TEXT: ADVANCED RACES COMPENDIUM
  CHARACTER 
  CODEX
  
  2
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  ©2015 Open Design. All rights reserved.
  www.koboldpress.com
  The Advanced Races Compendium from Kobold Press 
  offers rules to make player characters from a wide array of 
  races beyond those commonly accepted in fantasy roleplaying 
  games. To highlight the various stories and mechanics 
  this massive tome makes possible, the Advanced Races 
  Compendium: Character Codex contains a detailed NPC for 
  every race mentioned in the compendium. Within these pages 
  you’ll find the races, variants, archetypes, equipment, feats, 
  and spells brought to life—encounter-ready representatives 
  of the races that can energize and challenge roleplayers and 
  spark GMs’ imagination. All of them include combat tactics 
  and backgrounds that make their motivations clear. Most of 
  them have long-ranging goals or occupations that could make 
  them recurring influences in an ongoing campaign. Many of 
  them set the backdrop of an entire campaign on their own, 
  whether they are a highly placed cultist preparing to subvert 
  ADvAnCED RACEs COmpEnDium: 
  CHARACTER CODEX
  Designers: Savannah Broadway, Clay Clouser,  
  Steven T. Helt, Victoria Jaczko, Jenny Jarzabski
  Developer: Steven T. Helt
  Editor: Amanda Hamon Kunz
  Interior Artist: Felipe Gaona
  Art Direction and Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur
  CREDiTs
  the youth of a wealthy nation, or a powerful oracle who seeks 
  to supplant her people’s old gods with her own faith.
  Like the rules and background material presented in 
  the Advanced Races Compendium, every reference or rule 
  fits equally well in the Midgard campaign setting or in any 
  other campaign. While the lore of the minotaurs or the 
  ravages of the Dragon Empire seem specifically tailored 
  to Midgard, any continent might host armies of dragons 
  and dragonkin, resulting in the enslavement of one people 
  or the galvanization of another. What matters most is that 
  your campaign gains inspiration from the characters herein, 
  and that players see the rules and traits from the Advanced 
  Races Compendium in action. May the art and characters of 
  the Character Codex inspire you and your fellow players to 
  experiment with these lesser-known races and enjoy their 
  diverse and unique options.
  A nOTE AbOuT REfEREnCEs
  Throughout this book, you will find a variety of references to material found in other publications. These references take 
  the form of abbreviations that appear in superscripts.
  Abbreviations found in this publication are listed here as superscripts after the following Paizo Inc. publications: Advanced 
  Class GuideACG, Advanced Player’s GuideAPG, Advanced Race GuideARG, Ultimate CombatUC, Ultimate EquipmentUE, Ultimate 
  MagicUM, Monster CodexMC, and Pathfinder UnchainedPU.
  Abbreviations found in this publication are listed here as superscripts after the following Kobold Press publications: 
  Advanced Races CompendiumARC, Deep MagicDM, and New Paths CompendiumNPC.
  
  3
  As a young ratling, Aoshi exhibited exceptional martial skill, 
  a mind for battlefield tactics, and a rare and unwavering 
  sense of honor. Although the former ingratiated Aoshi to 
  his ratfolk kin, the latter sense of propriety—so strange 
  and pointless to most in the clan—made him an outcast, 
  and so Aoshi left his ratfolk enclave when he was still just a 
  child. At first, the humans of the nearby cities regarded him 
  warily, for a ratfolk is naturally distrusted in most urban 
  environments. Quickly, however, Aoshi proved the naysayers 
  wrong, and he became known as a paragon of his kind. As 
  Aoshi honed his own martial knowledge and skills, he began 
  to find fulfillment in passing along his wisdom to talented 
  youngsters of myriad races. He became a traveling instructor 
  who impressed his pupils’ parents with his tutoring skills and 
  his kind way with children.
  The ratfolk soon found himself welcome in cities where 
  his kind were more often persecuted than celebrated. He 
  instructed both humans and ratfolk in the martial arts; his 
  knowledge and sense of leadership among the youngsters 
  made him a respected and beloved teacher, and Aoshi took 
  pride in his students and their accomplishments. Eventually, 
  Aoshi settled down, and his small family gave him a great 
  sense of happiness.
  Then, however, a powerful orc warlord attacked the village 
  in which Aoshi was staying, and he took the ratfolk sensei and 
  his family as prisoners. The warlord recognized the ratling’s 
  potential, and tortured his family and other captives to bend 
  the ninja to his will.  Aoshi stood on his principles for as long 
  as he could, but no longer resembles the person he once was. 
  He assumes the guise and posture of an honorless assassin, 
  giving himself over to the lowest use of his skill to preserve 
  his family, for their captor promises to kill them slowly and 
  painfully should Aoshi disobey. The broken husband and 
  father hopes to one day free his family and flee to safety but 
  for now does his slave master’s bidding and bides his time. He 
  takes no joy in the perversion of his art, sometimes weeping 
  after a killing blow. 
  AOSHI KUBO                                                                  CR 3
  XP 800
  Male ratfolkARG ninjaUC 4
  N Small humanoid (ratfolk)
  Init +3; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +7, Will +0
  Defensive Abilities rodent empathy, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk kusarigamaUC (chain) +5 (1d4+2), mwk 
  kusarigamaUC (sickle) +5 (1d2+2)
  Ranged mwk composite shortbow  +8 (1d4+2)
  Special Attacks sneak attack (+2d6)
  TACTICS
  Before Combat Aoshi doesn’t enter a fight without a clear 
  edge. If he has the benefit of surprise, he drinks his potion of 
  invisibility and waits for an opportune time to strike.
  During Combat Aoshi uses guerilla fighting tactics. If he 
  doesn’t have the advantage he uses his smoke pellets and 
  thunderstones to make a quick retreat. He then imbibes 
  his potion and waits until his enemies are vulnerable. He 
  strikes when his target’s guard is down, weakening tougher 
  opponents with sneak attacks and retreating to attack from 
  ambush again.
  STATISTICS
  Str 14, Dex 16, Con 14, Int 16, Wis 8, Cha 10
  Base Atk +3; CMB +4; CMD 17 
  Feats Stealthy, Two-Weapon Fighting
  Skills Acrobatics +10, Climb +9, Diplomacy +5, Escape Artist 
  +12, Handle Animal +0 (+4 to influence rodents), Heal +1, 
  Knowledge (local) +9, Perception +6, Sense Motive +6, Sleight 
  of Hand+9, Stealth +16, Survival +3, Swim +8, Use Magic 
  Device +6; Racial Modifiers +4 Handle Animal to influence 
  rodents
  Languages Aklo, Common, Orc, Undercommon
  SQ ki pool (2 points), ninja trick (fast stealth), no trace +1, 
  poison use, skin shifter
  Combat Gear potion of invisibility, smoke pellets (4), 
  thunderstones (2); Other Gear +1 leather, mwk kusarigama, 
  mwk composite shortbow (+2 Str)
  AOsHi KubO
  CR 3
  
  4
  In many ways, Svale is the quintessential gnoll. He delights 
  in bullying those he can outwit or intimidate, but displays 
  characteristic cowardice in the face of strength. Shorter and 
  weaker than other males of his race, he relies on magic and 
  wit to manipulate the gnolls around him into thinking that 
  he is a combat veteran and respectable predator. In truth, 
  every combat he has fought in has been planned to give him 
  an insurmountable advantage. He has picked fights against 
  stronger gnolls until they attacked him without preparation, 
  while he in turn used magic and timing to his own advantage. 
  He poisons rivals and bests them before spectators become 
  aware. In combat, he flanks allied rivals with an enemy, 
  forcing larger gnolls to fight off two threats instead of one. 
  When his mark is killed, he then attacks the wounded enemy 
  to avenge his fallen “friend.” 
  Gnolls respect strength more than cunning, so 
  Sharptongue marries his machinations to the banner of an 
  impressive warrior named Yula Manpelt (CE female mayeleARC 
  gnoll barbarian 8), a savage warrior who remains consistently 
  vulnerable to Sharptongue’s charms. Together, the two have 
  brought weaker gnoll tribes under one banner, gaining Yula 
  a reputation as unifier and potential warlord. Sharptongue 
  has helped carefully craft Yula’s image to produce a terrifying 
  persona, one which makes Yula even more intimidating in 
  personal combat. To spread her fame across Nuria-Natal, 
  Sharptongue ordered the construction of a war tent worthy 
  of his chief—covered in the hides of human soldiers she 
  supposedly bested. 
  Others have called her the Manpelt ever since. As gnoll 
  emissaries report to their remote tribes, the legend of the tent 
  grows. Presently, the prevailing rumors are that the tent grows 
  in size with every royal assassin intent on ending the threat 
  she poses, for Svale and Yula plan to expand their tribe as 
  much as they can during the foreseeable future. 
  SVALE SHARPTONGUE                                                CR 3
  XP 800
  Male gnollARC bard (sycophantARC) 4
  CE Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 22 (4 HD; 4d6+8)
  Fort +2, Ref +5, Will +6 (-2 vs. fear)
  Defensive Abilities well-versed
  Weaknesses craven
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6/18-20)
  Special Attacks distraction, countersong, fascinate, inspire 
  courage, sneak attack +2d6
  Bard Spells Known (CL 4th; concentration +7)
     2nd (2/day)—eagle’s splendor, pains of the pastDM (DC 15)
     1st (4/day)—anticipate perilUM, charm person (DC 14), cure 
  light wounds, innocenceAPG
     0 (at will)—glorious musicDM, haunted fey aspectUC, message, 
  read magic, quicken, unwitting allyAPG
  TACTICS
  Before Combat Svale prepares for combat by using his blood 
  reservoir of physical prowess or potion of cat’s grace. He always 
  attempts to avoid combat with diplomacy, or by shifting the 
  focus of combat onto someone else.
  During Combat Svale uses his abilities to empower allies, and 
  uses charm person to create an ally if necessary. In single 
  combat, he attempts to prove himself to other gnolls by 
  using sneak atttack and then pains of the past to quickly 
  finish off a rival.
  STATISTICS
  Str 10, Dex 13, Con 12, Int 12, Wis 14, Cha 16
  Base Atk +2; CMB +6 (+1 dirty trick or feint); CMD 24
  Feats Deceitful, Improved Initiative
  Skills Acrobatics +6, Appraise +5, Bluff +12 (+16 when lying), 
  Disguise +12, Diplomacy +7, Escape Artist +6, Knowledge 
  (arcana) +8, Knowledge (local) +8, Linguistics +6, Perception 
  +7, Sense Motive +10, Sleight of Hand +5, Spellcraft +6, 
  Stealth +6, Use Magic Device +8
  Languages Common, Giant, Gnoll, Orc
  SQ cornered furyARG, inspire confidence +2, scavengerARG
  Combat Gear blood reservoir of physical prowessUE, potion 
  of cat’s grace; Other Gear belt pouch, flint and steel, flute, 
  ink (black), inkpen, journal, masterwork rapier, masterwork 
  studded leather, mirror, rope, soap, torches (10), waterskin
  svALE sHARpTOnGuE
  CR 3
  
  5
  Even as a youngling, the way of Horus fascinated Aakonak, 
  and his inborn martial prowess made the choice of military 
  service obvious. However, while his peers seemed to enjoy 
  their role as the face of the religion, he found the public 
  scrutiny stressful and the role of paladin too ostentatious. His 
  superiors noticed his suffering performance, and the cadet 
  was offered a new, subtler calling: that of inquisitor. Aakonak’s 
  innate abilities and fervor allowed him to excel quickly and he 
  passed his training with top marks.
  Putting his blessings and bloodline to good use, Aakonak 
  now specializes in the detection, tracking, and elimination of 
  aberrations and their cults. Lately he focuses on locating and 
  exposing cults that worship grotesque creatures, working to 
  uncover the beast at a cult’s heart and present it to the church 
  for judgment. 
  AAKONAK 
                                                                CR 4
  XP 1,200
  Male ravenfolk inquisitorAPG 5
  LG Medium humanoid (tengu)
  Init +5; Senses low-light vision; Perception +11
  DEFENSE
  AC 20, touch 14, flat-footed 18 (+6 armor, +2 Dex, +2 deflection) 
  hp 40 (5d8+20)
  Fort +7, Ref +1, Will +4; +2 against effects from evil-aligned 
  creatures
  OFFENSE
  Speed 20 ft.
  Melee +1 greatsword +8 (2d6+7/19–20), bite –2 (1d3+1)
  Ranged mwk light crossbow +6 (1d8/19–20)
  Special Attacks +2 sacred bonus to attacks against aberrations, 
  bane (5 rounds/day)
  Domain Spell-Like Abilities (CL 5th; concentration +8)
  6/day—touch of good
  Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
  At will—detect alignment
  5 rounds/day—discern lies
  Inquisitor Spells Known (CL 5th; concentration +8)
  2nd (3/day)—align weapon (good only)D, bloodhound, detect 
  thoughts (DC 15), zone of truth
  1st (5/day)—disguise self, expeditious retreat, magic weapon, 
  protection from evilD, shield of faith
  0 (at will)—brandAPG, create water, daze, detect magic, guidance, 
  light
  D Domain spell; Domain Good
  TACTICS
  Before Combat If facing nonevil enemies, Aakonak casts 
  protection from evil or shield of faith on himself and drinks his 
  potion of bear’s endurance and potion of bull’s strength. If it is 
  advantageous, he drinks his potion of invisibility (or give it to 
  the party member to whom it is best suited) in order to move 
  into the most tactically sound position.
  During Combat Aakonak primarily uses his justice judgment, 
  coupling this with Power Attack and his bane ability. If there 
  are aberrations or cultists who worship them, Aakonak 
  prioritizes them.
  Morale If protecting the innocent or covering the retreat of 
  allies, Aakonak fights as long as necessary, even at the cost 
  of his life. If fighting alone or alongside those who can follow 
  suit, he retreats when reduced to 15 hp, casting expeditious 
  retreat on himself and others if possible.
  Base Statistics Without bear’s endurance, bull’s strength, 
  protection from evil, shield of faith, Aakonak’s stats are AC 18, 
  touch 12, flat-footed 16; no +2 effects on saves from evil-
  aligned creatures; hp 30; Fort 4; +1 greatsword +6 (2d6+4/19–
  20); Str 14 Con 13; CMB +5; CMD 17; Skills  Intimidate (+9),
  STATISTICS
  Str 18, Dex 14, Con 17, Int 10, Wis 16, Cha 8
  Base Atk +3; CMB +7; CMD 19
  Feats Intimidating Prowess, Power Attack, Scion of Horus
  Skills  Intimidate +11, Knowlege (dungeoneering) +8 (+10 to 
  Knowledge skill checks related to aberrations), Knowledge 
  (religion) +6, Linguistics +5, Perception +11, Sense Motive 
  +11, Stealth +8, Survival +9; Racial Modifiers +4 Linguistics, 
  +1 to skill checks made in dim light and darkness
  Languages Aklo, Common, Celestial, Feather Speech
  SQ cunning initiative, gifted linguist, Horus-blessedARC, 
  judgment 2/day, monster lore +3, solo tactics, stern gaze, 
  swordtrained
  Combat Gear potion of bear’s endurance, potion of bull’s 
  strength, potion of cure moderate wounds (2), potion of 
  darkvison, wand of cure light wounds (25 charges), holy water; 
  Other Gear mwk breastplate, +1 greatsword, mwk light 
  crossbow with 20 bolts, dagger, feather token (bird), backpack, 
  manacles (2), rations (4), silver holy symbol, silk rope (50 feet), 
  spell component pouch, 220 gp
  AAKOnAK
  CR 4
  
