TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9467
  crimson hand
  e ne mie s  o f  Ne o e xo du s :
  
  enemies of Neoexodus: the Crimson Hand
  Page 2
  The First Ones were once the sole masters of the world 
  of Exodus. They ruled with undisputed power, enslaving 
  or dominating all other races and nations beneath their 
  sorcerous grip.  Although their civilization has fallen, 
  there are those who still desire to see these dark, ancient 
  beings rise once more. The Crimson Hand is one of the 
  final few bastions of First One power, a secret organiza-
  tion with its tendrils tightly wound around much of the 
  world’s nobility. It is a long game they play, but one 
  which they believe can only end with their eventual 
  triumph, and the re-establishment of a new era of First 
  One tyranny.
  Early History
  The true history of the Crimson Hand doesn’t begin until 
  the fall of the ancient First One civilization, nearly 2000 
  years ago. As the Kaga’s rebellion sealed the fate of the 
  First ones, only a tiny fraction of these ancient tyrants 
  were able to escape. One of the most powerful and 
  subtle of all the Exodites, Valos, fled into the untamed 
  Wyldlands of Bal, and it was from here that he would 
  eventually extend his influence to form the Crimson 
  Hand of today.
  In the Wyldlands, Valos was quick to use his shape-
  shifting power and his mastery over blood sorcery to 
  seize control of small tribes of savage men. His earliest 
  dabblings were centered around capturing wild Enuka 
  and subjecting them to all manner of strange rituals 
  and sacrifices.  Such sacrifices were committed in his 
  own name since he had set himself up as a  god – a god 
  who espoused conflict and warfare out of a need of a 
  constant stream of captives. While the original captives 
  were Enuka, Valos eventually sought out more intelligent 
  subjects for experimentation and he turned tribe upon 
  tribe. The early days of the Wyldlands were made many 
  times bloodier by his hand, but the slaughter had taught 
  him much. Valos’s mastery of blood sorcery grew along 
  with his ambition.
  Valos, himself a Khaynite, was a subtle force that 
  worked in the shadows, pitting tribe against tribe and 
  slowly spreading the worship of himself as a dark god. 
  The Brotherhood of Khayne was shaped and formed 
  under his influence, although never directly. Valos was 
  careful to use magic to create portents and dreams that 
  merely hinted at the direction the Brotherhood was to 
  move in. He himself was never seen or known of – 
  merely a puppetmaster who exerted subtle control.
  The Reis Confederacy & the Failure 
  of the Brotherhood of Khayne
  When Euhudi of the city of Xehitoch saw a portent 
  in the intestines of a sacrificial victim, Valos was the 
  hand that had arranged it. She was perhaps his greatest 
  achievement – the result of generations of manipula-
  tion of cultist bloodlines; Valos knew Euhudi would 
  not fail to seek power and propagate it. Within half a 
  generation, true to form, Euhudi controlled the kingdom 
  of Naphil, and then Baargon, and then nearly all of the 
  eastern Wyldlands. But when an outside force allied 
  with the men of Reis and destroyed the power of the 
  Brotherhood, Euhudi disappeared and the remainder 
  of the Khaynite cult went underground, vanishing into 
  obscurity. As always, Valos was behind the scenes.
  The fall of the Brotherhood and the disappearance of its 
  violent leader took it off the map as a serious threat and 
  allowed it to go underground, propagating freely in lands 
  outside of the Wyldlands. This was exactly what Valos 
  wanted. Conquest of the entire world was impossible via 
  force of arms. Euhudi’s failure was Valos’s success, and 
  once again he slowly spread his influence, this time into 
  the vaulted halls of Nyssa. As the four great powers of 
  Exodus waged war on each other, Valos marshalled his 
  cult and subtly advised various small noble families in 
  the Caneus Empire. His bloodlines were already active 
  within the Reis Confederacy, and he saw in the Caneus 
  Empire the most expansive and conciliatory culture – 
  one which he believed he could warp to his cause.
  Into the Current Age
  Valos’s many agents were hard at work in consolidating 
  power within the Caneus Empire. He wished to merge 
  as many political bloodlines as possible and hoped that 
  eventually his machinations would lead 
  the Caneus Imperial family to marry into Reis and the 
  Dominion – maybe even the Armans. His plans seemed 
  close to fruition when the Emperor and Empress of 
  Caneus were slain by a mysterious force, followed by 
  the Empress Mercy, leaving only the young Cassandra to 
  take the throne – an individual who Valos had no sway 
  over. Some power was working against the influence of 
  his blood sorcery and since then it has been Valos’s goal 
  to find out who or what it was.
  Operation and Motives
  Blood Sorcery
  The Crimson Hand as a group is uniquely devoted to 
  ancient blood sorcery. Their techniques are all but lost, 
  and at one time formed the basis of modern Khaynite 
  and Reis enchantments. Unlike the more pragmatic 
  modern forms of blood magic, Crimson Hand blood 
  sorcery requires direct contact with blood from selected 
  targets in order to achieve magical effects. In return 
  for these restrictions, Crimson Hand blood sorcery 
  is capable of far more devastating and broad-ranging 
  power.
  To this end, the Crimson Hand’s chief motivation is the 
  acquisition of blood that they can use for their spells. 
  
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  Not just any blood will do; the blood must have some 
  connection or power over the type of effect the magician 
  is attempting to achieve. In order to cast blood magic to 
  dominate, the blood of a famous or politically powerful 
  individual is required. In order to cast blood magic for 
  strength in combat, blood of a great warrior is needed. 
  The blood needed for artifice requires the blood of 
  master craftsmen. These strict necessities dictate the type 
  of victims the Crimson Hand seeks out - individuals with 
  intense power or skill.
  Structure
  Organizationally, the Crimson Hand is small. Led by 
  Valos, all important decisions eventually filter back to 
  him. Beneath Valos there is a definite chain of command. 
  Each member listed in this supplement has a specific 
  purpose in the organization.
  Inner Circle
  Valos – leader of the group. Most powerful wizard.
  Lucia – Valos’s apprentice and second in command.
  Geist – Valos’s chief spy and an active tactician.
  Enforcers
  Ashtalon  - The most powerful enforcer. Called to kill 
  the most dangerous foes, usually when the situation has 
  already gone out of ‘containment’
  Sithuras – Enforcer tasked with property destruction, 
  demolitions and the occasional murder
  Rigel – Master saboteur
  First-Of-Many – Scout and subtle assassin
  Taskal – Messenger
  The distinction between Inner Circle and Enforcers is 
  an important one. Members of the Inner Circle are all 
  considered vital to the organization and their survival is 
  essential. Members of the Enforcers, on the other hand, 
  are actually created from magically catalogued blood-
  lines. Valos will readily sacrifice them during a mission, 
  create new bodies, and then call their spirits back in a 
  process called ‘reconstitution’. The only exception to this 
  rule is Sithuras – while he has been catalogued he has 
  never actually died (and rubs this fact in the faces of the 
  other enforcers on a regular basis.)
  A Trail of Carnage
  The quantity of blood required for the Crimson Hand 
  to complete their major rituals is often enough to kill 
  whomever the provider is. This doesn’t mean that blood-
  drained corpses are left sitting around. The Crimson 
  Hand is rather secretive, and prefers to ‘disappear’ their 
  targets completely unless they are deliberately leaving a 
  message. Additionally, the Crimson hand is very fond of 
  Behind the Scenes
  Valos, the leader of the Crimson Hand, has spent 
  centuries manipulating the bloodlines of noble fami-
  lies all across the world of Exodus. His research has 
  led him to a vastly powerful epic spell - a spell that 
  can control all related members of an entire family, 
  so long as they share the blood of a progenitor. While 
  he only possesses a weaker version of this magic, he 
  is willing to play a patient, centuries-long game of 
  subtle influence to establish control over the ruling 
  class of the entire world with his magic.
  Clues in a Crimson Hand adventure
  If you look at the magical abilities that the Crimson 
  Hand has available, it’s pretty easy to see that any of 
  the Inner Circle can render themselves nearly unde-
  tectable through magical and other abilities. A few 
  clues are built in but they tend to require very high 
  skill checks or access to extremely powerful magic 
  to detect. This is intended to emulate the fact that 
  this group has managed to remain secret for a long 
  time; however players may not find dealing with an 
  undetectable foe to be a whole lot of fun. When using 
  the Crimson Hand as foes for the party, it’s important 
  to provide the party with a fair chance of discovering 
  the Hand’s activities. This doesn’t mean ‘make it easy’ 
  – the Crimson Hand will always use at least one layer 
  of misdirection in any of their plots – but if things 
  start to bog down heavily with the party lost or direc-
  tionless, that’s your cue to drop another clue into the 
  mix. Creating a list of clues ahead of time that you can 
  gradually reveal is a good idea for any campaign that 
  relies heavily on intrigue.
  Gather Information Results
   Many of the lower results are deliberately deceptive.
  10-15:  The Crimson Hand is the name of a mercenary 
  company that works in Reis. They take their 
  name from their old coat of arms. 
  16-20:  The Crimson Hand came from Reis a long 
  time ago. They were related to an old religious 
  organization.
  21-25:  The Crimson Hand is some sort of cult. There 
  are a lot of them in some soldier groups and 
  they are opposed to the Sanguine Covenant.
  26-30:  The Crimson Hand is a lower-echelon part of 
  the Brotherhood of Khayne. They are obsessed 
  with purity of blood.
  31-35:  The Crimson Hand is related to the 
  Brotherhood of Khayne. They’re led by an 
  ancient sorcerer who wishes to create the 
  perfect leader and bring the world into a new 
  age.
  
  enemies of Neoexodus: the Crimson Hand
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  pinning their crimes on other individuals – a common 
  tactic is leaving corpses made to look like victims of 
  vampire or stirge attacks. Oftentimes areas of recent 
  social unrest are targeted to help disguise people going 
  missing or dying in a larger, regional trend.
  The Crimson Hand doesn’t always need to murder 
  people to achieve their aims, and actually prefers not 
  to if possible. The bodies of the recently deceased are 
  also suitable blood donors. The blood can even be 
  congealed so long as it hasn’t completely desiccated. 
  This means that occasionally, members of the 
  Crimson Hand will break into the crypts 
  of recently-dead powerful individuals 
  and steal their corpses. These are often 
  made to look like regular grave-robbings 
  or undead infestations – sometimes 
  complete with created undead roaming 
  the area.
  Political and Intrigue 
  Hooks
  Valos has a variety of powerful political 
  connections. His ability to completely 
  alter his appearance means he usually 
  assumes different guises, setting up false 
  identities and alter egos to conceal his 
  true motives. As opposed to being a 
  dealer in violence, Valos prefers to act 
  as a go-between or a diplomat for noble 
  families. His specific methods allow 
  him to arrange a wide variety of polit-
  ical marriages that can certainly serve 
  in the interests of a nation or a family, 
  but also serve his own secret, long-term 
  goals of developing bloodlines under his 
  control.
  With all of these factors, the Crimson Hand is best 
  used in a mystery or political campaign.  A list of hooks 
  to introduce different sorts of campaigns to the group 
  follows.
  Hack N Slash or Dungeon Crawl
   •  Strange creatures are harassing a local town or city, 
  and the party is either hired to investigate, decides 
  to go on their own, or stumbles upon the source 
  of the creatures. It is one of Valos’s test labs for 
  experimental bloodlines, and contains all manner of 
  human-animal hybrids and aberrations.
   •  One or more members of the party are singled out 
  by Valos’s agents as having a desirable bloodline, 
  and he sends assassins to kill or kidnap them and 
  claim their blood. The party must fend off attack and 
  investigate why it’s happening, eventually leading 
  back to Valos or his agents.
   •  Part of Valos’s plan comes to fruition and an entire 
  alliance of noble houses suddenly rebel and stage a 
  coup against the ruling families of a nation. They are 
  all under Valos’s command, and he plans to use them 
  to rule from behind the scenes. The party joins in an 
  
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  epic battle to stall or stop the coup, while all along 
  discovering that the rebels’ motives are not at all 
  what they seem.
  Political
   •  Valos has orchestrated a low-scale war between two 
  noble families. There is killing in the streets, but the 
  bodies, after the funerals, go missing – stolen for 
  Valos’s ritual purposes. The party must investigate 
  its way through the maze of belligerence in order to 
  discover who is really behind the fighting and why, 
  and possibly reconcile the noble families.
   •  A conciliatory marriage has been arranged between 
  members of two noble families. One (or both) of the 
  two has a true love and doesn’t want to go through 
  with the marriage, and appeals to the party to stop 
  the proceedings which have been orchestrated by a 
  political advisor. Turns out that advisor is an agent 
  of Valos (or perhaps Valos himself), attempting to 
  establish a bloodline for his own nefarious purposes. 
  Cue the assassins!
   •  The last days of a bloody, horrific border war 
  between two nations are drawing to a close, and the 
  nobility on both sides are engaged in peace negotia-
  tions. Famous negotiators and diplomats are helping 
  the process along, but divinations on both sides have 
  turned up confusing results – even though every-
  thing seems to be going well, someone seems to be 
  interfering with the process. As the party investi-
  gates they gradually discover that it is Valos who 
  is brokering the peace. They must make a decision 
  – allow the war to stop even though Valos intends 
  to use the peace for his own purposes, or inform the 
  various factions of Valos’s intervention, which will 
  very likely cause the peace process to collapse and 
  lead to more suffering.
  In Valos’s Service
   •  The party is called upon to overthrow a troubling 
  and cruel nobleman. The sponsor of their action is 
  Valos, who wants the evil noble brought back to him 
  to be used in one of his rituals. The party can either 
  be aware or unaware of Valos’s intentions.
   •  The party are active assassins, knowingly working 
  for Valos for the benefits of power. In this case, their 
  actions and goals would match the profile of the 
  group as a whole.
   •  A rich and eccentric ‘good samaritan’ is hiring 
  adventurers to track down and slay vicious beasts, to 
  return with their bodies as trophies. These beasts are 
  dangerous threats, but perhaps not as dangerous as 
  the eccentric ‘good samaritan’ – it is Valos, looking 
  for new biological samples for some strange experi-
  ment.
  Valos
  The few remaining Khaynites don’t often have the 
  luxury of working together, let alone the desire. Instead, 
  it’s their tendency to work as individuals, seeking out the 
  annals of power that their race built in the distant past. 
  Valos is one such individual.
  A talented wizard, Valos is a master artificer from ages 
  long past. His skill in the magic arts was not achieved 
  out of a desire to build powerful artifacts and weapons. 
  Valos wanted to create new life, and his extensive study 
  centered around the manipulation of existing beings 
  through artifice. He had his hand in the creation of 
  several of the Khaynites’ servant races, and special-
  ized in the breeding and perfection of a wide variety of 
  bloodlines, some of which continue to this day. 
  Only the gods know exactly what depths Valos sunk to 
  during the reign of the First Ones, but with the fall of the 
  Khaynite civilization, he barely managed to escape with 
  his life. What little research he took with him consisted 
  of a few samples and strains of his greatest successes, 
  his spellbook, and a personal arsenal. Valos needed only 
  what he took. Nearly as soon as the Kaga had ceased its 
  attacks and vanished, he was prepared to settle down and 
  begin his plans. Over the years, time slowly forgot him 
  and he faded deeper and deeper into obscurity, even as 
  his knowledge and influence grew. Time should never 
  have forgotten him.
  Personality
  Valos is extremely patient, composed, and calculating. 
  He has absolutely no empathy and only understands 
  emotions other than pride as a phenomenon that other 
  creatures experience. Dealing with him is surprisingly 
  easy if you can provide something that furthers his 
  goals, and completely impossible if you are of no use. 
  His demeanor is very pleasant, but he is given away by 
  a lack of strong reaction to events that would normally 
  upset a person. He is very prompt and groups of people 
  with no clear leader or spokesman irritate him. 
  Valos - CR 10
  XP 9,600
  Male Khaynite wizard 4
  LE Medium aberration (First One)
  Init +7; Senses darkvision 60 ft.; Perception +16
  Defense
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 122 (16 HD; 12d8+4d6+48+4)
  Fort +10, Ref +10, Will +15 
  Offense
  Speed 40 ft., swim 30 ft.
  
