate dream 
  Add degenerate template1
  1 See page 35.
  2 As fiendish gargoyle, including the evil alignment. Remove DR, SR, energy resistances, and smite good.
  3 The gibbering mouther loses its spittle attack. Decrease the DC of the Will save to resist its gibbering to 11.
  Environmental Threats Roll on the table below to determine the scenario’s environmental threat. You might have already 
  rolled on this table while generating additional threats; make sure the environmental threat you select in this step is unique, 
  rerolling as needed.
  
  29
  FROM THE TOME OF RIGHTEOUS REPOSE
  ENVIRONMENTAL THREATS
   1d10 
  Subtier 3–4 
  Subtier 6–7
   
  1 
  Electricity arc trap 
  Roll twice on subtier 3–4
   
  2 
  Wall scythe trap 
  Camouflaged, spiked pit trap
   
  3 
  Mnemonic crystals 
  Insanity mist trap
   
  4 
  Wyvern arrow trap 
  Hail of arrows trap
   
  5 
  Green slime 
  Yellow mold (2 patches)
   
  6 
  Rot grubs 
  Shocking floor trap
   
  7 
  Bad air (flammable) 
  Cave-in
   
  8 
  Dweomersink 
  Dweomersink (CR 9)
   
  9 
  Enraged defenders haunt 
  Trampling spirits haunt
   
  10 
  Tyrant’s recruitment haunt 
  Tyrant’s embrace haunt
  
  PATHFINDER SOCIETY SCENARIO
  30
  APPENDIX 2: EXAMPLE DUNGEON
  The following example details the process of building a 
  dungeon for this scenario.
  Sharon is building a dungeon for some of her regular 
  players who are playing level 6 and 7 characters. She decides 
  to start building the dungeon randomly, rolling on the 
  Location and Encounter Arc table. She rolls a 1: Belkzen and 
  orc troop. As she looks over the Subtier 6–7 table in the Orc 
  Troop: Major Threat and Linked Threat section, the bear 
  priest catches her eye, so she decides to select the threats 
  on that line rather than rolling randomly. She then looks at 
  the Additional Threats table on page 28. She decides that she 
  would like to add a more supernatural threat to challenge 
  the PCs, so she chooses the animate dream. She doesn’t 
  have a preference for the second additional threat, so she 
  rolls it randomly; rolling a 4, she writes down the result: 
  stirges and a hive queen stirge. Finally, she rolls randomly 
  on the Environmental Threats table and gets a 7: a cave-in. 
  With a chuckle, she writes that in her notebook, and then 
  reviews her five encounters: bear priest with minions, an orc 
  immolator with a pair of orc thugs, stirges with their hive 
  queen, an animate dream, and a cave-in.
  Next, Sharon reads the adventure background, adventure 
  goals, and treasure sections for Belkzen, followed by the 
  description for the orc troop encounter arc. Belkzen’s 
  treasure section tells her three of the treasure packages for 
  the adventure, and the Orc Troop’s description tells her that 
  the major and linked encounter both provide the treasure 
  listed in the individual orcs’ statistics. Satisfied that she 
  understands the context of the adventure, the challenges the 
  PCs will face, and the treasures they can gain, she prepares to 
  place her encounter elements in the dungeon.
  Looking over the Belkzen map, Sharon places each 
  encounter in a different room, careful to set them evenly 
  around the map. She puts the major encounter in area A16, 
  the linked encounter in an area A7, the animate dream in 
  area A4, the stirges in area A12, and the cave-in the hallway 
  between areas A2 and A3. She puts treasure packages in 
  the rooms with the stirges, animate dream, and cave-in; 
  the major and linked threats have their own treasure. She 
  decides to put one treasure package inside the stirge nest 
  (Perception DC 20) and another in a secret compartment 
  behind a carp in area A2 (Perception DC 25). Satisfied with 
  her choices, she places the adventure goal (the body of 
  Samurai Yohanatotsu) in area A19. Selections made, she then 
  starts to look through her box of pawns.
  
  31
  FROM THE TOME OF RIGHTEOUS REPOSE
  APPENDIX 3: ORC TROOP
  ENCOUNTERS
  This section contains the stat blocks for the orc troop 
  encounter major and linked threats.
  BEAR PRIEST
  This burly half-orc has prominent tusks and wears armor made 
  of bones.
  BEAR PRIEST 
  CR 7
  Female half-orc skald (totemic skald) 8 (Pathfinder RPG 
  Advanced Class Guide 49, 117)
  NE Medium humanoid (human, orc)
  Init +0; Senses darkvision 60 ft., scent; Perception +8
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+3 armor, +5 natural, –1 rage)
  hp 87 (8d8+48)
  Fort +13, Ref +3, Will +11; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 40 ft.
  Melee mwk greataxe +11/+6 (1d12+6/×3) 
  or mwk chakram +10/+5 (1d8+4) 
  or bite +10 (1d4+4), 2 claws +10 (1d6+4)
  Ranged mwk chakram +7 (1d8+4)
  Special Attacks rage powers (animal fury, beast totemAPG, lesser 
  beast totemAPG, scent, song of the beast), raging song 21 
  rounds/day (move action; inspired rage, song of marching, 
  song of strength)
  Skald Spell-Like Abilities (CL 8th; concentration +12)
  2/day—charm animal (bears only) (DC 15)
  Skald Spells Known (CL 8th; concentration +12)
  3rd (3/day)—confusion (DC 17), cure serious wounds, haste
  2nd (5/day)—blindness/deafness (DC 16), darkness, mirror 
  image, sound burst (DC 16)
  1st (5/day)—cause fear (DC 15), cure light wounds, expeditious 
  retreat, saving finaleAPG (DC 15), vanishAPG (DC 15)
  0 (at will)—daze (DC 14), detect magic, mending, message, 
  sparkAPG (DC 14), summon instrument
  TACTICS
  Before Combat The priest drinks a potion of barkskin. If aware 
  of imminent danger, she casts mirror image and expeditious 
  retreat. The effects of these spells are included in her statistics.
  During Combat The priest activates her inspired rage raging 
  song, applying its effects to herself and her allies. These 
  effects include granting her allies the effects of song of the 
  beast and animal fury. She then casts haste before rushing 
  in to battle, reserving her other spells for if the PCs prove 
  particularly troublesome to defeat in melee.
  Morale The bear priest retreats if brought below 30 hit points, 
  planning to return later for her revenge.
  Base Statistics Without raging song and her spells, the bear 
  priest’s statistics are Senses darkvision 60 ft.; AC 15, touch 10, 
  flat-footed 15; hp 55; Fort +9, Will +8; Speed 30 ft.; Melee 
  +9/+4 mwk greataxe (1d12+3/×3) or mwk chakram +8/+3 
  (1d8+2); Ranged mwk chakram +6 (1d8+2); Str 14, Con 14; 
  CMB +8; CMD 18; Skills Climb +6
  STATISTICS
  Str 18, Dex 10, Con 22, Int 8, Wis 12, Cha 18
  Base Atk +6; CMB +10; CMD 19
  Feats Extra Rage PowerAPG (3), Lingering PerformanceAPG, Scribe 
  Scroll
  Skills Climb +8, Intimidate +15, Knowledge (geography and 
  nature) +7, Perception +8, Perform (oratory and percussion) 
  +15, Spellcraft +3; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ animal focus (bearACG), bardic knowledge +4, lore master 1/
  day, orc blood, rage powers, totem empathy +12, versatile 
  performances (oratory, percussion), wild shape
  Combat Gear potion of barkskin, potion of cure serious wounds, 
  scroll of glitterdust, scroll of see invisibility, wand of blur (18 
  charges), war paint of the terrible visageUE; Other Gear +1 
  defiant (human) bone studded leatherUE, mwk chakramUE, 
  mwk greataxe, cloak of resistance +1, 59 gp
  ORC CHAMPION
  This confident orc wields a vicious, two-headed axe.
  ORC CHAMPION 
  CR 9
  Male orc fighter 10
  CE Medium humanoid (orc)
  Init +7; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+11 armor, +3 Dex)
  hp 99 (10d10+40)
  Fort +9, Ref +6, Will +1 (+3 vs. fear)
  Defensive Abilities bravery +3, ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 orc double axe +16/+11 (1d8+11/19–20/×3), +1 orc 
  double axe +16/11 (1d8+7/19–20/×3) or
  +1 orc double axe +18/+13 (1d8+11/19–20/×3)
  Ranged mwk composite shortbow +15/+10 (1d6+5/×3)
  Special Attacks weapon training (axes +2, bows +1)
  TACTICS
  During Combat The orc champion attacks with his double axe.
  Morale The orc champion fights to the death.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 8, Wis 6, Cha 10
  Base Atk +10; CMB +14; CMD 27
  Feats Cleave, Dazzling Display, Improved Critical (orc double 
  axe), Improved Initiative, Improved Two-Weapon Fighting, 
  Intimidating ProwessAPG, Power Attack, Toughness, Two-
  Weapon Fighting, Weapon Focus (orc double axe), Weapon 
  
  PATHFINDER SOCIETY SCENARIO
  32
  Specialization (orc double axe)
  Skills Intimidate +12, Perception +3
  Languages Common, Orc
  SQ armor training 2, weapon familiarity
  Combat Gear +1 flaming arrow, potions of cure moderate 
  wounds (2), potion of heroism; Other Gear +2 full plate, 
  +1/+1 orc double axe, mwk composite shortbow (+4 Str) with 
  20 arrows, 88 gp
  ORC IMMOLATOR
  This tall orc’s body is cloaked in an aura of flames.
  ORC IMMOLATOR 
  CR 7
  Female orc pyrokineticist 8 (Pathfinder RPG Bestiary 222, 
  Pathfinder RPG Occult Adventures 10)
  NE Medium humanoid (orc)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
  hp 79 (8d8+40; 24 non-lethal)
  Fort +12, Ref +10, Will +3
  Defensive Abilities ferocity, fortification 15%; Resist fire 6
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk cestus +11/+6 (1d4+4/19–20)
  Ranged fire blast +11 touch (4d6+6 fire) or  
  blue flame blast +11 touch (8d6+6 fire)
  Special Attacks kinetic blast, metakinesis (empower)
  Kineticist Wild Talents Known (CL 8; concentration +13)
  Defense—searing flesh (6 fire damage)
  Infusions—burning infusion (DC 18), extended range, fan of 
  flames (DC 17), torrent (DC 17)
  Blasts—blue flame blast (8d6+6 fire), fire blast (4d6+6 fire)
  Utility—basic pyrokinesis, firesight, heat adaptation, searing 
  flame, smoke storm
  TACTICS
  Before Combat At the start of each day she accepts 2 points 
  of burn to improve her searing flesh and 1 point of burn to 
  activate her Parting Blast feat. She also drinks a potion of 
  barkskin before combat. The effects of the potion and burn 
  are included in her statistics, including the bonuses she 
  receives from elemental overflow.
  During Combat She attempts to fight at range, targeting the 
  most dangerous PC. If there are flammable objects around, 
  she catches them on fire and then uses smoke storm.
  Morale Believing she will be reborn in furious flame, she fights 
  to the death, attempting to take down as many foes as 
  possible with Parting Blast.
  STATISTICS
  Str 18, Dex 16, Con 18, Int 10, Wis 6, Cha 8
  Base Atk +6; CMB +10; CMD 23
  Feats Iron Will, Parting BlastOA, Point-Blank Shot, Precise Shot
  Skills Acrobatics +10, Intimidate +10, Knowledge (nature) +6, 
  Perception +9, Profession (cook) +9, Stealth +7
  Languages Common, Orc
  SQ burn (2 points/round, max 7), elemental overflow +2, 
  expanded element (fire), gather power, infusion specialization 
  2, internal buffer 1
  Combat Gear potion of barkskin, potion of cure serious wounds, 
  war paint of the terrible visageUE; Other Gear +1 defiant 
  (human) bone studded leatherUE, mwk cestusUE, cloak of 
  resistance +1, 395 gp
  ORC PYRO
  This tall orc’s body is cloaked in an aura of flames.
  ORC PYRO 
  CR 5
  Female orc pyrokineticist 6 (Pathfinder RPG Bestiary 222, 
  Pathfinder RPG Occult Adventures 10)
  NE Medium humanoid (orc)
  Init +3; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural) hp 
  60 (6d8+30; 18 non-lethal)
  Fort +10, Ref +9, Will +1
  Defensive Abilities ferocity, fortification 15%; Resist fire 6
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk cestus +8 (1d4+4/19–20)
  Ranged fire blast +11 touch (4d6+6 fire)
  Special Attacks kinetic blast, metakinesis (empower)
  Kineticist Wild Talents Known (CL 8; concentration +13)
  Defense—searing flesh (3 fire damage)
  Infusions—burning infusion (DC 18), extended range, fan of 
  flames (DC 16)
  Blasts—fire blast (3d6+6 fire)
  Utility—basic pyrokinesis, heat adaptation, searing flame, 
  smoke storm
  TACTICS
  Before Combat At the start of each day she accepts 2 points 
  of burn to improve her searing flesh and 1 point of burn to 
  activate her Parting Blast feat. She also drinks a potion of 
  barkskin before combat. The effects of the potion and burn 
  are included in her statistics, including the bonuses she 
  receives from elemental overflow.
  During Combat She attempts to fight at range, targeting the 
  most dangerous PC. If there are flammable objects around, 
  she catches them on fire and then uses smoke storm.
  Morale Believing she will be reborn in furious flame, she fights 
  to the death, attempting to take down as many foes as 
  possible with Parting Blast.
  STATISTICS
  Str 17, Dex 16, Con 18, Int 10, Wis 6, Cha 8
  Base Atk +4; CMB +7; CMD 20
  
  33
  FROM THE TOME OF RIGHTEOUS REPOSE
  Feats Parting BlastOA, Point-Blank Shot, Precise Shot
  Skills Acrobatics +10, Intimidate +8, Knowledge (nature) +6, 
  Perception +7, Profession (cook) +5, Stealth +7
  Languages Common, Orc
  SQ burn (2 points/round, max 7), elemental overflow +2, expanded 
  element (fire), gather power, infusion specialization 1, internal 
  buffer 1
  Combat Gear potion of barkskin, potion of cure light wounds, 
  war paint of the terrible visageUE; Other Gear +1 defiant 
  (human) bone studded leatherUE, mwk cestusUE, cloak of 
  resistance +1, 395 gp
  ORC SCOUT
  This scowling orc wears a wolf’s pelt as a cloak.
  ORC SCOUT 
  CR 5
  Pathfinder RPG Monster Codex 169
  Male orc ranger 6
  CE Medium humanoid (orc)
  Init +3; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
  hp 49 (6d10+12)
  Fort +6, Ref +8, Will +3
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft.
  Melee mwk battleaxe +10/+5 (1d8+3/×3)
  Ranged +1 composite shortbow +10/+5 (1d6+4/×3)
  Special Attacks combat style (archery), favored enemy 
  (dwarves +4, humans +2)
  Ranger Spells Prepared (CL 3rd; concentration +4)
  1st—longstrider, pass without trace
  TACTICS
  Before Combat The orc scout casts longstrider. The effects of this 
  spell are included in his statistics.
  During Combat The scout attacks his foes from a distance with 
  his shortbow. He targets dwarves and humans first.
  Morale The orc scout flees if he is reduced to 10 hit points or fewer.
  STATISTICS
  Str 17, Dex 16, Con 12, Int 8, Wis 12, Cha 6
  Base Atk +6; CMB +9; CMD 23
  Feats Dodge, Endurance, Mobility, Point-Blank Shot, Precise Shot, 
  Shot on the Run
  Skills Handle Animal +7, Intimidate +7, Perception +10, 
  Stealth +12, Survival +10
  Languages Common, Orc
  SQ favored terrain (mountain +2), hunter’s bond (companions), 
  track +3, weapon familiarity, wild empathy +4
  Combat Gear +1 flaming arrows (2), potion of cure moderate 
  wounds, tanglefoot bags (2); Other Gear +1 studded leather, 
  +1 composite shortbow with 40 arrows, mwk battleaxe, 56 gp
  ORC TACTICIAN
  This broad and muscular orc crouches, his fists at the ready.
  ORC TACTICIAN 
  CR 5
  Male orc brawler 6 (Pathfinder RPG Bestiary 222, Pathfinder RPG 
  Advanced Class Guide 23)
  CE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 55 (6d10+24)
  Fort +7, Ref +8, Will +3
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +12/+7 (1d8+5) or 
  unarmed strike flurry of blows +10/+10/+5 (1d8+5)
  Special Attacks brawler’s flurry, brawler’s strike (magic), close 
  weapon mastery, knockout 1/day (DC 18), maneuver training 
  (trip +1), martial flexibility 6/day
  TACTICS
  Before Combat The tactician activates martial flexibility to give 
  himself two feats. Good choices include Combat Expertise and 
  Improved Trip.
  During Combat The tactician uses flurry of blows to strike his 
  foes, potentially tripping them as well.
  Morale If the tactician is reduced to 15 hp or fewer, he flees.
  STATISTICS
  Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6
  Base Atk +6; CMB +11 (+12 trip); CMD 23 (24 vs. trip)
  Feats Combat Reflexes, Improved Unarmed Strike, Power Attack, 
  Step Up, Toughness, Weapon Focus (unarmed strike)
  Skills Acrobatics +10, Intimidate +7, Perception +9
  Languages Common, Orc
  SQ brawler’s cunning, martial training
  Combat Gear potion of cure serious wounds, war paint of the 
  terrible visageUE; Other Gear +1 deathless bone studded 
  leatherUE, cloak of resistance +1, 395 gp
  ORC THUG
  This leather-clad orc draws a bone-handled shortsword.
  ORC THUG 
  CR 3
  Pathfinder RPG Monster Codex 168
  Male orc rogue 4
  CE Medium humanoid (orc)
  Init +7; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 25 (4d8+4)
  Fort +0, Ref +7, Will +0
  Defensive Abilities evasion, ferocity, trap sense +1, uncanny dodge
  
  PATHFINDER SOCIETY SCENARIO
  34
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +7 (1d6+3/19–20) or  
  dagger +6 (1d4+4/19–20)
  Ranged dagger +6 (1d4+3/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat The orc thug drinks a potion of invisibility to help 
  him sneak into position.
  During Combat The orc thug attempts to flank with his allies.
  Morale The orc thug flees if reduced to 5 hit points or fewer.
  STATISTICS
  Str 17, Dex 16, Con 8, Int 12, Wis 8, Cha 10
  Base Atk +3; CMB +6; CMD 19
  Feats Improved Initiative, Toughness
  Skills Appraise +8, Bluff +7, Climb +10, Escape Artist +10, Intimidate +7, 
  Perception +6, Sense Motive +6, Sleight of Hand +10, Stealth +10
  Languages Common, Goblin, Orc
  SQ rogue talents (bleeding attack +2, fast stealth), 
  trapfinding +2, weapon familiarity
  Combat Gear oil of magic weapon, potions of invisibility (2); 
  Other Gear +1 leather armor, daggers (6), mwk short sword, 
  218 gp
  ORC WAR DRUMMER
  This orc’s war drums let forth a steady, inexorable beat.
  ORC WAR DRUMMER 
  CR 3
  Pathfinder RPG Monster Codex 168
  Male orc bard (savage skald) 4 (Pathfinder RPG Advanced Player’s 
  Guide 84)
  CE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 25 (4d8+4)
  Fort +1, Ref +6, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +7 (1d6+3/18–20)
  Ranged javelin +4 (1d6+3)
  Special Attacks bardic performance 12 rounds/day 
  (countersong, distraction, inspire competence +2, inspire 
  courage +1, inspiring blow)
  Bard Spells Known (CL 4th; concentration +6)
  2nd (2/day)—hold person (DC 15), sound burst (DC 14)
  1st (4/day)—grease (DC 13), hideous laughter (DC 14), lesser 
  confusion (DC 14), summon monster I
  0 (at will)—detect magic, ghost sound (DC 12), mage hand, 
  prestidigitation (DC 12), read magic, summon instrument
  TACTICS
  During Combat The orc war drummer activates inspire courage 
  before entering melee. If the encounter contains multiple war 
  drummers, one of them use spells to attempt to disable the PCs.
  Morale The orc war drummer fights to the death as long as the 
  war band leader continues to fight; otherwise, he flees.
  STATISTICS
  Str 17, Dex 12, Con 8, Int 12, Wis 8, Cha 14
  Base Atk +3; CMB +6; CMD 17
  Feats Spell Focus (enchantment), Toughness
  Skills Bluff +9, Intimidate +9, Knowledge (arcana) +10, 
  Perception +6, Perform (percussion) +11, Sense Motive +6, 
  Spellcraft +8
  Languages Common, Goblin, Orc
  SQ bardic knowledge +2, versatile performance (percussion), 
  weapon familiarity
  Combat Gear scroll of cat’s grace, scroll of glitterdust, wand of 
  cure light wounds (20 charges); Other Gear mwk chain shirt, 
  javelins (6), mwk scimitar, cloak of resistance +1, mwk drums, 
  129 gp
  
  35
  FROM THE TOME OF RIGHTEOUS REPOSE
  APPENDIX 4: UNDEAD CRUSADER 
  ENCOUNTERS
  This section contains the stat blocks for the undead crusader 
  encounter major and linked threats.
  DEGENERATE CREATURE SIMPLE TEMPLATE (CR –1)
  Use this template whenever the four-player adjustment 
  references a degenerate creature (Pathfinder RPG Bestiary 5 
  288). The quick rules are faster to apply and produce a nearly 
  identical result to the rebuild rules.
  Quick Rules: –2 on all rolls (including damage rolls) and 
  to special ability DCs; –2 to AC and CMD; –2 hp/HD.
  Rebuild Rules: –4 to all ability scores (minimum 1).
  AKINA
  This heavily armored, deathly pale woman with long, pointed ears 
  brandishes a katana in her right hand.
  AKINA (SUBTIER 3–4) 
  CR 5
  Female vampire spawn fighter 1 (Pathfinder RPG Bestiary 270)
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 natural)
  hp 48 (4d8+1d10+20); fast healing 2
  Fort +5, Ref +3, Will +4
  Defensive Abilities channel resistance +2; DR 5/silver; Immune 
  undead traits; Resist cold 10, electricity 10
  Weaknesses resurrection vulnerability, vampire weaknesses
  OFFENSE
  Speed 20 ft.
  Melee +1 katana +8 (1d8+5/18–20) and slam +2 (1d4+1 plus 
  energy drain) or
  +1 katana +8 (1d8+4/18–20) or
  slam +7 (1d4+3 plus energy drain)
  Special Attacks blood drain, energy drain (1 level, DC 16), 
  dominate (DC 16)
  TACTICS
  Before Combat Akina attempts to hide, preferring to wait on the 
  ceiling before dropping down on her enemies below.
  During Combat Akina uses Spring Attack to move around the 
  battlefield. She uses her vampiric abilities such as dominate 
  only against major threats.
  Morale Overconfident in her vampiric abilities, Akina fights 
  until destroyed.
  STATISTICS
  Str 16, Dex 14, Con —, Int 13, Wis 11, Cha 19
  Base Atk +4; CMB +5; CMD 17
  Feats Blind-Fight, Dodge, Mobility, Spring Attack
  Skills Intimidate +12, Knowledge (religion) +9, Perception +8, 
  Ride +4, Stealth +14; Racial Modifier +8 Stealth
  Languages Common, Tien
  SQ gaseous form, shadowless, spider climb
  Gear mwk lamellar (steel) armorUE, +1 katanaUE, mwk naginataUE, 
  mwk wakizashiUE, 130 gp
  SPECIAL ABILITIES
  Blood Drain (Su) A vampire can suck blood from a grappled 
  opponent; if the vampire establishes or maintains a pin, it 
  drains blood, dealing 1d4 points of Constitution damage. The 
  vampire heals 5 hit points or gains 5 temporary hit points for 
  1 hour (up to a maximum number of temporary hit points 
  equal to its full normal hit points) each round it drains blood.
  Dominate (Su) A vampire can crush a humanoid opponent’s 
  will as a standard action. Anyone the vampire targets must 
  succeed on a Will save or fall instantly under the vampire’s 
  influence, as per dominate person (caster level 12th). The 
  ability has a range of 30 feet. 
  Energy Drain (Su) A creature hit by a vampire spawn’s slam 
  gains 1 negative level. This ability triggers only once per 
  round, regardless of the number of attacks the vampire 
  spawn makes.
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a vampire spawn destroys it (Will negates). Using the 
  spell in this way does not require a material component.
  Shadowless (Ex) A vampire casts no shadows and shows no 
  reflection in a mirror.
  Spider Climb (Ex) A vampire can climb sheer surfaces as though 
  under the effects of a spider climb spell.
  Vampire Weaknesses Vampires cannot tolerate the strong odor 
  of garlic and will not enter an area laced with it. Similarly, 
  they recoil from mirrors or strongly presented holy symbols. 
  These things don’t harm the vampire—they merely keep it at 
  bay. A recoiling vampire must stay at least 5 feet away from 
  the mirror or holy symbol and cannot touch or make melee 
  attacks against that creature. Holding a vampire at bay takes 
  a standard action. After 1 round, a vampire can overcome its 
  revulsion of the object and function normally each round it 
  makes a DC 25 Will save.
  Vampires cannot enter a private home or dwelling unless 
  invited in by someone with the authority to do so.
  Reducing a vampire’s hit points to 0 or lower incapacitates 
  it but doesn’t always destroy it (see fast healing). However, 
  certain attacks can slay vampires. Exposing any vampire 
  to direct sunlight staggers it on the first round of exposure 
  and destroys it utterly on the second consecutive round of 
  exposure if it does not escape. Each round of immersion in 
  running water inflicts damage on a vampire equal to one-third 
  of its maximum hit points—a vampire reduced to 0 hit points 
  in this manner is destroyed. Driving a wooden stake through 
  a helpless vampire’s heart instantly slays it (this is a full-round 
  action). However, it returns to life if the stake is removed, 
  unless the head is also severed and anointed with holy water.
  