  6
  While other tribes dedicate themselves to overcoming the 
  difficulties of this world with hard work, Tashis’s people, a 
  tribe of jinnborn tied to water and given to carefree paths, 
  prefer to prepare for the pleasures of the next world with 
  the pleasures of this one. Tashis grew to adulthood in 
  an environment of dancing, music, idle wandering, and 
  unfettered emotion. He took this revelry further than his 
  peers, indulging in a raw joy that bordered on ecstatic frenzy.
  In time, his talents flourished into the ability to transmit 
  his powerful emotions to others, his dancing bells and ringing 
  cymbals driving other jinnborn to wild heights in and out of 
  battle. Tashis feels his abilities are a mark of his tribal patron’s 
  favor; he has a duty to aid others in transcending the walls 
  of their mundane perceptions, bridging the gap between this 
  world and the next. 
  Once he felt he’d learned all he could about his potential 
  with his tribesmen, he began to visit the cities bordering the 
  Crescent Desert. From Siwal to Per-Bastet and farther west, 
  Tashis charms his way into urban social circles with his magic 
  and the hypnotic allure of his bells and cymbals. Even the 
  most modest audiences come under his sway, eager to allow 
  Tashis to expand their awareness with any tool at his disposal: 
  magic, music, food, drink, illicit substances, seduction, 
  or even pain. The more he surrounds himself with other 
  hedonists, the closer he feels to his patron. 
  TASHIS                                                                           CR 4
  XP 1,200
  Male jinnbornARC skaldACG (sensateARC) 5
  CN Medium humanoid 
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  hp 27 (5d8+5)
  Fort +5, Ref +3, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic; +4 vs. mind-affecting effects
  Defensive Abilities uncanny dodge
  Resist cold 5
  OFFENSE
  Speed 30 ft.
  Melee mwk starknife +6 (1d4–1/x3)
  Ranged mwk starknife +6 (1d4–1/x3) or  
  sling +5 (1d4-1)
  Special Attacks raging song 20 rounds/day (inspired rage +2, 
  song of senses)
  Bard Spells Known (CL 5th; concentration +9)
  2nd (2/day—enthrall (DC 17), glitterdust (DC 17), hypnotic 
  pattern (DC 17)
  1st (4/day)—charm person (DC 16), comprehend languages, 
  lesser confusion (DC 16), sleep (DC 16)
  0 (at will)—detect magic, flare (DC 14), ghost sound (DC 14), 
  light, lullaby, mage hand
  TACTICS
  During Combat Tashis drinks one of his potions of cat’s grace 
  and uses his raging song to strengthen himself and any allies. 
  He disables his foes with spells such as hypnotic pattern and 
  lesser confusion, drawing some to his side with charm person 
  if able. He stays at range if he can, throwing his starknife or 
  using his sling.
  Modified Statistics When under the effects of cat’s grace 
  and his inspired rage, Tashis’ statistics are as follows: Init +4; 
  Senses scent; AC 14; hp 37; Fort +6, Ref +5, Will +7; Melee 
  mwk starknife +8 (1d4/x3); Ranged mwk starknife +8 (1d4/
  x3) or sling +6 (1d4); Str 10, Dex 18, Con 14; CMD 16; Skills 
  Acrobatics +9
  STATISTICS
  Str 8, Dex 14, Con 12, Int 10, Wis 13, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats Scribe Scroll, Steadfast PersonalityACG, StoutheartedACG, 
  Weapon Finesse
  Skills Acrobatics +7, Bluff +9, Diplomacy +10, Perception +8, 
  Perform (dance) +12, Perform (percussion) +12, Sense Motive 
  +7; Racial Modifiers +2 Diplomacy, +2 Sense Motive
  Languages Common, Aquan
  SQ bardic knowledge +2, favored (1/day)ARC, rage powers 
  (scent), versatile performanceACG (Handle Animal, Intimidate), 
  spell kenningACG
  Combat Gear potions of cat’s grace (2), potion of cure light 
  wounds
  Other Gear mwk starknife, sling, bullets (10), bracers of 
  armor +1, masterwork cymbals and bells, bottle of wine, 
  entertainer’s outfit, sapphire ring worth 150 gp, 54 gp
  TAsHis
  CR 4
  
  7
  Kojok was born and raised in a city established by and 
  devoted to the church of the Great Horned One. A 
  well-behaved, quiet young minotaur, the boy avoided trouble 
  and followed the rules. As he entered adulthood, he decided 
  to become a member of the city watch in order to protect 
  his people. He was quickly recognized as a valuable soldier 
  who followed orders and understood the importance of 
  rule and law. His vigilance and interest in spirituality gained 
  him the notice of ranking minotaur officers, who groomed 
  him for leadership. The perfect opportunity arose, and 
  his commanders put him in charge of the detail watching 
  the great Temple of Moon and Sea. Throughout his years 
  of service, Kojok’s devotion to the Horned One and to his 
  martial prowess grew. In that time he came to love one of the 
  priestesses of the faith and they settled down together. They 
  led a simple life until the Dragon Empire attacked. 
  Kojok’s wife was slain before his eyes when the Dragon 
  Empire’s forces first assaulted the temple. In his rage, he 
  killed several assailants single-handedly and reclaimed his 
  love’s body. Elsewhere the nigrosh fared poorly against the 
  overwhelming force of their attackers. After only a few hours 
  of fighting, Kojok was forced to flee. Using a lone passage 
  under the temple, Kojok and the few remaining priests 
  escaped into an underground labyrinth about which only 
  the elder priests knew.  When they emerged from the dark 
  many hours and miles later, they saw their city in flames and 
  immediately began to pray. Kojok had carried his wife’s body 
  the entire way, refusing to leave her behind. He dug a grave 
  below a nearby tree, held a quick service, and led the survivors 
  away from their burning home. This marked a turning point 
  in Kojok’s life; where once he felt grounded and fulfilled, he 
  was now anchorless and despondent. The priests tried to 
  console Kojok as best they could, but the minotaur’s pain was 
  far deeper than they realized. Kojok simply wanted to be alone 
  in his despair, and so he set off by himself, perhaps hoping 
  that a wandering monster would put him out of his misery. It 
  was not to be, however.
  With no home or family left, Kojok wandered the world 
  for half a dozen years. He settled in a cosmopolitan city and 
  used his experience as a soldier to gain work as a prison 
  guard. With no desire for life beyond his work, he once again 
  demonstrated himself as an ideal soldier and was quickly 
  promoted to warden of the city jail. Under his leadership, 
  security remained constant but for the escape of one prisoner. 
  Kojok takes the success of this fugitive personally and sets 
  out to find him and bring him to justice. His capable staff of 
  wardens and guards should keep the prisoners locked down 
  while he assumes responsibility for the escapee.
  KOJOK                                                                            CR 5
  XP 1,600
  Male minotaurARC fighter 6
  LN Medium monstrous humanoid
  Init 1; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 armor, –1 Dex)
  hp 45 (6d10+12)
  Fort +7, Ref +1, Will +2
  Defensive Abilities bravery +2, natural cunning
  OFFENSE
  Speed 20 ft.
  Melee +1 labrysARC +13/+8 (1d10+9/x2) or  
  gore +11 (1d4+7/x2)
  Ranged composite longbow +5 (1d8+4/x3)
  Special Attacks powerful charge, weapon training (axes +1)
  TACTICS
  During Combat Kojok wields his axe with destructive power 
  and ignores the double weapon attribute. He uses Power 
  Attack and Furious Focus every turn so long as he can reliably 
  strike his opponents. He fights until dead or his opponent 
  is unconscious. Kojok prefers not to kills his opponents, but 
  makes no effort to keep them alive. 
  STATISTICS
  Str 20, Dex 8, Con 14, Int 11, Wis 10, Cha 10
  Base Atk +6; CMB +11 (+15 to bull rush); CMD 21
  Feats Bull RingARC, Exotic Weapon Proficiency (labrys), Furious 
  FocusAPG, Power Attack, Quick Draw, Weapon Focus (labrys), 
  Weapon Specialization (labrys)
  Skills Perception +10, Survival +11; Racial Modifiers +1 
  Perception, +1 Profession (sailor), +2 Survival 
  Languages Common, Rue-Thothka
  SQ armor training 1
  Other Gear +1 full plate, +1 labrys, composite longbow (+4 Str)
  KOJOK
  CR 5
  
  8
  Alfonse grew up as a thief on the streets of Zobeck, but found 
  purpose in the faith of Rava and left the streets to become an 
  acolyte of her temple. Two decades later, Alfonse founded an 
  orphanage dedicated to saving other urchins from a life of 
  crime. When a deadly plague swept through his orphanage, 
  Alfonse broke the law one final time. The clockwork paladin 
  stole a supply of medicine from a renowned apothecary in 
  Zobeck and used it to cure his charges. Alfonse knew the 
  crime could not go unpunished and turned himself into 
  the authorities. High Priestess Lena Ravovik offered him 
  an alternative to imprisonment and shame: he could repent 
  and forsake his old life forever by undergoing the Ritual of 
  Soulbinding. Thus Alfonse became one of the faithforged.
  Alfonse of the Axis, as he is now called, is a faithforged 
  paladin of Rava. Though Zobeck is his home, Alfonse follows 
  the high priestess’s orders wherever they take him, showing 
  kindness to strangers, bringing bandits to justice, or even 
  assisting adventuring parties as witness to Rava on his own 
  personal mission. 
  ALFONSE 
                                                                CR 6
  XP 2,400
  Male gearforgedARC paladin (faithforgedARC) 7
  LG Medium humanoid (gearforged)
  Init +2; Senses darkvision, low-light vision; Perception +4
  Aura courage (10 ft.)
  DEFENSE
  AC 25, touch 12, flat-footed 23 (+10 armor, +2 Dex, +3 natural)
  hp 45 (7d10+7)
  Fort +7, Ref +5, Will +10
  Defensive Abilities divine grace; Immune disease, poison, 
  magical sleep effects, enchantment effects, paralysis, fatigue, 
  exhaustion
  Weaknesses repairs required, water susceptibility
  OFFENSE
  Speed 20 ft.
  Melee +1 greatsword +13/+8 (2d6+6) or halberd +12/+7 
  (1d10+5)
  Ranged composite longbow +10/+5 (1d8+2)
  Special Attacks channel positive energy (DC 15, 4d6, 2/day), 
  divine bond (weapon +1, 7 min., 1/day), radiant charge, smite 
  evil (3/day)
  Spell-like Abilities (CL 7th; concentration +9)
   At will—detect evil
  TACTICS
  Before Combat Alphonse first casts detect evil. Though he is a 
  holy warrior, he has scruples about fighting nonevil creatures, 
  and only engages in combat if such creatures are hostile to 
  him or threaten innocent lives. If Alphonse knows he is going 
  into battle, he activates divine bond and drinks his potion of 
  bull’s strength. His divine bond bonuses are not factored into 
  his statistics.
  During Combat When fighting an evil opponent, Alphonse 
  smites. If he runs out of uses of smite evil or is fighting a 
  nonevil opponent, he uses his holy furnace ability to enhance 
  his attacks with elemental damage. Alphonse channels to harm 
  undead foes or heal his allies as necessary. When he takes 
  sufficient damage, he uses lay on hands to heal himself.
  Morale Alfonse fights to the death to protect the innocent and 
  defend his faith.
  Base Statistics Without potion of bull’s strength, Alphonse’s 
  statistics are: Melee +1 greatsword +11/+6 (2d6+4), halberd 
  +10/+5 (1d10+3); Ranged composite longbow +9/+4 
  (1d8+2); Str 16, Dex 14, Con —, Int 8, Wis 12, Cha 15; CMB 
  +10; CMD 22
  STATISTICS
  Str 20, Dex 14, Con —, Int 8, Wis 12, Cha 15
  Base Atk +7; CMB +12; CMD 24
  Feats Iron Will, Lunge, Power Attack, Radiant Charge
  Skills Heal +6, Intimidate +5, Perception +6; Racial Modifiers 
  –2 Bluff, —2 Diplomacy, —2 Sense Motive, +2 Craft 
  (clockwork), +2 Intimidate
  Languages Trade Tongue
  SQ adamant, aura of good, holy furnace (2d6 fire or electricity), 
  lay on hands (3d6, 5/day), rewind the gears, stable
  Combat Gear potion of bull’s strength, adamantine weapon 
  blanch, cold iron weapon blanch, holy water (4); Other Gear 
  +1 full plate, +1 greatsword, halberd, composite longbow (+2 
  Str), arrows (20), 139 gp
  ALfOnsE Of THE AXis
  CR 6
  
  9
  Wytra is a proud member of the Yul centaurs with a natural 
  talent for growing majestic flourishing trees. As a young 
  centaur wandering through her own grove, she came across 
  an injured owl. Once she nursed it back to health, she came 
  to realize the owl possessed a mystical connection, and that 
  finding him was no accident. She named the owl Troka 
  and regarded him as more of a friend than a pet. Before 
  long, Wytra began to notice patterns in the coloration of 
  his feathers. She understood these patterns as secrets that 
  combined both arcane and natural magic. Wytra and Troka 
  became inseparable, as she practiced the arts suggested by 
  whatever mysterious patron had sent him to her.
  Wytra grew as her trees did, and in time the elder keepers 
  of the grove entrusted her as its guardian and steward. She 
  viewed this trust as a sacred honor and worked diligently to 
  earn the approval of her elders. The young centaur could not 
  have been more content with life before disaster struck. One 
  night, while taking in the scents and sounds of her grove, 
  she came upon a grisly scene—an assassin standing over the 
  bleeding body of a clan elder.  Wytra rushed in to help, crying 
  alarm and raising her staff to combat the murderer, but her 
  training could not match her will. The intruder stabbed her 
  several times and left her for dead.
  Wytra lost consciousness but didn’t succumb to her 
  wounds. When other elders awoke her, they explained that the 
  clan’s Eldest had been killed. She vowed to find the assassin 
  and learn the reasons for this violent act before bringing him 
  to justice. Sensing that their young steward would not relent 
  until the task was complete, they commissioned a small party 
  of centaurs under her leadership. Wytra has followed the 
  meager clues across the continent in search of the assailant, 
  and has never wavered from her resolve. The lingering 
  question remains: who would hire an assassin to murder an 
  aged centaur of humble means, and why? Wytra intends to 
  find the answer, and once she does, she will make the killer 
  face justice for this terrible crime against her and her clan.
  WYTRA           
                                                                CR 6
  XP 2,400
  Female centaurARC witchAPG (green witchARC) 7
  LG Medium monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 9, touch 9, flat-footed 9 (-1 size)
  hp 45 (7d6+21)
  Fort +5, Ref +2, Will +7
  OFFENSE
  Speed 50 ft.
  Melee quarterstaff +3 (1d6)
  Ranged sling +3 (1d4)
  Space 10 ft.; Reach 5 ft.
  Witch Spells Prepared (CL 7th; concentration +10)
  4th—discern lies, locate creature
  3rd—fly, pierce disguiseACG, remove curse
  2nd—bear’s endurance, perceive cuesAPG, river whipACG, see 
  invisibility
  1st—cure light wounds, mage armor, peacebond, remove 
  sicknessUM
  0 (at will)—arcane mark, detect poison, guidance, light, purify 
  food and drink
  TACTICS
  Before Combat Wytra casts bull’s strength and mage armor on 
  herself prior to combat (these effects are not included in her 
  statistics). She also casts fly on her allies if given time.
  During Combat In combat Wytra heals and support her 
  allies however she can. She directs her allies against invisible 
  opponents while using river whip and peacebond.
  STATISTICS
  Str 10, Dex 10, Con 16, Int 16, Wis 14, Cha 11
  Base Atk +3; CMB +3; CMD 13 (17 vs. overrun or trip)
  Feats Eschew Materials, Intuitive MagicARC, Nature MagicACG 
  (purify food and drink), Self-Sufficient
  Skills Heal +21, Knowledge (nature) +13, Perception +10, 
  Spellcraft +10, Survival +11; Racial Modifiers +2 Craft (bows), 
  +2 Heal
  Languages Centaur, Dwarven, Elven, Gnomish, Trade Tongue
  SQ cry the fury, familiar (owl), greenwhispering, hexes (tongues, 
  ward)
  Gear aegis of recovery, deathwatch eyes, healer’s gloves, 
  headband of intelligence +2, greater horseshoes of light 
  steppingARC, healer’s kit (8 uses), masterwork manacles
   
  WYTRA
  CR 6
  
  10
  Kuzzzhek knew he would never be strong enough to take 
  a place among the honored tosculi warriors. As a drone, 
  his only other option was to bend to the hive’s will and toil 
  endlessly for the queen. Kuzzzhek couldn’t quite harmonize 
  with the song of the Golden Swarm and secretly dreamed of a 
  different life. The other workers interpreted his dissatisfaction 
  as unforgivable laziness and individuality and cast him out in 
  his 11th year. 
  Kuzzzhek the exile wandered far from Titan’s Hive in 
  search of a destiny that appealed to him. His journey through 
  the Abandoned Lands exposed his enduring loneliness, 
  which the hiveless tosculi never wishes to experience again. 
  Kuzzzhek found a second home in Shibai, where anyone can 
  rise to power with enough allies and wealth.
  Now Kuzzzhek plies his trade as an alchemist in Shibai, 
  working to amass greater resources and fulfill the void of 
  family with status and material possessions. He sometimes 
  considers a return to his people to take his place alongside 
  other tosculi, but he knows he has burned that bridge 
  with changes in his accent, behavior, and expectations. He 
  medicates this wistfulness with secret adventuring work. His 
  life is a far cry from the opulence the nobility of the city enjoy, 
  but he keeps a comfortable existence there as a merchant and 
  sometimes hired assassin or explorer. 
  KUZZZHEK 
                                                                CR 7
  XP 3,200
  Male tosculiARG alchemistAPG 6/ninjaUC 2
  LE Small monstrous humanoid (tosculi)
  Init +9; Senses Perception +11
  DEFENSE
  AC 28, touch 15, flat-footed 24 (+4 armor, +4 Dex, +5 natural, 
  +4 shield, +1 size)
  hp 52 (8d8+16)
  Fort +7, Ref +15, Will +6;+4 vs. poison
  OFFENSE 
  Speed 30 ft.; fly 40 ft. (good)
  Melee stinger +5 (1d4 plus poison) or  
  2 claws +5 (1d3+0)
  Ranged bomb +10 (3d6+3) or +1 shortbow +11 (1d4+1)
  Special Attacks binding spittle, bomb 3d6 (DC 15, 8/day), 
  sneak attack +1d6
  Alchemist Extracts Prepared (CL 6th; concentration +8)
   2nd—barkskin, cat’s grace, false life, invisibility
   1st—ant haul, bomber’s eye, shield, true strike (2)
  TACTICS
  Before Combat Kuzzzhek drinks his mutagen and casts 
  barkskin, invisibility, and shield.
  During Combat Kuzzzhek activates his wings and hurls bombs 
  at opponents. It then casts true strike and uses Flyby Attack to 
  deliver poison with his stinger. 
  Morale Kuzzzhek is a cautious fighter. If reduced to fewer than 
  half of his hit points, the venomous assassin drinks a potion of 
  invisibility and flees.
  Base Statistics Without barkskin, mutagen and shield, the 
  venomous assassin’s statistics are: Init +7; Perception +14; AC 
  24, touch 13, flat-footed 22; Ref +13, Will +7; Ranged bomb 
  +8 (3d6+3); Str 10, Dex 17, Con 13, Int 15, Wis 14, Cha 6; 
  CMD 17; Skills Acrobatics +16, Appraise +9, Bluff +7, Craft 
  (alchemy) +19, Fly +16, Perception +14, Spellcraft +6, Stealth 
  +14, Use Magic Device +12
  STATISTICS
  Str 10, Dex 21, Con 13, Int 15, Wis 12, Cha 6
  Base Atk +5; CMB +4; CMD 19
  Feats Acrobatic, Brew Potion, Dodge, Flyby Attack, Improved 
  Initiative, Throw Anything
  Skills Acrobatics +18, Appraise +9, Bluff +7, Craft (alchemy) 
  +19, Fly +18, Perception +11, Spellcraft +6, Stealth +16, Use 
  Magic Device +12
  Languages Abyssal, Aklo, Trade Tongue
  SQ concentrate poison, evolving mutagen, fast poisoning, 
  gliding wings, ki attack speed, ki jump, ki movement, ki pool, ki 
  stealth, mutagen, poison resistance, poison storage (3 doses), 
  poison use, skittering, swift poison, wings (6 minutes/day)
  Combat Gear black marsh spider venom, blue whinnis (4), 
  giant wasp poison (3), potion of cure serious wounds, potion of 
  invisibility
  Other Gear +1 leaf armor, +1 shortbow, cloak of resistance +1, 
  arrows (20), 250 gp 
  KuZZZHEK
  CR 7
  
