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Kingmaker 1: Kingmaker 1: Stolen Land Stolen Land

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Kingmaker 1: Stolen Land

Location Table A Oleg's Trading Post (Automatic) B Barbarian Cairn (Hidden DC 20) C Trap-Filled Glade (Explore) D Bokken's Hut (Explore) E Dead Trapper (Explore) F Fairy Nest (Hidden - DC 25, but will react) G Radish Patch (Explore) H Spider's Nest (Explore) I Frog Pond (Explore) J Temple of the Elk (Hidden DC 15) K Bandit Camp (Explore) L Gold Mine (Hidden DC 20) M Forgotten Cache (DC 20 Track check) AA Yakov (Explore) Hex Movement Rate in Kingmaker Hex Movement Rate Travel Only Plains Forest/Hill Mtn/Swamp Explore Plains Forest/Hill Mtn/Swamp

N Statue of Erastil (Explore) O Boggard Lair (Explore) P Tuskgutter's Lair (Explore) Q Rickety Bridge (Automatic) R Mite Lair (Automatic) S Nettle's Crossing (Automatic) T Dead Unicorn (Explore) U Tatzylwyrm Den (Explore) V Trapped Thylacine (Explore) W Fangberry Thicket (Explore) X River Crossing (Explore) Y Kobold Caverns (Hidden DC Unknown) Z Stag Lords Fort (Automatic)

15' 11 hr 16 hr 16 hr 3 days 4 days 5 days

20' 8 hr 12 hr 12 hr 2 days 3 days 4 days

30' 5 hr 8 hr 8 hr 1 day 2 days 3 days

40' 4 hr 6 hr 6 hr 1 day 1 day 2 days

50' 3 hr 5 hr 5 hr 1 day 1 day 1 day

Random Encounter: 5% when entering a hex, and 15% per day or night spent in the hex.

Encounter Table A Happs Bydon, 3 Bandits, 6 Horses B C Dozens of Bear Traps D Bokken E F Tyg-Titter-Tut and Perlivash G 4 Kobolds H Giant Trapdoor Spider I 2 Giant Frogs J Guardian of the Elk K Bandit Camp [see below] L Yellow Musk Creeper and 2 Zombies (Optional) M AA Yakov, 2x Bee Swarm Bandit Camp (K) K1 2 or 6 Bandits and Kressle K2 Bandit (Lookout) K3 Bandit (Lookout) Mite Lair (R) R1 Dingetooth and Uurch R2 Quoggy and 3 Giant Centipedes R3 6 Mites and Mikmek

N O Garuum and Ubagub P Tuskgutter Q R Mite Lair [see below] S Davik Nettles T U 2 Tatzylwyrms V Brush Thylacine W Chew Spider Swarm X Y Kobold Caverns [see below] Z Stag Lords Fort [see below]

K4 K5

R4 Giant Whiptail Centipede R5 Grabbles, Tickleback and 4 Mites R6 6 Mites

Kobold Caverns (Y) Y1 3 Pit Traps, Nakpik, Mite Prisoner Y2 2 Kobolds Y3 Stag Lords Fort (Z) - 12 Zombies Z1 2 Horses Z2 Z3a Bandit (Ayles Megesen) Z3b Bandit (Falgrim Sneeg) Z3c Bandit (Jex the Snitch) Z4 Auchs NPCs Anza the Jay (Guide) Baba Orla the Witch Badma the Boar Hunter Bokka the Potion-Maker Jhod Kavke, Cleric of Erastil Kesten Garess and Kesten's Guards Mercenary Lieutenant Nikki the Hunter Oleg and Svetlana Schai the Hunter Sir Toad (Tuudur)

Y4 Chief Sootscale and 6 Kobolds Y5 Tartuk Y6

Z5 Dovan from Nisroch, 4 Bandits Z6 Owlbear Z7 Akiros Ismort Z8 The Stag Lord Z9 Z10 Z11 Nugrah the Decrepit

Sivva the Hunter Trapper Jon Yakov the Beekeeper

Forest Lake/River Plains Hills 1-4 1-5 1-6 1-8 5-7 6-8 9-10 7-9 8-13 9-11 10-16 11-15 14-15 12-16 17-18 17-19 16-18 19-22 23-26 16-24 27-33 20-27 19-26 25-29 34-36 28-29 27-28 30-33 37-39 30-33 29-31 34-38 40-44 34-35 39-45 45-51 36-45 32-41 46-49 42-47 46-48 50-51 48-51 52-55 49-53 57-58 52-53 52-54 54-56 59-61 55-56 62-64 57-58 54-55 57-58 59-61 62-64 65-67 56-57 59-60 65-68 68-70 58-61 61-63 69-71 62-64 64-65 65-67 66-68 72-75 71-75 68-72 69-72 76-82 76-81 73-81 73-80 83-85 82-85 82-85 81-85 86-100 86-100 86-100 86-100

Random Encounter 1d6 Bandits 2d4 Bear Traps 1 Bee Swarm 1d4 Boars 1d4 Boggards 1 Brush Thylacine 1 Crayfish, Giant 1 Dragonfly, Giant 1d6 Elk 1 Faerie Dragon 1d4 Grigs 1 Grizzly Bear 1 Hunter 1d8 Kobolds 1d8 Mites 1 Nixie 1 Owlbear 1 Shambling Mound 1 Slurk 1 Redcap 1d3 Satyrs 1 Tatzylwyrm 1d4 Trolls 1 Werewolf 1 Giant Whiptail Centipede 1 Will-o-wisp 1d6 Wolves 1 Worg Roll Twice

Scripted Random Encounter NPC Encounter

Disease Afflictions

Faerie Mound/Circle NPC Encounter

Roc hunting horses

Faerie Mound/Circle Faerie Mound/Circle Troll Spoor

Wyvern Sighting Disease Afflictions Storm

C. Bear Trap

CR 1 XP 400 Type mechanical; Perception DC 15; Disable Device DC 20 Effects Trigger location; Reset manual Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the victims ankle and halves the creatures base speed (or holds the victim immobile if the trap is attached to a solid object); the trap can be escaped with a DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check. Description Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check. Each trap has a retail value of 2 gp.