  PATHFINDER SOCIETY SCENARIO
  36
  AKINA (SUBTIER 6–7) 
  CR 8
  Female elf vampire fighter (weapon master) 7 (Pathfinder RPG 
  Bestiary 270, Pathfinder RPG Advanced Player’s Guide 109)
  CE Medium undead (augmented humanoid, elf)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+7 armor, +3 Dex, +1 dodge, 
  +2 natural)
  hp 92 (7d10+49); fast healing 5
  Fort +10, Ref +8, Will +4; +2 vs. enchantments, +2 bonus vs. 
  effects her katana
  Defensive Abilities channel resistance +4; DR 10/magic 
  and silver; Immune sleep, undead traits; Resist cold 10, 
  electricity 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 20 ft.
  Melee +1 katana +16/+11 (1d8+10/18–20) and slam +7 (1d4+2 
  plus energy drain) or
  +1 katana +16/+11 (1d8+12/18–20) or
  slam +12 (1d4+5 plus energy drain)
  Special Attacks blood drain, children of the night, create spawn, 
  dominate (DC 18), energy drain (2 levels, DC 18), reliable 
  strike, weapon training
  TACTICS
  Before Combat Akina attempts to hide, preferring to wait on the 
  ceiling before dropping down on her enemies below.
  During Combat Akina uses Spring Attack to move into a position 
  where she threatens multiple targets, then using Whirlwind 
  Attack and Lunge to cut them all down at once. She uses her 
  vampiric abilities such as dominate only against major threats.
  Morale Overconfident, Akina fights until destroyed.
  STATISTICS
  Str 20, Dex 18, Con —, Int 14, Wis 10, Cha 20
  Base Atk +7; CMB +12; CMD 27 (29 vs. disarm, 29 vs. sunder)
  Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes, Lunge, 
  Mobility, Spring Attack, Toughness, Weapon Focus (katana), 
  Weapon Specialization (katana), Whirlwind Attack
  Skills Acrobatics +0, Bluff +13, Diplomacy +5, Intimidate +14, 
  Knowledge (religion) +7, Linguistics +3, Perception +19, 
  Ride +7, Sense Motive +12, Stealth +15; Racial 
  Modifiers +8 Bluff, +10 Perception, +8 Sense Motive, +8 
  Stealth, +2 Spellcraft to identify magic item properties
  Languages Common, Elven, Minkaian, Orc, Tien
  SQ change shape (dire bat or wolf, beast shape II), elven magic, 
  gaseous form, shadowless, spider climb, weapon guard
  Gear +1 lamellar (steel) armorUE, +1 katanaUE, mwk naginataUE, 
  mwk wakizashiUE, 130 gp
  SPECIAL ABILITIES
  Blood Drain (Su) A vampire can suck blood from a grappled 
  opponent; if the vampire establishes or maintains a pin, it 
  drains blood, dealing 1d4 points of Constitution damage. 
  The vampire restores 5 hit points or gains 5 temporary hit 
  points for 1 hour (up to a maximum number of temporary 
  hit points equal to its full normal hit points) each round it 
  drains blood.
  Children of the Night (Su) Once per day, a vampire can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as 
  a standard action. (If the base creature is not terrestrial, this 
  power might summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire for up 
  to 1 hour.
  Create Spawn (Su) A vampire can create spawn out of those it 
  slays with blood drain or energy drain, provided that the slain 
  creature is of the same creature type as the vampire’s base 
  creature type. The victim rises from death as a vampire in 1d4 
  days. This vampire is under the command of the vampire that 
  created it, and remains enslaved until its master’s destruction. 
  A vampire may have enslaved spawn totaling no more than 
  twice its own Hit Dice; any spawn it creates that would exceed 
  this limit become free-willed undead. A vampire may free an 
  enslaved spawn in order to enslave a new spawn, but once 
  freed, a vampire or vampire spawn cannot be enslaved again.
  Dominate (Su) A vampire can crush a humanoid opponent’s 
  will as a standard action. Anyone the vampire targets must 
  succeed on a Will save or fall instantly under the vampire’s 
  influence, as though by a dominate person spell (caster 
  level 12th). The ability has a range of 30 feet. 
  Eastern Weapon Training Akina’s training allows her to treat 
  katana, naginata, and wakizashi as martial weapons.
  Energy Drain (Su) A creature hit by a vampire’s slam (or other 
  natural weapon) gains 2 negative levels. This ability triggers 
  only once per round, regardless of the number of attacks a 
  vampire makes.
  Gaseous Form (Su) As a standard action, a vampire can assume 
  gaseous form at will (caster level 5th), but it can remain 
  gaseous indefinitely and has a fly speed of 20 feet with 
  perfect maneuverability.
  Shadowless (Ex) A vampire casts no shadows and shows no 
  reflection in a mirror.
  Spider Climb (Ex) A vampire can climb sheer surfaces as though 
  under the effects of a spider climb spell.
  Weakened Form Akina’s transformation into a vampire 
  was imperfect. She gains +2 natural armor from the 
  transformation, rather than +6.
  Vampire Weaknesses Vampires cannot tolerate the strong odor 
  of garlic and will not enter an area laced with it. Similarly, 
  they recoil from mirrors or strongly presented holy symbols. 
  These things don’t harm the vampire—they merely keep it at 
  bay. A recoiling vampire must stay at least 5 feet away from 
  the mirror or holy symbol and cannot touch or make melee 
  attacks against that creature. Holding a vampire at bay takes 
  a standard action. After 1 round, a vampire can overcome its 
  revulsion of the object and function normally each round it 
  makes a DC 25 Will save.
  
  37
  FROM THE TOME OF RIGHTEOUS REPOSE
  Vampires cannot enter a private home or dwelling unless 
  invited in by someone with the authority to do so.
  Reducing a vampire’s hit points to 0 or lower incapacitates 
  it but doesn’t always destroy it (see fast healing). However, 
  certain attacks can slay vampires. Exposing any vampire 
  to direct sunlight staggers it on the first round of exposure 
  and destroys it utterly on the second consecutive round of 
  exposure if it does not escape. Each round of immersion in 
  running water inflicts damage on a vampire equal to one-third 
  of its maximum hit points—a vampire reduced to 0 hit points 
  in this manner is destroyed. Driving a wooden stake through 
  a helpless vampire’s heart instantly slays it (this is a full-round 
  action). However, it returns to life if the stake is removed, 
  unless the head is also severed and anointed with holy water.
  BODAK
  The flesh of this emaciated creature appears charred or dried, and 
  its empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist 
  acid 10, fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  TACTICS
  During Combat The bodak focuses its attacks on creatures that 
  succumb to its gaze.
  Morale The bodak fights until destroyed.
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  DULLAHAN
  Clad in ragged black robes and tarnished armor, this grim, headless 
  rider is surrounded by an aura of menace.
  DULLAHAN 
  CR 7
  Pathfinder RPG Bestiary 2 111
  LE Medium undead
  Init +2; Senses blindsight 60 ft.; Perception +16
  Aura frightful presence (30 ft., DC 19)
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  hp 85 (10d8+40); fast healing 5
  Fort +7, Ref +5, Will +12
  Defensive Abilities channel resistance +4; Immune undead 
  traits; SR 18
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 keen longsword +14/+9 (1d8+6/17–20 plus 1d6 cold)
  Special Attacks chilling blade, death’s calling, summon mount
  TACTICS
  Before Combat The dullahan uses its summon mount ability.
  During Combat The dullahan uses Ride-by Attack if it can to 
  launch hit and run attacks. It saves its death’s calling ability for 
  a particularly troublesome PC.
  Morale The dullahan fights until destroyed.
  STATISTICS
  Str 20, Dex 14, Con —, Int 14, Wis 16, Cha 18
  Base Atk +7; CMB +12; CMD 24
  Feats Iron Will, Mounted Combat, Ride-By Attack, Trample, 
  Weapon Focus (longsword)
  Skills Handle Animal +14, Intimidate +17, Perception +16, 
  Ride +7, Spellcraft +15, Stealth +10
  Languages Common, Sylvan
  Gear +1 full plate, +1 longsword
  SPECIAL ABILITIES
  Chilling Blade (Su) A dullahan is proficient with all simple and 
  martial slashing weapons. When it wields a slashing weapon, 
  the blade inflicts +1d6 cold damage and gains the keen 
  weapon special ability.
  Death’s Calling (Su) Once per day as a standard action, a dullahan 
  may place death’s calling on a target within 60 feet (DC 22 
  Fortitude negates). If the dullahan knows and speaks the target’s 
  name, the target takes a –2 penalty on the save. If the victim 
  fails the save, he becomes staggered for 1d6 rounds. For the next 
  24 hours (or until the dullahan is slain), all critical hits against 
  the victim automatically confirm. Finally, the victim automatically 
  fails all Constitution checks to stabilize while dying. This is a 
  mind-affecting curse effect. The save DC is Charisma-based.
  Summon Mount (Su) As a standard action, a dullahan can 
  summon a war-trained heavy horse with the fiendish creature 
  simple template. This horse remains until it is slain or the 
  dullahan dismisses it. He can only have one such horse in his 
  service at a time.
  
  PATHFINDER SOCIETY SCENARIO
  38
  MICHIKO
  This armored knight’s eyes blaze with unholy fury. Her katana is 
  coated in a sheen of ice.
  MICHIKO (SUBTIER 3–4) 
  CR 6
  Female elf graveknight antipaladin of Fumeiyoshi 5 (Pathfinder 
  RPG Bestiary 3 138, Pathfinder RPG Advanced Player’s 
  Guide 118)
  CE Medium undead (augmented humanoid, elf)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
  Aura cowardice (10 ft.), sacrilegious aura (30 ft., DC 17)
  DEFENSE
  AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4 natural)
  hp 77 (7d10+45)
  Fort +16, Ref +10, Will +12; +2 vs. enchantments
  Defensive Abilities channel resistance +4, rejuvenation; DR 10/
  magic; Immune sleep, cold, electricity, fire, undead traits; SR 17
  OFFENSE
  Speed 20 ft.
  Melee +1 frost katana +14 (1d8+10/18–20 plus 2d6 cold) or  
  mwk naginata +12 (1d8+9/×4 plus 1d6 cold) or 
  mwk wakizashi +12 (1d6+7/18–20 plus 1d6 cold)
  Space 5 ft. Reach 5 ft. (10 ft. with naginata)
  Special Attacks channel destruction (1d6 cold), channel 
  negative energy 3/day (DC 17, 3d6), devastating blast (2d6 
  cold, DC 17, 3/day), smite good 2/day (+5 attack and AC, 
  +5 damage), undead mastery (25 HD, DC 17)
  Antipaladin Spell-Like Abilities (CL 5th; concentration +10)
  At will—detect good
  Antipaladin Spells Prepared (CL 2nd; concentration +7)
  1st—command (DC 16), doom (DC 16), protection from good
  TACTICS
  Before Combat Michiko summons a phantom mount and 
  prepares for battle.
  During Combat Michiko attacks with her katana, focusing on 
  frightened opponents and those who display holy symbols of 
  good deities first. 
  Morale Michiko’s hatred for the living and trust in her armor 
  to revive her undead form drive her to fight until she 
  is destroyed.
  STATISTICS
  Str 20, Dex 14, Con —, Int 14, Wis 12, Cha 20
  Base Atk +5; CMB +10; CMD 22
  Feats Dazzling Display, Improved Initiative, Mounted Combat, 
  Ride-by Attack, Power Attack, Toughness, Weapon 
  Focus (katana)
  Skills Bluff +9, Intimidate +21, Knowledge (religion) +8, 
  Linguistics +3, Perception +11, Ride +14, Sense Motive +9; 
  Racial Modifiers +2 Perception, +2 Spellcraft to identify magic 
  item properties
  Languages Common, Elven, Minkaian, Orc, Tien
  SQ cruelty (shaken), elven magic, fiendish boon (weapon +1, 
  1/day), graveknight armor, phantom mount, ruinous 
  revivification (cold), touch of corruption 7/day (2d6)
  Other Gear +1 lamellar (steel) armorUE, +1 katanaUE, mwk 
  naginataUE, mwk wakizashiUE, 130 gp
  SPECIAL ABILITIES
  Channel Destruction (Su) Any weapon Michiko wields seethes 
  with energy and deals an additional 1d6 points of cold damage.
  Devastating Blast (Su) Three times per day, Michiko may 
  unleash a 30-foot cone of ice as a standard action. This blast 
  deals 2d6 points of cold damage (DC 17 Reflex half). 
  Eastern Weapon Training Akina’s training allows her to treat 
  katana, naginata, and wakizashi as martial weapons.
  Phantom Mount (Su) Once per hour, Michiko can summon 
  a skeletal horse similar to a phantom steed. This mount is 
  more real than a typical phantom steed, and can carry one 
  additional rider. The mount’s powers are based on her total 
  Hit Dice rather than caster level. A graveknight’s mount looks 
  distinctive and always appears the same each time it is 
  summoned. If the mount is destroyed, it can be summoned 
  again with full hit points 1 hour later.
  Rejuvenation (Su) One day after a graveknight is destroyed, its 
  armor begins to rebuild the undead horror’s body. This process 
  takes 1d10 days—if the body is destroyed before that time 
  passes, the armor merely starts the process anew. After this 
  time has elapsed, the graveknight wakens fully healed.
  Ruinous Revivification (Su) At the time of its creation, a 
  graveknight chooses one of the following energy types: acid, 
  cold, electricity, or fire. This choice influences several of its 
  special abilities. Michiko chose cold.
  Undead Mastery (Su) As a standard action, Michiko can attempt 
  to bend any undead creature within 50 feet to her will. The 
  targeted undead must succeed at a Will save or fall under her 
  control. This control is permanent for unintelligent undead; 
  an undead with an Intelligence score is allowed an additional 
  save every day to break free. A creature that successfully 
  saves cannot be affected again by her undead mastery for 24 
  hours. Michiko can control up to 25 HD worth of undead; if 
  she exceeds this number, the excess from earlier uses of the 
  ability becomes uncontrolled, as per animate dead.
  MICHIKO (SUBTIER 6–7) 
  CR 8
  Female elf graveknight antipaladin of Fumeiyoshi 7 (Pathfinder 
  RPG Bestiary 3 138, Pathfinder RPG Advanced Player’s 
  Guide 118)
  CE Medium undead (augmented humanoid, elf)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
  Aura cowardice (10 ft.), sacrilegious aura (30 ft., DC 18)
  DEFENSE
  AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4 natural)
  hp 106 (7d10+63)
  Fort +17, Ref +11, Will +13; +2 vs. enchantments
  Defensive Abilities channel resistance +4, rejuvenation; DR 10/
  magic; Immune sleep, cold, electricity, fire, undead traits; 
  SR 19
  
  39
  FROM THE TOME OF RIGHTEOUS REPOSE
  OFFENSE
  Speed 20 ft.
  Melee +1 frost katana +16/+11 (1d8+10/18–20 plus 2d6 cold) or  
  mwk naginata +14/+9 (1d8+9/×4 plus 1d6 cold) or 
  mwk wakizashi +14/+9 (1d6+7/18–20 plus 1d6 cold)
  Space 5 ft. Reach 5 ft. (10 ft. with naginata)
  Special Attacks channel destruction (1d6 cold), channel 
  negative energy 4/day (DC 18, 4d6), devastating blast (4d6 
  cold, DC 18, 3/day), smite good 3/day (+5 attack and AC, 
  +7 damage), undead mastery (35 HD, DC 18)
  Antipaladin Spell-Like Abilities (CL 7th; concentration +12)
  At will—detect good
  Antipaladin Spells Prepared (CL 4th; concentration +9)
  2nd—bull’s strength
  1st—command (DC 16), doom (DC 16), protection from good
  TACTICS
  Before Combat Michiko summons a phantom mount and 
  prepares for battle.
  During Combat Michiko attacks with her katana, focusing on 
  frightened opponents and those who display holy symbols of 
  good deities first. 
  Morale Michiko’s hatred for the living and trust in her armor 
  to revive her undead form drive her to fight until she 
  is destroyed.
  STATISTICS
  Str 20, Dex 14, Con —, Int 14, Wis 12, Cha 20
  Base Atk +7; CMB +12; CMD 24
  Feats Dazzling Display, Improved Initiative, Mounted Combat, 
  Ride-by Attack, Power Attack, Shatter Defenses, Toughness, 
  Weapon Focus (katana)
  Skills Bluff +9, Intimidate +23, Knowledge (religion) +10, 
  Linguistics +3, Perception +11, Ride +16, Sense Motive +11; 
  Racial Modifiers +2 Perception, +2 Spellcraft to identify magic 
  item properties
  Languages Common, Elven, Minkaian, Orc, Tien
  SQ cruelties (shaken, staggered), elven magic, fiendish boon 
  (weapon +1, 1/day), graveknight armor, phantom mount, 
  ruinous revivification (cold), touch of corruption 8/day (3d6)
  Other Gear +1 lamellar (steel) armorUE, +1 katanaUE, mwk 
  naginataUE, mwk wakizashiUE, 130 gp
  SPECIAL ABILITIES
  Channel Destruction (Su) Any weapon Michiko wields seethes 
  with energy and deals an additional 1d6 points of cold damage.
  Devastating Blast (Su) Three times per day, Michiko may 
  unleash a 30-foot cone of ice as a standard action. This blast 
  deals 4d6 points of cold damage (DC 18 Reflex half). 
  Eastern Weapon Training Akina’s training allows her to treat 
  katana, naginata, and wakizashi as martial weapons.
  Phantom Mount (Su) Once per hour, Michiko can summon 
  a skeletal horse similar to a phantom steed. This mount is 
  more real than a typical phantom steed, and can carry one 
  additional rider. The mount’s powers are based on her total 
  Hit Dice rather than caster level. A graveknight’s mount looks 
  distinctive and always appears the same each time it is 
  summoned. If the mount is destroyed, it can be summoned 
  again with full hit points 1 hour later.
  Rejuvenation (Su) One day after a graveknight is destroyed, its 
  armor begins to rebuild the undead horror’s body. This process 
  takes 1d10 days—if the body is destroyed before that time 
  passes, the armor merely starts the process anew. After this 
  time has elapsed, the graveknight wakens fully healed.
  Ruinous Revivification (Su) At the time of its creation, a 
  graveknight chooses one of the following energy types: acid, 
  cold, electricity, or fire. This choice influences several of its 
  special abilities. Michiko chose cold.
  Undead Mastery (Su) As a standard action, Michiko can 
  attempt to bend any undead creature within 50 feet to her 
  will. The targeted undead must succeed at a Will save or fall 
  under her control. This control is permanent for unintelligent 
  undead; an undead with an Intelligence score is allowed 
  an additional save every day to break free. A creature that 
  successfully saves cannot be affected again by her undead 
  mastery for 24 hours. Michiko can control up to 35 HD worth 
  of undead; if she exceeds this number, the excess from 
  earlier uses of the ability becomes uncontrolled, as per 
  animate dead.
  MOHRG
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOHRG 
  CR 8
  Pathfinder RPG Bestiary 208
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  Fort +6, Ref +10, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee 
  touch (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 21)
  TACTICS
  During Combat The mohrg attempts to paralyze as many PCs as 
  possible with its tongue, reserving its slams for PCs that seem 
  to be resistant to its paralysis.
  Morale The mohrg fights until destroyed.
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  Feats Ability Focus (paralysis), Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Skill Focus (Perception), Spring Attack
  Skills Climb +22, Perception +23, Stealth +21, Swim +19
  
  PATHFINDER SOCIETY SCENARIO
  40
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by a mohrg rise 
  immediately as fast zombies under the mohrg’s control. The 
  sudden bloom of unlife when a mohrg’s victim dies and 
  becomes a zombie causes a surge of negative energy to flow 
  through the mohrg. Whenever a mohrg creates a zombie 
  in this manner, it is healed 1d6 hit points per HD possessed 
  by the slain creature and acts as if hasted for the round 
  immediately following the spawn’s creation.
  PHANTOM ARMOR
  This suit of armor moves with a warrior’s deadly skill despite 
  obviously being empty.
  GUARDIAN PHANTOM ARMOR 
  CR 4
  Pathfinder RPG Bestiary 4 213
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
  hp 13 (3d8)
  Fort +1, Ref +2, Will +3
  Defensive Abilities channel resistance +2; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+2/19–20) or 
  2 slams +4 (1d4+2)
  TACTICS
  During Combat The armor attacks Michiko’s target.
  Morale The armor fights until destroyed.
  STATISTICS
  Str 14, Dex 13, Con —, Int 7, Wis 11, Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Improved Initiative, Power Attack
  Skills Perception +6, Stealth +7
  Languages Common (can’t speak)
  SQ freeze (suit of armor)
  PHANTOM, UNFETTERED
  This strange ghostly creature seems to writhe in the throes of some 
  uncontrollable emotion.
  ADVANCED UNFETTERED PHANTOM 
  CR 5
  Pathfinder RPG Bestiary 5 288, 190
  N Medium outsider (phantom)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+5 Dex, +1 dodge, +6 natural) 
  or AC 22, touch 22, flat-footed 16 (+5 Dex, +6 deflection, 
  +1 dodge) when incorporeal
  hp 52 (5d10+25)
  Fort +9, Ref +5, Will +6
  DR 5/slashing; Immune mind-affecting effects
  OFFENSE
  Speed 35 ft.
  Melee 2 slams +10 (1d8+5)
  Special Attacks phantasmagoric slam (anger)
  TACTICS
  During Combat The phantom attacks the nearest target first.
  Morale The phantom flees into the floor if reduced to 10 hit 
  points or fewer.
  STATISTICS
  Str 20, Dex 20, Con 21, Int 14, Wis 15, Cha 17
  Base Atk +5; CMB +10; CMD 25
  Feats Dodge, Fleet, Power Attack, Run
  Skills Acrobatics +13, Fly +13, Intimidate +11, Knowledge 
  (planes and religion) +10, Perception +10, Sense Motive +10, 
  Stealth +13
  Languages Common
  SQ incorporeal step
  SPECIAL ABILITIES
  Incorporeal Step (Su) When an unfettered phantom moves 
  more than 5 feet, it becomes incorporeal until it stops moving.
  Phantasmagoric Slam (Su) An unfettered phantom’s attacks 
  are considered magic weapons for the purpose of overcoming 
  damage reduction. Its slams have an additional effect based 
  on its emotional focus. This phantom’s emotional focus is 
  anger, and is already reflected in the statistics above. An 
  anger unfettered phantom’s slam attack deals damage equal 
  to 1d8 + its Strength modifier instead of the normal amount of 
  damage (1d6 + its Strength modifier).
  SHADOW
  Barely seen out of the corner of the eye, this wisp of shadow is 
  vaguely humanoid in outline and writhes with unholy life.
  SHADOW 
  CR 3
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  TACTICS
  During Combat The shadow targets noticeable followers of 
  good-aligned deities first.
  Morale The shadow fights until destroyed.
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  
  41
  FROM THE TOME OF RIGHTEOUS REPOSE
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative energy 
  effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.
  SHADOW, GREATER
  This shadowy figure sways and moves with an erratic grace, as if 
  lit by an unseen fire.
  GREATER SHADOW 
  CR 8
  Pathfinder RPG Bestiary 245
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; Immune 
  undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn, strength damage
  TACTICS
  During Combat The shadow targets noticeable followers of 
  good-aligned deities first.
  Morale The shadow fights until destroyed.
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Mobility, Skill Focus (Perception, 
  Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, 
  +16 in bright light); Racial Modifiers +4 Stealth in dim light 
  (–4 in bright light)
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature killed by a shadow’s 
  Strength damage becomes a shadow under the control of its 
  killer in 1d4 rounds.
  Strength Damage (Su) A greater shadow’s touch deals 1d8 
  points of Strength damage to the living creature that it 
  targets. This is a negative energy effect. A target creature 
  dies if this Strength damage equals or exceeds its actual 
  Strength score.
  SKELETAL CHAMPION
  This armored skeleton stands in a battle-ready pose, its weapon 
  held high as cold blue light shines in its eye sockets.
  SKELETAL CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, 
  +2 shield)
  hp 17 (3 HD; 2d8+1d10+3)
  Fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  TACTICS
  During Combat The skeletal champion attempts to flank with its 
  allies before attacking.
  Morale The skeletal champion fights until destroyed.
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon 
  Focus (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, mwk longsword
  WRAITH
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  WRAITH 
  CR 5
  Pathfinder RPG Bestiary 281
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy + 1d6 Con drain)
  Special Attack create spawn
  TACTICS 
  During Combat The wraith targets noticeable followers of good-
  aligned deities first.
  