  11
  Jata’s life began in a small trollkin tribe far from civilization, 
  one of the few survivors when a rival clan set out to raid 
  them.  A vagabond from that day forward, Jata spent years 
  making a living off of her healing skills, honing her powers 
  and listening to strange voices no one else could hear. After 
  a time, the shaman came to miss the unity of a prospering 
  tribe, and the company of the spirits or occasional traveling 
  companion was no longer enough. She confronted the 
  whispering spirits with her need for camaraderie and was 
  answered with a vision of a large, cosmopolitan city. Though 
  a lone trollkin might struggle to survive in other cities, she 
  settled in a community that already housed a number of her 
  kind, each scattered from their primitive tribes or hunted as 
  monsters by short-sighted bigots. 
  JATA RENDFLESH 
                                                 CR 8
  XP 4,800
  Female trollkinARC shamanNPC (riddledNPC) 8
  LN Medium humaniod (trollkin)
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+4 armor, –1 Dex, +4 natural,  
  +4 shield)
  hp 88 (9d8+43); fast healing 2 (16 hp/day) acid or fire
  Fort +12, Ref +3, Will +10; +2 against mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee +1 morningstar +9/+4 (1d8+3)
  Ranged mwk light cross bow +6/–1 (1d8)
  Special Attacks shaman’s touch (as cure serious wounds 4/day); 
  twisted tongue (as suggestion 2/day, DC 19)
  Spell-Like Abilities (CL 9th; concentration +13)
  (1/day)—command (DC 16), daze (DC 16), lullaby (DC 16), 
  oathARC, pactARC (as a full-round action, as a 4th-level spell)
  Shaman Spells Known (CL 9th; concentration +13)
  4th (3/day)—chant of the ancestorsARC
  3rd (5/day)—call lightning, dreadARC
  2nd (6/day)—barkskin, heat metal (DC 17), veil of terrorARC 
  (DC 17)
  1st (7/day)—cure light wounds, entangle, longstrider, obscuring 
  mist, shillelagh
   0 (at will)—create water, detect magic, detect poison, guidance, 
  mending, purify food and drink, resistance, stabilize
  TACTICS
  Before Combat If accompanied by allies, Jata always casts 
  chant of the ancestors ahead of time. Additionally, she 
  activates her protective spirits totem secret and casts barkskin, 
  bear’s endurance, bull’s strength, and shield. If given enough 
  time, she also casts these spells (excepting barkskin) on other 
  party members.
  During Combat Jata seeks to break enemy morale, mainly 
  through fear-focused spells such as veil of terror and dread.
  Morale Jata is fiercely protective of her people, and will never 
  willingly leave them behind. However, if a situation is truly 
  hopeless she will withdraw with her remaining forces using her 
  shadow token and plot terrible revenge.
  Base Statistics Without barkskin, bear’s endurance, bull’s 
  strength, shield, and protective spirits, Jata’s base stats are  
  AC 11, touch 9, flat-footed 11; hp 72; Fort 10;   
  Melee +1 morningstar +7/+2 (1d8+1); Str 10; Con 14;  
  CMB +6; CMD 15
  STATISTICS
  Str 14, Dex 8, Con 18, Int 12, Wis 14, Cha 20
  Base Atk +6; CMB +8; CMD 17
  Feats Combat Casting, Fear EaterARC, Improved Initiative, 
  Persuasive, Tarnished Silver TongueARC
  Skills Bluff +15, Diplomacy +13, Heal +10, Knowledge (local) 
  +4, Knowledge (nature) +7, Intimidate +8, Survival +10, Sense 
  Motive +14; Racial Modifiers +2 Intimidate
  Languages Common, Gnome
  SQ inhuman vigor, totem secrets (bear witnessARC, takes one 
  to know oneARC, protective spiritsNPC ), wild empathy +13, 
  woodland step
  Combat Gear potions of cure serious wounds (2), wand of bull’s 
  strength (50 charges), wand of bear’s endurance (50 charges), 
  wand of cure light wounds (50 charges), wand of shield (50 
  charges), scroll of instill fearARC
  Other Gear +1 morningstar, bag of holding (type I), candle 
  of truth, cloak of resistance +2, circlet of alluring charisma 
  +2, shadow tokenARG (attuned to Jata’s home), trollkin-made 
  obsidian statue of a shadow fey worth 200 gp, 905 gp
  JATA REnDfLEsH
  CR 8
  
  12
  Tieflings are not especially rare in a city like Nuria-Natal, but 
  neither are they particularly welcome—especially when the 
  tiefling in question is more serpentine horror than man.
  Katheel killed his mother in childbirth and never knew 
  his father. His head and torso were those of a boy, if an off-
  putting one, but his monstrous lower half was a black-scaled 
  serpent’s tail.  His peers considered him an infernal mockery 
  of Set-Amun, the serpent god, and shunned him. Katheel 
  learned to keep to the shadows, finding sanctuary in darkness; 
  those who could not see him could not persecute him.
  As he grew, he found mercenary companions who were 
  not concerned with his appearance as long as he was as strong 
  and deadly as he looked. He found acceptance, after a fashion, 
  in back-alley fighting rings and grisly mercenary work. The 
  reception of low company did little to give Katheel’s life 
  purpose. He seemed destined for bloodshed.
  Katheel’s life changed radically when he was sent to hunt 
  down a woman disrupting his employer’s river shipments. 
  When he cornered her, he learned that his employers were 
  river pirates, and their shipments were, in fact, stolen cargo 
  from boats laden with food for smaller towns and villages 
  along the banks. He felt little for the plight of the people, but 
  the passionate fury that consumed the woman as she spoke—
  the purpose he saw in her—moved Katheel, making him 
  finally see a purpose for himself.
  He put his sword at that woman’s feet and pledged his 
  service to her as a bodyguard. Though the guild that hired 
  him still makes trouble when they learn he is near, Katheel 
  left very little behind and devotes himself to his ward’s 
  protection. She eventually overcame her fear of his monstrous 
  appearance, but he nonetheless keeps to the comfortable 
  darkness when they are together. That way, he doesn’t disrupt 
  her diplomacy, and can better strike against any who would 
  threaten her.
  His life and sword are hers until death—or until another, 
  more impassioned cause steals Katheel’s joyless, nihilistic 
  heart. 
  KATHEEL 
                                                                CR 8
  XP 4,800
  TieflingARG fighter (damned defenderARC) 8
  N Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+10 armor, +3 Dex, +1 dodge)
  hp 68 (8d10+24)
  Fort +8, Ref +5, Will +3
  Defensive Abilities armor training 2, combat awareness
  OFFENSE
  Speed 30 ft.
  Melee +1 vicious falchion +12/+7 (2d4+5)
  Ranged dagger +11 (1d4+3)
  Special Attacks constrict (2d3+2)
  TACTICS
  Before Combat Katheel attempts to remain hidden when with 
  his ward so as to take attackers by surprise.
  During Combat Katheel protects his ward with no regard for 
  his personal safety. He strikes hard and fast with Demonic 
  Speed and Spring Attack, utilizing the vicious property of his 
  falchion with every strike. He uses Mobility and his cape of the 
  shadow’s past to dart out of melee as necessary to face another 
  combatant or to regain the advantage from the shadows. 
  Morale When protecting his ward, Katheel fights to the death. 
  STATISTICS
  Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 6
  Base Atk +8; CMB +11; CMD 25 (29 vs. trip)
  Feats Combat Expertise, Demonic SpeedARC, Dodge, Intimidating 
  Prowess, Mobility, Spring Attack, Steadying TailARC, Whirlwind 
  Attack, Wind Stance
  Skills Acrobatics +4, Bluff +1, Climb +5, Intimidate +6 (+8 to 
  demoralize foes), Perception +12, Stealth +13, Survival +8, 
  Swim +6; Racial Modifiers +2 Bluff, +2 Stealth
  Languages Infernal, Nurian, Trade Tongue
  SQ fiendish sorcery
  Combat Gear potions of cure serious wounds (2)
  Other Gear +3 shadow banded mail, +1 vicious falchion, 
  daggers (2), cape of the shadow’s pastARC, eyes of the eagle,  
  23 gp
  KATHEEL
  CR 8
  
  13
  Devin was born in a small village to exceptionally ordinary 
  parents, who at once recognized that he was not a normal 
  child. His first taste of festival music was when he ventured to 
  market with his father as a young boy. The harmony of strings 
  and horns immediately enraptured him, and at that moment 
  a musician was born. He spent his entire allowance on a small 
  violin and spent the next several months teaching himself 
  how to play. As he grew older, so did his desire to hear new 
  songs and sounds.
  Devin finally decided he needed to see the world, learn its 
  secrets, and sing its wonders. It was during these travels that 
  he discovered the divine touch in his true lineage. One night 
  while sleeping, an emissary from a goddess of travel and song 
  came to him in a dream. The angelic figure explained Devin’s 
  great heritage and exhorted him to greater accomplishments.
  Always a quick study, Devin wasted little time learning 
  all he could of his newly discovered deity. His skill and 
  power grew as his faith deepened. He has spent many years 
  traveling the world spreading his faith. His travels eventually 
  took him to a desert, where he met a sphinx who grants a 
  wish to anyone who can answer its riddles. Devin does not 
  have the answer the sphinx seeks, but he goes from town to 
  town learning everything he can in hopes of returning to the 
  sphinx with an answer. 
  DEVIN BRANTER                                                            CR 9
  XP 6,400
  Male aasimarARG bard 10
  CG Medium outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 16, touch 12, flat-footed 16 (+4 armor, +1 deflection,  
  +1 natural)
  hp 55 (10d8+10)
  Fort +4, Ref +7, Will +12; +4 vs. bardic performance, 
  language-dependent, and sonic
  Resist acid 10, cold 10, electricity 10
  OFFENSE
  Speed 30 ft.
  Melee whip +7/+2 (1d3-1 nonlethal)
  Ranged light crossbow +7 (1d8, 19-20/x2)
  Special Attacks bardic performance 27 rounds/day 
  (move action; countersong, distraction, fascinate, healing 
  harmoniesARC, inspire competence +3, inspire courage +2, 
  inspire greatness, suggestion)
  Spell-Like Abilities (CL 10th; concentration +15)
  1/day—daylight
  Bard Spells Known (CL 10th, concentration +15)
  4th (2/day)—break enchantment, dimension door, holy sword
  3rd (4/day)—burst of speedUC, fly, good hope, haste, tiny hut
  2nd (5/day)—allegroUM, enthrall (DC 17), hypnotic pattern (DC 
  17), locate object, remove paralysis, shadow anchorARG (DC 17)
  1st (7/day)—alarm, comprehend languages, cure light wounds, 
  glue sealACG (DC 16), longstrider, vanishAPG
  0 (At-will)—create water, daze (DC 15), ghost sound, know 
  direction, stabilize, summon instrument
  TACTICS
  Before Combat Devin makes a concerted effort to avoid 
  combat but if forced he drinks his potion of bull’s strength and  
  potion of cat’s grace as soon as he can.
  During Combat Devin will make every attempt he can to run 
  away using things like dimension door or fly to escape and glue 
  seal or shadow anchor to stop his enemy’s pursuit. If backed 
  into a corner he will cast haste and holy sword to bring divine 
  vengeance on his enemies.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 12, Wis 20, Cha 16
  Base Atk +7; CMB +6; CMD 17
  Feats Improved Celestial ResistanceARC, Improved Initiative, 
  Lingering PerformanceAPG, Still Spell, Weapon Finesse
  Skills Bluff +16, Diplomacy+18, Knowledge (geography, 
  religion) +19, Perception +20, Sense Motive +18, Use Magic 
  Device +16; Racial +2 Diplomacy, +2 Perception
  Languages Common, Celestial, Elven
  SQ bardic knowledge +5, jack-of-all-trades (use any skill, all 
  skills are class skills), lore master 1/day
  Combat Gear potion of bull’s strength, potion of cat’s grace, 
  potion of invisibility, quick runner’s shirt; Other Gear +1 
  studded leather, whip, light crossbow, amulet of natural armor 
  +1, feather step slippers, headband of wisdom +2, ring of 
  protection +1, +45 gold
  DEvin bRAnTER
  CR 9
  
  14
  Gwanegg grew up a slave in the captivity of the ghoul empire, 
  and the chaos of a short-lived slave rebellion allowed her to 
  escape to the surface. She collapsed, feverish and ill, after 
  reaching the edge of the Wormwood, where a gnomish 
  woodsman found her. He mistook her for a fellow gnome, 
  and took her to into town to recover. 
  Lingering between life and death, Gwanegg’s fever dreams 
  gave way to comforting, whispering darkness, promising her 
  strength if only she’d invite it in. Gwanegg accepted, and she 
  awoke at last. She found clutched in her arms a horrific, goat-
  like idol that she knows now guides her path.
  The derro began her new role as oracle to mad gods by 
  corrupting her gnome savior. She manipulated him with a 
  wasting malady and drew him into deeper, obscene worship 
  of the entity he called the Goat in the Woods. She has since 
  begun counseling the gnomes of Neimheim in the ways of 
  her master; she hopes to provide the final push that will 
  plunge the Wormwood into chaos and darkness. Gwanegg 
  knows that the gnomes are already predisposed to dark forces 
  and chaos, and she hopes this predilection will serve as the 
  catalyst for her master to gain a foothold on Midgard.
  GWANEGG 
                                                               CR 9
  XP 4,800
  Female derroARC oracleAPG 9
  CE Small humanoid (derro)
  Init +2; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, 
  +1 size)
  hp 58 (9d8+18)
  Fort +5, Ref +6, Will +11
  Immune insanity, confusion effects
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 dagger +8/+3 (1d3+1/19–20)
  Ranged +1 light crossbow +10/+4 (1d6/19–20)
  Oracle Spells Known (CL 9th; concentration +13)
  4th (5/day)—black tentacles (DC 19), chaos hammer (DC 20), 
  inflict critical wounds (DC 18), unholy blight (DC 20)
  3rd (7/day)—blindness/deafness (DC 17), deeper darkness, 
  dispel magic, inflict serious wounds (DC 17), tongues 
  2nd (7/day)—darkness, death knell (DC 16), dust of twilight (DC 
  17), enthrall (DC 16), inflict moderate wounds (DC 16), levitate, 
  minor image (DC 16), shatter (DC 18)
  1st (7/day)—bane (DC 15), cause fear (DC 15), entropic shield, 
  doom, inflict light wounds (DC 15), obscuring mist, protection 
  from good
  0 (at will)—bleed (DC 14), create water, detect magic, detect 
  poison, ghost sound (DC 14), guidance, light, mage hand, 
  resistance, virtue
  Mystery dark tapestryUM
  TACTICS
  Before Combat Gwanegg drinks her potion of bear’s endurance 
  if she suspects a fight is brewing. The effects of the potion are 
  already calculated into her statistics.
  During Combat Gwanegg prefers hiding behind her cultists 
  and attacking with combat spells such as chaos hammer and 
  unholy blight. If in danger, she uses disabling spells such as 
  black tentacles and blindness/deafness to cover her escape.
  Base Statistics Without bear’s endurance, the angel of 
  madness’s statistics are hp 40, Fort +3, Con 8.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 18
  Base Atk +6; CMB +5; CMD 17
  Feats Alertness, Greater Spell Focus (evocation), Pierce the 
  VeilARC, Spell Focus (conjuration), Spell Focus (evocation)
  Skills Bluff +13, Disguise +16 (+18 when posing as diseased 
  dwarf, gnome, or human child), Intimidate +12, Knowledge 
  (arcana) +9, Knowledge (forbidden loreARC) +15, Knowledge 
  (religion) +9, Perception +14, Sense Motive +10, Stealth +13; 
  Racial Modifiers +2 Perception
  Languages Aklo, Common, Duergar, Goblin
  SQ infiltratorARC, madnessARC, oracle’s curse (haunted), poison 
  use, revelations (brain drain [9d4, 2/day]UM, interstellar void 
  [9d6 cold, 1/day]UM, read the tapestryUM)
  Combat Gear potion of bear’s endurance, potions of cure 
  moderate wounds (2); Other Gear  chain shirt, +1 dagger, +1 
  light crossbow, bolts (10), amulet of natural armor +1, cloak 
  of resistance +1, feather token (tree), idol of the hateful godARC, 
  silver star necklace worth 100 gp, 12 gp
  SPECIAL ABILITIES
  Madness Gwanegg uses her Charisma modifier on Will saves 
  instead of her Wisdom modifier, and is immune to insanity 
  and confusion effects. Only a miracle or a wish spell can 
  remove her madness. If this occurs, Gwanegg’s gains +6 to 
  Wisdom and –6 to Charisma.
  GWAnEGG
  CR 9
  
