A11 Wild Thing
A11 Wild Thing
“Wild Thing” is a 3.5 OGL & Pathfinder Compatible Adventure designed for 4 PCs of levels 5–7.
This product makes use of the 3.5 OGL, Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game, and Pathfinder
Roleplaying Game Bestiary. These rules can be found online as part of the 3.5 SRD and Pathfinder Roleplaying Game Reference Document
at http://www.d20srd.org/ and http://paizo.com/pathfinderRPG/prd/ respectively.
This adventure 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. The OGL can be found on page 41 of this product.
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 Adventureaweek.com, LLP
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.
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1
Important Sandalia Sandalia is an honest woman from the city of Cherrian’s Rest.
Sandalia’s charisma, wit, and charm recently garnered the attention
of the Black Gold Consortium. They offered her a position as a
Characters
The Bog Troll Brothers
negotiating agent for new territories and locations that it seeks to
acquire. Her first job was to familiarize herself with the operations
of the Black Gold Island extraction facility, in order to paint it in a
good light using her way with words. Unfortunately, the boat which
took Sandalia and some others to the facility never returned; it was
attacked by a gang of bog trolls which has been preying on travelers
Goron, Dolp, Larg, Ju, and Blopp are the five bog troll siblings in the region. The bog trolls sank the ship and killed everyone on
which comprise this ragtag band of raiders and murderers. Brothers board, save for Sandalia.
of the bog troll Nimbit, these five have adopted an evil lifestyle
which has served them well. They consistently find their bellies
full and their hidden treasure horde well stocked. The brothers
roam the swamp in search of travelers and boats to attack. They
kill, cook, and eat humanoids after stripping them of all valuables.
The brothers hide their treasure somewhere deep in the swamp.
Cherrian’s
The Bog Troll Brothers stop by Big Rock from time to time, both
to pick on their youngest brother Nimbit and steal his finds to add
to their own hoard.
Rest
LOCATION DETAILS
Loyalty: Black Gold Consortium
Alignment: LG
Export: Oil, Black Stone
Import: Tools, Clothing, Specialty Goods, Specialty Foods,
Prisoners
Assets: 100,000 gp
Population: 17,000
Authority figure: Grand Consol Osardo Tanel, CG Human
Aristocrat 6 Expert 3
Authority: Kambel’s Mercentary-for-hire
Important Characters: Grand Consul Osrado Tanel (BGC),
Consulette Merlin Celfal (BGC), Consul Eleian Aslody,
Magistrate Alexander Gelmar (BGC), Sandalia Tanel
Population: 17,000
A medium sized city which originally started as an inn
and stop for travelers on their way elsewhere. When black
gold (oil) was discovered here, the Black Gold Consortium
(BGC) moved in and helped build up the population and
support to the area. Over time, a small city sprang up and
was subsequently walled off to protect against wandering
Nimbit
The youngest of seven brothers and sisters, Nimbit is a bog troll.
monsters and foul beasts from the swamp. A pair of long
docks host local fishing vessels and visiting ships alike.
While black gold is the primary source of income in
Generally bog trolls lure travelers to their doom by using mimicry
Cherrian’s Rest, a steady supply of mud crabs and swamp
and other tricks and treachery. Nimbit is more docile than the average
eels has provided a rare and interesting export to food
bog troll, due to the fact that he was the youngest sibling and came
connoisseurs in distant cities. However, some of the major
from a life of constant ridicule and torture by his older brothers.
families of the BGC have been trying to expand their
Goron, Nimbit’s eldest brother, has alluded to Nimbit joining the
interests by secretly embezzling the BGC’s funds and using
Bog Troll Brothers, but only if he can prove that he has toughened
the wealth to build and house the “worst of the worst”
up and is willing to kill a humanoid without a second thought. Since
prisoners from all over the world. By housing prisoners
Nimbit has reservations about harming humanoids, he has thus far
for a fee in the prison known as Moaning Fort the Aslody
shown no interest in joining his brothers, and instead chooses to
family has become quite rich.
hunt eels and mud crabs and gather food from the swamp for his
swamp stew.
2
Cherrian'sRestInnandTavern
Once a quaint establishment, it is still an inn that tolerates no
The Vast
roughhousing of any kind. A slow-paced, relaxing venue with good
ale and splenty of tales from the swamp. These days, the place feels
more like a large, Venetian, Renaissance style mansion than an inn
and tavern but its inner charm has been maintained. 1 main room,
1 bar, 10 rooms, stables, cellar, tool shed.
3
4
Bug Bites 91–95: The individual is bitten by a rare poisonous bug.
Roll a Fortitude DC 15 check, failure means the PC has
fallen into a coma which can only be cured by neutralizing
Many bugs and spiders throughout the swamp carry disease and
the poison within the PC’s veins. If this poison is not cured
poison with their bites. For every evening hour spent away from a
within 24 hours the PC will die.
roaring and smoky campfire roll a d100
96–99: The PC is bitten by a rare insect which causes the
loss of 1 point from a random ability score. Roll 1d6: 1
01–20: Bug bites are a minor annoyance and itch, causing all
Str, 2 Dex, 3 Con, 4 Int, 5 Wis, 6 Cha. The only way to get
attacks and reflex saves the following day to receive a -1 penalty.
the ability score back is to locate and carefully capture the
21–40: Bug bites are slightly more severe, causing itching,
bug, keep it alive and take it to an expert in etymology,
rashes, irritation and a distracted PC. All checks across the
alchemy, or a renowned wizard specializing in the crafting
board are rolled with a -1 penalty.
of complex and rare potions and cures. The poison can be
41–60: Mosquitoes carrying disease bite the PC. After 1d4
extracted and an antidote concocted. This process may take
days the PCs will grow violently ill, vomiting with a high
between 10–30 days and cost well over 1,000 gp. As long
fever. All checks will be undertaken with a -2 penalty with
as the PC is cured within 3 months their ability score will
an additional cumulative -1 for every day which passes
return to normal.
untreated. After 2 weeks the PC will die.
100: The PC is the victim of Rot Grubs, which begin to
61–80: One party member becomes infested with fleas or
burrow to their heart.
lice. In 1–2 days the entire party is affected. All affected
party members roll all checks with a -1 penalty and begin to
scratch their itchy skin which causes small abrasions. Time
spent in the swamp exposing these open sores to swamp
ROT GRUBS (5-20)
hp —, Pathfinder p 35
water will cause infection which causes 1d4 damage per day
hp 1, 3.5 p 36
which cannot be healed until the disease is cured.
Potential risk of infestation
81–90: A tick or ticks sneak into a PC’s underarms, groin, or
ears and begin sucking their blood. The tick stays attached until
carefully removed using fine tweezers or through magical means.
After 1d4+3 days the tick will become engorged with
blood and will drop off on its own. There is a cumulative
Travel in the Swamp
While traveling within the swamp, the PCs will encounter
10% chance per tick that the individual will contract Lyme many dangers. Depending upon which boat they chose to charter
disease which causes the following: and their captain’s skill level, the number and difficulty of the
Symptoms of early localized Lyme disease (Stage 1) begin days or encounters within the swamp will vary.
weeks after infection. They are similar to the flu and may include: Use the chart on the next page to randomly determine an
• Body-wide itching environmental encounter, change in weather, or random bestial
• Chills encounter.
• Fever
• General ill-feeling
• Headache
• Light-headedness or fainting
• Muscle pain
Black Gold Island
Black Gold Island gets its name from the rare black oil which
oozes to the surface. A work crew slaves day and night, pumping
• Stiff neck
the oil and storing it in large barrels for transport. The barrels are
There may be a bull’s eye rash, a flat or slightly raised red
routinely picked up by ship and transported to the city. Kambel’s
spot at the site of the tick bite. Often there is a clear area in
Mercenaries guard the operation, fighting off beasts and monsters
the center. It can be quite large and expanding in size.
from the swamp on a regular basis. It is rare, but at times the facility
Symptoms may come and go. Untreated, Lyme disease can
is attacked by trolls. The use of flaming oil to drive them back seems
spread to the brain, heart, and joints.
to infuriate both the trolls and the owners of the company. Many a
Symptoms of early disseminated Lyme disease (Stage 2)
supervisor has hesitated to use the oil, knowing the tongue-lashing
may occur weeks to months after the initial tick bite. They
they will receive for wasting the precious material, only to lose a
may include:
worker and have to ignite an barrel of two to see off the bog trolls.
• Paralysis or weakness in the muscles of the face
• Muscle pain and pain or swelling in the knees and other large joints
• Heart problems, such as skipped heartbeats (palpitations)
• Symptoms of late disseminated Lyme disease (Stage 3)
can occur months or years after the initial infection. The
Lonely Isle
A small island with some barely-noticeable remnants of a fire. An
most common symptoms are muscle and joint pain. adventurer died here over a year ago and his bones and belongings
Other symptoms may include: still remain. There is also evidence of a recent shipwreck survivor
• Abnormal muscle movement resting here before proceeding to the south.
• Muscle weakness
• Numbness and tingling
• Speech problems
5
SWAMP HAZARDS
Roll on this table to determine the weather, environmental hazards, and encounters the party faces as they travel.
You can roll on only one column of your choice, once for two columns, or once for all three, or you can simply pick
and choose from the options.
d100 Roll Environmental Meteorlogical Bestial
01–05 Sink Holes Sunny Alligator, p 26
06–10 Quicksand Sunny, Hot Bog Strider, p 27
11–15 Flooding Sunny, Humid Crocodile, p 26
16–12 Thick Mud Partial Clouds, Humid Giant Dragonfly, p 28
21–25 Sticky Plants Cloudy, Humid Giant Fly, p 28–29
26–30 Wrapping Plants Partial Clouds Giant Frog, p 29
31–35 Piercing Plants Cloudy Giant Poison Frog, p 29
36–40 Dragging Plants Light Fog Grippli, p 30
41–45 Animate Plants Fog Giant Leech, p 30
46–50 Viper Vine Thick Fog Leech Swarm, p 30
51–55 Trees: Falling Limbs Foggy, Humid Large Viper, p 33
56–60 Collapsing Trees Fog and Rain Giant Mosquito, p 31
61–65 Thornbushes Light Rain Mosquito Swarm, p 31
66–70 Sticky Bushes Rain Bloodhaze Mosquito, p 31
71–75 Poison Bushes Heavy Rain Constrictor Snake, p 32
76–80 Gas Mushrooms Storm, Heavy Rain Emperor Cobra, p 33
81–85 Poison Mushrooms Storm, Heavy Rain, Wind Stirge, p 33–34
86–90 Swamp Gas Storm, Heavy Rain, Wind, Lightning Tentamort, p 35
91–95 Acidic Mud Severe Storm Troll, p 63
95–100 Haunt: Lost Expedition Dangerous Storm Scrag Troll, p 22
Random Encounters are all statistically grouped at the end of this adventure module.
Fire Fields
Sources of natural gas and oil build up below the surface here.
Nimbit's Cave
Some of the sources have been sparked by fire bugs, lightning
This cave has a large entrance through which smoke constantly
strikes, or other natural phenomena and now constantly burn.
billows out. Nimbit keeps an enormous fire burning at all times
Creatures drawn to fire tend to congregate in this area, making
to keep his brothers at bay and provide heat with which to cook.
a volatile situation even worse. This area is dangerous to travel
The fire is created using a mixture of oil and dried mud and dung,
through and some pockets of gas can erupt in flame without
which explains the thick smoke created through its consumption.
warning or through provocation by one of the many fire creatures
Although possessed of a terrible smell, the strange fuel keeps his
which live here.
fire burning hot and allows him to boil stew in his giant cauldron
(found in this cave when he arrived).
Big Rock Fearing retaliation from his brothers for his strange lifestyle,
Nimbit has constructed many crude traps throughout his cave for
protection. The back section of the cave drops steeply down and into
The Bog Troll Nimbit calls this large gray mound of rock his home. a hollowed out area which contains cool, soft muddy water. Nimbit
The crag reaches up and out of the muck and is covered in moss and frequently rests in his mud pit on especially hot or muggy days.
pathetic looking trees. A precarious path winds up the rock to a huge
cave, which can be seen from below. A large amount of smoke can be
seen billowing from this entrance at all hours of the day.
6
Adventure Chapter
Gathering
One
Information
Hook
The adventurers are approached by Magistrate Alexander
Gelmar of the Black Gold Consortium. Alexander needs the PCs’
help. Alexander is concerned about a BGC boat which should
Before the PCs attempt to charter a boat and captain, they may
wish to gather some information around the city. You may role-
play this in various scenarios or skip right to the meat of the matter
and have the players roll a Gather Information check.
have returned a couple days ago. The boat carried five of his best
employees and his secret love Sandalia Tanel. He believes it may
have been attacked by a gang of bog trolls which has been plaguing
travelers for many months.
GATHER INFORMATION:
Alexander is particularly worried about a young woman named
Sandalia, who was recently hired as the new negotiating agent
DIPLOMACY dc 15
Note: a separate skill check will be required for each member of the
for potential territorial acquisitions. The boat the Black Gold
passenger manifest they seek information regarding.
Consortium employees were on was called the Wasp and was
1. Captain Gealan Longshanks
captained by Gealen Longshanks. It left the city about 4-5 days
Skilled captain whom makes routine cargo runs back
ago to visit Black Gold Island and the oil extraction facility located
and forth from Black Gold Island.
there. The boat has yet to return despite the fact that a delivery
2. Sandalia
of oil recently arrived from Black Gold Island, where the workers
The most charming, clever, and beautiful woman in
claim the Wasp left days ago to return to the city.
the city. Blonde hair, blue eyes, shapely yet athletic.
Sandalia, the consortium’s newest hire, is the most charming and
Acts ditzy at times, but only to get her way, as she is
clever woman in the city. People are already gossiping about her
actually quite sharp. She knows what she wants and
absence. Alexander describes Sandalia’s shapely figure, blonde hair,
goes for it.
blue eyes, and outgoing personality, begging the PCs to find the
3. Dolan
ship and bring the passengers home.
A simple man who enjoys working for the Black Gold
The amount Alexander offers for this job varies depending
Consortium and training to be an Oil Merchant for
on how many employees the PCs rescue and the PCs skill at
BGC.
negotiating for better pay.