  PATHFINDER SOCIETY SCENARIO
  42
  Morale The wraith fights until destroyed.
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 21
  Feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge 
  (planes) +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid slain by a wraith becomes a 
  wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, and take a –2 penalty on all d20 rolls and 
  checks, receive –2 hp per HD, and only drain 1d2 points of 
  Constitution on a touch. Spawn are under the command of 
  the wraith that created them until its death, at which point 
  they lose their spawn penalties and become free-willed 
  wraiths. They do not possess any of the abilities they had 
  in life.
  Constitution Drain (Su) Creatures hit by a wraith’s touch 
  attack must succeed on a DC 17 Fortitude save or take 1d6 
  points of Constitution drain. On each successful attack, 
  the wraith gains 5 temporary hit points. The save DC 
  is Charisma-based.
  Lifesense (Su) A wraith notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  YUA
  This stern, spectral woman wields a ghostly katana.
  YUA (SUBTIER 3–4) 
  CR 5
  Female elf ghost oracle 4 (Pathfinder RPG Bestiary 144, 
  Pathfinder RPG Advanced Player’s Guide 42)
  CE Medium undead (augmented humanoid, elf, incorporeal)
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  AC 17, touch 17, flat-footed 15 (+5 deflection, +2 Dex)
  hp 42 (4d8+24) 
  Fort +6, Ref +3, Will +3; +2 vs. enchantments
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune sleep, undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +5 touch (5d6)
  Oracle Spells Known (CL 4th; concentration +9)
  2nd (4/day)—darkness, fog cloud, inflict moderate wounds 
  (DC 17)
  1st (8/day)—bane (DC 16), divine favor, enlarge person, 
  inflict light wounds (DC 16), protection from good
  0 (at will)—bleed (DC 15), create water, detect magic, 
  guidance, mending, read magic
  Mystery Battle
  TACTICS
  During Combat Yua attacks her foes with her spectral katana. If 
  the fight starts to go poorly for her, she casts darkness, hoping 
  to force her foes to retreat and buy herself time to heal.
  Morale Trusting in her rejuvenation to restore her to unlife, Yua 
  fights until destroyed.
  STATISTICS
  Str —, Dex 14, Con —, Int 12, Wis 8, Cha 20
  Base Atk +3; CMB +5; CMD 20
  Feats Extra RevelationAPG, Silent Spell, Toughness
  Skills Fly +12, Intimidate +9, Knowledge (religion) +8, 
  Linguistics +5, Perception +12, Sense Motive +3, Spellcraft +5, 
  Stealth +14; Racial Modifiers +10 Perception, +8 Stealth, +2 
  Spellcraft to identify magic item properties
  Languages Common, Elven, Minkaian, Orc, Tien
  SQ elven magic, oracle’s curse (deaf), revelations (skill at arms, 
  surprising charge, war sight)
  SPECIAL ABILITIES
  Corrupting Touch (Su) By passing part of her incorporeal body 
  through a foe’s body as a standard action, Yua deals 5d6 
  points of damage (DC 16 Fortitude half). This damage is not 
  negative energy—it manifests in the form of physical wounds 
  and aches from supernatural aging. Creatures immune to 
  magical aging are immune to this damage, but otherwise the 
  damage bypasses all forms of damage reduction. She typically 
  chooses to deal this damage with her katana.
  Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost 
  through simple combat: the “destroyed” spirit restores itself 
  in 2d4 days. Even the most powerful spells are usually only 
  temporary solutions. The only way to permanently destroy 
  Yua is to cremate her body and send her ashes to a resting 
  place that her spirit deems acceptable, such as to her family 
  or to the Ossuaries of the Fallen in Vigil.
  YUA (SUBTIER 6–7) 
  CR 8
  Female elf ghost oracle 7 (Pathfinder RPG Bestiary 144, 
  Pathfinder RPG Advanced Player’s Guide 42)
  CE Medium undead (augmented humanoid, elf, incorporeal)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE
  AC 23, touch 17, flat-footed 21 (+6 armor, +5 deflection, +2 Dex)
  hp 76 (7d8+42)
  Fort +7, Ref +4, Will +4; +2 vs. enchantments
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune sleep, undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee spectral katana +9 touch (8d6+6) or 
  corrupting touch +7 touch (8d6)
  Special Attacks spectral weapon
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  Oracle Spells Known (CL 7th; concentration +12)
  3rd (5/day)— blindness/deafness, inflict serious wounds (DC 
  18), invisibility purge, magic vestment
  2nd (7/day)—darkness, fog cloud, inflict moderate wounds 
  (DC 17), instant armorAPG, weapon of aweAPG
  1st (8/day)—bane (DC 16), deathwatch, divine favor, enlarge 
  person, entropic shield, inflict light wounds (DC 16), 
  protection from good
  0 (at will)—bleed (DC 15), create water, detect magic, 
  guidance, light, mending, read magic
  Mystery Battle
  TACTICS
  Before Combat Yua casts instant armor to create a suit of steel 
  lamellar armor around her body. The bonuses of this spell are 
  factored into her statistics. Note that while this spell is active, 
  she cannot pass through walls.
  During Combat Yua attacks her foes with her spectral katana. 
  She uses her combat healer revelation to heal herself during 
  the fight. If the fight starts to go poorly for her, she casts 
  darkness, hoping to force her foes to retreat and buy herself 
  time to heal.
  Morale Trusting in her rejuvenation to restore her to unlife, Yua 
  fights until destroyed.
  STATISTICS
  Str —, Dex 14, Con —, Int 12, Wis 8, Cha 20
  Base Atk +5; CMB +7; CMD 22
  Feats Combat Casting, Extra RevelationAPG, Silent Spell, 
  Toughness, Weapon Focus (katana)
  Skills Bluff +6, Fly +15, Intimidate +15, Knowledge (religion) +9, 
  Linguistics +5, Perception +14 (+17 on checks that do not 
  rely on hearing), Ride +5, Sense Motive +9, Spellcraft +7, 
  Stealth +17; Racial Modifiers +10 Perception, +8 Stealth, 
  +2 Spellcraft to identify magic item properties
  Languages Common, Elven, Minkaian, Orc, Tien
  SQ elven magic, oracle’s curse (deaf), revelations (combat healer, 
  skill at arms, surprising charge, war sight)
  SPECIAL ABILITIES
  Combat Healer (Su) Yua’s combat healer revelation works with 
  inflict spells rather than cure spells.
  Corrupting Touch (Su) By passing part of her incorporeal 
  body through a foe’s body as a standard action, Yua 
  deals 8d6 points of damage (DC 19 Fortititude half). This 
  damage is not negative energy—it manifests in the form 
  of physical wounds and aches from supernatural aging. 
  Creatures immune to magical aging are immune to this 
  damage, but otherwise the damage bypasses all forms of 
  damage reduction.
  Eastern Armor Training Yua may use instant armor to summon 
  a suit of steel lamellar armor instead of banded mail.
  Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost 
  through simple combat: the “destroyed” spirit restores itself 
  in 2d4 days. Even the most powerful spells are usually only 
  temporary solutions. The only way to permanently destroy 
  Yua is to cremate her body and send her ashes to a resting 
  place that her spirit deems acceptable, such as to her family 
  or to the Ossuaries of the Fallen in Vigil.
  Spectral Weapon (Su) Yua can use her corrupting touch through 
  a spectral version of the +1 katana she wielded in life. When 
  she does so, she may add her Charisma bonus to damage rolls 
  and augment her corrupting touch with any effect that would 
  augment a weapon. This attack uses the critical threat range 
  of corrupting touch, rather than that of a katana.
  
  PATHFINDER SOCIETY SCENARIO
  44
  APPENDIX 5: DRAGON ENCOUNTERS
  This section contains the stat blocks for the dragon 
  encounter major and linked threats.
  DEGENERATE CREATURE SIMPLE TEMPLATE (CR –1)
  Use this template whenever the four-player adjustment 
  references a degenerate creature (Pathfinder RPG Bestiary 5 
  288). The quick rules are faster to apply and produce a nearly 
  identical result to the rebuild rules.
  Quick Rules: –2 on all rolls (including damage rolls) and 
  to special ability DCs; –2 to AC and CMD; –2 hp/HD.
  Rebuild Rules: –4 to all ability scores (minimum 1).
  BLEMIA
  This sleek, dark dragon moves with a disturbing, serpentine grace, 
  its eyes glowing as if lit from within by crimson embers.
  BLEMIA (SUBTIER 3–4) 
  CR 6
  Wyrmling umbral dragon (Pathfinder RPG Bestiary 2 102)
  CE Small dragon (extraplanar)
  Init +6; Senses dragon senses; Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
  hp 52 (7d12+7)
  Fort +6, Ref +7, Will +7
  Defensive Abilities negative energy affinity; Immune cold, 
  death effects, energy drain, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +9 (1d6+1), 2 claws +9 (1d4+1)
  Special Attacks breath weapon (20-ft cone, DC 14, 2d8 
  negative energy)
  TACTICS
  During Combat Blemia opens with her breath weapon before 
  switching to full attacks.
  Morale Blemia is reluctant to abandon the hoard she has worked 
  hard to acquire, but if she believes the PCs might actually be 
  able to kill her—such as if they reduce her to 8 hit points or 
  fewer—she snarls with rage and leaves, swearing vengeance 
  on the Pathfinder Society.
  STATISTICS
  Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
  Base Atk +7; CMB +7; CMD 19 (23 vs. trip)
  Feats Hover, Improved Initiative, Multiattack, Power Attack
  Skills Acrobatics +2 (+6 to jump), Bluff +12, Diplomacy +12, 
  Fly +14, Knowledge (local) +12, Knowledge (planes) +12, 
  Perception +12, Sense Motive +12, Stealth +16
  Languages Abyssal, Draconic, Undercommon
  SQ umbral scion
  SPECIAL ABILITIES
  Umbral Scion (Ex) Umbral dragons have negative energy 
  affinity and are therefore immune to energy drain and 
  death effects.
  BLEMIA (SUBTIER 6–7) 
  CR 10
  Young umbral dragon (Pathfinder RPG Bestiary 2 102)
  CE Large dragon (extraplanar)
  Init +5; Senses dragon senses; Perception +17
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)
  hp 104 (11d12+33)
  Fort +10, Ref +8, Will +10
  Defensive Abilities negative energy affinity; Immune cold, 
  death effects, energy drain, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +15 (2d6+7/19–20), 2 claws +15 (1d8+5), 2 wings 
  +13 (1d6+2), tail slap +13 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d8 negative 
  energy, DC 18)
  Spell-Like Abilities (CL 11th; concentration +14)
  At will—darkness
  Spells Known (CL 1st; concentration +4)
  1st (4/day)—erase, obscuring mist
  0 (at will)—arcane mark, detect magic, mage hand, 
  read magic
  TACTICS
  Before Combat Blemia shrouds herself in darkness.
  During Combat Blemia opens with her breath weapon before 
  switching to full attacks.
  Morale Blemia is reluctant to abandon her hoard, but if she 
  believes the PCs might be able to kill her—such as if they 
  reduce her to 15 hit points or fewer—she snarls with rage and 
  leaves, swearing vengeance on the Pathfinder Society.
  STATISTICS
  Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
  Base Atk +11; CMB +17; CMD 28 (32 vs. trip)
  Feats Hover, Improved Critical (bite), Improved Initiative, 
  Multiattack, Power Attack, Vital Strike
  Skills Bluff +17, Diplomacy +17, Fly +9, Knowledge (arcana, local, 
  planes) +17, Perception +17, Sense Motive +17, Stealth +11
  Languages Abyssal, Common, Draconic, Undercommon
  SQ ghost bane, umbral scion
  SPECIAL ABILITIES
  Ghost Bane (Su) A young or older umbral dragon’s physical 
  attacks deal damage to incorporeal creatures normally.
  Umbral Scion (Ex) Umbral dragons have negative energy affinity 
  and are immune to energy drain and death effects.
  DARK CALLER
  Wrapped in tatters of dark musty robes, this humanoid figure 
  weaves malevolent magic.
  DARK CALLER 
  CR 5
  Pathfinder RPG Bestiary 4 42
  CE Medium humanoid (dark folk)
  
  45
  FROM THE TOME OF RIGHTEOUS REPOSE
  Init +3; Senses detect magic, see in darkness; Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 52 (8d8+16)
  Fort +4, Ref +9, Will +3
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +10/+5 (1d4+2/19–20 plus black 
  smear poison)
  Special Attacks death throes, sneak attack +2d6
  Spell-Like Abilities (CL 8th; concentration +12)
  Constant—detect magic
  At will—bleed (DC 14)
  3/day—deeper darkness, shadow step
  1/day—shadow conjuration (DC 18)
  TACTICS
  Before Combat The dark caller casts deeper darkness.
  During Combat The dark caller makes sneak attacks 
  whenever possible.
  Morale The dark caller flees if reduced to 8 hit points or fewer.
  STATISTICS
  Str 14, Dex 17, Con 14, Int 13, Wis 13, Cha 18
  Base Atk +6; CMB +8; CMD 22
  Feats Augment Summoning, Dodge, Spell Focus (conjuration), 
  Weapon Finesse
  Skills Climb +6, Intimidate +5, Knowledge (arcana) +9, Knowledge 
  (planes) +9, Perception +8, Stealth +10, Use Magic Device +5; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk, Undercommon
  SQ poison use, shadow ritual
  Gear mwk dagger, black smear (2 doses)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark caller is slain, its body bursts 
  into shreds of blisteringly cold shadows, leaving its gear in a 
  heap on the ground. All creatures within a 10-foot burst take 
  1d4 points of Strength damage and are staggered for 1 round. 
  A successful DC 16 Fortitude save halves the Strength damage 
  and negates the staggered effect. This ability damage is 
  temporary and an affected creature’s Strength returns to 
  normal after 3d10 minutes. The save DC is Constitution-based.
  Poison Use (Ex) Dark creepers are skilled in the use of poison and 
  never risk accidentally poisoning themselves. Dark creepers 
  favor a foul-smelling black paste distilled from certain deep-
  underground fungi known as black smear—injury; save Fort DC 
  15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
  Shadow Ritual (Su) Three dark callers can collaborate on a 
  ritual that calls an owb to their service. The ritual takes 1 
  hour to complete. If the dark callers involved are distracted 
  in any way, the attempt is ruined and the ritual must begin 
  anew. Once called to their service, the owb serves them for 
  24 hours. Though the owb is free-willed, it follows orders to 
  the best of its ability.
  DARK CREEPER
  Filthy, reeking black rags wrap this small humanoid from head to 
  toe, leaving only its hands and pale white nose visible.
  DARK CREEPER 
  CR 2
  Pathfinder RPG Bestiary 53
  CN Small humanoid (dark folk)
  Init +3; Senses see in darkness; Perception +4
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 19 (3d8+6)
  Fort +3, Ref +6, Will +1
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee dagger +6 (1d3/19–20 plus poison)
  Special Attacks death throes, sneak attack (+1d6)
  Spell-Like Abilities (CL 3rd)
  At will—darkness, detect magic
  TACTICS
  Before Combat The dark caller casts darkness.
  During Combat The dark caller makes sneak attacks 
  whenever possible.
  Morale The dark caller flees if reduced to 8 hit points 
  or fewer.
  STATISTICS
  Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +1; CMD 14
  Feats Skill Focus (Sleight of Hand), Weapon Finesse
  Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth +12; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk
  SQ poison use, rag armor
  Gear dagger, black smear (3 doses)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark creeper is slain, its body 
  combusts in a flash of bright white light, leaving its gear in a 
  heap on the ground. All creatures within a 10-foot burst must 
  make a DC 13 Fortitude save or be blinded for 1d6 rounds. 
  Other dark creepers within 10 feet are automatically blinded 
  for at least 1 round, due to their light blindness. The save is 
  Constitution-based.
  Poison Use (Ex) Dark creepers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Dark 
  creepers favor a foul-smelling black paste distilled from 
  certain deep-underground fungi known as black smear—
  injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 
  1d2 Str; cure 1 save.
  Rag Armor (Ex) A dark creeper’s multiple layers of filthy rags 
  function as leather armor when worn by one of their kind.
  See in Darkness (Su) A dark creeper can see perfectly 
  in darkness of any kind, including that created by 
  deeper darkness.
  