  enemies of Neoexodus: the Crimson Hand
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  Special Attacks hand of the apprentice (7/day, +15 
  attack)
  Sorcerer Spells (CL 13th; concentration +18, +22 
  casting defensively)
  4th - (4/day) Confusion (DC 23)
  3rd - (7/day) Haste, Hold Person (DC 22)
  2nd - (8/day) Glitterdust (DC 19), Mirror Image, Resist 
  Energy
  1st - (8/day) Grease (DC 18), Mage Armor, Magic 
  Missile, Murderer’s Mark, Sleep (DC 20)
  Cantrips – Daze (DC 19), Detect Magic, Light, Mage 
  Hand, Message, Open/Close, Prestidigitation, Read 
  Magic 
  Wizard Spells (CL 9th; concentration +13, +17 casting 
  defensively)
  2nd - Rope Trick, Pyrotechnics (DC 18), Web (DC 16)
  1st - Detect Secret Doors, Feather Fall, Shield, Silent 
  Image
  Cantrips – Dancing Lights, Detect Poison, Disrupt 
  Undead, Mending
  Tactics
  Before Combat If actively expecting combat he will 
  go all out with his buffs, if he has time to prepare. At a 
  minimum he uses his wand of greater invisibility and 
  drinks the potion.
  During Combat Valos is not terribly decked out for 
  combat His most devastating attack is confusion, which 
  he will use against larger groups, targeting any who 
  resist with magic missile, glitterdust or hold person. 
  When Valos runs out of juice he will usually just fly 
  away; after all, it is better to live to fight another day 
  than not.
  Morale Valos prefers not to fight; he would rather ally 
  himself with people. When faced with hostile opposition 
  he will use his crimson mark to gather information on 
  them and assess whether or not they are a threat before 
  deciding to retaliate. Valos is an expert liar who tends 
  to hide in urban areas, meaning that if he flees it can be 
  almost impossible to track him down.
  Statistics
  Str 10, Dex 16, Con 16, Int 18, Wis 12, Cha 24
  Base Atk +11; CMB +11; CMD 23
  Crimson Mark
  Aura Strong divination; CL 20th
  Slot none; Weight –
  A dark red mark on Valos’s brow, the Crimson Mark is 
  actually an ancient First One artifact. It allows exten-
  sive insight into any individual the wearer has previ-
  ously wounded. After Valos deals damage to a target, 
  he can use the Crimson Mark to establish various 
  types of link with that individual. He can use the Mark 
  to cast any of the following as a 20th level wizard:
   • Cast Locate Creature on the target.
   • Cast Clairaudience/Clairvoyance on the target.
   •  Cast Detect Thoughts on the target (DC 12 + 
  wearer’s Intelligence bonus).
  All of these spells are cast as standard actions. 
  Additionally, Valos is immediately aware if the target 
  lies to him, and gains a +2 insight bonus to his AC and 
  saves against attacks made by the target. If Valos has 
  multiple individuals targeted by the Crimson Mark, he 
  must choose one to gain these benefits upon at the 
  beginning of each turn.
  For the CR 20 version of Valos, the artifact provides 
  a +4 insight bonus (not +2) to AC and saves against 
  one target, but is otherwise the same.
  DESTRUCTION
  The crimson mark can be destroyed by being 
  touched by the Kaga.
  
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  Feats Empower Spell, Improved Initiative, Greater Spell 
  Focus (enchantment), Greater Spell Focus (transmuta-
  tion), Maximize Spell, Scribe ScrollB, Spell Focus 
  (enchantment), Spell Focus (transmutation), Spell 
  Penetration
  Skills Bluff +22, Diplomacy +19, Knowledge (arcana) 
  +19, Knowledge (history) +19, Knowledge (local) +19, 
  Knowledge (nobility) +19, Knowledge (religion) +19, 
  Perception +16, Sense Motive +13, Spellcraft +18 
  Languages Valos may communicate in any known 
  language.
  SQ arcane bond (silver ring), permanent spells, powerful 
  caster
  Combat Gear potion of fly, wand of greater invisibility 
  (10 charges); Equipment belt of incredible dexterity +2, 
  cloak of resistance +2, Crimson Mark (artifact), silver 
  ring (250 gp), spellbook, 
  Spellbook Contains all spells listed above, plus GM 
  determined. Valos should have a great many spells at his 
  disposal.
  Special Abilities
  Permanent Spells Valos has a number of permanent 
  spells running on himself. If dispelled, it will take him 
  time to get them permanently running. The relevant 
  spells are (CL 11th): Arcane Sight, Comprehend 
  Languages, Detect Magic, Read Magic, See Invisibility, 
  and Tongues.
  Powerful Caster (Ex) Khaynites are innately magical 
  creatures, and their self-modification rituals have only 
  served to increase their natural powers. A Khaynite gets 
  a +5 bonus to caster level in any spell casting class in 
  which he has at least one level. This ability does not 
  grant additional spells or spell levels.
  Valos - CR 20
  XP 307,200
  Male Khaynite Wizard 15/Crimson Hand Acolyte 3
  LE Medium aberration (First One)
  Init +11; Senses darkvision 60 ft.; Perception +34
  Defense
  AC 33, touch 18, flat-footed 25 (+7 armor, +7 Dex, +1 
  dodge, +8 natural)
  hp 224 (30 HD; 12d8+18d6+90+15)
  Fort +21, Ref +22, Will +25 
  Offense
  Speed 40 ft., fly 40 ft. (good), swim 30 ft.
  Special Attacks crimson sign, exsanguinate, hand of the 
  apprentice (14/day, +28 attack)
  Sorcerer Spells (CL 13th; concentration +18, +22 
  casting defensively; 5% arcane failure chance)
  4th - (4/day) Confusion (DC 23)
  3rd - (7/day) Haste, Hold Person (DC 22)
  2nd - (8/day) Glitterdust (DC 19), Mirror Image, Resist 
  Energy
  1st - (8/day) Grease (DC 18), Mage Armor, Magic 
  Missile, Murderer’s Mark, Sleep (DC 20)
  Cantrips – Daze (DC 19), Detect Magic, Light, Mage 
  Hand, Message, Open/Close, Prestidigitation, Read 
  Magic 
  Wizard Spells (CL 22nd; concentration +13, +17 casting 
  defensively; 5% arcane failure chance)
  9th - Foresight, Time Stop
  8th -  Empowered Chain Lightning (DC 27, 16 
  secondary bolts DC 25), Mind Blank, Moment of 
  Prescience, Polymorph Any Object (DC 31)
  7th - Delayed Blast Fireball (DC 28) (x2), Forcecage 
  (DC 28), Greater Teleport, Mass Hold Person (DC 30), 
  Prismatic Spray (DC 28)
  6th - Disintegrate (DC 29), Greater Dispel Magic, 
  Quickened Mirror Image, Flesh to Stone (DC 29), 
  Mislead, True Seeing
  5th - Baleful Polymorph (DC 28) (x2), Dominate Person 
  (DC 28) (x2), Overland Flight, Quickened Shield
  4th - Black Tentacles, Dimension Door, Mass Enlarge 
  Person, Remove Curse, Stoneskin (x2)
  3rd - Daylight, Displacement (x2), Haste, Magic Circle 
  Against Good, Major Image, Wind Wall
  2nd - Bear’s Endurance, Detect Thoughts (DC 23), 
  Eagle’s Splendor, Glitterdust (DC 23), Gust of Wind (DC 
  23), Pyrotechnics (DC 25), Rope Trick, Web (DC 23)
  1st - Detect Secret Doors, Feather Fall, Grease (DC 22), 
  Ray of Enfeeblement (DC 22), Shield (x2), Silent Image
  Cantrips – Dancing Lights, Detect Poison, Disrupt 
  Undead, Mending
  Tactics
  Before Combat Valos casts foresight, mind blank, 
  moment of prescience and overland flight at the start 
  of each day (they last 22 hours). If actively expecting 
  combat he will go all out with his buffs, if he has time to 
  prepare.
  During Combat Valos is perfectly capable of obliter-
  ating his opponents. He usually uses Foresight to predict 
  ambushes and opens with Time Stop, then drops delayed 
  blast fireballs, forcecages, and prismatic spheres. He 
  may even use gate to summon an advanced pit fiend or 
  
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  22-HD advanced half-fiend roper. He is highly likely 
  to use greater dispel magic if his opponents have much 
  magic equipment.
  Morale On the plus side, Valos prefers not to fight at 
  all. He would rather reason with or manipulate his oppo-
  nents – he is a ruler, not a killer. If somehow put into 
  a disadvantaged position, he will wound an opponent, 
  strike them with Crimson Mark, and then flee, utilizing 
  the mark to spy on them from afar to see what their 
  motives and weaknesses are. If he determines that the 
  target is a threat, he will strike back suddenly and with 
  overwhelming force.
  Statistics
  Str 10, Dex 24, Con 16, Int 32, Wis 12, Cha 24
  Base Atk +17; CMB +17; CMD 30
  Feats Craft ConstructB, Craft Magic Arms and ArmorB, 
  Craft Rod, Craft Wondrous ItemB, Dodge, Empower 
  Spell, Forge Ring, Improved Initiative, Greater Spell 
  Focus (enchantment), Greater Spell Focus (transmu-
  tation), Greater Spell Penetration, Great Fortitude, 
  Maximize Spell, Quicken Spell, Scribe ScrollB, Spell 
  Focus (enchantment), Spell Focus (transmutation), Spell 
  Penetration, Widen Spell
  Skills Bluff +40, Craft (alchemy) +44, Craft (book-
  making) +44, Diplomacy +37, Fly +47, Knowledge 
  (arcana) +44, Knowledge (architecture) +44, Knowledge 
  (history) +44, Knowledge (local) +44, Knowledge 
  (nobility) +44, Knowledge (religion) +44, Knowledge 
  (the planes) +44, Perception +34, Sense Motive +31, 
  Spellcraft +44 
  Languages Valos may communicate in any known 
  language.
  SQ arcane bond (silver ring), blood offering, inherent 
  bonuses, metamagic mastery 4/day, permanent spells, 
  powerful caster
  Combat Gear scroll of gate and prismatic sphere, wand 
  of greater invisibility (10 charges); Equipment +4 mithril 
  studded leather, belt of incredible dexterity +6, cloak of 
  resistance +5, Crimson Mark (artifact), headband of vast 
  intellect +6 (Craft (alchemy), Knowledge (architecture), 
  Knowledge (the planes)), silver ring (250 gp), spellbook
  Spellbook Contains all spells listed above, plus GM 
  determined. Valos should have a great many spells at his 
  disposal.
  Special Abilities
  Blood Offering (Su) Valos can expend some of his own 
  blood in order to enhance the power of his magic. By 
  expending hit points, he may temporarily boost his caster 
  level. For every 5 hit points expended, Valos’s effective 
  caster level is boosted by 1 for 1 round. This is a free 
  action usable on his turn. Valos may increase his caster 
  level by a maximum of 5.
  Crimson Sign (Sp) This is a bright red, glowing rune 
  that hangs in the air at a location within close range of 
  the caster, and whose effect triggers on any who aren’t 
  affiliated with the Crimson Hand. The Crimson Sign is 
  very similar to the various symbol spells but without a 
  material component. Crimson Sign I allows the casting 
  of Symbol of Fear and Symbol of Pain. Crimson Sign 
  II allows Symbol of Stunning and Symbol of Weakness. 
  Crimson Sign III allows Symbol of Insanity and Symbol 
  of Death. Crimson sign may only be used once per day. 
  Regardless of the effect chosen, the save DC is 30 (if 
  any).
  Exsanguinate (Su) When targets are reduced to zero hit 
  points by one of Valos’s spells or supernatural abilities, 
  he may opt to activate Exsanguinate as a free, immediate 
  action. As opposed to being merely reduced to 0, a target 
  affected by Exsanguinate is immediately dropped to -10 
  hit points and killed. Valos gains 5 hit points, and a spell 
  slot of equal or lower level than the spell which triggered 
  Exsanguinate is refreshed for use. Spells which reduce 
  multiple targets to 0 hit points simultaneously can trigger 
  Exsanguinate more than once and restore additional hit 
  points, but not additional spell levels.
  Inherent Bonuses (Ex) Valos has used bound efreet in 
  the past to grant him an inherent +4 bonus to Dexterity 
  and +5 bonus to Intelligence.
  Permanent Spells Valos has a number of permanent 
  spells running on himself. If dispelled, it will take him 
  time to get them permanently running. The relevant 
  spells are (CL 11th): Arcane Sight, Comprehend 
  Languages, Detect Magic, Read Magic, See Invisibility, 
  and Tongues.
  Powerful Caster (Ex) Khaynites are innately magical 
  creatures, and their self-modification rituals have only 
  served to increase their natural powers. A Khaynite gets 
  a +5 bonus to caster level in any spell casting class in 
  which he has at least one level. This ability does not 
  grant additional spells or spell levels.
  Lucia
  A powerful Exodite, one of the rare few who train in 
  magic. She was selected as an arcane caster due to her 
  high intelligence and natural aptitude. Lucia is one of 
  the few of Valos’s agents that he actively respects and 
  is essentially his apprentice, a role she has fulfilled 
  for several hundred years. He has chosen to render her 
  immortal, although he does maintain a sample of her 
  bloodline should she at some point become ‘unrecover-
  able’. She has worked for Valos for her entire life.
  