D. Bokken the Hermit

CR 3 XP 800 Male Human Adept 5 | CN Medium humanoid (human) Init +0; Senses Perception +4 Defense AC 10, touch 10, flat-footed 10 hp 25 (5d6+5) Fort +2, Ref +1, Will +6 Offense Spd 30 ft. Melee Club +1 (1d6-1/20/x2) and Adept Spells Known (CL 5, 1 melee touch, 2 ranged touch): 2 (2/day) Invisibility, Animal Trance (DC 14) 1 (3/day) Sleep (DC 13), Cause Fear (DC 14), Cure Light Wounds (DC 13) 0 (3/day) Purify Food and Drink (DC 12), Create Water, Detect Magic, Guidance Statistics Str 8, Dex 10, Con 12, Int 13, Wis 15, Cha 8 Base Atk +2; CMB +1; CMD 11 Feats Brew Potion, Magical Aptitude, Skill Focus: Spellcraft, Spell Focus: Necromancy Skills Craft: Alchemy +5, Heal +7, Know: Arcana +6, Know: Local +6, Know: Nature +6, Know: Religion +5, Perception +4, Prof: Herbalist +10, Sense Motive +3, Spellcraft +14, Survival +7 Languages Common, Hallit Combat Gear Club; 2 pot Cure Lt Wounds, 2 pot Cure Mod Wounds, 2 pot Endure Elements Other Gear Alchemist's Kit, Healer's kit (10 uses) Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC. Crafting Bokken can craft any of the following potions: (1) bless, comprehend languages, cure light wounds, endure elements, protection from chaos, protection from evil, protection from good, protection from law; (2) aid, bear's endurance, bull's strength, cat's grace, cure moderate wounds, delay poison, invisibility, mirror image, resist energy, see invisibility.

F. Perlivash

CR 2 XP 600 Male faerie dragon (Pathfinder RPG Bonus Bestiary 9) | CG Tiny dragon Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size) hp 22 (3d12+3) Fort +4, Ref +6, Will +5 Immune paralysis, sleep; SR 13 Offense Speed 30 ft., fly 60 ft. (perfect), swim 30 ft. Melee bite +4 (1d31) Space 2 1/2 ft.; Reach 0 ft. Special Attacks breath weapon (5 ft cone, Euphoria, Fort DC 12) Spell-Like Abilities (CL 3rd; concentration +6) 3/daygreater invisibility (self only) Sorcerer Spells Known (CL 3rd; concentration +6) 1st (6)grease (DC 14), silent image (DC 14), sleep (DC 14) 0 (at will)dancing lights, flare (DC 13), ghost sound, mage hand, open/close Tactics Before Casts greater invisibility before combat. During Prefers to use spell-like abilities and breath weapon to confuse and disorient, hopefully causing enemies to flee or giving himself a chance to flee. He only bites if letting a foe live would lead to greater evil. Morale Flees if below 10 hit points, unless a friend is in peril. if so he flees if friend can come otherwise fights to death. Statistics Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 Base Atk +3; CMB +4; CMD 14 (18 vs. trip) feats Acrobatic, Dodge Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9 Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

F. Perlivash (cont.)Special Abilities Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Affected creatures are staggered (single move or standard action), sickened (-2 on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks), and immune to fear effects for the duration of the euphoria. Usable once every 1d4 rounds. The save DC is Constitution-based. Selected Spell-Like Abilities and Spells Greater Invisibility 3 rounds. Caster or target invisible, even if attacks. +40 Stealth if stationary; +20 Stealth if moving Grease (Ref DC 14; SR No); Range 30 ft; 3 mins. 10 ft square or single object is slippery. Reflex save or fall/drop item. Moving through greased area takes DC 10 Acrobatics to move half speed; fail by 5 and fall. Sleep (Will DC 14; SR Yes); Range 130 ft; 1 round casting. One or more targets within 10 ft radius burst. Up to 4 HD targets (starting with lowest HD) fall magically asleep, taking a standard action to wake. Does not affect unconscious creatures, constructs or undead. Flare (Fort DC 13; SR Yes); Range 30 ft. Single target dazzled for 1 minute unless it saves. Sightless creatures, as well as creatures already dazzled, are not affected.

F. Tyg-Titter-TutDefense

CR 1 XP 400

Female grig | NG Tiny fey Init +4; Senses low-light vision; Perception +5 AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size) hp 4 (1d6+1) Fort +1, Ref +6, Will +3 DR 5/cold iron; SR 12

OffenseSpeed 20 ft., fly 40 ft. (poor) Melee short sword 1 (1d33/1920) or Ranged longbow +6 (1d43/3) Space 2 1/2 ft.; Reach 0 ft. Spell-Like Abilities (CL 3rd; concentration +5) 3/daydisguise self (DC 12), entangle (DC 12), invisibility (self only), pyrotechnics (DC 12)

TacticsDuring Prefers to use her longbow in battle, keeping foes from reaching her by flying or using entangle. Morale Flees if she takes any damage at all.