  15
  While there are older or wiser necromancers among the 
  Sleepers of the Bloodscale tribe, few can match Meessh for 
  his commitment to hate. The pygmy lizardfolk witch despises 
  all humanoids equally and views all such races as enemies 
  of the lizardfolk race. He indulges in violence, ambushing 
  poachers and trespassers with the lizardfolk warriors under his 
  command. Meessh favors the company of primitive weapon 
  masters, many of whom share his savagery and have never 
  been tainted by the notion of peaceful coexistence  
  with mammals. Others under his command, however, are 
  secretly repelled when they witness Meessh’s cruelty firsthand, 
  and this has led to some disagreement among the Bloodscales 
  about whether Meessh’s activities are indeed good for the tribe.
  Meessh is a clever guerilla warrior. His small size leads 
  some to dismiss him as unfit for combat, but he never stays 
  out of fights for long. Once his spells or strategy gives the 
  lizardfolk the upper hand, he tumbles in looking for personal 
  satisfaction against his foes. Meessh studies primarily 
  necromancy, disdaining all but a few divination or tactical 
  spells so as to crush both body and will. He frequently takes 
  prisoners, but only to torture them with pain spells in order to 
  learn the whereabouts of more enemy humanoids. When the 
  subject of his interrogation finally expires, he offer the choicest 
  cuts of mammal flesh to the warriors who fought most 
  valiantly, rewarding them for excelling at his brand of warfare.
  The hateful witch might be devoted to his people, but it is 
  a selfish devotion born of a culture that extols violence as a 
  show of strength, and cruelty as a mark of good leadership. 
  Meessh has few real friends in his lizardfolk tribe; most 
  consider the strange, small witch a curiosity, although some 
  of the more neutral-minded members believe that Meessh’s 
  recklessness and love of torture will one day bring ruin to the 
  tribe. For now, Meessh is in the good graces of Kurrghol, the 
  Bloodscales’ leader, but several of the lizardfolk who find the 
  witch distasteful have attempted to pin crimes of treason on 
  his head. Kurrghol has given Meessh the benefit of the doubt 
  for several weeks, but if the witch does not find tangible proof 
  of his innocence soon, the leader might expel Meessh from 
  the tribe for good. Of course, if Meessh decides that his tribe 
  is no longer worthy of his talents, he might abandon them 
  altogether for a life of adventuring in the wilds—or he might 
  launch a destructive plot against his kin in secret. The fickle 
  witch’s next move is anyone’s guess. 
  MEESSH  
                                                                CR 9
  XP 6,400
  Male lizardfolkARC witchAPG (sanguine scaleARC) 10
  CE Small humanoid (reptilian)
  Init +3; Senses Perception +11
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 68 (10d6+30)
  Fort +7, Ref +7, Will +9; +4 vs. poison and natural disease
  OFFENSE
  Speed 30 ft.
  Melee bite +9 (1d3) and 2 claws +9 (1d4), or 
  mwk dagger +10 (1d3), bite +5 (1d4), and claw +5 (1d3)
  Special Attacks agony (DC 18), bleeding convictionARC, blood 
  magicARC, evil eyeAPG (DC 18), misfortune (DC 18), retribution 
  (DC 18), scar (DC 18)
  Witch Spells Memorized (CL 10th; concentration +13)
  5th (2/day)—greater contagionUM (DC 20), symbol of pain (DC 21)
  4th (3/day)—enervation, extispicyARC, locate creature
  3rd (4/day)—dispel magic, lightning bolt (DC 16), pain strikeAPG 
  (DC 17), vampiric touch
  2nd (5/day)—blindness/deafness (DC 17), burning gazeAPG (DC 
  16), cure moderate wounds, life pactACG, pains of the pastDM 
  (DC 17)
  1st (5/day)—burning hands (DC 15), hex vulnerabilityACG (DC 
  16), mage armor, ray of enfeeblement (DC 16), razor mawDM
  0 (at will)—bleed (DC 13), message, putrefy food and drink, 
  read magic
  Patron—VengeanceUM
  TACTICS
  Before Combat Meessh casts mage armor each day when 
  he expects combat or other exertions. He drinks a potion of 
  barkskin and a potion of cat’s grace if there’s time to prepare for 
  combat. These changes are not reflected in Meessh’s statistics. 
  If Meessh leads a raiding party into a settled area, he casts 
  greater contagion weeks in advance in order to spread disease 
  and weaken his opponents’ defenses.
  During Combat Meessh is unsporting in combat. He begins 
  with enervation, hex vulnerability, and lightning bolt to soften 
  up worthy opponents, then tortures remaining combatants and 
  survivors with pain spells. After a battle, he prefers to capture 
  at least one of his opponents alive so he can torture it, even if it 
  doesn’t possess information that would be of use to him.
  STATISTICS
  Str 10, Dex 16, Con 16, Int 16, Wis 12, Cha 8
  Base Atk +5; CMB +4; CMD 17
  mEEssH
  CR 9
  
  16
  Feats Dodge, Greater Spell Focus (necromancy), Spell Focus 
  (necromancy), Weapon Finesse, Witch KnifeUM
  Skills Acrobatics +17, Knowledge (arcana) +10, Knowledge 
  (nature) +10, Perception +12, Sense Motive +11, Spellcraft 
  +16, Stealth +13, Swim +12, Use Magic Device +16; Racial 
  Modifiers +2 Acrobatics
  Languages Aquan, Draconic, Common, Orc
  SQ hexes (retribution, scar), hold breath, purple-bloodedARG 
  Combat Gear potions of barkskin (2), potion of cat’s grace; 
  Other Gear amulet of mighty fists +1, boots of the mire, cloak 
  of resistance +1, headband of vast intelligence +2 (Use Magic 
  Device), mwk dagger
  SPECIAL ABILITIES
  Bleeding Conviction (Su) Meessh can wound himself as part 
  of the action to cast a spell or use a hex with a duration 
  greater than 1 round. He begins taking bleed damage equal 
  to the level of the spell cast (hexes count as 1st-level spells, 
  major hexes as 5th-level spells) every round. The hex is used 
  or the spell cast normally, except that the range for the effect 
  is doubled, and the normal duration doesn’t begin until he 
  ceases bleeding. The bleed damage can be stopped with a 
  DC 15 Heal check or any amount of magical healing. This 
  ability can be used in conjunction with the blood magic 
  ability, with the witch inflicting or taking damage and also 
  suffering bleed damage.
  Blood Magic (Su) Whenever Meessh casts a spell from the 
  divination, enchantment, or necromancy schools, he can deal 
  weapon damage to a helpless or willing creature (including 
  himself) as part of the casting to increase the caster level of 
  the spell by +1. The amount of damage dealt is equal to the 
  level of the spell being cast. When Meessh uses this ability, 
  the spell also has any save DC increased by +1. Any blood 
  magic spell he casts in the round following a successful coup 
  de grace maneuver gains double these bonuses.
  Purple-Blooded (Ex) Some lizardfolk carry certain waste 
  products through their blood, excreting excess toxins. 
  Lizardfolk with this trait have a +4 bonus on all saving throws 
  against poisons and natural diseases. This replaces the 
  lizardfolk’s natural armor bonus.
  Since Saad was old enough to sail, he’s worked on trade 
  ships in Gendebelo, the Gates of the Sea. Once a rough-and-
  tumble yet fairly average human boy, crewing ships exposed 
  Saad to rough company, but as a young man he managed to 
  work several voyages diligently without making trouble for 
  himself. When one ill-fated trip sent Saad’s ivory-laden ship 
  into a maelstrom, he thought himself given up to the sea 
  like so many before. To his surprise, he survived the initial 
  disaster; still, for days, he and the other few survivors clung 
  to wreckage and encouraged one another to endure until 
  help arrived. One by one, Saad’s crewmates succumbed to 
  heat, thirst, and shark attacks, but Saad survived, though his 
  heart grew despondent and bitter at his loss of friends and 
  his dire circumstances. 
  Finally, however, Saad resolved himself to live at all costs. 
  Armed only with a single harpoon, he tied himself to the 
  wreckage, stealing sleep while a single cursed fin circled 
  him and fed on the corpses of his friends. When it came for 
  him, he struck true and injured the shark that had haunted 
  him for days. His triumph faded when the shark’s body 
  morphed into that of a naked woman, and what he thought 
  was a fatal wound began to heal extraordinarily fast. Soon 
  after, a merchant ship rescued the bewildered sailor, but 
  the mysterious woman was gone. In fact, the merchant 
  sailors said she was never there, but Saad knew what he 
  saw. His conviction was cemented when he discovered that 
  he had become a wereshark—a half-human, shapeshifting 
  beast. Certain that the woman had turned him into this 
  monstrosity, he vowed to track her down. First, however, he 
  had to put his life back together, and so he did, eventually 
  signing on to ship crews again as if nothing had changed.
  It’s been 15 years now that Saad has lived with his curse. 
  He continues to make his living from the sea, knowing no 
  other way of life, but he has become a desperate vagabond 
  with little respect for port laws or the company he keeps. He 
  sails from one harbor to the next, a capable but mysterious 
  hand. Occasionally sailors go missing on his journeys, but 
  he is careful not to work with anyone who traveled on a 
  previous journey with him. Instead, he hauls rigging and 
  repairs sails by day, and reads about curses and sea creatures 
  at night. Now, in addition to seeking revenge, he believes he 
  can reverse his condition if he finds the monster that created 
  him. He suspects that he must charm or kill her to end his 
  own curse, but that could be the vengeful bloodlust in him. 
  Until he can track her down, Saad does his best to hide the 
  bloodlust that comes upon him every full moon. So far, no 
  one has discovered his secret, but perhaps there’s only so long 
  the wereshark can keep the shocking truth hidden.
  sAAD
  
  17
  SAAD (HUMAN FORM)                                                CR 9
  XP 6,400
  Male weresharkARC unchained roguePU 9
  CN Medium humanoid (shapechanger)
  Init +8; Senses low-light vision; Perception +12 
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex) 
  hp 65 (10d8+20)
  Fort +7, Ref +13, Will +6
  Defensive Abilities evasion, improved uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 kukri +13/+8 (1d4+5), +1 kukri +13/+8 (1d4+5)
  Special Attacks debilitating injury, frenzy, sneak attack +5d6
  TACTICS
  Before Combat Saad drinks his potions of heroism and 
  invisibility. The effects of heroism are included in his statistics. 
  If he can, Saad sneaks up on his opponents and attacks from 
  Stealth.
  During Combat Saad tries to move into flanking position; if this 
  is not possible, he uses hunter’s surprise to gain sneak attack 
  damage. He is not above dirty fighting—in fact, he relishes 
  getting the drop on his opponents—and uses his allies’ skills 
  and movement to his advantage as much as he can. 
  Morale For a sea scoundrel, it is never a good day to die. Saad 
  attempts to drink the other potion of invisibility and flee if 
  reduced to 10 or fewer hp.
  Base Statistics Without the potion of heroism, the sea 
  scoundrel’s statistics are: Fort +5, Ref +11, Will +4; Melee 
  +1 kukri +11/+6 (1d4+5), +1 kukri +11/+6 (1d4+5); Skills 
  Acrobatics +16, Bluff +11, Escape Artist +16, Intimidate +11, 
  Perception +12, Sense Motive +12, Sleight of Hand +16, 
  Stealth +16, Swim +14
  STATISTICS
  Str 14, Dex 19, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +8; CMB +10; CMD 24
  Feats Combat Expertise, Gang Up, Improved Initiative, Improved 
  Two-Weapon Fighting, Martial Weapon Proficiency (kukri), 
  Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
  Skills Acrobatics +19, +14 Bluff, +19 Escape Artist, +14 
  Intimidate, +15 Perception, +15 Sense Motive, +19 Sleight of 
  Hand, +19 Stealth, +15 Survival, +17 Swim
  Languages Trade Tongue
  SQ change shape, curse of the hunting moon, danger sense +3, 
  trapfinding +5
  Combat Gear potions of cure moderate wounds (2), potion of 
  heroism, potions of invisibility (2), potion of magic fang
  Other Gear +2 mithral chain shirt, +1 kukris (2), belt of 
  incredible dexterity +2, cloak of resistance +1
  CR 9
  SAAD (HYBRID FORM)                                                CR 9
  XP 6,400
  Male weresharkARC unchained roguePU 9
  CN Medium humanoid (shapechanger)
  Init +8; Senses low-light vision, scent; Perception +12 
  DEFENSE
  AC 26, touch 14, flat-footed 22 (+6 armor, +4 Dex, +6 natural) 
  hp 75 (10d8+30)
  Fort +8, Ref +13, Will +6
  Defensive Abilities evasion, improved uncanny dodge;  
  DR 5/silver
  OFFENSE
  Speed 30 ft.
  Melee +1 kukri +14/+9 (1d4+6), +1 kukri +14/+9 (1d4+6) or 
  bite +11 (1d8+3)
  Special Attacks curse of lycanthropy (DC 15), debilitating injury, 
  frenzy, frenzied thrashing, sneak attack +5d6
  STATISTICS
  Str 16, Dex 19, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +6; CMB +11; CMD 25
  Feats Combat Expertise, Gang Up, Improved Initiative, Improved 
  Two-Weapon Fighting, Martial Weapon Proficiency (kukri), 
  Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
  Skills Acrobatics +18, Bluff +13, Escape Artist +18, Intimidate 
  +13, Perception +14, Sense Motive +14, Sleight of Hand +18, 
  Stealth +18, Swim +16
  Languages Trade Tongue
  SQ change shape, curse of the hunting moon, danger sense +3, 
  frenzy, lycanthropic empathy, trapfinding +5
  Combat Gear potions of cure moderate wounds (2), potion of 
  heroism, potions of invisibility (2), potion of magic fang
  Other Gear +2 mithral chain shirt, +1 kukris (2), belt of 
  incredible dexterity +2, cloak of resistance +1
  
  18
  As curious and gregarious as any other kitsune, Uzo left his 
  village early, hungry for new experiences. While living in 
  human guise in a nearby village, he met his first adventuring 
  party and was immediately smitten with the idea of a life on 
  the open road. He offered a demonstration of his sorcerous 
  powers and begged to join them—before eventually growing 
  bored and parting ways.
  Over the years Uzo has repeated this process many times, 
  both in his human and natural form, offering his services as 
  sorcerer to many groups of many nationalities and talents, 
  learning their ways, and then leaving. In some circles, 
  the rumors persist that he is the servant of some god or 
  spirit, perhaps sent to bring fortune or judgment on local 
  adventurers. Uzo laughs this away when he hears it, but it 
  is still undeniable that the kitsune brings friendship and 
  good fortune to weary travelers who make for dangerous 
  destinations. 
  UZO 
                                                                              CR 9
  XP 6,400
  Male kitsuneARG sorcerer 10
  CG medium humanoid (kitsune, shapechanger)
  Init +6; Senses low-light vision; Perception +4
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural, +4 shield)
  hp 63 (10d6+33)
  Fort +6, Ref +6, Will +8 
  Immune light effects
  OFFENSE
  Speed 40 ft.
  Melee bite +7 (1d4+2), quarterstaff +4/–1 (1d6–1/1d6–1)
  Ranged light crossbow +7 (1d8/19–20)
  Domain Spell-Like Abilities (CL 10th; concentration +9
  2/day—agile feet
  Kitsune Spell-Like Abilities (CL 10th; concentration +14)
  3/day—dancing lights
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (4/day)—hold monster (DC 22)
  4th (6/day)—beast shape II, charm monster (DC 21), wall of fire
  3rd (7/day)—beast shape I, displacement, haste, fireball
  2nd (7/day)—alter self, invisibility, mirror image, scorching ray, 
  spectral hand
  1st (8/day)—feather fall, shocking grasp, mage armor, magic 
  missile, shield, snap the leashDM (DC 16)
  0 (at will)—acid splash, detect magic, flare, ghost sound (DC 15), 
  mage hand, mending, prestidigitation, read magic, resistance
  Bloodline kitsune
  TACTICS
  Before Combat If alone, Uzo tries to avoid conflict, using hold 
  monster, haste, and invisibility to move swiftly out of range. If 
  with a party or expecting an unavoidable fight, Uzo casts mage 
  armor, shield, displacement, haste, and mirror image. 
  During Combat Uzo attempts to distance himself during 
  combat, putting a wall of fire between himself and enemies 
  while pairing hold monster with offensive spells like fireball and 
  scorching ray. If forced into melee, he will use either invisibility 
  to re-position himself or beast shape II to enter melee. 
  Morale If reduced to 20 hit points, he retreats. He drinks 
  his potion of cure serious wounds, and re-joins the battle if 
  possible. If not, he attempts to use his abilities to help his party 
  members escape.
  Base Statistics Without mage armor, shield, displacement and 
  haste, Uzo’s statistics are AC 14, touch 13, flat-footed 12
  STATISTICS
  Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 20
  Base Atk +5; CMB +4; CMD 16
  Feats Acrobatic, Combat Casting, Eschew Materials, God’s 
  FavorARC (travel domain), Improved Initiative, Iron Will, 
  Toughness
  Skills Acrobatics +8, Appraise +10, Bluff +12, Knowledge +10, 
  Perception +4, Perform (wind instruments) +6 (+8 with mwk 
  flute), Sense Motive +4, Spellcraft +8, Use Magic Device +10; 
  Racial Modifiers +2 Acrobatics
  Languages Common, Elven, Gnome, Sylvan
  SQ bloodline arcana, change shape, hoshi no tama (10 minutes/
  day), kitsune magic
  Combat Gear potions of cure serious wounds (2), potion of 
  fly; Other Gear mwk light crossbow with 20 bolts, mwk 
  quarterstaff, amulet of natural armor +1, cloak of resistance 
  +1, headband of alluring charisma +2, ring of protection +1, 
  mwk flute, ornate handscroll of a cherry tree in various seasons 
  worth 60 gp in a carved wood and jade scroll case worth 200 
  gp, 263 gp
  uZO
  CR 9
  
