TEXT: ISBN 978-1-62283-022-0
  
  Frog  
  God 
  Games
  tough  
  adventures 
  for tough 
  players
  ©2013 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without the 
  written permission of the publisher is expressly forbidden. Frog God Games and the Frog God 
  Games logo and Hex Crawl Chronicles: The Troll Hills are trademarks of Frog God Games. All 
  rights reserved. All characters, names, places, items, art and text herein are copyrighted by Frog 
  God Games, Inc. The mention of or reference to any company or product in these pages is not a 
  challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
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  Credits
  2
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  The Maestro
  Skeeter Green
  FROG GOD GAMES IS
  Author
  John M. Stater
  Developer
  Bill Webb
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Aaron Zirkelbach
  Layout and Graphic Design
  Charles A. Wright
  Pathinder Rules Conversion
  Skeeter Green & Erica Balsley
  Front Cover Art
  MKUltra Studios
  Interior Art
  Andrew DeFelice
  Cartography
  Robert Altbauer
  Playtesters
  Frog God Games Staff
  Special Thanks
  Bill Webb would like to thank Bob Bledsaw and Bill 
  Owen for inventing the original 
  hex crawl — the standard in wilderness 
  adventure and a lifetime of fun.
  
  Table of Contents
  3
  The Troll Hills  ..................................p. 4
  Rumors  ...........................................p. 5
  Encounter Key  ..................................p. 8
     — Hexes 0113, 0119, 0122  ....................p. 8
     — Hex 2201  ....................................p. 9
     — Hexes 0204, 0308  ..........................p. 11
     — Hexes 0311, 0317, 0502  ....................p. 12
     — Hexes 0515, 0518, 0522, 0607, 0611,
                   0620 ..................................p. 13
     — Hexes 0701, 0822  ..........................p. 14
     — Hexes 0901, 0910  ..........................p. 17
     — Hexes 1007, 1013, 1018, 1106, 1203  ......p. 18
     — Hexes 1220, 1312  ............................p. 19
     — Hexes 1422, 1503  ...........................p. 20
     — Hexes 1507, 1702, 1711   ....................p. 22
     — Hexes 1714, 1805  ...........................p. 23
     — Hex 1821   ....................................p. 24
     — Hexes 1908, 2002, 2017, 2201  ...........p. 25
     — Hexes 2213, 2308  ............................p. 26
     — Hexes 2404, 2411  ...........................p. 27
     — Hexes 2421, 2607 ...........................p. 28
     — Hexes 2703, 2710, 2713, 2805  .............p. 29
     — Hexes 2822, 2917, 3002  ...................p. 30
     — Hexes 3014, 3107, 3111, 3120  ..............p. 31
     — Hexes 3223, 3311  .............................p. 32
     — Hexes 3313, 3418, 3503  ......................p. 36
     — Hex 3514  .....................................p. 37
     — Hexes 3606, 3719  ...........................p. 38
     — Hexes 3722, 3803  ............................p. 39
     — Hex 3916  .....................................p. 40
  New Monster Appendix  ........................p. 41
  Legal Appendix  ..................................p. 45
  
  4
  By John M. Stater
  — The Troll Hills —
  There was a time when crystal domes dotted the landscape of the Troll 
  Hills and sky sleds cut through the air like ships through the waves. That 
  was long ago. The ancient, golden-skinned men, they say, built their domes 
  too near the great lake from which all life sprang, and so the lake spawned 
  the trolls and more fearsome creatures to punish the ancient men. Whatever 
  the truth is, the ancient men were laid low, the cities crumbled, the survivors 
  turned out into the wilderness and the hills were left to the trolls. 
  The Troll Hills are mostly gentle, rolling hills covered with green grass 
  and dotted by woodlands of oak and hickory. They are bordered to the 
  south by the Devil Peaks, jagged mountains that are home to the devilkins. 
  To the north there is the Zarko Mountains, with valleys of pines where 
  dwell dwarves in colorful coats who make rare distillations. The hills 
  drain into the Sapphire River and Great River, which connects the Valley 
  of the Hawks to Crescentium, the city-state of the witchmen to the south.
  The Great River has proven a great boon to trade, but now the petty 
  trolls have occupied the ancient fortress on Little Rock [3311] and shut 
  down that trade, cutting Crescentium off from its markets in the north. 
  Perhaps the adventurers might sally forth from north or south to open the 
  river. Or maybe they’ll ignore the wars of the trolls and witchmen and 
  instead delve into the wilderness in search of the secrets behind the weird 
  blue ruins of the ancient men.
  The Troll Hills is a hex-crawl, referring to the hex-shaped units that 
  divide the map. Just as dungeon adventures take place on a gridded map, 
  wilderness adventures can be conducted on a hex map, allowing players 
  the freedom to decide where their characters roam and giving them the 
  thrill of discovering the many places and people that have been placed on 
  the map. This map represents a large area filled with numerous places to 
  discover and explore, and can be used as a campaign area in its own right, 
  or dropped into an existing campaign. Referees can place adventures they 
  have purchased or devised on their own into empty hexes on the map.
  Adventures in the Wilderness
  The hexes on this map are 6 miles wide from one side to the other. 
  In open country, adventurers should be able to see from one side of the 
  hex to another. In wooded hexes, vision is much more restricted. Random 
  encounters with monsters should be diced for each day and each night, 
  with encounters occurring on the roll of 1-2 on 1d6. The exact monster 
  (or monsters) encountered depends on the terrain through which the 
  adventurers are traveling. Unlike dungeons, in which the monsters on 
  the upper levels are usually less powerful than the monsters on deeper 
  levels, wilderness encounters are quite variable in their challenge, and 
  low level characters face death every time they step out of the confines of 
  civilization. Well-traveled adventurers will discover, however, that settled 
  lands are not as dangerous as the rugged wilderness.
  Hags and Trolls
  Among the more pernicious and dangerous creatures in the Troll Hills 
  are the trolls and their hag mothers. Most trolls are born from hag mothers 
  and human or demi-human fathers. Under a full moon, hags are capable of 
  appearing to males as nymphs in order to seduce them. Like some spiders, 
  the hags usually eat the males after they have mated. About one out of 
  twenty troll births is a female that can breed true with other trolls. Trolls 
  born from hags usually nurse from their mother for about two weeks, 
  at which time they are about four feet tall and capable of catching their 
  own food. The hag then drives the troll from its lair. Trolls return to their 
  mothers from time to time to pay tribute.
  Roll
  Hills & Valleys
  Mountain
  Woods
  What Are They Doing?
  1
  Blink dogs (1d6)
  Black bear (1d10)
  Assassin vine (1d4)
  Arguing Loudly
  2
  Dinosaur — Ornithomimus 
  (2d4)
  Devilkin ***
  Dryad (1d8)
  Fighting (roll another random encounter)
  3
  Dwarf (4d6)
  Dwarf (7d6)
  Ettercap (1d8)
  Fleeing in terror
  4
  Giant badger (1d10)
  Green dragon (7 HD) (1)
  Giant skunk (1d8)
  Hunting
  5
  Giant stag (1d6)
  Giant goat (2d6)
  Grizzly bear (1d8)
  Lurking in ambush
  6
  Goblins (5d6)
  Giant weasel (1d10)
  Hag (1) *
  Lying dead, bodies looted
  7
  Hag (1) *
  Hag (1) * + Troll (1d4-1)
  Human patrol (6d6) **
  Making camp
  8
  Humans (4d6) **
  Troll (1d6)
  Owlbear (1d8)
  Marching (random direction)
  9
  Sabre-tooth tiger (1)
  Wolf (3d6) ****
  Troll (1d4)
  Reveling
  10
  Troll (1d4)
  Wyvern (1d4)
  Wild boar (1d10)
  Searching for something
  * Roll 1d4 to determine the hag’s identity: 1 = Mother Rawbones [Area 2703]; 2 = Black Bess [Area 1510]; 3 = Old Grietje [Area 2002]; 4 = Jenny 
  o’ the Green [Area 1312]
  ** Human patrols are either witchmen led by a 3rd level magus or Xanlo river men led by a 4th level fighter or 3rd level ranger
  *** Roll 1d4: 1 = Cackling devilkin; 2 = Moaning devilkin; 3 = Roaring devilkin; 4 = Screaming devilkin
  **** 5% chance of a werewolf in the pack, in which case there are only 2d6 other wolves
  Wilderness Random Monster Encounters
  
  5
  Hags of the Troll Hills have an equally bizarre life cycle. A hag is an 
  elven woman that has reached their allotted 1,000 years of life as an elf. At 
  this point, good elves wander into the woods and become nymphs. Neutral 
  elves find a nice oak tree and turn into dryads. Evil elves crawl into a 
  damp burrow or fallen log and cover themselves with mud and leaves. 
  After one month, the elf emerges as a hag.
  The three hags who gave issue to the petty trolls have recently come 
  together to form a covey and spread their dominion over the Troll Hills 
  and maybe beyond. These hags, Peggy Blackteeth, Mollie Longshanks 
  and Fat Anya, can now cast coven spells (see the Pathfinder Roleplaying 
  Game, “Green Hag”, Hag Coven for the list of spells available). 
  Humans
  The Golden Men, first introduced in HCC 1 – Valley of the Hawks, can 
  be found in the western portions of this hex crawl. Descendants of the 
  ancient men who once ruled over the Troll Hills, the golden men dwell as 
  hunter/gatherers in the woodlands or on the prairie, hunting smilodons, 
  brototheres, mammoth and other big game. The golden men know next 
  to nothing of their heritage, so they cannot be depended on for technical 
  assistance with the relics of their forebears. The golden men have golden-
  brown skin (hence the name) and flaming red hair. Warriors wear leather 
  armor and carry stout clubs and leather slings or metal weapons scavenged 
  from their victims.
  The Witchmen have tan or olive skin and a great variety of hair and eye 
  colors. They wear long, straight tunics and woolen leggings. Their shoes 
  are leather and pointed, and they wear tall pointed hats with wide brims; 
  both shoes and hats are decorated with buckles of brass or silver. The 
  witchmen carry longswords and daggers, and wear either scale armor or 
  chainmail. Their leaders are skilled in swordsmanship and magic.
  From the great river port of Xanlo come the Xanlo River Men. The 
  river men are the result of mixture between the southern Witch Men and 
  the Northern Men introduced in HCC 1 – Valley of the Hawks and detailed 
  in HCC 4 – The Shattered Empire. Xanlo river men are of medium build 
  and height, with creamy brown skin, wavy black hair and sparkling eyes 
  of dark orange or amber. They usually wear chainmail armor and carry 
  quarterstaves, light crossbows and daggers.
  Rumors
  When adventurers are seeking information or rumors in a settlement or from the lord of a castle, you can roll a random rumor from the table below. 
  Each rumor is either True (“T”) or False (“F”) and the hex number associated with the rumor is given in brackets.
  Roll
  True Rumors
  Roll
  False Rumors
  1
  The trolls have towers in the Devil Peaks
  11
  The goblins of the Troll Hills are poisonous
  2
  Beware the color blue!
  12
  Troblins are afraid of red-heads
  3
  There is a wondrous market in the Devil Peaks [Hex 0522]
  13
  When faced with a choice, always go left
  4
  The dwarves of Gundur will pay any price for tobacco [Hex 0901]
  14
  The primordial lake is an old wives tale – it doesn’t exist
  5
  The Hundred Handed One sleeps in the Devil Peaks [Hex 1220]
  15
  The Valley of the Bear is a sanctuary for all [Hex 1503]
  6
  Black Bess likes pretty elf boys [Hex 1510]
  16
  The Crystal Temple holds the secret of eternal life [Hex 1805]
  7
  Some of the ancient folk escaped death and slumber beneath the ground
  17
  The trolls are working with the witchmen to conquer Xanlo
  8
  The Blue Fort is haunted by more than trolls [Hex 3014]
  18
  Mother Rawbones eats no meat [Hex 2703]
  9
  Fanglyn makes a fine gin, but don’t make her angry [Hex 3223]
  19
  The Xanlo men are smuggling goods with the trolls – don’t trust them
  10
  There is a secret entrance to Little Rock in the water [Hex 3311]
  20
  Elf women can bewitch a man with their gaze
  The troll hills
  
  6
  hex crawl chronicles
  
  7
  The troll hills
  
  8
  hex crawl chronicles
  Demi-Humans and Humanoids
  The trolls don’t make for very good neighbors, so few other intelligent 
  folk dwell in the Troll Hills. The goblins of the region are mud-dwellers, 
  living in the mucky river valleys and burrowing into the mud. They have 
  white, fish-like flesh and only come out of their mud burrows at night. 
  The goblins fear cats and owls, despise witches and carry bronze spears 
  and daggers.
  The Zarko are home to a breed of dwarves usually referred to Zarko 
  dwarves. The Zarko dwarves dress in long, colorful, stitched coats and 
  generally present a more jovial appearance and attitude than their fellows 
  elsewhere. They are known for chewing on licorice root, keeping bees 
  (they make tremendous mead), mining lead and iron and distilling 
  moonshine. To make moonshine a dwarf must gaze on the full moon 
  and allow a tear (of joy or sadness) to come to their eye. These tears are 
  collected and distilled and the result is put into oak barrels. When sipped, 
  it acts as a restorer and healing draught (1d4 hit points restored) but also 
  inflicts 1d6 points of Wisdom damage for 24 hours. Zarkos are born 
  fiddlers and dancers.
  Few elves still dwell in the Troll Hills. Most are visitors from the north. 
  The northern elves are trouping fairies who dress in rich clothes of mauve, 
  cyan and soft green and who wear gleaming armor and carry lances and 
  swords.
  Encounter Key
  0113 Throat Leeches: 
  In the rolling, undulating hills, among the tall, green grasses there are 
  a number of tall, granite outcroppings. One of them, in this hex, has 
  been carved to resemble a large drinking horn. Lapis lazuli has been 
  inlaid into the rim, and the stone now holds a quantity of water. The 
  frequent rains keep the water somewhat fresh (assume a 35% chance 
  of fresh water, otherwise stagnant), but it is unfortunately inhabited by 
  throat leeches. A passing thief, on the run from a war party of ancient 
  men, dropped a lockbox into the horn (DC 30 Perception to notice, DC 
  10 if specifically inspecting the horn). The box contained a treasure map 
  on oil cloth as well as a large emerald worth 1,600 gp. The treasure map 
  shows the location of the old bunker in the ruined city [Area 1507].
  THROAT LEECH 
   
  CR 4
  XP 1,200
  The throat leech is a 1-inch long grey leech that lairs in fresh streams, 
  pools, underground springs, and the like. When a living creature consumes 
  liquid containing a throat leech, the leech attaches itself to the back of 
  the victim’s throat and begins draining blood. This deals 1d3 points of 
  Constitution damage each round. Once the leech has drained 6 points of 
  Constitution, it ceases draining (but does not detach).
  Additionally, when a throat leech has sated itself, its body swells 
  thereby suffocating the host. A character that has no air to breathe can 
  hold her breath for 2 rounds per point of Constitution. After this period 
  of time, the character must make a DC 10 Constitution check in order to 
  continue holding her breath. The save must be repeated each round, with 
  the DC increasing by +1 for each previous success.
  When the character fails one of these Constitution checks, she begins 
  to suffocate. In the first round, she falls unconscious (0 hit points). In the 
  following round, she drops to –1 hit points and is dying. In the third round, 
  she suffocates.
  The remove disease spell kills a throat leech as does an application of 
  fire that deals at least one point of fire damage.
  0119 Mollie’s Tower: 
  A cleft in the mountains here is filled with junipers which obscure the 
  existence of a tower keep made of granite blocks with a crenellated roof 
  and five hexagonal towers (53 ft. tall), each one topped by a conical roof 
  of beaten bronze. The walls of the keep are 43 ft. tall. The battlements are 
  ever watched by patrols of 1d4+3 petty trolls garbed in leather armor and 
  carrying spears and throwing axes. Because the petty trolls have been col-
  lected at the Little Rock [Area 3311] with their mother, only about fifteen 
  of the sons of Mollie Longshanks [Area 2421] remain in her fortress. 
  There is no treasure here save a few odds and ends and a locked iron box 
  buried beneath the floor stones in Mollie’s brooding chamber. This box 
  contains a flute of black metal entwined with gold thread. The flute can 
  be used as a +1 light mace. It glows when played and can be used to turn 
  oozes (similar to the feat Turn Undead, DC 14, 3/day).
  PETTY TROLLS 
   
  CR 4
  XP 1,200
  CE Medium humanoid (giant)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4
   
  AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 
  natural)
  hp 52 (5d8+20 plus 5); regeneration 3 (fire or acid)
  Fort +8, Ref +7, Will +0
   
  Speed 30 ft. 
  Melee 2 claws +6 (1d4+2) and bite +5 (1d6+2) or spear +5 
  (1d8+2/x3)
  Ranged throwing axe +6 (1d6+2/x3)
  Special Attacks rend (2 claws, 1d4+3)
   
  Str 15, Dex 16, Con 18, Int 6, Wis 9, Cha 6
  Base Atk +3; CMB +5; CMD 18
  Feats Power Attack, Toughness, Weapon Focus (claw)
  Skills Climb +10, Perception +4
  Languages Giant
  Gear leather armor, spear, throwing axe
  0122 Bunker: 
  A cement bunker built by the ancestors of the ancient men was built into 
  the mountains here. The bunker is constructed of cement. There is a lower 
  portion that contains two separate iron doors, both extremely difficult 
  to open. The upper portion consists of a control room with thick glass 
  windows overlooking the mountain valley. The control room is dusty and 
  dilapidated. Its energy source, an atomic pile located deep underground, 
  long ago failed, irradiating the caverns beneath the mountains and filling 
  them with unspeakable horrors. The application of raw electricity has a 
  percentage chance equal to the level of the caster using it to spark the 
  controls into life for 1d6 turns. During this time, one can fool with the 
  controls (see diagram below). Each round roll 1d8 plus the person’s 
  Intelligence bonus to discover which event is triggered:
  The Blue Plague
  Type disease, injury; Save Fortitude DC 17
  Onset 1 day; Frequency 1/day
  Effect 1d4 Con damage and target is fatigued; Cure 
  see below
  The blue plague is a strange disease lurking in the ruins of the 
  Ancient Men. The disease covers the face and arms of the afflicted 
  in blue-black splotches and causes their tongues to swell and 
  distend out of their mouths. It inflicts Constitution damage each 
  day, making a person fatigued and irritable. Symptoms appear 
  when the person’s Constitution score has been reduced by half. 
  At this point, the afflicted person loses the ability to digest normal 
  food and must seek out the weird, blue flesh and vegetation found 
  around the Blue City or continue to lose constitution. People who 
  starve to death rise as blue-skinned ghouls 24 hours later.
  
  9
  The troll hills
  Roll
  Event
  Up to 1
  Poison gas released into room. All present must 
  succeed on a DC 20 Fortitude save or suffer 2d6 
  points of damage.
  2-4
  Alarm klaxons sound, attracting a wandering 
  monster in the hex to the bunker to investigate.
  5
  Air conditioning turns on.
  6
  Voice warns of core meltdown in 10 seconds. 
  Adventurers probably will not understand the 
  voice, which is okay since there is no longer a core 
  to melt down.
  7
  Blast shields cover windows and all doors lock 
  (DC 35 Disable Device check to open). If air 
  conditioning is not on, oxygen runs out in 1 hour.
  8 or 
  higher
  Missile launch! Unfortunately, those systems no 
  longer work other than to arm the missiles, which 
  are in silos beneath about 10 ft. of rubble on the 
  valley floor below the windows of the bunker.
  The control room is guarded by three wights garbed in silvery radiation 
  suits (that do not block their powers). These suits are torn and tattered, 
  and so provide no protection from radiation or other energies. Two suits 
  in a closet here, however, do provide a +2 circumstance bonus to saves 
  against fire, electricity and cold attacks. There are also three power rods 
  of the ancient men in the room (treat as wands with 1d6 charges) capable 
  of unleashing a copper-colored ray that inflicts 1d6 points of electrical 
  damage or a scarlet ray that forces one to succeed on a DC 15 Will save 
  or fall asleep for 1 hour.
  Strong Iron Doors: 1 in. thick; Hardness 5; hp 20; Break (DC 
  30), Disable Device (DC 35)
  WIGHTS (3) 
   
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Wight”)
  0201 Rune Slab: 
  A flat slab of stone nestled behind black walnuts is covered with runic 
  inscriptions and weird diagrams that look something like angular demons 
  emerging from sunbursts. The runic inscriptions are a sort of riddle, “Hold 
  and behold, gentle seeker of knowledge, should you wish to enter this 
  portal.” One can only open this portal by casting hold portal. This causes 
  a seam of blue light to appear in the slab, which can then be wedged open 
  using crowbars or similar objects and open door checks. Behind the slab 
  there is an 80 ft. long tunnel of blue stone that descends at a sharp angle.
  [A] This chamber has glassy walls with a blue sheen. In the center of 
  the room there is a statue of a woman with a mouse’s head and slim arms 
  with hands outstretched. Hanging from the hands of the statue there is an 
  amulet on a gold chain. The amulet has the shape of a walled city. When 
  adventurers first walk into the room, choose four of them. Everything 
  these adventurers look at is projected on one of the glassy walls in great 
  magnification. By closely examining the amulet, they can discern what 
  appear to be miniature people tormented by swarms of rats. If removed 
  from the statue’s hands, a pack of ethereal rats emerge from the glassy 
  walls and attack the holder of the amulet. If replaced, they continue their 
  attack on the perpetrator until he or she is dead. If worn around the neck, 
  the amulet gives one the power of an inherited wererat. If worn from one 
  full moon to another, the amulet actually turns the person into a wererat.
  ETHEREAL RATS (10) 
   
  CR 2
  XP 600
  hp 11 (The Tome of Horrors Complete 503, “Rat, Ethereal”)
  [B] This corridor has smooth walls. In the center of the corridor there is 
  a chamber with a domed ceiling. The walls here are fluted. Hanging from 
  the ceiling there is a large gong. The gong reaches nearly to the ground 
  and is 6 ft. in diameter. The first person to step into the chamber finds 
  themselves pushed by an invisible force (DC 15 Reflex negates) into the 
  gong, making a colossal noise. The victim suffers 1d6 points of damage. 
  All people within 20 ft. of the gong must pass a DC 15 Fortitude save or 
  be deafened. Once the gong is sounded, it is impossible to surprise any 
  monsters on the first two levels of the dungeon.
  [C] This circular chamber is clad in reddish stone. In the center of 
  the room there is round, steel plate 3 ft. in diameter. Floating three feet 
  above the plate there are five steel orbs. The orbs float within 9 inches 
  of one another in a pyramid shape. They cannot be moved more than 9 
  inches away from or 9 inches closer to their fellows. A second steel plate 
  is affixed to the ceiling. When somebody touches an orb, an invisible tube 
  of force is created between the two steel plates, trapping people inside 
  with only one hour of air. If the orbs are put into a circle on a plane even 
  with the ground and spun, a silver bastard sword slowly appears in their 
  center. Grasping this +1 bastard sword causes the force field to vanish. 
  The sword allows the wielder to change his appearance to that of any 
  humanoid creature from whom it has drawn blood (i.e. done at least 8 
  points of damage, as if using disguise self, CL 5th). The sword, called 
  Bazalti, draws its power from its wielder’s love of glory and does its best 
  to push them into acts of daring-do. Unfortunately, it also causes a mild 
  paranoia in its owner – they can never fully trust another person.
  [D] This long gallery features three small alcoves set 8 ft. above the 
  floor. Each alcove is 2 ft. tall and wide and three feet deep with a leather 
  satchel pushed all the way to the back. The room is guarded by Odweal, a 
  shadowy panther-like creature with six legs. 
  The satchel in the left alcove holds a silver, human-sized arm. If held to 
  a bleeding stump, it fixes itself to the body and operates as a normal arm 
  (though it sometimes has a wicked mind of its own). This is convenient, since 
  the left alcove also holds a guillotine that lops off arms that reach inside.
  The right alcove hides a golden mask depicting a gorgon. If affixed to a 
  damaged face, it adheres itself and acts as a real face. It makes the person 
  immune to poison gas and allows them to see in any darkness (even 
  magical), but also imposes a –4 Charisma modifier due to its unnerving 
  gaze. The mask is also convenient, since a nozzle in the back of the right 
  alcove spews forth an acidic gas when pressure is placed on the threshold 
  of the alcove.
  The central alcove holds an iron ingot.
  ALCOVE GUILLOTINE 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset automatic reset
  Effect Atk +20 melee (guillotine blade; 2d6+6/×4)
  ACID SPRAY TRAP 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset none
  Effect acid spray (acidic gas, 2d6 points of acid damage)
  PSIONIC CAT 
   
  CR 4
  XP 1,200
  NE Medium magical beast
  Init +3; Senses blindsight, darkvision 60 ft., low-light vision; 
  Perception +7
   
  AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 
  natural)
  hp 60 (8d10+16)
  Fort +8, Ref +9, Will +6 
   
  Speed 60 ft., other movement types
  Melee 2 claws +9 (1d4+1), bite +9 (1d8+1)
  Special Attacks psychic blast (20 ft. radius, 1d6 damage 
  
  10
  hex crawl chronicles
  
  11
  and stunned 1 round, Will DC 19 resists)
  Spell-like Abilities (CL 8th)
  At will—darkness, detect thoughts (DC 15)
  3/day—hypnotism (DC 16)
   
  Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 16
  Base Atk +8; CMB +9; CMD 23 (31 vs. trip) 
  Feats Ability Focus (psychic blast), Dodge, Iron Will, Skill 
  Focus (Stealth)
  Skills Acrobatics +8, Climb +6, Perception +7, Stealth +8 
  (+16 in darkness); Racial Modifiers +8 to Stealth checks in 
  darkness
  Languages Aklo
   
  Psychic Blast (Su) As a standard action a psionic cat can 
  emit a psychic pulse with a radius of 20 ft. Any creature 
  caught in the blast takes 1d6 damage and is stunned for 
  1 round unless they succeed on a DC 19 Will save. This is a 
  mind-affecting effect. The save DC is Charisma-based, and 
  includes a +2 bonus from the Ability Focus feat.
  [E] This laboratory has a dozen stone tables holding glass tubes, 
  alembics and braziers keeping the liquids therein bubbling. A large bell 
  jar holds a weird, ooze-like creature that glows in tones of red, gold and 
  blue. The creature within the glass is a captured phasm that wishes only to 
  escape, though it may attempt to communicate with its rescuers and even 
  stay with them long enough to escape the dungeon. 
  PHASM  
  CR 7
  XP 3,200
  CN Medium aberration (shapechanger)
  Init +6; Senses scent, tremorsense 60 ft.; Perception +24
   
  AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 
  natural)
  hp 97 (15d8+30)
  Fort +11, Ref +11, Will +11; +4 to Fortitude and Reflex saves
  Immune critical hits, poison, sleep, paralysis, polymorph, 
  stunning
   
  Speed 30 ft.
  Melee slam +12 (1d3+1)
   
  Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
  Base Atk +11; CMB +12; CMD 25 (can’t be tripped in natural 
  form) 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Run, Skill Focus (Perception), Wind Stance
  Skills Bluff +15, Climb +17, Craft (pick one) +16, Diplomacy 
  +15, Disguise +19 (+29 shapechanged), Knowledge (any 
  one) +19, Perception +24, Survival +18; Racial Modifiers +10 
  to Disguise checks when shapechanged
  Languages Common; telepathy 100 ft.
  SQ alternate form (polymorph)
   
