TEXT: APL8 Stat Blocks 
   
  What follows are all APL8 stat blocks for scenario NYR5-04 – The Mad Duke.  They are organized into 
  encounters, with each encounter beginning a new set of pages.  At the beginning of each encounter 
  section is a set of limited descriptions and various tactics employed by that individual or group.  This 
  tactics section is the same block of text for all APL ranges, so ignore any information that does not apply 
  at your APL. 
  <Scenario Title> 
  [Round #] 
  Page 1 
  
  Combat Appendix A – The Hextorians 
  This group is entirely decked out in spiked full plate, and most are carrying spiked heavy shields.  The 
  coloring of their armor, flails and their general attitudes easily mark them as worshippers of Hextor, as 
  does the symbol of Hextor upon their surcoats. 
  Tactics: These are straight ahead type fighters, at least at the lower APLs.  The Spellsword in Training 
  will use True Strike during the first round, and whenever appropriate.  The Blackguard in Training will use 
  healing spells sparingly – typically only to save his own life, and only if he is not threatened. 
   
  At higher APLs (APL 8 and up), the Spellsword is a much more potent individual.  He will carry his 
  generic masterwork heavy flail openly, as a defense against disarming attempts.  His other heavy flail, 
  named “Surprise Treat”, will come precharged with a Sudden Maximized damaging spell (Shocking 
  Grasp, Lightning Bolt or Vampiric Touch – in any event, the spell was cast into the weapon on the 
  previous day).  He will again cast True Strike on the first round, and maneuver so that he is as close to a 
  heavy fighter-type as possible.  On the second round, he will drop the masterwork heavy flail (if he hasn’t 
  been disarmed) as a free action, Quick Draw the other Heavy Flail as another free action, and attack the 
  fighter-type, discharging the stored spell (as another free action).  At those APLs where he has it, he will 
  also use his Arcane Strike feat (as a free action) to add additional damage to any melee attack he makes 
  (including the first one).  This has the potential to seriously devastate his chosen primary target. 
   
  At APL 12, he will also use his Spellsword ability as a move action (if possible), to similarly charge 
  “Surprise Treat” with a Sudden Maximized (free action) Fireball or Lightning Bolt for additional damage. 
   
  The Knight Protector will always move to defend the Blackguard, even to the point of using his 
  Defensive Stance ability and attacking so as to aid the Blackguard’s AC. 
   
  APL 8  
   
   
   
   
   
  Ariadne: 
  Male 
  Human 
  (Oeridian) 
  Ftr2/Wiz4/Sps1; CR 7; HD 4d4+1d8+2d10+28; 
  hp 76 (False Life, 64 normally); Init +0; Spd 20 
  ft/x3; AC 19 (+9 armor), touch 10, flat-footed 19; 
  Base Atk/Grapple +5/+9; Atk +11 Two-handed 
  (1d10+7; 19-20/x2, +1 Heavy Flail of Spell 
  Storing) or +10 Two-handed (1d10+6; 19-20/x2, 
  Heavy Flail); Full Atk +11 Two-handed (1d10+7; 
  19-20/x2, +1 Heavy Flail of Spell Storing) or +10 
  Two-handed (1d10+6; 19-20/x2, Heavy Flail); 
  AL NE; SV Fort +11, Ref +2, Will +7; Str 18(+4), 
  Dex 10(+0), Con 18(+4), Int 14(+2), Wis 10(+0), 
  Cha 8(-1); 
   
  Skills and Feats: Concentration +14, Escape 
  Artist -2, Intimidate +4, Jump -2, Knowledge 
  (arcana) +8, Ride +4, Sense Motive +5, 
  Spellcraft +6; Power Attack, Quick Draw, 
  Weapon Focus (Heavy Flail), Scribe Scroll, Still 
  Spell, Arcane Strike, Sudden Maximize 
   
  Equipment:  Amulet of Health +2, Gauntlets 
  of Strength +2, +1 Cloak of Protection, Spiked 
  Full Plate (masterwork), +1 Heavy Flail of Spell 
  Storing 
  (Surprise 
  Treat), 
  Heavy 
  Flail 
  (masterwork), Spell Component Pouch x2 
   
  Spells Prepared: (5,5,4,2; base DC = 
  12+spell level (Necromancy=14+spell level)): 
  0—Acid Splash, Flare x3, Touch of Fatigue*; 
  1st—Ray of Enfeeblement* x2, Shocking Grasp, 
  True Strike x2; 2nd—False Life, Ghoul Touch*, 
  Scorching Ray x2; 3rd—Fireball, Vampiric 
  Touch*. 
   