  19
  Ormia is a loyal member of House Helisah, but not always in 
  the way that one might expect. Born a drow deviant, Ormia 
  despises the backbiting, intolerance, and depravity common 
  in drow society. More than that, she hopes her family can rise 
  beyond their self-destructive impulses and lead her race.
  Ormia works to change her house’s destiny from the inside 
  now, leveraging the sorcerous power in her blood and her 
  considerable social influence to mold young drow in her 
  own way of thinking. In recent years, she has formed a small 
  coterie of apprentices. Though the drow deviant does not 
  divulge the true scope of her plans, and only hints at her 
  restorative agenda, these youths work to gain influence in 
  Vridile and carry out assignments at her request. 
  ORMIA HELISAH 
                                                CR 10
  XP 9,600
  Female drowARG sorcerer 11
  LN Medium humanoid (elf)
  Init +4; Senses darkvision 120 feet; Perception +2
  DEFENSE
  AC 21, touch 12, flat-footed 20 (+4 armor, +1 deflection, +1 
  dodge, +1 natural, +4 shield)
  hp 66 (11d6+33)
  Fort +6, Ref +5, Will +13; +2 vs. enchantment spells and effects
  Immune sleep; SR 22
  Weakness light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +5 (1d6/18–20)
  Ranged mwk hand crossbow +6 (1d4/19–20)
  Spell-Like Abilities (CL 11th)
  1/day—dancing lights, darkness, faerie fire
  Sorcerer Spells Known (CL 11th; concentration +16)
  5th (5/day)—dominate person (DC 22), overland flight,  
  prying eyes
  4th (7/day)—charm monster (DC 21), detect scrying, dimension 
  door, ice storm
  3rd (7/day)—clairaudience/clairvoyance, dispel magic, hold 
  person (DC 20), secret page, suggestion (DC 19)
  2nd (8/day)—detect thoughts (DC 17), invisibility, scorching ray, 
  spider climb, touch of idiocy, whispering wind
  1st (8/day)—alarm, disguise self, identify, mage armor, magic 
  missile, shocking grasp
  0 (at will)—acid splash, arcane mark, bleed, detect magic, detect 
  poison, disrupt undead, ghost sound (DC 15), mage hand, 
  prestidigitation
  Bloodline arcane
  TACTICS
  Before Combat If alone, Ormia seeks to avoid combat using 
  hold person and invisibility. If expecting an unavoidable fight, 
  she casts mage armor and shield. The effects of these latter 
  spells are included in her statistics.
  During Combat If there is room, Ormia starts by casting ice 
  storm, then dominate person on the strongest enemy. 
  Otherwise, Ormia focuses on keeping her enemies at a safe 
  distance, using dimension door and invisibility to keep on the 
  move, and scorching ray and magic missile to make strategic 
  ranged attacks. 
  Morale Ormia is practical enough to realize her worth to her 
  cause. If brought to half hit points, she retreats.
  Base Statistics Ormia’s statistics without mage armor and shield 
  are AC 13, touch 11, flat-footed 12
  STATISTICS
  Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 20
  Base Atk +5; CMB +4; CMD 14
  Feats Alertness, Combat Casting, Dodge, Eschew Materials, 
  Greater Spell Focus (enchantment), Improved Initiative, Iron 
  Will, Spell Focus (enchantment), Spell Penetration
  Skills Bluff +19, Diplomacy +9, Intimidate +12, Knowledge 
  (arcana, local) +10, Knowlege (nobility) +7, Sense Motive +4, 
  Spellcraft +10, Use Magic Device +12; Racial Modifiers +2 
  Bluff
  Languages Abyssal, Common, Drow Sign Language, 
  Undercommon
  SQ controlled thoughts, masked aura, poison use, arcane bond 
  (familiar [viper named Lehcar]), bloodline arcana (+1 DC for 
  metamagic spells that increase spell level), metamagic adept 
  (4/day), new arcana, weapon familiarity
  Combat Gear potions of cure serious wounds (2), wand of shield 
  (20 charges)
  Other Gear mwk hand crossbow with 10 bolts and 5 barbed 
  boltsARG, mwk rapier, amulet of natural armor +1, cloak of 
  resistance +2, feather token (bird) (3), headband of alluring 
  charisma +2, ring of protection +1, oil of taggit (2 doses), 
  poison ring with 1 dose of drow poison, jewelry marked with 
  House Helisah’s symbol (worth 400 gp), 175 gp
  ORmiA HELisAH
  CR 10
  
  20
  Zuberi is a member of the Duskmane savannah pride 
  that roams the continent’s largest plain. Like her brothers 
  and sisters, she was born a werelion, and she wears that 
  distinction as a badge of honor. Zuberi never strays far from 
  the pridelands, only leaving the tightly knit community 
  to hunt with other females. Only a few times has Zuberi 
  been led away from the savannah, and always it involved 
  missions to retrieve a wayward member of her tribe. Zuberi 
  is somewhat of a sage among her people; although she is 
  brutally violent and brash, she is also a wise protector and 
  would give her life for the pride. Many of the young werelion 
  cubs are in awe of her primal magic and consider her a leader.
  This particular huntress is known for her unusual 
  magical talent. Zuberi rejects formal magical training and 
  believes that she has no need for a mentor. She can cast 
  spells as a natural extension of her magical nature. Her 
  spells all manifest as natural events one might expect on the 
  savannah—a fireball becomes an intolerable blast of heat, or 
  she appears to pop in and out of the air like a mirage when 
  she casts dimension door. In fact, Zuberi believes that her 
  magical powers exist as a sign that violent times may come 
  upon her people, and that her destiny is to defend them 
  with violence. Although she is the only adult werelion in 
  her pride with any magical capabilities, a trio of cubs exhibit 
  some latent but raw arcane talents. Zuberi has taken a special 
  interest in these cubs, whose birth she believes may herald 
  a grave danger that will require all of her pride’s talents to 
  overcome—with her leading the defensive charge, of course. 
  ZUBERI (HUMAN FORM) 
   
                  CR 10
  XP 12,800
  Female werelionARC sorcerer 11
  N Medium humanoid (shapechanger)
  Init +1; Senses low-light vision; Perception +8
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +1 
  Dex, +1 dodge, +2 morale, +4 shield)
  hp 67 (12 HD; 11d6+1d8+24)
  Fort +12, Ref +9, Will +12; +2 deprivation, heat,  
  long-distance travel
  DR 10/silver
  OFFENSE
  Speed 40 ft.
  Melee spear +8/+3 (1d8+2/x3)
  Ranged javelin +7/+2 (1d6+2)
  Sorcerer Spells Known (CL 11th; concentration +14)
   5th (3/day)—lightning arc (DC 18), shout (DC 18)
   4th (5/day)—dimension door, greater invisibility, greater 
  magic weapon
   3rd (7/day)—heroism, fireball (DC 16), haste, rage
   2nd (7/day)—aggressive thundercloud (DC 15), create pit (DC 
  15), false life, mirror image, predator’s gaze (DC 15) 
  1st (7/day)—burning hands (DC 14), enlarge person, 
  expeditious retreat, jump, mage armor, shield
  Bloodline lion-bloodedARC
  TACTICS
  Before Combat Zuberi casts the following spells in order: mage 
  armor, shield, heroism, and haste. The effects of all the spells 
  except for haste are included in her statistics.
  During Combat Zuberi uses bestial roar to demoralize 
  opponents before shifting into hybrid or lion form, if she has 
  not shifted already. She then casts rage on herself or an ally. 
  She then launches offensive spells, such as lightning arc and 
  shout, at opponents before closing into melee to attack with 
  tooth and claw.
  Morale When fighting alongside her pride, Zuberi fights to the 
  death to protect her brothers and sisters.
  Base Statistics Without mage armor, shield, and heroism, 
  the pride mage’s statistics are: AC 12, touch 12, flat-footed 
  11; Fort +10, Ref +6, Will +10, +2 deprivation, heat, 
  long-distance travel; Skills Intimidate +14, Perception +6
  STATISTICS
  Str 14, Dex 13, Con 13, Int 8, Wis 14, Cha 16
  Base Atk +6; CMB +8; CMD 20
  Feats Bestial Roar, Combat Casting, Dodge, Eschew Materials, 
  Improved Lion-FormARC, Improved Natural Attack (bite), 
  Improved Natural Attack (claws), Natural Spell
  Skills Intimidate +16, Perception +8
  Languages Sylvan, Trade Tongue
  ZubERi
  CR 10
  
  21
  SQ animal empathy (lions), claws which always find purchase 
  3 rounds, form of the pride, leader of the pride 11 rounds, 
  moon-touched, savannah ironpaw, tough hide
  Combat Gear potion of cure serious wounds, potion of hide from 
  animals, potions of magic fang (3); Other Gear javelins (4), 
  spear, belt of giant’s strength +2, cloak of resistance +2, gloves 
  of the rending hunter, ring of protection +1, 44 gp
  ZUBERI (HYBRID FORM) 
   
                  CR 10
  XP 12,800
  Female werelionARC sorcerer 11
  N Large humanoid (shapechanger)
  Init +7; Senses low-light vision; Perception +7
  DEFENSE
  AC 27, touch 14, flat-footed 24 (+4 armor, +3 Dex, +1 
  deflection, +1 dodge, +2 morale, +5 natural, +4 shield, –1 size)
  hp 88 (12 HD; 11d6+1d8+45)
  Fort +14, Ref +11, Will +13; +2 deprivation, heat, long-
  distance travel
  DR 10/silver
  OFFENSE
  Speed 40 ft.
  Melee bite +14 (2d6+7), 2 claws +14 (1d8+7)
  Ranged javelin +8/+3 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Sorcerer Spells Known (CL 11th; concentration +14)
  5th (3/day)—lightning arc (DC 18), shout (DC 18)
  4th (5/day)—dimension door, greater invisibility, greater  
  magic weapon
  3rd (7/day)—heroism, fireball (DC 16), haste, rage
  2nd (7/day)—aggressive thundercloud (DC 15), create pit (DC 
  15), false life, mirror image, predator’s gaze (DC 15) 
  1st (7/day)—burning hands (DC 14), enlarge person, expeditious 
  retreat, jump, mage armor, shield
  Bloodline lion-bloodedARC
  TACTICS
  Before Combat Zuberi casts the following spells in order: mage 
  armor, shield, heroism, and haste. She drinks a potion of magic 
  fang. The effects of all the spells except for haste and the 
  potion are included in her statistics.
  During Combat Zuberi uses bestial roar to demoralize 
  opponents before shifting into hybrid or lion form, if she has 
  not shifted already. She then casts rage on herself or an ally. 
  She then launches offensive spells, such as lightning arc and 
  shout, at opponents before closing into melee to attack with 
  tooth and claw.
  Morale When fighting alongside her pride, Zuberi fights to the 
  death to protect her brothers and sisters.
  Base Statistics Without mage armor, shield, heroism and 
  magic fang, the pride mage’s statistics are: AC 18, touch 18, 
  flat-footed 16; Fort +12, Ref +8, Will +11, +2 deprivation, 
  heat, long-distance travel; Melee bite +11 (3d6+6), 2 claws 
  +11 (1d4+6) Skills Intimidate +14, Perception +5
  STATISTICS
  Str 23, Dex 17, Con 17, Int 8, Wis 12, Cha 16
  Base Atk +6; CMB +13 (+17 grapple); CMD 27 (31 vs. trip)
  Feats Bestial Roar, Combat Casting, Dodge, Eschew Materials, 
  Improved Lion-FormARC, Improved Natural Attack (bite), 
  Improved Natural Attack (claws), Natural Spell
  Skills Intimidate +16, Perception +7
  Languages Sylvan, Trade Tongue
  SQ animal empathy (lions), claws which always find purchase 
  3 rounds, form of the pride, leader of the pride 11 rounds, 
  moon-touched, savannah ironpaw, tough hide
  Combat Gear potion of cure serious wounds, potion of hide from 
  animals, potions of magic fang (3); Other Gear javelins (4), 
  spear, belt of giant’s strength +2, cloak of resistance +2, gloves 
  of the rending hunter, ring of protection +1, 44 gp
  
  22
  Shaat’ashi hatched into the world as an unnatural horror, 
  even from the perspective of the vicious lamia. She displays 
  less humanoid features than others of her kind, and bears a 
  physiology almost totally devoted to the predatory, serpentine 
  side of her race. The druid’s only pleasure is found in her 
  regular communion with the wild—a communion that gains 
  her enmity with at least one of her matriarchs.
  A lamia named Samasht routinely criticizes Shaat’ashi for 
  her lack of reverence for the moon. In truth, the accusation 
  was a ruse to hide Samasht’s jealousy over Shaat’ashi’s physical 
  power. Now an exile, Shaat’ashi spends part of each day in an 
  unsatisfied rage, uncertain whether she should topple the clan 
  or overtake it. 
  SHAAT’ASHI 
                                                              CR 11
  XP 12,800
  Female lamiaARC druid 12
  NE medium monstrous humanoid (lamia)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +17 
  DEFENSE
  AC 25, touch 12, flat-footed 24 (+5 armor, +1 Dex, +1 deflection, 
  +5 natural, +3 shield)
  hp 114 (12d8+60)
  Fort +14, Ref +7, Will +14; +2 against mind-affecting effects, 
  +4 vs. fey and plant-targeted effects
  Defensive Abilities slither; Immune poison; DR 10/adamantine 
  (150 points); SR 18
  OFFENSE
  Speed 30 ft., climb 20 ft., swim 30 ft. 
  Melee bite +16 (1d6+7) or 
  +1 scimitar +14 (1d6+5, 18-20) and bite +11 (1d6+6) 
  Ranged spear +10 (1d8+4)
  Special Attacks constrict (1d6+4), wild shape 5/day
  Spell-Like Abilities (CL 12th)
  1/day—charm person (DC 11) , ventriloquism (DC 11)
  Druid Spells Prepared (CL 12th; concentration +15)
  6th—charm monster (DC 20), siroccoAPG, wall of stone
  5th—call lightning storm (DC 19), cure critical wounds, 
  snakestaffD, stoneskin 
  4th— cure serious wounds, flame strike (DC 18), rusting grasp, 
  spike stones (DC 18), strong jawD
  3rd—call lightning (DC 17), cure moderate wounds, greater 
  magic fang (2), meld into stone, poisonD (DC 17)
  2nd— animal tranceD (DC 16), barkskin, bear’s endurance, bull’s 
  strength, cat’s grace, flight of scales, heat metal 
  1st— charm animalD (DC 15), entangle (DC 15), longstrider, 
  magic fang, obscuring mist, produce flame, speak with animals
  0 (at will)—create water, detect magic, know direction, resistance
  D Domain spell; Domain Serpent
  TACTICS
  Before Combat Shaat’ashi casts barkskin, bear’s endurance, 
  bull’s strength, greater magic fang, stoneskin, and strong jaw on 
  herself. 
  During Combat Shaat’ashi uses spells such as wall of stone, 
  sirocco, and obscuring mist to control the battlefield and 
  confuse her opponents. She also revels in melee combat and 
  enjoys attacking her enemies directly. 
  Morale If reduced to one-quarter hit points, Shaat’ashi flees.
  Base Statistics  Without barkskin, bear’s endurance, bull’s 
  strength, greater magic fang, stoneskin and strong jaw 
  Shaat’ashi’s statistics are hp 99; AC 20, flat-footed 19; Fort 
  +12, Ref +7, Will +12; DR none; Melee bite +15 (1d4+6), +1 
  scimitar +13 (1d6+4), or bite +15 (1d4+6) and +1 scimitar +8 
  (1d6+4); Str 18; Con 14; CMB +13; CMD 24
  STATISTICS
  Str 22 Dex 12 Con 18 Int 8 Wis 19 Cha 10
  Base Atk +9; CMB +15; CMD 26 (can’t be tripped)
  Feats Alertness, Combat Casting, Natural Spell, Snake’s EyesARC, 
  Toughness, Vital Strike
  Skills Bluff +6, Climb +18, Handle Animal +5, Heal +11, 
  Intimidate +12, Knowledge (nature) +8, Perception +17, Sense 
  Motive +9, Spellcraft +3, Survival +11, Swim +18, Use Magic 
  Device +10; Racial Modifiers +2 Bluff, +2 Intimidate, +2 Use 
  Magic Device
  Languages Common
  SQ fanged, constrict, nature bond (Serpent domain; familiar 
  [viper named Salass]), nature sense, trackless step, weapon 
  familiarity, wild empathy +12, woodland stride
  Combat Gear potion of cure serious wounds; Other Gear +1 
  heavy wooden shield, +1 hide armor, +1 scimitar, belt of giant 
  strength +2, cloak of resistance +2, headband of inspired 
  wisdom +2, necklace of fireballs type I, ring of protection +1, 
  holly and mistletoe, spell component pouch, a silver snake 
  figurine with emeralds for eyes worth 150 gp, 56 pp
  sHAAT’AsHi
  CR 11
  