  Alternate Form (Su) A phasm can assume any form of Large 
  size or smaller as a standard action. This ability functions 
  as a polymorph spell (CL 15th). A phasm can remain in its 
  alternate form until it chooses to assume a new one or return 
  to its natural form. Disguise is always a class skill for a phasm.
  Amorphous (Ex) A phasm in its natural form has immunity to 
  poison, sleep, paralysis, polymorph, and stunning effects. It is 
  not subject to critical hits and, having no clear front or back, 
  cannot be flanked.
  A phasm is an amorphous creature that can assume the guise of almost 
  any other creature or object. A phasm in its natural form is about 5 ft. 
  in diameter and 2 ft. high at the center. Swirls of color indicate sensory 
  organs. In this form, a phasm slithers about like an ooze and can attack 
  with a pseudopod. It weighs about 400 pounds.
  When faced with potential danger, a phasm is equally likely to retreat, 
  parley, or attack, as its fancy strikes.
  If pursued or harassed, a phasm transforms into the most fearsome 
  creature it knows and attacks. When seriously hurt, it changes to some 
  fast or agile form and tries to escape.
  0204 Blue Obelisk: 
  There is a 30 ft. tall obelisk here made of blue stone. There are four small 
  holes in the base of the obelisk, each one surrounded by a ring of colored 
  metal – blue, green, red and white. The base of the obelisk is granite and is 
  carved with ancient runes that proclaim it the home of Morgil, the thunder 
  goddess of the ancients. By placing gems of the appropriate color and 
  worth at least 1,000 gp in the four holes in the base, the blue obelisk shifts 
  into the ethereal plane and is replaced by the image of Morgil. 
  Morgil is a 20 ft. tall woman, graceful and elegant, with slanted azure 
  eyes and porcelain skin. Her red hair hangs nearly to her ankles and she 
  wears a robe of blue scales. In her hand she carries a silver flute with 
  which she calls the winds and rains. The image will glare at the assembled, 
  awaiting the proper rituals and chants. When they do not occur, the sky 
  quickly fills with swirling clouds, pouring rain and the equivalent of a 
  double-strength call lightning spell. If proper worship is given, the 
  goddess image will answer four questions per the commune spell.
  0308 Box Canyon: 
  The hills here are rougher than most of the gentle hills here. They are 
  covered in scrub oaks and poison ivy and form many box canyons. One of 
  these canyons holds a shrine of Alberni, the moon goddess. The wall of the 
  canyon is carved in her image – a dog-headed woman with silver eyes and 
  mouth agape. The mouth is a tunnel into a cramped shrine containing an 
  idol of the goddess presenting her foot to be kissed. Those who fail to do so 
  suffer a curse (DC 18 Will save or –2 to all d20 rolls until 300 gp worth of 
  incense is burned at her altar in the ancient, ruined city [Area 1507]).
  Beneath the shrine, under a hidden trapdoor (DC 20 Perception 
  check to notice), there is a temple complex that includes living cells for 
  the diabolical priests of Alberni, all ancient men garbed in wolf-skin 
  loincloths and carrying clubs. Each cell is furnished with a black bowl of 
  unholy water, ancient, faded magenta curtains and cushions stuffed with 
  poppies. The remainder of the complex (storage rooms, meditation rooms, 
  etc) is patrolled by horned apes with black hair and magenta skin.  The 
  inner sanctum of the temple contains a full idol of the goddess that breaths 
  hallucinogenic fumes that cause insanity in about 1 in 100 people (DC 10 
  Will save or act as if under a confusion spell, permanent).
  HORNED APE 
   
  CR 4
  XP 1,200
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
   
  AC 16, touch 11, flat-footed 15 (+2 Dex, +5 natural, –1 size)
  hp 39 (5d8+10)
  Fort +8, Ref +6, Will +2
   
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +10 (1d6+6 plus grab) and horn +10 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
   
  Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +3; CMB +10 (+14 to grapple); CMD 22
  Feats Great Fortitude, Power Attack, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +18, Perception +10
  DIABOLICAL PRIESTS 
   
  CR 7
  XP 3,200
  Male human cleric 8
  CN Medium humanoid (human)
  Init +1; Perception +7
   
  AC 11, touch 11, flat-footed 20 (+1 Dex)
  The troll hills
  
  12
  hp 55 (8d8 plus 8)
  Fort +6, Ref +3, Will +9
  Immune fear
   
  Speed 40 ft.
  Melee club +8/+3 (1d6+2)
  Special Attacks channel positive energy (4d6, DC 17, 6/day)
  Spell-Like Abilities (CL 8th; melee touch +8, ranged touch +7)
  1/day—summon (level 2, 1d4 wolves, arrive in 1d4 rounds)
  Divine Spells Prepared (4/5+1/4+1/4+1/2+1; DC 13 + spell 
  level)
  Domains Animal, Travel
   
  Str 14, Dex 12, Con 11, Int 12, Wis 17, Cha 12
  Base Atk +6; CMB +8; CMD 19
  Feats Craft Wondrous Item, Extra Channel, Improved 
  Channel, Selective Channel, Skill Focus (Knowledge 
  [religion])
  Skills Diplomacy +8, Intimidate +5, Knowledge (local) 
  +5, Knowledge (nature) +5, Knowledge (religion) +11, 
  Perception +7, Sense Motive +10, Spellcraft +8
  Languages Common
  SQ agile feet (6/day), animal companion (none currently), 
  dimensional hop (80 ft.), speak with animals (11 rounds/day)
  Gear club, holy symbol, loin-cloth
  0311 Troll Lair: 
  A wooded dell here holds a small, wooden fortress inhabited by six 
  trolls and their mother, an annis hag called Stappa the Old. Stappa has 
  haunted these hills for almost a millennium and remembers well the 
  ancient men, their fabulous machines and the looks of stark terror on 
  their faces when first they met her. Stappa’s sons mostly hunt the hills 
  looking for razorback hogs and the odd ancient man they can bind and 
  carry back to entertain mother. Stappa dwells in a stony cave beneath 
  the fortress with her collections of scalps and jars of human organs 
  preserved in alcohol.
  TROLLS (6) 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  STAPPA THE OLD  
  CR 6
  XP 2,400
  hp 66 (Pathfinder Roleplaying Game Bestiary 3, “Annis Hag”)
  0313 Troblins: 
  One hundred troblins dwell here on a butte covered by pines. The 
  troblins hunt rats and consume cakes made of fermented honey, for the 
  meadows on the butte are home to a wondrous variety of wild flowers. At 
  the heart of the troblin village, constructed of long, wooden houses with 
  thatched roofs, there is a weird idol of red, porous rock the troblins call 
  Ky’loo. Ky’loo vibrates on a strange frequency that makes elves nauseous 
  and dwarves amorous. Ky’loo is covered with stone spikes on which the 
  troblins sacrifice folk that fall into their possession. The troblins of the 
  butte wear skull caps and puce cloaks and carry flails and shields.
  TROBLINS (100)  
  CR 2
  XP 600
  hp 23 (The Tome of Horrors Complete 609, “Troblin”)
  0317 Springal: 
  An old springal (a siege engine used to cast arrows) lies here in a 
  small crater. The springal has a broken axle and wheel. It is surrounded 
  by speckled toad stools that are highly poisonous and, more 
  importantly, sprout on the broad back of a large creature that looks 
  like a giant mole. The mole thing has been hibernating for several 
  years and would like to hibernate for many more. He’ll be grumpy if 
  jostled awake.
  TSATHOGGASTOOLS
  Type poison (injury); Save Fortitude DC 22
  Frequency 1/round for 6 rounds
  Effect 1d4 Con damage; Cure 2 consecutive saves
  MOLE THING 
   
  CR 6
  XP 2,400
  N Huge magical beast
  Init +0; Senses blindsight 30 ft., tremorsense 30 ft.; Perception +10
   
  AC 15, touch 8, flat-footed 15 (+7 natural, –2 size)
  hp 94 (9d10+36 plus 9)
  Fort +10, Ref +6, Will +4 
  Immune charms, enchantments, illusions
   
  Speed 20 ft., burrow 10 ft.
  Melee 2 claws +17 (1d8+10)
  Space 15 ft.; Reach 15 ft.
   
  Str 30, Dex 10, Con 18, Int 4, Wis 12, Cha 11
  Base Atk +9; CMB +21; CMD 31 (35 vs. trip) 
  Feats Cleave, Great Cleave, Power Attack, Toughness, Vital 
  Strike
  Skills Climb +16, Perception +10 
  0502 Healing Shrine: 
  A conical shrine of mossy field stones is stacked next to a bubbling 
  mineral spring. The waters have no healing power if ingested (in fact, they’ll 
  make a person terribly ill [treat as sickened] for 1d3 days). But, if a wounded 
  body part is molded in the clay soil that surrounds the spring and tossed in, 
  that body part will be healed (i.e. remove disease or up to 3d6+3 points of hit 
  point damage healed). This healing is performed by the lingering power of 
  the shrine’s former priestess, Amrantha. When the moon is full, Amrantha 
  appears sitting on the banks of the spring, gazing at the moon. In this form, 
  she is an angry spirit, and her touch causes one to age.
  AMRANTHA 
   
  CR 10
  XP 9,600
  Female human ghost cleric 8 (Pathfinder Roleplaying Game 
  Bestiary, “Ghost)
  N(E) Medium undead (augmented human, incorporeal)
  Init +1; Senses darkvision 60 ft.; Perception +15
   
  AC 14, touch 14, flat-footed 10 (+3 deflection, +1 Dex)
  hp 65 (8d8+24 plus 8)
  Fort +9, Ref +3, Will +9
  Defensive Abilities channel resistance +4 (cannot be driven 
  more than 30 ft. from the shrine), incorporeal, rejuvenation; 
  Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +6 (10d6, Fort. DC 17 half)
  Special Attacks channel negative energy (4d6, DC 17, 6/
  day), maintain living abilities, telekinesis (CL 12th)
  Divine Spells Prepared (CL 8th; 4/5+1/4+1/4+1/3+1; DC 14 + 
  spell level; melee touch +6, ranged touch +7)
  Domains Restoration
   
  Str –, Dex 12, Con –, Int 12, Wis 18, Cha 16
  Base Atk +6; CMB +6; CMD 20
  Feats Bouncing Spell, Extra Channel, Improved Channel, 
  Selective Channel, Skill Focus (Knowledge [religion])
  Skills Diplomacy +10, Intimidate +10, Knowledge (local) 
  +5, Knowledge (nature) +5, Knowledge (religion) +11, 
  Perception +15, Sense Motive +10, Spellcraft +8, Stealth +9; 
  Racial Modifiers +8 Perception, Stealth
  Languages Common
  SQ restorative touch
   
  Maintain Living Abilities (Su) Due to her ties to the shrine, 
  hex crawl chronicles
  
  13
  Amrantha maintains the ability to use her cleric and domain 
  abilities regarding healing, while within 30 ft. of the shrine. 
  She will not willingly move beyond this radius.
  Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost 
  through simple combat: the “destroyed” spirit restores itself 
  in 2d4 days. Even the most powerful spells are usually only 
  temporary solutions. The only way to permanently destroy a 
  ghost is to determine the reason for its existence and set right 
  whatever prevents it from resting in peace. Amrantha may 
  only be laid to rest if the healing shrine is dismantled, and a 
  consecrate spell is cast by a high priest (CL 12 or above). This 
  ends the healing properties of the mud.
  0515 Spiral Smoke: 
  A spiral of smoke erupts from the ground here, which is dry, scorched 
  and cracked. The smoke originates in a clearing 30 ft. in diameter 
  surrounded by stunted trees hung with rope-like strands of brown mold. 
  The chill from the mold is apparent when one comes within 10 ft. of 
  the clearing and vanishes by the time one passes through to the smoke 
  (though then they must contend with the acrid smoke). The ground from 
  which the smoke originates is about 3 ft. in diameter and provides no hand 
  holds (DC 25 Climb check to descend). At the bottom of the hole there is 
  a hemispherical chamber of blue glass and tunnels that head toward the 
  ruined city in [Area 1507] and the bunker in [Area 0122]. There is no 
  light here. The floor holds a thick, copper cable embedded in the glass. 
  The smoke originates from a break in the copper, which spits electrical 
  arcs that seem to feed on the very air (folks getting too close must make a 
  successful DC 15 Fortitude save or become dizzy and, if their Constitution 
  is 8 or less, fall unconscious for a few [1d4] minutes). Encounters in the 
  tunnels occur on a roll of 1 on 1d6 per hex and should be made on the Blue 
  Ruins table, above.
  0518 Kamoo: 
  Kamoo is a fortress of the ancient men nestled among the pines. The 
  fortress houses 200 people who support themselves by hunting in the 
  woods and catching fish in the streams. The fortress is actually a partially 
  ruined resort building of the ancient men. The building is five stories tall 
  and a city block long. It is made of brown stones and highly ornamented, 
  though a few centuries of weather has eroded much of this decoration. 
  The ground floor holds a great hall (once a lobby) used as a throne room 
  by the chief and his notables. There are also kitchen and dining facilities. 
  The upper floors house the men and women of the tribe. The chieftain, 
  Talman, is a hefty man who wears brass rings and bangles on his arms 
  and in his nose and ears. Excitable and surly, none cross his path. All of 
  the men and women of Kamoo are capable of charming the animals of the 
  woodlands with a strange whistling noise (DC 15 Will save negates the 
  charming effect).
  CHIEF TALMAN  
  CR 8
  XP 4,800
  Male human fighter 9
  N Medium humanoid (human)
  Init +5; Perception +8
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
  hp 67 (9d10+18)
  Fort +8, Ref +10, Will +5; +7 vs. fear
  Defensive Abilities bravery +2
   
  Speed 30 ft. 
  Melee +2 spear +18/+13 (1d8+9/19–20/x3) or silver dagger 
  +12/+7 (1d4+2/19–20)
  Ranged mwk shortbow +11/+6 (1d6/x3)
  Special Attacks weapon training (spear +2, bows +1)
  Spell-Like Abilities (CL 3rd)
  At will–charm animal (DC 15)
   
  Str 16, Dex 12, Con 14, Wis 10, Int 10, Cha 12
  Base Atk +9; CMB +12; CMD +23
  Feats Dodge, Greater Weapon Focus (spear), Improved 
  Critical (spear), Improved Initiative, Iron Will, Lightning 
  Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (spear), Weapon Specialization (spear)
  Skills Diplomacy +7, Intimidate +10, Perception +8, Survival +10
  Languages Common
  SQ armor training 2
  Gear +2 leather armor, +2 spear, masterwork shortbow, 20 
  arrows, silver dagger, assorted jewelry (150 gp value)
  0522 Trading Post:
  Archmages from all over Namera know of the wondrous trading post 
  situated here by the river. The post is constructed of stone and consists of 
  a rectangular building of coppery stone surrounded by colonnades and 
  topped by a dome that glows with golden radiance at night. During the 
  day, the building has no entrance – no windows, no doors, etc. At night, 
  though, one can enter the dome, which becomes immaterial. Underneath 
  the dome there is a wondrous plaza of black bricks thronged by arcanists 
  and magical creatures from throughout the multiverse trading secrets, 
  spell components, odds and ends of conjuring and the occasional insult 
  (though no offensive magic is permitted, with guilty parties set upon by a 
  gang of three clay golems in the shape of tall, robed men with primitive 
  foreheads, aquiline noses and long beards of black ringlets).
  It is up to the GM what items are sold here – perhaps potions and scrolls, 
  but any other magical items should be extremely rare and very expensive 
  (i.e. double or triple normal prices, with half the normal chances of being 
  available). Magical ingredients, ornaments, tools, etc. should certainly be 
  available, and private rooms where wizards can swap spells also make 
  sense.
  CLAY GOLEMS (3) 
   
  CR 10
  XP 9,600
  hp 156 (Pathfinder Roleplaying Game Bestiary, “Golem, 
  Clay”)
  0607 Sculpted Wall: 
  A concrete wall cuts through the woods here. The wall is about ten to 
  twelve feet tall and fifty feet long. A bas-relief of two armies – perhaps 
  gods in battle – is imprinted on the wall. Pits where burnt offerings left by 
  the ancient men can be seen before the wall, and many oracle bones have 
  been cast beneath the warriors. The woods around the wall are infested 
  with giant ticks, and 2d6 are encountered by those poking around the 
  wall.
  GIANT TICKS 
   
  CR 1
  XP 400
  hp 10 (The Tome of Horrors Complete 602, “Tick, Giant”)
  0611 Cunning Trap: 
  A group of gnomes have dug a pit here to capture the dire wolf that has 
  been threatening their woodland home. The pit is shrouded in illusion, and 
  appears to be a struggling deer on the woodland floor.
  ILLUSION-COVERED PIT 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10 ft. deep pit covered in with a major image spell 
  (1d6 falling damage, DC 15 Will save negates, CL 6th); 
  pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 
  damage each); DC 20 Reflex avoids; multiple targets (all 
  targets in a 10 ft. square area)
  0620 Rope Bridge: 
  The swiftly rushing river here can only be crossed via a rope bridge. 
  The bridge is sturdy and not remotely dangerous unless someone speaks 
  while crossing the center of the bridge. Any utterance causes the bridge to 
  The troll hills
  
  14
  suddenly snap its moorings on both ends and rotate so that it is even with 
  the river. The ends now intersect with invisible pocket dimensions. The 
  far end of the bridge now reaches into a scarlet portal that pulses and spits 
  sparks. The near end ends in a purple radiance that vibrates and hums. 
  1d4 rounds after the bridge turns, files of soldiers come out on the bridge 
  prepared to do battle. From the scarlet portal come twelve dretch demons 
  in service to the anti-cleric Endrad the Evil. From the purple portal come 
  the twelve medusa brides of Karran of the Unspoken Oath, resplendent 
  in robes of blue scales and wielding longbows and curved daggers. The 
  combatants care not if they destroy innocent bystanders, and the bridge 
  cannot be turned until one side has been driven back into its own portal.
  Stepping through the scarlet portal brings one into a complex of scarlet 
  passages and chambers inhabited by the demon-worshipping Endrad and 
  his servants. The purple portal opens into a plain of purple sands and coral 
  sunsets that holds an airy pavilion of white silk curtains and luxurious 
  couches where the blind wizard Karran lounges.
  DRETCH (12) 
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Dretch”)
  ENDRAD  
  CR 15
  XP 51,200
  Male human cleric 16
  CE Medium humanoid (human)
  Init +1; Perception +14
   
  AC 27, touch 11, flat-footed 22 (+12 armor, +1 Dex, +4 shield)
  hp 160 (16d8+48 plus 16)
  Fort +13, Ref +6, Will +18 
   
  Speed 20 ft. (30 ft. base)
  Melee +4 unholy light mace +20/+15/+10 (1d6+7 plus 2d6 vs. 
  good)
  Special Attacks channel negative energy (8d6, DC 22, 
  5/day), chaos blade (8 rounds, 3/day), scythe of evil (8 
  rounds, 3/day), 
  Domain Spell-Like Abilities (CL 16th; melee touch +15, 
  ranged touch +13)
  8/day—touch of chaos, touch of evil (8 rounds)
  Divine Spells Prepared (CL 16th; 4/6+1/6+1/5+1/5+1/5+1/4
  +1/3+1/2+1; DC 16 + spell level; melee touch +15, ranged 
  touch +13)
  Domains Chaos, Evil
   
  Str 17, Dex 12, Con 17, Int 12, Wis 22, Cha 14
  Base Atk +12; CMB +15; CMD 26 
  Feats Armor Proficiency (heavy), Command Undead, 
  Improved Channel, Improved Sunder, Iron Will, Power 
  Attack, Selective Channel, Skill Focus (knowledge [religion]), 
  Weapon Focus (light mace)
  Skills Diplomacy +14,  Heal +17, Knowledge (religion) +19, 
  Perception +14, Sense Motive +17, Spellcraft +13 
  Languages Common
  Combat Gear 2 potions of cure moderate wounds; Other 
  Gear+3 full plate, +2 heavy steel shield, +4 light mace, silver 
  holy symbol (25 gp)
  MEDUSAS (12) 
   
  CR 7
  XP 3,200
  hp 72 (Pathfinder Roleplaying Game Bestiary, “Medusa”)
  KARRAN 
   
  CR 14
  XP 38,400
  Male human wizard 15 transmuter
  LE Medium humanoid (human)
  Init +2; Perception +12 (non-sight related, blind)
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 87 (15d6+30 plus 15)
  Fort +7, Ref +7, Will +10 
   
  Speed 30 ft.
  Melee +2 dagger +11/+6 (1d4+4/19–20)
  Transmuter Spell-Like Abilities (CL 15th; ranged touch +9)
  8/day—telekinetic fist (1d4+7 damage) 
  Wizard Spells Prepared (CL 15th; 4/6+1/5+1/5+1/5+1/5+1/
  3+1/2+1/1+1; DC 15 + spell level; melee touch +9, ranged 
  touch +9)
  Arcane School transmutation Opposition Schools evocation, 
  illusion
   
  Str 14, Dex 15, Con 14, Int 20, Wis 12, Cha 16
  Base Atk +7; CMB +9; CMD 21
  Feats Blind-Fight, Empower Spell, Extend Spell, Greater Spell 
  Penetration, Lingering Spell*, Persistent Spell*, Quicken Spell, 
  Scribe ScrollB, Selective Spell, Spell Focus (transmutation) B, 
  Spell PenetrationB, Still Spell, Widen Spell
  Skills Bluff +14, Diplomacy +13, Intimidate +14, Knowledge 
  (arcana) +19, Knowledge (history) +19, Knowledge (local) 
  +19, Knowledge (planes) +19, Linguistics +19, Perception +12 
  (non-sight related), Sense Motive +12, Spellcraft +19
  Languages Aklo, Common, Draconic, Elf, Goblin, Infernal
  SQ arcane bond (none current), change shape (15 rounds, 
  beast shape III or elemental body II), physical enhancement 
  (Dex +3)
  Combat Gear staff of transmutation; Other Gear +2 dagger, 
  spell book, pouch of very mild tobacco (1 lb, worth 20 gp), 
  spell component pouch
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  0701 Haunted Vale: 
  A deep valley in the mountains here appears to be haunted. A gang of 
  seven air mephitis uses their powers to cause an old coffin to rise up 
  and spin around, all while making terrible shrieks and groans. Legend 
  says that the evil spirit here can be propitiated by throwing an offering of 
  wineskins into the vale.
  AIR MEPHITS (7)  
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Mephit, Air”)
  0822 Two Faces of Evil: 
  A trail that runs south through this hex is guarded by a two-headed 
  troll called Korog. Korog protects two caves set about 100 ft. above 
  him in the side of the mountain. Both are carved in the image of troll 
  faces, one having a gaping mouth of fangs, the other a round mouth that 
  “vomits” a rust-colored waterfall down the slope and into a pool that feeds 
  a subterranean river that eventually flows into the river at [Area 0620].
  KOROG  
  CR 7
  XP 3,200
  hp 95 (The Tome of Horrors Complete 615, “Troll, Two-Headed”)
  [A] This chamber consists of two wide passages that meet in a circular 
  chamber with a 30 ft. high ceiling. There is a locked iron door on either 
  end of the room (DC 20 Disable Device to open). Flanking both doors 
  there are bas-reliefs of trolls with open mouths. The floor of the circular 
  chamber is clad in blocks of polished amber. The walls in the circular 
  chamber are also polished very smooth. When the amber blocks are trod 
  upon, the bas-reliefs emit powerful streams of scorching wind (no save or 
  trap detection). These winds meet in the center and turn into a whirlwind 
  (30 ft. high, 1d6+6 plus 1d4 heat damage/round, DC 15). 
  [B] The walls of this cross-shaped chamber are carved in bas-reliefs of 
  bowing trolls. At the center of the chamber there is a pool that bubbles and 
  spits, with each drop of liquid that hits the floor taking the form of a small 
  insect and scurrying away towards a crack or crevice in the bas-reliefs. 
  hex crawl chronicles
  
  15
  The troll hills
  
  16
  One can just make out, through the viscous, ochre-colored water in the 
  pool a winding stair leading down to the bottom. At the bottom of the pool 
  there is a 10 ft. tall pocket of air. Moving through the waters is safe for 
  trolls and other creatures that can regenerate damage. Other beings must 
  make a successful DC 20 Fortitude save or be mutated by the water:
  D12
  Mutation
  1–2
  Forearm separates at elbow into two forearms  
  (–1 to Dexterity)
  3–4
  Foreleg splits into two forelegs (–1 to Dexterity,  
  –10 ft. movement)
  5–6
  Skin develops thick callouses (+1 natural armor bonus )
  7
  Multiple muscle layers (+1 to Strength)
  8
  Shortened tendons  (+10 ft. movement)
  9
  Redundant vital organs (+1 Constitution)
  10
  Third leg (–1 Dexterity, +10 ft. movement)
  11
  Third arm underneath existing arm
  12
  Second head (+1 Intelligence; 50% chance it is Evil-
  aligned)
  All mutations that obviously alter the person’s body reduce their 
  Charisma by 3 points. No ability modification can reduce an ability score 
  below 3 or above 18. At the bottom of the room there is a locked iron door 
  that vibrates and hums.
  [C] This hexagonal room has a raised platform in its center. There are 
  three triangular, phosphorescent stones set into the ground around the 
  central platform. The walls of the central platform have phosphorescent 
  hand prints on them (marked with arrows on the map). Ladders allow one 
  to access the top of the platform. In the center of the platform there is a 3 
  ft. wide pit lined with phosphorescent stone. A chain ending in a metal disc 
  and attached to a winch allow people to be lowered easily into the pit. Once 
  a person or animal is in the pit, the platform’s magic can be activated by 
  three arcane casters touching their hands to the hand prints on the platform. 
  This creates clones of the person or creature in the pit, which appear on the 
  triangular stones. One of these clones is always lawful in alignment, and 
  over-zealously so. Another is neutral and obsessed with one of three things: 
  Food, gold or romance. The third is always chaotic and very sneaky. The 
  chaotic clone wants to kill the original creature and replace it.
  [D] Climbing up to the “vomiting” mouth is highly dangerous. The 
  rocks are slippery (DC 30 Climb check), and there is no way to enter the 
  cavern (except perhaps by the use of a fly spell) that does not involve 
  entering the falling water and pulling oneself up through the torrent into 
  the cavern beyond. This requires a DC 25 Climb check. A failure indicates 
  a plunge down the waterfall for 6d6 points of damage. 
  The cavern is Y-shaped and composed entirely of glass. A stream flows 
  through it, originating at a second waterfall that plunges from a small 
  crack in the cavern wall 20 ft. above the floor. The room is unusually 
  hot and steamy, and the glass walls are hot to the touch. A small, old 
  red dragon named Ronodelis relaxes in the warm, soothing waters. 
  His treasure is hidden behind the second waterfall in a shallow cave. 
  Ronodelis does not appreciate company, but he is wily enough to engage 
  people in conversation that he might lure them within range of his fiery 
  breath. There is a 55% chance he is sleeping inside his treasure chamber 
  when people enter the cavern.
  RONODELIS 
   
  CR 17
  XP 102,400
  CE Huge dragon (fire) (Pathfinder Roleplaying Game 
  Bestiary, “Chromatic Dragon, Red, Old“)
  Init –1; Senses dragon senses, smoke vision; Perception +26
  Aura fire (10 ft., 1d6 fire), frightful presence (240 ft., DC 24) 
   
  AC 33, touch 6, flat-footed 33 (-1 Dex, +27 natural, –3 size)
  hp 283 (21d12+147)
  Fort +19, Ref +11, Will +17
  DR 10/magic; Immune fire, paralysis, sleep; SR 28
  Weaknesses vulnerability to cold 
   