  *Necromancy spell 
  Note: Spell storing weapon has a precast 
  Maximized Shocking Grasp (5d6=30) stored 
  within 
   
  Warty: Tiny Animal (Toad Familiar); CR nil; HD 
  7; hp 32; non-combatant (Warty stays hidden in 
  his master’s pouches at all times) 
   
   
   
  Belfonte: Male Human (Oeridian) Clr5/Ex-Pal1; 
  CR 6; HD 5d8+1d10+18; hp 62; Init +0; Spd 20 
  ft/x3; AC 23 (+9 armor, +3 shield, +1 deflection), 
  touch 11, flat-footed 23; Base Atk/Grapple 
  +4/+7; Atk +9 One-handed  (1d8+4; 20/x2, +1 
  Flail); Full Atk +9 One-handed  (1d8+4; 20/x2, 
  +1 Flail); AL LE; SV Fort +9, Ref +1, Will +6; Str 
  16(+3), Dex 10(+0), Con 16(+3), Int 10(+0), Wis 
  14(+2), Cha 17(+3); 
  <Scenario Title> 
  [Round #] 
  Page 2 
  
   
  Skills and Feats: Hide -2, Knowledge 
  (religion) +9, Sense Motive +8; Power Attack, 
  Cleave, Toughness, Improved Toughness 
   
  Equipment:  Amulet of Health +2, Gauntlets 
  of Strength +2, Cloak of Charisma +2, Spiked 
  Full Plate +1, Flail +1, Heavy Steel Spiked 
  Shield +1, Ring of Protection +1, Spell 
  Component Pouch x2 
   
  Spells Prepared: (5,4,3,1; base DC = 
  12+spell level): 0—Cure Minor Wounds x4, 
  Guidance; 
  1st—Command 
  x2, 
  Cure 
  Light 
  Wounds, Magic Weapon*; 2nd—Aid, Deific 
  Vengeance x2, Shatter*; 3rd—Contagion*, Mass 
  Lesser Vigor. 
   
  *Domain spell. Domains: Destruction (Smite 
  at +4 to attack, +5 damage); War (Weapon 
  Focus Flail). 
   
   
  Dralor: Male Dwarf (Hill) Ftr6; CR 6; HD 
  6d10+36; hp 85; Init +5; Spd 20 ft/x3; AC 24 (+9 
  armor, +3 shield, +1 dex, +1 deflection), touch 
  12, flat-footed 23; Base Atk/Grapple +6/+9; Atk 
  +11 One-handed (1d8+6; 20/x2, +1 Flail); Full 
  Atk +11/+6 One-handed (1d8+6; 20/x2, +1 Flail); 
  AL LE; SV Fort +12, Ref +4, Will +4; Str 16(+3), 
  Dex 13(+1), Con 22(+6), Int 10(+0), Wis 12(+1), 
  Cha 8(-1); 
   
  Skills and Feats: Jump +1, Ride +10; 
  Dodge, 
  Endurance, 
  Improved 
  Initiative, 
  Toughness, Weapon Focus (Flail), Weapon 
  Specialization (Flail), Improved Toughness 
   
  Equipment:  Amulet of Health +4, Gauntlets 
  of Strength +2, Spiked Full Plate +1, Flail +1, 
  Heavy Steel Spiked Shield +1, Ring of 
  Protection +1, Cloak of Resistance +1 
   
   
  Galnon: Male Human (Suel) Ftr4/Ex-Pal1/KnP1; 
  CR 6; HD 6d10+18; hp 64; Init +0; Spd 20 ft/x3; 
  AC 23 (+9 armor, +3 shield, +1 deflection), 
  touch 11, flat-footed 23; Base Atk/Grapple 
  +6/+10; Atk +12 One-handed (1d8+7; 20/x2,  +1 
  Flail); Full Atk +12/+7 One-handed (1d8+7; 
  20/x2,  +1 Flail); AL LN; SV Fort +10, Ref +2, 
  Will +5; Str 18(+4), Dex 10(+0), Con 17(+3), Int 
  10(+0), Wis 12(+1), Cha 12(+1); 
   
  Skills and Feats: Diplomacy +9, Knowledge 
  (Nobility and Royalty) +6, Ride +8, Spot +4; 
  Mounted Combat, Power Attack, Cleave, Great 
  Cleave, 
  Weapon 
  Focus 
  (Flail), 
  Weapon 
  Specialization (Flail), Improved Toughness 
   
  Equipment:  Amulet of Health +2, Gauntlets 
  of Strength +1, Spiked Full Plate +1, Flail +1, 
  Heavy Steel Spiked Shield +1, Ring of 
  Protection +1, Cloak of Resistance +1 
   
  Defensive Stance (Ex): At the start of any 
  turn when he is within 5 ft. of an ally with fewer 
  hit die than him, he can transfer up to 2 points of 
  AC to the ally (making his own AC worse by the 
  same amount).  
   
  Shining Beacon (Su): All of his allies gain a 
  +4 morale bonus on saves versus fear effects 
  when they stand within 10 feet of him. If he is 
  paralyzed, unconscious, or otherwise rendered 
  helpless, his allies lose this bonus. 
   