  PATHFINDER SOCIETY SCENARIO
  46
  DARK SLAYER
  This small humanoid is clothed in tattered rags from head to foot. 
  Only its sinister eyes and pale hands are visible.
  DARK SLAYER 
  CR 3
  Pathfinder RPG Bestiary 2 75
  CE Small humanoid (dark folk)
  Init +4; Senses detect magic, see in darkness; Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 22 (4d8+4)
  Fort +2, Ref +8, Will +1
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee kukri +8 (1d3–1/18–20 plus black smear poison)
  Special Attacks death throes, sneak attack +2d6, soul harvest
  Spell-Like Abilities (CL 4th; concentration +6)
  Constant—detect magic
  At will—bleed (DC 12), chill touch (DC 13), darkness, spectral 
  hand
  3/day—daze monster (DC 14), death knell (DC 14), inflict 
  moderate wounds (DC 14)
  TACTICS
  Before Combat The dark slayer casts darkness.
  During Combat The dark slayer attacks with its kukri, 
  attempting to trigger its soul harvest ability as much as 
  possible. If the PCs prove difficult to hit, it uses inflict 
  moderate wounds instead.
  STATISTICS
  Str 9, Dex 18, Con 12, Int 10, Wis 11, Cha 15
  Base Atk +3; CMB +1; CMD 15
  Feats Skill Focus (Use Magic Device), Weapon Finesse
  Skills Climb +3, Perception +4, Spellcraft +7, Stealth +12, Use 
  Magic Device +12; Racial Modifiers +4 Climb, +4 Perception, 
  +4 Stealth
  Languages Dark Folk
  SQ magical knack, poison use
  Gear kukri, black smear (2 doses)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark slayer is slain, its body implodes 
  violently into nothingness, leaving its gear in a heap on the 
  ground. All creatures within a 10-foot burst take 1d8 points 
  of sonic damage and must make a DC 13 Fortitude save or be 
  deafened for 2d4 rounds. The save DC is Constitution-based.
  Magical Knack (Ex) Spellcraft and Use Magic Device are always 
  class skills for dark slayers.
  Poison Use (Ex) Dark creepers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Dark 
  creepers favor a foul-smelling black paste distilled from 
  certain deep-underground fungi known as black smear—
  injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 
  1d2 Str; cure 1 save.
  Soul Harvest (Su) When a dark slayer damages a flat-footed 
  foe or a foe it is flanking with a melee touch spell or spell-
  like ability that deals hit point damage, the spell does an 
  additional 1d6 points of damage and the dark slayer gains an 
  equal amount of temporary hit points. These temporary hit 
  points last for a maximum of 1 hour.
  DENIZEN OF LENG
  Shrouded in tattered leather robes, this strange humanoid looks 
  more alien and horrific the more one studies its twitching visage.
  WEAKENED DENIZEN OF LENG 
  CR 7
  Variant denizen of Leng (Pathfinder RPG Bestiary 2 82)
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
  hp 77 (9d10+27); planar fast healing 5
  Fort +9, Ref +10, Will +6
  Defensive Abilities no breath, unusual anatomy; Immune 
  poison; Resist cold 30, electricity 30; SR 18
  OFFENSE
  Speed 40 ft.
  Melee bite +13 (1d6+2 plus 1d6 Dexterity drain), 2 claws +13 
  (1d4+2)
  Special Attacks sneak attack +4d6
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—tongues
  3/day—detect thoughts (DC 15), hypnotic pattern (DC 15), 
  levitate, minor image (DC 15)
  1/day—locate object, plane shift (DC 18, self only)
  STATISTICS
  Str 14, Dex 18, Con 17, Int 18, Wis 17, Cha 17
  Base Atk +9; CMB +11; CMD 26
  Feats Combat Expertise, Deceitful, Improved Feint, Persuasive, 
  Weapon Finesse
  Skills Bluff +19, Diplomacy +7, Disable Device +13, Disguise +10 
  (+14 as humanoid), Intimidate +10, Knowledge (planes) +16, 
  Perception +15, Profession (sailor) +8, Sense Motive +15, 
  Sleight of Hand +16, Spellcraft +11, Stealth +16, Use Magic 
  Device +16; Racial Modifiers +4 Disguise when disguised as a 
  Medium humanoid
  Languages Aklo; tongues
  SPECIAL ABILITIES
  Dexterity Drain (Su) The otherworldly teeth and tongues of 
  a denizen of Leng deal 1d4 points of Dexterity drain with a 
  bite. Constructs, elementals, and other creatures that do not 
  possess flesh are immune to this effect. A successful DC 17 
  Fortitude save reduces the Dexterity drain to 1 point. The save 
  DC is Constitution-based.
  Planar Fast Healing (Su) A denizen of Leng maintains a 
  connection to Leng at all times, and when away from Leng, 
  it has fast healing 5. It loses this ability on Leng or in areas 
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  where planar connections do not function. If killed, a denizen’s 
  body dissolves into nothingness in 1d4 rounds, leaving behind 
  its equipment. A slain denizen reforms in Leng, similar to a 
  slain summoned creature; it can only be permanently killed if 
  its fast healing is negated.
  Unusual Anatomy (Ex) A denizen’s internal anatomy varies from 
  individual to individual, and has a 50% chance to treat any 
  critical hit or sneak attack against it as a normal hit.
  KARKADON
  A crown of cruel horns surrounds the head of this mighty dragon. 
  Thick scales the color of molten rock cover its long body.
  KARKADON (SUBTIER 3–4) 
  CR 6
  Wyrmling red dragon (Pathfinder RPG Bestiary 98)
  CE Small dragon (fire)
  Init +6; Senses dragon senses; Perception +10
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
  hp 59 (7d12+14)
  Fort +7, Ref +7, Will +7
  Immune fire, paralysis, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +11 (1d6+4), 2 claws +11 (1d4+3)
  Special Attacks breath weapon (20-ft cone, DC 15, 2d10 fire)
  TACTICS
  During Combat Karkadon begins with his breath weapon before 
  flying into melee.
  Morale Karkadon cannot comprehend the idea of losing to lesser 
  beings. He fights to the death.
  STATISTICS
  Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
  Base Atk +7; CMB +9; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack, Vital Strike
  Skills Acrobatics +2 (+6 to jump), Bluff +10, Fly +14, 
  Intimidate +10, Perception +10, Sense Motive +10, 
  Stealth +16
  Languages Draconic
  KARKADON (SUBTIER 6–7) 
  CR 8
  Very young red dragon (Pathfinder RPG Bestiary 98)
  CE Medium dragon (fire)
  Init +5; Senses dragon senses, smoke vision; Perception +13
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
  hp 85 (9d12+27)
  Fort +9, Ref +7, Will +9
  Immune fire, paralysis, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +14 (1d8+7), 2 claws +14 (1d6+5), 2 wings +9 
  (1d4+2)
  Special Attacks breath weapon (30-ft cone, DC 17, 4d10 fire)
  TACTICS
  During Combat Karkadon begins with his breath weapon before 
  flying into melee.
  Morale Karkadon cannot comprehend the idea of losing to lesser 
  beings. He fights to the death.
  STATISTICS
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
  Feats Cleave, Improved Initiative, Iron Will, Power Attack, 
  Vital Strike
  Skills Acrobatics +1 (+5 to jump), Appraise +13, Bluff +13, 
  Fly +13, Intimidate +13, Perception +13, Sense Motive +13, 
  Stealth +13
  Languages Common, Draconic
  SPECIAL ABILITIES
  Smoke Vision (Ex) A very young red dragon can see perfectly in 
  smoky conditions (such as those created by pyrotechnics).
  NIGHTGAUNT
  This lanky, ebon humanoid has batlike wings, horns, and a long 
  prehensile tail, but lacks a face.
  NIGHTGAUNT 
  CR 4
  Pathfinder RPG Bestiary 4 203
  CN Medium monstrous humanoid (extraplanar)
  Init +6; Senses all-around vision, blindsight 60 ft., darkvision 
  60 ft.; Perception +6
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
  hp 37 (5d10+10)
  Fort +3, Ref +8, Will +6
  Defensive Abilities faceless; Immune cold, gaze attacks, inhaled 
  poison, scent-based attacks
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +9 (1d6+4 plus grab)
  Special Attacks clutches, tickle
  TACTICS
  During Combat The nightgaunt uses its tickle ability to try to 
  incapacitate one foe while attacking another with its claws.
  Morale If reduced to 10 hit points or fewer, the nightgaunt 
  attempts to grab the smallest PC and fly off with her.
  STATISTICS
  Str 18, Dex 15, Con 14, Int 5, Wis 14, Cha 11
  Base Atk +5; CMB +9 (+17 grapple); CMD 22
  Feats Dodge, Improved Initiative, Lightning Reflexes
  Skills Fly +7, Perception +6, Stealth +11; Racial Modifiers 
  +4 Stealth
  Languages Aklo (can’t speak)
  SQ no breath
  
  PATHFINDER SOCIETY SCENARIO
  48
  SPECIAL ABILITIES
  Clutches (Ex) A nightgaunt has a +4 racial bonus on grapple 
  combat maneuver checks. If a nightgaunt uses its fly speed to 
  move itself and a grappled target, it can fly at full speed.
  Faceless (Ex) A nightgaunt has no face, but can still see in all 
  directions as if its entire body were an eye. It is immune 
  to gaze attacks, but not to illusions that rely upon vision to 
  function. It has no need to breathe, and is immune to all 
  inhaled and scent-based effects.
  Tickle (Ex) As a swift action, a nightgaunt can use its tail to 
  tickle a grappled or helpless foe with horrible efficiency. The 
  target must succeed at a DC 14 Fortitude save or be nauseated 
  for 1 round. The save DC is Dexterity-based.
  ORC IMMOLATOR
  This tall orc’s body is cloaked in an aura of flames.
  ORC IMMOLATOR 
  CR 7
  Female orc pyrokineticist 8 (Pathfinder RPG Bestiary 222, 
  Pathfinder RPG Occult Adventures 10)
  NE Medium humanoid (orc)
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
  hp 79 (8d8+40; 24 non-lethal)
  Fort +12, Ref +10, Will +3
  Defensive Abilities ferocity, fortification 15%; Resist fire 6
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk cestus +11/+6 (1d4+4/19–20)
  Ranged fire blast +11 touch (4d6+6 fire) or blue flame blast +11 
  touch (8d6+6 fire)
  Special Attacks kinetic blast, metakinesis (empower)
  Kineticist Wild Talents Known (CL 8; concentration +13)
  Defense—searing flesh (6 fire damage)
  Infusions—burning infusion (DC 18), extended range, fan of 
  flames (DC 17), torrent (DC 17)
  Blasts—blue flame blast (8d6+6 fire), fire blast (4d6+6 fire)
  Utility—basic pyrokinesis, firesight, heat adaptation, searing 
  flame, smoke storm
  TACTICS
  Before Combat At the start of each day, she accepts 2 points of 
  burn to improve her searing flesh and 1 point of burn to activate 
  her Parting Blast feat. She also drinks a potion of barkskin before 
  combat. The potion and burn effects are included in her statistics, 
  including the bonuses she receives from elemental overflow.
  During Combat She attempts to fight at range, targeting the 
  most dangerous PC. If there are flammable objects around, 
  she catches them on fire, and then uses smoke storm.
  Morale Believing she will be reborn in furious flame, she fights 
  to the death, attempting to take down as many foes as 
  possible with Parting Blast.
  STATISTICS
  Str 18, Dex 16, Con 18, Int 10, Wis 6, Cha 8
  Base Atk +6; CMB +10; CMD 23
  Feats Iron Will, Parting BlastOA, Point-Blank Shot, Precise Shot
  Skills Acrobatics +10, Intimidate +10, Knowledge (nature) +6, 
  Perception +9, Profession (cook) +9, Stealth +7
  Languages Common, Orc
  SQ burn (2 points/round, max 7), elemental overflow +2, 
  expanded element (fire), gather power, infusion 
  specialization 2, internal buffer 1
  Combat Gear potion of barkskin, potion of cure serious wounds, 
  war paint of the terrible visageUE; Other Gear +1 defiant 
  (human) bone studded leatherUE, mwk cestusUE, cloak of 
  resistance +1, 395 gp
  ORC THUG
  This leather-clad orc draws a bone-handled shortsword.
  ORC THUG 
  CR 3
  Pathfinder RPG Monster Codex 168
  Orc rogue 4
  CE Medium humanoid (orc)
  Init +7; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 25 (4d8+4)
  Fort +0, Ref +7, Will +0
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +7 (1d6+3/19–20) or  
  dagger +6 (1d4+4/19–20)
  Ranged dagger +6 (1d4+3/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat The orc thug drinks a potion of invisibility to help 
  him sneak into position.
  During Combat The orc thug attempts to flank with his allies 
  whenever possible.
  Morale The orc thug flees if reduced to 5 hit points or fewer.
  STATISTICS
  Str 17, Dex 16, Con 8, Int 12, Wis 8, Cha 10
  Base Atk +3; CMB +6; CMD 19
  Feats Improved Initiative, Toughness
  Skills Appraise +8, Bluff +7, Climb +10, Escape Artist +10, 
  Intimidate +7, Perception +6, Sense Motive +6, Sleight of 
  Hand +10, Stealth +10
  Languages Common, Goblin, Orc
  SQ rogue talents (bleeding attack +2, fast stealth), 
  trapfinding +2, weapon familiarity
  Combat Gear oil of magic weapon, potions of invisibility (2); 
  Other Gear +1 leather armor, daggers (6), mwk short sword, 
  218 gp
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  SHADOW DRAKE
  This tiny black dragonlike creature has charcoal-colored scales and 
  shadowy wings.
  SHADOW DRAKE 
  CR 2
  Pathfinder RPG Bestiary 4 80
  CE Tiny dragon (cold)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
  hp 22 (3d12+3)
  Fort +4, Ref +8, Will +4
  Defensive Abilities shadow blend; Immune cold, paralysis, 
  and sleep
  Weaknesses light sensitivity, vulnerable to fire
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee bite +10 (1d3–1), tail slap +5 (1d3–1)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
  Special Attacks stygian breath
  TACTICS
  During Combat A shadow drake attacks with its breath 
  weapon whenever it can, switching to its bite and tail slap 
  only when cornered.
  Morale A shadow drake flees if reduced to 5 hit points or fewer, 
  using its speed surge for additional mobility.
  STATISTICS
  Str 9, Dex 20, Con 12, Int 11, Wis 12, Cha 16
  Base Atk +3; CMB +6; CMD 15
  Feats Flyby Attack, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Disable Device +8, 
  Fly +23, Perception +7, Sleight of Hand +8, Stealth +19; Racial 
  Modifiers –4 Acrobatics when jumping
  Languages Common, Draconic
  SQ speed surge
  SPECIAL ABILITIES
  Shadow Blend (Su) In conditions of illumination other than 
  bright light, a shadow drake disappears into the shadows, 
  giving it concealment (20% miss chance). It can resume or 
  suspend this ability as a free action.
  Speed Surge (Ex) Three times per day as a swift action, a 
  shadow drake may draw on its draconic heritage for a boost 
  of strength and speed to take an additional move action in 
  that round.
  Stygian Breath (Su) As a standard action, a shadow drake can 
  exhale a ball of black liquid that explodes into a cloud of 
  frigid black mist. This attack has a range of 60 feet and deals 
  2d6 points of cold damage (Reflex DC 12 half) to all creatures 
  within a 5-foot-radius spread. The mist snuffs out light sources 
  in the area effect, extinguishing nonmagical light sources and 
  dispelling light spells of 1st level or lower. Once a shadow 
  drake has used its stygian breath, it cannot do so again for 
  1d6 rounds. The save DC is Constitution-based.
  SHAE
  A white porcelain mask and elegant white clothing provide form 
  and contrast to this shadowy woman’s body.
  SHAE 
  CR 4
  hp 38 (Pathfinder RPG Bestiary 3 242)
  N Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 16, touch 16, flat-footed 10 (+6 Dex)
  hp 38 (4d10+16)
  Fort +8, Ref +7, Will +7
  Defensive Abilities amorphous, blur; Immune cold
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +8 (2d4+4/18–20 plus 1d6 cold) or  
  touch +7 (1d6 cold)
  Spell-Like Abilities (CL 4th; concentration +7)
  Constant—blur
  At will—lesser shadow evocation (DC 16)
  TACTICS
  During Combat The shae uses its lesser shadow evocation to 
  produce the effects of scorching ray before closing to melee.
  Morale The shae flees if it is reduced to 8 hit points or fewer.
  STATISTICS
  Str 16, Dex 22, Con 18, Int 21, Wis 13, Cha 17
  Base Atk +4; CMB +7; CMD 23
  Feats Combat Expertise, Iron Will
  Skills Acrobatics +13, Bluff +10, Diplomacy +10, Disguise +10, 
  Intimidate +7, Knowledge (arcana) +9, Knowledge 
  (planes) +12, Perception +8, Sense Motive +8, Stealth +13 
  (+23 in regions of low light or darkness), Use Magic 
  Device +10; Racial Modifiers +10 Stealth in regions of low 
  light or darkness
  Languages Aklo, Common, Shae
  Gear mwk falchion
  SPECIAL ABILITIES
  Cold (Su) A shae’s touch saps heat from living creatures, 
  leaving patches of colorless flesh rather than physical 
  wounds. A shae can deal 1d6 points of cold damage with 
  a touch. It adds +1d6 points of cold damage to any melee 
  weapon damage it deals.
  Lesser Shadow Evocation (Sp) This spell-like ability functions as 
  shadow evocation, but it can only create quasi-real versions of 
  sorcerer or wizard evocation spells of 2nd level or lower. This 
  spell-like ability is the equivalent of a 3rd-level spell.
  SKESHNIL
  This ebony dragon with red frills appears terribly contorted and 
  trails shadows.
  SKESHNIL (SUBTIER 3–4) 
  CR 6
  Young nightmare dragon (Pathfinder RPG Bestiary 5 94)
  
  PATHFINDER SOCIETY SCENARIO
  50
  NE Medium dragon (extraplanar)
  Init +5; Senses dragon senses, dreamsight, see in darkness; 
  Perception +12
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 80 (7d12+35)
  Fort +10, Ref +6, Will +7
  Immune mind-affecting effects, paralysis, sleep; SR 17
  OFFENSE
  Speed 60 ft., fly 150 ft. (average)
  Melee bite +13 (1d8+9), 2 claws +13 (1d6+6), 2 wings +11 
  (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft. cone, DC 18, 6d6 acid)
  TACTICS
  During Combat Skeshnil begins with his breath weapon before 
  closing to melee.
  Morale If reduced to 10 hit points or fewer, Skeshnil attempts 
  to bargain with the PCs, offering them its services in 
  exchange for its life. However, this offer is actually a 
  lie; the dragon plans to kill the PCs in their sleep at an 
  opportune moment.
  STATISTICS
  Str 23, Dex 13, Con 20, Int 12, Wis 14, Cha 15
  Base Atk +7; CMB +13; CMD 24 (28 vs. trip)
  Feats Flyby Attack, Improved Initiative, Multiattack, 
  Power Attack
  Skills Bluff +12, Fly +11, Intimidate +12, Knowledge (planes) +11, 
  Perception +12, Sense Motive +12, Stealth +11
  Languages Common, Draconic
  SPECIAL ABILITIES
  Dreamsight (Su) A very young or older nightmare dragon can 
  see the dreams of sleeping creatures.
  SKESHNIL (SUBTIER 6–7) 
  CR 9
  Young adult nightmare dragon (Pathfinder RPG Bestiary 5 94)
  NE Large dragon (extraplanar)
  Init +4; Senses dragon senses, dreamsight, see in darkness; 
  Perception +17
  Aura frightful presence (150 ft., DC 18)
  DEFENSE
  AC 23, touch 9, flat-footed 23 (+14 natural, –1 size)
  hp 137 (11d12+66)
  Fort +13, Ref +7, Will +10
  DR 5/magic; Immune mind-affecting effects, paralysis, sleep; SR 20
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor)
  Melee bite +19 (2d6+12), 2 claws +18 (1d8+8), tail slap +16 
  (1d8+12), 2 wings +16 (1d6+4)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft cone, DC 21, 10d6 acid)
  Psychic Magic (CL 11th; concentration +14)
  6 PE—ghost sound (0 PE, DC 13), true strike (1 PE)
  Psychic Spells Known (CL 3rd; concentration +5)
  1st (6/day)—command (DC 13), detect thoughts (DC 13), 
  lesser confusion (DC 13)
  0 (at will)—dancing lights, detect magic, lullaby (DC 12), 
  mage hand, read magic
  TACTICS
  During Combat Skeshnil begins with his breath weapon before 
  closing to melee.
  Morale If reduced to 20 hit points or fewer, Skeshnil attempts to 
  bargain with the PCs, offering them its services in exchange 
  for its life. This offer is a lie; the dragon plans to kill the PCs in 
  their sleep at an opportune moment.
  STATISTICS
  Str 27, Dex 11, Con 22, Int 14, Wis 16, Cha 17
  Base Atk +11; CMB +20; CMD 30 (34 vs. trip)
  Feats Flyby Attack, Improved Initiative, Multiattack, Power 
  Attack, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Acrobatics +0 (+12 to jump), Bluff +17, Fly +8, 
  Intimidate +17, Knowledge (arcana) +16, Knowledge 
  (planes) +16, Perception +17, Sense Motive +17, 
  Stealth +16
  Languages Aklo, Common, Draconic
  SQ change shape (any humanoid; polymorph)
  SPECIAL ABILITIES
  Dreamsight (Su) A very young or older nightmare dragon can 
  see the dreams of sleeping creatures.
  Psychic Magic (Sp) Skeshnil can cast true strike 6/day and ghost 
  sound at will. His spells have thought components in place of 
  verbal components and emotion components in place of somatic 
  components. Thought components do not require speech, but 
  the DC of a concentration check to cast a spell with a thought 
  component increases by 10 unless he spends a move action 
  to center himself first. He cannot cast a spell with an emotion 
  component if under the effects of a non-harmless effect with the 
  emotion or fear descriptor. These components are introduced in 
  Pathfinder RPG Occult Adventures. 
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  APPENDIX 6: RAIDERS ENCOUNTERS
  This section contains the stat blocks for the raiders encounter 
  major and linked threats.
  DEGENERATE CREATURE SIMPLE TEMPLATE (CR –1)
  Use this template whenever the four-player adjustment 
  references a degenerate creature (Pathfinder RPG Bestiary 5 
  288). The quick rules are faster to apply and produce a nearly 
  identical result to the rebuild rules.
  Quick Rules: –2 on all rolls (including damage rolls) and 
  to special ability DCs; –2 to AC and CMD; –2 hp/HD.
  Rebuild Rules: –4 to all ability scores (minimum 1).
  AEON, OTHAOS
  Four limbs—two black and two white—reach out from a swirling 
  vortex of pulsing light and deep darkness.
  OTHAOS AEON 
  CR 5
  Pathfinder RPG Bestiary 5 10
  N Medium outsider (aeon, extraplanar)
  Init +7; Senses darkvision 60 ft., see in darkness; Perception +12
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+2 deflection, +3 Dex, +1 Dodge, 
  +2 natural)
  hp 57 (6d10+24)
  Fort +6, Ref +8, Will +8
  Immune cold, critical hits, poison; Resist electricity 10, fire 10; 
  SR 16
  OFFENSE
  Speed fly 30 ft. (average)
  Melee 4 slams +10 (1d4+4)
  Special Attacks banish darkness, consume light
  Spell-Like Abilities (CL 6th; concentration +8)
  At will—dancing lights
  3/day—darkness
  1/day—daylight, deeper darkness
  TACTICS
  Before Combat The aeon casts daylight.
  During Combat The aeon attacks with its slams, positioning 
  itself next to as may foes as possible to deal damage with 
  its consume light ability. It communicates to the PCs with its 
  envisaging ability, showing them an image of crushing walls 
  encroaching from all sides.
  Morale The aeon is startled and upset with its circumstances, 
  but it bears no particular animosity toward the PCs. If the PCs 
  disengage from combat, it does not pursue. Otherwise, it flees 
  when it is reduced to 10 hit points or fewer.
  STATISTICS
  Str 18, Dex 16, Con 19, Int 11, Wis 17, Cha 14
  Base Atk +6; CMB +9; CMD 25
  Feats Dodge, Flyby Attack, Improved Initiative
  Skills Fly +12, Knowledge (arcana, history, nature, planes) +9, 
  Perception +12, Sense Motive +12, Stealth +12
  Languages envisaging
  SQ chiaroscuro, extension of all, void form
  SPECIAL ABILITIES
  Banish Darkness (Su) An othaos in an area of dim light or 
  darkness (including supernatural darkness) can radiate 
  intense light and heat. The light level in the square the 
  othaos occupies increases by two levels for 1 round and the 
  light level in all adjacent squares increases by one level. 
  Apply this adjustment after determining the light level from 
  all other sources (adjusting to include spells cast after the 
  othaos uses this ability). All creatures adjacent to the othaos 
  take 4d6 points of fire damage (Will DC 15 half). The save DC 
  is Charisma-based.
  Chiaroscuro (Su) An othaos aeon’s physical form changes 
  depending on the level of light present in its space. While 
  in areas of dim light or darkness (as well as supernatural 
  darkness), an othaos becomes invisible and gains the 
  incorporeal subtype. While incorporeal, an othaos has no 
  Strength score, can’t make natural attacks, and loses its 
  natural armor bonus (giving it a total AC of 16).
  Consume Light (Su) As a standard action, an othaos in an area 
  of normal or bright light can consume the light and heat 
  around its body. The light level in the square the othaos 
  occupies drops by two levels for 1 round and the light level in 
  all adjacent squares drops by one level. Apply this adjustment 
  after determining the light level from all other sources 
  (adjusting further to include spells cast after the othaos 
  uses this ability). All creatures adjacent to the othaos take 
  4d6 points of cold damage (Will DC 15 half). The save DC is 
  Charisma-based.
  Envisaging (Su) Aeons communicate wordlessly, almost 
  incomprehensibly. Caring little for the wants and desires of 
  other creatures, they have no need to engage in exchanges 
  of dialogue. Instead, aeons mentally scan beings for their 
  thoughts and intentions, and then retaliate with flashes of 
  psychic projections that emit a single concept in response to 
  whatever the other being was thinking. The flash is usually a 
  combination of a visual and aural stimulation, which displays 
  how the aeon perceives future events might work out. For 
  instance, an aeon seeking to raze a city communicates this 
  concept to non-aeons by sending them a vivid image of the 
  city crumbling to ash. An aeon’s envisaging functions as a 
  nonverbal form of telepathy. Aeons cannot read the thoughts 
  of any creature immune to mind-affecting effects.
  Extension of All (Ex) Through an aeon’s connection to the 
  multiverse, it gains access to strange and abstruse knowledge 
  that filters through all existence. Much of the knowledge 
  is timeless, comprised of events long past, present, and 
  potentially even those yet to come. Aeons gain a racial 
  bonus equal to half their racial Hit Dice on all Knowledge 
  skill checks. This same connection also binds them to other 
  aeons. As a result, they can communicate with each other 
  freely, over great distances as if using telepathy. This ability 
  