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +30 (2d8+16/19–20), 2 claws +29 (2d6+11), 2 
  wings +24 (1d8+5), tail slap +24 (2d6+16)
  Ranged touch +20 (by spell)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (60 ft. cone, DC 29, 16d10 
  fire), crush (Small creatures, DC 27, 2d8+16), manipulate 
  flames
  Spell-Like Abilities (CL 21st) 
  At will—detect magic, pyrotechnics (DC 16), suggestion (DC 
  17), wall of fire (DC 19)
  Spells Known (CL 11th; melee touch +30, ranged touch +17)
  5th (4/day)—fire snake (DC 19), teleport 
  4th (7/day)—greater invisibility, lesser globe of invulnerability, 
  stoneskin 
  3rd (7/day)—draconic reservoir*, fireball (DC 17), lightning 
  bolt (DC 17), vampiric touch 
  2nd (7/day)—acid arrow, bear’s endurance, mirror image, 
  scorching ray, spider climb 
  1st (7/day)—break (DC 15), mage armor, magic missile, 
  protection from good, shield
  0 (at will)—arcane mark, bleed (DC 14), detect magic, 
  mage hand, message, open/close, read magic, resistance, 
  spark 
   
  Str 33, Dex 8, Con 25, Int 18, Wis 20, Cha 18
  Base Atk +21; CMB +35; CMD 44 (48 vs. trip)
  Feats Ability Focus (breath weapon), Awesome Blow, 
  Combat Casting, Flyby Attack, Hover, Improved Bull Rush, 
  hex crawl chronicles
  
  17
  Improved Critical (bite), Improved Vital Strike, Power Attack, 
  Vital Strike, Weapon Focus (bite) 
  Skills Appraise +24, Bluff +24, Diplomacy +24, Fly +12, 
  Intimidate +25, Knowledge (arcana) +24, Knowledge 
  (history) +25, Knowledge (local) +25, Perception +26, Sense 
  Motive +26, Spellcraft +24, Stealth +19
  Languages Common, Draconic, Dwarven, Giant, Orc 
   
  Manipulate Flames (Su) An old or older red dragon can 
  control any fire spell within 10 feet per age category of the 
  dragon as a standard action. This ability allows it to move 
  any fire effect in the area, as if it were the caster. This ability 
  also allows it to reposition a stationary fire effect, although 
  the new placement must be one allowed by the spell. 
  Finally, for 1 round following the use of this ability, the dragon 
  can control any new fire spell cast within its area of control, 
  as if it were the caster. It can make all decisions allowed to 
  the caster, including canceling the spell if it so desires. 
  Smoke Vision (Ex) A very young red dragon can see 
  perfectly in smoky conditions (such as those created by 
  pyrotechnics).
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  [E] Beyond the cavern of glass, down a short flight of stairs, there is 
  a long, rectangular room of glass bricks. On one wall there are six iron 
  doors, not unlike those of an oven. Inside these doors, which are easily 
  opened, there are the skeletons of malformed humanoids, each one with 
  a ruby cast to its bones. If exposed to the air, these creatures flame into 
  “life” as burning skeletons.
  BURNING SKELETONS 
   
  CR 1/2
  XP 200
  NE Medium undead (Pathfinder Roleplaying Game Bestiary 
  “Skeleton, Variant”)
  Init +6; Senses darkvision 60 ft.; Perception +0
  Aura fiery aura (1d6)
   
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 
  natural)
  hp 5 (1d8+1)
  Fort +1, Ref +2, Will +2
  DR 5/bludgeoning; Immune fire, undead traits
  Vulnerability cold
   
  Speed 30 ft.
  Melee 2 claws +2 (1d4+2 plus 1d6 fire)
   
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12
  Base Atk +0; CMB +2; CMD 14
  Feats Improved InitiativeB
  SQ fiery death (DC 11)
   
  Fiery Aura (Ex) Creatures adjacent to a burning skeleton 
  take 1d6 points of fire damage at the start of their turn. 
  Anyone striking a burning skeleton with an unarmed strike or 
  natural attack takes 1d6 points of fire damage.
  Fiery Death (Su) A burning skeleton explodes into a burst of 
  flame when it dies. Anyone adjacent to the skeleton when it 
  is destroyed takes 1d6 points of fire damage. A DC 11 Reflex 
  save halves this damage.
  [F] Between the weird cloning chamber and the gallery of exploding 
  bones there is an octagonal chamber that holds the study of the ancient 
  wizard Frumm. Frumm was a weird old coot who discovered these 
  abandoned chambers ages ago and moved in to work on perfecting the 
  magical cloning process. Each wall of this room is covered with shelves of 
  books, scrolls and the odds and ends that a great wizard collects over his 
  long life. Two ladders, one 15 ft. long, the other 30 ft. long, lean against 
  these walls. The books in the room are arcane in their scope, and each one 
  (there are 300 in all) has a 1% chance of holding a piece of information 
  needed by a researcher into the subjects of general magic, cloning, hybrid 
  creatures, alchemy or the creation of homunculi (add a +5 insight bonus 
  to an appropriate Knowledge skill). Attempting to remove a book or scroll 
  from the room triggers a magical trap, as a thick chain attached to a 
  manacle suddenly materializes on the thief’s right ankle (no Reflex save, 
  +25 CMB attack). The other end of the chain is embedded in the stone 
  floor. If the book is replaced on the shelf where it was found, the chain 
  dematerializes. Three rounds after the chain appears, the person must pass 
  a DC 20 Reflex save or the manacle twists suddenly, breaking their ankle 
  and inflicting 4d6 points of damage.  The chain is unbreakable.
  MAGICAL CHAIN TRAP 
   
  CR 4
  XP 1,200
  Type magical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect +25 CMB check (grapple, 3 rounds later DC Reflex 
  save to negate damage)
  0901 Gundur: 
  Gundur is a village of 70 dwarves dug into a low, forested mountain in 
  the manner of a beehive. Like most dwarves of the Troll Hills, they keep 
  goats and bees, but these dwarves also cultivate fungal gardens in hidden 
  caves. The dwarves have long since played out their silver mines here, 
  and their deeply creased faces point to the quantity of lead they pulled 
  out alongside the silver. They are now a dwindling population, as younger 
  dwarves have left the community for the human settlements to the north 
  to work as masons, miners and smiths. Those who remain are getting 
  older; there are only three children in the entire community. The oldsters 
  are veteran warriors  who spend their days drinking, telling stories of the 
  old days, carving little stone toys and ornaments and, once in a while, 
  practicing with their weapons. They are very fond of tobacco, but have 
  been cut off from the outside world since the petty trolls began making 
  trouble.
  GUNDUR DWARVES 
   
  CR 1
  XP 400
  Male dwarf warrior 2
  CN Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +1
   
  AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2 
  shield)
  hp 19 (2d10+6 plus 2)
  Fort +6, Ref +0, Will –1
  Defensive Abilities defensive training, hardy 
   
  Speed 15 ft.
  Melee dwarven waraxe +5 (1d10+2/x3)
   
  Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 8
  Base Atk +2; CMB +4; CMD 14 (18 vs. bull rush or trip)
  Feats Weapon Focus (dwarven waraxe)
  Skills Perception +1, Profession (farmer) +6
  Languages Common, dwarf
  Gear chainmail, heavy steel shield, dwarven waraxe, holy 
  symbol
  0910 Troll Mound: 
  A field here holds many clay mounds that are shaped like piles of 
  writhing arms, legs and heads. These mounds are something like totem 
  poles to the trolls. If anointed with troll blood, a pile splits to reveal a 
  sloped shaft that leads into a long cavern filled with charred troll corpses. 
  The place is a dumping ground for dead troll shamans, who are burned 
  by the trolls to lock their often vengeful spirits inside their bodies. These 
  corpses retain a malevolent intelligence that burns and hates and infuses 
  others with that hate, possessing them and turning them into berserkers 
  (targets gain a +2 circumstance bonus on all attack rolls, damage rolls 
  and saves while possessed). A DC 20 Will save is permitted to avoid the 
  The troll hills
  
  18
  hatred, but if failed the person flies into a foaming rage and attacks his 
  fellows for 1d6 rounds. Within each corpse there is a bloodstone – actually 
  the petrified heart of the troll shaman. Each bloodstone is worth 1d6 x 30 
  gp and is sought after by alchemists and wizards for use in their potions 
  and researches.
  1007 Fat Anya: 
  A ruined village of the ancient men composed of blue glass is spread 
  out here over three hills, with a dry canal running between the hills. Several 
  glass boats rest in this gully. Most of the buildings here are simple homes, 
  but one larger building holds a library of books that are so dry and fragile 
  that even touching one can turn it into a pile of dust (DC 35 Acrobatics or 
  Sleight of Hand check to handle safely). The books are in the language of 
  the ancient men and cover a wide variety of subjects. The library entrance 
  is flanked by two statues of sphinxes with owl faces and lion bodies. One 
  portal in the library gives access to a staircase to the library cellar, which 
  holds more books and the lair of the hag called Fat Anya. Fat Anya is a 
  rotund hag with pendulous breasts, a grimy, shapeless dress, blue-black 
  hair, long, dirty finger nails and a face that is sunken in and porcine. Fat 
  Anya is now dwelling at Little Rock [Area 3311] with her sisters. She 
  has trapped her lair with a fire glyph located inside a large, thick tome 
  that is opened to a page containing diagrams explaining the workings of 
  ancient man technology. The very next page holds the glyph, which, if 
  read, explodes and sets the remaining books in the cellar ablaze.
  GLYPH OF WARDING TRAP 
   
  CR 3
  XP 800
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger location; Reset none
  Effect spell effect (glyph of warding, 5d8 fire damage and 
  combustion, DC 13 Reflex for half); multiple targets (all 
  targets in a 5 ft. spread)
  1013 Primordial Lake: 
  The witchmen and trolls alike call this lake Mother, for they believe 
  it to be source of all life. The gods, they say, formed man and animals 
  from the clay on the shores of the lake. They baked them in the warmth of 
  the newborn Sun and breathed life into them here, setting them loose to 
  explore the world. The clay of the lake is, in fact, magical. Any figure that 
  is well crafted in the image of another can be turned into a simulacrum of 
  that person, without their memories or abilities. The clay must be dried in 
  the sun over three days’ time and then the maker must breath a portion of 
  their life into the figure, sacrificing one of their levels to give the figure one 
  Hit Dice (GM to determine exact details based on individual campaigns).
  1018 Troglodytes: 
  A narrow cave that spits out boiling vapor at a regular interval (every 
  125 minutes) leads to a series of limestone caves inhabited by a tribe 
  of 40 troglodytes. The troglodytes dwell in the warm, humid caverns, 
  cultivating their slimes and jellies (they seem to be immune to their 
  acids) and raiding the surface for sweeter cuts of meat when they find the 
  opportunity. The troglodytes have blue scales striped with bilious green. 
  They carry a hodge-podge of crude and borrowed weapons and have 
  hide shields. The caverns are littered with industrial grade diamonds (one 
  could collect about 1d4 x 100 gp worth with a day’s labor). The largest 
  cavern in the complex is their temple. The back wall has been carved into 
  a crude representation of a reptilian with a skull face and long claws. The 
  idol is covered in dried blood and is worshipped by a witchdoctor called 
  Cthothacho. Before the idol there is a sky sledge of the ancient men that 
  has been repurposed as an altar. It is also covered in dried blood and the 
  surface is heavily scratched, but it is in working condition. A lightning 
  bolt directed at the machine energizes it for 1d4 hours per die of damage. 
  It can travel up to three hexes per hour, but will give out suddenly. Starting 
  the device with a lightning bolt ruins it for future use after it runs down.
  TROGLODYTES (40) 
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Troglodyte”)
  CTHOTHACHO 
   
  CR 8
  XP 4,800
  Male troglodyte adept 9 (Pathfinder Roleplaying Game 
  Bestiary, “Troglodyte”)
  CE Medium humanoid (reptilian)
  Init +0; Senses darkvision 90 ft.; Perception +5
  Aura stench (30 ft., DC 13, 10 rounds)
   
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 63 (2d8+9d6+22)
  Fort +10, Ref +3, Will +11
   
  Speed 30 ft.
  Melee 2 claws +6 (1d4+1), bite +6 (1d4+1)
  Spells Prepared (CL 9th; 4/4/3/1; DC 13 + spell level; melee 
  touch +6, ranged touch +5)
   
  Str 12, Dex 10, Con 14, Int 8, Wis 17, Cha 13
  Base Atk +5; CMB +6; CMD 15
  Feats Alertness, Great Fortitude, Improved Iron Will, Iron 
  Will, Skill Focus (Knowledge [local]), Skill Focus (Knowledge 
  [religion])
  Skills Handle Animal +5, Knowledge (local) +7, Knowledge 
  (relirion) +7, Perception +5, Sense Motive +5, Spellcraft +4, 
  Stealth +6 (+10 in rocky areas), Survival +8; Racial Modifiers 
  +4 Stealth (+8 in rocky areas)
  Languages Draconic
  SQ summon familiar (none currently)
  1106 Bridge over the River Wide: 
  The river here is about 300 ft. wide and spanned by a bridge that allows 
  boats up to 30 ft. tall to pass through. Lurking in the supports is a troll 
  called Yovern. Bored with its life, it gladly leaves travelers unharmed in 
  return for a story or song, unless it is hungry (1 in 6 chance), in which case 
  it will demand a horse or two humanoids as a toll.
  YOVERN 
   
  CR 5
  XP 1,600
  hp 73 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  1203 Powwow: 
  Thirty golden men are having a powwow here around a trio of tall 
  poles surmounted by busts of their gods of Life, Death and Time. Of the 
  thirty men, five are powerful shamans among the golden men, the others 
  are their retinues. Each shaman hails from a different tribe, most of them 
  from the savannah beyond the mountains. Leather tents surround the 
  powwow site. The three posts are 20 ft. tall and about 3 ft. in diameter. 
  They are placed at the center of a flat mound about ten feet apart from 
  one another. The shamans dance and chant around and through this 
  assemblage of deific might, casting colored pebbles at the things and then, 
  every so often, falling to their knees to read the stones for signs.
  The poles do not tolerate the presence of strangers who have not been 
  blessed by the shamans and anointed with the blood of a hawk (on their 
  belly), dove (on their chest) and deer (on their forehead). The poles can 
  animate and move as though made of rubber, clubbing people or grappling 
  and constricting them. The heads atop the poles can swallow people, sending 
  them to a chamber beneath the hill where a blue savant is imprisoned. The 
  blue savant is a rotund man in a loincloth and poncho of cloth-of-silver. 
  He looks to be a gap-jawed fool, with stark, white hands and a lolling 
  white tongue. Despite his appearance, he is intelligent and cunning and can 
  communicate with people by touching his fingers to their temple.
  TOTEM POLES (HUGE WOOD GOLEMS) 
   
  CR 8
  XP 4,800
  N Huge construct (Pathfinder Roleplaying Game Bestiary, 
  “Golem, Wood”)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
   
  AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
  hex crawl chronicles
  
  19
  hp 84 (8d10+40)
  Fort +2, Ref +3, Will +5 
  DR 5/adamantine; Immune construct traits, magic
  Weaknesses vulnerable to fire
   
  Speed 0 ft. (immobile)
  Melee 2 slams +18 (4d8+12 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks splintering, swallow whole (moved into the 
  blue savant’s chamber, AC 15, 8 hp)
   
  Str 34, Dex 13, Con —, Int —, Wis 17, Cha 1
  Base Atk +8; CMB +22 (+26 to grapple); CMD 33 (can’t be 
  tripped) 
   
  Immunity to Magic (Ex) A totem pole is immune to any 
  spell or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the Fire 
  descriptor, which affect it normally. In addition, certain spells 
  and effects function differently against the creature, as 
  noted below.
  Warp wood or wood shape slows a totem pole (as the 
  slow spell) for 2d6 rounds (no save).
  Repel wood deals 2d12 points of damage to it (no save).
  A magical attack that deals cold damage breaks any 
  slow effect on the golem and heals 1 point of damage for 
  every 3 points of damage the attack would otherwise deal. 
  If the amount of healing would cause the golem to exceed 
  its full normal hit points, it gains any excess as temporary hit 
  points. A totem pole gets no saving throw against attacks 
  that deal cold damage.
  Splintering (Su) As a free action once every 1d4+1 rounds, 
  a totem pole can launch a barrage of razor-sharp wooden 
  splinters from its body in a 40-foot-radius burst. All creatures 
  caught within this area take 8d6 points of slashing damage 
  (Reflex DC 14 halves). The save DC is Constitution-based.
  Swallow Whole (Ex) A creature swallowed by totem pole 
  takes no damage, but is instead sent down a passage into 
  the chamber beneath the hill where the blue savant (see 
  below) is imprisoned.
  BLUE SAVANT 
   
  CR 4
  XP 1,200
  N Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +15
   
  AC 19, touch 17, flat-footed 16 (+4 deflection, +2 Dex, +1 
  dodge, +2 natural)
  hp 52 (5d10+25)
  Fort +10, Ref +10, Will +15; +2 vs. mind-affecting effects
  Defensive Abilities eerie grace; DR 5/—; Immune disease, 
  electricity, fire, poison; SR 15
   
  Speed 40 ft.
  Melee slam +9 (1d4+4 plus poison)
  Special Attacks poison
   
  Str 16, Dex 14, Con 20, Int 20, Wis 25, Cha 18
  Base Atk +5; CMB +8; CMD 25 
  Feats Dodge, Mobility, Weapon Focus (slam)
  Skills Bluff +12, Knowledge (arcana) +14, Knowledge 
  (history) +14, Knowledge (local) +14, Knowledge (planes) 
  +14, Knowledge (religion) +14, Perception +15, Sense Motive 
  +15, Spellcraft +13; Racial Modifiers +5 Knowledge (all)
  Languages Abyssal, Aklo, Celestial, Common, Infernal, 
  Sylvan; telepathy (touch)
  SQ savant
   
  Eerie Grace (Ex) A blue savant adds its Charisma modifier as 
  a deflection bonus to its AC and all saving throws.
  Poison (Ex) Blue plague; type disease, injury; save Fortitude 
  DC 17; onset 1 day; frequency 1/day; effect 1d4 Con 
  damage and target is fatigued; cure see The Blue Plague, 
  above
  Savant (Ex) A blue savant adds its HD as a racial bonus to all 
  Knowledge skills and Spellcraft. Those skills are always class 
  skills for a blue savant.
  GOLDEN MEN (30) 
   
  CR 3
  XP 800
  CN male human barbarian 4
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 40 (4d12+8 plus 4)
  Fort +6, Ref +3, Will +1 
  Melee long dagger +6 (1d4+3/19–20)
  Ranged knobkerrie +7 (1d6+2)
  Spell-Like Abilities
  At will–charm monster (mammals only, DC 16), speak with 
  animals (mammals only)
  Str 15, Dex 15, Con 14, Int 7, Wis 10, Cha 14
  Base Atk +4; CMB +6; CMD 18
  Gear Leather armor, long daggers (+1 damage), knobkerries
  TRIBAL SHAMANS 
   
  CR 11
  XP 12,800
  N male human druid 12
  AC 12, touch 10, flat-footed 2 (+2 armor)
  Fort +9, Ref +4, Will +12
  hp 110 (15d8+15 plus 15)
  Melee +2 club +11/+6 (1d6+2) 
  Spells Prepared (CL 12th; 4/5/5/5/4/3/2; DC 14 + spell level; 
  melee touch +9, ranged touch +9)
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +9; CMB +9; CMD 19
  Gear Leather armor (in the form of hides and furs), +2 club, 
  holy symbol
  1220 Hekatonkheires: 
  A hundred-handed horror lurks in the mountains. Spawned ages ago 
  by the land to deal with the ancient men and their matrix, it was defeated 
  by the blue savants and forced to retreat into the mountains to slumber. 
  The horror is still weak from its exposure to the energies of the blue 
  savants. The trolls regard him as their god of death, and leave offerings of 
  prisoners and prey before his cave. The creature might awaken briefly to 
  take these offerings, as it slowly regains its strength for a final assault on 
  the humans of the Troll Hills.
  HEKATONKHEIRES 
   
  CR 24
  XP 1,230,000
  hp 5,160 (Pathfinder Roleplaying Game Bestiary 2, “Titan, 
  Hekatonkheires”)
  1312 Jenny o’ the Green: 
  Jenny o’ the Green (also known as Jen Green to the locals) dwells just 
  beyond a swiftly flowing stream crossed by a partially collapsed bridge. 
  Jenny’s lair is a domed building with thick, undulating columns and steps. 
  Inside there is an ancient art gallery, the art all being damaged and smeared 
  with filth. Gargoyles that look like men with long, tubular arms and legs 
  and faces that suggest a nightmarish elephant lurk on a wide shelf that 
  runs along the bottom of the dome, which is painted bright yellow. These 
  five gargoyles serve Jenny, a hag with green skin, long legs, bony hips, 
  long arms that drag on the ground when she walks and stark white hair 
  that looks like a rat’s nest.  Jenny dwells in a pit she has dug in the floor 
  of the gallery and lined with rushes and leaves. Inside her pit there is a 
  wooden cabinet with ten drawers, each one locked (DC 12 Disable Device 
  check to open). Each drawer (save one) holds a glass marble composed of 
  swirling colors. These marbles cause a tingling sensation in one’s finger 
  tips. If thrown against a surface and shattered (hardness 0, 1 hp), the 
  marble causes a break down in physical laws per the following table:
  The troll hills
  
  20
  Roll
  Effect
  1
  Gravity in a 1d4 x 5 ft. radius is reversed
  2
  Time in a 1d3 x 5 ft. radius stops flowing for those 
  within the radius (i.e. they are frozen) for 1d4 rounds.
  3
  Space rolls and cracks, switching the positions 
  (randomly) of all creatures in a 1d2 x 10 ft. radius.
  JENNY O’ THE GREEN 
   
  CR 10
  XP 9,600
  Female green hag warrior 5 (Pathfinder Roleplaying Game 
  Bestiary, “Green Hag”)
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 90 ft.; Perception +18
   
  AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
  hp 88 (9d10+5d10+9)
  Fort +13, Ref +10, Will +8
  SR 19
   
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +18 (1d4+4 plus weakness)
  Spell-Like Abilities (CL 9th)
  Constant—pass without trace, tongues, water breathing
  At will—alter self, dancing lights, ghost sound (DC 10), 
  invisibility, pyrotechnics (DC 11), tree shape, whispering wind
   
  Str 19, Dex 16, Con 18, Int 15, Wis 13, Cha 8
  Base Atk +14; CMB +18; CMD 31
  Feats Alertness, Blind-Fight, Combat Casting, Great 
  Fortitude, Power Attack, Vital Strike, Weapon Focus (claws)
  Skills Bluff +10, Disguise +10, Knowledge (arcana) +11, 
  Perception +18, Sense Motive +12, Stealth +18, Swim +20
  Languages Aklo, Common, Giant
  SQ mimicry
   
  Weakness (Su) A green hag’s claws sap strength from 
  those she strikes. Each time a green hag hits a foe with her 
  claw attack, the victim takes 2 points of Strength damage 
  unless he resists the weakness with a DC 13 Fortitude save. 
  Alternatively, a green hag can attempt to inflict even 
  greater weakness on a foe by making a touch attack—
  this variant requires a standard action, and cannot be 
  attempted in the same round the hag makes claw attacks. 
  The opponent touched must succeed on a DC 13 Fortitude 
  save or take 2d4 points of Strength damage. The save DC is 
  Charisma-based.
  Mimicry (Ex) A green hag can imitate the sounds of almost 
  any animal found near its lair.
  GARGOYLES (5)  
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Gargoyle”)
  1422 Fire Trolls: 
  In a charred cave, five fire trolls dance around pits of charcoal where fire 
  leaps into the air. Slaves covered in soot tend these fires, which the trolls 
  use to make troll-sized weapons – a valuable skill among creatures who 
  normally cannot tolerate the touch of fire. These weapons are traded to other 
  tribes by bands of petty trolls. The slaves cough and wheeze, and when they 
  grow tired they fall into the fires and are roasted for the trolls’ supper. The 
  largest troll rules over his brothers, who resent him and would see him 
  undone had they the courage to defy their mother, the hag Black Bess [Area 
  1510]. He dwells in an adjacent cave scattered with ashes. Here, he keeps 
  the clan treasure (12,630 sp, 5,390 gp and a large amber worth 800 gp) and 
  his person treasure, an exotic dancing girl from the southern city-state of 
  Crescentium. Her pale skin is now mottled with soot, her silver-blond hair 
  streaked with ash, her eyes red from the acrid fumes and her own tears. She 
  wears chains forged by the trolls and secured into the walls with iron spikes.
  FIRE TROLL (5)       
  CR 6
  XP 2,400
  hp 63 (The Tome of Horrors Complete 722 “Flame-Spawned 
  Template”)
  COMMON SLAVES 
   
  CR 1/3
  XP 135
  Male and female human commoner 1
  N Medium humanoid (human)
  Init –1; Perception +3 
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 4 (1d6+1)
  Fort +1, Ref –1, Will –1 
   
  Speed 30 ft.
  Melee unarmed strike +1 (1d3+1) 
   
  Str 12, Dex 9, Con 12, Int 10, Wis 8, Cha 11
  Base Atk +0; CMB +2; CMD 11
  Feats Endurance, Skill Focus (Profession)
  Skills Knowledge (history) +1, Perception +3, Profession (any 
  one) +6
  Languages Common
  CAPTURED EXOTIC DANCER 
   
  CR 1/3
  XP 135
  Female human commoner 1
  N Medium humanoid (human)
  Init +3; Perception +2 
   
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 4 (1d6+1)
  Fort +1, Ref +3, Will +0 
   
  Speed 30 ft.
  Melee unarmed strike –1 (1d3–1) 
   
  Str 8, Dex 17, Con 12, Int 10, Wis 11, Cha 16
  Base Atk +0; CMB +2; CMD 11
  Feats Skill Focus (Profession)
  Skills Knowledge (local) +1, Perception +2, Profession 
  (dancer) +7, Sleight of Hand +4
  Languages Common
  1503 Bear Goddess: 
  There is a valley here with gold-flecked stones, a pleasant, babbling stream 
  and tall pine trees that keep is shrouded in a perpetual shade. The entrance 
  to valley is blocked by a steel gate, the central bars of which are etched with 
  warnings that this valley is sacred to the Bear Mother and not to be disturbed. 
  The gate is not locked. About one mile past the gate there is a shrine on the 
  east side of the brook. The shrine is made from pine and carved to represent 
  tiny black bears dancing around a much larger bear – presumably the bear 
  mother. An offering plate carved from hematite sits before the idols. It holds 
  a few acorns and a bit of honeycomb. Another vessel, carved from stone and 
  painted with wise bear faces holds cool holy water. A few moments after 
  travelers enter the shrine or pass it, a wrinkled old man in a bearskin coat 
  will appear on the road, a staff in his hands. The man has striking blue eyes 
  and a mane of red hair that flows seamlessly into his beard. “This valley,” he 
  will proclaim, “is off limits. Turn back in peace.” As he speaks these words, 
  twelve black bears will make their presence known in the woods around the 
  travelers. The man, Kromog, is a werebear, but his companions are not.
  Further into the valley there is a massive cave – almost a natural 
  amphitheater, but deeper – in which a massive idol of the Bear Goddess 
  has been carved. Her priests, there are ten in all, are werebear druids 
  who dwell in smaller caves located near this central temple. Offerings of 
  food and flowers are made here, as well as ritual combats to drive away 
  winter (in the form of a female warrior dressed in white) in the Spring. 
  The werebears claim that the Bear Goddess lived here before the ancient 
  men walked in the Troll Hills and will persist after their final extinction. 
  hex crawl chronicles
  
  21
  A secret door (DC 20 Perception check to notice) in their great 
  temple located behind the bear idol’s right eye leads into a complex of 
  granite caves that delve deep into the earth. Here, the ancient priests and 
  priestesses of the temple “hibernate” as mummies. Other strange things 
  walk these caverns as well, including all manner of oozes and vermin and 
  a few more powerful fey creatures that were driven into these caves by the 
  ancient men and still harbor a deep hatred towards them. 
  The werebears of the valley fear the trolls and fight them constantly to 
  preserve the valley, for the trolls represent nature in its most violent and 
  frightening aspect. They also hate the ancient men, with whom they share 
  blood, for their own ancient excesses. Of the witchmen and elves they 
  know little, but their default position is one of disdain. The dwarves they 
  know well. Dwarves sometimes come to the shrine to leave offerings of 
  peace and ask the druids for help.
  BLACK BEARS (12) 
   