StatisticsStr 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 Base Atk +0; CMB +2; CMD 10 (18 vs. trip) Feats Dodge; Skills Acrobatics +8, Escape Artist +8, Fly +8, Perception +5, Perform (string) +6, Stealth +16 Languages Common, Sylvan

Selected Spell-Like AbilitiesInvisibility 3 rounds. Caster invisible until attacks. +40 Stealth if stationary; +20 Stealth if moving Entangle (Ref DC 12; SR No); Range 520 ft; 3 mins. 40 ft radius. Reflex save or enter spread and become entangled (Move half speed; -2 attacks, -4 Dex; Cast Spell DC 16 Concentration). Break free with DC 12 Str or Escape Artists check. Area is also difficult terrain. 1 damage/round if thorns. Pyrotechnics Extinguishes a fire and causes effect: Fireworks (Will DC 12; SR Yes); Range 120 ft; Save or for 1d4+1 rounds blinded (-2 AC; lose Dex bonus to AC, -4 to Str and Dex skill checks, and opposed Perception checks; opponents have total concealment). Smoke Cloud (Fort DC 12; SR No); Range 20 ft. radius cloud; 3 rounds. No sight within cloud. Within cloud save or -4 penalty to Str and Dex for 1d4+1 rounds after leave cloud.

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

G. Kobold

CR 1/4 XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 5 (1d10) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) Ranged sling +3 (1d3-1) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5 Languages Common, Draconic

H. Giant Trapdoor Spider

CR 1 XP 400 N Medium vermin Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 Defense AC 14, touch 13, flat-footed 11 (+1 natural armor, +3 Dex) hp 16 (3d8+3) Fort +4, Ref +4, Will +1 Immune mind-affecting effects Offense Speed 30 ft., climb 30 ft. Melee bite +2 (1d6 plus poison) Statistics Str 11, Dex 17, Con 12, Int , Wis 10, Cha 2 Base Atk +2; CMB +2; CMD 15 (27 vs. trip) Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs) Feats Spring Attack Special Abilities Poison (Ex) Biteinjury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

H.* Advanced Giant Trapdoor Spider

CR 2 XP 600 N Medium advanced vermin Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6 Defense AC 18, touch 15, flat-footed 13 (+3 natural armor, +5 Dex) hp 22 (3d8+9) Fort +6, Ref +6, Will +3 Immune mind-affecting effects Offense Speed 30 ft., climb 30 ft. Melee bite +4 (1d6+2 plus poison) Statistics Str 15, Dex 21, Con 16, Int , Wis 14, Cha 6 Base Atk +2; CMB +4; CMD 19 (31 vs. trip) Skills Climb +18, Perception +6 (+10 in webs), Stealth +9 (+13 in webs) Feats Spring Attack Special Abilities Poison (Ex) Biteinjury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

I. Giant Frog

CR 1 XP 400 N Medium animal Init +1; Senses low-light vision, scent; Perception +3 Defense AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 15 (2d8+6) Fort +6, Ref +6, Will -1 Offense Speed 30 ft., swim 30 ft. Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) Space 5 ft.; Reach 5 ft. (15 ft. with tongue) Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue Statistics Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6 Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip) Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 Special Abilities Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

I. Giant Frog

CR 1 XP 400 N Medium animal Init +1; Senses low-light vision, scent; Perception +3 Defense AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) hp 15 (2d8+6) Fort +6, Ref +6, Will -1 Offense Speed 30 ft., swim 30 ft. Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) Space 5 ft.; Reach 5 ft. (15 ft. with tongue) Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue Statistics Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6 Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip) Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 Special Abilities Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

J. Guardian of the Elk

CR 3 800 XP Sickened Bear, Grizzly | N Large Animal Init +1; Senses Low-Light Vision, Scent; Perception +6 Defense AC 16, touch 10, flat-footed 15 (+1 Dex, -1 size, +6 natural) hp 30 (5d8+20) Fort +8, Ref +5, Will +2 Offense Spd 40 ft. Melee Bite (Bear, Grizzly) +7 (1d6+5/20/x2) and Claw x2 (Bear, Grizzly) +7 x2 (1d6+5/20/x2) and Space 10 ft.; Reach 5 ft. Special Attacks Grab Statistics Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +9 (+13 Grappling); CMD 20 (24 vs. Trip) Feats Endurance, Run, Skill Focus: Survival Skills Fly -1, Perception +6, Stealth -3, Survival +5, Swim +14 Special Abilities Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Insanity (Ex) Various modifications Cursed by Erastil (Su) -2 to attack, damage rolls and saving throws vs Erastil worshippers. Erastil worshippers gain +4 sacred bonus on attack and weapon damage rolls vs this creature.

J.* Guardian of the Elk (Advanced)

CR 4 1,200 XP Advanced Sickened Bear, Grizzly | N Large Animal Init +3; Senses Low-Light Vision, Scent; Perception +8 Defense AC 20, touch 12, flat-footed 17 (+3 Dex, -1 size, +8 natural) hp 40 (5d8+30) Fort +10, Ref +7, Will +4 Offense Spd 40 ft. Melee Bite (Bear, Grizzly) +9 (1d6+7/20/x2) and Claw x2 (Bear, Grizzly) +9 x2 (1d6+7/20/x2) and Space 10 ft.; Reach 5 ft. Special Attacks Grab Statistics Str 25, Dex 17, Con 23, Int 2, Wis 16, Cha 10 Base Atk +3; CMB +11 (+15 Grappling); CMD 24 (28 vs. Trip) Feats Endurance, Run, Skill Focus: Survival Skills Fly +1, Perception +8, Stealth -1, Survival +7, Swim +16 Special Abilities Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Insanity (Ex) Various modifications Cursed by Erastil (Su) -2 to attack, damage rolls and saving throws vs Erastil worshippers. Erastil worshippers gain +4 sacred bonus on attack and weapon damage rolls vs this creature.