  PATHFINDER SOCIETY SCENARIO
  52
  also works across planes, albeit less effectively, allowing the 
  communication of vague impressions or feelings, not specific 
  details or sights. Due to the vast scope of the aeon race’s 
  multiplanar concerns, though, even the most dire reports of a 
  single aeon rarely inspire dramatic or immediate action.
  Void Form (Su) Though aeons aren’t incorporeal, their forms are 
  only a semi-tangible manifestation of something greater. An 
  aeon’s void form grants it a deflection bonus equal to 1/4 its 
  Hit Dice (rounded down).
  AZATA, BRALANI
  Silver-white hair the color of a lightning strike whips about this 
  poised elf-like archer, his eyes swirling with vibrant colors.
  BRALANI AZATA 
  CR 6
  Pathfinder RPG Bestiary 24
  CG Medium outsider (azata, chaotic, extraplanar, good, 
  shapechanger)
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 66 (7d10+28)
  Fort +9, Ref +9, Will +6
  DR 10/cold iron or evil; Immune electricity, petrification; Resist 
  cold 10, fire 10; SR 17
  OFFENSE
  Speed 40 ft., fly 100 ft. (perfect)
  Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
  Ranged +1 composite longbow +12/+7 (1d8+6/×3)
  Special Attacks whirlwind blast
  Spell-Like Abilities (CL 6th)
  At Will—blur, charm person (DC 13), gust of wind (DC 14), 
  mirror image, wind wall
  2/day—lightning bolt (DC 15), cure serious wounds
  TACTICS 
  During Combat The azata is furious about being confined and 
  believes that the PCs were responsible. The azata flies around 
  the room firing arrows at the PCs.
  Morale The azata flees if he is reduced to 20 hit points or fewer. 
  Otherwise after 3 rounds of combat, the azata calls out 
  “How dare you imprison me?” to the PCs. If the PCs succeed 
  at a DC 20 Diplomacy check as a standard action, they can 
  convince the azata that they were not responsible. PCs who 
  worship good deities receive +2 bonus; divine spellcasters 
  who draw their power from a good deity instead receive a 
  +5 bonus. On a successful check, the azata apologizes for the 
  misunderstanding and flies away.
  STATISTICS
  Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
  Base Atk +7; CMB +12; CMD 26
  Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus 
  (Perception)
  Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, 
  Ride +14, Sense Motive +12, Stealth +14
  Languages Celestial, Draconic, Infernal; truespeech
  SQ wind form
  Gear +1 scimitar, +1 composite longbow (+5 Str)
  SPECIAL ABILITIES
  Whirlwind Blast (Su) When in wind form, a bralani can 
  attack with a scouring blast of wind, dealing 3d6 points of 
  damage in a 20-foot line (Reflex DC 17 half). The save DC 
  is Constitution-based.
  Wind Form (Su) A bralani can shift between its humanoid body 
  and a body made of wind and mist as a standard action. In 
  humanoid form, it cannot fly or use its whirlwind blast. In 
  wind form, it functions as if under the effects of a wind walk 
  spell. It can make slam attacks and use spell-like abilities in 
  either form. A bralani remains in one form until it chooses to 
  assume its other form. A change in form cannot be dispelled, 
  nor does the bralani revert to any particular form when killed 
  (both shapes are its true form). A true seeing spell reveals 
  both forms simultaneously.
  AXIOMITE
  As this lithe humanoid moves, its flesh shimmers and wavers, 
  temporarily breaking apart into motes of shimmering light.
  AXIOMITE 
  CR 8
  Pathfinder RPG Bestiary 2 36
  LN Medium outsider (extraplanar, lawful)
  Init +8; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 85 (10d10+30); regeneration 5 (chaotic or magic)
  Fort +6, Ref +11, Will +14
  DR 10/chaotic; Immune disease, electricity, mind-affecting 
  effects; Resist cold 10, fire 10; SR 19
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee +1 longsword +16/+11 (1d8+7/19–20)
  Spell-Like Abilities (CL 9th; concentration +14)
  3/day—dispel chaos, haste, hold monster (DC 20), lightning 
  bolt (DC 18), empowered order’s wrath (DC 19), telekinesis 
  (DC 20), true strike
  1/day—summon inevitable (level 6, 1 zelekhut, see below), 
  true seeing
  TACTICS
  During Combat The axiomite begins with order’s wrath, and 
  then focuses its further attacks on creatures that take damage 
  from this spell. It does not attack lawful creatures.
  Morale The axiomite immediately stops fighting the PCs if no PCs 
  take damage from its order’s wrath, or if every PC that took 
  damage is unconscious. Otherwise, unless a lawful PC calls for 
  a cease-fire and succeeds at a DC 20 Diplomacy check, it fights 
  to the death.
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  STATISTICS
  Str 21, Dex 19, Con 16, Int 21, Wis 20, Cha 20
  Base Atk +10; CMB +15; CMD 30
  Feats Dodge, Empower Spell-Like Ability (order’s wrath), 
  Improved Initiative, Iron Will, Mobility
  Skills Craft (weapons) +18, Diplomacy +18, Fly +8, Knowledge 
  (any three) +15, Knowledge (planes) +18, Perception +18, 
  Sense Motive +18, Spellcraft +18, Stealth +17, Survival +18
  Languages Abyssal, Celestial, Common, Draconic, Infernal
  SQ crystalline dust form
  Gear +1 longsword
  SPECIAL ABILITIES
  Crystalline Dust Form (Su) An axiomite can shift between its 
  solid body and one made of golden, crystalline dust as a free 
  action once per round. In dust form, the axiomite looks like a 
  shifting mass of glowing mathematical symbols and equations. 
  In this form it can fly and gains the incorporeal quality; it can 
  use spell-like abilities but cannot make physical attacks. In 
  its solid form, an axiomite cannot fly. Both shapes are the 
  axiomite’s true form, and it does not revert to a different form if 
  killed. A true seeing spell reveals both forms simultaneously.
  Summon Inevitable (Sp) Once per day, four axiomites may 
  join hands to summon a single zelekhut inevitable as a full-
  round action.
  BODAK
  The flesh of this emaciated creature appears charred or dried, and 
  its empty eye sockets seep trails of smoke.
  BODAK 
  CR 8
  Pathfinder RPG Bestiary 2 48
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  Fort +6, Ref +5, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist 
  acid 10, fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special Attacks death gaze
  TACTICS
  During Combat The bodak focuses its attacks on creatures that 
  succumb to its gaze.
  Morale The bodak fights until destroyed.
  STATISTICS
  Str 13, Dex 15, Con —, Int 6, Wis 13, Cha 16
  Base Atk +7; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, Stealth +10
  Languages Common
  SPECIAL ABILITIES
  Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 
  negates. The save DC is Charisma-based. A humanoid slain by 
  a bodak’s death gaze rises as a bodak 24 hours later. This is a 
  death effect.
  Vulnerability to Sunlight (Ex) Bodaks loathe sunlight, for its 
  merest touch burns their impure flesh. Each round of exposure 
  to direct sunlight deals 2d6 points of damage to a bodak.
  CAVE STALKER
  A dour expression crinkles this dwarven man’s face.
  CAVE STALKER 
  CR 5
  Pathfinder RPG NPC Codex 146
  Dwarf rogue 6
  LN Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft., Perception +11
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 54 (6d8+24)
  Fort +5, Ref +8, Will +4; +2 vs. poison, spells, and spell-like 
  abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk short sword +6 (1d6+1/19–20)
  Ranged+1 light crossbow +9 (1d8+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, sneak attack +3d6
  TACTICS
  During Combat The cave stalker uses Rapid Shot and Point-Blank 
  Shot to attack his foes.
  Morale The cave stalker is not interested in dying for the chance 
  of treasure. He surrenders if reduced to 15 hit points or fewer.
  STATISTICS
  Str 13, Dex 16, Con 16, Int 10, Wis 14, Cha 6
  Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip)
  Feats Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, 
  Weapon Focus (light crossbow)
  Skills Acrobatics +12 (+8 when jumping), Climb +12, Escape 
  Artist +12, Knowledge (dungeoneering) +9, Perception +11 
  (+13 to notice unusual stonework), Stealth +12, Survival +8, 
  Swim +10
  Languages Common, Dwarven
  SQ rogue talents (combat trick, resiliency, weapon training), 
  trapfinding +3
  Combat Gear potion of cure moderate wounds, potions of spider 
  climb (2), alchemist’s fire (2); Other Gear+1 studded leather, 
  +1 light crossbow with 20 bolts, mwk short sword, climber’s 
  kit, 308 gp
  
  PATHFINDER SOCIETY SCENARIO
  54
  CHIMERA
  This winged monster has the body of a lion, though two more heads 
  flank its central feline one—a dragon and a horned goat.
  CELESTIAL CHIMERA 
  CR 8
  Pathfinder RPG Bestiary 294, 44
  CN Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 85 (9d10+36)
  Fort +9, Ref +7, Will +6
  DR 5/evil; Resist acid, cold, and electricity 10; SR 13
  OFFENSE
  Speed 30 ft., fly 50 ft. (poor)
  Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 
  claws +12 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (20-ft. cone, DC 17, 6d8 acid, 
  usable every 1d4 rounds), smite evil 1/day
  TACTICS
  During Combat Startled from its confinement, the celestial 
  chimera lashes out violently at the nearest creature.
  Morale After three rounds, the chimera cries out, “I shall slay you, 
  foul beings! The curse of evil shall not tread upon these halls!” 
  If a PC succeeds at a DC 20 Diplomacy check as a standard 
  action, they can convince the chimera to stand down. PCs who 
  worship good deities receive +2 bonus; divine spellcasters who 
  draw their power from a good deity instead receive a +5 bonus. 
  Otherwise, the chimera fights to the death.
  STATISTICS
  Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
  Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
  Feats Hover, Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Fly +2, Perception +10, Stealth +4 (+8 in scrubland 
  or brush); Racial Modifiers +2 Perception, +4 Stealth in 
  scrubland or brush
  Languages Draconic
  SPECIAL ABILITIES
  Smite Evil As a swift action, the celestial chimera can grant itself 
  a +9 on damage rolls against an evil creature. This bonus 
  persists for 24 hours.
  DREAM DRAGON, WYRMLING
  Clouds trail from the edges of this graceful, nearly fanciful creature 
  in hypnotizing patterns.
  WYRMLING DREAM DRAGON 
  CR 6
  Pathfinder RPG Bestiary 5 90
  N Small dragon (extraplanar)
  Init +6; Senses dragon senses; Perception +14
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
  hp 52 (7d12+7)
  Fort +6, Ref +7, Will +6
  Immune paralysis, sleep; SR 17
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +9 (1d6), 2 claws +8 (1d4)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (20-ft cone, DC 14, 2d6 
  electricity), sleeping breath 1/day
  TACTICS
  During Combat The dream dragon opens with her electricity 
  breath and sleeping breath abilities. She targets her melee 
  attacks against creatures who are awake first.
  Morale The dream dragon attempts to flee if reduced to 10 hit 
  points or fewer. If the PCs struggle in the fight against her, 
  she offers them the chance to surrender, letting them leave 
  without further harm in exchange for giving her an interesting 
  treasure to keep.
  STATISTICS
  Str 11, Dex 15, Con 12, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +6; CMD 18 (22 vs. trip)
  Feats Improved Initiative, Multiattack, Skill Focus (Perception), 
  Weapon Focus (bite)
  Skills Acrobatics +2 (+6 to jump), Bluff +13, Diplomacy +13, 
  Fly +14, Knowledge (arcana) +12, Knowledge (planes) +12, 
  Perception +14, Sense Motive +11, Stealth +16
  Languages Aklo, Common, Draconic
  SPECIAL ABILITIES
  Sleeping Breath (Su) Once per day, a dream dragon can cause 
  those who fail their saving throws against its breath attack 
  to fall asleep for 1d4 rounds, as per the sleep spell. This is a 
  mind-affecting sleep effect.
  GRYTHYK
  This celestial knight bears a flaming blade as it flies through the air 
  on metallic wings that seem to grow from its armor.
  GRYTHYK 
  CR 8
  Advanced legion archon (Pathfinder RPG Bestiary 3 290, 19)
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +3; Senses darkvision 60 ft. detect evil, low-light vision; 
  Perception +15
  Aura aura of menace (DC 19)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+9 armor, +1 Dex, +5 natural; +2 
  deflection vs. evil)
  hp 92 (8d10+48)
  Fort +12, Ref +5, Will +10; +4 vs. poison, +2 vs. evil
  DR 10/evil; Immune electricity, petrification; SR 18
  OFFENSE
  Speed 40 ft., fly 90 ft. (average)
  
  55
  FROM THE TOME OF RIGHTEOUS REPOSE
  Melee +1 flaming burst greatsword +15/+10 (2d6+8/17–20 plus 
  1d6 fire)
  Ranged +1 flaming javelin +12 (1d6+6 plus 1d6 fire)
  Special Attacks flames of faith
  Spell-Like Abilities (CL 8th; concentration +13)
  Constant—detect evil, magic circle against evil
  At will—aid, continual flame, greater teleport (self plus 50 lbs. 
  of objects only), message
  3/day—align weapon, mirror image, versatile weapon
  TACTICS
  During Combat Grythk attacks the PCs with her greatsword, 
  targeting any PCs that detect as evil first.
  Morale At the time she was trapped, Grythyk was on a mission 
  from Heaven to slay a group of evil spellcasters. She believes 
  that the PCs are allies of the ones she was sent to slay. After 
  3 rounds—or after all PCs with evil auras are unconscious if 
  knocking them down takes longer than 3 rounds—she asks 
  the PCs “Your nature is not evil. Why do you serve it?” If a PC 
  succeeds at a DC 20 Diplomacy check as a standard action, 
  they can convince the angel to stand down. PCs who worship 
  good deities receive a +2 bonus; divine spellcasters who draw 
  their power from a good deity instead receive a +5 bonus. 
  Otherwise, the angel fights to the death.
  STATISTICS
  Str 20, Dex 16, Con 23, Int 14, Wis 19, Cha 21
  Base Atk +8; CMB +13; CMD 26
  Feats Improved Bull Rush, Improved Critical (greatsword)B,Power 
  Attack, Vital Strike, Weapon Focus (greatsword), Whirlwind 
  AttackB
  Skills Diplomacy +16, Fly +14, Intimidate +16, Knowledge 
  (planes and religion) +13, Perception +15, Sense Motive +15, 
  Survival +15
  Languages Celestial, Draconic, Infernal; truespeech
  SQ second skin
  Gear mwk full plate
  SPECIAL ABILITIES
  Flames of Faith (Ex) A legion archon can manifest a +1 flaming 
  burst greatsword or +1 flaming javelin as a move-equivalent 
  action. The legion archon’s sword vanishes if it leaves its hand, 
  and its javelin vanishes after striking or missing its target.
  Second Skin (Ex) A legion archon is proficient in all forms of 
  armor. It takes no reduction to its speed or any armor check 
  penalties from wearing any sort of armor. Most legion archons 
  wear full plate armor.
  IRONBANE
  This insectile monster has four legs, a strange propeller-shaped 
  protrusion at the end of its tail, and two long, feathery antennae.
  IRONBANE 
  CR 5
  Advanced rust monster (Pathfinder RPG Bestiary 294, 238)
  N Medium aberration
  Init +5; Senses darkvision 60 ft., scent metals 90 ft.; Perception +14
  DEFENSE
  AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
  hp 37 (5d8+15)
  Fort +3, Ref +5, Will +7
  OFFENSE
  Speed 40 ft., climb 10 ft.
  Melee bite +8 (1d3+2), antennae +8 touch (rust)
  TACTICS
  During Combat The rust monster attacks the PC who is wearing 
  or carrying the most metal first.
  Morale The PCs can distract the rust monster for 10 rounds by 
  throwing it a sufficiently large piece of metal, such as a suit 
  of metal armor or a two-handed metal weapon. Otherwise, 
  it fights until it knocks a PC unconscious, and then focuses 
  its efforts on eating that PCs’ metal gear, lashing out against 
  anyone that tries to stop it.
  STATISTICS
  Str 14, Dex 21, Con 17, Int 2, Wis 17, Cha 12
  Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
  Feats Ability Focus (rust), Skill Focus (Perception), Weapon 
  Finesse
  Skills Climb +10, Perception +14
  SPECIAL ABILITIES
  Rust (Su) A rust monster’s antennae are a primary touch 
  attack that causes any metal object they touch to swiftly 
  rust and corrode. The object touched takes half its 
  maximum hp in damage and gains the broken condition—a 
  second hit destroys the item. A rust monster never 
  provokes attacks of opportunity by attempting to strike 
  a weapon with its antennae. Against creatures made of 
  metal, a rust monster’s antennae deal 3d6+5 points of 
  damage. An attended object, any magic object, or a metal 
  creature can attempt a DC 15 Reflex save to negate this 
  effect. The save DC is Constitution-based.
  Scent Metals (Ex) This ability functions much the same as the 
  scent ability, except that the range is 90 feet and the rust 
  monster can only use it to sense metal objects (including 
  creatures wearing or carrying metal objects).
  LEGION ARCHON
  This celestial knight bears a flaming blade as it flies through the air 
  on metallic wings that seem to grow from its armor.
  LEGION ARCHON  
  CR 7
  Pathfinder RPG Bestiary 3 19
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +1; Senses darkvision 60 ft. detect evil, low-light vision; 
  Perception +13
  Aura aura of menace (DC 17)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural; +2 
  deflection vs. evil)
  hp 76 (8d10+32)
  
  PATHFINDER SOCIETY SCENARIO
  56
  Fort +10, Ref +3, Will +8; +4 vs. poison, +2 vs. evil
  DR 10/evil; Immune electricity, petrification; SR 18
  OFFENSE
  Speed 40 ft., fly 90 ft. (average)
  Melee +1 flaming burst greatsword +13/+8 (2d6+5/17–20 plus 
  1d6 fire)
  Ranged +1 flaming javelin +10 (1d6+4 plus 1d6 fire)
  Special Attacks flames of faith
  Spell-Like Abilities (CL 8th; concentration +11)
  Constant—detect evil, magic circle against evil
  At will—aid, continual flame, greater teleport (self plus 50 lbs. 
  of objects only), message
  3/day—align weapon, mirror image, versatile weapon
  TACTICS
  During Combat The archon attacks the PCs with her greatsword, 
  targeting any PCs that detect as evil first.
  Morale At the time she was trapped, the archon was on a 
  mission from Heaven to slay a group of evil spellcasters. 
  She believes that the PCs are allies of the ones she was 
  sent to slay. After 3 rounds—or after all PCs with evil auras 
  are unconscious if knocking them down takes longer than 
  3 rounds—she asks the PCs “Your nature is not evil. Why do 
  you serve it?” If a PC succeeds at a DC 18 Diplomacy check 
  as a standard action, they can convince the angel to stand 
  down. PCs who worship good deities receive +2 bonus; divine 
  spellcasters who draw their power from a good deity instead 
  receive a +5 bonus. Otherwise, the angel fights to the death.
  STATISTICS
  Str 16, Dex 12, Con 19, Int 10, Wis 15, Cha 17
  Base Atk +8; CMB +11; CMD 22
  Feats Improved Bull Rush, Improved Critical (greatsword)
  B, Power Attack, Vital Strike, Weapon Focus (greatsword), 
  Whirlwind AttackB
  Skills Diplomacy +14, Fly +12, Intimidate +14, Knowledge 
  (religion) +11, Perception +13, Sense Motive +9, Survival +9
  Languages Celestial, Draconic, Infernal; truespeech
  SQ second skin
  Gear mwk full plate
  SPECIAL ABILITIES
  Flames of Faith (Ex) A legion archon can manifest a +1 flaming 
  burst greatsword or +1 flaming javelin as a move-equivalent 
  action. The legion archon’s sword vanishes if it leaves its hand, 
  and its javelin vanishes after striking or missing its target.
  Second Skin (Ex) A legion archon is proficient in all armor. It takes 
  no reduction to its speed or any armor check penalties from any 
  sort of armor. Most legion archons wear full plate armor.
  LURKER IN LIGHT
  This large-eyed humanoid looks like a glowing, emaciated elven 
  child save for its small, transparent wings.
  LURKER IN LIGHT 
  CR 5
  Pathfinder RPG Bestiary 2 180
  NE Small fey (extraplanar)
  Init +8; Senses low-light vision; Perception +16
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
  hp 44 (8d6+16)
  Fort +4, Ref +10, Will +9
  Defensive Abilities blend with light; Immune blindness DR 5/
  cold iron
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (1d3+1) or 
  dagger +9 (1d3+1/19–20 plus poison)
  Special Attacks sneak attack +3d6
  Spell-Like Abilities (CL 8th; concentration +11)
  At will—dancing lights, flare (DC 13), ghost sound (DC 13), 
  light, mage hand
  3/day—daylight, blindness/deafness (DC 16)
  TACTICS
  During Combat The lurker casts daylight, then attacks with its 
  poisoned dagger, targeting dwarven PCs first. If the PCs reveal 
  it, it uses blindness/deafness to attempt to blind a PC, the 
  better to target that PC with its sneak attacks.
  Morale The lurker attempts to flee if it is reduced to 7 hit points 
  or fewer.
  STATISTICS
  Str 13, Dex 18, Con 15, Int 14, Wis 16, Cha 17
  Base Atk +4; CMB +4; CMD 18
  Feats Alertness, Flyby Attack, Improved Initiative, Weapon 
  Finesse
  Skills Acrobatics +15, Escape Artist +15, Fly +17, Knowledge 
  (arcana) +10, Knowledge (planes) +10, Perception +16, 
  Stealth +19, Survival +11
  Languages Aklo, Common, Sylvan
  SQ daylight door, poison use, ritual gate
  SPECIAL ABILITIES
  Blend With Light (Su) In areas of bright light, lurkers are 
  invisible. As with greater invisibility, they may attack and 
  still remain invisible. In shadowy illumination, a lurker loses 
  this invisibility, though like all creatures in shadows, they 
  have concealment unless the viewer has darkvision. If the 
  lurker is flying, its fluttering wings partially negate this 
  effect, giving it only partial concealment (20%) rather than 
  total concealment.
  Daylight Door (Sp) Once per day, a lurker can use dimension 
  door, transporting only itself and up to 50 pounds of material. 
  The start and end points of the teleport must be in areas 
  of bright light; if the destination lacks sufficient light, the 
  teleport fails but does not expend the ability for the day.
  Poison (Ex) Lurkers typically coat their daggers with shadow 
  essence poison.
  Shadow essence poison: Injury; save Fortitude DC 17; 
  frequency 1/round for 6 rounds; initial effect 1 Str drain; 
  secondary effect 1d3 Str damage; cure 1 save.
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  Ritual Gate (Su) By sacrificing one or more humanoid victims, 
  a lurker or group of lurkers can create a gate to the Material 
  Plane, one of the Elemental Planes, or the realm of the fey, 
  either to return home or to conjure allies. Creating a gate for 
  travel requires the sacrifice of five victims—the gate created 
  remains open for 1 minute. Creating a gate to bring allies to 
  the Material Plane requires one sacrifice for every HD of the 
  creature intended to pass through the gate (so five sacrifices 
  can bring a lurker or a Medium air elemental, eight can bring 
  a Large earth elemental, and so on). The sacrifices do not 
  need to be simultaneous; as long all sacrifices occur at some 
  point during the hour-long ritual, the magic continues to build 
  until it reaches the required total.
  MIHSTU
  A miasmal form roils as barbed tentacles emerge from the central 
  mass, coalescing into razor-sharp talons and claws.
  MIHSTU 
  CR 8
  Pathfinder RPG Bestiary 2 190
  NE Medium outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
  hp 92 (8d10+48)
  Fort +12, Ref +12, Will +4
  Defensive Abilities wind defense; DR 10/magic; Immune 
  electricity, elemental traits; SR 19
  Weaknesses susceptible to cold
  OFFENSE
  Speed 20 ft., fly 20 ft. (good)
  Melee 4 tentacles +14 (1d4+1 plus grab)
  Special Attacks deadly embrace
  TACTICS 
  During Combat The mihstu attempts to drain the PCs with its 
  deadly embrace ability.
  Morale The mihstu flees if reduced to 10 hit points or fewer, 
  or if the PCs use a cold effect and reduce it to 30 hit points 
  or fewer.
  STATISTICS
  Str 12, Dex 23, Con 23, Int 14, Wis 14, Cha 13
  Base Atk +8; CMB +9 (+13 grapple); CMD 26 (can’t be tripped)
  Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +17, Bluff +12, Escape Artist +17, Fly +21, 
  Knowledge (planes) +13, Perception +13, Sense Motive +13, 
  Stealth +17
  Languages Auran
  SQ gaseous
  SPECIAL ABILITIES
  Gaseous (Ex) A mihstu can pass through small holes, even 
  cracks, without reducing its speed.
  Deadly Embrace (Ex) A mihstu that pins an opponent 
  completely surrounds that creature and deals 1d2 Constitution 
  damage every round as it siphons away blood, tears, and 
  other vital fluids. Maintaining a pin is a free action for a 
  mihstu and it does not gain the grappled condition (allowing 
  it to attack other creatures with its tentacles).
  Susceptible to Cold (Ex) Magical cold stuns a mihstu rather than 
  damaging it. If the creature fails its save against a magical 
  cold effect, it is stunned for 1 round and then staggered for an 
  additional 1d4 rounds.
  Wind Defense (Ex) The churning winds of a mihstu’s body 
  automatically deflect nonmagical projectiles (such as arrows, 
  bolts, and sling stones). All other ranged weapons (including 
  magical projectiles and thrown weapons) have a 20% miss 
  chance. Weapons of significant size, such as giant-thrown 
  boulders, siege engine projectiles, and other massive ranged 
  weapons are not affected by this ability.
  MURDEROUS HALFLING
  This halfling bears a pair of daggers and dozens of knife-fighting 
  scars up and down her body.
  MURDEROUS HALFLING 
  CR 3
  Pathfinder RPG NPC Codex 81
  Halfling fighter 4
  CE Small humanoid (halfling)
  Init +4; Senses Perception +6
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
  hp 30 (4d10+4)
  Fort +6, Ref +6, Will +2; +3 vs. fear
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +9 (1d3+3/19–20), mwk dagger +9 
  (1d3+2/19–20)
  Ranged dagger +10 (1d3+3/19–20)
  TACTICS
  During Combat The halfing harasses slow foes with thrown 
  daggers then slips past enemies to flank and dissect softer 
  foes. In melee, she fights defensively (and gains a +3 dodge 
  bonus from her ranks in Acrobatics). She keeps her feather 
  token in reserve for dangerous spellcasters or when battle 
  turns against her.
  STATISTICS
  Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10
  Base Atk +4; CMB +4; CMD 18
  Feats Deadly Aim, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (dagger), Weapon Specialization (dagger)
  Skills Acrobatics +10 (+6 when jumping), Bluff +4, Climb +3, 
  Perception +6, Sleight of Hand +5, Stealth +11
  Languages Common, Goblin, Halfling
  SQ armor training 1
  Combat Gear feather token (whip), flask of acid; Other Gear +1 
  chain shirt, daggers (6), mwk daggers (2), 24 gp
  