  CR 3
  XP 800
  N Medium animal (Pathfinder Roleplaying Game Bestiary 
  “Bear, Grizzly”, “Young”)
  Init +3; Senses low-light vision, scent; Perception +6
   
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 32 (5d8+10)
  Fort +6, Ref +7, Will +2
   
  Speed 40 ft.
  Melee 2 claws +6 (1d4+3 plus grab) and bite +6 (1d4+3)
   
  Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +7 (+11 to grapple); CMD 19 (23 vs. trip)
  Feats Diehard, Endurance, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +12; Racial Modifiers 
  +4 Swim
  KROMOG, WEARBEAR DRUID, HUMAN FORM 
  CR 13
  XP 25,600
  Male human natural werebear druid 12 (Pathfinder 
  Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
  NG Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +12
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 112 (12d8+36 plus 12)
  Fort +13, Ref +5, Will +16
  Defensive Abilities resist nature’s lure; Immune venom
   
  Speed 30 ft.
  Melee unarmed strike +11 (1d3+2)
  Spells Prepared (CL 12th; 4/6+1/6+1/5+1/4+1/4+1/3+1; 
  melee touch +11, ranged touch +10)
  Domain Animal
   
  Str 14, Dex 12, Con 16, Int 14, Wis 22, Cha 16
  Base Atk +9; CMB +11; CMD 22
  Feats Alertness, Combat Casting, Diehard, Endurance, 
  Great Fortitude, Iron Will, Natural Spell
  Skills Diplomacy +6, Fly +7, Handle Animal +3, Heal 
  +15, Knowledge (geography) +12, Knowledge (local) 
  +6, Knowledge (nature) +15, Knowledge (religion) +11, 
  Perception +12, Sense Motive +9, Survival +16, Swim +8
  Languages Common, Druidic, Sylvan
  SQ animal companion (none currently), change shape 
  (human, hybrid or bear; polymorph), lycanthropic empathy 
  (bears and dire bears), nature bond (Animal domain), 
  nature sense, speak with animals (15 rounds/day), trackless 
  step, wild empathy (+15), wild shape (5/day, beast shape III, 
  elemental body IV, plant shape III), woodland stride
  KROMOG, WEARBEAR DRUID, HYBRID FORM 
  CR 13 
  XP 25,600
  Male human natural werebear druid 12 (Pathfinder 
  Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
  NG Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +12
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 124 (12d8+48 plus 12)
  Fort +14, Ref +5, Will +16
  Defensive Abilities resist nature’s lure; DR 10/silver
   
  Speed 30 ft.
  Melee claw +14 (1d6+3 plus curse of lycanthropy) and bite 
  +14 (1d6+4 plus grab)
  Spells Prepared (CL 12th; 4/6+1/6+1/5+1/4+1/4+1/3+1; 
  melee touch +11, ranged touch +10)
  Domain Animal
   
  Str 16, Dex 12, Con 18, Int 14, Wis 22, Cha 16
  Base Atk +9; CMB +12 (+16 to grapple); CMD 23
  Feats Alertness, Combat Casting, Diehard, Endurance, 
  Great Fortitude, Iron Will, Natural Spell
  Skills Diplomacy +6, Fly +7, Handle Animal +3, Heal 
  +15, Knowledge (geography) +12, Knowledge (local) 
  +6, Knowledge (nature) +15, Knowledge (religion) +11, 
  Perception +12, Sense Motive +9, Survival +16, Swim +9
  Languages Common, Druidic, Sylvan
  SQ animal companion (none currently), change shape 
  (human, hybrid or bear; polymorph), lycanthropic empathy 
  (bears and dire bears), nature bond (Animal domain), 
  nature sense, speak with animals (15 rounds/day), trackless 
  step, wild empathy (+15), wild shape (5/day, beast shape III, 
  elemental body IV, plant shape III), woodland stride
  WEARBEAR DRUIDS, HUMAN FORM (10) 
   
  CR 6
  XP 2,400
  Male human natural werebear druid 5 (Pathfinder 
  Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
  NG Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +7
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 32 (5d8 plus 5)
  Fort +6, Ref +2, Will +10
  Defensive Abilities resist nature’s lure
   
  Speed 30 ft.
  Melee unarmed strike +4 (1d3+1)
  Spells Prepared (CL 5th; 4/4+1/3+1/2+1; melee touch +4, 
  ranged touch +4)
  Domain Animal
   
  Str 12, Dex 12, Con 10, Int 14, Wis 18, Cha 13
  Base Atk +3; CMB +3; CMD 14
  Feats Alertness, Great Fortitude, Iron Will, Natural Spell
  Skills Diplomacy +3, Fly +7, Handle Animal +7, Heal 
  +10, Knowledge (geography) +8, Knowledge (local) 
  +3, Knowledge (nature) +10, Knowledge (religion) +8, 
  Perception +7, Sense Motive +7, Survival +12, Swim +7
  Languages Common, Druidic, Sylvan
  SQ animal companion (none currently), change shape 
  (human, hybrid or bear; polymorph), lycanthropic empathy 
  (bears and dire bears), nature bond (Animal domain), 
  nature sense, speak with animals (8 rounds/day), trackless 
  step, wild empathy (+6), wild shape (1/day, beast shape I), 
  woodland stride
  WEARBEAR DRUIDS, HYBRID FORM (10) 
   
  CR 6
  XP 2,400
  Male human natural werebear druid 5 (Pathfinder 
  Roleplaying Game Bestiary 2, “Lycanthrope, Werebear”)
  NG Medium humanoid (human, shapechanger)
  The troll hills
  
  Init +1; Senses low-light vision, scent; Perception +7
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 27 (5d8+5 plus 5)
  Fort +7, Ref +2, Will +10
  Defensive Abilities resist nature’s lure; DR 10/silver
   
  Speed 30 ft.
  Melee claw +5 (1d6+2 plus curse of lycanthropy) and bite +5 
  (1d6+2 plus grab)
  Spells Prepared (CL 5th; 4/4+1/3+1/2+1; melee touch +4, 
  ranged touch +4)
  Domain Animal
   
  Str 14, Dex 12, Con 12, Int 14, Wis 18, Cha 13
  Base Atk +3; CMB +5 (+9 to grapple); CMD 16
  Feats Alertness, Great Fortitude, Iron Will, Natural Spell
  Skills Diplomacy +3, Fly +7, Handle Animal +7, Heal 
  +10, Knowledge (geography) +8, Knowledge (local) 
  +3, Knowledge (nature) +10, Knowledge (religion) +8, 
  Perception +7, Sense Motive +7, Survival +12, Swim +7
  Languages Common, Druidic, Sylvan
  SQ animal companion (none currently), change shape 
  (human, hybrid or bear; polymorph), lycanthropic empathy 
  (bears and dire bears), nature bond (Animal domain), 
  nature sense, speak with animals (8 rounds/day), trackless 
  step, wild empathy (+6), wild shape (1/day, beast shape I), 
  woodland stride
  1507 City of Blue Glass: 
  When the energy matrix of the ancient men went critical, it turned 
  everything within three miles - all the buildings of the city and the 
  streets - into blue glass. The chemical make-up of the plant and animal 
  life was also changed. Where normal plants derive their sustenance 
  from the sunlight, the plants that surrounded the ancient city now drew 
  their sustenance only from the ultraviolet rays of the Sun. The plants 
  turned blue, the bark of the trees blue-black, the fruits a sort of purple. 
  While the humans of the city disappeared, the lower orders of life 
  persisted in an altered state. They were also turned every shade of blue, 
  and could only draw sustenance from the blue plants that surrounded 
  the city.
  The strange blue city, once called Thett, is now occupied by animals 
  (many deer, a few bears and many smaller creatures), the few humanoids 
  and monsters that have succumbed to the blue plague and made it into 
  the ruin before they starved to death and the remaining blue savants. The 
  buildings of the city are largely intact, the glass walls usually being too 
  thick to shatter or wear down easily. The streets are overgrown with blue 
  grasses, weeds and vines. Most of the buildings have been well plundered, 
  but there are many that still hold treasures of the ancient men – silver suits 
  as light as cotton but as tough as mail, weird sledges that supposedly can 
  be made to fly with the proper spells, etc. Glass tubes link the upper stories 
  of these buildings. One building in particular, a great dome, holds many 
  mysteries in its depths, not the least of which is the fabled matrix that still 
  glows with a wan, blue light. If united with the crystal sword in [Area 
  3111], the matrix can once again produce energy as it did, returning the 
  city and land to normal.
  1510 Black Bess: 
  Black Bess is a green hag remarkable for her very dark green skin and 
  golden hair. She dwells in a crooked tree overlooking a mucky bog rife 
  with poisonous fumes that turn one’s skin black and pull the lips back 
  from the teeth. She keeps her treasure, 710 sp, 130 gp, a chrysoberyl worth 
  60 gp and a pearl worth 100 gp worn as a stud in her nose, in various 
  hollow trees in the area. Black Bess spawned the trolls in [Area 1422].
  BOG FUMES 
  Type poison (inhaled); Save Fortitude DC 16
  Frequency 1/minute (continuous)
  Initial Effect 1d4 Cha damage; Cure 2 consecutive saves
  BLACK BESS 
   
  CR 5
  XP 1,600
  hp 58 (Pathfinder Roleplaying Game Bestiary, “Green Hag”)
  1702 Osgilt: 
  Osgilt is a village of about 100 dwarves situated in a vale of hickories. 
  The dwarves live in a ring of dwarf-made mounds that are connected 
  underground by tunnels and also connect to their mines, from which they 
  dig iron ore. The dwarves process some of this ore about two miles away 
  from their village on a slope in clay ovens. They trade the rest of the 
  iron to the ancient men. While the dwarf men work in the mines below, 
  their wives and daughters keep bees, raise goats and tend a garden small, 
  hidden gardens near the village. The honey is used to make a delicious, 
  though quite potent, mead and the dwarf women also know the secret of 
  making dwarven moonshine. They usually have a dozen or so jugs of 
  mead and one or two jugs of moonshine on hand for trade or celebration. 
  The dwarves all dwell in separate mounds in family units – usually 
  a patriarch and matriarch and their two or three children and maybe a 
  dozen grandchildren. Quarters are tight, and not an inch is wasted. Men 
  and women always have a hand axe on their person, and the men keep a 
  crossbow, armor and shield handy. Mine entrances are always within these 
  mound chambers, as each family has their own personal mine radiating 
  out from the village. A stone tetrahedron – their understanding of God – 
  hangs above these entrances from a golden string.
  OSGILT DWARVES 
   
  CR 2
  XP 400
  Male and female dwarf expert 2, warrior 1
  LE Medium humanoid (dwarf)
  Init –1; Senses darkvision 60 ft; Perception +7
   
  AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 17 (2d8+1d10+6)
  Fort +4, Ref –1, Will +4; +2 vs. poison, spells, spell-like abilities
  Defensive Abilities defensive training, hardy
   
  Speed 20 ft.
  Melee handaxe +4 (1d6+1/×3)
  Special Attacks hatred
   
  Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
  Base Atk +2; CMB +3; CMD 12
  Feats Skill Focus (Profession), Weapon Focus (handaxe)
  Skills Intimidate +3, Knowledge (dungeoneering) +5, 
  Perception +7, Profession (any) +10, Stealth +9; Racial 
  Modifiers +2 Perception relating to stonework, +4 Stealth
  Languages Common, Dwarven
  SQ greed, slow and steady, stability, stonecunning
  1711 Injured Elf: 
  An elf hides in a tree top, having escaped an encounter with several trolls 
  with a broken leg. The elf, Archest, is a strapping example of the northern 
  breed, with porcelain skin, curly, auburn hair and violet eyes. He wears a tattered 
  leather coat and has a longbow hanging from an iron spike driven into the tree. 
  Half of a longsword rests in his scabbard and a silver trumpet hangs from a 
  leather belt around his neck. Archest has so far dealt with his injury by wrapping 
  it in the remains of his cloak and by drinking liberally of three clay bottles of 
  dwarven mead. He is mildly drunk (–2 to hit in combat) and desperate for help.
  ARCHEST 
   
  CR 9
  XP 6,400
  Male elf rogue 10
  N Medium humanoid (human)
  Init +5; Senses low-light vision; Perception +15
   
  AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
  hp 57 (10d8 plus 10)
  Fort +3, Ref +12, Will +3; +2 vs. enchantment 
  Defensive Abilities improved evasion, improved uncanny 
  22
  hex crawl chronicles
  
  23
  dodge, trap sense +3; Immune sleep
   
  Speed 30 ft.
  Melee broken longsword +10/+5 (1d4/19–20)
  Ranged longbow +12/+7 (1d8/x3)
  Special Attacks sneak attack +5d6, rogue talent (combat 
  trick [improved feint]), rogue talent (weapon training)
   
  Str 14, Dex 21, Con 11, Int 13, Wis 11, Cha 15
  Base Atk +7; CMB +9; CMD 24
  Feats Combat Expertise, Improved FeintB, Improved Initiative, 
  Point Blank Shot, Precise Shot, Weapon Focus (longsword)B
  Skills Acrobatics +18, Bluff +15, Disable Device +18, Escape 
  Artist +18, Knowledge (local) +14, Perception +15, Sense 
  Motive +13, Sleight of Hand +18, Stealth +18
  Languages Common, Elf 
  SQ trapfinding +5, rogue talent (fast stealth), rogue talent 
  (quick disable)
  Gear leather armor, broken longsword, longbow (no 
  arrows), masterwork thieves tools
  1714 Peggy Blackteeth: 
  Peggy Blackteeth is a mountain hag shaped like an ogress with black 
  teeth and burnished, crimson skin. Her hair is stark white and stretches 
  down to her ankles in long braids. Peggy Blackteeth spawned the petty 
  trolls from [Area 3014] and now dwells at Little Rock [Area 3311] 
  with her sisters, Mollie Longshanks [Area 2421] and Fat Anya [Area 
  1007]. Her cave is situated about 10 ft. above the floor of a little valley 
  strewn with boulders and covered by patches of poisonous blue mold. 
  The cave is littered with bones and protected by a scything blade trap 
  that strikes any who attempt to climb into the cave and disturb a few 
  loose stones. Two starving women, twins about 20 years old, have 
  been left in her cave, chained to opposite walls. Weird objects made 
  from twigs and spider webs hang above them, intended to capture their 
  spirits when they pass away.
  SCYTHING BLADE TRAP 
   
  CR 3
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger location; Reset manual
  Effect Atk +15 melee (scythe; 2d6+4/×4)
  STARVING WOMEN (2) 
   
  CR 1/3
  XP 135
  N female human commoner 1
  hp 3 (1d6–1)
  1805 Crystal Temple: 
  There is a temple here that is constructed of blue, cubical crystals 
  that measure 3 ft. x 3 ft. x 3 ft. The temple is conical in shape, as though 
  meant to represent a mountain. There is a single entrance to the temple, 
  a simple doorway shrouded by a curtain of blue beads. The interior of 
  the temple, which measures 100 ft. in diameter at the base and rises 
  300 ft. in height, is like a cavernous space bathed in blue light. A 200 
  ft. tall idol of Pokoth, the ancient men’s goddess of death, stands in the 
  center of the temple. Pokoth is tall and painfully thin, with an ape-like 
  head and beady black eyes. Her skin is grey and she is naked. Nine 
  crystal sculptures of gaunt, dancing women with their mouths and 
  eyes sewn up surround the idol and can animate and attack if the idol 
  or her priests are disturbed. The priests also number nine, with each 
  one promised to one of the nine statues, which are meant to symbolize 
  diseases, who are Pokoth’s nine daughters. The nine priests are led 
  by a high priest of the ancient, golden stock, a man named Darrimon, 
  who is promised to Pokoth herself. Darrimon is a dashing young man 
  who seeks to end the world by releasing Hekatonkheires [Area 1220]. 
  He knows Hekatonkheires favors the trolls, and goads him by taking 
  their heads and preserving them. The heads hang from chains draped 
  The troll hills
  
  24
  over the six arms of Pokoth’s idol. Their bodies are interred below 
  the temple. Hidden shafts lead down to these catacombs, which are 
  crawling with headless trolls attempting to get back to their heads. 
  The trolls are kept alive in this headless state by the powers of the 
  temple, although they cannot regenerate themselves fully. Darrimon 
  believes he needs 100 troll heads, and has thirteen left to go. He and 
  his priests wear black iron armor and carry black iron maces.
  CRYSTAL SCULPTURES 
   
  CR 3
  XP 600
  hp 40 (Pathfinder Roleplaying Game Bestiary, “Animated 
  Object, Medium”)
  DEATH PRIESTS (8) 
   
  CR 1
  XP 400
  NE male human cleric 2
  AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
  hp 10 (2d8 plus 2)
  Fort +3, Ref +0, Will +6 
  Melee light mace +2 (1d6+1)
  Divine Spells Prepared (CL 2nd; 4/3+1; DC 13 + spell level; 
  melee touch +2, ranged touch +1)
  Domains Death, Evil
  Str 13, Dex 10, Con 11, Int 11, Wis 16, Cha 11
  Base Atk +1; CMB +2; CMD 12
  Gear Chainmail, light steel shield, light mace, unholy symbol.
  DARRIMON 
   
  CR 15 
  XP 51,200
  Male human cleric 16
  NE Medium humanoid (human)
  Init +1; Perception +14
   
  AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield)
  hp 160 (16d8+48 plus 16)
  Fort +13, Ref +6, Will +17 
   
  Speed 20 ft. (30 ft. base)
  Melee +2 unholy heavy mace +18/+13/+8 (1d8+5) 
  Special Attacks channel negative energy (8d6, DC 22, 7/
  day), scythe of evil (8 rounds, 3/day)
  Domain Spell-Like abilities (CL 16th; melee touch +15)
  8/day—bleeding touch (1d6, 8 rounds), touch of evil (8 
  rounds)
  Spells Prepared (CL 16th; 4/6+1/6+1/5+1/5+1/4+1/4+1/3+1/2
  +1; DC 16 + spell level; melee touch +15, ranged touch +13)
  Domains Death, Evil
   
  Str 17, Dex 12, Con 17, Int 12, Wis 20, Cha 14
  Base Atk +12; CMB +15; CMD 26 
  Feats Cleave, Command Undead, Extra Channel, Improved 
  Channel, Iron Will, Power Attack, Selective Channel, Skill 
  Focus (knowledge [religion]), Weapon Focus (heavy mace)
  Skills Diplomacy +14,  Heal +17, Knowledge (religion) +19, 
  Perception +14, Sense Motive +17, Spellcraft +13 
  Languages Common
  SQ death’s embrace
  Gear +1 full plate, +1 heavy steel shield, +2 unholy heavy 
  mace, 2 potions of cure critical wounds, silver unholy symbol 
  (25 gp)
  HEADLESS TROLLS (87) 
   
  CR 4
  XP 1,200
  CE Large humanoid (giant) (Pathfinder Roleplaying Game 
  Bestiary, “Troll”)
  Init +2; Senses scent; Perception +8
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +0
  Immune mind-affecting magic 
  Weaknesses blind
   
  Speed 30 ft.
  Melee 2 claws +6 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7) 
   
  Str 21, Dex 14, Con 23, Int –, Wis –, Cha 3
  Base Atk +4; CMB +10; CMD 22
  Feats Improved Iron Will, Intimidating Prowess, Iron Will
  Skills Intimidate +9, Perception +5 (no sight)
  Languages Giant (the bodies cannot speak)
  1821 Troll Cave: 
  Nine cave trolls, sons of Fat Anya [Area 1007] dwell here in 
  a high cave the overlooks a rock-strewn slope that ends in a cliff 
  overlooking the foaming river. The trolls mostly live in edible fungi 
  and what animals they can run down in the mountains. Despite 
  being fairly stupid, they have managed to rig a trap that creates 
  a landslide when a rope hidden among the rocks is tripped. The 
  trolls have a treasure of 4,890 sp, 2,750 gp, an aquamarine worth 
  50 gp and a wide silver basin filled with a weird, black substance 
  that appears to be as much water as it is vapor. If a bit of a person’s 
  clothing or body (hair, blood, tooth) is dropped in the basin, a 
  spectral troll climbs out and hunts that person down, returning 
  them to the owner of the basin.
  LANDSLIDE TRAP  
  CR3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect Atk +10 melee (2d6 plus DC 15 Reflex save or knocked 
  into river for additional 1d6 damage), multiple targets (all 
  targets in a 10 ft. square); Additional Effect targets knocked 
  into river must make a successful DC 15 Swim check each 
  round to avoid drowning. Regardless, targets are swept 
  downriver 30ft. per round unless they succeed on a DC 20 
  Swim check.
  CAVE TROLLS (9)  
  CR 4
  XP 1,200 
  hp 42 (The Tome of Horrors Complete 611, “Troll, Cave”)
  SPECTRAL TROLL  
  CR 6
  XP 2,400
  CE Large humanoid (giant) (Pathfinder Roleplaying Game 
  Bestiary, “Troll”; The Tome of Horrors Complete 736)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 33 (6d8); regeneration 5 (acid or fire)
  Fort +5, Ref +4, Will +3 
  Defensive Abilities incorporeal
   
  Speed fly 60 ft. (perfect)
  Melee bite +8 (1d8+5 plus energy drain), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks ghost-touch attacks, energy drain (1 level, 
  DC 13), rend (2 claws, 1d6+7) 
   
  Str –, Dex 14, Con –, Int 6, Wis 9, Cha 10
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant 
   
  Ghost-Touch Attacks (Su) All of a spectral trolls attacks 
  hex crawl chronicles
  
  25
  have the ghost touch ability, allowing it to physically strike 
  corporeal creatures.
  1908 Goblins: 
  A tribe of 240 goblins dwell here in the oozing mud of the river bank. 
  The goblins are active in the spring and summer, but by late fall they 
  burrow into the mud to hibernate, heal and regenerate. While active, the 
  goblins range over the whole territory, feeding their voracious appetites 
  with anything short of stones. They patrol in small gangs of 2d6+6 and 
  are encountered in this hex on a roll of 1-3 on 1d6. Once prey is sighted, 
  they begin hooting and hollering, attracting another pack of goblins 10% 
  of the time. The goblins hide their treasure in chests about three feet 
  beneath the mud. They have an unerring ability to find their treasures, 
  but others have only a 1 in 20 chance per hour of searching to come up 
  with anything.
  MUD GOBLINS (240) 
   
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”, with the 
  following additions: regeneration 1 [while in mud; fire or acid])
  2002 Old Griet: 
  Old Griet dwells behind a winding, narrow cavern that appears to 
  emerge on a sunny meadow atop a butte. This is an illusion. The meadow 
  has tall, waving grasses and cheerful yellow flowers. A maiden in plate 
  armor sits in the grasses, surrounded by a coterie of nymphs with golden 
  hair wearing chains of flowers. The maiden in armor is actually the hag 
  called Old Griet, a manipulative old crone with a snaggletooth, long, 
  round nose, lank black hair and skin that blends with her surroundings. 
  Her “nymphs” are clay men who long to turn into adventurers and 
  see the world. The illusion is not a product of Old Griet, but rather of 
  a powdery white mold that covers the tunnels that lead to the large, 
  subterranean vault that people believe is a sunlit meadow. Old Griet 
  delights in charming young men and sending adventurers to hassle her 
  sisters.
  OLD GRIET 
   
  CR 5
  XP 1,600
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Green Hag”)
  CLAY MAN NYMPHS 
   
  CR 3
  XP 800
  hp 42 (see Area 2710)
  2017 Invisible Man: 
  Nine moaning devilkins are huddled here in the shade of an 
  overhanging cliff. They mew and moan and move swiftly to intercept 
  travelers in the narrows below. The stone shelf they perch on contains 
  the invisible body of a man, preserved after death in a silver suit. He 
  sleeps the sleep eternal, caused by the ingestion of a poison delivered by 
  a rival. The man, Zathr, was a technician of the ancient men from the 
  time before their fall. He has blazing red hair and soft eyes of blue. If 
  awakened, he will find it difficult to cope with the passage of years and 
  destruction of his people.
  MOANING DEVILKINS (9)  
  CR 2
  XP 600
  hp 16 (The Tome of Horrors Complete 525, “Screaming 
  Devilkin”)
  ZATHR 
   
  CR 8
  XP 4,800
  LN male human expert 10
  hp 57 
  Feats Master Craftsman (machinery), Skill Focus (Craft 
  [machinery]), Skill Focus (Knowledge [engineering])
  Skills Craft (machinery) +20, Knowledge (engineering) +12, 
  Perception +13
  2201 Rhost: 
  Rhost is a dwarf trading village with a population of 130 dwarves. 
  The dwarves here have constructed a stone shell keep reminiscent of the 
  style of their normal mound villages. Where most dwarves live in loose 
  communities of families, the dwarves of Rhost have an elected mayor 
  named Garond. Garond is a master mason and, more importantly, a canny 
  trader and skilled politician. He plays the simple rustic, but his people 
  know well not to underestimate him. Most of the dwarves of Rhost are 
  artisans and soldiers. Rhost has no miners, but plenty of goatherds and 
  farmers. Like other dwarves, they grow their crops in secluded groves 
  away from their village.
  RHOST DWARVES  
  CR 2
  XP 400
  Male dwarf expert 2, warrior 1
  LN Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft; Perception +7
   
  AC 10, touch 10, flat-footed 10
  hp 17 (2d8+1d10+6)
  Fort +4, Ref +0, Will +4; +2 vs. spells
   
  Speed 20 ft.
  Melee by weapon +3 (by weapon)
   
  Str 12, Dex 11, Con 15, Int 10, Wis 13, Cha 8
  Base Atk +2; CMB +3; CMD 12
  Feats Skill Focus (Profession), Weapon Focus (any one) 
  Skills Craft (any one) +6, Knowledge (nature) +5, Perception 
  +7, Profession (any one) +10
  Languages Common, Dwarven
  GAROND 
   
  CR 8
  XP 4,800
  Male dwarf expert 10
  LN Medium humanoid (dwarf)
  Init –2; Senses darkvision 60 ft.; Perception +14
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 55 (10d8+10 plus 10)
  Fort +4, Ref +4, Will +9
  Defensive Abilities defensive training, hardy
   
  Speed 20 ft.
  Melee unarmed strike +8/+3 (1d3+1)
   