4. Micaran
A jolly fellow who enjoys his drink a bit too much and
tends to get into trouble because of it. He is visiting
SKILL CHECK: DIPLOMACY this facility as a potential new worker. Residents of
DC 30: 150 gp per employee, 500 for Sandalia*
Cherrian’s Rest know little else about Micaran.
DC 25: 50 gp per employee, 350 for Sandalia*
5. Sven
DC 20: 30 gp per employee, 200 for Sandalia*
Transferred from a slower facility to Black Gold
DC 15: 15 gp per employee, 150 for Sandalia
Island due to increased demand for additional skilled
None/Failed: 10 gp per employee, 100 for Sandalia
employees in the area. Residents know little else about
*Alexander also pays to charter a boat for the PCs.
Sven.
6. Tholan
Missing BLACK GOLD CONSORTIUM Employees:
Very knowledgeable in oil extraction practices and
• Captain Gealan Longshanks
equipment. Scheduled to take over mechanical duties
• Sandalia
for the night shift at the Black Gold Island extraction
• Dolan
facility.
• Micaran
• Sven
• Tholan
7
Chartering a Vessel many of these creatures and therefore backs the vessel out and
finds an alternative route.” A potential danger could be as simple
as a bog swarming with disease-infested mosquitoes or as complex
The following vessels are available for charter to transport the as a hidden sandbar on which the vessel could run aground and
PCs to Black Gold Island. The regular BGC ship, the “Wasp”, become permanently stuck.
recently disappeared in the marsh, thus these are the PCs’ only
options.
8
GATHER INFORMATION/ SEARCHING FOR THE SHIPWRECK
Spot/Perception DC 25
DIPLOMACY dc 15 DC reduces by 2 (4 with mercenary info) for every
Success: Kole and Iarnen, two mercenary guards,
1 hour spent searching the correct area on the map.
recall which direction the ship took when it left: “The day
Success: “At first you notice a piece of processed wood
they left there was a bit of a storm a brewin’ wit a strong
bobbing by, then a few more, then you begin to see barrels
wind blowin’ against ‘em. So dey took a different way
stamped with the letters ‘BGC’ on the side. Then you spot
back ‘stead of the normal one. Went further south I guess,
the bodies. Most are simply bloated and already rotting
captain was gonna circle back up ta da city when da wind
from the unsanitary conditions of the stagnant swamp
calmed down.”
water. Some have huge battle wounds, with chests torn open
The men don’t recall the wind being intensely strong, just
and disgusting squirming maggots and worms feasting
enough to prevent the captain from making it back to the
upon the rotten innards. Others have entire limbs missing!”
city before dark, hence the course change.
Spot/Perception DC 14
Once the PCs receive this information they should have enough
Success: “It appears that whatever killed this crew and
to go on to continue their search. Just before they leave, a couple
these travelers also feasted upon parts of their bodies.
of the mercenaries warn the PCs that a gang of bog trolls has been
Clear, jagged teeth marks over some of the bodies, along
attacking folks in the swamp as of late, and to keep a wary eye
with snapped, marrowless bones strewn about, suggest this
trained in all directions at all times. “Them trolls be baaaaad news
was a site of frenzied feasting.”
I tell ya! Keep yer eyes and ears open!”
Knowledge: Swamp, DC 15
Racial Enemy: Troll Automatic success
Finding the Shipwreck Success: This appears to be a troll attack.
As the PCs near the wreckage there is a cumulative -2 reduction The bodies are the crew of the Wasp. The bodies are all male:
in the DC per hour spent searching the area. If the PCs received Sandalia is not among them. If the PCs continue to search the area
directions from the mercenaries at Black Gold Island this is (Spot/Perception DC 14), they find footprints in a tiny mud island
changed to a cumulative -4 reduction per hour. just to the south. From here, the Lonely Isle can be seen a little
further to the south. The prints lead that way.
9
Chapter Two
Arrival at Lonely Island
A small island rises out of the swamp like the shell of an enormous
tortoise. A couple of sad looking trees droop down as if the hot humid
air itself weighs heavily upon them. The remnants of the campfire
are found nearby, beside which lies a complete human skeleton, one
which is still complete, although the skull has a number of small
splits in it as it something has tried, but failed, to crush it.
SPOT/PERCEPTION dc 12
Success: Small rodent gnaw marks line these
bones. It appears this man died here, then vermin
devoured his corpse after his death.
THE POTION
A metal potion bottle rests on the ground nearby the
remnants of the campfire. (Spot/Perception DC 12)
Small finger marks are left upon the outside which
have brushed away part of the filth this bottle has acquired
sitting in the swamp for a time.
If the bottle is inspected by someone skilled at brewing potions,
arcana, or alchemy, additional information may be gleaned from it.
Knowledge: Arcana, Craft: Potion, Knowledge: Alchemy, +
Spellcraft DC variable depending on skill used (GM’s discretion)
Success: You are able to discern that this potion was a
variation of a Philter of Love. If the DC is beaten by 5 or more,
Visit to Traveler's Rest
the PC checking the potion momentarily realizes just how A wide, flat island dotted with dying trees, this island has signs of
wonderful the next person they look at is; brave, wise, caring, human settlement. An old dock, now in disrepair and partially sunk
just the kind of person to spend the rest of your life with. The in the swamp, juts out from one end of the island. An even older log
sensation passes as soon as someone else speaks to the PC. cabin is hidden amongst trees and underbrush. The area is overgrown,
with vines climbing the sides of the cabin and plants growing out
Two sets of prints can be seen leaving this island heading south from between some of the logs. Moss dangles from the rooftop and
before disappearing into the water. One set is clearly human, whilst over the door, most of which appears to be hanging on for dear life.
the other is unknown but appears monstrous. The ground on this island is dry, amazingly, and completely
devoid of mud or muck of any sort. The abandoned cabin appears to
be a good place to rest out of the elements and away from the pesky
SURVIVAL/TRACKING dc 20 mosquitoes and other pests, which incessantly bother the party.
Knowledge: Swamp DC 18
Knowledge: Trolls DC 10
Success: Second set of prints is definitely from a
The Old Cabin
Moss hangs over the front door and must be pushed aside to
troll, possibly the “bog troll” variant the locals continue to proceed. If a PC uses her sword or a stick she should be fine, but if
speak of as raiding local travelers. she reaches out and physically comes into contact with the moss,
she will obtain a new parasitic companion as follows:
If the PCs spend extra time examining the prints in the mud in
great detail, they may attempt a Survival/Track Skill Check DC 25 Roll 1d4
to determine that the human prints follow the troll prints, not the 1. Felp Lice: Within 1–2 days, constant itching of scalp
other way around! and body hair results in -1 to all checks due to the
If the PCs spot the island “Traveler’s Rest,” continue with “Travel persistant nature of these particularly vigilant lice.
in the Swamp” and then proceed to that location listed below, 2. Ragundar Ticks: Within 1–2 days, -1 to Fortitude Saves,
otherwise continue with “Travel in the Swamp” until the PCs reach -1 to all other checks. 3–4 days -1 CON, 5–6 days -2
the Fire Fields and Big Rock. Fortitude and -2 CON, 7–14 days fatigued permanently
until removed and healed. Possibly of Lyme disease (see
common illness and disease in the swamp, p xx).
10
3. Chiggers: Within a few minutes PC develops itchy patches
of skin which raise up into small pimple-like bumps
which swell and burst in the coming days. -1 to all checks
for the first 2-3 days then infection sets in. If traveling in
the swamp the infection becomes life threatening. If not
Chapter
4.
cured within 1 week the PC may die (GM discretion).
Rot Grubs: See common illness and disease in the swamp:
Bug Bites p 5, Rot Grub stat block Pathfinder p 35, 3.5 p 36
After the blood of the party has been spilled, all manner of
beasts appear, scenting fresh blood. Roll on the random monster
encounter table. If you don’t like the results, simply roll again or
choose a monster at your discretion.
When combat has ended, the PCs will find that their captain has
been slain by the murderous ghast. This island has been a waste of
time, energy, resources, and now the captain is dead. Really drive
the point home that stopping here was a mistake and promote the
feeling of helplessness within the party. They must find a way to lift
their own spirits and morale, now that it is at an all time low.
If the PCs did stay the night and the captain is dead, they will
have to find a way to pilot the vessel themselves. Does anyone
in the party have the necessary skills, or will the next part of the
journey also be a complete disaster?
11
1st: A large campfire can be seen on the horizon. Perhaps The Fire Fields are home to all manner of strange fire based
you have located a survivor! creatures. Most originally hail from the Elemental Plane of Fire
2nd: As you grow closer to the fire, others appear burning and have found their way here through portals. These portals were
in the middle of mud and muck within the swamp. You opened by the magic of an ancient wizard, combined with the fire
must leave the boat and travel this area on foot. naturally created in this region. The wizard brought these creatures
here in hopes of breeding them with native creatures and thereby
The PCs must travel on foot from here on out. to craft new beings. The wizard’s tower sank long ago, succumbing
to the ever rising rotten, stagnant water of the swamp.
A massive crag of gray rock rises out of the muck. The rock
appears to be protected by sheer cliffs on all sides save one,
where a precarious path meanders up its side. A thick cloud
of white smoke billows out of a gigantic cave atop the crag.
Random Encounters
A GM may choose an appropriate encounter for the party. All
The ground is thick, muddy, and covered in animal and statistics are located at the end of the adventure under Fire Fields
humanoid footprints which crisscross every which way. A Random Encounters.
massive ball of flame suddenly erupts nearby without warning,
causing you to jump! The heat in this area is unbearable.
SMALL FIRE ELEMENTAL (1-3)
The human and troll tracks are jumbled and hard to follow hp 11, p 22
through this area. The heat also does strange things to the mud,
twisting and contorting the surrounding soil as it heats and cools
then heats up again. MEDIUM FIRE ELEMENTAL (1-2)
hp 30, p 22
SURVIVAL/TRACKING dc 25
DC 20 Closer to Big Rock
Success: “You are able to locate a set of smaller
human prints along with the larger monstrous prints you
found at Lonely Isle. Another group of five sets of similar
monstrous prints, these even larger than the first, crisscross
with this pair. All seem to head back and forth to the large
mountainous mound of rock ahead.”
12
Climbing Big Rock
A muddy and precarious path leads up the side of Big Rock,
switching back and forth as it works its way to the top. The
switchbacks are slippery and treacherous, with awkward footing.
As the PCs progress, ask for the occasional Balance/Acrobatics check.
After the switchbacks the ground becomes more firm and levels out a
bit, climbing the last 100 feet gradually to the entrance of Nimbit’s Cave.
BALANCE/ACROBATICS
dc VARIES (10-15)
Initial Failure: Slip and fall off edge, allow a Reflex Save
DC 20 to catch a ledge before falling to their doom
Final Failure: Fall 1d10x10 feet into mud below. Mud
cushions fall and adjusts damage to 1d4 per 10 feet fallen.
13
14
Nimbit's Cave: TRAP TYPE: EXPLOSIVE FIRE
Construction Type: Primitive
Activation Type: Fire
Final Confrontation
Nimbit’s Cave is a veritable mine field of traps. Nimbit and
Trigger: Manual by Nimbit
Mechanism: Highly flammable and volatile ingredients
Sandalia really gave it their all when preparing for the inevitable Effect: Explosion coating everything in flaming goo.
visit by the Bog Troll Brothers, and their work shows. Attack Bonus: N/A
Note: Contrary to traditional map keys the following numbers Damage: 4d6 initial fire damage, round 2: 2d6, round 3:
correspond to the specific traps used in each area. 1d6, round 4: 1d4
Save: Reflex DC 20 for 1/2 initial damage and no additional
burning damage
1. Tripwire Trap Search DC: 15 (although no time to do so.)
Disable Device DC: 35 (The only way to disable this trap
Nimbit has wrapped two dead tree trunks in spiky bramble is to haul the massively heavy cauldron out of the cave
bushes and coated everything in giant wasp poison. He has then and shove it down the hill. If one tips the cauldron within
secured them using a rope and pulley system designed by Sandalia. the cave the liquid will spill and the fire beneath it will set
Finally, he ran a trip wire across each opening separately, making everyone ablaze from the ground up.)
each trap independent. Whoever fails to spot the tripwire and Challenge Rating: 3
stumbles over it will have a massive dead tree trunk slam into them,
the bramble bushes will break their skin and poison them whilst
throwing them back and out of the cave proper. 3.WithRazor Snare
Sandalia’s help, Nimbit has used salvaged bits of metal
and debris that he has collected from shipwrecks in the swamp
TRAP TYPE: SNARE/LOG TRAP to build these unique nets. When someone trips the wire, the net
Construction Type: Simple Mechanical is dropped from above and lands on the individual. The net itself
Activation Type: Instant is woven from razor sharp wire tied with sharp bits of metal and
Trigger: Local; tripwire glass. Given the close proximity of the debris piles. There is a 1
Mechanism: Gravity in 10 chance that struggling within the razor sharp net will also
Effect: Injury/Poison/Slowed trigger the collapse of a debris pile onto the already trapped PC.
Attack Bonus: +8 melee The nets are positioned in such a way as to remain hidden among
Damage: Log, 1d6+4; Brambles, 1d4+1+stick to clothing the dark and rough walls of the cave ceiling. Even if a rogue was to
slowed until removed; Poison spot the traps, finding a way to climb and disable them is another
Save: Reflex Save DC 16 avoids; Giant Wasp Poison, see below matter. Simply spotting the actual tripwire and taking precautions
Search DC: 22 not to trigger it is the only way past these nasty little traps.
Disable Device DC: 20
Challenge Rating: 2
TRAP TYPE: NET SNARE
Giant Wasp Poison Construction Type: Complex Mechanical
Type poison (injury); Save Fortitude DC 18 Activation Type: Instant
Frequency 1/round for 6 rounds Trigger: Local; tripwire
Effect 1d2 Dex damage; Cure 1 save Mechanism: Gravity
Effect: Ensnarement, injury
Attack Bonus: +5 melee
2.Nimbit’s
Cauldron Trap Damage: 2d6
cauldron has been filled with highly flammable and Save: None
volatile ingredients including oil and chemical secretions from a Search DC: 21
rare plant, amongst others. He has also added thick, sticky swamp Disable Device DC: 23
mud so when the flammable mixture explodes it thoroughly Challenge Rating: 3
coats anyone in the area of effect. When the PCs and/or Bog Troll Additional Damage: If a PC is snared by a net roll 1d10. On a 10,
Brothers charge into this area, Nimbit drops a flaming log into the A nearby pile of debris collapses on the PC, causing 2d6 damage
pot and dives for cover over trap 3 and into the caves beyond. In and requiring additional checks to dig free (at GM’s discretion).