  enemies of Neoexodus: the Crimson Hand
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  Personality
  Lucia is capricious and temperamental to deal with. 
  Despite a sharp intellect, her speaking is disorganized 
  and bizarre. This is completely affected; Lucia enjoys 
  confusing people with both her magic and her interac-
  tions. She considers dealing with other people a game, 
  and if a conversation partner can’t keep up with her 
  scattered line of thinking she dismisses them as trash 
  or useless. She deliberately speaks in euphemisms and 
  metaphor, and implores that people ‘play the game’ with 
  her. Valos, while normally impassive and uninterested in 
  people who waste his time, finds her antics occasionally 
  amusing.
  Lucia - CR 9
  XP 6,400
  Female Exodite wizard (illusionist) 9
  CE Medium humanoid (Fire, First One)
  Init +4; Senses darkvision 120 ft; Perception +13
  Defense
  AC 14, touch 14, flat-footed 10 (+4 Dex)
  hp 79 (9 HD; 9d6+36+9)
  Fort +7, Ref +7, Will +12 
  Defensive Abilities fire subtype, vulnerability to cold
  Offense
  Speed 30 ft.
  Ranged blinding ray ranged touch +8 (blind or dazzle 
  for 1 round, 30 foot range, 9/day) 
  Illusion School Abilities blinding ray, extended illusion, 
  invisibility field
  Wizard Spells (CL 9th; concentration +15, +19 casting 
  defensively)
  5th - empowered lightning bolt (DC 23), ~mirage arcane 
  (DC 22), teleport
  4th – greater invisibility, phantasmal killer (DC 21), 
  ~rainbow pattern (DC 21), stoneskin
  3rd – displacement, fireball (DC 21), nondetection (x2), 
  ~major image (DC 20)
  2nd - alter self, ~mirror image (x2), misdirection, 
  scorching ray (x2)
  1st - color spray (DC 18), feather fall, mage armor, 
  magic missile, shield, ~silent image (DC 18) (x2)
  Cantrips - detect magic, ghost sound (DC 17), light, 
  read magic
  Statistics
  Str 14, Dex 18, Con 18, Int 22, Wis 18, Cha 12 
  Base Atk +4; CMB +6; CMD 20
  Feats Combat Casting, Empower SpellB, Greater Spell 
  Focus (evocation), Iron WillB, Maximize Spell, Scribe 
  ScrollB, Spell Focus (evocation), Spell Focus (illusion) 
  Skills Acrobatics +13, Bluff +10, Disguise +10, 
  Knowledge (Arcana) +18, Knowledge (Religion) +18, 
  Perception +13, Sense Motive +13, Spellcraft +18 
  Languages Celestial, Common, First One Languages, 
  Ignan, Sobeka 
  SQ enhancements, shadow jump
  Combat Gear wand of fireballs (CL 10, 8 charges); 
  Equipment headband of vast intellect +2 (Sense Motive), 
  Spellbook 
  Spellbook Contains all spells listed above, plus GM 
  determined.
  Special Abilities
  Arcane Bond (Su) Lucia is bonded to her own skin, the 
  result of a somewhat gruesome experiment. Once per 
  day, she may call upon this bond to cast any spell she 
  knows without having it memorized ahead of time; when 
  she does so, her skin glows and patterns of light cascade 
  across her body.
  Arcane School (Ex) Lucia is an illusionist, and her 
  opposition schools are enchantment and necromancy. 
  When preparing divination or necromancy spells she 
  must use two slots.
  
  enemies of Neoexodus: the Crimson Hand
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  Blinding Ray (Sp) Once per round as a standard action, 
  Lucia may fire a blinding ray at a target within 30 feet 
  as a ranged touch attack. The ray causes creatures to be 
  blinded for 1 round, but creatures with 10 or more HD 
  are dazzled for 1 round instead. She may do this 9 times 
  per day.
  Buffs (Sp)
   •  Nondetection at CL 9, mostly to block true seeing 
  and see invisible when she is invisible (a CL check 
  is needed at 14 or better to beat her nondetection).
  Enhancements (Ex) Valos has enhanced Lucia such that 
  she has gained the Fire subtype and the advanced crea-
  ture simple template.
  Extended Illusion (Su) When casting illusion spells 
  with a duration of ‘concentration’, Lucia may choose 
  to have these spells last up to 4 rounds after she stops 
  concentrating.
  Invisibility Field (Sp) As a swift action, Lucia may 
  render herself invisible for up to 9 rounds per day. This 
  is treated as greater invisibility. The rounds need not be 
  consecutive.
  Shadow Jump (Su) As a move action, Lucia can jump 
  between shadows as if using a dimension door spell. The 
  limitation requires Lucia to jump from a shadowy area to 
  another. Lucia can jump up to 90 feet each day. The total 
  distance may be split between jumps. Activating shadow 
  jump does not provoke attacks of opportunity.
  Tactics
  Before Combat Lucia casts nondetection twice per day 
  (each lasts 9 hours). If expecting combat she will prepare 
  with her protective spells, and perhaps a few illusions.
  During Combat Lucia opens combat on the offensive, 
  striking with her empowered lightning bolt. Following 
  this, she will begin to use her wand to spew out fireballs. 
  If sorely challenged, and did not have enough time to 
  prepare herself beforehand, Lucia will use mirror image 
  and stoneskin to protect herself from melee. Lucia 
  prefers to stay hidden under invisibility or mirror image 
  as much as possible.
  Morale Lucia is gone at the first sign of trouble – she 
  will teleport to safety. She is generally not interested 
  in fighting losing battles and will try to get away once 
  around half of her hit points are gone.
  Lucia - CR 17
  XP 102,400
  Female Exodite wizard (illusionist) 14, Crimson Hand 
  Acolyte 3
  CE Medium humanoid (Fire, First One)
  Init +9; Senses darkvision 120 ft; Perception +24
  Defense
  AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
  hp 144 (17 HD; 17d6+68+14)
  Fort +10, Ref +9, Will +17 
  Defensive Abilities fire subtype, vulnerability to cold
  Offense
  Speed 30 ft., fly 40 ft. (good; overland flight)
  Ranged blinding ray ranged touch +12 (blind or dazzle 
  for 1 round, 30 foot range, 12/day)
  Special Attacks Crimson Sign 
  Illusion School Abilities blinding ray, extended illusion, 
  invisibility field
  Wizard Spells (CL 16th; concentration +25, +29 casting 
  defensively)
  8th – Empowered Chain Lightning (DC 29, 16 
  secondary bolts DC 27) (x2), Mind Blank, ~Scintillating 
  Pattern (16 HD)
  7th - Forcecage, ~Greater Shadow Evocation (DC 
  27), Prismatic Spray (DC 28), Greater Teleport, Spell 
  Turning
  6th - Beast Shape IV, Maximized Cone of Cold (DC 28) 
  (x2), Greater Dispel Magic, Mislead, ~Permanent Image 
  (DC 26)
  5th – Quickened Cone of Cold (DC 28) (x2), ~Mirage 
  Arcana (DC 25), Overland Flight, Sending, Wall of 
  Force (x2)
  4th - Quickened Intensified Fireball (DC 26) (x2), 
  Greater Invisibility, Lesser Globe of Invulnerability, 
  ~Rainbow Pattern (DC 24), Stoneskin
  3rd - Displacement, Quickened Fireball (DC 26) (x2), 
  Haste, Magic Circle against Good, Protection from 
  Energy, ~Major Image (DC 23)
  2nd - Alter Self, Darkness, Gust of Wind (DC 23), 
  ~Mirror Image (x2), Rope Trick, Scorching Ray
  1st - Alarm, Color Spray, Feather Fall (x2), Mage 
  Armor, Magic Missile, Shield, ~Silent Image (DC 21)
  Cantrips - Detect Magic, Ghost Sound (DC 20), Light, 
  Read Magic
  Tactics
  Before Combat Lucia casts Mind Blank and Overland 
  Flight at the start of each day (they last 16 hours). If 
  expecting combat she will prep with Mage Armor, 
  Shield, Protection from Energy, Greater Invisibility, and 
  perhaps a few illusions.
  During Combat Lucia is automatically awful to battle, 
  being a wizard. Her natural affinity with light does not 
  help anyone in a fight against her. She is always heavily 
  
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  Page 11
  enchanted and tends to open with a quickened cone of 
  cold, followed by sacrificing 20 hp and blasting out a 
  empowered 20d6 chain lightning (against large groups) 
  or a prismatic spray, targeting casters first. Fighters are 
  trapped in Forcecage or struck with Scintillating Pattern 
  to take them out of the fight. She will often choose to 
  make the ground terrain as difficult as possible with 
  Mirage Arcana. Lucia spends the entire time in the air. 
  Going into a fight with Lucia blindly means you are 
  probably going to be killed by her opening volley; it is 
  very important to come in protected against elemental 
  attacks.
  Morale If she’s in some sort of trouble, Lucia uses invis-
  ibility field or mislead, rendering her almost impossible 
  to detect and hit without dispelling mind blank first. If 
  things are going badly she uses Crimson Sign to drop 
  an appropriate glyph and makes her escape with greater 
  teleport.
  Statistics
  Str 14, Dex 18, Con 18, Int 28, Wis 18, Cha 12
  Base Atk +8; CMB +10; CMD 24
  Feats Combat Casting, Empower SpellB, Greater Spell 
  Focus (evocation), Improved Initiative, Intensified 
  Spell*, Iron WillB, Maximize Spell, Quicken SpellB, 
  Scribe ScrollB, Spell Focus (evocation), Spell Focus 
  (illusion) , Spell Perfection (cone of cold), Spell 
  Perfection (fireball) 
  Skills Acrobatics +21, Bluff +21, Disguise +21, Fly +24, 
  Knowledge (Arcana) +29, Knowledge (Religion) +29, 
  Perception +24, Perform (oratory) +18, Sense Motive 
  +21, Spellcraft +29, Use Magic Device +21 
  Languages Celestial, Common, Draconic, Elven, 
  Dwarven, First One Languages, Ignan, Infernal, Sobeka 
  SQ enhancements, shadow jump
  Combat Gear staff of fire; Equipment headband of vast 
  intellect +6 (Fly, Sense Motive, Use Magic Device), 
  Spellbook 
  Spellbook Contains all spells listed above, plus GM 
  determined.
  Special Abilities
  Arcane Bond (Su) Lucia is bonded to her own skin, the 
  result of a somewhat gruesome experiment. Once per 
  day, she may call upon this bond to cast any spell she 
  knows without having it memorized ahead of time; when 
  she does so, her skin glows and patterns of light cascade 
  across her body.
  Arcane School (Ex) Lucia is an illusionist, and her 
  opposition schools are enchantment and necromancy. 
  When preparing divination or necromancy spells she 
  must use two slots.
  Blinding Ray (Sp) Once per round as a standard action, 
  Lucia may fire a blinding ray at a target within 30 feet 
  as a ranged touch attack. The ray causes creatures to 
  be blinded for 1 round, but creatures with 15 or more 
  HD are dazzled for 1 round instead. She may do this 12 
  times per day.
  Blood Offering (Su) Lucia can expend some of her 
  own blood in order to enhance the power of her magic. 
  By expending hit points, she may temporarily boost her 
  caster level. For every 5 hit points expended, her effec-
  tive caster level is boosted by 1 for 1 round. This is a 
  free action usable on Lucia’s turn. She may increase her 
  caster level by a maximum of 5.
  Buffs (Sp)
   •  Lucia always has a contingency at CL 21 placed on 
  her. It casts Mislead when she is reduced to 20 hit 
  points or less.
   • Overland Flight is active at all times.
   •  Nondetection at CL 20, mostly to block true seeing 
  and see invisible when she is invisible (a CL check 
  is needed at 35 or better to beat her nondetection).
  Crimson Sign (Sp) The Crimson Sign is very similar 
  to the various symbol spells but without a material 
  component. Crimson Sign I allows the casting of Symbol 
  of Fear and Symbol of Pain. Crimson Sign II allows 
  Symbol of Stunning and Symbol of Weakness. Crimson 
  Sign III allows Symbol of Insanity and Symbol of Death. 
  Crimson sign may only be used once per day. Regardless 
  of the effect chosen, the save DC (if any) is 25.
  Exsanguinate (Su) When targets are reduced to zero hit 
  points by Lucia’s magic, a spell like ability, or a super-
  natural ability, she may opt to activate Exsanguinate as 
  a free, immediate action. As opposed to being merely 
  reduced to 0, a target affected by Exsanguinate is imme-
  diately dropped to -10 hit points and killed. Lucia gains 
  5 hit points, and a spell slot of equal or lower level than 
  the spell which triggered Exsanguinate is refreshed for 
  use. Spells which reduce multiple targets to 0 hit points 
  simultaneously can trigger Exsanguinate more than once 
  and restore additional hit points, but not additional spell 
  levels. 
  Enhancements (Ex) Valos has enhanced Lucia such that 
  she has gained the Fire subtype and the advanced crea-
  ture simple template.
  Extended Illusion (Su) When casting illusion spells 
  with a duration of ‘concentration’, Lucia may choose 
  to have these spells last up to 7 rounds after she stops 
  concentrating.
  Intensified Spell (Feat) An intensified spell increases 
  the maximum number of damage dice by 5 levels. Lucia 
  
  enemies of Neoexodus: the Crimson Hand
  Page 12
  must actually have sufficient caster levels to surpass the 
  maximum in order to benefit from this feat. 
  Invisibility Field (Sp) As a swift action, Lucia may 
  render herself invisible for up to 14 rounds per day. This 
  is treated as greater invisibility. The rounds need not be 
  consecutive.
  Shadow Jump (Su) As a move action, Lucia can jump 
  between shadows as if using a dimension door spell. The 
  limitation requires Lucia to jump from a shadowy area 
  to another. Lucia can jump up to 170 feet each day. The 
  total distance may be split between jumps. Activating 
  shadow jump does not provoke attacks of opportunity. 
  Spell Perfection (Feat) When Lucia casts Fireball, 
  she may apply one metamagic feat she has to that spell 
  without affecting its level or casting time, as long as 
  the total modified level does not use a spell slot above 
  9th-level. In addition, other feats which apply a set 
  numerical bonus to any aspect of the spell, such as 
  Spell Focus, double the bonus granted by that feat when 
  applied to this spell. 
  Geist
  Geist is essentially an artifact that Valos and Lucia 
  created. It is a spy with great intellect that often resides 
  in politically powerful individuals, working Valos’s 
  will. Geist’s own personality isn’t malevolent so much 
  as completely neutral and amoral, devoted entirely to 
  Valos’s goals and ambitions. What agency it possesses 
  is bent into service of its master’s goals. It is a bril-
  liant strategist and was originally an intellect used as a 
  general, inhabiting soldiers during important battles of 
  the First Ones.
  Geist almost always attempts to remain disguised and 
  undetected. If it is ever found out, it either leaves or 
  works to silence the investigators. If cornered Geist will 
  never allow itself to be captured and may even destroy 
  the host through its sacrifice ability.
  Personality
  Geist, on its own, is a neutral being and works only as an 
  agent of Valos. It instead impersonates whatever host it 
  has inhabited. There are a few giveaways – Geist often 
  overreacts emotionally to regularly small or only mildly 
  irritating events, as it is a poor judge of how to express 
  emotional responses. To observers, this seems like a 
  sudden mood shift. Additionally, Geist is compelled to 
  play games of strategy. Geist’s host will show a sudden 
  talent and desire to play such games, and will introduce 
  strategy game terminology into its speech. Any person 
  who notices this anomaly gains a +8 circumstance bonus 
  to detect Geist’s disguise.
  Geist - CR 7
  XP 3,200
  Unique construct
  LN Medium construct (Arcane Intelligence, 
  Incorporeal)
  Init +9; Senses low-light vision, darkvision 60 ft; 
  Perception +17
  Defense
  AC 21, touch 21, flat-footed 15 (+6 Dex, +5 deflection)
  hp 58 (7 HD; 7d10+20)
  Fort +7, Ref +8, Will +6 
  Defensive Abilities construct traits, incorporeal traits
  Offense
  Speed Fly 40 ft. (perfect)
  Melee Possession +13 incorporeal touch
  Full Attack Possession +13 incorporeal touch
  Special Attacks arcane aptitude, possession, sacrifice, 
  spells
  Wizard Spells (CL 9th; concentration +14)
  4th - Dimension Door, Locate Creature (DC 20)
  3rd - Arcane Sight, Dispel Magic, Suggestion (DC 19)
  2nd - Detect Thoughts (DC 18), Invisibility, Locate 
  Object, Misdirection (DC 18)
  1st - Charm Person (DC 17), Detect Secret Doors, 
  Disguise Self, Identify, Magic Missile, Shield
  Cantrips - Daze (DC 20), Detect Magic, Ghost Sound 
  (DC 20), Message
  Tactics
  Before Combat Geist usually possesses a target at the 
  beginning of combat. As for preparation, Geist isn’t a 
  fighter and would prefer to enlist more violent members 
  of the Crimson Hand if it knows that a battle is neces-
  sary.
  During Combat Geist will try to take over the most 
  powerful melee combatant and fight to the best of its 
  abilities. It is a tactical genius and has no mercy, often 
  taking over opponents whose comrades would find it 
  difficult to fight back against, such as children, lovers, 
  and so on. Geist will often leap from target to target in 
  an attempt to confuse the opposition.
  Morale Geist is completely fearless, and it will seek to 
  complete whichever mission it is assigned to. Usually 
  these are not combat missions and Geist will avoid 
  combat unless its identity has been uncovered.
  Statistics
  Str –, Dex 22, Con –, Int 20, Wis 18, Cha 20
  Base Atk +7; CMB +7; CMD 23
  