  23
  Bellaine has been a member of a band of Walking Crows for 
  as long as she can remember. While still a child, Bellaine’s 
  caravan stopped to do business with a town suffering from a 
  plague outbreak, and Bellaine found the sick and dying too 
  desperate to care about her unwholesome heritage. Curious 
  about the world that rejected them, Bellaine sought out the 
  sick and downtrodden wherever the Crows went and helped 
  where she could.
  After she was accused of spreading plague, Bellaine found 
  herself in the midst of a standoff between her caravan and a 
  human town. Clergy of the goddess Lada intervened on her 
  behalf, thanks to Bellaine’s history of merciful missions, and 
  advised her to seek Lada for guidance. Bellaine became a 
  devoted follower, and Lada called her to serve as a paladin. 
  The other Crows are not always comfortable with a paladin in 
  their midst, but they choose not to infringe on Bellaine’s right 
  to follow her chosen path. 
  BELLAINE KARRO 
                                               CR 12
  XP 12,800
  Female dhampirARG paladin (sineaterARC) 12
  LG Medium humanoid (dhampir)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+8 armor, +1 shield)
  hp 78 (12d10+12)
  Fort +15, Ref +8, Will +13; +2 vs. disease and mind-affecting 
  effects
  Defensive Abilities divine grace +4, resist level drainARG, 
  undead resistanceARG; Immune charm, disease, fear
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee +1 merciful scimitar +16/+11/+6 (1d6+4 plus 1d6 
  nonlethal/18-20) or 
  mwk light mace +16/+11/+6 (1d8+3)
  Special Attacks channel positive energy (DC 20, 6d6), smite evil 
  4/day (+4 attack and AC, +12 damage plus affliction)
  Spell-Like Abilities (CL 12th; concentration +16)
  At will—detect evil
  Paladin Spells Prepared (CL 9th; concentration +13)
  3rd—daylight, magic circle against evil
  2nd—blinding rayARG (DC 16), prognosisARC, shield other
  1st—cure light wounds, detect poison, divine favor
  TACTICS
  Before Combat Bellaine drinks a potion of life channel and 
  activates her divine bond before confronting her target. Her 
  divine bond bonuses are not factored into her statistics.
  During Combat Bellaine leads with her smite evil ability if she 
  is currently suffering from an affliction gained through use of 
  her mercy ability. She attempts to disable foes with Improved 
  Sunder and spare living foes with her merciful scimitar. 
  STATISTICS
  Str 17, Dex 10, Con 12, Int 10, Wis 12, Cha 18
  Base Atk +12; CMB +15; CMD 25
  Feats Channel Smite, Extra Lay on Hands, Great Fortitude, 
  Improved Sunder, LeechARC, Power Attack
  Skills Disguise +6 (+8 when appearing human), Heal +8, 
  Knowledge (religion) +5, Perception +5, Stealth +19 (+21 
  when appearing human), Survival +7, Use Magic Device +8; 
  Racial Modifiers +2 Disguise and Stealth when attempting to 
  appear human
  Languages Celestial, Common
  SQ aura of good, divine bond (weapon +3), lay on hands (6d6 
  [6d6+6 vs. undead], 12/day [6 for channeling only]), mercies 
  (sickened, fatigued, diseased, staggered, cursed, poisoned, 
  blinded, deafened), nameless travelerARC, negative energy 
  affinityARG, seasoned crowARC
  Combat Gear elixir of hidings (2), potions of life channelARG (3); 
  Other Gear +2 breastplate, +1 merciful scimitar, mwk light 
  steel shield, mwk mace, belt of giant strength +2, cloak of 
  elvenkind, acid (2), antitoxin (2), holy water, sunrod, 50 ft. silk 
  rope, backpack, peasant’s outfit, silver holy symbol, 184 gp
  SPECIAL ABILITIES
  Smite Evil (Su) Bellaine may attach any affliction she currently 
  has to her smite evil strike. Her target must attempt the saving 
  throw for the affliction or gain the affliction. This removes the 
  affliction from the itinerant savior as if she were affected by 
  break enchantment, heal, remove curse, or a similar ability. She 
  retains the affliction if the target succeeds its save.
  Mercy (Su) Whenever Bellaine gains a mercy, she may gain an 
  additional mercy. However, when she uses a mercy to remove 
  an affliction, she gains any removed afflictions even if she is 
  normally immune. Afflictions she gains in this way can only be 
  removed by another creature or through her smite evil ability. 
  bELLAinE KARRO
  CR 12
  
  24
  Beyond the lowest-level acolytes, The Mouth of Vardesain 
  has little patience for adherents who show no skill or interest 
  in combat of some kind. The initiation of his most-prized 
  converts ends when he breaks them physically and subtly 
  feeds from them. Each darakhul spawn bears a bite mark on 
  the back of its shoulder, though magic or careful disguise 
  may hide the mark from mortal observers. The Mouth of 
  Vardesain bears a similar scar from his own embrace, though 
  he never confides who turned him. 
  THE MOUTH OF VARDESAIN 
                                 CR 12
  XP 19,200
  Male darakhul sireARC monk (darakimARC) 12
  CE Medium undead (augmented humanoid)
  Init +7; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 26, touch 26, flat-footed 18 (+7 Dex, +1 dodge, +3 monk, 
  +2 natural, +3 Wisdom)
  hp 102 (12d10+36)
  Fort +13, Ref +17, Will +11; +2 vs. enchantment
  Defensive Abilities channel resistance +4, improved evasion; 
  Immune disease, undead traits
  OFFENSE
  Speed 70 ft.
  Melee bite +21 (2d8+6 plus disease and paralysis), 2 claws +21 
  (2d6+6/19-20)
  Special Attacks disease (see below), ki strike, necromantic 
  strike, paralysis (3 rounds, DC 19)
  TACTICS
  The darakhul cultist known as The Mouth of Vardesain 
  keeps his real identity to himself, as he leads a murderous 
  cult devoted to the subversion of one of Midgard’s most 
  prominent regions. Even the names whispered in reference 
  to his actual identity are but rumors and half-fictions devised 
  to throw off suspicion and protect the cult and its master’s 
  important work. Some say that The Mouth of Vardesain was 
  once a beloved nobleman who was turned into a darakhul 
  by his lover, who masqueraded as a human. Others say that 
  he is so cruel that he could never have been anything but an 
  undead monster; indeed, these individuals believe that The 
  Mouth of Vardesain was somehow born a darakhul, and is 
  of an ancient and prophesied line of the terrible creatures. 
  Whatever the truth, those who delve  too deeply into The 
  Mouth of Vardesain’s past usually disappear or suffer from 
  terribly brutal and fatal accidents.
  The Mouth of Vardesain serves the Unsated God from the 
  shadows of Dornig, where he travels among the cities holding 
  dark rites that preach decadence and sensation to curious 
  nobility. As an assortment of impressionable highborn or 
  frustrated lower nobles delve into the mysteries of his secret 
  society, The Mouth of Vardesain cleverly recruits the most 
  depraved, seducing them with power and favor until the 
  moment they learn his true agenda. Those who pledge fealty 
  to the Empire of Ghouls remain in their houses, working 
  to slowly turn the Grand Duchy a shade darker. Those who 
  refuse become food for the newest pledges to the Hungering 
  God’s cause; their disappearances are always explained away 
  in reasonable terms to those who bother to ask. Perhaps a 
  curious count’s vanishing is explained as a prolonged and 
  unprompted trip to explore the Southlands, for example. The 
  Mouth of Vardesain is always careful to obscure the truth at 
  all costs.
  The Mouth of Vardesain’s cultists refer to their sect as the 
  Onyx Door.  They meet in chambers behind secret opulent 
  portals in luxurious houses of excess, or below city streets 
  behind black, ornate iron gates. Initiates indulge in excessive 
  consumption of spirits and physical pleasures, while more 
  elite members sample flesh under a progressively grimmer 
  context. Under the dark gospel of the cult’s undead leader, 
  Onyx Door acolytes frequently fail to see the moment when 
  their lechery turns to the consumption of blood or humanoid 
  flesh. Those who protest become a grotesque sacrifice for 
  those who choose to remain loyal. However, even the most 
  loyal cult members are often so inebriated and brainwashed 
  that they don’t truly realize that they’re killing fellow cult 
  members. Rather, most believe that ritual sacrifices are a mere 
  game that doesn’t actually result in the brutal murder that so 
  clandestinely takes place.
  One does not rise among the ranks of the Ghoul Imperium 
  without a love of personal combat and murder, and The 
  Mouth of Vardesain is no exception. The Mouth of Vardesain 
  frequently displays monstrous skill as a warrior, physically 
  training his converts and baptizing them in blood and pain. 
  THE mOuTH Of vARDEsAin
  CR 12
  
  25
  Before Combat Preferring an ambush, the Mouth of Vardesain 
  uses his ring of chameleon power and a potion of barkskin to 
  prepare himself for combat.
  During Combat The Mouth of Vardesain frequently fights 
  while outnumbered. He attempts to paralyze or stun multiple 
  weaker opponents so as to focus on a challenging one. He 
  drags paralyzed survivors away to feed.
  STATISTICS
  Str 18, Dex 24, Con —, Int 15, Wis 16, Cha 16
  Base Atk +12; CMB +19 (+21 disarm); CMD 38 (40 vs. disarm)
  Feats Agile Maneuvers, Combat Expertise, Deflect Arrows, 
  Dodge, Ghoul Claws, Improved Critical (claw), Improved 
  Disarm, Iron Will, Paralytic TongueARC, Power Attack, Stunning 
  Fist, Weapon Finesse
  Skills Acrobatics +21, Bluff +5, Climb +10, Diplomacy +5, Escape 
  Artist +13, Intimidate +19, Knowledge (history) +8, Knowledge 
  (religion) +8, Linguistics +3, Perception +17, Perform (oratory) 
  +20, Sense Motive +17, Stealth +30, Swim +10
  Languages Common, Dwarven, Elven, Undercommon
  SQ ki pool (9/day), ki powers (abundant step, formless mastery, 
  high jump, ki hurricane, sudden speed)
  Combat Gear potion of barkskin +3, potions of inflict serious 
  wounds (2); Other Gear amulet of mighty fists +2, belt of 
  physical might (+4 Str, Dex), boots of speed, cloak of resistance 
  +2, headband of mental superiority +2 (Perform [oratory]), ring 
  of chameleon power, ring of eloquence, 35 pp
  SPECIAL ABILITIES
  Disease (Su) Darakhul Fever: Bite—injury; save Fort DC 
  19; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of darakhul fever 
  rises as a darakhul at the next midnight. A humanoid who 
  becomes darakhul in this way retains the abilities it possessed 
  in life. It is not under direct control of any other darakhul, but 
  the Mouth of Vardesain gains a +8 racial bonus to Diplomacy 
  checks made to influence any of his progeny.
  Necromantic Strike (Su) Whenever the Mouth of Vardesain 
  makes a full attack with his natural weapons, he can spend 
  a point from his ki pool to designate one attack as a 
  necromantic strike. If this strike deals damage, the target of 
  the attack gains the fatigued condition and the Mouth of 
  Vardesain gains 5 temporary hit points.
  DARAKHuL HisTORY AnD ORiGin
  The attempt to identify the first darakhul is as hopeless as 
  identifying the first lich or vampire. The modern Ghoul 
  Imperium tracks progeny and heralds the great ancestors of 
  the race, made easier by the fact that, as unliving creatures, 
  some of its earliest champions endure to the present day. 
  The Imperium has not always existed, though, and the first 
  darakhul progenitors hail from millennia ago. Scholars 
  of undeath debate whether the first ghouls spawned 
  spontaneously from starved corpses or whether a demonic 
  patron seeded the world with the monsters, but the identities 
  of the first darakhul remain shrouded in conjecture.
  The modern history of the race is less open to debate. 
  The Imperium began just under three centuries ago after 
  Tonderil the Bonebreaker fought a 23-year war to unite 
  the most powerful darakhul lieges under his own crown. 
  Though his name is remembered with titles such as First 
  among Necromancers and General of the Royal Bastards, his 
  reign was significantly shorter than his campaign to claim it. 
  In his ninth year as emperor, he died leading the charge that 
  broke the duergar lines in the Battle of the Dwarfvault near 
  Gonderif. His great legacy includes military unification of 
  the  darakhul people and the founding of the Temple of the 
  Hungry God.
  As Tonderil’s successors advanced the cause and 
  maintained the Imperium, drow, duergar, and other cities 
  fell one after the other. The Empire of the Ghouls profited 
  in coin, in land, in slaves, and in food. The forefathers 
  who inherited the Imperium took stock of the race’s 
  accomplishments and applied the principles of martial 
  meritocracy to every darakhul. The darakhul people have 
  produced powerful champions in the many decades since. 
  Haresha Winterblood expanded the empire in every 
  direction, taking caverns just below the surface, delving deep 
  to build strongholds in vast subterranean vaults, and sacking 
  cities everywhere. The infamous Sergival of the Shackles 
  forged an immense slave trade under the guise of the cave 
  dragon Dreadwing, feeding on mortal tributes from across 
  the world. Arcanist Antovian Surmidus used illusion and 
  necromancy to forge the tradition of disguise now known 
  as the Cloak wherein hundreds of darakhul infiltrate every 
  people and path, disguised as breathing mortals working as 
  soldiers and shepherds, butchers and bookbinders. 
  The fourth and reigning Pale Emperor Nicoforus sought 
  revenge on an alliance of drow and duergar whose best 
  assassins slew his predecessor. Nicoforus sent legions of 
  ghouls to their cities and razed them. Every dark elf and 
  every gray dwarf was eaten or turned to replace darakhul 
  losses. Today, the two races sneer bitterly at the mention of 
  the Tide of Ghouls. Other races may hate or fear them, but 
  at least, subterranean humanoids know the threat posed by 
  the Imperium. Surface races remain blissfully unaware or 
  unconcerned about the aggressive race of militant ghouls. 
  Their armies number in the thousands, and they can strike 
  from any crypt or cavern. 
  For more information about the darakhul race, see page 
  29 of the Advanced Races Compendium.
  g
  
  26
  Faiza was raised by her grandparents in the Free City of Siwal. 
  The well-to-do merchant couple tried but failed to hide the 
  truth: Faiza was the product of an illicit tryst between their 
  daughter and a janni. Faiza was often bullied because of her 
  illegitimate origins, and the small, timid child did little to 
  fight back until she was 12. 
  When she reached puberty, Faiza’s nascent power emerged 
  in disturbing ways. One day, when a group of older children 
  cornered her, fire burst from Faiza’s hands and she burned 
  part of her school. Faiza caused no serious injuries, but 
  terrified families demanded the cursed girl’s expulsion. 
  Faiza’s grandparents tried to cope with the community’s fear, 
  but a series of inexplicable fires followed the girl wherever 
  she went. A wandering warrior-priest of Takhar took Faiza 
  under his wing and taught her to control the elemental power 
  coursing through her veins. Ten years later, Faiza follows in 
  her mentor’s footsteps, serving as a hired guard for caravans 
  that travel the treacherous deserts of Nuria-Natal.
  FAIZA                                                                           CR 13
  XP 25,600
  Female suliARG monk (zen archerAPG) 14
  LN Medium outsider (native, suli)
  Init +3; Senses low-light vision; Perception +21
  DEFENSE
  AC 26, touch 24, flat-footed 21 (+2 deflection, +3 Dex,  
  +2 dodge, +3 monk, +2 natural armor, +4 Wis)
  hp 91 (14d8+28)
  Fort +10, Ref +15, Will +14
  Resist acid 5, cold 5, electricity 5, fire 15
  OFFENSE
  Speed 100 ft.
  Melee unarmed strike +11/+6 (2d6+2)
  Ranged +3 composite longbow +20/+15 (1d8+5/x3) or
  flurry of blows +19/+19/+14/+14/+9 (1d8+5/x3)
  Special Attacks ki arrows, ranged elemental assault (1d6 acid, 
  cold, electricity, or fire/14 rounds), trick shot
  TACTICS
  Before Combat Faiza drinks her potion of barkskin, potion of 
  haste, and potion of resist energy (fire). If it is dark, she drinks a 
  potion of darkvision.
  During Combat Faiza uses her ranged elemental assault ability 
  to deal the energy damage she thinks will best affect her 
  target. She always begins combat with a flurry of arrows. She 
  uses ki points to apply special qualities to her attacks if her 
  opponent seems resistant to regular weapon damage, always 
  defaulting to fire if not. She prefers to remain at range, using 
  Parting Shot and Shot on the Run to avoid becoming trapped 
  in melee. 
  Morale Faiza fights to the death to defend creatures under her 
  protection.
  Base Statistics Without barkskin, haste, and resist energy (fire), 
  Faiza’s statistics are: AC 23, touch 21, flat-footed 19; Ref +14; 
  Resist fire 5; Melee unarmed strike +10/+5 (2d6+2); Ranged 
  +3 composite longbow +19/+14 (1d8+2/x3) or flurry of blows 
  +18/+18/+13/+13/+8 (1d8+2/x3); CMD 35
  STATISTICS
  Str 14, Dex 16, Con 11, Int 8, Wis 18, Cha 10
  Base Atk +10; CMB +12; CMD 36
  Feats Combat Reflexes, Dodge, Far Shot, Improved Precise 
  Shot, Improved Unarmed Strike, Manyshot, Mobility, Parting 
  Shot, Perfect Strike, Pinpoint Targeting, Point Blank Master, 
  Point Blank Shot, Precise Shot, Ranged Elemental Assault, Shot 
  on the Run, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow)
  Skills Acrobatics +14, Diplomacy +4, Escape Artist +14, 
  Perception +21, Stealth +14; Racial Modifiers +2 Diplomacy, 
  +2 Sense Motive
  Languages Terran, Trade Tongue
  SQ abundant step, fast movement, high jump, ki pool (11), 
  slow fall (70 ft.), wholeness of body (14 points of healing), zen 
  archery
  Combat Gear potion of barkskin, potions of cure moderate 
  wounds (3), potions of darkvision (3), potion of haste, potions 
  of resist energy (fire; 2); Other Gear +3 composite longbow, 
  efficient quiver (60 arrows), trip arrows (4), belt of incredible 
  dexterity +2, cloak of resistance +1, ring of protection +2, 47 gp
  CR 13
  fAiZA THE unWAvERinG
  