1–2 rounds the entire cauldron belches its flaming contents onto
anyone within the area of effect, coating them in thick, flaming
liquid. Since it sticks to everything, it is not easily extinguished, 4Nimbit
. Simple Pit Traps
and normal means such as rolling on the ground are not effective. worked hard to dig these deep pits and line them with
The only way to completely put out the flame is to either cease the jagged metal debris recovered from shipwrecks. He had actually
flow of oxygen to the flames completely or use magic. already begun work on these prior to this situation arising.
15
TRAP TYPE: PIT TRAP TYPE:
Construction Type: Simple Mechanical
Activation Type: Instant SNARE/COLLAPSING/GRAVITY
Trigger: Location Construction Type: Complex Mechanical
Mechanism: Gravity Activation Type: Trigger
Effect: Fall (anyone within square or in 5 ft. adjacent square) Trigger: Tripwire
Attack Bonus: +10 Mechanism: Gravity
Damage: 2d6 from fall, 1d4 spikes per target for 1d4 Effect: Net full of rubble drops from above, potentially
damage per spike knocking PC over edge
Save: Reflex DC 20 avoids Attack Bonus: +8 melee
Search DC: 18 Damage: 2d6
Disable Device DC: 15 Save: Reflex DC 15 for 1/2 and avoid fall, Reflex DC 20 for
Challenge Rating: 2 complete avoidance
Search DC: 25 (tucked under above ledge, unlikely to be
looking this way unless being trailed by someone in which
5Nimbit
. Javelin Traps case DC reduced to 18.)
had already begun construction on these simple, spring Disable Device DC: 15 (May be disabled easily by moving
loaded javelin traps, designed to slow down intruders or kill giant back on the path and triggering the tripwire with a sword
rats who wandered into his cave from time to time. The way they or stick then backing up to let debris fall past.)
work is quite simple: a large spear or javelin is sharpened and Challenge Rating: 3
bound to a flexible branch using rope or twine. The branch is then
driven into the ground or rigged between stalagmites and bent
back as far as possible. 7A. Quickmud
Nimbit then ties a string to the stick to hold it in place and pulls naturally occurring pond of quickmud (similar to quicksand)
the string across the path through the cave. Then when someone has formed in a small depression in the cave floor over many
trips the string the branch straightens out quickly, impaling the decades. Just beyond the quickmud lies Nimbit’s wondrous bathing
unlucky person with a sharpened spear or javelin. pools, which are simply water and mud. Before one can reach that
Since these traps are of crude construction, there is a 30% area, they must pass over this quickmud which blocks their path.
chance that when a trap is sprung the spear or javelin either misses, As far as a PC can tell this mud appears just as normal cave mud,
doesn’t go off, or the PC simply trips over the string, thereby not with the occasional drips of water falling from above and into the
even setting off the trap but revealing its location. muck. As soon as someone sets foot into the mud, they will realize
their mistake as they begin to sink and struggle to break free.
Nimbit has set up a few boards tied together with rope (once
TRAP TYPE: IMPALING again retrieved from a shipwreck) across the muck so that he may
Construction Type: Primitive Mechanical quickly run across, then pull the boards to the other side with him.
Activation Type: Trigger He will then proceed into his pond and hide in the murky water
Trigger: Tripwire with Sandalia at his side (if possible, depending on the way prior
Mechanism: Pressure events unfold.)
Effect: Javelin launches at PC
Attack Bonus: +16 QUICKMUD
Damage: 1d6+4, javelin Patches of quickmud present a deceptively solid appearance
Save: Reflex DC 25 avoids (appearing as undergrowth or open land) that may trap careless
Search DC: 20 characters. A character approaching a patch of quickmud at a
Disable Device DC: 15 normal pace is entitled to a DC 8 Survival check to spot the danger
Challenge Rating: 2 before stepping in, but charging or running characters don’t have a
chance to detect a hidden bog before blundering in. A typical patch
of quickmud is 20 feet in diameter; the momentum of a charging or
Nimbit' s Bathing Cavern running character carries him or her 1d2×5 feet into the quickmud.
16
17
RESCUE SPOT/PERCEPTION dc 15
Pulling out a character trapped in quickmud can be difficult. A Success: Find the Treasure Alcove
rescuer needs a branch, spear haft, rope, or similar tool that enables
him to reach the victim with one end of it. Then he must make
a DC 15 Strength check to successfully pull the victim, and the
victim must make a DC 10 Strength check to hold onto the branch,
pole, or rope. If the victim fails to hold on, he must make a DC 15 TREASURE ALCOVE
Swim check immediately to stay above the surface. If both checks 350 pp
succeed, the victim is pulled 5 feet closer to safety. 562 gp
1,211 sp
How Things Unfold
If the PCs have killed the Bog Troll Brothers and then pursued
3,546 cp
15 small red gems worth 10 gp each
+1 dagger
Nimbit and Sandalia through the cave, they will finally confront
them here. Nimbit refuses to give up Sandalia, who throws herself
If Sandalia is taken back to Cherrian’s Rest, she may be cured
protectively in front on Nimbit and calls out to the PCs.
of the Philter of Love’s effects. After she has been cured she will
thank the PCs, reward each one with a kiss, 100 gold, and the two
“Can’t you see I’m happy here? Nimbit is my one true love
magical items she found on the dead adventurer on Lonely Isle.
and he and I shall be wed in the days to come. If you try and
Both Sthorin’s Circlet and Sthorin’s Dagger are described in detail
stop us we will fight you to the death if need be! Because
in the magical items section of this adventure.
true love conquers all!”
18
Magic Items Encounter
Index
STHORIN’S CIRCLET
Aura faint transmutation; CL 5th
Slot head; Price 9,000 gp; Weight —
DESCRIPTION
This silver headband grants a +3 competence bonus on the
wearer’s Charisma-based checks.
Trolls and Sandalia
CONSTRUCTION
Requirements Craft Wondrous Item, eagle’s splendor; Cost
BOG TROLLS cr 3
It was the sound of your comrades calling for help that led
4,500 gp
you this deep into the bog, but the cooking pot filled with their
heads was the last thing you expected to find…
XP 800
STHORIN’S DAGGER CE Large humanoid (giant)
Transmuter’s Athame
Init: +2; Senses: darkvision 60 ft, low light vision, scent;
Aura moderate transmutation; CL 11th
Perception: +4
Slot none; Price 20,000 gp; Weight 2 lbs.
DEFENSE
DESCRIPTION AC: 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
This long athame functions as a dagger +1 in combat, but
hp: 44 (4d8+20)
this bonus is a mere decoy to this athame’s true power. A
Fort +9, Ref +3, Will +2
transmuter who selects this athame as his bonded object
Weaknesses: bog dependent
can use it to spontaneously convert any prepared wizard
transmutation spell into any other wizard transmutation OFFENSE
spell he knows; the desired spell must be of the same level Speed: 30 ft.
or lower than the prepared spell. Melee: bite +6 (2d6+4), 2 claws +6 (1d6+4)
Special Attacks: rend (2 claws, 1d6+6)
CONSTRUCTION
Space: 10 ft.; Reach: 10ft.
Requirements Craft Wondrous Item, animate object,
creator must be a transmuter; Cost 10,000 gp TACTICS
Before Combat: Bog Trolls use their sound mimicry
ability to attempt to lure targets deeper into the bog or to
PHILTER of LOVE advantageous ambush points before combat.
Aura strong enchantment; CL 15th During Combat: Bog Trolls prefer sneak attacks to direct
Slot none; Price 3,000 gp; Weight — confrontation, but if forced a Bog Troll will use its rend and
bite fiercely.
DESCRIPTION
Morale: If reduced to 10 hp or less, a Bog Troll will attempt
This potent preparation causes a creature who drinks
to flee, using its peat walk ability to try and evade pursuers.
it to fall madly in love with the first creature he or she
perceives after consuming it. The drinker’s attitude toward STATISTICS
that creature becomes helpful. If a romantic attraction is Str 18, Dex 14, Con 20, Int 6, Wis 10 Cha 4
possible toward the first person viewed, the drinker falls Base Atk: +4; CMB: +9; CMD: 21/19
in love with that person. Otherwise, the drinker’s love is a Feats: Improved Natural Attack, Iron Will, Skill Focus
platonic adoration. The effects of the philter are permanent (Perception), Intimidating Prowess
unless removed by a break enchantment, dispel magic, Skills: Perception +7, Stealth +4 (+8 bog or swampy area),
limited wish, miracle, remove curse, or wish. Survival +3, Swim +12
Racial Modifiers: +4 Stealth (+8 Stealth in bog or swampy area)
CONSTRUCTION
Languages: giant, common, see mimicry below
Requirements Craft Wondrous Item, charm monster,
SQ: regeneration 3 (fire or acid), bog dependent
permanency; Cost 1,500 gp
ECOLOGY
Environment: temperate bogs
Organization: solitary or gang (2-4)
Treasure: standard
Bog trolls are large, stocky, mottled gray or green hued
humanoids. Their flesh is slick and typically encrusted with
peat mosses. Bog trolls make their homes deep in the peat
19
beds of bogs, far from civilization, but close enough to lure
humanoids when other food sources run low. Bog trolls are
NIMBIT the BOG TROLL, cr 3
XP 800
7 foot tall hunched humanoids and weigh about 400 pounds.
CE Large humanoid (giant)
SPECIAL ABILITIES Init: +2; Senses: darkvision 60 ft, low light vision, scent;
Bog Dependent: Just like the Swamp Troll, bog trolls keep Perception: +4
their bodies covered in a thick coating of mud and bog
DEFENSE
water. Without such a coating, they lose their regeneration
AC: 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
ability and eventually suffocate. They can survive away
hp: 44 (4d8+20)
from their murky home for 1 hour /2 points of Con. They
Fort +9, Ref +3, Will +2
cannot regenerate while subject to suffocation from being
Weaknesses: bog dependent
away from their bog for too long.
Mimicry: The bog troll is unique amongst his kin, as he has OFFENSE
the ability to mimic to near perfection (DC 22 – Perception Speed 30 ft.
based) the voice and cries for help of his victims. Oft times a Melee: bite +3 (2d6+1), 2 claws +3 (1d6+1)
bog troll will lurk amongst the peat, just barely breaking the Special Attacks: rend (2 claws, 1d6+1)
surface, utilizing his peat walk ability to stalk and learn the Space: 10 ft.; Reach: 10ft.
voices of a group before attempting to separate them. They
TACTICS
may, at any time encountered already have 1d4 “voices”
Before Combat: Bog Trolls use their sound mimicry
already reserved from previous encounters.
ability to attempt to lure targets deeper into the bog or to
Peat Walk: The unique bond the troll has with its bog
advantageous ambush points before combat.
allows it to pass through the peat beds below the surface
During Combat: Bog Trolls prefer sneak attacks to direct
without disturbing them or becoming entangled within the
confrontation, but if forced a Bog Troll will use its rend and
moss. (DC 30 Perception to notice movement).
bite fiercely.
Morale: If reduced to 10 hp or less, a Bog Troll will attempt
to flee, using its peat walk ability to try and evade pursuers.
STATISTICS
Str 10, Dex 14, Con 20, Int 13, Wis 12 Cha 7
Base Atk: +1; CMB: +2; CMD: 13/11
Feats: Improved Natural Attack, Iron Will, Skill Focus
(Perception), Intimidating Prowess
Skills: Perception +9, Stealth +4 (+8 bog or swampy area),
Survival +3, Swim +8
Racial Modifiers: +4 Stealth (+8 Stealth in bog or swampy area)
Languages: giant, common, see mimicry below
SQ: regeneration 3 (fire or acid), bog dependent
ECOLOGY
Environment: temperate bogs
Organization: solitary or gang (2-4)
Treasure: standard
Bog trolls are large, stocky, mottled gray or green hued
humanoids. Their flesh is slick and typically encrusted with
peat mosses. Bog trolls make their homes deep in the peat
beds of bogs, far from civilization, but close enough to lure
humanoids when other food sources run low. Bog trolls are
7-foot tall hunched humanoids and weigh about 400 pounds.
SPECIAL ABILITIES
Bog Dependent: Just like the Swamp Troll, bog trolls keep
their bodies covered in a thick coating of mud and bog
water. Without such a coating, they lose their regeneration
ability and eventually suffocate. They can survive away
from their murky home for 1 hour /2 points of Con. They
cannot regenerate while subject to suffocation from being
away from their bog for too long.
Mimicry: The bog troll is unique amongst his kin, as he has
the ability to mimic to near perfection (DC 22 – Perception
based) the voice and cries for help of his victims. Oft times a
bog troll will lurk amongst the peat, just barely breaking the
20
surface, utilizing his peat walk ability to stalk and learn the Organization: Solitary, pair (if with Nimbit), work party
voices of a group before attempting to separate them. They (1 + 2-5)
may, at any time encountered already have 1d4 “voices” Challenge Rating: ½
already reserved from previous encounters. Treasure: Sthorin’s Circlet, Sthorin’s Dagger
Peat Walk: The unique bond the troll has with its bog Languages: Common, rapidly learning Giant
allows it to pass through the peat beds below the surface Alignment: Neutral good
without disturbing them or becoming entangled within the Advancement: By character class
moss. (DC 30 Perception to notice movement). Level Adjustment: —
Monster Concept by Tim Tyler Weapon and Armor Proficiency: The expert is proficient
Monster Statistical Information by Joshua Gullion in the use of all simple weapons and with light armor but
not shields.
SANDALIA cr 1/3
Female Human Expert 1 SCRAG TROLL
NG Medium Humanoid (Human) Size/Type: Large Giant
Init +0; Senses Perception +2 Hit Dice: 6d8+36 (63 hp)
Initiative: +2
DEFENSE
Speed: 20 ft. (6 squares), 40 Swim
AC: 10, touch 10, flat-footed 10
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11,
hp: 8 (1d8+2)
flat-footed 14
Fort: +2, Ref +0, Will +3
Base Attack/Grapple: +4/+14
OFFENSE Attack: Claw+9 melee (1d6+6)
Spd: 30 ft. Full Attack: 2 claws+9 melee (1d6+6) and bite +4 melee (1d6+3)
Melee: Sthorin’s Dagger +3 (1d4+2) and Unarmed Strike Space/Reach: 10 ft./10 ft.