  enemies of Neoexodus: the Crimson Hand
  Page 13
  Feats Eschew Materials, Spell Focus (divination), Spell 
  Focus (Enchantment), Weapon Finesse
  Skills Bluff +18, Disguise +18, Diplomacy +18, Gather 
  Information +18, Knowledge (nobility) +18, Perception 
  +17, Sense Motive +17 
  Languages Geist can communicate in any language.
  SQ generate amulet, inherent invisibility
  Equipment Geist will utilize any treasure that its current 
  host body owns or carries.
  Special Abilities
  Arcane Aptitude (Su) Geist is an arcane intelligence 
  designed for very specific tasks. As a result, it is excep-
  tionally skilled with certain spells while it possesses a 
  target.
   •  Summon Monster IV may be cast at any time as a 
  full round action. The creature(s) appear as normal 
  within 50 feet of Geist. It may only have one such 
  spell active at a time.
   •  Scrying requires no focus if Geist has possessed a 
  target. The scried image appears as a play of light on 
  the possessed creature’s exposed skin. Detect Magic, 
  Detect Scrying, and Nondetection are automatically 
  and constantly active on a possessed target, unless 
  Geist chooses to waive them individually. Geist may 
  deactivate and reactivate any of these supernatural 
  abilities as a free action at will.
  Generate Amulet (Su) While almost undetectable 
  under normal circumstances, Geist leaves a visible sign 
  on individuals that it possesses. A small amulet in the 
  shape of a crimson mask appears around the target’s 
  neck. Geist cannot disguise or otherwise obscure this 
  amulet. The amulet is made of spectral force and can be 
  destroyed if it takes 20 points of damage. It has a hard-
  ness of 5. If destroyed, Geist is instantly forced from the 
  host.
  Invisibility (Su) Geist is naturally invisible. If anyone 
  can detect invisible or ethereal creatures, it appears as 
  a humanoid mass of shadow with glinting ruby lights 
  inside.
  Possession (Su) Geist’s primary mode of attack and 
  purpose in existence is its ability to possess a target. 
  Geist needs only make a successful touch attack, forcing 
  a DC 20 Will save from the target. If they fail, Geist has 
  quickly taken over their body and generated the power 
  amulet. While possessed, Geist acquires the strength and 
  constitution of its host, as well as any attack modes and 
  special qualities. Geist may still utilize any of its spells 
  through its host, and is not subject to arcane spell failure 
  if the target wears armor. Geist can release control of a 
  target as a full-round action at any time. Geist may not 
  utilize magic that its host possesses, though it may use 
  spell like abilities. Protection from evil, mind blank and 
  similar effects Will force Geist out of a target.
  Sacrifice (Su) If the host body is reduced to 5 hit points 
  or less, Geist can initiate a sacrifice as a full-round 
  action. When the body is sacrificed, Geist’s amulet 
  briefly flashes then burns black, and darkness stretches 
  over the host’s body then ripples out as a wave of 
  negative energy. This causes 1d4 negative levels to all 
  living creatures within a 60 foot radius and reduces the 
  host body to a fragile husk that disintegrates into black 
  powder at a touch. After a sacrifice, Geist cannot possess 
  another target for a full day.
  Skills Geist gains a +6 competence bonus to its skills, 
  but does not gain a +3 trained bonus, being a construct.
  Spells Geist casts spells as a 7th-level wizard, but does 
  not gain any other wizard class abilities.
  Geist - CR 14
  XP 38,400
  Unique construct
  LN Medium construct (Arcane Intelligence, 
  Incorporeal)
  Init +9; Senses low-light vision, darkvision 60 ft; 
  Perception +30
  Defense
  AC 27, touch 27, flat-footed 18 (+9 Dex, +8 deflection)
  
  enemies of Neoexodus: the Crimson Hand
  Page 14
  hp   113 (17 HD; 17d10 +20)
  Fort +13, Ref +14, Will +12  
  Defensive Abilities construct traits, incorporeal traits
  Offense
  Speed Fly 40 ft. (perfect)
  Melee Possession +26 incorporeal touch
  Full Attack Possession +26 incorporeal touch
  Special Attacks arcane aptitude, possession, sacrifice, 
  spells
  Wizard Spells (CL 14th; concentration +22)
  7th - Geas, Insanity (DC 27), Simulacrum
  6th - Legend Lore, Sanguine Insight, Mass Suggestion 
  (DC 26), True Seeing
  5th - Dominate Person (DC 25), Hold Monster (DC 25), 
  Sending, Teleport
  4th - Charm Monster (DC 24) (x2), Enervation (x2), 
  Lesser Geas (DC 24), Locate Creature (DC 23)
  3rd - Arcane Sight, Dispel Magic, Haste, Heroism, 
  Nondetection, Suggestion (DC 23)
  2nd - Detect Thoughts (DC 21), Invisibility, Mirror 
  Image, Misdirection (DC 21), See Invisibility, Touch of 
  Idiocy
  1st - Charm Person (DC 21), Detect Secret Doors, 
  Disguise Self, Identify, Magic Missile, Shield
  Cantrips - Daze (DC 20), Detect Magic, Ghost Sound 
  (DC 20), Message
  Tactics
  Before Combat Geist usually possesses a target at the 
  beginning of combat. As for preparation, Geist isn’t a 
  fighter and would prefer to enlist more violent members 
  of the Crimson Hand if it knows that a battle is neces-
  sary.
  During Combat Geist has a genius level intellect and it 
  shows. In combat, it will use misdirection, illusion, and 
  possession to hop from body to body, confusing oppo-
  nents and causing them to damage themselves. Unless 
  its opponents have a way to deal with possession, Geist 
  will very likely win. If faced with several dangerous 
  opponents, Geist is not above kidnapping a person – it 
  can quickly possess an individual and then teleport away 
  while still in the possessed body. Geist makes use of 
  simulacrum to cause havoc, especially in combination 
  with invisibility.
  Morale Geist is completely fearless, and it will seek to 
  complete whichever mission it is assigned to. Many of 
  these are spying missions requiring that no one know its 
  true identity – thus, Geist will often seek to destroy indi-
  viduals who learn of its nature.
  Statistics
  Str –, Dex 29, Con –, Int 26, Wis 24, Cha 26
  Base Atk +17; CMB +17; CMD 36
  Feats Eschew Materials, Greater Spell Focus 
  (Enchantment), Spell Focus (Divination), Spell Focus 
  (Enchantment), Spell Mastery (x2), Spell Penetration, 
  Greater Spell Penetration, Weapon Finesse
  Skills Bluff +31, Disguise +31, Diplomacy +31, Gather 
  Information +31, Intimidate +31, Knowledge (Arcana) 
  +31, Knowledge (Nobility) +31, Perception +30, Sense 
  Motive +30, Spellcraft +31 
  Languages Geist can communicate in any language.
  SQ generate amulet, inherent invisibility
  Equipment Geist will utilize any treasure that its current 
  host body owns or carries.
  Special Abilities
  Arcane Aptitude (Su) Geist is an arcane intelligence 
  designed for very specific tasks. As a result, it is excep-
  tionally skilled with certain spells while it possesses a 
  target.
   •  Summon Monster VII may be cast at any time as a 
  full round action. The creature(s) appear as normal 
  within 50 feet of Geist. It may only have one such 
  spell active at a time.
   •  Scrying requires no focus if Geist has possessed a 
  target. The scried image appears as a play of light on 
  the possessed creature’s exposed skin. Detect Magic, 
  Detect Scrying, Nondetection and See Invisibility are 
  automatically and constantly active on a possessed 
  target, unless Geist chooses to waive them individu-
  ally. Geist may deactivate and reactivate any of these 
  supernatural abilities as a free action at will.
  Generate Amulet (Su) While almost undetectable 
  under normal circumstances, Geist leaves a visible sign 
  on individuals that it possesses. A small amulet in the 
  shape of a crimson mask appears around the target’s 
  neck. Geist cannot disguise or otherwise obscure this 
  amulet. The amulet is made of spectral force and can be 
  destroyed if it takes 20 points of damage. It has a hard-
  ness of 10. If destroyed, Geist is instantly forced from 
  the host.
  Invisibility (Su) Geist is naturally invisible. If anyone 
  can detect invisible or ethereal creatures, it appears as 
  a humanoid mass of shadow with glinting ruby lights 
  inside.
  Possession (Su) Geist’s primary mode of attack and 
  purpose in existence is its ability to possess a target. 
  Geist needs only make a successful touch attack, forcing 
  a DC 26 Will save from the target. If they fail, Geist has 
  
  enemies of Neoexodus: the Crimson Hand
  Page 15
  quickly taken over their body and generated the power 
  amulet. While possessed, Geist acquires the strength 
  and constitution of its host, as well as any attack modes 
  and special qualities. Geist may still utilize any of its 
  spells through its host, and is not subject to arcane 
  spell failure if the target wears armor. Geist 
  can release control of a target as a full-
  round action at any time. Geist may not 
  utilize magic that its host possesses, 
  though it may use spell like abilities. 
  Protection from evil, mind blank and 
  similar effects will force Geist out of a 
  target.
  Sacrifice (Su) If the host body is reduced to 10 
  hit points or less, Geist can initiate a sacrifice 
  as a full round action. When the body is sacri-
  ficed, Geist’s amulet briefly flashes then burns 
  black, and darkness stretches over the host’s body 
  then ripples out as a wave of negative energy. This 
  causes 2d4 negative levels to all living creatures 
  within a 60 foot radius and reduces the host body to 
  a fragile husk that disintegrates into black powder 
  at a touch. After a sacrifice, Geist cannot possess 
  another target for a full day.
  Spell Mastery (Ex) Geist can prepare Arcane 
  Sight, Charm Monster, Detect Thoughts, Disguise 
  Self, Dispel Magic, Dominate Monster, Geas, Hold 
  Monster, Insanity, Mass Suggestion, Misdirection, 
  Sanguine Insight, Scrying, Sending, Simulacrum, and 
  Teleport without a spellbook. 
  Skills Geist gains a +6 competence bonus to its skills, 
  but does not gain a +3 trained bonus, being a construct.
  Spells Geist casts spells as a 14th-level wizard, but does 
  not gain any other wizard class abilities.
  Sithuras
  Sithuras is a powerful and dangerous opponent. Unlike 
  most of Valos’s other agents, Sithuras is not a creature 
  of his design. Sithuras belonged to a powerful Kroca 
  bloodline, and Valos seized him as a genetic exemplar. 
  While at first Sithuras resisted Valos’s control, Valos 
  eventually dominated him with magic and keeps him in a 
  subjugated position. Sithuras is apparently immortal and 
  is one of the oldest Kroca known; centuries of service 
  under Valos have honed his fighting talent. Like his 
  brethren, he serves in a combat capacity and not a stealth 
  one. Valos uses Sithuras for situations that require a lot 
  of property damage. As a result his appearances tend 
  to be quite spectacular, often looking more like natural 
  disasters than attacks.
  Personality
  Sithuras is intelligent for a Kroca, but more than 
  anything else he loves a good fight. He is jocular in a 
  way that seems disturbing, focusing on fairly morbid 
  jokes and offhand references to casual violence. He has a 
  keen appreciation for flashy and destructive abilities.
  Sithuras - CR 9
  XP 6,400
  Male Kroca Crimson Hand Enforcer 1
  NE Large monstrous humanoid (First One, Reptilian)
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +10
  Defense
  AC 22, touch 11, flat-footed 20 (-1 size, +5 armor, +2 
  Dex, +6 natural)
  hp 98 (11 HD; 11d10 +33)
  Fort +9, Ref +12, Will +10 
  Immunities ability damage, poison, petrification, and 
  polymorph effects
  Offense
  Speed 40 ft., swim 30 ft.
  Melee Titanic Stonehammer +19/+14/+9 (2d8+12/15-20 
  x3) and bite +16 (1d8+3 plus grab) 
  
  enemies of Neoexodus: the Crimson Hand
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  Space 10 ft.; Reach 10 ft.
  Special Attacks blood thirst, Power Attack (-3 to attack, 
  +6 to bite damage and +9 to hammer damage), Ruthless 
  Strike, twist the blade
  Tactics
  Before Combat Sithuras doesn’t care much for finesse 
  or preparation, aside from scouting out a suitable place 
  to attack. He likes working with terrain, not enchant-
  ments.
  During Combat Sithuras may have a bestial appearance, 
  but he is canny and resourceful in combat. He has a great 
  love of causing property damage. He doesn’t rush into 
  combat, instead carefully utilizing cover to avoid attacks 
  at range until he can close and drop his opponents with 
  devastating melee strikes.
  Morale Sithuras has a generally good morale and will 
  seldom flee unless he’s nearly dead. Statistics
  Statistics
  Str 24, Dex 14, Con 16, Int 9, Wis 12, Cha 6 
  Base Atk +11; CMB +19; CMD 31
  Feats Exotic Weapon Proficiency (stonehammer), 
  Improved Critical (stonehammer), Multiattack, Power 
  Attack, Ruthless Strike, Weapon Focus (stonehammer)
  Skills Acrobatics +14 (+18 jump), Knowledge (local) 
  +8, Perception +10, Stealth +11, Survival +10, Swim 
  +15 
  Languages Sobeka
  Combat Gear potions of bull’s strength, potion of haste 
  (CL 10); Equipment Titanic Stonehammer, +1 mithral 
  shirt, cloak of resistance +2
  Special Abilities
  Blood Thirst (Su) Each time a creature who Sithuras 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Sithuras to make attacks of opportunity 
  beyond his normal allowance.
  Ruthless Strike (Ex) If Sithuras ever rolls maximum 
  weapon damage, his opponent takes 2 points of 
  Constitution damage in addition to all other effects.
  Twist the Blade (Ex) Any time Sithuras rolls average or 
  better damage on his weapon damage roll, he may twist 
  the blade as a free action, causing the damaged indi-
  vidual to become shaken for 1 round.
  Sithuras - CR 16
  XP 76,800
  Male Kroca barbarian 5/Crimson Hand Enforcer 3
  NE Large monstrous humanoid (First One, Reptilian)
  Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +14, Trap Sense +1
  Defense
  AC 26, touch 12, flat-footed 23 (-1 size, +8 armor, +2 
  Dex, +1 dodge, +6 natural)
  hp 167 (18 HD; 5d12+13d10+54+5)
  Fort +14, Ref +14, Will +12 
  Defensive Abilities improved uncanny dodge, uncanny 
  dodge; Immunities ability damage, poison, petrification, 
  and polymorph effects
  Offense
  Speed 50 ft., swim 30 ft.
  Melee Titanic Stonehammer +30/+25/+20/+15 
  (2d8+17/15-20 x3) and bite +24 (1d8+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood thirst, Power Attack (-5 to attack, 
  +10 to bite damage and +15 to hammer damage), rage 
  (15 rounds), Ruthless Strike, twist the blade
  Spell-Like Abilities See Arcane Infusion
  Tactics
  Before Combat Sithuras doesn’t care much for finesse 
  or preparation, aside from scouting out a suitable place 
  to attack. He likes working with terrain, not enchant-
  ments.
  Titanic Stonehammer
  Aura Strong abjuration, transformation; CL 20th
  Slot none; Weight 40 lbs. 
  A great weapon in its own right, the Titanic 
  Stonehammer was created by the First Ones ages 
  ago as a symbol of the leadership of a particular 
  Kroca bloodline. Sithuras inherited the hammer as 
  the strongest member of his tribe. While normally 
  only a large +2 adamantine stonehammer, the Titanic 
  Stonehammer provides a number of effects in the 
  hands of a Kroca or a creature with the Earth subtype:
   •  +2 dodge bonus to AC so long as the wielder 
  stands on the ground (not included above)
   •  Immunity to ability damage, poison, petrification, 
  and polymorph effects.
   • Tremorsense 60 ft.
   •  A +2 insight bonus on attack rolls against crea-
  tures perceived by tremorsense (not included 
  above).
  For the CR 16 version of Sithuras, the weapon has 
  a +4 enhancement bonus (not +2), and grants a +4 
  dodge bonus (not +2), but is otherwise the same.
  DESTRUCTION
  The Titanic Stonehammer can be destroyed by being 
  touched by the Kaga.
  