   
  <Scenario Title> 
  [Round #] 
  Page 3 
  
  Combat Appendix B – The Scarlet Brotherhood 
  While they wear armor and carry weapons, this group is still marked as Scarlet Brotherhood from the 
  bright scarlet robes and cloaks worn over their other equipment.  Their obvious Suel features, attitudes 
  towards all other races, and general air of superiority also distinguish them as members. 
  Tactics: These are an experimental unit of the Scarlet Brotherhood.  Rather than being trained as 
  monks, as would be typical for members of this organization, these particular combatants have been 
  trained specifically to confront and defeat Nyrond’s numerous adventuring companies.   
   
  They work as a tight knit team, defending each other, and supporting each other whenever possible.  
  They are all lightly armed and armored, but their speed and mobility gives them an advantage.  They all 
  possess the ability to make sneak attacks, often with additional damage potential from special class 
  abilities (at least at the higher APLs).  They do tend to focus attacks on one combatant at a time, but will 
  not chase that individual should he elect to withdraw.  They will merely shift their focus to the next 
  convenient target. 
   
  At the higher APLs, the Daggerspell Mage and Daggerspell Shaper will both attempt to get spells 
  cast in the initial round.  These spells will always be offensive or buffing in nature, so that they can use 
  their special class abilities with their daggers on the second and following rounds.  The Daggerspell 
  Shaper will also use her wildshape ability as soon as possible.  At APL 12, she will not bother with 
  additional spellcasting, but will wildshape immediately, hoping to gain her full attacks (including possible 
  sneak attack and rakes) right away.  The Dervish will always move to gain as many attacks as possible, 
  while also provoking as many Attacks of Opportunity as she can (using her Elusive Target feat to its full 
  advantage).  The Nightsong Enforcer is the de-facto leader of this group.  He will rely on the fast 
  movement of the Dervish to allow him to gain multiple sneak attack attempts, using his wounding ability if 
  at all possible. 
  Should you wish to use it for flavor purposes, the Nightsong Enforcer and Dervish are lovers, while the 
  Daggerspell Mage and Daggerspell Shaper are brother and sister. 
   
  APL 8  
   
   
   
   
   
  Caliant: Male Human (Suel) Rog5/Asn1/Inv1; 
  CR 7; HD 7d6+28; hp 58; Init +5; Spd 30 ft/x4; 
  AC 21 (+3 armor, +5 dex, +2 deflection, +1 
  misc), touch 18, flat-footed 21; Base Atk/Grapple 
  +4/+6; Atk +11 One-handed (1d4+3; 19-20/x2, 
  +1 Dagger of Wounding) or +11 One-handed 
  (1d4+3; 19-20/x2, +1 Dagger); Full Atk +11 One-
  handed (1d4+3; 19-20/x2, +1 Dagger of 
  Wounding) or +11 One-handed (1d4+3; 19-
  20/x2, +1 Dagger); AL LE; SQ Death Attack, 
  Sneak Attack (5d6); SV Fort +7, Ref +15, Will 
  +4; Str 14(+2), Dex 20(+5), Con 18(+4), Int 
  12(+1), Wis 12(+1), Cha 8(-1);  
   
  Skills and Feats: Bluff +9, Disguise +7, 
  Escape Artist +13, Hide +15, Jump +14, Listen 
  +9, Move Silently +15, Sense Motive +11, 
  Tumble +17, Use Rope +13; Point Blank Shot, 
  Far Shot, Weapon Finesse, Weapon Focus 
  (Dagger) 
   
  Equipment: +3 Bracers of Armor, +1 Dagger 
  of Wounding, +1 Dagger, +2 Ring of Protection, 
  +2 Cloak of Resistance, +4 Gloves of Dexterity, 
  +4 Amulet of Health 
   
  Death Attack: If he studies his victim for 3 
  rounds, attacks that target within another 3 
  rounds, then make a sneak attack with a melee 
  weapon that successfully deals damage, he can 
  paralyze or kill the target if they fail a Fortitude 
  save (DC 12). 
   
  Poison Use: He does not risk accidentally 
  poisoning himself when applying poison to a 
  blade. 
   
  Dagger Sneak Attack (Ex): While using a 
  dagger, kukri, or punching dagger any time a 
  target would be denied their Dex bonus to AC 
  he deals an additional 5d6 points of damage. 
  Ranged attacks must be within 30 ft. 
   
  Unfettered Defense (Ex): When not wearing 
  armor and armed with a dagger, kukri, or 
  punching dagger he adds +1 to his AC. 
   