K. Kressle

CR 1 XP 400 Female Human Ranger 2 | NE Medium Humanoid (Human) Init +1; Senses Perception +6 Defense AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge) hp 17 (2d10+4) Fort +5, Ref +4, Will +1 Offense Spd 30 ft. Melee Mwk Handaxe +5 (1d6+3/20/x3) and Masterwork Handaxe +5 (1d6+1/20/x3) or Mwk Handaxe +7 (1d6+3/x3) Ranged Dagger +3 (1d4+3/19-20) Special Attacks Favored Enemy (Human +2 attack and damage) Tactics During Combat Kressle spends the first few rounds of combat throwing daggers and waiting for the enemy to fight their way through her bandits to confront her. Shell switch to using her two axes after a few rounds, focusing her attacks on humans if she can. Morale Kressle attempts to flee south to the Stag Lords fort if brought below 5 hit points, but if its obvious that she cant escape the PCs, she fights to the death. Statistics Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 8 Base Atk +2; CMB +5; CMD 17 Feats Dodge, Two-Weapon Fighting, Weapon Focus: Handaxe Skills Climb +7, Intimidate +4, Knowledge: Geography +5, Knowledge: Nature +5, Perception +6, Stealth +5, Survival +6 (Track +7) Languages Common SQ Track +1, Wild Empathy +1 Combat Gear potion of cure light wounds; Other Gear masterwork chain shirt armor, 2 masterwork handaxes, 4 daggers, 115 gp

K.* Kressle (Advanced)(In Forest)

CR2 XP 600 Female human ranger 3 | NE Medium humanoid (human) Init +3; Senses Perception +9 Defense AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) hp 29 (3d10+12) Fort +5, Ref +4, Will +2 Offense Speed 30 ft. Melee mwk handaxe +6 (1d6+3/3), mwk handaxe +6 (1d6+1/3) or mwk handaxe +8 (1d6+3/3) Ranged dagger +4 (1d4+3/1920) Special Attacks favored enemy (human +2 attack and damage) Tactics During Combat Kressle spends the first few rounds of combat throwing daggers and waiting for the enemy to fight their way through her bandits to confront her. Shell switch to using her two axes after a few rounds, focusing her attacks on humans if she can. Morale Kressle attempts to flee south to the Stag Lords fort if brought below 5 hit points, but if its obvious that she cant escape the PCs, she fights to the death. Statistics Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 8 Base Atk +3; CMB +6; CMD 18 Feats Dodge, Two-Weapon Fighting, Weapon Focus (handaxe), Toughness, Endurance Skills Climb +8, Intimidate +5, Knowledge (geography) +8, Knowledge (nature) +6, Perception +9, Stealth +8, Survival +9 (Track +10) Languages Common SQ track +1, wild empathy +2, favoured terrain +2 (forest)* Combat Gear potion of cure moderate wounds; Other Gear masterwork chain shirt armor, 2 masterwork handaxes, 4 daggers, 115 gp * If outside forest, reduce initiative, Knowledge (Geography), Perception, Stealth and Survival by 2.

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

K. Bandit

CR 1/3 XP 135 Male human warrior 1 | NE Medium humanoid (human) Init +5; Senses Perception +0 Defense AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 9 each (1d10+4) Fort +3, Ref +1, Will 1 Offense Speed 30 ft. Melee short sword +2 (1d6+1/1920) Ranged longbow +2 (1d8/3) Tactics During Combat These bandits are classic bullies, eager to inflict pain but cowards at heart. They do their best to team up to flank foes at the start of a fight, but sometimes make poor tactical decisions (such as wasting rounds of combat chasing a foe at range rather than switching to their longbows, or sometimes changing targets and leaving other bandits without a flanking partner). Morale A bandit shrieks in pain and fear as soon as hes reduced to fewer than 6 hit points and attempts to flee. If Kressle is defeated, all surviving bandits immediately flee. Statistics Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative, Toughness Skills Intimidate +3, Perception +0, Stealth +2 Languages Common Gear leather armor, longbow with 20 arrows, short sword, 2 days of trail rations, 10 gp

L.* Yellow Musk Creeper

CR 2 XP 600 N Medium plant Init +2; Senses tremorsense 30 ft.; Perception +0 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 22 (3d8+9) Fort +6, Ref +3, Will +1 Defensive Abilities plant traits Offense Speed 5 ft. Melee tendril +5 (1d4+4) Space 5 ft., Reach 10 ft. Special Attacks create yellow musk zombie, pollen spray Tactics Statistics Str 17, Dex 15, Con 16, Int , Wis 11, Cha 8 Base Atk +2; CMB +5; CMD 17 (can't be tripped) Special Abilities Immune Plant Traits Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Create Yellow Musk Zombie (Su) As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie. Pollen Spray (Ex) As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.

L*. Yellow Musk Zombie

CR 1/2 XP 200 NE Medium plant Init +0; Senses darkvision 60 ft.; Perception +0 Defense AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3) Fort +0, Ref +0, Will +3 DR 5/slashing; Immune plant traits Offense Speed 30 ft. Melee slam +4 (1d6+4) Tactics Statistics Str 17, Dex 10, Con , Int , Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats ToughnessB SQ plant traits, staggered Special Abilities Plant Traits (Ex) This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie. Immune Plant Traits Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

O. Garuum

CR 2 XP 600 CN Medium humanoid (boggard) Init -1; Senses darkvision 60 ft., low-light vision; Perception +4 Defense AC 14, touch 9, flat-footed 14 (+2 armor, 1 Dex, +3 natural) hp 22 (3d8+9) Fort +5, Ref +0, Will +1 Offense Speed 20 ft., swim 30 ft. Melee morningstar +5 (1d8+3), tongue 1 touch (sticky tongue) Special Attacks terrifying croak (1/hour) (DC 13) Statistics Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10 Base Atk +2; CMB +4; CMD 13 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +2 (+14 jumping), Stealth 1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ hold breath, swamp stride Special AbilitiesHold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) Once per hour, as a standard action, can emit a loud and horrifying croak. Non-boggards within 30 feet must make a DC 13 Will save or become shaken for 1d4 rounds (2 penalty on attack rolls, saving throws, skill checks, and ability checks). If save successful, cannot be affected again by the same boggard's croak for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can). The save DC is Charisma-based and includes a +2 racial bonus.