  PATHFINDER SOCIETY SCENARIO
  58
  ORC SLAYER
  This grim elf carries a strung bow and wears a loop of green ears 
  around the quiver at her waist.
  ORC SLAYER 
  CR 7
  Pathfinder RPG NPC Codex 131
  Elf ranger 8
  CN Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +14
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, 
  +2 natural)
  hp 62 (8d10+14)
  Fort +8, Ref +13, Will +4; +2 vs. enchantments
  Immune sleep; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk elven curve blade +15/+10 (1d10+1/18–20)
  Ranged +1 longbow +15/+10 (1d8+1/×3)
  Special Attacks favored enemy (animals +2, orcs +4)
  Ranger Spells Prepared (CL 5th; concentration +6)
  2nd—barkskin, cat’s grace
  1st—entangle, resist energy
  TACTICS
  Before Combat The elf casts barkskin, cat’s grace, and resist 
  energy (fire).
  During Combat The elf endeavors to keep a healthy 
  distance between herself and her targets, exploiting cover 
  where possible.
  Base Statistics Without barkskin, cat’s grace, and resist energy, 
  the ranger’s statistics are Init +4; AC 20, touch 15, flat-
  footed 16; Ref +11; Melee mwk elven curve blade +13/+8 
  (1d10+1/18–20); Ranged +1 longbow +13/+8 (1d8+1/×3); 
  Dex 19; CMD 24; Skills Acrobatics +11, Ride +10, Stealth +14.
  STATISTICS
  Str 13, Dex 23, Con 12, Int 12, Wis 12, Cha 8
  Base Atk +8; CMB +9; CMD 26
  Feats Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, 
  Power Attack, Precise Shot, Weapon Finesse
  Skills Acrobatics +13, Climb +9, Heal +8, Knowledge 
  (dungeoneering, geography) +6, Knowledge (nature) +8, 
  Perception +14, Ride +12, Stealth +16, Survival +12, Swim +7
  Languages Common, Elven, Orc
  SQ elven magic, favored terrain (forest +4, plains +2), hunter’s 
  bond (companions), swift tracker, track +4, weapon familiarity, 
  wild empathy +7, woodland stride
  Combat Gear potion of cure moderate wounds; Other Gear +1 
  chain shirt, +1 longbow with 20 arrows, mwk elven curve blade, 
  cloak of resistance +1, ring of protection +1, 194 gp
  PIXIE
  This tiny, whimsical-looking humanoid darts about swiftly on 
  wildly colored gossamer wings.
  PIXIE 
  CR 4
  Pathfinder RPG Bestiary 228
  NG Small fey
  Init +5; Senses low-light vision; Perception +9
  DEFENSE
  AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, 
  +1 size)
  hp 18 (4d6+4)
  Fort +2, Ref +9, Will +6
  Defensive Abilities invisibility; DR 10/cold iron; SR 15
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee short sword +8 (1d4–2/19–20)
  Ranged longbow +8 (1d6–2/×3)
  Special Attacks special arrows
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect evil, detect good, detect law
  1/day—dancing lights, detect thoughts (DC 15), dispel magic, 
  entangle (DC 14), lesser confusion (DC 14), permanent 
  image (DC 19; visual and auditory elements only), shield
  TACTICS
  During Combat The pixie uses permanent image to create the 
  illusion of a massive red dragon emerging from the chest to 
  draw the PC’s attention. It then attempts to turn their attacks 
  on each other with lesser confusion while remaining invisible, 
  reserving its sleep arrows for particularly troublesome PCs.
  Morale The skittish pixie flees if it is reduced to 4 hit points 
  or fewer.
  STATISTICS
  Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16
  Base Atk +2; CMB –1; CMD 15
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, 
  Knowledge (nature) +10, Perception +9, Sense Motive +9, 
  Stealth +16, Use Magic Device +10
  Languages Common, Sylvan
  SPECIAL ABILITIES
  Invisibility (Su) A pixie remains invisible even when it attacks. 
  This ability is constant, but the pixie can suppress or resume it 
  as a free action.
  Special Arrows (Su) When a pixie fires an arrow from any 
  bow, it can decide to change the arrow’s properties by 
  sprinkling it with magical pixie dust. Doing so is a free 
  action as long as the pixie is the one who fires the arrow. 
  A pixie can generate a number of uses of dust equal to 
  its Charisma score each day (16 uses per day for most 
  pixies)—the dust is useless to another creature unless the 
  pixie gives the dust freely. In this case, the pixie chooses 
  what effect the dust will have on an arrow when it is 
  applied, and it takes a standard action to apply the dust 
  to the arrow. Once pixie dust is applied to an arrow, the 
  pixie’s chosen effect persists on the arrow for only 1 round. 
  As long as an arrow is altered in this way, it does not inflict 
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  damage when it hits—it only causes its new effect. A pixie 
  can choose any one of the following three effects when 
  dusting an arrow. Save DCs are Charisma-based.
  Charm: The target must succeed on a DC 15 Will save 
  or be affected as though by a charm monster spell for 
  10 minutes.
  Memory Loss: The target must succeed on a DC 15 Will 
  save or be affected by a modify memory spell (this effect 
  can only eliminate the previous 5 minutes of memory—a 
  pixie typically uses this ability to make the target forget 
  it encountered the pixie so it won’t chase the pixie when 
  he flees).
  Sleep: The target must succeed on a DC 15 Will save or 
  fall asleep for 5 minutes.
  PSYCHOPOMP, CATRINA
  With lengthy curling hair, a dancer’s dress, and a bouquet of flowers, 
  this woman remains beautiful, despite having no flesh.
  CATRINA PSYCHOPOMP 
  CR 5
  Pathfinder PRG Bestiary 4 218
  N Medium outsider (extraplanar, psychopomp)
  Init +7; Senses darkvision 60 ft., low-light vision, spiritsense; 
  Perception +11
  Aura calm emotions (30 ft., DC 17)
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +5, Ref +8, Will +9
  DR 5/adamantine; Immune death effects, disease, poison; 
  Resist cold 10, electricity 10; SR 16
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +6 (1d8)
  Special Attacks compel condemned, kiss of death
  Spell-Like Abilities (CL 6th; concentration +10)
  At will—dancing lights, death watch, greater teleport (self 
  plus 50 lbs. of objects only), invisibility (self only), speak 
  with dead
  3/day—major image (DC 20)
  TACTICS
  During Combat The catrina uses her compel condemned 
  ability to attempt to bring the oldest-looking PC in to her 
  kiss of death.
  Morale One round before she would kill a target with kiss of 
  death, the catrina informs the PCs that her target is fated 
  to die. The PCs can dissuade her with a DC 16 Diplomacy or 
  Knowledge (religion) check. Worshipers of Pharasma gain 
  a +4 bonus on this skill check. Otherwise, the catrina fights 
  until destroyed.
  STATISTICS
  Str 10, Dex 17, Con 16, Int 13, Wis 14, Cha 19
  Base Atk +6; CMB +6; CMD 19
  Feats Combat Expertise, Improved Initiative, Iron Will
  Skills Diplomacy +13, Heal +8, Knowledge (planes) +10, 
  Knowledge (religion) +10, Perception +11, Stealth +12, Use 
  Magic Device +10
  Languages Abyssal, Celestial, Common, Infernal; tongues, 
  telepathy 100 ft.
  SQ spirit touch
  SPECIAL ABILITIES
  Calm Emotions Aura (Su) A catrina’s aura acts like a calm 
  emotions spell with a radius of 30 feet. A creature that 
  succeeds at its save is immune to that catrina’s aura for 24 
  hours. The save DC is Charisma-based.
  Compel Condemned (Su) As a standard action, a catrina can 
  force one humanoid within 30 feet to make a DC 17 Will save 
  or be affected as per dominate person. This ability functions 
  exactly as that spell, but the catrina can only command an 
  affected creature to approach and kiss her. This action is not 
  considered to be against the target’s nature or self-destructive. 
  Any damage taken by the target (other than damage the 
  catrina deals) immediately ends this effect.
  Kiss of Death (Su) A catrina psychopomp can kill a grappled, 
  helpless, or willing target with a long, passionate kiss. 
  The target must succeed at a DC 17 Fortitude save or 
  take 5d6 points of damage. Any creature damaged by 
  the same catrina’s kiss for 3 consecutive rounds instantly 
  dies, regardless of how many hit points it has remaining. 
  Creatures of the old age category take a –2 penalty on 
  saving throws to resist this ability, while those in the 
  venerable age category take a –4 penalty. This is a death 
  effect. The save DCs are Charisma-based.
  RUST MONSTER
  This insectile monster has four legs, a strange propeller-shaped 
  protrusion at the end of its tail, and two long, feathery antennae.
  RUST MONSTER 
  CR 4
  Pathfinder RPG Bestiary 238
  N Medium aberration
  Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 27 (5d8+5)
  Fort +2, Ref +4, Will +5
  OFFENSE
  Speed 40 ft., climb 10 ft.
  Melee bite +6 (1d3), antennae +6 touch (rust)
  TACTICS
  During Combat The rust monster attacks the PC who is wearing 
  or carrying the most metal first.
  Morale The PCs can distract the rust monster for 10 rounds by 
  throwing it a sufficiently large piece of metal, such as a suit 
  of metal armor or a two-handed metal weapon. Otherwise, 
  it fights until it knocks a PC unconscious, and then focuses 
  
  PATHFINDER SOCIETY SCENARIO
  60
  its efforts on eating that PCs’ metal gear, lashing out against 
  anyone who tries to stop it.
  STATISTICS
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
  Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
  Skills Climb +8, Perception +12
  SPECIAL ABILITIES
  Rust (Su) A rust monster’s antennae are a primary touch 
  attack that causes any metal object they touch to swiftly 
  rust and corrode. The object touched takes half its 
  maximum hp in damage and gains the broken condition—a 
  second hit destroys the item. A rust monster never 
  provokes attacks of opportunity by attempting to strike 
  a weapon with its antennae. Against creatures made of 
  metal, a rust monster’s antennae deal 3d6+5 points of 
  damage. An attended object, any magic object, or a metal 
  creature can attempt a DC 15 Reflex save to negate this 
  effect. The save DC is Constitution-based.
  Scent Metals (Ex) This ability functions much the same as the 
  scent ability, except that the range is 90 feet and the rust 
  monster can only use it to sense metal objects (including 
  creatures wearing or carrying metal objects).
  SEDUCTIVE ENCHANTER
  This confident elf wears a bright outfit and has a colorful snake 
  tattoo that winds down her left arm.
  SEDUCTIVE ENCHANTER 
  CR 7
  Pathfinder RPG NPC Codex 183
  Elf enchanter 8
  NE Medium humanoid (elf)
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, 
  +1 natural)
  hp 40 (8d6+10)
  Fort +4, Ref +6, Will +8; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +4 (1d6/18–20)
  Ranged dagger +7 (1d4/19–20)
  Special Attacks aura of despair (8 rounds/day)
  Arcane School Spell-Like Abilities (CL 8th; concentration +12)
  7/day—dazing touch
  Enchanter Spells Prepared (CL 8th; concentration +12)
  4th—confusion (DC 19), dimension door, greater invisibility, 
  phantasmal killer (DC 18)
  3rd—deep slumber (DC 18), dispel magic, hold person 
  (DC 18), phantom steed, suggestion (DC 18)
  2nd—alter self, daze monster (DC 17), hideous laughter 
  (DC 17), invisibility, resist energy
  1st—charm person (2, DC 16), color spray (DC 15), mage 
  armor, shield, ventriloquism (DC 15)
  0 (at will)—daze (DC 15), mage hand, resistance, touch of 
  fatigue (DC 14)
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The wizard casts mage armor.
  During Combat The wizard uses the spells charm person, 
  confusion, and suggestion to turn opponents against 
  each other. By casting greater invisibility on herself, the 
  wizard remains hidden while manipulating her targets. 
  The wizard uses her wand of touch of idiocy against 
  enemy spellcasters.
  Base Statistics Without mage armor, the wizard’s statistics are 
  AC 15, touch 14, flat-footed 12.
  STATISTICS
  Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12
  Base Atk +4; CMB +4; CMD 18
  Feats Combat Casting, Craft Wand, Improved Initiative, Iron Will, 
  Scribe Scroll, Spell Focus (enchantment)
  Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge 
  (arcana) +15, Knowledge (local, nobility) +11, Perception +9, 
  Perform (dance) +4, Sense Motive +3, Spellcraft +15 
  (+17 identify magic item properties)
  Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
  SQ arcane bond (viper), elven magic, enchanting smile, 
  weapon familiarity
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility, scroll of dispel magic, scroll of suggestion, 
  wand of charm person (20 charges), wand of fox’s cunning 
  (10 charges), wand of touch of idiocy (10 charges); Other 
  Gear dagger, rapier, amulet of natural armor +1, cloak of 
  resistance +1, ring of protection +1, spellbook, 303 gp
  SPRY AMBUSHER
  This wiry gnome wears well-worn traveling cloths and a confident 
  smirk, as though daring onlookers to challenge her.
  SPRY AMBUSHER 
  CR 3
  Pathfinder RPG NPC Codex 97
  Gnome monk 4
  LN Small humanoid (gnome)
  Init +1; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, 
  +1 monk, +1 size, +3 Wis)
  hp 25 (4d8+4) Fort +5, Ref +6, Will +8; +2 vs. enchantments and 
  illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +6 (1d6+1) or 
  
  61
  FROM THE TOME OF RIGHTEOUS REPOSE
  +1 kama +6 (1d4+2) or 
  unarmed strike flurry of blows +5/+5 (1d6+1)
  Ranged shuriken +5 (1d1+1) or 
  shuriken flurry of blows +4/+4 (1d1+1)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, flurry of blows, stunning fist (4/day, DC 15)
  Gnome Spell-Like Abilities (CL 4th; concentration +5)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  TACTICS
  Before Combat The monk drinks her potion of mage armor and 
  applies her oil of magic weapon.
  During Combat The rogue uses Acrobatics skill to move through 
  combat, helping allies flank.
  Base Statistics Without mage armor and magic weapon, the 
  monk’s statistics are AC 18, touch 17, flat-footed 16; Melee 
  kama +5 (1d4+1).
  STATISTICS
  Str 12, Dex 13, Con 10, Int 12, Wis 16, Cha 12
  Base Atk +3; CMB +4; CMD 19
  Feats Combat Reflexes, Dodge, Improved Unarmed Strike, 
  Scorpion Style, Stunning Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +8, Bluff +5, Climb +6, Perception +12, 
  Stealth +12
  Languages Common, Elven, Gnome, Sylvan
  SQ fast movement, ki pool (5 points, magic), maneuver training, 
  slow fall 20 ft.
  Combat Gear potions of cure light wounds (2), potion of mage 
  armor, oil of magic weapon, smokestick, tanglefoot bag; 
  Other Gear kama, shuriken (20), bracers of armor +1, cloak of 
  resistance +1, 124 gp
  STORM SORCERER
  This elf’s loose-fitting clothes ripple as if by a breeze, and his hair 
  crackles intermittently with incandescent sparks.
  STORM SORCERER 
  CR 5
  Pathfinder RPG NPC Codex 163
  Elf sorcerer 6
  NE Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 35 (6d6+12)
  Fort +4, Ref +5, Will +7; +2 vs. enchantments
  Immune sleep; Resist electricity 10
  OFFENSE
  Speed 30 ft.
  Melee spear +2 (1d8–1/×3)
  Ranged mwk longbow +6 (1d8/×3)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—elemental ray (1d6+3 electricity)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—lightning bolt (DC 17)
  2nd (6/day)—gust of wind (DC 16), scorching ray (electricity), 
  spectral hand
  1st (7/day)—burning hands (electricity; DC 15), mage armor, 
  magic missile, obscuring mist, shocking grasp
  0 (at will)—acid splash (electricity), dancing lights, detect 
  magic, light, mage hand, ray of frost (electricity), 
  read magic
  Bloodline elemental (air)
  TACTICS
  Before Combat The sorcerer casts mage armor.
  During Combat The sorcerer favors his electricity spells, 
  casting lightning bolt or scorching ray, or using his spectral 
  hand to deliver shocking grasp attacks. He prefers ranged 
  combat, using a scroll of fly or levitate to avoid opponents 
  on the ground.
  Base Statistics Without mage armor, the sorcerer’s base 
  statistics are AC 14, touch 14, flat-footed 11.
  STATISTICS
  Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
  Base Atk +3; CMB +2; CMD 16
  Feats Dodge, Eschew Materials, Improved Initiative, Spell 
  Focus (evocation)
  Sk ills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, 
  Spellcraft +10 (+12 to identify magic item properties)
  Languages Auran, Common, Draconic, Elven
  SQ bloodline arcana (change energy damage spells to 
  electricity), elven magic, weapon familiarity
  Combat Gear scroll of fly, scroll of gaseous form, scroll of 
  levitate; Other Gear mwk longbow with 20 arrows, spear, 
  cloak of resistance +1, ring of protection +1; 375 gp
  TRICKSTER MAGE
  This gnome sports a robe of colorful stripes, bright blue hair, and a 
  quiver of bolts and wands.
  TRICKSTER MAGE 
  CR 7
  Pathfinder RPG NPC Codex 165
  Gnome sorcerer 8
  CE Small humanoid (gnome)
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, 
  +1 size)
  hp 46 (8d6+16)
  Fort +3, Ref +4, Will +10; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee sickle +3 (1d4–2)
  Ranged mwk light crossbow +8 (1d6/19–20)
  
  PATHFINDER SOCIETY SCENARIO
  62
  Special Attacks +1 on attack rolls against goblinoid and 
  reptilian humanoids
  Gnome Spell-Like Abilities (CL 8th; concentration +12)
  1/day—dancing lights, ghost sound (DC 15), prestidigitation, 
  speak with animals
  Bloodline Spell-Like Abilities (CL 8th; concentration +12)
  7/day—laughing touch
  Sorcerer Spells Known (CL 8th; concentration +12)
  4th (4/day)—wandering star motesAPG (DC 21)
  3rd (6/day)—deep slumber (DC 19), major image (DC 20), 
  suggestion (DC 19)
  2nd (7/day)—hideous laughter (DC 18), hypnotic pattern 
  (DC 19), mirror image, scorching ray
  1st (7/day)—charm person (DC 15), color spray (DC 18), 
  entangle (DC 15), magic missile, shield, ventriloquism (DC 18)
  0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage 
  hand, message, ray of frost, read magic, touch of fatigue 
  (DC 14)
  Bloodline fey
  TACTICS
  Before Combat The sorcerer casts mirror image.
  During Combat The sorcerer attempts to control or humiliate 
  opponents with wandering star motes, hideous laughter, 
  suggestion, or his wand of grease.
  STATISTICS
  Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18
  Base Atk +4; CMB +1; CMD 14
  Feats Dodge, Eschew Materials, Greater Spell Focus (illusion), 
  Iron Will, Mobility, Spell Focus (illusion)
  Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, 
  Perception +10, Spellcraft +8, Use Magic Device +11
  Languages Common, Elven, Gnome, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, 
  woodland stride
  Combat Gear potion of cure moderate wounds, screaming bolts 
  (3), wand of grease (20 charges), wand of invisibility (21 
  charges); Other Gear mwk light crossbow with 10 bolts, sickle, 
  bracers of armor +2, book of pressed fairy wings, 168 gp
  
  63
  FROM THE TOME OF RIGHTEOUS REPOSE
  APPENDIX 7: ADDITIONAL THREATS 
  (SUBTIER 3–4)
  PCs playing this adventure in Subtier 3–4 may encounter 
  these additional threats.
  AMOEBA SWARM
  Thousands of tiny gelatinous clots of animate ooze swarm in a wet 
  mound, surrounded by a cloying stink of rancid vinegar.
  AMOEBA SWARM 
  CR 1
  Pathfinder RPG Bestiary 2 24
  N Fine ooze (swarm)
  Init –5; Senses blindsight 30 ft.; Perception –5
  DEFENSE
  AC 13, touch 13, flat-footed 13 (–5 Dex, +8 size)
  hp 9 (2d8)
  Fort +0, Ref –5, Will –5
  Defensive Abilities ooze and swarm traits; Immune weapon 
  damage
  OFFENSE
  Speed 10 ft., climb 10 ft., swim 20 ft.
  Melee swarm (1d6 acid plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11)
  TACTICS
  During Combat The amoeba swarm rolls forward onto the 
  nearest PC and spreads to any adjacent PCs.
  Morale The swarm fights until dispersed.
  STATISTICS
  Str 1, Dex 1, Con 10, Int —, Wis 1, Cha 1
  Base Atk +1; CMB —; CMD —
  Skills Climb +3, Swim +3
  SQ amphibious
  ANIMATED TRAINING DUMMY
  This wooden training dummy brandishes a wooden practice blade.
  ANIMATED TRAINING DUMMY 
  CR 3
  Animated object (small) (Pathfinder RPG Bestiary 14)
  N Small construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
  hp 26 (3d10+10)
  Fort +1, Ref +2, Will –4
  Defensive Abilities hardness 5; Immune construct traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 slams +4 (1d6)
  STATISTICS
  Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +2; CMD 13
  Skills Fly –5
  SQ animated object construction points (additional movement: 
  fly, improved attack, haunted, additional attack, 
  reinforced, flammable)
  SPECIAL ABILITIES
  Flammable (Ex) This training dummy is vulnerable to fire.
  Haunted (Ex) This training dummy is haunted by a 
  malevolent force. It takes damage from positive energy as 
  if it were an undead creature, and it can be detected with 
  detect undead.
  Reinforced (Ex) This training dummy has one more Hit Dice than 
  a typical animated object of its size.
  ARMY ANT SWARM
  A writhing carpet of ants seethes over the ground, consuming 
  everything in its path.
  ARMY ANT SWARM 
  CR 5
  Pathfinder RPG Bestiary 16
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft., scent; Perception +4
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+8 size, +2 Dex)
  hp 49 (11d8)
  Fort +7, Ref +5, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (3d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks cling, consume, distraction (DC 15)
  TACTICS
  During Combat The army ant swarm covers as many PCs 
  as possible.
  Morale The swarm fights until dispersed.
  STATISTICS
  Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
  Base Atk +8; CMB —; CMD —
  Skills Climb +10, Perception +4; Racial Modifiers +4 Perception
  SPECIAL ABILITIES
  Cling (Ex) If a creature leaves an army ant swarm’s square, 
  the swarm suffers 1d6 points of damage to reflect the loss 
  of its numbers as several of the crawling pests continue to 
  cling tenaciously to the victim. A creature with army ants 
  clinging to it takes 3d6 points of damage at the end of its 
  turn each round. As a full-round action, it can remove the 
  ants with a DC 17 Reflex save. High wind or any amount of 
  damage from an area effect destroys all clinging ants. The 
  save DC is Dexterity-based.
  Consume (Ex) An army ant swarm can rapidly consume any 
  creature it swarms over. Against helpless or nauseated 
  targets, an army ant swarm attack deals 6d6 points 
  of damage.
  