  Str 13, Dex 12, Con 13, Int 14, Wis 15, Cha 15
  Base Atk +7; CMB +8; CMD 19 (23 vs. bull rush or trip)
  Feats Diehard, Endurance, Improved Unarmed Strike, Skill 
  Focus (Craft), Toughness
  Skills Appraise +15, Bluff +15, Craft (masonry) +18, Diplomacy 
  +15, Knowledge (local) +15, Linguistics +15, Perception +15, 
  Profession (mayor) +15
  Languages Common, Dwarf
  2213 Trolls: 
  Eight trolls dwell in caves set into the side of a green hill. A human 
  skeleton hangs over the entrance to the place, a copper bracelet worth 20 
  gp on its right arm. This is a trap that, if sprung by pulling on the bracelet 
  (which is wired to the wrist), causes heavy stone to shower down on the 
  people, effectively sealing the cave. The rock can be cleared in about 20 
  man-hours of work (about 20 troll-turns).
  Beyond the entry tunnel there is a long gallery that shows signs of 
  being carved by human hands. It is dusty and reeks of troll-stink. At either 
  end there are stairs leading down into the living quarters of the trolls and 
  deeper, cooler caves used to hold their meat and drink. The largest living 
  quarters are possessed by the largest troll, a bruiser named Domno, who 
  has a perpetually sneering lip and a nose so bulbous and warty one might 
  think a morning-star had been attached to his face. Domno holds two 
  The troll hills
  
  shivering witchwoman slaves clad in soiled furs and nearly blind they’ve 
  been underground so long. They are Domno’s cupbearers. One, Alva, still 
  resists the troll as subtly as she can, while the other, Sophelia, has had her 
  spirit broken and now calls the troll her “big brother”.
  A large, oak door in Domno’s chamber leads into a circular ritual 
  chamber. The oak door is not only locked (DC 20 Disable Device to 
  bypass), it is barricaded by stone (DC 30 Strength check to push past 
  the door). Inside, the room is a perfect hemisphere, with polished 
  white walls and floor. A seven-pointed star is worked into the floor in 
  silver (worth 100 gp if removed). Touching the silver causes it to glow, 
  with each point a different color. The colors project onto the walls in 
  shimmering splendor, and soon begin to rotate, creating a prismatic 
  spray effect. After ten minutes, the colors coalesce in the center of the 
  star into a sphere of roiling colors. The sphere speaks in a booming 
  voice, asking “What knowledge do you seek?” The sphere will answer a 
  single question per the contact higher plane spell. Touching the sphere 
  causes a person to polymorph into a serpentine creature of light whose 
  touch has the effect of one color of the prismatic spray. The serpent will 
  attack all within the room and then burrow into the floor, never to be 
  seen again.
  FALLING BLOCK TRAP 
   
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect Atk +10 melee (4d6), multiple targets (all targets in a 
  10-ft. square).
  TROLLS (8) 
   
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  DOMNO THE BRUTE 
   
  CR 7
  XP 1,600
  Male troll warrior 3 (Pathfinder Roleplaying Game Bestiary, 
  “Troll”)
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10 
   
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 121 (6d8+3d10+54); regeneration 5 (acid or fire)
  Fort +14, Ref +5, Will +5 
   
  Speed 30 ft.
  Melee bite +12 (1d8+6), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9) 
   
  Str 23, Dex 14, Con 23, Int 6, Wis 10, Cha 5
  Base Atk +7; CMB +13; CMD 25
  Feats Intimidating Prowess, Iron Will, Power Attack, Skill Focus 
  (Perception), Weapon Focus (claw)
  Skills Intimidate +12, Perception +10
  Languages Giant 
  ALVA AND SOPHELIA 
   
  CR 4
  XP 1,200
  Female human magus 5 (Pathfinder Roleplaying Game 
  Ultimate Magic, “Magus”)
  N Medium humanoid (human)
  Init +4; Perception +5
   
  AC 14, touch 14, flat-footed 10 (+4 Dex)
  hp 27 (5d8 plus 5)
  Fort +4, Ref +5, Will +4 
   
  Speed 30 ft.
  Melee unarmed strike +4 (1d3+1) 
  Special Attacks spellstrike 
  Magus Spells Prepared (CL 5th; melee touch +4, ranged +7)
  2nd— none prepared
  1st—none prepared
  0—dancing lights, detect magic, mage hand, read magic
   
  Str 13, Dex 19, Con 11, Int 16, Wis 11, Cha 11
  Base Atk +3; CMB +4; CMD 18
  Feats Combat Casting, Scribe Scroll, Weapon Focus 
  (longsword)
  Skills Fly +12, Knowledge (arcana) +11, Knowledge (local) 
  +8, Perception +5, Spellcraft +11, Use Magic Device +8
  Languages Common, elven, goblin, orc, sylvan
  SQ arcane pool (5, +2 weapon), magus arcana (wand 
  wielder), spell recall
  PRISMATIC SERPENT 
   
  CR 7
  XP 3,200
  NE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 47 (5d10+15 plus 5)
  Fort +7, Ref +6, Will +4 
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +11 (1d6+10 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (30 ft. line of intense light, 
  3d6 fire damage, Ref DC 15 half), constrict (1d6+10)
  Spell-Like Abilities (CL 13th)
  1/day—prismatic spray (DC 20)
   
  Str 25, Dex 15, Con 16, Int 6, Wis 12, Cha 17
  Base Atk +5; CMB +13; CMD 25 (can’t be tripped)
  Feats Iron Will, Skill Focus (Perception), Toughness
  Skills Acrobatics +14, Climb +19, Perception +12, Stealth +6, Swim 
  +19; Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth 
  2308 Old Fortress: 
  An old stone fort overlooks the river here, its flared towers once 
  commanding the river with large cannons. The cannons are long since 
  removed, but the fort still stands here in good shape. Its primary inhabitants 
  are three mimic trolls, who dwell in three of the four towers in the filth 
  and decay common to troll lairs. The fourth tower, the living tower as they 
  call it, houses a large trapper on the bottom floor and a colony of twenty 
  giant bats on its upper floor, which is shrouded by a permanent darkness 
  effect. A mimic that still takes the form of a large cabinet dwells in this 
  darkness, feeding on the bats that grow too old to avoid it. Hidden in this 
  darkness there is a golden gauntlet (worth 100 gp) that can be used to 
  create deeper darkness or a blazing sphere of light once per day (CL 10th) 
  by making a fist and speaking the words “tile” or “krad”.
  The mimic trolls, Wilke, Staard and Fanth, despise one another, and one 
  will almost certainly not come to his brother’s aid until it is too late that 
  he might enjoy his brother’s death and strike his killers down when they 
  are at their weakest. All three keep slaves taken by the petty trolls of Little 
  Rock [Area 3311], using them for menial labor and as a food source in 
  the winter. All have broken, twisted ankles and have heavy chains running 
  from collars to their hands and feet. Among them, in the tower of Fanth, 
  there is an old fighting-man called Connard, a Xanlo river man. 
  Connard is slowly loosening the stones in his slave pit. This will open 
  into a secret passage (DC 25 Perception check to notice) that runs under 
  the fortress and out into the hills. Ancient foodstuffs, all dried out or rotted 
  away, fill barrels and casks in this tunnel, and there are about twenty of the 
  strange pellet projectors favored by the ancient men. All of the projectors 
  (treat as a heavy crossbow that is usable one handed and inflicts 2d6 points 
  of damage) need to be cleaned and oiled to make them operable. There is 
  a supply of about 300 rounds of ammunition for these weapons, and each 
  pellet has a 1 in 6 chance of not working. Twenty pellets can be loaded 
  into a projector’s magazine at a time. A grey ooze lurks in this secret 
  passage, feeding on rats and other vermin.
  26
  hex crawl chronicles
  
  MIMIC TROLLS (3) 
   
  CR 6
  XP 3,200
  CE Large humanoid (giant, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  SR 17
   
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 10
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Disguise +6, Intimidate +6, Perception +8
  Languages Giant
  SQ mimic object
   
  Mimic Object (Ex) A mimic can assume the general shape 
  of any Medium object, such as a massive chest, a stout bed, 
  or a door. The creature cannot substantially alter its size, 
  though. A mimic’s body is hard and has a rough texture, no 
  matter what appearance it might present. A mimic gains 
  a +20 racial bonus on Disguise checks when imitating an 
  object in this manner. Disguise is always a class skill for a 
  mimic.
  TRAPPER  
  CR 8
  XP 4,800
  hp 135 (Pathfinder Roleplaying Game Bestiary, “Trapper”)
  GIANT BATS (20)  
  CR 2
  XP 600 
  hp 21 (Pathfinder Roleplaying Game Bestiary, “Bat, Dire”)
  OLD MIMIC 
   
  CR 4
  XP 1,200 
  hp 77 (Pathfinder Roleplaying Game Bestiary, “Mimic”)
  COMMON SLAVES 
   
  CR 1/3
  XP 135 
  hp 4 (see Area 1422)
  CONNARD 
   
  CR 6
  XP 2,400 
  Male human fighter 7 
  N Medium humanoid (human) 
  Init +2; Perception +7
   
  AC 11, touch 11, flat-footed 10 (+1 Dex) 
  hp 99; currently 9 (7d10+35 plus 7) 
  Fort +10, Ref +4, Will +4; +6 vs. Fear 
  Defensive Abilities bravery +2
   
  Speed 30 ft.  
  Melee unarmed strike +10/+5 (1d3+3)  
  Special Attacks weapon training 1 (heavy blades +1)
   
  Str 17, Dex 14, Con 21, Int 13, Wis 14, Cha 12 
  Base Atk +7; CMB +11 (+13 to sunder); CMD 24 
  Feats Cleave, Great Cleave, Improved Sunder, Power 
  Attack, Quick Draw, Vital Strike, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
  Skills Bluff +5, Intimidate +7, Knowledge (local) +5, 
  Perception +7, Sense Motive +7, Stealth +6
  Languages Common  
  SQ armor training 2
  GRAY OOZE 
   
  CR 4
  XP 1,200 
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
  2404. Troll Mines: 
  A gang of five gregarious trolls has set up a nice little operation 
  in the woods around an old clay pit. Slaves are kept in the pit, slaves 
  who burrow into the clay to retrieve blue kyanites. The trolls decorate 
  themselves with these stones, making tiny slits in their flesh, inserting 
  the stone and then permitting the flesh to rapidly heal around it. The trolls 
  dwell in a cave overlooking the pit, and always have two trolls in the pit 
  with the slaves and another troll standing guard above. The troll cave has 
  a wide-mouthed entrance that leads to a downward sloping gallery with 
  wide shelves. These shelves are where the trolls keep their sleeping furs 
  and a few odds and ends (bowls, pestles, etc) carved from stone. Large 
  wooden clubs are common. A higher cave is home to the trolls’ pets, three 
  black bears. A lower cave has a small pond fed by water dripping from 
  the ceiling. Various stores, including casks of mead and wine, are kept 
  here. The trolls also have a locked iron chest containing 5,100 sp, 1,800 
  gp and a kyanite worth 800 gp. The chest is trapped with poisonous gas. 
  There are 1d20+15 slaves, most of them witchmen and Xanlo river men. 
  They are bedraggled, and many of them show signs of twisted or broken 
  limbs. They all wear soiled furs, fire not being permitted in the presence 
  of the trolls.
  POISON GAS TRAP 
   
    CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable Device DC 25
   
  Trigger touch (opening chest); Reset no reset
  Effect poison cloud (affects all creatures in room; Fort DC 15; 
  1d4 Con/2d6 Con)
  TROLLS (5) 
   
  CR 5
  XP 1,600 
  hp 61 (Pathfinder Roleplaying Game Bonus Bestiary, “Troll”)
  COMMON SLAVES 
   
  CR 1/3
  XP 135 
  hp 4 (see Area 1422)
  BLACK BEARS (3)  
  CR 3
  XP 800 
  hp 32 (see Area 1503)
  2411 Halflings: 
  A sloping meadow of sweet grasses and yellow flowers rests very near 
  the river. A dozen burrows belonging to thirty halflings are situated around 
  a small rise strewn with white rocks. The halflings hold their community 
  meetings on the mound, passing around an old wand of protection from 
  evil (CL 10th, 10 charges) carved from oak with a tip shaped like an 
  acorn from halfling to halfling to designate the permitted speaker. The 
  halflings store roots like carrots and turnips in their burrows, which they 
  use to make tarts that are sometimes infused with magic courtesy their 
  wise woman, Calie. The halflings have a small treasure of finely carved 
  furniture and some silver and gold ornaments worth a total of 500 gp, but 
  probably weighing about 1,000 pounds.
  HALFLING FARMERS (30)  
  CR 2
  XP 600 
  CG male and female halfling commoner 2, expert 1 
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) 
  hp 15 (2d6+1d8+3 plus 3) 
  Fort +1, Ref +3, Will +2 
  Melee spear +3 (1d6+1/x3)  
  Ranged sling +5 (1d2)
  27
  The troll hills
  
  Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 11 
  Base Atk +1; CMB +1; CMD 14 
  Gear spear, sling, 15 bullets
  CALIE 
   
  CR 7
  XP 3,200 
  N female halfling druid 8 
  AC 15, touch 13, flat-footed 12  
  hp 50 (8d8+8 plus 8) 
  Fort +8, Ref +5, Will +11 
  Melee quarterstaff +6 (1d6) 
  Spells Prepared (CL 8th; 4/5+1/4+1/4+1/3+1; DC 14 + spell 
  level; melee touch +6, ranged touch +9)
  Domains Animal
  Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 13 
  Base Atk +6; CMB +4; CMD 16
  Gear leather armor, quarterstaff, holy symbol (lucky goblin’s 
  foot)
  2421 Mollie Longshanks: 
  Mollie is a haggard mountain hag with skin the color of coal and hair as 
  black as night. Only her white eyes, iron claws and iron teeth are visible 
  in the night, when she prefers to hunt. She dwells in a cave – really a crack 
  in the mountainside – that smells of sulfur. The interior is split into several 
  caves radiating from a central cave at different depths. Pools of acrid, 
  acidic water can be found in all of these caves, and an acid weird dwells 
  in the deepest cave. The highest cave is home to Mollie, who collects eyes 
  in glass jars filled with her own urine. The floor of her cave is covered in 
  moldering rushes that hide 2d4 giant rats, who serve her loyally. Mollie 
  has left her cave for Little Rock [Area 3311], joining her sisters and their 
  collective spawn of petty trolls.
  ACID WEIRD 
   
  CR 8
  XP 4,800
  CE Large outsider (earth, elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +18
   
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 95 (10d10+40)
  Fort +10; Ref +6; Will +8
  DR 10/bludgeoning; Immune acid, elemental traits
  Weaknesses vulnerability to water
   
  Speed 40 ft.
  Melee bite +15 (1d8+7 acid plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks acid, acid pool, control elemental, drown
   
  Str 21, Dex 17, Con 16, Int 11, Wis 12, Cha 16
  Base Atk +10; CMB +16 (+20 grapple); CMD 29 (can’t be 
  tripped)
  Feats Alertness, Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (bite)
  Skills Bluff +16, Intimidate +16, Knowledge (planes) +13, 
  Perception +18, Sense Motive +18, Stealth +12
  Languages Terran, Weirdling
  SQ reform, transparency
   
  Acid (Ex) Acid weirds are living creatures of elemental acid; 
  any successful melee hit deals acid damage and the victim 
  must make a successful Reflex save (DC 16) or take an 
  additional 1d3 acid damage per round for 3 rounds. The save 
  DC is Constitution-based. Creatures attacking a acid weird 
  unarmed or with natural weapons take 1d6 acid damage 
  and must make a successful Reflex save to avoid taking extra 
  acid damage as if the weird had hit with its attack.
  Acid Pool (Ex) An acid weird’s pool is a bubbling, churning, 
  morass of acid. Creatures touching the pool take 2d8 
  points of acid damage per round of contact. Damage 
  from the acid pool continues for 1d3 rounds after contact 
  ceases, but this extra damage is only half of that dealt 
  during contact (1d8 points of damage). Creatures immune 
  to acid are unaffected by the acid weird’s pool and take 
  no damage, though they can still drown if completely 
  immersed.
  Control Elemental (Ex) Acid weirds can attempt to 
  command any outsider with the “Earth” or “Elemental” 
  subtype that is within 50 feet. The Will save to avoid 
  control has a DC of 21. The save DC is Charisma-based 
  and includes a +4 racial bonus. This effect is similar to the 
  dominate monster spell. The elemental receives a Will save 
  to avoid being commanded. If the save succeeds, that 
  elemental is immune to the control elemental ability of 
  that acid weird for one day. If the save fails, the elemental 
  falls under the control of the acid weird and obeys it to the 
  best of its ability until either it or the weird dies. There is no 
  limit to the number of HD of elementals a acid weird can 
  control using this ability. The range is unlimited though both 
  the acid weird and the elemental must be on the same 
  plane of existence; otherwise, the weird loses control of the 
  elemental. Acid weirds cannot control other acid weirds 
  using this ability.
  Drown (Ex) If an acid weird pins a grabbed foe, it fully 
  immerses its victim in its acid pool. A victim completely 
  immersed takes acid damage (see Acid Pool above) 
  and must hold its breath or drown. The victim can hold 
  its breath for a number of rounds equal to twice its 
  Constitution score. After that, the victim must make a 
  successful Constitution check (DC 10, +1 per previous 
  check) each round to continue holding its breath. If 
  the victim fails a check, it drowns. In the  first round, 
  the victim falls unconscious (0 hp). In the next round, 
  the creature is dying (–1 hp), and in the third round the 
  victim drowns.
  Reform (Ex) When reduced to 0 hit points or less, an acid 
  weird collapses back into its pool. Four rounds later, it 
  reforms at full strength minus any damage taken from water-
  based effects or attacks.
  Transparency (Ex) An acid weird is effectively invisible in its 
  acid pool until it attacks.
  GIANT RATS 
   
  CR 1/3
  XP 135 
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  2607 Swamp Trolls: 
  Fifteen swamp trolls, the sons of Mother Rawbones [Area 2703], 
  dwell here in a partially submerged house of grey bricks with a severely 
  peaked roof – a style once favored by the ancient men. A round window 
  of stained glass that depicts a weird face hidden among marigolds is 
  set in the roof, allowing sunlight to filter through and casting weird 
  shapes of light on the interior. The trolls hang their goods on wooden 
  pegs pounded into the walls, including fur cloaks in dismal condition, 
  leather satchels containing various items (knives, bone dice, rotting 
  meat) and a large, round shield emblazoned with a purple moth. An 
  iron nail in one wall can be pushed in to open a trapdoor (DC 25 
  Perception check to notice) beneath the murky waters. It leads to a 
  submerged cellar holding casks and barrels that once contained ale and 
  salted fish. There is also a large copper box sealed with wax. The box 
  is locked (DC 30 Disable Device to bypass) and contains the body of 
  an ancient woman in suspended animation. The woman, Telyth, was a 
  murderess who was hidden in the box by the man who ran this tavern. 
  How she came to be preserved is unknown, though the box radiates a 
  weird, crimson magic that no one can quite identify. Telyth lies in a 
  fetal position. She wears a leather cat suit and has three hidden daggers 
  on her person.
  SWAMP TROLLS (15) 
   
  CR 3
  XP 800 
  hp 39 (The Tome of Horrors Complete 614, “Troll, Swamp”)
  28
  hex crawl chronicles
  
  TELYTH  
  CR 9
  XP 6,400 
  Female human assassin 5, rogue 5 
  CE Medium humanoid (human) 
  Init +4; Perception +20
   
  AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) 
  hp 58 (5d8+5d8+10 plus 10) 
  Fort +4, Ref +11, Will +4; +2 vs. poison 
  Defensive Abilities evasion, improved uncanny dodge, 
  poison use, trap sense +1
   
  Speed 30 ft.  
  Melee +1 dagger +11/+6 (1d4+2/19–20) 
  Ranged +1 dagger +11/+6 (1d4+2/19–20)  
  Special Attacks death attack (DC 19), rogue talent (combat 
  trick [dastardly finish]), rogue talent (finesse rogue), sneak 
  attack +6d6, true death (DC 20)
   
  Str 12, Dex 18, Con 13, Int 15, Wis 12, Cha 11 
  Base Atk +6; CMB +10; CMD 24 
  Feats Ability Focus (death attack), Agile Maneuvers, 
  Dastardly FinishB*, Skill Focus (Craft), Skill Focus (Perception), 
  Skill Focus (sleight of hand), Throw Anything, Weapon 
  FinesseB  
  Skills Acrobatics +17, Bluff +13, Craft (poisonmaking) +21, 
  Disguise +13, Escape Artist +17, Perception +20, Sense 
  Motive +14, Sleight of Hand +23 (+28 for hidden weapons), 
  Stealth +17
  Languages Common 
  SQ hidden weapons, trapfinding 
  Gear +3 leather armor, 3 +1 daggers
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  2703 Mother Rawbones: 
  Mother Rawbones is a painfully thin looking annis hag who dwells 
  in a wicker and mud hut lodged in the branches of an old oak. The 
  oak was split by lightning long ago, and so rises only about 10 ft. tall 
  before it forks. The hut reeks of sweat and other unpleasant odors and 
  hung outside the hut are a number of glass flytraps of various colors 
  and filled with sweetened water and several dead flies. These flies and 
  other small insects form the diet of Mother Rawbones, who never eats 
  humans or humanoids, but does delight in killing them and extracting 
  their vital organs for her brews. Mother Rawbones’ radiates a foul vapor 
  that causes food brought within 10 ft. of the hag to spoil. Potions spoil 
  unless their owner passes a DC 20 Fortitude save. A pile of oily furs 
  hides her treasure of 1,300 sp, 1,300 gp, ten pounds of pine nuts and a 
  jasper worth 5 gp.
  Mother Rawbones spawned the trolls in [Area 2607]. 
  MOTHER RAWBONES 
   
  CR 6
  XP 2,400 
  hp 92 (Pathfinder Roleplaying Game Bestiary 3, “Annis Hag”)
  2710 Clay Pit: 
  There is a deep pit with clay walls dug into the slope of a hill. The pit 
  is about 15 ft. deep and measures 50 ft. wide and 30 ft. deep. Dozens of 
  humanoid shapes have been “cut” from the walls here, some man-sized, 
  others troll-sized. The woods around the pit are haunted by several 
  clay men. These figures are created by hags and used to make simple 
  servants. Those that prove disloyal are left to linger in the woods alone. 
  The clay men almost look like large, featureless gingerbread men. They 
  are about 8 inches thick, but otherwise “two-dimensional”. If a clay 
  man manages to steal a person’s possession they can take on a closer 
  appearance to that person, duplicating their general shape but not their 
  color. In this form, they possess a crude set of their memories. If they 
  steal a bit of a person (hair, finger nail, etc.) they can become a perfect 
  double. Encounters with a clay man occur on a roll of 1-3 on 1d6 in this 
  hex.
  CLAY MAN 
   
  CR 3
  XP 800
  N Medium construct (shapechanger)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
   
  AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 
  natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +3 
  DR 5/adamantine; Immune bludgeoning damage, 
  construct traits
   
  Speed 30 ft.
  Melee 2 slams +8 (1d6+4)
   
  Str 18, Dex 13, Con —, Int —, Wis 14, Cha 13
  Base Atk +4; CMB +8; CMD 20 
  Skills Disguise +11; Racial Modifiers +10 Disguise
  SQ change shape (alter self), mimicry, close copy
   
  Mimicry (Ex) A clay man is proficient in all weapons, armor, 
  and shields. In addition, a clay man can use any spell trigger 
  or spell completion item as if the spells were on its spell list. Its 
  caster level is equal to its racial Hit Dice.
  Close Copy (Su) When a clay man uses change shape, it 
  can only assume the appearance of a specific individual if 
  it has acquired a portion of that creature’s anatomy (hair, 
  fingernails, etc.).
  2713 Bodak Hollow: 
  This hollow, flanked by tall stands of oaks and hickory and blessed 
  by a babbling stream, is home to a bodak. The bodak appears to be a 
  moldering man devoid of hair save for a long, white beard. His skin is 
  an unwholesome green color and his eyes are always closed, though he 
  seems to peer directly into the eyes of others. The bodak was once an 
  ancient man called Bruton, a scientist who found himself tempted by a 
  beautiful woman and found himself at the center of the events that lead to 
  the great cataclysm of the ancient men.
  BODAK  
  CR 8
  XP 4,800
  hp 88 (Pathfinder Roleplaying Game Bestiary 2, “Bodak”)
  2805 Spectral Trolls: 
  Three spectral trolls dance around a frozen fire singing psalms to the 
  “gods beyond the sky” who never answer but to yawn and curse. Mist 
  swirls around them and becomes a whirlpool of black soil that threatens 
  to suck material creatures deep into the ground to suffocate. The frozen 
  fire speaks to people’s souls, convincing them that the end is nigh and 
  their worst fears are true. Shadows dwell within the fire and while people 
  shutter and gasp at the thought of their worst fears being realized, creep 
  from the fire to pull hope from them and kindle that flame.
  SPECTRAL TROLLS (3) 
   
  CR 6
  XP 2,400 
  hp 33 (see Area 1821)
  2822 Crystal Sepulcher: 
  At the center of this hex is what appears to be a parkland that has fallen 
  into disrepair. Hedges have grown wild, rose vines meander across chipped 
  and cracked pavements, wooden cupolas have rotted away and statuary is 
  overturned. At the center of this sylvan ruin is a sepulcher of blue glass, 
  highly ornamented and topped with a glassy eyed angel holding a sphere 
  that glints and gleams in the sunlight. The parkland is claimed by a gaggle 
  of six trolls, who dwell in burrows far away from the sepulcher, which 
  they fear as a place of permanent death.
  The sepulcher has a glass door through which one can see, just barely, 
  a coffin resting upon sculptured hands that seem to jut up from the 
  29
  The troll hills
  
  ground. The door cannot be opened – the hinges no longer work – but 
  it can be shattered with blows from maces or hammers. The interior of 
  the place is very cold, and seems to be coursing with static electricity 
  that raises one’s hair and causes painful shocks when one person touches 
  another. The coffin holds the body of a woman, only 5’2” tall, in silvery 
  robes. 
  The lid of the coffin can be lifted off. When this is done, the body turns 
  out to be a beautiful maiden in the full flower of youth. The woman has 
  pale skin and dark red lips. Her eyes, which slowly open, are brilliant green 
  and her auburn locks reach to her knees. The maiden’s name is Iavanie. 
  She claims to have been the daughter of a blue savant who foresaw the 
  destruction of the great city, Thett, and placed her in this magical coffin to 
  preserve her. This is completely true, but the woman is not all she seems. 
  She is a carrier of the blue plague but unaffected by it. More importantly, 
  she is like a psychic beacon for the remaining blue savants that lurk in 
  Thett and throughout the Troll Hills.
  Glass Doors: 1/2 in. thick; Hardness 5; hp 10; Break (DC 20)
  IAVANIE 
   
  CR 4
  XP 1,200
  hp 22 (see Area 1203)
  TROLLS (6) 
   
  CR 5
  XP 1,600 
  hp 63 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  2917 Plague Bearers: 
  A party of six fur trappers dwells here in a log cabin half buried in the 
  side of a hill. The trappers are Xanlo river men who have been stuck in the 
  wilderness since the petty trolls made movement north dangerous. They 
  are running low on supplies, and eight of their number has been lost to the 
  blue plague (q.v.). The men have buried the bodies in shallow graves, and 
  now fear to leave their cabin, for the last time they attempted to flee they 
  were set upon by the risen corpses and lost two more of their friends. 
  One of the trappers, Huzbad, wears a ring of blue glass. This ring is the 
  cause of the plague, and those who spend time around Huzbad must pass 
  a DC 18 Fortitude save each day to avoid contracting the blue plague. The 
  trappers have 300 gp worth of furs and pelts and will gladly trade them 
  for rescue. All of them are carriers of the blue plague, and each will come 
  down with the symptoms in 1d6 days.
  GHOULS (8) 
   
  CR 1
  XP 400 
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  FUR TRAPPERS (6) 
   
  CR 1/2
  XP 200 
  Male human ranger 1 
  CN Medium humanoid (human) 
  Init +1; Perception +4
   
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) 
  hp 7 (1d10+2 plus 1) 
  Fort +4, Ref +3, Will +0
   
  Speed 30 ft.  
  Melee longsword +2 (1d8+1/19–20)  
  Ranged short bow +19 (1d6/x3) 
  Special Attacks favored enemy (animal +1)
   