O.* Garuum the Candidate (Customized)

CR 2 XP 600 Male Boggard Warrior 1 | CN Medium Humanoid (Boggard) Init -1; Senses Darkvision (60 feet), Low-Light Vision; Perception +4 Defense AC 12, touch 9, flat-footed 12 (-1 Dex, +3 natural) hp 29 (1d10+3d8+8) Fort +7, Ref +0, Will +3 Offense Speed 20 ft., Swimming (30 feet) Melee Morningstar +6 (1d8+2/20/x2) Special Attacks Terrifying Croak (1/hour) (DC 15) Statistics Str 15, Dex 8, Con 14, Int 9, Wis 10, Cha 13 Base Atk +3; CMB +5; CMD 14 Feats Iron Will, Persuasive Skills Acrobatics +2 (+14 jumping), Diplo +5, Intimdt +8, Perceptn +4, Stealth -1 (+7 in swamps), Swim +10 Languages Boggard, (Minimal) Common SQ Hold Breath, Sticky Tongue, Swamp Stride Special AbilitiesHold Breath (Ex) May hold breath for 56 rounds (~10 minutes) before risks drowning or suffocating. Sticky Tongue (Ex) Target hit by tongue attack cannot move more than 10 feet away from Garuum and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack). Tongue can be removed by opposed Strength check as a standard action or by dealing 2 slashing damage to the tongue (AC 11, tongue damage does not affect actual hit points). Garuum cannot move more than 10 feet away from the target, but may release its tongue as a free action. Garuum cannot pull targets toward it with its tongue. Swamp Stride (Ex) In swamps, move through natural (non-magical) difficult terrain at normal speed. Terrifying Croak (Su) 1/hour, standard action. Non-boggards within 30 feet DC 15 Will save or shaken for 1d4 rounds ( 2 penalty on attack rolls, saving throws, skill checks, and ability checks). On success, cannot be affected again by the same boggard's croak for 24 hours. If already shaken become frightened for 1d4 rounds instead (shaken plus must flee if can).

O. Ubagub

CR 2 XP 600 Slurk | N Medium Magical Beast Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +0 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 17 (2d10+6) Fort +6, Ref +5, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite +4 (2d6+3/20/x2) Ranged Touch Slime +4 (entangle) (30 feet) Special Attacks Belly Grease, Slime on Overrun/Bull Rush Statistics Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10 Base Atk +2; CMB +4 (+6 Bull Rushing, +6 Overrunning); CMD 16 (22 vs. Bull Rush and Overrun, 20 vs. Grapple and Trip) Feats Improved Bull Rush, Improved Initiative, Improved Overrun Skills Acrobatics +6, Climb +14, Escape Artist +6 Languages Boggard (can't speak) SQ Hunker Special Abilities Belly Grease (Ex) 1/minute, as a full-round action can coat 5-foot radius spot on floor with grease, which creates difficult terrain for 10 minutes. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Overrun Overrun at +2, and opponent cannot choose to avoid / block. Slime (Ex) Standard action at will, can squirt slime as a ranged touch attack against any target within 30 feet, entangling target (move half speed; -2 attacks, -4 Dex; cast spell DC 16 Concentration). Target of successful bull rush or overruns is automatically slimed. Slime can be removed as a full-round action with a DC 15 Strength check.

O.* Second Slurk

CR 2 XP 600 Slurk | N Medium Magical Beast Init +6; Senses Darkvision (60 feet), Low-Light Vision; Perception +0 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 17 (2d10+6) Fort +6, Ref +5, Will +0 Offense Speed 30 ft., Climbing (30 feet) Melee Bite +4 (2d6+3/20/x2) Ranged Touch Slime +4 (entangle) (30 feet) Special Attacks Belly Grease, Slime on Overrun/Bull Rush Statistics Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10 Base Atk +2; CMB +4 (+6 Bull Rushing, +6 Overrunning); CMD 16 (22 vs. Bull Rush and Overrun, 20 vs. Grapple and Trip) Feats Improved Bull Rush, Improved Initiative, Improved Overrun Skills Acrobatics +6, Climb +14, Escape Artist +6 Languages Boggard (can't speak) SQ Hunker Special Abilities Belly Grease (Ex) 1/minute, as a full-round action can coat 5-foot radius spot on floor with grease, which creates difficult terrain for 10 minutes. Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity. Improved Overrun Overrun at +2, and opponent cannot choose to avoid / block. Slime (Ex) Standard action at will, can squirt slime as a ranged touch attack against any target within 30 feet, entangling target (move half speed; -2 attacks, -4 Dex; cast spell DC 16 Concentration). Target of successful bull rush or overruns is automatically slimed. Slime can be removed as a full-round action with a DC 15 Strength check.

P. Tuskgutter

CR 3 XP 800 Advanced Boar | N Medium Animal Init +2; Senses Low-Light Vision, Scent; Perception +8 Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 22 (2d8+13) Fort +8, Ref +5, Will +3 Defensive Abilities Ferocity Offense Speed 40 ft. Melee Gore +6 (1d8+7/20/x2) Statistics Str 21, Dex 14, Con 21, Int 2, Wis 17, Cha 8 Base Atk +1; CMB +6; CMD 18 Feats Toughness Skills Perception +8 Special Abilities Ferocity (Ex) Remains conscious and can continue fighting even if its hit point total is below 0. Still staggered and loses 1 hit point each round Scent (Ex) Detect opponents within 15+ feet by sense of smell.

P.* Tuskgutter (+1 HD)

CR 4 XP 1,000 Advanced +1 HD Boar | N Medium Animal Init +2; Senses Low-Light Vision, Scent; Perception +8 Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 32 (2d8+18) Fort +8, Ref +5, Will +4 Defensive Abilities Ferocity Offense Spd 40 ft. Melee Gore +7 (1d8+7/20/x2) Statistics Str 21, Dex 14, Con 21, Int 2, Wis 17, Cha 8 Base Atk +2; CMB +7; CMD 19 Feats Toughness Skills Perception +8 Special Abilities Ferocity (Ex) Remains conscious and can continue fighting even if its hit point total is below 0. Still staggered and loses 1 hit point each round Scent (Ex) Detect opponents within 15+ feet by sense of smell.