  Assassin Spells Prepared: (2; base DC = 
  11+spell level): 1st—Disguise Self, True Strike 
   
  <Scenario Title> 
  [Round #] 
  Page 4 
  
  Ilona: Female Human (Suel) Ftr2/Rgr2/Rog2; 
  CR 6; HD 2d6+2d8+2d10+18; hp 52; Init +9; 
  Spd 30 ft/x4; AC 21 (+5 armor, +5 dex, +1 
  deflection), touch 16, flat-footed 16; Base 
  Atk/Grapple 
  +5/+6; 
  Atk 
  +12 
  One-handed 
  (1d4+2; 19-20/x2, +1 Dagger); Full Atk +10 Two-
  Weapon (primary) (1d4+2; 19-20/x2, +1 Dagger) 
  and +10 Two-Weapon (secondary) (1d4+1; 19-
  20/x2, +1 Dagger); AL LE; SQ Sneak Attack 
  (1d6), Favored Enemy (Halfling); SV Fort +10, 
  Ref +12, Will +2; Str 12(+1), Dex 20(+5), Con 
  17(+3), Int 14(+2), Wis 12(+1), Cha 8(-1); 
   
  Skills and Feats: Escape Artist +13, Jump 
  +12, Perform (Dance) +3, Sense Motive +10, 
  Tumble +16, Use Rope +11; Combat Expertise, 
  Dodge, Mobility, Improved Initiative, Weapon 
  Finesse, Weapon Focus (Dagger), Track, Two 
  Weapon Fighting 
   
  Equipment: +1 Mithral Chain Shirt, +1 
  Dagger x2, +4 Gloves of Dexterity, +4 Amulet of 
  Health, +1 Ring of Protection, +1 Cloak of 
  Resistance 
   
  Wild Empathy (Ex): She can make a check 
  (1d20+1) to improve the attitude of an animal. 
  She must be within 30 feet of the animal, and it 
  generally takes one minute to perform the 
  action. 
   
  Favored Enemy: She has certain types of 
  enemies that she has extensive knowledge 
  about. Against these creatures, she gains the 
  listed bonus to Bluff, Listen, Sense Motive, Spot, 
  and Survival checks, as well as weapon damage 
  rolls – Humanoid (halfling) (+2 bonus) 
   
  Hylond: Male Human (Suel) Rog1/Wiz5; CR 6; 
  HD 5d4+1d6+12; hp 43 (False Life, 33 
  normally); Init +8; Spd 30 ft/x4; AC 19 (+4 armor, 
  +4 dex, +1 deflection), touch 15, flat-footed 15; 
  Base Atk/Grapple +2/+2; Atk +8 (1d4+1; 19-
  20/x2, +1 Dagger); Full Atk +6 Two-Weapon 
  (primary) (1d4+1; 19-20/x2, +1 Dagger) and +6 
  Two-Weapon (secondary) (1d4+1; 19-20/x2, +1 
  Dagger); AL LN; SQ Sneak Attack (1d6); SV 
  Fort +6, Ref +8, Will +4; Str 10(+0), Dex 18(+4), 
  Con 14(+2), Int 19(+4), Wis 8(-1), Cha 8(-1); 
   
  Skills and Feats: Bluff +3, Concentration 
  +11, Escape Artist +8, Hide +8, Jump +7, 
  Knowledge (arcana) +12, Listen +5, Move 
  Silently +8, Sense Motive +4, Spellcraft +13, 
  Spot +5, Tumble +14; Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Dagger), Sudden Extend 
   
  Equipment: +1 Dagger x2, Gloves of 
  Dexterity +2, Headband of Intellect +2, +1 Ring 
  of Protection, +1 Cloak of Resistance 
   
  Spells Prepared: (5,5,4,3; base DC = 
  14+spell level (Necromancy=16+spell level)): 
  0—Acid Splash x2, Flare x2, Touch of Fatigue*; 
  1st—Mage Armor, Ray of Enfeeblement* x2, 
  Shield, True Strike; 2nd—Bear’s Endurance, 
  Blindness*, False Life*, Scorching Ray; 3rd—
  Dispel Magic, Haste, Vampiric Touch* 
   
  *Necromancy spell 
   
  Shnak: Tiny Animal (Rat Familiar); CR nil; HD 6; 
  hp 15; non-combatant (Shnak is a total coward 
  and prefers to flee from combat whenever given 
  a chance) 
   
  Frieza: Female Human (Suel) Drd5/Rog1; CR 6; 
  HD 1d6+5d8+6; hp 37; Init +8; Spd 30 ft/x4; AC 
  24 (+6 armor, +4 dex, +2 deflection, +2 nat 
  armor), 
  touch 
  16, 
  flat-footed 
  20; 
  Base 
  Atk/Grapple +3/+2; Atk +9 (1d4; 19-20/x2, +1 
  Dagger); Full Atk +7 Two-Weapon (primary) 
  (1d4; 19-20/x2, +1 Dagger) and +7 Two-
  Weapon 
  (secondary) 
  (1d4; 
  19-20/x2, 
  +1 
  Dagger); AL CN; SQ Sneak Attack (1d6), 
  Wildshape; SV Fort +6, Ref +8, Will +10; Str 8(-
  1), Dex 18(+4), Con 12(+1), Int 14(+2), Wis 
  20(+5), Cha 8(-1);  
   