  Str 13, Dex 13, Con 14, Int 8, Wis 10, Cha 8 
  Base Atk +1; CMB +2; CMD 13 
  Feats Point Blank Shot, Weapon Focus (longsword) 
  Skills Climb +1, Knowledge (geography) +3, Knowledge 
  (nature) +3, Perception +4, Stealth +5, Survival +4, Swim +5
  Languages Common 
  SQ track, wild empathy (+0) 
  Gear leather armor, long sword, shortbow, 5 arrows 
  3002 Hunting Party: 
  A party of five elves in resplendent livery and gleaming mail has ridden 
  down from the north seeking the villain Archest, who stole the heart of 
  an elf maiden as well as the silver trumpet of her father, Lord Cunobellis. 
  The elf knights are Beriam, Cayce, Gondre, Gwiel and Seveen. All ride 
  chargers and are armed with swords, lances and longbows. Their retinue 
  consists of a company of elf longbowmen on riding horses and a dozen 
  cooshee to track down the scoundrel, who may be stuck in a tree in [Area 
  1711].
  COOSHEE (12) 
   
  CR 2
  XP 600 
  hp 22 (The Tome of Horrors Complete 114, “Cooshee”)
  ELVEN ARCHERS (12) 
   
  CR 3
  XP 800 
  CG male elf fighter 4 
  AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex) 
  hp 50 (7d10 plus 7) 
  Fort +4, Ref +5, Will +1; +2 vs. enchantment 
  Melee longsword +5 (1d8+1/19–20)  
  Ranged mwk longbow +9 (1d8+2/x3)
  Str 13, Dex 18, Con 10, Int 13, Wis 11, Cha 12 
  Base Atk +4; CMB +5; CMD 19 
  Combat Gear Elven chainmail , masterwork longbow, 20 
  arrows, longsword
  BERIAM, CAYCE, GONDRE AND GWIEL 
   
  CR 9
  XP 6,400 
  Male and female elf fighter 1, wizard 5, eldritch knight 4 
  CG Medium humanoid (elf) 
  Init +3; Senses low-light vision; Perception +5
   
  AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 dodge) 
  hp 57 (1d10+5d6+4d10 plus 10) 
  Fort +5, Ref +5, Will +5; +2vs. Enchantment 
  Immune sleep
   
  Speed 30 ft.  
  Melee mwk elven curve blade +11/+6 (1d10+1/18–20) or 
  mwk lance +9 (1d8+1/x3) 
  Ranged mwk longbow +12/+5 (1d8/x3)
  Special Attacks hand of the apprentice (+10 to hit, 6/day) 
  Spells Prepared (CL 8th; 4/5/4/4/2; DC 13+ spell level; melee 
  touch +8, ranged touch +10)
   
  Str 12, Dex 17, Con 11, Int 16, Wis 11, Cha 15 
  Base Atk +7; CMB +8; CMD 21 
  Feats Dodge, Mobility, Point Blank Shot, Precise ShotB, Scribe 
  ScrollB, Shot on the Run, Weapon FinesseB, Weapon Focus 
  (longbow)  
  Skills Diplomacy +7, Fly +11, Intimidate +10, Knowledge 
  (arcana) +11, Knowledge (local) +11, Knowledge (planes) 
  +11, Perception +5, Ride +8, Sense Motive +8, Spellcraft +11
  Languages Common, elven, goblin, orc, sylvan
  SQ Arcane bond (elven curve blade) 
  Gear Elven chainmail, masterwork elven curve blade, 
  masterwork longbow, 20 arrows, masterwork lance
  LADY SEVEEN 
   
  CR 11
  XP 12,800 
  Female elf ranger 2, wizard 5, eldritch knight 5 
  CG Medium humanoid (elf) 
  Init +9; Senses low-light vision; Perception +15
   
  AC 24, touch 16, flat-footed 18 (+8 armor, +5 Dex, +1 dodge) 
  hp 77 (2d10+5d6+5d10+12 plus 12) 
  Fort +8, Ref +11, Will +9; +2 vs. Enchantment
  Immune sleep
   
  Speed 30 ft.  
  30
  hex crawl chronicles
  
  Melee +2 elven curve blade +16/+11 (1d10+4/18–20) or mwk 
  lance +13 (1d8+2/x3) 
  Special Attacks favored enemy (orcs +1), hand of the 
  apprentice (+13 to hit, 7/day)
  Wizard Spells Prepared (CL 9th; 4/5/5/4/3/1; DC 14 + spell 
  level; melee touch +11, ranged touch +14)
   
  Str 14, Dex 21, Con 12, Int 18, Wis 16, Cha 18 
  Base Atk +9; CMB +11; CMD 16 
  Feats Combat Casting, Dodge, Improved Critical, Improved 
  Initiative, Mobility, Quick DrawB, Scribe ScrollB, Silent SpellB, 
  Weapon FinesseB  
  Skills Diplomacy +11, Intimidate +14, Knowledge (arcana) 
  +15, Knowledge (geography) +14, Knowledge (nature) +14, 
  Perception +15, Ride +15, Sense Motive +10, Spellcraft +15, 
  Stealth +11, Survival +13
  Languages Abyssal, Common, Elven, Goblin, Orc, Sylvan 
  SQ Arcane bond (+2 elven curveblade), track, wild 
  empathy (+6)  
  Gear +2 elven chainmail, +2 elven curve blade, spellbook
  3014 Bluefort: 
  A tribe of 110 petty trolls, the sons of Peggy Blackteeth [Area 1714] once 
  occupied a sprawling castle of blue-grey stone set on a rugged hill. The bottom 
  of the hill is a veritable swamp of tangled cypress trees. A stone causeway spans 
  the bog, though it is overgrown with branches and vines that emit an acrid, ugly 
  odor. The castle has a single wall 35 ft. tall with circular towers 46 ft. tall. The 
  halls of the castle are now empty save for some tarnished suits of weird, angular 
  plate armor and broken shields and weapons. The petty trolls of Bluefort have 
  left for Little Rock [Area 3311] to join their grandmother, Fat Anya [Area 1007]. 
  The dungeons of the castle have a secret trapdoor (DC 20 Perception check 
  to notice) into ancient sardonyx mines that burrow into the hills. Weird oozes 
  and vapors haunt these mines, and they are mostly played out, though a dwarf 
  might find a fresh seam in the deepest portions. Strange music plays through 
  the dungeons and disembodied voices of invisible spirits coo into people’s ears 
  and tickle the hairs on the back of their neck. The spirits serve a baobhan sith 
  locked behind an iron door by the trolls and made to pluck a golden harp that has 
  the power to charm person (3/day, DC 15 Will save negates). 
  BAOBHAN SITH  
  CR 6
  XP 2,400 
  hp 67 (The Tome of Horrors Complete 46, “Baobhan Sith”)
  3107 Sturdy Redoubt: 
  A sturdy redoubt of ivory colored stone has been built here overlooking 
  the river. A ruin even in the time of the ancient men, it has a square footprint 
  with four flared, diamond-shaped towers about 30 ft. tall. The walls are 
  about 30 ft. tall as well. The towers have large, square ports barred by iron. 
  The redoubt has a large courtyard overgrown with weeds and scrawny 
  trees. A blockhouse in the middle holds shards of terracotta pottery that 
  appear to have once been statues of women and beasts. The fortress was 
  once held by 60 petty trolls spawned by Fat Anya [Area 1007]. They have 
  since abandoned the place for Little Rock [Area 3311]. A flight of seven 
  harpies has taken up residence in the courtyard trees.
  HARPIES (7) 
   
  CR 4
  XP 1,200 
  hp 42 (Pathfinder Roleplaying Game Bestiary, “Harpy”)
  3111 Five Statues: 
  There are five mystic statues in this hex, hidden among the oaks. Each 
  one appears to be a smooth humanoid in white marble standing on a short 
  pedestal that measures 10 ft. in radius. You can roll randomly to determine 
  which statue is discovered first. If a person steps upon a pedestal, a riddle 
  appears to etch itself into the stone in that person’s native script. By 
  answering the ritual, the statue’s outer skin shatters, revealing a glass 
  sculpture within. This glass statue raises its arm and points to the next 
  statue. The final statue points back to the first, which will now be holding 
  a sword of glass that casts rainbows across the area when bathed in light. 
  This sword is a +2 longsword that can project a prismatic sphere 1/day 
  (CL 18th). The now animated statue wields the blade expertly and must 
  be defeated in combat to claim the prize.
  STATUE 1 — What devours words day and night, but learns nothing? 
  A: A bookworm
  STATUE 2 — As sharp as any spear, when I speak, warriors gather. 
  What am I? A: A horn
  STATUE 3 — I wrestle with maids and queens that I may feed their 
  husbands. What am I? A: Bread dough.
  STATUE 4 — I don’t bite a man lest he bite me first, and bite me they 
  do. What am I?  A: An onion or garlic
  STATUE 5 — My neck is curved, my spine straight and I sing from my 
  sides. What am I? A: A harp.
  ANIMATED STATUE 
   
  CR 8
  XP 4,800 
  N Medium construct (Pathfinder Roleplaying Game Bestiary, 
  “Animated Object”) 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
   
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) 
  hp 102 (10d10+20) 
  Fort +5, Ref +5, Will –1 
  Defensive Abilities hardness 10; Immune construct traits 
  Weaknesses vulnerable to critical hits and electricity
   
  Speed 30 ft. 
  Melee +2 longsword +16/+11 (1d8+6/19–20) 
   
  Str 18, Dex 15, Con —, Int —, Wis 3, Cha 1 
  Base Atk +10; CMB +14; CMD 26 
  SQ Construction points (metal) 
  Gear +2 longsword
  3120 Headless Ghost: 
  There is a covered bridge here spanning a slow creek. The banks of 
  the creek are clogged with reeds and pussy willows and the song of frogs 
  fills the air. The bridge is haunted by the headless ghost of a man wearing 
  leather armor and carrying a stout falchion. The man’s head is kept in a jar 
  in Mollie’s Tower [Area 0119]. If returned and buried before the bridge, 
  the ghost fades away, leaving behind his +1 ghost-touch vorpal  falchion 
  that whistles in the presence of shape-changers.
  HEADLESS GHOST 
   
  CR 9
  XP 6,400
  Male human ghost warrior 7 (Pathfinder Roleplaying Game 
  Bestiary, “Ghost”)
  CE Medium undead (augmented human, incorporeal)
  Init +6; Perception +18
   
  AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
  hp 73 (7d10+14)
  Fort +7, Ref +4, Will +2
   
  Speed fly 30 ft. (perfect)
  Melee +1 ghost-touch vorpal falchion +11/+6 (2d4+1/18–20)
   
  Str –, Dex 14, Con –, Int 10, Wis 10, Cha 14
  Base Atk +7; CMB +7; CMD 21
  Feats Combat Reflexes, Improved Initiative, Skill Focus (fly), 
  Weapon Focus (falchion)
  Skills Fly +20, Intimidate +12, Perception +18, Stealth +14; 
  Racial Modifiers +8 Perception, Stealth
  Combat Gear +1 ghost-touch vorpal falchion (whistles when 
  within 30 ft. of shape-changers)
  3223 Gin Mill: 
  An old witchwoman named Fanglyn dwells here with her three sons, 
  31
  The troll hills
  
  Kaith, Swanan and Evelic. She claims to have lived here for 40 years, 
  buying off the local trolls with her gin, made from juniper berries and 
  considered the best from Xanlo to Crescentium. The woman and her sons 
  dwell in an old gristmill made of weathered grey stone and situated next to 
  a river. The old mill wheel still turns, though they’ve disconnected it from 
  the millstone. The boys sleep downstairs on straw, their mother in the loft. 
  Four oak casks of gin sit in one corner waiting for folks from down south 
  or up north to make the trek inland and cart them away. A large, locked 
  chest in Fanglyn’s loft, hidden under a pile of quilts and other odds and 
  ends holds 416 sp and 912 gp. There is also a small root cellar that holds 
  baskets of juniper berries, dried or drying herbs, pickled roots and about a 
  dozen pixies trapped in jars and kept docile by the inclusion of marigolds, 
  which act as a depressant on the fey. One wonders what Fanglyn has in 
  store for the pixies.
  KAITH, SWANAN, EVELIC  
  CR 9
  XP 6,400 
  Male human magus 10 (Pathfinder Roleplaying Game 
  Ultimate Magic, “Magus”) 
  NE Medium humanoid (human) 
  Init +0; Perception +10
   
  AC 17, touch 10, flat-footed 17 (+7 armor) 
  hp 77 (10d8+10 plus 10) 
  Fort +8, Ref +3, Will +7 
   
  Speed 20 ft. (30 ft. base) 
  Melee +2 longsword +13/+8 (1d8+7/19–20)  
  Ranged +1 longbow +9/+3 (1d8+1/x3) 
  Special Attacks magus arcana (pool strike, 4d6 damage), 
  spellstrike 
  Magus Spells Prepared (CL 10th; 5/6/5/4/1; DC 13 + spell 
  level; melee touch +10, ranged touch +7)
   
  Str 16, Dex 11, Con 12, Int 16, Wis 11, Cha 8 
  Base Atk +7; CMB +10; CMD 20 
  Feats Cleave, Combat Casting, Power Attack, Weapon 
  Focus (longbow), Weapon Focus (longsword), Weapon 
  Specialization (longsword)B  
  Skills Fly +13, Knowledge (arcana) +16, Knowledge (local) 
  +16, Perception +10, Spellcraft +16, Use Magic Device +12
  Languages Common, Giant
  SQ Arcane pool (8, +3 weapon), fighter training, 
  improved spell combat, knowledge pool, magus arcana 
  (concentrate, empowered magic), spell recall
  Gear +1 chainmail, +2 longsword, +1 longbow, 40 arrows, 
  spellbook
  FANGLYN 
   
  CR 13
  XP 25,600 
  Female human fighter 1, wizard 5, eldritch knight 8 
  NE Medium humanoid (human) 
  Init +2; Perception +14
   
  AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) 
  hp 87 (1d10+5d6+8d10 plus 14) 
  Fort +7, Ref +6, Will +7 
   
  Speed 30 ft.  
  Melee +2 giant bane longsword +16/+11/+6 (1d8+4/19–20)  
  Ranged +1 seeking longbow +15/+10/+5 (1d8+1/19–20 x3)
  Special Attacks hand of the apprentice (+16 to hit, 8/day) 
  Wizard Spells Prepared (CL 12th; 4/6/5/5/4/4/2; DC 15+ spell 
  level; melee touch +13, ranged touch +13)
   
  Str 15, Dex 14, Con 11, Int 20, Wis 11, Cha 12 
  Base Atk +11; CMB +13; CMD 25 
  Feats Brew Potion, Combat Casting, Greater Spell 
  Penetration, Improved Critical (longbow)B, Point Blank Shot, 
  Precise Shot, Rapid ShotB, Scribe ScrollB, Spell Penetration, 
  Vital Strike, Weapon Focus (longbow), Weapon Focus 
  (longsword)B  
  Skills Fly +19, Intimidate +18, Knowledge (arcana) +22, 
  Knowledge (local) +22, Knowledge (planes) +22, Perception 
  +14, Sense Motive +14, Spellcraft +22
  Languages Common, elven, goblin, orc, sylvan
  SQ Arcane bond (+2 giant bane longsword) 
  Gear +3 chain shirt, +2 giant bane longsword, +1 seeking 
  longbow, 20 +1 arrows, spellbook
  PIXIES (12) 
   
  CR 4
  XP 1,200 
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Pixie”)
  3311 Little Rock: 
  The “Little Rock” is the name given by the witchmen to a large 
  promontory that overlooks the joining of the Great River and Sapphire 
  River. Atop the rock there is a tower, constructed by the archmage Joaer 
  the Jolly. The tower can only be entered by ascending through dungeons 
  carved into the promontory, and these dungeons are now held by the petty 
  trolls and the coven of hags that controls them.
  The entrance to the dungeons is via a shallow river cave in the 
  promontory. To open the secret door (DC 20 Perception check to notice) 
  one must dive into the water and swim up under the secret door into a 
  large, hidden cove. In the cove there is a large wench that opens the door. 
  Three dead nixies have been impaled on barbed spears driven into the 
  river bottom to discourage other nixies from messing about. The cove is 
  large enough to hold three dragon-prowed longships (without sails) that 
  the trolls use to attack shipping. The secret door is 20 ft. tall and 15 ft. 
  wide.
  The tower keep of Joaer is five stories tall and measures about 30 ft. 
  to a side. The roof is crenellated and features a dome of amber glass that 
  illuminates the interior. All of the tower’s rooms are constructed around 
  the perimeter of a shaft that extends from floor to dome. Railed walkways 
  allow one to move from room to room on a given level, but no stairs are 
  provided to ascend or descend through the five floors. Joaer used levitation 
  to move about, and there are hidden trapdoors in some of the rooms that 
  were used by his acolytes. His guards dwelled in the dungeon. The tower 
  is now inhabited by the coven of hags and is haunted by fragments of 
  Joaer’s psyche.
  [A] This chamber is extremely cold. The floor is covered in one foot 
  of slush and in the middle of the room there is a large statue of a frog. 
  The statue is made of blue glass with veins of silver running through it. 
  Anytime something moves in this chamber (and movement is reduced 
  by half from the slush and the slippery floor beneath it), the eyes of the 
  frog glow and send out a charge of electricity (3d6 damage to target, 1d6 
  damage to all within 5 ft.) with perfect accuracy. Unfortunately, a creature 
  that stands still in this room has the slush around their feet solidify into 
  ice. This reduces their movement by 3. The ice continues to climb up their 
  body while they remain in this room, dropping their movement rate by 1 
  each round and inflicting 1d4 points of damage.
  [B] A giant bear is chained to the north wall of this room. The chain 
  is long enough that it can range throughout the room and about five feet 
  out the door.
  GIANT BEAR 
   
  CR 7
  XP 3,200
  hp 95 (Pathfinder Roleplaying Game Bestiary, “Bear, Dire”)
  [C] Beneath the secret trapdoor (DC 20 Perception check to notice) 
  in the ceiling in this room there is a round, metal plate about four feet in 
  diameter colored vivid green with an “X” emblazoned on it. Creatures that 
  stand on the plate are magically held and will assume any body position 
  shouted at them. This would be amusing save for the reality of the plate. 
  The image atop the plate is an illusion. The actual creature that stands on 
  the plate is shifted into a small, circular chamber colored the same vivid 
  green in pocket dimension. This chamber is inhabited by a cockatrice that 
  guards a treasure. The person does not return from the pocket dimension 
  until they are ordered to assume an “X” shape (arms above heads, legs in 
  32
  hex crawl chronicles
  
  33
  The troll hills
  
  a wide stance). The cockatrice’s treasure includes three petrified robbers, 
  2,140 sp, 2,000 gp and a green, metallic rod that, when tapped against any 
  surface returns the person to the room and frees them from the hold effect 
  of the metal disc. The rod does not travel with them.
  COCKATRICE 
   
  CR 3
  XP 800 
  hp 27 (Pathfinder Roleplaying Game Bestiary, “Cockatrice”)
  [D] This room is comfortably decorated, with thick rugs on the floor, 
  oak paneled walls, numerous chairs and couches. One chair, a wooden, 
  throne-like chair, is set against a wall. Anyone sitting on this chair causes 
  the wall to rotate the person into the adjacent room, leaving an identical 
  chair on the other side. The chair/wall trap is only one way; sitting on it in 
  the room with the trapdoor does not make the wall rotate again. The only 
  way the wall rotates is when somebody sits on the chair currently in [D]. 
  Unfortunately, the chair has a secondary effect. Anyone sitting on it must 
  pass a DC 15 Fortitude save or have all of the metal they are holding turn 
  to lead. This ruins magical items and makes metal armor four times as 
  heavy and so soft that its armor value is reduced by half. The secondary 
  effect is caused by a pressure plate on the chair that can be disabled by 
  jamming a couple coins into the seams around it (DC 20 Disable Device 
  check).
  [E] This room is empty, with stained walls and a floor covered in grit. Its 
  main inhabitant is a man with bluish skin. He wears dark, soiled clothes 
  and has long hair that covers his face. Beneath that hair he has glassy 
  eyes and a mouth that appears to have a lower lip but no upper lip – just 
  tiny teeth peeking out from beneath a long nose. He is holding a puppy 
  and sitting on the floor, rocking back and forth. The puppy is actually a 
  figment of this blue savant’s imagination, an imagination he can make 
  manifest within a 30 ft. radius. In effect, this works like a minor image 
  spell, once per round. This blue savant walks with a limp. He has a key 
  ring on his belt that opens many doors in the ruined blue city [Area 1507].
  BLUE SAVANT 
   
  CR 4
  XP 1,200
  hp 52 (see Area 1203)
  [F] This is the chamber of the three hags. They keep individual 
  sleeping chambers behind the soiled curtains that block the outer rooms 
  (except in the room with the trapdoor, where they maintain six petty 
  trolls as guards). In their own chamber they keep a collection of mirrors 
  and polished steel shields. Each one, when concentrated on by the hags, 
  shows a different scene through a hag eye that has been placed somewhere 
  important by their servants. One eye overlooks the witchman camp at 
  [Area 3722]. Others have been carried as far away as Crescentium and 
  Xanlo. The hag treasure consists of 19,160 sp, 3,500 gp, a barrel holding 
  14 pounds of saffron (worth 15 gp per pound), a potion of levitation and a 
  jump of unworked jade worth 105 gp.
  PEGGY BLACKTEETH 
   
  CR 12
  XP 19,200
  Female annis hag barbarian 7 (Pathfinder Roleplaying 
  Game Bestiary 3, “Annis Hag”) 
  CE Large monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Perception +16 
   
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size) 
  hp 186 (7d10+7d12+84 plus 7) 
  Fort +15, Ref +8, Will +10 
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  DR 10/bludgeoning, 1/—; SR 22
   
  Speed 50 ft. 
  Melee bite +22 (1d6+9) and 2 claws +22 (1d6+9 plus grab) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks rage power (knockback), rend (2 claws, 
  2d6+13) 
  Spell-Like Abilities (CL 7th)
  3/day—alter self, fog cloud 
   
  Str 28, Dex 12, Con 23, Int 10, Wis 16, Cha 16 
  Base Atk +14; CMB +24 (+26 to bull rush, +28 to grapple); 
  CMD 35 (37 vs. bull rush) 
  Feats Alertness, Awesome Blow, Blind-Fight, Great Fortitude, 
  Improved Bull Rush, Intimidating Prowess, Power Attack, Vital 
  Strike 
  Skills Bluff +11, Diplomacy +11, Intimidate +20, Knowledge 
  (local) +7, Perception +16, Sense Motive +13, Stealth +15, 
  Survival +14 
  Languages Common, Giant 
  SQ rage (22 rounds), rage power (no escape, strength surge)
  PEGGY BLACKTEETH (WHILE RAGING)
  AC 22, touch 8, flat-footed 21 (+1 Dex, +14 natural, –2 rage, 
  –1 size) 
  hp 214 (7d10+7d12+112 plus 7) 
  Fort +17, Ref +8, Will +12
  Melee bite +24 (1d6+11) and 2 claws +24 (1d6+11 plus grab) 
  Special Attacks rage power (knockback), rend (2 claws, 
  2d6+16) 
  Str 32, Dex 12, Con 27, Int 10, Wis 16, Cha 16
  Base Atk +14; CMB +26 (+28 to bull rush, +30 to grapple); 
  CMD 37 (39 vs. bull rush) 
  Skills Intimidation +22
  MOLLIE LONGSHANKS 
   
  CR 13
  XP 25,600
  Female green hag witch 9 (Pathfinder Roleplaying Game 
  Bestiary, “Green Hag”; Pathfinder Roleplaying Game 
  Advanced Player’s Guide, “Witch”) 
  CE Medium monstrous humanoid 
  Init +2; Senses darkvision 90 ft.; Perception +15
   
  AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural) 
  hp 110 (9d10+9d6+21) 
  Fort +7, Ref +11, Will +13 
  SR 21
   
  Speed 30 ft., swim 30 ft. 
  Melee 2 claws +17 (1d4+4 plus weakness) 
  Special Attacks hex (charm, DC 16), hex (disguise, 9 hours/
  day), hex (flight, 9 minutes/day), hex (slumber, DC 16), ward 
  (+3) 
  Spell-Like Abilities (CL 9th) 
  Constant—pass without trace, tongues, water breathing 
  At will—alter self, dancing lights, ghost sound (DC 15), 
  invisibility, pyrotechnics (DC 17), tree shape, whispering wind
  Spells Prepared (CL 9th; 4/6/5/4/3/2; DC + 15 spell level, DC 
  16 + spell level for necromancy; melee touch +17, ranged 
  touch +15)
   
  Str 18, Dex 15, Con 12, Int 15, Wis 13, Cha 20 
  Base Atk +13; CMB +17; CMD 29 
  Feats Accursed Hex#, Alertness, Blind-Fight, Combat Casting, 
  Deceitful, Great Fortitude, Improved Share Spells*, Skill 
  Focus (Spellcraft), Spell Focus (necromancy), Uncanny 
  Concentration# 
  Skills Bluff +17, Disguise +17 (+27 with hex), Fly +15, 
  Knowledge (arcana) +15, Perception +15, Sense Motive +13, 
  Spellcraft +18, Stealth +17, Swim +17, Use Magic Device +18 
  Languages Aklo, Common, Giant 
  SQ familiar (Boj-Bwehn, toad), mimicry
  #Pathfinder Roleplaying Game Ultimate Magic
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  BOJ-BWEHN, TOAD FAMILIAR 
   
  CR —
  XP — 
  NE Diminutive magical beast 
  34
  hex crawl chronicles
  
  Init +1; Senses low-light vision, scent; Perception +18
   
  AC 20, touch 15, flat-footed 19 (+1 Dex, +5 natural, +4 size) 
  hp 55 (9d8–18) 
  Fort +4, Ref +10, Will +14
  Defensive Abilities improved evasion
   
  Speed 5 ft.
  Melee touch +8 (by spell)
  Special Attacks deliver touch spells 
  Space 1 ft.; Reach 0 ft.
   