  PATHFINDER SOCIETY SCENARIO
  64
  ASSASSIN VINE
  This gnarled vine, as thick as a man’s arm and bearing hand-
  shaped leaves, convulses across the ground in an unnatural slither.
  ASSASSIN VINE 
  CR 3
  Pathfinder RPG Bestiary 22
  N Large plant
  Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +1, Will +2
  Immune electricity, plant traits; Resist cold 10 and fire 10
  OFFENSE
  Speed 5 ft.
  Melee slam +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), entangle
  TACTICS 
  Before Combat The assassin vine stands still, hoping to be 
  mistaken for a normal vine.
  During Combat The assassin vine strikes the first creature to 
  come within its reach.
  Morale The assassin vine fights to the death.
  STATISTICS
  Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)
  SQ camouflage
  SPECIAL ABILITIES
  Camouflage (Ex) When at rest, a DC 20 Perception check is required 
  to notice an assassin vine before it attacks for the first time. 
  Anyone with ranks in Survival or Knowledge (nature) can use 
  either of those skills instead of Perception to notice the plant.
  Entangle (Su) An assassin vine can, as a free action, cause 
  plants within 30 feet of it to animate and grasp at foes. This 
  ability is otherwise similar to entangle (CL 4th, DC 13). The 
  save DC is Wisdom-based.
  GARGOYLE
  Seemingly carved from a dark gray stone, this sinister crouching 
  humanoid resembles a horned, winged demon.
  FIENDISH GARGOYLE 
  CR 5
  Pathfinder RPG Bestiary 294, 137
  CE Medium monstrous humanoid (earth)
  Init +6; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 42 (5d10+15)
  Fort +4, Ref +6, Will +4
  DR 5/good, 10/magic; Resist cold and fire 10; SR 10
  OFFENSE
  Speed 40 ft., fly 60 ft. (average)
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)
  Special Attacks smite good 1/day
  TACTICS
  Before Combat The gargoyle pretends to be a statue.
  During Combat The gargoyle attacks the most lightly armored 
  PC first.
  Morale The gargoyle flees if reduced to 6 hit points or fewer.
  STATISTICS
  Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7
  Base Atk +5; CMB +7; CMD 19
  Feats Hover, Improved Initiative, Skill Focus (Fly)
  Skills Fly +12, Perception +5, Stealth +11 (+17 in stony areas); 
  Racial Modifiers +2 Stealth (+6 in stony environs)
  Languages Common, Terran
  SQ freeze
  SPECIAL ABILITIES
  Freeze (Ex) A gargoyle can hold itself so still it appears to be a 
  statue. A gargoyle that uses freeze can take 20 on its Stealth 
  check to hide in plain sight as a stone statue.
  Smite Good As a swift action, the fiendish gargoyle can grant 
  itself a +5 on damage rolls against a good creature. This bonus 
  persists for 24 hours.
  GIBBERING MOUTHER
  This horrid mass of eyes, mouths, and formless flesh stares in all 
  directions, its countless maws yammering ceaselessly.
  GIBBERING MOUTHER 
  CR 5
  Pathfinder RPG Bestiary 153
  N Medium aberration
  Init +3; Senses all-around vision, darkvision 60 ft.; 
  Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 46 (4d8+28)
  Fort +8, Ref +4, Will +5
  Defensive Abilities amorphous; DR 5/bludgeoning; Immune 
  critical hits, precision damage
  OFFENSE
  Speed 10 ft., swim 20 ft.
  Melee 6 bites +7 (1d4 plus grab)
  Special Attacks blood drain, engulf (6d4 damage plus 2 Con 
  damage, AC 13, hp 4), gibbering, ground manipulation, spittle 
  (+6 ranged touch)
  TACTICS 
  During Combat The gibbering mouther gibbers constantly. It 
  attempts to engulf the nearest creature on its final two bites 
  each round, saving its spittle to whichever other creature is 
  giving it the most trouble.
  Morale The gibbering mouther fights to the death.
  STATISTICS
  Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12
  Base Atk +3; CMB +3 (+7 grapple); CMD 16 (can’t be tripped)
  
  65
  FROM THE TOME OF RIGHTEOUS REPOSE
  Feats Weapon Finesse, Weapon Focus (bite)
  Skills Perception +12, Swim +8; Racial Modifiers +4 Perception
  Language Aklo
  SPECIAL ABILITIES
  All-Around Vision (Ex) A gibbering mouther sees in all 
  directions at once. It cannot be flanked.
  Amorphous (Ex) A gibbering mouther’s body is malleable and 
  shapeless. It is immune to precision damage (like sneak 
  attacks) and critical hits, and can move through an area as 
  small as one-quarter its space without squeezing or one-
  eighth its space when squeezing.
  Blood Drain (Ex) On a successful grapple check after grabbing, 
  several of the creature’s mouths attach to its target. Each 
  round it maintains its grapple, its mouths automatically deal 
  1d4 points of bite damage and 1 point of Constitution damage 
  as it drains its victim’s blood.
  Engulf (Ex) This ability functions as swallow whole, except for 
  the following changes. An engulfed creature is trapped in 
  the gibbering mouther’s body, where several of its mouths 
  continue to feed and drain blood. A gibbering mouther can 
  engulf only one foe of its size or smaller at a time. If an 
  engulfed creature cuts its way free (the mouther’s damage 
  reduction still applies to those inside), the mouther simply 
  flows together again and can still use its engulf attack.
  Gibbering (Su) As a free action, a gibbering mouther can emit 
  a cacophony of maddening sound. All creatures other than 
  gibbering mouthers within 60 feet must succeed on a DC 13 
  Will save or be confused for 1 round. This is a mind-affecting 
  compulsion insanity effect. A creature that saves cannot be 
  affected by the same mouther’s gibbering for 24 hours. The 
  save DC is Constitution-based.
  Ground Manipulation (Su) At will as a standard action, a 
  gibbering mouther can cause stone and earth under its 
  body to grow soft and muddy. The ground remains muddy 
  for 1 minute after the mouther moves off of the location. A 
  gibbering mouther can move through these areas with ease, 
  but other creatures treat them as difficult terrain.
  Spittle (Ex) Each round as a free action, a gibbering mouther 
  can emit acidic spittle at one target within 30 feet. On 
  a successful attack, the target is blinded for 1d4 rounds 
  unless he succeeds on a DC 18 Fortitude save. The save DC 
  is Constitution-based.
  GOLEM, ICE
  This icy statue stands a head taller than a normal human. Frost 
  coats it, and razor-sharp shards of ice adorn its limbs.
  ICE GOLEM 
  CR 5
  Pathfinder RPG Bestiary 161
  N Medium construct (cold)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
  hp 53 (6d10+20)
  Fort +2, Ref +1, Will +2
  DR 5/adamantine; Immune construct traits, cold, magic
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +9 (1d6+3 plus 1d6 cold)
  Special Attacks breath weapon (20-ft. cone, 3d6 cold damage, 
  Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6), 
  icy destruction
  TACTICS
  During Combat The ice golem uses its breath weapon as often 
  as it can, attacking with its slams on rounds when its breath 
  weapon is not available.
  Morale The golem fights until destroyed.
  STATISTICS
  Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +6; CMB +9; CMD 18
  SPECIAL ABILITIES
  Cold (Ex) An ice golem’s body generates intense cold, dealing 
  1d6 points of damage with its touch. Creatures attacking an 
  ice golem with unarmed strikes or natural weapons take this 
  same cold damage each time one of their attacks hits.
  Icy Destruction (Ex) When reduced to 0 hit points, an ice golem 
  shatters in an explosion of jagged shards of ice. All creatures 
  within a 10-foot burst take 3d6 points of slashing damage and 
  2d6 points of cold damage; a DC 13 Reflex save halves the 
  damage. The save DC is Constitution-based.
  Immunity to Magic (Ex) An ice golem is immune to any spell 
  or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the 
  fire descriptor, which affect it normally. In addition, certain 
  spells and effects function differently against the creature, as 
  noted below.
  • A magical attack that deals electricity damage slows an ice 
  golem (as per slow) for 2d6 rounds, with no saving throw.
  • A magical attack that deals cold damage breaks any slow 
  effect on the golem and heals 1 point of damage for every 
  3 points of damage the attack would otherwise deal. If the 
  amount of healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit points. 
  An ice golem gets no saving throw against cold effects.
  PHANTOM, UNFETTERED
  This strange ghostly creature seems to writhe in the throes of some 
  uncontrollable emotion.
  ADVANCED UNFETTERED PHANTOM 
  CR 5
  Pathfinder RPG Bestiary 5 288, 190
  N Medium outsider (phantom)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+5 Dex, +1 dodge, +6 natural) 
  
  PATHFINDER SOCIETY SCENARIO
  66
  or AC 22, touch 22, flat-footed 16 (+5 Dex, +6 deflection, 
  +1 dodge) when incorporeal
  hp 52 (5d10+25)
  Fort +9, Ref +5, Will +6
  DR 5/slashing; Immune mind-affecting effects
  OFFENSE
  Speed 35 ft.
  Melee 2 slams +10 (1d8+5)
  Special Attacks phantasmagoric slam (anger)
  TACTICS
  During Combat The phantom attacks the nearest target first.
  Morale The phantom flees into the floor if reduced to 10 hit 
  points or fewer.
  STATISTICS
  Str 20, Dex 20, Con 21, Int 14, Wis 15, Cha 17
  Base Atk +5; CMB +10; CMD 25
  Feats Dodge, Fleet, Power Attack, Run
  Skills Acrobatics +13, Fly +13, Intimidate +11, Knowledge (planes, 
  religion) +10, Perception +10, Sense Motive +10, Stealth +13
  Languages Common
  SQ incorporeal step
  SPECIAL ABILITIES
  Incorporeal Step (Su) When an unfettered phantom 
  moves more than 5 feet, it becomes incorporeal until it 
  stops moving.
  Phantasmagoric Slam (Su) An unfettered phantom’s attacks 
  are considered magic weapons for the purpose of overcoming 
  damage reduction. Its slams have an additional effect based 
  on its emotional focus. This phantom’s emotional focus is 
  anger, and is already reflected in the statistics above. An 
  anger unfettered phantom’s slam attack deals damage equal 
  to 1d8 + its Strength modifier instead of the normal amount of 
  damage (1d6 + its Strength modifier).
  SKELETAL CHAMPION
  This armored skeleton stands in a battle-ready pose, its weapon 
  held high as cold blue light shines in its eye sockets.
  SKELETAL CHAMPION 
  CR 2
  Pathfinder RPG Bestiary 252
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, 
  +2 shield)
  hp 17 (3 HD; 2d8+1d10+3)
  Fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  TACTICS
  During Combat The skeletal champion attempts to flank with its 
  allies before attacking.
  Morale The skeletal champion fights until destroyed.
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Cleave, Improved InitiativeB, Power Attack, Weapon 
  Focus (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  Gear breastplate, heavy steel shield, mwk longsword
  SLITHERING TRACKER
  A long, moist streak along the dark stone suddenly undulates like a 
  serpent and then rises up to attack.
  SLITHERING TRACKER 
  CR 4
  Pathfinder RPG Bestiary 2 250
  N Small ooze
  Init +4; Senses blindsense 60 ft.; Perception +7
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 42 (4d8+24)
  Fort +7, Ref +5, Will +1
  Immune mind-affecting effects, ooze traits
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee 2 slams +7 (1d6+3 plus grab and paralysis)
  Special Attacks blood drain (1d2 Constitution), grab (Colossal)
  TACTICS
  Before Combat The tracker pretends to be a pool of fresh 
  water. It chooses a location that is well suited to this 
  ruse, such as a bowl or a fountain. If there are no good 
  locations for this ruse, it simply attempts to blend in to 
  its surroundings.
  During Combat The tracker attacks the nearest creature first, 
  attempting to paralyze it and drain its blood. It lashes out 
  with its slam at any adjacent creature that attacks it, satisfied 
  to sample blood from a variety of targets while it paralyzes 
  troublesome threats.
  Morale The tracker fights to the death.
  STATISTICS
  Str 16, Dex 18, Con 23, Int 11, Wis 10, Cha 1
  Base Atk +3; CMB +5 (+9 grapple); CMD 19 (can’t be tripped)
  Feats Skill Focus (Perception), Skill Focus (Stealth)
  Skills Climb +11, Perception +7, Stealth +20; Racial Modifiers 
  +8 Stealth
  Languages Undercommon (cannot speak)
  SQ transparent
  SPECIAL ABILITIES
  Paralysis (Ex) Any creature that is hit by a slithering tracker’s 
  slam attack comes into contact with the anesthetizing slime 
  it secretes. The opponent must succeed on a DC 18 Fortitude 
  save or be paralyzed—at the end of each round thereafter, the 
  
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  FROM THE TOME OF RIGHTEOUS REPOSE
  paralyzed victim can attempt a new Fortitude save to recover 
  from this paralysis. When a victim recovers from a slithering 
  tracker’s paralysis, the victim is staggered for 1d6 rounds. This 
  DC is Constitution-based.
  Transparent (Ex) Because of its lack of coloration, a slithering 
  tracker is difficult to discern from its surroundings in most 
  environments. The slithering tracker gains a +8 racial bonus on 
  Stealth checks as a result, and can move at full speed without 
  taking a penalty on Stealth checks. A creature that fails to 
  notice a slithering tracker and walks into it automatically takes 
  damage as if struck by the slithering tracker’s slam attack and is 
  immediately subject to a grab attempt and paralysis by the ooze.
  STIRGE
  This insectoid creature has two pairs of bat wings, a tangle of thin 
  legs, and a needle-sharp proboscis.
  STIRGE 
  CR 1/2
  Pathfinder RPG Bestiary 260
  N Tiny magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +1
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 5 (1d10)
  Fort +2, Ref +6, Will +1
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee touch +7 (attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks blood drain
  TACTICS
  During Combat A stirge targets the least armored PC first. This 
  stirge is infected with filth fever.
  Morale Until it drinks enough blood to sate its appetite (see 
  blood drain), the hungry stirge fights to the death.
  STATISTICS
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
  Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 
  (17 vs. trip)
  Feats Weapon Finesse
  Skills Fly +8, Stealth +16
  SQ diseased
  SPECIAL ABILITIES
  Attach (Ex) When a stirge hits with a touch attack, its barbed 
  legs latch onto the target, anchoring it in place. An attached 
  stirge is effectively grappling its prey. The stirge loses its 
  Dexterity bonus to AC and has an AC of 12, but holds on with 
  great tenacity and inserts its proboscis into the grappled 
  target’s flesh. A stirge has a +8 racial bonus to maintain its 
  grapple on a foe once it is attached. An attached stirge can be 
  struck with a weapon or grappled itself—if its prey manages 
  to win a grapple check or Escape Artist check against it, the 
  stirge is removed.
  Blood Drain (Ex) If it is attached to a foe, a hungry stirge 
  drains its victim’s blood at the end of its turn, inflicting 1 
  point of Constitution damage on the target. Once a stirge has 
  dealt 4 points of Constitution damage, it detaches and flies 
  off to digest the meal. If its victim dies before the stirge’s 
  appetite has been sated, the stirge detaches and seeks a 
  new target.
  Diseased (Ex) Due to the stagnant swamps in which they live 
  and their contact with the blood of numerous creatures, 
  stirges are harbingers of disease. Any creature subjected to a 
  stirge’s blood drain attack has a 10% chance of being exposed 
  to filth fever, blinding sickness, or another disease (Pathfinder 
  RPG Core Rulebook 557). Once this check is made, the victim 
  can no longer be infected by this particular stirge, though 
  attacks by different stirges are resolved normally and may 
  result in multiple illnesses.
  
  PATHFINDER SOCIETY SCENARIO
  68
  APPENDIX 8: ADDITIONAL THREATS 
  (SUBTIER 6–7)
  PCs playing this adventure in Subtier 6–7 may encounter 
  these additional threats.
  ANIMATE DREAM
  This indistinct figure suddenly takes on a nightmarish shape, not 
  quite human or animal or fiend.
  ANIMATE DREAM 
  CR 8
  Pathfinder RPG Bestiary 2 29
  NE Medium outsider (extraplanar, incorporeal)
  Init +4; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
  hp 90 (12d10+24)
  Fort +10, Ref +8, Will +12
  Defensive Abilities incorporeal; SR 19
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +16 (6d8 negative energy plus 
  nightmare curse)
  Spell-Like Abilities (CL 12th; concentration +17)
  3/day—deep slumber (DC 18), dimension door, nightmare 
  (DC 20)
  1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 
  19)
  TACTICS 
  During Combat The animate dream harries as many PCs as 
  possible with its spell-like abilities before closing to melee.
  Morale If reduced to 15 hit points or fewer, the animate dream 
  uses dimension door to flee.
  STATISTICS
  Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
  Base Atk +12; CMB +16; CMD 32
  Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron Will, 
  Mobility
  Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) 
  +15, Perception +17, Sense Motive +17, Stealth +19
  Languages telepathy 100 ft.
  SPECIAL ABILITIES
  Nightmare Curse (Ex) An animate dream’s touch puts horrifying 
  visions in the target’s mind. Curse—incorporeal touch; save 
  Will DC 21; frequency 1/day; effect 1d4 Wisdom drain and 
  target is fatigued; cure 3 consecutive saves or dispel evil, 
  dream, or remove curse.
  ANIMATED KNIGHT STATUE
  This metal knight wields a gleaming longsword.
  ANIMATED KNIGHT STATUE 
  CR 5
  Animated object (medium) (Pathfinder RPG Bestiary 14)
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +1, Will –4
  Defensive Abilities hardness 10; Immune construct traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee slash +5/+5/+5 (1d6+2/19–20)
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  Skills Fly –8
  SQ animated object construction points (additional attack [2], 
  additional movement: fly, metal) haunted, slashing attack
  SPECIAL ABILITIES
  Haunted (Ex) This knight is haunted by a malevolent force. It 
  takes damage from positive energy as if it were an undead 
  creature, and it can be detected with detect undead.
  Slashing Attack (Ex) The knight’s attacks are slashing attacks 
  with the critical threat range of a longsword.
  ASCOMOID
  This misshapen sphere of pale yellow-green fungus rolls with an 
  unnerving speed, spewing clouds of foul spores as it advances.
  ASCOMOID 
  CR 5
  Pathfinder RPG Bestiary 3 20
  N Large plant
  Init +1; Senses tremorsense 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 52 (7d8+21)
  Fort +8, Ref +3, Will +2
  DR 10/piercing; Immune plant traits; Resist electricity 10, 
  fire 10
  OFFENSE
  Speed 40 ft.
  Melee slam +8 (2d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison, spores, trample (2d8+6, DC 17)
  TACTICS
  During Combat The ascomoid tramples nearby creatures, 
  releasing clouds of spores in its wake.
  Morale The ascomoid fights until destroyed.
  STATISTICS
  Str 18, Dex 13, Con 17, Int —, Wis 11, Cha 1
  Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
  Feats Improved OverrunB
  SPECIAL ABILITIES
  Poison (Ex) Spores—inhaled; save Fort DC 16; frequency 1/
  round for 6 rounds; effect 1d2 Str damage; cure 2 saves. The 
  save DC is Constitution-based.
  