  enemies of Neoexodus: the Crimson Hand
  Page 17
  During Combat Sithuras can withstand and dish out 
  an enormous amount of damage. He is very hearty and 
  almost jovial in combat, openly joking around in a casual 
  sort of way. This almost masks the fact that he is deadly 
  serious and tactically skilled. Sithuras generally attempts 
  to fight in more enclosed spaces where his abilities are 
  at their strongest. If faced with flying opponents who he 
  cannot strike with Lacerate, he withdraws to seek rein-
  forcements. He attempts to surprise opponents dealing 
  devastating blows quickly, picking off single opponents 
  and then retreating back away.
  Morale Sithuras loves a good fight, and acts in a nearly 
  jocular fashion in combat. He focuses on fairly morbid 
  jokes and offhand references to casual violence, often 
  making light of the horrifying injuries he is inflicting in 
  a ‘good-natured uncle’ sort of way.
  Statistics
  Str 29, Dex 14, Con 16, Int 10, Wis 12, Cha 6 
  Base Atk +18; CMB +27; CMD 39
  Feats Combat Reflexes, Critical Focus, Dodge, Exotic 
  Weapon Proficiency (stonehammer), Improved Critical 
  (stonehammer), Multiattack, Power Attack, Ruthless 
  Strike, Weapon Focus (stonehammer)
  Skills Acrobatics +16 (+24 jump), Disguise +9, 
  Knowledge (geography) +12, Knowledge (local) +12, 
  Perception +14, Stealth +15, Survival +14, Swim +17 
  Languages Sobeka
  SQ fast movement, improved uncanny dodge, trap sense 
  +1, uncanny dodge
  Combat Gear potion of haste (CL 20); Equipment 
  Titanic Stonehammer, +4 Mithral Shirt, Belt of Giant 
  Strength +4, Cloak of Resistance +3
  Special Abilities
  Arcane Infusion (Sp) Sithuras may cast any of the 
  following spells as a spell-like ability with no need for 
  somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark, 
  and Vampiric Touch. The spells are cast as a 18th-level 
  wizard. Sithuras may do this 3 times per day. The save 
  DC is 18 for all spell like abilities.
  Blood Thirst (Su) Each time a creature who Sithuras 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Sithuras to make attacks of opportunity 
  beyond his normal allowance.
  Improved Uncanny Dodge (Ex) Sithuras cannot be 
  flanked and cannot be caught flat-footed. Rogues of 9th 
  level or greater can still sneak attack him via flanking.
  Ruthless Strike (Ex) If Sithuras ever rolls maximum 
  weapon damage, his opponent takes 2 points of 
  Constitution damage in addition to all other effects.
  Twist the Blade (Ex) Any time Sithuras rolls average or 
  better damage on his weapon damage roll, he may twist 
  the blade as a free action, causing the damaged indi-
  vidual to become shaken for 1 round.
  Vampiric Recovery (Su) Sithuras recovers 3 hit points 
  each time any creature is wounded within 60 feet of his 
  position.
  RAGE
  While raging (15 rounds per day), Sithuras has the 
  following abilities:
  AC 24, touch 10, flat-footed 21; hp 203; Fort +16; 
  Will +14; Immune nauseated, sickened; Melee Titanic 
  Stonehammer +32/+27/+22/+17 (2d8+20/15-20 x3) and 
  bite +26 (1d8+5 plus grab); Str 33, Con 20; CMB +29; 
  CMD 41; Skill Swim +19
  Sithuras can use the following rage powers: internal 
  fortitude and roused anger.
  Ashtalon
  Ashtalon is a mutated Kroca with exceptional force of 
  will. He is an incarnate hate totem who lives to kill and 
  desecrate his enemies. Ashtalon is loosed upon the more 
  dangerous foes of the Crimson Hand when all hope of 
  stealth or subtlety are already gone. Valos maintains 
  samples of his bloodline and reproduces new Ashtalons 
  when it is necessary to do so. Ashtalon owes his entire 
  existence to Valos’s experimentation, although he really 
  couldn’t care less.
  Under normal circumstances, Ashtalon is holed up in 
  stasis somewhere to be released when events are going 
  seriously south for Valos. If you do come across him it’s 
  likely that there won’t be a lot of talking.
  Personality
  Slightly stupid but extremely driven, Ashtalon would be 
  difficult to control were it not for the fact that his only 
  joys in the world are food and killing – both of which 
  are provided by the Crimson hand on a daily basis (at 
  least when he’s alive and conscious). Ashtalon actually 
  likes fighting SO much that he will even let a worthy 
  opponent survive so he can fight them again later. If 
  anyone is considered a secrecy risk in the Crimson Hand, 
  it would have to be Ashtalon, and Valos is very careful 
  when using him for a mission.
  Ashtalon - CR 9
  XP 6,400
  Male Kroca antipaladin 1
  CE Large monstrous humanoid (First One, Reptilian)
  Init +4; Senses darkvision 60 ft.; Perception +14
  
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  Page 18
  Defense
  AC 21, touch 9, flat-footed 15 (-1 size, +5 armor, +6 
  natural)
  hp 88 (11 HD; 11d10+22+1)
  Fort +9, Ref +9, Will +12 
  Offense
  Speed 40 ft., swim 30 ft.
  Melee 2 claws +19 melee (1d8+7) and bite +18 melee 
  (1d8+7)
  Special Attacks Ruthless Strike, smite good 1/day (+1 
  attack, +1 damage) 
  Spell-Like Abilities Detect Good (CL 5th)
  Tactics
  Before Combat Ashtalon drinks his potions if he has 
  time to prepare himself (bonuses not included above).
  During Combat Ashtalon always selects the most puny 
  looking opponent as a smite target, and will attack them 
  with preference until they are dead. He has a special 
  preference for going after clerics and other ‘helping’ 
  classes because, in his words, ‘they’re big girls’ blouses’. 
  Ashtalon doesn’t bother avoiding attack, he likes to burn 
  10 hit points a turn with burst of vitality to get his 20 
  bonus hit points.
  Morale He’s unpleasant to deal with, 
  but if he feels he’s in danger he stops 
  fighting to flee like a wild beast. 
  Unfortunately, Ashtalon very rarely 
  feels he’s in danger.
  Statistics
  Str 24, Dex 10, Con 14, Int 9, Wis 12, 
  Cha 12 
  Base Atk +11; CMB +19; CMD 29
  Feats Burst of Vitality, Improved 
  Initiative, Improved Natural Attack 
  (claws), Ruthless Strike, Skill 
  Focus (acrobatics), Weapon Focus 
  (claws)
  Skills Acrobatics +17 (+21 jump), 
  Intimidate +14, Perception +14, Swim +15 
  Languages Sobeka
  SQ aura of evil
  Combat Gear potions of bear’s endurance (CL 
  6), bull’s strength (CL 6), and eagle’s splendour (CL 6); 
  Equipment +1 mithral shirt, cloak of resistance +2
  Special Abilities
  Aura of Evil (Su) Ashtalon is surrounded by an aura of 
  evil, the equivalent of a 1st level cleric’s.
  Burst of Vitality (Ex) Once per round on his turn as a 
  free action, Ashtalon may sacrifice any number of hit 
  points to gain twice that number of temporary hit points. 
  These temporary hit points last for 1 round.
  Detect Good (Sp) As a move action, Ashtalon can detect 
  good in an individual or item within 60 feet, as if he had 
  studied them for 3 rounds.
  Ruthless Strike (Ex) If Ashtalon ever rolls maximum 
  weapon damage, his opponent takes 2 points of constitu-
  tion damage in addition to all other effects.
  Smite Good (Su) Once per day, Ashtalon may select 
  a single good individual as a swift action. He gains +1 
  to attack rolls and +1 damage against that target. If the 
  target is an outsider, a dragon, or has levels in cleric or 
  paladin, the extra damage increases to +2 on the first 
  strike. Any attacks on the targeted opponent bypass DR. 
  Ashtalon also gains his Cha bonus as a deflection bonus 
  to AC against the target’s attacks. The effects of smite 
  good last until the target is dead, or until Ashtalon rests. 
  Ashtalon - CR 16
  XP 76,800
  Male Kroca antipaladin 5/Crimson Hand Enforcer 3
  CE Large monstrous humanoid (First One, Reptilian)
  Init +5; Senses darkvision 60 ft.; Perception +20
  
  enemies of Neoexodus: the Crimson Hand
  Page 19
  Defense
  AC 23, touch 9, flat-footed 23 (-1 size, +8 armor, +6 
  natural)
  hp 162 (18 HD; 18d10+36+18+5) 
  Fort +17, Ref +16, Will +19 
  Immune disease
  Offense
  Speed 40 ft., swim 30 ft.
  Melee 2 claws +26 melee (1d8+8) and bite +25 melee 
  (1d8+8)
  Special Attacks blood thirst, channel negative energy, 
  cruelty (sickness), Power Attack (-5 to attack, +10 to 
  damage), rage (15 rounds), Ruthless Strike, smite good 
  2/day (+3 attack, +5 damage), touch of corruption (4/
  day, 3d6 + sickness), twist the blade
  Spell-Like Abilities Detect Good (CL 5th), fiendish 
  boon (weapon), plus see Arcane Infusion
  Antipaladin Spells (CL 2nd; concentration +5)
  1st - Divine Favor, Protection from Good
  Tactics
  Before Combat Ashtalon will happily buff himself up 
  with his spells and potions, if he has time to prepare 
  himself (bonuses not included above).
  During Combat In combat, Ashtalon is a beast. He 
  doesn’t even attempt to avoid attack, instead focusing 
  on destroying his opponents one at a time. He selects 
  a target and smites them, always using Power Attack, 
  unless such attacks frequently miss. Usually, Ashtalon 
  will use Burst of Vitality to expend 15 hit points, gaining 
  him 30 temporary hps per round. He leaps into a fray, 
  does his best to get surrounded, and channels negative 
  energy to cause mass chaos, benefiting with vampiric 
  recovery from the carnage caused. Targets who he partic-
  ularly wants to torture are knocked unconscious and 
  flayed alive while they’re helpless.
  Morale He’s unpleasant to deal with, but if he feels 
  he’s in danger he stops fighting to flee like a wild beast. 
  Unfortunately, Ashtalon very rarely feels he’s in danger.
  Statistics
  Str 26, Dex 10, Con 14, Int 9, Wis 12, Cha 16 
  Base Atk +18; CMB +27; CMD 37 
  Feats Burst of Vitality, Channel Smite, Improved 
  Initiative, Improved Natural Attack (claws), Ruthless 
  Strike, Skill Focus (acrobatics), Power Attack, 
  Toughness, Weapon Focus (claws)
  Skills Acrobatics +27 (+31 jump), Intimidate +16, 
  Perception +20, Swim +16 
  Languages Sobeka
  SQ aura of evil, plague bringer, unholy resilience 
  Combat Gear potions of bear’s endurance (CL 10), 
  bull’s strength (CL 10), and cat’s grace (CL 10); 
  Equipment +4 Mithral Shirt, Headband of Alluring 
  Charisma +4, Cloak of Resistance +3 
  Special Abilities
  Arcane Infusion (Sp) Ashtalon may cast any of the 
  following spells as a spell-like ability with no need for 
  somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark, 
  and Vampiric Touch. The spells are cast as a 18th-level 
  wizard. First-Of-Many may do this 2 times per day. The 
  save DC is 17 for all spell like abilities.
  Aura of Evil (Su) Ashtalon is surrounded by a powerful 
  aura of evil. Not only is his aura the equivalent of a 5th 
  level Cleric’s, but all opponents within 10 feet of his 
  position suffer a -4 penalty to fear-based effects. Any 
  opponents who are normally immune to fear lose their 
  immunity.
  Blood Thirst (Su) Each time a creature who Ashtalon 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Ashtalon to make attacks of opportunity 
  beyond his normal allowance.
  Burst of Vitality (Ex) Once per round on his turn as a 
  free action, Ashtalon may sacrifice any number of hit 
  points to gain twice that number of temporary hit points. 
  These temporary hit points last for 1 round.
  Channel Negative Energy (Su) By expending 2 uses 
  of his Touch of Corruption ability once per round as a 
  standard action, Ashtalon can unleash a blast of nega-
  tive energy that extends in a 30 foot burst around him. 
  This causes 3d6 damage; a Will save DC 15 halves the 
  damage. Opponents are also sickened for 5 rounds; a 
  Fortitude save DC 15 negates the sickness effect.
  Detect Good (Sp) As a move action, Ashtalon can detect 
  good in an individual or item within 60 feet, as if he had 
  studied them for 3 rounds.
  Fiendish Boon (Sp) As a standard action, Ashtalon may 
  enhance one claw attack by calling upon the aid of a 
  fiendish spirit for 5 minutes. When called, this causes 
  the claw to shed unholy light as a torch, and gains a +1 
  enhancement bonus (not included above).
  Plague Bringer (Ex) Ashtalon is immune to the effects 
  of disease, although he may still carry one.
  Ruthless Strike (Ex) If Ashtalon ever rolls maximum 
  weapon damage, his opponent takes 2 points of constitu-
  tion damage in addition to all other effects. 
  Smite Good (Su) Twice per day, Ashtalon may select 
  a single good individual as a swift action. He gains +3 
  