  Str 1, Dex 12, Con 6, Int 10, Wis 15, Cha 6 
  Base Atk +13; CMB +14; CMD 25 (29 vs. trip) 
  Feats Skill Focus (Perception) 
  Skills Bluff +8, Disguise +8, Fly +17, Knowledge (arcana) +10, 
  Perception +18, Sense Motive +12, Spellcraft +10, Stealth 
  +30, Swim +17, Use Magic Device +8; Racial Modifiers +4 
  Stealth
  SQ empathic link, improved share spells, speak with animals 
  (amphibians), speak with master
  FAT ANYA 
   
  CR 14
  XP 38,400
  Female night hag witch 5 (Pathfinder Roleplaying Game 
  Bestiary, “Night Hag”; Pathfinder Roleplaying Game 
  Advanced Player’s Guide, “Witch”) 
  NE Medium outsider (evil, extraplanar) 
  Init -1; Senses darkvision 120 ft.; Perception +21
   
  AC 20, touch 9, flat-footed 20 (-1 Dex, +11 natural) 
  hp 122 (8d10+5d6+78) 
  Fort +15, Ref +4, Will +15 
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, 
  sleep; SR 26
   
  Speed 30 ft. 
  Melee 2 claws +15 (1d4+5) and bite +15 (2d6+5 plus disease) 
  Special Attacks dream haunting, hex (evil eye, DC 16, 7 
  rounds), hex (slumber, DC 16), 
  Spell-Like Abilities (CL 8th; concentration +15) 
  Constant—detect chaos, detect evil, detect good, detect 
  law, detect magic 
  At will—deep slumber (DC 17), invisibility, magic missile, ray 
  of enfeeblement (DC 15) 
  At will (with heartstone)—etherealness, soul bind
  Witch Spells Prepared (CL 5th; 4/4/3/2; DC + 14 spell level; 
  melee touch +15, ranged touch +9)
   
  Str 21, Dex 9, Con 22, Int 18, Wis 16, Cha 19 
  Base Atk +10; CMB +15; CMD 24 
  Feats Ability Focus (demon fever), Alertness, Brew Potion, 
  Combat Casting, Deceitful, Evolved Familiar (bite, improved 
  damage) # 
  Skills Bluff +17, Diplomacy +17, Disguise +17, Intimidate +15, 
  Fly +9, Knowledge (arcana) +12, Knowledge (planes) +15, 
  Perception +21, Ride +10, Sense Motive +19, Spellcraft +17 
  Languages Abyssal, Celestial, Common, Infernal 
  SQ change shape (any humanoid, alter self), familiar, 
  heartstone, hex (healing, 2d6+5)
   
  Disease (Su) Demon Fever: Bite—injury; save Fort DC 
  22; onset immediate; frequency 1/day; effect 1d6 Con 
  damage (target must save a 2nd time or 1 point of the 
  damage is drain instead); cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Dream Haunting (Su) A night hag can visit the dreams of 
  chaotic or evil targets by using a special periapt known as 
  a heartstone to become ethereal, then hovering over the 
  creature. Once it does so, it rides on the victim’s back until 
  dawn. The sleeper suffers tormenting dreams and takes 1 
  point of Constitution drain upon awakening. Only another 
  ethereal being can stop these nocturnal intrusions by 
  confronting and defeating the night hag.
  Heartstone (Su) All night hags carry a heartstone—a special 
  gemstone worth at least 1,800 gp that is worn as a periapt. 
  A heartstone’s magic is fueled by the hag’s spirit and 
  proximity—once separated from its owner (or upon the 
  hag’s death), a heartstone retains its magic for only 24 hours 
  before becoming a nonmagical gem again. The heartstone 
  instantly cures any disease contracted by the holder. In 
  addition, a heartstone provides a +2 resistance bonus on 
  all saving throws (this bonus is included in the statistics block 
  above). A night hag that loses this charm can no longer 
  use etherealness or soul bind until it finds a replacement 
  gemstone.
  #Pathfinder Roleplaying Game Ultimate Magic
  PORCUS THE MIGHTY, PIG FAMILIAR 
   
  CR —
  XP — 
  NE Small magical beast 
  Init +1; Senses low-light vision, scent; Perception +6
   
  AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size) 
  hp 61 (5d8+10) 
  Fort +12, Ref +6, Will +13 
  Defensive Abilities improved evasion
   
  Speed 40 ft. 
  Melee bite +4 (1d8+4)
  Special Attacks deliver touch spells
   
  Str 11, Dex 12, Con 15, Int 8, Wis 13, Cha 4 
  Base Atk +10; CMB +12; CMD 22 (29 vs. trip) 
  Feats Great Fortitude
  Skills Bluff +7, Diplomacy +7, Disguise +7, Intimidate +8, Fly 
  +11, Knowledge (arcana) +7, Knowledge (planes) +10, 
  Perception +13, Sense Motive +14, Spellcraft +8
  SQ empathic link, evolutions (bite, improved damage), 
  improved share spells, speak with master
  PETTY TROLLS (6)  
  CR 4
  XP 1,200 
  CE Medium humanoid (giant) 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4
   
  AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 
  natural) 
  hp 57 (5d8+20 plus 5); regeneration 3 (fire or acid) 
  Fort +8, Ref +7, Will +0
   
  Speed 30 ft.  
  Melee 2 claws +6 (1d4+2) and bite +5 (1d6+2) 
  Special Attacks rend (2 claws, 1d4+3)
   
  Str 15, Dex 16, Con 18, Int 6, Wis 9, Cha 6 
  Base Atk +3; CMB +5; CMD 18 
  Feats Power Attack, Toughness, Weapon Focus (claw) 
  Skills Climb +10, Perception +4 
  Languages Giant 
  Gear leather armor
  3313 Wrecked Ship: 
  A keelboat has been driven ashore here by an attack from the petty trolls of 
  Little Rock [Area 3311]. The upper portions of the keelboat have been smashed, 
  but the hull is still seaworthy. The only man to escape dragged himself into the 
  bushes before he died. He wears sailor’s garb and has a short sword gripped in 
  his leathery hand. A pouch at his belt holds a brass compass, a love note from his 
  wife in Xanlo and a plug of good tobacco. The ship carries four bales of cotton 
  35
  The troll hills
  
  in the hold, with a single gold bar (worth 10 gp) hidden in one of the bales. A 
  scrag lurks beneath the boat, waiting for curious adventurers to fall into his trap. 
  The scrag descends from Black Bess [Area 1510].
  SCRAG  
  CR 5
  XP 1,600 
  hp 61 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  3418 Yellow Hoods: 
  The witchmen are given to collecting gods and philosophies as some 
  people collect bottle caps. As each new idea passes before them, they 
  conceive of its absolute brilliance and profess this brilliance to any who 
  will listen. A few months or years pass and they have discovered some 
  new scheme for ordering the universe. So it is with the Yellow Hoods, 
  who have come to the Troll Hills to purify it of both trolls and men. As the 
  universe must be destroyed that it may be made again, so the Troll Hills, 
  the source of all life, must be purged of life that life may be recreated in a 
  more perfect form (as defined by the Yellow Hoods).
  The village houses 350 witchmen – an astounding number given how 
  dangerous the Troll Hills are and the inland location of the village. Its 
  safety is guaranteed by the presence of a powerful cabal, led by Quith, 
  a devious little man with long fingers, a pleasant mustache and eyes that 
  never seem to lock on to anything, but rather caress everything within 
  sight, searching for the root and the weak spot.
  The villagers are mostly farmers and shepherds. Their village consists 
  of wood and brick buildings (the bricks are manufactured on site) clustered 
  around a central square that contains a well. The well is carved to look as 
  though a grey dragon curls around it. Stepping on the dragon’s tongue 
  releases the lock on a trapdoor disguised as a group of paving stones 
  (DC 20 Perception check to notice the trapdoor, DC 25 Disable Device to 
  bypass). The click is audible if there is complete silence, but the location 
  of the paving stones is known only to the villagers. Beneath the trapdoor 
  there is a series of galleries and catacombs filled with the boiled bones of 
  hundreds of humanoids, from halfling to troll size. A simple stone altar 
  provides a place for ritual killings, though most of the bones originated on 
  hunts carried out by the cultists on horseback. 
  The cult numbers 30 individuals in all, including Quith’s five 
  lieutenants. When on the hunt or in their hidden temple they wear yellow 
  robes and pointed hoods that cover their faces. They arm themselves with 
  light crossbows and maces. Each cultist, when they join, has their left hand 
  removed with the stroke of a sword while drinking a thick, black liquid. 
  Within days, their hand regrows, but the flesh is as black as pitch and the 
  touch of the hand allows a cultist to use energy drain 3/day (1 level, DC 15).
  CULTISTS (25) 
   
  CR 2
  XP 600 
  NE male and female human cleric 2 
  AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield) 
  hp 10 (2d8 plus 2) 
  Fort +3, Ref +0, Will +6 
  Melee light mace +2 (1d6+1)  
  Ranged light crossbow +1 (1d8//19–20) or touch +1 (by spell)
  Special Attacks energy drain (3/day, 1 level, DC 15)
  Spells Prepared (CL 2nd; 4/3+1; DC 13 + spell level; melee 
  touch +2, ranged touch +1)
  Domains Destruction, Repose
  Str 13, Dex 10, Con 11, Int 11, Wis 16, Cha 11 
  Base Atk +1; CMB +2; CMD 12 
  Combat Gear Chainmail, light mace, light crossbow, 10 
  bolts; Other Gear yellow robes, unholy symbol.
  CULT LIEUTENANTS (5) 
   
  CR 6
  XP 2,400 
  NE male and female human wizard 7  
  AC 10, touch 10, flat-footed 10  
  hp 30 (7d6 plus 7) 
  Fort +2, Ref +2, Will +5
  Melee unarmed strike +2 (1d3–1)  
  Special Attacks energy drain (3/day, 1 level, DC 15)
  Wizard Spells Prepared (CL 7th; 4/5/4/3/1; DC 13 + spell level; 
  melee touch +2, ranged touch +3)
  Str 8, Dex 11, Con 11, Int 17, Wis 10, Cha 7 
  Base Atk +3; CMB +2; CMD 12 
  Other Gear yellow robes, unholy symbol
  QUITH, CULT LEADER 
   
  CR 13
  XP 25,600 
  Female human fighter 1, wizard 5, eldritch knight 8 
  NE Medium humanoid (human) 
  Init +2; Perception +14
   
  AC 17, touch 12, flat-footed 14 (+5 armor, +2 Dex) 
  hp 77 (1d10+5d6+8d10 plus 14) 
  Fort +7, Ref +6, Will +7 
   
  Speed 30 ft.  
  Melee +2 nine lives stealer +16/+11/+6 (1d8+4/17–20)  
  Ranged +1 light crossbow +15/+10/+5 (1d8+1/19–20) 
  Special Attacks hand of the apprentice (+16 to hit, 8/day) 
  Wizard Spells Prepared (CL 12th; 4/6/5/5/4/4/2; DC 15+ spell 
  level; melee touch +13, ranged touch +13 )
   
  Str 15, Dex 14, Con 11, Int 20, Wis 11, Cha 17 
  Base Atk +11; CMB +13; CMD 25 
  Feats Combat Casting, Greater Spell Penetration, Improved 
  Critical (longsword)B, Improved Vital Strike, Point Blank 
  Shot, Precise Shot, Quick Draw, Scribe ScrollB, Skill Focus 
  (diplomacy), Spell PenetrationB, Vital Strike, Weapon Focus 
  (light crossbow)B, Weapon Focus (longsword)B  
  Skills Diplomacy +23, Intimidate +18, Knowledge (arcana) 
  +22, Knowledge (local) +22, Knowledge (religion) +22, 
  Perception +14, Sense Motive +14, Spellcraft +22
  Languages Common
  SQ Arcane bond (nine lives stealer) 
  Gear +1 chain shirt, nine lives stealer, +1 light crossbow, 20 
  +1 bolts, spellbook
  3503 Shrine of Old Man River: 
  Old Man River is the name given to the spirit of the Great River, 
  worshipped by the trolls and nixies who live in its waters, and by the river 
  merchants and Xanlo river men who depend on it for their livelihoods. 
  The shrine is a ghostly dome situated under the river, the top carved in the 
  visage of an old man with a wild beard and head and unblinking eyes. One 
  can enter the building via arched doorways on the north and south faces 
  of the dome, doorways that look like that same bearded face, but with 
  mouths stretched inhumanly to swallow up visitors. 
  Fortunately, one need not be able to breathe water to enter the shrine. 
  Praying above the shrine in a boat and dropping a gift of seven silver coins 
  wrapped in a parcel of white cloth tied by a black ribbon, calls the shrine 
  to the surface with an explosion of bubbles. The shrine only remains 
  above the water for one hour, so one must be quick to avoid the possibility 
  of drowning. Inside the entrances one finds a narrow stairway that follows 
  the curve of the dome and ends in a thick, bronze door covered with a 
  layer of verdigris. The stairway from the north entrance goes clockwise 
  while the other goes counterclockwise.
  The doors open on a dome within a hemispherical chamber dominated 
  by an idol of a muscular old man that appears to be made from water. 
  The idol is, in fact, the genius loci of the river, a living mass of water that 
  can assume any shape it likes. It stands in a pool of water about 15 ft. in 
  diameter and 10 ft. deep, the pool being just another part of the creature. 
  The creature stands 30 ft. tall and is about 7 to 8 ft. broad. Three small 
  bull sharks swim within him.
  There is only one priest of Old Man River, at least in this shrine, a 
  nixie named Magda. Magda has been dominated by the creature, and 
  allows it to access her intellect. Without a dominated subject, Old Man 
  River has no intelligence of its own. The nixie’s own repulsion at the 
  sight of men and trolls has made the river angry with these creatures. 
  When seven witchmen entered the temple to win the river over to their 
  side, they discovered this wrath. They are now prisoners inside crystalline 
  tubes that line the inner sanctum, tormented by the river and its priest. Six 
  36
  hex crawl chronicles
  
  additional tubes remain empty. Within the pool of Old Man River there is 
  an accumulated treasure of 14,100 gp and a golden flagon worth 800 gp.
  BULL SHARKS (3)  
  CR 2
  XP 600 
  hp 20 (Pathfinder Roleplaying Game Bestiary, “Shark”)
  MAGDA THE NIXIE 
   
   CR 1
  XP 400 
  hp 9 (Pathfinder Roleplaying Game Bestiary 3, “Nixie”)
  WITCHMEN (7) 
   
  CR 4
  XP 1,200 
  Male human magus 5 (Pathfinder Roleplaying Game 
  Ultimate Magic, “Magus”) 
  N Medium humanoid (human) 
  Init +4; Perception +5
   
  AC 14, touch 14, flat-footed 10 (+4 Dex) 
  hp 27 (5d8 plus 5) 
  Fort +4, Ref +5, Will +4 
   
  Speed 30 ft.  
  Melee unarmed strike +4 (1d3+1) 
  Special Attacks spellstrike 
  Spells Prepared (CL 5th; 4/5/3, DC 13 + spell level; melee 
  touch +4, ranged +7)
  2nd—none prepared 
  1st—none prepared 
  0—none prepared
   
  Str 13, Dex 19, Con 11, Int 16, Wis 11, Cha 11 
  Base Atk +3; CMB +4; CMD 18 
  Feats Combat Casting, Scribe Scroll, Weapon Focus 
  (longsword)  
  Skills Fly +12, Knowledge (arcana) +11, Knowledge (local) 
  +8, Perception +5, Spellcraft +11, Use Magic Device +8
  Languages Common
  SQ Arcane pool (5, +2 weapon), magus arcana (wand 
  wielder), spell recall
  OLD MAN RIVER (JINUSHIGAMI)  
  CR 20
  XP 307,200
  N Gargantuan outsider (kami, native, water) (Pathfinder 
  Roleplaying Game Bestiary 3, “Kami Jinushigami”)
  Init +11; Senses darkvision 60 ft., tremorsense 60 ft., true 
  seeing; Perception +38
   
  AC 34, touch 14, flat-footed 26 (+7 Dex, +1 dodge, +20 
  natural, –4 size)
  hp 348 (24d10+216); fast healing 20
  Fort +25, Ref +17, Will +23
  DR 15/cold iron and bludgeoning; Immune bleed, mind-
  affecting effects, petrification, polymorph; Resist acid 10, 
  electricity 10, fire 10; SR 31
   
  Speed 50 ft., swim 60 ft.
  Melee +5 quarterstaff +30/+25/+20/+15 (3d6+14) or +5 
  quarterstaff +30 (3d6+9) and 2 slams +29 (2d10+9)
  Space 20 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 20th; concentration +30)
  Constant—true seeing, speak with animals, speak with 
  plants, stone tell
  At will—bless/curse water, create water, detect thoughts DC 
  22, greater teleport (self only, only within the boundaries of 
  its ward), rusting grasp, warp wood
  3/day—control water, control weather, heal, repel metal or 
  stone, summon nature’s ally IX
  1/day—true resurrection
   
  Str 28, Dex 25, Con 28, Int 23, Wis 24, Cha 31
  Base Atk +24; CMB +37 (+39 to bull rush and overrun); CMD 
  55 (57 vs. bull rush and overrun)
  Feats Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Great Fortitude, Improved Bull Rush, Improved Initiative, 
  Improved Bull Overrun, Iron Will, Lightning Reflexes, Power 
  Attack, Two-Weapon Fighting
  Skills Acrobatics +31 (+39 when jumping), Bluff +37, 
  Diplomacy +34, Heal +34, Intimidate +34, Knowledge 
  (geography) +33, Knowledge (nature) +33, Perception +38, 
  Sense Motive +38, Spellcraft +33, Stealth +22, Survival +31, 
  Swim +17
  Languages Aquan, Common; speak with animals, speak 
  with plants, stone tell, telepathy 300 ft.
  SQ infused quarterstaff, manipulate terrain, merge with 
  ward, ward (region)
   
  Infused Quarterstaff (Su) Any quarterstaff Old Man River wields 
  functions as a +5 quarterstaff (unless the quarterstaff already 
  has a greater enhancement bonus). If Old Man River is within 
  its regional ward, he can create a Gargantuan quarterstaff 
  out of the surrounding terrain as a standard action.
  Manipulate Terrain (Su) Old Man River can help any number 
  of creatures travel within his territory. Creatures aided in this 
  way receive a +10 bonus on Survival checks and do not 
  suffer reductions to overland movement from terrain or lack 
  of a highway or other roadway, regardless of the presence 
  of roads or the type of terrain they actually travel through. 
  Alternatively, Old Man River can make terrain more difficult 
  for any number of creatures to travel through, imparting 
  a –10 penalty on all Survival checks and causing overland 
  movement to be reduced to one-tenth its normal speed. 
  Old Man River can affect as many creatures as he wishes 
  with this ability, selecting whether it aids or impedes travel 
  for each, as long as he can notice the creature and the 
  creature is within his regional ward. Old Man River may use 
  this ability while merged with his ward.
  Ward (Su) Old Man River treats the entire river as his ward, 
  with a maximum radius of 5 miles. No region with a radius 
  smaller than 1 mile radius can support (or deserves) Old Man 
  River. As long as he is within his territory (either merged with 
  it or in his physical form), Old Man River can observe the 
  world from any point within his regional ward as if he were 
  at that point. While merged with his ward, he can observe 
  all points simultaneously in this way. As a standard action, 
  he can convey information about a creature within his ward 
  (effectively imparting a description and exact location) to 
  all kami within his regional ward.
  3514 Smuggler’s Pit: 
  This hex contains a wooden trapdoor hidden beneath a covering 
  of leaves and twigs (DC 15 Perception check to notice). The trapdoor 
  is situated next to an oak tree that has been split by lightning. The pit 
  contains a variety of contraband. Roll 1d6 three times on the following 
  table to determine the contents. There is a 3 in 6 chance that 1d8+6 
  smugglers are nearby.
  Roll
  Contraband
  1
  1d10 pounds of cloves (worth 15 gp per pound)
  2
  2d6 mink pelts (worth 10 gp each)
  3
  2d8 rolled cigars (worth 10 gp each)
  4
  3d6 pounds of silver (worth 1 gp per pound)
  5
  2d20 bear skins (worth 5 gp each)
  6
  2d20 pounds of pepper (worth 2 gp per pound)
  7
  1d12 wine barrels (30 gal. each, worth 10 gp each)
  8
  2d10 pounds of salt (worth 5 gp per pound)
  37
  The troll hills
  
  SMUGGLERS 
   
  CR 2
  XP 400 
  Male human rogue 3 
  CN Medium humanoid 
  Init +3; Perception +6
   
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) 
  hp 16 (3d8+3) 
  Fort +2, Ref +6, Will +1 
  Defensive Abilities evasion, trap sense +1
   
  Speed 30 ft. 
  Melee dagger +3 (1d4+1/19–20) 
  Ranged shortbow +5 (1d6/x3) or dagger +5 (1d4+1/19–20) 
  Special Attacks sneak attack +2d6
   
  Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8 
  Base Atk +2; CMB +3; CMD 16 
  Feats Deft Hands, Skill Focus (Bluff), Stealthy 
  Skills Acrobatics +9, Appraise +8, Bluff +8, Climb +9, Disable 
  Device +13, Disguise +5, Escape Artist +11, Knowledge (local) 
  +8, Perception +6, Sleight of Hand +11, Stealth +11, Swim +7 
  Languages Common, Elven, Halfling 
  SQ rogue talent (black market connections), trapfinding +1 
  Gear leather armor, dagger, shortbow, 20 arrows, 
  masterwork thieves’ tools
  3606 Spawning Pool: 
  The Great River here forms a small pool of deep, green water that is 
  used as a spawning pool for the local scrags. The scrags swim here in the 
  spring to mate. The males then move back up or down the river, leaving 
  the females to gestate and produce their voracious young. The petty trolls 
  know to avoid this area in the summer months, as the young scrags, despite 
  being less powerful than the adults, are more numerous and completely 
  devoid of fear or reason. Encounters with 1d3 adult scrags occur on a roll 
  of 1 on 1d6, while, during the summer months, encounters with 3d6 of the 
  young scrags occurs on a roll of 2-3 on 1d6.
  YOUNG SCRAGS  
  CR 4
  XP 1,200 
  CE Medium humanoid (giant, aquatic) (Pathfinder 
  Roleplaying Game Bestiary “Troll, Scrag”, “Young”) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural) 
  hp 43 (6d8+36); regeneration 5 (acid or fire, only when in 
  contact with water) 
  Fort +9, Ref +6, Will +3
   
  Speed 20 ft., swim 40 ft. 
  Melee bite +7 (1d6+3)and 2 claws +7 (1d4+3) 
  Special Attacks rend (2 claws, 1d4+5)
   
  Str 17, Dex 18, Con 19, Int 6, Wis 9, Cha 6 
  Base Atk +4; CMB +7; CMD 21 
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception) 
  Skills Intimidate +6, Perception +8 
  Languages Giant 
  SQ amphibious
  SCRAGS  
  CR 5
  XP 1,600 
  hp 61 (Pathfinder Roleplaying Game Bestiary, “Troll”)
  3719 Farmstead: 
  A farmstead of 40 witchmen is situated here, growing crops in the rich 
  river soil and raising a small herd of cattle. The farmstead is surrounded by 
  an earthen rampart about four feet high and contains eight log longhouses and 
  a large barn. The witchmen here are a rangy lot, the women wild eyed and 
  disheveled, the men tall and slightly misshapen. Besides their cattle and crops, 
  they raise wolfhounds and hunt in the woods with them. The unofficial leader 
  of the village is an old woman named Danasta, who some claim has made 
  pacts with dark things in the woods, or maybe the trolls who dwell in the river. 
  In either event, the Tevalar elves in [Area 3816] leave them alone.
  WITCHMEN 
   
  CR 4
  XP 1,200 
  Male and female human magus 5 (Pathfinder Roleplaying 
  Game Ultimate Magic, “Magus”) 
  N Medium humanoid (human) 
  Init +2; Perception +5
   
  AC 14, touch 14, flat-footed 10 (+4 Dex) 
  hp 22 (5d8 plus 5) 
  Fort +4, Ref +3, Will +4 
   
  Speed 30 ft.  
  Melee unarmed strike +3 (1d3)
  Special Attacks spellstrike 
  Magus Spells Prepared (CL 5th; 4/5/3; melee touch +3, 
  ranged touch +5)
   
  Str 11, Dex 14, Con 11, Int 16, Wis 11, Cha 11 
  Base Atk +3; CMB +3; CMD 15 
  Feats Combat Casting, Scribe Scroll, Weapon Focus 
  (longsword)  
  Skills Knowledge (arcana) +11, Knowledge (local) +8, 
  Perception +5, Spellcraft +11, Use Magic Device +8
  Languages Common, Elven, Goblin
  SQ Arcane pool (5, +2 weapon), magus arcana 
  (concentrate), spell recall
  DANASTA 
   
  CR 9
  XP 6,400 
  Female human fighter 1, wizard 5, eldritch knight 4 
  NE Medium humanoid (human) 
  Init +2; Perception +14
   
  AC 17, touch 12, flat-footed 14 (+5 armor, +2 Dex) 
  hp 57 (1d10+5d6+4d10 plus 10) 
  Fort +5, Ref +5, Will +5 
   
  Speed 30 ft.  
  Melee +1 longsword +10/+5 (1d8+3/19–20)  
  Ranged +1 longbow +11/+6 (1d8+1/x3) 
  Special Attacks hand of the apprentice (+12 to hit, 8/day) 
  Wizard Spells Prepared (CL 8th; 4/6/4/4/3; DC 15+ spell level; 
  melee touch +9, ranged touch +9)
   
  Str 15, Dex 14, Con 11, Int 20, Wis 11, Cha 17 
  Base Atk +7; CMB +9; CMD 21 
  Feats Combat Casting, Greater Spell Penetration, Many 
  Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, 
  Scribe ScrollB, Skill Focus (diplomacy), Spell PenetrationB, Vital 
  Strike, Weapon Focus (light crossbow)B  
  Skills Diplomacy +23, Intimidate +18, Knowledge (arcana) 
  +22, Knowledge (local) +22, Knowledge (planes) +22, 
  Perception +14, Sense Motive +14, Spellcraft +22
  Languages Common
  SQ Arcane bond (+1 longbow) 
  Gear +1 chain shirt, +1 longsword, +1 longbow, 20 +1 arrows, 
  spellbook
  3722 Witchmen Fort: 
  A small fort has been erected here in preparation of the witchmen 
  making a final assault on the petty trolls of Little Rock [Area 3311]. The 
  fortress consists of packed earthen ramparts about 10 ft. tall surmounted 
  by 15 ft. tall timber walls. There are two wooden guard towers, one 
  38
  hex crawl chronicles
  
  situated on the northwest corner, the other on the southeast corner. Both 
  towers provide a platform for up to ten soldiers to fire crossbows.
  The fort was built mainly by the witchmen’s zombie slaves, who have 
  remained to form a company of brutish warriors. Besides the zombies, 
  the fort is occupied by a company of crossbowmen in the russet and 
  gold livery of Lord Tylias, a renowned scoundrel of Crescentium. Camped 
  around the fortress there are three companies of archers, two companies 
  of light infantry and one company of heavy infantry. In the nearby river 
  there are seven galleys crewed by a 12 sailors and 60 oarsmen each.
  The fort’s commandant is Yoverus, a tall witchman with blistered 
  skin, grey eyes and a mirthless face. He lounges in his office, barking 
  orders to his subordinates and entertaining the other captains that have 
  been assembled here. His office and quarters are in a wooden blockhouse. 
  The fort also contains a zombie pit, barracks and combination armory and 
  smithy. Yoverus keeps a locked chest containing 4,450 sp, 1,390 gp in 
  his quarters, as well as three slave girls from the exotic tribe that inhabits 
  the Floribunda peninsula far to the southeast. Yoverus decorates his room 
  with ten panther skins (worth 15 gp each) and a barrel of 20 pounds of salt 
  is kept in his chambers under lock and key.
  Yoverus has no confidence in this attack, and plans on making a hasty 
  retreat with a select band of troops and the fort’s gold when the other 
  troops have left for their attack.
  CROSSBOWMEN  
  CR 1/2
  XP 200 
  N male human fighter 1 
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 7 (1d10+1 plus 1) 
  Fort +3, Ref +2, Will +0 
  Melee longsword +1 (1d8/19–20)  
  Ranged light crossbow +4 (1d10/19–20)
  Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 10 
  Base Atk +1; CMB +1; CMD 13 
  Feats Point Blank Shot, Precise Shot, Weapon Focus (heavy 
  crossbow) 
  Combat Gear Chain shirt, long sword, heavy crossbow, 20 
  bolts
  LONGBOWMEN  
  CR 2
  XP 600 
  N male human fighter 3 
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) 
  hp 28 (3d10+6 plus 3)
  Fort +5, Ref +3, Will +1; +2 vs. Fear 
  Melee spear +4 (1d8+1/19–20)  
  Ranged mwk longbow +7 (1d8/x3)
  Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 11 
  Base Atk +3; CMB +4; CMD 16
  Feats Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow) 
  Combat Gear Leather armor, spear, masterwork longbow, 
  15 arrows
  LIGHT INFANTRY  
  CR 1/2
  XP 200 
  N male human fighter 1 
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) 
  hp 7 (1d10+1 plus 1) 
  Fort +3, Ref +1, Will +0 
  Melee longsword +4 (1d8+2/19–20)  
  Ranged light crossbow +2 (1d8/19–20)
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10 
  Base Atk +1; CMB +3; CMD 14 
  Feats Endurance, Vital Strike, Weapon Focus (longsword) 
  Combat Gear Chain shirt, light steel shield, long sword, light 
  crossbow, 20 bolts
  HEAVY FOOTMEN 
   
  CR 2
  XP 600 
  N male human fighter 3 
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) 
  hp 34 (3d10+6 plus 3) 
  Fort +5, Ref +2, Will +1; +2 vs. Fear 
  Melee halberd +7 (1d10+4/x3)  
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 7 
  Base Atk +3; CMB +4; CMD 15
  Feats Power Attack, Vital Strike, Weapon Focus (halberd) 
  Combat Gear Chain mail, halberd
  ZOMBIES 
   