  Skills and Feats: Bluff +3, Concentration 
  +10, Escape Artist +7, Hide +7, Knowledge 
  (nature) +13, Listen +13, Move Silently +7, Spot 
  +13, Survival +14, Tumble +12, Use Rope +8; 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Weapon Focus (Dagger) 
   
  Equipment: +2 Dragonhide Chain Shirt, +1 
  Dagger x2, +2 Gloves of Dexterity, +4 Periapt of 
  Wisdom, +2 Ring of Protection, +1 Cloak of 
  Resistance 
   
  Spells Prepared: (5,5,3,2; base DC = 
  15+spell level): 0—Cure Minor Wounds x5; 
  1st—Cure Light Wounds x2, Faerie Fire x2, 
  Longstrider; 2nd—Barkskin, Bear’s Endurance, 
  Bull’s Strength; 3rd—Cure Moderate Wounds, 
  Poison 
   
   
  Wildshape Form: Medium Female Dire 
  Badger; HD 1d6+5d8+24; hp 55; Init +7; Spd 40 
  ft/x4, burrow 10 ft; AC 20 (+3 dex, +5 nat armor, 
  +2 deflection), touch 15, flat-footed 17; Base 
  <Scenario Title> 
  [Round #] 
  Page 5 
  
  Atk/Grapple +3/+5; Atk +7 (1d4+2; 20/x2, Claw); 
  Full Atk +7 (1d4+2; 20/x2, Claw) and +7 (1d4+2; 
  20/x2, Claw) and +2 (1d6+1; 20/x2, Bite); AL 
  CN; SQ Rage, Sneak Attack (1d6); SV Fort +10, 
  Ref +8, Will +11; Str 14(+2), Dex 17(+3), Con 
  19(+4), Int 14(+2), Wis 20(+5), Cha 8(-1); 
   
  Skills and Feats: Bluff +3, Concentration 
  +13, Escape Artist +6, Hide +6, Knowledge 
  (nature) +13, Listen +13, Move Silently +6, Spot 
  +13, Survival +14, Tumble +11, Use Rope +7; 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Weapon Focus (Dagger) 
   
  Rage: +4 to Str, +4 to Con, +12 hp, -2 to 
  AC; She cannot end the rage voluntarily 
   
  Leaper: Medium Male Leopard; HD 3d8+6; hp 
  24; Spd 40 ft/x4, climb 20 ft; AC 15 (+4 dex, +1 
  nat armor), touch 14, flat-footed 11; Base 
  Atk/Grapple +2/+5; Atk +6 (1d6+3; 20/x2, bite); 
  Full Atk +6 (1d6+3; 20/x2, bite) and +1 (1d3+1; 
  20/x2, claw) and +1 (1d3+1; 20/x2, claw); AL N; 
  SQ Improved Grab, Pounce, Rake, Low Light 
  Vision, Scent; SV Fort +5, Ref +7, Will +2; Str 
  16(+3), Dex 19(+4), Con 15(+2), Int 2(-4), Wis 
  12(+1), Cha 6(-2); 
   
  Skills and Feats: Balance +12, Climb +11, 
  Hide +8, Jump +11, Listen +6, Move Silently +8, 
  Spot +6; Alertness, Weapon Finesse 
   
  Improved Grab (Ex): If he hits with his bite 
  attack, he may attempt to start a grapple as a 
  free action with no attack of opportunity.  If he 
  wins the check, he establishes a hold and may 
  rake. 
   
  Pounce (Ex): If he charges a foe, he can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +6, damage 1d3+1 
   
  Bonus Trick: Attack 
   
   
  <Scenario Title> 
  [Round #] 
  Page 6 
  
  Combat Appendix C – The Guardian 
  The Maug serving as guardian is fairly typical of its kind.  A perfect mercenary, it serves the Brotherhood 
  loyally and absolutely.  Lured from the planes of Acheron, its term of service to the Brotherhood will 
  expire only upon its defeat by the PCs.  This creature was not summoned through the typical Planar Ally 
  or Summon Monster spells.  Therefore, it cannot be returned to Acheron through a simple Dismissal 
  spell.  Holy Word, Banishment or spells of similar power will work normally. 
  Tactics: The Maug is a simple fighter.  While its exposure to the Prime Material plane has slowly 
  changed its alignment to Neutral, it still considers itself highly lawful.  So it can still rage as a barbarian, 
  but will act logically in combat.   
   