+2 (1d3+2/20/x2) Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., low-light vision,
STATISTICS
regeneration 5, scent
Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 17
Saves: Fort +11, Ref +4, Will +3
Base Atk: +0; CMB: +2; CMD: 12
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Feats: Acrobatic, Athletic
Skills: Listen+5, Spot+6
Skills: Acrobatics +6, Appraise +5, Climb +4, Diplomacy
Feats: Alertness, Iron Will, Track
+7, Heal +2, Perception +2, Sense Motive +2, Stealth +1,
Environment: Aquatic (Any body of water)
Survival +2, Swim +8
Organization: Solitary or gang (2-4)
Languages: Common, learning Giant
Challenge Rating: 5
Gear: Sthorin’s Circlet, Sthorin’s Dagger
Treasure: Standard
Language: Giant
Alignment: Usually chaotic evil
SANDALIA Advancement: By character class
Female, 1st Level Expert
Level Adjustment: 5
Size/Type: Medium Humanoid (Human)
Combat
Hit Dice: 1d6+2 (6 hp)
Trolls have no fear of death: They launch themselves into
Initiative: +0
combat without hesitation, flailing wildly at the closest
Speed: 30ft. (6 squares)
opponent. Even when confronted with fire, they try to get
Armor Class: 10, touch 10, flat-footed 10
around the flames and attack.
Base Attack/Grapple: +0/+2
Rend (Ex) If a troll hits with both claw attacks, it latches
Attack: +1 Dagger +3 melee (1d4+3/19-20) or unarmed +2
onto the opponent’s body and tears the flesh. This attack
melee (1d3+2) or +1 dagger +1 ranged (1d4+1/19-20)
automatically deals an additional 2d6+9 points of damage.
Full Attack: +1 Dagger +3 melee (1d4+3/19-20) or unarmed
Regeneration (Ex) Fire and acid deal normal damage to
+2 melee (1d3+2) or +1 dagger +1 ranged (1d4+1/19-20)
a troll. If a troll loses a limb or body part, the lost portion
Space/Reach: 5 ft./5 ft.
regrows in 3d6 minutes. The creature can reattach the
Special Attacks: —
severed member instantly by holding it to the stump. Unlike
Special Qualities: —
their cousins, Scrags only regenerate if mostly immersed in
Saves: Fort +2, Ref +0, Will +3
water.
Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 17
Skills: Appraise +6, Decipher Script +6, Diplomacy +6,
Jump +4, Listen +4, Move Silently +3, Sense Motive +3,
Spot +6, Survival +4, Tumble +2
Feats: Alertness, Diligent
Environment: Any
21
Fire Fields Encounters LARGE FIRE ELEMENTAL cr 5
XP 1,600
N Large outsider (elemental, extraplanar, fire)
SMALL FIRE ELEMENTAL cr 1 Init +9; Senses darkvision 60 ft.; Perception +11
XP 400 DEFENSE
N Small outsider (elemental, extraplanar, fire) AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4
Init +5; Senses darkvision 60 ft.; Perception +4 natural, –1 size)
hp 60 (8d10+16)
DEFENSE
Fort +8, Ref +11, Will +4
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3
DR 5/—; Immune elemental traits, fire
natural, +1 size)
Weaknesses vulnerability to cold
hp 11 (2d10)
Fort +3, Ref +4, Will +0 OFFENSE
Immune elemental traits, fire Speed 50 ft.
Weaknesses vulnerability to cold Melee 2 slams +12 (1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
OFFENSE
Special Attacks burn (1d8, DC 16)
Speed 50 ft.
Melee slam +4 (1d4 plus burn) STATISTICS
Special Attacks burn (1d4, DC 11) Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
STATISTICS
Feats Dodge, Improved Initiative, Iron Will, Mobility,
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Spring Attack, Weapon Finesse
Base Atk +2; CMB +1; CMD 13
Skills Acrobatics +14, Climb +9, Escape Artist +12,
Feats Dodge, Improved Initiative, Weapon Finesse
Intimidate +9, Knowledge (planes) +5, Perception +11
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate
Languages Ignan
+4, Knowledge (planes) +1, Perception +4
A large fire elemental is 16 feet long and weighs 4 pounds
Languages Ignan
A small fire elemental is 4 feet long and weighs 2 pounds SPECIAL ABILITIES
Burn (Ex) A fire elemental deals fire damage in addition to
damage dealt on a successful hit in melee. Those affected by
MEDIUM FIRE ELEMENTAL cr 3 the burn ability must also succeed on a Reflex save or catch
XP 800 fire, taking the listed damage for an additional 1d4 rounds
N Medium outsider (elemental, extraplanar, fire) at the start of its turn. A burning creature can attempt a new
Init +7; Senses darkvision 60 ft.; Perception +7 save as a full round action. Dropping and rolling on the
ground grants a +4 bonus on this save. Creatures that hit a
DEFENSE
burning creature with natural weapons or unarmed attacks
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
take fire damage as though hit by the burning creature and
hp 30 (4d10+8)
must make a Reflex save to avoid catching on fire. See Burn
Fort +6, Ref +7, Will +1
for more details.
Immune elemental traits, fire
Weaknesses vulnerability to cold ECOLOGY
Environment any (Plane of Fire)
OFFENSE
Organization solitary, pair, or gang (3–8)
Speed 50 ft.
Treasure none
Melee slam +7 (1d6+1 plus burn)
Fire elementals are quick, cruel creatures of living flame.
Special Attacks burn (1d6, DC 14)
They enjoy frightening beings weaker than themselves, and
STATISTICS terrorizing any creature they can set on fire.
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 A fire elemental cannot enter water or any other
Base Atk +4; CMB +5; CMD 19 nonflammable liquid. A body of water is an impassible
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse barrier unless the fire elemental can step or jump over it
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate or the water is covered with aflammable material (such as
+5, Knowledge (planes) +1, Perception +7 a layer of oil).
Languages Ignan Fire elementals vary in appearance—they usually manifest
A medium fire elemental is 8 feet long and weighs 2 pounds as coiling serpentine forms made of smoke and flame, but
some fire elementals take on shapes more akin to humans,
demons, or other monsters in order to increase the terror
of their sudden appearance. Features on a fire elemental’s
body are made by darker bits of flame or patches of semi-
stable smoke, ash, and cinders.
22
FIRE MEPHIT cr 3 Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6,
Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7,
XP 800
Spot +6, Use Rope +1 (+3 with bindings)
N Small outsider (fire)
Feats: Dodge, Improved Initiative
Init +6; Senses darkvision 60 ft.; Perception +6
Environment: Elemental Plane of Fire
DEFENSE Organization: Solitary (1), gang (2-4 mephits of mixed
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 types), or mob (5-12 mephits of mixed types)
natural, +1 size) Challenge Rating: 3
hp 19 (3d10+3); fast healing 2 (while touching fire) Treasure: Standard
Fort +2, Ref +5, Will +3 Language: Common, Ignan
DR 5/magic; Immune fire Alignment: Usually neutral
Weaknesses vulnerability to cold Advancement: 4–6 HD (Small); 7–9 HD (Med)
Level Adjustment: +3 (cohort)
OFFENSE
A fire mephit is about 4 feet tall and weighs about 1 pound.
Speed 30 ft., fly 40 ft. (average)
Combat
Melee 2 claws +5 (1d3+1)
Breath Weapon (Su)15-foot cone, damage 1d8 fire, Reflex
Special Attacks breath weapon (15-foot cone, 1d8 fire, DC
half DC 12. The save DC is Constitution based and includes
13 half, every 4 rounds)
a +1 racial adjustment.
Spell-Like Abilities (CL 6th; concentration +8)
Spell-Like Abilities
• 1/hour–scorching ray
1/hour—scorching ray (DC 14, caster level 3rd);
• 1/day–heat metal (DC 14), summon (level 2, 1 fire
1/day—heat metal (DC 14, caster level 6th). The save DC is
mephit 25%)
Charisma-based.
STATISTICS Fast Healing (Ex)A fire mephit heals only if it is touching a
Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14 flame at least as large as a torch.
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12 FLAMEBROTHER SALAMANDER cr 3
Languages Common, Ignan XP 800
CE Small outsider (extraplanar, fire)
SPECIAL ABILITIES
Init +2; Senses darkvision 60 ft.; Perception +11
Breath Weapon (Su) Each type of mephit can unleash a
particular breath weapon every 4 rounds as a standard action. DEFENSE
The DC is Constitution-based and includes a +1 racial bonus. AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
The breath weapon of a fire mephit is a cone of flames that hp 25 (3d10+9)
deals 1d8 fire damage. Fort +6, Ref +5, Will +5
Immune fire
ECOLOGY
Weaknesses Vulnerability to cold
Environment any (elemental planes)
Organization solitary, pair, gang (3–6), mob (7–12) OFFENSE
Treasure standard Speed 20 ft.
Fire mephits are commonly found on the Plane of Fire. Fire Melee spear +5 (1d6+1/x3 plus 1d6 fire), tail slap +0 (1d8 plus 1d6 fire)
mephits are vengeful and quick to anger. Special Attacks constrict (1d8+1 plus 1d6 fire), heat
STATISTICS
Str 12, Dex 15, Con 16, Int 14, Wis 15, Cha 13
FIRE MEPHIT Base Atk +3; CMB +3 (+7 to grapple); CMD 15 (can’t be tripped)
Size/Type: Small Outsider (Extraplanar, Fire)
Feats Iron Will, Skill Focus (Perception)
Hit Dice: 3d8 (13 hp)
Skills Acrobatics +8, Bluff +7, Craft (weaponsmithing) +12,
Initiative: +5 Speed: 30 ft. (6 squares), fly 50 ft. (average)
Intimidate +7, Knowledge (Planes) +8, Perception +11,
Armor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12,
Sense Motive +8, Stealth +12; Racial Modifiers +4 Craft
flat-footed 15
(armorsmithing, blacksmithing, and weaponsmithing)
Base Attack/Grapple: +3/-1
Languages Common, Ignan
Attack: Claw +4 melee (1d3 plus 1d4 fire)
Full Attack: 2 claws +4 melee (1d3 plus 1d4 fire) SPECIAL ABILITIES
Space/Reach: 5 ft./5 ft. Heat (Ex) A salamander generates so much heat that its
Special Attacks: Breath weapon, spell-like mere touch deals an additional 1d6 points of fire damage. A
abilities, summon mephit salamander’s metallic weapons also conduct this heat.
Special Qualities: Damage reduction 5/magic,
ECOLOGY
darkvision 60 ft., immunity to fire, fast healing 2,
Environment Elemental Plane of Fire
vulnerability to cold
Organization solitary, pair, or cluster (3–5)
Saves: Fort +3, Ref +4, Will +3
Treasure standard (nonflammables only)
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
23
FLAMEBROTHER SALAMANDER
Size/Type: Small Outsider (Extraplanar, Fire)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +1 Dex, +7 natural), touch 12,
flat-footed 18
Base Attack/Grapple: +4/+1
Attack: Spear +6 melee (1d6+1/×3 plus 1d6 fire)
Full Attack: Spear +6 melee (1d6+1/×3 plus 1d6 fire) and
tail slap +4 melee (1d4 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4 plus 1d6 fire, heat, improved grab
Special Qualities: Darkvision 60 ft., immunity to fire,
vulnerability to cold
Saves: Fort +6, Ref +5, Will +6
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Skills: Craft (blacksmithing) +8, Hide +12, Listen +11,
Move Silently +6, Spot +11
Feats: Alertness, Multiattack
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-5)
Challenge Rating: 3
Treasure: Standard (nonflammables only)
Language: Ignan
Alignment: Usually evil (any)
Advancement: 4–6 HD (Small)
Level Adjustment: +4
Combat
Constrict (Ex) A salamander deals automatic tail slap
damage (including fire damage) with a successful grapple
check. A noble salamander can constrict multiple creatures
simultaneously, provided they are all at least two sizes
THOQQUA cr 2
XP 600
smaller than it.
N Medium outsider (earth, elemental, extraplanar, fire)
Heat (Ex) A salamander generates so much heat that its
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.;
mere touch deals additional fire damage. Salamanders’
Perception +10
metallic weapons also conduct this heat.
Aura molten body
Improved Grab (Ex) To use this ability, a salamander must
hit a creature of up to one size larger than itself with its tail DEFENSE
slap attack. It can then attempt to start a grapple as a free AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
action without provoking an attack of opportunity. If it wins hp 22 (3d10+6)
the grapple check, it establishes a hold and can constrict. Fort +5, Ref +4, Will +2
Spell-Like Abilities Immune fire, elemental traits
(Noble salamanders only) 3/day—burning hands (DC 13), Weaknesses vulnerable to cold
fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/
OFFENSE
day—dispel magic, summon monster VII (Huge fire elemental).
Speed 30 ft., burrow 20 ft.
Caster level 15th. The save DCs are Charisma based.
Melee slam +4 (1d6+1 plus burn)
Skills
Special Attacks burn (1d6, DC 13)
Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.
Feats STATISTICS
Salamanders have the Multiattack feat even though they do Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10
not have the requisite three natural weapons. Base Atk +3; CMB +4; CMD 15 (can’t be tripped)
Feats Nimble Moves, Skill Focus (Perception)
Skills Acrobatics +7, Perception +10, Stealth +7, Survival +7
Languages Ignan (cannot speak)
SPECIAL ABILITIES
Molten Body (Su) A thoqqua’s body is hot enough to melt
stone. Anyone striking a thoqqua with a natural weapon
or unarmed strike takes 1d6 points of fire damage. A
24
creature that grapples a thoqqua or is grappled by one takes Special Attacks: Heat, burn
3d6 points of fire damage each round the grapple persists. Special Qualities: Darkvision 60 ft., elemental traits,
A creature that strikes a thoqqua with a manufactured immunity to fire, tremorsense 60 ft., vulnerability to cold
weapon can attempt a DC 13 Reflex save to pull the weapon Saves: Fort +4, Ref +2, Will +2
away from the creature’s molten body quickly enough to Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
avoid having the weapon take 1d6 points of fire damage Skills: Listen +5, Move Silently +3, Survival +3
damage caused to a weapon in this manner is not halved Feats: Alertness, Track
as is normal for damage caused to items, and ignores the Environment: Elemental Plane of Fire
first 5 points of hardness possessed by the item. As a result, Organization: Solitary or pair
most metal weapons can generally safely strike a thoqqua Challenge Rating: 2 Treasure: None
without taking much damage, but wooden weapons have Alignment: Usually neutral
a significant chance of burning away if used against one of Advancement: 4–9 HD (Large)
these creatures. The save DC is Constitution based. Level Adjustment: —
A thoqqua is about 1 foot in diameter and 4 to 5 feet long.