  enemies of Neoexodus: the Crimson Hand
  Page 20
  to attack rolls and +5 damage against that target. If the 
  target is an outsider, a dragon, or has levels in cleric or 
  paladin, the extra damage increases to +10 on the first 
  strike. Any attacks on the targeted opponent bypass DR. 
  Ashtalon also gains his Cha bonus as a deflection bonus 
  to AC against the target’s attacks. The effects of smite 
  good last until the target is dead, or until Ashtalon rests.
  Touch of Corruption (Su) As a standard action that 
  does not provoke an attack of opportunity, Ashtalon can 
  touch an opponent and cause 3d6 damage; a Will save 
  DC 15 halves the damage. Such a target is also sickened 
  for 5 rounds. A Fortitude save DC 15 negates the sick-
  ness effect. Touch of corruption can be used 4 times per 
  day. Alternatively, he can use touch of corruption to heal 
  an undead creature.
  Twist the Blade (Ex) Any time Ashtalon rolls average 
  or better damage on his weapon damage roll, he may 
  twist the blade as a free action, causing the damaged 
  individual to become shaken for 1 round.
  Vampiric Recovery (Su) Ashtalon recovers 3 hit points 
  each time any creature is wounded within 60 feet of his 
  position.
  Rigel
  Rigel is a young Exodite working in the service of Valos. 
  All of the Exodites under Valos were hand-picked for a 
  combination of loyalty and skill, and Rigel is no excep-
  tion. He was trained for birth to serve the Kaynites and 
  his activity in the Crimson Hand fulfills his life purpose. 
  Rigel’s unique skills with mechanical devices prove 
  very effective in Crimson Hand ambushes and sabotage 
  attempts.
  Rigel has probably the largest number of fatalities 
  amongst the members of the Crimson Hand, a fact that 
  Sithuras loves to joke about. While Rigel is intelligent 
  and dangerous, he is often goaded into mistakes. Rigel 
  is also frequently called upon to undertake suicide 
  missions, which he naturally hates.
  Personality
  Rigel is very driven and intelligent. He is predisposed 
  towards being callous, even for a member of an amoral 
  and bloodthirsty organization, and couldn’t care less 
  about casualties or collateral damage in his missions. 
  This is not really a result of a bloodthirst in his case, just 
  a complete disregard for life and basic decency. While 
  he is brilliant, Rigel is overzealous with the complexity 
  of his plans and ambushes. He is easy to egg on into 
  increasingly diabolical plans, a character trait which 
  Valos uses to keep him busy and under control. Rigel 
  is also very much aware of how many times he’s been 
  reconstituted.
  Rigel - CR 8
  XP 4,800
  Male Exodite rogue 5/Crimson Hand Enforcer 3
  LE Medium humanoid (Fire, First One)
  Init +10; Senses darkvision 120 ft; Perception +11, trap 
  sense +1
  Defense
  AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)
  hp 79 (8 HD; 5d8+3d10+32+5)
  Fort +8, Ref +13, Will +6 
  Defensive Abilities evasion, fire subtype, uncanny 
  dodge, vulnerability to cold
  Offense
  Speed 30 ft.
  Ranged mwk composite shortbow [+5 Str] +13/+8 
  ranged (1d6+5, x3), or Rapid Shot mwk composite 
  shortbow [+5 Str] +11/+11/+6 ranged (1d6+5, x3)
  Special Attacks bleeding attack (3), blood thirst, twist 
  the blade, sneak attack +3d6
  Spell-Like Abilities See Arcane Infusion
  Tactics
  Before Combat Rigel is an excellent planner and always 
  tries to pick a location for his attacks, seeking to build 
  traps and hazards if he has time. He uses his wands to 
  buff up as is appropriate to a given situation.
  During Combat Rigel fights indirectly. He tries to 
  ensure that enemies fall prey to his traps, preferring to 
  use his wand of mage hand to activate the traps that he 
  has set up. Enemies may not even realize that they are 
  under attack. Rigel uses his stealth abilities and invis-
  ibility to beat a clean getaway before a real fight can 
  even begin.
  Morale Rigel leaves as soon as it looks like he’s about 
  to get directly attacked, and he’s slippery about it. Any 
  tactics he can use to get away are fair game.
  Statistics
  Str 20 , Dex 22, Con 18, Int 16, Wis 12 , Cha 12 
  Base Atk +6; CMB +11; CMD 27
  Feats Improved Initiative, Iron WillB, Point Blank Shot, 
  Precise ShotB, Rapid Shot, Ruthless Strike
  Skills Acrobatics +16, Bluff +11, Craft (alchemy) +12, 
  Craft (trapmaking) +13, Disable Device +16, Escape 
  Artist: +15, Knowledge (local) +13, Perception +11, 
  Sleight of Hand +16, Stealth +16, Use Magic Device 
  +12 
  Languages Aneishi, Balite, Common, Exodite, Sobeka 
  SQ enhancements, rogue talents (bleeding attack, combat 
  trick (Precise Shot)), shadow jump, vampiric recovery
  
  enemies of Neoexodus: the Crimson Hand
  Page 21
  Combat Gear wands of mage hand (CL 20, 8 charges), 
  invisibility (8 charges), and shield (12 charges); 
  Equipment mwk composite shortbow [+5 Str] with 20 
  arrows, +1 mithral shirt, cloak of resistance +1 
  Special Abilities
  Arcane Infusion (Sp) Rigel may cast any of the 
  following spells as a spell-like ability with no need for 
  somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark and 
  Vampiric Touch. The spells are cast as an 8th-level 
  wizard. Rigel may do this 6 times per day. The save DC 
  is 21 for all spell like abilities.
  Blood Thirst (Su) Each time a creature who Rigel 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Rigel to make attacks of opportunity 
  beyond his normal allowance. 
  Enhancements (Ex) Valos has enhanced Rigel such that 
  he has gained the Fire subtype and the advanced creature 
  simple template.
  Shadow Jump (Su) As a standard action, Rigel may 
  jump up to 80 feet through shadows per day. This quan-
  tity may be split into intervals of any size, but even the 
  smallest interval counts as 10 feet.
  Twist the Blade (Ex) Any time Rigel rolls average or 
  better damage on his weapon damage roll, he may twist 
  the blade as a free action, causing the damaged indi-
  vidual to become shaken for 1 round.
  Vampiric Recovery (Su) Rigel recovers 3 hit points 
  each time any creature is wounded within 60 feet of his 
  position.
  Rigel - CR 16
  XP 76,800
  Male Exodite rogue 13/Crimson Hand Enforcer 3
  LE Medium humanoid (Fire, First One)
  Init +13; Senses darkvision 120 ft; Perception +20, trap 
  sense +4
  Defense
  AC 28, touch 20, flat-footed 18 (+8 armor, +9 Dex, +1 
  dodge)
  hp 155 (16 HD; 13d8+3d10+64+13)
  Fort +12, Ref +21, Will +10 
  Defensive Abilities evasion, fire subtype, improved 
  uncanny dodge, vulnerability to cold
  Offense
  Speed 30 ft.
  Ranged mwk composite shortbow [+5 Str] +23/+18 
  ranged (1d6+5, x3), or Rapid Shot mwk composite 
  shortbow [+5 Str] +21/+21/+16 ranged (1d6+5, x3)
  Special Attacks bleeding attack (7), blood thirst, twist 
  the blade, sneak attack +7d6
  Spell-Like Abilities See Arcane Infusion
  Tactics
  Before Combat Rigel is an excellent planner and always 
  tries to pick a location for his attacks, seeking to build 
  traps and hazards if he has time. He uses his wands to 
  buff up as is appropriate to a given situation.
  During Combat Rigel does not play nice. He isn’t 
  interested in a fair fight, instead choosing to attack at 
  range and fade away into invisibility. He will use sneak 
  attack if possible. If in danger, Rigel makes very good 
  use of his wand of mage hand to activate traps that he 
  has set up from range, and preferably while invisible. 
  While he isn’t profoundly dangerous in straight up 
  combat, he is extremely intelligent and inventive in the 
  use of that wand and his ambushes are absolutely deadly.
  Morale Rigel is a sneak, not a front line fighter, and 
  uses trickery and subterfuge to win. He isn’t interested 
  in getting hurt, and is not above hiding somewhere 
  and recovering via wand of cure light wounds before 
  
  enemies of Neoexodus: the Crimson Hand
  Page 22
  returning to finish the job. He will use invisibility and 
  flight to escape if need be.
  Statistics
  Str 20, Dex 28, Con 18, Int 16, Wis 12, Cha 12
  Base Atk +12; CMB +17; CMD 36
  Feats Dodge, Improved Initiative, Improved Precise 
  Shot, Iron WillB, Mobility, Point Blank Shot, Precise 
  ShotB, Rapid Shot, Ruthless Strike, Shot on the Run, 
  Weapon focus (shortbow)B
  Skills Acrobatics +28, Bluff +20, Craft (alchemy) +22, 
  Craft (trapmaking) +22, Disable Device +28, Escape 
  Artist: +25, Knowledge (local) +22, Perception +20, 
  Sleight of Hand +19, Stealth +28 Use Magic Device +20 
  Languages Aneishi, Balite, Common, Exodite, Sobeka
  SQ enhancements, rogue talents (bleeding attack, combat 
  trick (Precise Shot), dispelling attack, fast stealth, skill 
  mastery, weapon training (Weapon Focus (shortbow)), 
  shadow jump, vampiric recovery
  Combat Gear necklace of fireballs (type III), wands 
  of mage hand (CL 20, 8 charges), cure light wounds 
  (40 charges), invisibility (8 charges), see invisibility 
  (10 charges), and shield (12 charges); Equipment mwk 
  composite shortbow [+5 Str] with 20 arrows, +4 mithral 
  shirt, belt of incredible dexterity +4, cloak of resistance 
  +2
  Special Abilities
  Arcane Infusion (Sp) Rigel may cast any of the 
  following spells as a spell-like ability with no need for 
  somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark, 
  and Vampiric Touch. The spells are cast as a 16th-level 
  wizard. Rigel may do this 6 times per day. The save DC 
  is 21 for all spell like abilities.
  Blood Thirst (Su) Each time a creature who Rigel 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Rigel to make attacks of opportunity 
  beyond his normal allowance. 
  Enhancements (Ex) Valos has enhanced Rigel such that 
  he has gained the Fire subtype and the advanced creature 
  simple template.
  Shadow Jump (Su) As a standard action, Rigel may 
  jump up to 160 feet through shadows per day. This quan-
  tity may be split into intervals of any size, but even the 
  smallest interval counts as 10 feet.
  Skill Mastery (Ex) Rigel may take 10 on the following 
  Skills at any time: Acrobatics, Disable Device, Escape 
  Artist, Perception, Stealth, and Use Magic Device.
  Twist the Blade (Ex) Any time Rigel rolls average or 
  better damage on his weapon damage roll, he may twist 
  the blade as a free action, causing the damaged indi-
  vidual to become shaken for 1 round.
  Vampiric Recovery (Su) Rigel recovers 3 hit points 
  each time any creature is wounded within 60 feet of his 
  position.
  First-Of-Many
  First-Of-Many is frightening spider-like creature known 
  as an Aneishi. He was originally trained as a weapon 
  for battling against the Sorcerer kings, and was the 
  most ‘interesting’ Aneishi blood sample that Valos 
  could acquire. After extensive experimentation, Valos 
  improved First-Of-Many’s bloodline in a number of 
  ways and now uses the creature as a scout, instigator, 
  and assassin. First-Of-Many’s methods are legendary; 
  stories of corpses riddled with dozens of barbed spines 
  have prompted an almost cryptozoological interest in 
  his pursuit (it is commonly believed to be the work of a 
  manticore).
  Valos uses First-Of-Many as a means to prompt wars 
  between factions who are suspicious of one another, 
  and has also assigned him as the enforcer in charge of 
  dealing with the rank and file of the Crimson Hand.
  Personality
  First-Of-Many is soft-spoken, apologetic, and polite – a 
  personality that contrasts sharply with the other enforcers 
  of the Crimson Hand. In combat he often apologizes 
  when he’s about to do something particularly horri-
  fying. While more than a little awkward he is actually 
  pleasant to deal with and eager to please, making him 
  the enforcer who is often assigned to deal with new 
  recruits. First-Of-Many is very thin and often cold, and 
  will complain about this, sneezing.
  First-Of-Many - CR 8
  XP 4,800
  Male Aneishi ranger 1
  LE Medium monstrous humanoid (First One)
  Init +6; Senses darkvision 60 ft; Perception +12
  Defense
  AC 27, touch 16, flat-footed 21 (+5 armor, +6 Dex, +6 
  natural)
  hp 110 (8 HD; 8d10+40+1)
  Fort +10, Ref +14, Will +7 
  Defensive Abilities evasion, uncanny dodge; Immune 
  web effects
  Offense
  Speed 30 ft.
  Melee Mwk short chain +14/+9 melee (2d4+4)
  
  enemies of Neoexodus: the Crimson Hand
  Page 23
  Ranged Mwk composite longbow [Str +3] +14/+9 
  (1d8+3/x3)
  Special Attacks Bloodbond Strike, favored enemy 
  (humans +2), Ruthless Strike
  Spell-Like Abilities (CL 7th, Concentration +9, +13 
  casting defensively)
  At will – spider climb
  3/day – web (DC 14)
  Tactics
  Before Combat First-Of-Many prepares himself by 
  drinking the potion of displacement and activating spider 
  climb.
  During Combat First-of-Many attempts to dominate 
  the battlefield with his web spell-like ability, creating 
  areas that only he can safely navigate through. He 
  uses webs both to entrap his opponents and protect 
  himself. He attempts to isolate an opponent, and 
  then attack them full force, relying upon extra 
  damage from bloodbond strike and constant 
  attacking to score a kill.
  Morale First of Many is generally concerned with 
  tracking and not fighting. If fighting a losing battle, he 
  will drink his potion of invisibility and withdraw, fading 
  into the city streets. His quick movement makes it diffi-
  cult to track him.
  Statistics
  Str 16, Dex 22, Con 20, Int 14, Wis 12, Cha 15 
  Base Atk +7; CMB +10; CMD 26
  Feats Bloodbond Strike, Exotic Weapon Proficiency 
  (short chain), Ruthless Strike, Weapon Finesse
  Skills Acrobatics +13, Knowledge (Geography) +12, 
  Knowledge (Nature) +12, Perception +12, Stealth +11, 
  Survival +11 (+12 to follow tracks) Use Magic Device 
  +9 
  Languages Aneishi, Common, Exodite
  SQ ranger wild empathy +3, spider empathy +13, track 
  +1
  Combat Gear potions of displacement and invisibility; 
  Equipment mwk composite longbow [+3 Str] with 20 
  arrows, +1 mithral shirt, cloak of resistance +1 
  Special Abilities
  Bloodbond Strike (Ex) Whenever an attack that First-
  Of-Many launches deals damage, subsequent weapon 
  attacks he launches deal an additional point of damage. 
  This additional damage stacks up to +13, but returns to 0 
  if at any poInt First-Of-Many does not land an attack in 
  a round.
  Short Chain (Ex) This is a unique Aneishi weapon, a 
  shorter version of a spiked chain. It is wielded near its 
  center, negating any reach it had but allowing its use as a 
  double weapon. It can be used with weapon finesse.
  Spider Empathy (Ex) This ability functions as the 
  druid’s wild empathy, save that an Aneishi can only 
  use this ability on spiders. An Aneishi gains a +4 racial 
  bonus on this check. Spiders are mindless, but this 
  empathic communication imparts to them a modicum of 
  implanted intelligence, allowing Aneishi to train giant 
  spiders and use them as guardians.
  First-Of-Many - CR 14
  XP 38,400
  Male Aneishi ranger 4/Crimson Hand Enforcer 3
  LE Medium monstrous humanoid (First One)
  Init +6 (+8 urban); Senses darkvision 60 ft; Perception 
  +18
  Defense
  AC 29, touch 16, flat-footed 22 (+7 armor, +6 Dex, +6 
  natural)
  hp 155 (14 HD; 14d10+70+4)
  Fort +15, Ref +19, Will +11 
  Defensive Abilities evasion, uncanny dodge; Immune 
  web effects
  Offense
  Speed 30 ft.
  