  At those APLs where it possesses the Improved Sunder feat, it will attempt to use this ability against 
  weapons or shields, which appear ‘weak.’  This includes: most bows, tower shields, wooden weapons or 
  shields of any other type, or other light items like rapiers or short swords.  Heavier items (like 
  warhammers, axes, or any items of special construction) are typically safe, as the Maug would rather 
  damage such an opponent directly instead of wasting time trying to destroy tougher items. This may 
  change again at the highest APLs, since the use of the two tactical feats (Combat Brute and Shock 
  Trooper) can make it so that even tougher weapons have a chance of being destroyed. 
   
  APL 8  
   
   
   
   
   
  Advanced Maug Guardian: Large Construct 
  (extraplanar) Bbn 2 / Ftr 4; CR 9; HD 
  2d10+30+2d12+4d10; hp 84; Init +2; Spd 50 ft 
  (cannot run); AC 24 (-1 Size, +2 Dex, +5 armor, 
  +7 Natural Armor) touch 10, flat footed 22; Base 
  Atk +7/Grp +17; Atk +13 melee (2d6+9; 19-
  20/x2, Large +1 two-bladed Sword) or +13 
  melee (1d8+9; 20/x2, Slam); Full Atk +13/+13 
  melee (2d6+9; 19-20/x2, Large +1 two-bladed 
  Sword and 2d6+6; 19-20/x2, Large +1 two-
  bladed Sword) or +13 melee (1d8+9; 20/x2, 
  Slam); SA Pulverize; SQ Construct traits, fast 
  move, grafts (locking hand), rage 1/day, rapid 
  repair, SR 20, uncanny dodge; AL N; SV Fort 
  +7, Ref +3, Will +1; Str 22 (+6), Dex 15 (+2), 
  Con --, Int 13 (+1), Wis 11 (+0), Cha 12 (+1). 
   
  Skills and Feats: Craft (Blacksmithing) +6, 
  Craft (Stonemasonry)* +10, Intimidate +14, 
  Knowledge (Architecture and Engineering)* +10, 
  Listen +13, Profession (Siege Engineer) +5, 
  Profession (Soldier) +5, Spot +13, Survival +9; 
  Alertness, 
  Improved 
  Bull 
  Rush, 
  Improved 
  Sunder, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (Two-bladed Sword), Weapon 
  Specialization (Two-bladed Sword). 
   
  Equipment: +1 Large Breastplate, +1 Large 
  Two-Bladed Sword, Locking Gauntlet 
  Pulverize (Su): Three times per day as a 
  standard action, a maug can touch an object 
  and negate its hardness for 1d4 rounds 
  (Fortitude DC 18 Negates).  This power can 
  affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, 
  only a 10-foot cube of it is affected.  Unattended 
  magical objects do not receive a saving throw.  If 
  a creature holds, wears or carries the object, the 
  maug must succeed on a melee touch attack.  
  This attack does not provoke an attack of 
  opportunity.  Many maug fighters learn the 
  Improved Sunder feat to use this power against 
  dangerous foes  
  Construct Traits: Maugs are immune to mind-
  affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic 
  effects, and any effect that requires it to make a 
  Fortitude save unless it also works on objects.  
  They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  A maug 
  cannot heal itself but can be healed through 
  repair.  It cannot be raised or resurrected. A 
  maug has darkvision (60’ range)  
  Rapid Repair (Ex): A maug that rests for 1 full 
  hour repairs 1 point of damage so long as it has 
  at least one hit point.  Rapid Repair does not 
  allow a maug to regrow or reattach lost parts. 
  A character can assist a maug’s self repair with 
  a Craft (Stonemasonry) check (DC 15).  If the 
  check is successful the Maug repairs 2 hit points 
  per hour of rest.  Providing assistance to the 
  maug counts as light activity for the assisting 
  character, and a character can assist only one 
  maug at a time.  A maug cannot assist its own 
  repair. 
  The Mad Duke 
  Round 1 
  Page 7 
  
   
  The Mad Duke 
  Round 1 
  Page 8 
  
  Combat Appendix D – The Leadership 
  The Leadership of the Imperium forces in Mithat really comes down to three individuals.  A true-believing 
  cleric of Hextor, a traditional monk of the Scarlet Brotherhood, and one of Sewarndt’s many spell-created 
  duplicates.  As originally presented in the Heironeous Series, these spell constructs are slightly more 
  powerful than traditional simulacrums in that they function in areas without magic (although they cannot 
  cast spells in such an area), possess the ability to advance in level, and are formed from alchemical 
  conjuration magic – rather than illusion magic.  While they are listed as ‘constructs’, they possess none of 
  the standard construct abilities.  Rather than viewing them as possessing the construct template, it is 
  easier to treat them as normal Oeridian humans. 
  Tactics: These three possess no love for each other.  However, they know they must work together in 
  order to end the threat to their collective plans for the city.  The Duke’s and PCs’ actions are the source of 
  that threat.  Therefore, they use their many spies to locate where the PCs’ group is located and then 
  attack.  They have a number of precast spells in effect at each APL.  These effects are summed up at the 
  end of each individual stat block.  There is also a Total Modifiers line for each stat block that has all of 
  these effects precalculated.  Should these effects be removed, either through dispelling or durations 
  lapsing, back calculating should much easier.  Specifics about how they initiate their attack will be found 
  in the appropriate section of the scenario text, as it varies slightly depending on location. 
   