ECOLOGY
It weighs about 200 pounds.
Environment any land (Plane of Fire)
Combat
Organization solitary or pair
When a thoqqua is disturbed, its first instinct is to attack. Its
Treasure none
favored tactic is to spring directly at a foe, either by bursting
Thoqquas are cantankerous creatures of fire and slag. Their
out of the rock or by coiling up its body and launching
bodies generate incredible heat that allows them to burrow
itself like a spring. (Treat this as a charge, even though the
or melt through most surfaces, even solid rock. Thoqquas
thoqqua does not need to move 10 feet before attacking.)
are native to the vast ash deserts and lava fields where the
Heat (Ex) Merely touching or being touched by a thoqqua
Plane of Fire abuts the Plane of Earth. There they consume
automatically deals 2d6 fire damage.
ore and minerals, which their furnacelike bodies then smelt
Burn (Ex) When a thoqqua hits with its slam attack, the
into armor plates that grant the creatures their natural
opponent must succeed on a DC 12 Reflex save or catch
armor—as outsiders, these creatures have no need to eat
fire. The save DC is Constitution-based. The flame burns
to survive, but a “starving” thoqqua generally has a lower
for 1d4 rounds if not extinguished sooner. A burning
natural armor bonus than a healthy one.
creature can use a full-round action to put out the flame.
A thoqqua’s frontmost body segment tapers into a straight,
horn-like beak that glows with a blistering heat. Steam and
smoke constantly hiss from its joints, and from a distance a
thoqqua can be mistaken for a strange metallic Construct.
Adult thoqquas are 5 feet long and weigh 200 pounds.
Their fiery tempers make thoqquas dangerous to
approach—they attack without thinking when startled or
frustrated. If a thoqqua does not immediately chase away
humanoids within its territory, then it gradually comes to
view that settlement as property, and even guards it.
Mephits seem to understand the thoqqua thought process,
and occasionally broker deals with the simple-minded
worms. The mephits say that the mountain-sized ancestors
of modern thoqquas were servants of the Elemental lords,
and dug the first volcanoes in the young worlds of the
Material Plane. These progenitor worms then retired to
the worlds’ cores, where their heat warms the planets even
today. Thoqquas on the Material Plane do indeed congregate
around volcanoes—though whether this is to protect a
mineral-rich food site or a sacred place is unknown.
THOQQUA
Size/Type: Medium Elemental (Earth, Extraplanar, Fire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d6+3 plus 2d6 fire)
Full Attack: Slam +4 melee (1d6+3 plus 2d6 fire)
Space/Reach: 5 ft./5 ft.
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Advancement: 4–5 HD (Medium)
Vast Swamp Encounters Level Adjustment: —
Combat
Improved Grab (Ex) To use this ability, a crocodile must
CROCODILE cr 2 hit with its bite attack. It can then attempt to start a grapple
XP 600 as a free action without provoking an attack of opportunity.
N Large animal If it wins the grapple check, the crocodile establishes a hold
Init +1; Senses low-light vision; Perception +8 on the opponent with its mouth and drags it into deep
water, attempting to pin it to the bottom.
DEFENSE
Hold Breath (Ex) A crocodile can hold its breath for a
AC 14, touch 10, flat-footed 13 (+1 Dex, +4
number of rounds equal to 4 × its Constitution score before
natural, –1 size)
it risks drowning.
hp 22 (3d8+9)
Skills A crocodile has a +8 racial bonus on any Swim check
Fort +6, Ref +4, Will +2
to perform some special action or avoid a hazard. It can
OFFENSE always choose to take 10 on a Swim check, even if distracted
Speed 20 ft., swim 30 ft.; sprint or endangered. It can use the run action while swimming,
Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2) provided it swims in a straight line. A crocodile gains a +4
Space 10 ft.; Reach 5 ft. racial bonus on Hide checks when in the water. Further, a
Special Attacks death roll (1d8+6 plus trip) crocodile can lie in the water with only its eyes and nostrils
showing, gaining a +10 cover bonus on Hide checks.
STATISTICS
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Skill Focus (Perception, Stealth)
ALLIGATOR cr 2
XP 600
Skills Perception +8, Stealth +5 (+13 in water),
N Medium animal
Swim +12; Racial Modifiers +8 on Stealth in water
Init +1; Senses low-light vision; Perception +8
SQ hold breath
DEFENSE
SPECIAL ABILITIES AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
Death Roll (Ex) When grappling a foe of its size or smaller,
hp 22 (3d8+9)
a crocodile can perform a death roll upon making a
Fort +6, Ref +4, Will +2
successful grapplecheck. As it clings to its foe, it tucks in its
legs and rolls rapidly, twisting and wrenching its victim. The OFFENSE
crocodile inflicts its bite damage and knocks the creature Speed 20 ft., swim 30 ft.; sprint
prone. If successful, the crocodile maintains its grapple. Melee bite +6 (1d6+4 plus grab) and tail slap +1 (1d10+2)
Hold Breath (Ex) A crocodile can hold its breath for a Special Attacks death roll (1d6+6 plus trip)
number of rounds equal to 4 times its Constitution score Tactics If enraged or hungry, the alligator bellows and
before it risks drowning. snaps at anyone within 5 feet of the edge of the water. The
Sprint (Ex) Once per minute a crocodile may sprint, alligator has to make a DC 15 Climb check to clamber up
increasing its land speed to 40 feet for 1 round. high enough to bite at someone this close to the edge, and
even then, the cover provided grants his target a +2 bonus
to AC. If there’s more than one target, roll randomly to
CROCODILE see who the animal tries to bite. Anyone who the alligator
Size/Type: Medium Animal successfully grabs is automatically pulled down into the
Hit Dice: 3d8+9 (22 hp) water below unless they are strong enough to hold their
Initiative: +1 footing (the alligator weighs 500 pounds). If reduced to 7
Speed: 20 ft. (4 squares), swim 30 ft. hit points or less, the alligator retreats into the water to hide.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
STATISTICS
Base Attack/Grapple: +2/+6
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Base Atk +2; CMB +6 (+10 grapple); CMD 17 (21 vs trip)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Space/Reach: 5 ft./5 ft.
Skills Perception +8, Stealth +9 (+17 in water); Racial
Special Attacks: Improved grab
Modifiers +8 Stealth in water, +8 Swim
Special Qualities: Hold breath, low-light vision
Languages none
Saves: Fort +6, Ref +4, Will +2
SQ hold breath
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7, Listen +4, Spot +4, Swim +12 SPECIAL ABILITIES
Feats: Alertness, Skill Focus (Hide) Death Roll (Ex) When grappling a foe of its size or smaller,
Environment: Warm marshes an alligator can perform a death roll upon making a
Organization: Solitary or colony (6–11) successful grapple check. As it clings to its foe, it tucks in
Challenge Rating: 2 its legs and rolls rapidly, twisting and wrenching its victim.
26
The alligator inflicts its bite damage and knocks the creature Bog striders call themselves Ses’h in Aquan, but the first
prone. If successful, the crocodile maintains its grapple. explorers to encounter them named the reclusive bug-
Sprint (Ex) Once per minute an alligator may sprint, men after their ability to stride on water like solid ground.
increasing its land speed to 40 feet for 1 round. Individual bog striders resemble upright beetles with four
legs, two arms, and powerful mandibles. They depend on
ECOLOGY
their waterborne speed to quickly chase down prey and flee
Environment warm rivers and marshes
from predators. Otherwise, they care little for civilizations
Organization solitary, pair, or colony (3–12)
other than their own, rarely venturing from the swampy
Treasure none
rivers and lakes they call home.
An alligator is a primeval reptile that dwells in swamps
The long, spindly legs of bog striders give the impression
or along the banks of rivers, a habitat that often puts it in
of a greater size then their relatively fragile frames actually
violent contact with unsuspecting prey that come to the
account for. Although their limbs are in most cases more
water’s edge to drink.
than double, even triple, the length of other humanoids,
their inflexible joints grant them little more mobility, range
BOG STRIDER cr 2 of motion, and capability to reach than others. Regardless
of gender, nearly all bog striders stand 5 feet tall and weigh
XP 600
approximately 150 pounds.
N Medium monstrous humanoid
Bog striders reproduce during specific seasonal and
Init +2; Senses darkvision 60 ft., tremorsense 120 ft. (in
astrological cycles that occur only two to three times during
water); Perception +6
their entire lifespan—detecting their moment of peak
DEFENSE fertility through changes in the weather and tidal effects
AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural) upon large bodies of water. Thereafter, pregnant females
hp 15 (2d10+4) lay a clutch of four to 10 eggs, keeping them submerged
Fort +2, Ref +5, Will +4 and guarding against predators until they hatch 6 months
later. The younglings then cling to their mother for the
OFFENSE
next 3 months as they learn the rudiments of survival and
Speed 30 ft., water stride 50 ft.
socialization within the tribe. Unfortunately, predators
Melee spear +4 (1d8+3/x3), bite –1 (1d6+1) or 2 claws +4
(intelligent or otherwise) often view bog strider eggs
(1d4+2), bite +4 (1d6+2)
and younglings as easy prey. Hatcheries suffer attacks by
Ranged spear +4 (1d8+2/x3) or mwk net +5 ranged touch
crocodiles and giant frogs, while birds of prey, boggards,
(entangle)
and human hunters pick off younglings who stray from
STATISTICS their mothers on the open water.
Str 14, Dex 14, Con 14, Int 11, Wis 13, Cha 9 As a result of these reproductive challenges, bog striders
Base Atk +2; CMB +4; CMD 17 (21 vs. trip) struggle to keep pace with other swamp-dwelling cultures,
Feats Dodge suffering through periods of decline and near extinction. These
Skills Perception +6, Stealth +7, Survival +6, Swim +11; difficulties make them increasingly insular and territorial,
Racial Modifiers +4 Swim meeting interlopers with spears more often than diplomacy.
Languages Aquan; tremor tap 120 ft. A bog strider’s diet consists almost entirely of meat.
SQ hold breath, water sprint They routinely hunt for fish, crustaceans, or snakes, and
occasionally hunt for birds, giant wasps, or dragonflies.
SPECIAL ABILITIES
They particularly excel at spearfishing and snaring airborne
Tremor Tap (Ex) Bog striders can send and receive
prey with thrown nets.
messages by creating and sensing silent vibrations on the
The wide stance of a bog strider’s four legs displaces its
surface of any body of water they currently tread. The range
weight over any body of water by maintaining the surface
of communication extends outward 120 feet to all other bog
tension with a cushion of air trapped beneath several small
striders within line of effect on or under the water. Because
ridges on each foot. While not dissimilar to the motion of
the ripples created on the water prove omni-directional,
minute water-striding insects, for bog striders the motion is
bog striders can communicate with multiple targets at the
aided by some manner of innate magic or other supernatural
same time. Only bog striders can understand this form
relationship with the water. Regardless of the source of this
of communication. This ability also grants bog striders
ability, it allows them to literally walk on water, though they
tremorsense in water at a range of 120 feet.
can also fully submerge and hide below the surface if they
Water Stride (Su) A bog strider can tread upon rivers,
desire. Bog striders who survive into adulthood can live up to
lakes, and flooded swamplands or marshes as if under the
60 years. Each youngling develops a varied pattern of mottled
effects of the water walk spell. It also gains an increased
gray and brown coloration across its carapace, uniquely
movement rate by using the surface tension and its multiple
distinguishing it from others. These spots tend to fade as bog
legs to propel itself across the water.
striders age, causing their elders to all look much alike.
ECOLOGY HABITAT & SOCIETY
Environment temperate or warm swamps
Bog striders can survive in all but the coldest of climes, living
Organization solitary, pair, band (3–12), or tribe (13–60)
their entire lives on the rivers, lakes, and bogs where they
Treasure NPC gear (masterwork net, spear, other treasure)
27
make their homes. Their society focuses primarily on survival dragonfly gains Flyby Attack as a bonus feat. In addition, if
due to the depredations of natural predators and wars with a giant dragonfly charges while flying, it receives a +4 bonus
lizardfolk and boggards. Each member of a bog strider on CMB checks made to grapple foes.
tribe, both male and female, learns to defend the tribe at the
ECOLOGY
earliest possible age. In addition, everyone must develop a
Environment temperate or warm land
skill that contributes to the community’s prosperity, and by
Organization solitary or flight (2–5)
extension, the continued survival of their species.
Treasure incidental
Females serve as the builders of bog strider society. They
Giant dragonflies are rare compared to other varieties of
weave large mats of reeds, rushes, and netting that they coat
giant insects, and fortunately so, since they are voracious
in waterproof tree sap to trap pockets of air below the water’s
hunters of warm-blooded prey, including humanoids. The
surface where they can safely build and hide their cities.
creatures typically lair in overgrown or lightly wooded areas,
When not looking after their young, the females continuously
using foliage as cover. When they spot potential prey out in
expand or replace flooded sections of these communities.
the open, the dragonflies swoop to the attack, using their
Meanwhile, male bog striders act as hunters and gatherers,
superior flight speed and maneuverability to run most prey
bringing back enough food to last through harsh winters and
to ground or carrying off smaller foes to eat them somewhere
times of drought. They also scout the waterways for threats
safe. Giant dragonflies feed on carrion when fresh prey is
to their community, leaving those who pass through their
not available, and the scent of a fresh kill often attracts them.
territory unmolested but fighting off those who attempt
to stay or exploit the same resources they depend upon.
Frequently small bands also venture far from their native
lands, seeking to find new, uninhabited waterways where
GIANT FLY cr 1
XP 400
their imperiled communities might be left in peace.