R1. Dingetooth

CR 1/4 XP 100 Male Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Charges into battle. Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R1. Uurch

CR 1/4 XP 100 Male Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) caltrop tosser +0 (1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Uses caltrop tosser until it hits, then flees. Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R2. Quoggy

CR 1/4 XP 100 Female Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat/Morale Attempts to flee to seek help from other mites. Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks)

R2. Centipede, Giant

CR XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +2 (1d61 plus poison) Special Attacks poison Statistics Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2 Base Atk +0; CMB 1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10 Special Abilities Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

R2. Centipede, Giant

CR XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +2 (1d61 plus poison) Special Attacks poison Statistics Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2 Base Atk +0; CMB 1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10 Special Abilities Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

R2. Centipede, Giant

CR XP 200 N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 5 (1d8+1) Fort +3, Ref +2, Will +0 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +2 (1d61 plus poison) Special Attacks poison Statistics Str 9, Dex 15, Con 12, Int , Wis 10, Cha 2 Base Atk +0; CMB 1; CMD 11 (can't be tripped) Feats Weapon FinesseB Skills Climb +10, Perception +4, Stealth +10 Special Abilities Poison (EX) Biteinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

R3. Mikmek

CR XP 100 Kobold warrior 1 | LE Small humanoid (reptilian) Init +1; Senses darkvision 60 ft.; Perception +5 Defense AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size) hp 4 (1d10) (currently 1 hp) Fort +2, Ref +1, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee spear +1 (1d61/x3) (not available) Ranged sling +3 (1d3-1) (not available) Statistics Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Base Atk +1; CMB 1; CMD 10 Feats Skill Focus (Perception) Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3.* Mikmek the Survivor

CR 1/3 XP 135 Kobold fighter 1 | LE Small humanoid (reptilian) Init +2; Senses darkvision 60 ft.; Perception +1 Defense AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size) hp 14 (1d10+4) (currently 2 hp) Fort +3, Ref +2, Will 1 Weaknesses light sensitivity Offense Speed 30 ft. Melee club +2 (1d4/20/x2) Ranged club +4 (1d4/20/x2) hvy crossbow +5 (1d8/19-20/x2) (not available) Statistics Str 10, Dex 14, Con 13, Int 13, Wis 8, Cha 10 Base Atk +1; CMB +0; CMD 12 Feats Toughness, Wpn Focus: hvy crossbow Skills Climb +4, Craft (trapmaking) +7, Disable Device +3, Perception +1, Stealth +10; Languages Common, Draconic Special Abilities Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R3. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R4. Giant Whiptail Centipede

CR 3 XP 800 N Huge vermin Init +0; Senses darkvision 60 ft.; Perception +0 Defense AC 11, touch 4, flat-footed 11 (+7 natural, 2 size, 4 squeezing) hp 38 (4d8+20) Fort +9, Ref +1, Will +1 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +4 (2d6+7 plus poison), tail slap 1 (1d3 nonlethal plus trip) Space 15 ft.; Reach 15 ft. (20 ft. with tail slap) Tactics During Combat The whiptail attacks the closest target, pursuing it throughout the mite lair but not out of it. These stats have been modified for the fact that the centipede is forced to squeeze in the environs. Morale The centipede fights to the death. Statistics Str 25, Dex 11, Con 21, Int , Wis 10, Cha 2 Base Atk +3; CMB +12; CMD 22 (cant be tripped) Skills Climb +15 SQ compact Special Abilities Compact (Ex) Although a giant whiptail centipede is a Huge creature, its compact and slender frame allow it to squeeze through areas as if it were a Medium creatureit still suffers normal effects for squeezing into small areas. Poison (Ex) Biteinjury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. Note DC is corrected per confirmation from James Jacons Tail Slap (Ex) A whiptail centipedes tail slap attack inflicts nonlethal damage and gains no bonus from its strength score on damage inflicted. The monsters reach with its tail slap is 20 feet.

R4.* Giant Whiptail Centipede (Advanced)

CR4 XP 1,200 N Huge advanced vermin Init +2; Senses darkvision 60 ft.; Perception +2 Defense AC 15, touch 6, flat-footed 13 (+9 natural, +2 dexterity, 2 size, 4 squeezing) hp 46 (4d8+28) Fort +11, Ref +3, Will +3 Immune mind-affecting effects Offense Speed 40 ft., climb 40 ft. Melee bite +6 (2d6+9 plus poison), tail slap +1 (1d3 nonlethal plus trip) Space 15 ft.; Reach 15 ft. (20 ft. with tail slap) Tactics During Combat The whiptail attacks the closest target, pursuing it throughout the mite lair but not out of it. These stats have been modified for the fact that the centipede is forced to squeeze in the environs. Morale The centipede fights to the death. Statistics Str 29, Dex 15, Con 25, Int , Wis 14, Cha 6 Base Atk +3; CMB +14; CMD 26 (cant be tripped) Skills Climb +17 SQ compact Special Abilities Compact (Ex) Although a giant whiptail centipede is a Huge creature, its compact and slender frame allow it to squeeze through areas as if it were a Medium creatureit still suffers normal effects for squeezing into small areas. Poison (Ex) Biteinjury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save. Tail Slap (Ex) A whiptail centipedes tail slap attack inflicts nonlethal damage and gains no bonus from its strength score on damage inflicted. The monsters reach with its tail slap is 20 feet.