  While the members of the Leadership do not necessarily work as a cohesive unit, they will come to 
  each other’s aid if necessary.  The cleric is willing to use healing magic to keep the monk and clone alive, 
  the monk is willing to move to flank or draw heat from the clone, and the clone will avoid targeting either 
  of the other two with area effect spells.  However, each also has a well-developed superiority complex.  
  They will not concentrate on a single target, but will instead each seek their own personal glory in combat 
  by trying to fight their own fights whenever possible. 
   
  In fact, their arrogance and stubbornness makes it impossible for them to believe that they can be 
  defeated.  It will not occur to any of them to withdraw from combat unless both of the others are dead or 
  dying AND he or she is also below half of his or her respective hitpoints. 
   
  APL 8  
   
   
   
   
   
  Eront: Male Human (Oeridian) Clr7; CR 7; HD 
  7d8+14; hp 52; Init +0; Spd 20 ft/x3; AC 23 (+9 
  armor, +3 shield, +1 deflection), touch 11, flat-
  footed 23; Base Atk/Grapple +5/+7; Atk +9 One-
  handed (1d8+3 + 1d6 (cold); 20/x2, +1 Flail of 
  Frost); Full Atk +9 One-handed (1d8+3 + 1d6 
  (cold); 20/x2, +1 Flail of Frost); AL LE; SV Fort 
  +8, Ref +3, Will +11; Str 14(+2), Dex 10(+0), 
  Con 14(+2), Int 10(+0), Wis 21(+5), Cha 10(+0); 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Diplomacy +10, Spellcraft +10; Spell Focus 
  (Enchantment), 
  Greater 
  Spell 
  Focus 
  (Enchantment), Weapon Focus (Flail), Heighten 
  Spell, Divine Metamagic (Heighten Spell), True 
  Believer 
   
  Equipment: +1 Full Plate, +1 Heavy Steel 
  Shield, +1 Flail of Frost, +1 Ring of Protection, 
  +1 Cloak of Resistance, +4 Periapt of Wisdom 
   
  Spells Prepared: (6,6+1,4+1,3+1,2+1; base 
  DC = 15+spell level (Enchantment=17+spell 
  level)): 0—Cure Minor Wounds x4, Guidance x2; 
  1st—Bane#, Bless, Command*#, Cure Light 
  Wounds x4; 2nd—Bear’s Endurance x2, Cure 
  Moderate Wounds x2, Enthrall*#; 3rd—Cure 
  Serious Wounds, Invisibility Purge, Prayer, 
  Suggestion*#; 
  4th—Heightened 
  Command#, 
  Dominate Person*#, Freedom of Movement. 
   
  *Domain spell. Domains: Domination (Spell 
  Focus Enchantment); War (Weapon Focus 
  Flail). 
   
  #Enchantment spell 
  Precast spells and effects: Bear’s Endurance – 
  Con 18(+4), HD 7d8+28; Prayer +1 to most rolls; 
  Haste – +1 to AC, attacks and Ref saves, extra 
  attack or 30’ move bonus; Invisibility Purge – 
  negates invisibility in 35’ radius, Freedom of 
  Movement 
  – 
  moves 
  normally 
  despite 
  impediments, auto succeeds on grapple checks 
   
  The Mad Duke 
  Round 1 
  Page 9 
  
  Total Modifiers: AC 24, touch 12, flat-footed 24; 
  hp 64; Spd 40/x3; Atk +11/Full Atk +11/+11; Fort 
  +11, Ref +5, Will +12; +1 to all skill checks 
   
  Jerint: Female Human (Suel) Mnk7; CR 7; HD 
  7d8+14; hp 59; Init +3; Spd 50 ft/x4; AC 23 (+3 
  armor, +3 dex, +2 deflection, +5 misc), touch 20, 
  flat-footed 20; Base Atk/Grapple +5/+7; Atk +7 
  One-handed (1d8+2; 20/x2, Unarmed Strike); 
  Full 
  Atk 
  +7 
  One-handed 
  (1d8+2; 
  20/x2, 
  Unarmed Strike), +6/+6 Flurry of Blows (1d8+2; 
  20/x2, Unarmed Strike); AL LE; SV Fort +9, Ref 
  +10, Will +11; Str 14(+2), Dex 16(+3), Con 
  14(+2), Int 12(+1), Wis 19(+4), Cha 8(-1); 
   