  69
  FROM THE TOME OF RIGHTEOUS REPOSE
  Spores (Ex) Once per round as a free action, an ascomoid can 
  release a jet of deadly spores to a range of 30 feet. Upon 
  impacting a solid surface, such as a wall or creature, the jet 
  billows out into a cloud of spores that fills a 10-foot-radius 
  spread. This cloud lasts for 1 round before dispersing. Any 
  creature in the cloud must make a DC 16 Fortitude save 
  or become nauseated as long as it remains in the cloud. 
  Any creature that fails to save against this nausea is also 
  exposed to the ascomoid’s poison (see above). The save DC is 
  Constitution-based.
  CEPHALOPHORE
  Holding its own severed head in its hands, this tall marble statue 
  looms stern and forbidding over its domain.
  CEPHALOPHORE 
  CR 8
  Pathfinder RPG Bestiary 4 27
  N Large construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +6, Will +5
  Defensive Abilities shatter weapon; Immune construct traits; 
  SR 20
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +18 (2d6+7 plus dazing strike)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dazing gaze
  TACTICS
  Before Combat The cephalophore stands perfectly still.
  During Combat On the first round of combat, the construct 
  activates its gaze attack. On future rounds, it attacks the 
  nearest creature.
  Morale The cephalophore fights until destroyed.
  STATISTICS
  Str 25, Dex 14, Con —, Int —, Wis 12, Cha 1
  Base Atk +12; CMB +20; CMD 32
  SQ shatter weapon, statue form
  SPECIAL ABILITIES
  Dazing Gaze (Su) A cephalophore can make a gaze attack that 
  affects all seeing creatures within a 60-foot radius. These 
  creatures must succeed at a DC 16 Will save or be stunned for 
  1 round. Creatures that successfully save are instead sickened 
  for 1 round. This is a mind-affecting fear effect, and the save 
  DC is Wisdom-based.
  Dazing Strike (Su) A creature struck by the cephalophore’s slam 
  attack must succeed at a DC 16 Will save or be dazed for 1 
  round. Those who save are instead sickened for 1 round. This 
  is a mind-affecting fear effect, and the save DC is Wisdom-
  based.
  Shatter Weapon (Ex) When a character strikes a cephalophore 
  with a weapon, the weapon takes 3d6 points of damage 
  (apply its hardness normally). A weapon that takes damage in 
  excess of its hardness gains the broken condition.
  Statue Form (Ex) If a cephalophore stands perfectly still, 
  it is indistinguishable from a normal statue. An observer 
  must succeed at a DC 20 Perception check to notice the 
  cephalophore is alive. If a cephalophore initiates combat from 
  this pose, it gains a +6 bonus on its initiative check.
  DEATHTRAP OOZE
  The killing blade of this horrific trap drips with an animated sheen 
  of foul brown-orange slime.
  DEATHTRAP OOZE 
  CR 8
  Pathfinder RPG Bestiary 3 64
  N Large ooze (shapechanger)
  Init –4; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
  hp 126 (12d8+72)
  Fort +10, Ref +0, Will –1
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +13 (2d6+7 plus 2d6 acid and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7 plus 2d6 acid)
  TACTICS
  Before Combat The deathtrap ooze takes the form of a wall 
  scythe trap (see Appendix 9, page 74).
  During Combat The ooze attacks the nearest creature.
  Morale The ooze fights to the death.
  Statistics Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
  Skills Climb +13
  SQ compression, trap form
  SPECIAL ABILITIES
  Acid (Ex) A deathtrap ooze secretes acid that dissolves only 
  flesh. Creatures made of materials other than flesh are 
  immune to this acid.
  Trap Form (Su) A deathtrap ooze can take 1 minute to assume 
  the form of any Medium or Large mechanical trap that has 
  no more than one moving part (excluding pits). The ooze 
  can maintain this form indefinitely. The trap it assumes the 
  form of must be of a CR equal to or less than that of the 
  deathtrap ooze itself—appropriate traps from pages 420–421 
  of the Core Rulebook include the swinging axe trap (CR 1), 
  the wall scythe trap (CR 4), and the falling block trap (CR 5). 
  In trap form, the ooze uses its attack bonus, but otherwise 
  functions as the emulated trap and uses that trap’s statistics 
  and damage. If a creature searching for traps exceeds the 
  DC to find the ooze’s trap form, a successful follow-up DC 19 
  Knowledge (dungeoneering) check allows the creature that 
  
  PATHFINDER SOCIETY SCENARIO
  70
  discovered the trap to discern its true nature. If the ooze takes 
  any damage, it reverts to its normal form as a free action. 
  Otherwise, reverting to its normal form takes a swift action.
  GOLEM, WOOD
  This human-sized automaton resembles a crude humanoid figure 
  made of cast-off pieces of wood.
  WOOD GOLEM 
  CR 6
  Pathfinder RPG Bestiary 164
  N Medium construct
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +5, Will +5
  DR 5/adamantine; Immune construct traits, magic
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +12 (2d6+4)
  Special Attacks splintering
  TACTICS
  During Combat The wood golem attacks the nearest creature, 
  using its splintering ability as often as possible.
  Morale The golem fights until destroyed.
  STATISTICS
  Str 18, Dex 17, Con —, Int —, Wis 17, Cha 1
  Base Atk +8; CMB +12; CMD 25
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A wood golem is immune to any spell 
  or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the Fire 
  descriptor, which affect it normally. In addition, certain spells 
  and effects function differently against the creature, as noted 
  below.
  • Warp wood or wood shape slows a wood golem (as the slow 
  spell) for 2d6 rounds (no save).
  • Repel wood drives the golem back 60 feet and deals 2d12 
  points of damage to it (no save).
  • A magical attack that deals cold damage breaks any slow 
  effect on the golem and heals 1 point of damage for every 
  3 points of damage the attack would otherwise deal. If the 
  amount of healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit points. 
  A wood golem gets no saving throw against attacks that deal 
  cold damage.
  Splintering (Su) As a free action once every 1d4+1 rounds, a 
  wood golem can launch a barrage of razor-sharp wooden 
  splinters from its body in a 20-foot-radius burst. All creatures 
  caught within this area take 6d6 points of slashing damage 
  (Reflex DC 14 halves). The save DC is Constitution-based.
  STIRGE QUEEN
  A bloated, red belly dangles beneath the furiously beating wings of 
  this massive mosquito.
  STIRGE QUEEN 
  CR 7
  Advanced giant mosquito (Pathfinder RPG Bestiary 2 292, 193)
  N Medium vermin
  Init +9; Senses darkvision 60 ft., scent; Perception +11
  DEFENSE
  AC 23, touch 19, flat-footed 14 (+9 Dex, +4 natural)
  hp 60 (8d8+24)
  Fort +11, Ref +11, Will +5
  Immune mind-affecting effects
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +12 (1d8+9 plus bleed and grab)
  Special Attacks bleed (2d6), blood drain (1d3 Constitution)
  TACTICS
  During Combat The mosquito queen attempts to feed the first 
  PC she grabs to her nest, and then saves future PCs for herself.
  Morale The mosquito queen fights to the death to protect her 
  nest.
  STATISTICS
  Str 22, Dex 29, Con 21, Int —, Wis 17, Cha 10
  Base Atk +8; CMB +12 (+16 grapple); CMD 29 (37 vs. trip)
  Skills Fly +13, Perception +11; Racial Modifiers Perception+8
  SPECIAL ABILITIES
  Brood Nest (Ex) A mosquito queen may spend 8 hours to build 
  a nest from glandular secretions and lay eggs inside the nest. 
  The brood nest is an object one size category larger than the 
  mosquito queen with hardness 2 and half her hit points. If 
  mosquito queen succeeds on a grapple check while adjacent 
  to her brood nest, she may choose to place the target inside 
  the nest instead of dealing damage. This ability otherwise 
  functions as the swallow whole universal monster ability (1d3 
  Constitution damage, AC 12, hardness 2, 42 hp). The nest is in 
  the corner of the room that the mosquito queen rests in.
  PARASITE, ROT GRUB SWARM
  This nauseating carpet of wriggling white grubs undulates outward 
  in a pallid wave of hunger.
  PARASITE, ROT GRUB SWARM 
  CR 7
  Pathfinder RPG Bestiary 3 215
  N Fine vermin (swarm)
  Init +2; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 85 (10d8+40)
  Fort +11, Ref +5, Will +3
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  OFFENSE
  
  71
  FROM THE TOME OF RIGHTEOUS REPOSE
  Speed 10 ft.
  Melee swarm (2d6 plus distraction and infestation)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 19), infestation
  TACTICS
  During Combat The rot grub swarm feeds on the nearest 
  creature.
  Morale The hungry swarm fights until dispersed.
  STATISTICS
  Str 1, Dex 15, Con 18, Int —, Wis 10, Cha 1
  Base Atk +7; CMB —; CMD —
  SPECIAL ABILITIES
  Infestation (Ex) Any living creature that takes damage from a 
  rot grub swarm becomes infested unless it succeeds at a DC 
  19 Reflex save. On a failed save, the infested creature takes 
  1d4 points of Constitution damage per round as the rot grubs 
  burrow through and consume its flesh—this effect continues 
  as long as the victim remains in the swarm and continues 
  for 1d6 rounds after it leaves the swarm. Any energy-based 
  attack (including damage from negative energy) that deals at 
  least 5 points of damage to the victim automatically destroys 
  all of the rot grubs infesting it, ending the effect prematurely. 
  Additionally, any effect that removes disease instantly ends 
  a rot grub infestation. Immunity to disease offers no defense. 
  The save DC is Constitution-based.
  PARASITE, GIANT ROT GRUB
  This twitching, pale maggot is the size of a large dog. A circular 
  mouth quivers and gasps at one end of its pulsating body.
  PARASITE, GIANT ROT GRUB 
  CR 3
  Pathfinder RPG Bestiary 3 215
  N Small vermin
  Init +1; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +2, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 20 ft.
  Melee bite +6 (1d6+3 plus grab and poison)
  Special Attacks gnaw, grab (Medium)
  TACTICS
  During Combat The rot grub feeds on the nearest creature.
  Morale The hungry grub fights to the death. 
  STATISTICS
  Str 14, Dex 12, Con 18, Int —, Wis 10, Cha 1
  Base Atk +3; CMB +4 (+8 grapple); CMD 15
  SPECIAL ABILITIES
  Gnaw (Ex) A rot grub that is grappling a foe and chooses to 
  damage the foe with an additional grapple check deals twice 
  its normal bite damage (2d6+6 for most giant rot grubs), in 
  addition to injecting an additional dose of poison with each 
  successful check.
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 
  5 rounds; effect 1d3 Str; cure 1 save.
  
  PATHFINDER SOCIETY SCENARIO
  72
  APPENDIX 9: ENVIRONMENTAL 
  THREATS
  The environmental threats that the PCs may face are 
  presented below, organized into haunts, hazards, and traps.
  HAUNTS
  The PCs may encounter the haunts below.
  ENRAGED DEFENDERS HAUNT 
  CR 6
  LG haunt (30-ft. radius)
  Caster Level 6th; Notice Perception DC 20 (to hear shouted 
  battle commands)
  hp 12; Trigger proximity; Reset 1 hour
  EFFECT
  Ghostly crusaders appear, shouting battle cries while intoxicated 
  by the thrill of battle. An empowered spiritual weapon attacks 
  all creatures in the radius (melee +6; 1d8+2 plus 50%).
  DESTRUCTION
  Calm the spirits by telling them the battle has ended or giving 
  them a useful battle tactic, and then succeeding at a DC 20 
  Diplomacy, Knowledge (religion), or Profession (soldier) check.
  TRAMPLING SPIRITS HAUNT 
  CR 8
  LG haunt (40-ft. radius)
  Caster Level 8th; Notice Perception DC 26 (to hear galloping 
  hooves)
  hp 16; Trigger proximity; Reset 1 hour
  EFFECT
  Ghostly cavalry appear, charging toward some unseen foe. These 
  spectral horses stampede over all creatures within the radius, 
  dealing 8d6 points of damage (DC 18 Reflex half).
  DESTRUCTION
  Calm the spirits by telling them the battle has ended or giving 
  them a useful battle tactic, and then succeeding at a DC 24 
  Diplomacy, Knowledge (religion), or Profession (soldier) check.
  TYRANT’S EMBRACE HAUNT 
  CR 8
  LE haunt (40-ft. radius)
  Caster Level 8th; Notice Perception DC 26 (to see a skeletal 
  hand emerging)
  hp 16; Trigger proximity; Reset 1 hour
  EFFECT
  Skeletal hands appear and attempt to grab living creatures. All 
  creatures within the radius are affected by enervation, as the 
  spell (+8 touch). 
  DESTRUCTION
  Cleanse the room with holy water, consecrate the room, or cast 
  death ward at the center of the haunt.
  TYRANT’S RECRUITMENT HAUNT 
  CR 6
  LE haunt (30-ft. radius)
  Caster Level 6th; Notice Perception DC 20 (to hear a cackling 
  laugh)
  hp 12; Trigger proximity; Reset 1 day
  EFFECT
  The laughing voice of a man fills the chamber, “Go, go and 
  find more to worship Absalom’s next god, Tar-Baphon.” All 
  creatures within the radius are affected by a suggestion to 
  establish a secret cult to Tar-Baphon in the nearest settlement 
  (DC 15 Will negates). Creatures whose alignment is chaotic 
  or good receive a +2 bonus on this saving throw (for a total 
  bonus of +4 for chaotic good creatures).
  DESTRUCTION
  Cleanse the room with holy water, consecrate the room, or cast a 
  bless spell granted by a good deity.
  HAZARDS
  The PCs may encounter the hazards below.
  BAD AIR (CR 4)
  Source: Pathfinder RPG GameMastery Guide 244
  Flammable vapors such as coal gas are dangerous and hard 
  to spot; noticing these vapors in advance requires a creature 
  to succeed at a DC 24 Survival check. The gases displace 
  breathable air in the lungs. Creatures breathing the air must 
  make a Fortitude save (DC 15 + 1 per previous check) each 
  hour or become fatigued. After a creature becomes fatigued, 
  slow suffocation sets in (Pathfinder RPG Core Rulebook 445). 
  Creatures holding their breath can avoid these effects. In 
  addition, any open flame or spark causes an explosion for 
  6d6 points of damage (Reflex save DC 15 for half) to all in the 
  room or within 5 feet of an entrance. The fire burns away the 
  oxygen in the air, leaving it unbreathable for 2d4 minutes. 
  After an explosion, flammable gas usually takes several days 
  to build up to dangerous levels again.
  CAVE-IN (CR 8)
  A cave-in buries anyone in the middle of the collapsing area, 
  and then sliding debris damages anyone in the periphery 
  of the collapse. A typical corridor subject to a cave-in might 
  have a bury zone with a 15-foot radius and a 10-foot-wide 
  slide zone extending beyond the bury zone. A weakened 
  ceiling can be spotted with a successful DC 20 Knowledge 
  (engineering) or DC 20 Craft (stonemasonry) check. 
  Remember that Craft checks can be attempted untrained as 
  Intelligence checks. A dwarf can attempt such a check if he 
  simply passes within 10 feet of a weakened ceiling.
  Characters in the bury zone of a cave-in take 8d6 points of 
  damage, or half that amount if they succeed at a DC 15 Reflex 
  save. They are subsequently buried. Characters in the slide 
  zone take 3d6 points of damage, or no damage at all if they 
  succeed at a DC 15 Reflex save. Characters in the slide zone 
  who fail their saves are buried.
  Characters take 1d6 points of nonlethal damage per 
  minute while buried. If such a character falls unconscious, 
  he must attempt a DC 15 Constitution check each minute. If 
  
  73
  FROM THE TOME OF RIGHTEOUS REPOSE
  he fails, he takes 1d6 points of lethal damage each minute 
  until freed or dead.
  Characters who aren’t buried can dig out their friends. In 
  1 minute, using only her hands, a character can clear rocks 
  and debris equal to five times her heavy load limit. The 
  amount of loose stone that fills a 5-foot-by-5-foot area weighs 
  1 ton (2,000 pounds). Armed with an appropriate tool, such 
  as a pick, crowbar, or shovel, a digger can clear loose stone 
  twice as quickly as by hand. A buried character can attempt 
  to free himself with a DC 25 Strength check.
  DWEOMERSINK (CR 6)
  Source: Pathfinder RPG GameMastery Guide 244
  Zones 
  of 
  magical 
  entropy 
  that 
  disrupt 
  spells, 
  dweomersinks are occasionally formed at the sites of great 
  magical duels, by the destruction of powerful artifacts, or by 
  vortices of eldritch energy at the fringes of antimagic zones. 
  They vary in size from small bubbles only a few feet across to 
  large areas the size of a town. A successful DC 20 Spellcraft 
  check detects a tingling in the air that heralds the presence 
  of a nearby dweomersink. An active spell brought into a 
  dweomersink may be dispelled, and any spell cast inside a 
  dweomersink is subject to an immediate counterspell (both 
  as dispel magic, caster level 8th). The resulting release of 
  magical energy inflicts 1d6 points of damage per spell level 
  in a 5-foot burst centered on the bearer of the spell entering 
  the area or the caster of a new spell (Reflex save DC 15 for 
  half damage). If multiple overlapping bursts hit the same 
  target, only the most damaging applies. Once a spell effect 
  has survived a dispel attempt, it is not affected again unless 
  it leaves and reenters the dweomersink. 
  DWEOMERSINK (CR 9)
  As the CR 6 version of dweomersink, except the caster level 
  of the dispel magic effect is 14 and the DC of the Reflex save to 
  take half damage from its burst is 18.
  GREEN SLIME (CR 4)
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
  MNEMONIC CRYSTALS (CR 3)
  Source: Pathfinder RPG GameMastery Guide 245
  Mnemonic crystals are large (2–4 feet tall) clusters of 
  violet quartz crystals that radiate a strong abjuration aura. 
  They can be identified with a successful DC 25 Knowledge 
  (arcana) check. Attuned to the unique energies of spellcraft, 
  mnemonic crystals harvest magical energy for growth and 
  defense. The crystals drain prepared spells from spellcasters 
  within 30 feet, who must make DC 22 Will saves each round 
  while in the crystals’ area. Failure results in the loss of one 
  prepared spell, chosen randomly. Spontaneous spellcasters 
  such as sorcerers are unaffected.
  Damaging or breaking the crystals causes them to release 
  their absorbed spells in a burst of mental energy that does 
  1d6 points of Wisdom damage to all creatures in a 10-foot 
  radius. Mnemonic crystals are exceedingly fragile (hardness 
  0, 1 hit point). In areas thick with the crystals, creatures 
  passing through must make DC 10 Acrobatics checks to 
  avoid stepping on or brushing against the crystals and 
  breaking them.
  ROT GRUBS (CR 4)
  Source: Pathfinder RPG GameMastery Guide 245
  Parasites such as ear seekers or rot grubs cause infestations, 
  a type of affliction similar to diseases. Infestations can only 
  be cured through specific means; no matter how many 
  saving throws are made, the infestation continues to afflict 
  the target. While a remove disease spell (or similar effect) 
  instantly halts an infestation, immunity to disease offers no 
  protection, as the infestation itself is caused by parasites.
  Rot grubs are nauseating parasites that feed on flesh and 
  nest in corpses. Generally, a handful of the grubs infest a 
  single corpse at a time, and a DC 15 Perception check is 
  enough to notice and avoid the grubs. Otherwise, 1d6 grubs 
  swiftly burst from the carcass to burrow into the creature, 
  which can attempt a DC 15 Reflex save to avoid the grubs 
  (but only if the creature is aware of the grubs’ presence). 
  Any amount of damage reduction is enough to provide 
  immunity to infestation.
  Once rot grubs have infested a living body, they burrow 
  toward the host’s heart, brain, and other key internal organs, 
  eventually causing death. On the first round of infestation, 
  applying flame to the point of entry can kill the grubs and 
  save the host, but this inflicts 1d6 points of fire damage to 
  the victim. Cutting the grubs out also works, but the longer 
  the grubs remain in a host, the more damage this method 
  does. Cutting them out requires a slashing weapon and a 
  DC 20 Heal check, and inflicts 1d6 points of damage per 
  round that the host has been infested. If the Heal check is 
  successful, one grub is removed. Remove disease kills any rot 
  grubs in or on a host.
  ROT GRUBS 
  CR 4
  Type infestation; Save Fortitude DC 17
  Onset immediate; Frequency 1/round
  Effect 1d2 Con damage per grub
  YELLOW MOLD (CR 6)
  If disturbed, a 5-foot square of this mold bursts forth with 
  a cloud of poisonous spores. All within 10 feet of the mold 
  
  PATHFINDER SOCIETY SCENARIO
  74
  must succeed at a DC 15 Fortitude save or take 1d3 points 
  of Constitution damage. Another DC 15 Fortitude save is 
  required once per round for the next 5 rounds, to avoid 
  taking 1d3 points of Constitution damage each round. A 
  successful Fortitude save ends this effect. Fire destroys 
  yellow mold, and sunlight renders it dormant.
  TRAPS
  The PCs may encounter the traps below. 
  CAMOUFLAGED SPIKED PIT TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 
  Reflex avoids; multiple targets (all targets in a 10-ft.-square 
  area)
  ELECTRICITY ARC TRAP 
  CR 4
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect electricity arc (4d6 electricity damage, DC 20 Reflex save 
  for half damage); multiple targets (all targets in a 30-ft. line)
  HAIL OF ARROWS TRAP 
  CR 9
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger visual (arcane eye); Reset repair
  Effect Atk +20 ranged (6d6); multiple targets (all targets in a 
  20-ft. line)
  INSANITY MIST TRAP 
  CR 8
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset repair
  Effect poison gas (insanity mist); never miss; onset delay (1 
  round); multiple targets (all targets in a 10-ft.-by-10-ft. room)
  Insanity Mist—inhaled; Save Fortitude DC 15; Frequency 1/
  round for 6 rounds; Effect 1d3 Wis damage; Cure 1 save
  SHOCKING FLOOR TRAP 
  CR 9
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset none
  Effect spell effect (shocking grasp, Atk +9 melee touch [4d6 
  electricity damage]); multiple targets (all targets in a 40-ft.-
  square room)
  WALL SCYTHE TRAP 
  CR 4
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic
  Effect Atk +20 melee (2d4+6/×4)
  WYVERN ARROW TRAP 
  CR 6
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 ranged (1d6 plus wyvern poison/×3)
  
  75
  FROM THE TOME OF RIGHTEOUS REPOSE
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  with respect to some or all of the Open Game Content due to statute, judicial order, or govern-
  mental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All subli-
  censes shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com; Authors John 
  Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kage-
  mann, Phillip Larwood, Richard Pett, and Stan!
  Ascomoid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Dark Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Rik Shepard.
  Golem, Wood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Patrick Lawinger.
  Ice Golem from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene.
  Mihstu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Pathfinder Society Scenario #8–07: From the Tome of Righteous Repose © 2016, Paizo Inc.; 
  Author: Andrew Hoskins. 
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  Pathfinder Society Scenario #8-07: 
  Tome of Righteous Repose
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  3–4
  6–7
  —
  650
  1,615
  —
  1,133
  1,300
  3,230
  —
  2,265
  Out of
  Subtier
  Pathfinder Society Scenario #8-07: 
  From the Tome of Righteous Repose
  Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the 
  crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. 
  Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one 
  of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser 
  restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; 
  a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an 
  effective resale value of 0 gp.
  Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven 
  yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two 
  benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus 
  on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such 
  creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ 
  spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 
  bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning 
  of your next turn.
  Bones: You gain the benefits above against undead creatures.
  Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.
  Scoundrels: You gain the benefits above against humanoids with the human subtype.
  Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.
  Core Campaign
  All Subtiers
  Subtier 6–7
  +1 fire-forged longswordUE (2,615 gp)
  +1 flaming ammunition (166 gp, limit 2)
  aegis of recoveryUE (1,500 gp)
  antiplagueUE (50 gp)
  belt of tumblingUE (800 gp)
  cloak of the hedge wizardUE (2,500 gp)
  daredevil bootsUE (1,400 gp)
  fire ward gelUE (150 gp)
  gem of four elements (acts as an elemental gem but 
  allows the user to summon a Large air, earth, fire, or 
  water elemental; 2,750 gp, limit 1)
  immovable rod (5,000 gp)
  miser’s maskUE (3,000 gp)
  restorative ointment (4,000 gp)
  ring of arcane signetsUE (1,000 gp)
  searing arrowUE (1,516 gp)
  shadow essence poison (250 gp, limit 4)
  soul stimulantUE (300 gp)
  traveler’s any-toolUE (250 gp)
  wand of burning hands (CL 5th, 23 charges; 1,725 gp, 
  limit 1)
  wand of cure moderate wounds (5 charges; 450 gp, 
  limit 1)
  wand of gust of wind (18 charges; 4,050 gp, limit 1)
  wand of protection from evil (7 charges; 105 gp, limit 1)
  wand of vanish (CL 4th, 24 charges; 1,440 gp, limit 1)
  UE This item appears in Pathfinder RPG Ultimate 
  Equipment.
  +1 holy ammunition (366 gp, limit 2)
  +1 undead-bane longsword (8,315 gp)
  amulet of elemental vengeance (combines the effects 
  of an amulet of elemental strifeUE and a necklace of 
  fireballs [four 4d6 spheres remaining]; 6,250, limit 1)
  bloodletting kukriUE (6,308 gp)
  deathblade poison (1,800 gp, limit 1)
  fuse grenadeUE (100 gp)
  ghostvision glovesUE (4,000 gp)
  gravewatch pendantUE (6,000 gp)
  knight’s pennon of battleUE (4,500 gp)
  martyr’s tearUE (6,000 gp)
  volatile vaporizerUE (2,200 gp)
  wand of cure serious wounds (5 charges; 1,125 gp, 
  limit 1)
  wand of daylight (17 charges; 3,825 gp, limit 1)
  UE This item appears in Pathfinder RPG Ultimate 
  Equipment.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 08/S08-07 - From the Tome of Righteous Repose.pdf