R5. Grabbles

CR 1/3 XP 135 Male Advanced Mite | LE Small fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size) hp 5 (1d6) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +2 (1d3+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB 0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand +11, Stealth +15; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles, Lord Among Mites

CR 2 XP 600 LE Small advanced fey, Fighter 2 Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +3 Defense AC 21, touch 14, flat-footed 18 (+3 Dex, +1 size, +2 natural, +4 armor, +1 buckler) hp 17 (2d10+6) Fort +5, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee mwk longspear +6 (1d6+1/20x3) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 12, Wis 17, Cha 12 Base Atk +2; CMB +2; CMD 15 Feats Mounted Combat, Weapon Focus (Longspear), Combat Reflexes Skills- Ride +8, Handle Animal +6, Climb +6, Stealth +11, Perception + Languages Undercommon SQ vermin empathy +6 Combat Gear- Masterwork Longspear, Masterwork Chain Shirt, Masterwork Buckler, Cure Light Wounds Potion Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Mounted Combat 1/round when mount is hit, attempt a Ride check (DC is attack roll) to prevent the hit. Combat Reflexes 3 attacks of opportunity per round, and may take attacks of opportunity while flat-footed. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Tickleback

CR 3 XP 800 Variant giant tick (Tome of Horrors Revised 344) | N Medium vermin Init +0; Senses darkvision 60 ft., scent; Perception +0 Defense AC 15, touch 10, flat-footed 15 (+5 natural) hp 34 (4d8+16) Fort +8, Ref +1, Will +1 Immune mind-affecting effects Special Mounted Combat feat if ridden by Grabbles, Lord Among Mites Offense Speed 20 ft. Melee bite +7 (1d6+6 plus grab and disease) Special Attacks blood drain Tactics During Combat The tunnel tick attacks the target Grabbles directs, or the closest large target if no orders are given. Morale The tunnel tick fights to the death. Statistics Str 18, Dex 10, Con 19, Int , Wis 10, Cha 2 Base Atk +3; CMB +7; CMD 17 (29 vs. trip) Special Abilities Blood Drain (Ex) A tunnel tick drains blood at the end of each turn it grapples a target, inflicting 1 point of Strength and Constitution damage. Disease (Ex) Red ache: Biteinjury; save Fort DC 16; onset 1d3 days; frequency 1 day; effect 1d6 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5.* Grabbles Honor Guard

CR 1/3 XP 135 LE Small advanced fey Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +7 Defense AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural) hp 5 (1d6+2) Fort +2, Ref +5, Will +5 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee short sword +2 (1d4+1/1920) Ranged dart +4 (1d3+1) Special Attacks hatred (+1 on attacks vs dwarves and gnomes), point-blank shot Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Statistics Str 12, Dex 17, Con 15, Int 8, Wis 17, Cha 12 Base Atk +0; CMB +0; CMD 13 Feats Point-Blank Shot Skills Climb +9, Handle Animal +2, Perception +7, Ride +4, Sleight of Hand, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +6 Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Point-Blank Shot +1 on attack and damage with ranged weapons up to 30 ft. Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R5. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

R6. Mite

CR 1/4 XP 100 Mite | LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 Defense AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity Offense Speed 20 ft., climb 20 ft. Melee dagger +0 (1d31/1920) Ranged dart +2 (1d31) Special Attacks hatred (+1 on attacks vs dwarves and gnomes) Spell-Like Abilities (CL 1st): At willprestidigitation, 1/daydoom (DC 10) Tactics During Combat Morale Statistics Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8 Base Atk +0; CMB 2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Languages Undercommon Special Abilities Vermin Empathy +4 as wild empathy on vermin (including vermin swarms). Doom (Will DC 10; SR yes) 110 feet range; For 1 minute, single target creature is shaken (2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Light Sensitivity Dazzled in bright sunlight (-1 attack and sight-based Perception checks).

S. Davik Nettles

CR 3 XP 800 Male unique undead | NE Medium undead Init 1; Senses darkvision 60 ft.; Perception +9 Aura stench (DC 16, 1 minute) Defense AC 15, touch 9, flat-footed 15 (1 Dex, +6 natural) hp 34 (4d8+16); fast healing 5 Fort +5, Ref +0, Will +6 Immune fire, undead traits Offense Speed 30 ft., swim 30 ft. Melee +1 ranseur +7 (2d4+5/3) (reach 10) or slam +6 (1d6+4) Special Attacks fear gaze Spell-Like Abilities (CL 4th; concentration +8): Constantwater walk; 1/daynightmare (DC 19) TacticsDuring Combat If PCs attack, he continues to request the Stag Lords death; if the PCs stop their attack and agree, he will stop, nod, and melt back into the river. While fighting, Davik uses stench and fear gaze to disrupt attempts to surround him. Morale Davik fights until destroyed.

StastiticsStr 17, Dex 9, Con , Int 9, Wis 15, Cha 18 Base Atk +3; CMB +6; CMD 15 Feats Ability Focus (fear gaze), Power Attack; Skills Climb +10, Perception +9, Swim +15 Languages Common

Special AbilitiesFear Gaze (Su) Shaken, range 30 feet, Will DC 16 negates, fear effect, non-stacking. Charisma based. Shaken is 2 penalty on attack rolls, saving throws, skill checks, and ability checks. Ranseur His +1 ranseur cannot be taken from him. If disarmed, or dropped, it melts into waterhe can retrieve his ranseur by pulling it out of any body of water as a move equivalent action that provokes an attack of opportunity. If he is permanently put to rest, it becomes a normal +1 ranseur. Stench Creatures within 30 ft must make DC 16 Fort save or be sickened (2 penalty on attacks, damage rolls, saving throws, skill checks, and ability checks) for 1 minute. Spells and abilities that neutralize poison will neutralize stench.