  CR 1/2
  XP 200 
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
  WITCHMEN (INCLUDING YOVERIS) 
   
  CR 4
  XP 1,200 
  Male and female human magus 5 
  hp 22 (see Area 3719) 
  3803 Crazy Hermit: 
  There is a forge hidden here in the woods, though the plume of smoke 
  that rises from it and the clanging of hammer on anvil makes it easy to 
  locate on most days. The forge is run by a witchman named Gobeth, 
  a burly man with a scruffy white beard and stringy white hair fringing 
  his bald pate. Gobeth mutters to himself the most horrible curses while 
  he works forging chains – though they are chains one cannot see unless 
  they are enraged. When one looks upon the forge with eyes of anger and 
  a thirst for vengeance, they see a great pile of red chains that hiss and 
  spark while the man pounds upon them with his hammer. Gobeth lost 
  his wife and sons to the trolls and his daughter to a prince among the 
  Tevalar elves to the northeast. He can command the chains, which are 
  100 feet long, and plans to use them to work his revenge on the prince. 
  He will accept help on this journey, which is long and perilous, and will 
  probably pass into the afterlife when his quest is finished, for the crimes 
  committed against him happened 300 years ago, and surely he could not 
  have lived that long.
  GOBETH  
  CR 4
  XP 1,200 
  Male human magus 5 (Pathfinder Roleplaying Game 
  Ultimate Combat, “Magus”) 
  CN Medium humanoid (human) 
  Init +2; Perception +5
   
  AC 14, touch 14, flat-footed 10 (+4 Dex) 
  hp 27 (5d8+5 plus 5) 
  Fort +5, Ref +3, Will +4 
   
  Speed 30 ft.  
  Melee +1 warhammer +7 (1d8+4/x3) 
  Special Attacks spellstrike 
  Magus Spells Prepared (CL 5th; 4/5/2; melee touch +6, 
  ranged touch +5)
  Special Attacks command chains
   
  Str 16, Dex 14, Con 13, Int 15, Wis 10, Cha 11 
  Base Atk +3; CMB +6; CMD 18 
  Feats Combat Casting, Skill Focus (craft), Weapon Focus 
  (longsword)  
  Skills Craft (blacksmith) +13, Knowledge (arcana) +10, 
  Perception +5, Spellcraft +10, Use Magic Device +8
  Languages Common
  SQ Arcane pool (4, +2 weapon), magus arcana (trip), spell 
  recall
  Gear leather apron (treat as leather armor), +1 warhammer 
  (used as a forge hammer), masterwork dagger
   
  Command Chains (Su) Gobeth can control his forged 
  chains when within 20 feet as a standard action, making 
  the chains attack or move as he wishes. These chains attack 
  as effectively as if wielded directly by Gobeth himself.  The 
  39
  The troll hills
  
  chain inflict 2d6 points of damage, and can trip or grapple 
  an opponent, using Gobeth’s CMB (+6).
  3916 Trading Post: 
  The Tevalar elves, a tribe of aquatic elves from the flooded valleys to 
  the northeast, has established a trading post here. The post looks like a 
  tower rising from the river. There is a flooded outer wall that rises about 
  five feet above the river and an inner tower that rises 12 ft. above the 
  water. The inner tower is used to store trade goods that would be ruined in 
  the water. The outer wall houses the Tevalar merchants.
  Within the inner tower one finds a random treasure plus a number of 
  mundane items from the basic equipment list, per the table below:
  Value of Item
  Percent Present
  Number Present
  Less than 1 sp
  75%
  1d6 x 10
  1 sp to 9 sp
  50%
  2d6
  1 gp to 10 gp
  25%
  1d8
  11 gp to 100 gp
  10%
  1d4
  100 gp +
  5%
  1
  The Tevalar merchants wear loincloths of sodden cloth and belts of gold 
  or silver (1d10x5 gp). They carry spears and three javelins each. There are 
  usually two or three merchants present. For each merchant present, there 
  are 1d4+2 human guards (amphibious due to the treatments of the elves) 
  in the inner tower wearing mail and armed with crossbows and spears.
  TEVELAR MERCHANTS 
   
  CR 2
  XP 600 
  Male aquatic elf expert 3 
  N Medium humanoid (aquatic, elf) 
  Init +2; Perception +10
  Immune sleep
   
  AC 10, touch 10, flat-footed 10 
  hp 13 (3d8+3 plus 3) 
  Fort +1, Ref +3, Will +4
   
  Speed 20 ft., swim 40 ft. 
  Melee dagger +1 (1d4–1/19–20) 
  Ranged dagger +2 (1d4–1/19–20)
   
  Str 9, Dex 14, Con 12, Int 11, Wis 13, Cha 12 
  Base Atk +2; CMB +1; CMD 11 
  Feats Alertness, Deceitful, Skill Focus (Profession [merchant]) 
  Skills Appraise +6, Bluff +9, Diplomacy +7, Disguise +6, 
  Knowledge (local) +6, Linguistics +6, Perception +10, 
  Profession (merchant) +10, Sense Motive +9, Swim +16 
  Languages Aquan, Common, Elf, Uncommon
  SQ amphibious 
  HUMAN GUARDS 
   
  CR 2
  XP 600 
  Male human warrior 3 
  N Medium humanoid (aquatic, augmented human) 
  Init +1; Perception +2
   
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) 
  hp 22 (3d10+3 plus 3) 
  Fort +4, Ref +2, Will +1 
   
  Speed 20 ft. (30 ft. base) 
  Melee spear +6 (1d8+2/x3)  
  Ranged light crossbow +4 (1d8/19–20)
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10 
  Base Atk +3; CMB +5; CMD 16 
  Feats Point Blank Shot, Precise Shot, Weapon Focus (spear) 
  Skills Diplomacy +3, Perception +3, Swim +3
  Languages Common 
  SQ amphibious 
  Gear Chain mail, spear, light crossbow, 20 bolts
  40
  hex crawl chronicles
  
  Petty Troll
  Similar in appearance to their larger cousins, these man-sized creatures 
  have rough, light green hide, a bestial visage, and over-sized gnashing 
  teeth.
  PETTY TROLL 
   
  CR 4
  XP 1,200
  CE Medium humanoid (giant)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4
   
  AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 
  natural)
  hp 52 (5d8+20 plus 5); regeneration 3 (fire or acid)
  Fort +8, Ref +7, Will +0
   
  Speed 30 ft. 
  Melee 2 claws +6 (1d4+2) and bite +5 (1d6+2) or spear +5 
  (1d8+2/x3)
  Ranged throwing axe +6 (1d6+2/x3)
  Special Attacks rend (2 claws, 1d4+3)
   
  Str 15, Dex 16, Con 18, Int 6, Wis 9, Cha 6
  Base Atk +3; CMB +5; CMD 18
  Feats Power Attack, Toughness, Weapon Focus (claw)
  Skills Climb +10, Perception +4
  Languages Giant
  Gear leather armor, spear, throwing axe
   
  Environment hills and mountains 
  Organization solitary or gang (2–20) 
  Treasure standard (NPC gear)
  Similar in many ways to their large kin, petty trolls are simply smaller 
  versions of common trolls. They are slightly more civilized, and employ 
  weapons and armor when commanded by their masters. 
  Petty trolls are very territorial and tribal; when not under the command 
  of a strong leader, they tend to wander looking for intruders to their lands, 
  much like roving gangs. 
  Psionic Cat
  This shadowy, panther-like beast stalks forward on its six muscular legs 
  in near silence.
  PSIONIC CAT 
   
  CR 4
  XP 1,200
  NE Medium magical beast
  Init +3; Senses blindsight, darkvision 60 ft., low-light vision; 
  Perception +7
   
  AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 
  natural)
  hp 60 (8d10+16)
  Fort +8, Ref +9, Will +6 
   
  Speed 60 ft., other movement types
  Melee 2 claws +9 (1d4+1), bite +9 (1d8+1)
  Special Attacks psychic blast (20 ft. radius, 1d6 damage 
  and stunned 1 round, Will DC 19 resists)
  Spell-like Abilities (CL 8th)
  At will—darkness, detect thoughts (DC 15)
  3/day—hypnotism (DC 16)
   
  Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 16
  Base Atk +8; CMB +9; CMD 23 (31 vs. trip) 
  Feats Ability Focus (psychic blast), Dodge, Iron Will, Skill 
  Focus (Stealth)
  Skills Acrobatics +8, Climb +6, Perception +7, Stealth +8 
  (+16 in darkness); Racial Modifiers +8 to Stealth checks in 
  darkness
  Languages Aklo
   
  Environment temperate forest or jungles, plains 
  Organization solitary or pack (2–12) 
  Treasure none
   
  Psychic Blast (Su) As a standard action a psionic cat can 
  emit a psychic pulse with a radius of 20 ft. Any creature 
  caught in the blast takes 1d6 damage and is stunned for 
  1 round unless they succeed on a DC 19 Will save. This is a 
  mind-affecting effect. The save DC is Charisma-based, and 
  includes a +2 bonus from the Ability Focus feat.
  Psionic cats are ferocious and intelligent panthers with the ability 
  to produce a blast of pure mental energy to stun their prey. They roam 
  woodlands, jungles or plains and often lair near civilized areas where prey 
  is easily available.
  Psionic cats are pack creatures; rarely is one encountered alone. Mating 
  season is dangerous time, as the cats lose themselves in a frenzy of ecstasy, 
  and any nearby creatures are subjected to random psychic blasts. Psionic 
  cat young are unknown and none have ever been seen.
  The cats are carnivores and prefer to dine on small animals such as 
  rats, moles, squirrels, and so on. In such instances when food is scarce, 
  it is not unheard of for a psionic cat to sneak into a civilized area and 
  carry off or kill chickens, hens, dogs, cats, and even small children. A 
  cat is about 5 feet long from nose to tail and weighs about 150 to 200 
  pounds.
  Psionic cats wait for prey to come within blast range before leaping 
  to attack with their wicked bite and sharpened claws. They use their 
  psychic blast and darkness abilities while hunting to quickly take 
  down prey (or foes). While still animals, the cats are smart enough 
  to know when the day is lost, and if combat goes against them, they 
  flee.
  Phasm
  As the oozing mass begins to slither forward, limbs begin to form, 
  eventually raising itself up in the form of a hideous monster.
  PHASM  
  CR 7
  XP 3,200
  CN Medium aberration (shapechanger)
  Init +6; Senses scent, tremorsense 60 ft.; Perception +24
   
  AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 
  natural)
  hp 97 (15d8+30)
  Fort +11, Ref +11, Will +11; +4 to Fortitude and Reflex saves
  Immune critical hits, poison, sleep, paralysis, polymorph, 
  New Monster Appendix
  
  stunning
   
  Speed 30 ft.
  Melee slam +12 (1d3+1)
   
  Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
  Base Atk +11; CMB +12; CMD 25 (can’t be tripped in natural 
  form) 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Run, Skill Focus (Perception), Wind Stance
  Skills Bluff +15, Climb +17, Craft (pick one) +16, Diplomacy 
  +15, Disguise +19 (+29 shapechanged), Knowledge (any 
  one) +19, Perception +24, Survival +18; Racial Modifiers +10 
  to Disguise checks when shapechanged
  Languages Common; telepathy 100 ft.
  SQ alternate form (polymorph)
   
  Environment underground 
  Organization solitary  
  Treasure none
   
  Alternate Form (Su) A phasm can assume any form of Large 
  size or smaller as a standard action. This ability functions 
  as a polymorph spell (CL 15th). A phasm can remain in its 
  alternate form until it chooses to assume a new one or return 
  to its natural form. Disguise is always a class skill for a phasm.
  Amorphous (Ex) A phasm in its natural form has immunity to 
  poison, sleep, paralysis, polymorph, and stunning effects. It is 
  not subject to critical hits and, having no clear front or back, 
  cannot be flanked.
  A phasm is an amorphous creature that can assume the guise of almost 
  any other creature or object. A phasm in its natural form is about 5 ft. 
  in diameter and 2 ft. high at the center. Swirls of color indicate sensory 
  organs. In this form, a phasm slithers about like an ooze and can attack 
  with a pseudopod. It weighs about 400 pounds.
  When faced with potential danger, a phasm is equally likely to retreat, 
  parley, or attack, as its fancy strikes.
  If pursued or harassed, a phasm transforms into the most fearsome 
  creature it knows and attacks. When seriously hurt, it changes to some 
  fast or agile form and tries to escape.
  Horned Ape
  Burly and feral, the horned apes have fur ranging from dark brown 
  to black, and light pink to brilliant magenta skin tones. They otherwise 
  appear as normal gorillas, save for the great bull-like horns protruding 
  from the sides of its head.
  HORNED APE 
   
  CR 4
  XP 1,200
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
   
  AC 16, touch 11, flat-footed 15 (+2 Dex, +5 natural, –1 size)
  hp 39 (5d8+10)
  Fort +8, Ref +6, Will +2
   
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +10 (1d6+6 plus grab) and horn +10 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
   
  Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +3; CMB +10 (+14 to grapple); CMD 22
  Feats Great Fortitude, Power Attack, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +18, Perception +10
   
  Environment warm forests or hills 
  Organization solitary, pair, or troop (3–12) 
  Treasure none
  An adult male horned ape is 7 feet tall and can weigh as much as 
  350 pounds. The horned ape is generally aggressive, becoming highly 
  aggressive and dangerous when provoked. 
  Horned apes typically make a large show of force before actually 
  attacking, thumping their chests with their palms, stamping their feet, and 
  roaring loudly. Any opponents who refuse to flee after this display are 
  attacked. Troops of horned apes fight together in a frenzy, rushing forward 
  to impale opponents with their horns.
  Mole Thing
  A huge, furry creature lies partially covered in the earth before you.
  MOLE THING 
   
  CR 6
  XP 2,400
  N Huge magical beast
  Init +0; Senses blindsight 30 ft., tremorsense 30 ft.; Perception +10
   
  AC 15, touch 8, flat-footed 15 (+7 natural, –2 size)
  hp 94 (9d10+36 plus 9)
  Fort +10, Ref +6, Will +4 
  Immune charms, enchantments, illusions
   
  Speed 20 ft., burrow 10 ft.
  Melee 2 claws +17 (1d8+10)
  Space 15 ft.; Reach 15 ft.
   
  Str 30, Dex 10, Con 18, Int 4, Wis 12, Cha 11
  Base Atk +9; CMB +21; CMD 31 (35 vs. trip) 
  Feats Cleave, Great Cleave, Power Attack, Toughness, Vital 
  Strike
  Skills Climb +16, Perception +10
   
  Environment underground 
  Organization solitary or pair 
  Treasure none
  This creature is similar in all ways to a common field mole, save for its 
  great size and magical immunities. It cannot be charmed and is immune 
  to all illusions.
  Mole Things are generally docile if not disturbed, and are only a 
  hindrance to farmers, and others if they are hungry.
  Blue Savant
  These unusual men have varying shades of blue skin. How or why their 
  skin is blue is a mystery.
  BLUE SAVANT 
   
  CR 4
  XP 1,200
  N Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +15
   
  AC 19, touch 17, flat-footed 16 (+4 deflection, +2 Dex, +1 
  dodge, +2 natural)
  hp 52 (5d10+25)
  Fort +10, Ref +10, Will +15; +2 vs. mind-affecting effects
  Defensive Abilities eerie grace; DR 5/—; Immune disease, 
  electricity, fire, poison; SR 15
   
  Speed 40 ft.
  Melee slam +9 (1d4+4 plus poison)
  Special Attacks poison
   
  Str 16, Dex 14, Con 20, Int 20, Wis 25, Cha 18
  
  Base Atk +5; CMB +8; CMD 25 
  Feats Dodge, Mobility, Weapon Focus (slam)
  Skills Bluff +12, Knowledge (arcana) +14, Knowledge 
  (history) +14, Knowledge (local) +14, Knowledge (planes) 
  +14, Knowledge (religion) +14, Perception +15, Sense Motive 
  +15, Spellcraft +13; Racial Modifiers +5 Knowledge (all)
  Languages Abyssal, Aklo, Celestial, Common, Infernal, 
  Sylvan; telepathy (touch)
  SQ savant
   
  Environment any 
  Organization solitary or group (2–8) 
  Treasure none
   
  Eerie Grace (Ex) A blue savant adds its Charisma modifier as 
  a deflection bonus to its AC and all saving throws.
  Poison (Ex) Blue plague; type disease, injury; save Fortitude 
  DC 17; onset 1 day; frequency 1/day; effect 1d4 Con 
  damage and target is fatigued; cure see The Blue Plague, 
  above
  Savant (Ex) A blue savant adds its HD as a racial bonus to all 
  Knowledge skills and Spellcraft. Those skills are always class 
  skills for a blue savant.
  Blue savants are extremely intelligent and cunning beings hailing from 
  a parallel universe. Each of the blue savants has unique powers (GM to 
  determine, be creative), and all can pass the blue plague (see above)
  Prismatic Serpent
  This serpentine creature appears to be made entirely of kaleidoscopic 
  light.
  PRISMATIC SERPENT 
   
  CR 7
  XP 3,200
  NE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 47 (5d10+15 plus 5)
  Fort +7, Ref +6, Will +4 
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +11 (1d6+10 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (30 ft. line of intense light, 
  3d6 fire damage, Ref DC 15 half), constrict (1d6+10)
  Spell-Like Abilities (CL 13th)
  1/day—prismatic spray (DC 20)
   
  Str 25, Dex 15, Con 16, Int 6, Wis 12, Cha 17
  Base Atk +5; CMB +13; CMD 25 (can’t be tripped)
  Feats Iron Will, Skill Focus (Perception), Toughness
  Skills Acrobatics +14, Climb +19, Perception +12, Stealth +6, 
  Swim +19; Racial Modifiers +8 Acrobatics, +4 Perception, +4 
  Stealth
   
  Environment any 
  Organization solitary  
  Treasure none
  Created from a magical trap, this creature has no place in nature. It is 
  formed when a target fails its save and is polymorphed into the serpentine 
  form.
  Mimic Troll
  What appears as a large wardrobe suddenly grows arms and begins to 
  transform into a hideous troll.
  MIMIC TROLL 
   
  CR 6
  XP 3,200
  CE Large humanoid (giant, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  SR 17
   
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 10
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Disguise +6, Intimidate +6, Perception +8
  Languages Giant
  SQ mimic object
   
  Environment any 
  Organization solitary or clan (2–6)  
  Treasure standard
   
  Mimic Object (Ex) A mimic can assume the general shape 
  of any Medium object, such as a massive chest, a stout bed, 
  or a door. The creature cannot substantially alter its size, 
  though. A mimic’s body is hard and has a rough texture, no 
  matter what appearance it might present. A mimic gains 
  a +20 racial bonus on Disguise checks when imitating an 
  object in this manner. Disguise is always a class skill for a 
  mimic.
  Mimics trolls are thought to be the result of either an alchemist’s 
  attempt to merge a troll and mimic into some form of guardian beast, 
  or some deranged offshoot of a doppelganger gone wrong. Over time, 
  these strange but clever creatures have learned the ability to transform 
  themselves into simulacra of man-made objects, particularly in locations 
  that have infrequent traffic by small numbers of creatures, thus increasing 
  their odds of successfully attacking their victims. Similar to normal 
  mimics, mimic trolls are far more aggressive and will attack entire parties 
  if their hunger is not abated.
  Mimics trolls are inherently evil, and some sages believe that mimic 
  trolls attack humans and other intelligent creatures simply for sport, to 
  see if they can get away with it. The desire to completely fool others is 
  thought to be a part of their being, and their surprise attacks against others 
  are a culmination of those desires. 
  Similar to a normal mimic, a typical mimic troll has a volume of 150 
  cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Mimic 
  trolls rarely grow to any larger than this, though stories are told of larger 
  trolls the size of carts or wagons.
  Acid Weird
  This creature resembles an 8-foot long serpent formed of acidic 
  material.
  ACID WEIRD 
   
  CR 4
  XP 1,200
  CE Large outsider (earth, elemental, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +11
   
  AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 
  natural, –1 size)
  hp 51 (6d10+18); fast healing 5
  
  Fort +8, Ref +7, Will +4
  Defensive Abilities rejuvenation, transparency; DR 5/
  bludgeoning; Immune Acid
  Weaknesses Vulnerability to water
   
  Speed 40 ft., swim 40 ft.
  Melee bite +11 (1d8+7 plus grab plus 1d8 acid)
  Space 10 ft.; Reach 5 ft.
   
  Str 21, Dex 15, Con 16, Int 11, Wis 14, Cha 11
  Base Atk +6; CMB +12 (+16 grapple); CMD 25 (can’t be 
  tripped)
  Feats Dodge, Improved InitiativeB, Mobility, Weapon Focus 
  (bite)
  Skills Acrobatics +11, Bluff +9, Intimidate +9, Knowledge 
  (planes) +9, Perception +11, Stealth +7 (+19 submergd in 
  element); Racial Modifiers +12 Stealth when submerged in 
  element
  Languages Weirdling, one appropriate elemental language 
  (Aquan, Auran, Ignan, or Terran)
   
  Environment any (elemental planes, quasi-elemental planes, 
  para-elemental planes)
  Organization solitary or pack (2–4)
  Treasure standard
   
  Command Elemental (Su) As a standard action, an acid 
  weird can attempt to enslave elementals of the same 
  type within 30 feet. Elementals receive a DC 15 Will save to 
  negate the effect. Elementals that fail their saves fall under 
  the acid weird’s control, obeying its commands to the best 
  of their ability as if under the effects of a dominate monster 
  spell. Intelligent elementals receive a new save once each 
  week to resist command. An acid weird can command any 
  number of elementals, so long as their total Hit Dice do not 
  exceed its own. If the elemental is under the command of 
  another creature, the acid weird must make an opposed 
  Charisma check to gain control of the elemental. The save 
  DC is Charisma-based and includes a +2 racial bonus.
  Rejuvenation (Su) When reduced to 0 hit points or less, an 
  acid weird collapses. If contacting its element, it reforms 
  1 minute later with 5 hit points, allowing its fast healing 
  thereafter to resume healing it.
  Transparency (Ex) When submerged in its element, an acid 
  weird is effectively invisible and gains total concealment 
  (50% miss chance). Additionally, a submerged acid weird 
  gains a +12 racial bonus on Stealth checks and can move 
  at full speed without taking a penalty on Stealth checks.
  Vulnerability to Water (Ex) A significant amount of water, 
  such as that created by a create water spell, the contents 
  of a large bucket, or a blow from a water elemental, that 
  strikes an acid weird forces the creature to make a DC 20 
  Fortitude save to avoid being staggered for 2d4 rounds. An 
  acid weird that is immersed in water must make a DC 20 
  Fortitude save each round (this DC increases by +1 each 
  subsequent round) or take 1d6 points of damage each 
  round until the water is gone.
  Weirds are creatures from the elemental planes. Lesser weirds are made 
  up of elements from the demi-, para-, and quasi-elemental planes, while 
  greater weirds are composed of elements from the pure elemental planes 
  (air, earth, fire, and water).
  Both types can be encountered on the Material Plane, often in the 
  employ of a powerful spellcaster. Bribery is the usual means of gaining 
  the services of a weird, though some spellcasters resort to even more 
  deceitful practices or trickery to gain the services of these creatures. 
  Spellcasters beware! Weirds are intelligent creatures and do not take 
  kindly to deception (unless they are the ones engaging in such trickery). 
  Many weirds are bound to an area when summoned (caster’s choice). 
  If bound, the area usually covers an area in a 100-foot radius (or less) 
  centered on the point where the weird first appears. Most casters bind 
  weirds into pools of their element, such as an acid weird being summoned 
  and bound into a large pool of acid or a mud weird being bound into a 
  large mud pool. A weird that is bound to an area can move freely within 
  the area but cannot leave it.
  All weirds, regardless of their makeup, are serpent-like creatures about 
  10 feet long (lesser weirds are 8 feet long), and being of an evil and malign 
  nature. Weirds speak the common language of weirds and the language 
  native to their home plane. Some speak more languages, and still some 
  can speak Common.
  Clay Man
  Large, featureless, men come lumbering forth.
  CLAY MAN 
   
  CR 3
  XP 800
  N Medium construct (shapechanger)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
   
  AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 
  natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +3 
  DR 5/adamantine; Immune bludgeoning damage, 
  construct traits
   
  Speed 30 ft.
  Melee 2 slams +8 (1d6+4)
   
  Str 18, Dex 13, Con —, Int —, Wis 14, Cha 13
  Base Atk +4; CMB +8; CMD 20 
  Skills Disguise +11; Racial Modifiers +10 Disguise
  SQ change shape (alter self), mimicry, close copy
   
  Mimicry (Ex) A clay man is proficient in all weapons, armor, 
  and shields. In addition, a clay man can use any spell trigger 
  or spell completion item as if the spells were on its spell list. Its 
  caster level is equal to its racial Hit Dice.
  Close Copy (Su) When a clay man uses change shape, it 
  can only assume the appearance of a specific individual if 
  it has acquired a portion of that creature’s anatomy (hair, 
  fingernails, etc.).
  Cut from the native clay of the Troll Hills the clay men are large, 
  constructs shaped like stylized but very unrefined creatures. Given the 
  opportunity, clay men seek to duplicate creatures if they can.
  These figures are created by hags and used to make simple servants. 
  They are roughly Medium-size, but can be of any shape. They are about 
  8 inches thick, but otherwise “two-dimensional”. If a clay man manages 
  to steal a person’s possession they can take on a closer appearance to that 
  person, duplicating their general shape but not their color. In this form, 
  they possess a crude set of their memories. If they steal a bit of a person 
  (hair, finger nail, etc.) they can become a perfect double.
  
  legal appendix
  OPEN GAME LICENSE Version 1.0a 
  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 
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  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the 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 
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  or its products or the associated products contributed to the Open Game License 
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  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 
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  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 
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  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 
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  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 
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  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 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary Copyright 2009, Paizo Publishing, LLC; 
  Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 Copyright 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Bauer,  Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, 
  Steve Kenson, Hal McLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K. Reynolds, F. Wesley Schneider, Owen K. C. 
  Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; based on 
  NPC-named spells from the Player’s Handbook that were renamed in the System 
  Reference Document. The Compendium can be found on the legal page of www.
  necromancergames.com.
  Pathfinder Roleplaying Game Bestiary 3, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reyn-
  olds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
  A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, 
  W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. 
  Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  45
  
  Scott Greene, based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene and Patrick Lawinger.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott
  Greene.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
  Cooshee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distrubuted by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax.
  Fire Spawned Creature Template from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distrubuted by Frog God Games; Author 
  Scott Greene.
  Rat, Ethereal from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
  Screaming Devilkin from the Tome of Horrors Complete, Copyright 2011, Necroman-
  cer Games, Inc., published and distrubuted by Frog God Games; Author Scott Greenem 
  based on original material by Philip Masters.
  Spectral Troll Template from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distrubuted by Frog God Games; Author Scott 
  Greene, based on original material by Wizards of the Coast.
  Tick, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax.
  Troblin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distrubuted by Frog God Games; Author Erica Balsley.
  Troll, Cave from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene and 
  Clark Peterson.
  Troll, Swamp from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene.
  Troll, Two-Headed from the Tome of Horrors Complete, Copyright 2011, Necroman-
  cer Games, Inc., published and distrubuted by Frog God Games; Author Scott Greene, 
  based on original material by Oliver Charles MacDonald.
  Hex Crawl Chronicles: The Troll Hills, Copyright 2013, Frog God Games; 
  Author John Stater.
  46
  legal appendix
  
  47
  
  48
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Hex Crawl Chronicles/PFRPG - FGG - HC6, The Troll Hills.pdf