  27
  Kilitt survived his early years skulking in the shadows of 
  human settlements. He scavenged for food and explored 
  human dumps, sewers, and taverns. He takes his name from 
  the humans’ most frequent exclamation when he’s caught 
  drinking ale out of barrels in the basement or stealing food 
  from a busy kitchen. 
  From those humble beginnings, the kobold loner 
  honed his skill at skulking and picking locks as a matter 
  of survival. Later in life, he discovered his latent arcane 
  talent and embraced the magic of destruction, stealth, and 
  transmutation. When his combined talents resulted in a 
  city-wide reputation for escaping death or detection, seasoned 
  vagabonds petitioned him for work in dank dungeons or 
  against marauding monsters. 
  During his years adventuring, Kilitt’s cruel resourcefulness 
  has convinced him that no encounter is too much for his 
  many talents. Though he has been challenged and injured 
  over his long career, he has yet to see anything that changes 
  his mind. 
  KILITT                      
                                               CR 13
  XP 25,600
  Male koboldARG unchained roguePU 3/sorcerer 4/arcane trickster 6 
  CN Small humanoid (reptilian)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 20, touch 19, flat-footed 15 (+3 deflection, +4 Dex, +1 dodge, 
  +1 natural, +1 size)
  hp 78 (13 HD; 10d6+3d8+26)
  Fort +10, Ref +15, Will +12
  Defensive Abilities evasion, fated (+2), trap sense +1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 sneakyUE shortsword +13/+8 (1d4+5/19-20)
  Special Attacks impromptu sneak attack (1/day), sneak  
  attack +5d6
  Bloodline Spell-Like Abilities (CL 10th; concentration +14)
  4/day—touch of destiny (+4)
  3/day—quickened touch of destiny (+4)
  Sorcerer Spells Known (CL 10th; concentration +14)
  5th (3/day)—baleful polymorph (DC 19)
  4th (6/day)—beast shape II, greater invisibility
  3rd (7/day)—haste, Illemek’s smarting sliversDM (DC 17), 
  protection from energy, voice of the dragonDM
  2nd (7/day)—blur, death from belowARG, glideAPG, locate object, 
  scorching ray
  1st (7/day)—alarm, ant haulAPG (DC 15), grease, mage armor, 
  magic missile, moment of greatnessUC
  0 (at will)—arcane mark, daze (DC 14), detect magic, mage 
  hand, mending, message, open/close (DC 14), quicken,  
  read magic
  Bloodline Destined
  TACTICS
  Before Combat Kilitt prefers to initiate combat from hiding. 
  He sneaks up on enemies using magic or stealth, then uses 
  sneak attack or a well-placed spell to maximize the element 
  of surprise. His favorite tactic is to approach invisibly or in 
  an alternate form and scatter or frighten his enemies before 
  attacking one.
  During Combat Kilitt begins combat with a baleful polymorph 
  spell against a challenging opponent, then proceeds with 
  spells and melee attacks.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 12, Wis 10, Cha 19
  Base Atk +7; CMB +6; CMD 24
  Feats Cheap ShotARC, Dodge, Eschew Materials, Improved 
  Initiative, Kobold AmbusherARG, Quicken Spell-Like Ability 
  (touch of destiny), Small But FierceARC, Spell Penetration, 
  Weapon Finesse
  Skills Acrobatics +13, Climb +4, Disable Device +14, Escape 
  Artist +16, Fly +10, Knowledge (arcana) +8, Knowledge 
  (dungeoneering) +5, Knowledge (engineering) +5, Perception 
  +12, Sense Motive +4, Sleight of Hand +15, Spellcraft 
  +10, Stealth +18, Swim +4, Use Magic Device +20; Racial 
  Modifiers +2 Perception
  Languages Common, Draconic, Goblin
  SQ bloodline arcana, danger sense +1, finesse training, ranged 
  legerdemain, trapfinding +1, rogue talents (bleeding attack 
  +5), tricky spells
  Combat Gear potion of cure serious wounds, wand of freedom 
  of movement (17 charges), wand of ice storm (30 charges), 
  wand of scorching ray (CL 7th, 29 charges), caltrops; Other 
  Gear +1 sneaky shortsword, belt of physical perfection +2, 
  cloak of resistance +4, daredevil bootsUE, handy haversack, 
  headband of mental superiority +2, necklace of adaptation, 
  ring of counterspells (fear), ring of protection +3, robe of arcane 
  heritage, rubble glovesARG, backpack, bedroll, belt pouch, belt 
  pouch, chalk (10), flint and steel, flint and steel, grappling 
  hook, hemp rope (50 ft.), mess kit, mirror, piton (10), pot, pot, 
  soap, thieves’ tools, torches (10), trail rations (5), waterskin, 10 
  pp, 7 gp, 9 sp, 1 cp
  KiLiTT
  CR 13
  
  28
  Jafiyah spent every combat-ready year of her youth marching 
  in the dragon armies, glad to serve in the name of the empire. 
  She spent her later years of service in Zaldiri, under the 
  brutish and often absent command of Rüzgar. As Jafiyah 
  went from battlefield to battlefield, warring with different 
  foes in every corner of the northwestern province, she 
  became disillusioned with Rüzgar’s disorganized and 
  unworthy leadership. She served faithfully for decades, 
  expecting to eventually gain the recognition due her 
  superior leadership and tactical acumen. 
  Her 150th birthday came and went relatively 
  unobserved. Soon after, Jafiyah learned she would stay 
  in Zaldiri to train new recruits in Parszan and prepare 
  Rüzgar’s shock troops for the frontlines. This insult pushed 
  Jafiyah over the line between patient loyalist and embittered 
  lackey. She learned quickly she is not the only one: Zaldiri 
  is difficult for everyone, and the lower castes—jambuka and 
  kobaldi alike—are rife with discontent that matches Jafiyah’s 
  own. She performs her assigned duties in Parszan, but 
  secretly builds her own army of rebels from lowest rungs of 
  the Mharoti social ladder. Her followers believe in her vision 
  and look forward to proving their worth in holding Zaldiri 
  without Rüzgar’s might.
  JAFIYAH DANAT 
                                                CR 15
  XP 51,200
  Middle-aged dragonkinARC fighter (edjet ARC) 16
  CN Medium humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +3 shield, 
  +1 natural)
  hp 120 (16d10+32)
  Fort +12, Ref +6, Will +5; +2 vs. sleep and paralysis
  Defensive Abilities draconic bulwarkARC, draconic resistance 
  +4ARC, warrior’s willpower and physiqueARC
  DR 10/—; Resist acid 9
  OFFENSE
  Speed 20 ft.
  Melee +2 lungingARC glaive +23/+18/+13/+8 (1d10+3/×3)
  Ranged mwk heavy crossbow +17 (1d10/19-20/x2)
  Special Attacks breath weapon (30-ft. line, DC 27, 2d6 acid plus 
  guttural roarARC and vocal blastARC) 3/day, sweeping blowARC
  TACTICS
  Before Combat Jafiyah organizes her troops around her for 
  maximum flanking bonuses and changes her draconic aspect 
  to red with Improved Draconic Aspect as she deems beneficial. 
  During Combat Jafiyah leads with her breath weapon to 
  damage and demoralize her foes, then activates Dragon 
  Skin Style and utilizes her teamwork feats with her troops or 
  hammers her foes with Power Attack and her sweeping  
  blow ability. 
  Morale If retreat is necessary, Jafiyah uses her elemental gem 
  to summon an earth elemental and covers her retreat by 
  consuming a potion of invisibility. 
  Modified Statistics With her Dragon Aspect changed to 
  red and Dragon Skin Style activated, the resistance leader’s 
  statistics are AC 32, flat-footed 31; Ref +2; Resist fire 9; 
  Special Attacks breath weapon (15-ft. cone, DC 27, 2d6 fire 
  plus guttural roar and vocal blast)
  STATISTICS
  Str 16, Dex 12, Con 12, Int 12, Wis 10, Cha 18
  Base Atk +16; CMB +19; CMD 30
  Feats Cleave, Draconic AspectARC, Draconic BreathARC, Dragon 
  Skin StyleARC, Duck and CoverAPG, Great Cleave, Greater 
  Penetrating Strike, Greater Weapon Focus (glaive), Guttural 
  RoarARC, Improved Draconic AspectARC (red), LookoutAPG, Militant 
  CommanderARC, OutflankAPG, Penetrating Strike, Power Attack, 
  Shield WallAPG, Weapon -Focus (glaive), Vocal BlastARC
  Skills Bluff +14, Diplomacy +10, Handle Animal +7, Intimidate 
  +17, Knowledge (engineering) +8, Perception +14, Survival +7; 
  Racial Modifiers Diplomacy +2, Intimidate +2
  Languages Draconic, Kobold, Trade Tongue
  SQ draconic recoveryARC, edjet fightingARC
  Combat Gear elemental gem (earth), potion of cure serious 
  wounds, potion of invisibility
  Other Gear +1 light fortification full plate, +1 heavy steel shield, 
  +2 lunging glaive, mwk heavy crossbow, belt of incredible 
  dexterity +2, dust of tracelessness, medallion of thoughts, silk 
  rope (100 feet), heavy horse (combat-trained), bit and bridle, 
  military saddles, saddlebags, ceremonial golden bracers worth 
  400 gp, ruby worth 200 gp, 125 gp
  CR 15
  JAfiYAH DAnAT
  
  29
  Birattha realized early that she was a better fighter than 
  courtier, prone to action and quick to react with her emotions 
  when taunted. The sole heir of the dying House Franille, 
  she tried, and failed, to earn her way into the graces of more 
  powerful nobles. Her redemption as a shadowfey arrived 
  when she intervened in a duel against a young raven—an 
  appointed duelist from another noble house. Saving the life 
  of an unskilled swordsman created a brief flurry of rumors 
  about the young fey’s potential, and she seized the moment 
  while eyes were yet on her.
  Birattha founded a school for warriors devoted to the 
  defense of shadowfey nobles against persecution. She named 
  this faction the Order of the Swan and taught swordplay, 
  stealth, and mounted combat. To this day, her fey knights 
  adorn themselves in silvery armor emblazoned with black-
  and-white swan emblems. The armor is a sign of their 
  neutrality and availability to all shadowfey nobles. 
  Birattha’s maneuver was not without risk. As the last 
  of her name, she discarded her noble standing and swore 
  that the Swan would defend all houses who supported the 
  order with both coin and connections. Growth came slowly, 
  trickling in from minor houses who needed to be defended 
  from predatory duelists and foreign agents. When greater 
  houses began to view the availability of a neutral defender 
  as a fashionable investment, they too contributed. Ironically, 
  Birattha discarded her heritage, took an ignoble surname 
  to signify her neutrality, and still ended up with greater 
  holdings than she had before. Now, the Franille name might 
  be gone, but its last scion is far from destitute when it comes 
  to fame or fortune.
  In the decades since Birattha Freeblade’s gambit, she has 
  grown powerful as a single combatant, military leader, and 
  political weapon in the courts of the shadowfey. Though 
  she still lacks comparative social skills, she has grown 
  tremendously and cultivated an intimidating presence. When 
  houses battle one another or suffer outside attack, she flies or 
  gallops over the battle astride one of her precious steeds. By 
  her side are always several of the knights who have pledged 
  themselves to her service.
  The wielder of The Swanblade is a discerning judge of 
  martial ability in knights and steeds. Her preference for 
  intelligent steeds often results in her mount and second-in-
  command being the same creature. Her first such officer was 
  the manticore Rolphizere, who was struck down by agents of 
  holy gods unable to bear the beast’s demeanor. She has since 
  ridden a great black pegasus and a nightmare, both sworn 
  to maintain appearances within sight of judgmental eyes.  
  Recently, a dread nightwing named Phrelomaaz presented 
  itself for service, willing to compete with any mount that 
  thinks itself more worthy of her favor. She suspects the 
  monster was sent by the Black Prince, a murderous hunter 
  of men rumored to consort with the undead. She has agents 
  searching for proof while she decides whether the capable 
  creature would serve her loyally in a coming trial, or whether 
  its employment is a trap that might use her to bring ruin to 
  the prince’s rivals in the Summer Court.
  BIRATTHA FREEBLADE                                               CR 17
  XP 102,400
  Female shadowfeyARC cavalierAPG 17
  CN Medium fey
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 28, touch 15, flat-footed 18 (+8 armor, +5 Dex, +5 shield)
  hp 166 (17d10+68)
  Fort +19, Ref +15, Will +12
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee The Swanblade +26/+26/+21/+16/+11 (1d10+9/17-20)
  Ranged +1 composite longbow +23/+18/+13/+8 (1d8+7/x3)
  Special Attacks banner +4, bleeding edge, cavalier’s charge, 
  challenge 6/day (+17 damage, +5 confirm critical), demanding 
  challenge, greater banner, master tactician 4/day (all teamwork 
  feats, swift action, 11 rounds), fey knight, mighty charge, 
  shared glory
  Spell-Like Ability (CL 17th, concentration +21)
     1/day—shadow jump
  TACTICS
  Before Combat Birattha directs troops and attacks from range, 
  giving nearby soldiers the benefit of her tactician abilities. If 
  biRATTHA fREEbLADE
  CR 17
  
  30
  engaged in skirmish or single combat, she chooses a powerful 
  enemy and charges it on her mount.
  During Combat Birattha directs troops and attacks from range 
  to give nearby soldiers the benefit of her tactician abilities. If 
  engaged in skirmish or single combat, she chooses a powerful 
  enemy and charges it on her mount. When defending a 
  charge, she uses her abilities to isolate her ward from enemies 
  and fights until her mount or other help arrives.
  STATISTICS
  Str 22, Dex 20, Con 18, Int 14, Wis 14, Cha 18
  Base Atk +17; CMB +23; CMD 38
  Feats Combat Expertise, Deadly Aim, Escape RouteUC, Exotic 
  Weapon Proficiency (bastard sword), Furious FocusAPG, 
  Intercept ChargeACG, Intimidating Prowess, Leadership, 
  Mounted Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Step Up, Swap PlacesAPG
  Skills Acrobatics +22, Bluff +12, Climb +11, Diplomacy +20 
  (+28 when influencing nobles), Handle Animal +12 (+20 with 
  mounts), Intimidate +24, Knowledge (nobility) +9, Linguistics 
  +8, Perception +19, Ride +30, Sense Motive +20, Stealth +18, 
  Swim +11; Racial Modifiers +2 Stealth
  Languages Common, Elven, Infernal, Trade Tongue, Umbral
  SQ swift as shadows
  Combat Gear gloves of arrow snaring, potion of cure moderate 
  wounds; Other Gear +4 determination mithral chain shirt, +3 
  heavy mithral shield, The Swanblade (+3 keen speed mithral 
  bastard sword), +1 composite longbow (+6 Str), +1 longspear, 
  belt of physical perfection +6, cloak of resistance +5, gloves of 
  arrow snaring, handy haversack, headband of mental superiority 
  +4 (Acrobatics, Perception), horsemaster’s saddle
  SPECIAL ABILITIES
  Bleeding Edge (Ex) Birattha can use a swift action to employ 
  the tactics of the eala. She receives a dodge bonus to AC 
  equal to her Charisma modifier (+4). The critical threat range 
  of a single weapon she is wielding increases by 1. This ability 
  does not stack with other abilities or feats that increase the 
  threat range of a weapon. These benefits last for 4 rounds. 
  This ability can be used once per combat.
  Fey Knight (Ex) Birattha receives a +2 morale bonus on attack 
  rolls when directly defending a noble or fey creature.
  Shared Glory (Ex) Birattha can use a standard action to inspire 
  allies within 30 ft. (including herself). Allies can choose to 
  receive a +4 dodge bonus to AC or +4 competence bonus to 
  attack rolls. This bonus lasts 1 round. The allies must be able 
  to see and hear Birattha to receive this bonus. An ally can 
  benefit from this ability once per combat. 
  Swift as Shadows (Ex) Shadowfey can remain stealthy even 
  when moving. Shadow fey reduce the penalty for using 
  Stealth while moving by 5 and reduce the Stealth check 
  penalty for sniping by 10.
  Lakaska came into the world, like any other sahuagin, amid  
  a massive feeding frenzy. She was the last of her clutch to 
  hatch and, as such, tore into her brood mates with hunger  
  and glee. The freshly blooded malenti killed and devoured 
  each of her brothers and sisters with ease. Beautiful as she is 
  feral, as she grew, Lakaska mastered the trident and swam 
  with the fastest sharks, keeping up even when she was still 
  a youngling. She hunted the deep and excelled in bringing 
  violence to the neighbors of her tribe. As the first “elf-faced” 
  member of her family in generations, she found herself facing 
  very lofty expectations. 
  The greatest warriors of her tribe, the Xok Utal, sought 
  to make her one of their own, laying their claim as early 
  as her fifth year.  Her ambition surpassed even that, as she 
  courted the attention of the great priests of the old gods. Even 
  this was not enough to satisfy her desire to become one of 
  the most legendary figures of her kind. As she memorized 
  ancient dogma and pronounced judgment on prisoners and 
  slaves, she privately debated with a trusted peer whether the 
  sahuagin had outgrown the need for unknowable gods. She 
  believed the key to heightened divinity lay in her own race’s 
  potential. As she advocated for a general veneration of the 
  deepest seas and its greatest creatures, a young servant named 
  Soteel happened by and overheard. With the opportunity 
  to advance himself by reporting Lakaska’s heresy, the young 
  male hastily kicked off the coral wall and swam to inform his 
  superiors. Without hesitating, Lakaska caught and killed the 
  youth before he caused her harm.
  As Soteel’s soul left his lifeless form, the old gods cursed 
  Lakaska and bound it to her. Through dreams and omens, 
  the old gods Lakaska would have abandoned made it clear 
  that Soteel bore their favor and not her. As a murderer of 
  mere ambition, it now fell to Lakaska to fulfill the male’s 
  faithfulness. True to his calling, Soteel constantly criticizes the 
  malenti with words that only she can hear. His spirit swims 
  around her, moving objects to inconvenience her when she 
  behaves unfaithfully, or to assist her when her actions benefit 
  the old gods’ designs.
  Lakaska’s estimations of her own greatness were never 
  without foundation. Despite her disadvantage, she has 
  ascended as an oracle of the deep, offering lip service to 
  the old powers when her people can hear, and when alone 
  drawing strength from the knowledge of her mutated 
  ancestors and her affinity for the great monsters of the ocean 
  floor. The deep sustains her and the old gods tolerate her. As 
  she prepares to make war on the nearby triton kingdom, she 
  searches for a way to gain the upper hand in her situation. 
  She intends to frustrate her fellow warriors with costly defeats 
  she can blame on the gods, and then achieve victory with the 
  elemental powers of the deep and the massive ocean beasts at 
  her command. Lakaska must plan carefully, though. The spirit 
  of Soteel is always watching. 
  LAKAsKA
  