  enemies of Neoexodus: the Crimson Hand
  Page 24
  Melee +1 short chain +20/+15/+10 melee (2d4+7), or 
  +1 short chain +18/+13/+8 melee (2d4+5) and +1 short 
  chain +18/+13 melee (2d4+3)
  Ranged +1 composite longbow [Str +5] +20/+15/+10 
  (1d8+6/x3)
  Special Attacks Bloodbond Strike, blood thirst, favored 
  enemy (humans +2), favored terrain (urban +2), Ruthless 
  Strike, twist the blade
  Ranger Spells (CL 1st; concentration +2)
  1st – resist energy
  Spell-Like Abilities (CL 7th, Concentration +9, +13 
  casting defensively)
  At will – spider climb
  3/day – web (DC 14)
  Plus see Arcane Infusion
  Tactics
  Before Combat First-Of-Many prepares himself by 
  drinking the potion of displacement, casting resist energy 
  and activating spider climb.
  During Combat First-Of-Many is a difficult opponent 
  from both range and melee. He generally opens with 
  webs then closes on an opponent to engage in melee. 
  First-Of-Many is an expert tracker and will often pursue 
  fleeing opponents. His natural talent in hiding makes 
  him a dangerous enemy. In combat he is known to use 
  his web spell-like ability to create paths only he can 
  safely navigate and/or stay out of reach.
  Morale First-Of-Many is a tracker, not really an out 
  and out fighter. If faced with a difficult situation, First-
  Of-Many will often turn invisible and flee. He will seek 
  out groups of civilians to hide amongst; in his preferred 
  urban environment he can become impossible to track.
  Statistics
  Str 18, Dex 22, Con 20, Int 14, Wis 12, Cha 15 
  Base Atk +14; CMB +18; CMD 34
  Feats Bloodbond Strike, EnduranceB, Exotic Weapon 
  Proficiency (short chain), Improved Two-Weapon 
  Fighting, Ruthless Strike, Two-Weapon FightingB, 
  Weapon Finesse, Weapon Focus (longbow) , Weapon 
  Focus (short chain)
  Skills Acrobatics +23, Knowledge (geography) +19, 
  Knowledge (local) +7, Knowledge (nature) +19, 
  Perception +18, Stealth +18, Survival +18 (+20 to follow 
  tracks), Use Magic Device +19 
  Languages Common, Aneishi, Exodite
  SQ combat style feat (Two-Weapon Fighting), hunter’s 
  bond (companions), ranger wild empathy +6, spider 
  empathy +13, track +2, vampiric recovery
  Combat Gear potions of displacement and invisibility; 
  Equipment +1/+1 short chain, +1 composite longbow 
  [+5 Str] with 20 arrows, +3 mithral shirt, belt of giant 
  strength +2, cloak of resistance +2 
  Special Abilities
  Arcane Infusion (Sp) First-Of-Many may cast any of 
  the following spells as a spell-like ability with no need 
  for somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark and 
  Vampiric Touch. The spells are cast as a 14th-level 
  wizard. First-Of-Many may do this 5 times per day. The 
  save DC is 20 for all spell like abilities.
  Bloodbond Strike (Ex) Whenever an attack that First-
  Of-Many launches deals damage, subsequent weapon 
  attacks he launches deal an additional point of damage. 
  This additional damage stacks up to +19.
  Blood Thirst (Su) Each time a creature who First-Of-
  Many threatens is wounded in a combat encounter, He 
  may make an attack of opportunity against them. Blood 
  Thirst does not allow First-Of-Many to make attacks of 
  opportunity beyond his normal allowance.
  Short Chain (Ex) This is a unique Aneishi weapon, a 
  shorter version of a spiked chain. It is wielded near its 
  center, negating any reach it had but allowing its use as a 
  double weapon. It can be used with weapon finesse.
  Twist the Blade (Ex) Any time First-Of-Many rolls 
  average or better damage on his weapon damage roll, 
  he may twist the blade as a free action, causing the 
  damaged individual to become shaken for 1 round.
  Vampiric Recovery (Su) First-Of-Many recovers 3 hit 
  points each time any creature is wounded within 60 feet 
  of his position.
  Taskal
  Taskal is a talented warrior, an Exodite with great 
  physical and mental resilience. He is a prized messenger. 
  Taskal’s prodigious memory serves him as a carrier of 
  sensitive information. Valos has worked hard since his 
  birth to ensure a strong sense of loyalty. Taskal is the 
  most trustworthy of the enforcers and as such is privy to 
  all manner of secrets.
  Personality
  While above average in intellect, Taskal stands out as 
  extremely perceptive with an excellent memory. He 
  is unquestionably loyal to the point of being nearly 
  fanatical. Taskal prefers to evade as opposed to engage, 
  although he is quite capable of fighting if need be. 
  Taskal is staunchly lawful and sees any form of loyalty 
  as a positive character trait.
  
  enemies of Neoexodus: the Crimson Hand
  Page 25
  Taskal - CR 7
  XP 3,200
  Male Exodite fighter 4/Crimson Hand Enforcer 3
  LE Medium Humanoid (Fire, First One)
  Init +8; Senses darkvision 120 ft; Perception +10
  Defense
  AC 19, touch 14, flat-footed 15 (+5 armour, +4 Dex)
  hp 75 (7 HD; 7d10+28+4)
  Fort +11, Ref +8, Will +9, +1 versus fear
  Defensive Abilities bravery +1, fire subtype, vulner-
  ability to cold
  Offense
  Speed 30 ft.
  Melee Mwk ranseur +16/+11 melee (2d4+12, x3)
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood thirst, twist the blade
  Spell-Like Abilities See Arcane Infusion
  Tactics
  Before Combat He drinks his potions before entering 
  combat, if he has time to prepare himself (bonuses not 
  included).
  During Combat Taskal often activates combat expertise 
  to improve his AC if his opponents easily strike him, but 
  he naturally prefers to attack using his reach. In combat 
  he focuses on defense and wears his opponents down 
  with his vampiric healing.
  Morale Taskal hates to be outclassed and will flee if 
  he thinks a fight is not a sure bet. This doesn’t mean he 
  won’t try to strike back if an opportunity presents itself.
  Statistics
  Str 24, Dex 19, Con 18, Int 12, Wis 16, Cha 12 
  Base Atk +7; CMB +14; CMD 28
  Feats Combat Expertise, Combat ReflexesB, Improved 
  Initiative, Iron WillB, Ruthless Strike, Stand Still, 
  Weapon Focus (Ranseur)B, Weapon Specialization 
  (Ranseur)B
  Skills Acrobatics +14, Perception +10, Sense Motive +9, 
  Stealth +14 
  Languages Common, Exodite, Khaynite
  SQ armor training 1, enhancements, shadow jump, 
  vampiric recovery
  Combat Gear potions of barkskin, bull’s strength and 
  haste; Equipment mwk ranseur, +1 mithral shirt, cloak 
  of resistance +1
  Special Abilities
  Arcane Infusion (Sp) Taskal may cast any of the 
  following spells as a spell-like ability with no need for 
  somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark, and 
  Vampiric Touch. The spells are cast as a 7th-level wizard. 
  Taskal may do this 4 times per day. The save DC is 19 
  for all spell like abilities.
  Blood Thirst (Su) Each time a creature who Taskal 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Taskal to make attacks of opportunity 
  beyond his normal allowance. 
  Enhancements (Ex) Valos has enhanced Taskal such 
  that he has gained the Fire subtype and the advanced 
  creature simple template.
  Shadow Jump (Su) As a standard action, Taskal may 
  jump up to 70 feet through shadows per day. This quan-
  tity may be split into intervals of any size, but even the 
  smallest interval counts as 10 feet.
  Twist the Blade (Ex) Any time Taskal rolls average or 
  better damage on his weapon damage roll, he may twist 
  the blade as a free action, causing the damaged indi-
  vidual to become shaken for 1 round. 
  
  enemies of Neoexodus: the Crimson Hand
  Page 26
  Vampiric Recovery (Su) Taskal recovers 3 hit points 
  each time any creature is wounded within 60 feet of his 
  position.
  Taskal - CR 14
  XP 38,400
  Male Exodite Fighter 11/Crimson Hand Enforcer 3
  LE Medium humanoid (Fire, First One)
  Init +9; Senses darkvision 120 ft; Perception +15
  Defense
  AC 26, touch 17, flat-footed 20 (+9 armor, +5 Dex, +1 
  deflection, +1 dodge)
  hp 148 (14 HD; 14d10+56+11)
  Fort +15, Ref +12, Will +12, +3 versus fear
  Defensive Abilities  bravery +3, fire subtype, vulner-
  ability to cold
  Offense
  Speed 30 ft.
  Melee +1 ranseur +27/+22/+17 melee (2d4+18, x3)
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood thirst, twist the blade, weapon 
  training (+3 polearms, +2 spears, +1 light blades)
  Spell-Like Abilities See Arcane Infusion
  Tactics
  Before Combat Taskal drinks his potions before 
  entering combat, if he has time to prepare himself 
  (bonuses not included).
  During Combat Taskal is an exceptionally cautious 
  fighter. If he is surprised without his full defenses up he 
  turns invisible and flees. Then he places his defenses, 
  assesses his opponents, and decides whether to strike or 
  not. Taskal often activates combat expertise to improve 
  his AC if his opponents easily strike him, but he natu-
  rally prefers to attack using his reach. In combat he 
  focuses on defense and wears his opponents down with 
  his vampiric healing.
  Morale Taskal likes fights he can predictably win. He is 
  perfectly happy to use a combination of invisibility, full 
  defense actions, and lacerate to slowly defeat his oppo-
  nents. However if he outmatched he makes a strategic 
  escape as quickly as possible.
  Statistics
  Str 27, Dex 20, Con 18, Int 12, Wis 16, Cha 12 
  Base Atk +14; CMB +22; CMD 37
  Feats Combat Expertise, Combat ReflexesB, Dodge, 
  Improved Initiative, Iron WillB, Lightning StanceB, 
  Mobility, Ruthless Strike, Spring Attack, Stand Still, 
  Weapon Focus (Ranseur)B, Weapon Specialization 
  (Ranseur)B, Whirlwind AttackB, Wind StanceB
  Skills Acrobatics +19, Perception +15, Sense Motive 
  +15, Stealth +19 
  Languages Common, Exodite, Khaynite
  SQ armor training 3, enhancements, shadow jump, 
  vampiric recovery
  Combat Gear potions of barkskin, bull’s strength and 
  haste; Equipment +1 ranseur, +3 mithral breastplate, 
  belt of giant strength +2, cloak of resistance +2, ring of 
  protection +1 
  Special Abilities
  Arcane Infusion (Sp) Taskal may cast any of the 
  following spells as a spell-like ability with no need for 
  somatic components: Crimson Shield, Death Knell, 
  Quickened Invisibility, Lacerate, Murderer’s Mark and 
  Vampiric Touch. The spells are cast as a 14th-level 
  wizard. Taskal may do this 4 times per day. The save DC 
  is 19 for all spell like abilities.
  Blood Thirst (Su) Each time a creature who Taskal 
  threatens is wounded in a combat encounter, He may 
  make an attack of opportunity against them. Blood Thirst 
  does not allow Taskal to make attacks of opportunity 
  beyond his normal allowance. 
  Enhancements (Ex) Valos has enhanced Taskal such 
  that he has gained the Fire subtype and the advanced 
  creature simple template.
  Shadow Jump (Su) As a standard action, Taskal may 
  jump up to 140 feet through shadows per day. This quan-
  tity may be split into intervals of any size, but even the 
  smallest interval counts as 10 feet.
  Twist the Blade (Ex) Any time Taskal rolls average or 
  better damage on his weapon damage roll, he may twist 
  the blade as a free action, causing the damaged indi-
  vidual to become shaken for 1 round.
  Vampiric Recovery (Su) Taskal recovers 3 hit points 
  each time any creature is wounded within 60 feet of his 
  position. This stacks with his regular fast healing.
  Player Options
  The Crimson Hand is not only an NPC villain orga-
  nization, but also a potential ally to the players. The 
  following prestige class, feat, and spell options are avail-
  able to players who ally themselves with Valos.
  As a hard and fast rule, a campaign with PCs working 
  inside the Crimson Hand is best played with a lawful 
  to true neutral or lawful to neutral evil-leaning party. 
  Chaotic-aligned characters will likely chafe under the 
  organization’s extremely focused and political goals, and 
  good characters might well find Valos’s amoral purposes 
  too dark for their liking. Such a campaign works best in 
  urban settings.
  
  enemies of Neoexodus: the Crimson Hand
  Page 27
  Note that these prestige classes, feats, and abilities are 
  more powerful than most baseline class features and 
  feats available. This is intentional; the Crimson Hand 
  is a powerful organization with definite advantages for 
  membership. The trade-off has to be played out carefully 
  – working within the goals of the organization must be 
  presented as a real difficulty, and the high-stakes nature 
  of the conflicts involved is the ‘cost’ of membership. If 
  a GM isn’t inclined to spotlight the obedience and risk 
  aspects of joining the Crimson Hand, then they must be 
  sure they can deal with increased powers that come with 
  no sacrifices.
  Prestige Classes
  Crimson Hand Acolytes
  The Crimson Hand Acolytes are the elite, arcane tier of 
  the Crimson Hand. Many are trained by either Valos or 
  Lucia personally, and fulfill strategic positions within 
  the organization itself. Crimson Hand Acolytes are often 
  found singly and under deep cover, only communicating 
  with their organization through magic. The decentralized 
  structure of the Crimson Hand allows them to operate 
  nearly independently with no apparent ties to their core 
  organization.
  Hit Die: D6
  Requirements
  Qualifications for the Crimson Hand Acolyte are as 
  follows.
  Skills: Knowledge: religion 9 ranks
  Abilities: Wisdom 13+
  Alignment: Any non-good
  Spellcasting: Ability to cast 5th-level arcane spells
  Special: In order to become a Crimson Hand Acolyte, a 
  character must be sponsored by an existing member of 
  the Crimson Hand and must pass through an initiation 
  ritual.
  Class Skills
  The Crimson Hand Acolyte’s class skills are: Bluff 
  (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis), 
  Knowledge (any, taken individually) (Int), Perception 
  (Wis), Profession (Wis), Spellcraft (Int), Use Magic 
  Device (Cha) 
  Skill Points at Each Level: 2+ int modifier
  Class Features
  Weapon and Armor Proficiency: Crimson Hand 
  Acolytes are proficient with all simple weapons, no 
  shields, and no armor.  Wearing armor causes an arcane 
  spell failure chance as normal.
  Blood Offering (Su): A Crimson Hand Acolyte can 
  expend some of their own blood in order to enhance 
  the power of their magic. By expending hit points, they 
  may temporarily boost their caster level. For every 5 hit 
  points expended, their effective caster level is boosted 
  by 1 for 1 round. This is a free action usable on the 
  Acolyte’s turn. A Crimson Hand Acolyte may increase 
  their caster level by a maximum of 5.
  Crimson Sign (Sp): At second level, a Crimson Hand 
  Acolyte gains the ability to manifest the Crimson Sign. 
  This is a bright red, glowing rune that hangs in the air at 
  a location within close range of the caster, and the effect 
  of which triggers on any creatures who aren’t affiliated 
  with the Crimson Hand. 
  The Crimson Sign is very similar to the various symbol 
  spells but without a material component. Crimson Sign I 
  allows the casting of symbol of fear and symbol of pain. 
  Crimson Sign II allows symbol of stunning and symbol 
  of seakness. Crimson Sign III allows symbol of insanity 
  and symbol of death. Crimson Signs may only be used 
  once per day. Regardless of the effect chosen, the save 
  DC (if any) is equal to 13 + class level + intelligence 
  modifier.
  Exsanguinate (Su): When targets are reduced to zero 
  hit points by the magic or a supernatural or spell-like 
  ability of a Crimson Acolyte, they may opt to activate 
  Exsanguinate as a free, immediate action. As opposed to 
  being merely reduced to 0 hit points, a target affected by 
  Exsanguinate is immediately reduced to -10 hit points 
  and killed. The Crimson Acolyte gains 5 hit points, and 
  a spell slot of equal or lower level than the spell which 
  triggered Exsanguinate is refreshed for use. Spells which 
  reduce multiple targets to 0 hit points simultaneously can 
  Crimson Hand Acolytes
  	