  Skills and Feats: Balance +15, Climb +12, 
  Escape Artist +13, Jump +22, Spot +14, Tumble 
  +15; Dodge, Mobility, Fists of Iron, Improved 
  Toughness 
   
  Equipment: +2 Ring of Protection, +2 Cloak 
  of Resistance, +2 Gloves of Dexterity, +4 
  Periapt of Wisdom, +3 Bracers of Armor 
  Precast spells and effects: Bear’s Endurance – 
  Con 18(+4), HD 7d8+28; Mage Armor +4 armor 
  bonus; Prayer +1 to most rolls; Haste – +1 to 
  AC, attacks and Ref saves, extra attack or 30’ 
  move bonus 
   
  Total Modifiers: AC 25, touch 21, flat-footed 22; 
  hp 73; Spd 60/x4; Atk +9/Full Atk +9/+9 or 
  +8/+8/+8; Fort +12, Ref +12, Will +12; +1 to all 
  skill checks 
   
  Clone of Sewarndt: Male Spell Construct 
  (Oeridian) Wiz8; CR 8; HD 8d4+16; hp 54 (False 
  Life, 41 normally); Init +2; Spd 30 ft/x4; AC 14 
  (+2 dex, +2 deflection), touch 14, flat-footed 12; 
  Base Atk/Grapple +4/+3; Atk +4 One-handed 
  (1d4; 19-20/x2, +1 Dagger); Full Atk +4 One-
  handed (1d4; 19-20/x2, +1 Dagger); AL LE; SV 
  Fort +6, Ref +6, Will +8; Str 8(-1), Dex 14(+2), 
  Con 14(+2), Int 23(+6), Wis 10(+0), Cha 13(+1); 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Knowledge (arcana) +17, Knowledge (history) 
  +13, Knowledge (nobility) +17, Knowledge 
  (religion) +11, Knowledge (the planes) +17, 
  Speak Language +2, Spellcraft +19; Combat 
  Casting, Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Empower Spell, Energy 
  Affinity (Cold) 
   
  Equipment: +1 Dagger, Spell Component 
  Pouch x2, +2 Ring of Protection, +2 Cloak of 
  Resistance, +4 Headband of Intellect, +2 Amulet 
  of Health, +2 Gloves of Dexterity 
   
  Spells Prepared: (5,7,6,5,4; base DC = 
  16+spell level (Evocation=18+spell level)): 0—
  Acid Splash, Flare*, Light, Mage Hand, Ray of 
  Frost*; 1st—Burning Hands* x2, Lesser Orb of 
  Acid, Lesser Orb of Fire, Mage Armor x2, Shield; 
  2nd—False 
  Life, 
  Flaming 
  Sphere*, 
  Cold 
  Substituted Flaming Sphere*, Gust of Wind*, 
  Cold Substituted Scorching Ray* x2; 3rd—Cold 
  Substituted Empowered Burning Hands*, Cold 
  Substituted Fireball, Haste, Lightning Bolt, Cold 
  Substituted Lightning Bolt; 4th—Acid Orb*, 
  Electric Orb*, Enervation, Cold Substituted 
  Empowered Scorching Ray*. 
   
  * Evocation spell 
  Precast spells and effects: Mage Armor +4 
  armor bonus; Shield +4 shield bonus; False Life 
  (already included above); Haste – +1 to AC, 
  attacks and Ref saves, extra attack or 30’ move 
  bonus; Prayer +1 to most rolls 
   
  Total Modifiers: AC 23, touch 15, flat-footed 21; 
  hp 54; Spd 60/x4; Atk +6/Full Atk +6/+6; Fort +7, 
  Ref +8, Will +9; +1 to all skill checks 
   
   
  Warsong: Male Tiny Animal (Raven); HD 8; 
  hp 20; Init +2; Spd 10 ft/fly 40 ft (average); AC 
  18 (+2 dex, +2 size, +4 nat armor), touch 14, 
  flat-footed 16; Base Atk/Grapple +4/-9; Atk +8 
  (1d2-5; 20/x2, Claw); Full Atk +8/+8 (1d2-5; 
  20/x2, Claws); AL LE; SQ Imp. Evasion, Share 
  Spells, Empathic Link, Low Light Vision, Deliver 
  Touch, Speak; SV Fort +2, Ref +4, Will +8; Str 
  1(-5), Dex 15(+2), Con 10(0), Int 9(-1), Wis 
  14(+2), Cha 5(-3); 
   
  Skills and Feats: Listen +5, Spellcraft +10, 
  Spot +7; Alertness, Weapon Finesse 
   
   
  The Mad Duke 
  Round 1 
  Page 10 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/595/Normal Scenarios/NYR5-04 - The Mad Duke (APL 2-12)/Con version/NYR5-04 Stat Blocks - APL08.pdf