S.* Davik Nettles (Advanced)

CR 4 XP 1,200 Male unique undead | NE Medium undead Init 1; Senses darkvision 60 ft.; Perception +11 Aura stench (DC 18, 1 minute) Defense AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 42 (4d8+24); fast healing 5 Fort +7, Ref +2, Will +8 Immune fire, undead traits Offense Speed 30 ft., swim 30 ft. Melee +1 ranseur +9 (2d4+8/3) (reach 10) or slam +8 (1d6+7) Special Attacks fear gaze Spell-Like Abilities (CL 4th; concentration +10): Constantwater walk; 1/daynightmare (DC 21) TacticsDuring Combat If PCs attack, he continues to request the Stag Lords death; if the PCs stop their attack and agree, he will stop, nod, and melt back into the river. While fighting, Davik uses stench and fear gaze to disrupt attempts to surround him. Morale Davik fights until destroyed.

StastiticsStr 21, Dex 13, Con , Int 13, Wis 1, Cha 22 Base Atk +3; CMB +8; CMD 19 Feats Ability Focus (fear gaze), Power Attack; Skills Climb +12, Perception +11, Swim +17 Languages Common

Special AbilitiesFear Gaze (Su) Shaken, range 30 feet, Will DC 18 negates, fear effect, non-stacking. Charisma based. Shaken is 2 penalty on attacks, saving throws, skill checks, and ability checks. Ranseur His +1 ranseur cannot be taken from him. If disarmed, or dropped, it melts into waterhe can retrieve his ranseur by pulling it out of any body of water as a move equivalent action that provokes an attack of opportunity. If he is permanently put to rest, it becomes a normal +1 ranseur. Stench Creatures within 30 ft must make DC 18 Fort save or be sickened (2 penalty on attacks, damage rolls, saving throws, skill checks, and ability checks) for 1 minute. Spells and abilities that neutralize poison will neutralize stench.

U. Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

U. Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

U.* Tatzlwyrm

CR 2 XP 600 N Medium dragon Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 Defense AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 22 (3d12+3) Fort +4, Ref +5, Will +5 Immune dragon traits (magic sleep effects and paralysis effects) Offense Speed 30 ft., climb 30 ft. Melee bite +5 (1d6+3 plus grab) Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2) Statistics Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11 Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped) Feats Nimble Moves, Stealthy Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Languages Draconic Special Abilities Poison Grasp (Ex) A tatzlwyrms breath is poisonous, but rarely fatal. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe its poison into its victims face. A tatzlwyrm must begin its turn grappling to use this abilityit cant begin a grapple and use its poison gasp in the same turn. Tatzlwyrm Poison: Breathinhaled; save Fort DC 12; frequency 1/ round for 2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based. Pounce (Ex) May make full attack (including rake attack) when charging. Rake (Ex) Gains extra attacks against creatures it is grappling with: 2 claws +5, 1d4+2.

V. Brush Thylacine

CR 2 XP 600 N Medium animal Init +2; Senses low-light vision; Perception +8 Defense AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 25 (3d8+12) Fort +7, Ref +5, Will +2 Offense Speed 30 ft. Melee bite +5 (1d6+4/1920) Statistics Str 16, Dex 14, Con 19, Int 2, Wis 13, Cha 7 Base Atk +2; CMB +5; CMD 17 (21 vs. trip) Feats Skill Focus (Perception), Step Up Skills Acrobatics +6 (+10 jumping), Perception +8, Stealth +6 SQ powerful jaws Special Abilities Powerful Jaws (Ex) A brush thylacines muscular jaws threaten a critical hit on a natural roll of 19 or 20.

V.* Blood Cougar (Advanced Brush Thylacine)

CR 3 XP 800 N Medium animal Init +4; Senses low-light vision; Perception +10 Defense AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) hp 31 (3d8+18) Fort +9, Ref +7, Will +4 Offense Speed 30 ft. Melee bite +7 (1d6+7/1920) Statistics Str 20, Dex 18, Con 23, Int 2, Wis 17, Cha 11 Base Atk +2; CMB +7; CMD 21 (25 vs. trip) Feats Skill Focus (Perception), Step Up Skills Acrobatics +8 (+12 jumping), Perception +8, Stealth +6 SQ powerful jaws Special Abilities Powerful Jaws (Ex) A brush thylacines muscular jaws threaten a critical hit on a natural roll of 19 or 20.

W. Chew Spider Swarm

CR 1 XP 400 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 Defense AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) Fort +3, Ref +3, Will +0 Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage Weaknesses swarm traits Offense Speed 20 ft., climb 20 ft. Melee swarm (1d6 plus poison and distraction) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 11) Statistics Str 1, Dex 17, Con 10, Int , Wis 10, Cha 2 Base Atk +1; CMB ; CMD Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks Special Abilities Poison (Ex) Swarminjury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 11 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

W.* Extra Chew Spider Swarm

CR 1 XP 400 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 Defense AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) Fort +3, Ref +3, Will +0 Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage Weaknesses swarm traits Offense Speed 20 ft., climb 20 ft. Melee swarm (1d6 plus poison and distraction) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 11) Statistics Str 1, Dex 17, Con 10, Int , Wis 10, Cha 2 Base Atk +1; CMB ; CMD Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks Special Abilities Poison (Ex) Swarminjury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based. Swarm Traits Immune critical hits, flanking, spells that target specific number of creatures, +50% damage from area effect spells, susceptible to high winds. Distraction (Ex) Fort DC 11 save or nauseated for 1 round. Nausea creatures can take no actions other than single move action. Regardless of save, spellcasting requires DC 20 + spell level to cast.

Y1. Pit Trap

CR XP 200 Type mechanical; Perception DC 20; Disable Device DC 20 Effects Trigger touch; Bypass remote switch; Reset manual effect 10-foot-deep pit (1d6 falling damage); DC 20 Reflex avoid Description Three 10-foot-deep pit traps with hidden lids protect the entrance to this cave.

Y1.* Deep Pit Trap

CR 1 XP 400 Type mechanical; Perception DC 20; Disable Device DC 20 Effects T