  31
  LAKASKA                                                                      CR 19
  XP 204,800
  Female malenti sahuaginARC oracleAPG (The Deep) 19
  LE Medium outsider (aquatic, native)
  Init +2; Senses blindsense 60 ft., darkvision 120 ft.;  
  Perception +16
  DEFENSE
  AC 29, touch 17, flat-footed 27 (+7 armor, +5 deflection, +2 Dex, 
  +3 natural, +2 shield)
  hp 142 (19d8+57)
  Fort +15, Ref +13, Will +17
  Defensive Abilities amphibious; DR 15/piercing or slashing; 
  Immune cold; Resist fire 5; SR 31
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee +2 icy burst trident +17/+12/+7 (1d8+3 plus 1d6 cold)
  Special Attacks crushing depths 
  Oracle Spells Known (CL 19, concentration +26)
  9th (4/day)—call of the deepARC, implosion (DC 26), sink landDM
  8th (6/day) —dimensional lock (DC 25), divine vesselAPG, 
  earthquake, mass inflict critical wounds (DC 25), stormboltsAPG 
  (DC 25)
  7th (7/day) —blasphemy (DC 24), control weather, jolting 
  portentUC (DC 26), mass inflict serious wounds (DC 24), reverse 
  gravity, vortexAPG (DC 24)
  6th (7/day) —cold ice strikeUM (DC 23), harm (DC 23), mass 
  inflict moderate wounds (DC 23), mass bull’s strength, the 
  bendsARC (DC 23)
  5th (7/day) —greater command (DC 22), mass inflict light 
  wounds (DC 22), school of sharks* (DC 22), spell resistance, 
  suffocateACG (DC 22), telekinesis, true seeing
  4th (7/day) —abated breathARC (DC 21), control water, dismissal 
  (DC 20), freedom of movement, inflict critical wounds, tongues
  3rd (8/day) —deeper darkness, air breathingMC, bestow curse 
  (DC 20), blood scentARG, dispel magic, inflict serious wounds 
  (DC 20)
  2nd (8/day)—aboleth’s lungARG (DC 19), blood in the waterMC, 
  darkness, death knell (DC 19), hold person (DC 19), inflict 
  moderate wounds, levitate, minor image, wave shieldACG
  1st (8/day)—air bubbleUC, bane (DC 18), cause fear (DC 18), 
  command (DC 18), inflict light wounds (DC 18), Loki’s giftDM 
  (DC 18), shield of faith 
  0 (at will)—bleed (DC 17), create water, detect magic, detect 
  poison, ghost sound, guidance, mage hand, quickenDM, read 
  magic, stabilize, thunderclapDM (DC 17)
  TACTICS
  Before Combat Lakaska casts shield of faith, blood in the water, 
  blood scent, freedom of movement, spell resistance, and true 
  seeing on herself. She also casts mass bull’s strength on  
  nearby allies.
  During Combat Lakaska uses her allies and any nearby sharks 
  to occupy the enemy while firing off spells from a tactical 
  distance. She uses her horn of the triton to summon sharks if 
  encountered alone. If forced to engage, she casts divine vessel 
  on herself at the first opportunity.
  Base Statistics Without shield of faith and spell resistance 
  Lakaska has AC 24 and has no spell resistance.
  STATISTICS
  Str 12, Dex 15, Con 14, Int 16, Wis 12, Cha 25
  Base Atk +14; CMB +15 (+17 to bull rush); CMD 32 (36 vs. bull 
  rush, 34 vs. grapple, reposition, and trip)
  Feats Great Fortitude, Greater Spell Penetration, Improved 
  Bull Rush, Martial Weapon Proficiency (trident), Quicken 
  Spell, Selective SpellAPG, Spell Penetration, Swim-By AttackARC, 
  Toughness, Widen Spell
  Skills Bluff +28, Diplomacy +28, Intimidate +31, Knowledge 
  (nature) +15, Knowledge (religion) +16, Perception +16, Sense 
  Motive +19, Spellcraft +22, Survival +15, Swim +28; Racial 
  Modifiers +2 Bluff, +2 Diplomacy, +8 Swim
  Languages Aboleth, Aquan, Common, Draconic, Infernal; speak 
  with sharks
  SQ blood frenzy, oracle’s curse (haunted), revelations (crushing 
  depths, ocean chill, lightless realm, undercurrent, under 
  pressure, wave magic)
  Combat Gear boots of teleportation, horn of the triton
  Other Gear +2 glamered scale mail, +2 icy burst trident, amulet 
  of natural armor +3, belt of physical might +4 (Str, Con), cloak 
  of resistance +5, crystal ball with detect thoughts, eyes of the 
  dragon, headband of alluring charisma +4, ring of force shield, 
  ring of mind shielding
  CR 19
  
  32
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  	
  1.	Definitions:	(a)”Contributors”	means	the	copyright	and/or	trademark	
  owners	who	have	contributed	Open	Game	Content;	(b)”Derivative	Material”	
  means	copyrighted	material	including	derivative	works	and	translations	
  (including	into	other	computer	languages),	potation,	modification,	correction,	
  addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	other	
  form	in	which	an	existing	work	may	be	recast,	transformed	or	adapted;	(c)	
  “Distribute”	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	
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  game	mechanic	and	includes	the	methods,	procedures,	processes	and	routines	
  to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	identified	
  as	Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	by	
  this	License,	including	translations	and	derivative	works	under	copyright	law,	
  but	specifically	excludes	Product	Identity.	(e)	“Product	Identity”	means	product	
  and	product	line	names,	logos	and	identifying	marks	including	trade	dress;	
  artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	
  dialogue,	incidents,	language,	artwork,	symbols,	designs,	depictions,	likenesses,	
  formats,	poses,	concepts,	themes	and	graphic,	photographic	and	other	
  visual	or	audio	representations;	names	and	descriptions	of	characters,	spells,	
  enchantments,	personalities,	teams,	personas,	likenesses	and	special	abilities;	
  places,	locations,	environments,	creatures,	equipment,	magical	or	supernatural	
  abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	any	other	trademark	
  or	registered	trademark	clearly	identified	as	Product	identity	by	the	owner	of	
  the	Product	Identity,	and	which	specifically	excludes	the	Open	Game	Content;	
  (f)	“Trademark”	means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	
  used	by	a	Contributor	to	identify	itself	or	its	products	or	the	associated	products	
  contributed	to	the	Open	Game	License	by	the	Contributor	(g)	“Use”,	“Used”	
  or	“Using”	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	
  otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	“You”	or	
  “Your”	means	the	licensee	in	terms	of	this	agreement.	
  	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	
  a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	
  terms	of	this	License.	You	must	affix	such	a	notice	to	any	Open	Game	Content	
  that	you	Use.	No	terms	may	be	added	to	or	subtracted	from	this	License	except	
  as	described	by	the	License	itself.	No	other	terms	or	conditions	may	be	applied	
  to	any	Open	Game	Content	distributed	using	this	License.	
  	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	
  acceptance	of	the	terms	of	this	License.	
  	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	
  the	Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	
  license	with	the	exact	terms	of	this	License	to	Use,	the	Open	Game	Content.	
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	
  material	as	Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	
  original	creation	and/or	You	have	sufficient	rights	to	grant	the	rights	conveyed	
  by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	
  any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	You	
  must	add	the	title,	the	copyright	date,	and	the	copyright	holder’s	name	to	the	
  COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	each	element	of	that	
  Product	Identity.	You	agree	not	to	indicate	compatibility	or	co-adaptability	with	
  any	Trademark	or	Registered	Trademark	in	conjunction	with	a	work	containing	
  Open	Game	Content	except	as	expressly	licensed	in	another,	independent	
  Agreement	with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	
  of	any	Product	Identity	in	Open	Game	Content	does	not	constitute	a	challenge	
  to	the	ownership	of	that	Product	Identity.	
  The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	
  rights,	title	and	interest	in	and	to	that	Product	Identity.	
  	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	Game	
  Content. 
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	this	
  License	to	copy,	modify	and	distribute	any	Open	Game	Content	originally	
  distributed	under	any	version	of	this	License.	
  	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	
  copy	of	the	Open	Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	
  Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	
  permission	from	the	Contributor	to	do	so.	
  	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	
  terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	
  to	statute,	judicial	order,	or	governmental	regulation	then	You	may	not	Use	any	
  Open	Game	Material	so	affected.	
  	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	
  with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	
  aware	of	the	breach.	All	sublicenses	shall	survive	the	termination	of	this	License.	
  	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	
  such	provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	
  enforceable.	
  	
  15.	COPYRIGHT	NOTICE	
   
  Open Game License v1.0, © 2000, Wizards of the Coast, Inc. 
   
  System Reference Document. Copyright 2000–2003, Wizards of the Coast, 
  Inc.;	Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	Rich	Baker,	Andy	
  Collins,	David	Noonan,	Rich	Redman,	Bruce	R.	Cordell,	based	on	original	
  material	by	E.	Gary	Gygax	and	Dave	Arneson.
   
  Advanced Races Compendium.	©	2015	Open	Design	LLC.	Authors:	Alexander	
  Augunas,	Wolfgang	Baur,	Thomas	Benton,	Matt	Blackie,	Savannah	Broadway,	
  Clay	Clouser,	David	“Zeb”	Cook,	Dan	Dillon,	Mike	Franke,	Jim	Groves,	Brandon	
  Hodge,	Chris	Harris,	Steven	T.	Helt,	Victoria	Jaczko,	Jenny	Jarzabski,	Amanda	
  Hamon	Kunz,	Jeff	Lee,	John	Ling,	Jr.,	Stephen	Radney-McFarland,	Karen	
  McDonald,	Ben	McFarland,	Nicholas	Milasich,	Carlos	Ovalle,	Holly	Ovalle,	
  Marc	Radle,	Wade	Rockett,	Stephen	Rowe,	Adam	Roy,	Jason	Sonia,	Owen	K.C.	
  Stephens,	and	Brian	Suskind.
   
  Deep Magic. ©	2014	Open	Design	LLC.	Authors:	Wolfgang	Baur,	Tom	Benton,	
  Creighton	Broadhurst,	Jason	Bulmahn,	Ross	Byers,	Charles	Lee	Carrier,	Tim	
  Connors,	Adam	Daigle,	Jonathan	Drain,	Mike	Franke,	Ed	Greenwood,	Frank	Gori,	
  Jim	Groves,	Amanda	Hamon	Kunz,	Sam	Harris,	Brandon	Hodge,	Phillip	Larwood,	
  Jeff	Lee,	John	Ling,	Jr.,	Chris	Lozaga,	Ben	McFarland,	Nicholas	Milasich,	Carlos	
  Ovalle,	Richard	Pett,	Marc	Radle,	Stephen	Radney-MacFarland,	Wade	Rockett,	
  Stephen	Rowe,	Adam	Roy,	Amber	E.	Scott,	Neil	Spicer,	Owen	K.C.	Stephens,	
  Joshua	Stevens,	Christina	Stiles,	Matt	Stinson,	Stefen	Styrsky,	Dan	Voyce,	and	
  Mike	Welham.
   
  New Paths Compendium.	©	2013	Open	Design	LLC;	Authors:	Marc	Radle,	
  Crystal	Frasier,	John	Ling,	Jr.,	and	Jerall	Toi.
   
  Pathfinder Roleplaying Game Advanced Class Guide, ©	2014,	Paizo	Inc.;	
  Authors:	Dennis	Baker,	Ross	Byers,	Jesse	Benner,	Savannah	Broadway,	Jason	
  Bulmahn,	Jim	Groves,	Tim	Hitchcock,	Tracy	Hurley,	Jonathan	H.	Keith,	Will	
  McCardell,	Dale	C.	McCoy,	Jr.,	Tom	Phillips,	Stephen	Radney-MacFarland,	
  Thomas	M.	Reid,	Sean	K	Reynolds,	Tork	Shaw,	Owen	K.C.	Stephens,	and	Russ	
  Taylor.
   
  Pathfinder Roleplaying Game Advanced Player’s Guide,	©	2010,	Paizo	
  Publishing,	LLC;	Author:	Jason	Bulmahn.
   
  Pathfinder Roleplaying Game Advanced Race Guide.	©	2012,	Paizo	
  Publishing,	LLC;	Authors:	Dennis	Baker,	Jesse	Benner,	Benjamin	Bruck,	Jason	
  Bulmahn,	Adam	Daigle,	Jim	Groves,	Tim	Hitchcock,	Hal	MacLean,	Jason	Nelson,	
  Stephen	Radney-MacFarland,	Owen	K.C.	Stephens,	Todd	Stewart,	and	Russ	
  Taylor.
   
  Pathfinder Roleplaying Game Monster Codex.	©	2014,	Paizo	Inc.;	Authors:	
  Dennis	Baker,	Jesse	Benner,	Logan	Bonner,	Jason	Bulmahn,	Ross	Byers,	John	
  Compton,	Robert	N.	Emerson,	Jonathan	H.	Keith,	Dale	C.	McCoy,	Jr.,	Mark	
  Moreland,	Tom	Phillips,	Stephen	Radney-MacFarland,	Sean	K	Reynolds,	Thomas	
  M.	Reid,	Patrick	Renie,	Mark	Seifter,	Tork	Shaw,	Neil	Spicer,	Owen	K.C.	Stephens,	
  and	Russ	Taylor.
   
  Pathfinder Roleplaying Game Pathfinder Unchained. ©	2015,	Paizo	
  Inc.;	Authors:	Dennis	Baker,	Jesse	Benner,	Ross	Beyers,	Logan	Bonner,	Jason	
  Bulmahn,	Robert	Emerson,	Tim	Hitchcock,	Jason	Nelson,	Tom	Phillips,	Stephen	
  Radney-MacFarland,	Thomas	M.	Reid,	Robert	Schwalb,	Mark	Seifter,	and	Russ	
  Taylor.
   
  Pathfinder Roleplaying Game Ultimate Combat.	©	2011,	Paizo	Publishing,	
  LLC;	Author:	Jason	Buhlman.	
   
  Pathfinder Roleplaying Game: Ultimate Equipment.	©	2012,	Paizo	
  Publishing,	LLC;	Authors:	Dennis	Baker,	Jesse	Benner,	Benjamin	Bruck,	Ross	
  Byers,	Brian	J.	Cortijo,	Ryan	Costello,	Mike	Ferguson,	Matt	Goetz,	Jim	Groves,	
  Tracy	Hurley,	Matt	James,	Jonathan	H.	Keith,	Michael	Kenway,	Hal	MacLean,	
  Jason	Nelson,	Tork	Shaw,	Owen	KC	Stephens,	Russ	Taylor,	and	numerous	RPG	
  Superstar	contributors.
   
  Pathfinder Roleplaying Game Ultimate Magic.	©	2011,	Paizo	Publishing,	LLC;	
  Authors:	Jason	Bulmahn,	Tim	Hitchcock,	Colin	McComb,	Rob	McCreary,	Jason	
  Nelson,	Stephen	Radney-MacFarland,	Sean	K	Reynolds,	Owen	K.C.	Stephens,	
  and	Russ	Taylor.
   
  Advanced Races Compendium: Character Codex.	©	2015	Open	Design	LLC;	
  Authors:	Savannah	Broadway,	Clay	Clouser,	Steven	T.	Helt,	Victoria	Jaczko,	and	
  Jenny	Jarzabski.
  OPEN GAME LICENSE Version 1.0a
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Kobold Guide to Game Design/Kobold Press - Advanced Races Compendium - Character Codex.pdf