N Medium vermin
Seer-queens rule over multiple bog strider communities to
Init +3; Senses darkvision 60 ft.; Perception +2
form secluded tribal unions, acting as religious leaders and
reading the river currents or tides to divine the will of Gozreh. DEFENSE
Many become clerics or druids worshiping the nature god AC 13, touch 13, flat-footed 10 (+3 Dex)
in its feminine form, though they interpret Gozreh more as hp 15 (2d8+6)
a great body of water than a likeness of themselves. Because Fort +6, Ref +3, Will –2
seer-queens lose their personal markings like any other Immune disease, mind-affecting effects
elder, they are difficult to distinguish from the rest of their
OFFENSE
community. They often use this advantage to hide among
Speed 20 ft., climb 20 ft., fly 60 ft. (good)
their own people, both to thwart those who would target
Melee bite +2 (1d6+1 plus disease)
them and to mingle more freely among their subjects.
STATISTICS
Str 12, Dex 17, Con 16, Int —, Wis 7, Cha 2
GIANT DRAGONFLY cr 4 Base Atk +1; CMB +2; CMD 15 (21 vs. trip)
XP 1,200 Skills Climb +9, Fly +7, Perception +2; Racial Modifiers
N Medium vermin +4 Perception
Init +2; Senses darkvision 60 ft.; Perception +1
ECOLOGY
DEFENSE Environment any temperate or tropical
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) Organization solitary, pair, or swarm (3–12)
hp 45 (7d8+14) Treasure none
Fort +7, Ref +4, Will +3 Much like their tiny cousins, giant flies feed upon carrion.
Immune mind-affecting effects Wholly monstrous, these disgusting creatures have been
known to sometimes attack stillliving foes, particularly
OFFENSE
when they are hungry or living creatures disturb their
Speed 20 ft., fly 80 ft. (perfect)
meals. Some species of giant fly bear their larva live, ejecting
Melee bite +9 (2d8+6 plus grab)
piles of undulating giant maggots from their engorged
Special Attacks darting charge
abdomens rather than laying eggs in decaying corpses.
STATISTICS Grown to monstrous size within the fetid bowels of the
Str 19, Dex 15, Con 14, Int –, Wis 12, Cha 9 most disgusting swamps, giant flies—and their monstrously
Base Atk +5; CMB +9 (+13 grappling, or +17 grappling on bloated maggot young—reach sizes of up to 7 feet from
a charge); CMD 21 (29 vs. trip) their barbed rear legs to their filthsucking proboscises.
Feats Flyby Attack Although dozens of different types of monstrous flies have
Skills Fly +10 been recorded, the most common of these varieties appear as
gigantic, bloodthirsty gadflies. The sickening drone of these
SPECIAL ABILITIES
disgusting vermin’s flight taints the air as they circle sites of
Darting Charge (Ex) A giant dragonfly is adept at swooping
carnage and decay in search of smaller prey and spilled blood.
in to attack prey with a powerful bite and then, just as
quickly, swooping back up out of reach. As a result, a giant
28
Giant flies follow a lifecycle similar to their minute and
infinitely less grotesque mundane cousins. As the hundreds
GIANT FROG cr 1
XP 400
of eggs laid by a female fly hatch, giant maggots are born.
N Medium animal
These ravenous larvae devour all they can, yet where the
Init +1; Senses low-light vision, scent; Perception +3
centimeter-long maggots of most flies must make do with
dead flesh, giant maggots possess the strength and mobility DEFENSE
to hunt more lively prey. Rather than fleshscraping mouth AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hooks like those of smaller species, giant maggots possess hp 15 (2d8+6)
maws filled with rows of spiny ridges, capable of gnawing Fort +6, Ref +6, Will -1
through even the thickest hide.
OFFENSE
Those giant maggots that survive and flourish—for
Speed 30 ft., swim 30 ft.
approximately 2 weeks for most breeds—seek shelter or
Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)
burrow into soft earth to pupate. After a matter of days,
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
gigantic flies emerge, ready to feed, mate, and spawn more
Special Attacks pull (tongue, 5 feet), swallow whole (1d4
of their nauseating ilk.
bludgeoning damage, AC 10, 1 hp), tongue
While normal flies parasitically subsist alongside larger
animals, giant flies are consummate predators. Forgoing the STATISTICS
stealth of their smaller brethren, these monstrous insects are Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6
capable of overpowering creatures up to the size of a horse. Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
Although the numerous varieties of giant fly have vastly Feats Lightning Reflexes
differing tastes—some using scissor-like maws to chomp Skills Acrobatics +9 (+13 jumping), Perception +3,
away at live flesh while others favor a slurry of predigested Stealth +5, Swim +10; Racial Modifiers +4 Acrobatics (+8
dead meat—these mindless hunters attack any fleshy creature jumping), +4 Stealth
they encounter, regardless of size or apparent strength.
SPECIAL ABILITIES
HABITAT & SOCIETY Tongue (Ex) A giant frog’s tongue is a primary attack with
Far too large to live among the filth of animals or men, giant reach equal to three times the frog’s normal reach (15 feet for
flies flourish in places of natural rot or widespread ruin. Bogs a Medium giant frog). A giant frog’s tongue deals no damage
and dense marshes sometimes host small swarms of giant flies. on a hit, but can be used to grab. A giant frog does not gain
Mass numbers of bodies left to rot as the result of a large battle, the grappled condition while using its tongue in this manner.
massacre, or natural disaster sometimes lead to explosions in
ECOLOGY
giant fly populations near such sites, with corpses still serving
Environment temperate or warm marshes and
as a favorite food of the monstrous insects.
aquatic
Organization solitary, pair, or army (3–8)
Treasure none
GIANT FLY VARIANTS Giant frogs have razor-sharp teeth lining their mouths.
Although each of the thousand species of flies do not have
their own monstrous counterparts, there are still a number
of regional variations between types of giant fly. Listed
below are three of the more common ones.
GIANT POISONOUS FROG cr 1
XP 400
Giant Housefly: Where the giant gadfly uses scissorlike
N Small animal
mouthparts to obtain its liquid meal, the giant housefly
Init +0; Senses low-light vision; Perception +3
dissolves its food by retching an acidic slurry over its meal
and lapping up the dissolved nutrients. These giant flies are DEFENSE
in all ways exactly like the typical version, but their bite AC 15, touch 11, flat-footed 13 (+3 natural armor, +1 size)
attacks deal an additional 1d4 points of acid damage. hp 6 (1d8+2)
Giant Hoverfly: As their name suggests, giant hoverflies Fort +4, Ref +2, Will –1
have great control over their aerial movement, having a
OFFENSE
flight speed of 70 feet and perfect maneuverability. Most
Speed 20 ft., swim 20 ft.
giant hoverflies resemble giant wasps or bees, but are
Melee bite +2 (1d2-1 plus poison)
typically less deadly than those overgrown pests.
Giant Tsetse Fly: With long legs and a pronounced proboscis, STATISTICS
the giant brown tsetse fly can be found in various tropical Str 6, Dex 10, Con 15, Int 1, Wis 9, Cha 10
regions, particularly throughout the southern Mwangi Base Atk +1; CMB –1; CMD 7 (11 vs. trip)
Expanse. These bloated, mosquito-like vermin spread only Feats Weapon Finesse
sleeping sickness with their bites, although—like typical Skills Acrobatics +4 (+0 jumping), Perception +3, Stealth
giant flies—they might spread other diseases as well. +12, Swim +8; Racial Modifiers +4 Acrobatics (+8
jumping), +4 Stealth; uses Dex to swim
29
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 12; frequency 1/round for
GIANT LEECH cr 2
XP 600
6 rounds; effect 1d2 Con damage; cure 1 save
N Medium vermin (aquatic)
Init +1; Senses blindsight 30 ft., scent; Perception +0
GRIPPLI cr 1/2 DEFENSE
XP 200 AC 11, touch 11, flat-footed 10 (+1 Dex)
Grippli ranger 1 hp 19 (3d8+6)
N Small humanoid (grippli) Fort +5, Ref +2, Will +1
Init +3; Senses darkvision 60 ft.; Perception +5 Immune mind-affecting effects
Weaknesses susceptible to salt
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) OFFENSE
hp 11 (1d10+1) Speed 5 ft., swim 20 ft.
Fort +3, Ref +5, Will +1 Melee bite +2 (1d6 plus attach)
Special Attacks blood drain
OFFENSE
Speed 30 ft., climb 20 ft. SPECIAL ABILITIES
Melee short sword +3 (1d4+1/19–20) Attach (Ex) When a giant leech hits with a bite attack, it
Space 5 ft.; Reach 5 ft. (15 ft. with tongue) latches onto its target and automatically grapplies. The giant
Ranged dart +5 (1d3+1) or net +5 (special) leech loses its Dexterity bonus to AC and has an AC of 10,
Special Attacks favored enemy (vermin +2) but holds on with great tenacity and automatically inflicts
bite damage each round. A giant leech has a +8 racial
STATISTICS
bonus to maintain its grapple on a foe once it is attached.
Str 12, Dex 17, Con 13, Int 12, Wis 12, Cha 8
An attached giant leech can be struck with a weapon or
Base Atk +1; CMB +1; CMD 14
grappled itself—if its prey manages to win a grapple check
Feats Self-Sufficient
or Escape Artist check against it, the giant leech is removed.
Skills Acrobatics +4, Climb +13, Handle
Blood Drain (Ex) A giant leech drains blood at the end of
Animal +3, Heal +7, Perception +5, Stealth +11 (+15
each turn it is attached, inflicting 1 point of Strength and
in forests or marshes),Survival +7; Racial Modifiers +4
Constitution damage.
Stealth in forests or marshes
Susceptible to Salt (Ex) A handful of salt burns a giant leech as
Languages Common, Grippli
if it were a flask of acid, causing 1d6 points of damage per use.
SQ swamp stride, track, wild empathy
ECOLOGY
SPECIAL ABILITIES Environment temperate or warm marshes
Swamp Stride (Ex) A grippli can move through difficult
Organization cluster, pair, or brood (3–6)
terrain at its normal speed while within a swamp. Magically
Treasure none
altered terrain affects a grippli normally.
These invertebrate parasitic relatives of the worm lurk in
ECOLOGY stagnant or slow-moving water, waiting for a suitable host.
Environment warm forests or marshes
Organization solitary, gang (2–5), pack (6–11), or tribe
(21–30 plus 1 cleric leader of 3rd level) Treasure NPC gear LEECH SWARM cr 4
(leather armor, 4 darts, net, short sword, other treasure) XP 1,200
These small, intelligent, humanoid tree frogs live in primitive N Diminutive vermin (aquatic, swarm)
societies deep in the forests and marshes of the world. They Init +4; Senses blindsight 30 ft.; Perception +0
hunt giant insects and eat fruits and flowers from their tree
DEFENSE
homes. They often barter with more advanced creatures for
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
metal and gemstone ornaments.
hp 39 (6d8+12)
Grippli hatchlings develop into adults in less than a year. Unless
Fort +7, Ref +6, Will +2
they meet a savage end from a forest threat, they can live 60
years, their skin graying and losing its luster as they age. A OFFENSE
grippli stands just over 2 feet in height and weighs 30 pounds. Speed 5 ft., swim 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks blood drain, distraction (DC 15)
STATISTICS
Str 1, Dex 18, Con 15, Int —, Wis 10, Cha 2
Base Atk +4; CMB —; CMD —
Skills Stealth +16 (+24 in swamps), Swim +12; Racial
Modifiers +8 Stealth in swamps, uses Dexterity to modify
Swim checks.
30
SPECIAL ABILITIES
Blood Drain (Ex) Any living creature that begins its turn
MOSQUITO SWARM cr 3
XP 800
with a leech swarm in its space is drained of its blood and
N Diminutive vermin (swarm)
takes 1d3 points of Str and Con damage.
Init +1; Senses darkvision 60 ft.; Perception +9
Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/
round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save. DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
ECOLOGY
hp 31 (7d8)
Environment temperate or warm marshes
Fort +5, Ref +3, Will +3
Organization solitary, pair, or infestation (3–6 swarms)
Defensive Abilities swarm traits;
Treasure none
Immune mind-affecting effects, weapon damage
This horrifying cloud of ravenous, blood-draining parasites
eschews the stealth of a lone leech’s methods in favor of OFFENSE
swift and merciless feeding. Speed 5 ft., fly 40 ft. (good)
Melee swarm (2d6 plus disease and bleed)
Space 10 ft.; Reach 5 ft.
GIANT MOSQUITO cr 6 Special Attacks bleed (1d6), disease (malaria, DC 13),
XP 2,400 distraction (DC 13)
N Medium vermin
STATISTICS
Init +7; Senses darkvision 60 ft.; Perception +9
Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
DEFENSE Base Atk +5; CMB —; CMD —
AC 19, touch 17 flat-footed 12 (+7 Dex, +2 natural) Skills Fly +5, Perception +9; Racial Modifiers Perception +8
hp 60 (8d8+24)
SPECIAL ABILITIES
Fort +9, Ref +9, Will +3
Disease (Ex) Malaria: Bite—injury; save Fortitude DC 13;
Immune mind-affecting effects
onset 1d3 days; frequency 1 day; effect 1d3 Constitution
OFFENSE damage and 1d3 Wisdom damage; cure 2 consecutive
Speed 20 ft., fly 60 ft. (good) saves. The save DC is Constitution-based.
Melee bite +10 (1d8+6 plus bleed, disease, and grab)
ECOLOGY
Special Attacks bleed (2d4), blood drain (1d2 Constitution)
Environment tropical swamps
STATISTICS Organization solitary, pair, fury (3–6 swarms), or scourge
Str 18, Dex 25, Con 17, Int —, Wis 13, Cha 6 (7–12 swarms)
Base Atk +6; CMB +10 (+14 grapple); CMD 27 (35 vs. trip) Treasure none
SPECIAL ABILITIES
Disease (Ex) Malaria: Bite—injury; save Fortitude DC 17;
onset 1d3 days; frequency 1 day; effect 1d3 Constitution
BLOODHAZE MOSQUITO SWARM cr 6
XP 2,400
damage and 1d3 Wisdom Damage; cure 2 consecutive
N Fine vermin (swarm)
saves. The save DC is Constitution-based.