  Base	Attack		
  Fort	
  Ref	
  Will	
  Level		
  Bonus	
  Save	
  Save	
  Save	
  Special	
  Spellcasting	
  1	
  +0	
  +1	
  +0	
  +1	
  Blood	Offering,	Crimson	Sign	I		
  ------
  2	
  +1	
  +1	
  +1	
  +1	
  Crimson	Sign	II	
  +1	level	of	existing	arcane		
  	
  	
  	
  	
  	
  	
  spellcasting	class
  3	
  +1	
  +2	
  +1	
  +2	
  Exsanguinate,	Crimson	Sign	III	
  +1	level	of	existing	arcane		
  	
  	
  	
  	
  	
  	
  spellcasting	class
  
  enemies of Neoexodus: the Crimson Hand
  Page 28
  trigger Exsanguinate more than once and restore addi-
  tional hit points, but not additional spell levels.
  Tactics and Considerations
  Crimson Hand Acolytes, while capable in combat, 
  generally prefer not to engage their targets directly. 
  Most remain undercover or hide within a Crimson Hand 
  safehouse. Such safehouses are filled with strategically 
  placed thralls who the Acolytes are not above catching 
  and killing in area of effect spells in order to trigger 
  Exsanguinate. Any safehouse is also heavily protected by 
  Crimson Signs.
  Crimson Hand Enforcer
  The Crimson Hand Enforcers are elite combat units 
  within the Crimson Hand. Usually in groups, the 
  Enforcers act as guards and agents when called upon. 
  These individuals are stealthy, subtle, and orga-
  nized into small cells which receive orders through 
  the Crimson Hand Acolytes, or through more senior, 
  roving Enforcers. There is a strong culture of secrecy 
  surrounding the Enforcers and many lead double lives as 
  town watchmen, members of the military or even elite 
  guards of the nobility. 
  Hit Die: D10
  Requirements
  Qualifications for the Crimson Hand Enforcer are as 
  follows.
  Base Attack Bonus: +3
  Skills: None
  Abilities: Strength 13+
  Alignment: Any non-good
  Feats: Ruthless Strike
  Special: In order to become a Crimson Hand Enforcer, 
  the character must be sponsored by an existing member 
  of the Crimson Hand and pass through an initiation 
  ceremony.
  Class Skills
  The Crimson Hand Enforcer’s class skills are: Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable 
  Device (Int), Heal (Wis), Knowledge (local, religion) 
  (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), 
  Swim (Str), Use Magic Device (Cha)
  Skill Points at Each Level: 4+ int modifier
  Class Features
  Weapon and Armor Proficiency: Crimson Hand 
  Enforcers are proficient with all simple and martial 
  weapons, no shields, and all armor.  
  Blood Thirst (Su): A Crimson Hand Enforcer draws 
  power from blood spilled during combat. The Crimson 
  Hand Enforcer may make an attack of opportunity 
  against a creature he threatens each time it is wounded 
  in a combat encounter. Blood Thirst does not allow a 
  Crimson Hand Enforcer to make attacks of opportunity 
  beyond their normal allowance. Blood Thirst is not trig-
  gered from wounds that the Enforcer himself inflicts, and 
  may only trigger a maximum number of times in a round 
  equal to the Crimson Hand Enforcer’s class level.
  Twist the Blade (Ex): If the Crimson Hand Enforcer 
  deals above average damage or better on a weapon 
  damage roll, he may twist the blade. This causes his 
  target to become shaken for 1 round.
  Arcane Infusion (Sp): Due to the association with the 
  Crimson Hand Acolytes, Crimson Hand Enforcers gain 
  a small amount of magical power. A Crimson Hand 
  Enforcer may cast any of the following spells as a 
  spell-like ability with no need for somatic components: 
  Crimson Shield, Death Knell, Quickened Invisibility, 
  Lacerate, Murderer’s Mark, and Vampiric Touch. The 
  spells are cast as a wizard with a level equal to the 
  Enforcer’s character level. A Crimson Hand Enforcer 
  may do this 3 times per day, plus an additional number 
  of times per day equal to their intelligence modifier. The 
  save DCs for all spell-like abilities are equal to 15 + 
  class level + intelligence modifier.
  Vampiric Recovery (su): Shedding Blood in the vicinity 
  of a Crimson Hand Enforcer is a losing proposition. 
  Each time a creature (friend or foe) is wounded within 
  60 feet of a Crimson Hand Enforcer, he recovers 1 hit 
  point per class level. If the Crimson Hand Enforcer 
  possesses the sneak attack class feature, he recovers an 
  additional hit point.
  Tactics and Considerations
  Crimson Hand Enforcers often operate in groups. Many 
  have levels in rogue and utilize paired weapons so as 
  best to take advantage of Vampiric Recovery and their 
  spell-like abilities. The pack-hunting nature of the 
  Enforcers causes them to gang up on a single target, 
  Crimson Hand Enforcer
  	
  Base	Attack		
  Fort	
  Ref	
  Will	
  Level		
  Bonus	
  Save	
  Save	
  Save	
  Special	
  1	
  +1	
  +1	
  +1	
  +0	
  Blood	Thirst,	Twist	the	Blade	
  2	
  +2	
  +1	
  +1	
  +1	
  Arcane	Infusion
  3	
  +3	
  +2	
  +2	
  +1	
  Vampiric	Recovery
  
  enemies of Neoexodus: the Crimson Hand
  Page 29
  often utilizing combat reflexes to make many more 
  attacks than they would normally be able to inflict.
  Crimson Hand Feats
  Following are a variety of feats available for members of 
  the Crimson Hand. These are not intended to be gener-
  ally available feats and it is not advised to allow them 
  for player use unless the PCs are themselves members of 
  the organization.
  Bloodbond Strike - Crimson Hand
  Prerequisite: Strength 13+
  Benefits: As a warrior of the Crimson Hand, you’ve 
  learned to draw upon the power of your opponent’s 
  blood in order to deal more grievous wounds. Each time 
  one of your attacks deals damage to a hostile target 
  and draws blood or some other vital fluid, subsequent 
  weapon attacks you launch deal 1 additional point of 
  damage. This is considered an exceptional effect. The 
  bonus damage maximizes at a bonus equal to the char-
  acter’s level. If an attack is not landed on your turn, the 
  bonus damage from Bloodbond Strike returns to 0.
  Special: A fighter may choose Bloodbond Strike as a 
  bonus feat.
  Burst of Vitality - Crimson Hand
  Prerequisite: Constitution 13+
  Benefits: As a free action on your turn, you may sacri-
  fice hit points to gain a brief burst of vitality. You may 
  sacrifice any number of hit points and gain double that 
  amount of temporary hit points. These temporary hit 
  points persist until the end of the round.
  Special: A fighter may choose Burst of Vitality as a 
  bonus feat.
  Jugular Strike - Crimson Hand
  Prerequisite:  Sneak attack class feature, character level 
  6
  Benefits: You can go for the jugular with a sneak attack. 
  Once per round when you could strike a target with 
  sneak attack, you may sacrifice any number of sneak 
  attack dice to attempt a jugular strike. Your opponent 
  must make a Fortitude save with a DC equal to 10 + the 
  number of sneak attack dice you have, + the number of 
  sneak attack dice you sacrifice. If they fail, the attack is 
  treated as a coup de grace. It does not provoke attacks 
  of opportunity. Jugular Strike may only be applied to a 
  single sneak attack per round.
  Ruthless Strike - Crimson Hand
  Prerequisite:  none
  Benefits: You give no quarter when in combat. 
  Characters with the ruthless strike feat cannot deal 
  subdual damage. Any attack which would normally 
  cause subdual damage is converted to lethal damage. 
  If at any point a character with Ruthless Strike rolls 
  maximum weapon damage, the target of the attack 
  takes 2 points of constitution damage in addition to all 
  other effects. In order to use ruthless strike you must be 
  serious about dealing damage and must wield weapons 
  appropriate for your size. Weapons that deal a set amount 
  of damage or use a die smaller than a D4 are not affected 
  by Ruthless Strike.
  Special: A fighter may choose Ruthless Strike as a bonus 
  feat.
  Crimson Hand Spells
  Artisan’s Essence
  School Enchantment; Level 8
  Casting Time 10 minutes
  Components S, M
  Range any
  Target single manufactured object
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  Artisan’s Essence utilizes the blood of a skilled crafter 
  to impart magical qualities into an object.  A body can 
  only be used to cast Artisan’s Essence once. As the 
  spell is cast, the blood is used to inscribe magical writ-
  ings in a special circle around the object in question. 
  When completed, the blood burns black and the object is 
  instilled with magic.
  This spell does not completely replace magical crafting. 
  For every +1 in an appropriate craft skill that the artisan 
  sacrifice had, Artisan’s Essence reduces the gold piece 
  cost requirement of item creation by 250, and the 
  number of days of crafting required by 2. There is a 
  minimum of 1 day required for crafting but no minimum 
  for cost.
  Blood Money
  School Transmutation; Level 3
  Casting Time 10 minutes
  Components S, M
  Range touch
  Target one art object or gemstone
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  Blood Money requires a substantial amount of blood to 
  cast. This blood must be taken from a wealthy individual 
  
  enemies of Neoexodus: the Crimson Hand
  Page 30
  of at least a person of landed-noble status and poured 
  or brushed over the target object during a ceremony (a 
  single corpse generally produces enough blood to treat 
  5 items). The blood hardens and becomes black on the 
  object, then flakes away to reveal a brighter, higher 
  quality piece of art or gemstone. Blood Money increases 
  the value of the target item by 10%. Blood Money may 
  not be cast on a single object more than once.
  Crimson Shield
  School Abjuration; Level 3
  Casting Time 1 swift action
  Components S, M
  Range personal
  Target you
  Duration 1 round
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  Crimson Shield is unusual amongst the spells of the 
  Crimson Hand in that the sacrifice required is actually 
  the caster himself. The caster swiftly draws a small 
  amount of his own blood, which glows white then bursts 
  outward into a protective, red shield of sigils. The caster 
  cannot be affected by any exterior force while the spell 
  is active. He does not take damage of any sort and gains 
  immunity to all attacks. However, he gains a negative 
  level. Effects which prevent level loss counter this spell.
  Note: If there is any spell you want to bar from player 
  access, Crimson Shield is the one. On a major villain 
  opponent who uses it once or twice in a battle it’s an 
  interesting mechanic, but in the hands of players it could 
  well end up being a nightmare.
  Lacerate
  School Evocation [force]; Level 4
  Casting Time 1 standard action
  Components S, M
  Range close
  Target single creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Lacerate strikes a nearby target with an invisible blade 
  of force, slicing them open and causing excessive blood 
  loss. The caster must make a ranged touch attack. If 
  successful, the target takes 1d6 force damage per caster 
  level (maximum 10d6), and takes subsequent bleeding 
  damage. The bleeding damage is equal to 1 point per 
  caster level per round (maximum 10 per round). A crea-
  ture struck by Lacerate loses any fast healing or regen-
  eration they may have. The blood loss can be stopped by 
  applying healing magic or through a DC 25 heal check 
  as a full round action.
  Lineal Dominate
  School Enchantment [charm]; Level 9
  Casting Time 10 minutes
  Components S, M
  Range any
  Target special
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance no
  An insidious and politically significant spell, Lineal 
  Dominate does not require any particular type of blood, 
  but its effects are more powerful when the sacrifice is 
  from a wealthy or powerful family. When the ceremony 
  is complete, the caster uses a sacrifice’s blood to inscribe 
  the First One sigil of command onto a mirror. The sigil 
  burns black when the spell triggers.
  All first degree blood relatives of the target must make 
  a Will save (-4) or be instantaneously and permanently 
  dominated (as per dominate monster, with the caveat 
  that protection from evil or mind blank type effects do 
  not block the control). All second degree blood relatives 
  must make a will save (-4) or be instantaneously and 
  permanently charmed (as per charm monster). Unlike a 
  regular dominate monster, the dominated individuals will 
  act as if they are merely charmed when not under the 
  caster’s direct control.
  Other than magic such as a wish or miracle applied to 
  each affected individual, this spell cannot be countered 
  or cancelled. The only way to remove the magic is to 
  smash the mirror inscribed with the sigil of command. 
  The dominated and charmed individuals do not radiate 
  magic. However, the presence of the spell can be 
  detected by a slight red tint in the enchanted targets’ 
  eyes ([DC 15+Lineal Domate caster level] perception 
  check to notice if looking). A spellcraft check (DC as per 
  above) is required to recognize the sign.
  Murderer’s Mark
  School Necromancy; Level 1
  Casting Time 1 standard action
  Components S, M
  Range personal
  Target you
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  Murderer’s Mark requires that the caster’s hands be red 
  with the blood of a sacrifice. In order for the spell to be 
  effective, the sacrificed person must have been someone 
  who has taken the life of a sentient individual. (A single 
  corpse can produce enough blood for 20 castings.) As 
  the spell is cast, the blood glows briefly red then hardens 
  and becomes black for the duration of the spell.
  
  enemies of Neoexodus: the Crimson Hand
  Page 31
  Murderer’s Mark allows the caster to increase the DCs 
  of all of his necromancy and death effects (such as the 
  assassin’s death attack) by 2. Additionally, he gains 1d6 
  sneak attack. This sneak attack stacks with any existing 
  sneak attack he already has.
  Sanguine Insight
  School Divination; Level 6
  Casting Time 10 minutes
  Components S, M
  Range touch
  Target single touched creature
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  Sanguine Insight requires the blood of a wizard or 
  similar arcane magic user. A body can only be used to 
  cast Sanguine Insight once. As the spell is cast, a bit of 
  the sacrifice’s blood is dabbed on the caster’s thumb, 
  which he then presses against the target’s forehead to 
  form a third eye dot. The third eye quickly burns black 
  then flakes away.
  The target gains knowledge that the sacrifice had. He 
  may ask up to 5 questions that the sacrifice would know 
  answers to and have them answered to the best of the 
  sacrifice’s knowledge. Additionally, if the target is an 
  arcane caster with a spellbook, he may instantly add two 
  spells that the sacrifice knew to his spellbook. 
  Available Now at RPGNow.com, DriveThruRPG.com and Paizo.com
  3.5 SYSTEM COMPATIBLE
  LPJ9523
  f leshweaver
  mo ns t e r s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9524
  bilecrawler
  mo ns t e r s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9528
  races of 
  neoexodus
  Ne o e xo du s  C hr o nic le s :
  3.5 SYSTEM COMPATIBLE
  LPJ9526
  section omega
  s e c r e t  s o c ie t ie s  o f  Ne o e xo du s :
  The World of Exodus Needs Heroes...
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on orig-
  inal material by E. Gary Gygax and Dave Arneson. 
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy 
  Collins, Jesse Decker, David Noonan, Rich Redman.
  Enemies of NeoExodus: Crimson Hand Copyright 2012, Louis Porter 
  Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Neal Bailey, Julian Neale with Louis Porter Jr 
  Artwork by Ean Moody
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
  © 2010 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
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  © 2009 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
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  Stealth
  _________
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9467 - Enemies of NeoExodus - Crimson Hand.pdf