Init +2; Senses darkvision 120 ft., scent; Perception +9
ECOLOGY DEFENSE
Environment temperate or tropical swamps
AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
Organization solitary, pair or swarm (3–12)
hp 71 (13d8+13)
Treasure none
Fort +9, Ref +6, Will +5
Horrifically enlarged versions of the common mosquito,
Defensive Abilities swarm traits;
giant mosquitoes bring death on swift wings. A single
Immune weapon damage
specimen can drain the blood from a human adult with
shocking speed, while swarms of fist-sized mosquitoes can OFFENSE
lay waste to herds of livestock or entire citys. In the wild, Speed 5 ft., fly 30 ft. (average)
giant mosquitoes prey upon megafauna like dinosaurs and Melee swarm (1 Con damage and sleeping sickness)
other huge creatures. Space 10 ft.; Reach 0 ft.
Giant mosquitoes grow to 6 feet in length, and weigh up Special Attacks cling, Con damage, distraction (DC 17), disease
to 150 pounds. Variant species of giant mosquitoes exist,
STATISTICS
although not in the great diversity seen in many other
Str 1, Dex 15, Con 12, Int —, Wis 13, Cha 2
giant vermin. The most common variant is the smaller
Base Atk +9; CMB —; CMD —
goblin mosquito (a giant mosquito with the young creature
Skills Fly +10, Perception +9; Racial Modifiers Perception +8
template), but stories of large jungle mosquitoes (giant
mosquitoes with the advanced and giant simple templates) SPECIAL ABILITIES
are not unheard of. Cling (Ex) If a creature leaves a bloodhaze mosquito
swarm’s square, the swarm takes 1d6 points of damage as
dozens of insects tenaciously cling to the victim. A creature
31
with bloodhaze mosquitoes clinging to it takes 1 point of
Constitution damage at the end of its turn for the next 1d4
CONSTRICTOR SNAKE cr 2
XP 600
rounds. As a full-round action, the creature can remove
N Medium animal
the mosquitoes with a DC 18 Reflex save or by immersing
Init +3; Senses scent; Perception +12
itself in water. High winds or any amount of damage from
an area-affecting effect destroys all clinging mosquitoes. DEFENSE
The save DC is Dexterity-based. Once a group of clinging AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
mosquitoes has dealt 4 points of Constitution damage, the hp 19 (3d8+6)
mosquitoes detach and disperse to digest their meal. Fort+4, Ref +6, Will +2
Disease (Ex) Bloodhaze mosquitoes are bearers of a
OFFENSE
terrifying and deadly disease common to the jungle, known
Speed 20 ft., climb 20 ft., swim 20 ft.
to most locals as sleeping sickness.
Melee bite +5 (1d4+4 plus grab)
Swarm (sleeping sickness)—injury; save Fort DC 17; onset
Special Attacks constrict (1d4+4)
1d2 days; frequency 1 day; effect 1d4 Wisdom damageand
target is fatigued, cure 2 consecutive saves or arsenic. STATISTICS
Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
ECOLOGY
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
Environment warm forests and swamps
Feats Skill Focus (Perception), Toughness
Organization solitary, pair, pestilence (3–6 swarms), or
Skills Acrobatics +15, Climb +11, Perception +12, Stealth
plague (7–12 swarms)
+11, Swim +11; Racial Modifiers +4 Perception, +4
Treasure none
Stealth,+8 Acrobatics
Bloodhaze mosquitoes always sate themselves on the blood
of other animals, using their darkvision and ability to detect ECOLOGY
pheromones to track prey. Environment warm forests, swamps, and fresh water
They typically lie in wait near water sources where they can Organization solitary or nest (2–6)
both breed and feed on animals that come to drink. Warm- Treasure none
blooded creatures draw their attention more quickly than Be they jungle-dwelling pythons or swampdwelling boas
amphibians or reptiles, though even lizards, snakes, and like the anaconda, constrictor snakes are among the most
frogs become food sources during leaner times. deadly predatory animals of the tropical wilds. Fortunately,
Not only does blood provide sustenance to bloodhaze these large snakes are relatively passive, save for when they
mosquitoes, but the females actually require it to reach egg- are preparing to shed their skins or are particularly hungry.
laying maturity. Females must also have water in which to Nevertheless, the sinuous creatures are held in fear by many
lay their eggs, though even a sewage-filled mud puddle will societies who often ascribe fiendish qualities to them.
suffice. A single female mosquito can lay up to 100 eggs,
which hatch into larvae after 2 days. Many of these eggs
suffer the predation of fish and other aquatic scavengers CONSTRICTOR SNAKE
during this time of vulnerability. The surviving eggs hatch, Size/Type: Medium Animal
releasing larvae that molt and shed their skins while feeding Hit Dice: 3d8+6 (19 hp)
on organic matter and microorganisms in the water. Then Initiative: +7
they enter a pupal stage, conserving energy as they undergo Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
a final transformation before finally emerging as fully Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
grown adults. The entire hatching and growth process takes Base Attack/Grapple: +2/+5
less than a single week. Attack: Bite +5 melee (1d3+4)
After reaching maturity, bloodhaze mosquitoes swiftly Full Attack: Bite +5 melee (1d3+4)
take to the air, naturally drawn to one another through Space/Reach: 5 ft./5 ft.
their pheromones and banding together in swarms strong Special Attacks: Constrict 1d3+4, improved grab
enough to challenge any animal for territorial supremacy. Special Qualities: Scent
The life of a typical bloodhaze mosquito spans only 3 Saves: Fort +4, Ref +6, Will +2
months. They spend that time ravenously feeding in their Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
swarms, consuming enough blood that their females can Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
continue laying eggs. The mosquitoes possess no maternal Feats: Alertness, Improved Initiative, Toughness
or protective instincts, however, quickly abandoning their Environment: Warm forests
progeny before dying out to be replaced by them. Organization: Solitary
Challenge Rating: 2
Advancement: 4–5 HD (Med); 6–10 HD (Large)
Level Adjustment: —
Constrictor snakes usually are not aggressive and flee when
confronted. They hunt for food but do not attempt to make
a meal out of any creature that is too large to constrict.
32
Combat Special Qualities: Scent
Constrictor snakes hunt by grabbing prey with their Saves: Fort +3, Ref +6, Will +2
mouths and then squeezing it with their powerful bodies. Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Constrict (Ex) On a successful grapple check, a constrictor Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
snake deals 1d3+4 points of damage. Feats: Improved Initiative, Weapon Finesse
Improved Grab (Ex) To use this ability, a constrictor snake Environment: Temperate marshes
must hit with its bite attack. It can then attempt to start a grapple Organization: Solitary
as a free action without provoking an attack of opportunity. If it Challenge Rating: 2
wins the grapple check, it establishes a hold and can constrict. Advancement: —
Level Adjustment: —
These creatures range widely in size. They are not
EMPEROR COBRA cr 5 particularly aggressive, but will often lash out with a bite
XP 1,600 attack before attempting to retreat.
N Large animal Combat
Init +6; Senses low-light vision, scent; Perception +13 Viper snakes rely on their venomous bite to kill prey and
defend themselves.
DEFENSE
Poison (Ex) A viper snake has a poisonous bite that deals
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
initial and secondary damage of 1d6 Con. The save DC for a
hp 51 (6d8+24)
large sized viper is 11. The save DCs are Constitution-based.
Fort +9, Ref +7, Will +5
OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft. STIRGE cr 1/2
Melee bite +10 (2d6+9 plus poison) XP 200
Space 10 ft.; Reach 10 ft. N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1
STATISTICS
Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2 DEFENSE
Base Atk +4; CMB +11; CMD 23 (can’t be tripped) AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite) hp 5 (1d10)
Skills Acrobatics +10 (+6 jump), Climb +14, Perception Fort +2, Ref +6, Will +1
+13, Stealth +11, Swim +14; Racial Modifiers +8 Acrobatics,
OFFENSE
+8 Climb, +4 Perception, +4 Stealth, +8 Swim
Speed 10 ft., fly 40 ft. (average)
SPECIAL ABILITIES Melee touch +7 (attach)
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/ Space 2 1/2 ft.; Reach 0 ft.
round for 6 rounds; effect 1d3 Con; cure 2 consecutive saves. Special Attacks blood drain
ECOLOGY STATISTICS
Environment temperate or warm swamps Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Organization solitary, pair, or nest (3–8) Base Atk +1; CMB +3 (+11 grapple when attached); CMD
Treasure none 9 (17 vs. trip)
Infamous among travelers for its deadly poisonous bite, the emperor Feats Weapon Finesse
cobra is a foul-tempered snake typically encountered in bogs. Skills Fly +8, Stealth +16
The snake’s scales are generally a dark green, with a pale SQ diseased
green or even ivory underbelly. Its eyes are bright red and
SPECIAL ABILITIES
lack the distinctive serpentine slit most snake eyes possess.
Attach (Ex) When a stirge hits with a touch attack, its
Emperor cobras are often trained to serve as guardians in
barbed legs latch onto the target, anchoring it in place. An
temples. They are 16 feet long and weigh 200 pounds.
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
LARGE VIPER the grappled target’s flesh. A stirge has a +8 racial bonus to
Size/Type: Large Animal
maintain its grapple on a foe once it is attached. An attached
Hit Dice: 3d8 (13 hp)
stirge can be struck with a weapon or grappled itself—if its
Initiative: +7
prey manages to win a grapple check or Escape Artist check
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
against it, the stirge is removed.
Armor Class: 15 (-1 Dex, +3 Dex, +3 natural), touch 12, flat footed 12
Blood Drain (Ex) A stirge drains blood at the end of its turn
Base Attack/Grapple: +2/+6
if it is attached to a foe, inflicting 1 point of Constitution
Attack: Bite +4 melee (1d4 plus poison )
damage. Once a stirge has dealt 4 points of Constitution
Full Attack: Bite +4 melee (1d4 plus poison)
damage, it detaches and flies off to digest the meal. If its
Space/Reach: 10 ft./5 ft.
victim dies before the stirge’s appetite has been sated, the
Special Attacks: Poison
stirge detaches and seeks a new target.
33
Diseased (Ex) Due to the stagnant swamps in which they live is effectively grappling its prey. The stirge loses its Dexterity
and their contact with the blood of numerous creatures, stirges bonus to AC and has an AC of 12, but holds on with great
are harbingers of disease. Any creature subjected to a stirge’s tenacity. Stirges have a +12 racial bonus on grapple checks
blood drain attack has a 10% chance of being exposed to filth (already figured into the Base Attack/Grapple entry above).
fever, blinding sickness, or a similar disease (See Afflictions). An attached stirge can be struck with a weapon or grappled
Once this check is made, the victim can no longer be infected itself. To remove an attached stirge through grappling, the
by this particular stirge, though attacks by different stirges are opponent must achieve a pin against the stirge.
resolved normally and may result in multiple illnesses. Blood Drain (Ex) A stirge drains blood, dealing 1d4 points
of Constitution damage in any round when it begins its
ECOLOGY
turn attached to a victim. Once it has dealt 4 points of
Environment temperate and warm swamps
Constitution damage, it detaches and flies off to digest the
Organization solitary, colony (2–4), flock (5–8), storm
meal. If its victim dies before the stirge’s appetite has been
(9–14), or swarm (15–40)
sated, the stirge detaches and seeks a new target.
Treasure none
Stirges are vicious, blood-drinking swamp pests that prey on
wild animals, livestock, and unwary travelers. While weak
individually, swarms of the creatures are capable of draining a
TROLL
Size/Type: Large Giant
man dry in minutes, leaving only a desiccated husk in their wake.
Hit Dice: 6d8+36 (63 hp)
Closer to mammals than insects, stirges carry their bodies
Initiative: +2
through the air on four fleshy wings, searching out warm-
Speed: 30 ft. (6 squares)
blooded prey. They are fond of hiding near watering holes
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11,
and waiting for travelers to drop their guard, then swooping
flat-footed 14
out to attach and drink their fill by thrusting their long
Base Attack/Grapple: +4/+14
feeding tubes into unprotected veins. After feeding they
Attack: Claw +9 melee (1d6+6)
flap heavily off into the mud and reeds to lay their eggs and
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
rest until hunger drives them to hunt again.
Space/Reach: 10 ft./10 ft.
Stirges are usually 1 foot long, with a wingspan of twice
Special Attacks: Rend 2d6+9
that, and weigh just under a pound. Their coloration is
Special Qualities: Darkvision 90 ft., low-light vision,
rust-red or reddish-brown with a dirty yellow underbelly,
regeneration 5, scent
though stirges that have not fed in some time are often pale
Saves: Fort +11, Ref +4, Will +3
pink, their color deepening as they gorge.
Str 23, Dex 14, Con 23 Int 7, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
STIRGE Environment: Cold mountains
Size/Type: Tiny Magical Beast
Organization: Solitary or gang (2-4)
Hit Dice: 1d10 (5 hp)
Challenge Rating: 5
Initiative: +4
Treasure: Standard
Speed: 10 ft (2 squares), fly 40 ft. (average)
Language: Giant
Armor Class: 16 (+2 size, +4 Dex), touch 16, flatfooted 12
Alignment: Usually chaotic evil
Base Attack/Grapple: +1/-11 (+1 when attached)
Advancement: By character class
Attack: Touch +7 melee (attach)
Level Adjustment: +5
Full Attack: Touch +7 melee (attach)
A typical adult troll stands 9 feet tall and weighs 500
Space/Reach: 2½ ft./0 ft.
pounds. Females are slightly larger than males. A troll’s
Special Attacks: Attach, blood drain
rubbery hide is moss green, mottled green and gray, or
Special Qualities: Darkvision 60 ft., low-light vision
putrid gray. The hair is usually greenish black or iron gray.
Saves: Fort +2, Ref +6, Will +1
Combat
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Trolls have no fear of death: They launch themselves into
Skills: Hide +14, Listen +4, Spot +4
combat without hesitation, flailing wildly at the closest
Feats: Alertness, Weapon Finesse
opponent. Even when confronted with fire, they try to get
Environment: Warm marshes
around the flames and attack.
Organization: Colony (2-4), flock (5-8), or storm (9-14)
Rend (Ex) If a troll hits with both claw attacks, it latches
Challenge Rating: ½
onto the opponent’s body and tears the flesh. This attack
Treasure: None
automatically deals an additional 2d6+9 points of damage.
Alignment: Always neutral
Regeneration (Ex) Fire and acid deal normal damage to
Combat
a troll. If a troll loses a limb or body part, the lost portion
A stirge attacks by landing on a victim, finding a vulnerable
regrows in 3d6 minutes. The creature can reattach the
spot, and plunging its proboscis into the flesh. This is a
severed member instantly by holding it to the stump.
touch attack and can target only Small or larger creatures.
Attach (Ex) If a stirge hits with a touch attack, it uses its eight
pincers to latch onto the opponent’s body. An attached stirge
34
TENTAMORT cr 4 Depending upon the availability of other prey, anywhere
from one to six of these may survive, feeding on rats and
XP 1,200
tiny vermin, until they eventually grow to Adulthood.
N Medium aberration
Tentamort young look like dark blue starfish with a single
Init +5; Senses all-around vision, blindsense 30 ft.,
red eye in the center—they do not possess their longer,
darkvision 60 ft.; Perception +11
specialized tentacles until they mature. A young tentamort
DEFENSE often attaches itself to a larger predator, clinging to it much
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) the same way a remora clings to a shark, dropping off to
hp 39 (6d8+12) feed innocuously on its host’s kills while the creature sleeps.
Fort +4, Ref +5, Will +7 Some tentamorts grow much larger than their human-
sized kin. Known as Greater tentamorts, these ogre-sized
OFFENSE creatures have at least 10 Hit Dice and are Large sized. Their
Speed 20 ft., climb 20 ft.
two specialized tentacles grow to 20 feet long, providing the
Melee sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1
creature with Greater reach than a Large monster normally
plus grab)
possesses. Greater tentamorts are never found in groups,
Space 5 ft.; Reach 10 ft.
for these creatures can only achieve such monstrous size
Special Attacks constrict (1d6+1)
through cannibalism, as if there were some key nutrient in
STATISTICS another tentamort’s body that allows them to exceed their
Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6 typical physical limitations. Some of these creatures have
Base Atk +4; CMB +6 (+10 grapple); CMD 17 (can’t be tripped) mutations giving them two tentacles and two stingers. Yet
Feats Improved Initiative, Lightning Reflexes, Weapon the most disturbing quality possessed by these monsters is
Focus (tentacle) their unexpected intellect—Greater tentamorts are often
Skills Climb +10, Perception +11; Racial Modifiers +8 Climb as intelligent as humans, or more so. They cannot speak,
but possess an eerie form of telepathy that works only upon
SPECIAL ABILITIES creatures they are in physical contact with—a feature they
Poison (Ex) Sting—injury; save Fort DC 15; frequency 2
often use to “chat” with their food as they eat.
rounds; effect 1d4 Con plus nausea; cure 1 save.
ECOLOGY
Environment any marshes or underground ROT GRUB cr 4
Organization solitary, pair, or brood (3–6) The Rot Grub first appeared in the 1e MM(Gary Gygax, 1977)
Treasure incidental XP 1,200
Tentamorts are eerie ambush predators, preferring to let Rot grubs are nauseating parasites that feed on flesh and
prey come to them rather than seeking food out, and relying nest in corpses. Generally, a handful of the grubs infest
on their excellent senses to warn them of approaching a single corpse at a time, and a DC 15 Perception check
meals. A tentamort possesses several tentacles, most of is enough to notice and avoid the grubs. Otherwise, 1d6
which are used for locomotion but two of which have grubs swiftly burst from the carcass to burrow into the
evolved for singular purposes in securing food. One of creature, which can attempt a DC 15 Reflex save to avoid
these longer tentacles is covered with tiny, sticky nodules the grubs (but only if the creature is aware of the grubs’
and is capable of constricting prey, while the other ends presence). Any amount of damage reduction is enough to
in a long, thin stinger. The tentamort’s method of attack provide immunity to infestation.
is to grab its prey with its constricting tentacle and sting Once rot grubs have infested a living body, they burrow
the grappled target with the other. Tentamort poison is toward the host’s heart, brain, and other key internal organs,
particularly horrific, as it swiftly liquefies the creature’s eventually causing death. On the first round of infestation,
internal organs into a Tentamort CR4 rancid slurry the applying flame to the point of entry can kill the grubs and
monster can then drink with the same stinger, siphoning out save the host, but this inflicts 1d6 points of fire damage to
the fluid with foul sucking sounds. Larger creatures often the victim. Cutting the grubs out also works, but the longer
require multiple stings (and multiple failed saving throws the grubs remain in a host, the more damage this method
against the venom) before they can be fully absorbed by a does. Cutting them out requires a slashing weapon and a
tentamort. Tentamorts are almost mindless, possessing just DC 20 Heal check, and inflicts 1d6 points of damage per
enough intellect to make crude animal judgments about round that the host has been infested. If the Heal check is
peril and food. Once a tentamort has grabbed prey, it tends successful, one grub is removed. Remove disease kills any
to focus entirely on that creature, ignoring attacks upon it rot grubs in or on a host.
from other sources as long as its current victim remains a Infestations: Parasites such as ear seekers or rot grubs
source of nutrition. After a tentamort finishes consuming a cause infestations, a type of affliction similar to diseases.
creature, all that typically remains are bones and skin. Infestations can only be cured through specific means; no
A well-fed tentamort uses the hollow corpse of its meal as matter how many saving throws are made, the infestation
a sort of incubator for its eggs, injecting the body with a continues to afflict the target. While a remove disease spell
caviar-like mass of black eggs that mature in the rotting (or similar effect) instantly halts an infestation, immunity
carcass for several weeks until a dozen or so hand-sized to disease offers no protection, as the infestation itself is
tentamorts hatch and crawl out of their host’s orifices. caused by parasites.
35
Rot Grubs
Type infestation; Save Fortitude DC 17
GHOUL cr 1
XP 400
Onset immediate; Frequency 1/round
CE Medium undead
Effect 1d2 Con damage per grub
Init +2; Senses darkvision 60 ft.; Perception +7
DEFENSE
ROT GRUBS (5-20) AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
Size/Type: Fine Vermin hp 13 (2d8+4)
Hit Dice: 1/4d8 (1 hp) Fort +2, Ref +2, Will +5
Initiative: +1 (Dex) Defensive Abilities channel resistance +2;
Speed: 5 ft Immune undead traits
Armor Class: 18 (+8 size)
OFFENSE
Attacks: Slam +4 melee
Speed 30 ft.
Damage: Slam 0
Melee bite +3 (1d6+1 plus disease and paralysis) and 2
Face/Reach: 1/2 ft by 1/2 ft/0 ft
claws +3 (1d6+1 plus paralysis)
Special Attacks: Burrow
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are
Special Qualities: Vermin, tremorsense
immune to this effect)
Saves: Fort +2, Ref +0, Will +0
Str 2, Dex 10, Con 10, Int —, Wis 10, Cha 1 STATISTICS
Skills: Jump +3, Hide +19 Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Climate/Terrain: Any land and underground Base Atk +1; CMB +2; CMD 14
Organization: Swarm (5-20) Feats Weapon Finesse
Challenge Rating: 1/10 Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7,
Treasure: None Swim +3
Alignment: Always neutral Languages Common
Advancement Range: 1 HD
SPECIAL ABILITIES
Rot grubs are 1-inch long vermin found in carrion, dung,
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset
and other such garbage and organic material. Their skin
1 day; frequency 1/day;effect 1d3 Con and 1d3 Dex damage;
color is white or brown.
cure 2 consecutive saves. The save DC is Charisma based.
Combat
A humanoid who dies of ghoul fever rises as a ghoul at the
When a living creature contacts an area (dung heap, offal, etc)
next midnight. A humanoid who becomes a ghoul in this
infested with rot grubs, a successful Spot check (DC 15) can
way retains none of the abilities it possessed in life. It is not
be made to notice and completely avoid the grubs. If failed,
under the control of any other ghouls, but it hungers for
the grubs contact the victim’s skin and burrow into the flesh.
the flesh of the living and behaves like a normal ghoul in all
Burrow (Ex): A rot grub secretes an anesthetic when
respects. A humanoid of 4 Hit Dice or more rises as a ghast.
it bites. A burrowing grub can be noticed if the victim
succeeds at a Wisdom check (DC 15). If successful, the ECOLOGY
victim sees strange rippling beneath his skin. If failed, the Environment any land
creature does not notice the grubs. A burrowing grub deals Organization solitary, gang (2–4), or pack (7–12)
2d6 points of temporary Constitution damage each round. Treasure standard
At Constitution 0, the victim dies. The grubs then look for
a new host. During the first two rounds, a burrowing rot
grub can be killed by applying fire to the infested skin or GHOUL
by cutting open the infested skin with any slashing weapon. Size/Type: Medium Undead
Either method deals 2d6 points of damage to the victim, Hit Dice: 2d12 (13 hp)
but kills the grubs. After the second round, only a remove Initiative: +2
disease can kill the grubs as they burrow to the victim’s Speed: 30 ft. (6 squares)
heart and devour it (still dealing 2d6 points of temporary Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Constitution damage each round). Base Attack/Grapple: +1/+2
Tremorsense (Ex): Rot grubs can automatically sense the Attacks: Bite +2 melee (1d6+1 plus paralysis)
location of anything within 20 feet that is in contact with Full Attack: Bite +2 melee (1d6+1 plus paralysis) and 2
the ground. claws +0 melee (1d3 plus paralysis)
Vermin: Immune to all mind-influencing effects. Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn
resistance
Saves: Fort +0, Ref +2, Will +5
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move
Silently +6, Spot +7
36
Feats: Multiattack Stench (Ex) Ghasts exude an overwhelming stink of death
Climate/Terrain: Any and corruption in a 10-foot radius. Those within the stench
Organization: Solitary, gang (2–4), or pack (7–12) must succeed at a DC 15 Fortitude save, or be sickened for
Challenge Rating: 1 1d6+4 minutes.
Treasure: None
ECOLOGY
Alignment: Always chaotic evil
Environment any land
Advancement Range: 3 HD (Medium)
Organization solitary, gang (2–4), or pack (7–12)
Level Adjustment: —
Treasure standard
Ghouls speak the language they spoke in life
Ghasts roam in packs of their own kind or lead groups of
Combat
common ghouls.
Ghoul Fever (Su) Disease—bite, Fortitude DC 12,
incubation period 1 day, damage 1d3 Con and 1d3 Dex. The
save DC is Charisma-based. An afflicted humanoid who
dies of ghoul fever rises as a ghoul at the next midnight. A
GHAST
Size/Type: Medium Undead
humanoid who becomes a ghoul in this way retains none of
Hit Dice: 4d12+3 (29 hp)
the abilities it possessed in life. It is not under the control
Initiative: +3
of any other ghouls, but it hungers for the flesh of the living
Speed: 30 ft. (6 squares)
and behaves like a normal ghoul in all respects. A humanoid
Armor Class: 17 (+3 Dex, +4 natural), touch 12, flat-footed 14
of 4 Hit Dice or more rises as a ghast, not a ghoul.
Base Attack/Grapple: +2/+5
Paralysis (Ex) Those hit by a ghoul’s bite or claw attack
Attacks: Bite +5 melee (1d8+3 plus paralysis)
must succeed on a DC 12 Fortitude save or be paralyzed for
Full Attack: Bite +5 melee (1d8+3 plus paralysis) and 2
1d4+1 rounds. Elves have immunity to this paralysis. The
claws +3 melee (1d4+1 plus paralysis)
save DC is Charisma-based.
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis, stench
GHAST cr 2 Special Qualities: Darkvision 60 ft., undead traits, +2 turn
resistance
XP 600
Saves: Fort +1, Ref +4, Will +6
CE Medium undead
Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
Init +4; Senses darkvision 60 ft.; Perception +9
Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move
DEFENSE Silently +8, Spot +8
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) Feats: Multiattack, Toughness
hp 17 (2d8+8) Climate/Terrain: Any
Fort +4, Ref +4, Will +7 Organization: Solitary, gang (2–4), or pack (2–4 plus 7–12
Defensive Abilities channel resistance +2 ghouls)
Challenge Rating: 3
OFFENSE
Treasure: Standard
Speed 30 ft.
Alignment: Always chaotic evil
Melee bite +5 (1d6+3 plus disease and paralysis) and 2
Advancement Range: 5-8 HD (Medium)
claws +5 (1d6+3 plus paralysis)
Level Adjustment: —
Special Attacks paralysis (1d4+1 rounds, DC 15, affects
Ghoul Fever (Su) Disease—bite, Fortitude DC 15,
elves normally), stench
incubation period 1 day, damage 1d3 Con and 1d3 Dex.
STATISTICS The save DC is Charisma-based.
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18 Paralysis (Ex) Those hit by a ghast’s bite or claw attack
Base Atk +1; CMB +4; CMD 18 must succeed on a DC 15 Fortitude save or be paralyzed for
Feats Weapon Finesse 1d4+1 rounds. Even elves can be affected by this paralysis.
Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, The save DC is Charisma based.
Swim +4 Stench (Ex) Living creatures within 10 feet must succeed on
Languages Common a DC 15 Fortitude save or be sickened for 1d6+4 minutes.
A creature that successfully saves cannot be affected again
SPECIAL ABILITIES
by the same ghast’s stench for 24 hours. A delay poison or
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15; onset
neutralize poison spell removes the effect from a sickened
1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage;
creature. Creatures with immunity to poison are unaffected,
cure 2 consecutive saves. The save DC is Charisma based.
and creatures resistant to poison receive their normal bonus
Paralysis (Su) Creatures damaged by a ghast’s natural
on their saving throws. The save DC is Charisma-based.
attacks must make a successful DC 15 Fortitude save or be
paralyzed for 1d4+1 rounds. Paralyzed creatures cannot
move, speak, or take any physical actions. The creature is
rooted to the spot, frozen and helpless. Unlike ghouls, A
ghast’s paralysis even affects elves.
37
38
39
40
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41
The PCs are hired by the Black Gold Consortium to track down
passengers of the Wasp, a ship which has wrecked somewhere
in the Vast Swamp. One passenger in particular interests the
Consortium more than any other: a woman named Sandalia.
Sandalia is known by every citizen of Cherrian’s Rest as the
most charming, clever, and beautiful woman in the city. She
was recently hired to train as a diplomat for the powerful Black
Gold Consortium. Now Sandalia has gone missing, and the
Consortium wants her back.